c127bc9f0e
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Functional: the in-game add-friend handshake aimed at an auto-match opponent who is secretly a pooled robot now records the request per (game, seat) in a new robot_friend_requests table -- never against the shared robot account -- mirroring the robot_blocks pattern. The shared account stays out of friendships, the "requested" state is pinned to the seat (not leaked across the player's other games), the robot ignores it, and a background reaper drops the row 7 days after its game finishes. The outgoing-requests list carries these per-game rows so the seat control stays disabled across reloads. No withdraw UI, per owner decision. Cosmetics: - Lobby: an in-progress game tints the viewer's own score number green when leading or tied, red when trailing (reusing --ok/--danger); scores now render in seat-number order, matching the over-the-board scoreboard. - Stats: the per-variant best move is laid out on two lines -- the variant label, then the score (right-aligned in its column) and the word tiles (left-aligned) below it. - Dark theme: the played-tile background is a touch darker so a player-placed tile reads with more contrast (light theme unchanged). Docs (ARCHITECTURE, FUNCTIONAL + _ru mirror, backend README, UI_DESIGN) updated in the same change.
315 lines
9.3 KiB
Go
315 lines
9.3 KiB
Go
package server
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import (
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"context"
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"net/http"
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"strings"
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"github.com/gin-gonic/gin"
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"github.com/google/uuid"
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)
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// The /api/v1/user/friends/* handlers wire the social friend graph: the
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// befriend-an-opponent request flow, the one-time friend-code path, and the
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// friends/incoming lists. They follow handlers_user.go: X-User-ID identity, a domain
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// call, a JSON DTO. Account ids are projected to {id, display_name} refs resolved
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// from the account store, mirroring fillSeatNames.
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// accountRefDTO is a referenced account with its display name resolved for the UI.
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type accountRefDTO struct {
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AccountID string `json:"account_id"`
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DisplayName string `json:"display_name"`
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}
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// friendListDTO is the caller's accepted friends.
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type friendListDTO struct {
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Friends []accountRefDTO `json:"friends"`
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}
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// incomingListDTO is the friend requests awaiting the caller's response.
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type incomingListDTO struct {
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Requests []accountRefDTO `json:"requests"`
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}
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// outgoingListDTO is the addressees the caller has already requested (a live pending
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// request or one the addressee declined) and therefore cannot re-request, plus the
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// per-game disguised-robot requests (not real accounts), which keep the in-game
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// "request sent" state pinned to a seat.
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type outgoingListDTO struct {
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Requests []accountRefDTO `json:"requests"`
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Robots []robotFriendRequestDTO `json:"robots"`
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}
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// robotFriendRequestDTO is one per-game disguised-robot friend request: the row id, the
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// game name the player saw, and the game + seat it was sent in (so the in-game card can
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// re-mark that seat as already requested).
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type robotFriendRequestDTO struct {
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ID string `json:"id"`
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DisplayName string `json:"display_name"`
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GameID string `json:"game_id"`
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Seat int `json:"seat"`
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}
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// friendCodeDTO is a freshly issued one-time friend code (returned once).
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type friendCodeDTO struct {
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Code string `json:"code"`
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ExpiresAtUnix int64 `json:"expires_at_unix"`
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}
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// redeemResultDTO reports the new friend gained by redeeming a code.
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type redeemResultDTO struct {
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Friend accountRefDTO `json:"friend"`
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}
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// targetIDRequest carries a single counterpart account id. GameID is set only by an
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// in-game block (so a disguised-robot opponent can be recorded as a per-game block); the
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// other target paths leave it empty.
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type targetIDRequest struct {
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AccountID string `json:"account_id"`
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GameID string `json:"game_id"`
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}
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// friendRespondRequest accepts or declines a pending request from a requester.
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type friendRespondRequest struct {
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RequesterID string `json:"requester_id"`
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Accept bool `json:"accept"`
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}
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// redeemCodeRequest carries a friend code to redeem.
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type redeemCodeRequest struct {
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Code string `json:"code"`
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}
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// namedRef resolves a single account id into its display-name ref, caching the
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// lookup in memo so a caller can share it across many refs in one response.
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func (s *Server) namedRef(ctx context.Context, id uuid.UUID, memo map[string]string) accountRefDTO {
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key := id.String()
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name, ok := memo[key]
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if !ok {
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if acc, err := s.accounts.GetByID(ctx, id); err == nil {
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name = acc.DisplayName
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}
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memo[key] = name
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}
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return accountRefDTO{AccountID: key, DisplayName: name}
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}
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// accountRefs resolves a list of account ids into display-name refs, memoising
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// lookups within the call.
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func (s *Server) accountRefs(ctx context.Context, ids []uuid.UUID) []accountRefDTO {
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memo := map[string]string{}
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out := make([]accountRefDTO, 0, len(ids))
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for _, id := range ids {
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out = append(out, s.namedRef(ctx, id, memo))
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}
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return out
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}
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// accountRef resolves a single account id into its display-name ref.
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func (s *Server) accountRef(ctx context.Context, id uuid.UUID) accountRefDTO {
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return s.namedRef(ctx, id, map[string]string{})
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}
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// parseUUIDField parses a body-supplied account id, trimming whitespace.
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func parseUUIDField(s string) (uuid.UUID, bool) {
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id, err := uuid.Parse(strings.TrimSpace(s))
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if err != nil {
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return uuid.UUID{}, false
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}
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return id, true
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}
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// handleFriendRequest sends a friend request to an opponent the caller has played.
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func (s *Server) handleFriendRequest(c *gin.Context) {
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uid, ok := userID(c)
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if !ok {
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abortBadRequest(c, "missing identity")
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return
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}
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var req targetIDRequest
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if err := c.ShouldBindJSON(&req); err != nil {
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abortBadRequest(c, "invalid request body")
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return
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}
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target, ok := parseUUIDField(req.AccountID)
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if !ok {
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abortBadRequest(c, "invalid account id")
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return
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}
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// An in-game request carries the game id, so a disguised-robot opponent is recorded as a
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// per-game request (RequestInGame); a request without a game (or to a human) goes through
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// SendFriendRequest directly.
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var err error
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if strings.TrimSpace(req.GameID) == "" {
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err = s.social.SendFriendRequest(c.Request.Context(), uid, target)
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} else if gameID, ok := parseUUIDField(req.GameID); !ok {
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abortBadRequest(c, "invalid game id")
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return
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} else {
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err = s.social.RequestInGame(c.Request.Context(), uid, target, gameID)
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}
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if err != nil {
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s.abortErr(c, err)
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return
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}
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c.JSON(http.StatusOK, okResponse{OK: true})
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}
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// handleFriendRespond accepts or declines a pending incoming request.
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func (s *Server) handleFriendRespond(c *gin.Context) {
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uid, ok := userID(c)
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if !ok {
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abortBadRequest(c, "missing identity")
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return
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}
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var req friendRespondRequest
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if err := c.ShouldBindJSON(&req); err != nil {
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abortBadRequest(c, "invalid request body")
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return
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}
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requester, ok := parseUUIDField(req.RequesterID)
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if !ok {
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abortBadRequest(c, "invalid requester id")
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return
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}
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if err := s.social.RespondFriendRequest(c.Request.Context(), uid, requester, req.Accept); err != nil {
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s.abortErr(c, err)
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return
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}
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c.JSON(http.StatusOK, okResponse{OK: true})
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}
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// handleFriendCancel withdraws the caller's own pending request.
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func (s *Server) handleFriendCancel(c *gin.Context) {
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uid, ok := userID(c)
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if !ok {
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abortBadRequest(c, "missing identity")
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return
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}
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var req targetIDRequest
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if err := c.ShouldBindJSON(&req); err != nil {
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abortBadRequest(c, "invalid request body")
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return
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}
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target, ok := parseUUIDField(req.AccountID)
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if !ok {
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abortBadRequest(c, "invalid account id")
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return
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}
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if err := s.social.CancelFriendRequest(c.Request.Context(), uid, target); err != nil {
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s.abortErr(c, err)
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return
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}
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c.JSON(http.StatusOK, okResponse{OK: true})
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}
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// handleUnfriend removes a friendship with the :id account.
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func (s *Server) handleUnfriend(c *gin.Context) {
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uid, ok := userID(c)
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if !ok {
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abortBadRequest(c, "missing identity")
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return
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}
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other, err := uuid.Parse(c.Param("id"))
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if err != nil {
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abortBadRequest(c, "invalid account id")
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return
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}
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if err := s.social.Unfriend(c.Request.Context(), uid, other); err != nil {
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s.abortErr(c, err)
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return
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}
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c.JSON(http.StatusOK, okResponse{OK: true})
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}
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// handleListFriends returns the caller's accepted friends.
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func (s *Server) handleListFriends(c *gin.Context) {
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uid, ok := userID(c)
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if !ok {
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abortBadRequest(c, "missing identity")
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return
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}
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ids, err := s.social.ListFriends(c.Request.Context(), uid)
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if err != nil {
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s.abortErr(c, err)
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return
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}
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c.JSON(http.StatusOK, friendListDTO{Friends: s.accountRefs(c.Request.Context(), ids)})
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}
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// handleIncomingRequests returns the friend requests awaiting the caller.
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func (s *Server) handleIncomingRequests(c *gin.Context) {
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uid, ok := userID(c)
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if !ok {
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abortBadRequest(c, "missing identity")
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return
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}
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ids, err := s.social.ListIncomingRequests(c.Request.Context(), uid)
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if err != nil {
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s.abortErr(c, err)
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return
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}
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c.JSON(http.StatusOK, incomingListDTO{Requests: s.accountRefs(c.Request.Context(), ids)})
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}
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// handleOutgoingRequests returns the addressees the caller has already requested
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// (pending or declined) and cannot re-request.
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func (s *Server) handleOutgoingRequests(c *gin.Context) {
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uid, ok := userID(c)
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if !ok {
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abortBadRequest(c, "missing identity")
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return
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}
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ctx := c.Request.Context()
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ids, err := s.social.ListOutgoingRequests(ctx, uid)
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if err != nil {
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s.abortErr(c, err)
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return
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}
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robots, err := s.social.ListRobotFriendRequests(ctx, uid)
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if err != nil {
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s.abortErr(c, err)
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return
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}
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dto := outgoingListDTO{Requests: s.accountRefs(ctx, ids)}
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for _, r := range robots {
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dto.Robots = append(dto.Robots, robotFriendRequestDTO{ID: r.ID.String(), DisplayName: r.DisplayName, GameID: r.GameID.String(), Seat: r.Seat})
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}
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c.JSON(http.StatusOK, dto)
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}
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// handleIssueFriendCode issues a one-time add-a-friend code for the caller.
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func (s *Server) handleIssueFriendCode(c *gin.Context) {
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uid, ok := userID(c)
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if !ok {
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abortBadRequest(c, "missing identity")
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return
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}
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code, err := s.social.IssueFriendCode(c.Request.Context(), uid)
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if err != nil {
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s.abortErr(c, err)
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return
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}
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c.JSON(http.StatusOK, friendCodeDTO{Code: code.Code, ExpiresAtUnix: code.ExpiresAt.Unix()})
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}
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// handleRedeemFriendCode redeems a friend code, befriending its issuer.
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func (s *Server) handleRedeemFriendCode(c *gin.Context) {
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uid, ok := userID(c)
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if !ok {
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abortBadRequest(c, "missing identity")
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return
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}
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var req redeemCodeRequest
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if err := c.ShouldBindJSON(&req); err != nil {
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abortBadRequest(c, "invalid request body")
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return
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}
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issuer, err := s.social.RedeemFriendCode(c.Request.Context(), uid, strings.TrimSpace(req.Code))
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if err != nil {
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s.abortErr(c, err)
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return
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}
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c.JSON(http.StatusOK, redeemResultDTO{Friend: s.accountRef(c.Request.Context(), issuer)})
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}
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