751e74b14f
internal/game drives the engine over a single match and owns everything the
engine does not: event-sourced persistence (a games row + an append-only decoded
move journal, with the live engine.Game kept warm in a cache and rebuilt by
replay on a miss), the play/pass/exchange/resign transitions with
validate-at-submit scoring, an unlimited score/legality preview, the hint
(per-game allowance + profile wallet), the word-check tool with complaint
capture, per-player game state, history and GCG export (Poslfit dialect), and a
background turn-timeout sweeper that auto-resigns overdue turns honouring each
player's daily away window. Like Stages 1-2 it is a service/store layer with no
HTTP; the gateway surface lands in Stage 6.
Engine: additive decoded domain API (Direction, SubmitPlay/SubmitExchange/
EvaluatePlay/HintView/Hand, MoveRecord.{Dir,MainRow,MainCol}, Registry.Lookup,
ParseVariant) so internal/game never imports scrabble-solver; and a Resign fix
so the resigner keeps their score yet never wins (the other player wins a
two-player game). Timeout reuses Resign.
Persistence: migration 00002 adds games, game_players, game_moves, complaints,
account_stats and extends accounts with away_start/away_end/hint_balance; go-jet
regenerated. account gained SpendHint. Config adds BACKEND_DICT_DIR (required),
BACKEND_DICT_VERSION, BACKEND_GAME_TIMEOUT_SWEEP_INTERVAL, BACKEND_GAME_CACHE_TTL;
main loads the registry at boot (hard dependency) and starts the sweeper.
Tests: engine resign + decoded-API tests; game unit tests (GCG, away-window
boundaries, hint budget, cache, keyed mutex, payload); inttest integration
(lifecycle, replay equivalence, timeout sweep with away grace, resign stats,
hint policy, word-check/complaint, per-game-lock). Docs (PLAN, ARCHITECTURE,
FUNCTIONAL +_ru, TESTING, README) updated.
122 lines
3.7 KiB
Go
122 lines
3.7 KiB
Go
// Command backend is the Scrabble platform's internal domain service. It boots
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// the OpenTelemetry runtime, opens the Postgres pool and applies migrations,
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// loads the dictionaries into the engine registry, warms the session cache,
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// constructs the game domain and starts its turn-timeout sweeper, then serves the
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// HTTP listener with the infrastructure probes and the /api/v1 route-group
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// skeleton. Domain HTTP endpoints are added with the gateway in a later stage
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// described in PLAN.md.
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package main
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import (
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"context"
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"fmt"
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"log"
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"os/signal"
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"syscall"
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"time"
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"go.uber.org/zap"
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"scrabble/backend/internal/account"
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"scrabble/backend/internal/config"
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"scrabble/backend/internal/engine"
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"scrabble/backend/internal/game"
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"scrabble/backend/internal/postgres"
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"scrabble/backend/internal/server"
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"scrabble/backend/internal/session"
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"scrabble/backend/internal/telemetry"
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)
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// telemetryShutdownTimeout bounds the OpenTelemetry flush during process exit.
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const telemetryShutdownTimeout = 5 * time.Second
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func main() {
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cfg, err := config.Load()
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if err != nil {
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log.Fatalf("backend: load config: %v", err)
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}
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logger, err := newLogger(cfg.LogLevel)
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if err != nil {
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log.Fatalf("backend: build logger: %v", err)
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}
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defer func() { _ = logger.Sync() }()
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ctx, stop := signal.NotifyContext(context.Background(), syscall.SIGINT, syscall.SIGTERM)
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defer stop()
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if err := run(ctx, cfg, logger); err != nil {
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logger.Fatal("backend: terminated", zap.Error(err))
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}
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}
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// run wires the process dependencies in order — telemetry, database (with
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// migrations), engine dictionaries, session cache, game domain (with its
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// turn-timeout sweeper), HTTP server — and blocks until ctx is cancelled.
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func run(ctx context.Context, cfg config.Config, logger *zap.Logger) error {
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tel, err := telemetry.New(ctx, cfg.Telemetry)
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if err != nil {
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return fmt.Errorf("init telemetry: %w", err)
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}
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defer func() {
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shutdownCtx, cancel := context.WithTimeout(context.Background(), telemetryShutdownTimeout)
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defer cancel()
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if err := tel.Shutdown(shutdownCtx); err != nil {
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logger.Warn("telemetry shutdown", zap.Error(err))
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}
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}()
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db, err := postgres.Open(ctx, cfg.Postgres,
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postgres.WithTracerProvider(tel.TracerProvider()),
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postgres.WithMeterProvider(tel.MeterProvider()),
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)
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if err != nil {
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return fmt.Errorf("open database: %w", err)
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}
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defer func() { _ = db.Close() }()
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if err := postgres.ApplyMigrations(ctx, db); err != nil {
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return fmt.Errorf("apply migrations: %w", err)
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}
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logger.Info("database migrations applied")
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registry, err := engine.Open(cfg.Game.DictDir, cfg.Game.DictVersion)
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if err != nil {
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return fmt.Errorf("load dictionaries: %w", err)
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}
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defer func() { _ = registry.Close() }()
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logger.Info("dictionaries loaded",
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zap.String("dir", cfg.Game.DictDir),
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zap.String("version", cfg.Game.DictVersion))
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sessions := session.NewService(session.NewStore(db), session.NewCache())
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if err := sessions.Warm(ctx); err != nil {
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return fmt.Errorf("warm session cache: %w", err)
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}
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logger.Info("session cache warmed")
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games := game.NewService(game.NewStore(db), account.NewStore(db), registry, cfg.Game, logger)
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go games.RunSweeper(ctx, cfg.Game.TimeoutSweepInterval)
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logger.Info("game turn-timeout sweeper started",
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zap.Duration("interval", cfg.Game.TimeoutSweepInterval))
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srv := server.New(cfg.HTTPAddr, server.Deps{
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Logger: logger,
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DB: db,
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PingTimeout: cfg.Postgres.OperationTimeout,
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SessionsReady: sessions.Ready,
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})
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return srv.Run(ctx)
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}
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// newLogger builds a production JSON logger at the given level.
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func newLogger(level string) (*zap.Logger, error) {
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var lvl zap.AtomicLevel
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if err := lvl.UnmarshalText([]byte(level)); err != nil {
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return nil, err
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}
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cfg := zap.NewProductionConfig()
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cfg.Level = lvl
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return cfg.Build()
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}
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