Files
scrabble-game/backend/internal/server/handlers_user.go
T
Ilia Denisov 65689b903f Stage 7 (wip): wire remaining ops (backend REST, FBS, gateway transcode) + real UI transport
backend: REST handlers for pass/exchange/resign/hint/evaluate/check_word/complaint/history/chat-list/nudge + new game.ListForAccount (my games) + seat display_name resolution
pkg/fbs: GameActionRequest/ExchangeRequest/EvalRequest/EvalResult/CheckWordRequest/WordCheckResult/ComplaintRequest/HintResult/History/GameList/ChatList + SeatView.display_name; committed Go regenerated (flatc 23.5.26)
gateway: 11 new transcode ops + backendclient methods + FB encoders
ui: edge TS codegen (flatc --ts + protoc-gen-es, committed), FlatBuffers<->model codec, real connect-web transport (binary, bearer auth, Subscribe). prod bundle ~69KB gzip JS
2026-06-03 00:49:07 +02:00

179 lines
4.3 KiB
Go

package server
import (
"net/http"
"github.com/gin-gonic/gin"
"scrabble/backend/internal/engine"
)
// The /api/v1/user/* endpoints require X-User-ID (RequireUserID middleware). The
// backend treats that header as the sole identity input.
// handleProfile returns the authenticated account's own profile.
func (s *Server) handleProfile(c *gin.Context) {
uid, ok := userID(c)
if !ok {
abortBadRequest(c, "missing identity")
return
}
acc, err := s.accounts.GetByID(c.Request.Context(), uid)
if err != nil {
s.abortErr(c, err)
return
}
c.JSON(http.StatusOK, profileResponseFor(acc))
}
// submitPlayRequest places tiles in a direction on the player's turn.
type submitPlayRequest struct {
Dir string `json:"dir"`
Tiles []struct {
Row int `json:"row"`
Col int `json:"col"`
Letter string `json:"letter"`
Blank bool `json:"blank"`
} `json:"tiles"`
}
// handleSubmitPlay validates, scores and commits a placement.
func (s *Server) handleSubmitPlay(c *gin.Context) {
uid, ok := userID(c)
if !ok {
abortBadRequest(c, "missing identity")
return
}
gameID, ok := gameIDParam(c)
if !ok {
abortBadRequest(c, "invalid game id")
return
}
var req submitPlayRequest
if err := c.ShouldBindJSON(&req); err != nil {
abortBadRequest(c, "invalid request body")
return
}
dir, ok := parseDirection(req.Dir)
if !ok {
abortBadRequest(c, "dir must be H or V")
return
}
tiles := make([]engine.TileRecord, 0, len(req.Tiles))
for _, t := range req.Tiles {
tiles = append(tiles, engine.TileRecord{Row: t.Row, Col: t.Col, Letter: t.Letter, Blank: t.Blank})
}
res, err := s.games.SubmitPlay(c.Request.Context(), gameID, uid, dir, tiles)
if err != nil {
s.abortErr(c, err)
return
}
s.writeMoveResult(c, res)
}
// handleGameState returns the player's view of a game.
func (s *Server) handleGameState(c *gin.Context) {
uid, ok := userID(c)
if !ok {
abortBadRequest(c, "missing identity")
return
}
gameID, ok := gameIDParam(c)
if !ok {
abortBadRequest(c, "invalid game id")
return
}
view, err := s.games.GameState(c.Request.Context(), gameID, uid)
if err != nil {
s.abortErr(c, err)
return
}
dto := stateDTOFrom(view)
s.fillSeatNames(c.Request.Context(), &dto.Game, map[string]string{})
c.JSON(http.StatusOK, dto)
}
// enqueueRequest joins the per-variant auto-match pool.
type enqueueRequest struct {
Variant string `json:"variant"`
}
// handleEnqueue joins the auto-match pool for a variant.
func (s *Server) handleEnqueue(c *gin.Context) {
uid, ok := userID(c)
if !ok {
abortBadRequest(c, "missing identity")
return
}
var req enqueueRequest
if err := c.ShouldBindJSON(&req); err != nil {
abortBadRequest(c, "invalid request body")
return
}
variant, err := engine.ParseVariant(req.Variant)
if err != nil {
abortBadRequest(c, "unknown variant")
return
}
res, err := s.matchmaker.Enqueue(c.Request.Context(), uid, variant)
if err != nil {
s.abortErr(c, err)
return
}
dto := matchDTOFrom(res)
if dto.Game != nil {
s.fillSeatNames(c.Request.Context(), dto.Game, map[string]string{})
}
c.JSON(http.StatusOK, dto)
}
// handlePoll reports whether the caller has been paired since queueing.
func (s *Server) handlePoll(c *gin.Context) {
uid, ok := userID(c)
if !ok {
abortBadRequest(c, "missing identity")
return
}
res, err := s.matchmaker.Poll(c.Request.Context(), uid)
if err != nil {
s.abortErr(c, err)
return
}
dto := matchDTOFrom(res)
if dto.Game != nil {
s.fillSeatNames(c.Request.Context(), dto.Game, map[string]string{})
}
c.JSON(http.StatusOK, dto)
}
// chatPostRequest posts a per-game chat message.
type chatPostRequest struct {
Body string `json:"body"`
}
// handleChatPost stores a chat message from the authenticated player. The sender
// IP is taken from the gateway-forwarded X-Forwarded-For header.
func (s *Server) handleChatPost(c *gin.Context) {
uid, ok := userID(c)
if !ok {
abortBadRequest(c, "missing identity")
return
}
gameID, ok := gameIDParam(c)
if !ok {
abortBadRequest(c, "invalid game id")
return
}
var req chatPostRequest
if err := c.ShouldBindJSON(&req); err != nil {
abortBadRequest(c, "invalid request body")
return
}
msg, err := s.social.PostMessage(c.Request.Context(), gameID, uid, req.Body, clientIP(c))
if err != nil {
s.abortErr(c, err)
return
}
c.JSON(http.StatusOK, chatDTOFrom(msg))
}