65689b903f
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
179 lines
4.3 KiB
Go
179 lines
4.3 KiB
Go
package server
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import (
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"net/http"
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"github.com/gin-gonic/gin"
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"scrabble/backend/internal/engine"
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)
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// The /api/v1/user/* endpoints require X-User-ID (RequireUserID middleware). The
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// backend treats that header as the sole identity input.
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// handleProfile returns the authenticated account's own profile.
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func (s *Server) handleProfile(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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acc, err := s.accounts.GetByID(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, profileResponseFor(acc))
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}
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// submitPlayRequest places tiles in a direction on the player's turn.
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type submitPlayRequest struct {
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Dir string `json:"dir"`
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Tiles []struct {
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Row int `json:"row"`
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Col int `json:"col"`
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Letter string `json:"letter"`
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Blank bool `json:"blank"`
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} `json:"tiles"`
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}
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// handleSubmitPlay validates, scores and commits a placement.
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func (s *Server) handleSubmitPlay(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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gameID, ok := gameIDParam(c)
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if !ok {
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abortBadRequest(c, "invalid game id")
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return
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}
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var req submitPlayRequest
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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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dir, ok := parseDirection(req.Dir)
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if !ok {
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abortBadRequest(c, "dir must be H or V")
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return
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}
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tiles := make([]engine.TileRecord, 0, len(req.Tiles))
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for _, t := range req.Tiles {
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tiles = append(tiles, engine.TileRecord{Row: t.Row, Col: t.Col, Letter: t.Letter, Blank: t.Blank})
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}
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res, err := s.games.SubmitPlay(c.Request.Context(), gameID, uid, dir, tiles)
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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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s.writeMoveResult(c, res)
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}
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// handleGameState returns the player's view of a game.
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func (s *Server) handleGameState(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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gameID, ok := gameIDParam(c)
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if !ok {
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abortBadRequest(c, "invalid game id")
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return
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}
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view, err := s.games.GameState(c.Request.Context(), gameID, 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 := stateDTOFrom(view)
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s.fillSeatNames(c.Request.Context(), &dto.Game, map[string]string{})
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c.JSON(http.StatusOK, dto)
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}
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// enqueueRequest joins the per-variant auto-match pool.
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type enqueueRequest struct {
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Variant string `json:"variant"`
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}
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// handleEnqueue joins the auto-match pool for a variant.
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func (s *Server) handleEnqueue(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 enqueueRequest
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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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variant, err := engine.ParseVariant(req.Variant)
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if err != nil {
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abortBadRequest(c, "unknown variant")
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return
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}
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res, err := s.matchmaker.Enqueue(c.Request.Context(), uid, variant)
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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 := matchDTOFrom(res)
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if dto.Game != nil {
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s.fillSeatNames(c.Request.Context(), dto.Game, map[string]string{})
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}
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c.JSON(http.StatusOK, dto)
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}
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// handlePoll reports whether the caller has been paired since queueing.
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func (s *Server) handlePoll(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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res, err := s.matchmaker.Poll(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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dto := matchDTOFrom(res)
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if dto.Game != nil {
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s.fillSeatNames(c.Request.Context(), dto.Game, map[string]string{})
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}
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c.JSON(http.StatusOK, dto)
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}
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// chatPostRequest posts a per-game chat message.
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type chatPostRequest struct {
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Body string `json:"body"`
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}
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// handleChatPost stores a chat message from the authenticated player. The sender
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// IP is taken from the gateway-forwarded X-Forwarded-For header.
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func (s *Server) handleChatPost(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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gameID, ok := gameIDParam(c)
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if !ok {
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abortBadRequest(c, "invalid game id")
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return
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}
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var req chatPostRequest
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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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msg, err := s.social.PostMessage(c.Request.Context(), gameID, uid, req.Body, clientIP(c))
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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, chatDTOFrom(msg))
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}
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