Files
scrabble-game/backend/internal/lobby/lobby.go
T
Ilia Denisov 183e08ec80
CI / changes (pull_request) Successful in 2s
CI / unit (pull_request) Successful in 9s
CI / integration (pull_request) Successful in 15s
CI / ui (pull_request) Successful in 48s
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m10s
feat(robot): per-game display names from a wide name corpus
Decouple the displayed opponent name from the small pool of durable robot
accounts: the disguised auto-match robot now gets a freshly composed name each
game, stamped on a new game_players.display_name seat snapshot. The snapshot
also captures humans' names, freezing what an opponent sees for the life of a
game (a later rename no longer rewrites past games); readers fall back to the
account's current name for pre-migration rows.

Names come from a wide composed corpus (internal/robot/namevariety.go): Western
locales (EN/DE/ES/IT/FR/PT), native Japanese/Chinese names, a gender-agreed
Russian pool, and human-style handles. Routing keeps Pick's spirit -- a Russian
game draws Cyrillic + <=20% Latin and never a CJK script; an English game the
full corpus -- via robot.PickNamed.

Loosen account.ValidateDisplayName (and the UI mirror) to admit a trailing run
of up to five digits, so "Player2007"-style handles are valid for humans too
and the disguised robot stays indistinguishable.

Migration 00007 adds game_players.display_name (additive, NOT NULL DEFAULT '');
jet regenerated. Docs (ARCHITECTURE 7, FUNCTIONAL + _ru, PLAN, README) updated.
2026-06-16 12:28:04 +02:00

77 lines
3.6 KiB
Go

// Package lobby forms games: an auto-match maker that drops a player straight into a
// game with an empty opponent seat (or joins them into another player's waiting one),
// and friend-game invitations (invite -> accept) that start a 2-4 player game once
// every invitee has accepted. Both produce games through the game domain; neither
// imports the engine. Auto-match state is the open games in the database, so it
// survives a restart; a background reaper substitutes a pooled robot for any open game
// that waits too long, guaranteeing every game gets an opponent.
package lobby
import (
"context"
"errors"
"github.com/google/uuid"
"scrabble/backend/internal/engine"
"scrabble/backend/internal/game"
"scrabble/backend/internal/notify"
)
// GameCreator is the slice of the game domain the lobby needs: starting a seated
// game and reading a player's initial view of it. game.Service satisfies it.
type GameCreator interface {
Create(ctx context.Context, params game.CreateParams) (game.Game, error)
// InitialState returns a seated player's full initial view of a started game, used
// to enrich the game_started event so the client renders the new game without a
// follow-up fetch.
InitialState(ctx context.Context, gameID, accountID uuid.UUID) (notify.PlayerState, error)
}
// RobotProvider supplies a robot account to substitute for a missing human in
// auto-match. robot.Service satisfies it; it returns an error when no robot is
// available so the matchmaker can defer substitution.
type RobotProvider interface {
Pick(variant engine.Variant) (uuid.UUID, error)
// PickNamed selects a robot and composes a fresh per-game display name for it, for
// the disguised auto-match path (the name is stamped on the robot's seat).
PickNamed(variant engine.Variant) (uuid.UUID, string, error)
}
// Blocker reports whether two accounts have a block between them (either
// direction). social.Service satisfies it; the lobby uses it to refuse
// invitations between blocked accounts.
type Blocker interface {
IsBlocked(ctx context.Context, a, b uuid.UUID) (bool, error)
}
// Auto-match defaults: a casual two-player game on the longest move clock with one
// hint per player (docs/ARCHITECTURE.md §6). The drop-out tile disposition is moot
// for two players, so the engine default (remove) applies.
const (
autoMatchHintsAllowed = true
autoMatchHintsPerPlayer = 1
)
// Sentinel errors returned by the lobby.
var (
// ErrInvalidInvitation is returned for a malformed invitation (bad player
// count, duplicate or self invitee, or unacceptable settings).
ErrInvalidInvitation = errors.New("lobby: invalid invitation")
// ErrInvitationBlocked is returned when a block stands between the inviter and
// an invitee.
ErrInvitationBlocked = errors.New("lobby: invitation blocked between accounts")
// ErrInvitationNotFound is returned when no invitation matches the lookup.
ErrInvitationNotFound = errors.New("lobby: invitation not found")
// ErrInvitationNotPending is returned when an invitation is no longer open.
ErrInvitationNotPending = errors.New("lobby: invitation is not pending")
// ErrInvitationExpired is returned when an invitation has passed its deadline.
ErrInvitationExpired = errors.New("lobby: invitation has expired")
// ErrNotInvited is returned when an account is not an invitee of the invitation.
ErrNotInvited = errors.New("lobby: account was not invited")
// ErrAlreadyResponded is returned when an invitee has already accepted or declined.
ErrAlreadyResponded = errors.New("lobby: invitee has already responded")
// ErrNotInviter is returned when a non-inviter tries to cancel an invitation.
ErrNotInviter = errors.New("lobby: only the inviter may cancel")
)