c305363ccd
CI / changes (pull_request) Successful in 1s
CI / unit (pull_request) Successful in 8s
CI / integration (pull_request) Successful in 14s
CI / ui (pull_request) Successful in 45s
CI / gate (pull_request) Successful in 1s
CI / deploy (pull_request) Successful in 1m4s
Quick auto-match no longer waits on a separate screen: Enqueue opens a real game seating the caller with an empty opponent seat (new game status 'open') and the player enters it at once. A second human searching the same variant+rule joins that open game; otherwise a background reaper seats a robot after a 90s + random 0-90s wait, pushing a new in-app opponent_joined event that fills the opponent card and re-enables resign and chat in place. Matchmaking state is now the open games in the database (the in-memory pool, lobby.poll and lobby.cancel are gone), serialised by a per-bucket advisory lock. While a game is open the starter may move on their turn, but resign, chat and nudge are refused; the lobby and opponent card show "searching for opponent". Schema edited in the baseline (no prod data): 'open' status, nullable game_players.account_id for the empty seat, and a games.open_deadline_at stamp; jet code regenerated.
203 lines
5.4 KiB
Go
203 lines
5.4 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 on the player's turn; the engine infers the
|
|
// play's orientation from the tiles and the board. Each tile's Letter is a wire
|
|
// alphabet index; for a blank it is the designated letter's index.
|
|
type submitPlayRequest struct {
|
|
Tiles []struct {
|
|
Row int `json:"row"`
|
|
Col int `json:"col"`
|
|
Letter int `json:"letter"`
|
|
Blank bool `json:"blank"`
|
|
} `json:"tiles"`
|
|
}
|
|
|
|
// tilesFromRequest maps a play/evaluate request's index-addressed tiles to engine tile
|
|
// records for the game's variant (a placed blank carries its designated letter's
|
|
// index with Blank set). An out-of-range index surfaces as engine.ErrIllegalPlay (HTTP 400).
|
|
func tilesFromRequest(variant engine.Variant, req submitPlayRequest) ([]engine.TileRecord, error) {
|
|
tiles := make([]engine.TileRecord, 0, len(req.Tiles))
|
|
for _, t := range req.Tiles {
|
|
letter, err := engine.LetterForIndex(variant, t.Letter)
|
|
if err != nil {
|
|
return nil, err
|
|
}
|
|
tiles = append(tiles, engine.TileRecord{Row: t.Row, Col: t.Col, Letter: letter, Blank: t.Blank})
|
|
}
|
|
return tiles, nil
|
|
}
|
|
|
|
// 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
|
|
}
|
|
variant, err := s.games.GameVariant(c.Request.Context(), gameID)
|
|
if err != nil {
|
|
s.abortErr(c, err)
|
|
return
|
|
}
|
|
tiles, err := tilesFromRequest(variant, req)
|
|
if err != nil {
|
|
s.abortErr(c, err)
|
|
return
|
|
}
|
|
res, err := s.games.SubmitPlay(c.Request.Context(), gameID, uid, tiles)
|
|
if err != nil {
|
|
s.abortErr(c, err)
|
|
return
|
|
}
|
|
s.writeMoveResult(c, res)
|
|
}
|
|
|
|
// handleGameState returns the player's view of a game.
|
|
// handleHideGame hides a finished game from the caller's own lobby list.
|
|
func (s *Server) handleHideGame(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
|
|
}
|
|
if err := s.games.HideGame(c.Request.Context(), uid, gameID); err != nil {
|
|
s.abortErr(c, err)
|
|
return
|
|
}
|
|
c.JSON(http.StatusOK, okResponse{OK: true})
|
|
}
|
|
|
|
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, err := stateDTOFrom(view, c.Query("include_alphabet") == "true")
|
|
if err != nil {
|
|
s.abortErr(c, err)
|
|
return
|
|
}
|
|
s.fillSeatNames(c.Request.Context(), &dto.Game, map[string]string{})
|
|
c.JSON(http.StatusOK, dto)
|
|
}
|
|
|
|
// enqueueRequest enters per-variant auto-match under a per-turn word rule.
|
|
type enqueueRequest struct {
|
|
Variant string `json:"variant"`
|
|
MultipleWordsPerTurn bool `json:"multiple_words_per_turn"`
|
|
}
|
|
|
|
// handleEnqueue enters the caller into auto-match for a variant and returns the game
|
|
// they land in immediately: a freshly opened game awaiting an opponent, or another
|
|
// player's open game they just joined. The client navigates straight into the game.
|
|
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, req.MultipleWordsPerTurn)
|
|
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))
|
|
}
|