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Collapse the two per-language Telegram bots into one unified bot and
replace language-based variant gating with explicit per-user variant
preferences.
- Telegram: one bot; drop service_language and the supported_languages
set everywhere (DB, account, auth, FlatBuffers Session wire, gateway,
connector proto). The single bot renders chat and out-of-app push in
the recipient's preferred_language; remove the game-language push
routing override (notify Intent.Language / push Event.language).
- Preferences: new accounts.variant_preferences (text[], DB default
{erudit_ru}, CHECK non-empty + subset of the three variants). Gates
the New Game picker, vs-AI and the friend invitation the player
creates, enforced server-side (HTTP 400 otherwise); an invited friend
may still accept any variant. Edited on the Settings screen; variants
are Erudit-first everywhere.
- Admin: drop the per-bot language selectors (broadcast / send-to-user)
and the feedback channel_lang column/field.
- Env/CI: collapse TELEGRAM_BOT_TOKEN_{EN,RU}, TELEGRAM_GAME_CHANNEL_ID_{EN,RU},
VITE_TELEGRAM_LINK{,_EN,_RU} and VITE_TELEGRAM_GAME_CHANNEL_NAME_{EN,RU}
to single unsuffixed names; drop GATEWAY_DEFAULT_SUPPORTED_LANGUAGES.
- Docs updated (ARCHITECTURE, FUNCTIONAL + _ru, platform/telegram, gateway,
backend, ui, UI_DESIGN, PRERELEASE).
The migration squash is deferred to a follow-up PR.
509 lines
17 KiB
Go
509 lines
17 KiB
Go
package social
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import (
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"context"
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"errors"
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"fmt"
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"net/netip"
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"slices"
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"strings"
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"time"
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"unicode/utf8"
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"github.com/go-jet/jet/v2/postgres"
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"github.com/go-jet/jet/v2/qrm"
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"github.com/google/uuid"
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"scrabble/backend/internal/notify"
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"scrabble/backend/internal/postgres/jet/backend/model"
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"scrabble/backend/internal/postgres/jet/backend/table"
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)
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const (
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// maxChatRunes caps a chat message's length, keeping it to a quick reaction.
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maxChatRunes = 60
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// nudgeInterval is the minimum gap between two nudges by the same player in a game.
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nudgeInterval = time.Hour
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// kindMessage and kindNudge are the chat_messages.kind values.
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kindMessage = "message"
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kindNudge = "nudge"
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// statusActive mirrors game.StatusActive: the status string a live game reports.
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statusActive = "active"
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)
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// Message is one persisted per-game chat entry. A nudge is a Message with Kind
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// nudge and an empty Body. SenderIP is the gateway-forwarded client IP (empty when
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// unknown), kept for moderation.
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type Message struct {
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ID uuid.UUID
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GameID uuid.UUID
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SenderID uuid.UUID
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Kind string
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Body string
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SenderIP string
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CreatedAt time.Time
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}
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// PostMessage stores a chat message from senderID in gameID. The sender must be a
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// seated player who has not disabled chat; the body must be non-empty, within the
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// rune limit, and free of links/emails/phone numbers (the content filter). The
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// gateway-forwarded senderIP is validated and stored for moderation.
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func (svc *Service) PostMessage(ctx context.Context, gameID, senderID uuid.UUID, body, senderIP string) (Message, error) {
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seats, toMove, status, err := svc.games.Participants(ctx, gameID)
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if err != nil {
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return Message{}, err
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}
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idx := slices.Index(seats, senderID)
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if idx < 0 {
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return Message{}, ErrNotParticipant
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}
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// Chat is allowed only on the sender's own turn in an active game; the opponent's-turn
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// control is the nudge.
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if status != statusActive {
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return Message{}, ErrGameNotActive
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}
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// Chat is disabled in honest-AI games (the opponent is a robot).
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if vsAI, err := svc.games.VsAI(ctx, gameID); err != nil {
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return Message{}, err
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} else if vsAI {
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return Message{}, ErrGameVsAI
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}
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if idx != toMove {
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return Message{}, ErrChatNotYourTurn
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}
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// At most one chat message per turn. The turn's start (move-driven, so stable for the
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// whole turn) bounds the window: a prior message posted at or after it closes chat until
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// the next turn.
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turnStart, err := svc.games.TurnStartedAt(ctx, gameID)
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if err != nil {
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return Message{}, err
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}
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if last, ok, err := svc.store.lastMessageAt(ctx, gameID, senderID); err != nil {
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return Message{}, err
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} else if ok && !last.Before(turnStart) {
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return Message{}, ErrChatAlreadySentThisTurn
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}
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sender, err := svc.accounts.GetByID(ctx, senderID)
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if err != nil {
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return Message{}, err
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}
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if sender.BlockChat {
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return Message{}, ErrChatBlocked
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}
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body = strings.TrimSpace(body)
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if body == "" {
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return Message{}, ErrEmptyMessage
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}
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if utf8.RuneCountInString(body) > maxChatRunes {
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return Message{}, ErrMessageTooLong
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}
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if err := Clean(body); err != nil {
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return Message{}, err
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}
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// Blocker-side guard: a sender whose only opponents are people they have blocked cannot
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// post (the composer is hidden client-side; this is the server-side counterpart). In a
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// multi-player game with a non-blocked opponent the post is allowed and reaches them.
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if guard, err := svc.senderBlocksEveryOpponent(ctx, seats, senderID); err != nil {
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return Message{}, err
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} else if guard {
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return Message{}, ErrRecipientBlocked
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}
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// Recipients whose copy is born read so it never shows as unread: a disguised robot
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// opponent (never opens the chat) and any recipient who has blocked the sender — the
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// latter is also dropped from live delivery below, so the block stays invisible to the
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// blocked sender while the blocker sees nothing.
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autoRead, err := svc.robotRecipients(ctx, seats, senderID)
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if err != nil {
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return Message{}, err
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}
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suppressed, err := svc.blockedRecipients(ctx, seats, senderID)
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if err != nil {
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return Message{}, err
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}
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msg, err := svc.store.insertChatMessage(ctx, gameID, senderID, kindMessage, body, parseIP(senderIP), recipientMask(seats, senderID, mergeSeatSets(autoRead, suppressed)))
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if err != nil {
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return Message{}, err
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}
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svc.metrics.recordChat(ctx, kindMessage)
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svc.emitChat(seats, senderID, msg, suppressed)
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return msg, nil
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}
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// Nudge records a nudge from senderID toward the player whose turn is awaited. The
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// game must be active, the sender a seated player whose turn it is not, and the
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// once-per-hour-per-game limit not yet hit.
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func (svc *Service) Nudge(ctx context.Context, gameID, senderID uuid.UUID) (Message, error) {
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seats, toMove, status, err := svc.games.Participants(ctx, gameID)
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if err != nil {
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return Message{}, err
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}
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if status != statusActive {
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return Message{}, ErrGameNotActive
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}
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idx := slices.Index(seats, senderID)
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if idx < 0 {
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return Message{}, ErrNotParticipant
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}
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// Nudge is disabled in honest-AI games (the opponent is a robot).
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if vsAI, err := svc.games.VsAI(ctx, gameID); err != nil {
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return Message{}, err
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} else if vsAI {
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return Message{}, ErrGameVsAI
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}
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if idx == toMove {
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return Message{}, ErrNudgeOnOwnTurn
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}
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// The awaited player is the nudge's sole recipient.
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var target uuid.UUID
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if toMove >= 0 && toMove < len(seats) {
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target = seats[toMove]
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}
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// Blocker-side guard: a sender who has blocked the awaited player cannot nudge them
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// (the control is hidden client-side; this is the server-side counterpart).
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if target != uuid.Nil {
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if guard, err := svc.store.blockExists(ctx, senderID, target); err != nil {
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return Message{}, err
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} else if guard {
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return Message{}, ErrRecipientBlocked
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}
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}
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last, ok, err := svc.store.lastNudgeAt(ctx, gameID, senderID)
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if err != nil {
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return Message{}, err
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}
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if ok && svc.now().Sub(last) < nudgeInterval {
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// The cooldown resets once the sender has acted (moved or chatted) since the last
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// nudge — engagement clears the "don't spam" limit.
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acted, err := svc.actedSince(ctx, gameID, senderID, last)
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if err != nil {
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return Message{}, err
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}
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if !acted {
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return Message{}, ErrNudgeTooSoon
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}
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}
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// Suppress when the awaited player has blocked the sender: the nudge still persists and
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// counts toward the once-per-hour cooldown (the sender notices nothing) but is born read
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// (mask 0) and never delivered, so the blocker sees no nudge.
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var suppressed bool
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if target != uuid.Nil {
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suppressed, err = svc.store.blockExists(ctx, target, senderID)
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if err != nil {
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return Message{}, err
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}
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}
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var mask int16
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if !suppressed && target != uuid.Nil {
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mask = int16(1) << uint(toMove)
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}
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msg, err := svc.store.insertChatMessage(ctx, gameID, senderID, kindNudge, "", nil, mask)
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if err != nil {
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return Message{}, err
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}
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svc.metrics.recordChat(ctx, kindNudge)
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if !suppressed && target != uuid.Nil {
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// Name the sender by their per-game seat snapshot, so the toast and the out-of-app push
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// read "<name>: …"; an unresolved name (best-effort) falls back to the plain phrase.
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senderName, _ := svc.games.SeatName(ctx, gameID, senderID)
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nudge := notify.Nudge(target, gameID, senderID, senderName)
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svc.pub.Publish(nudge)
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}
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return msg, nil
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}
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// actedSince reports whether senderID made a move or posted a chat message in the game
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// after t — the events that reset the nudge cooldown.
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func (svc *Service) actedSince(ctx context.Context, gameID, senderID uuid.UUID, t time.Time) (bool, error) {
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if mv, ok, err := svc.games.LastMoveAt(ctx, gameID, senderID); err != nil {
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return false, err
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} else if ok && mv.After(t) {
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return true, nil
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}
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if msg, ok, err := svc.store.lastMessageAt(ctx, gameID, senderID); err != nil {
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return false, err
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} else if ok && msg.After(t) {
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return true, nil
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}
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return false, nil
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}
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// emitChat pushes a chat message to every seated player except the sender and any
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// recipient in suppressed — a recipient who has blocked the sender, who must never see
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// it (best-effort live delivery; the other recipients still read it via Messages).
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func (svc *Service) emitChat(seats []uuid.UUID, senderID uuid.UUID, m Message, suppressed map[uuid.UUID]bool) {
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intents := make([]notify.Intent, 0, len(seats))
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for _, id := range seats {
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if id == senderID || suppressed[id] {
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continue
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}
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intents = append(intents, notify.ChatMessage(id, m.GameID, m.SenderID, m.ID.String(), m.Kind, m.Body, m.CreatedAt))
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}
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svc.pub.Publish(intents...)
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}
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// LastNudgeAt returns the time of the most recent nudge senderID sent in the game
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// and true, or the zero time and false when there is none. The robot opponent
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// uses it to notice a human nudge on its turn and answer promptly.
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func (svc *Service) LastNudgeAt(ctx context.Context, gameID, senderID uuid.UUID) (time.Time, bool, error) {
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return svc.store.lastNudgeAt(ctx, gameID, senderID)
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}
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// Messages returns the per-game chat visible to viewerID: the viewer must be a
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// seated player. Messages from a sender the viewer has blocked are dropped — one
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// direction only, so a blocked player still sees the blocker's messages and never
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// notices the block — and if the viewer has disabled chat only nudges remain.
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func (svc *Service) Messages(ctx context.Context, gameID, viewerID uuid.UUID) ([]Message, error) {
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seats, _, _, err := svc.games.Participants(ctx, gameID)
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if err != nil {
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return nil, err
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}
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if !slices.Contains(seats, viewerID) {
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return nil, ErrNotParticipant
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}
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viewer, err := svc.accounts.GetByID(ctx, viewerID)
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if err != nil {
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return nil, err
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}
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blocked := make(map[uuid.UUID]bool)
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for _, seat := range seats {
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if seat == viewerID {
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continue
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}
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yes, err := svc.store.blockExists(ctx, viewerID, seat)
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if err != nil {
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return nil, err
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}
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if yes {
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blocked[seat] = true
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}
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}
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all, err := svc.store.listChatMessages(ctx, gameID)
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if err != nil {
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return nil, err
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}
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out := make([]Message, 0, len(all))
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for _, m := range all {
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if blocked[m.SenderID] {
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continue
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}
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if m.Kind == kindMessage && viewer.BlockChat {
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continue
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}
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out = append(out, m)
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}
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return out, nil
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}
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// parseIP returns a validated canonical IP string, or nil when raw is empty or
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// not a valid address.
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func parseIP(raw string) *string {
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addr, err := netip.ParseAddr(strings.TrimSpace(raw))
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if err != nil {
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return nil
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}
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canon := addr.String()
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return &canon
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}
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// recipientMask is the initial unread bitmask for a text message: a set bit for every
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// seated recipient (by seat index) other than the sender, except recipients in autoRead —
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// a disguised robot opponent, whose message is born read since it never opens the chat.
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// Still-empty (open) seats are skipped. With at most four seats the result always fits the
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// smallint column.
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func recipientMask(seats []uuid.UUID, senderID uuid.UUID, autoRead map[uuid.UUID]bool) int16 {
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var mask int16
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for i, id := range seats {
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if id == uuid.Nil || id == senderID || autoRead[id] {
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continue
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}
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mask |= int16(1) << uint(i)
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}
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return mask
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}
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// robotRecipients returns the seated recipients (every seat but the sender) that are robots.
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// A disguised robot opponent never reads chat, so a message to it is born read (its unread
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// bit is never set) — it would otherwise linger unread forever, skewing the unread count and
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// the publish-to-read metric.
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func (svc *Service) robotRecipients(ctx context.Context, seats []uuid.UUID, senderID uuid.UUID) (map[uuid.UUID]bool, error) {
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var robots map[uuid.UUID]bool
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for _, id := range seats {
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if id == uuid.Nil || id == senderID {
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continue
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}
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isRobot, err := svc.accounts.IsRobot(ctx, id)
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if err != nil {
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return nil, err
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}
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if isRobot {
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if robots == nil {
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robots = make(map[uuid.UUID]bool)
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}
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robots[id] = true
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}
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}
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return robots, nil
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}
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// blockedRecipients returns the seated recipients (every non-empty seat but the sender)
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// that have blocked the sender. Their copy of a message or nudge is born read and is not
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// delivered — the store-but-hide that keeps a block invisible to the blocked sender while
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// denying the blocker any sight of what they send.
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func (svc *Service) blockedRecipients(ctx context.Context, seats []uuid.UUID, senderID uuid.UUID) (map[uuid.UUID]bool, error) {
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var out map[uuid.UUID]bool
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for _, id := range seats {
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if id == uuid.Nil || id == senderID {
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continue
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}
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yes, err := svc.store.blockExists(ctx, id, senderID)
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if err != nil {
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return nil, err
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}
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if yes {
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if out == nil {
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out = make(map[uuid.UUID]bool)
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}
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out[id] = true
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}
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}
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return out, nil
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}
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// senderBlocksEveryOpponent reports whether senderID has blocked every other seated
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// player (and there is at least one). It is the blocker-side chat guard: a player whose
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// only opponents are people they have blocked cannot post. In a multi-player game that
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// still has a non-blocked opponent it is false, so the player can talk to the others.
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func (svc *Service) senderBlocksEveryOpponent(ctx context.Context, seats []uuid.UUID, senderID uuid.UUID) (bool, error) {
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opponents := 0
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for _, id := range seats {
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if id == uuid.Nil || id == senderID {
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continue
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}
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opponents++
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blocked, err := svc.store.blockExists(ctx, senderID, id)
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if err != nil {
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return false, err
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}
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if !blocked {
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return false, nil
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}
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}
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return opponents > 0, nil
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}
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// mergeSeatSets returns the union of two seat sets; either may be nil. It folds the
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// born-read recipients (disguised robots and recipients who blocked the sender) into one
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// mask input.
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func mergeSeatSets(a, b map[uuid.UUID]bool) map[uuid.UUID]bool {
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if len(b) == 0 {
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return a
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}
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if len(a) == 0 {
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return b
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}
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out := make(map[uuid.UUID]bool, len(a)+len(b))
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for id := range a {
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out[id] = true
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}
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for id := range b {
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out[id] = true
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}
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return out
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}
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// insertChatMessage stores one chat row, seeding its unread bitmask, and returns it.
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func (s *Store) insertChatMessage(ctx context.Context, gameID, senderID uuid.UUID, kind, body string, ip *string, unreadMask int16) (Message, error) {
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id, err := uuid.NewV7()
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if err != nil {
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return Message{}, fmt.Errorf("social: new message id: %w", err)
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}
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var ipVal any = postgres.NULL
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if ip != nil {
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ipVal = postgres.String(*ip)
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}
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stmt := table.ChatMessages.INSERT(
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table.ChatMessages.MessageID, table.ChatMessages.GameID, table.ChatMessages.SenderID,
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table.ChatMessages.Kind, table.ChatMessages.Body, table.ChatMessages.SenderIP,
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table.ChatMessages.UnreadSeats,
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).VALUES(id, gameID, senderID, kind, body, ipVal, unreadMask).
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RETURNING(table.ChatMessages.AllColumns)
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var row model.ChatMessages
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if err := stmt.QueryContext(ctx, s.db, &row); err != nil {
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return Message{}, fmt.Errorf("social: insert chat message: %w", err)
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}
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return messageFromRow(row), nil
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}
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// listChatMessages returns a game's chat in chronological order.
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func (s *Store) listChatMessages(ctx context.Context, gameID uuid.UUID) ([]Message, error) {
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stmt := postgres.SELECT(table.ChatMessages.AllColumns).
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FROM(table.ChatMessages).
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WHERE(table.ChatMessages.GameID.EQ(postgres.UUID(gameID))).
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ORDER_BY(table.ChatMessages.CreatedAt.ASC(), table.ChatMessages.MessageID.ASC())
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|
var rows []model.ChatMessages
|
|
if err := stmt.QueryContext(ctx, s.db, &rows); err != nil {
|
|
return nil, fmt.Errorf("social: list chat: %w", err)
|
|
}
|
|
out := make([]Message, 0, len(rows))
|
|
for _, r := range rows {
|
|
out = append(out, messageFromRow(r))
|
|
}
|
|
return out, nil
|
|
}
|
|
|
|
// lastNudgeAt returns the time of senderID's most recent nudge in gameID, if any.
|
|
func (s *Store) lastNudgeAt(ctx context.Context, gameID, senderID uuid.UUID) (time.Time, bool, error) {
|
|
stmt := postgres.SELECT(table.ChatMessages.CreatedAt).
|
|
FROM(table.ChatMessages).
|
|
WHERE(
|
|
table.ChatMessages.GameID.EQ(postgres.UUID(gameID)).
|
|
AND(table.ChatMessages.SenderID.EQ(postgres.UUID(senderID))).
|
|
AND(table.ChatMessages.Kind.EQ(postgres.String(kindNudge))),
|
|
).ORDER_BY(table.ChatMessages.CreatedAt.DESC()).LIMIT(1)
|
|
var row model.ChatMessages
|
|
if err := stmt.QueryContext(ctx, s.db, &row); err != nil {
|
|
if errors.Is(err, qrm.ErrNoRows) {
|
|
return time.Time{}, false, nil
|
|
}
|
|
return time.Time{}, false, fmt.Errorf("social: last nudge: %w", err)
|
|
}
|
|
return row.CreatedAt, true, nil
|
|
}
|
|
|
|
// lastMessageAt returns the time of senderID's most recent non-nudge chat message in
|
|
// gameID, if any. The nudge cooldown resets when the player chats (or moves), so a stale
|
|
// nudge no longer blocks a new one.
|
|
func (s *Store) lastMessageAt(ctx context.Context, gameID, senderID uuid.UUID) (time.Time, bool, error) {
|
|
stmt := postgres.SELECT(table.ChatMessages.CreatedAt).
|
|
FROM(table.ChatMessages).
|
|
WHERE(
|
|
table.ChatMessages.GameID.EQ(postgres.UUID(gameID)).
|
|
AND(table.ChatMessages.SenderID.EQ(postgres.UUID(senderID))).
|
|
AND(table.ChatMessages.Kind.EQ(postgres.String(kindMessage))),
|
|
).ORDER_BY(table.ChatMessages.CreatedAt.DESC()).LIMIT(1)
|
|
var row model.ChatMessages
|
|
if err := stmt.QueryContext(ctx, s.db, &row); err != nil {
|
|
if errors.Is(err, qrm.ErrNoRows) {
|
|
return time.Time{}, false, nil
|
|
}
|
|
return time.Time{}, false, fmt.Errorf("social: last message: %w", err)
|
|
}
|
|
return row.CreatedAt, true, nil
|
|
}
|
|
|
|
// messageFromRow projects a generated row into the public Message.
|
|
func messageFromRow(r model.ChatMessages) Message {
|
|
m := Message{
|
|
ID: r.MessageID,
|
|
GameID: r.GameID,
|
|
SenderID: r.SenderID,
|
|
Kind: r.Kind,
|
|
Body: r.Body,
|
|
CreatedAt: r.CreatedAt,
|
|
}
|
|
if r.SenderIP != nil {
|
|
m.SenderIP = *r.SenderIP
|
|
}
|
|
return m
|
|
}
|