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