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Turn the gated-off mock banner into a real advertising subsystem (backend + admin half; the UI rotation lands in PR2). - internal/ads: campaigns (percent weight + validity window; a perpetual, undeletable default that fills the remainder up to 100%), 1..N bilingual messages (en+ru), global display timings; ActiveSet computes the window-filtered, default-remainder, GCD-reduced, language-resolved rotation feed. Smooth-weighted-round-robin math is unit-tested. - migration 00006 (+ jetgen): ad_campaigns / ad_messages / ad_settings, seeded default campaign + house message + default timings. - eligibility = !paid_account && hint_balance==0 && !no_banner role (new role; guests qualify). The resolved feed rides the profile.get response (no new RPC, works for guests, nothing distinct to filter); language by service_language. - live update: a notify `banner` sub-kind (re-poll signal) published when an operator grants hints or grants/revokes no_banner, so the client shows/hides in place. - admin console /_gm/banners (+ /_gm/banner-settings): campaign + message CRUD with reorder, default protection, clamped timings. - wire: fbs BannerInfo/BannerCampaign on Profile; gateway transcode forwards it. - docs: ARCHITECTURE §10, FUNCTIONAL (+ _ru), backend README, PRERELEASE tracker (incl. the deferred app.load aggregator note).
154 lines
5.9 KiB
Go
154 lines
5.9 KiB
Go
// Package notify is the backend's in-process live-event seam. Domain services
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// publish Intents after a successful commit; the gRPC push server (internal
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// /pushgrpc) subscribes to the hub and streams them to the gateway, which fans
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// them out to clients (docs/ARCHITECTURE.md §10). Event payloads are
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// FlatBuffers-encoded by the typed constructors in events.go, so the domain
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// services stay free of the wire schema and only depend on this package.
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//
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// Publishing is best-effort and non-blocking: a live event is a convenience, not
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// a correctness requirement, so a slow or absent subscriber never blocks a game
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// transition. The default Publisher is Nop, which keeps every domain service (and
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// its tests) runnable without a live channel.
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package notify
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import (
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"sync"
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"github.com/google/uuid"
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)
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// Notification kinds — the catalog in docs/ARCHITECTURE.md §10.
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const (
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KindYourTurn = "your_turn"
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KindOpponentMoved = "opponent_moved"
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KindChatMessage = "chat_message"
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KindNudge = "nudge"
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KindMatchFound = "match_found"
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// KindOpponentJoined tells the starter of an auto-match game still "searching for an
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// opponent" that the empty seat has been taken (by a human or a substituted robot),
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// carrying the refreshed StateView so the client fills the opponent card and
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// re-enables resign and chat in place. In-app only (never an out-of-app push).
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KindOpponentJoined = "opponent_joined"
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// KindNotification is a lightweight "re-poll your lobby counters" signal
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// (incoming friend requests, invitations) that drives the lobby badge.
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KindNotification = "notify"
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// KindGameOver announces a finished game to each seated player, driving the
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// out-of-app "game over" push.
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KindGameOver = "game_over"
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)
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// Notification sub-kinds carried in a KindNotification event payload; the client
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// re-fetches its lobby counters on any of them.
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const (
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NotifyFriendRequest = "friend_request"
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NotifyFriendAdded = "friend_added"
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// NotifyFriendDeclined tells the original requester their request was declined, so a
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// game screen watching that opponent re-derives its "add to friends" state.
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NotifyFriendDeclined = "friend_declined"
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NotifyInvitation = "invitation"
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// NotifyInvitationUpdate carries a changed invitation — an updated invitee response, or a
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// terminal status (started, declined, cancelled, expired) — so the client patches its lobby
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// invitations list without a refetch. Unlike NotifyInvitation (a brand-new invitation), it is
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// in-app only: the Telegram connector renders no message for it, so a withdrawal or decline never
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// becomes an out-of-app push.
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NotifyInvitationUpdate = "invitation_update"
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NotifyGameStarted = "game_started"
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// NotifyAdminReply tells the player an operator has answered their feedback, so
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// the client raises the Settings/Info badge and re-fetches the reply. It carries
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// no payload (the reply is fetched on the feedback screen). In-app only.
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NotifyAdminReply = "admin_reply"
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// NotifyBanner tells the client that the viewer's advertising-banner eligibility
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// may have changed (an operator granted hints or toggled the no_banner role), so
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// it re-fetches profile.get to show or hide the banner. It carries no payload (the
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// banner set rides the profile response). In-app only.
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NotifyBanner = "banner"
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)
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// Intent is one live event destined for a single user. Payload is the
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// FlatBuffers-encoded body (a scrabblefb.* table) that the gateway forwards
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// verbatim to the client; EventID is a correlation id carried through unchanged.
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type Intent struct {
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UserID uuid.UUID
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Kind string
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Payload []byte
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EventID string
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// Language routes an out-of-app push to a specific per-language bot: for a
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// game event it is the game's language ("en"/"ru"), so the notification comes from the
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// game's bot rather than the recipient's last-login bot. Empty falls back to the
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// recipient's service language at the gateway.
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Language string
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}
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// Publisher accepts live-event intents. Implementations must be safe for
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// concurrent use and must not block the caller.
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type Publisher interface {
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Publish(intents ...Intent)
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}
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// Nop is the default Publisher: it discards every intent.
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type Nop struct{}
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// Publish discards the intents.
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func (Nop) Publish(...Intent) {}
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// Hub is the in-process fan-in/fan-out between the domain publishers and the
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// push subscribers (the gRPC stream). It is safe for concurrent use.
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type Hub struct {
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mu sync.Mutex
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subs map[int]chan Intent
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nextID int
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bufSize int
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}
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// defaultBuffer is the per-subscriber queue depth used when NewHub is given a
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// non-positive size.
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const defaultBuffer = 256
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// NewHub returns a Hub whose per-subscriber buffer holds bufSize intents before
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// dropping (a slow subscriber never blocks a publisher).
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func NewHub(bufSize int) *Hub {
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if bufSize <= 0 {
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bufSize = defaultBuffer
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}
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return &Hub{subs: make(map[int]chan Intent), bufSize: bufSize}
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}
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// Publish delivers each intent to every current subscriber, dropping it for any
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// subscriber whose buffer is full (best-effort live delivery).
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func (h *Hub) Publish(intents ...Intent) {
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h.mu.Lock()
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defer h.mu.Unlock()
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for _, in := range intents {
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for _, ch := range h.subs {
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select {
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case ch <- in:
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default:
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}
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}
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}
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}
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// Subscribe registers a new subscriber and returns its intent channel and an
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// unsubscribe func that closes the channel. The caller reads the channel until
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// it is closed or its own context ends, then calls unsubscribe.
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func (h *Hub) Subscribe() (<-chan Intent, func()) {
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h.mu.Lock()
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defer h.mu.Unlock()
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id := h.nextID
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h.nextID++
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ch := make(chan Intent, h.bufSize)
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h.subs[id] = ch
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return ch, func() { h.unsubscribe(id) }
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}
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// unsubscribe removes and closes the subscriber's channel. It holds the same
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// lock as Publish, so it never closes a channel mid-send.
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func (h *Hub) unsubscribe(id int) {
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h.mu.Lock()
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defer h.mu.Unlock()
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if ch, ok := h.subs[id]; ok {
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delete(h.subs, id)
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close(ch)
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}
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}
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