Files
scrabble-game/backend/internal/notify/events.go
T
Ilia Denisov e71e40eef5
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feat(telegram): promo bot + channel-chat moderation gate
Add a second standalone promo bot to the bot container (answers /start with a
localized message + a URL button into the main bot's Mini App) and gate write
access in a channel's linked discussion chat: grant on join when the Telegram
user is registered and neither admin-suspended nor holding a new chat_muted
role, and revoke/grant on the matching moderation change for a member currently
in the chat.

Eligibility (registered AND NOT suspended AND NOT chat_muted; the game
suspension dominates) is resolved once in the backend and reached two ways: the
bot's join-time unary ResolveChatEligibility over the existing mTLS bot-link,
and a backend chat_access_changed event -> gateway -> ChatGate command
(idempotent; a temporary-block-expiry sweeper may over-emit). The bot guards the
block/unblock path with getChatMember, since bots cannot list members.

A web_app button cannot open another bot's Mini App (it signs initData with the
sending bot's token), so the promo button is a t.me ?startapp URL reusing the
UI's VITE_TELEGRAM_LINK. The bot must be a chat admin with the restrict-members
right and chat_member in its allowed updates.

No schema change: chat_muted reuses the data-driven account_roles table.
2026-06-21 14:46:51 +02:00

236 lines
11 KiB
Go

package notify
import (
"time"
flatbuffers "github.com/google/flatbuffers/go"
"github.com/google/uuid"
"scrabble/backend/internal/engine"
fb "scrabble/pkg/fbs/scrabblefb"
)
// The constructors below build one Intent per live event, FlatBuffers-encoding
// the payload with the shared scrabblefb schema. Keeping the encoding here lets
// the game/social/lobby services emit events without importing the wire schema.
// YourTurn announces to userID that it is their turn in game gameID, with the turn's nominal
// deadline. opponentName, lastAction, lastWord and scoreLine enrich the out-of-app push:
// the player who just moved, their move kind, the main word of a scoring play (empty
// otherwise) and the recipient-first running score line. Empty strings render the plain "your
// turn" text. moveCount is the post-move count, which the client compares against its cached
// game to detect a missed in-app move and fall back to a refetch.
func YourTurn(userID, gameID uuid.UUID, deadline time.Time, opponentName, lastAction, lastWord, scoreLine string, moveCount int) Intent {
b := flatbuffers.NewBuilder(128)
gid := b.CreateString(gameID.String())
name := b.CreateString(opponentName)
action := b.CreateString(lastAction)
word := b.CreateString(lastWord)
score := b.CreateString(scoreLine)
fb.YourTurnEventStart(b)
fb.YourTurnEventAddGameId(b, gid)
fb.YourTurnEventAddDeadlineUnix(b, deadline.Unix())
fb.YourTurnEventAddOpponentName(b, name)
fb.YourTurnEventAddLastAction(b, action)
fb.YourTurnEventAddLastWord(b, word)
fb.YourTurnEventAddScoreLine(b, score)
fb.YourTurnEventAddMoveCount(b, int32(moveCount))
b.Finish(fb.YourTurnEventEnd(b))
return Intent{UserID: userID, Kind: KindYourTurn, Payload: b.FinishedBytes(), EventID: eventID()}
}
// GameOver announces to userID that game gameID finished. result is the outcome from userID's
// own perspective ("won"/"lost"/"draw") and scoreLine is the recipient-first final score; both
// feed the out-of-app "game over" push. game is the final post-game summary (the
// adjusted scores after rack penalties and the winner flag), so an in-app client settles the
// finished game from the event without a refetch.
func GameOver(userID, gameID uuid.UUID, result, scoreLine string, game GameSummary) Intent {
b := flatbuffers.NewBuilder(512)
gid := b.CreateString(gameID.String())
res := b.CreateString(result)
score := b.CreateString(scoreLine)
gameOff := buildGameView(b, game)
fb.GameOverEventStart(b)
fb.GameOverEventAddGameId(b, gid)
fb.GameOverEventAddResult(b, res)
fb.GameOverEventAddScoreLine(b, score)
fb.GameOverEventAddGame(b, gameOff)
b.Finish(fb.GameOverEventEnd(b))
return Intent{UserID: userID, Kind: KindGameOver, Payload: b.FinishedBytes(), EventID: eventID()}
}
// OpponentMoved tells userID that move was just committed in game gameID, carrying it as a delta
// the client applies to its cached game without a refetch: move is the decoded play/pass/
// exchange, game is the post-move summary (per-seat scores, to_move, move_count, status) and
// bagLen is the bag size after the draw.
func OpponentMoved(userID, gameID uuid.UUID, move engine.MoveRecord, game GameSummary, bagLen int) Intent {
b := flatbuffers.NewBuilder(512)
gid := b.CreateString(gameID.String())
moveOff := buildMoveRecord(b, move)
gameOff := buildGameView(b, game)
fb.OpponentMovedEventStart(b)
fb.OpponentMovedEventAddGameId(b, gid)
fb.OpponentMovedEventAddMove(b, moveOff)
fb.OpponentMovedEventAddGame(b, gameOff)
fb.OpponentMovedEventAddBagLen(b, int32(bagLen))
b.Finish(fb.OpponentMovedEventEnd(b))
return Intent{UserID: userID, Kind: KindOpponentMoved, Payload: b.FinishedBytes(), EventID: eventID()}
}
// ChatMessage delivers a stored chat message (or nudge) to userID.
func ChatMessage(userID, gameID, senderID uuid.UUID, id, kind, body string, createdAt time.Time) Intent {
b := flatbuffers.NewBuilder(128)
idOff := b.CreateString(id)
gid := b.CreateString(gameID.String())
sid := b.CreateString(senderID.String())
kindOff := b.CreateString(kind)
bodyOff := b.CreateString(body)
fb.ChatMessageStart(b)
fb.ChatMessageAddId(b, idOff)
fb.ChatMessageAddGameId(b, gid)
fb.ChatMessageAddSenderId(b, sid)
fb.ChatMessageAddKind(b, kindOff)
fb.ChatMessageAddBody(b, bodyOff)
fb.ChatMessageAddCreatedAtUnix(b, createdAt.Unix())
b.Finish(fb.ChatMessageEnd(b))
return Intent{UserID: userID, Kind: KindChatMessage, Payload: b.FinishedBytes(), EventID: eventID()}
}
// Nudge tells userID that fromUserID nudged them in game gameID. senderName is fromUserID's
// seat display name, used to voice the toast and the out-of-app push ("<name>: …"); an empty
// name leaves the render to fall back to the plain phrase.
func Nudge(userID, gameID, fromUserID uuid.UUID, senderName string) Intent {
b := flatbuffers.NewBuilder(64)
gid := b.CreateString(gameID.String())
from := b.CreateString(fromUserID.String())
name := b.CreateString(senderName)
fb.NudgeEventStart(b)
fb.NudgeEventAddGameId(b, gid)
fb.NudgeEventAddFromUserId(b, from)
fb.NudgeEventAddSenderName(b, name)
b.Finish(fb.NudgeEventEnd(b))
return Intent{UserID: userID, Kind: KindNudge, Payload: b.FinishedBytes(), EventID: eventID()}
}
// MatchFound tells userID that game gameID, which they are seated in, has started (an auto-match
// pairing or a robot substitution). state is the recipient's full initial view of the new game,
// so the client navigates straight in from the event with no follow-up fetch.
func MatchFound(userID, gameID uuid.UUID, state PlayerState) Intent {
b := flatbuffers.NewBuilder(512)
gid := b.CreateString(gameID.String())
stateOff := buildStateView(b, state)
fb.MatchFoundEventStart(b)
fb.MatchFoundEventAddGameId(b, gid)
fb.MatchFoundEventAddState(b, stateOff)
b.Finish(fb.MatchFoundEventEnd(b))
return Intent{UserID: userID, Kind: KindMatchFound, Payload: b.FinishedBytes(), EventID: eventID()}
}
// OpponentJoined tells userID — the starter of an auto-match game still shown as
// "searching for an opponent" — that an opponent (a human or a substituted robot) has
// taken the empty seat. state is the starter's refreshed view (now seating both
// players), so the client fills the opponent card and re-enables resign and chat in
// place without navigating. It reuses the match_found payload layout (game id + state).
func OpponentJoined(userID, gameID uuid.UUID, state PlayerState) Intent {
b := flatbuffers.NewBuilder(512)
gid := b.CreateString(gameID.String())
stateOff := buildStateView(b, state)
fb.MatchFoundEventStart(b)
fb.MatchFoundEventAddGameId(b, gid)
fb.MatchFoundEventAddState(b, stateOff)
b.Finish(fb.MatchFoundEventEnd(b))
return Intent{UserID: userID, Kind: KindOpponentJoined, Payload: b.FinishedBytes(), EventID: eventID()}
}
// Notification is a lightweight "re-poll" signal to userID that something in their lobby
// changed. kind is a sub-discriminator (NotifyFriendRequest, NotifyFriendAdded,
// NotifyFriendDeclined, NotifyInvitation, NotifyGameStarted). It carries no payload; prefer the
// enriched constructors below, which let the client update its lobby without a refetch.
func Notification(userID uuid.UUID, kind string) Intent {
b := flatbuffers.NewBuilder(32)
k := b.CreateString(kind)
fb.NotificationEventStart(b)
fb.NotificationEventAddKind(b, k)
b.Finish(fb.NotificationEventEnd(b))
return Intent{UserID: userID, Kind: KindNotification, Payload: b.FinishedBytes(), EventID: eventID()}
}
// NotificationAccount builds a lobby notification of one of the friend_* kinds carrying the
// account it concerns (the requester, the new friend or the decliner), so the client updates its
// requests/friends lists and the in-game "add friend" state without a refetch.
func NotificationAccount(userID uuid.UUID, kind string, acc AccountRef) Intent {
b := flatbuffers.NewBuilder(128)
k := b.CreateString(kind)
accOff := buildAccountRef(b, acc)
fb.NotificationEventStart(b)
fb.NotificationEventAddKind(b, k)
fb.NotificationEventAddAccount(b, accOff)
b.Finish(fb.NotificationEventEnd(b))
return Intent{UserID: userID, Kind: KindNotification, Payload: b.FinishedBytes(), EventID: eventID()}
}
// NotificationGameStarted builds the NotifyGameStarted notification carrying the recipient's
// initial view of the just-started invited game, so the client seeds its game cache and the
// lobby list without a refetch.
func NotificationGameStarted(userID uuid.UUID, state PlayerState) Intent {
b := flatbuffers.NewBuilder(512)
k := b.CreateString(NotifyGameStarted)
stateOff := buildStateView(b, state)
fb.NotificationEventStart(b)
fb.NotificationEventAddKind(b, k)
fb.NotificationEventAddState(b, stateOff)
b.Finish(fb.NotificationEventEnd(b))
return Intent{UserID: userID, Kind: KindNotification, Payload: b.FinishedBytes(), EventID: eventID()}
}
// NotificationInvitation builds the NotifyInvitation notification carrying the new invitation,
// so the client adds it to its lobby invitations list without a refetch.
func NotificationInvitation(userID uuid.UUID, inv InvitationSummary) Intent {
return notificationInvitation(userID, NotifyInvitation, inv)
}
// NotificationInvitationUpdate builds the NotifyInvitationUpdate notification carrying a changed
// invitation, so the client patches its lobby invitations list without a refetch — upserting a
// still-pending one (an updated response) and removing one that reached a terminal status.
func NotificationInvitationUpdate(userID uuid.UUID, inv InvitationSummary) Intent {
return notificationInvitation(userID, NotifyInvitationUpdate, inv)
}
// notificationInvitation builds a KindNotification intent of the given sub-kind carrying the
// invitation summary; it backs both the new-invitation and invitation-update notifications.
func notificationInvitation(userID uuid.UUID, sub string, inv InvitationSummary) Intent {
b := flatbuffers.NewBuilder(512)
k := b.CreateString(sub)
invOff := buildInvitation(b, inv)
fb.NotificationEventStart(b)
fb.NotificationEventAddKind(b, k)
fb.NotificationEventAddInvitation(b, invOff)
b.Finish(fb.NotificationEventEnd(b))
return Intent{UserID: userID, Kind: KindNotification, Payload: b.FinishedBytes(), EventID: eventID()}
}
// BannerChanged tells userID that its advertising-banner eligibility may have
// changed, so the client re-fetches profile.get to show or hide the banner. It
// carries no payload (the banner set rides the profile response).
func BannerChanged(userID uuid.UUID) Intent {
return Notification(userID, NotifyBanner)
}
// ChatAccessChanged signals that userID's eligibility to write in the moderated
// Telegram discussion chat may have changed (an admin block/unblock, a chat_muted
// grant/revoke, or a temporary block lapsing). It carries no payload: the gateway
// resolves the user's Telegram identity and current eligibility and pushes the
// resulting chat-gate command to the bot. Unlike the lobby notifications it is an
// infra signal — a distinct top-level kind, never an out-of-app rendered message.
func ChatAccessChanged(userID uuid.UUID) Intent {
return Intent{UserID: userID, Kind: KindChatAccessChanged, EventID: eventID()}
}
// eventID returns a best-effort correlation id for one emitted event.
func eventID() string {
if id, err := uuid.NewV7(); err == nil {
return id.String()
}
return ""
}