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Two owner-reported defects from a live contour game. A. Frequency: the robot's proactive nudge fired hourly for 12h+ (a 12h idle threshold then the 1h cooldown, uncapped). Replaced with a lengthening, randomized schedule (proactiveNudgeGap): the first nudge ~60-90 min into the human's turn, each later gap growing toward 1-6h (uniform sample in [60min, ceil], ceil ramping 90min->6h over 12h of idle, measured from the previous nudge), so a long wait gets a handful of increasingly-spaced reminders instead of a stream. B. Language: out-of-app push routed by the recipient's GLOBAL service_language (last-login-wins), so after re-logging via the RU bot an English game's nudges came from the RU bot. Now a game push (your_turn, game_over, nudge, match_found) carries the game's own language (engine.Variant.Language) on push.Event, and the gateway routes by it (falling back to service_language for non-game pushes). The New-Game variant-gating guarantees the game's bot is one the player has started, so delivery is never blocked. Tests: proactiveNudgeGap unit + retimed TestRobotProactiveNudge; TestVariantLanguage; emit your_turn/game_over language; TestNudgeRoutedByGameLanguage integration. Docs: ARCHITECTURE (§7 nudge, §10/§13 routing), FUNCTIONAL (+ _ru), PLAN tracker.
259 lines
8.3 KiB
Go
259 lines
8.3 KiB
Go
package lobby
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import (
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"context"
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"math/rand"
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"sync"
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"time"
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"github.com/google/uuid"
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"go.uber.org/zap"
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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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// Matchmaker is the in-memory auto-match pool: a FIFO queue per variant that pairs
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// the next two humans into a two-player game, or — when no human arrives within
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// the wait window — substitutes a robot. It holds no database state and is lost on
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// restart (players simply re-queue). It is safe for concurrent use.
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//
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// Auto-match is anonymous, so the pool does not consult per-user blocks (those
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// govern friends, chat and invitations between known players).
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//
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// A player who is queued learns of a match — by a waiting human being paired, or
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// by robot substitution — through Poll, the interim delivery seam: production
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// delivery is a notification (session/in-app push and the platform side-service,
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// docs/ARCHITECTURE.md §10), wired with the gateway in a later stage.
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type Matchmaker struct {
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games GameCreator
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robots RobotProvider
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waitDelay time.Duration
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clock func() time.Time
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pub notify.Publisher
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log *zap.Logger
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mu sync.Mutex
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queues map[engine.Variant][]uuid.UUID
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queued map[uuid.UUID]engine.Variant
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waitingSince map[uuid.UUID]time.Time
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results map[uuid.UUID]game.Game
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rng *rand.Rand
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}
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// NewMatchmaker constructs a Matchmaker that starts matched games through games
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// and substitutes a robot from robots when a player waits longer than waitDelay.
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func NewMatchmaker(games GameCreator, robots RobotProvider, waitDelay time.Duration, log *zap.Logger) *Matchmaker {
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if log == nil {
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log = zap.NewNop()
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}
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return &Matchmaker{
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games: games,
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robots: robots,
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waitDelay: waitDelay,
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clock: func() time.Time { return time.Now().UTC() },
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pub: notify.Nop{},
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log: log,
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queues: make(map[engine.Variant][]uuid.UUID),
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queued: make(map[uuid.UUID]engine.Variant),
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waitingSince: make(map[uuid.UUID]time.Time),
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results: make(map[uuid.UUID]game.Game),
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rng: rand.New(rand.NewSource(time.Now().UnixNano())),
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}
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}
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// SetNotifier installs the live-event publisher used to push match_found to the
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// seated players when a pairing or robot substitution starts a game. It must be
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// called during startup wiring, before the reaper runs; the default is
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// notify.Nop (no live events; waiters still discover the game via Poll).
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func (m *Matchmaker) SetNotifier(p notify.Publisher) {
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if p != nil {
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m.pub = p
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}
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}
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// emitMatchFound pushes match_found to every seat of a freshly started game.
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// Emitting to a robot seat is harmless (no client subscription exists for it).
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func (m *Matchmaker) emitMatchFound(g game.Game) {
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lang := g.Variant.Language() // route the push by the game's language, not the recipient's bot (Stage 17)
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intents := make([]notify.Intent, 0, len(g.Seats))
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for _, s := range g.Seats {
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mf := notify.MatchFound(s.AccountID, g.ID)
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mf.Language = lang
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intents = append(intents, mf)
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}
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m.pub.Publish(intents...)
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}
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// EnqueueResult reports the outcome of joining the pool: either a started game or a
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// queued ticket awaiting an opponent.
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type EnqueueResult struct {
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Matched bool
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Game game.Game
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}
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// Enqueue joins accountID to the variant pool. If an opponent already waits, the
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// two are paired (seat order randomised for first-move fairness) and a game starts
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// immediately; otherwise the account waits, and a later pairing or robot
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// substitution is delivered through Poll. An account already waiting in any pool
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// gets ErrAlreadyQueued.
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func (m *Matchmaker) Enqueue(ctx context.Context, accountID uuid.UUID, variant engine.Variant) (EnqueueResult, error) {
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m.mu.Lock()
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if _, ok := m.queued[accountID]; ok {
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m.mu.Unlock()
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return EnqueueResult{}, ErrAlreadyQueued
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}
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q := m.queues[variant]
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if len(q) == 0 {
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m.queues[variant] = append(q, accountID)
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m.queued[accountID] = variant
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m.waitingSince[accountID] = m.clock()
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m.mu.Unlock()
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return EnqueueResult{}, nil
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}
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opponent := q[0]
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m.removeLocked(opponent, variant)
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seats := []uuid.UUID{opponent, accountID}
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if m.rng.Intn(2) == 0 {
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seats[0], seats[1] = seats[1], seats[0]
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}
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m.mu.Unlock()
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g, err := m.games.Create(ctx, autoMatchParams(variant, seats))
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if err != nil {
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return EnqueueResult{}, err
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}
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// The opponent was waiting; record the game so they can collect it via Poll.
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m.mu.Lock()
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m.results[opponent] = g
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m.mu.Unlock()
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m.emitMatchFound(g)
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return EnqueueResult{Matched: true, Game: g}, nil
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}
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// Poll reports whether accountID has been matched since it queued, returning the
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// started game once (the result is drained on read). It reports Matched=false
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// while the account is still waiting or has no pending result.
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func (m *Matchmaker) Poll(_ context.Context, accountID uuid.UUID) (EnqueueResult, error) {
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m.mu.Lock()
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defer m.mu.Unlock()
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if g, ok := m.results[accountID]; ok {
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delete(m.results, accountID)
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return EnqueueResult{Matched: true, Game: g}, nil
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}
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return EnqueueResult{}, nil
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}
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// Cancel removes accountID from whatever pool it waits in and drops any pending
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// matched result, reporting whether it was queued. Clearing the result closes the
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// race where the reaper substituted a robot just before the player cancelled: the
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// stale game must not later surface through Poll as a game the player did not want.
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func (m *Matchmaker) Cancel(_ context.Context, accountID uuid.UUID) bool {
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m.mu.Lock()
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defer m.mu.Unlock()
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delete(m.results, accountID)
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variant, ok := m.queued[accountID]
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if !ok {
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return false
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}
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m.removeLocked(accountID, variant)
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return true
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}
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// QueueLen returns the number of accounts waiting in the variant pool.
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func (m *Matchmaker) QueueLen(variant engine.Variant) int {
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m.mu.Lock()
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defer m.mu.Unlock()
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return len(m.queues[variant])
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}
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// RunReaper substitutes a robot for any player that has waited past waitDelay,
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// scanning every interval until ctx is cancelled. It is started once from main.
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func (m *Matchmaker) RunReaper(ctx context.Context, interval time.Duration) {
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ticker := time.NewTicker(interval)
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defer ticker.Stop()
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for {
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select {
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case <-ctx.Done():
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return
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case <-ticker.C:
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m.Reap(ctx, m.clock())
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}
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}
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}
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// Reap pairs every player that has waited past waitDelay with a freshly picked
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// robot and starts the game, recording it for the player's Poll. RunReaper calls
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// it on a timer; it takes now explicitly so tests and ops can drive a single pass
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// at a chosen instant. A waiter is only dequeued once a robot is secured, so a
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// momentarily empty pool just defers substitution to a later tick.
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func (m *Matchmaker) Reap(ctx context.Context, now time.Time) {
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type sub struct {
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human uuid.UUID
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variant engine.Variant
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seats []uuid.UUID
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}
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m.mu.Lock()
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var due []uuid.UUID
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for acc, since := range m.waitingSince {
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if now.Sub(since) >= m.waitDelay {
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due = append(due, acc)
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}
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}
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var subs []sub
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for _, acc := range due {
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variant := m.queued[acc]
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robotID, err := m.robots.Pick(variant)
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if err != nil {
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m.log.Warn("robot substitution deferred", zap.Error(err))
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continue
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}
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m.removeLocked(acc, variant)
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seats := []uuid.UUID{acc, robotID}
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if m.rng.Intn(2) == 0 {
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seats[0], seats[1] = seats[1], seats[0]
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}
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subs = append(subs, sub{human: acc, variant: variant, seats: seats})
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}
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m.mu.Unlock()
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for _, s := range subs {
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g, err := m.games.Create(ctx, autoMatchParams(s.variant, s.seats))
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if err != nil {
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m.log.Warn("robot substitution failed", zap.String("human", s.human.String()), zap.Error(err))
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continue
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}
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m.mu.Lock()
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m.results[s.human] = g
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m.mu.Unlock()
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m.emitMatchFound(g)
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}
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}
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// removeLocked drops accountID from the queue, the queued index and the waiting
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// clock. The caller holds m.mu.
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func (m *Matchmaker) removeLocked(accountID uuid.UUID, variant engine.Variant) {
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delete(m.queued, accountID)
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delete(m.waitingSince, accountID)
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q := m.queues[variant]
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for i, id := range q {
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if id == accountID {
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m.queues[variant] = append(q[:i], q[i+1:]...)
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break
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}
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}
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}
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// autoMatchParams builds the create parameters for a two-player auto-match with
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// the casual defaults.
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func autoMatchParams(variant engine.Variant, seats []uuid.UUID) game.CreateParams {
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return game.CreateParams{
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Variant: variant,
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Seats: seats,
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TurnTimeout: game.DefaultTurnTimeout,
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HintsAllowed: autoMatchHintsAllowed,
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HintsPerPlayer: autoMatchHintsPerPlayer,
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}
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}
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