92f48a3b12
CI / changes (pull_request) Successful in 1s
CI / unit (pull_request) Successful in 9s
CI / integration (pull_request) Successful in 12s
CI / ui (pull_request) Successful in 44s
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A single tile that only extended a word perpendicular to the client-declared direction was rejected: the UI always sent dir=H for one-tile plays (the dirOverride/Controls toggle was orphaned in the Stage 7 game rework), so placing "А" above "БАК" to form "АБАК" failed the solver's main-word-length check even though the word is in the dictionary. Make the backend infer a play's orientation from the placed tiles and the board (internal/engine.resolveDirection): two or more tiles by the line they share, a lone tile by the axis it abuts (longer word wins, horizontal on a tie). Direction becomes an output, not an input: drop dir from the SubmitPlay/Eval wire requests and add it to EvalResult. Journal replay keeps trusting the stored "H"/"V" (SubmitPlayDir) so a rebuilt game matches the one committed. UI: stop computing/sending direction; the preview now shows the words a move forms with its total score (game.previewWords); the make-move control is disabled until the play is confirmed legal; the "your turn" label hides while tiles are pending. Delete the orphaned Controls.svelte. Regenerate the FlatBuffers bindings (Go + TS) and update the gateway transcode and the loadtest edge client to the new contract. Bake the decision into ARCHITECTURE.md (§5/§9.1), FUNCTIONAL.md (+ _ru) and the backend README.
233 lines
6.0 KiB
Go
233 lines
6.0 KiB
Go
package server
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import (
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"net/http"
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"github.com/gin-gonic/gin"
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"scrabble/backend/internal/engine"
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)
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// The /api/v1/user/* endpoints require X-User-ID (RequireUserID middleware). The
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// backend treats that header as the sole identity input.
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// handleProfile returns the authenticated account's own profile.
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func (s *Server) handleProfile(c *gin.Context) {
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uid, ok := userID(c)
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if !ok {
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abortBadRequest(c, "missing identity")
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return
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}
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acc, err := s.accounts.GetByID(c.Request.Context(), uid)
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if err != nil {
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s.abortErr(c, err)
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return
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}
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c.JSON(http.StatusOK, profileResponseFor(acc))
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}
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// submitPlayRequest places tiles on the player's turn; the engine infers the
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// play's orientation from the tiles and the board. Each tile's Letter is a wire
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// alphabet index; for a blank it is the designated letter's index.
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type submitPlayRequest struct {
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Tiles []struct {
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Row int `json:"row"`
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Col int `json:"col"`
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Letter int `json:"letter"`
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Blank bool `json:"blank"`
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} `json:"tiles"`
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}
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// tilesFromRequest maps a play/evaluate request's index-addressed tiles to engine tile
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// records for the game's variant (a placed blank carries its designated letter's
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// index with Blank set). An out-of-range index surfaces as engine.ErrIllegalPlay (HTTP 400).
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func tilesFromRequest(variant engine.Variant, req submitPlayRequest) ([]engine.TileRecord, error) {
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tiles := make([]engine.TileRecord, 0, len(req.Tiles))
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for _, t := range req.Tiles {
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letter, err := engine.LetterForIndex(variant, t.Letter)
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if err != nil {
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return nil, err
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}
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tiles = append(tiles, engine.TileRecord{Row: t.Row, Col: t.Col, Letter: letter, Blank: t.Blank})
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}
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return tiles, nil
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}
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// handleSubmitPlay validates, scores and commits a placement.
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func (s *Server) handleSubmitPlay(c *gin.Context) {
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uid, ok := userID(c)
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if !ok {
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abortBadRequest(c, "missing identity")
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return
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}
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gameID, ok := gameIDParam(c)
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if !ok {
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abortBadRequest(c, "invalid game id")
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return
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}
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var req submitPlayRequest
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if err := c.ShouldBindJSON(&req); err != nil {
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abortBadRequest(c, "invalid request body")
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return
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}
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variant, err := s.games.GameVariant(c.Request.Context(), gameID)
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if err != nil {
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s.abortErr(c, err)
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return
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}
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tiles, err := tilesFromRequest(variant, req)
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if err != nil {
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s.abortErr(c, err)
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return
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}
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res, err := s.games.SubmitPlay(c.Request.Context(), gameID, uid, tiles)
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if err != nil {
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s.abortErr(c, err)
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return
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}
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s.writeMoveResult(c, res)
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}
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// handleGameState returns the player's view of a game.
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// handleHideGame hides a finished game from the caller's own lobby list.
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func (s *Server) handleHideGame(c *gin.Context) {
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uid, ok := userID(c)
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if !ok {
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abortBadRequest(c, "missing identity")
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return
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}
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gameID, ok := gameIDParam(c)
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if !ok {
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abortBadRequest(c, "invalid game id")
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return
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}
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if err := s.games.HideGame(c.Request.Context(), uid, gameID); err != nil {
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s.abortErr(c, err)
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return
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}
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c.JSON(http.StatusOK, okResponse{OK: true})
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}
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func (s *Server) handleGameState(c *gin.Context) {
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uid, ok := userID(c)
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if !ok {
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abortBadRequest(c, "missing identity")
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return
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}
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gameID, ok := gameIDParam(c)
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if !ok {
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abortBadRequest(c, "invalid game id")
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return
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}
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view, err := s.games.GameState(c.Request.Context(), gameID, uid)
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if err != nil {
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s.abortErr(c, err)
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return
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}
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dto, err := stateDTOFrom(view, c.Query("include_alphabet") == "true")
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if err != nil {
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s.abortErr(c, err)
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return
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}
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s.fillSeatNames(c.Request.Context(), &dto.Game, map[string]string{})
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c.JSON(http.StatusOK, dto)
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}
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// enqueueRequest joins the per-variant auto-match pool.
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type enqueueRequest struct {
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Variant string `json:"variant"`
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}
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// handleEnqueue joins the auto-match pool for a variant.
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func (s *Server) handleEnqueue(c *gin.Context) {
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uid, ok := userID(c)
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if !ok {
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abortBadRequest(c, "missing identity")
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return
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}
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var req enqueueRequest
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if err := c.ShouldBindJSON(&req); err != nil {
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abortBadRequest(c, "invalid request body")
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return
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}
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variant, err := engine.ParseVariant(req.Variant)
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if err != nil {
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abortBadRequest(c, "unknown variant")
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return
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}
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res, err := s.matchmaker.Enqueue(c.Request.Context(), uid, variant)
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if err != nil {
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s.abortErr(c, err)
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return
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}
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dto := matchDTOFrom(res)
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if dto.Game != nil {
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s.fillSeatNames(c.Request.Context(), dto.Game, map[string]string{})
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}
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c.JSON(http.StatusOK, dto)
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}
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// handleCancel removes the caller from the auto-match pool (and drops any pending
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// matched result), so a cancelled quick-match neither blocks a re-queue nor later
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// surfaces a robot-substituted game the player abandoned. It is idempotent: cancelling
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// when not queued is a no-op success.
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func (s *Server) handleCancel(c *gin.Context) {
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uid, ok := userID(c)
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if !ok {
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abortBadRequest(c, "missing identity")
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return
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}
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s.matchmaker.Cancel(c.Request.Context(), uid)
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c.Status(http.StatusNoContent)
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}
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// handlePoll reports whether the caller has been paired since queueing.
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func (s *Server) handlePoll(c *gin.Context) {
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uid, ok := userID(c)
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if !ok {
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abortBadRequest(c, "missing identity")
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return
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}
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res, err := s.matchmaker.Poll(c.Request.Context(), uid)
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if err != nil {
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s.abortErr(c, err)
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return
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}
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dto := matchDTOFrom(res)
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if dto.Game != nil {
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s.fillSeatNames(c.Request.Context(), dto.Game, map[string]string{})
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}
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c.JSON(http.StatusOK, dto)
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}
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// chatPostRequest posts a per-game chat message.
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type chatPostRequest struct {
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Body string `json:"body"`
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}
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// handleChatPost stores a chat message from the authenticated player. The sender
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// IP is taken from the gateway-forwarded X-Forwarded-For header.
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func (s *Server) handleChatPost(c *gin.Context) {
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uid, ok := userID(c)
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if !ok {
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abortBadRequest(c, "missing identity")
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return
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}
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gameID, ok := gameIDParam(c)
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if !ok {
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abortBadRequest(c, "invalid game id")
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return
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}
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var req chatPostRequest
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if err := c.ShouldBindJSON(&req); err != nil {
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abortBadRequest(c, "invalid request body")
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return
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}
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msg, err := s.social.PostMessage(c.Request.Context(), gameID, uid, req.Body, clientIP(c))
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if err != nil {
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s.abortErr(c, err)
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return
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}
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c.JSON(http.StatusOK, chatDTOFrom(msg))
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}
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