d24a127406
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Score and validate a tentative move on-device instead of a per-arrangement
network round trip. The dawg reader and the validate/score/direction slice of the
scrabble-solver engine are ported to TypeScript (ui/src/lib/dict), pinned
byte-for-byte to the Go engine by a new `conformance` CI job. The server stays
authoritative — submit_play re-validates — so the local result is an advisory
accelerator only; any cache miss, storage eviction or a bad-connection breaker
falls back to the network evaluate.
- backend: Registry.DictBytes + an authed GET /api/v1/user/dict/{variant}/{version}
(immutable) streaming the pinned per-game dawg.
- gateway: a session-gated /dict edge route proxying it; fetchDict on the transport.
- client: an IndexedDB blob cache (best-effort, storage.persist()) + a loader
(memory -> IndexedDB -> network, session-scoped bad-connection breaker) + a lobby
prefetch (your-turn first); an adapter over the existing premiums/alphabet; a
DictWarmup overlay while a cold dictionary loads (120ms flash-guard, 5s cap ->
network); a ?nolocal flag; the DebugPanel reset also clears the dict cache.
- parity: generators backend/cmd/{dictgen,validategen} + gated Vitest suites, run
in CI against the release dictionaries.
- docs: ARCHITECTURE §5, TESTING, UI_DESIGN, FUNCTIONAL (+ru).
280 lines
12 KiB
Go
280 lines
12 KiB
Go
package server
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import (
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"errors"
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"net/http"
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"strings"
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"github.com/gin-gonic/gin"
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"github.com/google/uuid"
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"go.uber.org/zap"
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"scrabble/backend/internal/account"
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"scrabble/backend/internal/accountmerge"
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"scrabble/backend/internal/engine"
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"scrabble/backend/internal/feedback"
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"scrabble/backend/internal/game"
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"scrabble/backend/internal/lobby"
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"scrabble/backend/internal/session"
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"scrabble/backend/internal/social"
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)
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// registerRoutes wires the REST handlers onto the /api/v1 groups. The
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// internal group is gateway-only (the gateway authenticates and forwards); the
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// user group requires X-User-ID; the admin group is reached through the gateway's
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// Basic-Auth proxy.
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func (s *Server) registerRoutes() {
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if s.sessions != nil && s.accounts != nil {
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in := s.internal
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in.POST("/sessions/telegram", s.handleTelegramAuth)
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in.POST("/sessions/vk", s.handleVKAuth)
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in.POST("/sessions/guest", s.handleGuestAuth)
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in.POST("/sessions/email/request", s.handleEmailRequest)
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in.POST("/sessions/email/login", s.handleEmailLogin)
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in.POST("/sessions/resolve", s.handleResolveSession)
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in.POST("/sessions/revoke", s.handleRevokeSession)
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// Out-of-app push routing for the platform side-service: the
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// gateway resolves a recipient's Telegram chat + language + in-app-only flag
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// before delivering an out-of-app notification.
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in.POST("/push-target", s.handlePushTarget)
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}
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if s.accounts != nil {
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// Moderated-chat write eligibility for the Telegram bot: resolve a Telegram
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// identity (the bot's join-time query) or an account id (a chat-access-changed
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// event) to whether the user may write in the discussion chat. It needs only the
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// account store, not the session service, so it registers independently.
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s.internal.POST("/chat-access", s.handleChatAccess)
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}
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if s.ratewatch != nil {
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// The gateway's periodic rate-limiter rejection summary: feeds the
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// admin console's throttled view and the high-rate auto-flag.
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s.internal.POST("/ratelimit/report", s.handleRateLimitReport)
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}
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if s.banview != nil {
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// The gateway's periodic active-ban sync: feeds the admin console's
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// active-bans panel and returns the operator's pending unbans.
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s.internal.POST("/bans/sync", s.handleBanSync)
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}
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u := s.user
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if s.accounts != nil {
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u.GET("/profile", s.handleProfile)
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u.PUT("/profile", s.handleUpdateProfile)
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u.GET("/stats", s.handleStats)
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// Exempt from the suspension gate (see requireNotSuspended): the one endpoint a blocked
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// client may still reach, to fetch the block's expiry and reason for the blocked screen.
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u.GET("/block-status", s.handleBlockStatus)
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}
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if s.links != nil {
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// Account linking & merge. The request step always mails a code;
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// a required merge is revealed only after the code is verified, and the
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// irreversible merge is an explicit second step.
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u.POST("/link/email/request", s.handleLinkEmailRequest)
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u.POST("/link/email/confirm", s.handleLinkEmailConfirm)
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u.POST("/link/email/merge", s.handleLinkEmailMerge)
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u.POST("/link/telegram", s.handleLinkTelegram)
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u.POST("/link/telegram/merge", s.handleLinkTelegramMerge)
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}
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if s.games != nil {
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u.GET("/games", s.handleListGames)
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u.POST("/games/:id/play", s.handleSubmitPlay)
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u.GET("/games/:id/state", s.handleGameState)
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u.POST("/games/:id/pass", s.handlePass)
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u.POST("/games/:id/exchange", s.handleExchange)
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u.POST("/games/:id/resign", s.handleResign)
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u.POST("/games/:id/hint", s.handleHint)
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u.POST("/games/:id/evaluate", s.handleEvaluate)
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u.GET("/games/:id/check_word", s.handleCheckWord)
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u.POST("/games/:id/complaint", s.handleComplaint)
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u.GET("/games/:id/history", s.handleHistory)
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u.GET("/games/:id/gcg", s.handleExportGCG)
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u.GET("/games/:id/draft", s.handleGetDraft)
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u.PUT("/games/:id/draft", s.handleSaveDraft)
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u.POST("/games/:id/hide", s.handleHideGame)
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// Raw dictionary download for the client-side local move preview, keyed by
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// the game's pinned (variant, version); immutable, so cached hard.
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u.GET("/dict/:variant/:version", s.handleDictBytes)
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}
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if s.feedback != nil {
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u.POST("/feedback", s.handleFeedbackSubmit)
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u.GET("/feedback", s.handleFeedbackState)
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u.GET("/feedback/unread", s.handleFeedbackUnread)
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}
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if s.matchmaker != nil {
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u.POST("/lobby/enqueue", s.handleEnqueue)
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}
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if s.invitations != nil {
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u.GET("/invitations", s.handleListInvitations)
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u.POST("/invitations", s.handleCreateInvitation)
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u.POST("/invitations/:id/accept", s.handleAcceptInvitation)
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u.POST("/invitations/:id/decline", s.handleDeclineInvitation)
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u.DELETE("/invitations/:id", s.handleCancelInvitation)
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}
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if s.social != nil {
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u.POST("/games/:id/chat", s.handleChatPost)
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u.GET("/games/:id/chat", s.handleChatList)
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u.POST("/games/:id/chat/read", s.handleChatRead)
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u.POST("/games/:id/nudge", s.handleNudge)
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u.GET("/friends", s.handleListFriends)
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u.GET("/friends/incoming", s.handleIncomingRequests)
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u.GET("/friends/outgoing", s.handleOutgoingRequests)
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u.POST("/friends/request", s.handleFriendRequest)
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u.POST("/friends/respond", s.handleFriendRespond)
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u.POST("/friends/cancel", s.handleFriendCancel)
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u.DELETE("/friends/:id", s.handleUnfriend)
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u.POST("/friends/code", s.handleIssueFriendCode)
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u.POST("/friends/code/redeem", s.handleRedeemFriendCode)
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u.GET("/blocks", s.handleListBlocks)
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u.POST("/blocks", s.handleBlock)
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u.DELETE("/blocks/:id", s.handleUnblock)
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}
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}
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// userID returns the authenticated account id stored by RequireUserID. The user
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// group always runs that middleware, so absence is a programming error.
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func userID(c *gin.Context) (uuid.UUID, bool) {
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return UserIDFromContext(c.Request.Context())
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}
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// gameIDParam parses the :id path parameter as a game UUID.
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func gameIDParam(c *gin.Context) (uuid.UUID, bool) {
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id, err := uuid.Parse(c.Param("id"))
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if err != nil {
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return uuid.UUID{}, false
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}
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return id, true
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}
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// clientIP returns the originating client IP the gateway forwarded in
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// X-Forwarded-For (the first hop), falling back to the direct peer.
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func clientIP(c *gin.Context) string {
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if xff := c.GetHeader("X-Forwarded-For"); xff != "" {
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first, _, _ := strings.Cut(xff, ",")
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return strings.TrimSpace(first)
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}
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return c.ClientIP()
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}
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// abortBadRequest rejects a malformed request body or parameter.
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func abortBadRequest(c *gin.Context, msg string) {
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c.AbortWithStatusJSON(http.StatusBadRequest, errorResponse{Error: errorBody{Code: "bad_request", Message: msg}})
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}
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// abortErr maps a domain error to its HTTP status and a stable code. Server-side
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// (5xx) errors are logged with the real cause and reported generically.
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func (s *Server) abortErr(c *gin.Context, err error) {
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status, code := statusForError(err)
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msg := err.Error()
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if status >= http.StatusInternalServerError {
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s.log.Error("request failed", zap.String("path", c.FullPath()), zap.Error(err))
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msg = "internal error"
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}
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c.AbortWithStatusJSON(status, errorResponse{Error: errorBody{Code: code, Message: msg}})
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}
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// statusForError maps a known domain sentinel to an HTTP status and code,
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// defaulting to 500/internal for anything unrecognised.
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func statusForError(err error) (int, string) {
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switch {
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case errors.Is(err, game.ErrNotFound), errors.Is(err, account.ErrNotFound):
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return http.StatusNotFound, "not_found"
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case errors.Is(err, game.ErrNotAPlayer), errors.Is(err, social.ErrNotParticipant):
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return http.StatusForbidden, "not_a_player"
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case errors.Is(err, game.ErrNotYourTurn):
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return http.StatusConflict, "not_your_turn"
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case errors.Is(err, social.ErrNudgeOnOwnTurn):
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return http.StatusConflict, "nudge_own_turn"
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case errors.Is(err, game.ErrFinished), errors.Is(err, social.ErrGameNotActive):
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return http.StatusConflict, "game_finished"
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case errors.Is(err, social.ErrGameVsAI):
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return http.StatusConflict, "ai_game"
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case errors.Is(err, game.ErrNoOpponentYet):
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return http.StatusConflict, "no_opponent_yet"
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case errors.Is(err, game.ErrGameActive):
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return http.StatusConflict, "game_active"
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case errors.Is(err, game.ErrGameLimitReached):
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return http.StatusConflict, "game_limit_reached"
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case errors.Is(err, account.ErrInvalidProfile):
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return http.StatusBadRequest, "invalid_profile"
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case errors.Is(err, account.ErrAlreadyConfirmed):
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return http.StatusConflict, "already_confirmed"
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case errors.Is(err, lobby.ErrInvalidInvitation):
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return http.StatusBadRequest, "invalid_invitation"
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case errors.Is(err, lobby.ErrInvitationBlocked):
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return http.StatusForbidden, "invitation_blocked"
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case errors.Is(err, lobby.ErrInvitationNotFound):
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return http.StatusNotFound, "invitation_not_found"
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case errors.Is(err, lobby.ErrInvitationNotPending):
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return http.StatusConflict, "invitation_not_pending"
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case errors.Is(err, lobby.ErrInvitationExpired):
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return http.StatusConflict, "invitation_expired"
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case errors.Is(err, lobby.ErrNotInvited):
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return http.StatusForbidden, "not_invited"
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case errors.Is(err, lobby.ErrAlreadyResponded):
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return http.StatusConflict, "already_responded"
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case errors.Is(err, lobby.ErrNotInviter):
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return http.StatusForbidden, "not_inviter"
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case errors.Is(err, game.ErrInvalidConfig):
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return http.StatusBadRequest, "invalid_config"
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case errors.Is(err, game.ErrNoHintAvailable):
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// No legal move for the rack — distinct from a budget/disabled hint so the UI
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// can say "no options" (and the service spends nothing in this case).
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return http.StatusConflict, "no_hint_available"
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case errors.Is(err, game.ErrHintsDisabled), errors.Is(err, game.ErrNoHintsLeft):
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return http.StatusConflict, "hint_unavailable"
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case errors.Is(err, engine.ErrIllegalPlay), errors.Is(err, engine.ErrTilesNotOnRack), errors.Is(err, engine.ErrGameOver):
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return http.StatusUnprocessableEntity, "illegal_play"
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case errors.Is(err, account.ErrEmailTaken), errors.Is(err, account.ErrIdentityTaken):
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return http.StatusConflict, "email_taken"
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case errors.Is(err, accountmerge.ErrActiveGameConflict):
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return http.StatusConflict, "merge_active_game_conflict"
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case errors.Is(err, account.ErrInvalidEmail):
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return http.StatusBadRequest, "invalid_email"
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case errors.Is(err, account.ErrCodeMismatch), errors.Is(err, account.ErrCodeExpired),
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errors.Is(err, account.ErrNoPendingCode), errors.Is(err, account.ErrTooManyAttempts):
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return http.StatusUnauthorized, "code_invalid"
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case errors.Is(err, session.ErrNotFound):
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return http.StatusUnauthorized, "session_invalid"
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case errors.Is(err, social.ErrChatBlocked), errors.Is(err, social.ErrMessageTooLong),
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errors.Is(err, social.ErrEmptyMessage), errors.Is(err, social.ErrForbiddenContent):
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return http.StatusUnprocessableEntity, "chat_rejected"
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case errors.Is(err, social.ErrNudgeTooSoon):
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// A too-frequent nudge is a distinct, non-content rejection — the UI must say
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// "don't rush the player so often", not the chat content-rejection message.
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return http.StatusConflict, "nudge_too_soon"
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case errors.Is(err, social.ErrChatNotYourTurn):
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return http.StatusConflict, "chat_not_your_turn"
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case errors.Is(err, social.ErrChatAlreadySentThisTurn):
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return http.StatusConflict, "chat_already_sent"
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case errors.Is(err, social.ErrSelfRelation):
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return http.StatusBadRequest, "self_relation"
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case errors.Is(err, social.ErrRequestExists):
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return http.StatusConflict, "request_exists"
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case errors.Is(err, social.ErrRequestBlocked):
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return http.StatusForbidden, "request_blocked"
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case errors.Is(err, social.ErrRequestNotFound):
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return http.StatusNotFound, "request_not_found"
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case errors.Is(err, social.ErrNoSharedGame):
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return http.StatusForbidden, "no_shared_game"
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case errors.Is(err, social.ErrRequestDeclined):
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return http.StatusConflict, "request_declined"
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case errors.Is(err, social.ErrFriendCodeInvalid):
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return http.StatusUnprocessableEntity, "friend_code_invalid"
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case errors.Is(err, feedback.ErrGuestForbidden):
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return http.StatusForbidden, "feedback_guest_forbidden"
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case errors.Is(err, feedback.ErrBanned):
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return http.StatusForbidden, "feedback_banned"
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case errors.Is(err, feedback.ErrPendingReview):
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return http.StatusConflict, "feedback_pending"
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case errors.Is(err, feedback.ErrEmptyMessage):
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return http.StatusUnprocessableEntity, "feedback_empty"
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case errors.Is(err, feedback.ErrMessageTooLong):
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return http.StatusUnprocessableEntity, "feedback_too_long"
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case errors.Is(err, feedback.ErrAttachmentTooLarge):
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return http.StatusUnprocessableEntity, "feedback_attachment_too_large"
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case errors.Is(err, feedback.ErrAttachmentType):
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return http.StatusUnprocessableEntity, "feedback_attachment_type"
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default:
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return http.StatusInternalServerError, "internal"
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}
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}
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