635f2fd9fc
- #3 nudge-on-own-turn: distinct result code nudge_own_turn + i18n (was reused 'not_your_turn') - #2 sanitize connector registration name to the editable format; Player/Игрок-XXXXX fallback - #5 variant-aware robot name pools (composed full/colloquial first + surname forms; ru gets <=20% latin) - #4 move-number-aware robot move timing (early 1-5min -> late 10-90min, skew k=4) - #7 emit move event to the actor too (multi-device sync); opponent_moved stays in-app only - #1 live game_move_duration{variant,phase} histogram + admin console per-user min/avg/max columns and an inline-SVG move-time-by-move-number chart (offline from the journal) - ProvisionRobot bypasses editor name validation (system names like 'Peter J.')
70 lines
3.1 KiB
Go
70 lines
3.1 KiB
Go
// Package lobby forms games: an in-memory matchmaking pool that pairs two humans
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// for an auto-match, and friend-game invitations (invite -> accept) that start a
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// 2-4 player game once every invitee has accepted. Both produce a game through the
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// game domain (a GameCreator); neither imports the engine. The matchmaking pool
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// is in-memory and lost on restart (players re-queue); the robot that substitutes
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// for a missing human after a short wait is added in a later stage.
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package lobby
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import (
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"context"
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"errors"
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"github.com/google/uuid"
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"scrabble/backend/internal/engine"
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"scrabble/backend/internal/game"
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)
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// GameCreator is the slice of the game domain the lobby needs: starting a seated
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// game. game.Service satisfies it.
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type GameCreator interface {
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Create(ctx context.Context, params game.CreateParams) (game.Game, error)
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}
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// RobotProvider supplies a robot account to substitute for a missing human in
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// auto-match. robot.Service satisfies it; it returns an error when no robot is
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// available so the matchmaker can defer substitution.
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type RobotProvider interface {
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Pick(variant engine.Variant) (uuid.UUID, error)
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}
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// Blocker reports whether two accounts have a block between them (either
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// direction). social.Service satisfies it; the lobby uses it to refuse
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// invitations between blocked accounts.
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type Blocker interface {
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IsBlocked(ctx context.Context, a, b uuid.UUID) (bool, error)
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}
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// Auto-match defaults: a casual two-player game on the longest move clock with one
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// hint per player (docs/ARCHITECTURE.md §6). The drop-out tile disposition is moot
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// for two players, so the engine default (remove) applies.
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const (
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autoMatchHintsAllowed = true
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autoMatchHintsPerPlayer = 1
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)
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// Sentinel errors returned by the lobby.
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var (
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// ErrAlreadyQueued is returned when an account already waits in a pool.
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ErrAlreadyQueued = errors.New("lobby: account already in the matchmaking pool")
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// ErrInvalidInvitation is returned for a malformed invitation (bad player
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// count, duplicate or self invitee, or unacceptable settings).
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ErrInvalidInvitation = errors.New("lobby: invalid invitation")
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// ErrInvitationBlocked is returned when a block stands between the inviter and
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// an invitee.
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ErrInvitationBlocked = errors.New("lobby: invitation blocked between accounts")
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// ErrInvitationNotFound is returned when no invitation matches the lookup.
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ErrInvitationNotFound = errors.New("lobby: invitation not found")
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// ErrInvitationNotPending is returned when an invitation is no longer open.
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ErrInvitationNotPending = errors.New("lobby: invitation is not pending")
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// ErrInvitationExpired is returned when an invitation has passed its deadline.
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ErrInvitationExpired = errors.New("lobby: invitation has expired")
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// ErrNotInvited is returned when an account is not an invitee of the invitation.
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ErrNotInvited = errors.New("lobby: account was not invited")
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// ErrAlreadyResponded is returned when an invitee has already accepted or declined.
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ErrAlreadyResponded = errors.New("lobby: invitee has already responded")
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// ErrNotInviter is returned when a non-inviter tries to cancel an invitation.
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ErrNotInviter = errors.New("lobby: only the inviter may cancel")
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)
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