Files
scrabble-game/backend/internal/social/social.go
T
Ilia Denisov 408da3f201
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Stage 6: gateway edge (Connect/FlatBuffers over h2c, platform/email/guest auth, sessions, rate-limit, admin passthrough, live push bridge)
New public ingress and the first network edge. Framework + a vertical slice of
operations end-to-end; remaining ops reuse the same transcode pattern in Stage 7.

Contracts (new module scrabble/pkg):
- push.proto (backend->gateway gRPC server-stream) + scrabble.fbs (FlatBuffers
  edge payloads), committed generated Go; buf/flatc Makefiles (dev-time codegen).

Backend:
- REST handlers on the /api/v1 groups: internal session endpoints
  (telegram/guest/email login -> mint, resolve, revoke) and the user slice
  (profile, submit_play, state, lobby enqueue/poll, chat).
- internal/notify in-process Publisher hub + internal/pushgrpc gRPC server
  (BACKEND_GRPC_ADDR) streaming your_turn/opponent_moved/chat/nudge/match_found;
  emission in game.commit, social, matchmaker.
- migration 00005 accounts.is_guest; guests are durable rows excluded from stats;
  ProvisionGuest; email-as-login (RequestLoginCode/LoginWithCode).

Gateway (new module scrabble/gateway):
- Connect Gateway service over h2c (Execute + Subscribe), FlatBuffers<->JSON
  transcode registry, Telegram initData HMAC validator (seam), session cache,
  token-bucket rate limiter (3 classes), push fan-out hub, backend REST + push
  gRPC client, admin Basic-Auth reverse proxy.

go.work: use ./pkg, ./gateway + replace scrabble/pkg. CI: gateway/**, pkg/**
path filters; unit build/vet/test span all three modules. Docs (PLAN,
ARCHITECTURE, FUNCTIONAL+ru, TESTING, READMEs) updated; gateway/pkg unit tests +
guest/email-login integration tests.
2026-06-02 22:38:24 +02:00

88 lines
4.0 KiB
Go

// Package social owns the player-facing social fabric around games: the friend
// graph (request/accept), per-user blocks, and per-game chat with nudges folded
// in as a message kind. It owns the friendships, blocks and chat_messages tables,
// reads the account-level block toggles through account.Store, and gates chat and
// nudge on game state through a GameReader so it never imports the engine. The
// live delivery of chat and nudges (push / in-app stream) belongs to the gateway
// in a later stage; this package only persists and reads them.
package social
import (
"context"
"errors"
"time"
"github.com/google/uuid"
"scrabble/backend/internal/account"
"scrabble/backend/internal/notify"
)
// GameReader is the slice of the game domain the social package needs: the seated
// accounts in seat order, the seat index whose turn it is, and the game status.
// game.Service satisfies it, so chat and nudge gate on game state without a
// dependency on the engine or the game's private state.
type GameReader interface {
Participants(ctx context.Context, gameID uuid.UUID) (seats []uuid.UUID, toMove int, status string, err error)
}
// Sentinel errors returned by the service.
var (
// ErrSelfRelation is returned when an account targets itself.
ErrSelfRelation = errors.New("social: cannot target yourself")
// ErrRequestExists is returned when a friend request or friendship already
// exists between the two accounts (in either direction).
ErrRequestExists = errors.New("social: a friend request or friendship already exists")
// ErrRequestBlocked is returned when the addressee does not accept friend
// requests (their global toggle) or a block stands between the two accounts.
ErrRequestBlocked = errors.New("social: the addressee is not accepting friend requests")
// ErrRequestNotFound is returned when no pending friend request matches.
ErrRequestNotFound = errors.New("social: no pending friend request")
// ErrNotParticipant is returned when an account is not seated in the game.
ErrNotParticipant = errors.New("social: account is not a player in this game")
// ErrChatBlocked is returned when the sender has disabled chat for themselves.
ErrChatBlocked = errors.New("social: chat is disabled for this account")
// ErrMessageTooLong is returned when a chat message exceeds the rune limit.
ErrMessageTooLong = errors.New("social: message exceeds the length limit")
// ErrEmptyMessage is returned when a chat message is blank after trimming.
ErrEmptyMessage = errors.New("social: message is empty")
// ErrNudgeOnOwnTurn is returned when a player tries to nudge while it is their
// own turn (there is no awaited opponent to nudge).
ErrNudgeOnOwnTurn = errors.New("social: cannot nudge while it is your turn")
// ErrNudgeTooSoon is returned when the per-game once-per-hour nudge limit is hit.
ErrNudgeTooSoon = errors.New("social: a nudge was already sent in the last hour")
// ErrGameNotActive is returned when a nudge is attempted on a finished game.
ErrGameNotActive = errors.New("social: game is not active")
)
// Service is the social domain. It is the only writer of the friendships, blocks
// and chat_messages tables and is safe for concurrent use.
type Service struct {
store *Store
accounts *account.Store
games GameReader
pub notify.Publisher
now func() time.Time
}
// NewService constructs a Service. store owns the social tables; accounts supplies
// the block toggles; games gates chat and nudge on game state.
func NewService(store *Store, accounts *account.Store, games GameReader) *Service {
return &Service{
store: store,
accounts: accounts,
games: games,
pub: notify.Nop{},
now: func() time.Time { return time.Now().UTC() },
}
}
// SetNotifier installs the live-event publisher used to push chat messages and
// nudges to their recipients. It must be called during startup wiring, before
// the service serves traffic; the default is notify.Nop (no live events).
func (svc *Service) SetNotifier(p notify.Publisher) {
if p != nil {
svc.pub = p
}
}