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scrabble-game/backend/internal/server/handlers_game.go
T
Ilia Denisov 2f4aa1b75b
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feat(lobby): drop left honest-AI games from the finished list
A finished honest-AI (vs_ai) game the player left — by resigning or by
abandoning it to the 7-day inactivity timeout (end_reason 'resign'/'timeout')
— no longer appears in that player's own lobby finished list.

The new game.Service.ListForLobby filters ListForAccount for the lobby
endpoint only; the admin console and the account-merge count keep the full
set. The filter keys on the game's end reason, not on which seat left, so it
extends to any player should the robot ever resign.
2026-06-17 13:03:35 +02:00

552 lines
16 KiB
Go

package server
import (
"context"
"net/http"
"strconv"
"github.com/gin-gonic/gin"
"github.com/google/uuid"
"scrabble/backend/internal/engine"
"scrabble/backend/internal/game"
)
// The handlers below cover the game and chat operations the UI needs. They follow
// the same pattern as handlers_user.go: X-User-ID identity, the domain service
// call, a JSON DTO mapped from the result.
// hintResultDTO is the top-ranked move plus the remaining hint budget.
type hintResultDTO struct {
Move moveRecordDTO `json:"move"`
HintsRemaining int `json:"hints_remaining"`
}
// evalResultDTO is an unlimited move preview: legality, score, the words formed
// (main word first) and the orientation the engine inferred ("H"/"V", empty when
// illegal).
type evalResultDTO struct {
Legal bool `json:"legal"`
Score int `json:"score"`
Words []string `json:"words"`
Dir string `json:"dir"`
}
// wordCheckDTO is the result of the unlimited dictionary lookup tool.
type wordCheckDTO struct {
Word string `json:"word"`
Legal bool `json:"legal"`
}
// historyDTO is a game's decoded move journal, the source for client board replay.
type historyDTO struct {
GameID string `json:"game_id"`
Moves []moveRecordDTO `json:"moves"`
}
// gameListDTO is the caller's games (active and finished) for the lobby. AtGameLimit
// reports whether the caller has reached the simultaneous quick-game cap
// (game.MaxActiveQuickGames); while it is true the lobby disables "New Game" and shows a
// notice. It rides the lobby response — which the lobby re-fetches on every game event —
// instead of a separate request.
type gameListDTO struct {
Games []gameDTO `json:"games"`
AtGameLimit bool `json:"at_game_limit"`
}
// chatListDTO is a game's chat history.
type chatListDTO struct {
Messages []chatDTO `json:"messages"`
}
// exchangeRequest swaps the given rack tiles back into the bag. Tiles are wire alphabet
// indices; a blank is engine.BlankIndex.
type exchangeRequest struct {
Tiles []int `json:"tiles"`
}
// complaintRequest disputes a word-check result.
type complaintRequest struct {
Word string `json:"word"`
Note string `json:"note"`
}
// fillSeatNames fills each seat's display name from the account store — memoising across
// seats and games within one request — for the seats that carry no per-game snapshot yet
// (a pre-snapshot legacy row). A seat whose snapshot is already set is left untouched, so
// a disguised robot keeps its per-game name rather than reverting to its account name.
func (s *Server) fillSeatNames(ctx context.Context, g *gameDTO, memo map[string]string) {
for i := range g.Seats {
if g.Seats[i].DisplayName != "" {
continue // the seat already carries its per-game snapshot
}
id := g.Seats[i].AccountID
name, ok := memo[id]
if !ok {
if uid, err := uuid.Parse(id); err == nil {
if acc, err := s.accounts.GetByID(ctx, uid); err == nil {
name = acc.DisplayName
}
}
memo[id] = name
}
g.Seats[i].DisplayName = name
}
}
// moveRecordDTOFromHistory projects a journal move into the shared move DTO.
func moveRecordDTOFromHistory(m game.HistoryMove) moveRecordDTO {
tiles := make([]tileDTO, 0, len(m.Tiles))
for _, t := range m.Tiles {
tiles = append(tiles, tileDTO{Row: t.Row, Col: t.Col, Letter: t.Letter, Blank: t.Blank})
}
return moveRecordDTO{
Player: m.Seat,
Action: m.Action,
Dir: m.Dir,
MainRow: m.MainRow,
MainCol: m.MainCol,
Tiles: tiles,
Words: m.Words,
Count: len(m.Words),
Score: m.Score,
Total: m.RunningTotal,
}
}
// handlePass forfeits the player's turn.
func (s *Server) handlePass(c *gin.Context) {
uid, gameID, ok := s.userGame(c)
if !ok {
return
}
res, err := s.games.Pass(c.Request.Context(), gameID, uid)
if err != nil {
s.abortErr(c, err)
return
}
s.writeMoveResult(c, res)
}
// handleExchange swaps the chosen rack tiles back into the bag.
func (s *Server) handleExchange(c *gin.Context) {
uid, gameID, ok := s.userGame(c)
if !ok {
return
}
var req exchangeRequest
if err := c.ShouldBindJSON(&req); err != nil {
abortBadRequest(c, "invalid request body")
return
}
variant, err := s.games.GameVariant(c.Request.Context(), gameID)
if err != nil {
s.abortErr(c, err)
return
}
tiles, err := engine.DecodeTiles(variant, req.Tiles)
if err != nil {
s.abortErr(c, err)
return
}
res, err := s.games.Exchange(c.Request.Context(), gameID, uid, tiles)
if err != nil {
s.abortErr(c, err)
return
}
s.writeMoveResult(c, res)
}
// handleResign resigns the player from the game.
func (s *Server) handleResign(c *gin.Context) {
uid, gameID, ok := s.userGame(c)
if !ok {
return
}
res, err := s.games.Resign(c.Request.Context(), gameID, uid)
if err != nil {
s.abortErr(c, err)
return
}
s.writeMoveResult(c, res)
}
// handleHint reveals the top-ranked move and spends a hint.
func (s *Server) handleHint(c *gin.Context) {
uid, gameID, ok := s.userGame(c)
if !ok {
return
}
h, err := s.games.Hint(c.Request.Context(), gameID, uid)
if err != nil {
s.abortErr(c, err)
return
}
c.JSON(http.StatusOK, hintResultDTO{
Move: moveRecordDTOFrom(h.Move),
HintsRemaining: h.HintsRemaining,
})
}
// handleEvaluate previews a tentative play's legality and score.
func (s *Server) handleEvaluate(c *gin.Context) {
uid, gameID, ok := s.userGame(c)
if !ok {
return
}
var req submitPlayRequest
if err := c.ShouldBindJSON(&req); err != nil {
abortBadRequest(c, "invalid request body")
return
}
variant, err := s.games.GameVariant(c.Request.Context(), gameID)
if err != nil {
s.abortErr(c, err)
return
}
tiles, err := tilesFromRequest(variant, req)
if err != nil {
s.abortErr(c, err)
return
}
ev, err := s.games.EvaluatePlay(c.Request.Context(), gameID, uid, tiles)
if err != nil {
s.abortErr(c, err)
return
}
c.JSON(http.StatusOK, evalResultDTO{Legal: ev.Valid, Score: ev.Score, Words: ev.Words, Dir: ev.Dir})
}
// handleCheckWord looks a word up in the game's pinned dictionary. The word arrives as
// repeated ?idx= alphabet indices; the backend decodes them to the concrete
// word for the lookup and echoes that concrete word back for the client's result cache.
func (s *Server) handleCheckWord(c *gin.Context) {
_, gameID, ok := s.userGame(c)
if !ok {
return
}
idx, err := queryIndexes(c, "idx")
if err != nil {
abortBadRequest(c, "invalid word")
return
}
variant, err := s.games.GameVariant(c.Request.Context(), gameID)
if err != nil {
s.abortErr(c, err)
return
}
word, err := engine.DecodeWord(variant, idx)
if err != nil {
s.abortErr(c, err)
return
}
legal, err := s.games.CheckWord(c.Request.Context(), gameID, word)
if err != nil {
s.abortErr(c, err)
return
}
c.JSON(http.StatusOK, wordCheckDTO{Word: word, Legal: legal})
}
// queryIndexes parses repeated integer query parameters (e.g. ?idx=2&idx=0) into a slice.
// It carries a word-check query as alphabet indices on a GET.
func queryIndexes(c *gin.Context, key string) ([]int, error) {
raw := c.QueryArray(key)
out := make([]int, 0, len(raw))
for _, s := range raw {
n, err := strconv.Atoi(s)
if err != nil {
return nil, err
}
out = append(out, n)
}
return out, nil
}
// handleComplaint files a word-check complaint into the admin review queue.
func (s *Server) handleComplaint(c *gin.Context) {
uid, gameID, ok := s.userGame(c)
if !ok {
return
}
var req complaintRequest
if err := c.ShouldBindJSON(&req); err != nil {
abortBadRequest(c, "invalid request body")
return
}
if _, err := s.games.FileComplaint(c.Request.Context(), gameID, uid, req.Word, req.Note); err != nil {
s.abortErr(c, err)
return
}
c.JSON(http.StatusOK, okResponse{OK: true})
}
// handleHistory returns a game's decoded move journal for board replay / history.
func (s *Server) handleHistory(c *gin.Context) {
_, gameID, ok := s.userGame(c)
if !ok {
return
}
view, err := s.games.History(c.Request.Context(), gameID)
if err != nil {
s.abortErr(c, err)
return
}
moves := make([]moveRecordDTO, 0, len(view.Moves))
for _, m := range view.Moves {
moves = append(moves, moveRecordDTOFromHistory(m))
}
c.JSON(http.StatusOK, historyDTO{GameID: gameID.String(), Moves: moves})
}
// gcgDTO is a game's GCG export: a suggested filename plus the GCG text.
type gcgDTO struct {
GameID string `json:"game_id"`
Filename string `json:"filename"`
Content string `json:"content"`
}
// handleExportGCG returns a finished game's GCG transcript for download/share. The
// service refuses an active game (ErrGameActive) to avoid leaking the live journal.
func (s *Server) handleExportGCG(c *gin.Context) {
_, gameID, ok := s.userGame(c)
if !ok {
return
}
gcg, err := s.games.ExportGCG(c.Request.Context(), gameID)
if err != nil {
s.abortErr(c, err)
return
}
c.JSON(http.StatusOK, gcgDTO{
GameID: gameID.String(),
Filename: "game-" + gameID.String() + ".gcg",
Content: gcg,
})
}
// draftTileDTO is one tile a player has laid on the board but not yet submitted.
type draftTileDTO struct {
Row int `json:"row"`
Col int `json:"col"`
Letter string `json:"letter"`
Blank bool `json:"blank"`
}
// draftDTO is a player's persisted client-side composition for a game: the
// preferred rack tile order (an opaque client string) and the board tiles laid but not yet
// submitted. The gateway forwards the JSON verbatim; this layer owns its shape.
type draftDTO struct {
RackOrder string `json:"rack_order"`
BoardTiles []draftTileDTO `json:"board_tiles"`
}
// draftDTOFrom projects a stored draft into its wire DTO.
func draftDTOFrom(d game.Draft) draftDTO {
tiles := make([]draftTileDTO, 0, len(d.BoardTiles))
for _, t := range d.BoardTiles {
tiles = append(tiles, draftTileDTO{Row: t.Row, Col: t.Col, Letter: t.Letter, Blank: t.Blank})
}
return draftDTO{RackOrder: d.RackOrder, BoardTiles: tiles}
}
// toDomain maps an inbound draft DTO to the domain draft.
func (d draftDTO) toDomain() game.Draft {
tiles := make([]game.DraftTile, 0, len(d.BoardTiles))
for _, t := range d.BoardTiles {
tiles = append(tiles, game.DraftTile{Row: t.Row, Col: t.Col, Letter: t.Letter, Blank: t.Blank})
}
return game.Draft{RackOrder: d.RackOrder, BoardTiles: tiles}
}
// handleGetDraft returns the player's saved composition for a game, or an empty
// draft when none is stored.
func (s *Server) handleGetDraft(c *gin.Context) {
uid, gameID, ok := s.userGame(c)
if !ok {
return
}
d, err := s.games.GetDraft(c.Request.Context(), gameID, uid)
if err != nil {
s.abortErr(c, err)
return
}
c.JSON(http.StatusOK, draftDTOFrom(d))
}
// handleSaveDraft upserts the player's composition for a game. The service
// rejects a non-player with ErrNotAPlayer.
func (s *Server) handleSaveDraft(c *gin.Context) {
uid, gameID, ok := s.userGame(c)
if !ok {
return
}
var req draftDTO
if err := c.ShouldBindJSON(&req); err != nil {
abortBadRequest(c, "invalid request body")
return
}
if err := s.games.SaveDraft(c.Request.Context(), gameID, uid, req.toDomain()); err != nil {
s.abortErr(c, err)
return
}
c.JSON(http.StatusOK, okResponse{OK: true})
}
// atGameLimit reports whether uid already holds the maximum number of simultaneous
// quick games (game.MaxActiveQuickGames). It backs both the lobby's at_game_limit flag
// and the new-game gate; friend games created by invitation are not counted.
func (s *Server) atGameLimit(ctx context.Context, uid uuid.UUID) (bool, error) {
n, err := s.games.CountActiveQuickGames(ctx, uid)
if err != nil {
return false, err
}
return n >= game.MaxActiveQuickGames, nil
}
// ensureUnderGameLimit aborts the request with 409 game_limit_reached when uid is at the
// simultaneous quick-game cap, and reports whether the caller may proceed. It guards
// every new-game entry point — quick auto-match/AI and invitation creation; accepting an
// incoming invitation is deliberately exempt.
func (s *Server) ensureUnderGameLimit(c *gin.Context, uid uuid.UUID) bool {
atLimit, err := s.atGameLimit(c.Request.Context(), uid)
if err != nil {
s.abortErr(c, err)
return false
}
if atLimit {
s.abortErr(c, game.ErrGameLimitReached)
return false
}
return true
}
// handleListGames returns the caller's active and finished games for the lobby. It omits
// the honest-AI games the caller left (resigned or abandoned to timeout); see
// game.Service.ListForLobby.
func (s *Server) handleListGames(c *gin.Context) {
uid, ok := userID(c)
if !ok {
abortBadRequest(c, "missing identity")
return
}
games, err := s.games.ListForLobby(c.Request.Context(), uid)
if err != nil {
s.abortErr(c, err)
return
}
atLimit, err := s.atGameLimit(c.Request.Context(), uid)
if err != nil {
s.abortErr(c, err)
return
}
memo := map[string]string{}
// One query seeds the lobby's per-card unread badge for every listed game.
var unread map[uuid.UUID]bool
if s.social != nil {
unread, _ = s.social.UnreadGames(c.Request.Context(), uid)
}
out := make([]gameDTO, 0, len(games))
for _, g := range games {
dto := gameDTOFromGame(g)
s.fillSeatNames(c.Request.Context(), &dto, memo)
dto.UnreadChat = unread[g.ID]
out = append(out, dto)
}
c.JSON(http.StatusOK, gameListDTO{Games: out, AtGameLimit: atLimit})
}
// handleChatList returns a game's chat history for the viewer.
func (s *Server) handleChatList(c *gin.Context) {
uid, gameID, ok := s.userGame(c)
if !ok {
return
}
msgs, err := s.social.Messages(c.Request.Context(), gameID, uid)
if err != nil {
s.abortErr(c, err)
return
}
out := make([]chatDTO, 0, len(msgs))
for _, m := range msgs {
out = append(out, chatDTOFrom(m))
}
c.JSON(http.StatusOK, chatListDTO{Messages: out})
}
// handleNudge posts a nudge to the player whose turn is awaited.
func (s *Server) handleNudge(c *gin.Context) {
uid, gameID, ok := s.userGame(c)
if !ok {
return
}
msg, err := s.social.Nudge(c.Request.Context(), gameID, uid)
if err != nil {
s.abortErr(c, err)
return
}
c.JSON(http.StatusOK, chatDTOFrom(msg))
}
// handleChatRead marks every chat entry the caller has not yet read in the game as read
// — the acknowledgement the client sends when the player opens the move history or chat
// — and records each entry's publish-to-read latency. The client calls it only when it
// believes something is unread, so the backend is not hit on every history open.
func (s *Server) handleChatRead(c *gin.Context) {
uid, gameID, ok := s.userGame(c)
if !ok {
return
}
if _, err := s.social.MarkRead(c.Request.Context(), gameID, uid); err != nil {
s.abortErr(c, err)
return
}
c.JSON(http.StatusOK, okResponse{OK: true})
}
// userGame reads the authenticated account and the :id game param, aborting with the
// right status when either is missing. ok is false when the request was aborted.
func (s *Server) userGame(c *gin.Context) (uuid.UUID, uuid.UUID, bool) {
uid, ok := userID(c)
if !ok {
abortBadRequest(c, "missing identity")
return uuid.UUID{}, uuid.UUID{}, false
}
gameID, ok := gameIDParam(c)
if !ok {
abortBadRequest(c, "invalid game id")
return uuid.UUID{}, uuid.UUID{}, false
}
return uid, gameID, true
}
// writeMoveResult emits a committed move with seat display names filled in.
func (s *Server) writeMoveResult(c *gin.Context, res game.MoveResult) {
dto, err := moveResultDTOFrom(res)
if err != nil {
s.abortErr(c, err)
return
}
s.fillSeatNames(c.Request.Context(), &dto.Game, map[string]string{})
if uid, ok := userID(c); ok {
s.setUnreadChat(c.Request.Context(), &dto.Game, uid)
}
c.JSON(http.StatusOK, dto)
}
// setUnreadChat fills the per-game unread-chat flag for viewer uid on one game's DTO,
// when the social domain is present. It is best-effort: a lookup error leaves the flag
// false (a missing badge) rather than failing the surrounding game response.
func (s *Server) setUnreadChat(ctx context.Context, g *gameDTO, uid uuid.UUID) {
if s.social == nil {
return
}
gid, err := uuid.Parse(g.ID)
if err != nil {
return
}
if unread, err := s.social.HasUnread(ctx, gid, uid); err == nil {
g.UnreadChat = unread
}
}