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Nudge badges lingered in the lobby on games that ended by turn-timeout, resignation or forfeit: those paths commit the finish directly, bypassing the move path's per-mover NudgeClearer, so the awaited seat's nudge was never marked read. A finished game's nudges are stale, so clear them all. Add a wired NudgeExpirer (social.ExpireNudges) called from the shared commit finish block — covering every completion path — and from the voidGame recovery path. It clears every seat's nudge bits for the game and leaves chat messages unread; unlike ClearNudges it records no publish-to-read latency, since a completion is an expiry, not a read. An integration test reproduces the timeout case (nudge cleared, chat kept). Docs: ARCHITECTURE §9.1, FUNCTIONAL (+_ru), backend/README.
260 lines
11 KiB
Go
260 lines
11 KiB
Go
package social
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import (
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"context"
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"fmt"
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"time"
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"github.com/google/uuid"
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"go.opentelemetry.io/otel/attribute"
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"go.opentelemetry.io/otel/trace"
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)
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// MarkRead clears viewerID's unread bit on every chat entry of the game they have not
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// yet read — the acknowledgement the client sends when the player opens the move
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// history (or the chat). For each entry that flips to read it records the
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// publish-to-read latency. It returns the number of entries marked, and is a harmless
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// no-op (zero) when the viewer holds no seat or has nothing unread, so the caller may
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// invoke it without first checking participation.
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func (svc *Service) MarkRead(ctx context.Context, gameID, viewerID uuid.UUID) (int, error) {
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ctx, span := svc.tracer.Start(ctx, "social.MarkRead",
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trace.WithAttributes(attribute.String("game.id", gameID.String())))
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defer span.End()
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marks, err := svc.store.markRead(ctx, gameID, viewerID)
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if err != nil {
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span.RecordError(err)
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return 0, err
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}
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now := svc.now()
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for _, m := range marks {
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svc.metrics.recordRead(ctx, m.kind, now.Sub(m.createdAt))
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}
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span.SetAttributes(attribute.Int("marked.count", len(marks)))
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return len(marks), nil
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}
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// ClearNudges marks accountID's pending nudges in the game read once they have acted
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// (taken their move): a nudge answered by moving stops counting as unread. It records
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// the publish-to-read latency for each nudge it clears. It satisfies game.NudgeClearer
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// and is wired into the move path; failures are the caller's to log (the move has
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// already committed).
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func (svc *Service) ClearNudges(ctx context.Context, gameID, accountID uuid.UUID) error {
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ctx, span := svc.tracer.Start(ctx, "social.ClearNudges",
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trace.WithAttributes(attribute.String("game.id", gameID.String())))
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defer span.End()
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times, err := svc.store.clearNudges(ctx, gameID, accountID)
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if err != nil {
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span.RecordError(err)
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return err
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}
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now := svc.now()
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for _, t := range times {
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svc.metrics.recordRead(ctx, kindNudge, now.Sub(t))
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}
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span.SetAttributes(attribute.Int("marked.count", len(times)))
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return nil
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}
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// ExpireNudges marks every pending nudge in the game read, for when the game finishes: a nudge
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// badge is stale once the game is over, so completion clears them all for every seat. Chat
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// messages are left untouched (they stay unread). It satisfies game.NudgeExpirer and is wired
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// into the completion path; failures are the caller's to log (the game has already finished).
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// Unlike ClearNudges it records no publish-to-read latency — a completion is an expiry, not the
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// recipient reading the nudge — so the latency metric is not skewed by games that end hours later.
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func (svc *Service) ExpireNudges(ctx context.Context, gameID uuid.UUID) error {
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ctx, span := svc.tracer.Start(ctx, "social.ExpireNudges",
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trace.WithAttributes(attribute.String("game.id", gameID.String())))
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defer span.End()
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n, err := svc.store.expireNudges(ctx, gameID)
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if err != nil {
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span.RecordError(err)
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return err
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}
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span.SetAttributes(attribute.Int64("expired.count", n))
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return nil
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}
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// UnreadGames returns the set of games in which viewerID has at least one unread chat
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// entry, for seeding the lobby's per-card unread badge in a single query.
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func (svc *Service) UnreadGames(ctx context.Context, viewerID uuid.UUID) (map[uuid.UUID]bool, error) {
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return svc.store.unreadGames(ctx, viewerID)
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}
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// HasUnread reports whether viewerID has any unread chat entry in the game, for the
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// per-game unread flag of a single game's state and move-result views.
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func (svc *Service) HasUnread(ctx context.Context, gameID, viewerID uuid.UUID) (bool, error) {
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return svc.store.hasUnread(ctx, gameID, viewerID)
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}
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// UnreadMessageGames returns the subset of UnreadGames whose unread entries include a real chat
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// message (a 'message' kind, not a nudge), for colouring the lobby's per-card unread badge: a game
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// present here has an unread message (the regular badge), one only in UnreadGames has nudges alone
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// (the soft nudge badge).
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func (svc *Service) UnreadMessageGames(ctx context.Context, viewerID uuid.UUID) (map[uuid.UUID]bool, error) {
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return svc.store.unreadMessageGames(ctx, viewerID)
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}
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// HasUnreadMessage reports whether viewerID has an unread chat message (a 'message' kind, not a
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// nudge) in the game, for distinguishing a message badge from a nudge-only one on a single game's
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// state and move-result views.
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func (svc *Service) HasUnreadMessage(ctx context.Context, gameID, viewerID uuid.UUID) (bool, error) {
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return svc.store.hasUnreadMessage(ctx, gameID, viewerID)
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}
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// readMark is one chat entry that flipped from unread to read, carrying what the
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// publish-to-read latency metric needs.
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type readMark struct {
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kind string
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createdAt time.Time
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}
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// markRead clears the viewer's seat bit on the game's entries still unread by them,
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// resolving the seat through the game_players join, and returns the cleared entries.
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// The bitwise terms are cast through int4 so the operators resolve unambiguously.
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func (s *Store) markRead(ctx context.Context, gameID, viewerID uuid.UUID) ([]readMark, error) {
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const q = `UPDATE backend.chat_messages m
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SET unread_seats = (m.unread_seats::int & ~(1 << p.seat::int))::smallint
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FROM backend.game_players p
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WHERE p.game_id = m.game_id AND p.account_id = $2
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AND m.game_id = $1 AND (m.unread_seats::int & (1 << p.seat::int)) <> 0
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RETURNING m.kind, m.created_at`
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rows, err := s.db.QueryContext(ctx, q, gameID, viewerID)
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if err != nil {
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return nil, fmt.Errorf("social: mark read: %w", err)
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}
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defer rows.Close()
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var out []readMark
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for rows.Next() {
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var m readMark
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if err := rows.Scan(&m.kind, &m.createdAt); err != nil {
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return nil, fmt.Errorf("social: scan mark read: %w", err)
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}
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out = append(out, m)
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}
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return out, rows.Err()
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}
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// clearNudges clears the actor's seat bit on the game's still-unread nudges and returns
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// their post times (for the latency metric).
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func (s *Store) clearNudges(ctx context.Context, gameID, accountID uuid.UUID) ([]time.Time, error) {
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const q = `UPDATE backend.chat_messages m
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SET unread_seats = (m.unread_seats::int & ~(1 << p.seat::int))::smallint
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FROM backend.game_players p
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WHERE p.game_id = m.game_id AND p.account_id = $2
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AND m.game_id = $1 AND m.kind = 'nudge' AND (m.unread_seats::int & (1 << p.seat::int)) <> 0
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RETURNING m.created_at`
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rows, err := s.db.QueryContext(ctx, q, gameID, accountID)
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if err != nil {
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return nil, fmt.Errorf("social: clear nudges: %w", err)
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}
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defer rows.Close()
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var out []time.Time
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for rows.Next() {
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var t time.Time
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if err := rows.Scan(&t); err != nil {
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return nil, fmt.Errorf("social: scan clear nudges: %w", err)
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}
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out = append(out, t)
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}
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return out, rows.Err()
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}
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// expireNudges marks every still-unread nudge in the game read for all seats at once, used when
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// the game finishes. It returns the number of nudge entries it cleared. Only 'nudge' rows are
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// touched, so chat messages keep their unread bits; it returns no post times because a completion
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// is an expiry, not a player reading, and must not feed the publish-to-read latency metric.
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func (s *Store) expireNudges(ctx context.Context, gameID uuid.UUID) (int64, error) {
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const q = `UPDATE backend.chat_messages
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SET unread_seats = 0
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WHERE game_id = $1 AND kind = 'nudge' AND unread_seats <> 0`
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res, err := s.db.ExecContext(ctx, q, gameID)
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if err != nil {
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return 0, fmt.Errorf("social: expire nudges: %w", err)
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}
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return res.RowsAffected()
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}
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// unreadGames returns the games where viewerID has an unread entry, resolving their
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// seat per game through the game_players join.
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func (s *Store) unreadGames(ctx context.Context, viewerID uuid.UUID) (map[uuid.UUID]bool, error) {
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const q = `SELECT DISTINCT m.game_id
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FROM backend.chat_messages m
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JOIN backend.game_players p ON p.game_id = m.game_id AND p.account_id = $1
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WHERE m.unread_seats <> 0 AND (m.unread_seats::int & (1 << p.seat::int)) <> 0`
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rows, err := s.db.QueryContext(ctx, q, viewerID)
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if err != nil {
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return nil, fmt.Errorf("social: unread games: %w", err)
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}
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defer rows.Close()
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out := make(map[uuid.UUID]bool)
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for rows.Next() {
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var id uuid.UUID
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if err := rows.Scan(&id); err != nil {
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return nil, fmt.Errorf("social: scan unread games: %w", err)
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}
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out[id] = true
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}
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return out, rows.Err()
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}
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// hasUnread reports whether viewerID has an unread entry in the one game.
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func (s *Store) hasUnread(ctx context.Context, gameID, viewerID uuid.UUID) (bool, error) {
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const q = `SELECT EXISTS(
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SELECT 1 FROM backend.chat_messages m
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JOIN backend.game_players p ON p.game_id = m.game_id AND p.account_id = $2
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WHERE m.game_id = $1 AND (m.unread_seats::int & (1 << p.seat::int)) <> 0)`
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var ok bool
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if err := s.db.QueryRowContext(ctx, q, gameID, viewerID).Scan(&ok); err != nil {
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return false, fmt.Errorf("social: has unread: %w", err)
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}
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return ok, nil
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}
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// unreadMessageGames is unreadGames restricted to real chat messages (kind 'message', not a
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// nudge), so the caller can tell a message badge from a nudge-only one in one extra query.
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func (s *Store) unreadMessageGames(ctx context.Context, viewerID uuid.UUID) (map[uuid.UUID]bool, error) {
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const q = `SELECT DISTINCT m.game_id
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FROM backend.chat_messages m
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JOIN backend.game_players p ON p.game_id = m.game_id AND p.account_id = $1
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WHERE m.kind = 'message' AND m.unread_seats <> 0 AND (m.unread_seats::int & (1 << p.seat::int)) <> 0`
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rows, err := s.db.QueryContext(ctx, q, viewerID)
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if err != nil {
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return nil, fmt.Errorf("social: unread message games: %w", err)
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}
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defer rows.Close()
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out := make(map[uuid.UUID]bool)
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for rows.Next() {
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var id uuid.UUID
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if err := rows.Scan(&id); err != nil {
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return nil, fmt.Errorf("social: scan unread message games: %w", err)
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}
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out[id] = true
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}
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return out, rows.Err()
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}
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// hasUnreadMessage reports whether viewerID has an unread real chat message (kind 'message', not
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// a nudge) in the one game.
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func (s *Store) hasUnreadMessage(ctx context.Context, gameID, viewerID uuid.UUID) (bool, error) {
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const q = `SELECT EXISTS(
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SELECT 1 FROM backend.chat_messages m
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JOIN backend.game_players p ON p.game_id = m.game_id AND p.account_id = $2
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WHERE m.game_id = $1 AND m.kind = 'message' AND (m.unread_seats::int & (1 << p.seat::int)) <> 0)`
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var ok bool
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if err := s.db.QueryRowContext(ctx, q, gameID, viewerID).Scan(&ok); err != nil {
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return false, fmt.Errorf("social: has unread message: %w", err)
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}
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return ok, nil
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}
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// countUnread counts the chat entries with at least one recipient seat still unread,
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// for the chat_unread_messages gauge.
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func (s *Store) countUnread(ctx context.Context) (int64, error) {
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var n int64
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if err := s.db.QueryRowContext(ctx,
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`SELECT count(*) FROM backend.chat_messages WHERE unread_seats <> 0`).Scan(&n); err != nil {
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return 0, fmt.Errorf("social: count unread: %w", err)
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}
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return n, nil
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}
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