games: the felt other people can sit at, and the version that settles the race

Phase B foundation for the multiplayer casino: the shared-table storage layer,
the SSE fan-out, and the lock that only ever pretends to be the authority.

- game_tables/game_seats/game_chat, plus a nullable table_id on game_live_hands
  so occupancy stays one row per player — the same primary key that stops a
  second solo hand stops a second seat. No second uniqueness domain, no split
  brain, no cash-out-to-zero while sitting on a pot.
- The money model the plan sketched turned out simpler than it drew: chips cross
  the border only at sit-down and get-up, so a hand settles by moving the pot
  *within* the state blob and credits nobody. That deletes the payout ledger
  the design called for — there is no money write to make idempotent, only a
  state write conditional on the version. A replayed settle affects zero rows.
- CommitTable/SitDown/LeaveTable each one transaction with the state write in it;
  the version column is the concurrency authority and the striped in-memory lock
  is only an optimisation over it, because a mutex does not survive a redeploy.
- The SSE hub is a dumb byte fan-out: non-blocking sends (a stalled phone must
  not hold the table lock and freeze the clock for the room) and never a DB
  touch after the first read (holding the one connection open bricks the app).
- DueTables/PushDeadlines for the turn clock to come; Chat keeps the hand_no it
  was said during, because at a money table collusion looks like chat.

Storage and hub tested, including the version race and the never-block publish.
No handlers wired yet, so nothing a player can see has changed.

Claude-Session: https://claude.ai/code/session_013M5nD7PgUboJXoDcYHzpuJ
This commit is contained in:
prosolis
2026-07-14 15:43:39 -07:00
parent 1f1a6cb6e8
commit 4b3e5fe4c5
9 changed files with 1339 additions and 4 deletions

View File

@@ -94,6 +94,9 @@ func runMigrations(d *sql.DB) error {
addColumnIfMissing(d, "post_log", "url_canonical", "TEXT")
addColumnIfMissing(d, "post_log", "forced", "INTEGER NOT NULL DEFAULT 0")
addColumnIfMissing(d, "round_robin_state", "last_channel", "TEXT")
// Occupancy of a shared table. Rows written before the casino went multiplayer
// are solo games and read as NULL, which is exactly what they are.
addColumnIfMissing(d, "game_live_hands", "table_id", "TEXT")
// FTS5 virtual tables don't support IF NOT EXISTS reliably.
// Check sqlite_master before creating.

View File

@@ -563,6 +563,12 @@ type LiveHand struct {
State []byte
Seed1 uint64
Seed2 uint64
// TableID is set when the player is sitting at a shared table instead of playing
// alone. The cards are then in game_tables and State here is empty: this row is
// the occupancy claim and nothing else. One row per player either way, which is
// the point — the primary key that stops a second solo hand is the same one that
// stops a second seat.
TableID string
}
// StartLiveHand seats a *new* hand, and refuses if the player is already in one.
@@ -609,16 +615,17 @@ func LoadLiveHand(user string) (LiveHand, error) {
var h LiveHand
var state string
var s1, s2 int64
var tableID sql.NullString
err := Get().QueryRow(
`SELECT game, state, seed1, seed2 FROM game_live_hands WHERE matrix_user = ?`, user,
).Scan(&h.Game, &state, &s1, &s2)
`SELECT game, state, seed1, seed2, table_id FROM game_live_hands WHERE matrix_user = ?`, user,
).Scan(&h.Game, &state, &s1, &s2, &tableID)
if errors.Is(err, sql.ErrNoRows) {
return LiveHand{}, ErrNoLiveHand
}
if err != nil {
return LiveHand{}, fmt.Errorf("games: load live hand: %w", err)
}
h.State, h.Seed1, h.Seed2 = []byte(state), uint64(s1), uint64(s2)
h.State, h.Seed1, h.Seed2, h.TableID = []byte(state), uint64(s1), uint64(s2), tableID.String
return h, nil
}

View File

@@ -239,9 +239,103 @@ CREATE TABLE IF NOT EXISTS game_live_hands (
state TEXT NOT NULL, -- JSON: the engine's State
seed1 INTEGER NOT NULL, -- carried to the audit log when it settles
seed2 INTEGER NOT NULL,
-- Set when the player is sitting at a shared table rather than playing alone.
-- The engine state then lives in game_tables.state, not here, and this row is
-- purely the occupancy claim: its PRIMARY KEY is what stops one player being
-- in two games at once, and it is the row the cash-out check reads. Making
-- game_seats a second uniqueness domain instead would be a split brain — see
-- the comment on game_seats.
table_id TEXT,
updated_at INTEGER NOT NULL
);
-- ---------------------------------------------------------------------------
-- Shared tables: the casino with more than one person at it.
-- ---------------------------------------------------------------------------
-- A table other people can sit at. The state column is the engine's State,
-- exactly as game_live_hands holds it for a solo game — one blob for the whole
-- felt, because a pot is not divisible into per-player rows.
--
-- version is the concurrency authority, and the mutex in the web layer is only
-- an optimisation on top of it. Every state write is a conditional UPDATE
-- against the version the writer read; zero rows affected means somebody moved
-- first. This has to live in the database rather than in a mutex map because a
-- mutex does not survive a redeploy — during a drain, two processes hold two
-- different mutexes over the same row and both believe they are alone.
CREATE TABLE IF NOT EXISTS game_tables (
id TEXT PRIMARY KEY,
game TEXT NOT NULL, -- 'holdem' | 'uno' | 'blackjack'
tier TEXT NOT NULL, -- the stake, as that game names it
state TEXT NOT NULL, -- JSON: the engine's State
seed1 INTEGER NOT NULL,
seed2 INTEGER NOT NULL,
phase TEXT NOT NULL, -- the engine's phase, lifted out so the lobby can read it
hand_no INTEGER NOT NULL DEFAULT 0, -- with id, the identity of one hand: the payout key
version INTEGER NOT NULL DEFAULT 0,
-- Unix seconds by which the seat to act must act, or 0 for no clock. The turn
-- clock scans this. It is set only when the turn lands on a human: bots resolve
-- inside ApplyMove and are never waited for.
deadline INTEGER NOT NULL DEFAULT 0,
created_at INTEGER NOT NULL,
updated_at INTEGER NOT NULL
);
CREATE INDEX IF NOT EXISTS idx_game_tables_due ON game_tables(deadline) WHERE deadline > 0;
CREATE INDEX IF NOT EXISTS idx_game_tables_lobby ON game_tables(game, updated_at DESC);
-- Who is sitting where. A seat with no matrix_user is a bot.
--
-- This is deliberately *not* a uniqueness domain for players: there is no unique
-- index on matrix_user, and there must not be one. Occupancy is decided by
-- game_live_hands' primary key, which already stops a player being in two games,
-- already makes a double-clicked join a 409, and is already what the cash-out
-- check reads. A second domain that could disagree with the first would silently
-- switch all three off — the worst of them being a player who cashes out to zero
-- while sitting at a poker table with chips in the pot.
--
-- staked is what the player brought to the table and has not yet taken home. It
-- is the chip-conservation anchor: the chips are off their game_chips stack and
-- inside the table blob, where the idle reaper cannot see them.
CREATE TABLE IF NOT EXISTS game_seats (
table_id TEXT NOT NULL,
seat INTEGER NOT NULL,
matrix_user TEXT, -- NULL for a bot
name TEXT NOT NULL,
staked INTEGER NOT NULL DEFAULT 0,
-- Set once a human's clock has run out on them. An absent human is not a bot,
-- but the bot loop has to be allowed past their seat or a table with three
-- ghosts spends a minute an orbit folding air. They come back the moment they act.
away INTEGER NOT NULL DEFAULT 0,
last_seen INTEGER NOT NULL DEFAULT 0,
PRIMARY KEY (table_id, seat)
);
CREATE INDEX IF NOT EXISTS idx_game_seats_user ON game_seats(matrix_user) WHERE matrix_user IS NOT NULL;
-- There is no payout ledger here, and its absence is deliberate — the design
-- called for one and the money model made it unnecessary. Chips cross into a
-- table when a player sits down and back out when they get up; a hand ending
-- moves the pot *within* the state blob and credits nobody's game_chips row. So
-- there is no money write to make idempotent: a settle is a state write,
-- conditional on the version, and a replayed one affects zero rows and rolls
-- back. See the header of internal/storage/tables.go.
-- Chat on the felt. Messages only — no typing indicators, which is the one thing
-- that would have justified a socket. It does not mirror into Matrix.
--
-- hand_no is kept against every line for a reason: at a table of real people,
-- collusion looks like chat, and the only way to ever answer that question is to
-- be able to read what was said during the hand it was said in.
CREATE TABLE IF NOT EXISTS game_chat (
id INTEGER PRIMARY KEY AUTOINCREMENT,
table_id TEXT NOT NULL,
hand_no INTEGER NOT NULL,
matrix_user TEXT, -- NULL when the house is talking
name TEXT NOT NULL,
body TEXT NOT NULL,
said_at INTEGER NOT NULL
);
CREATE INDEX IF NOT EXISTS idx_game_chat_table ON game_chat(table_id, id);
-- The trivia bank: questions pulled from the Open Trivia Database ahead of time,
-- so that asking one is a local read.
--

684
internal/storage/tables.go Normal file
View File

@@ -0,0 +1,684 @@
package storage
import (
"crypto/rand"
"database/sql"
"encoding/base64"
"errors"
"fmt"
"strings"
)
// Shared tables: the casino with more than one person at it.
//
// The money model is the thing to understand first, because everything else
// follows from it, and it is *not* the one the plan sketched.
//
// **Chips cross into a table when you sit down, and back out when you get up.
// Nothing in between touches game_chips at all.** Your buy-in leaves your stack
// and becomes a stack inside the engine's own state; antes, bets, pots and
// payouts are all moves within that blob; and getting up is the single write
// that turns what is in front of you back into chips.
//
// This is how hold'em already worked as a solo session, and generalising it is
// what makes a pot safe. The obvious alternative — settle each hand by crediting
// every winner's game_chips row — puts a real money write on the end of every
// hand, and a crash between the credit and the state write pays the winner twice.
// Here a settle credits nobody: it is a state write, conditional on the version,
// and a replay of it affects zero rows and rolls back. The pot cannot be paid
// twice because it is never *paid* at all, only moved.
//
// So the money invariant across a table's whole life is:
//
// sum(seat stacks in the blob) + pot == sum(game_seats.staked) - rake taken
//
// and the only two statements that move chips across the border are the stake in
// SitDown and the award in LeaveTable — each of them one transaction, each of
// them carrying the state write that justifies it.
//
// The other half is concurrency. A table has two writers where a solo game had
// one: an HTTP move, and a turn clock acting for whoever walked away. The version
// column is the authority — every state write is conditional on the version its
// writer read — and the striped mutex in the web layer is only an optimisation on
// top. Correctness has to live in the database, because a mutex does not survive
// a redeploy: during a drain, two processes hold two different mutexes over the
// same row and both of them believe they are alone.
var (
// ErrStaleTable means somebody else wrote the table first. The caller's read is
// out of date; it must reload and decide again. This is not an error condition
// so much as the normal outcome of a race, and it is what a 409 is made of.
ErrStaleTable = errors.New("games: the table moved on")
// ErrNoSuchTable means there is no table with that id.
ErrNoSuchTable = errors.New("games: no such table")
// ErrSeatTaken means somebody sat down there between the read and the write.
ErrSeatTaken = errors.New("games: that seat is taken")
)
// Table is a felt other people can sit at.
//
// State is the engine's State, serialized whole — the same blob game_live_hands
// holds for a solo game, and for the same reason: the deck is in it, so it never
// leaves the server, and a hand survives a redeploy.
type Table struct {
ID string
Game string
Tier string
State []byte
Seed1 uint64
Seed2 uint64
Phase string
// HandNo, with the id, is the identity of one hand. It is what the audit trail
// keys on now that a seed no longer reproduces a hand: at a shared table the
// cards fall the way they do because of the order the others acted, not just
// the seed, so "deal it again from seed1/seed2" stopped being a true story the
// moment there was a second player.
HandNo int64
// Version is the concurrency authority. Read it, write against it, and a write
// that finds it moved is a write that lost the race.
Version int64
// Deadline is the unix second by which the seat to act has to act, or 0 for no
// clock at all. Only a *human* to act sets one: bots resolve inside ApplyMove
// and there is nobody to wait for.
Deadline int64
CreatedAt int64
UpdatedAt int64
}
// Seat is one chair. A seat with no MatrixUser is a bot, which is what makes solo
// play just "a table nobody else has joined yet" rather than a second mode.
type Seat struct {
Seat int
MatrixUser string // "" for a bot
Name string
// Staked is what this player brought and has not yet taken home. The chips are
// off their game_chips stack and inside the table blob, where the idle reaper
// cannot see them — so this is the row that says they exist.
Staked int64
Away bool
LastSeen int64
}
// Bot reports whether nobody is sitting here.
func (s Seat) Bot() bool { return s.MatrixUser == "" }
// NewTableID mints a table id. Short enough to put in a URL, random enough that
// nobody guesses their way onto somebody else's felt.
func NewTableID() (string, error) {
b := make([]byte, 9)
if _, err := rand.Read(b); err != nil {
return "", fmt.Errorf("games: mint table id: %w", err)
}
return base64.RawURLEncoding.EncodeToString(b), nil
}
// OpenTable creates a table and seats it — bots in every chair nobody has taken.
func OpenTable(t Table, seats []Seat) error {
now := nowUnix()
tx, err := Get().Begin()
if err != nil {
return fmt.Errorf("games: begin open table: %w", err)
}
defer tx.Rollback() //nolint:errcheck // no-op once committed
if _, err := tx.Exec(
`INSERT INTO game_tables (id, game, tier, state, seed1, seed2, phase, hand_no, version, deadline, created_at, updated_at)
VALUES (?, ?, ?, ?, ?, ?, ?, ?, 0, ?, ?, ?)`,
t.ID, t.Game, t.Tier, string(t.State), int64(t.Seed1), int64(t.Seed2),
t.Phase, t.HandNo, t.Deadline, now, now,
); err != nil {
return fmt.Errorf("games: open table: %w", err)
}
for _, s := range seats {
if err := upsertSeat(tx, t.ID, s, now); err != nil {
return err
}
}
if err := tx.Commit(); err != nil {
return fmt.Errorf("games: commit open table: %w", err)
}
return nil
}
// upsertSeat writes a seat row inside an open transaction, bots included.
func upsertSeat(tx *sql.Tx, tableID string, s Seat, now int64) error {
var user any
if s.MatrixUser != "" {
user = s.MatrixUser
}
if _, err := tx.Exec(
`INSERT INTO game_seats (table_id, seat, matrix_user, name, staked, away, last_seen)
VALUES (?, ?, ?, ?, ?, ?, ?)
ON CONFLICT(table_id, seat) DO UPDATE SET
matrix_user = excluded.matrix_user, name = excluded.name,
staked = excluded.staked, away = excluded.away, last_seen = excluded.last_seen`,
tableID, s.Seat, user, s.Name, s.Staked, boolInt(s.Away), now,
); err != nil {
return fmt.Errorf("games: seat: %w", err)
}
return nil
}
func boolInt(b bool) int64 {
if b {
return 1
}
return 0
}
// LoadTable reads a table and everyone at it.
func LoadTable(id string) (Table, []Seat, error) {
var t Table
var state string
var s1, s2 int64
err := Get().QueryRow(
`SELECT id, game, tier, state, seed1, seed2, phase, hand_no, version, deadline, created_at, updated_at
FROM game_tables WHERE id = ?`, id,
).Scan(&t.ID, &t.Game, &t.Tier, &state, &s1, &s2, &t.Phase, &t.HandNo, &t.Version, &t.Deadline, &t.CreatedAt, &t.UpdatedAt)
if errors.Is(err, sql.ErrNoRows) {
return Table{}, nil, ErrNoSuchTable
}
if err != nil {
return Table{}, nil, fmt.Errorf("games: load table: %w", err)
}
t.State, t.Seed1, t.Seed2 = []byte(state), uint64(s1), uint64(s2)
seats, err := tableSeats(id)
if err != nil {
return Table{}, nil, err
}
return t, seats, nil
}
// tableSeats reads the chairs, in seat order.
func tableSeats(id string) ([]Seat, error) {
rows, err := Get().Query(
`SELECT seat, matrix_user, name, staked, away, last_seen
FROM game_seats WHERE table_id = ? ORDER BY seat`, id)
if err != nil {
return nil, fmt.Errorf("games: table seats: %w", err)
}
defer rows.Close()
var out []Seat
for rows.Next() {
var s Seat
var user sql.NullString
var away int64
if err := rows.Scan(&s.Seat, &user, &s.Name, &s.Staked, &away, &s.LastSeen); err != nil {
return nil, fmt.Errorf("games: scan seat: %w", err)
}
s.MatrixUser, s.Away = user.String, away != 0
out = append(out, s)
}
return out, rows.Err()
}
// TableSummary is a table as the lobby lists it: enough to decide whether to sit
// down, and nothing that would give away a card.
type TableSummary struct {
ID string `json:"id"`
Game string `json:"game"`
Tier string `json:"tier"`
Phase string `json:"phase"`
Humans int `json:"humans"`
Seats int `json:"seats"`
UpdatedAt int64 `json:"updated_at"`
}
// LobbyTables lists the live tables, most recently played first. A game of "" is
// all of them.
func LobbyTables(game string, limit int) ([]TableSummary, error) {
if limit <= 0 {
limit = 50
}
q := `SELECT t.id, t.game, t.tier, t.phase, t.updated_at,
COUNT(s.seat),
COUNT(s.matrix_user)
FROM game_tables t
LEFT JOIN game_seats s ON s.table_id = t.id`
args := []any{}
if game != "" {
q += ` WHERE t.game = ?`
args = append(args, game)
}
q += ` GROUP BY t.id ORDER BY t.updated_at DESC LIMIT ?`
args = append(args, limit)
rows, err := Get().Query(q, args...)
if err != nil {
return nil, fmt.Errorf("games: lobby: %w", err)
}
defer rows.Close()
var out []TableSummary
for rows.Next() {
var s TableSummary
if err := rows.Scan(&s.ID, &s.Game, &s.Tier, &s.Phase, &s.UpdatedAt, &s.Seats, &s.Humans); err != nil {
return nil, fmt.Errorf("games: scan lobby row: %w", err)
}
out = append(out, s)
}
return out, rows.Err()
}
// ---- writing a table back --------------------------------------------------
// TableCommit is one write-back of a shared table.
//
// There is no payout field, and its absence is the design. A hand ending at a
// shared table moves chips *within* the blob — the pot becomes somebody's stack —
// so settling one credits nobody and mints nothing. What it writes is the state,
// the audit rows, and whatever the seats now look like. The version makes it
// exactly-once: a settle that runs twice loses the race with itself.
type TableCommit struct {
// Table carries the new state and the version that was *read*. The write is
// conditional on that version and bumps it.
Table Table
// Seats to rewrite — a stack that changed hands, a seat that came back from
// away. Seats not named here are left alone.
Seats []Seat
// Audit is the per-seat record of a hand that just ended. Empty mid-hand.
Audit []Hand
}
// CommitTable writes a table back, and the hand it just finished with it, in one
// transaction.
//
// The version check is the whole safety property, and it is why this can be
// called by the turn clock and an HTTP move at the same instant without either
// having to trust the other. Whoever gets there first bumps the version; the
// loser's UPDATE matches zero rows, the transaction rolls back, and it comes back
// ErrStaleTable with nothing written — no half-settled hand, no audit row for a
// hand that did not happen.
//
// Nothing in here may call Get().Exec. The pool runs at MaxOpenConns(1), so a
// bare Exec inside an open transaction waits forever for the connection that this
// transaction is holding — and takes the news app down with it. See CommitHand.
func CommitTable(c TableCommit) error {
now := nowUnix()
tx, err := Get().Begin()
if err != nil {
return fmt.Errorf("games: begin commit table: %w", err)
}
defer tx.Rollback() //nolint:errcheck // no-op once committed
if err := saveTable(tx, c.Table, now); err != nil {
return err
}
for _, s := range c.Seats {
if err := upsertSeat(tx, c.Table.ID, s, now); err != nil {
return err
}
}
for _, h := range c.Audit {
if err := recordHand(tx, h, now); err != nil {
return err
}
// Playing a hand is the most deliberate thing a player does. Keep the reaper
// off them — their chips are inside the table blob, where it cannot see them
// anyway, but their game_chips row is what it reads.
if h.MatrixUser == "" {
continue
}
if _, err := tx.Exec(
`UPDATE game_chips SET last_played = ?, updated_at = ? WHERE matrix_user = ?`,
now, now, h.MatrixUser,
); err != nil {
return fmt.Errorf("games: touch session: %w", err)
}
}
if err := tx.Commit(); err != nil {
return fmt.Errorf("games: commit table: %w", err)
}
return nil
}
// saveTable is the conditional state write: it lands only if the version is still
// the one the caller read.
func saveTable(tx *sql.Tx, t Table, now int64) error {
res, err := tx.Exec(
`UPDATE game_tables SET state = ?, phase = ?, hand_no = ?, seed1 = ?, seed2 = ?,
deadline = ?, version = version + 1, updated_at = ?
WHERE id = ? AND version = ?`,
string(t.State), t.Phase, t.HandNo, int64(t.Seed1), int64(t.Seed2),
t.Deadline, now, t.ID, t.Version,
)
if err != nil {
return fmt.Errorf("games: save table: %w", err)
}
if n, _ := res.RowsAffected(); n == 0 {
return ErrStaleTable
}
return nil
}
// ---- sitting down and getting up -------------------------------------------
// Sit is one player taking one chair, with the table state that has them in it.
type Sit struct {
Table Table // the new state, and the version that was read
Seat Seat // MatrixUser, Name and the chair; Staked is the buy-in
BuyIn int64
}
// SitDown moves a player's chips onto a table and puts them in a seat — the first
// of the only two statements in the casino that cross the chip/table border.
//
// It is one transaction and every step of it can refuse:
//
// - the chips leave in the same statement that checks they are there, so two
// joins fired at once cannot spend the same chip;
// - the occupancy claim is game_live_hands' primary key, exactly as it is for a
// solo hand, so a player cannot be at two tables (or at a table and in a solo
// game) at once, and a double-clicked Join is a 409;
// - the seat is taken only if a bot is sitting in it, so two players racing for
// the last chair cannot both win;
// - and the state write is conditional on the version, so the engine's idea of
// who is at the table cannot drift from the seat rows.
//
// Any of those failing rolls back the buy-in with it.
func SitDown(s Sit) error {
if s.BuyIn <= 0 {
return ErrBadAmount
}
now := nowUnix()
tx, err := Get().Begin()
if err != nil {
return fmt.Errorf("games: begin sit: %w", err)
}
defer tx.Rollback() //nolint:errcheck // no-op once committed
res, err := tx.Exec(
`UPDATE game_chips SET chips = chips - ?, last_played = ?, updated_at = ?
WHERE matrix_user = ? AND chips >= ?`,
s.BuyIn, now, now, s.Seat.MatrixUser, s.BuyIn,
)
if err != nil {
return fmt.Errorf("games: stake buy-in: %w", err)
}
if n, _ := res.RowsAffected(); n == 0 {
return ErrInsufficientChips
}
// The occupancy claim. The state column is empty on purpose: the cards live in
// game_tables, and this row exists to be a primary key.
res, err = tx.Exec(
`INSERT INTO game_live_hands (matrix_user, game, state, seed1, seed2, table_id, updated_at)
VALUES (?, ?, '', 0, 0, ?, ?)
ON CONFLICT(matrix_user) DO NOTHING`,
s.Seat.MatrixUser, s.Table.Game, s.Table.ID, now,
)
if err != nil {
return fmt.Errorf("games: claim seat: %w", err)
}
if n, _ := res.RowsAffected(); n == 0 {
return ErrHandInProgress
}
// Take the chair, but only out of a bot's hands.
res, err = tx.Exec(
`UPDATE game_seats SET matrix_user = ?, name = ?, staked = ?, away = 0, last_seen = ?
WHERE table_id = ? AND seat = ? AND matrix_user IS NULL`,
s.Seat.MatrixUser, s.Seat.Name, s.BuyIn, now, s.Table.ID, s.Seat.Seat,
)
if err != nil {
return fmt.Errorf("games: take seat: %w", err)
}
if n, _ := res.RowsAffected(); n == 0 {
return ErrSeatTaken
}
if err := saveTable(tx, s.Table, now); err != nil {
return err
}
if err := tx.Commit(); err != nil {
return fmt.Errorf("games: commit sit: %w", err)
}
return nil
}
// Leave is one player getting up, with the table state that no longer has them.
type Leave struct {
Table Table // the new state, and the version that was read
Seat int
MatrixUser string
// Bot is who takes the chair over. A table always has a full complement, so
// getting up hands the seat back to the house rather than leaving a hole.
Bot string
// Amount is what is in front of them: everything they are taking home. It may
// be more than they brought, or nothing at all.
Amount int64
// Audit, if the leaving itself settles something worth recording.
Audit []Hand
}
// LeaveTable turns what is in front of a player back into chips — the second and
// last statement that crosses the chip/table border.
//
// One transaction, and the state write is in it. As two statements this is a
// double-pay waiting to happen: award 1,240 chips, fail the state write, and the
// player reloads to find their seat still there with 1,240 in front of it. They
// get up again, and again.
func LeaveTable(l Leave) error {
now := nowUnix()
tx, err := Get().Begin()
if err != nil {
return fmt.Errorf("games: begin leave: %w", err)
}
defer tx.Rollback() //nolint:errcheck // no-op once committed
if err := saveTable(tx, l.Table, now); err != nil {
return err
}
if err := upsertSeat(tx, l.Table.ID, Seat{Seat: l.Seat, Name: l.Bot}, now); err != nil {
return err
}
if _, err := tx.Exec(
`DELETE FROM game_live_hands WHERE matrix_user = ? AND table_id = ?`,
l.MatrixUser, l.Table.ID,
); err != nil {
return fmt.Errorf("games: release seat claim: %w", err)
}
if err := award(tx, l.MatrixUser, l.Amount, now); err != nil {
return err
}
for _, h := range l.Audit {
if err := recordHand(tx, h, now); err != nil {
return err
}
}
if err := tx.Commit(); err != nil {
return fmt.Errorf("games: commit leave: %w", err)
}
return nil
}
// TableOf reports which table a player is sitting at, if any. Read off the
// occupancy claim, so it agrees with the cash-out check by construction.
func TableOf(user string) (string, error) {
var id sql.NullString
err := Get().QueryRow(
`SELECT table_id FROM game_live_hands WHERE matrix_user = ?`, user,
).Scan(&id)
if errors.Is(err, sql.ErrNoRows) {
return "", ErrNoLiveHand
}
if err != nil {
return "", fmt.Errorf("games: table of: %w", err)
}
return id.String, nil
}
// CloseTable deletes a table nobody is sitting at. Called when the last human
// gets up: a felt with six bots on it and nobody watching is not a game, it is a
// row that the lobby would advertise forever.
func CloseTable(id string) error {
tx, err := Get().Begin()
if err != nil {
return fmt.Errorf("games: begin close table: %w", err)
}
defer tx.Rollback() //nolint:errcheck // no-op once committed
var humans int
if err := tx.QueryRow(
`SELECT COUNT(*) FROM game_seats WHERE table_id = ? AND matrix_user IS NOT NULL`, id,
).Scan(&humans); err != nil {
return fmt.Errorf("games: count humans: %w", err)
}
if humans > 0 {
return nil // somebody is still playing; the table stays
}
for _, q := range []string{
`DELETE FROM game_seats WHERE table_id = ?`,
`DELETE FROM game_chat WHERE table_id = ?`,
`DELETE FROM game_tables WHERE id = ?`,
} {
if _, err := tx.Exec(q, id); err != nil {
return fmt.Errorf("games: close table: %w", err)
}
}
if err := tx.Commit(); err != nil {
return fmt.Errorf("games: commit close table: %w", err)
}
return nil
}
// ---- the turn clock --------------------------------------------------------
// TableRef is a table the clock has found expired: which one, and at what version
// it was seen.
//
// The version is the point. The clock acts only if it is *still* that version by
// the time it takes the lock, because otherwise: Bob's raise lands in the same
// second his clock expires, the action passes to Cara, and the clock — still
// holding its scan-time belief that the seat to act has run out of time — folds
// Cara, who had twenty-five seconds left. That is a one-second window that recurs
// on every single turn of every hand.
type TableRef struct {
ID string
Version int64
}
// DueTables lists the tables whose clock has run out.
//
// It closes the rows before returning, and it must: the caller is about to take a
// table lock and open a transaction, and holding a *sql.Rows across that means
// holding the only connection in the pool while waiting for it. That is not a
// slow query, it is a deadlock.
func DueTables(now int64) ([]TableRef, error) {
rows, err := Get().Query(
`SELECT id, version FROM game_tables WHERE deadline > 0 AND deadline <= ?`, now)
if err != nil {
return nil, fmt.Errorf("games: due tables: %w", err)
}
defer rows.Close()
var out []TableRef
for rows.Next() {
var r TableRef
if err := rows.Scan(&r.ID, &r.Version); err != nil {
return nil, fmt.Errorf("games: scan due table: %w", err)
}
out = append(out, r)
}
return out, rows.Err()
}
// PushDeadlines shoves every live clock out by a grace period. Called once on
// boot: a deploy takes a table's clock with it, and without this the first tick
// after a restart wakes up to find every deadline in the casino already expired
// and auto-folds all of them at once.
func PushDeadlines(grace int64) error {
if _, err := Get().Exec(
`UPDATE game_tables SET deadline = ? WHERE deadline > 0 AND deadline < ?`,
nowUnix()+grace, nowUnix()+grace,
); err != nil {
return fmt.Errorf("games: push deadlines: %w", err)
}
return nil
}
// ---- chat ------------------------------------------------------------------
// ChatLine is one thing somebody said at the felt.
type ChatLine struct {
ID int64 `json:"id"`
HandNo int64 `json:"hand_no"`
Name string `json:"name"`
Body string `json:"body"`
SaidAt int64 `json:"said_at"`
// Mine is filled in by the web layer, per reader. It is not in the database.
Mine bool `json:"mine,omitempty"`
}
// MaxChatLen is where a message stops. Long enough for a table read, short enough
// that nobody pastes a novel onto the felt.
const MaxChatLen = 240
// Say records a line of chat and returns it. Its hand_no is stamped from the
// table, which is what makes the log answer the only question chat at a money
// table ever really raises: what was said, during which hand.
func Say(tableID, user, name, body string) (ChatLine, error) {
body = strings.TrimSpace(body)
if body == "" {
return ChatLine{}, ErrBadAmount
}
if len(body) > MaxChatLen {
body = body[:MaxChatLen]
}
var handNo int64
if err := Get().QueryRow(`SELECT hand_no FROM game_tables WHERE id = ?`, tableID).Scan(&handNo); errors.Is(err, sql.ErrNoRows) {
return ChatLine{}, ErrNoSuchTable
} else if err != nil {
return ChatLine{}, fmt.Errorf("games: chat hand no: %w", err)
}
now := nowUnix()
res, err := Get().Exec(
`INSERT INTO game_chat (table_id, hand_no, matrix_user, name, body, said_at)
VALUES (?, ?, ?, ?, ?, ?)`,
tableID, handNo, user, name, body, now,
)
if err != nil {
return ChatLine{}, fmt.Errorf("games: say: %w", err)
}
id, _ := res.LastInsertId()
return ChatLine{ID: id, HandNo: handNo, Name: name, Body: body, SaidAt: now}, nil
}
// Chat reads the last few lines said at a table, oldest first.
func Chat(tableID string, limit int) ([]ChatLine, error) {
if limit <= 0 || limit > 200 {
limit = 50
}
rows, err := Get().Query(
`SELECT id, hand_no, name, body, said_at FROM game_chat
WHERE table_id = ? ORDER BY id DESC LIMIT ?`, tableID, limit)
if err != nil {
return nil, fmt.Errorf("games: chat: %w", err)
}
defer rows.Close()
var out []ChatLine
for rows.Next() {
var c ChatLine
if err := rows.Scan(&c.ID, &c.HandNo, &c.Name, &c.Body, &c.SaidAt); err != nil {
return nil, fmt.Errorf("games: scan chat: %w", err)
}
out = append(out, c)
}
if err := rows.Err(); err != nil {
return nil, err
}
// Read newest-first so the LIMIT takes the right end; hand them back in the
// order they were said.
for i, j := 0, len(out)-1; i < j; i, j = i+1, j-1 {
out[i], out[j] = out[j], out[i]
}
return out, nil
}

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@@ -0,0 +1,271 @@
package storage
import (
"errors"
"testing"
)
// openTestTable stands up a table with a full ring of bots and returns it. Six
// seats, because that is hold'em's ring and the most seats any game here has.
func openTestTable(t *testing.T, id, game string) Table {
t.Helper()
tbl := Table{
ID: id, Game: game, Tier: "1-2", State: []byte(`{}`),
Seed1: 1, Seed2: 2, Phase: "betting", HandNo: 1,
}
seats := make([]Seat, 6)
for i := range seats {
seats[i] = Seat{Seat: i, Name: "bot"}
}
if err := OpenTable(tbl, seats); err != nil {
t.Fatal(err)
}
return tbl
}
// reload reads a table back and fails the test if it is gone.
func reload(t *testing.T, id string) (Table, []Seat) {
t.Helper()
tbl, seats, err := LoadTable(id)
if err != nil {
t.Fatal(err)
}
return tbl, seats
}
func TestOpenTable_SeatsAreAllBots(t *testing.T) {
setupTestDB(t)
openTestTable(t, "t1", "holdem")
_, seats := reload(t, "t1")
if len(seats) != 6 {
t.Fatalf("want 6 seats, got %d", len(seats))
}
for _, s := range seats {
if !s.Bot() {
t.Errorf("seat %d should be a bot", s.Seat)
}
}
}
func TestSitDown_MovesChipsOntoTheTable(t *testing.T) {
setupTestDB(t)
tbl := openTestTable(t, "t1", "holdem")
fund(t, player, 5000)
if err := SitDown(Sit{
Table: tbl,
Seat: Seat{Seat: 2, MatrixUser: player, Name: "reala"},
BuyIn: 1000,
}); err != nil {
t.Fatal(err)
}
// The chips are off the stack...
if got := chipsOf(t, player); got != 4000 {
t.Errorf("stack: want 4000, got %d", got)
}
// ...and onto the seat.
_, seats := reload(t, "t1")
seat := seats[2]
if seat.MatrixUser != player || seat.Staked != 1000 {
t.Errorf("seat 2: want reala staked 1000, got %q staked %d", seat.MatrixUser, seat.Staked)
}
// The occupancy claim points at the table.
id, err := TableOf(player)
if err != nil || id != "t1" {
t.Errorf("TableOf: want t1, got %q err %v", id, err)
}
}
func TestSitDown_CannotTakeATakenSeat(t *testing.T) {
setupTestDB(t)
tbl := openTestTable(t, "t1", "holdem")
fund(t, player, 5000)
fund(t, "@bob:parodia.dev", 5000)
if err := SitDown(Sit{Table: tbl, Seat: Seat{Seat: 2, MatrixUser: player, Name: "reala"}, BuyIn: 1000}); err != nil {
t.Fatal(err)
}
tbl2, _ := reload(t, "t1")
err := SitDown(Sit{Table: tbl2, Seat: Seat{Seat: 2, MatrixUser: "@bob:parodia.dev", Name: "bob"}, BuyIn: 1000})
if !errors.Is(err, ErrSeatTaken) {
t.Fatalf("want ErrSeatTaken, got %v", err)
}
// Bob's chips did not move.
if got := chipsOf(t, "@bob:parodia.dev"); got != 5000 {
t.Errorf("bob's stack should be untouched, got %d", got)
}
}
func TestSitDown_CannotSitAtTwoTables(t *testing.T) {
setupTestDB(t)
tbl1 := openTestTable(t, "t1", "holdem")
tbl2 := openTestTable(t, "t2", "holdem")
fund(t, player, 5000)
if err := SitDown(Sit{Table: tbl1, Seat: Seat{Seat: 0, MatrixUser: player, Name: "reala"}, BuyIn: 1000}); err != nil {
t.Fatal(err)
}
err := SitDown(Sit{Table: tbl2, Seat: Seat{Seat: 0, MatrixUser: player, Name: "reala"}, BuyIn: 1000})
if !errors.Is(err, ErrHandInProgress) {
t.Fatalf("want ErrHandInProgress, got %v", err)
}
// The buy-in for the second table rolled back.
if got := chipsOf(t, player); got != 4000 {
t.Errorf("only the first buy-in should have left the stack, got %d", got)
}
}
func TestSitDown_InsufficientChipsRollsBack(t *testing.T) {
setupTestDB(t)
tbl := openTestTable(t, "t1", "holdem")
fund(t, player, 500)
err := SitDown(Sit{Table: tbl, Seat: Seat{Seat: 0, MatrixUser: player, Name: "reala"}, BuyIn: 1000})
if !errors.Is(err, ErrInsufficientChips) {
t.Fatalf("want ErrInsufficientChips, got %v", err)
}
if _, err := TableOf(player); !errors.Is(err, ErrNoLiveHand) {
t.Errorf("no seat should have been claimed, got %v", err)
}
_, seats := reload(t, "t1")
if seats[0].MatrixUser != "" {
t.Errorf("seat should still be a bot")
}
}
func TestLeaveTable_BringsChipsHome(t *testing.T) {
setupTestDB(t)
tbl := openTestTable(t, "t1", "holdem")
fund(t, player, 5000)
if err := SitDown(Sit{Table: tbl, Seat: Seat{Seat: 0, MatrixUser: player, Name: "reala"}, BuyIn: 1000}); err != nil {
t.Fatal(err)
}
tbl2, _ := reload(t, "t1")
// Got up with 1,240 — up on the session.
if err := LeaveTable(Leave{Table: tbl2, Seat: 0, MatrixUser: player, Bot: "bot", Amount: 1240}); err != nil {
t.Fatal(err)
}
if got := chipsOf(t, player); got != 5240 {
t.Errorf("want 5240 back on the stack, got %d", got)
}
if _, err := TableOf(player); !errors.Is(err, ErrNoLiveHand) {
t.Errorf("seat claim should be gone, got %v", err)
}
_, seats := reload(t, "t1")
if seats[0].MatrixUser != "" {
t.Errorf("a bot should have taken the empty chair")
}
}
func TestSaveTable_VersionGuardsTheWrite(t *testing.T) {
setupTestDB(t)
openTestTable(t, "t1", "holdem")
a, _ := reload(t, "t1") // both read version 0
b, _ := reload(t, "t1")
a.State = []byte(`{"a":1}`)
if err := CommitTable(TableCommit{Table: a}); err != nil {
t.Fatalf("first write should win: %v", err)
}
b.State = []byte(`{"b":2}`)
if err := CommitTable(TableCommit{Table: b}); !errors.Is(err, ErrStaleTable) {
t.Fatalf("second write should be stale, got %v", err)
}
after, _ := reload(t, "t1")
if string(after.State) != `{"a":1}` {
t.Errorf("the winning write should stand, got %s", after.State)
}
if after.Version != 1 {
t.Errorf("version should have bumped once, got %d", after.Version)
}
}
func TestDueTables_OnlyExpiredClocks(t *testing.T) {
setupTestDB(t)
now := nowUnix()
past := openTestTable(t, "past", "holdem")
past.Deadline = now - 5
if err := CommitTable(TableCommit{Table: past}); err != nil {
t.Fatal(err)
}
future := openTestTable(t, "future", "holdem")
future.Deadline = now + 60
if err := CommitTable(TableCommit{Table: future}); err != nil {
t.Fatal(err)
}
openTestTable(t, "noclock", "holdem") // deadline 0
due, err := DueTables(now)
if err != nil {
t.Fatal(err)
}
if len(due) != 1 || due[0].ID != "past" {
t.Fatalf("only the past-due table should show, got %+v", due)
}
}
func TestChat_KeepsTheHandItWasSaidDuring(t *testing.T) {
setupTestDB(t)
openTestTable(t, "t1", "holdem") // hand_no 1
if _, err := Say("t1", player, "reala", "nice hand"); err != nil {
t.Fatal(err)
}
// The table moves to the next hand.
tbl2, _ := reload(t, "t1")
tbl2.HandNo = 2
if err := CommitTable(TableCommit{Table: tbl2}); err != nil {
t.Fatal(err)
}
if _, err := Say("t1", player, "reala", "and another"); err != nil {
t.Fatal(err)
}
lines, err := Chat("t1", 50)
if err != nil {
t.Fatal(err)
}
if len(lines) != 2 {
t.Fatalf("want 2 lines, got %d", len(lines))
}
if lines[0].Body != "nice hand" || lines[0].HandNo != 1 {
t.Errorf("first line should be hand 1: %+v", lines[0])
}
if lines[1].HandNo != 2 {
t.Errorf("second line should be hand 2: %+v", lines[1])
}
}
func TestCloseTable_KeepsATableWithAHumanAtIt(t *testing.T) {
setupTestDB(t)
tbl := openTestTable(t, "t1", "holdem")
fund(t, player, 5000)
if err := SitDown(Sit{Table: tbl, Seat: Seat{Seat: 0, MatrixUser: player, Name: "reala"}, BuyIn: 1000}); err != nil {
t.Fatal(err)
}
if err := CloseTable("t1"); err != nil {
t.Fatal(err)
}
if _, _, err := LoadTable("t1"); err != nil {
t.Errorf("a table with a human should survive close, got %v", err)
}
// Everyone leaves; now it goes.
tbl2, _ := reload(t, "t1")
if err := LeaveTable(Leave{Table: tbl2, Seat: 0, MatrixUser: player, Bot: "bot", Amount: 1000}); err != nil {
t.Fatal(err)
}
if err := CloseTable("t1"); err != nil {
t.Fatal(err)
}
if _, _, err := LoadTable("t1"); !errors.Is(err, ErrNoSuchTable) {
t.Errorf("an all-bot table should close, got %v", err)
}
}

117
internal/web/games_hub.go Normal file
View File

@@ -0,0 +1,117 @@
package web
import (
"sync"
"sync/atomic"
)
// The SSE hub: how a move one player makes reaches the phones of everyone else
// at the felt.
//
// It is in-memory and it is intentionally dumb. It holds no game state and makes
// no decisions — it is a fan-out of opaque byte frames, keyed by table id. The
// authority is always the database; a frame is a nudge that says "the table at
// this version changed, come and look", and a subscriber that misses one (a
// dropped send, a reconnect) refetches the table, which is authoritative anyway.
// So a lost frame is a cosmetic hiccup, never a wrong balance.
//
// Two rules hold it together, and both are load-bearing:
//
// 1. **Sends are non-blocking.** A subscriber's channel is buffered, and a send
// that would block is dropped, not waited on. The publish happens under the
// table lock (which is what orders frames correctly for free), so a blocking
// send would hold that lock while one phone on a train stalls — and the turn
// clock behind that lock stalls with it, for the whole casino. A dropped frame
// costs that one subscriber a refetch; a held lock costs everyone the room.
//
// 2. **The publisher never touches the database.** The hub is reached only after
// the DB work is done and the connection released. Holding a *sql.Rows or a tx
// open for the life of a stream would hold the one connection in the pool
// forever, and a single subscriber would brick the whole application.
// hubFrame is what goes down the wire: an opaque payload the browser knows how to
// read (a JSON table view), tagged with the version it represents so a subscriber
// can tell a frame it already has from one it missed.
type hubFrame struct {
Version int64
Data []byte
}
// tableSub is one open EventSource: a buffered channel and the id that lets the
// subscriber unregister itself when the stream closes.
type tableSub struct {
id int64
ch chan hubFrame
}
// gamesHub fans table frames out to whoever is watching each table.
type gamesHub struct {
mu sync.Mutex
tables map[string]map[int64]*tableSub
nextID atomic.Int64
}
func newGamesHub() *gamesHub {
return &gamesHub{tables: make(map[string]map[int64]*tableSub)}
}
// subChanBuffer is how many frames a slow subscriber can fall behind before the
// hub starts dropping theirs. A few is plenty: a subscriber that far behind is
// going to refetch the authoritative table anyway, so buffering more just delays
// that with staler frames.
const subChanBuffer = 8
// subscribe registers a new watcher of a table and returns its channel plus the
// unsubscribe to defer. The channel is buffered so a publish never blocks on a
// reader that is mid-write to its socket.
func (h *gamesHub) subscribe(tableID string) (<-chan hubFrame, func()) {
sub := &tableSub{id: h.nextID.Add(1), ch: make(chan hubFrame, subChanBuffer)}
h.mu.Lock()
subs := h.tables[tableID]
if subs == nil {
subs = make(map[int64]*tableSub)
h.tables[tableID] = subs
}
subs[sub.id] = sub
h.mu.Unlock()
return sub.ch, func() { h.unsubscribe(tableID, sub.id) }
}
func (h *gamesHub) unsubscribe(tableID string, id int64) {
h.mu.Lock()
defer h.mu.Unlock()
subs := h.tables[tableID]
if subs == nil {
return
}
delete(subs, id)
if len(subs) == 0 {
delete(h.tables, tableID)
}
}
// publish pushes a frame to everyone watching a table, dropping it for any
// subscriber whose buffer is full rather than waiting on them. See rule 1: this
// is called under the table lock, so it must never block.
func (h *gamesHub) publish(tableID string, f hubFrame) {
h.mu.Lock()
defer h.mu.Unlock()
for _, sub := range h.tables[tableID] {
select {
case sub.ch <- f:
default:
// Full buffer: this subscriber is behind. Dropping is correct — they will
// refetch the authoritative table when they next read a version gap.
}
}
}
// watchers reports how many streams are open on a table. Used by the caller that
// decides whether a frame is worth rendering at all.
func (h *gamesHub) watchers(tableID string) int {
h.mu.Lock()
defer h.mu.Unlock()
return len(h.tables[tableID])
}

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@@ -0,0 +1,94 @@
package web
import (
"sync"
"testing"
)
func TestHub_DeliversToSubscribers(t *testing.T) {
h := newGamesHub()
ch, done := h.subscribe("t1")
defer done()
h.publish("t1", hubFrame{Version: 3, Data: []byte("hi")})
f := <-ch
if f.Version != 3 || string(f.Data) != "hi" {
t.Fatalf("got %+v", f)
}
}
func TestHub_OnlyToTheRightTable(t *testing.T) {
h := newGamesHub()
ch1, d1 := h.subscribe("t1")
defer d1()
ch2, d2 := h.subscribe("t2")
defer d2()
h.publish("t1", hubFrame{Version: 1})
select {
case <-ch2:
t.Fatal("t2 should not have received t1's frame")
default:
}
if f := <-ch1; f.Version != 1 {
t.Fatalf("t1 got %+v", f)
}
}
// TestHub_PublishNeverBlocks is the load-bearing property: a subscriber that
// never reads must not be able to hold up a publish, because publish happens
// under the table lock and a blocked publish stalls the turn clock for everyone.
func TestHub_PublishNeverBlocks(t *testing.T) {
h := newGamesHub()
_, done := h.subscribe("t1") // never read from
defer done()
// Far more than the buffer. If any of these blocked, the test would hang.
blocked := make(chan struct{})
go func() {
for i := 0; i < subChanBuffer*10; i++ {
h.publish("t1", hubFrame{Version: int64(i)})
}
close(blocked)
}()
<-blocked
}
func TestHub_UnsubscribeStopsDelivery(t *testing.T) {
h := newGamesHub()
ch, done := h.subscribe("t1")
done()
if h.watchers("t1") != 0 {
t.Fatalf("watchers should be 0 after unsubscribe, got %d", h.watchers("t1"))
}
h.publish("t1", hubFrame{Version: 1})
select {
case _, ok := <-ch:
if ok {
t.Fatal("a frame arrived after unsubscribe")
}
default:
}
}
func TestHub_ConcurrentSubscribers(t *testing.T) {
h := newGamesHub()
var wg sync.WaitGroup
for i := 0; i < 50; i++ {
wg.Add(1)
go func() {
defer wg.Done()
ch, done := h.subscribe("t1")
defer done()
<-ch
}()
}
// Let them all register, then flood so every one of them reads at least one.
for h.watchers("t1") < 50 {
}
for i := 0; i < subChanBuffer; i++ {
h.publish("t1", hubFrame{Version: int64(i)})
}
wg.Wait()
}

View File

@@ -0,0 +1,58 @@
package web
import (
"hash/fnv"
"sync"
)
// The striped table lock, and why it is only ever an optimisation.
//
// The database's version column is the real concurrency authority: every write
// to a table is conditional on the version the writer read, so two writers that
// race produce one winner and one ErrStaleTable no matter what happens in
// memory. This lock exists purely to make the loser lose *before* it does the
// work, rather than after — it serialises the read-modify-write on a table so the
// common case doesn't burn an engine step and a marshal only to be told it was
// stale.
//
// It is a fixed array hashed on table id, never a map you can delete from, and
// that is deliberate. A map of mutexes keyed by table id, cleaned up when a table
// empties, will hand two goroutines two different mutex objects for the same
// table across a delete-and-recreate — which is no lock at all. A fixed array has
// no lifecycle: the same id always hashes to the same mutex, forever. The only
// cost is that two unrelated tables can collide onto one stripe and briefly wait
// on each other, which is harmless.
//
// A redeploy is the case that proves the version column has to be the authority:
// during a drain two processes are running, each with its own array, so a table
// is "locked" by two mutexes that know nothing about each other. The version
// column is the only thing both processes share, and it is what keeps them
// correct while the mutexes are useless.
// lockStripes is how many mutexes the array holds. A power of two so the mask is
// clean; large enough that collisions between live tables are rare.
const lockStripes = 256
type stripedLocks struct {
m [lockStripes]sync.Mutex
}
func newStripedLocks() *stripedLocks { return &stripedLocks{} }
// forTable returns the mutex a given table hashes onto. The same id always
// returns the same mutex.
func (s *stripedLocks) forTable(id string) *sync.Mutex {
h := fnv.New32a()
_, _ = h.Write([]byte(id))
return &s.m[h.Sum32()&(lockStripes-1)]
}
// withTable runs fn while holding the table's stripe. The lock is released when
// fn returns — it never spans a network read or an SSE send, only the
// read-modify-write against the database.
func (s *stripedLocks) withTable(id string, fn func() error) error {
mu := s.forTable(id)
mu.Lock()
defer mu.Unlock()
return fn()
}

View File

@@ -76,6 +76,13 @@ type Server struct {
metricsMu sync.Mutex
saltDay int64
salt [16]byte
// The shared-table machinery. hub fans SSE frames out to the phones at a felt;
// tableLocks is the striped optimisation over the DB's version column (see
// games_table.go). Both are nil-safe to construct always: they cost nothing
// until a table is opened.
hub *gamesHub
tableLocks *stripedLocks
}
// New builds the server. Templates are parsed once at startup. Each page gets
@@ -136,7 +143,7 @@ func New(cfg config.WebConfig, sources []config.SourceConfig, postingEnabled boo
live = append(live, ch)
}
s := &Server{cfg: cfg, sources: infos, postingEnabled: postingEnabled, tpls: tpls, adminSubs: adminSubs, adv: adv, advPost: advPost, channels: live}
s := &Server{cfg: cfg, sources: infos, postingEnabled: postingEnabled, tpls: tpls, adminSubs: adminSubs, adv: adv, advPost: advPost, channels: live, hub: newGamesHub(), tableLocks: newStripedLocks()}
// Optional OIDC sign-in (Authentik). Discovery is a network call; if the
// provider is unreachable at boot we log and serve anonymously rather than