games: UNO becomes a table you sit at, and the pot that pays whoever goes out first

Phase D backend: UNO is now a session like hold'em, not a single stake. You sit
with a buy-in stack, ante into a pot each hand, and leave with what's in front of
you. The engine lost its `You` constant and its measured multiples: ApplyMove
takes the acting seat, New takes a seat list, a Tier carries an ante instead of a
Base, and a hand settles by moving the pot to the winner (less rake, and never
when a bot takes it) rather than paying a multiple. A mercy kill puts a seat out
of the hand, not out of the game — the last one standing takes the pot.

The redaction moved to the web layer, where hold'em's already lives: the engine
now stamps every seat's hand onto its events, and viewUno/viewUnoEvents strip
everything that isn't the viewer's own. TestUnoViewNeverLeaksAnotherSeatsCards is
the wall. unoTable implements tableGame; /uno/{sit,move,leave,tables,stream,chat,
say} mirror hold'em, with stream/chat/say now shared game-agnostic handlers.

The frontend is not done: uno.js still calls the retired solo endpoint, so the
page renders but is not yet playable. All engine and web tests are green.

Claude-Session: https://claude.ai/code/session_013M5nD7PgUboJXoDcYHzpuJ
This commit is contained in:
prosolis
2026-07-14 18:37:51 -07:00
parent f8b07d8e6c
commit 927ed84163
15 changed files with 1799 additions and 1208 deletions

View File

@@ -5,58 +5,59 @@ import (
"errors"
"log/slog"
"net/http"
"time"
"pete/internal/games/blackjack"
"pete/internal/games/uno"
"pete/internal/storage"
)
// UNO, played for chips against bots.
// UNO, played for chips at a shared table.
//
// The seam is the same as every other table, but there is one thing here that no
// other table has: opponents. The obvious way to give a browser opponents is a
// socket, and the plan says solo UNO must not need one — so it doesn't. A move
// goes up, and what comes back is the player's move *plus every bot turn it
// handed off to*, as a script of events. One request, one round of the table.
// Like hold'em, this is a session: you sit down with a stack, ante into a pot each
// hand, and leave with what is in front of you. Chips cross the border twice —
// sit-down and get-up — and every ante and pot in between moves inside the state
// blob. Solo play is just a table nobody else has joined.
//
// What the browser is allowed to see: its own hand, the card in play, the colour
// in play, and how many cards each bot is holding. Not the deck, not a bot's
// hand, not even the face of a card a bot drew. That last one is most of the
// deck, and it is the thing that would turn a game of counting cards into a game
// of reading the network tab.
// The seam is the same as hold'em: one request plays a human's move plus every
// bot turn it hands off to, returned as a script the felt animates. What a viewer
// is allowed to see is their own hand, the card and colour in play, the pot, and
// how many cards each other seat holds — never the deck, another seat's hand, or
// the face of a card a bot drew. The engine emits every seat's hand (a shared
// stream cannot know who is watching); the redaction that keeps a hand private is
// here, and a missed case fans it to every subscriber.
// unoCardView is one card, ready to draw. The browser gets the colour and the
// face as words, not as the engine's integers — the same bargain the blackjack
// table makes, and for the same reason: the browser draws faces, not logic.
// unoCardView is one card, ready to draw: colour and face as words, not the
// engine's integers.
type unoCardView struct {
Color string `json:"color"` // "red" | "blue" | "yellow" | "green" | "wild"
Value string `json:"value"` // "0"…"9" | "skip" | "reverse" | "+2" | "wild" | "+4"
Wild bool `json:"wild"` // it's a wild, whatever colour it was played as
Color string `json:"color"`
Value string `json:"value"`
Wild bool `json:"wild"`
}
func viewUnoCard(c uno.Card) unoCardView {
return unoCardView{
Color: c.Color.String(),
Value: c.Value.String(),
Wild: c.IsWild(),
}
return unoCardView{Color: c.Color.String(), Value: c.Value.String(), Wild: c.IsWild()}
}
// unoSeatView is one seat at the table: a name, and a number of cards. A bot's
// cards are a *count*. There is no field here for what they are.
// unoSeatView is one seat at the table: a name, a card count, and a stack. A
// seat's cards are a *count* — there is no field here for what they are.
type unoSeatView struct {
Name string `json:"name"`
Cards int `json:"cards"`
Bot bool `json:"bot"`
You bool `json:"you"`
Cards int `json:"cards"`
Stack int64 `json:"stack"`
Ante int64 `json:"ante,omitempty"`
Uno bool `json:"uno"` // down to one card
Called bool `json:"called"` // …and said so. A seat where Uno is true and this isn't is a seat you can catch
Out bool `json:"out"` // No Mercy: buried at twenty-five, and not coming back
Called bool `json:"called"` // …and said so. Uno true and this false is a seat you can catch
Out bool `json:"out"` // not in this hand — mercy-killed, or sitting one out
}
// unoView is a game as its player may see it.
// unoView is a table as one seat may see it.
type unoView struct {
Tier uno.Tier `json:"tier"`
Seats []unoSeatView `json:"seats"`
Tier uno.Tier `json:"tier"`
YourSeat int `json:"your_seat"`
Seats []unoSeatView `json:"seats"`
Hand []unoCardView `json:"hand"` // yours, and only yours
Playable []int `json:"playable"` // which of them can legally go down
@@ -64,138 +65,138 @@ type unoView struct {
Color string `json:"color"` // the colour in play, which a wild renames
Deck int `json:"deck"` // cards left to draw
// The UNO call. UnoAt is which of your cards would leave you holding exactly
// one if you played it — the table asks for the call on those, and it asks the
// engine which they are because No Mercy's "discard all" makes counting the
// hand the wrong answer. Catchable is which seats are sitting on one card they
// never announced.
UnoAt []int `json:"uno_at"`
Catchable []int `json:"catchable"`
UnoAt []int `json:"uno_at"` // your cards that would leave you on one
Catchable []int `json:"catchable"` // seats sitting on one card they never called
Turn int `json:"turn"`
Dir int `json:"dir"`
Turn int `json:"turn"`
Dir int `json:"dir"`
Dealer int `json:"dealer"`
HandNo int `json:"hand_no"`
// No Mercy: the bill a stack of draw cards has run up. Whoever stops stacking
// pays it, and while it stands it is the only thing on the table that matters —
// so the felt has to be able to say what it is.
Pending int `json:"pending"`
Pending int `json:"pending"` // No Mercy: the bill a stack has run up
Bet int64 `json:"bet"`
Pays int64 `json:"pays"` // what going out right now would actually pay
Phase string `json:"phase"`
Outcome string `json:"outcome,omitempty"`
Pot int64 `json:"pot"` // the antes riding on this hand
Ante int64 `json:"ante"` // what each seat puts in
Stack int64 `json:"stack"` // what's in front of you
BoughtIn int64 `json:"bought_in"` // your own buy-in, from the border ledger
Phase string `json:"phase"`
// The last hand's verdict, so the felt can land it between hands.
Winner int `json:"winner"`
Payout int64 `json:"payout,omitempty"`
LastPot int64 `json:"last_pot,omitempty"`
Rake int64 `json:"rake,omitempty"`
Net int64 `json:"net"`
Outcome string `json:"outcome,omitempty"`
}
func viewUno(g uno.State) unoView {
// viewUno renders the table as one seat may see it. viewer is which seat is
// looking — their hand is the only one it will ever put in the payload.
//
// This is the security boundary. The same view fans to every subscriber's stream,
// so a seat that renders anyone else's cards fans them to the whole table.
// TestUnoViewNeverLeaksAnotherSeatsCards renders every seat's view and greps for
// cards that are not theirs.
func viewUno(g uno.State, viewer int) unoView {
v := unoView{
Tier: g.Tier,
Top: viewUnoCard(g.Top()),
Color: g.Color.String(),
Deck: g.Left(),
Turn: g.Turn,
Dir: g.Dir,
Pending: g.Pending,
Bet: g.Bet,
Pays: g.Pays(),
Phase: string(g.Phase),
Outcome: string(g.Outcome),
Winner: -1,
Payout: g.Payout,
Rake: g.Rake,
Net: g.Net(),
Tier: g.Tier,
YourSeat: viewer,
Top: viewUnoCard(g.Top()),
Color: g.Color.String(),
Deck: g.Left(),
Turn: g.Turn,
Dir: g.Dir,
Dealer: g.Dealer,
HandNo: g.HandNo,
Pending: g.Pending,
Pot: g.Pot,
Ante: g.Tier.Ante,
BoughtIn: g.BoughtIn, // a table total; the caller overrides it with this seat's own stake
Phase: string(g.Phase),
Winner: g.Winner,
LastPot: g.LastPot,
Rake: g.Rake,
Outcome: string(g.Outcome),
}
// An empty hand is a seat that went out — *unless* the mercy rule took it, in
// which case an empty hand is a grave. Those two look identical from the count
// alone, which is why a buried seat is asked about rather than inferred.
for i, n := range g.Counts() {
if viewer >= 0 && viewer < len(g.Seats) {
v.Stack = g.Seats[viewer].Stack
}
counts := g.Counts()
for i := range g.Seats {
p := g.Seats[i]
live := g.Live(i)
seat := unoSeatView{
Cards: n, You: i == uno.You, Uno: live && n == 1, Out: !live,
Name: p.Name,
Bot: p.Bot,
You: i == viewer,
Cards: counts[i],
Stack: p.Stack,
Ante: p.Ante,
Uno: live && counts[i] == 1,
Called: i < len(g.Called) && g.Called[i],
}
if i == uno.You {
seat.Name = "You"
} else if i-1 < len(g.Bots) {
seat.Name = g.Bots[i-1]
Out: !live,
}
v.Seats = append(v.Seats, seat)
if live && n == 0 {
v.Winner = i
}
// The wall. Only the viewer's own hand crosses the wire.
if viewer >= 0 && viewer < len(g.Hands) {
for _, c := range g.Hands[viewer] {
v.Hand = append(v.Hand, viewUnoCard(c))
}
}
// And you can win a No Mercy table without ever going out: outlive it, and the
// last seat standing is you, with a hand still in it.
if v.Winner < 0 && g.Outcome.Won() {
v.Winner = uno.You
if v.Hand == nil {
v.Hand = []unoCardView{}
}
for _, c := range g.Hands[uno.You] {
v.Hand = append(v.Hand, viewUnoCard(c))
}
v.Playable = g.Playable()
// Empty arrays, never null: the felt indexes into these.
v.Playable = g.Playable(viewer)
if v.Playable == nil {
v.Playable = []int{}
}
// Empty arrays, never null: the table indexes into these, and `null.indexOf`
// is a broken game rather than a quiet no-op.
v.UnoAt = g.UnoAt()
v.UnoAt = g.UnoAt(viewer)
if v.UnoAt == nil {
v.UnoAt = []int{}
}
v.Catchable = g.Catchable()
v.Catchable = g.Catchable(viewer)
if v.Catchable == nil {
v.Catchable = []int{}
}
return v
}
// unoEventView is one beat of the script the table plays back: a card going
// down, a seat eating a +4, the turn coming round. The engine's own events carry
// engine types, so they are re-rendered here rather than shipped raw — and this
// is also the wall where a bot's drawn card is dropped on the floor.
// unoEventView is one beat of the script the felt plays back. The engine attaches
// every seat's hand and drawn cards; this is the wall where the ones the viewer
// isn't entitled to are stripped.
type unoEventView struct {
Kind string `json:"kind"`
Seat int `json:"seat"`
Card *unoCardView `json:"card,omitempty"`
Color string `json:"color,omitempty"`
N int `json:"n,omitempty"`
Left int `json:"left"` // never omitempty: a seat that goes out leaves zero, and zero is the number the table has to draw
By int `json:"by"` // who did the catching. Seat zero is you, and "you" is a real answer, so never omitempty either
Text string `json:"text,omitempty"`
// Hand is your hand as it stands after this event, on the events that changed
// it. The table redraws your fan from this as the lap plays back — see the
// engine's Event.Hand for why. It is your own hand, so there is nothing here
// the browser wasn't already holding.
Hand []unoCardView `json:"hand,omitempty"`
Kind string `json:"kind"`
Seat int `json:"seat"`
Card *unoCardView `json:"card,omitempty"`
Color string `json:"color,omitempty"`
N int `json:"n,omitempty"`
Left int `json:"left"`
By int `json:"by"`
Text string `json:"text,omitempty"`
Hand []unoCardView `json:"hand,omitempty"`
}
func viewUnoEvents(evs []uno.Event) []unoEventView {
func viewUnoEvents(evs []uno.Event, viewer int) []unoEventView {
out := make([]unoEventView, 0, len(evs))
for _, e := range evs {
v := unoEventView{Kind: e.Kind, Seat: e.Seat, N: e.N, Left: e.Left, By: e.By, Text: e.Text}
if e.Color != uno.Wild {
v.Color = e.Color.String()
}
// The engine only stamps a hand on an event about seat zero. This is the belt
// to that brace: whatever the engine thinks it's doing, no hand but yours
// leaves this building.
if e.Seat == uno.You && e.Hand != nil {
// A hand rides an event only if it is the viewer's own. The engine stamps every
// seat's hand; this strips the rest.
if e.Seat == viewer && e.Hand != nil {
v.Hand = make([]unoCardView, 0, len(e.Hand))
for _, c := range e.Hand {
v.Hand = append(v.Hand, viewUnoCard(c))
}
}
// A card rides an event only if it is a card played face up, or one the viewer
// drew. A bot's (or another human's) drawn card never carries a face.
if e.Card != nil {
// The engine only ever attaches a card to an event the seat is entitled
// to see it in — a card played face up, or one *you* drew. This check is
// the belt to that pair of braces: a bot's draw never carries a face,
// whatever the engine thinks it's doing.
if e.Kind == uno.EvDraw || e.Kind == uno.EvForced {
if e.Seat == uno.You {
if e.Seat == viewer {
c := viewUnoCard(*e.Card)
v.Card = &c
}
@@ -209,52 +210,227 @@ func viewUnoEvents(evs []uno.Event) []unoEventView {
return out
}
// handleUnoStart takes the bet and deals. Same order as every other table: the
// chips are staked first, in the same statement that checks they exist, so two
// deals fired at once cannot bet the same chip.
func (s *Server) handleUnoStart(w http.ResponseWriter, r *http.Request) {
// ---- sitting down ----------------------------------------------------------
// unoSeatRows mirrors the engine's seats into the storage rows that shadow them,
// index for index. A human's staked is the buy-in that crossed the border; a
// bot's is zero.
func unoSeatRows(g uno.State, human string, buyIn int64) []storage.Seat {
rows := make([]storage.Seat, len(g.Seats))
for i := range g.Seats {
p := g.Seats[i]
row := storage.Seat{Seat: i, Name: p.Name}
if !p.Bot {
row.MatrixUser = human
row.Staked = buyIn
}
rows[i] = row
}
return rows
}
// handleUnoSit seats a player at a fresh table of their own or at an open chair on
// somebody else's.
func (s *Server) handleUnoSit(w http.ResponseWriter, r *http.Request) {
user, ok := s.player(w, r)
if !ok {
return
}
var req struct {
Bet int64 `json:"bet"`
Tier string `json:"tier"`
Tier string `json:"tier"`
BuyIn int64 `json:"buyin"`
Table string `json:"table"`
Seat *int `json:"seat"`
}
if err := decodeJSON(r, &req); err != nil || req.Bet <= 0 {
writeJSONStatus(w, http.StatusBadRequest, map[string]string{"error": "bet something"})
if err := decodeJSON(r, &req); err != nil {
http.Error(w, "bad json", http.StatusBadRequest)
return
}
tier, err := uno.TierBySlug(req.Tier)
if req.Table != "" {
s.joinUno(w, r, user, req.Table, req.Seat, req.BuyIn)
return
}
s.openUno(w, r, user, req.Tier, req.BuyIn)
}
// openUno opens a fresh table with the player in seat zero and bots in the rest —
// the old solo flow, now a real shared table with no other humans on it yet.
func (s *Server) openUno(w http.ResponseWriter, r *http.Request, user, tierSlug string, buyIn int64) {
tier, err := uno.TierBySlug(tierSlug)
if err != nil {
writeJSONStatus(w, http.StatusBadRequest, map[string]string{"error": "pick a table"})
return
}
if err := storage.Stake(user, req.Bet); err != nil {
if errors.Is(err, storage.ErrInsufficientChips) || errors.Is(err, storage.ErrBadAmount) {
writeJSONStatus(w, http.StatusBadRequest, map[string]string{"error": "not enough chips for that bet"})
return
}
slog.Error("games: uno stake", "user", user, "err", err)
http.Error(w, "internal error", http.StatusInternalServerError)
if buyIn < tier.MinBuy || buyIn > tier.MaxBuy {
writeJSONStatus(w, http.StatusBadRequest, map[string]string{"error": "that isn't a legal buy-in for this table"})
return
}
name := s.displayName(r, user)
seed1, seed2 := newSeeds()
g, evs, err := uno.New(req.Bet, tier, blackjack.DefaultRules().RakePct, seed1, seed2)
g, _, err := uno.New(tier, uno.TableSeats(tier, name, tier.Bots, buyIn), blackjack.DefaultRules().RakePct, seed1, seed2)
if err != nil {
// The game never happened, so the stake never should have left.
_ = storage.Award(user, req.Bet)
slog.Error("games: uno deal", "user", user, "err", err)
slog.Error("games: uno open", "user", user, "err", err)
http.Error(w, "internal error", http.StatusInternalServerError)
return
}
s.persistUno(w, user, g, evs, seed1, seed2, true)
blob, err := json.Marshal(g)
if err != nil {
slog.Error("games: marshal new uno", "user", user, "err", err)
http.Error(w, "internal error", http.StatusInternalServerError)
return
}
id, err := storage.NewTableID()
if err != nil {
slog.Error("games: mint table id", "user", user, "err", err)
http.Error(w, "internal error", http.StatusInternalServerError)
return
}
t := storage.Table{
ID: id, Game: gameUno, Tier: tier.Slug, State: blob,
Seed1: seed1, Seed2: seed2, Phase: string(g.Phase), HandNo: int64(g.HandNo),
}
err = storage.OpenSoloTable(t, unoSeatRows(g, user, buyIn), buyIn)
switch {
case errors.Is(err, storage.ErrInsufficientChips), errors.Is(err, storage.ErrBadAmount):
writeJSONStatus(w, http.StatusBadRequest, map[string]string{"error": "not enough chips to sit down"})
return
case errors.Is(err, storage.ErrHandInProgress):
writeJSONStatus(w, http.StatusConflict, map[string]string{"error": "finish the game you're in first"})
return
case err != nil:
slog.Error("games: open solo uno table", "user", user, "err", err)
http.Error(w, "internal error", http.StatusInternalServerError)
return
}
s.writeUnoTable(w, user, nil)
}
// handleUnoMove plays one turn: a card, a draw, or passing on the card you drew.
// The bots' turns come back with it.
// pickOpenUnoSeat chooses a chair to join: the one asked for if it is a bot's,
// otherwise the first bot seat. Returns -1 if there is nowhere to sit.
func pickOpenUnoSeat(g uno.State, want *int) int {
if want != nil {
i := *want
if i >= 0 && i < len(g.Seats) && g.Seats[i].Bot {
return i
}
return -1
}
for i := range g.Seats {
if g.Seats[i].Bot {
return i
}
}
return -1
}
// joinUno sits a player at an open chair on an existing table, one transaction
// under the table lock, so two people racing for the last seat cannot both win it.
func (s *Server) joinUno(w http.ResponseWriter, r *http.Request, user, tableID string, wantSeat *int, buyIn int64) {
name := s.displayName(r, user)
var respErr error
err := s.tableLocks.withTable(tableID, func() error {
t, _, err := storage.LoadTable(tableID)
if errors.Is(err, storage.ErrNoSuchTable) {
respErr = storage.ErrNoSuchTable
return nil
}
if err != nil {
return err
}
if t.Game != gameUno {
respErr = uno.ErrUnknownMove
return nil
}
var g uno.State
if err := json.Unmarshal(t.State, &g); err != nil {
return err
}
if unoPlaying(g) {
respErr = uno.ErrHandLive // you join between hands
return nil
}
seat := pickOpenUnoSeat(g, wantSeat)
if seat < 0 {
respErr = uno.ErrTableFull
return nil
}
if err := g.Occupy(seat, name, buyIn); err != nil {
respErr = err
return nil
}
blob, err := json.Marshal(g)
if err != nil {
return err
}
t.State, t.Phase, t.HandNo = blob, string(g.Phase), int64(g.HandNo)
err = storage.SitDown(storage.Sit{
Table: t,
Seat: storage.Seat{Seat: seat, MatrixUser: user, Name: name, Staked: buyIn},
BuyIn: buyIn,
})
switch {
case errors.Is(err, storage.ErrInsufficientChips), errors.Is(err, storage.ErrBadAmount):
respErr = storage.ErrInsufficientChips
return nil
case errors.Is(err, storage.ErrHandInProgress):
respErr = storage.ErrHandInProgress
return nil
case errors.Is(err, storage.ErrSeatTaken), errors.Is(err, storage.ErrStaleTable):
respErr = storage.ErrSeatTaken
return nil
case err != nil:
return err
}
s.publishTable(tableID)
return nil
})
if err != nil {
slog.Error("games: join uno", "user", user, "table", tableID, "err", err)
http.Error(w, "internal error", http.StatusInternalServerError)
return
}
if respErr != nil {
writeJSONStatus(w, unoJoinStatus(respErr), map[string]string{"error": unoJoinMessage(respErr)})
return
}
s.writeUnoTable(w, user, nil)
}
func unoJoinStatus(err error) int {
switch {
case errors.Is(err, storage.ErrNoSuchTable), errors.Is(err, uno.ErrTableFull),
errors.Is(err, storage.ErrSeatTaken), errors.Is(err, uno.ErrHandLive):
return http.StatusConflict
default:
return http.StatusBadRequest
}
}
func unoJoinMessage(err error) string {
switch {
case errors.Is(err, storage.ErrNoSuchTable):
return "that table has closed"
case errors.Is(err, uno.ErrTableFull), errors.Is(err, storage.ErrSeatTaken):
return "that seat is taken"
case errors.Is(err, uno.ErrHandLive):
return "a hand is in play — sit down when it's over"
case errors.Is(err, uno.ErrBadBuyIn):
return "that isn't a legal buy-in for this table"
case errors.Is(err, storage.ErrInsufficientChips):
return "not enough chips to sit down"
case errors.Is(err, storage.ErrHandInProgress):
return "finish the game you're in first"
default:
return "you can't sit there"
}
}
// ---- playing a hand --------------------------------------------------------
// handleUnoMove plays one move at the player's table: a hand move, or dealing the
// next hand. Leaving is its own endpoint.
func (s *Server) handleUnoMove(w http.ResponseWriter, r *http.Request) {
user, ok := s.player(w, r)
if !ok {
@@ -265,80 +441,237 @@ func (s *Server) handleUnoMove(w http.ResponseWriter, r *http.Request) {
http.Error(w, "bad json", http.StatusBadRequest)
return
}
if move.Kind == uno.MoveLeave {
s.leaveUno(w, user)
return
}
live, err := storage.LoadLiveHand(user)
tableID, seat, err := storage.PlayerSeat(user)
if errors.Is(err, storage.ErrNoLiveHand) {
writeJSONStatus(w, http.StatusConflict, map[string]string{"error": "no game in progress"})
writeJSONStatus(w, http.StatusConflict, map[string]string{"error": "you're not at a table"})
return
}
if err != nil {
slog.Error("games: uno load", "user", user, "err", err)
http.Error(w, "internal error", http.StatusInternalServerError)
return
}
if live.Game != gameUno {
writeJSONStatus(w, http.StatusConflict, map[string]string{"error": "finish the game you're in first"})
return
}
var g uno.State
if err := json.Unmarshal(live.State, &g); err != nil {
slog.Error("games: unreadable uno game", "user", user, "err", err)
slog.Error("games: uno move seat", "user", user, "err", err)
http.Error(w, "internal error", http.StatusInternalServerError)
return
}
next, evs, err := uno.ApplyMove(g, move)
if err != nil {
// The refusals a player can actually cause, said in words rather than as
// "that move isn't legal here" — which, in a game with this many rules, is
// the table refusing to explain itself.
msg := "that move isn't legal here"
switch {
case errors.Is(err, uno.ErrCantPlay):
msg = "that card doesn't go on this one"
case errors.Is(err, uno.ErrNeedColor):
msg = "pick a colour for the wild"
case errors.Is(err, uno.ErrMustPlayNow):
msg = "play the card you drew, or pass"
case errors.Is(err, uno.ErrCantPass):
msg = "draw first, then you can pass"
case errors.Is(err, uno.ErrMustStack):
msg = "answer the stack with a draw card, or take it"
case errors.Is(err, uno.ErrNoStack):
msg = "there's nothing pointed at you to take"
case errors.Is(err, uno.ErrNoCatch):
msg = "there's nobody in that seat to catch"
var respErr error
var respEvents []uno.Event
err = s.tableLocks.withTable(tableID, func() error {
t, seats, err := storage.LoadTable(tableID)
if errors.Is(err, storage.ErrNoSuchTable) {
respErr = storage.ErrNoSuchTable
return nil
}
writeJSONStatus(w, http.StatusBadRequest, map[string]string{"error": msg})
if err != nil {
return err
}
var g uno.State
if err := json.Unmarshal(t.State, &g); err != nil {
return err
}
next, evs, aerr := uno.ApplyMove(g, seat, move)
if aerr != nil {
respErr = aerr
return nil
}
// A solo session that just ended (the one human got up or busted at the deal)
// is not a table any more: cash the seat out and close the felt. Only a solo
// table reaches PhaseDone; a shared table plays on.
if next.Phase == uno.PhaseDone {
if err := s.settleUnoLeave(t, next, seat, user); err != nil {
if errors.Is(err, storage.ErrStaleTable) {
respErr = storage.ErrStaleTable
return nil
}
return err
}
respEvents = evs
s.publishTable(tableID)
return nil
}
st, err := unoStep(next, evs, seats)
if err != nil {
return err
}
acting := seats[seat]
acting.Away = false
acting.LastSeen = time.Now().Unix()
t.State, t.Phase, t.HandNo, t.Deadline = st.State, st.Phase, st.HandNo, st.Deadline
if err := storage.CommitTable(storage.TableCommit{
Table: t, Seats: []storage.Seat{acting}, Audit: st.Audit,
}); err != nil {
if errors.Is(err, storage.ErrStaleTable) {
respErr = storage.ErrStaleTable
return nil
}
return err
}
respEvents = evs
s.publishTable(tableID)
return nil
})
if err != nil {
slog.Error("games: uno move", "user", user, "table", tableID, "err", err)
http.Error(w, "internal error", http.StatusInternalServerError)
return
}
s.persistUno(w, user, next, evs, live.Seed1, live.Seed2, false)
if respErr != nil {
writeJSONStatus(w, unoMoveStatus(respErr), map[string]string{"error": unoMoveMessage(respErr)})
return
}
s.writeUnoTable(w, user, respEvents)
}
// persistUno writes the game back and answers the browser.
func (s *Server) persistUno(w http.ResponseWriter, user string, g uno.State, evs []uno.Event, seed1, seed2 uint64, fresh bool) {
blob, err := json.Marshal(g)
if err != nil {
slog.Error("games: marshal uno", "user", user, "err", err)
http.Error(w, "internal error", http.StatusInternalServerError)
return
func unoMoveStatus(err error) int {
switch {
case errors.Is(err, storage.ErrStaleTable), errors.Is(err, storage.ErrNoSuchTable):
return http.StatusConflict
default:
return http.StatusBadRequest
}
done := g.Phase == uno.PhaseDone
v, ok := s.commit(w, user, finished{
Game: gameUno, Blob: blob,
Bet: g.Bet, Payout: g.Payout, Rake: g.Rake,
Outcome: string(g.Outcome), Done: done,
Seed1: seed1, Seed2: seed2, Fresh: fresh,
})
}
func unoMoveMessage(err error) string {
switch {
case errors.Is(err, storage.ErrStaleTable):
return "the table moved on — take another look"
case errors.Is(err, storage.ErrNoSuchTable):
return "that table has closed"
case errors.Is(err, uno.ErrHandLive):
return "finish the hand first"
case errors.Is(err, uno.ErrNoHand):
return "there's no hand in play — deal one"
case errors.Is(err, uno.ErrNotYourTurn):
return "it isn't your turn"
case errors.Is(err, uno.ErrCantPlay):
return "that card doesn't go on this one"
case errors.Is(err, uno.ErrNeedColor):
return "pick a colour for the wild"
case errors.Is(err, uno.ErrMustPlayNow):
return "play the card you drew, or pass"
case errors.Is(err, uno.ErrCantPass):
return "draw first, then you can pass"
case errors.Is(err, uno.ErrMustStack):
return "answer the stack with a draw card, or take it"
case errors.Is(err, uno.ErrNoStack):
return "there's nothing pointed at you to take"
case errors.Is(err, uno.ErrNoCatch):
return "there's nobody in that seat to catch"
default:
return "that move isn't legal here"
}
}
// ---- getting up ------------------------------------------------------------
// handleUnoLeave is the get-up endpoint. Leaving is its own route because it is a
// storage operation, not an engine move — the chips cross the border and the felt
// may close.
func (s *Server) handleUnoLeave(w http.ResponseWriter, r *http.Request) {
user, ok := s.player(w, r)
if !ok {
return
}
// A finished game is gone from storage, so the table has none to show — but the
// browser still needs the final board to land the verdict on.
if done {
uv := viewUno(g)
v.Uno = &uv
s.leaveUno(w, user)
}
// leaveUno gets a player up from their table, turning what is in front of them
// back into chips. It refuses mid-hand and closes the felt behind the last human.
func (s *Server) leaveUno(w http.ResponseWriter, user string) {
tableID, seat, err := storage.PlayerSeat(user)
if errors.Is(err, storage.ErrNoLiveHand) {
writeJSONStatus(w, http.StatusConflict, map[string]string{"error": "you're not at a table"})
return
}
if err != nil {
slog.Error("games: uno leave seat", "user", user, "err", err)
http.Error(w, "internal error", http.StatusInternalServerError)
return
}
var respErr error
err = s.tableLocks.withTable(tableID, func() error {
t, _, err := storage.LoadTable(tableID)
if errors.Is(err, storage.ErrNoSuchTable) {
respErr = storage.ErrNoSuchTable
return nil
}
if err != nil {
return err
}
var g uno.State
if err := json.Unmarshal(t.State, &g); err != nil {
return err
}
if unoPlaying(g) {
respErr = uno.ErrHandLive
return nil
}
if err := s.settleUnoLeave(t, g, seat, user); err != nil {
if errors.Is(err, storage.ErrStaleTable) {
respErr = storage.ErrStaleTable
return nil
}
return err
}
s.publishTable(tableID)
return nil
})
if err != nil {
slog.Error("games: uno leave", "user", user, "table", tableID, "err", err)
http.Error(w, "internal error", http.StatusInternalServerError)
return
}
if respErr != nil {
writeJSONStatus(w, unoMoveStatus(respErr), map[string]string{"error": unoMoveMessage(respErr)})
return
}
s.writeUnoTable(w, user, nil)
}
// settleUnoLeave vacates a seat, credits the stack home, and closes the table if
// nobody human is left — all inside the caller's lock.
func (s *Server) settleUnoLeave(t storage.Table, g uno.State, seat int, user string) error {
home, err := g.Vacate(seat)
if err != nil {
return err
}
blob, err := json.Marshal(g)
if err != nil {
return err
}
t.State, t.Phase, t.HandNo, t.Deadline = blob, string(g.Phase), int64(g.HandNo), 0
if err := storage.LeaveTable(storage.Leave{
Table: t, Seat: seat, MatrixUser: user, Bot: g.Seats[seat].Name, Amount: home,
}); err != nil {
return err
}
return storage.CloseTable(t.ID)
}
// ---- the response ----------------------------------------------------------
// writeUnoTable answers with the whole page state — the money and the table as the
// player's own seat may see it — plus, when a move produced one, the redacted event
// script for that seat to animate.
func (s *Server) writeUnoTable(w http.ResponseWriter, user string, evs []uno.Event) {
v, err := s.table(user)
if err != nil {
slog.Error("games: uno table", "user", user, "err", err)
http.Error(w, "internal error", http.StatusInternalServerError)
return
}
if len(evs) > 0 {
if _, seat, serr := storage.PlayerSeat(user); serr == nil {
v.UnoEvents = viewUnoEvents(evs, seat)
}
}
v.UnoEvents = viewUnoEvents(evs)
writeJSON(w, v)
}