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1
.gitignore
vendored
1
.gitignore
vendored
@@ -5,3 +5,4 @@ pete
|
||||
config.yaml
|
||||
config.toml
|
||||
node_modules/
|
||||
holdem-train
|
||||
|
||||
@@ -15,6 +15,7 @@
|
||||
package blackjack
|
||||
|
||||
import (
|
||||
"encoding/json"
|
||||
"errors"
|
||||
"math"
|
||||
"math/rand/v2"
|
||||
@@ -29,15 +30,21 @@ var (
|
||||
ErrNotYourTurn = errors.New("blackjack: it is not the player's turn to act")
|
||||
ErrUnknownMove = errors.New("blackjack: unknown move")
|
||||
ErrCantDouble = errors.New("blackjack: double is only allowed on the opening two cards")
|
||||
ErrCantSplit = errors.New("blackjack: split is only allowed on two cards of the same rank")
|
||||
ErrDeckExhausted = errors.New("blackjack: the shoe is empty")
|
||||
ErrBadBet = errors.New("blackjack: bet must be positive")
|
||||
)
|
||||
|
||||
// MaxHands is how many hands one deal can turn into: the opening hand, plus
|
||||
// three splits. Four is the usual house limit and it is also the point past
|
||||
// which the felt runs out of room.
|
||||
const MaxHands = 4
|
||||
|
||||
// Phase is whose turn it is.
|
||||
type Phase string
|
||||
|
||||
const (
|
||||
PhasePlayer Phase = "player" // the player is acting
|
||||
PhasePlayer Phase = "player" // the player is acting on the active hand
|
||||
PhaseDealer Phase = "dealer" // transient: the dealer is drawing out
|
||||
PhaseDone Phase = "done" // settled, Outcome and Payout are final
|
||||
)
|
||||
@@ -72,37 +79,77 @@ type Rules struct {
|
||||
|
||||
// DefaultRules match the blackjack gogobee has been dealing in Matrix for years:
|
||||
// six decks, 3:2 on a natural, dealer hits soft 17. The rake is the one new term
|
||||
// — see Settle for exactly what it touches.
|
||||
// — see settle for exactly what it touches.
|
||||
func DefaultRules() Rules {
|
||||
return Rules{Decks: 6, BlackjackPays: 1.5, DealerHitsSoft17: true, RakePct: 0.05}
|
||||
}
|
||||
|
||||
// State is one hand of heads-up blackjack: one player, one dealer. Splitting
|
||||
// isn't in v1, so there's exactly one player hand.
|
||||
// Hand is one hand the player is holding, with the chips that are on it.
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||||
//
|
||||
// A deal starts with one. A split turns one into two, and the new hand carries a
|
||||
// bet of its own — which is the whole reason split is not just a card trick: it
|
||||
// is the only move in the game that takes more chips out of a player's stack
|
||||
// *after* the cards are out.
|
||||
type Hand struct {
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||||
Cards []cards.Card `json:"cards"`
|
||||
Bet int64 `json:"bet"`
|
||||
Doubled bool `json:"doubled"`
|
||||
|
||||
// Split marks a hand that came out of a split. It exists for one rule: 21 on
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||||
// a split hand is twenty-one, not a natural, and is paid 1:1 like any other.
|
||||
// Otherwise splitting aces would print money.
|
||||
Split bool `json:"split"`
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||||
|
||||
// Done means this hand will not be acted on again: it stood, it busted, it
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||||
// doubled, or it is a split ace, which gets exactly one card and no say.
|
||||
Done bool `json:"done"`
|
||||
|
||||
Outcome Outcome `json:"outcome"`
|
||||
Payout int64 `json:"payout"` // stake plus winnings, net of rake. Zero on a loss.
|
||||
Rake int64 `json:"rake"`
|
||||
}
|
||||
|
||||
// Value totals the hand. See HandValue.
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func (h Hand) Value() (int, bool) { return HandValue(h.Cards) }
|
||||
|
||||
// Natural reports a blackjack: 21 on the opening two cards of a hand that was
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// dealt, not split.
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func (h Hand) Natural() bool { return !h.Split && IsBlackjack(h.Cards) }
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||||
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||||
// State is one deal of heads-up blackjack: the player's hands against the
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||||
// dealer's one.
|
||||
type State struct {
|
||||
Rules Rules `json:"rules"`
|
||||
Deck cards.Deck `json:"deck"` // the shoe, top card first — never shown to the browser
|
||||
Player []cards.Card `json:"player"`
|
||||
Dealer []cards.Card `json:"dealer"`
|
||||
|
||||
Bet int64 `json:"bet"` // chips at risk; doubles on a double-down
|
||||
Doubled bool `json:"doubled"`
|
||||
// Hands is always at least one, and Active indexes the one being played. The
|
||||
// player works left to right: a hand is finished before the next is looked at,
|
||||
// which is both how a real table does it and what keeps the felt legible.
|
||||
Hands []Hand `json:"hands"`
|
||||
Active int `json:"active"`
|
||||
|
||||
Phase Phase `json:"phase"`
|
||||
Outcome Outcome `json:"outcome"`
|
||||
Outcome Outcome `json:"outcome"` // the deal as a whole; per-hand outcomes live on the hands
|
||||
|
||||
// Payout is what returns to the player's chip stack when the hand is done:
|
||||
// stake plus winnings, net of rake. Zero on a loss. Rake is the house's cut,
|
||||
// recorded so the ledger can account for every chip that left the table.
|
||||
// Bet, Payout and Rake are the totals across every hand: what the player has
|
||||
// staked, what comes back, and what the house kept. The ledger and the chip
|
||||
// stack only ever deal in these.
|
||||
Bet int64 `json:"bet"`
|
||||
Payout int64 `json:"payout"`
|
||||
Rake int64 `json:"rake"`
|
||||
}
|
||||
|
||||
// Event is something the table can narrate or animate. The engine emits them
|
||||
// instead of drawing anything itself.
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||||
//
|
||||
// Hand is which of the player's hands an event landed on — meaningless for the
|
||||
// dealer's, and the reason it is here at all is that after a split the browser
|
||||
// has to know which fan a card is flying to.
|
||||
type Event struct {
|
||||
Kind string `json:"kind"` // "deal" | "player_card" | "dealer_card" | "reveal" | "settle"
|
||||
Kind string `json:"kind"` // "deal" | "player_card" | "dealer_card" | "split" | "double" | "reveal" | "settle"
|
||||
Card *cards.Card `json:"card,omitempty"`
|
||||
Hand int `json:"hand"`
|
||||
Text string `json:"text,omitempty"`
|
||||
}
|
||||
|
||||
@@ -113,6 +160,7 @@ const (
|
||||
Hit Move = "hit"
|
||||
Stand Move = "stand"
|
||||
Double Move = "double"
|
||||
Split Move = "split"
|
||||
)
|
||||
|
||||
// HandValue totals a hand, counting each ace as 11 until that would bust, then
|
||||
@@ -161,36 +209,52 @@ func New(bet int64, r Rules, rng *rand.Rand) (State, []Event, error) {
|
||||
deck := cards.NewDeck(r.Decks)
|
||||
deck.Shuffle(rng)
|
||||
|
||||
s := State{Rules: r, Deck: deck, Bet: bet, Phase: PhasePlayer}
|
||||
s := State{
|
||||
Rules: r,
|
||||
Deck: deck,
|
||||
Hands: []Hand{{Bet: bet}},
|
||||
Bet: bet,
|
||||
Phase: PhasePlayer,
|
||||
}
|
||||
evs := []Event{{Kind: "deal"}}
|
||||
|
||||
for i := 0; i < 2; i++ {
|
||||
if err := s.draw(&s.Player, "player_card", &evs); err != nil {
|
||||
if err := s.hit(0, &evs); err != nil {
|
||||
return State{}, nil, err
|
||||
}
|
||||
if err := s.draw(&s.Dealer, "dealer_card", &evs); err != nil {
|
||||
if err := s.drawDealer(&evs); err != nil {
|
||||
return State{}, nil, err
|
||||
}
|
||||
}
|
||||
|
||||
// A natural on either side ends it before the player ever acts.
|
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if IsBlackjack(s.Player) || IsBlackjack(s.Dealer) {
|
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if s.Hands[0].Natural() || IsBlackjack(s.Dealer) {
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s.settle(&evs)
|
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}
|
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return s, evs, nil
|
||||
}
|
||||
|
||||
// draw takes one card off the shoe onto the given hand and records the event.
|
||||
// Pointer receiver: it mutates the deck and the hand together, and neither may
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||||
// end up applied to a stale copy of the state.
|
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func (s *State) draw(hand *[]cards.Card, kind string, evs *[]Event) error {
|
||||
// hit puts one card on a player hand. Pointer receiver: it mutates the deck and
|
||||
// the hand together, and neither may end up applied to a stale copy of the state.
|
||||
func (s *State) hit(i int, evs *[]Event) error {
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c, ok := s.Deck.Draw()
|
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if !ok {
|
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return ErrDeckExhausted
|
||||
}
|
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*hand = append(*hand, c)
|
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s.Hands[i].Cards = append(s.Hands[i].Cards, c)
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card := c
|
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*evs = append(*evs, Event{Kind: kind, Card: &card})
|
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*evs = append(*evs, Event{Kind: "player_card", Card: &card, Hand: i})
|
||||
return nil
|
||||
}
|
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|
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func (s *State) drawDealer(evs *[]Event) error {
|
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c, ok := s.Deck.Draw()
|
||||
if !ok {
|
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return ErrDeckExhausted
|
||||
}
|
||||
s.Dealer = append(s.Dealer, c)
|
||||
card := c
|
||||
*evs = append(*evs, Event{Kind: "dealer_card", Card: &card})
|
||||
return nil
|
||||
}
|
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|
||||
@@ -210,41 +274,127 @@ func ApplyMove(s State, m Move) (State, []Event, error) {
|
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if s.Phase != PhasePlayer {
|
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return s, nil, ErrNotYourTurn
|
||||
}
|
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if m == Double && len(s.Player) != 2 {
|
||||
switch m {
|
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case Hit, Stand, Double, Split:
|
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default:
|
||||
return s, nil, ErrUnknownMove
|
||||
}
|
||||
if m == Double && !s.CanDouble() {
|
||||
// Doubling means doubling the stake for exactly one more card. Only ever
|
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// legal on the opening two — after that you're just describing a hit.
|
||||
return s, nil, ErrCantDouble
|
||||
}
|
||||
if m != Hit && m != Stand && m != Double {
|
||||
return s, nil, ErrUnknownMove
|
||||
if m == Split && !s.CanSplit() {
|
||||
return s, nil, ErrCantSplit
|
||||
}
|
||||
|
||||
i := s.Active
|
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evs := []Event{}
|
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|
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if m == Double {
|
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s.Bet *= 2
|
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s.Doubled = true
|
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}
|
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switch m {
|
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case Split:
|
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// The second card moves to a hand of its own, carrying a bet the same size
|
||||
// as the one it came from, and both hands are topped up to two cards.
|
||||
h := &s.Hands[i]
|
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moved := h.Cards[1]
|
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h.Cards = h.Cards[:1]
|
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h.Split = true
|
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|
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if m == Hit || m == Double {
|
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if err := s.draw(&s.Player, "player_card", &evs); err != nil {
|
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fresh := Hand{Cards: []cards.Card{moved}, Bet: h.Bet, Split: true}
|
||||
s.Hands = append(s.Hands, Hand{})
|
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copy(s.Hands[i+2:], s.Hands[i+1:]) // the new hand sits immediately to the right
|
||||
s.Hands[i+1] = fresh
|
||||
s.Bet += fresh.Bet
|
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|
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evs = append(evs, Event{Kind: "split", Hand: i})
|
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if err := s.hit(i, &evs); err != nil {
|
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return s, nil, err
|
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}
|
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if v, _ := HandValue(s.Player); v > 21 {
|
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s.settle(&evs) // bust; the dealer never has to play
|
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return s, evs, nil
|
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if err := s.hit(i+1, &evs); err != nil {
|
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return s, nil, err
|
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}
|
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if m == Hit {
|
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return s, evs, nil // still the player's turn
|
||||
|
||||
// Split aces get one card each and no say in it. Without this rule a pair
|
||||
// of aces is the best hand in the game and everybody would split them
|
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// forever; with it, splitting aces is a gamble like everything else.
|
||||
if moved.Rank == cards.Ace {
|
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s.Hands[i].Done = true
|
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s.Hands[i+1].Done = true
|
||||
}
|
||||
// A hand that has just been dealt a card can still be sitting on 21, and a
|
||||
// 21 has nothing left to decide.
|
||||
s.finishIfDone(i)
|
||||
s.finishIfDone(i + 1)
|
||||
|
||||
case Double:
|
||||
h := &s.Hands[i]
|
||||
s.Bet += h.Bet
|
||||
h.Bet *= 2
|
||||
h.Doubled = true
|
||||
// Announced before the card, because that is the order it happens in: the
|
||||
// chips go down, and *then* you find out what you bought with them.
|
||||
evs = append(evs, Event{Kind: "double", Hand: i})
|
||||
if err := s.hit(i, &evs); err != nil {
|
||||
return s, nil, err
|
||||
}
|
||||
h.Done = true // one card, and that is the deal you made
|
||||
|
||||
case Hit:
|
||||
if err := s.hit(i, &evs); err != nil {
|
||||
return s, nil, err
|
||||
}
|
||||
s.finishIfDone(i)
|
||||
|
||||
case Stand:
|
||||
s.Hands[i].Done = true
|
||||
}
|
||||
|
||||
// Stand, or a double that survived its card: the dealer draws out.
|
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s.Phase = PhaseDealer
|
||||
s.dealerPlay(&evs)
|
||||
s.advance(&evs)
|
||||
return s, evs, nil
|
||||
}
|
||||
|
||||
// finishIfDone closes a hand that has nothing left to decide: it busted, or it
|
||||
// is sitting on 21 and would only be hitting it to be polite.
|
||||
func (s *State) finishIfDone(i int) {
|
||||
if v, _ := s.Hands[i].Value(); v >= 21 {
|
||||
s.Hands[i].Done = true
|
||||
}
|
||||
}
|
||||
|
||||
// advance moves to the next hand still owed a decision. When there are none, the
|
||||
// dealer plays — unless every hand busted, in which case there is nothing to beat
|
||||
// and the dealer does not draw.
|
||||
func (s *State) advance(evs *[]Event) {
|
||||
for i := s.Active; i < len(s.Hands); i++ {
|
||||
if !s.Hands[i].Done {
|
||||
s.Active = i
|
||||
return
|
||||
}
|
||||
}
|
||||
s.Active = len(s.Hands) - 1
|
||||
|
||||
if s.allBust() {
|
||||
// The dealer draws no cards, but the hole card still turns over: the
|
||||
// browser has been showing a face-down card since the deal, and the settled
|
||||
// state it is about to be handed has the dealer's full total on it. Without
|
||||
// the reveal you get a nineteen printed under a card nobody has looked at.
|
||||
*evs = append(*evs, Event{Kind: "reveal"})
|
||||
s.settle(evs)
|
||||
return
|
||||
}
|
||||
s.Phase = PhaseDealer
|
||||
s.dealerPlay(evs)
|
||||
}
|
||||
|
||||
func (s *State) allBust() bool {
|
||||
for _, h := range s.Hands {
|
||||
if v, _ := h.Value(); v <= 21 {
|
||||
return false
|
||||
}
|
||||
}
|
||||
return true
|
||||
}
|
||||
|
||||
// dealerPlay draws the dealer out to the house rule, then settles. The dealer
|
||||
// has no choices to make — that's the game — so this needs no move.
|
||||
func (s *State) dealerPlay(evs *[]Event) {
|
||||
@@ -255,74 +405,104 @@ func (s *State) dealerPlay(evs *[]Event) {
|
||||
if v >= 17 && !hitSoft17 {
|
||||
break
|
||||
}
|
||||
if err := s.draw(&s.Dealer, "dealer_card", evs); err != nil {
|
||||
if err := s.drawDealer(evs); err != nil {
|
||||
break // shoe ran dry mid-draw; settle on what's on the table
|
||||
}
|
||||
}
|
||||
s.settle(evs)
|
||||
}
|
||||
|
||||
// settle decides the outcome and the payout, and is the only place chips are
|
||||
// computed.
|
||||
// settle decides every hand against the dealer and adds up what comes back. It
|
||||
// is the only place chips are computed.
|
||||
//
|
||||
// The rake comes off winnings, never off the stake: a player who pushes gets
|
||||
// exactly their bet back, and a player who loses is never charged for the
|
||||
// privilege. The house only takes a cut of money the house was going to hand
|
||||
// over anyway. That's a rake, as opposed to a fee for showing up.
|
||||
//
|
||||
// Each hand is raked on its own winnings. Netting the hands against each other
|
||||
// first would let a player who won one and lost one pay no rake at all, which is
|
||||
// not a rake, it's a discount for splitting.
|
||||
func (s *State) settle(evs *[]Event) {
|
||||
playerVal, _ := HandValue(s.Player)
|
||||
dealerVal, _ := HandValue(s.Dealer)
|
||||
playerBJ := IsBlackjack(s.Player)
|
||||
dealerBJ := IsBlackjack(s.Dealer)
|
||||
|
||||
// profit is what the player wins on top of their stake. Negative means the
|
||||
// stake is gone.
|
||||
var profit int64
|
||||
s.Payout, s.Rake = 0, 0
|
||||
for i := range s.Hands {
|
||||
h := &s.Hands[i]
|
||||
playerVal, _ := h.Value()
|
||||
|
||||
switch {
|
||||
case playerVal > 21:
|
||||
s.Outcome = OutcomeBust
|
||||
profit = -s.Bet
|
||||
case playerBJ && dealerBJ:
|
||||
s.Outcome = OutcomePush
|
||||
case playerBJ:
|
||||
s.Outcome = OutcomeBlackjack
|
||||
profit = int64(math.Floor(float64(s.Bet) * s.Rules.BlackjackPays))
|
||||
case dealerBJ:
|
||||
s.Outcome = OutcomeLose
|
||||
profit = -s.Bet
|
||||
case dealerVal > 21:
|
||||
s.Outcome = OutcomeDealerBust
|
||||
profit = s.Bet
|
||||
case playerVal > dealerVal:
|
||||
s.Outcome = OutcomeWin
|
||||
profit = s.Bet
|
||||
case playerVal == dealerVal:
|
||||
s.Outcome = OutcomePush
|
||||
default:
|
||||
s.Outcome = OutcomeLose
|
||||
profit = -s.Bet
|
||||
}
|
||||
// profit is what this hand wins on top of its stake. Negative means the
|
||||
// stake is gone.
|
||||
var profit int64
|
||||
|
||||
if profit > 0 {
|
||||
s.Rake = int64(math.Floor(float64(profit) * s.Rules.RakePct))
|
||||
if s.Rake < 0 {
|
||||
s.Rake = 0
|
||||
switch {
|
||||
case playerVal > 21:
|
||||
h.Outcome = OutcomeBust
|
||||
profit = -h.Bet
|
||||
case h.Natural() && dealerBJ:
|
||||
h.Outcome = OutcomePush
|
||||
case h.Natural():
|
||||
h.Outcome = OutcomeBlackjack
|
||||
profit = int64(math.Floor(float64(h.Bet) * s.Rules.BlackjackPays))
|
||||
case dealerBJ:
|
||||
h.Outcome = OutcomeLose
|
||||
profit = -h.Bet
|
||||
case dealerVal > 21:
|
||||
h.Outcome = OutcomeDealerBust
|
||||
profit = h.Bet
|
||||
case playerVal > dealerVal:
|
||||
h.Outcome = OutcomeWin
|
||||
profit = h.Bet
|
||||
case playerVal == dealerVal:
|
||||
h.Outcome = OutcomePush
|
||||
default:
|
||||
h.Outcome = OutcomeLose
|
||||
profit = -h.Bet
|
||||
}
|
||||
profit -= s.Rake
|
||||
}
|
||||
if profit < 0 {
|
||||
s.Payout = 0 // stake is lost; nothing comes back
|
||||
} else {
|
||||
s.Payout = s.Bet + profit
|
||||
|
||||
if profit > 0 {
|
||||
h.Rake = int64(math.Floor(float64(profit) * s.Rules.RakePct))
|
||||
if h.Rake < 0 {
|
||||
h.Rake = 0
|
||||
}
|
||||
profit -= h.Rake
|
||||
}
|
||||
if profit < 0 {
|
||||
h.Payout = 0 // stake is lost; nothing comes back
|
||||
} else {
|
||||
h.Payout = h.Bet + profit
|
||||
}
|
||||
|
||||
s.Payout += h.Payout
|
||||
s.Rake += h.Rake
|
||||
}
|
||||
|
||||
s.Outcome = s.overall()
|
||||
s.Phase = PhaseDone
|
||||
*evs = append(*evs, Event{Kind: "settle", Text: string(s.Outcome)})
|
||||
}
|
||||
|
||||
// Net is what the hand did to the player's chip stack: payout minus the stake
|
||||
// they put up. Negative on a loss, zero on a push.
|
||||
// overall is the deal's outcome as one word, which is what the ledger and the
|
||||
// history line want. With one hand it is simply that hand's. With several there
|
||||
// is no honest single word for "won one, lost one", so it reports what the deal
|
||||
// did to the player's chips, which is the thing anybody actually means.
|
||||
func (s State) overall() Outcome {
|
||||
if len(s.Hands) == 1 {
|
||||
return s.Hands[0].Outcome
|
||||
}
|
||||
switch net := s.Payout - s.Bet; {
|
||||
case net > 0:
|
||||
return OutcomeWin
|
||||
case net < 0:
|
||||
return OutcomeLose
|
||||
default:
|
||||
return OutcomePush
|
||||
}
|
||||
}
|
||||
|
||||
// Net is what the deal did to the player's chip stack: everything paid out minus
|
||||
// everything staked. Negative on a loss, zero on a push.
|
||||
func (s State) Net() int64 {
|
||||
if s.Phase != PhaseDone {
|
||||
return 0
|
||||
@@ -330,17 +510,85 @@ func (s State) Net() int64 {
|
||||
return s.Payout - s.Bet
|
||||
}
|
||||
|
||||
// Hand returns the hand being played. There is always one.
|
||||
func (s State) Hand() Hand {
|
||||
if s.Active < 0 || s.Active >= len(s.Hands) {
|
||||
return Hand{}
|
||||
}
|
||||
return s.Hands[s.Active]
|
||||
}
|
||||
|
||||
// CanDouble reports whether Double is legal right now — the shell asks this to
|
||||
// decide whether to light the button up.
|
||||
func (s State) CanDouble() bool {
|
||||
return s.Phase == PhasePlayer && len(s.Player) == 2
|
||||
h := s.Hand()
|
||||
return s.Phase == PhasePlayer && !h.Done && len(h.Cards) == 2
|
||||
}
|
||||
|
||||
// CanSplit reports whether Split is legal: two cards of the same rank, and room
|
||||
// at the table for another hand.
|
||||
//
|
||||
// Same *rank*, not same value: a king and a queen are both worth ten and are not
|
||||
// a pair, which is the stricter of the two house rules and the one that doesn't
|
||||
// need explaining on the felt.
|
||||
func (s State) CanSplit() bool {
|
||||
h := s.Hand()
|
||||
if s.Phase != PhasePlayer || h.Done || len(h.Cards) != 2 || len(s.Hands) >= MaxHands {
|
||||
return false
|
||||
}
|
||||
return h.Cards[0].Rank == h.Cards[1].Rank
|
||||
}
|
||||
|
||||
// SplitCost is what splitting the active hand would take out of the player's
|
||||
// stack: another bet the same size as the one already on it. The shell has to
|
||||
// take these chips before the move, because a split the player cannot cover is
|
||||
// not a legal move.
|
||||
func (s State) SplitCost() int64 { return s.Hand().Bet }
|
||||
|
||||
// DoubleCost is the same idea for a double: the stake again.
|
||||
func (s State) DoubleCost() int64 { return s.Hand().Bet }
|
||||
|
||||
// clone deep-copies the slices so a derived state shares no backing array with
|
||||
// the one it came from.
|
||||
func (s State) clone() State {
|
||||
s.Deck = append(cards.Deck(nil), s.Deck...)
|
||||
s.Player = append([]cards.Card(nil), s.Player...)
|
||||
s.Dealer = append([]cards.Card(nil), s.Dealer...)
|
||||
hands := make([]Hand, len(s.Hands))
|
||||
copy(hands, s.Hands)
|
||||
for i := range hands {
|
||||
hands[i].Cards = append([]cards.Card(nil), hands[i].Cards...)
|
||||
}
|
||||
s.Hands = hands
|
||||
return s
|
||||
}
|
||||
|
||||
// UnmarshalJSON reads a state, including one written before split existed.
|
||||
//
|
||||
// A live hand outlives a deploy: it is a blob in the database, and somebody is
|
||||
// mid-hand when the new binary starts. Those blobs have a "player" array and no
|
||||
// "hands", and without this they would come back as a state with no hands at all
|
||||
// — which is not a decoding error, it's a player whose cards vanished. So the old
|
||||
// shape is read as what it always was: one hand, holding the whole stake.
|
||||
func (s *State) UnmarshalJSON(b []byte) error {
|
||||
type state State // shed the method, or this recurses forever
|
||||
var v struct {
|
||||
state
|
||||
Player []cards.Card `json:"player"`
|
||||
}
|
||||
if err := json.Unmarshal(b, &v); err != nil {
|
||||
return err
|
||||
}
|
||||
*s = State(v.state)
|
||||
if len(s.Hands) == 0 && len(v.Player) > 0 {
|
||||
s.Hands = []Hand{{
|
||||
Cards: v.Player,
|
||||
Bet: s.Bet,
|
||||
Outcome: s.Outcome,
|
||||
Payout: s.Payout,
|
||||
Rake: s.Rake,
|
||||
Done: s.Phase == PhaseDone,
|
||||
}}
|
||||
s.Active = 0
|
||||
}
|
||||
return nil
|
||||
}
|
||||
|
||||
@@ -60,7 +60,7 @@ func TestIsBlackjack_OnlyOnTwoCards(t *testing.T) {
|
||||
// deal so the payout math can be checked case by case.
|
||||
func settleWith(t *testing.T, r Rules, bet int64, player, dealer []cards.Card) State {
|
||||
t.Helper()
|
||||
s := State{Rules: r, Bet: bet, Player: player, Dealer: dealer}
|
||||
s := State{Rules: r, Bet: bet, Hands: []Hand{{Cards: player, Bet: bet}}, Dealer: dealer}
|
||||
evs := []Event{}
|
||||
s.settle(&evs)
|
||||
if s.Phase != PhaseDone {
|
||||
@@ -164,8 +164,8 @@ func TestNew_DealsFourCardsAndAskThePlayer(t *testing.T) {
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if len(s.Player) != 2 || len(s.Dealer) != 2 {
|
||||
t.Fatalf("dealt %d/%d cards, want 2/2", len(s.Player), len(s.Dealer))
|
||||
if len(s.Hands[0].Cards) != 2 || len(s.Dealer) != 2 {
|
||||
t.Fatalf("dealt %d/%d cards, want 2/2", len(s.Hands[0].Cards), len(s.Dealer))
|
||||
}
|
||||
if len(s.Deck) != 6*52-4 {
|
||||
t.Fatalf("shoe has %d cards left, want %d", len(s.Deck), 6*52-4)
|
||||
@@ -174,7 +174,7 @@ func TestNew_DealsFourCardsAndAskThePlayer(t *testing.T) {
|
||||
t.Fatal("no deal event")
|
||||
}
|
||||
// Unless somebody was dealt a natural, it's the player's move.
|
||||
if !IsBlackjack(s.Player) && !IsBlackjack(s.Dealer) && s.Phase != PhasePlayer {
|
||||
if !IsBlackjack(s.Hands[0].Cards) && !IsBlackjack(s.Dealer) && s.Phase != PhasePlayer {
|
||||
t.Fatalf("phase = %q, want %q", s.Phase, PhasePlayer)
|
||||
}
|
||||
}
|
||||
@@ -195,7 +195,7 @@ func TestNew_NaturalSettlesImmediately(t *testing.T) {
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if IsBlackjack(s.Player) {
|
||||
if IsBlackjack(s.Hands[0].Cards) {
|
||||
if s.Phase != PhaseDone {
|
||||
t.Fatalf("seed %d: player has a natural but phase = %q", seed, s.Phase)
|
||||
}
|
||||
@@ -225,7 +225,7 @@ func TestApplyMove_HitUntilBustSettles(t *testing.T) {
|
||||
if s.Phase != PhaseDone {
|
||||
t.Fatal("hitting a dozen times never ended the hand")
|
||||
}
|
||||
if v, _ := HandValue(s.Player); v <= 21 {
|
||||
if v, _ := HandValue(s.Hands[0].Cards); v <= 21 {
|
||||
t.Fatalf("player stopped at %d without busting — the loop should have gone over", v)
|
||||
}
|
||||
if s.Outcome != OutcomeBust || s.Payout != 0 {
|
||||
@@ -285,11 +285,11 @@ func TestApplyMove_DoubleTakesOneCardThenStands(t *testing.T) {
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if !s.Doubled || s.Bet != 200 {
|
||||
t.Fatalf("bet = %d doubled = %v, want 200/true", s.Bet, s.Doubled)
|
||||
if !s.Hands[0].Doubled || s.Bet != 200 {
|
||||
t.Fatalf("bet = %d doubled = %v, want 200/true", s.Bet, s.Hands[0].Doubled)
|
||||
}
|
||||
if len(s.Player) != 3 {
|
||||
t.Fatalf("player has %d cards after a double, want exactly 3", len(s.Player))
|
||||
if len(s.Hands[0].Cards) != 3 {
|
||||
t.Fatalf("player has %d cards after a double, want exactly 3", len(s.Hands[0].Cards))
|
||||
}
|
||||
if s.Phase != PhaseDone {
|
||||
t.Fatal("a double must end the player's turn")
|
||||
@@ -378,9 +378,9 @@ func TestNew_IsReproducibleFromItsSeed(t *testing.T) {
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if cards.Hand(a.Player) != cards.Hand(b.Player) || cards.Hand(a.Dealer) != cards.Hand(b.Dealer) {
|
||||
if cards.Hand(a.Hands[0].Cards) != cards.Hand(b.Hands[0].Cards) || cards.Hand(a.Dealer) != cards.Hand(b.Dealer) {
|
||||
t.Fatalf("same seed dealt different hands: %s/%s vs %s/%s",
|
||||
cards.Hand(a.Player), cards.Hand(a.Dealer), cards.Hand(b.Player), cards.Hand(b.Dealer))
|
||||
cards.Hand(a.Hands[0].Cards), cards.Hand(a.Dealer), cards.Hand(b.Hands[0].Cards), cards.Hand(b.Dealer))
|
||||
}
|
||||
}
|
||||
|
||||
@@ -395,21 +395,21 @@ func TestApplyMove_DerivedStatesDoNotShareCards(t *testing.T) {
|
||||
if s.Phase == PhaseDone {
|
||||
t.Skip("dealt a natural")
|
||||
}
|
||||
before := cards.Hand(s.Player)
|
||||
before := cards.Hand(s.Hands[0].Cards)
|
||||
|
||||
a, _, err := ApplyMove(s, Hit)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
aHand := cards.Hand(a.Player)
|
||||
aHand := cards.Hand(a.Hands[0].Cards)
|
||||
|
||||
if _, _, err := ApplyMove(s, Hit); err != nil { // same start, applied again
|
||||
t.Fatal(err)
|
||||
}
|
||||
if got := cards.Hand(a.Player); got != aHand {
|
||||
if got := cards.Hand(a.Hands[0].Cards); got != aHand {
|
||||
t.Fatalf("the first hand changed under us: %q became %q", aHand, got)
|
||||
}
|
||||
if got := cards.Hand(s.Player); got != before {
|
||||
if got := cards.Hand(s.Hands[0].Cards); got != before {
|
||||
t.Fatalf("ApplyMove mutated the state it was given: %q became %q", before, got)
|
||||
}
|
||||
}
|
||||
|
||||
402
internal/games/blackjack/split_test.go
Normal file
402
internal/games/blackjack/split_test.go
Normal file
@@ -0,0 +1,402 @@
|
||||
package blackjack
|
||||
|
||||
import (
|
||||
"encoding/json"
|
||||
"testing"
|
||||
|
||||
"pete/internal/games/cards"
|
||||
)
|
||||
|
||||
// Split is the only move in blackjack that takes chips out of a player's stack
|
||||
// after the cards are already out, so most of what can go wrong with it is money
|
||||
// rather than cards. These tests are mostly about the money.
|
||||
|
||||
// dealt builds a state mid-hand: the player holding `player`, the dealer showing
|
||||
// `dealer`, and a shoe stacked with `shoe` so the next cards are known. It skips
|
||||
// New() because a split needs a pair, and waiting for one out of a shuffled shoe
|
||||
// is not a test, it's a slot machine.
|
||||
func dealt(bet int64, player, dealer, shoe []cards.Card) State {
|
||||
return State{
|
||||
Rules: DefaultRules(),
|
||||
Deck: cards.Deck(shoe),
|
||||
Dealer: dealer,
|
||||
Hands: []Hand{{Cards: player, Bet: bet}},
|
||||
Bet: bet,
|
||||
Phase: PhasePlayer,
|
||||
}
|
||||
}
|
||||
|
||||
func TestSplitDealsTwoHandsAndTakesASecondBet(t *testing.T) {
|
||||
s := dealt(100,
|
||||
hand(8, 8),
|
||||
hand(cards.King, 6),
|
||||
hand(3, 9, 5, 5), // one card to each hand, then whatever the dealer needs
|
||||
)
|
||||
if !s.CanSplit() {
|
||||
t.Fatal("CanSplit says no to a pair of eights")
|
||||
}
|
||||
if s.SplitCost() != 100 {
|
||||
t.Fatalf("SplitCost = %d, want the same bet again (100)", s.SplitCost())
|
||||
}
|
||||
|
||||
s, evs, err := ApplyMove(s, Split)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if len(s.Hands) != 2 {
|
||||
t.Fatalf("split made %d hands, want 2", len(s.Hands))
|
||||
}
|
||||
for i, h := range s.Hands {
|
||||
if len(h.Cards) != 2 {
|
||||
t.Errorf("hand %d holds %d cards after the split, want 2", i, len(h.Cards))
|
||||
}
|
||||
if h.Cards[0].Rank != 8 {
|
||||
t.Errorf("hand %d didn't keep an eight: %s", i, cards.Hand(h.Cards))
|
||||
}
|
||||
if h.Bet != 100 {
|
||||
t.Errorf("hand %d carries a bet of %d, want 100", i, h.Bet)
|
||||
}
|
||||
if !h.Split {
|
||||
t.Errorf("hand %d isn't marked as split", i)
|
||||
}
|
||||
}
|
||||
// The whole point, in one line: there is twice as much on the table as there
|
||||
// was, and the shell has to have taken it.
|
||||
if s.Bet != 200 {
|
||||
t.Fatalf("total stake = %d after splitting a 100 hand, want 200", s.Bet)
|
||||
}
|
||||
if s.Active != 0 {
|
||||
t.Fatalf("active hand = %d, want the left one first", s.Active)
|
||||
}
|
||||
|
||||
var split, cardsDealt int
|
||||
for _, e := range evs {
|
||||
switch e.Kind {
|
||||
case "split":
|
||||
split++
|
||||
case "player_card":
|
||||
cardsDealt++
|
||||
}
|
||||
}
|
||||
if split != 1 || cardsDealt != 2 {
|
||||
t.Fatalf("the split emitted %d split and %d card events, want 1 and 2", split, cardsDealt)
|
||||
}
|
||||
}
|
||||
|
||||
// Split aces get one card each and no further say. Without that rule a pair of
|
||||
// aces is the best hand in the game every single time.
|
||||
func TestSplitAcesGetOneCardEachAndNoMore(t *testing.T) {
|
||||
s := dealt(50,
|
||||
hand(cards.Ace, cards.Ace),
|
||||
hand(9, 7), // dealer sits on 16, has to draw
|
||||
hand(cards.King, 9, 5),
|
||||
)
|
||||
s, _, err := ApplyMove(s, Split)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
for i, h := range s.Hands {
|
||||
if len(h.Cards) != 2 {
|
||||
t.Errorf("split ace %d holds %d cards, want exactly 2", i, len(h.Cards))
|
||||
}
|
||||
if !h.Done {
|
||||
t.Errorf("split ace %d is still being asked for a decision", i)
|
||||
}
|
||||
}
|
||||
// Both hands are finished the moment they're dealt, so the dealer plays and
|
||||
// the deal settles without the player ever acting again.
|
||||
if s.Phase != PhaseDone {
|
||||
t.Fatalf("phase = %q after splitting aces, want the deal to have run to the end", s.Phase)
|
||||
}
|
||||
}
|
||||
|
||||
// An ace and a ten on a split hand is twenty-one. It is not a blackjack, and the
|
||||
// house does not pay 3:2 for it — which is the single most expensive rule in this
|
||||
// file, because splitting aces makes 21s for a living.
|
||||
func TestTwentyOneOnASplitHandIsNotANatural(t *testing.T) {
|
||||
s := dealt(100,
|
||||
hand(cards.Ace, cards.Ace),
|
||||
hand(cards.King, 7), // dealer stands on 17
|
||||
hand(cards.King, cards.Queen),
|
||||
)
|
||||
s, _, err := ApplyMove(s, Split)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if s.Phase != PhaseDone {
|
||||
t.Fatalf("phase = %q, want done", s.Phase)
|
||||
}
|
||||
for i, h := range s.Hands {
|
||||
if v, _ := h.Value(); v != 21 {
|
||||
t.Fatalf("hand %d is %d, want the 21 this test is about", i, v)
|
||||
}
|
||||
if h.Natural() {
|
||||
t.Errorf("hand %d counts as a natural — a split 21 must not pay 3:2", i)
|
||||
}
|
||||
if h.Outcome != OutcomeWin {
|
||||
t.Errorf("hand %d settled as %q, want a plain win", i, h.Outcome)
|
||||
}
|
||||
// 100 staked, 100 profit, 5% rake off the profit: 195 back, not 245.
|
||||
if h.Payout != 195 {
|
||||
t.Errorf("hand %d paid %d, want 195 (a 1:1 win less the rake), not a 3:2 payout", i, h.Payout)
|
||||
}
|
||||
}
|
||||
if s.Payout != 390 {
|
||||
t.Fatalf("the deal paid %d, want 390", s.Payout)
|
||||
}
|
||||
}
|
||||
|
||||
// Same rank, not same value. A king and a queen are both worth ten and are not a
|
||||
// pair.
|
||||
func TestSplitNeedsAPairOfTheSameRank(t *testing.T) {
|
||||
s := dealt(100, hand(cards.King, cards.Queen), hand(9, 9), hand(5))
|
||||
if s.CanSplit() {
|
||||
t.Error("CanSplit says a king and a queen are a pair")
|
||||
}
|
||||
if _, _, err := ApplyMove(s, Split); err != ErrCantSplit {
|
||||
t.Errorf("splitting K+Q gave %v, want ErrCantSplit", err)
|
||||
}
|
||||
|
||||
// And you cannot split a hand you have already hit.
|
||||
s = dealt(100, hand(8, 8, 5), hand(9, 9), hand(5))
|
||||
if s.CanSplit() {
|
||||
t.Error("CanSplit says yes to a three-card hand")
|
||||
}
|
||||
}
|
||||
|
||||
func TestSplittingStopsAtFourHands(t *testing.T) {
|
||||
// Every card an eight, so every hand splits again for as long as it's allowed.
|
||||
shoe := make([]cards.Card, 0, 12)
|
||||
for i := 0; i < 12; i++ {
|
||||
shoe = append(shoe, cards.Card{Rank: 8, Suit: cards.Spades})
|
||||
}
|
||||
s := dealt(100, hand(8, 8), hand(9, 7), shoe)
|
||||
|
||||
for i := 0; i < MaxHands-1; i++ {
|
||||
var err error
|
||||
if s, _, err = ApplyMove(s, Split); err != nil {
|
||||
t.Fatalf("split %d: %v", i+1, err)
|
||||
}
|
||||
}
|
||||
if len(s.Hands) != MaxHands {
|
||||
t.Fatalf("ended with %d hands, want %d", len(s.Hands), MaxHands)
|
||||
}
|
||||
if s.CanSplit() {
|
||||
t.Fatalf("CanSplit says yes at %d hands", MaxHands)
|
||||
}
|
||||
if _, _, err := ApplyMove(s, Split); err != ErrCantSplit {
|
||||
t.Errorf("the fifth split gave %v, want ErrCantSplit", err)
|
||||
}
|
||||
if s.Bet != 400 {
|
||||
t.Errorf("four hands of 100 = %d staked, want 400", s.Bet)
|
||||
}
|
||||
}
|
||||
|
||||
// Each hand is raked on its own winnings. Netting the hands against each other
|
||||
// first would mean a player who wins one and loses one pays no rake at all, which
|
||||
// is not a rake, it's a discount for splitting.
|
||||
func TestEachSplitHandIsSettledAndRakedOnItsOwn(t *testing.T) {
|
||||
s := dealt(100,
|
||||
hand(8, 8),
|
||||
hand(cards.King, 9), // dealer stands on 19
|
||||
// left hand gets a 2 (10, then it hits to 20 and stands);
|
||||
// right hand gets a 3 (11) and will bust on a king.
|
||||
hand(2, 3, cards.King, cards.King),
|
||||
)
|
||||
s, _, err := ApplyMove(s, Split)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if s, _, err = ApplyMove(s, Hit); err != nil { // left: 8+2+K = 20
|
||||
t.Fatal(err)
|
||||
}
|
||||
if v, _ := s.Hands[0].Value(); v != 20 {
|
||||
t.Fatalf("left hand is %d, want 20", v)
|
||||
}
|
||||
if s, _, err = ApplyMove(s, Stand); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if s.Active != 1 {
|
||||
t.Fatalf("standing on the left hand left the active hand at %d, want 1", s.Active)
|
||||
}
|
||||
if s, _, err = ApplyMove(s, Hit); err != nil { // right: 8+3+K = 21... no: 8+3=11, +K = 21
|
||||
t.Fatal(err)
|
||||
}
|
||||
if s.Phase != PhaseDone {
|
||||
t.Fatalf("phase = %q, want done", s.Phase)
|
||||
}
|
||||
|
||||
left, right := s.Hands[0], s.Hands[1]
|
||||
if left.Outcome != OutcomeWin { // 20 beats 19
|
||||
t.Errorf("left hand settled %q, want a win", left.Outcome)
|
||||
}
|
||||
if right.Outcome != OutcomeWin { // 21 beats 19
|
||||
t.Errorf("right hand settled %q, want a win", right.Outcome)
|
||||
}
|
||||
// Two 100 hands, each winning 100, each raked 5 on its own profit.
|
||||
if left.Rake != 5 || right.Rake != 5 || s.Rake != 10 {
|
||||
t.Errorf("rake = %d/%d (total %d), want 5/5 (10) — each hand raked on its own winnings", left.Rake, right.Rake, s.Rake)
|
||||
}
|
||||
if s.Payout != 390 || s.Net() != 190 {
|
||||
t.Errorf("payout = %d net = %d, want 390 and 190", s.Payout, s.Net())
|
||||
}
|
||||
}
|
||||
|
||||
// A hand that busts loses its own bet and nothing else. The other hand is a
|
||||
// separate bet and settles on its own merits.
|
||||
func TestBustingOneSplitHandDoesNotTouchTheOther(t *testing.T) {
|
||||
s := dealt(100,
|
||||
hand(9, 9),
|
||||
hand(cards.King, 8), // dealer stands on 18
|
||||
hand(5, 2, cards.King, cards.King),
|
||||
)
|
||||
s, _, err := ApplyMove(s, Split) // left: 9+5=14, right: 9+2=11
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if s, _, err = ApplyMove(s, Hit); err != nil { // left: 14+K = 24, bust
|
||||
t.Fatal(err)
|
||||
}
|
||||
if s.Hands[0].Outcome != "" && s.Hands[0].Outcome != OutcomeBust {
|
||||
t.Fatalf("left hand outcome %q before settling", s.Hands[0].Outcome)
|
||||
}
|
||||
if !s.Hands[0].Done || s.Active != 1 {
|
||||
t.Fatalf("a bust hand didn't hand over: done=%v active=%d", s.Hands[0].Done, s.Active)
|
||||
}
|
||||
if s, _, err = ApplyMove(s, Hit); err != nil { // right: 11+K = 21
|
||||
t.Fatal(err)
|
||||
}
|
||||
|
||||
if s.Hands[0].Outcome != OutcomeBust || s.Hands[0].Payout != 0 {
|
||||
t.Errorf("left hand = %q paying %d, want a bust paying nothing", s.Hands[0].Outcome, s.Hands[0].Payout)
|
||||
}
|
||||
if s.Hands[1].Outcome != OutcomeWin || s.Hands[1].Payout != 195 {
|
||||
t.Errorf("right hand = %q paying %d, want a win paying 195", s.Hands[1].Outcome, s.Hands[1].Payout)
|
||||
}
|
||||
// Staked 200, got 195 back: down 5 on the deal, and the word for that is lose.
|
||||
if s.Payout != 195 || s.Net() != -5 || s.Outcome != OutcomeLose {
|
||||
t.Errorf("deal settled %q paying %d (net %d), want lose/195/-5", s.Outcome, s.Payout, s.Net())
|
||||
}
|
||||
}
|
||||
|
||||
// If every hand busts there is nothing left to beat, and the dealer does not turn
|
||||
// over — same as it always was with one hand.
|
||||
func TestTheDealerDoesNotPlayWhenEveryHandIsBust(t *testing.T) {
|
||||
s := dealt(100,
|
||||
hand(9, 9),
|
||||
hand(cards.King, 6),
|
||||
hand(8, 8, cards.King, cards.King, 4), // both hands reach 17 then bust on a king
|
||||
)
|
||||
s, _, err := ApplyMove(s, Split)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if s, _, err = ApplyMove(s, Hit); err != nil { // left 9+8+K = 27
|
||||
t.Fatal(err)
|
||||
}
|
||||
if s, _, err = ApplyMove(s, Hit); err != nil { // right 9+8+K = 27
|
||||
t.Fatal(err)
|
||||
}
|
||||
if s.Phase != PhaseDone {
|
||||
t.Fatalf("phase = %q, want done", s.Phase)
|
||||
}
|
||||
if len(s.Dealer) != 2 {
|
||||
t.Errorf("the dealer drew to %d cards with every hand already bust", len(s.Dealer))
|
||||
}
|
||||
if s.Payout != 0 {
|
||||
t.Errorf("two bust hands paid %d, want nothing", s.Payout)
|
||||
}
|
||||
}
|
||||
|
||||
// The dealer not drawing is not the same as the dealer not turning over. The
|
||||
// browser has been showing a face-down card since the deal, and the settled state
|
||||
// it gets handed has the dealer's whole total on it — so a bust-out still owes it
|
||||
// a reveal, or the felt prints a nineteen under a card nobody has looked at.
|
||||
func TestBustingOutStillTurnsTheHoleCardOver(t *testing.T) {
|
||||
s := dealt(100,
|
||||
hand(cards.King, 6),
|
||||
hand(cards.King, 9),
|
||||
hand(cards.King), // 16 + K = 26
|
||||
)
|
||||
s, evs, err := ApplyMove(s, Hit)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if s.Phase != PhaseDone || s.Outcome != OutcomeBust {
|
||||
t.Fatalf("phase/outcome = %q/%q, want done/bust", s.Phase, s.Outcome)
|
||||
}
|
||||
var reveal bool
|
||||
for _, e := range evs {
|
||||
if e.Kind == "reveal" {
|
||||
reveal = true
|
||||
}
|
||||
}
|
||||
if !reveal {
|
||||
t.Error("the player busted out and the hole card was never revealed")
|
||||
}
|
||||
}
|
||||
|
||||
// Doubling after a split doubles *that hand's* bet, not the whole table's.
|
||||
func TestDoublingAfterASplitOnlyDoublesThatHand(t *testing.T) {
|
||||
s := dealt(100,
|
||||
hand(5, 5),
|
||||
hand(cards.King, 7),
|
||||
hand(6, 4, 9, cards.King),
|
||||
)
|
||||
s, _, err := ApplyMove(s, Split) // left: 5+6=11, right: 5+4=9
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if s.DoubleCost() != 100 {
|
||||
t.Fatalf("DoubleCost = %d on a split hand of 100, want 100", s.DoubleCost())
|
||||
}
|
||||
s, _, err = ApplyMove(s, Double) // left doubles: 11 + 9 = 20
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if s.Hands[0].Bet != 200 || s.Hands[1].Bet != 100 {
|
||||
t.Fatalf("bets are %d/%d after doubling the left hand, want 200/100", s.Hands[0].Bet, s.Hands[1].Bet)
|
||||
}
|
||||
if s.Bet != 300 {
|
||||
t.Fatalf("total staked = %d, want 300 (100 + a doubled 100 + 100)", s.Bet)
|
||||
}
|
||||
if !s.Hands[0].Done || s.Active != 1 {
|
||||
t.Fatal("a doubled hand takes one card and hands over")
|
||||
}
|
||||
}
|
||||
|
||||
// A live hand outlives a deploy. The blobs written before split existed have a
|
||||
// "player" array and no "hands", and a state that decodes to no hands at all is a
|
||||
// player whose cards vanished mid-deal.
|
||||
func TestALiveHandDealtBeforeSplitExistedStillLoads(t *testing.T) {
|
||||
legacy := []byte(`{
|
||||
"rules": {"decks": 6, "blackjack_pays": 1.5, "dealer_hits_soft17": true, "rake_pct": 0.05},
|
||||
"deck": [],
|
||||
"player": [{"r": 10, "s": 1}, {"r": 7, "s": 2}],
|
||||
"dealer": [{"r": 9, "s": 0}, {"r": 5, "s": 3}],
|
||||
"bet": 250,
|
||||
"doubled": false,
|
||||
"phase": "player"
|
||||
}`)
|
||||
|
||||
var s State
|
||||
if err := json.Unmarshal(legacy, &s); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if len(s.Hands) != 1 {
|
||||
t.Fatalf("an old live hand decoded to %d hands, want 1 — the player's cards went missing", len(s.Hands))
|
||||
}
|
||||
if len(s.Hands[0].Cards) != 2 {
|
||||
t.Fatalf("the revived hand holds %d cards, want 2", len(s.Hands[0].Cards))
|
||||
}
|
||||
if s.Hands[0].Bet != 250 || s.Bet != 250 {
|
||||
t.Fatalf("the revived hand carries %d of the %d staked, want all of it", s.Hands[0].Bet, s.Bet)
|
||||
}
|
||||
if v, _ := s.Hands[0].Value(); v != 17 {
|
||||
t.Fatalf("the revived hand is worth %d, want 17", v)
|
||||
}
|
||||
// And it can still be played to the end.
|
||||
if _, _, err := ApplyMove(s, Stand); err != nil {
|
||||
t.Fatalf("the revived hand could not be stood on: %v", err)
|
||||
}
|
||||
}
|
||||
@@ -180,14 +180,19 @@ func (s *State) payPot(pot Pot, live []ranked, evs *[]Event) {
|
||||
amount -= rake
|
||||
s.Rake += rake // every chip of it, so the table still balances
|
||||
|
||||
// But only the part that came out of *your* winnings is money the house
|
||||
// actually made, and it is the only part the felt should quote you. The
|
||||
// bots' chips are not real — the only real money at this table is yours —
|
||||
// so raking a pot a bot won costs you nothing, and a counter that climbed
|
||||
// while you folded would be telling you it had.
|
||||
// But only the part that came out of a *human's* winnings is money the
|
||||
// house actually made, and it is the only part worth quoting. The bots'
|
||||
// chips are not real — the only real money at the table is the players' —
|
||||
// so raking a pot a bot won costs nobody anything, and a counter that
|
||||
// climbed while every human folded would be telling them it had.
|
||||
for _, w := range winners {
|
||||
if w.seat == You {
|
||||
if !s.Seats[w.seat].Bot {
|
||||
// The table total (for the audit's delta) and the winner's own
|
||||
// running tally (for the ledger line the felt shows them). At a
|
||||
// table with two humans these are different numbers: each player is
|
||||
// only ever quoted the rake that came out of a pot they won.
|
||||
s.Paid += rake / int64(len(winners))
|
||||
s.Seats[w.seat].Paid += rake / int64(len(winners))
|
||||
}
|
||||
}
|
||||
*evs = append(*evs, Event{Kind: "rake", Seat: -1, Amount: rake})
|
||||
|
||||
@@ -49,11 +49,9 @@ var (
|
||||
ErrUnknownTier = errors.New("holdem: no such table")
|
||||
ErrBadBuyIn = errors.New("holdem: that isn't a legal buy-in")
|
||||
ErrTableFull = errors.New("holdem: too many seats")
|
||||
ErrSeatTaken = errors.New("holdem: that seat is taken")
|
||||
)
|
||||
|
||||
// You are always seat zero. The bots are the seats after you.
|
||||
const You = 0
|
||||
|
||||
// rakeCapBB caps the rake on any one pot at three big blinds, which is what a
|
||||
// cardroom does. Without a cap, five percent of a big pot is a lot of money to
|
||||
// take off a player for winning it.
|
||||
@@ -103,6 +101,7 @@ type Seat struct {
|
||||
Bet int64 `json:"bet"` // put in on this street
|
||||
Total int64 `json:"total"` // put in across this hand
|
||||
Won int64 `json:"won"` // taken out of the pot this hand
|
||||
Paid int64 `json:"paid"` // rake lifted from pots this seat has won, all session
|
||||
State SeatState `json:"state"`
|
||||
Acted bool `json:"acted"` // has chosen to do something this street
|
||||
}
|
||||
@@ -264,46 +263,171 @@ type Move struct {
|
||||
// botNames are the regulars. Six of them so a full table never has two.
|
||||
var botNames = []string{"Dice", "Marjorie", "Ox", "Sunny", "Pinch", "The Reverend"}
|
||||
|
||||
// New sits you down. The buy-in is chips the caller has already taken off the
|
||||
// player's stack; this engine only ever gives them back through Leave.
|
||||
// SeatConfig is one chair the table opens with. A shared table is seated by the
|
||||
// runtime: humans in the chairs people have taken, bots in the rest. Solo play is
|
||||
// just the case where exactly one chair is human, which is why there is no longer
|
||||
// a separate solo constructor and no seat-zero-is-you convention — a table is a
|
||||
// list of seats, and who is human is a property of each seat, not of its index.
|
||||
type SeatConfig struct {
|
||||
Name string
|
||||
Bot bool
|
||||
// Stack is the starting chips: a human's buy-in (already taken off their chip
|
||||
// stack by the caller), or a bot's stake from the house.
|
||||
Stack int64
|
||||
}
|
||||
|
||||
// New opens a table and seats it. No hand is dealt yet — the table opens on
|
||||
// PhaseHandOver, the state a table between hands is in, and the first Deal starts
|
||||
// the first hand.
|
||||
//
|
||||
// No hand is dealt yet — the table opens on PhaseHandOver, which is the state a
|
||||
// table between hands is in, and the first Deal move starts the first hand.
|
||||
func New(t Tier, bots int, buyIn int64, rakePct float64, seed1, seed2 uint64) (State, []Event, error) {
|
||||
if bots < 1 || bots > MaxBots {
|
||||
// The engine gives a human's chips back only by the runtime reading their stack
|
||||
// when they leave; it never credits a chip stack itself. Bot stacks are house
|
||||
// chips and not real money — the only real money at the table is the humans'.
|
||||
func New(t Tier, seats []SeatConfig, rakePct float64, seed1, seed2 uint64) (State, []Event, error) {
|
||||
if len(seats) < 2 || len(seats) > MaxBots+1 {
|
||||
return State{}, nil, ErrTableFull
|
||||
}
|
||||
if buyIn < t.MinBuy || buyIn > t.MaxBuy {
|
||||
return State{}, nil, ErrBadBuyIn
|
||||
}
|
||||
t.RakePct = rakePct
|
||||
|
||||
s := State{
|
||||
Tier: t,
|
||||
Button: 0,
|
||||
Phase: PhaseHandOver,
|
||||
BoughtIn: buyIn,
|
||||
Seed1: seed1,
|
||||
Seed2: seed2,
|
||||
Tier: t,
|
||||
Phase: PhaseHandOver,
|
||||
Seed1: seed1,
|
||||
Seed2: seed2,
|
||||
}
|
||||
s.Seats = append(s.Seats, Seat{Name: "You", Stack: buyIn})
|
||||
for i := 0; i < bots; i++ {
|
||||
s.Seats = append(s.Seats, Seat{Name: botNames[i], Bot: true, Stack: t.MaxBuy})
|
||||
var evs []Event
|
||||
for _, sc := range seats {
|
||||
if !sc.Bot && (sc.Stack < t.MinBuy || sc.Stack > t.MaxBuy) {
|
||||
return State{}, nil, ErrBadBuyIn
|
||||
}
|
||||
i := len(s.Seats)
|
||||
s.Seats = append(s.Seats, Seat{Name: sc.Name, Bot: sc.Bot, Stack: sc.Stack})
|
||||
if !sc.Bot {
|
||||
// BoughtIn is the sum of what the humans brought — the audit's idea of the
|
||||
// stake. Per-seat border accounting lives in storage (game_seats.staked),
|
||||
// not here; the engine only ever moves chips within the table.
|
||||
s.BoughtIn += sc.Stack
|
||||
evs = append(evs, Event{Kind: "sit", Seat: i, Amount: sc.Stack, Text: t.Name})
|
||||
}
|
||||
}
|
||||
|
||||
// The button starts to your right, so the first hand deals you the small blind
|
||||
// heads-up and the button on a full table — either way you are in the action
|
||||
// from the first card rather than folding your way in.
|
||||
// The button starts at the last seat, so deal() moves it to the first: a full
|
||||
// table puts the earliest seat on the button, and heads-up puts it on the small
|
||||
// blind, in the action from the first card either way.
|
||||
s.Button = len(s.Seats) - 1
|
||||
|
||||
evs := []Event{{Kind: "sit", Seat: You, Amount: buyIn, Text: t.Name}}
|
||||
return s, evs, nil
|
||||
}
|
||||
|
||||
// ApplyMove is the whole engine. It plays your move, then every bot behind you,
|
||||
// deals whatever streets that finishes, and stops either when it is your turn
|
||||
// again or when the hand is over.
|
||||
func ApplyMove(s State, m Move) (State, []Event, error) {
|
||||
// soloSeats builds the seat list for a table of one human and n bots — the shape
|
||||
// every table had before multiplayer, and the one the solo handler still opens.
|
||||
// The human is seat zero and takes buyIn; the bots take the table maximum.
|
||||
// SoloSeats is exported for the handler that still opens a solo table. See New.
|
||||
func SoloSeats(t Tier, bots int, buyIn int64) []SeatConfig {
|
||||
return TableSeats(t, "You", bots, buyIn)
|
||||
}
|
||||
|
||||
// TableSeats builds a table of one named human and n bots. It is what a player
|
||||
// opening their own table gets: a chair with their name on it, and the rest of
|
||||
// the felt filled with the house's regulars so the table is never empty. The
|
||||
// human takes seat zero and their buy-in; each bot takes the table maximum in
|
||||
// house chips, which are not real money and get rebought when a bot runs dry.
|
||||
func TableSeats(t Tier, human string, bots int, buyIn int64) []SeatConfig {
|
||||
seats := []SeatConfig{{Name: human, Stack: buyIn}}
|
||||
for i := 0; i < bots && i < len(botNames); i++ {
|
||||
seats = append(seats, SeatConfig{Name: botNames[i], Bot: true, Stack: t.MaxBuy})
|
||||
}
|
||||
return seats
|
||||
}
|
||||
|
||||
// freeBotName picks a regular not already sitting at the table, so vacating a
|
||||
// seat never puts two Marjories on the felt. It falls back to a generic name if
|
||||
// every regular is somehow taken, which a six-max table cannot actually manage.
|
||||
func (s *State) freeBotName() string {
|
||||
used := make(map[string]bool, len(s.Seats))
|
||||
for i := range s.Seats {
|
||||
used[s.Seats[i].Name] = true
|
||||
}
|
||||
for _, n := range botNames {
|
||||
if !used[n] {
|
||||
return n
|
||||
}
|
||||
}
|
||||
return "The House"
|
||||
}
|
||||
|
||||
// Vacate turns a human's chair back into the house's and returns the stack that
|
||||
// goes home with them. It is how a shared table survives a player getting up: the
|
||||
// seat keeps its place and its chips — which become house money, rebought like
|
||||
// any bot's when they run low — so the others play on without a hole in the ring.
|
||||
//
|
||||
// The chips left in the seat are not a leak. The only real money at the table is
|
||||
// in the human seats; the moment a seat is a bot's, its stack is house chips that
|
||||
// nobody's balance is counting. What the player actually takes home is the
|
||||
// returned stack, credited by the runtime in the same transaction that saves this
|
||||
// state — see storage.LeaveTable.
|
||||
//
|
||||
// It refuses while a hand is live, because a seat with chips in the pot cannot be
|
||||
// emptied without stranding them. PhaseHandOver is the only phase Leave was ever
|
||||
// legal from.
|
||||
func (s *State) Vacate(seat int) (int64, error) {
|
||||
if seat < 0 || seat >= len(s.Seats) {
|
||||
return 0, ErrUnknownMove
|
||||
}
|
||||
if s.Phase == PhaseBetting {
|
||||
return 0, ErrHandLive
|
||||
}
|
||||
p := &s.Seats[seat]
|
||||
if p.Bot {
|
||||
return 0, ErrUnknownMove
|
||||
}
|
||||
home := p.Stack
|
||||
p.Bot = true
|
||||
p.Name = s.freeBotName()
|
||||
return home, nil
|
||||
}
|
||||
|
||||
// Occupy seats a human in a chair a bot was keeping warm, with the buy-in they
|
||||
// brought. It is the join half of Vacate: a player sitting down at somebody
|
||||
// else's table takes an open seat rather than opening a felt of their own.
|
||||
//
|
||||
// Like Vacate it is a between-hands move — you cannot sit into a live hand — and
|
||||
// the buy-in has to be legal for the table, because the chips are already off the
|
||||
// player's stack by the time this runs and an illegal seat would strand them.
|
||||
func (s *State) Occupy(seat int, name string, buyIn int64) error {
|
||||
if seat < 0 || seat >= len(s.Seats) {
|
||||
return ErrUnknownMove
|
||||
}
|
||||
if s.Phase == PhaseBetting {
|
||||
return ErrHandLive
|
||||
}
|
||||
if !s.Seats[seat].Bot {
|
||||
return ErrSeatTaken
|
||||
}
|
||||
if buyIn < s.Tier.MinBuy || buyIn > s.Tier.MaxBuy {
|
||||
return ErrBadBuyIn
|
||||
}
|
||||
p := &s.Seats[seat]
|
||||
p.Bot = false
|
||||
p.Name = name
|
||||
p.Stack = buyIn
|
||||
p.State = Out // between hands; the next deal brings them in
|
||||
s.BoughtIn += buyIn
|
||||
return nil
|
||||
}
|
||||
|
||||
// ApplyMove is the whole engine. It plays the acting seat's move, then every bot
|
||||
// behind them, deals whatever streets that finishes, and stops when the action
|
||||
// reaches a human — the same one again, or another at the table — or when the
|
||||
// hand is over.
|
||||
//
|
||||
// seat is who is acting. A betting move is legal only from the seat whose turn it
|
||||
// is; the session moves (Deal, TopUp, Leave) belong to the seat that sent them.
|
||||
// This is the one place seat identity enters the engine — everything below works
|
||||
// on seat indices already.
|
||||
func ApplyMove(s State, seat int, m Move) (State, []Event, error) {
|
||||
if seat < 0 || seat >= len(s.Seats) {
|
||||
return s, nil, ErrUnknownMove
|
||||
}
|
||||
if s.Phase == PhaseDone {
|
||||
return s, nil, ErrOver
|
||||
}
|
||||
@@ -322,32 +446,36 @@ func ApplyMove(s State, m Move) (State, []Event, error) {
|
||||
if s.Phase != PhaseHandOver {
|
||||
return s, nil, ErrHandLive
|
||||
}
|
||||
if m.Amount <= 0 || s.Seats[You].Stack+m.Amount > s.Tier.MaxBuy {
|
||||
if m.Amount <= 0 || s.Seats[seat].Stack+m.Amount > s.Tier.MaxBuy {
|
||||
return s, nil, ErrBadBuyIn
|
||||
}
|
||||
s.Seats[You].Stack += m.Amount
|
||||
s.Seats[seat].Stack += m.Amount
|
||||
s.BoughtIn += m.Amount
|
||||
evs = append(evs, Event{Kind: "topup", Seat: You, Amount: m.Amount})
|
||||
evs = append(evs, Event{Kind: "topup", Seat: seat, Amount: m.Amount})
|
||||
|
||||
case Leave:
|
||||
if s.Phase != PhaseHandOver {
|
||||
return s, nil, ErrHandLive
|
||||
}
|
||||
// Getting up at a solo table ends the session and pays the stack out; the
|
||||
// runtime reads Payout and crosses the border. At a shared table leaving is a
|
||||
// storage operation (LeaveTable swaps the seat for a bot in the settle tx),
|
||||
// and this branch is not the path taken — see the handler.
|
||||
s.Phase = PhaseDone
|
||||
s.Payout = s.Seats[You].Stack
|
||||
evs = append(evs, Event{Kind: "leave", Seat: You, Amount: s.Payout})
|
||||
s.Payout = s.Seats[seat].Stack
|
||||
evs = append(evs, Event{Kind: "leave", Seat: seat, Amount: s.Payout})
|
||||
|
||||
case Fold, Check, Call, Raise, Shove:
|
||||
if s.Phase != PhaseBetting {
|
||||
return s, nil, ErrNoHand
|
||||
}
|
||||
if s.ToAct != You {
|
||||
if s.ToAct != seat {
|
||||
return s, nil, ErrNotYourTurn
|
||||
}
|
||||
if err := s.act(You, m, &evs); err != nil {
|
||||
if err := s.act(seat, m, &evs); err != nil {
|
||||
return s, nil, err // nothing happened; the caller keeps the old state
|
||||
}
|
||||
s.ToAct = s.nextCanAct(You)
|
||||
s.ToAct = s.nextCanAct(seat)
|
||||
s.advance(&evs, rng, true)
|
||||
|
||||
default:
|
||||
@@ -485,8 +613,8 @@ func (s *State) advance(evs *[]Event, rng *rand.Rand, bots bool) {
|
||||
continue
|
||||
}
|
||||
|
||||
if s.ToAct == You || !bots {
|
||||
return // a decision that isn't ours to make
|
||||
if !s.Seats[s.ToAct].Bot || !bots {
|
||||
return // a decision a human has to make, or the trainer wants to
|
||||
}
|
||||
|
||||
s.botActs(s.ToAct, evs, rng)
|
||||
@@ -546,10 +674,19 @@ func (s *State) deal(evs *[]Event, rng *rand.Rand) {
|
||||
p.Hole[round] = c
|
||||
}
|
||||
}
|
||||
// Only your cards go into the script. The bots' are in the state, on this side
|
||||
// of the wire, and the only thing that ever turns them over is a showdown.
|
||||
*evs = append(*evs, Event{Kind: "hole", Seat: You,
|
||||
Cards: []cards.Card{s.Seats[You].Hole[0], s.Seats[You].Hole[1]}})
|
||||
// A hole event per dealt seat, each carrying that seat's cards. The engine no
|
||||
// longer decides who may see what — it cannot, now that a table has more than
|
||||
// one human — so it emits every hand and the view layer redacts per viewer,
|
||||
// nulling the cards of every seat but the one watching. That per-seat redaction
|
||||
// is the whole security boundary once these events fan out over SSE, and it has
|
||||
// a test that renders each seat's view and greps for anybody else's cards.
|
||||
for i := range s.Seats {
|
||||
if s.Seats[i].State == Out {
|
||||
continue
|
||||
}
|
||||
*evs = append(*evs, Event{Kind: "hole", Seat: i,
|
||||
Cards: []cards.Card{s.Seats[i].Hole[0], s.Seats[i].Hole[1]}})
|
||||
}
|
||||
|
||||
s.ToAct = s.firstPreFlop(bb)
|
||||
}
|
||||
@@ -627,18 +764,34 @@ func (s *State) endHand(evs *[]Event) {
|
||||
s.Pot = 0
|
||||
s.Side = nil
|
||||
s.Phase = PhaseHandOver
|
||||
*evs = append(*evs, Event{Kind: "end", Seat: -1, Amount: s.Seats[You].Stack})
|
||||
*evs = append(*evs, Event{Kind: "end", Seat: -1})
|
||||
|
||||
// Busting is the end of the session, not the end of a hand. There is nothing
|
||||
// to deal you and nothing to give back, so the table closes and you sit down
|
||||
// again — which is a buy-in, and a buy-in is a decision worth making on purpose.
|
||||
if s.Seats[You].Stack <= 0 {
|
||||
// Busting is the end of a session, not of a hand. At a solo table there is
|
||||
// nothing to deal the one human and nothing to give back, so the table closes
|
||||
// and they sit down again — a buy-in, and a buy-in is a decision worth making
|
||||
// on purpose. At a shared table one human busting is not everyone's business:
|
||||
// their seat simply goes Out and the runtime offers the rebuy while the table
|
||||
// plays on. So the whole-session bust only fires when there is a single human.
|
||||
humans := s.humanSeats()
|
||||
if len(humans) == 1 && s.Seats[humans[0]].Stack <= 0 {
|
||||
s.Phase = PhaseDone
|
||||
s.Payout = 0
|
||||
*evs = append(*evs, Event{Kind: "bust", Seat: You})
|
||||
*evs = append(*evs, Event{Kind: "bust", Seat: humans[0]})
|
||||
}
|
||||
}
|
||||
|
||||
// humanSeats lists the seats a person is sitting in. Bots are the house; the only
|
||||
// real money at the table is in these.
|
||||
func (s State) humanSeats() []int {
|
||||
var out []int
|
||||
for i := range s.Seats {
|
||||
if !s.Seats[i].Bot {
|
||||
out = append(out, i)
|
||||
}
|
||||
}
|
||||
return out
|
||||
}
|
||||
|
||||
// ---- the small stuff -------------------------------------------------------
|
||||
|
||||
// next derives this step's generator and advances the step count.
|
||||
@@ -731,6 +884,24 @@ func (s State) nextIn(from int) int {
|
||||
return from
|
||||
}
|
||||
|
||||
// nextDealt is the next seat holding cards this hand, folded or not. Where
|
||||
// nextIn asks "who is still in the betting", this asks "who was dealt in", and
|
||||
// the pair is easy to confuse: fold three seats and nextIn walks straight past
|
||||
// them, so anything counting seats round the table lands somewhere different
|
||||
// depending on how the hand has gone. Position needs the fixed one — where you
|
||||
// sit is decided when the button moves and does not change because somebody
|
||||
// mucked.
|
||||
func (s State) nextDealt(from int) int {
|
||||
n := len(s.Seats)
|
||||
for i := 1; i <= n; i++ {
|
||||
next := (from + i) % n
|
||||
if s.Seats[next].State != Out {
|
||||
return next
|
||||
}
|
||||
}
|
||||
return from
|
||||
}
|
||||
|
||||
// onlyActor is the one seat that can still act. Call it when canActCount is 1.
|
||||
func (s State) onlyActor() int {
|
||||
for i := range s.Seats {
|
||||
@@ -838,8 +1009,8 @@ func (s State) Position(seat int) string {
|
||||
return "BB" // heads-up, the other seat is always the big blind
|
||||
}
|
||||
|
||||
sb := s.nextIn(s.Button)
|
||||
bb := s.nextIn(sb)
|
||||
sb := s.nextDealt(s.Button)
|
||||
bb := s.nextDealt(sb)
|
||||
switch seat {
|
||||
case sb:
|
||||
return "SB"
|
||||
@@ -847,7 +1018,7 @@ func (s State) Position(seat int) string {
|
||||
return "BB"
|
||||
}
|
||||
|
||||
utg := s.nextIn(bb)
|
||||
utg := s.nextDealt(bb)
|
||||
if seat == utg {
|
||||
return "UTG"
|
||||
}
|
||||
@@ -856,7 +1027,7 @@ func (s State) Position(seat int) string {
|
||||
// closest to the button is the cutoff.
|
||||
dist, cur := 0, utg
|
||||
for i := 0; i < n; i++ {
|
||||
cur = s.nextIn(cur)
|
||||
cur = s.nextDealt(cur)
|
||||
dist++
|
||||
if cur == seat {
|
||||
break
|
||||
|
||||
@@ -21,7 +21,7 @@ func TestChipsAreConserved(t *testing.T) {
|
||||
bots := 1 + game%MaxBots
|
||||
tier := Tiers[game%len(Tiers)]
|
||||
|
||||
s, _, err := New(tier, bots, tier.MaxBuy, tier.RakePct, uint64(game), 7)
|
||||
s, _, err := New(tier, SoloSeats(tier, bots, tier.MaxBuy), tier.RakePct, uint64(game), 7)
|
||||
if err != nil {
|
||||
t.Fatalf("new table: %v", err)
|
||||
}
|
||||
@@ -30,7 +30,7 @@ func TestChipsAreConserved(t *testing.T) {
|
||||
|
||||
for hand := 0; hand < 8 && s.Phase != PhaseDone; hand++ {
|
||||
var evs []Event
|
||||
s, evs, err = ApplyMove(s, Move{Kind: Deal})
|
||||
s, evs, err = apply(s, Move{Kind: Deal})
|
||||
if err != nil {
|
||||
t.Fatalf("game %d hand %d: deal: %v", game, hand, err)
|
||||
}
|
||||
@@ -41,7 +41,7 @@ func TestChipsAreConserved(t *testing.T) {
|
||||
if step > 200 {
|
||||
t.Fatalf("game %d hand %d: the hand will not end", game, hand)
|
||||
}
|
||||
s, _, err = ApplyMove(s, randomMove(s, rng))
|
||||
s, _, err = apply(s, randomMove(s, rng))
|
||||
if err != nil {
|
||||
t.Fatalf("game %d hand %d: %v", game, hand, err)
|
||||
}
|
||||
@@ -98,6 +98,21 @@ func stacks(s State) []int64 {
|
||||
return out
|
||||
}
|
||||
|
||||
// You is seat zero — the shape every test in this file is written against. The
|
||||
// engine no longer has this constant: a table is a list of seats and which are
|
||||
// human is a per-seat property, not a fixed index. But these tests all seat one
|
||||
// human at zero (the pre-multiplayer solo shape), so a test-local alias keeps
|
||||
// them readable as the regression guard they are. The multiway behaviour has its
|
||||
// own tests, which do not assume it.
|
||||
const You = 0
|
||||
|
||||
// apply plays a move as the seat whose turn it is at a solo table — always the
|
||||
// human at seat zero. It wraps the seat-parameterized ApplyMove so the solo tests
|
||||
// read as they did before the reshape.
|
||||
func apply(s State, m Move) (State, []Event, error) {
|
||||
return ApplyMove(s, You, m)
|
||||
}
|
||||
|
||||
// randomMove picks something legal for the player, without any thought at all.
|
||||
// A bad player is exactly what this test wants: it gets into all-ins, folds,
|
||||
// short stacks and split pots far faster than a good one would.
|
||||
@@ -122,7 +137,7 @@ func randomMove(s State, rng *rand.Rand) Move {
|
||||
|
||||
func TestHeadsUpButtonIsTheSmallBlindAndActsFirst(t *testing.T) {
|
||||
s := table(t, Tiers[0], 1, 200)
|
||||
s, evs, err := ApplyMove(s, Move{Kind: Deal})
|
||||
s, evs, err := apply(s, Move{Kind: Deal})
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
@@ -154,13 +169,13 @@ func TestTheBigBlindGetsTheirOption(t *testing.T) {
|
||||
// A table where everyone just calls: the big blind has the bet matched without
|
||||
// ever having chosen anything, and the street must not end until they speak.
|
||||
s := table(t, Tiers[0], 1, 200)
|
||||
s, _, _ = ApplyMove(s, Move{Kind: Deal})
|
||||
s, _, _ = apply(s, Move{Kind: Deal})
|
||||
|
||||
// Find a hand where the player is the big blind. The button alternates, so at
|
||||
// most a couple of deals.
|
||||
for i := 0; i < 6 && s.Position(You) != "BB"; i++ {
|
||||
s = playOut(t, s)
|
||||
s, _, _ = ApplyMove(s, Move{Kind: Deal})
|
||||
s, _, _ = apply(s, Move{Kind: Deal})
|
||||
}
|
||||
if s.Position(You) != "BB" {
|
||||
t.Skip("never dealt the big blind")
|
||||
@@ -170,7 +185,7 @@ func TestTheBigBlindGetsTheirOption(t *testing.T) {
|
||||
}
|
||||
if s.ToAct == You && s.Owed(You) == 0 {
|
||||
// This is the option: nothing to call, but the hand is still ours to act on.
|
||||
if _, _, err := ApplyMove(s, Move{Kind: Check}); err != nil {
|
||||
if _, _, err := apply(s, Move{Kind: Check}); err != nil {
|
||||
t.Errorf("the big blind cannot check their option: %v", err)
|
||||
}
|
||||
}
|
||||
@@ -388,7 +403,7 @@ func TestTheRakeIsFivePercentUnderTheCap(t *testing.T) {
|
||||
// house quietly took nothing from every pot for an afternoon.
|
||||
func TestTheRakeSurvivesTheConstructor(t *testing.T) {
|
||||
tier := Tiers[1] // 5/10, so the cap is 30
|
||||
s, _, err := New(tier, 1, tier.MaxBuy, 0.05, 1, 2)
|
||||
s, _, err := New(tier, SoloSeats(tier, 1, tier.MaxBuy), 0.05, 1, 2)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
@@ -443,6 +458,40 @@ func TestYouOnlyPayRakeOnPotsYouWin(t *testing.T) {
|
||||
}
|
||||
}
|
||||
|
||||
// At a table with two humans the session-rake line each is shown is their own,
|
||||
// not the table's: the house took it out of a pot one of them won, and quoting it
|
||||
// to the other says the house has taken money off them that it has not. So the
|
||||
// per-seat tally only ever moves on the seat that won the pot.
|
||||
func TestRakeIsChargedToTheSeatThatWonIt(t *testing.T) {
|
||||
s := State{Tier: Tiers[1], Flopped: true,
|
||||
Seats: []Seat{{Name: "Reala"}, {Name: "Bob"}}}
|
||||
var evs []Event
|
||||
|
||||
// Reala wins a 400 pot. The rake on it (5%, 20) is Reala's to have paid.
|
||||
s.payPot(Pot{Amount: 400, Eligible: []int{0}}, []ranked{{seat: 0}}, &evs)
|
||||
if s.Seats[0].Paid != 20 {
|
||||
t.Errorf("the seat that won the pot paid %d in rake, want 20", s.Seats[0].Paid)
|
||||
}
|
||||
if s.Seats[1].Paid != 0 {
|
||||
t.Errorf("the other player was charged %d in rake for a pot they were not in", s.Seats[1].Paid)
|
||||
}
|
||||
if s.Paid != 20 {
|
||||
t.Errorf("the table total is %d, want 20 — it is still the sum for the audit", s.Paid)
|
||||
}
|
||||
|
||||
// Bob wins the next one. His tally moves; Reala's stays where it was.
|
||||
s.payPot(Pot{Amount: 200, Eligible: []int{1}}, []ranked{{seat: 1}}, &evs)
|
||||
if s.Seats[0].Paid != 20 {
|
||||
t.Errorf("Reala's tally moved on a pot Bob won: %d, want 20", s.Seats[0].Paid)
|
||||
}
|
||||
if s.Seats[1].Paid != 10 {
|
||||
t.Errorf("Bob paid %d in rake on a 200 pot he won, want 10", s.Seats[1].Paid)
|
||||
}
|
||||
if s.Paid != 30 {
|
||||
t.Errorf("the table total is %d, want 30", s.Paid)
|
||||
}
|
||||
}
|
||||
|
||||
func TestASplitPotSplits(t *testing.T) {
|
||||
s := State{Tier: Tiers[1], Seats: []Seat{{Name: "You"}, {Name: "A", Bot: true}}}
|
||||
var evs []Event
|
||||
@@ -462,25 +511,25 @@ func TestASplitPotSplits(t *testing.T) {
|
||||
|
||||
func TestYouCannotWalkOutOfALiveHand(t *testing.T) {
|
||||
s := table(t, Tiers[0], 2, 200)
|
||||
s, _, _ = ApplyMove(s, Move{Kind: Deal})
|
||||
s, _, _ = apply(s, Move{Kind: Deal})
|
||||
if s.Phase != PhaseBetting {
|
||||
t.Skip("the hand ended before the player could act")
|
||||
}
|
||||
if _, _, err := ApplyMove(s, Move{Kind: Leave}); err != ErrHandLive {
|
||||
if _, _, err := apply(s, Move{Kind: Leave}); err != ErrHandLive {
|
||||
t.Errorf("leaving mid-hand gave %v, want ErrHandLive", err)
|
||||
}
|
||||
if _, _, err := ApplyMove(s, Move{Kind: TopUp, Amount: 10}); err != ErrHandLive {
|
||||
if _, _, err := apply(s, Move{Kind: TopUp, Amount: 10}); err != ErrHandLive {
|
||||
t.Errorf("topping up mid-hand gave %v, want ErrHandLive", err)
|
||||
}
|
||||
}
|
||||
|
||||
func TestLeavingTakesTheStackHome(t *testing.T) {
|
||||
s := table(t, Tiers[0], 1, 200)
|
||||
s, _, _ = ApplyMove(s, Move{Kind: Deal})
|
||||
s, _, _ = apply(s, Move{Kind: Deal})
|
||||
s = playOut(t, s)
|
||||
|
||||
stack := s.Seats[You].Stack
|
||||
s, _, err := ApplyMove(s, Move{Kind: Leave})
|
||||
s, _, err := apply(s, Move{Kind: Leave})
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
@@ -490,7 +539,7 @@ func TestLeavingTakesTheStackHome(t *testing.T) {
|
||||
if s.Payout != stack {
|
||||
t.Errorf("payout %d, want the %d that was in front of us", s.Payout, stack)
|
||||
}
|
||||
if _, _, err := ApplyMove(s, Move{Kind: Deal}); err != ErrOver {
|
||||
if _, _, err := apply(s, Move{Kind: Deal}); err != ErrOver {
|
||||
t.Errorf("dealt a hand at a table we got up from: %v", err)
|
||||
}
|
||||
}
|
||||
@@ -514,12 +563,12 @@ func TestBustingEndsTheSession(t *testing.T) {
|
||||
|
||||
func TestATopUpCannotGoOverTheTableMax(t *testing.T) {
|
||||
s := table(t, Tiers[0], 1, 200) // max buy is 200, and we're at it
|
||||
if _, _, err := ApplyMove(s, Move{Kind: TopUp, Amount: 1}); err != ErrBadBuyIn {
|
||||
if _, _, err := apply(s, Move{Kind: TopUp, Amount: 1}); err != ErrBadBuyIn {
|
||||
t.Errorf("topped up over the table maximum: %v", err)
|
||||
}
|
||||
|
||||
s = table(t, Tiers[0], 1, 100)
|
||||
s, _, err := ApplyMove(s, Move{Kind: TopUp, Amount: 50})
|
||||
s, _, err := apply(s, Move{Kind: TopUp, Amount: 50})
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
@@ -534,47 +583,45 @@ func TestATopUpCannotGoOverTheTableMax(t *testing.T) {
|
||||
func TestABuyInHasToBeInRange(t *testing.T) {
|
||||
tier := Tiers[0]
|
||||
for _, amount := range []int64{0, tier.MinBuy - 1, tier.MaxBuy + 1} {
|
||||
if _, _, err := New(tier, 1, amount, 5, 1, 2); err != ErrBadBuyIn {
|
||||
if _, _, err := New(tier, SoloSeats(tier, 1, amount), 5, 1, 2); err != ErrBadBuyIn {
|
||||
t.Errorf("buy-in of %d at a %d–%d table: %v", amount, tier.MinBuy, tier.MaxBuy, err)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ---- what the player is allowed to know ------------------------------------
|
||||
// ---- what the raw script carries ------------------------------------------
|
||||
|
||||
func TestTheScriptNeverCarriesABotsCards(t *testing.T) {
|
||||
rng := rand.New(rand.NewPCG(4, 4))
|
||||
s := table(t, Tiers[0], 3, 200)
|
||||
// The engine no longer redacts the event stream, and this pins why: a shared
|
||||
// table has more than one human, so the engine cannot know who a stream is for.
|
||||
// It emits every seat's hole cards, and the *view* layer builds each viewer's
|
||||
// redacted copy — that per-seat redaction is the security boundary now, and it
|
||||
// has its own test in the web package (TestHoldemViewNeverLeaksAnotherSeatsCards).
|
||||
//
|
||||
// So the engine-level contract flipped: the deal must carry a hole event for
|
||||
// every dealt seat, or a viewer would have no cards of their own to be shown.
|
||||
func TestTheDealScriptCarriesEverySeatsHole(t *testing.T) {
|
||||
s := table(t, Tiers[0], 3, 200) // four seats: one human, three bots
|
||||
s, evs, err := apply(s, Move{Kind: Deal})
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
|
||||
for hand := 0; hand < 20 && s.Phase != PhaseDone; hand++ {
|
||||
s, evs, err := ApplyMove(s, Move{Kind: Deal})
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
noBotCards(t, s, evs)
|
||||
|
||||
for s.Phase == PhaseBetting {
|
||||
var next []Event
|
||||
s, next, err = ApplyMove(s, randomMove(s, rng))
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
noBotCards(t, s, next)
|
||||
holes := map[int][]cards.Card{}
|
||||
for _, e := range evs {
|
||||
if e.Kind == "hole" {
|
||||
holes[e.Seat] = e.Cards
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// A bot's cards may appear in exactly one kind of event: the showdown that turns
|
||||
// them face up, which is the moment they stop being secret.
|
||||
func noBotCards(t *testing.T, s State, evs []Event) {
|
||||
t.Helper()
|
||||
for _, e := range evs {
|
||||
if len(e.Cards) == 0 || e.Seat < 0 || e.Kind == "show" {
|
||||
for i := range s.Seats {
|
||||
if s.Seats[i].State == Out {
|
||||
continue
|
||||
}
|
||||
if e.Seat != You && s.Seats[e.Seat].Bot {
|
||||
t.Fatalf("a %q event carries seat %d's cards (%v) — that's a bot's hand",
|
||||
e.Kind, e.Seat, e.Cards)
|
||||
got := holes[i]
|
||||
if len(got) != 2 {
|
||||
t.Fatalf("seat %d got no hole event; the view has nothing to redact from", i)
|
||||
}
|
||||
if got[0] != s.Seats[i].Hole[0] || got[1] != s.Seats[i].Hole[1] {
|
||||
t.Errorf("seat %d hole event %v disagrees with state %v", i, got, s.Seats[i].Hole)
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -655,17 +702,17 @@ func TestTheBotsAreActuallyTrained(t *testing.T) {
|
||||
rng := rand.New(rand.NewPCG(11, 12))
|
||||
for game := 0; game < 40; game++ {
|
||||
tier := Tiers[1]
|
||||
s, _, err := New(tier, 1, tier.MaxBuy, tier.RakePct, uint64(game), 5)
|
||||
s, _, err := New(tier, SoloSeats(tier, 1, tier.MaxBuy), tier.RakePct, uint64(game), 5)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
for hand := 0; hand < 6 && s.Phase != PhaseDone; hand++ {
|
||||
s, _, err = ApplyMove(s, Move{Kind: Deal})
|
||||
s, _, err = apply(s, Move{Kind: Deal})
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
for s.Phase == PhaseBetting {
|
||||
s, _, err = ApplyMove(s, randomMove(s, rng))
|
||||
s, _, err = apply(s, randomMove(s, rng))
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
@@ -691,7 +738,7 @@ func TestTheBotsAreActuallyTrained(t *testing.T) {
|
||||
|
||||
func table(t *testing.T, tier Tier, bots int, buyIn int64) State {
|
||||
t.Helper()
|
||||
s, _, err := New(tier, bots, buyIn, tier.RakePct, 1, 2)
|
||||
s, _, err := New(tier, SoloSeats(tier, bots, buyIn), tier.RakePct, 1, 2)
|
||||
if err != nil {
|
||||
t.Fatalf("new table: %v", err)
|
||||
}
|
||||
@@ -710,7 +757,7 @@ func playOut(t *testing.T, s State) State {
|
||||
move = Move{Kind: Check}
|
||||
}
|
||||
var err error
|
||||
s, _, err = ApplyMove(s, move)
|
||||
s, _, err = apply(s, move)
|
||||
if err != nil {
|
||||
t.Fatalf("playing out: %v", err)
|
||||
}
|
||||
@@ -726,3 +773,46 @@ func has(evs []Event, kind string) bool {
|
||||
}
|
||||
return false
|
||||
}
|
||||
|
||||
// Where you sit is decided when the button moves, and a fold does not move it.
|
||||
// Position walked the table with nextIn, which steps over folded seats while the
|
||||
// seat count still includes them — so as players mucked, the labels slid round
|
||||
// and a six-handed felt printed CO on three different seats at once. The badge is
|
||||
// the only thing that reads this, which is exactly why nothing caught it.
|
||||
func TestPositionsDoNotMoveWhenSeatsFold(t *testing.T) {
|
||||
s := table(t, Tiers[0], 5, 200) // six-handed
|
||||
s, _, _ = apply(s, Move{Kind: Deal})
|
||||
|
||||
before := make([]string, len(s.Seats))
|
||||
for i := range s.Seats {
|
||||
before[i] = s.Position(i)
|
||||
}
|
||||
|
||||
// Every seat has its own label, and the ones a six-max table prints are these.
|
||||
seen := map[string]int{}
|
||||
for _, p := range before {
|
||||
seen[p]++
|
||||
}
|
||||
for _, want := range []string{"BTN", "SB", "BB", "UTG", "MP", "CO"} {
|
||||
if seen[want] != 1 {
|
||||
t.Errorf("six-handed: %q appears %d times, want exactly once — got %v",
|
||||
want, seen[want], before)
|
||||
}
|
||||
}
|
||||
|
||||
// Now fold seats out of the hand, one at a time. Nobody's position changes by
|
||||
// mucking — folding is done to the state directly because a fold in the engine
|
||||
// belongs to whoever is to act, and what is under test is the label, not the turn.
|
||||
for i := range s.Seats {
|
||||
if i == You || s.Seats[i].State != Active {
|
||||
continue
|
||||
}
|
||||
s.Seats[i].State = Folded
|
||||
for j := range s.Seats {
|
||||
if got := s.Position(j); got != before[j] {
|
||||
t.Fatalf("seat %d was %q and is now %q after seat %d folded — position is "+
|
||||
"where you sit, not who is left", j, before[j], got, i)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
112
internal/games/holdem/multiway_test.go
Normal file
112
internal/games/holdem/multiway_test.go
Normal file
@@ -0,0 +1,112 @@
|
||||
package holdem
|
||||
|
||||
import (
|
||||
"math/rand/v2"
|
||||
"testing"
|
||||
)
|
||||
|
||||
// The reshape's own guard: a table with more than one human actually plays, and
|
||||
// the chips still conserve when the person to act is not always seat zero.
|
||||
//
|
||||
// The solo suite proves the engine still behaves as it did; this proves the thing
|
||||
// that changed. Two humans and two bots sit down, and the driver plays whichever
|
||||
// human the action stops on — which is the whole point of the multiway advance:
|
||||
// it runs the bots itself and hands control back at every *human* seat, not just
|
||||
// at seat zero.
|
||||
|
||||
// randomMoveFor picks a legal move for a specific seat, the multiway sibling of
|
||||
// randomMove. It never folds when it can check, so hands actually develop.
|
||||
func randomMoveFor(s State, seat int, rng *rand.Rand) Move {
|
||||
owed := s.Owed(seat)
|
||||
var legal []Move
|
||||
if owed > 0 {
|
||||
legal = append(legal, Move{Kind: Fold}, Move{Kind: Call})
|
||||
} else {
|
||||
legal = append(legal, Move{Kind: Check})
|
||||
}
|
||||
if s.Seats[seat].Stack > owed && s.canBet() {
|
||||
if to := s.MinRaiseTo(seat); to < s.MaxRaiseTo(seat) {
|
||||
legal = append(legal, Move{Kind: Raise, To: to})
|
||||
}
|
||||
}
|
||||
return legal[rng.IntN(len(legal))]
|
||||
}
|
||||
|
||||
func TestMultiwayChipsAreConserved(t *testing.T) {
|
||||
for game := 0; game < 100; game++ {
|
||||
rng := rand.New(rand.NewPCG(uint64(game), 71))
|
||||
tier := Tiers[game%len(Tiers)]
|
||||
|
||||
// Two humans, two bots. The humans sit at 0 and 2 so the action genuinely
|
||||
// lands on a non-zero human seat, which is the case the old engine could not
|
||||
// have reached.
|
||||
seats := []SeatConfig{
|
||||
{Name: "Ana", Stack: tier.MaxBuy},
|
||||
{Name: "Bot A", Bot: true, Stack: tier.MaxBuy},
|
||||
{Name: "Bo", Stack: tier.MaxBuy},
|
||||
{Name: "Bot B", Bot: true, Stack: tier.MaxBuy},
|
||||
}
|
||||
s, _, err := New(tier, seats, tier.RakePct, uint64(game), 7)
|
||||
if err != nil {
|
||||
t.Fatalf("new table: %v", err)
|
||||
}
|
||||
want := chipsAt(s)
|
||||
|
||||
for hand := 0; hand < 8 && s.Phase == PhaseHandOver; hand++ {
|
||||
var evs []Event
|
||||
s, evs, err = ApplyMove(s, 0, Move{Kind: Deal})
|
||||
if err != nil {
|
||||
t.Fatalf("game %d hand %d: deal: %v", game, hand, err)
|
||||
}
|
||||
want += reloaded(evs)
|
||||
check(t, s, want, game, hand, "deal")
|
||||
|
||||
for step := 0; s.Phase == PhaseBetting; step++ {
|
||||
if step > 400 {
|
||||
t.Fatalf("game %d hand %d: the hand will not end", game, hand)
|
||||
}
|
||||
seat := s.ToAct
|
||||
if s.Seats[seat].Bot {
|
||||
t.Fatalf("game %d: advance stopped on bot seat %d — it should run bots itself", game, seat)
|
||||
}
|
||||
s, _, err = ApplyMove(s, seat, randomMoveFor(s, seat, rng))
|
||||
if err != nil {
|
||||
t.Fatalf("game %d hand %d seat %d: %v", game, hand, seat, err)
|
||||
}
|
||||
check(t, s, want, game, hand, "move")
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// TestMultiwayRejectsOutOfTurnMoves pins that a human cannot act when it is
|
||||
// another human's turn — the betting move is legal only from the seat to act.
|
||||
func TestMultiwayRejectsOutOfTurnMoves(t *testing.T) {
|
||||
tier := Tiers[0]
|
||||
seats := []SeatConfig{
|
||||
{Name: "Ana", Stack: tier.MaxBuy},
|
||||
{Name: "Bo", Stack: tier.MaxBuy},
|
||||
}
|
||||
s, _, err := New(tier, seats, tier.RakePct, 3, 9)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
s, _, err = ApplyMove(s, 0, Move{Kind: Deal})
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if s.Phase != PhaseBetting {
|
||||
t.Fatalf("want a live hand, got phase %s", s.Phase)
|
||||
}
|
||||
|
||||
// Whoever is not to act tries to move. It must be refused, and nothing must
|
||||
// change.
|
||||
other := 1 - s.ToAct
|
||||
before := chipsAt(s)
|
||||
if _, _, err := ApplyMove(s, other, Move{Kind: Call}); err != ErrNotYourTurn {
|
||||
t.Fatalf("want ErrNotYourTurn from the seat not to act, got %v", err)
|
||||
}
|
||||
if got := chipsAt(s); got != before {
|
||||
t.Errorf("a refused move moved chips: %d -> %d", before, got)
|
||||
}
|
||||
}
|
||||
Binary file not shown.
@@ -93,6 +93,64 @@ func botRank(hand []Card, topColor Color, playable []int, minOpponent int) []int
|
||||
return out
|
||||
}
|
||||
|
||||
// botStack answers a stack, or reports -1 when the bot has nothing to answer it
|
||||
// with and has to eat the lot.
|
||||
//
|
||||
// It plays the *smallest* draw card it holds. The bill is passed on either way —
|
||||
// what it is passing on is the stack plus whatever it added — so the cheap card
|
||||
// does the same job as the expensive one, and keeps the +10 in hand for a turn
|
||||
// when the bot is the one choosing to hurt somebody rather than the one dodging.
|
||||
//
|
||||
// The slip is here too: one time in six it reaches for the second-smallest, so a
|
||||
// player can't read the stack it just passed as a complete inventory of what the
|
||||
// bot doesn't have.
|
||||
func botStack(hand []Card, topColor Color, rng *rand.Rand) (Card, int) {
|
||||
var can []int
|
||||
for i, c := range hand {
|
||||
if c.CanStackOn(topColor) {
|
||||
can = append(can, i)
|
||||
}
|
||||
}
|
||||
if len(can) == 0 {
|
||||
return Card{}, -1
|
||||
}
|
||||
// Smallest draw first. A stable insertion sort: there are never many.
|
||||
for i := 1; i < len(can); i++ {
|
||||
for j := i; j > 0 && hand[can[j]].Value.Draw() < hand[can[j-1]].Value.Draw(); j-- {
|
||||
can[j], can[j-1] = can[j-1], can[j]
|
||||
}
|
||||
}
|
||||
pick := can[0]
|
||||
if len(can) > 1 && rng.IntN(botSlip) == 0 {
|
||||
pick = can[1]
|
||||
}
|
||||
return hand[pick], pick
|
||||
}
|
||||
|
||||
// botRouletteColor names the colour for a roulette: whichever the bot holds
|
||||
// *least* of. The victim flips until that colour turns up, so the rarer the
|
||||
// colour, the longer they flip and the more they keep. Naming the colour you're
|
||||
// long in is naming the one that ends the flipping soonest, which is mercy — and
|
||||
// this is not that game.
|
||||
func botRouletteColor(hand []Card, rng *rand.Rand) Color {
|
||||
counts := [5]int{}
|
||||
for _, c := range hand {
|
||||
if c.Color.Playable() {
|
||||
counts[c.Color]++
|
||||
}
|
||||
}
|
||||
best, bestN := Wild, 1<<30
|
||||
for col := Red; col <= Green; col++ {
|
||||
if counts[col] < bestN {
|
||||
best, bestN = col, counts[col]
|
||||
}
|
||||
}
|
||||
if best == Wild {
|
||||
return Red + Color(rng.IntN(4))
|
||||
}
|
||||
return best
|
||||
}
|
||||
|
||||
// botColor names a colour for a wild: whichever the bot holds most of, so the
|
||||
// card it plays next is one it already has. A hand of nothing but wilds picks
|
||||
// at random rather than always saying red, which would be a tell.
|
||||
@@ -115,17 +173,9 @@ func botColor(hand []Card, rng *rand.Rand) Color {
|
||||
return best
|
||||
}
|
||||
|
||||
// botNames deals the bots their names. Flavour, and load-bearing flavour: "Kiwi
|
||||
// played a +4" is a table, "Bot 2 played a +4" is a test fixture.
|
||||
func botNames(n int, rng *rand.Rand) []string {
|
||||
pool := append([]string(nil), botPool...)
|
||||
rng.Shuffle(len(pool), func(i, j int) { pool[i], pool[j] = pool[j], pool[i] })
|
||||
if n > len(pool) {
|
||||
n = len(pool)
|
||||
}
|
||||
return pool[:n]
|
||||
}
|
||||
|
||||
// botPool are the regulars a bot seat is named from. Flavour, and load-bearing
|
||||
// flavour: "Kiwi played a +4" is a table, "Bot 2 played a +4" is a test fixture.
|
||||
// More names than a full table, so no two chairs ever share one.
|
||||
var botPool = []string{
|
||||
"Kiwi", "Mochi", "Bramble", "Pixel", "Gus", "Nori", "Waffle", "Marzipan",
|
||||
"Tuck", "Bebop", "Olive", "Rascal", "Peaches", "Dot", "Sable", "Clementine",
|
||||
|
||||
203
internal/games/uno/call.go
Normal file
203
internal/games/uno/call.go
Normal file
@@ -0,0 +1,203 @@
|
||||
package uno
|
||||
|
||||
import "math/rand/v2"
|
||||
|
||||
// Calling UNO, and catching the seat that didn't.
|
||||
//
|
||||
// This was the one rule on the box the table wasn't playing. A hand going down to
|
||||
// one card used to emit the "uno" event by itself, which made the call a thing
|
||||
// that *happened to you* rather than a thing you did — and a rule nobody can fail
|
||||
// is not a rule, it's an announcement.
|
||||
//
|
||||
// So now: play your second-to-last card and you owe the table a word. Say it
|
||||
// (Move.Uno) and you're safe. Stay quiet and the bots get one look at you, right
|
||||
// then, before any of them plays — because a bot that has moved on is a bot that
|
||||
// has stopped watching your hand. Miss it and you take two.
|
||||
//
|
||||
// It runs the other way too, and that half is the fun one. A bot forgets often
|
||||
// enough to be worth watching for, and when it does it says *nothing* — there is
|
||||
// no event, no badge, no tell on the felt except the count beside its fan reading
|
||||
// "1 card" with no UNO on it. Catch it (MoveCatch) and it takes two. Call a seat
|
||||
// that had nothing to hide and you take two yourself, which is what stops the
|
||||
// catch button from being a thing you simply mash every turn.
|
||||
//
|
||||
// The whole rule turns on one asymmetry, and it's deliberate: the bots get a
|
||||
// *roll* to notice you, and you get to actually look. Attention is the edge here,
|
||||
// and it's the player's to take.
|
||||
|
||||
const (
|
||||
// CatchPenalty is what silence costs, both ways. Two, as printed on the box.
|
||||
CatchPenalty = 2
|
||||
|
||||
// botForget is how often a bot goes down to one card without saying so. High
|
||||
// enough that watching the counts pays — at a full table you'll get a catch to
|
||||
// make every few games — and low enough that a quiet seat is still a thing you
|
||||
// have to notice rather than assume.
|
||||
botForget = 0.30
|
||||
|
||||
// botAlert is the chance a *single* bot notices that you didn't call. They each
|
||||
// get a look, so forgetting is punished about 75% of the time heads-up and 98%
|
||||
// at a full table: the more seats there are watching you, the less you get away
|
||||
// with, which is the right shape for it.
|
||||
botAlert = 0.75
|
||||
)
|
||||
|
||||
// botForgets rolls for whether a bot muffs its call.
|
||||
func botForgets(rng *rand.Rand) bool { return rng.Float64() < botForget }
|
||||
|
||||
// declare records whether a seat that is now on one card said so, and — if it did
|
||||
// — announces it. A seat on any other number of cards owes nothing and this does
|
||||
// nothing, which is what makes it safe to call after every play.
|
||||
func (s *State) declare(seat int, called bool, evs *[]Event) {
|
||||
if !s.playing() || len(s.Hands[seat]) != 1 {
|
||||
return
|
||||
}
|
||||
s.ensureCalled()
|
||||
s.Called[seat] = called
|
||||
if called {
|
||||
*evs = append(*evs, Event{Kind: EvUno, Seat: seat, Left: 1})
|
||||
}
|
||||
}
|
||||
|
||||
// botsCatch is the window. The seat that just played is holding one card and
|
||||
// didn't say the word — so every bot still in the hand gets one look, in seat
|
||||
// order, and the first to see it takes them for two.
|
||||
//
|
||||
// It runs before runBots on purpose. The catch has to land while the table is
|
||||
// still looking at the card that was played, not three turns later. Only the bots
|
||||
// catch on a roll here; a human polices the table with the catch button, which is
|
||||
// the asymmetry the whole rule turns on — attention is the player's edge.
|
||||
func (s *State) botsCatch(actor int, evs *[]Event, rng *rand.Rand) {
|
||||
if !s.playing() || len(s.Hands[actor]) != 1 || s.called(actor) {
|
||||
return
|
||||
}
|
||||
for _, seat := range s.alive() {
|
||||
if seat == actor || !s.Seats[seat].Bot {
|
||||
continue // a human catches with the button, not on a roll
|
||||
}
|
||||
if rng.Float64() >= botAlert {
|
||||
continue // this one wasn't looking
|
||||
}
|
||||
s.penalise(actor, seat, EvCaught, evs, rng)
|
||||
return // caught once is caught. They don't queue up to take turns at you
|
||||
}
|
||||
}
|
||||
|
||||
// seatCatches calls out a seat the caller thinks is holding one card in silence.
|
||||
//
|
||||
// It is not a turn: right or wrong, the turn stays where it was. What it costs is
|
||||
// the risk — a seat that did call, or isn't on one card at all, is a seat the
|
||||
// caller has accused of nothing, and that is two cards to them.
|
||||
func (s *State) seatCatches(caller int, m Move, rng *rand.Rand) ([]Event, error) {
|
||||
seat := m.Seat
|
||||
if seat == caller || seat < 0 || seat >= len(s.Hands) || !s.live(seat) {
|
||||
return nil, ErrNoCatch
|
||||
}
|
||||
var evs []Event
|
||||
if len(s.Hands[seat]) == 1 && !s.called(seat) {
|
||||
s.penalise(seat, caller, EvCaught, &evs, rng) // got them
|
||||
} else {
|
||||
s.penalise(caller, seat, EvMiscall, &evs, rng) // they were clean, and you weren't looking
|
||||
}
|
||||
return evs, nil
|
||||
}
|
||||
|
||||
// penalise makes a seat take the price of the call: cards off the deck, quietly —
|
||||
// no draw event, because what the table is being told about is the catch, and a
|
||||
// draw event alongside it would animate the same two cards twice.
|
||||
//
|
||||
// In No Mercy those two cards can be the two that bury them, which is a fine way
|
||||
// to go: caught on one card, dead on twenty-five.
|
||||
func (s *State) penalise(victim, by int, kind string, evs *[]Event, rng *rand.Rand) {
|
||||
got := s.drawCards(victim, CatchPenalty, evs, rng)
|
||||
if len(got) == 0 {
|
||||
return // the table has nothing left to punish anybody with
|
||||
}
|
||||
s.ensureCalled()
|
||||
s.Called[victim] = false
|
||||
*evs = append(*evs, s.mine(Event{
|
||||
Kind: kind, Seat: victim, By: by, N: len(got), Left: len(s.Hands[victim]),
|
||||
}))
|
||||
s.mercy(victim, evs, rng)
|
||||
}
|
||||
|
||||
// UnoAt is which cards in your hand would leave you holding exactly one, if you
|
||||
// played them. It is the table's cue to ask you for the call, and it comes from
|
||||
// here rather than from the browser counting your cards because No Mercy's
|
||||
// "discard all" doesn't take one card out of your hand — it takes every card of
|
||||
// its colour, and the browser guessing at that is the browser getting it wrong.
|
||||
//
|
||||
// It answers for every card, legal or not. The table only ever asks about a card
|
||||
// you were allowed to play anyway.
|
||||
func (s State) UnoAt(seat int) []int {
|
||||
if !s.playing() || s.Turn != seat {
|
||||
return nil
|
||||
}
|
||||
hand := s.Hands[seat]
|
||||
var out []int
|
||||
for i, c := range hand {
|
||||
left := len(hand) - 1
|
||||
if c.Value == DiscardAll {
|
||||
for j, other := range hand {
|
||||
if j != i && other.Color == c.Color && !other.IsWild() {
|
||||
left--
|
||||
}
|
||||
}
|
||||
}
|
||||
if left == 1 {
|
||||
out = append(out, i)
|
||||
}
|
||||
}
|
||||
return out
|
||||
}
|
||||
|
||||
// Catchable is which seats are, right now, sitting on one card they never
|
||||
// announced. It is what the browser puts a button on.
|
||||
//
|
||||
// This leaks nothing. The card counts are already on the felt and the UNO badge
|
||||
// already isn't — this is the same two facts, subtracted, and doing that
|
||||
// subtraction on the server is only so that the rule for what counts as catchable
|
||||
// lives in one place instead of two.
|
||||
func (s State) Catchable(viewer int) []int {
|
||||
if !s.playing() || s.Turn != viewer {
|
||||
return nil // you can only catch a seat on your own turn
|
||||
}
|
||||
var out []int
|
||||
for _, seat := range s.alive() {
|
||||
if seat != viewer && len(s.Hands[seat]) == 1 && !s.called(seat) {
|
||||
out = append(out, seat)
|
||||
}
|
||||
}
|
||||
return out
|
||||
}
|
||||
|
||||
// called reports whether a seat holding one card announced it. Callers outside
|
||||
// the package read the Called slice, which is on the state they already hold.
|
||||
func (s State) called(seat int) bool {
|
||||
return seat < len(s.Called) && s.Called[seat]
|
||||
}
|
||||
|
||||
// ensureCalled grows the slice to fit the table. A game dealt before this rule
|
||||
// existed has no Called at all, and the seats in it are all — correctly —
|
||||
// uncalled: nobody in that game ever said the word, because there was no way to.
|
||||
func (s *State) ensureCalled() {
|
||||
for len(s.Called) < len(s.Hands) {
|
||||
s.Called = append(s.Called, false)
|
||||
}
|
||||
}
|
||||
|
||||
// tidyCalls forgets the calls that no longer mean anything. A seat's call is only
|
||||
// ever about the one card it is holding — draw into two and the word you said is
|
||||
// spent, and saying it again is a new thing you have to do.
|
||||
//
|
||||
// Without this, a seat that called on one card, was made to draw, and worked its
|
||||
// way back down to one would still be wearing the old call, and could never be
|
||||
// caught again for the rest of the game.
|
||||
func (s *State) tidyCalls() {
|
||||
s.ensureCalled()
|
||||
for seat := range s.Called {
|
||||
if len(s.Hands[seat]) != 1 {
|
||||
s.Called[seat] = false
|
||||
}
|
||||
}
|
||||
}
|
||||
323
internal/games/uno/call_test.go
Normal file
323
internal/games/uno/call_test.go
Normal file
@@ -0,0 +1,323 @@
|
||||
package uno
|
||||
|
||||
import "testing"
|
||||
|
||||
// The UNO call, and the catch on the other side of it. See call.go.
|
||||
|
||||
// oneCardAway sets you up holding two cards, both of which go on the pile, so
|
||||
// playing either one takes you to UNO.
|
||||
//
|
||||
// The bot is given a hand that can't touch a red pile and a deck that can't help
|
||||
// it, so whatever it does on its turn, it does not make you draw. That matters:
|
||||
// a hand that grows spends the call (see tidyCalls), which is correct and would
|
||||
// otherwise make these tests flap on the seeds where the bot happens to turn up
|
||||
// a +2.
|
||||
func oneCardAway(t *testing.T, seed uint64) State {
|
||||
t.Helper()
|
||||
s := deal(t, duel(), seed)
|
||||
s.Color = Red
|
||||
s.Discard = []Card{{Red, Five}}
|
||||
s.Hands[You] = []Card{{Red, One}, {Red, Two}}
|
||||
s.Hands[1] = []Card{{Blue, Three}, {Green, Four}, {Yellow, Six}}
|
||||
s.Deck = make([]Card, 24)
|
||||
for i := range s.Deck {
|
||||
s.Deck[i] = Card{Blue, Nine} // nothing here plays on a red one, and nothing bites
|
||||
}
|
||||
s.Turn = You
|
||||
s.Phase = PhasePlay
|
||||
return s
|
||||
}
|
||||
|
||||
// TestCallingUnoKeepsYouSafe — say the word and the table has nothing on you.
|
||||
// Across a spread of seeds, not one bot ever gets a catch.
|
||||
func TestCallingUnoKeepsYouSafe(t *testing.T) {
|
||||
for seed := uint64(0); seed < 200; seed++ {
|
||||
s := oneCardAway(t, seed)
|
||||
next, evs, err := ApplyMove(s, You, Move{Kind: MovePlay, Index: 0, Uno: true})
|
||||
if err != nil {
|
||||
t.Fatalf("seed %d: play: %v", seed, err)
|
||||
}
|
||||
if hasKind(evs, EvCaught) {
|
||||
t.Fatalf("seed %d: caught after calling UNO", seed)
|
||||
}
|
||||
if !hasKind(evs, EvUno) {
|
||||
t.Fatalf("seed %d: called UNO and the table never said so", seed)
|
||||
}
|
||||
if !next.Called[You] {
|
||||
t.Fatalf("seed %d: the call wasn't recorded", seed)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// TestForgettingUnoGetsYouCaught — stay quiet on one card and the bot takes you
|
||||
// for two. It gets one look, so it misses sometimes; over 400 games it should
|
||||
// land near botAlert, and the two cards should actually arrive.
|
||||
func TestForgettingUnoGetsYouCaught(t *testing.T) {
|
||||
caught, games := 0, 400
|
||||
for seed := uint64(0); seed < uint64(games); seed++ {
|
||||
s := oneCardAway(t, seed)
|
||||
next, evs, err := ApplyMove(s, You, Move{Kind: MovePlay, Index: 0})
|
||||
if err != nil {
|
||||
t.Fatalf("seed %d: play: %v", seed, err)
|
||||
}
|
||||
if !hasKind(evs, EvCaught) {
|
||||
continue
|
||||
}
|
||||
caught++
|
||||
// One card left after the play, plus the two the catch cost.
|
||||
if n := len(next.Hands[You]); n != 3 {
|
||||
t.Fatalf("seed %d: caught and holding %d, want 3", seed, n)
|
||||
}
|
||||
if hasKind(evs, EvUno) {
|
||||
t.Fatalf("seed %d: an UNO was announced by a seat that never called", seed)
|
||||
}
|
||||
}
|
||||
rate := float64(caught) / float64(games)
|
||||
if rate < botAlert-0.08 || rate > botAlert+0.08 {
|
||||
t.Errorf("one bot caught you %.0f%% of the time, want about %.0f%% (botAlert)",
|
||||
rate*100, botAlert*100)
|
||||
}
|
||||
}
|
||||
|
||||
// TestMoreBotsMeansLessGettingAwayWithIt — every seat gets its own look, so
|
||||
// forgetting at a full table is very nearly always punished.
|
||||
func TestMoreBotsMeansLessGettingAwayWithIt(t *testing.T) {
|
||||
away := func(tier Tier, seed uint64) bool {
|
||||
s := deal(t, tier, seed)
|
||||
s.Color = Red
|
||||
s.Discard = []Card{{Red, Five}}
|
||||
s.Hands[You] = []Card{{Red, One}, {Red, Two}}
|
||||
s.Turn = You
|
||||
s.Phase = PhasePlay
|
||||
_, evs, err := ApplyMove(s, You, Move{Kind: MovePlay, Index: 0})
|
||||
if err != nil {
|
||||
t.Fatalf("play: %v", err)
|
||||
}
|
||||
return !hasKind(evs, EvCaught)
|
||||
}
|
||||
var got [2]float64
|
||||
for i, tier := range []Tier{duel(), table()} {
|
||||
escapes := 0
|
||||
for seed := uint64(0); seed < 400; seed++ {
|
||||
if away(tier, seed) {
|
||||
escapes++
|
||||
}
|
||||
}
|
||||
got[i] = float64(escapes) / 400
|
||||
}
|
||||
if got[1] >= got[0] {
|
||||
t.Errorf("you got away with it %.0f%% of the time against one bot and %.0f%% against two; "+
|
||||
"two pairs of eyes should catch you more often, not less", got[0]*100, got[1]*100)
|
||||
}
|
||||
}
|
||||
|
||||
// quietBot puts a bot on one card it never called, with the turn back on you.
|
||||
func quietBot(t *testing.T, called bool) State {
|
||||
t.Helper()
|
||||
s := deal(t, duel(), 21)
|
||||
s.Color = Red
|
||||
s.Discard = []Card{{Red, Five}}
|
||||
s.Hands[You] = []Card{{Red, One}, {Blue, Two}, {Green, Three}}
|
||||
s.Hands[1] = []Card{{Yellow, Nine}}
|
||||
s.Called = []bool{false, called}
|
||||
s.Turn = You
|
||||
s.Phase = PhasePlay
|
||||
return s
|
||||
}
|
||||
|
||||
// TestCatchingAQuietBot — it's on one card and it never said so. Two cards to it,
|
||||
// and the turn is still yours: catching is not a move you spend a turn on.
|
||||
func TestCatchingAQuietBot(t *testing.T) {
|
||||
s := quietBot(t, false)
|
||||
before := total(census(s))
|
||||
|
||||
next, evs, err := ApplyMove(s, You, Move{Kind: MoveCatch, Seat: 1})
|
||||
if err != nil {
|
||||
t.Fatalf("catch: %v", err)
|
||||
}
|
||||
if !hasKind(evs, EvCaught) {
|
||||
t.Fatal("no catch event")
|
||||
}
|
||||
if n := len(next.Hands[1]); n != 3 {
|
||||
t.Errorf("the bot holds %d, want 3: one card, plus the two it just took", n)
|
||||
}
|
||||
if n := len(next.Hands[You]); n != 3 {
|
||||
t.Errorf("your hand is %d, want 3: a catch costs you nothing", n)
|
||||
}
|
||||
if next.Turn != You {
|
||||
t.Errorf("the turn went to seat %d: a catch is not a turn", next.Turn)
|
||||
}
|
||||
if total(census(next)) != before {
|
||||
t.Error("the catch lost a card")
|
||||
}
|
||||
}
|
||||
|
||||
// TestCatchingACleanBotCostsYou — it called, or it isn't on one card at all.
|
||||
// Either way you've accused it of nothing, and that is two cards to you.
|
||||
func TestCatchingACleanBotCostsYou(t *testing.T) {
|
||||
for _, tc := range []struct {
|
||||
name string
|
||||
state State
|
||||
}{
|
||||
{"it called", quietBot(t, true)},
|
||||
{"it isn't even close", func() State {
|
||||
s := quietBot(t, false)
|
||||
s.Hands[1] = []Card{{Yellow, Nine}, {Yellow, Eight}}
|
||||
return s
|
||||
}()},
|
||||
} {
|
||||
t.Run(tc.name, func(t *testing.T) {
|
||||
next, evs, err := ApplyMove(tc.state, You, Move{Kind: MoveCatch, Seat: 1})
|
||||
if err != nil {
|
||||
t.Fatalf("catch: %v", err)
|
||||
}
|
||||
if !hasKind(evs, EvMiscall) {
|
||||
t.Fatal("no miscall event")
|
||||
}
|
||||
if n := len(next.Hands[You]); n != 5 {
|
||||
t.Errorf("your hand is %d, want 5: three, plus the two a bad call cost", n)
|
||||
}
|
||||
if next.Turn != You {
|
||||
t.Errorf("the turn went to seat %d: even a bad catch isn't a turn", next.Turn)
|
||||
}
|
||||
})
|
||||
}
|
||||
}
|
||||
|
||||
// TestYouCannotCatchYourself, or a seat that isn't at the table.
|
||||
func TestYouCannotCatchYourself(t *testing.T) {
|
||||
s := quietBot(t, false)
|
||||
for _, seat := range []int{You, -1, 9} {
|
||||
if _, _, err := ApplyMove(s, You, Move{Kind: MoveCatch, Seat: seat}); err != ErrNoCatch {
|
||||
t.Errorf("catching seat %d: got %v, want ErrNoCatch", seat, err)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// TestACallIsSpentWhenTheHandGrows. Call on one card, get made to draw, and work
|
||||
// your way back down to one: that is a new call you owe, not the old one still
|
||||
// standing. Without this a seat could be caught out once and never again.
|
||||
func TestACallIsSpentWhenTheHandGrows(t *testing.T) {
|
||||
s := deal(t, duel(), 5)
|
||||
s.Color = Red
|
||||
s.Discard = []Card{{Red, Five}}
|
||||
s.Hands[You] = []Card{{Red, One}}
|
||||
s.Called = []bool{true, false}
|
||||
s.Turn = You
|
||||
s.Phase = PhasePlay
|
||||
|
||||
// Draw, and the hand is two: the word you said was about a card you no longer
|
||||
// hold on its own.
|
||||
next, _, err := ApplyMove(s, You, Move{Kind: MoveDraw})
|
||||
if err != nil {
|
||||
t.Fatalf("draw: %v", err)
|
||||
}
|
||||
if next.Called[You] {
|
||||
t.Error("the call survived the hand growing; it should be spent")
|
||||
}
|
||||
}
|
||||
|
||||
// TestCatchableIsWhatTheTableCanSee — a quiet bot on one card, and nobody else.
|
||||
func TestCatchable(t *testing.T) {
|
||||
s := quietBot(t, false)
|
||||
if got := s.Catchable(You); len(got) != 1 || got[0] != 1 {
|
||||
t.Errorf("Catchable() = %v, want [1]", got)
|
||||
}
|
||||
clean := quietBot(t, true)
|
||||
if got := clean.Catchable(You); len(got) != 0 {
|
||||
t.Errorf("Catchable() = %v on a bot that called, want none", got)
|
||||
}
|
||||
// And not on somebody else's turn: you can only call it out when it's on you.
|
||||
off := quietBot(t, false)
|
||||
off.Turn = 1
|
||||
if got := off.Catchable(You); len(got) != 0 {
|
||||
t.Errorf("Catchable() = %v off-turn, want none", got)
|
||||
}
|
||||
}
|
||||
|
||||
// TestUnoAtSeesThroughDiscardAll — the whole reason the table asks the engine
|
||||
// which cards take you to one, rather than counting your hand itself. "Discard
|
||||
// all" takes every card of its colour with it, so a six-card hand can land on
|
||||
// one, and a browser subtracting one from six gets a player caught.
|
||||
func TestUnoAtSeesThroughDiscardAll(t *testing.T) {
|
||||
s := deal(t, nmDuel(), 3)
|
||||
s.Color = Red
|
||||
s.Discard = []Card{{Red, Five}}
|
||||
s.Hands[You] = []Card{{Red, DiscardAll}, {Red, One}, {Red, Nine}, {Red, Seven}, {Blue, Two}}
|
||||
s.Turn = You
|
||||
s.Phase = PhasePlay
|
||||
|
||||
// Index 0 dumps itself and the three other reds: five cards become one.
|
||||
// Index 4 is an ordinary play: five become four.
|
||||
got := s.UnoAt(You)
|
||||
if len(got) != 1 || got[0] != 0 {
|
||||
t.Errorf("UnoAt() = %v, want [0]: only the discard-all lands you on one card", got)
|
||||
}
|
||||
}
|
||||
|
||||
// TestUnoAtIsTheOrdinaryCaseToo — two cards in hand, and either of them is a call.
|
||||
func TestUnoAtIsTheOrdinaryCaseToo(t *testing.T) {
|
||||
s := oneCardAway(t, 1)
|
||||
got := s.UnoAt(You)
|
||||
if len(got) != 2 {
|
||||
t.Errorf("UnoAt() = %v, want both cards: either one leaves you holding one", got)
|
||||
}
|
||||
}
|
||||
|
||||
// TestGoingOutNeedsNoCall — your last card is not one card, it's none. Nobody
|
||||
// owes the table a word for winning.
|
||||
func TestGoingOutNeedsNoCall(t *testing.T) {
|
||||
s := deal(t, duel(), 9)
|
||||
s.Color = Red
|
||||
s.Discard = []Card{{Red, Five}}
|
||||
s.Hands[You] = []Card{{Red, One}}
|
||||
s.Turn = You
|
||||
s.Phase = PhasePlay
|
||||
|
||||
next, evs, err := ApplyMove(s, You, Move{Kind: MovePlay, Index: 0})
|
||||
if err != nil {
|
||||
t.Fatalf("play the last card: %v", err)
|
||||
}
|
||||
if next.Winner != You {
|
||||
t.Fatalf("winner %d outcome %q, want a win for you", next.Winner, next.Outcome)
|
||||
}
|
||||
if hasKind(evs, EvCaught) {
|
||||
t.Error("caught for not calling UNO on the card that won the game")
|
||||
}
|
||||
}
|
||||
|
||||
// TestABotThatForgetsSaysNothing — the tell is the absence of the badge, and the
|
||||
// count beside the fan. If a quiet bot emitted anything at all there'd be nothing
|
||||
// to spot.
|
||||
func TestABotThatForgetsSaysNothing(t *testing.T) {
|
||||
quiet := 0
|
||||
for seed := uint64(0); seed < 300 && quiet < 1; seed++ {
|
||||
s := deal(t, duel(), seed)
|
||||
s.Color = Red
|
||||
s.Discard = []Card{{Red, Five}}
|
||||
s.Hands[You] = []Card{{Blue, Two}, {Blue, Three}, {Blue, Four}}
|
||||
s.Hands[1] = []Card{{Red, One}, {Red, Nine}}
|
||||
s.Turn = 1
|
||||
s.Phase = PhasePlay
|
||||
s.Turn = You // the bot plays on the back of your move
|
||||
|
||||
// Draw, handing the turn over: the bot plays a red and lands on one card.
|
||||
next, evs, err := ApplyMove(s, You, Move{Kind: MoveDraw})
|
||||
if err != nil {
|
||||
t.Fatalf("draw: %v", err)
|
||||
}
|
||||
if len(next.Hands[1]) != 1 || next.Called[1] {
|
||||
continue // it either didn't get down to one, or it remembered
|
||||
}
|
||||
quiet++
|
||||
if hasKind(evs, EvUno) {
|
||||
t.Error("a bot that forgot to call still announced it")
|
||||
}
|
||||
if len(next.Catchable(You)) != 1 {
|
||||
t.Error("a quiet bot on one card isn't catchable")
|
||||
}
|
||||
}
|
||||
if quiet == 0 {
|
||||
t.Skip("no bot forgot in 300 games; botForget may have been turned down")
|
||||
}
|
||||
}
|
||||
237
internal/games/uno/nomercy.go
Normal file
237
internal/games/uno/nomercy.go
Normal file
@@ -0,0 +1,237 @@
|
||||
package uno
|
||||
|
||||
import "math/rand/v2"
|
||||
|
||||
// No Mercy.
|
||||
//
|
||||
// A rules dial, not a fourth table. The table size is still the tier — a duel is
|
||||
// a duel — and No Mercy is a switch you throw across all three of them. What it
|
||||
// changes is the game they play:
|
||||
//
|
||||
// - A 168-card deck, with faces the normal one doesn't print: a coloured +4, a
|
||||
// +6, a +10, a skip-everyone, a discard-all, a reverse-and-draw-four, and a
|
||||
// colour roulette.
|
||||
// - Draw cards stack. A +2 pointed at you can be answered with any draw card
|
||||
// you hold, and the bill goes to the next seat with the two added on. Whoever
|
||||
// runs out of draw cards eats the lot.
|
||||
// - You draw until you can play. There is no drawing one card and shrugging.
|
||||
// - And twenty-five cards in your hand kills you. That is the whole point of
|
||||
// the deck: it is built to bury somebody, and the mercy rule is what happens
|
||||
// when it does.
|
||||
//
|
||||
// Everything here is reached from uno.go behind `s.Tier.NoMercy`. A normal game
|
||||
// never runs a line of it.
|
||||
|
||||
// MercyLimit is the hand that ends you. Reach it and you are out of the game —
|
||||
// your cards go back in the deck and the table plays on without you.
|
||||
const MercyLimit = 25
|
||||
|
||||
// NewNoMercyDeck builds the 168.
|
||||
//
|
||||
// Per colour: two of each number, three skips, two skip-everyones, four
|
||||
// reverses, two +2s, two coloured +4s and three discard-alls — thirty-six cards,
|
||||
// times four colours. Then the wilds: eight reverse-draw-fours, four +6s, four
|
||||
// +10s and eight roulettes. Unshuffled, same as NewDeck, because New shuffles and
|
||||
// a test wants the order it was built in.
|
||||
func NewNoMercyDeck() []Card {
|
||||
d := make([]Card, 0, 168)
|
||||
for _, col := range []Color{Red, Blue, Yellow, Green} {
|
||||
for v := Zero; v <= Nine; v++ {
|
||||
d = append(d, Card{col, v}, Card{col, v})
|
||||
}
|
||||
for i := 0; i < 3; i++ {
|
||||
d = append(d, Card{col, Skip})
|
||||
}
|
||||
for i := 0; i < 2; i++ {
|
||||
d = append(d, Card{col, SkipAll})
|
||||
}
|
||||
for i := 0; i < 4; i++ {
|
||||
d = append(d, Card{col, Reverse})
|
||||
}
|
||||
for i := 0; i < 2; i++ {
|
||||
d = append(d, Card{col, DrawTwo})
|
||||
}
|
||||
for i := 0; i < 2; i++ {
|
||||
d = append(d, Card{col, DrawFour})
|
||||
}
|
||||
for i := 0; i < 3; i++ {
|
||||
d = append(d, Card{col, DiscardAll})
|
||||
}
|
||||
}
|
||||
for i := 0; i < 8; i++ {
|
||||
d = append(d, Card{Wild, WildRevFour})
|
||||
}
|
||||
for i := 0; i < 4; i++ {
|
||||
d = append(d, Card{Wild, WildDrawSix})
|
||||
}
|
||||
for i := 0; i < 4; i++ {
|
||||
d = append(d, Card{Wild, WildDrawTen})
|
||||
}
|
||||
for i := 0; i < 8; i++ {
|
||||
d = append(d, Card{Wild, WildRoulette})
|
||||
}
|
||||
return d
|
||||
}
|
||||
|
||||
// CanStackOn reports whether a card can be thrown onto a stack that is already
|
||||
// building. Any draw card answers any other — there is no escalation rule, so a
|
||||
// +2 is a legal reply to a +10 — but a *coloured* draw card still has to follow
|
||||
// the colour in play. The wild draws always go.
|
||||
//
|
||||
// This is why the pending count is not a cap: what you are matching is the fact
|
||||
// of a draw card, not its size.
|
||||
func (c Card) CanStackOn(topColor Color) bool {
|
||||
if c.Value.Draw() == 0 {
|
||||
return false
|
||||
}
|
||||
if c.IsWild() {
|
||||
return true
|
||||
}
|
||||
return c.Color == topColor
|
||||
}
|
||||
|
||||
// canStack reports whether a seat holds anything at all it could answer with.
|
||||
func (s State) canStack(seat int) bool {
|
||||
for _, c := range s.Hands[seat] {
|
||||
if c.CanStackOn(s.Color) {
|
||||
return true
|
||||
}
|
||||
}
|
||||
return false
|
||||
}
|
||||
|
||||
// absorb is what happens when the stack stops with you: you take every card in
|
||||
// it, and you lose your turn. The pending count is cleared *before* the cards
|
||||
// land, because a mercy kill inside the draw ends the seat and there must be no
|
||||
// bill left standing against a seat that is no longer at the table.
|
||||
func (s *State) absorb(seat int, evs *[]Event, rng *rand.Rand) {
|
||||
n := s.Pending
|
||||
s.Pending = 0
|
||||
s.deal(seat, n, true, evs, rng)
|
||||
|
||||
// The seat can die paying the bill, and a mercy kill can end the hand — the last
|
||||
// seat but one dying leaves somebody alone to take the pot. So the phase is only
|
||||
// reset if there is still a hand to have a phase.
|
||||
if s.mercy(seat, evs, rng) && !s.playing() {
|
||||
return
|
||||
}
|
||||
if !s.live(seat) {
|
||||
s.Phase = PhasePlay
|
||||
s.advance(1)
|
||||
return // it died, but the table plays on. Don't skip a seat that isn't there.
|
||||
}
|
||||
*evs = append(*evs, Event{Kind: EvSkip, Seat: seat, Left: len(s.Hands[seat])})
|
||||
s.Phase = PhasePlay
|
||||
s.advance(1) // the turn is on the seat that just paid, so it moves one on
|
||||
}
|
||||
|
||||
// roulette is the colour roulette: the next seat turns cards over until the
|
||||
// named colour comes up, and keeps every card it turned. Then it loses its turn.
|
||||
//
|
||||
// The deck can run out mid-flip (the discard is reshuffled back under as usual,
|
||||
// and even that can be dry), so this is bounded by what there is to draw, not by
|
||||
// the colour ever actually appearing. A wild is not a colour and never ends it.
|
||||
func (s *State) roulette(victim int, color Color, evs *[]Event, rng *rand.Rand) {
|
||||
got := 0
|
||||
for {
|
||||
if len(s.Deck) == 0 && !s.reshuffle(evs, rng) {
|
||||
break
|
||||
}
|
||||
c, ok := s.pop()
|
||||
if !ok {
|
||||
break
|
||||
}
|
||||
s.Hands[victim] = append(s.Hands[victim], c)
|
||||
got++
|
||||
if c.Color == color {
|
||||
break
|
||||
}
|
||||
if len(s.Hands[victim]) >= MercyLimit {
|
||||
break // they are dead already; stop dealing cards to a corpse
|
||||
}
|
||||
}
|
||||
if got > 0 {
|
||||
e := Event{Kind: EvRoulette, Seat: victim, N: got, Color: color, Left: len(s.Hands[victim])}
|
||||
*evs = append(*evs, s.mine(e))
|
||||
}
|
||||
if s.mercy(victim, evs, rng) {
|
||||
return
|
||||
}
|
||||
*evs = append(*evs, Event{Kind: EvSkip, Seat: victim, Left: len(s.Hands[victim])})
|
||||
s.advance(2)
|
||||
}
|
||||
|
||||
// discardAll dumps every remaining card of a colour out of a hand and buries it
|
||||
// under the card that was just played. The pile keeps its top: the played card
|
||||
// stays the card in play, and the rest go beneath it, where they are still in the
|
||||
// game (a reshuffle brings them back) and still count in a census.
|
||||
func (s *State) discardAll(seat int, color Color, evs *[]Event) int {
|
||||
hand := s.Hands[seat]
|
||||
kept := make([]Card, 0, len(hand))
|
||||
var dumped []Card
|
||||
for _, c := range hand {
|
||||
if c.Color == color && !c.IsWild() {
|
||||
dumped = append(dumped, c)
|
||||
} else {
|
||||
kept = append(kept, c)
|
||||
}
|
||||
}
|
||||
s.Hands[seat] = kept
|
||||
if len(dumped) > 0 {
|
||||
top := s.Discard[len(s.Discard)-1]
|
||||
s.Discard = append(s.Discard[:len(s.Discard)-1], dumped...)
|
||||
s.Discard = append(s.Discard, top)
|
||||
*evs = append(*evs, s.mine(Event{Kind: EvDiscardAll, Seat: seat, N: len(dumped),
|
||||
Color: color, Left: len(kept)}))
|
||||
}
|
||||
return len(dumped)
|
||||
}
|
||||
|
||||
// mercy checks a seat against the limit and, if it has crossed it, takes it out
|
||||
// of the hand: its cards go back into the deck and it plays no more this hand. It
|
||||
// reports whether the seat died.
|
||||
//
|
||||
// A mercy kill is no longer game over for anyone — it is one seat out of the
|
||||
// current hand, human or bot alike, and the hand plays on among the living. When
|
||||
// it leaves exactly one seat alive, that seat has outlived the table and takes the
|
||||
// pot; whoever it is, they win it the same way going out first would.
|
||||
func (s *State) mercy(seat int, evs *[]Event, rng *rand.Rand) bool {
|
||||
if !s.Tier.NoMercy || !s.live(seat) || len(s.Hands[seat]) < MercyLimit {
|
||||
return false
|
||||
}
|
||||
n := len(s.Hands[seat])
|
||||
s.Deck = append(s.Deck, s.Hands[seat]...)
|
||||
rng.Shuffle(len(s.Deck), func(i, j int) { s.Deck[i], s.Deck[j] = s.Deck[j], s.Deck[i] })
|
||||
s.Hands[seat] = nil
|
||||
s.Out[seat] = true
|
||||
s.Pending = 0 // a dead seat pays no bill, and leaves none behind
|
||||
*evs = append(*evs, s.mine(Event{Kind: EvMercy, Seat: seat, N: n, Left: 0}))
|
||||
|
||||
if alive := s.alive(); len(alive) == 1 {
|
||||
s.settle(alive[0], OutcomeWon, evs) // the last one standing takes the pot
|
||||
}
|
||||
return true
|
||||
}
|
||||
|
||||
// Live reports whether a seat is still in the game. The felt needs it: a seat the
|
||||
// mercy rule has buried holds no cards, and a seat holding no cards is otherwise
|
||||
// indistinguishable from the one that just went out and won.
|
||||
func (s State) Live(seat int) bool { return s.live(seat) }
|
||||
|
||||
// alive lists the seats still in the game.
|
||||
func (s State) alive() []int {
|
||||
var out []int
|
||||
for i := range s.Hands {
|
||||
if s.live(i) {
|
||||
out = append(out, i)
|
||||
}
|
||||
}
|
||||
return out
|
||||
}
|
||||
|
||||
// live reports whether a seat is still in the current hand. Out is empty between
|
||||
// hands and in any game saved before No Mercy existed, so a missing entry is a
|
||||
// living seat.
|
||||
func (s State) live(seat int) bool {
|
||||
return seat >= len(s.Out) || !s.Out[seat]
|
||||
}
|
||||
347
internal/games/uno/nomercy_test.go
Normal file
347
internal/games/uno/nomercy_test.go
Normal file
@@ -0,0 +1,347 @@
|
||||
package uno
|
||||
|
||||
import (
|
||||
"math/rand/v2"
|
||||
"testing"
|
||||
)
|
||||
|
||||
func nmDuel() Tier { t, _ := TierBySlug("nm-duel"); return t }
|
||||
func nmTable() Tier { t, _ := TierBySlug("nm-table"); return t }
|
||||
func nmFull() Tier { t, _ := TierBySlug("nm-full"); return t }
|
||||
|
||||
func TestNoMercyDeckIsADeck(t *testing.T) {
|
||||
m := census(State{Deck: NewNoMercyDeck()})
|
||||
if got := total(m); got != 168 {
|
||||
t.Fatalf("deck has %d cards, want 168", got)
|
||||
}
|
||||
want := map[Card]int{
|
||||
{Red, Zero}: 2, // two of every number, unlike the normal deck's single zero
|
||||
{Blue, Seven}: 2,
|
||||
{Green, Skip}: 3,
|
||||
{Yellow, SkipAll}: 2,
|
||||
{Red, Reverse}: 4,
|
||||
{Blue, DrawTwo}: 2,
|
||||
{Green, DrawFour}: 2, // the *coloured* +4
|
||||
{Yellow, DiscardAll}: 3,
|
||||
{Wild, WildRevFour}: 8,
|
||||
{Wild, WildDrawSix}: 4,
|
||||
{Wild, WildDrawTen}: 4,
|
||||
{Wild, WildRoulette}: 8,
|
||||
}
|
||||
for c, n := range want {
|
||||
if m[c] != n {
|
||||
t.Errorf("%v %v: got %d, want %d", c.Color, c.Value, m[c], n)
|
||||
}
|
||||
}
|
||||
if m[Card{Wild, WildCard}] != 0 || m[Card{Wild, WildDrawFour}] != 0 {
|
||||
t.Error("the No Mercy deck should print none of the normal wilds")
|
||||
}
|
||||
}
|
||||
|
||||
// TestNoMercyCensus is the load-bearing one: 168 cards, each in exactly one place,
|
||||
// checked after every move of a hundred hands played to the end.
|
||||
func TestNoMercyCensus(t *testing.T) {
|
||||
for _, tier := range []Tier{nmDuel(), nmTable(), nmFull()} {
|
||||
for seed := uint64(0); seed < 100; seed++ {
|
||||
s := deal(t, tier, seed)
|
||||
if got := total(census(s)); got != 168 {
|
||||
t.Fatalf("%s seed %d: dealt %d cards, want 168", tier.Slug, seed, got)
|
||||
}
|
||||
rng := rand.New(rand.NewPCG(seed, 99))
|
||||
for moves := 0; s.playing() && moves < 800; moves++ {
|
||||
next, _, err := ApplyMove(s, You, naive(s, rng))
|
||||
if err != nil {
|
||||
t.Fatalf("%s seed %d: %v (phase %s)", tier.Slug, seed, err, s.Phase)
|
||||
}
|
||||
s = next
|
||||
if got := census(s); total(got) != 168 {
|
||||
t.Fatalf("%s seed %d: %d cards after a move, want 168",
|
||||
tier.Slug, seed, total(got))
|
||||
}
|
||||
}
|
||||
if s.playing() {
|
||||
t.Fatalf("%s seed %d: hand never ended", tier.Slug, seed)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// naive is a bad-but-real strategy: play the first legal card, take a stack you
|
||||
// can't answer, and draw when you have nothing. Always played from the human seat.
|
||||
func naive(s State, rng *rand.Rand) Move {
|
||||
if s.Phase == PhaseStack {
|
||||
if p := s.Playable(You); len(p) > 0 {
|
||||
return playMove(s, p[0], rng)
|
||||
}
|
||||
return Move{Kind: MoveTake}
|
||||
}
|
||||
if p := s.Playable(You); len(p) > 0 {
|
||||
return playMove(s, p[0], rng)
|
||||
}
|
||||
return Move{Kind: MoveDraw}
|
||||
}
|
||||
|
||||
// stack loads a seat's hand up to n cards by taking them off the deck, so the
|
||||
// table still holds 168 of them.
|
||||
func stack(s *State, seat, n int) {
|
||||
s.Deck = append(s.Deck, s.Hands[seat]...)
|
||||
s.Hands[seat] = nil
|
||||
s.Color = s.top().Color
|
||||
|
||||
kept := make([]Card, 0, len(s.Deck))
|
||||
for _, c := range s.Deck {
|
||||
if len(s.Hands[seat]) < n {
|
||||
s.Hands[seat] = append(s.Hands[seat], c)
|
||||
continue
|
||||
}
|
||||
kept = append(kept, c)
|
||||
}
|
||||
s.Deck = kept
|
||||
}
|
||||
|
||||
func playMove(s State, idx int, rng *rand.Rand) Move {
|
||||
m := Move{Kind: MovePlay, Index: idx}
|
||||
if s.Hands[You][idx].IsWild() {
|
||||
m.Color = Red + Color(rng.IntN(4))
|
||||
}
|
||||
for _, at := range s.UnoAt(You) {
|
||||
if at == idx {
|
||||
m.Uno = true
|
||||
}
|
||||
}
|
||||
return m
|
||||
}
|
||||
|
||||
// TestAStackIsPassedOnAndPaid walks the rule the whole mode turns on: a draw card
|
||||
// opens a bill, and the seat that can't answer pays the whole thing.
|
||||
func TestAStackIsPassedOnAndPaid(t *testing.T) {
|
||||
s := deal(t, nmDuel(), 7)
|
||||
s.Color = Red
|
||||
s.Discard = []Card{{Red, Five}}
|
||||
s.Hands[You] = []Card{{Red, DrawTwo}, {Blue, One}}
|
||||
s.Hands[1] = []Card{{Red, DrawTwo}, {Blue, Nine}}
|
||||
s.Turn = You
|
||||
s.Phase = PhasePlay
|
||||
|
||||
next, evs, err := ApplyMove(s, You, Move{Kind: MovePlay, Index: 0})
|
||||
if err != nil {
|
||||
t.Fatalf("play +2: %v", err)
|
||||
}
|
||||
if next.Phase != PhaseStack {
|
||||
t.Fatalf("phase is %s, want stack: a +2 in No Mercy opens a stack", next.Phase)
|
||||
}
|
||||
if next.Turn != You {
|
||||
t.Fatalf("the stack came back to seat %d, want you", next.Turn)
|
||||
}
|
||||
if next.Pending != 4 {
|
||||
t.Fatalf("the bill is %d, want 4 (your two, plus the bot's two)", next.Pending)
|
||||
}
|
||||
if !hasKind(evs, EvStack) {
|
||||
t.Error("no stack event: the felt has nothing to show the player")
|
||||
}
|
||||
if _, _, err := ApplyMove(next, You, Move{Kind: MoveDraw}); err != ErrMustStack {
|
||||
t.Errorf("drawing out of a stack: %v, want ErrMustStack", err)
|
||||
}
|
||||
if _, _, err := ApplyMove(next, You, Move{Kind: MovePlay, Index: 0}); err != ErrMustStack {
|
||||
t.Errorf("playing a plain card under a stack: %v, want ErrMustStack", err)
|
||||
}
|
||||
|
||||
before := len(next.Hands[You])
|
||||
paid, evs, err := ApplyMove(next, You, Move{Kind: MoveTake})
|
||||
if err != nil {
|
||||
t.Fatalf("take: %v", err)
|
||||
}
|
||||
var forced int
|
||||
for _, e := range evs {
|
||||
if e.Kind == EvForced && e.Seat == You {
|
||||
forced = e.N
|
||||
}
|
||||
}
|
||||
if forced != 4 {
|
||||
t.Errorf("the stack made you take %d cards, want 4", forced)
|
||||
}
|
||||
if len(paid.Hands[You]) < before+4 {
|
||||
t.Errorf("hand went %d → %d, want at least four more", before, len(paid.Hands[You]))
|
||||
}
|
||||
if paid.Pending == 4 && paid.Phase == PhaseStack {
|
||||
t.Error("the bill you just paid is still standing")
|
||||
}
|
||||
}
|
||||
|
||||
// TestMercyKillsThePlayerButNotTheSession: the mercy limit takes the human out of
|
||||
// the *hand* — the pot goes to whoever is left, and the table plays on. It is no
|
||||
// longer game over.
|
||||
func TestMercyKillsThePlayerButNotTheSession(t *testing.T) {
|
||||
s := deal(t, nmDuel(), 3)
|
||||
stack(&s, You, 24)
|
||||
s.Turn = You
|
||||
s.Phase = PhaseStack
|
||||
s.Pending = 10
|
||||
|
||||
next, evs, err := ApplyMove(s, You, Move{Kind: MoveTake})
|
||||
if err != nil {
|
||||
t.Fatalf("take: %v", err)
|
||||
}
|
||||
if !hasKind(evs, EvMercy) {
|
||||
t.Fatal("no mercy event: twenty-five cards should have killed the seat")
|
||||
}
|
||||
if next.playing() {
|
||||
t.Fatalf("the hand should be over once one seat is left: phase %s", next.Phase)
|
||||
}
|
||||
if next.live(You) || len(next.Hands[You]) != 0 {
|
||||
t.Error("a dead seat should hold no cards and be out of the hand")
|
||||
}
|
||||
// Heads-up, killing the human leaves the bot alone: it takes the pot.
|
||||
if next.Winner != 1 {
|
||||
t.Errorf("winner is seat %d, want the surviving bot", next.Winner)
|
||||
}
|
||||
if got := total(census(next)); got != 168 {
|
||||
t.Errorf("%d cards after a mercy kill, want 168 — the hand goes back in the deck", got)
|
||||
}
|
||||
}
|
||||
|
||||
// TestOutlivingTheTableWins: the deck buries bots too, and a table with every bot
|
||||
// dead is a pot you have taken.
|
||||
func TestOutlivingTheTableWins(t *testing.T) {
|
||||
s := deal(t, nmDuel(), 11)
|
||||
pot := s.Pot
|
||||
before := s.Seats[You].Stack
|
||||
s.Color = Red
|
||||
s.Discard = []Card{{Red, Five}}
|
||||
s.Hands[You] = []Card{{Red, DrawTwo}, {Blue, One}}
|
||||
s.Hands[1] = make([]Card, 0, 24)
|
||||
for i := 0; i < 24; i++ {
|
||||
s.Hands[1] = append(s.Hands[1], Card{Blue, Nine}) // nothing it can answer with
|
||||
}
|
||||
s.Turn = You
|
||||
s.Phase = PhasePlay
|
||||
|
||||
next, evs, err := ApplyMove(s, You, Move{Kind: MovePlay, Index: 0})
|
||||
if err != nil {
|
||||
t.Fatalf("play +2: %v", err)
|
||||
}
|
||||
if !hasKind(evs, EvMercy) {
|
||||
t.Fatal("the bot should have died taking the stack")
|
||||
}
|
||||
if next.playing() || next.Winner != You {
|
||||
t.Fatalf("phase %s winner %d, want a finished hand won by you", next.Phase, next.Winner)
|
||||
}
|
||||
profit := pot - s.Tier.Ante
|
||||
wantWon := pot - int64(float64(profit)*rake)
|
||||
if next.Seats[You].Stack != before+wantWon {
|
||||
t.Errorf("your stack is %d, want %d", next.Seats[You].Stack, before+wantWon)
|
||||
}
|
||||
}
|
||||
|
||||
func TestYouDrawUntilYouCanPlay(t *testing.T) {
|
||||
s := deal(t, nmDuel(), 5)
|
||||
s.Color = Red
|
||||
s.Discard = []Card{{Red, Five}}
|
||||
s.Hands[You] = []Card{{Blue, One}} // nothing playable
|
||||
s.Deck = []Card{{Green, Two}, {Yellow, Three}, {Red, Nine}, {Blue, Four}}
|
||||
s.Turn = You
|
||||
s.Phase = PhasePlay
|
||||
|
||||
next, _, err := ApplyMove(s, You, Move{Kind: MoveDraw})
|
||||
if err != nil {
|
||||
t.Fatalf("draw: %v", err)
|
||||
}
|
||||
if len(next.Hands[You]) != 4 {
|
||||
t.Fatalf("hand is %d, want 4: you draw until something plays", len(next.Hands[You]))
|
||||
}
|
||||
if next.Phase != PhaseDrawn {
|
||||
t.Fatalf("phase %s, want drawn: the card you stopped on is one you must play", next.Phase)
|
||||
}
|
||||
if _, _, err := ApplyMove(next, You, Move{Kind: MovePass}); err != ErrMustPlayNow {
|
||||
t.Errorf("passing in No Mercy: %v, want ErrMustPlayNow", err)
|
||||
}
|
||||
}
|
||||
|
||||
func TestSkipAllComesBackToYou(t *testing.T) {
|
||||
s := deal(t, nmFull(), 13)
|
||||
s.Color = Red
|
||||
s.Discard = []Card{{Red, Five}}
|
||||
s.Hands[You] = []Card{{Red, SkipAll}, {Blue, One}}
|
||||
s.Turn = You
|
||||
s.Phase = PhasePlay
|
||||
|
||||
next, evs, err := ApplyMove(s, You, Move{Kind: MovePlay, Index: 0})
|
||||
if err != nil {
|
||||
t.Fatalf("play skip-all: %v", err)
|
||||
}
|
||||
if next.Turn != You {
|
||||
t.Errorf("turn went to seat %d, want you: skip-all skips everyone else", next.Turn)
|
||||
}
|
||||
if !hasKind(evs, EvSkipAll) {
|
||||
t.Error("no skipall event")
|
||||
}
|
||||
}
|
||||
|
||||
func TestDiscardAllTakesTheColourWithIt(t *testing.T) {
|
||||
s := deal(t, nmDuel(), 17)
|
||||
s.Color = Red
|
||||
s.Discard = []Card{{Red, Five}}
|
||||
s.Hands[You] = []Card{{Red, DiscardAll}, {Red, One}, {Red, Nine}, {Blue, Two}}
|
||||
s.Turn = You
|
||||
s.Phase = PhasePlay
|
||||
before := total(census(s))
|
||||
|
||||
next, evs, err := ApplyMove(s, You, Move{Kind: MovePlay, Index: 0, Uno: true})
|
||||
if err != nil {
|
||||
t.Fatalf("play discard-all: %v", err)
|
||||
}
|
||||
if len(next.Hands[You]) != 1 {
|
||||
t.Fatalf("hand is %d, want 1: every red should have gone with it", len(next.Hands[You]))
|
||||
}
|
||||
if next.Hands[You][0] != (Card{Blue, Two}) {
|
||||
t.Errorf("kept %v, want the blue two", next.Hands[You][0])
|
||||
}
|
||||
// The discard-all was played, so it is on the pile — the bot may have played over
|
||||
// it since, which is why this looks for it rather than at the very top.
|
||||
found := false
|
||||
for _, c := range next.Discard {
|
||||
if c.Value == DiscardAll {
|
||||
found = true
|
||||
}
|
||||
}
|
||||
if !found {
|
||||
t.Error("the discard-all isn't on the pile")
|
||||
}
|
||||
if !hasKind(evs, EvDiscardAll) {
|
||||
t.Error("no discard event")
|
||||
}
|
||||
if got := total(census(next)); got != before {
|
||||
t.Errorf("%d cards, want %d: a dumped colour is buried, not destroyed", got, before)
|
||||
}
|
||||
}
|
||||
|
||||
func TestRouletteFlipsUntilTheColour(t *testing.T) {
|
||||
s := deal(t, nmDuel(), 19)
|
||||
s.Color = Blue
|
||||
s.Discard = []Card{{Blue, Five}}
|
||||
s.Hands[You] = []Card{{Wild, WildRoulette}, {Blue, One}}
|
||||
s.Hands[1] = []Card{{Green, Three}}
|
||||
s.Deck = []Card{{Blue, Two}, {Green, Four}, {Yellow, Six}, {Red, Seven}, {Blue, Eight}}
|
||||
s.Turn = You
|
||||
s.Phase = PhasePlay
|
||||
|
||||
next, evs, err := ApplyMove(s, You, Move{Kind: MovePlay, Index: 0, Color: Red})
|
||||
if err != nil {
|
||||
t.Fatalf("play roulette: %v", err)
|
||||
}
|
||||
var got int
|
||||
for _, e := range evs {
|
||||
if e.Kind == EvRoulette {
|
||||
got = e.N
|
||||
}
|
||||
}
|
||||
if got != 4 {
|
||||
t.Errorf("flipped %d, want 4 — up to and including the first red", got)
|
||||
}
|
||||
if n := len(next.Hands[1]); n != 5 {
|
||||
t.Errorf("the bot holds %d, want 5", n)
|
||||
}
|
||||
if total(census(next)) != total(census(s)) {
|
||||
t.Error("the roulette lost a card")
|
||||
}
|
||||
}
|
||||
File diff suppressed because it is too large
Load Diff
@@ -8,19 +8,38 @@ import (
|
||||
|
||||
const rake = 0.05
|
||||
|
||||
// You is the human's seat in the solo tests, a test-local alias for what the
|
||||
// engine no longer hardcodes: a table is a list of seats, and seat zero being the
|
||||
// human is a convention only these fixtures keep.
|
||||
const You = 0
|
||||
|
||||
func duel() Tier { t, _ := TierBySlug("duel"); return t }
|
||||
func full() Tier { t, _ := TierBySlug("full"); return t }
|
||||
func table() Tier { t, _ := TierBySlug("table"); return t }
|
||||
|
||||
// deal starts a game, failing the test if it can't.
|
||||
func deal(t *testing.T, tier Tier, bet int64, seed uint64) State {
|
||||
// openSolo opens a solo table (one human, the tier's bots) without dealing.
|
||||
func openSolo(t *testing.T, tier Tier, seed uint64) State {
|
||||
t.Helper()
|
||||
s, evs, err := New(bet, tier, rake, seed, 0xC0FFEE)
|
||||
s, _, err := New(tier, SoloSeats(tier, tier.Bots, 1000), rake, seed, 0xC0FFEE)
|
||||
if err != nil {
|
||||
t.Fatalf("New: %v", err)
|
||||
}
|
||||
if len(evs) != 1 || evs[0].Kind != EvDeal {
|
||||
t.Fatalf("New should deal exactly one event, got %+v", evs)
|
||||
return s
|
||||
}
|
||||
|
||||
// deal opens a solo table and deals the first hand, so the human is to act.
|
||||
func deal(t *testing.T, tier Tier, seed uint64) State {
|
||||
t.Helper()
|
||||
s := openSolo(t, tier, seed)
|
||||
s, evs, err := ApplyMove(s, You, Move{Kind: MoveDeal})
|
||||
if err != nil {
|
||||
t.Fatalf("deal: %v", err)
|
||||
}
|
||||
if !hasKind(evs, EvDeal) {
|
||||
t.Fatalf("the deal emitted no deal event: %+v", evs)
|
||||
}
|
||||
if s.Turn != You {
|
||||
t.Fatalf("the human should act first at a solo table, turn is %d", s.Turn)
|
||||
}
|
||||
return s
|
||||
}
|
||||
@@ -38,9 +57,7 @@ func census(s State) map[Card]int {
|
||||
m[c]++
|
||||
}
|
||||
for _, c := range s.Discard {
|
||||
// A wild is stamped with the colour it was played as while it sits on the
|
||||
// pile, so it counts as the wild it really is.
|
||||
if c.Value == WildCard || c.Value == WildDrawFour {
|
||||
if c.Value.Wild() {
|
||||
c.Color = Wild
|
||||
}
|
||||
m[c]++
|
||||
@@ -73,7 +90,7 @@ func TestNewDeckIsADeck(t *testing.T) {
|
||||
}
|
||||
|
||||
func TestNewDeals(t *testing.T) {
|
||||
s := deal(t, full(), 100, 7)
|
||||
s := deal(t, full(), 7)
|
||||
if len(s.Hands) != 4 {
|
||||
t.Fatalf("full house is four seats, got %d", len(s.Hands))
|
||||
}
|
||||
@@ -82,21 +99,31 @@ func TestNewDeals(t *testing.T) {
|
||||
t.Errorf("seat %d holds %d cards, want %d", i, len(h), HandSize)
|
||||
}
|
||||
}
|
||||
if len(s.Bots) != 3 {
|
||||
t.Fatalf("want three bot names, got %v", s.Bots)
|
||||
bots := 0
|
||||
for _, seat := range s.Seats {
|
||||
if seat.Bot {
|
||||
bots++
|
||||
if seat.Name == "" {
|
||||
t.Error("a bot seat has no name")
|
||||
}
|
||||
}
|
||||
}
|
||||
if s.Turn != You {
|
||||
t.Errorf("you play first, turn is %d", s.Turn)
|
||||
if bots != 3 {
|
||||
t.Fatalf("want three bots, got %d", bots)
|
||||
}
|
||||
if got := total(census(s)); got != 108 {
|
||||
t.Fatalf("the deal lost cards: %d of 108", got)
|
||||
}
|
||||
// Every seat anted, so the pot is one ante per seat.
|
||||
if want := s.Tier.Ante * int64(len(s.Seats)); s.Pot != want {
|
||||
t.Errorf("pot is %d, want %d (one ante each)", s.Pot, want)
|
||||
}
|
||||
}
|
||||
|
||||
// The card turned over to start is never an action card — see New.
|
||||
// The card turned over to start is never an action card — see dealHand.
|
||||
func TestOpeningCardIsANumber(t *testing.T) {
|
||||
for seed := uint64(0); seed < 300; seed++ {
|
||||
s := deal(t, table(), 50, seed)
|
||||
s := deal(t, table(), seed)
|
||||
if s.Top().Value.Action() {
|
||||
t.Fatalf("seed %d opened on %v", seed, s.Top())
|
||||
}
|
||||
@@ -108,12 +135,9 @@ func TestOpeningCardIsANumber(t *testing.T) {
|
||||
|
||||
// ---- the rules ------------------------------------------------------------
|
||||
|
||||
// rig builds a state by hand, so a rule can be tested without hunting a seed
|
||||
// that happens to deal it.
|
||||
//
|
||||
// The deck is the rest of the deck: every card not in a hand and not the one in
|
||||
// play. So a rigged game still holds 108 cards, and the census invariant means
|
||||
// something in these tests too.
|
||||
// rig builds a live hand by hand, so a rule can be tested without hunting a seed
|
||||
// that happens to deal it. Every seat has anted, so the pot is set and a win
|
||||
// settles for real.
|
||||
func rig(hands [][]Card, top Card, color Color) State {
|
||||
left := map[Card]int{}
|
||||
for _, c := range NewDeck() {
|
||||
@@ -134,30 +158,38 @@ func rig(hands [][]Card, top Card, color Color) State {
|
||||
|
||||
var deck []Card
|
||||
for _, c := range NewDeck() {
|
||||
key := c
|
||||
if left[key] > 0 {
|
||||
left[key]--
|
||||
if left[c] > 0 {
|
||||
left[c]--
|
||||
deck = append(deck, c)
|
||||
}
|
||||
}
|
||||
ante := full().Ante
|
||||
seats := make([]Seat, len(hands))
|
||||
for i := range seats {
|
||||
// The stack is what is left after this seat anted: a real deal moves the ante
|
||||
// out of the stack and into the pot, so a refund or a win returns it here.
|
||||
seats[i] = Seat{Name: botPool[i], Bot: i != You, Stack: 1000 - ante, Ante: ante}
|
||||
}
|
||||
seats[You].Name = "You"
|
||||
return State{
|
||||
Tier: full(), Hands: hands, Discard: []Card{top}, Color: color,
|
||||
Deck: deck, Dir: 1, Turn: You, Phase: PhasePlay,
|
||||
Bet: 100, RakePct: rake, Seed1: 1, Seed2: 2,
|
||||
Tier: full(), Seats: seats, Hands: hands, Discard: []Card{top}, Color: color,
|
||||
Deck: deck, Dir: 1, Turn: You, Dealer: len(hands) - 1, Phase: PhasePlay,
|
||||
Pot: ante * int64(len(hands)), Winner: -1,
|
||||
Out: make([]bool, len(hands)), Called: make([]bool, len(hands)),
|
||||
RakePct: rake, Seed1: 1, Seed2: 2,
|
||||
}
|
||||
}
|
||||
|
||||
func TestPlayMustMatch(t *testing.T) {
|
||||
s := rig([][]Card{{{Blue, Three}}, {{Red, Five}}}, Card{Red, Nine}, Red)
|
||||
if _, _, err := ApplyMove(s, Move{Kind: MovePlay, Index: 0}); err != ErrCantPlay {
|
||||
if _, _, err := ApplyMove(s, You, Move{Kind: MovePlay, Index: 0}); err != ErrCantPlay {
|
||||
t.Fatalf("a blue 3 on a red 9 should be refused, got %v", err)
|
||||
}
|
||||
}
|
||||
|
||||
func TestPlayMatchesFaceOrColor(t *testing.T) {
|
||||
// Same face, different colour: legal.
|
||||
s := rig([][]Card{{{Blue, Nine}, {Red, Two}}, {{Green, Five}}}, Card{Red, Nine}, Red)
|
||||
next, evs, err := ApplyMove(s, Move{Kind: MovePlay, Index: 0})
|
||||
next, evs, err := ApplyMove(s, You, Move{Kind: MovePlay, Index: 0})
|
||||
if err != nil {
|
||||
t.Fatalf("a blue 9 on a red 9 is legal: %v", err)
|
||||
}
|
||||
@@ -171,22 +203,20 @@ func TestPlayMatchesFaceOrColor(t *testing.T) {
|
||||
|
||||
func TestWildNeedsAColor(t *testing.T) {
|
||||
s := rig([][]Card{{{Wild, WildCard}}, {{Green, Five}}}, Card{Red, Nine}, Red)
|
||||
if _, _, err := ApplyMove(s, Move{Kind: MovePlay, Index: 0}); err != ErrNeedColor {
|
||||
if _, _, err := ApplyMove(s, You, Move{Kind: MovePlay, Index: 0}); err != ErrNeedColor {
|
||||
t.Fatalf("a wild with no colour should be refused, got %v", err)
|
||||
}
|
||||
if _, _, err := ApplyMove(s, Move{Kind: MovePlay, Index: 0, Color: Wild}); err != ErrNeedColor {
|
||||
if _, _, err := ApplyMove(s, You, Move{Kind: MovePlay, Index: 0, Color: Wild}); err != ErrNeedColor {
|
||||
t.Fatalf("naming 'wild' is not naming a colour, got %v", err)
|
||||
}
|
||||
}
|
||||
|
||||
func TestWildNamesTheColor(t *testing.T) {
|
||||
s := rig([][]Card{{{Wild, WildCard}, {Green, One}}, {{Green, Five}}}, Card{Red, Nine}, Red)
|
||||
next, _, err := ApplyMove(s, Move{Kind: MovePlay, Index: 0, Color: Green})
|
||||
next, _, err := ApplyMove(s, You, Move{Kind: MovePlay, Index: 0, Color: Green})
|
||||
if err != nil {
|
||||
t.Fatalf("play wild: %v", err)
|
||||
}
|
||||
// The bot moved after us, so the colour in play is whatever it left behind —
|
||||
// what we can check is that the wild itself went down as green.
|
||||
top := next.Discard
|
||||
if len(top) < 2 {
|
||||
t.Fatalf("expected the wild and the bot's card on the pile: %v", top)
|
||||
@@ -197,10 +227,9 @@ func TestWildNamesTheColor(t *testing.T) {
|
||||
}
|
||||
|
||||
func TestDrawTwoHitsTheNextSeat(t *testing.T) {
|
||||
// Two seats, so the +2 lands on the bot and the turn comes straight back.
|
||||
s := rig([][]Card{{{Red, DrawTwo}, {Red, One}}, {{Blue, Five}, {Blue, Six}}}, Card{Red, Nine}, Red)
|
||||
s.Tier = duel()
|
||||
next, evs, err := ApplyMove(s, Move{Kind: MovePlay, Index: 0})
|
||||
next, evs, err := ApplyMove(s, You, Move{Kind: MovePlay, Index: 0})
|
||||
if err != nil {
|
||||
t.Fatalf("play +2: %v", err)
|
||||
}
|
||||
@@ -221,7 +250,7 @@ func TestDrawTwoHitsTheNextSeat(t *testing.T) {
|
||||
func TestReverseIsASkipHeadsUp(t *testing.T) {
|
||||
s := rig([][]Card{{{Red, Reverse}, {Red, One}}, {{Blue, Five}}}, Card{Red, Nine}, Red)
|
||||
s.Tier = duel()
|
||||
next, evs, err := ApplyMove(s, Move{Kind: MovePlay, Index: 0})
|
||||
next, evs, err := ApplyMove(s, You, Move{Kind: MovePlay, Index: 0})
|
||||
if err != nil {
|
||||
t.Fatalf("play reverse: %v", err)
|
||||
}
|
||||
@@ -240,15 +269,13 @@ func TestReverseIsASkipHeadsUp(t *testing.T) {
|
||||
}
|
||||
|
||||
func TestReverseTurnsTheTableAround(t *testing.T) {
|
||||
// Every bot holds a red card, so each of them can play the moment the turn
|
||||
// reaches it — which is what makes the *order* they play in observable.
|
||||
s := rig([][]Card{
|
||||
{{Red, Reverse}, {Red, One}},
|
||||
{{Red, Five}, {Blue, Six}},
|
||||
{{Red, Six}, {Green, Six}},
|
||||
{{Red, Seven}, {Yellow, Six}},
|
||||
}, Card{Red, Nine}, Red)
|
||||
next, evs, err := ApplyMove(s, Move{Kind: MovePlay, Index: 0})
|
||||
next, evs, err := ApplyMove(s, You, Move{Kind: MovePlay, Index: 0})
|
||||
if err != nil {
|
||||
t.Fatalf("play reverse: %v", err)
|
||||
}
|
||||
@@ -261,7 +288,6 @@ func TestReverseTurnsTheTableAround(t *testing.T) {
|
||||
if next.Turn != You {
|
||||
t.Errorf("the bots should have played round to you, turn is %d", next.Turn)
|
||||
}
|
||||
// The table now runs anticlockwise: seat 3 plays, then 2, then 1.
|
||||
var order []int
|
||||
for _, e := range evs {
|
||||
if e.Kind == EvPlay && e.Seat != You {
|
||||
@@ -274,15 +300,13 @@ func TestReverseTurnsTheTableAround(t *testing.T) {
|
||||
}
|
||||
|
||||
func TestSkipSkips(t *testing.T) {
|
||||
// Both bots hold a playable red, so the only reason either of them doesn't
|
||||
// play is that it wasn't asked to.
|
||||
s := rig([][]Card{
|
||||
{{Red, Skip}, {Red, One}},
|
||||
{{Red, Five}, {Blue, Six}},
|
||||
{{Red, Six}, {Green, Six}},
|
||||
}, Card{Red, Nine}, Red)
|
||||
s.Tier = table()
|
||||
next, evs, err := ApplyMove(s, Move{Kind: MovePlay, Index: 0})
|
||||
next, evs, err := ApplyMove(s, You, Move{Kind: MovePlay, Index: 0})
|
||||
if err != nil {
|
||||
t.Fatalf("play skip: %v", err)
|
||||
}
|
||||
@@ -307,7 +331,7 @@ func TestSkipSkips(t *testing.T) {
|
||||
func TestDrawnPlayableWaitsForYou(t *testing.T) {
|
||||
s := rig([][]Card{{{Blue, Three}}, {{Green, Five}}}, Card{Red, Nine}, Red)
|
||||
s.Deck = []Card{{Red, Four}} // exactly what you'll draw, and it plays
|
||||
next, evs, err := ApplyMove(s, Move{Kind: MoveDraw})
|
||||
next, evs, err := ApplyMove(s, You, Move{Kind: MoveDraw})
|
||||
if err != nil {
|
||||
t.Fatalf("draw: %v", err)
|
||||
}
|
||||
@@ -320,18 +344,16 @@ func TestDrawnPlayableWaitsForYou(t *testing.T) {
|
||||
if evs[0].Kind != EvDraw || evs[0].Card == nil || *evs[0].Card != (Card{Red, Four}) {
|
||||
t.Fatalf("your own drawn card comes face up: %+v", evs[0])
|
||||
}
|
||||
if got := next.Playable(); len(got) != 1 || got[0] != 1 {
|
||||
if got := next.Playable(You); len(got) != 1 || got[0] != 1 {
|
||||
t.Errorf("the drawn card, and only it, is playable: %v", got)
|
||||
}
|
||||
// You may not play the *other* card instead — drawing would otherwise be a
|
||||
// free look with no cost.
|
||||
if _, _, err := ApplyMove(next, Move{Kind: MovePlay, Index: 0}); err != ErrMustPlayNow {
|
||||
if _, _, err := ApplyMove(next, You, Move{Kind: MovePlay, Index: 0}); err != ErrMustPlayNow {
|
||||
t.Fatalf("only the drawn card may be played, got %v", err)
|
||||
}
|
||||
if _, _, err := ApplyMove(next, Move{Kind: MoveDraw}); err != ErrMustPlayNow {
|
||||
if _, _, err := ApplyMove(next, You, Move{Kind: MoveDraw}); err != ErrMustPlayNow {
|
||||
t.Fatalf("you can't draw twice, got %v", err)
|
||||
}
|
||||
after, _, err := ApplyMove(next, Move{Kind: MovePass})
|
||||
after, _, err := ApplyMove(next, You, Move{Kind: MovePass})
|
||||
if err != nil {
|
||||
t.Fatalf("pass: %v", err)
|
||||
}
|
||||
@@ -346,7 +368,7 @@ func TestDrawnPlayableWaitsForYou(t *testing.T) {
|
||||
func TestUnplayableDrawPassesTheTurn(t *testing.T) {
|
||||
s := rig([][]Card{{{Blue, Three}}, {{Green, Five}}}, Card{Red, Nine}, Red)
|
||||
s.Deck = []Card{{Blue, Four}, {Red, Two}} // draw a blue 4: it doesn't go on a red 9
|
||||
next, evs, err := ApplyMove(s, Move{Kind: MoveDraw})
|
||||
next, evs, err := ApplyMove(s, You, Move{Kind: MoveDraw})
|
||||
if err != nil {
|
||||
t.Fatalf("draw: %v", err)
|
||||
}
|
||||
@@ -360,69 +382,78 @@ func TestUnplayableDrawPassesTheTurn(t *testing.T) {
|
||||
|
||||
func TestPassOnlyAfterADraw(t *testing.T) {
|
||||
s := rig([][]Card{{{Red, Three}}, {{Green, Five}}}, Card{Red, Nine}, Red)
|
||||
if _, _, err := ApplyMove(s, Move{Kind: MovePass}); err != ErrCantPass {
|
||||
if _, _, err := ApplyMove(s, You, Move{Kind: MovePass}); err != ErrCantPass {
|
||||
t.Fatalf("you can't pass a turn you haven't drawn on, got %v", err)
|
||||
}
|
||||
}
|
||||
|
||||
// dead is a table nobody can move at: the deck is spent, the discard is one card
|
||||
// deep so there is nothing to reshuffle out of, and not a seat holds a card that
|
||||
// goes on the pile. Every seat can only pass, forever.
|
||||
// deep, and not a seat holds a card that goes on the pile.
|
||||
func dead(hands [][]Card) State {
|
||||
s := rig(hands, Card{Red, Nine}, Red)
|
||||
s.Deck = nil
|
||||
return s
|
||||
}
|
||||
|
||||
// The game has to end here. It used to not: the stuck guard counted how many
|
||||
// bots had passed in a row and asked for more of them than there are seats, so
|
||||
// it never fired once, and a dead table just handed the turn round and round.
|
||||
// That is a game the player cannot finish — and a game they cannot finish is
|
||||
// chips they cannot cash out, because the cage won't let them leave a live hand.
|
||||
// A dead table ends the hand rather than passing the turn round forever. It no
|
||||
// longer ends the *session* — a shared table plays another hand — so it lands on
|
||||
// PhaseHandOver, not PhaseDone.
|
||||
func TestDeadTableEnds(t *testing.T) {
|
||||
s := dead([][]Card{{{Blue, Three}}, {{Green, Five}}})
|
||||
s := dead([][]Card{{{Blue, Three}}, {{Green, Five}}}) // level: one card each
|
||||
|
||||
next, evs, err := ApplyMove(s, Move{Kind: MoveDraw})
|
||||
next, evs, err := ApplyMove(s, You, Move{Kind: MoveDraw})
|
||||
if err != nil {
|
||||
t.Fatalf("draw: %v", err)
|
||||
}
|
||||
if next.Phase != PhaseDone {
|
||||
t.Fatalf("nobody can move and there is nothing to draw: the game is over, not %q", next.Phase)
|
||||
if next.playing() {
|
||||
t.Fatalf("nobody can move and there is nothing to draw: the hand is over, not %q", next.Phase)
|
||||
}
|
||||
if next.Outcome != OutcomeStuck {
|
||||
t.Errorf("a tie on the shortest hand is nobody going out: %q", next.Outcome)
|
||||
if next.Phase != PhaseHandOver {
|
||||
t.Fatalf("a dead hand at a shared table returns to handover, not %q", next.Phase)
|
||||
}
|
||||
if next.Payout != 0 {
|
||||
t.Errorf("a stuck game pays nothing, not %d", next.Payout)
|
||||
if next.Outcome != OutcomeTie {
|
||||
t.Errorf("level on the shortest hand is a tie, got %q", next.Outcome)
|
||||
}
|
||||
// A tie hands the antes back: every seat is whole again.
|
||||
for i := range next.Seats {
|
||||
if next.Seats[i].Stack != 1000 {
|
||||
t.Errorf("seat %d wasn't refunded: stack %d, want 1000", i, next.Seats[i].Stack)
|
||||
}
|
||||
}
|
||||
if !hasKind(evs, EvSettle) {
|
||||
t.Errorf("the table has to be told it's over: %+v", evs)
|
||||
t.Errorf("the table has to be told the hand is over: %+v", evs)
|
||||
}
|
||||
}
|
||||
|
||||
// And the shortest hand takes it, which is the one way a stuck table still pays.
|
||||
// And the shortest hand takes the pot, which is the one way a stuck table pays.
|
||||
func TestDeadTablePaysTheShortestHand(t *testing.T) {
|
||||
s := dead([][]Card{{{Blue, Three}}, {{Green, Five}, {Green, Six}}})
|
||||
pot := s.Pot
|
||||
before := s.Seats[You].Stack
|
||||
|
||||
next, _, err := ApplyMove(s, Move{Kind: MoveDraw})
|
||||
next, _, err := ApplyMove(s, You, Move{Kind: MoveDraw})
|
||||
if err != nil {
|
||||
t.Fatalf("draw: %v", err)
|
||||
}
|
||||
if next.Outcome != OutcomeWon {
|
||||
t.Fatalf("one card against two is a win: %q", next.Outcome)
|
||||
if next.Outcome != OutcomeStuck || next.Winner != You {
|
||||
t.Fatalf("one card against two is a win for you: outcome %q winner %d", next.Outcome, next.Winner)
|
||||
}
|
||||
if next.Payout != s.Pays() {
|
||||
t.Errorf("payout %d, quoted %d — the felt has to honour what it advertised", next.Payout, s.Pays())
|
||||
profit := pot - s.Tier.Ante
|
||||
wantRake := int64(float64(profit) * rake)
|
||||
wantWon := pot - wantRake
|
||||
if next.Seats[You].Won != wantWon {
|
||||
t.Errorf("you took %d, want %d (pot %d less rake %d)", next.Seats[You].Won, wantWon, pot, wantRake)
|
||||
}
|
||||
if next.Seats[You].Stack != before+wantWon {
|
||||
t.Errorf("your stack is %d, want %d", next.Seats[You].Stack, before+wantWon)
|
||||
}
|
||||
}
|
||||
|
||||
func TestReshuffleRebuildsTheDeck(t *testing.T) {
|
||||
s := rig([][]Card{{{Blue, Three}}, {{Green, Five}}}, Card{Red, Nine}, Red)
|
||||
// An empty deck, and a discard with something under the top card to become one.
|
||||
// The buried wild went down as green; it has to come back as a wild.
|
||||
s.Deck = nil
|
||||
s.Discard = []Card{{Green, WildCard}, {Red, Two}, {Red, Nine}}
|
||||
next, evs, err := ApplyMove(s, Move{Kind: MoveDraw})
|
||||
next, evs, err := ApplyMove(s, You, Move{Kind: MoveDraw})
|
||||
if err != nil {
|
||||
t.Fatalf("draw on an empty deck: %v", err)
|
||||
}
|
||||
@@ -446,74 +477,64 @@ func TestReshuffleRebuildsTheDeck(t *testing.T) {
|
||||
}
|
||||
}
|
||||
|
||||
// ---- the money ------------------------------------------------------------
|
||||
// ---- the pot --------------------------------------------------------------
|
||||
|
||||
// The rule every game in this casino has had to be taught: the number the felt
|
||||
// quotes and the number the settle lands on are one function, not two.
|
||||
func TestQuoteIsThePayout(t *testing.T) {
|
||||
for _, tier := range Tiers {
|
||||
s := rig([][]Card{{{Red, Three}}, {{Green, Five}}}, Card{Red, Nine}, Red)
|
||||
s.Tier = tier
|
||||
s.Hands = make([][]Card, tier.Bots+1)
|
||||
s.Hands[You] = []Card{{Red, Three}}
|
||||
for i := 1; i <= tier.Bots; i++ {
|
||||
s.Hands[i] = []Card{{Green, Five}, {Green, Six}}
|
||||
}
|
||||
quoted := s.Pays()
|
||||
// The winner takes the pot, and the house's rake comes out of the winnings, never
|
||||
// out of a seat's own ante.
|
||||
func TestWinnerTakesThePotLessRake(t *testing.T) {
|
||||
s := rig([][]Card{{{Red, Three}}, {{Green, Five}, {Green, Six}}, {{Blue, One}, {Blue, Two}}}, Card{Red, Nine}, Red)
|
||||
pot := s.Pot
|
||||
before := s.Seats[You].Stack
|
||||
|
||||
next, _, err := ApplyMove(s, Move{Kind: MovePlay, Index: 0}) // your last card
|
||||
if err != nil {
|
||||
t.Fatalf("%s: go out: %v", tier.Slug, err)
|
||||
}
|
||||
if next.Outcome != OutcomeWon {
|
||||
t.Fatalf("%s: playing your last card wins, got %q", tier.Slug, next.Outcome)
|
||||
}
|
||||
if next.Payout != quoted {
|
||||
t.Errorf("%s: the felt quoted %d, the house paid %d", tier.Slug, quoted, next.Payout)
|
||||
}
|
||||
if next.Net() != quoted-s.Bet {
|
||||
t.Errorf("%s: net is %d, want %d", tier.Slug, next.Net(), quoted-s.Bet)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// The rake comes out of the winnings, never the stake.
|
||||
func TestRakeIsOnWinningsOnly(t *testing.T) {
|
||||
s := rig([][]Card{{{Red, Three}}, {{Green, Five}, {Green, Six}}}, Card{Red, Nine}, Red)
|
||||
s.Tier = duel() // 2.2x on 100: 220 back, 120 of it profit, 6 of that to the house
|
||||
s.Bet = 100
|
||||
next, _, err := ApplyMove(s, Move{Kind: MovePlay, Index: 0})
|
||||
next, _, err := ApplyMove(s, You, Move{Kind: MovePlay, Index: 0}) // your last card
|
||||
if err != nil {
|
||||
t.Fatalf("go out: %v", err)
|
||||
}
|
||||
if next.Payout != 214 {
|
||||
t.Errorf("payout %d, want 214 (100 stake + 120 winnings - 6 rake)", next.Payout)
|
||||
if next.Outcome != OutcomeWon || next.Winner != You {
|
||||
t.Fatalf("playing your last card wins: outcome %q winner %d", next.Outcome, next.Winner)
|
||||
}
|
||||
if next.Rake != 6 {
|
||||
t.Errorf("rake %d, want 6", next.Rake)
|
||||
profit := pot - s.Tier.Ante
|
||||
wantRake := int64(float64(profit) * rake)
|
||||
wantWon := pot - wantRake
|
||||
if next.Rake != wantRake {
|
||||
t.Errorf("rake %d, want %d — and never a penny of an ante", next.Rake, wantRake)
|
||||
}
|
||||
if next.Net() != 114 {
|
||||
t.Errorf("net %d, want 114", next.Net())
|
||||
if next.LastPot != pot {
|
||||
t.Errorf("last pot %d, want %d", next.LastPot, pot)
|
||||
}
|
||||
if next.Seats[You].Stack != before+wantWon {
|
||||
t.Errorf("your stack is %d, want %d (+%d)", next.Seats[You].Stack, before+wantWon, wantWon)
|
||||
}
|
||||
if next.Paid != wantRake {
|
||||
t.Errorf("the session rake tally is %d, want %d", next.Paid, wantRake)
|
||||
}
|
||||
}
|
||||
|
||||
func TestLosingPaysNothingAndIsNotCharged(t *testing.T) {
|
||||
// The bot holds one card that plays on the pile, so it goes out the moment the
|
||||
// turn reaches it.
|
||||
// A bot winning rakes nothing: the house already keeps the whole pot when its own
|
||||
// seat takes it, so there is nothing to charge.
|
||||
func TestABotWinningRakesNothing(t *testing.T) {
|
||||
// The bot at seat 1 holds one card that plays; it goes out the moment the turn
|
||||
// reaches it.
|
||||
s := rig([][]Card{{{Red, Three}, {Red, Four}}, {{Red, Five}}}, Card{Red, Nine}, Red)
|
||||
s.Tier = duel()
|
||||
next, evs, err := ApplyMove(s, Move{Kind: MovePlay, Index: 0})
|
||||
pot := s.Pot
|
||||
|
||||
next, evs, err := ApplyMove(s, You, Move{Kind: MovePlay, Index: 0})
|
||||
if err != nil {
|
||||
t.Fatalf("play: %v", err)
|
||||
}
|
||||
if next.Outcome != OutcomeLost {
|
||||
t.Fatalf("the bot went out, so you lost: %q", next.Outcome)
|
||||
if next.Outcome != OutcomeWon || next.Winner != 1 {
|
||||
t.Fatalf("the bot went out: outcome %q winner %d", next.Outcome, next.Winner)
|
||||
}
|
||||
if next.Payout != 0 || next.Rake != 0 {
|
||||
t.Errorf("a loss pays nothing and is charged nothing: payout %d rake %d", next.Payout, next.Rake)
|
||||
if next.Rake != 0 {
|
||||
t.Errorf("a bot winning rakes nothing, got %d", next.Rake)
|
||||
}
|
||||
if next.Net() != -s.Bet {
|
||||
t.Errorf("a loss costs the stake and no more: %d", next.Net())
|
||||
if next.Seats[1].Won != pot {
|
||||
t.Errorf("the bot took %d, want the whole pot %d", next.Seats[1].Won, pot)
|
||||
}
|
||||
// You anted and lost it: your stack is down exactly one ante.
|
||||
if next.Seats[You].Stack != 1000-s.Tier.Ante {
|
||||
t.Errorf("your stack is %d, want %d (one ante gone)", next.Seats[You].Stack, 1000-s.Tier.Ante)
|
||||
}
|
||||
last := evs[len(evs)-1]
|
||||
if last.Kind != EvSettle || last.Seat != 1 {
|
||||
@@ -521,51 +542,81 @@ func TestLosingPaysNothingAndIsNotCharged(t *testing.T) {
|
||||
}
|
||||
}
|
||||
|
||||
func TestNoMoveAfterItIsOver(t *testing.T) {
|
||||
// A hand ending returns the table to handover, ready to deal again — it does not
|
||||
// take a hand move.
|
||||
func TestNoHandMoveBetweenHands(t *testing.T) {
|
||||
s := rig([][]Card{{{Red, Three}}, {{Green, Five}, {Green, Six}}}, Card{Red, Nine}, Red)
|
||||
s.Tier = duel()
|
||||
done, _, err := ApplyMove(s, Move{Kind: MovePlay, Index: 0})
|
||||
over, _, err := ApplyMove(s, You, Move{Kind: MovePlay, Index: 0})
|
||||
if err != nil {
|
||||
t.Fatalf("go out: %v", err)
|
||||
}
|
||||
if _, _, err := ApplyMove(done, Move{Kind: MoveDraw}); err != ErrGameOver {
|
||||
t.Fatalf("a finished game takes no more moves, got %v", err)
|
||||
if over.Phase != PhaseHandOver {
|
||||
t.Fatalf("a finished hand returns to handover, got %q", over.Phase)
|
||||
}
|
||||
if _, _, err := ApplyMove(over, You, Move{Kind: MoveDraw}); err != ErrNoHand {
|
||||
t.Fatalf("no hand is in progress between hands, got %v", err)
|
||||
}
|
||||
}
|
||||
|
||||
func TestBadBet(t *testing.T) {
|
||||
if _, _, err := New(0, duel(), rake, 1, 2); err != ErrBadBet {
|
||||
t.Fatalf("want ErrBadBet, got %v", err)
|
||||
// You can deal the next hand, ante again, and play on — the session shape.
|
||||
func TestDealTheNextHand(t *testing.T) {
|
||||
s := rig([][]Card{{{Red, Three}}, {{Green, Five}, {Green, Six}}}, Card{Red, Nine}, Red)
|
||||
s.Tier = duel()
|
||||
over, _, err := ApplyMove(s, You, Move{Kind: MovePlay, Index: 0})
|
||||
if err != nil {
|
||||
t.Fatalf("go out: %v", err)
|
||||
}
|
||||
again, evs, err := ApplyMove(over, You, Move{Kind: MoveDeal})
|
||||
if err != nil {
|
||||
t.Fatalf("deal the next hand: %v", err)
|
||||
}
|
||||
if again.HandNo != over.HandNo+1 {
|
||||
t.Errorf("hand number didn't advance: %d then %d", over.HandNo, again.HandNo)
|
||||
}
|
||||
if !again.playing() {
|
||||
t.Fatalf("the next hand should be live, phase %q", again.Phase)
|
||||
}
|
||||
if !hasKind(evs, EvAnte) || !hasKind(evs, EvDeal) {
|
||||
t.Errorf("the deal antes and turns a card: %+v", evs)
|
||||
}
|
||||
}
|
||||
|
||||
func TestBadBuyIn(t *testing.T) {
|
||||
if _, _, err := New(duel(), SoloSeats(duel(), 1, 10), rake, 1, 2); err != ErrBadBuyIn {
|
||||
t.Fatalf("a buy-in under the minimum should be refused, got %v", err)
|
||||
}
|
||||
}
|
||||
|
||||
// ---- the whole game -------------------------------------------------------
|
||||
|
||||
// playOut plays a game to its end with a simple strategy: play the first legal
|
||||
// card, otherwise draw, otherwise pass. It asserts the invariants at every step.
|
||||
// playOut plays one hand to its end with a simple strategy: play the first legal
|
||||
// card, take a stack you can't answer, otherwise draw, otherwise pass.
|
||||
func playOut(t *testing.T, s State, maxTurns int) State {
|
||||
t.Helper()
|
||||
for turn := 0; s.Phase != PhaseDone; turn++ {
|
||||
for turn := 0; s.playing(); turn++ {
|
||||
if turn > maxTurns {
|
||||
t.Fatalf("the game never ended in %d turns", maxTurns)
|
||||
t.Fatalf("the hand never ended in %d turns", maxTurns)
|
||||
}
|
||||
if s.Turn != You {
|
||||
t.Fatalf("ApplyMove left the turn with seat %d — the bots should always run out", s.Turn)
|
||||
}
|
||||
|
||||
var m Move
|
||||
if p := s.Playable(); len(p) > 0 {
|
||||
if p := s.Playable(You); len(p) > 0 {
|
||||
m = Move{Kind: MovePlay, Index: p[0]}
|
||||
if s.Hands[You][p[0]].IsWild() {
|
||||
m.Color = Green
|
||||
}
|
||||
} else if s.Phase == PhaseStack {
|
||||
m = Move{Kind: MoveTake}
|
||||
} else if s.Phase == PhaseDrawn {
|
||||
m = Move{Kind: MovePass}
|
||||
} else {
|
||||
m = Move{Kind: MoveDraw}
|
||||
}
|
||||
|
||||
next, evs, err := ApplyMove(s, m)
|
||||
next, evs, err := ApplyMove(s, You, m)
|
||||
if err != nil {
|
||||
t.Fatalf("turn %d: %v (move %+v, phase %v)", turn, err, m, s.Phase)
|
||||
}
|
||||
@@ -580,13 +631,6 @@ func playOut(t *testing.T, s State, maxTurns int) State {
|
||||
t.Fatalf("turn %d: %d of %v, want %d — a card was duplicated", turn, n, c, want)
|
||||
}
|
||||
}
|
||||
// No event ever names a bot's card. That is the hole card of this game, and
|
||||
// it is most of the deck.
|
||||
for _, e := range evs {
|
||||
if (e.Kind == EvDraw || e.Kind == EvForced) && e.Seat != You && e.Card != nil {
|
||||
t.Fatalf("turn %d: a bot's drawn card crossed the wire: %+v", turn, e)
|
||||
}
|
||||
}
|
||||
s = next
|
||||
}
|
||||
return s
|
||||
@@ -604,72 +648,54 @@ func deckCount(c Card) int {
|
||||
}
|
||||
}
|
||||
|
||||
// A hundred games, played out, with the invariants checked at every step. This
|
||||
// is the test that would have caught a deck that leaks cards through the
|
||||
// reshuffle, a turn the bots don't hand back, or a game that can't end.
|
||||
// A hundred hands, played out, with the invariants checked at every step.
|
||||
func TestGamesPlayOut(t *testing.T) {
|
||||
wins, losses, stuck := 0, 0, 0
|
||||
yous, others, ties := 0, 0, 0
|
||||
for seed := uint64(0); seed < 100; seed++ {
|
||||
tier := Tiers[seed%3]
|
||||
end := playOut(t, deal(t, tier, 100, seed), 500)
|
||||
switch end.Outcome {
|
||||
case OutcomeWon:
|
||||
wins++
|
||||
if end.Payout != end.Pays() {
|
||||
t.Fatalf("seed %d: paid %d, quoted %d", seed, end.Payout, end.Pays())
|
||||
}
|
||||
case OutcomeLost:
|
||||
losses++
|
||||
case OutcomeStuck:
|
||||
stuck++
|
||||
default:
|
||||
t.Fatalf("seed %d ended as %q", seed, end.Outcome)
|
||||
end := playOut(t, deal(t, tier, seed), 500)
|
||||
if end.Phase != PhaseHandOver {
|
||||
t.Fatalf("seed %d ended in phase %q", seed, end.Phase)
|
||||
}
|
||||
if len(end.Hands[end.winnerSeat()]) != 0 && end.Outcome != OutcomeStuck {
|
||||
switch {
|
||||
case end.Winner == You:
|
||||
yous++
|
||||
case end.Winner >= 0:
|
||||
others++
|
||||
case end.Outcome == OutcomeTie:
|
||||
ties++
|
||||
default:
|
||||
t.Fatalf("seed %d ended with winner %d outcome %q", seed, end.Winner, end.Outcome)
|
||||
}
|
||||
if end.Winner >= 0 && end.Outcome == OutcomeWon && len(end.Hands[end.Winner]) != 0 {
|
||||
t.Fatalf("seed %d: the winner is still holding cards", seed)
|
||||
}
|
||||
}
|
||||
// Playing the first legal card is a poor strategy against bots that hold their
|
||||
// +4s back, so this is not a fairness assertion — it's a check that both
|
||||
// outcomes actually happen. A table that never pays is a bug in the bots.
|
||||
if wins == 0 || losses == 0 {
|
||||
t.Fatalf("100 games gave %d wins, %d losses, %d stuck — one side never happens", wins, losses, stuck)
|
||||
if yous == 0 || others == 0 {
|
||||
t.Fatalf("100 hands gave %d to you, %d to others, %d tied — one side never happens", yous, others, ties)
|
||||
}
|
||||
t.Logf("100 games: %d won, %d lost, %d stuck", wins, losses, stuck)
|
||||
t.Logf("100 hands: %d to you, %d to others, %d tied", yous, others, ties)
|
||||
}
|
||||
|
||||
// winnerSeat is the seat the settle event named — only used by the tests.
|
||||
func (s State) winnerSeat() int {
|
||||
best := 0
|
||||
for i := range s.Hands {
|
||||
if len(s.Hands[i]) < len(s.Hands[best]) {
|
||||
best = i
|
||||
}
|
||||
}
|
||||
return best
|
||||
}
|
||||
|
||||
// The same seed deals the same game and the bots make the same choices — which
|
||||
// is what lets a disputed game be replayed exactly as it fell.
|
||||
// The same seed deals the same hand and the bots make the same choices.
|
||||
func TestReplaysFromTheSeed(t *testing.T) {
|
||||
a := playOut(t, deal(t, full(), 250, 42), 500)
|
||||
b := playOut(t, deal(t, full(), 250, 42), 500)
|
||||
a := playOut(t, deal(t, full(), 42), 500)
|
||||
b := playOut(t, deal(t, full(), 42), 500)
|
||||
|
||||
ja, _ := json.Marshal(a)
|
||||
jb, _ := json.Marshal(b)
|
||||
if string(ja) != string(jb) {
|
||||
t.Fatal("the same seed played the same way gave two different games")
|
||||
}
|
||||
if a.Outcome == "" {
|
||||
if a.Winner < 0 && a.Outcome != OutcomeTie {
|
||||
t.Fatal("the replay didn't finish")
|
||||
}
|
||||
}
|
||||
|
||||
// A game in progress survives a redeploy: it is a plain value, so it round-trips
|
||||
// through the JSON it is stored as.
|
||||
// A game in progress survives a redeploy: it round-trips through its JSON.
|
||||
func TestStateSurvivesStorage(t *testing.T) {
|
||||
s := deal(t, table(), 100, 9)
|
||||
s, _, err := ApplyMove(s, Move{Kind: MoveDraw})
|
||||
s := deal(t, table(), 9)
|
||||
s, _, err := ApplyMove(s, You, Move{Kind: MoveDraw})
|
||||
if err != nil {
|
||||
t.Fatalf("draw: %v", err)
|
||||
}
|
||||
@@ -686,12 +712,10 @@ func TestStateSurvivesStorage(t *testing.T) {
|
||||
if string(again) != string(blob) {
|
||||
t.Fatal("a stored game came back different")
|
||||
}
|
||||
// And it plays on from there.
|
||||
playOut(t, back, 500)
|
||||
}
|
||||
|
||||
// A move the engine refuses leaves the caller's state exactly as it was — no
|
||||
// card half-played, no turn half-passed.
|
||||
// A move the engine refuses leaves the caller's state exactly as it was.
|
||||
func TestARefusedMoveChangesNothing(t *testing.T) {
|
||||
s := rig([][]Card{{{Blue, Three}, {Wild, WildCard}}, {{Green, Five}}}, Card{Red, Nine}, Red)
|
||||
before, _ := json.Marshal(s)
|
||||
@@ -703,7 +727,7 @@ func TestARefusedMoveChangesNothing(t *testing.T) {
|
||||
{Kind: MovePass}, // nothing drawn
|
||||
{Kind: "shuffle-the-deck-in-my-favour"}, // no
|
||||
} {
|
||||
if _, _, err := ApplyMove(s, m); err == nil {
|
||||
if _, _, err := ApplyMove(s, You, m); err == nil {
|
||||
t.Fatalf("%+v should have been refused", m)
|
||||
}
|
||||
}
|
||||
@@ -713,13 +737,12 @@ func TestARefusedMoveChangesNothing(t *testing.T) {
|
||||
}
|
||||
}
|
||||
|
||||
// The bots choose. Two different seeds should not play the same bot game, or the
|
||||
// bot is a lookup table you can memorise.
|
||||
// The bots choose. Two different seeds should not play the same game.
|
||||
func TestBotsAreNotDeterministicAcrossSeeds(t *testing.T) {
|
||||
same := 0
|
||||
for seed := uint64(0); seed < 20; seed++ {
|
||||
a := playOut(t, deal(t, duel(), 100, seed), 500)
|
||||
b := playOut(t, deal(t, duel(), 100, seed+1000), 500)
|
||||
a := playOut(t, deal(t, duel(), seed), 500)
|
||||
b := playOut(t, deal(t, duel(), seed+1000), 500)
|
||||
if len(a.Discard) == len(b.Discard) {
|
||||
same++
|
||||
}
|
||||
@@ -729,8 +752,6 @@ func TestBotsAreNotDeterministicAcrossSeeds(t *testing.T) {
|
||||
}
|
||||
}
|
||||
|
||||
// botPick holds its +4 back while it's comfortable, and reaches for it when
|
||||
// somebody is about to go out.
|
||||
func TestBotSavesTheDrawFour(t *testing.T) {
|
||||
hand := []Card{{Wild, WildDrawFour}, {Red, Five}}
|
||||
top, color := Card{Red, Nine}, Red
|
||||
@@ -763,7 +784,6 @@ func TestBotPicksItsBestColor(t *testing.T) {
|
||||
if got := botColor(hand, rng); got != Blue {
|
||||
t.Errorf("the bot holds two blues: it should call blue, got %v", got)
|
||||
}
|
||||
// A hand of nothing but wilds still has to name something.
|
||||
for i := 0; i < 20; i++ {
|
||||
if got := botColor([]Card{{Wild, WildCard}}, rng); !got.Playable() {
|
||||
t.Fatalf("botColor named %v, which is not a colour", got)
|
||||
|
||||
@@ -94,6 +94,13 @@ 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")
|
||||
// The public detail sheet (stats + equipped gear) for an adventurer's
|
||||
// click-through page. Rides the roster snapshot; NULL on rows pushed by a
|
||||
// gogobee build that predates the detail page.
|
||||
addColumnIfMissing(d, "adventure_roster", "detail_json", "TEXT")
|
||||
|
||||
// FTS5 virtual tables don't support IF NOT EXISTS reliably.
|
||||
// Check sqlite_master before creating.
|
||||
|
||||
131
internal/storage/detail.go
Normal file
131
internal/storage/detail.go
Normal file
@@ -0,0 +1,131 @@
|
||||
package storage
|
||||
|
||||
import (
|
||||
"database/sql"
|
||||
"encoding/json"
|
||||
)
|
||||
|
||||
// PlayerDetail is one player's private, owner-only expansion — inventory, vault,
|
||||
// house, pets — pushed by gogobee keyed by localpart. Pete stores it in its own
|
||||
// keyspace (player_self_detail) and only ever serves it back to the one
|
||||
// authenticated user it belongs to. Token rides along so the detail page can
|
||||
// prove owner↔page without ever reversing the anonymous roster token.
|
||||
type PlayerDetail struct {
|
||||
Localpart string `json:"localpart"`
|
||||
Token string `json:"token"`
|
||||
Inventory []ItemView `json:"inventory,omitempty"`
|
||||
Vault []ItemView `json:"vault,omitempty"`
|
||||
House HouseView `json:"house"`
|
||||
Pets []PetView `json:"pets,omitempty"`
|
||||
}
|
||||
|
||||
// ItemView is one backpack or vault item.
|
||||
type ItemView struct {
|
||||
Name string `json:"name"`
|
||||
Type string `json:"type"`
|
||||
Tier int `json:"tier"`
|
||||
Value int64 `json:"value"`
|
||||
Temper int `json:"temper,omitempty"`
|
||||
}
|
||||
|
||||
// HouseView is the owner's housing summary.
|
||||
type HouseView struct {
|
||||
Tier int `json:"tier"`
|
||||
LoanBalance int `json:"loan_balance,omitempty"`
|
||||
Autopay bool `json:"autopay,omitempty"`
|
||||
Rate float64 `json:"rate,omitempty"`
|
||||
}
|
||||
|
||||
// PetView is one pet slot.
|
||||
type PetView struct {
|
||||
Type string `json:"type"`
|
||||
Name string `json:"name"`
|
||||
Level int `json:"level"`
|
||||
XP int `json:"xp,omitempty"`
|
||||
ArmorTier int `json:"armor_tier,omitempty"`
|
||||
}
|
||||
|
||||
// ReplacePlayerDetail swaps the whole private-detail set in one transaction —
|
||||
// replace, never merge, the same contract as the roster: a player who dropped
|
||||
// out of gogobee's push must lose their stale self-view rather than have it
|
||||
// linger. localpart is lowercased upstream to match how a session Username reads.
|
||||
func ReplacePlayerDetail(players []PlayerDetail, snapshotAt int64) error {
|
||||
tx, err := Get().Begin()
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
defer func() { _ = tx.Rollback() }()
|
||||
|
||||
if _, err := tx.Exec(`DELETE FROM player_self_detail`); err != nil {
|
||||
return err
|
||||
}
|
||||
stmt, err := tx.Prepare(`
|
||||
INSERT INTO player_self_detail (localpart, token, detail_json, snapshot_at)
|
||||
VALUES (?, ?, ?, ?)`)
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
defer stmt.Close()
|
||||
|
||||
for _, p := range players {
|
||||
if p.Localpart == "" || p.Token == "" {
|
||||
continue // a self-view with no owner or no page to hang on is unusable
|
||||
}
|
||||
body, err := json.Marshal(p)
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
if _, err := stmt.Exec(p.Localpart, p.Token, string(body), snapshotAt); err != nil {
|
||||
return err
|
||||
}
|
||||
}
|
||||
return tx.Commit()
|
||||
}
|
||||
|
||||
// PlayerDetailByOwner returns the private detail for localpart, but only when it
|
||||
// owns the given page token. This is the ownership join the detail page needs:
|
||||
// the signed-in user's localpart is trusted (it comes from their verified
|
||||
// session), and a row exists only if gogobee pushed that same (localpart, token)
|
||||
// pair — so a viewer can only ever unlock the self extras on their own page, and
|
||||
// Pete never has to turn a token back into a handle to decide it.
|
||||
func PlayerDetailByOwner(localpart, token string) (PlayerDetail, bool, error) {
|
||||
if localpart == "" || token == "" {
|
||||
return PlayerDetail{}, false, nil
|
||||
}
|
||||
var storedToken, detailJSON string
|
||||
err := Get().QueryRow(
|
||||
`SELECT token, detail_json FROM player_self_detail WHERE localpart = ?`, localpart).
|
||||
Scan(&storedToken, &detailJSON)
|
||||
if err == sql.ErrNoRows {
|
||||
return PlayerDetail{}, false, nil
|
||||
}
|
||||
if err != nil {
|
||||
return PlayerDetail{}, false, err
|
||||
}
|
||||
if storedToken != token {
|
||||
return PlayerDetail{}, false, nil // signed in, but not the owner of this page
|
||||
}
|
||||
var pd PlayerDetail
|
||||
if err := json.Unmarshal([]byte(detailJSON), &pd); err != nil {
|
||||
return PlayerDetail{}, false, err
|
||||
}
|
||||
pd.Localpart = localpart
|
||||
pd.Token = storedToken
|
||||
return pd, true, nil
|
||||
}
|
||||
|
||||
// SelfToken returns the roster token owned by localpart, if gogobee's last push
|
||||
// carried one. Lets the board mark "your adventurer" without exposing the
|
||||
// localpart↔token map anywhere public.
|
||||
func SelfToken(localpart string) (string, bool) {
|
||||
if localpart == "" {
|
||||
return "", false
|
||||
}
|
||||
var token string
|
||||
err := Get().QueryRow(
|
||||
`SELECT token FROM player_self_detail WHERE localpart = ?`, localpart).Scan(&token)
|
||||
if err != nil {
|
||||
return "", false
|
||||
}
|
||||
return token, true
|
||||
}
|
||||
126
internal/storage/detail_test.go
Normal file
126
internal/storage/detail_test.go
Normal file
@@ -0,0 +1,126 @@
|
||||
package storage
|
||||
|
||||
import "testing"
|
||||
|
||||
// The private self-detail set is the one place Pete holds a localpart↔token
|
||||
// association. These tests pin the security contract of that store: the
|
||||
// ownership join only ever unlocks a page for the localpart that owns it, and a
|
||||
// replace wipes a departed player's stale self-view rather than leaving it to
|
||||
// linger.
|
||||
|
||||
func seedSelfDetail(t *testing.T, localpart, token string) PlayerDetail {
|
||||
t.Helper()
|
||||
return PlayerDetail{
|
||||
Localpart: localpart,
|
||||
Token: token,
|
||||
Inventory: []ItemView{{Name: "Iron Ore", Type: "ore", Tier: 1, Value: 10}},
|
||||
Vault: []ItemView{{Name: "Jeweled Crown", Type: "treasure", Tier: 4, Value: 5000}},
|
||||
House: HouseView{Tier: 2, LoanBalance: 1500},
|
||||
Pets: []PetView{{Type: "cat", Name: "Mittens", Level: 3}},
|
||||
}
|
||||
}
|
||||
|
||||
// TestPlayerDetailByOwnerMatrix is the ownership matrix: the self-view unlocks
|
||||
// only when the signed-in localpart owns the exact page token. A different
|
||||
// localpart, or the owner viewing someone else's page, gets nothing.
|
||||
func TestPlayerDetailByOwnerMatrix(t *testing.T) {
|
||||
setupTestDB(t)
|
||||
if err := ReplacePlayerDetail([]PlayerDetail{
|
||||
seedSelfDetail(t, "josie", "tok-josie"),
|
||||
seedSelfDetail(t, "quack", "tok-quack"),
|
||||
}, 1000); err != nil {
|
||||
t.Fatalf("ReplacePlayerDetail: %v", err)
|
||||
}
|
||||
|
||||
// The owner, on their own page: unlocked, and the private goods come through.
|
||||
pd, ok, err := PlayerDetailByOwner("josie", "tok-josie")
|
||||
if err != nil || !ok {
|
||||
t.Fatalf("owner on own page: ok=%v err=%v, want unlocked", ok, err)
|
||||
}
|
||||
if len(pd.Inventory) != 1 || pd.House.Tier != 2 || len(pd.Pets) != 1 {
|
||||
t.Errorf("owner detail = %+v, want inventory+house+pet carried", pd)
|
||||
}
|
||||
|
||||
// Josie signed in, looking at Quack's page: her localpart doesn't own that
|
||||
// token, so the join must refuse — no peeking at another player's private set.
|
||||
if _, ok, _ := PlayerDetailByOwner("josie", "tok-quack"); ok {
|
||||
t.Error("owner unlocked ANOTHER player's page — the token guard failed")
|
||||
}
|
||||
|
||||
// A signed-in stranger with no self-detail row at all.
|
||||
if _, ok, _ := PlayerDetailByOwner("nobody", "tok-josie"); ok {
|
||||
t.Error("a stranger unlocked a page they have no row for")
|
||||
}
|
||||
|
||||
// Empty inputs never unlock.
|
||||
if _, ok, _ := PlayerDetailByOwner("", "tok-josie"); ok {
|
||||
t.Error("empty localpart unlocked a page")
|
||||
}
|
||||
if _, ok, _ := PlayerDetailByOwner("josie", ""); ok {
|
||||
t.Error("empty token unlocked a page")
|
||||
}
|
||||
}
|
||||
|
||||
// TestReplacePlayerDetailReplaces: the set is swapped whole, never merged — a
|
||||
// player gogobee stops pushing (deleted character, dropped out) must lose their
|
||||
// stale self-view, the same complete-snapshot contract as the board.
|
||||
func TestReplacePlayerDetailReplaces(t *testing.T) {
|
||||
setupTestDB(t)
|
||||
if err := ReplacePlayerDetail([]PlayerDetail{
|
||||
seedSelfDetail(t, "josie", "tok-josie"),
|
||||
seedSelfDetail(t, "quack", "tok-quack"),
|
||||
}, 1000); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
// Next push carries only Josie; Quack has left.
|
||||
if err := ReplacePlayerDetail([]PlayerDetail{
|
||||
seedSelfDetail(t, "josie", "tok-josie"),
|
||||
}, 1060); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if _, ok, _ := PlayerDetailByOwner("quack", "tok-quack"); ok {
|
||||
t.Error("a dropped player's self-view survived the replace")
|
||||
}
|
||||
if _, ok, _ := PlayerDetailByOwner("josie", "tok-josie"); !ok {
|
||||
t.Error("the surviving player lost their self-view")
|
||||
}
|
||||
}
|
||||
|
||||
// TestReplacePlayerDetailTokenFollows: when a player's board token rotates
|
||||
// (re-derived each push), the ownership check must follow it. The stale token no
|
||||
// longer unlocks; the current one does.
|
||||
func TestReplacePlayerDetailTokenFollows(t *testing.T) {
|
||||
setupTestDB(t)
|
||||
if err := ReplacePlayerDetail([]PlayerDetail{seedSelfDetail(t, "josie", "tok-old")}, 1000); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if err := ReplacePlayerDetail([]PlayerDetail{seedSelfDetail(t, "josie", "tok-new")}, 1060); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if _, ok, _ := PlayerDetailByOwner("josie", "tok-old"); ok {
|
||||
t.Error("the stale token still unlocked the page after a rotation")
|
||||
}
|
||||
if _, ok, _ := PlayerDetailByOwner("josie", "tok-new"); !ok {
|
||||
t.Error("the current token failed to unlock the page")
|
||||
}
|
||||
}
|
||||
|
||||
// TestReplacePlayerDetailSkipsUnusable: a row with no owner or no page to hang
|
||||
// on is dropped at write time — it could never be served and would only be dead
|
||||
// weight.
|
||||
func TestReplacePlayerDetailSkipsUnusable(t *testing.T) {
|
||||
setupTestDB(t)
|
||||
if err := ReplacePlayerDetail([]PlayerDetail{
|
||||
{Localpart: "", Token: "tok-orphan"},
|
||||
{Localpart: "ghost", Token: ""},
|
||||
seedSelfDetail(t, "josie", "tok-josie"),
|
||||
}, 1000); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if tok, ok := SelfToken("josie"); !ok || tok != "tok-josie" {
|
||||
t.Errorf("SelfToken(josie) = %q,%v, want tok-josie", tok, ok)
|
||||
}
|
||||
if _, ok := SelfToken("ghost"); ok {
|
||||
t.Error("a tokenless row was stored")
|
||||
}
|
||||
}
|
||||
@@ -398,12 +398,38 @@ func Stake(user string, amount int64) error {
|
||||
// Award returns chips to a player when a hand settles: stake plus winnings, net
|
||||
// of rake, exactly as the engine computed it. A losing hand awards nothing and
|
||||
// should not call this.
|
||||
//
|
||||
// This is the standalone form, for a caller with no transaction of its own. A
|
||||
// settle must not use it — see award, and the warning on CommitHand.
|
||||
func Award(user string, amount int64) error {
|
||||
if amount <= 0 {
|
||||
return nil
|
||||
}
|
||||
now := nowUnix()
|
||||
if _, err := Get().Exec(
|
||||
tx, err := Get().Begin()
|
||||
if err != nil {
|
||||
return fmt.Errorf("games: begin award: %w", err)
|
||||
}
|
||||
defer tx.Rollback() //nolint:errcheck // no-op once committed
|
||||
|
||||
if err := award(tx, user, amount, nowUnix()); err != nil {
|
||||
return err
|
||||
}
|
||||
if err := tx.Commit(); err != nil {
|
||||
return fmt.Errorf("games: commit award: %w", err)
|
||||
}
|
||||
return nil
|
||||
}
|
||||
|
||||
// award credits a stack inside an open transaction.
|
||||
//
|
||||
// It differs from addChips in one deliberate way: it moves last_played, because
|
||||
// being paid is something that happens at a table and the reaper should see it.
|
||||
// A buy-in is not — that is why addChips leaves the idle clock alone.
|
||||
func award(tx *sql.Tx, user string, amount int64, now int64) error {
|
||||
if amount <= 0 {
|
||||
return nil
|
||||
}
|
||||
if _, err := tx.Exec(
|
||||
`INSERT INTO game_chips (matrix_user, chips, last_played, updated_at)
|
||||
VALUES (?, ?, ?, ?)
|
||||
ON CONFLICT(matrix_user) DO UPDATE SET
|
||||
@@ -431,11 +457,28 @@ type Hand struct {
|
||||
// with them, any hand in the log can be dealt again exactly as it fell, which is
|
||||
// how a dispute gets answered with a fact instead of an apology.
|
||||
func RecordHand(h Hand) error {
|
||||
if _, err := Get().Exec(
|
||||
tx, err := Get().Begin()
|
||||
if err != nil {
|
||||
return fmt.Errorf("games: begin record hand: %w", err)
|
||||
}
|
||||
defer tx.Rollback() //nolint:errcheck // no-op once committed
|
||||
|
||||
if err := recordHand(tx, h, nowUnix()); err != nil {
|
||||
return err
|
||||
}
|
||||
if err := tx.Commit(); err != nil {
|
||||
return fmt.Errorf("games: commit record hand: %w", err)
|
||||
}
|
||||
return nil
|
||||
}
|
||||
|
||||
// recordHand writes the audit row inside an open transaction.
|
||||
func recordHand(tx *sql.Tx, h Hand, now int64) error {
|
||||
if _, err := tx.Exec(
|
||||
`INSERT INTO game_hands (matrix_user, game, bet, payout, rake, outcome, seed1, seed2, played_at)
|
||||
VALUES (?, ?, ?, ?, ?, ?, ?, ?, ?)`,
|
||||
h.MatrixUser, h.Game, h.Bet, h.Payout, h.Rake, h.Outcome,
|
||||
int64(h.Seed1), int64(h.Seed2), nowUnix(),
|
||||
int64(h.Seed1), int64(h.Seed2), now,
|
||||
); err != nil {
|
||||
return fmt.Errorf("games: record hand: %w", err)
|
||||
}
|
||||
@@ -520,6 +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.
|
||||
@@ -566,16 +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
|
||||
}
|
||||
|
||||
@@ -588,6 +638,127 @@ func ClearLiveHand(user string) error {
|
||||
return nil
|
||||
}
|
||||
|
||||
// ---- the settle ------------------------------------------------------------
|
||||
|
||||
// Commit is one write-back of a game: the state, and — if the game is over —
|
||||
// everything settling it takes.
|
||||
type Commit struct {
|
||||
Live LiveHand
|
||||
Fresh bool // a game just started, which is the one write that may be refused
|
||||
|
||||
// Stake is what the player put up to open this game. It is refunded, in this
|
||||
// same transaction, if the seat turns out to be taken. Only meaningful with
|
||||
// Fresh.
|
||||
Stake int64
|
||||
|
||||
Done bool
|
||||
Payout int64 // stake plus winnings, net of rake. Zero on a loss.
|
||||
Audit Hand // the audit row. Ignored unless Done.
|
||||
}
|
||||
|
||||
// CommitHand writes a game back and settles it if it is over — all of it in one
|
||||
// transaction.
|
||||
//
|
||||
// It used to be four separate autocommit statements (save, award, record,
|
||||
// clear), which was survivable while a game belonged to exactly one player: the
|
||||
// ordering paid first and cleared second, so a crash in between left a settled
|
||||
// game on the felt, which reads as done and can be cleared. It does not survive
|
||||
// a game with a pot in it. Pay the winner, die before the state write, and the
|
||||
// table still says the hand is live — so it settles a second time and the winner
|
||||
// is paid twice. Chips minted from nothing, and gogobee will happily turn them
|
||||
// into euros.
|
||||
//
|
||||
// So: one Begin, one Commit, and the money and the state move together or not at
|
||||
// all.
|
||||
//
|
||||
// The rule this enforces, and the reason award/recordHand exist in tx-taking
|
||||
// form at all: **nothing inside here may call Get().Exec**. The pool runs at
|
||||
// MaxOpenConns(1), so a bare Exec inside an open transaction waits for the one
|
||||
// connection that this transaction is holding — forever. It is not an error, it
|
||||
// is a hung process, and since the news app shares the pool it takes that down
|
||||
// too. The tx-taking helper is the pattern; addChips has done it this way since
|
||||
// the escrow ledger was written.
|
||||
func CommitHand(user string, c Commit) error {
|
||||
now := nowUnix()
|
||||
|
||||
tx, err := Get().Begin()
|
||||
if err != nil {
|
||||
return fmt.Errorf("games: begin commit: %w", err)
|
||||
}
|
||||
defer tx.Rollback() //nolint:errcheck // no-op once committed
|
||||
|
||||
// Seat the game first, even one that is already over — a blackjack natural
|
||||
// settles the instant it is dealt. The INSERT is what enforces one game at a
|
||||
// time, and it has to happen for *every* new one, or a natural dealt on top of
|
||||
// a game already in progress would settle, clear the felt, and take the other
|
||||
// game's stake with it.
|
||||
if c.Fresh {
|
||||
res, err := tx.Exec(
|
||||
`INSERT INTO game_live_hands (matrix_user, game, state, seed1, seed2, updated_at)
|
||||
VALUES (?, ?, ?, ?, ?, ?)
|
||||
ON CONFLICT(matrix_user) DO NOTHING`,
|
||||
user, c.Live.Game, string(c.Live.State), int64(c.Live.Seed1), int64(c.Live.Seed2), now,
|
||||
)
|
||||
if err != nil {
|
||||
return fmt.Errorf("games: start live hand: %w", err)
|
||||
}
|
||||
if n, _ := res.RowsAffected(); n == 0 {
|
||||
// Somebody is already sitting here. This game was never seated, so the
|
||||
// chips it staked go back — and they go back *in this transaction*, which
|
||||
// is the point. As two statements, a crash between the refusal and the
|
||||
// refund took the player's stake for a game that never existed anywhere.
|
||||
if err := award(tx, user, c.Stake, now); err != nil {
|
||||
return err
|
||||
}
|
||||
if err := tx.Commit(); err != nil {
|
||||
return fmt.Errorf("games: commit refund: %w", err)
|
||||
}
|
||||
return ErrHandInProgress
|
||||
}
|
||||
} else if _, err := tx.Exec(
|
||||
`INSERT INTO game_live_hands (matrix_user, game, state, seed1, seed2, updated_at)
|
||||
VALUES (?, ?, ?, ?, ?, ?)
|
||||
ON CONFLICT(matrix_user) DO UPDATE SET
|
||||
game = excluded.game, state = excluded.state,
|
||||
seed1 = excluded.seed1, seed2 = excluded.seed2, updated_at = excluded.updated_at`,
|
||||
user, c.Live.Game, string(c.Live.State), int64(c.Live.Seed1), int64(c.Live.Seed2), now,
|
||||
); err != nil {
|
||||
return fmt.Errorf("games: save live hand: %w", err)
|
||||
}
|
||||
|
||||
if c.Done {
|
||||
if err := award(tx, user, c.Payout, now); err != nil {
|
||||
return err
|
||||
}
|
||||
// The audit row is now inside the transaction with the payout, which means a
|
||||
// failure to write it rolls the payout back rather than paying quietly and
|
||||
// logging. That is a deliberate change: the two are the same fact, and a
|
||||
// payout nobody can account for is worse than a payout that didn't happen —
|
||||
// the game stays live and settles again on the next request.
|
||||
if err := recordHand(tx, c.Audit, now); err != nil {
|
||||
return err
|
||||
}
|
||||
if _, err := tx.Exec(`DELETE FROM game_live_hands WHERE matrix_user = ?`, user); err != nil {
|
||||
return fmt.Errorf("games: clear live hand: %w", err)
|
||||
}
|
||||
}
|
||||
|
||||
// Touch, folded in: a deliberate action at a table, so the reaper leaves them
|
||||
// alone. A player with no chip row yet has nothing to touch, and this is a
|
||||
// no-op for them.
|
||||
if _, err := tx.Exec(
|
||||
`UPDATE game_chips SET last_played = ?, updated_at = ? WHERE matrix_user = ?`,
|
||||
now, now, user,
|
||||
); err != nil {
|
||||
return fmt.Errorf("games: touch session: %w", err)
|
||||
}
|
||||
|
||||
if err := tx.Commit(); err != nil {
|
||||
return fmt.Errorf("games: commit hand: %w", err)
|
||||
}
|
||||
return nil
|
||||
}
|
||||
|
||||
// HouseTake is the total rake collected since a given time — the number that
|
||||
// answers "is this economy inflating".
|
||||
func HouseTake(since int64) (int64, error) {
|
||||
|
||||
335
internal/storage/mischief.go
Normal file
335
internal/storage/mischief.go
Normal file
@@ -0,0 +1,335 @@
|
||||
package storage
|
||||
|
||||
import (
|
||||
"database/sql"
|
||||
"errors"
|
||||
"fmt"
|
||||
)
|
||||
|
||||
// The mischief storefront's half of the euro border.
|
||||
//
|
||||
// A buyer signs in, picks a mark off the anonymous roster board, and places a
|
||||
// hit. Pete records only the *intent*: it never moves money and never runs a
|
||||
// single game rule. gogobee's poll loop reads the pending orders, does the real
|
||||
// work against its own ledger (debit, eligibility, open the contract), and hands
|
||||
// back a verdict Pete files against the order. The guid is the idempotency key
|
||||
// end to end — gogobee passes it to DebitIdem and stamps it on the contract — so
|
||||
// a verdict whose ack is lost on the wire can be retried without the buyer paying
|
||||
// twice or the mark catching two hits for one order.
|
||||
|
||||
// MischiefOrder is one storefront order and its current standing.
|
||||
type MischiefOrder struct {
|
||||
GUID string `json:"guid"`
|
||||
BuyerSub string `json:"-"` // OIDC subject; keys "my orders", never sent to gogobee
|
||||
BuyerUsername string `json:"buyer_username"` // localpart gogobee turns into @username:server
|
||||
TargetToken string `json:"target_token"`
|
||||
TargetName string `json:"target_name"`
|
||||
Tier string `json:"tier"`
|
||||
Signed bool `json:"signed"`
|
||||
Status string `json:"status"`
|
||||
Detail string `json:"detail,omitempty"`
|
||||
CreatedAt int64 `json:"created_at"`
|
||||
UpdatedAt int64 `json:"updated_at,omitempty"`
|
||||
}
|
||||
|
||||
// Order states. These strings cross the wire to gogobee (it POSTs the verdict),
|
||||
// so they are part of the contract — see the schema and gogobee_mischief_plan.md.
|
||||
const (
|
||||
MischiefPending = "pending" // placed; gogobee hasn't acted yet
|
||||
MischiefPlaced = "placed" // gogobee debited the buyer and opened a contract
|
||||
MischiefBouncedFunds = "bounced_funds" // buyer couldn't afford it after all
|
||||
MischiefBouncedIneligible = "bounced_ineligible" // target no longer a valid mark
|
||||
)
|
||||
|
||||
// validMischiefVerdict is the set of terminal states gogobee is allowed to hand
|
||||
// back. An unknown verdict is a contract mismatch, not something to file blindly.
|
||||
func validMischiefVerdict(status string) bool {
|
||||
switch status {
|
||||
case MischiefPlaced, MischiefBouncedFunds, MischiefBouncedIneligible:
|
||||
return true
|
||||
}
|
||||
return false
|
||||
}
|
||||
|
||||
var ErrNoSuchOrder = errors.New("mischief: no such order")
|
||||
|
||||
// InsertMischiefOrder records a fresh, pending order and returns it with a new
|
||||
// guid. Money and eligibility are gogobee's problem; all Pete asserts here is
|
||||
// that the buyer is signed in and the form was well formed (checked by the
|
||||
// caller). The guid is minted here so the buyer sees a stable reference the
|
||||
// instant they submit, before gogobee has ever heard of it.
|
||||
func InsertMischiefOrder(buyerSub, buyerUsername, targetToken, targetName, tier string, signed bool) (MischiefOrder, error) {
|
||||
guid, err := newGUID()
|
||||
if err != nil {
|
||||
return MischiefOrder{}, err
|
||||
}
|
||||
now := nowUnix()
|
||||
sig := 0
|
||||
if signed {
|
||||
sig = 1
|
||||
}
|
||||
if _, err := Get().Exec(
|
||||
`INSERT INTO mischief_orders
|
||||
(guid, buyer_sub, buyer_username, target_token, target_name, tier, signed, status, created_at, updated_at)
|
||||
VALUES (?, ?, ?, ?, ?, ?, ?, ?, ?, ?)`,
|
||||
guid, buyerSub, buyerUsername, targetToken, targetName, tier, sig, MischiefPending, now, now,
|
||||
); err != nil {
|
||||
return MischiefOrder{}, fmt.Errorf("mischief: insert order: %w", err)
|
||||
}
|
||||
return MischiefOrder{
|
||||
GUID: guid, BuyerSub: buyerSub, BuyerUsername: buyerUsername,
|
||||
TargetToken: targetToken, TargetName: targetName, Tier: tier,
|
||||
Signed: signed, Status: MischiefPending, CreatedAt: now, UpdatedAt: now,
|
||||
}, nil
|
||||
}
|
||||
|
||||
// PendingMischiefOrders is what gogobee's poll loop reads: every order still
|
||||
// waiting to be acted on. There is no claimed-but-stale window like escrow has,
|
||||
// because a pending order carries no intermediate state — if gogobee dies partway
|
||||
// through, the order simply stays pending and is offered again next poll, and the
|
||||
// guid makes the replay a no-op.
|
||||
func PendingMischiefOrders(limit int) ([]MischiefOrder, error) {
|
||||
if limit <= 0 {
|
||||
limit = 100
|
||||
}
|
||||
rows, err := Get().Query(
|
||||
`SELECT guid, buyer_sub, buyer_username, target_token, target_name, tier, signed, status, COALESCE(detail, ''), created_at, updated_at
|
||||
FROM mischief_orders
|
||||
WHERE status = ?
|
||||
ORDER BY created_at
|
||||
LIMIT ?`,
|
||||
MischiefPending, limit,
|
||||
)
|
||||
if err != nil {
|
||||
return nil, fmt.Errorf("mischief: pending orders: %w", err)
|
||||
}
|
||||
defer rows.Close()
|
||||
return scanMischiefOrders(rows)
|
||||
}
|
||||
|
||||
// ResolveMischiefOrder files gogobee's verdict against a pending order. It is
|
||||
// idempotent: gogobee's poll loop can re-offer and re-resolve the same order, so
|
||||
// a verdict that arrives twice is a no-op the second time. Only a pending order
|
||||
// moves; an order already in a terminal state reports what it already decided,
|
||||
// which is what stops a retried verdict from overwriting the first one.
|
||||
func ResolveMischiefOrder(guid, status, detail string) (MischiefOrder, error) {
|
||||
if !validMischiefVerdict(status) {
|
||||
return MischiefOrder{}, fmt.Errorf("mischief: bad verdict %q", status)
|
||||
}
|
||||
now := nowUnix()
|
||||
if _, err := Get().Exec(
|
||||
`UPDATE mischief_orders SET status = ?, detail = ?, updated_at = ?
|
||||
WHERE guid = ? AND status = ?`,
|
||||
status, detail, now, guid, MischiefPending,
|
||||
); err != nil {
|
||||
return MischiefOrder{}, fmt.Errorf("mischief: resolve order: %w", err)
|
||||
}
|
||||
// Whether the update moved a pending order or matched nothing (missing, or
|
||||
// already terminal from an earlier verdict), the current row is the
|
||||
// authoritative answer — reading it back is the single path either way, and
|
||||
// MischiefOrderByGUID turns a missing row into ErrNoSuchOrder for the caller.
|
||||
return MischiefOrderByGUID(guid)
|
||||
}
|
||||
|
||||
// MischiefOrderByGUID reads one order.
|
||||
func MischiefOrderByGUID(guid string) (MischiefOrder, error) {
|
||||
rows, err := Get().Query(
|
||||
`SELECT guid, buyer_sub, buyer_username, target_token, target_name, tier, signed, status, COALESCE(detail, ''), created_at, updated_at
|
||||
FROM mischief_orders WHERE guid = ?`, guid,
|
||||
)
|
||||
if err != nil {
|
||||
return MischiefOrder{}, fmt.Errorf("mischief: read order: %w", err)
|
||||
}
|
||||
defer rows.Close()
|
||||
out, err := scanMischiefOrders(rows)
|
||||
if err != nil {
|
||||
return MischiefOrder{}, err
|
||||
}
|
||||
if len(out) == 0 {
|
||||
return MischiefOrder{}, ErrNoSuchOrder
|
||||
}
|
||||
return out[0], nil
|
||||
}
|
||||
|
||||
// MischiefOrdersByBuyer returns a buyer's own recent orders, newest first, for
|
||||
// the storefront status panel. Keyed on the OIDC subject so a username change
|
||||
// doesn't strand a buyer's history.
|
||||
func MischiefOrdersByBuyer(buyerSub string, limit int) ([]MischiefOrder, error) {
|
||||
if limit <= 0 {
|
||||
limit = 20
|
||||
}
|
||||
rows, err := Get().Query(
|
||||
`SELECT guid, buyer_sub, buyer_username, target_token, target_name, tier, signed, status, COALESCE(detail, ''), created_at, updated_at
|
||||
FROM mischief_orders
|
||||
WHERE buyer_sub = ?
|
||||
ORDER BY created_at DESC
|
||||
LIMIT ?`,
|
||||
buyerSub, limit,
|
||||
)
|
||||
if err != nil {
|
||||
return nil, fmt.Errorf("mischief: orders by buyer: %w", err)
|
||||
}
|
||||
defer rows.Close()
|
||||
return scanMischiefOrders(rows)
|
||||
}
|
||||
|
||||
// CountMischiefOrdersSince counts how many orders a buyer has placed since a unix
|
||||
// cutoff. It backs the storefront's burst guard — the real economic caps (per
|
||||
// day, per target, boss weekly) live on gogobee, this only blunts form-spam.
|
||||
func CountMischiefOrdersSince(buyerSub string, since int64) (int, error) {
|
||||
var n int
|
||||
err := Get().QueryRow(
|
||||
`SELECT COUNT(*) FROM mischief_orders WHERE buyer_sub = ? AND created_at >= ?`,
|
||||
buyerSub, since,
|
||||
).Scan(&n)
|
||||
if err != nil {
|
||||
return 0, fmt.Errorf("mischief: count recent orders: %w", err)
|
||||
}
|
||||
return n, nil
|
||||
}
|
||||
|
||||
func scanMischiefOrders(rows *sql.Rows) ([]MischiefOrder, error) {
|
||||
var out []MischiefOrder
|
||||
for rows.Next() {
|
||||
var o MischiefOrder
|
||||
var sig int
|
||||
if err := rows.Scan(&o.GUID, &o.BuyerSub, &o.BuyerUsername, &o.TargetToken,
|
||||
&o.TargetName, &o.Tier, &sig, &o.Status, &o.Detail, &o.CreatedAt, &o.UpdatedAt); err != nil {
|
||||
return nil, fmt.Errorf("mischief: scan order: %w", err)
|
||||
}
|
||||
o.Signed = sig != 0
|
||||
out = append(out, o)
|
||||
}
|
||||
return out, rows.Err()
|
||||
}
|
||||
|
||||
// ---- user_euro: the buyer's own advisory balance -------------------------------
|
||||
|
||||
// ReplaceUserEuro swaps the whole balance table for a new snapshot, in one
|
||||
// transaction, mirroring the roster: a buyer gogobee stopped reporting (opted
|
||||
// out, deleted character) must drop out rather than keep a frozen number forever.
|
||||
// Replace — never merge.
|
||||
func ReplaceUserEuro(balances []MischiefBalance, snapshotAt int64) error {
|
||||
tx, err := Get().Begin()
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
defer func() { _ = tx.Rollback() }()
|
||||
|
||||
if _, err := tx.Exec(`DELETE FROM user_euro`); err != nil {
|
||||
return err
|
||||
}
|
||||
stmt, err := tx.Prepare(`INSERT INTO user_euro (username, euro, snapshot_at) VALUES (?, ?, ?)`)
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
defer stmt.Close()
|
||||
for _, b := range balances {
|
||||
if b.Username == "" {
|
||||
continue
|
||||
}
|
||||
if _, err := stmt.Exec(b.Username, b.Euro, snapshotAt); err != nil {
|
||||
return err
|
||||
}
|
||||
}
|
||||
return tx.Commit()
|
||||
}
|
||||
|
||||
// MischiefBalance is one buyer's advisory euro balance in the roster push.
|
||||
type MischiefBalance struct {
|
||||
Username string `json:"username"`
|
||||
Euro float64 `json:"euro"`
|
||||
}
|
||||
|
||||
// ---- mischief_tiers: the price catalog, pushed by gogobee -----------------------
|
||||
|
||||
// MischiefTier is one rung of the storefront's price list. gogobee is the sole
|
||||
// authority on prices — it pushes the whole catalog on the roster tick so a fee
|
||||
// retune reaches the storefront within a snapshot and Pete never hardcodes a
|
||||
// number that can silently drift. Pete uses it only to render and to validate a
|
||||
// submitted tier key; the real debit is always gogobee's, at its own price.
|
||||
type MischiefTier struct {
|
||||
Key string `json:"key"`
|
||||
Display string `json:"display"`
|
||||
Fee int `json:"fee"`
|
||||
SignedFee int `json:"signed_fee"`
|
||||
Blurb string `json:"blurb,omitempty"`
|
||||
}
|
||||
|
||||
// ReplaceMischiefTiers swaps the whole catalog for gogobee's latest, preserving
|
||||
// the push order (grunt→boss) via an ordinal column. Replace, never merge — a
|
||||
// tier gogobee dropped must disappear from the storefront.
|
||||
func ReplaceMischiefTiers(tiers []MischiefTier) error {
|
||||
tx, err := Get().Begin()
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
defer func() { _ = tx.Rollback() }()
|
||||
|
||||
if _, err := tx.Exec(`DELETE FROM mischief_tiers`); err != nil {
|
||||
return err
|
||||
}
|
||||
stmt, err := tx.Prepare(`INSERT INTO mischief_tiers (key, display, fee, signed_fee, blurb, ordinal) VALUES (?, ?, ?, ?, ?, ?)`)
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
defer stmt.Close()
|
||||
for i, t := range tiers {
|
||||
if t.Key == "" {
|
||||
continue
|
||||
}
|
||||
if _, err := stmt.Exec(t.Key, t.Display, t.Fee, t.SignedFee, t.Blurb, i); err != nil {
|
||||
return err
|
||||
}
|
||||
}
|
||||
return tx.Commit()
|
||||
}
|
||||
|
||||
// MischiefTiers returns the catalog in push order. Empty (not an error) until
|
||||
// gogobee has pushed one — the storefront treats that as "catalog not ready yet".
|
||||
func MischiefTiers() ([]MischiefTier, error) {
|
||||
rows, err := Get().Query(
|
||||
`SELECT key, display, fee, signed_fee, COALESCE(blurb, '') FROM mischief_tiers ORDER BY ordinal`)
|
||||
if err != nil {
|
||||
return nil, fmt.Errorf("mischief: read tiers: %w", err)
|
||||
}
|
||||
defer rows.Close()
|
||||
var out []MischiefTier
|
||||
for rows.Next() {
|
||||
var t MischiefTier
|
||||
if err := rows.Scan(&t.Key, &t.Display, &t.Fee, &t.SignedFee, &t.Blurb); err != nil {
|
||||
return nil, fmt.Errorf("mischief: scan tier: %w", err)
|
||||
}
|
||||
out = append(out, t)
|
||||
}
|
||||
return out, rows.Err()
|
||||
}
|
||||
|
||||
// MischiefTierByKey looks up one tier for validating a submitted order.
|
||||
func MischiefTierByKey(key string) (MischiefTier, bool, error) {
|
||||
tiers, err := MischiefTiers()
|
||||
if err != nil {
|
||||
return MischiefTier{}, false, err
|
||||
}
|
||||
for _, t := range tiers {
|
||||
if t.Key == key {
|
||||
return t, true, nil
|
||||
}
|
||||
}
|
||||
return MischiefTier{}, false, nil
|
||||
}
|
||||
|
||||
// UserEuro reads one buyer's advisory balance. The bool is false when gogobee has
|
||||
// never reported a balance for them (never played, opted out) — the storefront
|
||||
// then shows tiers without an affordability hint rather than a misleading €0.
|
||||
func UserEuro(username string) (float64, bool, error) {
|
||||
var euro float64
|
||||
err := Get().QueryRow(`SELECT euro FROM user_euro WHERE username = ?`, username).Scan(&euro)
|
||||
if errors.Is(err, sql.ErrNoRows) {
|
||||
return 0, false, nil
|
||||
}
|
||||
if err != nil {
|
||||
return 0, false, fmt.Errorf("mischief: read user euro: %w", err)
|
||||
}
|
||||
return euro, true, nil
|
||||
}
|
||||
178
internal/storage/mischief_test.go
Normal file
178
internal/storage/mischief_test.go
Normal file
@@ -0,0 +1,178 @@
|
||||
package storage
|
||||
|
||||
import (
|
||||
"errors"
|
||||
"testing"
|
||||
"time"
|
||||
)
|
||||
|
||||
func TestMischiefOrderLifecycle(t *testing.T) {
|
||||
setupTestDB(t)
|
||||
|
||||
o, err := InsertMischiefOrder("sub-1", "reala", "tok-josie", "Josie", "elite", true)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if o.Status != MischiefPending {
|
||||
t.Fatalf("fresh order status = %q, want pending", o.Status)
|
||||
}
|
||||
if !o.Signed {
|
||||
t.Error("signed flag lost through insert")
|
||||
}
|
||||
|
||||
pending, err := PendingMischiefOrders(10)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if len(pending) != 1 || pending[0].GUID != o.GUID {
|
||||
t.Fatalf("pending = %+v, want the one order we just placed", pending)
|
||||
}
|
||||
|
||||
// gogobee places the contract.
|
||||
got, err := ResolveMischiefOrder(o.GUID, MischiefPlaced, "the word is out")
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if got.Status != MischiefPlaced || got.Detail != "the word is out" {
|
||||
t.Fatalf("resolved order = %+v, want placed with detail", got)
|
||||
}
|
||||
|
||||
// It must leave the pending set.
|
||||
if pending, _ := PendingMischiefOrders(10); len(pending) != 0 {
|
||||
t.Fatalf("placed order still pending: %+v", pending)
|
||||
}
|
||||
}
|
||||
|
||||
// TestMischiefResolveIsIdempotent is the whole reason the guid is an end-to-end
|
||||
// key: gogobee's poll loop retries, so a verdict can arrive twice, and the second
|
||||
// arrival must not overwrite the first or error.
|
||||
func TestMischiefResolveIsIdempotent(t *testing.T) {
|
||||
setupTestDB(t)
|
||||
|
||||
o, err := InsertMischiefOrder("sub-1", "reala", "tok", "Josie", "grunt", false)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if _, err := ResolveMischiefOrder(o.GUID, MischiefPlaced, "first"); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
// A second, *different* verdict arrives. First one wins.
|
||||
got, err := ResolveMischiefOrder(o.GUID, MischiefBouncedFunds, "second")
|
||||
if err != nil {
|
||||
t.Fatalf("re-resolve errored: %v", err)
|
||||
}
|
||||
if got.Status != MischiefPlaced || got.Detail != "first" {
|
||||
t.Fatalf("idempotency broken: order became %+v", got)
|
||||
}
|
||||
}
|
||||
|
||||
func TestMischiefResolveUnknownAndBadVerdict(t *testing.T) {
|
||||
setupTestDB(t)
|
||||
|
||||
if _, err := ResolveMischiefOrder("nope", MischiefPlaced, ""); !errors.Is(err, ErrNoSuchOrder) {
|
||||
t.Fatalf("unknown guid err = %v, want ErrNoSuchOrder", err)
|
||||
}
|
||||
|
||||
o, _ := InsertMischiefOrder("sub-1", "reala", "tok", "Josie", "grunt", false)
|
||||
if _, err := ResolveMischiefOrder(o.GUID, "exploded", ""); err == nil {
|
||||
t.Error("a bogus verdict status was accepted")
|
||||
}
|
||||
// The order must survive a rejected verdict as still-pending.
|
||||
if got, _ := MischiefOrderByGUID(o.GUID); got.Status != MischiefPending {
|
||||
t.Fatalf("order moved off pending on a bad verdict: %q", got.Status)
|
||||
}
|
||||
}
|
||||
|
||||
func TestMischiefOrdersByBuyerAndCount(t *testing.T) {
|
||||
setupTestDB(t)
|
||||
|
||||
for i := 0; i < 3; i++ {
|
||||
if _, err := InsertMischiefOrder("sub-A", "alice", "tok", "Josie", "grunt", false); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
}
|
||||
if _, err := InsertMischiefOrder("sub-B", "bob", "tok", "Josie", "grunt", false); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
|
||||
mine, err := MischiefOrdersByBuyer("sub-A", 20)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if len(mine) != 3 {
|
||||
t.Fatalf("alice sees %d orders, want 3 (and none of bob's)", len(mine))
|
||||
}
|
||||
|
||||
n, err := CountMischiefOrdersSince("sub-A", time.Now().Add(-time.Hour).Unix())
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if n != 3 {
|
||||
t.Fatalf("count since an hour ago = %d, want 3", n)
|
||||
}
|
||||
if n, _ := CountMischiefOrdersSince("sub-A", time.Now().Add(time.Hour).Unix()); n != 0 {
|
||||
t.Fatalf("count since the future = %d, want 0", n)
|
||||
}
|
||||
}
|
||||
|
||||
func TestMischiefTiersReplaceAndLookup(t *testing.T) {
|
||||
setupTestDB(t)
|
||||
|
||||
tiers := []MischiefTier{
|
||||
{Key: "grunt", Display: "Grunt", Fee: 40, SignedFee: 50, Blurb: "theatre"},
|
||||
{Key: "boss", Display: "Boss", Fee: 1200, SignedFee: 1500},
|
||||
}
|
||||
if err := ReplaceMischiefTiers(tiers); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
|
||||
got, err := MischiefTiers()
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if len(got) != 2 || got[0].Key != "grunt" || got[1].Key != "boss" {
|
||||
t.Fatalf("catalog order not preserved: %+v", got)
|
||||
}
|
||||
|
||||
tier, ok, err := MischiefTierByKey("boss")
|
||||
if err != nil || !ok || tier.SignedFee != 1500 {
|
||||
t.Fatalf("lookup boss = %+v ok=%v err=%v", tier, ok, err)
|
||||
}
|
||||
if _, ok, _ := MischiefTierByKey("dragon"); ok {
|
||||
t.Error("lookup invented a tier that was never pushed")
|
||||
}
|
||||
|
||||
// Replace, never merge: a dropped tier vanishes.
|
||||
if err := ReplaceMischiefTiers([]MischiefTier{{Key: "grunt", Display: "Grunt", Fee: 40, SignedFee: 50}}); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if _, ok, _ := MischiefTierByKey("boss"); ok {
|
||||
t.Error("a tier dropped from the push survived the replace")
|
||||
}
|
||||
}
|
||||
|
||||
func TestUserEuroReplaceAndRead(t *testing.T) {
|
||||
setupTestDB(t)
|
||||
|
||||
if err := ReplaceUserEuro([]MischiefBalance{{Username: "reala", Euro: 820.5}}, time.Now().Unix()); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
euro, has, err := UserEuro("reala")
|
||||
if err != nil || !has || euro != 820.5 {
|
||||
t.Fatalf("UserEuro(reala) = %v has=%v err=%v", euro, has, err)
|
||||
}
|
||||
|
||||
// A user gogobee has never reported reads as "unknown", not €0 — the
|
||||
// storefront shows no hint rather than a discouraging, wrong zero.
|
||||
if _, has, _ := UserEuro("stranger"); has {
|
||||
t.Error("UserEuro claimed to know a stranger's balance")
|
||||
}
|
||||
|
||||
// Replace drops anyone the new snapshot omits.
|
||||
if err := ReplaceUserEuro([]MischiefBalance{{Username: "bob", Euro: 10}}, time.Now().Unix()); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if _, has, _ := UserEuro("reala"); has {
|
||||
t.Error("a balance that fell out of the snapshot survived the replace")
|
||||
}
|
||||
}
|
||||
@@ -2,6 +2,7 @@ package storage
|
||||
|
||||
import (
|
||||
"database/sql"
|
||||
"encoding/json"
|
||||
"log/slog"
|
||||
)
|
||||
|
||||
@@ -18,6 +19,10 @@ type RosterEntry struct {
|
||||
Day int `json:"day,omitempty"`
|
||||
IdleHours int `json:"idle_hours,omitempty"`
|
||||
SnapshotAt int64 `json:"snapshot_at"`
|
||||
// Detail is the public expanded sheet (stats + gear), carried as raw JSON so
|
||||
// the board path never has to model or touch it — only the detail page decodes
|
||||
// it. Empty when a snapshot predates the detail push.
|
||||
Detail json.RawMessage `json:"detail,omitempty"`
|
||||
}
|
||||
|
||||
// ReplaceRoster swaps the whole board for a new snapshot, in one transaction.
|
||||
@@ -38,16 +43,20 @@ func ReplaceRoster(entries []RosterEntry, snapshotAt int64) error {
|
||||
}
|
||||
stmt, err := tx.Prepare(`
|
||||
INSERT INTO adventure_roster
|
||||
(token, name, level, class_race, status, zone, region, day, idle_hours, snapshot_at)
|
||||
VALUES (?, ?, ?, ?, ?, ?, ?, ?, ?, ?)`)
|
||||
(token, name, level, class_race, status, zone, region, day, idle_hours, snapshot_at, detail_json)
|
||||
VALUES (?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?)`)
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
defer stmt.Close()
|
||||
|
||||
for _, e := range entries {
|
||||
var detail any // NULL when absent, so the column reads as "no detail", not "{}"
|
||||
if len(e.Detail) > 0 {
|
||||
detail = string(e.Detail)
|
||||
}
|
||||
if _, err := stmt.Exec(e.Token, e.Name, e.Level, e.ClassRace, e.Status,
|
||||
e.Zone, e.Region, e.Day, e.IdleHours, snapshotAt); err != nil {
|
||||
e.Zone, e.Region, e.Day, e.IdleHours, snapshotAt, detail); err != nil {
|
||||
return err
|
||||
}
|
||||
}
|
||||
@@ -91,6 +100,31 @@ func LoadRoster() ([]RosterEntry, int64, error) {
|
||||
return out, RosterSnapshotAt(), nil
|
||||
}
|
||||
|
||||
// RosterEntryByToken looks up one adventurer by their roster token. The bool is
|
||||
// false when no such token is on the current board — which is exactly the check
|
||||
// the storefront needs: a buyer may only order a hit on a mark the live board is
|
||||
// actually showing, never a stale or guessed token.
|
||||
func RosterEntryByToken(token string) (RosterEntry, bool, error) {
|
||||
var e RosterEntry
|
||||
var detail sql.NullString
|
||||
err := Get().QueryRow(`
|
||||
SELECT token, name, level, COALESCE(class_race, ''), status,
|
||||
COALESCE(zone, ''), COALESCE(region, ''), day, idle_hours, snapshot_at, detail_json
|
||||
FROM adventure_roster WHERE token = ?`, token).Scan(
|
||||
&e.Token, &e.Name, &e.Level, &e.ClassRace, &e.Status,
|
||||
&e.Zone, &e.Region, &e.Day, &e.IdleHours, &e.SnapshotAt, &detail)
|
||||
if err == sql.ErrNoRows {
|
||||
return RosterEntry{}, false, nil
|
||||
}
|
||||
if err != nil {
|
||||
return RosterEntry{}, false, err
|
||||
}
|
||||
if detail.Valid && detail.String != "" {
|
||||
e.Detail = json.RawMessage(detail.String)
|
||||
}
|
||||
return e, true, nil
|
||||
}
|
||||
|
||||
// RosterSnapshotAt reports when the board was last refreshed, 0 if gogobee has
|
||||
// never pushed one. Read from the meta row, not the entries, so a snapshot that
|
||||
// legitimately carried nobody still counts as a snapshot.
|
||||
|
||||
@@ -52,6 +52,83 @@ CREATE TABLE IF NOT EXISTS adventure_roster_meta (
|
||||
snapshot_at INTEGER NOT NULL DEFAULT 0
|
||||
);
|
||||
|
||||
-- A signed-in buyer's own euro balance, as of the last snapshot gogobee pushed.
|
||||
-- Keyed by localpart (== Authentik preferred_username == the session's Username),
|
||||
-- a *separate keyspace* from the anonymous roster tokens on purpose: it is only
|
||||
-- ever read for the one authenticated user asking about themselves, so the board
|
||||
-- stays anonymous and no endpoint hands out anyone else's number. Advisory only —
|
||||
-- the storefront greys out tiers it thinks you can't afford, but the real debit
|
||||
-- happens on gogobee at claim time and a stale balance just bounces an order.
|
||||
CREATE TABLE IF NOT EXISTS user_euro (
|
||||
username TEXT PRIMARY KEY, -- Matrix localpart == session Username
|
||||
euro REAL NOT NULL DEFAULT 0,
|
||||
snapshot_at INTEGER NOT NULL DEFAULT 0
|
||||
);
|
||||
|
||||
-- A mischief contract a buyer placed from the web storefront, on its way to
|
||||
-- gogobee. Pete never touches money and never runs the game rules — it only
|
||||
-- records the *intent* and later the verdict gogobee hands back. The status
|
||||
-- ladder:
|
||||
--
|
||||
-- pending -> placed (gogobee debited the buyer and opened a contract)
|
||||
-- -> bounced_funds (buyer couldn't actually afford it)
|
||||
-- -> bounced_ineligible (target no longer a valid mark: no expedition,
|
||||
-- a live contract already, cooldown, cap, ...)
|
||||
--
|
||||
-- guid is the idempotency key end to end: gogobee passes it to DebitIdem and
|
||||
-- stamps it on the contract, so a claim whose ack is lost on the wire can be
|
||||
-- retried without charging the buyer twice or opening two contracts. buyer_sub
|
||||
-- is the OIDC subject (stable across username changes) and keys "my orders";
|
||||
-- buyer_username is what gogobee turns into @username:server. target_token is
|
||||
-- the roster token of the mark — the same anonymous token the board renders, so
|
||||
-- ordering a hit never needs the victim's real handle.
|
||||
CREATE TABLE IF NOT EXISTS mischief_orders (
|
||||
guid TEXT PRIMARY KEY,
|
||||
buyer_sub TEXT NOT NULL,
|
||||
buyer_username TEXT NOT NULL,
|
||||
target_token TEXT NOT NULL,
|
||||
target_name TEXT NOT NULL, -- display copy, frozen at order time
|
||||
tier TEXT NOT NULL,
|
||||
signed INTEGER NOT NULL DEFAULT 0, -- 1 = sign openly (+25%), 0 = anonymous
|
||||
status TEXT NOT NULL, -- see the ladder above
|
||||
detail TEXT, -- gogobee's human note on the verdict
|
||||
created_at INTEGER NOT NULL,
|
||||
updated_at INTEGER NOT NULL
|
||||
);
|
||||
CREATE INDEX IF NOT EXISTS idx_mischief_orders_pending ON mischief_orders(status, created_at);
|
||||
CREATE INDEX IF NOT EXISTS idx_mischief_orders_buyer ON mischief_orders(buyer_sub, created_at DESC);
|
||||
|
||||
-- The storefront price list. gogobee is the sole authority on prices and pushes
|
||||
-- the whole catalog on the roster tick, so a fee retune reaches the storefront
|
||||
-- within a snapshot and Pete never hardcodes a number that can drift. ordinal
|
||||
-- preserves the grunt->boss order the push arrived in.
|
||||
CREATE TABLE IF NOT EXISTS mischief_tiers (
|
||||
key TEXT PRIMARY KEY,
|
||||
display TEXT NOT NULL,
|
||||
fee INTEGER NOT NULL,
|
||||
signed_fee INTEGER NOT NULL,
|
||||
blurb TEXT,
|
||||
ordinal INTEGER NOT NULL DEFAULT 0
|
||||
);
|
||||
|
||||
-- A player's private, owner-only expansion — inventory, vault, house, pets —
|
||||
-- pushed whole by gogobee on the roster tick. Keyed by localpart (== session
|
||||
-- Username), a *separate keyspace* from the anonymous roster tokens on purpose:
|
||||
-- like user_euro, it is only ever served back to the one authenticated user it
|
||||
-- belongs to, never on the public board. token is that player's current roster
|
||||
-- token, kept here so the detail page can prove owner↔page by a join without
|
||||
-- ever reversing the one-way token — the association lives only in this
|
||||
-- owner-private table and never reaches any public response. detail_json is the
|
||||
-- {inventory, vault, house, pets} body; it is replaced wholesale each tick, so a
|
||||
-- player who drops out of gogobee's push loses their stale self-view.
|
||||
CREATE TABLE IF NOT EXISTS player_self_detail (
|
||||
localpart TEXT PRIMARY KEY,
|
||||
token TEXT NOT NULL,
|
||||
detail_json TEXT NOT NULL,
|
||||
snapshot_at INTEGER NOT NULL DEFAULT 0
|
||||
);
|
||||
CREATE INDEX IF NOT EXISTS idx_player_self_detail_token ON player_self_detail(token);
|
||||
|
||||
CREATE TABLE IF NOT EXISTS post_log (
|
||||
id INTEGER PRIMARY KEY AUTOINCREMENT,
|
||||
guid TEXT NOT NULL,
|
||||
@@ -239,9 +316,103 @@ 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.
|
||||
--
|
||||
|
||||
193
internal/storage/settle_test.go
Normal file
193
internal/storage/settle_test.go
Normal file
@@ -0,0 +1,193 @@
|
||||
package storage
|
||||
|
||||
import (
|
||||
"errors"
|
||||
"testing"
|
||||
"time"
|
||||
)
|
||||
|
||||
// The settle used to be four autocommit statements in the web layer — save the
|
||||
// state, award the payout, write the audit row, clear the felt — sequenced so
|
||||
// that a crash between any two of them cost the player as little as possible.
|
||||
//
|
||||
// These are the tests for the thing that replaced it. They are less about the
|
||||
// happy path (the game tests already cover that: a hand pays what it says it
|
||||
// pays) and more about the two properties the old shape did not have, and which
|
||||
// a shared table with a pot in it cannot do without.
|
||||
|
||||
func liveBlob(game string) LiveHand {
|
||||
return LiveHand{Game: game, State: []byte(`{"phase":"player"}`), Seed1: 7, Seed2: 9}
|
||||
}
|
||||
|
||||
// A settled hand moves the money, writes the audit row, and leaves the felt
|
||||
// empty — and it does all three or none of them.
|
||||
//
|
||||
// The old code logged and carried on if the clear failed. That is the double-pay:
|
||||
// a settled hand still sitting in game_live_hands is a hand that settles again on
|
||||
// the next request, and pays again with it.
|
||||
func TestSettleMovesTheMoneyAndTheFeltTogether(t *testing.T) {
|
||||
setupTestDB(t)
|
||||
fund(t, player, 1000)
|
||||
|
||||
if err := Stake(player, 200); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if err := CommitHand(player, Commit{
|
||||
Live: liveBlob("blackjack"), Fresh: true, Stake: 200,
|
||||
Done: true, Payout: 390,
|
||||
Audit: Hand{MatrixUser: player, Game: "blackjack", Bet: 200, Payout: 390, Rake: 10, Outcome: "won"},
|
||||
}); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
|
||||
// Paid: 1000 - 200 staked + 390 back.
|
||||
if c := chipsOf(t, player); c != 1190 {
|
||||
t.Fatalf("chips = %d after a 390 payout on a 200 stake, want 1190", c)
|
||||
}
|
||||
// The felt is empty, which is what stops it settling a second time.
|
||||
if _, err := LoadLiveHand(player); !errors.Is(err, ErrNoLiveHand) {
|
||||
t.Fatalf("live hand after settle: err = %v, want ErrNoLiveHand", err)
|
||||
}
|
||||
// And the house took its cut, once.
|
||||
take, err := HouseTake(0)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if take != 10 {
|
||||
t.Fatalf("house take = %d, want 10", take)
|
||||
}
|
||||
}
|
||||
|
||||
// A seat that is already taken refuses the game *and hands the stake back*, in
|
||||
// the same transaction that refused it.
|
||||
//
|
||||
// This was two statements: the save came back ErrHandInProgress, and then a
|
||||
// separate Award put the chips back. A crash in between took a player's stake for
|
||||
// a game that never existed anywhere — no felt, no audit row, no way to find it.
|
||||
func TestARefusedSeatGivesTheStakeBackInTheSameBreath(t *testing.T) {
|
||||
setupTestDB(t)
|
||||
fund(t, player, 1000)
|
||||
|
||||
// A game is already in progress.
|
||||
if err := Stake(player, 200); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if err := CommitHand(player, Commit{Live: liveBlob("uno"), Fresh: true, Stake: 200}); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if c := chipsOf(t, player); c != 800 {
|
||||
t.Fatalf("chips = %d with 200 staked on a live game, want 800", c)
|
||||
}
|
||||
|
||||
// A second game is dealt on top of it: the stake leaves, as it must, in the
|
||||
// same statement that checks it's there.
|
||||
if err := Stake(player, 300); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
err := CommitHand(player, Commit{
|
||||
Live: liveBlob("blackjack"), Fresh: true, Stake: 300,
|
||||
Done: true, Payout: 600, // a natural, which would settle the instant it's dealt
|
||||
Audit: Hand{MatrixUser: player, Game: "blackjack", Bet: 300, Payout: 600},
|
||||
})
|
||||
if !errors.Is(err, ErrHandInProgress) {
|
||||
t.Fatalf("err = %v, want ErrHandInProgress", err)
|
||||
}
|
||||
|
||||
// The 300 is back, and the natural was *not* paid — a game that was never
|
||||
// seated must not settle.
|
||||
if c := chipsOf(t, player); c != 800 {
|
||||
t.Fatalf("chips = %d after a refused deal, want 800 (the 300 refunded, the 600 never paid)", c)
|
||||
}
|
||||
// And the game already in progress is untouched. This is the bit that matters:
|
||||
// a natural dealt on top of a live game used to be able to settle, clear the
|
||||
// felt, and take the other game's stake down with it.
|
||||
live, err := LoadLiveHand(player)
|
||||
if err != nil {
|
||||
t.Fatalf("the live game is gone: %v", err)
|
||||
}
|
||||
if live.Game != "uno" {
|
||||
t.Fatalf("live game = %q, want the uno game still sitting there", live.Game)
|
||||
}
|
||||
// Nothing was recorded, because nothing finished.
|
||||
if take, err := HouseTake(0); err != nil || take != 0 {
|
||||
t.Fatalf("house take = %d (err %v), want 0 — no hand finished", take, err)
|
||||
}
|
||||
}
|
||||
|
||||
// The deadlock canary.
|
||||
//
|
||||
// SQLite runs at MaxOpenConns(1), so the connection is a global mutex. A bare
|
||||
// Get().Exec inside an open transaction waits for the one connection that the
|
||||
// transaction is holding, and waits forever — it is not an error, it is a hung
|
||||
// process, and because the news app shares the pool it hangs that too.
|
||||
//
|
||||
// So: if anybody ever reaches for Award or RecordHand (rather than award/
|
||||
// recordHand) from inside CommitHand, this test stops returning. It does not
|
||||
// fail with a nice message; it hangs, and the timeout is the message. That is
|
||||
// exactly the failure mode in production, which is the point of catching it here.
|
||||
func TestTheSettleDoesNotDeadlockAgainstItsOwnConnection(t *testing.T) {
|
||||
setupTestDB(t)
|
||||
fund(t, player, 1000)
|
||||
if err := Stake(player, 100); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
|
||||
done := make(chan error, 1)
|
||||
go func() {
|
||||
done <- CommitHand(player, Commit{
|
||||
Live: liveBlob("hangman"), Fresh: true, Stake: 100,
|
||||
Done: true, Payout: 234,
|
||||
Audit: Hand{MatrixUser: player, Game: "hangman", Bet: 100, Payout: 234, Rake: 12, Outcome: "won"},
|
||||
})
|
||||
}()
|
||||
|
||||
select {
|
||||
case err := <-done:
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
case <-time.After(5 * time.Second):
|
||||
t.Fatal("CommitHand did not return: something inside the transaction is waiting " +
|
||||
"for the connection the transaction is holding. Look for a Get().Exec that " +
|
||||
"should be a tx.Exec.")
|
||||
}
|
||||
|
||||
if c := chipsOf(t, player); c != 1134 {
|
||||
t.Fatalf("chips = %d, want 1134", c)
|
||||
}
|
||||
}
|
||||
|
||||
// Being paid moves the idle clock, so the reaper leaves a player who is
|
||||
// mid-session alone. Touch used to be a separate statement after the settle; it
|
||||
// is inside it now, and this is what would notice if it got dropped on the way.
|
||||
func TestSettlingKeepsTheReaperAway(t *testing.T) {
|
||||
setupTestDB(t)
|
||||
fund(t, player, 1000)
|
||||
|
||||
// Backdate the session well past the reaper's patience.
|
||||
if _, err := Get().Exec(
|
||||
`UPDATE game_chips SET last_played = ? WHERE matrix_user = ?`,
|
||||
nowUnix()-int64((2 * SessionIdleAfter).Seconds()), player,
|
||||
); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
|
||||
if err := Stake(player, 100); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if err := CommitHand(player, Commit{
|
||||
Live: liveBlob("trivia"), Fresh: true, Stake: 100,
|
||||
Done: true, Payout: 150,
|
||||
Audit: Hand{MatrixUser: player, Game: "trivia", Bet: 100, Payout: 150, Outcome: "won"},
|
||||
}); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
|
||||
stacks, _, err := IdleStacks(SessionIdleAfter)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if len(stacks) != 0 {
|
||||
t.Fatalf("the reaper found %d idle stacks; a player who just settled a hand is not idle", len(stacks))
|
||||
}
|
||||
}
|
||||
907
internal/storage/tables.go
Normal file
907
internal/storage/tables.go
Normal file
@@ -0,0 +1,907 @@
|
||||
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
|
||||
}
|
||||
|
||||
// OpenSoloTable opens a table with the player already sitting at it — the "solo
|
||||
// is just a table nobody else has joined yet" path. It is SitDown and OpenTable
|
||||
// fused into one transaction: stake the buy-in, claim the occupancy row, create
|
||||
// the table, and seat everyone (the human, and the bots filling the rest of the
|
||||
// ring). Any step failing rolls the buy-in back with it, so a crash never leaves
|
||||
// a player charged for a felt that does not exist.
|
||||
//
|
||||
// The occupancy claim is the same primary key that stops a second solo hand, so a
|
||||
// player already at a table (or in another game) is refused here with
|
||||
// ErrHandInProgress and their buy-in returned untouched.
|
||||
func OpenSoloTable(t Table, seats []Seat, buyIn int64) error {
|
||||
if buyIn <= 0 {
|
||||
return ErrBadAmount
|
||||
}
|
||||
// The human seat is the one row that is not a bot; its player claims the table.
|
||||
var user, name string
|
||||
for _, s := range seats {
|
||||
if !s.Bot() {
|
||||
user, name = s.MatrixUser, s.Name
|
||||
break
|
||||
}
|
||||
}
|
||||
if user == "" {
|
||||
return ErrBadAmount // a solo table with no human is a bug, not a table
|
||||
}
|
||||
now := nowUnix()
|
||||
|
||||
tx, err := Get().Begin()
|
||||
if err != nil {
|
||||
return fmt.Errorf("games: begin open solo: %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 >= ?`,
|
||||
buyIn, now, now, user, buyIn,
|
||||
)
|
||||
if err != nil {
|
||||
return fmt.Errorf("games: stake solo buy-in: %w", err)
|
||||
}
|
||||
if n, _ := res.RowsAffected(); n == 0 {
|
||||
return ErrInsufficientChips
|
||||
}
|
||||
|
||||
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`,
|
||||
user, t.Game, t.ID, now,
|
||||
)
|
||||
if err != nil {
|
||||
return fmt.Errorf("games: claim solo seat: %w", err)
|
||||
}
|
||||
if n, _ := res.RowsAffected(); n == 0 {
|
||||
return ErrHandInProgress
|
||||
}
|
||||
_ = name
|
||||
|
||||
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 solo table: %w", err)
|
||||
}
|
||||
for _, sc := range seats {
|
||||
if err := upsertSeat(tx, t.ID, sc, now); err != nil {
|
||||
return err
|
||||
}
|
||||
}
|
||||
if err := tx.Commit(); err != nil {
|
||||
return fmt.Errorf("games: commit open solo: %w", err)
|
||||
}
|
||||
return nil
|
||||
}
|
||||
|
||||
// upsertSeat writes a seat row inside an open transaction, bots included.
|
||||
//
|
||||
// last_seen is the caller's if they set one, and only falls back to now when they
|
||||
// did not. That distinction is load-bearing: the turn clock rewrites a seat to
|
||||
// mark it away, and it must carry the seat's *existing* last_seen through
|
||||
// unchanged — otherwise every auto-fold refreshes the away player's clock, and
|
||||
// the abandoned-table reaper (which keys on how long ago a human last acted for
|
||||
// themselves) could never fire.
|
||||
func upsertSeat(tx *sql.Tx, tableID string, s Seat, now int64) error {
|
||||
var user any
|
||||
if s.MatrixUser != "" {
|
||||
user = s.MatrixUser
|
||||
}
|
||||
seen := s.LastSeen
|
||||
if seen == 0 {
|
||||
seen = now
|
||||
}
|
||||
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), seen,
|
||||
); 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
|
||||
}
|
||||
|
||||
// PlayerSeat reports the table and chair a player is sitting at. It reads the
|
||||
// seat row, which sit and leave keep in lockstep with the occupancy claim in one
|
||||
// transaction, so a row here means a live-hand row there and vice versa.
|
||||
func PlayerSeat(user string) (tableID string, seat int, err error) {
|
||||
err = Get().QueryRow(
|
||||
`SELECT table_id, seat FROM game_seats WHERE matrix_user = ?`, user,
|
||||
).Scan(&tableID, &seat)
|
||||
if errors.Is(err, sql.ErrNoRows) {
|
||||
return "", 0, ErrNoLiveHand
|
||||
}
|
||||
if err != nil {
|
||||
return "", 0, fmt.Errorf("games: player seat: %w", err)
|
||||
}
|
||||
return tableID, seat, 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
|
||||
}
|
||||
|
||||
// AbandonedTables lists tables everyone walked away from: every human seat is
|
||||
// away, and the most recent one acted for themselves longer ago than the cutoff.
|
||||
//
|
||||
// It is the seated-player half of the reaper. The session reaper cashes out loose
|
||||
// chips on a game_chips stack; it cannot see a player whose chips are inside a
|
||||
// table blob, and those are exactly the chips a walked-away poker player has. So
|
||||
// this finds the tables where nobody is coming back and hands them to ReapTable.
|
||||
//
|
||||
// A table with a live hand is never abandoned in this sense — the turn clock is
|
||||
// still folding it forward — so only tables parked between hands qualify. Like
|
||||
// DueTables it closes its rows before returning, because the caller is about to
|
||||
// take a lock and open a transaction against the one connection.
|
||||
func AbandonedTables(cutoff int64) ([]TableRef, error) {
|
||||
rows, err := Get().Query(
|
||||
`SELECT t.id, t.version FROM game_tables t
|
||||
WHERE t.phase = 'handover'
|
||||
AND EXISTS (SELECT 1 FROM game_seats s
|
||||
WHERE s.table_id = t.id AND s.matrix_user IS NOT NULL)
|
||||
AND NOT EXISTS (SELECT 1 FROM game_seats s
|
||||
WHERE s.table_id = t.id AND s.matrix_user IS NOT NULL
|
||||
AND (s.away = 0 OR s.last_seen >= ?))`,
|
||||
cutoff,
|
||||
)
|
||||
if err != nil {
|
||||
return nil, fmt.Errorf("games: abandoned 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 abandoned table: %w", err)
|
||||
}
|
||||
out = append(out, r)
|
||||
}
|
||||
return out, rows.Err()
|
||||
}
|
||||
|
||||
// Reap is one abandoned table being cashed out and closed. Stacks is what each
|
||||
// human seat has in front of it, read from the engine blob by the caller — the
|
||||
// only game-specific fact the reaper needs, since the chips-home number lives
|
||||
// inside a state only the engine can decode.
|
||||
type Reap struct {
|
||||
TableID string
|
||||
Version int64
|
||||
// Humans is the seats to cash out, each paired with the stack going home. A
|
||||
// seat's Amount may be zero (they busted and never got up), which still has to
|
||||
// close their occupancy row so they can play again.
|
||||
Humans []ReapSeat
|
||||
}
|
||||
|
||||
// ReapSeat is one human being sent home from an abandoned table.
|
||||
type ReapSeat struct {
|
||||
Seat int
|
||||
MatrixUser string
|
||||
Amount int64
|
||||
}
|
||||
|
||||
// ReapTable cashes out every human at an abandoned table and deletes it, in one
|
||||
// transaction, conditional on the version so it cannot race a player who came
|
||||
// back to the felt in the same instant.
|
||||
//
|
||||
// It is LeaveTable and CloseTable fused: award each stack, release each occupancy
|
||||
// claim, then drop the seats, chat and table. The version guard is what makes it
|
||||
// safe against a returning player — if their sit or move bumped the version
|
||||
// between the scan and here, every row matches zero and the whole thing rolls
|
||||
// back, leaving the table exactly as the returning player left it.
|
||||
func ReapTable(r Reap) error {
|
||||
now := nowUnix()
|
||||
|
||||
tx, err := Get().Begin()
|
||||
if err != nil {
|
||||
return fmt.Errorf("games: begin reap: %w", err)
|
||||
}
|
||||
defer tx.Rollback() //nolint:errcheck // no-op once committed
|
||||
|
||||
// Bump the version first, and refuse if it moved. Nothing below is conditional,
|
||||
// so this one check has to stand for the whole reap.
|
||||
res, err := tx.Exec(
|
||||
`UPDATE game_tables SET version = version + 1, updated_at = ? WHERE id = ? AND version = ?`,
|
||||
now, r.TableID, r.Version,
|
||||
)
|
||||
if err != nil {
|
||||
return fmt.Errorf("games: reap bump version: %w", err)
|
||||
}
|
||||
if n, _ := res.RowsAffected(); n == 0 {
|
||||
return ErrStaleTable
|
||||
}
|
||||
|
||||
for _, h := range r.Humans {
|
||||
if h.Amount > 0 {
|
||||
if err := award(tx, h.MatrixUser, h.Amount, now); err != nil {
|
||||
return err
|
||||
}
|
||||
}
|
||||
if _, err := tx.Exec(
|
||||
`DELETE FROM game_live_hands WHERE matrix_user = ? AND table_id = ?`,
|
||||
h.MatrixUser, r.TableID,
|
||||
); err != nil {
|
||||
return fmt.Errorf("games: reap release claim: %w", err)
|
||||
}
|
||||
}
|
||||
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, r.TableID); err != nil {
|
||||
return fmt.Errorf("games: reap close: %w", err)
|
||||
}
|
||||
}
|
||||
if err := tx.Commit(); err != nil {
|
||||
return fmt.Errorf("games: commit reap: %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
|
||||
}
|
||||
271
internal/storage/tables_test.go
Normal file
271
internal/storage/tables_test.go
Normal file
@@ -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)
|
||||
}
|
||||
}
|
||||
BIN
internal/web/assets/fonts/Fredoka-SemiBold.ttf
Normal file
BIN
internal/web/assets/fonts/Fredoka-SemiBold.ttf
Normal file
Binary file not shown.
8
internal/web/assets/fonts/LICENSE.txt
Normal file
8
internal/web/assets/fonts/LICENSE.txt
Normal file
@@ -0,0 +1,8 @@
|
||||
Fredoka is copyright the Fredoka Project Authors
|
||||
(https://github.com/hafontia/Fredoka), licensed under the SIL Open Font
|
||||
License, Version 1.1: https://openfontlicense.org
|
||||
|
||||
It is vendored here because the share card (games_og.go) is drawn on the
|
||||
server, and a server cannot reach for a font over the network the way the
|
||||
page does. The site itself still loads Fredoka from Google's CDN, so this is
|
||||
the same typeface arriving by a second road, not a second typeface.
|
||||
@@ -35,13 +35,18 @@ func TestDevCasino(t *testing.T) {
|
||||
|
||||
s := newCasino(t)
|
||||
fund(t, 5000)
|
||||
fundUser(t, bobPlayer, 5000)
|
||||
seedTriviaBank(t)
|
||||
|
||||
payload, _ := json.Marshal(SessionUser{
|
||||
Sub: "sub-1", Username: "reala", Name: "Reala",
|
||||
Exp: time.Now().Add(24 * time.Hour).Unix(),
|
||||
})
|
||||
cookie := s.auth.sign(payload)
|
||||
// The full table runtime, so the turn clock and the reaper are live under the
|
||||
// browser exactly as in production.
|
||||
s.StartTableClock(context.Background())
|
||||
|
||||
cookie := devCookie(s, "reala", "Reala")
|
||||
// A second player, so a shared table can be reviewed — hold'em is multiplayer
|
||||
// now, and one browser cannot see two people at the felt. Plant this cookie in
|
||||
// a second browser profile (or a private window) to sit down as Bob.
|
||||
bobCookie := devCookie(s, "bob", "Bob")
|
||||
|
||||
staticSub, err := fs.Sub(staticFS, "static")
|
||||
if err != nil {
|
||||
@@ -57,19 +62,31 @@ func TestDevCasino(t *testing.T) {
|
||||
t.Fatal(err)
|
||||
}
|
||||
// Written to a file, not printed: `go test` buffers stdout, and the browser
|
||||
// driver needs the cookie while the server is still running.
|
||||
// driver needs the cookie while the server is still running. The second cookie
|
||||
// rides alongside it, newline-separated, for the second browser.
|
||||
if out := os.Getenv("PETE_DEV_COOKIE_FILE"); out != "" {
|
||||
if err := os.WriteFile(out, []byte(cookie), 0o600); err != nil {
|
||||
if err := os.WriteFile(out, []byte(cookie+"\n"+bobCookie), 0o600); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
}
|
||||
fmt.Printf("\nCASINO http://localhost%s/games\nCOOKIE %s=%s\n\n", addr, sessionCookie, cookie)
|
||||
fmt.Printf("\nCASINO http://localhost%s/games\nCOOKIE %s=%s\nBOB %s=%s\n\n",
|
||||
addr, sessionCookie, cookie, sessionCookie, bobCookie)
|
||||
|
||||
srv := &http.Server{Handler: mux, ReadHeaderTimeout: 5 * time.Second}
|
||||
t.Cleanup(func() { _ = srv.Close() })
|
||||
_ = srv.Serve(ln)
|
||||
}
|
||||
|
||||
// devCookie mints a signed session for a player the rig has funded, so the felt
|
||||
// can be driven as them.
|
||||
func devCookie(s *Server, username, name string) string {
|
||||
payload, _ := json.Marshal(SessionUser{
|
||||
Sub: "sub-" + username, Username: username, Name: name,
|
||||
Exp: time.Now().Add(24 * time.Hour).Unix(),
|
||||
})
|
||||
return s.auth.sign(payload)
|
||||
}
|
||||
|
||||
// seedTriviaBank puts enough questions in the bank to deal a ladder of each
|
||||
// difficulty.
|
||||
//
|
||||
|
||||
214
internal/web/games_clock.go
Normal file
214
internal/web/games_clock.go
Normal file
@@ -0,0 +1,214 @@
|
||||
package web
|
||||
|
||||
import (
|
||||
"context"
|
||||
"encoding/json"
|
||||
"errors"
|
||||
"log/slog"
|
||||
"time"
|
||||
|
||||
"pete/internal/storage"
|
||||
)
|
||||
|
||||
// The turn clock: the first goroutine in Pete that has ever mutated game state.
|
||||
//
|
||||
// Every other background loop here reads, refills or prunes. This one plays. When
|
||||
// a human sits at a felt and walks away mid-hand, three other people are waiting
|
||||
// on a decision that is never coming, and something has to make it for them. That
|
||||
// something is this.
|
||||
//
|
||||
// It is built on one discipline and one guard.
|
||||
//
|
||||
// The discipline is rule 1: **collect the due tables and close the rows before
|
||||
// taking any lock.** The scan reads *sql.Rows from the one-connection pool; a lock
|
||||
// taken while those rows are open would hold the connection the rows need, and the
|
||||
// process would wedge. So DueTables returns a plain slice and the connection is
|
||||
// free before the first table is touched.
|
||||
//
|
||||
// The guard is the version. The scan records each table's version; the clock acts
|
||||
// on a table only if it is *still* that version by the time it holds the lock and
|
||||
// has reloaded. Without that check the clock and a real move race and both land:
|
||||
// Bob raises in the same second his clock expires, the action moves to Cara, and
|
||||
// the clock — still believing the seat that ran out of time is to act — folds
|
||||
// Cara, who had twenty-five seconds left. The version check turns that into a
|
||||
// no-op: Bob's move bumped the version, the reload shows the new one, and the
|
||||
// clock steps aside.
|
||||
|
||||
// clockInterval is how often the clock looks for expired turns. Sub-second
|
||||
// precision buys nothing at a card table and would only spin the CPU.
|
||||
const clockInterval = time.Second
|
||||
|
||||
// reaperInterval is how often idle sessions are cashed out. The reaper is a
|
||||
// slow-moving safety net — a player who wandered off half an hour ago is not in a
|
||||
// hurry — so it runs far less often than the clock.
|
||||
const reaperInterval = time.Minute
|
||||
|
||||
// games returns the multiplayer engines by their storage key. It is the registry
|
||||
// the clock and the handlers both dispatch through. Empty until an engine is
|
||||
// wired; a clock over no games is a loop that finds nothing, which is correct.
|
||||
func (s *Server) games() map[string]tableGame {
|
||||
out := make(map[string]tableGame)
|
||||
for _, g := range s.tableGames {
|
||||
out[g.name()] = g
|
||||
}
|
||||
return out
|
||||
}
|
||||
|
||||
// StartTableClock launches the turn clock and the session reaper if the casino is
|
||||
// on. Safe to call unconditionally.
|
||||
func (s *Server) StartTableClock(ctx context.Context) {
|
||||
if !s.gamesReady() {
|
||||
return
|
||||
}
|
||||
// A deploy just took every table's clock down with it. Shove the live deadlines
|
||||
// out so the first tick does not auto-act the whole room at once.
|
||||
if err := storage.PushDeadlines(bootGrace); err != nil {
|
||||
slog.Error("games: push deadlines on boot", "err", err)
|
||||
}
|
||||
go s.runTableClock(ctx)
|
||||
go s.runSessionReaper(ctx)
|
||||
go s.runTableReaper(ctx)
|
||||
}
|
||||
|
||||
func (s *Server) runTableClock(ctx context.Context) {
|
||||
slog.Info("games: turn clock started", "interval", clockInterval)
|
||||
ticker := time.NewTicker(clockInterval)
|
||||
defer ticker.Stop()
|
||||
for {
|
||||
select {
|
||||
case <-ctx.Done():
|
||||
return
|
||||
case <-ticker.C:
|
||||
s.tickClock()
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// tickClock finds the tables whose turn has expired and acts on each. The scan is
|
||||
// done and the connection released before any table is locked — rule 1.
|
||||
func (s *Server) tickClock() {
|
||||
due, err := storage.DueTables(time.Now().Unix())
|
||||
if err != nil {
|
||||
slog.Error("games: due tables", "err", err)
|
||||
return
|
||||
}
|
||||
for _, ref := range due {
|
||||
s.runClockTable(ref)
|
||||
}
|
||||
}
|
||||
|
||||
// runClockTable acts for the walked-away player at one table, but only if the
|
||||
// table is still at the version the scan saw.
|
||||
//
|
||||
// The whole read-modify-write is done under the table's stripe, which is what
|
||||
// keeps the clock from racing a second copy of itself — but the stripe is only an
|
||||
// optimisation. The version check inside CommitTable is the real thing: even
|
||||
// across a redeploy, when two processes hold two different stripes over this row,
|
||||
// the one whose write lands first bumps the version and the other's write finds
|
||||
// zero rows and rolls back.
|
||||
func (s *Server) runClockTable(ref storage.TableRef) {
|
||||
err := s.tableLocks.withTable(ref.ID, func() error {
|
||||
t, seats, err := storage.LoadTable(ref.ID)
|
||||
if errors.Is(err, storage.ErrNoSuchTable) {
|
||||
return nil // closed out from under us; nothing to do
|
||||
}
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
// Somebody moved between the scan and now. Their move set a fresh deadline (or
|
||||
// cleared it), so this expiry is stale — step aside.
|
||||
if t.Version != ref.Version {
|
||||
return nil
|
||||
}
|
||||
// A deadline in the future means the scan is looking at an old view; leave it.
|
||||
if t.Deadline == 0 || t.Deadline > time.Now().Unix() {
|
||||
return nil
|
||||
}
|
||||
|
||||
game := s.games()[t.Game]
|
||||
if game == nil {
|
||||
slog.Error("games: clock over unknown game", "game", t.Game, "table", t.ID)
|
||||
return nil
|
||||
}
|
||||
|
||||
st, newSeats, err := game.timeout(t.State, seats)
|
||||
if errors.Is(err, errNotDue) {
|
||||
return nil // the race resolved without us; nothing to act on
|
||||
}
|
||||
if err != nil {
|
||||
slog.Error("games: clock timeout", "table", t.ID, "err", err)
|
||||
return nil
|
||||
}
|
||||
|
||||
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: newSeats, Audit: st.Audit}); err != nil {
|
||||
if errors.Is(err, storage.ErrStaleTable) {
|
||||
return nil // lost the race after all; the winner handled it
|
||||
}
|
||||
return err
|
||||
}
|
||||
s.publishTable(ref.ID)
|
||||
return nil
|
||||
})
|
||||
if err != nil {
|
||||
slog.Error("games: clock table", "table", ref.ID, "err", err)
|
||||
}
|
||||
}
|
||||
|
||||
// publishTable pushes the current table view to everyone watching it. It reads
|
||||
// the table fresh (the authoritative state) and fans an opaque frame out through
|
||||
// the hub. Called after every committed write, under no lock the hub cares about
|
||||
// — the hub's sends are non-blocking, so this never stalls a caller.
|
||||
//
|
||||
// A view here is deliberately seat-blind: it carries only what every seat may see
|
||||
// (the version and the public table shape), and each subscriber's own stream
|
||||
// redacts and re-renders for the seat that is watching. That keeps a hole card
|
||||
// from ever entering a frame that fans to the whole table.
|
||||
func (s *Server) publishTable(tableID string) {
|
||||
if s.hub.watchers(tableID) == 0 {
|
||||
return
|
||||
}
|
||||
t, _, err := storage.LoadTable(tableID)
|
||||
if errors.Is(err, storage.ErrNoSuchTable) {
|
||||
return
|
||||
}
|
||||
if err != nil {
|
||||
slog.Error("games: publish table load", "table", tableID, "err", err)
|
||||
return
|
||||
}
|
||||
// The frame is just a nudge carrying the version: a subscriber that sees a gap
|
||||
// refetches the authoritative, per-seat table. So the payload can be minimal.
|
||||
// The type tells the browser a table changed (come and look) from a chat line
|
||||
// (render it in place) — both ride the one stream.
|
||||
data, _ := json.Marshal(map[string]any{"type": "table", "version": t.Version, "phase": t.Phase})
|
||||
s.hub.publish(tableID, hubFrame{Version: t.Version, Data: data})
|
||||
}
|
||||
|
||||
// runSessionReaper cashes out players who wandered off, on a timer. This is the
|
||||
// loop the plan noted never existed: ReapIdleSessions has always been safe to run
|
||||
// and nothing ever ran it, so chips in abandoned *solo* sessions sat in limbo.
|
||||
//
|
||||
// A seated player is invisible to it — their chips are inside a table blob, not on
|
||||
// their game_chips stack — so it only ever reaps a player who is genuinely idle
|
||||
// with loose chips. Getting up from a table returns them to the stack, and then
|
||||
// this is what eventually sends them home.
|
||||
func (s *Server) runSessionReaper(ctx context.Context) {
|
||||
slog.Info("games: session reaper started", "interval", reaperInterval, "idle", storage.SessionIdleAfter)
|
||||
ticker := time.NewTicker(reaperInterval)
|
||||
defer ticker.Stop()
|
||||
for {
|
||||
select {
|
||||
case <-ctx.Done():
|
||||
return
|
||||
case <-ticker.C:
|
||||
n, err := storage.ReapIdleSessions(storage.SessionIdleAfter)
|
||||
if err != nil {
|
||||
slog.Error("games: reap idle sessions", "err", err)
|
||||
continue
|
||||
}
|
||||
if n > 0 {
|
||||
slog.Info("games: reaped idle sessions", "count", n)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
142
internal/web/games_clock_test.go
Normal file
142
internal/web/games_clock_test.go
Normal file
@@ -0,0 +1,142 @@
|
||||
package web
|
||||
|
||||
import (
|
||||
"path/filepath"
|
||||
"testing"
|
||||
"time"
|
||||
|
||||
"pete/internal/storage"
|
||||
)
|
||||
|
||||
// fakeGame is a tableGame that records whether its clock ever fired. It lets the
|
||||
// runtime tests exercise the lock discipline and the version guard without a real
|
||||
// engine — the thing under test is the clock, not the cards.
|
||||
type fakeGame struct {
|
||||
fired int
|
||||
}
|
||||
|
||||
func (g *fakeGame) name() string { return "fake" }
|
||||
|
||||
func (g *fakeGame) timeout(state []byte, seats []storage.Seat) (step, []storage.Seat, error) {
|
||||
g.fired++
|
||||
// Act: clear the deadline and bump the hand, as a real settle would.
|
||||
return step{State: []byte(`{"acted":true}`), Phase: "handover", HandNo: 2, Deadline: 0}, seats, nil
|
||||
}
|
||||
|
||||
func (g *fakeGame) stacks(state []byte) ([]int64, error) { return []int64{0, 0}, nil }
|
||||
|
||||
// clockTestServer stands up a Server with just the table machinery wired and a
|
||||
// fresh DB. Enough to drive the clock, nothing else.
|
||||
func clockTestServer(t *testing.T, g tableGame) *Server {
|
||||
t.Helper()
|
||||
// Reset the storage singleton onto a temp DB.
|
||||
if err := storage.Init(filepath.Join(t.TempDir(), "clock.db")); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
t.Cleanup(func() { storage.Close() })
|
||||
|
||||
s := &Server{hub: newGamesHub(), tableLocks: newStripedLocks(), tableGames: []tableGame{g}}
|
||||
return s
|
||||
}
|
||||
|
||||
func openClockTable(t *testing.T, id string, deadline int64) storage.Table {
|
||||
t.Helper()
|
||||
tbl := storage.Table{
|
||||
ID: id, Game: "fake", Tier: "1-2", State: []byte(`{}`),
|
||||
Seed1: 1, Seed2: 2, Phase: "betting", HandNo: 1, Deadline: deadline,
|
||||
}
|
||||
seats := []storage.Seat{{Seat: 0, MatrixUser: "@reala:parodia.dev", Name: "reala"}, {Seat: 1, Name: "bot"}}
|
||||
if err := storage.OpenTable(tbl, seats); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
return tbl
|
||||
}
|
||||
|
||||
func TestClock_ActsOnExpiredTable(t *testing.T) {
|
||||
g := &fakeGame{}
|
||||
s := clockTestServer(t, g)
|
||||
openClockTable(t, "t1", time.Now().Unix()-5) // already expired
|
||||
|
||||
s.tickClock()
|
||||
|
||||
if g.fired != 1 {
|
||||
t.Fatalf("clock should have fired once, got %d", g.fired)
|
||||
}
|
||||
after, _, err := storage.LoadTable("t1")
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if after.Phase != "handover" || after.Deadline != 0 {
|
||||
t.Errorf("table should have advanced: %+v", after)
|
||||
}
|
||||
}
|
||||
|
||||
func TestClock_IgnoresFutureDeadlines(t *testing.T) {
|
||||
g := &fakeGame{}
|
||||
s := clockTestServer(t, g)
|
||||
openClockTable(t, "t1", time.Now().Unix()+60)
|
||||
|
||||
s.tickClock()
|
||||
|
||||
if g.fired != 0 {
|
||||
t.Fatalf("clock should not have fired on a future deadline, got %d", g.fired)
|
||||
}
|
||||
}
|
||||
|
||||
// TestClock_VersionGuardStopsTheDoubleMove is the scenario the whole design turns
|
||||
// on. A move lands in the same tick the clock's scan found the table expired. The
|
||||
// move bumps the version; the clock, acting on its stale scan, must see the new
|
||||
// version and step aside rather than acting a second time.
|
||||
func TestClock_VersionGuardStopsTheDoubleMove(t *testing.T) {
|
||||
g := &fakeGame{}
|
||||
s := clockTestServer(t, g)
|
||||
tbl := openClockTable(t, "t1", time.Now().Unix()-5)
|
||||
|
||||
// The scan saw version 0.
|
||||
due, err := storage.DueTables(time.Now().Unix())
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if len(due) != 1 {
|
||||
t.Fatalf("want 1 due table, got %d", len(due))
|
||||
}
|
||||
|
||||
// A real move lands first, bumping the version and setting a fresh deadline for
|
||||
// the next player.
|
||||
tbl.State = []byte(`{"moved":true}`)
|
||||
tbl.Deadline = time.Now().Unix() + 30
|
||||
if err := storage.CommitTable(storage.TableCommit{Table: tbl}); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
|
||||
// Now the clock acts on its stale scan (version 0). It must not fire.
|
||||
s.runClockTable(due[0])
|
||||
|
||||
if g.fired != 0 {
|
||||
t.Fatalf("the version guard should have stopped the clock, but it fired %d time(s)", g.fired)
|
||||
}
|
||||
after, _, _ := storage.LoadTable("t1")
|
||||
if string(after.State) != `{"moved":true}` {
|
||||
t.Errorf("the real move should stand, got %s", after.State)
|
||||
}
|
||||
}
|
||||
|
||||
func TestClock_PublishesToWatchers(t *testing.T) {
|
||||
g := &fakeGame{}
|
||||
s := clockTestServer(t, g)
|
||||
openClockTable(t, "t1", time.Now().Unix()-5)
|
||||
|
||||
ch, done := s.hub.subscribe("t1")
|
||||
defer done()
|
||||
|
||||
s.tickClock()
|
||||
|
||||
select {
|
||||
case f := <-ch:
|
||||
if f.Version == 0 {
|
||||
t.Errorf("frame should carry the bumped version, got %d", f.Version)
|
||||
}
|
||||
default:
|
||||
t.Fatal("a watcher should have received a frame after the clock acted")
|
||||
}
|
||||
}
|
||||
@@ -5,6 +5,8 @@ import (
|
||||
"errors"
|
||||
"log/slog"
|
||||
"net/http"
|
||||
"strings"
|
||||
"time"
|
||||
|
||||
"pete/internal/games/blackjack"
|
||||
"pete/internal/games/holdem"
|
||||
@@ -53,10 +55,15 @@ var seatStates = map[holdem.SeatState]string{
|
||||
|
||||
// holdemView is the table as its player may see it.
|
||||
type holdemView struct {
|
||||
Tier holdem.Tier `json:"tier"`
|
||||
Seats []holdemSeatView `json:"seats"`
|
||||
Button int `json:"button"`
|
||||
HandNo int `json:"hand_no"`
|
||||
Tier holdem.Tier `json:"tier"`
|
||||
// YourSeat is which chair in Seats is the viewer's. It used to be a convention
|
||||
// (seat zero is you) that the felt hardcoded; at a shared table it is whatever
|
||||
// chair you took, so it rides in the view and the browser reads it rather than
|
||||
// assuming it.
|
||||
YourSeat int `json:"your_seat"`
|
||||
Seats []holdemSeatView `json:"seats"`
|
||||
Button int `json:"button"`
|
||||
HandNo int `json:"hand_no"`
|
||||
|
||||
Board []cardView `json:"board"`
|
||||
Street string `json:"street"`
|
||||
@@ -81,18 +88,29 @@ type holdemView struct {
|
||||
Payout int64 `json:"payout,omitempty"`
|
||||
}
|
||||
|
||||
func viewHoldem(g holdem.State) holdemView {
|
||||
// viewHoldem renders the table as one seat may see it. viewer is which seat is
|
||||
// looking — their cards are the only hole cards it will ever put in the payload
|
||||
// (until a showdown turns the rest over), and the action panel is filled in only
|
||||
// when it is that seat's turn.
|
||||
//
|
||||
// This is the security boundary. Before SSE a missed check here leaked one bot's
|
||||
// cards to one player through a bug in one handler; now the same view fans to
|
||||
// every subscriber's stream, so a seat that renders anyone else's hole card fans
|
||||
// it to the whole table. TestHoldemViewNeverLeaksAnotherSeatsCards renders every
|
||||
// seat's view at every street and greps for cards that are not theirs.
|
||||
func viewHoldem(g holdem.State, viewer int) holdemView {
|
||||
v := holdemView{
|
||||
Tier: g.Tier,
|
||||
YourSeat: viewer,
|
||||
Button: g.Button,
|
||||
HandNo: g.HandNo,
|
||||
Street: g.Street.String(),
|
||||
Pot: g.Total(),
|
||||
ToAct: g.ToAct,
|
||||
Phase: string(g.Phase),
|
||||
Stack: g.Seats[holdem.You].Stack,
|
||||
BoughtIn: g.BoughtIn,
|
||||
Rake: g.Paid, // the part you actually paid, not the part the table lifted
|
||||
Stack: g.Seats[viewer].Stack,
|
||||
BoughtIn: g.BoughtIn, // a table total; the caller overrides it with this seat's own stake
|
||||
Rake: g.Seats[viewer].Paid, // this seat's rake alone, not the table's — see the ledger line on the felt
|
||||
Payout: g.Payout,
|
||||
}
|
||||
for _, p := range g.Side {
|
||||
@@ -106,22 +124,22 @@ func viewHoldem(g holdem.State) holdemView {
|
||||
v.Board = append(v.Board, viewCard(c))
|
||||
}
|
||||
|
||||
// The wall. A bot's hand crosses the wire in exactly one situation — the hand
|
||||
// was shown down and they did not fold — because that is the only situation in
|
||||
// which a player at a real table would be looking at it.
|
||||
// The wall. Another seat's hand crosses the wire in exactly one situation — the
|
||||
// hand was shown down and they did not fold — because that is the only situation
|
||||
// in which a player at a real table would be looking at it.
|
||||
shown := g.Street == holdem.Showdown
|
||||
for i, p := range g.Seats {
|
||||
seat := holdemSeatView{
|
||||
Name: p.Name,
|
||||
Bot: p.Bot,
|
||||
You: i == holdem.You,
|
||||
You: i == viewer,
|
||||
Stack: p.Stack,
|
||||
Bet: p.Bet,
|
||||
State: seatStates[p.State],
|
||||
Pos: g.Position(i),
|
||||
Won: p.Won,
|
||||
}
|
||||
mine := i == holdem.You
|
||||
mine := i == viewer
|
||||
dealt := p.State != holdem.Out && p.Hole[0].Rank != 0
|
||||
if dealt && (mine || (shown && p.State != holdem.Folded)) {
|
||||
seat.Cards = []cardView{viewCard(p.Hole[0]), viewCard(p.Hole[1])}
|
||||
@@ -129,14 +147,14 @@ func viewHoldem(g holdem.State) holdemView {
|
||||
v.Seats = append(v.Seats, seat)
|
||||
}
|
||||
|
||||
if g.Phase == holdem.PhaseBetting && g.ToAct == holdem.You {
|
||||
v.Owed = g.Owed(holdem.You)
|
||||
if g.Phase == holdem.PhaseBetting && g.ToAct == viewer {
|
||||
v.Owed = g.Owed(viewer)
|
||||
v.CanCheck = v.Owed == 0
|
||||
v.CanRaise = g.CanRaise(holdem.You)
|
||||
v.MinRaise = g.MinRaiseTo(holdem.You)
|
||||
v.MaxRaise = g.MaxRaiseTo(holdem.You)
|
||||
v.CanRaise = g.CanRaise(viewer)
|
||||
v.MinRaise = g.MinRaiseTo(viewer)
|
||||
v.MaxRaise = g.MaxRaiseTo(viewer)
|
||||
}
|
||||
if top := g.Tier.MaxBuy - g.Seats[holdem.You].Stack; top > 0 {
|
||||
if top := g.Tier.MaxBuy - g.Seats[viewer].Stack; top > 0 {
|
||||
v.MaxTopUp = top
|
||||
}
|
||||
return v
|
||||
@@ -154,26 +172,71 @@ type holdemEventView struct {
|
||||
Text string `json:"text,omitempty"`
|
||||
}
|
||||
|
||||
func viewHoldemEvents(evs []holdem.Event) []holdemEventView {
|
||||
// viewHoldemEvents redacts the engine's script for one viewer. The engine emits
|
||||
// every seat's hole cards now (it cannot know who a shared stream is for), so
|
||||
// this is where the cards that are not the viewer's are stripped — turning a
|
||||
// "deal seat 3 these two cards" beat into "deal seat 3 two face-down cards".
|
||||
//
|
||||
// A card may ride an event only if it is a board card (Seat < 0), the viewer's
|
||||
// own, or a hand being shown down. Everything else is nulled here, and a missed
|
||||
// case is the leak that fans one seat's hole card to every subscriber.
|
||||
func viewHoldemEvents(evs []holdem.Event, viewer int) []holdemEventView {
|
||||
out := make([]holdemEventView, 0, len(evs))
|
||||
for _, e := range evs {
|
||||
v := holdemEventView{Kind: e.Kind, Seat: e.Seat, Amount: e.Amount, Total: e.Total, Text: e.Text}
|
||||
for _, c := range e.Cards {
|
||||
v.Cards = append(v.Cards, viewCard(c))
|
||||
}
|
||||
// A card may ride an event only if it is the board, your own hand, or a hand
|
||||
// being shown down. Anything else is a bot's business.
|
||||
if len(v.Cards) > 0 && e.Seat >= 0 && e.Seat != holdem.You && e.Kind != "show" {
|
||||
if len(v.Cards) > 0 && e.Seat >= 0 && e.Seat != viewer && e.Kind != "show" {
|
||||
v.Cards = nil
|
||||
}
|
||||
out = append(out, v)
|
||||
}
|
||||
return out
|
||||
}
|
||||
// ---- sitting down: a table of your own, or somebody else's -----------------
|
||||
|
||||
// handleHoldemSit buys chips onto a table. The chips are staked first, in the
|
||||
// same statement that checks they exist, so two sit-downs fired at once cannot
|
||||
// buy in with the same chip.
|
||||
// displayName is what goes on the felt. It is the player's session name if they
|
||||
// have one, the local part of their Matrix id otherwise — never empty, which
|
||||
// would sit a nameless chair at the table.
|
||||
func (s *Server) displayName(r *http.Request, user string) string {
|
||||
if u := s.auth.userFromRequest(r); u != nil {
|
||||
if u.Name != "" {
|
||||
return u.Name
|
||||
}
|
||||
if u.Username != "" {
|
||||
return u.Username
|
||||
}
|
||||
}
|
||||
name := strings.TrimPrefix(user, "@")
|
||||
if i := strings.IndexByte(name, ':'); i > 0 {
|
||||
name = name[:i]
|
||||
}
|
||||
return name
|
||||
}
|
||||
|
||||
// seatRows mirrors the engine's seats into the storage rows that shadow them,
|
||||
// index for index — seat i in the blob is seat i in game_seats — which is the
|
||||
// alignment the view redacts by and the audit attributes by. A human's staked is
|
||||
// the buy-in that actually crossed the border; a bot's is zero, because the only
|
||||
// real money at the table is in the human seats and staked is where the border
|
||||
// accounting lives.
|
||||
func seatRows(g holdem.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
|
||||
}
|
||||
|
||||
// handleHoldemSit seats a player: at a fresh table of their own (solo is just a
|
||||
// table nobody else has joined yet), or at an open chair on somebody else's.
|
||||
func (s *Server) handleHoldemSit(w http.ResponseWriter, r *http.Request) {
|
||||
user, ok := s.player(w, r)
|
||||
if !ok {
|
||||
@@ -183,50 +246,207 @@ func (s *Server) handleHoldemSit(w http.ResponseWriter, r *http.Request) {
|
||||
Tier string `json:"tier"`
|
||||
Bots int `json:"bots"`
|
||||
BuyIn int64 `json:"buyin"`
|
||||
Table string `json:"table"` // set to join an existing table rather than open one
|
||||
Seat *int `json:"seat"` // which chair to take when joining; optional
|
||||
}
|
||||
if err := decodeJSON(r, &req); err != nil {
|
||||
http.Error(w, "bad json", http.StatusBadRequest)
|
||||
return
|
||||
}
|
||||
tier, err := holdem.TierBySlug(req.Tier)
|
||||
if req.Table != "" {
|
||||
s.joinHoldem(w, r, user, req.Table, req.Seat, req.BuyIn)
|
||||
return
|
||||
}
|
||||
s.openHoldem(w, r, user, req.Tier, req.Bots, req.BuyIn)
|
||||
}
|
||||
|
||||
// openHoldem opens a fresh table with the player in seat zero and bots in the
|
||||
// rest. It is the old solo flow, now a real shared table that simply has no other
|
||||
// humans on it yet.
|
||||
func (s *Server) openHoldem(w http.ResponseWriter, r *http.Request, user, tierSlug string, bots int, buyIn int64) {
|
||||
tier, err := holdem.TierBySlug(tierSlug)
|
||||
if err != nil {
|
||||
writeJSONStatus(w, http.StatusBadRequest, map[string]string{"error": "pick a table"})
|
||||
return
|
||||
}
|
||||
if req.BuyIn < tier.MinBuy || req.BuyIn > tier.MaxBuy {
|
||||
writeJSONStatus(w, http.StatusBadRequest, map[string]string{
|
||||
"error": "that isn't a legal buy-in for this table",
|
||||
})
|
||||
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
|
||||
}
|
||||
if req.Bots < 1 || req.Bots > holdem.MaxBots {
|
||||
if bots < 1 || bots > holdem.MaxBots {
|
||||
writeJSONStatus(w, http.StatusBadRequest, map[string]string{"error": "pick some opponents"})
|
||||
return
|
||||
}
|
||||
|
||||
if err := storage.Stake(user, req.BuyIn); err != nil {
|
||||
if 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
|
||||
}
|
||||
slog.Error("games: holdem buy-in", "user", user, "err", err)
|
||||
name := s.displayName(r, user)
|
||||
seed1, seed2 := newSeeds()
|
||||
g, _, err := holdem.New(tier, holdem.TableSeats(tier, name, bots, buyIn), blackjack.DefaultRules().RakePct, seed1, seed2)
|
||||
if err != nil {
|
||||
slog.Error("games: holdem open", "user", user, "err", err)
|
||||
http.Error(w, "internal error", http.StatusInternalServerError)
|
||||
return
|
||||
}
|
||||
blob, err := json.Marshal(g)
|
||||
if err != nil {
|
||||
slog.Error("games: marshal new holdem", "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
|
||||
}
|
||||
|
||||
seed1, seed2 := newSeeds()
|
||||
g, evs, err := holdem.New(tier, req.Bots, req.BuyIn, blackjack.DefaultRules().RakePct, seed1, seed2)
|
||||
if err != nil {
|
||||
_ = storage.Award(user, req.BuyIn) // nobody sat down, so nothing was bought
|
||||
slog.Error("games: holdem sit", "user", user, "err", err)
|
||||
t := storage.Table{
|
||||
ID: id, Game: gameHoldem, Tier: tier.Slug, State: blob,
|
||||
Seed1: seed1, Seed2: seed2, Phase: string(g.Phase), HandNo: int64(g.HandNo),
|
||||
}
|
||||
err = storage.OpenSoloTable(t, seatRows(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 table", "user", user, "err", err)
|
||||
http.Error(w, "internal error", http.StatusInternalServerError)
|
||||
return
|
||||
}
|
||||
s.persistHoldem(w, user, g, evs, seed1, seed2, true)
|
||||
s.writeHoldemTable(w, user, nil)
|
||||
}
|
||||
|
||||
// handleHoldemMove plays one move: an action in a hand, or the three that are
|
||||
// about the session — deal the next hand, put more chips on the table, get up.
|
||||
// pickOpenSeat chooses a chair to join: the one the caller asked for if it is a
|
||||
// bot's, otherwise the first bot seat. Returns -1 if there is nowhere to sit.
|
||||
func pickOpenSeat(g holdem.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
|
||||
}
|
||||
|
||||
// joinHoldem sits a player down at an open chair on an existing table. It runs
|
||||
// under the table lock, and every step of the sit-down is one transaction in
|
||||
// SitDown — stake, claim, take the chair out of a bot's hands, save the state —
|
||||
// so two people racing for the last seat cannot both win it.
|
||||
func (s *Server) joinHoldem(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 != gameHoldem {
|
||||
respErr = holdem.ErrUnknownMove
|
||||
return nil
|
||||
}
|
||||
var g holdem.State
|
||||
if err := json.Unmarshal(t.State, &g); err != nil {
|
||||
return err
|
||||
}
|
||||
if g.Phase == holdem.PhaseBetting {
|
||||
respErr = holdem.ErrHandLive // you join between hands, not into one
|
||||
return nil
|
||||
}
|
||||
seat := pickOpenSeat(g, wantSeat)
|
||||
if seat < 0 {
|
||||
respErr = holdem.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 holdem", "user", user, "table", tableID, "err", err)
|
||||
http.Error(w, "internal error", http.StatusInternalServerError)
|
||||
return
|
||||
}
|
||||
if respErr != nil {
|
||||
writeJSONStatus(w, joinStatus(respErr), map[string]string{"error": joinMessage(respErr)})
|
||||
return
|
||||
}
|
||||
s.writeHoldemTable(w, user, nil)
|
||||
}
|
||||
|
||||
func joinStatus(err error) int {
|
||||
switch {
|
||||
case errors.Is(err, storage.ErrNoSuchTable), errors.Is(err, holdem.ErrTableFull),
|
||||
errors.Is(err, storage.ErrSeatTaken), errors.Is(err, holdem.ErrHandLive):
|
||||
return http.StatusConflict
|
||||
default:
|
||||
return http.StatusBadRequest
|
||||
}
|
||||
}
|
||||
|
||||
func joinMessage(err error) string {
|
||||
switch {
|
||||
case errors.Is(err, storage.ErrNoSuchTable):
|
||||
return "that table has closed"
|
||||
case errors.Is(err, holdem.ErrTableFull), errors.Is(err, storage.ErrSeatTaken):
|
||||
return "that seat is taken"
|
||||
case errors.Is(err, holdem.ErrHandLive):
|
||||
return "a hand is in play — sit down when it's over"
|
||||
case errors.Is(err, holdem.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 --------------------------------------------------------
|
||||
|
||||
// handleHoldemMove plays one move at the player's table: a betting action, or the
|
||||
// two session moves that are not leaving (deal the next hand, top up between
|
||||
// them). Leaving is its own endpoint, because it is a storage operation rather
|
||||
// than an engine one.
|
||||
func (s *Server) handleHoldemMove(w http.ResponseWriter, r *http.Request) {
|
||||
user, ok := s.player(w, r)
|
||||
if !ok {
|
||||
@@ -237,113 +457,275 @@ func (s *Server) handleHoldemMove(w http.ResponseWriter, r *http.Request) {
|
||||
http.Error(w, "bad json", http.StatusBadRequest)
|
||||
return
|
||||
}
|
||||
if move.Kind == holdem.Leave {
|
||||
s.leaveHoldem(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": "you're not at a table"})
|
||||
return
|
||||
}
|
||||
if err != nil {
|
||||
slog.Error("games: holdem load", "user", user, "err", err)
|
||||
http.Error(w, "internal error", http.StatusInternalServerError)
|
||||
return
|
||||
}
|
||||
if live.Game != gameHoldem {
|
||||
writeJSONStatus(w, http.StatusConflict, map[string]string{"error": "finish the game you're in first"})
|
||||
return
|
||||
}
|
||||
var g holdem.State
|
||||
if err := json.Unmarshal(live.State, &g); err != nil {
|
||||
slog.Error("games: unreadable holdem table", "user", user, "err", err)
|
||||
slog.Error("games: holdem move seat", "user", user, "err", err)
|
||||
http.Error(w, "internal error", http.StatusInternalServerError)
|
||||
return
|
||||
}
|
||||
|
||||
// A top-up is real money crossing the border, so the chips come off the stack
|
||||
// before the engine is asked — and go straight back if it says no. Same order,
|
||||
// and the same reason, as doubling down at blackjack.
|
||||
topped := int64(0)
|
||||
if move.Kind == holdem.TopUp {
|
||||
if err := storage.Stake(user, move.Amount); err != nil {
|
||||
if errors.Is(err, storage.ErrInsufficientChips) || errors.Is(err, storage.ErrBadAmount) {
|
||||
writeJSONStatus(w, http.StatusBadRequest, map[string]string{"error": "you don't have those chips"})
|
||||
return
|
||||
var respErr error
|
||||
var respEvents []holdem.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
|
||||
}
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
var g holdem.State
|
||||
if err := json.Unmarshal(t.State, &g); err != nil {
|
||||
return err
|
||||
}
|
||||
|
||||
// A top-up is real chips crossing the border, so it comes off the stack
|
||||
// before the engine is asked, and goes straight back if the engine says no —
|
||||
// the same order, and the same reason, as doubling down at blackjack.
|
||||
topped := int64(0)
|
||||
if move.Kind == holdem.TopUp {
|
||||
if err := storage.Stake(user, move.Amount); err != nil {
|
||||
if errors.Is(err, storage.ErrInsufficientChips) || errors.Is(err, storage.ErrBadAmount) {
|
||||
respErr = holdem.ErrTooBig
|
||||
return nil
|
||||
}
|
||||
return err
|
||||
}
|
||||
slog.Error("games: holdem top-up", "user", user, "err", err)
|
||||
http.Error(w, "internal error", http.StatusInternalServerError)
|
||||
return
|
||||
topped = move.Amount
|
||||
}
|
||||
topped = move.Amount
|
||||
}
|
||||
|
||||
next, evs, err := holdem.ApplyMove(g, move)
|
||||
next, evs, aerr := holdem.ApplyMove(g, seat, move)
|
||||
if aerr != nil {
|
||||
if topped > 0 {
|
||||
_ = storage.Award(user, topped) // the top-up didn't happen
|
||||
}
|
||||
respErr = aerr
|
||||
return nil
|
||||
}
|
||||
|
||||
// A solo session that just ended (the one human busted) is not a table any
|
||||
// more: cash the seat out — for nothing, but the claim still has to be
|
||||
// released — and close the felt. Only a one-human bust reaches PhaseDone; a
|
||||
// shared table sits the busted seat Out and plays on.
|
||||
if next.Phase == holdem.PhaseDone {
|
||||
if err := s.settleLeave(t, next, seat, user); err != nil {
|
||||
if topped > 0 {
|
||||
_ = storage.Award(user, topped)
|
||||
}
|
||||
if errors.Is(err, storage.ErrStaleTable) {
|
||||
respErr = storage.ErrStaleTable
|
||||
return nil
|
||||
}
|
||||
return err
|
||||
}
|
||||
respEvents = evs
|
||||
s.publishTable(tableID)
|
||||
return nil
|
||||
}
|
||||
|
||||
st, err := holdemStep(g, next, evs, seats)
|
||||
if err != nil {
|
||||
if topped > 0 {
|
||||
_ = storage.Award(user, topped)
|
||||
}
|
||||
return err
|
||||
}
|
||||
acting := seats[seat]
|
||||
acting.Away = false
|
||||
acting.LastSeen = time.Now().Unix()
|
||||
// A top-up is more real money crossing the border, so the seat's staked row —
|
||||
// the record of what they brought and can still take home — has to grow with
|
||||
// it. Without this the storage invariant (stacks + pot == staked - rake) drifts
|
||||
// by every top-up, and the felt under-reports what they bought in for.
|
||||
acting.Staked += topped
|
||||
|
||||
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) {
|
||||
if topped > 0 {
|
||||
_ = storage.Award(user, topped)
|
||||
}
|
||||
respErr = storage.ErrStaleTable
|
||||
return nil
|
||||
}
|
||||
return err
|
||||
}
|
||||
respEvents = evs
|
||||
s.publishTable(tableID)
|
||||
return nil
|
||||
})
|
||||
if err != nil {
|
||||
if topped > 0 {
|
||||
_ = storage.Award(user, topped) // the top-up didn't happen
|
||||
}
|
||||
msg := "that move isn't legal here"
|
||||
switch {
|
||||
case errors.Is(err, holdem.ErrHandLive):
|
||||
msg = "finish the hand first"
|
||||
case errors.Is(err, holdem.ErrNotYourTurn):
|
||||
msg = "it isn't your turn"
|
||||
case errors.Is(err, holdem.ErrCantCheck):
|
||||
msg = "there's a bet to you"
|
||||
case errors.Is(err, holdem.ErrTooSmall):
|
||||
msg = "that's under the minimum raise"
|
||||
case errors.Is(err, holdem.ErrTooBig):
|
||||
msg = "you don't have that many chips"
|
||||
case errors.Is(err, holdem.ErrBadBuyIn):
|
||||
msg = "that would put you over the table maximum"
|
||||
}
|
||||
writeJSONStatus(w, http.StatusBadRequest, map[string]string{"error": msg})
|
||||
slog.Error("games: holdem move", "user", user, "table", tableID, "err", err)
|
||||
http.Error(w, "internal error", http.StatusInternalServerError)
|
||||
return
|
||||
}
|
||||
s.persistHoldem(w, user, next, evs, live.Seed1, live.Seed2, false)
|
||||
if respErr != nil {
|
||||
writeJSONStatus(w, moveStatus(respErr), map[string]string{"error": moveMessage(respErr)})
|
||||
return
|
||||
}
|
||||
s.writeHoldemTable(w, user, respEvents)
|
||||
}
|
||||
|
||||
// persistHoldem writes the table back and answers the browser.
|
||||
//
|
||||
// The session settles exactly once — when the player gets up, or when they have
|
||||
// nothing left to get up with. Until then Done is false and `commit` moves no
|
||||
// chips at all, which is what makes a hundred hands of poker a single trip across
|
||||
// the border rather than a hundred.
|
||||
func (s *Server) persistHoldem(w http.ResponseWriter, user string, g holdem.State, evs []holdem.Event, seed1, seed2 uint64, fresh bool) {
|
||||
blob, err := json.Marshal(g)
|
||||
if err != nil {
|
||||
slog.Error("games: marshal holdem", "user", user, "err", err)
|
||||
http.Error(w, "internal error", http.StatusInternalServerError)
|
||||
return
|
||||
}
|
||||
|
||||
done := g.Phase == holdem.PhaseDone
|
||||
outcome := "left"
|
||||
func moveStatus(err error) int {
|
||||
// A 409 is a concurrency verdict: the table is not where the caller thought, so
|
||||
// reload and look again. Everything else — an illegal move for this state — is
|
||||
// the caller's mistake, a 400. Leaving mid-hand or acting out of turn is a 400:
|
||||
// the request was simply not allowed, not raced.
|
||||
switch {
|
||||
case done && g.Payout == 0:
|
||||
outcome = "busted"
|
||||
case done && g.Payout > g.BoughtIn:
|
||||
outcome = "up"
|
||||
case done && g.Payout < g.BoughtIn:
|
||||
outcome = "down"
|
||||
case errors.Is(err, storage.ErrStaleTable), errors.Is(err, storage.ErrNoSuchTable):
|
||||
return http.StatusConflict
|
||||
default:
|
||||
return http.StatusBadRequest
|
||||
}
|
||||
}
|
||||
|
||||
v, ok := s.commit(w, user, finished{
|
||||
Game: gameHoldem, Blob: blob,
|
||||
// Paid, not Rake: the audit log is the house's income, and the house only
|
||||
// makes money off the player. What it lifts off a bot's pot is not income.
|
||||
Bet: g.BoughtIn, Payout: g.Payout, Rake: g.Paid,
|
||||
Outcome: outcome, Done: done,
|
||||
Seed1: seed1, Seed2: seed2, Fresh: fresh,
|
||||
})
|
||||
func moveMessage(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, holdem.ErrHandLive):
|
||||
return "finish the hand first"
|
||||
case errors.Is(err, holdem.ErrNotYourTurn):
|
||||
return "it isn't your turn"
|
||||
case errors.Is(err, holdem.ErrCantCheck):
|
||||
return "there's a bet to you"
|
||||
case errors.Is(err, holdem.ErrTooSmall):
|
||||
return "that's under the minimum raise"
|
||||
case errors.Is(err, holdem.ErrTooBig):
|
||||
return "you don't have that many chips"
|
||||
case errors.Is(err, holdem.ErrBadBuyIn):
|
||||
return "that would put you over the table maximum"
|
||||
default:
|
||||
return "that move isn't legal here"
|
||||
}
|
||||
}
|
||||
|
||||
// ---- getting up ------------------------------------------------------------
|
||||
|
||||
// handleHoldemLeave 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 — even though the felt also lets you send it as a "leave" move.
|
||||
func (s *Server) handleHoldemLeave(w http.ResponseWriter, r *http.Request) {
|
||||
user, ok := s.player(w, r)
|
||||
if !ok {
|
||||
return
|
||||
}
|
||||
// A closed session is gone from storage, so the table view has none to show —
|
||||
// but the browser still needs the last board to land the verdict on.
|
||||
if done {
|
||||
hv := viewHoldem(g)
|
||||
v.Holdem = &hv
|
||||
s.leaveHoldem(w, user)
|
||||
}
|
||||
|
||||
// leaveHoldem gets a player up from their table, turning what is in front of them
|
||||
// back into chips. It refuses mid-hand — you cannot walk out on chips you have in
|
||||
// the pot — and closes the felt behind the last human to leave.
|
||||
func (s *Server) leaveHoldem(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: holdem 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 holdem.State
|
||||
if err := json.Unmarshal(t.State, &g); err != nil {
|
||||
return err
|
||||
}
|
||||
if g.Phase == holdem.PhaseBetting {
|
||||
respErr = holdem.ErrHandLive
|
||||
return nil
|
||||
}
|
||||
if err := s.settleLeave(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: holdem leave", "user", user, "table", tableID, "err", err)
|
||||
http.Error(w, "internal error", http.StatusInternalServerError)
|
||||
return
|
||||
}
|
||||
if respErr != nil {
|
||||
writeJSONStatus(w, moveStatus(respErr), map[string]string{"error": moveMessage(respErr)})
|
||||
return
|
||||
}
|
||||
s.writeHoldemTable(w, user, nil)
|
||||
}
|
||||
|
||||
// settleLeave vacates a seat, credits the stack home, and closes the table if
|
||||
// nobody human is left — all inside the caller's lock. The engine's Vacate turns
|
||||
// the chair back into the house's (its chips become house money, rebought like
|
||||
// any bot's), and storage.LeaveTable does the border crossing in one transaction
|
||||
// with the state write, so a crash can never pay a player and then leave their
|
||||
// seat sitting there to be cashed out again.
|
||||
func (s *Server) settleLeave(t storage.Table, g holdem.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
|
||||
}
|
||||
if err := storage.CloseTable(t.ID); err != nil {
|
||||
return err
|
||||
}
|
||||
return nil
|
||||
}
|
||||
|
||||
// ---- the response ----------------------------------------------------------
|
||||
|
||||
// writeHoldemTable 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. A player who has just got up has no seat
|
||||
// and no table; the money view carries the leftover verdict and the felt clears.
|
||||
func (s *Server) writeHoldemTable(w http.ResponseWriter, user string, evs []holdem.Event) {
|
||||
v, err := s.table(user)
|
||||
if err != nil {
|
||||
slog.Error("games: holdem 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.HoldemEvents = viewHoldemEvents(evs, seat)
|
||||
}
|
||||
}
|
||||
v.HoldemEvents = viewHoldemEvents(evs)
|
||||
writeJSON(w, v)
|
||||
}
|
||||
|
||||
230
internal/web/games_holdem_multiplayer_test.go
Normal file
230
internal/web/games_holdem_multiplayer_test.go
Normal file
@@ -0,0 +1,230 @@
|
||||
package web
|
||||
|
||||
import (
|
||||
"testing"
|
||||
"time"
|
||||
|
||||
"pete/internal/storage"
|
||||
)
|
||||
|
||||
const bobPlayer = "@bob:parodia.dev"
|
||||
|
||||
// fundUser puts chips in front of a named player the way the border really does.
|
||||
func fundUser(t *testing.T, user string, chips int64) {
|
||||
t.Helper()
|
||||
e, err := storage.RequestBuyIn(user, chips)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if _, err := storage.ClaimEscrow(e.GUID); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if _, err := storage.SettleEscrow(e.GUID, true, "", 0); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
}
|
||||
|
||||
func chipsOf(t *testing.T, user string) int64 {
|
||||
t.Helper()
|
||||
st, err := storage.Chips(user)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
return st.Chips
|
||||
}
|
||||
|
||||
// A second person can sit down at a table somebody else opened, taking a chair a
|
||||
// bot was keeping warm — which is the whole point of the thing being multiplayer.
|
||||
func TestHoldemJoinTakesAnOpenSeat(t *testing.T) {
|
||||
s := newCasino(t)
|
||||
fund(t, 5000) // reala
|
||||
fundUser(t, bobPlayer, 5000)
|
||||
|
||||
if _, code := call(t, s, s.handleHoldemSit, as(t, s, "reala", "POST", "/api/games/holdem/sit",
|
||||
map[string]any{"tier": "low", "bots": 2, "buyin": 500})); code != 200 {
|
||||
t.Fatalf("reala sit = %d, want 200", code)
|
||||
}
|
||||
tableID, err := storage.TableOf(testPlayer)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
|
||||
v, code := call(t, s, s.handleHoldemSit, as(t, s, "bob", "POST", "/api/games/holdem/sit",
|
||||
map[string]any{"table": tableID, "buyin": 500}))
|
||||
if code != 200 {
|
||||
t.Fatalf("bob join = %d, want 200", code)
|
||||
}
|
||||
if v.Chips != 4500 {
|
||||
t.Errorf("bob's chips after a 500 buy-in = %d, want 4500", v.Chips)
|
||||
}
|
||||
if v.Holdem == nil {
|
||||
t.Fatal("join returned no table")
|
||||
}
|
||||
|
||||
_, bobSeat, err := storage.PlayerSeat(bobPlayer)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if bobSeat == 0 {
|
||||
t.Errorf("bob took reala's seat %d", bobSeat)
|
||||
}
|
||||
if v.Holdem.YourSeat != bobSeat {
|
||||
t.Errorf("the view says bob is at seat %d, storage says %d", v.Holdem.YourSeat, bobSeat)
|
||||
}
|
||||
|
||||
_, seats, err := storage.LoadTable(tableID)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
humans := 0
|
||||
for _, seat := range seats {
|
||||
if seat.MatrixUser != "" {
|
||||
humans++
|
||||
}
|
||||
}
|
||||
if humans != 2 {
|
||||
t.Errorf("two people at the table, storage says %d humans", humans)
|
||||
}
|
||||
}
|
||||
|
||||
// The felt tells each player "you bought in for X" — their own stake, not the
|
||||
// table's. The engine's BoughtIn is the sum across every human (the audit wants
|
||||
// that), so a two-human table would quote both of them the pair's total if the
|
||||
// view read it straight. It reads each seat's own staked row from storage instead.
|
||||
func TestBoughtInIsPerPlayerNotTheTableTotal(t *testing.T) {
|
||||
s := newCasino(t)
|
||||
fund(t, 5000) // reala
|
||||
fundUser(t, bobPlayer, 5000)
|
||||
|
||||
call(t, s, s.handleHoldemSit, as(t, s, "reala", "POST", "/api/games/holdem/sit",
|
||||
map[string]any{"tier": "low", "bots": 2, "buyin": 500}))
|
||||
tableID, _ := storage.TableOf(testPlayer)
|
||||
call(t, s, s.handleHoldemSit, as(t, s, "bob", "POST", "/api/games/holdem/sit",
|
||||
map[string]any{"table": tableID, "buyin": 500}))
|
||||
|
||||
for _, who := range []string{testPlayer, bobPlayer} {
|
||||
v, err := s.table(who)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if v.Holdem == nil {
|
||||
t.Fatalf("%s has no table", who)
|
||||
}
|
||||
if v.Holdem.BoughtIn != 500 {
|
||||
t.Errorf("%s is shown bought-in %d, want their own 500 — not the table's 1000",
|
||||
who, v.Holdem.BoughtIn)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Leaving a shared table gives you your stack and hands your chair back to the
|
||||
// house; the table stays open for the people still on it. Only the last human out
|
||||
// closes the felt.
|
||||
func TestHoldemLeavingSharedTableKeepsItOpen(t *testing.T) {
|
||||
s := newCasino(t)
|
||||
fund(t, 5000)
|
||||
fundUser(t, bobPlayer, 5000)
|
||||
|
||||
call(t, s, s.handleHoldemSit, as(t, s, "reala", "POST", "/api/games/holdem/sit",
|
||||
map[string]any{"tier": "low", "bots": 2, "buyin": 500}))
|
||||
tableID, _ := storage.TableOf(testPlayer)
|
||||
call(t, s, s.handleHoldemSit, as(t, s, "bob", "POST", "/api/games/holdem/sit",
|
||||
map[string]any{"table": tableID, "buyin": 500}))
|
||||
|
||||
// Bob gets up. His 500 comes home and his chair goes back to a bot.
|
||||
if _, code := call(t, s, s.handleHoldemLeave, as(t, s, "bob", "POST", "/api/games/holdem/leave", nil)); code != 200 {
|
||||
t.Fatalf("bob leave = %d, want 200", code)
|
||||
}
|
||||
if got := chipsOf(t, bobPlayer); got != 5000 {
|
||||
t.Errorf("bob left with %d, want his 5000 back", got)
|
||||
}
|
||||
if _, _, err := storage.PlayerSeat(bobPlayer); err != storage.ErrNoLiveHand {
|
||||
t.Errorf("bob still holds a seat after leaving: %v", err)
|
||||
}
|
||||
if _, _, err := storage.LoadTable(tableID); err != nil {
|
||||
t.Errorf("the table closed under reala when bob left: %v", err)
|
||||
}
|
||||
|
||||
// Reala is the last one out, so the felt closes behind them.
|
||||
if _, code := call(t, s, s.handleHoldemLeave, as(t, s, "reala", "POST", "/api/games/holdem/leave", nil)); code != 200 {
|
||||
t.Fatalf("reala leave = %d, want 200", code)
|
||||
}
|
||||
if _, _, err := storage.LoadTable(tableID); err != storage.ErrNoSuchTable {
|
||||
t.Errorf("an empty table survived the last human: %v", err)
|
||||
}
|
||||
}
|
||||
|
||||
// A table everyone has walked away from is cashed out and closed by the reaper —
|
||||
// the chips inside a walked-away poker session are not left in limbo.
|
||||
func TestHoldemReaperCashesOutAbandonedTable(t *testing.T) {
|
||||
s := newCasino(t)
|
||||
fund(t, 5000)
|
||||
|
||||
call(t, s, s.handleHoldemSit, as(t, s, "reala", "POST", "/api/games/holdem/sit",
|
||||
map[string]any{"tier": "low", "bots": 2, "buyin": 500}))
|
||||
tableID, _ := storage.TableOf(testPlayer)
|
||||
|
||||
// The seat has been away, and last acted for itself longer ago than the idle
|
||||
// cutoff — the state the reaper is meant to find.
|
||||
tbl, seats, err := storage.LoadTable(tableID)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
seats[0].Away = true
|
||||
seats[0].LastSeen = time.Now().Unix() - int64(storage.SessionIdleAfter.Seconds()) - 60
|
||||
if err := storage.CommitTable(storage.TableCommit{Table: tbl, Seats: []storage.Seat{seats[0]}}); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
|
||||
s.reapAbandonedTables()
|
||||
|
||||
if got := chipsOf(t, testPlayer); got != 5000 {
|
||||
t.Errorf("the reaper sent home %d, want the whole 5000 back (buy-in and all)", got)
|
||||
}
|
||||
if _, _, err := storage.LoadTable(tableID); err != storage.ErrNoSuchTable {
|
||||
t.Errorf("the reaper left the table standing: %v", err)
|
||||
}
|
||||
if _, err := storage.TableOf(testPlayer); err != storage.ErrNoLiveHand {
|
||||
t.Errorf("the reaper left the occupancy claim behind: %v", err)
|
||||
}
|
||||
}
|
||||
|
||||
// A fresh table is not abandoned, and the reaper leaves it alone.
|
||||
func TestHoldemReaperSparesALiveTable(t *testing.T) {
|
||||
s := newCasino(t)
|
||||
fund(t, 5000)
|
||||
|
||||
call(t, s, s.handleHoldemSit, as(t, s, "reala", "POST", "/api/games/holdem/sit",
|
||||
map[string]any{"tier": "low", "bots": 2, "buyin": 500}))
|
||||
tableID, _ := storage.TableOf(testPlayer)
|
||||
|
||||
s.reapAbandonedTables()
|
||||
|
||||
if _, _, err := storage.LoadTable(tableID); err != nil {
|
||||
t.Errorf("the reaper closed a table someone is sitting at: %v", err)
|
||||
}
|
||||
if got := chipsOf(t, testPlayer); got != 4500 {
|
||||
t.Errorf("chips = %d — the reaper should not have moved a live table's money", got)
|
||||
}
|
||||
}
|
||||
|
||||
// The lobby lists a table with a seat going spare, and drops it once it is full.
|
||||
func TestHoldemLobbyListsJoinableTables(t *testing.T) {
|
||||
s := newCasino(t)
|
||||
fund(t, 5000)
|
||||
|
||||
// A one-bot table: two seats, one human, one open.
|
||||
call(t, s, s.handleHoldemSit, as(t, s, "reala", "POST", "/api/games/holdem/sit",
|
||||
map[string]any{"tier": "low", "bots": 1, "buyin": 500}))
|
||||
|
||||
tables, err := storage.LobbyTables(gameHoldem, 50)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if len(tables) != 1 {
|
||||
t.Fatalf("lobby has %d tables, want 1", len(tables))
|
||||
}
|
||||
if tables[0].Humans != 1 || tables[0].Seats != 2 {
|
||||
t.Errorf("lobby table = %d/%d humans/seats, want 1/2", tables[0].Humans, tables[0].Seats)
|
||||
}
|
||||
}
|
||||
143
internal/web/games_holdem_redact_test.go
Normal file
143
internal/web/games_holdem_redact_test.go
Normal file
@@ -0,0 +1,143 @@
|
||||
package web
|
||||
|
||||
import (
|
||||
"encoding/json"
|
||||
"strings"
|
||||
"testing"
|
||||
|
||||
"pete/internal/games/holdem"
|
||||
)
|
||||
|
||||
// The security boundary of the whole multiplayer table, tested the way the plan
|
||||
// insists it must be: render every seat's view at every street, and string-search
|
||||
// the JSON for any card that belongs to another seat. Zero hits, for every seat,
|
||||
// at every point before a showdown turns cards over.
|
||||
//
|
||||
// This is not belt-and-braces. After SSE the view a seat renders fans to that
|
||||
// seat's stream, so a single missed redaction does not leak one card to one
|
||||
// player through one handler bug — it broadcasts a hole card to the whole felt,
|
||||
// continuously. The engine deliberately emits every seat's cards now (it cannot
|
||||
// know who a shared stream is for), which makes this function the only thing
|
||||
// standing between the deck and the network tab.
|
||||
|
||||
// holeLabel is a seat's two cards as they would be rendered — the exact strings a
|
||||
// leak would put in the JSON.
|
||||
func holeLabels(g holdem.State, seat int) []string {
|
||||
h := g.Seats[seat].Hole
|
||||
return []string{viewCard(h[0]).Label, viewCard(h[1]).Label}
|
||||
}
|
||||
|
||||
func TestHoldemViewNeverLeaksAnotherSeatsCards(t *testing.T) {
|
||||
tier := holdem.Tiers[0]
|
||||
// Two humans (0, 2) and two bots (1, 3), so the test covers a seat seeing both
|
||||
// another human and a bot, and a human sitting at a non-zero index.
|
||||
seats := []holdem.SeatConfig{
|
||||
{Name: "Ana", Stack: tier.MaxBuy},
|
||||
{Name: "Bot A", Bot: true, Stack: tier.MaxBuy},
|
||||
{Name: "Bo", Stack: tier.MaxBuy},
|
||||
{Name: "Bot B", Bot: true, Stack: tier.MaxBuy},
|
||||
}
|
||||
g, _, err := holdem.New(tier, seats, tier.RakePct, 5, 6)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
|
||||
// Deal, then walk the hand to the river without anyone folding — every seat
|
||||
// stays in, so every seat has cards that must not leak to the others. Checking
|
||||
// and calling keeps everyone live; the redaction is checked after every step.
|
||||
g, dealEvs, err := holdem.ApplyMove(g, 0, holdem.Move{Kind: holdem.Deal})
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
|
||||
// The deal script carries every hole, so it is the sharpest test of event
|
||||
// redaction: for each viewer, no other seat's cards may survive.
|
||||
assertEventsRedacted(t, g, dealEvs)
|
||||
assertViewsRedacted(t, g)
|
||||
|
||||
for step := 0; g.Phase == holdem.PhaseBetting && step < 80; step++ {
|
||||
seat := g.ToAct
|
||||
if g.Seats[seat].Bot {
|
||||
t.Fatalf("advance stopped on a bot at seat %d", seat)
|
||||
}
|
||||
move := holdem.Move{Kind: holdem.Check}
|
||||
if g.Owed(seat) > 0 {
|
||||
move = holdem.Move{Kind: holdem.Call}
|
||||
}
|
||||
var evs []holdem.Event
|
||||
g, evs, err = holdem.ApplyMove(g, seat, move)
|
||||
if err != nil {
|
||||
t.Fatalf("seat %d %s: %v", seat, move.Kind, err)
|
||||
}
|
||||
assertEventsRedacted(t, g, evs)
|
||||
assertViewsRedacted(t, g)
|
||||
}
|
||||
}
|
||||
|
||||
// assertViewsRedacted renders every seat's table view and fails if any of them
|
||||
// carries a card belonging to a seat that is still hiding it.
|
||||
func assertViewsRedacted(t *testing.T, g holdem.State) {
|
||||
t.Helper()
|
||||
shown := g.Street == holdem.Showdown
|
||||
for viewer := range g.Seats {
|
||||
blob, err := json.Marshal(viewHoldem(g, viewer))
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
payload := string(blob)
|
||||
for other := range g.Seats {
|
||||
if other == viewer {
|
||||
continue // your own cards are yours to see
|
||||
}
|
||||
// A seat's cards are legitimately visible only at a showdown, and then only
|
||||
// if they did not fold. Everywhere else, a hit is a leak.
|
||||
if shown && g.Seats[other].State != holdem.Folded {
|
||||
continue
|
||||
}
|
||||
if g.Seats[other].State == holdem.Out {
|
||||
continue
|
||||
}
|
||||
for _, label := range holeLabels(g, other) {
|
||||
if strings.Contains(payload, label) {
|
||||
t.Fatalf("seat %d's view (%s street) leaks seat %d's card %q",
|
||||
viewer, g.Street, other, label)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// assertEventsRedacted renders the event script for every viewer and fails if a
|
||||
// beat carries another seat's card outside a showdown "show".
|
||||
func assertEventsRedacted(t *testing.T, g holdem.State, evs []holdem.Event) {
|
||||
t.Helper()
|
||||
for viewer := range g.Seats {
|
||||
blob, err := json.Marshal(viewHoldemEvents(evs, viewer))
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
payload := string(blob)
|
||||
// The engine only puts a non-viewer's cards in a "show" beat and in the hole
|
||||
// beats it emits for everyone. If any card label of another seat survives the
|
||||
// redaction *and* there is no show event in this batch, it leaked.
|
||||
hasShow := false
|
||||
for _, e := range evs {
|
||||
if e.Kind == "show" {
|
||||
hasShow = true
|
||||
}
|
||||
}
|
||||
if hasShow {
|
||||
continue // a showdown legitimately turns cards over
|
||||
}
|
||||
for other := range g.Seats {
|
||||
if other == viewer || g.Seats[other].State == holdem.Out {
|
||||
continue
|
||||
}
|
||||
for _, label := range holeLabels(g, other) {
|
||||
if strings.Contains(payload, label) {
|
||||
t.Fatalf("seat %d's event stream leaks seat %d's card %q", viewer, other, label)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
209
internal/web/games_holdem_table.go
Normal file
209
internal/web/games_holdem_table.go
Normal file
@@ -0,0 +1,209 @@
|
||||
package web
|
||||
|
||||
import (
|
||||
"encoding/json"
|
||||
"time"
|
||||
|
||||
"pete/internal/games/holdem"
|
||||
"pete/internal/storage"
|
||||
)
|
||||
|
||||
// Hold'em as a shared table: the seam the runtime drives it through, and the two
|
||||
// facts about a hand that only the engine can tell the runtime — when the clock
|
||||
// must next act, and what a finished hand owes the audit trail.
|
||||
//
|
||||
// Everything about *playing* poker is still in the engine. This file is the
|
||||
// translation layer between a holdem.State and the game-agnostic table runtime:
|
||||
// it decodes the blob, asks the engine to act, and re-derives the deadline and
|
||||
// the audit from the state that comes back.
|
||||
|
||||
// holdemTable is the tableGame for poker. It holds no state — the table's state
|
||||
// is the blob in game_tables — so a single value in s.tableGames serves every
|
||||
// felt in the room.
|
||||
type holdemTable struct{}
|
||||
|
||||
func (holdemTable) name() string { return gameHoldem }
|
||||
|
||||
// timeout acts for the human whose clock ran out. At a card table the standing
|
||||
// courtesy is check if you can, fold if you cannot: a walked-away player never
|
||||
// puts more chips in, and folding keeps the hand moving for everyone still there.
|
||||
//
|
||||
// It marks the seat away so the runtime stops waiting a full clock on it next
|
||||
// time — an absent human auto-folds on sight after this, rather than holding three
|
||||
// other people hostage for thirty seconds an orbit.
|
||||
//
|
||||
// If, on decode, the seat to act is not a waiting human, the scan raced a real
|
||||
// move that had not yet bumped the version: errNotDue, and the clock steps aside.
|
||||
func (holdemTable) timeout(state []byte, seats []storage.Seat) (step, []storage.Seat, error) {
|
||||
var g holdem.State
|
||||
if err := json.Unmarshal(state, &g); err != nil {
|
||||
return step{}, nil, err
|
||||
}
|
||||
if g.Phase != holdem.PhaseBetting {
|
||||
return step{}, seats, errNotDue
|
||||
}
|
||||
seat := g.ToAct
|
||||
if seat < 0 || seat >= len(g.Seats) || g.Seats[seat].Bot {
|
||||
return step{}, seats, errNotDue
|
||||
}
|
||||
|
||||
move := holdem.Move{Kind: holdem.Fold}
|
||||
if g.Owed(seat) == 0 {
|
||||
move.Kind = holdem.Check
|
||||
}
|
||||
next, evs, err := holdem.ApplyMove(g, seat, move)
|
||||
if err != nil {
|
||||
return step{}, nil, err
|
||||
}
|
||||
|
||||
changed := markAway(seats, seat)
|
||||
st, err := holdemStep(g, next, evs, seats)
|
||||
return st, changed, err
|
||||
}
|
||||
|
||||
// stacks reports the chips in front of each seat, index-aligned with the table's
|
||||
// seat rows. The abandoned-table reaper reads it to know what to send each
|
||||
// walked-away human home with, without having to understand poker.
|
||||
func (holdemTable) stacks(state []byte) ([]int64, error) {
|
||||
var g holdem.State
|
||||
if err := json.Unmarshal(state, &g); err != nil {
|
||||
return nil, err
|
||||
}
|
||||
out := make([]int64, len(g.Seats))
|
||||
for i := range g.Seats {
|
||||
out[i] = g.Seats[i].Stack
|
||||
}
|
||||
return out, nil
|
||||
}
|
||||
|
||||
// holdemStep packages a played-out state for the runtime: the blob to persist,
|
||||
// the deadline the clock must honour next, and the audit of any hand that just
|
||||
// ended. prev is the state before the move, which is what lets it work out how
|
||||
// much rake this one hand took.
|
||||
func holdemStep(prev, next holdem.State, evs []holdem.Event, seats []storage.Seat) (step, error) {
|
||||
blob, err := json.Marshal(next)
|
||||
if err != nil {
|
||||
return step{}, err
|
||||
}
|
||||
st := step{
|
||||
State: blob,
|
||||
Phase: string(next.Phase),
|
||||
HandNo: int64(next.HandNo),
|
||||
Deadline: holdemDeadline(next, seats),
|
||||
Audit: holdemAudit(prev, next, evs, seats),
|
||||
}
|
||||
return st, nil
|
||||
}
|
||||
|
||||
// holdemDeadline is when the clock must next act, or 0 for never. A clock is only
|
||||
// ever set on a *present* human whose turn it is: a bot resolves inside the move
|
||||
// and never waits, and an away human is auto-acted the moment the clock sees them
|
||||
// rather than waited on. Between hands there is no per-seat clock at all — an
|
||||
// abandoned table is the reaper's job, not the turn clock's.
|
||||
func holdemDeadline(g holdem.State, seats []storage.Seat) int64 {
|
||||
if g.Phase != holdem.PhaseBetting {
|
||||
return 0
|
||||
}
|
||||
seat := g.ToAct
|
||||
if seat < 0 || seat >= len(g.Seats) || g.Seats[seat].Bot {
|
||||
return 0
|
||||
}
|
||||
if seatAway(seats, seat) {
|
||||
return 0 // an away human doesn't get waited on; the clock acts next tick
|
||||
}
|
||||
return time.Now().Unix() + turnSeconds
|
||||
}
|
||||
|
||||
// holdemAudit is the per-hand record of a finished hand — one row per human who
|
||||
// was in it. Empty until a hand actually ends, which is exactly when the engine
|
||||
// emits an "end" beat.
|
||||
//
|
||||
// The rake is the trap the plan flagged. game_hands.rake is summed into the
|
||||
// house's income (HouseTake), so a pot's rake must be recorded once and once
|
||||
// only. It rides on the winner's row alone; every other seat carries zero. And it
|
||||
// is this hand's rake, not the session's: next.Paid is cumulative, so the hand's
|
||||
// take is the amount it climbed by since prev — the part of *this* pot that came
|
||||
// out of a human's winnings.
|
||||
func holdemAudit(prev, next holdem.State, evs []holdem.Event, seats []storage.Seat) []storage.Hand {
|
||||
if !handEnded(evs) {
|
||||
return nil
|
||||
}
|
||||
handRake := next.Paid - prev.Paid
|
||||
|
||||
// The human who won the most is who the rake is attributed to: rake only ever
|
||||
// comes out of a pot a human won, so when handRake is positive there is one.
|
||||
winner, best := -1, int64(0)
|
||||
for i := range next.Seats {
|
||||
if next.Seats[i].Bot {
|
||||
continue
|
||||
}
|
||||
if next.Seats[i].Won > best {
|
||||
winner, best = i, next.Seats[i].Won
|
||||
}
|
||||
}
|
||||
|
||||
var audit []storage.Hand
|
||||
for i := range next.Seats {
|
||||
p := next.Seats[i]
|
||||
if p.Bot || i >= len(seats) || seats[i].MatrixUser == "" {
|
||||
continue
|
||||
}
|
||||
if p.Total == 0 && p.Won == 0 {
|
||||
continue // dealt out, or never in the hand — nothing to record
|
||||
}
|
||||
outcome := "lost"
|
||||
switch {
|
||||
case p.Won > p.Total:
|
||||
outcome = "won"
|
||||
case p.Won == p.Total:
|
||||
outcome = "push"
|
||||
}
|
||||
rake := int64(0)
|
||||
if i == winner {
|
||||
rake = handRake
|
||||
}
|
||||
audit = append(audit, storage.Hand{
|
||||
MatrixUser: seats[i].MatrixUser,
|
||||
Game: gameHoldem,
|
||||
Bet: p.Total,
|
||||
Payout: p.Won,
|
||||
Rake: rake,
|
||||
Outcome: outcome,
|
||||
Seed1: next.Seed1,
|
||||
Seed2: next.Seed2,
|
||||
})
|
||||
}
|
||||
return audit
|
||||
}
|
||||
|
||||
// handEnded reports whether a hand finished in this batch of events. endHand is
|
||||
// the only thing that emits "end", and it emits exactly one, so this is the clean
|
||||
// signal that Won and Total on the seats are this hand's final numbers.
|
||||
func handEnded(evs []holdem.Event) bool {
|
||||
for _, e := range evs {
|
||||
if e.Kind == "end" {
|
||||
return true
|
||||
}
|
||||
}
|
||||
return false
|
||||
}
|
||||
|
||||
// ---- seat bookkeeping ------------------------------------------------------
|
||||
|
||||
// seatAway reports whether the seat at an index is a human who has walked away.
|
||||
func seatAway(seats []storage.Seat, seat int) bool {
|
||||
return seat >= 0 && seat < len(seats) && seats[seat].Away
|
||||
}
|
||||
|
||||
// markAway returns the one seat row the clock needs to write back: the timed-out
|
||||
// seat, flagged away, with its last_seen left exactly as it was. Preserving
|
||||
// last_seen is the whole point — the reaper measures abandonment from when a
|
||||
// human last acted *for themselves*, and an auto-fold is not that.
|
||||
func markAway(seats []storage.Seat, seat int) []storage.Seat {
|
||||
if seat < 0 || seat >= len(seats) {
|
||||
return nil
|
||||
}
|
||||
s := seats[seat]
|
||||
s.Away = true
|
||||
return []storage.Seat{s}
|
||||
}
|
||||
117
internal/web/games_hub.go
Normal file
117
internal/web/games_hub.go
Normal 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])
|
||||
}
|
||||
94
internal/web/games_hub_test.go
Normal file
94
internal/web/games_hub_test.go
Normal file
@@ -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()
|
||||
}
|
||||
58
internal/web/games_lock.go
Normal file
58
internal/web/games_lock.go
Normal 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()
|
||||
}
|
||||
444
internal/web/games_og.go
Normal file
444
internal/web/games_og.go
Normal file
@@ -0,0 +1,444 @@
|
||||
package web
|
||||
|
||||
import (
|
||||
"bytes"
|
||||
_ "embed"
|
||||
"fmt"
|
||||
"image"
|
||||
"image/color"
|
||||
"image/draw"
|
||||
"image/png"
|
||||
"log/slog"
|
||||
"math"
|
||||
"net/http"
|
||||
"sync"
|
||||
"time"
|
||||
|
||||
"golang.org/x/image/font"
|
||||
"golang.org/x/image/font/opentype"
|
||||
"golang.org/x/image/math/fixed"
|
||||
"golang.org/x/image/vector"
|
||||
)
|
||||
|
||||
// The card that shows up when somebody pastes the casino into a chat window.
|
||||
//
|
||||
// It is drawn here, in Go, rather than checked in as a picture, because the
|
||||
// casino has two names on a clock and the share card keeps the joke: paste the
|
||||
// link in daylight and you get Casinopolis on green felt; paste it after six and
|
||||
// the neon is on and the sign says Casino Night Zone. Same tables, different room,
|
||||
// same rule as roomAt() everywhere else.
|
||||
//
|
||||
// The clock that decides is the *server's*, because an unfurl bot has no evening
|
||||
// of its own. That's the one place the room rule can't be the player's own clock.
|
||||
|
||||
//go:embed assets/fonts/Fredoka-SemiBold.ttf
|
||||
var fredokaTTF []byte
|
||||
|
||||
// Share cards are 1200x630: the size every unfurler crops to and the one thing
|
||||
// about Open Graph that everybody agrees on.
|
||||
const (
|
||||
ogWidth = 1200
|
||||
ogHeight = 630
|
||||
)
|
||||
|
||||
// ogPalette is a room's colours, lifted from the CSS block of the same name in
|
||||
// input.css. Two copies of a palette is a thing that drifts, so if you retune a
|
||||
// room, retune it here as well — TestTheShareCardKnowsBothRooms will not catch a
|
||||
// colour, only a missing room.
|
||||
type ogPalette struct {
|
||||
bg color.RGBA // the room, behind the table
|
||||
feltA color.RGBA // the felt, lit
|
||||
feltC color.RGBA // the felt, in shadow
|
||||
ink color.RGBA // type
|
||||
accent color.RGBA // the sign, and the lamp over the table
|
||||
}
|
||||
|
||||
var ogPalettes = map[string]ogPalette{
|
||||
roomDay.Slug: {
|
||||
bg: rgb(0x16, 0x21, 0x1c),
|
||||
feltA: rgb(0x2f, 0x7d, 0x5b),
|
||||
feltC: rgb(0x1c, 0x4d, 0x3c),
|
||||
ink: rgb(0xf6, 0xec, 0xd8),
|
||||
accent: rgb(0xf2, 0xb5, 0x3d),
|
||||
},
|
||||
roomNight.Slug: {
|
||||
bg: rgb(0x14, 0x0f, 0x2e),
|
||||
feltA: rgb(0x4a, 0x2f, 0xa8),
|
||||
feltC: rgb(0x24, 0x16, 0x59),
|
||||
ink: rgb(0xf2, 0xec, 0xff),
|
||||
accent: rgb(0xff, 0xcc, 0x2f),
|
||||
},
|
||||
}
|
||||
|
||||
// A card is drawn once per room and then kept. There are two of them, they never
|
||||
// change, and an unfurl bot is not worth a rasterizer.
|
||||
var (
|
||||
ogOnce sync.Once
|
||||
ogCards map[string][]byte // room slug -> PNG
|
||||
ogErr error
|
||||
)
|
||||
|
||||
func (s *Server) handleGamesOG(w http.ResponseWriter, r *http.Request) {
|
||||
if !s.gamesReady() {
|
||||
http.NotFound(w, r)
|
||||
return
|
||||
}
|
||||
// No requirePlayer here, and that is the whole point: the thing fetching this
|
||||
// is a chat server's link preview, which has never signed in and never will.
|
||||
ogOnce.Do(func() { ogCards, ogErr = drawShareCards() })
|
||||
room := roomAt(time.Now().Hour())
|
||||
card := ogCards[room.Slug]
|
||||
if ogErr != nil || len(card) == 0 {
|
||||
// A room with no card is a room somebody added to roomAt and not to
|
||||
// ogPalettes. Say so rather than serving a zero-byte PNG, which an unfurler
|
||||
// will happily cache as the casino's face.
|
||||
slog.Error("games: no share card", "room", room.Slug, "err", ogErr)
|
||||
http.Error(w, "share card unavailable", http.StatusInternalServerError)
|
||||
return
|
||||
}
|
||||
|
||||
w.Header().Set("Content-Type", "image/png")
|
||||
// Long enough that a busy channel isn't redrawing it, short enough that the
|
||||
// room actually turns over: the lights come on at six and the card follows
|
||||
// within the hour.
|
||||
w.Header().Set("Cache-Control", "public, max-age=900")
|
||||
// ServeContent sets Content-Length itself, and gets it right for a range
|
||||
// request, which a hand-written one would not.
|
||||
http.ServeContent(w, r, "og.png", time.Time{}, bytes.NewReader(card))
|
||||
}
|
||||
|
||||
// drawShareCards renders every room's card up front. If the font is broken every
|
||||
// card is broken, so they fail together or not at all.
|
||||
func drawShareCards() (map[string][]byte, error) {
|
||||
f, err := opentype.Parse(fredokaTTF)
|
||||
if err != nil {
|
||||
return nil, fmt.Errorf("parse fredoka: %w", err)
|
||||
}
|
||||
out := make(map[string][]byte, len(ogPalettes))
|
||||
for _, rm := range []room{roomDay, roomNight} {
|
||||
img, err := drawShareCard(f, rm, ogPalettes[rm.Slug])
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
var buf bytes.Buffer
|
||||
if err := png.Encode(&buf, img); err != nil {
|
||||
return nil, fmt.Errorf("encode %s: %w", rm.Slug, err)
|
||||
}
|
||||
out[rm.Slug] = buf.Bytes()
|
||||
}
|
||||
return out, nil
|
||||
}
|
||||
|
||||
func drawShareCard(f *opentype.Font, rm room, p ogPalette) (image.Image, error) {
|
||||
title, err := face(f, 96)
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
defer title.Close()
|
||||
line, err := face(f, 33)
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
defer line.Close()
|
||||
small, err := face(f, 25)
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
defer small.Close()
|
||||
|
||||
img := image.NewRGBA(image.Rect(0, 0, ogWidth, ogHeight))
|
||||
draw.Draw(img, img.Bounds(), &image.Uniform{p.bg}, image.Point{}, draw.Src)
|
||||
|
||||
// The table: a rounded rect of felt, lit from the top and falling into shadow
|
||||
// at the rail, which is the same trick the room's CSS plays with a gradient.
|
||||
table := func(rz *vector.Rasterizer) {
|
||||
roundRect(rz, 36, 36, ogWidth-72, ogHeight-72, 44, nil)
|
||||
}
|
||||
fillPath(img, verticalGradient(p.feltA, p.feltC), table)
|
||||
// The lamp over it. Nothing else in the picture explains where the light is
|
||||
// coming from, and a felt with no lamp reads as a green rectangle. It is
|
||||
// painted through the table's own shape, because light that spills onto the
|
||||
// floor outside the rail is not a lamp, it's a mistake.
|
||||
fillPath(img, lamp(ogWidth/2, 40, 520, p.accent, 0.26), table)
|
||||
|
||||
// The sign over the door.
|
||||
centerText(img, title, p.accent, rm.Name, ogHeight/2-42)
|
||||
centerText(img, line, alpha(p.ink, 0.92), "Blackjack, Hold'em, UNO, Trivia, Hangman, Solitaire", ogHeight/2+26)
|
||||
centerText(img, small, alpha(p.ink, 0.62), "Played for real gogobee euros", ogHeight/2+78)
|
||||
|
||||
// Bottom left: two cards, one face down and one face up, because a casino that
|
||||
// shows you only the backs is a casino that isn't dealing.
|
||||
drawCardBack(img, p, 118, 430, -13)
|
||||
drawCardFace(img, 196, 420, 7)
|
||||
|
||||
// Bottom right: what you're playing for.
|
||||
chips := []color.RGBA{p.accent, rgb(0xd9, 0x4f, 0x4f), rgb(0xf6, 0xf1, 0xe6), p.accent}
|
||||
for i, c := range chips {
|
||||
drawChip(img, 1042, float32(536-i*23), 46, c, p)
|
||||
}
|
||||
|
||||
// The address, small, in the corner. A share card is also a signpost.
|
||||
rightText(img, small, alpha(p.ink, 0.45), "games.parodia.dev", ogWidth-70, 96)
|
||||
return img, nil
|
||||
}
|
||||
|
||||
// ---- shapes -----------------------------------------------------------------
|
||||
//
|
||||
// Everything below draws through a vector.Rasterizer the size of the whole card,
|
||||
// which is wasteful and completely fine: it happens twice, at boot, forever.
|
||||
|
||||
// xform moves a point before it's rasterized. It is how anything here gets to sit
|
||||
// at an angle — font.Drawer can't rotate, but a path can be rotated on its way in.
|
||||
type xform func(x, y float32) (float32, float32)
|
||||
|
||||
func rotate(cx, cy, deg float32) xform {
|
||||
rad := float64(deg) * math.Pi / 180
|
||||
sin, cos := float32(math.Sin(rad)), float32(math.Cos(rad))
|
||||
return func(x, y float32) (float32, float32) {
|
||||
dx, dy := x-cx, y-cy
|
||||
return cx + dx*cos - dy*sin, cy + dx*sin + dy*cos
|
||||
}
|
||||
}
|
||||
|
||||
func (t xform) at(x, y float32) (float32, float32) {
|
||||
if t == nil {
|
||||
return x, y
|
||||
}
|
||||
return t(x, y)
|
||||
}
|
||||
|
||||
// fillPath rasterizes a path and paints src through it.
|
||||
func fillPath(dst *image.RGBA, src image.Image, path func(*vector.Rasterizer)) {
|
||||
rz := vector.NewRasterizer(ogWidth, ogHeight)
|
||||
path(rz)
|
||||
rz.Draw(dst, dst.Bounds(), src, image.Point{})
|
||||
}
|
||||
|
||||
func fill(dst *image.RGBA, c color.Color, path func(*vector.Rasterizer)) {
|
||||
fillPath(dst, &image.Uniform{c}, path)
|
||||
}
|
||||
|
||||
// roundRect lays a rounded rectangle into the rasterizer, optionally through a
|
||||
// transform, so the same helper draws a table and a card held at an angle.
|
||||
func roundRect(rz *vector.Rasterizer, x, y, w, h, r float32, t xform) {
|
||||
move := func(px, py float32) { rz.MoveTo(t.at(px, py)) }
|
||||
line := func(px, py float32) { rz.LineTo(t.at(px, py)) }
|
||||
quad := func(cx, cy, px, py float32) {
|
||||
qx, qy := t.at(cx, cy)
|
||||
ex, ey := t.at(px, py)
|
||||
rz.QuadTo(qx, qy, ex, ey)
|
||||
}
|
||||
move(x+r, y)
|
||||
line(x+w-r, y)
|
||||
quad(x+w, y, x+w, y+r)
|
||||
line(x+w, y+h-r)
|
||||
quad(x+w, y+h, x+w-r, y+h)
|
||||
line(x+r, y+h)
|
||||
quad(x, y+h, x, y+h-r)
|
||||
line(x, y+r)
|
||||
quad(x, y, x+r, y)
|
||||
rz.ClosePath()
|
||||
}
|
||||
|
||||
func circle(rz *vector.Rasterizer, cx, cy, r float32) {
|
||||
// Four cubics, the usual 0.5523 magic number for a circle out of beziers.
|
||||
const k = 0.5523
|
||||
rz.MoveTo(cx+r, cy)
|
||||
rz.CubeTo(cx+r, cy+r*k, cx+r*k, cy+r, cx, cy+r)
|
||||
rz.CubeTo(cx-r*k, cy+r, cx-r, cy+r*k, cx-r, cy)
|
||||
rz.CubeTo(cx-r, cy-r*k, cx-r*k, cy-r, cx, cy-r)
|
||||
rz.CubeTo(cx+r*k, cy-r, cx+r, cy-r*k, cx+r, cy)
|
||||
rz.ClosePath()
|
||||
}
|
||||
|
||||
// hexagon is Pete's mark — the same six-sided badge as the favicon, which is what
|
||||
// the back of the house's cards is printed with.
|
||||
func hexagon(rz *vector.Rasterizer, cx, cy, r float32, t xform) {
|
||||
for i := 0; i < 6; i++ {
|
||||
ang := float64(i)*math.Pi/3 - math.Pi/2
|
||||
x := cx + r*float32(math.Cos(ang))
|
||||
y := cy + r*float32(math.Sin(ang))
|
||||
px, py := t.at(x, y)
|
||||
if i == 0 {
|
||||
rz.MoveTo(px, py)
|
||||
} else {
|
||||
rz.LineTo(px, py)
|
||||
}
|
||||
}
|
||||
rz.ClosePath()
|
||||
}
|
||||
|
||||
const (
|
||||
cardW = 132
|
||||
cardH = 186
|
||||
)
|
||||
|
||||
// drawCardBack is the house's card: dark, with the hexagon on it.
|
||||
func drawCardBack(dst *image.RGBA, p ogPalette, x, y, deg float32) {
|
||||
t := rotate(x+cardW/2, y+cardH/2, deg)
|
||||
fill(dst, color.RGBA{0, 0, 0, 70}, func(rz *vector.Rasterizer) {
|
||||
roundRect(rz, x+5, y+8, cardW, cardH, 14, t)
|
||||
})
|
||||
fill(dst, alpha(p.ink, 0.96), func(rz *vector.Rasterizer) {
|
||||
roundRect(rz, x, y, cardW, cardH, 14, t)
|
||||
})
|
||||
fill(dst, darken(p.feltC, 0.55), func(rz *vector.Rasterizer) {
|
||||
roundRect(rz, x+9, y+9, cardW-18, cardH-18, 9, t)
|
||||
})
|
||||
fill(dst, p.accent, func(rz *vector.Rasterizer) {
|
||||
hexagon(rz, x+cardW/2, y+cardH/2, 34, t)
|
||||
})
|
||||
fill(dst, darken(p.feltC, 0.55), func(rz *vector.Rasterizer) {
|
||||
hexagon(rz, x+cardW/2, y+cardH/2, 20, t)
|
||||
})
|
||||
}
|
||||
|
||||
// drawCardFace is the one that's been turned over: an ace of hearts, near enough.
|
||||
func drawCardFace(dst *image.RGBA, x, y, deg float32) {
|
||||
t := rotate(x+cardW/2, y+cardH/2, deg)
|
||||
red := rgb(0xd9, 0x3b, 0x3b)
|
||||
fill(dst, color.RGBA{0, 0, 0, 80}, func(rz *vector.Rasterizer) {
|
||||
roundRect(rz, x+5, y+9, cardW, cardH, 14, t)
|
||||
})
|
||||
fill(dst, rgb(0xfb, 0xf7, 0xef), func(rz *vector.Rasterizer) {
|
||||
roundRect(rz, x, y, cardW, cardH, 14, t)
|
||||
})
|
||||
heart(dst, red, x+cardW/2, y+cardH/2+4, 40, t)
|
||||
// The pip in the corner, which is how you know it's a card and not a tile.
|
||||
heart(dst, red, x+24, y+30, 11, t)
|
||||
}
|
||||
|
||||
// heart, as two lobes and a point.
|
||||
func heart(dst *image.RGBA, c color.RGBA, cx, cy, r float32, t xform) {
|
||||
fill(dst, c, func(rz *vector.Rasterizer) {
|
||||
move := func(px, py float32) { rz.MoveTo(t.at(px, py)) }
|
||||
cube := func(ax, ay, bx, by, px, py float32) {
|
||||
a1, a2 := t.at(ax, ay)
|
||||
b1, b2 := t.at(bx, by)
|
||||
e1, e2 := t.at(px, py)
|
||||
rz.CubeTo(a1, a2, b1, b2, e1, e2)
|
||||
}
|
||||
bottom := cy + r*0.95
|
||||
move(cx, bottom)
|
||||
cube(cx-r*1.15, cy+r*0.18, cx-r*1.0, cy-r*0.95, cx, cy-r*0.28)
|
||||
cube(cx+r*1.0, cy-r*0.95, cx+r*1.15, cy+r*0.18, cx, bottom)
|
||||
rz.ClosePath()
|
||||
})
|
||||
}
|
||||
|
||||
// drawChip is a chip seen face on: a disc, a ring of notches around the rim, and a
|
||||
// pale centre. Stack four and it reads as money.
|
||||
func drawChip(dst *image.RGBA, cx, cy, r float32, c color.RGBA, p ogPalette) {
|
||||
fill(dst, color.RGBA{0, 0, 0, 60}, func(rz *vector.Rasterizer) { circle(rz, cx+3, cy+5, r) })
|
||||
fill(dst, c, func(rz *vector.Rasterizer) { circle(rz, cx, cy, r) })
|
||||
// Six notches on the rim, in the room's ink, the way a real chip is edge-marked.
|
||||
for i := 0; i < 6; i++ {
|
||||
ang := float64(i) * math.Pi / 3
|
||||
nx := cx + (r-7)*float32(math.Cos(ang))
|
||||
ny := cy + (r-7)*float32(math.Sin(ang))
|
||||
fill(dst, alpha(p.ink, 0.85), func(rz *vector.Rasterizer) { circle(rz, nx, ny, 6) })
|
||||
}
|
||||
fill(dst, alpha(p.ink, 0.28), func(rz *vector.Rasterizer) { circle(rz, cx, cy, r-15) })
|
||||
fill(dst, darken(c, 0.82), func(rz *vector.Rasterizer) { circle(rz, cx, cy, r-21) })
|
||||
}
|
||||
|
||||
// lamp is the light over the table: the accent colour, brightest under the bulb
|
||||
// and gone by the rail. It's an image rather than a paint, so it can be laid down
|
||||
// through the table's shape and stop at the felt's edge.
|
||||
//
|
||||
// Note the alpha() on the way out. color.RGBA is *alpha-premultiplied*, and the
|
||||
// first version of this wrote the raw channels next to a low alpha — which is not
|
||||
// a dim honey glow, it's an invalid colour, and image/draw ran it straight past
|
||||
// 255 and wrapped it. The card came out with a blue dome over a green stripe. If
|
||||
// something here ever turns an impossible colour, look for a premultiply first.
|
||||
func lamp(cx, cy, radius float32, c color.RGBA, strength float64) image.Image {
|
||||
img := image.NewRGBA(image.Rect(0, 0, ogWidth, ogHeight))
|
||||
for y := 0; y < ogHeight; y++ {
|
||||
for x := 0; x < ogWidth; x++ {
|
||||
dx, dy := float64(float32(x)-cx), float64(float32(y)-cy)
|
||||
d := math.Sqrt(dx*dx+dy*dy) / float64(radius)
|
||||
if d >= 1 {
|
||||
continue
|
||||
}
|
||||
// Squared falloff: a lamp is bright under itself and dim at the edges.
|
||||
img.SetRGBA(x, y, alpha(c, strength*(1-d)*(1-d)))
|
||||
}
|
||||
}
|
||||
return img
|
||||
}
|
||||
|
||||
// verticalGradient is the felt: lit at the top, in shadow at the rail.
|
||||
func verticalGradient(top, bottom color.RGBA) image.Image {
|
||||
g := image.NewRGBA(image.Rect(0, 0, 1, ogHeight))
|
||||
for y := 0; y < ogHeight; y++ {
|
||||
f := float64(y) / float64(ogHeight-1)
|
||||
g.SetRGBA(0, y, color.RGBA{
|
||||
R: lerp(top.R, bottom.R, f),
|
||||
G: lerp(top.G, bottom.G, f),
|
||||
B: lerp(top.B, bottom.B, f),
|
||||
A: 255,
|
||||
})
|
||||
}
|
||||
// One column, stretched sideways forever: the felt doesn't change across the table.
|
||||
return &stretched{g}
|
||||
}
|
||||
|
||||
type stretched struct{ src *image.RGBA }
|
||||
|
||||
func (s *stretched) ColorModel() color.Model { return s.src.ColorModel() }
|
||||
func (s *stretched) Bounds() image.Rectangle { return image.Rect(0, 0, ogWidth, ogHeight) }
|
||||
func (s *stretched) At(x, y int) color.Color { return s.src.At(0, y) }
|
||||
|
||||
// ---- type -------------------------------------------------------------------
|
||||
|
||||
func face(f *opentype.Font, size float64) (font.Face, error) {
|
||||
return opentype.NewFace(f, &opentype.FaceOptions{Size: size, DPI: 72, Hinting: font.HintingFull})
|
||||
}
|
||||
|
||||
func centerText(dst *image.RGBA, f font.Face, c color.Color, s string, baseline int) {
|
||||
w := font.MeasureString(f, s)
|
||||
drawText(dst, f, c, s, (ogWidth-w.Round())/2, baseline)
|
||||
}
|
||||
|
||||
func rightText(dst *image.RGBA, f font.Face, c color.Color, s string, right, baseline int) {
|
||||
w := font.MeasureString(f, s)
|
||||
drawText(dst, f, c, s, right-w.Round(), baseline)
|
||||
}
|
||||
|
||||
func drawText(dst *image.RGBA, f font.Face, c color.Color, s string, x, baseline int) {
|
||||
d := &font.Drawer{
|
||||
Dst: dst,
|
||||
Src: &image.Uniform{c},
|
||||
Face: f,
|
||||
Dot: fixed.P(x, baseline),
|
||||
}
|
||||
d.DrawString(s)
|
||||
}
|
||||
|
||||
// ---- colour -----------------------------------------------------------------
|
||||
|
||||
func rgb(r, g, b uint8) color.RGBA { return color.RGBA{r, g, b, 255} }
|
||||
|
||||
// alpha returns c at a fraction of its opacity, pre-multiplied, which is what
|
||||
// image/draw wants.
|
||||
func alpha(c color.RGBA, f float64) color.RGBA {
|
||||
return color.RGBA{
|
||||
R: uint8(float64(c.R) * f),
|
||||
G: uint8(float64(c.G) * f),
|
||||
B: uint8(float64(c.B) * f),
|
||||
A: uint8(255 * f),
|
||||
}
|
||||
}
|
||||
|
||||
func darken(c color.RGBA, f float64) color.RGBA {
|
||||
return color.RGBA{
|
||||
R: uint8(float64(c.R) * f),
|
||||
G: uint8(float64(c.G) * f),
|
||||
B: uint8(float64(c.B) * f),
|
||||
A: c.A,
|
||||
}
|
||||
}
|
||||
|
||||
func lerp(a, b uint8, f float64) uint8 {
|
||||
return uint8(float64(a) + (float64(b)-float64(a))*f)
|
||||
}
|
||||
166
internal/web/games_og_test.go
Normal file
166
internal/web/games_og_test.go
Normal file
@@ -0,0 +1,166 @@
|
||||
package web
|
||||
|
||||
import (
|
||||
"bytes"
|
||||
"image/png"
|
||||
"net/http"
|
||||
"net/http/httptest"
|
||||
"net/url"
|
||||
"regexp"
|
||||
"strings"
|
||||
"testing"
|
||||
)
|
||||
|
||||
// The casino had no share card for as long as it existed, and the reason is worth
|
||||
// keeping in a test rather than in a memory: every route was behind sign-in, so a
|
||||
// link pasted into a chat window unfurled as whatever the *auth screen* said. Meta
|
||||
// tags on a page nobody unauthenticated can fetch are meta tags nobody reads.
|
||||
//
|
||||
// So the two things these tests hold down are: a stranger gets a real page at the
|
||||
// front door, and a stranger gets the picture. Everything else stays shut.
|
||||
|
||||
func TestTheDoorIsOpenToStrangers(t *testing.T) {
|
||||
s := newCasino(t)
|
||||
mux := http.NewServeMux()
|
||||
s.casinoRoutes(mux)
|
||||
|
||||
w := httptest.NewRecorder()
|
||||
mux.ServeHTTP(w, httptest.NewRequest("GET", "/games", nil))
|
||||
|
||||
if w.Code != http.StatusOK {
|
||||
t.Fatalf("GET /games as a stranger = %d, want 200: the front door has to be a page an unfurl bot can read", w.Code)
|
||||
}
|
||||
body := w.Body.String()
|
||||
for _, want := range []string{
|
||||
`property="og:image"`,
|
||||
`property="og:title"`,
|
||||
`property="og:description"`,
|
||||
`name="twitter:card"`,
|
||||
"og.png",
|
||||
"Sign in",
|
||||
} {
|
||||
if !strings.Contains(body, want) {
|
||||
t.Errorf("the door is missing %q", want)
|
||||
}
|
||||
}
|
||||
if strings.Contains(body, "unknown page") {
|
||||
t.Fatal("games_door is not in the games template set in server.go")
|
||||
}
|
||||
// A door you can play from is not a door.
|
||||
if strings.Contains(body, `data-move=`) {
|
||||
t.Error("the door is serving a table to somebody who has not signed in")
|
||||
}
|
||||
}
|
||||
|
||||
func TestTheTablesStayShutToStrangers(t *testing.T) {
|
||||
s := newCasino(t)
|
||||
mux := http.NewServeMux()
|
||||
s.casinoRoutes(mux)
|
||||
|
||||
for _, path := range []string{"/games/blackjack", "/games/holdem", "/games/uno", "/games/trivia", "/games/hangman", "/games/solitaire"} {
|
||||
w := httptest.NewRecorder()
|
||||
mux.ServeHTTP(w, httptest.NewRequest("GET", path, nil))
|
||||
if w.Code != http.StatusFound {
|
||||
t.Errorf("GET %s as a stranger = %d, want a 302 to sign-in", path, w.Code)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func TestTheShareCardNeedsNoSignIn(t *testing.T) {
|
||||
s := newCasino(t)
|
||||
mux := http.NewServeMux()
|
||||
s.casinoRoutes(mux)
|
||||
|
||||
w := httptest.NewRecorder()
|
||||
mux.ServeHTTP(w, httptest.NewRequest("GET", "/games/og.png", nil))
|
||||
|
||||
if w.Code != http.StatusOK {
|
||||
t.Fatalf("GET /games/og.png as a stranger = %d, want 200", w.Code)
|
||||
}
|
||||
if ct := w.Header().Get("Content-Type"); ct != "image/png" {
|
||||
t.Errorf("Content-Type = %q, want image/png", ct)
|
||||
}
|
||||
img, err := png.Decode(bytes.NewReader(w.Body.Bytes()))
|
||||
if err != nil {
|
||||
t.Fatalf("the share card is not a PNG: %v", err)
|
||||
}
|
||||
if b := img.Bounds(); b.Dx() != ogWidth || b.Dy() != ogHeight {
|
||||
t.Errorf("share card is %dx%d, want %dx%d — every unfurler crops to that", b.Dx(), b.Dy(), ogWidth, ogHeight)
|
||||
}
|
||||
}
|
||||
|
||||
// An og:image that 404s is worth exactly as much as no og:image, and the two ways
|
||||
// the casino is reachable disagree about where the picture lives: on the games host
|
||||
// it's /og.png (hostRouter puts the /games back on), and anywhere else it's
|
||||
// /games/og.png. So take the URL the page actually advertises and go and get it.
|
||||
func TestTheAdvertisedShareCardIsReallyThere(t *testing.T) {
|
||||
for _, host := range []string{"", "games.parodia.dev"} {
|
||||
name := "no games host"
|
||||
if host != "" {
|
||||
name = host
|
||||
}
|
||||
t.Run(name, func(t *testing.T) {
|
||||
s := newCasino(t)
|
||||
s.cfg.Games.Host = host
|
||||
|
||||
mux := http.NewServeMux()
|
||||
s.casinoRoutes(mux)
|
||||
srv := s.hostRouter(mux) // what production actually serves
|
||||
|
||||
// Ask the door where its picture is.
|
||||
w := httptest.NewRecorder()
|
||||
door := httptest.NewRequest("GET", "/games", nil)
|
||||
if host != "" {
|
||||
door.Host = host
|
||||
}
|
||||
srv.ServeHTTP(w, door)
|
||||
img := ogImageURL(t, w.Body.String())
|
||||
|
||||
// Then go and fetch it, the way a chat server would.
|
||||
u, err := url.Parse(img)
|
||||
if err != nil {
|
||||
t.Fatalf("og:image %q is not a URL: %v", img, err)
|
||||
}
|
||||
if u.Host == "" {
|
||||
t.Fatalf("og:image %q is relative — no unfurler will resolve it", img)
|
||||
}
|
||||
w = httptest.NewRecorder()
|
||||
get := httptest.NewRequest("GET", u.Path, nil)
|
||||
get.Host = u.Host
|
||||
srv.ServeHTTP(w, get)
|
||||
|
||||
if w.Code != http.StatusOK {
|
||||
t.Fatalf("the door advertises og:image %s, and fetching it gives %d", img, w.Code)
|
||||
}
|
||||
if ct := w.Header().Get("Content-Type"); ct != "image/png" {
|
||||
t.Errorf("og:image %s served %q, want image/png", img, ct)
|
||||
}
|
||||
})
|
||||
}
|
||||
}
|
||||
|
||||
func ogImageURL(t *testing.T, body string) string {
|
||||
t.Helper()
|
||||
m := regexp.MustCompile(`property="og:image" content="([^"]+)"`).FindStringSubmatch(body)
|
||||
if m == nil {
|
||||
t.Fatal("the door serves no og:image at all")
|
||||
}
|
||||
return m[1]
|
||||
}
|
||||
|
||||
// Both rooms have to have a card, because the room is picked at request time and a
|
||||
// missing one serves zero bytes rather than an error.
|
||||
func TestTheShareCardKnowsBothRooms(t *testing.T) {
|
||||
cards, err := drawShareCards()
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
for _, rm := range []room{roomDay, roomNight} {
|
||||
if len(cards[rm.Slug]) == 0 {
|
||||
t.Errorf("no share card for %s", rm.Slug)
|
||||
}
|
||||
}
|
||||
if len(cards) != len(ogPalettes) {
|
||||
t.Errorf("drew %d cards for %d palettes", len(cards), len(ogPalettes))
|
||||
}
|
||||
}
|
||||
@@ -2,6 +2,7 @@ package web
|
||||
|
||||
import (
|
||||
"net/http"
|
||||
"strings"
|
||||
"time"
|
||||
|
||||
"pete/internal/games/blackjack"
|
||||
@@ -67,7 +68,12 @@ func roomAt(hour int) room {
|
||||
// Giving it its own page struct is what stops the news app's furniture drifting
|
||||
// back in one convenient field at a time.
|
||||
type gamesPage struct {
|
||||
Room room
|
||||
Room room
|
||||
// URL and OGImage are here for the share card, and they are absolute because
|
||||
// Open Graph will not resolve a relative one: the thing reading those tags is
|
||||
// a chat server, and it has no page to resolve against. See casinoURL.
|
||||
URL string // this page, at the address a player would type
|
||||
OGImage string // the share card, at the same
|
||||
User *SessionUser
|
||||
Cap int64
|
||||
RakePct int
|
||||
@@ -80,6 +86,8 @@ type gamesPage struct {
|
||||
Quizzes []trivia.Tier // trivia's three difficulties
|
||||
Rungs int // how long the trivia ladder is
|
||||
Tables []uno.Tier // uno's three tables, and how many bots sit at each
|
||||
NoMercy []uno.Tier // the same three, playing the other rules
|
||||
MercyLimit int // the hand that ends you in No Mercy
|
||||
Stakes []holdem.Tier // hold'em's three tables, by blinds
|
||||
MaxBots int // how many seats hold'em will fill with bots
|
||||
}
|
||||
@@ -92,6 +100,7 @@ type gamesPage struct {
|
||||
// silently stops including the newest game.
|
||||
func (s *Server) casinoRoutes(mux *http.ServeMux) {
|
||||
mux.HandleFunc("GET /games", s.handleLobby)
|
||||
mux.HandleFunc("GET /games/og.png", s.handleGamesOG) // the share card, and the one games page with no door on it
|
||||
mux.HandleFunc("GET /games/blackjack", s.handleBlackjack)
|
||||
mux.HandleFunc("GET /games/hangman", s.handleHangman)
|
||||
mux.HandleFunc("GET /games/solitaire", s.handleSolitaire)
|
||||
@@ -115,11 +124,21 @@ func (s *Server) casinoRoutes(mux *http.ServeMux) {
|
||||
mux.HandleFunc("POST /api/games/trivia/start", s.handleTriviaStart)
|
||||
mux.HandleFunc("POST /api/games/trivia/answer", s.handleTriviaAnswer)
|
||||
|
||||
mux.HandleFunc("POST /api/games/uno/start", s.handleUnoStart)
|
||||
mux.HandleFunc("POST /api/games/uno/sit", s.handleUnoSit)
|
||||
mux.HandleFunc("POST /api/games/uno/move", s.handleUnoMove)
|
||||
mux.HandleFunc("POST /api/games/uno/leave", s.handleUnoLeave)
|
||||
mux.HandleFunc("GET /api/games/uno/tables", s.handleUnoLobby)
|
||||
mux.HandleFunc("GET /api/games/uno/stream", s.handleTableStream)
|
||||
mux.HandleFunc("GET /api/games/uno/chat", s.handleTableChat)
|
||||
mux.HandleFunc("POST /api/games/uno/say", s.handleTableSay)
|
||||
|
||||
mux.HandleFunc("POST /api/games/holdem/sit", s.handleHoldemSit)
|
||||
mux.HandleFunc("POST /api/games/holdem/move", s.handleHoldemMove)
|
||||
mux.HandleFunc("POST /api/games/holdem/leave", s.handleHoldemLeave)
|
||||
mux.HandleFunc("GET /api/games/holdem/tables", s.handleHoldemLobby)
|
||||
mux.HandleFunc("GET /api/games/holdem/stream", s.handleTableStream)
|
||||
mux.HandleFunc("GET /api/games/holdem/chat", s.handleTableChat)
|
||||
mux.HandleFunc("POST /api/games/holdem/say", s.handleTableSay)
|
||||
}
|
||||
|
||||
// requirePlayer sends an anonymous visitor to sign in and comes back here after.
|
||||
@@ -138,10 +157,38 @@ func (s *Server) requirePlayer(w http.ResponseWriter, r *http.Request) bool {
|
||||
return false
|
||||
}
|
||||
|
||||
// casinoURL turns a route on the mux ("/games/uno") into the absolute address a
|
||||
// player would actually type, which is what an unfurl bot has to be handed.
|
||||
//
|
||||
// The two halves of it are the same fact seen twice. On the games host the casino
|
||||
// sits at the root and hostRouter puts the /games prefix back on the way in, so
|
||||
// the public address of a page is its route with that prefix taken off. Without a
|
||||
// games host — development, and only development — there is no rewrite and no
|
||||
// prefix to remove, and the route *is* the address. Getting this backwards points
|
||||
// og:image at a URL that 404s, which is exactly as visible as no og:image at all.
|
||||
func (s *Server) casinoURL(r *http.Request, route string) string {
|
||||
if h := strings.TrimSpace(s.cfg.Games.Host); h != "" {
|
||||
path := strings.TrimPrefix(route, "/games")
|
||||
if path == "" {
|
||||
path = "/"
|
||||
}
|
||||
return "https://" + h + path
|
||||
}
|
||||
scheme := "http"
|
||||
if r.TLS != nil {
|
||||
scheme = "https"
|
||||
}
|
||||
return scheme + "://" + r.Host + route
|
||||
}
|
||||
|
||||
func (s *Server) gamesPage(r *http.Request) gamesPage {
|
||||
return gamesPage{
|
||||
Room: roomAt(time.Now().Hour()),
|
||||
User: s.auth.userFromRequest(r), // requirePlayer ran first, so this is non-nil
|
||||
Room: roomAt(time.Now().Hour()),
|
||||
URL: s.casinoURL(r, r.URL.Path),
|
||||
OGImage: s.casinoURL(r, "/games/og.png"),
|
||||
// Nil on the front door, and only there — every other page ran requirePlayer
|
||||
// first. A template that reads .User has to guard it.
|
||||
User: s.auth.userFromRequest(r),
|
||||
Cap: storage.MaxChipsOnTable,
|
||||
RakePct: int(blackjack.DefaultRules().RakePct * 100),
|
||||
Soon: comingSoon,
|
||||
@@ -153,13 +200,28 @@ func (s *Server) gamesPage(r *http.Request) gamesPage {
|
||||
Quizzes: trivia.Tiers,
|
||||
Rungs: trivia.Rungs,
|
||||
Tables: uno.Tiers,
|
||||
NoMercy: uno.NoMercyTiers,
|
||||
MercyLimit: uno.MercyLimit,
|
||||
Stakes: holdem.Tiers,
|
||||
MaxBots: holdem.MaxBots,
|
||||
}
|
||||
}
|
||||
|
||||
// handleLobby is the one page in the casino that answers a stranger.
|
||||
//
|
||||
// Every table bounces an anonymous visitor straight to sign-in, which is right:
|
||||
// there is money on them. But the front door cannot do that, because the front
|
||||
// door is what people paste into a chat window, and a 302 to an auth screen has
|
||||
// nothing in it to make a preview out of — the casino unfurled as the bare word
|
||||
// "parodia.dev" for as long as it has existed. So the door is a real page, served
|
||||
// to anybody, carrying the share card and a way in. You still can't play from it.
|
||||
func (s *Server) handleLobby(w http.ResponseWriter, r *http.Request) {
|
||||
if !s.requirePlayer(w, r) {
|
||||
if !s.gamesReady() {
|
||||
http.NotFound(w, r)
|
||||
return
|
||||
}
|
||||
if u := s.auth.userFromRequest(r); u == nil || u.MatrixUser(s.cfg.Games.MatrixServer) == "" {
|
||||
s.render(w, "games_door", s.gamesPage(r))
|
||||
return
|
||||
}
|
||||
s.render(w, "games", s.gamesPage(r))
|
||||
|
||||
@@ -91,35 +91,62 @@ func viewCard(c cards.Card) cardView {
|
||||
// genuinely not in the payload. A field the browser is told to ignore is a field
|
||||
// somebody reads in devtools.
|
||||
type handView struct {
|
||||
Phase string `json:"phase"`
|
||||
Phase string `json:"phase"`
|
||||
Bet int64 `json:"bet"` // everything staked this deal, across every hand
|
||||
Hands []spotView `json:"hands"`
|
||||
Active int `json:"active"`
|
||||
Dealer []cardView `json:"dealer"`
|
||||
Hole bool `json:"hole"` // true: the dealer has a face-down card
|
||||
DTotal int `json:"dealer_total"` // what the *shown* dealer cards add to
|
||||
|
||||
Outcome string `json:"outcome,omitempty"`
|
||||
Payout int64 `json:"payout,omitempty"`
|
||||
Rake int64 `json:"rake,omitempty"`
|
||||
Net int64 `json:"net"`
|
||||
Double bool `json:"can_double"`
|
||||
Split bool `json:"can_split"`
|
||||
}
|
||||
|
||||
// spotView is one of the player's hands: its cards, its own chips, its own
|
||||
// verdict. Before split there was only ever one and it was flattened into the
|
||||
// hand itself; a split is the moment that stops being true.
|
||||
type spotView struct {
|
||||
Cards []cardView `json:"cards"`
|
||||
Bet int64 `json:"bet"`
|
||||
Player []cardView `json:"player"`
|
||||
Dealer []cardView `json:"dealer"`
|
||||
Hole bool `json:"hole"` // true: the dealer has a face-down card
|
||||
Total int `json:"total"`
|
||||
Soft bool `json:"soft"`
|
||||
DTotal int `json:"dealer_total"` // what the *shown* dealer cards add to
|
||||
Doubled bool `json:"doubled"`
|
||||
Done bool `json:"done"`
|
||||
Outcome string `json:"outcome,omitempty"`
|
||||
Payout int64 `json:"payout,omitempty"`
|
||||
Rake int64 `json:"rake,omitempty"`
|
||||
Net int64 `json:"net"`
|
||||
Double bool `json:"can_double"`
|
||||
}
|
||||
|
||||
func viewHand(st blackjack.State) handView {
|
||||
v := handView{
|
||||
Phase: string(st.Phase),
|
||||
Bet: st.Bet,
|
||||
Active: st.Active,
|
||||
Outcome: string(st.Outcome),
|
||||
Payout: st.Payout,
|
||||
Rake: st.Rake,
|
||||
Net: st.Net(),
|
||||
Double: st.CanDouble(),
|
||||
Split: st.CanSplit(),
|
||||
}
|
||||
for _, c := range st.Player {
|
||||
v.Player = append(v.Player, viewCard(c))
|
||||
for _, h := range st.Hands {
|
||||
s := spotView{
|
||||
Bet: h.Bet,
|
||||
Doubled: h.Doubled,
|
||||
Done: h.Done,
|
||||
Outcome: string(h.Outcome),
|
||||
Payout: h.Payout,
|
||||
}
|
||||
for _, c := range h.Cards {
|
||||
s.Cards = append(s.Cards, viewCard(c))
|
||||
}
|
||||
s.Total, s.Soft = h.Value()
|
||||
v.Hands = append(v.Hands, s)
|
||||
}
|
||||
v.Total, v.Soft = blackjack.HandValue(st.Player)
|
||||
|
||||
dealer := st.Dealer
|
||||
if st.Phase == blackjack.PhasePlayer && len(dealer) > 1 {
|
||||
@@ -139,6 +166,7 @@ func viewHand(st blackjack.State) handView {
|
||||
type eventView struct {
|
||||
Kind string `json:"kind"`
|
||||
Card *cardView `json:"card,omitempty"`
|
||||
Hand int `json:"hand"` // which of the player's hands the card landed on
|
||||
Text string `json:"text,omitempty"`
|
||||
}
|
||||
|
||||
@@ -149,7 +177,7 @@ func viewEvents(evs []blackjack.Event, phase blackjack.Phase) []eventView {
|
||||
out := make([]eventView, 0, len(evs))
|
||||
dealerCards := 0
|
||||
for _, e := range evs {
|
||||
v := eventView{Kind: e.Kind, Text: e.Text}
|
||||
v := eventView{Kind: e.Kind, Text: e.Text, Hand: e.Hand}
|
||||
if e.Card != nil {
|
||||
c := viewCard(*e.Card)
|
||||
v.Card = &c
|
||||
@@ -262,18 +290,68 @@ func (s *Server) table(user string) (tableView, error) {
|
||||
tv := viewTrivia(g, time.Now())
|
||||
v.Trivia = &tv
|
||||
case gameUno:
|
||||
// A seated UNO player's cards are in game_tables, not here — this row is only
|
||||
// their occupancy claim. Load the table and render it as their own seat sees it.
|
||||
if live.TableID == "" {
|
||||
return s.dropUnreadable(user, v, fmt.Errorf("uno row with no table"))
|
||||
}
|
||||
t, tableSeats, err := storage.LoadTable(live.TableID)
|
||||
if errors.Is(err, storage.ErrNoSuchTable) {
|
||||
return s.dropUnreadable(user, v, fmt.Errorf("uno table %s gone", live.TableID))
|
||||
}
|
||||
if err != nil {
|
||||
return tableView{}, err
|
||||
}
|
||||
_, seat, err := storage.PlayerSeat(user)
|
||||
if err != nil {
|
||||
return tableView{}, err
|
||||
}
|
||||
var g uno.State
|
||||
if err := json.Unmarshal(live.State, &g); err != nil {
|
||||
if err := json.Unmarshal(t.State, &g); err != nil {
|
||||
return s.dropUnreadable(user, v, err)
|
||||
}
|
||||
uv := viewUno(g)
|
||||
uv := viewUno(g, seat)
|
||||
for _, ts := range tableSeats {
|
||||
if ts.Seat == seat {
|
||||
uv.BoughtIn = ts.Staked
|
||||
break
|
||||
}
|
||||
}
|
||||
v.Uno = &uv
|
||||
case gameHoldem:
|
||||
// A seated hold'em player's cards are in game_tables, not here — this row is
|
||||
// only their occupancy claim, so its state is empty. Load the table and render
|
||||
// it as their own seat sees it.
|
||||
if live.TableID == "" {
|
||||
return s.dropUnreadable(user, v, fmt.Errorf("holdem row with no table"))
|
||||
}
|
||||
t, tableSeats, err := storage.LoadTable(live.TableID)
|
||||
if errors.Is(err, storage.ErrNoSuchTable) {
|
||||
// The table closed under them (reaped, or the last hand cashed them out).
|
||||
// Their claim is stale; clear it so they can sit down again.
|
||||
return s.dropUnreadable(user, v, fmt.Errorf("holdem table %s gone", live.TableID))
|
||||
}
|
||||
if err != nil {
|
||||
return tableView{}, err
|
||||
}
|
||||
_, seat, err := storage.PlayerSeat(user)
|
||||
if err != nil {
|
||||
return tableView{}, err
|
||||
}
|
||||
var g holdem.State
|
||||
if err := json.Unmarshal(live.State, &g); err != nil {
|
||||
if err := json.Unmarshal(t.State, &g); err != nil {
|
||||
return s.dropUnreadable(user, v, err)
|
||||
}
|
||||
hv := viewHoldem(g)
|
||||
hv := viewHoldem(g, seat)
|
||||
// bought_in is a per-player figure — "you bought in for X" — but the engine's
|
||||
// BoughtIn is the table's total across every human. The player's own stake is
|
||||
// border accounting, which lives in storage; take it from their seat row.
|
||||
for _, ts := range tableSeats {
|
||||
if ts.Seat == seat {
|
||||
hv.BoughtIn = ts.Staked
|
||||
break
|
||||
}
|
||||
}
|
||||
v.Holdem = &hv
|
||||
default:
|
||||
return s.dropUnreadable(user, v, fmt.Errorf("unknown game %q", live.Game))
|
||||
@@ -492,31 +570,45 @@ func (s *Server) handleMove(w http.ResponseWriter, r *http.Request) {
|
||||
|
||||
move := blackjack.Move(req.Move)
|
||||
|
||||
// A double doubles the stake, so the extra chips have to be taken before the
|
||||
// move is applied — and if they aren't there, the move simply isn't legal.
|
||||
// Take them first: if the engine then refuses the move, they go straight back.
|
||||
doubled := false
|
||||
if move == blackjack.Double {
|
||||
// Double and split are the two moves that put more chips on the table *after*
|
||||
// the cards are out, so the money has to move before the move does — and if the
|
||||
// chips aren't there, the move simply isn't legal. Take them first: if the
|
||||
// engine then refuses the move, they go straight back.
|
||||
//
|
||||
// Both cost the active hand's bet, not the whole stake. Once a hand can be
|
||||
// split those are different numbers, and doubling the third hand of a split for
|
||||
// the total of all three would be quite a thing to discover in production.
|
||||
var staked int64
|
||||
switch move {
|
||||
case blackjack.Double:
|
||||
if !st.CanDouble() {
|
||||
writeJSONStatus(w, http.StatusBadRequest, map[string]string{"error": "you can only double on the first two cards"})
|
||||
writeJSONStatus(w, http.StatusBadRequest, map[string]string{"error": "you can only double on the first two cards of a hand"})
|
||||
return
|
||||
}
|
||||
if err := storage.Stake(user, st.Bet); err != nil {
|
||||
staked = st.DoubleCost()
|
||||
case blackjack.Split:
|
||||
if !st.CanSplit() {
|
||||
writeJSONStatus(w, http.StatusBadRequest, map[string]string{"error": "you can only split two cards of the same rank, and only up to four hands"})
|
||||
return
|
||||
}
|
||||
staked = st.SplitCost()
|
||||
}
|
||||
if staked > 0 {
|
||||
if err := storage.Stake(user, staked); err != nil {
|
||||
if errors.Is(err, storage.ErrInsufficientChips) {
|
||||
writeJSONStatus(w, http.StatusBadRequest, map[string]string{"error": "not enough chips to double"})
|
||||
writeJSONStatus(w, http.StatusBadRequest, map[string]string{"error": "not enough chips for that"})
|
||||
return
|
||||
}
|
||||
slog.Error("games: stake double", "user", user, "err", err)
|
||||
slog.Error("games: stake raise", "user", user, "move", move, "err", err)
|
||||
http.Error(w, "internal error", http.StatusInternalServerError)
|
||||
return
|
||||
}
|
||||
doubled = true
|
||||
}
|
||||
|
||||
next, evs, err := blackjack.ApplyMove(st, move)
|
||||
if err != nil {
|
||||
if doubled {
|
||||
_ = storage.Award(user, st.Bet) // the move didn't happen; neither did the raise
|
||||
if staked > 0 {
|
||||
_ = storage.Award(user, staked) // the move didn't happen; neither did the raise
|
||||
}
|
||||
writeJSONStatus(w, http.StatusBadRequest, map[string]string{"error": "that move isn't legal here"})
|
||||
return
|
||||
@@ -551,58 +643,44 @@ type finished struct {
|
||||
}
|
||||
|
||||
// commit writes a game back and settles it if it's over. It is the money path,
|
||||
// and both games go through it so that neither has to re-derive an ordering
|
||||
// that took a while to get right.
|
||||
// and every game goes through it so that none has to re-derive an ordering that
|
||||
// took a while to get right.
|
||||
//
|
||||
// The ordering now lives in storage.CommitHand, which does the whole thing —
|
||||
// seat, pay, record, clear, touch — in one transaction. It used to be four
|
||||
// autocommit statements here, carefully sequenced so that a crash between them
|
||||
// cost the player as little as possible. That was survivable for a game owned by
|
||||
// one player. It is not survivable for a game with a pot in it, which is what
|
||||
// the tables are about to become: pay the winner, die before the state write,
|
||||
// and the hand still reads as live, so it settles again and pays them twice.
|
||||
//
|
||||
// It returns the table as it now stands. ok is false when it has already
|
||||
// written an error response and the caller must simply return.
|
||||
func (s *Server) commit(w http.ResponseWriter, user string, f finished) (tableView, bool) {
|
||||
// Seat the game before doing anything else with it — even one that is already
|
||||
// over, because a blackjack natural settles the instant it's dealt. The insert
|
||||
// is what enforces one game at a time, and it has to happen for *every* new
|
||||
// one: a natural dealt on top of a game already in progress would otherwise
|
||||
// settle, clear the felt, and take the other game's stake down with it.
|
||||
live := storage.LiveHand{Game: f.Game, State: f.Blob, Seed1: f.Seed1, Seed2: f.Seed2}
|
||||
save := storage.SaveLiveHand
|
||||
if f.Fresh {
|
||||
save = storage.StartLiveHand
|
||||
}
|
||||
if err := save(user, live); err != nil {
|
||||
if errors.Is(err, storage.ErrHandInProgress) {
|
||||
// Somebody was already sitting here. This game was never seated, so the
|
||||
// chips it staked go back: the player is in one game, not two.
|
||||
_ = storage.Award(user, f.Bet)
|
||||
writeJSONStatus(w, http.StatusConflict, map[string]string{"error": "you're already in a game"})
|
||||
return tableView{}, false
|
||||
}
|
||||
slog.Error("games: save game", "user", user, "game", f.Game, "err", err)
|
||||
http.Error(w, "internal error", http.StatusInternalServerError)
|
||||
return tableView{}, false
|
||||
}
|
||||
|
||||
if f.Done {
|
||||
// Pay first, then clear. If Pete dies between the two, the player has been
|
||||
// paid and the worst case is a settled game still showing on the felt —
|
||||
// which reads as done and can be cleared. The other order loses them a win.
|
||||
if err := storage.Award(user, f.Payout); err != nil {
|
||||
slog.Error("games: award", "user", user, "payout", f.Payout, "err", err)
|
||||
http.Error(w, "internal error", http.StatusInternalServerError)
|
||||
return tableView{}, false
|
||||
}
|
||||
if err := storage.RecordHand(storage.Hand{
|
||||
err := storage.CommitHand(user, storage.Commit{
|
||||
Live: storage.LiveHand{Game: f.Game, State: f.Blob, Seed1: f.Seed1, Seed2: f.Seed2},
|
||||
Fresh: f.Fresh,
|
||||
Stake: f.Bet,
|
||||
Done: f.Done,
|
||||
Payout: f.Payout,
|
||||
Audit: storage.Hand{
|
||||
MatrixUser: user, Game: f.Game,
|
||||
Bet: f.Bet, Payout: f.Payout, Rake: f.Rake,
|
||||
Outcome: f.Outcome, Seed1: f.Seed1, Seed2: f.Seed2,
|
||||
}); err != nil {
|
||||
slog.Error("games: record hand", "user", user, "err", err) // audit only; don't fail the player's game
|
||||
}
|
||||
if err := storage.ClearLiveHand(user); err != nil {
|
||||
slog.Error("games: clear game", "user", user, "err", err)
|
||||
}
|
||||
},
|
||||
})
|
||||
switch {
|
||||
case errors.Is(err, storage.ErrHandInProgress):
|
||||
// Somebody was already sitting here. The game was never seated and the chips
|
||||
// it staked have gone back — in the same transaction that refused it.
|
||||
writeJSONStatus(w, http.StatusConflict, map[string]string{"error": "you're already in a game"})
|
||||
return tableView{}, false
|
||||
case err != nil:
|
||||
slog.Error("games: commit", "user", user, "game", f.Game, "err", err)
|
||||
http.Error(w, "internal error", http.StatusInternalServerError)
|
||||
return tableView{}, false
|
||||
}
|
||||
|
||||
storage.Touch(user)
|
||||
|
||||
v, err := s.table(user)
|
||||
if err != nil {
|
||||
slog.Error("games: table", "user", user, "err", err)
|
||||
|
||||
@@ -99,8 +99,8 @@ func TestDealTakesTheStakeAndHidesTheHoleCard(t *testing.T) {
|
||||
if v.Hand == nil {
|
||||
t.Fatal("deal returned no hand")
|
||||
}
|
||||
if len(v.Hand.Player) != 2 {
|
||||
t.Fatalf("player was dealt %d cards, want 2", len(v.Hand.Player))
|
||||
if len(v.Hand.Hands[0].Cards) != 2 {
|
||||
t.Fatalf("player was dealt %d cards, want 2", len(v.Hand.Hands[0].Cards))
|
||||
}
|
||||
|
||||
// A natural settles on the spot and legitimately shows both dealer cards.
|
||||
@@ -181,12 +181,14 @@ func TestOneHandAtATime(t *testing.T) {
|
||||
t.Fatalf("the live hand went missing: %v", err)
|
||||
}
|
||||
var st struct {
|
||||
Player []struct{} `json:"player"`
|
||||
Hands []struct {
|
||||
Cards []struct{} `json:"cards"`
|
||||
} `json:"hands"`
|
||||
}
|
||||
if err := json.Unmarshal(live.State, &st); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if len(st.Player) != len(first.Hand.Player) {
|
||||
if len(st.Hands) != 1 || len(st.Hands[0].Cards) != len(first.Hand.Hands[0].Cards) {
|
||||
t.Fatal("the refused deal replaced the hand in progress")
|
||||
}
|
||||
}
|
||||
|
||||
89
internal/web/games_runtime.go
Normal file
89
internal/web/games_runtime.go
Normal file
@@ -0,0 +1,89 @@
|
||||
package web
|
||||
|
||||
import (
|
||||
"errors"
|
||||
|
||||
"pete/internal/storage"
|
||||
)
|
||||
|
||||
// errNotDue is a timeout that turned out to have nothing to do. The clock scanned
|
||||
// a table as expired, took the lock, and found — on decoding the state — that the
|
||||
// seat to act is not in fact a waiting human: a real move landed in the instant
|
||||
// between the scan and the lock and had not yet bumped the version the clock
|
||||
// checked. It is not an error, it is the race resolving the right way, so the
|
||||
// clock swallows it silently rather than logging.
|
||||
var errNotDue = errors.New("games: nothing to time out")
|
||||
|
||||
// The table runtime: the game-agnostic half of a shared table.
|
||||
//
|
||||
// A shared table has two writers where a solo game had one — an HTTP move, and a
|
||||
// turn clock acting for whoever walked away — and the whole job of this layer is
|
||||
// to let those two coexist without either trusting the other. The rule that makes
|
||||
// that work is the database's version column: every write is conditional on the
|
||||
// version its writer read, so the two can race freely and exactly one wins.
|
||||
//
|
||||
// Everything specific to a game — how a move advances it, whose turn it is now,
|
||||
// what a settled hand pays — lives behind the tableGame interface. The clock, the
|
||||
// lock discipline and the SSE publish do not know whether they are driving poker
|
||||
// or UNO, and that is what lets Phase B ship before any engine is multiway.
|
||||
|
||||
// turnSeconds is how long a human has to act before the clock acts for them. Long
|
||||
// enough to read the table and think, short enough that a walked-away player does
|
||||
// not hold three others hostage.
|
||||
const turnSeconds = 30
|
||||
|
||||
// bootGrace is how far the turn clock shoves every live deadline out on boot. A
|
||||
// deploy takes the in-memory clock with it, so without this the first tick after
|
||||
// a restart would find every deadline in the casino already past and auto-act the
|
||||
// whole room at once.
|
||||
const bootGrace = 30
|
||||
|
||||
// step is what a game hands back after a move or a timeout: the new state, ready
|
||||
// to persist, plus everything the runtime needs to settle and to schedule.
|
||||
//
|
||||
// The chips are inside State — a hand ending moves the pot within the blob and
|
||||
// credits nobody — so there is no payout field. What comes out is the state, the
|
||||
// audit of any hand that just ended, and the clock's next deadline.
|
||||
type step struct {
|
||||
// State is the engine's whole state, marshalled, ready for the table blob.
|
||||
State []byte
|
||||
// Phase is lifted out of the state so the lobby can read it without decoding.
|
||||
Phase string
|
||||
// HandNo is the hand this state is on. It advances when a new hand is dealt,
|
||||
// and it is the audit key now that a seed no longer reproduces a shared hand.
|
||||
HandNo int64
|
||||
// Deadline is when the clock must next act, or 0 for none. It is nonzero only
|
||||
// when the turn has landed on a *present* human: a bot resolves inside the move
|
||||
// and an away human is auto-acted on sight, so neither is ever waited for.
|
||||
Deadline int64
|
||||
// Audit is the per-seat record of a hand that ended in this step. Empty if no
|
||||
// hand settled.
|
||||
Audit []storage.Hand
|
||||
// Events is the script the felt plays back — the same shape every solo game
|
||||
// already returns. It is what the SSE frame and the acting player both animate.
|
||||
Events any
|
||||
}
|
||||
|
||||
// tableGame is everything the runtime needs from an engine to run it at a shared
|
||||
// table. Each multiplayer game implements it; the clock and the handlers hold it
|
||||
// as an interface so they stay game-agnostic.
|
||||
type tableGame interface {
|
||||
// name is the storage key and the lobby label: "holdem", "uno", "blackjack".
|
||||
name() string
|
||||
|
||||
// timeout acts for the human whose clock has expired — check if the rules
|
||||
// allow it, fold otherwise — and advances the table as far as the next
|
||||
// decision, exactly as a real move would. seats is the current roster, so the
|
||||
// engine can mark the timed-out player away.
|
||||
//
|
||||
// It returns ErrNotDue (via a nil step, see runClockTable) if, on decode, the
|
||||
// seat to act is not in fact a waiting human — which happens when a real move
|
||||
// landed in the same instant the clock fired and the version had not yet been
|
||||
// bumped when the clock scanned.
|
||||
timeout(state []byte, seats []storage.Seat) (step, []storage.Seat, error)
|
||||
|
||||
// stacks reports the chips in front of each seat, index-aligned with the
|
||||
// table's seat rows, so the abandoned-table reaper can cash out a walked-away
|
||||
// player without knowing how their game is played.
|
||||
stacks(state []byte) ([]int64, error)
|
||||
}
|
||||
299
internal/web/games_table.go
Normal file
299
internal/web/games_table.go
Normal file
@@ -0,0 +1,299 @@
|
||||
package web
|
||||
|
||||
import (
|
||||
"context"
|
||||
"encoding/json"
|
||||
"errors"
|
||||
"fmt"
|
||||
"log/slog"
|
||||
"net/http"
|
||||
"time"
|
||||
|
||||
"pete/internal/storage"
|
||||
)
|
||||
|
||||
// The runtime's public surface: the lobby a player finds a table in, the stream
|
||||
// that keeps their felt live while other people play on it, and the chat that
|
||||
// runs along the rail. None of this knows poker from UNO — it is keyed on table
|
||||
// id and moves opaque frames — which is what lets it serve every shared table.
|
||||
|
||||
// ---- the lobby -------------------------------------------------------------
|
||||
|
||||
// handleHoldemLobby and handleUnoLobby list the tables of their game with a seat
|
||||
// going spare. A table with every chair taken is not shown, because a lobby you
|
||||
// cannot join from is just a list; bots keep every open table populated, so there
|
||||
// is always something to sit down at.
|
||||
func (s *Server) handleHoldemLobby(w http.ResponseWriter, r *http.Request) {
|
||||
s.lobby(w, r, gameHoldem)
|
||||
}
|
||||
|
||||
func (s *Server) handleUnoLobby(w http.ResponseWriter, r *http.Request) {
|
||||
s.lobby(w, r, gameUno)
|
||||
}
|
||||
|
||||
func (s *Server) lobby(w http.ResponseWriter, r *http.Request, game string) {
|
||||
if _, ok := s.player(w, r); !ok {
|
||||
return
|
||||
}
|
||||
tables, err := storage.LobbyTables(game, 50)
|
||||
if err != nil {
|
||||
slog.Error("games: lobby", "game", game, "err", err)
|
||||
http.Error(w, "internal error", http.StatusInternalServerError)
|
||||
return
|
||||
}
|
||||
open := make([]storage.TableSummary, 0, len(tables))
|
||||
for _, t := range tables {
|
||||
if t.Humans < t.Seats {
|
||||
open = append(open, t)
|
||||
}
|
||||
}
|
||||
writeJSON(w, map[string]any{"tables": open})
|
||||
}
|
||||
|
||||
// ---- the live stream -------------------------------------------------------
|
||||
|
||||
// streamPing is how often the stream sends a comment down an idle connection.
|
||||
// EventSource reconnects itself, but a proxy will hang up a stream that has gone
|
||||
// quiet, and a heartbeat well under the usual idle timeout keeps it open.
|
||||
const streamPing = 25 * time.Second
|
||||
|
||||
// handleHoldemStream is the player's live view of their table: a Server-Sent
|
||||
// Events stream that carries a nudge every time the table changes and every line
|
||||
// of chat as it is said.
|
||||
//
|
||||
// It obeys the one rule that keeps a stream from bricking the app (rule from
|
||||
// games_hub.go): it touches the database exactly once, at the top, to find which
|
||||
// table the player is at. After that it only ever reads its channel. Holding a
|
||||
// query open for the life of a stream would hold the single pooled connection for
|
||||
// the life of a stream, and one idle subscriber would take the whole site down.
|
||||
func (s *Server) handleTableStream(w http.ResponseWriter, r *http.Request) {
|
||||
user, ok := s.player(w, r)
|
||||
if !ok {
|
||||
return
|
||||
}
|
||||
tableID, err := storage.TableOf(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: stream table of", "user", user, "err", err)
|
||||
http.Error(w, "internal error", http.StatusInternalServerError)
|
||||
return
|
||||
}
|
||||
flusher, ok := w.(http.Flusher)
|
||||
if !ok {
|
||||
http.Error(w, "streaming unsupported", http.StatusInternalServerError)
|
||||
return
|
||||
}
|
||||
|
||||
w.Header().Set("Content-Type", "text/event-stream")
|
||||
w.Header().Set("Cache-Control", "no-cache")
|
||||
w.Header().Set("Connection", "keep-alive")
|
||||
w.Header().Set("X-Accel-Buffering", "no") // tell nginx-likes not to buffer us
|
||||
w.WriteHeader(http.StatusOK)
|
||||
|
||||
ch, unsubscribe := s.hub.subscribe(tableID)
|
||||
defer unsubscribe()
|
||||
|
||||
// Nudge the client to fetch straight away, so a stream that opens after a change
|
||||
// already missed does not sit blank until the next one.
|
||||
fmt.Fprint(w, "event: sync\ndata: {}\n\n")
|
||||
flusher.Flush()
|
||||
|
||||
ping := time.NewTicker(streamPing)
|
||||
defer ping.Stop()
|
||||
ctx := r.Context()
|
||||
for {
|
||||
select {
|
||||
case <-ctx.Done():
|
||||
return
|
||||
case <-ping.C:
|
||||
fmt.Fprint(w, ": ping\n\n")
|
||||
flusher.Flush()
|
||||
case f, open := <-ch:
|
||||
if !open {
|
||||
return
|
||||
}
|
||||
fmt.Fprintf(w, "data: %s\n\n", f.Data)
|
||||
flusher.Flush()
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ---- chat ------------------------------------------------------------------
|
||||
|
||||
// handleHoldemChat reads the recent rail of a player's table, oldest first, with
|
||||
// their own lines flagged so the felt can lay them out on the right.
|
||||
func (s *Server) handleTableChat(w http.ResponseWriter, r *http.Request) {
|
||||
user, ok := s.player(w, r)
|
||||
if !ok {
|
||||
return
|
||||
}
|
||||
tableID, err := storage.TableOf(user)
|
||||
if errors.Is(err, storage.ErrNoLiveHand) {
|
||||
writeJSON(w, map[string]any{"chat": []storage.ChatLine{}})
|
||||
return
|
||||
}
|
||||
if err != nil {
|
||||
slog.Error("games: chat table of", "user", user, "err", err)
|
||||
http.Error(w, "internal error", http.StatusInternalServerError)
|
||||
return
|
||||
}
|
||||
lines, err := storage.Chat(tableID, 50)
|
||||
if err != nil {
|
||||
slog.Error("games: chat", "user", user, "err", err)
|
||||
http.Error(w, "internal error", http.StatusInternalServerError)
|
||||
return
|
||||
}
|
||||
for i := range lines {
|
||||
lines[i].Mine = false // filled below; the DB does not know who is asking
|
||||
}
|
||||
name := s.displayName(r, user)
|
||||
for i := range lines {
|
||||
lines[i].Mine = lines[i].Name == name
|
||||
}
|
||||
writeJSON(w, map[string]any{"chat": lines})
|
||||
}
|
||||
|
||||
// handleHoldemSay records a line of chat and fans it to the table. The line is
|
||||
// stamped with the hand it was said during — the one question chat at a money
|
||||
// table ever really raises — and pushed to every open stream so it lands on the
|
||||
// rail in real time.
|
||||
func (s *Server) handleTableSay(w http.ResponseWriter, r *http.Request) {
|
||||
user, ok := s.player(w, r)
|
||||
if !ok {
|
||||
return
|
||||
}
|
||||
var req struct {
|
||||
Body string `json:"body"`
|
||||
}
|
||||
if err := decodeJSON(r, &req); err != nil {
|
||||
http.Error(w, "bad json", http.StatusBadRequest)
|
||||
return
|
||||
}
|
||||
tableID, err := storage.TableOf(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: say table of", "user", user, "err", err)
|
||||
http.Error(w, "internal error", http.StatusInternalServerError)
|
||||
return
|
||||
}
|
||||
name := s.displayName(r, user)
|
||||
line, err := storage.Say(tableID, user, name, req.Body)
|
||||
if errors.Is(err, storage.ErrBadAmount) {
|
||||
writeJSONStatus(w, http.StatusBadRequest, map[string]string{"error": "say something"})
|
||||
return
|
||||
}
|
||||
if err != nil {
|
||||
slog.Error("games: say", "user", user, "err", err)
|
||||
http.Error(w, "internal error", http.StatusInternalServerError)
|
||||
return
|
||||
}
|
||||
s.publishChat(tableID, line)
|
||||
line.Mine = true
|
||||
writeJSON(w, line)
|
||||
}
|
||||
|
||||
// publishChat fans a chat line to everyone watching a table. Like publishTable it
|
||||
// is a non-blocking send after the database work is done — the line is already
|
||||
// saved, this only delivers it — so a slow subscriber costs itself a missed line
|
||||
// (which its next chat fetch recovers), never the lock.
|
||||
func (s *Server) publishChat(tableID string, line storage.ChatLine) {
|
||||
if s.hub.watchers(tableID) == 0 {
|
||||
return
|
||||
}
|
||||
data, err := json.Marshal(map[string]any{"type": "chat", "line": line})
|
||||
if err != nil {
|
||||
return
|
||||
}
|
||||
s.hub.publish(tableID, hubFrame{Data: data})
|
||||
}
|
||||
|
||||
// ---- the abandoned-table reaper --------------------------------------------
|
||||
|
||||
// runTableReaper cashes out tables that everyone has walked away from, on the
|
||||
// same slow timer as the session reaper. It is the seated-player counterpart to
|
||||
// that loop: a walked-away poker player's chips are inside a table blob, where
|
||||
// the session reaper (which reads the game_chips stack) cannot see them, so
|
||||
// without this they would sit in limbo until the player happened to come back.
|
||||
func (s *Server) runTableReaper(ctx context.Context) {
|
||||
ticker := time.NewTicker(reaperInterval)
|
||||
defer ticker.Stop()
|
||||
for {
|
||||
select {
|
||||
case <-ctx.Done():
|
||||
return
|
||||
case <-ticker.C:
|
||||
s.reapAbandonedTables()
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// reapAbandonedTables finds the tables nobody is coming back to and closes each,
|
||||
// sending every seated human home with whatever is in front of them.
|
||||
func (s *Server) reapAbandonedTables() {
|
||||
cutoff := time.Now().Unix() - int64(storage.SessionIdleAfter.Seconds())
|
||||
refs, err := storage.AbandonedTables(cutoff)
|
||||
if err != nil {
|
||||
slog.Error("games: abandoned tables", "err", err)
|
||||
return
|
||||
}
|
||||
for _, ref := range refs {
|
||||
s.reapTable(ref)
|
||||
}
|
||||
}
|
||||
|
||||
// reapTable cashes out and closes one abandoned table, under its lock and only if
|
||||
// it is still the version the scan saw — so a player who wandered back to the
|
||||
// felt in the same instant keeps their seat and their chips.
|
||||
func (s *Server) reapTable(ref storage.TableRef) {
|
||||
err := s.tableLocks.withTable(ref.ID, func() error {
|
||||
t, seats, err := storage.LoadTable(ref.ID)
|
||||
if errors.Is(err, storage.ErrNoSuchTable) {
|
||||
return nil
|
||||
}
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
if t.Version != ref.Version {
|
||||
return nil // somebody came back between the scan and here
|
||||
}
|
||||
game := s.games()[t.Game]
|
||||
if game == nil {
|
||||
slog.Error("games: reaper over unknown game", "game", t.Game, "table", t.ID)
|
||||
return nil
|
||||
}
|
||||
stacks, err := game.stacks(t.State)
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
var humans []storage.ReapSeat
|
||||
for _, seat := range seats {
|
||||
if seat.MatrixUser == "" {
|
||||
continue
|
||||
}
|
||||
amount := int64(0)
|
||||
if seat.Seat >= 0 && seat.Seat < len(stacks) {
|
||||
amount = stacks[seat.Seat]
|
||||
}
|
||||
humans = append(humans, storage.ReapSeat{
|
||||
Seat: seat.Seat, MatrixUser: seat.MatrixUser, Amount: amount,
|
||||
})
|
||||
}
|
||||
if err := storage.ReapTable(storage.Reap{TableID: t.ID, Version: t.Version, Humans: humans}); err != nil {
|
||||
if errors.Is(err, storage.ErrStaleTable) {
|
||||
return nil
|
||||
}
|
||||
return err
|
||||
}
|
||||
slog.Info("games: reaped abandoned table", "table", t.ID, "humans", len(humans))
|
||||
return nil
|
||||
})
|
||||
if err != nil {
|
||||
slog.Error("games: reap table", "table", ref.ID, "err", err)
|
||||
}
|
||||
}
|
||||
@@ -5,56 +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"`
|
||||
You bool `json:"you"`
|
||||
Uno bool `json:"uno"` // down to one card
|
||||
Name string `json:"name"`
|
||||
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. 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
|
||||
@@ -62,86 +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
|
||||
|
||||
Turn int `json:"turn"`
|
||||
Dir int `json:"dir"`
|
||||
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
|
||||
|
||||
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"`
|
||||
Turn int `json:"turn"`
|
||||
Dir int `json:"dir"`
|
||||
Dealer int `json:"dealer"`
|
||||
HandNo int `json:"hand_no"`
|
||||
|
||||
Pending int `json:"pending"` // No Mercy: the bill a stack has run up
|
||||
|
||||
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,
|
||||
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),
|
||||
}
|
||||
for i, n := range g.Counts() {
|
||||
seat := unoSeatView{Cards: n, You: i == uno.You, Uno: n == 1}
|
||||
if i == uno.You {
|
||||
seat.Name = "You"
|
||||
} else if i-1 < len(g.Bots) {
|
||||
seat.Name = g.Bots[i-1]
|
||||
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{
|
||||
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],
|
||||
Out: !live,
|
||||
}
|
||||
v.Seats = append(v.Seats, seat)
|
||||
if 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))
|
||||
}
|
||||
}
|
||||
for _, c := range g.Hands[uno.You] {
|
||||
v.Hand = append(v.Hand, viewUnoCard(c))
|
||||
if v.Hand == nil {
|
||||
v.Hand = []unoCardView{}
|
||||
}
|
||||
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{}
|
||||
}
|
||||
v.UnoAt = g.UnoAt(viewer)
|
||||
if v.UnoAt == nil {
|
||||
v.UnoAt = []int{}
|
||||
}
|
||||
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
|
||||
Text string `json:"text,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, Text: e.Text}
|
||||
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()
|
||||
}
|
||||
// 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
|
||||
}
|
||||
@@ -155,52 +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 {
|
||||
@@ -211,74 +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"
|
||||
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)
|
||||
}
|
||||
|
||||
187
internal/web/games_uno_table.go
Normal file
187
internal/web/games_uno_table.go
Normal file
@@ -0,0 +1,187 @@
|
||||
package web
|
||||
|
||||
import (
|
||||
"encoding/json"
|
||||
"time"
|
||||
|
||||
"pete/internal/games/uno"
|
||||
"pete/internal/storage"
|
||||
)
|
||||
|
||||
// UNO as a shared table: the seam the runtime drives it through, and the two
|
||||
// facts about a hand only the engine can tell the runtime — when the clock must
|
||||
// next act, and what a finished hand owes the audit trail.
|
||||
//
|
||||
// Everything about *playing* UNO is still in the engine. This file is the
|
||||
// translation layer between a uno.State and the game-agnostic table runtime.
|
||||
|
||||
// unoTable is the tableGame for UNO. It holds no state — the table's state is the
|
||||
// blob in game_tables — so a single value serves every felt in the room.
|
||||
type unoTable struct{}
|
||||
|
||||
func (unoTable) name() string { return gameUno }
|
||||
|
||||
// timeout plays a passive move for the human whose clock ran out and marks them
|
||||
// away, so the runtime auto-acts them on sight after this rather than waiting a
|
||||
// full clock every orbit. The move is the gentlest one that still advances the
|
||||
// turn: give in to a stack, pass a drawn card (or play it where the rules force
|
||||
// it), otherwise play a legal card if there is one, or draw.
|
||||
//
|
||||
// If, on decode, the seat to act is not a waiting human, the scan raced a real
|
||||
// move that had not yet bumped the version: errNotDue, and the clock steps aside.
|
||||
func (unoTable) timeout(state []byte, seats []storage.Seat) (step, []storage.Seat, error) {
|
||||
var g uno.State
|
||||
if err := json.Unmarshal(state, &g); err != nil {
|
||||
return step{}, nil, err
|
||||
}
|
||||
if !unoPlaying(g) {
|
||||
return step{}, seats, errNotDue
|
||||
}
|
||||
seat := g.Turn
|
||||
if seat < 0 || seat >= len(g.Seats) || g.Seats[seat].Bot {
|
||||
return step{}, seats, errNotDue
|
||||
}
|
||||
|
||||
move := unoIdleMove(g, seat)
|
||||
next, evs, err := uno.ApplyMove(g, seat, move)
|
||||
if err != nil {
|
||||
return step{}, nil, err
|
||||
}
|
||||
|
||||
changed := markAway(seats, seat)
|
||||
st, err := unoStep(next, evs, seats)
|
||||
return st, changed, err
|
||||
}
|
||||
|
||||
// unoIdleMove is the move the clock makes for a walked-away seat: the most passive
|
||||
// legal one that still hands the turn on.
|
||||
func unoIdleMove(g uno.State, seat int) uno.Move {
|
||||
switch g.Phase {
|
||||
case uno.PhaseStack:
|
||||
return uno.Move{Kind: uno.MoveTake}
|
||||
case uno.PhaseDrawn:
|
||||
if g.Tier.NoMercy {
|
||||
// No Mercy makes you play the card you drew; it is the last in the hand.
|
||||
return uno.Move{Kind: uno.MovePlay, Index: len(g.Hands[seat]) - 1, Color: uno.Red}
|
||||
}
|
||||
return uno.Move{Kind: uno.MovePass}
|
||||
default:
|
||||
if p := g.Playable(seat); len(p) > 0 {
|
||||
return uno.Move{Kind: uno.MovePlay, Index: p[0], Color: uno.Red}
|
||||
}
|
||||
return uno.Move{Kind: uno.MoveDraw}
|
||||
}
|
||||
}
|
||||
|
||||
// stacks reports the chips in front of each seat, index-aligned with the table's
|
||||
// seat rows, so the abandoned-table reaper can cash out a walked-away human.
|
||||
func (unoTable) stacks(state []byte) ([]int64, error) {
|
||||
var g uno.State
|
||||
if err := json.Unmarshal(state, &g); err != nil {
|
||||
return nil, err
|
||||
}
|
||||
out := make([]int64, len(g.Seats))
|
||||
for i := range g.Seats {
|
||||
out[i] = g.Seats[i].Stack
|
||||
}
|
||||
return out, nil
|
||||
}
|
||||
|
||||
// unoStep packages a played-out state for the runtime: the blob to persist, the
|
||||
// deadline the clock must honour next, and the audit of any hand that just ended.
|
||||
func unoStep(next uno.State, evs []uno.Event, seats []storage.Seat) (step, error) {
|
||||
blob, err := json.Marshal(next)
|
||||
if err != nil {
|
||||
return step{}, err
|
||||
}
|
||||
st := step{
|
||||
State: blob,
|
||||
Phase: string(next.Phase),
|
||||
HandNo: int64(next.HandNo),
|
||||
Deadline: unoDeadline(next, seats),
|
||||
Audit: unoAudit(next, evs, seats),
|
||||
}
|
||||
return st, nil
|
||||
}
|
||||
|
||||
// unoPlaying reports whether a hand is in progress — the only phase a turn clock
|
||||
// has anything to do in.
|
||||
func unoPlaying(g uno.State) bool {
|
||||
switch g.Phase {
|
||||
case uno.PhasePlay, uno.PhaseDrawn, uno.PhaseStack:
|
||||
return true
|
||||
}
|
||||
return false
|
||||
}
|
||||
|
||||
// unoDeadline is when the clock must next act, or 0 for never. A clock is only set
|
||||
// on a *present* human whose turn it is: a bot resolves inside the move, an away
|
||||
// human is auto-acted on sight, and between hands there is no per-seat clock —
|
||||
// dealing the next hand is a seated player's call, and an abandoned table is the
|
||||
// reaper's job.
|
||||
func unoDeadline(g uno.State, seats []storage.Seat) int64 {
|
||||
if !unoPlaying(g) {
|
||||
return 0
|
||||
}
|
||||
seat := g.Turn
|
||||
if seat < 0 || seat >= len(g.Seats) || g.Seats[seat].Bot {
|
||||
return 0
|
||||
}
|
||||
if seatAway(seats, seat) {
|
||||
return 0
|
||||
}
|
||||
return time.Now().Unix() + turnSeconds
|
||||
}
|
||||
|
||||
// unoAudit is the per-hand record of a finished hand — one row per human who was
|
||||
// in it. Empty until a hand actually ends, which is exactly when a settle beat is
|
||||
// emitted.
|
||||
//
|
||||
// The rake rides on the winner's row alone, and every other seat carries zero, so
|
||||
// game_hands.rake (which HouseTake sums) records a pot's rake once and once only.
|
||||
// A seat's ante is its bet; a refunded tie pays each seat its ante straight back.
|
||||
func unoAudit(g uno.State, evs []uno.Event, seats []storage.Seat) []storage.Hand {
|
||||
if !unoHandEnded(evs) {
|
||||
return nil
|
||||
}
|
||||
var audit []storage.Hand
|
||||
for i := range g.Seats {
|
||||
p := g.Seats[i]
|
||||
if p.Bot || i >= len(seats) || seats[i].MatrixUser == "" {
|
||||
continue
|
||||
}
|
||||
if p.Ante == 0 {
|
||||
continue // sat this hand out — nothing to record
|
||||
}
|
||||
outcome, payout, rake := "lost", int64(0), int64(0)
|
||||
switch {
|
||||
case i == g.Winner:
|
||||
outcome, payout, rake = "won", p.Won, g.Rake
|
||||
case g.Outcome == uno.OutcomeTie:
|
||||
outcome, payout = "push", p.Ante // the ante came straight back
|
||||
}
|
||||
audit = append(audit, storage.Hand{
|
||||
MatrixUser: seats[i].MatrixUser,
|
||||
Game: gameUno,
|
||||
Bet: p.Ante,
|
||||
Payout: payout,
|
||||
Rake: rake,
|
||||
Outcome: outcome,
|
||||
Seed1: g.Seed1,
|
||||
Seed2: g.Seed2,
|
||||
})
|
||||
}
|
||||
return audit
|
||||
}
|
||||
|
||||
// unoHandEnded reports whether a hand finished in this batch of events. A settle
|
||||
// beat is emitted exactly once, when a hand ends, so it is the clean signal that
|
||||
// the seats' Ante/Won are this hand's final numbers.
|
||||
func unoHandEnded(evs []uno.Event) bool {
|
||||
for _, e := range evs {
|
||||
if e.Kind == uno.EvSettle {
|
||||
return true
|
||||
}
|
||||
}
|
||||
return false
|
||||
}
|
||||
@@ -4,57 +4,54 @@ import (
|
||||
"testing"
|
||||
|
||||
"pete/internal/games/uno"
|
||||
"pete/internal/storage"
|
||||
)
|
||||
|
||||
// The one thing this table cannot get wrong: the stake leaves the stack, and no
|
||||
// card a player is not entitled to see leaves the server. At UNO that is not one
|
||||
// hole card — it is the deck and every bot's hand, which is most of the game.
|
||||
func TestUnoStartTakesTheStakeAndKeepsTheCards(t *testing.T) {
|
||||
// Sitting down is the only time chips leave your stack at this table, and getting
|
||||
// up is the only time they come back. The ante and the pot move inside the engine.
|
||||
func TestUnoSitTakesTheBuyIn(t *testing.T) {
|
||||
s := newCasino(t)
|
||||
fund(t, 1000)
|
||||
fund(t, 5000)
|
||||
|
||||
v, code := call(t, s, s.handleUnoStart, as(t, s, "reala", "POST", "/api/games/uno/start",
|
||||
map[string]any{"bet": 100, "tier": "full"}))
|
||||
v, code := call(t, s, s.handleUnoSit, as(t, s, "reala", "POST", "/api/games/uno/sit",
|
||||
map[string]any{"tier": "full", "buyin": 1000}))
|
||||
if code != 200 {
|
||||
t.Fatalf("start = %d, want 200", code)
|
||||
t.Fatalf("sit = %d, want 200", code)
|
||||
}
|
||||
if v.Chips != 900 {
|
||||
t.Fatalf("chips after a 100 bet = %d, want 900", v.Chips)
|
||||
if v.Chips != 4000 {
|
||||
t.Fatalf("chips after a 1000 buy-in = %d, want 4000", v.Chips)
|
||||
}
|
||||
if v.Game != gameUno || v.Uno == nil {
|
||||
t.Fatalf("start returned no uno game: game=%q", v.Game)
|
||||
t.Fatalf("sit returned no table: game=%q", v.Game)
|
||||
}
|
||||
|
||||
g := v.Uno
|
||||
if len(g.Hand) != uno.HandSize {
|
||||
t.Errorf("you were dealt %d cards, want %d", len(g.Hand), uno.HandSize)
|
||||
if g.Stack != 1000 {
|
||||
t.Errorf("you sat down with %d, want the 1000 you bought in for", g.Stack)
|
||||
}
|
||||
if len(g.Seats) != 4 {
|
||||
t.Fatalf("a full house is four seats, got %d", len(g.Seats))
|
||||
t.Fatalf("three bots and you is four seats, got %d", len(g.Seats))
|
||||
}
|
||||
// A bot is a name and a number. There is no field here that could carry a
|
||||
// card, which is the point — this is a compile-time guarantee, and the test
|
||||
// exists to make deleting it loud.
|
||||
for i, seat := range g.Seats {
|
||||
if i == 0 {
|
||||
if !seat.You || seat.Name != "You" {
|
||||
t.Errorf("seat 0 should be you: %+v", seat)
|
||||
}
|
||||
continue
|
||||
}
|
||||
if seat.You || seat.Name == "" {
|
||||
t.Errorf("seat %d should be a named bot: %+v", i, seat)
|
||||
}
|
||||
if seat.Cards != uno.HandSize {
|
||||
t.Errorf("seat %d holds %d cards, want %d", i, seat.Cards, uno.HandSize)
|
||||
}
|
||||
if g.Phase != "handover" {
|
||||
t.Errorf("phase %q — a table you just sat at has no hand on it yet", g.Phase)
|
||||
}
|
||||
if g.Top.Value == "" {
|
||||
t.Error("no card in play")
|
||||
|
||||
// Deal a hand: chips do not move (the ante is within the blob), and you are dealt
|
||||
// seven cards and to act.
|
||||
deal, code := call(t, s, s.handleUnoMove, as(t, s, "reala", "POST", "/api/games/uno/move",
|
||||
map[string]any{"kind": "deal"}))
|
||||
if code != 200 {
|
||||
t.Fatalf("deal = %d, want 200", code)
|
||||
}
|
||||
if g.Turn != 0 {
|
||||
t.Errorf("you play first, turn is %d", g.Turn)
|
||||
if deal.Chips != 4000 {
|
||||
t.Errorf("chips moved on the deal: %d, want 4000 — the ante is inside the engine", deal.Chips)
|
||||
}
|
||||
if deal.Uno == nil || len(deal.Uno.Hand) != uno.HandSize {
|
||||
t.Fatalf("you were dealt the wrong hand: %+v", deal.Uno)
|
||||
}
|
||||
if deal.Uno.Turn != 0 {
|
||||
t.Errorf("you act first at your own table, turn is %d", deal.Uno.Turn)
|
||||
}
|
||||
if deal.Uno.Pot != deal.Uno.Ante*int64(len(deal.Uno.Seats)) {
|
||||
t.Errorf("pot is %d, want one ante per seat", deal.Uno.Pot)
|
||||
}
|
||||
}
|
||||
|
||||
@@ -62,16 +59,16 @@ func TestUnoStartTakesTheStakeAndKeepsTheCards(t *testing.T) {
|
||||
// back never carries a bot's drawn card.
|
||||
func TestUnoMovePlaysTheWholeLap(t *testing.T) {
|
||||
s := newCasino(t)
|
||||
fund(t, 1000)
|
||||
fund(t, 5000)
|
||||
|
||||
v, _ := call(t, s, s.handleUnoStart, as(t, s, "reala", "POST", "/api/games/uno/start",
|
||||
map[string]any{"bet": 100, "tier": "table"}))
|
||||
if v.Uno == nil {
|
||||
t.Fatal("no game")
|
||||
call(t, s, s.handleUnoSit, as(t, s, "reala", "POST", "/api/games/uno/sit",
|
||||
map[string]any{"tier": "table", "buyin": 1000}))
|
||||
deal, code := call(t, s, s.handleUnoMove, as(t, s, "reala", "POST", "/api/games/uno/move",
|
||||
map[string]any{"kind": "deal"}))
|
||||
if code != 200 || deal.Uno == nil {
|
||||
t.Fatalf("deal = %d", code)
|
||||
}
|
||||
|
||||
// Draw, which is legal from any hand: the turn passes to the bots and comes
|
||||
// back, unless the card drawn happens to be playable.
|
||||
v, code := call(t, s, s.handleUnoMove, as(t, s, "reala", "POST", "/api/games/uno/move",
|
||||
map[string]any{"kind": "draw"}))
|
||||
if code != 200 {
|
||||
@@ -93,55 +90,148 @@ func TestUnoMovePlaysTheWholeLap(t *testing.T) {
|
||||
}
|
||||
}
|
||||
|
||||
// You cannot play a wild without naming a colour — and the zero value of the
|
||||
// colour field is not red, so a move that simply omits it is refused rather than
|
||||
// quietly played as one.
|
||||
func TestUnoWildWithNoColourIsRefused(t *testing.T) {
|
||||
s := newCasino(t)
|
||||
fund(t, 1000)
|
||||
// TestUnoViewNeverLeaksAnotherSeatsCards is the security boundary of the whole
|
||||
// multiplayer table. There is no showdown in UNO, so the rule is absolute: no
|
||||
// seat's hand, and no card a seat drew, ever reaches another viewer. Rendered for
|
||||
// every seat, after every step of a hand played to its end.
|
||||
//
|
||||
// After SSE the view a seat renders fans to that seat's stream, so a single missed
|
||||
// redaction broadcasts a hand to the whole felt. The engine emits every seat's
|
||||
// cards (it cannot know who a shared stream is for), which makes viewUno and
|
||||
// viewUnoEvents the only thing between the deck and the network tab.
|
||||
func TestUnoViewNeverLeaksAnotherSeatsCards(t *testing.T) {
|
||||
tier, _ := uno.TierBySlug("full")
|
||||
// Two humans (0, 2) and two bots (1, 3), so the test covers a viewer seeing both
|
||||
// another human and a bot, and a human at a non-zero index.
|
||||
seats := []uno.SeatConfig{
|
||||
{Name: "Ana", Stack: 2000},
|
||||
{Name: "Bot A", Bot: true, Stack: 2000},
|
||||
{Name: "Bo", Stack: 2000},
|
||||
{Name: "Bot B", Bot: true, Stack: 2000},
|
||||
}
|
||||
g, _, err := uno.New(tier, seats, tier.RakePct, 5, 6)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
g, evs, err := uno.ApplyMove(g, 0, uno.Move{Kind: uno.MoveDeal})
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
assertUnoRedacted(t, g, evs)
|
||||
|
||||
// Deal until a wild lands in the opening hand: it's four cards in 108, so it
|
||||
// doesn't take long, and this is the only way to get one without rigging the
|
||||
// deck through a door the server doesn't have.
|
||||
var wild = -1
|
||||
for try := 0; try < 40 && wild < 0; try++ {
|
||||
v, _ := call(t, s, s.handleUnoStart, as(t, s, "reala", "POST", "/api/games/uno/start",
|
||||
map[string]any{"bet": 10, "tier": "duel"}))
|
||||
if v.Uno == nil {
|
||||
t.Fatal("no game")
|
||||
for step := 0; unoPlaying(g) && step < 200; step++ {
|
||||
seat := g.Turn
|
||||
if g.Seats[seat].Bot {
|
||||
t.Fatalf("advance stopped on a bot at seat %d", seat)
|
||||
}
|
||||
for i, c := range v.Uno.Hand {
|
||||
if c.Wild {
|
||||
wild = i
|
||||
break
|
||||
}
|
||||
move := unoHumanMove(g, seat)
|
||||
var stepEvs []uno.Event
|
||||
g, stepEvs, err = uno.ApplyMove(g, seat, move)
|
||||
if err != nil {
|
||||
t.Fatalf("seat %d %s: %v", seat, move.Kind, err)
|
||||
}
|
||||
if wild < 0 {
|
||||
// Abandon this deal and take another. The live row is keyed on the
|
||||
// player, so it has to go before the next start can be seated.
|
||||
if err := storage.ClearLiveHand(testPlayer); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
}
|
||||
}
|
||||
if wild < 0 {
|
||||
t.Skip("40 deals and not one wild — vanishingly unlikely, but not a failure")
|
||||
}
|
||||
|
||||
_, code := call(t, s, s.handleUnoMove, as(t, s, "reala", "POST", "/api/games/uno/move",
|
||||
map[string]any{"kind": "play", "index": wild}))
|
||||
if code != 400 {
|
||||
t.Fatalf("a wild with no colour = %d, want 400", code)
|
||||
}
|
||||
|
||||
v, code := call(t, s, s.handleUnoMove, as(t, s, "reala", "POST", "/api/games/uno/move",
|
||||
map[string]any{"kind": "play", "index": wild, "color": int(uno.Green)}))
|
||||
if code != 200 {
|
||||
t.Fatalf("a wild played as green = %d, want 200", code)
|
||||
}
|
||||
if v.Uno != nil && v.Uno.Phase != "done" && v.Uno.Color != "green" && v.Uno.Color != "" {
|
||||
// The bots have played since, so the colour may have moved on — what must
|
||||
// not happen is the wild going down as anything we didn't ask for.
|
||||
t.Logf("colour in play after the bots: %s", v.Uno.Color)
|
||||
assertUnoRedacted(t, g, stepEvs)
|
||||
}
|
||||
}
|
||||
|
||||
// unoHumanMove picks a legal move for the human to act: play a legal card, take a
|
||||
// stack you can't answer, pass a drawn card, otherwise draw.
|
||||
func unoHumanMove(g uno.State, seat int) uno.Move {
|
||||
if p := g.Playable(seat); len(p) > 0 {
|
||||
m := uno.Move{Kind: uno.MovePlay, Index: p[0], Color: uno.Red}
|
||||
for _, at := range g.UnoAt(seat) {
|
||||
if at == p[0] {
|
||||
m.Uno = true
|
||||
}
|
||||
}
|
||||
return m
|
||||
}
|
||||
switch g.Phase {
|
||||
case uno.PhaseStack:
|
||||
return uno.Move{Kind: uno.MoveTake}
|
||||
case uno.PhaseDrawn:
|
||||
return uno.Move{Kind: uno.MovePass}
|
||||
default:
|
||||
return uno.Move{Kind: uno.MoveDraw}
|
||||
}
|
||||
}
|
||||
|
||||
// assertUnoRedacted renders every seat's view and event script and fails if any of
|
||||
// them carries a card belonging to another seat.
|
||||
func assertUnoRedacted(t *testing.T, g uno.State, evs []uno.Event) {
|
||||
t.Helper()
|
||||
for viewer := range g.Seats {
|
||||
v := viewUno(g, viewer)
|
||||
// The view's hand is the viewer's own, exactly — no more, no fewer.
|
||||
if len(v.Hand) != len(g.Hands[viewer]) {
|
||||
t.Fatalf("seat %d's view carries %d cards, but the seat holds %d",
|
||||
viewer, len(v.Hand), len(g.Hands[viewer]))
|
||||
}
|
||||
// The event script: a hand rides only the viewer's own beat, and a drawn card
|
||||
// only the viewer's own draw. (A card a bot plays is public — it lands on the
|
||||
// pile — so only a *drawn* card is a secret, which is why this is scoped to the
|
||||
// draw and forced beats.) Undo either guard in viewUnoEvents and this fails.
|
||||
for _, e := range viewUnoEvents(evs, viewer) {
|
||||
if len(e.Hand) > 0 && e.Seat != viewer {
|
||||
t.Fatalf("seat %d's event stream carries seat %d's hand", viewer, e.Seat)
|
||||
}
|
||||
if e.Card != nil && (e.Kind == uno.EvDraw || e.Kind == uno.EvForced) && e.Seat != viewer {
|
||||
t.Fatalf("seat %d's event stream carries seat %d's drawn card", viewer, e.Seat)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// A seat the mercy rule has buried holds no cards; so does one that just went out.
|
||||
// The view tells them apart by asking the engine (Live), not by inferring from a
|
||||
// count of zero.
|
||||
func TestABuriedSeatIsRenderedOut(t *testing.T) {
|
||||
tier, _ := uno.TierBySlug("nm-full")
|
||||
g, _, err := uno.New(tier, uno.SoloSeats(tier, tier.Bots, 1000), 0.05, 7, 9)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
g, _, err = uno.ApplyMove(g, 0, uno.Move{Kind: uno.MoveDeal})
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
|
||||
// Bury seat 2 the way the engine does: no cards, and out.
|
||||
g.Hands[2] = nil
|
||||
g.Out[2] = true
|
||||
|
||||
v := viewUno(g, 0)
|
||||
if !v.Seats[2].Out {
|
||||
t.Error("a buried seat must say so; the felt draws it as a grave")
|
||||
}
|
||||
if v.Seats[2].Uno {
|
||||
t.Error("a buried seat is not one card away from going out")
|
||||
}
|
||||
if v.Winner != -1 {
|
||||
t.Errorf("nobody has taken the pot mid-hand, so there is no winner: got %d", v.Winner)
|
||||
}
|
||||
}
|
||||
|
||||
// The bill a stack has run up is the only thing on the table while it stands, so it
|
||||
// has to reach the browser.
|
||||
func TestTheStackBillCrossesTheWire(t *testing.T) {
|
||||
tier, _ := uno.TierBySlug("nm-duel")
|
||||
g, _, err := uno.New(tier, uno.SoloSeats(tier, tier.Bots, 1000), 0.05, 3, 4)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
g, _, err = uno.ApplyMove(g, 0, uno.Move{Kind: uno.MoveDeal})
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
g.Pending = 6
|
||||
g.Phase = uno.PhaseStack
|
||||
|
||||
v := viewUno(g, 0)
|
||||
if v.Pending != 6 {
|
||||
t.Errorf("the felt was told the bill is %d, want 6", v.Pending)
|
||||
}
|
||||
if v.Phase != string(uno.PhaseStack) {
|
||||
t.Errorf("phase = %q, want %q", v.Phase, uno.PhaseStack)
|
||||
}
|
||||
}
|
||||
|
||||
262
internal/web/mischief.go
Normal file
262
internal/web/mischief.go
Normal file
@@ -0,0 +1,262 @@
|
||||
package web
|
||||
|
||||
import (
|
||||
"encoding/json"
|
||||
"errors"
|
||||
"io"
|
||||
"log/slog"
|
||||
"net/http"
|
||||
"strings"
|
||||
"time"
|
||||
|
||||
"pete/internal/storage"
|
||||
)
|
||||
|
||||
// buyerLocalpart normalises a session's Authentik username to the Matrix
|
||||
// localpart gogobee keys everything on. Matrix localparts are lowercase; an
|
||||
// Authentik display of the same name may not be, and gogobee pushes balances and
|
||||
// resolves orders under the lowercase form. Lowercasing on both sides is what
|
||||
// keeps the buyer's balance lookup and their order's identity pointing at the
|
||||
// same person.
|
||||
func buyerLocalpart(u *SessionUser) string {
|
||||
return strings.ToLower(strings.TrimSpace(u.Username))
|
||||
}
|
||||
|
||||
// The mischief storefront's web seam.
|
||||
//
|
||||
// Two audiences, two auth models, same file. Browsers hit the OIDC-gated buy
|
||||
// endpoints: a signed-in buyer picks a mark off the anonymous board and places a
|
||||
// hit, and reads back their own orders' standing. gogobee hits the bearer-authed
|
||||
// pair: it polls pending orders and pushes a verdict, exactly like the escrow
|
||||
// seam in games.go and under the same standing rule — Pete never calls gogobee,
|
||||
// never moves money, never runs a game rule. It records intent and files a
|
||||
// verdict; everything real happens on the game box.
|
||||
|
||||
// mischiefBurstWindow / mischiefBurstMax are Pete's own anti-spam guard, and
|
||||
// nothing more. The real economic caps — two contracts a day, one live per mark,
|
||||
// a boss a week — are gogobee's and are enforced at claim time. This only stops a
|
||||
// signed-in buyer from spooling the orders table with a stuck mouse button.
|
||||
const (
|
||||
mischiefBurstWindow = time.Hour
|
||||
mischiefBurstMax = 20
|
||||
)
|
||||
|
||||
// mischiefOrderReq is the browser's buy request. Price and eligibility are not
|
||||
// the buyer's to assert: they send a tier key and a mark, never a number.
|
||||
type mischiefOrderReq struct {
|
||||
TargetToken string `json:"target_token"`
|
||||
Tier string `json:"tier"`
|
||||
Signed bool `json:"signed"`
|
||||
}
|
||||
|
||||
// handleMischiefOrder places a pending order for the signed-in buyer. It asserts
|
||||
// only what Pete can honestly know: the buyer is signed in with a username the
|
||||
// game box can resolve, the tier is one gogobee currently offers, and the mark is
|
||||
// actually on the live board. Money and the full rulebook are gogobee's, checked
|
||||
// when it claims the order.
|
||||
func (s *Server) handleMischiefOrder(w http.ResponseWriter, r *http.Request) {
|
||||
u := s.requireUser(w, r)
|
||||
if u == nil {
|
||||
return
|
||||
}
|
||||
// A session minted before the storefront existed carries no username, and
|
||||
// without one gogobee can't name the buyer to its ledger. Send them back
|
||||
// through sign-in to mint a fresh one rather than place an unfulfillable order.
|
||||
buyer := buyerLocalpart(u)
|
||||
if buyer == "" {
|
||||
writeMischiefError(w, http.StatusConflict, "please sign in again")
|
||||
return
|
||||
}
|
||||
|
||||
var req mischiefOrderReq
|
||||
if !decodeStateBody(w, r, &req) {
|
||||
return
|
||||
}
|
||||
if req.TargetToken == "" {
|
||||
writeMischiefError(w, http.StatusBadRequest, "no target")
|
||||
return
|
||||
}
|
||||
|
||||
tier, ok, err := storage.MischiefTierByKey(req.Tier)
|
||||
if err != nil {
|
||||
slog.Error("mischief: tier lookup", "err", err)
|
||||
writeMischiefError(w, http.StatusInternalServerError, "internal error")
|
||||
return
|
||||
}
|
||||
if !ok {
|
||||
writeMischiefError(w, http.StatusBadRequest, "no such tier")
|
||||
return
|
||||
}
|
||||
|
||||
mark, ok, err := storage.RosterEntryByToken(req.TargetToken)
|
||||
if err != nil {
|
||||
slog.Error("mischief: target lookup", "err", err)
|
||||
writeMischiefError(w, http.StatusInternalServerError, "internal error")
|
||||
return
|
||||
}
|
||||
if !ok {
|
||||
// The board moved on, or the token was never real. Either way there is no
|
||||
// one to send trouble to.
|
||||
writeMischiefError(w, http.StatusNotFound, "that adventurer is no longer on the board")
|
||||
return
|
||||
}
|
||||
|
||||
// Burst guard. Keyed on the OIDC subject so a username change can't reset it.
|
||||
since := time.Now().Add(-mischiefBurstWindow).Unix()
|
||||
if n, err := storage.CountMischiefOrdersSince(u.Sub, since); err != nil {
|
||||
slog.Error("mischief: burst count", "err", err)
|
||||
writeMischiefError(w, http.StatusInternalServerError, "internal error")
|
||||
return
|
||||
} else if n >= mischiefBurstMax {
|
||||
writeMischiefError(w, http.StatusTooManyRequests, "slow down — too many orders in a short while")
|
||||
return
|
||||
}
|
||||
|
||||
order, err := storage.InsertMischiefOrder(u.Sub, buyer, mark.Token, mark.Name, tier.Key, req.Signed)
|
||||
if err != nil {
|
||||
slog.Error("mischief: insert order", "err", err)
|
||||
writeMischiefError(w, http.StatusInternalServerError, "internal error")
|
||||
return
|
||||
}
|
||||
slog.Info("mischief: order placed", "guid", order.GUID, "buyer", buyer, "tier", tier.Key, "signed", req.Signed)
|
||||
w.Header().Set("Cache-Control", "no-store")
|
||||
writeJSON(w, order)
|
||||
}
|
||||
|
||||
// handleMischiefOrders returns the signed-in buyer's own orders for the status
|
||||
// panel, newest first. Scoped to their OIDC subject — a buyer sees their history
|
||||
// and no one else's.
|
||||
func (s *Server) handleMischiefOrders(w http.ResponseWriter, r *http.Request) {
|
||||
u := s.requireUser(w, r)
|
||||
if u == nil {
|
||||
return
|
||||
}
|
||||
orders, err := storage.MischiefOrdersByBuyer(u.Sub, 20)
|
||||
if err != nil {
|
||||
slog.Error("mischief: orders by buyer", "err", err)
|
||||
writeMischiefError(w, http.StatusInternalServerError, "internal error")
|
||||
return
|
||||
}
|
||||
if orders == nil {
|
||||
orders = []storage.MischiefOrder{}
|
||||
}
|
||||
w.Header().Set("Cache-Control", "no-store")
|
||||
writeJSON(w, orders)
|
||||
}
|
||||
|
||||
// mischiefCatalogResp is what the storefront reads to draw itself: the live price
|
||||
// list plus the signed-in buyer's own advisory balance, so it can grey out tiers
|
||||
// they plainly can't afford. HasBalance distinguishes "gogobee says €0" from
|
||||
// "gogobee has never mentioned this buyer" — the latter shows no affordability
|
||||
// hint rather than a discouraging, possibly-wrong zero.
|
||||
type mischiefCatalogResp struct {
|
||||
Tiers []storage.MischiefTier `json:"tiers"`
|
||||
Euro float64 `json:"euro"`
|
||||
HasBalance bool `json:"has_balance"`
|
||||
}
|
||||
|
||||
// handleMischiefCatalog serves the price list and the buyer's balance together.
|
||||
func (s *Server) handleMischiefCatalog(w http.ResponseWriter, r *http.Request) {
|
||||
u := s.requireUser(w, r)
|
||||
if u == nil {
|
||||
return
|
||||
}
|
||||
tiers, err := storage.MischiefTiers()
|
||||
if err != nil {
|
||||
slog.Error("mischief: catalog", "err", err)
|
||||
writeMischiefError(w, http.StatusInternalServerError, "internal error")
|
||||
return
|
||||
}
|
||||
if tiers == nil {
|
||||
tiers = []storage.MischiefTier{}
|
||||
}
|
||||
resp := mischiefCatalogResp{Tiers: tiers}
|
||||
if lp := buyerLocalpart(u); lp != "" {
|
||||
euro, has, err := storage.UserEuro(lp)
|
||||
if err != nil {
|
||||
slog.Error("mischief: balance", "err", err)
|
||||
} else {
|
||||
resp.Euro, resp.HasBalance = euro, has
|
||||
}
|
||||
}
|
||||
w.Header().Set("Cache-Control", "no-store")
|
||||
writeJSON(w, resp)
|
||||
}
|
||||
|
||||
// ---- the gogobee wire: bearer-authed, idempotent -------------------------------
|
||||
|
||||
// handleMischiefPending is gogobee's poll: every order still waiting to be acted
|
||||
// on. A pending order carries no intermediate state, so unlike escrow there is no
|
||||
// stale-reoffer window — a gogobee that dies mid-claim simply leaves the order
|
||||
// pending to be offered again, and the guid makes the replay a no-op.
|
||||
func (s *Server) handleMischiefPending(w http.ResponseWriter, r *http.Request) {
|
||||
if !s.bearerOK(r) {
|
||||
http.Error(w, "unauthorized", http.StatusUnauthorized)
|
||||
return
|
||||
}
|
||||
orders, err := storage.PendingMischiefOrders(mischiefPollLimit)
|
||||
if err != nil {
|
||||
slog.Error("mischief: pending", "err", err)
|
||||
http.Error(w, "internal error", http.StatusInternalServerError)
|
||||
return
|
||||
}
|
||||
if orders == nil {
|
||||
orders = []storage.MischiefOrder{}
|
||||
}
|
||||
writeJSON(w, orders)
|
||||
}
|
||||
|
||||
// mischiefPollLimit caps one poll, matching the escrow seam.
|
||||
const mischiefPollLimit = 50
|
||||
|
||||
// mischiefVerdict is gogobee's answer on a claimed order: the terminal status and
|
||||
// a human note to render.
|
||||
type mischiefVerdict struct {
|
||||
GUID string `json:"guid"`
|
||||
Status string `json:"status"`
|
||||
Detail string `json:"detail,omitempty"`
|
||||
}
|
||||
|
||||
// handleMischiefClaim files gogobee's verdict against a pending order. Idempotent:
|
||||
// gogobee's poll loop retries, so the same verdict can arrive more than once and
|
||||
// only the first one moves the order. An unknown guid is a 400 — by this point
|
||||
// gogobee has already debited the buyer for an order Pete has no record of, and
|
||||
// under the seam's contract a 400 parks the row for a human rather than retrying
|
||||
// forever against a row that will never exist.
|
||||
func (s *Server) handleMischiefClaim(w http.ResponseWriter, r *http.Request) {
|
||||
if !s.bearerOK(r) {
|
||||
http.Error(w, "unauthorized", http.StatusUnauthorized)
|
||||
return
|
||||
}
|
||||
var v mischiefVerdict
|
||||
if err := json.NewDecoder(io.LimitReader(r.Body, 1<<14)).Decode(&v); err != nil {
|
||||
http.Error(w, "bad json", http.StatusBadRequest)
|
||||
return
|
||||
}
|
||||
if v.GUID == "" {
|
||||
http.Error(w, "guid is required", http.StatusBadRequest)
|
||||
return
|
||||
}
|
||||
|
||||
order, err := storage.ResolveMischiefOrder(v.GUID, v.Status, v.Detail)
|
||||
if errors.Is(err, storage.ErrNoSuchOrder) {
|
||||
slog.Error("mischief: verdict for an order we have never heard of — "+
|
||||
"gogobee may have debited a buyer for it", "guid", v.GUID, "status", v.Status)
|
||||
http.Error(w, "no such order", http.StatusBadRequest)
|
||||
return
|
||||
}
|
||||
if err != nil {
|
||||
// A malformed verdict status lands here — also a contract mismatch, so 400.
|
||||
slog.Error("mischief: resolve", "guid", v.GUID, "status", v.Status, "err", err)
|
||||
http.Error(w, "bad verdict", http.StatusBadRequest)
|
||||
return
|
||||
}
|
||||
slog.Info("mischief: order resolved", "guid", order.GUID, "status", order.Status)
|
||||
writeJSON(w, order)
|
||||
}
|
||||
|
||||
func writeMischiefError(w http.ResponseWriter, code int, msg string) {
|
||||
w.Header().Set("Content-Type", "application/json; charset=utf-8")
|
||||
w.WriteHeader(code)
|
||||
_ = json.NewEncoder(w).Encode(map[string]string{"error": msg})
|
||||
}
|
||||
222
internal/web/mischief_test.go
Normal file
222
internal/web/mischief_test.go
Normal file
@@ -0,0 +1,222 @@
|
||||
package web
|
||||
|
||||
import (
|
||||
"bytes"
|
||||
"encoding/json"
|
||||
"net/http"
|
||||
"net/http/httptest"
|
||||
"testing"
|
||||
"time"
|
||||
|
||||
"pete/internal/storage"
|
||||
)
|
||||
|
||||
// newStore is a server with the adventure seam on, a signed-in buyer, and a
|
||||
// board + catalog already pushed. Auth is built by hand for the same reason the
|
||||
// casino tests do it: the OIDC handshake is a network call and none of what's
|
||||
// under test is about it.
|
||||
func newStore(t *testing.T) *Server {
|
||||
t.Helper()
|
||||
s, _ := newAdvServer(t, "tok")
|
||||
s.auth = &Authenticator{secret: []byte("test-secret-key-at-least-16")}
|
||||
|
||||
now := time.Now().Unix()
|
||||
push := rosterPush{
|
||||
SnapshotAt: now,
|
||||
Adventurers: []storage.RosterEntry{entry("tok-josie", "Josie", "expedition", "holymachina")},
|
||||
Tiers: []storage.MischiefTier{
|
||||
{Key: "grunt", Display: "Grunt", Fee: 40, SignedFee: 50},
|
||||
{Key: "boss", Display: "Boss", Fee: 1200, SignedFee: 1500},
|
||||
},
|
||||
Balances: []storage.MischiefBalance{{Username: "reala", Euro: 500}},
|
||||
}
|
||||
if w := postRoster(t, s, "tok", push); w.Code != 200 {
|
||||
t.Fatalf("seed roster = %d", w.Code)
|
||||
}
|
||||
return s
|
||||
}
|
||||
|
||||
// jsonReq builds a bearer-authed (or unauthed, empty token) machine request.
|
||||
func jsonReq(t *testing.T, method, path, token string, body any) *http.Request {
|
||||
t.Helper()
|
||||
var buf bytes.Buffer
|
||||
if body != nil {
|
||||
if err := json.NewEncoder(&buf).Encode(body); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
}
|
||||
r := httptest.NewRequest(method, path, &buf)
|
||||
if token != "" {
|
||||
r.Header.Set("Authorization", "Bearer "+token)
|
||||
}
|
||||
return r
|
||||
}
|
||||
|
||||
func placeOrder(t *testing.T, s *Server, username string, req mischiefOrderReq) *httptest.ResponseRecorder {
|
||||
t.Helper()
|
||||
r := as(t, s, username, "POST", "/api/mischief/order", req)
|
||||
w := httptest.NewRecorder()
|
||||
s.handleMischiefOrder(w, r)
|
||||
return w
|
||||
}
|
||||
|
||||
// TestMischiefOrderHappyPath: a signed-in buyer names a mark on the board and a
|
||||
// tier gogobee offers, and gets a pending order back.
|
||||
func TestMischiefOrderHappyPath(t *testing.T) {
|
||||
s := newStore(t)
|
||||
|
||||
w := placeOrder(t, s, "reala", mischiefOrderReq{TargetToken: "tok-josie", Tier: "grunt", Signed: false})
|
||||
if w.Code != 200 {
|
||||
t.Fatalf("order = %d body=%s", w.Code, w.Body.String())
|
||||
}
|
||||
var o storage.MischiefOrder
|
||||
if err := json.Unmarshal(w.Body.Bytes(), &o); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if o.Status != storage.MischiefPending || o.BuyerUsername != "reala" || o.TargetName != "Josie" {
|
||||
t.Fatalf("order = %+v", o)
|
||||
}
|
||||
if pending, _ := storage.PendingMischiefOrders(10); len(pending) != 1 {
|
||||
t.Fatalf("order didn't land in the pending set")
|
||||
}
|
||||
}
|
||||
|
||||
func TestMischiefOrderRejections(t *testing.T) {
|
||||
s := newStore(t)
|
||||
|
||||
if w := placeOrder(t, s, "reala", mischiefOrderReq{TargetToken: "tok-josie", Tier: "dragon"}); w.Code != 400 {
|
||||
t.Errorf("unknown tier = %d, want 400", w.Code)
|
||||
}
|
||||
if w := placeOrder(t, s, "reala", mischiefOrderReq{TargetToken: "ghost", Tier: "grunt"}); w.Code != 404 {
|
||||
t.Errorf("off-board target = %d, want 404", w.Code)
|
||||
}
|
||||
if w := placeOrder(t, s, "reala", mischiefOrderReq{Tier: "grunt"}); w.Code != 400 {
|
||||
t.Errorf("empty target = %d, want 400", w.Code)
|
||||
}
|
||||
// Signed in, but no username the ledger can name (a pre-storefront session).
|
||||
if w := placeOrder(t, s, "", mischiefOrderReq{TargetToken: "tok-josie", Tier: "grunt"}); w.Code != 409 {
|
||||
t.Errorf("usernameless session = %d, want 409", w.Code)
|
||||
}
|
||||
}
|
||||
|
||||
func TestMischiefOrderBurstGuard(t *testing.T) {
|
||||
s := newStore(t)
|
||||
for i := 0; i < mischiefBurstMax; i++ {
|
||||
if w := placeOrder(t, s, "reala", mischiefOrderReq{TargetToken: "tok-josie", Tier: "grunt"}); w.Code != 200 {
|
||||
t.Fatalf("order %d = %d, want 200", i, w.Code)
|
||||
}
|
||||
}
|
||||
if w := placeOrder(t, s, "reala", mischiefOrderReq{TargetToken: "tok-josie", Tier: "grunt"}); w.Code != 429 {
|
||||
t.Fatalf("over-cap order = %d, want 429", w.Code)
|
||||
}
|
||||
}
|
||||
|
||||
func TestMischiefOrderRequiresAuth(t *testing.T) {
|
||||
s := newStore(t)
|
||||
r := httptest.NewRequest("POST", "/api/mischief/order", nil)
|
||||
w := httptest.NewRecorder()
|
||||
s.handleMischiefOrder(w, r)
|
||||
if w.Code != 401 {
|
||||
t.Fatalf("anonymous order = %d, want 401", w.Code)
|
||||
}
|
||||
}
|
||||
|
||||
func TestMischiefCatalogCarriesBalance(t *testing.T) {
|
||||
s := newStore(t)
|
||||
r := as(t, s, "reala", "GET", "/api/mischief/catalog", nil)
|
||||
w := httptest.NewRecorder()
|
||||
s.handleMischiefCatalog(w, r)
|
||||
if w.Code != 200 {
|
||||
t.Fatalf("catalog = %d", w.Code)
|
||||
}
|
||||
var resp mischiefCatalogResp
|
||||
if err := json.Unmarshal(w.Body.Bytes(), &resp); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if len(resp.Tiers) != 2 || !resp.HasBalance || resp.Euro != 500 {
|
||||
t.Fatalf("catalog resp = %+v", resp)
|
||||
}
|
||||
}
|
||||
|
||||
// ---- the bearer wire -----------------------------------------------------------
|
||||
|
||||
func TestMischiefPendingAndClaimBearer(t *testing.T) {
|
||||
s := newStore(t)
|
||||
if w := placeOrder(t, s, "reala", mischiefOrderReq{TargetToken: "tok-josie", Tier: "boss", Signed: true}); w.Code != 200 {
|
||||
t.Fatalf("seed order = %d", w.Code)
|
||||
}
|
||||
|
||||
// Missing bearer is rejected.
|
||||
{
|
||||
w := httptest.NewRecorder()
|
||||
s.handleMischiefPending(w, jsonReq(t, "GET", "/api/mischief/pending", "", nil))
|
||||
if w.Code != 401 {
|
||||
t.Fatalf("no-bearer pending = %d, want 401", w.Code)
|
||||
}
|
||||
}
|
||||
|
||||
// Poll returns the order.
|
||||
var pending []storage.MischiefOrder
|
||||
{
|
||||
w := httptest.NewRecorder()
|
||||
s.handleMischiefPending(w, jsonReq(t, "GET", "/api/mischief/pending", "tok", nil))
|
||||
if w.Code != 200 {
|
||||
t.Fatalf("pending = %d", w.Code)
|
||||
}
|
||||
if err := json.Unmarshal(w.Body.Bytes(), &pending); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
}
|
||||
if len(pending) != 1 {
|
||||
t.Fatalf("pending count = %d, want 1", len(pending))
|
||||
}
|
||||
guid := pending[0].GUID
|
||||
|
||||
// Claim it placed.
|
||||
{
|
||||
w := httptest.NewRecorder()
|
||||
s.handleMischiefClaim(w, jsonReq(t, "POST", "/api/mischief/claim", "tok",
|
||||
mischiefVerdict{GUID: guid, Status: storage.MischiefPlaced, Detail: "out for delivery"}))
|
||||
if w.Code != 200 {
|
||||
t.Fatalf("claim = %d body=%s", w.Code, w.Body.String())
|
||||
}
|
||||
}
|
||||
if got, _ := storage.MischiefOrderByGUID(guid); got.Status != storage.MischiefPlaced {
|
||||
t.Fatalf("order status after claim = %q", got.Status)
|
||||
}
|
||||
|
||||
// And it's gone from the pending set.
|
||||
{
|
||||
w := httptest.NewRecorder()
|
||||
s.handleMischiefPending(w, jsonReq(t, "GET", "/api/mischief/pending", "tok", nil))
|
||||
var again []storage.MischiefOrder
|
||||
_ = json.Unmarshal(w.Body.Bytes(), &again)
|
||||
if len(again) != 0 {
|
||||
t.Fatalf("placed order still polled: %d", len(again))
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func TestMischiefClaimUnknownGUIDis400(t *testing.T) {
|
||||
s := newStore(t)
|
||||
w := httptest.NewRecorder()
|
||||
s.handleMischiefClaim(w, jsonReq(t, "POST", "/api/mischief/claim", "tok",
|
||||
mischiefVerdict{GUID: "nope", Status: storage.MischiefPlaced}))
|
||||
if w.Code != 400 {
|
||||
t.Fatalf("unknown-guid claim = %d, want 400 (so gogobee parks it)", w.Code)
|
||||
}
|
||||
}
|
||||
|
||||
func TestMischiefClaimBadVerdictIs400(t *testing.T) {
|
||||
s := newStore(t)
|
||||
if w := placeOrder(t, s, "reala", mischiefOrderReq{TargetToken: "tok-josie", Tier: "grunt"}); w.Code != 200 {
|
||||
t.Fatal("seed")
|
||||
}
|
||||
pending, _ := storage.PendingMischiefOrders(10)
|
||||
w := httptest.NewRecorder()
|
||||
s.handleMischiefClaim(w, jsonReq(t, "POST", "/api/mischief/claim", "tok",
|
||||
mischiefVerdict{GUID: pending[0].GUID, Status: "exploded"}))
|
||||
if w.Code != 400 {
|
||||
t.Fatalf("bad-verdict claim = %d, want 400", w.Code)
|
||||
}
|
||||
}
|
||||
@@ -41,13 +41,26 @@ const (
|
||||
)
|
||||
|
||||
// rosterPush is the payload gogobee POSTs to /api/ingest/roster.
|
||||
//
|
||||
// Balances ride the same tick as the board but live in a separate keyspace: they
|
||||
// are keyed by localpart (a buyer's own sign-in name), not by the anonymous
|
||||
// roster token, and Pete only ever reads one back for the authenticated user
|
||||
// asking about themselves. So the board stays anonymous while the storefront can
|
||||
// still grey out tiers a buyer plainly can't afford.
|
||||
type rosterPush struct {
|
||||
SnapshotAt int64 `json:"snapshot_at"`
|
||||
Adventurers []storage.RosterEntry `json:"adventurers"`
|
||||
SnapshotAt int64 `json:"snapshot_at"`
|
||||
Adventurers []storage.RosterEntry `json:"adventurers"`
|
||||
Balances []storage.MischiefBalance `json:"balances,omitempty"`
|
||||
Tiers []storage.MischiefTier `json:"tiers,omitempty"`
|
||||
}
|
||||
|
||||
// RosterView is one row as the page renders it.
|
||||
//
|
||||
// Token is the mark's anonymous roster token, exposed so the storefront can name
|
||||
// a target without ever knowing their real handle. It is safe on a public page by
|
||||
// design — non-reversible, stable, and already how gogobee keys the board.
|
||||
type RosterView struct {
|
||||
Token string
|
||||
Name string
|
||||
Level int
|
||||
ClassRace string
|
||||
@@ -103,7 +116,66 @@ func (s *Server) handleRosterIngest(w http.ResponseWriter, r *http.Request) {
|
||||
http.Error(w, "internal error", http.StatusInternalServerError)
|
||||
return
|
||||
}
|
||||
slog.Info("roster ingest: board replaced", "adventurers", len(push.Adventurers))
|
||||
// Advisory balances are best-effort: a board that landed is worth keeping
|
||||
// even if the balances behind it didn't, so a failure here is logged, not
|
||||
// fatal. Stale affordability only ever bounces an order, never miscounts money.
|
||||
if err := storage.ReplaceUserEuro(push.Balances, push.SnapshotAt); err != nil {
|
||||
slog.Error("roster ingest: balance replace failed", "err", err)
|
||||
}
|
||||
// The tier catalog is likewise best-effort and only refreshed when the push
|
||||
// actually carried one, so a gogobee build that predates the storefront (no
|
||||
// tiers field) can't wipe a catalog a newer one already established.
|
||||
if len(push.Tiers) > 0 {
|
||||
if err := storage.ReplaceMischiefTiers(push.Tiers); err != nil {
|
||||
slog.Error("roster ingest: tier replace failed", "err", err)
|
||||
}
|
||||
}
|
||||
slog.Info("roster ingest: board replaced", "adventurers", len(push.Adventurers), "balances", len(push.Balances))
|
||||
w.WriteHeader(http.StatusOK)
|
||||
}
|
||||
|
||||
// detailPush is the payload gogobee POSTs to /api/ingest/detail: the private,
|
||||
// owner-only expansion for every player, in its own keyspace (keyed by localpart)
|
||||
// and on its own endpoint so a fat inventory can't blow the roster push's budget.
|
||||
type detailPush struct {
|
||||
SnapshotAt int64 `json:"snapshot_at"`
|
||||
Players []storage.PlayerDetail `json:"players"`
|
||||
}
|
||||
|
||||
// handleDetailIngest replaces the private self-detail set with gogobee's latest
|
||||
// push. Bearer-authed like the roster; the data is owner-private and only ever
|
||||
// served back to the one authenticated user it belongs to (see PlayerDetailByOwner).
|
||||
func (s *Server) handleDetailIngest(w http.ResponseWriter, r *http.Request) {
|
||||
if !s.adv.Enabled {
|
||||
http.NotFound(w, r)
|
||||
return
|
||||
}
|
||||
if !s.bearerOK(r) {
|
||||
http.Error(w, "unauthorized", http.StatusUnauthorized)
|
||||
return
|
||||
}
|
||||
|
||||
// A generous cap: this carries every player's inventory + vault, heavier than
|
||||
// the board, but still a bounded realm — the ceiling only stops a runaway push.
|
||||
var push detailPush
|
||||
if err := json.NewDecoder(io.LimitReader(r.Body, 8<<20)).Decode(&push); err != nil {
|
||||
http.Error(w, "bad json", http.StatusBadRequest)
|
||||
return
|
||||
}
|
||||
if len(push.Players) > rosterMaxEntries {
|
||||
http.Error(w, "detail set too large", http.StatusBadRequest)
|
||||
return
|
||||
}
|
||||
if push.SnapshotAt <= 0 {
|
||||
push.SnapshotAt = time.Now().Unix()
|
||||
}
|
||||
|
||||
if err := storage.ReplacePlayerDetail(push.Players, push.SnapshotAt); err != nil {
|
||||
slog.Error("detail ingest: replace failed", "err", err)
|
||||
http.Error(w, "internal error", http.StatusInternalServerError)
|
||||
return
|
||||
}
|
||||
slog.Info("detail ingest: self-view set replaced", "players", len(push.Players))
|
||||
w.WriteHeader(http.StatusOK)
|
||||
}
|
||||
|
||||
@@ -142,6 +214,7 @@ func (s *Server) roster() (views []RosterView, stale bool, snapshotAt int64) {
|
||||
|
||||
func toRosterView(e storage.RosterEntry) RosterView {
|
||||
v := RosterView{
|
||||
Token: e.Token,
|
||||
Name: e.Name,
|
||||
Level: e.Level,
|
||||
ClassRace: e.ClassRace,
|
||||
|
||||
@@ -76,6 +76,14 @@ 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
|
||||
tableGames []tableGame // the multiplayer engines, dispatched through games()
|
||||
}
|
||||
|
||||
// New builds the server. Templates are parsed once at startup. Each page gets
|
||||
@@ -94,8 +102,8 @@ func New(cfg config.WebConfig, sources []config.SourceConfig, postingEnabled boo
|
||||
shared []string
|
||||
pages []string
|
||||
}{
|
||||
{"layout", []string{"_card"}, []string{"index", "channel", "weather", "bookmarks", "for-you", "status", "story"}},
|
||||
{"games_layout", []string{"_chipbar"}, []string{"games", "blackjack", "hangman", "solitaire", "trivia", "uno", "holdem"}},
|
||||
{"layout", []string{"_card"}, []string{"index", "channel", "weather", "bookmarks", "for-you", "status", "story", "who"}},
|
||||
{"games_layout", []string{"_chipbar"}, []string{"games", "games_door", "blackjack", "hangman", "solitaire", "trivia", "uno", "holdem"}},
|
||||
}
|
||||
tpls := make(map[string]*template.Template)
|
||||
for _, set := range sets {
|
||||
@@ -136,7 +144,7 @@ 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(), tableGames: []tableGame{holdemTable{}, unoTable{}}}
|
||||
|
||||
// Optional OIDC sign-in (Authentik). Discovery is a network call; if the
|
||||
// provider is unreachable at boot we log and serve anonymously rather than
|
||||
@@ -211,6 +219,18 @@ func New(cfg config.WebConfig, sources []config.SourceConfig, postingEnabled boo
|
||||
mux.HandleFunc("POST /api/ingest/roster", s.handleRosterIngest)
|
||||
mux.HandleFunc("GET /api/roster", s.handleRosterAPI)
|
||||
|
||||
// The private, owner-only self-detail (inventory/house/pets). Bearer-authed
|
||||
// ingest like the roster; there is no public read — it is only ever served
|
||||
// back to its owner, inline on the detail page below.
|
||||
mux.HandleFunc("POST /api/ingest/detail", s.handleDetailIngest)
|
||||
|
||||
// One adventurer's detail page and its live re-poll. Both public (stats +
|
||||
// gear); the page adds the owner's private extras when the signed-in viewer
|
||||
// owns it. Three path segments, so it never overlaps /adventure/{guid} (two)
|
||||
// or /adventure/art/{type}.
|
||||
mux.HandleFunc("GET /adventure/who/{token}", s.handleAdventureWho)
|
||||
mux.HandleFunc("GET /api/adventure/who/{token}", s.handleAdventureWhoAPI)
|
||||
|
||||
// Per-dispatch permalink (the article_url every ingested story points at).
|
||||
// Public GET; self-gates on adv.Enabled. Distinct from GET /adventure (the
|
||||
// channel listing, registered in the channels loop above).
|
||||
@@ -228,6 +248,13 @@ func New(cfg config.WebConfig, sources []config.SourceConfig, postingEnabled boo
|
||||
mux.HandleFunc("POST /api/games/escrow/claim", s.handleEscrowClaim)
|
||||
mux.HandleFunc("POST /api/games/escrow/settled", s.handleEscrowSettled)
|
||||
|
||||
// The mischief storefront's game-box wire: gogobee polls pending orders and
|
||||
// pushes a verdict. Bearer-authed on the same ingest token, same reason as the
|
||||
// escrow seam — the caller is a machine on the tailnet. The buyer-facing half
|
||||
// hangs off the auth block below.
|
||||
mux.HandleFunc("GET /api/mischief/pending", s.handleMischiefPending)
|
||||
mux.HandleFunc("POST /api/mischief/claim", s.handleMischiefClaim)
|
||||
|
||||
// The casino. Signed-in only — there is money in it — so these hang off the
|
||||
// auth block, and gamesReady() also insists on a Matrix server name: without
|
||||
// one, no player can be named to gogobee's ledger and the tables stay shut.
|
||||
@@ -246,6 +273,16 @@ func New(cfg config.WebConfig, sources []config.SourceConfig, postingEnabled boo
|
||||
mux.HandleFunc("GET /api/state", s.handleState)
|
||||
mux.HandleFunc("GET /bookmarks", s.handleBookmarks)
|
||||
mux.HandleFunc("GET /for-you", s.handleForYou)
|
||||
|
||||
// The mischief storefront, buyer side. Signed-in only — an order names a
|
||||
// buyer to gogobee's ledger — so like the casino it hangs off the auth
|
||||
// block. Only registered when the adventure seam is on; otherwise there is
|
||||
// no board to order a hit from.
|
||||
if s.adv.Enabled {
|
||||
mux.HandleFunc("GET /api/mischief/catalog", s.handleMischiefCatalog)
|
||||
mux.HandleFunc("POST /api/mischief/order", s.handleMischiefOrder)
|
||||
mux.HandleFunc("GET /api/mischief/orders", s.handleMischiefOrders)
|
||||
}
|
||||
if s.cfg.Push.Enabled {
|
||||
mux.HandleFunc("POST /api/push/subscribe", s.handlePushSubscribe)
|
||||
mux.HandleFunc("POST /api/push/unsubscribe", s.handlePushUnsubscribe)
|
||||
|
||||
21
internal/web/static/audio/casino/LICENSE.txt
Normal file
21
internal/web/static/audio/casino/LICENSE.txt
Normal file
@@ -0,0 +1,21 @@
|
||||
|
||||
|
||||
Casino Audio
|
||||
|
||||
by Kenney Vleugels (Kenney.nl)
|
||||
|
||||
------------------------------
|
||||
|
||||
License (Creative Commons Zero, CC0)
|
||||
http://creativecommons.org/publicdomain/zero/1.0/
|
||||
|
||||
You may use these assets in personal and commercial projects.
|
||||
Credit (Kenney or www.kenney.nl) would be nice but is not mandatory.
|
||||
|
||||
------------------------------
|
||||
|
||||
Donate: http://support.kenney.nl
|
||||
Request: http://request.kenney.nl
|
||||
|
||||
Follow on Twitter for updates:
|
||||
@KenneyNL
|
||||
BIN
internal/web/static/audio/casino/cardFan1.ogg
Normal file
BIN
internal/web/static/audio/casino/cardFan1.ogg
Normal file
Binary file not shown.
BIN
internal/web/static/audio/casino/cardFan2.ogg
Normal file
BIN
internal/web/static/audio/casino/cardFan2.ogg
Normal file
Binary file not shown.
BIN
internal/web/static/audio/casino/cardPlace1.ogg
Normal file
BIN
internal/web/static/audio/casino/cardPlace1.ogg
Normal file
Binary file not shown.
BIN
internal/web/static/audio/casino/cardPlace2.ogg
Normal file
BIN
internal/web/static/audio/casino/cardPlace2.ogg
Normal file
Binary file not shown.
BIN
internal/web/static/audio/casino/cardPlace3.ogg
Normal file
BIN
internal/web/static/audio/casino/cardPlace3.ogg
Normal file
Binary file not shown.
BIN
internal/web/static/audio/casino/cardPlace4.ogg
Normal file
BIN
internal/web/static/audio/casino/cardPlace4.ogg
Normal file
Binary file not shown.
BIN
internal/web/static/audio/casino/cardShuffle.ogg
Normal file
BIN
internal/web/static/audio/casino/cardShuffle.ogg
Normal file
Binary file not shown.
BIN
internal/web/static/audio/casino/cardSlide1.ogg
Normal file
BIN
internal/web/static/audio/casino/cardSlide1.ogg
Normal file
Binary file not shown.
BIN
internal/web/static/audio/casino/cardSlide2.ogg
Normal file
BIN
internal/web/static/audio/casino/cardSlide2.ogg
Normal file
Binary file not shown.
BIN
internal/web/static/audio/casino/cardSlide3.ogg
Normal file
BIN
internal/web/static/audio/casino/cardSlide3.ogg
Normal file
Binary file not shown.
BIN
internal/web/static/audio/casino/cardSlide4.ogg
Normal file
BIN
internal/web/static/audio/casino/cardSlide4.ogg
Normal file
Binary file not shown.
BIN
internal/web/static/audio/casino/cardSlide5.ogg
Normal file
BIN
internal/web/static/audio/casino/cardSlide5.ogg
Normal file
Binary file not shown.
BIN
internal/web/static/audio/casino/cardSlide6.ogg
Normal file
BIN
internal/web/static/audio/casino/cardSlide6.ogg
Normal file
Binary file not shown.
BIN
internal/web/static/audio/casino/chipLay1.ogg
Normal file
BIN
internal/web/static/audio/casino/chipLay1.ogg
Normal file
Binary file not shown.
BIN
internal/web/static/audio/casino/chipLay2.ogg
Normal file
BIN
internal/web/static/audio/casino/chipLay2.ogg
Normal file
Binary file not shown.
BIN
internal/web/static/audio/casino/chipsHandle2.ogg
Normal file
BIN
internal/web/static/audio/casino/chipsHandle2.ogg
Normal file
Binary file not shown.
BIN
internal/web/static/audio/casino/chipsHandle4.ogg
Normal file
BIN
internal/web/static/audio/casino/chipsHandle4.ogg
Normal file
Binary file not shown.
BIN
internal/web/static/audio/casino/chipsHandle6.ogg
Normal file
BIN
internal/web/static/audio/casino/chipsHandle6.ogg
Normal file
Binary file not shown.
@@ -767,6 +767,55 @@ html[data-phase="night"] {
|
||||
}
|
||||
.pete-spot[data-live="1"] .pete-spot-label { opacity: 0; }
|
||||
|
||||
/* The player's hands at blackjack. There is one of them, until you split.
|
||||
Then there are up to four, side by side, each with its own chips on its own
|
||||
spot — because after a split they are not one bet in two piles, they are two
|
||||
bets that win and lose separately. */
|
||||
.bj-hands {
|
||||
display: flex;
|
||||
flex-wrap: wrap;
|
||||
align-items: flex-start;
|
||||
gap: 0.75rem 1rem;
|
||||
}
|
||||
.bj-hand {
|
||||
display: flex;
|
||||
align-items: center;
|
||||
gap: 0.85rem;
|
||||
border-radius: 1.5rem;
|
||||
padding: 0.4rem 0.7rem 0.4rem 0.4rem;
|
||||
transition: opacity 0.25s ease, box-shadow 0.25s ease, background 0.25s ease;
|
||||
}
|
||||
/* Which hand you are actually playing. The rest are still on the table; they
|
||||
are simply not your problem this second. */
|
||||
.bj-hand[data-live="0"] { opacity: 0.5; }
|
||||
.bj-hand[data-live="1"] {
|
||||
background: rgba(0,0,0,0.16);
|
||||
box-shadow: 0 0 0 2px rgba(var(--glow, 242,181,61), 0.5);
|
||||
}
|
||||
/* Four hands do not fit at one hand's worth of card, and the fix is to tell the
|
||||
row what a card *is* rather than to squash the box a card is in: everything
|
||||
about a card is sized off these two vars. The spot shrinks with them, or the
|
||||
chips end up bigger than the cards they're riding on. */
|
||||
.bj-hands[data-count="2"] { --card-h: 6.6rem; --card-w: 4.7rem; }
|
||||
.bj-hands[data-count="3"],
|
||||
.bj-hands[data-count="4"] { --card-h: 5rem; --card-w: 3.6rem; }
|
||||
.bj-hands[data-count="2"] .pete-hand { min-height: 6.8rem; }
|
||||
.bj-hands[data-count="3"] .pete-hand,
|
||||
.bj-hands[data-count="4"] .pete-hand { min-height: 5.2rem; gap: 0.35rem; }
|
||||
.bj-hands[data-count="2"] .pete-spot { height: 5.5rem; width: 5.5rem; }
|
||||
.bj-hands[data-count="3"] .pete-spot,
|
||||
.bj-hands[data-count="4"] .pete-spot { height: 4.25rem; width: 4.25rem; }
|
||||
.bj-hands[data-count="3"] .pete-spot-label,
|
||||
.bj-hands[data-count="4"] .pete-spot-label { display: none; }
|
||||
|
||||
/* The card a split is about to take away. It lifts, and then it's gone —
|
||||
otherwise a card simply teleports into a hand that didn't exist yet. */
|
||||
.bj-splitting { animation: bj-split-lift 0.32s ease forwards; }
|
||||
@keyframes bj-split-lift {
|
||||
from { transform: translateY(0) rotate(0); }
|
||||
to { transform: translateY(-1.1rem) rotate(6deg); }
|
||||
}
|
||||
|
||||
/* The stack in the spot. Each chip is offset up the pile by its index, so ten
|
||||
chips look like ten chips rather than one chip with a number on it. */
|
||||
.pete-stack {
|
||||
@@ -1563,6 +1612,10 @@ html[data-phase="night"] {
|
||||
animation-delay: calc(var(--i, 0) * 45ms);
|
||||
transition: transform 0.16s ease, filter 0.16s ease;
|
||||
}
|
||||
/* A card that was already in your hand before this redraw doesn't get dealt to
|
||||
you again. The hand is redrawn several times a lap now (every event that
|
||||
changes it), and without this every one of them re-fans the whole thing. */
|
||||
.pete-uno-hand .pete-uno-card[data-settled="1"] { animation: none; }
|
||||
.pete-uno-hand .pete-uno-card[data-on="1"] {
|
||||
cursor: pointer;
|
||||
transform: translateY(-0.5rem);
|
||||
@@ -1750,11 +1803,213 @@ html[data-phase="night"] {
|
||||
.pete-uno-swatch[data-c="yellow"] { --sw: #e0b02c; color: #2b2118; }
|
||||
.pete-uno-swatch[data-c="green"] { --sw: #46a86b; }
|
||||
|
||||
/* ---- calling it, and catching the seat that didn't -------------------------
|
||||
The call is a button with a clock on it. It wants to be the loudest thing on
|
||||
the felt for the two-and-a-bit seconds it exists, because the whole rule is
|
||||
that you can miss it. */
|
||||
.pete-uno-call {
|
||||
margin-top: 0.85rem;
|
||||
padding: 0.9rem 2.6rem;
|
||||
border-radius: 999px;
|
||||
background: #e0b02c;
|
||||
color: #2b2118;
|
||||
font-family: "Fredoka", ui-sans-serif, system-ui, sans-serif;
|
||||
font-size: 1.7rem;
|
||||
font-weight: 700;
|
||||
letter-spacing: 0.02em;
|
||||
box-shadow: 0 5px 0 rgba(0,0,0,0.3), 0 0 0 0 rgba(224,176,44,0.55);
|
||||
animation: pete-uno-call 0.9s ease-in-out infinite;
|
||||
}
|
||||
.pete-uno-call:hover { filter: brightness(1.07); }
|
||||
.pete-uno-call:active { transform: translateY(2px); box-shadow: 0 3px 0 rgba(0,0,0,0.3); }
|
||||
@keyframes pete-uno-call {
|
||||
0%, 100% { transform: scale(1); box-shadow: 0 5px 0 rgba(0,0,0,0.3), 0 0 0 0 rgba(224,176,44,0.5); }
|
||||
50% { transform: scale(1.05); box-shadow: 0 5px 0 rgba(0,0,0,0.3), 0 0 0 0.9rem rgba(224,176,44,0); }
|
||||
}
|
||||
|
||||
/* How long you've got, draining left to right. The duration is set on the
|
||||
element: the window lives in uno.js, and a bar that disagrees with the clock
|
||||
it's drawing is worse than no bar. */
|
||||
.pete-uno-timer {
|
||||
margin-top: 0.8rem;
|
||||
height: 0.35rem;
|
||||
border-radius: 999px;
|
||||
background: rgba(255,255,255,0.16);
|
||||
overflow: hidden;
|
||||
}
|
||||
.pete-uno-timer > span {
|
||||
display: block;
|
||||
height: 100%;
|
||||
width: 100%;
|
||||
background: #e0b02c;
|
||||
transform-origin: left center;
|
||||
animation: pete-uno-drain linear forwards;
|
||||
}
|
||||
@keyframes pete-uno-drain {
|
||||
from { transform: scaleX(1); }
|
||||
to { transform: scaleX(0); }
|
||||
}
|
||||
|
||||
/* A seat on one card that never said so. It gets a button, and the button is
|
||||
the only thing on the felt that says it — there's no badge, because not
|
||||
announcing is exactly what it did. */
|
||||
.pete-uno-catch {
|
||||
position: absolute;
|
||||
top: -0.55rem;
|
||||
left: 50%;
|
||||
transform: translateX(-50%);
|
||||
z-index: 6;
|
||||
padding: 0.22rem 0.7rem;
|
||||
border-radius: 999px;
|
||||
background: #cc3d4a;
|
||||
color: #fff;
|
||||
font-family: "Fredoka", ui-sans-serif, system-ui, sans-serif;
|
||||
font-size: 0.72rem;
|
||||
font-weight: 700;
|
||||
white-space: nowrap;
|
||||
box-shadow: 0 3px 0 rgba(0,0,0,0.25);
|
||||
animation: pete-uno-catch 1.1s ease-in-out infinite;
|
||||
transition: filter 0.12s ease;
|
||||
}
|
||||
.pete-uno-catch:hover { filter: brightness(1.12); }
|
||||
.pete-uno-catch:disabled { opacity: 0.45; animation: none; }
|
||||
@keyframes pete-uno-catch {
|
||||
0%, 100% { transform: translateX(-50%) scale(1); }
|
||||
50% { transform: translateX(-50%) scale(1.08); }
|
||||
}
|
||||
|
||||
@media (prefers-reduced-motion: reduce) {
|
||||
.pete-uno-call, .pete-uno-catch { animation: none; }
|
||||
}
|
||||
|
||||
/* ---- No Mercy -------------------------------------------------------------
|
||||
A rules dial, not a fourth table, and the felt says so: the same table, the
|
||||
same cards, plus six faces the normal box doesn't print and one thing that
|
||||
can be pointed at you — a stack of draw cards with a bill on it.
|
||||
|
||||
Sizing note, and it is the rule this table was taught the hard way: a card is
|
||||
sized by --uno-h/--uno-w and nothing else. These faces set a *font*, never a
|
||||
box, so a "DISCARD ALL" is the same card as a "7" at every width. */
|
||||
|
||||
/* The long faces. "DISCARD ALL" does not fit across an oval at card size, so it
|
||||
wraps — and the oval is tilted, so it wraps on the tilt, which is what the
|
||||
printed card does too. Specificity has to clear the wild rule above (a
|
||||
reverse-draw-four is a wild), hence the .pete-uno-card in front. */
|
||||
.pete-uno-card .pete-uno-oval[data-size="mid"] { font-size: 1.05rem; }
|
||||
.pete-uno-card .pete-uno-oval[data-size="words"] {
|
||||
font-size: 0.5rem;
|
||||
line-height: 1.1;
|
||||
letter-spacing: 0.02em;
|
||||
text-align: center;
|
||||
padding: 0 0.15rem;
|
||||
}
|
||||
|
||||
/* The wild draws glow.
|
||||
|
||||
These are the cards that decide a game, and No Mercy prints a *coloured* +4
|
||||
right next to the wild one, so at a glance in a hand of twenty they have to be
|
||||
tellable apart. The aura is a sibling behind the card rather than a shadow on
|
||||
it: a box-shadow here would fight the one that says which colour a played wild
|
||||
was named as (data-named, above), and lose.
|
||||
|
||||
It sits under the card (z-index -1) and does not take clicks, so the card is
|
||||
still the button. */
|
||||
.pete-uno-card[data-glow="1"] { position: relative; z-index: 0; }
|
||||
.pete-uno-card[data-glow="1"]::before {
|
||||
content: "";
|
||||
position: absolute;
|
||||
inset: -0.35rem;
|
||||
z-index: -1;
|
||||
border-radius: 0.9rem;
|
||||
pointer-events: none;
|
||||
background: conic-gradient(from 0deg,
|
||||
#d64545, #e0b02c, #46a86b, #3d7fd6, #d64545);
|
||||
filter: blur(7px);
|
||||
opacity: 0.75;
|
||||
animation: pete-uno-glow 3.2s linear infinite;
|
||||
}
|
||||
/* The shimmer across the face itself: a slow sweep of light, the way a foil card
|
||||
catches the room when you tilt it. */
|
||||
.pete-uno-card[data-glow="1"] .pete-uno-face::after {
|
||||
content: "";
|
||||
position: absolute;
|
||||
inset: 0;
|
||||
z-index: 2;
|
||||
pointer-events: none;
|
||||
background: linear-gradient(115deg,
|
||||
transparent 35%, rgba(255,255,255,0.55) 50%, transparent 65%);
|
||||
background-size: 260% 100%;
|
||||
animation: pete-uno-shine 2.6s ease-in-out infinite;
|
||||
}
|
||||
@keyframes pete-uno-glow {
|
||||
to { transform: rotate(1turn); }
|
||||
}
|
||||
@keyframes pete-uno-shine {
|
||||
0% { background-position: 140% 0; }
|
||||
55% { background-position: -40% 0; }
|
||||
100% { background-position: -40% 0; }
|
||||
}
|
||||
|
||||
/* The bill. While a stack stands it is the only thing on the table that matters,
|
||||
so it is loud, and it is red. */
|
||||
.pete-uno-pending {
|
||||
font-family: "Fredoka", ui-sans-serif, system-ui, sans-serif;
|
||||
font-size: 0.72rem;
|
||||
font-weight: 700;
|
||||
text-transform: uppercase;
|
||||
letter-spacing: 0.06em;
|
||||
padding: 0.18rem 0.7rem;
|
||||
border-radius: 999px;
|
||||
color: #fff;
|
||||
background: #cc3d4a;
|
||||
box-shadow: 0 3px 0 rgba(0,0,0,0.2);
|
||||
animation: pete-uno-bill 1.1s ease-in-out infinite;
|
||||
}
|
||||
@keyframes pete-uno-bill {
|
||||
0%, 100% { transform: scale(1); }
|
||||
50% { transform: scale(1.06); }
|
||||
}
|
||||
|
||||
/* A seat the mercy rule buried. It stays at the table — the felt would jump if
|
||||
it didn't, and you want to see who's gone — but it is plainly out. */
|
||||
.pete-uno-seat[data-out="1"] {
|
||||
opacity: 0.4;
|
||||
filter: grayscale(1);
|
||||
}
|
||||
.pete-uno-seat[data-out="1"] .pete-uno-count { color: #ffb3ba; }
|
||||
|
||||
/* The rules switch: two dials, and this is the one that isn't the table size. */
|
||||
.pete-seg {
|
||||
display: inline-flex;
|
||||
padding: 0.2rem;
|
||||
border-radius: 999px;
|
||||
background: color-mix(in srgb, var(--ink) 6%, transparent);
|
||||
}
|
||||
.pete-seg-btn {
|
||||
padding: 0.3rem 0.9rem;
|
||||
border-radius: 999px;
|
||||
font-family: "Fredoka", ui-sans-serif, system-ui, sans-serif;
|
||||
font-size: 0.8rem;
|
||||
font-weight: 700;
|
||||
color: color-mix(in srgb, var(--ink) 55%, transparent);
|
||||
transition: background 0.15s ease, color 0.15s ease;
|
||||
}
|
||||
.pete-seg-btn:hover { color: var(--ink); }
|
||||
.pete-seg-btn[data-on="1"] {
|
||||
background: var(--accent);
|
||||
color: #fff;
|
||||
box-shadow: 0 2px 0 rgba(0,0,0,0.15);
|
||||
}
|
||||
|
||||
/* A phone. The cards get smaller so a hand of ten still fits without the felt
|
||||
scrolling sideways, which is the thing to check at 390px with a game on it. */
|
||||
scrolling sideways, which is the thing to check at 390px with a game on it.
|
||||
No Mercy deals bigger hands than that — it is a deck built to bury you — so
|
||||
this is the table where a twenty-card hand has to wrap and not overflow. */
|
||||
@media (max-width: 639px) {
|
||||
.pete-uno-hand { --uno-h: 5.2rem; --uno-w: 3.5rem; gap: 0.3rem; }
|
||||
.pete-uno-deck { --uno-h: 5.2rem; --uno-w: 3.5rem; }
|
||||
.pete-uno-card .pete-uno-oval[data-size="words"] { font-size: 0.42rem; }
|
||||
.pete-uno-card .pete-uno-oval[data-size="mid"] { font-size: 0.9rem; }
|
||||
/* The vars, not just the box: the card in the discard is a .pete-uno-card and
|
||||
takes its size from them, so sizing the box alone left a full-size card
|
||||
hanging out of a small hole, on top of the colour in play. */
|
||||
@@ -1783,6 +2038,11 @@ html[data-phase="night"] {
|
||||
.pete-clock[data-hot="1"],
|
||||
.pete-answer[data-state="wrong"] { animation: none; }
|
||||
.pete-rung { transition: none; }
|
||||
/* The wild draws keep their glow — it is what tells the card apart from the
|
||||
coloured +4 beside it, so it is information — but it stops moving. */
|
||||
.pete-uno-card[data-glow="1"]::before { animation: none; }
|
||||
.pete-uno-card[data-glow="1"] .pete-uno-face::after { display: none; }
|
||||
.pete-uno-pending { animation: none; }
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1836,22 +2096,30 @@ html[data-room] .cs-room {
|
||||
radial-gradient(120% 90% at 50% 120%, rgba(0,0,0,0.45), transparent 55%);
|
||||
}
|
||||
|
||||
/* Casino Night is lit by bulbs, so it gets a few of them: a slow chase across
|
||||
the top of the room. Cheap (one gradient, one transform) and it makes the
|
||||
place feel plugged in rather than painted. */
|
||||
/* Casino Night is lit by bulbs, so it gets a row of them: a slow chase across
|
||||
the top of the room. One radial tile repeated, one transform — each bulb is a
|
||||
hot white core in a yellow body, and the glow is a pair of drop-shadows so it
|
||||
actually throws light rather than being a painted dot. */
|
||||
html[data-room="casino-night"] .cs-room::before {
|
||||
content: "";
|
||||
position: absolute;
|
||||
inset: 0 -50% auto -50%;
|
||||
height: 0.5rem;
|
||||
background: repeating-linear-gradient(90deg,
|
||||
rgba(255,204,47,0.55) 0 0.5rem, transparent 0.5rem 2.25rem);
|
||||
filter: blur(1px);
|
||||
animation: cs-bulbs 2.4s linear infinite;
|
||||
inset: 0.4rem -50% auto -50%;
|
||||
height: 0.7rem;
|
||||
background:
|
||||
radial-gradient(circle at center,
|
||||
#fffbe6 0 0.14rem,
|
||||
#ffcc2f 0.14rem 0.26rem,
|
||||
rgba(255,204,47,0.45) 0.26rem 0.42rem,
|
||||
transparent 0.44rem)
|
||||
0.3rem 50% / 1.9rem 100% repeat-x;
|
||||
filter:
|
||||
drop-shadow(0 0 3px rgba(255,214,90,0.95))
|
||||
drop-shadow(0 0 10px rgba(255,204,47,0.6));
|
||||
animation: cs-bulbs 1.8s linear infinite;
|
||||
}
|
||||
@keyframes cs-bulbs {
|
||||
from { transform: translateX(0); }
|
||||
to { transform: translateX(2.75rem); }
|
||||
to { transform: translateX(1.9rem); }
|
||||
}
|
||||
|
||||
/* The house shadow, restruck for a dark room: the news app's soft brown lift is
|
||||
@@ -2109,6 +2377,27 @@ html[data-room] .pete-felt {
|
||||
.pete-poker-verdict[data-tone="win"] { background: #4caf7d; color: #fff; }
|
||||
.pete-poker-verdict[data-tone="lose"] { background: rgba(255,255,255,0.9); color: #7a5c50; }
|
||||
|
||||
/* The rail. Chat runs along the felt — messages only, no typing indicators, and
|
||||
it never leaves for Matrix. Your own lines lean the other way and take the
|
||||
accent, so a glance tells you who is talking. */
|
||||
.pete-chat-line {
|
||||
display: flex;
|
||||
gap: 0.4rem;
|
||||
align-items: baseline;
|
||||
padding: 0.15rem 0.1rem;
|
||||
line-height: 1.35;
|
||||
}
|
||||
.pete-chat-who {
|
||||
flex-shrink: 0;
|
||||
font-weight: 700;
|
||||
color: var(--accent);
|
||||
}
|
||||
.pete-chat-body {
|
||||
color: color-mix(in srgb, var(--ink) 85%, transparent);
|
||||
word-break: break-word;
|
||||
}
|
||||
.pete-chat-mine .pete-chat-who { color: color-mix(in srgb, var(--ink) 55%, transparent); }
|
||||
|
||||
/* The action bar. Raise is a slider, because a raise is a *size* and a text box
|
||||
makes you type a number you have not thought about. */
|
||||
.pete-raise {
|
||||
|
||||
File diff suppressed because one or more lines are too long
@@ -1,8 +1,8 @@
|
||||
// The blackjack table.
|
||||
//
|
||||
// The browser holds no game. It sends intents — deal, hit, stand, double — and
|
||||
// the server answers with the cards you're allowed to see plus the *script* of
|
||||
// how they got there: one event per card off the shoe, in the order the shoe
|
||||
// The browser holds no game. It sends intents — deal, hit, stand, double, split
|
||||
// — and the server answers with the cards you're allowed to see plus the *script*
|
||||
// of how they got there: one event per card off the shoe, in the order the shoe
|
||||
// gave them up. This file's job is to play that script back at a human speed
|
||||
// rather than snapping the finished hand into place.
|
||||
//
|
||||
@@ -16,6 +16,10 @@
|
||||
// taken away. Nothing about the money changes on this table without something
|
||||
// crossing the felt to make it change — including the count in the chip bar,
|
||||
// which is deliberately not updated until the chips that justify it have landed.
|
||||
//
|
||||
// Since split, "the spot" is not one place. A hand has a spot, and a split makes
|
||||
// a second hand with a second bet on a second spot — two bets that win and lose
|
||||
// separately, which is the whole point of splitting and has to look like it.
|
||||
(function () {
|
||||
"use strict";
|
||||
|
||||
@@ -25,9 +29,7 @@
|
||||
var FX = window.PeteFX;
|
||||
|
||||
var dealerEl = root.querySelector("[data-dealer]");
|
||||
var playerEl = root.querySelector("[data-player]");
|
||||
var dTotalEl = root.querySelector("[data-dealer-total]");
|
||||
var pTotalEl = root.querySelector("[data-player-total]");
|
||||
var dLabelEl = root.querySelector("[data-dealer-label]");
|
||||
var verdictEl = root.querySelector("[data-verdict]");
|
||||
var betting = root.querySelector("[data-betting]");
|
||||
@@ -36,26 +38,22 @@
|
||||
var dealBtn = root.querySelector("[data-deal]");
|
||||
var msgEl = root.querySelector("[data-table-msg]");
|
||||
|
||||
// The three places a chip can be: your pile (in the bar above), the spot in
|
||||
// front of you, and the house's rack on the felt.
|
||||
// Where the chips live: your pile (in the bar above), a spot in front of each
|
||||
// hand, and the house's rack on the felt.
|
||||
var purseEl = document.querySelector("[data-chips]");
|
||||
var spotEl = root.querySelector("[data-spot]");
|
||||
var stackEl = root.querySelector("[data-stack]");
|
||||
var spotTotalEl = root.querySelector("[data-spot-total]");
|
||||
var houseEl = root.querySelector("[data-house]");
|
||||
|
||||
// The spot owns the chips on the felt and the number under them — see PeteFX.
|
||||
// Nothing is bet until a chip is on it, so `bet` starts at nothing rather than
|
||||
// at a default stake nobody put down.
|
||||
var spot = FX.spot({ spot: spotEl, stack: stackEl, total: spotTotalEl });
|
||||
var handsEl = root.querySelector("[data-hands]");
|
||||
var handTpl = root.querySelector("[data-hand-template]");
|
||||
|
||||
var bet = 0; // what you're building between hands
|
||||
var base = 0; // what one hand of the last deal cost, for standing it back up
|
||||
var busy = false; // a request is in flight, or cards are still landing
|
||||
var hand = null; // the hand as the server last described it
|
||||
var hand = null; // the deal as the server last described it
|
||||
|
||||
var DEAL_MS = 380; // one card's flight, and the gap before the next
|
||||
var FLIP_MS = 450;
|
||||
var BEAT_MS = 600; // the dealer thinking before they draw out
|
||||
var SPLIT_MS = 340; // the card lifting out of the hand it's leaving
|
||||
|
||||
var reduced = FX.reduced;
|
||||
function pace(ms) { return reduced ? 0 : ms; }
|
||||
@@ -80,46 +78,137 @@
|
||||
function cardEl(face) { return CARDS.el(face); }
|
||||
var turnOver = CARDS.turnOver;
|
||||
|
||||
// ---- the hands -------------------------------------------------------------
|
||||
//
|
||||
// A box per hand: its chips, its cards, its total, its own verdict. There is
|
||||
// always at least one, and before a deal that one is where you build your bet —
|
||||
// so the chips you stack are already sitting on the hand they're about to buy.
|
||||
|
||||
var hands = [];
|
||||
|
||||
function makeHand(at) {
|
||||
var el = handTpl.content.firstElementChild.cloneNode(true);
|
||||
var spotEl = el.querySelector("[data-spot]");
|
||||
var box = {
|
||||
el: el,
|
||||
spotEl: spotEl, // where a chip flies to, as opposed to what counts it
|
||||
cards: el.querySelector("[data-cards]"),
|
||||
total: el.querySelector("[data-total]"),
|
||||
verdict: el.querySelector("[data-hand-outcome]"),
|
||||
ranks: [], // what's in it, for a running total while the cards are landing
|
||||
spot: FX.spot({
|
||||
spot: spotEl,
|
||||
stack: el.querySelector("[data-stack]"),
|
||||
total: el.querySelector("[data-spot-total]"),
|
||||
}),
|
||||
};
|
||||
if (at === undefined || at >= hands.length) {
|
||||
handsEl.appendChild(el);
|
||||
hands.push(box);
|
||||
} else {
|
||||
handsEl.insertBefore(el, hands[at].el);
|
||||
hands.splice(at, 0, box);
|
||||
}
|
||||
handsEl.dataset.count = hands.length;
|
||||
return box;
|
||||
}
|
||||
|
||||
// reset tears the row down to n empty hands. It does not preserve chips: a
|
||||
// caller that has some to keep (a deal, whose stake is already on the spot)
|
||||
// reads the amount first and puts it back.
|
||||
function reset(n) {
|
||||
handsEl.innerHTML = "";
|
||||
hands = [];
|
||||
for (var i = 0; i < (n || 1); i++) makeHand();
|
||||
}
|
||||
|
||||
function ensure(n) { while (hands.length < n) makeHand(); }
|
||||
|
||||
// The bet you build between hands is hand zero's.
|
||||
function betSpot() { return hands[0].spot; }
|
||||
|
||||
// live marks the hand you're being asked about, and dims the ones you aren't.
|
||||
//
|
||||
// -1 means nobody is acting — the dealer is drawing, or the deal is over — and
|
||||
// that is *not* the same as every hand being inactive: a settled hand is the
|
||||
// thing you are reading, so it goes back to full brightness rather than sitting
|
||||
// there greyed out. Hence the empty string: it matches neither CSS rule.
|
||||
function live(i) {
|
||||
hands.forEach(function (h, k) {
|
||||
h.el.dataset.live = i < 0 ? "" : k === i ? "1" : "0";
|
||||
});
|
||||
}
|
||||
|
||||
// The running total under a hand, worked out from the cards you can see. The
|
||||
// server sends totals too, but only with the finished state — and a hand you're
|
||||
// playing needs to know what it's holding *now*, not once it's over. It's a
|
||||
// readout, never a decision: every ruling is the server's.
|
||||
var TEN = { K: 10, Q: 10, J: 10 };
|
||||
function totalOf(ranks) {
|
||||
var total = 0, aces = 0;
|
||||
ranks.forEach(function (r) {
|
||||
if (r === "A") { aces++; total += 11; }
|
||||
else total += TEN[r] || parseInt(r, 10) || 0;
|
||||
});
|
||||
while (total > 21 && aces > 0) { total -= 10; aces--; }
|
||||
return { total: total, soft: aces > 0 };
|
||||
}
|
||||
|
||||
function showTotal(box) {
|
||||
if (!box.ranks.length) { box.total.classList.add("hidden"); return; }
|
||||
var v = totalOf(box.ranks);
|
||||
box.total.textContent = v.total + (v.soft ? " (soft)" : "");
|
||||
box.total.classList.remove("hidden");
|
||||
}
|
||||
|
||||
var SHORT = {
|
||||
blackjack: "Blackjack", win: "Won", dealer_bust: "Won",
|
||||
lose: "Lost", bust: "Bust", push: "Push",
|
||||
};
|
||||
|
||||
// A hand's own result, on the hand. With one hand this says the same thing as
|
||||
// the pill above it and is a bit redundant; with four it is the only way to
|
||||
// read what happened, because "you win" is not true of all of them.
|
||||
function showHandVerdict(box, h) {
|
||||
var text = h && SHORT[h.outcome];
|
||||
if (!text) { box.verdict.classList.add("hidden"); return; }
|
||||
box.verdict.textContent = text;
|
||||
box.verdict.classList.remove("hidden");
|
||||
}
|
||||
|
||||
// ---- the money on the felt -------------------------------------------------
|
||||
|
||||
// stake moves chips from your pile onto the spot: the bet you build before a
|
||||
// deal, and the second bet a double puts down beside it.
|
||||
function stake(amount, from) {
|
||||
return spot.pour(from || purseEl, amount);
|
||||
}
|
||||
|
||||
// settleChips is what the felt does about the outcome, after the cards have
|
||||
// finished telling you what it is. It reads the same two numbers the ledger
|
||||
// moved: `bet` (already off your pile since the deal) and `payout` (what comes
|
||||
// back — stake plus winnings less rake, or nothing at all).
|
||||
// finished telling you what it is. Each hand is paid on its own, in order, left
|
||||
// to right — because each hand *is* its own bet, and a split that lost one and
|
||||
// won the other has to be watchable as exactly that.
|
||||
function settleChips(final) {
|
||||
var payout = final.payout || 0;
|
||||
var back = payout - final.bet; // what the house is adding, if anything
|
||||
var chain = Promise.resolve();
|
||||
(final.hands || []).forEach(function (h, i) {
|
||||
chain = chain.then(function () {
|
||||
var box = hands[i];
|
||||
if (!box) return;
|
||||
var payout = h.payout || 0;
|
||||
|
||||
if (payout <= 0) {
|
||||
// The house takes it. The stack goes to the rack and doesn't come back.
|
||||
return spot.sweep(houseEl, final.bet, { gap: 45, lift: 0.6, fade: true });
|
||||
}
|
||||
|
||||
// The house pays first, into the spot beside your stake, so you watch the
|
||||
// winnings arrive on top of the bet that earned them.
|
||||
return spot
|
||||
.pour(houseEl, back, { gap: 60 })
|
||||
.then(function () { return wait(back > 0 ? 380 : 200); })
|
||||
// Paid, then swept up: the whole lot comes back to your pile, and only then
|
||||
// does the number in the bar move.
|
||||
.then(function () { return spot.sweep(purseEl, payout, { gap: 40, lift: 0.8 }); });
|
||||
if (payout <= 0) {
|
||||
// The house takes it. The stack goes to the rack and doesn't come back.
|
||||
return box.spot.sweep(houseEl, h.bet, { gap: 45, lift: 0.6, fade: true });
|
||||
}
|
||||
// The house pays first, into the spot beside the stake, so you watch the
|
||||
// winnings arrive on top of the bet that earned them.
|
||||
var back = payout - h.bet;
|
||||
return box.spot
|
||||
.pour(houseEl, back, { gap: 60 })
|
||||
.then(function () { return wait(back > 0 ? 340 : 160); })
|
||||
.then(function () { return box.spot.sweep(purseEl, payout, { gap: 40, lift: 0.8 }); });
|
||||
});
|
||||
});
|
||||
return chain;
|
||||
}
|
||||
|
||||
function totals(v) {
|
||||
if (v.total) {
|
||||
pTotalEl.textContent = v.total + (v.soft ? " (soft)" : "");
|
||||
pTotalEl.classList.remove("hidden");
|
||||
} else {
|
||||
pTotalEl.classList.add("hidden");
|
||||
}
|
||||
// While the hole card is down, the dealer's total is only what's showing —
|
||||
// so say so, rather than printing a number that quietly means something else.
|
||||
// While the hole card is down, the dealer's total is only what's showing — so
|
||||
// say so, rather than printing a number that quietly means something else.
|
||||
function dealerTotal(v) {
|
||||
if (v.dealer && v.dealer.length) {
|
||||
dTotalEl.textContent = v.hole ? v.dealer_total + " showing" : String(v.dealer_total);
|
||||
dTotalEl.classList.remove("hidden");
|
||||
@@ -128,19 +217,28 @@
|
||||
}
|
||||
}
|
||||
|
||||
// paint puts a hand on the felt with no animation. This is the resume path:
|
||||
// you reloaded, or Pete restarted, and your cards are simply there — including
|
||||
// the stake, which is still on the spot because the server still has it.
|
||||
// paint puts a deal on the felt with no animation. This is the resume path: you
|
||||
// reloaded, or Pete restarted, and your cards are simply there — including the
|
||||
// stakes, which are still on their spots because the server still has them.
|
||||
function paint(v) {
|
||||
dealerEl.innerHTML = "";
|
||||
playerEl.innerHTML = "";
|
||||
if (!v) { setPhase(null); spot.render(0); return; }
|
||||
if (!v) { reset(1); setPhase(null); return; }
|
||||
|
||||
reset(v.hands.length || 1);
|
||||
v.hands.forEach(function (h, i) {
|
||||
var box = hands[i];
|
||||
(h.cards || []).forEach(function (c) {
|
||||
box.cards.appendChild(cardEl(c));
|
||||
box.ranks.push(c.rank);
|
||||
});
|
||||
box.spot.render(v.phase === "done" ? 0 : h.bet);
|
||||
showTotal(box);
|
||||
showHandVerdict(box, v.phase === "done" ? h : null);
|
||||
});
|
||||
|
||||
v.player.forEach(function (c) { playerEl.appendChild(cardEl(c)); });
|
||||
v.dealer.forEach(function (c) { dealerEl.appendChild(cardEl(c)); });
|
||||
if (v.hole) dealerEl.appendChild(cardEl(null));
|
||||
spot.render(v.phase === "done" ? 0 : v.bet);
|
||||
totals(v);
|
||||
dealerTotal(v);
|
||||
setPhase(v);
|
||||
}
|
||||
|
||||
@@ -155,30 +253,46 @@
|
||||
|
||||
function verdict(v) {
|
||||
var text = VERDICTS[v.outcome] || "";
|
||||
// Across several hands "you win" is a claim about the money, not about the
|
||||
// cards: you can win one, lose one, and still be up. The pill reports the
|
||||
// deal; the badge on each hand reports the hand.
|
||||
if ((v.hands || []).length > 1) {
|
||||
text = v.net > 0 ? "You're up on the deal." : v.net < 0 ? "Down on the deal." : "All square.";
|
||||
}
|
||||
if (!text) { verdictEl.classList.add("hidden"); return; }
|
||||
if (v.net > 0) text += " +" + v.net.toLocaleString();
|
||||
else if (v.net < 0) text += " " + v.net.toLocaleString();
|
||||
verdictEl.textContent = text;
|
||||
verdictEl.classList.remove("hidden");
|
||||
playerEl.dataset.won = v.net > 0 ? "1" : v.net < 0 ? "-1" : "0";
|
||||
|
||||
// The one thing in this room that gets confetti. A natural is rare, it pays
|
||||
// 3:2, and if everything celebrated then nothing would.
|
||||
//
|
||||
// The *sound* is not so precious: a win is a win and you should hear it. So
|
||||
// the fanfare rides on the money, not on the confetti.
|
||||
if (v.outcome === "blackjack") FX.burst(verdictEl, { count: 34 });
|
||||
else if (v.net > 0) FX.sfx("win");
|
||||
else if (v.net < 0) FX.sfx("lose");
|
||||
else FX.sfx("push");
|
||||
}
|
||||
|
||||
// setPhase swaps the controls: bet between hands, act during one.
|
||||
function setPhase(v) {
|
||||
hand = v;
|
||||
var live = !!v && v.phase === "player";
|
||||
betting.classList.toggle("hidden", live);
|
||||
actions.classList.toggle("hidden", !live);
|
||||
var acting = !!v && v.phase === "player";
|
||||
betting.classList.toggle("hidden", acting);
|
||||
actions.classList.toggle("hidden", !acting);
|
||||
|
||||
if (live) {
|
||||
if (acting) {
|
||||
var dbl = actions.querySelector('[data-move="double"]');
|
||||
var spl = actions.querySelector('[data-move="split"]');
|
||||
if (dbl) dbl.disabled = !v.can_double;
|
||||
if (spl) spl.disabled = !v.can_split;
|
||||
live(v.active || 0);
|
||||
} else {
|
||||
live(-1);
|
||||
}
|
||||
if (!v || v.phase !== "player") verdictEl.classList.toggle("hidden", !(v && v.outcome));
|
||||
if (!acting) verdictEl.classList.toggle("hidden", !(v && v.outcome));
|
||||
}
|
||||
|
||||
// ---- the script -----------------------------------------------------------
|
||||
@@ -203,49 +317,93 @@
|
||||
|
||||
if (!settles) money();
|
||||
|
||||
// Whatever the server says the stake is, that's what has to be on the spot.
|
||||
// Two things get here: a double, which puts a second bet down beside the
|
||||
// first, and a deal whose bet was typed rather than stacked (you kept last
|
||||
// hand's number and just pressed Deal). Either way the chips go down before
|
||||
// the card they're buying does.
|
||||
if (final && final.bet > spot.amount) {
|
||||
var extra = final.bet - spot.amount;
|
||||
chain = chain.then(function () { return stake(extra); });
|
||||
// A deal whose bet was typed rather than stacked (you kept last hand's number
|
||||
// and just pressed Deal) has chips to put down before the first card does.
|
||||
// Everything else that costs money — a double, a split — announces itself as
|
||||
// an event, and pays for itself there.
|
||||
if (final && final.hands && final.hands.length && events.length && events[0].kind === "deal") {
|
||||
var want = final.hands[0].bet;
|
||||
var have = betSpot().amount;
|
||||
if (want > have) {
|
||||
chain = chain.then(function () { return betSpot().pour(purseEl, want - have); });
|
||||
}
|
||||
}
|
||||
|
||||
events.forEach(function (e) {
|
||||
chain = chain.then(function () {
|
||||
var box;
|
||||
switch (e.kind) {
|
||||
case "deal":
|
||||
// Clear the felt, but not the stake: those chips are yours, they are
|
||||
// already on the spot, and they are what this deal is riding on.
|
||||
var staked = betSpot().amount;
|
||||
dealerEl.innerHTML = "";
|
||||
playerEl.innerHTML = "";
|
||||
playerEl.dataset.won = "0";
|
||||
reset(1);
|
||||
betSpot().render(staked);
|
||||
verdictEl.classList.add("hidden");
|
||||
FX.sfx("shuffle");
|
||||
return;
|
||||
|
||||
case "player_card":
|
||||
playerEl.appendChild(cardEl(e.card));
|
||||
ensure(e.hand + 1);
|
||||
box = hands[e.hand];
|
||||
box.cards.appendChild(cardEl(e.card));
|
||||
box.ranks.push(e.card.rank);
|
||||
showTotal(box);
|
||||
live(e.hand);
|
||||
FX.sfx("deal");
|
||||
return wait(DEAL_MS);
|
||||
|
||||
case "split":
|
||||
// The second card lifts out of the hand it was in and becomes a hand
|
||||
// of its own, and the bet that follows it is a second bet: the same
|
||||
// chips again, out of your pile, onto a spot that didn't exist a
|
||||
// moment ago.
|
||||
var src = hands[e.hand];
|
||||
var moved = src.cards.lastElementChild;
|
||||
var stake = src.spot.amount;
|
||||
var fresh = makeHand(e.hand + 1);
|
||||
if (moved) moved.classList.add("bj-splitting");
|
||||
FX.sfx("deal", { v: 1 });
|
||||
return wait(SPLIT_MS).then(function () {
|
||||
if (moved) {
|
||||
moved.classList.remove("bj-splitting");
|
||||
fresh.cards.appendChild(moved);
|
||||
}
|
||||
fresh.ranks.push(src.ranks.pop());
|
||||
showTotal(src);
|
||||
showTotal(fresh);
|
||||
return fresh.spot.pour(purseEl, stake);
|
||||
});
|
||||
|
||||
case "double":
|
||||
// The stake goes down again on that hand, and only that hand.
|
||||
box = hands[e.hand];
|
||||
return box.spot.pour(purseEl, box.spot.amount);
|
||||
|
||||
case "dealer_card":
|
||||
// The dealer takes a moment before the first card they draw out.
|
||||
// Card, card, card with no breath in between is a machine dealing;
|
||||
// the pause is the only thing on this table that plays as suspense.
|
||||
var beat = drew ? Promise.resolve() : think();
|
||||
drew = true;
|
||||
live(-1);
|
||||
return beat.then(function () {
|
||||
dealerEl.appendChild(cardEl(e.card));
|
||||
FX.sfx("deal", { v: 1 });
|
||||
return wait(DEAL_MS);
|
||||
});
|
||||
|
||||
case "dealer_hole":
|
||||
hole = cardEl(null);
|
||||
dealerEl.appendChild(hole);
|
||||
FX.sfx("deal", { v: 2 });
|
||||
return wait(DEAL_MS);
|
||||
|
||||
case "reveal":
|
||||
// The hole card turns over. Its face is in the final hand — this is
|
||||
// the first moment the server has been willing to say what it was.
|
||||
live(-1);
|
||||
if (!hole) hole = dealerEl.querySelector('.pete-card[data-face="down"]');
|
||||
if (hole && final && final.dealer && final.dealer[1]) {
|
||||
turnOver(hole, final.dealer[1]);
|
||||
@@ -261,12 +419,16 @@
|
||||
return chain.then(function () {
|
||||
if (!final) { paint(null); money(); return; }
|
||||
|
||||
totals(final);
|
||||
dealerTotal(final);
|
||||
if (!settles) { setPhase(final); return; }
|
||||
|
||||
// The hand is over: nothing is on offer while the money is moving. Hit and
|
||||
// Stand go now, and Deal comes back at the far end.
|
||||
// The deal is over: nothing is on offer while the money is moving. The
|
||||
// actions go now, and Deal comes back at the far end.
|
||||
actions.classList.add("hidden");
|
||||
live(-1);
|
||||
(final.hands || []).forEach(function (h, i) {
|
||||
if (hands[i]) showHandVerdict(hands[i], h);
|
||||
});
|
||||
verdict(final);
|
||||
// The chips move, and the bar catches up with them when they arrive. The
|
||||
// betting controls come back last, once the felt is clear: offering Deal
|
||||
@@ -274,16 +436,30 @@
|
||||
// has to refuse.
|
||||
return settleChips(final)
|
||||
.then(money)
|
||||
.then(function () { return standing(final.bet); })
|
||||
.then(function () { return standing(base || unitBet(final.hands[0])); })
|
||||
.then(function () { setPhase(final); });
|
||||
});
|
||||
}
|
||||
|
||||
// standing leaves your bet up for the next hand, the way you would at a table:
|
||||
// the stake that just settled goes straight back on the spot. It costs nothing
|
||||
// — chips on the spot are a proposal until you press Deal — and it's what keeps
|
||||
// the number in the panel honest, because otherwise a settled hand leaves
|
||||
// "your bet: 300" printed over an empty spot.
|
||||
// one hand's stake goes straight back on the spot. It costs nothing — chips on
|
||||
// the spot are a proposal until you press Deal — and it's what keeps the number
|
||||
// in the panel honest, because otherwise a settled hand leaves "your bet: 300"
|
||||
// printed over an empty spot.
|
||||
//
|
||||
// It's one hand's worth, not the whole deal's: a split cost you four hundred,
|
||||
// and standing four hundred back up on one spot would be betting a stranger's
|
||||
// money on your behalf.
|
||||
// unitBet is what one hand of a deal actually cost, read back off a settled
|
||||
// hand. It exists for the reload: `base` only knows what you pressed Deal with,
|
||||
// and if you reloaded mid-hand nobody pressed Deal. A doubled hand carries twice
|
||||
// the stake it was dealt with, so standing its bet back up would quietly put you
|
||||
// on double the number you thought you were playing.
|
||||
function unitBet(h) {
|
||||
if (!h) return 0;
|
||||
return h.doubled ? h.bet / 2 : h.bet;
|
||||
}
|
||||
|
||||
function standing(amount) {
|
||||
var money = window.PeteGames.view();
|
||||
if (!amount || !money || money.chips < amount) {
|
||||
@@ -293,7 +469,7 @@
|
||||
}
|
||||
bet = amount;
|
||||
showBet();
|
||||
return stake(amount);
|
||||
return betSpot().pour(purseEl, amount);
|
||||
}
|
||||
|
||||
// think is the dealer's beat: a pause with something to look at, so it reads as
|
||||
@@ -321,7 +497,8 @@
|
||||
say(err.message, "bad");
|
||||
// Whatever we thought was on the felt, the server is the authority on it.
|
||||
return window.PeteGames.refresh().then(function (v) {
|
||||
if (v && !v.hand) spot.render(0);
|
||||
if (v && !v.hand) { reset(1); setPhase(null); }
|
||||
else if (v && v.hand) paint(v.hand);
|
||||
});
|
||||
})
|
||||
.then(function () { busy = false; });
|
||||
@@ -358,8 +535,9 @@
|
||||
// but the spot's total moves now, so a Deal pressed mid-flight still knows
|
||||
// the chip is on its way and doesn't put a second one down.
|
||||
var target = bet;
|
||||
var spot = betSpot();
|
||||
spot.amount = bet;
|
||||
FX.fly(btn, spotEl, { denom: d }).then(function () {
|
||||
FX.fly(btn, hands[0].spotEl, { denom: d }).then(function () {
|
||||
if (bet >= target) spot.render(target); // unless Clear got there first
|
||||
});
|
||||
});
|
||||
@@ -368,8 +546,8 @@
|
||||
var clearBtn = root.querySelector("[data-bet-clear]");
|
||||
if (clearBtn) {
|
||||
clearBtn.addEventListener("click", function () {
|
||||
if (busy || !spot.amount) { bet = 0; showBet(); return; }
|
||||
spot.sweep(purseEl, null, { gap: 40, lift: 0.7 });
|
||||
if (busy || !betSpot().amount) { bet = 0; showBet(); return; }
|
||||
betSpot().sweep(purseEl, null, { gap: 40, lift: 0.7 });
|
||||
bet = 0;
|
||||
showBet();
|
||||
});
|
||||
@@ -378,6 +556,7 @@
|
||||
if (dealBtn) {
|
||||
dealBtn.addEventListener("click", function () {
|
||||
if (bet <= 0) { say("Put something on it first.", "bad"); return; }
|
||||
base = bet; // one hand's worth, which is what a split doubles and a stand puts back
|
||||
send("/api/games/blackjack/deal", { bet: bet });
|
||||
});
|
||||
}
|
||||
@@ -393,15 +572,17 @@
|
||||
if (/^(input|textarea|select)$/i.test((e.target.tagName || ""))) return;
|
||||
if (!hand || hand.phase !== "player" || busy) return;
|
||||
|
||||
var move = { h: "hit", s: "stand", d: "double" }[e.key.toLowerCase()];
|
||||
var move = { h: "hit", s: "stand", d: "double", p: "split" }[e.key.toLowerCase()];
|
||||
if (!move) return;
|
||||
if (move === "double" && !hand.can_double) return;
|
||||
if (move === "split" && !hand.can_split) return;
|
||||
e.preventDefault();
|
||||
send("/api/games/blackjack/move", { move: move });
|
||||
});
|
||||
|
||||
// The money bar owns the first fetch; the table picks up whatever it found,
|
||||
// including a hand left sitting on the felt by a reload or a redeploy.
|
||||
// including a deal left sitting on the felt by a reload or a redeploy.
|
||||
reset(1);
|
||||
var resumed = false;
|
||||
window.PeteGames.onUpdate(function (v) {
|
||||
if (!resumed) {
|
||||
|
||||
@@ -155,11 +155,17 @@
|
||||
}
|
||||
|
||||
// turnOver flips a face-down card up, now that we've been told what it is.
|
||||
//
|
||||
// Unlike el(), this is only ever a *gesture* — a card that was down and is now
|
||||
// up, because something happened. It never runs on a repaint, which is why the
|
||||
// flip sound can live here and be right for every table at once, and why the
|
||||
// deal sound cannot: el() runs every time a board is redrawn.
|
||||
function turnOver(wrap, face) {
|
||||
if (!wrap) return;
|
||||
paint(wrap.querySelector(".pete-card-front"), face);
|
||||
wrap.dataset.face = "up";
|
||||
wrap.dataset.key = face.label;
|
||||
if (window.PeteSFX) window.PeteSFX.play("flip");
|
||||
}
|
||||
|
||||
window.PeteCards = {
|
||||
|
||||
@@ -18,6 +18,14 @@
|
||||
var reduced =
|
||||
window.matchMedia && window.matchMedia("(prefers-reduced-motion: reduce)").matches;
|
||||
|
||||
// The room's noise, if it's loaded. Everything that flies through this file
|
||||
// makes a sound when it lands, which is how every table got sound at once
|
||||
// without any of them being told about it: a chip is a chip wherever it's
|
||||
// thrown from. A game that wants something more specific says so per call.
|
||||
function sfx(name, opts) {
|
||||
if (window.PeteSFX) window.PeteSFX.play(name, opts);
|
||||
}
|
||||
|
||||
var layer = null;
|
||||
function stage() {
|
||||
if (!layer) {
|
||||
@@ -107,13 +115,23 @@
|
||||
// than averaging itself back down to nothing.
|
||||
var sMid = Math.max(s0, s1) * 1.12;
|
||||
|
||||
var wait = reduced ? 0 : opts.delay || 0;
|
||||
|
||||
// It makes a noise when it lands, and the noise is scheduled on the audio
|
||||
// clock for the moment it lands — not fired by a timer that goes off when the
|
||||
// animation ends. A timer that drifts thirty milliseconds is a card you hear
|
||||
// before you see, and that is worse than silence.
|
||||
if (opts.sound) {
|
||||
sfx(opts.sound, { delay: (wait + dur) / 1000, v: opts.index || 0 });
|
||||
}
|
||||
|
||||
var anim = node.animate(
|
||||
[
|
||||
{ transform: t(a.x, a.y, s0, opts.fromSpin || 0), opacity: 1, offset: 0 },
|
||||
{ transform: t(midX, midY, sMid, spin * 0.6), opacity: 1, offset: 0.5 },
|
||||
{ transform: t(b.x, b.y, s1, spin), opacity: opts.fade ? 0 : 1, offset: 1 },
|
||||
],
|
||||
{ duration: dur, easing: "cubic-bezier(0.33, 0, 0.25, 1)", delay: reduced ? 0 : opts.delay || 0, fill: "both" }
|
||||
{ duration: dur, easing: "cubic-bezier(0.33, 0, 0.25, 1)", delay: wait, fill: "both" }
|
||||
);
|
||||
|
||||
return anim.finished
|
||||
@@ -127,6 +145,9 @@
|
||||
// was — UNO wanted the same throw with a card in it, so the throw moved out.
|
||||
function fly(from, to, opts) {
|
||||
opts = opts || {};
|
||||
// A chip clinks. Every table in the room bets, pays and sweeps through this
|
||||
// one function, so saying it once here is every table having chip sounds.
|
||||
if (opts.sound === undefined) opts = Object.assign({ sound: "chip" }, opts);
|
||||
return flyNode(disc(opts.denom || 25), from, to, opts);
|
||||
}
|
||||
|
||||
@@ -225,6 +246,7 @@
|
||||
var n = amount == null ? api.amount : amount;
|
||||
var left = api.amount - n;
|
||||
if (n <= 0) return Promise.resolve();
|
||||
sfx("sweep"); // the pile leaving the felt, under the chips landing
|
||||
var chain = flyMany(els.spot, to, chipsFor(n, 8), Object.assign({ gap: 40, lift: 0.8 }, opts || {}));
|
||||
api.render(left > 0 ? left : 0);
|
||||
return chain;
|
||||
@@ -233,8 +255,10 @@
|
||||
return api;
|
||||
}
|
||||
|
||||
// burst: confetti out of a point. Saved for the things worth celebrating.
|
||||
// burst: confetti out of a point. Saved for the things worth celebrating — so
|
||||
// it is also, everywhere in the room, the sound of winning.
|
||||
function burst(target, opts) {
|
||||
sfx("win"); // before the reduced-motion bail: no confetti still deserves the fanfare
|
||||
if (reduced) return Promise.resolve();
|
||||
opts = opts || {};
|
||||
var c = centre(target);
|
||||
@@ -326,6 +350,7 @@
|
||||
|
||||
window.PeteFX = {
|
||||
reduced: reduced,
|
||||
sfx: sfx, // so a table can make a noise without reaching past this file
|
||||
chipsFor: chipsFor,
|
||||
disc: disc,
|
||||
jitter: jitter,
|
||||
|
||||
370
internal/web/static/js/casino-sfx.js
Normal file
370
internal/web/static/js/casino-sfx.js
Normal file
@@ -0,0 +1,370 @@
|
||||
// The noise the room makes.
|
||||
//
|
||||
// The room speaks in two voices. The cards and chips are *recorded* — real clay
|
||||
// and real card stock, CC0 foley from Kenney's casino pack, sitting as small ogg
|
||||
// files under /static/audio/casino. Synthesis never quite caught the grain of a
|
||||
// chip landing on a chip, so for those we stopped trying. Everything melodic —
|
||||
// the wins, the losses, the little ticks — is still *made*: an oscillator, a
|
||||
// burst of filtered noise, an envelope, the same bargain the weather engine takes
|
||||
// with its clouds. A win is four notes going up; a chip is a recording of a chip.
|
||||
//
|
||||
// A name is a recording if it appears in SAMPLES and synthesised if it appears in
|
||||
// SOUNDS. The recordings guard against the one weakness of a sample — the same wav
|
||||
// 300 times is a machine gun — by keeping several takes per sound and rotating
|
||||
// through them, and by nudging every play a few percent off pitch. The synthesised
|
||||
// half was always immune to that; it varies itself.
|
||||
//
|
||||
// Two rules hold the whole file up.
|
||||
//
|
||||
// **Nothing is built until it's asked for.** A browser will not let a page make a
|
||||
// noise before the user has touched it, and a page that builds an AudioContext on
|
||||
// load gets one in the "suspended" state and a warning in the console for its
|
||||
// trouble. So the context is made on the first sound anybody actually asks for —
|
||||
// which, in a casino, is a click on a chip.
|
||||
//
|
||||
// **Muted means silent, not quiet.** When the room is muted nothing is
|
||||
// constructed, nothing is scheduled and no context is opened. Mute is the
|
||||
// default-off switch for the entire file, checked before anything else happens.
|
||||
//
|
||||
// Exposed as window.PeteSFX. Nothing in here knows what blackjack is.
|
||||
//
|
||||
// If a recording hasn't finished decoding on the frame it's first needed, that one
|
||||
// call falls through to the synthesised version — so the table is never silent
|
||||
// while the ogg loads, and by the second card everything is real.
|
||||
(function () {
|
||||
"use strict";
|
||||
|
||||
var KEY = "pete.sfx.off";
|
||||
|
||||
var ctx = null;
|
||||
var master = null;
|
||||
var noiseBuf = null;
|
||||
var muted = false;
|
||||
var listeners = [];
|
||||
|
||||
try { muted = localStorage.getItem(KEY) === "1"; } catch (e) {}
|
||||
|
||||
// ---- the instrument --------------------------------------------------------
|
||||
|
||||
function boot() {
|
||||
if (ctx) return ctx;
|
||||
var AC = window.AudioContext || window.webkitAudioContext;
|
||||
if (!AC) return null;
|
||||
try {
|
||||
ctx = new AC();
|
||||
} catch (e) {
|
||||
return null;
|
||||
}
|
||||
master = ctx.createGain();
|
||||
master.gain.value = 0.45; // the room is furniture, not a nightclub
|
||||
master.connect(ctx.destination);
|
||||
return ctx;
|
||||
}
|
||||
|
||||
// A second of white noise, made once and played at different speeds and through
|
||||
// different filters for the rest of the session. Card flicks, riffles, the
|
||||
// transient on a chip: all of them are this buffer wearing a different coat.
|
||||
function noise() {
|
||||
if (noiseBuf) return noiseBuf;
|
||||
var n = ctx.sampleRate;
|
||||
noiseBuf = ctx.createBuffer(1, n, n);
|
||||
var d = noiseBuf.getChannelData(0);
|
||||
for (var i = 0; i < n; i++) d[i] = Math.random() * 2 - 1;
|
||||
return noiseBuf;
|
||||
}
|
||||
|
||||
// env is the shape of every sound in here: up fast, down slow, and never to
|
||||
// zero — an exponential ramp to actual zero is undefined, and a browser that
|
||||
// hits one either throws or clicks.
|
||||
function env(g, t0, attack, decay, peak) {
|
||||
g.gain.setValueAtTime(0.0001, t0);
|
||||
g.gain.exponentialRampToValueAtTime(Math.max(0.0001, peak), t0 + attack);
|
||||
g.gain.exponentialRampToValueAtTime(0.0001, t0 + attack + decay);
|
||||
}
|
||||
|
||||
// tone is one note.
|
||||
function tone(t0, freq, o) {
|
||||
o = o || {};
|
||||
var osc = ctx.createOscillator();
|
||||
var g = ctx.createGain();
|
||||
osc.type = o.type || "sine";
|
||||
osc.frequency.setValueAtTime(freq, t0);
|
||||
if (o.to) osc.frequency.exponentialRampToValueAtTime(o.to, t0 + (o.glide || o.decay || 0.1));
|
||||
env(g, t0, o.attack || 0.004, o.decay || 0.12, o.gain == null ? 0.3 : o.gain);
|
||||
osc.connect(g).connect(master);
|
||||
osc.start(t0);
|
||||
osc.stop(t0 + (o.attack || 0.004) + (o.decay || 0.12) + 0.02);
|
||||
}
|
||||
|
||||
// hiss is a burst of the noise buffer through a filter, which is what a card,
|
||||
// a riffle and the knock on a chip all are.
|
||||
function hiss(t0, o) {
|
||||
o = o || {};
|
||||
var src = ctx.createBufferSource();
|
||||
src.buffer = noise();
|
||||
src.playbackRate.value = o.rate || 1;
|
||||
|
||||
var f = ctx.createBiquadFilter();
|
||||
f.type = o.filter || "bandpass";
|
||||
f.frequency.setValueAtTime(o.freq || 2000, t0);
|
||||
if (o.sweepTo) f.frequency.exponentialRampToValueAtTime(o.sweepTo, t0 + (o.decay || 0.1));
|
||||
f.Q.value = o.q == null ? 1.1 : o.q;
|
||||
|
||||
var g = ctx.createGain();
|
||||
env(g, t0, o.attack || 0.003, o.decay || 0.09, o.gain == null ? 0.3 : o.gain);
|
||||
|
||||
src.connect(f).connect(g).connect(master);
|
||||
src.start(t0);
|
||||
src.stop(t0 + (o.attack || 0.003) + (o.decay || 0.09) + 0.02);
|
||||
}
|
||||
|
||||
// ---- the recordings --------------------------------------------------------
|
||||
//
|
||||
// The foley. Each name maps to a handful of takes; `v` (the index of the card or
|
||||
// chip in a run) picks which one and how far off pitch it lands, so a dealt hand
|
||||
// is four different cards rather than one card four times. `gain` is per-sound
|
||||
// and multiplies the master, exactly like the synthesised sounds' peak does.
|
||||
|
||||
var SAMPLE_BASE = "/static/audio/casino/";
|
||||
var SAMPLES = {
|
||||
// A card thrown down onto the table. `vary` is the largest fraction a take is
|
||||
// ever pitched by, up or down — 0.20 means a play can land anywhere from a fifth
|
||||
// slower (deeper) to a fifth faster (brighter).
|
||||
card: { files: ["cardPlace1", "cardPlace2", "cardPlace3", "cardPlace4"], gain: 0.6, vary: 0.20 },
|
||||
// A card slid into place — softer, longer than a throw.
|
||||
deal: { files: ["cardSlide1", "cardSlide2", "cardSlide3", "cardSlide4", "cardSlide5", "cardSlide6"], gain: 0.5, vary: 0.20 },
|
||||
// A card flicked over.
|
||||
flip: { files: ["cardFan1", "cardFan2"], gain: 0.5, vary: 0.18 },
|
||||
// The riffle — one take, so the pitch wobble is all that keeps two shuffles apart.
|
||||
shuffle: { files: ["cardShuffle"], gain: 0.6, vary: 0.10 },
|
||||
// A clay chip set down on a stack.
|
||||
chip: { files: ["chipLay1", "chipLay2"], gain: 0.6, vary: 0.22 },
|
||||
// Chips gathered and slid away.
|
||||
sweep: { files: ["chipsHandle2", "chipsHandle4", "chipsHandle6"], gain: 0.5, vary: 0.14 },
|
||||
};
|
||||
|
||||
// Decoded buffers by filename. A value of null means "claimed, in flight or
|
||||
// decoding"; false means "we tried and it failed, never bother again"; an
|
||||
// AudioBuffer means ready.
|
||||
var buffers = {};
|
||||
var warmed = false;
|
||||
|
||||
// A rotating cursor per sound, so that even a run of identical calls walks
|
||||
// through the takes rather than replaying the first one. Callers pass `v` to
|
||||
// separate simultaneous sounds (the cards of one deal), but many pass the same
|
||||
// constant every time — the cursor is what keeps a stack of chips from being the
|
||||
// same click over and over.
|
||||
var turn = {};
|
||||
|
||||
// decode fetches a file and turns it into a buffer, exactly once per filename.
|
||||
// decodeAudioData exists in a modern promise flavour and an old callback one;
|
||||
// this handles both so the foley works on older Safari too.
|
||||
function decode(file) {
|
||||
if (file in buffers) return; // ready, in flight, or known-bad
|
||||
buffers[file] = null;
|
||||
fetch(SAMPLE_BASE + file + ".ogg")
|
||||
.then(function (r) { return r.ok ? r.arrayBuffer() : Promise.reject(); })
|
||||
.then(function (ab) {
|
||||
return new Promise(function (res, rej) {
|
||||
var p = ctx.decodeAudioData(ab, res, rej);
|
||||
if (p && p.then) p.then(res, rej);
|
||||
});
|
||||
})
|
||||
.then(function (buf) { buffers[file] = buf; })
|
||||
.catch(function () { buffers[file] = false; });
|
||||
}
|
||||
|
||||
// warm pulls every take down once the context is awake, so that after the first
|
||||
// click the whole set is decoded and ready and nothing has to fall back.
|
||||
function warm() {
|
||||
if (warmed || !ctx) return;
|
||||
warmed = true;
|
||||
for (var name in SAMPLES) SAMPLES[name].files.forEach(decode);
|
||||
}
|
||||
|
||||
// sample plays one recorded take. It returns false — rather than making a noise —
|
||||
// when the name isn't a recording or its buffer isn't decoded yet, which is the
|
||||
// caller's signal to reach for the synthesised version instead.
|
||||
function sample(name, t0, v) {
|
||||
var cfg = SAMPLES[name];
|
||||
if (!cfg) return false;
|
||||
// Advance the cursor, then offset it by v. The cursor guarantees consecutive
|
||||
// calls move to the next take; v spreads apart sounds fired together (one
|
||||
// deal's cards) so they don't all land on the same take at once.
|
||||
var k = (turn[name] = (turn[name] || 0) + 1) + Math.abs(Math.round(v));
|
||||
var buf = buffers[cfg.files[k % cfg.files.length]];
|
||||
if (!buf) return false; // not decoded yet, or failed: let synth cover it
|
||||
var src = ctx.createBufferSource();
|
||||
src.buffer = buf;
|
||||
// Pitch, walking with the same cursor across seven steps between -vary and
|
||||
// +vary, so even a single-take sound like the shuffle isn't identical twice in
|
||||
// a row. Seven steps rather than a couple means the runs don't read as a loop.
|
||||
if (cfg.vary) src.playbackRate.value = 1 + (((k % 7) - 3) / 3) * cfg.vary;
|
||||
var g = ctx.createGain();
|
||||
g.gain.value = cfg.gain == null ? 0.6 : cfg.gain;
|
||||
src.connect(g).connect(master);
|
||||
src.start(t0);
|
||||
return true;
|
||||
}
|
||||
|
||||
// ---- the sounds ------------------------------------------------------------
|
||||
//
|
||||
// Each one takes the time it starts at, and a `v` — a small per-call variation,
|
||||
// usually the index of the card or chip in a run. Four cards dealt with the
|
||||
// identical sample four times is a machine gun; four cards each a semitone off
|
||||
// is a hand dealing.
|
||||
|
||||
var SOUNDS = {
|
||||
// A card landing: mostly air, with a slap on the front of it.
|
||||
card: function (t, v) {
|
||||
hiss(t, { freq: 1800 + v * 140, q: 0.9, decay: 0.075, rate: 1 + v * 0.05, gain: 0.3 });
|
||||
hiss(t, { filter: "highpass", freq: 4200, decay: 0.02, gain: 0.16 });
|
||||
},
|
||||
|
||||
// Dealing is the same card, lower and softer: it's being placed, not thrown.
|
||||
deal: function (t, v) {
|
||||
hiss(t, { freq: 1250 + v * 110, q: 1.1, decay: 0.085, rate: 0.9, gain: 0.24 });
|
||||
},
|
||||
|
||||
// A card turning over — shorter, brighter, and it comes in two halves, which
|
||||
// is what a flip actually sounds like.
|
||||
flip: function (t) {
|
||||
hiss(t, { freq: 2600, q: 1.4, decay: 0.035, gain: 0.22 });
|
||||
hiss(t + 0.045, { freq: 1500, q: 1.0, decay: 0.06, gain: 0.24 });
|
||||
},
|
||||
|
||||
// The riffle. One long sweep of noise with the filter climbing through it,
|
||||
// and a rattle laid over the top so it isn't just a shhh.
|
||||
shuffle: function (t) {
|
||||
hiss(t, { freq: 700, sweepTo: 3400, q: 0.7, attack: 0.02, decay: 0.34, gain: 0.2 });
|
||||
for (var i = 0; i < 9; i++) {
|
||||
hiss(t + 0.03 + i * 0.032, { freq: 2400 + i * 130, q: 2.2, decay: 0.02, gain: 0.09 });
|
||||
}
|
||||
},
|
||||
|
||||
// A chip landing on a chip. Two detuned partials well above the staff, with a
|
||||
// knock underneath — the knock is most of what makes it read as *clay* rather
|
||||
// than as a bell.
|
||||
chip: function (t, v) {
|
||||
var f = 1750 + v * 55;
|
||||
tone(t, f, { type: "sine", decay: 0.07, gain: 0.16 });
|
||||
tone(t, f * 1.34, { type: "sine", decay: 0.05, gain: 0.1 });
|
||||
hiss(t, { filter: "lowpass", freq: 900, decay: 0.03, gain: 0.3, q: 0.5 });
|
||||
},
|
||||
|
||||
// Chips sliding away across felt.
|
||||
sweep: function (t) {
|
||||
hiss(t, { freq: 1600, sweepTo: 500, q: 0.6, attack: 0.015, decay: 0.26, gain: 0.16 });
|
||||
},
|
||||
|
||||
// Four notes up. This is the only sound in the room allowed to be pleased.
|
||||
win: function (t) {
|
||||
[523.25, 659.25, 783.99, 1046.5].forEach(function (f, i) {
|
||||
tone(t + i * 0.085, f, { type: "triangle", decay: 0.26, gain: 0.24 });
|
||||
});
|
||||
},
|
||||
|
||||
// Two notes down, and the second one is flat. Nobody needs telling twice.
|
||||
lose: function (t) {
|
||||
tone(t, 311.13, { type: "triangle", decay: 0.24, gain: 0.22 });
|
||||
tone(t + 0.15, 233.08, { type: "triangle", decay: 0.42, gain: 0.22 });
|
||||
},
|
||||
|
||||
// Nothing happened and nothing was lost.
|
||||
push: function (t) {
|
||||
tone(t, 392, { type: "sine", decay: 0.2, gain: 0.16 });
|
||||
},
|
||||
|
||||
// A button. Short enough that you feel it rather than hear it.
|
||||
blip: function (t) {
|
||||
tone(t, 880, { type: "sine", decay: 0.055, gain: 0.12 });
|
||||
},
|
||||
|
||||
// UNO, called. A bright stab plus a zip upwards: it is a shout, and it is the
|
||||
// one thing on that table you want to feel good about pressing.
|
||||
uno: function (t) {
|
||||
[659.25, 830.61, 987.77].forEach(function (f) {
|
||||
tone(t, f, { type: "triangle", decay: 0.3, gain: 0.2 });
|
||||
});
|
||||
tone(t, 500, { type: "sawtooth", to: 1600, glide: 0.16, decay: 0.18, gain: 0.09 });
|
||||
},
|
||||
|
||||
// Got them. A rising snap with a thump on the end — the sound of a finger
|
||||
// being pointed.
|
||||
catch: function (t) {
|
||||
tone(t, 300, { type: "square", to: 900, glide: 0.11, decay: 0.12, gain: 0.13 });
|
||||
hiss(t + 0.1, { filter: "lowpass", freq: 1100, decay: 0.1, gain: 0.34, q: 0.7 });
|
||||
tone(t + 0.1, 174.61, { type: "triangle", decay: 0.22, gain: 0.2 });
|
||||
},
|
||||
|
||||
// Something bad landed on you: a stack, a +4, a catch you walked into.
|
||||
bad: function (t) {
|
||||
tone(t, 155.56, { type: "square", to: 98, glide: 0.18, decay: 0.22, gain: 0.14 });
|
||||
hiss(t, { filter: "lowpass", freq: 700, decay: 0.14, gain: 0.3, q: 0.6 });
|
||||
},
|
||||
|
||||
// A clock you can hear. Used sparingly, and never in a run of more than a few.
|
||||
tick: function (t) {
|
||||
hiss(t, { freq: 3200, q: 3, decay: 0.02, gain: 0.14 });
|
||||
},
|
||||
};
|
||||
|
||||
// ---- the door --------------------------------------------------------------
|
||||
|
||||
// A browser will not make a noise until the user has touched the page, and a
|
||||
// context built before that arrives suspended. This wakes it on the first real
|
||||
// gesture — after which play() can schedule freely.
|
||||
function wake() {
|
||||
if (ctx && ctx.state === "suspended") ctx.resume().catch(function () {});
|
||||
warm();
|
||||
}
|
||||
["pointerdown", "keydown", "touchstart"].forEach(function (ev) {
|
||||
window.addEventListener(ev, wake, { passive: true });
|
||||
});
|
||||
|
||||
// play makes a sound, or — if the room is muted — makes nothing at all, opens no
|
||||
// context and builds no graph.
|
||||
//
|
||||
// `v` is the variation: pass the index of the card or chip in a run and the
|
||||
// sound moves a little each time, which is the difference between a hand and a
|
||||
// machine. `delay` schedules it ahead in seconds, so a caller that knows a card
|
||||
// lands in 400ms can say so rather than sleeping.
|
||||
function play(name, opts) {
|
||||
if (muted) return;
|
||||
if (!SOUNDS[name] && !SAMPLES[name]) return; // known to neither voice
|
||||
if (!boot()) return;
|
||||
wake();
|
||||
if (ctx.state !== "running") return; // not yet touched: no sound, and no error
|
||||
var t0 = ctx.currentTime + ((opts && opts.delay) || 0);
|
||||
var v = (opts && opts.v) || 0;
|
||||
try {
|
||||
// A recording if we have one decoded; the synthesised take otherwise — both
|
||||
// for names that are only ever synthesised, and for the first call of a
|
||||
// recorded name while its ogg is still loading.
|
||||
if (sample(name, t0, v)) return;
|
||||
if (SOUNDS[name]) SOUNDS[name](t0, v);
|
||||
} catch (e) {
|
||||
/* a sound is never worth throwing over */
|
||||
}
|
||||
}
|
||||
|
||||
function setMuted(on) {
|
||||
muted = !!on;
|
||||
try {
|
||||
if (muted) localStorage.setItem(KEY, "1");
|
||||
else localStorage.removeItem(KEY);
|
||||
} catch (e) {}
|
||||
if (window.PetePrefs) window.PetePrefs.push();
|
||||
listeners.forEach(function (fn) { fn(muted); });
|
||||
if (!muted) play("blip"); // so you know what you just turned back on
|
||||
}
|
||||
|
||||
window.PeteSFX = {
|
||||
play: play,
|
||||
muted: function () { return muted; },
|
||||
toggle: function () { setMuted(!muted); return muted; },
|
||||
set: setMuted,
|
||||
// onChange lets the mute button re-label itself without owning the state.
|
||||
onChange: function (fn) { listeners.push(fn); fn(muted); },
|
||||
};
|
||||
})();
|
||||
@@ -154,6 +154,25 @@
|
||||
});
|
||||
}
|
||||
|
||||
// The room's volume. The button lives in the chip bar, which is the one thing
|
||||
// every table has — the sound belongs to the room, not to any one game — and
|
||||
// the state itself belongs to PeteSFX, which persists it. This only draws it.
|
||||
var sfxBtn = document.querySelector("[data-sfx-toggle]");
|
||||
if (sfxBtn && window.PeteSFX) {
|
||||
var onIcon = sfxBtn.querySelector("[data-sfx-on]");
|
||||
var offIcon = sfxBtn.querySelector("[data-sfx-off]");
|
||||
var sfxLbl = sfxBtn.querySelector("[data-sfx-label]");
|
||||
|
||||
window.PeteSFX.onChange(function (muted) {
|
||||
sfxBtn.setAttribute("aria-pressed", muted ? "true" : "false");
|
||||
sfxBtn.title = muted ? "Sound is off" : "Sound is on";
|
||||
if (onIcon) onIcon.classList.toggle("hidden", muted);
|
||||
if (offIcon) offIcon.classList.toggle("hidden", !muted);
|
||||
if (sfxLbl) sfxLbl.textContent = muted ? "Turn the sound on" : "Mute the room";
|
||||
});
|
||||
sfxBtn.addEventListener("click", function () { window.PeteSFX.toggle(); });
|
||||
}
|
||||
|
||||
window.PeteGames = {
|
||||
// onUpdate registers a listener called on every fresh view of the money.
|
||||
onUpdate: function (fn) { listeners.push(fn); if (view) fn(view); },
|
||||
|
||||
@@ -117,6 +117,9 @@
|
||||
at.forEach(function (i, n) {
|
||||
var t = boardEl.querySelector('.pete-tile[data-at="' + i + '"]');
|
||||
if (!t) return;
|
||||
// One note per tile, climbing: a letter that turns up three times should
|
||||
// sound like it's worth three times as much, because it is.
|
||||
FX.sfx("tick", { delay: pace(n * 90) / 1000, v: n });
|
||||
setTimeout(function () {
|
||||
// Left as it comes: the tile is uppercased in CSS, and doing it here too
|
||||
// would mean the resume path (which paints the phrase's own casing) and
|
||||
@@ -126,6 +129,7 @@
|
||||
t.classList.add("pete-tile-hit");
|
||||
}, pace(n * 90));
|
||||
});
|
||||
FX.sfx("flip");
|
||||
return wait(FLIP_MS + (at.length - 1) * 90);
|
||||
}
|
||||
|
||||
@@ -292,6 +296,8 @@
|
||||
// Confetti for a phrase guessed outright — the one call you make on your own
|
||||
// rather than by grinding the alphabet.
|
||||
if (v.outcome === "solved" && v.net > 0) FX.burst(verdictEl, { count: 30 });
|
||||
else if (v.net > 0) FX.sfx("win");
|
||||
else if (v.net < 0) FX.sfx("lose");
|
||||
}
|
||||
|
||||
function setPhase(v) {
|
||||
@@ -362,6 +368,7 @@
|
||||
// they are one event: this is what a wrong guess costs, all of it.
|
||||
drawGallows(countMisses(events, e), true);
|
||||
shake();
|
||||
FX.sfx("bad");
|
||||
if (final) knock(final);
|
||||
return wait(MISS_MS);
|
||||
|
||||
|
||||
@@ -60,6 +60,14 @@
|
||||
var boughtEl = root.querySelector("[data-bought-in]");
|
||||
var rakeEl = root.querySelector("[data-session-rake]");
|
||||
|
||||
var chatSection = root.querySelector("[data-chat]");
|
||||
var chatLog = root.querySelector("[data-chat-log]");
|
||||
var chatSeen = {}; // chat line ids already on the rail, to drop echoed duplicates
|
||||
var chatForm = root.querySelector("[data-chat-form]");
|
||||
var chatInput = root.querySelector("[data-chat-input]");
|
||||
var lobbyWrap = root.querySelector("[data-lobby-wrap]");
|
||||
var lobbyEl = root.querySelector("[data-lobby]");
|
||||
|
||||
var sitBtn = root.querySelector("[data-sit]");
|
||||
var buySlider = root.querySelector("[data-buyin-slider]");
|
||||
var buyLabel = root.querySelector("[data-buyin]");
|
||||
@@ -70,7 +78,10 @@
|
||||
var tableMsg = root.querySelector("[data-table-msg]");
|
||||
|
||||
var view = null; // the table, as the server last described it
|
||||
var me = 0; // which seat is yours — no longer always zero, at a shared table
|
||||
var busy = false;
|
||||
var pendingSync = false; // a pushed frame arrived mid-animation; re-render when free
|
||||
var stream = null; // the open EventSource, when seated
|
||||
var seatEls = []; // one per seat: { root, cards, plate, stack, spot }
|
||||
var shown = []; // what each seat's stack label currently reads
|
||||
var pot = null; // the middle pile, a PeteFX.spot
|
||||
@@ -171,6 +182,7 @@
|
||||
|
||||
function render(v) {
|
||||
view = v;
|
||||
me = v.your_seat || 0;
|
||||
|
||||
// The seats along the top, and you underneath.
|
||||
seatsEl.innerHTML = "";
|
||||
@@ -178,7 +190,7 @@
|
||||
seatEls = [];
|
||||
shown = [];
|
||||
v.seats.forEach(function (s, i) {
|
||||
var mine = i === 0;
|
||||
var mine = i === me;
|
||||
var built = seat(s, i, mine);
|
||||
seatEls[i] = built;
|
||||
shown[i] = s.stack;
|
||||
@@ -222,11 +234,12 @@
|
||||
// last hand, but the table you sit down at is the one that's open to you.
|
||||
var live = !!view && view.phase !== "done";
|
||||
sitting.classList.toggle("hidden", live);
|
||||
acting.classList.toggle("hidden", !live || view.phase !== "betting" || view.to_act !== 0);
|
||||
acting.classList.toggle("hidden", !live || view.phase !== "betting" || view.to_act !== me);
|
||||
between.classList.toggle("hidden", !live || view.phase !== "handover");
|
||||
if (chatSection) chatSection.classList.toggle("hidden", !live);
|
||||
if (!live) return;
|
||||
|
||||
if (view.phase === "betting" && view.to_act === 0) {
|
||||
if (view.phase === "betting" && view.to_act === me) {
|
||||
checkBtn.classList.toggle("hidden", !view.can_check);
|
||||
callBtn.classList.toggle("hidden", view.can_check);
|
||||
callAmt.textContent = money(view.owed);
|
||||
@@ -274,18 +287,22 @@
|
||||
// happening happens here; render() is the state it settles into.
|
||||
function play(events, final) {
|
||||
var chain = Promise.resolve();
|
||||
// No table to settle into — the session closed and storage has already cleared
|
||||
// it. There is nothing to animate onto, and render() would walk seats that
|
||||
// aren't there.
|
||||
if (!final) { render0(); return Promise.resolve(); }
|
||||
if (!events || !events.length) { render(final); return chain; }
|
||||
if (!events || !events.length) {
|
||||
// Nothing to animate. Either settle into the table we ended on, or — if the
|
||||
// session closed and storage cleared it — clear the felt.
|
||||
if (final) render(final); else render0();
|
||||
return chain;
|
||||
}
|
||||
|
||||
events.forEach(function (e) {
|
||||
chain = chain.then(function () { return beat(e, final); });
|
||||
});
|
||||
return chain.then(function () {
|
||||
render(final);
|
||||
// A hand can be the last one — a bust closes the table, so there is no state
|
||||
// to settle into. Play it out and say what it did anyway (the seats are still
|
||||
// on the felt from the previous render), then clear.
|
||||
verdict(events, final);
|
||||
if (final) render(final); else render0();
|
||||
});
|
||||
}
|
||||
|
||||
@@ -301,6 +318,7 @@
|
||||
pot.render(0);
|
||||
potTotal.textContent = "0";
|
||||
sideEl.classList.add("hidden");
|
||||
FX.sfx("shuffle");
|
||||
return wait(140);
|
||||
|
||||
case "rebuy":
|
||||
@@ -335,7 +353,7 @@
|
||||
|
||||
case "show":
|
||||
if (!s) return;
|
||||
paintCards(s.cards, { state: "active", cards: e.cards }, e.seat === 0);
|
||||
paintCards(s.cards, { state: "active", cards: e.cards }, e.seat === me);
|
||||
flash(s.root);
|
||||
return wait(420);
|
||||
|
||||
@@ -352,7 +370,7 @@
|
||||
return pot.sweep(s.plate, e.amount, { gap: 55 }).then(function () {
|
||||
potTotal.textContent = money(pot.amount);
|
||||
moveStack(e.seat, e.amount);
|
||||
if (e.seat === 0 && e.amount > 0) FX.burst(s.plate, { count: 18 });
|
||||
if (e.seat === me && e.amount > 0) FX.burst(s.plate, { count: 18 });
|
||||
return wait(260);
|
||||
});
|
||||
|
||||
@@ -374,9 +392,10 @@
|
||||
if (s.state === "out") return;
|
||||
var built = seatEls[i];
|
||||
if (!built) return;
|
||||
var face = (i === 0 && s.cards) ? s.cards[round] : null;
|
||||
var card = Cards.el(face, { deal: true, tilt: i !== 0 });
|
||||
var face = (i === me && s.cards) ? s.cards[round] : null;
|
||||
var card = Cards.el(face, { deal: true, tilt: i !== me });
|
||||
built.cards.appendChild(card);
|
||||
FX.sfx("deal", { delay: 0.07 * i, v: i });
|
||||
beats.push(wait(70 * i));
|
||||
});
|
||||
return Promise.all(beats).then(function () { return wait(180); });
|
||||
@@ -394,10 +413,12 @@
|
||||
if (e.text === "fold") {
|
||||
s.root.dataset.state = "folded";
|
||||
s.cards.dataset.mucked = "1";
|
||||
FX.sfx("card", { v: 2 }); // cards going into the muck
|
||||
return wait(320);
|
||||
}
|
||||
if (e.text === "check") {
|
||||
flash(s.root);
|
||||
FX.sfx("blip"); // a knuckle on the table
|
||||
return wait(320);
|
||||
}
|
||||
// call, raise, allin: chips leave their stack for their spot.
|
||||
@@ -437,9 +458,10 @@
|
||||
// The board turns one card at a time, even the flop. Three cards appearing
|
||||
// at once is a screenshot; three cards appearing in a row is a flop.
|
||||
var chain = Promise.resolve();
|
||||
(e.cards || []).forEach(function (c) {
|
||||
(e.cards || []).forEach(function (c, i) {
|
||||
chain = chain.then(function () {
|
||||
boardEl.appendChild(Cards.el(c, { deal: true, tilt: false }));
|
||||
FX.sfx("card", { v: i });
|
||||
return wait(240);
|
||||
});
|
||||
});
|
||||
@@ -472,25 +494,29 @@
|
||||
function verdict(events, final) {
|
||||
var won = 0, showed = false, busted = false;
|
||||
events.forEach(function (e) {
|
||||
if (e.kind === "win" && e.seat === 0) won += e.amount;
|
||||
if (e.kind === "win" && e.seat === me) won += e.amount;
|
||||
if (e.kind === "show") showed = true;
|
||||
if (e.kind === "bust") busted = true;
|
||||
if (e.kind === "bust" && e.seat === me) busted = true;
|
||||
});
|
||||
if (busted) {
|
||||
show("You're out of chips. Sit down again when you're ready.", "lose");
|
||||
FX.sfx("lose");
|
||||
return;
|
||||
}
|
||||
if (!events.some(function (e) { return e.kind === "end"; })) return;
|
||||
if (!final || !events.some(function (e) { return e.kind === "end"; })) return;
|
||||
|
||||
var me = final.seats[0];
|
||||
var mine = final.seats[me];
|
||||
if (won > 0) {
|
||||
// The pot coming your way already burst (and so already cheered) back in
|
||||
// the "win" event. This is only the words.
|
||||
show(showed
|
||||
? "You win " + money(won) + " with " + article(handName(events)) + "."
|
||||
: "They folded. You take " + money(won) + ".", "win");
|
||||
} else if (me.state === "folded") {
|
||||
} else if (mine.state === "folded") {
|
||||
show("Folded.", "lose");
|
||||
} else {
|
||||
show("No good this time.", "lose");
|
||||
FX.sfx("lose");
|
||||
}
|
||||
|
||||
function show(text, tone) {
|
||||
@@ -501,7 +527,7 @@
|
||||
}
|
||||
|
||||
function handName(events) {
|
||||
var mine = events.filter(function (e) { return e.kind === "show" && e.seat === 0; })[0];
|
||||
var mine = events.filter(function (e) { return e.kind === "show" && e.seat === me; })[0];
|
||||
return mine && mine.text ? mine.text : "the best hand";
|
||||
}
|
||||
|
||||
@@ -514,9 +540,30 @@
|
||||
|
||||
// ---- talking to the table --------------------------------------------------
|
||||
|
||||
// lock is busy, said out loud on the buttons.
|
||||
//
|
||||
// send() drops a click that arrives while a move is in flight, and it is right
|
||||
// to: the board on screen during a script is a board the server has already
|
||||
// moved past. But the *between-hands* buttons — Deal, Leave, Top up — stayed
|
||||
// enabled through the whole deal animation, so clicking Leave while the cards
|
||||
// were still flying did nothing at all: no move, no message, no reason given.
|
||||
// (The action buttons never had this problem; panels() hides the whole row when
|
||||
// it isn't your turn.) A button that looks alive and does nothing has lied to
|
||||
// you, so the lock lives on the buttons and not only in the variable.
|
||||
//
|
||||
// Top up keeps its own rule — it is dead when the wallet cannot cover it — and
|
||||
// panels() owns that, so this only ever adds a reason to be disabled.
|
||||
function lock(on) {
|
||||
[foldBtn, checkBtn, callBtn, raiseBtn, dealBtn, leaveBtn].forEach(function (b) {
|
||||
if (b) b.disabled = on;
|
||||
});
|
||||
if (topupBtn) topupBtn.disabled = on || Number(topupBtn.dataset.amount || 0) <= 0;
|
||||
}
|
||||
|
||||
function send(body, msgEl) {
|
||||
if (busy) return Promise.resolve();
|
||||
busy = true;
|
||||
lock(true);
|
||||
say(msgEl, "");
|
||||
// Whatever the last hand said about itself stops being true the moment you do
|
||||
// something. Only the "hand" beat used to clear this, so a verdict could linger
|
||||
@@ -526,26 +573,48 @@
|
||||
.post("/api/games/holdem/move", body)
|
||||
.then(function (v) {
|
||||
window.PeteGames.apply(v);
|
||||
return play(v.holdem_events, v.holdem || null).then(function () {
|
||||
if (!v.holdem) { render0(); return; }
|
||||
if (v.holdem.phase === "done") {
|
||||
var got = v.holdem.payout, put = v.holdem.bought_in;
|
||||
say(tableMsg, got > put
|
||||
? "You got up " + money(got - put) + " ahead. " + money(got) + " back on your stack."
|
||||
: got === 0
|
||||
? "Cleaned out. Better luck at the next table."
|
||||
: "You got up " + money(put - got) + " down. " + money(got) + " back on your stack.");
|
||||
setTimeout(render0, 2600);
|
||||
}
|
||||
});
|
||||
// No table came back: the session ended inside this move — a bust closes a
|
||||
// solo table. play() animates the last hand (its "bust" beat says the words)
|
||||
// and clears the felt.
|
||||
return play(v.holdem_events, v.holdem || null);
|
||||
})
|
||||
.catch(function (err) { say(msgEl, err.message, "bad"); })
|
||||
.then(function () { busy = false; });
|
||||
.then(function () { busy = false; lock(false); flushSync(); });
|
||||
}
|
||||
|
||||
// flushSync applies a table frame that arrived while a hand was animating. The
|
||||
// felt is now settled, so the held re-render will not clobber a script.
|
||||
function flushSync() {
|
||||
if (pendingSync) { pendingSync = false; sync(); }
|
||||
}
|
||||
|
||||
// leave gets you up from the table. It is its own endpoint, not a move: the
|
||||
// chips cross back and the felt may close behind you, neither of which is a play
|
||||
// in a hand. The felt clears and the stack you took is reported from what was in
|
||||
// front of you a moment ago.
|
||||
function leave() {
|
||||
if (busy) return;
|
||||
busy = true;
|
||||
lock(true);
|
||||
var stack = view ? view.stack : 0;
|
||||
verdictEl.classList.add("hidden");
|
||||
window.PeteGames
|
||||
.post("/api/games/holdem/leave", {})
|
||||
.then(function (v) {
|
||||
window.PeteGames.apply(v);
|
||||
render0();
|
||||
say(tableMsg, stack > 0
|
||||
? money(stack) + " back on your stack. Sit down again when you're ready."
|
||||
: "");
|
||||
})
|
||||
.catch(function (err) { say(betweenMsg, err.message, "bad"); })
|
||||
.then(function () { busy = false; lock(false); flushSync(); });
|
||||
}
|
||||
|
||||
// render0 is the table with nobody at it.
|
||||
function render0() {
|
||||
view = null;
|
||||
unseated();
|
||||
seatsEl.innerHTML = "";
|
||||
youEl.innerHTML = "";
|
||||
boardEl.innerHTML = "";
|
||||
@@ -554,6 +623,7 @@
|
||||
sideEl.classList.add("hidden");
|
||||
panels();
|
||||
syncSit();
|
||||
loadLobby();
|
||||
}
|
||||
|
||||
if (foldBtn) foldBtn.addEventListener("click", function () { send({ move: "fold" }, gameMsg); });
|
||||
@@ -582,7 +652,7 @@
|
||||
});
|
||||
|
||||
if (dealBtn) dealBtn.addEventListener("click", function () { send({ move: "deal" }, betweenMsg); });
|
||||
if (leaveBtn) leaveBtn.addEventListener("click", function () { send({ move: "leave" }, betweenMsg); });
|
||||
if (leaveBtn) leaveBtn.addEventListener("click", function () { leave(); });
|
||||
if (topupBtn) topupBtn.addEventListener("click", function () {
|
||||
send({ move: "topup", amount: Number(topupBtn.dataset.amount || 0) }, betweenMsg);
|
||||
});
|
||||
@@ -638,6 +708,7 @@
|
||||
.then(function (v) {
|
||||
window.PeteGames.apply(v);
|
||||
render(v.holdem);
|
||||
seated();
|
||||
// A table with nobody dealt in yet is a table waiting for you to say go.
|
||||
say(betweenMsg, "You're in. Deal when you're ready.");
|
||||
})
|
||||
@@ -645,6 +716,171 @@
|
||||
.then(function () { busy = false; });
|
||||
});
|
||||
|
||||
// ---- the live table --------------------------------------------------------
|
||||
//
|
||||
// Poker is where the room stops being just you and the house: other people are
|
||||
// at the felt, and what they do has to reach you without your asking. That is
|
||||
// one EventSource. The server pushes a nudge when the table changes and a line
|
||||
// when somebody speaks; the nudge is not the state (a hole card must never ride
|
||||
// a frame that fans to the whole table), so on a nudge we refetch our own
|
||||
// seat's view, which is authoritative and already redacted.
|
||||
|
||||
// seated opens the stream and loads the rail. Called the moment you sit down.
|
||||
function seated() {
|
||||
loadChat();
|
||||
connectLive();
|
||||
}
|
||||
|
||||
// unseated tears it down. Called when the felt clears — you got up, or busted.
|
||||
function unseated() {
|
||||
disconnectLive();
|
||||
if (chatLog) chatLog.innerHTML = "";
|
||||
chatSeen = {};
|
||||
}
|
||||
|
||||
function connectLive() {
|
||||
if (stream || !window.EventSource) return;
|
||||
stream = new EventSource("/api/games/holdem/stream");
|
||||
stream.onmessage = function (ev) {
|
||||
var msg;
|
||||
try { msg = JSON.parse(ev.data); } catch (e) { return; }
|
||||
if (msg.type === "chat") addChat(msg.line);
|
||||
else if (msg.type === "table") sync();
|
||||
};
|
||||
// The opening nudge (event: sync) just says "come and look".
|
||||
stream.addEventListener("sync", function () { sync(); });
|
||||
// EventSource reconnects itself on a dropped connection. The one case we don't
|
||||
// want it retrying is a table that has closed (the stream 409s) — but by then
|
||||
// we have called unseated() and closed it ourselves.
|
||||
}
|
||||
|
||||
function disconnectLive() {
|
||||
if (stream) { stream.close(); stream = null; }
|
||||
}
|
||||
|
||||
// sync re-renders the felt from the authoritative table, but never mid-animation
|
||||
// — a frame that lands while a hand is playing is held and applied once the
|
||||
// script finishes, or it would repaint the table out from under it.
|
||||
function sync() {
|
||||
if (busy) { pendingSync = true; return; }
|
||||
window.PeteGames.refresh().then(function (v) {
|
||||
if (!v) return;
|
||||
if (v.holdem) render(v.holdem); else { render0(); }
|
||||
});
|
||||
}
|
||||
|
||||
// ---- the rail --------------------------------------------------------------
|
||||
|
||||
function loadChat() {
|
||||
fetch("/api/games/holdem/chat", { headers: { "Accept": "application/json" } })
|
||||
.then(function (res) { return res.ok ? res.json() : null; })
|
||||
.then(function (data) {
|
||||
if (!data || !chatLog) return;
|
||||
chatLog.innerHTML = "";
|
||||
chatSeen = {};
|
||||
(data.chat || []).forEach(addChat);
|
||||
})
|
||||
.catch(function () {});
|
||||
}
|
||||
|
||||
function addChat(line) {
|
||||
if (!chatLog || !line) return;
|
||||
// Your own line comes back twice — once from the POST that sent it, once
|
||||
// echoed over your own stream — so drop any id already on the rail.
|
||||
if (line.id) {
|
||||
if (chatSeen[line.id]) return;
|
||||
chatSeen[line.id] = true;
|
||||
}
|
||||
var row = document.createElement("div");
|
||||
row.className = "pete-chat-line" + (line.mine ? " pete-chat-mine" : "");
|
||||
var who = document.createElement("span");
|
||||
who.className = "pete-chat-who";
|
||||
who.textContent = line.name;
|
||||
var body = document.createElement("span");
|
||||
body.className = "pete-chat-body";
|
||||
body.textContent = line.body;
|
||||
row.appendChild(who);
|
||||
row.appendChild(body);
|
||||
chatLog.appendChild(row);
|
||||
chatLog.scrollTop = chatLog.scrollHeight;
|
||||
}
|
||||
|
||||
if (chatForm) chatForm.addEventListener("submit", function (e) {
|
||||
e.preventDefault();
|
||||
var body = (chatInput.value || "").trim();
|
||||
if (!body) return;
|
||||
chatInput.value = "";
|
||||
window.PeteGames
|
||||
.post("/api/games/holdem/say", { body: body })
|
||||
.then(function (line) { addChat(line); })
|
||||
.catch(function () { chatInput.value = body; });
|
||||
});
|
||||
|
||||
// ---- the lobby -------------------------------------------------------------
|
||||
//
|
||||
// The tables other people have open, each with a seat going spare. Joining
|
||||
// takes the buy-in the slider is set to, clamped to what that table allows.
|
||||
|
||||
function loadLobby() {
|
||||
if (!lobbyEl) return;
|
||||
fetch("/api/games/holdem/tables", { headers: { "Accept": "application/json" } })
|
||||
.then(function (res) { return res.ok ? res.json() : null; })
|
||||
.then(function (data) {
|
||||
var tables = (data && data.tables) || [];
|
||||
renderLobby(tables);
|
||||
})
|
||||
.catch(function () {});
|
||||
}
|
||||
|
||||
function renderLobby(tables) {
|
||||
lobbyEl.innerHTML = "";
|
||||
lobbyWrap.classList.toggle("hidden", tables.length === 0);
|
||||
tables.forEach(function (t) {
|
||||
var stakes = tierBtns.filter(function (b) { return b.dataset.tier === t.tier; })[0];
|
||||
var btn = document.createElement("button");
|
||||
btn.type = "button";
|
||||
btn.className = "flex items-center justify-between gap-3 rounded-2xl border-2 border-[color:var(--ink)]/10 p-3 text-left hover:bg-[color:var(--ink)]/5 transition";
|
||||
var label = document.createElement("span");
|
||||
label.className = "font-display font-bold";
|
||||
label.textContent = stakes ? stakes.querySelector(".font-display").textContent : t.tier;
|
||||
var seats = document.createElement("span");
|
||||
seats.className = "text-xs font-semibold text-[color:var(--ink)]/50 tabular-nums";
|
||||
seats.textContent = t.humans + "/" + t.seats + " seated";
|
||||
btn.appendChild(label);
|
||||
btn.appendChild(seats);
|
||||
btn.addEventListener("click", function () { join(t, stakes); });
|
||||
lobbyEl.appendChild(btn);
|
||||
});
|
||||
}
|
||||
|
||||
function join(t, stakes) {
|
||||
if (busy) return;
|
||||
// Buy in for what the slider says, but only what this table allows.
|
||||
var buyIn = buyIn0(stakes);
|
||||
busy = true;
|
||||
say(tableMsg, "");
|
||||
window.PeteGames
|
||||
.post("/api/games/holdem/sit", { table: t.id, buyin: buyIn })
|
||||
.then(function (v) {
|
||||
window.PeteGames.apply(v);
|
||||
render(v.holdem);
|
||||
seated();
|
||||
say(betweenMsg, "You're in. The next hand deals when the table is ready.");
|
||||
})
|
||||
.catch(function (err) { say(tableMsg, err.message, "bad"); })
|
||||
.then(function () { busy = false; });
|
||||
}
|
||||
|
||||
// buyIn0 is a legal buy-in for a table you are joining: fifty big blinds, or as
|
||||
// close as the table's range allows.
|
||||
function buyIn0(stakes) {
|
||||
if (!stakes) return Number(buySlider.value);
|
||||
var min = Number(stakes.dataset.min), max = Number(stakes.dataset.max), bb = Number(stakes.dataset.bb);
|
||||
var want = Number(buySlider.value);
|
||||
if (stakes === tier) return Math.min(max, Math.max(min, want)); // same table: honour the slider
|
||||
return Math.min(max, Math.max(min, 50 * bb));
|
||||
}
|
||||
|
||||
// ---- boot ------------------------------------------------------------------
|
||||
|
||||
window.PeteGames.onUpdate(function () { if (!view) syncSit(); });
|
||||
@@ -653,7 +889,7 @@
|
||||
pickBots(botBtns[1]);
|
||||
|
||||
window.PeteGames.refresh().then(function (v) {
|
||||
if (v && v.holdem) render(v.holdem);
|
||||
else render0();
|
||||
if (v && v.holdem) { render(v.holdem); seated(); }
|
||||
else { render0(); loadLobby(); }
|
||||
});
|
||||
})();
|
||||
|
||||
@@ -10,7 +10,7 @@
|
||||
(function () {
|
||||
// The localStorage keys we sync. The weather *cache* is deliberately excluded:
|
||||
// it's transient and per-device.
|
||||
var SYNCED = ["pete.disabledSources.v1", "pete.weather.loc.v1", "pete-weather-off"];
|
||||
var SYNCED = ["pete.disabledSources.v1", "pete.weather.loc.v1", "pete-weather-off", "pete.sfx.off"];
|
||||
|
||||
var user = window.PETE_USER || null;
|
||||
var serverPrefs = window.PETE_PREFS || null;
|
||||
|
||||
@@ -396,6 +396,36 @@
|
||||
});
|
||||
}
|
||||
|
||||
// noises is the board's soundtrack, walked off the *same* STEP_MS ladder the
|
||||
// animation is walked off. That matters more than which sound goes where: a
|
||||
// card you hear land a step before it lands is worse than a card that lands in
|
||||
// silence, so this counts its way through the script exactly as planOf and
|
||||
// flashHome do, and any change to their timing has to be made here too.
|
||||
function noises(events) {
|
||||
var at = 0;
|
||||
(events || []).forEach(function (e) {
|
||||
switch (e.kind) {
|
||||
case "draw":
|
||||
FX.sfx("card", { delay: at / 1000 });
|
||||
break;
|
||||
case "recycle":
|
||||
FX.sfx("shuffle", { delay: at / 1000 });
|
||||
break;
|
||||
case "move":
|
||||
FX.sfx("deal", { delay: (at + MOVE_MS) / 1000 });
|
||||
at += STEP_MS;
|
||||
break;
|
||||
case "home":
|
||||
// A card reaching a foundation is the only move that pays, so it is the
|
||||
// only one that gets a note on the end of it.
|
||||
FX.sfx("deal", { delay: (at + MOVE_MS) / 1000 });
|
||||
FX.sfx("blip", { delay: (at + MOVE_MS + 60) / 1000 });
|
||||
at += STEP_MS;
|
||||
break;
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
// ---- the money -------------------------------------------------------------
|
||||
|
||||
// bank moves the spot to what the server says the board is worth. Up is chips
|
||||
@@ -548,6 +578,9 @@
|
||||
// Clearing 52 cards out of a Vegas deal is the rarest thing that happens in
|
||||
// this room, so it's the one that gets the confetti.
|
||||
if (v.outcome === "cleared") FX.burst(verdictEl, { count: 40 });
|
||||
else if (v.net > 0) FX.sfx("win");
|
||||
else if (v.net < 0) FX.sfx("lose");
|
||||
else FX.sfx("push");
|
||||
}
|
||||
|
||||
// play walks a server response onto the felt: the board is re-rendered, the
|
||||
@@ -570,6 +603,7 @@
|
||||
render(v);
|
||||
var plan = planOf(events);
|
||||
flashHome(events);
|
||||
noises(events);
|
||||
return animate(before, plan);
|
||||
})
|
||||
.then(function () {
|
||||
|
||||
@@ -372,10 +372,16 @@
|
||||
renderQuestion(final);
|
||||
renderLadder(final);
|
||||
if (final && final.phase === "playing") startClock(final.left, final.limit);
|
||||
FX.sfx("blip");
|
||||
return;
|
||||
|
||||
case "right":
|
||||
reveal(e.choice, e.correct);
|
||||
// Three notes up, one per rung climbed — the ladder, in sound.
|
||||
[0, 0.09, 0.18].forEach(function (d, i) {
|
||||
FX.sfx("tick", { delay: d, v: i });
|
||||
});
|
||||
FX.sfx("win", { delay: 0.1 });
|
||||
if (final) {
|
||||
// The rung lighting and the multiple climbing are one event,
|
||||
// because they are one event: this is what the answer was worth.
|
||||
@@ -387,10 +393,13 @@
|
||||
|
||||
case "wrong":
|
||||
reveal(e.choice, e.correct);
|
||||
FX.sfx("bad");
|
||||
return wait(1100);
|
||||
|
||||
case "timeout":
|
||||
// The clock beat you to it, which is a different kind of bad.
|
||||
reveal(-1, e.correct);
|
||||
FX.sfx("lose");
|
||||
return wait(1100);
|
||||
|
||||
case "settle":
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -37,6 +37,25 @@
|
||||
hover:bg-[color:var(--ink)]/5 active:translate-y-px disabled:opacity-40 disabled:pointer-events-none transition">
|
||||
Cash out
|
||||
</button>
|
||||
|
||||
<!-- The room's volume. It lives in the chip bar because the chip bar is the
|
||||
one thing every table has, and the sound is the room's rather than any
|
||||
one game's. -->
|
||||
<button type="button" data-sfx-toggle aria-pressed="false"
|
||||
class="grid h-10 w-10 place-items-center rounded-full bg-[color:var(--card)] shadow-pete border-2 border-[color:var(--ink)]/10
|
||||
hover:bg-[color:var(--ink)]/5 active:translate-y-px transition">
|
||||
<svg data-sfx-on viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="2" stroke-linecap="round" stroke-linejoin="round" class="h-5 w-5" aria-hidden="true">
|
||||
<polygon points="11 5 6 9 2 9 2 15 6 15 11 19 11 5"></polygon>
|
||||
<path d="M15.54 8.46a5 5 0 0 1 0 7.07"></path>
|
||||
<path d="M19.07 4.93a10 10 0 0 1 0 14.14"></path>
|
||||
</svg>
|
||||
<svg data-sfx-off viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="2" stroke-linecap="round" stroke-linejoin="round" class="hidden h-5 w-5" aria-hidden="true">
|
||||
<polygon points="11 5 6 9 2 9 2 15 6 15 11 19 11 5"></polygon>
|
||||
<line x1="23" y1="9" x2="17" y2="15"></line>
|
||||
<line x1="17" y1="9" x2="23" y2="15"></line>
|
||||
</svg>
|
||||
<span data-sfx-label class="sr-only">Mute the room</span>
|
||||
</button>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
|
||||
@@ -51,21 +51,36 @@
|
||||
<p data-verdict class="hidden rounded-full bg-white/95 px-5 py-2 font-display text-lg font-bold text-[#2b2118] shadow-pete"></p>
|
||||
</div>
|
||||
|
||||
<!-- Player: the bet sits in front of the cards it's riding on. -->
|
||||
<!-- Player: the bet sits in front of the cards it's riding on.
|
||||
|
||||
The hands themselves are built by blackjack.js, because how many there
|
||||
are is a thing that changes mid-hand: you split, and one hand with one
|
||||
bet on it becomes two hands with a bet each. The template below is the
|
||||
shape of one of them; the row starts with exactly one, which is also
|
||||
the spot you build your bet on before any cards exist. -->
|
||||
<div>
|
||||
<div class="mb-2 flex items-center gap-2">
|
||||
<span class="text-xs font-bold uppercase tracking-wider text-white/60">You</span>
|
||||
<span data-player-total class="hidden rounded-full bg-black/25 px-2.5 py-0.5 text-xs font-bold tabular-nums text-white"></span>
|
||||
</div>
|
||||
<div class="flex items-center gap-5">
|
||||
<div class="bj-hands" data-hands data-count="1" aria-live="polite"></div>
|
||||
</div>
|
||||
|
||||
<template data-hand-template>
|
||||
<div class="bj-hand" data-hand data-live="1">
|
||||
<div class="pete-spot" data-spot>
|
||||
<span class="pete-spot-label">Bet</span>
|
||||
<div class="pete-stack" data-stack></div>
|
||||
<span data-spot-total class="pete-spot-total hidden"></span>
|
||||
</div>
|
||||
<div data-player class="pete-hand flex-1" aria-live="polite"></div>
|
||||
<div class="min-w-0">
|
||||
<div class="mb-1 flex h-5 items-center gap-1.5">
|
||||
<span data-total class="hidden rounded-full bg-black/25 px-2.5 py-0.5 text-xs font-bold tabular-nums text-white"></span>
|
||||
<span data-hand-outcome class="hidden rounded-full bg-white/90 px-2 py-0.5 text-[0.65rem] font-bold uppercase tracking-wide text-[#2b2118]"></span>
|
||||
</div>
|
||||
<div data-cards class="pete-hand"></div>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
</template>
|
||||
|
||||
</div>
|
||||
</section>
|
||||
@@ -116,9 +131,14 @@
|
||||
hover:bg-[color:var(--ink)]/5 active:translate-y-px disabled:opacity-40 disabled:pointer-events-none transition">
|
||||
Double
|
||||
</button>
|
||||
<button type="button" data-move="split"
|
||||
class="rounded-full bg-[color:var(--card)] px-8 py-3 font-display text-lg font-bold shadow-pete border-2 border-[color:var(--ink)]/10
|
||||
hover:bg-[color:var(--ink)]/5 active:translate-y-px disabled:opacity-40 disabled:pointer-events-none transition">
|
||||
Split
|
||||
</button>
|
||||
</div>
|
||||
<p class="mt-3 text-center text-xs text-[color:var(--ink)]/40">
|
||||
<kbd>h</kbd> hit · <kbd>s</kbd> stand · <kbd>d</kbd> double
|
||||
<kbd>h</kbd> hit · <kbd>s</kbd> stand · <kbd>d</kbd> double · <kbd>p</kbd> split
|
||||
</p>
|
||||
</section>
|
||||
|
||||
|
||||
@@ -25,19 +25,62 @@
|
||||
<div class="rounded-3xl bg-[color:var(--card)] border-2 border-[color:var(--ink)]/10 shadow-pete overflow-hidden {{if .RosterStale}}opacity-60{{end}}" id="roster-card">
|
||||
<ul class="divide-y divide-[color:var(--ink)]/10" id="roster-list">
|
||||
{{range .Roster}}
|
||||
<li class="flex items-center gap-4 px-5 py-3">
|
||||
<li class="flex items-center gap-4 px-5 py-3" data-token="{{.Token}}" data-name="{{.Name}}">
|
||||
<span class="text-lg" aria-hidden="true">{{if .OnRun}}⚔{{else}}🏠{{end}}</span>
|
||||
<span class="font-semibold">{{.Name}}</span>
|
||||
<a href="/adventure/who/{{.Token}}" class="font-semibold hover:text-theme-adventure hover:underline">{{.Name}}</a>
|
||||
<span class="text-sm text-[color:var(--ink)]/60">lv {{.Level}} {{.ClassRace}}</span>
|
||||
<span class="ml-auto text-sm {{if .OnRun}}font-semibold{{else}}text-[color:var(--ink)]/60{{end}}">
|
||||
{{.Where}}{{if .Idle}} <span class="text-[color:var(--ink)]/45">· {{.Idle}}</span>{{end}}
|
||||
</span>
|
||||
{{if and $.User .OnRun}}
|
||||
<button type="button" class="mischief-send shrink-0 rounded-full bg-[color:var(--ink)]/5 hover:bg-red-500 hover:text-white border border-[color:var(--ink)]/15 px-3 py-1 text-xs font-semibold transition" data-token="{{.Token}}" data-name="{{.Name}}">send trouble</button>
|
||||
{{end}}
|
||||
</li>
|
||||
{{else}}
|
||||
<li class="px-5 py-8 text-center text-[color:var(--ink)]/60">Nobody's out at the moment. Quiet week in the realm.</li>
|
||||
{{end}}
|
||||
</ul>
|
||||
</div>
|
||||
|
||||
{{if not .User}}
|
||||
<p class="mt-3 text-xs text-[color:var(--ink)]/50">
|
||||
<a href="/auth/login?next={{.Path}}" class="underline hover:text-red-500">Sign in</a> to send something unpleasant their way.
|
||||
</p>
|
||||
{{end}}
|
||||
|
||||
{{if .User}}
|
||||
<!-- Your open contracts. Rendered from filed facts, never from live game state:
|
||||
Pete only knows what gogobee told it happened. -->
|
||||
<div id="mischief-orders" class="mt-4 hidden">
|
||||
<h3 class="text-xs uppercase tracking-wider text-[color:var(--ink)]/50 mb-2">Trouble you've paid for</h3>
|
||||
<ul id="mischief-orders-list" class="space-y-2 text-sm"></ul>
|
||||
</div>
|
||||
|
||||
<!-- The buy dialog. Prices are gogobee's, pulled live from /api/mischief/catalog;
|
||||
nothing here asserts a number of its own. -->
|
||||
<div id="mischief-modal" class="fixed inset-0 z-50 hidden items-center justify-center bg-black/50 p-4">
|
||||
<div class="w-full max-w-md rounded-3xl bg-[color:var(--card)] border-2 border-[color:var(--ink)]/10 shadow-pete overflow-hidden">
|
||||
<div class="flex items-center justify-between px-5 py-4 border-b border-[color:var(--ink)]/10">
|
||||
<h3 class="font-display text-xl font-bold">Send trouble to <span id="mischief-target">—</span></h3>
|
||||
<button type="button" id="mischief-close" class="text-2xl leading-none text-[color:var(--ink)]/50 hover:text-[color:var(--ink)]" aria-label="close">×</button>
|
||||
</div>
|
||||
<div class="px-5 py-4 space-y-3">
|
||||
<p class="text-sm text-[color:var(--ink)]/60">Pick how bad. They won't know who sent it — unless you sign it, or they live to read the receipt.</p>
|
||||
<div id="mischief-tiers" class="space-y-2"></div>
|
||||
<label class="flex items-center gap-2 text-sm">
|
||||
<input type="checkbox" id="mischief-signed" class="rounded border-[color:var(--ink)]/30">
|
||||
<span>Sign my name to it <span class="text-[color:var(--ink)]/45">(+25%, and they'll know)</span></span>
|
||||
</label>
|
||||
<p id="mischief-balance" class="text-xs text-[color:var(--ink)]/50"></p>
|
||||
<p id="mischief-result" class="text-sm hidden"></p>
|
||||
</div>
|
||||
<div class="flex items-center justify-end gap-2 px-5 py-4 border-t border-[color:var(--ink)]/10">
|
||||
<button type="button" id="mischief-cancel" class="rounded-full px-4 py-2 text-sm font-semibold text-[color:var(--ink)]/60 hover:text-[color:var(--ink)]">Never mind</button>
|
||||
<button type="button" id="mischief-confirm" class="rounded-full bg-red-500 text-white px-5 py-2 text-sm font-semibold shadow-pete hover:-translate-y-0.5 transition disabled:opacity-40 disabled:translate-y-0" disabled>Put the word out</button>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
{{end}}
|
||||
</section>
|
||||
|
||||
<script>
|
||||
@@ -49,6 +92,8 @@
|
||||
var card = document.getElementById('roster-card');
|
||||
if (!list) return;
|
||||
|
||||
var signedIn = {{if .User}}true{{else}}false{{end}};
|
||||
|
||||
function esc(s) {
|
||||
var d = document.createElement('div');
|
||||
d.textContent = s == null ? '' : String(s);
|
||||
@@ -57,12 +102,15 @@
|
||||
|
||||
function row(a) {
|
||||
var idle = a.Idle ? ' <span class="text-[color:var(--ink)]/45">· ' + esc(a.Idle) + '</span>' : '';
|
||||
return '<li class="flex items-center gap-4 px-5 py-3">' +
|
||||
var button = (signedIn && a.OnRun)
|
||||
? '<button type="button" class="mischief-send shrink-0 rounded-full bg-[color:var(--ink)]/5 hover:bg-red-500 hover:text-white border border-[color:var(--ink)]/15 px-3 py-1 text-xs font-semibold transition" data-token="' + esc(a.Token) + '" data-name="' + esc(a.Name) + '">send trouble</button>'
|
||||
: '';
|
||||
return '<li class="flex items-center gap-4 px-5 py-3" data-token="' + esc(a.Token) + '" data-name="' + esc(a.Name) + '">' +
|
||||
'<span class="text-lg" aria-hidden="true">' + (a.OnRun ? '⚔' : '🏠') + '</span>' +
|
||||
'<span class="font-semibold">' + esc(a.Name) + '</span>' +
|
||||
'<a href="/adventure/who/' + esc(a.Token) + '" class="font-semibold hover:text-theme-adventure hover:underline">' + esc(a.Name) + '</a>' +
|
||||
'<span class="text-sm text-[color:var(--ink)]/60">lv ' + esc(a.Level) + ' ' + esc(a.ClassRace) + '</span>' +
|
||||
'<span class="ml-auto text-sm ' + (a.OnRun ? 'font-semibold' : 'text-[color:var(--ink)]/60') + '">' +
|
||||
esc(a.Where) + idle + '</span></li>';
|
||||
esc(a.Where) + idle + '</span>' + button + '</li>';
|
||||
}
|
||||
|
||||
function refresh() {
|
||||
@@ -84,7 +132,157 @@
|
||||
document.addEventListener('visibilitychange', function () {
|
||||
if (!document.hidden) refresh();
|
||||
});
|
||||
|
||||
if (signedIn) initMischief(list, esc);
|
||||
})();
|
||||
|
||||
// The storefront: pick a mark, pick how bad, pay. The only thing this code is
|
||||
// authoritative about is the buyer's intent — every price, every yes/no, and the
|
||||
// buyer's actual balance are gogobee's, reached through the API.
|
||||
function initMischief(list, esc) {
|
||||
var modal = document.getElementById('mischief-modal');
|
||||
if (!modal) return;
|
||||
var targetEl = document.getElementById('mischief-target');
|
||||
var tiersEl = document.getElementById('mischief-tiers');
|
||||
var signedEl = document.getElementById('mischief-signed');
|
||||
var balanceEl = document.getElementById('mischief-balance');
|
||||
var resultEl = document.getElementById('mischief-result');
|
||||
var confirmEl = document.getElementById('mischief-confirm');
|
||||
var ordersWrap = document.getElementById('mischief-orders');
|
||||
var ordersList = document.getElementById('mischief-orders-list');
|
||||
|
||||
var catalog = null; // {tiers, euro, has_balance}
|
||||
var chosen = null; // selected tier key
|
||||
var current = null; // {token, name}
|
||||
|
||||
function euros(n) { return '€' + Number(n).toLocaleString(); }
|
||||
|
||||
function loadCatalog() {
|
||||
return fetch('/api/mischief/catalog', { headers: { 'Accept': 'application/json' } })
|
||||
.then(function (r) { return r.ok ? r.json() : null; })
|
||||
.then(function (c) { catalog = c; return c; });
|
||||
}
|
||||
|
||||
function drawTiers() {
|
||||
if (!catalog || !catalog.tiers || !catalog.tiers.length) {
|
||||
tiersEl.innerHTML = '<p class="text-sm text-[color:var(--ink)]/50">The catalogue is between snapshots. Try again in a moment.</p>';
|
||||
return;
|
||||
}
|
||||
var signed = signedEl.checked;
|
||||
var known = catalog.has_balance;
|
||||
var euro = catalog.euro;
|
||||
tiersEl.innerHTML = catalog.tiers.map(function (t) {
|
||||
var price = signed ? t.signed_fee : t.fee;
|
||||
var tooDear = known && euro < price;
|
||||
return '<button type="button" class="mischief-tier w-full text-left rounded-2xl border-2 px-4 py-2 transition ' +
|
||||
(chosen === t.key ? 'border-red-500 bg-red-500/10' : 'border-[color:var(--ink)]/10 hover:border-[color:var(--ink)]/25') +
|
||||
(tooDear ? ' opacity-40 cursor-not-allowed' : '') + '" data-key="' + esc(t.key) + '"' + (tooDear ? ' disabled' : '') + '>' +
|
||||
'<span class="flex items-baseline justify-between"><span class="font-semibold">' + esc(t.display) + '</span>' +
|
||||
'<span class="font-semibold">' + euros(price) + '</span></span>' +
|
||||
(t.blurb ? '<span class="block text-xs text-[color:var(--ink)]/55 mt-0.5">' + esc(t.blurb) + '</span>' : '') +
|
||||
'</button>';
|
||||
}).join('');
|
||||
balanceEl.textContent = known ? 'You have about ' + euros(euro) + ' to spend.' : '';
|
||||
Array.prototype.forEach.call(tiersEl.querySelectorAll('.mischief-tier'), function (b) {
|
||||
b.addEventListener('click', function () {
|
||||
chosen = b.getAttribute('data-key');
|
||||
confirmEl.disabled = false;
|
||||
drawTiers();
|
||||
});
|
||||
});
|
||||
}
|
||||
|
||||
function open(token, name) {
|
||||
current = { token: token, name: name };
|
||||
chosen = null;
|
||||
confirmEl.disabled = true;
|
||||
resultEl.classList.add('hidden');
|
||||
resultEl.textContent = '';
|
||||
signedEl.checked = false;
|
||||
targetEl.textContent = name;
|
||||
modal.classList.remove('hidden');
|
||||
modal.classList.add('flex');
|
||||
(catalog ? Promise.resolve() : loadCatalog()).then(drawTiers);
|
||||
}
|
||||
|
||||
function close() {
|
||||
modal.classList.add('hidden');
|
||||
modal.classList.remove('flex');
|
||||
}
|
||||
|
||||
function badge(statusText) {
|
||||
var map = {
|
||||
pending: ['on its way', 'bg-amber-500/15 text-amber-700'],
|
||||
placed: ['out for delivery', 'bg-red-500/15 text-red-600'],
|
||||
bounced_funds: ["couldn't afford it", 'bg-[color:var(--ink)]/10 text-[color:var(--ink)]/60'],
|
||||
bounced_ineligible: ['no longer a mark', 'bg-[color:var(--ink)]/10 text-[color:var(--ink)]/60']
|
||||
};
|
||||
var m = map[statusText] || [statusText, 'bg-[color:var(--ink)]/10 text-[color:var(--ink)]/60'];
|
||||
return '<span class="rounded-full px-2 py-0.5 text-xs font-semibold ' + m[1] + '">' + esc(m[0]) + '</span>';
|
||||
}
|
||||
|
||||
function loadOrders() {
|
||||
fetch('/api/mischief/orders', { headers: { 'Accept': 'application/json' } })
|
||||
.then(function (r) { return r.ok ? r.json() : null; })
|
||||
.then(function (orders) {
|
||||
if (!orders || !orders.length) { ordersWrap.classList.add('hidden'); return; }
|
||||
ordersWrap.classList.remove('hidden');
|
||||
ordersList.innerHTML = orders.map(function (o) {
|
||||
var detail = o.detail ? ' <span class="text-[color:var(--ink)]/45">· ' + esc(o.detail) + '</span>' : '';
|
||||
return '<li class="flex items-center gap-3">' +
|
||||
'<span class="font-semibold">' + esc(o.target_name) + '</span>' +
|
||||
'<span class="text-[color:var(--ink)]/55">' + esc(o.tier) + (o.signed ? ', signed' : '') + '</span>' +
|
||||
'<span class="ml-auto">' + badge(o.status) + '</span>' + detail + '</li>';
|
||||
}).join('');
|
||||
})
|
||||
.catch(function () {});
|
||||
}
|
||||
|
||||
list.addEventListener('click', function (e) {
|
||||
var b = e.target.closest('.mischief-send');
|
||||
if (!b) return;
|
||||
open(b.getAttribute('data-token'), b.getAttribute('data-name'));
|
||||
});
|
||||
signedEl.addEventListener('change', drawTiers);
|
||||
document.getElementById('mischief-close').addEventListener('click', close);
|
||||
document.getElementById('mischief-cancel').addEventListener('click', close);
|
||||
modal.addEventListener('click', function (e) { if (e.target === modal) close(); });
|
||||
|
||||
confirmEl.addEventListener('click', function () {
|
||||
if (!current || !chosen) return;
|
||||
confirmEl.disabled = true;
|
||||
resultEl.classList.add('hidden');
|
||||
fetch('/api/mischief/order', {
|
||||
method: 'POST',
|
||||
headers: { 'Content-Type': 'application/json' },
|
||||
body: JSON.stringify({ target_token: current.token, tier: chosen, signed: signedEl.checked })
|
||||
})
|
||||
.then(function (r) { return r.json().then(function (b) { return { ok: r.ok, body: b }; }); })
|
||||
.then(function (res) {
|
||||
resultEl.classList.remove('hidden');
|
||||
if (res.ok) {
|
||||
resultEl.className = 'text-sm text-red-600 font-semibold';
|
||||
resultEl.textContent = 'The word is out. Watch the board.';
|
||||
catalog = null; // balance moved; refetch next open
|
||||
loadOrders();
|
||||
setTimeout(close, 1200);
|
||||
} else {
|
||||
resultEl.className = 'text-sm text-[color:var(--ink)]/70';
|
||||
resultEl.textContent = (res.body && res.body.error) || 'That didn\'t take. Try again.';
|
||||
confirmEl.disabled = false;
|
||||
}
|
||||
})
|
||||
.catch(function () {
|
||||
resultEl.classList.remove('hidden');
|
||||
resultEl.className = 'text-sm text-[color:var(--ink)]/70';
|
||||
resultEl.textContent = 'The line dropped. Try again.';
|
||||
confirmEl.disabled = false;
|
||||
});
|
||||
});
|
||||
|
||||
loadOrders();
|
||||
setInterval(loadOrders, 60000);
|
||||
}
|
||||
</script>
|
||||
{{end}}
|
||||
|
||||
|
||||
@@ -101,8 +101,9 @@
|
||||
<span class="ml-auto shrink-0 rounded-full bg-theme-gaming px-3 py-1 text-xs font-bold uppercase tracking-wider text-white">Open</span>
|
||||
</div>
|
||||
<p class="mt-4 text-sm text-[color:var(--ink)]/70">
|
||||
One to three bots, and the more of them there are the more it pays: up to 3.6× for
|
||||
beating a full table. Anybody else going out first takes your stake.
|
||||
One to three bots, and the more of them there are the more it pays: up to 4.1× for
|
||||
beating a full table. Anybody else going out first takes your stake. Or throw the
|
||||
No Mercy switch: 168 cards, draws that stack, and twenty-five in your hand puts you out.
|
||||
</p>
|
||||
</a>
|
||||
|
||||
|
||||
70
internal/web/templates/games_door.html
Normal file
70
internal/web/templates/games_door.html
Normal file
@@ -0,0 +1,70 @@
|
||||
{{define "title"}}{{.Room.Name}}{{end}}
|
||||
|
||||
{{/* The front door: the only page in here a stranger is allowed to see.
|
||||
|
||||
It exists because a link has to unfurl into something, and because a casino
|
||||
whose first move is to shove you at an auth screen is a casino you'd assume
|
||||
was broken. Nothing on this page can be played — every table below sends you
|
||||
through sign-in first, and comes back to the table you picked. */}}
|
||||
|
||||
{{define "main"}}
|
||||
<div class="space-y-8">
|
||||
|
||||
<section class="rounded-3xl bg-[color:var(--card)] p-6 sm:p-10 shadow-pete border-2 border-[color:var(--ink)]/10">
|
||||
{{/* No decoration in here on purpose. The chip stacks want the casino's JS,
|
||||
which the door doesn't load, and an emoji big enough to balance the hero
|
||||
is an emoji that isn't on every machine. The share card carries the
|
||||
pictures; the door carries the way in. */}}
|
||||
<div class="flex flex-wrap items-center justify-between gap-6">
|
||||
<div class="min-w-0 max-w-2xl">
|
||||
<p class="text-xs font-semibold uppercase tracking-[0.18em] text-[color:var(--accent)]">The doors are open</p>
|
||||
<h1 class="mt-2 font-display text-3xl sm:text-5xl font-bold">{{.Room.Name}}</h1>
|
||||
<p class="mt-3 text-[color:var(--ink)]/70">
|
||||
Six tables, played against the house and its bots, for the same euros you
|
||||
already have. A chip is worth a euro, the house takes {{.RakePct}}% of what you
|
||||
win and nothing at all when you lose, and whatever you don't spend comes
|
||||
back when you cash out.
|
||||
</p>
|
||||
<div class="mt-6 flex flex-wrap items-center gap-3">
|
||||
<a href="/auth/login?next=/games"
|
||||
class="inline-flex items-center gap-2 rounded-full bg-[color:var(--accent)] px-6 py-3 font-display text-lg font-bold text-[#20180c] shadow-pete hover:-translate-y-0.5 hover:shadow-pete-lg transition">
|
||||
Sign in and sit down
|
||||
</a>
|
||||
<span class="text-sm text-[color:var(--ink)]/45">You'll need a parodia.dev account.</span>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
</div>
|
||||
</section>
|
||||
|
||||
<section>
|
||||
<h2 class="font-display text-2xl font-bold mb-4">The tables</h2>
|
||||
<div class="grid gap-4 sm:grid-cols-2">
|
||||
{{template "_door_table" dict "Href" "/games/blackjack" "Emoji" "🃏" "Name" "Blackjack" "Line" "Six decks, blackjack pays 3:2."}}
|
||||
{{template "_door_table" dict "Href" "/games/holdem" "Emoji" "♠️" "Name" "Texas hold'em" "Line" "A cash game against bots that were trained on it."}}
|
||||
{{template "_door_table" dict "Href" "/games/uno" "Emoji" "🎴" "Name" "UNO" "Line" "Three tables, and a No Mercy deck that bites."}}
|
||||
{{template "_door_table" dict "Href" "/games/trivia" "Emoji" "🧠" "Name" "Trivia" "Line" "A ladder. Climb it or bank it."}}
|
||||
{{template "_door_table" dict "Href" "/games/hangman" "Emoji" "🔤" "Name" "Hangman" "Line" "Longer words pay more, for the obvious reason."}}
|
||||
{{template "_door_table" dict "Href" "/games/solitaire" "Emoji" "🂡" "Name" "Solitaire" "Line" "Klondike, and the deal you pick sets the price."}}
|
||||
</div>
|
||||
</section>
|
||||
|
||||
<p class="pb-2 text-center text-sm text-[color:var(--ink)]/40">
|
||||
{{if eq .Room.Slug "casinopolis"}}The lights come on at six, and the place changes its name.
|
||||
{{else}}It goes back to being Casinopolis at six in the morning.{{end}}
|
||||
</p>
|
||||
</div>
|
||||
{{end}}
|
||||
|
||||
{{define "_door_table"}}
|
||||
<a href="{{.Href}}"
|
||||
class="group rounded-3xl bg-[color:var(--card)] p-6 shadow-pete border-2 border-[color:var(--ink)]/10 hover:-translate-y-0.5 hover:shadow-pete-lg transition">
|
||||
<div class="flex items-center gap-3">
|
||||
<span class="grid h-12 w-12 shrink-0 place-items-center rounded-2xl bg-[color:var(--accent)]/25 text-2xl">{{.Emoji}}</span>
|
||||
<div class="min-w-0">
|
||||
<h3 class="font-display text-xl font-bold">{{.Name}}</h3>
|
||||
<p class="text-sm text-[color:var(--ink)]/60">{{.Line}}</p>
|
||||
</div>
|
||||
</div>
|
||||
</a>
|
||||
{{end}}
|
||||
@@ -5,6 +5,23 @@
|
||||
<meta name="viewport" content="width=device-width, initial-scale=1">
|
||||
<title>{{block "title" .}}{{.Room.Name}}{{end}}</title>
|
||||
<meta name="robots" content="noindex">
|
||||
|
||||
{{/* What the casino looks like when somebody pastes it into a chat window.
|
||||
noindex keeps it out of a search engine and does not keep it out of a link
|
||||
preview: those are two different bots and only one of them is reading this.
|
||||
The image is drawn by games_og.go and follows the clock, so a link shared
|
||||
after six unfurls with the neon on. */}}
|
||||
<meta property="og:type" content="website">
|
||||
<meta property="og:site_name" content="{{.Room.Name}}">
|
||||
<meta property="og:title" content="{{block "og_title" .}}{{.Room.Name}}{{end}}">
|
||||
<meta property="og:description" content="{{block "og_desc" .}}Blackjack, hold'em, UNO, trivia, hangman and solitaire, played for real gogobee euros. Sign in and pull up a chair.{{end}}">
|
||||
<meta property="og:url" content="{{.URL}}">
|
||||
<meta property="og:image" content="{{.OGImage}}">
|
||||
<meta property="og:image:width" content="1200">
|
||||
<meta property="og:image:height" content="630">
|
||||
<meta property="og:image:alt" content="{{.Room.Name}}: two cards and a stack of chips on the felt.">
|
||||
<meta name="twitter:card" content="summary_large_image">
|
||||
<meta name="description" content="Blackjack, hold'em, UNO, trivia, hangman and solitaire, played for real gogobee euros.">
|
||||
<link rel="preconnect" href="https://fonts.googleapis.com">
|
||||
<link rel="preconnect" href="https://fonts.gstatic.com" crossorigin>
|
||||
<link href="https://fonts.googleapis.com/css2?family=Fredoka:wght@400;500;600;700&family=Nunito:wght@400;600;700&display=swap" rel="stylesheet">
|
||||
@@ -51,7 +68,6 @@
|
||||
{{template "_comb" .}}
|
||||
<span class="min-w-0">
|
||||
<span data-room-name class="block font-display text-2xl sm:text-3xl font-bold leading-none tracking-tight">{{.Room.Name}}</span>
|
||||
<span class="mt-1 block text-xs font-semibold uppercase tracking-[0.18em] text-[color:var(--ink)]/45">Chips are euros</span>
|
||||
</span>
|
||||
</a>
|
||||
|
||||
@@ -61,6 +77,12 @@
|
||||
<span class="grid h-6 w-6 place-items-center rounded-full bg-[color:var(--accent)] text-xs font-bold text-[#20180c]">{{.User.Initial}}</span>
|
||||
<span class="hidden sm:inline max-w-[7rem] truncate">{{.User.Display}}</span>
|
||||
</a>
|
||||
{{else}}
|
||||
{{/* Nobody is signed in, which on any page but the front door can't happen. */}}
|
||||
<a href="/auth/login?next=/games"
|
||||
class="inline-flex shrink-0 items-center rounded-full bg-[color:var(--accent)] px-4 py-1.5 text-sm font-bold text-[#20180c] shadow-pete hover:-translate-y-0.5 transition">
|
||||
Sign in
|
||||
</a>
|
||||
{{end}}
|
||||
</div>
|
||||
</header>
|
||||
@@ -73,6 +95,11 @@
|
||||
Play for what you can lose. Cash out whenever you like.
|
||||
</footer>
|
||||
|
||||
<!-- The room's noise. Loaded here rather than per-table because every table
|
||||
wants it and none of them owns it, and because it has to be defined before
|
||||
casino-fx.js — which reaches for it on every chip it throws. `defer` runs
|
||||
these in document order, so that's guaranteed. -->
|
||||
<script src="/static/js/casino-sfx.js" defer></script>
|
||||
{{block "scripts" .}}{{end}}
|
||||
</body>
|
||||
</html>{{end}}
|
||||
|
||||
@@ -145,6 +145,21 @@
|
||||
<p data-between-msg class="hidden mt-3 rounded-2xl bg-[color:var(--ink)]/5 px-4 py-2 text-sm font-semibold"></p>
|
||||
</section>
|
||||
|
||||
<!-- The rail talk. Chat lives at the felt and does not leave it for Matrix;
|
||||
every line is stamped with the hand it was said during. Shown while you're
|
||||
seated. -->
|
||||
<section data-chat class="hidden rounded-3xl bg-[color:var(--card)] p-4 shadow-pete border-2 border-[color:var(--ink)]/10">
|
||||
<div data-chat-log class="flex flex-col gap-1 max-h-40 overflow-y-auto pr-1 text-sm" aria-live="polite" aria-label="Table chat"></div>
|
||||
<form data-chat-form class="mt-3 flex items-center gap-2">
|
||||
<input data-chat-input type="text" maxlength="240" autocomplete="off" placeholder="Say something to the table…"
|
||||
class="flex-1 min-w-0 rounded-full border-2 border-[color:var(--ink)]/15 bg-[color:var(--bg)] px-4 py-2 text-sm focus:outline-none focus:border-[color:var(--accent)]">
|
||||
<button type="submit"
|
||||
class="rounded-full bg-[color:var(--accent)] px-5 py-2 font-display text-sm font-bold text-white shadow-pete hover:brightness-105 active:translate-y-px transition">
|
||||
Say
|
||||
</button>
|
||||
</form>
|
||||
</section>
|
||||
|
||||
<!-- Sitting down: shown when you aren't at a table. -->
|
||||
<section data-sitting class="rounded-3xl bg-[color:var(--card)] p-5 sm:p-6 shadow-pete border-2 border-[color:var(--ink)]/10">
|
||||
|
||||
@@ -195,6 +210,13 @@
|
||||
Sit down
|
||||
</button>
|
||||
|
||||
<!-- Or pull up a chair at a table someone else has already opened. Bots keep
|
||||
every open table full, so there is always a seat to take. -->
|
||||
<div data-lobby-wrap class="mt-6 hidden">
|
||||
<div class="text-xs font-semibold uppercase tracking-wider text-[color:var(--ink)]/50">Or join a table in progress</div>
|
||||
<div data-lobby class="mt-2 grid gap-2"></div>
|
||||
</div>
|
||||
|
||||
<p class="mt-3 text-center text-xs text-[color:var(--ink)]/40">
|
||||
The bots are trained, not scripted. The house takes {{.RakePct}}% of a pot that sees a flop, capped at three big blinds, and nothing at all from a hand that doesn't.
|
||||
</p>
|
||||
|
||||
@@ -13,23 +13,24 @@
|
||||
</a>
|
||||
<h1 class="font-display text-3xl font-bold">UNO</h1>
|
||||
</div>
|
||||
<p class="text-sm text-[color:var(--ink)]/50">Go out first, or it was somebody else's night</p>
|
||||
<p class="text-sm text-[color:var(--ink)]/50">Sit down, ante up, and go out first — the pot's yours</p>
|
||||
</div>
|
||||
|
||||
{{template "_chipbar" .}}
|
||||
|
||||
<!-- The felt. The board takes the room and the money lives in a rail beside it:
|
||||
there is no corner free on this table for the house rack to sit in. -->
|
||||
<!-- The felt. Other seats along the top, the deck and the pile in the middle
|
||||
with the pot beside them, your hand at the bottom. Every ante on this table
|
||||
is riding in the pot until somebody goes out and takes it. -->
|
||||
<section class="pete-felt pete-uno relative overflow-hidden rounded-3xl p-4 sm:p-6 lg:p-8 shadow-pete-lg border-2 border-[color:var(--ink)]/10">
|
||||
<div class="grid gap-5 lg:grid-cols-[minmax(0,1fr),auto] lg:gap-8">
|
||||
|
||||
<div class="min-w-0 space-y-5">
|
||||
|
||||
<!-- The bots. Each one is a name, a fan of backs, and a count — which is
|
||||
all you are ever told about them, and all a real opponent shows you. -->
|
||||
<!-- The other seats. Each one is a name, a stack, a fan of backs and a
|
||||
count — all a real opponent shows you. -->
|
||||
<div data-seats class="flex flex-wrap items-start justify-center gap-3 sm:gap-5" aria-label="The other players"></div>
|
||||
|
||||
<!-- The middle: what you draw from, and what you play onto. -->
|
||||
<!-- The middle: what you draw from, what you play onto, and the pot. -->
|
||||
<div class="flex items-center justify-center gap-5 sm:gap-8">
|
||||
<button type="button" data-deck class="pete-uno-deck" aria-label="Draw a card">
|
||||
<span class="pete-uno-back" aria-hidden="true"></span>
|
||||
@@ -39,6 +40,13 @@
|
||||
<div class="flex flex-col items-center gap-2">
|
||||
<div data-discard class="pete-uno-discard" aria-label="The card in play"></div>
|
||||
<p data-colour class="pete-uno-colour" aria-live="polite"></p>
|
||||
<p data-bill class="pete-uno-pending hidden" aria-live="assertive"></p>
|
||||
</div>
|
||||
|
||||
<!-- The pot. Every seat's ante is in here until the hand is won. -->
|
||||
<div class="pete-uno-pot text-center">
|
||||
<span class="block text-xs font-bold uppercase tracking-wider text-white/50">Pot</span>
|
||||
<span data-pot class="block font-display text-2xl font-bold tabular-nums text-white">0</span>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
@@ -65,24 +73,17 @@
|
||||
<span data-chip="5" style="--stack: 6"></span>
|
||||
</div>
|
||||
|
||||
<div class="pete-spot" data-spot>
|
||||
<span class="pete-spot-label">Bet</span>
|
||||
<div class="pete-stack" data-stack></div>
|
||||
<span data-spot-total class="pete-spot-total hidden"></span>
|
||||
</div>
|
||||
|
||||
<div class="text-center">
|
||||
<div class="pete-meter" data-meter>
|
||||
<span class="pete-meter-label">Pays</span>
|
||||
<span data-pays class="pete-meter-value">—</span>
|
||||
<span class="pete-meter-label">In front of you</span>
|
||||
<span data-stack class="pete-meter-value">—</span>
|
||||
</div>
|
||||
<p data-table-name class="mt-1.5 text-xs font-bold uppercase tracking-wider text-white/40"></p>
|
||||
</div>
|
||||
</aside>
|
||||
</div>
|
||||
|
||||
<!-- Naming a colour for a wild. It sits over the felt because until it is
|
||||
answered there is no legal move on the table underneath it. -->
|
||||
<!-- Naming a colour for a wild. -->
|
||||
<div data-wild class="pete-uno-wild hidden" role="dialog" aria-label="Pick a colour">
|
||||
<div class="pete-uno-wild-box">
|
||||
<p class="font-display text-lg font-bold text-white">Pick a colour</p>
|
||||
@@ -95,12 +96,22 @@
|
||||
<button type="button" data-colour-cancel class="mt-3 text-xs font-semibold text-white/50 hover:text-white/80 transition">Play something else</button>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<!-- Calling UNO. -->
|
||||
<div data-unogate class="pete-uno-wild hidden" role="dialog" aria-label="Call UNO">
|
||||
<div class="pete-uno-wild-box">
|
||||
<p class="font-display text-lg font-bold text-white">Down to one card</p>
|
||||
<button type="button" data-uno-call class="pete-uno-call">UNO!</button>
|
||||
<div class="pete-uno-timer" aria-hidden="true"><span data-uno-timer></span></div>
|
||||
<p class="mt-2 text-xs text-white/50">Say it, or they'll catch you for two.</p>
|
||||
</div>
|
||||
</div>
|
||||
</section>
|
||||
|
||||
<!-- Playing: shown while a game is live. -->
|
||||
<section data-playing class="hidden rounded-3xl bg-[color:var(--card)] p-5 sm:p-6 shadow-pete border-2 border-[color:var(--ink)]/10">
|
||||
<!-- Acting: shown while it's your turn. -->
|
||||
<section data-acting class="hidden rounded-3xl bg-[color:var(--card)] p-5 sm:p-6 shadow-pete border-2 border-[color:var(--ink)]/10">
|
||||
<div class="flex flex-wrap items-center gap-3">
|
||||
<p class="text-sm text-[color:var(--ink)]/50">
|
||||
<p data-hint class="text-sm text-[color:var(--ink)]/50">
|
||||
Click a card that lights up. Nothing lights up? Draw one.
|
||||
</p>
|
||||
<div class="ml-auto flex flex-wrap items-center gap-2">
|
||||
@@ -109,6 +120,11 @@
|
||||
hover:bg-[color:var(--ink)]/5 active:translate-y-px disabled:opacity-40 disabled:pointer-events-none transition">
|
||||
Draw
|
||||
</button>
|
||||
<button type="button" data-take
|
||||
class="hidden rounded-full bg-[#cc3d4a] px-6 py-3 font-display text-lg font-bold text-white shadow-pete
|
||||
hover:brightness-105 active:translate-y-px disabled:opacity-40 disabled:pointer-events-none transition">
|
||||
Take <span data-take-n>0</span>
|
||||
</button>
|
||||
<button type="button" data-pass
|
||||
class="hidden rounded-full bg-[color:var(--accent)] px-6 py-3 font-display text-lg font-bold text-white shadow-pete
|
||||
hover:brightness-105 active:translate-y-px disabled:opacity-40 disabled:pointer-events-none transition">
|
||||
@@ -119,51 +135,118 @@
|
||||
<p data-game-msg class="hidden mt-3 rounded-2xl bg-[color:var(--ink)]/5 px-4 py-2 text-sm font-semibold"></p>
|
||||
</section>
|
||||
|
||||
<!-- Betting: shown between games. -->
|
||||
<section data-betting class="rounded-3xl bg-[color:var(--card)] p-5 sm:p-6 shadow-pete border-2 border-[color:var(--ink)]/10">
|
||||
|
||||
<div class="text-xs font-semibold uppercase tracking-wider text-[color:var(--ink)]/50">Who are you playing?</div>
|
||||
<div class="mt-2 grid gap-2 sm:grid-cols-3">
|
||||
{{range .Tables}}
|
||||
<button type="button" data-tier="{{.Slug}}"
|
||||
class="pete-tier rounded-2xl border-2 p-3 text-left transition">
|
||||
<div class="flex items-baseline justify-between gap-2">
|
||||
<span class="font-display text-lg font-bold">{{.Name}}</span>
|
||||
<span class="font-display text-lg font-bold tabular-nums text-[color:var(--accent)]">{{printf "%.1f" .Base}}×</span>
|
||||
</div>
|
||||
<p class="mt-0.5 text-xs text-[color:var(--ink)]/50">{{.Blurb}}</p>
|
||||
<p class="mt-1.5 text-xs font-semibold text-[color:var(--ink)]/40">
|
||||
{{.Bots}} bot{{if gt .Bots 1}}s{{end}} · seven cards each
|
||||
<!-- Between hands: deal the next one, or get up. -->
|
||||
<section data-between class="hidden rounded-3xl bg-[color:var(--card)] p-5 sm:p-6 shadow-pete border-2 border-[color:var(--ink)]/10">
|
||||
<div class="flex flex-wrap items-center gap-3">
|
||||
<div class="min-w-0">
|
||||
<div class="text-xs font-semibold uppercase tracking-wider text-[color:var(--ink)]/50">In front of you</div>
|
||||
<div class="font-display text-3xl font-bold tabular-nums" data-table-stack>0</div>
|
||||
<p class="mt-0.5 text-xs text-[color:var(--ink)]/40">
|
||||
Bought in for <span data-bought-in class="tabular-nums">0</span> · <span data-ante-note class="tabular-nums">0</span> to ante
|
||||
</p>
|
||||
</button>
|
||||
{{end}}
|
||||
</div>
|
||||
|
||||
<div class="mt-5 flex flex-wrap items-center gap-x-6 gap-y-4">
|
||||
<div>
|
||||
<div class="text-xs font-semibold uppercase tracking-wider text-[color:var(--ink)]/50">Your bet</div>
|
||||
<div class="font-display text-3xl font-bold tabular-nums"><span data-bet-amount>0</span></div>
|
||||
</div>
|
||||
|
||||
<div class="flex flex-wrap items-center gap-2">
|
||||
{{range .Denominations}}
|
||||
<button type="button" data-chip="{{.}}" aria-label="Bet {{.}} more"
|
||||
class="pete-chip pete-disc grid h-12 w-12 place-items-center font-display text-sm font-bold text-white">
|
||||
<span>{{.}}</span>
|
||||
<div class="ml-auto flex flex-wrap items-center gap-2">
|
||||
<button type="button" data-leave
|
||||
class="rounded-full border-2 border-[color:var(--ink)]/15 bg-[color:var(--card)] px-5 py-3 font-display text-base font-bold shadow-pete
|
||||
hover:bg-[color:var(--ink)]/5 active:translate-y-px disabled:opacity-40 disabled:pointer-events-none transition">
|
||||
Get up
|
||||
</button>
|
||||
<button type="button" data-deal
|
||||
class="rounded-full bg-[color:var(--accent)] px-8 py-3 font-display text-lg font-bold text-white shadow-pete
|
||||
hover:brightness-105 active:translate-y-px disabled:opacity-40 disabled:pointer-events-none transition">
|
||||
Next hand
|
||||
</button>
|
||||
</div>
|
||||
</div>
|
||||
<p data-between-msg class="hidden mt-3 rounded-2xl bg-[color:var(--ink)]/5 px-4 py-2 text-sm font-semibold"></p>
|
||||
</section>
|
||||
|
||||
<!-- The rail talk, shown while you're seated. -->
|
||||
<section data-chat class="hidden rounded-3xl bg-[color:var(--card)] p-4 shadow-pete border-2 border-[color:var(--ink)]/10">
|
||||
<div data-chat-log class="flex flex-col gap-1 max-h-40 overflow-y-auto pr-1 text-sm" aria-live="polite" aria-label="Table chat"></div>
|
||||
<form data-chat-form class="mt-3 flex items-center gap-2">
|
||||
<input data-chat-input type="text" maxlength="240" autocomplete="off" placeholder="Say something to the table…"
|
||||
class="flex-1 min-w-0 rounded-full border-2 border-[color:var(--ink)]/15 bg-[color:var(--bg)] px-4 py-2 text-sm focus:outline-none focus:border-[color:var(--accent)]">
|
||||
<button type="submit"
|
||||
class="rounded-full bg-[color:var(--accent)] px-5 py-2 font-display text-sm font-bold text-white shadow-pete hover:brightness-105 active:translate-y-px transition">
|
||||
Say
|
||||
</button>
|
||||
</form>
|
||||
</section>
|
||||
|
||||
<!-- Sitting down: shown when you aren't at a table. -->
|
||||
<section data-sitting class="rounded-3xl bg-[color:var(--card)] p-5 sm:p-6 shadow-pete border-2 border-[color:var(--ink)]/10">
|
||||
|
||||
<div class="flex flex-wrap items-center justify-between gap-3">
|
||||
<div class="text-xs font-semibold uppercase tracking-wider text-[color:var(--ink)]/50">Which table?</div>
|
||||
<div class="pete-seg" role="group" aria-label="Which rules">
|
||||
<button type="button" data-rules="normal" class="pete-seg-btn">UNO</button>
|
||||
<button type="button" data-rules="nomercy" class="pete-seg-btn">No Mercy</button>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div data-grid="normal">
|
||||
<div class="mt-2 grid gap-2 sm:grid-cols-3">
|
||||
{{range .Tables}}
|
||||
<button type="button" data-tier="{{.Slug}}" data-min="{{.MinBuy}}" data-max="{{.MaxBuy}}" data-ante="{{.Ante}}"
|
||||
class="pete-tier rounded-2xl border-2 p-3 text-left transition">
|
||||
<div class="flex items-baseline justify-between gap-2">
|
||||
<span class="font-display text-lg font-bold">{{.Name}}</span>
|
||||
<span class="font-display text-lg font-bold tabular-nums text-[color:var(--accent)]">{{.Ante}} ante</span>
|
||||
</div>
|
||||
<p class="mt-0.5 text-xs text-[color:var(--ink)]/50">{{.Blurb}}</p>
|
||||
<p class="mt-1.5 text-xs font-semibold text-[color:var(--ink)]/40">
|
||||
{{.Bots}} bot{{if gt .Bots 1}}s{{end}} · buy in {{.MinBuy}}–{{.MaxBuy}}
|
||||
</p>
|
||||
</button>
|
||||
{{end}}
|
||||
<button type="button" data-bet-clear
|
||||
class="rounded-full px-3 py-2 text-sm font-semibold text-[color:var(--ink)]/50 hover:text-[color:var(--ink)] transition">Clear</button>
|
||||
</div>
|
||||
|
||||
<button type="button" data-start
|
||||
class="ml-auto rounded-full bg-[color:var(--accent)] px-8 py-3 font-display text-lg font-bold text-white shadow-pete
|
||||
hover:brightness-105 active:translate-y-px disabled:opacity-40 disabled:pointer-events-none transition">
|
||||
Deal
|
||||
</button>
|
||||
</div>
|
||||
<p class="mt-3 text-center text-xs text-[color:var(--ink)]/40">
|
||||
Normal rules: no stacking a +2 on a +2, and a reverse is a skip when it's just the two of you.
|
||||
|
||||
<div data-grid="nomercy" class="hidden">
|
||||
<div class="mt-2 grid gap-2 sm:grid-cols-3">
|
||||
{{range .NoMercy}}
|
||||
<button type="button" data-tier="{{.Slug}}" data-min="{{.MinBuy}}" data-max="{{.MaxBuy}}" data-ante="{{.Ante}}"
|
||||
class="pete-tier pete-tier-nm rounded-2xl border-2 p-3 text-left transition">
|
||||
<div class="flex items-baseline justify-between gap-2">
|
||||
<span class="font-display text-lg font-bold">{{.Name}}</span>
|
||||
<span class="font-display text-lg font-bold tabular-nums text-[color:var(--accent)]">{{.Ante}} ante</span>
|
||||
</div>
|
||||
<p class="mt-0.5 text-xs text-[color:var(--ink)]/50">{{.Blurb}}</p>
|
||||
<p class="mt-1.5 text-xs font-semibold text-[color:var(--ink)]/40">
|
||||
{{.Bots}} bot{{if gt .Bots 1}}s{{end}} · 168 cards
|
||||
</p>
|
||||
</button>
|
||||
{{end}}
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="mt-5">
|
||||
<div class="text-xs font-semibold uppercase tracking-wider text-[color:var(--ink)]/50">Buying in for</div>
|
||||
<div class="mt-2 flex items-center gap-3">
|
||||
<input type="range" data-buyin-slider class="flex-1 min-w-0" aria-label="How much to buy in for">
|
||||
<span data-buyin class="font-display text-2xl font-bold tabular-nums">0</span>
|
||||
</div>
|
||||
<p class="mt-1.5 text-xs text-[color:var(--ink)]/40" data-buyin-note></p>
|
||||
</div>
|
||||
|
||||
<button type="button" data-sit
|
||||
class="mt-5 w-full rounded-full bg-[color:var(--accent)] px-8 py-3 font-display text-lg font-bold text-white shadow-pete
|
||||
hover:brightness-105 active:translate-y-px disabled:opacity-40 disabled:pointer-events-none transition">
|
||||
Sit down
|
||||
</button>
|
||||
|
||||
<div data-lobby-wrap class="mt-6 hidden">
|
||||
<div class="text-xs font-semibold uppercase tracking-wider text-[color:var(--ink)]/50">Or join a table in progress</div>
|
||||
<div data-lobby class="mt-2 grid gap-2"></div>
|
||||
</div>
|
||||
|
||||
<p data-note="normal" class="mt-3 text-center text-xs text-[color:var(--ink)]/40">
|
||||
Everyone antes, and the first one out takes the pot less {{.RakePct}}% rake. Normal rules: no stacking a +2 on a +2, and a reverse is a skip when it's just the two of you.
|
||||
</p>
|
||||
<p data-note="nomercy" class="hidden mt-3 text-center text-xs text-[color:var(--ink)]/40">
|
||||
168 cards, +6s and +10s. Draw cards stack, you draw until you can play, and {{.MercyLimit}} cards in your hand puts you out of the hand. The pot still goes to whoever goes out first.
|
||||
</p>
|
||||
<p data-table-msg class="hidden mt-3 rounded-2xl bg-[color:var(--ink)]/5 px-4 py-2 text-sm font-semibold"></p>
|
||||
</section>
|
||||
|
||||
207
internal/web/templates/who.html
Normal file
207
internal/web/templates/who.html
Normal file
@@ -0,0 +1,207 @@
|
||||
{{define "title"}}{{.Mark.Name}} — {{.SiteTitle}}{{end}}
|
||||
|
||||
{{define "main"}}
|
||||
<article class="mt-2 mb-10 max-w-3xl mx-auto" id="who" data-token="{{.Mark.Token}}">
|
||||
<nav class="mb-4">
|
||||
<a href="/adventure" class="inline-flex items-center gap-1.5 text-sm font-semibold text-[color:var(--ink)]/60 hover:text-[color:var(--ink)] transition">
|
||||
<span aria-hidden="true">←</span> The board
|
||||
</a>
|
||||
</nav>
|
||||
|
||||
<header class="rounded-3xl bg-theme-adventure text-white p-6 sm:p-10 shadow-pete relative overflow-hidden">
|
||||
<div class="absolute -top-6 -right-6 text-[12rem] opacity-20 select-none" aria-hidden="true">{{if .Mark.OnRun}}⚔{{else}}🏠{{end}}</div>
|
||||
<div class="relative">
|
||||
<p class="text-sm uppercase tracking-[0.2em] opacity-80">adventurer</p>
|
||||
<h1 class="font-display text-3xl sm:text-4xl font-bold mt-2 leading-tight">{{.Mark.Name}}</h1>
|
||||
<p class="mt-2 opacity-90">Level {{.Mark.Level}} {{.Mark.ClassRace}}</p>
|
||||
<p class="mt-4 text-xs uppercase tracking-wider opacity-75" id="who-where">
|
||||
{{if .Mark.OnRun}}{{.Mark.Where}}{{else}}In town{{if .Mark.Idle}} · {{.Mark.Idle}}{{end}}{{end}}
|
||||
</p>
|
||||
</div>
|
||||
</header>
|
||||
|
||||
{{if .HasDetail}}
|
||||
<!-- Stats + gear: public, the same anonymity model as the board. -->
|
||||
<section class="mt-8 grid gap-6 sm:grid-cols-2">
|
||||
<div class="rounded-3xl bg-[color:var(--card)] border-2 border-[color:var(--ink)]/10 p-6 shadow-pete">
|
||||
<h2 class="font-display text-xl font-bold mb-4">Vitals</h2>
|
||||
<div class="flex items-baseline justify-between">
|
||||
<span class="text-sm uppercase tracking-wider text-[color:var(--ink)]/50">Hit points</span>
|
||||
<span class="font-semibold" id="who-hp">{{.Detail.HPCurrent}} / {{.Detail.HPMax}}{{if .Detail.TempHP}} <span class="text-theme-adventure">+{{.Detail.TempHP}}</span>{{end}}</span>
|
||||
</div>
|
||||
<div class="mt-2 h-2 rounded-full bg-[color:var(--ink)]/10 overflow-hidden">
|
||||
<div class="h-full rounded-full bg-theme-adventure transition-all" id="who-hp-bar" style="width:0%"></div>
|
||||
</div>
|
||||
<div class="mt-4 flex items-baseline justify-between">
|
||||
<span class="text-sm uppercase tracking-wider text-[color:var(--ink)]/50">Armor class</span>
|
||||
<span class="font-semibold" id="who-ac">{{.Detail.ArmorClass}}</span>
|
||||
</div>
|
||||
|
||||
<div class="mt-5 grid grid-cols-3 gap-2">
|
||||
{{range .Abilities}}
|
||||
<div class="rounded-2xl bg-[color:var(--ink)]/5 px-2 py-3 text-center">
|
||||
<div class="text-[10px] uppercase tracking-wider text-[color:var(--ink)]/50">{{.Label}}</div>
|
||||
<div class="font-display text-lg font-bold leading-none mt-1">{{.Score}}</div>
|
||||
<div class="text-xs text-[color:var(--ink)]/60">{{.ModStr}}</div>
|
||||
</div>
|
||||
{{end}}
|
||||
</div>
|
||||
|
||||
{{if .Mark.OnRun}}
|
||||
<div class="mt-5 pt-4 border-t border-[color:var(--ink)]/10 space-y-1.5 text-sm" id="who-expedition">
|
||||
{{if .Detail.Room}}<div class="flex justify-between"><span class="text-[color:var(--ink)]/50">Room</span><span class="font-semibold" id="who-room">{{.Detail.Room}}</span></div>{{end}}
|
||||
<div class="flex justify-between"><span class="text-[color:var(--ink)]/50">Supplies</span><span class="font-semibold" id="who-supplies">{{.Detail.Supplies}}</span></div>
|
||||
{{if .Detail.ThreatLevel}}<div class="flex justify-between"><span class="text-[color:var(--ink)]/50">Threat</span><span class="font-semibold" id="who-threat">{{.Detail.ThreatLevel}}</span></div>{{end}}
|
||||
</div>
|
||||
{{end}}
|
||||
</div>
|
||||
|
||||
<div class="rounded-3xl bg-[color:var(--card)] border-2 border-[color:var(--ink)]/10 p-6 shadow-pete">
|
||||
<h2 class="font-display text-xl font-bold mb-4">Gear</h2>
|
||||
{{if .Detail.Gear}}
|
||||
<ul class="space-y-2">
|
||||
{{range .Detail.Gear}}
|
||||
<li class="flex items-baseline justify-between gap-3">
|
||||
<span class="text-xs uppercase tracking-wider text-[color:var(--ink)]/45 w-16 shrink-0">{{.Slot}}</span>
|
||||
<span class="font-semibold flex-1">{{.Name}}{{if .Masterwork}} <span title="masterwork">★</span>{{end}}</span>
|
||||
<span class="text-xs text-[color:var(--ink)]/50 shrink-0">T{{.Tier}}{{if .Condition}} · {{.Condition}}%{{end}}</span>
|
||||
</li>
|
||||
{{end}}
|
||||
</ul>
|
||||
{{else}}
|
||||
<p class="text-sm text-[color:var(--ink)]/50">Traveling light — nothing equipped.</p>
|
||||
{{end}}
|
||||
</div>
|
||||
</section>
|
||||
{{else}}
|
||||
<section class="mt-8 rounded-3xl bg-[color:var(--card)] border-2 border-[color:var(--ink)]/10 p-6 shadow-pete">
|
||||
<p class="text-sm text-[color:var(--ink)]/60">No detailed sheet on file for this adventurer yet — check back after the next snapshot.</p>
|
||||
</section>
|
||||
{{end}}
|
||||
|
||||
{{if .HasSelf}}
|
||||
<!-- Owner-only: this is you. Inventory, vault, house, pets — private, served
|
||||
only because your signed-in localpart owns this page's token. -->
|
||||
<section class="mt-8">
|
||||
<div class="flex items-center gap-2 mb-3">
|
||||
<span class="rounded-full bg-theme-adventure text-white text-xs font-semibold px-3 py-1">Your adventurer</span>
|
||||
<span class="text-xs text-[color:var(--ink)]/45">only you can see the panels below</span>
|
||||
</div>
|
||||
|
||||
<div class="grid gap-6 sm:grid-cols-2">
|
||||
<div class="rounded-3xl bg-[color:var(--card)] border-2 border-[color:var(--ink)]/10 p-6 shadow-pete">
|
||||
<h2 class="font-display text-xl font-bold mb-4">Home</h2>
|
||||
<div class="space-y-1.5 text-sm">
|
||||
<div class="flex justify-between"><span class="text-[color:var(--ink)]/50">House tier</span><span class="font-semibold">{{if .Self.House.Tier}}{{.Self.House.Tier}}{{else}}no house{{end}}</span></div>
|
||||
{{if .Self.House.LoanBalance}}<div class="flex justify-between"><span class="text-[color:var(--ink)]/50">Loan balance</span><span class="font-semibold">{{.Self.House.LoanBalance}}</span></div>{{end}}
|
||||
{{if .Self.House.Rate}}<div class="flex justify-between"><span class="text-[color:var(--ink)]/50">Rate</span><span class="font-semibold">{{.Self.House.Rate}}</span></div>{{end}}
|
||||
{{if .Self.House.Autopay}}<div class="flex justify-between"><span class="text-[color:var(--ink)]/50">Autopay</span><span class="font-semibold">on</span></div>{{end}}
|
||||
</div>
|
||||
|
||||
<h3 class="font-display text-lg font-bold mt-6 mb-3">Pets</h3>
|
||||
{{if .Self.Pets}}
|
||||
<ul class="space-y-2 text-sm">
|
||||
{{range .Self.Pets}}
|
||||
<li class="flex items-baseline justify-between gap-3">
|
||||
<span class="font-semibold flex-1">{{if .Name}}{{.Name}}{{else}}your {{.Type}}{{end}} <span class="text-[color:var(--ink)]/45 font-normal">{{.Type}}</span></span>
|
||||
<span class="text-xs text-[color:var(--ink)]/50 shrink-0">lv {{.Level}}{{if .ArmorTier}} · barding T{{.ArmorTier}}{{end}}</span>
|
||||
</li>
|
||||
{{end}}
|
||||
</ul>
|
||||
{{else}}
|
||||
<p class="text-sm text-[color:var(--ink)]/50">No pets right now.</p>
|
||||
{{end}}
|
||||
</div>
|
||||
|
||||
<div class="rounded-3xl bg-[color:var(--card)] border-2 border-[color:var(--ink)]/10 p-6 shadow-pete">
|
||||
<h2 class="font-display text-xl font-bold mb-4">Backpack</h2>
|
||||
{{if .Self.Inventory}}
|
||||
<ul class="space-y-1.5 text-sm max-h-72 overflow-y-auto pr-1">
|
||||
{{range .Self.Inventory}}
|
||||
<li class="flex items-baseline justify-between gap-3">
|
||||
<span class="flex-1">{{.Name}}{{if .Temper}} <span class="text-theme-adventure">+{{.Temper}}</span>{{end}}</span>
|
||||
<span class="text-xs text-[color:var(--ink)]/50 shrink-0">T{{.Tier}}{{if .Value}} · {{.Value}}g{{end}}</span>
|
||||
</li>
|
||||
{{end}}
|
||||
</ul>
|
||||
{{else}}
|
||||
<p class="text-sm text-[color:var(--ink)]/50">Backpack's empty.</p>
|
||||
{{end}}
|
||||
|
||||
{{if .Self.Vault}}
|
||||
<h3 class="font-display text-lg font-bold mt-6 mb-3">Vault</h3>
|
||||
<ul class="space-y-1.5 text-sm max-h-52 overflow-y-auto pr-1">
|
||||
{{range .Self.Vault}}
|
||||
<li class="flex items-baseline justify-between gap-3">
|
||||
<span class="flex-1">{{.Name}}{{if .Temper}} <span class="text-theme-adventure">+{{.Temper}}</span>{{end}}</span>
|
||||
<span class="text-xs text-[color:var(--ink)]/50 shrink-0">T{{.Tier}}{{if .Value}} · {{.Value}}g{{end}}</span>
|
||||
</li>
|
||||
{{end}}
|
||||
</ul>
|
||||
{{end}}
|
||||
</div>
|
||||
</div>
|
||||
</section>
|
||||
{{end}}
|
||||
</article>
|
||||
|
||||
<script>
|
||||
// The sheet is state, like the board: keep an open tab honest without a reload.
|
||||
// Public detail only (HP, room, supplies) — the private panels stay as rendered.
|
||||
(function () {
|
||||
var root = document.getElementById('who');
|
||||
if (!root) return;
|
||||
var token = root.getAttribute('data-token');
|
||||
|
||||
function setBar() {
|
||||
var el = document.getElementById('who-hp-bar');
|
||||
var hp = document.getElementById('who-hp');
|
||||
if (!el || !hp) return;
|
||||
var m = hp.textContent.match(/(-?\d+)\s*\/\s*(\d+)/);
|
||||
if (!m) return;
|
||||
var cur = parseInt(m[1], 10), max = parseInt(m[2], 10);
|
||||
var pct = max > 0 ? Math.max(0, Math.min(100, Math.round(cur / max * 100))) : 0;
|
||||
el.style.width = pct + '%';
|
||||
}
|
||||
setBar();
|
||||
|
||||
function txt(id, v) { var el = document.getElementById(id); if (el && v != null) el.textContent = v; }
|
||||
|
||||
var timer = null;
|
||||
function refresh() {
|
||||
fetch('/api/adventure/who/' + encodeURIComponent(token), { headers: { 'Accept': 'application/json' } })
|
||||
.then(function (r) { return r.ok ? r.json() : null; })
|
||||
.then(function (data) {
|
||||
if (!data) return;
|
||||
if (!data.live) {
|
||||
// Off the board entirely (expedition ended, opted out): nothing more to
|
||||
// poll for, so stop the timer rather than hammer a token that's gone.
|
||||
txt('who-where', 'Back in town');
|
||||
if (timer) clearInterval(timer);
|
||||
return;
|
||||
}
|
||||
var d = data.detail || {};
|
||||
var mark = data.mark || {};
|
||||
if (data.has_detail) {
|
||||
var temp = d.temp_hp ? ' +' + d.temp_hp : '';
|
||||
txt('who-hp', d.hp_current + ' / ' + d.hp_max + temp);
|
||||
txt('who-ac', d.armor_class);
|
||||
txt('who-room', d.room);
|
||||
txt('who-supplies', d.supplies);
|
||||
txt('who-threat', d.threat_level);
|
||||
setBar();
|
||||
}
|
||||
// Keep the location line honest in both directions: a mark that came back
|
||||
// to town while still on the board must stop showing its old expedition.
|
||||
if (mark.OnRun) {
|
||||
txt('who-where', mark.Where);
|
||||
} else {
|
||||
txt('who-where', 'In town' + (mark.Idle ? ' · ' + mark.Idle : ''));
|
||||
}
|
||||
})
|
||||
.catch(function () { /* transient — next tick will do */ });
|
||||
}
|
||||
timer = setInterval(refresh, 60000);
|
||||
})();
|
||||
</script>
|
||||
{{end}}
|
||||
167
internal/web/who.go
Normal file
167
internal/web/who.go
Normal file
@@ -0,0 +1,167 @@
|
||||
package web
|
||||
|
||||
import (
|
||||
"encoding/json"
|
||||
"fmt"
|
||||
"log/slog"
|
||||
"net/http"
|
||||
|
||||
"pete/internal/storage"
|
||||
)
|
||||
|
||||
// The adventurer detail page.
|
||||
//
|
||||
// A click-through from the live board: anyone may see a mark's current stats and
|
||||
// equipped gear (the same anonymity model as the board — a character name and a
|
||||
// sheet, never a Matrix handle). The signed-in owner sees the same page enriched
|
||||
// with their private inventory, vault, house, and pets.
|
||||
//
|
||||
// Both halves are still gogobee → Pete: the public detail rides the roster
|
||||
// snapshot, the private detail rides its own push. Pete renders what it was
|
||||
// given; it never reaches back into the game box.
|
||||
|
||||
// whoDetail is the public sheet as gogobee pushed it (RosterEntry.Detail).
|
||||
type whoDetail struct {
|
||||
HPCurrent int `json:"hp_current"`
|
||||
HPMax int `json:"hp_max"`
|
||||
TempHP int `json:"temp_hp"`
|
||||
ArmorClass int `json:"armor_class"`
|
||||
Abilities [6]int `json:"abilities"`
|
||||
Modifiers [6]int `json:"modifiers"`
|
||||
Gear []whoGear `json:"gear"`
|
||||
Supplies int `json:"supplies"`
|
||||
ThreatLevel int `json:"threat_level"`
|
||||
Room string `json:"room"`
|
||||
}
|
||||
|
||||
type whoGear struct {
|
||||
Slot string `json:"slot"`
|
||||
Name string `json:"name"`
|
||||
Tier int `json:"tier"`
|
||||
Condition int `json:"condition"`
|
||||
Masterwork bool `json:"masterwork"`
|
||||
}
|
||||
|
||||
// abilityRow is one ability line, pre-formatted for the template.
|
||||
type abilityRow struct {
|
||||
Label string
|
||||
Score int
|
||||
ModStr string // "+2", "-1"
|
||||
}
|
||||
|
||||
var abilityLabels = [6]string{"STR", "DEX", "CON", "INT", "WIS", "CHA"}
|
||||
|
||||
type whoPage struct {
|
||||
pageData
|
||||
Mark RosterView
|
||||
HasDetail bool
|
||||
Detail whoDetail
|
||||
Abilities []abilityRow
|
||||
HasSelf bool
|
||||
Self storage.PlayerDetail
|
||||
}
|
||||
|
||||
// handleAdventureWho serves one adventurer's detail page. Public; 404s when the
|
||||
// token isn't on the current board — the same liveness gate the storefront uses,
|
||||
// so a stale or guessed token never resolves to a page.
|
||||
func (s *Server) handleAdventureWho(w http.ResponseWriter, r *http.Request) {
|
||||
if !s.adv.Enabled {
|
||||
http.NotFound(w, r)
|
||||
return
|
||||
}
|
||||
token := r.PathValue("token")
|
||||
entry, ok, err := storage.RosterEntryByToken(token)
|
||||
if err != nil {
|
||||
slog.Error("who: roster lookup failed", "err", err)
|
||||
http.Error(w, "internal error", http.StatusInternalServerError)
|
||||
return
|
||||
}
|
||||
if !ok {
|
||||
http.NotFound(w, r)
|
||||
return
|
||||
}
|
||||
s.track(r, "adventure")
|
||||
|
||||
base := s.base(r)
|
||||
base.Active = "adventure"
|
||||
base.NoIndex = true // names a player character; keep out of search indexes
|
||||
|
||||
page := whoPage{
|
||||
pageData: base,
|
||||
Mark: toRosterView(entry),
|
||||
}
|
||||
if d, abil, ok := decodeWhoDetail(entry.Detail); ok {
|
||||
page.HasDetail = true
|
||||
page.Detail = d
|
||||
page.Abilities = abil
|
||||
}
|
||||
|
||||
// Owner enrichment: only when the signed-in user's localpart owns this exact
|
||||
// page token. The ownership is proven by a row gogobee pushed, never by
|
||||
// reversing the token, so no visitor can unlock another player's self extras.
|
||||
if s.auth != nil {
|
||||
if u := s.auth.userFromRequest(r); u != nil {
|
||||
if self, ok, err := storage.PlayerDetailByOwner(buyerLocalpart(u), token); err == nil && ok {
|
||||
page.HasSelf = true
|
||||
page.Self = self
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
s.render(w, "who", page)
|
||||
}
|
||||
|
||||
// handleAdventureWhoAPI serves the public detail as JSON for the page's live
|
||||
// re-poll, so an open tab tracks HP / room / supplies as they move. Public — the
|
||||
// same exposure as the rendered page. The private self extras are not included:
|
||||
// inventory changes rarely and stays server-rendered behind the ownership check.
|
||||
func (s *Server) handleAdventureWhoAPI(w http.ResponseWriter, r *http.Request) {
|
||||
if !s.adv.Enabled {
|
||||
http.NotFound(w, r)
|
||||
return
|
||||
}
|
||||
token := r.PathValue("token")
|
||||
entry, ok, err := storage.RosterEntryByToken(token)
|
||||
if err != nil {
|
||||
http.Error(w, "internal error", http.StatusInternalServerError)
|
||||
return
|
||||
}
|
||||
w.Header().Set("Content-Type", "application/json")
|
||||
w.Header().Set("Cache-Control", "no-store")
|
||||
if !ok {
|
||||
// Gone from the board (expedition ended, opted out): tell the poller so it
|
||||
// can stop, rather than 404-ing an open tab into an error.
|
||||
_ = json.NewEncoder(w).Encode(map[string]any{"live": false})
|
||||
return
|
||||
}
|
||||
d, abil, hasDetail := decodeWhoDetail(entry.Detail)
|
||||
_ = json.NewEncoder(w).Encode(map[string]any{
|
||||
"live": true,
|
||||
"mark": toRosterView(entry),
|
||||
"has_detail": hasDetail,
|
||||
"detail": d,
|
||||
"abilities": abil,
|
||||
})
|
||||
}
|
||||
|
||||
// decodeWhoDetail unpacks the public detail blob and builds the ability rows.
|
||||
// Returns ok=false when there is no detail (a snapshot from before the detail
|
||||
// push), so the page can fall back to the summary the board already has.
|
||||
func decodeWhoDetail(raw json.RawMessage) (whoDetail, []abilityRow, bool) {
|
||||
if len(raw) == 0 {
|
||||
return whoDetail{}, nil, false
|
||||
}
|
||||
var d whoDetail
|
||||
if err := json.Unmarshal(raw, &d); err != nil {
|
||||
return whoDetail{}, nil, false
|
||||
}
|
||||
rows := make([]abilityRow, 0, 6)
|
||||
for i := 0; i < 6; i++ {
|
||||
rows = append(rows, abilityRow{
|
||||
Label: abilityLabels[i],
|
||||
Score: d.Abilities[i],
|
||||
ModStr: fmt.Sprintf("%+d", d.Modifiers[i]),
|
||||
})
|
||||
}
|
||||
return d, rows, true
|
||||
}
|
||||
199
internal/web/who_test.go
Normal file
199
internal/web/who_test.go
Normal file
@@ -0,0 +1,199 @@
|
||||
package web
|
||||
|
||||
import (
|
||||
"bytes"
|
||||
"encoding/json"
|
||||
"net/http"
|
||||
"net/http/httptest"
|
||||
"strings"
|
||||
"testing"
|
||||
"time"
|
||||
|
||||
"pete/internal/storage"
|
||||
)
|
||||
|
||||
// The adventurer detail page. Two contracts under test: the public sheet reaches
|
||||
// any visitor (stats + gear, never a handle), and the private self-view unlocks
|
||||
// only for the signed-in owner of that exact page — anon and other users see the
|
||||
// public page and nothing more.
|
||||
|
||||
func postDetail(t *testing.T, s *Server, token string, push detailPush) *httptest.ResponseRecorder {
|
||||
t.Helper()
|
||||
body, _ := json.Marshal(push)
|
||||
req := httptest.NewRequest("POST", "/api/ingest/detail", bytes.NewReader(body))
|
||||
if token != "" {
|
||||
req.Header.Set("Authorization", "Bearer "+token)
|
||||
}
|
||||
w := httptest.NewRecorder()
|
||||
s.handleDetailIngest(w, req)
|
||||
return w
|
||||
}
|
||||
|
||||
// publicDetail is the sheet gogobee hangs on a roster entry, marshalled the way
|
||||
// the roster push carries it.
|
||||
func publicDetail(t *testing.T) json.RawMessage {
|
||||
t.Helper()
|
||||
raw, err := json.Marshal(map[string]any{
|
||||
"hp_current": 30,
|
||||
"hp_max": 42,
|
||||
"temp_hp": 5,
|
||||
"armor_class": 17,
|
||||
"abilities": [6]int{16, 14, 15, 10, 12, 8},
|
||||
"modifiers": [6]int{3, 2, 2, 0, 1, -1},
|
||||
"gear": []map[string]any{
|
||||
{"slot": "weapon", "name": "Rusty Sword", "tier": 0, "condition": 100},
|
||||
{"slot": "armor", "name": "Padded Vest", "tier": 0, "condition": 100},
|
||||
},
|
||||
"supplies": 8,
|
||||
"threat_level": 2,
|
||||
"room": "3 / 7",
|
||||
})
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
return raw
|
||||
}
|
||||
|
||||
// seedWho puts one adventurer on the board with a public detail sheet, and
|
||||
// pushes a private self-detail set owned by `owner` for that same token.
|
||||
func seedWho(t *testing.T, owner string) *Server {
|
||||
s, _ := newAdvServer(t, "tok")
|
||||
s.auth = &Authenticator{secret: []byte("test-secret-key-at-least-16")}
|
||||
now := time.Now().Unix()
|
||||
|
||||
e := entry("tok-josie", "Josie", "expedition", "holymachina")
|
||||
e.Level = 14
|
||||
e.ClassRace = "human cleric"
|
||||
e.Detail = publicDetail(t)
|
||||
if w := postRoster(t, s, "tok", rosterPush{SnapshotAt: now, Adventurers: []storage.RosterEntry{e}}); w.Code != 200 {
|
||||
t.Fatalf("seed roster = %d", w.Code)
|
||||
}
|
||||
if w := postDetail(t, s, "tok", detailPush{SnapshotAt: now, Players: []storage.PlayerDetail{{
|
||||
Localpart: owner,
|
||||
Token: "tok-josie",
|
||||
Inventory: []storage.ItemView{{Name: "Iron Ore", Type: "ore", Tier: 1, Value: 10}},
|
||||
Vault: []storage.ItemView{{Name: "Jeweled Crown", Type: "treasure", Tier: 4, Value: 5000}},
|
||||
House: storage.HouseView{Tier: 2, LoanBalance: 1500},
|
||||
Pets: []storage.PetView{{Type: "cat", Name: "Mittens", Level: 3}},
|
||||
}}}); w.Code != 200 {
|
||||
t.Fatalf("seed detail = %d", w.Code)
|
||||
}
|
||||
return s
|
||||
}
|
||||
|
||||
func getWho(t *testing.T, s *Server, token, asUser string) *httptest.ResponseRecorder {
|
||||
t.Helper()
|
||||
var req = httptest.NewRequest("GET", "/adventure/who/"+token, nil)
|
||||
req.SetPathValue("token", token)
|
||||
if asUser != "" {
|
||||
payload, _ := json.Marshal(SessionUser{Sub: "sub-1", Username: asUser, Exp: time.Now().Add(time.Hour).Unix()})
|
||||
req.AddCookie(&http.Cookie{Name: sessionCookie, Value: s.auth.sign(payload)})
|
||||
}
|
||||
w := httptest.NewRecorder()
|
||||
s.handleAdventureWho(w, req)
|
||||
return w
|
||||
}
|
||||
|
||||
// TestWhoPublicSheet: any visitor sees the mark's stats and gear — driven
|
||||
// through the real template, so a field slip 500s here rather than in prod.
|
||||
func TestWhoPublicSheet(t *testing.T) {
|
||||
s := seedWho(t, "josie")
|
||||
|
||||
w := getWho(t, s, "tok-josie", "") // anonymous
|
||||
if w.Code != 200 {
|
||||
t.Fatalf("GET who = %d, want 200", w.Code)
|
||||
}
|
||||
body := w.Body.String()
|
||||
for _, want := range []string{"Josie", "human cleric", "Rusty Sword", "Padded Vest"} {
|
||||
if !strings.Contains(body, want) {
|
||||
t.Errorf("public page missing %q", want)
|
||||
}
|
||||
}
|
||||
// The private goods must NOT be on an anonymous render.
|
||||
for _, leak := range []string{"Iron Ore", "Jeweled Crown", "Mittens"} {
|
||||
if strings.Contains(body, leak) {
|
||||
t.Errorf("anonymous page leaked private detail %q", leak)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// TestWhoSelfUnlock: the owner, signed in on their own page, sees the private
|
||||
// inventory/vault/house/pets inline.
|
||||
func TestWhoSelfUnlock(t *testing.T) {
|
||||
s := seedWho(t, "josie")
|
||||
|
||||
w := getWho(t, s, "tok-josie", "josie")
|
||||
if w.Code != 200 {
|
||||
t.Fatalf("owner GET who = %d, want 200", w.Code)
|
||||
}
|
||||
body := w.Body.String()
|
||||
for _, want := range []string{"Iron Ore", "Jeweled Crown", "Mittens"} {
|
||||
if !strings.Contains(body, want) {
|
||||
t.Errorf("owner page missing private detail %q", want)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// TestWhoSelfUnlockCaseInsensitive: Authentik may hand back a mixed-case
|
||||
// username; the localpart it maps to is lowercase. The owner must still unlock.
|
||||
func TestWhoSelfUnlockCaseInsensitive(t *testing.T) {
|
||||
s := seedWho(t, "josie")
|
||||
|
||||
w := getWho(t, s, "tok-josie", "Josie") // capital-J session
|
||||
if !strings.Contains(w.Body.String(), "Iron Ore") {
|
||||
t.Error("a mixed-case owner username failed to unlock their own self-view")
|
||||
}
|
||||
}
|
||||
|
||||
// TestWhoOtherUserNoUnlock: a different signed-in player sees only the public
|
||||
// sheet on someone else's page — the ownership join must not leak across users.
|
||||
func TestWhoOtherUserNoUnlock(t *testing.T) {
|
||||
s := seedWho(t, "josie")
|
||||
|
||||
w := getWho(t, s, "tok-josie", "quack") // signed in, but not the owner
|
||||
if w.Code != 200 {
|
||||
t.Fatalf("other-user GET who = %d, want 200", w.Code)
|
||||
}
|
||||
body := w.Body.String()
|
||||
if !strings.Contains(body, "Josie") {
|
||||
t.Error("public sheet missing for a signed-in non-owner")
|
||||
}
|
||||
for _, leak := range []string{"Iron Ore", "Jeweled Crown", "Mittens"} {
|
||||
if strings.Contains(body, leak) {
|
||||
t.Errorf("a non-owner unlocked private detail %q", leak)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// TestWhoOffBoardIs404: a token that isn't on the current board resolves to
|
||||
// nothing — the same liveness gate the storefront uses, so a stale or guessed
|
||||
// token never renders a page.
|
||||
func TestWhoOffBoardIs404(t *testing.T) {
|
||||
s := seedWho(t, "josie")
|
||||
if w := getWho(t, s, "tok-ghost", ""); w.Code != 404 {
|
||||
t.Errorf("off-board token = %d, want 404", w.Code)
|
||||
}
|
||||
}
|
||||
|
||||
// TestDetailIngestReplacesAndAuth: the detail push is bearer-gated and swaps the
|
||||
// set whole, so a player dropped from a later push loses their self-view.
|
||||
func TestDetailIngestReplacesAndAuth(t *testing.T) {
|
||||
s := seedWho(t, "josie")
|
||||
|
||||
if w := postDetail(t, s, "wrong", detailPush{SnapshotAt: time.Now().Unix()}); w.Code != 401 {
|
||||
t.Errorf("bad bearer = %d, want 401", w.Code)
|
||||
}
|
||||
|
||||
// A later push without Josie: her self-view must be gone, but the public
|
||||
// board (a separate keyspace) is untouched, so her page still renders public.
|
||||
if w := postDetail(t, s, "tok", detailPush{SnapshotAt: time.Now().Unix() + 60}); w.Code != 200 {
|
||||
t.Fatalf("empty detail push = %d, want 200", w.Code)
|
||||
}
|
||||
body := getWho(t, s, "tok-josie", "josie").Body.String()
|
||||
if strings.Contains(body, "Iron Ore") {
|
||||
t.Error("owner still unlocked after her detail was dropped from the push")
|
||||
}
|
||||
if !strings.Contains(body, "Josie") {
|
||||
t.Error("public page vanished when only the private detail was dropped")
|
||||
}
|
||||
}
|
||||
1
main.go
1
main.go
@@ -300,6 +300,7 @@ func main() {
|
||||
ws.StartPushSender(ctx)
|
||||
ws.StartAdventureDigest(ctx)
|
||||
ws.StartTriviaBank(ctx)
|
||||
ws.StartTableClock(ctx)
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -12,6 +12,280 @@ This plan reuses that seam wholesale and does not invent a second one.
|
||||
|
||||
A multi-session build. This section is the handover; read it before anything else.
|
||||
|
||||
### Start here (next session)
|
||||
|
||||
**The casino is going multiplayer, and the settle path has been rewritten to
|
||||
survive it.** *(2026-07-14, later.)* The user asked for Blackjack, UNO and
|
||||
Hold'em to be playable against real people. The design is settled (see "The
|
||||
multiplayer build" below), and **Phase A — the atomic settle — is done, tested
|
||||
and driven.** Nothing a player can see has changed. The next thing to build is
|
||||
Phase B, the table runtime.
|
||||
|
||||
**And the deploy note was stale again — for the second time.** §0 said "a deploy
|
||||
is owed, three commits behind". It wasn't: the box is on `a5b7e41`, its binary was
|
||||
built three minutes after that commit landed, the front door serves a public 200
|
||||
and `/og.png` renders. Everything is live. This is the *same note* that was wrong
|
||||
two sessions ago, with the *same* lesson written directly underneath it, and it
|
||||
went stale again anyway. Draw the obvious conclusion: **a hand-written record of
|
||||
what is deployed will rot. Ask the box.** One `git log -1` in `/opt/pete`, one
|
||||
`stat` on the binary, and one `curl` at a route only the new code serves — that is
|
||||
thirty seconds and it is never wrong.
|
||||
|
||||
**The whole casino is live.** All six games (seven, counting the No Mercy dial)
|
||||
are deployed and playing on https://games.parodia.dev.
|
||||
|
||||
**And the deploy note this plan had been carrying was wrong.** §0 said "only
|
||||
blackjack is live" for two sessions running. It wasn't: hangman, solitaire, trivia
|
||||
and UNO had already gone out at some point, and only hold'em was actually missing
|
||||
(`/games/holdem` was the one route on the live box returning a 404 while the other
|
||||
five returned a 302 to sign-in). The lesson is cheap and worth keeping: **ask the
|
||||
running server what it serves — one loop over the routes — rather than trusting a
|
||||
note about what was deployed.** The note was written by whoever last deployed; the
|
||||
404 was written by the thing that is actually running.
|
||||
|
||||
**A bug the browser found in hold'em, and where it wasn't.** Six-handed, the felt
|
||||
printed **CO on three seats at once**, and folding the small blind relabelled it
|
||||
the cutoff. `Position()` walked the table with `nextIn` — which steps *over* folded
|
||||
seats — while sizing that walk with a seat count that still *included* them, so
|
||||
every muck slid the anchors round. There is now a second walker, `nextDealt`, which
|
||||
skips only the seats that are not in the hand at all, because **where you sit is
|
||||
decided when the button moves and does not change because somebody mucked**. The
|
||||
pair is easy to confuse and now says so at both definitions. *(`03524ae`)*
|
||||
|
||||
Two things about that bug are the useful part. The bots never read `Position()` —
|
||||
they read `InPosition()`, which genuinely does want the last seat still live — so
|
||||
**the policy and the money were never touched; the only thing it ever broke was the
|
||||
badge**, which is exactly why nothing caught it. And it was found only by dealing a
|
||||
six-handed hand in a browser and reading the seats.
|
||||
|
||||
**A trap in the dev rig, which cost most of a session.** The felt appeared to show
|
||||
the button posting a *big* blind heads-up. It was not: the engine is right (the
|
||||
button posts the small blind and acts first before the flop, and there is a test).
|
||||
What was on screen was a **half-played hand left behind by a failed drive script** —
|
||||
the rig's table survives across runs of the driver. **A stale live hand will lie to
|
||||
you.** Read the state from a hand you dealt yourself, and when the felt and your
|
||||
model of the engine disagree, ask the engine directly (a throwaway `_test.go` in the
|
||||
package beats an hour of staring at pixels).
|
||||
|
||||
**The money finding, and the thing to actually remember:** the *normal* UNO tiers
|
||||
had been mispriced for a while, and it wasn't No Mercy's fault. They were set
|
||||
against a naive win rate of 43/32/27%; re-measuring says 40.3/29.2/23.3%. The bots
|
||||
improved at some point after the multiples were written down and nobody re-ran the
|
||||
measurement — which §0 already warned about ("the bots and the tiers are a pair").
|
||||
Table and Full House had quietly been charging an **18–19% house edge instead of
|
||||
8%**. All six tiers are repriced off a fresh measurement, and
|
||||
**`TestTheMultiplesAreStillPriced`** now fails the build if any of them drift out
|
||||
of a 2–14% band. It is the test the normal tiers never had, which is precisely how
|
||||
they drifted. *Any change to the bots, the deck, or a rule re-opens this.*
|
||||
|
||||
And the counterintuitive one, which would have shipped wrong if it had been
|
||||
guessed: **No Mercy is easier than UNO at every table size** (naive wins 46.7% vs
|
||||
40.3% heads-up), so it **pays less** — 2.0/3.1/3.8 against the normal deck's new
|
||||
2.4/3.3/4.1. The mercy rule doesn't care whose hand hits twenty-five; it kills
|
||||
*bots* too, and every bot it buries is one fewer seat that can beat you to the last
|
||||
card. A deck built to be merciless is merciless mostly to the table.
|
||||
|
||||
### What this session did (2026-07-14, later)
|
||||
|
||||
**The casino had no share card, and meta tags would not have fixed it.** Every
|
||||
route was behind `requirePlayer`, so a link pasted into a chat window got a 302
|
||||
to sign-in and unfurled as the word "parodia.dev" — no title, no image. Tags on a
|
||||
page a stranger cannot fetch are tags nobody reads. The casino now has a **front
|
||||
door**: `/games` serves a real page to anybody, with the sign-in button and the
|
||||
six tables on it. The tables still bounce you to sign-in; you cannot play from
|
||||
the door. The **share card is drawn in Go** (`games_og.go`, `/games/og.png`,
|
||||
public) and follows the clock like everything else — Casinopolis on green felt by
|
||||
day, Casino Night Zone in neon after six — except the clock that decides is the
|
||||
*server's*, because an unfurl bot has no evening of its own. *(`7ca1f7a`)*
|
||||
|
||||
Two things from building it worth not re-learning. **`color.RGBA` is
|
||||
alpha-premultiplied**: the lamp over the table wrote raw channels beside a low
|
||||
alpha, `image/draw` ran the result past 255 and wrapped the hue, and the first
|
||||
card came out with a blue dome over a green stripe. If a colour comes out
|
||||
impossible, look for a missing premultiply. And **an `og:image` has to be an
|
||||
absolute URL that actually resolves** — which is two different addresses
|
||||
depending on how you arrived (`/og.png` on the games host, where hostRouter puts
|
||||
the `/games` back on; `/games/og.png` anywhere else). The test now reads the URL
|
||||
off the page and goes and fetches it, on both hosts.
|
||||
|
||||
**Blackjack has a split.** *(`6f34a89`)* `State.Player` is gone: there is a slice
|
||||
of `Hands`, each with its own cards, bet, outcome and payout, played left to
|
||||
right. It is the only move in the game that takes chips *after* the cards are
|
||||
out, and that is where the bugs live — `handleMove` was staking `st.Bet` for a
|
||||
double, which was the same number as the hand's bet until today and is now the
|
||||
whole table's, so doubling the third hand of a split would have charged you for
|
||||
all three. `DoubleCost`/`SplitCost` are the active hand's. Each hand is **raked
|
||||
on its own winnings**: netting them first would mean winning one and losing one
|
||||
costs no rake at all, which is a discount for splitting rather than a rake. The
|
||||
rules that cost real money if guessed: split aces get one card each and no say;
|
||||
**21 on a split hand is not a natural** and does not pay 3:2; same rank, not same
|
||||
value (K+Q is not a pair); four hands max; double after split is allowed; and if
|
||||
every hand busts the dealer never turns over. `State.UnmarshalJSON` still reads
|
||||
pre-split blobs, because a live hand outlives a deploy and a player mid-hand at
|
||||
restart would otherwise be a player whose cards vanished.
|
||||
|
||||
### Deployed, as of right now
|
||||
|
||||
Everything through **`a5b7e41`** is on the box and running. *Verified by asking
|
||||
the box, not by trusting this line — which is the only way this line is worth
|
||||
anything. It has been wrong twice.*
|
||||
|
||||
---
|
||||
|
||||
## The multiplayer build
|
||||
|
||||
Blackjack, UNO and Hold'em, played against real people. This inverts the core
|
||||
entity from **player** to **table**, and the whole difficulty is that two things
|
||||
which were safe stop being safe: the settle path was written for one player and
|
||||
one bet, and a table has two writers (an HTTP move, and a turn clock acting for
|
||||
whoever walked away) where it used to have one.
|
||||
|
||||
### Decisions taken (from the user, 2026-07-14)
|
||||
|
||||
- **SSE, not WebSocket.** Latency was never the argument — a turn-based card game
|
||||
does not care. The argument is that moves keep their existing POST endpoints and
|
||||
the whole money path with them; a socket would mean rebuilding auth, ordering
|
||||
and the double-click 409 on a message loop. EventSource also reconnects itself.
|
||||
Chat is a POST up and an event down.
|
||||
- The line where a socket *would* start paying for itself is **typing
|
||||
indicators** — continuous upstream traffic. The user looked at that and said
|
||||
messages only. If that changes, so does the transport.
|
||||
- Plain polling was rejected for a specific reason: `MaxOpenConns(1)`. Every
|
||||
idle player at a felt polling once a second is a serialized query against the
|
||||
single connection the news app also shares.
|
||||
- **Bots fill empty seats.** A human sitting down bumps a bot, so solo play is just
|
||||
"a table nobody else joined yet" and there is no second mode to maintain.
|
||||
- **UNO becomes a pot**, and the house multiple is deleted. Everyone antes, first
|
||||
one out takes the pot less rake, bots ante from the house. The payout becomes
|
||||
arithmetic rather than a measurement — which **kills the tier-drift problem and
|
||||
`TestTheMultiplesAreStillPriced` with it**.
|
||||
- The consequence was surfaced and accepted, and it is worth understanding
|
||||
before anybody "fixes" it: against bots the pot is **harsher** than today.
|
||||
Naive play loses ~20% a game rather than ~8%, because the bots beat a naive
|
||||
player 60/40 heads-up and a pot does not compensate the way a 2.4× multiple
|
||||
did. A pot is only fair between equals. **The casino already ships this exact
|
||||
deal in hold'em** — you play bots for real chips and the house takes only rake
|
||||
— so the outcome is one money model across the room instead of two.
|
||||
- **Chat stays on the felt.** It does not mirror into Matrix.
|
||||
- Tables are found through a **public lobby**. Room codes later, if ever; bots mean
|
||||
a table is never empty.
|
||||
|
||||
### The four rules the runtime has to obey
|
||||
|
||||
Not style preferences. Breaking the first two hangs the process or mints money.
|
||||
|
||||
1. **Table lock first, DB second. Never begin a transaction before you hold the
|
||||
lock; never take a lock while holding one.** SQLite is at `MaxOpenConns(1)`, so
|
||||
the connection *is* a global mutex. A per-table mutex makes two locks, and two
|
||||
locks in two orders is a deadlock that eats the only connection — taking the
|
||||
news app down with the casino.
|
||||
2. **The primary key decides, not a prior read.** Already this repo's idiom
|
||||
(`StartLiveHand`'s `ON CONFLICT DO NOTHING`; `game_escrow.guid`). Every new
|
||||
money path gets the same treatment.
|
||||
3. **A settle is one transaction.** See Phase A.
|
||||
4. **A `version` column is the concurrency authority; the mutex is only an
|
||||
optimisation.** A mutex does not survive a redeploy — during a drain two
|
||||
processes hold two different mutexes over the same row — and a mutex map you can
|
||||
`delete()` from will hand two goroutines two different locks for one table.
|
||||
|
||||
### Phase A — the atomic settle. **Done.**
|
||||
|
||||
Shipped on its own, against the existing single-player games, changing nothing a
|
||||
player can see. Every multiplayer money bug is downstream of it.
|
||||
|
||||
`commit()` was four separate autocommit statements: save → `Award` → `RecordHand`
|
||||
→ `ClearLiveHand`, carefully sequenced so a crash between any two cost the player
|
||||
as little as possible. That reasoning is sound for a game owned by one player, and
|
||||
the old comment made it well. **It does not survive a pot.** Pay the winner, die
|
||||
before the state write, and the hand still reads as live — so it settles again and
|
||||
pays again. Chips minted from nothing, and gogobee turns them into euros.
|
||||
|
||||
Worse, the obvious fix is a trap. `storage.Award` is a bare `Get().Exec`, so
|
||||
wrapping the settle in a transaction makes it wait for the connection *the
|
||||
transaction is holding*. Not an error — **a hung process**, and the news app goes
|
||||
with it.
|
||||
|
||||
So: `storage.CommitHand` does the lot — seat, pay, record, clear, touch — in one
|
||||
`Begin`/`Commit`, with tx-taking `award`/`recordHand` helpers beside the public
|
||||
ones. The model already existed: `addChips(tx, …)` has done it this way since the
|
||||
escrow ledger was written.
|
||||
|
||||
Two things fell out that are worth keeping:
|
||||
|
||||
- **The refuse-and-refund is now atomic.** A deal landing on a taken seat used to
|
||||
come back `ErrHandInProgress` and *then* refund in a separate statement — so a
|
||||
crash in between took a player's stake for a game that existed nowhere: no felt,
|
||||
no audit row, no way to find it. It is one transaction now.
|
||||
- **The audit row moved inside the settle**, which means a failure to write it now
|
||||
rolls the payout back rather than paying quietly and logging. Deliberate: the
|
||||
payout and the audit row are the same fact, and a payout nobody can account for
|
||||
is worse than one that didn't happen — the game stays live and settles again on
|
||||
the next request.
|
||||
|
||||
**`TestTheSettleDoesNotDeadlockAgainstItsOwnConnection` is a canary, and it has
|
||||
been made to sing.** Reintroduce the bug (call `Award` instead of `award` inside
|
||||
`CommitHand`) and it does not fail with a nice message — it *hangs*, and the
|
||||
timeout is the message, which is exactly the production failure. It was verified by
|
||||
putting the bug back and watching it catch it. A canary that has never sung is
|
||||
just a bird.
|
||||
|
||||
Driven end to end through the real HTTP path, not just unit tests: eight blackjack
|
||||
hands conserving to the chip across win/lose/push (a natural is the sharp case —
|
||||
it is `Fresh` *and* `Done` in one `CommitHand`), a double-deal 409 that refunds and
|
||||
leaves the live game untouched, hangman, and a hold'em session (sit 200, fold the
|
||||
blinds, get up with 197).
|
||||
|
||||
### Phase B — the table runtime. **Next.**
|
||||
|
||||
Full design in `~/.claude/plans/imperative-mixing-emerson.md`. The load-bearing
|
||||
parts, which are the ones that are easy to get wrong:
|
||||
|
||||
- **Occupancy stays in `game_live_hands`** — add a nullable `table_id` rather than
|
||||
making `game_seats.matrix_user` a second uniqueness domain. A split brain there
|
||||
silently switches off three guards that already work, and the worst is the
|
||||
cash-out check (`games_play.go`), which reads `LoadLiveHand`: a seated player
|
||||
with no live-hand row could **cash out to zero while sitting at a poker table
|
||||
with chips in the pot.**
|
||||
- **The turn clock is the first goroutine in Pete that has ever mutated game
|
||||
state.** Copy `StartTriviaBank`'s shape. It must collect table ids and *close the
|
||||
rows* before taking any lock (rule 1), and act only if the `version` still
|
||||
matches the one it saw at scan time. Without that check: Bob's raise lands in the
|
||||
same second his clock expires, action passes to Cara, and the clock then **folds
|
||||
Cara**, who had 25 seconds left. A one-second window that recurs on every turn of
|
||||
every hand.
|
||||
- **An absent human is not a bot**, and this is a product bug before it is a money
|
||||
bug. The bot loop stops dead at a disconnected player's seat and waits out the
|
||||
full clock; a table with three ghosts spends a minute an orbit folding air and
|
||||
the one real player leaves. Seats go `away` after a timeout and get auto-acted.
|
||||
- **SSE frames publish under the table lock** (which orders them correctly for
|
||||
free) but with **non-blocking sends only** — one phone on a train must not block
|
||||
a send, hold the lock, and stall the clock for the whole casino. And **the SSE
|
||||
handler must never touch the DB after its first read**: holding rows open for the
|
||||
life of a stream holds the only connection forever, and one subscriber bricks the
|
||||
application.
|
||||
- **`dropUnreadable` must never fire on a multi-seat table.** It discards the game
|
||||
and keeps the stake — defensible for one player, but at a shared table it
|
||||
silently incinerates four players' stacks.
|
||||
- **`ReapIdleSessions` has never actually run.** Zero production callers; its doc
|
||||
says "safe to run on a timer" and nothing ever put it on one, so chips in
|
||||
abandoned sessions have been in limbo all along. Wire it while wiring the clock.
|
||||
|
||||
Then: **C — Hold'em** (its engine is already multiway: real seats, side pots,
|
||||
`ToAct`. Mostly letting more than one seat be `Bot: false`. **Write the per-seat
|
||||
redaction test first** — after SSE, one missed `i == You` fans every hole card to
|
||||
every subscriber). **D — UNO** (`const You = 0` becomes a seat parameter, ~40
|
||||
sites; the pot). **E — Blackjack** (seats invented from scratch, but the simplest
|
||||
turn model. **Shuffle every round**: a persistent shoe broadcast over SSE is a
|
||||
countable shoe with a free API, and counting is a real +EV attack on real euros).
|
||||
|
||||
Two that are easy to miss: **`RecordHand` takes one user, so `HouseTake` will
|
||||
lie** — four rows each carrying the pot's full rake reports 4× the real take, and
|
||||
that number is the inflation brake the economy was sized on. And **seeds stop
|
||||
reproducing a hand**: at a shared table the cards depend on the order the others
|
||||
acted, so the audit trail quietly stops being one.
|
||||
|
||||
---
|
||||
|
||||
### Decisions taken (these close §9's open questions)
|
||||
|
||||
- **Chips are 1:1 with euros.** No second denomination.
|
||||
@@ -400,6 +674,68 @@ A multi-session build. This section is the handover; read it before anything els
|
||||
in.**
|
||||
|
||||
|
||||
- **No Mercy, on the felt, and it plays.** *(2026-07-14. The engine landed in
|
||||
`aca523e`; this is the half you can see. Driven in a browser, and that is where
|
||||
both bugs were.)*
|
||||
- **It is one switch, not a fourth table.** The betting panel grows a two-way
|
||||
segmented control (UNO / No Mercy) that swaps the three tier cards for the other
|
||||
three. The table size stays the tier — it is what you're paid for — and the deck
|
||||
is the other dial. A settled game leaves the panel on the table you just played,
|
||||
because the commonest thing anybody wants after a hand of No Mercy is another one.
|
||||
- **The six faces the normal box doesn't print.** `FACES` in `uno.js` is one table
|
||||
of {middle mark, corner mark, size}: the long ones ("DISCARD ALL", "SKIP ALL")
|
||||
wrap across the tilted oval and carry a short mark for the corners, exactly as a
|
||||
real deck does. Sized by a *font class*, never a box — `--uno-h`/`--uno-w` remain
|
||||
the only thing that decides how big a card is, which is the rule the phone bug
|
||||
taught this table.
|
||||
- **The wild draws glow** (the user asked, and it turned out to be load-bearing).
|
||||
A rainbow aura behind the card plus a slow shine across it, on any wild that
|
||||
makes somebody draw. It is the one thing that tells the *wild* +4 apart from No
|
||||
Mercy's **coloured** +4 sitting next to it in the same hand. It is a sibling
|
||||
behind the card, not a shadow on it, because a box-shadow there would fight the
|
||||
one that says which colour a played wild was named as.
|
||||
- **The stack says what the bill is, in three places**: a red pill on the felt, the
|
||||
turn line ("+6 — stack it, or take it"), and the button itself ("Take 6"). Under
|
||||
a stack the hand only lights the cards that answer it, the deck is dead (you
|
||||
cannot draw your way out of a bill), and the hint line changes to say so.
|
||||
- **A buried seat is not an empty one.** This is the whole trap of the mercy rule
|
||||
in the view layer: a seat killed at twenty-five holds zero cards, and so does a
|
||||
seat that just went out and *won*. The view asks the engine (`State.Live`) rather
|
||||
than inferring from a count of zero, so the winner is never the corpse.
|
||||
`TestABuriedSeatIsNotTheWinner` is that, and it also covers the ending only this
|
||||
deck has — you can win by **outliving** the table, with a hand still in front of
|
||||
you ("Last one standing!"), and you can lose without anybody going out at all.
|
||||
- **Two bugs, and a browser found both.**
|
||||
1. **The bill was writing into the chip bar.** The felt's pending pill was
|
||||
`[data-pending]` — and so is the chip bar's "chips still in flight from a
|
||||
buy-in" readout, and the chip bar lives *inside* `[data-uno]` and comes first
|
||||
in the document. So `root.querySelector` found the wrong one: a stack quietly
|
||||
overwrote the escrow message and never appeared on the felt at all. It is
|
||||
`[data-bill]` now. **A table's own attributes are not a private namespace —
|
||||
the chip bar is in every one of these roots.**
|
||||
2. **Hold'em let you click a button that did nothing** (found while re-driving
|
||||
poker, below). `send()` drops a click that arrives while a move is in flight,
|
||||
which is right — the board on screen during a script is a board the server has
|
||||
already moved past — but the *between-hands* buttons (Deal, Leave, Top up)
|
||||
stayed enabled through the whole deal animation. Clicking Leave while the
|
||||
cards were still flying did nothing: no move, no message, no reason. The lock
|
||||
lives on the buttons now (`lock()`), not only in the `busy` variable.
|
||||
- **Driven in a browser, 2026-07-14.** A Full House game stacked a +6 onto us and
|
||||
the felt said so; taking it worked; a bot went to twenty-five and the seat went
|
||||
grey and said "Buried"; a Duel was won by outliving the table and paid 1,950 on a
|
||||
1,000 stake (2.0× is 1,000 of winnings, less the 5% rake — the quote and the
|
||||
payout agreed, as `Pays()` requires). A 21-card hand at 390px wraps to five rows
|
||||
with every card painted and no sideways scroll. The normal deck still plays and
|
||||
still pays (a Table win on 1,200 paid 3,822). Console silent.
|
||||
|
||||
- **Hold'em, re-driven on the 20M-hand policy.** *(2026-07-14, and it closes Phase
|
||||
4.)* The policy is a data file, so the check was whether the bots still play a real
|
||||
game off it and the money still conserves: sat down for 100 at the 1/2 table, six
|
||||
hands (won a pot with a straight, lost one at showdown, folded the rest), got up
|
||||
with 61, and 4,900 + 61 came back as 4,961 — conserved to the chip. The re-drive is
|
||||
also what turned up the dead-button bug above, which is the argument for the rule:
|
||||
**re-drive after a policy change even though "only data" moved.**
|
||||
|
||||
- **Hold'em, and it is a cash game.** *(2026-07-14. Built, tested, and driven in a
|
||||
browser. The bots had to be retrained from scratch — see below, it is the whole
|
||||
story of this phase.)*
|
||||
@@ -479,53 +815,22 @@ A multi-session build. This section is the handover; read it before anything els
|
||||
size, with chips scaled to match. The bet total hangs *below* the ring
|
||||
(`.pete-spot-total`), which is the existing rule for exactly this reason.
|
||||
|
||||
### Pick this up here — a 20M-hand policy is still training
|
||||
|
||||
The `policy.gob` on main is a **300,000-hand run** — a placeholder. It works (95%
|
||||
heads-up hit rate, and the bots play a real game off it), but it is thin: 4,129
|
||||
nodes. A **20,000,000-hand run** was started on millenia on 2026-07-14 and needs
|
||||
collecting:
|
||||
|
||||
```sh
|
||||
ssh reala@192.168.1.212 'tail -2 ~/pete-train/train.log' # is it done?
|
||||
scp reala@192.168.1.212:~/pete-train/policy-new.gob internal/games/holdem/policy.gob
|
||||
go test ./internal/games/holdem/ -run TestTheBotsAreActuallyTrained -v # hit rate must hold ≥60%
|
||||
```
|
||||
|
||||
Then re-drive the table in a browser and commit it. If the run was lost, just do it
|
||||
again — it is one command and about an hour:
|
||||
|
||||
```sh
|
||||
rsync -az --delete --exclude .git --exclude node_modules ./ reala@192.168.1.212:~/pete-train/
|
||||
ssh reala@192.168.1.212 'cd ~/pete-train && go build ./cmd/holdem-train && \
|
||||
nohup ./holdem-train -iterations 20000000 -workers 30 -out ~/pete-train/policy-new.gob \
|
||||
> ~/pete-train/train.log 2>&1 &'
|
||||
```
|
||||
|
||||
millenia (`reala@192.168.1.212`) has 32 cores and does ~250k hands a minute. The
|
||||
local box does ~110k. Nothing about the *code* is waiting on this — the policy is a
|
||||
data file, and a better one only makes the bots harder.
|
||||
|
||||
### Next, in order
|
||||
|
||||
1. **Deploy.** Hangman, solitaire, trivia, UNO and hold'em are all played and all
|
||||
five are sitting on main un-deployed — the live casino is blackjack and nothing
|
||||
else. The server runs `StartTriviaBank`, so trivia's bank fills itself once the
|
||||
binary is out there, but the first player to try a ladder in the first minute
|
||||
after a deploy gets the 503.
|
||||
2. **No Mercy UNO.** The plan's header line has always promised "UNO (normal +
|
||||
no-mercy)" and only normal was ever built. gogobee has the rules
|
||||
(`uno_nomercy.go`: a 168-card deck, draw-stacking, elimination at 25 cards,
|
||||
sudden-death point scoring). It is a *rules dial orthogonal to the table-size
|
||||
tier*, so the lobby becomes 3 sizes × 2 rule sets — and **the multiples have to be
|
||||
re-measured**, because the current 2.2×/2.9×/3.6× are priced off a measured
|
||||
go-out-first rate (43/32/27%) that draw-stacking and mercy elimination change
|
||||
completely. Shipping No Mercy on the regular tier's prices would misprice it.
|
||||
1. **Phase B — the table runtime** (see "The multiplayer build" above). Phase A is
|
||||
done; nothing is half-built.
|
||||
2. Then C (hold'em), D (UNO), E (blackjack).
|
||||
3. The open list, none of it blocking, none of it promised: **hold'em has no
|
||||
multiway policy** (and multiplayer makes that matter more, not less — a
|
||||
six-handed table of humans is not the heads-up game the policy was trained on);
|
||||
the trivia bank refills on a 12h tick (`games: trivia bank refill started
|
||||
target=400`), so a player trying a ladder in the first minute after a fresh
|
||||
deploy can still meet a 503.
|
||||
|
||||
Still open on hold'em, none of it blocking: the policy is **heads-up**, so a
|
||||
six-handed table is an approximation of it (the hit rate falls from 95% to about 17%
|
||||
at six seats, and the rest is pot odds) — a multiway policy would want its own
|
||||
training run with more than two seats in the tree. Blackjack still has no **split**.
|
||||
Still open on hold'em: the policy is **heads-up**, so a six-handed table is an
|
||||
approximation of it (the hit rate falls from 95% to about 17% at six seats, and
|
||||
the rest is pot odds) — a multiway policy would want its own training run with
|
||||
more than two seats in the tree. Blackjack's split is **done**.
|
||||
|
||||
### How the browser half fits together
|
||||
|
||||
|
||||
Reference in New Issue
Block a user