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1
.gitignore
vendored
1
.gitignore
vendored
@@ -5,3 +5,4 @@ pete
|
||||
config.yaml
|
||||
config.toml
|
||||
node_modules/
|
||||
holdem-train
|
||||
|
||||
89
cmd/holdem-train/main.go
Normal file
89
cmd/holdem-train/main.go
Normal file
@@ -0,0 +1,89 @@
|
||||
// Command holdem-train trains the casino's poker bots and writes the policy the
|
||||
// table embeds.
|
||||
//
|
||||
// go run ./cmd/holdem-train -iterations 5000000 -out internal/games/holdem/policy.gob
|
||||
//
|
||||
// It is not part of Pete. It runs when the engine's rules change, takes half an
|
||||
// hour, and produces a file. Nothing at runtime imports it.
|
||||
//
|
||||
// The bots are trained heads-up, at every stack depth the table deals — that
|
||||
// range is the point, because poker at twenty big blinds and poker at a hundred
|
||||
// are different games and a bot that only knows one of them folds into the other.
|
||||
// A six-handed table then reuses the same policy, which is an approximation, and
|
||||
// a documented one.
|
||||
package main
|
||||
|
||||
import (
|
||||
"flag"
|
||||
"fmt"
|
||||
"log"
|
||||
"os"
|
||||
"runtime"
|
||||
"time"
|
||||
|
||||
"pete/internal/games/holdem"
|
||||
)
|
||||
|
||||
func main() {
|
||||
iterations := flag.Int("iterations", 5_000_000, "hands to train on")
|
||||
workers := flag.Int("workers", runtime.NumCPU(), "parallel workers")
|
||||
out := flag.String("out", "internal/games/holdem/policy.gob", "where to write the policy")
|
||||
stakes := flag.String("stakes", "low", "which table's blinds to train at")
|
||||
minBB := flag.Int64("min-bb", 20, "shallowest stack, in big blinds")
|
||||
maxBB := flag.Int64("max-bb", 100, "deepest stack, in big blinds")
|
||||
seed := flag.Uint64("seed", 20260714, "seed, so a run can be repeated")
|
||||
flag.Parse()
|
||||
|
||||
tier, err := holdem.TierBySlug(*stakes)
|
||||
if err != nil {
|
||||
log.Fatalf("no such table %q", *stakes)
|
||||
}
|
||||
|
||||
fmt.Printf("training %s hands on %d workers — %s blinds, %d–%d BB deep\n",
|
||||
commas(*iterations), *workers, tier.Name, *minBB, *maxBB)
|
||||
|
||||
started := time.Now()
|
||||
last := started
|
||||
policy := holdem.Train(*iterations, *workers, tier, *minBB, *maxBB, *seed, func(done int) {
|
||||
if time.Since(last) < 20*time.Second {
|
||||
return
|
||||
}
|
||||
last = time.Now()
|
||||
frac := float64(done) / float64(*iterations)
|
||||
if frac <= 0 {
|
||||
return
|
||||
}
|
||||
left := time.Duration(float64(time.Since(started)) * (1 - frac) / frac)
|
||||
fmt.Printf(" %s / %s hands (%.0f%%), about %s to go\n",
|
||||
commas(done), commas(*iterations), frac*100, left.Round(time.Second))
|
||||
})
|
||||
|
||||
f, err := os.Create(*out)
|
||||
if err != nil {
|
||||
log.Fatal(err)
|
||||
}
|
||||
defer f.Close()
|
||||
if err := holdem.Save(f, policy); err != nil {
|
||||
log.Fatal(err)
|
||||
}
|
||||
|
||||
info, _ := f.Stat()
|
||||
fmt.Printf("\ndone in %s: %s nodes, %.1f MB → %s\n",
|
||||
time.Since(started).Round(time.Second), commas(policy.Meta.Nodes),
|
||||
float64(info.Size())/(1<<20), *out)
|
||||
}
|
||||
|
||||
func commas(n int) string {
|
||||
s := fmt.Sprint(n)
|
||||
if len(s) <= 3 {
|
||||
return s
|
||||
}
|
||||
var out []byte
|
||||
for i, c := range []byte(s) {
|
||||
if i > 0 && (len(s)-i)%3 == 0 {
|
||||
out = append(out, ',')
|
||||
}
|
||||
out = append(out, c)
|
||||
}
|
||||
return string(out)
|
||||
}
|
||||
@@ -58,6 +58,12 @@ client_secret = "${PETE_OIDC_CLIENT_SECRET}"
|
||||
redirect_url = "https://news.parodia.dev/auth/callback"
|
||||
# HMAC key that signs the session cookie. Generate with: openssl rand -hex 32
|
||||
session_secret = "${PETE_SESSION_SECRET}"
|
||||
# Share the session across sibling hosts, so signing in on news.parodia.dev also
|
||||
# signs you in on games.parodia.dev. This widens the cookie to every host under
|
||||
# the domain, so leave it empty to keep the session host-only. Each host that
|
||||
# starts a login also needs its own redirect URI registered in Authentik
|
||||
# (<host>/auth/callback) — the login round-trip returns to the host it began on.
|
||||
cookie_domain = ""
|
||||
|
||||
# Optional Web Push digests. When enabled, signed-in users can opt in (from the
|
||||
# feed-settings panel) to a periodic "N new stories" notification, delivered via
|
||||
@@ -96,6 +102,16 @@ label = "Amy (US, female)"
|
||||
id = "en_US-ryan-high"
|
||||
label = "Ryan (US, male, HQ)"
|
||||
|
||||
# The casino (games.parodia.dev). Signed-in only — there is real money in it — so
|
||||
# it needs [web.auth] above, and web.auth.cookie_domain if the games host is a
|
||||
# different subdomain from the news one. Chips are 1:1 with gogobee euros and
|
||||
# cross the border through the escrow endpoints, which gogobee polls; matrix_server
|
||||
# is how a player is named to that ledger (@<authentik username>:<matrix_server>).
|
||||
[web.games]
|
||||
enabled = false
|
||||
host = "games.parodia.dev"
|
||||
matrix_server = "parodia.dev"
|
||||
|
||||
# Every enabled source MUST set direct_route to a key from [matrix.channels] above.
|
||||
# There is no automatic classification — Pete posts each story to its configured channel.
|
||||
# Optional: language = "en" drops feed items whose per-item <language> tag is
|
||||
|
||||
1
go.mod
1
go.mod
@@ -18,6 +18,7 @@ require (
|
||||
require (
|
||||
filippo.io/edwards25519 v1.2.0 // indirect
|
||||
github.com/andybalholm/cascadia v1.3.3 // indirect
|
||||
github.com/chehsunliu/poker v0.1.0 // indirect
|
||||
github.com/dustin/go-humanize v1.0.1 // indirect
|
||||
github.com/go-jose/go-jose/v4 v4.1.4 // indirect
|
||||
github.com/golang-jwt/jwt/v5 v5.2.1 // indirect
|
||||
|
||||
7
go.sum
7
go.sum
@@ -10,6 +10,8 @@ github.com/SherClockHolmes/webpush-go v1.4.0 h1:ocnzNKWN23T9nvHi6IfyrQjkIc0oJWv1
|
||||
github.com/SherClockHolmes/webpush-go v1.4.0/go.mod h1:XSq8pKX11vNV8MJEMwjrlTkxhAj1zKfxmyhdV7Pd6UA=
|
||||
github.com/andybalholm/cascadia v1.3.3 h1:AG2YHrzJIm4BZ19iwJ/DAua6Btl3IwJX+VI4kktS1LM=
|
||||
github.com/andybalholm/cascadia v1.3.3/go.mod h1:xNd9bqTn98Ln4DwST8/nG+H0yuB8Hmgu1YHNnWw0GeA=
|
||||
github.com/chehsunliu/poker v0.1.0 h1:OeB4O+QROhA/DiXUhBBlkgbzCx0ZVWMpWgKNu+PX9vI=
|
||||
github.com/chehsunliu/poker v0.1.0/go.mod h1:V6K4yyDbafp0k6lUnYbwoTS/KsHSB1EWiJdEk54uB1w=
|
||||
github.com/coreos/go-oidc/v3 v3.19.0 h1:F/xyOi3x1UnG1U27YVnM1N6bHiL1K2upi6U/0qr8r+I=
|
||||
github.com/coreos/go-oidc/v3 v3.19.0/go.mod h1:DYCf24+ncYi+XkIH97GY1+dqoRlbaSI26KVTCI9SrY4=
|
||||
github.com/davecgh/go-spew v1.1.0/go.mod h1:J7Y8YcW2NihsgmVo/mv3lAwl/skON4iLHjSsI+c5H38=
|
||||
@@ -31,6 +33,7 @@ github.com/hashicorp/golang-lru/v2 v2.0.7 h1:a+bsQ5rvGLjzHuww6tVxozPZFVghXaHOwFs
|
||||
github.com/hashicorp/golang-lru/v2 v2.0.7/go.mod h1:QeFd9opnmA6QUJc5vARoKUSoFhyfM2/ZepoAG6RGpeM=
|
||||
github.com/json-iterator/go v1.1.12 h1:PV8peI4a0ysnczrg+LtxykD8LfKY9ML6u2jnxaEnrnM=
|
||||
github.com/json-iterator/go v1.1.12/go.mod h1:e30LSqwooZae/UwlEbR2852Gd8hjQvJoHmT4TnhNGBo=
|
||||
github.com/loganjspears/joker v0.0.0-20180219043703-3f2f69a75914/go.mod h1:76SAnflG7ZFhgtnaVCpP6A5Z1S/VMFzRBN7KGm5j4oc=
|
||||
github.com/mattn/go-colorable v0.1.14 h1:9A9LHSqF/7dyVVX6g0U9cwm9pG3kP9gSzcuIPHPsaIE=
|
||||
github.com/mattn/go-colorable v0.1.14/go.mod h1:6LmQG8QLFO4G5z1gPvYEzlUgJ2wF+stgPZH1UqBm1s8=
|
||||
github.com/mattn/go-isatty v0.0.22 h1:j8l17JJ9i6VGPUFUYoTUKPSgKe/83EYU2zBC7YNKMw4=
|
||||
@@ -48,6 +51,7 @@ github.com/modern-go/reflect2 v1.0.2 h1:xBagoLtFs94CBntxluKeaWgTMpvLxC4ur3nMaC9G
|
||||
github.com/modern-go/reflect2 v1.0.2/go.mod h1:yWuevngMOJpCy52FWWMvUC8ws7m/LJsjYzDa0/r8luk=
|
||||
github.com/ncruces/go-strftime v1.0.0 h1:HMFp8mLCTPp341M/ZnA4qaf7ZlsbTc+miZjCLOFAw7w=
|
||||
github.com/ncruces/go-strftime v1.0.0/go.mod h1:Fwc5htZGVVkseilnfgOVb9mKy6w1naJmn9CehxcKcls=
|
||||
github.com/notnil/joker v0.0.0-20180219043703-3f2f69a75914/go.mod h1:L0Sdr2nYdktjerdXpIn9wOCn+GebPs/nCL2qH6RTGa0=
|
||||
github.com/petermattis/goid v0.0.0-20260330135022-df67b199bc81 h1:WDsQxOJDy0N1VRAjXLpi8sCEZRSGarLWQevDxpTBRrM=
|
||||
github.com/petermattis/goid v0.0.0-20260330135022-df67b199bc81/go.mod h1:pxMtw7cyUw6B2bRH0ZBANSPg+AoSud1I1iyJHI69jH4=
|
||||
github.com/pmezard/go-difflib v1.0.0 h1:4DBwDE0NGyQoBHbLQYPwSUPoCMWR5BEzIk/f1lZbAQM=
|
||||
@@ -58,6 +62,7 @@ github.com/rs/zerolog v1.35.1 h1:m7xQeoiLIiV0BCEY4Hs+j2NG4Gp2o2KPKmhnnLiazKI=
|
||||
github.com/rs/zerolog v1.35.1/go.mod h1:EjML9kdfa/RMA7h/6z6pYmq1ykOuA8/mjWaEvGI+jcw=
|
||||
github.com/stretchr/objx v0.1.0/go.mod h1:HFkY916IF+rwdDfMAkV7OtwuqBVzrE8GR6GFx+wExME=
|
||||
github.com/stretchr/testify v1.3.0/go.mod h1:M5WIy9Dh21IEIfnGCwXGc5bZfKNJtfHm1UVUgZn+9EI=
|
||||
github.com/stretchr/testify v1.4.0/go.mod h1:j7eGeouHqKxXV5pUuKE4zz7dFj8WfuZ+81PSLYec5m4=
|
||||
github.com/stretchr/testify v1.11.1 h1:7s2iGBzp5EwR7/aIZr8ao5+dra3wiQyKjjFuvgVKu7U=
|
||||
github.com/stretchr/testify v1.11.1/go.mod h1:wZwfW3scLgRK+23gO65QZefKpKQRnfz6sD981Nm4B6U=
|
||||
github.com/tidwall/gjson v1.14.2/go.mod h1:/wbyibRr2FHMks5tjHJ5F8dMZh3AcwJEMf5vlfC0lxk=
|
||||
@@ -157,6 +162,8 @@ golang.org/x/tools v0.21.1-0.20240508182429-e35e4ccd0d2d/go.mod h1:aiJjzUbINMkxb
|
||||
golang.org/x/tools v0.45.0 h1:18qN3FAooORvApf5XjCXgsuayZOEtXf6JK18I3+ONa8=
|
||||
golang.org/x/tools v0.45.0/go.mod h1:LuUGqqaXcXMEFEruIVJVm5mgDD8vww/z/SR1gQ4uE/0=
|
||||
golang.org/x/xerrors v0.0.0-20190717185122-a985d3407aa7/go.mod h1:I/5z698sn9Ka8TeJc9MKroUUfqBBauWjQqLJ2OPfmY0=
|
||||
gopkg.in/check.v1 v0.0.0-20161208181325-20d25e280405/go.mod h1:Co6ibVJAznAaIkqp8huTwlJQCZ016jof/cbN4VW5Yz0=
|
||||
gopkg.in/yaml.v2 v2.2.2/go.mod h1:hI93XBmqTisBFMUTm0b8Fm+jr3Dg1NNxqwp+5A1VGuI=
|
||||
gopkg.in/yaml.v3 v3.0.1 h1:fxVm/GzAzEWqLHuvctI91KS9hhNmmWOoWu0XTYJS7CA=
|
||||
gopkg.in/yaml.v3 v3.0.1/go.mod h1:K4uyk7z7BCEPqu6E+C64Yfv1cQ7kz7rIZviUmN+EgEM=
|
||||
maunium.net/go/mautrix v0.28.0 h1:vBakLzf8MAdfED3NzAKiMeKQbc3AQ4EAS03NC+TVMXQ=
|
||||
|
||||
@@ -13,22 +13,54 @@ import (
|
||||
var envBracketRe = regexp.MustCompile(`\$\{([^}]+)\}`)
|
||||
|
||||
type Config struct {
|
||||
Matrix MatrixConfig `toml:"matrix"`
|
||||
Posting PostingConfig `toml:"posting"`
|
||||
Storage StorageConfig `toml:"storage"`
|
||||
Web WebConfig `toml:"web"`
|
||||
Sources []SourceConfig `toml:"sources"`
|
||||
Matrix MatrixConfig `toml:"matrix"`
|
||||
Posting PostingConfig `toml:"posting"`
|
||||
Storage StorageConfig `toml:"storage"`
|
||||
Web WebConfig `toml:"web"`
|
||||
Adventure AdventureConfig `toml:"adventure"`
|
||||
Sources []SourceConfig `toml:"sources"`
|
||||
}
|
||||
|
||||
// AdventureConfig wires the gogobee adventure-news seam: gogobee POSTs
|
||||
// game-event facts to Pete's ingest endpoint, Pete templates them into stories
|
||||
// on the /adventure section and posts PRIORITY beats live to Matrix. Disabled by
|
||||
// default — the endpoint 404s and no adventure channel appears until enabled.
|
||||
type AdventureConfig struct {
|
||||
Enabled bool `toml:"enabled"`
|
||||
// IngestToken is the shared bearer secret gogobee presents on
|
||||
// POST /api/ingest/adventure. Required when enabled. Use ${ENV_VAR}.
|
||||
IngestToken string `toml:"ingest_token"`
|
||||
// Channel is the Matrix channel name (a key in [matrix.channels]) that
|
||||
// PRIORITY adventure beats post to live. If it isn't a configured Matrix
|
||||
// channel, adventure runs website-only (stories still appear on /adventure).
|
||||
Channel string `toml:"channel"`
|
||||
// DigestHour is the UTC hour [0,23] the daily bulletin digest posts. Default
|
||||
// 17. A pointer so digest_hour = 0 (midnight UTC) is distinguishable from
|
||||
// "unset" and doesn't get silently rewritten to the default.
|
||||
DigestHour *int `toml:"digest_hour"`
|
||||
}
|
||||
|
||||
// DigestHourOrDefault is the UTC hour the daily digest posts, resolving the
|
||||
// unset case. Safe on a zero-value AdventureConfig.
|
||||
func (a AdventureConfig) DigestHourOrDefault() int {
|
||||
if a.DigestHour == nil {
|
||||
return defaultDigestHour
|
||||
}
|
||||
return *a.DigestHour
|
||||
}
|
||||
|
||||
const defaultDigestHour = 17
|
||||
|
||||
// WebConfig controls the read-only HTTP interface (news.parodia.dev style).
|
||||
type WebConfig struct {
|
||||
Enabled bool `toml:"enabled"`
|
||||
ListenAddr string `toml:"listen_addr"` // e.g. ":8080" or "127.0.0.1:8080"
|
||||
SiteTitle string `toml:"site_title"` // display name in the header
|
||||
BaseURL string `toml:"base_url"` // public URL (used in metadata only)
|
||||
Auth AuthConfig `toml:"auth"` // optional OIDC sign-in (Authentik)
|
||||
Push PushConfig `toml:"push"` // optional Web Push digests (VAPID)
|
||||
TTS TTSConfig `toml:"tts"` // optional server-side neural read-aloud (Piper)
|
||||
Enabled bool `toml:"enabled"`
|
||||
ListenAddr string `toml:"listen_addr"` // e.g. ":8080" or "127.0.0.1:8080"
|
||||
SiteTitle string `toml:"site_title"` // display name in the header
|
||||
BaseURL string `toml:"base_url"` // public URL (used in metadata only)
|
||||
Auth AuthConfig `toml:"auth"` // optional OIDC sign-in (Authentik)
|
||||
Push PushConfig `toml:"push"` // optional Web Push digests (VAPID)
|
||||
TTS TTSConfig `toml:"tts"` // optional server-side neural read-aloud (Piper)
|
||||
Games GamesConfig `toml:"games"` // optional casino (games.parodia.dev)
|
||||
// AdminSubs is the allowlist of OIDC subjects allowed to view the
|
||||
// owner-facing source-health dashboard at /status. Empty means the page is
|
||||
// inaccessible to everyone (returns 404). Requires auth to be enabled.
|
||||
@@ -77,6 +109,23 @@ type VoiceConfig struct {
|
||||
Label string `toml:"label"` // menu label, e.g. "Ryan — US, male"
|
||||
}
|
||||
|
||||
// GamesConfig wires the casino. It is signed-in only — there is money in it —
|
||||
// so it does nothing without web.auth, and it needs the Matrix server name
|
||||
// because that is how a player's identity reaches gogobee's euro ledger: an
|
||||
// Authentik username is the Matrix localpart, and the Matrix id is the account.
|
||||
type GamesConfig struct {
|
||||
Enabled bool `toml:"enabled"`
|
||||
// Host is the public hostname the casino answers on, e.g.
|
||||
// "games.parodia.dev". Requests arriving on it are served the casino at "/";
|
||||
// everywhere else the same pages live under /games. Empty means no host
|
||||
// branching, which is the normal state of affairs in local development.
|
||||
Host string `toml:"host"`
|
||||
// MatrixServer is the server name half of a player's Matrix id
|
||||
// ("parodia.dev" -> @reala:parodia.dev). Without it, no player can be
|
||||
// identified in the economy and the casino stays shut.
|
||||
MatrixServer string `toml:"matrix_server"`
|
||||
}
|
||||
|
||||
// AuthConfig wires Pete's web UI to an OIDC provider (our Authentik instance).
|
||||
// When enabled, signed-in users get their preferences stored server-side keyed
|
||||
// by the OIDC subject; anonymous visitors keep using browser localStorage.
|
||||
@@ -87,6 +136,12 @@ type AuthConfig struct {
|
||||
ClientSecret string `toml:"client_secret"`
|
||||
RedirectURL string `toml:"redirect_url"` // e.g. https://news.parodia.dev/auth/callback
|
||||
SessionSecret string `toml:"session_secret"` // HMAC key for signing the session cookie
|
||||
// CookieDomain widens the session cookie beyond the host that set it, so a
|
||||
// sign-in on news.parodia.dev is also a sign-in on games.parodia.dev. Set it
|
||||
// to ".parodia.dev" to share the session across every parodia.dev host —
|
||||
// which is every host, including the landing site, so it is opt-in rather
|
||||
// than the default. Empty keeps the cookie host-only.
|
||||
CookieDomain string `toml:"cookie_domain"`
|
||||
}
|
||||
|
||||
type MatrixConfig struct {
|
||||
@@ -228,6 +283,21 @@ func (c *Config) validate() error {
|
||||
}
|
||||
}
|
||||
|
||||
if c.Adventure.Enabled {
|
||||
if c.Adventure.IngestToken == "" {
|
||||
return fmt.Errorf("adventure.ingest_token is required when adventure is enabled (the bearer secret gogobee presents)")
|
||||
}
|
||||
if h := c.Adventure.DigestHourOrDefault(); h < 0 || h > 23 {
|
||||
return fmt.Errorf("adventure.digest_hour must be 0-23")
|
||||
}
|
||||
if c.Adventure.Channel != "" {
|
||||
if _, ok := c.Matrix.Channels[c.Adventure.Channel]; !ok {
|
||||
slog.Warn("adventure.channel is not a configured Matrix channel — adventure runs website-only",
|
||||
"channel", c.Adventure.Channel)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for i, s := range c.Sources {
|
||||
if s.Name == "" {
|
||||
return fmt.Errorf("sources[%d].name is required", i)
|
||||
|
||||
594
internal/games/blackjack/blackjack.go
Normal file
594
internal/games/blackjack/blackjack.go
Normal file
@@ -0,0 +1,594 @@
|
||||
// Package blackjack is a pure blackjack engine.
|
||||
//
|
||||
// It knows nothing about HTTP, sockets, timers, euros or players' names. You
|
||||
// hand it a state and a move, it hands you back a new state and the list of
|
||||
// things that just happened. Everything else — who is sitting there, what their
|
||||
// chips are, when their clock runs out — belongs to the shell in internal/games/table.
|
||||
//
|
||||
// That seam is the one thing gogobee's blackjack never had: there, the engine
|
||||
// *was* the message sender, so an "error" meant a Matrix send had failed rather
|
||||
// than that a player had tried something illegal. Here an error means exactly
|
||||
// one thing: the move was not legal in this state.
|
||||
//
|
||||
// The state is a plain value. It serializes, so a hand survives a redeploy, and
|
||||
// it replays, so a disputed hand can be dealt again from its seed.
|
||||
package blackjack
|
||||
|
||||
import (
|
||||
"encoding/json"
|
||||
"errors"
|
||||
"math"
|
||||
"math/rand/v2"
|
||||
|
||||
"pete/internal/games/cards"
|
||||
)
|
||||
|
||||
// Errors an illegal move can produce. Callers can match on these to tell a
|
||||
// player "not now" rather than "something broke".
|
||||
var (
|
||||
ErrHandOver = errors.New("blackjack: the hand is already over")
|
||||
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 on the active hand
|
||||
PhaseDealer Phase = "dealer" // transient: the dealer is drawing out
|
||||
PhaseDone Phase = "done" // settled, Outcome and Payout are final
|
||||
)
|
||||
|
||||
// Outcome is how a finished hand finished, from the player's point of view.
|
||||
type Outcome string
|
||||
|
||||
const (
|
||||
OutcomeNone Outcome = ""
|
||||
OutcomeBlackjack Outcome = "blackjack" // natural 21, paid 3:2
|
||||
OutcomeWin Outcome = "win"
|
||||
OutcomeLose Outcome = "lose"
|
||||
OutcomePush Outcome = "push" // tie, stake returned
|
||||
OutcomeBust Outcome = "bust" // player went over 21
|
||||
OutcomeDealerBust Outcome = "dealer_bust"
|
||||
)
|
||||
|
||||
// Won reports whether this outcome pays the player more than their stake back.
|
||||
func (o Outcome) Won() bool {
|
||||
return o == OutcomeWin || o == OutcomeBlackjack || o == OutcomeDealerBust
|
||||
}
|
||||
|
||||
// Rules are the table's terms. They're part of the state rather than a global,
|
||||
// so a hand always settles under the rules it was dealt under — even if the
|
||||
// house changes them mid-session.
|
||||
type Rules struct {
|
||||
Decks int `json:"decks"` // shoe size
|
||||
BlackjackPays float64 `json:"blackjack_pays"` // 1.5 = the honest 3:2
|
||||
DealerHitsSoft17 bool `json:"dealer_hits_soft17"` // gogobee's dealer does
|
||||
RakePct float64 `json:"rake_pct"` // house cut, taken from winnings only
|
||||
}
|
||||
|
||||
// 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.
|
||||
func DefaultRules() Rules {
|
||||
return Rules{Decks: 6, BlackjackPays: 1.5, DealerHitsSoft17: true, RakePct: 0.05}
|
||||
}
|
||||
|
||||
// Hand is one hand the player is holding, with the chips that are on it.
|
||||
//
|
||||
// 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 {
|
||||
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
|
||||
// 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"`
|
||||
|
||||
// Done means this hand will not be acted on again: it stood, it busted, it
|
||||
// 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.
|
||||
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
|
||||
// dealt, not split.
|
||||
func (h Hand) Natural() bool { return !h.Split && IsBlackjack(h.Cards) }
|
||||
|
||||
// State is one deal of heads-up blackjack: the player's hands against the
|
||||
// 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
|
||||
Dealer []cards.Card `json:"dealer"`
|
||||
|
||||
// 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"` // the deal as a whole; per-hand outcomes live on the hands
|
||||
|
||||
// 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.
|
||||
//
|
||||
// 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" | "split" | "double" | "reveal" | "settle"
|
||||
Card *cards.Card `json:"card,omitempty"`
|
||||
Hand int `json:"hand"`
|
||||
Text string `json:"text,omitempty"`
|
||||
}
|
||||
|
||||
// Move is a player action.
|
||||
type Move string
|
||||
|
||||
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
|
||||
// demoting them one at a time. soft reports whether an ace is still counting as
|
||||
// 11 — which is what makes "soft 17" a different thing from 17.
|
||||
func HandValue(hand []cards.Card) (total int, soft bool) {
|
||||
aces := 0
|
||||
for _, c := range hand {
|
||||
switch {
|
||||
case c.Rank == cards.Ace:
|
||||
aces++
|
||||
total += 11
|
||||
case c.Rank >= 10:
|
||||
total += 10
|
||||
default:
|
||||
total += int(c.Rank)
|
||||
}
|
||||
}
|
||||
for total > 21 && aces > 0 {
|
||||
total -= 10 // demote an ace from 11 to 1
|
||||
aces--
|
||||
}
|
||||
return total, aces > 0
|
||||
}
|
||||
|
||||
// IsBlackjack reports a natural: 21 on the opening two cards. A 21 assembled
|
||||
// from three cards is not one, and does not get paid 3:2.
|
||||
func IsBlackjack(hand []cards.Card) bool {
|
||||
if len(hand) != 2 {
|
||||
return false
|
||||
}
|
||||
v, _ := HandValue(hand)
|
||||
return v == 21
|
||||
}
|
||||
|
||||
// New deals a fresh hand: two to the player, two to the dealer. If either side
|
||||
// has a natural the hand is already over and the returned State is settled — a
|
||||
// player with blackjack never gets asked whether they'd like to hit.
|
||||
func New(bet int64, r Rules, rng *rand.Rand) (State, []Event, error) {
|
||||
if bet <= 0 {
|
||||
return State{}, nil, ErrBadBet
|
||||
}
|
||||
if r.Decks < 1 {
|
||||
r.Decks = 1
|
||||
}
|
||||
deck := cards.NewDeck(r.Decks)
|
||||
deck.Shuffle(rng)
|
||||
|
||||
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.hit(0, &evs); err != nil {
|
||||
return State{}, nil, err
|
||||
}
|
||||
if err := s.drawDealer(&evs); err != nil {
|
||||
return State{}, nil, err
|
||||
}
|
||||
}
|
||||
|
||||
// A natural on either side ends it before the player ever acts.
|
||||
if s.Hands[0].Natural() || IsBlackjack(s.Dealer) {
|
||||
s.settle(&evs)
|
||||
}
|
||||
return s, evs, nil
|
||||
}
|
||||
|
||||
// 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 {
|
||||
c, ok := s.Deck.Draw()
|
||||
if !ok {
|
||||
return ErrDeckExhausted
|
||||
}
|
||||
s.Hands[i].Cards = append(s.Hands[i].Cards, c)
|
||||
card := c
|
||||
*evs = append(*evs, Event{Kind: "player_card", Card: &card, Hand: i})
|
||||
return nil
|
||||
}
|
||||
|
||||
func (s *State) drawDealer(evs *[]Event) error {
|
||||
c, ok := s.Deck.Draw()
|
||||
if !ok {
|
||||
return ErrDeckExhausted
|
||||
}
|
||||
s.Dealer = append(s.Dealer, c)
|
||||
card := c
|
||||
*evs = append(*evs, Event{Kind: "dealer_card", Card: &card})
|
||||
return nil
|
||||
}
|
||||
|
||||
// ApplyMove is the whole engine: a legal move in, a new state and the events it
|
||||
// produced out. An error means the move was illegal and the state is unchanged.
|
||||
//
|
||||
// s is taken by value, so the caller's state is only replaced on success.
|
||||
func ApplyMove(s State, m Move) (State, []Event, error) {
|
||||
if s.Phase == PhaseDone {
|
||||
return s, nil, ErrHandOver
|
||||
}
|
||||
// A copied State still shares its slices' backing arrays with the original.
|
||||
// Two moves applied from the same starting state would then append cards over
|
||||
// each other. Clone first: the caller's state is genuinely untouched, and a
|
||||
// state can be replayed as many times as we like.
|
||||
s = s.clone()
|
||||
if s.Phase != PhasePlayer {
|
||||
return s, nil, ErrNotYourTurn
|
||||
}
|
||||
switch m {
|
||||
case Hit, Stand, Double, Split:
|
||||
default:
|
||||
return s, nil, ErrUnknownMove
|
||||
}
|
||||
if m == Double && !s.CanDouble() {
|
||||
// Doubling means doubling the stake for exactly one more card. Only ever
|
||||
// legal on the opening two — after that you're just describing a hit.
|
||||
return s, nil, ErrCantDouble
|
||||
}
|
||||
if m == Split && !s.CanSplit() {
|
||||
return s, nil, ErrCantSplit
|
||||
}
|
||||
|
||||
i := s.Active
|
||||
evs := []Event{}
|
||||
|
||||
switch m {
|
||||
case Split:
|
||||
// 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]
|
||||
moved := h.Cards[1]
|
||||
h.Cards = h.Cards[:1]
|
||||
h.Split = true
|
||||
|
||||
fresh := Hand{Cards: []cards.Card{moved}, Bet: h.Bet, Split: true}
|
||||
s.Hands = append(s.Hands, Hand{})
|
||||
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
|
||||
|
||||
evs = append(evs, Event{Kind: "split", Hand: i})
|
||||
if err := s.hit(i, &evs); err != nil {
|
||||
return s, nil, err
|
||||
}
|
||||
if err := s.hit(i+1, &evs); err != nil {
|
||||
return s, nil, err
|
||||
}
|
||||
|
||||
// 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
|
||||
// forever; with it, splitting aces is a gamble like everything else.
|
||||
if moved.Rank == cards.Ace {
|
||||
s.Hands[i].Done = true
|
||||
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
|
||||
}
|
||||
|
||||
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) {
|
||||
*evs = append(*evs, Event{Kind: "reveal"}) // the hole card turns over
|
||||
for {
|
||||
v, soft := HandValue(s.Dealer)
|
||||
hitSoft17 := s.Rules.DealerHitsSoft17 && v == 17 && soft
|
||||
if v >= 17 && !hitSoft17 {
|
||||
break
|
||||
}
|
||||
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 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) {
|
||||
dealerVal, _ := HandValue(s.Dealer)
|
||||
dealerBJ := IsBlackjack(s.Dealer)
|
||||
|
||||
s.Payout, s.Rake = 0, 0
|
||||
for i := range s.Hands {
|
||||
h := &s.Hands[i]
|
||||
playerVal, _ := h.Value()
|
||||
|
||||
// profit is what this hand wins on top of its stake. Negative means the
|
||||
// stake is gone.
|
||||
var profit int64
|
||||
|
||||
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
|
||||
}
|
||||
|
||||
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)})
|
||||
}
|
||||
|
||||
// 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
|
||||
}
|
||||
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 {
|
||||
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.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
|
||||
}
|
||||
415
internal/games/blackjack/blackjack_test.go
Normal file
415
internal/games/blackjack/blackjack_test.go
Normal file
@@ -0,0 +1,415 @@
|
||||
package blackjack
|
||||
|
||||
import (
|
||||
"encoding/json"
|
||||
"testing"
|
||||
|
||||
"pete/internal/games/cards"
|
||||
)
|
||||
|
||||
// hand builds a hand from "A♠"-ish shorthand: rank letters/numbers only.
|
||||
func hand(ranks ...cards.Rank) []cards.Card {
|
||||
h := make([]cards.Card, len(ranks))
|
||||
for i, r := range ranks {
|
||||
h[i] = cards.Card{Rank: r, Suit: cards.Spades}
|
||||
}
|
||||
return h
|
||||
}
|
||||
|
||||
func TestHandValue(t *testing.T) {
|
||||
tests := []struct {
|
||||
name string
|
||||
hand []cards.Card
|
||||
want int
|
||||
soft bool
|
||||
}{
|
||||
{"two aces are 12, not 22", hand(cards.Ace, cards.Ace), 12, true},
|
||||
{"ace plus king is a soft 21", hand(cards.Ace, cards.King), 21, true},
|
||||
{"faces are all ten", hand(cards.Jack, cards.Queen), 20, false},
|
||||
{"ace demotes to save the hand", hand(cards.Ace, 9, 5), 15, false},
|
||||
{"three aces and an eight", hand(cards.Ace, cards.Ace, cards.Ace, 8), 21, true},
|
||||
{"soft 17 is an ace and a six", hand(cards.Ace, 6), 17, true},
|
||||
{"hard 17 has no ace", hand(cards.King, 7), 17, false},
|
||||
{"a bust stays busted", hand(cards.King, cards.Queen, 5), 25, false},
|
||||
{"empty hand", nil, 0, false},
|
||||
}
|
||||
for _, tc := range tests {
|
||||
t.Run(tc.name, func(t *testing.T) {
|
||||
got, soft := HandValue(tc.hand)
|
||||
if got != tc.want || soft != tc.soft {
|
||||
t.Fatalf("HandValue = (%d, soft=%v), want (%d, soft=%v)", got, soft, tc.want, tc.soft)
|
||||
}
|
||||
})
|
||||
}
|
||||
}
|
||||
|
||||
func TestIsBlackjack_OnlyOnTwoCards(t *testing.T) {
|
||||
if !IsBlackjack(hand(cards.Ace, cards.King)) {
|
||||
t.Fatal("A+K is a natural")
|
||||
}
|
||||
// 21 built from three cards is not a natural and must not be paid 3:2.
|
||||
if IsBlackjack(hand(7, 7, 7)) {
|
||||
t.Fatal("7+7+7 is 21 but not a blackjack")
|
||||
}
|
||||
if IsBlackjack(hand(cards.Ace)) {
|
||||
t.Fatal("one card is not a blackjack")
|
||||
}
|
||||
}
|
||||
|
||||
// settleWith forces a finished hand and reads back the money, bypassing the
|
||||
// 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, Hands: []Hand{{Cards: player, Bet: bet}}, Dealer: dealer}
|
||||
evs := []Event{}
|
||||
s.settle(&evs)
|
||||
if s.Phase != PhaseDone {
|
||||
t.Fatal("settle left the hand unfinished")
|
||||
}
|
||||
return s
|
||||
}
|
||||
|
||||
func TestSettle_PayoutsAndRake(t *testing.T) {
|
||||
r := DefaultRules() // 3:2, 5% rake
|
||||
|
||||
tests := []struct {
|
||||
name string
|
||||
player []cards.Card
|
||||
dealer []cards.Card
|
||||
wantOutcome Outcome
|
||||
wantPayout int64 // chips returned to the stack
|
||||
wantRake int64
|
||||
}{
|
||||
{
|
||||
// 100 stake, 100 profit, 5 raked → 195 back, net +95.
|
||||
name: "a plain win is raked on the profit only",
|
||||
player: hand(cards.King, 9), dealer: hand(cards.King, 8),
|
||||
wantOutcome: OutcomeWin, wantPayout: 195, wantRake: 5,
|
||||
},
|
||||
{
|
||||
// 3:2 on 100 is 150 profit, 7 raked (floor of 7.5) → 243 back.
|
||||
name: "a natural pays 3:2 less rake",
|
||||
player: hand(cards.Ace, cards.King), dealer: hand(cards.King, 8),
|
||||
wantOutcome: OutcomeBlackjack, wantPayout: 243, wantRake: 7,
|
||||
},
|
||||
{
|
||||
name: "a push returns the stake untouched — the house takes nothing",
|
||||
player: hand(cards.King, 9), dealer: hand(cards.Queen, 9),
|
||||
wantOutcome: OutcomePush, wantPayout: 100, wantRake: 0,
|
||||
},
|
||||
{
|
||||
name: "two naturals push",
|
||||
player: hand(cards.Ace, cards.King), dealer: hand(cards.Ace, cards.Queen),
|
||||
wantOutcome: OutcomePush, wantPayout: 100, wantRake: 0,
|
||||
},
|
||||
{
|
||||
name: "a loss pays nothing and is not charged a rake",
|
||||
player: hand(cards.King, 8), dealer: hand(cards.King, 9),
|
||||
wantOutcome: OutcomeLose, wantPayout: 0, wantRake: 0,
|
||||
},
|
||||
{
|
||||
name: "a bust pays nothing even if the dealer would have busted too",
|
||||
player: hand(cards.King, 8, 9), dealer: hand(cards.King, 6, 9),
|
||||
wantOutcome: OutcomeBust, wantPayout: 0, wantRake: 0,
|
||||
},
|
||||
{
|
||||
name: "dealer blackjack beats the player's twenty",
|
||||
player: hand(cards.King, cards.Queen), dealer: hand(cards.Ace, cards.Jack),
|
||||
wantOutcome: OutcomeLose, wantPayout: 0, wantRake: 0,
|
||||
},
|
||||
{
|
||||
name: "dealer bust pays even money less rake",
|
||||
player: hand(cards.King, 5), dealer: hand(cards.King, 6, 9),
|
||||
wantOutcome: OutcomeDealerBust, wantPayout: 195, wantRake: 5,
|
||||
},
|
||||
}
|
||||
|
||||
for _, tc := range tests {
|
||||
t.Run(tc.name, func(t *testing.T) {
|
||||
s := settleWith(t, r, 100, tc.player, tc.dealer)
|
||||
if s.Outcome != tc.wantOutcome {
|
||||
t.Errorf("outcome = %q, want %q", s.Outcome, tc.wantOutcome)
|
||||
}
|
||||
if s.Payout != tc.wantPayout {
|
||||
t.Errorf("payout = %d, want %d", s.Payout, tc.wantPayout)
|
||||
}
|
||||
if s.Rake != tc.wantRake {
|
||||
t.Errorf("rake = %d, want %d", s.Rake, tc.wantRake)
|
||||
}
|
||||
// The invariant the ledger depends on: every chip the player staked
|
||||
// either comes back, goes to the house as rake, or is lost to the table.
|
||||
if s.Payout < 0 || s.Rake < 0 {
|
||||
t.Errorf("negative chips: payout=%d rake=%d", s.Payout, s.Rake)
|
||||
}
|
||||
})
|
||||
}
|
||||
}
|
||||
|
||||
func TestSettle_RakeNeverTouchesTheStake(t *testing.T) {
|
||||
// A 100% rake is absurd, but it must still never claw back a player's own
|
||||
// stake: the worst a rake can do is take all the winnings.
|
||||
r := Rules{Decks: 6, BlackjackPays: 1.5, RakePct: 1.0}
|
||||
s := settleWith(t, r, 100, hand(cards.King, 9), hand(cards.King, 8))
|
||||
if s.Payout != 100 {
|
||||
t.Fatalf("payout = %d, want the stake back (100)", s.Payout)
|
||||
}
|
||||
if s.Net() != 0 {
|
||||
t.Fatalf("net = %d, want 0", s.Net())
|
||||
}
|
||||
}
|
||||
|
||||
func TestNew_DealsFourCardsAndAskThePlayer(t *testing.T) {
|
||||
rng := cards.NewRNG(1, 2)
|
||||
s, evs, err := New(50, DefaultRules(), rng)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
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)
|
||||
}
|
||||
if len(evs) == 0 || evs[0].Kind != "deal" {
|
||||
t.Fatal("no deal event")
|
||||
}
|
||||
// Unless somebody was dealt a natural, it's the player's move.
|
||||
if !IsBlackjack(s.Hands[0].Cards) && !IsBlackjack(s.Dealer) && s.Phase != PhasePlayer {
|
||||
t.Fatalf("phase = %q, want %q", s.Phase, PhasePlayer)
|
||||
}
|
||||
}
|
||||
|
||||
func TestNew_RejectsNonPositiveBet(t *testing.T) {
|
||||
for _, bet := range []int64{0, -100} {
|
||||
if _, _, err := New(bet, DefaultRules(), cards.NewRNG(1, 2)); err == nil {
|
||||
t.Fatalf("bet %d was accepted", bet)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func TestNew_NaturalSettlesImmediately(t *testing.T) {
|
||||
// Search seeds for a deal that gives the player a natural, then assert the
|
||||
// hand is already over — a player holding blackjack is never asked to hit.
|
||||
for seed := uint64(1); seed < 200; seed++ {
|
||||
s, _, err := New(100, DefaultRules(), cards.NewRNG(seed, seed))
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if IsBlackjack(s.Hands[0].Cards) {
|
||||
if s.Phase != PhaseDone {
|
||||
t.Fatalf("seed %d: player has a natural but phase = %q", seed, s.Phase)
|
||||
}
|
||||
if _, _, err := ApplyMove(s, Hit); err != ErrHandOver {
|
||||
t.Fatalf("seed %d: hitting a settled natural gave %v, want ErrHandOver", seed, err)
|
||||
}
|
||||
return
|
||||
}
|
||||
}
|
||||
t.Skip("no natural dealt in 200 seeds")
|
||||
}
|
||||
|
||||
func TestApplyMove_HitUntilBustSettles(t *testing.T) {
|
||||
s, _, err := New(100, DefaultRules(), cards.NewRNG(7, 7))
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if s.Phase == PhaseDone {
|
||||
t.Skip("dealt a natural; not the hand under test")
|
||||
}
|
||||
for i := 0; i < 12 && s.Phase == PhasePlayer; i++ {
|
||||
s, _, err = ApplyMove(s, Hit)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
}
|
||||
if s.Phase != PhaseDone {
|
||||
t.Fatal("hitting a dozen times never ended the hand")
|
||||
}
|
||||
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 {
|
||||
t.Fatalf("outcome=%q payout=%d, want bust/0", s.Outcome, s.Payout)
|
||||
}
|
||||
// A busted player must not have made the dealer draw.
|
||||
if len(s.Dealer) != 2 {
|
||||
t.Fatalf("dealer drew %d cards against a busted player", len(s.Dealer)-2)
|
||||
}
|
||||
}
|
||||
|
||||
func TestApplyMove_StandRunsTheDealerOut(t *testing.T) {
|
||||
s, _, err := New(100, DefaultRules(), cards.NewRNG(3, 9))
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if s.Phase == PhaseDone {
|
||||
t.Skip("dealt a natural")
|
||||
}
|
||||
s, evs, err := ApplyMove(s, Stand)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if s.Phase != PhaseDone {
|
||||
t.Fatalf("phase = %q after stand, want done", s.Phase)
|
||||
}
|
||||
v, soft := HandValue(s.Dealer)
|
||||
if v < 17 {
|
||||
t.Fatalf("dealer stood on %d, must draw below 17", v)
|
||||
}
|
||||
if v == 17 && soft {
|
||||
t.Fatal("dealer stood on soft 17; the house rule says hit")
|
||||
}
|
||||
var reveal bool
|
||||
for _, e := range evs {
|
||||
if e.Kind == "reveal" {
|
||||
reveal = true
|
||||
}
|
||||
}
|
||||
if !reveal {
|
||||
t.Fatal("dealer played without a reveal event")
|
||||
}
|
||||
}
|
||||
|
||||
func TestApplyMove_DoubleTakesOneCardThenStands(t *testing.T) {
|
||||
s, _, err := New(100, DefaultRules(), cards.NewRNG(11, 4))
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if s.Phase == PhaseDone {
|
||||
t.Skip("dealt a natural")
|
||||
}
|
||||
if !s.CanDouble() {
|
||||
t.Fatal("double should be legal on the opening two cards")
|
||||
}
|
||||
s, _, err = ApplyMove(s, Double)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
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.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")
|
||||
}
|
||||
}
|
||||
|
||||
func TestApplyMove_DoubleIsIllegalAfterHitting(t *testing.T) {
|
||||
s, _, err := New(100, DefaultRules(), cards.NewRNG(5, 5))
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if s.Phase == PhaseDone {
|
||||
t.Skip("dealt a natural")
|
||||
}
|
||||
s, _, err = ApplyMove(s, Hit)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if s.Phase != PhasePlayer {
|
||||
t.Skip("busted on the hit; not the hand under test")
|
||||
}
|
||||
before := s.Bet
|
||||
after, _, err := ApplyMove(s, Double)
|
||||
if err != ErrCantDouble {
|
||||
t.Fatalf("double after a hit gave %v, want ErrCantDouble", err)
|
||||
}
|
||||
if after.Bet != before {
|
||||
t.Fatalf("a rejected double still moved the bet: %d -> %d", before, after.Bet)
|
||||
}
|
||||
if s.CanDouble() {
|
||||
t.Fatal("CanDouble says yes on a three-card hand")
|
||||
}
|
||||
}
|
||||
|
||||
func TestApplyMove_RejectsGarbage(t *testing.T) {
|
||||
s, _, err := New(100, DefaultRules(), cards.NewRNG(2, 8))
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if _, _, err := ApplyMove(s, Move("surrender")); err != ErrUnknownMove {
|
||||
t.Fatalf("got %v, want ErrUnknownMove", err)
|
||||
}
|
||||
}
|
||||
|
||||
// The engine's state has to survive a redeploy: no timers, no pointers, no
|
||||
// unexported fields that JSON would quietly drop.
|
||||
func TestState_RoundTripsThroughJSON(t *testing.T) {
|
||||
s, _, err := New(100, DefaultRules(), cards.NewRNG(13, 21))
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if s.Phase == PhaseDone {
|
||||
t.Skip("dealt a natural")
|
||||
}
|
||||
blob, err := json.Marshal(s)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
var back State
|
||||
if err := json.Unmarshal(blob, &back); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
|
||||
// Play both forward identically; a state that survives the trip settles the same.
|
||||
live, _, err := ApplyMove(s, Stand)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
revived, _, err := ApplyMove(back, Stand)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if live.Outcome != revived.Outcome || live.Payout != revived.Payout {
|
||||
t.Fatalf("revived hand settled differently: %q/%d vs %q/%d",
|
||||
revived.Outcome, revived.Payout, live.Outcome, live.Payout)
|
||||
}
|
||||
}
|
||||
|
||||
// Same seed, same shoe — this is what lets a disputed hand be re-dealt.
|
||||
func TestNew_IsReproducibleFromItsSeed(t *testing.T) {
|
||||
a, _, err := New(100, DefaultRules(), cards.NewRNG(42, 42))
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
b, _, err := New(100, DefaultRules(), cards.NewRNG(42, 42))
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
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.Hands[0].Cards), cards.Hand(a.Dealer), cards.Hand(b.Hands[0].Cards), cards.Hand(b.Dealer))
|
||||
}
|
||||
}
|
||||
|
||||
// A State handed to ApplyMove twice must produce two independent hands. If the
|
||||
// engine let derived states share a backing array, the second deal would scribble
|
||||
// over the first one's cards — and a player could watch a card change under them.
|
||||
func TestApplyMove_DerivedStatesDoNotShareCards(t *testing.T) {
|
||||
s, _, err := New(100, DefaultRules(), cards.NewRNG(23, 5))
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if s.Phase == PhaseDone {
|
||||
t.Skip("dealt a natural")
|
||||
}
|
||||
before := cards.Hand(s.Hands[0].Cards)
|
||||
|
||||
a, _, err := ApplyMove(s, Hit)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
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.Hands[0].Cards); got != aHand {
|
||||
t.Fatalf("the first hand changed under us: %q became %q", aHand, got)
|
||||
}
|
||||
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)
|
||||
}
|
||||
}
|
||||
126
internal/games/cards/cards.go
Normal file
126
internal/games/cards/cards.go
Normal file
@@ -0,0 +1,126 @@
|
||||
// Package cards holds the deck primitives every card game on Pete shares.
|
||||
//
|
||||
// gogobee never had this: blackjack carried its own deck, UNO carried another,
|
||||
// and hold'em leaned on a third-party one. Three shuffles, three bugs to fix
|
||||
// three times. The games ported over here consolidate onto this instead.
|
||||
//
|
||||
// Two rules hold throughout:
|
||||
//
|
||||
// The RNG is threaded, never global. Every shuffle takes an explicit *rand.Rand,
|
||||
// so a hand is reproducible from its seed — which is what makes the engines
|
||||
// testable, and what lets us re-deal a disputed hand and show the player exactly
|
||||
// what the shoe did.
|
||||
//
|
||||
// A Deck is a plain value. No pointers into it, no timers hanging off it, so a
|
||||
// game in progress serializes to JSON and survives a redeploy.
|
||||
package cards
|
||||
|
||||
import "math/rand/v2"
|
||||
|
||||
// Suit is one of the four French suits.
|
||||
type Suit uint8
|
||||
|
||||
const (
|
||||
Spades Suit = iota
|
||||
Hearts
|
||||
Diamonds
|
||||
Clubs
|
||||
)
|
||||
|
||||
// Rank runs Ace(1) through King(13). Ace is low here; games that want it high
|
||||
// (blackjack's soft 11, hold'em's wheel) say so themselves.
|
||||
type Rank uint8
|
||||
|
||||
const (
|
||||
Ace Rank = 1
|
||||
Jack Rank = 11
|
||||
Queen Rank = 12
|
||||
King Rank = 13
|
||||
)
|
||||
|
||||
var (
|
||||
suitGlyphs = [4]string{"♠", "♥", "♦", "♣"}
|
||||
rankNames = [14]string{"", "A", "2", "3", "4", "5", "6", "7", "8", "9", "10", "J", "Q", "K"}
|
||||
)
|
||||
|
||||
// Card is one playing card. The short JSON keys keep a serialized shoe small —
|
||||
// a six-deck blackjack state is 312 of these.
|
||||
type Card struct {
|
||||
Rank Rank `json:"r"`
|
||||
Suit Suit `json:"s"`
|
||||
}
|
||||
|
||||
// String renders the card the way a table shows it: "A♠", "10♥".
|
||||
func (c Card) String() string {
|
||||
if c.Rank < Ace || c.Rank > King || c.Suit > Clubs {
|
||||
return "??"
|
||||
}
|
||||
return rankNames[c.Rank] + suitGlyphs[c.Suit]
|
||||
}
|
||||
|
||||
// Red reports whether the card is a red suit — the one thing every renderer
|
||||
// needs and nobody should re-derive.
|
||||
func (c Card) Red() bool { return c.Suit == Hearts || c.Suit == Diamonds }
|
||||
|
||||
// Deck is an ordered pile of cards. The next card to come off is at index 0.
|
||||
type Deck []Card
|
||||
|
||||
// NewDeck builds n standard 52-card decks in fixed order. Shuffle before use:
|
||||
// an unshuffled deck is a bug at a table, but it's exactly what a test wants.
|
||||
func NewDeck(n int) Deck {
|
||||
if n < 1 {
|
||||
n = 1
|
||||
}
|
||||
d := make(Deck, 0, 52*n)
|
||||
for i := 0; i < n; i++ {
|
||||
for s := Spades; s <= Clubs; s++ {
|
||||
for r := Ace; r <= King; r++ {
|
||||
d = append(d, Card{Rank: r, Suit: s})
|
||||
}
|
||||
}
|
||||
}
|
||||
return d
|
||||
}
|
||||
|
||||
// Shuffle permutes the deck in place using the supplied RNG. Passing a seeded
|
||||
// *rand.Rand gives the same shuffle every time, which is the whole point.
|
||||
func (d Deck) Shuffle(rng *rand.Rand) {
|
||||
rng.Shuffle(len(d), func(i, j int) { d[i], d[j] = d[j], d[i] })
|
||||
}
|
||||
|
||||
// Draw takes the top card. ok is false when the deck is spent; the caller
|
||||
// decides whether that means reshuffle or fold, because the two games that hit
|
||||
// it disagree.
|
||||
func (d *Deck) Draw() (c Card, ok bool) {
|
||||
if len(*d) == 0 {
|
||||
return Card{}, false
|
||||
}
|
||||
c = (*d)[0]
|
||||
*d = (*d)[1:]
|
||||
return c, true
|
||||
}
|
||||
|
||||
// Hand renders a run of cards for display: "A♠ 10♥".
|
||||
func Hand(cs []Card) string {
|
||||
s := ""
|
||||
for i, c := range cs {
|
||||
if i > 0 {
|
||||
s += " "
|
||||
}
|
||||
s += c.String()
|
||||
}
|
||||
return s
|
||||
}
|
||||
|
||||
// NewRNG seeds a generator from two uint64s. Games store the seed alongside the
|
||||
// hand so a finished hand can be replayed exactly as it was dealt.
|
||||
func NewRNG(seed1, seed2 uint64) *rand.Rand {
|
||||
return rand.New(rand.NewPCG(seed1, seed2))
|
||||
}
|
||||
|
||||
func (s Suit) String() string {
|
||||
if s > Clubs {
|
||||
return "?"
|
||||
}
|
||||
return suitGlyphs[s]
|
||||
}
|
||||
102
internal/games/cards/cards_test.go
Normal file
102
internal/games/cards/cards_test.go
Normal file
@@ -0,0 +1,102 @@
|
||||
package cards
|
||||
|
||||
import "testing"
|
||||
|
||||
func TestNewDeck_IsAFullShoe(t *testing.T) {
|
||||
d := NewDeck(6)
|
||||
if len(d) != 312 {
|
||||
t.Fatalf("six decks hold %d cards, want 312", len(d))
|
||||
}
|
||||
seen := map[Card]int{}
|
||||
for _, c := range d {
|
||||
seen[c]++
|
||||
}
|
||||
if len(seen) != 52 {
|
||||
t.Fatalf("%d distinct cards, want 52", len(seen))
|
||||
}
|
||||
for c, n := range seen {
|
||||
if n != 6 {
|
||||
t.Fatalf("%s appears %d times in a six-deck shoe, want 6", c, n)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func TestNewDeck_ClampsToAtLeastOne(t *testing.T) {
|
||||
if len(NewDeck(0)) != 52 {
|
||||
t.Fatal("a zero-deck shoe should still hold one deck")
|
||||
}
|
||||
}
|
||||
|
||||
func TestShuffle_SameSeedSameOrder(t *testing.T) {
|
||||
a, b := NewDeck(1), NewDeck(1)
|
||||
a.Shuffle(NewRNG(99, 1))
|
||||
b.Shuffle(NewRNG(99, 1))
|
||||
for i := range a {
|
||||
if a[i] != b[i] {
|
||||
t.Fatalf("same seed diverged at %d: %s vs %s", i, a[i], b[i])
|
||||
}
|
||||
}
|
||||
// And a different seed must not give the same order, or the RNG isn't wired up.
|
||||
c := NewDeck(1)
|
||||
c.Shuffle(NewRNG(100, 1))
|
||||
same := true
|
||||
for i := range a {
|
||||
if a[i] != c[i] {
|
||||
same = false
|
||||
break
|
||||
}
|
||||
}
|
||||
if same {
|
||||
t.Fatal("a different seed produced an identical shuffle")
|
||||
}
|
||||
}
|
||||
|
||||
func TestShuffle_KeepsEveryCard(t *testing.T) {
|
||||
d := NewDeck(1)
|
||||
d.Shuffle(NewRNG(4, 4))
|
||||
seen := map[Card]bool{}
|
||||
for _, c := range d {
|
||||
seen[c] = true
|
||||
}
|
||||
if len(d) != 52 || len(seen) != 52 {
|
||||
t.Fatalf("shuffle lost cards: %d cards, %d distinct", len(d), len(seen))
|
||||
}
|
||||
}
|
||||
|
||||
func TestDraw_TakesFromTheTopAndRunsOut(t *testing.T) {
|
||||
d := NewDeck(1)
|
||||
top := d[0]
|
||||
c, ok := d.Draw()
|
||||
if !ok || c != top {
|
||||
t.Fatalf("drew %s (ok=%v), want the top card %s", c, ok, top)
|
||||
}
|
||||
if len(d) != 51 {
|
||||
t.Fatalf("deck has %d cards after one draw, want 51", len(d))
|
||||
}
|
||||
for len(d) > 0 {
|
||||
d.Draw()
|
||||
}
|
||||
if _, ok := d.Draw(); ok {
|
||||
t.Fatal("an empty deck kept dealing")
|
||||
}
|
||||
}
|
||||
|
||||
func TestCard_String(t *testing.T) {
|
||||
tests := []struct {
|
||||
card Card
|
||||
want string
|
||||
}{
|
||||
{Card{Ace, Spades}, "A♠"},
|
||||
{Card{10, Hearts}, "10♥"},
|
||||
{Card{King, Clubs}, "K♣"},
|
||||
{Card{Rank: 99, Suit: Spades}, "??"},
|
||||
}
|
||||
for _, tc := range tests {
|
||||
if got := tc.card.String(); got != tc.want {
|
||||
t.Errorf("String() = %q, want %q", got, tc.want)
|
||||
}
|
||||
}
|
||||
if !(Card{Ace, Hearts}).Red() || (Card{Ace, Spades}).Red() {
|
||||
t.Error("Red() disagrees about which suits are red")
|
||||
}
|
||||
}
|
||||
400
internal/games/hangman/hangman.go
Normal file
400
internal/games/hangman/hangman.go
Normal file
@@ -0,0 +1,400 @@
|
||||
// Package hangman is a pure hangman engine, played for chips.
|
||||
//
|
||||
// Same seam as blackjack: ApplyMove(state, move) (state, events, error), where
|
||||
// an error means the move was illegal and nothing else. No HTTP, no timers, no
|
||||
// player names. The state is a plain value, so a game survives a redeploy and
|
||||
// replays from its seed.
|
||||
//
|
||||
// The casino version differs from the one gogobee plays in Matrix in one way
|
||||
// that matters: there is money on it. That makes the gallows a payout meter as
|
||||
// well as a death clock — every wrong guess takes a tenth off what a win is
|
||||
// worth. You can still win from five wrong, you just won't win much.
|
||||
package hangman
|
||||
|
||||
import (
|
||||
"errors"
|
||||
"math"
|
||||
"math/rand/v2"
|
||||
"strings"
|
||||
"unicode"
|
||||
)
|
||||
|
||||
// Errors an illegal move can produce.
|
||||
var (
|
||||
ErrGameOver = errors.New("hangman: the game is already over")
|
||||
ErrNotALetter = errors.New("hangman: that is not a letter")
|
||||
ErrAlreadyTried = errors.New("hangman: that letter has been tried")
|
||||
ErrUnknownMove = errors.New("hangman: unknown move")
|
||||
ErrBadBet = errors.New("hangman: bet must be positive")
|
||||
ErrEmptySolution = errors.New("hangman: guess something")
|
||||
ErrUnknownTier = errors.New("hangman: no such tier")
|
||||
)
|
||||
|
||||
// MaxWrong is how many wrong guesses the gallows holds: head, body, two arms,
|
||||
// two legs. It is not a tier setting — the drawing has six parts, so the game
|
||||
// has six lives, and the tiers vary what a win pays instead.
|
||||
const MaxWrong = 6
|
||||
|
||||
// Decay is what one wrong guess costs, as a fraction of the tier's base
|
||||
// multiple. Six wrong is death, so the worst a living player can be is 50% off.
|
||||
const Decay = 0.10
|
||||
|
||||
// Tier is a difficulty, chosen before the bet. Short phrases pay the most:
|
||||
// there is less of them to read, and fewer distinct letters to hit by accident.
|
||||
// A long phrase mostly reveals itself.
|
||||
type Tier struct {
|
||||
Slug string `json:"slug"`
|
||||
Name string `json:"name"`
|
||||
Min int `json:"min"` // phrase length, in characters
|
||||
Max int `json:"max"` // inclusive
|
||||
Base float64 `json:"base"` // what a win pays, before any wrong guesses
|
||||
Blurb string `json:"blurb"`
|
||||
}
|
||||
|
||||
// Tiers are the three tables. The bank has 74 short phrases, 67 medium and 64
|
||||
// long, so none of them runs thin.
|
||||
var Tiers = []Tier{
|
||||
{Slug: "short", Name: "Short", Min: 8, Max: 20, Base: 2.6,
|
||||
Blurb: "A handful of letters and nothing to go on."},
|
||||
{Slug: "medium", Name: "Medium", Min: 21, Max: 40, Base: 2.0,
|
||||
Blurb: "Long enough to read once it starts falling open."},
|
||||
{Slug: "long", Name: "Long", Min: 41, Max: 9999, Base: 1.6,
|
||||
Blurb: "It gives itself away. It also pays the least."},
|
||||
}
|
||||
|
||||
// TierBySlug finds a tier by the name the browser sent.
|
||||
func TierBySlug(slug string) (Tier, error) {
|
||||
for _, t := range Tiers {
|
||||
if t.Slug == slug {
|
||||
return t, nil
|
||||
}
|
||||
}
|
||||
return Tier{}, ErrUnknownTier
|
||||
}
|
||||
|
||||
// Phase is where the game is.
|
||||
type Phase string
|
||||
|
||||
const (
|
||||
PhasePlaying Phase = "playing"
|
||||
PhaseDone Phase = "done"
|
||||
)
|
||||
|
||||
// Outcome is how it ended.
|
||||
type Outcome string
|
||||
|
||||
const (
|
||||
OutcomeNone Outcome = ""
|
||||
OutcomeSolved Outcome = "solved" // guessed the phrase outright
|
||||
OutcomeFilled Outcome = "filled" // revealed the last letter
|
||||
OutcomeHung Outcome = "hung" // six wrong
|
||||
)
|
||||
|
||||
// Won reports whether this outcome pays.
|
||||
func (o Outcome) Won() bool { return o == OutcomeSolved || o == OutcomeFilled }
|
||||
|
||||
// State is one game. The phrase is in here, which is exactly why this value
|
||||
// never leaves the server — the browser gets a Masked() view of it instead.
|
||||
type State struct {
|
||||
Tier Tier `json:"tier"`
|
||||
Phrase string `json:"phrase"`
|
||||
Runes []rune `json:"runes"` // the phrase, indexable safely
|
||||
Shown []bool `json:"shown"` // one per rune: is it face up
|
||||
Tried []rune `json:"tried"` // every letter guessed, in order, right or wrong
|
||||
Wrong []rune `json:"wrong"` // just the ones that missed
|
||||
RakePct float64 `json:"rake_pct"`
|
||||
|
||||
Bet int64 `json:"bet"`
|
||||
Phase Phase `json:"phase"`
|
||||
Outcome Outcome `json:"outcome"`
|
||||
Payout int64 `json:"payout"`
|
||||
Rake int64 `json:"rake"`
|
||||
}
|
||||
|
||||
// Event is something the table animates: a letter turning over, a limb being
|
||||
// drawn. The engine emits them rather than drawing anything itself.
|
||||
type Event struct {
|
||||
Kind string `json:"kind"` // "start" | "hit" | "miss" | "solve" | "settle"
|
||||
Letter string `json:"letter,omitempty"` // the letter guessed
|
||||
At []int `json:"at,omitempty"` // which rune positions it turned over
|
||||
Text string `json:"text,omitempty"`
|
||||
}
|
||||
|
||||
// Move is a player action: a single letter, or the whole phrase.
|
||||
type Move struct {
|
||||
Letter string `json:"letter"`
|
||||
Solve string `json:"solve"`
|
||||
}
|
||||
|
||||
// New starts a game on a phrase drawn from the tier's shelf of the bank.
|
||||
func New(bet int64, t Tier, rakePct float64, rng *rand.Rand) (State, []Event, error) {
|
||||
if bet <= 0 {
|
||||
return State{}, nil, ErrBadBet
|
||||
}
|
||||
phrase, err := drawPhrase(t, rng)
|
||||
if err != nil {
|
||||
return State{}, nil, err
|
||||
}
|
||||
return start(bet, t, phrase, rakePct)
|
||||
}
|
||||
|
||||
// start builds the opening state for a known phrase. Split out from New so a
|
||||
// test can pin the phrase instead of the seed.
|
||||
func start(bet int64, t Tier, phrase string, rakePct float64) (State, []Event, error) {
|
||||
if bet <= 0 {
|
||||
return State{}, nil, ErrBadBet
|
||||
}
|
||||
rs := []rune(phrase)
|
||||
s := State{
|
||||
Tier: t, Phrase: phrase, Runes: rs,
|
||||
Shown: make([]bool, len(rs)),
|
||||
RakePct: rakePct,
|
||||
Bet: bet, Phase: PhasePlaying,
|
||||
}
|
||||
// Spaces and punctuation are never guessed — they start face up, because a
|
||||
// row of blanks with the word breaks hidden is a puzzle about typography.
|
||||
for i, r := range rs {
|
||||
if !Guessable(r) {
|
||||
s.Shown[i] = true
|
||||
}
|
||||
}
|
||||
return s, []Event{{Kind: "start"}}, nil
|
||||
}
|
||||
|
||||
// Guessable reports whether a rune is one you'd guess: a letter or a digit.
|
||||
// Everything else is scaffolding and is shown from the start.
|
||||
//
|
||||
// Exported because the renderer needs the same answer — a rune you'd guess is a
|
||||
// rune that gets a tile to guess it into. Asking the drawing side to decide that
|
||||
// for itself is how you get a board with no tile for a letter the engine is
|
||||
// waiting on, and a phrase that cannot be finished.
|
||||
func Guessable(r rune) bool {
|
||||
return unicode.IsLetter(r) || unicode.IsDigit(r)
|
||||
}
|
||||
|
||||
// ApplyMove is the engine. A legal move in, the new state and what happened out.
|
||||
// An error means the move was illegal and the caller's state is untouched.
|
||||
func ApplyMove(s State, m Move) (State, []Event, error) {
|
||||
if s.Phase == PhaseDone {
|
||||
return s, nil, ErrGameOver
|
||||
}
|
||||
s = s.clone()
|
||||
|
||||
switch {
|
||||
case m.Solve != "":
|
||||
return applySolve(s, m.Solve)
|
||||
case m.Letter != "":
|
||||
return applyLetter(s, m.Letter)
|
||||
default:
|
||||
return s, nil, ErrUnknownMove
|
||||
}
|
||||
}
|
||||
|
||||
// applyLetter guesses one letter.
|
||||
func applyLetter(s State, letter string) (State, []Event, error) {
|
||||
rs := []rune(strings.ToLower(strings.TrimSpace(letter)))
|
||||
if len(rs) != 1 || !Guessable(rs[0]) {
|
||||
return s, nil, ErrNotALetter
|
||||
}
|
||||
g := rs[0]
|
||||
if containsRune(s.Tried, g) {
|
||||
// Not a miss — a no-op. Charging a life for a letter the board already
|
||||
// shows you tried is punishing a mis-click, not a bad guess.
|
||||
return s, nil, ErrAlreadyTried
|
||||
}
|
||||
s.Tried = append(s.Tried, g)
|
||||
|
||||
var at []int
|
||||
for i, r := range s.Runes {
|
||||
if !s.Shown[i] && foldEq(r, g) {
|
||||
s.Shown[i] = true
|
||||
at = append(at, i)
|
||||
}
|
||||
}
|
||||
|
||||
evs := []Event{}
|
||||
if len(at) > 0 {
|
||||
evs = append(evs, Event{Kind: "hit", Letter: string(g), At: at})
|
||||
if s.filled() {
|
||||
s.settle(OutcomeFilled, &evs)
|
||||
}
|
||||
return s, evs, nil
|
||||
}
|
||||
|
||||
s.Wrong = append(s.Wrong, g)
|
||||
evs = append(evs, Event{Kind: "miss", Letter: string(g)})
|
||||
if len(s.Wrong) >= MaxWrong {
|
||||
s.settle(OutcomeHung, &evs)
|
||||
}
|
||||
return s, evs, nil
|
||||
}
|
||||
|
||||
// applySolve guesses the whole phrase. Right, and it's over at the multiple you
|
||||
// still hold. Wrong, and it costs a life like any other bad guess — otherwise
|
||||
// solving would be a free roll you could spam until it landed.
|
||||
func applySolve(s State, attempt string) (State, []Event, error) {
|
||||
if strings.TrimSpace(attempt) == "" {
|
||||
return s, nil, ErrEmptySolution
|
||||
}
|
||||
evs := []Event{{Kind: "solve", Text: attempt}}
|
||||
|
||||
if normalize(attempt) == normalize(s.Phrase) {
|
||||
for i := range s.Shown {
|
||||
s.Shown[i] = true
|
||||
}
|
||||
s.settle(OutcomeSolved, &evs)
|
||||
return s, evs, nil
|
||||
}
|
||||
|
||||
// A wrong solve is a miss with no letter attached to it.
|
||||
s.Wrong = append(s.Wrong, '·')
|
||||
evs = append(evs, Event{Kind: "miss", Text: attempt})
|
||||
if len(s.Wrong) >= MaxWrong {
|
||||
s.settle(OutcomeHung, &evs)
|
||||
}
|
||||
return s, evs, nil
|
||||
}
|
||||
|
||||
// Multiple is what a win is worth right now: the tier's base, less a tenth of
|
||||
// it for every wrong guess so far. Floored at 1, so a win never hands back less
|
||||
// than the stake — a player who fought through five wrong guesses and got there
|
||||
// has not earned a loss.
|
||||
func (s State) Multiple() float64 {
|
||||
m := s.Tier.Base * (1 - Decay*float64(len(s.Wrong)))
|
||||
if m < 1 {
|
||||
return 1
|
||||
}
|
||||
return m
|
||||
}
|
||||
|
||||
// Pays is what a win *right now* would actually put back on the player's stack:
|
||||
// the stake, plus the winnings, less the house's cut of the winnings.
|
||||
//
|
||||
// It exists because the felt shows this number while the game is still running,
|
||||
// and settle() is the only other thing that computes it. If the two ever
|
||||
// disagreed the table would be quoting a payout it doesn't honour — so settle
|
||||
// calls this rather than doing the sum a second time.
|
||||
func (s State) Pays() int64 {
|
||||
total := int64(math.Floor(float64(s.Bet) * s.Multiple()))
|
||||
if total < s.Bet {
|
||||
total = s.Bet // a win never hands back less than the stake
|
||||
}
|
||||
profit := total - s.Bet
|
||||
if profit > 0 {
|
||||
rake := int64(math.Floor(float64(profit) * s.RakePct))
|
||||
if rake < 0 {
|
||||
rake = 0
|
||||
}
|
||||
profit -= rake
|
||||
}
|
||||
return s.Bet + profit
|
||||
}
|
||||
|
||||
// Rake taken on a win right now — the other half of what Pays works out.
|
||||
func (s State) rakeNow() int64 {
|
||||
total := int64(math.Floor(float64(s.Bet) * s.Multiple()))
|
||||
if total < s.Bet {
|
||||
return 0
|
||||
}
|
||||
profit := total - s.Bet
|
||||
if profit <= 0 {
|
||||
return 0
|
||||
}
|
||||
rake := int64(math.Floor(float64(profit) * s.RakePct))
|
||||
if rake < 0 {
|
||||
return 0
|
||||
}
|
||||
return rake
|
||||
}
|
||||
|
||||
// Lives is how many wrong guesses are left.
|
||||
func (s State) Lives() int { return MaxWrong - len(s.Wrong) }
|
||||
|
||||
// filled reports whether every guessable rune is face up.
|
||||
func (s State) filled() bool {
|
||||
for _, up := range s.Shown {
|
||||
if !up {
|
||||
return false
|
||||
}
|
||||
}
|
||||
return true
|
||||
}
|
||||
|
||||
// settle decides the payout. Same rule as blackjack: the rake comes out of
|
||||
// winnings, never out of the stake. A loss is never charged a fee.
|
||||
func (s *State) settle(o Outcome, evs *[]Event) {
|
||||
s.Outcome = o
|
||||
s.Phase = PhaseDone
|
||||
|
||||
if o.Won() {
|
||||
s.Payout = s.Pays()
|
||||
s.Rake = s.rakeNow()
|
||||
} else {
|
||||
s.Payout = 0
|
||||
}
|
||||
|
||||
// The phrase goes face up when it's over, win or lose. Losing without ever
|
||||
// being told the answer is the one thing hangman must never do.
|
||||
for i := range s.Shown {
|
||||
s.Shown[i] = true
|
||||
}
|
||||
*evs = append(*evs, Event{Kind: "settle", Text: string(o)})
|
||||
}
|
||||
|
||||
// Net is what the game did to the player's stack.
|
||||
func (s State) Net() int64 {
|
||||
if s.Phase != PhaseDone {
|
||||
return 0
|
||||
}
|
||||
return s.Payout - s.Bet
|
||||
}
|
||||
|
||||
// Masked is the phrase as the player may see it: revealed runes as themselves,
|
||||
// hidden ones as an underscore. This — not Phrase — is what crosses the wire.
|
||||
func (s State) Masked() string {
|
||||
var b strings.Builder
|
||||
for i, r := range s.Runes {
|
||||
if s.Shown[i] {
|
||||
b.WriteRune(r)
|
||||
} else {
|
||||
b.WriteRune('_')
|
||||
}
|
||||
}
|
||||
return b.String()
|
||||
}
|
||||
|
||||
// clone deep-copies the slices, so a derived state shares no backing array with
|
||||
// the one it came from and a state can be replayed freely.
|
||||
func (s State) clone() State {
|
||||
s.Runes = append([]rune(nil), s.Runes...)
|
||||
s.Shown = append([]bool(nil), s.Shown...)
|
||||
s.Tried = append([]rune(nil), s.Tried...)
|
||||
s.Wrong = append([]rune(nil), s.Wrong...)
|
||||
return s
|
||||
}
|
||||
|
||||
// normalize flattens a phrase for comparison: case, spacing and punctuation all
|
||||
// stop mattering. "How are you gentlemen!!" is solved by "how are you gentlemen".
|
||||
func normalize(s string) string {
|
||||
var b strings.Builder
|
||||
for _, r := range strings.ToLower(s) {
|
||||
if Guessable(r) {
|
||||
b.WriteRune(r)
|
||||
}
|
||||
}
|
||||
return b.String()
|
||||
}
|
||||
|
||||
// foldEq compares two runes the way a guess should: case-insensitively.
|
||||
func foldEq(a, b rune) bool {
|
||||
return unicode.ToLower(a) == unicode.ToLower(b)
|
||||
}
|
||||
|
||||
func containsRune(rs []rune, r rune) bool {
|
||||
for _, x := range rs {
|
||||
if foldEq(x, r) {
|
||||
return true
|
||||
}
|
||||
}
|
||||
return false
|
||||
}
|
||||
369
internal/games/hangman/hangman_test.go
Normal file
369
internal/games/hangman/hangman_test.go
Normal file
@@ -0,0 +1,369 @@
|
||||
package hangman
|
||||
|
||||
import (
|
||||
"encoding/json"
|
||||
"math/rand/v2"
|
||||
"strings"
|
||||
"testing"
|
||||
)
|
||||
|
||||
// tierShort is the tier most tests play on: base 2.6.
|
||||
func tierShort(t *testing.T) Tier {
|
||||
t.Helper()
|
||||
tr, err := TierBySlug("short")
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
return tr
|
||||
}
|
||||
|
||||
// play runs a sequence of single-letter guesses against a pinned phrase.
|
||||
func play(t *testing.T, phrase string, bet int64, rake float64, guesses ...string) State {
|
||||
t.Helper()
|
||||
s, _, err := start(bet, tierShort(t), phrase, rake)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
for _, g := range guesses {
|
||||
next, _, err := ApplyMove(s, Move{Letter: g})
|
||||
if err != nil {
|
||||
t.Fatalf("guess %q: %v", g, err)
|
||||
}
|
||||
s = next
|
||||
}
|
||||
return s
|
||||
}
|
||||
|
||||
func TestStartShowsScaffoldingOnly(t *testing.T) {
|
||||
s, evs, err := start(100, tierShort(t), "Insert Coin", 0.05)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if got, want := s.Masked(), "______ ____"; got != want {
|
||||
t.Errorf("masked = %q, want %q — the space is scaffolding and shows, the letters don't", got, want)
|
||||
}
|
||||
if len(evs) != 1 || evs[0].Kind != "start" {
|
||||
t.Errorf("events = %+v, want one start", evs)
|
||||
}
|
||||
if s.Lives() != MaxWrong {
|
||||
t.Errorf("lives = %d, want %d", s.Lives(), MaxWrong)
|
||||
}
|
||||
}
|
||||
|
||||
func TestPunctuationAndDigitsAreScaffoldingOrNot(t *testing.T) {
|
||||
// Punctuation shows from the start; a digit is guessable like a letter.
|
||||
s, _, err := start(100, tierShort(t), "Level 9!", 0.05)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if got, want := s.Masked(), "_____ _!"; got != want {
|
||||
t.Fatalf("masked = %q, want %q", got, want)
|
||||
}
|
||||
next, _, err := ApplyMove(s, Move{Letter: "9"})
|
||||
if err != nil {
|
||||
t.Fatalf("guessing a digit: %v", err)
|
||||
}
|
||||
if got, want := next.Masked(), "_____ 9!"; got != want {
|
||||
t.Errorf("masked = %q, want %q — a digit is a guess", got, want)
|
||||
}
|
||||
}
|
||||
|
||||
func TestHitRevealsEveryOccurrence(t *testing.T) {
|
||||
// "Blue Shell" has an l at 1, 8 and 9. One guess turns over all three.
|
||||
s := play(t, "Blue Shell", 100, 0.05, "l")
|
||||
if got, want := s.Masked(), "_l__ ___ll"; got != want {
|
||||
t.Errorf("masked = %q, want %q — every l turns over, not just the first", got, want)
|
||||
}
|
||||
if s.Lives() != MaxWrong {
|
||||
t.Errorf("a hit cost a life: lives = %d", s.Lives())
|
||||
}
|
||||
}
|
||||
|
||||
func TestMissCostsALifeAndTheMultiple(t *testing.T) {
|
||||
tr := tierShort(t)
|
||||
s := play(t, "Insert Coin", 100, 0.05, "z")
|
||||
if s.Lives() != MaxWrong-1 {
|
||||
t.Errorf("lives = %d, want %d", s.Lives(), MaxWrong-1)
|
||||
}
|
||||
want := tr.Base * 0.9
|
||||
if got := s.Multiple(); got != want {
|
||||
t.Errorf("multiple = %v, want %v — one wrong guess is a tenth of the base", got, want)
|
||||
}
|
||||
}
|
||||
|
||||
func TestRepeatedLetterIsRefusedNotPunished(t *testing.T) {
|
||||
s := play(t, "Insert Coin", 100, 0.05, "z")
|
||||
_, _, err := ApplyMove(s, Move{Letter: "z"})
|
||||
if err != ErrAlreadyTried {
|
||||
t.Fatalf("err = %v, want ErrAlreadyTried", err)
|
||||
}
|
||||
// And the state the caller holds is untouched: a mis-click is not a life.
|
||||
if s.Lives() != MaxWrong-1 {
|
||||
t.Errorf("the refused move moved the state: lives = %d", s.Lives())
|
||||
}
|
||||
}
|
||||
|
||||
func TestSixWrongHangsYouAndPaysNothing(t *testing.T) {
|
||||
s := play(t, "Insert Coin", 100, 0.05, "z", "x", "q", "y", "w", "k")
|
||||
if s.Phase != PhaseDone || s.Outcome != OutcomeHung {
|
||||
t.Fatalf("phase/outcome = %s/%s, want done/hung", s.Phase, s.Outcome)
|
||||
}
|
||||
if s.Payout != 0 {
|
||||
t.Errorf("payout = %d, want 0", s.Payout)
|
||||
}
|
||||
if s.Net() != -100 {
|
||||
t.Errorf("net = %d, want -100", s.Net())
|
||||
}
|
||||
if strings.Contains(s.Masked(), "_") {
|
||||
t.Error("a lost game must still show the phrase — being hung without being told the answer is the one thing hangman can't do")
|
||||
}
|
||||
}
|
||||
|
||||
func TestFillingTheLastLetterWinsCleanAtFullMultiple(t *testing.T) {
|
||||
// "Blue Shell" — every distinct letter, no misses.
|
||||
s := play(t, "Blue Shell", 100, 0, "b", "l", "u", "e", "s", "h")
|
||||
if s.Outcome != OutcomeFilled {
|
||||
t.Fatalf("outcome = %s, want filled", s.Outcome)
|
||||
}
|
||||
// Base 2.6, no wrong guesses, no rake: 100 -> 260.
|
||||
if s.Payout != 260 {
|
||||
t.Errorf("payout = %d, want 260", s.Payout)
|
||||
}
|
||||
if s.Net() != 160 {
|
||||
t.Errorf("net = %d, want 160", s.Net())
|
||||
}
|
||||
}
|
||||
|
||||
func TestSolveOutrightWinsAtTheMultipleYouStillHold(t *testing.T) {
|
||||
s, _, err := start(100, tierShort(t), "Insert Coin", 0)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
// Two wrong first: 2.6 -> 2.08.
|
||||
for _, g := range []string{"z", "x"} {
|
||||
s, _, err = ApplyMove(s, Move{Letter: g})
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
}
|
||||
s, _, err = ApplyMove(s, Move{Solve: "insert coin"})
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if s.Outcome != OutcomeSolved {
|
||||
t.Fatalf("outcome = %s, want solved", s.Outcome)
|
||||
}
|
||||
if s.Payout != 208 {
|
||||
t.Errorf("payout = %d, want 208 — solving pays the multiple you still hold, not the base", s.Payout)
|
||||
}
|
||||
}
|
||||
|
||||
func TestSolveIgnoresCaseAndPunctuation(t *testing.T) {
|
||||
s, _, err := start(100, tierShort(t), "How are you gentlemen!!", 0)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
s, _, err = ApplyMove(s, Move{Solve: "HOW ARE YOU GENTLEMEN"})
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if s.Outcome != OutcomeSolved {
|
||||
t.Errorf("outcome = %s — a solve shouldn't turn on shouting or the exclamation marks", s.Outcome)
|
||||
}
|
||||
}
|
||||
|
||||
func TestWrongSolveCostsALife(t *testing.T) {
|
||||
s, _, err := start(100, tierShort(t), "Insert Coin", 0.05)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
s, _, err = ApplyMove(s, Move{Solve: "insert quarter"})
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if s.Lives() != MaxWrong-1 {
|
||||
t.Errorf("lives = %d, want %d — a free solve is a solve you spam until it lands", s.Lives(), MaxWrong-1)
|
||||
}
|
||||
if s.Phase != PhasePlaying {
|
||||
t.Errorf("phase = %s, want playing", s.Phase)
|
||||
}
|
||||
}
|
||||
|
||||
func TestAWinNeverReturnsLessThanTheStake(t *testing.T) {
|
||||
// Long pays 1.6, and five wrong guesses would take it to 0.8 — under water.
|
||||
long, err := TierBySlug("long")
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
s, _, err := start(100, long, "the quick brown fox jumps over the lazy dog and keeps going", 0.05)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
// Five clean misses. Every letter in the pangram is in the pangram, so the
|
||||
// only things guaranteed to miss it are digits.
|
||||
for _, g := range []string{"1", "2", "3", "4", "5"} {
|
||||
s, _, err = ApplyMove(s, Move{Letter: g})
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
}
|
||||
if got := s.Multiple(); got != 1 {
|
||||
t.Fatalf("multiple = %v, want 1 — the floor", got)
|
||||
}
|
||||
s, _, err = ApplyMove(s, Move{Solve: "the quick brown fox jumps over the lazy dog and keeps going"})
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if s.Payout != 100 {
|
||||
t.Errorf("payout = %d, want 100 — a win hands back the stake at worst, never less", s.Payout)
|
||||
}
|
||||
if s.Rake != 0 {
|
||||
t.Errorf("rake = %d, want 0 — there was no profit to take a cut of", s.Rake)
|
||||
}
|
||||
}
|
||||
|
||||
func TestRakeComesOutOfWinningsNeverTheStake(t *testing.T) {
|
||||
s := play(t, "Blue Shell", 100, 0.05, "b", "l", "u", "e", "s", "h")
|
||||
// Total 260, profit 160, rake 5% = 8, so 252 comes back.
|
||||
if s.Rake != 8 {
|
||||
t.Errorf("rake = %d, want 8 (5%% of the 160 profit)", s.Rake)
|
||||
}
|
||||
if s.Payout != 252 {
|
||||
t.Errorf("payout = %d, want 252", s.Payout)
|
||||
}
|
||||
if s.Payout < s.Bet {
|
||||
t.Error("the rake ate into the stake")
|
||||
}
|
||||
}
|
||||
|
||||
func TestWhatTheFeltQuotesIsWhatTheHousePays(t *testing.T) {
|
||||
// The table shows Pays() while the game is still running. If that number and
|
||||
// the one settle() lands on ever came apart, the felt would be advertising a
|
||||
// payout the house doesn't honour. Walk a game and check they agree at every
|
||||
// step — including after a miss, which is where they'd drift.
|
||||
for _, wrong := range []int{0, 1, 2, 3} {
|
||||
s, _, err := start(200, tierShort(t), "Blue Shell", 0.05)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
misses := []string{"z", "x", "q", "y"}
|
||||
for i := 0; i < wrong; i++ {
|
||||
s, _, err = ApplyMove(s, Move{Letter: misses[i]})
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
}
|
||||
quoted := s.Pays() // what the felt is telling the player right now
|
||||
|
||||
s, _, err = ApplyMove(s, Move{Solve: "blue shell"})
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if s.Payout != quoted {
|
||||
t.Errorf("%d wrong: felt quoted %d, house paid %d", wrong, quoted, s.Payout)
|
||||
}
|
||||
if s.Payout != s.Bet+s.Net() {
|
||||
t.Errorf("%d wrong: payout %d doesn't square with net %d on a %d bet", wrong, s.Payout, s.Net(), s.Bet)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func TestMoveOnAFinishedGameIsRefused(t *testing.T) {
|
||||
s := play(t, "Blue Shell", 100, 0.05, "b", "l", "u", "e", "s", "h")
|
||||
if _, _, err := ApplyMove(s, Move{Letter: "z"}); err != ErrGameOver {
|
||||
t.Errorf("err = %v, want ErrGameOver", err)
|
||||
}
|
||||
}
|
||||
|
||||
func TestGarbageGuessesAreRefused(t *testing.T) {
|
||||
s, _, err := start(100, tierShort(t), "Insert Coin", 0.05)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
for _, m := range []Move{{Letter: "ab"}, {Letter: "!"}, {Letter: " "}, {}} {
|
||||
if _, _, err := ApplyMove(s, m); err == nil {
|
||||
t.Errorf("move %+v was accepted", m)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func TestApplyMoveDoesNotTouchTheCallersState(t *testing.T) {
|
||||
s, _, err := start(100, tierShort(t), "Insert Coin", 0.05)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
before := s.Masked()
|
||||
if _, _, err := ApplyMove(s, Move{Letter: "i"}); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if s.Masked() != before {
|
||||
t.Errorf("applying a move mutated the state it was given: %q -> %q", before, s.Masked())
|
||||
}
|
||||
if len(s.Tried) != 0 {
|
||||
t.Errorf("tried = %v, want empty — the caller's state was written through", s.Tried)
|
||||
}
|
||||
}
|
||||
|
||||
func TestStateSurvivesASerializationRoundTrip(t *testing.T) {
|
||||
// A redeploy mid-game is a JSON round-trip. It has to come back playable.
|
||||
s := play(t, "Insert Coin", 100, 0.05, "i", "z")
|
||||
blob, err := json.Marshal(s)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
var back State
|
||||
if err := json.Unmarshal(blob, &back); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if back.Masked() != s.Masked() || back.Lives() != s.Lives() || back.Multiple() != s.Multiple() {
|
||||
t.Fatalf("round trip changed the game: %+v", back)
|
||||
}
|
||||
next, _, err := ApplyMove(back, Move{Solve: "insert coin"})
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if next.Outcome != OutcomeSolved {
|
||||
t.Errorf("a game restored from JSON couldn't be finished: %s", next.Outcome)
|
||||
}
|
||||
}
|
||||
|
||||
func TestNewIsReproducibleFromItsSeed(t *testing.T) {
|
||||
// The seed is in the audit log so a disputed game can be replayed. That is
|
||||
// only true if the phrase comes back the same.
|
||||
one, _, err := New(100, tierShort(t), 0.05, rand.New(rand.NewPCG(7, 9)))
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
two, _, err := New(100, tierShort(t), 0.05, rand.New(rand.NewPCG(7, 9)))
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if one.Phrase != two.Phrase {
|
||||
t.Errorf("same seed dealt different phrases: %q vs %q", one.Phrase, two.Phrase)
|
||||
}
|
||||
}
|
||||
|
||||
func TestNewDrawsFromTheRightShelf(t *testing.T) {
|
||||
rng := rand.New(rand.NewPCG(1, 2))
|
||||
for _, tr := range Tiers {
|
||||
for i := 0; i < 50; i++ {
|
||||
s, _, err := New(100, tr, 0.05, rng)
|
||||
if err != nil {
|
||||
t.Fatalf("%s: %v", tr.Slug, err)
|
||||
}
|
||||
if n := len([]rune(s.Phrase)); n < tr.Min || n > tr.Max {
|
||||
t.Fatalf("%s drew %q (%d chars), outside %d-%d", tr.Slug, s.Phrase, n, tr.Min, tr.Max)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func TestEveryTierHasAShelfWorthPlaying(t *testing.T) {
|
||||
// If someone edits phrases.txt and empties a tier, the game 500s at the
|
||||
// table rather than here. Catch it here.
|
||||
for _, tr := range Tiers {
|
||||
if n := Shelf(tr.Slug); n < 20 {
|
||||
t.Errorf("tier %s has %d phrases — too few to not repeat", tr.Slug, n)
|
||||
}
|
||||
}
|
||||
}
|
||||
68
internal/games/hangman/phrases.go
Normal file
68
internal/games/hangman/phrases.go
Normal file
@@ -0,0 +1,68 @@
|
||||
package hangman
|
||||
|
||||
import (
|
||||
"bufio"
|
||||
_ "embed"
|
||||
"errors"
|
||||
"math/rand/v2"
|
||||
"strings"
|
||||
"sync"
|
||||
)
|
||||
|
||||
// The bank. gogobee kept its phrases in a file it read at boot out of a path in
|
||||
// an env var, which meant the game was one missing file away from not existing.
|
||||
// Embedding it means the casino cannot start without its phrases, which is the
|
||||
// correct relationship between a game and the thing it is about.
|
||||
//
|
||||
//go:embed phrases.txt
|
||||
var phrasesTxt string
|
||||
|
||||
// ErrNoPhrases means the bank has nothing at this length. It can only happen if
|
||||
// someone edits phrases.txt down past a tier, and it is a programming error
|
||||
// rather than anything a player did — but it's an error, not a panic, because a
|
||||
// casino that won't boot is worse than one game being shut.
|
||||
var ErrNoPhrases = errors.New("hangman: no phrases in that tier")
|
||||
|
||||
var (
|
||||
shelvesOnce sync.Once
|
||||
shelves map[string][]string // tier slug -> the phrases that fit it
|
||||
)
|
||||
|
||||
// load sorts the bank onto one shelf per tier, once. Comments and blank lines
|
||||
// are dropped, and so is anything too short to be a game — the tiers' own Min
|
||||
// is the floor.
|
||||
func load() {
|
||||
shelves = make(map[string][]string, len(Tiers))
|
||||
sc := bufio.NewScanner(strings.NewReader(phrasesTxt))
|
||||
for sc.Scan() {
|
||||
line := strings.TrimSpace(sc.Text())
|
||||
if line == "" || strings.HasPrefix(line, "#") {
|
||||
continue
|
||||
}
|
||||
n := len([]rune(line))
|
||||
for _, t := range Tiers {
|
||||
if n >= t.Min && n <= t.Max {
|
||||
shelves[t.Slug] = append(shelves[t.Slug], line)
|
||||
break
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Shelf is how many phrases a tier has. Exists so a test can assert the bank
|
||||
// hasn't been edited out from under a tier.
|
||||
func Shelf(slug string) int {
|
||||
shelvesOnce.Do(load)
|
||||
return len(shelves[slug])
|
||||
}
|
||||
|
||||
// drawPhrase picks one phrase from a tier's shelf. The rng is threaded, never
|
||||
// the package global, so a game replays exactly from the seed in its audit row.
|
||||
func drawPhrase(t Tier, rng *rand.Rand) (string, error) {
|
||||
shelvesOnce.Do(load)
|
||||
shelf := shelves[t.Slug]
|
||||
if len(shelf) == 0 {
|
||||
return "", ErrNoPhrases
|
||||
}
|
||||
return shelf[rng.IntN(len(shelf))], nil
|
||||
}
|
||||
237
internal/games/hangman/phrases.txt
Normal file
237
internal/games/hangman/phrases.txt
Normal file
@@ -0,0 +1,237 @@
|
||||
# GogoBee Hangman Seed Phrases -- Video Game Edition
|
||||
#
|
||||
# Tiers are assigned automatically by character count at load time.
|
||||
# Section headers below are for human readability only -- the bot ignores them.
|
||||
#
|
||||
# Easy: 8-20 characters
|
||||
# Medium: 21-40 characters
|
||||
# Hard: 41-80 characters
|
||||
#
|
||||
# Add community phrases via: !hangman submit [phrase]
|
||||
# All submissions require LLM approval before entering the pool.
|
||||
# This file can be edited directly. Bot reloads on restart.
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# EASY (8-20 characters)
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
Finish Him!
|
||||
Game Over
|
||||
Insert Coin
|
||||
Hadouken!
|
||||
Fatality!
|
||||
Big Boss
|
||||
Konami Code
|
||||
Warp Zone
|
||||
Blue Shell
|
||||
God Mode
|
||||
BFG 9000
|
||||
Cacodemon
|
||||
Quad Damage
|
||||
Samus Aran
|
||||
Morph Ball
|
||||
Mother Brain
|
||||
Dracula!
|
||||
Simon Belmont
|
||||
Ecclesia
|
||||
Outer Heaven
|
||||
Spread Gun
|
||||
Power Pellet
|
||||
Checkpoint
|
||||
Rocket Jump
|
||||
Mushroom Kingdom
|
||||
Princess Peach
|
||||
Bowser's Castle
|
||||
Fire Flower
|
||||
Varia Suit
|
||||
Space Jump
|
||||
Vampire Killer
|
||||
Holy Water
|
||||
Trevor Belmont
|
||||
Soma Cruz
|
||||
Julius Belmont
|
||||
Waluigi!
|
||||
Richter!
|
||||
Phantoon
|
||||
Speed Run
|
||||
High Score
|
||||
Continue?
|
||||
Press Start
|
||||
Ryu Hayabusa
|
||||
Plasma Gun
|
||||
What is a man?
|
||||
Serious Sam
|
||||
Shoryuken!
|
||||
Duck Hunt
|
||||
The cake is a lie
|
||||
War never changes
|
||||
Would you kindly?
|
||||
Do a barrel roll!
|
||||
Praise the Sun!
|
||||
A winner is you
|
||||
You're pretty good
|
||||
La-Li-Lu-Le-Lo
|
||||
I am error
|
||||
Leeroy Jenkins!
|
||||
For the Horde!
|
||||
For the Alliance!
|
||||
Frostmourne hungers
|
||||
Falcon Punch!
|
||||
Rip and tear!
|
||||
Vic Viper
|
||||
Salamander!
|
||||
Parodius Da!
|
||||
We'll bang, okay?
|
||||
What you say!!
|
||||
You spoony bard!
|
||||
One-Winged Angel
|
||||
Morning Star
|
||||
Glyph Union
|
||||
TwinBee, scramble!
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# MEDIUM (21-40 characters)
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
Stay a while and listen
|
||||
It's dangerous to go alone!
|
||||
Kept you waiting, huh?
|
||||
A man chooses, a slave obeys
|
||||
Metal Gear?! Metal Gear!!
|
||||
We're not tools of the government
|
||||
The winds of destruction
|
||||
Who are the Patriots?
|
||||
This is good, isn't it?
|
||||
You have died of dysentery
|
||||
The Triforce of Courage
|
||||
Ganon has broken the seal!
|
||||
May the wind guide you home
|
||||
Dodongo dislikes smoke
|
||||
The right man in the wrong place
|
||||
Nothing is true, everything is permitted
|
||||
I used to be an adventurer like you
|
||||
You can't hide from the Grim Reaper
|
||||
All your base are belong to us!
|
||||
Somebody set up us the bomb!
|
||||
For great justice, take off every Zig!
|
||||
How are you gentlemen!!
|
||||
Kain has betrayed us!
|
||||
Garland will knock you all down!
|
||||
You are not prepared!
|
||||
I am Uther the Lightbringer!
|
||||
Order of Ecclesia calls
|
||||
The Dark Lord rises again!
|
||||
Shanoa, bearer of glyphs
|
||||
In this world, it's kill or be killed
|
||||
Despite everything, it's still you
|
||||
The Underground is your home now
|
||||
Papyrus demands a battle!
|
||||
I'm going to make spaghetti!
|
||||
Toriel will protect you
|
||||
Estus Flask replenished
|
||||
The age of fire fades
|
||||
Prepare to die, undead one
|
||||
Can't let you do that, Star Fox!
|
||||
Andross' empire spans the Lylat system!
|
||||
Captain Falcon, show me your moves!
|
||||
OBJECTION! That testimony is a lie!
|
||||
Hold it! I have new evidence!
|
||||
Phoenix Wright, attorney at law!
|
||||
Does this unit have a soul?
|
||||
Shepard, the Reapers are coming!
|
||||
Tali'Zorah vas Normandy!
|
||||
Gruntilda shall not be defeated!
|
||||
K. Rool has stolen the banana hoard!
|
||||
Kirby, hero of Dream Land!
|
||||
Meta Knight awaits your challenge!
|
||||
Congraturation! This story is happy end.
|
||||
Cecil has become a Paladin
|
||||
Cloud Strife, SOLDIER First Class
|
||||
Time compression is inevitable
|
||||
You require more vespene gas
|
||||
Nuclear launch detected
|
||||
You must construct additional pylons
|
||||
I'm Commander Shepard!
|
||||
War... War has changed.
|
||||
Rip and tear until it is done!
|
||||
Dawn of Sorrow awaits
|
||||
Do you feel like a hero yet?
|
||||
You're a monster. You know that, Walker?
|
||||
Halo... it's not a natural formation.
|
||||
Whip it good, Belmont!
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# HARD (41-80 characters)
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
What is a man? A miserable pile of secrets!
|
||||
Die monster! You don't belong in this world!
|
||||
My name is Dracula, and I bid you welcome.
|
||||
You have no chance to survive make your time!
|
||||
You've met with a terrible fate, haven't you?
|
||||
Fear the old blood... and welcome, good hunter.
|
||||
Welcome to the Liandri Grand Tournament!
|
||||
I am the very model of a scientist Salarian!
|
||||
Metroid Prime has escaped into the impact crater!
|
||||
I want to be the very best, like no one ever was
|
||||
The world needs only one Big Boss... and one Snake.
|
||||
Snake, do you think love can bloom on a battlefield?
|
||||
Thank you Mario, but our princess is in another castle!
|
||||
You must gather your party before venturing forth
|
||||
Snake, we're not tools of the government, or anyone else
|
||||
Did I ever tell you what the definition of insanity is?
|
||||
They're everywhere! The demons... they won't stop coming!
|
||||
Dracula! Your time has come! The Vampire Killer strikes!
|
||||
Link... I'm Navi, your fairy companion! Listen!
|
||||
Hero of Time, your destiny awaits in the Sacred Realm
|
||||
Master Chief, finish the fight. Earth is counting on you.
|
||||
Outer Heaven... a place where warriors can find purpose
|
||||
We passed the point of no return a long time ago, Snake
|
||||
Liquid! I was the one who was meant to be the successor!
|
||||
Revolver Ocelot is a triple agent working for the Patriots
|
||||
Phazon corruption detected! Seek immediate medical attention!
|
||||
Dark Samus has absorbed the Phazon and grown more powerful!
|
||||
I'm the Doom Slayer, and I'm here to kill every last one of you!
|
||||
Praise the Chosen Undead, for they shall link the fire!
|
||||
Ganon is the evil king who stole the Triforce of Power!
|
||||
The legendary soldier who defied his genes... Big Boss
|
||||
Killing spree! Monster kill! Godlike! Unstoppable!
|
||||
Humanity restored! The bonfire blazes with newfound strength!
|
||||
You are the last line of defense against an infinite demonic army
|
||||
Liquid Snake... your dominant genes... give you the edge in battle!
|
||||
All we did was give meaning to the nuclear age by using nukes!
|
||||
I'm a soldier who's been betrayed, abandoned... I fight alone now
|
||||
Samus Aran, the last of the Chozo warriors, descends into the unknown
|
||||
You are the Chosen Undead, fated to succeed where so many have failed
|
||||
The price of living in the past is a slow death in the present
|
||||
A sword wields no strength unless the hands that hold it have courage
|
||||
The flow of time is always cruel, its speed seems different for each person
|
||||
Hey! Listen! There's something important you need to know!
|
||||
We are born of the blood, made men by the blood, undone by the blood
|
||||
War has changed. It's no longer about nations, ideologies, or ethnicity
|
||||
Mental has sent his armies, and I am all that stands between them and Earth!
|
||||
I'm no hero. Never was. Never will be. I'm just an old killer.
|
||||
What is a man? A miserable pile of secrets! But enough talk... have at you!
|
||||
I used to be an adventurer like you, then I took an arrow in the knee
|
||||
I'm not the only one who's responsible. The humans are just as guilty!
|
||||
The Skaarj have invaded, and you must fight your way to freedom
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# EXTREME (81+ characters) -- Full quotes. No mercy.
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
For you, the day Bison graced your village was the most important day of your life. But for me... it was Tuesday.
|
||||
What is a man? A miserable pile of secrets! But enough talk... have at you!
|
||||
Die monster! You don't belong in this world! It was not by my hand that I am once again given flesh!
|
||||
You can't keep a good man down, and that goes double for a soldier who's been fighting his whole life.
|
||||
They say the definition of insanity is doing the same thing over and over and expecting different results... did I ever tell you that?
|
||||
I've been waiting for this... a professional killer. I'm so excited I may be sick!
|
||||
Kept you waiting, huh? Don't worry though. I'll take you somewhere warm. Back to the battlefield.
|
||||
It's easy to forget what a sin is in the middle of a battlefield. Especially when you're killing to stay alive.
|
||||
We are not tools of the government or anyone else. Fighting was the only thing, the only thing I was good at. But at least I always fought for what I believed in.
|
||||
In the 21st century, the battlefield will once again be a symbol of the glory of nations. I am a weapon. A human weapon.
|
||||
A man's dreams can be his greatest asset... or his most dangerous enemy. The question is: what are you willing to sacrifice to see them through?
|
||||
I need scissors! 61!
|
||||
Outer Heaven, a place where soldiers need not justify their actions -- where warriors can be free of political manipulation.
|
||||
Nothing happened to me. I happened. I'm the one who knocks, the one who causes all the trouble... that is my purpose.
|
||||
Sun Tzu said that. I think he meant it as a metaphor, but he also said never leave home without a healthy supply of rations, so what does he know?
|
||||
279
internal/games/holdem/betting.go
Normal file
279
internal/games/holdem/betting.go
Normal file
@@ -0,0 +1,279 @@
|
||||
package holdem
|
||||
|
||||
import "sort"
|
||||
|
||||
// The betting rules. These are the fiddly ones — min-raise, short all-ins that
|
||||
// don't reopen the action, side pots — and they came over from gogobee, where
|
||||
// they had no tests at all. They have some now.
|
||||
|
||||
// blinds posts the small and the big. Heads-up is the exception every poker
|
||||
// implementation gets wrong once: with two players the button *is* the small
|
||||
// blind and acts first before the flop, and last after it.
|
||||
func (s *State) blinds(evs *[]Event) (bb int) {
|
||||
var sb int
|
||||
if s.dealt() == 2 {
|
||||
sb, bb = s.Button, s.nextIn(s.Button)
|
||||
} else {
|
||||
sb = s.nextIn(s.Button)
|
||||
bb = s.nextIn(sb)
|
||||
}
|
||||
|
||||
s.post(sb, s.Tier.SB, "small", evs)
|
||||
s.post(bb, s.Tier.BB, "big", evs)
|
||||
|
||||
s.Bet = s.Tier.BB
|
||||
s.MinRaise = s.Tier.BB
|
||||
s.Aggressor = bb // the big blind has the option to raise their own blind
|
||||
return bb
|
||||
}
|
||||
|
||||
// post puts a blind up. A player too short to cover it is all-in for what they
|
||||
// have, which is legal and is why the amount is clamped rather than refused.
|
||||
func (s *State) post(seat int, amount int64, which string, evs *[]Event) {
|
||||
p := &s.Seats[seat]
|
||||
if amount > p.Stack {
|
||||
amount = p.Stack
|
||||
}
|
||||
p.Stack -= amount
|
||||
p.Bet = amount
|
||||
p.Total = amount
|
||||
if p.Stack == 0 {
|
||||
p.State = AllIn
|
||||
}
|
||||
*evs = append(*evs, Event{Kind: "blind", Seat: seat, Amount: amount, Text: which})
|
||||
}
|
||||
|
||||
// firstPreFlop is under the gun: the seat after the big blind, or the button
|
||||
// itself when the table is heads-up.
|
||||
//
|
||||
// The button only gets it if the button can still act. A short stack can be
|
||||
// all-in on its own blind — post a small blind of 1 with 1 chip left and you are
|
||||
// in the hand with no chips and no say — and handing the action to a seat that
|
||||
// cannot act wedges the table.
|
||||
func (s *State) firstPreFlop(bb int) int {
|
||||
if s.dealt() != 2 {
|
||||
return s.nextCanAct(bb)
|
||||
}
|
||||
if s.Seats[s.Button].State == Active {
|
||||
return s.Button
|
||||
}
|
||||
return s.nextCanAct(s.Button)
|
||||
}
|
||||
|
||||
// firstPostFlop is the first seat left of the button, on every street after the
|
||||
// flop. The button acts last from here on, which is the whole point of it.
|
||||
func (s *State) firstPostFlop() int { return s.nextCanAct(s.Button) }
|
||||
|
||||
// ---- the five things a seat can do ----------------------------------------
|
||||
|
||||
func (s *State) fold(seat int, evs *[]Event) {
|
||||
p := &s.Seats[seat]
|
||||
p.State = Folded
|
||||
p.Acted = true
|
||||
s.History += "f"
|
||||
*evs = append(*evs, Event{Kind: "action", Seat: seat, Text: "fold"})
|
||||
}
|
||||
|
||||
func (s *State) check(seat int, evs *[]Event) error {
|
||||
p := &s.Seats[seat]
|
||||
if p.Bet < s.Bet {
|
||||
return ErrCantCheck
|
||||
}
|
||||
p.Acted = true
|
||||
s.History += "c"
|
||||
*evs = append(*evs, Event{Kind: "action", Seat: seat, Text: "check"})
|
||||
return nil
|
||||
}
|
||||
|
||||
func (s *State) call(seat int, evs *[]Event) error {
|
||||
p := &s.Seats[seat]
|
||||
owed := s.Bet - p.Bet
|
||||
if owed <= 0 {
|
||||
return ErrNothingToCall
|
||||
}
|
||||
if owed > p.Stack {
|
||||
owed = p.Stack // a call for less than the bet is a call all-in
|
||||
}
|
||||
|
||||
p.Stack -= owed
|
||||
p.Bet += owed
|
||||
p.Total += owed
|
||||
p.Acted = true
|
||||
|
||||
text := "call"
|
||||
if p.Stack == 0 {
|
||||
p.State = AllIn
|
||||
text = "allin"
|
||||
s.History += "a"
|
||||
} else {
|
||||
s.History += "c"
|
||||
}
|
||||
*evs = append(*evs, Event{Kind: "action", Seat: seat, Text: text, Amount: owed, Total: p.Bet})
|
||||
return nil
|
||||
}
|
||||
|
||||
// raise raises *to* a total, not *by* an amount. Every poker interface in the
|
||||
// world means the total, and a browser that means the other thing bets wrong.
|
||||
func (s *State) raise(seat int, to int64, evs *[]Event) error {
|
||||
p := &s.Seats[seat]
|
||||
most := p.Bet + p.Stack
|
||||
|
||||
if to > most {
|
||||
return ErrTooBig
|
||||
}
|
||||
if to < s.Bet+s.MinRaise && to < most {
|
||||
return ErrTooSmall // only a shove may be smaller than a legal raise
|
||||
}
|
||||
|
||||
added := to - p.Bet
|
||||
over := to - s.Bet
|
||||
|
||||
p.Stack -= added
|
||||
p.Bet = to
|
||||
p.Total += added
|
||||
p.Acted = true
|
||||
|
||||
if over > 0 {
|
||||
s.MinRaise = over
|
||||
}
|
||||
s.Bet = to
|
||||
s.Aggressor = seat
|
||||
|
||||
text := "raise"
|
||||
if p.Stack == 0 {
|
||||
p.State = AllIn
|
||||
text = "allin"
|
||||
s.History += "a"
|
||||
} else {
|
||||
// The policy was trained against a tree with two raise sizes in it, so the
|
||||
// history it reads has to say which one this was: R for a pot-sized raise
|
||||
// or bigger, r for anything smaller.
|
||||
if pot := s.inPlay(); pot > 0 && float64(over) >= float64(pot)*0.75 {
|
||||
s.History += "R"
|
||||
} else {
|
||||
s.History += "r"
|
||||
}
|
||||
}
|
||||
*evs = append(*evs, Event{Kind: "action", Seat: seat, Text: text, Amount: added, Total: to})
|
||||
return nil
|
||||
}
|
||||
|
||||
// allin pushes the lot.
|
||||
//
|
||||
// A short all-in does not reopen the betting. If a player shoves for less than
|
||||
// a full raise over the current bet, players who have already acted may call it
|
||||
// but may not raise again — otherwise a tiny stack could be used to reopen the
|
||||
// action for a partner, which is the oldest collusion trick there is.
|
||||
func (s *State) allin(seat int, evs *[]Event) error {
|
||||
p := &s.Seats[seat]
|
||||
if p.Stack <= 0 {
|
||||
return ErrNoChips
|
||||
}
|
||||
added := p.Stack
|
||||
to := p.Bet + added
|
||||
|
||||
p.Stack = 0
|
||||
p.Bet = to
|
||||
p.Total += added
|
||||
p.State = AllIn
|
||||
p.Acted = true
|
||||
|
||||
if to > s.Bet {
|
||||
if over := to - s.Bet; over >= s.MinRaise {
|
||||
s.MinRaise = over
|
||||
s.Aggressor = seat
|
||||
}
|
||||
s.Bet = to
|
||||
}
|
||||
|
||||
s.History += "a"
|
||||
*evs = append(*evs, Event{Kind: "action", Seat: seat, Text: "allin", Amount: added, Total: to})
|
||||
return nil
|
||||
}
|
||||
|
||||
// ---- when is a street over ------------------------------------------------
|
||||
|
||||
// streetDone reports whether the betting round is finished, given the seat the
|
||||
// action would pass to next.
|
||||
//
|
||||
// The "has acted" check is the load-bearing half. The big blind has money in
|
||||
// front of them without having chosen to put it there, so a round where
|
||||
// everybody merely limps in has all bets matched while the blind has never had
|
||||
// a say. Without this, they never get their option.
|
||||
func (s *State) streetDone(next int) bool {
|
||||
if s.canActCount() == 0 {
|
||||
return true
|
||||
}
|
||||
for i := range s.Seats {
|
||||
p := &s.Seats[i]
|
||||
if p.State != Active {
|
||||
continue
|
||||
}
|
||||
if p.Bet != s.Bet || !p.Acted {
|
||||
return false
|
||||
}
|
||||
}
|
||||
// The last aggressor being all-in means the action can't get back to them:
|
||||
// everyone left has matched the bet above, so there is nothing more to do.
|
||||
if s.Seats[s.Aggressor].State == AllIn {
|
||||
return true
|
||||
}
|
||||
return next == s.Aggressor
|
||||
}
|
||||
|
||||
// ---- side pots -------------------------------------------------------------
|
||||
|
||||
// sidePots slices the pot into layers, one per distinct all-in level. A player
|
||||
// can only win the part of the pot they could have lost, so each layer is
|
||||
// contested by exactly the players who paid into it.
|
||||
//
|
||||
// Folded players' chips stay in the pot — they paid for the right to fold — but
|
||||
// they are eligible for nothing.
|
||||
func (s *State) sidePots() {
|
||||
s.collect()
|
||||
|
||||
var levels []int64
|
||||
for i := range s.Seats {
|
||||
p := &s.Seats[i]
|
||||
if p.State == Folded || p.State == Out || p.Total == 0 {
|
||||
continue
|
||||
}
|
||||
levels = append(levels, p.Total)
|
||||
}
|
||||
if len(levels) == 0 {
|
||||
return
|
||||
}
|
||||
sort.Slice(levels, func(i, j int) bool { return levels[i] < levels[j] })
|
||||
|
||||
var pots []Pot
|
||||
var prev int64
|
||||
for _, level := range levels {
|
||||
if level <= prev {
|
||||
continue
|
||||
}
|
||||
var amount int64
|
||||
var eligible []int
|
||||
for i := range s.Seats {
|
||||
p := &s.Seats[i]
|
||||
paid := p.Total - prev
|
||||
if paid > level-prev {
|
||||
paid = level - prev
|
||||
}
|
||||
if paid > 0 {
|
||||
amount += paid // folded money counts toward the pot...
|
||||
}
|
||||
if p.State != Folded && p.State != Out && p.Total >= level {
|
||||
eligible = append(eligible, i) // ...but wins no part of it
|
||||
}
|
||||
}
|
||||
if amount > 0 {
|
||||
pots = append(pots, Pot{Amount: amount, Eligible: eligible})
|
||||
}
|
||||
prev = level
|
||||
}
|
||||
|
||||
if len(pots) > 0 {
|
||||
s.Side = pots
|
||||
s.Pot = 0
|
||||
}
|
||||
}
|
||||
416
internal/games/holdem/cfr.go
Normal file
416
internal/games/holdem/cfr.go
Normal file
@@ -0,0 +1,416 @@
|
||||
package holdem
|
||||
|
||||
import (
|
||||
_ "embed"
|
||||
"fmt"
|
||||
"log/slog"
|
||||
"math/rand/v2"
|
||||
"sync"
|
||||
"sync/atomic"
|
||||
|
||||
"pete/internal/games/cards"
|
||||
)
|
||||
|
||||
// The bots' brain.
|
||||
//
|
||||
// gogobee ran counterfactual regret minimisation against this game for a very
|
||||
// long time, and policy.gob is what it converged on: a table from "the situation
|
||||
// I am in" to "how often I fold, call, raise small, raise big, or shove". It is
|
||||
// the single highest-value thing in either repository, and none of it is
|
||||
// re-derived here — this file is the *runtime*, the trainer stayed behind.
|
||||
//
|
||||
// A situation is squeezed down to six things, and this is the whole reason the
|
||||
// table fits in memory: the street, whether the bot is in position, which of
|
||||
// twelve equity buckets its hand falls in, which of five stack-to-pot buckets,
|
||||
// whether the board is dry, wet or paired, and the last six actions. Two hands
|
||||
// that hash to the same key get the same strategy, and that is the approximation
|
||||
// the whole thing is built on.
|
||||
//
|
||||
// The key has to be *exactly* the key the trainer wrote, character for
|
||||
// character. Change the bucket edges, the position label or the history encoding
|
||||
// and every lookup misses — silently, because a miss is not an error, it is a
|
||||
// fall back to the pot-odds rule below. The bots would get quietly, unaccountably
|
||||
// worse. So: don't touch these numbers.
|
||||
|
||||
//go:embed policy.gob
|
||||
var policyGob []byte
|
||||
|
||||
// The five things the trainer let a bot consider.
|
||||
const (
|
||||
actFold = iota
|
||||
actCallCheck
|
||||
actRaiseHalf
|
||||
actRaisePot
|
||||
actAllIn
|
||||
numActions
|
||||
)
|
||||
|
||||
// policyTable maps an info-set key to how often to take each action.
|
||||
type policyTable map[string][numActions]float64
|
||||
|
||||
var (
|
||||
policyOnce sync.Once
|
||||
policy policyTable
|
||||
)
|
||||
|
||||
// loadPolicy decodes the embedded table, once, on the first hand anybody plays.
|
||||
//
|
||||
// Not in an init(): it is megabytes of gob, and Pete is a news server that mostly
|
||||
// never deals a card. Every test in the repo and every cold start would pay for
|
||||
// it. The first player to sit down pays for it instead, and only they do.
|
||||
func loadPolicy() policyTable {
|
||||
policyOnce.Do(func() {
|
||||
t, err := loadTrained(policyGob)
|
||||
if err != nil {
|
||||
// The bots still play — on pot odds — rather than the table 500ing.
|
||||
slog.Error("holdem: cannot decode CFR policy, bots fall back to pot odds", "err", err)
|
||||
policy = policyTable{}
|
||||
return
|
||||
}
|
||||
policy = t.Strategy
|
||||
slog.Info("holdem: CFR policy loaded", "nodes", len(policy),
|
||||
"iterations", t.Meta.Iterations, "stakes", t.Meta.Stakes, "depths", t.Meta.Depths)
|
||||
})
|
||||
return policy
|
||||
}
|
||||
|
||||
// ---- the info-set key ------------------------------------------------------
|
||||
//
|
||||
// Every function below is a load-bearing copy of the trainer's. See the note at
|
||||
// the top of the file before changing a number in any of them.
|
||||
|
||||
// equityBucket puts a hand's strength in one of twelve boxes, from trash to
|
||||
// monster.
|
||||
func equityBucket(eq float64) int {
|
||||
switch {
|
||||
case eq < 0.08:
|
||||
return 0
|
||||
case eq < 0.17:
|
||||
return 1
|
||||
case eq < 0.25:
|
||||
return 2
|
||||
case eq < 0.33:
|
||||
return 3
|
||||
case eq < 0.42:
|
||||
return 4
|
||||
case eq < 0.50:
|
||||
return 5
|
||||
case eq < 0.58:
|
||||
return 6
|
||||
case eq < 0.67:
|
||||
return 7
|
||||
case eq < 0.75:
|
||||
return 8
|
||||
case eq < 0.83:
|
||||
return 9
|
||||
case eq < 0.92:
|
||||
return 10
|
||||
default:
|
||||
return 11
|
||||
}
|
||||
}
|
||||
|
||||
// sprBucket is the stack-to-pot ratio: how much room is left to play. Under 1 is
|
||||
// a pot that is already committed; over 12 is a pot you can still fold out of.
|
||||
func sprBucket(spr float64) int {
|
||||
switch {
|
||||
case spr < 1:
|
||||
return 0
|
||||
case spr < 3:
|
||||
return 1
|
||||
case spr < 6:
|
||||
return 2
|
||||
case spr < 12:
|
||||
return 3
|
||||
default:
|
||||
return 4
|
||||
}
|
||||
}
|
||||
|
||||
// Board textures, which is what makes the same hand a bet or a check.
|
||||
const (
|
||||
boardDry = 0
|
||||
boardWet = 1
|
||||
boardPaired = 2
|
||||
)
|
||||
|
||||
// boardTexture classifies the community cards. A paired board is one somebody
|
||||
// might have trips on; a wet one has a flush or straight coming.
|
||||
// It is on the trainer's hot path — millions of calls — so it counts into arrays
|
||||
// rather than maps. A map here cost more than the poker did.
|
||||
func boardTexture(board []cards.Card) int {
|
||||
if len(board) < 3 {
|
||||
return boardDry
|
||||
}
|
||||
|
||||
var ranks [14]int8
|
||||
var suits [4]int8
|
||||
var vals [5]int
|
||||
for i, c := range board {
|
||||
ranks[c.Rank]++
|
||||
suits[c.Suit]++
|
||||
vals[i] = int(c.Rank)
|
||||
}
|
||||
for _, n := range ranks {
|
||||
if n >= 2 {
|
||||
return boardPaired
|
||||
}
|
||||
}
|
||||
for _, n := range suits {
|
||||
if n >= 3 {
|
||||
return boardWet
|
||||
}
|
||||
}
|
||||
|
||||
// Three cards inside a five-rank window is a straight waiting to happen.
|
||||
v := vals[:len(board)]
|
||||
for i := 1; i < len(v); i++ {
|
||||
for j := i; j > 0 && v[j] < v[j-1]; j-- {
|
||||
v[j], v[j-1] = v[j-1], v[j]
|
||||
}
|
||||
}
|
||||
for i := 0; i+2 < len(v); i++ {
|
||||
if v[i+2]-v[i] <= 4 {
|
||||
return boardWet
|
||||
}
|
||||
}
|
||||
return boardDry
|
||||
}
|
||||
|
||||
// infoSet builds the string the policy is keyed on. The format is the trainer's.
|
||||
//
|
||||
// Position is IP or OOP — in position or out of it — and *nothing else*. This is
|
||||
// the one thing gogobee got wrong, and it got it wrong invisibly for as long as
|
||||
// the game has existed: the trainer packed a single "am I last to act" bit and
|
||||
// wrote its keys as IP/OOP, while the runtime looked them up with the table
|
||||
// labels a player would recognise (BTN, SB, BB, UTG…). Not one key ever matched.
|
||||
// Every bot in every hand of hold'em gogobee ever dealt fell through to the
|
||||
// pot-odds rule, and the five million training iterations sitting in policy.gob
|
||||
// were never once read.
|
||||
//
|
||||
// Nothing about that looks broken from the outside. A missing key is not an
|
||||
// error, it's a fallback — the bots played, they just played a heuristic. This is
|
||||
// why the hit rate is now a test.
|
||||
func infoSet(street Street, inPosition bool, eq, spr, texture int, history string) string {
|
||||
pos := "OOP"
|
||||
if inPosition {
|
||||
pos = "IP"
|
||||
}
|
||||
return fmt.Sprintf("%d|%s|%d|%d|%d|%s", street, pos, eq, spr, texture, history)
|
||||
}
|
||||
|
||||
// recent keeps the last six actions, which is all the trainer's key had room for.
|
||||
func recent(h string) string {
|
||||
if len(h) > 6 {
|
||||
return h[len(h)-6:]
|
||||
}
|
||||
return h
|
||||
}
|
||||
|
||||
// ---- where a seat stands ---------------------------------------------------
|
||||
|
||||
// mcIters is how many runouts a bot samples to judge its hand at the table.
|
||||
const mcIters = 1000
|
||||
|
||||
// spot is everything the policy knows about a seat's situation, and it is the
|
||||
// one function that builds it.
|
||||
//
|
||||
// The trainer calls this too. That is the point of it: the key the policy is
|
||||
// written under and the key it is read under come out of the same code, so they
|
||||
// cannot quietly stop matching — which is exactly what went wrong the first time
|
||||
// and went unnoticed for the life of the game.
|
||||
func (s State) spot(seat, iters int, rng *rand.Rand) (string, Equity) {
|
||||
eq := s.equityFor(seat, iters, rng)
|
||||
return s.spotKey(seat, eq), eq
|
||||
}
|
||||
|
||||
// equityFor measures how good a seat's hand is right now.
|
||||
//
|
||||
// It depends only on the cards — the hand, the board, how many opponents — and
|
||||
// not on a single thing that happened in the betting. Which is why the trainer
|
||||
// can measure it once per street and reuse it down every branch it explores, and
|
||||
// why doing that is most of the difference between a run that takes half an hour
|
||||
// and one that takes four.
|
||||
func (s State) equityFor(seat, iters int, rng *rand.Rand) Equity {
|
||||
opponents := s.liveCount() - 1
|
||||
if opponents < 1 {
|
||||
opponents = 1
|
||||
}
|
||||
// Preflop heads-up is a lookup, not a simulation: there are only 169 hands
|
||||
// that differ, they have been measured to death, and a sampled answer would
|
||||
// only add noise to a bucket boundary.
|
||||
if s.Street == PreFlop && opponents == 1 {
|
||||
return preflopEquity(s.Seats[seat].Hole)
|
||||
}
|
||||
return equityOf(s.Seats[seat].Hole, s.Community, opponents, iters, rng)
|
||||
}
|
||||
|
||||
// spotKey builds the key from an equity already measured.
|
||||
func (s State) spotKey(seat int, eq Equity) string {
|
||||
pot := s.inPlay()
|
||||
spr := 0.0
|
||||
if pot > 0 {
|
||||
spr = float64(s.Seats[seat].Stack) / float64(pot)
|
||||
}
|
||||
return infoSet(s.Street, s.InPosition(seat), equityBucket(eq.Strength()),
|
||||
sprBucket(spr), boardTexture(s.Community), recent(s.History))
|
||||
}
|
||||
|
||||
// ---- choosing --------------------------------------------------------------
|
||||
|
||||
// hits and misses count how often a bot finds itself in the trained policy.
|
||||
//
|
||||
// They exist because the way this can break is silently. A key the policy has
|
||||
// never seen is not an error — the bot shrugs and plays pot odds — so a policy
|
||||
// that has stopped matching the game looks exactly like a policy that is working.
|
||||
// gogobee's never matched once, for the whole life of the game, and nobody could
|
||||
// have known by watching it play. Now a test reads these and fails.
|
||||
var hits, misses atomic.Int64
|
||||
|
||||
// botActs plays one bot's turn: work out where it stands, look up what it does
|
||||
// there, throw out anything illegal, and roll for it.
|
||||
func (s *State) botActs(seat int, evs *[]Event, rng *rand.Rand) {
|
||||
key, eq := s.spot(seat, mcIters, rng)
|
||||
|
||||
probs, ok := loadPolicy()[key]
|
||||
if ok {
|
||||
hits.Add(1)
|
||||
} else {
|
||||
misses.Add(1)
|
||||
probs = potOdds(eq, s, seat)
|
||||
}
|
||||
probs = legal(probs, s, seat)
|
||||
|
||||
move := s.moveFor(pick(probs, rng), seat)
|
||||
if err := s.act(seat, move, evs); err != nil {
|
||||
// A bot cannot be allowed to wedge the table by choosing something the rules
|
||||
// then refuse: it checks if it can and folds if it can't, and the mismatch
|
||||
// is loud, because it means legal() and the betting rules disagree.
|
||||
slog.Error("holdem: bot chose an illegal move", "seat", seat, "move", move.Kind, "err", err)
|
||||
if s.Owed(seat) > 0 {
|
||||
s.fold(seat, evs)
|
||||
} else {
|
||||
_ = s.check(seat, evs)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// potOdds is what a bot does when the trained table has never seen this spot: it
|
||||
// works out whether the price it is being offered beats its chance of winning,
|
||||
// and mixes in enough aggression not to be a calling station.
|
||||
func potOdds(eq Equity, s *State, seat int) [numActions]float64 {
|
||||
p := &s.Seats[seat]
|
||||
strength := eq.Strength()
|
||||
owed := s.Bet - p.Bet
|
||||
pot := s.inPlay()
|
||||
|
||||
price := 0.0
|
||||
if owed > 0 && pot+owed > 0 {
|
||||
price = float64(owed) / float64(pot+owed)
|
||||
}
|
||||
|
||||
var probs [numActions]float64
|
||||
switch {
|
||||
case strength > 0.8:
|
||||
probs[actRaisePot], probs[actAllIn], probs[actCallCheck] = 0.6, 0.2, 0.2
|
||||
case strength > 0.6:
|
||||
probs[actRaiseHalf], probs[actCallCheck], probs[actFold] = 0.4, 0.5, 0.1
|
||||
case owed > 0 && strength > price:
|
||||
probs[actCallCheck], probs[actRaiseHalf], probs[actFold] = 0.7, 0.2, 0.1
|
||||
case owed > 0:
|
||||
probs[actFold], probs[actCallCheck] = 0.7, 0.3
|
||||
default:
|
||||
probs[actCallCheck], probs[actRaiseHalf], probs[actFold] = 0.6, 0.3, 0.1
|
||||
}
|
||||
return probs
|
||||
}
|
||||
|
||||
// mask is what a seat may actually do here. The trainer explores exactly this
|
||||
// set, so it never learns a strategy the table would turn down.
|
||||
func (s State) mask(seat int) (m [numActions]bool) {
|
||||
owed := s.Bet - s.Seats[seat].Bet
|
||||
|
||||
// Folding a hand you could see for free is a bug, not a strategy.
|
||||
m[actFold] = owed > 0
|
||||
m[actCallCheck] = true
|
||||
|
||||
// A raise needs chips behind the call, and somebody left to bet into.
|
||||
raise := s.Seats[seat].Stack > owed && s.canBet()
|
||||
m[actRaiseHalf], m[actRaisePot], m[actAllIn] = raise, raise, raise
|
||||
return m
|
||||
}
|
||||
|
||||
// legal zeroes out what the seat cannot do and renormalises what's left.
|
||||
func legal(probs [numActions]float64, s *State, seat int) [numActions]float64 {
|
||||
m := s.mask(seat)
|
||||
var total float64
|
||||
for i := range probs {
|
||||
if !m[i] {
|
||||
probs[i] = 0
|
||||
}
|
||||
total += probs[i]
|
||||
}
|
||||
if total <= 0 {
|
||||
var only [numActions]float64
|
||||
only[actCallCheck] = 1
|
||||
return only
|
||||
}
|
||||
for i := range probs {
|
||||
probs[i] /= total
|
||||
}
|
||||
return probs
|
||||
}
|
||||
|
||||
// pick rolls against the distribution.
|
||||
func pick(probs [numActions]float64, rng *rand.Rand) int {
|
||||
r := rng.Float64()
|
||||
sum := 0.0
|
||||
for i, p := range probs {
|
||||
sum += p
|
||||
if r < sum {
|
||||
return i
|
||||
}
|
||||
}
|
||||
return actCallCheck
|
||||
}
|
||||
|
||||
// moveFor turns an abstract action — "raise half the pot" — into a legal move at
|
||||
// the actual size the table is at. A raise that would cost the bot everything it
|
||||
// has is a shove, which is the same decision made honestly.
|
||||
func (s *State) moveFor(action, seat int) Move {
|
||||
p := &s.Seats[seat]
|
||||
owed := s.Bet - p.Bet
|
||||
pot := s.inPlay()
|
||||
most := p.Bet + p.Stack
|
||||
|
||||
sized := func(by int64) Move {
|
||||
if by < s.MinRaise {
|
||||
by = s.MinRaise
|
||||
}
|
||||
to := s.Bet + by
|
||||
if to >= most {
|
||||
return Move{Kind: Shove}
|
||||
}
|
||||
return Move{Kind: Raise, To: to}
|
||||
}
|
||||
|
||||
switch action {
|
||||
case actFold:
|
||||
if owed <= 0 {
|
||||
return Move{Kind: Check} // never fold for free
|
||||
}
|
||||
return Move{Kind: Fold}
|
||||
case actCallCheck:
|
||||
if owed > 0 {
|
||||
return Move{Kind: Call}
|
||||
}
|
||||
return Move{Kind: Check}
|
||||
case actRaiseHalf:
|
||||
return sized(pot / 2)
|
||||
case actRaisePot:
|
||||
return sized(pot)
|
||||
case actAllIn:
|
||||
return Move{Kind: Shove}
|
||||
}
|
||||
return Move{Kind: Check}
|
||||
}
|
||||
134
internal/games/holdem/equity.go
Normal file
134
internal/games/holdem/equity.go
Normal file
@@ -0,0 +1,134 @@
|
||||
package holdem
|
||||
|
||||
import (
|
||||
"math/rand/v2"
|
||||
|
||||
"github.com/chehsunliu/poker"
|
||||
|
||||
"pete/internal/games/cards"
|
||||
)
|
||||
|
||||
// How good is this hand, really?
|
||||
//
|
||||
// A bot's decision starts here: deal the cards it cannot see, a thousand times,
|
||||
// and count how often it wins. That number — plus the board's texture, the
|
||||
// stack-to-pot ratio and the action so far — is the key it looks its trained
|
||||
// strategy up under.
|
||||
//
|
||||
// Monte Carlo rather than exhaustive because exhaustive is 2.1 million river
|
||||
// runouts against one opponent and rather more against five, and a thousand
|
||||
// samples puts the estimate inside a percentage point or so. The bot does not
|
||||
// need the fourth decimal place; it needs to know whether it is ahead.
|
||||
|
||||
// Equity is the fraction of runouts a hand wins, ties and loses against the
|
||||
// given number of unknown opponents.
|
||||
type Equity struct {
|
||||
Win float64
|
||||
Tie float64
|
||||
Loss float64
|
||||
}
|
||||
|
||||
// Strength collapses a result into the one number the policy is keyed on: a tie
|
||||
// is worth half a win, because that is what half a pot is.
|
||||
func (e Equity) Strength() float64 { return e.Win + e.Tie*0.5 }
|
||||
|
||||
// deck52 is the evaluator's whole deck, built once.
|
||||
var deck52 = func() []poker.Card {
|
||||
d := make([]poker.Card, 0, 52)
|
||||
for s := cards.Spades; s <= cards.Clubs; s++ {
|
||||
for r := cards.Ace; r <= cards.King; r++ {
|
||||
d = append(d, pokerOf[s][r])
|
||||
}
|
||||
}
|
||||
return d
|
||||
}()
|
||||
|
||||
// equityOf runs the simulation. The RNG is threaded like everything else here,
|
||||
// so a bot's decision replays from the session's seed along with the deal.
|
||||
func equityOf(hole [2]cards.Card, board []cards.Card, opponents, iterations int, rng *rand.Rand) Equity {
|
||||
if opponents < 1 {
|
||||
opponents = 1
|
||||
}
|
||||
|
||||
h0, h1 := toPoker(hole[0]), toPoker(hole[1])
|
||||
|
||||
// Seven cards, checked by hand. A map here would be the most expensive thing
|
||||
// in the trainer, which calls this function millions of times.
|
||||
var known [7]poker.Card
|
||||
n := 2
|
||||
known[0], known[1] = h0, h1
|
||||
pb := make([]poker.Card, len(board))
|
||||
for i, c := range board {
|
||||
pb[i] = toPoker(c)
|
||||
known[n] = pb[i]
|
||||
n++
|
||||
}
|
||||
|
||||
rest := make([]poker.Card, 0, 52)
|
||||
for _, c := range deck52 {
|
||||
seen := false
|
||||
for _, k := range known[:n] {
|
||||
if k == c {
|
||||
seen = true
|
||||
break
|
||||
}
|
||||
}
|
||||
if !seen {
|
||||
rest = append(rest, c)
|
||||
}
|
||||
}
|
||||
|
||||
need := opponents*2 + (5 - len(pb))
|
||||
if need > len(rest) {
|
||||
return Equity{Tie: 1}
|
||||
}
|
||||
|
||||
hero := make([]poker.Card, 7)
|
||||
hero[0], hero[1] = h0, h1
|
||||
villain := make([]poker.Card, 7)
|
||||
full := make([]poker.Card, 5)
|
||||
|
||||
var wins, ties int
|
||||
for i := 0; i < iterations; i++ {
|
||||
// A partial Fisher-Yates: only the cards actually needed get shuffled into
|
||||
// place, which is the difference between this being cheap and being the
|
||||
// slowest thing in the request.
|
||||
for j := 0; j < need; j++ {
|
||||
k := j + rng.IntN(len(rest)-j)
|
||||
rest[j], rest[k] = rest[k], rest[j]
|
||||
}
|
||||
|
||||
copy(full, pb)
|
||||
at := opponents * 2
|
||||
for b := len(pb); b < 5; b++ {
|
||||
full[b] = rest[at]
|
||||
at++
|
||||
}
|
||||
|
||||
copy(hero[2:], full)
|
||||
mine := poker.Evaluate(hero)
|
||||
|
||||
best := int32(7463) // one worse than the worst real hand
|
||||
for o := 0; o < opponents; o++ {
|
||||
villain[0], villain[1] = rest[o*2], rest[o*2+1]
|
||||
copy(villain[2:], full)
|
||||
if r := poker.Evaluate(villain); r < best {
|
||||
best = r
|
||||
}
|
||||
}
|
||||
|
||||
switch {
|
||||
case mine < best:
|
||||
wins++
|
||||
case mine == best:
|
||||
ties++
|
||||
}
|
||||
}
|
||||
|
||||
total := float64(iterations)
|
||||
return Equity{
|
||||
Win: float64(wins) / total,
|
||||
Tie: float64(ties) / total,
|
||||
Loss: float64(iterations-wins-ties) / total,
|
||||
}
|
||||
}
|
||||
297
internal/games/holdem/eval.go
Normal file
297
internal/games/holdem/eval.go
Normal file
@@ -0,0 +1,297 @@
|
||||
package holdem
|
||||
|
||||
import (
|
||||
"math"
|
||||
"sort"
|
||||
"strings"
|
||||
|
||||
"github.com/chehsunliu/poker"
|
||||
|
||||
"pete/internal/games/cards"
|
||||
)
|
||||
|
||||
// The bridge to the evaluator.
|
||||
//
|
||||
// The engine deals Pete's own cards.Card — the same one blackjack, solitaire and
|
||||
// the felt already speak — and converts at the door. Hand strength is the one
|
||||
// thing in this package that is genuinely hard to get right (7-card best-of-5,
|
||||
// 7,462 distinct hands), so it is not homegrown: github.com/chehsunliu/poker is
|
||||
// a lookup table and it is correct.
|
||||
//
|
||||
// The conversion is a table built once. Doing it per evaluation would matter:
|
||||
// a bot's equity estimate is a thousand seven-card evaluations, and it makes
|
||||
// several of those per hand.
|
||||
|
||||
var (
|
||||
pokerRanks = [14]string{"", "A", "2", "3", "4", "5", "6", "7", "8", "9", "T", "J", "Q", "K"}
|
||||
pokerSuits = [4]string{"s", "h", "d", "c"} // cards.Spades, Hearts, Diamonds, Clubs
|
||||
|
||||
// A var initializer, not an init(). Go builds package-level variables before
|
||||
// it runs init functions, so anything else in this package that is itself a
|
||||
// var built out of this table — equity.go's deck52 is — would otherwise be
|
||||
// built out of an empty one. It was, briefly: every card came out identical,
|
||||
// every showdown tied, and every bot believed it held exactly 50% equity.
|
||||
pokerOf = func() (t [4][14]poker.Card) {
|
||||
for s := cards.Spades; s <= cards.Clubs; s++ {
|
||||
for r := cards.Ace; r <= cards.King; r++ {
|
||||
t[s][r] = poker.NewCard(pokerRanks[r] + pokerSuits[s])
|
||||
}
|
||||
}
|
||||
return t
|
||||
}()
|
||||
)
|
||||
|
||||
// toPoker converts one card for the evaluator.
|
||||
func toPoker(c cards.Card) poker.Card { return pokerOf[c.Suit][c.Rank] }
|
||||
|
||||
func toPokerAll(cs []cards.Card) []poker.Card {
|
||||
out := make([]poker.Card, len(cs))
|
||||
for i, c := range cs {
|
||||
out[i] = toPoker(c)
|
||||
}
|
||||
return out
|
||||
}
|
||||
|
||||
// rankOf evaluates a seat's best five from its hole cards and the board. Lower
|
||||
// is better — 1 is a royal flush — which is the evaluator's convention and not
|
||||
// worth inverting, since nothing outside this file ever sees the number.
|
||||
func rankOf(hole [2]cards.Card, board []cards.Card) (int32, string) {
|
||||
seven := make([]poker.Card, 0, 7)
|
||||
seven = append(seven, toPoker(hole[0]), toPoker(hole[1]))
|
||||
seven = append(seven, toPokerAll(board)...)
|
||||
r := poker.Evaluate(seven)
|
||||
return r, strings.ToLower(poker.RankString(r))
|
||||
}
|
||||
|
||||
// ---- showdown -------------------------------------------------------------
|
||||
|
||||
type ranked struct {
|
||||
seat int
|
||||
rank int32
|
||||
desc string
|
||||
}
|
||||
|
||||
// showdown turns the cards over, splits the pots, and pays. Every player still
|
||||
// in the hand shows, in the order the felt should turn them over: best hand
|
||||
// first, so the winner is the first card face the player sees.
|
||||
func (s *State) showdown(evs *[]Event) {
|
||||
s.collect()
|
||||
s.Street = Showdown
|
||||
|
||||
// Cut the side pots, if nobody has cut them yet.
|
||||
//
|
||||
// runout() does this, but runout only happens when the betting stops because
|
||||
// there is nobody left able to bet. A hand can reach a showdown with an all-in
|
||||
// player in it and the betting having finished perfectly normally: a short stack
|
||||
// shoves, and two players who both have chips behind keep betting past them,
|
||||
// street after street, all the way to the river. Nothing has been cut, and the
|
||||
// short stack is sitting in a single pot marked eligible for all of it.
|
||||
//
|
||||
// Which means they can win every chip the deep players put in *after* they were
|
||||
// already all-in — money they could never have lost. All-in for 100 against two
|
||||
// players who each put in 500, and the best hand takes 1,100 instead of the 300
|
||||
// they were playing for. The chips still balance, so conservation says nothing;
|
||||
// they just go to the wrong seat.
|
||||
if len(s.Side) == 0 && s.anyAllIn() {
|
||||
s.sidePots()
|
||||
}
|
||||
|
||||
// Say so. The last street's bets are still sitting in front of the seats that
|
||||
// made them, as far as the felt knows, and nothing else in the script is going
|
||||
// to tell it they have been swept in.
|
||||
*evs = append(*evs, Event{Kind: "pot", Seat: -1, Amount: s.Total()})
|
||||
|
||||
var live []ranked
|
||||
for i := range s.Seats {
|
||||
p := &s.Seats[i]
|
||||
if p.State == Folded || p.State == Out {
|
||||
continue
|
||||
}
|
||||
r, desc := rankOf(p.Hole, s.Community)
|
||||
live = append(live, ranked{seat: i, rank: r, desc: desc})
|
||||
}
|
||||
sort.Slice(live, func(i, j int) bool { return live[i].rank < live[j].rank })
|
||||
|
||||
for _, e := range live {
|
||||
*evs = append(*evs, Event{
|
||||
Kind: "show", Seat: e.seat,
|
||||
Cards: []cards.Card{s.Seats[e.seat].Hole[0], s.Seats[e.seat].Hole[1]},
|
||||
Text: e.desc,
|
||||
})
|
||||
}
|
||||
|
||||
pots := s.Side
|
||||
if len(pots) == 0 {
|
||||
all := make([]int, 0, len(live))
|
||||
for _, e := range live {
|
||||
all = append(all, e.seat)
|
||||
}
|
||||
pots = []Pot{{Amount: s.Pot, Eligible: all}}
|
||||
s.Pot = 0
|
||||
}
|
||||
s.Side = nil
|
||||
|
||||
for _, pot := range pots {
|
||||
s.payPot(pot, live, evs)
|
||||
}
|
||||
s.endHand(evs)
|
||||
}
|
||||
|
||||
// payPot rakes a pot and splits it between the best eligible hands.
|
||||
//
|
||||
// The rake comes out of the pot before it is split, which is what a cardroom
|
||||
// does and is also the only thing consistent with the rest of this casino: a
|
||||
// player pays it out of a pot they *win*, never out of a bet they lose. A hand
|
||||
// that dies before the flop is not raked at all — no flop, no drop — so folding
|
||||
// your blind round after round costs you exactly the blinds and no fee.
|
||||
func (s *State) payPot(pot Pot, live []ranked, evs *[]Event) {
|
||||
if pot.Amount <= 0 {
|
||||
return
|
||||
}
|
||||
|
||||
eligible := make(map[int]bool, len(pot.Eligible))
|
||||
for _, seat := range pot.Eligible {
|
||||
eligible[seat] = true
|
||||
}
|
||||
|
||||
var winners []ranked
|
||||
best := int32(0)
|
||||
for _, e := range live {
|
||||
if !eligible[e.seat] {
|
||||
continue
|
||||
}
|
||||
if len(winners) == 0 || e.rank < best {
|
||||
best, winners = e.rank, []ranked{e}
|
||||
} else if e.rank == best {
|
||||
winners = append(winners, e)
|
||||
}
|
||||
}
|
||||
if len(winners) == 0 {
|
||||
return
|
||||
}
|
||||
|
||||
amount := pot.Amount
|
||||
if s.Flopped {
|
||||
rake := int64(math.Floor(float64(amount) * s.Tier.RakePct))
|
||||
if cap := s.Tier.BB * rakeCapBB; rake > cap {
|
||||
rake = cap
|
||||
}
|
||||
if rake > 0 {
|
||||
amount -= rake
|
||||
s.Rake += rake // every chip of it, so the table still balances
|
||||
|
||||
// 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 !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})
|
||||
}
|
||||
}
|
||||
|
||||
share := amount / int64(len(winners))
|
||||
odd := amount % int64(len(winners)) // the odd chip goes to the first seat left of the button
|
||||
for i, w := range winners {
|
||||
won := share
|
||||
if i == 0 {
|
||||
won += odd
|
||||
}
|
||||
s.Seats[w.seat].Stack += won
|
||||
s.Seats[w.seat].Won += won
|
||||
*evs = append(*evs, Event{Kind: "win", Seat: w.seat, Amount: won, Text: w.desc})
|
||||
}
|
||||
}
|
||||
|
||||
// takeit ends a hand nobody contested: everyone else folded, so the last player
|
||||
// standing takes the pot without showing. Their own uncalled bet comes back
|
||||
// first — it was never called, so it was never really in the pot.
|
||||
func (s *State) takeit(evs *[]Event) {
|
||||
s.uncalled(evs)
|
||||
s.collect()
|
||||
*evs = append(*evs, Event{Kind: "pot", Seat: -1, Amount: s.Total()})
|
||||
|
||||
winner := -1
|
||||
for i := range s.Seats {
|
||||
if s.Seats[i].State != Folded && s.Seats[i].State != Out {
|
||||
winner = i
|
||||
break
|
||||
}
|
||||
}
|
||||
if winner < 0 {
|
||||
s.endHand(evs)
|
||||
return
|
||||
}
|
||||
|
||||
// There are never side pots here: they are only cut once the betting is over
|
||||
// because everybody is all-in, and a table where everybody is all-in is a table
|
||||
// where nobody is left to fold.
|
||||
pot := Pot{Amount: s.Pot, Eligible: []int{winner}}
|
||||
s.Pot = 0
|
||||
s.payPot(pot, []ranked{{seat: winner, rank: 0}}, evs)
|
||||
s.endHand(evs)
|
||||
}
|
||||
|
||||
// uncalled returns the unmatched top of a bet. If you shove 500 into a player
|
||||
// with 200 behind, 300 of that was never contested and comes straight back.
|
||||
//
|
||||
// It must run *before* the bets are swept into the pot, and the matched level it
|
||||
// measures against counts the players who folded. Their chips are in the pot —
|
||||
// they paid to see the bet and then gave up — so the money they put in is money
|
||||
// that called. Miss that and a bet folded to on the river comes back whole,
|
||||
// including the part that was called on the flop, which mints chips out of air.
|
||||
//
|
||||
// The rake is the other reason this matters at all. When everybody folds, the
|
||||
// winner takes the pot back either way and the arithmetic looks the same — but a
|
||||
// pot with an uncalled bet still in it is a pot the house rakes, and it would be
|
||||
// raking the player on their own money that nobody ever contested.
|
||||
func (s *State) uncalled(evs *[]Event) {
|
||||
top, topSeat := int64(-1), -1
|
||||
for i := range s.Seats {
|
||||
p := &s.Seats[i]
|
||||
if p.State == Folded || p.State == Out {
|
||||
continue
|
||||
}
|
||||
if p.Total > top {
|
||||
top, topSeat = p.Total, i
|
||||
}
|
||||
}
|
||||
if topSeat < 0 {
|
||||
return
|
||||
}
|
||||
|
||||
var matched int64 // the most anybody else put in, whether or not they're still in
|
||||
for i := range s.Seats {
|
||||
if i == topSeat || s.Seats[i].State == Out {
|
||||
continue
|
||||
}
|
||||
if s.Seats[i].Total > matched {
|
||||
matched = s.Seats[i].Total
|
||||
}
|
||||
}
|
||||
|
||||
excess := top - matched
|
||||
p := &s.Seats[topSeat]
|
||||
if excess <= 0 || excess > p.Bet {
|
||||
// An uncalled bet is always part of the street it was made on, so it cannot
|
||||
// be bigger than what that seat has in front of them right now.
|
||||
return
|
||||
}
|
||||
|
||||
p.Stack += excess
|
||||
p.Total -= excess
|
||||
p.Bet -= excess
|
||||
if p.State == AllIn && p.Stack > 0 {
|
||||
p.State = Active // they were never really all-in against anybody
|
||||
}
|
||||
*evs = append(*evs, Event{Kind: "uncalled", Seat: topSeat, Amount: excess})
|
||||
}
|
||||
1040
internal/games/holdem/holdem.go
Normal file
1040
internal/games/holdem/holdem.go
Normal file
File diff suppressed because it is too large
Load Diff
818
internal/games/holdem/holdem_test.go
Normal file
818
internal/games/holdem/holdem_test.go
Normal file
@@ -0,0 +1,818 @@
|
||||
package holdem
|
||||
|
||||
import (
|
||||
"math/rand/v2"
|
||||
"testing"
|
||||
|
||||
"pete/internal/games/cards"
|
||||
)
|
||||
|
||||
// The one that matters: no chip is ever created or destroyed.
|
||||
//
|
||||
// Everything else in this package is a rule you could argue about. This is the
|
||||
// one that would lose somebody money. Every chip at the table is in exactly one
|
||||
// place — a stack, a bet in front of a seat, a pot, or the house's rake — and
|
||||
// the only thing that ever adds to the total is a bot reloading. So: play a
|
||||
// hundred sessions of real hands, with the trained bots making real decisions,
|
||||
// and count the chips after every single move.
|
||||
func TestChipsAreConserved(t *testing.T) {
|
||||
for game := 0; game < 100; game++ {
|
||||
rng := rand.New(rand.NewPCG(uint64(game), 99))
|
||||
bots := 1 + game%MaxBots
|
||||
tier := Tiers[game%len(Tiers)]
|
||||
|
||||
s, _, err := New(tier, SoloSeats(tier, bots, tier.MaxBuy), tier.RakePct, uint64(game), 7)
|
||||
if err != nil {
|
||||
t.Fatalf("new table: %v", err)
|
||||
}
|
||||
|
||||
want := chipsAt(s) // what the table started with
|
||||
|
||||
for hand := 0; hand < 8 && s.Phase != PhaseDone; hand++ {
|
||||
var evs []Event
|
||||
s, evs, err = apply(s, Move{Kind: Deal})
|
||||
if err != nil {
|
||||
t.Fatalf("game %d hand %d: deal: %v", game, hand, err)
|
||||
}
|
||||
want += reloaded(evs) // a bot that rebought brought new chips with it
|
||||
check(t, s, want, game, hand, "deal")
|
||||
|
||||
for step := 0; s.Phase == PhaseBetting; step++ {
|
||||
if step > 200 {
|
||||
t.Fatalf("game %d hand %d: the hand will not end", game, hand)
|
||||
}
|
||||
s, _, err = apply(s, randomMove(s, rng))
|
||||
if err != nil {
|
||||
t.Fatalf("game %d hand %d: %v", game, hand, err)
|
||||
}
|
||||
check(t, s, want, game, hand, "move")
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// chipsAt totals every chip the table can see, plus every one the house has
|
||||
// already taken out of it.
|
||||
func chipsAt(s State) int64 {
|
||||
total := s.Rake + s.Pot
|
||||
for _, p := range s.Seats {
|
||||
total += p.Stack + p.Bet
|
||||
}
|
||||
for _, pot := range s.Side {
|
||||
total += pot.Amount
|
||||
}
|
||||
return total
|
||||
}
|
||||
|
||||
// reloaded is what the bots brought back to the table on this deal. It is the
|
||||
// only thing in the game that is allowed to make chips out of nothing, which is
|
||||
// exactly why the test has to know about it and nothing else does.
|
||||
func reloaded(evs []Event) int64 {
|
||||
var n int64
|
||||
for _, e := range evs {
|
||||
if e.Kind == "rebuy" {
|
||||
n += e.Amount
|
||||
}
|
||||
}
|
||||
return n
|
||||
}
|
||||
|
||||
func check(t *testing.T, s State, want int64, game, hand int, when string) {
|
||||
t.Helper()
|
||||
if got := chipsAt(s); got != want {
|
||||
t.Fatalf("game %d hand %d, after %s: %d chips on the table, want %d "+
|
||||
"(pot %d, rake %d, stacks %v)", game, hand, when, got, want, s.Pot, s.Rake, stacks(s))
|
||||
}
|
||||
for i, p := range s.Seats {
|
||||
if p.Stack < 0 {
|
||||
t.Fatalf("game %d hand %d: seat %d has a negative stack (%d)", game, hand, i, p.Stack)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func stacks(s State) []int64 {
|
||||
out := make([]int64, len(s.Seats))
|
||||
for i, p := range s.Seats {
|
||||
out[i] = p.Stack
|
||||
}
|
||||
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.
|
||||
func randomMove(s State, rng *rand.Rand) Move {
|
||||
owed := s.Owed(You)
|
||||
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[You].Stack > owed && s.canBet() {
|
||||
legal = append(legal, Move{Kind: Shove})
|
||||
if to := s.MinRaiseTo(You); to < s.MaxRaiseTo(You) {
|
||||
legal = append(legal, Move{Kind: Raise, To: to})
|
||||
}
|
||||
}
|
||||
return legal[rng.IntN(len(legal))]
|
||||
}
|
||||
|
||||
// ---- the rules a poker player would notice were wrong -----------------------
|
||||
|
||||
func TestHeadsUpButtonIsTheSmallBlindAndActsFirst(t *testing.T) {
|
||||
s := table(t, Tiers[0], 1, 200)
|
||||
s, evs, err := apply(s, Move{Kind: Deal})
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
|
||||
// The button posted the small blind, not the big one.
|
||||
var small, big int
|
||||
for _, e := range evs {
|
||||
if e.Kind == "blind" && e.Text == "small" {
|
||||
small = e.Seat
|
||||
}
|
||||
if e.Kind == "blind" && e.Text == "big" {
|
||||
big = e.Seat
|
||||
}
|
||||
}
|
||||
if small != s.Button {
|
||||
t.Errorf("heads-up: seat %d posted the small blind, but the button is seat %d", small, s.Button)
|
||||
}
|
||||
if big == s.Button {
|
||||
t.Error("heads-up: the button posted the big blind too")
|
||||
}
|
||||
// And it is the first to act before the flop. (If the button is a bot it has
|
||||
// already acted, so what we can check is that the player didn't get skipped.)
|
||||
if s.Phase != PhaseBetting {
|
||||
t.Fatalf("phase %q: the hand should be waiting on somebody", s.Phase)
|
||||
}
|
||||
}
|
||||
|
||||
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, _, _ = 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, _, _ = apply(s, Move{Kind: Deal})
|
||||
}
|
||||
if s.Position(You) != "BB" {
|
||||
t.Skip("never dealt the big blind")
|
||||
}
|
||||
if s.Phase != PhaseBetting {
|
||||
return // the bot folded or raised; either way the option isn't the question
|
||||
}
|
||||
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 := apply(s, Move{Kind: Check}); err != nil {
|
||||
t.Errorf("the big blind cannot check their option: %v", err)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func TestAShortAllInDoesNotReopenTheBetting(t *testing.T) {
|
||||
s := State{
|
||||
Tier: Tiers[1], // 5/10
|
||||
Seats: []Seat{{Name: "You", Stack: 1000}, {Name: "Bot", Bot: true, Stack: 1000}},
|
||||
Bet: 100,
|
||||
MinRaise: 100, // a full raise would be to 200
|
||||
Aggressor: You,
|
||||
Phase: PhaseBetting,
|
||||
}
|
||||
s.Seats[You].Bet = 100
|
||||
s.Seats[1].Bet = 0
|
||||
s.Seats[1].Stack = 150 // can only get to 150, which is a raise of 50: not a full one
|
||||
|
||||
var evs []Event
|
||||
if err := s.allin(1, &evs); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if s.Bet != 150 {
|
||||
t.Errorf("the bet to call is %d, want 150", s.Bet)
|
||||
}
|
||||
if s.MinRaise != 100 {
|
||||
t.Errorf("min raise moved to %d — a short all-in must not change it", s.MinRaise)
|
||||
}
|
||||
if s.Aggressor != You {
|
||||
t.Errorf("the aggressor moved to seat %d — a short all-in must not reopen the action", s.Aggressor)
|
||||
}
|
||||
}
|
||||
|
||||
func TestSidePotsPayInLayers(t *testing.T) {
|
||||
// Three players all-in for different amounts. The short stack can only win
|
||||
// what everyone could have lost to them.
|
||||
s := State{
|
||||
Tier: Tiers[1],
|
||||
Seats: []Seat{{Name: "You"}, {Name: "A", Bot: true}, {Name: "B", Bot: true}},
|
||||
}
|
||||
s.Seats[0].Total, s.Seats[0].State = 100, AllIn // short
|
||||
s.Seats[1].Total, s.Seats[1].State = 500, AllIn // middle
|
||||
s.Seats[2].Total, s.Seats[2].State = 500, AllIn // covers
|
||||
|
||||
s.sidePots()
|
||||
|
||||
if len(s.Side) != 2 {
|
||||
t.Fatalf("got %d pots, want 2: %+v", len(s.Side), s.Side)
|
||||
}
|
||||
main, side := s.Side[0], s.Side[1]
|
||||
if main.Amount != 300 { // 100 from each of the three
|
||||
t.Errorf("main pot is %d, want 300", main.Amount)
|
||||
}
|
||||
if len(main.Eligible) != 3 {
|
||||
t.Errorf("main pot has %d eligible, want all 3", len(main.Eligible))
|
||||
}
|
||||
if side.Amount != 800 { // 400 more from each of the two who had it
|
||||
t.Errorf("side pot is %d, want 800", side.Amount)
|
||||
}
|
||||
if len(side.Eligible) != 2 {
|
||||
t.Errorf("side pot has %d eligible, want 2 — the short stack cannot win it", len(side.Eligible))
|
||||
}
|
||||
if total := main.Amount + side.Amount; total != 1100 {
|
||||
t.Errorf("the pots hold %d, but %d went in", total, 1100)
|
||||
}
|
||||
}
|
||||
|
||||
// A covered all-in player can only ever win what they matched, and the hand does
|
||||
// not have to end in a run-out for that to be true.
|
||||
//
|
||||
// This one got through everything. The side pots were only ever cut in runout(),
|
||||
// which happens when the betting stops because *nobody* can bet — so a short stack
|
||||
// who shoves and gets called by two players who still have chips behind, and who
|
||||
// then keep betting past them all the way to the river, reached a showdown with the
|
||||
// pots never cut. One pot, everybody eligible, and the short stack takes the lot.
|
||||
//
|
||||
// Chip conservation never saw it: the chips balance perfectly, they just land in
|
||||
// the wrong seat. And every browser session went through runout(), because the
|
||||
// player shoving is what ends the betting. It took reading the code.
|
||||
func TestACoveredAllInCannotWinTheSidePot(t *testing.T) {
|
||||
c := func(r cards.Rank, s cards.Suit) cards.Card { return cards.Card{Rank: r, Suit: s} }
|
||||
|
||||
s := State{
|
||||
Tier: Tiers[1],
|
||||
Phase: PhaseBetting,
|
||||
Street: River,
|
||||
Community: []cards.Card{
|
||||
c(2, cards.Clubs), c(7, cards.Diamonds), c(9, cards.Spades),
|
||||
c(cards.Jack, cards.Hearts), c(4, cards.Clubs),
|
||||
},
|
||||
Seats: []Seat{
|
||||
{Name: "You", Stack: 500, Hole: [2]cards.Card{c(3, cards.Clubs), c(5, cards.Diamonds)}},
|
||||
// All-in for 100, and holding the best hand at the table.
|
||||
{Name: "Short", Bot: true, Hole: [2]cards.Card{c(cards.Ace, cards.Clubs), c(cards.Ace, cards.Diamonds)}},
|
||||
{Name: "Deep", Bot: true, Stack: 500, Hole: [2]cards.Card{c(cards.King, cards.Clubs), c(cards.Queen, cards.Diamonds)}},
|
||||
},
|
||||
}
|
||||
s.Seats[0].Total, s.Seats[0].State = 500, Active
|
||||
s.Seats[1].Total, s.Seats[1].State = 100, AllIn
|
||||
s.Seats[2].Total, s.Seats[2].State = 500, Active
|
||||
s.Pot = 1100 // 100 + 500 + 500
|
||||
|
||||
var evs []Event
|
||||
s.showdown(&evs)
|
||||
|
||||
// The main pot is 100 from each of the three. The other 800 is between the two
|
||||
// who were still betting, and the short stack cannot touch it.
|
||||
if s.Seats[1].Won != 300 {
|
||||
t.Errorf("all-in for 100 against two players, and won %d — the most that can ever "+
|
||||
"be won is the 300 main pot. The side pot was not cut.", s.Seats[1].Won)
|
||||
}
|
||||
if s.Seats[0].Won+s.Seats[2].Won != 800 {
|
||||
t.Errorf("the 800 side pot paid out %d between the two players who were "+
|
||||
"actually contesting it", s.Seats[0].Won+s.Seats[2].Won)
|
||||
}
|
||||
}
|
||||
|
||||
func TestFoldedChipsStayInThePotButWinNothing(t *testing.T) {
|
||||
s := State{
|
||||
Tier: Tiers[1],
|
||||
Seats: []Seat{{Name: "You"}, {Name: "A", Bot: true}, {Name: "B", Bot: true}},
|
||||
}
|
||||
s.Seats[0].Total, s.Seats[0].State = 200, AllIn
|
||||
s.Seats[1].Total, s.Seats[1].State = 50, Folded // called 50 and gave up
|
||||
s.Seats[2].Total, s.Seats[2].State = 200, AllIn
|
||||
|
||||
s.sidePots()
|
||||
|
||||
var total int64
|
||||
for _, p := range s.Side {
|
||||
total += p.Amount
|
||||
for _, seat := range p.Eligible {
|
||||
if seat == 1 {
|
||||
t.Error("a folded seat is eligible to win a pot")
|
||||
}
|
||||
}
|
||||
}
|
||||
if total != 450 {
|
||||
t.Errorf("the pots hold %d, want 450 — the folder's 50 has to still be in there", total)
|
||||
}
|
||||
}
|
||||
|
||||
func TestAnUncalledBetComesBack(t *testing.T) {
|
||||
s := State{
|
||||
Tier: Tiers[1],
|
||||
Seats: []Seat{{Name: "You", Stack: 0}, {Name: "A", Bot: true}},
|
||||
}
|
||||
s.Seats[0].Total, s.Seats[0].Bet, s.Seats[0].State = 500, 500, AllIn
|
||||
s.Seats[1].Total, s.Seats[1].State = 200, Folded
|
||||
|
||||
var evs []Event
|
||||
s.uncalled(&evs)
|
||||
|
||||
if s.Seats[You].Stack != 300 {
|
||||
t.Errorf("got %d back, want the 300 nobody called", s.Seats[You].Stack)
|
||||
}
|
||||
if s.Seats[You].Total != 200 {
|
||||
t.Errorf("still committed for %d, want 200 — the rest was never in the pot", s.Seats[You].Total)
|
||||
}
|
||||
if s.Seats[You].State != Active {
|
||||
t.Error("still marked all-in for chips that came back")
|
||||
}
|
||||
}
|
||||
|
||||
// ---- the rake --------------------------------------------------------------
|
||||
|
||||
func TestNoFlopNoDrop(t *testing.T) {
|
||||
s := State{Tier: Tiers[1], Flopped: false, Seats: []Seat{{Name: "You"}, {Name: "A", Bot: true}}}
|
||||
var evs []Event
|
||||
s.payPot(Pot{Amount: 1000, Eligible: []int{You}}, []ranked{{seat: You}}, &evs)
|
||||
|
||||
if s.Rake != 0 {
|
||||
t.Errorf("raked %d off a pot that never saw a flop", s.Rake)
|
||||
}
|
||||
if s.Seats[You].Stack != 1000 {
|
||||
t.Errorf("paid %d of a 1000 pot", s.Seats[You].Stack)
|
||||
}
|
||||
}
|
||||
|
||||
func TestTheRakeIsCapped(t *testing.T) {
|
||||
s := State{Tier: Tiers[1], Flopped: true, Seats: []Seat{{Name: "You"}, {Name: "A", Bot: true}}}
|
||||
var evs []Event
|
||||
// 5% of 10,000 is 500, but the cap is three big blinds — 30 at 5/10.
|
||||
s.payPot(Pot{Amount: 10000, Eligible: []int{You}}, []ranked{{seat: You}}, &evs)
|
||||
|
||||
want := s.Tier.BB * rakeCapBB
|
||||
if s.Rake != want {
|
||||
t.Errorf("raked %d, want the %d cap", s.Rake, want)
|
||||
}
|
||||
if s.Seats[You].Stack != 10000-want {
|
||||
t.Errorf("paid %d, want %d", s.Seats[You].Stack, 10000-want)
|
||||
}
|
||||
}
|
||||
|
||||
func TestTheRakeIsFivePercentUnderTheCap(t *testing.T) {
|
||||
s := State{Tier: Tiers[0], Flopped: true, Seats: []Seat{{Name: "You"}, {Name: "A", Bot: true}}}
|
||||
var evs []Event
|
||||
s.payPot(Pot{Amount: 100, Eligible: []int{You}}, []ranked{{seat: You}}, &evs) // cap is 6 at 1/2
|
||||
|
||||
if s.Rake != 5 {
|
||||
t.Errorf("raked %d off a 100 pot, want 5", s.Rake)
|
||||
}
|
||||
if s.Seats[You].Stack != 95 {
|
||||
t.Errorf("paid %d, want 95", s.Seats[You].Stack)
|
||||
}
|
||||
}
|
||||
|
||||
// The rake has to survive the wiring, not only the arithmetic.
|
||||
//
|
||||
// This is the test that was missing, and a browser found what it would have
|
||||
// found: New() overwrites the tier's rake with the one the casino hands it, and
|
||||
// the casino hands it a *fraction* (blackjack's 0.05). The tier declared 5,
|
||||
// meaning percent. Every other rake test builds a State by hand and sets the tier
|
||||
// itself, so not one of them ever saw the number a real table runs on — and the
|
||||
// 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, SoloSeats(tier, 1, tier.MaxBuy), 0.05, 1, 2)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
s.Flopped = true
|
||||
|
||||
var evs []Event
|
||||
s.payPot(Pot{Amount: 400, Eligible: []int{You}}, []ranked{{seat: You}}, &evs)
|
||||
|
||||
if s.Rake != 20 {
|
||||
t.Fatalf("the house took %d of a 400 pot, want 20 — five percent of it. "+
|
||||
"RakePct is a fraction (0.05), not a percentage (5): see the note on Tiers.", s.Rake)
|
||||
}
|
||||
if !has(evs, "rake") {
|
||||
t.Error("the rake was taken with no event to say so, so the felt cannot show it")
|
||||
}
|
||||
}
|
||||
|
||||
// The house only makes money off you. A pot a bot wins is raked — that is what a
|
||||
// pot is — but the chips it comes out of are not real, so it has cost you nothing
|
||||
// and the number the felt quotes you must not move.
|
||||
func TestYouOnlyPayRakeOnPotsYouWin(t *testing.T) {
|
||||
s := State{Tier: Tiers[1], Flopped: true,
|
||||
Seats: []Seat{{Name: "You"}, {Name: "Dice", Bot: true}}}
|
||||
var evs []Event
|
||||
|
||||
// A bot takes it.
|
||||
s.payPot(Pot{Amount: 400, Eligible: []int{1}}, []ranked{{seat: 1}}, &evs)
|
||||
if s.Paid != 0 {
|
||||
t.Errorf("you paid %d in rake on a pot a bot won", s.Paid)
|
||||
}
|
||||
if s.Rake != 20 {
|
||||
t.Errorf("the table lifted %d off that pot, want 20 — the chips have to balance "+
|
||||
"whoever won it", s.Rake)
|
||||
}
|
||||
|
||||
// Now you take one.
|
||||
s.payPot(Pot{Amount: 400, Eligible: []int{You}}, []ranked{{seat: You}}, &evs)
|
||||
if s.Paid != 20 {
|
||||
t.Errorf("you paid %d in rake on a 400 pot you won, want 20", s.Paid)
|
||||
}
|
||||
if s.Rake != 40 {
|
||||
t.Errorf("the table has lifted %d in total, want 40", s.Rake)
|
||||
}
|
||||
|
||||
// And a chop costs you half of it.
|
||||
s.Paid, s.Rake = 0, 0
|
||||
s.payPot(Pot{Amount: 400, Eligible: []int{0, 1}},
|
||||
[]ranked{{seat: 0, rank: 9}, {seat: 1, rank: 9}}, &evs)
|
||||
if s.Paid != 10 {
|
||||
t.Errorf("you paid %d in rake on a chopped pot, want 10 — half the rake, "+
|
||||
"because you won half the pot", s.Paid)
|
||||
}
|
||||
}
|
||||
|
||||
// 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
|
||||
// Same rank: they chop. The odd chip goes to one of them, not into the air.
|
||||
s.payPot(Pot{Amount: 101, Eligible: []int{0, 1}},
|
||||
[]ranked{{seat: 0, rank: 500}, {seat: 1, rank: 500}}, &evs)
|
||||
|
||||
if got := s.Seats[0].Stack + s.Seats[1].Stack; got != 101 {
|
||||
t.Errorf("paid out %d of a 101 pot", got)
|
||||
}
|
||||
if s.Seats[0].Stack != 51 || s.Seats[1].Stack != 50 {
|
||||
t.Errorf("split %d/%d, want 51/50", s.Seats[0].Stack, s.Seats[1].Stack)
|
||||
}
|
||||
}
|
||||
|
||||
// ---- the session -----------------------------------------------------------
|
||||
|
||||
func TestYouCannotWalkOutOfALiveHand(t *testing.T) {
|
||||
s := table(t, Tiers[0], 2, 200)
|
||||
s, _, _ = apply(s, Move{Kind: Deal})
|
||||
if s.Phase != PhaseBetting {
|
||||
t.Skip("the hand ended before the player could act")
|
||||
}
|
||||
if _, _, err := apply(s, Move{Kind: Leave}); err != ErrHandLive {
|
||||
t.Errorf("leaving mid-hand gave %v, want ErrHandLive", err)
|
||||
}
|
||||
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, _, _ = apply(s, Move{Kind: Deal})
|
||||
s = playOut(t, s)
|
||||
|
||||
stack := s.Seats[You].Stack
|
||||
s, _, err := apply(s, Move{Kind: Leave})
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if s.Phase != PhaseDone {
|
||||
t.Errorf("phase %q after leaving, want done", s.Phase)
|
||||
}
|
||||
if s.Payout != stack {
|
||||
t.Errorf("payout %d, want the %d that was in front of us", s.Payout, stack)
|
||||
}
|
||||
if _, _, err := apply(s, Move{Kind: Deal}); err != ErrOver {
|
||||
t.Errorf("dealt a hand at a table we got up from: %v", err)
|
||||
}
|
||||
}
|
||||
|
||||
func TestBustingEndsTheSession(t *testing.T) {
|
||||
s := table(t, Tiers[0], 1, 200)
|
||||
s.Seats[You].Stack = 0
|
||||
var evs []Event
|
||||
s.endHand(&evs)
|
||||
|
||||
if s.Phase != PhaseDone {
|
||||
t.Errorf("phase %q with no chips left, want done", s.Phase)
|
||||
}
|
||||
if s.Payout != 0 {
|
||||
t.Errorf("payout %d for a busted player", s.Payout)
|
||||
}
|
||||
if !has(evs, "bust") {
|
||||
t.Error("no bust event")
|
||||
}
|
||||
}
|
||||
|
||||
func TestATopUpCannotGoOverTheTableMax(t *testing.T) {
|
||||
s := table(t, Tiers[0], 1, 200) // max buy is 200, and we're at it
|
||||
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 := apply(s, Move{Kind: TopUp, Amount: 50})
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if s.Seats[You].Stack != 150 {
|
||||
t.Errorf("stack is %d, want 150", s.Seats[You].Stack)
|
||||
}
|
||||
if s.BoughtIn != 150 {
|
||||
t.Errorf("bought in for %d, want 150 — the top-up is real money too", s.BoughtIn)
|
||||
}
|
||||
}
|
||||
|
||||
func TestABuyInHasToBeInRange(t *testing.T) {
|
||||
tier := Tiers[0]
|
||||
for _, amount := range []int64{0, tier.MinBuy - 1, tier.MaxBuy + 1} {
|
||||
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 raw script carries ------------------------------------------
|
||||
|
||||
// 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)
|
||||
}
|
||||
|
||||
holes := map[int][]cards.Card{}
|
||||
for _, e := range evs {
|
||||
if e.Kind == "hole" {
|
||||
holes[e.Seat] = e.Cards
|
||||
}
|
||||
}
|
||||
for i := range s.Seats {
|
||||
if s.Seats[i].State == Out {
|
||||
continue
|
||||
}
|
||||
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)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ---- hand strength ---------------------------------------------------------
|
||||
|
||||
func TestTheEvaluatorKnowsWhichHandIsBetter(t *testing.T) {
|
||||
board := []cards.Card{
|
||||
{Rank: 10, Suit: cards.Hearts}, {Rank: cards.Jack, Suit: cards.Hearts},
|
||||
{Rank: cards.Queen, Suit: cards.Hearts}, {Rank: 2, Suit: cards.Spades},
|
||||
{Rank: 7, Suit: cards.Clubs},
|
||||
}
|
||||
flush, _ := rankOf([2]cards.Card{{Rank: 3, Suit: cards.Hearts}, {Rank: 5, Suit: cards.Hearts}}, board)
|
||||
straight, _ := rankOf([2]cards.Card{{Rank: cards.King, Suit: cards.Spades}, {Rank: cards.Ace, Suit: cards.Clubs}}, board)
|
||||
royal, _ := rankOf([2]cards.Card{{Rank: cards.King, Suit: cards.Hearts}, {Rank: cards.Ace, Suit: cards.Hearts}}, board)
|
||||
pair, _ := rankOf([2]cards.Card{{Rank: 7, Suit: cards.Spades}, {Rank: 4, Suit: cards.Diamonds}}, board)
|
||||
|
||||
if !(royal < flush && flush < straight && straight < pair) {
|
||||
t.Errorf("hands rank royal=%d flush=%d straight=%d pair=%d — lower must be better, in that order",
|
||||
royal, flush, straight, pair)
|
||||
}
|
||||
}
|
||||
|
||||
func TestEquityKnowsAcesAreGood(t *testing.T) {
|
||||
rng := rand.New(rand.NewPCG(1, 1))
|
||||
aces := equityOf([2]cards.Card{{Rank: cards.Ace, Suit: cards.Spades}, {Rank: cards.Ace, Suit: cards.Hearts}}, nil, 1, 2000, rng)
|
||||
rags := equityOf([2]cards.Card{{Rank: 7, Suit: cards.Spades}, {Rank: 2, Suit: cards.Hearts}}, nil, 1, 2000, rng)
|
||||
|
||||
if aces.Strength() < 0.8 {
|
||||
t.Errorf("pocket aces are worth %.2f heads-up, want about 0.85", aces.Strength())
|
||||
}
|
||||
if rags.Strength() > 0.4 {
|
||||
t.Errorf("seven-deuce is worth %.2f heads-up, want about 0.35", rags.Strength())
|
||||
}
|
||||
if aces.Strength() <= rags.Strength() {
|
||||
t.Error("seven-deuce is not better than pocket aces")
|
||||
}
|
||||
}
|
||||
|
||||
// The policy loads, and every node in it is a probability distribution.
|
||||
func TestThePolicyLoads(t *testing.T) {
|
||||
p := loadPolicy()
|
||||
if len(p) < 1000 {
|
||||
t.Fatalf("the CFR policy has %d nodes in it — it did not load, or it was never trained", len(p))
|
||||
}
|
||||
for key, probs := range p {
|
||||
var sum float64
|
||||
for _, v := range probs {
|
||||
if v < 0 {
|
||||
t.Fatalf("%s: a negative probability (%v)", key, probs)
|
||||
}
|
||||
sum += v
|
||||
}
|
||||
if sum < 0.99 || sum > 1.01 {
|
||||
t.Fatalf("%s: the probabilities sum to %v, not 1", key, sum)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// TestTheBotsAreActuallyTrained is the test this game most needed and did not
|
||||
// have.
|
||||
//
|
||||
// A bot that cannot find itself in the policy does not fail. It shrugs, plays the
|
||||
// pot-odds rule, and looks exactly like a bot that is working — which is how
|
||||
// gogobee shipped a trained poker AI whose policy was *never read once* for the
|
||||
// entire life of the game. The trainer wrote its keys under IP/OOP and the table
|
||||
// looked them up under BTN/SB/BB, and there was nothing anywhere that would have
|
||||
// said so.
|
||||
//
|
||||
// So: deal real hands, let the bots think, and count how often the thinking lands
|
||||
// in the table. Heads-up is the number that has to hold — that is what the policy
|
||||
// was trained on. A six-handed table is a documented approximation of it and
|
||||
// drops off as seats are added, which is why this only asserts on the duel.
|
||||
func TestTheBotsAreActuallyTrained(t *testing.T) {
|
||||
hits.Store(0)
|
||||
misses.Store(0)
|
||||
|
||||
rng := rand.New(rand.NewPCG(11, 12))
|
||||
for game := 0; game < 40; game++ {
|
||||
tier := Tiers[1]
|
||||
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 = apply(s, Move{Kind: Deal})
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
for s.Phase == PhaseBetting {
|
||||
s, _, err = apply(s, randomMove(s, rng))
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
h, m := hits.Load(), misses.Load()
|
||||
if h+m < 100 {
|
||||
t.Fatalf("the bots only made %d decisions — this test isn't measuring anything", h+m)
|
||||
}
|
||||
rate := float64(h) / float64(h+m)
|
||||
if rate < 0.6 {
|
||||
t.Fatalf("heads-up, the bots found themselves in the trained policy %.0f%% of the time "+
|
||||
"(%d of %d decisions). They are playing the pot-odds fallback, which means the key the "+
|
||||
"trainer writes and the key the table reads have drifted apart. See infoSet.",
|
||||
rate*100, h, h+m)
|
||||
}
|
||||
t.Logf("heads-up policy hit rate: %.0f%% (%d of %d decisions)", rate*100, h, h+m)
|
||||
}
|
||||
|
||||
// ---- helpers ---------------------------------------------------------------
|
||||
|
||||
func table(t *testing.T, tier Tier, bots int, buyIn int64) State {
|
||||
t.Helper()
|
||||
s, _, err := New(tier, SoloSeats(tier, bots, buyIn), tier.RakePct, 1, 2)
|
||||
if err != nil {
|
||||
t.Fatalf("new table: %v", err)
|
||||
}
|
||||
return s
|
||||
}
|
||||
|
||||
// playOut folds every decision until the hand is over.
|
||||
func playOut(t *testing.T, s State) State {
|
||||
t.Helper()
|
||||
for i := 0; s.Phase == PhaseBetting; i++ {
|
||||
if i > 100 {
|
||||
t.Fatal("the hand will not end")
|
||||
}
|
||||
move := Move{Kind: Fold}
|
||||
if s.Owed(You) == 0 {
|
||||
move = Move{Kind: Check}
|
||||
}
|
||||
var err error
|
||||
s, _, err = apply(s, move)
|
||||
if err != nil {
|
||||
t.Fatalf("playing out: %v", err)
|
||||
}
|
||||
}
|
||||
return s
|
||||
}
|
||||
|
||||
func has(evs []Event, kind string) bool {
|
||||
for _, e := range evs {
|
||||
if e.Kind == kind {
|
||||
return true
|
||||
}
|
||||
}
|
||||
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)
|
||||
}
|
||||
}
|
||||
BIN
internal/games/holdem/policy.gob
Normal file
BIN
internal/games/holdem/policy.gob
Normal file
Binary file not shown.
431
internal/games/holdem/train.go
Normal file
431
internal/games/holdem/train.go
Normal file
@@ -0,0 +1,431 @@
|
||||
package holdem
|
||||
|
||||
import (
|
||||
"bytes"
|
||||
"encoding/gob"
|
||||
"fmt"
|
||||
"io"
|
||||
"math/rand/v2"
|
||||
"sync"
|
||||
|
||||
"pete/internal/games/cards"
|
||||
)
|
||||
|
||||
// The trainer.
|
||||
//
|
||||
// This is counterfactual regret minimisation, and what it produces is policy.gob
|
||||
// — the table the bots read at the table. It is not on any request path; it runs
|
||||
// from cmd/holdem-train, for half an hour, and then it is a file.
|
||||
//
|
||||
// The one thing worth understanding about it: **it plays the real game.** Every
|
||||
// move it explores goes through Step, which is the same reducer the felt calls,
|
||||
// so the blinds, the min-raise, the street completion and the money are the ones
|
||||
// a player will actually meet. Its info-set key comes out of State.spot, which is
|
||||
// the same function the bots look themselves up with.
|
||||
//
|
||||
// That is not tidiness, it is the whole lesson of the policy this replaces. That
|
||||
// one was trained against a hand-written model of poker sitting beside the real
|
||||
// engine — a model where a call always ended the street, the big blind had no
|
||||
// option, and the payoff was half the pot no matter who had put what in. Then it
|
||||
// was looked up under a key the trainer never wrote. The result was a 3.4MB file
|
||||
// that had never once been read, and nobody could tell, because a policy miss is
|
||||
// not an error. It just quietly isn't there.
|
||||
//
|
||||
// So: one engine, one key function, and a test that fails if the bots stop
|
||||
// finding themselves in the table.
|
||||
|
||||
// How much of the game tree to explore. Two raises a street keeps the tree small
|
||||
// enough to converge; a third barely changes how anybody plays and multiplies the
|
||||
// nodes.
|
||||
const (
|
||||
maxRaisesPerStreet = 2
|
||||
maxDepth = 40
|
||||
trainMCIters = 60 // noisy, but it is only picking a bucket
|
||||
)
|
||||
|
||||
// regrets is what CFR accumulates: how much better each action would have been.
|
||||
type regrets map[string]*[numActions]float64
|
||||
|
||||
// Trained is the file the bots read.
|
||||
type Trained struct {
|
||||
Strategy map[string][numActions]float64
|
||||
Meta TrainMeta
|
||||
}
|
||||
|
||||
// TrainMeta is what the policy can say about itself. Worth having: a policy is
|
||||
// otherwise an opaque three megabytes and there is no way to tell a good one from
|
||||
// a stale one by looking.
|
||||
type TrainMeta struct {
|
||||
Iterations int
|
||||
Stakes string
|
||||
Depths string
|
||||
Nodes int
|
||||
}
|
||||
|
||||
// ---- preflop, measured once ------------------------------------------------
|
||||
|
||||
var (
|
||||
preflopOnce sync.Once
|
||||
preflopTable [13][13]Equity // [hi][lo] offsuit, [lo][hi] suited, diagonal pairs
|
||||
)
|
||||
|
||||
// preflopEquity is the equity of a starting hand heads-up. There are only 169
|
||||
// hands that differ from each other, so they are measured properly, once, and
|
||||
// then it is a lookup — which matters twice: it takes the noise out of a bucket
|
||||
// boundary, and the trainer visits preflop on every single iteration.
|
||||
func preflopEquity(hole [2]cards.Card) Equity {
|
||||
preflopOnce.Do(func() {
|
||||
rng := cards.NewRNG(20260714, 1)
|
||||
for a := cards.Ace; a <= cards.King; a++ {
|
||||
for b := a; b <= cards.King; b++ {
|
||||
lo, hi := rankIdx(a), rankIdx(b)
|
||||
|
||||
// Suited, and the pairs (which can only be offsuit) on the diagonal.
|
||||
s1 := cards.Card{Rank: a, Suit: cards.Spades}
|
||||
s2 := cards.Card{Rank: b, Suit: cards.Spades}
|
||||
if a == b {
|
||||
s2.Suit = cards.Hearts
|
||||
}
|
||||
preflopTable[lo][hi] = equityOf([2]cards.Card{s1, s2}, nil, 1, 10000, rng)
|
||||
|
||||
if a != b {
|
||||
o2 := cards.Card{Rank: b, Suit: cards.Hearts}
|
||||
preflopTable[hi][lo] = equityOf([2]cards.Card{s1, o2}, nil, 1, 10000, rng)
|
||||
}
|
||||
}
|
||||
}
|
||||
})
|
||||
|
||||
lo, hi := rankIdx(hole[0].Rank), rankIdx(hole[1].Rank)
|
||||
if lo > hi {
|
||||
lo, hi = hi, lo
|
||||
}
|
||||
if hole[0].Suit == hole[1].Suit {
|
||||
return preflopTable[lo][hi] // suited, and the pairs sit here too
|
||||
}
|
||||
if lo == hi {
|
||||
return preflopTable[lo][hi]
|
||||
}
|
||||
return preflopTable[hi][lo] // offsuit
|
||||
}
|
||||
|
||||
// rankIdx maps a rank to 0–12, with the ace high — which is what it is, before
|
||||
// the flop.
|
||||
func rankIdx(r cards.Rank) int {
|
||||
if r == cards.Ace {
|
||||
return 12
|
||||
}
|
||||
return int(r) - 2
|
||||
}
|
||||
|
||||
// ---- the traversal ---------------------------------------------------------
|
||||
|
||||
// Train runs external-sampling MCCFR for n hands and returns the average
|
||||
// strategy. Each worker keeps its own tables and they are summed at the end,
|
||||
// which is what makes this embarrassingly parallel and is the only reason it
|
||||
// finishes in half an hour.
|
||||
func Train(n, workers int, t Tier, minBB, maxBB int64, seed uint64, progress func(done int)) *Trained {
|
||||
if workers < 1 {
|
||||
workers = 1
|
||||
}
|
||||
|
||||
type table struct {
|
||||
reg regrets
|
||||
avg regrets
|
||||
}
|
||||
out := make([]table, workers)
|
||||
|
||||
var wg sync.WaitGroup
|
||||
var done sync.Mutex
|
||||
completed := 0
|
||||
|
||||
for w := 0; w < workers; w++ {
|
||||
wg.Add(1)
|
||||
go func(w int) {
|
||||
defer wg.Done()
|
||||
tr := &trainer{
|
||||
reg: regrets{},
|
||||
avg: regrets{},
|
||||
tier: t,
|
||||
minBB: minBB,
|
||||
maxBB: maxBB,
|
||||
rng: cards.NewRNG(seed, uint64(w)+1),
|
||||
}
|
||||
|
||||
share := n / workers
|
||||
if w < n%workers {
|
||||
share++
|
||||
}
|
||||
for i := 0; i < share; i++ {
|
||||
tr.iterate(uint64(w)<<40 | uint64(i))
|
||||
// i+1, not i: the check fired on the very first pass and credited two
|
||||
// thousand hands before a single one had been walked, which with thirty
|
||||
// workers made the first ETA sixty thousand hands optimistic.
|
||||
if progress != nil && (i+1)%2000 == 0 {
|
||||
done.Lock()
|
||||
completed += 2000
|
||||
c := completed
|
||||
done.Unlock()
|
||||
progress(c)
|
||||
}
|
||||
}
|
||||
out[w] = table{tr.reg, tr.avg}
|
||||
}(w)
|
||||
}
|
||||
wg.Wait()
|
||||
|
||||
// Sum the workers' average-strategy tables, then normalise each node into the
|
||||
// probabilities a bot will actually play.
|
||||
total := regrets{}
|
||||
for _, tab := range out {
|
||||
for key, v := range tab.avg {
|
||||
acc, ok := total[key]
|
||||
if !ok {
|
||||
acc = &[numActions]float64{}
|
||||
total[key] = acc
|
||||
}
|
||||
for i, x := range v {
|
||||
acc[i] += x
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
strategy := make(map[string][numActions]float64, len(total))
|
||||
for key, v := range total {
|
||||
var sum float64
|
||||
for _, x := range v {
|
||||
sum += x
|
||||
}
|
||||
var probs [numActions]float64
|
||||
if sum > 0 {
|
||||
for i, x := range v {
|
||||
probs[i] = x / sum
|
||||
}
|
||||
} else {
|
||||
for i := range probs {
|
||||
probs[i] = 1.0 / numActions
|
||||
}
|
||||
}
|
||||
strategy[key] = probs
|
||||
}
|
||||
|
||||
return &Trained{
|
||||
Strategy: strategy,
|
||||
Meta: TrainMeta{
|
||||
Iterations: n,
|
||||
Stakes: fmt.Sprintf("%d/%d", t.SB, t.BB),
|
||||
Depths: fmt.Sprintf("%d–%d BB", minBB, maxBB),
|
||||
Nodes: len(strategy),
|
||||
},
|
||||
}
|
||||
}
|
||||
|
||||
type trainer struct {
|
||||
reg regrets
|
||||
avg regrets
|
||||
tier Tier
|
||||
minBB int64
|
||||
maxBB int64
|
||||
rng *rand.Rand
|
||||
|
||||
// A hand's equity on a given street depends on the cards and nothing else —
|
||||
// not on how the betting went to get there. The deck is fixed for the whole
|
||||
// iteration, so the flop is the same flop down every branch, and this is
|
||||
// measured once per seat per street instead of once per node.
|
||||
eq [2][4]Equity
|
||||
have [2][4]bool
|
||||
}
|
||||
|
||||
// iterate deals one hand and walks it once for each player.
|
||||
//
|
||||
// The stack depth is drawn fresh every hand, across the whole range the table
|
||||
// allows. This is the fix for the policy that came before: it was trained at ten
|
||||
// big blinds and nothing else, so four out of five spots in a real cash game fell
|
||||
// outside anything it had ever seen. A hand of poker is a different game at 20
|
||||
// big blinds than at 100 — that is most of what makes it a game — and the bots
|
||||
// have to have played both.
|
||||
func (tr *trainer) iterate(id uint64) {
|
||||
depth := tr.minBB
|
||||
if tr.maxBB > tr.minBB {
|
||||
depth += tr.rng.Int64N(tr.maxBB - tr.minBB + 1)
|
||||
}
|
||||
stack := depth * tr.tier.BB
|
||||
|
||||
// No rake while learning. The bots should learn to play poker, not to beat a
|
||||
// fee, and the fee is the house's business.
|
||||
t := tr.tier
|
||||
t.RakePct = 0
|
||||
|
||||
s, err := open(t, stack, stack, id, tr.rng.Uint64())
|
||||
if err != nil {
|
||||
return
|
||||
}
|
||||
start := [2]int64{s.Seats[0].Stack + s.Seats[0].Bet, s.Seats[1].Stack + s.Seats[1].Bet}
|
||||
|
||||
tr.have = [2][4]bool{} // one deal, one set of boards, one set of equities
|
||||
|
||||
for me := 0; me < 2; me++ {
|
||||
tr.walk(s.clone(), me, start, 0)
|
||||
}
|
||||
}
|
||||
|
||||
// equity is the cached measurement for this seat on this street.
|
||||
func (tr *trainer) equity(s State, seat int) Equity {
|
||||
st := s.Street
|
||||
if st > River {
|
||||
st = River
|
||||
}
|
||||
if !tr.have[seat][st] {
|
||||
tr.eq[seat][st] = s.equityFor(seat, trainMCIters, tr.rng)
|
||||
tr.have[seat][st] = true
|
||||
}
|
||||
return tr.eq[seat][st]
|
||||
}
|
||||
|
||||
// walk returns what the hand is worth to `me`, in chips, from here.
|
||||
func (tr *trainer) walk(s State, me int, start [2]int64, depth int) float64 {
|
||||
if s.Phase != PhaseBetting || depth > maxDepth {
|
||||
// The hand is over (or we have gone far enough to call it over). What it was
|
||||
// worth is simply what the player has now against what they sat down with —
|
||||
// the real number, out of the real engine, side pots and all.
|
||||
return float64(s.Seats[me].Stack - start[me])
|
||||
}
|
||||
|
||||
seat := s.ToAct
|
||||
key := s.spotKey(seat, tr.equity(s, seat))
|
||||
|
||||
mask := s.mask(seat)
|
||||
if raises(s.History) >= maxRaisesPerStreet {
|
||||
mask[actRaiseHalf], mask[actRaisePot] = false, false
|
||||
}
|
||||
|
||||
reg := tr.reg[key]
|
||||
if reg == nil {
|
||||
reg = &[numActions]float64{}
|
||||
tr.reg[key] = reg
|
||||
}
|
||||
strat := match(*reg, mask)
|
||||
|
||||
// The opponent's turn: sample one line and follow it. That is the "external
|
||||
// sampling" part, and it is what keeps a hand from costing 5^12 traversals.
|
||||
if seat != me {
|
||||
avg := tr.avg[key]
|
||||
if avg == nil {
|
||||
avg = &[numActions]float64{}
|
||||
tr.avg[key] = avg
|
||||
}
|
||||
for i, p := range strat {
|
||||
avg[i] += p
|
||||
}
|
||||
return tr.walk(tr.play(s, seat, sample(strat, tr.rng)), me, start, depth+1)
|
||||
}
|
||||
|
||||
// Our turn: try everything, and regret what we didn't do.
|
||||
var values [numActions]float64
|
||||
var node float64
|
||||
for a := 0; a < numActions; a++ {
|
||||
if !mask[a] {
|
||||
continue
|
||||
}
|
||||
values[a] = tr.walk(tr.play(s, seat, a), me, start, depth+1)
|
||||
node += strat[a] * values[a]
|
||||
}
|
||||
for a := 0; a < numActions; a++ {
|
||||
if mask[a] {
|
||||
reg[a] += values[a] - node
|
||||
}
|
||||
}
|
||||
return node
|
||||
}
|
||||
|
||||
// play applies one abstract action through the real reducer.
|
||||
func (tr *trainer) play(s State, seat, action int) State {
|
||||
next, _, err := step(s.clone(), s.moveFor(action, seat))
|
||||
if err != nil {
|
||||
// The mask and the rules disagreed, which is a bug in one of them. Fold and
|
||||
// carry on rather than poison the whole run.
|
||||
next, _, err = step(s.clone(), Move{Kind: Fold})
|
||||
if err != nil {
|
||||
return s
|
||||
}
|
||||
}
|
||||
return next
|
||||
}
|
||||
|
||||
// match is regret matching: play each action in proportion to how much you wish
|
||||
// you had played it. An action nobody regrets not taking gets played uniformly.
|
||||
func match(reg [numActions]float64, mask [numActions]bool) [numActions]float64 {
|
||||
var strat [numActions]float64
|
||||
var sum float64
|
||||
for i, r := range reg {
|
||||
if mask[i] && r > 0 {
|
||||
sum += r
|
||||
}
|
||||
}
|
||||
if sum > 0 {
|
||||
for i, r := range reg {
|
||||
if mask[i] && r > 0 {
|
||||
strat[i] = r / sum
|
||||
}
|
||||
}
|
||||
return strat
|
||||
}
|
||||
|
||||
n := 0
|
||||
for _, ok := range mask {
|
||||
if ok {
|
||||
n++
|
||||
}
|
||||
}
|
||||
if n == 0 {
|
||||
strat[actCallCheck] = 1
|
||||
return strat
|
||||
}
|
||||
for i, ok := range mask {
|
||||
if ok {
|
||||
strat[i] = 1 / float64(n)
|
||||
}
|
||||
}
|
||||
return strat
|
||||
}
|
||||
|
||||
func sample(strat [numActions]float64, rng *rand.Rand) int {
|
||||
r := rng.Float64()
|
||||
var sum float64
|
||||
for i, p := range strat {
|
||||
sum += p
|
||||
if r < sum {
|
||||
return i
|
||||
}
|
||||
}
|
||||
return actCallCheck
|
||||
}
|
||||
|
||||
// raises counts the bets and raises on this street, which is what the tree is
|
||||
// capped on.
|
||||
func raises(history string) int {
|
||||
n := 0
|
||||
for _, c := range history {
|
||||
if c == 'r' || c == 'R' {
|
||||
n++
|
||||
}
|
||||
}
|
||||
return n
|
||||
}
|
||||
|
||||
// ---- the file --------------------------------------------------------------
|
||||
|
||||
// Save writes a trained policy.
|
||||
func Save(w io.Writer, t *Trained) error { return gob.NewEncoder(w).Encode(t) }
|
||||
|
||||
// Load reads one. It is only used by the tests — the bots read the embedded copy.
|
||||
func Load(r io.Reader) (*Trained, error) {
|
||||
var t Trained
|
||||
if err := gob.NewDecoder(r).Decode(&t); err != nil {
|
||||
return nil, err
|
||||
}
|
||||
return &t, nil
|
||||
}
|
||||
|
||||
// loadTrained decodes the embedded policy in the new format.
|
||||
func loadTrained(b []byte) (*Trained, error) { return Load(bytes.NewReader(b)) }
|
||||
684
internal/games/klondike/klondike.go
Normal file
684
internal/games/klondike/klondike.go
Normal file
@@ -0,0 +1,684 @@
|
||||
// Package klondike is a pure Klondike solitaire engine, played for chips.
|
||||
//
|
||||
// Same seam as blackjack and hangman: ApplyMove(state, move) (state, events,
|
||||
// error), where an error means the move was illegal and nothing else. The state
|
||||
// is a plain value, so a game survives a redeploy and replays from its seed.
|
||||
//
|
||||
// The casino version is Vegas scoring, which is the only way solitaire has ever
|
||||
// been a gambling game and the only shape that makes sense with money on it.
|
||||
// You do not win or lose the deal. You *buy the deck* for your stake, and every
|
||||
// card you get home to a foundation pays a slice of it back. Fifty-two cards
|
||||
// home pays the tier's full multiple; nothing home pays nothing. You can stop
|
||||
// whenever you like and keep what you have banked, which is what makes a game
|
||||
// that has gone dead a decision rather than a wall.
|
||||
//
|
||||
// There is no undo. The stake is spent the moment the deck is bought, so an undo
|
||||
// would be a way to walk a losing board backwards until it wins.
|
||||
package klondike
|
||||
|
||||
import (
|
||||
"errors"
|
||||
"math"
|
||||
"math/rand/v2"
|
||||
"strconv"
|
||||
"strings"
|
||||
|
||||
"pete/internal/games/cards"
|
||||
)
|
||||
|
||||
// Errors an illegal move can produce.
|
||||
var (
|
||||
ErrGameOver = errors.New("klondike: the game is already over")
|
||||
ErrUnknownMove = errors.New("klondike: unknown move")
|
||||
ErrBadBet = errors.New("klondike: bet must be positive")
|
||||
ErrUnknownTier = errors.New("klondike: no such tier")
|
||||
ErrBadPile = errors.New("klondike: no such pile")
|
||||
ErrEmptyPile = errors.New("klondike: there is nothing there to move")
|
||||
ErrNotASequence = errors.New("klondike: those cards aren't a run you can lift")
|
||||
ErrWontGo = errors.New("klondike: that card doesn't go there")
|
||||
ErrNoDraw = errors.New("klondike: there is nothing left to turn over")
|
||||
ErrNoPasses = errors.New("klondike: you've used your passes through the stock")
|
||||
ErrNothingHome = errors.New("klondike: nothing can go home right now")
|
||||
)
|
||||
|
||||
// Piles is the number of tableau columns. Foundations is one per suit.
|
||||
const (
|
||||
Piles = 7
|
||||
Foundations = 4
|
||||
FullDeck = 52
|
||||
)
|
||||
|
||||
// Tier is a difficulty, chosen with the bet. The two dials are how many cards
|
||||
// the stock turns over at a time and how many times you may go through it —
|
||||
// which between them are the whole difficulty of Klondike. Turning three at a
|
||||
// time hides two of every three cards behind a card you may never reach; a
|
||||
// single pass means the ones you leave behind are gone for good.
|
||||
//
|
||||
// The multiple pays for that. Cutthroat is the cruellest deal in the room and
|
||||
// pays 3.4×, which means you are ahead from sixteen cards home even though most
|
||||
// of those boards never clear.
|
||||
type Tier struct {
|
||||
Slug string `json:"slug"`
|
||||
Name string `json:"name"`
|
||||
Draw int `json:"draw"` // cards turned over per pull on the stock
|
||||
Passes int `json:"passes"` // times through the stock; 0 means unlimited
|
||||
Base float64 `json:"base"` // what a full 52 cards home pays, as a multiple of the stake
|
||||
Blurb string `json:"blurb"`
|
||||
}
|
||||
|
||||
// BreakEven is how many cards have to reach the foundations before the player is
|
||||
// square with the house. It's the number the felt actually quotes, because
|
||||
// "1.4×" tells a player nothing about a game where the multiple is paid per card.
|
||||
func (t Tier) BreakEven() int {
|
||||
if t.Base <= 0 {
|
||||
return FullDeck
|
||||
}
|
||||
n := int(math.Ceil(float64(FullDeck) / t.Base))
|
||||
if n > FullDeck {
|
||||
return FullDeck
|
||||
}
|
||||
return n
|
||||
}
|
||||
|
||||
// Tiers are the three deals.
|
||||
var Tiers = []Tier{
|
||||
{Slug: "patient", Name: "Patient", Draw: 1, Passes: 0, Base: 1.4,
|
||||
Blurb: "One card at a time, through the stock as often as you like."},
|
||||
{Slug: "vegas", Name: "Vegas", Draw: 3, Passes: 3, Base: 2.2,
|
||||
Blurb: "Three at a time, three times round. The house game."},
|
||||
{Slug: "cutthroat", Name: "Cutthroat", Draw: 3, Passes: 1, Base: 3.4,
|
||||
Blurb: "Three at a time, one pass. What you leave behind is gone."},
|
||||
}
|
||||
|
||||
// TierBySlug finds a tier by the name the browser sent.
|
||||
func TierBySlug(slug string) (Tier, error) {
|
||||
for _, t := range Tiers {
|
||||
if t.Slug == slug {
|
||||
return t, nil
|
||||
}
|
||||
}
|
||||
return Tier{}, ErrUnknownTier
|
||||
}
|
||||
|
||||
// Phase is where the game is.
|
||||
type Phase string
|
||||
|
||||
const (
|
||||
PhasePlaying Phase = "playing"
|
||||
PhaseDone Phase = "done"
|
||||
)
|
||||
|
||||
// Outcome is how it ended. Note there is no "lost": a board that goes dead is
|
||||
// cashed, for whatever it made. Solitaire's failure mode is a board you can't
|
||||
// improve, and the honest thing to do with one is pay out what's on it.
|
||||
type Outcome string
|
||||
|
||||
const (
|
||||
OutcomeNone Outcome = ""
|
||||
OutcomeCleared Outcome = "cleared" // all 52 home
|
||||
OutcomeCashed Outcome = "cashed" // the player stopped and took the board
|
||||
)
|
||||
|
||||
// Pile is one tableau column: a face-down stack with a face-up run on top of it.
|
||||
// Down is the part the browser never sees.
|
||||
type Pile struct {
|
||||
Down []cards.Card `json:"down"`
|
||||
Up []cards.Card `json:"up"`
|
||||
}
|
||||
|
||||
// State is one game. The stock and every Down card are in here, which is exactly
|
||||
// why this value never leaves the server.
|
||||
type State struct {
|
||||
Tier Tier `json:"tier"`
|
||||
Stock cards.Deck `json:"stock"`
|
||||
Waste []cards.Card `json:"waste"`
|
||||
Table [Piles]Pile `json:"table"`
|
||||
Found [Foundations][]cards.Card `json:"found"` // indexed by suit
|
||||
Recycles int `json:"recycles"` // times the waste has gone back under
|
||||
Moves int `json:"moves"`
|
||||
RakePct float64 `json:"rake_pct"`
|
||||
|
||||
Bet int64 `json:"bet"`
|
||||
Phase Phase `json:"phase"`
|
||||
Outcome Outcome `json:"outcome"`
|
||||
Payout int64 `json:"payout"`
|
||||
Rake int64 `json:"rake"`
|
||||
}
|
||||
|
||||
// Event is something the table animates. The engine emits them rather than
|
||||
// leaving the browser to diff two boards and guess what moved — a card that
|
||||
// slides from a column to a foundation and a card that was simply redrawn there
|
||||
// are the same diff and very different things to watch.
|
||||
//
|
||||
// Home and Pays ride on every event, so the meter on the felt is always quoting
|
||||
// a number the engine worked out. The browser never does this arithmetic: it did
|
||||
// once, and the felt advertised a payout the house didn't honour.
|
||||
type Event struct {
|
||||
Kind string `json:"kind"` // "deal" | "draw" | "recycle" | "move" | "home" | "flip" | "settle"
|
||||
Cards []cards.Card `json:"cards,omitempty"`
|
||||
From string `json:"from,omitempty"`
|
||||
To string `json:"to,omitempty"`
|
||||
Text string `json:"text,omitempty"`
|
||||
Home int `json:"home"`
|
||||
Pays int64 `json:"pays"`
|
||||
}
|
||||
|
||||
// Move is a player action.
|
||||
//
|
||||
// Home is its own kind rather than a Move To a foundation the player picked,
|
||||
// because there is only ever one foundation a card can go to and asking the
|
||||
// player to name it would be a quiz about suit ordering. The browser sends
|
||||
// "this card, home"; the engine finds the pile.
|
||||
type Move struct {
|
||||
Kind string `json:"kind"` // "draw" | "move" | "home" | "auto" | "concede"
|
||||
From string `json:"from"` // "waste" | "t0".."t6" | "f0".."f3"
|
||||
To string `json:"to"` // "t0".."t6" | "f0".."f3"
|
||||
Count int `json:"count"` // how many cards off the end of a tableau run; 0 means 1
|
||||
}
|
||||
|
||||
// New deals a game.
|
||||
func New(bet int64, t Tier, rakePct float64, rng *rand.Rand) (State, []Event, error) {
|
||||
if bet <= 0 {
|
||||
return State{}, nil, ErrBadBet
|
||||
}
|
||||
if t.Draw < 1 {
|
||||
return State{}, nil, ErrUnknownTier
|
||||
}
|
||||
d := cards.NewDeck(1)
|
||||
d.Shuffle(rng)
|
||||
return deal(bet, t, d, rakePct)
|
||||
}
|
||||
|
||||
// deal lays the board out. Split out from New so a test can pin the deck
|
||||
// instead of the seed.
|
||||
func deal(bet int64, t Tier, d cards.Deck, rakePct float64) (State, []Event, error) {
|
||||
if bet <= 0 {
|
||||
return State{}, nil, ErrBadBet
|
||||
}
|
||||
if len(d) != FullDeck {
|
||||
return State{}, nil, errors.New("klondike: a solitaire deck is 52 cards")
|
||||
}
|
||||
s := State{Tier: t, Bet: bet, RakePct: rakePct, Phase: PhasePlaying}
|
||||
|
||||
// The classic lay-out: column i gets i+1 cards, the last of them face up.
|
||||
for i := 0; i < Piles; i++ {
|
||||
for j := 0; j <= i; j++ {
|
||||
c, _ := d.Draw()
|
||||
if j == i {
|
||||
s.Table[i].Up = append(s.Table[i].Up, c)
|
||||
} else {
|
||||
s.Table[i].Down = append(s.Table[i].Down, c)
|
||||
}
|
||||
}
|
||||
}
|
||||
s.Stock = d
|
||||
return s, []Event{s.event("deal", nil, "", "")}, nil
|
||||
}
|
||||
|
||||
// ApplyMove is the engine. A legal move in, the new board and what happened out.
|
||||
// An error means the move was illegal and the caller's state is untouched.
|
||||
func ApplyMove(s State, m Move) (State, []Event, error) {
|
||||
if s.Phase == PhaseDone {
|
||||
return s, nil, ErrGameOver
|
||||
}
|
||||
// The move is played against a copy, and an illegal one hands the original
|
||||
// back untouched. Nothing below mutates before it has decided the move is
|
||||
// legal — but "nothing below mutates early" is an invariant seven functions
|
||||
// have to keep, and this is one line that doesn't need them to.
|
||||
orig := s
|
||||
s = s.clone()
|
||||
|
||||
var evs []Event
|
||||
var err error
|
||||
switch m.Kind {
|
||||
case "draw":
|
||||
evs, err = s.draw()
|
||||
case "move":
|
||||
evs, err = s.move(m.From, m.To, m.Count)
|
||||
case "home":
|
||||
evs, err = s.home(m.From)
|
||||
case "auto":
|
||||
evs, err = s.auto()
|
||||
case "concede":
|
||||
s.settle(OutcomeCashed, &evs)
|
||||
return s, evs, nil
|
||||
default:
|
||||
return orig, nil, ErrUnknownMove
|
||||
}
|
||||
if err != nil {
|
||||
return orig, nil, err
|
||||
}
|
||||
s.Moves++
|
||||
|
||||
// A cleared board settles itself. Nothing else does: a board with no move left
|
||||
// on it is not something the engine gets to decide, because "no move left" in
|
||||
// Klondike depends on cards nobody has turned over yet.
|
||||
if s.cleared() {
|
||||
s.settle(OutcomeCleared, &evs)
|
||||
}
|
||||
return s, evs, nil
|
||||
}
|
||||
|
||||
// ---- the moves -------------------------------------------------------------
|
||||
|
||||
// draw turns cards off the stock, or puts the waste back under it if the stock
|
||||
// is spent and the tier still owes a pass.
|
||||
func (s *State) draw() ([]Event, error) {
|
||||
if len(s.Stock) == 0 {
|
||||
if len(s.Waste) == 0 {
|
||||
return nil, ErrNoDraw
|
||||
}
|
||||
// Passes is how many times you may go *through* the stock, so the number of
|
||||
// times you may turn it back over is one less than that. Zero means unlimited.
|
||||
if s.Tier.Passes > 0 && s.Recycles >= s.Tier.Passes-1 {
|
||||
return nil, ErrNoPasses
|
||||
}
|
||||
// The waste is turned over as a block, not reshuffled — so the card that
|
||||
// comes out first on the next pass is the one that came out first on this
|
||||
// one. Which means no reversal: the waste's *bottom* card is the one your
|
||||
// hand lands on when you flip the pile, and the bottom card is the one that
|
||||
// was drawn first. Reversing here would deal a different game on every pass
|
||||
// and quietly break the seed in the audit log.
|
||||
s.Stock = cards.Deck(s.Waste)
|
||||
s.Waste = nil
|
||||
s.Recycles++
|
||||
return []Event{s.event("recycle", nil, "waste", "stock")}, nil
|
||||
}
|
||||
|
||||
n := s.Tier.Draw
|
||||
if n > len(s.Stock) {
|
||||
n = len(s.Stock)
|
||||
}
|
||||
drawn := make([]cards.Card, 0, n)
|
||||
for i := 0; i < n; i++ {
|
||||
c, _ := s.Stock.Draw()
|
||||
drawn = append(drawn, c)
|
||||
s.Waste = append(s.Waste, c)
|
||||
}
|
||||
return []Event{s.event("draw", drawn, "stock", "waste")}, nil
|
||||
}
|
||||
|
||||
// move takes cards from one pile and puts them on another.
|
||||
func (s *State) move(from, to string, count int) ([]Event, error) {
|
||||
if count < 1 {
|
||||
count = 1
|
||||
}
|
||||
lifted, err := s.peek(from, count)
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
if !s.accepts(to, lifted) {
|
||||
return nil, ErrWontGo
|
||||
}
|
||||
if err := s.take(from, count); err != nil {
|
||||
return nil, err
|
||||
}
|
||||
s.put(to, lifted)
|
||||
|
||||
kind := "move"
|
||||
if isFoundation(to) {
|
||||
kind = "home"
|
||||
}
|
||||
evs := []Event{s.event(kind, lifted, from, to)}
|
||||
return s.withFlip(from, evs), nil
|
||||
}
|
||||
|
||||
// home sends the top card of a pile to the foundation that will take it. There
|
||||
// is only ever one, so the player doesn't have to say which.
|
||||
func (s *State) home(from string) ([]Event, error) {
|
||||
top, err := s.peek(from, 1)
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
to := "f" + strconv.Itoa(int(top[0].Suit))
|
||||
if !s.accepts(to, top) {
|
||||
return nil, ErrWontGo
|
||||
}
|
||||
return s.move(from, to, 1)
|
||||
}
|
||||
|
||||
// auto sends everything that can go home, home, and keeps doing it until nothing
|
||||
// else can. It is the finish button, and it is also the shortcut for the tail of
|
||||
// a board that is already decided.
|
||||
//
|
||||
// It can cost you: a two you needed on the tableau is a two that has gone home.
|
||||
// That is the player's call to make by pressing it, and it is the same call the
|
||||
// button makes in every other solitaire ever written.
|
||||
func (s *State) auto() ([]Event, error) {
|
||||
var evs []Event
|
||||
for {
|
||||
moved := false
|
||||
for _, from := range sources() {
|
||||
top, err := s.peek(from, 1)
|
||||
if err != nil {
|
||||
continue
|
||||
}
|
||||
to := "f" + strconv.Itoa(int(top[0].Suit))
|
||||
if !s.accepts(to, top) {
|
||||
continue
|
||||
}
|
||||
one, err := s.move(from, to, 1)
|
||||
if err != nil {
|
||||
continue
|
||||
}
|
||||
evs = append(evs, one...)
|
||||
moved = true
|
||||
}
|
||||
if !moved {
|
||||
break
|
||||
}
|
||||
}
|
||||
if len(evs) == 0 {
|
||||
return nil, ErrNothingHome
|
||||
}
|
||||
return evs, nil
|
||||
}
|
||||
|
||||
// sources are the piles auto() will lift a card off, in the order it tries them.
|
||||
func sources() []string {
|
||||
out := make([]string, 0, Piles+1)
|
||||
out = append(out, "waste")
|
||||
for i := 0; i < Piles; i++ {
|
||||
out = append(out, "t"+strconv.Itoa(i))
|
||||
}
|
||||
return out
|
||||
}
|
||||
|
||||
// withFlip turns up the card a tableau column was hiding, if taking from it left
|
||||
// its face-down stack exposed. This is the only thing in the game that reveals a
|
||||
// card the player hadn't earned yet, so it is the only place it can happen.
|
||||
func (s *State) withFlip(from string, evs []Event) []Event {
|
||||
i, ok := tableauIndex(from)
|
||||
if !ok {
|
||||
return evs
|
||||
}
|
||||
p := &s.Table[i]
|
||||
if len(p.Up) > 0 || len(p.Down) == 0 {
|
||||
return evs
|
||||
}
|
||||
c := p.Down[len(p.Down)-1]
|
||||
p.Down = p.Down[:len(p.Down)-1]
|
||||
p.Up = append(p.Up, c)
|
||||
return append(evs, s.event("flip", []cards.Card{c}, from, from))
|
||||
}
|
||||
|
||||
// ---- piles -----------------------------------------------------------------
|
||||
|
||||
// peek returns the top `count` cards of a pile without taking them, and refuses
|
||||
// a run that isn't one you could lift: a tableau run has to descend in rank and
|
||||
// alternate colour all the way down, exactly as it does on the felt.
|
||||
func (s *State) peek(name string, count int) ([]cards.Card, error) {
|
||||
switch {
|
||||
case name == "waste":
|
||||
if count != 1 {
|
||||
return nil, ErrNotASequence // the waste is a pile, not a run: one card, the top one
|
||||
}
|
||||
if len(s.Waste) == 0 {
|
||||
return nil, ErrEmptyPile
|
||||
}
|
||||
return []cards.Card{s.Waste[len(s.Waste)-1]}, nil
|
||||
|
||||
case isFoundation(name):
|
||||
i, ok := foundationIndex(name)
|
||||
if !ok {
|
||||
return nil, ErrBadPile
|
||||
}
|
||||
if count != 1 {
|
||||
return nil, ErrNotASequence
|
||||
}
|
||||
f := s.Found[i]
|
||||
if len(f) == 0 {
|
||||
return nil, ErrEmptyPile
|
||||
}
|
||||
return []cards.Card{f[len(f)-1]}, nil
|
||||
|
||||
default:
|
||||
i, ok := tableauIndex(name)
|
||||
if !ok {
|
||||
return nil, ErrBadPile
|
||||
}
|
||||
up := s.Table[i].Up
|
||||
if len(up) == 0 {
|
||||
return nil, ErrEmptyPile
|
||||
}
|
||||
if count > len(up) {
|
||||
return nil, ErrNotASequence
|
||||
}
|
||||
run := up[len(up)-count:]
|
||||
if !isRun(run) {
|
||||
return nil, ErrNotASequence
|
||||
}
|
||||
return append([]cards.Card(nil), run...), nil
|
||||
}
|
||||
}
|
||||
|
||||
// take removes the top `count` cards. peek has already vetted them.
|
||||
func (s *State) take(name string, count int) error {
|
||||
switch {
|
||||
case name == "waste":
|
||||
s.Waste = s.Waste[:len(s.Waste)-count]
|
||||
return nil
|
||||
case isFoundation(name):
|
||||
i, _ := foundationIndex(name)
|
||||
s.Found[i] = s.Found[i][:len(s.Found[i])-count]
|
||||
return nil
|
||||
default:
|
||||
i, ok := tableauIndex(name)
|
||||
if !ok {
|
||||
return ErrBadPile
|
||||
}
|
||||
s.Table[i].Up = s.Table[i].Up[:len(s.Table[i].Up)-count]
|
||||
return nil
|
||||
}
|
||||
}
|
||||
|
||||
// put drops cards onto a pile. accepts has already vetted them.
|
||||
func (s *State) put(name string, cs []cards.Card) {
|
||||
if isFoundation(name) {
|
||||
i, _ := foundationIndex(name)
|
||||
s.Found[i] = append(s.Found[i], cs...)
|
||||
return
|
||||
}
|
||||
i, _ := tableauIndex(name)
|
||||
s.Table[i].Up = append(s.Table[i].Up, cs...)
|
||||
}
|
||||
|
||||
// accepts is the rule the whole game is made of: what may be put where.
|
||||
//
|
||||
// A foundation takes its own suit in order from the ace, one card at a time. A
|
||||
// tableau column takes a run that descends by one and alternates colour from its
|
||||
// top card, and an empty column takes a King and nothing else.
|
||||
func (s *State) accepts(name string, cs []cards.Card) bool {
|
||||
if len(cs) == 0 {
|
||||
return false
|
||||
}
|
||||
if isFoundation(name) {
|
||||
i, ok := foundationIndex(name)
|
||||
if !ok || len(cs) != 1 {
|
||||
return false
|
||||
}
|
||||
c := cs[0]
|
||||
return int(c.Suit) == i && int(c.Rank) == len(s.Found[i])+1
|
||||
}
|
||||
|
||||
i, ok := tableauIndex(name)
|
||||
if !ok {
|
||||
return false
|
||||
}
|
||||
if !isRun(cs) {
|
||||
return false
|
||||
}
|
||||
up := s.Table[i].Up
|
||||
if len(up) == 0 {
|
||||
// An empty column is the most valuable thing on the board, so it costs a
|
||||
// King to take one. A column with cards still face-down under it is not
|
||||
// empty, and Up being empty there can't happen: withFlip turns one over.
|
||||
return cs[0].Rank == cards.King && len(s.Table[i].Down) == 0
|
||||
}
|
||||
top := up[len(up)-1]
|
||||
return int(cs[0].Rank) == int(top.Rank)-1 && cs[0].Red() != top.Red()
|
||||
}
|
||||
|
||||
// isRun reports whether these cards, in this order, are a tableau sequence:
|
||||
// descending by one, alternating colour.
|
||||
func isRun(cs []cards.Card) bool {
|
||||
for i := 1; i < len(cs); i++ {
|
||||
if int(cs[i].Rank) != int(cs[i-1].Rank)-1 || cs[i].Red() == cs[i-1].Red() {
|
||||
return false
|
||||
}
|
||||
}
|
||||
return true
|
||||
}
|
||||
|
||||
func isFoundation(name string) bool { return strings.HasPrefix(name, "f") }
|
||||
|
||||
func tableauIndex(name string) (int, bool) { return pileIndex(name, "t", Piles) }
|
||||
|
||||
func foundationIndex(name string) (int, bool) { return pileIndex(name, "f", Foundations) }
|
||||
|
||||
func pileIndex(name, prefix string, n int) (int, bool) {
|
||||
if !strings.HasPrefix(name, prefix) {
|
||||
return 0, false
|
||||
}
|
||||
i, err := strconv.Atoi(name[len(prefix):])
|
||||
if err != nil || i < 0 || i >= n {
|
||||
return 0, false
|
||||
}
|
||||
return i, true
|
||||
}
|
||||
|
||||
// ---- the money -------------------------------------------------------------
|
||||
|
||||
// Home is how many cards have reached the foundations. It is the only number in
|
||||
// this game that the payout depends on.
|
||||
func (s State) Home() int {
|
||||
n := 0
|
||||
for _, f := range s.Found {
|
||||
n += len(f)
|
||||
}
|
||||
return n
|
||||
}
|
||||
|
||||
// PerCard is what one card home is worth, before the rake. The felt quotes this
|
||||
// because "2.2×" tells a player nothing about a game where the multiple is paid
|
||||
// out a fifty-second at a time.
|
||||
func (s State) PerCard() float64 {
|
||||
return float64(s.Bet) * s.Tier.Base / float64(FullDeck)
|
||||
}
|
||||
|
||||
// Earned is the gross: what the cards home have bought back, before the house
|
||||
// takes anything. Computed from the total rather than card by card, so 52 cards
|
||||
// home pays the tier's multiple exactly instead of the multiple less 52 roundings.
|
||||
func (s State) Earned() int64 {
|
||||
return int64(math.Floor(float64(s.Bet) * s.Tier.Base * float64(s.Home()) / float64(FullDeck)))
|
||||
}
|
||||
|
||||
// Pays is what stopping *right now* would actually put back on the player's
|
||||
// stack: the gross, less the house's cut of anything above the stake.
|
||||
//
|
||||
// The felt shows this number while the game is still running and settle() lands
|
||||
// on it, and they are the same function for the reason hangman's are: the moment
|
||||
// they are two sums, the table is quoting a payout it doesn't honour.
|
||||
//
|
||||
// Unlike the other games it can be less than the stake, and can be zero. That is
|
||||
// the game — you bought the deck, and a deck that gives you nothing owes you
|
||||
// nothing.
|
||||
func (s State) Pays() int64 {
|
||||
total := s.Earned()
|
||||
profit := total - s.Bet
|
||||
if profit > 0 {
|
||||
rake := int64(math.Floor(float64(profit) * s.RakePct))
|
||||
if rake > 0 {
|
||||
total -= rake
|
||||
}
|
||||
}
|
||||
return total
|
||||
}
|
||||
|
||||
// rakeNow is the house's cut if the board were cashed right now — the other half
|
||||
// of what Pays works out.
|
||||
func (s State) rakeNow() int64 {
|
||||
profit := s.Earned() - s.Bet
|
||||
if profit <= 0 {
|
||||
return 0
|
||||
}
|
||||
rake := int64(math.Floor(float64(profit) * s.RakePct))
|
||||
if rake < 0 {
|
||||
return 0
|
||||
}
|
||||
return rake
|
||||
}
|
||||
|
||||
// Net is what the game did to the player's stack.
|
||||
func (s State) Net() int64 {
|
||||
if s.Phase != PhaseDone {
|
||||
return 0
|
||||
}
|
||||
return s.Payout - s.Bet
|
||||
}
|
||||
|
||||
// cleared reports whether every card is home.
|
||||
func (s State) cleared() bool { return s.Home() == FullDeck }
|
||||
|
||||
// CanAuto reports whether anything can go home at all — which is what greys the
|
||||
// finish button out rather than letting it be pressed at a board that has nothing
|
||||
// for it.
|
||||
func (s State) CanAuto() bool {
|
||||
for _, from := range sources() {
|
||||
top, err := (&s).peek(from, 1)
|
||||
if err != nil {
|
||||
continue
|
||||
}
|
||||
if (&s).accepts("f"+strconv.Itoa(int(top[0].Suit)), top) {
|
||||
return true
|
||||
}
|
||||
}
|
||||
return false
|
||||
}
|
||||
|
||||
// PassesLeft is how many more times the player may go through the stock,
|
||||
// counting the one they are in. -1 means unlimited.
|
||||
func (s State) PassesLeft() int {
|
||||
if s.Tier.Passes <= 0 {
|
||||
return -1
|
||||
}
|
||||
left := s.Tier.Passes - s.Recycles
|
||||
if left < 0 {
|
||||
return 0
|
||||
}
|
||||
return left
|
||||
}
|
||||
|
||||
// settle closes the game at whatever is on the board. Same rule as everywhere
|
||||
// else in the room: the rake comes out of winnings, never out of the stake.
|
||||
func (s *State) settle(o Outcome, evs *[]Event) {
|
||||
s.Outcome = o
|
||||
s.Phase = PhaseDone
|
||||
s.Payout = s.Pays()
|
||||
s.Rake = s.rakeNow()
|
||||
*evs = append(*evs, s.event("settle", nil, "", string(o)))
|
||||
}
|
||||
|
||||
// event stamps an event with the two numbers the felt's meter reads off it, so
|
||||
// the browser never has to work out what the board is worth.
|
||||
func (s State) event(kind string, cs []cards.Card, from, to string) Event {
|
||||
return Event{
|
||||
Kind: kind, Cards: cs, From: from, To: to,
|
||||
Home: s.Home(), Pays: s.Pays(),
|
||||
}
|
||||
}
|
||||
|
||||
// clone deep-copies everything with a backing array, so a derived state shares
|
||||
// none of it with the one it came from and a board can be replayed freely.
|
||||
func (s State) clone() State {
|
||||
s.Stock = append(cards.Deck(nil), s.Stock...)
|
||||
s.Waste = append([]cards.Card(nil), s.Waste...)
|
||||
for i := range s.Table {
|
||||
s.Table[i].Down = append([]cards.Card(nil), s.Table[i].Down...)
|
||||
s.Table[i].Up = append([]cards.Card(nil), s.Table[i].Up...)
|
||||
}
|
||||
for i := range s.Found {
|
||||
s.Found[i] = append([]cards.Card(nil), s.Found[i]...)
|
||||
}
|
||||
return s
|
||||
}
|
||||
730
internal/games/klondike/klondike_test.go
Normal file
730
internal/games/klondike/klondike_test.go
Normal file
@@ -0,0 +1,730 @@
|
||||
package klondike
|
||||
|
||||
import (
|
||||
"encoding/json"
|
||||
"math/rand/v2"
|
||||
"strconv"
|
||||
"testing"
|
||||
|
||||
"pete/internal/games/cards"
|
||||
)
|
||||
|
||||
const rake = 0.05
|
||||
|
||||
func vegas() Tier { t, _ := TierBySlug("vegas"); return t }
|
||||
func patient() Tier { t, _ := TierBySlug("patient"); return t }
|
||||
func cut() Tier { t, _ := TierBySlug("cutthroat"); return t }
|
||||
|
||||
func card(r cards.Rank, s cards.Suit) cards.Card { return cards.Card{Rank: r, Suit: s} }
|
||||
|
||||
// ordered builds the 52 cards in a fixed order — the deck deal() would get if
|
||||
// the shuffle were the identity. Tests that care about the board build their own.
|
||||
func ordered() cards.Deck { return cards.NewDeck(1) }
|
||||
|
||||
func mustDeal(t *testing.T, bet int64, tier Tier, d cards.Deck) State {
|
||||
t.Helper()
|
||||
s, evs, err := deal(bet, tier, d, rake)
|
||||
if err != nil {
|
||||
t.Fatalf("deal: %v", err)
|
||||
}
|
||||
if len(evs) != 1 || evs[0].Kind != "deal" {
|
||||
t.Fatalf("deal events = %+v, want one deal", evs)
|
||||
}
|
||||
return s
|
||||
}
|
||||
|
||||
func apply(t *testing.T, s State, m Move) (State, []Event) {
|
||||
t.Helper()
|
||||
next, evs, err := ApplyMove(s, m)
|
||||
if err != nil {
|
||||
t.Fatalf("ApplyMove(%+v): %v", m, err)
|
||||
}
|
||||
return next, evs
|
||||
}
|
||||
|
||||
func refuses(t *testing.T, s State, m Move, want error) {
|
||||
t.Helper()
|
||||
next, evs, err := ApplyMove(s, m)
|
||||
if err == nil {
|
||||
t.Fatalf("ApplyMove(%+v) was allowed, want %v", m, want)
|
||||
}
|
||||
if want != nil && err != want {
|
||||
t.Fatalf("ApplyMove(%+v) = %v, want %v", m, err, want)
|
||||
}
|
||||
if evs != nil {
|
||||
t.Errorf("an illegal move emitted events: %+v", evs)
|
||||
}
|
||||
// The board an illegal move hands back must be the one it was given. This is
|
||||
// the whole contract of the reducer, and it's cheap to check by value.
|
||||
if !sameBoard(next, s) {
|
||||
t.Errorf("an illegal move changed the board")
|
||||
}
|
||||
}
|
||||
|
||||
func sameBoard(a, b State) bool {
|
||||
x, _ := json.Marshal(a)
|
||||
y, _ := json.Marshal(b)
|
||||
return string(x) == string(y)
|
||||
}
|
||||
|
||||
// ---- the deal --------------------------------------------------------------
|
||||
|
||||
func TestDealLaysOutTheBoard(t *testing.T) {
|
||||
s := mustDeal(t, 520, vegas(), ordered())
|
||||
|
||||
seen := 0
|
||||
for i := 0; i < Piles; i++ {
|
||||
p := s.Table[i]
|
||||
if len(p.Up) != 1 {
|
||||
t.Errorf("column %d has %d face up, want 1", i, len(p.Up))
|
||||
}
|
||||
if len(p.Down) != i {
|
||||
t.Errorf("column %d has %d face down, want %d", i, len(p.Down), i)
|
||||
}
|
||||
seen += len(p.Up) + len(p.Down)
|
||||
}
|
||||
if seen != 28 {
|
||||
t.Errorf("tableau holds %d cards, want 28", seen)
|
||||
}
|
||||
if len(s.Stock) != 24 {
|
||||
t.Errorf("stock is %d, want 24", len(s.Stock))
|
||||
}
|
||||
if s.Home() != 0 || s.Pays() != 0 {
|
||||
t.Errorf("a fresh board is worth %d from %d home, want nothing", s.Pays(), s.Home())
|
||||
}
|
||||
}
|
||||
|
||||
func TestDealRefusesABadStake(t *testing.T) {
|
||||
if _, _, err := deal(0, vegas(), ordered(), rake); err != ErrBadBet {
|
||||
t.Fatalf("deal(0) = %v, want ErrBadBet", err)
|
||||
}
|
||||
if _, _, err := New(-5, vegas(), rake, cards.NewRNG(1, 2)); err != ErrBadBet {
|
||||
t.Fatalf("New(-5) = %v, want ErrBadBet", err)
|
||||
}
|
||||
}
|
||||
|
||||
// ---- the stock -------------------------------------------------------------
|
||||
|
||||
func TestDrawTurnsTheTiersCount(t *testing.T) {
|
||||
for _, tier := range []Tier{patient(), vegas()} {
|
||||
s := mustDeal(t, 100, tier, ordered())
|
||||
next, evs := apply(t, s, Move{Kind: "draw"})
|
||||
if len(next.Waste) != tier.Draw {
|
||||
t.Errorf("%s: waste is %d after one draw, want %d", tier.Slug, len(next.Waste), tier.Draw)
|
||||
}
|
||||
if len(next.Stock) != 24-tier.Draw {
|
||||
t.Errorf("%s: stock is %d, want %d", tier.Slug, len(next.Stock), 24-tier.Draw)
|
||||
}
|
||||
if len(evs) != 1 || evs[0].Kind != "draw" || len(evs[0].Cards) != tier.Draw {
|
||||
t.Errorf("%s: draw events = %+v", tier.Slug, evs)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// The last pull off a short stock turns over what's left rather than refusing.
|
||||
func TestDrawTakesWhatIsLeft(t *testing.T) {
|
||||
s := mustDeal(t, 100, vegas(), ordered()) // 24 in the stock, drawing 3
|
||||
for i := 0; i < 7; i++ {
|
||||
s, _ = apply(t, s, Move{Kind: "draw"}) // 21 drawn, 3 left
|
||||
}
|
||||
s, _ = apply(t, s, Move{Kind: "draw"})
|
||||
if len(s.Stock) != 0 || len(s.Waste) != 24 {
|
||||
t.Fatalf("stock %d waste %d, want 0 and 24", len(s.Stock), len(s.Waste))
|
||||
}
|
||||
refuses(t, drained(t, s), Move{Kind: "draw"}, ErrNoDraw)
|
||||
}
|
||||
|
||||
// drained empties the waste too, so there is genuinely nothing to turn over.
|
||||
func drained(t *testing.T, s State) State {
|
||||
t.Helper()
|
||||
s = s.clone()
|
||||
s.Waste = nil
|
||||
s.Stock = nil
|
||||
return s
|
||||
}
|
||||
|
||||
// The waste goes back under the stock in the order it came out — a recycle is a
|
||||
// pile being turned over, not reshuffled. If this ever reshuffled, the seed in
|
||||
// the audit log would stop replaying the game.
|
||||
func TestRecycleTurnsTheWasteOverInOrder(t *testing.T) {
|
||||
s := mustDeal(t, 100, patient(), ordered())
|
||||
want := append(cards.Deck(nil), s.Stock...)
|
||||
|
||||
for i := 0; i < 24; i++ {
|
||||
s, _ = apply(t, s, Move{Kind: "draw"})
|
||||
}
|
||||
next, evs := apply(t, s, Move{Kind: "draw"})
|
||||
if len(evs) != 1 || evs[0].Kind != "recycle" {
|
||||
t.Fatalf("events = %+v, want a recycle", evs)
|
||||
}
|
||||
if len(next.Waste) != 0 {
|
||||
t.Errorf("waste is %d after a recycle, want empty", len(next.Waste))
|
||||
}
|
||||
for i := range want {
|
||||
if next.Stock[i] != want[i] {
|
||||
t.Fatalf("stock[%d] = %v after recycle, want %v — the pile was reshuffled",
|
||||
i, next.Stock[i], want[i])
|
||||
}
|
||||
}
|
||||
if next.Recycles != 1 {
|
||||
t.Errorf("recycles = %d, want 1", next.Recycles)
|
||||
}
|
||||
}
|
||||
|
||||
// Passes is how many times you may go *through* the stock, so it is one more
|
||||
// than the number of times you may turn it back over.
|
||||
func TestPassesRunOut(t *testing.T) {
|
||||
tests := []struct {
|
||||
tier Tier
|
||||
recycles int // how many turn-overs the tier should allow
|
||||
}{
|
||||
{cut(), 0}, // one pass: you never get to turn it back over
|
||||
{vegas(), 2}, // three passes: two turn-overs
|
||||
{patient(), -1}, // unlimited
|
||||
}
|
||||
for _, tc := range tests {
|
||||
s := mustDeal(t, 100, tc.tier, ordered())
|
||||
if got := s.PassesLeft(); tc.recycles < 0 && got != -1 {
|
||||
t.Errorf("%s: PassesLeft = %d, want -1 (unlimited)", tc.tier.Slug, got)
|
||||
}
|
||||
allowed := 0
|
||||
for i := 0; i < 5; i++ {
|
||||
// Empty the stock, then try to turn it over.
|
||||
for len(s.Stock) > 0 {
|
||||
s, _ = apply(t, s, Move{Kind: "draw"})
|
||||
}
|
||||
next, _, err := ApplyMove(s, Move{Kind: "draw"})
|
||||
if err == ErrNoPasses {
|
||||
break
|
||||
}
|
||||
if err != nil {
|
||||
t.Fatalf("%s: %v", tc.tier.Slug, err)
|
||||
}
|
||||
s = next
|
||||
allowed++
|
||||
}
|
||||
if tc.recycles < 0 {
|
||||
if allowed != 5 {
|
||||
t.Errorf("%s: only %d recycles allowed, want unlimited", tc.tier.Slug, allowed)
|
||||
}
|
||||
continue
|
||||
}
|
||||
if allowed != tc.recycles {
|
||||
t.Errorf("%s: %d recycles allowed, want %d", tc.tier.Slug, allowed, tc.recycles)
|
||||
}
|
||||
if s.PassesLeft() != 1 {
|
||||
t.Errorf("%s: PassesLeft = %d on the last pass, want 1", tc.tier.Slug, s.PassesLeft())
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ---- the rules -------------------------------------------------------------
|
||||
|
||||
// board builds a State directly, so a rule can be tested against the position
|
||||
// that exercises it rather than against whatever a shuffle happened to deal.
|
||||
func board(tier Tier, bet int64) State {
|
||||
return State{Tier: tier, Bet: bet, RakePct: rake, Phase: PhasePlaying}
|
||||
}
|
||||
|
||||
func TestTableauTakesDescendingAlternatingColour(t *testing.T) {
|
||||
s := board(vegas(), 520)
|
||||
s.Table[0].Up = []cards.Card{card(8, cards.Spades)} // black 8
|
||||
s.Table[1].Up = []cards.Card{card(7, cards.Hearts)} // red 7 — goes on the 8
|
||||
s.Table[2].Up = []cards.Card{card(7, cards.Clubs)} // black 7 — does not
|
||||
s.Table[3].Up = []cards.Card{card(6, cards.Hearts)} // red 6 — wrong rank for the 8
|
||||
|
||||
next, evs := apply(t, s, Move{Kind: "move", From: "t1", To: "t0"})
|
||||
if len(next.Table[0].Up) != 2 || next.Table[0].Up[1] != card(7, cards.Hearts) {
|
||||
t.Fatalf("the red seven didn't land on the black eight: %+v", next.Table[0].Up)
|
||||
}
|
||||
if len(next.Table[1].Up) != 0 {
|
||||
t.Errorf("the seven is still in its old column")
|
||||
}
|
||||
if len(evs) != 1 || evs[0].Kind != "move" {
|
||||
t.Errorf("events = %+v, want one move", evs)
|
||||
}
|
||||
|
||||
refuses(t, s, Move{Kind: "move", From: "t2", To: "t0"}, ErrWontGo) // same colour
|
||||
refuses(t, s, Move{Kind: "move", From: "t3", To: "t0"}, ErrWontGo) // two below
|
||||
}
|
||||
|
||||
func TestOnlyAKingTakesAnEmptyColumn(t *testing.T) {
|
||||
s := board(vegas(), 520)
|
||||
// t0 is empty and has nothing under it.
|
||||
s.Table[1].Up = []cards.Card{card(cards.King, cards.Hearts)}
|
||||
s.Table[2].Up = []cards.Card{card(cards.Queen, cards.Spades)}
|
||||
|
||||
refuses(t, s, Move{Kind: "move", From: "t2", To: "t0"}, ErrWontGo)
|
||||
|
||||
next, _ := apply(t, s, Move{Kind: "move", From: "t1", To: "t0"})
|
||||
if len(next.Table[0].Up) != 1 || next.Table[0].Up[0].Rank != cards.King {
|
||||
t.Fatalf("the king didn't take the empty column: %+v", next.Table[0].Up)
|
||||
}
|
||||
}
|
||||
|
||||
// A run comes off the tableau as a block, and only if it is a run.
|
||||
func TestLiftingARun(t *testing.T) {
|
||||
s := board(vegas(), 520)
|
||||
s.Table[0].Up = []cards.Card{
|
||||
card(9, cards.Hearts), // red
|
||||
card(8, cards.Spades), // black
|
||||
card(7, cards.Diamonds), // red
|
||||
}
|
||||
s.Table[1].Up = []cards.Card{card(10, cards.Clubs)} // black 10 takes the red 9
|
||||
|
||||
next, _ := apply(t, s, Move{Kind: "move", From: "t0", To: "t1", Count: 3})
|
||||
if len(next.Table[1].Up) != 4 || len(next.Table[0].Up) != 0 {
|
||||
t.Fatalf("the run didn't move as a block: t0=%v t1=%v", next.Table[0].Up, next.Table[1].Up)
|
||||
}
|
||||
|
||||
// Not a run: same colour in the middle of it.
|
||||
bad := board(vegas(), 520)
|
||||
bad.Table[0].Up = []cards.Card{
|
||||
card(9, cards.Hearts),
|
||||
card(8, cards.Diamonds), // red on red
|
||||
}
|
||||
bad.Table[1].Up = []cards.Card{card(10, cards.Clubs)}
|
||||
refuses(t, bad, Move{Kind: "move", From: "t0", To: "t1", Count: 2}, ErrNotASequence)
|
||||
|
||||
// And you can't lift more cards than the column has.
|
||||
refuses(t, bad, Move{Kind: "move", From: "t0", To: "t1", Count: 9}, ErrNotASequence)
|
||||
}
|
||||
|
||||
// Taking the last face-up card off a column turns the next one over. This is the
|
||||
// only thing in the game that reveals a card, which is the point of the test.
|
||||
func TestTakingTheLastCardFlipsTheNextOne(t *testing.T) {
|
||||
s := board(vegas(), 520)
|
||||
hidden := card(cards.Queen, cards.Clubs)
|
||||
s.Table[0].Down = []cards.Card{card(2, cards.Spades), hidden}
|
||||
s.Table[0].Up = []cards.Card{card(7, cards.Hearts)}
|
||||
s.Table[1].Up = []cards.Card{card(8, cards.Spades)}
|
||||
|
||||
next, evs := apply(t, s, Move{Kind: "move", From: "t0", To: "t1"})
|
||||
if len(next.Table[0].Up) != 1 || next.Table[0].Up[0] != hidden {
|
||||
t.Fatalf("the hidden card didn't turn over: %+v", next.Table[0].Up)
|
||||
}
|
||||
if len(next.Table[0].Down) != 1 {
|
||||
t.Errorf("face-down stack is %d, want 1", len(next.Table[0].Down))
|
||||
}
|
||||
if len(evs) != 2 || evs[1].Kind != "flip" || evs[1].Cards[0] != hidden {
|
||||
t.Fatalf("events = %+v, want a move then a flip carrying the card", evs)
|
||||
}
|
||||
}
|
||||
|
||||
func TestFoundationsBuildUpBySuitFromTheAce(t *testing.T) {
|
||||
s := board(vegas(), 520)
|
||||
s.Table[0].Up = []cards.Card{card(cards.Ace, cards.Hearts)}
|
||||
s.Table[1].Up = []cards.Card{card(2, cards.Hearts)}
|
||||
s.Table[2].Up = []cards.Card{card(2, cards.Spades)}
|
||||
s.Table[3].Up = []cards.Card{card(3, cards.Hearts)}
|
||||
|
||||
// A two can't start a foundation.
|
||||
refuses(t, s, Move{Kind: "home", From: "t1"}, ErrWontGo)
|
||||
|
||||
s, evs := apply(t, s, Move{Kind: "home", From: "t0"})
|
||||
if len(s.Found[cards.Hearts]) != 1 {
|
||||
t.Fatalf("the ace didn't go home: %+v", s.Found)
|
||||
}
|
||||
if evs[0].Kind != "home" || evs[0].To != "f"+strconv.Itoa(int(cards.Hearts)) {
|
||||
t.Fatalf("event = %+v, want a home to the hearts pile", evs[0])
|
||||
}
|
||||
if evs[0].Home != 1 {
|
||||
t.Errorf("event carries Home=%d, want 1", evs[0].Home)
|
||||
}
|
||||
|
||||
// The three can't jump the two, and the two of spades can't go on hearts.
|
||||
refuses(t, s, Move{Kind: "home", From: "t3"}, ErrWontGo)
|
||||
refuses(t, s, Move{Kind: "move", From: "t2", To: "f" + strconv.Itoa(int(cards.Hearts))}, ErrWontGo)
|
||||
|
||||
s, _ = apply(t, s, Move{Kind: "home", From: "t1"})
|
||||
if s.Home() != 2 {
|
||||
t.Errorf("Home = %d, want 2", s.Home())
|
||||
}
|
||||
}
|
||||
|
||||
// A card can come back off a foundation — a real rule, and one that matters when
|
||||
// you need a low card to move a column. The payout follows it back down, because
|
||||
// the payout reads the board rather than counting events.
|
||||
func TestACardComesBackOffAFoundation(t *testing.T) {
|
||||
s := board(vegas(), 5200)
|
||||
s.Found[cards.Hearts] = []cards.Card{card(cards.Ace, cards.Hearts), card(2, cards.Hearts)}
|
||||
s.Table[0].Up = []cards.Card{card(3, cards.Spades)}
|
||||
|
||||
before := s.Pays()
|
||||
next, _ := apply(t, s, Move{Kind: "move", From: "f" + strconv.Itoa(int(cards.Hearts)), To: "t0"})
|
||||
if len(next.Found[cards.Hearts]) != 1 || len(next.Table[0].Up) != 2 {
|
||||
t.Fatalf("the two didn't come back down: found=%v t0=%v", next.Found[cards.Hearts], next.Table[0].Up)
|
||||
}
|
||||
if next.Home() != 1 {
|
||||
t.Errorf("Home = %d after taking a card back, want 1", next.Home())
|
||||
}
|
||||
if next.Pays() >= before {
|
||||
t.Errorf("Pays = %d after taking a card back, want less than %d", next.Pays(), before)
|
||||
}
|
||||
}
|
||||
|
||||
func TestWasteGivesUpItsTopCardOnly(t *testing.T) {
|
||||
s := board(vegas(), 520)
|
||||
s.Waste = []cards.Card{card(5, cards.Spades), card(7, cards.Hearts)}
|
||||
s.Table[0].Up = []cards.Card{card(8, cards.Spades)}
|
||||
|
||||
// The 5 is under the 7 and is not available, however much you'd like it.
|
||||
refuses(t, s, Move{Kind: "move", From: "waste", To: "t0", Count: 2}, ErrNotASequence)
|
||||
|
||||
next, _ := apply(t, s, Move{Kind: "move", From: "waste", To: "t0"})
|
||||
if len(next.Waste) != 1 || next.Waste[0] != card(5, cards.Spades) {
|
||||
t.Fatalf("the wrong card left the waste: %+v", next.Waste)
|
||||
}
|
||||
}
|
||||
|
||||
func TestEmptyPilesAndNonsensePiles(t *testing.T) {
|
||||
s := board(vegas(), 520)
|
||||
s.Table[0].Up = []cards.Card{card(8, cards.Spades)}
|
||||
|
||||
refuses(t, s, Move{Kind: "move", From: "waste", To: "t0"}, ErrEmptyPile)
|
||||
refuses(t, s, Move{Kind: "move", From: "t3", To: "t0"}, ErrEmptyPile)
|
||||
refuses(t, s, Move{Kind: "move", From: "t9", To: "t0"}, ErrBadPile)
|
||||
refuses(t, s, Move{Kind: "move", From: "t0", To: "t9"}, ErrWontGo)
|
||||
refuses(t, s, Move{Kind: "move", From: "banana", To: "t0"}, ErrBadPile)
|
||||
refuses(t, s, Move{Kind: "sing"}, ErrUnknownMove)
|
||||
}
|
||||
|
||||
// ---- auto ------------------------------------------------------------------
|
||||
|
||||
func TestAutoSendsEverythingItCanHome(t *testing.T) {
|
||||
s := board(vegas(), 5200)
|
||||
// Two aces and the hearts two, sitting on top of three columns.
|
||||
s.Table[0].Up = []cards.Card{card(cards.Ace, cards.Hearts)}
|
||||
s.Table[1].Up = []cards.Card{card(2, cards.Hearts)}
|
||||
s.Table[2].Up = []cards.Card{card(cards.Ace, cards.Spades)}
|
||||
s.Table[3].Up = []cards.Card{card(9, cards.Clubs)} // goes nowhere
|
||||
|
||||
next, evs := apply(t, s, Move{Kind: "auto"})
|
||||
if next.Home() != 3 {
|
||||
t.Fatalf("Home = %d after auto, want 3 (two aces and the two)", next.Home())
|
||||
}
|
||||
if len(next.Table[3].Up) != 1 {
|
||||
t.Errorf("the nine went somewhere it couldn't go")
|
||||
}
|
||||
homes := 0
|
||||
for _, e := range evs {
|
||||
if e.Kind == "home" {
|
||||
homes++
|
||||
}
|
||||
}
|
||||
if homes != 3 {
|
||||
t.Errorf("auto emitted %d home events, want 3 — the table has to animate each one", homes)
|
||||
}
|
||||
|
||||
// Nothing left to do: the button says so rather than doing nothing quietly.
|
||||
if next.CanAuto() {
|
||||
t.Errorf("CanAuto is true with only a nine on the board")
|
||||
}
|
||||
refuses(t, next, Move{Kind: "auto"}, ErrNothingHome)
|
||||
}
|
||||
|
||||
// ---- the money -------------------------------------------------------------
|
||||
|
||||
// The number the felt quotes while you play and the number settle() lands on are
|
||||
// the same function. Hangman had these as two sums once and the table advertised
|
||||
// a payout the house didn't honour; this asserts they can't drift here.
|
||||
func TestTheQuoteIsThePayout(t *testing.T) {
|
||||
s := board(vegas(), 1000)
|
||||
for home := 0; home <= FullDeck; home++ {
|
||||
s.Found = [Foundations][]cards.Card{}
|
||||
left := home
|
||||
for suit := 0; suit < Foundations && left > 0; suit++ {
|
||||
n := left
|
||||
if n > 13 {
|
||||
n = 13
|
||||
}
|
||||
for r := 1; r <= n; r++ {
|
||||
s.Found[suit] = append(s.Found[suit], card(cards.Rank(r), cards.Suit(suit)))
|
||||
}
|
||||
left -= n
|
||||
}
|
||||
if s.Home() != home {
|
||||
t.Fatalf("built a board with %d home, wanted %d", s.Home(), home)
|
||||
}
|
||||
|
||||
quoted := s.Pays()
|
||||
var evs []Event
|
||||
done := s.clone()
|
||||
done.settle(OutcomeCashed, &evs)
|
||||
if done.Payout != quoted {
|
||||
t.Fatalf("%d home: the felt quoted %d and settle paid %d", home, quoted, done.Payout)
|
||||
}
|
||||
if done.Payout+done.Rake != done.Earned() {
|
||||
t.Fatalf("%d home: payout %d + rake %d != earned %d",
|
||||
home, done.Payout, done.Rake, done.Earned())
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func TestAFullBoardPaysTheTiersMultiple(t *testing.T) {
|
||||
for _, tier := range Tiers {
|
||||
s := board(tier, 1000)
|
||||
for suit := 0; suit < Foundations; suit++ {
|
||||
for r := 1; r <= 13; r++ {
|
||||
s.Found[suit] = append(s.Found[suit], card(cards.Rank(r), cards.Suit(suit)))
|
||||
}
|
||||
}
|
||||
// Gross is the multiple exactly — computed from the total, not summed 52
|
||||
// times, so it doesn't bleed a rounding per card.
|
||||
want := int64(float64(s.Bet) * tier.Base)
|
||||
if s.Earned() != want {
|
||||
t.Errorf("%s: a cleared board earns %d, want %d", tier.Slug, s.Earned(), want)
|
||||
}
|
||||
// And the rake comes out of the winnings, never the stake.
|
||||
profit := want - s.Bet
|
||||
if s.Pays() != want-int64(float64(profit)*rake) {
|
||||
t.Errorf("%s: pays %d, want %d less %v%% of the profit", tier.Slug, s.Pays(), want, rake*100)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// An empty board owes nothing, and is not charged a fee for owing nothing.
|
||||
func TestNothingHomePaysNothing(t *testing.T) {
|
||||
s := board(cut(), 500)
|
||||
if s.Pays() != 0 || s.rakeNow() != 0 {
|
||||
t.Fatalf("an empty board pays %d and rakes %d, want nothing either way", s.Pays(), s.rakeNow())
|
||||
}
|
||||
var evs []Event
|
||||
s.settle(OutcomeCashed, &evs)
|
||||
if s.Payout != 0 || s.Net() != -500 {
|
||||
t.Errorf("payout %d net %d, want 0 and -500", s.Payout, s.Net())
|
||||
}
|
||||
}
|
||||
|
||||
// Below break-even the player is down but is not raked: there is no profit to
|
||||
// take a cut of.
|
||||
func TestNoRakeBelowTheStake(t *testing.T) {
|
||||
tier := vegas()
|
||||
s := board(tier, 5200)
|
||||
for i := 0; i < tier.BreakEven()-1; i++ {
|
||||
suit, r := i/13, i%13+1
|
||||
s.Found[suit] = append(s.Found[suit], card(cards.Rank(r), cards.Suit(suit)))
|
||||
}
|
||||
if s.Earned() > s.Bet {
|
||||
t.Fatalf("break-even is meant to be the first card that gets you square, but %d earns %d on a %d stake",
|
||||
s.Home(), s.Earned(), s.Bet)
|
||||
}
|
||||
if s.rakeNow() != 0 {
|
||||
t.Errorf("raked %d off a losing board", s.rakeNow())
|
||||
}
|
||||
if s.Pays() != s.Earned() {
|
||||
t.Errorf("pays %d, want the full %d — nothing to rake", s.Pays(), s.Earned())
|
||||
}
|
||||
}
|
||||
|
||||
func TestBreakEvenIsTheCardThatGetsYouSquare(t *testing.T) {
|
||||
for _, tier := range Tiers {
|
||||
s := board(tier, 5200)
|
||||
for i := 0; i < tier.BreakEven(); i++ {
|
||||
suit, r := i/13, i%13+1
|
||||
s.Found[suit] = append(s.Found[suit], card(cards.Rank(r), cards.Suit(suit)))
|
||||
}
|
||||
if s.Earned() < s.Bet {
|
||||
t.Errorf("%s: %d cards home earns %d on a %d stake — break-even is quoted too low",
|
||||
tier.Slug, s.Home(), s.Earned(), s.Bet)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ---- settling --------------------------------------------------------------
|
||||
|
||||
func TestConcedeCashesTheBoard(t *testing.T) {
|
||||
s := board(vegas(), 5200)
|
||||
s.Found[cards.Hearts] = []cards.Card{card(cards.Ace, cards.Hearts), card(2, cards.Hearts)}
|
||||
want := s.Pays()
|
||||
|
||||
next, evs := apply(t, s, Move{Kind: "concede"})
|
||||
if next.Phase != PhaseDone || next.Outcome != OutcomeCashed {
|
||||
t.Fatalf("phase %q outcome %q, want done/cashed", next.Phase, next.Outcome)
|
||||
}
|
||||
if next.Payout != want {
|
||||
t.Errorf("cashed for %d, want the %d the board was quoting", next.Payout, want)
|
||||
}
|
||||
if evs[len(evs)-1].Kind != "settle" {
|
||||
t.Errorf("no settle event: %+v", evs)
|
||||
}
|
||||
refuses(t, next, Move{Kind: "draw"}, ErrGameOver)
|
||||
}
|
||||
|
||||
// The last card home ends the game on its own — the player doesn't have to tell
|
||||
// the table they've won.
|
||||
func TestTheLastCardHomeClearsTheBoard(t *testing.T) {
|
||||
s := board(vegas(), 1000)
|
||||
for suit := 0; suit < Foundations; suit++ {
|
||||
top := 13
|
||||
if suit == int(cards.Clubs) {
|
||||
top = 12 // the king of clubs is the one card still out
|
||||
}
|
||||
for r := 1; r <= top; r++ {
|
||||
s.Found[suit] = append(s.Found[suit], card(cards.Rank(r), cards.Suit(suit)))
|
||||
}
|
||||
}
|
||||
s.Table[0].Up = []cards.Card{card(cards.King, cards.Clubs)}
|
||||
|
||||
next, evs := apply(t, s, Move{Kind: "home", From: "t0"})
|
||||
if next.Phase != PhaseDone || next.Outcome != OutcomeCleared {
|
||||
t.Fatalf("phase %q outcome %q, want done/cleared", next.Phase, next.Outcome)
|
||||
}
|
||||
if next.Payout != int64(float64(1000)*vegas().Base)-int64(float64(int64(float64(1000)*vegas().Base)-1000)*rake) {
|
||||
t.Errorf("a cleared board paid %d", next.Payout)
|
||||
}
|
||||
if evs[len(evs)-1].Kind != "settle" {
|
||||
t.Errorf("the winning card didn't settle the game: %+v", evs)
|
||||
}
|
||||
}
|
||||
|
||||
// ---- the shape of the thing ------------------------------------------------
|
||||
|
||||
// A game survives a redeploy: the whole state, shoe and face-down cards and all,
|
||||
// goes through JSON and comes back the same board.
|
||||
func TestAGameSurvivesJSON(t *testing.T) {
|
||||
s, _, err := New(500, cut(), rake, cards.NewRNG(7, 11))
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
for i := 0; i < 6; i++ {
|
||||
s, _, _ = ApplyMove(s, Move{Kind: "draw"})
|
||||
}
|
||||
blob, err := json.Marshal(s)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
var back State
|
||||
if err := json.Unmarshal(blob, &back); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if !sameBoard(s, back) {
|
||||
t.Fatal("the board didn't come back the same")
|
||||
}
|
||||
}
|
||||
|
||||
// The same seed deals the same board. This is what lets a disputed game be dealt
|
||||
// again exactly as it fell, and it is why the RNG is threaded rather than global.
|
||||
func TestASeedDealsTheSameBoard(t *testing.T) {
|
||||
a, _, err := New(100, vegas(), rake, cards.NewRNG(42, 99))
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
b, _, err := New(100, vegas(), rake, cards.NewRNG(42, 99))
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if !sameBoard(a, b) {
|
||||
t.Fatal("the same seed dealt two different boards")
|
||||
}
|
||||
|
||||
c, _, _ := New(100, vegas(), rake, cards.NewRNG(43, 99))
|
||||
if sameBoard(a, c) {
|
||||
t.Fatal("two seeds dealt the same board")
|
||||
}
|
||||
}
|
||||
|
||||
// Every card is on the board exactly once, whatever you do to it. A move that
|
||||
// duplicated a card would be a move that printed money.
|
||||
func TestNoCardIsEverLostOrDuplicated(t *testing.T) {
|
||||
rng := rand.New(rand.NewPCG(3, 5))
|
||||
s, _, err := New(1000, patient(), rake, rng)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
countDeck(t, s, "the deal")
|
||||
|
||||
// Play a long random game: whatever the fuzzer stumbles into, the deck holds.
|
||||
for i := 0; i < 4000 && s.Phase == PhasePlaying; i++ {
|
||||
m := randomMove(rng)
|
||||
next, _, err := ApplyMove(s, m)
|
||||
if err != nil {
|
||||
continue // an illegal move is a fine thing for a fuzzer to find
|
||||
}
|
||||
s = next
|
||||
countDeck(t, s, "after "+m.Kind)
|
||||
}
|
||||
}
|
||||
|
||||
func randomMove(rng *rand.Rand) Move {
|
||||
pile := func() string {
|
||||
switch rng.IntN(3) {
|
||||
case 0:
|
||||
return "waste"
|
||||
case 1:
|
||||
return "t" + strconv.Itoa(rng.IntN(Piles))
|
||||
default:
|
||||
return "f" + strconv.Itoa(rng.IntN(Foundations))
|
||||
}
|
||||
}
|
||||
switch rng.IntN(10) {
|
||||
case 0, 1, 2, 3:
|
||||
return Move{Kind: "draw"}
|
||||
case 4:
|
||||
return Move{Kind: "home", From: pile()}
|
||||
case 5:
|
||||
return Move{Kind: "auto"}
|
||||
default:
|
||||
return Move{Kind: "move", From: pile(), To: pile(), Count: 1 + rng.IntN(4)}
|
||||
}
|
||||
}
|
||||
|
||||
func countDeck(t *testing.T, s State, when string) {
|
||||
t.Helper()
|
||||
seen := map[cards.Card]int{}
|
||||
add := func(cs []cards.Card) {
|
||||
for _, c := range cs {
|
||||
seen[c]++
|
||||
}
|
||||
}
|
||||
add(s.Stock)
|
||||
add(s.Waste)
|
||||
for _, p := range s.Table {
|
||||
add(p.Down)
|
||||
add(p.Up)
|
||||
}
|
||||
for _, f := range s.Found {
|
||||
add(f)
|
||||
}
|
||||
if len(seen) != FullDeck {
|
||||
t.Fatalf("%s: %d distinct cards on the board, want 52", when, len(seen))
|
||||
}
|
||||
for c, n := range seen {
|
||||
if n != 1 {
|
||||
t.Fatalf("%s: %v appears %d times", when, c, n)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// The face-up run in every tableau column is always a legal run, and a column
|
||||
// with cards face-up never has an unturned card left under it. Both are things
|
||||
// the *rules* keep true, so a fuzzer that breaks them has found a real bug.
|
||||
func TestTheBoardStaysWellFormed(t *testing.T) {
|
||||
rng := rand.New(rand.NewPCG(11, 13))
|
||||
s, _, err := New(1000, vegas(), rake, rng)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
for i := 0; i < 4000 && s.Phase == PhasePlaying; i++ {
|
||||
next, _, err := ApplyMove(s, randomMove(rng))
|
||||
if err != nil {
|
||||
continue
|
||||
}
|
||||
s = next
|
||||
for j, p := range s.Table {
|
||||
if !isRun(p.Up) {
|
||||
t.Fatalf("column %d holds a run that isn't one: %v", j, p.Up)
|
||||
}
|
||||
if len(p.Up) == 0 && len(p.Down) > 0 {
|
||||
t.Fatalf("column %d has %d cards face down and nothing turned over", j, len(p.Down))
|
||||
}
|
||||
}
|
||||
for suit, f := range s.Found {
|
||||
for r, c := range f {
|
||||
if int(c.Suit) != suit || int(c.Rank) != r+1 {
|
||||
t.Fatalf("foundation %d holds %v at position %d", suit, c, r)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
375
internal/games/trivia/trivia.go
Normal file
375
internal/games/trivia/trivia.go
Normal file
@@ -0,0 +1,375 @@
|
||||
// Package trivia is a pure trivia-ladder engine, played for chips.
|
||||
//
|
||||
// Same seam as blackjack and hangman: ApplyMove(state, move, now) (state,
|
||||
// events, error), where an error means the move was illegal and nothing else.
|
||||
// The one difference is that clock: trivia is the only game in the room where
|
||||
// *when* you move changes what it pays, and a pure reducer cannot own a timer.
|
||||
// So the time is an argument. The engine stays a value in, value out, and the
|
||||
// only thing that knows what o'clock it is remains the caller.
|
||||
//
|
||||
// The shape is a ladder. You stake once, and then answer a run of questions:
|
||||
// every right answer multiplies what the stake is worth, a wrong one loses the
|
||||
// lot, and you may walk with what you've built at any point after the first.
|
||||
// It is the oldest quiz-show bet there is — the tension is entirely in whether
|
||||
// you take the money.
|
||||
//
|
||||
// The reason for the clock is less pretty: trivia answers are googlable, and a
|
||||
// game that paid the same for a slow right answer as a fast one would be a game
|
||||
// about typing into another tab. So the multiple a question is worth decays
|
||||
// from Fast to Buzzer across the tier's time limit, and running out of time
|
||||
// loses exactly as much as being wrong. The countdown in the browser is
|
||||
// decoration; this is the clock that counts.
|
||||
package trivia
|
||||
|
||||
import (
|
||||
"errors"
|
||||
"math"
|
||||
"math/rand/v2"
|
||||
"time"
|
||||
)
|
||||
|
||||
// Errors an illegal move can produce.
|
||||
var (
|
||||
ErrGameOver = errors.New("trivia: the game is already over")
|
||||
ErrUnknownMove = errors.New("trivia: unknown move")
|
||||
ErrBadBet = errors.New("trivia: bet must be positive")
|
||||
ErrUnknownTier = errors.New("trivia: no such tier")
|
||||
ErrShortLadder = errors.New("trivia: not enough questions to build a ladder")
|
||||
ErrNothingBanked = errors.New("trivia: answer one before you walk")
|
||||
)
|
||||
|
||||
// Rungs is how long the ladder is. Clearing it is a win in itself: the run ends
|
||||
// and banks, because a ladder with no top is just a slot machine you can't stop
|
||||
// playing, and eventually every player loses everything to one bad question.
|
||||
const Rungs = 12
|
||||
|
||||
// Tier is a difficulty, chosen before the bet. It sets three things that move
|
||||
// together: how hard the questions are, how long you get, and what a right
|
||||
// answer is worth. Hard questions pay more and give you less time to look them
|
||||
// up, which is the whole bargain.
|
||||
type Tier struct {
|
||||
Slug string `json:"slug"`
|
||||
Name string `json:"name"`
|
||||
Difficulty string `json:"difficulty"` // what OpenTDB calls it: easy | medium | hard
|
||||
Fast float64 `json:"fast"` // what a right answer multiplies by, answered instantly
|
||||
Buzzer float64 `json:"buzzer"` // ...and what it's worth answered on the last tick
|
||||
Limit int `json:"limit"` // seconds on the clock, per question
|
||||
Blurb string `json:"blurb"`
|
||||
}
|
||||
|
||||
// Tiers are the three tables.
|
||||
var Tiers = []Tier{
|
||||
{Slug: "easy", Name: "Easy", Difficulty: "easy", Fast: 1.30, Buzzer: 1.10, Limit: 20,
|
||||
Blurb: "Things you know. The clock is the only thing in your way."},
|
||||
{Slug: "medium", Name: "Medium", Difficulty: "medium", Fast: 1.55, Buzzer: 1.20, Limit: 18,
|
||||
Blurb: "Things you nearly know."},
|
||||
{Slug: "hard", Name: "Hard", Difficulty: "hard", Fast: 1.90, Buzzer: 1.30, Limit: 15,
|
||||
Blurb: "Things you don't. Fifteen seconds is not enough to find out."},
|
||||
}
|
||||
|
||||
// TierBySlug finds a tier by the name the browser sent.
|
||||
func TierBySlug(slug string) (Tier, error) {
|
||||
for _, t := range Tiers {
|
||||
if t.Slug == slug {
|
||||
return t, nil
|
||||
}
|
||||
}
|
||||
return Tier{}, ErrUnknownTier
|
||||
}
|
||||
|
||||
// Step is what a right answer multiplies the running total by, given how long
|
||||
// it took. Fast at nought seconds, Buzzer at the limit, straight line between.
|
||||
//
|
||||
// Answering at the buzzer still pays *something* — the decay is a reason to be
|
||||
// quick, not a punishment for thinking. The punishment for thinking too long is
|
||||
// the timeout, and that one takes everything.
|
||||
func (t Tier) Step(elapsed time.Duration) float64 {
|
||||
limit := t.Clock()
|
||||
switch {
|
||||
case elapsed <= 0:
|
||||
return t.Fast
|
||||
case elapsed >= limit:
|
||||
return t.Buzzer
|
||||
}
|
||||
speed := 1 - float64(elapsed)/float64(limit) // 1 answering instantly, 0 at the buzzer
|
||||
return t.Buzzer + (t.Fast-t.Buzzer)*speed
|
||||
}
|
||||
|
||||
// Clock is the tier's time limit as a duration.
|
||||
func (t Tier) Clock() time.Duration { return time.Duration(t.Limit) * time.Second }
|
||||
|
||||
// Question is one rung. It carries its own correct index, which is exactly why
|
||||
// a State never crosses the wire — the browser is sent the answers and not
|
||||
// which of them is right.
|
||||
type Question struct {
|
||||
Category string `json:"category"`
|
||||
Text string `json:"text"`
|
||||
Answers []string `json:"answers"` // already shuffled: the right one is not always first
|
||||
Correct int `json:"correct"` // index into Answers
|
||||
}
|
||||
|
||||
// Phase is where the game is.
|
||||
type Phase string
|
||||
|
||||
const (
|
||||
PhasePlaying Phase = "playing"
|
||||
PhaseDone Phase = "done"
|
||||
)
|
||||
|
||||
// Outcome is how it ended.
|
||||
type Outcome string
|
||||
|
||||
const (
|
||||
OutcomeNone Outcome = ""
|
||||
OutcomeWalked Outcome = "walked" // took the money
|
||||
OutcomeCleared Outcome = "cleared" // answered all twelve
|
||||
OutcomeWrong Outcome = "wrong" // picked the wrong one
|
||||
OutcomeTimeout Outcome = "timeout" // ran out of clock
|
||||
)
|
||||
|
||||
// Won reports whether this outcome pays.
|
||||
func (o Outcome) Won() bool { return o == OutcomeWalked || o == OutcomeCleared }
|
||||
|
||||
// State is one game. The ladder — every question, and every right answer — is
|
||||
// in here, which is why this value stays on the server. The browser gets a view
|
||||
// of the current rung and nothing about the ones ahead of it.
|
||||
type State struct {
|
||||
Tier Tier `json:"tier"`
|
||||
Ladder []Question `json:"ladder"` // the whole run, drawn up front
|
||||
Rung int `json:"rung"` // how many answered right; also the index of the live question
|
||||
|
||||
// AskedAt is when the current question was *put to the player*, by the
|
||||
// server's clock. It is the only clock in the game. A reload does not reset
|
||||
// it: you cannot stop time by refreshing.
|
||||
AskedAt time.Time `json:"asked_at"`
|
||||
|
||||
Multiple float64 `json:"multiple"` // 1.0 at the start; the product of every step earned
|
||||
RakePct float64 `json:"rake_pct"`
|
||||
|
||||
Bet int64 `json:"bet"`
|
||||
Phase Phase `json:"phase"`
|
||||
Outcome Outcome `json:"outcome"`
|
||||
Payout int64 `json:"payout"`
|
||||
Rake int64 `json:"rake"`
|
||||
}
|
||||
|
||||
// Event is something the table animates.
|
||||
type Event struct {
|
||||
Kind string `json:"kind"` // "ask" | "right" | "wrong" | "timeout" | "settle"
|
||||
Choice int `json:"choice"` // what the player picked (-1 when they didn't)
|
||||
Correct int `json:"correct"` // which one was right — sent only once it's decided
|
||||
Step float64 `json:"step,omitempty"` // what this answer multiplied by
|
||||
Multiple float64 `json:"multiple,omitempty"` // the running total, after
|
||||
Text string `json:"text,omitempty"`
|
||||
}
|
||||
|
||||
// Move is a player action: pick an answer, or take the money.
|
||||
type Move struct {
|
||||
Choice int `json:"choice"` // index into the live question's answers
|
||||
Walk bool `json:"walk"`
|
||||
}
|
||||
|
||||
// New starts a game on a ladder of questions the caller has already drawn. The
|
||||
// engine does not reach for a database any more than blackjack reaches for a
|
||||
// deck: the questions arrive as a value, so a game is reproducible and a test
|
||||
// can pin every rung.
|
||||
//
|
||||
// The answers are shuffled here, with the caller's seeded rng, because a bank
|
||||
// that always stores the right answer first would otherwise be a game about
|
||||
// clicking first.
|
||||
func New(bet int64, t Tier, rakePct float64, qs []Question, now time.Time, rng *rand.Rand) (State, []Event, error) {
|
||||
if bet <= 0 {
|
||||
return State{}, nil, ErrBadBet
|
||||
}
|
||||
if len(qs) < Rungs {
|
||||
return State{}, nil, ErrShortLadder
|
||||
}
|
||||
ladder := make([]Question, Rungs)
|
||||
for i := range ladder {
|
||||
ladder[i] = shuffleAnswers(qs[i], rng)
|
||||
}
|
||||
s := State{
|
||||
Tier: t, Ladder: ladder, RakePct: rakePct,
|
||||
Multiple: 1,
|
||||
AskedAt: now,
|
||||
Bet: bet, Phase: PhasePlaying,
|
||||
}
|
||||
return s, []Event{{Kind: "ask", Choice: -1, Correct: -1}}, nil
|
||||
}
|
||||
|
||||
// shuffleAnswers moves the right answer somewhere the player can't guess from
|
||||
// position, and keeps track of where it went.
|
||||
func shuffleAnswers(q Question, rng *rand.Rand) Question {
|
||||
answers := append([]string(nil), q.Answers...)
|
||||
correct := q.Answers[q.Correct]
|
||||
rng.Shuffle(len(answers), func(i, j int) { answers[i], answers[j] = answers[j], answers[i] })
|
||||
out := q
|
||||
out.Answers = answers
|
||||
for i, a := range answers {
|
||||
if a == correct {
|
||||
out.Correct = i
|
||||
break
|
||||
}
|
||||
}
|
||||
return out
|
||||
}
|
||||
|
||||
// Live is the question the player is looking at.
|
||||
func (s State) Live() Question {
|
||||
if s.Rung < 0 || s.Rung >= len(s.Ladder) {
|
||||
return Question{}
|
||||
}
|
||||
return s.Ladder[s.Rung]
|
||||
}
|
||||
|
||||
// Left is how much clock the live question has, at the given moment. It goes to
|
||||
// the browser so its countdown starts where the server's does — but the browser
|
||||
// is never asked what it says.
|
||||
func (s State) Left(now time.Time) time.Duration {
|
||||
d := s.Tier.Clock() - now.Sub(s.AskedAt)
|
||||
if d < 0 {
|
||||
return 0
|
||||
}
|
||||
return d
|
||||
}
|
||||
|
||||
// ApplyMove is the engine. now is the server's clock, and the only one that
|
||||
// counts toward the answer.
|
||||
func ApplyMove(s State, m Move, now time.Time) (State, []Event, error) {
|
||||
if s.Phase == PhaseDone {
|
||||
return s, nil, ErrGameOver
|
||||
}
|
||||
s = s.clone()
|
||||
|
||||
q := s.Live()
|
||||
if len(q.Answers) == 0 {
|
||||
return s, nil, ErrUnknownMove
|
||||
}
|
||||
|
||||
elapsed := now.Sub(s.AskedAt)
|
||||
|
||||
// Out of time. This is a loss, and it has to be — a timeout that merely cost
|
||||
// you the speed bonus would make "leave it open in another tab and go and
|
||||
// look it up" the strongest way to play.
|
||||
//
|
||||
// It is checked before *everything*, walking included. A dead clock that you
|
||||
// could still walk away from would be no clock at all: you would sit on every
|
||||
// question for as long as you liked, answer the ones you found and walk off
|
||||
// the ones you didn't, and never once lose the ladder. The timeout has to be
|
||||
// the first thing that happens to a move, or it is not a deadline.
|
||||
if elapsed > s.Tier.Clock() {
|
||||
evs := []Event{{Kind: "timeout", Choice: -1, Correct: q.Correct}}
|
||||
s.settle(OutcomeTimeout, &evs)
|
||||
return s, evs, nil
|
||||
}
|
||||
|
||||
if m.Walk {
|
||||
// You cannot walk off a rung you haven't climbed. If you could, seeing the
|
||||
// first question and walking away would be a free look: stake, peek, walk,
|
||||
// stake again, and keep reshuffling until the question is one you know.
|
||||
// The first question is therefore the price of sitting down.
|
||||
if s.Rung == 0 {
|
||||
return s, nil, ErrNothingBanked
|
||||
}
|
||||
evs := []Event{}
|
||||
s.settle(OutcomeWalked, &evs)
|
||||
return s, evs, nil
|
||||
}
|
||||
|
||||
if m.Choice < 0 || m.Choice >= len(q.Answers) {
|
||||
return s, nil, ErrUnknownMove
|
||||
}
|
||||
|
||||
if m.Choice != q.Correct {
|
||||
evs := []Event{{Kind: "wrong", Choice: m.Choice, Correct: q.Correct}}
|
||||
s.settle(OutcomeWrong, &evs)
|
||||
return s, evs, nil
|
||||
}
|
||||
|
||||
// Right, and quick enough to be worth something.
|
||||
step := s.Tier.Step(elapsed)
|
||||
s.Multiple *= step
|
||||
s.Rung++
|
||||
evs := []Event{{
|
||||
Kind: "right", Choice: m.Choice, Correct: q.Correct,
|
||||
Step: step, Multiple: s.Multiple,
|
||||
}}
|
||||
|
||||
if s.Rung >= Rungs {
|
||||
s.settle(OutcomeCleared, &evs)
|
||||
return s, evs, nil
|
||||
}
|
||||
|
||||
// The next question goes up, and its clock starts now.
|
||||
s.AskedAt = now
|
||||
evs = append(evs, Event{Kind: "ask", Choice: -1, Correct: -1})
|
||||
return s, evs, nil
|
||||
}
|
||||
|
||||
// Pays is what banking *right now* would put back on the player's stack: the
|
||||
// stake, plus the winnings, less the house's cut of the winnings.
|
||||
//
|
||||
// It exists for the same reason hangman's does. The felt quotes this number
|
||||
// while the game is still running — it is the "take the money" button's label —
|
||||
// and settle() calls it rather than doing the sum a second time, so the table
|
||||
// can never advertise a payout the house doesn't hand over.
|
||||
func (s State) Pays() int64 {
|
||||
total := int64(math.Floor(float64(s.Bet) * s.Multiple))
|
||||
if total < s.Bet {
|
||||
total = s.Bet // banking never hands back less than the stake
|
||||
}
|
||||
profit := total - s.Bet
|
||||
if profit > 0 {
|
||||
rake := int64(math.Floor(float64(profit) * s.RakePct))
|
||||
if rake > 0 {
|
||||
profit -= rake
|
||||
}
|
||||
}
|
||||
return s.Bet + profit
|
||||
}
|
||||
|
||||
// rakeNow is the other half of what Pays works out: the house's cut of a win
|
||||
// banked at this moment. Never taken from the stake, so a player who walks
|
||||
// having answered nothing — which they can't — and one who loses, pay nothing.
|
||||
func (s State) rakeNow() int64 {
|
||||
total := int64(math.Floor(float64(s.Bet) * s.Multiple))
|
||||
if total <= s.Bet {
|
||||
return 0
|
||||
}
|
||||
rake := int64(math.Floor(float64(total-s.Bet) * s.RakePct))
|
||||
if rake < 0 {
|
||||
return 0
|
||||
}
|
||||
return rake
|
||||
}
|
||||
|
||||
// settle decides the payout. Same rule as every other table in the room: the
|
||||
// rake comes out of winnings, never out of the stake, and a loss is never
|
||||
// charged a fee.
|
||||
func (s *State) settle(o Outcome, evs *[]Event) {
|
||||
s.Outcome = o
|
||||
s.Phase = PhaseDone
|
||||
|
||||
if o.Won() {
|
||||
s.Payout = s.Pays()
|
||||
s.Rake = s.rakeNow()
|
||||
} else {
|
||||
s.Payout = 0
|
||||
}
|
||||
*evs = append(*evs, Event{Kind: "settle", Choice: -1, Correct: -1, Text: string(o)})
|
||||
}
|
||||
|
||||
// Net is what the game did to the player's stack.
|
||||
func (s State) Net() int64 {
|
||||
if s.Phase != PhaseDone {
|
||||
return 0
|
||||
}
|
||||
return s.Payout - s.Bet
|
||||
}
|
||||
|
||||
// clone deep-copies the ladder, so a derived state shares no backing array with
|
||||
// the one it came from and a game can be replayed freely.
|
||||
func (s State) clone() State {
|
||||
s.Ladder = append([]Question(nil), s.Ladder...)
|
||||
return s
|
||||
}
|
||||
352
internal/games/trivia/trivia_test.go
Normal file
352
internal/games/trivia/trivia_test.go
Normal file
@@ -0,0 +1,352 @@
|
||||
package trivia
|
||||
|
||||
import (
|
||||
"math/rand/v2"
|
||||
"testing"
|
||||
"time"
|
||||
)
|
||||
|
||||
func rng() *rand.Rand { return rand.New(rand.NewPCG(1, 2)) }
|
||||
|
||||
var epoch = time.Date(2026, 7, 14, 12, 0, 0, 0, time.UTC)
|
||||
|
||||
// bank builds n questions whose right answer is always "right", so a test can
|
||||
// find it after the shuffle without caring where it landed.
|
||||
func bank(n int) []Question {
|
||||
qs := make([]Question, n)
|
||||
for i := range qs {
|
||||
qs[i] = Question{
|
||||
Category: "General",
|
||||
Text: "question?",
|
||||
Answers: []string{"right", "wrong1", "wrong2", "wrong3"},
|
||||
Correct: 0,
|
||||
}
|
||||
}
|
||||
return qs
|
||||
}
|
||||
|
||||
func tier(slug string) Tier {
|
||||
t, err := TierBySlug(slug)
|
||||
if err != nil {
|
||||
panic(err)
|
||||
}
|
||||
return t
|
||||
}
|
||||
|
||||
func newGame(t *testing.T, bet int64, slug string) State {
|
||||
t.Helper()
|
||||
s, evs, err := New(bet, tier(slug), 0.05, bank(Rungs), epoch, rng())
|
||||
if err != nil {
|
||||
t.Fatalf("New: %v", err)
|
||||
}
|
||||
if len(evs) != 1 || evs[0].Kind != "ask" {
|
||||
t.Fatalf("New should open with one ask, got %+v", evs)
|
||||
}
|
||||
if s.Multiple != 1 {
|
||||
t.Fatalf("a fresh ladder is worth the stake, got multiple %v", s.Multiple)
|
||||
}
|
||||
return s
|
||||
}
|
||||
|
||||
// answerRight plays the live question correctly, after `took` on the clock.
|
||||
func answerRight(t *testing.T, s State, took time.Duration) (State, []Event) {
|
||||
t.Helper()
|
||||
q := s.Live()
|
||||
next, evs, err := ApplyMove(s, Move{Choice: q.Correct}, s.AskedAt.Add(took))
|
||||
if err != nil {
|
||||
t.Fatalf("right answer refused: %v", err)
|
||||
}
|
||||
return next, evs
|
||||
}
|
||||
|
||||
func TestNewShufflesButKeepsTheAnswer(t *testing.T) {
|
||||
s := newGame(t, 100, "medium")
|
||||
moved := 0
|
||||
for _, q := range s.Ladder {
|
||||
if q.Answers[q.Correct] != "right" {
|
||||
t.Fatalf("Correct points at %q, not the right answer", q.Answers[q.Correct])
|
||||
}
|
||||
if q.Correct != 0 {
|
||||
moved++
|
||||
}
|
||||
}
|
||||
// All twelve landing on index 0 would mean the shuffle isn't running, and the
|
||||
// game would be "always click the first one".
|
||||
if moved == 0 {
|
||||
t.Fatal("the right answer is first in every question — the shuffle did nothing")
|
||||
}
|
||||
}
|
||||
|
||||
func TestShortBankIsRefused(t *testing.T) {
|
||||
if _, _, err := New(100, tier("easy"), 0.05, bank(Rungs-1), epoch, rng()); err != ErrShortLadder {
|
||||
t.Fatalf("a ladder with a missing rung should be refused, got %v", err)
|
||||
}
|
||||
}
|
||||
|
||||
// The one that matters most: the number the felt quotes is the number the
|
||||
// player is actually paid, at every rung, exactly as in hangman.
|
||||
func TestTheQuoteIsThePayout(t *testing.T) {
|
||||
s := newGame(t, 200, "hard")
|
||||
for rung := 1; rung < Rungs; rung++ {
|
||||
s, _ = answerRight(t, s, 3*time.Second)
|
||||
|
||||
quoted := s.Pays() // what the "take the money" button says it's worth
|
||||
|
||||
banked, _, err := ApplyMove(s, Move{Walk: true}, s.AskedAt)
|
||||
if err != nil {
|
||||
t.Fatalf("rung %d: walk refused: %v", rung, err)
|
||||
}
|
||||
if banked.Payout != quoted {
|
||||
t.Fatalf("rung %d: the felt quoted %d and the house paid %d", rung, quoted, banked.Payout)
|
||||
}
|
||||
if banked.Phase != PhaseDone || banked.Outcome != OutcomeWalked {
|
||||
t.Fatalf("rung %d: walking should end the game, got %s/%s", rung, banked.Phase, banked.Outcome)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Walking before answering anything would be a free look at the first question:
|
||||
// stake, peek, walk, restake until the question is one you happen to know.
|
||||
func TestYouCannotWalkOffTheFirstRung(t *testing.T) {
|
||||
s := newGame(t, 100, "easy")
|
||||
if _, _, err := ApplyMove(s, Move{Walk: true}, epoch); err != ErrNothingBanked {
|
||||
t.Fatalf("walking on rung 0 should be refused, got %v", err)
|
||||
}
|
||||
|
||||
// One right answer, and now you may.
|
||||
s, _ = answerRight(t, s, time.Second)
|
||||
if _, _, err := ApplyMove(s, Move{Walk: true}, s.AskedAt); err != nil {
|
||||
t.Fatalf("walking after a right answer should be allowed, got %v", err)
|
||||
}
|
||||
}
|
||||
|
||||
func TestAWrongAnswerLosesTheLot(t *testing.T) {
|
||||
s := newGame(t, 300, "medium")
|
||||
// Build a decent ladder first, so there is something real to lose.
|
||||
for i := 0; i < 4; i++ {
|
||||
s, _ = answerRight(t, s, time.Second)
|
||||
}
|
||||
if s.Pays() <= 300 {
|
||||
t.Fatalf("four right answers should be worth more than the stake, got %d", s.Pays())
|
||||
}
|
||||
|
||||
q := s.Live()
|
||||
wrong := (q.Correct + 1) % len(q.Answers)
|
||||
out, evs, err := ApplyMove(s, Move{Choice: wrong}, s.AskedAt.Add(time.Second))
|
||||
if err != nil {
|
||||
t.Fatalf("a wrong answer is a legal move: %v", err)
|
||||
}
|
||||
if out.Outcome != OutcomeWrong || out.Payout != 0 {
|
||||
t.Fatalf("a wrong answer should pay nothing, got %s/%d", out.Outcome, out.Payout)
|
||||
}
|
||||
if out.Rake != 0 {
|
||||
t.Fatalf("a loss must never be charged a rake, got %d", out.Rake)
|
||||
}
|
||||
if out.Net() != -300 {
|
||||
t.Fatalf("a wrong answer costs the stake and nothing more, got %d", out.Net())
|
||||
}
|
||||
// The player is told which one it was.
|
||||
if evs[0].Kind != "wrong" || evs[0].Correct != q.Correct {
|
||||
t.Fatalf("a wrong answer should reveal the right one, got %+v", evs[0])
|
||||
}
|
||||
}
|
||||
|
||||
// The clock is the whole anti-google mechanism: running out of it has to cost
|
||||
// as much as being wrong, or leaving the tab open and looking it up wins.
|
||||
func TestTheClockTakesEverything(t *testing.T) {
|
||||
s := newGame(t, 250, "hard")
|
||||
for i := 0; i < 3; i++ {
|
||||
s, _ = answerRight(t, s, time.Second)
|
||||
}
|
||||
banked := s.Pays()
|
||||
|
||||
q := s.Live()
|
||||
late := s.AskedAt.Add(s.Tier.Clock() + time.Millisecond)
|
||||
out, evs, err := ApplyMove(s, Move{Choice: q.Correct}, late) // the *right* answer, too late
|
||||
if err != nil {
|
||||
t.Fatalf("a late answer is a legal move: %v", err)
|
||||
}
|
||||
if out.Outcome != OutcomeTimeout {
|
||||
t.Fatalf("answering past the limit should time out, got %s", out.Outcome)
|
||||
}
|
||||
if out.Payout != 0 {
|
||||
t.Fatalf("a timeout pays nothing — it was worth %d a moment ago, and paid %d", banked, out.Payout)
|
||||
}
|
||||
if evs[0].Kind != "timeout" {
|
||||
t.Fatalf("expected a timeout event, got %+v", evs[0])
|
||||
}
|
||||
|
||||
// And answering on the final tick still counts.
|
||||
onTime := s.AskedAt.Add(s.Tier.Clock())
|
||||
if out, _, err = ApplyMove(s, Move{Choice: q.Correct}, onTime); err != nil {
|
||||
t.Fatalf("an answer on the buzzer is legal: %v", err)
|
||||
}
|
||||
if out.Rung != s.Rung+1 {
|
||||
t.Fatal("an answer on the final tick should still count")
|
||||
}
|
||||
}
|
||||
|
||||
// Speed is the only thing separating a slow right answer from a fast one.
|
||||
func TestFasterPaysMore(t *testing.T) {
|
||||
base := newGame(t, 1000, "hard")
|
||||
|
||||
quick, _ := answerRight(t, base, time.Second)
|
||||
slow, _ := answerRight(t, base, 14*time.Second)
|
||||
|
||||
if quick.Multiple <= slow.Multiple {
|
||||
t.Fatalf("a quick answer should be worth more: quick %v, slow %v", quick.Multiple, slow.Multiple)
|
||||
}
|
||||
if quick.Pays() <= slow.Pays() {
|
||||
t.Fatalf("a quick answer should pay more: quick %d, slow %d", quick.Pays(), slow.Pays())
|
||||
}
|
||||
|
||||
// The ends of the scale are the tier's own numbers, and nothing is outside them.
|
||||
instant, _ := answerRight(t, base, 0)
|
||||
buzzer, _ := answerRight(t, base, base.Tier.Clock())
|
||||
if instant.Multiple != base.Tier.Fast {
|
||||
t.Fatalf("an instant answer is worth Fast (%v), got %v", base.Tier.Fast, instant.Multiple)
|
||||
}
|
||||
if buzzer.Multiple != base.Tier.Buzzer {
|
||||
t.Fatalf("an answer on the buzzer is worth Buzzer (%v), got %v", base.Tier.Buzzer, buzzer.Multiple)
|
||||
}
|
||||
if quick.Multiple > base.Tier.Fast || slow.Multiple < base.Tier.Buzzer {
|
||||
t.Fatal("a step escaped the tier's range")
|
||||
}
|
||||
}
|
||||
|
||||
// Clearing the ladder ends the run and banks it, rather than leaving the player
|
||||
// on a rung that doesn't exist.
|
||||
func TestClearingTheLadderBanks(t *testing.T) {
|
||||
s := newGame(t, 100, "easy")
|
||||
for i := 0; i < Rungs; i++ {
|
||||
if s.Phase != PhasePlaying {
|
||||
t.Fatalf("the game ended early, on rung %d", i)
|
||||
}
|
||||
s, _ = answerRight(t, s, time.Second)
|
||||
}
|
||||
if s.Outcome != OutcomeCleared {
|
||||
t.Fatalf("twelve right answers should clear the ladder, got %s", s.Outcome)
|
||||
}
|
||||
if s.Rung != Rungs {
|
||||
t.Fatalf("expected to be on rung %d, got %d", Rungs, s.Rung)
|
||||
}
|
||||
if s.Payout != s.Pays() || s.Payout <= s.Bet {
|
||||
t.Fatalf("clearing should bank a win, got payout %d on a %d stake", s.Payout, s.Bet)
|
||||
}
|
||||
if _, _, err := ApplyMove(s, Move{Choice: 0}, s.AskedAt); err != ErrGameOver {
|
||||
t.Fatalf("a cleared ladder takes no more moves, got %v", err)
|
||||
}
|
||||
}
|
||||
|
||||
// The rake comes out of winnings, never out of the stake.
|
||||
func TestRakeOnlyBitesWinnings(t *testing.T) {
|
||||
s := newGame(t, 1000, "medium")
|
||||
s, _ = answerRight(t, s, 0) // instant: multiple is exactly Fast, so the sum is checkable by hand
|
||||
|
||||
banked, _, err := ApplyMove(s, Move{Walk: true}, s.AskedAt)
|
||||
if err != nil {
|
||||
t.Fatalf("walk: %v", err)
|
||||
}
|
||||
|
||||
total := int64(float64(1000) * s.Tier.Fast) // 1550
|
||||
profit := total - 1000 // 550
|
||||
rake := int64(float64(profit) * 0.05) // 27
|
||||
want := 1000 + profit - rake // 1523
|
||||
|
||||
if banked.Payout != want {
|
||||
t.Fatalf("payout should be stake + winnings - 5%% of winnings = %d, got %d", want, banked.Payout)
|
||||
}
|
||||
if banked.Rake != rake {
|
||||
t.Fatalf("rake should be %d, got %d", rake, banked.Rake)
|
||||
}
|
||||
if banked.Payout < banked.Bet {
|
||||
t.Fatal("a win handed back less than the stake")
|
||||
}
|
||||
}
|
||||
|
||||
// A move must not scribble on the state it came from — a game has to replay.
|
||||
func TestApplyMoveDoesNotMutateItsInput(t *testing.T) {
|
||||
s := newGame(t, 100, "easy")
|
||||
before := s.Live()
|
||||
|
||||
next, _, err := ApplyMove(s, Move{Choice: before.Correct}, s.AskedAt.Add(time.Second))
|
||||
if err != nil {
|
||||
t.Fatalf("move: %v", err)
|
||||
}
|
||||
if s.Rung != 0 || s.Multiple != 1 || s.Phase != PhasePlaying {
|
||||
t.Fatalf("the original state moved underneath us: rung %d multiple %v", s.Rung, s.Multiple)
|
||||
}
|
||||
if next.Rung != 1 {
|
||||
t.Fatalf("the derived state should have climbed a rung, got %d", next.Rung)
|
||||
}
|
||||
// The same move replays to the same place.
|
||||
again, _, err := ApplyMove(s, Move{Choice: before.Correct}, s.AskedAt.Add(time.Second))
|
||||
if err != nil {
|
||||
t.Fatalf("replay: %v", err)
|
||||
}
|
||||
if again.Multiple != next.Multiple || again.Rung != next.Rung {
|
||||
t.Fatal("the same move from the same state landed somewhere else")
|
||||
}
|
||||
}
|
||||
|
||||
func TestLeftCountsDown(t *testing.T) {
|
||||
s := newGame(t, 100, "hard") // 15s
|
||||
if got := s.Left(epoch); got != 15*time.Second {
|
||||
t.Fatalf("a fresh question has the whole clock, got %v", got)
|
||||
}
|
||||
if got := s.Left(epoch.Add(10 * time.Second)); got != 5*time.Second {
|
||||
t.Fatalf("expected 5s left, got %v", got)
|
||||
}
|
||||
// It floors at nought rather than going negative, so a browser can render it.
|
||||
if got := s.Left(epoch.Add(time.Hour)); got != 0 {
|
||||
t.Fatalf("the clock should stop at zero, got %v", got)
|
||||
}
|
||||
}
|
||||
|
||||
func TestGarbageMovesAreRefused(t *testing.T) {
|
||||
s := newGame(t, 100, "easy")
|
||||
for _, choice := range []int{-1, 4, 99} {
|
||||
if _, _, err := ApplyMove(s, Move{Choice: choice}, s.AskedAt); err != ErrUnknownMove {
|
||||
t.Fatalf("choice %d should be refused, got %v", choice, err)
|
||||
}
|
||||
}
|
||||
if s.Phase != PhasePlaying {
|
||||
t.Fatal("a refused move should leave the game alone")
|
||||
}
|
||||
}
|
||||
|
||||
// The clock has to beat the walk button, or it is not a deadline.
|
||||
//
|
||||
// If a dead clock could still be walked away from, the ladder would carry no
|
||||
// risk at all: sit on every question for as long as you like, answer the ones
|
||||
// you can look up, and walk off the ones you can't. The timeout has to be the
|
||||
// first thing that happens to a move.
|
||||
func TestWalkingOffADeadClockIsATimeout(t *testing.T) {
|
||||
s := newGame(t, 500, "hard")
|
||||
s, _ = answerRight(t, s, time.Second) // one rung banked, so a walk is otherwise legal
|
||||
|
||||
late := s.AskedAt.Add(s.Tier.Clock() + time.Second)
|
||||
out, evs, err := ApplyMove(s, Move{Walk: true}, late)
|
||||
if err != nil {
|
||||
t.Fatalf("walking after the clock died should resolve, not error: %v", err)
|
||||
}
|
||||
if out.Outcome != OutcomeTimeout {
|
||||
t.Fatalf("a walk after the clock ran out is a timeout, got %q", out.Outcome)
|
||||
}
|
||||
if out.Payout != 0 {
|
||||
t.Fatalf("a timeout pays nothing, got %d", out.Payout)
|
||||
}
|
||||
if len(evs) == 0 || evs[0].Kind != "timeout" {
|
||||
t.Fatalf("expected the timeout event first, got %+v", evs)
|
||||
}
|
||||
|
||||
// And the same walk, one tick inside the limit, still banks.
|
||||
intime := s.AskedAt.Add(s.Tier.Clock() - time.Millisecond)
|
||||
banked, _, err := ApplyMove(s, Move{Walk: true}, intime)
|
||||
if err != nil {
|
||||
t.Fatalf("walk with the clock still running: %v", err)
|
||||
}
|
||||
if banked.Outcome != OutcomeWalked || banked.Payout <= 0 {
|
||||
t.Fatalf("a walk inside the clock banks, got %q paying %d", banked.Outcome, banked.Payout)
|
||||
}
|
||||
}
|
||||
182
internal/games/uno/bot.go
Normal file
182
internal/games/uno/bot.go
Normal file
@@ -0,0 +1,182 @@
|
||||
package uno
|
||||
|
||||
import "math/rand/v2"
|
||||
|
||||
// The bots.
|
||||
//
|
||||
// Lifted from the ones gogobee's UNO plays in Matrix, which are genuinely decent
|
||||
// company — they hold their wild draw fours back until you're close to going
|
||||
// out, they follow the colour in play when they can, and they get out of the way
|
||||
// of their own hand. Two things changed on the way over:
|
||||
//
|
||||
// The RNG is threaded. gogobee's bots reach for the package global, which is why
|
||||
// its own tests can only assert that a bot played *something* legal. These take
|
||||
// the game's generator, so a bot's choice is part of what a seed replays.
|
||||
//
|
||||
// They are not the same bot at every table. A single deterministic policy is a
|
||||
// puzzle: play round it once and it never surprises you again. So the bot takes
|
||||
// the best card it sees most of the time, and now and then takes the second best
|
||||
// — enough that you cannot count what it is holding by what it plays.
|
||||
|
||||
// botSlip is how often a bot takes its second choice instead of its first. Low
|
||||
// enough that it still plays well, high enough that it isn't a lookup table.
|
||||
const botSlip = 6 // one turn in six
|
||||
|
||||
// botPick chooses a card to play, or reports -1 when the bot has nothing legal.
|
||||
func botPick(hand []Card, top Card, topColor Color, minOpponent int, rng *rand.Rand) (Card, int) {
|
||||
var playable []int
|
||||
for i, c := range hand {
|
||||
if c.CanPlayOn(top, topColor) {
|
||||
playable = append(playable, i)
|
||||
}
|
||||
}
|
||||
if len(playable) == 0 {
|
||||
return Card{}, -1
|
||||
}
|
||||
|
||||
order := botRank(hand, topColor, playable, minOpponent)
|
||||
pick := order[0]
|
||||
if len(order) > 1 && rng.IntN(botSlip) == 0 {
|
||||
pick = order[1]
|
||||
}
|
||||
return hand[pick], pick
|
||||
}
|
||||
|
||||
// botRank sorts the playable cards best-first, by the bot's own priorities.
|
||||
//
|
||||
// The shape of it: hurt the leader if there is one, otherwise get rid of
|
||||
// something useful and keep the wilds back. A wild draw four spent early is a
|
||||
// wild draw four you don't have when somebody is sitting on one card.
|
||||
func botRank(hand []Card, topColor Color, playable []int, minOpponent int) []int {
|
||||
var wd4, wilds, actions, numbers []int
|
||||
for _, i := range playable {
|
||||
switch c := hand[i]; {
|
||||
case c.Value == WildDrawFour:
|
||||
wd4 = append(wd4, i)
|
||||
case c.Value == WildCard:
|
||||
wilds = append(wilds, i)
|
||||
case c.Value.Action():
|
||||
actions = append(actions, i)
|
||||
default:
|
||||
numbers = append(numbers, i)
|
||||
}
|
||||
}
|
||||
|
||||
// Following the colour in play is worth more than not, because it keeps the
|
||||
// bot's hand flexible — so within each group, the cards already in colour go
|
||||
// first.
|
||||
inColorFirst := func(idx []int) []int {
|
||||
var same, other []int
|
||||
for _, i := range idx {
|
||||
if hand[i].Color == topColor {
|
||||
same = append(same, i)
|
||||
} else {
|
||||
other = append(other, i)
|
||||
}
|
||||
}
|
||||
return append(same, other...)
|
||||
}
|
||||
|
||||
var out []int
|
||||
if minOpponent >= 0 && minOpponent <= 2 {
|
||||
// Somebody is about to go out. This is what the +4 was being saved for.
|
||||
out = append(out, wd4...)
|
||||
out = append(out, inColorFirst(actions)...)
|
||||
out = append(out, wilds...)
|
||||
out = append(out, inColorFirst(numbers)...)
|
||||
return out
|
||||
}
|
||||
out = append(out, inColorFirst(actions)...)
|
||||
out = append(out, inColorFirst(numbers)...)
|
||||
out = append(out, wilds...)
|
||||
out = append(out, wd4...)
|
||||
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.
|
||||
func botColor(hand []Card, rng *rand.Rand) Color {
|
||||
counts := [5]int{}
|
||||
for _, c := range hand {
|
||||
if c.Color.Playable() {
|
||||
counts[c.Color]++
|
||||
}
|
||||
}
|
||||
best, bestN := Wild, 0
|
||||
for col := Red; col <= Green; col++ {
|
||||
if counts[col] > bestN {
|
||||
best, bestN = col, counts[col]
|
||||
}
|
||||
}
|
||||
if bestN == 0 {
|
||||
return Red + Color(rng.IntN(4))
|
||||
}
|
||||
return best
|
||||
}
|
||||
|
||||
// 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")
|
||||
}
|
||||
}
|
||||
1320
internal/games/uno/uno.go
Normal file
1320
internal/games/uno/uno.go
Normal file
File diff suppressed because it is too large
Load Diff
807
internal/games/uno/uno_test.go
Normal file
807
internal/games/uno/uno_test.go
Normal file
@@ -0,0 +1,807 @@
|
||||
package uno
|
||||
|
||||
import (
|
||||
"encoding/json"
|
||||
"math/rand/v2"
|
||||
"testing"
|
||||
)
|
||||
|
||||
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 }
|
||||
|
||||
// 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, _, err := New(tier, SoloSeats(tier, tier.Bots, 1000), rake, seed, 0xC0FFEE)
|
||||
if err != nil {
|
||||
t.Fatalf("New: %v", err)
|
||||
}
|
||||
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
|
||||
}
|
||||
|
||||
// census counts every card in the game, wherever it is. It is the invariant the
|
||||
// whole engine has to hold: 108 cards, each of them in exactly one place.
|
||||
func census(s State) map[Card]int {
|
||||
m := map[Card]int{}
|
||||
for _, h := range s.Hands {
|
||||
for _, c := range h {
|
||||
m[c]++
|
||||
}
|
||||
}
|
||||
for _, c := range s.Deck {
|
||||
m[c]++
|
||||
}
|
||||
for _, c := range s.Discard {
|
||||
if c.Value.Wild() {
|
||||
c.Color = Wild
|
||||
}
|
||||
m[c]++
|
||||
}
|
||||
return m
|
||||
}
|
||||
|
||||
func total(m map[Card]int) int {
|
||||
n := 0
|
||||
for _, v := range m {
|
||||
n += v
|
||||
}
|
||||
return n
|
||||
}
|
||||
|
||||
func TestNewDeckIsADeck(t *testing.T) {
|
||||
m := census(State{Deck: NewDeck()})
|
||||
if got := total(m); got != 108 {
|
||||
t.Fatalf("deck has %d cards, want 108", got)
|
||||
}
|
||||
if m[Card{Red, Zero}] != 1 {
|
||||
t.Errorf("want one red zero, got %d", m[Card{Red, Zero}])
|
||||
}
|
||||
if m[Card{Blue, Seven}] != 2 {
|
||||
t.Errorf("want two blue sevens, got %d", m[Card{Blue, Seven}])
|
||||
}
|
||||
if m[Card{Wild, WildDrawFour}] != 4 {
|
||||
t.Errorf("want four +4s, got %d", m[Card{Wild, WildDrawFour}])
|
||||
}
|
||||
}
|
||||
|
||||
func TestNewDeals(t *testing.T) {
|
||||
s := deal(t, full(), 7)
|
||||
if len(s.Hands) != 4 {
|
||||
t.Fatalf("full house is four seats, got %d", len(s.Hands))
|
||||
}
|
||||
for i, h := range s.Hands {
|
||||
if len(h) != HandSize {
|
||||
t.Errorf("seat %d holds %d cards, want %d", i, len(h), HandSize)
|
||||
}
|
||||
}
|
||||
bots := 0
|
||||
for _, seat := range s.Seats {
|
||||
if seat.Bot {
|
||||
bots++
|
||||
if seat.Name == "" {
|
||||
t.Error("a bot seat has no name")
|
||||
}
|
||||
}
|
||||
}
|
||||
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 dealHand.
|
||||
func TestOpeningCardIsANumber(t *testing.T) {
|
||||
for seed := uint64(0); seed < 300; seed++ {
|
||||
s := deal(t, table(), seed)
|
||||
if s.Top().Value.Action() {
|
||||
t.Fatalf("seed %d opened on %v", seed, s.Top())
|
||||
}
|
||||
if s.Color != s.Top().Color {
|
||||
t.Fatalf("seed %d: colour in play is %v, top card is %v", seed, s.Color, s.Top())
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ---- the rules ------------------------------------------------------------
|
||||
|
||||
// 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() {
|
||||
left[c]++
|
||||
}
|
||||
take := func(c Card) {
|
||||
if c.IsWild() {
|
||||
c.Color = Wild
|
||||
}
|
||||
left[c]--
|
||||
}
|
||||
for _, h := range hands {
|
||||
for _, c := range h {
|
||||
take(c)
|
||||
}
|
||||
}
|
||||
take(top)
|
||||
|
||||
var deck []Card
|
||||
for _, c := range NewDeck() {
|
||||
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(), 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, 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) {
|
||||
s := rig([][]Card{{{Blue, Nine}, {Red, Two}}, {{Green, Five}}}, Card{Red, Nine}, Red)
|
||||
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)
|
||||
}
|
||||
if next.Color != Blue {
|
||||
t.Errorf("colour in play should follow the card: %v", next.Color)
|
||||
}
|
||||
if evs[0].Kind != EvPlay || evs[0].Seat != You {
|
||||
t.Errorf("first event should be your play, got %+v", evs[0])
|
||||
}
|
||||
}
|
||||
|
||||
func TestWildNeedsAColor(t *testing.T) {
|
||||
s := rig([][]Card{{{Wild, WildCard}}, {{Green, Five}}}, Card{Red, Nine}, Red)
|
||||
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, 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, You, Move{Kind: MovePlay, Index: 0, Color: Green})
|
||||
if err != nil {
|
||||
t.Fatalf("play wild: %v", err)
|
||||
}
|
||||
top := next.Discard
|
||||
if len(top) < 2 {
|
||||
t.Fatalf("expected the wild and the bot's card on the pile: %v", top)
|
||||
}
|
||||
if top[1] != (Card{Green, WildCard}) {
|
||||
t.Errorf("the wild should sit on the pile as green, got %v", top[1])
|
||||
}
|
||||
}
|
||||
|
||||
func TestDrawTwoHitsTheNextSeat(t *testing.T) {
|
||||
s := rig([][]Card{{{Red, DrawTwo}, {Red, One}}, {{Blue, Five}, {Blue, Six}}}, Card{Red, Nine}, Red)
|
||||
s.Tier = duel()
|
||||
next, evs, err := ApplyMove(s, You, Move{Kind: MovePlay, Index: 0})
|
||||
if err != nil {
|
||||
t.Fatalf("play +2: %v", err)
|
||||
}
|
||||
if len(next.Hands[1]) != 4 {
|
||||
t.Errorf("the bot should hold 2 + 2 = 4 cards, got %d", len(next.Hands[1]))
|
||||
}
|
||||
if next.Turn != You {
|
||||
t.Errorf("the bot was skipped, so it should be your turn: %d", next.Turn)
|
||||
}
|
||||
if !hasKind(evs, EvForced) || !hasKind(evs, EvSkip) {
|
||||
t.Errorf("a +2 is a forced draw and a skip: %+v", evs)
|
||||
}
|
||||
if got := total(census(next)); got != 108 {
|
||||
t.Fatalf("the +2 lost cards: %d of 108", got)
|
||||
}
|
||||
}
|
||||
|
||||
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, You, Move{Kind: MovePlay, Index: 0})
|
||||
if err != nil {
|
||||
t.Fatalf("play reverse: %v", err)
|
||||
}
|
||||
if next.Dir != 1 {
|
||||
t.Errorf("with two at the table a reverse doesn't turn the table around: dir %d", next.Dir)
|
||||
}
|
||||
if next.Turn != You {
|
||||
t.Errorf("the bot should have been skipped, turn is %d", next.Turn)
|
||||
}
|
||||
if !hasKind(evs, EvSkip) || hasKind(evs, EvReverse) {
|
||||
t.Errorf("heads up, a reverse reads as a skip: %+v", evs)
|
||||
}
|
||||
if len(next.Hands[1]) != 1 {
|
||||
t.Errorf("the bot never played, so it still holds one card: %d", len(next.Hands[1]))
|
||||
}
|
||||
}
|
||||
|
||||
func TestReverseTurnsTheTableAround(t *testing.T) {
|
||||
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, You, Move{Kind: MovePlay, Index: 0})
|
||||
if err != nil {
|
||||
t.Fatalf("play reverse: %v", err)
|
||||
}
|
||||
if next.Dir != -1 {
|
||||
t.Errorf("four at the table: a reverse turns it around, dir %d", next.Dir)
|
||||
}
|
||||
if !hasKind(evs, EvReverse) {
|
||||
t.Errorf("want a reverse event: %+v", evs)
|
||||
}
|
||||
if next.Turn != You {
|
||||
t.Errorf("the bots should have played round to you, turn is %d", next.Turn)
|
||||
}
|
||||
var order []int
|
||||
for _, e := range evs {
|
||||
if e.Kind == EvPlay && e.Seat != You {
|
||||
order = append(order, e.Seat)
|
||||
}
|
||||
}
|
||||
if len(order) != 3 || order[0] != 3 || order[1] != 2 || order[2] != 1 {
|
||||
t.Errorf("the bots played in the order %v, want [3 2 1]", order)
|
||||
}
|
||||
}
|
||||
|
||||
func TestSkipSkips(t *testing.T) {
|
||||
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, You, Move{Kind: MovePlay, Index: 0})
|
||||
if err != nil {
|
||||
t.Fatalf("play skip: %v", err)
|
||||
}
|
||||
if !hasKind(evs, EvSkip) {
|
||||
t.Errorf("want a skip event: %+v", evs)
|
||||
}
|
||||
for _, e := range evs {
|
||||
if e.Kind == EvPlay && e.Seat == 1 {
|
||||
t.Errorf("seat 1 was skipped and should not have played: %+v", e)
|
||||
}
|
||||
}
|
||||
if len(next.Hands[1]) != 2 {
|
||||
t.Errorf("seat 1 was skipped and should still hold two: %d", len(next.Hands[1]))
|
||||
}
|
||||
if len(next.Hands[2]) != 1 {
|
||||
t.Errorf("seat 2 was not skipped and should have played: %d", len(next.Hands[2]))
|
||||
}
|
||||
}
|
||||
|
||||
// ---- drawing --------------------------------------------------------------
|
||||
|
||||
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, You, Move{Kind: MoveDraw})
|
||||
if err != nil {
|
||||
t.Fatalf("draw: %v", err)
|
||||
}
|
||||
if next.Phase != PhaseDrawn {
|
||||
t.Fatalf("a playable draw should stop and ask, phase is %v", next.Phase)
|
||||
}
|
||||
if next.Turn != You {
|
||||
t.Fatalf("the turn should still be yours: %d", next.Turn)
|
||||
}
|
||||
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(You); len(got) != 1 || got[0] != 1 {
|
||||
t.Errorf("the drawn card, and only it, is playable: %v", got)
|
||||
}
|
||||
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, You, Move{Kind: MoveDraw}); err != ErrMustPlayNow {
|
||||
t.Fatalf("you can't draw twice, got %v", err)
|
||||
}
|
||||
after, _, err := ApplyMove(next, You, Move{Kind: MovePass})
|
||||
if err != nil {
|
||||
t.Fatalf("pass: %v", err)
|
||||
}
|
||||
if after.Phase != PhasePlay || after.Turn != You {
|
||||
t.Fatalf("after passing the bot plays and it comes back to you: phase %v turn %d", after.Phase, after.Turn)
|
||||
}
|
||||
if len(after.Hands[You]) != 2 {
|
||||
t.Errorf("you kept the card you drew: %d", len(after.Hands[You]))
|
||||
}
|
||||
}
|
||||
|
||||
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, You, Move{Kind: MoveDraw})
|
||||
if err != nil {
|
||||
t.Fatalf("draw: %v", err)
|
||||
}
|
||||
if next.Phase != PhasePlay {
|
||||
t.Errorf("nothing to decide, so no pause: %v", next.Phase)
|
||||
}
|
||||
if !hasKind(evs, EvPass) {
|
||||
t.Errorf("the turn passed, and the table should be told: %+v", evs)
|
||||
}
|
||||
}
|
||||
|
||||
func TestPassOnlyAfterADraw(t *testing.T) {
|
||||
s := rig([][]Card{{{Red, Three}}, {{Green, Five}}}, Card{Red, Nine}, Red)
|
||||
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, 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
|
||||
}
|
||||
|
||||
// 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}}}) // level: one card each
|
||||
|
||||
next, evs, err := ApplyMove(s, You, Move{Kind: MoveDraw})
|
||||
if err != nil {
|
||||
t.Fatalf("draw: %v", err)
|
||||
}
|
||||
if next.playing() {
|
||||
t.Fatalf("nobody can move and there is nothing to draw: the hand is over, not %q", next.Phase)
|
||||
}
|
||||
if next.Phase != PhaseHandOver {
|
||||
t.Fatalf("a dead hand at a shared table returns to handover, not %q", next.Phase)
|
||||
}
|
||||
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 the hand is over: %+v", evs)
|
||||
}
|
||||
}
|
||||
|
||||
// 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, You, Move{Kind: MoveDraw})
|
||||
if err != nil {
|
||||
t.Fatalf("draw: %v", err)
|
||||
}
|
||||
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)
|
||||
}
|
||||
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)
|
||||
s.Deck = nil
|
||||
s.Discard = []Card{{Green, WildCard}, {Red, Two}, {Red, Nine}}
|
||||
next, evs, err := ApplyMove(s, You, Move{Kind: MoveDraw})
|
||||
if err != nil {
|
||||
t.Fatalf("draw on an empty deck: %v", err)
|
||||
}
|
||||
if !hasKind(evs, EvReshuffle) {
|
||||
t.Fatalf("want a reshuffle: %+v", evs)
|
||||
}
|
||||
if len(next.Discard) == 0 || next.Discard[0] != (Card{Red, Nine}) {
|
||||
t.Errorf("the card in play stays on the pile: %v", next.Discard)
|
||||
}
|
||||
for _, c := range next.Deck {
|
||||
if c.Value == WildCard && c.Color != Wild {
|
||||
t.Errorf("a wild went back into the deck stamped %v", c.Color)
|
||||
}
|
||||
}
|
||||
for _, h := range next.Hands {
|
||||
for _, c := range h {
|
||||
if c.Value == WildCard && c.Color != Wild {
|
||||
t.Errorf("a wild was dealt out stamped %v", c.Color)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ---- the pot --------------------------------------------------------------
|
||||
|
||||
// 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, You, Move{Kind: MovePlay, Index: 0}) // your last card
|
||||
if err != nil {
|
||||
t.Fatalf("go out: %v", err)
|
||||
}
|
||||
if next.Outcome != OutcomeWon || next.Winner != You {
|
||||
t.Fatalf("playing your last card wins: outcome %q winner %d", next.Outcome, next.Winner)
|
||||
}
|
||||
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.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)
|
||||
}
|
||||
}
|
||||
|
||||
// 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()
|
||||
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 != OutcomeWon || next.Winner != 1 {
|
||||
t.Fatalf("the bot went out: outcome %q winner %d", next.Outcome, next.Winner)
|
||||
}
|
||||
if next.Rake != 0 {
|
||||
t.Errorf("a bot winning rakes nothing, got %d", next.Rake)
|
||||
}
|
||||
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 {
|
||||
t.Errorf("the settle should name the winner: %+v", last)
|
||||
}
|
||||
}
|
||||
|
||||
// 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()
|
||||
over, _, err := ApplyMove(s, You, Move{Kind: MovePlay, Index: 0})
|
||||
if err != nil {
|
||||
t.Fatalf("go out: %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)
|
||||
}
|
||||
}
|
||||
|
||||
// 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 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.playing(); turn++ {
|
||||
if turn > 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(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, You, m)
|
||||
if err != nil {
|
||||
t.Fatalf("turn %d: %v (move %+v, phase %v)", turn, err, m, s.Phase)
|
||||
}
|
||||
if len(evs) == 0 {
|
||||
t.Fatalf("turn %d: a move that happened emitted nothing", turn)
|
||||
}
|
||||
if got := total(census(next)); got != 108 {
|
||||
t.Fatalf("turn %d: %d cards of 108 — a card was lost or minted", turn, got)
|
||||
}
|
||||
for c, n := range census(next) {
|
||||
if want := deckCount(c); n != want {
|
||||
t.Fatalf("turn %d: %d of %v, want %d — a card was duplicated", turn, n, c, want)
|
||||
}
|
||||
}
|
||||
s = next
|
||||
}
|
||||
return s
|
||||
}
|
||||
|
||||
// deckCount is how many of a given card a 108 deck holds.
|
||||
func deckCount(c Card) int {
|
||||
switch {
|
||||
case c.Color == Wild:
|
||||
return 4
|
||||
case c.Value == Zero:
|
||||
return 1
|
||||
default:
|
||||
return 2
|
||||
}
|
||||
}
|
||||
|
||||
// A hundred hands, played out, with the invariants checked at every step.
|
||||
func TestGamesPlayOut(t *testing.T) {
|
||||
yous, others, ties := 0, 0, 0
|
||||
for seed := uint64(0); seed < 100; seed++ {
|
||||
tier := Tiers[seed%3]
|
||||
end := playOut(t, deal(t, tier, seed), 500)
|
||||
if end.Phase != PhaseHandOver {
|
||||
t.Fatalf("seed %d ended in phase %q", seed, end.Phase)
|
||||
}
|
||||
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)
|
||||
}
|
||||
}
|
||||
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 hands: %d to you, %d to others, %d tied", yous, others, ties)
|
||||
}
|
||||
|
||||
// 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(), 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.Winner < 0 && a.Outcome != OutcomeTie {
|
||||
t.Fatal("the replay didn't finish")
|
||||
}
|
||||
}
|
||||
|
||||
// A game in progress survives a redeploy: it round-trips through its JSON.
|
||||
func TestStateSurvivesStorage(t *testing.T) {
|
||||
s := deal(t, table(), 9)
|
||||
s, _, err := ApplyMove(s, You, Move{Kind: MoveDraw})
|
||||
if err != nil {
|
||||
t.Fatalf("draw: %v", err)
|
||||
}
|
||||
|
||||
blob, err := json.Marshal(s)
|
||||
if err != nil {
|
||||
t.Fatalf("marshal: %v", err)
|
||||
}
|
||||
var back State
|
||||
if err := json.Unmarshal(blob, &back); err != nil {
|
||||
t.Fatalf("unmarshal: %v", err)
|
||||
}
|
||||
again, _ := json.Marshal(back)
|
||||
if string(again) != string(blob) {
|
||||
t.Fatal("a stored game came back different")
|
||||
}
|
||||
playOut(t, back, 500)
|
||||
}
|
||||
|
||||
// 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)
|
||||
|
||||
for _, m := range []Move{
|
||||
{Kind: MovePlay, Index: 0}, // doesn't match
|
||||
{Kind: MovePlay, Index: 1}, // wild with no colour
|
||||
{Kind: MovePlay, Index: 9}, // no such card
|
||||
{Kind: MovePass}, // nothing drawn
|
||||
{Kind: "shuffle-the-deck-in-my-favour"}, // no
|
||||
} {
|
||||
if _, _, err := ApplyMove(s, You, m); err == nil {
|
||||
t.Fatalf("%+v should have been refused", m)
|
||||
}
|
||||
}
|
||||
after, _ := json.Marshal(s)
|
||||
if string(before) != string(after) {
|
||||
t.Fatal("a refused move touched the state")
|
||||
}
|
||||
}
|
||||
|
||||
// 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(), seed), 500)
|
||||
b := playOut(t, deal(t, duel(), seed+1000), 500)
|
||||
if len(a.Discard) == len(b.Discard) {
|
||||
same++
|
||||
}
|
||||
}
|
||||
if same == 20 {
|
||||
t.Fatal("every seed played out to the same length — the bots aren't choosing")
|
||||
}
|
||||
}
|
||||
|
||||
func TestBotSavesTheDrawFour(t *testing.T) {
|
||||
hand := []Card{{Wild, WildDrawFour}, {Red, Five}}
|
||||
top, color := Card{Red, Nine}, Red
|
||||
rng := rand.New(rand.NewPCG(1, 2))
|
||||
|
||||
held := 0
|
||||
for i := 0; i < 50; i++ {
|
||||
if _, idx := botPick(hand, top, color, 5, rng); idx == 1 {
|
||||
held++
|
||||
}
|
||||
}
|
||||
if held < 30 {
|
||||
t.Errorf("with the table comfortable the bot should mostly play the red 5, held %d/50", held)
|
||||
}
|
||||
|
||||
reached := 0
|
||||
for i := 0; i < 50; i++ {
|
||||
if _, idx := botPick(hand, top, color, 1, rng); idx == 0 {
|
||||
reached++
|
||||
}
|
||||
}
|
||||
if reached < 30 {
|
||||
t.Errorf("with a player on one card the bot should mostly play the +4, reached %d/50", reached)
|
||||
}
|
||||
}
|
||||
|
||||
func TestBotPicksItsBestColor(t *testing.T) {
|
||||
rng := rand.New(rand.NewPCG(3, 4))
|
||||
hand := []Card{{Blue, One}, {Blue, Two}, {Green, Three}, {Wild, WildCard}}
|
||||
if got := botColor(hand, rng); got != Blue {
|
||||
t.Errorf("the bot holds two blues: it should call blue, got %v", got)
|
||||
}
|
||||
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)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func TestBotHasNothingToPlay(t *testing.T) {
|
||||
if _, idx := botPick([]Card{{Blue, Three}}, Card{Red, Nine}, Red, 3, rand.New(rand.NewPCG(1, 1))); idx != -1 {
|
||||
t.Errorf("a hand with nothing legal should report -1, got %d", idx)
|
||||
}
|
||||
}
|
||||
|
||||
func hasKind(evs []Event, kind string) bool {
|
||||
for _, e := range evs {
|
||||
if e.Kind == kind {
|
||||
return true
|
||||
}
|
||||
}
|
||||
return false
|
||||
}
|
||||
@@ -37,7 +37,9 @@ func formatPost(s *PostableStory) (plain, htmlBody string) {
|
||||
if s.Lede != "" {
|
||||
plainParts = append(plainParts, s.Lede)
|
||||
}
|
||||
plainParts = append(plainParts, formatSourceTag(s.Source, s.Platforms, false))
|
||||
if tag := formatSourceTag(s.Source, s.Platforms, false); tag != "" {
|
||||
plainParts = append(plainParts, tag)
|
||||
}
|
||||
plain = strings.Join(plainParts, "\n")
|
||||
|
||||
// HTML body
|
||||
@@ -55,25 +57,32 @@ func formatPost(s *PostableStory) (plain, htmlBody string) {
|
||||
if s.Lede != "" {
|
||||
htmlParts = append(htmlParts, html.EscapeString(s.Lede))
|
||||
}
|
||||
htmlParts = append(htmlParts, formatSourceTag(s.Source, s.Platforms, true))
|
||||
if tag := formatSourceTag(s.Source, s.Platforms, true); tag != "" {
|
||||
htmlParts = append(htmlParts, tag)
|
||||
}
|
||||
htmlBody = strings.Join(htmlParts, "<br/>")
|
||||
|
||||
return plain, htmlBody
|
||||
}
|
||||
|
||||
// formatSourceTag builds the source + platform tags line.
|
||||
// formatSourceTag builds the source + platform tags line. An empty source is
|
||||
// omitted rather than tagged: Pete's own reporting has no outlet to credit, and
|
||||
// an empty tag would read as him signing his own name.
|
||||
func formatSourceTag(source string, platforms []string, isHTML bool) string {
|
||||
if isHTML {
|
||||
parts := []string{fmt.Sprintf("<code>%s</code>", html.EscapeString(strings.ToLower(source)))}
|
||||
for _, p := range platforms {
|
||||
parts = append(parts, fmt.Sprintf("<code>%s</code>", html.EscapeString(p)))
|
||||
}
|
||||
return strings.Join(parts, " \u00b7 ")
|
||||
var parts []string
|
||||
if source != "" {
|
||||
parts = append(parts, strings.ToLower(source))
|
||||
}
|
||||
|
||||
parts := []string{fmt.Sprintf("`%s`", strings.ToLower(source))}
|
||||
for _, p := range platforms {
|
||||
parts = append(parts, fmt.Sprintf("`%s`", p))
|
||||
parts = append(parts, platforms...)
|
||||
if len(parts) == 0 {
|
||||
return ""
|
||||
}
|
||||
for i, p := range parts {
|
||||
if isHTML {
|
||||
parts[i] = fmt.Sprintf("<code>%s</code>", html.EscapeString(p))
|
||||
} else {
|
||||
parts[i] = fmt.Sprintf("`%s`", p)
|
||||
}
|
||||
}
|
||||
return strings.Join(parts, " \u00b7 ")
|
||||
}
|
||||
|
||||
180
internal/opentdb/opentdb.go
Normal file
180
internal/opentdb/opentdb.go
Normal file
@@ -0,0 +1,180 @@
|
||||
// Package opentdb fills the casino's trivia bank from the Open Trivia Database.
|
||||
//
|
||||
// The questions are *prefetched* into a local table, not fetched per question,
|
||||
// and that is a deliberate call rather than an optimisation. A trivia ladder
|
||||
// asks a question every fifteen seconds with money on the clock: a per-question
|
||||
// fetch would put somebody else's latency, rate limit and downtime inside a
|
||||
// timed round the player is being scored against. Pull the bank in the
|
||||
// background, and a round becomes a local read that either works or doesn't.
|
||||
//
|
||||
// OpenTDB allows one request every five seconds per IP and caps a batch at 50,
|
||||
// so the refill is a slow, polite drip, run in the background and never in the
|
||||
// path of anything a player is waiting for.
|
||||
package opentdb
|
||||
|
||||
import (
|
||||
"context"
|
||||
"encoding/json"
|
||||
"fmt"
|
||||
"html"
|
||||
"io"
|
||||
"net/http"
|
||||
"net/url"
|
||||
"strings"
|
||||
"time"
|
||||
|
||||
"pete/internal/games/trivia"
|
||||
"pete/internal/safehttp"
|
||||
)
|
||||
|
||||
// endpoint is the API. It is the only host this package ever talks to, and it
|
||||
// goes through safehttp like every other outbound fetch in Pete.
|
||||
const endpoint = "https://opentdb.com/api.php"
|
||||
|
||||
// Batch is the most OpenTDB will hand over in one request.
|
||||
const Batch = 50
|
||||
|
||||
// Politeness is the gap the API asks for between requests. Going faster earns a
|
||||
// response_code 5 and nothing else.
|
||||
const Politeness = 6 * time.Second
|
||||
|
||||
// fetchTimeout bounds a single request. The refill runs in the background, so a
|
||||
// slow answer costs nothing but its own goroutine — but it must still end.
|
||||
const fetchTimeout = 20 * time.Second
|
||||
|
||||
// maxBody caps what we will read from the API, hostile or merely broken.
|
||||
const maxBody = 1 << 20
|
||||
|
||||
// apiResponse is OpenTDB's envelope. ResponseCode is the part that matters:
|
||||
// zero is the only one that means "here are your questions".
|
||||
type apiResponse struct {
|
||||
ResponseCode int `json:"response_code"`
|
||||
Results []struct {
|
||||
Category string `json:"category"`
|
||||
Type string `json:"type"`
|
||||
Question string `json:"question"`
|
||||
Correct string `json:"correct_answer"`
|
||||
Incorrect []string `json:"incorrect_answers"`
|
||||
} `json:"results"`
|
||||
}
|
||||
|
||||
// responseErr turns a non-zero code into something a log line can explain.
|
||||
func responseErr(code int) error {
|
||||
switch code {
|
||||
case 1:
|
||||
return fmt.Errorf("opentdb: no results for that query")
|
||||
case 2:
|
||||
return fmt.Errorf("opentdb: the query was invalid")
|
||||
case 3, 4:
|
||||
return fmt.Errorf("opentdb: session token expired or exhausted")
|
||||
case 5:
|
||||
return fmt.Errorf("opentdb: rate limited — slow down")
|
||||
default:
|
||||
return fmt.Errorf("opentdb: response code %d", code)
|
||||
}
|
||||
}
|
||||
|
||||
// Client fetches questions.
|
||||
type Client struct {
|
||||
http *http.Client
|
||||
}
|
||||
|
||||
func New() *Client {
|
||||
return &Client{http: safehttp.NewClient(fetchTimeout)}
|
||||
}
|
||||
|
||||
// Fetch pulls up to n multiple-choice questions of one difficulty.
|
||||
//
|
||||
// Only "multiple" questions are asked for: the ladder is four buttons, and a
|
||||
// true/false question on the same felt would be a coin flip dressed up as a
|
||||
// question — and a coin flip the player is being paid a difficulty multiple for.
|
||||
func (c *Client) Fetch(ctx context.Context, difficulty string, n int) ([]trivia.Question, error) {
|
||||
if n <= 0 || n > Batch {
|
||||
n = Batch
|
||||
}
|
||||
q := url.Values{
|
||||
"amount": {fmt.Sprint(n)},
|
||||
"difficulty": {difficulty},
|
||||
"type": {"multiple"},
|
||||
}
|
||||
raw := endpoint + "?" + q.Encode()
|
||||
if err := safehttp.ValidateURL(raw); err != nil {
|
||||
return nil, err
|
||||
}
|
||||
|
||||
req, err := http.NewRequestWithContext(ctx, http.MethodGet, raw, nil)
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
req.Header.Set("User-Agent", "pete-games/1.0 (+https://games.parodia.dev)")
|
||||
|
||||
resp, err := c.http.Do(req)
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
defer resp.Body.Close()
|
||||
|
||||
if resp.StatusCode != http.StatusOK {
|
||||
return nil, fmt.Errorf("opentdb: http %d", resp.StatusCode)
|
||||
}
|
||||
|
||||
body, err := io.ReadAll(safehttp.LimitedBody(resp.Body, maxBody))
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
|
||||
var out apiResponse
|
||||
if err := json.Unmarshal(body, &out); err != nil {
|
||||
return nil, fmt.Errorf("opentdb: %w", err)
|
||||
}
|
||||
if out.ResponseCode != 0 {
|
||||
return nil, responseErr(out.ResponseCode)
|
||||
}
|
||||
|
||||
qs := make([]trivia.Question, 0, len(out.Results))
|
||||
for _, r := range out.Results {
|
||||
// The API hands back HTML entities ("Who wrote "Dune"?"), which
|
||||
// would otherwise be drawn literally onto a button.
|
||||
text := clean(r.Question)
|
||||
correct := clean(r.Correct)
|
||||
if text == "" || correct == "" || len(r.Incorrect) != 3 {
|
||||
continue // a malformed question is one we simply don't take
|
||||
}
|
||||
|
||||
// Correct: 0 here is a convention, not a tell. The engine reshuffles every
|
||||
// question against the game's own seed as it builds the ladder, so where
|
||||
// the right answer sits in the bank never reaches a player.
|
||||
answers := make([]string, 0, 4)
|
||||
answers = append(answers, correct)
|
||||
dupe := false
|
||||
for _, w := range r.Incorrect {
|
||||
a := clean(w)
|
||||
// A wrong answer that reads the same as the right one — usually two
|
||||
// spellings that collapse once the entities are decoded — is a question
|
||||
// with two identical buttons on it, and the shuffle can only call one of
|
||||
// them correct. A player who clicked the right words and was told they
|
||||
// were wrong has lost the whole ladder to our typography. Drop it.
|
||||
if a == "" || a == correct {
|
||||
dupe = true
|
||||
break
|
||||
}
|
||||
answers = append(answers, a)
|
||||
}
|
||||
if dupe || len(answers) != 4 {
|
||||
continue
|
||||
}
|
||||
qs = append(qs, trivia.Question{
|
||||
Category: clean(r.Category),
|
||||
Text: text,
|
||||
Answers: answers,
|
||||
Correct: 0,
|
||||
})
|
||||
}
|
||||
return qs, nil
|
||||
}
|
||||
|
||||
// clean turns an API string into something you can put on a button: entities
|
||||
// decoded, whitespace tidied.
|
||||
func clean(s string) string {
|
||||
return strings.TrimSpace(html.UnescapeString(s))
|
||||
}
|
||||
@@ -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")
|
||||
}
|
||||
}
|
||||
772
internal/storage/games.go
Normal file
772
internal/storage/games.go
Normal file
@@ -0,0 +1,772 @@
|
||||
package storage
|
||||
|
||||
import (
|
||||
"crypto/rand"
|
||||
"database/sql"
|
||||
"encoding/base64"
|
||||
"errors"
|
||||
"fmt"
|
||||
"time"
|
||||
)
|
||||
|
||||
// The chip ledger and the euro/chip border.
|
||||
//
|
||||
// Chips are euros that have crossed into the casino. They are 1:1 with euros and
|
||||
// they are not a second wallet: every chip that exists came from a euro gogobee
|
||||
// debited, and every chip destroyed becomes a euro gogobee credits back. Pete
|
||||
// never writes a euro balance. The border is crossed only by a game_escrow row,
|
||||
// whose guid is the idempotency key gogobee hands to DebitIdem/CreditIdem — so a
|
||||
// claim whose acknowledgement is lost on the wire can be retried without the
|
||||
// player paying for it twice.
|
||||
//
|
||||
// The whole reason for the border is latency. gogobee has no inbound API and is
|
||||
// not getting one, so it polls; a bet that round-tripped through a poll loop
|
||||
// would take seconds to be dealt. Instead the poll loop runs twice per *session*
|
||||
// — buy in, cash out — and every hand in between plays against chips held here,
|
||||
// at full speed, with no economy call in the hot path.
|
||||
|
||||
// MaxChipsOnTable caps how many chips a player can hold at once. A buy-in that
|
||||
// would push them over is refused before it ever reaches gogobee.
|
||||
//
|
||||
// This is the inflation brake. A web casino runs orders of magnitude more hands
|
||||
// per hour than a Matrix-paced one ever did, so whatever the house edge is, it
|
||||
// compounds far faster in both directions. The cap bounds the worst case for a
|
||||
// single sitting; the rake (see the blackjack engine) bleeds the rest back out.
|
||||
const MaxChipsOnTable int64 = 10_000
|
||||
|
||||
// EscrowStaleAfter is how long a claimed-but-unsettled escrow row waits before
|
||||
// the poll endpoint offers it again. gogobee can die between claiming a row and
|
||||
// pushing its result; without a re-offer, the player's money sits in limbo
|
||||
// forever. Re-claiming is safe precisely because the guid makes it idempotent.
|
||||
const EscrowStaleAfter = 90 * time.Second
|
||||
|
||||
// SessionIdleAfter is when the reaper decides a player has walked away and cashes
|
||||
// their chips back to euros on their behalf. Chips in an abandoned session are
|
||||
// euros in limbo, and limbo is not a state a player's money should be in.
|
||||
const SessionIdleAfter = 30 * time.Minute
|
||||
|
||||
// Escrow kinds and states. These strings cross the wire to gogobee, so they are
|
||||
// part of the contract — see §4 of pete_games_plan.md.
|
||||
const (
|
||||
KindBuyIn = "buyin"
|
||||
KindCashOut = "cashout"
|
||||
|
||||
EscrowRequested = "requested" // the player asked; gogobee hasn't seen it yet
|
||||
EscrowClaimed = "claimed" // gogobee has it and is moving the euros
|
||||
EscrowFunded = "funded" // buy-in landed; the chips are spendable
|
||||
EscrowRejected = "rejected" // buy-in refused; no chips, no euros moved
|
||||
EscrowSettled = "settled" // cash-out landed; chips destroyed, euros credited
|
||||
)
|
||||
|
||||
var (
|
||||
ErrInsufficientChips = errors.New("games: not enough chips")
|
||||
ErrOverTableCap = errors.New("games: that would put more than the cap on the table")
|
||||
ErrBadAmount = errors.New("games: amount must be positive")
|
||||
ErrNoSuchEscrow = errors.New("games: no such escrow row")
|
||||
)
|
||||
|
||||
// Escrow is one crossing of the euro/chip border.
|
||||
type Escrow struct {
|
||||
GUID string `json:"guid"`
|
||||
MatrixUser string `json:"matrix_user"`
|
||||
Kind string `json:"kind"`
|
||||
Amount int64 `json:"amount"`
|
||||
State string `json:"state,omitempty"`
|
||||
Reason string `json:"reason,omitempty"`
|
||||
BalanceAfter float64 `json:"balance_after,omitempty"`
|
||||
CreatedAt int64 `json:"created_at,omitempty"`
|
||||
}
|
||||
|
||||
// ChipStack is what a player has on the table right now.
|
||||
type ChipStack struct {
|
||||
Chips int64 // spendable
|
||||
// Pending is chips asked for but not yet funded — a buy-in gogobee hasn't
|
||||
// claimed or settled. Shown as "buying chips…", never spendable.
|
||||
Pending int64
|
||||
EuroBalance float64 // advisory, from the last gogobee push; may be minutes stale
|
||||
LastPlayed int64
|
||||
}
|
||||
|
||||
// newGUID mints an escrow id. It's the idempotency key for a real money move, so
|
||||
// it comes from crypto/rand rather than anything a caller could collide with.
|
||||
func newGUID() (string, error) {
|
||||
b := make([]byte, 16)
|
||||
if _, err := rand.Read(b); err != nil {
|
||||
return "", fmt.Errorf("games: mint guid: %w", err)
|
||||
}
|
||||
return base64.RawURLEncoding.EncodeToString(b), nil
|
||||
}
|
||||
|
||||
// Chips reports a player's stack. A player who has never played has no row and
|
||||
// reads as an empty stack rather than an error.
|
||||
func Chips(user string) (ChipStack, error) {
|
||||
var st ChipStack
|
||||
var euro sql.NullFloat64
|
||||
err := Get().QueryRow(
|
||||
`SELECT chips, euro_balance, last_played FROM game_chips WHERE matrix_user = ?`, user,
|
||||
).Scan(&st.Chips, &euro, &st.LastPlayed)
|
||||
if err != nil && !errors.Is(err, sql.ErrNoRows) {
|
||||
return ChipStack{}, fmt.Errorf("games: read chips: %w", err)
|
||||
}
|
||||
st.EuroBalance = euro.Float64
|
||||
|
||||
if err := Get().QueryRow(
|
||||
`SELECT COALESCE(SUM(amount), 0) FROM game_escrow
|
||||
WHERE matrix_user = ? AND kind = ? AND state IN (?, ?)`,
|
||||
user, KindBuyIn, EscrowRequested, EscrowClaimed,
|
||||
).Scan(&st.Pending); err != nil {
|
||||
return ChipStack{}, fmt.Errorf("games: read pending buy-ins: %w", err)
|
||||
}
|
||||
return st, nil
|
||||
}
|
||||
|
||||
// RequestBuyIn opens a buy-in: the player wants `amount` euros turned into chips.
|
||||
// No chips exist yet — they appear only when gogobee confirms it took the euros.
|
||||
// The table cap is enforced here, against chips already held *plus* buy-ins still
|
||||
// in flight, so a player can't clear the cap by firing several at once.
|
||||
func RequestBuyIn(user string, amount int64) (Escrow, error) {
|
||||
if amount <= 0 {
|
||||
return Escrow{}, ErrBadAmount
|
||||
}
|
||||
st, err := Chips(user)
|
||||
if err != nil {
|
||||
return Escrow{}, err
|
||||
}
|
||||
if st.Chips+st.Pending+amount > MaxChipsOnTable {
|
||||
return Escrow{}, ErrOverTableCap
|
||||
}
|
||||
|
||||
guid, err := newGUID()
|
||||
if err != nil {
|
||||
return Escrow{}, err
|
||||
}
|
||||
now := nowUnix()
|
||||
if _, err := Get().Exec(
|
||||
`INSERT INTO game_escrow (guid, matrix_user, kind, amount, state, created_at, updated_at)
|
||||
VALUES (?, ?, ?, ?, ?, ?, ?)`,
|
||||
guid, user, KindBuyIn, amount, EscrowRequested, now, now,
|
||||
); err != nil {
|
||||
return Escrow{}, fmt.Errorf("games: request buy-in: %w", err)
|
||||
}
|
||||
return Escrow{GUID: guid, MatrixUser: user, Kind: KindBuyIn, Amount: amount, State: EscrowRequested, CreatedAt: now}, nil
|
||||
}
|
||||
|
||||
// RequestCashOut opens a cash-out: chips are destroyed *now*, and the matching
|
||||
// euros arrive when gogobee claims the row.
|
||||
//
|
||||
// Destroying them up front is what keeps the invariant true. If the chips lingered
|
||||
// until gogobee confirmed, a player could bet them while the cash-out was in
|
||||
// flight and the same euro would exist on both sides of the border. If the credit
|
||||
// somehow fails, RefundCashOut puts the chips back.
|
||||
func RequestCashOut(user string, amount int64) (Escrow, error) {
|
||||
if amount <= 0 {
|
||||
return Escrow{}, ErrBadAmount
|
||||
}
|
||||
guid, err := newGUID()
|
||||
if err != nil {
|
||||
return Escrow{}, err
|
||||
}
|
||||
now := nowUnix()
|
||||
|
||||
tx, err := Get().Begin()
|
||||
if err != nil {
|
||||
return Escrow{}, fmt.Errorf("games: begin cash-out: %w", err)
|
||||
}
|
||||
defer tx.Rollback() //nolint:errcheck // no-op once committed
|
||||
|
||||
// Conditional update: the chips leave only if they're actually there.
|
||||
res, err := tx.Exec(
|
||||
`UPDATE game_chips SET chips = chips - ?, updated_at = ?
|
||||
WHERE matrix_user = ? AND chips >= ?`,
|
||||
amount, now, user, amount,
|
||||
)
|
||||
if err != nil {
|
||||
return Escrow{}, fmt.Errorf("games: debit chips: %w", err)
|
||||
}
|
||||
if n, _ := res.RowsAffected(); n == 0 {
|
||||
return Escrow{}, ErrInsufficientChips
|
||||
}
|
||||
|
||||
if _, err := tx.Exec(
|
||||
`INSERT INTO game_escrow (guid, matrix_user, kind, amount, state, created_at, updated_at)
|
||||
VALUES (?, ?, ?, ?, ?, ?, ?)`,
|
||||
guid, user, KindCashOut, amount, EscrowRequested, now, now,
|
||||
); err != nil {
|
||||
return Escrow{}, fmt.Errorf("games: request cash-out: %w", err)
|
||||
}
|
||||
if err := tx.Commit(); err != nil {
|
||||
return Escrow{}, fmt.Errorf("games: commit cash-out: %w", err)
|
||||
}
|
||||
return Escrow{GUID: guid, MatrixUser: user, Kind: KindCashOut, Amount: amount, State: EscrowRequested, CreatedAt: now}, nil
|
||||
}
|
||||
|
||||
// PendingEscrow is what gogobee's poll loop reads: everything waiting to be moved.
|
||||
//
|
||||
// It returns rows nobody has claimed, *and* rows claimed long enough ago that we
|
||||
// have to assume gogobee died holding them. Re-offering a claimed row is safe
|
||||
// because the guid is idempotent end to end: if gogobee already moved the euros,
|
||||
// the retry is a no-op that reports the same answer.
|
||||
func PendingEscrow(limit int) ([]Escrow, error) {
|
||||
if limit <= 0 {
|
||||
limit = 100
|
||||
}
|
||||
stale := nowUnix() - int64(EscrowStaleAfter.Seconds())
|
||||
rows, err := Get().Query(
|
||||
`SELECT guid, matrix_user, kind, amount, state, created_at
|
||||
FROM game_escrow
|
||||
WHERE state = ?
|
||||
OR (state = ? AND COALESCE(claimed_at, 0) < ?)
|
||||
ORDER BY created_at
|
||||
LIMIT ?`,
|
||||
EscrowRequested, EscrowClaimed, stale, limit,
|
||||
)
|
||||
if err != nil {
|
||||
return nil, fmt.Errorf("games: pending escrow: %w", err)
|
||||
}
|
||||
defer rows.Close()
|
||||
|
||||
var out []Escrow
|
||||
for rows.Next() {
|
||||
var e Escrow
|
||||
if err := rows.Scan(&e.GUID, &e.MatrixUser, &e.Kind, &e.Amount, &e.State, &e.CreatedAt); err != nil {
|
||||
return nil, fmt.Errorf("games: scan escrow: %w", err)
|
||||
}
|
||||
out = append(out, e)
|
||||
}
|
||||
return out, rows.Err()
|
||||
}
|
||||
|
||||
// ClaimEscrow marks a row as taken by gogobee. Claiming is idempotent and is not
|
||||
// a lock: a row already claimed can be claimed again (that's how a stale re-offer
|
||||
// works), but a row already *finished* cannot be, which is what stops a settled
|
||||
// cash-out from being paid a second time.
|
||||
func ClaimEscrow(guid string) (Escrow, error) {
|
||||
now := nowUnix()
|
||||
res, err := Get().Exec(
|
||||
`UPDATE game_escrow SET state = ?, claimed_at = ?, updated_at = ?
|
||||
WHERE guid = ? AND state IN (?, ?)`,
|
||||
EscrowClaimed, now, now, guid, EscrowRequested, EscrowClaimed,
|
||||
)
|
||||
if err != nil {
|
||||
return Escrow{}, fmt.Errorf("games: claim escrow: %w", err)
|
||||
}
|
||||
if n, _ := res.RowsAffected(); n == 0 {
|
||||
// Either it doesn't exist or it's already finished. Tell the caller which.
|
||||
e, err := EscrowByGUID(guid)
|
||||
if err != nil {
|
||||
return Escrow{}, err
|
||||
}
|
||||
return e, nil
|
||||
}
|
||||
return EscrowByGUID(guid)
|
||||
}
|
||||
|
||||
// EscrowByGUID reads one row.
|
||||
func EscrowByGUID(guid string) (Escrow, error) {
|
||||
var e Escrow
|
||||
var reason sql.NullString
|
||||
var bal sql.NullFloat64
|
||||
err := Get().QueryRow(
|
||||
`SELECT guid, matrix_user, kind, amount, state, reason, balance_after, created_at
|
||||
FROM game_escrow WHERE guid = ?`, guid,
|
||||
).Scan(&e.GUID, &e.MatrixUser, &e.Kind, &e.Amount, &e.State, &reason, &bal, &e.CreatedAt)
|
||||
if errors.Is(err, sql.ErrNoRows) {
|
||||
return Escrow{}, ErrNoSuchEscrow
|
||||
}
|
||||
if err != nil {
|
||||
return Escrow{}, fmt.Errorf("games: read escrow: %w", err)
|
||||
}
|
||||
e.Reason, e.BalanceAfter = reason.String, bal.Float64
|
||||
return e, nil
|
||||
}
|
||||
|
||||
// SettleEscrow applies gogobee's verdict on a claimed row, and is the only place
|
||||
// chips are created or finally destroyed.
|
||||
//
|
||||
// buy-in, ok -> chips appear (funded)
|
||||
// buy-in, !ok -> nothing happens, nothing moved (rejected)
|
||||
// cash-out, ok -> chips stay destroyed, euros paid (settled)
|
||||
// cash-out, !ok -> chips come back (funded — the player never lost them)
|
||||
//
|
||||
// It is idempotent: gogobee's push queue retries, so the same verdict can arrive
|
||||
// more than once and only the first one may move chips. A row that has already
|
||||
// reached a terminal state is a no-op, not an error.
|
||||
func SettleEscrow(guid string, ok bool, reason string, balanceAfter float64) (Escrow, error) {
|
||||
now := nowUnix()
|
||||
|
||||
tx, err := Get().Begin()
|
||||
if err != nil {
|
||||
return Escrow{}, fmt.Errorf("games: begin settle: %w", err)
|
||||
}
|
||||
defer tx.Rollback() //nolint:errcheck // no-op once committed
|
||||
|
||||
var e Escrow
|
||||
var st string
|
||||
if err := tx.QueryRow(
|
||||
`SELECT guid, matrix_user, kind, amount, state FROM game_escrow WHERE guid = ?`, guid,
|
||||
).Scan(&e.GUID, &e.MatrixUser, &e.Kind, &e.Amount, &st); errors.Is(err, sql.ErrNoRows) {
|
||||
return Escrow{}, ErrNoSuchEscrow
|
||||
} else if err != nil {
|
||||
return Escrow{}, fmt.Errorf("games: settle lookup: %w", err)
|
||||
}
|
||||
|
||||
// Terminal already — a retried push. Report what we decided the first time.
|
||||
if st == EscrowFunded || st == EscrowRejected || st == EscrowSettled {
|
||||
if err := tx.Commit(); err != nil {
|
||||
return Escrow{}, fmt.Errorf("games: commit settle: %w", err)
|
||||
}
|
||||
return EscrowByGUID(guid)
|
||||
}
|
||||
|
||||
final := EscrowFunded
|
||||
switch {
|
||||
case e.Kind == KindBuyIn && ok:
|
||||
if err := addChips(tx, e.MatrixUser, e.Amount, now); err != nil {
|
||||
return Escrow{}, err
|
||||
}
|
||||
case e.Kind == KindBuyIn && !ok:
|
||||
final = EscrowRejected // gogobee took nothing, so we create nothing
|
||||
case e.Kind == KindCashOut && ok:
|
||||
final = EscrowSettled // the chips were destroyed when the row was opened
|
||||
case e.Kind == KindCashOut && !ok:
|
||||
// gogobee couldn't pay. The chips were already destroyed on our side, so
|
||||
// give them back rather than vanishing the player's money.
|
||||
if err := addChips(tx, e.MatrixUser, e.Amount, now); err != nil {
|
||||
return Escrow{}, err
|
||||
}
|
||||
}
|
||||
|
||||
if _, err := tx.Exec(
|
||||
`UPDATE game_escrow SET state = ?, reason = ?, balance_after = ?, updated_at = ?
|
||||
WHERE guid = ?`,
|
||||
final, reason, balanceAfter, now, guid,
|
||||
); err != nil {
|
||||
return Escrow{}, fmt.Errorf("games: settle update: %w", err)
|
||||
}
|
||||
|
||||
// The euro balance gogobee just reported is the freshest one we'll get.
|
||||
// Advisory only — we display it, we never decide anything with it.
|
||||
if _, err := tx.Exec(
|
||||
`UPDATE game_chips SET euro_balance = ?, updated_at = ? WHERE matrix_user = ?`,
|
||||
balanceAfter, now, e.MatrixUser,
|
||||
); err != nil {
|
||||
return Escrow{}, fmt.Errorf("games: cache euro balance: %w", err)
|
||||
}
|
||||
|
||||
if err := tx.Commit(); err != nil {
|
||||
return Escrow{}, fmt.Errorf("games: commit settle: %w", err)
|
||||
}
|
||||
return EscrowByGUID(guid)
|
||||
}
|
||||
|
||||
// addChips credits a stack inside an open transaction, creating the row if the
|
||||
// player has never held chips before.
|
||||
func addChips(tx *sql.Tx, user string, amount int64, now int64) error {
|
||||
if _, err := tx.Exec(
|
||||
`INSERT INTO game_chips (matrix_user, chips, last_played, updated_at)
|
||||
VALUES (?, ?, ?, ?)
|
||||
ON CONFLICT(matrix_user) DO UPDATE SET chips = chips + excluded.chips, updated_at = excluded.updated_at`,
|
||||
user, amount, now, now,
|
||||
); err != nil {
|
||||
return fmt.Errorf("games: credit chips: %w", err)
|
||||
}
|
||||
return nil
|
||||
}
|
||||
|
||||
// Stake takes chips off a player's stack to put them at risk on a hand. It is the
|
||||
// conditional-update kind of debit: the chips leave in the same statement that
|
||||
// checks they're there, so two hands opened at once can't spend the same chip.
|
||||
func Stake(user string, amount int64) error {
|
||||
if amount <= 0 {
|
||||
return ErrBadAmount
|
||||
}
|
||||
now := nowUnix()
|
||||
res, err := Get().Exec(
|
||||
`UPDATE game_chips SET chips = chips - ?, last_played = ?, updated_at = ?
|
||||
WHERE matrix_user = ? AND chips >= ?`,
|
||||
amount, now, now, user, amount,
|
||||
)
|
||||
if err != nil {
|
||||
return fmt.Errorf("games: stake: %w", err)
|
||||
}
|
||||
if n, _ := res.RowsAffected(); n == 0 {
|
||||
return ErrInsufficientChips
|
||||
}
|
||||
return nil
|
||||
}
|
||||
|
||||
// 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
|
||||
}
|
||||
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
|
||||
chips = chips + excluded.chips, last_played = excluded.last_played, updated_at = excluded.updated_at`,
|
||||
user, amount, now, now,
|
||||
); err != nil {
|
||||
return fmt.Errorf("games: award chips: %w", err)
|
||||
}
|
||||
return nil
|
||||
}
|
||||
|
||||
// Hand is one settled hand, as the audit log keeps it.
|
||||
type Hand struct {
|
||||
MatrixUser string
|
||||
Game string
|
||||
Bet int64
|
||||
Payout int64
|
||||
Rake int64
|
||||
Outcome string
|
||||
Seed1 uint64
|
||||
Seed2 uint64
|
||||
}
|
||||
|
||||
// RecordHand writes a finished hand to the audit trail. The seeds are the point:
|
||||
// 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 {
|
||||
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), now,
|
||||
); err != nil {
|
||||
return fmt.Errorf("games: record hand: %w", err)
|
||||
}
|
||||
return nil
|
||||
}
|
||||
|
||||
// IdleStacks lists players holding chips who stopped playing a while ago. The
|
||||
// reaper cashes these out on their behalf: chips in an abandoned session are
|
||||
// euros in limbo, and they should be back in the player's balance where they can
|
||||
// see them.
|
||||
func IdleStacks(idleFor time.Duration) ([]ChipStack, []string, error) {
|
||||
cutoff := nowUnix() - int64(idleFor.Seconds())
|
||||
rows, err := Get().Query(
|
||||
`SELECT matrix_user, chips, last_played FROM game_chips
|
||||
WHERE chips > 0 AND last_played > 0 AND last_played < ?`, cutoff,
|
||||
)
|
||||
if err != nil {
|
||||
return nil, nil, fmt.Errorf("games: idle stacks: %w", err)
|
||||
}
|
||||
defer rows.Close()
|
||||
|
||||
var stacks []ChipStack
|
||||
var users []string
|
||||
for rows.Next() {
|
||||
var st ChipStack
|
||||
var user string
|
||||
if err := rows.Scan(&user, &st.Chips, &st.LastPlayed); err != nil {
|
||||
return nil, nil, fmt.Errorf("games: scan idle stack: %w", err)
|
||||
}
|
||||
stacks = append(stacks, st)
|
||||
users = append(users, user)
|
||||
}
|
||||
return stacks, users, rows.Err()
|
||||
}
|
||||
|
||||
// ReapIdleSessions cashes out everyone who walked away, and reports how many it
|
||||
// sent home. Safe to run on a timer: a player who comes back simply buys in again,
|
||||
// and a cash-out that's already in flight can't be opened twice because the chips
|
||||
// are gone from the stack the moment the first one is.
|
||||
func ReapIdleSessions(idleFor time.Duration) (int, error) {
|
||||
stacks, users, err := IdleStacks(idleFor)
|
||||
if err != nil {
|
||||
return 0, err
|
||||
}
|
||||
reaped := 0
|
||||
for i, user := range users {
|
||||
if _, err := RequestCashOut(user, stacks[i].Chips); err != nil {
|
||||
// One player's stack failing to reap shouldn't strand everyone else's.
|
||||
if !errors.Is(err, ErrInsufficientChips) {
|
||||
return reaped, fmt.Errorf("games: reap %s: %w", user, err)
|
||||
}
|
||||
continue
|
||||
}
|
||||
reaped++
|
||||
}
|
||||
return reaped, nil
|
||||
}
|
||||
|
||||
// Touch marks a player as active, so the reaper leaves them alone. Called on any
|
||||
// deliberate action at a table — not on a page load, or an open tab would keep a
|
||||
// walked-away player's chips hostage forever.
|
||||
func Touch(user string) {
|
||||
exec("games: touch session",
|
||||
`UPDATE game_chips SET last_played = ?, updated_at = ? WHERE matrix_user = ?`,
|
||||
nowUnix(), nowUnix(), user)
|
||||
}
|
||||
|
||||
// ---- the hand in progress -------------------------------------------------
|
||||
|
||||
var (
|
||||
// ErrNoLiveHand means the player isn't in a hand right now.
|
||||
ErrNoLiveHand = errors.New("games: no hand in progress")
|
||||
// ErrHandInProgress means they already are, and may not be dealt another.
|
||||
ErrHandInProgress = errors.New("games: already in a hand")
|
||||
)
|
||||
|
||||
// LiveHand is a hand a player is in the middle of. State is the engine's own
|
||||
// State, serialized whole — the shoe is in there, which is exactly why this row
|
||||
// never leaves the server.
|
||||
type LiveHand struct {
|
||||
Game string
|
||||
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.
|
||||
// The plain INSERT is the point: it is the primary key, not a prior read, that
|
||||
// decides. Two Deal clicks racing each other would otherwise both see an empty
|
||||
// felt, both take a stake, and the second would overwrite the first — taking the
|
||||
// player's chips for a hand that no longer exists anywhere.
|
||||
func StartLiveHand(user string, h LiveHand) error {
|
||||
res, err := Get().Exec(
|
||||
`INSERT INTO game_live_hands (matrix_user, game, state, seed1, seed2, updated_at)
|
||||
VALUES (?, ?, ?, ?, ?, ?)
|
||||
ON CONFLICT(matrix_user) DO NOTHING`,
|
||||
user, h.Game, string(h.State), int64(h.Seed1), int64(h.Seed2), nowUnix(),
|
||||
)
|
||||
if err != nil {
|
||||
return fmt.Errorf("games: start live hand: %w", err)
|
||||
}
|
||||
if n, _ := res.RowsAffected(); n == 0 {
|
||||
return ErrHandInProgress
|
||||
}
|
||||
return nil
|
||||
}
|
||||
|
||||
// SaveLiveHand stores the hand a player is in, replacing any earlier one. The
|
||||
// player's stake has already left their stack by the time this is called, so
|
||||
// the write is what makes the hand recoverable if Pete restarts mid-deal.
|
||||
func SaveLiveHand(user string, h LiveHand) error {
|
||||
now := nowUnix()
|
||||
if _, err := Get().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, h.Game, string(h.State), int64(h.Seed1), int64(h.Seed2), now,
|
||||
); err != nil {
|
||||
return fmt.Errorf("games: save live hand: %w", err)
|
||||
}
|
||||
return nil
|
||||
}
|
||||
|
||||
// LoadLiveHand returns the hand a player is in, or ErrNoLiveHand.
|
||||
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, 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, h.TableID = []byte(state), uint64(s1), uint64(s2), tableID.String
|
||||
return h, nil
|
||||
}
|
||||
|
||||
// ClearLiveHand ends a hand. Called when it settles — the audit log in
|
||||
// game_hands is what survives it.
|
||||
func ClearLiveHand(user string) error {
|
||||
if _, err := Get().Exec(`DELETE FROM game_live_hands WHERE matrix_user = ?`, user); err != nil {
|
||||
return fmt.Errorf("games: clear live hand: %w", err)
|
||||
}
|
||||
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) {
|
||||
var total int64
|
||||
if err := Get().QueryRow(
|
||||
`SELECT COALESCE(SUM(rake), 0) FROM game_hands WHERE played_at >= ?`, since,
|
||||
).Scan(&total); err != nil {
|
||||
return 0, fmt.Errorf("games: house take: %w", err)
|
||||
}
|
||||
return total, nil
|
||||
}
|
||||
494
internal/storage/games_test.go
Normal file
494
internal/storage/games_test.go
Normal file
@@ -0,0 +1,494 @@
|
||||
package storage
|
||||
|
||||
import (
|
||||
"errors"
|
||||
"testing"
|
||||
"time"
|
||||
)
|
||||
|
||||
const player = "@reala:parodia.dev"
|
||||
|
||||
// fund runs a buy-in all the way through the happy path, so a test that needs
|
||||
// chips on the table can just say so.
|
||||
func fund(t *testing.T, user string, amount int64) {
|
||||
t.Helper()
|
||||
e, err := RequestBuyIn(user, amount)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if _, err := ClaimEscrow(e.GUID); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if _, err := SettleEscrow(e.GUID, true, "", 5000); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
}
|
||||
|
||||
func chipsOf(t *testing.T, user string) int64 {
|
||||
t.Helper()
|
||||
st, err := Chips(user)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
return st.Chips
|
||||
}
|
||||
|
||||
func TestBuyIn_ChipsOnlyExistOnceGogobeeConfirms(t *testing.T) {
|
||||
setupTestDB(t)
|
||||
|
||||
e, err := RequestBuyIn(player, 500)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if e.State != EscrowRequested {
|
||||
t.Fatalf("state = %q, want %q", e.State, EscrowRequested)
|
||||
}
|
||||
|
||||
// Requested is not funded. Nothing is spendable yet — gogobee hasn't taken
|
||||
// the euros, so creating chips here would mint money out of nothing.
|
||||
st, err := Chips(player)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if st.Chips != 0 {
|
||||
t.Fatalf("chips = %d before settlement, want 0", st.Chips)
|
||||
}
|
||||
if st.Pending != 500 {
|
||||
t.Fatalf("pending = %d, want 500", st.Pending)
|
||||
}
|
||||
|
||||
if _, err := ClaimEscrow(e.GUID); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if _, err := SettleEscrow(e.GUID, true, "", 4500); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
|
||||
st, err = Chips(player)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if st.Chips != 500 {
|
||||
t.Fatalf("chips = %d after funding, want 500", st.Chips)
|
||||
}
|
||||
if st.Pending != 0 {
|
||||
t.Fatalf("pending = %d after funding, want 0", st.Pending)
|
||||
}
|
||||
if st.EuroBalance != 4500 {
|
||||
t.Fatalf("advisory euro balance = %v, want 4500", st.EuroBalance)
|
||||
}
|
||||
}
|
||||
|
||||
func TestBuyIn_RejectedCreatesNoChips(t *testing.T) {
|
||||
setupTestDB(t)
|
||||
|
||||
e, err := RequestBuyIn(player, 500)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if _, err := ClaimEscrow(e.GUID); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
got, err := SettleEscrow(e.GUID, false, "insufficient_funds", 12)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if got.State != EscrowRejected {
|
||||
t.Fatalf("state = %q, want %q", got.State, EscrowRejected)
|
||||
}
|
||||
if c := chipsOf(t, player); c != 0 {
|
||||
t.Fatalf("chips = %d after a rejected buy-in, want 0", c)
|
||||
}
|
||||
}
|
||||
|
||||
// The push queue retries. A verdict that lands twice must only move chips once.
|
||||
func TestSettle_IsIdempotent(t *testing.T) {
|
||||
setupTestDB(t)
|
||||
|
||||
e, err := RequestBuyIn(player, 500)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if _, err := ClaimEscrow(e.GUID); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
for i := 0; i < 3; i++ {
|
||||
if _, err := SettleEscrow(e.GUID, true, "", 4500); err != nil {
|
||||
t.Fatalf("settle %d: %v", i, err)
|
||||
}
|
||||
}
|
||||
if c := chipsOf(t, player); c != 500 {
|
||||
t.Fatalf("chips = %d after three identical pushes, want 500", c)
|
||||
}
|
||||
}
|
||||
|
||||
// A late, contradictory push must not overturn a settled row — otherwise a
|
||||
// delayed "rejected" could confiscate chips the player already won hands with.
|
||||
func TestSettle_TerminalStateWins(t *testing.T) {
|
||||
setupTestDB(t)
|
||||
|
||||
e, err := RequestBuyIn(player, 500)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if _, err := ClaimEscrow(e.GUID); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if _, err := SettleEscrow(e.GUID, true, "", 4500); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
got, err := SettleEscrow(e.GUID, false, "insufficient_funds", 0)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if got.State != EscrowFunded {
|
||||
t.Fatalf("state = %q, want the original %q", got.State, EscrowFunded)
|
||||
}
|
||||
if c := chipsOf(t, player); c != 500 {
|
||||
t.Fatalf("chips = %d, want 500 — a late rejection took funded chips", c)
|
||||
}
|
||||
}
|
||||
|
||||
func TestCashOut_ChipsLeaveImmediately(t *testing.T) {
|
||||
setupTestDB(t)
|
||||
fund(t, player, 1000)
|
||||
|
||||
e, err := RequestCashOut(player, 400)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
// The chips are gone the moment the row opens. If they lingered until gogobee
|
||||
// confirmed, the player could bet them while the euros were also in flight —
|
||||
// the same euro on both sides of the border.
|
||||
if c := chipsOf(t, player); c != 600 {
|
||||
t.Fatalf("chips = %d immediately after cash-out, want 600", c)
|
||||
}
|
||||
|
||||
if _, err := ClaimEscrow(e.GUID); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
got, err := SettleEscrow(e.GUID, true, "", 4400)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if got.State != EscrowSettled {
|
||||
t.Fatalf("state = %q, want %q", got.State, EscrowSettled)
|
||||
}
|
||||
if c := chipsOf(t, player); c != 600 {
|
||||
t.Fatalf("chips = %d after settlement, want 600", c)
|
||||
}
|
||||
}
|
||||
|
||||
func TestCashOut_FailedCreditGivesTheChipsBack(t *testing.T) {
|
||||
setupTestDB(t)
|
||||
fund(t, player, 1000)
|
||||
|
||||
e, err := RequestCashOut(player, 400)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if _, err := ClaimEscrow(e.GUID); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
// gogobee couldn't pay. The chips were already destroyed here, so they have to
|
||||
// come back — the player's money cannot simply evaporate at the border.
|
||||
if _, err := SettleEscrow(e.GUID, false, "ledger_error", 0); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if c := chipsOf(t, player); c != 1000 {
|
||||
t.Fatalf("chips = %d after a failed cash-out, want the full 1000 back", c)
|
||||
}
|
||||
}
|
||||
|
||||
func TestCashOut_CannotExceedTheStack(t *testing.T) {
|
||||
setupTestDB(t)
|
||||
fund(t, player, 100)
|
||||
|
||||
if _, err := RequestCashOut(player, 500); !errors.Is(err, ErrInsufficientChips) {
|
||||
t.Fatalf("err = %v, want ErrInsufficientChips", err)
|
||||
}
|
||||
if c := chipsOf(t, player); c != 100 {
|
||||
t.Fatalf("chips = %d after a refused cash-out, want 100", c)
|
||||
}
|
||||
}
|
||||
|
||||
func TestBuyIn_TableCapCountsChipsAndInFlightBuyIns(t *testing.T) {
|
||||
setupTestDB(t)
|
||||
|
||||
if _, err := RequestBuyIn(player, MaxChipsOnTable+1); !errors.Is(err, ErrOverTableCap) {
|
||||
t.Fatalf("err = %v, want ErrOverTableCap", err)
|
||||
}
|
||||
|
||||
fund(t, player, MaxChipsOnTable-1000)
|
||||
|
||||
// A second buy-in that fits is fine.
|
||||
if _, err := RequestBuyIn(player, 1000); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
// A third, while the second is still in flight, must not clear the cap by
|
||||
// racing — pending buy-ins count against it.
|
||||
if _, err := RequestBuyIn(player, 1); !errors.Is(err, ErrOverTableCap) {
|
||||
t.Fatalf("err = %v, want ErrOverTableCap — in-flight buy-ins must count", err)
|
||||
}
|
||||
}
|
||||
|
||||
func TestRequest_RejectsNonPositiveAmounts(t *testing.T) {
|
||||
setupTestDB(t)
|
||||
fund(t, player, 100)
|
||||
|
||||
for _, amount := range []int64{0, -50} {
|
||||
if _, err := RequestBuyIn(player, amount); !errors.Is(err, ErrBadAmount) {
|
||||
t.Errorf("buy-in %d: err = %v, want ErrBadAmount", amount, err)
|
||||
}
|
||||
if _, err := RequestCashOut(player, amount); !errors.Is(err, ErrBadAmount) {
|
||||
t.Errorf("cash-out %d: err = %v, want ErrBadAmount", amount, err)
|
||||
}
|
||||
}
|
||||
if c := chipsOf(t, player); c != 100 {
|
||||
t.Fatalf("chips = %d, want 100", c)
|
||||
}
|
||||
}
|
||||
|
||||
func TestStakeAndAward(t *testing.T) {
|
||||
setupTestDB(t)
|
||||
fund(t, player, 500)
|
||||
|
||||
if err := Stake(player, 100); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if c := chipsOf(t, player); c != 400 {
|
||||
t.Fatalf("chips = %d after staking 100, want 400", c)
|
||||
}
|
||||
|
||||
// A win pays the stake back plus the profit, net of rake.
|
||||
if err := Award(player, 195); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if c := chipsOf(t, player); c != 595 {
|
||||
t.Fatalf("chips = %d after a 195 payout, want 595", c)
|
||||
}
|
||||
|
||||
// You cannot bet chips you don't have.
|
||||
if err := Stake(player, 10_000); !errors.Is(err, ErrInsufficientChips) {
|
||||
t.Fatalf("err = %v, want ErrInsufficientChips", err)
|
||||
}
|
||||
if c := chipsOf(t, player); c != 595 {
|
||||
t.Fatalf("chips = %d after a refused stake, want 595", c)
|
||||
}
|
||||
}
|
||||
|
||||
func TestStake_UnknownPlayerHasNothingToBet(t *testing.T) {
|
||||
setupTestDB(t)
|
||||
if err := Stake("@stranger:parodia.dev", 10); !errors.Is(err, ErrInsufficientChips) {
|
||||
t.Fatalf("err = %v, want ErrInsufficientChips", err)
|
||||
}
|
||||
}
|
||||
|
||||
func TestPendingEscrow_OffersUnclaimedAndAbandonedRows(t *testing.T) {
|
||||
setupTestDB(t)
|
||||
|
||||
fresh, err := RequestBuyIn(player, 100)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
abandoned, err := RequestBuyIn("@other:parodia.dev", 200)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
|
||||
pending, err := PendingEscrow(10)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if len(pending) != 2 {
|
||||
t.Fatalf("%d pending rows, want 2", len(pending))
|
||||
}
|
||||
|
||||
// Claim both: neither should be offered again while gogobee is working on them.
|
||||
for _, e := range []Escrow{fresh, abandoned} {
|
||||
if _, err := ClaimEscrow(e.GUID); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
}
|
||||
pending, err = PendingEscrow(10)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if len(pending) != 0 {
|
||||
t.Fatalf("%d rows offered while claimed, want 0", len(pending))
|
||||
}
|
||||
|
||||
// Now pretend gogobee died holding one of them. A claim that never came back
|
||||
// must be re-offered, or the player's money sits in limbo forever.
|
||||
stale := nowUnix() - int64(EscrowStaleAfter.Seconds()) - 1
|
||||
if _, err := Get().Exec(`UPDATE game_escrow SET claimed_at = ? WHERE guid = ?`, stale, abandoned.GUID); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
pending, err = PendingEscrow(10)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if len(pending) != 1 || pending[0].GUID != abandoned.GUID {
|
||||
t.Fatalf("stale claim was not re-offered: got %d rows", len(pending))
|
||||
}
|
||||
}
|
||||
|
||||
func TestClaim_CannotReopenAFinishedRow(t *testing.T) {
|
||||
setupTestDB(t)
|
||||
fund(t, player, 300)
|
||||
|
||||
e, err := RequestCashOut(player, 300)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if _, err := ClaimEscrow(e.GUID); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if _, err := SettleEscrow(e.GUID, true, "", 5000); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
|
||||
// Re-claiming a settled cash-out must not walk it back to claimed, or gogobee
|
||||
// would pay the same euros out twice.
|
||||
got, err := ClaimEscrow(e.GUID)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if got.State != EscrowSettled {
|
||||
t.Fatalf("state = %q after re-claiming a settled row, want %q", got.State, EscrowSettled)
|
||||
}
|
||||
}
|
||||
|
||||
func TestEscrow_UnknownGUID(t *testing.T) {
|
||||
setupTestDB(t)
|
||||
if _, err := EscrowByGUID("nope"); !errors.Is(err, ErrNoSuchEscrow) {
|
||||
t.Fatalf("err = %v, want ErrNoSuchEscrow", err)
|
||||
}
|
||||
if _, err := SettleEscrow("nope", true, "", 0); !errors.Is(err, ErrNoSuchEscrow) {
|
||||
t.Fatalf("err = %v, want ErrNoSuchEscrow", err)
|
||||
}
|
||||
}
|
||||
|
||||
func TestReaper_CashesOutTheWalkedAway(t *testing.T) {
|
||||
setupTestDB(t)
|
||||
fund(t, player, 700)
|
||||
|
||||
// Still playing: the reaper must leave them alone.
|
||||
Touch(player)
|
||||
n, err := ReapIdleSessions(SessionIdleAfter)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if n != 0 || chipsOf(t, player) != 700 {
|
||||
t.Fatalf("reaped %d active players (chips now %d)", n, chipsOf(t, player))
|
||||
}
|
||||
|
||||
// Now they've been gone an hour.
|
||||
old := nowUnix() - int64((2 * time.Hour).Seconds())
|
||||
if _, err := Get().Exec(`UPDATE game_chips SET last_played = ? WHERE matrix_user = ?`, old, player); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
n, err = ReapIdleSessions(SessionIdleAfter)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if n != 1 {
|
||||
t.Fatalf("reaped %d, want 1", n)
|
||||
}
|
||||
if c := chipsOf(t, player); c != 0 {
|
||||
t.Fatalf("chips = %d after the reaper ran, want 0 — they should be euros now", c)
|
||||
}
|
||||
|
||||
// And it must be a real cash-out, waiting for gogobee to pay it out.
|
||||
pending, err := PendingEscrow(10)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if len(pending) != 1 || pending[0].Kind != KindCashOut || pending[0].Amount != 700 {
|
||||
t.Fatalf("reaper did not queue a 700 cash-out: %+v", pending)
|
||||
}
|
||||
|
||||
// Running again finds nothing left to reap.
|
||||
if n, err := ReapIdleSessions(SessionIdleAfter); err != nil || n != 0 {
|
||||
t.Fatalf("second sweep reaped %d (err=%v), want 0", n, err)
|
||||
}
|
||||
}
|
||||
|
||||
func TestRecordHand_AndHouseTake(t *testing.T) {
|
||||
setupTestDB(t)
|
||||
|
||||
hands := []Hand{
|
||||
{MatrixUser: player, Game: "blackjack", Bet: 100, Payout: 195, Rake: 5, Outcome: "win", Seed1: 42, Seed2: 7},
|
||||
{MatrixUser: player, Game: "blackjack", Bet: 100, Payout: 0, Rake: 0, Outcome: "bust", Seed1: 43, Seed2: 8},
|
||||
{MatrixUser: player, Game: "blackjack", Bet: 200, Payout: 486, Rake: 14, Outcome: "blackjack", Seed1: 44, Seed2: 9},
|
||||
}
|
||||
for _, h := range hands {
|
||||
if err := RecordHand(h); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
}
|
||||
|
||||
take, err := HouseTake(0)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if take != 19 {
|
||||
t.Fatalf("house take = %d, want 19", take)
|
||||
}
|
||||
|
||||
// The seeds have to survive the round trip, or a disputed hand can't be re-dealt.
|
||||
var s1, s2 int64
|
||||
if err := Get().QueryRow(
|
||||
`SELECT seed1, seed2 FROM game_hands WHERE outcome = 'blackjack'`,
|
||||
).Scan(&s1, &s2); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if s1 != 44 || s2 != 9 {
|
||||
t.Fatalf("seeds came back as (%d, %d), want (44, 9)", s1, s2)
|
||||
}
|
||||
}
|
||||
|
||||
// The invariant, end to end: every euro that entered the casino is either a chip
|
||||
// on the table or a euro on its way home. None are minted, none evaporate.
|
||||
func TestBorder_ChipsAreConserved(t *testing.T) {
|
||||
setupTestDB(t)
|
||||
fund(t, player, 1000)
|
||||
|
||||
// Play a losing hand and a winning one.
|
||||
if err := Stake(player, 100); err != nil {
|
||||
t.Fatal(err)
|
||||
} // 900
|
||||
if err := Stake(player, 100); err != nil {
|
||||
t.Fatal(err)
|
||||
} // 800
|
||||
if err := Award(player, 195); err != nil {
|
||||
t.Fatal(err)
|
||||
} // 995 — one loss, one win less rake
|
||||
|
||||
if c := chipsOf(t, player); c != 995 {
|
||||
t.Fatalf("chips = %d, want 995", c)
|
||||
}
|
||||
|
||||
e, err := RequestCashOut(player, 995)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if _, err := ClaimEscrow(e.GUID); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if _, err := SettleEscrow(e.GUID, true, "", 4995); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
|
||||
if c := chipsOf(t, player); c != 0 {
|
||||
t.Fatalf("chips = %d after cashing out everything, want 0", c)
|
||||
}
|
||||
// 1000 in, 995 out, 5 lost to the table and the rake. Nothing left stranded.
|
||||
st, err := Chips(player)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if st.Pending != 0 {
|
||||
t.Fatalf("pending = %d, want 0", st.Pending)
|
||||
}
|
||||
}
|
||||
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")
|
||||
}
|
||||
}
|
||||
@@ -132,10 +132,10 @@ func MarkClassified(guid, channel, platforms string) {
|
||||
// GetStoryByGUID returns the full story record for a GUID, or nil if not found.
|
||||
func GetStoryByGUID(guid string) (*Story, error) {
|
||||
row := Get().QueryRow(
|
||||
`SELECT guid, headline, lede, image_url, article_url, source, platforms, channel, seen_at
|
||||
`SELECT guid, headline, lede, COALESCE(content, ''), image_url, article_url, source, platforms, channel, seen_at
|
||||
FROM stories WHERE guid = ?`, guid)
|
||||
var s Story
|
||||
if err := row.Scan(&s.GUID, &s.Headline, &s.Lede, &s.ImageURL, &s.ArticleURL, &s.Source, &s.Platforms, &s.Channel, &s.SeenAt); err != nil {
|
||||
if err := row.Scan(&s.GUID, &s.Headline, &s.Lede, &s.Content, &s.ImageURL, &s.ArticleURL, &s.Source, &s.Platforms, &s.Channel, &s.SeenAt); err != nil {
|
||||
return nil, err
|
||||
}
|
||||
return &s, nil
|
||||
@@ -252,6 +252,53 @@ func GetNewestPostableStoryByChannel(channel string) (*Story, error) {
|
||||
return &s, nil
|
||||
}
|
||||
|
||||
// UnpostedAdventureSince returns adventure dispatches seen at or after `since`
|
||||
// that have never been posted to Matrix (no post_log row). PRIORITY beats post
|
||||
// live and so carry a post_log row; the ones left are exactly the BULLETINs the
|
||||
// daily digest collects. Oldest first so the digest reads chronologically.
|
||||
//
|
||||
// At most `limit` rows come back, but total is how many match in all — the digest
|
||||
// quotes it to readers, so it must count the window rather than the returned page.
|
||||
func UnpostedAdventureSince(since int64, limit int) (stories []Story, total int, err error) {
|
||||
const where = `WHERE classified = 1
|
||||
AND channel = 'adventure'
|
||||
AND seen_at >= ?
|
||||
AND guid NOT IN (SELECT guid FROM post_log)`
|
||||
|
||||
if err := Get().QueryRow(`SELECT COUNT(*) FROM stories `+where, since).Scan(&total); err != nil {
|
||||
return nil, 0, err
|
||||
}
|
||||
|
||||
rows, err := Get().Query(
|
||||
`SELECT guid, headline, lede, article_url, seen_at
|
||||
FROM stories `+where+`
|
||||
ORDER BY seen_at ASC
|
||||
LIMIT ?`, since, limit)
|
||||
if err != nil {
|
||||
return nil, 0, err
|
||||
}
|
||||
defer rows.Close()
|
||||
var out []Story
|
||||
for rows.Next() {
|
||||
var s Story
|
||||
if err := rows.Scan(&s.GUID, &s.Headline, &s.Lede, &s.ArticleURL, &s.SeenAt); err != nil {
|
||||
return nil, 0, err
|
||||
}
|
||||
out = append(out, s)
|
||||
}
|
||||
return out, total, rows.Err()
|
||||
}
|
||||
|
||||
// MarkAdventureDigested records each bulletin guid as posted (in a shared digest
|
||||
// event) so the next daily digest doesn't re-collect it. Idempotent per guid via
|
||||
// the post_log OR IGNORE. eventID is the digest's synthetic key (e.g.
|
||||
// "adv-digest:2026-07-11") shared by every story that went out in that digest.
|
||||
func MarkAdventureDigested(guids []string, eventID string) {
|
||||
for _, g := range guids {
|
||||
InsertPostLog(g, "adventure", eventID, "", false)
|
||||
}
|
||||
}
|
||||
|
||||
// ListClassifiedByChannel returns up to `limit` classified stories routed to a
|
||||
// real channel, newest first, with optional offset for pagination. Sentinel
|
||||
// channels (_discarded, _duplicate) are excluded.
|
||||
|
||||
142
internal/storage/roster.go
Normal file
142
internal/storage/roster.go
Normal file
@@ -0,0 +1,142 @@
|
||||
package storage
|
||||
|
||||
import (
|
||||
"database/sql"
|
||||
"encoding/json"
|
||||
"log/slog"
|
||||
)
|
||||
|
||||
// RosterEntry is one adventurer's currently-true state, as of the last snapshot
|
||||
// gogobee pushed. Not an event — nothing here is a thing that *happened*.
|
||||
type RosterEntry struct {
|
||||
Token string `json:"token"`
|
||||
Name string `json:"name"`
|
||||
Level int `json:"level"`
|
||||
ClassRace string `json:"class_race"`
|
||||
Status string `json:"status"` // "expedition" | "idle"
|
||||
Zone string `json:"zone,omitempty"`
|
||||
Region string `json:"region,omitempty"`
|
||||
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.
|
||||
//
|
||||
// Replace — never merge. A player who dropped out of gogobee's snapshot (deleted
|
||||
// character, or a fresh `!news optout`) must vanish from the board, and an
|
||||
// upsert would leave them standing there forever. The transaction means a reader
|
||||
// mid-swap sees the old board or the new one, never a half-empty realm.
|
||||
func ReplaceRoster(entries []RosterEntry, snapshotAt int64) error {
|
||||
tx, err := Get().Begin()
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
defer func() { _ = tx.Rollback() }()
|
||||
|
||||
if _, err := tx.Exec(`DELETE FROM adventure_roster`); err != nil {
|
||||
return err
|
||||
}
|
||||
stmt, err := tx.Prepare(`
|
||||
INSERT INTO adventure_roster
|
||||
(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, detail); err != nil {
|
||||
return err
|
||||
}
|
||||
}
|
||||
// Stamp the snapshot even when it carried zero adventurers — that is a
|
||||
// legitimate state (quiet realm) and must not read as "gogobee went away".
|
||||
if _, err := tx.Exec(`
|
||||
INSERT INTO adventure_roster_meta (id, snapshot_at) VALUES (1, ?)
|
||||
ON CONFLICT(id) DO UPDATE SET snapshot_at = excluded.snapshot_at`, snapshotAt); err != nil {
|
||||
return err
|
||||
}
|
||||
return tx.Commit()
|
||||
}
|
||||
|
||||
// LoadRoster returns the current board: everyone on an expedition first (most
|
||||
// recently departed at the top of that group), then the idle, longest-idle last.
|
||||
// Also returns the snapshot time so the caller can decide whether the wire has
|
||||
// gone quiet — see rosterStale.
|
||||
func LoadRoster() ([]RosterEntry, int64, error) {
|
||||
rows, err := Get().Query(`
|
||||
SELECT token, name, level, COALESCE(class_race, ''), status,
|
||||
COALESCE(zone, ''), COALESCE(region, ''), day, idle_hours, snapshot_at
|
||||
FROM adventure_roster
|
||||
ORDER BY status = 'expedition' DESC, day DESC, idle_hours ASC, level DESC, name ASC`)
|
||||
if err != nil {
|
||||
return nil, 0, err
|
||||
}
|
||||
defer rows.Close()
|
||||
|
||||
var out []RosterEntry
|
||||
for rows.Next() {
|
||||
var e RosterEntry
|
||||
if err := rows.Scan(&e.Token, &e.Name, &e.Level, &e.ClassRace, &e.Status,
|
||||
&e.Zone, &e.Region, &e.Day, &e.IdleHours, &e.SnapshotAt); err != nil {
|
||||
return nil, 0, err
|
||||
}
|
||||
out = append(out, e)
|
||||
}
|
||||
if err := rows.Err(); err != nil {
|
||||
return nil, 0, err
|
||||
}
|
||||
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.
|
||||
func RosterSnapshotAt() int64 {
|
||||
var at sql.NullInt64
|
||||
err := Get().QueryRow(`SELECT snapshot_at FROM adventure_roster_meta WHERE id = 1`).Scan(&at)
|
||||
if err == sql.ErrNoRows {
|
||||
return 0
|
||||
}
|
||||
if err != nil {
|
||||
slog.Error("RosterSnapshotAt query failed", "err", err)
|
||||
return 0
|
||||
}
|
||||
return at.Int64
|
||||
}
|
||||
@@ -21,6 +21,114 @@ CREATE TABLE IF NOT EXISTS stories (
|
||||
published_at INTEGER
|
||||
);
|
||||
|
||||
-- adventure_roster is a *snapshot*, not a log: gogobee POSTs the whole live
|
||||
-- board and it replaces this table wholesale. Rows are state that is currently
|
||||
-- true ("Josie is in holymachina"), which is the one thing the story feed can
|
||||
-- never be — every dispatch there is an accomplishment, and an accomplishment is
|
||||
-- a clipping the moment it lands.
|
||||
--
|
||||
-- token is gogobee's per-player roster token, not a Matrix handle and not a
|
||||
-- story GUID. Players who ran "!news optout" are omitted from the snapshot
|
||||
-- upstream and so never appear here at all.
|
||||
CREATE TABLE IF NOT EXISTS adventure_roster (
|
||||
token TEXT PRIMARY KEY,
|
||||
name TEXT NOT NULL,
|
||||
level INTEGER NOT NULL DEFAULT 0,
|
||||
class_race TEXT,
|
||||
status TEXT NOT NULL, -- "expedition" | "idle"
|
||||
zone TEXT,
|
||||
region TEXT,
|
||||
day INTEGER NOT NULL DEFAULT 0, -- expedition day, 0 if idle
|
||||
idle_hours INTEGER NOT NULL DEFAULT 0, -- hours since last player action
|
||||
snapshot_at INTEGER NOT NULL -- when gogobee took the snapshot
|
||||
);
|
||||
|
||||
-- The snapshot time lives outside the rows because an *empty* board is
|
||||
-- ambiguous: either nobody is playing, or gogobee has stopped talking to us. A
|
||||
-- MAX(snapshot_at) over zero rows can't tell those apart, and the page must —
|
||||
-- one is "quiet realm", the other is "the wire is down, trust nothing here".
|
||||
CREATE TABLE IF NOT EXISTS adventure_roster_meta (
|
||||
id INTEGER PRIMARY KEY CHECK (id = 1),
|
||||
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,
|
||||
@@ -128,6 +236,208 @@ CREATE TABLE IF NOT EXISTS story_views (
|
||||
PRIMARY KEY (story_id, day)
|
||||
);
|
||||
|
||||
-- ---------------------------------------------------------------------------
|
||||
-- games.parodia.dev
|
||||
--
|
||||
-- The invariant the whole casino rests on: a euro is either in gogobee's
|
||||
-- euro_balances or in Pete's chip escrow, never both. It crosses between them
|
||||
-- only via a GUID-idempotent claim, and Pete never writes a euro balance —
|
||||
-- gogobee does, when it claims the escrow row and tells us how it went.
|
||||
-- ---------------------------------------------------------------------------
|
||||
|
||||
-- A player's chips: euros that have crossed into the casino and haven't crossed
|
||||
-- back yet. 1:1 with euros. Keyed by Matrix user id, because that's the identity
|
||||
-- gogobee's ledger uses and the one an Authentik username maps onto.
|
||||
CREATE TABLE IF NOT EXISTS game_chips (
|
||||
matrix_user TEXT PRIMARY KEY,
|
||||
chips INTEGER NOT NULL DEFAULT 0,
|
||||
-- Advisory only, and stale by design: the last euro balance gogobee told us
|
||||
-- about. Displayed, never trusted. The authoritative check is the debit at
|
||||
-- claim time, which happens on gogobee's box against gogobee's ledger.
|
||||
euro_balance REAL,
|
||||
last_played INTEGER NOT NULL DEFAULT 0, -- unix; the reaper reads this
|
||||
updated_at INTEGER NOT NULL DEFAULT 0
|
||||
);
|
||||
|
||||
-- One crossing of the euro/chip border, in either direction.
|
||||
--
|
||||
-- requested -> claimed -> funded (buy-in: gogobee debited, chips spendable)
|
||||
-- -> rejected (buy-in: insufficient funds, no chips)
|
||||
-- requested -> claimed -> settled (cash-out: chips gone, euros credited)
|
||||
--
|
||||
-- The guid is the idempotency key end to end: it's what gogobee passes to
|
||||
-- DebitIdem/CreditIdem, so a claim whose ack is lost on the wire can be retried
|
||||
-- without the player paying twice.
|
||||
CREATE TABLE IF NOT EXISTS game_escrow (
|
||||
guid TEXT PRIMARY KEY,
|
||||
matrix_user TEXT NOT NULL,
|
||||
kind TEXT NOT NULL, -- 'buyin' | 'cashout'
|
||||
amount INTEGER NOT NULL, -- euros == chips
|
||||
state TEXT NOT NULL, -- see the ladder above
|
||||
reason TEXT, -- 'insufficient_funds', when rejected
|
||||
balance_after REAL, -- gogobee's euro balance after the move
|
||||
created_at INTEGER NOT NULL,
|
||||
claimed_at INTEGER, -- when gogobee took it; drives the re-poll
|
||||
updated_at INTEGER NOT NULL
|
||||
);
|
||||
CREATE INDEX IF NOT EXISTS idx_game_escrow_state ON game_escrow(state, created_at);
|
||||
CREATE INDEX IF NOT EXISTS idx_game_escrow_user ON game_escrow(matrix_user, created_at DESC);
|
||||
|
||||
-- Every hand played, for money. This is the audit trail: seeds so a disputed
|
||||
-- hand can be re-dealt exactly as it fell, rake so the house's take is
|
||||
-- accountable, and enough shape to answer "how fast is this economy actually
|
||||
-- moving" before the answer becomes a problem.
|
||||
CREATE TABLE IF NOT EXISTS game_hands (
|
||||
id INTEGER PRIMARY KEY AUTOINCREMENT,
|
||||
matrix_user TEXT NOT NULL,
|
||||
game TEXT NOT NULL, -- 'blackjack'
|
||||
bet INTEGER NOT NULL,
|
||||
payout INTEGER NOT NULL, -- chips returned, net of rake
|
||||
rake INTEGER NOT NULL,
|
||||
outcome TEXT NOT NULL,
|
||||
seed1 INTEGER NOT NULL, -- the shoe, reproducible
|
||||
seed2 INTEGER NOT NULL,
|
||||
played_at INTEGER NOT NULL
|
||||
);
|
||||
CREATE INDEX IF NOT EXISTS idx_game_hands_user ON game_hands(matrix_user, played_at DESC);
|
||||
CREATE INDEX IF NOT EXISTS idx_game_hands_played ON game_hands(played_at);
|
||||
|
||||
-- The hand a player is in the middle of. One per player: you cannot be dealt a
|
||||
-- second hand while chips are riding on the first.
|
||||
--
|
||||
-- The state column is the engine's State, serialized whole — shoe included. It
|
||||
-- lives here rather than in memory because Pete redeploys often, and a player
|
||||
-- whose stake has already been taken must find their cards where they left them
|
||||
-- rather than a table that has forgotten them. It is also why the deck never
|
||||
-- goes to the browser: the authoritative shoe is this row, on the server.
|
||||
CREATE TABLE IF NOT EXISTS game_live_hands (
|
||||
matrix_user TEXT PRIMARY KEY,
|
||||
game TEXT NOT NULL, -- 'blackjack'
|
||||
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.
|
||||
--
|
||||
-- Prefetched rather than fetched per question because a trivia ladder asks a
|
||||
-- question every fifteen seconds with money on a clock the player is scored
|
||||
-- against. A live fetch would put somebody else's latency and rate limit inside
|
||||
-- that clock. The refill is a slow background drip (internal/opentdb); a round
|
||||
-- never waits on it.
|
||||
--
|
||||
-- The question text is UNIQUE, which is the whole dedup strategy: OpenTDB hands back
|
||||
-- overlapping batches and the bank would otherwise fill up with the same forty
|
||||
-- questions. correct/incorrect are stored as the API gives them; the *shuffle*
|
||||
-- happens in the engine, per game, against that game's seed — so where the right
|
||||
-- answer sits in this table tells a player nothing.
|
||||
CREATE TABLE IF NOT EXISTS trivia_questions (
|
||||
id INTEGER PRIMARY KEY AUTOINCREMENT,
|
||||
difficulty TEXT NOT NULL, -- 'easy' | 'medium' | 'hard'
|
||||
category TEXT NOT NULL,
|
||||
question TEXT NOT NULL UNIQUE,
|
||||
correct TEXT NOT NULL,
|
||||
incorrect TEXT NOT NULL, -- JSON array of the three wrong answers
|
||||
fetched_at INTEGER NOT NULL
|
||||
);
|
||||
CREATE INDEX IF NOT EXISTS idx_trivia_difficulty ON trivia_questions(difficulty);
|
||||
|
||||
CREATE UNIQUE INDEX IF NOT EXISTS idx_post_log_guid_channel ON post_log(guid, channel);
|
||||
CREATE INDEX IF NOT EXISTS idx_post_log_event_id ON post_log(event_id);
|
||||
CREATE INDEX IF NOT EXISTS idx_post_log_channel_posted ON post_log(channel, posted_at);
|
||||
|
||||
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)
|
||||
}
|
||||
}
|
||||
147
internal/storage/trivia.go
Normal file
147
internal/storage/trivia.go
Normal file
@@ -0,0 +1,147 @@
|
||||
package storage
|
||||
|
||||
import (
|
||||
"encoding/json"
|
||||
"fmt"
|
||||
"math/rand/v2"
|
||||
"time"
|
||||
|
||||
"pete/internal/games/trivia"
|
||||
)
|
||||
|
||||
// The trivia bank.
|
||||
//
|
||||
// Questions are pulled from OpenTDB in the background (internal/opentdb) and
|
||||
// drawn from here when a ladder is built. Nothing in a player's round ever
|
||||
// touches the network.
|
||||
|
||||
// ErrBankEmpty means the bank hasn't got enough questions of that difficulty to
|
||||
// build a ladder. It is a real state, not a bug: a fresh database has an empty
|
||||
// bank until the refill loop has been round a few times.
|
||||
var ErrBankEmpty = fmt.Errorf("trivia: the bank is short of questions")
|
||||
|
||||
// AddTriviaQuestions files a fetched batch. Questions already in the bank are
|
||||
// ignored rather than replaced — OpenTDB hands back overlapping batches, and the
|
||||
// UNIQUE on the text is what stops the bank becoming forty questions deep.
|
||||
// Returns how many were actually new, which is what the refill loop logs.
|
||||
func AddTriviaQuestions(difficulty string, qs []trivia.Question) (int, error) {
|
||||
if len(qs) == 0 {
|
||||
return 0, nil
|
||||
}
|
||||
tx, err := Get().Begin()
|
||||
if err != nil {
|
||||
return 0, fmt.Errorf("trivia: begin: %w", err)
|
||||
}
|
||||
defer tx.Rollback() //nolint:errcheck // no-op once committed
|
||||
|
||||
stmt, err := tx.Prepare(
|
||||
`INSERT OR IGNORE INTO trivia_questions
|
||||
(difficulty, category, question, correct, incorrect, fetched_at)
|
||||
VALUES (?, ?, ?, ?, ?, ?)`)
|
||||
if err != nil {
|
||||
return 0, fmt.Errorf("trivia: prepare: %w", err)
|
||||
}
|
||||
defer stmt.Close()
|
||||
|
||||
now := time.Now().Unix()
|
||||
added := 0
|
||||
for _, q := range qs {
|
||||
if len(q.Answers) < 2 || q.Correct < 0 || q.Correct >= len(q.Answers) {
|
||||
continue
|
||||
}
|
||||
correct := q.Answers[q.Correct]
|
||||
wrong := make([]string, 0, len(q.Answers)-1)
|
||||
for i, a := range q.Answers {
|
||||
if i != q.Correct {
|
||||
wrong = append(wrong, a)
|
||||
}
|
||||
}
|
||||
blob, err := json.Marshal(wrong)
|
||||
if err != nil {
|
||||
continue
|
||||
}
|
||||
res, err := stmt.Exec(difficulty, q.Category, q.Text, correct, string(blob), now)
|
||||
if err != nil {
|
||||
return added, fmt.Errorf("trivia: insert: %w", err)
|
||||
}
|
||||
if n, err := res.RowsAffected(); err == nil {
|
||||
added += int(n)
|
||||
}
|
||||
}
|
||||
if err := tx.Commit(); err != nil {
|
||||
return 0, fmt.Errorf("trivia: commit: %w", err)
|
||||
}
|
||||
return added, nil
|
||||
}
|
||||
|
||||
// CountTrivia is how many questions of a difficulty the bank holds. The refill
|
||||
// loop reads it to decide whether to bother.
|
||||
func CountTrivia(difficulty string) (int, error) {
|
||||
var n int
|
||||
if err := Get().QueryRow(
|
||||
`SELECT COUNT(*) FROM trivia_questions WHERE difficulty = ?`, difficulty,
|
||||
).Scan(&n); err != nil {
|
||||
return 0, fmt.Errorf("trivia: count: %w", err)
|
||||
}
|
||||
return n, nil
|
||||
}
|
||||
|
||||
// DrawTrivia deals a ladder: n distinct questions of one difficulty, chosen with
|
||||
// the game's own rng.
|
||||
//
|
||||
// The choice is made in Go rather than with ORDER BY RANDOM() so that the seed
|
||||
// in the audit log means something: the same seed against the same bank deals
|
||||
// the same ladder, which is what lets a disputed game be replayed. It reads the
|
||||
// ids first and picks from them, so a bank of a few thousand questions costs one
|
||||
// small scan rather than a sort of the whole table.
|
||||
func DrawTrivia(difficulty string, n int, rng *rand.Rand) ([]trivia.Question, error) {
|
||||
if n <= 0 {
|
||||
return nil, nil
|
||||
}
|
||||
rows, err := Get().Query(
|
||||
`SELECT id FROM trivia_questions WHERE difficulty = ? ORDER BY id`, difficulty)
|
||||
if err != nil {
|
||||
return nil, fmt.Errorf("trivia: draw ids: %w", err)
|
||||
}
|
||||
var ids []int64
|
||||
for rows.Next() {
|
||||
var id int64
|
||||
if err := rows.Scan(&id); err != nil {
|
||||
rows.Close()
|
||||
return nil, fmt.Errorf("trivia: scan id: %w", err)
|
||||
}
|
||||
ids = append(ids, id)
|
||||
}
|
||||
rows.Close()
|
||||
if err := rows.Err(); err != nil {
|
||||
return nil, fmt.Errorf("trivia: draw ids: %w", err)
|
||||
}
|
||||
if len(ids) < n {
|
||||
return nil, ErrBankEmpty
|
||||
}
|
||||
|
||||
rng.Shuffle(len(ids), func(i, j int) { ids[i], ids[j] = ids[j], ids[i] })
|
||||
pick := ids[:n]
|
||||
|
||||
out := make([]trivia.Question, 0, n)
|
||||
for _, id := range pick {
|
||||
var q trivia.Question
|
||||
var correct, blob string
|
||||
if err := Get().QueryRow(
|
||||
`SELECT category, question, correct, incorrect FROM trivia_questions WHERE id = ?`, id,
|
||||
).Scan(&q.Category, &q.Text, &correct, &blob); err != nil {
|
||||
return nil, fmt.Errorf("trivia: load question: %w", err)
|
||||
}
|
||||
var wrong []string
|
||||
if err := json.Unmarshal([]byte(blob), &wrong); err != nil {
|
||||
return nil, fmt.Errorf("trivia: unreadable answers: %w", err)
|
||||
}
|
||||
// Correct: 0 is a convention the engine immediately destroys — New()
|
||||
// reshuffles every question against the game's seed. Nothing that reaches a
|
||||
// player depends on the order they come out of the table in.
|
||||
q.Answers = append([]string{correct}, wrong...)
|
||||
q.Correct = 0
|
||||
out = append(out, q)
|
||||
}
|
||||
return out, nil
|
||||
}
|
||||
467
internal/web/adventure.go
Normal file
467
internal/web/adventure.go
Normal file
@@ -0,0 +1,467 @@
|
||||
package web
|
||||
|
||||
import (
|
||||
"crypto/subtle"
|
||||
"encoding/json"
|
||||
"fmt"
|
||||
"html/template"
|
||||
"io"
|
||||
"log/slog"
|
||||
"net/http"
|
||||
"net/url"
|
||||
"strings"
|
||||
"time"
|
||||
|
||||
"pete/internal/storage"
|
||||
)
|
||||
|
||||
// AdvFact is the game-event fact gogobee POSTs to Pete. It mirrors the contract
|
||||
// in pete_adventure_news_voice.md. Names are character names only (never Matrix
|
||||
// handles) and Actors is the allow-list of the only names permitted to appear in
|
||||
// rendered output.
|
||||
type AdvFact struct {
|
||||
GUID string `json:"guid"`
|
||||
EventType string `json:"event_type"`
|
||||
Tier string `json:"tier"` // "priority" | "bulletin"
|
||||
Actors []string `json:"actors"`
|
||||
Subject string `json:"subject"`
|
||||
Opponent string `json:"opponent"`
|
||||
Boss string `json:"boss"`
|
||||
Zone string `json:"zone"`
|
||||
Region string `json:"region"`
|
||||
Level int `json:"level"`
|
||||
Count int `json:"count"`
|
||||
Outcome string `json:"outcome"`
|
||||
Stakes string `json:"stakes"`
|
||||
ClassRace string `json:"class_race"`
|
||||
Milestone string `json:"milestone"`
|
||||
OccurredAt int64 `json:"occurred_at"`
|
||||
NoPush bool `json:"no_push"`
|
||||
}
|
||||
|
||||
// AdvPost is a priority adventure item to post live to Matrix. Kept minimal and
|
||||
// web-local so the web package needs no dependency on internal/poster.
|
||||
type AdvPost struct {
|
||||
GUID string
|
||||
Headline string
|
||||
Lede string
|
||||
ImageURL string
|
||||
ArticleURL string
|
||||
Source string
|
||||
Channel string
|
||||
}
|
||||
|
||||
// PriorityPoster posts a priority adventure item to Matrix immediately. main
|
||||
// adapts *poster.Queue.PostNow to this; nil in web-only/local modes.
|
||||
type PriorityPoster func(AdvPost)
|
||||
|
||||
const advSource = "Pete"
|
||||
|
||||
// advBackfillEvent is the synthetic post_log event id used to retire a no_push
|
||||
// (cold-start backfill) dispatch against the daily digest. It never went to
|
||||
// Matrix; the row exists only so the digest skips it.
|
||||
const advBackfillEvent = "adv-backfill"
|
||||
|
||||
// handleAdventureIngest receives a game-event fact from gogobee, templates it
|
||||
// into a deterministic story, publishes it to the /adventure section, and posts
|
||||
// PRIORITY beats live to Matrix. Bearer-authed; idempotent on the fact GUID.
|
||||
func (s *Server) handleAdventureIngest(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
|
||||
}
|
||||
|
||||
var f AdvFact
|
||||
if err := json.NewDecoder(io.LimitReader(r.Body, 1<<16)).Decode(&f); err != nil {
|
||||
http.Error(w, "bad json", http.StatusBadRequest)
|
||||
return
|
||||
}
|
||||
if f.GUID == "" || f.EventType == "" {
|
||||
http.Error(w, "guid and event_type are required", http.StatusBadRequest)
|
||||
return
|
||||
}
|
||||
// Fact-guard: any player name we render must be in the actors allow-list.
|
||||
// gogobee pre-sanitizes, but Pete never trusts the channel — this is the
|
||||
// last line before a name reaches a public page.
|
||||
if !factGuard(f) {
|
||||
slog.Warn("adventure ingest: fact-guard rejected", "guid", f.GUID, "event_type", f.EventType)
|
||||
http.Error(w, "fact-guard: subject/opponent not in actors", http.StatusBadRequest)
|
||||
return
|
||||
}
|
||||
|
||||
headline, lede, ok := renderAdventure(f)
|
||||
if !ok {
|
||||
http.Error(w, "unknown event_type", http.StatusBadRequest)
|
||||
return
|
||||
}
|
||||
|
||||
// Idempotent: a re-delivered fact (gogobee retry) is a no-op success.
|
||||
if storage.IsGUIDSeen(f.GUID) {
|
||||
w.WriteHeader(http.StatusOK)
|
||||
_, _ = w.Write([]byte("duplicate"))
|
||||
return
|
||||
}
|
||||
|
||||
// A fact with no occurred_at would otherwise be stored at the Unix epoch:
|
||||
// dated 1970 on the permalink, pinned to the bottom of the section, and
|
||||
// outside every digest window. Treat "missing" as "now".
|
||||
occurredAt := f.OccurredAt
|
||||
if occurredAt <= 0 {
|
||||
occurredAt = time.Now().Unix()
|
||||
}
|
||||
|
||||
articleURL := s.advPermalink(f.GUID)
|
||||
imageURL := advArtURL(f.EventType)
|
||||
if err := storage.InsertStory(&storage.Story{
|
||||
GUID: f.GUID,
|
||||
Headline: headline,
|
||||
Lede: lede,
|
||||
ImageURL: imageURL,
|
||||
ArticleURL: articleURL,
|
||||
Source: advSource,
|
||||
Channel: "adventure",
|
||||
Classified: true,
|
||||
SeenAt: occurredAt,
|
||||
PublishedAt: occurredAt,
|
||||
}); err != nil {
|
||||
slog.Error("adventure ingest: insert failed", "guid", f.GUID, "err", err)
|
||||
http.Error(w, "insert failed", http.StatusInternalServerError)
|
||||
return
|
||||
}
|
||||
slog.Info("adventure ingest: published", "guid", f.GUID, "event_type", f.EventType, "tier", f.Tier)
|
||||
|
||||
// NoPush (cold-start backfill) means "never goes to Matrix". Suppressing only
|
||||
// the live post isn't enough: the digest collects adventure rows that carry no
|
||||
// post_log entry, so a backfilled bulletin would still be swept into the next
|
||||
// roundup — the back-catalogue dump NoPush exists to prevent. Retire the guid
|
||||
// against the digest up front instead.
|
||||
if f.NoPush {
|
||||
storage.MarkAdventureDigested([]string{f.GUID}, advBackfillEvent)
|
||||
w.WriteHeader(http.StatusOK)
|
||||
_, _ = w.Write([]byte("ok"))
|
||||
return
|
||||
}
|
||||
|
||||
// PRIORITY beats post live to Matrix; BULLETIN beats wait for the daily
|
||||
// digest. Website section always gets the row above regardless of tier.
|
||||
if f.Tier == "priority" && s.advPost != nil && s.adv.Channel != "" {
|
||||
// No ImageURL: the emblem is an SVG (Matrix clients often block SVG
|
||||
// media), and the link's og:image carries the preview instead.
|
||||
// No Source: the source tag exists to credit an outlet Pete is relaying
|
||||
// (`ars technica`). On his own reporting it renders as him signing his
|
||||
// own name under his own message.
|
||||
s.advPost(AdvPost{
|
||||
GUID: f.GUID,
|
||||
Headline: headline,
|
||||
Lede: lede,
|
||||
ArticleURL: articleURL,
|
||||
Channel: s.adv.Channel,
|
||||
})
|
||||
}
|
||||
|
||||
w.WriteHeader(http.StatusOK)
|
||||
_, _ = w.Write([]byte("ok"))
|
||||
}
|
||||
|
||||
// advEventMeta maps an event_type to a short display label and emoji used by the
|
||||
// permalink page (and, later, OG art selection). Unknown types fall back to a
|
||||
// neutral dispatch label so a new gogobee event never renders blank.
|
||||
func advEventMeta(eventType string) (label, emoji string) {
|
||||
switch eventType {
|
||||
case "siege_start", "siege_win", "siege_loss":
|
||||
return "The Siege", "🏰"
|
||||
case "boss_first", "boss_kill":
|
||||
return "Boss down", "🐉"
|
||||
case "zone_first":
|
||||
return "First clear", "🗺️"
|
||||
case "zone_clear":
|
||||
return "Zone cleared", "🗺️"
|
||||
case "death":
|
||||
return "In memoriam", "🪦"
|
||||
case "arrival":
|
||||
return "New arrival", "👋"
|
||||
case "standings", "rival_result":
|
||||
return "The rival board", "⚔️"
|
||||
case "pete_duel_loss", "pete_duel_win":
|
||||
return "Pete's duels", "🤝"
|
||||
case "milestone":
|
||||
return "Milestone", "🏅"
|
||||
case "retreat":
|
||||
return "Pulled out", "🎒"
|
||||
case "departure":
|
||||
return "Wandered off", "🚪"
|
||||
case "mischief_contract":
|
||||
return "Coin on their head", "😈"
|
||||
case "mischief_survived":
|
||||
return "They walked away", "🛡️"
|
||||
case "mischief_downed":
|
||||
return "The contract landed", "💀"
|
||||
case "mischief_fizzled":
|
||||
return "Nobody home", "🚪"
|
||||
}
|
||||
return "Dispatch", "📣"
|
||||
}
|
||||
|
||||
// advArtURL is the card/OG image for a dispatch: a themed SVG emblem served by
|
||||
// handleAdventureArt, keyed on event_type. Local (root-relative) so it bypasses
|
||||
// the external-image thumbnailer.
|
||||
func advArtURL(eventType string) string {
|
||||
return "/adventure/art/" + eventType + ".svg"
|
||||
}
|
||||
|
||||
// handleAdventureArt renders the themed emblem for an event type — an adventure
|
||||
// gradient with the event's emoji and label. Deterministic and dependency-free
|
||||
// (no external asset), so every dispatch card has visual identity instead of the
|
||||
// blank placeholder that made the section look broken next to RSS cards.
|
||||
func (s *Server) handleAdventureArt(w http.ResponseWriter, r *http.Request) {
|
||||
if !s.adv.Enabled {
|
||||
http.NotFound(w, r)
|
||||
return
|
||||
}
|
||||
eventType := strings.TrimSuffix(r.PathValue("type"), ".svg")
|
||||
label, emoji := advEventMeta(eventType)
|
||||
w.Header().Set("Content-Type", "image/svg+xml; charset=utf-8")
|
||||
w.Header().Set("Cache-Control", "public, max-age=86400")
|
||||
_, _ = fmt.Fprintf(w, advArtSVG, template.HTMLEscapeString(emoji), template.HTMLEscapeString(strings.ToUpper(label)))
|
||||
}
|
||||
|
||||
// advArtSVG is the emblem template: %s = emoji, %s = label. 1200×630 (the OG
|
||||
// card ratio) so the same image works as a link-preview image.
|
||||
const advArtSVG = `<svg xmlns="http://www.w3.org/2000/svg" width="1200" height="630" viewBox="0 0 1200 630">
|
||||
<defs>
|
||||
<linearGradient id="g" x1="0" y1="0" x2="1" y2="1">
|
||||
<stop offset="0" stop-color="#7c5ce8"/>
|
||||
<stop offset="1" stop-color="#5836b8"/>
|
||||
</linearGradient>
|
||||
</defs>
|
||||
<rect width="1200" height="630" fill="url(#g)"/>
|
||||
<text x="600" y="300" font-size="260" text-anchor="middle" dominant-baseline="central">%s</text>
|
||||
<text x="600" y="500" font-size="64" font-family="Fredoka, Nunito, system-ui, sans-serif" font-weight="700" fill="#ffffff" text-anchor="middle" letter-spacing="6" opacity="0.92">%s</text>
|
||||
</svg>`
|
||||
|
||||
// advStoryPage is the per-story permalink view. It reuses the shared layout so a
|
||||
// dispatch reads like the rest of the site, with an adventure-themed hero.
|
||||
type advStoryPage struct {
|
||||
pageData
|
||||
EventLabel string
|
||||
Emoji string
|
||||
Headline string
|
||||
Body string
|
||||
Region string
|
||||
When string
|
||||
Permalink string
|
||||
}
|
||||
|
||||
// handleAdventureStory serves the server-rendered permalink for one dispatch
|
||||
// (the article_url every ingested story points at). Public and cacheable; 404s
|
||||
// when the section is disabled or the guid is unknown. Character names in the
|
||||
// stored headline/body already passed the ingest fact-guard, so nothing
|
||||
// player-controlled reaches here unchecked.
|
||||
func (s *Server) handleAdventureStory(w http.ResponseWriter, r *http.Request) {
|
||||
if !s.adv.Enabled {
|
||||
http.NotFound(w, r)
|
||||
return
|
||||
}
|
||||
guid := r.PathValue("guid")
|
||||
st, err := storage.GetStoryByGUID(guid)
|
||||
if err != nil || st == nil || st.Channel != "adventure" {
|
||||
http.NotFound(w, r)
|
||||
return
|
||||
}
|
||||
s.track(r, "adventure")
|
||||
|
||||
// event_type is encoded in the guid prefix (e.g. "death:<hash>:<ts>"); fall
|
||||
// back to the neutral dispatch meta when it isn't a known type.
|
||||
eventType, _, _ := strings.Cut(guid, ":")
|
||||
label, emoji := advEventMeta(eventType)
|
||||
|
||||
body := st.Content
|
||||
if strings.TrimSpace(body) == "" {
|
||||
body = st.Lede // template-only dispatches carry the write-up in the lede
|
||||
}
|
||||
|
||||
base := s.base(r)
|
||||
base.Active = "adventure"
|
||||
base.NoIndex = true // player-named page; keep out of search indexes (gap #5)
|
||||
if abs := strings.TrimRight(s.cfg.BaseURL, "/"); abs != "" {
|
||||
base.OGImage = abs + advArtURL(eventType) // emblem for link unfurls
|
||||
}
|
||||
s.render(w, "story", advStoryPage{
|
||||
pageData: base,
|
||||
EventLabel: label,
|
||||
Emoji: emoji,
|
||||
Headline: st.Headline,
|
||||
Body: body,
|
||||
Region: "", // reserved: region isn't stored on the row yet
|
||||
When: time.Unix(st.SeenAt, 0).UTC().Format("Jan 2, 2006"),
|
||||
Permalink: s.advPermalink(guid),
|
||||
})
|
||||
}
|
||||
|
||||
// bearerOK checks the Authorization: Bearer header against the configured ingest
|
||||
// token in constant time.
|
||||
func (s *Server) bearerOK(r *http.Request) bool {
|
||||
const prefix = "Bearer "
|
||||
h := r.Header.Get("Authorization")
|
||||
if !strings.HasPrefix(h, prefix) || s.adv.IngestToken == "" {
|
||||
return false
|
||||
}
|
||||
got := strings.TrimPrefix(h, prefix)
|
||||
return subtle.ConstantTimeCompare([]byte(got), []byte(s.adv.IngestToken)) == 1
|
||||
}
|
||||
|
||||
// siteURL makes a root-relative path absolute against BaseURL. Links that go out
|
||||
// to Matrix need the absolute form to survive safeHref; when BaseURL isn't
|
||||
// configured the relative form is all we have, and it's still fine on-site.
|
||||
func (s *Server) siteURL(path string) string {
|
||||
return strings.TrimRight(s.cfg.BaseURL, "/") + path
|
||||
}
|
||||
|
||||
// advPermalink builds the per-story Pete permalink used as article_url (the card
|
||||
// link + Matrix link). The guid is path-escaped: it's ingest-supplied, and a
|
||||
// stray "/" or "?" would otherwise produce a link that routes somewhere else.
|
||||
func (s *Server) advPermalink(guid string) string {
|
||||
return s.siteURL("/adventure/" + url.PathEscape(guid))
|
||||
}
|
||||
|
||||
// factGuard verifies every player-name field we might render is present in the
|
||||
// actors allow-list. Boss/zone/region/milestone are game-authored content, not
|
||||
// player-controlled, so they are not guarded.
|
||||
func factGuard(f AdvFact) bool {
|
||||
allow := make(map[string]bool, len(f.Actors))
|
||||
for _, a := range f.Actors {
|
||||
if a != "" {
|
||||
allow[a] = true
|
||||
}
|
||||
}
|
||||
if f.Subject != "" && !allow[f.Subject] {
|
||||
return false
|
||||
}
|
||||
if f.Opponent != "" && !allow[f.Opponent] {
|
||||
return false
|
||||
}
|
||||
return true
|
||||
}
|
||||
|
||||
// renderAdventure returns the deterministic headline + lede for a fact. Copied
|
||||
// verbatim from the voice spec (pete_adventure_news_voice.md). Template-only —
|
||||
// no LLM — so output is safe and reproducible. ok is false for an unknown type.
|
||||
func renderAdventure(f AdvFact) (headline, lede string, ok bool) {
|
||||
atLevel := ""
|
||||
if f.Level > 0 {
|
||||
atLevel = fmt.Sprintf(", at level %d", f.Level)
|
||||
}
|
||||
switch f.EventType {
|
||||
case "siege_start":
|
||||
return fmt.Sprintf("Breaking: %s is marching on the town.", f.Boss),
|
||||
fmt.Sprintf("Folks, this is the big one — %s has camped outside the gates and the whole community's needed to turn it back. You've got %s. Let's rally.", f.Boss, f.Stakes), true
|
||||
case "siege_win":
|
||||
return fmt.Sprintf("The town holds! %s turned back.", f.Boss),
|
||||
fmt.Sprintf("What a turnout — %d defenders stood shoulder to shoulder and sent %s packing. Spoils are going out now. Proud of you all.", f.Count, f.Boss), true
|
||||
case "siege_loss":
|
||||
return fmt.Sprintf("Heavy news: %s broke through.", f.Boss),
|
||||
fmt.Sprintf("We gave it everything, but %s got past the gates and took its tribute. We'll be ready next time — heads up, everyone.", f.Boss), true
|
||||
case "boss_first":
|
||||
return fmt.Sprintf("First ever: %s brings down %s.", f.Subject, f.Boss),
|
||||
fmt.Sprintf("History in %s today — %s is the first anyone's seen clear %s. Nobody had done it before. Hats off.", f.Region, f.Subject, f.Boss), true
|
||||
case "boss_kill":
|
||||
return fmt.Sprintf("%s takes down %s again.", f.Subject, f.Boss),
|
||||
fmt.Sprintf("Another clean run in %s today. Routine for %s by now — but still worth a nod.", f.Zone, f.Subject), true
|
||||
case "zone_first", "zone_clear":
|
||||
// gogobee splits the realm's first-ever clear (zone_first, priority) from a
|
||||
// later repeat (zone_clear, bulletin); they share a lede but differ in
|
||||
// headline. Fall back to the tier for a legacy zone_first that predates the
|
||||
// split.
|
||||
if f.EventType == "zone_first" || f.Tier == "priority" {
|
||||
headline = fmt.Sprintf("%s cleared for the very first time.", f.Zone)
|
||||
} else {
|
||||
headline = fmt.Sprintf("%s clears %s.", f.Subject, f.Zone)
|
||||
}
|
||||
inRegion := ""
|
||||
if f.Region != "" {
|
||||
inRegion = " in " + f.Region
|
||||
}
|
||||
return headline, fmt.Sprintf("%s made it through %s%s%s. Nicely done.", f.Subject, f.Zone, inRegion, atLevel), true
|
||||
case "death":
|
||||
return fmt.Sprintf("We lost %s in %s.", f.Subject, f.Zone),
|
||||
fmt.Sprintf("Sad news to pass along: %s fell at level %d in %s. The graveyard's a little fuller tonight. Rest easy.", f.Subject, f.Level, f.Zone), true
|
||||
case "retreat":
|
||||
// An expedition that came apart without killing anyone. Until gogobee
|
||||
// started sending these, the feed had no way to say "it went badly and
|
||||
// everyone lived" — so it never said it, and the classes that retreat
|
||||
// often simply never appeared. Warm, not a failure notice: everyone came
|
||||
// home, and that is the part Pete leads with.
|
||||
howFar := "barely a day in"
|
||||
if f.Count > 1 {
|
||||
howFar = fmt.Sprintf("%d days in", f.Count)
|
||||
}
|
||||
return fmt.Sprintf("%s backed out of %s.", f.Subject, f.Zone),
|
||||
fmt.Sprintf("%s turned around %s — %s got the better of them this time%s, and they made the call to walk out rather than push it. Everybody came home breathing, which is the bit that counts. That dungeon'll still be there next week.",
|
||||
f.Subject, howFar, f.Zone, atLevel), true
|
||||
case "departure":
|
||||
// A bored adventurer let themselves out. Nobody sent them — they got
|
||||
// restless waiting on a player who wasn't coming, took the cheap supplies
|
||||
// they could afford, and went. Pete plays it straight and a little fond;
|
||||
// the joke tells itself, and the player it's about may well be reading.
|
||||
return fmt.Sprintf("%s got bored and left without waiting.", f.Subject),
|
||||
fmt.Sprintf("No orders, no escort, no fuss — %s packed the cheapest kit on the shelf and set off into %s%s. Nobody told them to. Nobody talked them out of it either. We'll let you know how it goes.", f.Subject, f.Zone, atLevel), true
|
||||
case "mischief_contract":
|
||||
// Somebody paid to have a monster sent after an adventurer who is out in a
|
||||
// dungeon right now. Anonymous unless the buyer paid extra to sign it, and
|
||||
// the anonymity is the story: Pete reports the money, not the name he
|
||||
// doesn't have. Opponent carries the buyer only when it's public.
|
||||
if f.Opponent != "" {
|
||||
return fmt.Sprintf("%s has put %s on %s's head.", f.Opponent, f.Stakes, f.Subject),
|
||||
fmt.Sprintf("No secret about it — %s paid for a %s to go find %s out in whatever hole they're currently down, and signed the thing. It's out there looking right now. If %s comes back breathing, they keep a cut of that money.",
|
||||
f.Opponent, strings.ToLower(f.Boss), f.Subject, f.Subject), true
|
||||
}
|
||||
return fmt.Sprintf("Someone's put %s on %s's head.", f.Stakes, f.Subject),
|
||||
fmt.Sprintf("Word came in quiet: %s has been paid for a %s to go looking for %s, and whoever paid it isn't saying so. It's already out there. Survive it and the money's theirs — and we all find out who signed the cheque.",
|
||||
f.Stakes, strings.ToLower(f.Boss), f.Subject), true
|
||||
case "mischief_survived":
|
||||
// The unseal. A survival is the only thing that names an anonymous buyer,
|
||||
// and it is the whole brake on casual griefing — so Pete leads with it.
|
||||
return fmt.Sprintf("%s walked away from it. It was %s who paid.", f.Subject, f.Opponent),
|
||||
fmt.Sprintf("%s came for %s, and %s is the one still standing — %s richer for the trouble. The contract's been opened up, and the name inside it is %s. Make of that what you will, folks.",
|
||||
f.Boss, f.Subject, f.Subject, f.Stakes, f.Opponent), true
|
||||
case "mischief_downed":
|
||||
who := "Nobody's saying who paid for it"
|
||||
if f.Opponent != "" {
|
||||
who = fmt.Sprintf("%s paid for it, and put their name on it", f.Opponent)
|
||||
}
|
||||
return fmt.Sprintf("%s didn't walk away.", f.Subject),
|
||||
fmt.Sprintf("A %s found %s mid-run%s and put them on the floor. They're being carried home — alive, which is more than the contract asked for, but that expedition's finished. %s.",
|
||||
f.Boss, f.Subject, atLevel, who), true
|
||||
case "mischief_fizzled":
|
||||
return fmt.Sprintf("The monster sent for %s arrived to an empty dungeon.", f.Subject),
|
||||
fmt.Sprintf("Somebody spent good money to have %s ambushed, and %s had already gone home. It wandered the halls for a bit and left. Most of the fee's been refunded. The rest, the town's keeping.",
|
||||
f.Subject, f.Subject), true
|
||||
case "arrival":
|
||||
return fmt.Sprintf("Welcome to the realm, %s!", f.Subject),
|
||||
fmt.Sprintf("A new %s just walked through the gates. Say hello if you see them out there.", f.ClassRace), true
|
||||
case "standings":
|
||||
return "The rival board's been shaken up.",
|
||||
fmt.Sprintf("%s is on the move — here's where the standings sit today.", f.Subject), true
|
||||
case "rival_result":
|
||||
return fmt.Sprintf("%s settles the score with %s.", f.Subject, f.Opponent),
|
||||
fmt.Sprintf("Their duel went %s's way today, and the board reflects it. Good match, you two.", f.Subject), true
|
||||
case "pete_duel_loss":
|
||||
if f.Tier == "priority" {
|
||||
headline = fmt.Sprintf("You got me, %s.", f.Subject)
|
||||
} else {
|
||||
headline = fmt.Sprintf("%s got the better of me again.", f.Subject)
|
||||
}
|
||||
return headline, fmt.Sprintf("Credit where it's due — %s beat me fair and square. Good duel. I'll want a rematch when you're ready.", f.Subject), true
|
||||
case "pete_duel_win":
|
||||
return fmt.Sprintf("Held my ground against %s today.", f.Subject),
|
||||
fmt.Sprintf("Closer than the record will show, honestly — %s pushed me. Rematch whenever you like.", f.Subject), true
|
||||
case "milestone":
|
||||
return fmt.Sprintf("%s hits %s.", f.Subject, f.Milestone),
|
||||
fmt.Sprintf("One for the books — %s just reached %s. The long road continues.", f.Subject, f.Milestone), true
|
||||
}
|
||||
return "", "", false
|
||||
}
|
||||
154
internal/web/adventure_digest.go
Normal file
154
internal/web/adventure_digest.go
Normal file
@@ -0,0 +1,154 @@
|
||||
package web
|
||||
|
||||
import (
|
||||
"context"
|
||||
"fmt"
|
||||
"log/slog"
|
||||
"strings"
|
||||
"time"
|
||||
|
||||
"pete/internal/storage"
|
||||
)
|
||||
|
||||
// The BULLETIN digest is the batched counterpart to the live PRIORITY beats.
|
||||
// Once a day (Adventure.DigestHour, UTC) Pete collects the adventure dispatches
|
||||
// that were seen since the last digest but never posted live — exactly the
|
||||
// bulletins — and posts a single warm roundup to the adventure channel. The
|
||||
// website already carries each one as its own card; the digest is the Matrix-only
|
||||
// nudge so quiet-but-real activity surfaces without one ping per event.
|
||||
|
||||
const (
|
||||
// digestWindow bounds how far back a digest looks. Wider than a day so a
|
||||
// missed run (process down over a digest hour) still sweeps up the gap;
|
||||
// re-collection is prevented by MarkAdventureDigested, not by the window.
|
||||
digestWindow = 48 * time.Hour
|
||||
// digestCap bounds a single digest. Far past the observed volume (a dormant
|
||||
// community, per the voice spec); a runaway just truncates with a log line.
|
||||
digestCap = 40
|
||||
// digestPreview is how many headlines the roundup lede lists by name before
|
||||
// collapsing the rest to "…and N more".
|
||||
digestPreview = 4
|
||||
)
|
||||
|
||||
// StartAdventureDigest launches the daily bulletin-digest loop. No-op unless the
|
||||
// section is enabled AND there's a live Matrix poster AND a channel to post to —
|
||||
// i.e. website-only and local modes never post a digest.
|
||||
func (s *Server) StartAdventureDigest(ctx context.Context) {
|
||||
if !s.adv.Enabled || s.advPost == nil || s.adv.Channel == "" {
|
||||
return
|
||||
}
|
||||
go s.runAdventureDigest(ctx)
|
||||
}
|
||||
|
||||
// runAdventureDigest sleeps until the next DigestHour, posts, then repeats every
|
||||
// 24h. Sleeping to a wall-clock hour (not a fixed ticker from boot) keeps the
|
||||
// digest at a predictable time of day across restarts.
|
||||
func (s *Server) runAdventureDigest(ctx context.Context) {
|
||||
hour := s.adv.DigestHourOrDefault()
|
||||
slog.Info("web: adventure digest scheduler started", "digest_hour_utc", hour, "channel", s.adv.Channel)
|
||||
for {
|
||||
wait := durUntilNextHour(time.Now().UTC(), hour)
|
||||
select {
|
||||
case <-ctx.Done():
|
||||
return
|
||||
case <-time.After(wait):
|
||||
s.postDailyDigest(time.Now().UTC())
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// durUntilNextHour returns the duration from now to the next occurrence of the
|
||||
// given UTC hour. If it's exactly the hour now, it targets tomorrow so a restart
|
||||
// at the hour doesn't double-fire.
|
||||
func durUntilNextHour(now time.Time, hour int) time.Duration {
|
||||
next := time.Date(now.Year(), now.Month(), now.Day(), hour, 0, 0, 0, time.UTC)
|
||||
if !next.After(now) {
|
||||
next = next.Add(24 * time.Hour)
|
||||
}
|
||||
return next.Sub(now)
|
||||
}
|
||||
|
||||
// postDailyDigest collects the window's un-posted bulletins, posts one roundup,
|
||||
// and marks them digested so they don't recur. Silent when there's nothing new —
|
||||
// a dormant realm should stay quiet, not ship an empty digest.
|
||||
func (s *Server) postDailyDigest(now time.Time) {
|
||||
since := now.Add(-digestWindow).Unix()
|
||||
bulletins, total, err := storage.UnpostedAdventureSince(since, digestCap)
|
||||
if err != nil {
|
||||
slog.Error("adventure digest: query failed", "err", err)
|
||||
return
|
||||
}
|
||||
if len(bulletins) == 0 {
|
||||
return
|
||||
}
|
||||
if total > len(bulletins) {
|
||||
slog.Warn("adventure digest: window exceeded cap, truncating", "cap", digestCap, "total", total)
|
||||
}
|
||||
|
||||
date := now.Format("2006-01-02")
|
||||
eventID := "adv-digest:" + date
|
||||
headline, lede := buildDigest(bulletins, total)
|
||||
|
||||
s.advPost(AdvPost{
|
||||
GUID: eventID,
|
||||
Headline: headline,
|
||||
Lede: lede,
|
||||
ArticleURL: s.digestURL(date),
|
||||
Channel: s.adv.Channel,
|
||||
})
|
||||
|
||||
guids := make([]string, len(bulletins))
|
||||
for i, b := range bulletins {
|
||||
guids[i] = b.GUID
|
||||
}
|
||||
storage.MarkAdventureDigested(guids, eventID)
|
||||
slog.Info("adventure digest: posted", "date", date, "items", len(bulletins))
|
||||
}
|
||||
|
||||
// buildDigest renders the roundup headline + lede in Pete's warm reporter voice.
|
||||
// total is how many bulletins the window actually holds, which is larger than
|
||||
// len(bulletins) when the cap truncated the fetch — the counts quoted to readers
|
||||
// have to describe the realm, not the slice. Headlines come from stored,
|
||||
// fact-guarded rows, so no player-controlled text is introduced here.
|
||||
func buildDigest(bulletins []storage.Story, total int) (headline, lede string) {
|
||||
if total == 1 {
|
||||
return "Today in the realm: one dispatch.",
|
||||
fmt.Sprintf("Quiet day out there, but one worth noting — %s Full story on the board.", trimHeadline(bulletins[0].Headline))
|
||||
}
|
||||
headline = fmt.Sprintf("Today in the realm: %d dispatches.", total)
|
||||
|
||||
shown := bulletins
|
||||
if len(shown) > digestPreview {
|
||||
shown = shown[:digestPreview]
|
||||
}
|
||||
parts := make([]string, len(shown))
|
||||
for i, b := range shown {
|
||||
parts[i] = trimHeadline(b.Headline)
|
||||
}
|
||||
list := strings.Join(parts, " ")
|
||||
more := ""
|
||||
if total > len(shown) {
|
||||
more = fmt.Sprintf(" …and %d more.", total-len(shown))
|
||||
}
|
||||
return headline, fmt.Sprintf("Here's what came across the wire today. %s%s The full board's on the site.", list, more)
|
||||
}
|
||||
|
||||
// trimHeadline ensures a headline ends with sentence punctuation so the joined
|
||||
// lede reads as prose rather than a run-on.
|
||||
func trimHeadline(h string) string {
|
||||
h = strings.TrimSpace(h)
|
||||
if h == "" {
|
||||
return ""
|
||||
}
|
||||
if last := h[len(h)-1]; last != '.' && last != '!' && last != '?' {
|
||||
h += "."
|
||||
}
|
||||
return h
|
||||
}
|
||||
|
||||
// digestURL points the roundup at the section, with a per-day query param so the
|
||||
// canonical-URL dedup treats each day's digest as distinct (it strips only
|
||||
// tracking params, keeping ?digest=).
|
||||
func (s *Server) digestURL(date string) string {
|
||||
return s.siteURL("/adventure?digest=" + date)
|
||||
}
|
||||
55
internal/web/adventure_retreat_test.go
Normal file
55
internal/web/adventure_retreat_test.go
Normal file
@@ -0,0 +1,55 @@
|
||||
package web
|
||||
|
||||
import (
|
||||
"strings"
|
||||
"testing"
|
||||
|
||||
"pete/internal/storage"
|
||||
)
|
||||
|
||||
// The retreat bulletin — gogobee's newest event type.
|
||||
//
|
||||
// The failure this guards against is silent and total: handleAdventureIngest
|
||||
// answers an unrecognized event_type with 400, and gogobee's sender treats any
|
||||
// non-2xx as a failure, retries eight times over ~two hours, and then PARKS the
|
||||
// row forever. So a gogobee that emits `retreat` against a Pete that doesn't
|
||||
// know the word doesn't log an error anyone reads — it just quietly drops every
|
||||
// retreat the realm ever files. Pete has to learn the word first, and this test
|
||||
// is what says he has.
|
||||
func TestAdventureIngest_AcceptsRetreat(t *testing.T) {
|
||||
const token = "s3cret-token"
|
||||
s, posted := newAdvServer(t, token)
|
||||
|
||||
f := AdvFact{
|
||||
GUID: "retreat:abc:1000", EventType: "retreat", Tier: "bulletin",
|
||||
Actors: []string{"Brannigan"}, Subject: "Brannigan",
|
||||
Zone: "the Underforge", Level: 12, Count: 3, Outcome: "retreated",
|
||||
OccurredAt: 1000,
|
||||
}
|
||||
if rw := postFact(t, s, token, f); rw.Code != 200 {
|
||||
t.Fatalf("ingest status = %d body=%s — Pete rejected a retreat, so gogobee will "+
|
||||
"retry it eight times and park it forever", rw.Code, rw.Body.String())
|
||||
}
|
||||
|
||||
got, err := storage.GetStoryByGUID("retreat:abc:1000")
|
||||
if err != nil || got == nil {
|
||||
t.Fatalf("retreat was accepted but not stored: %v", err)
|
||||
}
|
||||
// It has to actually say what happened, in Pete's voice, using only the
|
||||
// supplied facts.
|
||||
body := got.Headline + " " + got.Lede
|
||||
for _, want := range []string{"Brannigan", "the Underforge"} {
|
||||
if !strings.Contains(body, want) {
|
||||
t.Errorf("rendered retreat is missing %q: %q", want, body)
|
||||
}
|
||||
}
|
||||
if !strings.Contains(got.Lede, "3 days in") {
|
||||
t.Errorf("the day count never made it into the copy: %q", got.Lede)
|
||||
}
|
||||
// Bulletin, not priority: a retreat goes in the daily digest, it does not
|
||||
// interrupt the room. Pete announcing every failed run live would be a
|
||||
// firehose — and an unkind one.
|
||||
if len(*posted) != 0 {
|
||||
t.Errorf("a bulletin was posted live: %+v", *posted)
|
||||
}
|
||||
}
|
||||
371
internal/web/adventure_test.go
Normal file
371
internal/web/adventure_test.go
Normal file
@@ -0,0 +1,371 @@
|
||||
package web
|
||||
|
||||
import (
|
||||
"bytes"
|
||||
"encoding/json"
|
||||
"net/http/httptest"
|
||||
"path/filepath"
|
||||
"strings"
|
||||
"testing"
|
||||
"time"
|
||||
|
||||
"pete/internal/config"
|
||||
"pete/internal/storage"
|
||||
)
|
||||
|
||||
// newAdvServer builds a web server with the adventure seam enabled and a
|
||||
// capturing priority poster, backed by a fresh temp DB.
|
||||
func newAdvServer(t *testing.T, token string) (*Server, *[]AdvPost) {
|
||||
t.Helper()
|
||||
storage.Close()
|
||||
if err := storage.Init(filepath.Join(t.TempDir(), "adv.db")); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
t.Cleanup(func() { storage.Close() })
|
||||
|
||||
var posted []AdvPost
|
||||
adv := config.AdventureConfig{Enabled: true, IngestToken: token, Channel: "adventure"}
|
||||
// Mirror the production poster's side effect: queue.PostNow records a
|
||||
// post_log row, which is exactly what marks a beat "posted" and thus
|
||||
// excludes it from the bulletin digest.
|
||||
poster := func(p AdvPost) {
|
||||
posted = append(posted, p)
|
||||
storage.InsertPostLog(p.GUID, "adventure", p.GUID, "", false)
|
||||
}
|
||||
s, err := New(config.WebConfig{SiteTitle: "Pete", ListenAddr: ":0", BaseURL: "https://news.example"},
|
||||
nil, true, adv, poster)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
return s, &posted
|
||||
}
|
||||
|
||||
func postFact(t *testing.T, s *Server, token string, f AdvFact) *httptest.ResponseRecorder {
|
||||
t.Helper()
|
||||
body, _ := json.Marshal(f)
|
||||
req := httptest.NewRequest("POST", "/api/ingest/adventure", bytes.NewReader(body))
|
||||
if token != "" {
|
||||
req.Header.Set("Authorization", "Bearer "+token)
|
||||
}
|
||||
rw := httptest.NewRecorder()
|
||||
s.handleAdventureIngest(rw, req)
|
||||
return rw
|
||||
}
|
||||
|
||||
// TestAdventureIngestEndToEnd covers the seam: a priority death fact is
|
||||
// bearer-accepted, templated, stored as an adventure story, and posted live.
|
||||
func TestAdventureIngestEndToEnd(t *testing.T) {
|
||||
const token = "s3cret-token"
|
||||
s, posted := newAdvServer(t, token)
|
||||
|
||||
f := AdvFact{
|
||||
GUID: "death:abc:1000", EventType: "death", Tier: "priority",
|
||||
Actors: []string{"Brannigan"}, Subject: "Brannigan",
|
||||
Zone: "the Underforge", Level: 14, OccurredAt: 1000,
|
||||
}
|
||||
if rw := postFact(t, s, token, f); rw.Code != 200 {
|
||||
t.Fatalf("ingest status = %d body=%s", rw.Code, rw.Body.String())
|
||||
}
|
||||
|
||||
got, err := storage.GetStoryByGUID("death:abc:1000")
|
||||
if err != nil || got == nil {
|
||||
t.Fatalf("story not stored: %v", err)
|
||||
}
|
||||
if got.Channel != "adventure" || got.Source != advSource {
|
||||
t.Errorf("channel/source = %q/%q", got.Channel, got.Source)
|
||||
}
|
||||
if got.Headline != "We lost Brannigan in the Underforge." {
|
||||
t.Errorf("headline = %q", got.Headline)
|
||||
}
|
||||
if got.ArticleURL != "https://news.example/adventure/death:abc:1000" {
|
||||
t.Errorf("article_url = %q", got.ArticleURL)
|
||||
}
|
||||
if len(*posted) != 1 || (*posted)[0].GUID != f.GUID {
|
||||
t.Fatalf("priority post not delivered: %+v", *posted)
|
||||
}
|
||||
|
||||
// Idempotent re-delivery: no error, no second post.
|
||||
if rw := postFact(t, s, token, f); rw.Code != 200 {
|
||||
t.Fatalf("dup ingest status = %d", rw.Code)
|
||||
}
|
||||
if len(*posted) != 1 {
|
||||
t.Errorf("duplicate fact re-posted: %d posts", len(*posted))
|
||||
}
|
||||
}
|
||||
|
||||
// TestAdventurePermalink renders the per-story page the article_url points at:
|
||||
// an ingested dispatch must be fetchable at /adventure/{guid} with its headline
|
||||
// and body, and an unknown guid must 404.
|
||||
func TestAdventurePermalink(t *testing.T) {
|
||||
const token = "t"
|
||||
s, _ := newAdvServer(t, token)
|
||||
f := AdvFact{
|
||||
GUID: "death:abc:1000", EventType: "death", Tier: "priority",
|
||||
Actors: []string{"Brannigan"}, Subject: "Brannigan",
|
||||
Zone: "the Underforge", Level: 14, OccurredAt: 1000,
|
||||
}
|
||||
if rw := postFact(t, s, token, f); rw.Code != 200 {
|
||||
t.Fatalf("ingest status = %d", rw.Code)
|
||||
}
|
||||
|
||||
req := httptest.NewRequest("GET", "/adventure/death:abc:1000", nil)
|
||||
req.SetPathValue("guid", "death:abc:1000")
|
||||
rw := httptest.NewRecorder()
|
||||
s.handleAdventureStory(rw, req)
|
||||
if rw.Code != 200 {
|
||||
t.Fatalf("permalink status = %d body=%s", rw.Code, rw.Body.String())
|
||||
}
|
||||
body := rw.Body.String()
|
||||
if !bytes.Contains([]byte(body), []byte("We lost Brannigan in the Underforge.")) {
|
||||
t.Errorf("permalink missing headline; body=%s", body)
|
||||
}
|
||||
if !bytes.Contains([]byte(body), []byte("In memoriam")) {
|
||||
t.Errorf("permalink missing event label; body=%s", body)
|
||||
}
|
||||
|
||||
// Unknown guid 404s.
|
||||
req2 := httptest.NewRequest("GET", "/adventure/nope:1", nil)
|
||||
req2.SetPathValue("guid", "nope:1")
|
||||
rw2 := httptest.NewRecorder()
|
||||
s.handleAdventureStory(rw2, req2)
|
||||
if rw2.Code != 404 {
|
||||
t.Errorf("unknown guid status = %d, want 404", rw2.Code)
|
||||
}
|
||||
}
|
||||
|
||||
// TestDurUntilNextHour targets the next UTC occurrence of the digest hour and
|
||||
// rolls to tomorrow when it's already that hour (so a restart can't double-fire).
|
||||
func TestDurUntilNextHour(t *testing.T) {
|
||||
// 14:30 UTC, targeting 17:00 → 2h30m today.
|
||||
now := time.Date(2026, 7, 11, 14, 30, 0, 0, time.UTC)
|
||||
if got := durUntilNextHour(now, 17); got != 2*time.Hour+30*time.Minute {
|
||||
t.Errorf("before hour: got %v", got)
|
||||
}
|
||||
// 17:00 exactly → tomorrow's 17:00 (24h), not zero.
|
||||
now = time.Date(2026, 7, 11, 17, 0, 0, 0, time.UTC)
|
||||
if got := durUntilNextHour(now, 17); got != 24*time.Hour {
|
||||
t.Errorf("at hour: got %v", got)
|
||||
}
|
||||
// 20:00, targeting 17:00 → tomorrow, 21h.
|
||||
now = time.Date(2026, 7, 11, 20, 0, 0, 0, time.UTC)
|
||||
if got := durUntilNextHour(now, 17); got != 21*time.Hour {
|
||||
t.Errorf("after hour: got %v", got)
|
||||
}
|
||||
}
|
||||
|
||||
// TestAdventureDigest covers the batched path: bulletins (no live post) are
|
||||
// collected into one roundup, priority beats are excluded (they already posted),
|
||||
// digested bulletins don't recur, and an empty window stays silent.
|
||||
func TestAdventureDigest(t *testing.T) {
|
||||
const token = "t"
|
||||
s, posted := newAdvServer(t, token)
|
||||
now := time.Now()
|
||||
|
||||
// Two bulletins + one priority (which posts live and must be excluded).
|
||||
postFact(t, s, token, AdvFact{GUID: "arrival:a:1", EventType: "arrival", Tier: "bulletin",
|
||||
Actors: []string{"Zapp"}, Subject: "Zapp", ClassRace: "Elf Ranger", OccurredAt: now.Unix()})
|
||||
postFact(t, s, token, AdvFact{GUID: "rival:b:2", EventType: "rival_result", Tier: "bulletin",
|
||||
Actors: []string{"Kif", "Zapp"}, Subject: "Kif", Opponent: "Zapp", Outcome: "won", OccurredAt: now.Unix()})
|
||||
postFact(t, s, token, AdvFact{GUID: "death:c:3", EventType: "death", Tier: "priority",
|
||||
Actors: []string{"Brannigan"}, Subject: "Brannigan", Zone: "the Underforge", Level: 9, OccurredAt: now.Unix()})
|
||||
if len(*posted) != 1 {
|
||||
t.Fatalf("setup: priority posts = %d, want 1", len(*posted))
|
||||
}
|
||||
|
||||
s.postDailyDigest(now.UTC())
|
||||
if len(*posted) != 2 {
|
||||
t.Fatalf("digest not posted: total posts = %d, want 2", len(*posted))
|
||||
}
|
||||
dg := (*posted)[1]
|
||||
if !strings.Contains(dg.Headline, "2 dispatches") {
|
||||
t.Errorf("digest headline = %q", dg.Headline)
|
||||
}
|
||||
if !strings.HasPrefix(dg.GUID, "adv-digest:") {
|
||||
t.Errorf("digest guid = %q", dg.GUID)
|
||||
}
|
||||
|
||||
// Re-running finds nothing new (bulletins marked digested).
|
||||
s.postDailyDigest(now.UTC())
|
||||
if len(*posted) != 2 {
|
||||
t.Errorf("digest re-posted: total = %d, want 2", len(*posted))
|
||||
}
|
||||
}
|
||||
|
||||
// TestAdventureArtAndMeta covers the visual-identity slice: the emblem endpoint
|
||||
// returns a themed SVG, ingested cards carry its local path, and the permalink
|
||||
// page is noindex with an og:image.
|
||||
// TestRenderZoneTaxonomy: a realm-first (zone_first) reads as first-ever; a
|
||||
// repeat (zone_clear) reads as a personal clear, not a mis-labeled "first".
|
||||
func TestRenderZoneTaxonomy(t *testing.T) {
|
||||
first := AdvFact{EventType: "zone_first", Tier: "priority", Subject: "Brannigan",
|
||||
Zone: "Dragon's Lair", Region: "the Underforge", Level: 14}
|
||||
hl, _, ok := renderAdventure(first)
|
||||
if !ok || !strings.Contains(hl, "very first time") {
|
||||
t.Errorf("zone_first headline = %q (ok=%v)", hl, ok)
|
||||
}
|
||||
|
||||
repeat := AdvFact{EventType: "zone_clear", Tier: "bulletin", Subject: "Brannigan",
|
||||
Zone: "Dragon's Lair", Region: "the Underforge", Level: 14}
|
||||
hl2, _, ok := renderAdventure(repeat)
|
||||
if !ok || !strings.Contains(hl2, "Brannigan clears") || strings.Contains(hl2, "first") {
|
||||
t.Errorf("zone_clear headline = %q (ok=%v)", hl2, ok)
|
||||
}
|
||||
|
||||
// The permalink label distinguishes the two, so a repeat's page isn't stamped
|
||||
// "First clear".
|
||||
if lbl, _ := advEventMeta("zone_clear"); lbl == "First clear" {
|
||||
t.Errorf("zone_clear meta label = %q, want distinct from first clear", lbl)
|
||||
}
|
||||
}
|
||||
|
||||
func TestAdventureArtAndMeta(t *testing.T) {
|
||||
const token = "t"
|
||||
s, _ := newAdvServer(t, token)
|
||||
|
||||
// Emblem endpoint returns SVG with the event's emoji.
|
||||
areq := httptest.NewRequest("GET", "/adventure/art/death.svg", nil)
|
||||
areq.SetPathValue("type", "death.svg")
|
||||
arw := httptest.NewRecorder()
|
||||
s.handleAdventureArt(arw, areq)
|
||||
if arw.Code != 200 {
|
||||
t.Fatalf("art status = %d", arw.Code)
|
||||
}
|
||||
if ct := arw.Header().Get("Content-Type"); !strings.HasPrefix(ct, "image/svg+xml") {
|
||||
t.Errorf("art content-type = %q", ct)
|
||||
}
|
||||
if b := arw.Body.String(); !strings.Contains(b, "🪦") || !strings.Contains(b, "<svg") {
|
||||
t.Errorf("art body missing emblem: %s", b)
|
||||
}
|
||||
|
||||
// Ingest sets the card image to the local emblem path.
|
||||
f := AdvFact{GUID: "death:abc:1000", EventType: "death", Tier: "priority",
|
||||
Actors: []string{"Brannigan"}, Subject: "Brannigan", Zone: "the Underforge", Level: 4, OccurredAt: 1000}
|
||||
if rw := postFact(t, s, token, f); rw.Code != 200 {
|
||||
t.Fatalf("ingest status = %d", rw.Code)
|
||||
}
|
||||
got, _ := storage.GetStoryByGUID("death:abc:1000")
|
||||
if got == nil || got.ImageURL != "/adventure/art/death.svg" {
|
||||
t.Errorf("story image = %q", got.ImageURL)
|
||||
}
|
||||
|
||||
// Permalink page is noindex with an og:image.
|
||||
preq := httptest.NewRequest("GET", "/adventure/death:abc:1000", nil)
|
||||
preq.SetPathValue("guid", "death:abc:1000")
|
||||
prw := httptest.NewRecorder()
|
||||
s.handleAdventureStory(prw, preq)
|
||||
body := prw.Body.String()
|
||||
if !strings.Contains(body, `name="robots" content="noindex"`) {
|
||||
t.Error("permalink not noindex")
|
||||
}
|
||||
if !strings.Contains(body, `property="og:image" content="https://news.example/adventure/art/death.svg"`) {
|
||||
t.Errorf("permalink missing og:image; body=%s", body)
|
||||
}
|
||||
}
|
||||
|
||||
// TestAdventureIngestBearer rejects missing/wrong tokens.
|
||||
func TestAdventureIngestBearer(t *testing.T) {
|
||||
s, _ := newAdvServer(t, "right")
|
||||
f := AdvFact{GUID: "arrival:x:1", EventType: "arrival", Tier: "bulletin", OccurredAt: 1}
|
||||
if rw := postFact(t, s, "", f); rw.Code != 401 {
|
||||
t.Errorf("no token: status = %d, want 401", rw.Code)
|
||||
}
|
||||
if rw := postFact(t, s, "wrong", f); rw.Code != 401 {
|
||||
t.Errorf("wrong token: status = %d, want 401", rw.Code)
|
||||
}
|
||||
}
|
||||
|
||||
// TestAdventureFactGuard rejects a subject not present in the actors allow-list,
|
||||
// so a name that slipped the source can't reach a public page.
|
||||
func TestAdventureFactGuard(t *testing.T) {
|
||||
const token = "t"
|
||||
s, posted := newAdvServer(t, token)
|
||||
f := AdvFact{
|
||||
GUID: "death:evil:1", EventType: "death", Tier: "priority",
|
||||
Actors: []string{"Brannigan"}, Subject: "Kif", // Kif not in actors
|
||||
Zone: "the Underforge", Level: 3, OccurredAt: 1,
|
||||
}
|
||||
if rw := postFact(t, s, token, f); rw.Code != 400 {
|
||||
t.Errorf("fact-guard: status = %d, want 400", rw.Code)
|
||||
}
|
||||
if storage.IsGUIDSeen("death:evil:1") {
|
||||
t.Error("guarded fact was stored")
|
||||
}
|
||||
if len(*posted) != 0 {
|
||||
t.Error("guarded fact was posted")
|
||||
}
|
||||
}
|
||||
|
||||
// TestAdventureDisabled 404s when the seam is off.
|
||||
func TestAdventureDisabled(t *testing.T) {
|
||||
storage.Close()
|
||||
if err := storage.Init(filepath.Join(t.TempDir(), "off.db")); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
t.Cleanup(func() { storage.Close() })
|
||||
s, err := New(config.WebConfig{SiteTitle: "Pete", ListenAddr: ":0"}, nil, true, config.AdventureConfig{}, nil)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
f := AdvFact{GUID: "x", EventType: "arrival", OccurredAt: 1}
|
||||
if rw := postFact(t, s, "anything", f); rw.Code != 404 {
|
||||
t.Errorf("disabled: status = %d, want 404", rw.Code)
|
||||
}
|
||||
}
|
||||
|
||||
// TestRenderMischief: gogobee's four mischief event types must all render. An
|
||||
// unknown event_type is a 400 at ingest, which gogobee retries and then parks
|
||||
// forever — so "Pete deploys first" only helps if Pete actually knows the types.
|
||||
//
|
||||
// It also pins the anonymity contract, which is the feature's whole social
|
||||
// engine: an unsigned contract must not name the buyer, and a survival must.
|
||||
func TestRenderMischief(t *testing.T) {
|
||||
anon := AdvFact{EventType: "mischief_contract", Tier: "priority",
|
||||
Subject: "Josie", Boss: "Elite", Stakes: "€350", Level: 14}
|
||||
hl, lede, ok := renderAdventure(anon)
|
||||
if !ok {
|
||||
t.Fatal("mischief_contract did not render — ingest would 400")
|
||||
}
|
||||
if strings.Contains(hl+lede, "Brannigan") {
|
||||
t.Error("anonymous contract leaked a buyer name")
|
||||
}
|
||||
if !strings.Contains(hl, "€350") {
|
||||
t.Errorf("contract headline lost the stakes: %q", hl)
|
||||
}
|
||||
|
||||
signed := anon
|
||||
signed.Opponent = "Brannigan"
|
||||
hl, _, ok = renderAdventure(signed)
|
||||
if !ok || !strings.Contains(hl, "Brannigan") {
|
||||
t.Errorf("signed contract should name the buyer: %q (ok=%v)", hl, ok)
|
||||
}
|
||||
|
||||
// The unseal: a survival names the buyer whether or not they signed.
|
||||
survived := AdvFact{EventType: "mischief_survived", Tier: "priority",
|
||||
Subject: "Josie", Opponent: "Brannigan", Boss: "Bone Colossus", Stakes: "€228"}
|
||||
hl, _, ok = renderAdventure(survived)
|
||||
if !ok || !strings.Contains(hl, "Brannigan") {
|
||||
t.Errorf("survival must unseal the buyer: %q (ok=%v)", hl, ok)
|
||||
}
|
||||
|
||||
// A downed target with an anonymous buyer stays anonymous — being maimed
|
||||
// doesn't buy you the name.
|
||||
downed := AdvFact{EventType: "mischief_downed", Tier: "priority",
|
||||
Subject: "Josie", Boss: "Bone Colossus", Level: 14}
|
||||
hl, lede, ok = renderAdventure(downed)
|
||||
if !ok {
|
||||
t.Fatal("mischief_downed did not render")
|
||||
}
|
||||
if strings.Contains(hl+lede, "Brannigan") {
|
||||
t.Error("anonymous buyer named on a downed contract")
|
||||
}
|
||||
|
||||
if _, _, ok := renderAdventure(AdvFact{EventType: "mischief_fizzled", Subject: "Josie", Stakes: "€315"}); !ok {
|
||||
t.Error("mischief_fizzled did not render")
|
||||
}
|
||||
|
||||
for _, et := range []string{"mischief_contract", "mischief_survived", "mischief_downed", "mischief_fizzled"} {
|
||||
if lbl, _ := advEventMeta(et); lbl == "Dispatch" {
|
||||
t.Errorf("%s has no permalink label", et)
|
||||
}
|
||||
}
|
||||
}
|
||||
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.
|
||||
@@ -11,6 +11,7 @@ import (
|
||||
"fmt"
|
||||
"log/slog"
|
||||
"net/http"
|
||||
"net/url"
|
||||
"strings"
|
||||
"time"
|
||||
|
||||
@@ -32,6 +33,7 @@ type Authenticator struct {
|
||||
oauth *oauth2.Config
|
||||
verifier *oidc.IDTokenVerifier
|
||||
secret []byte
|
||||
domain string // cookie Domain; empty means host-only
|
||||
}
|
||||
|
||||
// SessionUser is the identity carried in the signed session cookie.
|
||||
@@ -39,7 +41,23 @@ type SessionUser struct {
|
||||
Sub string `json:"sub"`
|
||||
Name string `json:"name,omitempty"`
|
||||
Email string `json:"email,omitempty"`
|
||||
Exp int64 `json:"exp"`
|
||||
// Username is the Authentik preferred_username, which MAS imported as the
|
||||
// Matrix localpart — so it is also who this person is in the game economy.
|
||||
// Sessions signed before games existed don't carry it; MatrixUser returns
|
||||
// "" for those and the caller sends them back through sign-in.
|
||||
Username string `json:"username,omitempty"`
|
||||
Exp int64 `json:"exp"`
|
||||
}
|
||||
|
||||
// MatrixUser maps the session to a Matrix ID on the given server name, e.g.
|
||||
// "reala" on "parodia.dev" -> "@reala:parodia.dev". Empty if either half is
|
||||
// missing, which callers must treat as "not identified in the economy".
|
||||
func (u *SessionUser) MatrixUser(serverName string) string {
|
||||
name := strings.ToLower(strings.TrimSpace(u.Username))
|
||||
if name == "" || serverName == "" {
|
||||
return ""
|
||||
}
|
||||
return "@" + name + ":" + serverName
|
||||
}
|
||||
|
||||
// Display is the friendly name shown in the header (name, else email, else sub).
|
||||
@@ -88,6 +106,7 @@ func newAuthenticator(ctx context.Context, cfg config.AuthConfig) (*Authenticato
|
||||
},
|
||||
verifier: provider.Verifier(&oidc.Config{ClientID: cfg.ClientID}),
|
||||
secret: []byte(cfg.SessionSecret),
|
||||
domain: strings.TrimSpace(cfg.CookieDomain),
|
||||
}, nil
|
||||
}
|
||||
|
||||
@@ -150,11 +169,23 @@ func (a *Authenticator) userFromRequest(r *http.Request) *SessionUser {
|
||||
return &u
|
||||
}
|
||||
|
||||
// cookieDomain is the Domain attribute for a given cookie. Only the session
|
||||
// cookie is widened: the OAuth round-trip cookie stays host-only, because it
|
||||
// pairs with a redirect back to the host that started the login and has no
|
||||
// business being readable from anywhere else.
|
||||
func (a *Authenticator) cookieDomain(name string) string {
|
||||
if name == sessionCookie {
|
||||
return a.domain
|
||||
}
|
||||
return ""
|
||||
}
|
||||
|
||||
func (a *Authenticator) setCookie(w http.ResponseWriter, name, value string, ttl time.Duration) {
|
||||
http.SetCookie(w, &http.Cookie{
|
||||
Name: name,
|
||||
Value: value,
|
||||
Path: "/",
|
||||
Domain: a.cookieDomain(name),
|
||||
Expires: time.Now().Add(ttl),
|
||||
MaxAge: int(ttl.Seconds()),
|
||||
HttpOnly: true,
|
||||
@@ -166,10 +197,42 @@ func (a *Authenticator) setCookie(w http.ResponseWriter, name, value string, ttl
|
||||
func (a *Authenticator) clearCookie(w http.ResponseWriter, name string) {
|
||||
http.SetCookie(w, &http.Cookie{
|
||||
Name: name, Value: "", Path: "/", MaxAge: -1,
|
||||
Domain: a.cookieDomain(name),
|
||||
HttpOnly: true, Secure: true, SameSite: http.SameSiteLaxMode,
|
||||
})
|
||||
}
|
||||
|
||||
// oauthFor returns the OAuth config to use for this request. The configured
|
||||
// redirect_url names one host (news), but a login that starts on games has to
|
||||
// come back to games — otherwise the browser is dumped on the news site with
|
||||
// its "next" path pointing at a page that lives elsewhere. So when the request
|
||||
// arrives on a host inside the shared cookie domain, keep the redirect on that
|
||||
// host, reusing the configured URL's scheme and path. Every host used this way
|
||||
// must be registered as a redirect URI in Authentik.
|
||||
func (a *Authenticator) oauthFor(r *http.Request) *oauth2.Config {
|
||||
if a.domain == "" || !hostInDomain(r.Host, a.domain) {
|
||||
return a.oauth
|
||||
}
|
||||
u, err := url.Parse(a.oauth.RedirectURL)
|
||||
if err != nil || u.Host == r.Host {
|
||||
return a.oauth
|
||||
}
|
||||
cfg := *a.oauth
|
||||
cfg.RedirectURL = u.Scheme + "://" + r.Host + u.Path
|
||||
return &cfg
|
||||
}
|
||||
|
||||
// hostInDomain reports whether host sits inside a cookie domain like
|
||||
// ".parodia.dev" (which also covers the bare "parodia.dev").
|
||||
func hostInDomain(host, domain string) bool {
|
||||
if i := strings.IndexByte(host, ':'); i >= 0 {
|
||||
host = host[:i] // strip port
|
||||
}
|
||||
host = strings.ToLower(host)
|
||||
bare := strings.TrimPrefix(strings.ToLower(domain), ".")
|
||||
return host == bare || strings.HasSuffix(host, "."+bare)
|
||||
}
|
||||
|
||||
// ---- handlers -------------------------------------------------------------
|
||||
|
||||
// handleLogin starts the OIDC authorization-code flow.
|
||||
@@ -182,7 +245,7 @@ func (a *Authenticator) handleLogin(w http.ResponseWriter, r *http.Request) {
|
||||
}
|
||||
payload, _ := json.Marshal(st)
|
||||
a.setCookie(w, oauthCookie, a.sign(payload), oauthTTL)
|
||||
http.Redirect(w, r, a.oauth.AuthCodeURL(st.State, oidc.Nonce(st.Nonce)), http.StatusFound)
|
||||
http.Redirect(w, r, a.oauthFor(r).AuthCodeURL(st.State, oidc.Nonce(st.Nonce)), http.StatusFound)
|
||||
}
|
||||
|
||||
// handleCallback completes the flow: validates state, exchanges the code,
|
||||
@@ -212,7 +275,7 @@ func (a *Authenticator) handleCallback(w http.ResponseWriter, r *http.Request) {
|
||||
ctx, cancel := context.WithTimeout(r.Context(), 15*time.Second)
|
||||
defer cancel()
|
||||
|
||||
tok, err := a.oauth.Exchange(ctx, r.URL.Query().Get("code"))
|
||||
tok, err := a.oauthFor(r).Exchange(ctx, r.URL.Query().Get("code"))
|
||||
if err != nil {
|
||||
slog.Error("auth: code exchange failed", "err", err)
|
||||
http.Error(w, "sign-in failed", http.StatusBadGateway)
|
||||
@@ -247,7 +310,13 @@ func (a *Authenticator) handleCallback(w http.ResponseWriter, r *http.Request) {
|
||||
if name == "" {
|
||||
name = claims.PreferredUsername
|
||||
}
|
||||
u := SessionUser{Sub: claims.Sub, Name: name, Email: claims.Email, Exp: time.Now().Add(sessionTTL).Unix()}
|
||||
u := SessionUser{
|
||||
Sub: claims.Sub,
|
||||
Name: name,
|
||||
Email: claims.Email,
|
||||
Username: claims.PreferredUsername,
|
||||
Exp: time.Now().Add(sessionTTL).Unix(),
|
||||
}
|
||||
sess, _ := json.Marshal(u)
|
||||
a.setCookie(w, sessionCookie, a.sign(sess), sessionTTL)
|
||||
slog.Info("auth: user signed in", "sub", claims.Sub, "name", name)
|
||||
|
||||
@@ -1,6 +1,12 @@
|
||||
package web
|
||||
|
||||
import "testing"
|
||||
import (
|
||||
"net/http/httptest"
|
||||
"testing"
|
||||
"time"
|
||||
|
||||
"golang.org/x/oauth2"
|
||||
)
|
||||
|
||||
func TestSignVerifyRoundTrip(t *testing.T) {
|
||||
a := &Authenticator{secret: []byte("test-secret-key-at-least-16")}
|
||||
@@ -53,3 +59,95 @@ func TestSafeNext(t *testing.T) {
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func TestMatrixUser(t *testing.T) {
|
||||
cases := []struct {
|
||||
name string
|
||||
u SessionUser
|
||||
want string
|
||||
}{
|
||||
{"lowercased", SessionUser{Username: "Reala"}, "@reala:parodia.dev"},
|
||||
{"trimmed", SessionUser{Username: " reala "}, "@reala:parodia.dev"},
|
||||
{"old session with no username", SessionUser{Sub: "abc", Name: "Reala"}, ""},
|
||||
}
|
||||
for _, tc := range cases {
|
||||
t.Run(tc.name, func(t *testing.T) {
|
||||
if got := tc.u.MatrixUser("parodia.dev"); got != tc.want {
|
||||
t.Fatalf("MatrixUser = %q, want %q", got, tc.want)
|
||||
}
|
||||
})
|
||||
}
|
||||
if got := (&SessionUser{Username: "reala"}).MatrixUser(""); got != "" {
|
||||
t.Fatalf("no server name should yield no identity, got %q", got)
|
||||
}
|
||||
}
|
||||
|
||||
func TestHostInDomain(t *testing.T) {
|
||||
cases := []struct {
|
||||
host, domain string
|
||||
want bool
|
||||
}{
|
||||
{"games.parodia.dev", ".parodia.dev", true},
|
||||
{"news.parodia.dev:8080", ".parodia.dev", true},
|
||||
{"parodia.dev", ".parodia.dev", true},
|
||||
{"GAMES.PARODIA.DEV", ".parodia.dev", true},
|
||||
{"evil.com", ".parodia.dev", false},
|
||||
// The suffix check must not match a domain that merely ends in the
|
||||
// same letters: notparodia.dev is a different site entirely.
|
||||
{"notparodia.dev", ".parodia.dev", false},
|
||||
{"games.parodia.dev.evil.com", ".parodia.dev", false},
|
||||
}
|
||||
for _, tc := range cases {
|
||||
if got := hostInDomain(tc.host, tc.domain); got != tc.want {
|
||||
t.Errorf("hostInDomain(%q, %q) = %v, want %v", tc.host, tc.domain, got, tc.want)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func TestOAuthForKeepsLoginOnTheHostItStartedOn(t *testing.T) {
|
||||
base := &oauth2.Config{RedirectURL: "https://news.parodia.dev/auth/callback"}
|
||||
a := &Authenticator{oauth: base, domain: ".parodia.dev"}
|
||||
|
||||
req := httptest.NewRequest("GET", "/auth/login", nil)
|
||||
req.Host = "games.parodia.dev"
|
||||
if got := a.oauthFor(req).RedirectURL; got != "https://games.parodia.dev/auth/callback" {
|
||||
t.Fatalf("games login should come back to games, got %q", got)
|
||||
}
|
||||
|
||||
req.Host = "news.parodia.dev"
|
||||
if got := a.oauthFor(req).RedirectURL; got != base.RedirectURL {
|
||||
t.Fatalf("news login should use the configured URL, got %q", got)
|
||||
}
|
||||
|
||||
// A Host we don't own must never be echoed back into a redirect URI.
|
||||
req.Host = "evil.com"
|
||||
if got := a.oauthFor(req).RedirectURL; got != base.RedirectURL {
|
||||
t.Fatalf("foreign host must fall back to the configured URL, got %q", got)
|
||||
}
|
||||
|
||||
// With no cookie domain configured there is nothing to share, so the
|
||||
// configured redirect stands whatever the Host header says.
|
||||
off := &Authenticator{oauth: base}
|
||||
req.Host = "games.parodia.dev"
|
||||
if got := off.oauthFor(req).RedirectURL; got != base.RedirectURL {
|
||||
t.Fatalf("host-only mode must not rewrite the redirect, got %q", got)
|
||||
}
|
||||
}
|
||||
|
||||
func TestSessionCookieIsSharedButOAuthCookieIsNot(t *testing.T) {
|
||||
a := &Authenticator{secret: []byte("test-secret-key-at-least-16"), domain: ".parodia.dev"}
|
||||
rec := httptest.NewRecorder()
|
||||
a.setCookie(rec, sessionCookie, "v", time.Minute)
|
||||
a.setCookie(rec, oauthCookie, "v", time.Minute)
|
||||
|
||||
got := map[string]string{}
|
||||
for _, c := range rec.Result().Cookies() {
|
||||
got[c.Name] = c.Domain
|
||||
}
|
||||
if got[sessionCookie] != "parodia.dev" {
|
||||
t.Fatalf("session cookie domain = %q, want it shared across parodia.dev", got[sessionCookie])
|
||||
}
|
||||
if got[oauthCookie] != "" {
|
||||
t.Fatalf("oauth cookie must stay host-only, got domain %q", got[oauthCookie])
|
||||
}
|
||||
}
|
||||
|
||||
128
internal/web/devcasino_test.go
Normal file
128
internal/web/devcasino_test.go
Normal file
@@ -0,0 +1,128 @@
|
||||
package web
|
||||
|
||||
import (
|
||||
"context"
|
||||
"encoding/json"
|
||||
"fmt"
|
||||
"io/fs"
|
||||
"net"
|
||||
"net/http"
|
||||
"os"
|
||||
"testing"
|
||||
"time"
|
||||
|
||||
"pete/internal/games/trivia"
|
||||
"pete/internal/opentdb"
|
||||
"pete/internal/storage"
|
||||
)
|
||||
|
||||
// TestDevCasino is not a test. It is the casino, running, on a port, with one
|
||||
// signed-in player who has chips — so the table can be driven in a real browser,
|
||||
// which is the only honest way to review an animation.
|
||||
//
|
||||
// Skipped unless you ask for it:
|
||||
//
|
||||
// PETE_DEV_CASINO=:7788 go test ./internal/web -run TestDevCasino -timeout 0
|
||||
//
|
||||
// It prints the session cookie to plant. The routes are wired here rather than
|
||||
// taken from New(), because New() decides whether the casino exists at the
|
||||
// moment it builds the mux, and the test rig only signs the player in afterwards.
|
||||
func TestDevCasino(t *testing.T) {
|
||||
addr := os.Getenv("PETE_DEV_CASINO")
|
||||
if addr == "" {
|
||||
t.Skip("set PETE_DEV_CASINO=:port to run the casino for a browser")
|
||||
}
|
||||
|
||||
s := newCasino(t)
|
||||
fund(t, 5000)
|
||||
fundUser(t, bobPlayer, 5000)
|
||||
seedTriviaBank(t)
|
||||
|
||||
// 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 {
|
||||
t.Fatal(err)
|
||||
}
|
||||
|
||||
mux := http.NewServeMux()
|
||||
mux.Handle("GET /static/", http.StripPrefix("/static/", http.FileServer(http.FS(staticSub))))
|
||||
s.casinoRoutes(mux)
|
||||
|
||||
ln, err := net.Listen("tcp", addr)
|
||||
if err != nil {
|
||||
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. 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+"\n"+bobCookie), 0o600); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
}
|
||||
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.
|
||||
//
|
||||
// The rig does not run StartTriviaBank — a dev casino that spends its first two
|
||||
// minutes dripping four hundred questions per difficulty out of a free API is a
|
||||
// dev casino you cannot use. But a fresh database has an empty bank, and an
|
||||
// empty bank means every start 503s, so the rig would be unable to show you the
|
||||
// one game it exists to show you.
|
||||
//
|
||||
// One real batch per difficulty, through the real client: fifty questions is
|
||||
// four ladders' worth, and it means what the browser renders came out of OpenTDB
|
||||
// and through the same decode-and-store path production uses, entities and all.
|
||||
func seedTriviaBank(t *testing.T) {
|
||||
t.Helper()
|
||||
ctx := context.Background()
|
||||
client := opentdb.New()
|
||||
|
||||
for i, tier := range trivia.Tiers {
|
||||
have, err := storage.CountTrivia(tier.Difficulty)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if have >= trivia.Rungs {
|
||||
continue
|
||||
}
|
||||
if i > 0 {
|
||||
time.Sleep(opentdb.Politeness) // the API asks; asking faster earns nothing
|
||||
}
|
||||
qs, err := client.Fetch(ctx, tier.Difficulty, opentdb.Batch)
|
||||
if err != nil {
|
||||
t.Fatalf("seeding the trivia bank (%s): %v", tier.Difficulty, err)
|
||||
}
|
||||
added, err := storage.AddTriviaQuestions(tier.Difficulty, qs)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
fmt.Printf("BANK %-6s %d questions\n", tier.Difficulty, added)
|
||||
}
|
||||
}
|
||||
@@ -53,7 +53,7 @@ func TestFeeds(t *testing.T) {
|
||||
}
|
||||
}
|
||||
|
||||
s, err := New(config.WebConfig{SiteTitle: "Pete", ListenAddr: ":0", BaseURL: "https://news.example/"}, nil, true)
|
||||
s, err := New(config.WebConfig{SiteTitle: "Pete", ListenAddr: ":0", BaseURL: "https://news.example/"}, nil, true, config.AdventureConfig{}, nil)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
|
||||
151
internal/web/games.go
Normal file
151
internal/web/games.go
Normal file
@@ -0,0 +1,151 @@
|
||||
package web
|
||||
|
||||
import (
|
||||
"encoding/json"
|
||||
"errors"
|
||||
"io"
|
||||
"log/slog"
|
||||
"net/http"
|
||||
|
||||
"pete/internal/storage"
|
||||
)
|
||||
|
||||
// The euro/chip wire.
|
||||
//
|
||||
// gogobee owns the euros and has no inbound API, so it is the only initiator:
|
||||
// it polls this endpoint for border crossings, moves the money on its side, and
|
||||
// pushes the verdict back through the durable queue it already uses for
|
||||
// adventure facts. Pete never calls gogobee. That direction of travel is a
|
||||
// standing rule of the seam, not an implementation detail — see roster.go.
|
||||
//
|
||||
// All three endpoints are bearer-authed with the same ingest token as the
|
||||
// adventure seam, and all three are idempotent, because the thing on the other
|
||||
// end of them is a retrying queue and the thing they move is money.
|
||||
//
|
||||
// The storage layer under this (internal/storage/games.go) is where the actual
|
||||
// invariant lives: chips exist only once gogobee confirms it took the euros.
|
||||
// These handlers are transport, and deliberately nothing more.
|
||||
|
||||
// escrowGUID is the body of the two POSTs that name a row.
|
||||
type escrowGUID struct {
|
||||
GUID string `json:"guid"`
|
||||
}
|
||||
|
||||
// escrowVerdict is gogobee's answer: did the money move, and what is the
|
||||
// player's euro balance now.
|
||||
type escrowVerdict struct {
|
||||
GUID string `json:"guid"`
|
||||
OK bool `json:"ok"`
|
||||
Reason string `json:"reason,omitempty"`
|
||||
BalanceAfter float64 `json:"balance_after"`
|
||||
}
|
||||
|
||||
// handleEscrowPending is gogobee's poll: every crossing waiting to be moved.
|
||||
//
|
||||
// It includes rows gogobee claimed but never reported on — see
|
||||
// storage.PendingEscrow. Re-offering those is the whole reason the guid is an
|
||||
// idempotency key: if gogobee already moved the euros, the retry is a no-op
|
||||
// that reports the same answer, and if it died before moving them, the money
|
||||
// gets moved now instead of being stranded.
|
||||
func (s *Server) handleEscrowPending(w http.ResponseWriter, r *http.Request) {
|
||||
if !s.bearerOK(r) {
|
||||
http.Error(w, "unauthorized", http.StatusUnauthorized)
|
||||
return
|
||||
}
|
||||
rows, err := storage.PendingEscrow(escrowPollLimit)
|
||||
if err != nil {
|
||||
slog.Error("games: pending escrow", "err", err)
|
||||
http.Error(w, "internal error", http.StatusInternalServerError)
|
||||
return
|
||||
}
|
||||
if rows == nil {
|
||||
rows = []storage.Escrow{} // an empty poll is [], never null
|
||||
}
|
||||
writeJSON(w, rows)
|
||||
}
|
||||
|
||||
// escrowPollLimit caps one poll. gogobee polls every few seconds, so a backlog
|
||||
// drains in a handful of ticks rather than arriving as one enormous body.
|
||||
const escrowPollLimit = 50
|
||||
|
||||
// handleEscrowClaim marks a row as taken. It is not a lock — a row already
|
||||
// claimed can be claimed again, which is how a stale re-offer works — but a row
|
||||
// that has already reached a verdict cannot be, which is what stops a settled
|
||||
// cash-out being paid twice.
|
||||
//
|
||||
// The claimed row goes back in the response, so gogobee moves the money against
|
||||
// the amount and the user *Pete* holds rather than the ones it read a poll ago.
|
||||
func (s *Server) handleEscrowClaim(w http.ResponseWriter, r *http.Request) {
|
||||
if !s.bearerOK(r) {
|
||||
http.Error(w, "unauthorized", http.StatusUnauthorized)
|
||||
return
|
||||
}
|
||||
var req escrowGUID
|
||||
if err := json.NewDecoder(io.LimitReader(r.Body, 1<<14)).Decode(&req); err != nil || req.GUID == "" {
|
||||
http.Error(w, "guid is required", http.StatusBadRequest)
|
||||
return
|
||||
}
|
||||
|
||||
e, err := storage.ClaimEscrow(req.GUID)
|
||||
if errors.Is(err, storage.ErrNoSuchEscrow) {
|
||||
http.Error(w, "no such escrow", http.StatusNotFound)
|
||||
return
|
||||
}
|
||||
if err != nil {
|
||||
slog.Error("games: claim escrow", "guid", req.GUID, "err", err)
|
||||
http.Error(w, "internal error", http.StatusInternalServerError)
|
||||
return
|
||||
}
|
||||
writeJSON(w, e)
|
||||
}
|
||||
|
||||
// handleEscrowSettled applies gogobee's verdict. This is the only way chips are
|
||||
// ever created, and it runs exactly once per guid no matter how many times the
|
||||
// push is redelivered.
|
||||
//
|
||||
// An unknown guid is a 400 rather than a shrug: gogobee has, by this point,
|
||||
// already moved real euros for a row Pete has no record of. Under the contract
|
||||
// the adventure seam established, a 400 makes gogobee's sender park the row
|
||||
// instead of retrying it forever — which is right, because no amount of retrying
|
||||
// invents the missing row. It leaves the payload sitting in gogobee's queue,
|
||||
// where a human can find it.
|
||||
func (s *Server) handleEscrowSettled(w http.ResponseWriter, r *http.Request) {
|
||||
if !s.bearerOK(r) {
|
||||
http.Error(w, "unauthorized", http.StatusUnauthorized)
|
||||
return
|
||||
}
|
||||
var v escrowVerdict
|
||||
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
|
||||
}
|
||||
|
||||
e, err := storage.SettleEscrow(v.GUID, v.OK, v.Reason, v.BalanceAfter)
|
||||
if errors.Is(err, storage.ErrNoSuchEscrow) {
|
||||
slog.Error("games: verdict for an escrow row we have never heard of — "+
|
||||
"gogobee has moved euros against it and Pete cannot honour them",
|
||||
"guid", v.GUID, "ok", v.OK)
|
||||
http.Error(w, "no such escrow", http.StatusBadRequest)
|
||||
return
|
||||
}
|
||||
if err != nil {
|
||||
slog.Error("games: settle escrow", "guid", v.GUID, "err", err)
|
||||
http.Error(w, "internal error", http.StatusInternalServerError)
|
||||
return
|
||||
}
|
||||
|
||||
slog.Info("games: escrow settled", "guid", e.GUID, "user", e.MatrixUser,
|
||||
"kind", e.Kind, "amount", e.Amount, "state", e.State, "reason", e.Reason)
|
||||
writeJSON(w, e)
|
||||
}
|
||||
|
||||
func writeJSON(w http.ResponseWriter, v any) {
|
||||
w.Header().Set("Content-Type", "application/json")
|
||||
if err := json.NewEncoder(w).Encode(v); err != nil {
|
||||
slog.Error("games: write response", "err", err)
|
||||
}
|
||||
}
|
||||
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")
|
||||
}
|
||||
}
|
||||
210
internal/web/games_hangman.go
Normal file
210
internal/web/games_hangman.go
Normal file
@@ -0,0 +1,210 @@
|
||||
package web
|
||||
|
||||
import (
|
||||
"encoding/json"
|
||||
"errors"
|
||||
"log/slog"
|
||||
"math/rand/v2"
|
||||
"net/http"
|
||||
|
||||
"pete/internal/games/blackjack"
|
||||
"pete/internal/games/hangman"
|
||||
"pete/internal/storage"
|
||||
)
|
||||
|
||||
// Hangman, played for chips.
|
||||
//
|
||||
// The same shape as the blackjack table: the browser sends intents, the server
|
||||
// holds the state, and the payload carries only what the player is entitled to
|
||||
// see. Here that means the *masked* phrase. The unmasked one is in the engine
|
||||
// state, which is in game_live_hands, which is on this side of the wire — a
|
||||
// phrase sent down and flagged hidden is a phrase read out of devtools, and the
|
||||
// game would be a formality.
|
||||
|
||||
// cellView is one position in the phrase, as the browser draws it.
|
||||
//
|
||||
// Ch is empty while the letter is hidden — not the letter with a flag beside
|
||||
// it. Slot says whether this is a position you'd guess at all: a space or an
|
||||
// exclamation mark is scaffolding, shows from the start, and gets no tile.
|
||||
type cellView struct {
|
||||
Ch string `json:"ch"`
|
||||
Slot bool `json:"slot"`
|
||||
}
|
||||
|
||||
// hangmanView is a game as its player may see it.
|
||||
type hangmanView struct {
|
||||
Tier hangman.Tier `json:"tier"`
|
||||
Cells []cellView `json:"cells"`
|
||||
Tried []string `json:"tried"` // every letter guessed, right or wrong
|
||||
Wrong []string `json:"wrong"` // just the misses — the gallows counts these
|
||||
Lives int `json:"lives"`
|
||||
MaxWrong int `json:"max_wrong"`
|
||||
Multiple float64 `json:"multiple"` // what a win is worth right now
|
||||
Bet int64 `json:"bet"`
|
||||
Stands int64 `json:"stands"` // what the player would actually be paid if they won now
|
||||
|
||||
Phase string `json:"phase"`
|
||||
Outcome string `json:"outcome,omitempty"`
|
||||
Phrase string `json:"phrase,omitempty"` // only once it's over
|
||||
Payout int64 `json:"payout,omitempty"`
|
||||
Rake int64 `json:"rake,omitempty"`
|
||||
Net int64 `json:"net"`
|
||||
}
|
||||
|
||||
func viewHangman(g hangman.State) hangmanView {
|
||||
v := hangmanView{
|
||||
Tier: g.Tier,
|
||||
Lives: g.Lives(),
|
||||
MaxWrong: hangman.MaxWrong,
|
||||
Multiple: g.Multiple(),
|
||||
Bet: g.Bet,
|
||||
// What the player would actually collect, rake already taken out. Quoting
|
||||
// the pre-rake figure here would have the felt advertising a payout the
|
||||
// house doesn't hand over.
|
||||
Stands: g.Pays(),
|
||||
Phase: string(g.Phase),
|
||||
Outcome: string(g.Outcome),
|
||||
Payout: g.Payout,
|
||||
Rake: g.Rake,
|
||||
Net: g.Net(),
|
||||
}
|
||||
for i, r := range g.Runes {
|
||||
c := cellView{Slot: hangman.Guessable(r)}
|
||||
if i < len(g.Shown) && g.Shown[i] {
|
||||
c.Ch = string(r)
|
||||
}
|
||||
v.Cells = append(v.Cells, c)
|
||||
}
|
||||
for _, r := range g.Tried {
|
||||
v.Tried = append(v.Tried, string(r))
|
||||
}
|
||||
for _, r := range g.Wrong {
|
||||
v.Wrong = append(v.Wrong, string(r))
|
||||
}
|
||||
// The phrase goes over the wire exactly once: when the game is over and it no
|
||||
// longer decides anything.
|
||||
if g.Phase == hangman.PhaseDone {
|
||||
v.Phrase = g.Phrase
|
||||
}
|
||||
return v
|
||||
}
|
||||
|
||||
// handleHangmanStart takes the bet and draws a phrase. Same order as a deal:
|
||||
// the chips are staked first, in the same statement that checks they exist, so
|
||||
// two starts fired at once cannot bet the same chip.
|
||||
func (s *Server) handleHangmanStart(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"`
|
||||
}
|
||||
if err := decodeJSON(r, &req); err != nil || req.Bet <= 0 {
|
||||
writeJSONStatus(w, http.StatusBadRequest, map[string]string{"error": "bet something"})
|
||||
return
|
||||
}
|
||||
tier, err := hangman.TierBySlug(req.Tier)
|
||||
if err != nil {
|
||||
writeJSONStatus(w, http.StatusBadRequest, map[string]string{"error": "pick a length"})
|
||||
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: hangman stake", "user", user, "err", err)
|
||||
http.Error(w, "internal error", http.StatusInternalServerError)
|
||||
return
|
||||
}
|
||||
|
||||
seed1, seed2 := newSeeds()
|
||||
rng := rand.New(rand.NewPCG(seed1, seed2))
|
||||
g, evs, err := hangman.New(req.Bet, tier, blackjack.DefaultRules().RakePct, rng)
|
||||
if err != nil {
|
||||
// The game never happened, so the stake never should have left.
|
||||
_ = storage.Award(user, req.Bet)
|
||||
slog.Error("games: hangman start", "user", user, "err", err)
|
||||
http.Error(w, "internal error", http.StatusInternalServerError)
|
||||
return
|
||||
}
|
||||
s.persistHangman(w, user, g, evs, seed1, seed2, true)
|
||||
}
|
||||
|
||||
// handleHangmanGuess plays one guess: a letter, or the whole phrase.
|
||||
func (s *Server) handleHangmanGuess(w http.ResponseWriter, r *http.Request) {
|
||||
user, ok := s.player(w, r)
|
||||
if !ok {
|
||||
return
|
||||
}
|
||||
var move hangman.Move
|
||||
if err := decodeJSON(r, &move); err != nil {
|
||||
http.Error(w, "bad json", http.StatusBadRequest)
|
||||
return
|
||||
}
|
||||
|
||||
live, err := storage.LoadLiveHand(user)
|
||||
if errors.Is(err, storage.ErrNoLiveHand) {
|
||||
writeJSONStatus(w, http.StatusConflict, map[string]string{"error": "no game in progress"})
|
||||
return
|
||||
}
|
||||
if err != nil {
|
||||
slog.Error("games: hangman load", "user", user, "err", err)
|
||||
http.Error(w, "internal error", http.StatusInternalServerError)
|
||||
return
|
||||
}
|
||||
if live.Game != gameHangman {
|
||||
writeJSONStatus(w, http.StatusConflict, map[string]string{"error": "finish the hand you're in first"})
|
||||
return
|
||||
}
|
||||
var g hangman.State
|
||||
if err := json.Unmarshal(live.State, &g); err != nil {
|
||||
slog.Error("games: unreadable hangman game", "user", user, "err", err)
|
||||
http.Error(w, "internal error", http.StatusInternalServerError)
|
||||
return
|
||||
}
|
||||
|
||||
next, evs, err := hangman.ApplyMove(g, move)
|
||||
if err != nil {
|
||||
// A letter already tried is the one illegal move a player makes by
|
||||
// accident rather than by trying it on, so it gets its own answer.
|
||||
msg := "that guess isn't legal here"
|
||||
if errors.Is(err, hangman.ErrAlreadyTried) {
|
||||
msg = "you've already tried that one"
|
||||
}
|
||||
writeJSONStatus(w, http.StatusBadRequest, map[string]string{"error": msg})
|
||||
return
|
||||
}
|
||||
s.persistHangman(w, user, next, evs, live.Seed1, live.Seed2, false)
|
||||
}
|
||||
|
||||
// persistHangman writes the game back and answers the browser.
|
||||
func (s *Server) persistHangman(w http.ResponseWriter, user string, g hangman.State, evs []hangman.Event, seed1, seed2 uint64, fresh bool) {
|
||||
blob, err := json.Marshal(g)
|
||||
if err != nil {
|
||||
slog.Error("games: marshal hangman", "user", user, "err", err)
|
||||
http.Error(w, "internal error", http.StatusInternalServerError)
|
||||
return
|
||||
}
|
||||
done := g.Phase == hangman.PhaseDone
|
||||
v, ok := s.commit(w, user, finished{
|
||||
Game: gameHangman, Blob: blob,
|
||||
Bet: g.Bet, Payout: g.Payout, Rake: g.Rake,
|
||||
Outcome: string(g.Outcome), Done: done,
|
||||
Seed1: seed1, Seed2: seed2, Fresh: fresh,
|
||||
})
|
||||
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 reveal the phrase onto.
|
||||
if done {
|
||||
hv := viewHangman(g)
|
||||
v.Hangman = &hv
|
||||
}
|
||||
v.HangEvents = evs
|
||||
writeJSON(w, v)
|
||||
}
|
||||
188
internal/web/games_hangman_test.go
Normal file
188
internal/web/games_hangman_test.go
Normal file
@@ -0,0 +1,188 @@
|
||||
package web
|
||||
|
||||
import (
|
||||
"strings"
|
||||
"testing"
|
||||
|
||||
"pete/internal/storage"
|
||||
)
|
||||
|
||||
// The one thing this table cannot get wrong: the stake leaves the stack, and the
|
||||
// phrase does not leave the server.
|
||||
func TestHangmanStartTakesTheStakeAndKeepsThePhrase(t *testing.T) {
|
||||
s := newCasino(t)
|
||||
fund(t, 1000)
|
||||
|
||||
v, code := call(t, s, s.handleHangmanStart, as(t, s, "reala", "POST", "/api/games/hangman/start",
|
||||
map[string]any{"bet": 100, "tier": "short"}))
|
||||
if code != 200 {
|
||||
t.Fatalf("start = %d, want 200", code)
|
||||
}
|
||||
if v.Chips != 900 {
|
||||
t.Fatalf("chips after a 100 bet = %d, want 900", v.Chips)
|
||||
}
|
||||
if v.Hangman == nil {
|
||||
t.Fatal("start returned no game")
|
||||
}
|
||||
if v.Game != gameHangman {
|
||||
t.Errorf("game = %q, want hangman", v.Game)
|
||||
}
|
||||
if v.Hangman.Phrase != "" {
|
||||
t.Fatalf("the phrase was sent to the browser before it was won: %q", v.Hangman.Phrase)
|
||||
}
|
||||
// Nothing is revealed at the start except the scaffolding, and a space is not
|
||||
// a letter you have to earn.
|
||||
for _, c := range v.Hangman.Cells {
|
||||
if c.Slot && c.Ch != "" {
|
||||
t.Fatalf("a letter was face up before it was guessed: %+v", c)
|
||||
}
|
||||
}
|
||||
if v.Hangman.Lives != 6 {
|
||||
t.Errorf("lives = %d, want 6", v.Hangman.Lives)
|
||||
}
|
||||
}
|
||||
|
||||
// A win pays what the felt said it would, and the rake comes out of the winnings.
|
||||
func TestHangmanWinPaysWhatTheFeltQuoted(t *testing.T) {
|
||||
s := newCasino(t)
|
||||
fund(t, 1000)
|
||||
|
||||
v, _ := call(t, s, s.handleHangmanStart, as(t, s, "reala", "POST", "/api/games/hangman/start",
|
||||
map[string]any{"bet": 100, "tier": "short"}))
|
||||
quoted := v.Hangman.Stands
|
||||
|
||||
// The server holds the phrase, so read it out of the live row — which is the
|
||||
// only place it exists — and solve it.
|
||||
phrase := livePhrase(t)
|
||||
v, code := call(t, s, s.handleHangmanGuess, as(t, s, "reala", "POST", "/api/games/hangman/guess",
|
||||
map[string]string{"solve": phrase}))
|
||||
if code != 200 {
|
||||
t.Fatalf("solve = %d, want 200", code)
|
||||
}
|
||||
if v.Hangman.Outcome != "solved" {
|
||||
t.Fatalf("outcome = %q, want solved", v.Hangman.Outcome)
|
||||
}
|
||||
// No wrong guesses, so the full 2.6×: 260 gross, 160 profit, 8 rake, 252 back.
|
||||
if v.Hangman.Payout != quoted {
|
||||
t.Errorf("felt quoted %d, house paid %d", quoted, v.Hangman.Payout)
|
||||
}
|
||||
if v.Hangman.Payout != 252 || v.Hangman.Rake != 8 {
|
||||
t.Errorf("payout/rake = %d/%d, want 252/8", v.Hangman.Payout, v.Hangman.Rake)
|
||||
}
|
||||
if got := chipsNow(t); got != 900+252 {
|
||||
t.Errorf("chips = %d, want %d", got, 900+252)
|
||||
}
|
||||
// And the phrase is finally allowed out, now that it decides nothing.
|
||||
if v.Hangman.Phrase == "" {
|
||||
t.Error("a finished game never told the player what the phrase was")
|
||||
}
|
||||
// The game is off the felt.
|
||||
if _, err := storage.LoadLiveHand(testPlayer); err == nil {
|
||||
t.Error("a settled game is still sitting in game_live_hands")
|
||||
}
|
||||
}
|
||||
|
||||
// Six wrong guesses take the stake and nothing more.
|
||||
func TestHangmanHangingCostsExactlyTheStake(t *testing.T) {
|
||||
s := newCasino(t)
|
||||
fund(t, 1000)
|
||||
|
||||
call(t, s, s.handleHangmanStart, as(t, s, "reala", "POST", "/api/games/hangman/start",
|
||||
map[string]any{"bet": 100, "tier": "short"}))
|
||||
|
||||
// Six solves that are certainly wrong — a wrong solve costs a life, same as a
|
||||
// wrong letter, and this needs no knowledge of the phrase.
|
||||
var v tableView
|
||||
for i := 0; i < 6; i++ {
|
||||
v, _ = call(t, s, s.handleHangmanGuess, as(t, s, "reala", "POST", "/api/games/hangman/guess",
|
||||
map[string]string{"solve": "definitely not the phrase at all"}))
|
||||
}
|
||||
if v.Hangman == nil || v.Hangman.Outcome != "hung" {
|
||||
t.Fatalf("outcome = %+v, want hung", v.Hangman)
|
||||
}
|
||||
if v.Hangman.Payout != 0 {
|
||||
t.Errorf("payout = %d, want 0", v.Hangman.Payout)
|
||||
}
|
||||
if got := chipsNow(t); got != 900 {
|
||||
t.Errorf("chips = %d, want 900 — a loss costs the stake and no more", got)
|
||||
}
|
||||
if v.Hangman.Phrase == "" {
|
||||
t.Error("hung without being told the answer")
|
||||
}
|
||||
}
|
||||
|
||||
// One game at a time, across games: you cannot walk from a hangman into a hand of
|
||||
// blackjack with chips still riding on a phrase.
|
||||
func TestHangmanHoldsTheSeatAgainstBlackjack(t *testing.T) {
|
||||
s := newCasino(t)
|
||||
fund(t, 1000)
|
||||
|
||||
call(t, s, s.handleHangmanStart, as(t, s, "reala", "POST", "/api/games/hangman/start",
|
||||
map[string]any{"bet": 100, "tier": "short"}))
|
||||
|
||||
_, code := call(t, s, s.handleDeal, as(t, s, "reala", "POST", "/api/games/blackjack/deal",
|
||||
map[string]int64{"bet": 100}))
|
||||
if code != 409 {
|
||||
t.Fatalf("dealt blackjack on top of a live hangman: %d, want 409", code)
|
||||
}
|
||||
// And the stake that was refused came back: 1000 - 100 (the hangman) and not a
|
||||
// chip more.
|
||||
if got := chipsNow(t); got != 900 {
|
||||
t.Errorf("chips = %d, want 900 — the refused deal kept the stake", got)
|
||||
}
|
||||
if _, err := storage.LoadLiveHand(testPlayer); err != nil {
|
||||
t.Errorf("the hangman was evicted by the deal it refused: %v", err)
|
||||
}
|
||||
}
|
||||
|
||||
// Cashing out mid-phrase is refused, for the same reason as mid-hand.
|
||||
func TestCannotCashOutMidPhrase(t *testing.T) {
|
||||
s := newCasino(t)
|
||||
fund(t, 1000)
|
||||
|
||||
call(t, s, s.handleHangmanStart, as(t, s, "reala", "POST", "/api/games/hangman/start",
|
||||
map[string]any{"bet": 100, "tier": "short"}))
|
||||
|
||||
_, code := call(t, s, s.handleCashOut, as(t, s, "reala", "POST", "/api/games/cashout",
|
||||
map[string]int64{"amount": 0}))
|
||||
if code != 409 {
|
||||
t.Fatalf("cash-out mid-phrase = %d, want 409", code)
|
||||
}
|
||||
}
|
||||
|
||||
// A tier the browser made up is refused, and costs nothing.
|
||||
func TestHangmanRefusesAnInventedTier(t *testing.T) {
|
||||
s := newCasino(t)
|
||||
fund(t, 1000)
|
||||
|
||||
_, code := call(t, s, s.handleHangmanStart, as(t, s, "reala", "POST", "/api/games/hangman/start",
|
||||
map[string]any{"bet": 100, "tier": "impossible"}))
|
||||
if code != 400 {
|
||||
t.Fatalf("start on a made-up tier = %d, want 400", code)
|
||||
}
|
||||
if got := chipsNow(t); got != 1000 {
|
||||
t.Errorf("chips = %d, want 1000 — a refused game must not take a stake", got)
|
||||
}
|
||||
}
|
||||
|
||||
// livePhrase digs the phrase out of the live row. Only a test may do this: it is
|
||||
// reaching past the wire on purpose, to prove the wire doesn't carry it.
|
||||
func livePhrase(t *testing.T) string {
|
||||
t.Helper()
|
||||
live, err := storage.LoadLiveHand(testPlayer)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
blob := string(live.State)
|
||||
const key = `"phrase":"`
|
||||
i := strings.Index(blob, key)
|
||||
if i < 0 {
|
||||
t.Fatalf("no phrase in the live row: %s", blob)
|
||||
}
|
||||
rest := blob[i+len(key):]
|
||||
j := strings.Index(rest, `"`)
|
||||
if j < 0 {
|
||||
t.Fatal("unterminated phrase in the live row")
|
||||
}
|
||||
return rest[:j]
|
||||
}
|
||||
731
internal/web/games_holdem.go
Normal file
731
internal/web/games_holdem.go
Normal file
@@ -0,0 +1,731 @@
|
||||
package web
|
||||
|
||||
import (
|
||||
"encoding/json"
|
||||
"errors"
|
||||
"log/slog"
|
||||
"net/http"
|
||||
"strings"
|
||||
"time"
|
||||
|
||||
"pete/internal/games/blackjack"
|
||||
"pete/internal/games/holdem"
|
||||
"pete/internal/storage"
|
||||
)
|
||||
|
||||
// Texas hold'em, played for chips against the trained bots.
|
||||
//
|
||||
// This is the only table in the casino that is a *session* rather than a game.
|
||||
// Everywhere else you stake, you play once, and a multiple pays: the hand is the
|
||||
// unit and the money moves at both ends of it. Poker is not that shape. You buy
|
||||
// chips onto the table, you play as many hands as you feel like, and you leave
|
||||
// with whatever is in front of you — so the live row lives across hands, and the
|
||||
// chips move exactly twice: once when you sit down, once when you get up.
|
||||
//
|
||||
// Which means there is no "payout" until you stand up, and `commit` is only ever
|
||||
// told the game is Done when you do (or when you have nothing left to sit with).
|
||||
// In between, every pot won and lost is inside the engine, and storage sees none
|
||||
// of it. That is the honest model, and it is also the safe one: a hand that dies
|
||||
// halfway leaves the chips where they were, on the table, in the live row.
|
||||
//
|
||||
// What the browser is allowed to see: your two cards, the board, everybody's
|
||||
// stacks and bets, and nothing else. Not the deck, and not a bot's hand — until
|
||||
// a showdown turns it over, which is the moment it stops being a secret.
|
||||
|
||||
// holdemSeatView is one seat. Cards are present only when the viewer is entitled
|
||||
// to them: yours always, a bot's never, until the hand is shown down.
|
||||
type holdemSeatView struct {
|
||||
Name string `json:"name"`
|
||||
Bot bool `json:"bot"`
|
||||
You bool `json:"you"`
|
||||
Stack int64 `json:"stack"`
|
||||
Bet int64 `json:"bet"`
|
||||
State string `json:"state"` // active | folded | allin | out
|
||||
Pos string `json:"pos"` // BTN, SB, BB, UTG…
|
||||
Cards []cardView `json:"cards,omitempty"`
|
||||
Won int64 `json:"won,omitempty"`
|
||||
}
|
||||
|
||||
var seatStates = map[holdem.SeatState]string{
|
||||
holdem.Active: "active",
|
||||
holdem.Folded: "folded",
|
||||
holdem.AllIn: "allin",
|
||||
holdem.Out: "out",
|
||||
}
|
||||
|
||||
// holdemView is the table as its player may see it.
|
||||
type holdemView struct {
|
||||
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"`
|
||||
Pot int64 `json:"pot"`
|
||||
Side []int64 `json:"side,omitempty"`
|
||||
|
||||
ToAct int `json:"to_act"`
|
||||
Phase string `json:"phase"`
|
||||
|
||||
// What you may do, decided here rather than in the browser — the felt should
|
||||
// never offer a button the table would refuse.
|
||||
Owed int64 `json:"owed"`
|
||||
CanCheck bool `json:"can_check"`
|
||||
CanRaise bool `json:"can_raise"`
|
||||
MinRaise int64 `json:"min_raise_to"`
|
||||
MaxRaise int64 `json:"max_raise_to"`
|
||||
|
||||
Stack int64 `json:"stack"` // what's in front of you
|
||||
BoughtIn int64 `json:"bought_in"`
|
||||
Rake int64 `json:"rake"` // what the house has taken this session
|
||||
MaxTopUp int64 `json:"max_topup"`
|
||||
Payout int64 `json:"payout,omitempty"`
|
||||
}
|
||||
|
||||
// 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[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 {
|
||||
v.Side = append(v.Side, p.Amount)
|
||||
}
|
||||
// An empty board is an empty board, not null. A Go slice with nothing in it
|
||||
// marshals to null, and a browser that has to write `(board || [])` everywhere
|
||||
// is a browser one forgotten guard away from a crash on every preflop.
|
||||
v.Board = []cardView{}
|
||||
for _, c := range g.Community {
|
||||
v.Board = append(v.Board, viewCard(c))
|
||||
}
|
||||
|
||||
// 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 == viewer,
|
||||
Stack: p.Stack,
|
||||
Bet: p.Bet,
|
||||
State: seatStates[p.State],
|
||||
Pos: g.Position(i),
|
||||
Won: p.Won,
|
||||
}
|
||||
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])}
|
||||
}
|
||||
v.Seats = append(v.Seats, seat)
|
||||
}
|
||||
|
||||
if g.Phase == holdem.PhaseBetting && g.ToAct == viewer {
|
||||
v.Owed = g.Owed(viewer)
|
||||
v.CanCheck = v.Owed == 0
|
||||
v.CanRaise = g.CanRaise(viewer)
|
||||
v.MinRaise = g.MinRaiseTo(viewer)
|
||||
v.MaxRaise = g.MaxRaiseTo(viewer)
|
||||
}
|
||||
if top := g.Tier.MaxBuy - g.Seats[viewer].Stack; top > 0 {
|
||||
v.MaxTopUp = top
|
||||
}
|
||||
return v
|
||||
}
|
||||
|
||||
// holdemEventView is one beat of the script the felt plays back. The engine only
|
||||
// ever attaches a bot's cards to a showdown; this drops them again anywhere else,
|
||||
// which is the second of the two walls.
|
||||
type holdemEventView struct {
|
||||
Kind string `json:"kind"`
|
||||
Seat int `json:"seat"`
|
||||
Cards []cardView `json:"cards,omitempty"`
|
||||
Amount int64 `json:"amount,omitempty"`
|
||||
Total int64 `json:"total,omitempty"`
|
||||
Text string `json:"text,omitempty"`
|
||||
}
|
||||
|
||||
// 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))
|
||||
}
|
||||
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 -----------------
|
||||
|
||||
// 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 {
|
||||
return
|
||||
}
|
||||
var req struct {
|
||||
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
|
||||
}
|
||||
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 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 bots < 1 || bots > holdem.MaxBots {
|
||||
writeJSONStatus(w, http.StatusBadRequest, map[string]string{"error": "pick some opponents"})
|
||||
return
|
||||
}
|
||||
|
||||
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
|
||||
}
|
||||
|
||||
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.writeHoldemTable(w, user, nil)
|
||||
}
|
||||
|
||||
// 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 {
|
||||
return
|
||||
}
|
||||
var move holdem.Move
|
||||
if err := decodeJSON(r, &move); err != nil {
|
||||
http.Error(w, "bad json", http.StatusBadRequest)
|
||||
return
|
||||
}
|
||||
if move.Kind == holdem.Leave {
|
||||
s.leaveHoldem(w, user)
|
||||
return
|
||||
}
|
||||
|
||||
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 move seat", "user", user, "err", err)
|
||||
http.Error(w, "internal error", http.StatusInternalServerError)
|
||||
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
|
||||
}
|
||||
topped = move.Amount
|
||||
}
|
||||
|
||||
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 {
|
||||
slog.Error("games: holdem move", "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, respEvents)
|
||||
}
|
||||
|
||||
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 errors.Is(err, storage.ErrStaleTable), errors.Is(err, storage.ErrNoSuchTable):
|
||||
return http.StatusConflict
|
||||
default:
|
||||
return http.StatusBadRequest
|
||||
}
|
||||
}
|
||||
|
||||
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
|
||||
}
|
||||
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)
|
||||
}
|
||||
}
|
||||
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}
|
||||
}
|
||||
239
internal/web/games_holdem_test.go
Normal file
239
internal/web/games_holdem_test.go
Normal file
@@ -0,0 +1,239 @@
|
||||
package web
|
||||
|
||||
import (
|
||||
"testing"
|
||||
|
||||
"pete/internal/games/holdem"
|
||||
"pete/internal/storage"
|
||||
)
|
||||
|
||||
// Sitting down is the only time chips leave your stack at this table, and getting
|
||||
// up is the only time they come back. Everything in between is inside the engine.
|
||||
func TestHoldemSitTakesTheBuyInAndNothingElse(t *testing.T) {
|
||||
s := newCasino(t)
|
||||
fund(t, 5000)
|
||||
|
||||
v, code := call(t, s, s.handleHoldemSit, as(t, s, "reala", "POST", "/api/games/holdem/sit",
|
||||
map[string]any{"tier": "low", "bots": 2, "buyin": 600}))
|
||||
if code != 200 {
|
||||
t.Fatalf("sit = %d, want 200", code)
|
||||
}
|
||||
if v.Chips != 4400 {
|
||||
t.Fatalf("chips after a 600 buy-in = %d, want 4400", v.Chips)
|
||||
}
|
||||
if v.Game != gameHoldem || v.Holdem == nil {
|
||||
t.Fatalf("sit returned no table: game=%q", v.Game)
|
||||
}
|
||||
|
||||
g := v.Holdem
|
||||
if g.Stack != 600 {
|
||||
t.Errorf("you sat down with %d, want the 600 you bought in for", g.Stack)
|
||||
}
|
||||
if len(g.Seats) != 3 {
|
||||
t.Fatalf("two bots and you is three seats, got %d", len(g.Seats))
|
||||
}
|
||||
if g.Phase != "handover" {
|
||||
t.Errorf("phase %q — a table you just sat at has no hand on it yet", g.Phase)
|
||||
}
|
||||
|
||||
// Play a whole hand, then check that not one chip has crossed the border.
|
||||
deal, code := call(t, s, s.handleHoldemMove, as(t, s, "reala", "POST", "/api/games/holdem/move",
|
||||
map[string]any{"move": "deal"}))
|
||||
if code != 200 {
|
||||
t.Fatalf("deal = %d, want 200", code)
|
||||
}
|
||||
for i := 0; deal.Holdem != nil && deal.Holdem.Phase == "betting" && i < 60; i++ {
|
||||
move := "check"
|
||||
if deal.Holdem.Owed > 0 {
|
||||
move = "fold"
|
||||
}
|
||||
deal, code = call(t, s, s.handleHoldemMove, as(t, s, "reala", "POST", "/api/games/holdem/move",
|
||||
map[string]any{"move": move}))
|
||||
if code != 200 {
|
||||
t.Fatalf("%s = %d, want 200", move, code)
|
||||
}
|
||||
}
|
||||
if deal.Chips != 4400 {
|
||||
t.Errorf("chips moved during a hand: %d, want the 4400 that were left after the buy-in — "+
|
||||
"a pot is settled inside the engine, not across the border", deal.Chips)
|
||||
}
|
||||
}
|
||||
|
||||
// The wall. A bot's hole cards are the game; a browser that held them would make
|
||||
// this unplayable, and the payload is where that has to be true.
|
||||
func TestHoldemNeverSendsABotsCards(t *testing.T) {
|
||||
s := newCasino(t)
|
||||
fund(t, 5000)
|
||||
|
||||
v, _ := call(t, s, s.handleHoldemSit, as(t, s, "reala", "POST", "/api/games/holdem/sit",
|
||||
map[string]any{"tier": "micro", "bots": 3, "buyin": 200}))
|
||||
if v.Holdem == nil {
|
||||
t.Fatal("no table")
|
||||
}
|
||||
|
||||
// Play hands until one of them ends without a showdown, checking every payload
|
||||
// on the way. Folding is the case that matters: nobody has earned the right to
|
||||
// see anybody's cards, so nobody's may be in there.
|
||||
for hand := 0; hand < 8; hand++ {
|
||||
v, code := call(t, s, s.handleHoldemMove, as(t, s, "reala", "POST", "/api/games/holdem/move",
|
||||
map[string]any{"move": "deal"}))
|
||||
if code != 200 {
|
||||
t.Fatalf("deal = %d", code)
|
||||
}
|
||||
noBotCards(t, v)
|
||||
|
||||
for i := 0; v.Holdem != nil && v.Holdem.Phase == "betting" && i < 60; i++ {
|
||||
move := "check"
|
||||
if v.Holdem.Owed > 0 {
|
||||
move = "call"
|
||||
}
|
||||
v, code = call(t, s, s.handleHoldemMove, as(t, s, "reala", "POST", "/api/games/holdem/move",
|
||||
map[string]any{"move": move}))
|
||||
if code != 200 {
|
||||
t.Fatalf("%s = %d", move, code)
|
||||
}
|
||||
noBotCards(t, v)
|
||||
}
|
||||
if v.Holdem == nil || v.Holdem.Phase == "done" {
|
||||
return // busted out; the wall held all the way
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// noBotCards checks a payload. A bot's cards may appear in exactly one place: a
|
||||
// seat that is being shown down, on a board that reached a showdown.
|
||||
func noBotCards(t *testing.T, v tableView) {
|
||||
t.Helper()
|
||||
g := v.Holdem
|
||||
if g == nil {
|
||||
return
|
||||
}
|
||||
shown := g.Street == "showdown"
|
||||
for i, seat := range g.Seats {
|
||||
if i == 0 || len(seat.Cards) == 0 {
|
||||
continue
|
||||
}
|
||||
if !shown {
|
||||
t.Fatalf("seat %d (%s) sent %d cards on the %s — nobody has shown down",
|
||||
i, seat.Name, len(seat.Cards), g.Street)
|
||||
}
|
||||
if seat.State == "folded" {
|
||||
t.Fatalf("seat %d (%s) folded and its cards were sent anyway", i, seat.Name)
|
||||
}
|
||||
}
|
||||
for _, e := range v.HoldemEvents {
|
||||
if e.Seat > 0 && len(e.Cards) > 0 && e.Kind != "show" {
|
||||
t.Fatalf("a %q event carries seat %d's cards — that's a bot's hand", e.Kind, e.Seat)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Getting up is what pays. Everything the session did lands in one movement.
|
||||
func TestHoldemLeavingBringsTheStackBack(t *testing.T) {
|
||||
s := newCasino(t)
|
||||
fund(t, 5000)
|
||||
|
||||
v, _ := call(t, s, s.handleHoldemSit, as(t, s, "reala", "POST", "/api/games/holdem/sit",
|
||||
map[string]any{"tier": "low", "bots": 1, "buyin": 500}))
|
||||
if v.Chips != 4500 || v.Holdem == nil {
|
||||
t.Fatalf("sit: chips=%d holdem=%v", v.Chips, v.Holdem)
|
||||
}
|
||||
stack := v.Holdem.Stack
|
||||
|
||||
v, code := call(t, s, s.handleHoldemMove, as(t, s, "reala", "POST", "/api/games/holdem/move",
|
||||
map[string]any{"move": "leave"}))
|
||||
if code != 200 {
|
||||
t.Fatalf("leave = %d, want 200", code)
|
||||
}
|
||||
if v.Chips != 4500+stack {
|
||||
t.Errorf("chips after getting up = %d, want %d (the %d that was in front of us)",
|
||||
v.Chips, 4500+stack, stack)
|
||||
}
|
||||
if v.Game != "" {
|
||||
t.Errorf("still at a table after getting up: %q", v.Game)
|
||||
}
|
||||
|
||||
// And there is no table left to play at.
|
||||
_, code = call(t, s, s.handleHoldemMove, as(t, s, "reala", "POST", "/api/games/holdem/move",
|
||||
map[string]any{"move": "deal"}))
|
||||
if code != 409 {
|
||||
t.Errorf("dealt a hand at a table we got up from: %d, want 409", code)
|
||||
}
|
||||
}
|
||||
|
||||
// You cannot walk out on a hand you have chips riding on.
|
||||
func TestHoldemCannotLeaveMidHand(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}))
|
||||
v, _ := call(t, s, s.handleHoldemMove, as(t, s, "reala", "POST", "/api/games/holdem/move",
|
||||
map[string]any{"move": "deal"}))
|
||||
if v.Holdem == nil || v.Holdem.Phase != "betting" {
|
||||
t.Skip("the hand ended before we could act")
|
||||
}
|
||||
|
||||
_, code := call(t, s, s.handleHoldemMove, as(t, s, "reala", "POST", "/api/games/holdem/move",
|
||||
map[string]any{"move": "leave"}))
|
||||
if code != 400 {
|
||||
t.Errorf("left in the middle of a hand: %d, want 400", code)
|
||||
}
|
||||
|
||||
// And the chips are still on the table, not back on the stack.
|
||||
after, err := storage.Chips("@reala:parodia.dev")
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if after.Chips != 4500 {
|
||||
t.Errorf("chips = %d, want 4500 — the buy-in is still on the table", after.Chips)
|
||||
}
|
||||
}
|
||||
|
||||
// A buy-in outside the table's range is not a buy-in, and it must not take chips.
|
||||
func TestHoldemRefusesABadBuyIn(t *testing.T) {
|
||||
s := newCasino(t)
|
||||
fund(t, 5000)
|
||||
|
||||
tier, _ := holdem.TierBySlug("low")
|
||||
for _, amount := range []int64{tier.MinBuy - 1, tier.MaxBuy + 1, 0} {
|
||||
_, code := call(t, s, s.handleHoldemSit, as(t, s, "reala", "POST", "/api/games/holdem/sit",
|
||||
map[string]any{"tier": "low", "bots": 2, "buyin": amount}))
|
||||
if code != 400 {
|
||||
t.Errorf("buy-in of %d at a %d–%d table = %d, want 400", amount, tier.MinBuy, tier.MaxBuy, code)
|
||||
}
|
||||
}
|
||||
|
||||
st, err := storage.Chips("@reala:parodia.dev")
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if st.Chips != 5000 {
|
||||
t.Errorf("a refused buy-in took %d chips", 5000-st.Chips)
|
||||
}
|
||||
}
|
||||
|
||||
// A top-up is real money crossing the border. If the engine refuses it, the chips
|
||||
// come straight back — the same order, and the same reason, as doubling down.
|
||||
func TestHoldemTopUpRefundsWhenRefused(t *testing.T) {
|
||||
s := newCasino(t)
|
||||
fund(t, 5000)
|
||||
|
||||
// Sitting down at the maximum means there is no room to top up into.
|
||||
call(t, s, s.handleHoldemSit, as(t, s, "reala", "POST", "/api/games/holdem/sit",
|
||||
map[string]any{"tier": "low", "bots": 1, "buyin": 1000}))
|
||||
|
||||
_, code := call(t, s, s.handleHoldemMove, as(t, s, "reala", "POST", "/api/games/holdem/move",
|
||||
map[string]any{"move": "topup", "amount": 100}))
|
||||
if code != 400 {
|
||||
t.Errorf("topped up over the table maximum: %d, want 400", code)
|
||||
}
|
||||
|
||||
st, err := storage.Chips("@reala:parodia.dev")
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if st.Chips != 4000 {
|
||||
t.Errorf("chips = %d, want 4000 — a refused top-up must give the chips back", st.Chips)
|
||||
}
|
||||
}
|
||||
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))
|
||||
}
|
||||
}
|
||||
270
internal/web/games_pages.go
Normal file
270
internal/web/games_pages.go
Normal file
@@ -0,0 +1,270 @@
|
||||
package web
|
||||
|
||||
import (
|
||||
"net/http"
|
||||
"strings"
|
||||
"time"
|
||||
|
||||
"pete/internal/games/blackjack"
|
||||
"pete/internal/games/hangman"
|
||||
"pete/internal/games/holdem"
|
||||
"pete/internal/games/klondike"
|
||||
"pete/internal/games/trivia"
|
||||
"pete/internal/games/uno"
|
||||
"pete/internal/storage"
|
||||
)
|
||||
|
||||
// The casino's two pages. Both require a signed-in visitor — there is money in
|
||||
// here, and a player has to be somebody gogobee's ledger can name.
|
||||
//
|
||||
// Neither page renders any game state server-side. The felt is drawn by the
|
||||
// browser from /api/games/table, because a hand is a thing that *happens*: cards
|
||||
// are dealt one at a time and the table plays that back. A server-rendered hand
|
||||
// would arrive fully formed, which is the one thing a card table must never do.
|
||||
|
||||
// gameTeaser is a table that isn't open yet. They're on the lobby because an
|
||||
// empty casino with one game reads as broken, and this reads as early.
|
||||
type gameTeaser struct {
|
||||
Name string
|
||||
Emoji string
|
||||
Blurb string
|
||||
}
|
||||
|
||||
// comingSoon is empty, and that is the point: every game the plan named is now on
|
||||
// the felt. Leave it here — the lobby renders nothing for an empty list, and the
|
||||
// next game to be dreamed up goes in it.
|
||||
var comingSoon = []gameTeaser{}
|
||||
|
||||
// betDenominations are the chips you build a bet out of.
|
||||
var betDenominations = []int64{5, 25, 100, 500}
|
||||
|
||||
// The casino is not called Pete — the news app is Pete's, and this is somewhere
|
||||
// you go. It has two names, and which one is over the door depends on the hour:
|
||||
// the lights come on at six and the place turns into Casino Night Zone until
|
||||
// dawn. Same tables, different room.
|
||||
type room struct {
|
||||
Slug string // drives the palette: html[data-room="…"]
|
||||
Name string // what's on the sign
|
||||
}
|
||||
|
||||
var (
|
||||
roomDay = room{Slug: "casinopolis", Name: "Casinopolis"}
|
||||
roomNight = room{Slug: "casino-night", Name: "Casino Night Zone"}
|
||||
)
|
||||
|
||||
// roomAt picks the room for an hour of the day. Daylight is 6am to 6pm; the rest
|
||||
// belongs to the neon. The browser re-runs this same rule against its own clock
|
||||
// (games_layout.html), so a player in another timezone sees their own evening —
|
||||
// this server-side pick only exists so the first paint isn't the wrong room.
|
||||
func roomAt(hour int) room {
|
||||
if hour >= 6 && hour < 18 {
|
||||
return roomDay
|
||||
}
|
||||
return roomNight
|
||||
}
|
||||
|
||||
// gamesPage is deliberately *not* pageData. The casino shares Pete's design
|
||||
// language and nothing else — no channels, no weather, no sources, no push.
|
||||
// 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
|
||||
// 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
|
||||
Soon []gameTeaser
|
||||
Denominations []int64
|
||||
Tiers []hangman.Tier // hangman's three lengths, and what each pays
|
||||
MaxWrong int
|
||||
Deals []klondike.Tier // solitaire's three deals
|
||||
FullDeck int
|
||||
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
|
||||
}
|
||||
|
||||
// casinoRoutes hangs every table off the mux.
|
||||
//
|
||||
// It exists so there is exactly one list of them. The dev rig (devcasino_test.go)
|
||||
// has to wire its own mux — New() decides whether the casino exists before the
|
||||
// rig has signed anybody in — and a second copy of this list is a list that
|
||||
// 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)
|
||||
mux.HandleFunc("GET /games/trivia", s.handleTrivia)
|
||||
mux.HandleFunc("GET /games/uno", s.handleUno)
|
||||
mux.HandleFunc("GET /games/holdem", s.handleHoldem)
|
||||
|
||||
mux.HandleFunc("GET /api/games/table", s.handleTable)
|
||||
mux.HandleFunc("POST /api/games/buyin", s.handleBuyIn)
|
||||
mux.HandleFunc("POST /api/games/cashout", s.handleCashOut)
|
||||
|
||||
mux.HandleFunc("POST /api/games/blackjack/deal", s.handleDeal)
|
||||
mux.HandleFunc("POST /api/games/blackjack/move", s.handleMove)
|
||||
|
||||
mux.HandleFunc("POST /api/games/hangman/start", s.handleHangmanStart)
|
||||
mux.HandleFunc("POST /api/games/hangman/guess", s.handleHangmanGuess)
|
||||
|
||||
mux.HandleFunc("POST /api/games/solitaire/start", s.handleSolitaireStart)
|
||||
mux.HandleFunc("POST /api/games/solitaire/move", s.handleSolitaireMove)
|
||||
|
||||
mux.HandleFunc("POST /api/games/trivia/start", s.handleTriviaStart)
|
||||
mux.HandleFunc("POST /api/games/trivia/answer", s.handleTriviaAnswer)
|
||||
|
||||
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.
|
||||
// Anyone who is signed in but carries a session from before the casino existed
|
||||
// has no username in it, so they get sent through sign-in too — which mints one.
|
||||
func (s *Server) requirePlayer(w http.ResponseWriter, r *http.Request) bool {
|
||||
if !s.gamesReady() {
|
||||
http.NotFound(w, r)
|
||||
return false
|
||||
}
|
||||
u := s.auth.userFromRequest(r)
|
||||
if u != nil && u.MatrixUser(s.cfg.Games.MatrixServer) != "" {
|
||||
return true
|
||||
}
|
||||
http.Redirect(w, r, "/auth/login?next="+r.URL.Path, http.StatusFound)
|
||||
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()),
|
||||
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,
|
||||
Denominations: betDenominations,
|
||||
Tiers: hangman.Tiers,
|
||||
MaxWrong: hangman.MaxWrong,
|
||||
Deals: klondike.Tiers,
|
||||
FullDeck: klondike.FullDeck,
|
||||
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.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))
|
||||
}
|
||||
|
||||
func (s *Server) handleBlackjack(w http.ResponseWriter, r *http.Request) {
|
||||
if !s.requirePlayer(w, r) {
|
||||
return
|
||||
}
|
||||
s.render(w, "blackjack", s.gamesPage(r))
|
||||
}
|
||||
|
||||
func (s *Server) handleHangman(w http.ResponseWriter, r *http.Request) {
|
||||
if !s.requirePlayer(w, r) {
|
||||
return
|
||||
}
|
||||
s.render(w, "hangman", s.gamesPage(r))
|
||||
}
|
||||
|
||||
func (s *Server) handleSolitaire(w http.ResponseWriter, r *http.Request) {
|
||||
if !s.requirePlayer(w, r) {
|
||||
return
|
||||
}
|
||||
s.render(w, "solitaire", s.gamesPage(r))
|
||||
}
|
||||
|
||||
func (s *Server) handleTrivia(w http.ResponseWriter, r *http.Request) {
|
||||
if !s.requirePlayer(w, r) {
|
||||
return
|
||||
}
|
||||
s.render(w, "trivia", s.gamesPage(r))
|
||||
}
|
||||
|
||||
func (s *Server) handleUno(w http.ResponseWriter, r *http.Request) {
|
||||
if !s.requirePlayer(w, r) {
|
||||
return
|
||||
}
|
||||
s.render(w, "uno", s.gamesPage(r))
|
||||
}
|
||||
|
||||
func (s *Server) handleHoldem(w http.ResponseWriter, r *http.Request) {
|
||||
if !s.requirePlayer(w, r) {
|
||||
return
|
||||
}
|
||||
s.render(w, "holdem", s.gamesPage(r))
|
||||
}
|
||||
733
internal/web/games_play.go
Normal file
733
internal/web/games_play.go
Normal file
@@ -0,0 +1,733 @@
|
||||
package web
|
||||
|
||||
import (
|
||||
"encoding/json"
|
||||
"errors"
|
||||
"fmt"
|
||||
"io"
|
||||
"log/slog"
|
||||
"math/rand/v2"
|
||||
"net/http"
|
||||
"time"
|
||||
|
||||
"pete/internal/games/blackjack"
|
||||
"pete/internal/games/cards"
|
||||
"pete/internal/games/hangman"
|
||||
"pete/internal/games/holdem"
|
||||
"pete/internal/games/klondike"
|
||||
"pete/internal/games/trivia"
|
||||
"pete/internal/games/uno"
|
||||
"pete/internal/storage"
|
||||
)
|
||||
|
||||
// The table, as a browser sees it.
|
||||
//
|
||||
// Everything here is server-authoritative. The browser sends intents — deal me
|
||||
// in, hit, stand — and gets back a *view*: the cards it is entitled to see and
|
||||
// nothing else. The shoe stays in game_live_hands, on this side of the wire.
|
||||
// That is not belt-and-braces, it is the whole reason the engines are Go: a game
|
||||
// with money on it cannot trust a client-reported result, and a client that
|
||||
// holds the deck can read the next card.
|
||||
//
|
||||
// The stake leaves the player's stack *before* the hand is dealt, and comes back
|
||||
// only through the engine's own payout. So a hand that crashes halfway costs the
|
||||
// player their bet and nothing more, and a hand that Pete restarts through is
|
||||
// still sitting there when they come back.
|
||||
|
||||
// gamesReady reports whether the casino can actually run: it needs sign-in (a
|
||||
// player has to be someone) and a Matrix server name (that someone has to exist
|
||||
// in gogobee's ledger).
|
||||
func (s *Server) gamesReady() bool {
|
||||
return s.cfg.Games.Enabled && s.auth != nil && s.cfg.Games.MatrixServer != ""
|
||||
}
|
||||
|
||||
// player resolves the signed-in visitor to their Matrix id, or writes the
|
||||
// failure. An empty id means a session from before games existed, which carries
|
||||
// no username: sending them back through sign-in mints one.
|
||||
func (s *Server) player(w http.ResponseWriter, r *http.Request) (string, bool) {
|
||||
if !s.gamesReady() {
|
||||
http.NotFound(w, r)
|
||||
return "", false
|
||||
}
|
||||
u := s.auth.userFromRequest(r)
|
||||
if u == nil {
|
||||
writeJSONStatus(w, http.StatusUnauthorized, map[string]string{"error": "sign in to play"})
|
||||
return "", false
|
||||
}
|
||||
mx := u.MatrixUser(s.cfg.Games.MatrixServer)
|
||||
if mx == "" {
|
||||
writeJSONStatus(w, http.StatusForbidden, map[string]string{
|
||||
"error": "your session predates the casino — sign out and back in",
|
||||
})
|
||||
return "", false
|
||||
}
|
||||
return mx, true
|
||||
}
|
||||
|
||||
// ---- what the browser is allowed to see -----------------------------------
|
||||
|
||||
// cardView is one card, pre-rendered. The browser draws faces, not logic: it
|
||||
// gets the glyph and the colour rather than a rank it has to map itself.
|
||||
type cardView struct {
|
||||
Label string `json:"label"` // "A♠"
|
||||
Rank string `json:"rank"` // "A"
|
||||
Suit string `json:"suit"` // "♠"
|
||||
Red bool `json:"red"`
|
||||
}
|
||||
|
||||
func viewCard(c cards.Card) cardView {
|
||||
label := c.String()
|
||||
// String() renders rank then a three-byte suit glyph, except for a card that
|
||||
// isn't one ("??"), which has no glyph to split off.
|
||||
if len(label) <= len("♠") {
|
||||
return cardView{Label: label, Rank: label}
|
||||
}
|
||||
cut := len(label) - len("♠")
|
||||
return cardView{Label: label, Rank: label[:cut], Suit: label[cut:], Red: c.Red()}
|
||||
}
|
||||
|
||||
// handView is a blackjack hand as its player may see it. While they are still
|
||||
// acting, the dealer's hole card is *absent* — not sent and flagged hidden, but
|
||||
// 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"`
|
||||
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"`
|
||||
Total int `json:"total"`
|
||||
Soft bool `json:"soft"`
|
||||
Doubled bool `json:"doubled"`
|
||||
Done bool `json:"done"`
|
||||
Outcome string `json:"outcome,omitempty"`
|
||||
Payout int64 `json:"payout,omitempty"`
|
||||
}
|
||||
|
||||
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 _, 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)
|
||||
}
|
||||
|
||||
dealer := st.Dealer
|
||||
if st.Phase == blackjack.PhasePlayer && len(dealer) > 1 {
|
||||
dealer = dealer[:1] // the hole card is the dealer's business until it isn't
|
||||
v.Hole = true
|
||||
}
|
||||
for _, c := range dealer {
|
||||
v.Dealer = append(v.Dealer, viewCard(c))
|
||||
}
|
||||
v.DTotal, _ = blackjack.HandValue(dealer)
|
||||
return v
|
||||
}
|
||||
|
||||
// eventView is the dealing script. The engine emits one event per card off the
|
||||
// shoe, in order, and the table animates them one at a time — which is why the
|
||||
// events go over the wire at all rather than the browser diffing two states.
|
||||
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"`
|
||||
}
|
||||
|
||||
// viewEvents renders the engine's events for the browser, dropping the cards it
|
||||
// is not yet allowed to see: the dealer's second card is dealt face-down, and
|
||||
// only the "reveal" event turns it over.
|
||||
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, Hand: e.Hand}
|
||||
if e.Card != nil {
|
||||
c := viewCard(*e.Card)
|
||||
v.Card = &c
|
||||
}
|
||||
if e.Kind == "dealer_card" {
|
||||
dealerCards++
|
||||
// The hole card, while the hand is still the player's to play: send
|
||||
// the event so the table deals a face-down card, but not the face.
|
||||
if dealerCards == 2 && phase == blackjack.PhasePlayer {
|
||||
v.Card = nil
|
||||
v.Kind = "dealer_hole"
|
||||
}
|
||||
}
|
||||
out = append(out, v)
|
||||
}
|
||||
return out
|
||||
}
|
||||
|
||||
// tableView is the whole page state: the money, and whatever game is in progress.
|
||||
//
|
||||
// A player is in at most one game at a time — game_live_hands is keyed on the
|
||||
// player, so the primary key enforces it — and Game says which. Each game gets
|
||||
// its own field rather than a shared blob, because a hangman phrase and a
|
||||
// blackjack shoe have nothing in common and pretending otherwise would mean a
|
||||
// browser that has to guess what it's holding.
|
||||
type tableView struct {
|
||||
Chips int64 `json:"chips"`
|
||||
Pending int64 `json:"pending"` // buy-ins gogobee hasn't answered yet
|
||||
Euros float64 `json:"euros"` // advisory, and up to a couple of minutes stale
|
||||
Cap int64 `json:"cap"`
|
||||
|
||||
Game string `json:"game,omitempty"` // "blackjack" | "hangman" | "solitaire", if one is live
|
||||
|
||||
Hand *handView `json:"hand,omitempty"` // blackjack
|
||||
Events []eventView `json:"events,omitempty"` // blackjack, only on a move
|
||||
|
||||
Hangman *hangmanView `json:"hangman,omitempty"`
|
||||
HangEvents []hangman.Event `json:"hang_events,omitempty"`
|
||||
|
||||
Solitaire *solitaireView `json:"solitaire,omitempty"`
|
||||
SolEvents []solEventView `json:"sol_events,omitempty"`
|
||||
|
||||
Trivia *triviaView `json:"trivia,omitempty"`
|
||||
TrivEvents []trivia.Event `json:"triv_events,omitempty"`
|
||||
|
||||
Uno *unoView `json:"uno,omitempty"`
|
||||
UnoEvents []unoEventView `json:"uno_events,omitempty"`
|
||||
|
||||
Holdem *holdemView `json:"holdem,omitempty"`
|
||||
HoldemEvents []holdemEventView `json:"holdem_events,omitempty"`
|
||||
|
||||
Rake float64 `json:"rake_pct"`
|
||||
}
|
||||
|
||||
// table reads the player's money and any game in progress.
|
||||
func (s *Server) table(user string) (tableView, error) {
|
||||
st, err := storage.Chips(user)
|
||||
if err != nil {
|
||||
return tableView{}, err
|
||||
}
|
||||
v := tableView{
|
||||
Chips: st.Chips,
|
||||
Pending: st.Pending,
|
||||
Euros: st.EuroBalance,
|
||||
Cap: storage.MaxChipsOnTable,
|
||||
Rake: blackjack.DefaultRules().RakePct,
|
||||
}
|
||||
live, err := storage.LoadLiveHand(user)
|
||||
if errors.Is(err, storage.ErrNoLiveHand) {
|
||||
return v, nil
|
||||
}
|
||||
if err != nil {
|
||||
return tableView{}, err
|
||||
}
|
||||
|
||||
// Dispatch on the game the row says it is. Unmarshalling a hangman state into
|
||||
// a blackjack one would not fail — JSON is happy to fill nothing in — it would
|
||||
// just quietly produce an empty hand, which is the worst of both.
|
||||
v.Game = live.Game
|
||||
switch live.Game {
|
||||
case gameBlackjack:
|
||||
var hand blackjack.State
|
||||
if err := json.Unmarshal(live.State, &hand); err != nil {
|
||||
return s.dropUnreadable(user, v, err)
|
||||
}
|
||||
hv := viewHand(hand)
|
||||
v.Hand = &hv
|
||||
case gameHangman:
|
||||
var g hangman.State
|
||||
if err := json.Unmarshal(live.State, &g); err != nil {
|
||||
return s.dropUnreadable(user, v, err)
|
||||
}
|
||||
hv := viewHangman(g)
|
||||
v.Hangman = &hv
|
||||
case gameSolitaire:
|
||||
var g klondike.State
|
||||
if err := json.Unmarshal(live.State, &g); err != nil {
|
||||
return s.dropUnreadable(user, v, err)
|
||||
}
|
||||
sv := viewSolitaire(g)
|
||||
v.Solitaire = &sv
|
||||
case gameTrivia:
|
||||
var g trivia.State
|
||||
if err := json.Unmarshal(live.State, &g); err != nil {
|
||||
return s.dropUnreadable(user, v, err)
|
||||
}
|
||||
// The clock does not stop for a reload: Left is measured from the AskedAt
|
||||
// the server stamped, so a player who refreshes to buy themselves a fresh
|
||||
// twenty seconds finds the countdown exactly where they left it.
|
||||
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(t.State, &g); err != nil {
|
||||
return s.dropUnreadable(user, v, err)
|
||||
}
|
||||
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(t.State, &g); err != nil {
|
||||
return s.dropUnreadable(user, v, err)
|
||||
}
|
||||
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))
|
||||
}
|
||||
return v, nil
|
||||
}
|
||||
|
||||
// dropUnreadable throws away a live game nobody can play. Rather than wedge the
|
||||
// player out of the casino forever, it goes, and their stake with it — which is
|
||||
// why it is logged loudly. The alternative is a player who can never be dealt
|
||||
// another hand because an old one won't parse.
|
||||
func (s *Server) dropUnreadable(user string, v tableView, err error) (tableView, error) {
|
||||
slog.Error("games: unreadable live game, discarding", "user", user, "err", err)
|
||||
_ = storage.ClearLiveHand(user)
|
||||
v.Game = ""
|
||||
return v, nil
|
||||
}
|
||||
|
||||
// ---- handlers -------------------------------------------------------------
|
||||
|
||||
// handleTable is the page's poll: chips, euros, and whatever hand is on the felt.
|
||||
func (s *Server) handleTable(w http.ResponseWriter, r *http.Request) {
|
||||
user, ok := s.player(w, r)
|
||||
if !ok {
|
||||
return
|
||||
}
|
||||
v, err := s.table(user)
|
||||
if err != nil {
|
||||
slog.Error("games: table", "user", user, "err", err)
|
||||
http.Error(w, "internal error", http.StatusInternalServerError)
|
||||
return
|
||||
}
|
||||
writeJSON(w, v)
|
||||
}
|
||||
|
||||
// amountBody is {amount: n} — chips, which are euros.
|
||||
type amountBody struct {
|
||||
Amount int64 `json:"amount"`
|
||||
}
|
||||
|
||||
func decodeJSON(r *http.Request, v any) error {
|
||||
return json.NewDecoder(io.LimitReader(r.Body, 1<<14)).Decode(v)
|
||||
}
|
||||
|
||||
// handleBuyIn opens a buy-in. It creates no chips: it writes an escrow row, and
|
||||
// gogobee decides — up to three seconds later — whether the player could afford
|
||||
// it. The browser watches `pending` fall to zero to know how it went.
|
||||
func (s *Server) handleBuyIn(w http.ResponseWriter, r *http.Request) {
|
||||
user, ok := s.player(w, r)
|
||||
if !ok {
|
||||
return
|
||||
}
|
||||
var req amountBody
|
||||
if err := decodeJSON(r, &req); err != nil {
|
||||
http.Error(w, "bad json", http.StatusBadRequest)
|
||||
return
|
||||
}
|
||||
|
||||
e, err := storage.RequestBuyIn(user, req.Amount)
|
||||
switch {
|
||||
case errors.Is(err, storage.ErrBadAmount):
|
||||
writeJSONStatus(w, http.StatusBadRequest, map[string]string{"error": "buy in for something more than nothing"})
|
||||
return
|
||||
case errors.Is(err, storage.ErrOverTableCap):
|
||||
writeJSONStatus(w, http.StatusBadRequest, map[string]string{
|
||||
"error": "that would put more than the table cap in front of you",
|
||||
})
|
||||
return
|
||||
case err != nil:
|
||||
slog.Error("games: buy-in", "user", user, "err", err)
|
||||
http.Error(w, "internal error", http.StatusInternalServerError)
|
||||
return
|
||||
}
|
||||
|
||||
storage.Touch(user)
|
||||
slog.Info("games: buy-in requested", "user", user, "amount", e.Amount, "guid", e.GUID)
|
||||
v, err := s.table(user)
|
||||
if err != nil {
|
||||
slog.Error("games: table after buy-in", "user", user, "err", err)
|
||||
http.Error(w, "internal error", http.StatusInternalServerError)
|
||||
return
|
||||
}
|
||||
writeJSON(w, v)
|
||||
}
|
||||
|
||||
// handleCashOut sends chips back across the border. The chips are destroyed
|
||||
// here and now — see storage.RequestCashOut for why that has to happen before
|
||||
// gogobee has said anything — so the response already shows an empty stack. An
|
||||
// amount of zero or less means "all of it", which is what the button does.
|
||||
func (s *Server) handleCashOut(w http.ResponseWriter, r *http.Request) {
|
||||
user, ok := s.player(w, r)
|
||||
if !ok {
|
||||
return
|
||||
}
|
||||
var req amountBody
|
||||
if err := decodeJSON(r, &req); err != nil {
|
||||
http.Error(w, "bad json", http.StatusBadRequest)
|
||||
return
|
||||
}
|
||||
|
||||
// You cannot walk away from a hand you have chips riding on. The stake is
|
||||
// already off the stack, so this isn't about the money — it's that a hand
|
||||
// left half-played would settle into a session that no longer exists.
|
||||
if _, err := storage.LoadLiveHand(user); err == nil {
|
||||
writeJSONStatus(w, http.StatusConflict, map[string]string{"error": "finish the hand first"})
|
||||
return
|
||||
} else if !errors.Is(err, storage.ErrNoLiveHand) {
|
||||
slog.Error("games: cash-out live-hand check", "user", user, "err", err)
|
||||
http.Error(w, "internal error", http.StatusInternalServerError)
|
||||
return
|
||||
}
|
||||
|
||||
amount := req.Amount
|
||||
if amount <= 0 {
|
||||
st, err := storage.Chips(user)
|
||||
if err != nil {
|
||||
slog.Error("games: cash-out", "user", user, "err", err)
|
||||
http.Error(w, "internal error", http.StatusInternalServerError)
|
||||
return
|
||||
}
|
||||
amount = st.Chips
|
||||
}
|
||||
|
||||
e, err := storage.RequestCashOut(user, amount)
|
||||
switch {
|
||||
case errors.Is(err, storage.ErrBadAmount), errors.Is(err, storage.ErrInsufficientChips):
|
||||
writeJSONStatus(w, http.StatusBadRequest, map[string]string{"error": "you don't have those chips"})
|
||||
return
|
||||
case err != nil:
|
||||
slog.Error("games: cash-out", "user", user, "err", err)
|
||||
http.Error(w, "internal error", http.StatusInternalServerError)
|
||||
return
|
||||
}
|
||||
|
||||
slog.Info("games: cash-out requested", "user", user, "amount", e.Amount, "guid", e.GUID)
|
||||
v, err := s.table(user)
|
||||
if err != nil {
|
||||
slog.Error("games: table after cash-out", "user", user, "err", err)
|
||||
http.Error(w, "internal error", http.StatusInternalServerError)
|
||||
return
|
||||
}
|
||||
writeJSON(w, v)
|
||||
}
|
||||
|
||||
// ---- blackjack ------------------------------------------------------------
|
||||
|
||||
// handleDeal takes the bet and deals. The order matters: chips are staked first,
|
||||
// in the same statement that checks they exist, so two deals fired at once
|
||||
// cannot bet the same chip. Only then is a hand dealt.
|
||||
func (s *Server) handleDeal(w http.ResponseWriter, r *http.Request) {
|
||||
user, ok := s.player(w, r)
|
||||
if !ok {
|
||||
return
|
||||
}
|
||||
var req struct {
|
||||
Bet int64 `json:"bet"`
|
||||
}
|
||||
if err := decodeJSON(r, &req); err != nil || req.Bet <= 0 {
|
||||
writeJSONStatus(w, http.StatusBadRequest, map[string]string{"error": "bet something"})
|
||||
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: stake", "user", user, "err", err)
|
||||
http.Error(w, "internal error", http.StatusInternalServerError)
|
||||
return
|
||||
}
|
||||
|
||||
seed1, seed2 := newSeeds()
|
||||
rng := rand.New(rand.NewPCG(seed1, seed2))
|
||||
st, evs, err := blackjack.New(req.Bet, blackjack.DefaultRules(), rng)
|
||||
if err != nil {
|
||||
// The hand never happened, so the stake never should have left. Give it back.
|
||||
_ = storage.Award(user, req.Bet)
|
||||
slog.Error("games: deal", "user", user, "err", err)
|
||||
http.Error(w, "internal error", http.StatusInternalServerError)
|
||||
return
|
||||
}
|
||||
s.persist(w, user, st, evs, seed1, seed2, true)
|
||||
}
|
||||
|
||||
// handleMove plays one move of the hand in progress.
|
||||
func (s *Server) handleMove(w http.ResponseWriter, r *http.Request) {
|
||||
user, ok := s.player(w, r)
|
||||
if !ok {
|
||||
return
|
||||
}
|
||||
var req struct {
|
||||
Move string `json:"move"`
|
||||
}
|
||||
if err := decodeJSON(r, &req); err != nil {
|
||||
http.Error(w, "bad json", http.StatusBadRequest)
|
||||
return
|
||||
}
|
||||
|
||||
live, err := storage.LoadLiveHand(user)
|
||||
if errors.Is(err, storage.ErrNoLiveHand) {
|
||||
writeJSONStatus(w, http.StatusConflict, map[string]string{"error": "no hand in progress"})
|
||||
return
|
||||
}
|
||||
if err != nil {
|
||||
slog.Error("games: load hand", "user", user, "err", err)
|
||||
http.Error(w, "internal error", http.StatusInternalServerError)
|
||||
return
|
||||
}
|
||||
var st blackjack.State
|
||||
if err := json.Unmarshal(live.State, &st); err != nil {
|
||||
slog.Error("games: unreadable live hand", "user", user, "err", err)
|
||||
http.Error(w, "internal error", http.StatusInternalServerError)
|
||||
return
|
||||
}
|
||||
|
||||
move := blackjack.Move(req.Move)
|
||||
|
||||
// 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 of a hand"})
|
||||
return
|
||||
}
|
||||
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 for that"})
|
||||
return
|
||||
}
|
||||
slog.Error("games: stake raise", "user", user, "move", move, "err", err)
|
||||
http.Error(w, "internal error", http.StatusInternalServerError)
|
||||
return
|
||||
}
|
||||
}
|
||||
|
||||
next, evs, err := blackjack.ApplyMove(st, move)
|
||||
if err != nil {
|
||||
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
|
||||
}
|
||||
s.persist(w, user, next, evs, live.Seed1, live.Seed2, false)
|
||||
}
|
||||
|
||||
// The games a live row can be. They're the storage key, so they're constants:
|
||||
// a typo here is a game nobody can ever load again.
|
||||
const (
|
||||
gameBlackjack = "blackjack"
|
||||
gameHangman = "hangman"
|
||||
gameSolitaire = "solitaire"
|
||||
gameTrivia = "trivia"
|
||||
gameUno = "uno"
|
||||
gameHoldem = "holdem"
|
||||
)
|
||||
|
||||
// finished is what commit needs to know about a game it's writing back: enough
|
||||
// to settle it, and nothing about how it's played. Both engines produce one.
|
||||
type finished struct {
|
||||
Game string
|
||||
Blob []byte // the engine's whole state, shoe or phrase and all
|
||||
Bet int64
|
||||
Payout int64
|
||||
Rake int64
|
||||
Outcome string
|
||||
Done bool
|
||||
Seed1 uint64
|
||||
Seed2 uint64
|
||||
Fresh bool // a game just started, which is the one write that may be refused
|
||||
}
|
||||
|
||||
// commit writes a game back and settles it if it's over. It is the money path,
|
||||
// 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) {
|
||||
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,
|
||||
},
|
||||
})
|
||||
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
|
||||
}
|
||||
|
||||
v, err := s.table(user)
|
||||
if err != nil {
|
||||
slog.Error("games: table", "user", user, "err", err)
|
||||
http.Error(w, "internal error", http.StatusInternalServerError)
|
||||
return tableView{}, false
|
||||
}
|
||||
return v, true
|
||||
}
|
||||
|
||||
// persist writes a blackjack hand back and answers the browser.
|
||||
func (s *Server) persist(w http.ResponseWriter, user string, st blackjack.State, evs []blackjack.Event, seed1, seed2 uint64, fresh bool) {
|
||||
blob, err := json.Marshal(st)
|
||||
if err != nil {
|
||||
slog.Error("games: marshal hand", "user", user, "err", err)
|
||||
http.Error(w, "internal error", http.StatusInternalServerError)
|
||||
return
|
||||
}
|
||||
done := st.Phase == blackjack.PhaseDone
|
||||
v, ok := s.commit(w, user, finished{
|
||||
Game: gameBlackjack, Blob: blob,
|
||||
Bet: st.Bet, Payout: st.Payout, Rake: st.Rake,
|
||||
Outcome: string(st.Outcome), Done: done,
|
||||
Seed1: seed1, Seed2: seed2, Fresh: fresh,
|
||||
})
|
||||
if !ok {
|
||||
return
|
||||
}
|
||||
// A settled hand is gone from storage, so the table view has no hand to show —
|
||||
// but the browser still needs the final cards to animate the reveal onto.
|
||||
if done {
|
||||
hv := viewHand(st)
|
||||
v.Hand = &hv
|
||||
}
|
||||
v.Events = viewEvents(evs, st.Phase)
|
||||
writeJSON(w, v)
|
||||
}
|
||||
|
||||
// newSeeds mints the shoe's seed. It goes in the audit log, so a hand somebody
|
||||
// disputes can be dealt again exactly as it fell.
|
||||
func newSeeds() (uint64, uint64) {
|
||||
return rand.Uint64(), uint64(time.Now().UnixNano())
|
||||
}
|
||||
|
||||
func writeJSONStatus(w http.ResponseWriter, code int, v any) {
|
||||
w.Header().Set("Content-Type", "application/json")
|
||||
w.WriteHeader(code)
|
||||
if err := json.NewEncoder(w).Encode(v); err != nil {
|
||||
slog.Error("games: write response", "err", err)
|
||||
}
|
||||
}
|
||||
277
internal/web/games_play_test.go
Normal file
277
internal/web/games_play_test.go
Normal file
@@ -0,0 +1,277 @@
|
||||
package web
|
||||
|
||||
import (
|
||||
"bytes"
|
||||
"encoding/json"
|
||||
"net/http"
|
||||
"net/http/httptest"
|
||||
"testing"
|
||||
"time"
|
||||
|
||||
"pete/internal/config"
|
||||
"pete/internal/storage"
|
||||
)
|
||||
|
||||
const testPlayer = "@reala:parodia.dev"
|
||||
|
||||
// newCasino is a server with the tables open and one signed-in player. The
|
||||
// Authenticator is built by hand rather than through OIDC discovery: sign-in is
|
||||
// a network call, and none of what's under test is about the handshake.
|
||||
func newCasino(t *testing.T) *Server {
|
||||
t.Helper()
|
||||
s, _ := newAdvServer(t, "tok")
|
||||
s.auth = &Authenticator{secret: []byte("test-secret-key-at-least-16")}
|
||||
s.cfg.Games = config.GamesConfig{Enabled: true, MatrixServer: "parodia.dev"}
|
||||
return s
|
||||
}
|
||||
|
||||
// as returns a request carrying the signed session of the given username. An
|
||||
// empty username is the pre-casino session: signed in, but nobody the economy
|
||||
// can name.
|
||||
func as(t *testing.T, s *Server, username, method, path 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)
|
||||
payload, _ := json.Marshal(SessionUser{
|
||||
Sub: "sub-1", Username: username, Exp: time.Now().Add(time.Hour).Unix(),
|
||||
})
|
||||
r.AddCookie(&http.Cookie{Name: sessionCookie, Value: s.auth.sign(payload)})
|
||||
return r
|
||||
}
|
||||
|
||||
// call runs one request against a handler and decodes the table view.
|
||||
func call(t *testing.T, s *Server, h http.HandlerFunc, r *http.Request) (tableView, int) {
|
||||
t.Helper()
|
||||
w := httptest.NewRecorder()
|
||||
h(w, r)
|
||||
var v tableView
|
||||
if w.Code == 200 {
|
||||
if err := json.Unmarshal(w.Body.Bytes(), &v); err != nil {
|
||||
t.Fatalf("decode table: %v (body %q)", err, w.Body.String())
|
||||
}
|
||||
}
|
||||
return v, w.Code
|
||||
}
|
||||
|
||||
// fund puts chips in front of the player the way the border really does it.
|
||||
func fund(t *testing.T, chips int64) {
|
||||
t.Helper()
|
||||
e, err := storage.RequestBuyIn(testPlayer, 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 chipsNow(t *testing.T) int64 {
|
||||
t.Helper()
|
||||
st, err := storage.Chips(testPlayer)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
return st.Chips
|
||||
}
|
||||
|
||||
// TestDealTakesTheStakeAndHidesTheHoleCard is the one thing the table cannot get
|
||||
// wrong: the bet leaves the stack, and the dealer's second card does not leave
|
||||
// the server.
|
||||
func TestDealTakesTheStakeAndHidesTheHoleCard(t *testing.T) {
|
||||
s := newCasino(t)
|
||||
fund(t, 1000)
|
||||
|
||||
v, code := call(t, s, s.handleDeal, as(t, s, "reala", "POST", "/api/games/blackjack/deal", map[string]int64{"bet": 100}))
|
||||
if code != 200 {
|
||||
t.Fatalf("deal = %d, want 200", code)
|
||||
}
|
||||
if v.Chips != 900 {
|
||||
t.Fatalf("chips after a 100 bet = %d, want 900", v.Chips)
|
||||
}
|
||||
if v.Hand == nil {
|
||||
t.Fatal("deal returned no hand")
|
||||
}
|
||||
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.
|
||||
if v.Hand.Phase == "done" {
|
||||
return
|
||||
}
|
||||
if !v.Hand.Hole || len(v.Hand.Dealer) != 1 {
|
||||
t.Fatalf("dealer shows %d cards (hole=%v), want 1 with the hole card held back",
|
||||
len(v.Hand.Dealer), v.Hand.Hole)
|
||||
}
|
||||
// And it isn't smuggled out in the dealing script either.
|
||||
for _, e := range v.Events {
|
||||
if e.Kind == "dealer_hole" && e.Card != nil {
|
||||
t.Fatal("the hole card's face went to the browser in the events")
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// TestHandSettlesIntoTheChipStack plays a hand to the end and checks the chips
|
||||
// moved by exactly what the engine said they did — and that the hand left the
|
||||
// felt and landed in the audit log.
|
||||
func TestHandSettlesIntoTheChipStack(t *testing.T) {
|
||||
s := newCasino(t)
|
||||
fund(t, 1000)
|
||||
|
||||
v, _ := call(t, s, s.handleDeal, as(t, s, "reala", "POST", "/deal", map[string]int64{"bet": 100}))
|
||||
for v.Hand != nil && v.Hand.Phase == "player" {
|
||||
v, _ = call(t, s, s.handleMove, as(t, s, "reala", "POST", "/move", map[string]string{"move": "stand"}))
|
||||
}
|
||||
if v.Hand == nil || v.Hand.Phase != "done" {
|
||||
t.Fatalf("hand didn't finish: %+v", v.Hand)
|
||||
}
|
||||
|
||||
// 1000, minus the stake, plus whatever came back.
|
||||
want := int64(1000) - 100 + v.Hand.Payout
|
||||
if got := chipsNow(t); got != want {
|
||||
t.Fatalf("chips = %d, want %d (payout %d, outcome %q)", got, want, v.Hand.Payout, v.Hand.Outcome)
|
||||
}
|
||||
if _, err := storage.LoadLiveHand(testPlayer); err == nil {
|
||||
t.Fatal("a settled hand is still sitting on the felt")
|
||||
}
|
||||
if v.Hand.Outcome == "" {
|
||||
t.Fatal("a finished hand with no outcome")
|
||||
}
|
||||
|
||||
// The rake only ever comes out of winnings.
|
||||
if v.Hand.Outcome == "push" && v.Hand.Payout != 100 {
|
||||
t.Fatalf("a push paid %d, want the 100 back untouched", v.Hand.Payout)
|
||||
}
|
||||
if v.Hand.Net < 0 && v.Hand.Rake != 0 {
|
||||
t.Fatalf("a losing hand was raked %d", v.Hand.Rake)
|
||||
}
|
||||
}
|
||||
|
||||
// TestOneHandAtATime is the double-click: a second Deal must not overwrite the
|
||||
// hand the first one is paying for, and must not keep the chips it staked.
|
||||
func TestOneHandAtATime(t *testing.T) {
|
||||
s := newCasino(t)
|
||||
fund(t, 1000)
|
||||
|
||||
first, _ := call(t, s, s.handleDeal, as(t, s, "reala", "POST", "/deal", map[string]int64{"bet": 100}))
|
||||
if first.Hand != nil && first.Hand.Phase == "done" {
|
||||
t.Skip("dealt a natural; there is no live hand to protect")
|
||||
}
|
||||
before := chipsNow(t)
|
||||
|
||||
w := httptest.NewRecorder()
|
||||
s.handleDeal(w, as(t, s, "reala", "POST", "/deal", map[string]int64{"bet": 100}))
|
||||
if w.Code != http.StatusConflict {
|
||||
t.Fatalf("second deal = %d, want 409", w.Code)
|
||||
}
|
||||
if got := chipsNow(t); got != before {
|
||||
t.Fatalf("the refused deal cost the player %d chips", before-got)
|
||||
}
|
||||
// The original hand is untouched.
|
||||
live, err := storage.LoadLiveHand(testPlayer)
|
||||
if err != nil {
|
||||
t.Fatalf("the live hand went missing: %v", err)
|
||||
}
|
||||
var st struct {
|
||||
Hands []struct {
|
||||
Cards []struct{} `json:"cards"`
|
||||
} `json:"hands"`
|
||||
}
|
||||
if err := json.Unmarshal(live.State, &st); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
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")
|
||||
}
|
||||
}
|
||||
|
||||
// TestCannotCashOutMidHand — the stake is on the table, so the session it would
|
||||
// settle into cannot be closed underneath it.
|
||||
func TestCannotCashOutMidHand(t *testing.T) {
|
||||
s := newCasino(t)
|
||||
fund(t, 1000)
|
||||
|
||||
v, _ := call(t, s, s.handleDeal, as(t, s, "reala", "POST", "/deal", map[string]int64{"bet": 100}))
|
||||
if v.Hand != nil && v.Hand.Phase == "done" {
|
||||
t.Skip("dealt a natural; nothing is in progress")
|
||||
}
|
||||
|
||||
w := httptest.NewRecorder()
|
||||
s.handleCashOut(w, as(t, s, "reala", "POST", "/cashout", map[string]int64{"amount": 0}))
|
||||
if w.Code != http.StatusConflict {
|
||||
t.Fatalf("cash-out mid-hand = %d, want 409", w.Code)
|
||||
}
|
||||
if got := chipsNow(t); got != 900 {
|
||||
t.Fatalf("the refused cash-out moved chips: %d, want 900", got)
|
||||
}
|
||||
}
|
||||
|
||||
// TestDoubleWithoutTheChipsChangesNothing: a double the player can't cover is
|
||||
// refused, and refusing it must not quietly pocket the raise.
|
||||
func TestDoubleWithoutTheChipsChangesNothing(t *testing.T) {
|
||||
s := newCasino(t)
|
||||
fund(t, 100)
|
||||
|
||||
v, _ := call(t, s, s.handleDeal, as(t, s, "reala", "POST", "/deal", map[string]int64{"bet": 100}))
|
||||
if v.Hand == nil || v.Hand.Phase != "player" {
|
||||
t.Skip("no live hand to double on")
|
||||
}
|
||||
if chipsNow(t) != 0 {
|
||||
t.Fatal("test wants a player with nothing left to raise with")
|
||||
}
|
||||
|
||||
w := httptest.NewRecorder()
|
||||
s.handleMove(w, as(t, s, "reala", "POST", "/move", map[string]string{"move": "double"}))
|
||||
if w.Code != http.StatusBadRequest {
|
||||
t.Fatalf("broke double = %d, want 400", w.Code)
|
||||
}
|
||||
if got := chipsNow(t); got != 0 {
|
||||
t.Fatalf("chips = %d after a refused double, want 0", got)
|
||||
}
|
||||
// And the hand is still there, still doubleable once they can afford it.
|
||||
after, code := call(t, s, s.handleTable, as(t, s, "reala", "GET", "/table", nil))
|
||||
if code != 200 || after.Hand == nil || !after.Hand.Double {
|
||||
t.Fatalf("the hand should be intact and still doubleable: %d %+v", code, after.Hand)
|
||||
}
|
||||
}
|
||||
|
||||
// TestTableNeedsAPlayerTheEconomyCanName. Anonymous is a 401. A session minted
|
||||
// before the casino existed carries no username, so it can't be mapped to a
|
||||
// Matrix id — that's a 403, and the fix is to sign in again.
|
||||
func TestTableNeedsAPlayerTheEconomyCanName(t *testing.T) {
|
||||
s := newCasino(t)
|
||||
|
||||
w := httptest.NewRecorder()
|
||||
s.handleTable(w, httptest.NewRequest("GET", "/api/games/table", nil))
|
||||
if w.Code != http.StatusUnauthorized {
|
||||
t.Fatalf("anonymous = %d, want 401", w.Code)
|
||||
}
|
||||
|
||||
w = httptest.NewRecorder()
|
||||
s.handleTable(w, as(t, s, "", "GET", "/api/games/table", nil))
|
||||
if w.Code != http.StatusForbidden {
|
||||
t.Fatalf("session with no username = %d, want 403", w.Code)
|
||||
}
|
||||
}
|
||||
|
||||
// TestCasinoIsShutWithoutAServerName. No Matrix server name means no player can
|
||||
// be named to gogobee, so the tables 404 rather than dealing hands whose money
|
||||
// has nowhere to go.
|
||||
func TestCasinoIsShutWithoutAServerName(t *testing.T) {
|
||||
s := newCasino(t)
|
||||
s.cfg.Games.MatrixServer = ""
|
||||
|
||||
w := httptest.NewRecorder()
|
||||
s.handleTable(w, as(t, s, "reala", "GET", "/api/games/table", nil))
|
||||
if w.Code != http.StatusNotFound {
|
||||
t.Fatalf("table with no server name = %d, want 404", w.Code)
|
||||
}
|
||||
}
|
||||
51
internal/web/games_render_test.go
Normal file
51
internal/web/games_render_test.go
Normal file
@@ -0,0 +1,51 @@
|
||||
package web
|
||||
|
||||
import (
|
||||
"net/http"
|
||||
"net/http/httptest"
|
||||
"strings"
|
||||
"testing"
|
||||
)
|
||||
|
||||
// Every page the casino routes to must be in the games template set. This is not
|
||||
// a fussy test: uno shipped with its handler wired, its engine tested and its
|
||||
// template written, and every visit to the table answered "unknown page" with a
|
||||
// 500 — because the page was never added to the list server.go parses. Nothing
|
||||
// else caught it, since the other tests call the handlers straight and never go
|
||||
// through render(). Add a game, add it here.
|
||||
func TestEveryCasinoPageRenders(t *testing.T) {
|
||||
s := newCasino(t)
|
||||
|
||||
pages := []string{
|
||||
"/games",
|
||||
"/games/blackjack",
|
||||
"/games/hangman",
|
||||
"/games/solitaire",
|
||||
"/games/trivia",
|
||||
"/games/uno",
|
||||
"/games/holdem",
|
||||
}
|
||||
|
||||
mux := http.NewServeMux()
|
||||
s.casinoRoutes(mux)
|
||||
|
||||
for _, path := range pages {
|
||||
t.Run(path, func(t *testing.T) {
|
||||
w := httptest.NewRecorder()
|
||||
mux.ServeHTTP(w, as(t, s, "reala", "GET", path, nil))
|
||||
|
||||
if w.Code != http.StatusOK {
|
||||
t.Fatalf("GET %s = %d, want 200 (body: %s)", path, w.Code, strings.TrimSpace(w.Body.String()))
|
||||
}
|
||||
// render() writes the 500 as a body and a page that fails halfway
|
||||
// through still comes back 200, so look at what was actually served.
|
||||
body := w.Body.String()
|
||||
if strings.Contains(body, "unknown page") {
|
||||
t.Fatalf("GET %s served the unknown-page error: the template is missing from the games set in server.go", path)
|
||||
}
|
||||
if !strings.Contains(body, "</html>") {
|
||||
t.Fatalf("GET %s did not render a whole page (%d bytes) — the template blew up mid-render", path, len(body))
|
||||
}
|
||||
})
|
||||
}
|
||||
}
|
||||
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)
|
||||
}
|
||||
286
internal/web/games_solitaire.go
Normal file
286
internal/web/games_solitaire.go
Normal file
@@ -0,0 +1,286 @@
|
||||
package web
|
||||
|
||||
import (
|
||||
"encoding/json"
|
||||
"errors"
|
||||
"log/slog"
|
||||
"math/rand/v2"
|
||||
"net/http"
|
||||
|
||||
"pete/internal/games/blackjack"
|
||||
"pete/internal/games/cards"
|
||||
"pete/internal/games/klondike"
|
||||
"pete/internal/storage"
|
||||
)
|
||||
|
||||
// Solitaire, played for chips. Vegas scoring: you buy the deck, and every card
|
||||
// you get home pays a slice of it back.
|
||||
//
|
||||
// The withheld information here is bigger than blackjack's single hole card —
|
||||
// it's the stock and every face-down card in the tableau, which between them are
|
||||
// most of the deck. So the view sends *counts* for both: a column says how many
|
||||
// cards are face-down under it, never which. A browser that held the stock would
|
||||
// be a browser that knows whether the next pull is worth taking, and this game is
|
||||
// nothing but that decision, repeated.
|
||||
//
|
||||
// The events, on the other hand, need no filtering at all, and that's worth
|
||||
// saying out loud because blackjack's do. Every card a klondike event carries is
|
||||
// a card the move itself just turned face up: the draw puts cards in the waste,
|
||||
// the flip turns a column's top card over, a move carries cards that were already
|
||||
// face up. There is no event here that mentions a card the player isn't now
|
||||
// looking at.
|
||||
|
||||
// solPileView is one tableau column: how deep the face-down stack is, and the
|
||||
// run sitting face up on top of it.
|
||||
type solPileView struct {
|
||||
Down int `json:"down"`
|
||||
Up []cardView `json:"up"`
|
||||
}
|
||||
|
||||
// solFoundView is one foundation. Only the top card matters — it's the only one
|
||||
// that can be played back off — so it's the only one sent, with a count for the
|
||||
// height of the pile.
|
||||
type solFoundView struct {
|
||||
Suit string `json:"suit"` // the glyph, so the empty pile can show what it wants
|
||||
Red bool `json:"red"`
|
||||
N int `json:"n"`
|
||||
Top *cardView `json:"top,omitempty"`
|
||||
}
|
||||
|
||||
// solitaireView is a board as its player may see it.
|
||||
type solitaireView struct {
|
||||
Tier klondike.Tier `json:"tier"`
|
||||
|
||||
Stock int `json:"stock"` // how many cards are left in it, not which
|
||||
Waste []cardView `json:"waste"` // the top few, in the order they were turned
|
||||
WasteN int `json:"waste_n"`
|
||||
Table []solPileView `json:"table"`
|
||||
Found []solFoundView `json:"found"`
|
||||
|
||||
Passes int `json:"passes"` // through the stock, counting this one; -1 unlimited
|
||||
Moves int `json:"moves"`
|
||||
CanAuto bool `json:"can_auto"`
|
||||
|
||||
Home int `json:"home"` // cards on the foundations
|
||||
PerCard float64 `json:"per_card"` // what one more is worth
|
||||
BreakEven int `json:"break_even"` // how many gets you square with the house
|
||||
Bet int64 `json:"bet"`
|
||||
Stands int64 `json:"stands"` // what cashing out right now actually pays
|
||||
|
||||
Phase string `json:"phase"`
|
||||
Outcome string `json:"outcome,omitempty"`
|
||||
Payout int64 `json:"payout,omitempty"`
|
||||
Rake int64 `json:"rake,omitempty"`
|
||||
Net int64 `json:"net"`
|
||||
}
|
||||
|
||||
// wasteShown is how much of the waste the felt fans out. Three, because that is
|
||||
// what a three-card draw puts down and the rest of the pile is just a pile.
|
||||
const wasteShown = 3
|
||||
|
||||
func viewSolitaire(g klondike.State) solitaireView {
|
||||
v := solitaireView{
|
||||
Tier: g.Tier,
|
||||
Stock: len(g.Stock),
|
||||
WasteN: len(g.Waste),
|
||||
Passes: g.PassesLeft(),
|
||||
Moves: g.Moves,
|
||||
CanAuto: g.CanAuto(),
|
||||
Home: g.Home(),
|
||||
PerCard: g.PerCard(),
|
||||
BreakEven: g.Tier.BreakEven(),
|
||||
Bet: g.Bet,
|
||||
// What cashing out right now would actually land on the stack, rake already
|
||||
// out of it. The pre-rake figure would have the felt advertising a number
|
||||
// the house doesn't hand over.
|
||||
Stands: g.Pays(),
|
||||
Phase: string(g.Phase),
|
||||
Outcome: string(g.Outcome),
|
||||
Payout: g.Payout,
|
||||
Rake: g.Rake,
|
||||
Net: g.Net(),
|
||||
}
|
||||
|
||||
from := len(g.Waste) - wasteShown
|
||||
if from < 0 {
|
||||
from = 0
|
||||
}
|
||||
for _, c := range g.Waste[from:] {
|
||||
v.Waste = append(v.Waste, viewCard(c))
|
||||
}
|
||||
|
||||
v.Table = make([]solPileView, klondike.Piles)
|
||||
for i, p := range g.Table {
|
||||
v.Table[i] = solPileView{Down: len(p.Down)}
|
||||
for _, c := range p.Up {
|
||||
v.Table[i].Up = append(v.Table[i].Up, viewCard(c))
|
||||
}
|
||||
}
|
||||
|
||||
v.Found = make([]solFoundView, klondike.Foundations)
|
||||
for i, f := range g.Found {
|
||||
suit := cards.Suit(i)
|
||||
fv := solFoundView{Suit: suit.String(), Red: suit == cards.Hearts || suit == cards.Diamonds, N: len(f)}
|
||||
if len(f) > 0 {
|
||||
top := viewCard(f[len(f)-1])
|
||||
fv.Top = &top
|
||||
}
|
||||
v.Found[i] = fv
|
||||
}
|
||||
return v
|
||||
}
|
||||
|
||||
// solEventView is one thing the table animates. See the note at the top: unlike
|
||||
// blackjack's, these need nothing stripped out of them.
|
||||
type solEventView struct {
|
||||
Kind string `json:"kind"`
|
||||
Cards []cardView `json:"cards,omitempty"`
|
||||
From string `json:"from,omitempty"`
|
||||
To string `json:"to,omitempty"`
|
||||
Home int `json:"home"`
|
||||
Pays int64 `json:"pays"`
|
||||
}
|
||||
|
||||
func viewSolEvents(evs []klondike.Event) []solEventView {
|
||||
out := make([]solEventView, 0, len(evs))
|
||||
for _, e := range evs {
|
||||
v := solEventView{Kind: e.Kind, From: e.From, To: e.To, Home: e.Home, Pays: e.Pays}
|
||||
for _, c := range e.Cards {
|
||||
v.Cards = append(v.Cards, viewCard(c))
|
||||
}
|
||||
out = append(out, v)
|
||||
}
|
||||
return out
|
||||
}
|
||||
|
||||
// handleSolitaireStart takes the stake and deals the board. Same order as a
|
||||
// blackjack deal: the chips are staked first, in the same statement that checks
|
||||
// they exist, so two starts fired at once cannot buy the same deck twice.
|
||||
func (s *Server) handleSolitaireStart(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"`
|
||||
}
|
||||
if err := decodeJSON(r, &req); err != nil || req.Bet <= 0 {
|
||||
writeJSONStatus(w, http.StatusBadRequest, map[string]string{"error": "bet something"})
|
||||
return
|
||||
}
|
||||
tier, err := klondike.TierBySlug(req.Tier)
|
||||
if err != nil {
|
||||
writeJSONStatus(w, http.StatusBadRequest, map[string]string{"error": "pick a deal"})
|
||||
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 deck"})
|
||||
return
|
||||
}
|
||||
slog.Error("games: solitaire stake", "user", user, "err", err)
|
||||
http.Error(w, "internal error", http.StatusInternalServerError)
|
||||
return
|
||||
}
|
||||
|
||||
seed1, seed2 := newSeeds()
|
||||
rng := rand.New(rand.NewPCG(seed1, seed2))
|
||||
g, evs, err := klondike.New(req.Bet, tier, blackjack.DefaultRules().RakePct, rng)
|
||||
if err != nil {
|
||||
// The board never happened, so the stake never should have left.
|
||||
_ = storage.Award(user, req.Bet)
|
||||
slog.Error("games: solitaire deal", "user", user, "err", err)
|
||||
http.Error(w, "internal error", http.StatusInternalServerError)
|
||||
return
|
||||
}
|
||||
s.persistSolitaire(w, user, g, evs, seed1, seed2, true)
|
||||
}
|
||||
|
||||
// solitaireErrors are the illegal moves a player makes by playing, rather than
|
||||
// by tampering. Each gets said back to them in words, because "that move isn't
|
||||
// legal" over a board with 60 legal-looking targets on it is not an answer.
|
||||
var solitaireErrors = map[error]string{
|
||||
klondike.ErrWontGo: "that card doesn't go there",
|
||||
klondike.ErrNotASequence: "you can only lift a run that goes down in rank and alternates colour",
|
||||
klondike.ErrEmptyPile: "there's nothing there",
|
||||
klondike.ErrNoDraw: "the stock is empty",
|
||||
klondike.ErrNoPasses: "that was your last pass through the stock",
|
||||
klondike.ErrNothingHome: "nothing can go home right now",
|
||||
klondike.ErrGameOver: "that board is finished",
|
||||
}
|
||||
|
||||
// handleSolitaireMove plays one move: a draw, a card moved, a card sent home, an
|
||||
// auto-finish, or cashing the board in.
|
||||
func (s *Server) handleSolitaireMove(w http.ResponseWriter, r *http.Request) {
|
||||
user, ok := s.player(w, r)
|
||||
if !ok {
|
||||
return
|
||||
}
|
||||
var move klondike.Move
|
||||
if err := decodeJSON(r, &move); err != nil {
|
||||
http.Error(w, "bad json", http.StatusBadRequest)
|
||||
return
|
||||
}
|
||||
|
||||
live, err := storage.LoadLiveHand(user)
|
||||
if errors.Is(err, storage.ErrNoLiveHand) {
|
||||
writeJSONStatus(w, http.StatusConflict, map[string]string{"error": "no game in progress"})
|
||||
return
|
||||
}
|
||||
if err != nil {
|
||||
slog.Error("games: solitaire load", "user", user, "err", err)
|
||||
http.Error(w, "internal error", http.StatusInternalServerError)
|
||||
return
|
||||
}
|
||||
if live.Game != gameSolitaire {
|
||||
writeJSONStatus(w, http.StatusConflict, map[string]string{"error": "finish the hand you're in first"})
|
||||
return
|
||||
}
|
||||
var g klondike.State
|
||||
if err := json.Unmarshal(live.State, &g); err != nil {
|
||||
slog.Error("games: unreadable solitaire board", "user", user, "err", err)
|
||||
http.Error(w, "internal error", http.StatusInternalServerError)
|
||||
return
|
||||
}
|
||||
|
||||
next, evs, err := klondike.ApplyMove(g, move)
|
||||
if err != nil {
|
||||
msg, known := solitaireErrors[err]
|
||||
if !known {
|
||||
msg = "that move isn't legal here"
|
||||
}
|
||||
writeJSONStatus(w, http.StatusBadRequest, map[string]string{"error": msg})
|
||||
return
|
||||
}
|
||||
s.persistSolitaire(w, user, next, evs, live.Seed1, live.Seed2, false)
|
||||
}
|
||||
|
||||
// persistSolitaire writes the board back and answers the browser.
|
||||
func (s *Server) persistSolitaire(w http.ResponseWriter, user string, g klondike.State, evs []klondike.Event, seed1, seed2 uint64, fresh bool) {
|
||||
blob, err := json.Marshal(g)
|
||||
if err != nil {
|
||||
slog.Error("games: marshal solitaire", "user", user, "err", err)
|
||||
http.Error(w, "internal error", http.StatusInternalServerError)
|
||||
return
|
||||
}
|
||||
done := g.Phase == klondike.PhaseDone
|
||||
v, ok := s.commit(w, user, finished{
|
||||
Game: gameSolitaire, Blob: blob,
|
||||
Bet: g.Bet, Payout: g.Payout, Rake: g.Rake,
|
||||
Outcome: string(g.Outcome), Done: done,
|
||||
Seed1: seed1, Seed2: seed2, Fresh: fresh,
|
||||
})
|
||||
if !ok {
|
||||
return
|
||||
}
|
||||
// A finished board is gone from storage, so the table has none to show — but
|
||||
// the browser still needs the final one to animate the last cards onto.
|
||||
if done {
|
||||
sv := viewSolitaire(g)
|
||||
v.Solitaire = &sv
|
||||
}
|
||||
v.SolEvents = viewSolEvents(evs)
|
||||
writeJSON(w, v)
|
||||
}
|
||||
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)
|
||||
}
|
||||
}
|
||||
248
internal/web/games_test.go
Normal file
248
internal/web/games_test.go
Normal file
@@ -0,0 +1,248 @@
|
||||
package web
|
||||
|
||||
import (
|
||||
"bytes"
|
||||
"encoding/json"
|
||||
"net/http/httptest"
|
||||
"testing"
|
||||
|
||||
"pete/internal/storage"
|
||||
)
|
||||
|
||||
// pollEscrow runs one gogobee poll.
|
||||
func pollEscrow(t *testing.T, s *Server, token string) ([]storage.Escrow, int) {
|
||||
t.Helper()
|
||||
req := httptest.NewRequest("GET", "/api/games/escrow/pending", nil)
|
||||
req.Header.Set("Authorization", "Bearer "+token)
|
||||
w := httptest.NewRecorder()
|
||||
s.handleEscrowPending(w, req)
|
||||
if w.Code != 200 {
|
||||
return nil, w.Code
|
||||
}
|
||||
var out []storage.Escrow
|
||||
if err := json.Unmarshal(w.Body.Bytes(), &out); err != nil {
|
||||
t.Fatalf("decode pending: %v (body %q)", err, w.Body.String())
|
||||
}
|
||||
return out, w.Code
|
||||
}
|
||||
|
||||
func claimEscrow(t *testing.T, s *Server, token, guid string) (storage.Escrow, int) {
|
||||
t.Helper()
|
||||
body, _ := json.Marshal(escrowGUID{GUID: guid})
|
||||
req := httptest.NewRequest("POST", "/api/games/escrow/claim", bytes.NewReader(body))
|
||||
req.Header.Set("Authorization", "Bearer "+token)
|
||||
w := httptest.NewRecorder()
|
||||
s.handleEscrowClaim(w, req)
|
||||
var e storage.Escrow
|
||||
if w.Code == 200 {
|
||||
_ = json.Unmarshal(w.Body.Bytes(), &e)
|
||||
}
|
||||
return e, w.Code
|
||||
}
|
||||
|
||||
func settleEscrow(t *testing.T, s *Server, token string, v escrowVerdict) (storage.Escrow, int) {
|
||||
t.Helper()
|
||||
body, _ := json.Marshal(v)
|
||||
req := httptest.NewRequest("POST", "/api/games/escrow/settled", bytes.NewReader(body))
|
||||
req.Header.Set("Authorization", "Bearer "+token)
|
||||
w := httptest.NewRecorder()
|
||||
s.handleEscrowSettled(w, req)
|
||||
var e storage.Escrow
|
||||
if w.Code == 200 {
|
||||
_ = json.Unmarshal(w.Body.Bytes(), &e)
|
||||
}
|
||||
return e, w.Code
|
||||
}
|
||||
|
||||
// TestEscrowBuyInRoundTrip walks the happy path a player actually takes: ask for
|
||||
// chips, watch gogobee pick the row up, and have the chips appear only once the
|
||||
// euros are confirmed gone.
|
||||
func TestEscrowBuyInRoundTrip(t *testing.T) {
|
||||
s, _ := newAdvServer(t, "tok")
|
||||
const user = "@reala:parodia.dev"
|
||||
|
||||
req, err := storage.RequestBuyIn(user, 500)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
|
||||
// No chips yet. The euros are still gogobee's.
|
||||
if st, _ := storage.Chips(user); st.Chips != 0 || st.Pending != 500 {
|
||||
t.Fatalf("before settle: chips=%d pending=%d, want 0/500", st.Chips, st.Pending)
|
||||
}
|
||||
|
||||
pending, code := pollEscrow(t, s, "tok")
|
||||
if code != 200 || len(pending) != 1 || pending[0].GUID != req.GUID {
|
||||
t.Fatalf("poll = %d %+v, want the one buy-in", code, pending)
|
||||
}
|
||||
if pending[0].MatrixUser != user || pending[0].Kind != storage.KindBuyIn || pending[0].Amount != 500 {
|
||||
t.Fatalf("poll row = %+v, want the row we opened", pending[0])
|
||||
}
|
||||
|
||||
claimed, code := claimEscrow(t, s, "tok", req.GUID)
|
||||
if code != 200 || claimed.State != storage.EscrowClaimed {
|
||||
t.Fatalf("claim = %d state=%q, want 200/claimed", code, claimed.State)
|
||||
}
|
||||
|
||||
e, code := settleEscrow(t, s, "tok", escrowVerdict{GUID: req.GUID, OK: true, BalanceAfter: 1500})
|
||||
if code != 200 || e.State != storage.EscrowFunded {
|
||||
t.Fatalf("settle = %d state=%q, want 200/funded", code, e.State)
|
||||
}
|
||||
|
||||
st, _ := storage.Chips(user)
|
||||
if st.Chips != 500 || st.Pending != 0 {
|
||||
t.Fatalf("after settle: chips=%d pending=%d, want 500/0", st.Chips, st.Pending)
|
||||
}
|
||||
if st.EuroBalance != 1500 {
|
||||
t.Fatalf("euro balance = %v, want the 1500 gogobee reported", st.EuroBalance)
|
||||
}
|
||||
|
||||
// Settled rows are done. A later poll must not offer it again, or gogobee
|
||||
// would debit the player a second time.
|
||||
if pending, _ := pollEscrow(t, s, "tok"); len(pending) != 0 {
|
||||
t.Fatalf("settled row still pending: %+v", pending)
|
||||
}
|
||||
}
|
||||
|
||||
// TestEscrowVerdictReplayedCreatesChipsOnce is the property the whole guid
|
||||
// scheme exists for. gogobee's push queue retries: the same verdict lands twice,
|
||||
// and only the first one may create chips.
|
||||
func TestEscrowVerdictReplayedCreatesChipsOnce(t *testing.T) {
|
||||
s, _ := newAdvServer(t, "tok")
|
||||
const user = "@replay:parodia.dev"
|
||||
|
||||
req, err := storage.RequestBuyIn(user, 200)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if _, code := claimEscrow(t, s, "tok", req.GUID); code != 200 {
|
||||
t.Fatalf("claim = %d", code)
|
||||
}
|
||||
|
||||
for i := 0; i < 3; i++ {
|
||||
e, code := settleEscrow(t, s, "tok", escrowVerdict{GUID: req.GUID, OK: true, BalanceAfter: 800})
|
||||
if code != 200 || e.State != storage.EscrowFunded {
|
||||
t.Fatalf("settle %d = %d state=%q", i, code, e.State)
|
||||
}
|
||||
}
|
||||
|
||||
if st, _ := storage.Chips(user); st.Chips != 200 {
|
||||
t.Fatalf("chips = %d after three deliveries of one verdict, want 200", st.Chips)
|
||||
}
|
||||
}
|
||||
|
||||
// TestEscrowRejectedBuyInMovesNothing — the player couldn't cover it. gogobee
|
||||
// took no euros, so Pete must create no chips, and the pending amount has to
|
||||
// clear or it would eat into the table cap forever.
|
||||
func TestEscrowRejectedBuyInMovesNothing(t *testing.T) {
|
||||
s, _ := newAdvServer(t, "tok")
|
||||
const user = "@broke:parodia.dev"
|
||||
|
||||
req, err := storage.RequestBuyIn(user, 9000)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if _, code := claimEscrow(t, s, "tok", req.GUID); code != 200 {
|
||||
t.Fatalf("claim = %d", code)
|
||||
}
|
||||
|
||||
e, code := settleEscrow(t, s, "tok",
|
||||
escrowVerdict{GUID: req.GUID, OK: false, Reason: "insufficient_funds", BalanceAfter: 12})
|
||||
if code != 200 || e.State != storage.EscrowRejected {
|
||||
t.Fatalf("settle = %d state=%q, want 200/rejected", code, e.State)
|
||||
}
|
||||
if e.Reason != "insufficient_funds" {
|
||||
t.Fatalf("reason = %q, want it carried back for the player to read", e.Reason)
|
||||
}
|
||||
|
||||
st, _ := storage.Chips(user)
|
||||
if st.Chips != 0 || st.Pending != 0 {
|
||||
t.Fatalf("after rejection: chips=%d pending=%d, want 0/0", st.Chips, st.Pending)
|
||||
}
|
||||
}
|
||||
|
||||
// TestEscrowCashOutFailureReturnsChips — gogobee couldn't pay. The chips were
|
||||
// destroyed the moment the cash-out opened, so if we simply mark it done the
|
||||
// player's money is gone from both sides. It has to come back.
|
||||
func TestEscrowCashOutFailureReturnsChips(t *testing.T) {
|
||||
s, _ := newAdvServer(t, "tok")
|
||||
const user = "@unlucky:parodia.dev"
|
||||
|
||||
buy, err := storage.RequestBuyIn(user, 300)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if _, code := settleEscrow(t, s, "tok", escrowVerdict{GUID: buy.GUID, OK: true}); code != 200 {
|
||||
t.Fatalf("fund = %d", code)
|
||||
}
|
||||
|
||||
out, err := storage.RequestCashOut(user, 300)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if st, _ := storage.Chips(user); st.Chips != 0 {
|
||||
t.Fatalf("chips during cash-out = %d, want 0 — they must not be bettable in flight", st.Chips)
|
||||
}
|
||||
|
||||
e, code := settleEscrow(t, s, "tok", escrowVerdict{GUID: out.GUID, OK: false, Reason: "ledger_error"})
|
||||
if code != 200 {
|
||||
t.Fatalf("settle = %d", code)
|
||||
}
|
||||
if e.State != storage.EscrowFunded {
|
||||
t.Fatalf("state = %q, want funded — a failed cash-out gives the chips back", e.State)
|
||||
}
|
||||
if st, _ := storage.Chips(user); st.Chips != 300 {
|
||||
t.Fatalf("chips = %d after a failed cash-out, want the 300 back", st.Chips)
|
||||
}
|
||||
}
|
||||
|
||||
// TestEscrowUnknownGUIDIsA400 — a verdict for a row Pete has never heard of.
|
||||
// gogobee has already moved real euros for it, and no amount of retrying will
|
||||
// conjure the row, so the answer is the one that parks the row in gogobee's
|
||||
// queue for a human rather than the one that retries forever.
|
||||
func TestEscrowUnknownGUIDIsA400(t *testing.T) {
|
||||
s, _ := newAdvServer(t, "tok")
|
||||
if _, code := settleEscrow(t, s, "tok", escrowVerdict{GUID: "ghost", OK: true}); code != 400 {
|
||||
t.Fatalf("settle unknown guid = %d, want 400", code)
|
||||
}
|
||||
if _, code := claimEscrow(t, s, "tok", "ghost"); code != 404 {
|
||||
t.Fatalf("claim unknown guid = %d, want 404", code)
|
||||
}
|
||||
}
|
||||
|
||||
// TestEscrowNeedsTheBearerToken. These endpoints move money and are reachable on
|
||||
// the same mux as the public news site.
|
||||
func TestEscrowNeedsTheBearerToken(t *testing.T) {
|
||||
s, _ := newAdvServer(t, "tok")
|
||||
req, err := storage.RequestBuyIn("@x:parodia.dev", 10)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
|
||||
if _, code := pollEscrow(t, s, "wrong"); code != 401 {
|
||||
t.Fatalf("poll with a bad token = %d, want 401", code)
|
||||
}
|
||||
if _, code := claimEscrow(t, s, "", req.GUID); code != 401 {
|
||||
t.Fatalf("claim with no token = %d, want 401", code)
|
||||
}
|
||||
if _, code := settleEscrow(t, s, "wrong", escrowVerdict{GUID: req.GUID, OK: true}); code != 401 {
|
||||
t.Fatalf("settle with a bad token = %d, want 401", code)
|
||||
}
|
||||
if st, _ := storage.Chips("@x:parodia.dev"); st.Chips != 0 {
|
||||
t.Fatal("an unauthenticated settle created chips")
|
||||
}
|
||||
}
|
||||
|
||||
// TestEscrowEmptyPollIsAnArrayNotNull. gogobee decodes into []Escrow; a bare
|
||||
// `null` body decodes fine in Go but is a trap for anything else that ever reads
|
||||
// this, and an empty poll is the overwhelmingly common case.
|
||||
func TestEscrowEmptyPollIsAnArrayNotNull(t *testing.T) {
|
||||
s, _ := newAdvServer(t, "tok")
|
||||
req := httptest.NewRequest("GET", "/api/games/escrow/pending", nil)
|
||||
req.Header.Set("Authorization", "Bearer tok")
|
||||
w := httptest.NewRecorder()
|
||||
s.handleEscrowPending(w, req)
|
||||
if got := w.Body.String(); got != "[]\n" {
|
||||
t.Fatalf("empty poll body = %q, want %q", got, "[]\n")
|
||||
}
|
||||
}
|
||||
224
internal/web/games_trivia.go
Normal file
224
internal/web/games_trivia.go
Normal file
@@ -0,0 +1,224 @@
|
||||
package web
|
||||
|
||||
import (
|
||||
"encoding/json"
|
||||
"errors"
|
||||
"log/slog"
|
||||
"math/rand/v2"
|
||||
"net/http"
|
||||
"time"
|
||||
|
||||
"pete/internal/games/blackjack"
|
||||
"pete/internal/games/trivia"
|
||||
"pete/internal/storage"
|
||||
)
|
||||
|
||||
// Trivia, played for chips.
|
||||
//
|
||||
// The same shape as the other tables: the browser sends intents, the server
|
||||
// holds the state, and the payload carries only what the player is entitled to
|
||||
// see. Here that means the four answers *without* which of them is right. The
|
||||
// right one is an index in the engine state, which is in game_live_hands, on
|
||||
// this side of the wire — and it only ever crosses in the event that reveals it,
|
||||
// once the question has been decided and it can't be used to answer.
|
||||
//
|
||||
// The clock is the other half. The countdown in the browser is decoration: the
|
||||
// only clock that scores anything is time.Now() here, measured against the
|
||||
// AskedAt the server stamped when it served the question. A player who stops
|
||||
// their own countdown, or reloads to restart it, changes nothing.
|
||||
|
||||
// triviaView is a game as its player may see it.
|
||||
type triviaView struct {
|
||||
Tier trivia.Tier `json:"tier"`
|
||||
Rung int `json:"rung"` // how many they've answered
|
||||
Rungs int `json:"rungs"` // how many there are
|
||||
|
||||
Category string `json:"category,omitempty"`
|
||||
Question string `json:"question,omitempty"`
|
||||
Answers []string `json:"answers,omitempty"` // and *not* which one is right
|
||||
|
||||
Limit int `json:"limit"` // the tier's seconds per question
|
||||
Left float64 `json:"left"` // seconds this question has left, by the server's clock
|
||||
|
||||
Multiple float64 `json:"multiple"`
|
||||
Bet int64 `json:"bet"`
|
||||
Stands int64 `json:"stands"` // what taking the money right now actually pays
|
||||
CanWalk bool `json:"can_walk"` // false on the first question: see the engine
|
||||
|
||||
Phase string `json:"phase"`
|
||||
Outcome string `json:"outcome,omitempty"`
|
||||
Payout int64 `json:"payout,omitempty"`
|
||||
Rake int64 `json:"rake,omitempty"`
|
||||
Net int64 `json:"net"`
|
||||
}
|
||||
|
||||
func viewTrivia(g trivia.State, now time.Time) triviaView {
|
||||
v := triviaView{
|
||||
Tier: g.Tier,
|
||||
Rung: g.Rung,
|
||||
Rungs: trivia.Rungs,
|
||||
Limit: g.Tier.Limit,
|
||||
// What the player would actually collect, rake already out of it — quoting
|
||||
// the pre-rake figure would have the felt advertising a payout the house
|
||||
// doesn't hand over.
|
||||
Stands: g.Pays(),
|
||||
Multiple: g.Multiple,
|
||||
Bet: g.Bet,
|
||||
CanWalk: g.Rung > 0,
|
||||
Phase: string(g.Phase),
|
||||
Outcome: string(g.Outcome),
|
||||
Payout: g.Payout,
|
||||
Rake: g.Rake,
|
||||
Net: g.Net(),
|
||||
}
|
||||
// A finished game has no live question, and must not ship the next one — the
|
||||
// ladder still has rungs on it that a later game might deal.
|
||||
if g.Phase == trivia.PhasePlaying {
|
||||
q := g.Live()
|
||||
v.Category = q.Category
|
||||
v.Question = q.Text
|
||||
v.Answers = q.Answers
|
||||
v.Left = g.Left(now).Seconds()
|
||||
}
|
||||
return v
|
||||
}
|
||||
|
||||
// handleTriviaStart takes the bet and builds a ladder. Same order as every other
|
||||
// table: the chips are staked first, in the same statement that checks they
|
||||
// exist, so two starts fired at once cannot bet the same chip.
|
||||
func (s *Server) handleTriviaStart(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"`
|
||||
}
|
||||
if err := decodeJSON(r, &req); err != nil || req.Bet <= 0 {
|
||||
writeJSONStatus(w, http.StatusBadRequest, map[string]string{"error": "bet something"})
|
||||
return
|
||||
}
|
||||
tier, err := trivia.TierBySlug(req.Tier)
|
||||
if err != nil {
|
||||
writeJSONStatus(w, http.StatusBadRequest, map[string]string{"error": "pick a difficulty"})
|
||||
return
|
||||
}
|
||||
|
||||
seed1, seed2 := newSeeds()
|
||||
rng := rand.New(rand.NewPCG(seed1, seed2))
|
||||
|
||||
// Draw the ladder *before* taking the money. A bank too thin to deal from is
|
||||
// the one failure here that isn't the player's fault, and they should not have
|
||||
// to be refunded for it.
|
||||
qs, err := storage.DrawTrivia(tier.Difficulty, trivia.Rungs, rng)
|
||||
if errors.Is(err, storage.ErrBankEmpty) {
|
||||
writeJSONStatus(w, http.StatusServiceUnavailable, map[string]string{
|
||||
"error": "the question bank is still filling up — give it a minute",
|
||||
})
|
||||
return
|
||||
}
|
||||
if err != nil {
|
||||
slog.Error("games: trivia draw", "user", user, "err", err)
|
||||
http.Error(w, "internal error", http.StatusInternalServerError)
|
||||
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: trivia stake", "user", user, "err", err)
|
||||
http.Error(w, "internal error", http.StatusInternalServerError)
|
||||
return
|
||||
}
|
||||
|
||||
now := time.Now()
|
||||
g, evs, err := trivia.New(req.Bet, tier, blackjack.DefaultRules().RakePct, qs, now, rng)
|
||||
if err != nil {
|
||||
// The game never happened, so the stake never should have left.
|
||||
_ = storage.Award(user, req.Bet)
|
||||
slog.Error("games: trivia start", "user", user, "err", err)
|
||||
http.Error(w, "internal error", http.StatusInternalServerError)
|
||||
return
|
||||
}
|
||||
s.persistTrivia(w, user, g, evs, seed1, seed2, true, now)
|
||||
}
|
||||
|
||||
// handleTriviaAnswer plays one move: pick an answer, or take the money.
|
||||
func (s *Server) handleTriviaAnswer(w http.ResponseWriter, r *http.Request) {
|
||||
user, ok := s.player(w, r)
|
||||
if !ok {
|
||||
return
|
||||
}
|
||||
var move trivia.Move
|
||||
if err := decodeJSON(r, &move); err != nil {
|
||||
http.Error(w, "bad json", http.StatusBadRequest)
|
||||
return
|
||||
}
|
||||
|
||||
live, err := storage.LoadLiveHand(user)
|
||||
if errors.Is(err, storage.ErrNoLiveHand) {
|
||||
writeJSONStatus(w, http.StatusConflict, map[string]string{"error": "no game in progress"})
|
||||
return
|
||||
}
|
||||
if err != nil {
|
||||
slog.Error("games: trivia load", "user", user, "err", err)
|
||||
http.Error(w, "internal error", http.StatusInternalServerError)
|
||||
return
|
||||
}
|
||||
if live.Game != gameTrivia {
|
||||
writeJSONStatus(w, http.StatusConflict, map[string]string{"error": "finish the game you're in first"})
|
||||
return
|
||||
}
|
||||
var g trivia.State
|
||||
if err := json.Unmarshal(live.State, &g); err != nil {
|
||||
slog.Error("games: unreadable trivia game", "user", user, "err", err)
|
||||
http.Error(w, "internal error", http.StatusInternalServerError)
|
||||
return
|
||||
}
|
||||
|
||||
// The server's clock, and the only one that counts. Read once, so the answer
|
||||
// and the view that reports it agree about what time it is.
|
||||
now := time.Now()
|
||||
|
||||
next, evs, err := trivia.ApplyMove(g, move, now)
|
||||
if err != nil {
|
||||
msg := "that move isn't legal here"
|
||||
if errors.Is(err, trivia.ErrNothingBanked) {
|
||||
msg = "answer one before you walk"
|
||||
}
|
||||
writeJSONStatus(w, http.StatusBadRequest, map[string]string{"error": msg})
|
||||
return
|
||||
}
|
||||
s.persistTrivia(w, user, next, evs, live.Seed1, live.Seed2, false, now)
|
||||
}
|
||||
|
||||
// persistTrivia writes the game back and answers the browser.
|
||||
func (s *Server) persistTrivia(w http.ResponseWriter, user string, g trivia.State, evs []trivia.Event, seed1, seed2 uint64, fresh bool, now time.Time) {
|
||||
blob, err := json.Marshal(g)
|
||||
if err != nil {
|
||||
slog.Error("games: marshal trivia", "user", user, "err", err)
|
||||
http.Error(w, "internal error", http.StatusInternalServerError)
|
||||
return
|
||||
}
|
||||
done := g.Phase == trivia.PhaseDone
|
||||
v, ok := s.commit(w, user, finished{
|
||||
Game: gameTrivia, Blob: blob,
|
||||
Bet: g.Bet, Payout: g.Payout, Rake: g.Rake,
|
||||
Outcome: string(g.Outcome), Done: done,
|
||||
Seed1: seed1, Seed2: seed2, Fresh: fresh,
|
||||
})
|
||||
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 {
|
||||
tv := viewTrivia(g, now)
|
||||
v.Trivia = &tv
|
||||
}
|
||||
v.TrivEvents = evs
|
||||
writeJSON(w, v)
|
||||
}
|
||||
677
internal/web/games_uno.go
Normal file
677
internal/web/games_uno.go
Normal file
@@ -0,0 +1,677 @@
|
||||
package web
|
||||
|
||||
import (
|
||||
"encoding/json"
|
||||
"errors"
|
||||
"log/slog"
|
||||
"net/http"
|
||||
"time"
|
||||
|
||||
"pete/internal/games/blackjack"
|
||||
"pete/internal/games/uno"
|
||||
"pete/internal/storage"
|
||||
)
|
||||
|
||||
// UNO, played for chips at a shared 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.
|
||||
//
|
||||
// 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: colour and face as words, not the
|
||||
// engine's integers.
|
||||
type unoCardView struct {
|
||||
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()}
|
||||
}
|
||||
|
||||
// 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"`
|
||||
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 table as one seat may see it.
|
||||
type unoView struct {
|
||||
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
|
||||
Top unoCardView `json:"top"` // the card in play
|
||||
Color string `json:"color"` // the colour in play, which a wild renames
|
||||
Deck int `json:"deck"` // cards left to draw
|
||||
|
||||
UnoAt []int `json:"uno_at"` // your cards that would leave you on one
|
||||
Catchable []int `json:"catchable"` // seats sitting on one card they never called
|
||||
|
||||
Turn int `json:"turn"`
|
||||
Dir int `json:"dir"`
|
||||
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"`
|
||||
LastPot int64 `json:"last_pot,omitempty"`
|
||||
Rake int64 `json:"rake,omitempty"`
|
||||
Outcome string `json:"outcome,omitempty"`
|
||||
}
|
||||
|
||||
// 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,
|
||||
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),
|
||||
}
|
||||
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)
|
||||
}
|
||||
|
||||
// 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))
|
||||
}
|
||||
}
|
||||
if v.Hand == nil {
|
||||
v.Hand = []unoCardView{}
|
||||
}
|
||||
// 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 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"`
|
||||
By int `json:"by"`
|
||||
Text string `json:"text,omitempty"`
|
||||
Hand []unoCardView `json:"hand,omitempty"`
|
||||
}
|
||||
|
||||
func viewUnoEvents(evs []uno.Event, viewer int) []unoEventView {
|
||||
out := make([]unoEventView, 0, len(evs))
|
||||
for _, e := range evs {
|
||||
v := unoEventView{Kind: e.Kind, Seat: e.Seat, N: e.N, Left: e.Left, By: e.By, Text: e.Text}
|
||||
if e.Color != uno.Wild {
|
||||
v.Color = e.Color.String()
|
||||
}
|
||||
// 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 {
|
||||
if e.Kind == uno.EvDraw || e.Kind == uno.EvForced {
|
||||
if e.Seat == viewer {
|
||||
c := viewUnoCard(*e.Card)
|
||||
v.Card = &c
|
||||
}
|
||||
} else {
|
||||
c := viewUnoCard(*e.Card)
|
||||
v.Card = &c
|
||||
}
|
||||
}
|
||||
out = append(out, v)
|
||||
}
|
||||
return out
|
||||
}
|
||||
|
||||
// ---- 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 {
|
||||
Tier string `json:"tier"`
|
||||
BuyIn int64 `json:"buyin"`
|
||||
Table string `json:"table"`
|
||||
Seat *int `json:"seat"`
|
||||
}
|
||||
if err := decodeJSON(r, &req); err != nil {
|
||||
http.Error(w, "bad json", http.StatusBadRequest)
|
||||
return
|
||||
}
|
||||
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 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, _, err := uno.New(tier, uno.TableSeats(tier, name, tier.Bots, buyIn), blackjack.DefaultRules().RakePct, seed1, seed2)
|
||||
if err != nil {
|
||||
slog.Error("games: uno 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 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)
|
||||
}
|
||||
|
||||
// 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 {
|
||||
return
|
||||
}
|
||||
var move uno.Move
|
||||
if err := decodeJSON(r, &move); err != nil {
|
||||
http.Error(w, "bad json", http.StatusBadRequest)
|
||||
return
|
||||
}
|
||||
if move.Kind == uno.MoveLeave {
|
||||
s.leaveUno(w, user)
|
||||
return
|
||||
}
|
||||
|
||||
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 move seat", "user", user, "err", err)
|
||||
http.Error(w, "internal error", http.StatusInternalServerError)
|
||||
return
|
||||
}
|
||||
|
||||
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
|
||||
}
|
||||
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
|
||||
}
|
||||
if respErr != nil {
|
||||
writeJSONStatus(w, unoMoveStatus(respErr), map[string]string{"error": unoMoveMessage(respErr)})
|
||||
return
|
||||
}
|
||||
s.writeUnoTable(w, user, respEvents)
|
||||
}
|
||||
|
||||
func unoMoveStatus(err error) int {
|
||||
switch {
|
||||
case errors.Is(err, storage.ErrStaleTable), errors.Is(err, storage.ErrNoSuchTable):
|
||||
return http.StatusConflict
|
||||
default:
|
||||
return http.StatusBadRequest
|
||||
}
|
||||
}
|
||||
|
||||
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
|
||||
}
|
||||
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)
|
||||
}
|
||||
}
|
||||
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
|
||||
}
|
||||
237
internal/web/games_uno_test.go
Normal file
237
internal/web/games_uno_test.go
Normal file
@@ -0,0 +1,237 @@
|
||||
package web
|
||||
|
||||
import (
|
||||
"testing"
|
||||
|
||||
"pete/internal/games/uno"
|
||||
)
|
||||
|
||||
// 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, 5000)
|
||||
|
||||
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("sit = %d, want 200", code)
|
||||
}
|
||||
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("sit returned no table: game=%q", v.Game)
|
||||
}
|
||||
g := v.Uno
|
||||
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("three bots and you is four seats, got %d", len(g.Seats))
|
||||
}
|
||||
if g.Phase != "handover" {
|
||||
t.Errorf("phase %q — a table you just sat at has no hand on it yet", g.Phase)
|
||||
}
|
||||
|
||||
// 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 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)
|
||||
}
|
||||
}
|
||||
|
||||
// A move plays your turn and every bot turn behind it, and the script that comes
|
||||
// back never carries a bot's drawn card.
|
||||
func TestUnoMovePlaysTheWholeLap(t *testing.T) {
|
||||
s := newCasino(t)
|
||||
fund(t, 5000)
|
||||
|
||||
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)
|
||||
}
|
||||
|
||||
v, code := call(t, s, s.handleUnoMove, as(t, s, "reala", "POST", "/api/games/uno/move",
|
||||
map[string]any{"kind": "draw"}))
|
||||
if code != 200 {
|
||||
t.Fatalf("draw = %d, want 200", code)
|
||||
}
|
||||
if v.Uno == nil {
|
||||
t.Fatal("the move returned no game")
|
||||
}
|
||||
if len(v.UnoEvents) == 0 {
|
||||
t.Fatal("a move that happened sent back no events")
|
||||
}
|
||||
if v.Uno.Phase != "drawn" && v.Uno.Turn != 0 {
|
||||
t.Errorf("the bots should have played back round to you, turn is %d", v.Uno.Turn)
|
||||
}
|
||||
for _, e := range v.UnoEvents {
|
||||
if (e.Kind == uno.EvDraw || e.Kind == uno.EvForced) && e.Seat != 0 && e.Card != nil {
|
||||
t.Fatalf("a bot's drawn card crossed the wire: %+v", e)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 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)
|
||||
|
||||
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)
|
||||
}
|
||||
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)
|
||||
}
|
||||
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)
|
||||
}
|
||||
}
|
||||
@@ -105,6 +105,8 @@ type pageData struct {
|
||||
PushEnabled bool // Web Push is configured (shows the notifications toggle to signed-in users)
|
||||
PushPublicKey string // VAPID public key handed to the client to subscribe
|
||||
TTS template.JS // JSON {enabled, default, voices:[{id,label}]} for read-aloud, or "null"
|
||||
NoIndex bool // emit <meta name="robots" content="noindex"> — used by the adventure section
|
||||
OGImage string // absolute og:image URL for link unfurls (adventure emblem); "" = none
|
||||
}
|
||||
|
||||
type channelPage struct {
|
||||
@@ -117,6 +119,13 @@ type channelPage struct {
|
||||
PrevURL string
|
||||
NextURL string
|
||||
Total int
|
||||
|
||||
// Roster is the live adventurer board, populated on the adventure section
|
||||
// only and only on page 1 — it is present tense, and page 2 of an archive is
|
||||
// not where anyone looks for what's happening right now.
|
||||
Roster []RosterView
|
||||
RosterStale bool
|
||||
ShowRoster bool
|
||||
}
|
||||
|
||||
type indexPage struct {
|
||||
@@ -158,7 +167,7 @@ func (s *Server) base(r *http.Request) pageData {
|
||||
}
|
||||
d := pageData{
|
||||
SiteTitle: s.cfg.SiteTitle,
|
||||
Channels: channels,
|
||||
Channels: s.channels,
|
||||
Weather: currentWeather(time.Now()),
|
||||
AllSources: jsForScript(srcJSON),
|
||||
AuthEnabled: s.auth != nil,
|
||||
@@ -215,8 +224,8 @@ func (s *Server) handleIndex(w http.ResponseWriter, r *http.Request) {
|
||||
}
|
||||
|
||||
dayStart := time.Now().Add(-24 * time.Hour).Unix()
|
||||
stats := make([]channelStat, 0, len(channels))
|
||||
for _, ch := range channels {
|
||||
stats := make([]channelStat, 0, len(s.channels))
|
||||
for _, ch := range s.channels {
|
||||
total, _ := storage.CountClassifiedByChannel(ch.Slug)
|
||||
lastTs := storage.GetLastPostTime(ch.Slug)
|
||||
stat := channelStat{
|
||||
@@ -327,6 +336,9 @@ func (s *Server) handleChannel(w http.ResponseWriter, r *http.Request, ch Channe
|
||||
|
||||
base := s.base(r)
|
||||
base.Active = ch.Slug
|
||||
// The adventure section names player characters; keep it out of search
|
||||
// indexes to bound the cached-forever exposure (see plan gap #5).
|
||||
base.NoIndex = ch.Slug == "adventure"
|
||||
data := channelPage{
|
||||
pageData: base,
|
||||
Channel: ch,
|
||||
@@ -338,6 +350,10 @@ func (s *Server) handleChannel(w http.ResponseWriter, r *http.Request, ch Channe
|
||||
NextURL: fmt.Sprintf("/%s?page=%d", ch.Slug, page+1),
|
||||
Total: total,
|
||||
}
|
||||
if ch.Slug == "adventure" && page == 1 {
|
||||
data.Roster, data.RosterStale, _ = s.roster()
|
||||
data.ShowRoster = true
|
||||
}
|
||||
s.render(w, "channel", data)
|
||||
}
|
||||
|
||||
@@ -401,7 +417,7 @@ func (s *Server) handleBookmarks(w http.ResponseWriter, r *http.Request) {
|
||||
}
|
||||
|
||||
var (
|
||||
demoVariants = []string{"rain", "petals", "jacaranda", "motes", "leaves", "clear", "clouds", "snow", "fog", "storm"}
|
||||
demoVariants = []string{"clear", "clouds", "rain", "storm", "hail", "snow", "fog", "haze", "wind", "aurora", "petals", "jacaranda", "motes", "leaves"}
|
||||
demoIntensities = []string{"light", "medium", "heavy"}
|
||||
demoPhases = []string{"day", "dawn", "dusk", "night"}
|
||||
)
|
||||
@@ -431,10 +447,12 @@ func seasonForVariant(v string) string {
|
||||
return "winter"
|
||||
case "petals", "jacaranda":
|
||||
return "spring"
|
||||
case "motes":
|
||||
case "motes", "haze":
|
||||
return "summer"
|
||||
case "leaves":
|
||||
case "leaves", "wind":
|
||||
return "autumn"
|
||||
case "hail":
|
||||
return "winter"
|
||||
}
|
||||
return ""
|
||||
}
|
||||
|
||||
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)
|
||||
}
|
||||
}
|
||||
@@ -42,7 +42,7 @@ func TestReaderCardDataAndArticleAPI(t *testing.T) {
|
||||
t.Fatal(err)
|
||||
}
|
||||
|
||||
s, err := New(config.WebConfig{SiteTitle: "Pete", ListenAddr: ":0"}, nil, true)
|
||||
s, err := New(config.WebConfig{SiteTitle: "Pete", ListenAddr: ":0"}, nil, true, config.AdventureConfig{}, nil)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
|
||||
256
internal/web/roster.go
Normal file
256
internal/web/roster.go
Normal file
@@ -0,0 +1,256 @@
|
||||
package web
|
||||
|
||||
import (
|
||||
"encoding/json"
|
||||
"fmt"
|
||||
"io"
|
||||
"log/slog"
|
||||
"net/http"
|
||||
"time"
|
||||
|
||||
"pete/internal/storage"
|
||||
)
|
||||
|
||||
// The live adventurer board.
|
||||
//
|
||||
// Everything else Pete publishes about the realm is an *accomplishment* — a
|
||||
// death, a clear, a milestone. Those are clippings: they read as archive the
|
||||
// instant they land, however fast we deliver them, and no refresh interval fixes
|
||||
// that. The board is the opposite kind of thing. It is state that is currently
|
||||
// true, so it is worth looking at *now*, and it goes stale on its own if we stop
|
||||
// hearing from gogobee.
|
||||
//
|
||||
// Direction of travel is gogobee → Pete, like every other adventure payload:
|
||||
// Pete has no route back into the game box's network and we are not opening one.
|
||||
// gogobee pushes the whole board; we replace ours with it.
|
||||
|
||||
const (
|
||||
// rosterStaleAfter — how old a snapshot can get before the board stops
|
||||
// claiming to be live. gogobee pushes every couple of minutes, so this is
|
||||
// several missed pushes, not one unlucky one.
|
||||
//
|
||||
// This matters more than it looks: if gogobee dies mid-expedition, the last
|
||||
// snapshot says "Josie is in holymachina" and would say so forever. A board
|
||||
// that lies confidently is worse than one that admits it lost the wire —
|
||||
// especially once players can act on it (see the target-list note below).
|
||||
rosterStaleAfter = 12 * time.Minute
|
||||
|
||||
// rosterMaxEntries — hard cap on a snapshot. A bounded realm; this only
|
||||
// exists so a malformed or hostile push can't spool unbounded rows.
|
||||
rosterMaxEntries = 500
|
||||
)
|
||||
|
||||
// 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"`
|
||||
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
|
||||
OnRun bool
|
||||
Zone string
|
||||
Region string
|
||||
Where string // "holymachina, day 3" | "in town"
|
||||
Idle string // "quiet for 2 days" — only when idle
|
||||
}
|
||||
|
||||
// handleRosterIngest replaces the board with gogobee's latest snapshot.
|
||||
func (s *Server) handleRosterIngest(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
|
||||
}
|
||||
|
||||
var push rosterPush
|
||||
if err := json.NewDecoder(io.LimitReader(r.Body, 1<<20)).Decode(&push); err != nil {
|
||||
http.Error(w, "bad json", http.StatusBadRequest)
|
||||
return
|
||||
}
|
||||
if len(push.Adventurers) > rosterMaxEntries {
|
||||
http.Error(w, "roster too large", http.StatusBadRequest)
|
||||
return
|
||||
}
|
||||
// A snapshot with no timestamp can't be aged, so it could never go stale —
|
||||
// it would sit on the page claiming to be live forever. Treat it as now.
|
||||
if push.SnapshotAt <= 0 {
|
||||
push.SnapshotAt = time.Now().Unix()
|
||||
}
|
||||
|
||||
// Never trust the channel with a name. Same rule as factGuard: gogobee
|
||||
// pre-sanitizes to character names, and Pete checks anyway, because this is
|
||||
// the last thing standing between the payload and a public page.
|
||||
for i, e := range push.Adventurers {
|
||||
if e.Token == "" || e.Name == "" {
|
||||
http.Error(w, "each adventurer needs token and name", http.StatusBadRequest)
|
||||
return
|
||||
}
|
||||
if e.Status != "expedition" && e.Status != "idle" {
|
||||
http.Error(w, fmt.Sprintf("adventurer %d: unknown status %q", i, e.Status), http.StatusBadRequest)
|
||||
return
|
||||
}
|
||||
}
|
||||
|
||||
if err := storage.ReplaceRoster(push.Adventurers, push.SnapshotAt); err != nil {
|
||||
slog.Error("roster ingest: replace failed", "err", err)
|
||||
http.Error(w, "internal error", http.StatusInternalServerError)
|
||||
return
|
||||
}
|
||||
// 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)
|
||||
}
|
||||
|
||||
// handleRosterAPI serves the board as JSON for the page's own re-poll, so an
|
||||
// open tab goes live without a reload. Public — same exposure as the rendered
|
||||
// page, no more.
|
||||
func (s *Server) handleRosterAPI(w http.ResponseWriter, r *http.Request) {
|
||||
if !s.adv.Enabled {
|
||||
http.NotFound(w, r)
|
||||
return
|
||||
}
|
||||
views, stale, _ := s.roster()
|
||||
w.Header().Set("Content-Type", "application/json")
|
||||
w.Header().Set("Cache-Control", "no-store")
|
||||
_ = json.NewEncoder(w).Encode(map[string]any{
|
||||
"stale": stale,
|
||||
"adventurers": views,
|
||||
})
|
||||
}
|
||||
|
||||
// roster loads the board and decides whether it is still live. A stale board is
|
||||
// still returned — the page shows it dimmed and says so, rather than blanking,
|
||||
// because "here is who was out when we lost contact" beats an empty page.
|
||||
func (s *Server) roster() (views []RosterView, stale bool, snapshotAt int64) {
|
||||
entries, snapshotAt, err := storage.LoadRoster()
|
||||
if err != nil {
|
||||
slog.Error("roster: load failed", "err", err)
|
||||
return nil, true, 0
|
||||
}
|
||||
stale = snapshotAt == 0 || time.Since(time.Unix(snapshotAt, 0)) > rosterStaleAfter
|
||||
for _, e := range entries {
|
||||
views = append(views, toRosterView(e))
|
||||
}
|
||||
return views, stale, snapshotAt
|
||||
}
|
||||
|
||||
func toRosterView(e storage.RosterEntry) RosterView {
|
||||
v := RosterView{
|
||||
Token: e.Token,
|
||||
Name: e.Name,
|
||||
Level: e.Level,
|
||||
ClassRace: e.ClassRace,
|
||||
OnRun: e.Status == "expedition",
|
||||
Zone: e.Zone,
|
||||
Region: e.Region,
|
||||
}
|
||||
if v.OnRun {
|
||||
where := e.Zone
|
||||
if e.Region != "" {
|
||||
where = fmt.Sprintf("%s, %s", e.Zone, e.Region)
|
||||
}
|
||||
if e.Day > 0 {
|
||||
where = fmt.Sprintf("%s — day %d", where, e.Day)
|
||||
}
|
||||
v.Where = where
|
||||
return v
|
||||
}
|
||||
v.Where = "in town"
|
||||
v.Idle = humanIdle(e.IdleHours)
|
||||
return v
|
||||
}
|
||||
|
||||
// humanIdle renders the idle clock the way a person would say it. Deliberately
|
||||
// coarse: this is colour on a board, not the boredom ticker's actual threshold.
|
||||
func humanIdle(hours int) string {
|
||||
switch {
|
||||
case hours <= 0:
|
||||
return ""
|
||||
case hours < 2:
|
||||
return "just got back"
|
||||
case hours < 24:
|
||||
return fmt.Sprintf("quiet for %dh", hours)
|
||||
case hours < 48:
|
||||
return "quiet for a day"
|
||||
default:
|
||||
return fmt.Sprintf("quiet for %d days", hours/24)
|
||||
}
|
||||
}
|
||||
193
internal/web/roster_test.go
Normal file
193
internal/web/roster_test.go
Normal file
@@ -0,0 +1,193 @@
|
||||
package web
|
||||
|
||||
import (
|
||||
"bytes"
|
||||
"encoding/json"
|
||||
"net/http/httptest"
|
||||
"strings"
|
||||
"testing"
|
||||
"time"
|
||||
|
||||
"pete/internal/storage"
|
||||
)
|
||||
|
||||
func postRoster(t *testing.T, s *Server, token string, push rosterPush) *httptest.ResponseRecorder {
|
||||
t.Helper()
|
||||
body, _ := json.Marshal(push)
|
||||
req := httptest.NewRequest("POST", "/api/ingest/roster", bytes.NewReader(body))
|
||||
req.Header.Set("Authorization", "Bearer "+token)
|
||||
w := httptest.NewRecorder()
|
||||
s.handleRosterIngest(w, req)
|
||||
return w
|
||||
}
|
||||
|
||||
func entry(token, name, status, zone string) storage.RosterEntry {
|
||||
return storage.RosterEntry{Token: token, Name: name, Level: 5, ClassRace: "elf ranger", Status: status, Zone: zone}
|
||||
}
|
||||
|
||||
// TestRosterReplacesNeverMerges is the whole contract of the board. gogobee
|
||||
// sends the *complete* set of adventurers it is willing to show; anyone missing
|
||||
// from a later snapshot has left the board — they deleted their character, or
|
||||
// (the case that actually matters) they just ran `!news optout` and must
|
||||
// disappear from a public page. An upsert would leave them standing there
|
||||
// forever, which is precisely the exposure the opt-out exists to prevent.
|
||||
func TestRosterReplacesNeverMerges(t *testing.T) {
|
||||
s, _ := newAdvServer(t, "tok")
|
||||
now := time.Now().Unix()
|
||||
|
||||
if w := postRoster(t, s, "tok", rosterPush{SnapshotAt: now, Adventurers: []storage.RosterEntry{
|
||||
entry("t1", "Josie", "expedition", "holymachina"),
|
||||
entry("t2", "Quack", "idle", ""),
|
||||
}}); w.Code != 200 {
|
||||
t.Fatalf("first push = %d, want 200", w.Code)
|
||||
}
|
||||
|
||||
// Quack opts out; gogobee stops including her.
|
||||
if w := postRoster(t, s, "tok", rosterPush{SnapshotAt: now + 60, Adventurers: []storage.RosterEntry{
|
||||
entry("t1", "Josie", "expedition", "holymachina"),
|
||||
}}); w.Code != 200 {
|
||||
t.Fatalf("second push = %d, want 200", w.Code)
|
||||
}
|
||||
|
||||
views, stale, _ := s.roster()
|
||||
if stale {
|
||||
t.Error("fresh snapshot read as stale")
|
||||
}
|
||||
if len(views) != 1 {
|
||||
t.Fatalf("board has %d rows, want 1 — a dropped adventurer survived the swap", len(views))
|
||||
}
|
||||
if views[0].Name != "Josie" {
|
||||
t.Errorf("board kept %q, want Josie", views[0].Name)
|
||||
}
|
||||
}
|
||||
|
||||
// TestRosterGoesStale: if gogobee dies mid-expedition, the last snapshot says
|
||||
// "Josie is in holymachina" and would say so forever. The board has to admit it
|
||||
// lost the wire rather than keep asserting a stale fact as live.
|
||||
func TestRosterGoesStale(t *testing.T) {
|
||||
s, _ := newAdvServer(t, "tok")
|
||||
old := time.Now().Add(-2 * rosterStaleAfter).Unix()
|
||||
|
||||
postRoster(t, s, "tok", rosterPush{SnapshotAt: old, Adventurers: []storage.RosterEntry{
|
||||
entry("t1", "Josie", "expedition", "holymachina"),
|
||||
}})
|
||||
|
||||
views, stale, _ := s.roster()
|
||||
if !stale {
|
||||
t.Error("snapshot older than rosterStaleAfter still reported live")
|
||||
}
|
||||
// Stale, but still shown: "who was out when we lost contact" beats a blank page.
|
||||
if len(views) != 1 {
|
||||
t.Errorf("stale board dropped its rows (%d), want them kept and dimmed", len(views))
|
||||
}
|
||||
}
|
||||
|
||||
// TestRosterEmptySnapshotIsNotStale: a realm where nobody is playing is a
|
||||
// legitimate state and must not be confused with gogobee having gone away. This
|
||||
// is why the snapshot time lives in its own row instead of MAX() over entries.
|
||||
func TestRosterEmptySnapshotIsNotStale(t *testing.T) {
|
||||
s, _ := newAdvServer(t, "tok")
|
||||
|
||||
if w := postRoster(t, s, "tok", rosterPush{SnapshotAt: time.Now().Unix()}); w.Code != 200 {
|
||||
t.Fatalf("empty push = %d, want 200", w.Code)
|
||||
}
|
||||
views, stale, _ := s.roster()
|
||||
if len(views) != 0 {
|
||||
t.Errorf("empty snapshot produced %d rows", len(views))
|
||||
}
|
||||
if stale {
|
||||
t.Error("a quiet realm read as a dead wire — the two must not collapse")
|
||||
}
|
||||
}
|
||||
|
||||
func TestRosterIngestRejects(t *testing.T) {
|
||||
s, _ := newAdvServer(t, "tok")
|
||||
now := time.Now().Unix()
|
||||
|
||||
if w := postRoster(t, s, "wrong", rosterPush{SnapshotAt: now}); w.Code != 401 {
|
||||
t.Errorf("bad bearer = %d, want 401", w.Code)
|
||||
}
|
||||
// An unknown status would render as neither "out there" nor "in town".
|
||||
bad := rosterPush{SnapshotAt: now, Adventurers: []storage.RosterEntry{
|
||||
{Token: "t1", Name: "Josie", Status: "vibing"},
|
||||
}}
|
||||
if w := postRoster(t, s, "tok", bad); w.Code != 400 {
|
||||
t.Errorf("unknown status = %d, want 400", w.Code)
|
||||
}
|
||||
// A nameless row would render an empty slot on a public page.
|
||||
nameless := rosterPush{SnapshotAt: now, Adventurers: []storage.RosterEntry{
|
||||
{Token: "t1", Status: "idle"},
|
||||
}}
|
||||
if w := postRoster(t, s, "tok", nameless); w.Code != 400 {
|
||||
t.Errorf("nameless adventurer = %d, want 400", w.Code)
|
||||
}
|
||||
}
|
||||
|
||||
// TestDepartureRenders guards the cross-repo contract: gogobee emits this
|
||||
// event_type for a bored adventurer, and an event_type Pete doesn't know is a
|
||||
// 400 that retries and parks the bulletin forever.
|
||||
func TestDepartureRenders(t *testing.T) {
|
||||
headline, lede, ok := renderAdventure(AdvFact{
|
||||
EventType: "departure",
|
||||
Subject: "Camcast",
|
||||
Zone: "crypt_valdris",
|
||||
Level: 1,
|
||||
Actors: []string{"Camcast"},
|
||||
})
|
||||
if !ok {
|
||||
t.Fatal("departure event_type unknown to Pete — gogobee's bulletin would 400 and park")
|
||||
}
|
||||
if headline == "" || lede == "" {
|
||||
t.Error("departure rendered empty")
|
||||
}
|
||||
}
|
||||
|
||||
func TestRosterViewWhere(t *testing.T) {
|
||||
out := toRosterView(storage.RosterEntry{
|
||||
Name: "Josie", Status: "expedition", Zone: "holymachina", Region: "the deep", Day: 3,
|
||||
})
|
||||
if !out.OnRun || out.Where != "holymachina, the deep — day 3" {
|
||||
t.Errorf("expedition row = %+v", out)
|
||||
}
|
||||
in := toRosterView(storage.RosterEntry{Name: "Quack", Status: "idle", IdleHours: 50})
|
||||
if in.OnRun || in.Where != "in town" || in.Idle != "quiet for 2 days" {
|
||||
t.Errorf("idle row = %+v", in)
|
||||
}
|
||||
}
|
||||
|
||||
// TestAdventurePageRendersBoard drives the real page through the real template.
|
||||
// The handler tests above prove the data is right; this proves it reaches a
|
||||
// reader. A template slip (bad field, unclosed block) doesn't fail a build — it
|
||||
// 500s the whole adventure section at request time, board and clippings alike.
|
||||
func TestAdventurePageRendersBoard(t *testing.T) {
|
||||
s, _ := newAdvServer(t, "tok")
|
||||
|
||||
postRoster(t, s, "tok", rosterPush{
|
||||
SnapshotAt: time.Now().Unix(),
|
||||
Adventurers: []storage.RosterEntry{
|
||||
{Token: "t1", Name: "Josie", Level: 14, ClassRace: "human cleric",
|
||||
Status: "expedition", Zone: "holymachina", Day: 3},
|
||||
{Token: "t2", Name: "Quack", Level: 4, ClassRace: "elf ranger",
|
||||
Status: "idle", IdleHours: 50},
|
||||
},
|
||||
})
|
||||
|
||||
req := httptest.NewRequest("GET", "/adventure", nil)
|
||||
w := httptest.NewRecorder()
|
||||
s.handleChannel(w, req, Channel{Slug: "adventure", Title: "Adventure", Theme: "adventure"})
|
||||
|
||||
if w.Code != 200 {
|
||||
t.Fatalf("GET /adventure = %d, want 200", w.Code)
|
||||
}
|
||||
body := w.Body.String()
|
||||
for _, want := range []string{
|
||||
"Out there right now", // the board's headline
|
||||
"Josie", "holymachina", "day 3", // live zone, shown while she's still in it
|
||||
"Quack", "in town", "quiet for 2 days",
|
||||
"/api/roster", // the client re-poll, so an open tab stays true
|
||||
} {
|
||||
if !strings.Contains(body, want) {
|
||||
t.Errorf("adventure page missing %q", want)
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -9,6 +9,7 @@ import (
|
||||
"io/fs"
|
||||
"log/slog"
|
||||
"net/http"
|
||||
"strings"
|
||||
"sync"
|
||||
"time"
|
||||
|
||||
@@ -31,6 +32,10 @@ type Channel struct {
|
||||
}
|
||||
|
||||
// channels in display order. Add a new entry here to add a section.
|
||||
//
|
||||
// This is the full catalogue, used to resolve a story's channel slug to its
|
||||
// display metadata. It is NOT the list of live sections: an entry can be gated
|
||||
// off (adventure), so route registration and the nav read s.channels instead.
|
||||
var channels = []Channel{
|
||||
{Slug: "gaming", Title: "Gaming", Theme: "gaming", Emoji: "🎮", Blurb: "Releases, platforms, and the people making the games."},
|
||||
{Slug: "tech", Title: "Tech", Theme: "tech", Emoji: "💻", Blurb: "Industry, products, and the wires that hold it all together."},
|
||||
@@ -42,6 +47,7 @@ var channels = []Channel{
|
||||
{Slug: "kids", Title: "Kids", Theme: "kids", Emoji: "🧒", Blurb: "World news written for younger readers — short, clear, and curious."},
|
||||
{Slug: "finance", Title: "Finance", Theme: "finance", Emoji: "💰", Blurb: "Markets, money, and the business of the world. Read-only — these stories don't post to Matrix."},
|
||||
{Slug: "lego", Title: "LEGO", Theme: "lego", Emoji: "🧱", Blurb: "Sets, releases, and the wider brick-building world."},
|
||||
{Slug: "adventure", Title: "Adventure", Theme: "adventure", Emoji: "⚔️", Blurb: "Dispatches from the realm — deaths, first-clears, arrivals, and rivalries. Reporting from the field, this is Pete."},
|
||||
}
|
||||
|
||||
// SourceInfo is the trimmed view of a configured feed for the settings panel.
|
||||
@@ -61,30 +67,58 @@ type Server struct {
|
||||
tts *ttsService // nil when server-side read-aloud is disabled
|
||||
adminSubs map[string]bool // OIDC subjects allowed to view /status
|
||||
pushHTTP *http.Client // SSRF-guarded client for Web Push delivery; built lazily by pushClient()
|
||||
adv config.AdventureConfig // gogobee adventure-news seam
|
||||
advPost PriorityPoster // posts priority adventure beats to Matrix; nil = web-only
|
||||
channels []Channel // live sections: the catalogue minus anything gated off (adventure)
|
||||
|
||||
// Daily-rotated salt for the privacy-preserving unique-visitor estimate.
|
||||
// Guarded by metricsMu; never persisted (see metrics.go).
|
||||
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 its own template set sharing layout.html + _card.html, which avoids
|
||||
// `main` define collisions between pages.
|
||||
func New(cfg config.WebConfig, sources []config.SourceConfig, postingEnabled bool) (*Server, error) {
|
||||
pages := []string{"index", "channel", "weather", "bookmarks", "for-you", "status"}
|
||||
tpls := make(map[string]*template.Template, len(pages))
|
||||
for _, p := range pages {
|
||||
t, err := template.New("").Funcs(funcs).ParseFS(templateFS,
|
||||
"templates/layout.html",
|
||||
"templates/_card.html",
|
||||
"templates/"+p+".html",
|
||||
)
|
||||
if err != nil {
|
||||
return nil, err
|
||||
// New builds the server. Templates are parsed once at startup. Each page gets
|
||||
// its own template set sharing a layout, which avoids `main` define collisions
|
||||
// between pages.
|
||||
//
|
||||
// There are two layouts, and they are not the same site. The news pages hang off
|
||||
// layout.html: Pete's face, the channel nav, search, the reader, the weather
|
||||
// canvas. The casino hangs off games_layout.html, which shares the *design* —
|
||||
// the palette vars, the fonts, the fat rounded cards — and none of the
|
||||
// furniture. games.parodia.dev is its own place, not a news page with a felt on
|
||||
// it, so it doesn't inherit a single control it has no use for.
|
||||
func New(cfg config.WebConfig, sources []config.SourceConfig, postingEnabled bool, adv config.AdventureConfig, advPost PriorityPoster) (*Server, error) {
|
||||
sets := []struct {
|
||||
layout string
|
||||
shared []string
|
||||
pages []string
|
||||
}{
|
||||
{"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 {
|
||||
for _, p := range set.pages {
|
||||
files := []string{"templates/" + set.layout + ".html"}
|
||||
for _, s := range set.shared {
|
||||
files = append(files, "templates/"+s+".html")
|
||||
}
|
||||
files = append(files, "templates/"+p+".html")
|
||||
t, err := template.New("").Funcs(funcs).ParseFS(templateFS, files...)
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
tpls[p] = t
|
||||
}
|
||||
tpls[p] = t
|
||||
}
|
||||
infos := make([]SourceInfo, 0, len(sources))
|
||||
for _, sc := range sources {
|
||||
@@ -99,7 +133,18 @@ func New(cfg config.WebConfig, sources []config.SourceConfig, postingEnabled boo
|
||||
adminSubs[sub] = true
|
||||
}
|
||||
}
|
||||
s := &Server{cfg: cfg, sources: infos, postingEnabled: postingEnabled, tpls: tpls, adminSubs: adminSubs}
|
||||
// The adventure section only exists when it's enabled: with the seam off,
|
||||
// there's no nav tab, no /adventure page and no /adventure feed, rather than
|
||||
// an empty section nobody can fill.
|
||||
live := make([]Channel, 0, len(channels))
|
||||
for _, ch := range channels {
|
||||
if ch.Slug == "adventure" && !adv.Enabled {
|
||||
continue
|
||||
}
|
||||
live = append(live, ch)
|
||||
}
|
||||
|
||||
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
|
||||
@@ -147,7 +192,7 @@ func New(cfg config.WebConfig, sources []config.SourceConfig, postingEnabled boo
|
||||
mux.HandleFunc("GET /api/related", s.handleRelated)
|
||||
mux.HandleFunc("GET /feed.xml", func(w http.ResponseWriter, r *http.Request) { s.handleFeedXML(w, r, "") })
|
||||
mux.HandleFunc("GET /feed.json", func(w http.ResponseWriter, r *http.Request) { s.handleFeedJSON(w, r, "") })
|
||||
for _, ch := range channels {
|
||||
for _, ch := range s.channels {
|
||||
ch := ch
|
||||
mux.HandleFunc("GET /"+ch.Slug, func(w http.ResponseWriter, r *http.Request) {
|
||||
s.handleChannel(w, r, ch)
|
||||
@@ -165,6 +210,58 @@ func New(cfg config.WebConfig, sources []config.SourceConfig, postingEnabled boo
|
||||
_, _ = w.Write([]byte("ok"))
|
||||
})
|
||||
|
||||
// gogobee adventure-news ingest. Bearer-authed (not OIDC), so it lives
|
||||
// outside the sign-in block. Self-gates on adv.Enabled (404 when off).
|
||||
mux.HandleFunc("POST /api/ingest/adventure", s.handleAdventureIngest)
|
||||
|
||||
// The live board. Ingest is bearer-authed like the fact seam; the read side
|
||||
// is public because it renders on a public page anyway.
|
||||
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).
|
||||
mux.HandleFunc("GET /adventure/{guid}", s.handleAdventureStory)
|
||||
|
||||
// Themed per-event emblem (card + og:image). A distinct path depth from
|
||||
// /adventure/{guid}, so the two patterns never overlap.
|
||||
mux.HandleFunc("GET /adventure/art/{type}", s.handleAdventureArt)
|
||||
|
||||
// The euro/chip border. gogobee polls pending, claims a row, moves the euros,
|
||||
// and pushes the verdict back. Bearer-authed on the same ingest token as the
|
||||
// adventure seam, so like it, these sit outside the sign-in block — the caller
|
||||
// is a machine on the tailnet, not a browser.
|
||||
mux.HandleFunc("GET /api/games/escrow/pending", s.handleEscrowPending)
|
||||
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.
|
||||
if s.gamesReady() {
|
||||
s.casinoRoutes(mux)
|
||||
}
|
||||
|
||||
if s.auth != nil {
|
||||
mux.HandleFunc("GET /auth/login", s.auth.handleLogin)
|
||||
mux.HandleFunc("GET /auth/callback", s.auth.handleCallback)
|
||||
@@ -176,6 +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)
|
||||
@@ -187,12 +294,56 @@ func New(cfg config.WebConfig, sources []config.SourceConfig, postingEnabled boo
|
||||
|
||||
s.srv = &http.Server{
|
||||
Addr: cfg.ListenAddr,
|
||||
Handler: mux,
|
||||
Handler: s.hostRouter(mux),
|
||||
ReadHeaderTimeout: 5 * time.Second,
|
||||
}
|
||||
return s, nil
|
||||
}
|
||||
|
||||
// hostRouter puts the casino at the root of its own hostname without giving it
|
||||
// its own mux. games.parodia.dev and news.parodia.dev are the same process on
|
||||
// the same port — Caddy sends both here — so a request that arrives on the games
|
||||
// host has /games prefixed onto its path, and "/" lands on the lobby.
|
||||
//
|
||||
// Shared plumbing (the API, sign-in, static files, health) is left alone: it is
|
||||
// the same plumbing whichever door you came in by, and the login round-trip in
|
||||
// particular has to keep working on both hosts.
|
||||
func (s *Server) hostRouter(mux http.Handler) http.Handler {
|
||||
host := strings.ToLower(strings.TrimSpace(s.cfg.Games.Host))
|
||||
if host == "" || !s.gamesReady() {
|
||||
return mux
|
||||
}
|
||||
return http.HandlerFunc(func(w http.ResponseWriter, r *http.Request) {
|
||||
if !strings.EqualFold(hostOnly(r.Host), host) || isSharedPath(r.URL.Path) {
|
||||
mux.ServeHTTP(w, r)
|
||||
return
|
||||
}
|
||||
// Rewrite a copy: the request's URL is shared with anything that logged it.
|
||||
r2 := r.Clone(r.Context())
|
||||
r2.URL.Path = "/games" + strings.TrimSuffix(r.URL.Path, "/")
|
||||
mux.ServeHTTP(w, r2)
|
||||
})
|
||||
}
|
||||
|
||||
// isSharedPath marks the paths that mean the same thing on every host and must
|
||||
// not be shuffled under /games.
|
||||
func isSharedPath(p string) bool {
|
||||
for _, prefix := range []string{"/api/", "/auth/", "/static/", "/img/", "/games"} {
|
||||
if strings.HasPrefix(p, prefix) {
|
||||
return true
|
||||
}
|
||||
}
|
||||
return p == "/healthz" || p == "/sw.js" || p == "/manifest.webmanifest"
|
||||
}
|
||||
|
||||
// hostOnly strips the port from a Host header.
|
||||
func hostOnly(host string) string {
|
||||
if i := strings.IndexByte(host, ':'); i >= 0 {
|
||||
return host[:i]
|
||||
}
|
||||
return host
|
||||
}
|
||||
|
||||
// Start runs the HTTP server and blocks until ctx is canceled.
|
||||
func (s *Server) Start(ctx context.Context) {
|
||||
go func() {
|
||||
|
||||
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.
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user