Phase B foundation for the multiplayer casino: the shared-table storage layer, the SSE fan-out, and the lock that only ever pretends to be the authority. - game_tables/game_seats/game_chat, plus a nullable table_id on game_live_hands so occupancy stays one row per player — the same primary key that stops a second solo hand stops a second seat. No second uniqueness domain, no split brain, no cash-out-to-zero while sitting on a pot. - The money model the plan sketched turned out simpler than it drew: chips cross the border only at sit-down and get-up, so a hand settles by moving the pot *within* the state blob and credits nobody. That deletes the payout ledger the design called for — there is no money write to make idempotent, only a state write conditional on the version. A replayed settle affects zero rows. - CommitTable/SitDown/LeaveTable each one transaction with the state write in it; the version column is the concurrency authority and the striped in-memory lock is only an optimisation over it, because a mutex does not survive a redeploy. - The SSE hub is a dumb byte fan-out: non-blocking sends (a stalled phone must not hold the table lock and freeze the clock for the room) and never a DB touch after the first read (holding the one connection open bricks the app). - DueTables/PushDeadlines for the turn clock to come; Chat keeps the hand_no it was said during, because at a money table collusion looks like chat. Storage and hub tested, including the version race and the never-block publish. No handlers wired yet, so nothing a player can see has changed. Claude-Session: https://claude.ai/code/session_013M5nD7PgUboJXoDcYHzpuJ
685 lines
23 KiB
Go
685 lines
23 KiB
Go
package storage
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import (
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"crypto/rand"
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"database/sql"
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"encoding/base64"
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"errors"
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"fmt"
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"strings"
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)
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// Shared tables: the casino with more than one person at it.
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//
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// The money model is the thing to understand first, because everything else
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// follows from it, and it is *not* the one the plan sketched.
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//
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// **Chips cross into a table when you sit down, and back out when you get up.
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// Nothing in between touches game_chips at all.** Your buy-in leaves your stack
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// and becomes a stack inside the engine's own state; antes, bets, pots and
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// payouts are all moves within that blob; and getting up is the single write
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// that turns what is in front of you back into chips.
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//
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// This is how hold'em already worked as a solo session, and generalising it is
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// what makes a pot safe. The obvious alternative — settle each hand by crediting
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// every winner's game_chips row — puts a real money write on the end of every
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// hand, and a crash between the credit and the state write pays the winner twice.
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// Here a settle credits nobody: it is a state write, conditional on the version,
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// and a replay of it affects zero rows and rolls back. The pot cannot be paid
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// twice because it is never *paid* at all, only moved.
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//
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// So the money invariant across a table's whole life is:
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//
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// sum(seat stacks in the blob) + pot == sum(game_seats.staked) - rake taken
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//
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// and the only two statements that move chips across the border are the stake in
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// SitDown and the award in LeaveTable — each of them one transaction, each of
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// them carrying the state write that justifies it.
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//
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// The other half is concurrency. A table has two writers where a solo game had
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// one: an HTTP move, and a turn clock acting for whoever walked away. The version
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// column is the authority — every state write is conditional on the version its
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// writer read — and the striped mutex in the web layer is only an optimisation on
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// top. Correctness has to live in the database, because a mutex does not survive
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// a redeploy: during a drain, two processes hold two different mutexes over the
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// same row and both of them believe they are alone.
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var (
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// ErrStaleTable means somebody else wrote the table first. The caller's read is
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// out of date; it must reload and decide again. This is not an error condition
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// so much as the normal outcome of a race, and it is what a 409 is made of.
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ErrStaleTable = errors.New("games: the table moved on")
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// ErrNoSuchTable means there is no table with that id.
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ErrNoSuchTable = errors.New("games: no such table")
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// ErrSeatTaken means somebody sat down there between the read and the write.
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ErrSeatTaken = errors.New("games: that seat is taken")
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)
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// Table is a felt other people can sit at.
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//
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// State is the engine's State, serialized whole — the same blob game_live_hands
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// holds for a solo game, and for the same reason: the deck is in it, so it never
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// leaves the server, and a hand survives a redeploy.
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type Table struct {
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ID string
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Game string
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Tier string
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State []byte
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Seed1 uint64
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Seed2 uint64
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Phase string
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// HandNo, with the id, is the identity of one hand. It is what the audit trail
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// keys on now that a seed no longer reproduces a hand: at a shared table the
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// cards fall the way they do because of the order the others acted, not just
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// the seed, so "deal it again from seed1/seed2" stopped being a true story the
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// moment there was a second player.
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HandNo int64
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// Version is the concurrency authority. Read it, write against it, and a write
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// that finds it moved is a write that lost the race.
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Version int64
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// Deadline is the unix second by which the seat to act has to act, or 0 for no
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// clock at all. Only a *human* to act sets one: bots resolve inside ApplyMove
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// and there is nobody to wait for.
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Deadline int64
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CreatedAt int64
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UpdatedAt int64
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}
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// Seat is one chair. A seat with no MatrixUser is a bot, which is what makes solo
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// play just "a table nobody else has joined yet" rather than a second mode.
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type Seat struct {
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Seat int
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MatrixUser string // "" for a bot
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Name string
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// Staked is what this player brought and has not yet taken home. The chips are
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// off their game_chips stack and inside the table blob, where the idle reaper
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// cannot see them — so this is the row that says they exist.
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Staked int64
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Away bool
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LastSeen int64
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}
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// Bot reports whether nobody is sitting here.
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func (s Seat) Bot() bool { return s.MatrixUser == "" }
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// NewTableID mints a table id. Short enough to put in a URL, random enough that
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// nobody guesses their way onto somebody else's felt.
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func NewTableID() (string, error) {
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b := make([]byte, 9)
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if _, err := rand.Read(b); err != nil {
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return "", fmt.Errorf("games: mint table id: %w", err)
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}
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return base64.RawURLEncoding.EncodeToString(b), nil
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}
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// OpenTable creates a table and seats it — bots in every chair nobody has taken.
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func OpenTable(t Table, seats []Seat) error {
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now := nowUnix()
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tx, err := Get().Begin()
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if err != nil {
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return fmt.Errorf("games: begin open table: %w", err)
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}
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defer tx.Rollback() //nolint:errcheck // no-op once committed
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if _, err := tx.Exec(
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`INSERT INTO game_tables (id, game, tier, state, seed1, seed2, phase, hand_no, version, deadline, created_at, updated_at)
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VALUES (?, ?, ?, ?, ?, ?, ?, ?, 0, ?, ?, ?)`,
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t.ID, t.Game, t.Tier, string(t.State), int64(t.Seed1), int64(t.Seed2),
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t.Phase, t.HandNo, t.Deadline, now, now,
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); err != nil {
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return fmt.Errorf("games: open table: %w", err)
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}
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for _, s := range seats {
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if err := upsertSeat(tx, t.ID, s, now); err != nil {
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return err
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}
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}
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if err := tx.Commit(); err != nil {
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return fmt.Errorf("games: commit open table: %w", err)
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}
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return nil
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}
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// upsertSeat writes a seat row inside an open transaction, bots included.
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func upsertSeat(tx *sql.Tx, tableID string, s Seat, now int64) error {
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var user any
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if s.MatrixUser != "" {
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user = s.MatrixUser
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}
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if _, err := tx.Exec(
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`INSERT INTO game_seats (table_id, seat, matrix_user, name, staked, away, last_seen)
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VALUES (?, ?, ?, ?, ?, ?, ?)
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ON CONFLICT(table_id, seat) DO UPDATE SET
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matrix_user = excluded.matrix_user, name = excluded.name,
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staked = excluded.staked, away = excluded.away, last_seen = excluded.last_seen`,
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tableID, s.Seat, user, s.Name, s.Staked, boolInt(s.Away), now,
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); err != nil {
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return fmt.Errorf("games: seat: %w", err)
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}
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return nil
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}
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func boolInt(b bool) int64 {
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if b {
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return 1
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}
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return 0
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}
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// LoadTable reads a table and everyone at it.
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func LoadTable(id string) (Table, []Seat, error) {
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var t Table
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var state string
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var s1, s2 int64
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err := Get().QueryRow(
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`SELECT id, game, tier, state, seed1, seed2, phase, hand_no, version, deadline, created_at, updated_at
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FROM game_tables WHERE id = ?`, id,
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).Scan(&t.ID, &t.Game, &t.Tier, &state, &s1, &s2, &t.Phase, &t.HandNo, &t.Version, &t.Deadline, &t.CreatedAt, &t.UpdatedAt)
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if errors.Is(err, sql.ErrNoRows) {
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return Table{}, nil, ErrNoSuchTable
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}
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if err != nil {
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return Table{}, nil, fmt.Errorf("games: load table: %w", err)
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}
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t.State, t.Seed1, t.Seed2 = []byte(state), uint64(s1), uint64(s2)
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seats, err := tableSeats(id)
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if err != nil {
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return Table{}, nil, err
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}
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return t, seats, nil
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}
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// tableSeats reads the chairs, in seat order.
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func tableSeats(id string) ([]Seat, error) {
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rows, err := Get().Query(
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`SELECT seat, matrix_user, name, staked, away, last_seen
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FROM game_seats WHERE table_id = ? ORDER BY seat`, id)
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if err != nil {
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return nil, fmt.Errorf("games: table seats: %w", err)
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}
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defer rows.Close()
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var out []Seat
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for rows.Next() {
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var s Seat
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var user sql.NullString
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var away int64
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if err := rows.Scan(&s.Seat, &user, &s.Name, &s.Staked, &away, &s.LastSeen); err != nil {
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return nil, fmt.Errorf("games: scan seat: %w", err)
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}
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s.MatrixUser, s.Away = user.String, away != 0
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out = append(out, s)
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}
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return out, rows.Err()
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}
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// TableSummary is a table as the lobby lists it: enough to decide whether to sit
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// down, and nothing that would give away a card.
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type TableSummary struct {
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ID string `json:"id"`
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Game string `json:"game"`
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Tier string `json:"tier"`
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Phase string `json:"phase"`
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Humans int `json:"humans"`
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Seats int `json:"seats"`
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UpdatedAt int64 `json:"updated_at"`
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}
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// LobbyTables lists the live tables, most recently played first. A game of "" is
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// all of them.
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func LobbyTables(game string, limit int) ([]TableSummary, error) {
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if limit <= 0 {
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limit = 50
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}
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q := `SELECT t.id, t.game, t.tier, t.phase, t.updated_at,
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COUNT(s.seat),
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COUNT(s.matrix_user)
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FROM game_tables t
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LEFT JOIN game_seats s ON s.table_id = t.id`
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args := []any{}
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if game != "" {
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q += ` WHERE t.game = ?`
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args = append(args, game)
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}
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q += ` GROUP BY t.id ORDER BY t.updated_at DESC LIMIT ?`
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args = append(args, limit)
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rows, err := Get().Query(q, args...)
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if err != nil {
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return nil, fmt.Errorf("games: lobby: %w", err)
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}
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defer rows.Close()
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var out []TableSummary
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for rows.Next() {
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var s TableSummary
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if err := rows.Scan(&s.ID, &s.Game, &s.Tier, &s.Phase, &s.UpdatedAt, &s.Seats, &s.Humans); err != nil {
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return nil, fmt.Errorf("games: scan lobby row: %w", err)
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}
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out = append(out, s)
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}
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return out, rows.Err()
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}
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// ---- writing a table back --------------------------------------------------
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// TableCommit is one write-back of a shared table.
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//
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// There is no payout field, and its absence is the design. A hand ending at a
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// shared table moves chips *within* the blob — the pot becomes somebody's stack —
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// so settling one credits nobody and mints nothing. What it writes is the state,
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// the audit rows, and whatever the seats now look like. The version makes it
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// exactly-once: a settle that runs twice loses the race with itself.
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type TableCommit struct {
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// Table carries the new state and the version that was *read*. The write is
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// conditional on that version and bumps it.
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Table Table
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// Seats to rewrite — a stack that changed hands, a seat that came back from
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// away. Seats not named here are left alone.
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Seats []Seat
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// Audit is the per-seat record of a hand that just ended. Empty mid-hand.
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Audit []Hand
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}
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// CommitTable writes a table back, and the hand it just finished with it, in one
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// transaction.
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//
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// The version check is the whole safety property, and it is why this can be
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// called by the turn clock and an HTTP move at the same instant without either
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// having to trust the other. Whoever gets there first bumps the version; the
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// loser's UPDATE matches zero rows, the transaction rolls back, and it comes back
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// ErrStaleTable with nothing written — no half-settled hand, no audit row for a
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// hand that did not happen.
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//
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// Nothing in here may call Get().Exec. The pool runs at MaxOpenConns(1), so a
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// bare Exec inside an open transaction waits forever for the connection that this
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// transaction is holding — and takes the news app down with it. See CommitHand.
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func CommitTable(c TableCommit) error {
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now := nowUnix()
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tx, err := Get().Begin()
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if err != nil {
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return fmt.Errorf("games: begin commit table: %w", err)
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}
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defer tx.Rollback() //nolint:errcheck // no-op once committed
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if err := saveTable(tx, c.Table, now); err != nil {
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return err
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}
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for _, s := range c.Seats {
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if err := upsertSeat(tx, c.Table.ID, s, now); err != nil {
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return err
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}
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}
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for _, h := range c.Audit {
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if err := recordHand(tx, h, now); err != nil {
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return err
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}
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// Playing a hand is the most deliberate thing a player does. Keep the reaper
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// off them — their chips are inside the table blob, where it cannot see them
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// anyway, but their game_chips row is what it reads.
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if h.MatrixUser == "" {
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continue
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}
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if _, err := tx.Exec(
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`UPDATE game_chips SET last_played = ?, updated_at = ? WHERE matrix_user = ?`,
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now, now, h.MatrixUser,
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); err != nil {
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return fmt.Errorf("games: touch session: %w", err)
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}
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}
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if err := tx.Commit(); err != nil {
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return fmt.Errorf("games: commit table: %w", err)
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}
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return nil
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}
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// saveTable is the conditional state write: it lands only if the version is still
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// the one the caller read.
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func saveTable(tx *sql.Tx, t Table, now int64) error {
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res, err := tx.Exec(
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`UPDATE game_tables SET state = ?, phase = ?, hand_no = ?, seed1 = ?, seed2 = ?,
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deadline = ?, version = version + 1, updated_at = ?
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WHERE id = ? AND version = ?`,
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string(t.State), t.Phase, t.HandNo, int64(t.Seed1), int64(t.Seed2),
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t.Deadline, now, t.ID, t.Version,
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)
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if err != nil {
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return fmt.Errorf("games: save table: %w", err)
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}
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if n, _ := res.RowsAffected(); n == 0 {
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return ErrStaleTable
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}
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return nil
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}
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// ---- sitting down and getting up -------------------------------------------
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// Sit is one player taking one chair, with the table state that has them in it.
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type Sit struct {
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Table Table // the new state, and the version that was read
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Seat Seat // MatrixUser, Name and the chair; Staked is the buy-in
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BuyIn int64
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}
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// SitDown moves a player's chips onto a table and puts them in a seat — the first
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// of the only two statements in the casino that cross the chip/table border.
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//
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// It is one transaction and every step of it can refuse:
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//
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// - the chips leave in the same statement that checks they are there, so two
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// joins fired at once cannot spend the same chip;
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// - the occupancy claim is game_live_hands' primary key, exactly as it is for a
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// solo hand, so a player cannot be at two tables (or at a table and in a solo
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// game) at once, and a double-clicked Join is a 409;
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// - the seat is taken only if a bot is sitting in it, so two players racing for
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// the last chair cannot both win;
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// - and the state write is conditional on the version, so the engine's idea of
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// who is at the table cannot drift from the seat rows.
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//
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// Any of those failing rolls back the buy-in with it.
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func SitDown(s Sit) error {
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if s.BuyIn <= 0 {
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return ErrBadAmount
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}
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now := nowUnix()
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tx, err := Get().Begin()
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if err != nil {
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return fmt.Errorf("games: begin sit: %w", err)
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}
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defer tx.Rollback() //nolint:errcheck // no-op once committed
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res, err := tx.Exec(
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`UPDATE game_chips SET chips = chips - ?, last_played = ?, updated_at = ?
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WHERE matrix_user = ? AND chips >= ?`,
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s.BuyIn, now, now, s.Seat.MatrixUser, s.BuyIn,
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)
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if err != nil {
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return fmt.Errorf("games: stake buy-in: %w", err)
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}
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if n, _ := res.RowsAffected(); n == 0 {
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return ErrInsufficientChips
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}
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// The occupancy claim. The state column is empty on purpose: the cards live in
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// game_tables, and this row exists to be a primary key.
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res, err = tx.Exec(
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`INSERT INTO game_live_hands (matrix_user, game, state, seed1, seed2, table_id, updated_at)
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VALUES (?, ?, '', 0, 0, ?, ?)
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ON CONFLICT(matrix_user) DO NOTHING`,
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s.Seat.MatrixUser, s.Table.Game, s.Table.ID, now,
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)
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if err != nil {
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return fmt.Errorf("games: claim seat: %w", err)
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}
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if n, _ := res.RowsAffected(); n == 0 {
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return ErrHandInProgress
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}
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// Take the chair, but only out of a bot's hands.
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res, err = tx.Exec(
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`UPDATE game_seats SET matrix_user = ?, name = ?, staked = ?, away = 0, last_seen = ?
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WHERE table_id = ? AND seat = ? AND matrix_user IS NULL`,
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s.Seat.MatrixUser, s.Seat.Name, s.BuyIn, now, s.Table.ID, s.Seat.Seat,
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)
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if err != nil {
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return fmt.Errorf("games: take seat: %w", err)
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}
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if n, _ := res.RowsAffected(); n == 0 {
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return ErrSeatTaken
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}
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if err := saveTable(tx, s.Table, now); err != nil {
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return err
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}
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if err := tx.Commit(); err != nil {
|
|
return fmt.Errorf("games: commit sit: %w", err)
|
|
}
|
|
return nil
|
|
}
|
|
|
|
// Leave is one player getting up, with the table state that no longer has them.
|
|
type Leave struct {
|
|
Table Table // the new state, and the version that was read
|
|
Seat int
|
|
MatrixUser string
|
|
// Bot is who takes the chair over. A table always has a full complement, so
|
|
// getting up hands the seat back to the house rather than leaving a hole.
|
|
Bot string
|
|
// Amount is what is in front of them: everything they are taking home. It may
|
|
// be more than they brought, or nothing at all.
|
|
Amount int64
|
|
// Audit, if the leaving itself settles something worth recording.
|
|
Audit []Hand
|
|
}
|
|
|
|
// LeaveTable turns what is in front of a player back into chips — the second and
|
|
// last statement that crosses the chip/table border.
|
|
//
|
|
// One transaction, and the state write is in it. As two statements this is a
|
|
// double-pay waiting to happen: award 1,240 chips, fail the state write, and the
|
|
// player reloads to find their seat still there with 1,240 in front of it. They
|
|
// get up again, and again.
|
|
func LeaveTable(l Leave) error {
|
|
now := nowUnix()
|
|
|
|
tx, err := Get().Begin()
|
|
if err != nil {
|
|
return fmt.Errorf("games: begin leave: %w", err)
|
|
}
|
|
defer tx.Rollback() //nolint:errcheck // no-op once committed
|
|
|
|
if err := saveTable(tx, l.Table, now); err != nil {
|
|
return err
|
|
}
|
|
if err := upsertSeat(tx, l.Table.ID, Seat{Seat: l.Seat, Name: l.Bot}, now); err != nil {
|
|
return err
|
|
}
|
|
if _, err := tx.Exec(
|
|
`DELETE FROM game_live_hands WHERE matrix_user = ? AND table_id = ?`,
|
|
l.MatrixUser, l.Table.ID,
|
|
); err != nil {
|
|
return fmt.Errorf("games: release seat claim: %w", err)
|
|
}
|
|
if err := award(tx, l.MatrixUser, l.Amount, now); err != nil {
|
|
return err
|
|
}
|
|
for _, h := range l.Audit {
|
|
if err := recordHand(tx, h, now); err != nil {
|
|
return err
|
|
}
|
|
}
|
|
if err := tx.Commit(); err != nil {
|
|
return fmt.Errorf("games: commit leave: %w", err)
|
|
}
|
|
return nil
|
|
}
|
|
|
|
// TableOf reports which table a player is sitting at, if any. Read off the
|
|
// occupancy claim, so it agrees with the cash-out check by construction.
|
|
func TableOf(user string) (string, error) {
|
|
var id sql.NullString
|
|
err := Get().QueryRow(
|
|
`SELECT table_id FROM game_live_hands WHERE matrix_user = ?`, user,
|
|
).Scan(&id)
|
|
if errors.Is(err, sql.ErrNoRows) {
|
|
return "", ErrNoLiveHand
|
|
}
|
|
if err != nil {
|
|
return "", fmt.Errorf("games: table of: %w", err)
|
|
}
|
|
return id.String, nil
|
|
}
|
|
|
|
// CloseTable deletes a table nobody is sitting at. Called when the last human
|
|
// gets up: a felt with six bots on it and nobody watching is not a game, it is a
|
|
// row that the lobby would advertise forever.
|
|
func CloseTable(id string) error {
|
|
tx, err := Get().Begin()
|
|
if err != nil {
|
|
return fmt.Errorf("games: begin close table: %w", err)
|
|
}
|
|
defer tx.Rollback() //nolint:errcheck // no-op once committed
|
|
|
|
var humans int
|
|
if err := tx.QueryRow(
|
|
`SELECT COUNT(*) FROM game_seats WHERE table_id = ? AND matrix_user IS NOT NULL`, id,
|
|
).Scan(&humans); err != nil {
|
|
return fmt.Errorf("games: count humans: %w", err)
|
|
}
|
|
if humans > 0 {
|
|
return nil // somebody is still playing; the table stays
|
|
}
|
|
for _, q := range []string{
|
|
`DELETE FROM game_seats WHERE table_id = ?`,
|
|
`DELETE FROM game_chat WHERE table_id = ?`,
|
|
`DELETE FROM game_tables WHERE id = ?`,
|
|
} {
|
|
if _, err := tx.Exec(q, id); err != nil {
|
|
return fmt.Errorf("games: close table: %w", err)
|
|
}
|
|
}
|
|
if err := tx.Commit(); err != nil {
|
|
return fmt.Errorf("games: commit close table: %w", err)
|
|
}
|
|
return nil
|
|
}
|
|
|
|
// ---- the turn clock --------------------------------------------------------
|
|
|
|
// TableRef is a table the clock has found expired: which one, and at what version
|
|
// it was seen.
|
|
//
|
|
// The version is the point. The clock acts only if it is *still* that version by
|
|
// the time it takes the lock, because otherwise: Bob's raise lands in the same
|
|
// second his clock expires, the action passes to Cara, and the clock — still
|
|
// holding its scan-time belief that the seat to act has run out of time — folds
|
|
// Cara, who had twenty-five seconds left. That is a one-second window that recurs
|
|
// on every single turn of every hand.
|
|
type TableRef struct {
|
|
ID string
|
|
Version int64
|
|
}
|
|
|
|
// DueTables lists the tables whose clock has run out.
|
|
//
|
|
// It closes the rows before returning, and it must: the caller is about to take a
|
|
// table lock and open a transaction, and holding a *sql.Rows across that means
|
|
// holding the only connection in the pool while waiting for it. That is not a
|
|
// slow query, it is a deadlock.
|
|
func DueTables(now int64) ([]TableRef, error) {
|
|
rows, err := Get().Query(
|
|
`SELECT id, version FROM game_tables WHERE deadline > 0 AND deadline <= ?`, now)
|
|
if err != nil {
|
|
return nil, fmt.Errorf("games: due tables: %w", err)
|
|
}
|
|
defer rows.Close()
|
|
|
|
var out []TableRef
|
|
for rows.Next() {
|
|
var r TableRef
|
|
if err := rows.Scan(&r.ID, &r.Version); err != nil {
|
|
return nil, fmt.Errorf("games: scan due table: %w", err)
|
|
}
|
|
out = append(out, r)
|
|
}
|
|
return out, rows.Err()
|
|
}
|
|
|
|
// PushDeadlines shoves every live clock out by a grace period. Called once on
|
|
// boot: a deploy takes a table's clock with it, and without this the first tick
|
|
// after a restart wakes up to find every deadline in the casino already expired
|
|
// and auto-folds all of them at once.
|
|
func PushDeadlines(grace int64) error {
|
|
if _, err := Get().Exec(
|
|
`UPDATE game_tables SET deadline = ? WHERE deadline > 0 AND deadline < ?`,
|
|
nowUnix()+grace, nowUnix()+grace,
|
|
); err != nil {
|
|
return fmt.Errorf("games: push deadlines: %w", err)
|
|
}
|
|
return nil
|
|
}
|
|
|
|
// ---- chat ------------------------------------------------------------------
|
|
|
|
// ChatLine is one thing somebody said at the felt.
|
|
type ChatLine struct {
|
|
ID int64 `json:"id"`
|
|
HandNo int64 `json:"hand_no"`
|
|
Name string `json:"name"`
|
|
Body string `json:"body"`
|
|
SaidAt int64 `json:"said_at"`
|
|
// Mine is filled in by the web layer, per reader. It is not in the database.
|
|
Mine bool `json:"mine,omitempty"`
|
|
}
|
|
|
|
// MaxChatLen is where a message stops. Long enough for a table read, short enough
|
|
// that nobody pastes a novel onto the felt.
|
|
const MaxChatLen = 240
|
|
|
|
// Say records a line of chat and returns it. Its hand_no is stamped from the
|
|
// table, which is what makes the log answer the only question chat at a money
|
|
// table ever really raises: what was said, during which hand.
|
|
func Say(tableID, user, name, body string) (ChatLine, error) {
|
|
body = strings.TrimSpace(body)
|
|
if body == "" {
|
|
return ChatLine{}, ErrBadAmount
|
|
}
|
|
if len(body) > MaxChatLen {
|
|
body = body[:MaxChatLen]
|
|
}
|
|
var handNo int64
|
|
if err := Get().QueryRow(`SELECT hand_no FROM game_tables WHERE id = ?`, tableID).Scan(&handNo); errors.Is(err, sql.ErrNoRows) {
|
|
return ChatLine{}, ErrNoSuchTable
|
|
} else if err != nil {
|
|
return ChatLine{}, fmt.Errorf("games: chat hand no: %w", err)
|
|
}
|
|
|
|
now := nowUnix()
|
|
res, err := Get().Exec(
|
|
`INSERT INTO game_chat (table_id, hand_no, matrix_user, name, body, said_at)
|
|
VALUES (?, ?, ?, ?, ?, ?)`,
|
|
tableID, handNo, user, name, body, now,
|
|
)
|
|
if err != nil {
|
|
return ChatLine{}, fmt.Errorf("games: say: %w", err)
|
|
}
|
|
id, _ := res.LastInsertId()
|
|
return ChatLine{ID: id, HandNo: handNo, Name: name, Body: body, SaidAt: now}, nil
|
|
}
|
|
|
|
// Chat reads the last few lines said at a table, oldest first.
|
|
func Chat(tableID string, limit int) ([]ChatLine, error) {
|
|
if limit <= 0 || limit > 200 {
|
|
limit = 50
|
|
}
|
|
rows, err := Get().Query(
|
|
`SELECT id, hand_no, name, body, said_at FROM game_chat
|
|
WHERE table_id = ? ORDER BY id DESC LIMIT ?`, tableID, limit)
|
|
if err != nil {
|
|
return nil, fmt.Errorf("games: chat: %w", err)
|
|
}
|
|
defer rows.Close()
|
|
|
|
var out []ChatLine
|
|
for rows.Next() {
|
|
var c ChatLine
|
|
if err := rows.Scan(&c.ID, &c.HandNo, &c.Name, &c.Body, &c.SaidAt); err != nil {
|
|
return nil, fmt.Errorf("games: scan chat: %w", err)
|
|
}
|
|
out = append(out, c)
|
|
}
|
|
if err := rows.Err(); err != nil {
|
|
return nil, err
|
|
}
|
|
// Read newest-first so the LIMIT takes the right end; hand them back in the
|
|
// order they were said.
|
|
for i, j := 0, len(out)-1; i < j; i, j = i+1, j-1 {
|
|
out[i], out[j] = out[j], out[i]
|
|
}
|
|
return out, nil
|
|
}
|