Files
Pete/internal/web/games_holdem.go
prosolis 5139385350 games: the poker table others can walk up to, and the one that empties when they leave
Phase C's handler cutover: hold'em now runs on the shared-table runtime instead
of the solo game_live_hands blob. Solo is just a table nobody else has joined.

- holdem implements tableGame (name/timeout/stacks). timeout auto-checks-or-folds
  a walked-away seat and marks it away; the audit is per-hand, with each pot's
  rake on the winner's row alone so HouseTake cannot 4x itself.
- New endpoints: sit opens a table (or joins an open bot seat), leave gets you up
  (LeaveTable + CloseTable behind the last human), plus tables (lobby), stream
  (SSE), chat and say. The move path loads the player's table, applies at their
  seat, commits under the version guard, and fans an SSE nudge.
- Engine grows Vacate/Occupy (a human leaving/joining between hands) and
  TableSeats (a named human + bots). The view carries your_seat, since a shared
  table has no seat-zero-is-you convention.
- Storage grows OpenSoloTable (stake+claim+create+seat in one tx), PlayerSeat,
  and the abandoned-table reaper (AbandonedTables/ReapTable) — the seated-player
  counterpart to the session reaper, since a walked-away stack is inside a blob
  the session reaper cannot see. upsertSeat preserves last_seen so an auto-fold
  never refreshes an away player's clock.

Not deployed, and the felt is not rewired yet: the frontend still assumes
seat zero is you, so this is browser-unverified. Solo sit/deal/play/leave and
two-human join/leave/reaper are covered by tests; the whole suite is green.

Claude-Session: https://claude.ai/code/session_013M5nD7PgUboJXoDcYHzpuJ
2026-07-14 16:37:49 -07:00

727 lines
24 KiB
Go

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,
Rake: g.Paid, // the part players actually paid, not the part the table lifted
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()
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)
}