Files
Pete/internal/storage/tables.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

908 lines
31 KiB
Go

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
}