Phase 4. Hold'em, and it's the only table in the casino that is a session rather than a game: you buy in, play as many hands as you like, and leave with what's in front of you. So the live row spans hands and chips cross the border exactly twice. Everything in between is inside the engine. The bots move inside ApplyMove, as UNO's do, which is what keeps poker off a socket: shove all-in and the flop, turn, river, showdown and payout all come back in one response, as a script the felt plays back. The CFR policy the plan called "the single highest-value asset in either repo" was never read. Not once, in the whole life of the game: the trainer wrote its info-set keys under IP/OOP and the runtime looked them up under BTN/SB/BB, so every lookup missed and fell silently through to a pot-odds heuristic. Nothing looked broken, because a policy miss is not an error. And it was the wrong policy anyway — ten big blinds deep, trained on a tree where a call always ends the street, which is not poker. So the trainer is rewritten to play the real engine through the real reducer, at every stack depth the table deals, and the trainer and the table now build the key with the same function so they cannot drift apart again. A test fails if the bots stop finding themselves in it. Three money bugs, and the tests earned their keep. Chip conservation across a hundred sessions caught an uncalled bet that minted chips. A var-init ordering trap meant every card was identical, every showdown tied and every bot believed it held exactly 50% equity. And the browser caught the rake being silently zero — the tier said 5 meaning percent, the casino handed it 0.05 meaning a fraction, and integer division took the house's cut down to nothing. Claude-Session: https://claude.ai/code/session_013M5nD7PgUboJXoDcYHzpuJ
348 lines
12 KiB
Go
348 lines
12 KiB
Go
package web
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import (
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"encoding/json"
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"errors"
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"log/slog"
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"net/http"
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"pete/internal/games/blackjack"
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"pete/internal/games/holdem"
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"pete/internal/storage"
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)
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// Texas hold'em, played for chips against the trained bots.
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//
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// This is the only table in the casino that is a *session* rather than a game.
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// Everywhere else you stake, you play once, and a multiple pays: the hand is the
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// unit and the money moves at both ends of it. Poker is not that shape. You buy
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// chips onto the table, you play as many hands as you feel like, and you leave
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// with whatever is in front of you — so the live row lives across hands, and the
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// chips move exactly twice: once when you sit down, once when you get up.
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//
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// Which means there is no "payout" until you stand up, and `commit` is only ever
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// told the game is Done when you do (or when you have nothing left to sit with).
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// In between, every pot won and lost is inside the engine, and storage sees none
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// of it. That is the honest model, and it is also the safe one: a hand that dies
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// halfway leaves the chips where they were, on the table, in the live row.
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//
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// What the browser is allowed to see: your two cards, the board, everybody's
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// stacks and bets, and nothing else. Not the deck, and not a bot's hand — until
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// a showdown turns it over, which is the moment it stops being a secret.
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// holdemSeatView is one seat. Cards are present only when the viewer is entitled
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// to them: yours always, a bot's never, until the hand is shown down.
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type holdemSeatView struct {
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Name string `json:"name"`
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Bot bool `json:"bot"`
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You bool `json:"you"`
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Stack int64 `json:"stack"`
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Bet int64 `json:"bet"`
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State string `json:"state"` // active | folded | allin | out
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Pos string `json:"pos"` // BTN, SB, BB, UTG…
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Cards []cardView `json:"cards,omitempty"`
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Won int64 `json:"won,omitempty"`
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}
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var seatStates = map[holdem.SeatState]string{
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holdem.Active: "active",
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holdem.Folded: "folded",
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holdem.AllIn: "allin",
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holdem.Out: "out",
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}
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// holdemView is the table as its player may see it.
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type holdemView struct {
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Tier holdem.Tier `json:"tier"`
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Seats []holdemSeatView `json:"seats"`
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Button int `json:"button"`
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HandNo int `json:"hand_no"`
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Board []cardView `json:"board"`
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Street string `json:"street"`
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Pot int64 `json:"pot"`
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Side []int64 `json:"side,omitempty"`
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ToAct int `json:"to_act"`
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Phase string `json:"phase"`
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// What you may do, decided here rather than in the browser — the felt should
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// never offer a button the table would refuse.
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Owed int64 `json:"owed"`
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CanCheck bool `json:"can_check"`
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CanRaise bool `json:"can_raise"`
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MinRaise int64 `json:"min_raise_to"`
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MaxRaise int64 `json:"max_raise_to"`
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Stack int64 `json:"stack"` // what's in front of you
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BoughtIn int64 `json:"bought_in"`
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Rake int64 `json:"rake"` // what the house has taken this session
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MaxTopUp int64 `json:"max_topup"`
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Payout int64 `json:"payout,omitempty"`
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}
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func viewHoldem(g holdem.State) holdemView {
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v := holdemView{
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Tier: g.Tier,
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Button: g.Button,
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HandNo: g.HandNo,
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Street: g.Street.String(),
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Pot: g.Total(),
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ToAct: g.ToAct,
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Phase: string(g.Phase),
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Stack: g.Seats[holdem.You].Stack,
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BoughtIn: g.BoughtIn,
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Rake: g.Rake,
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Payout: g.Payout,
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}
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for _, p := range g.Side {
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v.Side = append(v.Side, p.Amount)
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}
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// An empty board is an empty board, not null. A Go slice with nothing in it
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// marshals to null, and a browser that has to write `(board || [])` everywhere
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// is a browser one forgotten guard away from a crash on every preflop.
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v.Board = []cardView{}
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for _, c := range g.Community {
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v.Board = append(v.Board, viewCard(c))
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}
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// The wall. A bot's hand crosses the wire in exactly one situation — the hand
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// was shown down and they did not fold — because that is the only situation in
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// which a player at a real table would be looking at it.
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shown := g.Street == holdem.Showdown
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for i, p := range g.Seats {
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seat := holdemSeatView{
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Name: p.Name,
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Bot: p.Bot,
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You: i == holdem.You,
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Stack: p.Stack,
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Bet: p.Bet,
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State: seatStates[p.State],
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Pos: g.Position(i),
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Won: p.Won,
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}
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mine := i == holdem.You
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dealt := p.State != holdem.Out && p.Hole[0].Rank != 0
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if dealt && (mine || (shown && p.State != holdem.Folded)) {
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seat.Cards = []cardView{viewCard(p.Hole[0]), viewCard(p.Hole[1])}
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}
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v.Seats = append(v.Seats, seat)
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}
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if g.Phase == holdem.PhaseBetting && g.ToAct == holdem.You {
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v.Owed = g.Owed(holdem.You)
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v.CanCheck = v.Owed == 0
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v.CanRaise = g.CanRaise(holdem.You)
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v.MinRaise = g.MinRaiseTo(holdem.You)
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v.MaxRaise = g.MaxRaiseTo(holdem.You)
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}
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if top := g.Tier.MaxBuy - g.Seats[holdem.You].Stack; top > 0 {
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v.MaxTopUp = top
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}
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return v
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}
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// holdemEventView is one beat of the script the felt plays back. The engine only
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// ever attaches a bot's cards to a showdown; this drops them again anywhere else,
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// which is the second of the two walls.
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type holdemEventView struct {
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Kind string `json:"kind"`
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Seat int `json:"seat"`
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Cards []cardView `json:"cards,omitempty"`
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Amount int64 `json:"amount,omitempty"`
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Total int64 `json:"total,omitempty"`
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Text string `json:"text,omitempty"`
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}
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func viewHoldemEvents(evs []holdem.Event, g holdem.State) []holdemEventView {
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out := make([]holdemEventView, 0, len(evs))
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for _, e := range evs {
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v := holdemEventView{Kind: e.Kind, Seat: e.Seat, Amount: e.Amount, Total: e.Total, Text: e.Text}
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for _, c := range e.Cards {
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v.Cards = append(v.Cards, viewCard(c))
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}
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// A card may ride an event only if it is the board, your own hand, or a hand
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// being shown down. Anything else is a bot's business.
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if len(v.Cards) > 0 && e.Seat >= 0 && e.Seat != holdem.You && e.Kind != "show" {
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v.Cards = nil
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}
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out = append(out, v)
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}
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return out
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}
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// handleHoldemSit buys chips onto a table. The chips are staked first, in the
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// same statement that checks they exist, so two sit-downs fired at once cannot
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// buy in with the same chip.
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func (s *Server) handleHoldemSit(w http.ResponseWriter, r *http.Request) {
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user, ok := s.player(w, r)
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if !ok {
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return
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}
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var req struct {
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Tier string `json:"tier"`
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Bots int `json:"bots"`
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BuyIn int64 `json:"buyin"`
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}
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if err := decodeJSON(r, &req); err != nil {
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http.Error(w, "bad json", http.StatusBadRequest)
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return
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}
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tier, err := holdem.TierBySlug(req.Tier)
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if err != nil {
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writeJSONStatus(w, http.StatusBadRequest, map[string]string{"error": "pick a table"})
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return
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}
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if req.BuyIn < tier.MinBuy || req.BuyIn > tier.MaxBuy {
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writeJSONStatus(w, http.StatusBadRequest, map[string]string{
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"error": "that isn't a legal buy-in for this table",
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})
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return
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}
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if req.Bots < 1 || req.Bots > holdem.MaxBots {
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writeJSONStatus(w, http.StatusBadRequest, map[string]string{"error": "pick some opponents"})
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return
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}
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if err := storage.Stake(user, req.BuyIn); err != nil {
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if errors.Is(err, storage.ErrInsufficientChips) || errors.Is(err, storage.ErrBadAmount) {
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writeJSONStatus(w, http.StatusBadRequest, map[string]string{"error": "not enough chips to sit down"})
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return
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}
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slog.Error("games: holdem buy-in", "user", user, "err", err)
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http.Error(w, "internal error", http.StatusInternalServerError)
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return
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}
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seed1, seed2 := newSeeds()
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g, evs, err := holdem.New(tier, req.Bots, req.BuyIn, blackjack.DefaultRules().RakePct, seed1, seed2)
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if err != nil {
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_ = storage.Award(user, req.BuyIn) // nobody sat down, so nothing was bought
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slog.Error("games: holdem sit", "user", user, "err", err)
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http.Error(w, "internal error", http.StatusInternalServerError)
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return
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}
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s.persistHoldem(w, user, g, evs, seed1, seed2, true)
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}
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// handleHoldemMove plays one move: an action in a hand, or the three that are
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// about the session — deal the next hand, put more chips on the table, get up.
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func (s *Server) handleHoldemMove(w http.ResponseWriter, r *http.Request) {
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user, ok := s.player(w, r)
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if !ok {
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return
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}
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var move holdem.Move
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if err := decodeJSON(r, &move); err != nil {
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http.Error(w, "bad json", http.StatusBadRequest)
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return
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}
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live, err := storage.LoadLiveHand(user)
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if errors.Is(err, storage.ErrNoLiveHand) {
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writeJSONStatus(w, http.StatusConflict, map[string]string{"error": "you're not at a table"})
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return
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}
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if err != nil {
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slog.Error("games: holdem load", "user", user, "err", err)
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http.Error(w, "internal error", http.StatusInternalServerError)
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return
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}
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if live.Game != gameHoldem {
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writeJSONStatus(w, http.StatusConflict, map[string]string{"error": "finish the game you're in first"})
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return
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}
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var g holdem.State
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if err := json.Unmarshal(live.State, &g); err != nil {
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slog.Error("games: unreadable holdem table", "user", user, "err", err)
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http.Error(w, "internal error", http.StatusInternalServerError)
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return
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}
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// A top-up is real money crossing the border, so the chips come off the stack
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// before the engine is asked — and go straight back if it says no. Same order,
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// and the same reason, as doubling down at blackjack.
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topped := int64(0)
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if move.Kind == holdem.TopUp {
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if err := storage.Stake(user, move.Amount); err != nil {
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if errors.Is(err, storage.ErrInsufficientChips) || errors.Is(err, storage.ErrBadAmount) {
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writeJSONStatus(w, http.StatusBadRequest, map[string]string{"error": "you don't have those chips"})
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return
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}
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slog.Error("games: holdem top-up", "user", user, "err", err)
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http.Error(w, "internal error", http.StatusInternalServerError)
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return
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}
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topped = move.Amount
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}
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next, evs, err := holdem.ApplyMove(g, move)
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if err != nil {
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if topped > 0 {
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_ = storage.Award(user, topped) // the top-up didn't happen
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}
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msg := "that move isn't legal here"
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switch {
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case errors.Is(err, holdem.ErrHandLive):
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msg = "finish the hand first"
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case errors.Is(err, holdem.ErrNotYourTurn):
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msg = "it isn't your turn"
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case errors.Is(err, holdem.ErrCantCheck):
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msg = "there's a bet to you"
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case errors.Is(err, holdem.ErrTooSmall):
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msg = "that's under the minimum raise"
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case errors.Is(err, holdem.ErrTooBig):
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msg = "you don't have that many chips"
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case errors.Is(err, holdem.ErrBadBuyIn):
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msg = "that would put you over the table maximum"
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}
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writeJSONStatus(w, http.StatusBadRequest, map[string]string{"error": msg})
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return
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}
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s.persistHoldem(w, user, next, evs, live.Seed1, live.Seed2, false)
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}
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// persistHoldem writes the table back and answers the browser.
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//
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// The session settles exactly once — when the player gets up, or when they have
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// nothing left to get up with. Until then Done is false and `commit` moves no
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// chips at all, which is what makes a hundred hands of poker a single trip across
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// the border rather than a hundred.
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func (s *Server) persistHoldem(w http.ResponseWriter, user string, g holdem.State, evs []holdem.Event, seed1, seed2 uint64, fresh bool) {
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blob, err := json.Marshal(g)
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if err != nil {
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slog.Error("games: marshal holdem", "user", user, "err", err)
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http.Error(w, "internal error", http.StatusInternalServerError)
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return
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}
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done := g.Phase == holdem.PhaseDone
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outcome := "left"
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switch {
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case done && g.Payout == 0:
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outcome = "busted"
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case done && g.Payout > g.BoughtIn:
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outcome = "up"
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case done && g.Payout < g.BoughtIn:
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outcome = "down"
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}
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v, ok := s.commit(w, user, finished{
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Game: gameHoldem, Blob: blob,
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Bet: g.BoughtIn, Payout: g.Payout, Rake: g.Rake,
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Outcome: outcome, Done: done,
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Seed1: seed1, Seed2: seed2, Fresh: fresh,
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})
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if !ok {
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return
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}
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// A closed session is gone from storage, so the table view has none to show —
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// but the browser still needs the last board to land the verdict on.
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if done {
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hv := viewHoldem(g)
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v.Holdem = &hv
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}
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v.HoldemEvents = viewHoldemEvents(evs, g)
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writeJSON(w, v)
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}
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