Files
Pete/internal/web/games_play.go
prosolis f8b07d8e6c games: the buy-in and the rake each player sees are their own, not the table's
The two-browser pass found it: at a table two humans share, the felt quoted
each of them the pair's total. "Bought in for 200" to a player who put in 100,
and a session-rake line that climbed on a pot the other one won.

Both were table totals the view read straight off the engine — correct while a
table had one human, wrong the moment it had two. Fixed along the border it
already draws: bought_in is border accounting, so it comes from the viewer's own
game_seats.staked; session rake is a within-table event, so it rides a new
per-seat Seat.Paid beside the audit's table-total s.Paid.

And top-up never grew game_seats.staked, so the storage invariant drifted by
every top-up and the felt under-reported the buy-in — it does now.

Claude-Session: https://claude.ai/code/session_013M5nD7PgUboJXoDcYHzpuJ
2026-07-14 17:17:25 -07:00

712 lines
24 KiB
Go

package web
import (
"encoding/json"
"errors"
"fmt"
"io"
"log/slog"
"math/rand/v2"
"net/http"
"time"
"pete/internal/games/blackjack"
"pete/internal/games/cards"
"pete/internal/games/hangman"
"pete/internal/games/holdem"
"pete/internal/games/klondike"
"pete/internal/games/trivia"
"pete/internal/games/uno"
"pete/internal/storage"
)
// The table, as a browser sees it.
//
// Everything here is server-authoritative. The browser sends intents — deal me
// in, hit, stand — and gets back a *view*: the cards it is entitled to see and
// nothing else. The shoe stays in game_live_hands, on this side of the wire.
// That is not belt-and-braces, it is the whole reason the engines are Go: a game
// with money on it cannot trust a client-reported result, and a client that
// holds the deck can read the next card.
//
// The stake leaves the player's stack *before* the hand is dealt, and comes back
// only through the engine's own payout. So a hand that crashes halfway costs the
// player their bet and nothing more, and a hand that Pete restarts through is
// still sitting there when they come back.
// gamesReady reports whether the casino can actually run: it needs sign-in (a
// player has to be someone) and a Matrix server name (that someone has to exist
// in gogobee's ledger).
func (s *Server) gamesReady() bool {
return s.cfg.Games.Enabled && s.auth != nil && s.cfg.Games.MatrixServer != ""
}
// player resolves the signed-in visitor to their Matrix id, or writes the
// failure. An empty id means a session from before games existed, which carries
// no username: sending them back through sign-in mints one.
func (s *Server) player(w http.ResponseWriter, r *http.Request) (string, bool) {
if !s.gamesReady() {
http.NotFound(w, r)
return "", false
}
u := s.auth.userFromRequest(r)
if u == nil {
writeJSONStatus(w, http.StatusUnauthorized, map[string]string{"error": "sign in to play"})
return "", false
}
mx := u.MatrixUser(s.cfg.Games.MatrixServer)
if mx == "" {
writeJSONStatus(w, http.StatusForbidden, map[string]string{
"error": "your session predates the casino — sign out and back in",
})
return "", false
}
return mx, true
}
// ---- what the browser is allowed to see -----------------------------------
// cardView is one card, pre-rendered. The browser draws faces, not logic: it
// gets the glyph and the colour rather than a rank it has to map itself.
type cardView struct {
Label string `json:"label"` // "A♠"
Rank string `json:"rank"` // "A"
Suit string `json:"suit"` // "♠"
Red bool `json:"red"`
}
func viewCard(c cards.Card) cardView {
label := c.String()
// String() renders rank then a three-byte suit glyph, except for a card that
// isn't one ("??"), which has no glyph to split off.
if len(label) <= len("♠") {
return cardView{Label: label, Rank: label}
}
cut := len(label) - len("♠")
return cardView{Label: label, Rank: label[:cut], Suit: label[cut:], Red: c.Red()}
}
// handView is a blackjack hand as its player may see it. While they are still
// acting, the dealer's hole card is *absent* — not sent and flagged hidden, but
// genuinely not in the payload. A field the browser is told to ignore is a field
// somebody reads in devtools.
type handView struct {
Phase string `json:"phase"`
Bet int64 `json:"bet"` // everything staked this deal, across every hand
Hands []spotView `json:"hands"`
Active int `json:"active"`
Dealer []cardView `json:"dealer"`
Hole bool `json:"hole"` // true: the dealer has a face-down card
DTotal int `json:"dealer_total"` // what the *shown* dealer cards add to
Outcome string `json:"outcome,omitempty"`
Payout int64 `json:"payout,omitempty"`
Rake int64 `json:"rake,omitempty"`
Net int64 `json:"net"`
Double bool `json:"can_double"`
Split bool `json:"can_split"`
}
// spotView is one of the player's hands: its cards, its own chips, its own
// verdict. Before split there was only ever one and it was flattened into the
// hand itself; a split is the moment that stops being true.
type spotView struct {
Cards []cardView `json:"cards"`
Bet int64 `json:"bet"`
Total int `json:"total"`
Soft bool `json:"soft"`
Doubled bool `json:"doubled"`
Done bool `json:"done"`
Outcome string `json:"outcome,omitempty"`
Payout int64 `json:"payout,omitempty"`
}
func viewHand(st blackjack.State) handView {
v := handView{
Phase: string(st.Phase),
Bet: st.Bet,
Active: st.Active,
Outcome: string(st.Outcome),
Payout: st.Payout,
Rake: st.Rake,
Net: st.Net(),
Double: st.CanDouble(),
Split: st.CanSplit(),
}
for _, h := range st.Hands {
s := spotView{
Bet: h.Bet,
Doubled: h.Doubled,
Done: h.Done,
Outcome: string(h.Outcome),
Payout: h.Payout,
}
for _, c := range h.Cards {
s.Cards = append(s.Cards, viewCard(c))
}
s.Total, s.Soft = h.Value()
v.Hands = append(v.Hands, s)
}
dealer := st.Dealer
if st.Phase == blackjack.PhasePlayer && len(dealer) > 1 {
dealer = dealer[:1] // the hole card is the dealer's business until it isn't
v.Hole = true
}
for _, c := range dealer {
v.Dealer = append(v.Dealer, viewCard(c))
}
v.DTotal, _ = blackjack.HandValue(dealer)
return v
}
// eventView is the dealing script. The engine emits one event per card off the
// shoe, in order, and the table animates them one at a time — which is why the
// events go over the wire at all rather than the browser diffing two states.
type eventView struct {
Kind string `json:"kind"`
Card *cardView `json:"card,omitempty"`
Hand int `json:"hand"` // which of the player's hands the card landed on
Text string `json:"text,omitempty"`
}
// viewEvents renders the engine's events for the browser, dropping the cards it
// is not yet allowed to see: the dealer's second card is dealt face-down, and
// only the "reveal" event turns it over.
func viewEvents(evs []blackjack.Event, phase blackjack.Phase) []eventView {
out := make([]eventView, 0, len(evs))
dealerCards := 0
for _, e := range evs {
v := eventView{Kind: e.Kind, Text: e.Text, Hand: e.Hand}
if e.Card != nil {
c := viewCard(*e.Card)
v.Card = &c
}
if e.Kind == "dealer_card" {
dealerCards++
// The hole card, while the hand is still the player's to play: send
// the event so the table deals a face-down card, but not the face.
if dealerCards == 2 && phase == blackjack.PhasePlayer {
v.Card = nil
v.Kind = "dealer_hole"
}
}
out = append(out, v)
}
return out
}
// tableView is the whole page state: the money, and whatever game is in progress.
//
// A player is in at most one game at a time — game_live_hands is keyed on the
// player, so the primary key enforces it — and Game says which. Each game gets
// its own field rather than a shared blob, because a hangman phrase and a
// blackjack shoe have nothing in common and pretending otherwise would mean a
// browser that has to guess what it's holding.
type tableView struct {
Chips int64 `json:"chips"`
Pending int64 `json:"pending"` // buy-ins gogobee hasn't answered yet
Euros float64 `json:"euros"` // advisory, and up to a couple of minutes stale
Cap int64 `json:"cap"`
Game string `json:"game,omitempty"` // "blackjack" | "hangman" | "solitaire", if one is live
Hand *handView `json:"hand,omitempty"` // blackjack
Events []eventView `json:"events,omitempty"` // blackjack, only on a move
Hangman *hangmanView `json:"hangman,omitempty"`
HangEvents []hangman.Event `json:"hang_events,omitempty"`
Solitaire *solitaireView `json:"solitaire,omitempty"`
SolEvents []solEventView `json:"sol_events,omitempty"`
Trivia *triviaView `json:"trivia,omitempty"`
TrivEvents []trivia.Event `json:"triv_events,omitempty"`
Uno *unoView `json:"uno,omitempty"`
UnoEvents []unoEventView `json:"uno_events,omitempty"`
Holdem *holdemView `json:"holdem,omitempty"`
HoldemEvents []holdemEventView `json:"holdem_events,omitempty"`
Rake float64 `json:"rake_pct"`
}
// table reads the player's money and any game in progress.
func (s *Server) table(user string) (tableView, error) {
st, err := storage.Chips(user)
if err != nil {
return tableView{}, err
}
v := tableView{
Chips: st.Chips,
Pending: st.Pending,
Euros: st.EuroBalance,
Cap: storage.MaxChipsOnTable,
Rake: blackjack.DefaultRules().RakePct,
}
live, err := storage.LoadLiveHand(user)
if errors.Is(err, storage.ErrNoLiveHand) {
return v, nil
}
if err != nil {
return tableView{}, err
}
// Dispatch on the game the row says it is. Unmarshalling a hangman state into
// a blackjack one would not fail — JSON is happy to fill nothing in — it would
// just quietly produce an empty hand, which is the worst of both.
v.Game = live.Game
switch live.Game {
case gameBlackjack:
var hand blackjack.State
if err := json.Unmarshal(live.State, &hand); err != nil {
return s.dropUnreadable(user, v, err)
}
hv := viewHand(hand)
v.Hand = &hv
case gameHangman:
var g hangman.State
if err := json.Unmarshal(live.State, &g); err != nil {
return s.dropUnreadable(user, v, err)
}
hv := viewHangman(g)
v.Hangman = &hv
case gameSolitaire:
var g klondike.State
if err := json.Unmarshal(live.State, &g); err != nil {
return s.dropUnreadable(user, v, err)
}
sv := viewSolitaire(g)
v.Solitaire = &sv
case gameTrivia:
var g trivia.State
if err := json.Unmarshal(live.State, &g); err != nil {
return s.dropUnreadable(user, v, err)
}
// The clock does not stop for a reload: Left is measured from the AskedAt
// the server stamped, so a player who refreshes to buy themselves a fresh
// twenty seconds finds the countdown exactly where they left it.
tv := viewTrivia(g, time.Now())
v.Trivia = &tv
case gameUno:
var g uno.State
if err := json.Unmarshal(live.State, &g); err != nil {
return s.dropUnreadable(user, v, err)
}
uv := viewUno(g)
v.Uno = &uv
case gameHoldem:
// A seated hold'em player's cards are in game_tables, not here — this row is
// only their occupancy claim, so its state is empty. Load the table and render
// it as their own seat sees it.
if live.TableID == "" {
return s.dropUnreadable(user, v, fmt.Errorf("holdem row with no table"))
}
t, tableSeats, err := storage.LoadTable(live.TableID)
if errors.Is(err, storage.ErrNoSuchTable) {
// The table closed under them (reaped, or the last hand cashed them out).
// Their claim is stale; clear it so they can sit down again.
return s.dropUnreadable(user, v, fmt.Errorf("holdem table %s gone", live.TableID))
}
if err != nil {
return tableView{}, err
}
_, seat, err := storage.PlayerSeat(user)
if err != nil {
return tableView{}, err
}
var g holdem.State
if err := json.Unmarshal(t.State, &g); err != nil {
return s.dropUnreadable(user, v, err)
}
hv := viewHoldem(g, seat)
// bought_in is a per-player figure — "you bought in for X" — but the engine's
// BoughtIn is the table's total across every human. The player's own stake is
// border accounting, which lives in storage; take it from their seat row.
for _, ts := range tableSeats {
if ts.Seat == seat {
hv.BoughtIn = ts.Staked
break
}
}
v.Holdem = &hv
default:
return s.dropUnreadable(user, v, fmt.Errorf("unknown game %q", live.Game))
}
return v, nil
}
// dropUnreadable throws away a live game nobody can play. Rather than wedge the
// player out of the casino forever, it goes, and their stake with it — which is
// why it is logged loudly. The alternative is a player who can never be dealt
// another hand because an old one won't parse.
func (s *Server) dropUnreadable(user string, v tableView, err error) (tableView, error) {
slog.Error("games: unreadable live game, discarding", "user", user, "err", err)
_ = storage.ClearLiveHand(user)
v.Game = ""
return v, nil
}
// ---- handlers -------------------------------------------------------------
// handleTable is the page's poll: chips, euros, and whatever hand is on the felt.
func (s *Server) handleTable(w http.ResponseWriter, r *http.Request) {
user, ok := s.player(w, r)
if !ok {
return
}
v, err := s.table(user)
if err != nil {
slog.Error("games: table", "user", user, "err", err)
http.Error(w, "internal error", http.StatusInternalServerError)
return
}
writeJSON(w, v)
}
// amountBody is {amount: n} — chips, which are euros.
type amountBody struct {
Amount int64 `json:"amount"`
}
func decodeJSON(r *http.Request, v any) error {
return json.NewDecoder(io.LimitReader(r.Body, 1<<14)).Decode(v)
}
// handleBuyIn opens a buy-in. It creates no chips: it writes an escrow row, and
// gogobee decides — up to three seconds later — whether the player could afford
// it. The browser watches `pending` fall to zero to know how it went.
func (s *Server) handleBuyIn(w http.ResponseWriter, r *http.Request) {
user, ok := s.player(w, r)
if !ok {
return
}
var req amountBody
if err := decodeJSON(r, &req); err != nil {
http.Error(w, "bad json", http.StatusBadRequest)
return
}
e, err := storage.RequestBuyIn(user, req.Amount)
switch {
case errors.Is(err, storage.ErrBadAmount):
writeJSONStatus(w, http.StatusBadRequest, map[string]string{"error": "buy in for something more than nothing"})
return
case errors.Is(err, storage.ErrOverTableCap):
writeJSONStatus(w, http.StatusBadRequest, map[string]string{
"error": "that would put more than the table cap in front of you",
})
return
case err != nil:
slog.Error("games: buy-in", "user", user, "err", err)
http.Error(w, "internal error", http.StatusInternalServerError)
return
}
storage.Touch(user)
slog.Info("games: buy-in requested", "user", user, "amount", e.Amount, "guid", e.GUID)
v, err := s.table(user)
if err != nil {
slog.Error("games: table after buy-in", "user", user, "err", err)
http.Error(w, "internal error", http.StatusInternalServerError)
return
}
writeJSON(w, v)
}
// handleCashOut sends chips back across the border. The chips are destroyed
// here and now — see storage.RequestCashOut for why that has to happen before
// gogobee has said anything — so the response already shows an empty stack. An
// amount of zero or less means "all of it", which is what the button does.
func (s *Server) handleCashOut(w http.ResponseWriter, r *http.Request) {
user, ok := s.player(w, r)
if !ok {
return
}
var req amountBody
if err := decodeJSON(r, &req); err != nil {
http.Error(w, "bad json", http.StatusBadRequest)
return
}
// You cannot walk away from a hand you have chips riding on. The stake is
// already off the stack, so this isn't about the money — it's that a hand
// left half-played would settle into a session that no longer exists.
if _, err := storage.LoadLiveHand(user); err == nil {
writeJSONStatus(w, http.StatusConflict, map[string]string{"error": "finish the hand first"})
return
} else if !errors.Is(err, storage.ErrNoLiveHand) {
slog.Error("games: cash-out live-hand check", "user", user, "err", err)
http.Error(w, "internal error", http.StatusInternalServerError)
return
}
amount := req.Amount
if amount <= 0 {
st, err := storage.Chips(user)
if err != nil {
slog.Error("games: cash-out", "user", user, "err", err)
http.Error(w, "internal error", http.StatusInternalServerError)
return
}
amount = st.Chips
}
e, err := storage.RequestCashOut(user, amount)
switch {
case errors.Is(err, storage.ErrBadAmount), errors.Is(err, storage.ErrInsufficientChips):
writeJSONStatus(w, http.StatusBadRequest, map[string]string{"error": "you don't have those chips"})
return
case err != nil:
slog.Error("games: cash-out", "user", user, "err", err)
http.Error(w, "internal error", http.StatusInternalServerError)
return
}
slog.Info("games: cash-out requested", "user", user, "amount", e.Amount, "guid", e.GUID)
v, err := s.table(user)
if err != nil {
slog.Error("games: table after cash-out", "user", user, "err", err)
http.Error(w, "internal error", http.StatusInternalServerError)
return
}
writeJSON(w, v)
}
// ---- blackjack ------------------------------------------------------------
// handleDeal takes the bet and deals. The order matters: chips are staked first,
// in the same statement that checks they exist, so two deals fired at once
// cannot bet the same chip. Only then is a hand dealt.
func (s *Server) handleDeal(w http.ResponseWriter, r *http.Request) {
user, ok := s.player(w, r)
if !ok {
return
}
var req struct {
Bet int64 `json:"bet"`
}
if err := decodeJSON(r, &req); err != nil || req.Bet <= 0 {
writeJSONStatus(w, http.StatusBadRequest, map[string]string{"error": "bet something"})
return
}
if err := storage.Stake(user, req.Bet); err != nil {
if errors.Is(err, storage.ErrInsufficientChips) || errors.Is(err, storage.ErrBadAmount) {
writeJSONStatus(w, http.StatusBadRequest, map[string]string{"error": "not enough chips for that bet"})
return
}
slog.Error("games: stake", "user", user, "err", err)
http.Error(w, "internal error", http.StatusInternalServerError)
return
}
seed1, seed2 := newSeeds()
rng := rand.New(rand.NewPCG(seed1, seed2))
st, evs, err := blackjack.New(req.Bet, blackjack.DefaultRules(), rng)
if err != nil {
// The hand never happened, so the stake never should have left. Give it back.
_ = storage.Award(user, req.Bet)
slog.Error("games: deal", "user", user, "err", err)
http.Error(w, "internal error", http.StatusInternalServerError)
return
}
s.persist(w, user, st, evs, seed1, seed2, true)
}
// handleMove plays one move of the hand in progress.
func (s *Server) handleMove(w http.ResponseWriter, r *http.Request) {
user, ok := s.player(w, r)
if !ok {
return
}
var req struct {
Move string `json:"move"`
}
if err := decodeJSON(r, &req); err != nil {
http.Error(w, "bad json", http.StatusBadRequest)
return
}
live, err := storage.LoadLiveHand(user)
if errors.Is(err, storage.ErrNoLiveHand) {
writeJSONStatus(w, http.StatusConflict, map[string]string{"error": "no hand in progress"})
return
}
if err != nil {
slog.Error("games: load hand", "user", user, "err", err)
http.Error(w, "internal error", http.StatusInternalServerError)
return
}
var st blackjack.State
if err := json.Unmarshal(live.State, &st); err != nil {
slog.Error("games: unreadable live hand", "user", user, "err", err)
http.Error(w, "internal error", http.StatusInternalServerError)
return
}
move := blackjack.Move(req.Move)
// Double and split are the two moves that put more chips on the table *after*
// the cards are out, so the money has to move before the move does — and if the
// chips aren't there, the move simply isn't legal. Take them first: if the
// engine then refuses the move, they go straight back.
//
// Both cost the active hand's bet, not the whole stake. Once a hand can be
// split those are different numbers, and doubling the third hand of a split for
// the total of all three would be quite a thing to discover in production.
var staked int64
switch move {
case blackjack.Double:
if !st.CanDouble() {
writeJSONStatus(w, http.StatusBadRequest, map[string]string{"error": "you can only double on the first two cards of a hand"})
return
}
staked = st.DoubleCost()
case blackjack.Split:
if !st.CanSplit() {
writeJSONStatus(w, http.StatusBadRequest, map[string]string{"error": "you can only split two cards of the same rank, and only up to four hands"})
return
}
staked = st.SplitCost()
}
if staked > 0 {
if err := storage.Stake(user, staked); err != nil {
if errors.Is(err, storage.ErrInsufficientChips) {
writeJSONStatus(w, http.StatusBadRequest, map[string]string{"error": "not enough chips for that"})
return
}
slog.Error("games: stake raise", "user", user, "move", move, "err", err)
http.Error(w, "internal error", http.StatusInternalServerError)
return
}
}
next, evs, err := blackjack.ApplyMove(st, move)
if err != nil {
if staked > 0 {
_ = storage.Award(user, staked) // the move didn't happen; neither did the raise
}
writeJSONStatus(w, http.StatusBadRequest, map[string]string{"error": "that move isn't legal here"})
return
}
s.persist(w, user, next, evs, live.Seed1, live.Seed2, false)
}
// The games a live row can be. They're the storage key, so they're constants:
// a typo here is a game nobody can ever load again.
const (
gameBlackjack = "blackjack"
gameHangman = "hangman"
gameSolitaire = "solitaire"
gameTrivia = "trivia"
gameUno = "uno"
gameHoldem = "holdem"
)
// finished is what commit needs to know about a game it's writing back: enough
// to settle it, and nothing about how it's played. Both engines produce one.
type finished struct {
Game string
Blob []byte // the engine's whole state, shoe or phrase and all
Bet int64
Payout int64
Rake int64
Outcome string
Done bool
Seed1 uint64
Seed2 uint64
Fresh bool // a game just started, which is the one write that may be refused
}
// commit writes a game back and settles it if it's over. It is the money path,
// and every game goes through it so that none has to re-derive an ordering that
// took a while to get right.
//
// The ordering now lives in storage.CommitHand, which does the whole thing —
// seat, pay, record, clear, touch — in one transaction. It used to be four
// autocommit statements here, carefully sequenced so that a crash between them
// cost the player as little as possible. That was survivable for a game owned by
// one player. It is not survivable for a game with a pot in it, which is what
// the tables are about to become: pay the winner, die before the state write,
// and the hand still reads as live, so it settles again and pays them twice.
//
// It returns the table as it now stands. ok is false when it has already
// written an error response and the caller must simply return.
func (s *Server) commit(w http.ResponseWriter, user string, f finished) (tableView, bool) {
err := storage.CommitHand(user, storage.Commit{
Live: storage.LiveHand{Game: f.Game, State: f.Blob, Seed1: f.Seed1, Seed2: f.Seed2},
Fresh: f.Fresh,
Stake: f.Bet,
Done: f.Done,
Payout: f.Payout,
Audit: storage.Hand{
MatrixUser: user, Game: f.Game,
Bet: f.Bet, Payout: f.Payout, Rake: f.Rake,
Outcome: f.Outcome, Seed1: f.Seed1, Seed2: f.Seed2,
},
})
switch {
case errors.Is(err, storage.ErrHandInProgress):
// Somebody was already sitting here. The game was never seated and the chips
// it staked have gone back — in the same transaction that refused it.
writeJSONStatus(w, http.StatusConflict, map[string]string{"error": "you're already in a game"})
return tableView{}, false
case err != nil:
slog.Error("games: commit", "user", user, "game", f.Game, "err", err)
http.Error(w, "internal error", http.StatusInternalServerError)
return tableView{}, false
}
v, err := s.table(user)
if err != nil {
slog.Error("games: table", "user", user, "err", err)
http.Error(w, "internal error", http.StatusInternalServerError)
return tableView{}, false
}
return v, true
}
// persist writes a blackjack hand back and answers the browser.
func (s *Server) persist(w http.ResponseWriter, user string, st blackjack.State, evs []blackjack.Event, seed1, seed2 uint64, fresh bool) {
blob, err := json.Marshal(st)
if err != nil {
slog.Error("games: marshal hand", "user", user, "err", err)
http.Error(w, "internal error", http.StatusInternalServerError)
return
}
done := st.Phase == blackjack.PhaseDone
v, ok := s.commit(w, user, finished{
Game: gameBlackjack, Blob: blob,
Bet: st.Bet, Payout: st.Payout, Rake: st.Rake,
Outcome: string(st.Outcome), Done: done,
Seed1: seed1, Seed2: seed2, Fresh: fresh,
})
if !ok {
return
}
// A settled hand is gone from storage, so the table view has no hand to show —
// but the browser still needs the final cards to animate the reveal onto.
if done {
hv := viewHand(st)
v.Hand = &hv
}
v.Events = viewEvents(evs, st.Phase)
writeJSON(w, v)
}
// newSeeds mints the shoe's seed. It goes in the audit log, so a hand somebody
// disputes can be dealt again exactly as it fell.
func newSeeds() (uint64, uint64) {
return rand.Uint64(), uint64(time.Now().UnixNano())
}
func writeJSONStatus(w http.ResponseWriter, code int, v any) {
w.Header().Set("Content-Type", "application/json")
w.WriteHeader(code)
if err := json.NewEncoder(w).Encode(v); err != nil {
slog.Error("games: write response", "err", err)
}
}