Files
noitu/server/internal/wsapi/room.go
T
tiennm99 ef638e52fd feat(game): leave a dead end to the clock and show what was missed
Closing the position no longer wins the game on the spot. The player handed
a syllable that starts nothing keeps the turn they were given and loses it to
the clock, the way they lose any turn they cannot answer — the win used to
land before they had seen the board at all. A turn lost to a position nobody
could answer is reported as the dead end it was rather than as time spent
thinking.

The bot is the exception, and stays one: it has no clock to spend, so the
room settles its dead end the moment the search comes back empty. NoMove
does that without dressing it up as a resignation the bot never chose.

GameOver now carries a few of the words the position still had, filled for
the losing player only — the winner was not the one who was stuck. An empty
list on a loss is the other half of the message: nothing could have been
played, so the panel says so instead of listing nothing.
2026-09-07 15:51:22 +07:00

928 lines
28 KiB
Go

package wsapi
import (
"context"
"iter"
"log/slog"
"math/rand/v2"
"time"
noituv1 "github.com/tiennm99dev/noitu/server/gen/noitu/v1"
"github.com/tiennm99dev/noitu/server/internal/bot"
"github.com/tiennm99dev/noitu/server/internal/game"
)
// botPlayerID is the seat the bot occupies. It is a normal player to the
// engine, which is the whole point: the bot's moves go through the same
// validation as a human's, so there is one rule implementation rather than two.
const botPlayerID game.PlayerID = "bot"
// minOpeningOutDegree keeps the first word from being a dead end. Opening on a
// syllable with two continuations makes for a game that ends before it starts.
const minOpeningOutDegree = 20
// maxSuggestions is how many of the words still playable a losing player is
// shown. Enough to see what the position wanted, few enough that it reads as
// a hint rather than a dump of the dictionary.
const maxSuggestions = 3
// roomInputCap buffers the room's inbox. A sender that finds it full is either
// flooding past the rate limiter or racing a room that is shutting down;
// neither is worth blocking a session goroutine for.
const roomInputCap = 32
// defaultRematchWindow is how long a finished room waits for both players to
// ask for another game when nothing else is configured. It bounds how long a
// room outlives its game.
const defaultRematchWindow = 30 * time.Second
// Room input messages. Everything that can change a game arrives as one of
// these on a single channel, which is what makes the engine safe without a
// lock: the room goroutine is its only reader.
// createInput and startBotInput seat the first player. Seating is a message
// rather than a direct write so that every touch of room state — seats and
// engine alike — happens on the room goroutine, which makes the ownership
// invariant provable by reading run() rather than by reasoning about which
// writes happened before `go r.run()`.
type createInput struct {
sess *session
}
type startBotInput struct {
sess *session
difficulty bot.Difficulty
}
type joinInput struct {
sess *session
}
// submitInput and resignInput carry the connection that sent them, not just
// the seat it claims. A room code is a shared secret — it is pasted into group
// chats by design — so holding one must not be enough to act as a player who
// is already seated.
type submitInput struct {
sess *session
player game.PlayerID
word string
turnSeq uint32
}
// rematchInput is one player asking to play the same room again.
type rematchInput struct {
sess *session
player game.PlayerID
}
type resignInput struct {
sess *session
player game.PlayerID
}
type disconnectInput struct {
player game.PlayerID
// sess identifies which connection dropped. A player who already
// reconnected has a different session, and that stale notice must not
// evict the seat the new connection just took.
sess *session
}
type resumeInput struct {
player game.PlayerID
sess *session
// prior is the connection being replaced. The room retires it only once it
// has decided the resume is allowed, because closing it on a refusal would
// end the very game the client was trying to rejoin.
prior *session
}
type botMoveInput struct {
word string
err error
// turnSeq the bot was thinking about. If the game moved on — a resign
// landed while it thought — the move is stale and dropped.
turnSeq uint32
}
// seat is one side of a game.
type seat struct {
id game.PlayerID
nickname string
sess *session // nil for the bot, or while a human is disconnected
// wantsRematch is this seat's answer to the offer that opens when a game
// ends. Cleared whenever a new game starts.
wantsRematch bool
}
// room owns one game.
//
// Every field below is touched only by the room goroutine after start. The
// exceptions are inputs and ctx, which exist precisely to be used from outside.
type room struct {
code string
inputs chan any
ctx context.Context
cancel context.CancelFunc
hub *hub
dict Dictionary
engine *game.Engine
opening string
strategy bot.Strategy
turnLimit time.Duration
graceFor time.Duration
rematchAfter time.Duration
seats [2]*seat
// turnSeq increments on every turn change. A client stamps its submission
// with the sequence it was answering, so a move that crosses the deadline
// is identifiable rather than silently applied to the next turn.
turnSeq uint32
// disconnected is the seat currently inside its reconnect grace window,
// or nil. Only one seat can be waiting: if the second also drops, there is
// nobody left to win and the room ends.
disconnected *seat
// rematchUntil is when the offer that follows a finished game expires, or
// the zero time when no offer is open. It is the one flag that keeps a
// room alive past its game.
rematchUntil time.Time
}
// Dictionary is everything the transport layer needs from the wordlist: the
// engine's own contract, plus a way to pick an opening.
//
// An interface rather than *dictionary.Store so a test can play a whole game
// against a hand-built graph of a dozen words, where the expected outcome is
// something a reader can verify by eye. *dictionary.Store satisfies it as
// written.
type Dictionary interface {
game.Dictionary
RandomOpeningWord(minOutDegree int) (string, error)
}
func newRoom(h *hub, code string, turnLimit, graceFor, rematchAfter time.Duration) *room {
if rematchAfter <= 0 {
rematchAfter = defaultRematchWindow
}
ctx, cancel := context.WithCancel(h.ctx)
return &room{
code: code,
inputs: make(chan any, roomInputCap),
ctx: ctx,
cancel: cancel,
hub: h,
dict: h.dict,
turnLimit: turnLimit,
graceFor: graceFor,
rematchAfter: rematchAfter,
}
}
// send hands a message to the room without ever blocking the caller.
//
// A session goroutine must not be able to stall on a room: that would let one
// wedged game hold a connection open with no way out. A dropped message is
// recoverable — the client retries or the game times out — while a deadlock is
// not.
func (r *room) send(msg any) bool {
// Check for a finished room first, on its own. Folding this into the
// select below would make it a coin flip: the buffered channel and the
// done channel are both ready, so select picks at random and half the
// sends into a dead room report success. The caller then believes the
// message is on its way to a goroutine that stopped reading, and whoever
// was waiting for the reply waits forever.
select {
case <-r.ctx.Done():
return false
default:
}
select {
case r.inputs <- msg:
return true
case <-r.ctx.Done():
return false
default:
slog.Warn("room inbox full, dropping message", "room", r.code)
return false
}
}
// run is the room goroutine. It is the only place the engine is touched.
func (r *room) run() {
defer r.cancel()
defer r.hub.evict(r.code)
var turnTimer, graceTimer, rematchTimer *time.Timer
stop := func(t *time.Timer) {
if t != nil {
t.Stop()
}
}
defer func() {
stop(turnTimer)
stop(graceTimer)
stop(rematchTimer)
}()
// resetTurnTimer rebuilds the deadline timer after anything that changes
// whose turn it is. Recreating rather than resetting sidesteps the drain
// problem entirely: a stopped timer's stale fire can never reach the
// select because that channel is no longer the one being read.
resetTurnTimer := func() {
stop(turnTimer)
turnTimer = nil
if r.engine == nil || r.engine.Over() {
return
}
turnTimer = time.NewTimer(time.Until(r.engine.Deadline()))
}
for {
var turnC, graceC, rematchC <-chan time.Time
if turnTimer != nil {
turnC = turnTimer.C
}
if graceTimer != nil {
graceC = graceTimer.C
}
if rematchTimer != nil {
rematchC = rematchTimer.C
}
select {
case <-r.ctx.Done():
return
case msg := <-r.inputs:
switch m := msg.(type) {
case createInput:
r.handleCreate(m)
case startBotInput:
r.handleStartBot(m)
resetTurnTimer()
case joinInput:
r.handleJoin(m)
resetTurnTimer()
case submitInput:
r.handleSubmit(m)
resetTurnTimer()
case botMoveInput:
r.handleBotMove(m)
resetTurnTimer()
case resignInput:
if !r.occupies(m.sess, m.player) {
m.sess.send(errorMsg("not_your_seat"))
break
}
if r.engine != nil && r.engine.Resign(m.player) {
r.broadcastGameOver()
}
resetTurnTimer()
case disconnectInput:
// Leaving is how a rematch is declined, so a player who drops
// while the offer is open ends the room rather than leaving
// the other one watching a countdown that cannot resolve.
//
// handleDisconnect returning false means the notice was stale —
// from a connection the seat no longer holds — and acting on
// that would end a room whose players are both still here.
if r.offeringRematch() {
if applied, _ := r.handleDisconnect(m); applied {
r.abandonRematch()
return
}
break
}
if _, live := r.handleDisconnect(m); live {
stop(graceTimer)
graceTimer = time.NewTimer(r.graceFor)
}
resetTurnTimer()
case resumeInput:
r.handleResume(m)
stop(graceTimer)
graceTimer = nil
resetTurnTimer()
case rematchInput:
r.handleRematch(m, time.Now())
// A rematch that both sides accepted has already started a new
// game, so the turn clock has to come back with it.
resetTurnTimer()
}
case <-turnC:
// The timer and every message land on the same select, so a move
// that arrives at the deadline is either strictly before or
// strictly after it. There is no window where both apply.
if r.engine != nil && r.engine.Timeout(time.Now()) {
r.broadcastGameOver()
}
resetTurnTimer()
case <-graceC:
r.endForAbandonment()
return
case <-rematchC:
// Nobody, or only one of them, asked in time.
r.abandonRematch()
return
}
// Every way a game can end arrives here: a move, a resignation, a
// disconnection, or the turn clock. A finished game closes the room
// unless both players are still present to be asked for another. The
// offer check keeps this from firing again while one is already open.
if r.engine != nil && r.engine.Over() && !r.offeringRematch() {
if !r.offerRematch(time.Now()) {
return
}
stop(rematchTimer)
rematchTimer = time.NewTimer(r.rematchAfter)
}
if !r.offeringRematch() {
stop(rematchTimer)
rematchTimer = nil
}
}
}
// handleCreate seats the room's creator and waits for an opponent.
func (r *room) handleCreate(m createInput) {
r.seats[0] = &seat{id: "p1", nickname: m.sess.nickname(), sess: m.sess}
m.sess.attach(r, "p1")
m.sess.send(roomCreatedMsg(r.code))
}
// handleStartBot seats a bot opposite the player and begins immediately.
func (r *room) handleStartBot(m startBotInput) {
strategy, err := bot.New(m.difficulty, rand.New(rand.NewPCG(rand.Uint64(), rand.Uint64())))
if err != nil {
m.sess.send(errorMsg("room_start_failed"))
r.cancel()
return
}
r.strategy = strategy
r.seats[0] = &seat{id: "p1", nickname: m.sess.nickname(), sess: m.sess}
r.seats[1] = &seat{id: botPlayerID, nickname: "Máy"}
m.sess.attach(r, "p1")
if err := r.beginGame(); err != nil {
slog.Error("could not start bot game", "room", r.code, "err", err)
m.sess.send(errorMsg("game_start_failed"))
r.cancel()
}
}
// handleJoin seats the second human and starts the game.
//
// The seat is bound here, on the room goroutine, and only on success. Binding
// it in the hub before this decision would leave a refused joiner still
// holding seat "p2", and every later Submit or Resign it sent would be applied
// to the real player sitting there.
func (r *room) handleJoin(m joinInput) {
if r.seats[0] == nil || r.seats[1] != nil {
m.sess.send(errorMsg("room_full"))
return
}
if r.seats[0].sess == m.sess {
m.sess.send(errorMsg("cannot_join_own_room"))
return
}
r.seats[1] = &seat{
id: "p2",
nickname: distinguish(m.sess.nickname(), r.seats[0].nickname),
sess: m.sess,
}
m.sess.attach(r, "p2")
for i, s := range r.seats {
if s.sess != nil {
s.sess.send(roomJoinedMsg(r.code, r.seats[1-i].nickname))
}
}
if err := r.beginGame(); err != nil {
slog.Error("could not start pvp game", "room", r.code, "err", err)
r.broadcastError("game_start_failed")
r.cancel()
}
}
// occupies reports whether this connection is the one seated at p.
//
// The seat, not the claimed id, is the authority: a session that was never
// seated here — or was replaced by a reconnect — must not be able to act.
func (r *room) occupies(sess *session, p game.PlayerID) bool {
s := r.seatOf(p)
return s != nil && s.sess != nil && s.sess == sess
}
// beginGame builds the engine and tells both seats the game is on.
func (r *room) beginGame() error {
opening, err := r.dict.RandomOpeningWord(minOpeningOutDegree)
if err != nil {
return err
}
engine, err := game.New(r.dict, []game.PlayerID{r.seats[0].id, r.seats[1].id}, opening, r.turnLimit, time.Now())
if err != nil {
return err
}
r.engine = engine
r.opening = opening
// Never restarts at 1. A rematch reuses the same connections, so a
// submission still in flight from the previous game would otherwise be
// able to match a turn in this one and be applied to it.
r.turnSeq++
for _, s := range r.seats {
s.wantsRematch = false
}
r.rematchUntil = time.Time{}
for _, s := range r.seats {
r.sendGameStarted(s)
}
r.maybeScheduleBot()
return nil
}
// sendGameStarted renders the opening position for one seat. my_turn is
// per-recipient, which is why this is built per seat rather than broadcast.
func (r *room) sendGameStarted(s *seat) {
if s.sess == nil {
return
}
s.sess.send(&noituv1.ServerMessage{Payload: &noituv1.ServerMessage_GameStarted{
GameStarted: &noituv1.GameStarted{
OpeningWord: r.opening,
CurrentSyllable: r.engine.Current(),
MyTurn: r.engine.Turn() == s.id,
DeadlineUnixMs: r.engine.Deadline().UnixMilli(),
TurnSeq: r.turnSeq,
TurnLimitMs: uint32(r.turnLimit.Milliseconds()),
},
}})
}
// handleSubmit runs one human move through the engine.
func (r *room) handleSubmit(m submitInput) {
if !r.occupies(m.sess, m.player) {
m.sess.send(errorMsg("not_your_seat"))
return
}
if r.engine == nil {
r.sendTo(m.player, errorMsg("game_not_started"))
return
}
// A submission stamped with an old turn is answering a position that no
// longer exists — a double-submit, or a word typed as the clock ran out.
// Applying it to the current turn would play a word the player never
// chose for this position.
// The rejection carries the server's sequence, not the client's stale one,
// so the client can resynchronise from the refusal instead of having to
// wait for the next turn update to discover where the game actually is.
if m.turnSeq != r.turnSeq {
r.sendTo(m.player, moveRejectedMsg(noituv1.RejectReason_REJECT_REASON_NOT_YOUR_TURN, m.word, r.turnSeq))
return
}
move, reason := r.engine.Submit(m.player, m.word, time.Now())
if reason != game.ReasonNone {
r.sendTo(m.player, moveRejectedMsg(RejectReason(reason), m.word, m.turnSeq))
// A rejection for an expired turn is also the end of the game.
if r.engine.Over() {
r.broadcastGameOver()
}
return
}
r.turnSeq++
r.broadcastTurn(move)
if r.engine.Over() {
r.broadcastGameOver()
return
}
r.maybeScheduleBot()
}
// handleBotMove applies what the worker chose.
func (r *room) handleBotMove(m botMoveInput) {
if r.engine == nil || r.engine.Over() {
return
}
// The position moved on while it was thinking; the chosen word answers a
// board that no longer exists.
if m.turnSeq != r.turnSeq || r.engine.Turn() != botPlayerID {
return
}
if m.err != nil {
// The bot has nothing to play. A human in this position keeps their
// turn and loses it to the clock; the bot has no clock to spend, so
// the position is settled now and reported for what it is rather than
// as a resignation it never chose.
if !r.engine.NoMove() {
r.engine.Resign(botPlayerID)
}
r.broadcastGameOver()
return
}
move, reason := r.engine.Submit(botPlayerID, m.word, time.Now())
if reason != game.ReasonNone {
// The bot searched the same dictionary the engine validates against,
// so this means the two disagree — a bug worth seeing, not a move to
// retry.
slog.Error("bot move rejected by engine", "room", r.code, "word", m.word, "reason", reason.String())
r.engine.Resign(botPlayerID)
r.broadcastGameOver()
return
}
r.turnSeq++
r.broadcastTurn(move)
if r.engine.Over() {
r.broadcastGameOver()
}
}
// maybeScheduleBot starts the bot thinking if it is now its turn.
func (r *room) maybeScheduleBot() {
if r.strategy == nil || r.engine.Over() || r.engine.Turn() != botPlayerID {
return
}
// The board is frozen here, on the room goroutine, before the worker
// exists. Handing the worker the live engine instead would race every
// resign and disconnect the room processes while the bot thinks — and
// bot.Board.Used reads engine state, so the race would be real, not
// theoretical.
board := freezeBoard(r.engine, r.opening)
seq := r.turnSeq
strategy := r.strategy
go func() {
word, err := strategy.Choose(board)
// The pause is a courtesy to the player, so it must not outlive the
// room: a bot still sleeping after everyone left is a goroutine leak
// per abandoned game.
select {
case <-time.After(strategy.ThinkingDelay()):
case <-r.ctx.Done():
return
}
r.send(botMoveInput{word: word, err: err, turnSeq: seq})
}()
}
// broadcastTurn sends the move to both seats, rendered for each.
func (r *room) broadcastTurn(move game.Move) {
state := r.engine.Snapshot()
for i, s := range r.seats {
if s.sess == nil {
continue
}
opponent := r.seats[1-i]
s.sess.send(&noituv1.ServerMessage{Payload: &noituv1.ServerMessage_TurnUpdate{
TurnUpdate: &noituv1.TurnUpdate{
Played: PlayedWord(move, move.Player == s.id),
CurrentSyllable: state.Current,
MyTurn: state.Turn == s.id,
DeadlineUnixMs: state.Deadline.UnixMilli(),
TurnSeq: r.turnSeq,
MyScore: uint32(state.Scores[s.id]),
OpponentScore: uint32(state.Scores[opponent.id]),
ChainLength: uint32(state.ChainLength),
},
}})
}
}
// broadcastGameOver reports the result from each seat's point of view.
func (r *room) broadcastGameOver() {
state := r.engine.Snapshot()
for _, s := range r.seats {
if s.sess == nil {
continue
}
s.sess.send(r.gameOverFor(state, s.id, EndReason(state.EndReason)))
}
}
// gameOverFor renders a finished game for one seat.
//
// The loser is told what could have been played from the position the game
// ended on. The winner is not: they are not the one who was stuck, and it is
// the loser for whom an empty list answers the question — nothing could have
// been played, so the position, not the player, ended the game.
func (r *room) gameOverFor(state game.State, id game.PlayerID, reason noituv1.GameEndReason) *noituv1.ServerMessage {
iWon := state.Winner == id
var suggestions []string
if !iWon {
suggestions = r.engine.Suggestions(maxSuggestions)
}
return &noituv1.ServerMessage{Payload: &noituv1.ServerMessage_GameOver{
GameOver: &noituv1.GameOver{
IWon: iWon,
Reason: reason,
MyScore: uint32(state.Scores[id]),
ChainLength: uint32(state.ChainLength),
Suggestions: suggestions,
},
}}
}
// handleDisconnect holds the seat open, reporting whether a grace window
// should now run.
// handleDisconnect reports two separate things, because the caller needs both
// and they are not the same question: whether the notice actually applied to
// the seat, and whether a game is still running that the player could come
// back to. A disconnection during a rematch offer applies and is not live.
func (r *room) handleDisconnect(m disconnectInput) (applied, live bool) {
s := r.seatOf(m.player)
// A stale notice from a connection the player already replaced. Evicting
// on it would drop the seat the new socket is sitting in.
if s == nil || s.sess == nil || s.sess != m.sess {
return false, false
}
s.sess = nil
// Both sides gone: nobody is left to win, so there is nothing to hold the
// room open for.
if r.disconnected != nil && r.disconnected != s {
r.cancel()
return true, false
}
r.disconnected = s
// Before the game starts there is no turn timer and no opponent, so no
// clock can ever end this room. Without this it would sit in select
// forever, holding a goroutine and a room code for a game nobody is in.
if r.engine == nil {
r.cancel()
return true, false
}
live = !r.engine.Over()
if other := r.opponentSeat(s.id); other != nil && other.sess != nil {
// can_reconnect only means something while there is a game to come
// back to. Promising it after the final move contradicts the frame
// that follows it.
other.sess.send(opponentLeftMsg(live, uint32(r.graceFor.Milliseconds())))
}
return true, live
}
// handleResume rebinds a seat to a new connection and replays the position.
//
// The replay is built from the engine, never from stored copies of past
// messages: a recorded stream can drift from the real state, and the resumed
// client would then be shown a board the server does not believe in.
func (r *room) handleResume(m resumeInput) {
s := r.seatOf(m.player)
if s == nil {
m.sess.send(errorMsg("session_not_resumable"))
return
}
// A finished game has no seat to take, including one still waiting on a
// rematch answer. The old connection stays exactly as it was.
if r.engine != nil && r.engine.Over() {
m.sess.send(errorMsg("game_already_over"))
return
}
// Accepted. Only now is the old connection finished: its token is spent and
// its socket is either gone or about to be, and leaving it registered would
// let a third connection claim the same seat.
m.sess.attach(r, string(m.player))
if m.prior != nil {
m.sess.hub.unregister(m.prior.resumeToken)
m.prior.close()
}
s.sess = m.sess
// The seat keeps the name it was given. Re-reading it from the new
// connection would let a reconnect rename a player mid-game, including
// into their opponent's name.
if r.disconnected == s {
r.disconnected = nil
}
// Tell the other player their opponent is back. Without this the seat is
// restored but the waiting player is left watching a disconnect banner for
// somebody who is already playing again.
if other := r.opponentSeat(s.id); other != nil && other.sess != nil {
other.sess.send(roomJoinedMsg(r.code, s.nickname))
}
// Resumed into a room whose game has not started: the seat is restored and
// the client waits for an opponent exactly as it was.
if r.engine == nil {
s.sess.send(roomCreatedMsg(r.code))
return
}
r.sendGameStarted(s)
if state := r.engine.Snapshot(); len(state.History) > 0 {
last := state.History[len(state.History)-1]
opponent := r.opponentSeat(s.id)
s.sess.send(&noituv1.ServerMessage{Payload: &noituv1.ServerMessage_TurnUpdate{
TurnUpdate: &noituv1.TurnUpdate{
Played: PlayedWord(last, last.Player == s.id),
CurrentSyllable: state.Current,
MyTurn: state.Turn == s.id,
DeadlineUnixMs: state.Deadline.UnixMilli(),
TurnSeq: r.turnSeq,
MyScore: uint32(state.Scores[s.id]),
OpponentScore: uint32(state.Scores[opponent.id]),
ChainLength: uint32(state.ChainLength),
},
}})
}
}
// endForAbandonment awards the game to whoever stayed.
func (r *room) endForAbandonment() {
if r.engine == nil || r.engine.Over() || r.disconnected == nil {
return
}
// Resign on the absent player's behalf, then report the transport reason
// rather than the engine's: from the winner's side this is an opponent who
// left, not one who chose to give up.
r.engine.Resign(r.disconnected.id)
state := r.engine.Snapshot()
for _, s := range r.seats {
if s.sess == nil {
continue
}
s.sess.send(r.gameOverFor(state, s.id, noituv1.GameEndReason_GAME_END_REASON_OPPONENT_LEFT))
}
}
// offerRematch decides what a finished game means for the room, and reports
// whether the room should keep running.
//
// Only a room with two connected humans can offer one. A bot room has nothing
// to negotiate — the client simply asks for another game — and a room whose
// opponent has already gone has nobody to ask.
func (r *room) offerRematch(now time.Time) bool {
if r.strategy != nil {
return false
}
for _, s := range r.seats {
if s == nil || s.sess == nil {
return false
}
s.wantsRematch = false
}
r.rematchUntil = now.Add(r.rematchAfter)
r.broadcastRematchState(now)
return true
}
// offeringRematch reports whether an offer is currently open.
func (r *room) offeringRematch() bool { return !r.rematchUntil.IsZero() }
// handleRematch records one player's answer and starts the next game once both
// have given it.
func (r *room) handleRematch(m rematchInput, now time.Time) {
if !r.occupies(m.sess, m.player) {
m.sess.send(errorMsg("not_your_seat"))
return
}
if !r.offeringRematch() {
m.sess.send(errorMsg("no_rematch_offered"))
return
}
s := r.seatOf(m.player)
s.wantsRematch = true
if !r.seats[0].wantsRematch || !r.seats[1].wantsRematch {
r.broadcastRematchState(now)
return
}
// beginGame clears the offer and the acceptances, so the state broadcast
// above is not repeated here: GameStarted is the answer.
if err := r.beginGame(); err != nil {
slog.Error("could not start rematch", "room", r.code, "err", err)
r.broadcastError("game_start_failed")
r.cancel()
}
}
// broadcastRematchState tells each player where both answers stand. It is
// built per recipient because "mine" and "theirs" are different for each.
func (r *room) broadcastRematchState(now time.Time) {
left := uint32(max(0, r.rematchUntil.Sub(now).Milliseconds()))
for i, s := range r.seats {
if s == nil || s.sess == nil {
continue
}
s.sess.send(&noituv1.ServerMessage{Payload: &noituv1.ServerMessage_RematchState{
RematchState: &noituv1.RematchState{
IAccepted: s.wantsRematch,
OpponentAccepted: r.seats[1-i].wantsRematch,
ExpiresInMs: left,
},
}})
}
}
// abandonRematch tells whoever is still here that the offer is dead, so their
// countdown resolves into an answer instead of just running out.
func (r *room) abandonRematch() {
for _, s := range r.seats {
if s == nil || s.sess == nil {
continue
}
s.sess.send(opponentLeftMsg(false, 0))
}
}
func (r *room) broadcastError(code string) {
for _, s := range r.seats {
if s != nil && s.sess != nil {
s.sess.send(errorMsg(code))
}
}
}
func (r *room) sendTo(p game.PlayerID, msg *noituv1.ServerMessage) {
if s := r.seatOf(p); s != nil && s.sess != nil {
s.sess.send(msg)
}
}
func (r *room) seatOf(p game.PlayerID) *seat {
for _, s := range r.seats {
if s != nil && s.id == p {
return s
}
}
return nil
}
func (r *room) opponentSeat(p game.PlayerID) *seat {
for i, s := range r.seats {
if s != nil && s.id == p {
return r.seats[1-i]
}
}
return nil
}
// frozenBoard is an immutable position for a bot worker to search.
//
// It satisfies bot.Board without holding the engine. The dictionary is safe to
// share — the store loads once at Open and is read-only thereafter — but the
// used set is engine state, so it is copied.
type frozenBoard struct {
legal []string
used map[string]struct{}
dict game.Dictionary
}
func freezeBoard(e *game.Engine, opening string) *frozenBoard {
state := e.Snapshot()
// History omits the opening word, but the engine counts it as played. A
// board that disagreed would let the bot pick a word the engine then
// rejects as already used.
used := make(map[string]struct{}, len(state.History)+1)
used[opening] = struct{}{}
for _, m := range state.History {
used[m.Word] = struct{}{}
}
return &frozenBoard{legal: e.LegalMoves(), used: used, dict: e.Dict()}
}
func (b *frozenBoard) LegalMoves() []string { return b.legal }
func (b *frozenBoard) Used(word string) bool {
_, ok := b.used[word]
return ok
}
func (b *frozenBoard) WordsStartingWith(syllable string) iter.Seq[string] {
return b.dict.WordsStartingWith(syllable)
}
func (b *frozenBoard) LastSyllable(word string) (string, bool) {
return b.dict.LastSyllable(word)
}