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/wordledaily sends a BotFather game card whose page plays one shared word per day, changing at 07:00 ICT. The server checks guesses, saves each player's board after every guess and keeps NYT-style stats. A win is reported with setGameScore, and in a group one live results message shows everyone's colour grids. /wordledaily_subscribe and /wordledaily_unsubscribe opt a chat or topic in to the 07:00 push: yesterday's recap, opening with the answer and the group's win streak, then today's card. The HTML5 game plumbing that noitu used is now shared in util/htmlgame, and the wordle word list and scoring live in wordle/wordlist.
86 lines
2.5 KiB
Go
86 lines
2.5 KiB
Go
package noitu
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import (
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"strconv"
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"time"
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"unicode/utf8"
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"github.com/tiennm99/tiennm99bot/internal/modules/util/htmlgame"
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)
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// tokenTTL bounds how long a Play link stays usable.
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const tokenTTL = 6 * time.Hour
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// maxNameRunes caps the first name carried in a token.
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const maxNameRunes = 64
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var (
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errBadToken = htmlgame.ErrBadToken
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errTokenExpired = htmlgame.ErrTokenExpired
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)
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// claims is what a game token asserts: who pressed Play, on which game
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// message, until when. Exactly one address is set: ChatID+MessageID for a
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// message the bot sent, or InlineID for one sent via the bot.
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//
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// PvP marks a Play press on a card /noitu registered: the page then joins
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// the card's room instead of playing the bot. Only a chat message can be a
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// card, and ThreadID is its forum topic, where the room posts its results.
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type claims struct {
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UserID int64 `json:"u"`
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Name string `json:"n,omitempty"`
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ChatID int64 `json:"c,omitempty"`
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MessageID int `json:"m,omitempty"`
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InlineID string `json:"i,omitempty"`
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PvP bool `json:"p,omitempty"`
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ThreadID int `json:"t,omitempty"`
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Expiry int64 `json:"e"`
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}
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// Valid and ExpiresAt let htmlgame.Verify check a decoded token.
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func (c claims) Valid() bool { return c.valid() }
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// ExpiresAt is the unix second the token stops working.
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func (c claims) ExpiresAt() int64 { return c.Expiry }
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func (c claims) valid() bool {
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if c.UserID <= 0 || c.Expiry <= 0 {
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return false
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}
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chat := c.ChatID != 0 && c.MessageID != 0
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inline := c.InlineID != ""
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if c.PvP && !chat {
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return false
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}
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return chat != inline
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}
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// ownerKey identifies one player on one game message; a new start replaces
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// the live session with the same key.
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func (c claims) ownerKey() string {
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if c.InlineID != "" {
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return strconv.FormatInt(c.UserID, 10) + "|i|" + c.InlineID
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}
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return strconv.FormatInt(c.UserID, 10) + "|c|" + strconv.FormatInt(c.ChatID, 10) + "|" + strconv.Itoa(c.MessageID)
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}
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// truncateName keeps a first name within maxNameRunes.
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func truncateName(name string) string {
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if utf8.RuneCountInString(name) <= maxNameRunes {
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return name
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}
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return string([]rune(name)[:maxNameRunes])
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}
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// signToken encodes claims as base64url(json) "." base64url(HMAC-SHA256).
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func signToken(key []byte, c claims) (string, error) { return htmlgame.Sign(key, c) }
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// verifyToken checks the signature first, then the claims and the expiry.
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func verifyToken(key []byte, token string, now time.Time) (claims, error) {
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var c claims
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if err := htmlgame.Verify(key, token, now, &c); err != nil {
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return claims{}, err
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}
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return c, nil
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}
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