v0.6.0 multi-user game support with longpoll, tests and doc updated

This commit is contained in:
2025-11-05 12:08:18 -05:00
parent a3f4db96fa
commit 52868af4ea
13 changed files with 708 additions and 120 deletions

View File

@ -104,6 +104,9 @@ func (s *Service) ApplyMove(gameID, moveUCI, newFEN string) error {
// Add the new position to game history
g.AddSnapshot(newFEN, moveUCI, nextTurn)
// Notify waiting clients about the state change
s.waiter.NotifyGame(gameID, len(g.Moves()))
// Persist if storage enabled
if s.store != nil {
moveNumber := len(g.Moves())
@ -132,6 +135,12 @@ func (s *Service) UpdateGameState(gameID string, state core.State) error {
}
g.SetState(state)
// Notify if game ended
if state != core.StateOngoing && state != core.StatePending {
s.waiter.NotifyGame(gameID, len(g.Moves()))
}
return nil
}
@ -165,6 +174,9 @@ func (s *Service) UndoMoves(gameID string, count int) error {
return err
}
// Notify waiting clients about the undo
s.waiter.NotifyGame(gameID, len(g.Moves()))
// Delete undone moves from storage if enabled
if s.store != nil {
remainingMoves := originalMoveCount - count
@ -183,6 +195,9 @@ func (s *Service) DeleteGame(gameID string) error {
return fmt.Errorf("game not found: %s", gameID)
}
// Notify and remove all waiters before deletion
s.waiter.RemoveGame(gameID)
delete(s.games, gameID)
return nil
}

View File

@ -2,7 +2,11 @@
package service
import (
"context"
"errors"
"fmt"
"sync"
"time"
"chess/internal/game"
"chess/internal/storage"
@ -14,15 +18,17 @@ type Service struct {
mu sync.RWMutex
store *storage.Store // nil if persistence disabled
jwtSecret []byte
waiter *WaitRegistry // Long-polling notification registry
}
// New creates a new service instance with optional storage
func New(store *storage.Store, jwtSecret []byte) (*Service, error) {
func New(store *storage.Store, jwtSecret []byte) *Service {
return &Service{
games: make(map[string]*game.Game),
store: store,
jwtSecret: jwtSecret,
}, nil
waiter: NewWaitRegistry(),
}
}
// GetStorageHealth returns the storage component status
@ -36,8 +42,21 @@ func (s *Service) GetStorageHealth() string {
return "degraded"
}
// Close cleans up resources
func (s *Service) Close() error {
// RegisterWait registers a client to wait for game state changes
func (s *Service) RegisterWait(gameID string, moveCount int, ctx context.Context) <-chan struct{} {
return s.waiter.RegisterWait(gameID, moveCount, ctx)
}
// Shutdown gracefully shuts down the service
func (s *Service) Shutdown(timeout time.Duration) error {
// Collect all errors
var errs []error
// Shutdown wait registry
if err := s.waiter.Shutdown(timeout); err != nil {
errs = append(errs, fmt.Errorf("wait registry: %w", err))
}
s.mu.Lock()
defer s.mu.Unlock()
@ -46,8 +65,10 @@ func (s *Service) Close() error {
// Close storage if enabled
if s.store != nil {
return s.store.Close()
if err := s.store.Close(); err != nil {
errs = append(errs, fmt.Errorf("storage: %w", err))
}
}
return nil
return errors.Join(errs...)
}

178
internal/service/waiter.go Normal file
View File

@ -0,0 +1,178 @@
// FILE: internal/service/waiter.go
package service
import (
"context"
"fmt"
"sync"
"time"
)
const (
// WaitTimeout is the maximum time a client can wait for notifications
WaitTimeout = 25 * time.Second
// WaitChannelBuffer size for notification channels
WaitChannelBuffer = 1
)
// WaitRegistry manages long-polling clients waiting for game state changes
type WaitRegistry struct {
mu sync.RWMutex
waiters map[string][]*WaitRequest // gameID → waiting clients
shutdown chan struct{}
wg sync.WaitGroup
}
// WaitRequest represents a single client waiting for game updates
type WaitRequest struct {
MoveCount int // Last known move count
Notify chan struct{} // Buffered channel for notifications
Timer *time.Timer // Timeout timer
Context context.Context // Client connection context
GameID string // Game being watched
}
// NewWaitRegistry creates a new wait registry
func NewWaitRegistry() *WaitRegistry {
return &WaitRegistry{
waiters: make(map[string][]*WaitRequest),
shutdown: make(chan struct{}),
}
}
// RegisterWait registers a client to wait for game state changes
func (w *WaitRegistry) RegisterWait(gameID string, moveCount int, ctx context.Context) <-chan struct{} {
w.mu.Lock()
defer w.mu.Unlock()
// Create wait request
req := &WaitRequest{
MoveCount: moveCount,
Notify: make(chan struct{}, WaitChannelBuffer),
Context: ctx,
GameID: gameID,
}
// Setup timeout timer
req.Timer = time.AfterFunc(WaitTimeout, func() {
w.handleTimeout(req)
})
// Add to waiters map
w.waiters[gameID] = append(w.waiters[gameID], req)
// Setup cleanup on context cancellation
w.wg.Add(1)
go func() {
defer w.wg.Done()
select {
case <-ctx.Done():
// Client disconnected
w.removeWaiter(gameID, req)
case <-req.Notify:
// Notification received
req.Timer.Stop()
w.removeWaiter(gameID, req)
case <-w.shutdown:
// Server shutting down
req.Timer.Stop()
close(req.Notify)
}
}()
return req.Notify
}
// NotifyGame notifies all clients waiting on a game about state change
func (w *WaitRegistry) NotifyGame(gameID string, currentMoveCount int) {
w.mu.RLock()
waitList := w.waiters[gameID]
w.mu.RUnlock()
if len(waitList) == 0 {
return
}
// Non-blocking notification to all waiters
for _, req := range waitList {
// Only notify if move count changed
if req.MoveCount != currentMoveCount {
select {
case req.Notify <- struct{}{}:
// Notification sent
default:
// Channel full or closed, skip slow client
}
}
}
}
// RemoveGame removes all waiters for a game (called before game deletion)
func (w *WaitRegistry) RemoveGame(gameID string) {
w.mu.Lock()
waitList := w.waiters[gameID]
delete(w.waiters, gameID)
w.mu.Unlock()
// Notify all waiters that game is gone
for _, req := range waitList {
select {
case req.Notify <- struct{}{}:
default:
}
}
}
// Shutdown gracefully shuts down the wait registry
func (w *WaitRegistry) Shutdown(timeout time.Duration) error {
close(w.shutdown)
// Wait for all goroutines with timeout
done := make(chan struct{})
go func() {
w.wg.Wait()
close(done)
}()
select {
case <-done:
return nil
case <-time.After(timeout):
return fmt.Errorf("http wait registry shutdown failed")
}
}
// handleTimeout handles wait request timeout
func (w *WaitRegistry) handleTimeout(req *WaitRequest) {
// Send timeout notification
select {
case req.Notify <- struct{}{}:
// Timeout notification sent
default:
// Channel full or closed
}
}
// removeWaiter removes a specific waiter from the registry
func (w *WaitRegistry) removeWaiter(gameID string, req *WaitRequest) {
w.mu.Lock()
defer w.mu.Unlock()
waitList := w.waiters[gameID]
for i, waiter := range waitList {
if waiter == req {
// Remove from slice
w.waiters[gameID] = append(waitList[:i], waitList[i+1:]...)
break
}
}
// Clean up empty entries
if len(w.waiters[gameID]) == 0 {
delete(w.waiters, gameID)
}
// Stop timer if still running
req.Timer.Stop()
}