Files
browser/platform/service/game_player_state_patch.go
T

285 lines
13 KiB
Go

package service
import (
"fmt"
"math"
"sort"
"strings"
"time"
"browser.local/platform/domain"
"browser.local/platform/repo"
)
func (svc *CoreService) GetGamePlayerStateForSession(sessionID, playerID string) (domain.GamePlayerStateSnapshot, error) {
player, err := svc.store.GamePlayers().Get(playerID)
if err != nil {
return domain.GamePlayerStateSnapshot{}, err
}
if err = svc.authorizeServerLifecycle(sessionID, player.ServerInstanceID); err != nil {
return domain.GamePlayerStateSnapshot{}, err
}
return svc.currentGamePlayerState(player)
}
func (svc *CoreService) RequestGamePlayerStatePatchForSession(sessionID, playerID string, request domain.GamePlayerStatePatchRequest) (domain.GamePlayerStatePatch, error) {
player, err := svc.store.GamePlayers().Get(playerID)
if err != nil {
return domain.GamePlayerStatePatch{}, err
}
user, err := svc.GetCurrentUser(sessionID)
if err != nil {
return domain.GamePlayerStatePatch{}, err
}
if err = svc.authorizeServerLifecycle(sessionID, player.ServerInstanceID); err != nil {
return domain.GamePlayerStatePatch{}, err
}
state, err := svc.currentGamePlayerState(player)
if err != nil {
return domain.GamePlayerStatePatch{}, err
}
if err = validateGamePlayerStatePatch(state, request); err != nil {
return domain.GamePlayerStatePatch{}, err
}
stamp := svc.now()
patch := domain.GamePlayerStatePatch{ID: fmt.Sprintf("game-player-state-patch-%d", stamp.UnixNano()), ServerInstanceID: player.ServerInstanceID, GamePlayerRecordID: player.ID, GamePlayerID: player.GamePlayerID, GameVersion: state.GameVersion, ExpectedStateVersion: state.StateVersion, SafetyWindow: state.SafetyWindow, Changes: append([]domain.GamePlayerStatePatchChange(nil), request.Changes...), Reason: strings.TrimSpace(request.Reason), RequesterID: user.ID, Status: domain.GamePlayerStatePatchPendingApproval, CreatedAt: stamp, UpdatedAt: stamp}
if err = svc.store.GamePlayerStatePatches().Create(patch); err != nil {
return domain.GamePlayerStatePatch{}, err
}
if _, err = svc.recordAuditEventWithID(user.ID, "game-player-state.patch.request", "game-player-state-patch", patch.ID, domain.AuditResultQueued, "player state patch awaiting platform administrator approval"); err != nil {
return domain.GamePlayerStatePatch{}, err
}
return domain.CopyGamePlayerStatePatch(patch), nil
}
func (svc *CoreService) ApproveGamePlayerStatePatchForSession(sessionID, patchID string) (domain.GamePlayerStatePatch, error) {
patch, err := svc.store.GamePlayerStatePatches().Get(patchID)
if err != nil {
return domain.GamePlayerStatePatch{}, err
}
user, err := svc.GetCurrentUser(sessionID)
if err != nil {
return domain.GamePlayerStatePatch{}, err
}
if !isPlatformAdmin(user) {
return domain.GamePlayerStatePatch{}, ErrForbidden
}
if err = svc.authorizeServerLifecycle(sessionID, patch.ServerInstanceID); err != nil {
return domain.GamePlayerStatePatch{}, err
}
if patch.Status != domain.GamePlayerStatePatchPendingApproval {
return domain.GamePlayerStatePatch{}, validationError("player state patch is not awaiting approval")
}
player, err := svc.store.GamePlayers().Get(patch.GamePlayerRecordID)
if err != nil {
return domain.GamePlayerStatePatch{}, err
}
if player.ServerInstanceID != patch.ServerInstanceID {
return domain.GamePlayerStatePatch{}, repo.ErrNotFound
}
state, err := svc.currentGamePlayerState(player)
if err != nil {
return domain.GamePlayerStatePatch{}, err
}
request := domain.GamePlayerStatePatchRequest{GameVersion: patch.GameVersion, ExpectedStateVersion: patch.ExpectedStateVersion, SafetyWindow: patch.SafetyWindow, Changes: patch.Changes, Reason: patch.Reason}
if err = validateGamePlayerStatePatch(state, request); err != nil {
return domain.GamePlayerStatePatch{}, err
}
instance, err := svc.store.ServerInstances().Get(patch.ServerInstanceID)
if err != nil {
return domain.GamePlayerStatePatch{}, err
}
plugin, err := svc.store.GamePlugins().Get(instance.PluginID)
if err != nil {
return domain.GamePlayerStatePatch{}, err
}
profileKey, ok := gameClientBridgeProfileKey(plugin)
if !ok {
return domain.GamePlayerStatePatch{}, validationError("SCUM controlled player state companion profile is unavailable")
}
command, err := svc.queueGameClientBridgeCommand(user.ID, domain.GameClientBridgeQueueRequest{ServerInstanceID: patch.ServerInstanceID, PluginID: instance.PluginID, ProfileKey: profileKey, CommandType: domain.SCUMPlayerStatePatchCommandType, Payload: gamePlayerStatePatchPayload(patch), IdempotencyKey: patch.ID, Priority: 10, ExpiresAt: svc.now().Add(2 * time.Minute)})
if err != nil {
return domain.GamePlayerStatePatch{}, err
}
stamp := svc.now()
patch.ApproverID = user.ID
patch.ApprovedAt = stamp
patch.UpdatedAt = stamp
patch.Status = domain.GamePlayerStatePatchQueued
patch.BridgeCommandID = command.ID
if err = svc.store.GamePlayerStatePatches().Update(patch); err != nil {
return domain.GamePlayerStatePatch{}, err
}
if _, err = svc.recordAuditEventWithID(user.ID, "game-player-state.patch.approve", "game-player-state-patch", patch.ID, domain.AuditResultQueued, "platform administrator approved typed player state patch"); err != nil {
return domain.GamePlayerStatePatch{}, err
}
return domain.CopyGamePlayerStatePatch(patch), nil
}
func (svc *CoreService) ListGamePlayerStatePatchesForSession(sessionID, playerID string) ([]domain.GamePlayerStatePatch, error) {
player, err := svc.store.GamePlayers().Get(playerID)
if err != nil {
return nil, err
}
if err = svc.authorizeServerLifecycle(sessionID, player.ServerInstanceID); err != nil {
return nil, err
}
patches, err := svc.store.GamePlayerStatePatches().List(domain.GamePlayerStatePatchFilter{GamePlayerRecordID: player.ID})
if err != nil {
return nil, err
}
for i := range patches {
if err := svc.reconcileGamePlayerStatePatch(&patches[i]); err != nil {
return nil, err
}
}
sort.Slice(patches, func(i, j int) bool { return patches[i].CreatedAt.After(patches[j].CreatedAt) })
return patches, nil
}
func (svc *CoreService) currentGamePlayerState(player domain.GamePlayer) (domain.GamePlayerStateSnapshot, error) {
snapshots, err := svc.store.GameClientBridgeSnapshots().List(domain.GameClientBridgeSnapshotFilter{ServerInstanceID: player.ServerInstanceID, Type: domain.SCUMPlayerStateSnapshotType, Limit: 100})
if err != nil {
return domain.GamePlayerStateSnapshot{}, err
}
var latest domain.GameClientBridgeSnapshot
found := false
for _, snapshot := range snapshots {
if strings.TrimSpace(stringValue(snapshot.Payload["playerId"])) != player.GamePlayerID {
continue
}
if !found || snapshot.ObservedAt.After(latest.ObservedAt) {
latest, found = snapshot, true
}
}
if !found {
return domain.GamePlayerStateSnapshot{}, validationError("current player state snapshot is unavailable")
}
fields, ok := numberMap(latest.Payload["fields"])
if !ok {
return domain.GamePlayerStateSnapshot{}, validationError("player state snapshot fields are invalid")
}
state := domain.GamePlayerStateSnapshot{ServerInstanceID: player.ServerInstanceID, GamePlayerRecordID: player.ID, GamePlayerID: player.GamePlayerID, GameVersion: strings.TrimSpace(stringValue(latest.Payload["gameVersion"])), StateVersion: strings.TrimSpace(stringValue(latest.Payload["stateVersion"])), SafetyWindow: strings.TrimSpace(stringValue(latest.Payload["safetyWindow"])), MaintenanceVerified: boolValue(latest.Payload["maintenanceVerified"]), PlayerOnline: boolValue(latest.Payload["playerOnline"]), Fields: fields, ObservedAt: latest.ObservedAt}
if state.GameVersion == "" || state.StateVersion == "" {
return domain.GamePlayerStateSnapshot{}, validationError("player state snapshot is incomplete")
}
return state, nil
}
func validateGamePlayerStatePatch(state domain.GamePlayerStateSnapshot, request domain.GamePlayerStatePatchRequest) error {
if _, ok := domain.SCUMPlayerStateCatalogForVersion(state.GameVersion); !ok {
return validationError("SCUM server game version does not support controlled player state patches")
}
if request.GameVersion != state.GameVersion {
return validationError("player state patch game version conflicts with current server state")
}
if request.ExpectedStateVersion != state.StateVersion {
return validationError("player state patch conflicts with current state version")
}
if !state.MaintenanceVerified || state.PlayerOnline || state.SafetyWindow == "" || request.SafetyWindow != state.SafetyWindow {
return validationError("player state patch requires a verified maintenance/offline safety window")
}
if reason := strings.TrimSpace(request.Reason); len(reason) < 4 || len(reason) > 240 {
return validationError("player state patch reason must be 4 to 240 characters")
}
if len(request.Changes) == 0 || len(request.Changes) > 8 {
return validationError("player state patch must contain 1 to 8 changes")
}
seen := map[string]bool{}
for _, change := range request.Changes {
field, ok := domain.GamePlayerStateFieldForVersion(state.GameVersion, change.FieldKey)
if !ok || seen[change.FieldKey] {
return validationError("player state patch field is not supported by the server version")
}
seen[change.FieldKey] = true
before, exists := state.Fields[change.FieldKey]
if !exists || before != change.Before || math.IsNaN(change.After) || math.IsInf(change.After, 0) || change.After < field.Minimum || change.After > field.Maximum {
return validationError("player state patch has an invalid field value or stale before value")
}
}
return nil
}
func gamePlayerStatePatchPayload(patch domain.GamePlayerStatePatch) map[string]any {
changes := make([]any, len(patch.Changes))
for i, change := range patch.Changes {
changes[i] = map[string]any{"fieldKey": change.FieldKey, "before": change.Before, "after": change.After}
}
return map[string]any{"playerId": patch.GamePlayerID, "gameVersion": patch.GameVersion, "expectedStateVersion": patch.ExpectedStateVersion, "safetyWindow": patch.SafetyWindow, "reason": patch.Reason, "changes": changes}
}
func gameClientBridgeProfileKey(plugin domain.GamePlugin) (string, bool) {
for _, profile := range plugin.RuntimeProfiles.ClientManagers {
if containsString(profile.Health.RequiredCapabilities, gameClientBridgeCapability) {
return profile.Key, true
}
}
return "", false
}
func (svc *CoreService) reconcileGamePlayerStatePatch(patch *domain.GamePlayerStatePatch) error {
if patch.Status != domain.GamePlayerStatePatchQueued || patch.BridgeCommandID == "" {
return nil
}
command, err := svc.store.GameClientBridgeCommands().Get(patch.BridgeCommandID)
if err != nil {
return err
}
stamp := svc.now()
changed := false
if command.State == domain.GameClientBridgeCommandFailed {
patch.Status = domain.GamePlayerStatePatchExecutionFailed
patch.ExecutionSummary = command.Result.Summary
changed = true
} else if command.State == domain.GameClientBridgeCommandExpired || command.State == domain.GameClientBridgeCommandCancelled {
patch.Status = domain.GamePlayerStatePatchExecutionUnknown
patch.ExecutionSummary = command.Result.Summary
changed = true
} else if command.State == domain.GameClientBridgeCommandSucceeded {
version := strings.TrimSpace(stringValue(command.Result.Payload["confirmedStateVersion"]))
fields, ok := numberMap(command.Result.Payload["confirmedFields"])
if version == "" || version == patch.ExpectedStateVersion || !ok || !confirmedPatchFields(patch.Changes, fields) {
patch.Status = domain.GamePlayerStatePatchConfirmationFailed
patch.ExecutionSummary = command.Result.Summary
changed = true
} else {
patch.Status = domain.GamePlayerStatePatchConfirmed
patch.ConfirmedStateVersion = version
patch.ExecutionSummary = command.Result.Summary
changed = true
}
}
if !changed {
return nil
}
patch.CompletedAt = stamp
patch.UpdatedAt = stamp
if err = svc.store.GamePlayerStatePatches().Update(*patch); err != nil {
return err
}
_, err = svc.recordAuditEventWithID("component:scum-client-manager", "game-player-state.patch.result", "game-player-state-patch", patch.ID, domain.AuditResultSuccess, "typed player state patch terminal result recorded")
return err
}
func confirmedPatchFields(changes []domain.GamePlayerStatePatchChange, fields map[string]float64) bool {
for _, change := range changes {
if value, ok := fields[change.FieldKey]; !ok || value != change.After {
return false
}
}
return true
}
func stringValue(value any) string { text, _ := value.(string); return text }
func boolValue(value any) bool { flag, _ := value.(bool); return flag }
func numberMap(value any) (map[string]float64, bool) {
raw, ok := value.(map[string]any)
if !ok {
return nil, false
}
out := map[string]float64{}
for key, value := range raw {
number, ok := value.(float64)
if !ok {
return nil, false
}
out[key] = number
}
return out, true
}