refactor(games): rework room lifecycle events and remove chess plugin
Consolidate room leave/delete event handling into RoomManager emitter, remove redundant PLAYER_LEFT publishes from GameServer, and delete the chess game plugin (board, types, tests) in favor of the new plugin architecture. Add per-module CLAUDE.md files for leveling, guild-settings, feature-flags, db, api, and panel to improve agent navigability. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
40
shared/db/CLAUDE.md
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40
shared/db/CLAUDE.md
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# Database Layer
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## Column Types
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- **Bigint** (`mode: 'bigint'`): All Discord snowflake IDs (`userId`, `guildId`, `roleId`, `channelId`), currency amounts (`balance`, `xp`, transaction `amount`, item `price`, inventory `quantity`). Use `0n` BigInt literals, never `Number()`.
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- **Integer**: Small counts and internal IDs — `level`, `daily_streak`, `progress`, `reward_amount` in lootdrops, auto-increment `serial('id')` for items.
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## Composite Primary Keys
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- `inventory(userId, itemId)` — one stack per user per item
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- `userQuests(userId, questId)` — one assignment per user per quest
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- `userTimers(userId, type, key)` — one timer per user per type/key combo
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## Constraints
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- `inventory.quantity > 0` check constraint — never store zero-quantity rows
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- `classes.name` and `items.name` are unique
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- Cascade deletes on user FK; set null on `relatedUserId` (preserves transaction history)
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## JSON Columns (JSONB)
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- `quests.requirements`: `{ target: number }`
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- `quests.rewards`: `{ xp?: number, balance?: number }`
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- `gameSettings` fields: Typed via `.$type<T>()` — `LevelingConfig`, `EconomyConfig`, etc.
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- `guildSettings.featureOverrides`: `Record<string, boolean>` (sparse)
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- `guildSettings.colorRoleIds`: `string[]`
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- `users.settings`, `userTimers.metadata`, `items.usageData`: Untyped JSONB, default `{}`
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## Enums
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Defined as TypeScript enums in `shared/lib/constants.ts`, **not** as database enums. Schema columns use `varchar` with length constraints. Key enum types:
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- `TimerType`: COOLDOWN, EFFECT, ACCESS, EXAM_SYSTEM, TRIVIA_COOLDOWN
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- `TransactionType`: TRANSFER_IN, DAILY_REWARD, etc. (8 values)
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- `ModerationCaseType`: warn, timeout, kick, ban, note, prune
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- `ItemType`: MATERIAL, CONSUMABLE, EQUIPMENT, QUEST
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## Notable Indexes
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- `user_timers_lookup_idx`: Composite on (userId, type, key) — fast timer checks
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- `user_timers_expires_at_idx`: Expiry-based cleanup queries
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- `users_balance_idx` / `users_level_xp_idx`: Leaderboard queries
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## Client Setup
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- `DrizzleClient` is a singleton in `shared/db/DrizzleClient.ts` (postgres-js driver, no prefetch).
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- `withTransaction` utility in `bot/lib/db.ts` wraps Drizzle transactions and tracks count for graceful shutdown. Accepts optional existing `tx` for nested calls.
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- No soft deletes anywhere. `moderationCases` uses `active: boolean` + `resolvedAt`/`resolvedBy` for lifecycle, but rows are never deleted.
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@@ -1,129 +0,0 @@
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import { describe, it, expect } from "bun:test";
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import { chessPlugin } from "./plugin";
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import { gameRegistry } from "../registry";
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const PLAYER_WHITE = "player1";
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const PLAYER_BLACK = "player2";
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describe("chessPlugin", () => {
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describe("metadata", () => {
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it("should have correct slug and player counts", () => {
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expect(chessPlugin.slug).toBe("chess");
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expect(chessPlugin.minPlayers).toBe(2);
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expect(chessPlugin.maxPlayers).toBe(2);
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});
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});
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describe("createInitialState", () => {
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it("should create initial FEN position", () => {
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const state = chessPlugin.createInitialState([PLAYER_WHITE, PLAYER_BLACK]);
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expect(state.fen).toBe("rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1");
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expect(state.players.white).toBe(PLAYER_WHITE);
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expect(state.players.black).toBe(PLAYER_BLACK);
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expect(state.moveHistory).toEqual([]);
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expect(state.status).toBe("playing");
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});
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});
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describe("handleAction — move", () => {
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it("should allow a legal pawn move", () => {
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const state = chessPlugin.createInitialState([PLAYER_WHITE, PLAYER_BLACK]);
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const result = chessPlugin.handleAction(state, { type: "move", from: "e2", to: "e4" }, PLAYER_WHITE);
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expect(result.ok).toBe(true);
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if (result.ok) {
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expect(result.state.fen).not.toBe(state.fen);
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expect(result.state.moveHistory).toEqual(["e4"]);
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}
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});
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it("should reject move when it is not the player's turn", () => {
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const state = chessPlugin.createInitialState([PLAYER_WHITE, PLAYER_BLACK]);
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const result = chessPlugin.handleAction(state, { type: "move", from: "e7", to: "e5" }, PLAYER_BLACK);
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expect(result.ok).toBe(false);
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});
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it("should reject an illegal move", () => {
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const state = chessPlugin.createInitialState([PLAYER_WHITE, PLAYER_BLACK]);
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const result = chessPlugin.handleAction(state, { type: "move", from: "e2", to: "e5" }, PLAYER_WHITE);
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expect(result.ok).toBe(false);
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});
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it("should reject a non-player's move", () => {
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const state = chessPlugin.createInitialState([PLAYER_WHITE, PLAYER_BLACK]);
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const result = chessPlugin.handleAction(state, { type: "move", from: "e2", to: "e4" }, "random_player");
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expect(result.ok).toBe(false);
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});
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it("should detect checkmate", () => {
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// Scholar's mate: 1.e4 e5 2.Bc4 Nc6 3.Qh5 Nf6 4.Qxf7#
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let state = chessPlugin.createInitialState([PLAYER_WHITE, PLAYER_BLACK]);
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const moves = [
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{ player: PLAYER_WHITE, from: "e2", to: "e4" },
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{ player: PLAYER_BLACK, from: "e7", to: "e5" },
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{ player: PLAYER_WHITE, from: "f1", to: "c4" },
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{ player: PLAYER_BLACK, from: "b8", to: "c6" },
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{ player: PLAYER_WHITE, from: "d1", to: "h5" },
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{ player: PLAYER_BLACK, from: "g8", to: "f6" },
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{ player: PLAYER_WHITE, from: "h5", to: "f7" },
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];
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for (const m of moves) {
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const result = chessPlugin.handleAction(state, { type: "move", from: m.from, to: m.to }, m.player);
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expect(result.ok).toBe(true);
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if (result.ok) state = result.state;
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}
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expect(state.status).toBe("checkmate");
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expect(state.winner).toBe(PLAYER_WHITE);
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});
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});
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describe("handleAction — forfeit", () => {
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it("should end the game with the other player as winner", () => {
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const state = chessPlugin.createInitialState([PLAYER_WHITE, PLAYER_BLACK]);
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const result = chessPlugin.handleAction(state, { type: "forfeit" }, PLAYER_WHITE);
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expect(result.ok).toBe(true);
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if (result.ok) {
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expect(result.state.status).toBe("forfeit");
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expect(result.state.winner).toBe(PLAYER_BLACK);
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}
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});
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});
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describe("getPlayerView", () => {
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it("should return full state", () => {
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const state = chessPlugin.createInitialState([PLAYER_WHITE, PLAYER_BLACK]);
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const view = chessPlugin.getPlayerView(state, PLAYER_WHITE);
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expect(view).toEqual(state);
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});
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});
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describe("isGameOver", () => {
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it("should return null for ongoing game", () => {
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const state = chessPlugin.createInitialState([PLAYER_WHITE, PLAYER_BLACK]);
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expect(chessPlugin.isGameOver!(state)).toBeNull();
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});
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it("should return winner for forfeit", () => {
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const state = chessPlugin.createInitialState([PLAYER_WHITE, PLAYER_BLACK]);
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state.status = "forfeit";
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state.winner = PLAYER_BLACK;
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expect(chessPlugin.isGameOver!(state)).toEqual({ winner: PLAYER_BLACK, reason: "forfeit" });
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});
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});
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describe("onPlayerDisconnect", () => {
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it("should forfeit the disconnected player", () => {
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const state = chessPlugin.createInitialState([PLAYER_WHITE, PLAYER_BLACK]);
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const result = chessPlugin.onPlayerDisconnect!(state, PLAYER_WHITE);
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expect(result.status).toBe("forfeit");
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expect(result.winner).toBe(PLAYER_BLACK);
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});
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});
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describe("chess registration", () => {
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it("should register and retrieve from gameRegistry", () => {
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gameRegistry.register(chessPlugin);
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expect(gameRegistry.get("chess")).toBe(chessPlugin);
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expect(gameRegistry.list()).toContain(chessPlugin);
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});
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});
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});
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@@ -1,114 +0,0 @@
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import { Chess } from "chess.js";
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import type { GamePlugin, GameResult, GameOverResult } from "../types";
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import type { ChessState, ChessAction } from "./types";
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function getPlayerColor(state: ChessState, playerId: string): "white" | "black" | null {
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if (state.players.white === playerId) return "white";
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if (state.players.black === playerId) return "black";
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return null;
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}
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function deriveStatus(game: Chess): ChessState["status"] {
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if (game.isCheckmate()) return "checkmate";
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if (game.isStalemate()) return "stalemate";
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if (game.isDraw()) return "draw";
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return "playing";
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}
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export const chessPlugin: GamePlugin<ChessState, ChessAction> = {
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slug: "chess",
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name: "Chess",
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minPlayers: 2,
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maxPlayers: 2,
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createInitialState(players: string[]): ChessState {
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const game = new Chess();
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return {
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fen: game.fen(),
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players: { white: players[0]!, black: players[1]! },
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moveHistory: [],
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status: "playing",
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winner: null,
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};
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},
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handleAction(state: ChessState, action: ChessAction, playerId: string): GameResult<ChessState> {
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if (state.status !== "playing") {
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return { ok: false, error: "Game is already over" };
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}
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const solo = state.players.white === state.players.black;
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if (action.type === "forfeit") {
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if (solo) return { ok: true, state: { ...state, status: "forfeit", winner: null } };
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const color = getPlayerColor(state, playerId);
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if (!color) return { ok: false, error: "You are not a player in this game" };
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const winner = color === "white" ? state.players.black : state.players.white;
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return { ok: true, state: { ...state, status: "forfeit", winner } };
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}
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if (action.type === "move") {
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const game = new Chess(state.fen);
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const turn = game.turn() === "w" ? "white" : "black";
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if (!solo) {
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const playerColor = getPlayerColor(state, playerId);
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if (!playerColor) return { ok: false, error: "You are not a player in this game" };
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if (playerColor !== turn) return { ok: false, error: "It is not your turn" };
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}
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let move;
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try {
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move = game.move({
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from: action.from,
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to: action.to,
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promotion: action.promotion ?? "q",
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});
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} catch {
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return { ok: false, error: "Invalid move" };
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}
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if (!move) return { ok: false, error: "Invalid move" };
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const status = deriveStatus(game);
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const winner = status === "checkmate"
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? (turn === "white" ? state.players.white : state.players.black)
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: null;
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return {
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ok: true,
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state: {
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...state,
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fen: game.fen(),
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moveHistory: [...state.moveHistory, move.san],
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status,
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winner,
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},
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};
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}
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return { ok: false, error: "Unknown action type" };
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},
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getPlayerView(state: ChessState, playerId: string): ChessState {
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const playerColor = getPlayerColor(state, playerId);
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if (!playerColor) return state;
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return state;
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},
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getSpectatorView(state: ChessState): ChessState { return state; },
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isGameOver(state: ChessState): GameOverResult | null {
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if (state.status === "playing") return null;
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return { winner: state.winner, reason: state.status };
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},
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onPlayerDisconnect(state: ChessState, playerId: string): ChessState {
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if (state.players.white === state.players.black) {
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return { ...state, status: "forfeit", winner: null };
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}
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const color = getPlayerColor(state, playerId);
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if (!color) return state;
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const winner = color === "white" ? state.players.black : state.players.white;
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return { ...state, status: "forfeit", winner };
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},
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};
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@@ -1,11 +0,0 @@
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export interface ChessState {
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fen: string;
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players: { white: string; black: string };
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moveHistory: string[];
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status: "playing" | "checkmate" | "stalemate" | "draw" | "forfeit";
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winner: string | null;
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}
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export type ChessAction =
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| { type: "move"; from: string; to: string; promotion?: string }
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| { type: "forfeit" };
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9
shared/modules/feature-flags/CLAUDE.md
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9
shared/modules/feature-flags/CLAUDE.md
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# Feature Flags Module
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- **No caching.** Every `isFlagEnabled()` and `hasAccess()` call hits the database directly.
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- `isFlagEnabled(flagName)` checks global on/off state. `hasAccess(flagName, context)` checks both global state AND per-entity access records (guild, user, or role).
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- Access logic: flag must be globally enabled AND user must have an explicit access grant. Grants can target guildId, userId, or roleId independently.
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- Commands declare `beta: true` and optionally `featureFlag: string` in the Command interface. `CommandHandler` intercepts beta commands and calls `hasAccess()` before execution.
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- If a command has no explicit `featureFlag`, the command name (`interaction.commandName`) is used as the flag name fallback.
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- Flag names are case-sensitive. Convention is snake_case or camelCase — no enforcement.
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- Admin management via `/featureflags` command: CRUD on flags and access grants/revokes.
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10
shared/modules/guild-settings/CLAUDE.md
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10
shared/modules/guild-settings/CLAUDE.md
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# Guild Settings Module
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- `updateSetting()` uses a hardcoded `keyMap` to map friendly key names to DB columns. Use exact key names (e.g., `"studentRole"` not `"studentRoleId"`). Unknown keys throw `UserError`.
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- Type coercion per column: Discord IDs → BigInt automatically; `colorRoleIds` must be array; `featureOverrides` must be object; `moderationDmOnWarn` must be boolean; `moderationAutoTimeoutThreshold` must be number. Null values set columns to NULL.
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- **Caching:** `getGuildConfig()` (in `shared/lib/config.ts`) caches transformed settings for 60 seconds. Every mutation (`upsertSettings`, `updateSetting`, `addColorRole`, `removeColorRole`) calls `invalidateGuildConfigCache(guildId)` immediately.
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- If settings don't exist for a guild, the cache returns safe defaults — no errors thrown.
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- `featureOverrides` is a sparse `Record<string, boolean>` — no keys are predefined. Consumers must check key existence.
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- **No Discord validation:** The service does not verify that role/channel IDs actually exist in Discord. Invalid IDs are stored silently.
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- `addColorRole()` / `removeColorRole()` fetch the full settings, mutate the array in JS, then upsert — this is not atomic and can race under concurrent requests.
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- `terminalMessageId` and `terminalChannelId` are separate DB columns but grouped as `terminal: { channelId, messageId }` in the cached config. Setting one without the other can create orphaned data.
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9
shared/modules/leveling/CLAUDE.md
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9
shared/modules/leveling/CLAUDE.md
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# Leveling Module
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- **Level is derived, not stored.** Total XP is the source of truth. `getLevelFromXp()` recalculates level from cumulative XP on every `addXp()` call. Levels are monotonic — they never decrease.
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- XP curve is a power law: `xpForLevel(n) = floor(base * n^exponent)` where defaults are `base: 100`, `exponent: 1.5`. Config comes from `gameSettingsService` (30s cache TTL).
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- Chat XP (`processChatXp()`) awards random XP between `minXp` (5) and `maxXp` (15) per message, gated by a 60-second per-user cooldown (`TimerType.COOLDOWN`, key `TimerKey.CHAT_XP`). The cooldown is upserted atomically.
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- Quest/reward XP uses `addXp()` directly — it bypasses the chat cooldown.
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- XP boost multipliers come from active `TimerType.EFFECT` timers with key `'xp_boost'` (metadata field: `multiplier`).
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- All XP values are `bigint` in the DB but converted to `Number` for arithmetic. Watch for overflow at extremely high XP values.
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- `addXp()` and `processChatXp()` run inside transactions. They emit `XP_GAINED` (fire-and-forget) which the quest system listens to — the weight equals the XP amount.
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Reference in New Issue
Block a user