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Delete the byte-oriented KVStore/VersionedStore abstraction and the DynamoDB/memory KV backends. Add a generic typed store (DocStore[T] with Provider/Collection/Typed) persisting each value as a flattened native Mongo document (storedDoc[T] via bson inline) — no value envelope. - MongoDB is the only runtime backend; memory kept for tests/local. - All modules + deploynotify use typed stores; persisted structs carry bson tags == json names (incl. nested lolschedule/wordle types). - lolschedule wraps its array/scalar values in named structs. - migrate-dynamo-to-mongo writes the flattened shape via Typed[bson.M] with wrap rules; Scan/--dry-run/--verify retained. Verified: go vet/build clean; full go test green hermetically and in-container vs real Mongo 7 + DynamoDB Local (storage integration + migrator e2e).
126 lines
4.0 KiB
Go
126 lines
4.0 KiB
Go
package wordle
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import (
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"context"
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"errors"
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"fmt"
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"github.com/tiennm99/miti99bot/internal/storage"
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)
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// MaxGuesses is the standard wordle round length.
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const MaxGuesses = 6
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// Note: the store has no native per-document TTL — saved games linger
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// until manually cleaned. Out of scope today; could be added via a sweep
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// cron if storage cost ever matters.
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// GuessRecord is one entry in a game's history:
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//
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// { "word": "crane", "results": [{"letter":"c","result":"correct"}, ...] }
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type GuessRecord struct {
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Word string `json:"word" bson:"word"`
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Results []LetterScore `json:"results" bson:"results"`
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}
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// GameState is the per-subject record for an in-progress (or finished) round.
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//
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// `giveup` is always emitted (initialized to false on /wordle_new). Do NOT
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// add omitempty — the field is part of the stored document's shape, so
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// emitting it unconditionally keeps already-saved games self-describing
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// when inspected via raw dumps.
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type GameState struct {
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Target string `json:"target" bson:"target"`
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Guesses []GuessRecord `json:"guesses" bson:"guesses"`
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Solved bool `json:"solved" bson:"solved"`
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Giveup bool `json:"giveup" bson:"giveup"`
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StartedAt int64 `json:"startedAt" bson:"startedAt"` // ms-since-epoch (Date.now())
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}
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// Stats is the lifetime score record. lastResultAt is *int64 so an unplayed
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// account marshals as `"lastResultAt": null` — distinguishes "never played"
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// from "played at epoch zero".
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type Stats struct {
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Played int `json:"played" bson:"played"`
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Wins int `json:"wins" bson:"wins"`
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Streak int `json:"streak" bson:"streak"`
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BestStreak int `json:"bestStreak" bson:"bestStreak"`
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LastResultAt *int64 `json:"lastResultAt" bson:"lastResultAt"` // ms-since-epoch | null
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}
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// GameStore is the wordle module's typed game store.
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type GameStore = storage.DocStore[GameState]
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// StatsStore is the wordle module's typed stats store.
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type StatsStore = storage.DocStore[Stats]
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func gameKey(subject string) string { return "game:" + subject }
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func statsKey(subject string) string { return "stats:" + subject }
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// loadGame returns the active round, or (nil, nil) if none exists.
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func loadGame(ctx context.Context, games GameStore, subject string) (*GameState, error) {
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g, _, err := games.Get(ctx, gameKey(subject))
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switch {
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case err == nil:
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return &g, nil
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case errors.Is(err, storage.ErrNotFound):
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return nil, nil
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default:
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return nil, fmt.Errorf("wordle loadGame: %w", err)
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}
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}
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// saveGame writes the round.
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func saveGame(ctx context.Context, games GameStore, subject string, g *GameState) error {
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if err := games.Put(ctx, gameKey(subject), *g); err != nil {
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return fmt.Errorf("wordle saveGame: %w", err)
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}
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return nil
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}
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// loadStats returns lifetime stats; missing → fresh-zero record (with
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// LastResultAt=nil) so callers never need a nil check.
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func loadStats(ctx context.Context, stats StatsStore, subject string) (*Stats, error) {
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s, _, err := stats.Get(ctx, statsKey(subject))
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switch {
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case err == nil:
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return &s, nil
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case errors.Is(err, storage.ErrNotFound):
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return &Stats{}, nil
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default:
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return nil, fmt.Errorf("wordle loadStats: %w", err)
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}
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}
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// recordResult bumps stats with the round outcome (won true → win + streak,
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// false → reset streak). Returns the updated stats so callers can show the
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// new streak in the win message.
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func recordResult(ctx context.Context, stats StatsStore, subject string, won bool, nowMillis int64) (*Stats, error) {
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s, err := loadStats(ctx, stats, subject)
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if err != nil {
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return nil, err
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}
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s.Played++
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if won {
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s.Wins++
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s.Streak++
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if s.Streak > s.BestStreak {
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s.BestStreak = s.Streak
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}
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} else {
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s.Streak = 0
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}
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now := nowMillis
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s.LastResultAt = &now
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if err := stats.Put(ctx, statsKey(subject), *s); err != nil {
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return nil, fmt.Errorf("wordle recordResult: %w", err)
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}
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return s, nil
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}
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// isFinished is true when the round can no longer accept guesses: solved,
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// gave up, or out of guesses.
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func isFinished(g *GameState) bool {
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return g.Solved || g.Giveup || len(g.Guesses) >= MaxGuesses
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}
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