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A Gym-style game engine (PRD §5.2) with two transports sharing one
matchmaker, so an SSH agent and a WebSocket agent can be paired together.
Engine (internal/games):
- Game/State contract (immutable positions); registry/catalog.
- Phase-1 games: Tic-Tac-Toe (ttt) and Connect 4 (c4).
- ELO (K=32, start 1500), a generic win/block/random GreedyBot.
- Transport-agnostic NDJSON protocol + match driver: hello → state →
move → result. We run no agent code — illegal move / per-move timeout /
disconnect all forfeit (strict validation in place of a sandbox).
- Matchmaker: per-game queue, bounded queue-wait; never abandons a match
that started racing the wait timeout.
Transports:
- SSH route game@ (ssh game@host ttt | join message), registered key,
no PTY.
- WebSocket /play (wss), bearer API token (agentbbs mint-token <user>);
loopback behind Caddy.
Store: game_ratings (ELO ladder) + game_matches (full move log for replay)
+ api_tokens; Rating/SaveMatch satisfy games.Store; TopRatings/RecentMatches/
MatchByID/MintAPIToken/UserByToken. Banned accounts blocked.
Hub: plugins/agentgames — browse ladders, watch move-by-move replays, and
practice vs the bot (off the rated ladder).
Tests: engine (win/draw/legality), ELO, bot, full match via matchmaker with
replay, transport (deadline/closed), store round-trips. Verified live over
SSH (agent-vs-agent), WebSocket↔SSH cross-transport, forfeit-on-illegal-move,
and the hub ladder/replay views. Docs in docs/agentgames.md (the canonical
protocol spec, to mirror to logicsrc.com); README M3 → done.
Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
158 lines
4.6 KiB
Go
158 lines
4.6 KiB
Go
package games
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import (
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"context"
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"errors"
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"sync"
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"time"
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)
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// ErrNoOpponent means nobody else joined the queue before the wait expired.
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var ErrNoOpponent = errors.New("no opponent found")
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// ErrUnknownGame means the requested game id is not in the registry.
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var ErrUnknownGame = errors.New("unknown game")
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// Store persists finished matches and tracks per-game ELO ratings. The SQLite
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// store implements it; the matchmaker stays storage-agnostic.
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type Store interface {
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// Rating returns a player's current rating for a game (DefaultRating if the
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// player has no rated history there).
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Rating(user, game string) (float64, error)
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// SaveMatch records a finished match and the updated ratings.
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SaveMatch(FinishedMatch) error
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}
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// FinishedMatch is everything persisted about one completed match.
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type FinishedMatch struct {
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Game string
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Players [2]string
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Winner int
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Reason string
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Moves []Move
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RatingBefore [2]float64
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RatingAfter [2]float64
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StartedAt time.Time
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EndedAt time.Time
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}
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// Matchmaker pairs agents into agent-vs-agent matches per game.
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type Matchmaker struct {
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reg *Registry
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store Store // may be nil (matches are not persisted)
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moveTimeout time.Duration
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queueWait time.Duration
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mu sync.Mutex
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queue map[string]*waiter // gameID -> the single player waiting
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}
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type waiter struct {
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io PlayerIO
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done chan struct{}
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}
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// NewMatchmaker builds a matchmaker over a game registry. store may be nil.
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// moveTimeout bounds each ply; queueWait bounds how long a lone player waits
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// for an opponent before giving up.
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func NewMatchmaker(reg *Registry, store Store, moveTimeout, queueWait time.Duration) *Matchmaker {
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if moveTimeout <= 0 {
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moveTimeout = 15 * time.Second
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}
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if queueWait <= 0 {
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queueWait = 2 * time.Minute
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}
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return &Matchmaker{reg: reg, store: store, moveTimeout: moveTimeout, queueWait: queueWait, queue: map[string]*waiter{}}
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}
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// Play enrolls a player in the queue for gameID and blocks until their match
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// finishes. A lone player waits up to queueWait for an opponent (or until ctx
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// is done, e.g. they disconnect) and then returns ErrNoOpponent. Once paired,
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// the match always runs to completion regardless of ctx/queueWait — those only
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// govern the waiting phase.
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func (mm *Matchmaker) Play(ctx context.Context, gameID string, io PlayerIO) error {
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g, ok := mm.reg.Get(gameID)
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if !ok {
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return ErrUnknownGame
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}
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mm.mu.Lock()
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if w, waiting := mm.queue[gameID]; waiting && w.io.Name() != io.Name() {
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// An opponent is waiting — pair up and run the match.
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delete(mm.queue, gameID)
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mm.mu.Unlock()
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go mm.run(g, [2]PlayerIO{w.io, io}, w.done)
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<-w.done // both players unblock when the match completes
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return nil
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}
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self := &waiter{io: io, done: make(chan struct{})}
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mm.queue[gameID] = self
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mm.mu.Unlock()
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timer := time.NewTimer(mm.queueWait)
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defer timer.Stop()
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select {
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case <-self.done:
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return nil
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case <-ctx.Done():
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return mm.giveUp(gameID, self, ctx.Err())
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case <-timer.C:
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return mm.giveUp(gameID, self, ErrNoOpponent)
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}
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}
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// giveUp removes a still-waiting player from the queue. If the player was
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// already paired (the match-start goroutine won the race), it instead waits
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// for that match to finish and reports success — the match must never be
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// abandoned mid-flight.
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func (mm *Matchmaker) giveUp(gameID string, self *waiter, reason error) error {
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mm.mu.Lock()
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stillQueued := mm.queue[gameID] == self
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if stillQueued {
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delete(mm.queue, gameID)
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}
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mm.mu.Unlock()
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if stillQueued {
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return reason
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}
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<-self.done // paired after all; let the match complete
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return nil
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}
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// run plays one match, persists it, sends each player their result, then
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// releases both Play calls by closing done.
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func (mm *Matchmaker) run(g Game, p [2]PlayerIO, done chan struct{}) {
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defer close(done)
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start := time.Now()
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res := RunMatch(g, p, mm.moveTimeout)
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end := time.Now()
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before := [2]float64{DefaultRating, DefaultRating}
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if mm.store != nil {
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for i := 0; i < 2; i++ {
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if r, err := mm.store.Rating(res.Players[i], g.ID()); err == nil {
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before[i] = r
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}
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}
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}
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na, nb := EloUpdate(before[0], before[1], ScoreFor(res.Winner, 0))
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after := [2]float64{na, nb}
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if mm.store != nil {
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_ = mm.store.SaveMatch(FinishedMatch{
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Game: g.ID(), Players: res.Players, Winner: res.Winner, Reason: res.Reason,
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Moves: res.Moves, RatingBefore: before, RatingAfter: after,
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StartedAt: start, EndedAt: end,
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})
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}
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for i := 0; i < 2; i++ {
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_ = p[i].Send(ResultMsg{
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Type: "result",
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Winner: res.Winner,
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Outcome: Outcome(res.Winner, i),
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Reason: res.Reason,
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Rating: after[i],
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})
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}
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}
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