Files
Greyson Parrelli 8ccde03023 Add replayable debug reports.
A report dumps everything needed to understand a game that went wrong:
the full state (decks card by card, shop row and tier deck order,
discards, pending choices, banked Mana/Trumpets/apples), the round's
battles, and the whole event log. Available as JSON, which replays, or
text, which reads — and the text ends with a paste-ready repro test.

Battles now record the randomness they consume alongside what they
started from, so a result can be replayed long after the round cleared
those banks: same lineups, same dice, same events, down to the log text.
Results predating the recording say so rather than quietly re-rolling.

Three ways in: the 🐛 panel's download/copy buttons, GET
/api/debug/report (DEBUG-only, since a report holds both players' hands
and the shop deck order), and `mise run report`, which reads the
database directly so a live game can be dumped without DEBUG.
2026-08-10 10:06:06 -04:00

136 lines
3.6 KiB
Go

// Package store persists game state as JSON blobs in SQLite.
package store
import (
"database/sql"
"encoding/json"
"errors"
"fmt"
"os"
"path/filepath"
"time"
_ "modernc.org/sqlite"
"github.com/greyson/super-auto-pets-board-game/internal/game"
)
// ErrNotFound is returned when a game doesn't exist.
var ErrNotFound = errors.New("game not found")
// Store wraps the SQLite database in the data directory.
type Store struct {
db *sql.DB
}
// Open creates the data directory if needed and opens (or initializes) the
// database inside it.
func Open(dataDir string) (*Store, error) {
if err := os.MkdirAll(dataDir, 0o755); err != nil {
return nil, fmt.Errorf("create data dir: %w", err)
}
dsn := fmt.Sprintf("file:%s?_pragma=journal_mode(WAL)&_pragma=busy_timeout(5000)",
filepath.Join(dataDir, "games.db"))
db, err := sql.Open("sqlite", dsn)
if err != nil {
return nil, err
}
// modernc.org/sqlite is happiest with a single writer connection.
db.SetMaxOpenConns(1)
if _, err := db.Exec(`
CREATE TABLE IF NOT EXISTS games (
id TEXT PRIMARY KEY,
code TEXT NOT NULL UNIQUE,
state TEXT NOT NULL,
created_at INTEGER NOT NULL,
updated_at INTEGER NOT NULL
);
`); err != nil {
db.Close()
return nil, fmt.Errorf("init schema: %w", err)
}
return &Store{db: db}, nil
}
func (s *Store) Close() error { return s.db.Close() }
// Save upserts the full game state.
func (s *Store) Save(g *game.Game) error {
blob, err := json.Marshal(g)
if err != nil {
return err
}
now := time.Now().UnixMilli()
_, err = s.db.Exec(`
INSERT INTO games (id, code, state, created_at, updated_at)
VALUES (?, ?, ?, ?, ?)
ON CONFLICT(id) DO UPDATE SET state = excluded.state, updated_at = excluded.updated_at
`, g.ID, g.Code, string(blob), now, now)
return err
}
// Load fetches a game by ID.
func (s *Store) Load(id string) (*game.Game, error) {
return s.loadWhere(`id = ?`, id)
}
// LoadByCode fetches a game by its join code.
func (s *Store) LoadByCode(code string) (*game.Game, error) {
return s.loadWhere(`code = ?`, code)
}
// LoadAny fetches a game by join code or by ID, whichever the argument looks
// like — the convenience the report command wants, since a bug report quotes
// whichever of the two the reporter had to hand.
func (s *Store) LoadAny(idOrCode string) (*game.Game, error) {
if g, err := s.LoadByCode(idOrCode); err == nil {
return g, nil
} else if !errors.Is(err, ErrNotFound) {
return nil, err
}
return s.Load(idOrCode)
}
// Recent returns the most recently updated games, newest first, for picking one
// out by hand. Each is fully loaded, so callers can report on it directly.
func (s *Store) Recent(limit int) ([]*game.Game, error) {
if limit <= 0 {
limit = 20
}
rows, err := s.db.Query(`SELECT state FROM games ORDER BY updated_at DESC LIMIT ?`, limit)
if err != nil {
return nil, err
}
defer rows.Close()
var games []*game.Game
for rows.Next() {
var blob string
if err := rows.Scan(&blob); err != nil {
return nil, err
}
var g game.Game
if err := json.Unmarshal([]byte(blob), &g); err != nil {
// One corrupt row shouldn't hide the rest of the list.
continue
}
games = append(games, &g)
}
return games, rows.Err()
}
func (s *Store) loadWhere(cond string, arg any) (*game.Game, error) {
var blob string
err := s.db.QueryRow(`SELECT state FROM games WHERE `+cond, arg).Scan(&blob)
if errors.Is(err, sql.ErrNoRows) {
return nil, ErrNotFound
}
if err != nil {
return nil, err
}
var g game.Game
if err := json.Unmarshal([]byte(blob), &g); err != nil {
return nil, fmt.Errorf("corrupt game state %v: %w", arg, err)
}
return &g, nil
}