refactor(guild): extract disband, resign, leave, and scout logic into GuildService

Move business logic for guild disband, resign leadership, leave,
post scout, and answer scout from handlers into GuildService methods.
Handlers now delegate to the service layer and handle only protocol
concerns (packet parsing, ACK responses, cross-channel notifications).

Adds 22 new table-driven service tests and sentinel errors for typed
error handling (ErrNoEligibleLeader, ErrAlreadyInvited, etc.).
DonateRP left in handler due to Session coupling.
This commit is contained in:
Houmgaor
2026-02-23 23:35:28 +01:00
parent 2abca9fb23
commit 210cfa1fd1
6 changed files with 699 additions and 137 deletions

View File

@@ -3,6 +3,7 @@ package channelserver
import (
"errors"
"fmt"
"sort"
"go.uber.org/zap"
)
@@ -22,12 +23,64 @@ var ErrUnauthorized = errors.New("unauthorized")
// ErrUnknownAction is returned for unrecognized guild member actions.
var ErrUnknownAction = errors.New("unknown guild member action")
// ErrNoEligibleLeader is returned when no member can accept leadership.
var ErrNoEligibleLeader = errors.New("no eligible leader")
// ErrAlreadyInvited is returned when a scout target already has a pending application.
var ErrAlreadyInvited = errors.New("already invited")
// ErrCannotRecruit is returned when the actor lacks recruit permission.
var ErrCannotRecruit = errors.New("cannot recruit")
// ErrApplicationMissing is returned when the expected guild application is not found.
var ErrApplicationMissing = errors.New("application missing")
// OperateMemberResult holds the outcome of a guild member operation.
type OperateMemberResult struct {
MailRecipientID uint32
Mail Mail
}
// DisbandResult holds the outcome of a guild disband operation.
type DisbandResult struct {
Success bool
}
// ResignResult holds the outcome of a leadership resignation.
type ResignResult struct {
NewLeaderCharID uint32
}
// LeaveResult holds the outcome of a guild leave operation.
type LeaveResult struct {
Success bool
}
// ScoutInviteStrings holds i18n strings needed for scout invitation mails.
type ScoutInviteStrings struct {
Title string
Body string // must contain %s for guild name
}
// AnswerScoutStrings holds i18n strings needed for scout answer mails.
type AnswerScoutStrings struct {
SuccessTitle string
SuccessBody string // %s for guild name
AcceptedTitle string
AcceptedBody string // %s for guild name
RejectedTitle string
RejectedBody string // %s for guild name
DeclinedTitle string
DeclinedBody string // %s for guild name
}
// AnswerScoutResult holds the outcome of answering a guild scout invitation.
type AnswerScoutResult struct {
GuildID uint32
Success bool
Mails []Mail
}
// GuildService encapsulates guild business logic, sitting between handlers and repos.
type GuildService struct {
guildRepo GuildRepo
@@ -104,3 +157,199 @@ func (svc *GuildService) OperateMember(actorCharID, targetCharID uint32, action
Mail: mail,
}, nil
}
// Disband disbands a guild. Only the guild leader may disband.
func (svc *GuildService) Disband(actorCharID, guildID uint32) (*DisbandResult, error) {
guild, err := svc.guildRepo.GetByID(guildID)
if err != nil {
return nil, fmt.Errorf("guild lookup: %w", err)
}
if guild.LeaderCharID != actorCharID {
svc.logger.Warn("Unauthorized guild disband attempt",
zap.Uint32("charID", actorCharID), zap.Uint32("guildID", guildID))
return &DisbandResult{Success: false}, nil
}
if err := svc.guildRepo.Disband(guildID); err != nil {
return &DisbandResult{Success: false}, nil
}
return &DisbandResult{Success: true}, nil
}
// ResignLeadership transfers guild leadership to the next eligible member.
// Members are sorted by order index; those with AvoidLeadership set are skipped.
func (svc *GuildService) ResignLeadership(actorCharID, guildID uint32) (*ResignResult, error) {
guild, err := svc.guildRepo.GetByID(guildID)
if err != nil {
return nil, fmt.Errorf("guild lookup: %w", err)
}
members, err := svc.guildRepo.GetMembers(guildID, false)
if err != nil {
return nil, fmt.Errorf("get members: %w", err)
}
sort.Slice(members, func(i, j int) bool {
return members[i].OrderIndex < members[j].OrderIndex
})
// Find current leader in sorted list (should be index 0)
var leaderIdx int
for i, m := range members {
if m.CharID == actorCharID {
leaderIdx = i
break
}
}
// Find first eligible successor (skip leader and anyone avoiding leadership)
var newLeaderIdx int
found := false
for i := 1; i < len(members); i++ {
if i == leaderIdx {
continue
}
if !members[i].AvoidLeadership {
newLeaderIdx = i
found = true
break
}
}
if !found {
return &ResignResult{NewLeaderCharID: 0}, nil
}
// Swap order indices
guild.LeaderCharID = members[newLeaderIdx].CharID
members[leaderIdx].OrderIndex, members[newLeaderIdx].OrderIndex =
members[newLeaderIdx].OrderIndex, 1
if err := svc.guildRepo.SaveMember(members[leaderIdx]); err != nil {
svc.logger.Error("Failed to save former leader member data", zap.Error(err))
}
if err := svc.guildRepo.SaveMember(members[newLeaderIdx]); err != nil {
svc.logger.Error("Failed to save new leader member data", zap.Error(err))
}
if err := svc.guildRepo.Save(guild); err != nil {
svc.logger.Error("Failed to save guild after leadership resign", zap.Error(err))
}
return &ResignResult{NewLeaderCharID: members[newLeaderIdx].CharID}, nil
}
// Leave removes a character from their guild. If the character is an applicant,
// their application is rejected; otherwise they are removed as a member.
// A withdrawal notification mail is sent on success.
func (svc *GuildService) Leave(charID, guildID uint32, isApplicant bool, guildName string) (*LeaveResult, error) {
if isApplicant {
if err := svc.guildRepo.RejectApplication(guildID, charID); err != nil {
return &LeaveResult{Success: false}, nil
}
} else {
if err := svc.guildRepo.RemoveCharacter(charID); err != nil {
return &LeaveResult{Success: false}, nil
}
}
// Best-effort withdrawal notification
if err := svc.mailRepo.SendMail(0, charID, "Withdrawal",
fmt.Sprintf("You have withdrawn from 「%s」.", guildName),
0, 0, false, true); err != nil {
svc.logger.Warn("Failed to send guild withdrawal notification", zap.Error(err))
}
return &LeaveResult{Success: true}, nil
}
// PostScout sends a guild scout invitation to a target character.
// The actor must have recruit permission. Returns ErrAlreadyInvited if the target
// already has a pending application.
func (svc *GuildService) PostScout(actorCharID, targetCharID uint32, strings ScoutInviteStrings) error {
actorMember, err := svc.guildRepo.GetCharacterMembership(actorCharID)
if err != nil {
return fmt.Errorf("actor membership lookup: %w", err)
}
if actorMember == nil || !actorMember.CanRecruit() {
return ErrCannotRecruit
}
guild, err := svc.guildRepo.GetByID(actorMember.GuildID)
if err != nil {
return fmt.Errorf("guild lookup: %w", err)
}
hasApp, err := svc.guildRepo.HasApplication(guild.ID, targetCharID)
if err != nil {
return fmt.Errorf("check application: %w", err)
}
if hasApp {
return ErrAlreadyInvited
}
err = svc.guildRepo.CreateApplicationWithMail(
guild.ID, targetCharID, actorCharID, GuildApplicationTypeInvited,
actorCharID, targetCharID,
strings.Title,
fmt.Sprintf(strings.Body, guild.Name))
if err != nil {
return fmt.Errorf("create scout application: %w", err)
}
return nil
}
// AnswerScout processes a character's response to a guild scout invitation.
// If accept is true, the character joins the guild; otherwise the invitation is rejected.
// Notification mails are sent to both the character and the leader.
func (svc *GuildService) AnswerScout(charID, leaderID uint32, accept bool, strings AnswerScoutStrings) (*AnswerScoutResult, error) {
guild, err := svc.guildRepo.GetByCharID(leaderID)
if err != nil {
return nil, fmt.Errorf("guild lookup for leader %d: %w", leaderID, err)
}
app, err := svc.guildRepo.GetApplication(guild.ID, charID, GuildApplicationTypeInvited)
if app == nil || err != nil {
return &AnswerScoutResult{
GuildID: guild.ID,
Success: false,
}, ErrApplicationMissing
}
var mails []Mail
if accept {
err = svc.guildRepo.AcceptApplication(guild.ID, charID)
mails = []Mail{
{SenderID: 0, RecipientID: charID, Subject: strings.SuccessTitle, Body: fmt.Sprintf(strings.SuccessBody, guild.Name), IsSystemMessage: true},
{SenderID: charID, RecipientID: leaderID, Subject: strings.AcceptedTitle, Body: fmt.Sprintf(strings.AcceptedBody, guild.Name), IsSystemMessage: true},
}
} else {
err = svc.guildRepo.RejectApplication(guild.ID, charID)
mails = []Mail{
{SenderID: 0, RecipientID: charID, Subject: strings.RejectedTitle, Body: fmt.Sprintf(strings.RejectedBody, guild.Name), IsSystemMessage: true},
{SenderID: charID, RecipientID: leaderID, Subject: strings.DeclinedTitle, Body: fmt.Sprintf(strings.DeclinedBody, guild.Name), IsSystemMessage: true},
}
}
if err != nil {
return &AnswerScoutResult{
GuildID: guild.ID,
Success: false,
}, nil
}
// Send mails best-effort
for _, m := range mails {
if mailErr := svc.mailRepo.SendMail(m.SenderID, m.RecipientID, m.Subject, m.Body, 0, 0, false, true); mailErr != nil {
svc.logger.Warn("Failed to send guild scout response mail", zap.Error(mailErr))
}
}
return &AnswerScoutResult{
GuildID: guild.ID,
Success: true,
Mails: mails,
}, nil
}