feat: order processing

feat: order commands result save/load
This commit is contained in:
Ilia Denisov
2026-02-20 17:44:41 +02:00
committed by GitHub
parent 0c0df976bd
commit 233c9ebc2a
26 changed files with 2028 additions and 385 deletions
+1
View File
@@ -26,6 +26,7 @@ import (
"github.com/iliadenisov/galaxy/internal/model/game"
)
// RaceID returns ID of race with given actor's name or error when race not found or extinct
func (c Controller) RaceID(actor string) (uuid.UUID, error) {
ri, err := c.Cache.validRace(actor)
if err != nil {
+73 -30
View File
@@ -5,6 +5,7 @@ import (
"github.com/google/uuid"
"github.com/iliadenisov/galaxy/internal/model/game"
"github.com/iliadenisov/galaxy/internal/model/order"
"github.com/iliadenisov/galaxy/internal/model/report"
"github.com/iliadenisov/galaxy/internal/repo"
)
@@ -41,9 +42,17 @@ type Repo interface {
// LoadReport loads report for specific turn and player id
LoadReport(uint, uuid.UUID) (*report.Report, error)
// SaveOrder stores order for given turn
SaveOrder(uint, uuid.UUID, *order.Order) error
// LoadOrder loads order for specific turn and player id
LoadOrder(uint, uuid.UUID) (*order.Order, bool, error)
}
type Ctrl interface {
ValidateOrder(actor string, cmd ...order.DecodableCommand) error
// remove below funcs if /command api will be deleted
RaceID(actor string) (uuid.UUID, error)
RaceQuit(actor string) error
RaceVote(actor, acceptor string) error
@@ -94,7 +103,7 @@ func GenerateTurn(configure func(*Param)) (err error) {
if err != nil {
return err
}
err = ec.ExecuteLocked(func(c *Controller) error { return c.MakeTurn() })
err = ec.executeLocked(func(c *Controller) error { return c.MakeTurn() })
return
}
@@ -103,7 +112,15 @@ func ExecuteCommand(configure func(*Param), consumer func(c Ctrl) error) (err er
if err != nil {
return err
}
return ec.ExecuteCommand(func(c *Controller) error { return consumer(c) })
return ec.executeCommand(func(c *Controller) error { return consumer(c) })
}
func ValidateOrder(configure func(*Param), actor string, cmd ...order.DecodableCommand) (err error) {
ec, err := NewRepoController(configure)
if err != nil {
return err
}
return ec.validateOrder(actor, cmd...)
}
func GameState(configure func(*Param)) (s game.State, err error) {
@@ -138,34 +155,6 @@ type RepoController struct {
Repo Repo
}
func (ec *RepoController) ExecuteLocked(consumer func(*Controller) error) (err error) {
if err := ec.Repo.Lock(); err != nil {
return err
}
defer func() {
err = errors.Join(err, ec.Repo.Release())
}()
g, err := ec.Repo.LoadState()
if err != nil {
return err
}
err = consumer(ec.NewGameController(g))
return
}
func (ec *RepoController) ExecuteCommand(consumer func(*Controller) error) (err error) {
return ec.ExecuteLocked(func(c *Controller) error {
err = consumer(c)
if err == nil {
c.Cache.StageCommand()
err = c.saveState()
}
return err
})
}
func NewRepoController(config Configurer) (*RepoController, error) {
c := &Param{
StoragePath: ".",
@@ -189,6 +178,60 @@ func (ec *RepoController) NewGameController(g *game.Game) *Controller {
}
}
func (ec *RepoController) validateOrder(actor string, cmd ...order.DecodableCommand) (err error) {
return ec.executeSafe(func(t uint, c *Controller) error {
id, err := c.RaceID(actor)
if err != nil {
return err
}
err = c.ValidateOrder(actor, cmd...)
if err != nil {
return err
}
o := &order.Order{Commands: make([]order.DecodableCommand, len(cmd))}
copy(o.Commands, cmd)
return ec.Repo.SaveOrder(t, id, o)
})
}
func (ec *RepoController) executeCommand(consumer func(*Controller) error) (err error) {
return ec.executeLocked(func(c *Controller) error {
err = consumer(c)
if err == nil {
c.Cache.StageCommand()
err = c.saveState()
}
return err
})
}
func (ec *RepoController) executeSafe(consumer func(uint, *Controller) error) (err error) {
g, err := ec.Repo.LoadStateSafe()
if err != nil {
return err
}
err = consumer(g.Turn, ec.NewGameController(g))
return
}
func (ec *RepoController) executeLocked(consumer func(*Controller) error) (err error) {
if err := ec.Repo.Lock(); err != nil {
return err
}
defer func() {
err = errors.Join(err, ec.Repo.Release())
}()
g, err := ec.Repo.LoadState()
if err != nil {
return err
}
err = consumer(ec.NewGameController(g))
return
}
func (c *Controller) saveState() error {
return c.Repo.SaveLastState(c.Cache.g)
}
+5 -2
View File
@@ -10,12 +10,15 @@ import (
)
func (c *Controller) MakeTurn() error {
if err := c.applyOrders(c.Cache.g.Turn); err != nil {
return err
}
// Next turn
c.Cache.g.Turn += 1
c.Cache.g.Stage = 0
// TODO: Выполнение приказов
// 01. Вышедшие расы удаляются из списка участвующих рас перед началом просчета очередного хода
c.Cache.TurnWipeExtinctRaces()
+160
View File
@@ -0,0 +1,160 @@
package controller
import (
"errors"
"fmt"
"github.com/google/uuid"
e "github.com/iliadenisov/galaxy/internal/error"
"github.com/iliadenisov/galaxy/internal/model/order"
)
func (c *Controller) ValidateOrder(actor string, commands ...order.DecodableCommand) (err error) {
for i := range commands {
if _, ok := commands[i].(order.CommandRaceQuit); ok && i != len(commands)-1 {
err = e.NewQuitCommandFollowedByCommandError()
}
if err != nil {
return err
}
err = errors.Join(err, c.applyCommand(actor, commands[i]))
}
return
}
func (c *Controller) applyCommand(actor string, cmd order.DecodableCommand) (err error) {
var m *order.CommandMeta
if v, ok := order.AsCommand[*order.CommandRaceQuit](cmd); ok {
m = &v.CommandMeta
err = c.RaceQuit(actor)
} else if v, ok := order.AsCommand[*order.CommandRaceVote](cmd); ok {
m = &v.CommandMeta
err = c.RaceVote(actor, v.Acceptor)
} else if v, ok := order.AsCommand[*order.CommandRaceRelation](cmd); ok {
m = &v.CommandMeta
err = c.RaceRelation(actor, v.Acceptor, v.Relation)
} else if v, ok := order.AsCommand[*order.CommandShipClassCreate](cmd); ok {
m = &v.CommandMeta
err = c.ShipClassCreate(actor, v.Name, v.Drive, int(v.Armament), v.Weapons, v.Shields, v.Cargo)
} else if v, ok := order.AsCommand[*order.CommandShipClassMerge](cmd); ok {
m = &v.CommandMeta
err = c.ShipClassMerge(actor, v.Name, v.Target)
} else if v, ok := order.AsCommand[*order.CommandShipClassRemove](cmd); ok {
m = &v.CommandMeta
err = c.ShipClassRemove(actor, v.Name)
} else if v, ok := order.AsCommand[*order.CommandShipGroupLoad](cmd); ok {
m = &v.CommandMeta
err = c.ShipGroupLoad(actor, uuid.MustParse(v.ID), v.Cargo, v.Quantity)
} else if v, ok := order.AsCommand[*order.CommandShipGroupUnload](cmd); ok {
m = &v.CommandMeta
err = c.ShipGroupUnload(actor, uuid.MustParse(v.ID), v.Quantity)
} else if v, ok := order.AsCommand[*order.CommandShipGroupSend](cmd); ok {
m = &v.CommandMeta
err = c.ShipGroupSend(actor, uuid.MustParse(v.ID), uint(v.Destination))
} else if v, ok := order.AsCommand[*order.CommandShipGroupUpgrade](cmd); ok {
m = &v.CommandMeta
err = c.ShipGroupUpgrade(actor, uuid.MustParse(v.ID), v.Tech, v.Level)
} else if v, ok := order.AsCommand[*order.CommandShipGroupMerge](cmd); ok {
m = &v.CommandMeta
err = c.ShipGroupMerge(actor)
} else if v, ok := order.AsCommand[*order.CommandShipGroupBreak](cmd); ok {
m = &v.CommandMeta
err = c.ShipGroupBreak(actor, uuid.MustParse(v.ID), uuid.MustParse(v.NewID), uint(v.Quantity))
} else if v, ok := order.AsCommand[*order.CommandShipGroupDismantle](cmd); ok {
m = &v.CommandMeta
err = c.ShipGroupDismantle(actor, uuid.MustParse(v.ID))
} else if v, ok := order.AsCommand[*order.CommandShipGroupTransfer](cmd); ok {
m = &v.CommandMeta
err = c.ShipGroupTransfer(actor, v.Acceptor, uuid.MustParse(v.ID))
} else if v, ok := order.AsCommand[*order.CommandShipGroupJoinFleet](cmd); ok {
m = &v.CommandMeta
err = c.ShipGroupJoinFleet(actor, v.Name, uuid.MustParse(v.ID))
} else if v, ok := order.AsCommand[*order.CommandFleetMerge](cmd); ok {
m = &v.CommandMeta
err = c.FleetMerge(actor, v.Name, v.Target)
} else if v, ok := order.AsCommand[*order.CommandFleetSend](cmd); ok {
m = &v.CommandMeta
err = c.FleetSend(actor, v.Name, uint(v.Destination))
} else if v, ok := order.AsCommand[*order.CommandScienceCreate](cmd); ok {
m = &v.CommandMeta
err = c.ScienceCreate(actor, v.Name, v.Drive, v.Weapons, v.Shields, v.Cargo)
} else if v, ok := order.AsCommand[*order.CommandScienceRemove](cmd); ok {
m = &v.CommandMeta
err = c.ScienceRemove(actor, v.Name)
} else if v, ok := order.AsCommand[*order.CommandPlanetRename](cmd); ok {
m = &v.CommandMeta
err = c.PlanetRename(actor, v.Number, v.Name)
} else if v, ok := order.AsCommand[*order.CommandPlanetProduce](cmd); ok {
m = &v.CommandMeta
err = c.PlanetProduce(actor, v.Number, v.Production, v.Subject)
} else if v, ok := order.AsCommand[*order.CommandPlanetRouteSet](cmd); ok {
m = &v.CommandMeta
err = c.PlanetRouteSet(actor, v.LoadType, uint(v.Origin), uint(v.Destination))
} else if v, ok := order.AsCommand[*order.CommandPlanetRouteRemove](cmd); ok {
m = &v.CommandMeta
err = c.PlanetRouteRemove(actor, v.LoadType, uint(v.Origin))
} else {
return e.NewUnrecognizedCommandError(cmd.CommandType().String())
}
if ge, ok := errors.AsType[*e.GenericError](err); ok {
m.Result(ge.Code)
} else if err != nil {
panic(fmt.Errorf("error applying command has unknown origin: %w", err))
} else {
m.Result(0)
}
return
}
// TODO: test commands ordering
func (c *Controller) applyOrders(t uint) error {
raceOrder := make(map[int][]order.DecodableCommand)
unloadGroups := make([]uuid.UUID, 0)
unloadQuantities := make([]float64, 0)
for ri := range c.Cache.listRaceActingIdx() {
o, ok, err := c.Repo.LoadOrder(t, c.Cache.g.Race[ri].ID)
if err != nil {
return err
}
if !ok {
continue
}
raceOrder[ri] = o.Commands
for i := range o.Commands {
if o.Commands[i].CommandType() == order.CommandTypeShipGroupUnload {
unloadCommand := o.Commands[i].(order.CommandShipGroupUnload)
unloadGroups = append(unloadGroups, uuid.MustParse(unloadCommand.ID))
unloadQuantities = append(unloadQuantities, unloadCommand.Quantity)
}
}
}
if err := c.Cache.shipGroupUnloadColonistChallenge(unloadGroups, unloadQuantities); err != nil {
return err
}
for ri := range raceOrder {
for _, cmd := range raceOrder[ri] {
if cmd.CommandType() == order.CommandTypeShipGroupUnload {
// group unload commands execution should be failed at this point,
// otherwise produce no-errors
if v, ok := order.AsCommand[*order.CommandShipGroupUnload](cmd); ok {
v.Result(0)
}
continue
}
// any command might fail due to challenged planets colonization
_ = c.applyCommand(c.Cache.g.Race[ri].Name, cmd)
}
}
for ri := range c.Cache.listRaceActingIdx() {
if err := c.Repo.SaveOrder(t, c.Cache.g.Race[ri].ID, &order.Order{Commands: raceOrder[ri]}); err != nil {
return err
}
}
return nil
}
+1
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@@ -91,6 +91,7 @@ func (c *Cache) validActor(name string) (int, error) {
return i, nil
}
// validRace returns index of race with given name or error when race not found or extinct
func (c *Cache) validRace(name string) (int, error) {
i, err := c.raceIndex(name)
if err != nil {
+11 -7
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@@ -277,17 +277,21 @@ func (c *Cache) listRoutedUnloadShipGroupIds(pn uint, routeType game.RouteType)
}
}
func MaxOrRandomLoadId(IDtoLoad map[int]float64) int {
if len(IDtoLoad) < 2 {
panic("IDtoLoad must contain at least 2 keys")
func MaxOrRandomLoadId(loadByRace map[int]float64) int {
if len(loadByRace) < 2 {
panic("loadByRace must contain at least 2 keys")
}
IDs := slices.Collect(maps.Keys(IDtoLoad))
slices.SortFunc(IDs, func(id1, id2 int) int { return cmp.Compare(IDtoLoad[id2], IDtoLoad[id1]) })
IDs := slices.Collect(maps.Keys(loadByRace))
slices.SortFunc(IDs, func(id1, id2 int) int {
return cmp.Or(
cmp.Compare(loadByRace[id2], loadByRace[id1]),
)
})
// no single winner with highest load
if IDtoLoad[IDs[0]] == IDtoLoad[IDs[1]] {
if loadByRace[IDs[0]] == loadByRace[IDs[1]] {
// remove IDs which load less than maximum
IDs = slices.DeleteFunc(IDs, func(v int) bool { return IDtoLoad[v] < IDtoLoad[IDs[0]] })
IDs = slices.DeleteFunc(IDs, func(v int) bool { return loadByRace[v] < loadByRace[IDs[0]] })
// IDs[0] will have random index
rand.Shuffle(len(IDs), func(i, j int) { IDs[i], IDs[j] = IDs[j], IDs[i] })
}
+90
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@@ -5,6 +5,7 @@ import (
"fmt"
"iter"
"maps"
"math/rand/v2"
"slices"
"github.com/google/uuid"
@@ -295,6 +296,95 @@ func (c *Cache) shipGroupUnload(ri int, groupID uuid.UUID, quantity float64) err
return nil
}
func (c *Cache) shipGroupUnloadColonistChallenge(groupIDs []uuid.UUID, quantites []float64) error {
if len(groupIDs) != len(quantites) {
e.NewGameStateError("challenge group unload: groups=%d quantities=%d", len(groupIDs), len(quantites))
}
if len(groupIDs) == 0 {
return nil
}
type challenger struct {
ri int
sgi int
quantity float64
}
challenge := make(map[uint]map[int][]challenger, 0)
for i, gid := range groupIDs {
sgi, ok := c.shipGroupIndexByID(gid)
if !ok {
return e.NewGameStateError("challenge group unload: group not found: %v", gid)
}
sg := c.ShipGroup(sgi)
pn, ok := sg.AtPlanet()
if !ok || sg.CargoType == nil {
continue
}
p := c.MustPlanet(pn)
ri := c.ShipGroupOwnerRaceIndex(sgi)
if p.Owned() || *sg.CargoType != game.CargoColonist {
if err := c.shipGroupUnload(ri, gid, quantites[i]); err != nil {
return err
}
}
if _, ok := challenge[pn]; !ok {
challenge[pn] = make(map[int][]challenger)
}
challenge[pn][ri] = append(challenge[pn][ri], challenger{ri: ri, sgi: sgi, quantity: quantites[i]})
}
for pn := range challenge {
if len(challenge[pn]) < 2 {
for _, v := range challenge[pn] {
for _, ch := range v {
if err := c.shipGroupUnload(ch.ri, c.ShipGroup(ch.sgi).ID, ch.quantity); err != nil {
return err
}
}
}
continue
}
sum := make(map[int]float64)
races := slices.Collect(maps.Keys(challenge[pn]))
for ri, groups := range challenge[pn] {
for i := range groups {
sum[ri] = sum[ri] + groups[i].quantity
}
c.listProducingPlanets()
}
slices.SortFunc(races, func(ria, rib int) int {
return cmp.Or(
// Наибольшее количество выгружаемых колонистов
cmp.Compare(sum[rib], sum[ria]),
// Наибольшее количество населения расы (они же голоса)
cmp.Compare(c.g.Race[rib].Votes, c.g.Race[ria].Votes),
// Случайный выбор претендента
cmp.Compare(rand.Float64(), rand.Float64()),
// in theoty, unreacheable option, but let's randomize again
cmp.Compare(rand.Float64(), rand.Float64()),
)
})
for _, ch := range challenge[pn][races[0]] {
if err := c.shipGroupUnload(ch.ri, c.ShipGroup(ch.sgi).ID, ch.quantity); err != nil {
return err
}
}
}
return nil
}
func (c *Cache) shipGroupIndexByID(id uuid.UUID) (int, bool) {
for sgi := range c.g.ShipGroups {
if c.g.ShipGroups[sgi].ID == id {
return sgi, true
}
}
return -1, false
}
func (c *Cache) unsafeUnloadCargo(sgi int, q float64) {
if q <= 0 {
return