feat: gamemaster

This commit is contained in:
Ilia Denisov
2026-05-03 07:59:03 +02:00
committed by GitHub
parent a7cee15115
commit 3e2622757e
229 changed files with 41521 additions and 1098 deletions
@@ -0,0 +1,317 @@
// Package adminbanish implements the admin banish service-layer
// orchestrator owned by Game Master. It is driven by Game Lobby (and,
// in a later iteration, Admin Service) through
// `POST /api/v1/internal/games/{game_id}/race/{race_name}/banish` after
// a permanent membership removal at the platform level. The flow
// resolves the race against the installed roster, calls the engine
// `/admin/race/banish` endpoint, and writes one operation_log row.
//
// Lifecycle and failure-mode semantics follow `gamemaster/README.md
// §Lifecycles → Banish`. Design rationale (no runtime status check,
// missing race surfaces as `forbidden`) is captured in
// `gamemaster/docs/stage17-admin-operations.md`.
package adminbanish
import (
"context"
"errors"
"fmt"
"log/slog"
"strings"
"time"
"galaxy/gamemaster/internal/domain/operation"
"galaxy/gamemaster/internal/domain/playermapping"
"galaxy/gamemaster/internal/domain/runtime"
"galaxy/gamemaster/internal/logging"
"galaxy/gamemaster/internal/ports"
"galaxy/gamemaster/internal/telemetry"
)
// Input stores the per-call arguments for one admin banish operation.
type Input struct {
// GameID identifies the runtime the race belongs to.
GameID string
// RaceName stores the platform race name to banish.
RaceName string
// OpSource classifies how the request entered Game Master. Used to
// stamp `operation_log.op_source`. Defaults to `lobby_internal`
// when missing or unrecognised — Lobby is the only v1 caller.
OpSource operation.OpSource
// SourceRef stores the optional opaque per-source reference (REST
// request id). Empty when the caller does not provide one.
SourceRef string
}
// Validate reports whether input carries the structural invariants the
// service requires before any store is touched.
func (input Input) Validate() error {
if strings.TrimSpace(input.GameID) == "" {
return fmt.Errorf("game id must not be empty")
}
if strings.TrimSpace(input.RaceName) == "" {
return fmt.Errorf("race name must not be empty")
}
return nil
}
// Result stores the deterministic outcome of one Handle call. Business
// outcomes flow through Result; the Go-level error return is reserved
// for non-business failures (nil context, nil receiver).
type Result struct {
// Outcome reports whether the operation completed (success) or
// produced a stable failure code.
Outcome operation.Outcome
// ErrorCode stores the stable error code on failure. Empty on
// success.
ErrorCode string
// ErrorMessage stores the operator-readable detail on failure.
// Empty on success.
ErrorMessage string
}
// IsSuccess reports whether the result represents a successful
// operation.
func (result Result) IsSuccess() bool {
return result.Outcome == operation.OutcomeSuccess
}
// Dependencies groups the collaborators required by Service.
type Dependencies struct {
// RuntimeRecords supplies the engine endpoint used for the engine
// call.
RuntimeRecords ports.RuntimeRecordStore
// PlayerMappings resolves the race against the installed roster.
PlayerMappings ports.PlayerMappingStore
// OperationLogs records the audit entry.
OperationLogs ports.OperationLogStore
// Engine drives the `/admin/race/banish` call.
Engine ports.EngineClient
// Telemetry is required: every banish call ends with a
// `gamemaster.banish.outcomes` counter sample.
Telemetry *telemetry.Runtime
// Logger records structured service-level events. Defaults to
// `slog.Default()` when nil.
Logger *slog.Logger
// Clock supplies the wall-clock used for operation timestamps.
// Defaults to `time.Now` when nil.
Clock func() time.Time
}
// Service executes the admin banish lifecycle operation.
type Service struct {
runtimeRecords ports.RuntimeRecordStore
playerMappings ports.PlayerMappingStore
operationLogs ports.OperationLogStore
engine ports.EngineClient
telemetry *telemetry.Runtime
logger *slog.Logger
clock func() time.Time
}
// NewService constructs one Service from deps.
func NewService(deps Dependencies) (*Service, error) {
switch {
case deps.RuntimeRecords == nil:
return nil, errors.New("new admin banish service: nil runtime records")
case deps.PlayerMappings == nil:
return nil, errors.New("new admin banish service: nil player mappings")
case deps.OperationLogs == nil:
return nil, errors.New("new admin banish service: nil operation logs")
case deps.Engine == nil:
return nil, errors.New("new admin banish service: nil engine client")
case deps.Telemetry == nil:
return nil, errors.New("new admin banish service: nil telemetry runtime")
}
clock := deps.Clock
if clock == nil {
clock = time.Now
}
logger := deps.Logger
if logger == nil {
logger = slog.Default()
}
logger = logger.With("service", "gamemaster.adminbanish")
return &Service{
runtimeRecords: deps.RuntimeRecords,
playerMappings: deps.PlayerMappings,
operationLogs: deps.OperationLogs,
engine: deps.Engine,
telemetry: deps.Telemetry,
logger: logger,
clock: clock,
}, nil
}
// Handle executes one admin banish operation end-to-end. The Go-level
// error return is reserved for non-business failures (nil context, nil
// receiver). Every business outcome flows through Result.
func (service *Service) Handle(ctx context.Context, input Input) (Result, error) {
if service == nil {
return Result{}, errors.New("admin banish: nil service")
}
if ctx == nil {
return Result{}, errors.New("admin banish: nil context")
}
opStartedAt := service.clock().UTC()
if err := input.Validate(); err != nil {
return service.recordFailure(ctx, opStartedAt, input,
ErrorCodeInvalidRequest, err.Error()), nil
}
record, err := service.runtimeRecords.Get(ctx, input.GameID)
switch {
case errors.Is(err, runtime.ErrNotFound):
return service.recordFailure(ctx, opStartedAt, input,
ErrorCodeRuntimeNotFound, "runtime record does not exist"), nil
case err != nil:
return service.recordFailure(ctx, opStartedAt, input,
ErrorCodeServiceUnavailable, fmt.Sprintf("get runtime record: %s", err.Error())), nil
}
if _, err := service.playerMappings.GetByRace(ctx, input.GameID, input.RaceName); err != nil {
switch {
case errors.Is(err, playermapping.ErrNotFound):
return service.recordFailure(ctx, opStartedAt, input,
ErrorCodeForbidden, fmt.Sprintf("race %q not in roster", input.RaceName)), nil
default:
return service.recordFailure(ctx, opStartedAt, input,
ErrorCodeServiceUnavailable, fmt.Sprintf("get player mapping by race: %s", err.Error())), nil
}
}
if err := service.engine.BanishRace(ctx, record.EngineEndpoint, input.RaceName); err != nil {
errorCode := classifyEngineError(err)
return service.recordFailure(ctx, opStartedAt, input,
errorCode, fmt.Sprintf("engine banish: %s", err.Error())), nil
}
service.appendSuccessLog(ctx, opStartedAt, input)
service.telemetry.RecordBanishOutcome(ctx, string(operation.OutcomeSuccess), "")
logArgs := []any{
"game_id", input.GameID,
"race_name", input.RaceName,
"op_source", string(fallbackOpSource(input.OpSource)),
}
logArgs = append(logArgs, logging.ContextAttrs(ctx)...)
service.logger.InfoContext(ctx, "race banished", logArgs...)
return Result{Outcome: operation.OutcomeSuccess}, nil
}
// recordFailure assembles the failure Result, appends the
// operation_log failure entry, emits telemetry, and returns the
// structured outcome.
func (service *Service) recordFailure(ctx context.Context, opStartedAt time.Time, input Input, errorCode string, errorMessage string) Result {
service.appendFailureLog(ctx, opStartedAt, input, errorCode, errorMessage)
service.telemetry.RecordBanishOutcome(ctx, string(operation.OutcomeFailure), errorCode)
logArgs := []any{
"game_id", input.GameID,
"race_name", input.RaceName,
"op_source", string(input.OpSource),
"error_code", errorCode,
"error_message", errorMessage,
}
logArgs = append(logArgs, logging.ContextAttrs(ctx)...)
service.logger.WarnContext(ctx, "admin banish rejected", logArgs...)
return Result{
Outcome: operation.OutcomeFailure,
ErrorCode: errorCode,
ErrorMessage: errorMessage,
}
}
// classifyEngineError maps the engine port sentinels to the
// admin-banish stable error codes.
func classifyEngineError(err error) string {
switch {
case errors.Is(err, ports.ErrEngineValidation):
return ErrorCodeEngineValidationError
case errors.Is(err, ports.ErrEngineProtocolViolation):
return ErrorCodeEngineProtocolViolation
case errors.Is(err, ports.ErrEngineUnreachable):
return ErrorCodeEngineUnreachable
default:
return ErrorCodeEngineUnreachable
}
}
// appendSuccessLog records the success operation_log entry.
func (service *Service) appendSuccessLog(ctx context.Context, opStartedAt time.Time, input Input) {
finishedAt := service.clock().UTC()
service.bestEffortAppend(ctx, operation.OperationEntry{
GameID: input.GameID,
OpKind: operation.OpKindBanish,
OpSource: fallbackOpSource(input.OpSource),
SourceRef: input.SourceRef,
Outcome: operation.OutcomeSuccess,
StartedAt: opStartedAt,
FinishedAt: &finishedAt,
})
}
// appendFailureLog records the failure operation_log entry. Skipped
// when the input game id is empty so the entry validator does not
// reject an audit row that adds no value.
func (service *Service) appendFailureLog(ctx context.Context, opStartedAt time.Time, input Input, errorCode string, errorMessage string) {
if strings.TrimSpace(input.GameID) == "" {
return
}
finishedAt := service.clock().UTC()
service.bestEffortAppend(ctx, operation.OperationEntry{
GameID: input.GameID,
OpKind: operation.OpKindBanish,
OpSource: fallbackOpSource(input.OpSource),
SourceRef: input.SourceRef,
Outcome: operation.OutcomeFailure,
ErrorCode: errorCode,
ErrorMessage: errorMessage,
StartedAt: opStartedAt,
FinishedAt: &finishedAt,
})
}
// bestEffortAppend writes one operation_log entry. A failure is logged
// and discarded; the engine state and runtime row are the source of
// truth.
func (service *Service) bestEffortAppend(ctx context.Context, entry operation.OperationEntry) {
if _, err := service.operationLogs.Append(ctx, entry); err != nil {
service.logger.ErrorContext(ctx, "append operation log",
"game_id", entry.GameID,
"op_kind", string(entry.OpKind),
"outcome", string(entry.Outcome),
"error_code", entry.ErrorCode,
"err", err.Error(),
)
}
}
// fallbackOpSource defaults to `lobby_internal` when the caller did
// not supply a known op source. Lobby is the only v1 banish caller; an
// `admin_rest` source is preserved when explicitly set so future Admin
// Service traffic is identifiable.
func fallbackOpSource(source operation.OpSource) operation.OpSource {
if source.IsKnown() {
return source
}
return operation.OpSourceLobbyInternal
}