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 +1,343 @@
// Package adminforce implements the admin force-next-turn service-layer
// orchestrator owned by Game Master. It is driven by Admin Service or
// system administrators through
// `POST /api/v1/internal/runtimes/{game_id}/force-next-turn` and runs
// the turn-generation flow synchronously, then sets
// `runtime_records.skip_next_tick=true` so the next scheduler-driven
// generation skips one regular cron step.
//
// The skip rule guarantees that the inter-turn spacing is never shorter
// than one schedule interval, regardless of when the force is issued.
// Lifecycle and failure-mode semantics follow `gamemaster/README.md
// §Lifecycles → Force-next-turn`. Design rationale is captured in
// `gamemaster/docs/stage17-admin-operations.md`.
package adminforce
import (
"context"
"errors"
"fmt"
"log/slog"
"strings"
"time"
"galaxy/gamemaster/internal/domain/operation"
"galaxy/gamemaster/internal/logging"
"galaxy/gamemaster/internal/ports"
"galaxy/gamemaster/internal/service/turngeneration"
"galaxy/gamemaster/internal/telemetry"
)
// TurnGenerator narrows `*turngeneration.Service` to the single method
// adminforce calls. The interface lets tests substitute a stub without
// constructing the entire turn-generation collaborator graph.
type TurnGenerator interface {
Handle(ctx context.Context, input turngeneration.Input) (turngeneration.Result, error)
}
// Input stores the per-call arguments for one admin force-next-turn
// operation.
type Input struct {
// GameID identifies the runtime to advance.
GameID string
// OpSource classifies how the request entered Game Master. Used to
// stamp `operation_log.op_source` on both the driver entry and the
// inner turn-generation entry. Defaults to `admin_rest` when
// missing or unrecognised.
OpSource operation.OpSource
// SourceRef stores the optional opaque per-source reference (REST
// request id, admin user id). Empty when the caller does not
// provide one.
SourceRef string
}
// Validate reports whether input carries the structural invariants the
// service requires before the inner turn-generation call.
func (input Input) Validate() error {
if strings.TrimSpace(input.GameID) == "" {
return fmt.Errorf("game id 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 {
// TurnGeneration carries the inner turn-generation result. Always
// populated when Handle returns nil error and the input passed
// validation; zero on early-rejection failures
// (invalid_request).
TurnGeneration turngeneration.Result
// SkipScheduled reports whether the post-success
// `skip_next_tick=true` write landed. False on failure paths and
// when the inner turn-generation surfaced a failure.
SkipScheduled bool
// 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 drives the post-success scheduling write that
// installs `skip_next_tick=true`.
RuntimeRecords ports.RuntimeRecordStore
// OperationLogs records the audit driver entry
// (`op_kind=force_next_turn`).
OperationLogs ports.OperationLogStore
// TurnGeneration runs the inner turn-generation flow. Required.
TurnGeneration TurnGenerator
// Telemetry is required: every adminforce call ends with a
// telemetry record on the inner turn-generation counter.
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 force-next-turn lifecycle operation.
type Service struct {
runtimeRecords ports.RuntimeRecordStore
operationLogs ports.OperationLogStore
turnGen TurnGenerator
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 force service: nil runtime records")
case deps.OperationLogs == nil:
return nil, errors.New("new admin force service: nil operation logs")
case deps.TurnGeneration == nil:
return nil, errors.New("new admin force service: nil turn generation")
case deps.Telemetry == nil:
return nil, errors.New("new admin force 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.adminforce")
return &Service{
runtimeRecords: deps.RuntimeRecords,
operationLogs: deps.OperationLogs,
turnGen: deps.TurnGeneration,
telemetry: deps.Telemetry,
logger: logger,
clock: clock,
}, nil
}
// Handle executes one admin force-next-turn 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 force: nil service")
}
if ctx == nil {
return Result{}, errors.New("admin force: nil context")
}
opStartedAt := service.clock().UTC()
if err := input.Validate(); err != nil {
return service.recordFailure(ctx, opStartedAt, input,
ErrorCodeInvalidRequest, err.Error()), nil
}
turnResult, err := service.turnGen.Handle(ctx, turngeneration.Input{
GameID: input.GameID,
Trigger: turngeneration.TriggerForce,
OpSource: fallbackOpSource(input.OpSource),
SourceRef: input.SourceRef,
})
if err != nil {
return service.recordFailure(ctx, opStartedAt, input,
ErrorCodeInternal, fmt.Sprintf("turn generation: %s", err.Error())), nil
}
if !turnResult.IsSuccess() {
errorCode := turnResult.ErrorCode
if errorCode == "" {
errorCode = ErrorCodeInternal
}
return service.recordFailureWithTurn(ctx, opStartedAt, input, turnResult,
errorCode, turnResult.ErrorMessage), nil
}
scheduledAt := service.clock().UTC()
scheduling := ports.UpdateSchedulingInput{
GameID: input.GameID,
NextGenerationAt: turnResult.Record.NextGenerationAt,
SkipNextTick: true,
CurrentTurn: turnResult.Record.CurrentTurn,
Now: scheduledAt,
}
if err := service.runtimeRecords.UpdateScheduling(ctx, scheduling); err != nil {
// The forced turn already landed; the skip flag did not. Report
// as a service_unavailable so the admin UI can retry the skip
// without re-driving the engine.
return service.recordFailureWithTurn(ctx, opStartedAt, input, turnResult,
ErrorCodeServiceUnavailable,
fmt.Sprintf("update scheduling skip flag: %s", err.Error())), nil
}
service.appendSuccessLog(ctx, opStartedAt, input)
logArgs := []any{
"game_id", input.GameID,
"current_turn", turnResult.Record.CurrentTurn,
"finished", turnResult.Finished,
"op_source", string(fallbackOpSource(input.OpSource)),
}
logArgs = append(logArgs, logging.ContextAttrs(ctx)...)
service.logger.InfoContext(ctx, "force next turn applied", logArgs...)
return Result{
TurnGeneration: turnResult,
SkipScheduled: true,
Outcome: operation.OutcomeSuccess,
}, nil
}
// recordFailure records a failure that occurred before the inner
// turn-generation result was available.
func (service *Service) recordFailure(ctx context.Context, opStartedAt time.Time, input Input, errorCode string, errorMessage string) Result {
service.appendFailureLog(ctx, opStartedAt, input, errorCode, errorMessage)
logArgs := []any{
"game_id", input.GameID,
"op_source", string(input.OpSource),
"error_code", errorCode,
"error_message", errorMessage,
}
logArgs = append(logArgs, logging.ContextAttrs(ctx)...)
service.logger.WarnContext(ctx, "force next turn rejected", logArgs...)
return Result{
Outcome: operation.OutcomeFailure,
ErrorCode: errorCode,
ErrorMessage: errorMessage,
}
}
// recordFailureWithTurn records a failure after the inner turn-
// generation step ran, propagating its result for caller-side
// telemetry.
func (service *Service) recordFailureWithTurn(ctx context.Context, opStartedAt time.Time, input Input, turnResult turngeneration.Result, errorCode string, errorMessage string) Result {
service.appendFailureLog(ctx, opStartedAt, input, errorCode, errorMessage)
logArgs := []any{
"game_id", input.GameID,
"op_source", string(input.OpSource),
"error_code", errorCode,
"error_message", errorMessage,
}
logArgs = append(logArgs, logging.ContextAttrs(ctx)...)
service.logger.WarnContext(ctx, "force next turn failed", logArgs...)
return Result{
TurnGeneration: turnResult,
Outcome: operation.OutcomeFailure,
ErrorCode: errorCode,
ErrorMessage: errorMessage,
}
}
// appendSuccessLog records the success driver 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.OpKindForceNextTurn,
OpSource: fallbackOpSource(input.OpSource),
SourceRef: input.SourceRef,
Outcome: operation.OutcomeSuccess,
StartedAt: opStartedAt,
FinishedAt: &finishedAt,
})
}
// appendFailureLog records the failure driver operation_log entry.
func (service *Service) appendFailureLog(ctx context.Context, opStartedAt time.Time, input Input, errorCode string, errorMessage string) {
finishedAt := service.clock().UTC()
gameID := input.GameID
if strings.TrimSpace(gameID) == "" {
// Validation guard: the entry validator rejects empty GameID.
// Skip the audit entry instead of crashing the service.
return
}
service.bestEffortAppend(ctx, operation.OperationEntry{
GameID: gameID,
OpKind: operation.OpKindForceNextTurn,
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 runtime row is 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 `admin_rest` when the caller did not
// supply a known op source. Mirrors `gamemaster/README.md §Trusted
// Surfaces`.
func fallbackOpSource(source operation.OpSource) operation.OpSource {
if source.IsKnown() {
return source
}
return operation.OpSourceAdminRest
}