feat: gamemaster
This commit is contained in:
@@ -0,0 +1,361 @@
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// Package orderput implements the player-order hot-path service owned by
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// Game Master. It accepts a verified `(game_id, user_id, payload)`
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// envelope from Edge Gateway, authorises the caller against the membership
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// cache, resolves `actor=race_name` from `player_mappings`, reshapes the
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// payload to the engine `CommandRequest{actor, cmd}` schema, and forwards
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// the call to the engine `/api/v1/order` endpoint.
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//
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// Lifecycle and error semantics follow `gamemaster/README.md §Hot Path →
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// Player commands and orders`. Design rationale is captured in
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// `gamemaster/docs/stage16-membership-cache-and-invalidation.md`.
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package orderput
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import (
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"context"
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"encoding/json"
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"errors"
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"fmt"
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"log/slog"
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"strings"
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"time"
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"galaxy/gamemaster/internal/domain/operation"
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"galaxy/gamemaster/internal/domain/playermapping"
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"galaxy/gamemaster/internal/domain/runtime"
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"galaxy/gamemaster/internal/logging"
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"galaxy/gamemaster/internal/ports"
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"galaxy/gamemaster/internal/service/membership"
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"galaxy/gamemaster/internal/telemetry"
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)
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const (
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engineCallOp = "order"
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membershipStatusActive = "active"
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payloadCommandsKey = "commands"
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payloadCmdKey = "cmd"
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payloadActorKey = "actor"
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)
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// Input stores the per-call arguments for one order-put operation. The
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// shape mirrors `PutOrdersRequest` from
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// `gamemaster/api/internal-openapi.yaml` plus the verified user identity
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// captured from the `X-User-ID` header by the Stage 19 handler.
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type Input struct {
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// GameID identifies the platform game the order targets.
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GameID string
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// UserID identifies the platform user submitting the order. The
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// service derives `actor=race_name` from this value via
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// `player_mappings`.
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UserID string
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// Payload stores the raw `PutOrdersRequest` body. The service
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// rewrites it to the engine `CommandRequest{actor, cmd}` shape
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// before forwarding.
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Payload json.RawMessage
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}
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// Validate reports whether input carries the structural invariants the
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// service requires before any store is touched.
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func (input Input) Validate() error {
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if strings.TrimSpace(input.GameID) == "" {
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return fmt.Errorf("game id must not be empty")
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}
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if strings.TrimSpace(input.UserID) == "" {
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return fmt.Errorf("user id must not be empty")
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}
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if len(input.Payload) == 0 {
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return fmt.Errorf("payload must not be empty")
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}
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return nil
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}
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// Result stores the deterministic outcome of one Handle call.
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type Result struct {
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// Outcome reports whether the operation completed (success) or
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// produced a stable failure code.
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Outcome operation.Outcome
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// ErrorCode stores the stable error code on failure. Empty on
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// success.
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ErrorCode string
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// ErrorMessage stores the operator-readable detail on failure.
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// Empty on success.
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ErrorMessage string
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// RawResponse stores the engine response body. Populated on success
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// and on `engine_validation_error`. Empty on every other terminal
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// branch.
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RawResponse json.RawMessage
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}
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// IsSuccess reports whether the result represents a successful operation.
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func (result Result) IsSuccess() bool {
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return result.Outcome == operation.OutcomeSuccess
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}
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// Dependencies groups the collaborators required by Service.
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type Dependencies struct {
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// RuntimeRecords loads the engine endpoint and the runtime status.
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RuntimeRecords ports.RuntimeRecordStore
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// PlayerMappings resolves `(game_id, user_id) → race_name`.
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PlayerMappings ports.PlayerMappingStore
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// Membership authorises the caller. Hot-path services share one
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// cache instance with `commandexecute` and `reportget`.
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Membership *membership.Cache
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// Engine forwards the reshaped payload to `/api/v1/order`.
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Engine ports.EngineClient
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// Telemetry records the per-outcome counter and the engine-call
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// latency histogram.
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Telemetry *telemetry.Runtime
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// Logger records structured service-level events. Defaults to
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// `slog.Default()` when nil.
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Logger *slog.Logger
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// Clock supplies the wall-clock used for engine-call latency.
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// Defaults to `time.Now` when nil.
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Clock func() time.Time
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}
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// Service executes the order-put hot-path operation.
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type Service struct {
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runtimeRecords ports.RuntimeRecordStore
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playerMappings ports.PlayerMappingStore
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membership *membership.Cache
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engine ports.EngineClient
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telemetry *telemetry.Runtime
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logger *slog.Logger
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clock func() time.Time
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}
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// NewService constructs one Service from deps.
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func NewService(deps Dependencies) (*Service, error) {
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switch {
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case deps.RuntimeRecords == nil:
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return nil, errors.New("new order put service: nil runtime records")
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case deps.PlayerMappings == nil:
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return nil, errors.New("new order put service: nil player mappings")
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case deps.Membership == nil:
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return nil, errors.New("new order put service: nil membership cache")
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case deps.Engine == nil:
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return nil, errors.New("new order put service: nil engine client")
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case deps.Telemetry == nil:
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return nil, errors.New("new order put service: nil telemetry runtime")
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}
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clock := deps.Clock
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if clock == nil {
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clock = time.Now
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}
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logger := deps.Logger
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if logger == nil {
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logger = slog.Default()
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}
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logger = logger.With("service", "gamemaster.orderput")
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return &Service{
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runtimeRecords: deps.RuntimeRecords,
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playerMappings: deps.PlayerMappings,
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membership: deps.Membership,
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engine: deps.Engine,
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telemetry: deps.Telemetry,
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logger: logger,
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clock: clock,
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}, nil
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}
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// Handle executes one order-put operation end-to-end. The Go-level error
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// return is reserved for non-business failures (nil context, nil
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// receiver). Every business outcome flows through Result.
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func (service *Service) Handle(ctx context.Context, input Input) (Result, error) {
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if service == nil {
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return Result{}, errors.New("order put: nil service")
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}
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if ctx == nil {
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return Result{}, errors.New("order put: nil context")
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}
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if err := input.Validate(); err != nil {
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return service.recordFailure(ctx, input, ErrorCodeInvalidRequest, err.Error(), nil), nil
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}
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record, result, ok := service.loadRecord(ctx, input)
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if !ok {
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return result, nil
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}
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if record.Status != runtime.StatusRunning {
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message := fmt.Sprintf("runtime status is %q, expected %q", record.Status, runtime.StatusRunning)
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return service.recordFailure(ctx, input, ErrorCodeRuntimeNotRunning, message, nil), nil
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}
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mapping, result, ok := service.authorise(ctx, input)
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if !ok {
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return result, nil
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}
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payload, err := rewriteOrderPayload(input.Payload, mapping.RaceName)
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if err != nil {
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return service.recordFailure(ctx, input, ErrorCodeInvalidRequest, err.Error(), nil), nil
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}
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body, engineErr := service.callEngine(ctx, record.EngineEndpoint, payload)
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if engineErr != nil {
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errorCode := classifyEngineError(engineErr)
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message := fmt.Sprintf("engine order: %s", engineErr.Error())
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var bodyForCaller json.RawMessage
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if errorCode == ErrorCodeEngineValidationError {
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bodyForCaller = body
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}
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return service.recordFailure(ctx, input, errorCode, message, bodyForCaller), nil
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}
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service.telemetry.RecordOrderPutOutcome(ctx,
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string(operation.OutcomeSuccess), "")
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logArgs := []any{
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"game_id", input.GameID,
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"user_id", input.UserID,
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"actor", mapping.RaceName,
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}
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logArgs = append(logArgs, logging.ContextAttrs(ctx)...)
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service.logger.InfoContext(ctx, "order put succeeded", logArgs...)
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return Result{
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Outcome: operation.OutcomeSuccess,
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RawResponse: body,
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}, nil
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}
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// loadRecord reads the runtime record and maps store errors to
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// orchestrator outcomes. ok=false means the flow stops with the returned
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// Result.
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func (service *Service) loadRecord(ctx context.Context, input Input) (runtime.RuntimeRecord, Result, bool) {
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record, err := service.runtimeRecords.Get(ctx, input.GameID)
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switch {
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case err == nil:
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return record, Result{}, true
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case errors.Is(err, runtime.ErrNotFound):
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return runtime.RuntimeRecord{}, service.recordFailure(ctx, input,
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ErrorCodeRuntimeNotFound, "runtime record does not exist", nil), false
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default:
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return runtime.RuntimeRecord{}, service.recordFailure(ctx, input,
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ErrorCodeServiceUnavailable, fmt.Sprintf("get runtime record: %s", err.Error()), nil), false
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}
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}
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// authorise resolves the membership status and the player mapping for
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// the caller. ok=false means the flow stops with the returned Result.
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func (service *Service) authorise(ctx context.Context, input Input) (playermapping.PlayerMapping, Result, bool) {
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status, err := service.membership.Resolve(ctx, input.GameID, input.UserID)
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if err != nil {
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return playermapping.PlayerMapping{}, service.recordFailure(ctx, input,
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ErrorCodeServiceUnavailable, fmt.Sprintf("resolve membership: %s", err.Error()), nil), false
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}
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if status != membershipStatusActive {
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message := fmt.Sprintf("membership status %q does not authorise orders", status)
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if status == "" {
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message = "user is not a member of the game"
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}
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return playermapping.PlayerMapping{}, service.recordFailure(ctx, input,
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ErrorCodeForbidden, message, nil), false
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}
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mapping, err := service.playerMappings.Get(ctx, input.GameID, input.UserID)
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switch {
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case err == nil:
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return mapping, Result{}, true
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case errors.Is(err, playermapping.ErrNotFound):
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return playermapping.PlayerMapping{}, service.recordFailure(ctx, input,
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ErrorCodeForbidden, "player mapping not installed for active member", nil), false
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default:
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return playermapping.PlayerMapping{}, service.recordFailure(ctx, input,
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ErrorCodeServiceUnavailable, fmt.Sprintf("get player mapping: %s", err.Error()), nil), false
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}
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}
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// callEngine forwards the reshaped payload to the engine and records the
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// wall-clock latency under the `order` op label.
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func (service *Service) callEngine(ctx context.Context, baseURL string, payload json.RawMessage) (json.RawMessage, error) {
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start := service.clock()
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body, err := service.engine.PutOrders(ctx, baseURL, payload)
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service.telemetry.RecordEngineCall(ctx, engineCallOp, service.clock().Sub(start))
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return body, err
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}
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// classifyEngineError maps the engine port sentinels to the order-put
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// stable error codes.
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func classifyEngineError(err error) string {
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switch {
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case errors.Is(err, ports.ErrEngineValidation):
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return ErrorCodeEngineValidationError
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case errors.Is(err, ports.ErrEngineProtocolViolation):
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return ErrorCodeEngineProtocolViolation
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case errors.Is(err, ports.ErrEngineUnreachable):
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return ErrorCodeEngineUnreachable
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default:
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return ErrorCodeEngineUnreachable
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}
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}
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// recordFailure emits the service-level outcome counter and a structured
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// log entry, then returns the Result the caller surfaces.
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func (service *Service) recordFailure(ctx context.Context, input Input, errorCode, errorMessage string, rawResponse json.RawMessage) Result {
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service.telemetry.RecordOrderPutOutcome(ctx,
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string(operation.OutcomeFailure), errorCode)
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logArgs := []any{
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"game_id", input.GameID,
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"user_id", input.UserID,
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"error_code", errorCode,
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"error_message", errorMessage,
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}
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logArgs = append(logArgs, logging.ContextAttrs(ctx)...)
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service.logger.WarnContext(ctx, "order put rejected", logArgs...)
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return Result{
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Outcome: operation.OutcomeFailure,
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ErrorCode: errorCode,
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ErrorMessage: errorMessage,
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RawResponse: rawResponse,
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}
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}
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// rewriteOrderPayload reshapes the GM `PutOrdersRequest` body
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// (`{commands:[…]}`) to the engine `CommandRequest` body
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// (`{actor:<raceName>, cmd:[…]}`). Every other top-level key is
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// discarded; GM never trusts caller-supplied envelope fields per the
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// README §Hot Path rule. Returns an error when the payload is not a JSON
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// object or the `commands` field is missing or not an array.
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func rewriteOrderPayload(payload json.RawMessage, raceName string) (json.RawMessage, error) {
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var fields map[string]json.RawMessage
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if err := json.Unmarshal(payload, &fields); err != nil {
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return nil, fmt.Errorf("payload must decode as a JSON object: %w", err)
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}
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commands, ok := fields[payloadCommandsKey]
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if !ok {
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return nil, fmt.Errorf("payload missing required %q field", payloadCommandsKey)
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}
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var commandList []json.RawMessage
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if err := json.Unmarshal(commands, &commandList); err != nil {
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return nil, fmt.Errorf("payload %q field must decode as an array: %w", payloadCommandsKey, err)
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}
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actor, err := json.Marshal(raceName)
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if err != nil {
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return nil, fmt.Errorf("marshal actor: %w", err)
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}
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out := map[string]json.RawMessage{
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payloadActorKey: actor,
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payloadCmdKey: commands,
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}
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encoded, err := json.Marshal(out)
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if err != nil {
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return nil, fmt.Errorf("marshal engine payload: %w", err)
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}
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_ = commandList // ensure the array shape is validated before forwarding
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return encoded, nil
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}
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