feat: game lobby service
This commit is contained in:
@@ -0,0 +1,564 @@
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// Package runtimejobresult implements the worker that consumes runtime
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// job results published by Runtime Manager and drives the second half of
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// the game start flow: persisting the runtime binding, calling
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// Game Master to register the running game, and transitioning the game
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// status to `running`, `paused`, or `start_failed` accordingly.
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//
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// Replay protection relies on the CAS-based UpdateStatus semantics: a
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// duplicate result event finds the game in a non-`starting` status and
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// the second pass becomes a no-op without any extra side effects. The
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// stream offset advances after each message so the consumer survives
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// restarts without re-emitting state changes.
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package runtimejobresult
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import (
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"context"
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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/lobby/internal/domain/common"
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"galaxy/lobby/internal/domain/game"
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"galaxy/lobby/internal/logging"
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"galaxy/lobby/internal/ports"
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"galaxy/lobby/internal/telemetry"
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"galaxy/notificationintent"
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"github.com/redis/go-redis/v9"
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)
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// streamOffsetLabel identifies the runtime-job-results consumer in the
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// stream offset store. The label stays stable when the underlying
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// stream key is renamed via configuration.
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const streamOffsetLabel = "runtime_results"
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// IntentPublisher publishes notification intents.
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type IntentPublisher interface {
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Publish(ctx context.Context, intent notificationintent.Intent) (string, error)
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}
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// Config groups the dependencies used by Consumer.
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type Config struct {
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// Client provides XREAD access to the runtime job results stream.
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Client *redis.Client
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// Stream stores the Redis Streams key consumed by the worker.
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Stream string
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// BlockTimeout bounds the blocking XREAD window.
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BlockTimeout time.Duration
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// Games persists the post-start game record updates.
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Games ports.GameStore
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// RuntimeManager publishes stop jobs in the orphan-container path.
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RuntimeManager ports.RuntimeManager
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// GMClient registers the running game with Game Master after a
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// successful binding persistence.
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GMClient ports.GMClient
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// Intents publishes the lobby.runtime_paused_after_start
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// notification when GM is unavailable.
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Intents IntentPublisher
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// OffsetStore persists the last successfully processed entry id.
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OffsetStore ports.StreamOffsetStore
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// Clock supplies the wall-clock used for status transition
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// timestamps. Defaults to time.Now when nil.
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Clock func() time.Time
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// Logger receives structured worker-level events. Defaults to
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// slog.Default when nil.
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Logger *slog.Logger
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// Telemetry records the `lobby.start_flow.outcomes` and
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// `lobby.game.transitions` counters per processed result. Optional;
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// nil disables metric emission.
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Telemetry *telemetry.Runtime
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}
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// Consumer drives the runtime-job-results processing loop.
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type Consumer struct {
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client *redis.Client
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stream string
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blockTimeout time.Duration
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games ports.GameStore
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runtimeManager ports.RuntimeManager
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gmClient ports.GMClient
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intents IntentPublisher
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offsetStore ports.StreamOffsetStore
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clock func() time.Time
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logger *slog.Logger
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telemetry *telemetry.Runtime
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}
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// NewConsumer constructs one Consumer from cfg.
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func NewConsumer(cfg Config) (*Consumer, error) {
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switch {
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case cfg.Client == nil:
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return nil, errors.New("new runtime job result consumer: nil redis client")
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case strings.TrimSpace(cfg.Stream) == "":
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return nil, errors.New("new runtime job result consumer: stream must not be empty")
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case cfg.BlockTimeout <= 0:
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return nil, errors.New("new runtime job result consumer: block timeout must be positive")
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case cfg.Games == nil:
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return nil, errors.New("new runtime job result consumer: nil game store")
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case cfg.RuntimeManager == nil:
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return nil, errors.New("new runtime job result consumer: nil runtime manager")
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case cfg.GMClient == nil:
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return nil, errors.New("new runtime job result consumer: nil gm client")
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case cfg.Intents == nil:
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return nil, errors.New("new runtime job result consumer: nil intent publisher")
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case cfg.OffsetStore == nil:
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return nil, errors.New("new runtime job result consumer: nil offset store")
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}
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clock := cfg.Clock
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if clock == nil {
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clock = time.Now
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}
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logger := cfg.Logger
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if logger == nil {
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logger = slog.Default()
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}
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return &Consumer{
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client: cfg.Client,
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stream: cfg.Stream,
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blockTimeout: cfg.BlockTimeout,
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games: cfg.Games,
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runtimeManager: cfg.RuntimeManager,
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gmClient: cfg.GMClient,
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intents: cfg.Intents,
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offsetStore: cfg.OffsetStore,
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clock: clock,
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logger: logger.With("worker", "lobby.runtimejobresult", "stream", cfg.Stream),
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telemetry: cfg.Telemetry,
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}, nil
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}
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// Run drives the XREAD loop until ctx is cancelled. Per-message
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// outcomes are absorbed by HandleMessage; the loop only exits on
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// context cancellation or a fatal Redis error.
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func (consumer *Consumer) Run(ctx context.Context) error {
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if consumer == nil || consumer.client == nil {
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return errors.New("run runtime job result consumer: nil consumer")
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}
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if ctx == nil {
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return errors.New("run runtime job result consumer: nil context")
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}
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if err := ctx.Err(); err != nil {
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return err
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}
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lastID, found, err := consumer.offsetStore.Load(ctx, streamOffsetLabel)
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if err != nil {
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return fmt.Errorf("run runtime job result consumer: load offset: %w", err)
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}
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if !found {
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lastID = "0-0"
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}
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consumer.logger.Info("runtime job result consumer started", "block_timeout", consumer.blockTimeout.String(), "start_entry_id", lastID)
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defer consumer.logger.Info("runtime job result consumer stopped")
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for {
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streams, err := consumer.client.XRead(ctx, &redis.XReadArgs{
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Streams: []string{consumer.stream, lastID},
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Count: 1,
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Block: consumer.blockTimeout,
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}).Result()
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switch {
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case err == nil:
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for _, stream := range streams {
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for _, message := range stream.Messages {
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consumer.HandleMessage(ctx, message)
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if err := consumer.offsetStore.Save(ctx, streamOffsetLabel, message.ID); err != nil {
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return fmt.Errorf("run runtime job result consumer: save offset: %w", err)
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}
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lastID = message.ID
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}
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}
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case errors.Is(err, redis.Nil):
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continue
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case ctx.Err() != nil && (errors.Is(err, context.Canceled) || errors.Is(err, context.DeadlineExceeded) || errors.Is(err, redis.ErrClosed)):
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return ctx.Err()
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case errors.Is(err, context.Canceled), errors.Is(err, context.DeadlineExceeded), errors.Is(err, redis.ErrClosed):
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return fmt.Errorf("run runtime job result consumer: %w", err)
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default:
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return fmt.Errorf("run runtime job result consumer: %w", err)
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}
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}
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}
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// Shutdown is a no-op; the consumer relies on context cancellation.
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func (consumer *Consumer) Shutdown(ctx context.Context) error {
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if ctx == nil {
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return errors.New("shutdown runtime job result consumer: nil context")
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}
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return nil
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}
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// HandleMessage processes one Redis Stream message. Exported so tests
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// can drive the consumer deterministically without spinning up a real
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// XREAD loop.
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//
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// Per-message errors are logged and absorbed: the worker keeps running
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// and the offset is allowed to advance. CAS-status conflicts (typical
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// for replayed events) are also absorbed.
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func (consumer *Consumer) HandleMessage(ctx context.Context, message redis.XMessage) {
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if consumer == nil {
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return
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}
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event, err := decodeJobResult(message)
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if err != nil {
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consumer.logger.WarnContext(ctx, "decode runtime job result",
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"stream_entry_id", message.ID,
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"err", err.Error(),
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)
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return
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}
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switch event.Outcome {
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case outcomeFailure:
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consumer.handleFailure(ctx, message.ID, event)
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case outcomeSuccess:
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consumer.handleSuccess(ctx, message.ID, event)
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default:
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consumer.logger.WarnContext(ctx, "unknown runtime job outcome",
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"stream_entry_id", message.ID,
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"outcome", event.Outcome,
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"game_id", event.GameID.String(),
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)
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}
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}
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// handleFailure transitions the game from `starting` to `start_failed`.
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// The CAS-status update absorbs replays naturally: if the game is no
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// longer in `starting`, the second call returns ErrConflict /
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// ErrInvalidTransition and the worker treats it as an already-handled
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// duplicate.
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func (consumer *Consumer) handleFailure(ctx context.Context, entryID string, event jobResultEvent) {
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at := consumer.clock().UTC()
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err := consumer.games.UpdateStatus(ctx, ports.UpdateStatusInput{
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GameID: event.GameID,
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ExpectedFrom: game.StatusStarting,
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To: game.StatusStartFailed,
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Trigger: game.TriggerRuntimeEvent,
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At: at,
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})
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switch {
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case err == nil:
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consumer.telemetry.RecordGameTransition(ctx,
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string(game.StatusStarting),
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string(game.StatusStartFailed),
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string(game.TriggerRuntimeEvent),
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)
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consumer.telemetry.RecordStartFlowOutcome(ctx, "start_failed")
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logArgs := []any{
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"stream_entry_id", entryID,
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"game_id", event.GameID.String(),
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"from_status", string(game.StatusStarting),
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"to_status", string(game.StatusStartFailed),
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"trigger", string(game.TriggerRuntimeEvent),
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"error_code", event.ErrorCode,
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}
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logArgs = append(logArgs, logging.ContextAttrs(ctx)...)
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consumer.logger.InfoContext(ctx, "game start failed", logArgs...)
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case errors.Is(err, game.ErrConflict), errors.Is(err, game.ErrInvalidTransition):
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consumer.logger.InfoContext(ctx, "ignored runtime failure for game not in starting",
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"stream_entry_id", entryID,
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"game_id", event.GameID.String(),
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)
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default:
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consumer.logger.WarnContext(ctx, "transition game to start_failed",
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"stream_entry_id", entryID,
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"game_id", event.GameID.String(),
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"err", err.Error(),
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)
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}
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}
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// handleSuccess applies the success-path branches: persist binding,
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// call GM, transition status. Any failure branches into the
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// orphan-container or paused-after-start paths defined by the README.
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//
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// Replay protection: the worker re-reads the game record up front. If
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// the record is no longer in `starting`, the event is treated as an
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// already-handled replay and processing exits without further side
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// effects (no binding overwrite, no GM call, no status transition).
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func (consumer *Consumer) handleSuccess(ctx context.Context, entryID string, event jobResultEvent) {
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at := consumer.clock().UTC()
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if err := event.validateSuccess(); err != nil {
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consumer.logger.WarnContext(ctx, "invalid runtime job success event",
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"stream_entry_id", entryID,
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"game_id", event.GameID.String(),
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"err", err.Error(),
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)
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return
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}
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record, err := consumer.games.Get(ctx, event.GameID)
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if err != nil {
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consumer.logger.WarnContext(ctx, "load game for runtime success",
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"stream_entry_id", entryID,
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"game_id", event.GameID.String(),
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"err", err.Error(),
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)
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return
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}
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if record.Status != game.StatusStarting {
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consumer.logger.InfoContext(ctx, "ignored runtime success for game not in starting",
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"stream_entry_id", entryID,
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"game_id", record.GameID.String(),
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"current_status", string(record.Status),
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)
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return
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}
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binding := game.RuntimeBinding{
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ContainerID: event.ContainerID,
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EngineEndpoint: event.EngineEndpoint,
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RuntimeJobID: entryID,
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BoundAt: at,
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}
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if err := consumer.games.UpdateRuntimeBinding(ctx, ports.UpdateRuntimeBindingInput{
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GameID: event.GameID,
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Binding: binding,
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At: at,
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}); err != nil {
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consumer.handleOrphan(ctx, entryID, event, at, err)
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return
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}
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gmErr := consumer.gmClient.RegisterGame(ctx, ports.RegisterGameRequest{
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GameID: record.GameID,
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ContainerID: binding.ContainerID,
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EngineEndpoint: binding.EngineEndpoint,
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TargetEngineVersion: record.TargetEngineVersion,
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TurnSchedule: record.TurnSchedule,
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})
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if gmErr != nil {
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consumer.handleGMUnavailable(ctx, entryID, record, at, gmErr)
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return
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}
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if err := consumer.games.UpdateStatus(ctx, ports.UpdateStatusInput{
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GameID: record.GameID,
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ExpectedFrom: game.StatusStarting,
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To: game.StatusRunning,
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Trigger: game.TriggerRuntimeEvent,
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At: at,
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}); err != nil {
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switch {
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case errors.Is(err, game.ErrConflict), errors.Is(err, game.ErrInvalidTransition):
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consumer.logger.InfoContext(ctx, "ignored running transition for game not in starting",
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"stream_entry_id", entryID,
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"game_id", record.GameID.String(),
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)
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default:
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consumer.logger.WarnContext(ctx, "transition game to running",
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"stream_entry_id", entryID,
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"game_id", record.GameID.String(),
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"err", err.Error(),
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)
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}
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return
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}
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consumer.telemetry.RecordGameTransition(ctx,
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string(game.StatusStarting),
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string(game.StatusRunning),
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string(game.TriggerRuntimeEvent),
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)
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consumer.telemetry.RecordStartFlowOutcome(ctx, "running")
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logArgs := []any{
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"stream_entry_id", entryID,
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"game_id", record.GameID.String(),
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"from_status", string(game.StatusStarting),
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"to_status", string(game.StatusRunning),
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"trigger", string(game.TriggerRuntimeEvent),
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}
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logArgs = append(logArgs, logging.ContextAttrs(ctx)...)
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consumer.logger.InfoContext(ctx, "game running after runtime registration", logArgs...)
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}
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// handleOrphan implements the orphan-container path: the container
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// started but Lobby could not persist the binding metadata. We publish
|
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// a stop job to Runtime Manager and transition the game to
|
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// `start_failed`. Stop-job dispatch is attempted before the status
|
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// transition so a process crash between the two leaves the stop-job
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// safely re-published on replay (Runtime Manager idempotency is
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// required).
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func (consumer *Consumer) handleOrphan(ctx context.Context, entryID string, event jobResultEvent, at time.Time, cause error) {
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consumer.logger.WarnContext(ctx, "persist runtime binding failed; orphan container path",
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"stream_entry_id", entryID,
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"game_id", event.GameID.String(),
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"err", cause.Error(),
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)
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if err := consumer.runtimeManager.PublishStopJob(ctx, event.GameID.String()); err != nil {
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consumer.logger.WarnContext(ctx, "publish stop job for orphan container",
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"stream_entry_id", entryID,
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"game_id", event.GameID.String(),
|
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"err", err.Error(),
|
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)
|
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}
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if err := consumer.games.UpdateStatus(ctx, ports.UpdateStatusInput{
|
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GameID: event.GameID,
|
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ExpectedFrom: game.StatusStarting,
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To: game.StatusStartFailed,
|
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Trigger: game.TriggerRuntimeEvent,
|
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At: at,
|
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}); err != nil && !errors.Is(err, game.ErrConflict) && !errors.Is(err, game.ErrInvalidTransition) {
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consumer.logger.WarnContext(ctx, "transition orphan game to start_failed",
|
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"stream_entry_id", entryID,
|
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"game_id", event.GameID.String(),
|
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"err", err.Error(),
|
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)
|
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return
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}
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consumer.telemetry.RecordGameTransition(ctx,
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string(game.StatusStarting),
|
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string(game.StatusStartFailed),
|
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string(game.TriggerRuntimeEvent),
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)
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consumer.telemetry.RecordStartFlowOutcome(ctx, "start_failed")
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}
|
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|
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// handleGMUnavailable implements the paused-after-start path: the
|
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// container is alive but Game Master could not be registered. The game
|
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// is moved to `paused` and an admin notification is published.
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func (consumer *Consumer) handleGMUnavailable(ctx context.Context, entryID string, record game.Game, at time.Time, cause error) {
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consumer.logger.WarnContext(ctx, "gm registration failed; pause-after-start path",
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"stream_entry_id", entryID,
|
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"game_id", record.GameID.String(),
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"err", cause.Error(),
|
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)
|
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if err := consumer.games.UpdateStatus(ctx, ports.UpdateStatusInput{
|
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GameID: record.GameID,
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ExpectedFrom: game.StatusStarting,
|
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To: game.StatusPaused,
|
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Trigger: game.TriggerRuntimeEvent,
|
||||
At: at,
|
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}); err != nil {
|
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switch {
|
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case errors.Is(err, game.ErrConflict), errors.Is(err, game.ErrInvalidTransition):
|
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consumer.logger.InfoContext(ctx, "ignored paused transition for game not in starting",
|
||||
"stream_entry_id", entryID,
|
||||
"game_id", record.GameID.String(),
|
||||
)
|
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default:
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consumer.logger.WarnContext(ctx, "transition game to paused",
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"stream_entry_id", entryID,
|
||||
"game_id", record.GameID.String(),
|
||||
"err", err.Error(),
|
||||
)
|
||||
}
|
||||
return
|
||||
}
|
||||
|
||||
consumer.telemetry.RecordGameTransition(ctx,
|
||||
string(game.StatusStarting),
|
||||
string(game.StatusPaused),
|
||||
string(game.TriggerRuntimeEvent),
|
||||
)
|
||||
consumer.telemetry.RecordStartFlowOutcome(ctx, "paused")
|
||||
|
||||
intent, err := notificationintent.NewLobbyRuntimePausedAfterStartIntent(
|
||||
notificationintent.Metadata{
|
||||
IdempotencyKey: "lobby.runtime_paused_after_start:" + entryID,
|
||||
OccurredAt: at,
|
||||
},
|
||||
notificationintent.LobbyRuntimePausedAfterStartPayload{
|
||||
GameID: record.GameID.String(),
|
||||
GameName: record.GameName,
|
||||
},
|
||||
)
|
||||
if err != nil {
|
||||
consumer.logger.ErrorContext(ctx, "build runtime paused intent",
|
||||
"stream_entry_id", entryID,
|
||||
"game_id", record.GameID.String(),
|
||||
"err", err.Error(),
|
||||
)
|
||||
return
|
||||
}
|
||||
if _, err := consumer.intents.Publish(ctx, intent); err != nil {
|
||||
consumer.logger.WarnContext(ctx, "publish runtime paused intent",
|
||||
"stream_entry_id", entryID,
|
||||
"game_id", record.GameID.String(),
|
||||
"err", err.Error(),
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
// outcomeSuccess and outcomeFailure are the two accepted values of the
|
||||
// runtime job result `outcome` field.
|
||||
const (
|
||||
outcomeSuccess = "success"
|
||||
outcomeFailure = "failure"
|
||||
)
|
||||
|
||||
// jobResultEvent stores the decoded shape of one runtime:job_results
|
||||
// stream entry.
|
||||
type jobResultEvent struct {
|
||||
GameID common.GameID
|
||||
Outcome string
|
||||
ContainerID string
|
||||
EngineEndpoint string
|
||||
ErrorCode string
|
||||
ErrorMessage string
|
||||
}
|
||||
|
||||
func (event jobResultEvent) validateSuccess() error {
|
||||
if strings.TrimSpace(event.ContainerID) == "" {
|
||||
return errors.New("success event missing container_id")
|
||||
}
|
||||
if strings.TrimSpace(event.EngineEndpoint) == "" {
|
||||
return errors.New("success event missing engine_endpoint")
|
||||
}
|
||||
return nil
|
||||
}
|
||||
|
||||
func decodeJobResult(message redis.XMessage) (jobResultEvent, error) {
|
||||
gameIDRaw := optionalString(message.Values, "game_id")
|
||||
if strings.TrimSpace(gameIDRaw) == "" {
|
||||
return jobResultEvent{}, errors.New("missing game_id")
|
||||
}
|
||||
gameID := common.GameID(gameIDRaw)
|
||||
if err := gameID.Validate(); err != nil {
|
||||
return jobResultEvent{}, fmt.Errorf("invalid game_id: %w", err)
|
||||
}
|
||||
outcome := optionalString(message.Values, "outcome")
|
||||
if outcome != outcomeSuccess && outcome != outcomeFailure {
|
||||
return jobResultEvent{}, fmt.Errorf("unsupported outcome %q", outcome)
|
||||
}
|
||||
|
||||
return jobResultEvent{
|
||||
GameID: gameID,
|
||||
Outcome: outcome,
|
||||
ContainerID: optionalString(message.Values, "container_id"),
|
||||
EngineEndpoint: optionalString(message.Values, "engine_endpoint"),
|
||||
ErrorCode: optionalString(message.Values, "error_code"),
|
||||
ErrorMessage: optionalString(message.Values, "error_message"),
|
||||
}, nil
|
||||
}
|
||||
|
||||
func optionalString(values map[string]any, key string) string {
|
||||
raw, ok := values[key]
|
||||
if !ok {
|
||||
return ""
|
||||
}
|
||||
switch typed := raw.(type) {
|
||||
case string:
|
||||
return typed
|
||||
case []byte:
|
||||
return string(typed)
|
||||
default:
|
||||
return ""
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user