refactor(game): lock-free storage, remove /command, flatten engine wrapper
Three-stage refactor of the game-engine plumbing (game logic untouched): Stage 1 — lock-free persistence + admin serialisation. Remove the file lock from repo/fs (the .lock file, the Read/Write-vs-*Safe duality and the dead ReadSafe polling) and replace the two-step rename with a single atomic rename so concurrent reads are torn-free without a lock. Serialise the state-mutating admin writers (init/turn/banish) with one shared router LimitMiddleware, rewritten to block on the request context instead of a racy shared 100ms timer. Stage 2 — remove the obsolete immediate-command path end to end. Players submit through PUT /api/v1/order; the legacy PUT /api/v1/command path is deleted across game (route, handler, 24 command factories, Ctrl), backend (Commands handler/route, engineclient.ExecuteCommands), gateway (dispatch + executeUserGamesCommand + routing entry), the FlatBuffers/model contract (UserGamesCommand[Response]) and transcoder, plus every affected OpenAPI/README/FUNCTIONAL/ARCHITECTURE doc. The integration proxy test is converted to the order path. Stage 3 — flatten the REST->engine wrapper. Replace the executor adapter, the controller package functions and RepoController with one concrete controller.Service; drop the single-implementation Repo and Storage interfaces (repo.Repo / fs.FS are now concrete). Handlers depend on a thin handler.Engine seam and own the domain->REST projection; storage is resolved once at startup instead of per request. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -23,7 +23,6 @@ const (
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pathAdminStatus = "/api/v1/admin/status"
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pathAdminTurn = "/api/v1/admin/turn"
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pathAdminRaceBanish = "/api/v1/admin/race/banish"
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pathPlayerCommand = "/api/v1/command"
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pathPlayerOrder = "/api/v1/order"
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pathPlayerReport = "/api/v1/report"
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pathPlayerBattle = "/api/v1/battle"
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@@ -183,16 +182,10 @@ func (c *Client) BanishRace(ctx context.Context, baseURL, raceName string) error
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}
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}
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// ExecuteCommands calls `PUT /api/v1/command` with payload forwarded
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// PutOrders calls `PUT /api/v1/order` with the payload forwarded
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// verbatim. The engine response body is returned verbatim; on 4xx the
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// body is returned alongside ErrEngineValidation so callers can
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// forward the per-command error.
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func (c *Client) ExecuteCommands(ctx context.Context, baseURL string, payload json.RawMessage) (json.RawMessage, error) {
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return c.forwardPlayerWrite(ctx, baseURL, pathPlayerCommand, payload, "engine command")
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}
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// PutOrders calls `PUT /api/v1/order` with the same forwarding
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// semantics as ExecuteCommands.
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// body is returned alongside ErrEngineValidation so callers can forward
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// the per-command error.
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func (c *Client) PutOrders(ctx context.Context, baseURL string, payload json.RawMessage) (json.RawMessage, error) {
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return c.forwardPlayerWrite(ctx, baseURL, pathPlayerOrder, payload, "engine order")
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}
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@@ -156,27 +156,6 @@ func TestClientBanishRace(t *testing.T) {
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}
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}
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func TestClientCommandsForwardsBody(t *testing.T) {
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want := json.RawMessage(`{"actor":"alpha","cmd":[{"@type":"raceQuit"}]}`)
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gotResp := json.RawMessage(`{"applied":true}`)
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srv := httptest.NewServer(http.HandlerFunc(func(w http.ResponseWriter, r *http.Request) {
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if r.URL.Path != pathPlayerCommand || r.Method != http.MethodPut {
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t.Fatalf("unexpected request: %s %s", r.Method, r.URL.Path)
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}
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_, _ = w.Write(gotResp)
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}))
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t.Cleanup(srv.Close)
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cli := newTestClient(t, srv)
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resp, err := cli.ExecuteCommands(context.Background(), srv.URL, want)
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if err != nil {
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t.Fatalf("ExecuteCommands: %v", err)
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}
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if string(resp) != string(gotResp) {
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t.Fatalf("response = %s, want %s", string(resp), string(gotResp))
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}
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}
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func TestClientReportsForwardsQuery(t *testing.T) {
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srv := httptest.NewServer(http.HandlerFunc(func(w http.ResponseWriter, r *http.Request) {
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if r.URL.Path != pathPlayerReport {
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@@ -52,7 +52,7 @@ var (
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ErrTurnAlreadyClosed = errors.New("runtime: turn already closed")
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// ErrGamePaused reports that the game is not in a state that
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// accepts user-games commands or orders: the runtime row
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// accepts user-games orders: the runtime row
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// carries `paused = true`, or the runtime status lands on any
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// terminal value (`engine_unreachable`, `generation_failed`,
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// `stopped`, `finished`, `removed`), or the game has not yet
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@@ -258,10 +258,10 @@ func (s *Service) ResolvePlayerMapping(ctx context.Context, gameID, userID uuid.
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}
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// CheckOrdersAccept verifies that the runtime is in a state that
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// accepts user-games commands and orders. It is called by the user
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// game-proxy handlers (`Commands`, `Orders`) before forwarding to
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// engine, so the backend's turn-cutoff and pause guards run before
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// network traffic leaves the host. The decision itself lives in the
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// accepts user-games orders. It is called by the user game-proxy
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// handler (`Orders`) before forwarding to engine, so the backend's
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// turn-cutoff and pause guards run before network traffic leaves the
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// host. The decision itself lives in the
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// pure helper `OrdersAcceptStatus` so it can be unit-tested without
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// constructing a full Service.
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//
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@@ -276,7 +276,7 @@ func (s *Service) CheckOrdersAccept(ctx context.Context, gameID uuid.UUID) error
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}
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// OrdersAcceptStatus inspects a runtime record and returns the
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// matching sentinel for the user-games order/command pre-check:
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// matching sentinel for the user-games order pre-check:
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//
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// - `runtime_status = generation_in_progress` → `ErrTurnAlreadyClosed`.
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// The cron-driven `Scheduler.tick` has flipped the row before
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@@ -39,55 +39,6 @@ func NewUserGamesHandlers(rt *runtime.Service, engine *engineclient.Client, logg
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return &UserGamesHandlers{runtime: rt, engine: engine, logger: logger.Named("http.user.games")}
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}
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// Commands handles POST /api/v1/user/games/{game_id}/commands.
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func (h *UserGamesHandlers) Commands() gin.HandlerFunc {
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if h == nil || h.runtime == nil || h.engine == nil {
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return handlers.NotImplemented("userGamesCommands")
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}
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return func(c *gin.Context) {
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gameID, ok := parseGameIDParam(c)
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if !ok {
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return
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}
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userID, ok := userid.FromContext(c.Request.Context())
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if !ok {
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httperr.Abort(c, http.StatusBadRequest, httperr.CodeInvalidRequest, "user id missing")
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return
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}
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body, err := io.ReadAll(c.Request.Body)
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if err != nil {
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httperr.Abort(c, http.StatusBadRequest, httperr.CodeInvalidRequest, "request body could not be read")
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return
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}
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ctx := c.Request.Context()
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if err := h.runtime.CheckOrdersAccept(ctx, gameID); err != nil {
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respondGameProxyError(c, h.logger, "user games commands", ctx, err)
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return
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}
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mapping, err := h.runtime.ResolvePlayerMapping(ctx, gameID, userID)
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if err != nil {
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respondGameProxyError(c, h.logger, "user games commands", ctx, err)
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return
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}
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endpoint, err := h.runtime.EngineEndpoint(ctx, gameID)
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if err != nil {
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respondGameProxyError(c, h.logger, "user games commands", ctx, err)
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return
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}
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payload, err := rebindActor(body, mapping.RaceName)
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if err != nil {
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httperr.Abort(c, http.StatusBadRequest, httperr.CodeInvalidRequest, "request body must be a JSON object")
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return
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}
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resp, err := h.engine.ExecuteCommands(ctx, endpoint, payload)
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if err != nil {
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respondEngineProxyError(c, h.logger, "user games commands", ctx, resp, err)
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return
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}
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c.Data(http.StatusOK, "application/json", resp)
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}
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}
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// Orders handles POST /api/v1/user/games/{game_id}/orders.
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func (h *UserGamesHandlers) Orders() gin.HandlerFunc {
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if h == nil || h.runtime == nil || h.engine == nil {
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@@ -270,7 +270,6 @@ func registerUserRoutes(router *gin.Engine, instruments *metrics.Instruments, de
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raceNames.POST("/register", deps.UserLobbyRaceNames.Register())
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userGames := group.Group("/games")
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userGames.POST("/:game_id/commands", deps.UserGames.Commands())
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userGames.POST("/:game_id/orders", deps.UserGames.Orders())
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userGames.GET("/:game_id/orders", deps.UserGames.GetOrders())
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userGames.GET("/:game_id/reports/:turn", deps.UserGames.Report())
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