refactor(game): lock-free storage, remove /command, flatten engine wrapper
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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:
Ilia Denisov
2026-05-30 13:37:07 +02:00
parent e36d33482f
commit 601970b028
65 changed files with 681 additions and 2804 deletions
+5 -5
View File
@@ -258,10 +258,10 @@ func (s *Service) ResolvePlayerMapping(ctx context.Context, gameID, userID uuid.
}
// CheckOrdersAccept verifies that the runtime is in a state that
// accepts user-games commands and orders. It is called by the user
// game-proxy handlers (`Commands`, `Orders`) before forwarding to
// engine, so the backend's turn-cutoff and pause guards run before
// network traffic leaves the host. The decision itself lives in the
// accepts user-games orders. It is called by the user game-proxy
// handler (`Orders`) before forwarding to engine, so the backend's
// turn-cutoff and pause guards run before network traffic leaves the
// host. The decision itself lives in the
// pure helper `OrdersAcceptStatus` so it can be unit-tested without
// constructing a full Service.
//
@@ -276,7 +276,7 @@ func (s *Service) CheckOrdersAccept(ctx context.Context, gameID uuid.UUID) error
}
// OrdersAcceptStatus inspects a runtime record and returns the
// matching sentinel for the user-games order/command pre-check:
// matching sentinel for the user-games order pre-check:
//
// - `runtime_status = generation_in_progress` → `ErrTurnAlreadyClosed`.
// The cron-driven `Scheduler.tick` has flipped the row before