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>
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@@ -375,9 +375,9 @@ Authenticated client traffic for in-game operations crosses three
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serialisation boundaries: signed-gRPC FlatBuffers (client ↔ gateway),
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JSON over REST (gateway ↔ backend), and JSON over REST again
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(backend ↔ engine). Gateway owns the FB ↔ JSON transcoding for the
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four message types `user.games.command`, `user.games.order`,
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`user.games.order.get`, `user.games.report` (FB schemas in
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`pkg/schema/fbs/{order,report}`, encoders in `pkg/transcoder`).
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three message types `user.games.order`, `user.games.order.get`,
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`user.games.report` (FB schemas in `pkg/schema/fbs/{order,report}`,
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encoders in `pkg/transcoder`).
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`user.games.order.get` reads back the player's stored order for a
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given turn — paired with the POST `user.games.order` so the client
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can hydrate its local draft after a cache loss without re-deriving
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