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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@@ -7,6 +7,7 @@ import (
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"galaxy/game/internal/generator"
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"galaxy/game/internal/model/game"
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"galaxy/game/internal/repo"
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"github.com/google/uuid"
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)
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@@ -14,7 +15,7 @@ import (
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// NewGame initialises a fresh game in storage under the supplied
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// gameID. The caller is expected to have validated gameID against
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// uuid.Nil and to have ruled out collisions with existing state.
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func NewGame(r Repo, gameID uuid.UUID, races []string) (uuid.UUID, error) {
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func NewGame(r *repo.Repo, gameID uuid.UUID, races []string) (uuid.UUID, error) {
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m, err := generator.Generate(func(ms *generator.MapSetting) {
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ms.Players = uint32(len(races))
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})
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@@ -24,7 +25,7 @@ func NewGame(r Repo, gameID uuid.UUID, races []string) (uuid.UUID, error) {
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return newGameOnMap(r, gameID, races, m)
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}
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func newGameOnMap(r Repo, gameID uuid.UUID, races []string, m generator.Map) (uuid.UUID, error) {
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func newGameOnMap(r *repo.Repo, gameID uuid.UUID, races []string, m generator.Map) (uuid.UUID, error) {
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g, err := buildGameOnMap(gameID, races, m)
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if err != nil {
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return uuid.Nil, err
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