refactor(game): lock-free storage, remove /command, flatten engine wrapper
Tests · Go / test (push) Successful in 2m27s
Tests · UI / test (push) Waiting to run
Tests · Integration / integration (pull_request) Successful in 1m45s
Tests · Go / test (pull_request) Successful in 3m13s
Tests · UI / test (pull_request) Successful in 3m8s

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
@@ -29,7 +29,6 @@ func TestNewGame(t *testing.T) {
races[i] = fmt.Sprintf("race_%02d", i)
}
requestedID := uuid.New()
assert.NoError(t, r.Lock())
gameID, err := controller.NewGame(r, requestedID, races)
assert.NoError(t, err)
assert.Equal(t, requestedID, gameID, "NewGame must echo the supplied gameID")
@@ -67,8 +66,6 @@ func TestNewGame(t *testing.T) {
numShuffled = numShuffled || p.Number != uint(i)
}
assert.True(t, numShuffled)
assert.NoError(t, r.Release())
}
func TestGenerateGameRejectsExistingState(t *testing.T) {
@@ -79,13 +76,14 @@ func TestGenerateGameRejectsExistingState(t *testing.T) {
for i := range races {
races[i] = fmt.Sprintf("race_%02d", i)
}
configure := func(p *controller.Param) { p.StoragePath = root }
firstID := uuid.New()
_, err := controller.GenerateGame(configure, firstID, races)
svc, err := controller.NewService(root)
assert.NoError(t, err)
_, err = controller.GenerateGame(configure, uuid.New(), races)
firstID := uuid.New()
_, err = svc.GenerateGame(firstID, races)
assert.NoError(t, err)
_, err = svc.GenerateGame(uuid.New(), races)
assert.ErrorIs(t, err, controller.ErrGameAlreadyInit)
}
@@ -98,6 +96,8 @@ func TestGenerateGameRejectsNilUUID(t *testing.T) {
races[i] = fmt.Sprintf("race_%02d", i)
}
_, err := controller.GenerateGame(func(p *controller.Param) { p.StoragePath = root }, uuid.Nil, races)
svc, err := controller.NewService(root)
assert.NoError(t, err)
_, err = svc.GenerateGame(uuid.Nil, races)
assert.ErrorIs(t, err, controller.ErrGameInitNilUUID)
}