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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@@ -127,7 +127,7 @@ func (c *Controller) applyOrders(t uint) error {
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cmdApplied := make(map[string]bool)
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for ri := range c.Cache.listRaceActingIdx() {
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o, ok, err := c.Repo.LoadOrder(t, c.Cache.g.Race[ri].ID)
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o, ok, err := c.repo.LoadOrder(t, c.Cache.g.Race[ri].ID)
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if err != nil {
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return err
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}
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@@ -166,7 +166,7 @@ func (c *Controller) applyOrders(t uint) error {
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_ = c.applyCommand(commandRace[cmd.CommandID()], cmd)
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}
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// re-save order to persist possible changed commands result outcome
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if err := c.Repo.SaveOrder(t, c.Cache.g.Race[ri].ID, &order.UserGamesOrder{
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if err := c.repo.SaveOrder(t, c.Cache.g.Race[ri].ID, &order.UserGamesOrder{
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GameID: c.Cache.g.ID,
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UpdatedAt: raceOrderUpdated[ri],
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Commands: raceOrder[ri],
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