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>
This commit is contained in:
+10
-56
@@ -1,9 +1,6 @@
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package repo
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import (
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"encoding"
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"errors"
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e "galaxy/error"
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"galaxy/game/internal/repo/fs"
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@@ -25,66 +22,23 @@ func NewStateError(msg string) error {
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return e.NewGameStateError(msg)
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}
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type Storage interface {
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Lock() (func() error, error)
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Exists(string) (bool, error)
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Write(string, encoding.BinaryMarshaler) error
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WriteSafe(string, encoding.BinaryMarshaler) error
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Read(string, encoding.BinaryUnmarshaler) error
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ReadSafe(string, encoding.BinaryUnmarshaler) error
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// Repo persists game state through a file-backed FS. Reads and writes are
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// atomic and lock-free: Write swaps a fully written file into place with
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// rename, so Read never observes a partial file. Serialising concurrent
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// writers to the same state file is the caller's concern (the engine does it
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// at the router, see LimitMiddleware).
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type Repo struct {
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s *fs.FS
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}
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type repo struct {
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s Storage
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release func() error
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func NewRepo(s *fs.FS) (*Repo, error) {
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return &Repo{s: s}, nil
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}
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func NewRepo(s Storage) (*repo, error) {
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r := &repo{
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s: s,
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}
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return r, nil
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}
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func NewFileRepo(path string) (*repo, error) {
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func NewFileRepo(path string) (*Repo, error) {
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s, err := fs.NewFileStorage(path)
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if err != nil {
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return nil, err
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}
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return NewRepo(s)
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}
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func (r *repo) Lock() (err error) {
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if r.s == nil {
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return errors.New("storage is closed")
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}
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if r.release != nil {
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return errors.New("storage already locked")
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}
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r.release, err = r.s.Lock()
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if err != nil {
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r.close()
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return
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}
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return nil
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}
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func (r *repo) Release() (err error) {
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if r.s == nil {
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return errors.New("storage is closed")
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}
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if r.release == nil {
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return errors.New("storage was never locked")
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}
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err = r.release()
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if err != nil {
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return
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}
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r.close()
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return nil
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}
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func (r *repo) close() {
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r.release = nil
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r.s = nil
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}
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