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