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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@@ -8,7 +8,7 @@ import (
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"github.com/google/uuid"
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)
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func BattleHandler(c *gin.Context, executor CommandExecutor) {
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func BattleHandler(c *gin.Context, engine Engine) {
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turn := c.Param("turn")
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t, err := strconv.Atoi(turn)
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if err != nil {
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@@ -25,7 +25,7 @@ func BattleHandler(c *gin.Context, executor CommandExecutor) {
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c.JSON(http.StatusBadRequest, gin.H{"error": err.Error()})
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return
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}
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r, exists, err := executor.FetchBattle(uint(t), battleID)
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r, exists, err := engine.FetchBattle(uint(t), battleID)
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if errorResponse(c, err) {
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return
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}
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