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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@@ -2,27 +2,31 @@ package router
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import (
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"net/http"
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"time"
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"github.com/gin-gonic/gin"
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)
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// LimitMiddleware limits number of concurrent connections using a buffered channel with limit spaces
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// LimitMiddleware caps the number of requests executing the routes it guards
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// at limit. A request blocks until a slot frees up; if the request context is
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// cancelled or expires while waiting, it answers 503 Service Unavailable.
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//
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// The semaphore is owned by the returned handler, so sharing a single instance
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// across several routes serialises those routes against each other. The engine
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// relies on this to serialise every operation that mutates the canonical game
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// state file, which must never run concurrently against one storage directory.
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func LimitMiddleware(limit int) gin.HandlerFunc {
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if limit <= 0 {
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panic("limit must be greater than 0")
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}
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semaphore := make(chan bool, limit)
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t := time.NewTimer(time.Millisecond * 100)
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semaphore := make(chan struct{}, limit)
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return func(c *gin.Context) {
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t.Reset(time.Millisecond * 100)
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select {
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case semaphore <- true:
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case semaphore <- struct{}{}:
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defer func() { <-semaphore }()
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c.Next()
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<-semaphore
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case <-t.C:
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c.Status(http.StatusGatewayTimeout)
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case <-c.Request.Context().Done():
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c.AbortWithStatus(http.StatusServiceUnavailable)
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}
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}
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}
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