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
+19 -20
View File
@@ -18,24 +18,20 @@ const (
)
type Router struct {
r *gin.Engine
executor handler.CommandExecutor
r *gin.Engine
}
func (r Router) Run() error {
return r.r.Run()
}
func NewRouter() Router {
// NewRouter builds the HTTP router around the supplied engine.
func NewRouter(engine handler.Engine) Router {
gin.SetMode(gin.ReleaseMode)
return NewRouterExecutor(handler.NewDefaultExecutor())
return Router{r: setupRouter(engine)}
}
func NewRouterExecutor(executor handler.CommandExecutor) Router {
return Router{r: setupRouter(executor)}
}
func setupRouter(executor handler.CommandExecutor) *gin.Engine {
func setupRouter(engine handler.Engine) *gin.Engine {
r := gin.New()
// Logger middleware will write the logs to gin.DefaultWriter even if you set with GIN_MODE=release.
@@ -67,19 +63,22 @@ func setupRouter(executor handler.CommandExecutor) *gin.Engine {
groupV1 := r.Group("/api/v1")
// One shared limiter serialises every operation that mutates the
// canonical game state file (state.json): there is at most one such
// write in flight at a time. Orders write independent per-player files
// and stay unsynchronised; reads are lock-free.
stateMutationLimit := LimitMiddleware(1)
groupAdmin := groupV1.Group("/admin")
groupAdmin.GET("/status", func(ctx *gin.Context) { handler.StatusHandler(ctx, executor) })
groupAdmin.POST("/init", func(ctx *gin.Context) { handler.InitHandler(ctx, executor) })
groupAdmin.PUT("/turn", func(ctx *gin.Context) { handler.TurnHandler(ctx, executor) })
groupAdmin.POST("/race/banish", func(ctx *gin.Context) { handler.BanishHandler(ctx, executor) })
groupAdmin.GET("/status", func(ctx *gin.Context) { handler.StatusHandler(ctx, engine) })
groupAdmin.POST("/init", stateMutationLimit, func(ctx *gin.Context) { handler.InitHandler(ctx, engine) })
groupAdmin.PUT("/turn", stateMutationLimit, func(ctx *gin.Context) { handler.TurnHandler(ctx, engine) })
groupAdmin.POST("/race/banish", stateMutationLimit, func(ctx *gin.Context) { handler.BanishHandler(ctx, engine) })
groupV1.GET("/report", func(ctx *gin.Context) { handler.ReportHandler(ctx, executor) })
groupV1.PUT("/order", func(ctx *gin.Context) { handler.PutOrderHandler(ctx, executor) })
groupV1.GET("/order", func(ctx *gin.Context) { handler.GetOrderHandler(ctx, executor) })
groupV1.GET("/battle/:turn/:uuid", func(ctx *gin.Context) { handler.BattleHandler(ctx, executor) })
// /command is reserved for future use; any API request for orders should use /order
groupV1.PUT("/command", LimitMiddleware(1), func(ctx *gin.Context) { handler.CommandHandler(ctx, executor) })
groupV1.GET("/report", func(ctx *gin.Context) { handler.ReportHandler(ctx, engine) })
groupV1.PUT("/order", func(ctx *gin.Context) { handler.PutOrderHandler(ctx, engine) })
groupV1.GET("/order", func(ctx *gin.Context) { handler.GetOrderHandler(ctx, engine) })
groupV1.GET("/battle/:turn/:uuid", func(ctx *gin.Context) { handler.BattleHandler(ctx, engine) })
return r
}