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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@@ -3,11 +3,13 @@ package router_test
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import (
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"encoding/json"
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"net/http"
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"testing"
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"galaxy/model/order"
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"galaxy/model/report"
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"galaxy/model/rest"
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"galaxy/game/internal/controller"
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"galaxy/game/internal/model/game"
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"galaxy/game/internal/router"
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"galaxy/game/internal/router/handler"
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@@ -19,7 +21,6 @@ var (
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commandNoErrorsStatus = http.StatusAccepted
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commandDefaultActor = "Gorlum"
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apiCommandMethod = "PUT"
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apiCommandPath = "/api/v1/command"
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apiOrderPath = "/api/v1/order"
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validId1 = id()
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validId2 = id()
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@@ -81,25 +82,20 @@ func (e *dummyExecutor) FetchBattle(turn uint, ID uuid.UUID) (*report.BattleRepo
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return e.FetchBattleResult, e.FetchBattleOK, e.FetchBattleErr
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}
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func (e *dummyExecutor) Execute(command ...handler.Command) error {
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e.CommandsExecuted = len(command)
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return nil
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func (e *dummyExecutor) GenerateGame(gameID uuid.UUID, races []string) (game.State, error) {
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return game.State{ID: gameID}, nil
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}
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func (e *dummyExecutor) GenerateGame(gameID uuid.UUID, races []string) (rest.StateResponse, error) {
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return rest.StateResponse{ID: gameID}, nil
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}
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func (e *dummyExecutor) GenerateTurn() (rest.StateResponse, error) {
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return rest.StateResponse{}, nil
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func (e *dummyExecutor) GenerateTurn() (game.State, error) {
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return game.State{}, nil
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}
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func (e *dummyExecutor) BanishRace(raceName string) error {
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return nil
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}
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func (e *dummyExecutor) GameState() (rest.StateResponse, error) {
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return rest.StateResponse{}, nil
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func (e *dummyExecutor) GameState() (game.State, error) {
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return game.State{}, nil
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}
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func (e *dummyExecutor) LoadReport(actor string, turn uint) (*report.Report, error) {
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@@ -110,14 +106,25 @@ func setupRouter() *gin.Engine {
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return setupRouterExecutor(newExecutor())
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}
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func setupRouterExecutor(e handler.CommandExecutor) *gin.Engine {
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func setupRouterExecutor(e handler.Engine) *gin.Engine {
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return router.SetupRouter(e)
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}
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func newExecutor() handler.CommandExecutor {
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func newExecutor() handler.Engine {
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return &dummyExecutor{}
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}
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// newService builds a real controller.Service backed by a storage directory,
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// for handler tests that exercise the engine end to end rather than the fake.
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func newService(t *testing.T, root string) *controller.Service {
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t.Helper()
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svc, err := controller.NewService(root)
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if err != nil {
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t.Fatalf("new service: %v", err)
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}
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return svc
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}
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func encodeCommand(cmd any) json.RawMessage {
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v, err := json.Marshal(cmd)
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if err != nil {
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