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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+5
-31
@@ -7,13 +7,14 @@ info:
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The service hosts a single game instance and exposes endpoints for game
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initialization, turn advancement, game-state queries, player reports, and
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batched player command execution.
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player order submission.
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Transport rules:
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- request bodies are JSON
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- `PUT /api/v1/command` is rate-limited to one concurrent execution;
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requests that cannot acquire the execution slot within 100 ms receive
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`504 Gateway Timeout`
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- operations that mutate the persisted game state are serialised engine-wide
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to one at a time; such a request blocks until the in-flight mutation
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finishes and receives `503 Service Unavailable` if its context is
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cancelled while it is still waiting
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- `501 Not Implemented` is returned without a body when the game has not
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been initialized
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- request-binding validation errors return `400` with `{"error": "message"}`
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@@ -141,33 +142,6 @@ paths:
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$ref: "#/components/responses/ValidationError"
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"500":
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$ref: "#/components/responses/InternalError"
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/api/v1/command:
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put:
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tags:
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- PlayerActions
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operationId: executeCommands
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summary: Execute a batch of player commands
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description: |
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Applies one or more game commands for the specified actor. Serialized
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to one concurrent execution; requests that cannot acquire the execution
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slot within 100 ms return `504 Gateway Timeout`. Returns `202 Accepted`
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with no body on success. Reserved for future use; player order
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submissions go through `/api/v1/order`.
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requestBody:
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required: true
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content:
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application/json:
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schema:
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$ref: "#/components/schemas/CommandRequest"
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responses:
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"202":
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description: All commands accepted.
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"400":
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$ref: "#/components/responses/ValidationError"
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"504":
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description: Command execution slot not acquired within 100 ms.
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"500":
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$ref: "#/components/responses/InternalError"
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/api/v1/order:
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put:
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tags:
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