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
+98
View File
@@ -0,0 +1,98 @@
package integration_test
import (
"context"
"encoding/json"
"net/http"
"testing"
"time"
"galaxy/integration/testenv"
)
// TestEngineOrderProxy spins up a running game (10 enrolled pilots so
// engine init succeeds) and verifies that backend's user-side
// `/api/v1/user/games/{id}/orders` proxy reaches the engine and returns
// its passthrough body without an internal-error response.
func TestEngineOrderProxy(t *testing.T) {
plat := testenv.Bootstrap(t, testenv.BootstrapOptions{})
testenv.EnsureGameImage(t)
ctx, cancel := context.WithTimeout(context.Background(), 10*time.Minute)
defer cancel()
admin := testenv.NewBackendAdminClient(plat.Backend.HTTPURL, plat.Backend.AdminUser, plat.Backend.AdminPassword)
if _, resp, err := admin.Do(ctx, http.MethodPost, "/api/v1/admin/engine-versions", map[string]any{
"version": "v1.0.0", "image_ref": testenv.GameImage, "enabled": true,
}); err != nil || resp.StatusCode/100 != 2 {
t.Fatalf("seed engine_version: err=%v resp=%v", err, resp)
}
owner := testenv.RegisterSession(t, plat, "owner+order@example.com")
testenv.PromoteToPaid(t, ctx, admin, plat, owner)
ownerID, err := owner.LookupUserID(ctx, plat)
if err != nil {
t.Fatalf("resolve owner: %v", err)
}
ownerHTTP := testenv.NewBackendUserClient(plat.Backend.HTTPURL, ownerID)
gameBody := map[string]any{
"game_name": "Engine Order Proxy",
"visibility": "private",
"min_players": 10,
"max_players": 10,
"start_gap_hours": 1,
"start_gap_players": 10,
"enrollment_ends_at": time.Now().Add(24 * time.Hour).UTC().Format(time.RFC3339),
"turn_schedule": "0 * * * *",
"target_engine_version": "v1.0.0",
}
raw, resp, err := ownerHTTP.Do(ctx, http.MethodPost, "/api/v1/user/lobby/games", gameBody)
if err != nil || resp.StatusCode != http.StatusCreated {
t.Fatalf("create game: err=%v status=%d body=%s", err, resp.StatusCode, string(raw))
}
var game struct {
GameID string `json:"game_id"`
}
_ = json.Unmarshal(raw, &game)
if _, resp, err := ownerHTTP.Do(ctx, http.MethodPost, "/api/v1/user/lobby/games/"+game.GameID+"/open-enrollment", nil); err != nil || resp.StatusCode != http.StatusOK {
t.Fatalf("open enrollment: %v %d", err, resp.StatusCode)
}
pilots := testenv.EnrollPilots(t, plat, ownerHTTP, game.GameID, 10, "order")
if _, resp, err := admin.Do(ctx, http.MethodPost, "/api/v1/admin/games/"+game.GameID+"/force-start", nil); err != nil || resp.StatusCode/100 != 2 {
t.Fatalf("force-start: %v %d", err, resp.StatusCode)
}
// Wait until runtime is running.
deadline := time.Now().Add(3 * time.Minute)
for time.Now().Before(deadline) {
raw, resp, err = admin.Do(ctx, http.MethodGet, "/api/v1/admin/runtimes/"+game.GameID, nil)
if err == nil && resp.StatusCode == http.StatusOK {
var rec struct {
Status string `json:"status"`
}
_ = json.Unmarshal(raw, &rec)
if rec.Status == "running" {
break
}
}
time.Sleep(500 * time.Millisecond)
}
// Pilot 1 submits an (empty) order. Backend forwards to the engine;
// the pass-through body comes back unchanged. We accept any status
// the engine produces (200, 4xx) — what matters is that backend did
// not surface an internal error of its own.
orderBody := map[string]any{"cmd": []map[string]any{}}
raw, resp, err = pilots[0].HTTP.Do(ctx, http.MethodPost, "/api/v1/user/games/"+game.GameID+"/orders", orderBody)
if err != nil {
t.Fatalf("orders proxy: %v", err)
}
if resp.StatusCode == http.StatusInternalServerError || resp.StatusCode == http.StatusBadGateway {
t.Fatalf("orders proxy: backend internal-error %d body=%s", resp.StatusCode, string(raw))
}
// Cleanup: stop the container so the test does not leak it.
_, _, _ = admin.Do(ctx, http.MethodPost, "/api/v1/admin/games/"+game.GameID+"/force-stop", nil)
}