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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@@ -22,8 +22,7 @@
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// Game-state runtime rejections that depend on the current state
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// snapshot: entity-not-found, not-owned, in-use, ships-busy,
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// insufficient resources, send/upgrade/cargo dependencies. These
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// surface as per-command `cmdErrorCode` on PUT /api/v1/order
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// (and only escape as HTTP 400 from PUT /api/v1/command).
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// surface as per-command `cmdErrorCode` on PUT /api/v1/order.
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//
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// Code 0 represents "applied without error" and is reserved as the
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// successful per-command outcome on CommandMeta.Result. Code -1
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@@ -115,8 +114,7 @@ func IsInputCode(code int) bool { return code >= 2000 && code < 3000 }
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// IsGameStateCode reports whether code belongs to the game-state /
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// per-command rejection shelf (3xxx). On PUT /api/v1/order these are
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// recorded into CommandMeta.CmdErrCode; on PUT /api/v1/command they
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// map to HTTP 400.
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// recorded into CommandMeta.CmdErrCode.
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func IsGameStateCode(code int) bool { return code >= 3000 && code < 4000 }
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func GenericErrorText(code int) string {
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