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>
This commit is contained in:
@@ -201,31 +201,15 @@ table CommandItem {
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cmd_error_message: string;
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}
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// UserGamesCommand is the signed-gRPC request payload for
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// `MessageTypeUserGamesCommand`. game_id selects the target running
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// game; gateway re-encodes commands into the engine JSON shape and
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// forwards through `POST /api/v1/user/games/{game_id}/commands`.
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table UserGamesCommand {
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game_id: common.UUID (required);
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commands: [CommandItem];
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}
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// UserGamesOrder is the signed-gRPC request payload for
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// `MessageTypeUserGamesOrder`. Identical to UserGamesCommand but
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// carries `updated_at` so the order-validate path can reject stale
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// submissions.
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// `MessageTypeUserGamesOrder`. game_id selects the target running game;
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// `updated_at` lets the order-validate path reject stale submissions.
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table UserGamesOrder {
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game_id: common.UUID (required);
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updated_at: int64;
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commands: [CommandItem];
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}
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// UserGamesCommandResponse is the success acknowledgement returned
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// for `MessageTypeUserGamesCommand`. The engine answers with
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// `204 No Content` on success, so the FB shape is intentionally empty
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// — kept as a typed envelope for future extension.
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table UserGamesCommandResponse {}
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// UserGamesOrderResponse mirrors the engine's `PUT /api/v1/order`
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// success body: it echoes the stored order back to the caller with
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// the engine-assigned `updated_at` timestamp and per-command
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@@ -1,93 +0,0 @@
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// Code generated by the FlatBuffers compiler. DO NOT EDIT.
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package order
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import (
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flatbuffers "github.com/google/flatbuffers/go"
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common "galaxy/schema/fbs/common"
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)
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type UserGamesCommand struct {
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_tab flatbuffers.Table
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}
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func GetRootAsUserGamesCommand(buf []byte, offset flatbuffers.UOffsetT) *UserGamesCommand {
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n := flatbuffers.GetUOffsetT(buf[offset:])
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x := &UserGamesCommand{}
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x.Init(buf, n+offset)
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return x
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}
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func FinishUserGamesCommandBuffer(builder *flatbuffers.Builder, offset flatbuffers.UOffsetT) {
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builder.Finish(offset)
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}
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func GetSizePrefixedRootAsUserGamesCommand(buf []byte, offset flatbuffers.UOffsetT) *UserGamesCommand {
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n := flatbuffers.GetUOffsetT(buf[offset+flatbuffers.SizeUint32:])
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x := &UserGamesCommand{}
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x.Init(buf, n+offset+flatbuffers.SizeUint32)
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return x
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}
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func FinishSizePrefixedUserGamesCommandBuffer(builder *flatbuffers.Builder, offset flatbuffers.UOffsetT) {
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builder.FinishSizePrefixed(offset)
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}
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func (rcv *UserGamesCommand) Init(buf []byte, i flatbuffers.UOffsetT) {
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rcv._tab.Bytes = buf
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rcv._tab.Pos = i
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}
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func (rcv *UserGamesCommand) Table() flatbuffers.Table {
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return rcv._tab
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}
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func (rcv *UserGamesCommand) GameId(obj *common.UUID) *common.UUID {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(4))
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if o != 0 {
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x := o + rcv._tab.Pos
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if obj == nil {
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obj = new(common.UUID)
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}
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obj.Init(rcv._tab.Bytes, x)
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return obj
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}
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return nil
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}
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func (rcv *UserGamesCommand) Commands(obj *CommandItem, j int) bool {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(6))
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if o != 0 {
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x := rcv._tab.Vector(o)
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x += flatbuffers.UOffsetT(j) * 4
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x = rcv._tab.Indirect(x)
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obj.Init(rcv._tab.Bytes, x)
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return true
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}
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return false
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}
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func (rcv *UserGamesCommand) CommandsLength() int {
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o := flatbuffers.UOffsetT(rcv._tab.Offset(6))
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if o != 0 {
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return rcv._tab.VectorLen(o)
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}
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return 0
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}
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func UserGamesCommandStart(builder *flatbuffers.Builder) {
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builder.StartObject(2)
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}
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func UserGamesCommandAddGameId(builder *flatbuffers.Builder, gameId flatbuffers.UOffsetT) {
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builder.PrependStructSlot(0, flatbuffers.UOffsetT(gameId), 0)
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}
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func UserGamesCommandAddCommands(builder *flatbuffers.Builder, commands flatbuffers.UOffsetT) {
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builder.PrependUOffsetTSlot(1, flatbuffers.UOffsetT(commands), 0)
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}
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func UserGamesCommandStartCommandsVector(builder *flatbuffers.Builder, numElems int) flatbuffers.UOffsetT {
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return builder.StartVector(4, numElems, 4)
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}
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func UserGamesCommandEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT {
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return builder.EndObject()
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}
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@@ -1,49 +0,0 @@
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// Code generated by the FlatBuffers compiler. DO NOT EDIT.
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package order
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import (
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flatbuffers "github.com/google/flatbuffers/go"
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)
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type UserGamesCommandResponse struct {
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_tab flatbuffers.Table
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}
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func GetRootAsUserGamesCommandResponse(buf []byte, offset flatbuffers.UOffsetT) *UserGamesCommandResponse {
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n := flatbuffers.GetUOffsetT(buf[offset:])
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x := &UserGamesCommandResponse{}
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x.Init(buf, n+offset)
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return x
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}
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func FinishUserGamesCommandResponseBuffer(builder *flatbuffers.Builder, offset flatbuffers.UOffsetT) {
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builder.Finish(offset)
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}
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func GetSizePrefixedRootAsUserGamesCommandResponse(buf []byte, offset flatbuffers.UOffsetT) *UserGamesCommandResponse {
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n := flatbuffers.GetUOffsetT(buf[offset+flatbuffers.SizeUint32:])
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x := &UserGamesCommandResponse{}
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x.Init(buf, n+offset+flatbuffers.SizeUint32)
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return x
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}
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func FinishSizePrefixedUserGamesCommandResponseBuffer(builder *flatbuffers.Builder, offset flatbuffers.UOffsetT) {
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builder.FinishSizePrefixed(offset)
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}
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func (rcv *UserGamesCommandResponse) Init(buf []byte, i flatbuffers.UOffsetT) {
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rcv._tab.Bytes = buf
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rcv._tab.Pos = i
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}
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func (rcv *UserGamesCommandResponse) Table() flatbuffers.Table {
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return rcv._tab
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}
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func UserGamesCommandResponseStart(builder *flatbuffers.Builder) {
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builder.StartObject(0)
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}
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func UserGamesCommandResponseEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT {
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return builder.EndObject()
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}
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