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
+3 -88
View File
@@ -931,72 +931,6 @@ func cloneStringPointer(value *string) *string {
return &cloned
}
// UserGamesCommandToPayload converts model.UserGamesCommand to
// FlatBuffers bytes suitable for the authenticated gateway transport.
// `GameID` is required.
func UserGamesCommandToPayload(req *model.UserGamesCommand) ([]byte, error) {
if req == nil {
return nil, errors.New("encode user games command payload: request is nil")
}
builder := flatbuffers.NewBuilder(1024)
commandsVec, err := encodeCommandItemVector(builder, req.Commands, "user games command")
if err != nil {
return nil, err
}
fbs.UserGamesCommandStart(builder)
hi, lo := uuidToHiLo(req.GameID)
fbs.UserGamesCommandAddGameId(builder, commonfbs.CreateUUID(builder, hi, lo))
if commandsVec != 0 {
fbs.UserGamesCommandAddCommands(builder, commandsVec)
}
offset := fbs.UserGamesCommandEnd(builder)
fbs.FinishUserGamesCommandBuffer(builder, offset)
return builder.FinishedBytes(), nil
}
// PayloadToUserGamesCommand converts FlatBuffers payload bytes into
// model.UserGamesCommand.
func PayloadToUserGamesCommand(data []byte) (result *model.UserGamesCommand, err error) {
if len(data) == 0 {
return nil, errors.New("decode user games command payload: data is empty")
}
defer func() {
if recovered := recover(); recovered != nil {
result = nil
err = fmt.Errorf("decode user games command payload: panic recovered: %v", recovered)
}
}()
flat := fbs.GetRootAsUserGamesCommand(data, 0)
gameID := flat.GameId(nil)
if gameID == nil {
return nil, errors.New("decode user games command payload: game_id is missing")
}
out := &model.UserGamesCommand{
GameID: uuidFromHiLo(gameID.Hi(), gameID.Lo()),
}
count := flat.CommandsLength()
if count > 0 {
out.Commands = make([]model.DecodableCommand, count)
flatCommand := new(fbs.CommandItem)
for i := 0; i < count; i++ {
if !flat.Commands(flatCommand, i) {
return nil, fmt.Errorf("decode user games command %d: command item is missing", i)
}
cmd, decodeErr := decodeOrderCommand(flatCommand, i)
if decodeErr != nil {
return nil, decodeErr
}
out.Commands[i] = cmd
}
}
return out, nil
}
// UserGamesOrderToPayload converts model.UserGamesOrder to FlatBuffers
// bytes suitable for the authenticated gateway transport.
func UserGamesOrderToPayload(req *model.UserGamesOrder) ([]byte, error) {
@@ -1068,19 +1002,6 @@ func PayloadToUserGamesOrder(data []byte) (result *model.UserGamesOrder, err err
return out, nil
}
// EmptyUserGamesCommandResponsePayload returns a FlatBuffers-encoded
// empty `UserGamesCommandResponse` buffer. Used by gateway to ack a
// successful `MessageTypeUserGamesCommand` even though the engine
// returns 204 No Content — the typed envelope keeps the message-type
// contract symmetric with other authenticated routes.
func EmptyUserGamesCommandResponsePayload() []byte {
builder := flatbuffers.NewBuilder(16)
fbs.UserGamesCommandResponseStart(builder)
offset := fbs.UserGamesCommandResponseEnd(builder)
fbs.FinishUserGamesCommandResponseBuffer(builder, offset)
return builder.FinishedBytes()
}
// UserGamesOrderResponseToPayload encodes the engine's response body
// for `PUT /api/v1/order` into the wire FlatBuffers envelope expected
// for `MessageTypeUserGamesOrder`. The engine populates per-command
@@ -1298,9 +1219,8 @@ func PayloadToUserGamesOrderGetResponse(data []byte) (order *model.UserGamesOrde
}
// encodeCommandItemVector serialises a slice of DecodableCommand into a
// FlatBuffers vector of CommandItem. Used by UserGamesCommandToPayload
// and UserGamesOrderToPayload to keep the per-command encoding logic in
// one place.
// FlatBuffers vector of CommandItem. Used by UserGamesOrderToPayload to
// keep the per-command encoding logic in one place.
func encodeCommandItemVector(builder *flatbuffers.Builder, commands []model.DecodableCommand, opLabel string) (flatbuffers.UOffsetT, error) {
offsets := make([]flatbuffers.UOffsetT, len(commands))
for i := range commands {
@@ -1331,12 +1251,7 @@ func encodeCommandItemVector(builder *flatbuffers.Builder, commands []model.Deco
if len(offsets) == 0 {
return 0, nil
}
// `UserGamesCommandStartCommandsVector` and the corresponding
// `UserGamesOrderStartCommandsVector` are identical helpers (both
// expand to `builder.StartVector(4, numElems, 4)`); we use the
// command flavour for both message types so the helper has a
// single dependency point.
fbs.UserGamesCommandStartCommandsVector(builder, len(offsets))
fbs.UserGamesOrderStartCommandsVector(builder, len(offsets))
for i := len(offsets) - 1; i >= 0; i-- {
builder.PrependUOffsetT(offsets[i])
}
+1 -33
View File
@@ -10,32 +10,6 @@ import (
"github.com/google/uuid"
)
func TestUserGamesCommandPayloadRoundTrip(t *testing.T) {
t.Parallel()
source := &model.UserGamesCommand{
GameID: uuid.MustParse("11111111-2222-3333-4444-555555555555"),
Commands: []model.DecodableCommand{
&model.CommandRaceVote{CommandMeta: commandMeta("cmd-01", model.CommandTypeRaceVote, nil, nil), Acceptor: "race-a"},
&model.CommandShipGroupSend{CommandMeta: commandMeta("cmd-02", model.CommandTypeShipGroupSend, nil, nil), ID: "group-1", Destination: 7},
},
}
payload, err := UserGamesCommandToPayload(source)
if err != nil {
t.Fatalf("encode user games command: %v", err)
}
decoded, err := PayloadToUserGamesCommand(payload)
if err != nil {
t.Fatalf("decode user games command: %v", err)
}
if !reflect.DeepEqual(source, decoded) {
t.Fatalf("round-trip mismatch\nsource: %#v\ndecoded:%#v", source, decoded)
}
}
func TestUserGamesOrderPayloadRoundTrip(t *testing.T) {
t.Parallel()
@@ -62,15 +36,9 @@ func TestUserGamesOrderPayloadRoundTrip(t *testing.T) {
}
}
func TestUserGamesCommandRejectsNilAndEmpty(t *testing.T) {
func TestUserGamesOrderRejectsNilAndEmpty(t *testing.T) {
t.Parallel()
if _, err := UserGamesCommandToPayload(nil); err == nil {
t.Fatalf("expected error encoding nil user games command")
}
if _, err := PayloadToUserGamesCommand(nil); err == nil {
t.Fatalf("expected error decoding empty user games command")
}
if _, err := UserGamesOrderToPayload(nil); err == nil {
t.Fatalf("expected error encoding nil user games order")
}