feat: runtime manager
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@@ -14,6 +14,7 @@ import (
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"time"
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"galaxy/lobby/internal/domain/common"
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"galaxy/lobby/internal/domain/engineimage"
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"galaxy/lobby/internal/domain/game"
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"galaxy/lobby/internal/logging"
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"galaxy/lobby/internal/ports"
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@@ -23,11 +24,12 @@ import (
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// Service executes the start-game use case.
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type Service struct {
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games ports.GameStore
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runtimeManager ports.RuntimeManager
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clock func() time.Time
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logger *slog.Logger
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telemetry *telemetry.Runtime
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games ports.GameStore
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runtimeManager ports.RuntimeManager
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imageResolver *engineimage.Resolver
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clock func() time.Time
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logger *slog.Logger
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telemetry *telemetry.Runtime
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}
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// Dependencies groups the collaborators used by Service.
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@@ -38,6 +40,11 @@ type Dependencies struct {
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// RuntimeManager publishes the start job after the CAS succeeds.
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RuntimeManager ports.RuntimeManager
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// ImageResolver substitutes a game's TargetEngineVersion into the
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// configured engine-image template to produce the `image_ref`
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// published on `runtime:start_jobs`.
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ImageResolver *engineimage.Resolver
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// Clock supplies the wall-clock used for UpdatedAt. Defaults to
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// time.Now when nil.
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Clock func() time.Time
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@@ -58,6 +65,8 @@ func NewService(deps Dependencies) (*Service, error) {
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return nil, errors.New("new start game service: nil game store")
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case deps.RuntimeManager == nil:
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return nil, errors.New("new start game service: nil runtime manager")
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case deps.ImageResolver == nil:
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return nil, errors.New("new start game service: nil image resolver")
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}
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clock := deps.Clock
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@@ -72,6 +81,7 @@ func NewService(deps Dependencies) (*Service, error) {
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return &Service{
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games: deps.Games,
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runtimeManager: deps.RuntimeManager,
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imageResolver: deps.ImageResolver,
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clock: clock,
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logger: logger.With("service", "lobby.startgame"),
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telemetry: deps.Telemetry,
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@@ -127,6 +137,11 @@ func (service *Service) Handle(ctx context.Context, input Input) (game.Game, err
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)
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}
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imageRef, err := service.imageResolver.Resolve(record.TargetEngineVersion)
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if err != nil {
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return game.Game{}, fmt.Errorf("start game: resolve image ref: %w", err)
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}
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at := service.clock().UTC()
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if err := service.games.UpdateStatus(ctx, ports.UpdateStatusInput{
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GameID: input.GameID,
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@@ -144,7 +159,7 @@ func (service *Service) Handle(ctx context.Context, input Input) (game.Game, err
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string(game.TriggerCommand),
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)
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if err := service.runtimeManager.PublishStartJob(ctx, input.GameID.String()); err != nil {
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if err := service.runtimeManager.PublishStartJob(ctx, input.GameID.String(), imageRef); err != nil {
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// Status is already `starting` and the domain forbids a direct
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// rollback to `ready_to_start`. We surface the publish error to
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// the caller; the game stays in `starting` until either a
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