// Package commandexecute implements the player-command hot-path service // owned by Game Master. It accepts a verified `(game_id, user_id, payload)` // envelope from Edge Gateway, authorises the caller against the membership // cache, resolves `actor=race_name` from `player_mappings`, reshapes the // payload to the engine `CommandRequest{actor, cmd}` schema, and forwards // the call to the engine `/api/v1/command` endpoint. // // Lifecycle and error semantics follow `gamemaster/README.md §Hot Path → // Player commands and orders`. Design rationale is captured in // `gamemaster/docs/stage16-membership-cache-and-invalidation.md`. package commandexecute import ( "context" "encoding/json" "errors" "fmt" "log/slog" "strings" "time" "galaxy/gamemaster/internal/domain/operation" "galaxy/gamemaster/internal/domain/playermapping" "galaxy/gamemaster/internal/domain/runtime" "galaxy/gamemaster/internal/logging" "galaxy/gamemaster/internal/ports" "galaxy/gamemaster/internal/service/membership" "galaxy/gamemaster/internal/telemetry" ) const ( engineCallOp = "command" membershipStatusActive = "active" payloadCommandsKey = "commands" payloadCmdKey = "cmd" payloadActorKey = "actor" ) // Input stores the per-call arguments for one command-execute operation. // The shape mirrors `ExecuteCommandsRequest` from // `gamemaster/api/internal-openapi.yaml` plus the verified user identity // captured from the `X-User-ID` header by the Stage 19 handler. type Input struct { // GameID identifies the platform game the command targets. GameID string // UserID identifies the platform user submitting the command. The // service derives `actor=race_name` from this value via // `player_mappings`. UserID string // Payload stores the raw `ExecuteCommandsRequest` body. The service // rewrites it to the engine `CommandRequest{actor, cmd}` shape // before forwarding. Payload json.RawMessage } // Validate reports whether input carries the structural invariants the // service requires before any store is touched. func (input Input) Validate() error { if strings.TrimSpace(input.GameID) == "" { return fmt.Errorf("game id must not be empty") } if strings.TrimSpace(input.UserID) == "" { return fmt.Errorf("user id must not be empty") } if len(input.Payload) == 0 { return fmt.Errorf("payload must not be empty") } return nil } // Result stores the deterministic outcome of one Handle call. type Result struct { // Outcome reports whether the operation completed (success) or // produced a stable failure code. Outcome operation.Outcome // ErrorCode stores the stable error code on failure. Empty on // success. ErrorCode string // ErrorMessage stores the operator-readable detail on failure. // Empty on success. ErrorMessage string // RawResponse stores the engine response body. Populated on success // and on `engine_validation_error` (where the engine 4xx body // carries the per-command result vocabulary the gateway forwards). // Empty on every other terminal branch. RawResponse json.RawMessage } // IsSuccess reports whether the result represents a successful operation. func (result Result) IsSuccess() bool { return result.Outcome == operation.OutcomeSuccess } // Dependencies groups the collaborators required by Service. type Dependencies struct { // RuntimeRecords loads the engine endpoint and the runtime status. RuntimeRecords ports.RuntimeRecordStore // PlayerMappings resolves `(game_id, user_id) → race_name`. PlayerMappings ports.PlayerMappingStore // Membership authorises the caller. Hot-path services share one // cache instance with `orderput` and `reportget`. Membership *membership.Cache // Engine forwards the reshaped payload to `/api/v1/command`. Engine ports.EngineClient // Telemetry records the per-outcome counter and the engine-call // latency histogram. Telemetry *telemetry.Runtime // Logger records structured service-level events. Defaults to // `slog.Default()` when nil. Logger *slog.Logger // Clock supplies the wall-clock used for engine-call latency. // Defaults to `time.Now` when nil. Clock func() time.Time } // Service executes the command-execute hot-path operation. type Service struct { runtimeRecords ports.RuntimeRecordStore playerMappings ports.PlayerMappingStore membership *membership.Cache engine ports.EngineClient telemetry *telemetry.Runtime logger *slog.Logger clock func() time.Time } // NewService constructs one Service from deps. func NewService(deps Dependencies) (*Service, error) { switch { case deps.RuntimeRecords == nil: return nil, errors.New("new command execute service: nil runtime records") case deps.PlayerMappings == nil: return nil, errors.New("new command execute service: nil player mappings") case deps.Membership == nil: return nil, errors.New("new command execute service: nil membership cache") case deps.Engine == nil: return nil, errors.New("new command execute service: nil engine client") case deps.Telemetry == nil: return nil, errors.New("new command execute service: nil telemetry runtime") } clock := deps.Clock if clock == nil { clock = time.Now } logger := deps.Logger if logger == nil { logger = slog.Default() } logger = logger.With("service", "gamemaster.commandexecute") return &Service{ runtimeRecords: deps.RuntimeRecords, playerMappings: deps.PlayerMappings, membership: deps.Membership, engine: deps.Engine, telemetry: deps.Telemetry, logger: logger, clock: clock, }, nil } // Handle executes one command-execute operation end-to-end. The Go-level // error return is reserved for non-business failures (nil context, nil // receiver). Every business outcome flows through Result. func (service *Service) Handle(ctx context.Context, input Input) (Result, error) { if service == nil { return Result{}, errors.New("command execute: nil service") } if ctx == nil { return Result{}, errors.New("command execute: nil context") } if err := input.Validate(); err != nil { return service.recordFailure(ctx, input, ErrorCodeInvalidRequest, err.Error(), nil), nil } record, result, ok := service.loadRecord(ctx, input) if !ok { return result, nil } if record.Status != runtime.StatusRunning { message := fmt.Sprintf("runtime status is %q, expected %q", record.Status, runtime.StatusRunning) return service.recordFailure(ctx, input, ErrorCodeRuntimeNotRunning, message, nil), nil } mapping, result, ok := service.authorise(ctx, input) if !ok { return result, nil } payload, err := rewriteCommandPayload(input.Payload, mapping.RaceName) if err != nil { return service.recordFailure(ctx, input, ErrorCodeInvalidRequest, err.Error(), nil), nil } body, engineErr := service.callEngine(ctx, record.EngineEndpoint, payload) if engineErr != nil { errorCode := classifyEngineError(engineErr) message := fmt.Sprintf("engine command: %s", engineErr.Error()) var bodyForCaller json.RawMessage if errorCode == ErrorCodeEngineValidationError { bodyForCaller = body } return service.recordFailure(ctx, input, errorCode, message, bodyForCaller), nil } service.telemetry.RecordCommandExecuteOutcome(ctx, string(operation.OutcomeSuccess), "") logArgs := []any{ "game_id", input.GameID, "user_id", input.UserID, "actor", mapping.RaceName, } logArgs = append(logArgs, logging.ContextAttrs(ctx)...) service.logger.InfoContext(ctx, "command execute succeeded", logArgs...) return Result{ Outcome: operation.OutcomeSuccess, RawResponse: body, }, nil } // loadRecord reads the runtime record and maps store errors to // orchestrator outcomes. ok=false means the flow stops with the returned // Result. func (service *Service) loadRecord(ctx context.Context, input Input) (runtime.RuntimeRecord, Result, bool) { record, err := service.runtimeRecords.Get(ctx, input.GameID) switch { case err == nil: return record, Result{}, true case errors.Is(err, runtime.ErrNotFound): return runtime.RuntimeRecord{}, service.recordFailure(ctx, input, ErrorCodeRuntimeNotFound, "runtime record does not exist", nil), false default: return runtime.RuntimeRecord{}, service.recordFailure(ctx, input, ErrorCodeServiceUnavailable, fmt.Sprintf("get runtime record: %s", err.Error()), nil), false } } // authorise resolves the membership status and the player mapping for the // caller. ok=false means the flow stops with the returned Result. func (service *Service) authorise(ctx context.Context, input Input) (playermapping.PlayerMapping, Result, bool) { status, err := service.membership.Resolve(ctx, input.GameID, input.UserID) if err != nil { if errors.Is(err, membership.ErrLobbyUnavailable) { return playermapping.PlayerMapping{}, service.recordFailure(ctx, input, ErrorCodeServiceUnavailable, fmt.Sprintf("resolve membership: %s", err.Error()), nil), false } return playermapping.PlayerMapping{}, service.recordFailure(ctx, input, ErrorCodeServiceUnavailable, fmt.Sprintf("resolve membership: %s", err.Error()), nil), false } if status != membershipStatusActive { message := fmt.Sprintf("membership status %q does not authorise commands", status) if status == "" { message = "user is not a member of the game" } return playermapping.PlayerMapping{}, service.recordFailure(ctx, input, ErrorCodeForbidden, message, nil), false } mapping, err := service.playerMappings.Get(ctx, input.GameID, input.UserID) switch { case err == nil: return mapping, Result{}, true case errors.Is(err, playermapping.ErrNotFound): return playermapping.PlayerMapping{}, service.recordFailure(ctx, input, ErrorCodeForbidden, "player mapping not installed for active member", nil), false default: return playermapping.PlayerMapping{}, service.recordFailure(ctx, input, ErrorCodeServiceUnavailable, fmt.Sprintf("get player mapping: %s", err.Error()), nil), false } } // callEngine forwards the reshaped payload to the engine and records the // wall-clock latency under the `command` op label. func (service *Service) callEngine(ctx context.Context, baseURL string, payload json.RawMessage) (json.RawMessage, error) { start := service.clock() body, err := service.engine.ExecuteCommands(ctx, baseURL, payload) service.telemetry.RecordEngineCall(ctx, engineCallOp, service.clock().Sub(start)) return body, err } // classifyEngineError maps the engine port sentinels to the // command-execute stable error codes. func classifyEngineError(err error) string { switch { case errors.Is(err, ports.ErrEngineValidation): return ErrorCodeEngineValidationError case errors.Is(err, ports.ErrEngineProtocolViolation): return ErrorCodeEngineProtocolViolation case errors.Is(err, ports.ErrEngineUnreachable): return ErrorCodeEngineUnreachable default: return ErrorCodeEngineUnreachable } } // recordFailure emits the service-level outcome counter and a structured // log entry, then returns the Result the caller surfaces. The caller is // responsible for the runtime-side mutation (none for hot-path). func (service *Service) recordFailure(ctx context.Context, input Input, errorCode, errorMessage string, rawResponse json.RawMessage) Result { service.telemetry.RecordCommandExecuteOutcome(ctx, string(operation.OutcomeFailure), errorCode) logArgs := []any{ "game_id", input.GameID, "user_id", input.UserID, "error_code", errorCode, "error_message", errorMessage, } logArgs = append(logArgs, logging.ContextAttrs(ctx)...) service.logger.WarnContext(ctx, "command execute rejected", logArgs...) return Result{ Outcome: operation.OutcomeFailure, ErrorCode: errorCode, ErrorMessage: errorMessage, RawResponse: rawResponse, } } // rewriteCommandPayload reshapes the GM `ExecuteCommandsRequest` body // (`{commands:[…]}`) to the engine `CommandRequest` body // (`{actor:, cmd:[…]}`). Every other top-level key is // discarded; GM never trusts caller-supplied envelope fields per the // README §Hot Path rule. Returns an error when the payload is not a JSON // object or the `commands` field is missing or not an array. func rewriteCommandPayload(payload json.RawMessage, raceName string) (json.RawMessage, error) { var fields map[string]json.RawMessage if err := json.Unmarshal(payload, &fields); err != nil { return nil, fmt.Errorf("payload must decode as a JSON object: %w", err) } commands, ok := fields[payloadCommandsKey] if !ok { return nil, fmt.Errorf("payload missing required %q field", payloadCommandsKey) } var commandList []json.RawMessage if err := json.Unmarshal(commands, &commandList); err != nil { return nil, fmt.Errorf("payload %q field must decode as an array: %w", payloadCommandsKey, err) } actor, err := json.Marshal(raceName) if err != nil { return nil, fmt.Errorf("marshal actor: %w", err) } out := map[string]json.RawMessage{ payloadActorKey: actor, payloadCmdKey: commands, } encoded, err := json.Marshal(out) if err != nil { return nil, fmt.Errorf("marshal engine payload: %w", err) } _ = commandList // ensure the array shape is validated before forwarding return encoded, nil }