Files
galaxy-game/game/internal/router/handler/handler.go
T
Ilia Denisov a9adbad7ef
ui-test / test (push) Failing after 47s
feat: game engine fetch battle api
2026-05-13 10:50:45 +02:00

168 lines
4.6 KiB
Go

package handler
import (
"errors"
"net/http"
"os"
"strings"
"galaxy/model/order"
"galaxy/model/report"
"galaxy/model/rest"
e "galaxy/error"
"galaxy/game/internal/controller"
"galaxy/game/internal/model/game"
"github.com/gin-gonic/gin"
"github.com/go-playground/validator/v10"
"github.com/google/uuid"
)
type CommandExecutor interface {
GenerateGame([]string) (rest.StateResponse, error)
GenerateTurn() (rest.StateResponse, error)
GameState() (rest.StateResponse, error)
BanishRace(string) error
LoadReport(actor string, turn uint) (*report.Report, error)
// Execute is reserved for future use; any API request for orders should use ValidateOrder
Execute(cmd ...Command) error
ValidateOrder(actor string, cmd ...order.DecodableCommand) (*order.UserGamesOrder, error)
FetchOrder(actor string, turn uint) (*order.UserGamesOrder, bool, error)
FetchBattle(turn uint, ID uuid.UUID) (*report.BattleReport, bool, error)
}
type Command func(controller.Ctrl) error
type executor struct {
cfg controller.Configurer
}
// ResolveStoragePath returns the engine storage path resolved from
// STORAGE_PATH (preferred, historical name) or GAME_STATE_PATH (canonical
// name written by Runtime Manager). It returns an error when neither
// variable is set; callers are expected to fail fast at startup.
func ResolveStoragePath() (string, error) {
if v := strings.TrimSpace(os.Getenv("STORAGE_PATH")); v != "" {
return v, nil
}
if v := strings.TrimSpace(os.Getenv("GAME_STATE_PATH")); v != "" {
return v, nil
}
return "", errors.New("storage path is not set: provide STORAGE_PATH or GAME_STATE_PATH")
}
func initConfig() controller.Configurer {
return func(p *controller.Param) {
// Validated once at startup by ResolveStoragePath; the error
// is dropped here to keep the Configurer signature simple.
p.StoragePath, _ = ResolveStoragePath()
}
}
func NewDefaultExecutor() CommandExecutor {
return NewDefaultConfigExecutor(initConfig())
}
func NewDefaultConfigExecutor(configurer controller.Configurer) CommandExecutor {
return &executor{cfg: configurer}
}
func (e *executor) Execute(cmd ...Command) error {
return controller.ExecuteCommand(e.cfg, func(c controller.Ctrl) error {
for i := range cmd {
if err := cmd[i](c); err != nil {
return err
}
}
return nil
})
}
func (e *executor) ValidateOrder(actor string, cmd ...order.DecodableCommand) (*order.UserGamesOrder, error) {
return controller.ValidateOrder(e.cfg, actor, cmd...)
}
func (e *executor) FetchOrder(actor string, turn uint) (*order.UserGamesOrder, bool, error) {
return controller.FetchOrder(e.cfg, actor, turn)
}
func (e *executor) FetchBattle(turn uint, ID uuid.UUID) (*report.BattleReport, bool, error) {
return controller.FetchBattle(e.cfg, turn, ID)
}
func (e *executor) GenerateGame(races []string) (rest.StateResponse, error) {
s, err := controller.GenerateGame(e.cfg, races)
if err != nil {
return rest.StateResponse{}, err
}
return stateResponse(s), nil
}
func (e *executor) GenerateTurn() (rest.StateResponse, error) {
err := controller.GenerateTurn(e.cfg)
if err != nil {
return rest.StateResponse{}, err
}
return e.GameState()
}
func (e *executor) GameState() (rest.StateResponse, error) {
s, err := controller.GameState(e.cfg)
if err != nil {
return rest.StateResponse{}, err
}
return stateResponse(s), nil
}
func (e *executor) BanishRace(raceName string) error {
return controller.BanishRace(e.cfg, raceName)
}
func (e *executor) LoadReport(actor string, turn uint) (*report.Report, error) {
return controller.LoadReport(e.cfg, actor, turn)
}
func stateResponse(s game.State) rest.StateResponse {
result := &rest.StateResponse{
ID: s.ID,
Turn: s.Turn,
Stage: s.Stage,
Finished: s.Finished,
Players: make([]rest.PlayerState, len(s.Players)),
}
for i := range s.Players {
result.Players[i].ID = s.Players[i].ID
result.Players[i].RaceName = s.Players[i].RaceName
result.Players[i].Planets = s.Players[i].Planets
result.Players[i].Population = s.Players[i].Population.F()
result.Players[i].Extinct = s.Players[i].Extinct
}
return *result
}
func errorResponse(c *gin.Context, err error) bool {
if err == nil {
return false
}
if v, ok := err.(validator.ValidationErrors); ok {
c.JSON(http.StatusBadRequest, gin.H{"error": v.Error()})
return true
}
if ge, ok := errors.AsType[*e.GenericError](err); ok {
switch ge.Code {
case e.ErrGameNotInitialized:
c.Status(http.StatusNotImplemented)
default:
c.JSON(http.StatusInternalServerError, gin.H{"generic_error": ge.Error(), "code": ge.Code})
}
} else {
c.JSON(http.StatusInternalServerError, gin.H{"error": err.Error()})
}
return true
}