Files
galaxy-game/game/internal/router/router_helper_test.go
T
Ilia Denisov 601970b028
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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>
2026-05-30 13:37:07 +02:00

135 lines
3.4 KiB
Go

package router_test
import (
"encoding/json"
"net/http"
"testing"
"galaxy/model/order"
"galaxy/model/report"
"galaxy/game/internal/controller"
"galaxy/game/internal/model/game"
"galaxy/game/internal/router"
"galaxy/game/internal/router/handler"
"github.com/gin-gonic/gin"
"github.com/google/uuid"
)
var (
commandNoErrorsStatus = http.StatusAccepted
commandDefaultActor = "Gorlum"
apiCommandMethod = "PUT"
apiOrderPath = "/api/v1/order"
validId1 = id()
validId2 = id()
invalidId = "fd091c69-5976-4775-b2f9-7ba77735afb"
)
func id() string {
return uuid.New().String()
}
type dummyExecutor struct {
CommandsExecuted int
// ValidateOrderResult, when non-nil, is returned from ValidateOrder.
// When nil, ValidateOrder synthesises an order from the received args
// so the response body is non-empty for status assertions.
ValidateOrderResult *order.UserGamesOrder
ValidateOrderErr error
// FetchOrder controls and observes calls to FetchOrder.
FetchOrderActor string
FetchOrderTurn uint
FetchOrderResult *order.UserGamesOrder
FetchOrderOK bool
FetchOrderErr error
// FetchBattle controls and observes calls to FetchBattle.
FetchBattleTurn uint
FetchBattleID uuid.UUID
FetchBattleResult *report.BattleReport
FetchBattleOK bool
FetchBattleErr error
}
func (e *dummyExecutor) ValidateOrder(actor string, cmd ...order.DecodableCommand) (*order.UserGamesOrder, error) {
e.CommandsExecuted = len(cmd)
if e.ValidateOrderErr != nil {
return nil, e.ValidateOrderErr
}
if e.ValidateOrderResult != nil {
return e.ValidateOrderResult, nil
}
return &order.UserGamesOrder{
GameID: uuid.New(),
UpdatedAt: 1,
Commands: append([]order.DecodableCommand(nil), cmd...),
}, nil
}
func (e *dummyExecutor) FetchOrder(actor string, turn uint) (*order.UserGamesOrder, bool, error) {
e.FetchOrderActor = actor
e.FetchOrderTurn = turn
return e.FetchOrderResult, e.FetchOrderOK, e.FetchOrderErr
}
func (e *dummyExecutor) FetchBattle(turn uint, ID uuid.UUID) (*report.BattleReport, bool, error) {
e.FetchBattleTurn = turn
e.FetchBattleID = ID
return e.FetchBattleResult, e.FetchBattleOK, e.FetchBattleErr
}
func (e *dummyExecutor) GenerateGame(gameID uuid.UUID, races []string) (game.State, error) {
return game.State{ID: gameID}, nil
}
func (e *dummyExecutor) GenerateTurn() (game.State, error) {
return game.State{}, nil
}
func (e *dummyExecutor) BanishRace(raceName string) error {
return nil
}
func (e *dummyExecutor) GameState() (game.State, error) {
return game.State{}, nil
}
func (e *dummyExecutor) LoadReport(actor string, turn uint) (*report.Report, error) {
return &report.Report{}, nil
}
func setupRouter() *gin.Engine {
return setupRouterExecutor(newExecutor())
}
func setupRouterExecutor(e handler.Engine) *gin.Engine {
return router.SetupRouter(e)
}
func newExecutor() handler.Engine {
return &dummyExecutor{}
}
// newService builds a real controller.Service backed by a storage directory,
// for handler tests that exercise the engine end to end rather than the fake.
func newService(t *testing.T, root string) *controller.Service {
t.Helper()
svc, err := controller.NewService(root)
if err != nil {
t.Fatalf("new service: %v", err)
}
return svc
}
func encodeCommand(cmd any) json.RawMessage {
v, err := json.Marshal(cmd)
if err != nil {
panic(err)
}
return v
}