236 lines
7.9 KiB
Go
236 lines
7.9 KiB
Go
package server
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import (
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"context"
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"encoding/json"
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"errors"
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"io"
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"net/http"
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"strconv"
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"galaxy/backend/internal/engineclient"
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"galaxy/backend/internal/runtime"
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"galaxy/backend/internal/server/handlers"
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"galaxy/backend/internal/server/httperr"
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"galaxy/backend/internal/server/middleware/userid"
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"galaxy/backend/internal/telemetry"
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"galaxy/model/order"
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gamerest "galaxy/model/rest"
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"github.com/gin-gonic/gin"
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"go.uber.org/zap"
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)
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// UserGamesHandlers groups the engine-proxy handlers under
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// `/api/v1/user/games/{game_id}/*`. The wiring connects them through
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// `engineclient` against running engine containers.
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type UserGamesHandlers struct {
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runtime *runtime.Service
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engine *engineclient.Client
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logger *zap.Logger
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}
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// NewUserGamesHandlers constructs the handler set. When runtime or
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// engine is nil, every handler returns 501 so the contract test still
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// passes against a partially-wired router.
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func NewUserGamesHandlers(rt *runtime.Service, engine *engineclient.Client, logger *zap.Logger) *UserGamesHandlers {
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if logger == nil {
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logger = zap.NewNop()
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}
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return &UserGamesHandlers{runtime: rt, engine: engine, logger: logger.Named("http.user.games")}
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}
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// Commands handles POST /api/v1/user/games/{game_id}/commands.
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func (h *UserGamesHandlers) Commands() gin.HandlerFunc {
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if h == nil || h.runtime == nil || h.engine == nil {
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return handlers.NotImplemented("userGamesCommands")
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}
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return func(c *gin.Context) {
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gameID, ok := parseGameIDParam(c)
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if !ok {
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return
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}
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userID, ok := userid.FromContext(c.Request.Context())
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if !ok {
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httperr.Abort(c, http.StatusBadRequest, httperr.CodeInvalidRequest, "user id missing")
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return
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}
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body, err := io.ReadAll(c.Request.Body)
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if err != nil {
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httperr.Abort(c, http.StatusBadRequest, httperr.CodeInvalidRequest, "request body could not be read")
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return
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}
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ctx := c.Request.Context()
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mapping, err := h.runtime.ResolvePlayerMapping(ctx, gameID, userID)
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if err != nil {
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respondGameProxyError(c, h.logger, "user games commands", ctx, err)
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return
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}
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endpoint, err := h.runtime.EngineEndpoint(ctx, gameID)
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if err != nil {
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respondGameProxyError(c, h.logger, "user games commands", ctx, err)
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return
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}
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payload, err := rebindActor(body, mapping.RaceName)
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if err != nil {
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httperr.Abort(c, http.StatusBadRequest, httperr.CodeInvalidRequest, "request body must be a JSON object")
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return
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}
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resp, err := h.engine.ExecuteCommands(ctx, endpoint, payload)
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if err != nil {
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respondEngineProxyError(c, h.logger, "user games commands", ctx, resp, err)
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return
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}
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c.Data(http.StatusOK, "application/json", resp)
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}
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}
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// Orders handles POST /api/v1/user/games/{game_id}/orders.
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func (h *UserGamesHandlers) Orders() gin.HandlerFunc {
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if h == nil || h.runtime == nil || h.engine == nil {
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return handlers.NotImplemented("userGamesOrders")
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}
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return func(c *gin.Context) {
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gameID, ok := parseGameIDParam(c)
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if !ok {
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return
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}
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userID, ok := userid.FromContext(c.Request.Context())
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if !ok {
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httperr.Abort(c, http.StatusBadRequest, httperr.CodeInvalidRequest, "user id missing")
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return
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}
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body, err := io.ReadAll(c.Request.Body)
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if err != nil {
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httperr.Abort(c, http.StatusBadRequest, httperr.CodeInvalidRequest, "request body could not be read")
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return
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}
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ctx := c.Request.Context()
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mapping, err := h.runtime.ResolvePlayerMapping(ctx, gameID, userID)
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if err != nil {
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respondGameProxyError(c, h.logger, "user games orders", ctx, err)
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return
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}
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endpoint, err := h.runtime.EngineEndpoint(ctx, gameID)
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if err != nil {
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respondGameProxyError(c, h.logger, "user games orders", ctx, err)
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return
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}
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// Engine binds the order body into `gamerest.Command{Actor,
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// Commands}` and rejects an empty actor with `notblank`, so
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// backend rebinds the actor from the runtime player mapping
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// before forwarding — the same rule as for the command
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// handler. Per ARCHITECTURE.md §9 backend is the only caller
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// of the engine, so the body never carries a client-supplied
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// actor.
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_ = order.Order{}
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payload, err := rebindActor(body, mapping.RaceName)
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if err != nil {
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httperr.Abort(c, http.StatusBadRequest, httperr.CodeInvalidRequest, "request body must be a JSON object")
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return
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}
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resp, err := h.engine.PutOrders(ctx, endpoint, payload)
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if err != nil {
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respondEngineProxyError(c, h.logger, "user games orders", ctx, resp, err)
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return
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}
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c.Data(http.StatusOK, "application/json", resp)
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}
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}
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// Report handles GET /api/v1/user/games/{game_id}/reports/{turn}.
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func (h *UserGamesHandlers) Report() gin.HandlerFunc {
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if h == nil || h.runtime == nil || h.engine == nil {
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return handlers.NotImplemented("userGamesReport")
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}
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return func(c *gin.Context) {
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gameID, ok := parseGameIDParam(c)
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if !ok {
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return
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}
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turnRaw := c.Param("turn")
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turn, err := strconv.Atoi(turnRaw)
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if err != nil || turn < 0 {
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httperr.Abort(c, http.StatusBadRequest, httperr.CodeInvalidRequest, "turn must be a non-negative integer")
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return
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}
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userID, ok := userid.FromContext(c.Request.Context())
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if !ok {
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httperr.Abort(c, http.StatusBadRequest, httperr.CodeInvalidRequest, "user id missing")
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return
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}
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ctx := c.Request.Context()
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mapping, err := h.runtime.ResolvePlayerMapping(ctx, gameID, userID)
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if err != nil {
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respondGameProxyError(c, h.logger, "user games report", ctx, err)
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return
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}
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endpoint, err := h.runtime.EngineEndpoint(ctx, gameID)
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if err != nil {
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respondGameProxyError(c, h.logger, "user games report", ctx, err)
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return
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}
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body, err := h.engine.GetReport(ctx, endpoint, mapping.RaceName, turn)
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if err != nil {
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respondEngineProxyError(c, h.logger, "user games report", ctx, body, err)
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return
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}
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c.Data(http.StatusOK, "application/json", body)
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}
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}
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// rebindActor decodes a JSON object from raw, sets `actor` to
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// raceName, and re-encodes. Backend never trusts the actor field
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// supplied by the client (per ARCHITECTURE.md §9).
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func rebindActor(raw []byte, raceName string) (json.RawMessage, error) {
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if len(raw) == 0 {
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// Empty body — synthesise a minimal envelope so the engine
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// receives a well-formed request.
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return json.Marshal(gamerest.Command{Actor: raceName})
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}
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var generic map[string]json.RawMessage
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if err := json.Unmarshal(raw, &generic); err != nil {
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return nil, err
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}
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actor, _ := json.Marshal(raceName)
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generic["actor"] = actor
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return json.Marshal(generic)
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}
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func respondGameProxyError(c *gin.Context, logger *zap.Logger, op string, ctx context.Context, err error) {
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switch {
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case errors.Is(err, runtime.ErrNotFound):
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httperr.Abort(c, http.StatusNotFound, httperr.CodeNotFound, "no runtime mapping for this user/game")
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case errors.Is(err, runtime.ErrConflict):
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httperr.Abort(c, http.StatusConflict, httperr.CodeConflict, err.Error())
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default:
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logger.Error(op+" failed",
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append(telemetry.TraceFieldsFromContext(ctx), zap.Error(err))...,
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)
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httperr.Abort(c, http.StatusInternalServerError, httperr.CodeInternalError, "internal error")
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}
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}
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func respondEngineProxyError(c *gin.Context, logger *zap.Logger, op string, ctx context.Context, body []byte, err error) {
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switch {
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case errors.Is(err, engineclient.ErrEngineValidation):
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if len(body) > 0 {
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c.Data(http.StatusBadRequest, "application/json", body)
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return
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}
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httperr.Abort(c, http.StatusBadRequest, httperr.CodeInvalidRequest, err.Error())
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case errors.Is(err, engineclient.ErrEngineUnreachable):
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httperr.Abort(c, http.StatusServiceUnavailable, httperr.CodeServiceUnavailable, "engine is unreachable")
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case errors.Is(err, engineclient.ErrEngineProtocolViolation):
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logger.Error(op+" engine protocol violation",
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append(telemetry.TraceFieldsFromContext(ctx), zap.Error(err))...,
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)
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httperr.Abort(c, http.StatusBadGateway, httperr.CodeInternalError, "engine response was malformed")
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default:
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logger.Error(op+" failed",
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append(telemetry.TraceFieldsFromContext(ctx), zap.Error(err))...,
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)
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httperr.Abort(c, http.StatusInternalServerError, httperr.CodeInternalError, "internal error")
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}
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}
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