Files
galaxy-game/gateway/internal/backendclient/routes.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

137 lines
4.8 KiB
Go

package backendclient
import (
"context"
"galaxy/gateway/internal/downstream"
diplomailmodel "galaxy/model/diplomail"
lobbymodel "galaxy/model/lobby"
ordermodel "galaxy/model/order"
reportmodel "galaxy/model/report"
usermodel "galaxy/model/user"
)
// UserRoutes returns the authenticated `user.*` downstream routes
// served by backend. When client is nil every route resolves to a
// dependency-unavailable client so the static router still recognises
// the message types.
func UserRoutes(client *RESTClient) map[string]downstream.Client {
target := downstream.Client(unavailableClient{})
if client != nil {
target = userCommandClient{rest: client}
}
return map[string]downstream.Client{
usermodel.MessageTypeGetMyAccount: target,
usermodel.MessageTypeUpdateMyProfile: target,
usermodel.MessageTypeUpdateMySettings: target,
usermodel.MessageTypeListMySessions: target,
usermodel.MessageTypeRevokeMySession: target,
usermodel.MessageTypeRevokeAllMySessions: target,
}
}
// LobbyRoutes returns the authenticated `lobby.*` downstream routes
// served by backend. When client is nil every route resolves to a
// dependency-unavailable client.
func LobbyRoutes(client *RESTClient) map[string]downstream.Client {
target := downstream.Client(unavailableClient{})
if client != nil {
target = lobbyCommandClient{rest: client}
}
return map[string]downstream.Client{
lobbymodel.MessageTypeMyGamesList: target,
lobbymodel.MessageTypePublicGamesList: target,
lobbymodel.MessageTypeMyApplicationsList: target,
lobbymodel.MessageTypeMyInvitesList: target,
lobbymodel.MessageTypeOpenEnrollment: target,
lobbymodel.MessageTypeGameCreate: target,
lobbymodel.MessageTypeApplicationSubmit: target,
lobbymodel.MessageTypeInviteRedeem: target,
lobbymodel.MessageTypeInviteDecline: target,
}
}
// GameRoutes returns the authenticated `user.games.*` downstream
// routes served by backend (which in turn forwards to the running
// game engine container). When client is nil every route resolves to
// a dependency-unavailable client.
func GameRoutes(client *RESTClient) map[string]downstream.Client {
target := downstream.Client(unavailableClient{})
if client != nil {
target = gameCommandClient{rest: client}
}
return map[string]downstream.Client{
ordermodel.MessageTypeUserGamesOrder: target,
ordermodel.MessageTypeUserGamesOrderGet: target,
reportmodel.MessageTypeUserGamesReport: target,
reportmodel.MessageTypeUserGamesBattle: target,
}
}
// MailRoutes returns the authenticated `user.games.mail.*` downstream
// routes served by backend's diplomail subsystem. When client is nil
// every route resolves to a dependency-unavailable client so the
// static router still recognises the message types.
func MailRoutes(client *RESTClient) map[string]downstream.Client {
target := downstream.Client(unavailableClient{})
if client != nil {
target = mailCommandClient{rest: client}
}
return map[string]downstream.Client{
diplomailmodel.MessageTypeUserGamesMailInbox: target,
diplomailmodel.MessageTypeUserGamesMailSent: target,
diplomailmodel.MessageTypeUserGamesMailMessageGet: target,
diplomailmodel.MessageTypeUserGamesMailSend: target,
diplomailmodel.MessageTypeUserGamesMailBroadcast: target,
diplomailmodel.MessageTypeUserGamesMailAdmin: target,
diplomailmodel.MessageTypeUserGamesMailRead: target,
diplomailmodel.MessageTypeUserGamesMailDelete: target,
}
}
type unavailableClient struct{}
func (unavailableClient) ExecuteCommand(context.Context, downstream.AuthenticatedCommand) (downstream.UnaryResult, error) {
return downstream.UnaryResult{}, downstream.ErrDownstreamUnavailable
}
type userCommandClient struct {
rest *RESTClient
}
func (c userCommandClient) ExecuteCommand(ctx context.Context, command downstream.AuthenticatedCommand) (downstream.UnaryResult, error) {
return c.rest.ExecuteUserCommand(ctx, command)
}
type lobbyCommandClient struct {
rest *RESTClient
}
func (c lobbyCommandClient) ExecuteCommand(ctx context.Context, command downstream.AuthenticatedCommand) (downstream.UnaryResult, error) {
return c.rest.ExecuteLobbyCommand(ctx, command)
}
type gameCommandClient struct {
rest *RESTClient
}
func (c gameCommandClient) ExecuteCommand(ctx context.Context, command downstream.AuthenticatedCommand) (downstream.UnaryResult, error) {
return c.rest.ExecuteGameCommand(ctx, command)
}
type mailCommandClient struct {
rest *RESTClient
}
func (c mailCommandClient) ExecuteCommand(ctx context.Context, command downstream.AuthenticatedCommand) (downstream.UnaryResult, error) {
return c.rest.ExecuteMailCommand(ctx, command)
}
var (
_ downstream.Client = unavailableClient{}
_ downstream.Client = userCommandClient{}
_ downstream.Client = lobbyCommandClient{}
_ downstream.Client = gameCommandClient{}
_ downstream.Client = mailCommandClient{}
)