344 lines
11 KiB
Go
344 lines
11 KiB
Go
// Package adminforce implements the admin force-next-turn service-layer
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// orchestrator owned by Game Master. It is driven by Admin Service or
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// system administrators through
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// `POST /api/v1/internal/runtimes/{game_id}/force-next-turn` and runs
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// the turn-generation flow synchronously, then sets
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// `runtime_records.skip_next_tick=true` so the next scheduler-driven
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// generation skips one regular cron step.
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//
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// The skip rule guarantees that the inter-turn spacing is never shorter
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// than one schedule interval, regardless of when the force is issued.
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// Lifecycle and failure-mode semantics follow `gamemaster/README.md
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// §Lifecycles → Force-next-turn`. Design rationale is captured in
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// `gamemaster/docs/stage17-admin-operations.md`.
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package adminforce
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import (
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"context"
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"errors"
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"fmt"
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"log/slog"
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"strings"
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"time"
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"galaxy/gamemaster/internal/domain/operation"
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"galaxy/gamemaster/internal/logging"
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"galaxy/gamemaster/internal/ports"
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"galaxy/gamemaster/internal/service/turngeneration"
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"galaxy/gamemaster/internal/telemetry"
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)
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// TurnGenerator narrows `*turngeneration.Service` to the single method
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// adminforce calls. The interface lets tests substitute a stub without
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// constructing the entire turn-generation collaborator graph.
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type TurnGenerator interface {
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Handle(ctx context.Context, input turngeneration.Input) (turngeneration.Result, error)
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}
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// Input stores the per-call arguments for one admin force-next-turn
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// operation.
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type Input struct {
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// GameID identifies the runtime to advance.
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GameID string
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// OpSource classifies how the request entered Game Master. Used to
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// stamp `operation_log.op_source` on both the driver entry and the
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// inner turn-generation entry. Defaults to `admin_rest` when
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// missing or unrecognised.
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OpSource operation.OpSource
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// SourceRef stores the optional opaque per-source reference (REST
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// request id, admin user id). Empty when the caller does not
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// provide one.
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SourceRef string
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}
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// Validate reports whether input carries the structural invariants the
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// service requires before the inner turn-generation call.
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func (input Input) Validate() error {
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if strings.TrimSpace(input.GameID) == "" {
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return fmt.Errorf("game id must not be empty")
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}
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return nil
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}
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// Result stores the deterministic outcome of one Handle call. Business
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// outcomes flow through Result; the Go-level error return is reserved
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// for non-business failures (nil context, nil receiver).
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type Result struct {
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// TurnGeneration carries the inner turn-generation result. Always
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// populated when Handle returns nil error and the input passed
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// validation; zero on early-rejection failures
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// (invalid_request).
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TurnGeneration turngeneration.Result
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// SkipScheduled reports whether the post-success
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// `skip_next_tick=true` write landed. False on failure paths and
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// when the inner turn-generation surfaced a failure.
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SkipScheduled bool
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// Outcome reports whether the operation completed (success) or
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// produced a stable failure code.
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Outcome operation.Outcome
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// ErrorCode stores the stable error code on failure. Empty on
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// success.
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ErrorCode string
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// ErrorMessage stores the operator-readable detail on failure.
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// Empty on success.
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ErrorMessage string
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}
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// IsSuccess reports whether the result represents a successful
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// operation.
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func (result Result) IsSuccess() bool {
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return result.Outcome == operation.OutcomeSuccess
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}
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// Dependencies groups the collaborators required by Service.
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type Dependencies struct {
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// RuntimeRecords drives the post-success scheduling write that
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// installs `skip_next_tick=true`.
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RuntimeRecords ports.RuntimeRecordStore
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// OperationLogs records the audit driver entry
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// (`op_kind=force_next_turn`).
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OperationLogs ports.OperationLogStore
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// TurnGeneration runs the inner turn-generation flow. Required.
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TurnGeneration TurnGenerator
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// Telemetry is required: every adminforce call ends with a
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// telemetry record on the inner turn-generation counter.
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Telemetry *telemetry.Runtime
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// Logger records structured service-level events. Defaults to
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// `slog.Default()` when nil.
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Logger *slog.Logger
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// Clock supplies the wall-clock used for operation timestamps.
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// Defaults to `time.Now` when nil.
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Clock func() time.Time
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}
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// Service executes the admin force-next-turn lifecycle operation.
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type Service struct {
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runtimeRecords ports.RuntimeRecordStore
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operationLogs ports.OperationLogStore
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turnGen TurnGenerator
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telemetry *telemetry.Runtime
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logger *slog.Logger
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clock func() time.Time
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}
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// NewService constructs one Service from deps.
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func NewService(deps Dependencies) (*Service, error) {
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switch {
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case deps.RuntimeRecords == nil:
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return nil, errors.New("new admin force service: nil runtime records")
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case deps.OperationLogs == nil:
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return nil, errors.New("new admin force service: nil operation logs")
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case deps.TurnGeneration == nil:
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return nil, errors.New("new admin force service: nil turn generation")
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case deps.Telemetry == nil:
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return nil, errors.New("new admin force service: nil telemetry runtime")
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}
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clock := deps.Clock
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if clock == nil {
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clock = time.Now
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}
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logger := deps.Logger
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if logger == nil {
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logger = slog.Default()
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}
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logger = logger.With("service", "gamemaster.adminforce")
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return &Service{
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runtimeRecords: deps.RuntimeRecords,
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operationLogs: deps.OperationLogs,
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turnGen: deps.TurnGeneration,
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telemetry: deps.Telemetry,
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logger: logger,
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clock: clock,
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}, nil
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}
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// Handle executes one admin force-next-turn operation end-to-end.
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// The Go-level error return is reserved for non-business failures (nil
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// context, nil receiver). Every business outcome flows through Result.
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func (service *Service) Handle(ctx context.Context, input Input) (Result, error) {
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if service == nil {
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return Result{}, errors.New("admin force: nil service")
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}
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if ctx == nil {
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return Result{}, errors.New("admin force: nil context")
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}
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opStartedAt := service.clock().UTC()
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if err := input.Validate(); err != nil {
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return service.recordFailure(ctx, opStartedAt, input,
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ErrorCodeInvalidRequest, err.Error()), nil
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}
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turnResult, err := service.turnGen.Handle(ctx, turngeneration.Input{
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GameID: input.GameID,
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Trigger: turngeneration.TriggerForce,
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OpSource: fallbackOpSource(input.OpSource),
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SourceRef: input.SourceRef,
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})
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if err != nil {
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return service.recordFailure(ctx, opStartedAt, input,
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ErrorCodeInternal, fmt.Sprintf("turn generation: %s", err.Error())), nil
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}
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if !turnResult.IsSuccess() {
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errorCode := turnResult.ErrorCode
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if errorCode == "" {
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errorCode = ErrorCodeInternal
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}
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return service.recordFailureWithTurn(ctx, opStartedAt, input, turnResult,
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errorCode, turnResult.ErrorMessage), nil
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}
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scheduledAt := service.clock().UTC()
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scheduling := ports.UpdateSchedulingInput{
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GameID: input.GameID,
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NextGenerationAt: turnResult.Record.NextGenerationAt,
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SkipNextTick: true,
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CurrentTurn: turnResult.Record.CurrentTurn,
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Now: scheduledAt,
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}
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if err := service.runtimeRecords.UpdateScheduling(ctx, scheduling); err != nil {
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// The forced turn already landed; the skip flag did not. Report
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// as a service_unavailable so the admin UI can retry the skip
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// without re-driving the engine.
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return service.recordFailureWithTurn(ctx, opStartedAt, input, turnResult,
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ErrorCodeServiceUnavailable,
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fmt.Sprintf("update scheduling skip flag: %s", err.Error())), nil
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}
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service.appendSuccessLog(ctx, opStartedAt, input)
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logArgs := []any{
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"game_id", input.GameID,
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"current_turn", turnResult.Record.CurrentTurn,
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"finished", turnResult.Finished,
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"op_source", string(fallbackOpSource(input.OpSource)),
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}
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logArgs = append(logArgs, logging.ContextAttrs(ctx)...)
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service.logger.InfoContext(ctx, "force next turn applied", logArgs...)
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return Result{
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TurnGeneration: turnResult,
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SkipScheduled: true,
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Outcome: operation.OutcomeSuccess,
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}, nil
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}
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// recordFailure records a failure that occurred before the inner
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// turn-generation result was available.
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func (service *Service) recordFailure(ctx context.Context, opStartedAt time.Time, input Input, errorCode string, errorMessage string) Result {
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service.appendFailureLog(ctx, opStartedAt, input, errorCode, errorMessage)
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logArgs := []any{
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"game_id", input.GameID,
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"op_source", string(input.OpSource),
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"error_code", errorCode,
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"error_message", errorMessage,
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}
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logArgs = append(logArgs, logging.ContextAttrs(ctx)...)
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service.logger.WarnContext(ctx, "force next turn rejected", logArgs...)
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return Result{
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Outcome: operation.OutcomeFailure,
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ErrorCode: errorCode,
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ErrorMessage: errorMessage,
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}
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}
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// recordFailureWithTurn records a failure after the inner turn-
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// generation step ran, propagating its result for caller-side
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// telemetry.
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func (service *Service) recordFailureWithTurn(ctx context.Context, opStartedAt time.Time, input Input, turnResult turngeneration.Result, errorCode string, errorMessage string) Result {
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service.appendFailureLog(ctx, opStartedAt, input, errorCode, errorMessage)
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logArgs := []any{
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"game_id", input.GameID,
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"op_source", string(input.OpSource),
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"error_code", errorCode,
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"error_message", errorMessage,
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}
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logArgs = append(logArgs, logging.ContextAttrs(ctx)...)
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service.logger.WarnContext(ctx, "force next turn failed", logArgs...)
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return Result{
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TurnGeneration: turnResult,
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Outcome: operation.OutcomeFailure,
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ErrorCode: errorCode,
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ErrorMessage: errorMessage,
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}
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}
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// appendSuccessLog records the success driver operation_log entry.
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func (service *Service) appendSuccessLog(ctx context.Context, opStartedAt time.Time, input Input) {
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finishedAt := service.clock().UTC()
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service.bestEffortAppend(ctx, operation.OperationEntry{
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GameID: input.GameID,
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OpKind: operation.OpKindForceNextTurn,
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OpSource: fallbackOpSource(input.OpSource),
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SourceRef: input.SourceRef,
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Outcome: operation.OutcomeSuccess,
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StartedAt: opStartedAt,
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FinishedAt: &finishedAt,
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})
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}
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// appendFailureLog records the failure driver operation_log entry.
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func (service *Service) appendFailureLog(ctx context.Context, opStartedAt time.Time, input Input, errorCode string, errorMessage string) {
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finishedAt := service.clock().UTC()
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gameID := input.GameID
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if strings.TrimSpace(gameID) == "" {
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// Validation guard: the entry validator rejects empty GameID.
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// Skip the audit entry instead of crashing the service.
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return
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}
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service.bestEffortAppend(ctx, operation.OperationEntry{
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GameID: gameID,
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OpKind: operation.OpKindForceNextTurn,
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OpSource: fallbackOpSource(input.OpSource),
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SourceRef: input.SourceRef,
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Outcome: operation.OutcomeFailure,
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ErrorCode: errorCode,
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ErrorMessage: errorMessage,
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StartedAt: opStartedAt,
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FinishedAt: &finishedAt,
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})
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}
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// bestEffortAppend writes one operation_log entry. A failure is logged
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// and discarded; the runtime row is the source of truth.
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func (service *Service) bestEffortAppend(ctx context.Context, entry operation.OperationEntry) {
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if _, err := service.operationLogs.Append(ctx, entry); err != nil {
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service.logger.ErrorContext(ctx, "append operation log",
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"game_id", entry.GameID,
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"op_kind", string(entry.OpKind),
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"outcome", string(entry.Outcome),
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"error_code", entry.ErrorCode,
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"err", err.Error(),
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)
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}
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}
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// fallbackOpSource defaults to `admin_rest` when the caller did not
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// supply a known op source. Mirrors `gamemaster/README.md §Trusted
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// Surfaces`.
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func fallbackOpSource(source operation.OpSource) operation.OpSource {
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if source.IsKnown() {
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return source
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}
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return operation.OpSourceAdminRest
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}
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