Files
galaxy-game/gamemaster/internal/service/adminpatch/service.go
T
2026-05-03 07:59:03 +02:00

376 lines
13 KiB
Go

// Package adminpatch implements the admin patch service-layer
// orchestrator owned by Game Master. It is driven by Admin Service or
// system administrators through
// `POST /api/v1/internal/runtimes/{game_id}/patch` and tells Runtime
// Manager to recreate the engine container with a new image, then
// rotates `runtime_records.current_image_ref` and
// `runtime_records.current_engine_version` while keeping the runtime in
// `running`.
//
// Lifecycle and failure-mode semantics follow `gamemaster/README.md
// §Lifecycles → Patch`. Design rationale (the dedicated UpdateImage
// port, rejection of deprecated targets, `service_unavailable` mapping
// for RTM failures) is captured in
// `gamemaster/docs/stage17-admin-operations.md`.
package adminpatch
import (
"context"
"errors"
"fmt"
"log/slog"
"strings"
"time"
"galaxy/gamemaster/internal/domain/engineversion"
"galaxy/gamemaster/internal/domain/operation"
"galaxy/gamemaster/internal/domain/runtime"
"galaxy/gamemaster/internal/logging"
"galaxy/gamemaster/internal/ports"
"galaxy/gamemaster/internal/telemetry"
)
// Input stores the per-call arguments for one admin patch operation.
type Input struct {
// GameID identifies the runtime to patch.
GameID string
// Version stores the target engine version (semver). Must be
// present in `engine_versions` with `status=active` and a same
// major.minor as the runtime's current version.
Version string
// OpSource classifies how the request entered Game Master. Used to
// stamp `operation_log.op_source`. Defaults to `admin_rest` when
// missing or unrecognised.
OpSource operation.OpSource
// SourceRef stores the optional opaque per-source reference (REST
// request id, admin user id). Empty when the caller does not
// provide one.
SourceRef string
}
// Validate reports whether input carries the structural invariants the
// service requires before any store is touched.
func (input Input) Validate() error {
if strings.TrimSpace(input.GameID) == "" {
return fmt.Errorf("game id must not be empty")
}
if _, err := engineversion.ParseSemver(input.Version); err != nil {
return fmt.Errorf("version: %w", err)
}
return nil
}
// Result stores the deterministic outcome of one Handle call. Business
// outcomes flow through Result; the Go-level error return is reserved
// for non-business failures (nil context, nil receiver).
type Result struct {
// Record carries the post-rotation runtime record. Populated on
// success; zero on early-rejection failures.
Record runtime.RuntimeRecord
// Outcome reports whether the operation completed (success) or
// produced a stable failure code.
Outcome operation.Outcome
// ErrorCode stores the stable error code on failure. Empty on
// success.
ErrorCode string
// ErrorMessage stores the operator-readable detail on failure.
// Empty on success.
ErrorMessage string
}
// IsSuccess reports whether the result represents a successful
// operation.
func (result Result) IsSuccess() bool {
return result.Outcome == operation.OutcomeSuccess
}
// Dependencies groups the collaborators required by Service.
type Dependencies struct {
// RuntimeRecords drives the row read plus the post-RTM image
// rotation under a CAS guard.
RuntimeRecords ports.RuntimeRecordStore
// EngineVersions resolves the target version's image ref and
// status.
EngineVersions ports.EngineVersionStore
// OperationLogs records the audit entry.
OperationLogs ports.OperationLogStore
// RTM drives the Runtime Manager patch call.
RTM ports.RTMClient
// Telemetry is required by the audit/log path. The Stage 17
// service does not introduce a dedicated counter; outcome metrics
// land under the future Admin Service surface.
Telemetry *telemetry.Runtime
// Logger records structured service-level events. Defaults to
// `slog.Default()` when nil.
Logger *slog.Logger
// Clock supplies the wall-clock used for operation timestamps.
// Defaults to `time.Now` when nil.
Clock func() time.Time
}
// Service executes the admin patch lifecycle operation.
type Service struct {
runtimeRecords ports.RuntimeRecordStore
engineVersions ports.EngineVersionStore
operationLogs ports.OperationLogStore
rtm ports.RTMClient
telemetry *telemetry.Runtime
logger *slog.Logger
clock func() time.Time
}
// NewService constructs one Service from deps.
func NewService(deps Dependencies) (*Service, error) {
switch {
case deps.RuntimeRecords == nil:
return nil, errors.New("new admin patch service: nil runtime records")
case deps.EngineVersions == nil:
return nil, errors.New("new admin patch service: nil engine versions")
case deps.OperationLogs == nil:
return nil, errors.New("new admin patch service: nil operation logs")
case deps.RTM == nil:
return nil, errors.New("new admin patch service: nil rtm client")
case deps.Telemetry == nil:
return nil, errors.New("new admin patch service: nil telemetry runtime")
}
clock := deps.Clock
if clock == nil {
clock = time.Now
}
logger := deps.Logger
if logger == nil {
logger = slog.Default()
}
logger = logger.With("service", "gamemaster.adminpatch")
return &Service{
runtimeRecords: deps.RuntimeRecords,
engineVersions: deps.EngineVersions,
operationLogs: deps.OperationLogs,
rtm: deps.RTM,
telemetry: deps.Telemetry,
logger: logger,
clock: clock,
}, nil
}
// Handle executes one admin patch operation end-to-end. The Go-level
// error return is reserved for non-business failures (nil context, nil
// receiver). Every business outcome flows through Result.
func (service *Service) Handle(ctx context.Context, input Input) (Result, error) {
if service == nil {
return Result{}, errors.New("admin patch: nil service")
}
if ctx == nil {
return Result{}, errors.New("admin patch: nil context")
}
opStartedAt := service.clock().UTC()
if err := input.Validate(); err != nil {
return service.recordFailure(ctx, opStartedAt, input,
ErrorCodeInvalidRequest, err.Error()), nil
}
record, err := service.runtimeRecords.Get(ctx, input.GameID)
switch {
case errors.Is(err, runtime.ErrNotFound):
return service.recordFailure(ctx, opStartedAt, input,
ErrorCodeRuntimeNotFound, "runtime record does not exist"), nil
case err != nil:
return service.recordFailure(ctx, opStartedAt, input,
ErrorCodeServiceUnavailable, fmt.Sprintf("get runtime record: %s", err.Error())), nil
}
if record.Status != runtime.StatusRunning {
return service.recordFailure(ctx, opStartedAt, input,
ErrorCodeRuntimeNotRunning,
fmt.Sprintf("runtime status is %q, expected %q",
record.Status, runtime.StatusRunning)), nil
}
target, err := service.engineVersions.Get(ctx, input.Version)
switch {
case errors.Is(err, engineversion.ErrNotFound):
return service.recordFailure(ctx, opStartedAt, input,
ErrorCodeEngineVersionNotFound,
fmt.Sprintf("engine version %q not found", input.Version)), nil
case err != nil:
return service.recordFailure(ctx, opStartedAt, input,
ErrorCodeServiceUnavailable, fmt.Sprintf("get engine version: %s", err.Error())), nil
}
if target.Status != engineversion.StatusActive {
return service.recordFailure(ctx, opStartedAt, input,
ErrorCodeEngineVersionNotFound,
fmt.Sprintf("engine version %q is %q, expected %q",
input.Version, target.Status, engineversion.StatusActive)), nil
}
patchOK, semErr := engineversion.IsPatchUpgrade(record.CurrentEngineVersion, input.Version)
if semErr != nil {
return service.recordFailure(ctx, opStartedAt, input,
ErrorCodeInvalidRequest, fmt.Sprintf("compare semver: %s", semErr.Error())), nil
}
if !patchOK {
return service.recordFailure(ctx, opStartedAt, input,
ErrorCodeSemverPatchOnly,
fmt.Sprintf("target %q is not a same-major.minor patch of %q",
input.Version, record.CurrentEngineVersion)), nil
}
if err := service.rtm.Patch(ctx, input.GameID, target.ImageRef); err != nil {
return service.recordFailure(ctx, opStartedAt, input,
ErrorCodeServiceUnavailable, fmt.Sprintf("rtm patch: %s", err.Error())), nil
}
rotatedAt := service.clock().UTC()
updateErr := service.runtimeRecords.UpdateImage(ctx, ports.UpdateImageInput{
GameID: input.GameID,
ExpectedStatus: runtime.StatusRunning,
CurrentImageRef: target.ImageRef,
CurrentEngineVersion: input.Version,
Now: rotatedAt,
})
switch {
case updateErr == nil:
case errors.Is(updateErr, runtime.ErrConflict):
return service.recordFailure(ctx, opStartedAt, input,
ErrorCodeConflict,
fmt.Sprintf("runtime status changed during patch: %s", updateErr.Error())), nil
case errors.Is(updateErr, runtime.ErrNotFound):
return service.recordFailure(ctx, opStartedAt, input,
ErrorCodeRuntimeNotFound,
fmt.Sprintf("runtime record disappeared during patch: %s", updateErr.Error())), nil
default:
return service.recordFailure(ctx, opStartedAt, input,
ErrorCodeServiceUnavailable,
fmt.Sprintf("update runtime image: %s", updateErr.Error())), nil
}
persisted, reloadErr := service.runtimeRecords.Get(ctx, input.GameID)
if reloadErr != nil {
// The image rotation already committed; surface the success
// outcome with the in-memory projection so the caller still
// sees the new image_ref / engine_version.
service.logger.WarnContext(ctx, "reload runtime record after patch",
"game_id", input.GameID,
"err", reloadErr.Error(),
)
persisted = record
persisted.CurrentImageRef = target.ImageRef
persisted.CurrentEngineVersion = input.Version
persisted.UpdatedAt = rotatedAt
}
service.appendSuccessLog(ctx, opStartedAt, input)
logArgs := []any{
"game_id", input.GameID,
"new_image_ref", target.ImageRef,
"new_engine_version", input.Version,
"previous_engine_version", record.CurrentEngineVersion,
"op_source", string(fallbackOpSource(input.OpSource)),
}
logArgs = append(logArgs, logging.ContextAttrs(ctx)...)
service.logger.InfoContext(ctx, "runtime patched", logArgs...)
return Result{
Record: persisted,
Outcome: operation.OutcomeSuccess,
}, nil
}
// recordFailure assembles the failure Result, appends the
// operation_log failure entry, and returns the structured outcome.
func (service *Service) recordFailure(ctx context.Context, opStartedAt time.Time, input Input, errorCode string, errorMessage string) Result {
service.appendFailureLog(ctx, opStartedAt, input, errorCode, errorMessage)
logArgs := []any{
"game_id", input.GameID,
"target_version", input.Version,
"op_source", string(input.OpSource),
"error_code", errorCode,
"error_message", errorMessage,
}
logArgs = append(logArgs, logging.ContextAttrs(ctx)...)
service.logger.WarnContext(ctx, "admin patch rejected", logArgs...)
return Result{
Outcome: operation.OutcomeFailure,
ErrorCode: errorCode,
ErrorMessage: errorMessage,
}
}
// appendSuccessLog records the success operation_log entry.
func (service *Service) appendSuccessLog(ctx context.Context, opStartedAt time.Time, input Input) {
finishedAt := service.clock().UTC()
service.bestEffortAppend(ctx, operation.OperationEntry{
GameID: input.GameID,
OpKind: operation.OpKindPatch,
OpSource: fallbackOpSource(input.OpSource),
SourceRef: input.SourceRef,
Outcome: operation.OutcomeSuccess,
StartedAt: opStartedAt,
FinishedAt: &finishedAt,
})
}
// appendFailureLog records the failure operation_log entry. Skipped
// when the input game id is empty so the entry validator does not
// reject an audit row that adds no value.
func (service *Service) appendFailureLog(ctx context.Context, opStartedAt time.Time, input Input, errorCode string, errorMessage string) {
if strings.TrimSpace(input.GameID) == "" {
return
}
finishedAt := service.clock().UTC()
service.bestEffortAppend(ctx, operation.OperationEntry{
GameID: input.GameID,
OpKind: operation.OpKindPatch,
OpSource: fallbackOpSource(input.OpSource),
SourceRef: input.SourceRef,
Outcome: operation.OutcomeFailure,
ErrorCode: errorCode,
ErrorMessage: errorMessage,
StartedAt: opStartedAt,
FinishedAt: &finishedAt,
})
}
// bestEffortAppend writes one operation_log entry. A failure is logged
// and discarded; the runtime row is the source of truth.
func (service *Service) bestEffortAppend(ctx context.Context, entry operation.OperationEntry) {
if _, err := service.operationLogs.Append(ctx, entry); err != nil {
service.logger.ErrorContext(ctx, "append operation log",
"game_id", entry.GameID,
"op_kind", string(entry.OpKind),
"outcome", string(entry.Outcome),
"error_code", entry.ErrorCode,
"err", err.Error(),
)
}
}
// fallbackOpSource defaults to `admin_rest` when the caller did not
// supply a known op source. Mirrors `gamemaster/README.md §Trusted
// Surfaces`.
func fallbackOpSource(source operation.OpSource) operation.OpSource {
if source.IsKnown() {
return source
}
return operation.OpSourceAdminRest
}