af30846091
Validation of a player's order now applies every command against a transient game-state snapshot and records the per-command outcome (cmdApplied, cmdErrorCode) in each command's meta. The order is persisted even when some commands are rejected, and the response is 202 + UserGamesOrder so clients can surface the partial failure without the chain collapsing into "downstream service is unavailable". Pkg/error consts are reshelved onto three explicit ranges with a package doc and helpers (IsInternalCode/IsInputCode/IsGameStateCode): 1xxx internal/server (500/501), 2xxx structural input (400), 3xxx game-state per-command rejection (400 when escaping HTTP, otherwise recorded as cmdErrorCode). Two pre-existing typos fixed mechanically (ErrBeakGroupNumberNotEnough -> ErrBreakGroupNumberNotEnough, ErrRaceExinct -> ErrRaceExtinct) along with all callsites. Engine errorResponse maps *GenericError by shelf rather than mapping everything to 500. The Quit-not-last structural check in Controller.ValidateOrder is preserved and its type assertion fixed (was a value assertion against a pointer-typed command, so the check silently never fired). Backend, gateway and UI are unchanged — they were already correct on the 202 path; only the engine collapsing per-command rejection into 500 was needed. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
182 lines
5.4 KiB
Go
182 lines
5.4 KiB
Go
package handler
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import (
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"errors"
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"net/http"
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"os"
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"strings"
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"galaxy/model/order"
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"galaxy/model/report"
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"galaxy/model/rest"
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e "galaxy/error"
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"galaxy/game/internal/controller"
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"galaxy/game/internal/model/game"
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"github.com/gin-gonic/gin"
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"github.com/go-playground/validator/v10"
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"github.com/google/uuid"
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)
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type CommandExecutor interface {
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GenerateGame([]string) (rest.StateResponse, error)
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GenerateTurn() (rest.StateResponse, error)
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GameState() (rest.StateResponse, error)
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BanishRace(string) error
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LoadReport(actor string, turn uint) (*report.Report, error)
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// Execute is reserved for future use; any API request for orders should use ValidateOrder
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Execute(cmd ...Command) error
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ValidateOrder(actor string, cmd ...order.DecodableCommand) (*order.UserGamesOrder, error)
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FetchOrder(actor string, turn uint) (*order.UserGamesOrder, bool, error)
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FetchBattle(turn uint, ID uuid.UUID) (*report.BattleReport, bool, error)
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}
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type Command func(controller.Ctrl) error
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type executor struct {
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cfg controller.Configurer
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}
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// ResolveStoragePath returns the engine storage path resolved from
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// STORAGE_PATH (preferred, historical name) or GAME_STATE_PATH (canonical
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// name written by Runtime Manager). It returns an error when neither
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// variable is set; callers are expected to fail fast at startup.
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func ResolveStoragePath() (string, error) {
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if v := strings.TrimSpace(os.Getenv("STORAGE_PATH")); v != "" {
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return v, nil
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}
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if v := strings.TrimSpace(os.Getenv("GAME_STATE_PATH")); v != "" {
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return v, nil
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}
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return "", errors.New("storage path is not set: provide STORAGE_PATH or GAME_STATE_PATH")
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}
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func initConfig() controller.Configurer {
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return func(p *controller.Param) {
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// Validated once at startup by ResolveStoragePath; the error
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// is dropped here to keep the Configurer signature simple.
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p.StoragePath, _ = ResolveStoragePath()
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}
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}
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func NewDefaultExecutor() CommandExecutor {
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return NewDefaultConfigExecutor(initConfig())
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}
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func NewDefaultConfigExecutor(configurer controller.Configurer) CommandExecutor {
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return &executor{cfg: configurer}
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}
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func (e *executor) Execute(cmd ...Command) error {
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return controller.ExecuteCommand(e.cfg, func(c controller.Ctrl) error {
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for i := range cmd {
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if err := cmd[i](c); err != nil {
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return err
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}
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}
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return nil
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})
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}
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func (e *executor) ValidateOrder(actor string, cmd ...order.DecodableCommand) (*order.UserGamesOrder, error) {
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return controller.ValidateOrder(e.cfg, actor, cmd...)
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}
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func (e *executor) FetchOrder(actor string, turn uint) (*order.UserGamesOrder, bool, error) {
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return controller.FetchOrder(e.cfg, actor, turn)
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}
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func (e *executor) FetchBattle(turn uint, ID uuid.UUID) (*report.BattleReport, bool, error) {
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return controller.FetchBattle(e.cfg, turn, ID)
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}
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func (e *executor) GenerateGame(races []string) (rest.StateResponse, error) {
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s, err := controller.GenerateGame(e.cfg, races)
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if err != nil {
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return rest.StateResponse{}, err
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}
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return stateResponse(s), nil
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}
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func (e *executor) GenerateTurn() (rest.StateResponse, error) {
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err := controller.GenerateTurn(e.cfg)
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if err != nil {
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return rest.StateResponse{}, err
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}
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return e.GameState()
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}
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func (e *executor) GameState() (rest.StateResponse, error) {
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s, err := controller.GameState(e.cfg)
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if err != nil {
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return rest.StateResponse{}, err
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}
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return stateResponse(s), nil
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}
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func (e *executor) BanishRace(raceName string) error {
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return controller.BanishRace(e.cfg, raceName)
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}
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func (e *executor) LoadReport(actor string, turn uint) (*report.Report, error) {
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return controller.LoadReport(e.cfg, actor, turn)
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}
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func stateResponse(s game.State) rest.StateResponse {
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result := &rest.StateResponse{
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ID: s.ID,
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Turn: s.Turn,
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Stage: s.Stage,
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Finished: s.Finished,
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Players: make([]rest.PlayerState, len(s.Players)),
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}
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for i := range s.Players {
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result.Players[i].ID = s.Players[i].ID
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result.Players[i].RaceName = s.Players[i].RaceName
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result.Players[i].Planets = s.Players[i].Planets
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result.Players[i].Population = s.Players[i].Population.F()
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result.Players[i].Extinct = s.Players[i].Extinct
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}
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return *result
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}
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// errorResponse renders err onto c and reports whether the caller
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// should stop further processing. The HTTP status is selected by the
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// GenericError shelf (see pkg/error for the taxonomy):
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//
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// - validator.ValidationErrors (request struct binding) → 400 with
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// {"error": ...}.
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// - GenericError, ErrGameNotInitialized → 501 with no body.
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// - GenericError on the internal shelf (1xxx) → 500 with
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// {"generic_error", "code"}.
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// - GenericError on the input-validation shelf (2xxx) or the
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// game-state shelf (3xxx) → 400 with {"generic_error", "code"}.
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// - everything else (non-GenericError) → 500 with {"error": ...}.
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func errorResponse(c *gin.Context, err error) bool {
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if err == nil {
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return false
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}
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if v, ok := err.(validator.ValidationErrors); ok {
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c.JSON(http.StatusBadRequest, gin.H{"error": v.Error()})
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return true
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}
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if ge, ok := errors.AsType[*e.GenericError](err); ok {
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switch {
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case ge.Code == e.ErrGameNotInitialized:
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c.Status(http.StatusNotImplemented)
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case e.IsInputCode(ge.Code), e.IsGameStateCode(ge.Code):
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c.JSON(http.StatusBadRequest, gin.H{"generic_error": ge.Error(), "code": ge.Code})
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default:
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c.JSON(http.StatusInternalServerError, gin.H{"generic_error": ge.Error(), "code": ge.Code})
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}
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} else {
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c.JSON(http.StatusInternalServerError, gin.H{"error": err.Error()})
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}
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return true
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}
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