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galaxy-game/backend/internal/runtime/errors.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

65 lines
2.9 KiB
Go

package runtime
import "errors"
// Sentinel errors. Handlers map them to the standard JSON envelope at
// the wire boundary; lobby and admin packages observe them through
// errors.Is when they need to branch on the domain reason.
var (
// ErrNotFound is returned when no row matches the requested
// primary key (engine version, runtime record, player mapping).
ErrNotFound = errors.New("runtime: not found")
// ErrInvalidInput reports request-level validation failures
// (empty fields, malformed semver, unknown enum values).
ErrInvalidInput = errors.New("runtime: invalid input")
// ErrConflict reports that the requested action conflicts with
// the current persisted state (illegal status transition, retry
// while a job is still in-flight, race against the reconciler).
ErrConflict = errors.New("runtime: conflict")
// ErrEngineVersionTaken means a duplicate primary key was
// observed when registering a new engine version row.
ErrEngineVersionTaken = errors.New("runtime: engine version already registered")
// ErrEngineVersionDisabled reports that a referenced engine
// version row exists but is marked disabled.
ErrEngineVersionDisabled = errors.New("runtime: engine version disabled")
// ErrPatchSemverIncompatible reports that an admin-requested
// version patch crosses major or minor boundary, which Galaxy
// disallows for in-place patching (per ARCHITECTURE.md §9).
ErrPatchSemverIncompatible = errors.New("runtime: patch must stay inside the same major/minor line")
// ErrJobQueueFull reports that the worker pool's buffered job
// channel is at capacity. Surfaced as 503 service_unavailable at
// the wire boundary; in practice the pool size and queue depth
// are budgeted in `BACKEND_RUNTIME_*` env vars so the operator
// can absorb peaks.
ErrJobQueueFull = errors.New("runtime: job queue full")
// ErrShutdown means the runtime service has stopped accepting
// work because the parent context was cancelled.
ErrShutdown = errors.New("runtime: shutting down")
// ErrTurnAlreadyClosed reports that the runtime is currently
// producing a turn — runtime status is `generation_in_progress`
// — and the engine is not accepting writes for the closing
// turn. Handlers map this to HTTP 409 with httperr code
// `turn_already_closed`; the UI shows a conflict banner and
// waits for the next `game.turn.ready` push.
ErrTurnAlreadyClosed = errors.New("runtime: turn already closed")
// ErrGamePaused reports that the game is not in a state that
// accepts user-games orders: the runtime row
// carries `paused = true`, or the runtime status lands on any
// terminal value (`engine_unreachable`, `generation_failed`,
// `stopped`, `finished`, `removed`), or the game has not yet
// finished bootstrapping (`starting`). Handlers map this to
// HTTP 409 with httperr code `game_paused`; the UI surfaces a
// pause banner and waits for an admin resume or a fresh
// snapshot.
ErrGamePaused = errors.New("runtime: game paused")
)