601970b028
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>
81 lines
2.1 KiB
Go
81 lines
2.1 KiB
Go
package handler
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import (
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"net/http"
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"galaxy/model/order"
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"galaxy/model/rest"
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"galaxy/game/internal/repo"
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"github.com/gin-gonic/gin"
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"github.com/gin-gonic/gin/binding"
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"github.com/go-playground/validator/v10"
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)
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func PutOrderHandler(c *gin.Context, engine Engine) {
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var cmd rest.Command
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if errorResponse(c, c.ShouldBindJSON(&cmd)) {
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return
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}
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// An empty `cmd` array is a valid PUT: the client clears its
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// local order draft and expects the server to mirror that
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// state. The engine stores the empty batch so the next GET
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// returns the same empty list with the new `updatedAt`.
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commands := make([]order.DecodableCommand, len(cmd.Commands))
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for i := range cmd.Commands {
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command, err := repo.ParseOrder(cmd.Commands[i], validateCommand)
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if errorResponse(c, err) {
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return
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}
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commands[i] = command
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}
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result, err := engine.ValidateOrder(cmd.Actor, commands...)
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if errorResponse(c, err) {
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return
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}
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c.JSON(http.StatusAccepted, result)
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}
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type orderParam struct {
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Player string `form:"player" binding:"required,notblank"`
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Turn int `form:"turn" binding:"gte=0"`
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}
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func GetOrderHandler(c *gin.Context, engine Engine) {
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p := &orderParam{}
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// ShouldBindQuery surfaces both validator failures and strconv parse
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// errors; both are client-side faults, so 400 is the correct mapping.
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if err := c.ShouldBindQuery(p); err != nil {
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c.JSON(http.StatusBadRequest, gin.H{"error": err.Error()})
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return
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}
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o, ok, err := engine.FetchOrder(p.Player, uint(p.Turn))
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if errorResponse(c, err) {
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return
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}
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if !ok {
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// no order has been previously stored by the player for this turn
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c.Status(http.StatusNoContent)
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return
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}
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c.JSON(http.StatusOK, o)
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}
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// validateCommand runs the gin-registered struct validators against a
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// decoded command. It is the per-command validation hook shared by the
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// order-submission path (PutOrderHandler) and repo.ParseOrder.
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func validateCommand(v order.DecodableCommand) error {
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if ve, ok := binding.Validator.Engine().(*validator.Validate); ok {
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if err := ve.Struct(v); 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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