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>
241 lines
4.7 KiB
Plaintext
241 lines
4.7 KiB
Plaintext
// order reflects model/order/Order data object
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include "common.fbs";
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namespace order;
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enum Relation : byte {
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UNKNOWN = 0,
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WAR = 1,
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PEACE = 2
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}
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enum ShipGroupCargo : byte {
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UNKNOWN = 0,
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COL = 1,
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MAT = 2,
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CAP = 3
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}
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enum ShipGroupUpgradeTech : byte {
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UNKNOWN = 0,
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ALL = 1,
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DRIVE = 2,
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WEAPONS = 3,
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SHIELDS = 4,
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CARGO = 5
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}
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enum PlanetProduction : byte {
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UNKNOWN = 0,
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MAT = 1,
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CAP = 2,
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DRIVE = 3,
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WEAPONS = 4,
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SHIELDS = 5,
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CARGO = 6,
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SCIENCE = 7,
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SHIP = 8
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}
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enum PlanetRouteLoadType : byte {
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UNKNOWN = 0,
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MAT = 1,
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CAP = 2,
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COL = 3,
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EMP = 4
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}
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table CommandRaceQuit {}
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table CommandRaceVote {
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acceptor: string;
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}
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table CommandRaceRelation {
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acceptor: string;
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relation: Relation = UNKNOWN;
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}
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table CommandShipClassCreate {
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name: string;
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drive: float64;
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armament: int64;
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weapons: float64;
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shields: float64;
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cargo: float64;
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}
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table CommandShipClassMerge {
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name: string;
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target: string;
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}
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table CommandShipClassRemove {
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name: string;
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}
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table CommandShipGroupBreak {
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id: string;
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new_id: string;
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quantity: int64;
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}
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table CommandShipGroupLoad {
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id: string;
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cargo: ShipGroupCargo = UNKNOWN;
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quantity: float64;
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}
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table CommandShipGroupUnload {
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id: string;
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quantity: float64;
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}
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table CommandShipGroupSend {
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id: string;
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destination: int64;
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}
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table CommandShipGroupUpgrade {
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id: string;
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tech: ShipGroupUpgradeTech = UNKNOWN;
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level: float64;
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}
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table CommandShipGroupMerge {}
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table CommandShipGroupDismantle {
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id: string;
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}
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table CommandShipGroupTransfer {
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id: string;
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acceptor: string;
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}
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table CommandShipGroupJoinFleet {
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id: string;
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name: string;
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}
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table CommandFleetMerge {
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name: string;
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target: string;
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}
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table CommandFleetSend {
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name: string;
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destination: int64;
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}
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table CommandScienceCreate {
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name: string;
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drive: float64;
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weapons: float64;
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shields: float64;
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cargo: float64;
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}
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table CommandScienceRemove {
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name: string;
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}
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table CommandPlanetRename {
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number: int64;
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name: string;
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}
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table CommandPlanetProduce {
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number: int64;
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production: PlanetProduction = UNKNOWN;
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subject: string;
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}
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table CommandPlanetRouteSet {
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origin: int64;
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destination: int64;
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load_type: PlanetRouteLoadType = UNKNOWN;
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}
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table CommandPlanetRouteRemove {
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origin: int64;
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load_type: PlanetRouteLoadType = UNKNOWN;
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}
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union CommandPayload {
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CommandRaceQuit,
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CommandRaceVote,
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CommandRaceRelation,
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CommandShipClassCreate,
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CommandShipClassMerge,
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CommandShipClassRemove,
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CommandShipGroupBreak,
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CommandShipGroupLoad,
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CommandShipGroupUnload,
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CommandShipGroupSend,
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CommandShipGroupUpgrade,
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CommandShipGroupMerge,
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CommandShipGroupDismantle,
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CommandShipGroupTransfer,
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CommandShipGroupJoinFleet,
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CommandFleetMerge,
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CommandFleetSend,
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CommandScienceCreate,
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CommandScienceRemove,
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CommandPlanetRename,
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CommandPlanetProduce,
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CommandPlanetRouteSet,
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CommandPlanetRouteRemove
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}
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table CommandItem {
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cmd_id: string;
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cmd_applied: bool = null;
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cmd_error_code: int64 = null;
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payload: CommandPayload (required);
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// Human-readable failure reason returned by the engine when
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// `cmd_applied = false`. Appended after `payload` to preserve the
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// wire offsets of existing slots (FBS field IDs are allocated in
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// declaration order, so inserting in the middle would shift every
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// later slot). Omitted on requests and on applied commands.
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cmd_error_message: string;
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}
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// UserGamesOrder is the signed-gRPC request payload for
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// `MessageTypeUserGamesOrder`. game_id selects the target running game;
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// `updated_at` lets the order-validate path reject stale submissions.
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table UserGamesOrder {
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game_id: common.UUID (required);
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updated_at: int64;
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commands: [CommandItem];
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}
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// UserGamesOrderResponse mirrors the engine's `PUT /api/v1/order`
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// success body: it echoes the stored order back to the caller with
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// the engine-assigned `updated_at` timestamp and per-command
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// `cmd_applied` / `cmd_error_code` populated on every entry.
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table UserGamesOrderResponse {
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game_id: common.UUID;
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updated_at: int64;
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commands: [CommandItem];
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}
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// UserGamesOrderGet is the signed-gRPC request payload for
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// `MessageTypeUserGamesOrderGet`. Fetches the player's stored order
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// for the given turn — the caller always knows the current turn from
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// the lobby record so `turn` is required and must be non-negative.
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table UserGamesOrderGet {
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game_id: common.UUID (required);
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turn: int64;
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}
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// UserGamesOrderGetResponse carries the result of
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// `MessageTypeUserGamesOrderGet`. `found = false` is how the FBS
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// envelope conveys the engine's `204 No Content` (no order stored
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// for this player on this turn). When `found = true`, `order` is
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// the engine's stored order for the turn.
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table UserGamesOrderGetResponse {
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found: bool;
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order: UserGamesOrder;
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}
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