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>
137 lines
4.8 KiB
Go
137 lines
4.8 KiB
Go
package backendclient
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import (
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"context"
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"galaxy/gateway/internal/downstream"
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diplomailmodel "galaxy/model/diplomail"
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lobbymodel "galaxy/model/lobby"
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ordermodel "galaxy/model/order"
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reportmodel "galaxy/model/report"
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usermodel "galaxy/model/user"
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)
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// UserRoutes returns the authenticated `user.*` downstream routes
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// served by backend. When client is nil every route resolves to a
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// dependency-unavailable client so the static router still recognises
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// the message types.
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func UserRoutes(client *RESTClient) map[string]downstream.Client {
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target := downstream.Client(unavailableClient{})
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if client != nil {
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target = userCommandClient{rest: client}
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}
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return map[string]downstream.Client{
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usermodel.MessageTypeGetMyAccount: target,
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usermodel.MessageTypeUpdateMyProfile: target,
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usermodel.MessageTypeUpdateMySettings: target,
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usermodel.MessageTypeListMySessions: target,
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usermodel.MessageTypeRevokeMySession: target,
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usermodel.MessageTypeRevokeAllMySessions: target,
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}
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}
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// LobbyRoutes returns the authenticated `lobby.*` downstream routes
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// served by backend. When client is nil every route resolves to a
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// dependency-unavailable client.
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func LobbyRoutes(client *RESTClient) map[string]downstream.Client {
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target := downstream.Client(unavailableClient{})
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if client != nil {
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target = lobbyCommandClient{rest: client}
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}
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return map[string]downstream.Client{
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lobbymodel.MessageTypeMyGamesList: target,
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lobbymodel.MessageTypePublicGamesList: target,
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lobbymodel.MessageTypeMyApplicationsList: target,
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lobbymodel.MessageTypeMyInvitesList: target,
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lobbymodel.MessageTypeOpenEnrollment: target,
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lobbymodel.MessageTypeGameCreate: target,
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lobbymodel.MessageTypeApplicationSubmit: target,
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lobbymodel.MessageTypeInviteRedeem: target,
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lobbymodel.MessageTypeInviteDecline: target,
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}
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}
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// GameRoutes returns the authenticated `user.games.*` downstream
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// routes served by backend (which in turn forwards to the running
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// game engine container). When client is nil every route resolves to
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// a dependency-unavailable client.
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func GameRoutes(client *RESTClient) map[string]downstream.Client {
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target := downstream.Client(unavailableClient{})
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if client != nil {
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target = gameCommandClient{rest: client}
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}
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return map[string]downstream.Client{
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ordermodel.MessageTypeUserGamesOrder: target,
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ordermodel.MessageTypeUserGamesOrderGet: target,
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reportmodel.MessageTypeUserGamesReport: target,
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reportmodel.MessageTypeUserGamesBattle: target,
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}
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}
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// MailRoutes returns the authenticated `user.games.mail.*` downstream
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// routes served by backend's diplomail subsystem. When client is nil
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// every route resolves to a dependency-unavailable client so the
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// static router still recognises the message types.
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func MailRoutes(client *RESTClient) map[string]downstream.Client {
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target := downstream.Client(unavailableClient{})
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if client != nil {
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target = mailCommandClient{rest: client}
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}
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return map[string]downstream.Client{
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diplomailmodel.MessageTypeUserGamesMailInbox: target,
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diplomailmodel.MessageTypeUserGamesMailSent: target,
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diplomailmodel.MessageTypeUserGamesMailMessageGet: target,
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diplomailmodel.MessageTypeUserGamesMailSend: target,
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diplomailmodel.MessageTypeUserGamesMailBroadcast: target,
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diplomailmodel.MessageTypeUserGamesMailAdmin: target,
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diplomailmodel.MessageTypeUserGamesMailRead: target,
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diplomailmodel.MessageTypeUserGamesMailDelete: target,
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}
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}
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type unavailableClient struct{}
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func (unavailableClient) ExecuteCommand(context.Context, downstream.AuthenticatedCommand) (downstream.UnaryResult, error) {
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return downstream.UnaryResult{}, downstream.ErrDownstreamUnavailable
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}
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type userCommandClient struct {
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rest *RESTClient
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}
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func (c userCommandClient) ExecuteCommand(ctx context.Context, command downstream.AuthenticatedCommand) (downstream.UnaryResult, error) {
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return c.rest.ExecuteUserCommand(ctx, command)
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}
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type lobbyCommandClient struct {
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rest *RESTClient
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}
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func (c lobbyCommandClient) ExecuteCommand(ctx context.Context, command downstream.AuthenticatedCommand) (downstream.UnaryResult, error) {
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return c.rest.ExecuteLobbyCommand(ctx, command)
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}
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type gameCommandClient struct {
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rest *RESTClient
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}
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func (c gameCommandClient) ExecuteCommand(ctx context.Context, command downstream.AuthenticatedCommand) (downstream.UnaryResult, error) {
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return c.rest.ExecuteGameCommand(ctx, command)
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}
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type mailCommandClient struct {
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rest *RESTClient
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}
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func (c mailCommandClient) ExecuteCommand(ctx context.Context, command downstream.AuthenticatedCommand) (downstream.UnaryResult, error) {
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return c.rest.ExecuteMailCommand(ctx, command)
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}
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var (
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_ downstream.Client = unavailableClient{}
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_ downstream.Client = userCommandClient{}
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_ downstream.Client = lobbyCommandClient{}
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_ downstream.Client = gameCommandClient{}
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_ downstream.Client = mailCommandClient{}
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)
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