Files
galaxy-game/internal/controller/controller.go
T
Ilia Denisov d9c8de27e5 refactor: executors and routers
* refactor: executors and routers
2026-02-09 15:53:34 +03:00

178 lines
4.7 KiB
Go

package controller
import (
"errors"
"github.com/google/uuid"
"github.com/iliadenisov/galaxy/internal/model/game"
"github.com/iliadenisov/galaxy/internal/model/report"
"github.com/iliadenisov/galaxy/internal/repo"
)
type Configurer func(*Param)
type Repo interface {
// Lock must be called before any repository operations
Lock() error
// Release must be called after first and only repository operation
Release() error
// SaveTurn stores just generated new turn
SaveNewTurn(uint, *game.Game) error
// SaveState stores current game state updated between turns
SaveLastState(*game.Game) error
// LoadState retrieves game current state with required lock acquisition
LoadState() (*game.Game, error)
// LoadStateSafe retrieves game current state without preliminary locking
LoadStateSafe() (*game.Game, error)
// SaveBattle stores a new battle protocol and battle meta data for turn t
SaveBattle(uint, *report.BattleReport, *game.BattleMeta) error
// SaveBombing stores all prodused bombings for turn t
SaveBombings(uint, []*game.Bombing) error
// SaveReport stores latest report for a race
SaveReport(uint, *report.Report) error
// LoadReport loads report for specific turn and player id
LoadReport(uint, uuid.UUID) (*report.Report, error)
}
type Ctrl interface {
RaceID(actor string) (uuid.UUID, error)
QuitGame(actor string) error
GiveVotes(actor, acceptor string) error
UpdateRelation(actor, acceptor string, rel string) error
JoinShipGroupToFleet(actor, fleetName string, group, count uint) error
JoinFleets(actor, fleetSourceName, fleetTargetName string) error
SendFleet(actor, fleetName string, planetNumber uint) error
RenamePlanet(actor string, planetNumber int, typeName string) error
PlanetProduction(actor string, planetNumber int, prodType, subject string) error
SetRoute(actor, loadType string, origin, destination uint) error
RemoveRoute(actor, loadType string, origin uint) error
CreateScience(actor, typeName string, drive, weapons, shields, cargo float64) error
DeleteScience(actor, typeName string) error
CreateShipType(actor, typeName string, drive float64, ammo int, weapons, shileds, cargo float64) error
MergeShipType(actor, name, targetName string) error
DeleteShipType(actor, typeName string) error
SendGroup(actor string, groupIndex, planetNumber, quantity uint) error
UpgradeGroup(actor string, groupIndex uint, techInput string, limitShips uint, limitLevel float64) error
JoinEqualGroups(actor string) error
BreakGroup(actor string, groupIndex, quantity uint) error
DisassembleGroup(actor string, groupIndex, quantity uint) error
LoadCargo(actor string, groupIndex uint, cargoType string, ships uint, quantity float64) error
UnloadCargo(actor string, groupIndex uint, ships uint, quantity float64) error
TransferGroup(actor, acceptor string, groupIndex, quantity uint) error
}
func GenerateGame(configure func(*Param), races []string) (ID uuid.UUID, err error) {
ec, err := NewRepoController(configure)
if err != nil {
return uuid.Nil, err
}
if err = ec.Repo.Lock(); err != nil {
return
}
defer func() {
err = errors.Join(err, ec.Repo.Release())
}()
ID, err = NewGame(ec.Repo, races)
return
}
func ExecuteCommand(configure func(*Param), consumer func(c Ctrl) error) (err error) {
ec, err := NewRepoController(configure)
if err != nil {
return err
}
return ec.ExecuteCommand(func(c *Controller) error { return consumer(c) })
}
func GameState(configure func(*Param)) (s game.State, err error) {
ec, err := NewRepoController(configure)
g, err := ec.Repo.LoadStateSafe()
if err != nil {
return game.State{}, err
}
result := &game.State{
ID: g.ID,
Turn: g.Turn,
Stage: g.Stage,
Players: make([]game.PlayerState, len(g.Race)),
}
for i := range g.Race {
r := &g.Race[i]
result.Players[i].ID = r.ID
result.Players[i].Name = r.Name
result.Players[i].Extinct = r.Extinct
}
return *result, nil
}
type RepoController struct {
Repo Repo
}
func (ec *RepoController) ExecuteCommand(consumer func(c *Controller) error) (err error) {
if err := ec.Repo.Lock(); err != nil {
return err
}
defer func() {
err = errors.Join(err, ec.Repo.Release())
}()
g, err := ec.Repo.LoadState()
if err != nil {
return err
}
err = consumer(NewGameController(g))
if err == nil {
g.Stage += 1
ec.Repo.SaveLastState(g)
}
return
}
func NewRepoController(config Configurer) (*RepoController, error) {
c := &Param{
StoragePath: ".",
}
if config != nil {
config(c)
}
r, err := repo.NewFileRepo(c.StoragePath)
if err != nil {
return nil, err
}
return &RepoController{
Repo: r,
}, nil
}
func NewGameController(g *game.Game) *Controller {
return &Controller{
Cache: NewCache(g),
}
}
type Controller struct {
Repo Repo
Cache *Cache
}
type Param struct {
StoragePath string
}