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galaxy-game/pkg/schema/fbs/order.fbs
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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

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