Stage 3: game domain (lifecycle, journal+cache, hint, word-check, GCG, stats)
internal/game drives the engine over a single match and owns everything the
engine does not: event-sourced persistence (a games row + an append-only decoded
move journal, with the live engine.Game kept warm in a cache and rebuilt by
replay on a miss), the play/pass/exchange/resign transitions with
validate-at-submit scoring, an unlimited score/legality preview, the hint
(per-game allowance + profile wallet), the word-check tool with complaint
capture, per-player game state, history and GCG export (Poslfit dialect), and a
background turn-timeout sweeper that auto-resigns overdue turns honouring each
player's daily away window. Like Stages 1-2 it is a service/store layer with no
HTTP; the gateway surface lands in Stage 6.
Engine: additive decoded domain API (Direction, SubmitPlay/SubmitExchange/
EvaluatePlay/HintView/Hand, MoveRecord.{Dir,MainRow,MainCol}, Registry.Lookup,
ParseVariant) so internal/game never imports scrabble-solver; and a Resign fix
so the resigner keeps their score yet never wins (the other player wins a
two-player game). Timeout reuses Resign.
Persistence: migration 00002 adds games, game_players, game_moves, complaints,
account_stats and extends accounts with away_start/away_end/hint_balance; go-jet
regenerated. account gained SpendHint. Config adds BACKEND_DICT_DIR (required),
BACKEND_DICT_VERSION, BACKEND_GAME_TIMEOUT_SWEEP_INTERVAL, BACKEND_GAME_CACHE_TTL;
main loads the registry at boot (hard dependency) and starts the sweeper.
Tests: engine resign + decoded-API tests; game unit tests (GCG, away-window
boundaries, hint budget, cache, keyed mutex, payload); inttest integration
(lifecycle, replay equivalence, timeout sweep with away grace, resign stats,
hint policy, word-check/complaint, per-game-lock). Docs (PLAN, ARCHITECTURE,
FUNCTIONAL +_ru, TESTING, README) updated.
This commit is contained in:
@@ -0,0 +1,121 @@
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package game
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import (
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"sync"
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"time"
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"github.com/google/uuid"
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"scrabble/backend/internal/engine"
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)
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// keyedMutex hands out one mutex per game id, serialising every operation on a
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// single game (engine.Game is not safe for concurrent use) while letting
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// different games proceed in parallel. Locks are reference-counted and removed
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// once no caller holds or awaits them.
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type keyedMutex struct {
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mu sync.Mutex
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locks map[uuid.UUID]*lockRef
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}
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type lockRef struct {
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mu sync.Mutex
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refs int
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}
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func newKeyedMutex() *keyedMutex {
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return &keyedMutex{locks: make(map[uuid.UUID]*lockRef)}
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}
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// lock acquires the mutex for id and returns its release function.
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func (k *keyedMutex) lock(id uuid.UUID) func() {
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k.mu.Lock()
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ref := k.locks[id]
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if ref == nil {
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ref = &lockRef{}
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k.locks[id] = ref
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}
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ref.refs++
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k.mu.Unlock()
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ref.mu.Lock()
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return func() {
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ref.mu.Unlock()
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k.mu.Lock()
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ref.refs--
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if ref.refs == 0 {
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delete(k.locks, id)
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}
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k.mu.Unlock()
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}
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}
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// gameCache holds live engine.Game values keyed by game id and evicts an entry
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// once it has been idle for ttl. An evicted game is transparently rebuilt from
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// the journal on next access, so eviction never affects correctness. It is safe
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// for concurrent use.
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type gameCache struct {
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mu sync.Mutex
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entries map[uuid.UUID]*cachedGame
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ttl time.Duration
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now func() time.Time
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}
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type cachedGame struct {
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game *engine.Game
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lastAccess time.Time
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}
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func newGameCache(ttl time.Duration, now func() time.Time) *gameCache {
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return &gameCache{entries: make(map[uuid.UUID]*cachedGame), ttl: ttl, now: now}
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}
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// get returns the live game for id and refreshes its idle timer, or (nil, false).
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func (c *gameCache) get(id uuid.UUID) (*engine.Game, bool) {
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c.mu.Lock()
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defer c.mu.Unlock()
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e, ok := c.entries[id]
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if !ok {
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return nil, false
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}
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e.lastAccess = c.now()
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return e.game, true
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}
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// put stores g as the live game for id.
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func (c *gameCache) put(id uuid.UUID, g *engine.Game) {
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c.mu.Lock()
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defer c.mu.Unlock()
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c.entries[id] = &cachedGame{game: g, lastAccess: c.now()}
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}
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// remove drops id from the cache (used on a finished game and after a failed
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// persist, so the next access rebuilds from the journal).
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func (c *gameCache) remove(id uuid.UUID) {
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c.mu.Lock()
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defer c.mu.Unlock()
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delete(c.entries, id)
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}
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// sweep evicts every entry idle longer than ttl and returns how many were
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// dropped.
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func (c *gameCache) sweep() int {
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c.mu.Lock()
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defer c.mu.Unlock()
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cutoff := c.now().Add(-c.ttl)
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var n int
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for id, e := range c.entries {
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if e.lastAccess.Before(cutoff) {
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delete(c.entries, id)
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n++
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}
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}
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return n
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}
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// size reports the number of resident games (for diagnostics and tests).
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func (c *gameCache) size() int {
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c.mu.Lock()
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defer c.mu.Unlock()
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return len(c.entries)
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}
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