diff options
| author | historia <[not public]> | 2026-09-15 15:35:52 -0400 |
|---|---|---|
| committer | historia <[not public]> | 2026-09-15 15:35:52 -0400 |
| commit | 0b0b25222b3131ada79ff78c28eb8bf07d977deb (patch) | |
| tree | 2ceaef5203595044f66a8f00064cd8e017f8f48d /building_guide/foundation_review.md | |
| parent | 396c3facb8287b9a34076cae8f3d7b300d366d99 (diff) | |
| download | thehouseoficarus-0b0b25222b3131ada79ff78c28eb8bf07d977deb.tar.gz | |
feat: single-owner game state, transactional lifecycle, durable money on server stop
Diffstat (limited to 'building_guide/foundation_review.md')
| -rw-r--r-- | building_guide/foundation_review.md | 209 |
1 files changed, 0 insertions, 209 deletions
diff --git a/building_guide/foundation_review.md b/building_guide/foundation_review.md deleted file mode 100644 index b0afb88..0000000 --- a/building_guide/foundation_review.md +++ /dev/null @@ -1,209 +0,0 @@ -# Foundation review - -## Verdict - -The package boundaries are useful foundations: casino game logic is separate -from game presentation, multiplayer games share a small `tableGame` interface, -and tick system order has an explicit testable contract. Keep those boundaries; -a wholesale rewrite or a larger plugin framework is not needed yet. - -However, this is **not yet a safe foundation for expanding persistent casino -activity or live world editing**. Ownership and transaction boundaries matter -more than further extraction of command files. - -This review inspected session/tick entry points, account lifecycle and storage, -casino configuration/runtime/wallet integration, shutdown, and room rename/undo. -It is not a full audit of every combat, crafting, networking, or admin endpoint. - -## Fixed in this pass - -- **Account/character single-file saves:** replace direct truncating writes with - a same-directory temporary file, file sync, atomic rename, and directory sync - (`internal/persistence/atomic.go`, `internal/player/store.go`). Existing modes - are preserved; new player/account files use 0600. Account/character discovery - ignores non-YAML files, including leftover temporary files. This does not make - multi-file operations or concurrent read-modify-write cycles transactional. -- **Save-time live mutation:** god-mode serialization uses a value snapshot - instead of temporarily changing the live player's skills and HP. Maps still - require caller ownership during serialization; this is not a deep snapshot. -- **Casino RNG ownership:** the manager creates independent random streams for - each game under its own lock. Previously, different table/machine locks - protected the same `rand.Rand`, permitting concurrent access to its state. -- **Slot profile isolation:** `ScaleToRTP` copies the symbols/paytables it changes, - so scaling a reused profile no longer retunes other machines or its source. -- **Stale machine commands:** betting, spinning, or enabling autobet after a - disconnect rejects the requesting player without dereferencing a missing - occupant or messaging a replacement occupant. -- **Casino configuration:** validate raw values before defaulting; reject - invalid game/variant/ID/range/finite-value configurations; detect room-local - duplicate IDs. The room create/update API checks before writes, startup - validation reports errors, and runtime lookup rejects invalid definitions. - Legacy slots table entries remain supported. See `rooms.md` for bounds. -- **Tick lifecycle:** repeated `Stop` calls no longer close a closed channel; - ticker goroutines retain their own run's resources across quick restarts; - concurrent tick executions are serialized. `Stop` still does not wait for an - in-flight callback and is explicitly not a final-save barrier. - -## Remaining work, in recommended order - -### 1. High: make live game/session state single-owner - -Evidence: `internal/net/server.go` invokes `Game.HandleSession` from each -connection goroutine; `internal/engine/tick.go` invokes game callbacks from the -ticker goroutine. Disconnect callbacks also mutate players/game maps, while -admin callbacks such as `Game.RewriteRoomIDs` mutate online players directly. - -`Hub.AllSessions` copies a list of pointers, not immutable session snapshots. -Store/map locks similarly do not grant ownership over all pointed-to state. -The casino wallet mutates player inventory and credits under a casino lock, -which does not exclude other player commands or saves. Serializing tick -callbacks alone does not solve these cross-entry-point races. - -Recommended design: - -1. One owner loop executes session input, connect/disconnect transitions, all - tick callbacks (including dynamically registered ones), and admin mutations. -2. Network/admin goroutines submit bounded requests; they do not mutate live - player/session/world objects. Admin reads consume snapshots. -3. Preserve the documented tick order. Do not wrap only `RunTickSystems` and - assume dynamic callbacks or instant commands are covered. -4. Add bounded outbound queues/write deadlines before concentrating execution - in one owner: current session writes perform synchronous network I/O, so one - slow client could otherwise stall the entire world. -5. Put saves behind an explicit owned snapshot boundary. Avoid holding Hub - membership locks across filesystem work; `hardRemoveLocked` currently calls - the removal callback while holding the Hub mutex. - -Acceptance: concurrent login/input/disconnect/admin-mutation integration tests -under `-race`, plus a slow-client test proving other players keep progressing. - -### 2. High: transactional account lifecycle and authoritative membership - -The two outstanding account issues are still present: - -- `characterOnline` releases `charsMu` before rename/delete/purge touches files; - `connectCharacter` can load/register the character during that gap. -- Account rename changes only the initiating `sess.Account.Name`. Other - authenticated sessions retain old account objects. Character lists and - pending menu selections can also become stale after rename/delete/create. - -This is not just a cosmetic broadcast issue. A stale character name can be -reused by another account; cached membership must not authorize a later -connect/rename/delete against that reassigned name. - -Use the owner/lifecycle boundary for lookup, canonical-name resolution, -current membership validation, online check, mutation, and session publication. -Refresh or invalidate all affected authenticated sessions, including pending -menu selections. Do not simply broadcast pointer mutations from a connection - goroutine. Revalidate membership at operation commit, not only menu selection. - -Account creation, character creation, character rename/delete, and purge also -span multiple files and contain ignored save/remove errors in -`core_login_account.go` and `core_login_char.go`. Single-file atomic replacement -cannot prevent orphaned characters, stale ownership lists, or partial purges. -Choose a journaled lifecycle transaction or transactional player database. -Stable account/character IDs would decouple identity from renameable filenames. - -Acceptance: simultaneous same-account operations, stale menu selections, and -injected failure at each filesystem step must preserve identity/membership. - -### 3. High: durable money and graceful shutdown - -Evidence: - -- `internal/game/casino.go`: `casinoWallet.Wager` and `PayCredits` mutate balances - and ignore `SaveCharacter` errors. A successful wager can therefore exist only - in memory, and a reported win can be lost on restart. -- `internal/casino/types.go`: `Wallet.PayCredits` cannot report failure. -- Round/wager/free-spin state exists only in memory. A crash after a saved wager - debit but before settlement loses the player's stake without recovery. -- Currency uses machine-sized `int`, unchecked additions/multiplications, and - floating-point payout conversion. Unlimited bets remain supported. Large - balances or payout multipliers can overflow; finite config validation is not - sufficient protection. -- `cmd/thoi/main.go` exits on signals after requesting tick stop; - `internal/game/cmd_shutdown.go` calls `os.Exit` directly. Neither path drains - work or saves all online characters. Tick stop does not join running callbacks. - The countdown also reads a replaceable `g.shutdownCancel` field from its - goroutine; cancellation/restart needs a captured per-run channel. - -Recommended design: - -- Give each round/wager/settlement a stable transaction ID; debit plus wager - record, and payout plus settlement record, must be durable and idempotent. - A small transactional player/economy database is worth considering while - retaining YAML for authored world content. -- Define checked currency arithmetic and explicit rounding/balance limits. - Distinguish insufficient funds from persistence failure. A failed write must - not silently count as successful gameplay. -- Unify signals and the shutdown command into one shutdown request handled by - main. Stop admissions/admin mutations; quiesce input and autobet; drain the - owner and callbacks; resolve or persist outstanding wagers; save owned state; - then close transports and return. Surface save failures to the operator. -- Decide server-shutdown/crash policy separately from deliberate player - disconnect forfeiture. Do not blindly run disconnect-forfeit callbacks for a - server-initiated shutdown. - -Acceptance: fail saves during wager/payout; restart at each debit/settlement -boundary; test overflow boundaries; SIGTERM and scheduled shutdown must produce -identical recoverable state, without duplicate credits or lost settlements. - -### 4. High for live building: complete room-ID migration and undo - -`handleRoomRename` in `internal/admin/api_rooms.go` rewrites referencing rooms -and invokes player migration, but records only the renamed room in `ChangeDesc`. -Its `NewContent` is the original bytes, not necessarily the rewritten self-loop -content. Undo/redo therefore cannot restore all references or player state. -The reference loop also ignores some load/write failures. - -`Game.RewriteRoomIDs` changes player fields but does not remap Hub room buckets -or casino manager room keys. Live room-ID changes can therefore leave gameplay -and broadcasts attached to old locations. Other runtime room-keyed state must -be inventoried before declaring migration complete. - -`UndoStack` also ignores extra-file operation errors, so it can report success -with only part of a multi-file change restored. Restoring file snapshots alone -cannot update live players or runtime registries. - -Implement one mutation plan containing all file before/after images and explicit -runtime mappings, executed under the owner boundary. Undo/redo must use that -same transaction and propagate failures. A naive inverse ID map is not enough -when the destination had pre-existing stale references. Avoid live renumbering -until this is complete; back up player and world data together. - -Acceptance: rename/self-loop/external exits/triggers/offline and online player -state, Hub membership, active casino games, undo, redo, and injected partial -write failures all agree after execution and restart. - -### 5. Medium: explicit casino reconfiguration and profile contracts - -Manager `EnsureTable`/`EnsureMachine` returns the existing object for a room/ID. -Changing valid room config does not replace its live rules. Deleted/renumbered -rooms can leave cached games behind. Define whether changes take effect only -when idle, after draining rounds, or on restart; never replace an active game -and silently discard its wagers. - -Before custom slot profiles are exposed, validate their geometry and weights. -The current implementation has a fixed 3x5 grid despite configurable profile -fields. Public profile math/validation is not a general slot engine. Fractional -slot credits are discarded on leaving a seat, and crash recovery does not -preserve them. Keep these limits explicit rather than promising arbitrary -profiles or exact realized RTP for short sessions. - -## Verification and limits - -Added regression coverage for complete-file visibility, failed-rename cleanup, -permissions, read-only god-mode saves, file discovery, config rejection and API -non-mutation, independent concurrent casino activity, profile isolation, stale -machine commands, and repeated/concurrent tick lifecycle operations. - -Commands run successfully after the fixes: - -- `go test ./...` -- `go test -race ./...` -- `go vet ./...` - -The original suite also passed race mode before this work. Passing it is not -proof of safe live state ownership: it did not exercise the competing runtime -entry points described above. No production login/load test, process-kill -recovery test, or filesystem power-loss simulation was performed. |
