diff options
| author | historia <[not public]> | 2026-09-15 14:18:14 -0400 |
|---|---|---|
| committer | historia <[not public]> | 2026-09-15 14:18:14 -0400 |
| commit | 396c3facb8287b9a34076cae8f3d7b300d366d99 (patch) | |
| tree | 941f280d051fac474fa68ca08318a8d16adc8d0f /building_guide/foundation_review.md | |
| parent | b3568f03e4103dd46db2ccc680fbab0a6454d604 (diff) | |
| download | thehouseoficarus-396c3facb8287b9a34076cae8f3d7b300d366d99.tar.gz | |
fix: atomic saves, casino RNG/config isolation, tick lifecycle
Diffstat (limited to 'building_guide/foundation_review.md')
| -rw-r--r-- | building_guide/foundation_review.md | 209 |
1 files changed, 209 insertions, 0 deletions
diff --git a/building_guide/foundation_review.md b/building_guide/foundation_review.md new file mode 100644 index 0000000..b0afb88 --- /dev/null +++ b/building_guide/foundation_review.md @@ -0,0 +1,209 @@ +# 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. |
