refactor: remove persister abstraction layer
Inline persistence logic directly into game stores and handlers: - game/persist.go: DB mapping methods on GameStore and GameInstance - snake/persist.go: DB mapping methods on SnakeStore and SnakeGameInstance - Chat persistence inlined into c4game handlers - Delete db/persister.go (GamePersister, SnakePersister, ChatPersister) - Stores now take *repository.Queries directly instead of Persister interface
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157
game/persist.go
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157
game/persist.go
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@@ -0,0 +1,157 @@
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package game
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import (
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"context"
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"database/sql"
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"github.com/ryanhamamura/c4/db/repository"
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)
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// Persistence methods on GameStore (used during Get to hydrate from DB).
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func (gs *GameStore) saveGame(g *Game) error {
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ctx := context.Background()
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_, err := gs.queries.GetGame(ctx, g.ID)
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if err == sql.ErrNoRows {
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_, err = gs.queries.CreateGame(ctx, repository.CreateGameParams{
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ID: g.ID,
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Board: g.BoardToJSON(),
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CurrentTurn: int64(g.CurrentTurn),
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Status: int64(g.Status),
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})
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return err
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}
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if err != nil {
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return err
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}
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return gs.queries.UpdateGame(ctx, updateGameParams(g))
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}
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func (gs *GameStore) loadGame(id string) (*Game, error) {
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row, err := gs.queries.GetGame(context.Background(), id)
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if err != nil {
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return nil, err
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}
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return gameFromRow(row)
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}
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func (gs *GameStore) loadGamePlayers(id string) ([]*Player, error) {
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rows, err := gs.queries.GetGamePlayers(context.Background(), id)
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if err != nil {
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return nil, err
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}
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return playersFromRows(rows), nil
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}
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// Persistence methods on GameInstance (used during gameplay mutations).
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func (gi *GameInstance) saveGame(g *Game) error {
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ctx := context.Background()
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_, err := gi.queries.GetGame(ctx, g.ID)
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if err == sql.ErrNoRows {
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_, err = gi.queries.CreateGame(ctx, repository.CreateGameParams{
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ID: g.ID,
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Board: g.BoardToJSON(),
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CurrentTurn: int64(g.CurrentTurn),
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Status: int64(g.Status),
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})
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return err
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}
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if err != nil {
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return err
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}
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return gi.queries.UpdateGame(ctx, updateGameParams(g))
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}
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func (gi *GameInstance) saveGamePlayer(gameID string, player *Player, slot int) error {
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var userID, guestPlayerID sql.NullString
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if player.UserID != nil {
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userID = sql.NullString{String: *player.UserID, Valid: true}
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} else {
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guestPlayerID = sql.NullString{String: string(player.ID), Valid: true}
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}
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return gi.queries.CreateGamePlayer(context.Background(), repository.CreateGamePlayerParams{
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GameID: gameID,
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UserID: userID,
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GuestPlayerID: guestPlayerID,
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Nickname: player.Nickname,
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Color: int64(player.Color),
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Slot: int64(slot),
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})
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}
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// Shared helpers for domain ↔ DB mapping.
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func updateGameParams(g *Game) repository.UpdateGameParams {
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var winnerUserID sql.NullString
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if g.Winner != nil && g.Winner.UserID != nil {
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winnerUserID = sql.NullString{String: *g.Winner.UserID, Valid: true}
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}
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var winningCells sql.NullString
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if wc := g.WinningCellsToJSON(); wc != "" {
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winningCells = sql.NullString{String: wc, Valid: true}
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}
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var rematchGameID sql.NullString
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if g.RematchGameID != nil {
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rematchGameID = sql.NullString{String: *g.RematchGameID, Valid: true}
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}
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return repository.UpdateGameParams{
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Board: g.BoardToJSON(),
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CurrentTurn: int64(g.CurrentTurn),
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Status: int64(g.Status),
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WinnerUserID: winnerUserID,
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WinningCells: winningCells,
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RematchGameID: rematchGameID,
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ID: g.ID,
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}
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}
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func gameFromRow(row repository.Game) (*Game, error) {
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g := &Game{
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ID: row.ID,
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CurrentTurn: int(row.CurrentTurn),
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Status: GameStatus(row.Status),
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}
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if err := g.BoardFromJSON(row.Board); err != nil {
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return nil, err
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}
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if row.WinningCells.Valid {
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g.WinningCellsFromJSON(row.WinningCells.String)
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}
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if row.RematchGameID.Valid {
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g.RematchGameID = &row.RematchGameID.String
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}
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return g, nil
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}
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func playersFromRows(rows []repository.GamePlayer) []*Player {
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players := make([]*Player, 0, len(rows))
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for _, row := range rows {
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player := &Player{
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Nickname: row.Nickname,
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Color: int(row.Color),
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}
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if row.UserID.Valid {
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player.UserID = &row.UserID.String
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player.ID = PlayerID(row.UserID.String)
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} else if row.GuestPlayerID.Valid {
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player.ID = PlayerID(row.GuestPlayerID.String)
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}
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players = append(players, player)
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}
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return players
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}
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