refactor: deduplicate persistence, add upsert queries, throttle snake saves
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- Replace Create+Get+Update with UpsertGame/UpsertSnakeGame queries
- Extract free functions (saveGame, loadGame, etc.) from duplicated
  receiver methods on Store and Instance types
- Remove duplicate generateID from snake package, reuse game.GenerateID
- Throttle snake game DB writes to every 2s instead of every tick
- Fix double-lock in c4game chat handler
- Update all code for sqlc pointer types (*string instead of sql.NullString)
This commit is contained in:
Ryan Hamamura
2026-03-02 16:56:29 -10:00
parent 9c3f659e96
commit bc6488f063
14 changed files with 318 additions and 494 deletions

View File

@@ -2,80 +2,43 @@ package game
import (
"context"
"database/sql"
"github.com/ryanhamamura/c4/db/repository"
)
// Persistence methods on GameStore (used during Get to hydrate from DB).
func (gs *GameStore) saveGame(g *Game) error {
ctx := context.Background()
_, err := gs.queries.GetGame(ctx, g.ID)
if err == sql.ErrNoRows {
_, err = gs.queries.CreateGame(ctx, repository.CreateGameParams{
ID: g.ID,
Board: g.BoardToJSON(),
CurrentTurn: int64(g.CurrentTurn),
Status: int64(g.Status),
})
return err
}
if err != nil {
return err
// saveGame persists the game state via upsert.
func saveGame(queries *repository.Queries, g *Game) error {
var winnerUserID *string
if g.Winner != nil && g.Winner.UserID != nil {
winnerUserID = g.Winner.UserID
}
return gs.queries.UpdateGame(ctx, updateGameParams(g))
var winningCells *string
if wc := g.WinningCellsToJSON(); wc != "" {
winningCells = &wc
}
return queries.UpsertGame(context.Background(), repository.UpsertGameParams{
ID: g.ID,
Board: g.BoardToJSON(),
CurrentTurn: int64(g.CurrentTurn),
Status: int64(g.Status),
WinnerUserID: winnerUserID,
WinningCells: winningCells,
RematchGameID: g.RematchGameID,
})
}
func (gs *GameStore) loadGame(id string) (*Game, error) {
row, err := gs.queries.GetGame(context.Background(), id)
if err != nil {
return nil, err
}
return gameFromRow(row)
}
func (gs *GameStore) loadGamePlayers(id string) ([]*Player, error) {
rows, err := gs.queries.GetGamePlayers(context.Background(), id)
if err != nil {
return nil, err
}
return playersFromRows(rows), nil
}
// Persistence methods on GameInstance (used during gameplay mutations).
func (gi *GameInstance) saveGame(g *Game) error {
ctx := context.Background()
_, err := gi.queries.GetGame(ctx, g.ID)
if err == sql.ErrNoRows {
_, err = gi.queries.CreateGame(ctx, repository.CreateGameParams{
ID: g.ID,
Board: g.BoardToJSON(),
CurrentTurn: int64(g.CurrentTurn),
Status: int64(g.Status),
})
return err
}
if err != nil {
return err
}
return gi.queries.UpdateGame(ctx, updateGameParams(g))
}
func (gi *GameInstance) saveGamePlayer(gameID string, player *Player, slot int) error {
var userID, guestPlayerID sql.NullString
func saveGamePlayer(queries *repository.Queries, gameID string, player *Player, slot int) error {
var userID, guestPlayerID *string
if player.UserID != nil {
userID = sql.NullString{String: *player.UserID, Valid: true}
userID = player.UserID
} else {
guestPlayerID = sql.NullString{String: string(player.ID), Valid: true}
id := string(player.ID)
guestPlayerID = &id
}
return gi.queries.CreateGamePlayer(context.Background(), repository.CreateGamePlayerParams{
return queries.CreateGamePlayer(context.Background(), repository.CreateGamePlayerParams{
GameID: gameID,
UserID: userID,
GuestPlayerID: guestPlayerID,
@@ -85,36 +48,25 @@ func (gi *GameInstance) saveGamePlayer(gameID string, player *Player, slot int)
})
}
// Shared helpers for domain ↔ DB mapping.
func updateGameParams(g *Game) repository.UpdateGameParams {
var winnerUserID sql.NullString
if g.Winner != nil && g.Winner.UserID != nil {
winnerUserID = sql.NullString{String: *g.Winner.UserID, Valid: true}
}
var winningCells sql.NullString
if wc := g.WinningCellsToJSON(); wc != "" {
winningCells = sql.NullString{String: wc, Valid: true}
}
var rematchGameID sql.NullString
if g.RematchGameID != nil {
rematchGameID = sql.NullString{String: *g.RematchGameID, Valid: true}
}
return repository.UpdateGameParams{
Board: g.BoardToJSON(),
CurrentTurn: int64(g.CurrentTurn),
Status: int64(g.Status),
WinnerUserID: winnerUserID,
WinningCells: winningCells,
RematchGameID: rematchGameID,
ID: g.ID,
func loadGame(queries *repository.Queries, id string) (*Game, error) {
row, err := queries.GetGame(context.Background(), id)
if err != nil {
return nil, err
}
return gameFromRow(row)
}
func gameFromRow(row repository.Game) (*Game, error) {
func loadGamePlayers(queries *repository.Queries, id string) ([]*Player, error) {
rows, err := queries.GetGamePlayers(context.Background(), id)
if err != nil {
return nil, err
}
return playersFromRows(rows), nil
}
// Domain ↔ DB mapping helpers.
func gameFromRow(row *repository.Game) (*Game, error) {
g := &Game{
ID: row.ID,
CurrentTurn: int(row.CurrentTurn),
@@ -125,18 +77,18 @@ func gameFromRow(row repository.Game) (*Game, error) {
return nil, err
}
if row.WinningCells.Valid {
_ = g.WinningCellsFromJSON(row.WinningCells.String)
if row.WinningCells != nil {
_ = g.WinningCellsFromJSON(*row.WinningCells)
}
if row.RematchGameID.Valid {
g.RematchGameID = &row.RematchGameID.String
if row.RematchGameID != nil {
g.RematchGameID = row.RematchGameID
}
return g, nil
}
func playersFromRows(rows []repository.GamePlayer) []*Player {
func playersFromRows(rows []*repository.GamePlayer) []*Player {
players := make([]*Player, 0, len(rows))
for _, row := range rows {
player := &Player{
@@ -144,11 +96,11 @@ func playersFromRows(rows []repository.GamePlayer) []*Player {
Color: int(row.Color),
}
if row.UserID.Valid {
player.UserID = &row.UserID.String
player.ID = PlayerID(row.UserID.String)
} else if row.GuestPlayerID.Valid {
player.ID = PlayerID(row.GuestPlayerID.String)
if row.UserID != nil {
player.UserID = row.UserID
player.ID = PlayerID(*row.UserID)
} else if row.GuestPlayerID != nil {
player.ID = PlayerID(*row.GuestPlayerID)
}
players = append(players, player)

View File

@@ -49,7 +49,7 @@ func (gs *GameStore) Create() *GameInstance {
gs.gamesMu.Unlock()
if gs.queries != nil {
gs.saveGame(gi.game) //nolint:errcheck
saveGame(gs.queries, gi.game) //nolint:errcheck
}
return gi
@@ -68,12 +68,12 @@ func (gs *GameStore) Get(id string) (*GameInstance, bool) {
return nil, false
}
g, err := gs.loadGame(id)
g, err := loadGame(gs.queries, id)
if err != nil || g == nil {
return nil, false
}
players, _ := gs.loadGamePlayers(id)
players, _ := loadGamePlayers(gs.queries, id)
for _, p := range players {
switch p.Color {
case 1:
@@ -152,8 +152,8 @@ func (gi *GameInstance) Join(ps *PlayerSession) bool {
}
if gi.queries != nil {
gi.saveGamePlayer(gi.game.ID, ps.Player, slot) //nolint:errcheck
gi.saveGame(gi.game) //nolint:errcheck
saveGamePlayer(gi.queries, gi.game.ID, ps.Player, slot) //nolint:errcheck
saveGame(gi.queries, gi.game) //nolint:errcheck
}
gi.notify()
@@ -190,7 +190,7 @@ func (gi *GameInstance) CreateRematch(gs *GameStore) *GameInstance {
gi.game.RematchGameID = &newID
if gi.queries != nil {
if err := gi.saveGame(gi.game); err != nil {
if err := saveGame(gi.queries, gi.game); err != nil {
gs.Delete(newID) //nolint:errcheck
gi.game.RematchGameID = nil
return nil
@@ -224,7 +224,7 @@ func (gi *GameInstance) DropPiece(col int, playerColor int) bool {
}
if gi.queries != nil {
gi.saveGame(gi.game) //nolint:errcheck
saveGame(gi.queries, gi.game) //nolint:errcheck
}
gi.notify()