games: the felt other people can sit at, and the version that settles the race
Phase B foundation for the multiplayer casino: the shared-table storage layer, the SSE fan-out, and the lock that only ever pretends to be the authority. - game_tables/game_seats/game_chat, plus a nullable table_id on game_live_hands so occupancy stays one row per player — the same primary key that stops a second solo hand stops a second seat. No second uniqueness domain, no split brain, no cash-out-to-zero while sitting on a pot. - The money model the plan sketched turned out simpler than it drew: chips cross the border only at sit-down and get-up, so a hand settles by moving the pot *within* the state blob and credits nobody. That deletes the payout ledger the design called for — there is no money write to make idempotent, only a state write conditional on the version. A replayed settle affects zero rows. - CommitTable/SitDown/LeaveTable each one transaction with the state write in it; the version column is the concurrency authority and the striped in-memory lock is only an optimisation over it, because a mutex does not survive a redeploy. - The SSE hub is a dumb byte fan-out: non-blocking sends (a stalled phone must not hold the table lock and freeze the clock for the room) and never a DB touch after the first read (holding the one connection open bricks the app). - DueTables/PushDeadlines for the turn clock to come; Chat keeps the hand_no it was said during, because at a money table collusion looks like chat. Storage and hub tested, including the version race and the never-block publish. No handlers wired yet, so nothing a player can see has changed. Claude-Session: https://claude.ai/code/session_013M5nD7PgUboJXoDcYHzpuJ
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@@ -76,6 +76,13 @@ type Server struct {
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metricsMu sync.Mutex
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saltDay int64
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salt [16]byte
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// The shared-table machinery. hub fans SSE frames out to the phones at a felt;
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// tableLocks is the striped optimisation over the DB's version column (see
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// games_table.go). Both are nil-safe to construct always: they cost nothing
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// until a table is opened.
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hub *gamesHub
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tableLocks *stripedLocks
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}
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// New builds the server. Templates are parsed once at startup. Each page gets
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@@ -136,7 +143,7 @@ func New(cfg config.WebConfig, sources []config.SourceConfig, postingEnabled boo
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live = append(live, ch)
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}
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s := &Server{cfg: cfg, sources: infos, postingEnabled: postingEnabled, tpls: tpls, adminSubs: adminSubs, adv: adv, advPost: advPost, channels: live}
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s := &Server{cfg: cfg, sources: infos, postingEnabled: postingEnabled, tpls: tpls, adminSubs: adminSubs, adv: adv, advPost: advPost, channels: live, hub: newGamesHub(), tableLocks: newStripedLocks()}
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// Optional OIDC sign-in (Authentik). Discovery is a network call; if the
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// provider is unreachable at boot we log and serve anonymously rather than
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