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
59 lines
2.3 KiB
Go
59 lines
2.3 KiB
Go
package web
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import (
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"hash/fnv"
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"sync"
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)
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// The striped table lock, and why it is only ever an optimisation.
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//
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// The database's version column is the real concurrency authority: every write
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// to a table is conditional on the version the writer read, so two writers that
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// race produce one winner and one ErrStaleTable no matter what happens in
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// memory. This lock exists purely to make the loser lose *before* it does the
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// work, rather than after — it serialises the read-modify-write on a table so the
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// common case doesn't burn an engine step and a marshal only to be told it was
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// stale.
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//
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// It is a fixed array hashed on table id, never a map you can delete from, and
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// that is deliberate. A map of mutexes keyed by table id, cleaned up when a table
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// empties, will hand two goroutines two different mutex objects for the same
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// table across a delete-and-recreate — which is no lock at all. A fixed array has
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// no lifecycle: the same id always hashes to the same mutex, forever. The only
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// cost is that two unrelated tables can collide onto one stripe and briefly wait
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// on each other, which is harmless.
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//
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// A redeploy is the case that proves the version column has to be the authority:
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// during a drain two processes are running, each with its own array, so a table
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// is "locked" by two mutexes that know nothing about each other. The version
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// column is the only thing both processes share, and it is what keeps them
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// correct while the mutexes are useless.
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// lockStripes is how many mutexes the array holds. A power of two so the mask is
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// clean; large enough that collisions between live tables are rare.
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const lockStripes = 256
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type stripedLocks struct {
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m [lockStripes]sync.Mutex
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}
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func newStripedLocks() *stripedLocks { return &stripedLocks{} }
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// forTable returns the mutex a given table hashes onto. The same id always
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// returns the same mutex.
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func (s *stripedLocks) forTable(id string) *sync.Mutex {
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h := fnv.New32a()
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_, _ = h.Write([]byte(id))
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return &s.m[h.Sum32()&(lockStripes-1)]
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}
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// withTable runs fn while holding the table's stripe. The lock is released when
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// fn returns — it never spans a network read or an SSE send, only the
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// read-modify-write against the database.
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func (s *stripedLocks) withTable(id string, fn func() error) error {
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mu := s.forTable(id)
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mu.Lock()
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defer mu.Unlock()
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return fn()
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}
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