124 lines
6.9 KiB
Go
124 lines
6.9 KiB
Go
package gameclient
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import (
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"context"
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gamev1 "hyapp.local/api/proto/game/v1"
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"google.golang.org/grpc"
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)
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// Client 是 admin-server 管理游戏平台和目录配置的最小 gRPC 依赖。
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type Client interface {
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ListPlatforms(ctx context.Context, req *gamev1.ListPlatformsRequest) (*gamev1.ListPlatformsResponse, error)
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UpsertPlatform(ctx context.Context, req *gamev1.UpsertPlatformRequest) (*gamev1.PlatformResponse, error)
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ListCatalog(ctx context.Context, req *gamev1.ListCatalogRequest) (*gamev1.ListCatalogResponse, error)
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UpsertCatalog(ctx context.Context, req *gamev1.UpsertCatalogRequest) (*gamev1.CatalogResponse, error)
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SetGameStatus(ctx context.Context, req *gamev1.SetGameStatusRequest) (*gamev1.CatalogResponse, error)
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DeleteCatalog(ctx context.Context, req *gamev1.DeleteCatalogRequest) (*gamev1.DeleteCatalogResponse, error)
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ListSelfGames(ctx context.Context, req *gamev1.ListSelfGamesRequest) (*gamev1.ListSelfGamesResponse, error)
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UpdateDiceConfig(ctx context.Context, req *gamev1.UpdateDiceConfigRequest) (*gamev1.DiceConfigResponse, error)
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AdjustDicePool(ctx context.Context, req *gamev1.AdjustDicePoolRequest) (*gamev1.AdjustDicePoolResponse, error)
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ListDiceRobots(ctx context.Context, req *gamev1.ListDiceRobotsRequest) (*gamev1.ListDiceRobotsResponse, error)
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RegisterDiceRobots(ctx context.Context, req *gamev1.RegisterDiceRobotsRequest) (*gamev1.RegisterDiceRobotsResponse, error)
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SetDiceRobotStatus(ctx context.Context, req *gamev1.SetDiceRobotStatusRequest) (*gamev1.DiceRobotResponse, error)
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DeleteDiceRobot(ctx context.Context, req *gamev1.DeleteDiceRobotRequest) (*gamev1.DeleteDiceRobotResponse, error)
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GetRoomRPSConfig(ctx context.Context, req *gamev1.GetRoomRPSConfigRequest) (*gamev1.RoomRPSConfigResponse, error)
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UpdateRoomRPSConfig(ctx context.Context, req *gamev1.UpdateRoomRPSConfigRequest) (*gamev1.RoomRPSConfigResponse, error)
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ListRoomRPSChallenges(ctx context.Context, req *gamev1.ListRoomRPSChallengesRequest) (*gamev1.ListRoomRPSChallengesResponse, error)
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GetRoomRPSChallenge(ctx context.Context, req *gamev1.GetRoomRPSChallengeRequest) (*gamev1.RoomRPSChallengeResponse, error)
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RetryRoomRPSSettlement(ctx context.Context, req *gamev1.RetryRoomRPSSettlementRequest) (*gamev1.RoomRPSChallengeResponse, error)
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ExpireRoomRPSChallenge(ctx context.Context, req *gamev1.ExpireRoomRPSChallengeRequest) (*gamev1.RoomRPSChallengeResponse, error)
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}
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type GRPCClient struct {
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client gamev1.GameAdminServiceClient
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}
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func NewGRPC(conn grpc.ClientConnInterface) *GRPCClient {
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return &GRPCClient{client: gamev1.NewGameAdminServiceClient(conn)}
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}
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func (c *GRPCClient) ListPlatforms(ctx context.Context, req *gamev1.ListPlatformsRequest) (*gamev1.ListPlatformsResponse, error) {
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return c.client.ListPlatforms(ctx, req)
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}
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func (c *GRPCClient) UpsertPlatform(ctx context.Context, req *gamev1.UpsertPlatformRequest) (*gamev1.PlatformResponse, error) {
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return c.client.UpsertPlatform(ctx, req)
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}
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func (c *GRPCClient) ListCatalog(ctx context.Context, req *gamev1.ListCatalogRequest) (*gamev1.ListCatalogResponse, error) {
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return c.client.ListCatalog(ctx, req)
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}
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func (c *GRPCClient) UpsertCatalog(ctx context.Context, req *gamev1.UpsertCatalogRequest) (*gamev1.CatalogResponse, error) {
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return c.client.UpsertCatalog(ctx, req)
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}
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func (c *GRPCClient) SetGameStatus(ctx context.Context, req *gamev1.SetGameStatusRequest) (*gamev1.CatalogResponse, error) {
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return c.client.SetGameStatus(ctx, req)
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}
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func (c *GRPCClient) DeleteCatalog(ctx context.Context, req *gamev1.DeleteCatalogRequest) (*gamev1.DeleteCatalogResponse, error) {
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return c.client.DeleteCatalog(ctx, req)
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}
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func (c *GRPCClient) ListSelfGames(ctx context.Context, req *gamev1.ListSelfGamesRequest) (*gamev1.ListSelfGamesResponse, error) {
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return c.client.ListSelfGames(ctx, req)
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}
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func (c *GRPCClient) UpdateDiceConfig(ctx context.Context, req *gamev1.UpdateDiceConfigRequest) (*gamev1.DiceConfigResponse, error) {
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return c.client.UpdateDiceConfig(ctx, req)
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}
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func (c *GRPCClient) AdjustDicePool(ctx context.Context, req *gamev1.AdjustDicePoolRequest) (*gamev1.AdjustDicePoolResponse, error) {
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return c.client.AdjustDicePool(ctx, req)
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}
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func (c *GRPCClient) ListDiceRobots(ctx context.Context, req *gamev1.ListDiceRobotsRequest) (*gamev1.ListDiceRobotsResponse, error) {
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return c.client.ListDiceRobots(ctx, req)
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}
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func (c *GRPCClient) RegisterDiceRobots(ctx context.Context, req *gamev1.RegisterDiceRobotsRequest) (*gamev1.RegisterDiceRobotsResponse, error) {
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return c.client.RegisterDiceRobots(ctx, req)
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}
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func (c *GRPCClient) SetDiceRobotStatus(ctx context.Context, req *gamev1.SetDiceRobotStatusRequest) (*gamev1.DiceRobotResponse, error) {
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return c.client.SetDiceRobotStatus(ctx, req)
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}
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// DeleteDiceRobot 透传后台删除机器人登记 RPC;admin-server 不直接操作 game-service 的机器人表。
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func (c *GRPCClient) DeleteDiceRobot(ctx context.Context, req *gamev1.DeleteDiceRobotRequest) (*gamev1.DeleteDiceRobotResponse, error) {
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return c.client.DeleteDiceRobot(ctx, req)
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}
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func (c *GRPCClient) GetRoomRPSConfig(ctx context.Context, req *gamev1.GetRoomRPSConfigRequest) (*gamev1.RoomRPSConfigResponse, error) {
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// admin-server 不持有房内猜拳配置缓存;每次查询都透传到 game-service,保证后台看到的是运行时同一份配置事实。
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return c.client.GetRoomRPSConfig(ctx, req)
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}
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func (c *GRPCClient) UpdateRoomRPSConfig(ctx context.Context, req *gamev1.UpdateRoomRPSConfigRequest) (*gamev1.RoomRPSConfigResponse, error) {
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// 配置更新只通过 game-service 管理 RPC 落地,admin-server 不直接写游戏表,避免与运行时读取路径产生双写分叉。
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return c.client.UpdateRoomRPSConfig(ctx, req)
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}
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func (c *GRPCClient) ListRoomRPSChallenges(ctx context.Context, req *gamev1.ListRoomRPSChallengesRequest) (*gamev1.ListRoomRPSChallengesResponse, error) {
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// 订单列表筛选条件原样交给 game-service;后台不拼 SQL,也不自行解释 challenge 状态机。
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return c.client.ListRoomRPSChallenges(ctx, req)
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}
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func (c *GRPCClient) GetRoomRPSChallenge(ctx context.Context, req *gamev1.GetRoomRPSChallengeRequest) (*gamev1.RoomRPSChallengeResponse, error) {
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// 订单详情以 game-service 的单据快照为准,避免 admin-server 用列表缓存展示过期结算状态。
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return c.client.GetRoomRPSChallenge(ctx, req)
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}
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func (c *GRPCClient) RetryRoomRPSSettlement(ctx context.Context, req *gamev1.RetryRoomRPSSettlementRequest) (*gamev1.RoomRPSChallengeResponse, error) {
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// 重试结算是运维命令,不是后台本地状态修改;是否可重试必须由 game-service 在钱包幂等语义下判断。
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return c.client.RetryRoomRPSSettlement(ctx, req)
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}
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func (c *GRPCClient) ExpireRoomRPSChallenge(ctx context.Context, req *gamev1.ExpireRoomRPSChallengeRequest) (*gamev1.RoomRPSChallengeResponse, error) {
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// 手动过期同样只发命令给 game-service;pending 校验和并发应战保护必须在订单事务内完成。
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return c.client.ExpireRoomRPSChallenge(ctx, req)
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}
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