115 lines
6.0 KiB
Go
115 lines
6.0 KiB
Go
package client
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import (
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"context"
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"google.golang.org/grpc"
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gamev1 "hyapp.local/api/proto/game/v1"
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)
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// GameClient 抽象 gateway 对 game-service App 与回调 RPC 的依赖。
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type GameClient interface {
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ListGames(ctx context.Context, req *gamev1.ListGamesRequest) (*gamev1.ListGamesResponse, error)
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ListRecentGames(ctx context.Context, req *gamev1.ListRecentGamesRequest) (*gamev1.ListGamesResponse, error)
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GetBridgeScript(ctx context.Context, req *gamev1.GetBridgeScriptRequest) (*gamev1.GetBridgeScriptResponse, error)
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LaunchGame(ctx context.Context, req *gamev1.LaunchGameRequest) (*gamev1.LaunchGameResponse, error)
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GetDiceConfig(ctx context.Context, req *gamev1.GetDiceConfigRequest) (*gamev1.DiceConfigResponse, error)
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MatchDice(ctx context.Context, req *gamev1.MatchDiceRequest) (*gamev1.DiceMatchResponse, error)
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CreateDiceMatch(ctx context.Context, req *gamev1.CreateDiceMatchRequest) (*gamev1.DiceMatchResponse, error)
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JoinDiceMatch(ctx context.Context, req *gamev1.JoinDiceMatchRequest) (*gamev1.DiceMatchResponse, error)
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GetDiceMatch(ctx context.Context, req *gamev1.GetDiceMatchRequest) (*gamev1.DiceMatchResponse, error)
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RollDiceMatch(ctx context.Context, req *gamev1.RollDiceMatchRequest) (*gamev1.DiceMatchResponse, error)
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CancelDiceMatch(ctx context.Context, req *gamev1.CancelDiceMatchRequest) (*gamev1.DiceMatchResponse, error)
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GetRoomRPSConfig(ctx context.Context, req *gamev1.GetRoomRPSConfigRequest) (*gamev1.RoomRPSConfigResponse, error)
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ListRoomRPSChallenges(ctx context.Context, req *gamev1.ListRoomRPSChallengesRequest) (*gamev1.ListRoomRPSChallengesResponse, error)
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CreateRoomRPSChallenge(ctx context.Context, req *gamev1.CreateRoomRPSChallengeRequest) (*gamev1.RoomRPSChallengeResponse, error)
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AcceptRoomRPSChallenge(ctx context.Context, req *gamev1.AcceptRoomRPSChallengeRequest) (*gamev1.RoomRPSChallengeResponse, error)
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GetRoomRPSChallenge(ctx context.Context, req *gamev1.GetRoomRPSChallengeRequest) (*gamev1.RoomRPSChallengeResponse, error)
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HandleCallback(ctx context.Context, req *gamev1.CallbackRequest) (*gamev1.CallbackResponse, error)
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}
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type grpcGameClient struct {
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app gamev1.GameAppServiceClient
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callback gamev1.GameCallbackServiceClient
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}
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func NewGRPCGameClient(conn *grpc.ClientConn) GameClient {
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return &grpcGameClient{
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app: gamev1.NewGameAppServiceClient(conn),
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callback: gamev1.NewGameCallbackServiceClient(conn),
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}
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}
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func (c *grpcGameClient) ListGames(ctx context.Context, req *gamev1.ListGamesRequest) (*gamev1.ListGamesResponse, error) {
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return c.app.ListGames(ctx, req)
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}
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func (c *grpcGameClient) ListRecentGames(ctx context.Context, req *gamev1.ListRecentGamesRequest) (*gamev1.ListGamesResponse, error) {
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return c.app.ListRecentGames(ctx, req)
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}
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func (c *grpcGameClient) GetBridgeScript(ctx context.Context, req *gamev1.GetBridgeScriptRequest) (*gamev1.GetBridgeScriptResponse, error) {
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return c.app.GetBridgeScript(ctx, req)
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}
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func (c *grpcGameClient) LaunchGame(ctx context.Context, req *gamev1.LaunchGameRequest) (*gamev1.LaunchGameResponse, error) {
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return c.app.LaunchGame(ctx, req)
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}
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func (c *grpcGameClient) GetDiceConfig(ctx context.Context, req *gamev1.GetDiceConfigRequest) (*gamev1.DiceConfigResponse, error) {
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return c.app.GetDiceConfig(ctx, req)
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}
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func (c *grpcGameClient) MatchDice(ctx context.Context, req *gamev1.MatchDiceRequest) (*gamev1.DiceMatchResponse, error) {
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return c.app.MatchDice(ctx, req)
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}
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func (c *grpcGameClient) CreateDiceMatch(ctx context.Context, req *gamev1.CreateDiceMatchRequest) (*gamev1.DiceMatchResponse, error) {
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return c.app.CreateDiceMatch(ctx, req)
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}
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func (c *grpcGameClient) JoinDiceMatch(ctx context.Context, req *gamev1.JoinDiceMatchRequest) (*gamev1.DiceMatchResponse, error) {
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return c.app.JoinDiceMatch(ctx, req)
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}
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func (c *grpcGameClient) GetDiceMatch(ctx context.Context, req *gamev1.GetDiceMatchRequest) (*gamev1.DiceMatchResponse, error) {
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return c.app.GetDiceMatch(ctx, req)
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}
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func (c *grpcGameClient) RollDiceMatch(ctx context.Context, req *gamev1.RollDiceMatchRequest) (*gamev1.DiceMatchResponse, error) {
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return c.app.RollDiceMatch(ctx, req)
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}
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func (c *grpcGameClient) CancelDiceMatch(ctx context.Context, req *gamev1.CancelDiceMatchRequest) (*gamev1.DiceMatchResponse, error) {
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return c.app.CancelDiceMatch(ctx, req)
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}
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func (c *grpcGameClient) GetRoomRPSConfig(ctx context.Context, req *gamev1.GetRoomRPSConfigRequest) (*gamev1.RoomRPSConfigResponse, error) {
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// gateway 只调用 App RPC,不碰 Admin RPC;App 配置读取必须和客户端权限、app_code 元信息走同一条 game-service 通道。
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return c.app.GetRoomRPSConfig(ctx, req)
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}
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func (c *grpcGameClient) ListRoomRPSChallenges(ctx context.Context, req *gamev1.ListRoomRPSChallengesRequest) (*gamev1.ListRoomRPSChallengesResponse, error) {
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// 列表是 App 补拉房间实时状态的入口,gateway 不做本地聚合,避免和 game-service 的过期/结算补偿状态不一致。
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return c.app.ListRoomRPSChallenges(ctx, req)
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}
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func (c *grpcGameClient) CreateRoomRPSChallenge(ctx context.Context, req *gamev1.CreateRoomRPSChallengeRequest) (*gamev1.RoomRPSChallengeResponse, error) {
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// 发起挑战必须进入 game-service 事务链路,那里才能同时处理礼物托管、订单幂等和房间 IM outbox。
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return c.app.CreateRoomRPSChallenge(ctx, req)
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}
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func (c *grpcGameClient) AcceptRoomRPSChallenge(ctx context.Context, req *gamev1.AcceptRoomRPSChallengeRequest) (*gamev1.RoomRPSChallengeResponse, error) {
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// 应战是并发敏感操作,gateway 只透传当前登录用户和手势,锁单和钱包托管由 game-service 完成。
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return c.app.AcceptRoomRPSChallenge(ctx, req)
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}
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func (c *grpcGameClient) GetRoomRPSChallenge(ctx context.Context, req *gamev1.GetRoomRPSChallengeRequest) (*gamev1.RoomRPSChallengeResponse, error) {
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// 详情用于 IM 后补拉和断线恢复,必须读取 game-service 的订单事实,不能复用 HTTP 层缓存。
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return c.app.GetRoomRPSChallenge(ctx, req)
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}
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func (c *grpcGameClient) HandleCallback(ctx context.Context, req *gamev1.CallbackRequest) (*gamev1.CallbackResponse, error) {
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return c.callback.HandleCallback(ctx, req)
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}
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