Route all remaining fill paths through the shared atomic queue
Completes the overfill-race fix (item #1). New queue.php functions, all under the same GET_LOCK + transaction and self-healing numplayers: - pqs_add_player_to_mission (staff 'new' -> registration.php) - pqs_add_player_to_missions (staff 'add to N missions' -> registration.php) - pqs_enqueue_group (kiosk group leader -> callsign.php) - pqs_claim_group_slot (kiosk group member -> callsign.php) callsign.php and registration.php now call these instead of their own non-atomic read-check-insert blocks. Verified on the local stack: scenario test (leader/member/staff paths) and 120 mixed concurrent solo+group writers x3 -> zero overfill, zero drift; HTTP smoke of leader/member/new paths all seat correctly. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
+249
-78
@@ -2,95 +2,266 @@
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/**
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* Queue domain logic for PQS.
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*
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* The core operation is "seat a player in the next open mission" — the thing
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* that races when the kiosk (callsign.php) and the staff console
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* (registration.php) add players at the same time. See docs/ARCHITECTURE.md §7.
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* Every path that adds players to a mission goes through here so they all share
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* one advisory lock and can't race each other into overfilling a mission or
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* corrupting the numplayers counter. See docs/ARCHITECTURE.md §7.
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*
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* The kiosk (callsign.php) and the staff console (registration.php) are the
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* concurrent writers; before this, each did its own read-check-insert.
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*/
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require_once __DIR__ . '/db.php';
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/**
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* Atomically seat a player in the lowest-numbered open mission, creating a new
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* mission (sized to the current pod count) if none has room. Returns the
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* MissionID the player landed in.
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*
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* Concurrency safety comes from two layers:
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* 1. GET_LOCK serializes the whole find-or-create-insert critical section, so
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* no two registrations can interleave their capacity check and insert —
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* this is what prevents overfilling a mission or racing to create
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* duplicate missions.
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* 2. An InnoDB transaction makes the mission update + queue insert commit (or
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* roll back) as a unit, so a mid-way failure can't leave numplayers and
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* the queue out of sync.
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*
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* Capacity is checked against the real COUNT(*) of queued rows, and numplayers
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* is rewritten to that count after inserting, so the denormalized counter is
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* self-healing and can't drift the mission into over/under-fill.
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* Run $fn while holding the global enqueue lock, guaranteeing release even if
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* $fn throws. Serializes all seat-taking across every request/connection.
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*/
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function pqs_enqueue_player(string $callsign, string $mech, int $merc = 0): int
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function pqs_with_queue_lock(callable $fn)
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{
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$db = pqs_db();
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if ((int) pqs_val("SELECT GET_LOCK('pqs_enqueue', 10)") !== 1) {
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throw new RuntimeException('Could not acquire enqueue lock (timeout)');
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}
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try {
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$db->begin_transaction();
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// Lowest open mission that still has a free seat, judged by actual
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// occupancy rather than the cached counter.
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$mission = pqs_row(
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"SELECT MissionID, MissionSize
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FROM pqs_mission
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WHERE Completed = 0
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AND locked = 0
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AND (SELECT COUNT(*) FROM pqs_queue WHERE MissionID = pqs_mission.MissionID) < MissionSize
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ORDER BY MissionID ASC
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LIMIT 1"
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);
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if ($mission === null) {
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// Nothing open: start a fresh mission sized to the current pods.
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$size = (int) pqs_val("SELECT numpods FROM pqs_gameconfig WHERE gamechoiceid = 1");
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if ($size < 1) {
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$size = 1;
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}
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// nummercs is NOT NULL without a default; set it explicitly (a new
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// mission has 0 mercs) so this works under strict SQL mode too.
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pqs_exec(
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"INSERT INTO pqs_mission (MissionDate, MissionSize, numplayers, nummercs, MissionTime)
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VALUES (?, ?, 0, 0, ?)",
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'iii',
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[(int) date('Ymd'), $size, (int) date('Hi')]
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);
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$missionid = (int) $db->insert_id;
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} else {
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$missionid = (int) $mission['MissionID'];
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}
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pqs_exec(
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"INSERT INTO pqs_queue (CallSign, Mech, MissionID, Merc) VALUES (?, ?, ?, ?)",
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'ssii',
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[$callsign, $mech, $missionid, $merc]
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);
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// Rewrite the cached counter from the truth, so it can never drift.
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pqs_exec(
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"UPDATE pqs_mission
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SET numplayers = (SELECT COUNT(*) FROM pqs_queue WHERE MissionID = ?)
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WHERE MissionID = ?",
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'ii',
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[$missionid, $missionid]
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);
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$db->commit();
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} catch (Throwable $e) {
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$db->rollback();
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return $fn();
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} finally {
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pqs_val("SELECT RELEASE_LOCK('pqs_enqueue')");
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throw $e;
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}
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pqs_val("SELECT RELEASE_LOCK('pqs_enqueue')");
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return $missionid;
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}
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/** Recompute a mission's numplayers from actual queue occupancy (self-healing). */
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function pqs_sync_numplayers(int $missionid): void
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{
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pqs_exec(
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"UPDATE pqs_mission
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SET numplayers = (SELECT COUNT(*) FROM pqs_queue WHERE MissionID = ?)
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WHERE MissionID = ?",
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'ii',
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[$missionid, $missionid]
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);
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}
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/** Create a new mission sized to the current pod count; return its MissionID. */
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function pqs_create_mission(): int
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{
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$size = (int) pqs_val("SELECT numpods FROM pqs_gameconfig WHERE gamechoiceid = 1");
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if ($size < 1) {
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$size = 1;
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}
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// nummercs is NOT NULL without a default; set it explicitly (0 for a new
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// mission) so this works under strict SQL mode too.
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pqs_exec(
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"INSERT INTO pqs_mission (MissionDate, MissionSize, numplayers, nummercs, MissionTime)
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VALUES (?, ?, 0, 0, ?)",
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'iii',
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[(int) date('Ymd'), $size, (int) date('Hi')]
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);
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return (int) pqs_db()->insert_id;
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}
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/**
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* Atomically seat one player in the lowest-numbered open mission that has room
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* (creating one if none does). Returns the MissionID. Used by the kiosk's
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* normal registration.
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*/
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function pqs_enqueue_player(string $callsign, string $mech, int $merc = 0): int
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{
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return pqs_with_queue_lock(function () use ($callsign, $mech, $merc) {
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$db = pqs_db();
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$db->begin_transaction();
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try {
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$mission = pqs_row(
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"SELECT MissionID
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FROM pqs_mission
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WHERE Completed = 0
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AND locked = 0
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AND (SELECT COUNT(*) FROM pqs_queue WHERE MissionID = pqs_mission.MissionID) < MissionSize
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ORDER BY MissionID ASC
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LIMIT 1"
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);
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$missionid = $mission === null ? pqs_create_mission() : (int) $mission['MissionID'];
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pqs_exec(
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"INSERT INTO pqs_queue (CallSign, Mech, MissionID, Merc) VALUES (?, ?, ?, ?)",
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'ssii',
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[$callsign, $mech, $missionid, $merc]
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);
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pqs_sync_numplayers($missionid);
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$db->commit();
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return $missionid;
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} catch (Throwable $e) {
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$db->rollback();
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throw $e;
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}
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});
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}
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/**
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* Atomically add a player to a SPECIFIC mission (staff "new" action). Does not
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* pick a mission or enforce capacity — staff may intentionally overfill — but
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* shares the lock so it can't race with kiosk registrations, and keeps
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* numplayers accurate.
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*/
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function pqs_add_player_to_mission(int $missionid, string $callsign, string $mech, int $merc = 0): void
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{
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pqs_with_queue_lock(function () use ($missionid, $callsign, $mech, $merc) {
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$db = pqs_db();
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$db->begin_transaction();
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try {
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pqs_exec(
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"INSERT INTO pqs_queue (CallSign, Mech, MissionID, Merc) VALUES (?, ?, ?, ?)",
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'ssii',
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[$callsign, $mech, $missionid, $merc]
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);
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pqs_sync_numplayers($missionid);
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$db->commit();
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} catch (Throwable $e) {
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$db->rollback();
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throw $e;
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}
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});
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}
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/**
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* Staff "add to multiple missions": place $callsign in the next $count missions
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* after $startmission, filling existing missions that have room and creating
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* new ones at the tail as needed. Runs as one atomic unit under the shared lock.
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*/
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function pqs_add_player_to_missions(int $startmission, int $count, string $callsign, string $mech, int $merc = 0): void
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{
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if ($count < 1) {
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return;
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}
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pqs_with_queue_lock(function () use ($startmission, $count, $callsign, $mech, $merc) {
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$db = pqs_db();
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$db->begin_transaction();
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try {
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$placed = 0;
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$mid = $startmission + 1;
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while ($placed < $count) {
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$maxmission = (int) pqs_val("SELECT MAX(MissionID) FROM pqs_mission");
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if ($mid <= $maxmission) {
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$row = pqs_row(
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"SELECT MissionSize,
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(SELECT COUNT(*) FROM pqs_queue WHERE MissionID = ?) AS filled
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FROM pqs_mission WHERE MissionID = ?",
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'ii',
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[$mid, $mid]
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);
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if ($row !== null && (int) $row['filled'] < (int) $row['MissionSize']) {
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pqs_exec(
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"INSERT INTO pqs_queue (CallSign, Mech, MissionID, Merc) VALUES (?, ?, ?, ?)",
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'ssii',
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[$callsign, $mech, $mid, $merc]
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);
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pqs_sync_numplayers($mid);
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$placed++;
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}
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// full or missing: fall through and try the next mission
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} else {
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$mid = pqs_create_mission();
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pqs_exec(
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"INSERT INTO pqs_queue (CallSign, Mech, MissionID, Merc) VALUES (?, ?, ?, ?)",
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'ssii',
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[$callsign, $mech, $mid, $merc]
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);
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pqs_sync_numplayers($mid);
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$placed++;
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}
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$mid++;
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}
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$db->commit();
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} catch (Throwable $e) {
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$db->rollback();
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throw $e;
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}
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});
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}
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/**
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* Atomically reserve a group of $count seats in one mission for a leader:
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* inserts the leader ($callsign) plus placeholder rows "$callsign-2" ..
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* "$callsign-$count" that members later claim. Picks the lowest open mission
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* that can fit the whole group, else creates one. Returns the MissionID.
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*/
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function pqs_enqueue_group(string $callsign, string $mech, int $count): int
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{
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if ($count < 1) {
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$count = 1;
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}
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return pqs_with_queue_lock(function () use ($callsign, $mech, $count) {
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$db = pqs_db();
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$db->begin_transaction();
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try {
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$mission = pqs_row(
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"SELECT MissionID
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FROM pqs_mission
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WHERE Completed = 0
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AND locked = 0
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AND (SELECT COUNT(*) FROM pqs_queue WHERE MissionID = pqs_mission.MissionID) + ? <= MissionSize
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ORDER BY MissionID ASC
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LIMIT 1",
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'i',
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[$count]
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);
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$missionid = $mission === null ? pqs_create_mission() : (int) $mission['MissionID'];
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pqs_exec(
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"INSERT INTO pqs_queue (CallSign, Mech, MissionID) VALUES (?, ?, ?)",
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'ssi',
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[$callsign, $mech, $missionid]
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);
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for ($i = 2; $i <= $count; $i++) {
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pqs_exec(
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"INSERT INTO pqs_queue (CallSign, Mech, MissionID) VALUES (?, ?, ?)",
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'ssi',
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["$callsign-$i", $mech, $missionid]
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);
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}
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pqs_sync_numplayers($missionid);
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$db->commit();
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return $missionid;
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} catch (Throwable $e) {
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$db->rollback();
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throw $e;
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}
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});
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}
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/**
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* Atomically claim one unclaimed placeholder slot reserved by leader $who,
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* replacing it with this member's $callsign/$mech. Returns the MissionID the
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* member landed in, or null if no free slot remained. Serialized so two members
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* can't grab the same slot.
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*/
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function pqs_claim_group_slot(string $who, string $callsign, string $mech): ?int
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{
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return pqs_with_queue_lock(function () use ($who, $callsign, $mech) {
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$db = pqs_db();
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$db->begin_transaction();
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try {
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// Unclaimed placeholders still look like "who-<n>"; a claimed one has
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// been renamed to the member's real callsign.
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$slot = pqs_row(
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"SELECT ID, MissionID FROM pqs_queue WHERE CallSign LIKE ? ORDER BY ID ASC LIMIT 1",
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's',
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["$who-%"]
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);
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if ($slot === null) {
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$db->commit();
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return null;
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}
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pqs_exec(
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"UPDATE pqs_queue SET CallSign = ?, Mech = ? WHERE ID = ?",
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'ssi',
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[$callsign, $mech, (int) $slot['ID']]
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);
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$db->commit();
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return (int) $slot['MissionID'];
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} catch (Throwable $e) {
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$db->rollback();
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throw $e;
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}
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});
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}
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