1. 簡介
Cloud Spanner 是全代管且遍及全球的關聯資料庫服務,提供 ACID 交易和 SQL 語意,但不會犧牲效能及高可用性。
有了這些功能,Spanner 就能完美融入整體玩家群,在遊戲架構中有助於拓展全球玩家,或是擔心資料一致性
在本研究室中,您將建立兩項 Go 服務,並與區域 Spanner 資料庫互動,讓玩家取得商品和金錢 (item-service
),並在交易單上列出商品供其他玩家購買 (tradepost-service
)。
本研究室仰賴「Cloud Spanner 入門遊戲開發」程式碼研究室,使用 profile-service
和 matchmaking-service
來產生玩家和遊戲。
接下來,您會使用 Python 載入架構 Locust.io 產生資料,模擬玩家在「遊戲遊戲」中獲得金錢和道具。如此一來,玩家就可以在交換貼文中刊登商品,讓其他消費額的玩家購買這些商品。
您也會查詢 Spanner 以判斷玩家的餘額和商品數量,以及處理中或已填寫換購訂單的一些統計資料。
最後,您將清除在這個研究室中建立的資源。
建構項目
在這個研究室中,您將完成以下工作:
- 參閱 Cloud Spanner 入門指南以遊戲開發一文,重複使用 Spanner 執行個體。
- 部署以 Go 編寫的商品服務,處理玩家獲取商品和金錢的事宜
- 部署以 Go 編寫的貿易郵局服務,模擬玩家列出待售物品,以及其他購買這些商品的玩家。
課程內容
- 如何使用讀寫交易確保資料變更的一致性
- 如何使用 DML 和 Spanner 異動來修改資料
軟硬體需求
- 連結至帳單帳戶的 Google Cloud 專案。
- 使用網路瀏覽器,例如 Chrome 或 Firefox。
- 先前已完成 Cloud Spanner 的入門遊戲開發入門課程,並未進行任何清除步驟。
2. 設定和需求
完成 Cloud Spanner 的「開始使用遊戲開發」程式碼研究室
完成「Cloud Spanner 開始使用遊戲開發」程式碼研究室。才能取得玩家和遊戲的資料集。玩家和遊戲必須取得物品和金錢,接著再透過交易據點列出待售物品及購買商品。
在 Cloud Shell 中設定環境變數
點選「啟用 Cloud Shell」圖示 來開啟 Cloud Shell。您先前完成這項操作,應該只需要幾分鐘的時間,即可佈建並連線至環境。
連線至 Cloud Shell 後,您應會發現自己通過驗證,且專案已設為 PROJECT_ID。
在 Cloud Shell 中設定 SPANNER 環境變數
export SPANNER_PROJECT_ID=$GOOGLE_CLOUD_PROJECT
export SPANNER_INSTANCE_ID=cloudspanner-gaming
export SPANNER_DATABASE_ID=sample-game
建立結構定義
現在資料庫已建立完成,您可以在 sample-game
資料庫中定義結構定義。
本研究室會建立四個新資料表:game_items
、player_items
、player_ledger_entries
和 trade_orders
。
玩家項目關係
貿易訂單關係
遊戲項目會新增至 game_items
資料表,讓玩家可以取得。player_items
資料表包含 itemUUID 和 PlayerUUID 的外鍵,確保玩家只取得有效的項目。
「player_ledger_entries
」表格會追蹤玩家帳戶餘額的任何金錢變化。例如透過戰利品獲取金錢,或是在交易站上銷售商品。
最後,trade_orders
資料表可用來處理發布銷售訂單,以及讓買家履行這些訂單。
如要建立結構定義,請在 Cloud 控制台中按一下 Write DDL
按鈕:
在這裡,您將輸入 schema/trading.sql 檔案中的結構定義:
CREATE TABLE game_items
(
itemUUID STRING(36) NOT NULL,
item_name STRING(MAX) NOT NULL,
item_value NUMERIC NOT NULL,
available_time TIMESTAMP NOT NULL,
duration int64
)PRIMARY KEY (itemUUID);
CREATE TABLE player_items
(
playerItemUUID STRING(36) NOT NULL,
playerUUID STRING(36) NOT NULL,
itemUUID STRING(36) NOT NULL,
price NUMERIC NOT NULL,
source STRING(MAX) NOT NULL,
game_session STRING(36) NOT NULL,
acquire_time TIMESTAMP NOT NULL DEFAULT (CURRENT_TIMESTAMP()),
expires_time TIMESTAMP,
visible BOOL NOT NULL DEFAULT(true),
FOREIGN KEY (itemUUID) REFERENCES game_items (itemUUID),
FOREIGN KEY (game_session) REFERENCES games (gameUUID)
) PRIMARY KEY (playerUUID, playerItemUUID),
INTERLEAVE IN PARENT players ON DELETE CASCADE;
CREATE TABLE player_ledger_entries (
playerUUID STRING(36) NOT NULL,
source STRING(MAX) NOT NULL,
game_session STRING(36) NOT NULL,
amount NUMERIC NOT NULL,
entryDate TIMESTAMP NOT NULL OPTIONS (allow_commit_timestamp=true),
FOREIGN KEY (game_session) REFERENCES games (gameUUID)
) PRIMARY KEY (playerUUID, entryDate DESC),
INTERLEAVE IN PARENT players ON DELETE CASCADE;
CREATE TABLE trade_orders
(
orderUUID STRING(36) NOT NULL,
lister STRING(36) NOT NULL,
buyer STRING(36),
playerItemUUID STRING(36) NOT NULL,
trade_type STRING(5) NOT NULL,
list_price NUMERIC NOT NULL,
created TIMESTAMP NOT NULL DEFAULT (CURRENT_TIMESTAMP()),
ended TIMESTAMP,
expires TIMESTAMP NOT NULL DEFAULT (TIMESTAMP_ADD(CURRENT_TIMESTAMP(), interval 24 HOUR)),
active BOOL NOT NULL DEFAULT (true),
cancelled BOOL NOT NULL DEFAULT (false),
filled BOOL NOT NULL DEFAULT (false),
expired BOOL NOT NULL DEFAULT (false),
FOREIGN KEY (playerItemUUID) REFERENCES player_items (playerItemUUID)
) PRIMARY KEY (orderUUID);
CREATE INDEX TradeItem ON trade_orders(playerItemUUID, active);
按一下「Submit
」按鈕,用於修改結構定義並等待結構定義更新完成:
下一步
接下來,您要部署項目服務。
3. 部署商品服務
服務總覽
項目服務是利用 Go 編寫的 REST API,並利用 Gin 架構。透過這個 API,參與開放遊戲的玩家會獲得金錢和道具。
./src/golang/item-service/main.go 檔案會設定下列端點,與取得這些商品的玩家和玩家合作。以及讓玩家獲取金錢的端點。
func main() {
configuration, _ := config.NewConfig()
router := gin.Default()
router.SetTrustedProxies(nil)
router.Use(setSpannerConnection(configuration))
router.GET("/items", getItemUUIDs)
router.POST("/items", createItem)
router.GET("/items/:id", getItem)
router.PUT("/players/balance", updatePlayerBalance)
router.GET("/players", getPlayer)
router.POST("/players/items", addPlayerItem)
router.Run(configuration.Server.URL())
}
設定和使用 Spanner 連線的處理方式,與先前程式碼研究室中的設定檔服務和配對服務完全相同。
項目服務可搭配 GameItem、Player、PlayerLedger 和 PlayerItem,且其定義如下:
// models/game_items.go
type GameItem struct {
ItemUUID string `json:"itemUUID"`
Item_name string `json:"item_name"`
Item_value big.Rat `json:"item_value"`
Available_time time.Time `json:"available_time"`
Duration int64 `json:"duration"`
}
// models/players.go
type Player struct {
PlayerUUID string `json:"playerUUID" binding:"required,uuid4"`
Updated time.Time `json:"updated"`
Account_balance big.Rat `json:"account_balance"`
Current_game string `json:"current_game"`
}
type PlayerLedger struct {
PlayerUUID string `json:"playerUUID" binding:"required,uuid4"`
Amount big.Rat `json:"amount"`
Game_session string `json:"game_session"`
Source string `json:"source"`
}
// models/player_items.go
type PlayerItem struct {
PlayerItemUUID string `json:"playerItemUUID" binding:"omitempty,uuid4"`
PlayerUUID string `json:"playerUUID" binding:"required,uuid4"`
ItemUUID string `json:"itemUUID" binding:"required,uuid4"`
Source string `json:"source" binding:"required"`
Game_session string `json:"game_session" binding:"omitempty,uuid4"`
Price big.Rat `json:"price"`
AcquireTime time.Time `json:"acquire_time"`
ExpiresTime spanner.NullTime `json:"expires_time"`
Visible bool `json:"visible"`
}
首先,遊戲必須先建立一些商品。方法是呼叫傳送至 /items 端點的 POST 要求。這是一個非常簡單的 DML 插入 game_items 資料表。
// main.go
func createItem(c *gin.Context) {
var item models.GameItem
if err := c.BindJSON(&item); err != nil {
c.AbortWithError(http.StatusBadRequest, err)
return
}
ctx, client := getSpannerConnection(c)
err := item.Create(ctx, client)
if err != nil {
c.AbortWithError(http.StatusBadRequest, err)
return
}
c.IndentedJSON(http.StatusCreated, item.ItemUUID)
}
// models/game_items.go
func (i *GameItem) Create(ctx context.Context, client spanner.Client) error {
// Initialize item values
i.ItemUUID = generateUUID()
if i.Available_time.IsZero() {
i.Available_time = time.Now()
}
// insert into spanner
_, err := client.ReadWriteTransaction(ctx, func(ctx context.Context, txn *spanner.ReadWriteTransaction) error {
stmt := spanner.Statement{
SQL: `INSERT game_items (itemUUID, item_name, item_value, available_time, duration)
VALUES (@itemUUID, @itemName, @itemValue, @availableTime, @duration)
`,
Params: map[string]interface{}{
"itemUUID": i.ItemUUID,
"itemName": i.Item_name,
"itemValue": i.Item_value,
"availableTime": i.Available_time,
"duration": i.Duration,
},
}
_, err := txn.Update(ctx, stmt)
return err
})
if err != nil {
return err
}
// return empty error on success
return nil
}
為了取得項目,系統會呼叫對 /players/items 端點的 POST 要求。此端點的邏輯是擷取遊戲項目目前的值以及玩家目前的遊戲工作階段。然後在 player_items 表格中插入適當資訊,指出取得項目的來源和時間。
這會對應至下列函式:
// main.go
func addPlayerItem(c *gin.Context) {
var playerItem models.PlayerItem
if err := c.BindJSON(&playerItem); err != nil {
c.AbortWithError(http.StatusBadRequest, err)
return
}
ctx, client := getSpannerConnection(c)
err := playerItem.Add(ctx, client)
if err != nil {
c.AbortWithError(http.StatusBadRequest, err)
return
}
c.IndentedJSON(http.StatusCreated, playerItem)
}
// models/player_items.go
func (pi *PlayerItem) Add(ctx context.Context, client spanner.Client) error {
// insert into spanner
_, err := client.ReadWriteTransaction(ctx, func(ctx context.Context, txn *spanner.ReadWriteTransaction) error {
// Get item price at time of transaction
price, err := GetItemPrice(ctx, txn, pi.ItemUUID)
if err != nil {
return err
}
pi.Price = price
// Get Game session
session, err := GetPlayerSession(ctx, txn, pi.PlayerUUID)
if err != nil {
return err
}
pi.Game_session = session
pi.PlayerItemUUID = generateUUID()
// Insert
cols := []string{"playerItemUUID", "playerUUID", "itemUUID", "price", "source", "game_session"}
txn.BufferWrite([]*spanner.Mutation{
spanner.Insert("player_items", cols,
[]interface{}{pi.PlayerItemUUID, pi.PlayerUUID, pi.ItemUUID, pi.Price, pi.Source, pi.Game_session}),
})
return nil
})
if err != nil {
return err
}
// return empty error on success
return nil
}
玩家如要獲取金錢,系統會呼叫對 /players/updatebalance 端點的 PUT 要求。
這個端點的邏輯是在套用 amount 後更新玩家餘額,並將 player_ledger_entries 資料表更新為客戶開發記錄。玩家的 account_balance 會經過修改,再傳回呼叫端。DML 用於修改 Player_ledger_entries。
這會對應至下列函式:
// main.go
func updatePlayerBalance(c *gin.Context) {
var player models.Player
var ledger models.PlayerLedger
if err := c.BindJSON(&ledger); err != nil {
c.AbortWithError(http.StatusBadRequest, err)
return
}
ctx, client := getSpannerConnection(c)
err := ledger.UpdateBalance(ctx, client, &player)
if err != nil {
c.AbortWithError(http.StatusBadRequest, err)
return
}
type PlayerBalance struct {
PlayerUUID, AccountBalance string
}
balance := PlayerBalance{PlayerUUID: player.PlayerUUID, AccountBalance: player.Account_balance.FloatString(2)}
c.IndentedJSON(http.StatusOK, balance)
}
// models/players.go
func (l *PlayerLedger) UpdateBalance(ctx context.Context, client spanner.Client, p *Player) error {
// Update balance with new amount
_, err := client.ReadWriteTransaction(ctx, func(ctx context.Context, txn *spanner.ReadWriteTransaction) error {
p.PlayerUUID = l.PlayerUUID
stmt := spanner.Statement{
SQL: `UPDATE players SET account_balance = (account_balance + @amount) WHERE playerUUID = @playerUUID`,
Params: map[string]interface{}{
"amount": l.Amount,
"playerUUID": p.PlayerUUID,
},
}
numRows, err := txn.Update(ctx, stmt)
if err != nil {
return err
}
// No rows modified. That's an error
if numRows == 0 {
errorMsg := fmt.Sprintf("Account balance for player '%s' could not be updated", p.PlayerUUID)
return errors.New(errorMsg)
}
// Get player's new balance (read after write)
stmt = spanner.Statement{
SQL: `SELECT account_balance, current_game FROM players WHERE playerUUID = @playerUUID`,
Params: map[string]interface{}{
"playerUUID": p.PlayerUUID,
},
}
iter := txn.Query(ctx, stmt)
defer iter.Stop()
for {
row, err := iter.Next()
if err == iterator.Done {
break
}
if err != nil {
return err
}
var accountBalance big.Rat
var gameSession string
if err := row.Columns(&accountBalance, &gameSession); err != nil {
return err
}
p.Account_balance = accountBalance
l.Game_session = gameSession
}
stmt = spanner.Statement{
SQL: `INSERT INTO player_ledger_entries (playerUUID, amount, game_session, source, entryDate)
VALUES (@playerUUID, @amount, @game, @source, PENDING_COMMIT_TIMESTAMP())`,
Params: map[string]interface{}{
"playerUUID": l.PlayerUUID,
"amount": l.Amount,
"game": l.Game_session,
"source": l.Source,
},
}
numRows, err = txn.Update(ctx, stmt)
if err != nil {
return err
}
return nil
})
if err != nil {
return err
}
return nil
}
根據預設,服務會使用環境變數來設定。請參閱 ./src/golang/item-service/config/config.go 檔案的相關章節。
func NewConfig() (Config, error) {
*snip*
// Server defaults
viper.SetDefault("server.host", "localhost")
viper.SetDefault("server.port", 8082)
// Bind environment variable override
viper.BindEnv("server.host", "SERVICE_HOST")
viper.BindEnv("server.port", "SERVICE_PORT")
viper.BindEnv("spanner.project_id", "SPANNER_PROJECT_ID")
viper.BindEnv("spanner.instance_id", "SPANNER_INSTANCE_ID")
viper.BindEnv("spanner.database_id", "SPANNER_DATABASE_ID")
*snip*
return c, nil
}
您會發現預設行為是在 localhost:8082 上執行服務。
收到這些資訊後,即可執行服務。
執行服務
執行這項服務會下載依附元件,並建立在通訊埠 8082 上執行的服務:
cd ~/spanner-gaming-sample/src/golang/item-service
go run . &
指令輸出:
[GIN-debug] [WARNING] Creating an Engine instance with the Logger and Recovery middleware already attached.
[GIN-debug] [WARNING] Running in "debug" mode. Switch to "release" mode in production.
- using env: export GIN_MODE=release
- using code: gin.SetMode(gin.ReleaseMode)
[GIN-debug] GET /items --> main.getItemUUIDs (4 handlers)
[GIN-debug] POST /items --> main.createItem (4 handlers)
[GIN-debug] GET /items/:id --> main.getItem (4 handlers)
[GIN-debug] PUT /players/balance --> main.updatePlayerBalance (4 handlers)
[GIN-debug] GET /players --> main.getPlayer (4 handlers)
[GIN-debug] POST /players/items --> main.addPlayerItem (4 handlers)
[GIN-debug] Listening and serving HTTP on localhost:8082
發出 curl 指令來建立項目以測試服務:
curl http://localhost:8082/items \
--include \
--header "Content-Type: application/json" \
--request "POST" \
--data '{"item_name": "test_item","item_value": "3.14"}'
指令輸出:
HTTP/1.1 201 Created
Content-Type: application/json; charset=utf-8
Date: <Date>
Content-Length: 38
"aecde380-0a79-48c0-ab5d-0da675d3412c"
接下來,您希望玩家取得這項商品。如要這麼做,您需要有 ItemUUID 和 PlayerUUID。ItemUUID 是上一個指令的輸出內容。在這個範例中為:aecde380-0a79-48c0-ab5d-0da675d3412c
。
如要取得 PlayerUUID,請呼叫 GET /players 端點:
curl http://localhost:8082/players
指令輸出:
{
"playerUUID": "b74cc194-87b0-4a55-a67f-0f0742ef6352",
"updated": "0001-01-01T00:00:00Z",
"account_balance": {},
"current_game": "7b97fa85-5658-4ded-a962-4c09269a0a79"
}
為了讓玩家取得商品,請向 POST /players/items 端點發出要求:
curl http://localhost:8082/players/items \
--include \
--header "Content-Type: application/json" \
--request "POST" \
--data '{"playerUUID": "b74cc194-87b0-4a55-a67f-0f0742ef6352","itemUUID": "109ec745-9906-402b-9d03-ca7153a10312", "source": "loot"}'
指令輸出:
Content-Type: application/json; charset=utf-8
Date: <Date>
Content-Length: 369
{
"playerItemUUID": "a42b1899-4509-4fce-9958-265d2a2838a0",
"playerUUID": "b74cc194-87b0-4a55-a67f-0f0742ef6352",
"itemUUID": "109ec745-9906-402b-9d03-ca7153a10312",
"source": "loot",
"game_session": "7b97fa85-5658-4ded-a962-4c09269a0a79",
"price": {},
"acquire_time": "0001-01-01T00:00:00Z",
"expires_time": null,
"visible": false
}
摘要
在這個步驟中,您部署了開放建立遊戲商品的商品服務,並指定開放遊戲的玩家取得金錢和遊戲道具。
後續步驟
在下一個步驟中,您會部署貿易服務。
4. 部署貿易服務
服務總覽
貿易服務是利用 Go 編寫的 REST API,並運用 Gin 架構。在這個 API 中,玩家項目會發布至銷售。遊戲玩家就能享有公開交易,只要資金足夠,也可以購買該商品。
貿易服務的 ./src/golang/tradepost-service/main.go 檔案採用與其他服務類似的設定和程式碼,因此這裡不會重複。這個服務會公開多個端點,如下所示:
func main() {
configuration, _ := config.NewConfig()
router := gin.Default()
router.SetTrustedProxies(nil)
router.Use(setSpannerConnection(configuration))
router.GET("/trades/player_items", getPlayerItem)
router.POST("/trades/sell", createOrder)
router.GET("/trades/open", getOpenOrder)
router.PUT("/trades/buy", purchaseOrder)
router.Run(configuration.Server.URL())
}
這項服務提供 TradeOrder 結構,以及 GameItem、PlayerItem、Player、 和 PlayerLedger 結構體的必要結構:
type TradeOrder struct {
OrderUUID string `json:"orderUUID" binding:"omitempty,uuid4"`
Lister string `json:"lister" binding:"omitempty,uuid4"`
Buyer string `json:"buyer" binding:"omitempty,uuid4"`
PlayerItemUUID string `json:"playerItemUUID" binding:"omitempty,uuid4"`
TradeType string `json:"trade_type"`
ListPrice big.Rat `json:"list_price" spanner:"list_price"`
Created time.Time `json:"created"`
Ended spanner.NullTime `json:"ended"`
Expires time.Time `json:"expires"`
Active bool `json:"active"`
Cancelled bool `json:"cancelled"`
Filled bool `json:"filled"`
Expired bool `json:"expired"`
}
type GameItem struct {
ItemUUID string `json:"itemUUID"`
ItemName string `json:"item_name"`
ItemValue big.Rat `json:"item_value"`
AvailableTime time.Time `json:"available_time"`
Duration int64 `json:"duration"`
}
type PlayerItem struct {
PlayerItemUUID string `json:"playerItemUUID" binding:"omitempty,uuid4"`
PlayerUUID string `json:"playerUUID" binding:"required,uuid4"`
ItemUUID string `json:"itemUUID" binding:"required,uuid4"`
Source string `json:"source"`
GameSession string `json:"game_session" binding:"omitempty,uuid4"`
Price big.Rat `json:"price"`
AcquireTime time.Time `json:"acquire_time" spanner:"acquire_time"`
ExpiresTime spanner.NullTime `json:"expires_time" spanner:"expires_time"`
Visible bool `json:"visible"`
}
type Player struct {
PlayerUUID string `json:"playerUUID" binding:"required,uuid4"`
Updated time.Time `json:"updated"`
AccountBalance big.Rat `json:"account_balance" spanner:"account_balance"`
CurrentGame string `json:"current_game" binding:"omitempty,uuid4" spanner:"current_game"`
}
type PlayerLedger struct {
PlayerUUID string `json:"playerUUID" binding:"required,uuid4"`
Amount big.Rat `json:"amount"`
GameSession string `json:"game_session" spanner:"game_session"`
Source string `json:"source"`
}
為了建立交易訂單,系統會向 API 端點 /trades/sell 發出 POST 要求。必要資訊為要銷售的 Player_item 的 playerItemUUID、lister 和 list_price.。
選擇Spanner 變異作業來建立貿易訂單,並將 Player_item 標示為不可見。以免賣家發布重複販售的商品。
func (o *TradeOrder) Create(ctx context.Context, client spanner.Client) error {
// insert into spanner
_, err := client.ReadWriteTransaction(ctx, func(ctx context.Context, txn *spanner.ReadWriteTransaction) error {
// get the Item to be listed
pi, err := GetPlayerItem(ctx, txn, o.Lister, o.PlayerItemUUID)
if err != nil {
return err
}
// Set expires to 1 day by default
if o.Expires.IsZero() {
currentTime := time.Now()
o.Expires = currentTime.Add(time.Hour * 24)
}
// Item is not visible or expired, so it can't be listed. That's an error
if !validateSellOrder(pi) {
errorMsg := fmt.Sprintf("Item (%s, %s) cannot be listed.", o.Lister, o.PlayerItemUUID)
return errors.New(errorMsg)
}
// Initialize order values
o.OrderUUID = generateUUID()
o.Active = true // TODO: Have to set this by default since testing with emulator does not support 'DEFAULT' schema option
// Insert the order
var m []*spanner.Mutation
cols := []string{"orderUUID", "playerItemUUID", "lister", "list_price", "trade_type", "expires", "active"}
m = append(m, spanner.Insert("trade_orders", cols, []interface{}{o.OrderUUID, o.PlayerItemUUID, o.Lister, o.ListPrice, "sell", o.Expires, o.Active}))
// Mark the item as invisible
cols = []string{"playerUUID", "playerItemUUID", "visible"}
m = append(m, spanner.Update("player_items", cols, []interface{}{o.Lister, o.PlayerItemUUID, false}))
txn.BufferWrite(m)
return nil
})
if err != nil {
return err
}
// return empty error on success
return nil
}
在實際建立訂單之前,會驗證 PlayerItem,確保可以銷售。主要表示玩家可以看到 PlayerItem 且尚未過期。
// Validate that the order can be placed: Item is visible and not expired
func validateSellOrder(pi PlayerItem) bool {
// Item is not visible, can't be listed
if !pi.Visible {
return false
}
// item is expired. can't be listed
if !pi.ExpiresTime.IsNull() && pi.ExpiresTime.Time.Before(time.Now()) {
return false
}
// All validation passed. Item can be listed
return true
}
系統會向 /trades/buy 端點傳送 PUT 要求,藉此完成購買交易。必要資訊為 orderUUID 和買方,也就是購買玩家的 UUID。
由於這種複雜性和變更的數量之多,因此系統再次選擇執行變動來採購訂單。以下作業會在單一讀寫交易中完成:
- 由於訂單先前未填寫且尚未過期,因此可完成驗證。
// Validate that the order can be filled: Order is active and not expired
func validatePurchase(o TradeOrder) bool {
// Order is not active
if !o.Active {
return false
}
// order is expired. can't be filled
if !o.Expires.IsZero() && o.Expires.Before(time.Now()) {
return false
}
// All validation passed. Order can be filled
return true
}
- 擷取買家資訊,並驗證他們可以購買商品。這表示買家不能與名單者相同,而且他們的金額足夠。
// Validate that a buyer can buy this item.
func validateBuyer(b Player, o TradeOrder) bool {
// Lister can't be the same as buyer
if b.PlayerUUID == o.Lister {
return false
}
// Big.rat returns -1 if Account_balance is less than price
if b.AccountBalance.Cmp(&o.ListPrice) == -1 {
return false
}
return true
}
- 將訂單的 list_price 加入 lister 的帳戶餘額,並加上相符的帳本項目。
// models/trade_order.go
// Buy an order
func (o *TradeOrder) Buy(ctx context.Context, client spanner.Client) error {
*snip*
// Update seller's account balance
lister.UpdateBalance(ctx, txn, o.ListPrice)
*snip*
}
// models/players.go
// Update a player's balance, and add an entry into the player ledger
func (p *Player) UpdateBalance(ctx context.Context, txn *spanner.ReadWriteTransaction, newAmount big.Rat) error {
// This modifies player's AccountBalance, which is used to update the player entry
p.AccountBalance.Add(&p.AccountBalance, &newAmount)
txn.BufferWrite([]*spanner.Mutation{
spanner.Update("players", []string{"playerUUID", "account_balance"}, []interface{}{p.PlayerUUID, p.AccountBalance}),
spanner.Insert("player_ledger_entries", []string{"playerUUID", "amount", "game_session", "source", "entryDate"},
[]interface{}{p.PlayerUUID, newAmount, p.CurrentGame, "tradepost", spanner.CommitTimestamp}),
})
return nil
}
- 從買家的帳戶餘額中,將訂單的 list_price 減去相符的帳本項目。
// Update buyer's account balance
negAmount := o.ListPrice.Neg(&o.ListPrice)
buyer.UpdateBalance(ctx, txn, *negAmount)
- 如要將 Player_item 移至新玩家,請將包含遊戲項目的新例項和買方詳細資料插入 PlayerItems 表格,然後移除該項目的清單器例項。
// models/player_items.go
// Move an item to a new player, removes the item entry from the old player
func (pi *PlayerItem) MoveItem(ctx context.Context, txn *spanner.ReadWriteTransaction, toPlayer string) error {
fmt.Printf("Buyer: %s", toPlayer)
txn.BufferWrite([]*spanner.Mutation{
spanner.Insert("player_items", []string{"playerItemUUID", "playerUUID", "itemUUID", "price", "source", "game_session"},
[]interface{}{pi.PlayerItemUUID, toPlayer, pi.ItemUUID, pi.Price, pi.Source, pi.GameSession}),
spanner.Delete("player_items", spanner.Key{pi.PlayerUUID, pi.PlayerItemUUID}),
})
return nil
}
- 更新 Orders 項目,表示商品已填入資訊且不再有效。
總而言之,Buy 函式會如下所示:
// Buy an order
func (o *TradeOrder) Buy(ctx context.Context, client spanner.Client) error {
// Fulfil the order
_, err := client.ReadWriteTransaction(ctx, func(ctx context.Context, txn *spanner.ReadWriteTransaction) error {
// Get Order information
err := o.getOrderDetails(ctx, txn)
if err != nil {
return err
}
// Validate order can be filled
if !validatePurchase(*o) {
errorMsg := fmt.Sprintf("Order (%s) cannot be filled.", o.OrderUUID)
return errors.New(errorMsg)
}
// Validate buyer has the money
buyer := Player{PlayerUUID: o.Buyer}
err = buyer.GetBalance(ctx, txn)
if err != nil {
return err
}
if !validateBuyer(buyer, *o) {
errorMsg := fmt.Sprintf("Buyer (%s) cannot purchase order (%s).", buyer.PlayerUUID, o.OrderUUID)
return errors.New(errorMsg)
}
// Move money from buyer to seller (which includes ledger entries)
var m []*spanner.Mutation
lister := Player{PlayerUUID: o.Lister}
err = lister.GetBalance(ctx, txn)
if err != nil {
return err
}
// Update seller's account balance
lister.UpdateBalance(ctx, txn, o.ListPrice)
// Update buyer's account balance
negAmount := o.ListPrice.Neg(&o.ListPrice)
buyer.UpdateBalance(ctx, txn, *negAmount)
// Move item from seller to buyer, mark item as visible.
pi, err := GetPlayerItem(ctx, txn, o.Lister, o.PlayerItemUUID)
if err != nil {
return err
}
pi.GameSession = buyer.CurrentGame
// Moves the item from lister (current pi.PlayerUUID) to buyer
pi.MoveItem(ctx, txn, o.Buyer)
// Update order information
cols := []string{"orderUUID", "active", "filled", "buyer", "ended"}
m = append(m, spanner.Update("trade_orders", cols, []interface{}{o.OrderUUID, false, true, o.Buyer, time.Now()}))
txn.BufferWrite(m)
return nil
})
if err != nil {
return err
}
// return empty error on success
return nil
}
根據預設,服務會使用環境變數來設定。請參閱 ./src/golang/tradepost-service/config/config.go 檔案的相關章節。
func NewConfig() (Config, error) {
*snip*
// Server defaults
viper.SetDefault("server.host", "localhost")
viper.SetDefault("server.port", 8083)
// Bind environment variable override
viper.BindEnv("server.host", "SERVICE_HOST")
viper.BindEnv("server.port", "SERVICE_PORT")
viper.BindEnv("spanner.project_id", "SPANNER_PROJECT_ID")
viper.BindEnv("spanner.instance_id", "SPANNER_INSTANCE_ID")
viper.BindEnv("spanner.database_id", "SPANNER_DATABASE_ID")
*snip*
return c, nil
}
可看到預設行為是在 localhost:8083
上執行服務,以免與其他服務發生衝突*。*
掌握這些資訊後,接著是執行貿易郵局服務了。
執行服務
執行這項服務會建立在通訊埠 8083 上執行的服務。這項服務有許多與 item-service 相同的依附元件,因此不會下載新的依附元件。
cd ~/spanner-gaming-sample/src/golang/tradepost-service
go run . &
指令輸出:
[GIN-debug] [WARNING] Creating an Engine instance with the Logger and Recovery middleware already attached.
[GIN-debug] [WARNING] Running in "debug" mode. Switch to "release" mode in production.
- using env: export GIN_MODE=release
- using code: gin.SetMode(gin.ReleaseMode)
[GIN-debug] GET /trades/player_items --> main.getPlayerItem (4 handlers)
[GIN-debug] POST /trades/sell --> main.createOrder (4 handlers)
[GIN-debug] GET /trades/open --> main.getOpenOrder (4 handlers)
[GIN-debug] PUT /trades/buy --> main.purchaseOrder (4 handlers)
[GIN-debug] Listening and serving HTTP on localhost:8083
張貼項目
發出 GET 要求以擷取要銷售的 PlayerItem,藉此測試服務:
curl http://localhost:8083/trades/player_items
指令輸出:
{
"PlayerUUID": "b74cc194-87b0-4a55-a67f-0f0742ef6352",
"PlayerItemUUID": "a42b1899-4509-4fce-9958-265d2a2838a0",
"Price": "3.14"
}
接著,呼叫 /trades/sel 端點來張貼待售商品
curl http://localhost:8083/trades/sell \
--include \
--header "Content-Type: application/json" \
--request "POST" \
--data '{"lister": "<PlayerUUID>","playerItemUUID": "<PlayerItemUUID>", "list_price": "<some price higher than item's price>"}'
指令輸出:
HTTP/1.1 201 Created
Content-Type: application/json; charset=utf-8
Date: <Date>
Content-Length: 38
"282ea691-b956-4c4c-95ff-f461d6415651"
摘要
在這個步驟中,您部署了 tradepost-service 來處理建立銷售訂單。這項服務也會處理這些訂單的購買功能。
後續步驟
既然您的服務已啟用,就可以模擬玩家透過交易平台買賣的物品了!
5. 開始交易
現在商品和貿易服務處於執行中狀態,您可以使用提供的定位器產生器產生負載。
Locust 提供網頁介面以執行產生器,但在本研究室中,您將使用指令列 (– 無選項)。
產生遊戲項目
首先,你需要產生項目./generators/item_generator.py 檔案包含一項工作,用於建立遊戲項目的隨機字串 (名稱的隨機字串),以及隨機價格值:
# Generate random items
class ItemLoad(HttpUser):
def generateItemName(self):
return ''.join(random.choices(string.ascii_lowercase + string.digits, k=32))
def generateItemValue(self):
return str(decimal.Decimal(random.randrange(100, 10000))/100)
@task
def createItem(self):
headers = {"Content-Type": "application/json"}
data = {"item_name": self.generateItemName(), "item_value": self.generateItemValue()}
self.client.post("/items", data=json.dumps(data), headers=headers)
下列指令會呼叫 item_generator.py 檔案,系統會產生 10 秒 (t=10s) 的遊戲項目:
cd ~/spanner-gaming-sample
locust -H http://127.0.0.1:8082 -f ./generators/item_generator.py --headless -u=1 -r=1 -t=10s
指令輸出:
*snip*
/INFO/locust.main: --run-time limit reached. Stopping Locust
/INFO/locust.main: Shutting down (exit code 0)
Name # reqs # fails | Avg Min Max Median | req/s failures/s
----------------------------------------------------------------------------------------------------------------------------------------------------------------
POST /items 606 0(0.00%) | 16 12 161 15 | 60.61 0.00
----------------------------------------------------------------------------------------------------------------------------------------------------------------
Aggregated 606 0(0.00%) | 16 12 161 15 | 60.61 0.00
Response time percentiles (approximated)
Type Name 50% 66% 75% 80% 90% 95% 98% 99% 99.9% 99.99% 100% # reqs
--------|--------------------------------------------------------------------------------|---------|------|------|------|------|------|------|------|------|------|------|------|
POST /items 15 16 16 17 18 19 21 34 160 160 160 606
--------|--------------------------------------------------------------------------------|---------|------|------|------|------|------|------|------|------|------|------|------|
None Aggregated 15 16 16 17 18 19 21 34 160 160 160 606
玩家獲得道具和金錢
接著,讓玩家取得道具和金錢,方便他們參與交易站。為此,./generators/game_server.py 檔案提供擷取遊戲項目並指派給玩家的工作,以及隨機的貨幣金額。
# Players generate items and money at 5:2 ratio. We don't want to devalue the currency!
class GameLoad(HttpUser):
def on_start(self):
self.getItems()
def getItems(self):
headers = {"Content-Type": "application/json"}
r = requests.get(f"{self.host}/items", headers=headers)
global itemUUIDs
itemUUIDs = json.loads(r.text)
def generateAmount(self):
return str(round(random.uniform(1.01, 49.99), 2))
@task(2)
def acquireMoney(self):
headers = {"Content-Type": "application/json"}
# Get a random player that's part of a game, and update balance
with self.client.get("/players", headers=headers, catch_response=True) as response:
try:
data = {"playerUUID": response.json()["playerUUID"], "amount": self.generateAmount(), "source": "loot"}
self.client.put("/players/balance", data=json.dumps(data), headers=headers)
except json.JSONDecodeError:
response.failure("Response could not be decoded as JSON")
except KeyError:
response.failure("Response did not contain expected key 'playerUUID'")
@task(5)
def acquireItem(self):
headers = {"Content-Type": "application/json"}
# Get a random player that's part of a game, and add an item
with self.client.get("/players", headers=headers, catch_response=True) as response:
try:
itemUUID = itemUUIDs[random.randint(0, len(itemUUIDs)-1)]
data = {"playerUUID": response.json()["playerUUID"], "itemUUID": itemUUID, "source": "loot"}
self.client.post("/players/items", data=json.dumps(data), headers=headers)
except json.JSONDecodeError:
response.failure("Response could not be decoded as JSON")
except KeyError:
response.failure("Response did not contain expected key 'playerUUID'")
這個指令可以讓玩家在 60 秒內取得物品和金錢:
locust -H http://127.0.0.1:8082 -f game_server.py --headless -u=1 -r=1 -t=60s
指令輸出:
*snip*
dev-machine/INFO/locust.main: --run-time limit reached. Stopping Locust
dev-machine/INFO/locust.main: Shutting down (exit code 0)
Name # reqs # fails | Avg Min Max Median | req/s failures/s
----------------------------------------------------------------------------------------------------------------------------------------------------------------
GET /players 231 0(0.00%) | 14 9 30 13 | 23.16 0.00
PUT /players/balance 53 0(0.00%) | 33 30 39 34 | 5.31 0.00
POST /players/items 178 0(0.00%) | 26 22 75 26 | 17.85 0.00
----------------------------------------------------------------------------------------------------------------------------------------------------------------
Aggregated 462 0(0.00%) | 21 9 75 23 | 46.32 0.00
Response time percentiles (approximated)
Type Name 50% 66% 75% 80% 90% 95% 98% 99% 99.9% 99.99% 100% # reqs
--------|--------------------------------------------------------------------------------|---------|------|------|------|------|------|------|------|------|------|------|------|
GET /players 13 16 17 17 19 20 21 23 30 30 30 231
PUT /players/balance 34 34 35 35 36 37 38 40 40 40 40 53
POST /players/items 26 27 27 27 28 29 34 53 76 76 76 178
--------|--------------------------------------------------------------------------------|---------|------|------|------|------|------|------|------|------|------|------|------|
None Aggregated 23 26 27 27 32 34 36 37 76 76 76 462
玩家在交易平台買賣
玩家取得商品和購買商品後,可以開始使用交易貼文了!
./generators/trading_server.py 產生器檔案提供建立銷售訂單及履行這些訂單的工作。
# Players can sell and buy items
class TradeLoad(HttpUser):
def itemMarkup(self, value):
f = float(value)
return str(f*1.5)
@task
def sellItem(self):
headers = {"Content-Type": "application/json"}
# Get a random item
with self.client.get("/trades/player_items", headers=headers, catch_response=True) as response:
try:
playerUUID = response.json()["PlayerUUID"]
playerItemUUID = response.json()["PlayerItemUUID"]
list_price = self.itemMarkup(response.json()["Price"])
# Currently don't have any items that can be sold, retry
if playerItemUUID == "":
raise RescheduleTask()
data = {"lister": playerUUID, "playerItemUUID": playerItemUUID, "list_price": list_price}
self.client.post("/trades/sell", data=json.dumps(data), headers=headers)
except json.JSONDecodeError:
response.failure("Response could not be decoded as JSON")
except KeyError:
response.failure("Response did not contain expected key 'playerUUID'")
@task
def buyItem(self):
headers = {"Content-Type": "application/json"}
# Get a random item
with self.client.get("/trades/open", headers=headers, catch_response=True) as response:
try:
orderUUID = response.json()["OrderUUID"]
buyerUUID = response.json()["BuyerUUID"]
# Currently don't have any buyers that can fill the order, retry
if buyerUUID == "":
raise RescheduleTask()
data = {"orderUUID": orderUUID, "buyer": buyerUUID}
self.client.put("/trades/buy", data=json.dumps(data), headers=headers)
except json.JSONDecodeError:
response.failure("Response could not be decoded as JSON")
except KeyError:
response.failure("Response did not contain expected key 'playerUUID'")
這個指令可讓玩家列出已取得銷售的商品,而其他玩家可持續 10 秒購買這些商品:
locust -H http://127.0.0.1:8083 -f ./generators/trading_server.py --headless -u=1 -r=1 -t=10s
指令輸出:
*snip*
Name # reqs # fails | Avg Min Max Median | req/s failures/s
----------------------------------------------------------------------------------------------------------------------------------------------------------------
PUT /trades/buy 20 5(25.00%) | 43 10 78 43 | 2.07 0.52
GET /trades/open 20 0(0.00%) | 358 7 971 350 | 2.07 0.00
GET /trades/player_items 20 0(0.00%) | 49 35 113 41 | 2.07 0.00
POST /trades/sell 20 0(0.00%) | 29 21 110 24 | 2.07 0.00
----------------------------------------------------------------------------------------------------------------------------------------------------------------
Aggregated 80 5(6.25%) | 120 7 971 42 | 8.29 0.52
Response time percentiles (approximated)
Type Name 50% 66% 75% 80% 90% 95% 98% 99% 99.9% 99.99% 100% # reqs
--------|--------------------------------------------------------------------------------|---------|------|------|------|------|------|------|------|------|------|------|------|
PUT /trades/buy 43 45 49 50 71 78 78 78 78 78 78 20
GET /trades/open 360 500 540 550 640 970 970 970 970 970 970 20
GET /trades/player_items 43 55 57 59 72 110 110 110 110 110 110 20
POST /trades/sell 24 25 25 27 50 110 110 110 110 110 110 20
--------|--------------------------------------------------------------------------------|---------|------|------|------|------|------|------|------|------|------|------|------|
None Aggregated 42 50 71 110 440 550 640 970 970 970 970 80
摘要
在這個步驟中,您會模擬玩家註冊玩遊戲,並使用隨機對戰服務為玩家進行模擬。這些模擬會利用 Locust Python 架構,向我們的服務發出要求。REST API
您可以隨意修改建立玩家和遊戲的時間,以及並行使用者人數 (-u))。
後續步驟
模擬作業結束後,建議您查詢 Spanner 以檢查各項統計資料。
6. 擷取貿易統計資料
現在我們已經模擬玩家正在獲取金錢和道具,然後在交易站上銷售這些東西,接著我們來探討一些統計資料。
方法是透過 Cloud 控制台向 Spanner 發出查詢要求。
查看未結交易訂單與已完成的交易訂單
在交易貼文中購買 TradeOrder 後,filled 中繼資料欄位就會更新。
這個查詢可讓您查看未解決的訂單數量和已填寫的訂單數:
-- Open vs Filled Orders
SELECT Type, NumTrades FROM
(SELECT "Open Trades" as Type, count(*) as NumTrades FROM trade_orders WHERE active=true
UNION ALL
SELECT "Filled Trades" as Type, count(*) as NumTrades FROM trade_orders WHERE filled=true
)
結果:
類型 | NumTrades |
開放交易 | 159 |
補貨交易 | 454 |
正在確認玩家帳戶餘額和商品數量
如果設定「current_game」current_game欄,表示玩家正在玩遊戲。如果是其他玩家,表示他們目前沒有在玩遊戲。
以 account_balance 發行形式,暢玩目前在遊戲中的前 10 名玩家,取得最多道具
, 請使用以下查詢:
SELECT playerUUID, account_balance, (SELECT COUNT(*) FROM player_items WHERE playerUUID=p.PlayerUUID) AS numItems, current_game
FROM players AS p
WHERE current_game IS NOT NULL
ORDER BY numItems DESC
LIMIT 10;
結果:
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
摘要
在這個步驟中,您已使用 Cloud 控制台查詢 Spanner,檢視玩家和交易訂單的各種統計資料。
後續步驟
接著就可以開始清理儲存空間了!
7. 清除所用資源
享受到 Spanner 帶來的樂趣後,我們需要清理 Playground。請放心,這個步驟十分簡單,只要前往 Cloud 控制台的 Cloud Spanner 部分,然後刪除我們為這個程式碼研究室建立的執行個體即可。
8. 恭喜!
恭喜!您已成功在 Spanner 中部署範例遊戲
後續步驟
在本研究室中,您已完成兩項服務設定來處理遊戲項目產生作業,以及玩家獲取要在交易據點出售的商品。
這些程式碼範例可協助您進一步瞭解 DML 和 Spanner 變異交易中的 Cloud Spanner 一致性。
歡迎您使用我們提供的產生器,瞭解如何調度 Spanner 資源。