1. 簡介
Cloud Spanner 是全代管的關聯式資料庫服務,可水平擴充並在全球各地部署,提供 ACID 交易和 SQL 語意,同時維持效能和高可用性。
因此,如果遊戲架構要啟用全球玩家群,或擔心資料一致性問題,Spanner 就是絕佳選擇
在本實驗室中,您會建立兩項與區域 Spanner 資料庫互動的 Go 服務,讓玩家取得物品和金錢 (item-service),然後在交易平台列出物品供其他玩家購買 (tradepost-service)。
本實驗室需要依賴「Cloud Spanner Getting Started with Games Development」程式碼研究室,使用 profile-service 和 matchmaking-service 產生玩家和遊戲。

接著,您將運用 Python 負載架構 Locust.io 產生資料,模擬玩家在「遊戲」過程中取得金錢和物品。玩家可以在交易站上架商品,其他有足夠資金的玩家就能購買。
您也會查詢 Spanner,判斷玩家的帳戶餘額和商品數量,以及有關未結或已完成交易訂單的一些統計資料。
最後,您將清除在本實驗室中建立的資源。
建構項目
本實驗室的學習內容包括:
- 重複使用「開始使用 Cloud Spanner 開發遊戲」中的 Spanner 執行個體。
- 部署以 Go 編寫的 Item 服務,處理玩家取得物品和金錢的作業
- 部署以 Go 編寫的交易站服務,模擬玩家列出待售物品,以及其他玩家購買這些物品。
課程內容
- 如何使用讀取/寫入交易,確保資料變更的一致性
- 如何運用 DML 和 Spanner 變異來修改資料
軟硬體需求
- 已連結至帳單帳戶的 Google Cloud 專案。
- 網路瀏覽器,例如 Chrome 或 Firefox。
- 先前已完成「Cloud Spanner Getting Started with Games Development」,但未執行清除步驟。
2. 設定和需求
完成「開始使用 Cloud Spanner 開發遊戲」程式碼研究室
完成「開始使用 Cloud Spanner 開發遊戲」程式碼研究室。您必須啟用這項功能,才能取得球員和賽事資料集。玩家和遊戲需要取得物品和金錢,然後用來在交易站刊登待售物品和購買物品。
在 Cloud Shell 中設定環境變數
按一下「啟用 Cloud Shell」圖示
開啟 Cloud Shell (由於您先前已執行這項操作,佈建並連線至環境的作業應該只需要幾分鐘)。


連至 Cloud Shell 後,您應該會看到驗證已完成,專案也已設為獲派的 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
資料庫建立完成後,您可以在 sample-game 資料庫中定義結構定義。
本實驗室會建立四個新資料表:game_items、player_items、player_ledger_entries 和 trade_orders。

播放器項目關係

交易訂單關係
遊戲道具會新增至 game_items 表格,然後玩家就能取得。player_items 資料表同時具有 itemUUID 和 playerUUID 的外部鍵,確保玩家只會取得有效項目。
player_ledger_entries 表格會追蹤玩家帳戶餘額的所有金額變動。你可以從戰利品中取得金錢,或在交易站販售物品。
最後,trade_orders 資料表用於處理發布的賣單,以及買家完成這些訂單。
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」按鈕修改結構定義,並等待結構定義更新完成:

下一步
接著,您將部署項目服務。
3. 部署項目服務
服務總覽
項目服務是以 Go 撰寫的 REST API,採用 gin 架構。在這個 API 中,參與開放式遊戲的玩家可獲得金錢和物品。

./src/golang/item-service/main.go 檔案會設定下列端點,以便處理遊戲道具和取得道具的玩家。此外,玩家還可透過端點取得金錢。
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())
}
設定及使用 Spanner 連線的方式,與先前程式碼研究室中的 profile-service 和 matchmaking-service 完全相同。
項目服務會搭配 GameItem、Player、PlayerLedger 和 PlayerItem 使用,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,遊戲必須建立一些項目。為此,系統會呼叫 /items 端點的 POST 要求。這是非常簡單的 DML 插入作業,會將資料插入 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
}
如要取得項目,請呼叫 /players/items 端點的 POST 要求。這個端點的邏輯是擷取遊戲項目的目前值,以及玩家目前的遊戲工作階段。然後將適當資訊插入 player_items 資料表,指出項目取得來源和時間。
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
}
如要讓玩家取得金錢,請呼叫 /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,並在「player_ledger_entries」資料表中更新取得記錄。系統會修改玩家的 account_balance,然後傳回給呼叫端。DML 用於修改玩家和 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
}
您可以看到,預設行為是在 localhost:8082 上執行服務。
有了這些資訊,就可以執行服務了。
執行服務
執行服務會下載依附元件,並在通訊埠 8082 上建立服務:
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,藉此測試服務:
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"
接著,您希望玩家取得這項物品。如要這麼做,您需要 ItemUUID 和 PlayerUUID。ItemUUID 是上一個指令的輸出內容。在本範例中,這個值為 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"
}
如要讓玩家取得物品,請向 POST /players/items 端點提出要求:
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,您部署了可建立遊戲物品的物品服務,並指派玩家開啟遊戲,以便取得金錢和遊戲物品。
後續步驟
在下一個步驟中,您將部署 tradepost 服務。
4. 部署 tradepost 服務
服務總覽
tradepost 服務是以 Go 撰寫的 REST API,採用 gin 架構。在這個 API 中,玩家物品會發布至銷售。遊戲玩家接著就能取得公開交易,並在有足夠資金時購買商品。

tradepost 服務的 ./src/golang/tradepost-service/main.go 檔案與其他服務的設定和程式碼類似,因此在此不重複說明。這項服務會公開下列幾個端點:
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 結構體,以及 GameItem、PlayerItem、Player 和 PlayerLedger 結構體的必要結構體:
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"`
}
如要建立交易訂單,請向 API 端點 /trades/sell 發出 POST 要求。必要資訊包括要販售的 player_item 的 playerItemUUID、lister 和 list_price。
選擇 Spanner 突變來建立交易訂單,並將 player_item 標示為「不可見」。這樣做可避免賣家重複刊登商品。
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
}
實際建立訂單前,系統會驗證 PlayerItem,確保可供販售。這主要是指 PlayerItem 對玩家可見,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
}
如要購買,請向 /trades/buy 端點發出 PUT 要求。必要資訊為 orderUUID 和買家 (即進行購買的玩家 UUID)。
由於這項複雜度和變更數量,突變再次被選中來購買訂單。下列作業會在單一讀寫交易中完成:
- 驗證訂單是否尚未填寫且未過期,因此可以填寫。
// 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,並驗證買家是否可以購買商品。也就是說,買家不得與賣家相同,且買家必須有足夠的資金。
// 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 加入刊登者的帳戶餘額,並提供相符的分類帳項目。
// 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
}
- 從買家帳戶餘額中扣除訂單的 list_price,並建立相符的分類帳項目。
// Update buyer's account balance
negAmount := o.ListPrice.Neg(&o.ListPrice)
buyer.UpdateBalance(ctx, txn, *negAmount)
- 將 player_item 移至新玩家,方法是將遊戲項目的新執行個體插入 PlayerItems 表格,並提供遊戲和買家詳細資料,然後移除賣家的項目執行個體。
// 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「訂單」項目,指出商品已填寫完畢,不再有效。
綜合來看,Buy 函式如下所示:
// 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設定。請參閱 ./src/golang/tradepost-service/config/config.go 檔案的相關部分。
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
}
您可以看到,預設行為是在 localhost:8083 上執行服務,以避免與其他服務發生衝突。
有了這些資訊,現在可以執行 tradepost 服務。
執行服務
執行服務會在通訊埠 8083 上建立服務。這項服務與項目服務有許多相同的依附元件,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
發布項目
發出 GET 要求來擷取要販售的 PlayerItem,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"
}
現在,請呼叫 /trades/sell 端點,上架銷售商品
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,您已部署 tradepost-service 來處理建立賣單。這項服務也負責處理購買這些訂單的功能。
後續步驟
服務已開始運作,現在可以模擬玩家在交易站買賣球員!
5. 開始交易
現在項目和交易站服務都已開始執行,您可以使用提供的蝗蟲產生器產生負載。
Locust 提供網頁介面來執行產生器,但本實驗室會使用指令列 (–headless 選項)。
生成遊戲道具
首先,請產生項目。./generators/item_generator.py 檔案包含一項工作,可建立名稱為隨機字串的遊戲項目,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,產生 10 秒的遊戲項目 (t=10s):
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
玩家取得物品和金錢
接著,讓玩家取得物品和金錢,以便在交易站上進行交易。為此,./generators/game_server.py 檔案會提供工作,以擷取要指派給玩家的遊戲道具,以及隨機金額的貨幣。
# 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
玩家在交易站買賣物品
玩家現在有物品和購買物品的資金,可以開始使用交易站!
./generators/trading_server.py 生成器檔案提供建立銷售訂單及完成這些訂單的任務。
# 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的商品供販售,其他玩家則可在 10 秒內購買這些商品:
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,您模擬玩家註冊玩遊戲,然後使用媒合服務模擬玩家玩遊戲。這些模擬作業運用 Locust Python 架構,向服務的 REST API 發出要求。
您可以隨意修改建立玩家和玩遊戲所花的時間,以及並行使用者人數 (-u)。
後續步驟
模擬完成後,您會想查詢 Spanner,查看各種統計資料。
6. 擷取交易統計資料
我們已模擬玩家取得金錢和物品,然後在交易站出售這些物品,現在來查看一些統計資料。
如要執行這項操作,請使用 Cloud Console 向 Spanner 發出查詢要求。

查看未結與已完成的交易訂單
在交易平台購買 TradeOrder 時,系統會更新 filled 中繼資料欄位。
這項查詢可讓您查看未結案的訂單數量,以及已完成的訂單數量:
-- 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 |
開啟交易 | 159 |
成交交易 | 454 |
查看玩家帳戶餘額和項目數量
如果玩家的 current_game 欄已設定,表示玩家正在玩遊戲。否則表示他們目前沒有在玩遊戲。
如要找出目前正在玩遊戲且擁有最多項目的前 10 名玩家,以及他們的 account_balance
,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,您使用 Cloud 控制台查詢 Spanner,查看了玩家和交易訂單的各種統計資料。
後續步驟
接著,我們來清除主題!
7. 清除
玩完 Spanner 後,我們需要清理遊樂場。幸好這個步驟很簡單,只要前往 Cloud 控制台的 Cloud Spanner 區段,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 上部署範例遊戲
後續步驟
在本實驗室中,您已完成設定兩項服務,分別用於處理遊戲道具生成作業,以及玩家取得要在交易站販售的道具。
這些程式碼範例應有助於您進一步瞭解,交易中的 Cloud Spanner 一致性如何適用於 DML 和 Spanner 突變。
歡迎使用提供的產生器,探索如何擴充 Spanner。