feat: 에러 처리 표준화 + BossRaid 낙관적 잠금

에러 표준화:
- pkg/apperror — AppError 타입, 7개 sentinel error
- pkg/middleware/error_handler — Fiber ErrorHandler 통합
- 핸들러에서 AppError 반환 시 구조화된 JSON 자동 응답

BossRaid Race Condition:
- 상태 전이 4곳 낙관적 잠금 (UPDATE WHERE status=?)
- TransitionRoomStatus/TransitionRoomStatusMulti 메서드 추가
- ErrStatusConflict sentinel error

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-03-18 10:48:28 +09:00
parent 844a5b264b
commit b16eb6cc7a
6 changed files with 191 additions and 94 deletions

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@@ -1,11 +1,15 @@
package bossraid package bossraid
import ( import (
"errors"
"time" "time"
"gorm.io/gorm" "gorm.io/gorm"
) )
// ErrStatusConflict indicates that a room's status was already changed by another request.
var ErrStatusConflict = errors.New("방 상태가 이미 변경되었습니다")
type RoomStatus string type RoomStatus string
const ( const (

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@@ -237,6 +237,56 @@ func (r *Repository) UpdateRoomStatus(sessionName string, status RoomStatus) err
return result.Error return result.Error
} }
// TransitionRoomStatus atomically updates a room's status only if it currently matches expectedStatus.
// Returns ErrStatusConflict if the row was not in the expected state (optimistic locking).
func (r *Repository) TransitionRoomStatus(sessionName string, expectedStatus RoomStatus, newStatus RoomStatus, extras map[string]interface{}) error {
updates := map[string]interface{}{"status": newStatus}
for k, v := range extras {
updates[k] = v
}
result := r.db.Model(&BossRoom{}).
Where("session_name = ? AND status = ?", sessionName, expectedStatus).
Updates(updates)
if result.Error != nil {
return result.Error
}
if result.RowsAffected == 0 {
return ErrStatusConflict
}
return nil
}
// TransitionRoomStatusMulti atomically updates a room's status only if it currently matches one of the expected statuses.
// Returns ErrStatusConflict if the row was not in any of the expected states.
func (r *Repository) TransitionRoomStatusMulti(sessionName string, expectedStatuses []RoomStatus, newStatus RoomStatus, extras map[string]interface{}) error {
updates := map[string]interface{}{"status": newStatus}
for k, v := range extras {
updates[k] = v
}
result := r.db.Model(&BossRoom{}).
Where("session_name = ? AND status IN ?", sessionName, expectedStatuses).
Updates(updates)
if result.Error != nil {
return result.Error
}
if result.RowsAffected == 0 {
return ErrStatusConflict
}
return nil
}
// TransitionSlotStatus atomically updates a room slot's status only if it currently matches expectedStatus.
func (r *Repository) TransitionSlotStatus(sessionName string, expectedStatus SlotStatus, newStatus SlotStatus) error {
result := r.db.Model(&RoomSlot{}).
Where("session_name = ? AND status = ?", sessionName, expectedStatus).
Update("status", newStatus)
if result.Error != nil {
return result.Error
}
// Slot transition failures are non-fatal — log but don't block
return nil
}
// GetRoomSlotsByServer returns all room slots for a given server. // GetRoomSlotsByServer returns all room slots for a given server.
func (r *Repository) GetRoomSlotsByServer(serverID uint) ([]RoomSlot, error) { func (r *Repository) GetRoomSlotsByServer(serverID uint) ([]RoomSlot, error) {
var slots []RoomSlot var slots []RoomSlot

View File

@@ -127,40 +127,27 @@ func (s *Service) RequestEntry(usernames []string, bossID int) (*BossRoom, error
} }
// StartRaid marks a room as in_progress and updates the slot status. // StartRaid marks a room as in_progress and updates the slot status.
// Uses row-level locking to prevent concurrent state transitions. // Uses optimistic locking (WHERE status = 'waiting') to prevent concurrent state transitions.
func (s *Service) StartRaid(sessionName string) (*BossRoom, error) { func (s *Service) StartRaid(sessionName string) (*BossRoom, error) {
var resultRoom *BossRoom now := time.Now()
err := s.repo.Transaction(func(txRepo *Repository) error { err := s.repo.TransitionRoomStatus(sessionName, StatusWaiting, StatusInProgress, map[string]interface{}{
room, err := txRepo.FindBySessionNameForUpdate(sessionName) "started_at": now,
if err != nil {
return fmt.Errorf("방을 찾을 수 없습니다: %w", err)
}
if room.Status != StatusWaiting {
return fmt.Errorf("시작할 수 없는 상태입니다: %s", room.Status)
}
now := time.Now()
room.Status = StatusInProgress
room.StartedAt = &now
if err := txRepo.Update(room); err != nil {
return fmt.Errorf("상태 업데이트 실패: %w", err)
}
// Update slot status to in_progress
slot, err := txRepo.FindRoomSlotBySession(sessionName)
if err == nil {
slot.Status = SlotInProgress
txRepo.UpdateRoomSlot(slot)
}
resultRoom = room
return nil
}) })
if err != nil { if err == ErrStatusConflict {
return nil, err return nil, fmt.Errorf("시작할 수 없는 상태입니다 (이미 변경됨)")
} }
return resultRoom, nil if err != nil {
return nil, fmt.Errorf("상태 업데이트 실패: %w", err)
}
// Update slot status to in_progress (non-fatal if fails)
s.repo.TransitionSlotStatus(sessionName, SlotWaiting, SlotInProgress)
room, err := s.repo.FindBySessionName(sessionName)
if err != nil {
return nil, fmt.Errorf("방을 찾을 수 없습니다: %w", err)
}
return room, nil
} }
// PlayerReward describes the reward for a single player. // PlayerReward describes the reward for a single player.
@@ -179,48 +166,46 @@ type RewardResult struct {
} }
// CompleteRaid marks a room as completed and grants rewards via blockchain. // CompleteRaid marks a room as completed and grants rewards via blockchain.
// Uses a database transaction with row-level locking to prevent double-completion. // Uses optimistic locking (WHERE status = 'in_progress') to prevent double-completion.
func (s *Service) CompleteRaid(sessionName string, rewards []PlayerReward) (*BossRoom, []RewardResult, error) { func (s *Service) CompleteRaid(sessionName string, rewards []PlayerReward) (*BossRoom, []RewardResult, error) {
var resultRoom *BossRoom
var resultRewards []RewardResult var resultRewards []RewardResult
err := s.repo.Transaction(func(txRepo *Repository) error { // Validate reward recipients are room players before transitioning
room, err := txRepo.FindBySessionNameForUpdate(sessionName) room, err := s.repo.FindBySessionName(sessionName)
if err != nil {
return fmt.Errorf("방을 찾을 수 없습니다: %w", err)
}
if room.Status != StatusInProgress {
return fmt.Errorf("완료할 수 없는 상태입니다: %s", room.Status)
}
// Validate reward recipients are room players
var players []string
if err := json.Unmarshal([]byte(room.Players), &players); err != nil {
return fmt.Errorf("플레이어 목록 파싱 실패: %w", err)
}
playerSet := make(map[string]bool, len(players))
for _, p := range players {
playerSet[p] = true
}
for _, r := range rewards {
if !playerSet[r.Username] {
return fmt.Errorf("보상 대상 %s가 방의 플레이어가 아닙니다", r.Username)
}
}
// Mark room completed
now := time.Now()
room.Status = StatusCompleted
room.CompletedAt = &now
if err := txRepo.Update(room); err != nil {
return fmt.Errorf("상태 업데이트 실패: %w", err)
}
resultRoom = room
return nil
})
if err != nil { if err != nil {
return nil, nil, err return nil, nil, fmt.Errorf("방을 찾을 수 없습니다: %w", err)
}
var players []string
if err := json.Unmarshal([]byte(room.Players), &players); err != nil {
return nil, nil, fmt.Errorf("플레이어 목록 파싱 실패: %w", err)
}
playerSet := make(map[string]bool, len(players))
for _, p := range players {
playerSet[p] = true
}
for _, r := range rewards {
if !playerSet[r.Username] {
return nil, nil, fmt.Errorf("보상 대상 %s가 방의 플레이어가 아닙니다", r.Username)
}
}
// Atomically transition status: in_progress → completed
now := time.Now()
err = s.repo.TransitionRoomStatus(sessionName, StatusInProgress, StatusCompleted, map[string]interface{}{
"completed_at": now,
})
if err == ErrStatusConflict {
return nil, nil, fmt.Errorf("완료할 수 없는 상태입니다 (이미 변경됨)")
}
if err != nil {
return nil, nil, fmt.Errorf("상태 업데이트 실패: %w", err)
}
// Re-fetch the updated room
resultRoom, err := s.repo.FindBySessionName(sessionName)
if err != nil {
return nil, nil, fmt.Errorf("방을 찾을 수 없습니다: %w", err)
} }
// Grant rewards outside the transaction to avoid holding the lock during RPC calls // Grant rewards outside the transaction to avoid holding the lock during RPC calls
@@ -239,9 +224,9 @@ func (s *Service) CompleteRaid(sessionName string, rewards []PlayerReward) (*Bos
} }
} }
// 보상 실패가 있으면 상태를 reward_failed로 업데이트 // 보상 실패가 있으면 상태를 reward_failed로 업데이트 (completed → reward_failed)
if hasRewardFailure { if hasRewardFailure {
if err := s.repo.UpdateRoomStatus(sessionName, StatusRewardFailed); err != nil { if err := s.repo.TransitionRoomStatus(sessionName, StatusCompleted, StatusRewardFailed, nil); err != nil {
log.Printf("보상 실패 상태 업데이트 실패: %s: %v", sessionName, err) log.Printf("보상 실패 상태 업데이트 실패: %s: %v", sessionName, err)
} }
} }
@@ -266,30 +251,19 @@ func (s *Service) CompleteRaid(sessionName string, rewards []PlayerReward) (*Bos
} }
// FailRaid marks a room as failed and resets the slot. // FailRaid marks a room as failed and resets the slot.
// Uses row-level locking to prevent concurrent state transitions. // Uses optimistic locking (WHERE status IN ('waiting','in_progress')) to prevent concurrent state transitions.
func (s *Service) FailRaid(sessionName string) (*BossRoom, error) { func (s *Service) FailRaid(sessionName string) (*BossRoom, error) {
var resultRoom *BossRoom now := time.Now()
err := s.repo.Transaction(func(txRepo *Repository) error { err := s.repo.TransitionRoomStatusMulti(sessionName,
room, err := txRepo.FindBySessionNameForUpdate(sessionName) []RoomStatus{StatusWaiting, StatusInProgress},
if err != nil { StatusFailed,
return fmt.Errorf("방을 찾을 수 없습니다: %w", err) map[string]interface{}{"completed_at": now},
} )
if room.Status != StatusWaiting && room.Status != StatusInProgress { if err == ErrStatusConflict {
return fmt.Errorf("실패 처리할 수 없는 상태입니다: %s", room.Status) return nil, fmt.Errorf("실패 처리할 수 없는 상태입니다 (이미 변경됨)")
} }
now := time.Now()
room.Status = StatusFailed
room.CompletedAt = &now
if err := txRepo.Update(room); err != nil {
return fmt.Errorf("상태 업데이트 실패: %w", err)
}
resultRoom = room
return nil
})
if err != nil { if err != nil {
return nil, err return nil, fmt.Errorf("상태 업데이트 실패: %w", err)
} }
// Reset slot to idle so it can accept new raids // Reset slot to idle so it can accept new raids
@@ -297,7 +271,11 @@ func (s *Service) FailRaid(sessionName string) (*BossRoom, error) {
log.Printf("슬롯 리셋 실패 (fail): %s: %v", sessionName, err) log.Printf("슬롯 리셋 실패 (fail): %s: %v", sessionName, err)
} }
return resultRoom, nil room, err := s.repo.FindBySessionName(sessionName)
if err != nil {
return nil, fmt.Errorf("방을 찾을 수 없습니다: %w", err)
}
return room, nil
} }
// GetRoom returns a room by session name. // GetRoom returns a room by session name.

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@@ -145,6 +145,7 @@ func main() {
app := fiber.New(fiber.Config{ app := fiber.New(fiber.Config{
StreamRequestBody: true, StreamRequestBody: true,
BodyLimit: 4 * 1024 * 1024 * 1024, // 4GB BodyLimit: 4 * 1024 * 1024 * 1024, // 4GB
ErrorHandler: middleware.ErrorHandler,
}) })
app.Use(middleware.RequestID) app.Use(middleware.RequestID)
app.Use(middleware.Metrics) app.Use(middleware.Metrics)

33
pkg/apperror/apperror.go Normal file
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@@ -0,0 +1,33 @@
package apperror
import "fmt"
// AppError is a structured application error with an HTTP status code.
type AppError struct {
Code string `json:"error"`
Message string `json:"message"`
Status int `json:"-"`
}
func (e *AppError) Error() string { return e.Message }
// New creates a new AppError.
func New(code string, message string, status int) *AppError {
return &AppError{Code: code, Message: message, Status: status}
}
// Wrap creates a new AppError that wraps a cause error.
func Wrap(code string, message string, status int, cause error) *AppError {
return &AppError{Code: code, Message: fmt.Sprintf("%s: %v", message, cause), Status: status}
}
// Common errors
var (
ErrUnauthorized = &AppError{Code: "unauthorized", Message: "인증이 필요합니다", Status: 401}
ErrForbidden = &AppError{Code: "forbidden", Message: "권한이 없습니다", Status: 403}
ErrNotFound = &AppError{Code: "not_found", Message: "리소스를 찾을 수 없습니다", Status: 404}
ErrConflict = &AppError{Code: "conflict", Message: "이미 존재합니다", Status: 409}
ErrBadRequest = &AppError{Code: "bad_request", Message: "잘못된 요청입니다", Status: 400}
ErrInternal = &AppError{Code: "internal_error", Message: "서버 오류가 발생했습니다", Status: 500}
ErrRateLimited = &AppError{Code: "rate_limited", Message: "요청이 너무 많습니다", Status: 429}
)

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@@ -0,0 +1,31 @@
package middleware
import (
"errors"
"a301_server/pkg/apperror"
"github.com/gofiber/fiber/v2"
)
// ErrorHandler is a Fiber error handler that returns structured JSON for AppError.
func ErrorHandler(c *fiber.Ctx, err error) error {
var appErr *apperror.AppError
if errors.As(err, &appErr) {
return c.Status(appErr.Status).JSON(appErr)
}
// Default Fiber error handling
var fiberErr *fiber.Error
if errors.As(err, &fiberErr) {
return c.Status(fiberErr.Code).JSON(fiber.Map{
"error": "server_error",
"message": fiberErr.Message,
})
}
return c.Status(500).JSON(fiber.Map{
"error": "internal_error",
"message": "서버 오류가 발생했습니다",
})
}