feat(matchmaking): enable mode-based matchmaking and improve match initialization

- Added matchmaker configuration to local.yml with support for string property "mode"
- Enabled faster matchmaking via interval_ms and large ticket limit
- Broadcast initial match state when both players join
- Added detailed validation and logging for move processing
- Broadcast game-over and forfeit states immediately on player leave
- Improved MatchLoop robustness with change tracking and clearer diagnostics
This commit is contained in:
2025-11-28 14:14:03 +05:30
parent ead7ad2c35
commit 95381c2a56
2 changed files with 70 additions and 7 deletions

View File

@@ -7,3 +7,10 @@ session:
socket:
max_message_size_bytes: 4096 # reserved buffer
max_request_size_bytes: 131072
matchmaker:
max_tickets: 10000
interval_ms: 100
query:
properties:
string:
mode: true

View File

@@ -106,6 +106,21 @@ func (m *TicTacToeMatch) MatchJoin(
}
logger.Info("MatchJoin: now %d players", len(s.Players))
// If we have enough players to start, broadcast initial state immediately
if len(s.Players) == 2 {
stateJSON, err := json.Marshal(s)
if err != nil {
logger.Error("Failed to marshal state on join: %v", err)
} else {
if err := dispatcher.BroadcastMessage(OpState, stateJSON, nil, nil, true); err != nil {
logger.Error("BroadcastMessage (initial state) failed: %v", err)
} else {
logger.Info("Broadcasted initial state to players")
}
}
}
return s
}
@@ -128,6 +143,18 @@ func (m *TicTacToeMatch) MatchLeave(
s.GameOver = true
s.Winner = "forfeit"
logger.Info("MatchLeave: game ended by forfeit")
// broadcast final state so clients see the forfeit
stateJSON, err := json.Marshal(s)
if err != nil {
logger.Error("Failed to marshal state on leave: %v", err)
} else {
if err := dispatcher.BroadcastMessage(OpState, stateJSON, nil, nil, true); err != nil {
logger.Error("BroadcastMessage (forfeit) failed: %v", err)
} else {
logger.Info("Broadcasted forfeit state to remaining players")
}
}
}
return s
@@ -151,8 +178,11 @@ func (m *TicTacToeMatch) MatchLoop(
return s
}
changed := false
for _, msg := range messages {
if msg.GetOpCode() != OpMove {
logger.Debug("Ignoring non-move opcode: %d", msg.GetOpCode())
continue
}
@@ -162,46 +192,72 @@ func (m *TicTacToeMatch) MatchLoop(
}
if err := json.Unmarshal(msg.GetData(), &move); err != nil {
logger.Warn("Invalid move payload: %v", err)
logger.Warn("Invalid move payload from %s: %v", msg.GetUserId(), err)
continue
}
playerID := msg.GetUserId()
playerIdx := indexOf(s.Players, playerID)
logger.Info("Received move from %s (playerIdx=%d): row=%d col=%d", playerID, playerIdx, move.Row, move.Col)
if playerIdx == -1 {
logger.Warn("Move rejected: player %s not in player list", playerID)
continue
}
if playerIdx != s.Turn {
// not your turn
logger.Warn("Move rejected: not player's turn (playerIdx=%d turn=%d)", playerIdx, s.Turn)
continue
}
if move.Row < 0 || move.Row > 2 || move.Col < 0 || move.Col > 2 {
logger.Warn("Move rejected: out of bounds (%d,%d)", move.Row, move.Col)
continue
}
if s.Board[move.Row][move.Col] != "" {
logger.Warn("Move rejected: cell already occupied (%d,%d)", move.Row, move.Col)
continue
}
symbols := []string{"X", "O"}
if playerIdx < 0 || playerIdx >= len(symbols) {
logger.Warn("Move rejected: invalid player index %d", playerIdx)
continue
}
s.Board[move.Row][move.Col] = symbols[playerIdx]
// Apply move
s.Board[move.Row][move.Col] = symbols[playerIdx]
changed = true
logger.Info("Move applied for player %s -> %s at (%d,%d)", playerID, symbols[playerIdx], move.Row, move.Col)
// Check win/draw
if winner := checkWinner(s.Board); winner != "" {
s.Winner = winner
s.GameOver = true
logger.Info("Game over! Winner: %s", winner)
} else if fullBoard(s.Board) {
s.Winner = "draw"
s.GameOver = true
logger.Info("Game over! Draw")
} else {
s.Turn = 1 - s.Turn
logger.Info("Turn advanced to %d", s.Turn)
}
}
// Broadcast updated state to everyone
stateJSON, _ := json.Marshal(s)
// If anything changed (or periodically if you want), broadcast updated state to everyone
if changed {
stateJSON, err := json.Marshal(s)
if err != nil {
logger.Error("Failed to marshal state: %v", err)
} else {
if err := dispatcher.BroadcastMessage(OpState, stateJSON, nil, nil, true); err != nil {
logger.Error("BroadcastMessage failed: %v", err)
} else {
logger.Info("Broadcasted updated state to players")
}
}
}
return s