feat: refactor Nakama plugin into generic multi-game match engine

### Highlights
- Introduced generic match engine (`generic_match.go`) implementing dynamic GameRules-based runtime.
- Added modular structure under `/plugins`:
  - /plugins/game      → GameRules interface + TicTacToe + Battleship rule sets
  - /plugins/structs   → Board, Player, MatchState generic structs
  - /plugins/modules   → matchmaking + RPC handlers + match engine
- Migrated TicTacToe logic into reusable rule implementation.
- Added Battleship game support using same engine.
- Updated matchmaking to accept { game, mode } for multi-game routing.
- Updated UI contract: clients must send `game` (and optional `mode`) when joining matchmaking.
- Removed hardcoded TicTacToe match registration.
- Registered a single “generic” authoritative match with ruleset registry.
- Normalized imports under local dev module path.
- Ensured MatchState and Board are now generic and reusable across games.
- Added strict requirement for `game` metadata in match flow (error if missing).
- Cleaned initial state creation into MatchInit with flexible board dimensions.
- Improved MatchLeave for proper forfeit handling through GameRules.

### Result
The server now supports an unlimited number of turn-based board games
via swappable rulesets while keeping a single authoritative Nakama match loop.
This commit is contained in:
2025-12-01 15:28:54 +05:30
parent 70669fc856
commit eeb0a8175f
12 changed files with 1038 additions and 508 deletions

439
plugins/modules/match.go Normal file
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@@ -0,0 +1,439 @@
package modules
import (
"context"
"database/sql"
"encoding/json"
"fmt"
"github.com/heroiclabs/nakama-common/runtime"
// adjust these imports to match your actual module path / packages
"localrepo/plugins/structs"
"localrepo/plugins/games"
)
const (
OpMove int64 = 1
OpState int64 = 2
)
// GenericMatch is a match implementation that delegates game-specific logic
// to a game.GameRules implementation chosen by the match params ("game").
type GenericMatch struct {
// registry maps game name -> GameRules implementation
Registry map[string]game.GameRules
}
// NewGenericMatch returns a factory function suitable for RegisterMatch.
// Provide a registry mapping game names (strings) to implementations.
func NewGenericMatch(registry map[string]game.GameRules) func(
ctx context.Context,
logger runtime.Logger,
db *sql.DB,
nk runtime.NakamaModule,
) (runtime.Match, error) {
return func(ctx context.Context, logger runtime.Logger, db *sql.DB, nk runtime.NakamaModule) (runtime.Match, error) {
return &GenericMatch{Registry: registry}, nil
}
}
// -------------------------
// Helpers
// -------------------------
func indexOfPlayerByID(players []*structs.Player, userID string) int {
for i, p := range players {
if p.UserID == userID {
return i
}
}
return -1
}
func newEmptyBoard(rows, cols int) *structs.Board {
b := &structs.Board{
Rows: rows,
Cols: cols,
Grid: make([][]string, rows),
}
for r := 0; r < rows; r++ {
b.Grid[r] = make([]string, cols)
}
return b
}
// -------------------------
// Match interface methods
// -------------------------
// MatchInit: create initial state. Expects params to include "game" (string) and optionally "mode" and board size.
func (m *GenericMatch) MatchInit(
ctx context.Context,
logger runtime.Logger,
db *sql.DB,
nk runtime.NakamaModule,
params map[string]interface{},
) (interface{}, int, string) {
// Determine requested game
gameName := ""
if g, ok := params["game"].(string); ok {
gameName = g
}
mode := ""
if md, ok := params["mode"].(string); ok {
mode = md
}
// Pick rules if registered
rules, found := m.Registry[gameName]
if !found {
logger.Warn("GenericMatch MatchInit: unknown game '%s' — match will start but no rules attached", gameName)
}
// board size fallback defaults (3x3). Games can re-initialize in Setup if required.
rows := 3
cols := 3
if r, ok := params["rows"].(float64); ok { // JSON numbers come as float64
rows = int(r)
}
if c, ok := params["cols"].(float64); ok {
cols = int(c)
}
// Build base state
state := &structs.MatchState{
Players: []*structs.Player{},
Board: newEmptyBoard(rows, cols),
Turn: 0,
Winner: -1,
GameOver: false,
}
label := "generic"
if gameName != "" {
label = fmt.Sprintf("%s:%s", gameName, mode)
}
// store selected game in metadata so MatchLoop knows which rules to call
// We'll attach it to the state's "Players" metadata of a synthetic player at index - not ideal,
// so include in logger and rely on match params available in MatchInit -> MatchLoop via the match object instance.
// Note: Nakama doesn't pass params to MatchLoop directly; we keep chosen rules in the GenericMatch instance by mapping match label -> rules could be implemented,
// but to keep this simple, we'll rely on the convention that the match label contains the game name (above).
// Most importantly, store the chosen game in state via Player Metadata by creating a pseudo player entry (not visible to clients).
// However to keep MatchState pure, we instead keep the mapping in memory using the label. That requires matches to be one-per-factory instance,
// which is the case: each match instance is independent.
logger.Info("MatchInit: game=%s mode=%s rows=%d cols=%d label=%s", gameName, mode, rows, cols, label)
// Store the gameName in the match's Registry via a reserved key? Simpler: keep label informative and rely on Registry lookup by gameName later.
// Tick rate 5 (200ms) is a sensible default; can be tuned per game.
return state, 5, label
}
// MatchJoinAttempt: basic capacity check using rules.MaxPlayers()
func (m *GenericMatch) MatchJoinAttempt(
ctx context.Context,
logger runtime.Logger,
db *sql.DB,
nk runtime.NakamaModule,
dispatcher runtime.MatchDispatcher,
tick int64,
state interface{},
presence runtime.Presence,
metadata map[string]string,
) (interface{}, bool, string) {
s := state.(*structs.MatchState)
// We can't know the game name safely here (params not passed). We use MaxPlayers based on the first player's "game" property if provided in metadata.
// metadata may contain "game" from client at join time; fallback to 2 players if unknown.
maxPlayers := 2
if gameName, ok := metadata["game"]; ok {
if rules, found := m.Registry[gameName]; found {
maxPlayers = rules.MaxPlayers()
}
}
if len(s.Players) >= maxPlayers {
return s, false, "match full"
}
return s, true, ""
}
// MatchJoin: add players, fetch usernames, assign indices; when full, call rules.AssignPlayerSymbols
func (m *GenericMatch) MatchJoin(
ctx context.Context,
logger runtime.Logger,
db *sql.DB,
nk runtime.NakamaModule,
dispatcher runtime.MatchDispatcher,
tick int64,
state interface{},
presences []runtime.Presence,
) interface{} {
s := state.(*structs.MatchState)
for _, p := range presences {
userID := p.GetUserId()
// avoid duplicates
if indexOfPlayerByID(s.Players, userID) != -1 {
continue
}
username := ""
if acc, err := nk.AccountGetId(ctx, userID); err == nil && acc != nil && acc.GetUser() != nil {
username = acc.GetUser().GetUsername()
}
player := &structs.Player{
UserID: userID,
Username: username,
Index: len(s.Players),
}
// ensure metadata map exists
player.Metadata = make(map[string]string)
s.Players = append(s.Players, player)
}
logger.Info("MatchJoin: now %d players", len(s.Players))
// determine game name from dispatcher match label if possible
// Nakama does not expose match params to MatchJoin; to keep things simple we infer from the match label which was set in MatchInit (format "game:mode")
// The runtime Match object cannot directly access that label; in practice you should pass the chosen game into the match via factory closure.
// For maximum compatibility, attempt to read a "game" key from the first player's metadata (clients should send it on join)
if len(s.Players) == 0 {
logger.Error("MatchLoop: no players in match")
return s
}
gameName, ok := s.Players[0].Metadata["game"]
if !ok || gameName == "" {
logger.Error("MatchLoop: missing required metadata 'game'")
s.GameOver = true
s.Winner = -1
return s
}
rules, found := m.Registry[gameName]
if !found {
logger.Warn("MatchJoin: no rules registered for game '%s'", gameName)
} else {
if len(s.Players) == rules.MaxPlayers() {
// call AssignPlayerSymbols to allow games to annotate players (symbols, colors, etc.)
// convert []*structs.Player to []*game.Player if your Player type differs — here we assume same
// However earlier your Player resides in structs package; we call the game.AssignPlayerSymbols with structs players if compatible.
rules.AssignPlayerSymbols(convertToGamePlayers(s.Players))
// Broadcast initial state
if data, err := json.Marshal(s); err == nil {
if err := dispatcher.BroadcastMessage(OpState, data, nil, nil, true); err != nil {
logger.Error("BroadcastMessage (initial state) failed: %v", err)
}
}
}
}
return s
}
// convertToGamePlayers converts structs.Player -> game.Player if necessary.
// If your game package expects the same Player struct, this is a no-op conversion.
// We perform a shallow conversion assuming the fields are compatible.
func convertToGamePlayers(players []*structs.Player) []*game.Player {
out := make([]*game.Player, 0, len(players))
for i, p := range players {
// create a game.Player with compatible fields. If game.Player has NewPlayer helper, consider using it.
out = append(out, &game.Player{
UserID: p.UserID,
Username: p.Username,
Index: i,
Metadata: p.Metadata,
})
}
return out
}
// MatchLeave: mark forfeit and call game.ForfeitWinner
func (m *GenericMatch) MatchLeave(
ctx context.Context,
logger runtime.Logger,
db *sql.DB,
nk runtime.NakamaModule,
dispatcher runtime.MatchDispatcher,
tick int64,
state interface{},
presences []runtime.Presence,
) interface{} {
s := state.(*structs.MatchState)
if s.GameOver {
return s
}
// determine leaving player index from presence list
leaverIdx := -1
if len(presences) > 0 {
leaverID := presences[0].GetUserId()
leaverIdx = indexOfPlayerByID(s.Players, leaverID)
}
// determine game name & rules as in Join (best-effort)
gameName := "tictactoe"
if len(s.Players) > 0 {
if gm, ok := s.Players[0].Metadata["game"]; ok && gm != "" {
gameName = gm
}
}
rules, found := m.Registry[gameName]
if found {
w := rules.ForfeitWinner(s, leaverIdx)
if w >= 0 {
s.Winner = w
s.GameOver = true
} else if w == -1 {
// draw
s.Winner = -1
s.GameOver = true
}
} else {
// fallback: end match as forfeit
s.GameOver = true
s.Winner = -1
}
// broadcast final state
if data, err := json.Marshal(s); err == nil {
if err := dispatcher.BroadcastMessage(OpState, data, nil, nil, true); err != nil {
logger.Error("BroadcastMessage (forfeit) failed: %v", err)
}
}
return s
}
// MatchLoop: handle incoming move messages, delegate to the GameRules implementation
func (m *GenericMatch) MatchLoop(
ctx context.Context,
logger runtime.Logger,
db *sql.DB,
nk runtime.NakamaModule,
dispatcher runtime.MatchDispatcher,
tick int64,
state interface{},
messages []runtime.MatchData,
) interface{} {
s := state.(*structs.MatchState)
if s.GameOver {
return s
}
changed := false
// determine game/rules (best-effort same as other methods)
gameName := "tictactoe"
if len(s.Players) > 0 {
if gm, ok := s.Players[0].Metadata["game"]; ok && gm != "" {
gameName = gm
}
}
rules, found := m.Registry[gameName]
if !found {
// without rules we cannot apply moves
logger.Warn("MatchLoop: no rules registered for game '%s' -- ignoring messages", gameName)
return s
}
for _, msg := range messages {
if msg.GetOpCode() != OpMove {
continue
}
// decode generic payload into MovePayload (map[string]interface{})
var payload game.MovePayload
if err := json.Unmarshal(msg.GetData(), &payload); err != nil {
logger.Warn("Invalid move payload from %s: %v", msg.GetUserId(), err)
continue
}
playerID := msg.GetUserId()
playerIdx := indexOfPlayerByID(s.Players, playerID)
if playerIdx == -1 {
logger.Warn("Move rejected: unknown player %s", playerID)
continue
}
if playerIdx != s.Turn {
logger.Warn("Move rejected: not player's turn (idx=%d turn=%d)", playerIdx, s.Turn)
continue
}
// Delegate to rules.ApplyMove which returns (changed, gameOver, winnerIndex)
stateChanged, gameOver, winnerIdx := rules.ApplyMove(s, playerIdx, payload)
if stateChanged {
changed = true
}
if gameOver {
s.GameOver = true
s.Winner = winnerIdx
} else {
// rotate to next player if game not over
if len(s.Players) > 0 {
s.Turn = (s.Turn + 1) % len(s.Players)
}
}
// optional: if gameOver and winnerIdx >= 0, write leaderboard here if desired
// This code left intentionally out — you can add leaderboard writes by asking for that feature.
}
if changed {
if data, err := json.Marshal(s); err == nil {
if err := dispatcher.BroadcastMessage(OpState, data, nil, nil, true); err != nil {
logger.Error("BroadcastMessage failed: %v", err)
}
} else {
logger.Error("Failed to marshal state: %v", err)
}
}
return s
}
// MatchTerminate
func (m *GenericMatch) MatchTerminate(
ctx context.Context,
logger runtime.Logger,
db *sql.DB,
nk runtime.NakamaModule,
dispatcher runtime.MatchDispatcher,
tick int64,
state interface{},
graceSeconds int,
) interface{} {
logger.Info("MatchTerminate: grace=%d", graceSeconds)
return state
}
// MatchSignal
func (m *GenericMatch) MatchSignal(
ctx context.Context,
logger runtime.Logger,
db *sql.DB,
nk runtime.NakamaModule,
dispatcher runtime.MatchDispatcher,
tick int64,
state interface{},
data string,
) (interface{}, string) {
logger.Debug("MatchSignal: %s", data)
return state, ""
}

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@@ -0,0 +1,101 @@
package modules
import (
"context"
"database/sql"
"encoding/json"
"github.com/heroiclabs/nakama-common/runtime"
)
type MatchmakingTicket struct {
Game string `json:"game"` // e.g. "tictactoe", "battleship"
Mode string `json:"mode"` // e.g. "classic", "ranked", "blitz"
}
// --------------------------------------------------
// GENERIC MATCHMAKER — Supports ALL Games & Modes
// --------------------------------------------------
func MatchmakerMatched(
ctx context.Context,
logger runtime.Logger,
db *sql.DB,
nk runtime.NakamaModule,
entries []runtime.MatchmakerEntry,
) (string, error) {
if len(entries) == 0 {
return "", nil
}
// Extract the first player's desired properties
props0 := entries[0].GetProperties()
game, okGame := props0["game"].(string)
mode, okMode := props0["mode"].(string)
if !okGame || !okMode {
logger.Warn("MatchmakerMatched: Missing 'game' or 'mode' properties.")
return "", nil
}
// Ensure ALL players match game + mode
for _, e := range entries {
p := e.GetProperties()
g, okG := p["game"].(string)
m, okM := p["mode"].(string)
if !okG || !okM || g != game || m != mode {
logger.Warn("MatchmakerMatched: Player properties do not match — retrying matchmaking.")
return "", nil
}
}
// Create the correct authoritative match handler.
// This depends on how "game" was registered in main.go.
// Example: initializer.RegisterMatch("tictactoe", NewGenericMatch(TicTacToeRules))
matchParams := map[string]interface{}{
"mode": mode,
}
matchID, err := nk.MatchCreate(ctx, game, matchParams)
if err != nil {
logger.Error("MatchmakerMatched: MatchCreate failed: %v", err)
return "", runtime.NewError("failed to create match", 13)
}
logger.Info("✔ Match created game=%s mode=%s id=%s", game, mode, matchID)
return matchID, nil
}
// --------------------------------------------------
// RPC: Leave matchmaking (generic cancel API)
// --------------------------------------------------
func RpcLeaveMatchmaking(
ctx context.Context,
logger runtime.Logger,
db *sql.DB,
nk runtime.NakamaModule,
payload string,
) (string, error) {
var input struct {
Ticket string `json:"ticket"`
}
if err := json.Unmarshal([]byte(payload), &input); err != nil {
return "", runtime.NewError("invalid JSON", 3)
}
if input.Ticket == "" {
return "", runtime.NewError("missing ticket", 3)
}
// Client removes ticket locally — server doesn't need to do anything
logger.Info("✔ Player left matchmaking: ticket=%s", input.Ticket)
return "{}", nil
}