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

4
go.mod
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@@ -1,7 +1,7 @@
module git.aetoskia.com/lila-games/tic-tac-toe module localrepo
go 1.21 go 1.21
require github.com/heroiclabs/nakama-common v1.31.0 require github.com/heroiclabs/nakama-common v1.31.0
require google.golang.org/protobuf v1.31.0 // indirect require google.golang.org/protobuf v1.31.0

27
plugins/common/game.go Normal file
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@@ -0,0 +1,27 @@
package game
import (
"context"
"encoding/json"
"github.com/heroiclabs/nakama-common/runtime"
)
type MovePayload struct {
Data map[string]interface{} `json:"data"` // arbitrary structure per game
}
// GameRules defines game-specific mechanics.
// You implement this for TicTacToe, Chess, etc.
type GameRules interface {
MaxPlayers() int
// ApplyMove modifies state, returns (stateChanged, gameOver, winnerIndex)
ApplyMove(state *MatchState, playerIdx int, payload MovePayload) (bool, bool, int)
// Called when match starts and players are set.
AssignPlayerSymbols(players []*Player)
// Called when match ends via forfeit.
ForfeitWinner(state *MatchState, leaverIndex int) int
}

178
plugins/games/battleship.go Normal file
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@@ -0,0 +1,178 @@
package game
import (
"fmt"
"localrepo/plugins/structs"
)
//
// BATTLESHIP RULES IMPLEMENTATION
//
// NOTES:
// - 2 players
// - Each player has 2 boards:
// 1. Their own ship board (state.Board is not reused here)
// 2. Their "shots" board (hits/misses on opponent)
// - We store boards in Player.Metadata as JSON strings
// (simplest method without changing your structs).
//
// ShipBoard and ShotBoard are encoded inside Metadata:
//
// Metadata["ship_board"] = JSON string of [][]string
// Metadata["shot_board"] = JSON string of [][]string
//
// ------------------------------
// Helpers: encode/decode
// ------------------------------
func encodeBoard(b [][]string) string {
out := "["
for i, row := range b {
out += "["
for j, col := range row {
out += fmt.Sprintf("%q", col)
if j < len(row)-1 {
out += ","
}
}
out += "]"
if i < len(b)-1 {
out += ","
}
}
out += "]"
return out
}
func decodeBoard(s string) [][]string {
var out [][]string
// should never fail; safe fallback
_ = json.Unmarshal([]byte(s), &out)
return out
}
// ------------------------------
// BattleshipRules
// ------------------------------
type BattleshipRules struct{}
func (b *BattleshipRules) MaxPlayers() int { return 2 }
// ------------------------------
// Assign player boards
// ------------------------------
func (b *BattleshipRules) AssignPlayerSymbols(players []*Player) {
// Battleship has no symbols like X/O,
// but we use this hook to initialize per-player boards.
for _, p := range players {
// 10x10 boards
empty := make([][]string, 10)
for r := range empty {
empty[r] = make([]string, 10)
}
// ship board → players place ships manually via a "setup" phase
p.Metadata["ship_board"] = encodeBoard(empty)
// shot board → empty grid that tracks hits/misses
p.Metadata["shot_board"] = encodeBoard(empty)
}
}
// ------------------------------
// ValidateMove
// payload.data = { "row": int, "col": int }
// ------------------------------
func (b *BattleshipRules) ValidateMove(state *structs.MatchState, playerIdx int, payload MovePayload) bool {
rF, ok1 := payload.Data["row"].(float64)
cF, ok2 := payload.Data["col"].(float64)
if !ok1 || !ok2 {
return false
}
r := int(rF)
c := int(cF)
if r < 0 || r > 9 || c < 0 || c > 9 {
return false
}
// Check if this spot was already shot before
shotBoard := decodeBoard(state.Players[playerIdx].Metadata["shot_board"])
return shotBoard[r][c] == ""
}
// ------------------------------
// ApplyMove
// ------------------------------
func (b *BattleshipRules) ApplyMove(state *structs.MatchState, playerIdx int, payload MovePayload) {
attacker := state.Players[playerIdx]
defenderIdx := 1 - playerIdx
defender := state.Players[defenderIdx]
r := int(payload.Data["row"].(float64))
c := int(payload.Data["col"].(float64))
shotBoard := decodeBoard(attacker.Metadata["shot_board"])
shipBoard := decodeBoard(defender.Metadata["ship_board"])
if shipBoard[r][c] == "S" {
// hit
shotBoard[r][c] = "H"
shipBoard[r][c] = "X" // ship cell destroyed
} else {
// miss
shotBoard[r][c] = "M"
}
// Save back
attacker.Metadata["shot_board"] = encodeBoard(shotBoard)
defender.Metadata["ship_board"] = encodeBoard(shipBoard)
}
// ------------------------------
// CheckGameOver
// ------------------------------
func (b *BattleshipRules) CheckGameOver(state *structs.MatchState) (bool, int) {
for i, p := range state.Players {
ships := decodeBoard(p.Metadata["ship_board"])
alive := false
for r := range ships {
for c := range ships[r] {
if ships[r][c] == "S" {
alive = true
}
}
}
if !alive {
// this player has no ships left → opponent wins
return true, 1 - i
}
}
return false, -1
}
// ------------------------------
// Forfeit Winner
// ------------------------------
func (b *BattleshipRules) ForfeitWinner(state *structs.MatchState, leaverIndex int) int {
// If player leaves, opponent automatically wins.
if leaverIndex == 0 {
return 1
}
if leaverIndex == 1 {
return 0
}
return -1
}

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@@ -0,0 +1,143 @@
package game
import (
"errors"
"fmt"
"localrepo/plugins/structs"
)
// TicTacToeRules implements GameRules for 3x3 Tic Tac Toe.
type TicTacToeRules struct{}
// -------------------------------
// GameRules Implementation
// -------------------------------
func (t *TicTacToeRules) MaxPlayers() int {
return 2
}
// Assign player symbols: X and O
func (t *TicTacToeRules) AssignPlayerSymbols(players []*Player) {
if len(players) < 2 {
return
}
players[0].Metadata["symbol"] = "X"
players[1].Metadata["symbol"] = "O"
}
// ValidateMove checks bounds and empty cell.
func (t *TicTacToeRules) ValidateMove(state *structs.MatchState, playerIdx int, payload MovePayload) bool {
rowVal, ok1 := payload.Data["row"]
colVal, ok2 := payload.Data["col"]
if !ok1 || !ok2 {
return false
}
row, ok3 := rowVal.(float64)
col, ok4 := colVal.(float64)
if !ok3 || !ok4 {
return false
}
r := int(row)
c := int(col)
// bounds
if !state.Board.InBounds(r, c) {
return false
}
// empty?
return state.Board.IsEmpty(r, c)
}
// ApplyMove writes X or O to the board.
func (t *TicTacToeRules) ApplyMove(state *structs.MatchState, playerIdx int, payload MovePayload) {
symbol := state.Players[playerIdx].Metadata["symbol"]
r := int(payload.Data["row"].(float64))
c := int(payload.Data["col"].(float64))
state.Board.Set(r, c, symbol)
}
// CheckGameOver determines win/draw state.
func (t *TicTacToeRules) CheckGameOver(state *structs.MatchState) (bool, int) {
winnerSymbol := t.findWinner(state.Board)
if winnerSymbol != "" {
// find the player with this symbol
for _, p := range state.Players {
if p.Metadata["symbol"] == winnerSymbol {
return true, p.Index
}
}
return true, -1
}
if state.Board.Full() {
return true, -1 // draw
}
return false, -1
}
// OnForfeit: whoever leaves loses instantly
func (t *TicTacToeRules) ForfeitWinner(state *structs.MatchState, leaverIndex int) int {
// If player 0 leaves, player 1 wins.
if leaverIndex == 0 && len(state.Players) > 1 {
return 1
}
// If player 1 leaves, player 0 wins.
if leaverIndex == 1 && len(state.Players) > 0 {
return 0
}
// Otherwise draw.
return -1
}
// -------------------------------
// Helper: winner detection
// -------------------------------
func (t *TicTacToeRules) findWinner(b *structs.Board) string {
lines := [][][2]int{
// rows
{{0, 0}, {0, 1}, {0, 2}},
{{1, 0}, {1, 1}, {1, 2}},
{{2, 0}, {2, 1}, {2, 2}},
// cols
{{0, 0}, {1, 0}, {2, 0}},
{{0, 1}, {1, 1}, {2, 1}},
{{0, 2}, {1, 2}, {2, 2}},
// diagonals
{{0, 0}, {1, 1}, {2, 2}},
{{0, 2}, {1, 1}, {2, 0}},
}
for _, line := range lines {
r1, c1 := line[0][0], line[0][1]
r2, c2 := line[1][0], line[1][1]
r3, c3 := line[2][0], line[2][1]
v1 := b.Get(r1, c1)
if v1 != "" &&
v1 == b.Get(r2, c2) &&
v1 == b.Get(r3, c3) {
return v1
}
}
return ""
}

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@@ -5,61 +5,87 @@ import (
"database/sql" "database/sql"
"github.com/heroiclabs/nakama-common/runtime" "github.com/heroiclabs/nakama-common/runtime"
// Adjust these imports to match your project structure
"localrepo/plugins/modules"
"localrepo/plugins/games"
) )
// Example RPC func InitModule(
func HelloWorld(
ctx context.Context, ctx context.Context,
logger runtime.Logger, logger runtime.Logger,
db *sql.DB, db *sql.DB,
nk runtime.NakamaModule, nk runtime.NakamaModule,
payload string, initializer runtime.Initializer,
) (string, error) {
logger.Info("HelloWorld RPC called — payload: %s", payload)
return `{"message": "Hello from Go RPC!"}`, nil
}
// Required module initializer
func InitModule(
ctx context.Context,
logger runtime.Logger,
db *sql.DB,
nk runtime.NakamaModule,
initializer runtime.Initializer,
) error { ) error {
//--------------------------------------------------------
// 1. Register RPCs
//--------------------------------------------------------
if err := initializer.RegisterRpc("hello_world", HelloWorld); err != nil { if err := initializer.RegisterRpc("hello_world", HelloWorld); err != nil {
logger.Error("Failed to register RPC: %v", err) logger.Error("Failed to register RPC hello_world: %v", err)
return err
}
if err := initializer.RegisterMatch("tictactoe", NewMatch); err != nil {
logger.Error("Failed to register RPC: %v", err)
return err
}
// Match making
if err := initializer.RegisterRpc("leave_matchmaking", rpcLeaveMatchmaking); err != nil {
logger.Error("RegisterRpc leave_matchmaking failed: %v", err)
return err
}
if err := initializer.RegisterMatchmakerMatched(MatchmakerMatched); err != nil {
logger.Error("RegisterMatchmakerMatched failed: %v", err)
return err return err
} }
err := nk.LeaderboardCreate( if err := initializer.RegisterRpc("leave_matchmaking", modules.RpcLeaveMatchmaking); err != nil {
ctx, logger.Error("Failed to register RPC leave_matchmaking: %v", err)
"tictactoe", // id return err
true, // authoritative }
"desc", // sortOrder
"incr", // operator
"", // resetSchedule
map[string]interface{}{}, // metadata
)
if err != nil && err.Error() != "Leaderboard ID already exists" { //--------------------------------------------------------
return err // 2. Register Matchmaker Handler
} //--------------------------------------------------------
if err := initializer.RegisterMatchmakerMatched(modules.MatchmakerMatched); err != nil {
logger.Error("Failed to register MatchmakerMatched: %v", err)
return err
}
//--------------------------------------------------------
// 3. Register MATCHES for ALL games
//--------------------------------------------------------
// Build registry: game name → GameRules implementation
registry := map[string]game.GameRules{
"tictactoe": &game.TicTacToeRules{},
"battleship": &game.BattleshipRules{},
}
// Register a Generic Match Handler that can run ANY game from registry
if err := initializer.RegisterMatch("generic", modules.NewGenericMatch(registry)); err != nil {
logger.Error("Failed to register generic match: %v", err)
return err
}
//--------------------------------------------------------
// 4. Register Leaderboards dynamically (optional)
//--------------------------------------------------------
leaderboards := []string{
"tictactoe_classic",
"tictactoe_ranked",
"battleship_classic",
"battleship_ranked",
}
for _, lb := range leaderboards {
err := nk.LeaderboardCreate(
ctx,
lb, // leaderboard ID
true, // authoritative
"desc", // sort order
"incr", // operator
"", // reset schedule (none)
map[string]interface{}{}, // metadata
)
if err != nil && err.Error() != "Leaderboard ID already exists" {
logger.Error("Failed to create leaderboard %s: %v", lb, err)
return err
}
logger.Info("Leaderboard ready: %s", lb)
}
logger.Info("Leaderboard tictactoe ready")
logger.Info("Go module loaded successfully!") logger.Info("Go module loaded successfully!")
return nil return nil
} }

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@@ -1,378 +0,0 @@
package main
import (
"context"
"database/sql"
"encoding/json"
"github.com/heroiclabs/nakama-common/runtime"
)
const (
OpMove int64 = 1
OpState int64 = 2
)
// Server-side game state
type MatchState struct {
Board [3][3]string `json:"board"`
Players []string `json:"players"`
Turn int `json:"turn"` // index in Players
Winner string `json:"winner"` // "X", "O", "draw", "forfeit"
GameOver bool `json:"game_over"` // true when finished
}
// Struct that implements runtime.Match
type TicTacToeMatch struct{}
// Factory for RegisterMatch
func NewMatch(
ctx context.Context,
logger runtime.Logger,
db *sql.DB,
nk runtime.NakamaModule,
) (runtime.Match, error) {
logger.Info("TicTacToe NewMatch factory called")
return &TicTacToeMatch{}, nil
}
// ---- MatchInit ----
// Return initial state, tick rate (ticks/sec), and label
func (m *TicTacToeMatch) MatchInit(
ctx context.Context,
logger runtime.Logger,
db *sql.DB,
nk runtime.NakamaModule,
params map[string]interface{},
) (interface{}, int, string) {
state := &MatchState{
Board: [3][3]string{},
Players: []string{},
Turn: 0,
Winner: "",
GameOver: false,
}
tickRate := 5 // 5 ticks per second (~200ms)
label := "tictactoe"
logger.Info("TicTacToe MatchInit: tickRate=%v label=%s", tickRate, label)
return state, tickRate, label
}
// ---- MatchJoinAttempt ----
func (m *TicTacToeMatch) 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.(*MatchState)
if len(s.Players) >= 2 {
return s, false, "match full"
}
return s, true, ""
}
// ---- MatchJoin ----
func (m *TicTacToeMatch) 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.(*MatchState)
for _, p := range presences {
userID := p.GetUserId()
// avoid duplicates
if indexOf(s.Players, userID) == -1 {
s.Players = append(s.Players, userID)
}
}
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
}
// ---- MatchLeave ----
func (m *TicTacToeMatch) 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.(*MatchState)
// End the game if anyone leaves
if !s.GameOver {
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
}
// ---- MatchLoop ----
func (m *TicTacToeMatch) 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.(*MatchState)
if s.GameOver {
return s
}
changed := false
for _, msg := range messages {
if msg.GetOpCode() != OpMove {
logger.Debug("Ignoring non-move opcode: %d", msg.GetOpCode())
continue
}
var move struct {
Row int `json:"row"`
Col int `json:"col"`
}
if err := json.Unmarshal(msg.GetData(), &move); err != nil {
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 {
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
}
// 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)
}
if s.GameOver {
if s.Winner != "" && s.Winner != "draw" && s.Winner != "forfeit" {
// winner = "X" or "O"
winningIndex := 0
if s.Winner == "O" {
winningIndex = 1
}
winnerUserId := s.Players[winningIndex]
account, acc_err := nk.AccountGetId(ctx, winnerUserId)
winnerUsername := ""
if acc_err != nil {
logger.Error("Failed to fetch username for winner %s: %v", winnerUserId, acc_err)
} else {
winnerUsername = account.GetUser().GetUsername()
}
logger.Info("Winner username=%s userId=%s", winnerUsername, winnerUserId)
// Write +1 win
_, err := nk.LeaderboardRecordWrite(
ctx,
"tictactoe", // leaderboard ID
winnerUserId, // owner ID
winnerUsername, // username
int64(1), // score
int64(0), // subscore
map[string]interface{}{"result": "win"},
nil, // overrideOperator
)
if err != nil {
logger.Error("Failed to write leaderboard win: %v", err)
} else {
logger.Info("Leaderboard updated for: %s", winnerUserId)
}
}
}
}
// 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
}
// ---- MatchTerminate ----
func (m *TicTacToeMatch) 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 (not used, but required) ----
func (m *TicTacToeMatch) 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.Info("MatchSignal: %s", data)
// no-op; just echo back
return state, ""
}
// ---- Helpers ----
func indexOf(arr []string, v string) int {
for i, s := range arr {
if s == v {
return i
}
}
return -1
}
func checkWinner(b [3][3]string) string {
lines := [][][2]int{
{{0, 0}, {0, 1}, {0, 2}},
{{1, 0}, {1, 1}, {1, 2}},
{{2, 0}, {2, 1}, {2, 2}},
{{0, 0}, {1, 0}, {2, 0}},
{{0, 1}, {1, 1}, {2, 1}},
{{0, 2}, {1, 2}, {2, 2}},
{{0, 0}, {1, 1}, {2, 2}},
{{0, 2}, {1, 1}, {2, 0}},
}
for _, l := range lines {
a, b2, c := l[0], l[1], l[2]
if b[a[0]][a[1]] != "" &&
b[a[0]][a[1]] == b[b2[0]][b2[1]] &&
b[a[0]][a[1]] == b[c[0]][c[1]] {
return b[a[0]][a[1]]
}
}
return ""
}
func fullBoard(b [3][3]string) bool {
for _, row := range b {
for _, v := range row {
if v == "" {
return false
}
}
}
return true
}

View File

@@ -1,86 +0,0 @@
package main
import (
"context"
"database/sql"
"encoding/json"
"github.com/heroiclabs/nakama-common/runtime"
)
type MatchmakingTicket struct {
UserID string `json:"user_id"`
Mode string `json:"mode"`
}
// MatchmakerMatched is triggered automatically when enough players form a match.
func MatchmakerMatched(
ctx context.Context,
logger runtime.Logger,
db *sql.DB,
nk runtime.NakamaModule,
entries []runtime.MatchmakerEntry,
) (string, error) {
if len(entries) != 2 {
logger.Warn("MatchmakerMatched triggered with %d players", len(entries))
return "", nil
}
propsA := entries[0].GetProperties()
propsB := entries[1].GetProperties()
validModes := map[string]bool{"classic": true, "blitz": true}
modeA, okA := propsA["mode"].(string)
modeB, okB := propsB["mode"].(string)
if !okA || !okB || !validModes[modeA] || !validModes[modeB] {
logger.Warn("MatchmakerMatched missing mode property — ignoring")
return "", nil
}
// ✅ If modes dont match, let Nakama find another pairing
if modeA != modeB {
logger.Warn("Mode mismatch %s vs %s — retrying matchmaking", modeA, modeB)
return "", nil
}
// ✅ Create authoritative match
matchParams := map[string]interface{}{
"mode": modeA,
}
matchID, err := nk.MatchCreate(ctx, "tictactoe", matchParams)
if err != nil {
logger.Error("MatchCreate failed: %v", err)
return "", runtime.NewError("failed to create match", 13)
}
logger.Info("✅ Match created %s — mode=%s", matchID, modeA)
return matchID, nil
}
// RPC to leave matchmaking queue
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)
}
logger.Info("✅ Matchmaking ticket removed: %s", input.Ticket)
return "{}", nil
}

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
}

51
plugins/structs/board.go Normal file
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@@ -0,0 +1,51 @@
package game
// Board is a generic 2D grid for turn-based games.
// Cell data is stored as strings, but can represent anything (piece, move, state).
type Board struct {
Rows int `json:"rows"`
Cols int `json:"cols"`
Grid [][]string `json:"grid"`
}
// NewBoard creates a grid of empty strings.
func NewBoard(rows, cols int) *Board {
b := &Board{
Rows: rows,
Cols: cols,
Grid: make([][]string, rows),
}
for r := 0; r < rows; r++ {
b.Grid[r] = make([]string, cols)
}
return b
}
func (b *Board) InBounds(row, col int) bool {
return row >= 0 && row < b.Rows && col >= 0 && col < b.Cols
}
func (b *Board) Get(row, col int) string {
return b.Grid[row][col]
}
func (b *Board) Set(row, col int, value string) {
b.Grid[row][col] = value
}
func (b *Board) IsEmpty(row, col int) bool {
return b.Grid[row][col] == ""
}
func (b *Board) Full() bool {
for r := 0; r < b.Rows; r++ {
for c := 0; c < b.Cols; c++ {
if b.Grid[r][c] == "" {
return false
}
}
}
return true
}

View File

@@ -0,0 +1,10 @@
package structs
// MatchState holds the full game session state.
type MatchState struct {
Players []*Player `json:"players"`
Board *Board `json:"board"`
Turn int `json:"turn"` // index in Players[]
Winner int `json:"winner"` // -1 = none, >=0 = winner index
GameOver bool `json:"game_over"` // true when the match ends
}

19
plugins/structs/player.go Normal file
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@@ -0,0 +1,19 @@
package game
// Player represents a participant in the match.
type Player struct {
UserID string `json:"user_id"`
Username string `json:"username"`
Index int `json:"index"`
Metadata map[string]string `json:"metadata,omitempty"`
}
// NewPlayer creates a new player object.
func NewPlayer(userID, username string, index int) *Player {
return &Player{
UserID: userID,
Username: username,
Index: index,
Metadata: make(map[string]string),
}
}