19 Commits

Author SHA1 Message Date
95381c2a56 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
2025-11-28 14:14:03 +05:30
ead7ad2c35 added check for allowing only class and blitz game mode at server 2025-11-27 16:10:04 +05:30
4a833dc258 fixes 2025-11-27 15:36:39 +05:30
37c090cf64 fixes 2025-11-27 15:15:57 +05:30
7bcdc76594 minor fixes 2025-11-26 17:36:58 +05:30
087616a67e fix(matchmaking): correctly group players only after successful match join
- Track matches based solely on `player.match_id`
- Avoid double-counting from presence events or server broadcasts
- Ensure `matches[match_id]` contains only actual participants
- Prevent false 3–4 player matches and scenario execution failures
- Maintain safety check for non-1v1 match sizes

This resolves incorrect match grouping in automated matchmaking tests,
allowing clean 1v1 scenario execution and accurate match counts.
2025-11-26 17:36:49 +05:30
10058710fb Improve client matchmaking flow with ticket handling, auto-join, and mode distribution
### PlayerWebSocketHandler updates
- Track `ticket` and `match_id` per player instance
- Handle `matchmaker_ticket` messages and store ticket
- Handle `matchmaker_matched` and automatically join created match
- Enhance matchmaking debug output
- Update join_matchmaking() to include mode-based string_properties + query

### Matchmaking simulation improvements
- Evenly distribute players between "classic" and "blitz" modes
- Randomize assignment order to simulate real queue behavior
- Log player→mode mapping for visibility during tests

Example:
  player_0 -> classic
  player_3 -> blitz
  player_5 -> classic

Client test harness now accurately reflects multi-mode matchmaking behavior.
2025-11-26 17:11:20 +05:30
eb35ccd180 Enhance matchmaker to validate mode and create authoritative matches
- Implement MatchmakerMatched callback for true matchmaking flow
- Enforce strict 1v1 pairing (ignore non-2 player matches)
- Read `mode` from matchmaker ticket properties
- Prevent mismatched-mode players from being paired
- Automatically create authoritative `tictactoe` match when valid pair found
- Provide match parameters so match handler receives selected mode
- Improve logging for debugging and visibility

Ensures clean, mode-aware matchmaking queues and proper server-side match creation.
2025-11-26 17:09:49 +05:30
bd376123b3 refactor(matchmaking): migrate Python simulator to native Nakama matchmaker
### Summary
Replaced legacy RPC-based matchmaking flow with proper WebSocket-driven
matchmaker integration. Player simulation now queues via
`matchmaker_add`, auto-joins matches on `matchmaker_matched`, and no
longer depends on `rpc_find_match`.
2025-11-26 16:35:19 +05:30
ea1a70b212 feat(matchmaking): replace legacy rpc_find_match with Nakama native matchmaking
### Summary
This update removes the old RPC-driven matchmaking flow and replaces it
with proper Nakama matchmaker integration. Players now queue using
`matchmaker_add` over WebSockets, and matches are created via
`MatchmakerMatched` callback.

### Changes
- Removed `rpc_find_match` and MatchList polling logic
- Added `MatchmakerMatched` handler to auto-create TicTacToe matches
- Added RPC stubs `join_matchmaking` & `leave_matchmaking` only for
  optional validation (no server-side queueing)
- Updated `main.go` to register:
   `tictactoe` authoritative match
   `matchmaker_matched` callback
   removed obsolete rpc_find_match registration
- Ensured module loads successfully with cleaner InitModule
- Cleaned unused imports and outdated Nakama calls

### Benefits
- Fully scalable & production-ready matchmaking flow
- Eliminates race conditions & manual match assignment
- Supports multiple queues (classic / blitz) via string properties
- Aligns plugin with Nakama best practices
- Enables Python/WebSocket simulation without RPC dependencies
2025-11-26 16:34:55 +05:30
908eebefdd basic matchmaking flow 2025-11-26 16:09:58 +05:30
0fb448dd45 feat: add rpc_find_match for basic 2-player matchmaking
- Implement rpc_find_match Nakama RPC function
- Search for existing authoritative TicTacToe matches via MatchList
- Return first match with available slot (size < 2)
- Create new match using MatchCreate when none available
- Add request/response structs for future extensibility
- Log match search, selection, and creation flow
- Gracefully handle optional JSON payload and invalid input
2025-11-26 16:09:48 +05:30
fa4d4d00be setup player 2025-11-26 16:04:27 +05:30
22993d6d37 minor prints 2025-11-26 15:57:56 +05:30
de4bfb6c07 changed sequence of join match and listener 2025-11-26 15:57:44 +05:30
d260c9a1ef refactor: abstract WebSocket handling into shared base class
- Introduce WebSocketHandler for reusable socket lifecycle management:
  • login, connect, close, start_listener
  • continuous receive loop with on_message callback
  • background listener task support

- Create PlayerWebSocketHandler subclass implementing TicTacToe behavior:
  • match_create, match_join, send_move helpers
  • parse match_data opcodes and pretty-print board state

- Move shared logic (auth, recv loop, WS decoding) out of gameplay module
- Simplifies test scenario execution & enables future bot/test clients
- Reduces duplication and improves separation of concerns
2025-11-26 15:43:25 +05:30
1b4e7a5ee0 feat(test): add comprehensive TicTacToe gameplay scenario flows
- Introduce multiple async test paths for simulation-based validation:
  • happy_path (P1 top-row win)
  • p2_wins_diagonal
  • draw_game (full board, no winner)
  • illegal_occupied_cell
  • illegal_out_of_turn
  • illegal_out_of_bounds
  • midgame_disconnect
  • abandoned_lobby (no opponent joins)
  • spam_moves (anti-flood behavior)
  • random_game (stochastic stress playthrough)

- Add TEST_SCENARIOS registry for automated execution
- Improve coverage of server-side match logic, validation, and cleanup
- Enables CI-driven load, rule enforcement, and termination testing
2025-11-26 14:51:10 +05:30
cb23d3c516 feat: add PlayerWebSocket class abstraction for Nakama TicTacToe client
- Introduce PlayerWebSocket class to encapsulate player behavior
- Handle login, websocket connect, message listening, and cleanup
- Add helpers: create_match, join_match, send_move
- Remove global websocket/session handling
- Update main() to use object-oriented player flow
- Improves readability, scalability, and multiplayer orchestration
2025-11-26 14:34:19 +05:30
37b20c6c36 fixes 2025-11-25 19:15:46 +05:30
8 changed files with 587 additions and 127 deletions

View File

@@ -1,4 +1,5 @@
# ✅ Project Status Report — Multiplayer Tic-Tac-Toe Platform
# ✅ Project Status Report
## Multiplayer Tic-Tac-Toe Platform
**To:** CTO & Technical Interview Panel

View File

@@ -1,4 +1,3 @@
version: '3'
services:
postgres:
command: postgres -c shared_preload_libraries=pg_stat_statements -c pg_stat_statements.track=all

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@@ -1,6 +1,8 @@
import random
import asyncio
import base64
import json
from typing import Awaitable, Callable
import requests
import websockets
@@ -18,140 +20,338 @@ def print_board(board):
print("\n" + separator.join(rows) + "\n")
# ---------- Auth ----------
class WebSocketHandler(object):
def __init__(
self,
custom_id: str,
label: str,
):
self.custom_id = custom_id
self.label = label
def login(custom_id: str) -> str:
"""Authenticate via custom ID and return Nakama session token (JWT)."""
basic = base64.b64encode(f"{SERVER_KEY}:".encode()).decode()
r = requests.post(
f"{HOST}/v2/account/authenticate/custom?create=true",
headers={"Authorization": f"Basic {basic}"},
json={"id": custom_id},
)
r.raise_for_status()
body = r.json()
return body["token"]
self.token = None
self.ws = None
self.listener_task = None
async def on_message(self, msg: dict):
raise NotImplementedError("Override me!")
# ---------- Auth & Connect ----------
def login(self):
"""Authenticate via custom ID and store token."""
basic = base64.b64encode(f"{SERVER_KEY}:".encode()).decode()
r = requests.post(
f"{HOST}/v2/account/authenticate/custom?create=true",
headers={"Authorization": f"Basic {basic}"},
json={"id": self.custom_id},
)
r.raise_for_status()
self.token = r.json()["token"]
return self.token
async def connect(self):
"""Open Nakama WebSocket using stored auth token."""
if not self.token:
self.login()
url = f"{WS}/ws?token={self.token}"
self.ws = await websockets.connect(url)
# ---------- Listener ----------
async def listener(self):
"""Continuously receive events + decode match data."""
try:
while True:
raw = await self.ws.recv()
msg = json.loads(raw)
await self.on_message(msg) # ✅ handoff
except websockets.exceptions.ConnectionClosedOK:
print(f"[{self.label}] WebSocket closed gracefully")
except websockets.exceptions.ConnectionClosedError as e:
print(f"[{self.label}] WebSocket closed with error: {e}")
def start_listener(self):
"""Spawn background task for async message stream."""
if self.ws:
self.listener_task = asyncio.create_task(self.listener())
# ---------- Cleanup ----------
async def close(self):
if self.listener_task:
self.listener_task.cancel()
if self.ws:
await self.ws.close()
print(f"[{self.label}] Connection closed")
# ---------- WebSocket helpers ----------
class PlayerWebSocketHandler(WebSocketHandler):
@classmethod
async def setup_player(
cls,
name: str
) -> 'PlayerWebSocketHandler':
"""Create WS handler, login, connect, start listener."""
handler = cls(name, name)
handler.login()
await handler.connect()
return handler
async def connect(token: str) -> websockets.ClientConnection:
url = f"{WS}/ws?token={token}"
ws = await websockets.connect(url)
return ws
def __init__(self, custom_id: str, label: str):
super().__init__(custom_id, label)
self.ticket = None
self.match_id = None
async def on_message(self, msg):
if "matchmaker_matched" in msg:
match_id = msg["matchmaker_matched"]["match_id"]
print(f"[{self.label}] ✅ Match found: {match_id}")
await self.join_match(match_id)
return
if "matchmaker_ticket" in msg:
self.ticket = msg["matchmaker_ticket"]["ticket"]
print(f"[{self.label}] ✅ Received ticket: {self.ticket}")
return
if "match_data" not in msg:
print(f"[{self.label}] {msg}")
return
md = msg["match_data"]
op = int(md.get("op_code", 0))
data = md.get("data")
if not data:
return
payload = json.loads(base64.b64decode(data).decode())
if op == 1:
print(f"[{self.label}] MOVE -> {payload}")
elif op == 2:
print(f"\n[{self.label}] GAME STATE")
# print_board(payload["board"])
print(f"Turn={payload['turn']} Winner={payload['winner']}\n")
else:
print(f"[{self.label}] UNKNOWN OPCODE {op}: {payload}")
# ---------- Match Helpers ----------
async def join_matchmaking(self, mode: str = "classic"):
"""Queue into Nakama matchmaker."""
await self.ws.send(json.dumps({
"matchmaker_add": {
"min_count": 2,
"max_count": 2,
"string_properties": {"mode": mode}
}
}))
print(f"[{self.label}] Searching match for mode={mode}...")
async def leave_matchmaking(self, ticket: str):
"""Remove player from Nakama matchmaking queue."""
await self.ws.send(json.dumps({
"matchmaker_remove": {
"ticket": ticket
}
}))
print(f"[{self.label}] Left matchmaking queue")
async def create_match(self) -> str:
await self.ws.send(json.dumps({"match_create": {}}))
msg = json.loads(await self.ws.recv())
match_id = msg["match"]["match_id"]
print(f"[{self.label}] Created match: {match_id}")
return match_id
async def join_match(self, match_id: str):
await self.ws.send(json.dumps({"match_join": {"match_id": match_id}}))
print(f"[{self.label}] Joined match: {match_id}")
self.match_id = match_id
# ---------- Gameplay ----------
async def send_move(self, match_id: str, row: int, col: int):
payload = {"row": row, "col": col}
encoded = base64.b64encode(json.dumps(payload).encode()).decode()
await self.ws.send(json.dumps({
"match_data_send": {
"match_id": match_id,
"op_code": 1,
"data": encoded,
}
}))
print(f"[{self.label}] Sent move: {payload}")
async def listener(ws, label: str):
"""Log all messages for a given socket."""
try:
while True:
raw = await ws.recv()
data = json.loads(raw)
if "match_data" not in data:
print(f"[{label}] {data}")
continue
md = data["match_data"]
parse_match_data(md, label)
except websockets.exceptions.ConnectionClosedOK:
print(f"[{label}] WebSocket closed cleanly")
return
except websockets.exceptions.ConnectionClosedError as e:
print(f"[{label}] WebSocket closed with error: {e}")
return
def parse_match_data(md, label: str):
op = int(md.get("op_code", 0))
# decode base64 payload
payload_json = base64.b64decode(md["data"]).decode()
payload = json.loads(payload_json)
# OpMove → just log move
if op == 1:
print(f"[{label}] MOVE -> {payload}")
return
# OpState → pretty-print board
if op == 2:
print(f"\n[{label}] GAME STATE")
print_board(payload["board"])
print(f"Turn={payload['turn']} Winner={payload['winner']}\n")
return
# other opcodes
raise RuntimeError(f"[{label}] UNKNOWN OPCODE {op}: {payload}")
async def happy_path(
match_id: str,
p1: PlayerWebSocketHandler,
p2: PlayerWebSocketHandler
):
# Play moves
await p1.send_move(match_id, 0, 0)
await asyncio.sleep(0.3)
await p2.send_move(match_id, 1, 1)
await asyncio.sleep(0.3)
await p1.send_move(match_id, 0, 1)
await asyncio.sleep(0.3)
await p2.send_move(match_id, 2, 2)
await asyncio.sleep(0.3)
await p1.send_move(match_id, 0, 2)
async def send_move(ws, match_id: str, row: int, col: int):
"""Send a TicTacToe move using OpMove = 1 with base64-encoded data."""
payload = {"row": row, "col": col}
# Nakama expects `data` as bytes -> base64 string in JSON
data_bytes = json.dumps(payload).encode("utf-8")
data_b64 = base64.b64encode(data_bytes).decode("ascii")
msg = {
"match_data_send": {
"match_id": match_id,
"op_code": 1, # OpMove
"data": data_b64,
}
}
await ws.send(json.dumps(msg))
async def p2_wins_diagonal(
match_id: str,
p1: PlayerWebSocketHandler,
p2: PlayerWebSocketHandler
):
await p1.send_move(match_id, 0, 0)
await asyncio.sleep(0.3)
await p2.send_move(match_id, 0, 2)
await asyncio.sleep(0.3)
await p1.send_move(match_id, 1, 0)
await asyncio.sleep(0.3)
await p2.send_move(match_id, 1, 1)
await asyncio.sleep(0.3)
await p1.send_move(match_id, 2, 1)
await asyncio.sleep(0.3)
await p2.send_move(match_id, 2, 0) # P2 wins
# ---------- Main flow ----------
async def draw_game(
match_id: str,
p1: PlayerWebSocketHandler,
p2: PlayerWebSocketHandler
):
moves = [
(p1, 0, 0), (p2, 0, 1),
(p1, 0, 2), (p2, 1, 0),
(p1, 1, 2), (p2, 1, 1),
(p1, 2, 1), (p2, 2, 2),
(p1, 2, 0),
]
for player, r, c in moves:
await player.send_move(match_id, r, c)
await asyncio.sleep(0.25)
async def illegal_occupied_cell(
match_id: str,
p1: PlayerWebSocketHandler,
p2: PlayerWebSocketHandler
):
await p1.send_move(match_id, 0, 0)
await asyncio.sleep(0.3)
# P2 tries same spot → should trigger server rejection
await p2.send_move(match_id, 0, 0)
async def illegal_out_of_turn(
match_id: str,
p1: PlayerWebSocketHandler,
p2: PlayerWebSocketHandler
):
await p1.send_move(match_id, 2, 2)
await asyncio.sleep(0.3)
# P1 tries again before P2
await p1.send_move(match_id, 1, 1)
async def illegal_out_of_bounds(
match_id: str,
p1: PlayerWebSocketHandler,
p2: PlayerWebSocketHandler
):
await p1.send_move(match_id, 3, 3) # Invalid indices
async def midgame_disconnect(
match_id: str,
p1: PlayerWebSocketHandler,
p2: PlayerWebSocketHandler
):
await p1.send_move(match_id, 0, 0)
await asyncio.sleep(0.3)
await p2.close() # simulate rage quit
async def abandoned_lobby(
match_id: str,
p1: PlayerWebSocketHandler,
p2: PlayerWebSocketHandler
):
# No p2.join_match
await asyncio.sleep(5) # test timeout, cleanup, match state
async def spam_moves(
match_id: str,
p1: PlayerWebSocketHandler,
p2: PlayerWebSocketHandler
):
for _ in range(10):
await p1.send_move(match_id, 0, 0)
await asyncio.sleep(0.05)
async def random_game(
match_id: str,
p1: PlayerWebSocketHandler,
p2: PlayerWebSocketHandler
):
board = {(r, c) for r in range(3) for c in range(3)}
players = [p1, p2]
for i in range(9):
player = players[i % 2]
print(f"[{player.label}] Playing move...")
r, c = random.choice(list(board))
board.remove((r, c))
await player.send_move(match_id, r, c)
await asyncio.sleep(0.25)
TEST_SCENARIOS = [
happy_path,
p2_wins_diagonal,
draw_game,
illegal_occupied_cell,
illegal_out_of_turn,
illegal_out_of_bounds,
midgame_disconnect,
abandoned_lobby,
spam_moves,
random_game,
]
async def main():
# 1) Login 2 players
token1 = login("player_one_123456")
token2 = login("player_two_123456")
# Initialize players (login + connect + start listener)
p1 = await PlayerWebSocketHandler.setup_player("player_one_123456")
p2 = await PlayerWebSocketHandler.setup_player("player_two_123456")
# 2) Connect sockets
ws1 = await connect(token1)
ws2 = await connect(token2)
# Start listeners
p1.start_listener()
p2.start_listener()
# 3) Create a match from P1
await ws1.send(json.dumps({"match_create": {}}))
raw = await ws1.recv()
msg = json.loads(raw)
match_id = msg["match"]["match_id"]
print("Match:", match_id)
# Match create + join
match_id = await p1.create_match()
await p2.join_match(match_id)
# 4) Only P2 explicitly joins (creator is auto-joined)
await ws2.send(json.dumps({"match_join": {"match_id": match_id}}))
print(f"\n✅ Match ready: {match_id}\n")
# 5) Start listeners
asyncio.create_task(listener(ws1, "P1"))
asyncio.create_task(listener(ws2, "P2"))
# Give server time to process joins and initial state
await asyncio.sleep(1)
# 6) Play a quick winning game for P1 (X)
# P1: (0,0)
await send_move(ws1, match_id, 0, 0)
await asyncio.sleep(0.3)
for test_scenario in TEST_SCENARIOS:
print(f"\n🚀 Running '{test_scenario.__name__}'...\n")
await test_scenario(match_id, p1, p2)
# P2: (1,1)
await send_move(ws2, match_id, 1, 1)
await asyncio.sleep(0.3)
await asyncio.sleep(1.0)
# P1: (0,1)
await send_move(ws1, match_id, 0, 1)
await asyncio.sleep(0.3)
print("\n✅ All scenarios executed.\n")
# P2: (2,2)
await send_move(ws2, match_id, 2, 2)
await asyncio.sleep(0.3)
# P1: (0,2) -> X wins by top row
await send_move(ws1, match_id, 0, 2)
# Wait to receive the final state broadcast (OpState = 2)
await asyncio.sleep(2)
await ws1.close()
await ws2.close()
await p1.close()
await p2.close()
if __name__ == "__main__":

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

101
match_making_flow.py Normal file
View File

@@ -0,0 +1,101 @@
import asyncio
import random
from game_flow import PlayerWebSocketHandler, TEST_SCENARIOS
async def simulate_matchmaking(num_players: int = 6):
print(f"\n🎮 Spawning {num_players} players...\n")
# 1) Login + connect
players = await asyncio.gather(*[
PlayerWebSocketHandler.setup_player(f"player_{i}")
for i in range(num_players)
])
print("\n✅ All players authenticated + connected\n")
# 2) Start listeners BEFORE matchmaking
for p in players:
p.start_listener()
print("\n👂 WebSocket listeners active\n")
await asyncio.sleep(0.3)
# ✅ 3) Split evenly between classic & blitz
half = num_players // 2
assignments = ["classic"] * half + ["blitz"] * (num_players - half)
random.shuffle(assignments)
print("\n🎯 Queuing players:")
for p, mode in zip(players, assignments):
print(f" - {p.label} -> {mode}")
await asyncio.gather(*[
p.join_matchmaking(mode)
for p, mode in zip(players, assignments)
])
print("\n✅ All players queued — waiting for matches...\n")
# ✅ 4) Collect matches
matches = {}
timeout = 15
start = asyncio.get_event_loop().time()
matches = dict()
while asyncio.get_event_loop().time() - start < timeout:
for p in players:
# print(f'player = {p.label} for match_id = {p.match_id}')
# print(f'players = {len(matches.get(p.match_id, list()))} for match = {p.match_id}')
if p.match_id:
# matches.setdefault(p.match_id, []).append(p)
if p.match_id not in matches:
matches[p.match_id] = [p]
elif p not in matches[p.match_id]:
matches[p.match_id].append(p)
# print(f'player = {p.label} for match = {p.match_id}')
# print(f'players = {len(matches[p.match_id])} for match = {p.match_id}')
# stop early if all assigned
if sum(len(v) for v in matches.values()) >= num_players:
break
await asyncio.sleep(0.25)
print(f"\n✅ Matchmaking complete — {len(matches)} matches formed\n")
# ✅ 5) Assign random scenarios per match & run
tasks = []
for match_id, grouped_players in matches.items():
if len(grouped_players) != 2:
print(f"⚠️ Skipping match {match_id} — not 1v1")
continue
p1, p2 = grouped_players
scenario = random.choice(TEST_SCENARIOS)
print(
f"🎭 Running scenario '{scenario.__name__}'"
f"{p1.label} vs {p2.label} | match={match_id}"
)
tasks.append(asyncio.create_task(
scenario(match_id, p1, p2)
))
# ✅ 6) Wait for all mock games to finish
if tasks:
await asyncio.gather(*tasks)
else:
print("⚠️ No playable matches found")
# ✅ 7) Cleanup connections
print("\n🧹 Closing player connections...\n")
await asyncio.gather(*[p.close() for p in players])
print("\n🏁 Matchmaking test run complete ✅\n")
if __name__ == "__main__":
asyncio.run(simulate_matchmaking(6))

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@@ -7,12 +7,13 @@ import (
"github.com/heroiclabs/nakama-common/runtime"
)
// Example RPC
func HelloWorld(
ctx context.Context,
logger runtime.Logger,
db *sql.DB,
nk runtime.NakamaModule,
payload string,
ctx context.Context,
logger runtime.Logger,
db *sql.DB,
nk runtime.NakamaModule,
payload string,
) (string, error) {
logger.Info("HelloWorld RPC called — payload: %s", payload)
return `{"message": "Hello from Go RPC!"}`, nil
@@ -34,6 +35,15 @@ func InitModule(
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
}
logger.Info("Go module loaded successfully!")
return nil

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 err := dispatcher.BroadcastMessage(OpState, stateJSON, nil, nil, true); err != nil {
logger.Error("BroadcastMessage failed: %v", err)
// 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

86
plugins/matchmaking.go Normal file
View File

@@ -0,0 +1,86 @@
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
}