Compare commits
15 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 7bcdc76594 | |||
| 087616a67e | |||
| 10058710fb | |||
| eb35ccd180 | |||
| bd376123b3 | |||
| ea1a70b212 | |||
| 908eebefdd | |||
| 0fb448dd45 | |||
| fa4d4d00be | |||
| 22993d6d37 | |||
| de4bfb6c07 | |||
| d260c9a1ef | |||
| 1b4e7a5ee0 | |||
| cb23d3c516 | |||
| 37b20c6c36 |
@@ -1,4 +1,5 @@
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# ✅ Project Status Report — Multiplayer Tic-Tac-Toe Platform
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# ✅ Project Status Report
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## Multiplayer Tic-Tac-Toe Platform
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**To:** CTO & Technical Interview Panel
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426
game_flow.py
426
game_flow.py
@@ -1,6 +1,8 @@
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import random
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import asyncio
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import base64
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import json
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from typing import Awaitable, Callable
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import requests
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import websockets
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@@ -18,140 +20,338 @@ def print_board(board):
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print("\n" + separator.join(rows) + "\n")
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# ---------- Auth ----------
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class WebSocketHandler(object):
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def __init__(
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self,
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custom_id: str,
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label: str,
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):
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self.custom_id = custom_id
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self.label = label
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def login(custom_id: str) -> str:
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"""Authenticate via custom ID and return Nakama session token (JWT)."""
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basic = base64.b64encode(f"{SERVER_KEY}:".encode()).decode()
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r = requests.post(
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f"{HOST}/v2/account/authenticate/custom?create=true",
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headers={"Authorization": f"Basic {basic}"},
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json={"id": custom_id},
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)
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r.raise_for_status()
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body = r.json()
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return body["token"]
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self.token = None
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self.ws = None
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self.listener_task = None
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async def on_message(self, msg: dict):
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raise NotImplementedError("Override me!")
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# ---------- Auth & Connect ----------
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def login(self):
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"""Authenticate via custom ID and store token."""
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basic = base64.b64encode(f"{SERVER_KEY}:".encode()).decode()
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r = requests.post(
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f"{HOST}/v2/account/authenticate/custom?create=true",
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headers={"Authorization": f"Basic {basic}"},
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json={"id": self.custom_id},
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)
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r.raise_for_status()
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self.token = r.json()["token"]
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return self.token
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async def connect(self):
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"""Open Nakama WebSocket using stored auth token."""
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if not self.token:
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self.login()
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url = f"{WS}/ws?token={self.token}"
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self.ws = await websockets.connect(url)
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# ---------- Listener ----------
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async def listener(self):
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"""Continuously receive events + decode match data."""
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try:
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while True:
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raw = await self.ws.recv()
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msg = json.loads(raw)
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await self.on_message(msg) # ✅ handoff
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except websockets.exceptions.ConnectionClosedOK:
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print(f"[{self.label}] WebSocket closed gracefully")
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except websockets.exceptions.ConnectionClosedError as e:
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print(f"[{self.label}] WebSocket closed with error: {e}")
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def start_listener(self):
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"""Spawn background task for async message stream."""
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if self.ws:
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self.listener_task = asyncio.create_task(self.listener())
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# ---------- Cleanup ----------
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async def close(self):
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if self.listener_task:
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self.listener_task.cancel()
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if self.ws:
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await self.ws.close()
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print(f"[{self.label}] Connection closed")
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# ---------- WebSocket helpers ----------
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class PlayerWebSocketHandler(WebSocketHandler):
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@classmethod
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async def setup_player(
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cls,
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name: str
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) -> 'PlayerWebSocketHandler':
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"""Create WS handler, login, connect, start listener."""
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handler = cls(name, name)
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handler.login()
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await handler.connect()
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return handler
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async def connect(token: str) -> websockets.ClientConnection:
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url = f"{WS}/ws?token={token}"
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ws = await websockets.connect(url)
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return ws
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def __init__(self, custom_id: str, label: str):
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super().__init__(custom_id, label)
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self.ticket = None
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self.match_id = None
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async def on_message(self, msg):
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if "matchmaker_matched" in msg:
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match_id = msg["matchmaker_matched"]["match_id"]
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print(f"[{self.label}] ✅ Match found: {match_id}")
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await self.join_match(match_id)
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return
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if "matchmaker_ticket" in msg:
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self.ticket = msg["matchmaker_ticket"]["ticket"]
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print(f"[{self.label}] ✅ Received ticket: {self.ticket}")
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return
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if "match_data" not in msg:
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print(f"[{self.label}] {msg}")
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return
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md = msg["match_data"]
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op = int(md.get("op_code", 0))
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data = md.get("data")
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if not data:
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return
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payload = json.loads(base64.b64decode(data).decode())
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if op == 1:
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print(f"[{self.label}] MOVE -> {payload}")
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elif op == 2:
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print(f"\n[{self.label}] GAME STATE")
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# print_board(payload["board"])
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print(f"Turn={payload['turn']} Winner={payload['winner']}\n")
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else:
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print(f"[{self.label}] UNKNOWN OPCODE {op}: {payload}")
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# ---------- Match Helpers ----------
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async def join_matchmaking(self, mode: str = "classic"):
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"""Queue into Nakama matchmaker."""
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await self.ws.send(json.dumps({
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"matchmaker_add": {
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"min_count": 2,
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"max_count": 2,
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"string_properties": {"mode": mode}
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}
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}))
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print(f"[{self.label}] Searching match for mode={mode}...")
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async def leave_matchmaking(self, ticket: str):
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"""Remove player from Nakama matchmaking queue."""
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await self.ws.send(json.dumps({
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"matchmaker_remove": {
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"ticket": ticket
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}
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}))
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print(f"[{self.label}] Left matchmaking queue")
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async def create_match(self) -> str:
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await self.ws.send(json.dumps({"match_create": {}}))
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msg = json.loads(await self.ws.recv())
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match_id = msg["match"]["match_id"]
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print(f"[{self.label}] Created match: {match_id}")
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return match_id
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async def join_match(self, match_id: str):
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await self.ws.send(json.dumps({"match_join": {"match_id": match_id}}))
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print(f"[{self.label}] Joined match: {match_id}")
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self.match_id = match_id
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# ---------- Gameplay ----------
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async def send_move(self, match_id: str, row: int, col: int):
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payload = {"row": row, "col": col}
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encoded = base64.b64encode(json.dumps(payload).encode()).decode()
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await self.ws.send(json.dumps({
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"match_data_send": {
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"match_id": match_id,
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"op_code": 1,
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"data": encoded,
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}
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}))
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print(f"[{self.label}] Sent move: {payload}")
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async def listener(ws, label: str):
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"""Log all messages for a given socket."""
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try:
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while True:
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raw = await ws.recv()
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data = json.loads(raw)
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if "match_data" not in data:
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print(f"[{label}] {data}")
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continue
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md = data["match_data"]
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parse_match_data(md, label)
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except websockets.exceptions.ConnectionClosedOK:
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print(f"[{label}] WebSocket closed cleanly")
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return
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except websockets.exceptions.ConnectionClosedError as e:
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print(f"[{label}] WebSocket closed with error: {e}")
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return
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def parse_match_data(md, label: str):
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op = int(md.get("op_code", 0))
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# decode base64 payload
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payload_json = base64.b64decode(md["data"]).decode()
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payload = json.loads(payload_json)
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# OpMove → just log move
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if op == 1:
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print(f"[{label}] MOVE -> {payload}")
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return
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# OpState → pretty-print board
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if op == 2:
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print(f"\n[{label}] GAME STATE")
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print_board(payload["board"])
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print(f"Turn={payload['turn']} Winner={payload['winner']}\n")
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return
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# other opcodes
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raise RuntimeError(f"[{label}] UNKNOWN OPCODE {op}: {payload}")
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async def happy_path(
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match_id: str,
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p1: PlayerWebSocketHandler,
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p2: PlayerWebSocketHandler
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):
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# Play moves
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await p1.send_move(match_id, 0, 0)
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await asyncio.sleep(0.3)
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await p2.send_move(match_id, 1, 1)
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await asyncio.sleep(0.3)
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await p1.send_move(match_id, 0, 1)
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await asyncio.sleep(0.3)
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await p2.send_move(match_id, 2, 2)
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await asyncio.sleep(0.3)
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await p1.send_move(match_id, 0, 2)
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async def send_move(ws, match_id: str, row: int, col: int):
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"""Send a TicTacToe move using OpMove = 1 with base64-encoded data."""
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payload = {"row": row, "col": col}
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# Nakama expects `data` as bytes -> base64 string in JSON
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data_bytes = json.dumps(payload).encode("utf-8")
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data_b64 = base64.b64encode(data_bytes).decode("ascii")
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msg = {
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"match_data_send": {
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"match_id": match_id,
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"op_code": 1, # OpMove
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"data": data_b64,
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}
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}
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await ws.send(json.dumps(msg))
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async def p2_wins_diagonal(
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match_id: str,
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p1: PlayerWebSocketHandler,
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p2: PlayerWebSocketHandler
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):
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await p1.send_move(match_id, 0, 0)
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await asyncio.sleep(0.3)
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await p2.send_move(match_id, 0, 2)
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await asyncio.sleep(0.3)
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await p1.send_move(match_id, 1, 0)
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await asyncio.sleep(0.3)
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await p2.send_move(match_id, 1, 1)
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await asyncio.sleep(0.3)
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await p1.send_move(match_id, 2, 1)
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await asyncio.sleep(0.3)
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await p2.send_move(match_id, 2, 0) # P2 wins
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# ---------- Main flow ----------
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async def draw_game(
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match_id: str,
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p1: PlayerWebSocketHandler,
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p2: PlayerWebSocketHandler
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):
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moves = [
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(p1, 0, 0), (p2, 0, 1),
|
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(p1, 0, 2), (p2, 1, 0),
|
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(p1, 1, 2), (p2, 1, 1),
|
||||
(p1, 2, 1), (p2, 2, 2),
|
||||
(p1, 2, 0),
|
||||
]
|
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for player, r, c in moves:
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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__":
|
||||
|
||||
101
match_making_flow.py
Normal file
101
match_making_flow.py
Normal 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))
|
||||
@@ -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
|
||||
|
||||
85
plugins/matchmaking.go
Normal file
85
plugins/matchmaking.go
Normal file
@@ -0,0 +1,85 @@
|
||||
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()
|
||||
|
||||
modeA, okA := propsA["mode"].(string)
|
||||
modeB, okB := propsB["mode"].(string)
|
||||
|
||||
if !okA || !okB {
|
||||
logger.Warn("MatchmakerMatched missing mode property — ignoring")
|
||||
return "", nil
|
||||
}
|
||||
|
||||
// ✅ If modes don’t 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
|
||||
}
|
||||
Reference in New Issue
Block a user