Compare commits
15 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 73e3f0a7ac | |||
| 21f6698b89 | |||
| 06904143d6 | |||
| ba05aa7c76 | |||
| bfcf977e13 | |||
| 6eca090046 | |||
| 07cb519f55 | |||
| 840d7701ca | |||
| f1f40f5799 | |||
| 0d8d3785fc | |||
| 65b5ef4660 | |||
| 95381c2a56 | |||
| ead7ad2c35 | |||
| 4a833dc258 | |||
| 37c090cf64 |
154
.drone.yml
Normal file
154
.drone.yml
Normal file
@@ -0,0 +1,154 @@
|
||||
---
|
||||
kind: pipeline
|
||||
type: docker
|
||||
name: nakama-server
|
||||
|
||||
platform:
|
||||
os: linux
|
||||
arch: arm64
|
||||
|
||||
workspace:
|
||||
path: /drone/src
|
||||
|
||||
volumes:
|
||||
- name: dockersock
|
||||
host:
|
||||
path: /var/run/docker.sock
|
||||
|
||||
steps:
|
||||
# -----------------------------------------------------
|
||||
# 1. Fetch latest Git tag
|
||||
# -----------------------------------------------------
|
||||
- name: fetch-tags
|
||||
image: docker:24
|
||||
volumes:
|
||||
- name: dockersock
|
||||
path: /var/run/docker.sock
|
||||
commands:
|
||||
- apk add --no-cache git
|
||||
- git fetch --tags
|
||||
- |
|
||||
LATEST_TAG=$(git describe --tags --abbrev=0 2>/dev/null | tr -d '\n')
|
||||
echo "Latest Git tag: $LATEST_TAG"
|
||||
echo "$LATEST_TAG" > /drone/src/LATEST_TAG.txt
|
||||
if [ -z "$LATEST_TAG" ]; then
|
||||
echo "❌ No git tags found. Cannot continue."
|
||||
exit 1
|
||||
fi
|
||||
|
||||
# -----------------------------------------------------
|
||||
# 2. Check if remote image already exists
|
||||
# -----------------------------------------------------
|
||||
- name: check-remote-image
|
||||
image: docker:24
|
||||
volumes:
|
||||
- name: dockersock
|
||||
path: /var/run/docker.sock
|
||||
environment:
|
||||
REGISTRY_HOST:
|
||||
from_secret: REGISTRY_HOST
|
||||
commands:
|
||||
- IMAGE_TAG=$(cat /drone/src/LATEST_TAG.txt | tr -d '\n')
|
||||
- echo "Checking if $REGISTRY_HOST/lila-games/nakama-server:$IMAGE_TAG exists..."
|
||||
- |
|
||||
if docker pull $REGISTRY_HOST/lila-games/nakama-server:$IMAGE_TAG > /dev/null 2>&1; then
|
||||
echo "✅ Image already exists: $REGISTRY_HOST/lila-games/nakama-server:$IMAGE_TAG"
|
||||
exit 78
|
||||
else
|
||||
echo "⚙️ Image does not exist. Will build."
|
||||
fi
|
||||
|
||||
# -----------------------------------------------------
|
||||
# 3. Build Nakama Docker image
|
||||
# -----------------------------------------------------
|
||||
- name: build-image
|
||||
image: docker:24
|
||||
volumes:
|
||||
- name: dockersock
|
||||
path: /var/run/docker.sock
|
||||
commands:
|
||||
- IMAGE_TAG=$(cat /drone/src/LATEST_TAG.txt | tr -d '\n')
|
||||
- echo "🔨 Building Nakama image lila-games/nakama-server:$IMAGE_TAG"
|
||||
- |
|
||||
docker build \
|
||||
--network=host \
|
||||
-t lila-games/nakama-server:$IMAGE_TAG \
|
||||
-t lila-games/nakama-server:latest \
|
||||
/drone/src
|
||||
|
||||
# -----------------------------------------------------
|
||||
# 4. Push Nakama image to registry
|
||||
# -----------------------------------------------------
|
||||
- name: push-image
|
||||
image: docker:24
|
||||
volumes:
|
||||
- name: dockersock
|
||||
path: /var/run/docker.sock
|
||||
environment:
|
||||
REGISTRY_HOST:
|
||||
from_secret: REGISTRY_HOST
|
||||
REGISTRY_USER:
|
||||
from_secret: REGISTRY_USER
|
||||
REGISTRY_PASS:
|
||||
from_secret: REGISTRY_PASS
|
||||
commands:
|
||||
- IMAGE_TAG=$(cat /drone/src/LATEST_TAG.txt | tr -d '\n')
|
||||
- echo "🔑 Logging into registry..."
|
||||
- echo "$REGISTRY_PASS" | docker login $REGISTRY_HOST -u "$REGISTRY_USER" --password-stdin
|
||||
- echo "🏷️ Tagging images..."
|
||||
- docker tag lila-games/nakama-server:$IMAGE_TAG $REGISTRY_HOST/lila-games/nakama-server:$IMAGE_TAG
|
||||
- docker tag lila-games/nakama-server:$IMAGE_TAG $REGISTRY_HOST/lila-games/nakama-server:latest
|
||||
- echo "📤 Pushing images..."
|
||||
- docker push $REGISTRY_HOST/lila-games/nakama-server:$IMAGE_TAG
|
||||
- docker push $REGISTRY_HOST/lila-games/nakama-server:latest
|
||||
|
||||
# -----------------------------------------------------
|
||||
# 5. Stop old Nakama container
|
||||
# -----------------------------------------------------
|
||||
- name: stop-old
|
||||
image: docker:24
|
||||
volumes:
|
||||
- name: dockersock
|
||||
path: /var/run/docker.sock
|
||||
commands:
|
||||
- echo "🛑 Stopping old Nakama container..."
|
||||
- docker rm -f nakama-server || true
|
||||
|
||||
# -----------------------------------------------------
|
||||
# 6. Run new Nakama container
|
||||
# -----------------------------------------------------
|
||||
- name: run-container
|
||||
image: docker:24
|
||||
volumes:
|
||||
- name: dockersock
|
||||
path: /var/run/docker.sock
|
||||
environment:
|
||||
DB_ADDR:
|
||||
from_secret: POSTGRES_ADDR
|
||||
SERVER_KEY:
|
||||
from_secret: SERVER_KEY
|
||||
REGISTRY_HOST:
|
||||
from_secret: REGISTRY_HOST
|
||||
commands:
|
||||
- IMAGE_TAG=$(cat /drone/src/LATEST_TAG.txt | tr -d '\n')
|
||||
- echo "🚀 Starting Nakama server..."
|
||||
- |
|
||||
docker run -d \
|
||||
--name nakama-server \
|
||||
-p 7350:7350 \
|
||||
-p 7351:7351 \
|
||||
-p 7349:7349 \
|
||||
--restart always \
|
||||
--add-host private-pi:192.168.1.111 \
|
||||
-e DB_ADDR="$DB_ADDR" \
|
||||
-e SERVER_KEY="$SERVER_KEY" \
|
||||
-v /mnt/omnissiah-vault/data/nakama/modules:/nakama/data/modules \
|
||||
-v /mnt/omnissiah-vault/data/nakama/storage:/nakama/data \
|
||||
$REGISTRY_HOST/lila-games/nakama-server:$IMAGE_TAG
|
||||
|
||||
# -----------------------------------------------------
|
||||
# Pipeline trigger
|
||||
# -----------------------------------------------------
|
||||
trigger:
|
||||
event:
|
||||
- tag
|
||||
1
.gitignore
vendored
1
.gitignore
vendored
@@ -3,3 +3,4 @@
|
||||
.venv
|
||||
/vendor/
|
||||
/build/
|
||||
.env
|
||||
|
||||
36
Dockerfile
Normal file
36
Dockerfile
Normal file
@@ -0,0 +1,36 @@
|
||||
# -----------------------------------------------------
|
||||
# 1. Build the Nakama plugin (ARM64)
|
||||
# -----------------------------------------------------
|
||||
FROM golang:1.22-alpine AS plugin_builder
|
||||
|
||||
# Install dependencies needed for CGO plugin build
|
||||
RUN apk add --no-cache git build-base
|
||||
|
||||
WORKDIR /workspace
|
||||
|
||||
# Download module deps first (better caching)
|
||||
COPY go.mod go.sum ./
|
||||
RUN go mod download
|
||||
|
||||
# Copy source code
|
||||
COPY . .
|
||||
|
||||
# Build plugin
|
||||
RUN mkdir -p build && \
|
||||
CGO_ENABLED=1 go build \
|
||||
--trimpath \
|
||||
--buildmode=plugin \
|
||||
-o build/main.so \
|
||||
./plugins
|
||||
|
||||
|
||||
# -----------------------------------------------------
|
||||
# 2. Build final Nakama image (ARM64)
|
||||
# -----------------------------------------------------
|
||||
FROM --platform=linux/arm64 heroiclabs/nakama:3.21.0 AS nakama
|
||||
|
||||
# Copy plugin from builder stage
|
||||
COPY --from=plugin_builder /workspace/build/main.so /nakama/data/modules/main.so
|
||||
|
||||
# Default Nakama startup (runs migrations + server)
|
||||
ENTRYPOINT exec /bin/sh -ecx "/nakama/nakama migrate up --database.address \"$DB_ADDR\" && exec /nakama/nakama --database.address \"$DB_ADDR\" --socket.server_key=\"$SERVER_KEY\""
|
||||
246
README.md
246
README.md
@@ -1,24 +1,27 @@
|
||||
# ✅ Project Status Report
|
||||
|
||||
## Multiplayer Tic-Tac-Toe Platform
|
||||
|
||||
**To:** CTO & Technical Interview Panel
|
||||
|
||||
**Date:** November 25, 2025
|
||||
**Date:** November 28, 2025
|
||||
|
||||
**Version:** v0.0.1
|
||||
**Version:** v0.2.0
|
||||
|
||||
---
|
||||
|
||||
## **1. Objective**
|
||||
|
||||
Design and implement a lightweight, scalable, server-authoritative multiplayer game system using **Nakama + Go plugins**, supporting authentication, matchmaking, real-time gameplay, and leaderboards — deployable to Google Cloud for demonstration.
|
||||
Design and implement a lightweight, scalable, server-authoritative multiplayer game system using **Nakama + Go plugins
|
||||
**, supporting authentication, matchmaking, authoritative gameplay, leaderboards, and a functional UI — deployable to
|
||||
Google Cloud for demonstration.
|
||||
|
||||
---
|
||||
|
||||
## **2. Current Completion Summary**
|
||||
|
||||
| Requirement | Status |
|
||||
| ---------------------------------------- | -------------------------------- |
|
||||
|----------------------------------------------|--------------------------|
|
||||
| Install Nakama + PostgreSQL | ✅ Completed |
|
||||
| Custom Go server plugins | ✅ Completed |
|
||||
| Server-authoritative Tic-Tac-Toe | ✅ Completed |
|
||||
@@ -26,13 +29,14 @@ Design and implement a lightweight, scalable, server-authoritative multiplayer g
|
||||
| Device-based authentication | ✅ Completed |
|
||||
| JWT-based session management | ✅ Completed |
|
||||
| Match creation & joining | ✅ Completed |
|
||||
| Matchmaking queue support | 🟡 Not Started |
|
||||
| Game state validation & turn enforcement | 🟡 Not Started |
|
||||
| Leaderboard/tracking foundation | 🟡 Not Started |
|
||||
| UI Game Client | 🟡 Not Started |
|
||||
| **Matchmaking queue support** | ✅ Completed |
|
||||
| **Game state validation & turn enforcement** | ✅ Completed |
|
||||
| **Leaderboard system** | ✅ Completed |
|
||||
| **UI Game Client** | 🟡 Partially Implemented |
|
||||
| Google Cloud deployment | 🟡 Not Started |
|
||||
|
||||
✅ **Core backend functionality is complete and stable**
|
||||
✅ **Backend is fully authoritative and complete**
|
||||
🟡 **UI functional but missing polish, UX, and failure handling**
|
||||
|
||||
---
|
||||
|
||||
@@ -40,113 +44,188 @@ Design and implement a lightweight, scalable, server-authoritative multiplayer g
|
||||
|
||||
* **Backend Framework:** Nakama 3.x
|
||||
* **Business Logic:** Custom Go runtime module
|
||||
* **Frontend:** React + Vite + Nakama JS
|
||||
* **Database:** PostgreSQL 14
|
||||
* **Transport:** WebSockets (real-time)
|
||||
* **Authentication:** Device-ID based auth → JWT session returned
|
||||
* **State Management:** Server-authoritative, deterministic
|
||||
* **Protocol:** Nakama RT JSON envelopes
|
||||
* **State Management:** Fully server-authoritative
|
||||
* **Build & Deployment:** Docker-based
|
||||
|
||||
---
|
||||
|
||||
## **4. Authentication**
|
||||
|
||||
Implemented **Nakama device authentication flow**:
|
||||
### Backend
|
||||
|
||||
1. Client provides device UUID
|
||||
2. Nakama validates & creates account if needed
|
||||
3. Server responds with **JWT session token**
|
||||
4. Client uses JWT for all WebSocket connections
|
||||
* Device authentication, auto-account creation
|
||||
* JWT returned and used for RT connections
|
||||
|
||||
### UI
|
||||
|
||||
* Generates a device UUID and authenticates via `client.authenticateDevice()`
|
||||
* Stores and manages session state in React context
|
||||
|
||||
---
|
||||
|
||||
## **5. Game Server Logic**
|
||||
## **5. Game Server Logic (Go)**
|
||||
|
||||
Implemented as Go match module:
|
||||
Significant enhancements made:
|
||||
|
||||
* Turn-based validation
|
||||
* Board occupancy checks
|
||||
* Win/draw/forfeit detection
|
||||
* Automatic broadcast of updated state
|
||||
* Graceful match termination
|
||||
* Prevents cheating & client-side manipulation
|
||||
### **✔ Initial State Broadcast**
|
||||
|
||||
* When the second player joins, the server immediately sends the full authoritative state.
|
||||
|
||||
### **✔ Complete Turn + Move Validation**
|
||||
|
||||
Rejects:
|
||||
|
||||
* out-of-bounds moves
|
||||
* occupied cells
|
||||
* wrong player's turn
|
||||
* invalid payloads
|
||||
|
||||
### **✔ Forfeit Handling**
|
||||
|
||||
* When a user disconnects or leaves, match ends in `forfeit`
|
||||
* Final state broadcast to remaining player
|
||||
|
||||
### **✔ Authoritative State Updates**
|
||||
|
||||
* Only broadcasts when state actually changes
|
||||
* Robust structured logging
|
||||
|
||||
Result:
|
||||
✅ Entire game lifecycle enforced server-side.
|
||||
**Absolute server authority, zero trust in client.**
|
||||
|
||||
---
|
||||
|
||||
## **6. Real-Time Networking**
|
||||
|
||||
Clients communicate via:
|
||||
Communication validated end-to-end:
|
||||
|
||||
* `match_create`
|
||||
* `match_join`
|
||||
* `match_data_send` (OpCode 1) → moves
|
||||
* Broadcast state updates (OpCode 2)
|
||||
* `matchmaker_add` / `matchmaker_matched`
|
||||
* `match_data_send` for moves (OpCode 1)
|
||||
* Server broadcasts state (OpCode 2)
|
||||
|
||||
Python WebSocket simulation confirms:
|
||||
✅ Move sequencing
|
||||
✅ Session isolation
|
||||
✅ Messaging reliability
|
||||
✅ Auto-cleanup on disconnect
|
||||
Python simulators and UI both confirm:
|
||||
|
||||
* move ordering
|
||||
* correct enforcement of turn rules
|
||||
* correct state sync
|
||||
* stable WebSocket behavior
|
||||
|
||||
---
|
||||
|
||||
## **7. Matchmaking**
|
||||
## **7. Matchmaking System (Go + UI)**
|
||||
|
||||
**NOT STARTED**
|
||||
### **Backend (Go)**
|
||||
|
||||
* Implements `MatchmakerMatched` hook
|
||||
* Ensures both players:
|
||||
|
||||
* have valid `mode`
|
||||
* match modes
|
||||
* exactly two players
|
||||
* Creates authoritative matches server-side
|
||||
* RPC `leave_matchmaking` added
|
||||
|
||||
### **UI**
|
||||
|
||||
* Integrates matchmaking: mode selection → queue → ticket → matched → auto-join
|
||||
* Uses Nakama JS `socket.addMatchmaker()`
|
||||
|
||||
**Status:** Fully functional end-to-end
|
||||
|
||||
---
|
||||
|
||||
## **8. Testing & Validation**
|
||||
## **8. Leaderboard System (Go + UI)**
|
||||
|
||||
Performed using:
|
||||
### **Backend (Go)**
|
||||
|
||||
* Automated two-client WebSocket game flow - Happy path
|
||||
* Leaderboard auto-created on startup
|
||||
* On win:
|
||||
|
||||
**PENDING STRESS AND EDGE CASE TESTING**
|
||||
* winner identified
|
||||
* username resolved
|
||||
* score incremented (+1 win)
|
||||
* metadata logged
|
||||
|
||||
### **UI**
|
||||
|
||||
* Implements leaderboard view using `client.listLeaderboardRecords()`
|
||||
* Read-only UI display works
|
||||
|
||||
### **Remaining**
|
||||
|
||||
* UI sorting, layout, styling
|
||||
* No leaderboard write actions needed from UI
|
||||
|
||||
---
|
||||
|
||||
## **9. UI Status**
|
||||
## **9. UI Implementation Status (React + Vite)**
|
||||
|
||||
Not implemented yet — intentionally deferred.
|
||||
### **What Is Implemented**
|
||||
|
||||
Planned:
|
||||
- ✔ Authentication flow (device auth)
|
||||
- ✔ WebSocket session handling
|
||||
- ✔ Matchmaking (classic/blitz modes)
|
||||
- ✔ Automatic match join
|
||||
- ✔ Move sending (OpCode 1)
|
||||
- ✔ State updates (OpCode 2)
|
||||
- ✔ Board rendering and interactive cells
|
||||
- ✔ End-of-game messaging
|
||||
- ✔ Leaderboard display
|
||||
|
||||
* Simple browser/mobile client
|
||||
* Display board, turns, win state
|
||||
* WebSocket integration
|
||||
* Leaderboard screen
|
||||
### **Partially Implemented**
|
||||
|
||||
Estimated time: **6–10 hours**
|
||||
- 🟡 Match mode UI selection wired but not visually emphasized
|
||||
- 🟡 Context handles all RT states but missing error handling
|
||||
|
||||
### **Not Implemented / Missing**
|
||||
|
||||
- 🔴 Reconnect flow (UI does not recover session after WS drop)
|
||||
- 🔴 No error UI for: matchmaking failure, move rejection, disconnects
|
||||
- 🔴 No UI for leaving match or returning to lobby
|
||||
- 🔴 No rematch button / flow
|
||||
- 🔴 No transitions, animations, or mobile layout
|
||||
- 🔴 No global app shell (Routing, Home Screen, etc.)
|
||||
|
||||
**Summary:** UI is *functional* and capable of playing full authoritative games, but lacks UX polish and failure
|
||||
handling.
|
||||
|
||||
---
|
||||
|
||||
## **10. Leaderboard System**
|
||||
## **10. Testing & Validation**
|
||||
|
||||
Backend-ready but not finalized:
|
||||
### Backend
|
||||
|
||||
✅ Database & Nakama leaderboard APIs available
|
||||
✅ Game result reporting planned
|
||||
🟡 Ranking, ELO, win streak logic pending
|
||||
* Extensive scenario tests: draws, wins, illegal moves, disconnects
|
||||
* Matchmaking simulation across N clients
|
||||
|
||||
Estimated time: **4–6 hours**
|
||||
### UI
|
||||
|
||||
* Verified:
|
||||
|
||||
* matchmaking
|
||||
* game correctness
|
||||
* leaderboard retrieval
|
||||
* state sync
|
||||
* Missing:
|
||||
|
||||
* stress testing
|
||||
* reconnection scenarios
|
||||
* mobile layout testing
|
||||
|
||||
---
|
||||
|
||||
## **11. Google Cloud Deployment (Interview-Scope)**
|
||||
## **11. Google Cloud Deployment**
|
||||
|
||||
Goal: **Simple, affordable, demo-ready deployment**
|
||||
|
||||
### Planned architecture:
|
||||
|
||||
* Highly subjective as of now
|
||||
Planned architecture remains:
|
||||
|
||||
| Component | GCP Service |
|
||||
| ------------- | ----------------------------- |
|
||||
|---------------|-------------------------------|
|
||||
| Nakama server | Compute Engine VM (Docker) |
|
||||
| PostgreSQL | Cloud SQL (shared tier) |
|
||||
| Game UI | Cloud Run or Firebase Hosting |
|
||||
@@ -160,32 +239,49 @@ Estimated setup time: **6–8 hours**
|
||||
## **12. Risks & Considerations**
|
||||
|
||||
| Risk | Mitigation |
|
||||
| ------------------------ | ------------------------- |
|
||||
| No UI yet | Prioritized next |
|
||||
| Only happy path tested | In parallel with UI work |
|
||||
| Matchmaking incomplete | Clear implementation plan |
|
||||
| Leaderboard incomplete | Clear implementation plan |
|
||||
|--------------------------------|--------------------------------|
|
||||
| UI lacks error/reconnect logic | Add retry + reconnection flows |
|
||||
| No rematch or lobby UX | Add match lifecycle UI |
|
||||
| No mobile layout | Add responsive CSS |
|
||||
| Cloud deployment pending | Prioritize after UI polish |
|
||||
| Matchmaking UX is minimal | Add feedback, loading states |
|
||||
|
||||
None block demonstration or evaluation.
|
||||
None of these affect core backend stability.
|
||||
|
||||
---
|
||||
|
||||
## **13. Next Steps**
|
||||
|
||||
1. Implement browser/mobile UI
|
||||
2. Stress, load and Edge case testing
|
||||
3. Complete match making, leaderboard scoring
|
||||
4. Deploy to Google Cloud for public access
|
||||
5. Record demo video + documentation
|
||||
### **UI Tasks**
|
||||
|
||||
Estimated remaining effort: **1.5–2.5 days**
|
||||
1. Add reconnect + error-handling UI
|
||||
2. Create lobby → gameplay → results, flow
|
||||
3. Add rematch capability
|
||||
4. Add responsive + polished UI
|
||||
5. Add loading indicators & animations
|
||||
|
||||
Estimated remaining effort: **6 to 8 hours**
|
||||
|
||||
---
|
||||
|
||||
## **Executive Summary**
|
||||
|
||||
The foundational backend for the multiplayer Tic-Tac-Toe platform is fully implemented, stable, and validated over real-time WebSocket communication. Core features—authentication, session management, game state handling, and authoritative gameplay—are complete and functioning reliably.
|
||||
### Issues faced
|
||||
Several unexpected integration challenges during UI setup contributed to the additional day of work. These included:
|
||||
- Aligning the UI’s matchmaking flow with the new authoritative Go-based matchmaking logic.
|
||||
- Handling Nakama JS WebSocket behaviors, especially around session timing, matchmaker ticket handling, and match join events.
|
||||
- Ensuring OpCode handling and server-produced state updates matched the server’s authoritative model.
|
||||
- Resolving environment-related issues (Vite dev server, Node version mismatches, and WebSocket URL configuration).
|
||||
- Debugging cross-origin and connection-reset issues during early WebSocket initialization.
|
||||
|
||||
Remaining deliverables, including UI development, matchmaking, extended test coverage, leaderboard logic, and Google Cloud deployment, are intentionally pending to align effort with interview scope and timelines. These are well-defined, low-risk, and can be completed within the estimated timeframe.
|
||||
These challenges required deeper synchronization between the backend and frontend layers, resulting in an additional **+1 day** of engineering time.
|
||||
|
||||
**The project is technically strong, progressing as planned, and positioned for successful final delivery and demonstration.**
|
||||
### Project Progress
|
||||
The system now features a fully authoritative backend with matchmaking, gameplay logic, and leaderboards implemented
|
||||
completely in Go. The UI is functional and integrates correctly with all backend systems, supporting end-to-end
|
||||
matchmaking and gameplay.
|
||||
|
||||
Key remaining work involves UI polish, recovery/error handling, and deployment setup. No major architectural risks
|
||||
remain.
|
||||
|
||||
**The project is now fully playable, technically solid, and ready for final UI enhancements and cloud deployment.**
|
||||
|
||||
@@ -1,4 +1,3 @@
|
||||
version: '3'
|
||||
services:
|
||||
postgres:
|
||||
command: postgres -c shared_preload_libraries=pg_stat_statements -c pg_stat_statements.track=all
|
||||
@@ -44,8 +43,8 @@ services:
|
||||
- "/bin/sh"
|
||||
- "-ecx"
|
||||
- >
|
||||
/nakama/nakama migrate up --database.address postgres:localdb@postgres:5432/nakama?sslmode=disable &&
|
||||
exec /nakama/nakama --config /nakama/data/local.yml --database.address postgres:localdb@postgres:5432/nakama?sslmode=disable
|
||||
/nakama/nakama migrate up --database.address "$DB_ADDR" &&
|
||||
exec /nakama/nakama --database.address "$DB_ADDR" --socket.server_key="$SERVER_KEY"
|
||||
volumes:
|
||||
- ./local.yml:/nakama/data/local.yml
|
||||
- ./build:/nakama/data/modules
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -54,7 +54,7 @@ async def simulate_matchmaking(num_players: int = 6):
|
||||
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}')
|
||||
# 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:
|
||||
|
||||
@@ -45,6 +45,21 @@ func InitModule(
|
||||
return err
|
||||
}
|
||||
|
||||
err := nk.LeaderboardCreate(
|
||||
ctx,
|
||||
"tictactoe", // id
|
||||
true, // authoritative
|
||||
"desc", // sortOrder
|
||||
"incr", // operator
|
||||
"", // resetSchedule
|
||||
map[string]interface{}{}, // metadata
|
||||
)
|
||||
|
||||
if err != nil && err.Error() != "Leaderboard ID already exists" {
|
||||
return err
|
||||
}
|
||||
|
||||
logger.Info("Leaderboard tictactoe ready")
|
||||
logger.Info("Go module loaded successfully!")
|
||||
return nil
|
||||
}
|
||||
|
||||
102
plugins/match.go
102
plugins/match.go
@@ -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 +192,108 @@ 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)
|
||||
}
|
||||
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)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Broadcast updated state to everyone
|
||||
stateJSON, _ := json.Marshal(s)
|
||||
// If anything changed (or periodically if you want), broadcast updated state to everyone
|
||||
if changed {
|
||||
stateJSON, err := json.Marshal(s)
|
||||
if err != nil {
|
||||
logger.Error("Failed to marshal state: %v", err)
|
||||
} else {
|
||||
if err := dispatcher.BroadcastMessage(OpState, stateJSON, nil, nil, true); err != nil {
|
||||
logger.Error("BroadcastMessage failed: %v", err)
|
||||
} else {
|
||||
logger.Info("Broadcasted updated state to players")
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return s
|
||||
|
||||
@@ -29,11 +29,12 @@ func MatchmakerMatched(
|
||||
|
||||
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 {
|
||||
if !okA || !okB || !validModes[modeA] || !validModes[modeB] {
|
||||
logger.Warn("MatchmakerMatched missing mode property — ignoring")
|
||||
return "", nil
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user