Files
tic-tac-toe/plugins/modules/match.go
Vishesh 'ironeagle' Bangotra d9c3ecb252 refactor(server): move shared game logic into games/ and introduce GameConfig system
- Moved common/game.go → plugins/games/rules.go
  - Contains GameRules interface, MovePayload, Player abstraction
  - Centralizes all reusable game rule contract logic

- Added plugins/games/config.go
  - Introduces GameConfiguration struct (players, board size, etc.)
  - Added global GameConfig and RulesRegistry maps
  - Each game (tictactoe, battleship, etc.) now registers its config + rules

- Updated generic_match.go to use:
  - GameConfig for board/players initialization
  - RulesRegistry for rule lookup during MatchInit
  - Removed hardcoded TicTacToe behavior
  - Clean error returns when game param missing or invalid

- Updated folder structure:
    /plugins/
        /games
            rules.go       (formerly common/game.go)
            config.go
            tictactoe.go
            battleship.go
        /structs
        /modules
        main.go

- Ensures GenericMatch pulls:
    m.GameName, m.Mode, m.Config, m.Rules
  directly from config/registry at MatchInit

- Removes old duplicated logic and simplifies how games are registered
2025-12-01 16:05:53 +05:30

354 lines
8.5 KiB
Go

package modules
import (
"context"
"database/sql"
"encoding/json"
"fmt"
"github.com/heroiclabs/nakama-common/runtime"
"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 {
GameName string
Mode string
Config games.GameConfiguration
Rules games.GameRules
}
// NewGenericMatch returns a factory function suitable for RegisterMatch.
// Provide a registry mapping game names (strings) to implementations.
func NewGenericMatch(
registry map[string]games.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) {
// Empty match instance; MatchInit will fill real config.
return &GenericMatch{}, 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) {
// ---- 1. game REQUIRED ----
raw, ok := params["game"]
if !ok {
logger.Error("MatchInit ERROR: missing param 'game'")
return nil, 0, ""
}
gameName, ok := raw.(string)
if !ok || gameName == "" {
logger.Error("MatchInit ERROR: invalid 'game' param")
return nil, 0, ""
}
cfg, found := games.GameConfig[gameName]
if !found {
logger.Error("MatchInit ERROR: game '%s' not in GameConfig", gameName)
return nil, 0, ""
}
rules, found := games.RulesRegistry[gameName]
if !found {
logger.Warn("GenericMatch MatchInit: unknown game '%s' — match will start but no rules attached", gameName)
return nil, 0, ""
}
// ---- 2. mode (optional) ----
mode := "default"
if md, ok := params["mode"].(string); ok && md != "" {
mode = md
}
// ---- 3. build match instance fields ----
m.GameName = gameName
m.Mode = mode
m.Config = cfg
m.Rules = rules
// ---- 4. create initial state ----
state := &structs.MatchState{
Players: []*structs.Player{},
Board: newEmptyBoard(cfg.Board.Rows, cfg.Board.Cols),
Turn: 0,
Winner: -1,
GameOver: false,
}
label := fmt.Sprintf("%s:%s", m.GameName, m.Mode)
logger.Info("MatchInit OK — game=%s mode=%s players=%d board=%dx%d", m.GameName, m.Mode, cfg.Players, cfg.Board.Rows, cfg.Board.Cols)
// 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)
if len(s.Players) >= m.Config.Players {
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()
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()
}
s.Players = append(s.Players, &structs.Player{
UserID: userID,
Username: username,
Index: len(s.Players),
Metadata: map[string]string{},
})
}
if len(s.Players) == m.Config.Players {
// Assign player symbols/colors/etc.
m.Rules.AssignPlayerSymbols(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
}
// 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 {
leaverIdx = indexOfPlayerByID(s.Players, presences[0].GetUserId())
}
winner := m.Rules.ForfeitWinner(s, leaverIdx)
s.Winner = winner
s.GameOver = true
// 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
// ──────────────────────────────────────────────────────────
//
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
for _, msg := range messages {
if msg.GetOpCode() != OpMove {
continue
}
var payload games.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 {
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, ""
}