### Highlights
- Introduced generic match engine (`generic_match.go`) implementing dynamic GameRules-based runtime.
- Added modular structure under `/plugins`:
- /plugins/game → GameRules interface + TicTacToe + Battleship rule sets
- /plugins/structs → Board, Player, MatchState generic structs
- /plugins/modules → matchmaking + RPC handlers + match engine
- Migrated TicTacToe logic into reusable rule implementation.
- Added Battleship game support using same engine.
- Updated matchmaking to accept { game, mode } for multi-game routing.
- Updated UI contract: clients must send `game` (and optional `mode`) when joining matchmaking.
- Removed hardcoded TicTacToe match registration.
- Registered a single “generic” authoritative match with ruleset registry.
- Normalized imports under local dev module path.
- Ensured MatchState and Board are now generic and reusable across games.
- Added strict requirement for `game` metadata in match flow (error if missing).
- Cleaned initial state creation into MatchInit with flexible board dimensions.
- Improved MatchLeave for proper forfeit handling through GameRules.
### Result
The server now supports an unlimited number of turn-based board games
via swappable rulesets while keeping a single authoritative Nakama match loop.
28 lines
696 B
Go
28 lines
696 B
Go
package game
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import (
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"context"
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"encoding/json"
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"github.com/heroiclabs/nakama-common/runtime"
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)
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type MovePayload struct {
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Data map[string]interface{} `json:"data"` // arbitrary structure per game
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}
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// GameRules defines game-specific mechanics.
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// You implement this for TicTacToe, Chess, etc.
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type GameRules interface {
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MaxPlayers() int
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// ApplyMove modifies state, returns (stateChanged, gameOver, winnerIndex)
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ApplyMove(state *MatchState, playerIdx int, payload MovePayload) (bool, bool, int)
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// Called when match starts and players are set.
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AssignPlayerSymbols(players []*Player)
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// Called when match ends via forfeit.
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ForfeitWinner(state *MatchState, leaverIndex int) int
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}
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