### 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.
20 lines
500 B
Go
20 lines
500 B
Go
package game
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// Player represents a participant in the match.
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type Player struct {
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UserID string `json:"user_id"`
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Username string `json:"username"`
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Index int `json:"index"`
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Metadata map[string]string `json:"metadata,omitempty"`
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}
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// NewPlayer creates a new player object.
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func NewPlayer(userID, username string, index int) *Player {
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return &Player{
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UserID: userID,
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Username: username,
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Index: index,
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Metadata: make(map[string]string),
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}
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}
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