Files
tic-tac-toe/plugins/structs/player.go
Vishesh 'ironeagle' Bangotra eeb0a8175f feat: refactor Nakama plugin into generic multi-game match engine
### 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.
2025-12-01 15:28:54 +05:30

20 lines
500 B
Go

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