/// <summary> /// 이미 다른 유저가 매칭 시도를 했을 경우 /// </summary> /// <param name="user_no"></param> /// <param name="responseStream"></param> /// <returns></returns> public static async Task <bool> RestoreMatchUser(long user_no, IServerStreamWriter <StartPlayReply> responseStream) { var db = Cache.Instance.GetDatabase(); var value = await db.StringGetAsync($"match_user:{user_no}"); if (value.HasValue) { // 매칭은 성공했으나 응답을 받지 못한 경우 백업 된 정보를 얻어온다. var ret = await db.StringGetAsync($"restore_match_user:{user_no}"); if (ret.HasValue) { StartPlayReply reply = JsonParser.Default.Parse <StartPlayReply>(ret); await SequentialMatchmaking.RemoveMatchUser(user_no, reply.MapId); await responseStream.WriteAsync(reply); // 전송 성공시 다음에 다시 사용되지 않도록 키값 삭제 await db.KeyDeleteAsync($"restore_match_user:{user_no}"); return(true); } else { Log.Information($"cannot find restore_match_user:{user_no}"); } } else { Log.Information($"cannot find match_user:{user_no}"); } return(false); }
/// <summary> /// 매칭완료를 다른 유저에 알리기 위해 기록 /// </summary> /// <param name="reply"></param> /// <returns></returns> public static async Task SaveMatch(long match_id, StartPlayReply reply) { string reply_str = new JsonFormatter(new JsonFormatter.Settings(true)).Format(reply); Log.Information($"Save match_id:{match_id}, StartPlay Reply {reply_str}"); await Cache.Instance.GetDatabase().StringSetAsync($"match:{match_id}", reply_str, match_expire); Log.Information($"StartPlay SaveMatch complete. match_id:{match_id}"); }
public static async Task <(bool, StartPlayReply)> LoadMatch(long match_id) { var value = await Cache.Instance.GetDatabase().StringGetAsync($"match:{match_id}"); if (value.HasValue) { Log.Information($"Load match_id:{match_id}, StartPlay Reply {(string)value}"); StartPlayReply reply = JsonParser.Default.Parse <StartPlayReply>(value); return(true, reply); } return(false, null); }
/// <summary> /// 매칭 조건이 맞지 않아 대기 /// </summary> /// <param name="session"></param> /// <param name="request"></param> /// <param name="responseStream"></param> /// <returns></returns> public static async Task WaitStartPlay(Session session, StartPlayRequest request, IServerStreamWriter <StartPlayReply> responseStream) { var db = Cache.Instance.GetDatabase(); // 대기자로 등록 await db.KeyDeleteAsync($"match_user:{session.user_no}"); // 매칭 선점 클리어 await db.SortedSetAddAsync($"waiting_list:{request.MapId}", session.user_no, session.rating); await db.StringSetAsync($"waiting:{session.user_no}", 0, startplay_polling_period); // 조건에 만족하는 유저가 없다면 대기 (redis puh로 활성화) var queue = Cache.Instance.GetSubscriber().Subscribe($"sub_user:{session.user_no}"); var cts = new CancellationTokenSource(); cts.CancelAfter((int)startplay_polling_period.TotalMilliseconds); try { var ret = await queue.ReadAsync(cts.Token); StartPlayReply reply = JsonParser.Default.Parse <StartPlayReply>(ret.Message); try { // 매칭이 성공되었음을 알림 await responseStream.WriteAsync(reply); // 다른 유저로 부터 매칭이 되었음을 받았다 // 매칭 정보를 삭제 await SequentialMatchmaking.RemoveMatchUser(session.user_no, request.MapId); } catch (InvalidOperationException) { Log.Information($"StartPlay restore match user {ret.Message}"); // 전송 실패시 매칭 데이터를 백업 await db.StringSetAsync($"restore_match_user:{session.user_no}", ret.Message, restore_match_user_expire); } } catch (OperationCanceledException) { await SequentialMatchmaking.RemoveMatchUser(session.user_no, request.MapId); // 대기시간 만료 클라이언트에게 타임 아웃 처리를 보낸다. await responseStream.WriteAsync(new StartPlayReply() { Code = ErrorCode.Timeout, IsStart = false }); } }
/// <summary> /// 게임 시작 요청 /// </summary> /// <param name="request"></param> /// <param name="responseStream"></param> /// <param name="context"></param> /// <returns></returns> public override async Task StartPlay(StartPlayRequest request, IServerStreamWriter <StartPlayReply> responseStream, ServerCallContext context) { try { //await SequentialMatchmaking.StartPlay(request, responseStream, context); await RankMatchmaking.StartPlay(request, responseStream, context); } catch (Exception ex) { Log.Error($"StartPlay error {ex.ToString()}"); var reply = new StartPlayReply(); reply.Code = ErrorCode.NotEnough; reply.IsStart = false; reply.CharacterList.Add(new StartPlayCharacterInfo()); // 자신포함으로 빈슬롯 한개 넣어줌 await responseStream.WriteAsync(reply); } }
async Task <StartPlayReply> StartPlay() { Channel channel = new Channel(ServiceUrl, ChannelCredentials.Insecure); var client = new GameService.Lobby.LobbyClient(channel); StartPlayReply reply = null; using (var call = client.StartPlay(new StartPlayRequest { SessionId = session_id })) { var responseStream = call.ResponseStream; while (await responseStream.MoveNext()) { reply = responseStream.Current; } } await channel.ShutdownAsync(); return(reply); }
public override async Task StartPlay(StartPlayRequest request, IServerStreamWriter <StartPlayReply> responseStream, ServerCallContext context) { Log.Information("StartPlay {0}", context.Peer); var session = await Session.GetSession(request.SessionId); if (session == null) { Log.Warning("lost session"); await responseStream.WriteAsync(new StartPlayReply() { Code = ErrorCode.LostSession }); return; } var db = Cache.Instance.GetDatabase(); // 다른 유저가 매칭 시도를 했을 경우 var value = await db.StringGetAsync(string.Format("match_user:{0}", session.user_no)); if (value.HasValue) { // 매칭 시도가 성공했을 경우 var ch = await GetChannel((long)value); if (ch != null) { await RemoveMatchUser(session.user_no); Log.Information(string.Format("StartPlay {0}", session.user_no)); await responseStream.WriteAsync(new StartPlayReply() { Code = ErrorCode.Success, IsStart = true, BattleServerAddr = ch.server_addr, WorldId = ch.world_id, }); return; } else { //db.KeyDelete(string.Format("match_user:{0}", session.user_no)); await responseStream.WriteAsync(new StartPlayReply() { Code = ErrorCode.BusyServer, }); return; } } long match_id = 0; var player_list = new List <long>(); var waiting_list = await db.SortedSetRangeByScoreAsync("waiting_list"); if (waiting_list.Length > MAX_START_PLAYER_COUNT - 1) { match_id = await db.StringIncrementAsync("match_instance_id"); for (int i = 0; i < waiting_list.Length; ++i) { long user_no = (long)waiting_list[i]; Log.Information("searching... waiting user {0}", user_no); // 자신은 스킵 if (user_no == session.user_no) { continue; } if ((await db.StringGetAsync(string.Format("waiting:{0}", user_no))).HasValue) { // 매칭에 필요한 유저를 선점한다 if (await db.StringSetAsync(string.Format("match_user:{0}", user_no), match_id, match_user_expire, When.NotExists) == true) { player_list.Add(user_no); Log.Information(string.Format("Candidate User {0}", user_no)); if (player_list.Count == MAX_START_PLAYER_COUNT - 1) { break; } } else { Log.Information("already other match assign user {0}", user_no); } } else { Log.Information("wait timeout user {0}", user_no); // 유효하지 않는 유저는 대기자 목록에서 삭제한다. await RemoveMatchUser(user_no); } } } Log.Information("StartPlay player_list {0}", player_list); if (player_list.Count == MAX_START_PLAYER_COUNT - 1) { // 매칭에 필요한 인원을 모두 찾았을때 // 전투 가능한 서버를 찾아 세팅 (bool ret, string server_addr, byte worldId, string channel_key) = await GetAvailableServer(); if (ret) { var reply = new StartPlayReply() { Code = ErrorCode.Success, IsStart = true, BattleServerAddr = server_addr, WorldId = worldId, }; // 매칭된 유저들에게 알림 for (int i = 0; i < player_list.Count; ++i) { await Cache.Instance.GetSubscriber().PublishAsync(string.Format("sub_user:{0}", player_list[i]), json_formatter.Format(reply)); } await db.StringSetAsync(string.Format("match:{0}", match_id), channel_key, match_expire); await RemoveMatchUser(session.user_no); Log.Information(string.Format("StartPlay {0}", session.user_no)); await responseStream.WriteAsync(reply); return; } else { // 전투 가능한 서버가 없다 Log.Information(string.Format("Cannot find Server user_no:{0}", session.user_no)); await responseStream.WriteAsync(new StartPlayReply() { Code = ErrorCode.BusyServer, }); return; } } // 매칭 시도를 실패하면 선점한 유저를 삭제 await db.KeyDeleteAsync(player_list.Select(key => (RedisKey)string.Format("match_user:{0}", key)).ToArray()); Log.Information("StartPlay waiting... {0}", session.user_no); // 대기자로 등록 await db.SortedSetAddAsync("waiting_list", session.user_no, session.rating); await db.StringSetAsync(string.Format("waiting:{0}", session.user_no), 0, startplay_polling_period); // 조건에 만족하는 유저가 없다면 대기 (redis puh로 활성화) var queue = Cache.Instance.GetSubscriber().Subscribe(string.Format("sub_user:{0}", session.user_no)); var cts = new CancellationTokenSource(); cts.CancelAfter((int)startplay_polling_period.TotalMilliseconds); try { var ret = await queue.ReadAsync(cts.Token); // 다른 유저로 부터 매칭이 되었음을 받았다 // 매칭 정보를 삭제 await RemoveMatchUser(session.user_no); // 매칭이 성공되었음을 알림 StartPlayReply reply = JsonParser.Default.Parse <StartPlayReply>(ret.Message); await responseStream.WriteAsync(reply); } catch (OperationCanceledException) { // 대기시간 만료 클라이언트에게 타임 아웃 처리를 보낸다. await responseStream.WriteAsync(new StartPlayReply() { Code = ErrorCode.Timeout, IsStart = false }); } }
public static async Task StartPlay(StartPlayRequest request, IServerStreamWriter <StartPlayReply> responseStream, ServerCallContext context) { Log.Information($"StartPlay mapId:{request.MapId}, SelectedCharacter:{request.SelectedCharacter}, IsImmediatelyJoin{request.IsImmediatelyJoin}"); var session = await context.GetSession(); if (session == null) { await responseStream.WriteAsync(new StartPlayReply() { Code = ErrorCode.LostSession }); return; } // 게임 시작 요청 정보를 캐싱 await session.UpdateSessionLock(request.SelectedCharacter, request.MapId, true); if (request.IsImmediatelyJoin) { (bool ret, string server_addr, byte worldId, string channel_key, string channel_id) = await Channel.GetAvailableServer(request.MapId); if (ret == false) { // 전투 가능한 서버가 없다 Log.Error($"Cannot find Server user_no:{session.user_no}"); await responseStream.WriteAsync(new StartPlayReply() { Code = ErrorCode.BusyServer }); return; } var tmp_players = new Dictionary <string, ServerCommon.PlayerInfo>(); ServerCommon.PlayerInfo player = new ServerCommon.PlayerInfo() { user_no = session.user_no, character_type = session.character_type, user_id = session.user_name, team = (byte)core.MathHelpers.GetRandomInt((int)core.BaseStruggleTeam.TeamCount), }; tmp_players.Add(session.session_id, player); var characters = new List <StartPlayCharacterInfo>(); characters.Add(new StartPlayCharacterInfo() { SelectedCharacter = session.character_type, UserId = session.user_name, Team = player.team }); var reply = new StartPlayReply() { Code = ErrorCode.Success, IsStart = true, BattleServerAddr = server_addr, WorldId = worldId, MapId = request.MapId, }; characters.ForEach(x => reply.CharacterList.Add(x)); await responseStream.WriteAsync(reply); await SequentialMatchmaking.PubStartPlay(tmp_players, worldId, channel_id, session); #pragma warning disable 4014 Task.Run(async() => await SequentialMatchmaking.WaitGameResult(channel_id)); #pragma warning restore 4014 return; } // 다른 플레이어로 인해 매칭이 시작 되었는지 확인 if ((await SequentialMatchmaking.RestoreMatchUser(session.user_no, responseStream)) == true) { return; } // 대기중이 플레이어 찾기 (var player_list, var players, var character_list, var search_success) = await SequentialMatchmaking.SearchPlayer(session, request); if (search_success == true) { // 게임 시작 if ((await SequentialMatchmaking.StartPlay(player_list, players, character_list, session, request, responseStream)) == false) { // 예약했던 플레이어 취소 await SequentialMatchmaking.ClearReservedPlayer(player_list); } return; } // 예약했던 플레이어 취소 await SequentialMatchmaking.ClearReservedPlayer(player_list); Log.Information("StartPlay waiting... {0}", session.user_no); // 대기 await SequentialMatchmaking.WaitStartPlay(session, request, responseStream); }
/// <summary> /// 게임 플레이 시작 /// </summary> /// <param name="player_list"></param> /// <param name="players"></param> /// <param name="character_list"></param> /// <param name="session"></param> /// <param name="request"></param> /// <param name="responseStream"></param> /// <returns></returns> public static async Task <bool> StartPlay(List <long> player_list, Dictionary <string, ServerCommon.PlayerInfo> players, List <StartPlayCharacterInfo> character_list, Session session, StartPlayRequest request, IServerStreamWriter <StartPlayReply> responseStream) { // 매칭에 필요한 인원을 모두 찾았을때 // 전투 가능한 서버를 찾아 세팅 (bool ret, string server_addr, byte worldId, string channel_key, string channel_id) = await Channel.GetAvailableServer(request.MapId); if (ret == false) { // 전투 가능한 서버가 없다 Log.Error($"Cannot find Server user_no:{session.user_no}"); await responseStream.WriteAsync(new StartPlayReply() { Code = ErrorCode.BusyServer }); return(false); } ServerCommon.PlayerInfo player = new ServerCommon.PlayerInfo() { user_no = session.user_no, character_type = session.character_type, user_id = session.user_name, team = (byte)(players.Count % (int)core.BaseStruggleTeam.TeamCount) }; players.Add(session.session_id, player); character_list.Add(new StartPlayCharacterInfo() { SelectedCharacter = session.character_type, UserId = session.user_name, Team = player.team }); var reply = new StartPlayReply() { Code = ErrorCode.Success, IsStart = true, BattleServerAddr = server_addr, WorldId = worldId, MapId = request.MapId, }; character_list.ForEach(x => reply.CharacterList.Add(x)); string reply_str = new JsonFormatter(new JsonFormatter.Settings(true)).Format(reply); Log.Information($"StartPlay Reply {reply_str}"); // 매칭된 유저들에게 알림 for (int i = 0; i < player_list.Count; ++i) { await Cache.Instance.GetSubscriber().PublishAsync($"sub_user:{player_list[i]}", reply_str); } await SequentialMatchmaking.RemoveMatchUser(session.user_no, request.MapId); // 배틀서버에 알림 await PubStartPlay(players, worldId, channel_id, session); Log.Information($"StartPlay {session.user_no}, channel_msg:{channel_key}"); await responseStream.WriteAsync(reply); // 매칭이 성공적으로 이루어졌으므로 이후 매칭 결과를 pub/sub으로 전달 받는다. #pragma warning disable 4014 Task.Run(async() => await WaitGameResult(channel_id)); #pragma warning restore 4014 return(true); }
/// <summary> /// 로그인 /// </summary> /// <param name="request"></param> /// <param name="responseStream"></param> /// <param name="context"></param> /// <returns></returns> public override async Task Login(LoginRequest request, IServerStreamWriter <LoginReply> responseStream, ServerCallContext context) { try { Log.Information($"login player ID:{request.PlayerId}"); if (request.PlayerId != "") { // 유저 아이디 영문과 숫자 조합만 허용 //if (Regex.IsMatch(request.UserId, @"^[a-zA-Z0-9]+$") == false) //{ // Log.Error($"login error {request.UserId}"); // await responseStream.WriteAsync(new LoginReply() { Code = ErrorCode.WrongLetters }); // return; //} } var(ret, responseValidate) = await WebAPIClient.Web.validate(request.PlayerId, request.AccessToken); if (ret == false) { Log.Error($"Login auth error player_id:{request.PlayerId}, peer:{context.Peer}"); // IDP 인증 실패시 로그인 실패처리 할 것인지 if (context.Peer.Contains("203.246.171.143") == true) { Log.Warning($"Login auth white list :{request.PlayerId}"); } else if (ServerConfiguration.Instance.EnableCheckAccessToken) { await responseStream.WriteAsync(new LoginReply() { Code = ErrorCode.Auth }); return; } } // todo : 클라이언트로 부터 맴버 초기값 세팅이 필요. Models.Member member = new Models.Member() { device_model_name = "", os_version = "", language_code = responseValidate == null ? "" : responseValidate.lang, nation_code = responseValidate == null ? "" : responseValidate.country, create_time = DateTime.UtcNow, }; (var session, var err, var player_id) = await Session.LoginSession(context.Peer, request.PlayerId, request.DeviceUniqueIdentifier, true, member); if (session == null) { Log.Error("login {0}", context.Peer); await responseStream.WriteAsync(new LoginReply() { Code = err }); return; } bool IsPlaying; StartPlayReply ReloadStartPlay = null; long match_id; if (ServerConfiguration.Instance.gameSetting.EnableReJoin) { (IsPlaying, ReloadStartPlay, match_id) = await RankMatchmaking.RestoreMatchUser(session); } else { IsPlaying = false; } Log.Information($"login user_no:{session.user_no}, player_id:{player_id}, session_id:{session.session_id}, user_name:{session.user_name}, IsPlaying:{IsPlaying}, ReloadStartPlay:{ReloadStartPlay?.BattleServerAddr}"); var reply = new LoginReply(); reply.UserId = player_id; reply.SessionId = session.session_id; reply.Code = ErrorCode.Success; reply.IsPlaying = IsPlaying; reply.ReloadStartPlay = ReloadStartPlay; reply.JsonData.Add(JsonData.Instance.OriginalData); reply.UserName = session.user_name ?? ""; reply.ServerTime = DateTime.UtcNow.ToTimestamp(); await responseStream.WriteAsync(reply); History.Info(session.member_no, session.user_no, session.character_no, HistoryLogAction.Login, (byte)HistoryLogReason.None, 0, 0, request.PlayerId, session.user_name); } catch (Exception ex) { Log.Error($"Login error {ex.ToString()}"); } }