/// <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);
        }
Example #2
0
        /// <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($"StartPlay SaveMatch complete. match_id:{match_id}");
        }
Example #3
0
        public static async Task <(bool, StartPlayReply)> LoadMatch(long match_id)
        {
            var value = await Cache.Instance.GetDatabase().StringGetAsync($"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
                });
            }
        }
Example #5
0
 /// <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);
     }
 }
Example #6
0
    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);
    }
Example #7
0
        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);
        }
Example #10
0
        /// <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()}");
            }
        }