public static async Task <(bool, StartPlayReply, long)> RestoreMatchUser(Session session) { Log.Information($"RestoreMatchUser session:{session.session_id}, user_no:{session.user_no}"); (var success, var match_id, var timeToLive) = await MatchUser.GetMatchUser(session.user_no); if (success == false) { Log.Information($"RestoreMatchUser cannot find session:{session.session_id}, user_no:{session.user_no}"); return(false, null, 0); } // 잠시 동안 유저는 할당했지만 아직 매칭 정보가 새팅중일수 있다. (var match_success, var reply) = await Match.LoadMatch(match_id); if (match_success == false) { Log.Information($"RestoreMatchUser LoadMatch false session:{session.session_id}, user_no:{session.user_no}"); if (timeToLive != null) { // 일정 시간 이후에도 매칭 정보가 없다면 해당 유저 할당을 강제 해지하여 매칭이 되도록 한다. if ((match_waiting_expire - (TimeSpan)timeToLive).TotalSeconds > 3) { await MatchUser.RemoveMatchUser(session.user_no); } } return(false, null, 0); } return(true, reply, match_id); }
/// <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) { // 대기자로 등록 await MatchUser.RemoveMatchUser(session.user_no); await WaitingList.AddWaitingUser(new WaitingUser() { map_id = session.map_id, rank = session.rank }, session.user_no); }
/// <summary> /// 게임 결과 기다림 /// </summary> /// <param name="session"></param> /// <param name="request"></param> /// <param name="responseStream"></param> /// <returns></returns> public static async Task WaitGameResult(Session session, string channel_id, JMapData map_data, JGameModeData game_mode) { string key = $"game_result:{channel_id}"; Log.Information($"WaitGameResult {key}"); Interlocked.Increment(ref RankMatchmaking.MatchCount); var queue = Cache.Instance.GetSubscriber().Subscribe(key); var cts = new CancellationTokenSource(); cts.CancelAfter((int)game_result_expire.TotalMilliseconds); try { var ret = await queue.ReadAsync(cts.Token); Interlocked.Decrement(ref RankMatchmaking.MatchCount); ServerCommon.GameResult reply = JsonConvert.DeserializeObject <ServerCommon.GameResult>(ret.Message); Log.Information($"game result {ret.Message.ToString()}"); int total_win_medal = 0; int total_lose_medal = 0; int total_draw_medal = 0; int total_mvp_medal = 0; int total_rankup_medal = 0; await Match.RemoveMatch(reply.match_id); var characterNames = new List <string>(); var characterLevels = new List <int>(); foreach (var player in reply.player_result) { if (player.Value.IsLeave) { continue; } var last_session = await Session.GetSession(player.Key, false); if (last_session != null) { bool is_changed_character_rank_level = false; await using (var mylock = await RedLock.CreateLockAsync($"lock:session:{last_session.session_id}")) { await using (var user = await UserCache.GetUser(last_session.member_no, last_session.user_no, true, true, true)) await using (var character = await CharacterCache.Instance.GetEntity(last_session.member_no, last_session.character_no, true, true, true)) { user.play_point += player.Value.play_point; var last_account_battle_score = user.battle_score; UserGrowth.IncreaseBattleScore(user, player.Value.battle_point); var last_battle_score = character.battle_score; var last_rank_level = character.rank_level; CharacterGrowth.IncreaseBattleScore(character, player.Value.battle_point); var(abs, cbs, wc) = await Ranking.Update(last_session, reply.season_no, player.Value.battle_point, player.Value.IsWin); bool is_character_rank_level_up = false; if (last_rank_level != character.rank_level) { if (last_rank_level < character.rank_level) { is_character_rank_level_up = true; } } if (last_battle_score != character.battle_score) { var rankData = ACDC.RankData.GetRank(character.battle_score); if (rankData != null) { if (last_session.rank != rankData.Rank) { is_changed_character_rank_level = true; last_session.rank = rankData.Rank; } } } var last_medal = user.medal; var medal_count = Medal.CalcMedal(user, last_session, reply.is_draw, player.Value, is_character_rank_level_up, game_mode, ref total_win_medal, ref total_lose_medal, ref total_draw_medal, ref total_mvp_medal, ref total_rankup_medal); await Inventory.Insert(last_session, user, character, (int)GameItemId.Medal, medal_count, null); // 배틀에서 넘어온 미션 데이터가 없는 경우 초기화 if (player.Value.missions == null) { player.Value.missions = new Dictionary <int, int>(); } player.Value.missions.Increment((int)MissionType.Mission_GetMedal, medal_count); await MissionManager.Progress(last_session, player.Value.missions); History.Info(last_session.member_no, last_session.user_no, last_session.character_no, HistoryLogAction.GainAccountBattleScore, (byte)HistoryLogReason.GameResultReward, (int)user.battle_score, (int)last_account_battle_score, reply.match_id.ToString(), ""); History.Info(last_session.member_no, last_session.user_no, last_session.character_no, HistoryLogAction.GainCharacterBattleScore, (byte)HistoryLogReason.GameResultReward, (int)character.battle_score, (int)last_battle_score, reply.match_id.ToString(), ""); characterNames.Add(last_session.user_name); characterLevels.Add(character.rank_level); } } //Log.Information($"session:{last_session.session_id}, rank:{last_session.rank}"); if (is_changed_character_rank_level) { await Session.UpdateSessionLock(last_session.session_id, delegate(Session s) { s.rank = last_session.rank; }); } // 게임 종료 이후 매칭 정보 삭제 await MatchUser.RemoveMatchUser(last_session.user_no); } else { Log.Warning($"game result lost session:{player.Key}, msg:{ret.Message}"); } } MatchLog.Info(reply, total_win_medal, total_lose_medal, total_draw_medal, total_mvp_medal, total_rankup_medal); string resultTp; if (reply.is_draw) { resultTp = "26"; _ = LogProxy.writeActionLog(session, "플레이", "무승부", map_data.ID.ToString()).ConfigureAwait(false); } else if (reply.statistics.clear == 1) { resultTp = "21"; _ = LogProxy.writeActionLog(session, "플레이", "클리어", map_data.ID.ToString()).ConfigureAwait(false); } else { resultTp = "22"; } _ = LogProxy.writeRoundLog(session, game_mode.Name, "", "", resultTp, 0, reply.statistics.start_time, reply.statistics.end_time, characterNames, characterLevels, "").ConfigureAwait(false); if (reply.statistics.leave_player > 0) { _ = LogProxy.writeActionLog(session, "플레이", "이탈", map_data.ID.ToString(), reply.statistics.leave_player.ToString()).ConfigureAwait(false); } if (reply.statistics.normal_item > 0) { _ = LogProxy.writeActionLog(session, "플레이", "일반아이템획득", map_data.ID.ToString(), reply.statistics.normal_item.ToString()).ConfigureAwait(false); } if (reply.statistics.tactic_item > 0) { _ = LogProxy.writeActionLog(session, "플레이", "전략아이템획득", map_data.ID.ToString(), reply.statistics.tactic_item.ToString()).ConfigureAwait(false); } } catch (OperationCanceledException ex) { Log.Information($"game result timeout {ex.ToString()}"); } }
public static async Task StartPlay(StartPlayRequest request, IServerStreamWriter <StartPlayReply> responseStream, ServerCallContext context) { var mapData = ACDC.MapData[request.MapId]; if (mapData == null) { Log.Warning($"StartPlay error map id {request.MapId}"); await responseStream.WriteAsync(new StartPlayReply() { Code = ErrorCode.WrongParam }); return; } var gameModeData = ACDC.GameModeData[mapData.GameMode]; if (gameModeData == null) { Log.Warning($"StartPlay error mode {mapData.GameMode}"); await responseStream.WriteAsync(new StartPlayReply() { Code = ErrorCode.WrongParam }); return; } MinimumStartPlay minimumStartPlay; minimumStartPlayMap.TryGetValue(request.MapId, out minimumStartPlay); var session = await context.GetSession(); if (session == null) { await responseStream.WriteAsync(new StartPlayReply() { Code = ErrorCode.LostSession }); return; } Log.Information($"StartPlay user_no:{session.user_no}, user_name:{session.user_name}, mapId:{request.MapId}, SelectedCharacter:{request.SelectedCharacter}, IsImmediatelyJoin{request.IsImmediatelyJoin}"); bool checkSelectCharacter = await session.SelectCharacter(request.SelectedCharacter); if (checkSelectCharacter == false) { Log.Warning($"StartPlay error character id {request.SelectedCharacter}"); await responseStream.WriteAsync(new StartPlayReply() { Code = ErrorCode.WrongParam }); return; } bool IsAISwitch = false; bool IsFirstRequest = false; bool IsWaitingUser = await WaitingList.IsWaitingUser(session.user_no); bool IsMatchTimeout = false; // 이미 대기중이 였지만 요청이 달라진 경우, 최초 요청으로 판단 if (IsWaitingUser == false || session.IsChangeRequest(request)) { IsFirstRequest = true; History.Info(session.member_no, session.user_no, session.character_no, HistoryLogAction.TryStartPlay, (byte)HistoryLogReason.None, request.SelectedCharacter, request.MapId, "", ""); _ = LogProxy.writeActionLog(session, "플레이", "매칭시도", request.MapId.ToString()).ConfigureAwait(false); } else { if (DateTime.UtcNow > session.first_request_time.AddMilliseconds(ServerConfiguration.Instance.gameSetting.AIMatchTime)) { IsMatchTimeout = true; if (ServerConfiguration.Instance.gameSetting.EnableAIMatch == true) { IsAISwitch = true; } } if (minimumStartPlay != null && minimumStartPlay.Enable && DateTime.UtcNow > session.first_request_time.AddSeconds(minimumStartPlay.Timeout)) { Log.Information($"matchTimeout first_request_time:{session.first_request_time}, now:{DateTime.UtcNow}, timeout:{session.first_request_time.AddSeconds(minimumStartPlay.Timeout)}"); IsMatchTimeout = true; } } Log.Information($"flag IsAISwitch:{IsAISwitch}, IsFirstRequest:{IsFirstRequest}, IsWaitingUser{IsWaitingUser}, IsMatchTimeout{IsMatchTimeout}"); if (request.SelectedCharacter != session.character_type || request.MapId != session.map_id) { var user = await UserCache.GetUser(session.member_no, session.user_no, false); user.character_no = session.character_no; user.map_id = (byte)request.MapId; user.IsDirty = true; } // 게임 시작 요청 정보를 캐싱 await session.UpdateSessionLock(request.SelectedCharacter, request.MapId, IsFirstRequest); if (request.IsImmediatelyJoin) { await StartPlaySimulate(request, responseStream, context, session, mapData, gameModeData); return; } long match_id = await MatchInstanceId.GetMatchInstanceId(); if ((await MatchUser.OccupyMatchUser(session.user_no, match_id)) == false) { // 다른 플레이어로 인해 매칭이 완료 되었는지 확인 if ((await RestoreMatchUser(session, responseStream)) == true) { if (ServerConfiguration.Instance.gameSetting.EnableReJoin == false) { // 재입장이 불가하면, 게임 시작 직후 매칭 정보 삭제 await MatchUser.RemoveMatchUser(session.user_no); } return; } else { await responseStream.WriteAsync(new StartPlayReply() { Code = ErrorCode.NotEnough, IsStart = false, BattleServerAddr = "", WorldId = 0, MapId = request.MapId, }); return; } } if (request.IsCancel) { // 대기 목록에서 제거 await WaitingList.RemoveWaitingUser(session.user_no); await MatchUser.RemoveMatchUser(session.user_no); await responseStream.WriteAsync(new StartPlayReply() { Code = ErrorCode.NotEnough, IsStart = false, BattleServerAddr = "", WorldId = 0, MapId = request.MapId, }); return; } // 대기중이 플레이어 찾기 (var matchResult, var search_success) = await SearchPlayer(session, match_id, mapData, gameModeData); if (search_success == false && IsAISwitch == true) { // 부족한 인원 만큼 AI로 채워 넣는다.(자신은 제외) int cnt = (GetStartPlayerCount(gameModeData) - 1) - matchResult.replyToClient.CharacterList.Count; for (int i = 0; i < cnt; ++i) { matchResult.AddAI(session, mapData, gameModeData); } } if (search_success == true || IsAISwitch == true || (ServerConfiguration.Instance.gameSetting.MatchForce && IsMatchTimeout) || (minimumStartPlay != null && minimumStartPlay.Enable && IsMatchTimeout && matchResult.replyToClient.CharacterList.Count + 1 >= minimumStartPlay.PlayerCount) ) { // 게임 시작 if ((await StartPlay(match_id, session, request, responseStream, matchResult, mapData, gameModeData)) == false) { // 예약했던 플레이어 취소 await MatchUser.CancelOccupiedMatchUser(matchResult.replyToBattleServer.players); } else { if (ServerConfiguration.Instance.gameSetting.EnableReJoin == false) { // 재입장이 불가하면, 게임 시작 직후 매칭 정보 삭제 await MatchUser.RemoveMatchUser(session.user_no); } } return; } // 예약했던 플레이어 취소 await MatchUser.CancelOccupiedMatchUser(matchResult.replyToBattleServer.players); Log.Information("StartPlay waiting... {0}", session.user_no); // 대기 await WaitStartPlay(session, request, responseStream); // 검색 실패시 다음 검색 조건 범위를 넓힌다. await session.WideningRangeRankLock(); // 실패 결과 리턴 matchResult.replyToClient.Code = ErrorCode.NotEnough; matchResult.replyToClient.IsStart = false; matchResult.replyToClient.CharacterList.Add(new StartPlayCharacterInfo()); // 자신포함으로 빈슬롯 한개 넣어줌 await responseStream.WriteAsync(matchResult.replyToClient); }