/// <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($"cannot find match_user:{user_no}"); } return(false); }
public static async Task CancelStartPlay(Session session, IServerStreamWriter <CancelStartPlayReply> responseStream) { var db = Cache.Instance.GetDatabase(); // 다른 유저가 매칭 시도를 했을 경우 var value = await db.StringGetAsync($"match_user:{session.user_no}"); if (value.HasValue) { // 이미 매칭이 완료되었기 때문에 매칭 취소를 진행할 수 없다. await responseStream.WriteAsync(new CancelStartPlayReply() { Code = ErrorCode.AlreadyMatch }); return; } // 매칭 대기열에서 제거 await SequentialMatchmaking.RemoveMatchUser(session.user_no, session.map_id); await responseStream.WriteAsync(new CancelStartPlayReply() { Code = ErrorCode.Success }); }
/// <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> /// 매칭 대상 (플레이어) 찾기 /// </summary> /// <param name="session"></param> /// <param name="request"></param> /// <returns></returns> public static async Task <(List <long>, Dictionary <string, ServerCommon.PlayerInfo>, List <StartPlayCharacterInfo>, bool)> SearchPlayer(Session session, StartPlayRequest request) { var db = Cache.Instance.GetDatabase(); Lobby.Session player_session = null; var players = new Dictionary <string, ServerCommon.PlayerInfo>(); var character_list = new List <StartPlayCharacterInfo>(); long match_id = 0; var player_list = new List <long>(); var waiting_list = await db.SortedSetRangeByScoreAsync($"waiting_list:{request.MapId}"); Log.Information($"waiting user ({string.Join(",", waiting_list)})"); bool result = false; 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($"searching... waiting user {user_no}"); // 자신은 스킵 if (user_no == session.user_no) { continue; } if ((await db.StringGetAsync($"waiting:{user_no}")).HasValue) { // 매칭에 필요한 유저를 선점한다 if (await db.StringSetAsync($"match_user:{user_no}", match_id, match_user_expire, When.NotExists) == true) { player_session = await Session.GetSession(user_no, false); if (player_session == null) { Log.Information("cannot find Session {0}", user_no); await db.KeyDeleteAsync($"match_user:{user_no}"); continue; } ServerCommon.PlayerInfo player = new ServerCommon.PlayerInfo() { user_no = player_session.user_no, character_type = player_session.character_type, user_id = player_session.user_name, team = (byte)(players.Count % (int)core.BaseStruggleTeam.TeamCount), }; players.Add(player_session.session_id, player); character_list.Add(new StartPlayCharacterInfo() { SelectedCharacter = player_session.character_type, UserId = player_session.user_name, Team = player.team }); player_list.Add(user_no); Log.Information($"Candidate User {user_no}"); if (player_list.Count == MAX_START_PLAYER_COUNT - 1) { result = true; break; } } else { Log.Information("already other match assign user {0}", user_no); } } else { Log.Information("wait timeout user {0}", user_no); // 유효하지 않는 유저는 대기자 목록에서 삭제한다. await SequentialMatchmaking.RemoveMatchUser(user_no, request.MapId); } } } Log.Information($"StartPlay player_list ({string.Join(",", player_list)})"); return(player_list, players, character_list, result); }
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); }