/// <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); }
public static async Task TestCache() { var u1 = new WaitingUser() { map_id = 1, rank = 1, }; var u2 = new WaitingUser() { map_id = 1, rank = 1, }; var u3 = new WaitingUser() { map_id = 1, rank = 1, }; var u4 = new WaitingUser() { map_id = 1, rank = 1, }; var u5 = new WaitingUser() { map_id = 1, rank = 1, }; await WaitingList.AddWaitingUser(u1, 1); await Task.Delay(10 * 1000); await WaitingList.AddWaitingUser(u2, 2); await WaitingList.AddWaitingUser(u3, 3); await WaitingList.AddWaitingUser(u4, 4); await WaitingList.AddWaitingUser(u5, 4); var ret1 = await WaitingList.GetWaitingUser(1, 1, 3); var ret2 = await WaitingList.GetWaitingUser(1, 1, 3); var ret3 = await WaitingList.RemoveWaitingUser(3); await WaitingList.RemoveWaitingUser(1, 1, 2); }
public static async Task <(MatchResult, bool)> SearchPlayer(Session session, long match_id, JMapData map_data, JGameModeData game_mode) { bool result = false; var matchResult = new MatchResult(match_id, session.map_id); if (GetStartPlayerCount(game_mode) <= 1) { return(matchResult, true); } Session other_session = null; var seq = new RankSequencer() { rank = session.rank, min_rank = session.min_rank, max_rank = session.max_rank }; foreach (var rank in seq) { var users = await WaitingList.GetWaitingUser(session.map_id, rank, defaultGetWaitingUser); for (int i = 0; i < users.Count; ++i) { //Log.Information($"searching... waiting user : {users[i]}, rank : {rank}"); // 자신은 스킵 if (users[i] == session.user_no) { continue; } if ((other_session = await Session.GetSession(users[i], false)) == null // 대기중 유저 세션 만료 ) { Log.Information("cannot find Session {0}", users[i]); await WaitingList.RemoveWaitingUser(users[i]); continue; } if (other_session.rank != rank) { continue; } if (await MatchUser.OccupyMatchUser(users[i], match_id) == false) { continue; } if (await matchResult.AddPlayer(other_session, map_data, game_mode) == false) { Log.Error($"SearchPlayer error user_no:{session.user_no}"); continue; } Log.Information($"Candidate User {other_session.user_no}"); if (matchResult.replyToBattleServer.players.Count == GetStartPlayerCount(game_mode) - 1) { result = true; return(matchResult, result); } } } return(matchResult, result); }
public static async Task StartPlay(StartPlayRequest request, IServerStreamWriter <StartPlayReply> responseStream, ServerCallContext context) { var mapData = ACDC.MapData[request.MapId]; if (mapData == null) { Log.Warning($"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); }
public static async Task <bool> StartPlay(long match_id, Session session, StartPlayRequest request, IServerStreamWriter <StartPlayReply> responseStream, MatchResult matchResult, JMapData map_data, JGameModeData game_mode) { // 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); } if (await matchResult.AddPlayer(session, map_data, game_mode) == false) { Log.Error($"StartPlay error user_no:{session.user_no}"); await responseStream.WriteAsync(new StartPlayReply() { Code = ErrorCode.NotEnough }); return(false); } await matchResult.Finish(worldId, server_addr, channel_id, game_mode); // 매칭된 유저들에게 알림 await Match.SaveMatch(match_id, matchResult.replyToClient); // 대기 목록에서 삭제 foreach (var p in matchResult.replyToBattleServer.players.Values) { await WaitingList.RemoveWaitingUser(p.user_no); } // 배틀서버에 알림 await PubStartPlay(matchResult.replyToBattleServer); Log.Information($"StartPlay {session.user_no}, channel_msg:{channel_key}"); // 게임 시작 요청에 대한 응답 전송 await responseStream.WriteAsync(matchResult.replyToClient); // 매칭이 성공적으로 이루어졌으므로 이후 매칭 결과를 pub/sub으로 전달 받는다. _ = GameResult.WaitGameResult(session, channel_id, map_data, game_mode).ConfigureAwait(false); History.Info(session.member_no, session.user_no, session.character_no, HistoryLogAction.StartPlay, (byte)HistoryLogReason.None, matchResult.replyToBattleServer.players.Count, matchResult.replyToClient.MapId, match_id.ToString(), session.character_type.ToString()); _ = LogProxy.writeActionLog(session, "플레이", "매칭성공", matchResult.replyToClient.MapId.ToString()).ConfigureAwait(false); var characterNames = new List <string>(); var characterLevels = new List <int>(); foreach (var player in matchResult.replyToBattleServer.players) { characterNames.Add(player.Value.user_id); characterLevels.Add(player.Value.character_level); } _ = LogProxy.writeRoundLog(session, game_mode.Name, "", "", "10", 0, 0, 0, characterNames, characterLevels, "").ConfigureAwait(false); return(true); }