Files
ruby-sea-battle/game-server/internal/game/manager.go
T
2026-11-02 21:24:32 +03:00

770 lines
22 KiB
Go

// Package game keeps the in-memory state of all matches running on this
// game server: player connections, per-player unacknowledged message queues
// and a registry of recently finished matches.
package game
import (
"context"
"errors"
"sync"
"time"
"github.com/ruby-sea-battle/game-server/internal/auth"
"github.com/ruby-sea-battle/game-server/internal/protocol"
)
// ErrMatchFinished is returned by Join when the player tries to join a match
// that has already ended. The stored END message (if any) is replayed to the
// connection before Join returns.
var (
ErrMatchFinished = errors.New("match already finished")
ErrInvalidSeq = errors.New("invalid seq")
ErrMatchNotStarted = errors.New("match not started")
ErrUnexpectedState = errors.New("unexpected state for placing ships")
ErrShipsAlreadyPlaced = errors.New("ships already placed")
ErrInvalidSlot = errors.New("invalid slot index")
ErrNotYourTurn = errors.New("not your turn")
)
// BoardSize is the width and height of the Sea Battle board.
const BoardSize = protocol.BoardSize
// Board represents a 10x10 Sea Battle grid.
// 0 indicates water/empty cell.
// 1..10 indicates a ship (ship index 0..9 + 1).
type Board [BoardSize][BoardSize]int8
// NewBoard constructs a Board from validated ships.
func NewBoard(ships []protocol.Ship) Board {
var b Board
for i, ship := range ships {
id := int8(i + 1)
for _, cell := range ship.Cells() {
b[cell.Y][cell.X] = id
}
}
return b
}
// Server-side match states.
const (
StatePlacingShips = 1
StatePlayer1Ready = 2
StatePlayer2Ready = 3
StatePlayer1Turn = 4
StatePlayer2Turn = 5
)
// playerStatesFor maps a server-side state to the respective states seen by player 1 and player 2.
func playerStatesFor(serverState int) (p1State, p2State int) {
switch serverState {
case StatePlacingShips:
return protocol.StatePlacingShips, protocol.StatePlacingShips
case StatePlayer1Ready:
return protocol.StateWaitOpponentReady, protocol.StateOpponentReady
case StatePlayer2Ready:
return protocol.StateOpponentReady, protocol.StateWaitOpponentReady
case StatePlayer1Turn:
return protocol.StateYourTurn, protocol.StateWaitOpponentTurn
case StatePlayer2Turn:
return protocol.StateWaitOpponentTurn, protocol.StateYourTurn
default:
return 0, 0
}
}
// Sender abstracts a player connection so the game logic stays testable and
// independent of the websocket implementation.
type Sender interface {
// Send writes one message to the connection. Implementations must be
// safe for concurrent use and must bound the write with a timeout.
Send(ctx context.Context, data []byte) error
// Close closes the connection with the given websocket close code.
Close(code int, reason string) error
}
// queuedMessage is a state-changing message that has been sent to a player
// but not yet acknowledged with an ACK.
type queuedMessage struct {
seq int64
data []byte
}
// PlayerSlot is the state of one of the two players of a match.
type PlayerSlot struct {
UserID int64
conn Sender // nil while the player is disconnected
seq int64 // last issued sequence number
unacked []queuedMessage
lastState int // last state sent to this player, 0 if none
everConnected bool // true after the first successful join
ships []protocol.Ship
board Board
shipsPlaced bool
struck [BoardSize][BoardSize]bool
shipsRemaining int
}
// Match is the state of a single game of sea battle.
type Match struct {
ID string
gameToken string // game token used when match was created
tokenExp time.Time // game token expiration; bounds the join deadline
playerIDs [2]int64 // slot 0 = player1, slot 1 = player2 (internal only)
slots [2]*PlayerSlot
mu sync.Mutex
started bool // both players joined at least once
ended bool
state int // current global server-side game state
joinTimer *time.Timer
}
func (m *Match) GameToken() string {
return m.gameToken
}
func (m *Match) PlayerIDs() [2]int64 {
return m.playerIDs
}
func (m *Match) State() int {
m.mu.Lock()
defer m.mu.Unlock()
return m.state
}
// Ships returns a copy of the ships placed by the player in slotIdx,
// or nil if ships have not been placed yet.
func (m *Match) Ships(slotIdx int) []protocol.Ship {
m.mu.Lock()
defer m.mu.Unlock()
if slotIdx < 0 || slotIdx >= len(m.slots) || !m.slots[slotIdx].shipsPlaced {
return nil
}
res := make([]protocol.Ship, len(m.slots[slotIdx].ships))
copy(res, m.slots[slotIdx].ships)
return res
}
// Board returns the board of the player in slotIdx and whether ships have been placed.
func (m *Match) Board(slotIdx int) (Board, bool) {
m.mu.Lock()
defer m.mu.Unlock()
if slotIdx < 0 || slotIdx >= len(m.slots) {
return Board{}, false
}
return m.slots[slotIdx].board, m.slots[slotIdx].shipsPlaced
}
// Struck returns a copy of the struck grid for the player in slotIdx.
func (m *Match) Struck(slotIdx int) ([BoardSize][BoardSize]bool, bool) {
m.mu.Lock()
defer m.mu.Unlock()
if slotIdx < 0 || slotIdx >= len(m.slots) {
return [BoardSize][BoardSize]bool{}, false
}
return m.slots[slotIdx].struck, true
}
// ShipsRemaining returns the number of unsunk ships for the player in slotIdx.
func (m *Match) ShipsRemaining(slotIdx int) int {
m.mu.Lock()
defer m.mu.Unlock()
if slotIdx < 0 || slotIdx >= len(m.slots) {
return -1
}
return m.slots[slotIdx].shipsRemaining
}
func (m *Match) slotIndex(userID int64) int {
switch userID {
case m.playerIDs[0]:
return 0
case m.playerIDs[1]:
return 1
default:
return -1
}
}
// finishedMatch remembers how a match ended so that late join attempts with
// a still-valid game token get the same END message instead of creating a
// phantom match (and, later, a duplicate result report to the main server).
type finishedMatch struct {
ends map[int64][]byte // userID -> END message sent to that player
expiresAt time.Time // game token expiration time
gameToken string
}
// Manager owns all matches of this server instance.
type Manager struct {
joinTimeout time.Duration
mu sync.Mutex
matches map[string]*Match
finished map[string]*finishedMatch
}
func NewManager(joinTimeout time.Duration) *Manager {
return &Manager{
joinTimeout: joinTimeout,
matches: make(map[string]*Match),
finished: make(map[string]*finishedMatch),
}
}
// GetMatch returns the match with the given ID, or nil if not found.
func (m *Manager) GetMatch(matchID string) *Match {
m.mu.Lock()
defer m.mu.Unlock()
return m.matches[matchID]
}
// Join attaches conn to the match identified by the game token claims.
// userID must already be validated against the claims by the caller.
//
// If the player was already connected, the old connection is closed and
// replaced. Unacknowledged messages are replayed to the new connection; if
// there is nothing to replay but the game is already running, the current
// state is re-sent so the client can restore its UI.
//
// Returns the match and the player's slot index (0 or 1).
func (m *Manager) Join(ctx context.Context, conn Sender, gc *auth.GameClaims, userID int64) (*Match, int, error) {
now := time.Now()
m.mu.Lock()
m.purgeFinishedLocked(now)
if fin, ok := m.finished[gc.MatchID]; ok {
m.mu.Unlock()
if data, ok := fin.ends[userID]; ok {
_ = conn.Send(ctx, data)
}
_ = conn.Close(protocol.CloseCodeNormal, "match already finished")
return nil, -1, ErrMatchFinished
}
match, ok := m.matches[gc.MatchID]
if !ok {
token := gc.RawToken
if token == "" {
token = gc.MatchID
}
match = &Match{
ID: gc.MatchID,
gameToken: token,
tokenExp: gc.ExpiresAt.Time,
playerIDs: [2]int64{gc.Player1ID, gc.Player2ID},
slots: [2]*PlayerSlot{
{UserID: gc.Player1ID},
{UserID: gc.Player2ID},
},
}
// The second player must join before the join timeout expires, but
// never later than the game token itself expires — after that a
// join is impossible anyway.
deadline := now.Add(m.joinTimeout)
if !match.tokenExp.IsZero() && match.tokenExp.Before(deadline) {
deadline = match.tokenExp
}
match.joinTimer = time.AfterFunc(time.Until(deadline), func() {
m.onJoinTimeout(match.ID)
})
m.matches[gc.MatchID] = match
}
// Acquire match.mu before releasing m.mu to eliminate the race with onJoinTimeout / EndMatch
match.mu.Lock()
m.mu.Unlock()
defer match.mu.Unlock()
if match.ended {
// The match has ended; make sure the END message is sent before closing.
var endData []byte
idx := match.slotIndex(userID)
if idx >= 0 && len(match.slots[idx].unacked) > 0 {
endData = match.slots[idx].unacked[len(match.slots[idx].unacked)-1].data
}
if endData == nil {
m.mu.Lock()
if fin := m.finished[gc.MatchID]; fin != nil {
endData = fin.ends[userID]
}
m.mu.Unlock()
}
if endData != nil {
_ = conn.Send(ctx, endData)
}
_ = conn.Close(protocol.CloseCodeNormal, "match already finished")
return nil, -1, ErrMatchFinished
}
idx := match.slotIndex(userID)
if idx < 0 {
// Should be impossible: the caller validated membership.
_ = conn.Close(protocol.CloseCodeBadUserToken, "not a participant of this match")
return nil, -1, errors.New("user is not a participant")
}
slot := match.slots[idx]
if slot.conn != nil && slot.conn != conn {
// Only one live connection per player: replace the old one.
_ = slot.conn.Close(protocol.CloseCodeReplaced, "connection replaced by a new one")
}
slot.conn = conn
slot.everConnected = true
switch {
case !match.started && match.slots[0].everConnected && match.slots[1].everConnected:
// Both players joined for the first time: the game begins.
match.started = true
if match.joinTimer != nil {
match.joinTimer.Stop()
}
m.setStateLocked(ctx, match, StatePlacingShips)
case match.started:
// Reconnect of a player while the game is running.
m.replayLocked(ctx, slot)
}
// Otherwise: first player waiting for the opponent, nothing to send.
return match, idx, nil
}
// Leave detaches conn from the match if it is still the current connection
// of the player's slot. Messages queued for the player survive the
// disconnect and will be replayed on rejoin.
func (m *Manager) Leave(conn Sender, match *Match, idx int) {
match.mu.Lock()
defer match.mu.Unlock()
if slot := match.slots[idx]; slot.conn == conn {
slot.conn = nil
}
}
// Ack confirms delivery of all messages with seq <= the given sequence
// number for the given player.
func (m *Manager) Ack(match *Match, idx int, seq int64) error {
match.mu.Lock()
defer match.mu.Unlock()
if idx < 0 || idx >= len(match.slots) {
return errors.New("invalid slot index")
}
slot := match.slots[idx]
if seq <= 0 || seq > slot.seq {
return ErrInvalidSeq
}
kept := slot.unacked[:0]
for _, qm := range slot.unacked {
if qm.seq > seq {
kept = append(kept, qm)
}
}
slot.unacked = kept
return nil
}
// PlaceShips validates and stores the player's ship placement, advancing to the next match state.
// The state order depends on which player completed the placement first:
// - If Player 1 is first: StatePlacingShips -> StatePlayer1Ready -> StatePlayer1Turn
// - If Player 2 is first: StatePlacingShips -> StatePlayer2Ready -> StatePlayer2Turn
func (m *Manager) PlaceShips(ctx context.Context, match *Match, slotIdx int, ships []protocol.Ship) error {
if err := protocol.ValidateShips(ships); err != nil {
return err
}
match.mu.Lock()
defer match.mu.Unlock()
if match.ended {
return ErrMatchFinished
}
if !match.started {
return ErrMatchNotStarted
}
if slotIdx < 0 || slotIdx >= len(match.slots) {
return ErrInvalidSlot
}
slot := match.slots[slotIdx]
if slot.shipsPlaced {
return ErrShipsAlreadyPlaced
}
var nextState int
switch match.state {
case StatePlacingShips:
if slotIdx == 0 {
nextState = StatePlayer1Ready
} else {
nextState = StatePlayer2Ready
}
case StatePlayer1Ready:
if slotIdx != 1 {
return ErrUnexpectedState
}
nextState = StatePlayer1Turn
case StatePlayer2Ready:
if slotIdx != 0 {
return ErrUnexpectedState
}
nextState = StatePlayer2Turn
default:
return ErrUnexpectedState
}
slot.ships = make([]protocol.Ship, len(ships))
copy(slot.ships, ships)
slot.board = NewBoard(ships)
slot.shipsPlaced = true
slot.shipsRemaining = len(ships)
slot.struck = [BoardSize][BoardSize]bool{}
m.setStateLocked(ctx, match, nextState)
return nil
}
// Fire processes a shot from the player at slotIdx towards opponent's board (1 - slotIdx).
// If the player does not have the right of turn, the message is ignored and ErrNotYourTurn is returned.
// If the position is out of bounds or already struck, FireResultInvalidPosition is sent to the shooter.
// Otherwise:
// - Miss: marks cell as struck, sends FireResultMiss to shooter, turn passes to opponent.
// - Hit: marks cell as struck, sends FireResultHit to shooter, turn does not pass.
// - Sunk: marks ship and all surrounding cells (including diagonals) as struck, sends FireResultSunk to shooter.
// If all opponent ships are destroyed, match finishes: END messages (victory/defeat) are sent to both players,
// and connections are closed immediately.
// Otherwise, turn does not pass.
func (m *Manager) Fire(ctx context.Context, match *Match, slotIdx int, x, y int) (int, error) {
res, won, matchID, err := m.fireLocked(ctx, match, slotIdx, x, y)
if won {
// TODO: Report match result to main-server once endpoint is ready.
m.finishGame(matchID, slotIdx)
}
return res, err
}
func (m *Manager) fireLocked(ctx context.Context, match *Match, slotIdx int, x, y int) (res int, won bool, matchID string, err error) {
match.mu.Lock()
defer match.mu.Unlock()
if match.ended {
return 0, false, "", ErrMatchFinished
}
if !match.started {
return 0, false, "", ErrMatchNotStarted
}
if slotIdx < 0 || slotIdx >= len(match.slots) {
return 0, false, "", ErrInvalidSlot
}
var isTurn bool
switch match.state {
case StatePlayer1Turn:
isTurn = (slotIdx == 0)
case StatePlayer2Turn:
isTurn = (slotIdx == 1)
}
if !isTurn {
return 0, false, "", ErrNotYourTurn
}
shooter := match.slots[slotIdx]
target := match.slots[1-slotIdx]
if x < 0 || x >= BoardSize || y < 0 || y >= BoardSize || target.struck[y][x] {
m.queueFireResultLocked(ctx, shooter, protocol.FireResultInvalidPosition)
return protocol.FireResultInvalidPosition, false, "", nil
}
shipID := target.board[y][x]
if shipID == 0 {
target.struck[y][x] = true
m.queueFireResultLocked(ctx, shooter, protocol.FireResultMiss)
var nextState int
if slotIdx == 0 {
nextState = StatePlayer2Turn
} else {
nextState = StatePlayer1Turn
}
m.setStateLocked(ctx, match, nextState)
return protocol.FireResultMiss, false, "", nil
}
target.struck[y][x] = true
shipIdx := int(shipID - 1)
ship := target.ships[shipIdx]
sunk := true
for _, c := range ship.Cells() {
if !target.struck[c.Y][c.X] {
sunk = false
break
}
}
if !sunk {
m.queueFireResultLocked(ctx, shooter, protocol.FireResultHit)
return protocol.FireResultHit, false, "", nil
}
for _, c := range ship.Cells() {
for dy := -1; dy <= 1; dy++ {
for dx := -1; dx <= 1; dx++ {
nx, ny := c.X+dx, c.Y+dy
if nx >= 0 && nx < BoardSize && ny >= 0 && ny < BoardSize {
target.struck[ny][nx] = true
}
}
}
}
target.shipsRemaining--
m.queueFireResultLocked(ctx, shooter, protocol.FireResultSunk)
if target.shipsRemaining == 0 {
match.state = 0
return protocol.FireResultSunk, true, match.ID, nil
}
return protocol.FireResultSunk, false, "", nil
}
// SetState moves the match into a new server-side state and notifies both players.
func (m *Manager) SetState(ctx context.Context, match *Match, state int) {
match.mu.Lock()
defer match.mu.Unlock()
m.setStateLocked(ctx, match, state)
}
// setStateLocked moves the match into a new server-side state and notifies both players
// with appropriate player-side states. match.mu must be held.
func (m *Manager) setStateLocked(ctx context.Context, match *Match, state int) {
match.state = state
p1State, p2State := playerStatesFor(state)
if p1State != 0 {
m.queueStateLocked(ctx, match.slots[0], p1State)
}
if p2State != 0 {
m.queueStateLocked(ctx, match.slots[1], p2State)
}
}
// queueStateLocked appends a STATE message to the player's unacknowledged
// queue and sends it right away if the player is connected.
// match.mu must be held.
func (m *Manager) queueStateLocked(ctx context.Context, slot *PlayerSlot, state int) {
slot.seq++
data := protocol.BuildState(slot.seq, state)
slot.unacked = append(slot.unacked, queuedMessage{seq: slot.seq, data: data})
slot.lastState = state
if slot.conn != nil {
_ = slot.conn.Send(ctx, data)
}
}
// queueFireResultLocked appends a FIRE_RESULT message to the player's unacknowledged
// queue and sends it right away if the player is connected.
// match.mu must be held.
func (m *Manager) queueFireResultLocked(ctx context.Context, slot *PlayerSlot, result int) {
slot.seq++
data := protocol.BuildFireResult(slot.seq, result)
slot.unacked = append(slot.unacked, queuedMessage{seq: slot.seq, data: data})
if slot.conn != nil {
_ = slot.conn.Send(ctx, data)
}
}
// replayLocked re-sends everything the connected player has not
// acknowledged yet; if there is nothing pending, the current state is sent
// anew so a reconnected client can catch up.
// match.mu must be held.
func (m *Manager) replayLocked(ctx context.Context, slot *PlayerSlot) {
if len(slot.unacked) == 0 {
if slot.lastState != 0 {
m.queueStateLocked(ctx, slot, slot.lastState)
}
return
}
for _, qm := range slot.unacked {
_ = slot.conn.Send(ctx, qm.data)
}
}
// EndMatch finishes a match with the given code and reason for both players.
func (m *Manager) EndMatch(matchID string, code int, reason string) {
m.mu.Lock()
match, ok := m.matches[matchID]
if !ok {
m.mu.Unlock()
return
}
match.mu.Lock()
if match.ended {
match.mu.Unlock()
m.mu.Unlock()
return
}
m.finishMatchLocked(match, code, reason)
}
// onJoinTimeout finishes a match whose second player never joined.
func (m *Manager) onJoinTimeout(matchID string) {
m.mu.Lock()
match, ok := m.matches[matchID]
if !ok {
m.mu.Unlock()
return
}
match.mu.Lock()
if match.started || match.ended {
match.mu.Unlock()
m.mu.Unlock()
return
}
m.finishMatchLocked(match, protocol.EndCodeJoinTimeout, "join timeout exceeded")
}
type playerEnd struct {
code int
reason string
}
// finishMatchLocked tears down a match, removes it from m.matches, records it in m.finished,
// and sends identical END notifications to all players. Both m.mu and match.mu must be held
// upon entry; both are unlocked by this function.
func (m *Manager) finishMatchLocked(match *Match, code int, reason string) {
m.finishMatchWithEndsLocked(match, [2]playerEnd{
{code: code, reason: reason},
{code: code, reason: reason},
})
}
// finishMatchWithEndsLocked tears down a match, removes it from m.matches, records it in m.finished,
// and sends per-player END notifications to connected players. Both m.mu and match.mu must be held
// upon entry; both are unlocked by this function.
func (m *Manager) finishMatchWithEndsLocked(match *Match, endsPerSlot [2]playerEnd) {
match.ended = true
if match.joinTimer != nil {
match.joinTimer.Stop()
}
delete(m.matches, match.ID)
ends := make(map[int64][]byte, 2)
type notification struct {
conn Sender
data []byte
}
var notify []notification
for i, slot := range match.slots {
slot.seq++
end := endsPerSlot[i]
data := protocol.BuildEnd(slot.seq, end.code, end.reason)
slot.unacked = append(slot.unacked, queuedMessage{seq: slot.seq, data: data})
ends[slot.UserID] = data
if slot.conn != nil {
notify = append(notify, notification{conn: slot.conn, data: data})
slot.conn = nil
}
}
match.mu.Unlock()
// Remember outcome in finished registry. Bound expiresAt to at least now + 5m if tokenExp is in the past.
now := time.Now()
expiresAt := match.tokenExp
if expiresAt.Before(now.Add(5 * time.Minute)) {
expiresAt = now.Add(5 * time.Minute)
}
m.finished[match.ID] = &finishedMatch{
ends: ends,
expiresAt: expiresAt,
gameToken: match.gameToken,
}
m.purgeFinishedLocked(now)
m.mu.Unlock()
// Network I/O happens outside of any lock.
for _, n := range notify {
_ = n.conn.Send(context.Background(), n.data)
}
var wg sync.WaitGroup
for _, n := range notify {
wg.Add(1)
go func(c Sender) {
defer wg.Done()
_ = c.Close(protocol.CloseCodeNormal, "match ended")
}(n.conn)
}
wg.Wait()
}
// finishGame completes a match due to all opponent ships being sunk.
// winnerSlot is the slot index of the winning player (0 or 1).
func (m *Manager) finishGame(matchID string, winnerSlot int) {
m.mu.Lock()
match, ok := m.matches[matchID]
if !ok {
m.mu.Unlock()
return
}
match.mu.Lock()
if match.ended {
match.mu.Unlock()
m.mu.Unlock()
return
}
endsPerSlot := [2]playerEnd{
{code: protocol.EndCodeVictory, reason: "victory"},
{code: protocol.EndCodeDefeat, reason: "defeat"},
}
if winnerSlot == 1 {
endsPerSlot[0], endsPerSlot[1] = endsPerSlot[1], endsPerSlot[0]
}
m.finishMatchWithEndsLocked(match, endsPerSlot)
}
// Shutdown closes all active player connections across all matches with code 1001 (going away)
// and stops all pending join timers.
func (m *Manager) Shutdown() {
m.mu.Lock()
var conns []Sender
for _, match := range m.matches {
match.mu.Lock()
if match.joinTimer != nil {
match.joinTimer.Stop()
}
for _, slot := range match.slots {
if slot.conn != nil {
conns = append(conns, slot.conn)
slot.conn = nil
}
}
match.mu.Unlock()
}
m.mu.Unlock()
var wg sync.WaitGroup
for _, conn := range conns {
wg.Add(1)
go func(c Sender) {
defer wg.Done()
_ = c.Close(protocol.CloseCodeGoingAway, "going away")
}(conn)
}
wg.Wait()
}
// purgeFinishedLocked drops registry entries whose game token has expired.
// Called lazily whenever the registry is touched. m.mu must be held.
func (m *Manager) purgeFinishedLocked(now time.Time) {
for id, fin := range m.finished {
if !now.Before(fin.expiresAt) {
delete(m.finished, id)
}
}
}