/
match_hook.go
275 lines (251 loc) · 9.23 KB
/
match_hook.go
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package niwrad
import (
"context"
"database/sql"
"fmt"
"github.com/louis030195/niwrad/api/realtime"
octree "github.com/louis030195/octree/pkg"
"github.com/louis030195/protometry/api/volume"
"math"
"math/rand"
"strconv"
"github.com/golang/protobuf/proto"
c "github.com/heroiclabs/nakama-common/runtime"
)
var (
tickRate int64 = 30
adminUserIDs []string
)
type PresenceState struct {
region *volume.Box
presence c.Presence
}
type MatchState struct {
matchID string
presences map[string]PresenceState
octree *octree.Octree
servers []*volume.Box
distribution int // TODO: reduce the state as much as possible
ready int
//m *realtime.Matrix
spawned int
seed int64
}
type Match struct{}
func (m *Match) MatchInit(ctx context.Context, logger c.Logger, db *sql.DB, nk c.NakamaModule, params map[string]interface{}) (interface{}, int, string) {
//generatedMap, err := gen.DiamondSquare(int(math.Pow(2, 8)+1), 40, 1)
//if err != nil {
// logger.Error(err.Error())
// return nil, 0, ""
//}
matchID := ctx.Value(c.RUNTIME_CTX_MATCH_ID).(string)
distribution, ok := params["distribution"].(int)
if !ok {
logger.Error("Failed to init match, no distribution given")
if err := stopMatch(ctx, db, matchID); err != nil {
logger.Error(err.Error())
return nil, 0, ""
}
return nil, 0, ""
}
for i := 0; i < distribution; i++ {
userID, ok := params[fmt.Sprintf("admin%d", i)].(string)
if !ok {
logger.Error("Failed to init match, couldn't retrieve admin user ID")
if err := stopMatch(ctx, db, matchID); err != nil {
logger.Error(err.Error())
return nil, 0, ""
}
return nil, 0, ""
}
adminUserIDs = append(adminUserIDs, userID)
}
if !ok {
logger.Error("Failed to init match, no admins")
if err := stopMatch(ctx, db, matchID); err != nil {
logger.Error(err.Error())
return nil, 0, ""
}
return nil, 0, ""
}
size := 1000.
region := volume.NewBoxOfSize(0, 0, 0, size)
oc := octree.NewOctree(region)
seed := rand.Int63()
rand.Seed(seed)
state := &MatchState{
matchID: matchID,
presences: make(map[string]PresenceState),
octree: oc,
distribution: distribution,
//m: generatedMap,
seed: seed,
}
logger.Info("MatchInit, params: %v, state: %v", params, state)
return state, int(tickRate), ""
}
func (m *Match) MatchJoinAttempt(ctx context.Context, logger c.Logger, db *sql.DB, nk c.NakamaModule, dispatcher c.MatchDispatcher, tick int64, state interface{}, presence c.Presence, metadata map[string]string) (interface{}, bool, string) {
logger.Info("MatchJoinAttempt, %v", presence)
return state, true, ""
}
func (m *Match) MatchJoin(ctx context.Context, logger c.Logger, db *sql.DB, nk c.NakamaModule, dispatcher c.MatchDispatcher, tick int64, state interface{}, presences []c.Presence) interface{} {
logger.Info("MatchJoin, %v", presences)
mState, _ := state.(*MatchState)
for _, p := range presences {
// Initial client spawn, TODO: config something
b := volume.NewBoxOfSize(5, 0, 5, 500)
for i := range adminUserIDs {
if p.GetUserId() == adminUserIDs[i] {
var bs []*volume.Box
oc := volume.NewBoxOfSize(0, 0, 0, float64(mState.octree.GetSize()))
switch mState.distribution {
case 1:
bs = append(bs, oc)
case 2:
panic("Not implemented")
case 4:
// TODO Split(n)
for _, sb := range oc.SplitFour(true) {
bs = append(bs, sb)
}
case 8:
for _, sb := range oc.Split() {
bs = append(bs, sb)
}
}
b = bs[len(mState.servers)]
mState.servers = append(mState.servers, b)
logger.Info("New match server, region: %v ", b)
if len(mState.servers) == mState.distribution {
logger.Info("All executors joined (%d)", mState.distribution)
}
break
}
}
mState.presences[p.GetUserId()] = PresenceState{presence: p, region: b}
logger.Info("Sending presence seed and region: %v, %v", mState.seed, b)
if err := realtime.Send(dispatcher, []c.Presence{p}, &realtime.Packet_MatchJoin{
MatchJoin: &realtime.MatchJoin{
Region: b,
Seed: mState.seed,
},
}); err != nil {
logger.Error(err.Error())
return nil
}
}
// Just a last check, shouldn't be too expensive
//for i := 0; i < len(mState.servers)-1; i++ {
// if mState.servers[i].Intersects(*mState.servers[i+1]) {
// logger.Error("Servers region shouldn't overlap !")
// return nil
// }
//}
return state
}
func (m *Match) MatchLeave(ctx context.Context, logger c.Logger, db *sql.DB, nk c.NakamaModule, dispatcher c.MatchDispatcher, tick int64, state interface{}, presences []c.Presence) interface{} {
logger.Info("MatchLeave")
mState, _ := state.(*MatchState)
for _, p := range presences {
logger.Info("UserID: %v", p.GetUserId())
delete(mState.presences, p.GetUserId())
}
if len(mState.presences) == 0 {
logger.Info("Match %v is empty, terminating it", mState.matchID)
//m.MatchTerminate(ctx, logger, db, nk, dispatcher, tick, state, 2)
return nil
}
return mState
}
func (m *Match) MatchLoop(ctx context.Context, logger c.Logger, db *sql.DB, nk c.NakamaModule, dispatcher c.MatchDispatcher, tick int64, state interface{}, messages []c.MatchData) interface{} {
mState, _ := state.(*MatchState)
for _, message := range messages {
var s realtime.Packet
if err := proto.Unmarshal(message.GetData(), &s); err != nil {
logger.Error("Failed to parse match packet:", err)
}
logger.Info("Received %T, impact %v, full: %v", s.Type, s.Impact, s)
logger.Info("ID:%v;SESSION:%v;USERNAME:%v", message.GetUserId(), message.GetSessionId(), message.GetUsername())
// TODO: let's reduce as much as possible computing on nakama side which isn't distributed
// TODO: and thus is likely to be not that much scalable
switch x := s.Type.(type) {
case *realtime.Packet_RequestSpawn:
tmp, _ := x.RequestSpawn.Type.(*realtime.Spawn_Animal)
logger.Info("req spawn at %v", tmp.Animal.Transform.Position)
case *realtime.Packet_Initialized:
if mState.ready < mState.distribution {
mState.ready++
logger.Info("Server %s, is ready, match readiness %d/%d", message.GetUserId(), mState.ready, mState.distribution)
if mState.ready == mState.distribution {
if err := dispatcher.MatchLabelUpdate(ReadyLabel); err != nil {
logger.Error(err.Error())
return nil
}
logger.Info("%d/%d executors joined and are ready, clients can join the match now",
mState.ready, mState.distribution)
}
}
}
// TODO: optimize as much as possible here, main loop
// nakama server will only send to recipients concerned (in the region of impact)
var presences []c.Presence
for _, v := range mState.presences {
// If the presence should be impacted
// nil impact = global
if v.presence.GetUserId() != message.GetUserId() &&
(s.Impact == nil || math.IsInf(s.Impact.X, 1) || v.region.Contains(*s.Impact)) {
presences = append(presences, v.presence)
}
}
if len(presences) > 0 {
logger.Info("Sending message %T from %s to %v", s.Type, message.GetUserId(), presences)
err := dispatcher.BroadcastMessage(1, message.GetData(), presences, nil, true)
if err != nil {
logger.Error(err.Error())
return err
}
}
}
// Stop match if empty after a while
//if tick > tickRate*3 && len(mState.presences) == 0 {
// logger.Info("Match %v is empty, terminating it", mState.matchID)
// // Terminate match when empty
// m.MatchTerminate(ctx, logger, db, nk, dispatcher, tick, state, 2)
// return nil
//}
//if len(mState.servers) == mState.distribution { // When all servers joined
// for i := 0; i < 5; i++ {
// // I suppose server handling that request will do the work to adjust above ground by ray-casting
// // avoid like the plague physics here :)
// randomPos := vector3.RandomSpherePoint(*vector3.NewVector3Zero(), 50)
// if err := realtime.Send(dispatcher,
// []c.Presence{},
// &realtime.Packet_RequestSpawn{
// RequestSpawn: &realtime.Spawn{
// Type: &realtime.Spawn_Animal{
// Animal: &realtime.Animal{
// Transform: &realtime.Transform{
// Id: uint64(mState.spawned),
// Position: &randomPos,
// Rotation: nil,
// },
// },
// },
// },
// }); err != nil {
// logger.Error(err.Error())
// }
// mState.spawned++
// }
//}
return mState
}
func (m *Match) MatchTerminate(ctx context.Context, logger c.Logger, db *sql.DB, nk c.NakamaModule, dispatcher c.MatchDispatcher, tick int64, state interface{}, graceSeconds int) interface{} {
logger.Info("MatchTerminate")
message := "Server shutting down in " + strconv.Itoa(graceSeconds) + " seconds."
if err := dispatcher.BroadcastMessage(2, []byte(message), nil, nil, true); err != nil {
logger.Error(err.Error())
return err
}
return state
}