将存储部分迁移到Redis

This commit is contained in:
wtz
2026-02-20 19:41:02 +08:00
parent 13d2b0e1dc
commit a272dad5f1
9 changed files with 704 additions and 147 deletions

View File

@@ -1,13 +1,31 @@
package game
import (
"context"
"doudizhu-server/internal/models"
"doudizhu-server/internal/redis"
"encoding/json"
"errors"
"math/rand"
"sort"
"sync"
"time"
)
var (
ErrRoomNotFound = errors.New("room not found")
ErrRoomFull = errors.New("room is full")
ErrGameStarted = errors.New("game already started")
ErrGameNotStarted = errors.New("game not started")
ErrNotYourTurn = errors.New("not your turn")
ErrPlayerNotFound = errors.New("player not found")
ErrCardsNotInHand = errors.New("cards not in hand")
ErrInvalidCardType = errors.New("invalid card type")
ErrCannotBeat = errors.New("cannot beat last play")
ErrCannotPass = errors.New("cannot pass")
ErrNotEnoughPlayers = errors.New("not enough players")
)
type CardLogic struct{}
func NewCardLogic() *CardLogic {
@@ -227,30 +245,31 @@ func (cl *CardLogic) getMainValue(cards []models.Card) int {
}
type GameManager struct {
rooms map[string]*models.Room
players map[string]*models.Player
deck map[string][]models.Card
discard map[string][]models.Card
mu sync.RWMutex
cl *CardLogic
rdb *redis.Client
cl *CardLogic
mu sync.RWMutex
stopCleanup chan struct{}
stopOnce sync.Once
}
func NewGameManager() *GameManager {
return &GameManager{
rooms: make(map[string]*models.Room),
players: make(map[string]*models.Player),
deck: make(map[string][]models.Card),
discard: make(map[string][]models.Card),
cl: NewCardLogic(),
func NewGameManager(rdb *redis.Client) *GameManager {
gm := &GameManager{
rdb: rdb,
cl: NewCardLogic(),
stopCleanup: make(chan struct{}),
}
go gm.cleanupLoop()
return gm
}
func (gm *GameManager) CreateRoom(playerName string, maxPlayers int) (*models.Room, *models.Player) {
gm.mu.Lock()
defer gm.mu.Unlock()
ctx := context.Background()
roomID := generateID()
playerID := generateID()
player := &models.Player{ID: playerID, Name: playerName, IsOnline: true}
room := &models.Room{
ID: roomID,
@@ -262,10 +281,9 @@ func (gm *GameManager) CreateRoom(playerName string, maxPlayers int) (*models.Ro
deck := gm.cl.CreateDeck()
gm.cl.Shuffle(deck)
gm.rooms[roomID] = room
gm.players[playerID] = player
gm.deck[roomID] = deck
gm.discard[roomID] = make([]models.Card, 0)
gm.saveRoom(ctx, room)
gm.saveDeck(ctx, roomID, deck)
gm.saveDiscard(ctx, roomID, []models.Card{})
return room, player
}
@@ -274,8 +292,9 @@ func (gm *GameManager) JoinRoom(roomID, playerName string) (*models.Room, *model
gm.mu.Lock()
defer gm.mu.Unlock()
room, ok := gm.rooms[roomID]
if !ok {
ctx := context.Background()
room, err := gm.loadRoom(ctx, roomID)
if err != nil {
return nil, nil, ErrRoomNotFound
}
if len(room.Players) >= room.MaxPlayers {
@@ -288,8 +307,8 @@ func (gm *GameManager) JoinRoom(roomID, playerName string) (*models.Room, *model
playerID := generateID()
player := &models.Player{ID: playerID, Name: playerName, IsOnline: true}
room.Players = append(room.Players, player)
gm.players[playerID] = player
gm.saveRoom(ctx, room)
return room, player, nil
}
@@ -297,19 +316,20 @@ func (gm *GameManager) LeaveRoom(roomID, playerID string) error {
gm.mu.Lock()
defer gm.mu.Unlock()
room, ok := gm.rooms[roomID]
if !ok {
ctx := context.Background()
room, err := gm.loadRoom(ctx, roomID)
if err != nil {
return ErrRoomNotFound
}
for i, p := range room.Players {
if p.ID == playerID {
room.Players = append(room.Players[:i], room.Players[i+1:]...)
delete(gm.players, playerID)
if len(room.Players) == 0 {
delete(gm.rooms, roomID)
delete(gm.deck, roomID)
delete(gm.discard, roomID)
gm.deleteRoomData(ctx, roomID)
} else {
gm.saveRoom(ctx, room)
}
return nil
}
@@ -317,25 +337,68 @@ func (gm *GameManager) LeaveRoom(roomID, playerID string) error {
return ErrPlayerNotFound
}
func (gm *GameManager) LeaveRoomWithTTL(roomID, playerID string) error {
gm.mu.Lock()
defer gm.mu.Unlock()
ctx := context.Background()
room, err := gm.loadRoom(ctx, roomID)
if err != nil {
return ErrRoomNotFound
}
for _, p := range room.Players {
if p.ID == playerID {
p.IsOnline = false
gm.saveRoom(ctx, room)
gm.rdb.Set(ctx, redis.PlayerTTLKey(playerID), time.Now().Add(redis.PlayerTTL).Unix(), redis.PlayerTTL)
return nil
}
}
return ErrPlayerNotFound
}
func (gm *GameManager) MarkPlayerOnline(roomID, playerID string) {
gm.mu.Lock()
defer gm.mu.Unlock()
ctx := context.Background()
room, err := gm.loadRoom(ctx, roomID)
if err != nil {
return
}
for _, p := range room.Players {
if p.ID == playerID {
p.IsOnline = true
gm.saveRoom(ctx, room)
gm.rdb.Delete(ctx, redis.PlayerTTLKey(playerID))
return
}
}
}
func (gm *GameManager) SetReady(roomID, playerID string, ready bool) error {
gm.mu.Lock()
defer gm.mu.Unlock()
room, ok := gm.rooms[roomID]
if !ok {
ctx := context.Background()
room, err := gm.loadRoom(ctx, roomID)
if err != nil {
return ErrRoomNotFound
}
if room.State == models.RoomStatePlaying {
return ErrGameStarted
}
for _, p := range room.Players {
if p.ID == playerID {
p.IsReady = ready
if room.State == models.RoomStateFinished {
room.State = models.RoomStateWaiting
}
gm.saveRoom(ctx, room)
return nil
}
}
@@ -346,8 +409,9 @@ func (gm *GameManager) StartGame(roomID string) error {
gm.mu.Lock()
defer gm.mu.Unlock()
room, ok := gm.rooms[roomID]
if !ok {
ctx := context.Background()
room, err := gm.loadRoom(ctx, roomID)
if err != nil {
return ErrRoomNotFound
}
if len(room.Players) < 2 {
@@ -357,6 +421,8 @@ func (gm *GameManager) StartGame(roomID string) error {
return ErrGameStarted
}
lastWinner := room.LastWinner
for _, p := range room.Players {
p.Cards = make([]models.Card, 0)
p.CardCount = 0
@@ -365,29 +431,40 @@ func (gm *GameManager) StartGame(roomID string) error {
deck := gm.cl.CreateDeck()
gm.cl.Shuffle(deck)
gm.deck[roomID] = deck
gm.discard[roomID] = make([]models.Card, 0)
gm.saveDeck(ctx, roomID, deck)
gm.saveDiscard(ctx, roomID, []models.Card{})
room.State = models.RoomStatePlaying
room.RoundCount = 1
room.CurrentTurn = 0
room.LastPlay = nil
room.LastWinner = ""
gm.dealCards(roomID, 5)
if lastWinner != "" {
for i, p := range room.Players {
if p.ID == lastWinner {
room.CurrentTurn = i
break
}
}
} else {
room.CurrentTurn = 0
}
gm.dealCards(room, 5)
gm.saveRoom(ctx, room)
return nil
}
func (gm *GameManager) dealCards(roomID string, count int) {
room := gm.rooms[roomID]
deck := gm.deck[roomID]
func (gm *GameManager) dealCards(room *models.Room, count int) {
ctx := context.Background()
deck, _ := gm.loadDeck(ctx, room.ID)
for i := 0; i < count; i++ {
for _, p := range room.Players {
if len(deck) == 0 {
deck = gm.discard[roomID]
deck, _ = gm.loadDiscard(ctx, room.ID)
gm.cl.Shuffle(deck)
gm.discard[roomID] = make([]models.Card, 0)
gm.saveDiscard(ctx, room.ID, []models.Card{})
}
if len(deck) > 0 {
p.Cards = append(p.Cards, deck[0])
@@ -395,7 +472,8 @@ func (gm *GameManager) dealCards(roomID string, count int) {
}
}
}
gm.deck[roomID] = deck
gm.saveDeck(ctx, room.ID, deck)
for _, p := range room.Players {
gm.cl.SortCards(p.Cards)
@@ -407,8 +485,9 @@ func (gm *GameManager) PlayCards(roomID, playerID string, cards []models.Card) e
gm.mu.Lock()
defer gm.mu.Unlock()
room, ok := gm.rooms[roomID]
if !ok {
ctx := context.Background()
room, err := gm.loadRoom(ctx, roomID)
if err != nil {
return ErrRoomNotFound
}
if room.State != models.RoomStatePlaying {
@@ -439,15 +518,20 @@ func (gm *GameManager) PlayCards(roomID, playerID string, cards []models.Card) e
Cards: cards,
CardType: cardType,
}
gm.discard[roomID] = append(gm.discard[roomID], cards...)
discard, _ := gm.loadDiscard(ctx, roomID)
discard = append(discard, cards...)
gm.saveDiscard(ctx, roomID, discard)
if len(player.Cards) == 0 {
room.LastWinner = playerID
room.State = models.RoomStateFinished
return nil
gm.rdb.Set(ctx, redis.RoomTTLKey(roomID), time.Now().Add(redis.RoomTTL).Unix(), redis.RoomTTL)
} else {
room.CurrentTurn = (room.CurrentTurn + 1) % len(room.Players)
}
gm.nextTurn(room)
gm.saveRoom(ctx, room)
return nil
}
@@ -455,8 +539,9 @@ func (gm *GameManager) Pass(roomID, playerID string) error {
gm.mu.Lock()
defer gm.mu.Unlock()
room, ok := gm.rooms[roomID]
if !ok {
ctx := context.Background()
room, err := gm.loadRoom(ctx, roomID)
if err != nil {
return ErrRoomNotFound
}
if room.State != models.RoomStatePlaying {
@@ -469,18 +554,67 @@ func (gm *GameManager) Pass(roomID, playerID string) error {
return ErrCannotPass
}
gm.nextTurn(room)
room.CurrentTurn = (room.CurrentTurn + 1) % len(room.Players)
// 一轮结束:回到最后出牌者,发牌并让他先出
if room.Players[room.CurrentTurn].ID == room.LastPlay.PlayerID {
winnerID := room.LastPlay.PlayerID
room.LastPlay = nil
gm.dealCards(roomID, 1)
room.RoundCount++
gm.dealCards(room, 1)
for i, p := range room.Players {
if p.ID == winnerID {
room.CurrentTurn = i
break
}
}
}
gm.saveRoom(ctx, room)
return nil
}
func (gm *GameManager) nextTurn(room *models.Room) {
room.CurrentTurn = (room.CurrentTurn + 1) % len(room.Players)
func (gm *GameManager) GetRoom(roomID string) (*models.Room, error) {
gm.mu.RLock()
defer gm.mu.RUnlock()
return gm.loadRoom(context.Background(), roomID)
}
func (gm *GameManager) GetRoomState(roomID, playerID string) *models.Room {
gm.mu.RLock()
defer gm.mu.RUnlock()
room, err := gm.loadRoom(context.Background(), roomID)
if err != nil {
return nil
}
players := make([]*models.Player, len(room.Players))
for i, p := range room.Players {
pp := &models.Player{
ID: p.ID,
Name: p.Name,
IsReady: p.IsReady,
IsOnline: p.IsOnline,
CardCount: p.CardCount,
}
if p.ID == playerID {
pp.Cards = p.Cards
}
players[i] = pp
}
return &models.Room{
ID: room.ID,
Players: players,
CurrentTurn: room.CurrentTurn,
State: room.State,
LastPlay: room.LastPlay,
LastWinner: room.LastWinner,
RoundCount: room.RoundCount,
MaxPlayers: room.MaxPlayers,
}
}
func (gm *GameManager) hasCards(player *models.Player, cards []models.Card) bool {
@@ -516,48 +650,118 @@ func (gm *GameManager) removeCards(player *models.Player, cards []models.Card) {
player.Cards = newCards
}
func (gm *GameManager) GetRoom(roomID string) (*models.Room, error) {
gm.mu.RLock()
defer gm.mu.RUnlock()
room, ok := gm.rooms[roomID]
if !ok {
return nil, ErrRoomNotFound
func (gm *GameManager) cleanupLoop() {
ticker := time.NewTicker(5 * time.Minute)
defer ticker.Stop()
for {
select {
case <-ticker.C:
gm.cleanupExpired()
case <-gm.stopCleanup:
return
}
}
return room, nil
}
func (gm *GameManager) GetRoomState(roomID, playerID string) *models.Room {
gm.mu.RLock()
defer gm.mu.RUnlock()
func (gm *GameManager) cleanupExpired() {
gm.mu.Lock()
defer gm.mu.Unlock()
room, ok := gm.rooms[roomID]
if !ok {
ctx := context.Background()
gm.rdb.ScanKeys(ctx, "room:*:ttl", func(key string) error {
var expiryTime int64
if err := gm.rdb.Get(ctx, key, &expiryTime); err != nil {
return nil
}
if time.Now().Unix() > expiryTime {
roomID := key[len("room:") : len(key)-len(":ttl")]
gm.deleteRoomData(ctx, roomID)
}
return nil
}
})
players := make([]*models.Player, len(room.Players))
for i, p := range room.Players {
pp := &models.Player{
ID: p.ID,
Name: p.Name,
IsReady: p.IsReady,
IsOnline: p.IsOnline,
CardCount: p.CardCount,
gm.rdb.ScanKeys(ctx, "player:*:ttl", func(key string) error {
var expiryTime int64
if err := gm.rdb.Get(ctx, key, &expiryTime); err != nil {
return nil
}
if p.ID == playerID {
pp.Cards = p.Cards
if time.Now().Unix() > expiryTime {
playerID := key[len("player:") : len(key)-len(":ttl")]
gm.rdb.Delete(ctx, redis.PlayerKey(playerID), redis.PlayerTTLKey(playerID))
}
players[i] = pp
}
return &models.Room{
ID: room.ID,
Players: players,
CurrentTurn: room.CurrentTurn,
State: room.State,
LastPlay: room.LastPlay,
LastWinner: room.LastWinner,
RoundCount: room.RoundCount,
MaxPlayers: room.MaxPlayers,
}
return nil
})
}
func (gm *GameManager) Stop() {
gm.stopOnce.Do(func() {
close(gm.stopCleanup)
})
}
func (gm *GameManager) saveRoom(ctx context.Context, room *models.Room) {
gm.rdb.Set(ctx, redis.RoomKey(room.ID), room, redis.RoomTTL)
}
func (gm *GameManager) loadRoom(ctx context.Context, roomID string) (*models.Room, error) {
var room models.Room
if err := gm.rdb.Get(ctx, redis.RoomKey(roomID), &room); err != nil {
return nil, err
}
return &room, nil
}
func (gm *GameManager) saveDeck(ctx context.Context, roomID string, deck []models.Card) {
gm.rdb.Set(ctx, redis.RoomDeckKey(roomID), deck, redis.RoomTTL)
}
func (gm *GameManager) loadDeck(ctx context.Context, roomID string) ([]models.Card, error) {
var deck []models.Card
if err := gm.rdb.Get(ctx, redis.RoomDeckKey(roomID), &deck); err != nil {
return nil, err
}
return deck, nil
}
func (gm *GameManager) saveDiscard(ctx context.Context, roomID string, discard []models.Card) {
gm.rdb.Set(ctx, redis.RoomDiscardKey(roomID), discard, redis.RoomTTL)
}
func (gm *GameManager) loadDiscard(ctx context.Context, roomID string) ([]models.Card, error) {
var discard []models.Card
if err := gm.rdb.Get(ctx, redis.RoomDiscardKey(roomID), &discard); err != nil {
return nil, err
}
return discard, nil
}
func (gm *GameManager) deleteRoomData(ctx context.Context, roomID string) {
room, err := gm.loadRoom(ctx, roomID)
if err == nil {
for _, p := range room.Players {
gm.rdb.Delete(ctx, redis.PlayerKey(p.ID), redis.PlayerTTLKey(p.ID))
}
}
gm.rdb.Delete(ctx,
redis.RoomKey(roomID),
redis.RoomDeckKey(roomID),
redis.RoomDiscardKey(roomID),
redis.RoomTTLKey(roomID),
)
}
func generateID() string {
const charset = "abcdefghijklmnopqrstuvwxyz0123456789"
b := make([]byte, 8)
for i := range b {
b[i] = charset[rand.Intn(len(charset))]
}
return string(b)
}
func cardKey(c models.Card) string {
data, _ := json.Marshal(c)
return string(data)
}