Files
a301_mmo_game_server/MMOTestServer/MMOserver/Game/GameServer.cs

405 lines
15 KiB
C#

using LiteNetLib;
using LiteNetLib.Utils;
using MMOserver.Api;
using MMOserver.Game.Channel;
using MMOserver.Packet;
using MMOserver.Utils;
using ProtoBuf;
using Serilog;
using ServerLib.Packet;
using ServerLib.Service;
namespace MMOserver.Game;
public class GameServer : ServerBase
{
private readonly Dictionary<ushort, Action<NetPeer, long, byte[]>> packetHandlers;
public GameServer(int port, string connectionString) : base(port, connectionString)
{
packetHandlers = new Dictionary<ushort, Action<NetPeer, long, byte[]>>
{
[(ushort)PacketCode.INTO_CHANNEL] = OnIntoChannel,
[(ushort)PacketCode.EXIT_CHANNEL] = OnExitChannel,
[(ushort)PacketCode.TRANSFORM_PLAYER] = OnTransformPlayer,
[(ushort)PacketCode.ACTION_PLAYER] = OnActionPlayer,
[(ushort)PacketCode.STATE_PLAYER] = OnStatePlayer,
};
}
protected override void HandleEcho(NetPeer peer, byte[] payload)
{
if (payload.Length < 4)
{
Log.Warning("[Server] Echo 페이로드 크기 오류 PeerId={Id} Length={Len}", peer.Id, payload.Length);
return;
}
// 세션에 넣지는 않는다.
NetDataReader reader = new NetDataReader(payload);
short code = reader.GetShort();
short bodyLength = reader.GetShort();
EchoPacket echoPacket = Serializer.Deserialize<EchoPacket>(payload.AsMemory(4));
Log.Debug("[Echo] : addr={Addr}, str={Str}", peer.Address, echoPacket.Str);
// Echo메시지는 순서보장 안함 HOL Blocking 제거
SendTo(peer, payload, DeliveryMethod.ReliableUnordered);
}
protected override void HandleAuthDummy(NetPeer peer, byte[] payload)
{
DummyAccTokenPacket accTokenPacket = Serializer.Deserialize<DummyAccTokenPacket>(new ReadOnlyMemory<byte>(payload));
long hashKey = accTokenPacket.Token;
if (sessions.TryGetValue(hashKey, out NetPeer? existing))
{
// WiFi → LTE 전환 등 재연결: 이전 피어 교체
existing.Tag = null;
sessions.Remove(hashKey);
Log.Information("[Server] 재연결 HashKey={Key} Old={Old} New={New}", hashKey, existing.Id, peer.Id);
existing.Disconnect();
}
peer.Tag = new Session(hashKey, peer);
sessions[hashKey] = peer;
pendingPeers.Remove(peer.Id);
if (hashKey <= 1000)
{
// 더미 클라다.
ChannelManager cm = ChannelManager.Instance;
cm.AddUser(1, hashKey, new Player());
}
else
{
Log.Error("[Server] Dummy 클라이언트가 아닙니다. 연결을 종료합니다. HashKey={Key} PeerId={Id}", hashKey, peer.Id);
peer.Disconnect();
return;
}
Log.Information("[Server] 인증 완료 HashKey={Key} PeerId={Id}", hashKey, peer.Id);
OnSessionConnected(peer, hashKey);
}
protected override async void HandleAuth(NetPeer peer, byte[] payload)
{
AccTokenPacket accTokenPacket = Serializer.Deserialize<AccTokenPacket>(new ReadOnlyMemory<byte>(payload));
string token = accTokenPacket.Token;
tokenHash.TryGetValue(token, out long hashKey);
if (hashKey <= 1000)
{
hashKey = UuidGeneratorManager.Instance.Create();
}
if (sessions.TryGetValue(hashKey, out NetPeer? existing))
{
// WiFi → LTE 전환 등 재연결: 이전 피어 교체 (토큰 재검증 불필요)
existing.Tag = null;
sessions.Remove(hashKey);
Log.Information("[Server] 재연결 HashKey={Key} Old={Old} New={New}", hashKey, existing.Id, peer.Id);
existing.Disconnect();
}
else
{
// 신규 연결: 웹서버에 JWT 검증 요청
string? username = await RestApi.Instance.VerifyTokenAsync(token);
if (username == null)
{
Log.Warning("[Server] 토큰 검증 실패 - 연결 거부 PeerId={Id}", peer.Id);
UuidGeneratorManager.Instance.Release(hashKey);
peer.Disconnect();
return;
}
Log.Information("[Server] 토큰 검증 성공 Username={Username} PeerId={Id}", username, peer.Id);
}
peer.Tag = new Session(hashKey, peer);
((Session)peer.Tag).Token = token;
sessions[hashKey] = peer;
tokenHash[token] = hashKey;
pendingPeers.Remove(peer.Id);
Log.Information("[Server] 인증 완료 HashKey={Key} PeerId={Id}", hashKey, peer.Id);
OnSessionConnected(peer, hashKey);
}
protected override void OnSessionConnected(NetPeer peer, long hashKey)
{
Log.Information("[GameServer] 세션 연결 HashKey={Key} PeerId={Id}", hashKey, peer.Id);
// 만약 wifi-lte 로 바꿔졌다 이때 이미 로비에 들어가 있다면 넘긴다.
ChannelManager cm = ChannelManager.Instance;
int channelId = cm.HasUser(hashKey);
if (channelId >= 0)
{
// 재연결: 채널 유저 목록 전송 (채널 선택 스킵, 바로 마을로)
SendIntoChannelPacket(peer, hashKey);
}
else
{
// 모든 채널 정보 던진다
SendLoadChannelPacket(peer, hashKey);
}
}
protected override void OnSessionDisconnected(NetPeer peer, long hashKey, DisconnectInfo info)
{
ChannelManager cm = ChannelManager.Instance;
if (cm.RemoveUser(hashKey))
{
Log.Information("[GameServer] 세션 해제 HashKey={Key} Reason={Reason}", hashKey, info.Reason);
}
UuidGeneratorManager.Instance.Release(hashKey);
}
protected override void HandlePacket(NetPeer peer, long hashKey, ushort type, byte[] payload)
{
if (packetHandlers.TryGetValue(type, out Action<NetPeer, long, byte[]>? handler))
{
handler(peer, hashKey, payload);
}
else
{
Log.Warning("[GameServer] 알 수 없는 패킷 Type={Type}", type);
}
}
// ============================================================
// 보내는 패킷
// ============================================================
private void SendLoadChannelPacket(NetPeer peer, long hashKey)
{
LoadChannelPacket loadChannelPacket = new LoadChannelPacket();
foreach (Channel.Channel channel in ChannelManager.Instance.GetChannels())
{
ChannelInfo info = new ChannelInfo();
info.ChannelId = channel.ChannelId;
info.ChannelUserConut = channel.UserCount;
info.ChannelUserMax = channel.UserCountMax;
loadChannelPacket.Channels.Add(info);
}
byte[] data = PacketSerializer.Serialize<LoadChannelPacket>((ushort)PacketCode.LOAD_CHANNEL, loadChannelPacket);
SendTo(peer, data);
}
// 나간 유저를 같은 채널 유저들에게 알림 (UPDATE_CHANNEL_USER IsAdd=false)
private void SendExitChannelPacket(NetPeer peer, long hashKey, int channelId, Player player)
{
UpdateChannelUserPacket packet = new UpdateChannelUserPacket
{
Players = ToPlayerInfo(player),
IsAdd = false
};
byte[] data = PacketSerializer.Serialize<UpdateChannelUserPacket>((ushort)PacketCode.UPDATE_CHANNEL_USER, packet);
// 이미 채널에서 제거된 후라 나간 본인에게는 전송되지 않음
BroadcastToChannel(channelId, data);
}
// 채널 입장 시 패킷 전송
// - 새 유저에게 : 기존 채널 유저 목록 (INTO_CHANNEL)
// - 기존 유저들에게 : 새 유저 입장 알림 (UPDATE_CHANNEL_USER IsAdd=true)
private void SendIntoChannelPacket(NetPeer peer, long hashKey)
{
ChannelManager cm = ChannelManager.Instance;
int channelId = cm.HasUser(hashKey);
if (channelId < 0)
{
return;
}
Channel.Channel channel = cm.GetChannel(channelId);
Player? myPlayer = channel.GetPlayer(hashKey);
// 1. 새 유저에게: 자신을 제외한 기존 채널 유저 목록 전송
IntoChannelPacket response = new IntoChannelPacket { ChannelId = channelId };
foreach (long userId in channel.GetConnectUsers())
{
if (userId == hashKey)
{
continue;
}
Player? p = channel.GetPlayer(userId);
if (p != null)
{
response.Players.Add(ToPlayerInfo(p));
}
}
byte[] toNewUser = PacketSerializer.Serialize<IntoChannelPacket>((ushort)PacketCode.INTO_CHANNEL, response);
SendTo(peer, toNewUser);
// 2. 기존 유저들에게: 새 유저 입장 알림
if (myPlayer != null)
{
UpdateChannelUserPacket notify = new UpdateChannelUserPacket
{
Players = ToPlayerInfo(myPlayer),
IsAdd = true
};
byte[] toOthers = PacketSerializer.Serialize<UpdateChannelUserPacket>((ushort)PacketCode.UPDATE_CHANNEL_USER, notify);
BroadcastToChannel(channelId, toOthers, peer);
}
}
// ============================================================
// 채널 브로드캐스트 헬퍼
// ============================================================
// 특정 채널의 모든 유저에게 전송 (exclude 지정 시 해당 피어 제외)
private void BroadcastToChannel(int channelId, byte[] data, NetPeer? exclude = null, DeliveryMethod method = DeliveryMethod.ReliableOrdered)
{
Channel.Channel channel = ChannelManager.Instance.GetChannel(channelId);
foreach (long userId in channel.GetConnectUsers())
{
if (!sessions.TryGetValue(userId, out NetPeer? targetPeer))
{
continue;
}
if (exclude != null && targetPeer.Id == exclude.Id)
{
continue;
}
SendTo(targetPeer, data, method);
}
}
// ============================================================
// Player ↔ PlayerInfo 변환 (패킷 전송 시에만 사용)
// ============================================================
private static PlayerInfo ToPlayerInfo(Player player)
{
return new PlayerInfo
{
PlayerId = player.PlayerId,
Nickname = player.Nickname,
Level = player.Level,
Hp = player.Hp,
MaxHp = player.MaxHp,
Mp = player.Mp,
MaxMp = player.MaxMp,
Position = new Vector3 { X = player.PosX, Y = player.PosY, Z = player.PosZ },
RotY = player.RotY,
};
}
// ============================================================
// 패킷 핸들러
// ============================================================
private void OnIntoChannel(NetPeer peer, long hashKey, byte[] payload)
{
IntoChannelPacket packet = Serializer.Deserialize<IntoChannelPacket>(new ReadOnlyMemory<byte>(payload));
ChannelManager cm = ChannelManager.Instance;
// TODO: 실제 서비스에서는 DB/세션에서 플레이어 정보 로드 필요
Player newPlayer = new Player
{
HashKey = hashKey,
PlayerId = (int)(hashKey & 0x7FFFFFFF),
};
cm.AddUser(packet.ChannelId, hashKey, newPlayer);
Log.Debug("[GameServer] INTO_CHANNEL HashKey={Key} ChannelId={ChannelId}", hashKey, packet.ChannelId);
// 접속된 모든 유저 정보 전달
SendIntoChannelPacket(peer, hashKey);
}
private void OnExitChannel(NetPeer peer, long hashKey, byte[] payload)
{
ExitChannelPacket packet = Serializer.Deserialize<ExitChannelPacket>(new ReadOnlyMemory<byte>(payload));
ChannelManager cm = ChannelManager.Instance;
// 제거 전에 채널/플레이어 정보 저장 (브로드캐스트에 필요)
int channelId = cm.HasUser(hashKey);
Player? player = channelId >= 0 ? cm.GetChannel(channelId).GetPlayer(hashKey) : null;
cm.RemoveUser(hashKey);
Log.Debug("[GameServer] EXIT_CHANNEL HashKey={Key} PlayerId={PlayerId}", hashKey, packet.PlayerId);
// 같은 채널 유저들에게 나갔다고 알림
if (channelId >= 0 && player != null)
{
SendExitChannelPacket(peer, hashKey, channelId, player);
}
}
private void OnTransformPlayer(NetPeer peer, long hashKey, byte[] payload)
{
TransformPlayerPacket packet = Serializer.Deserialize<TransformPlayerPacket>(new ReadOnlyMemory<byte>(payload));
ChannelManager cm = ChannelManager.Instance;
int channelId = cm.HasUser(hashKey);
if (channelId < 0)
{
return;
}
// 채널 내 플레이어 위치/방향 상태 갱신
Player? player = cm.GetChannel(channelId).GetPlayer(hashKey);
if (player != null)
{
player.PosX = packet.Position.X;
player.PosY = packet.Position.Y;
player.PosZ = packet.Position.Z;
player.RotY = packet.RotY;
}
// 같은 채널 유저들에게 위치/방향 브로드캐스트 (나 제외)
byte[] data = PacketSerializer.Serialize<TransformPlayerPacket>((ushort)PacketCode.TRANSFORM_PLAYER, packet);
BroadcastToChannel(channelId, data, peer, DeliveryMethod.Unreliable);
}
private void OnActionPlayer(NetPeer peer, long hashKey, byte[] payload)
{
ActionPlayerPacket packet = Serializer.Deserialize<ActionPlayerPacket>(new ReadOnlyMemory<byte>(payload));
ChannelManager cm = ChannelManager.Instance;
int channelId = cm.HasUser(hashKey);
if (channelId < 0)
{
return;
}
// 같은 채널 유저들에게 행동 브로드캐스트 (나 제외)
byte[] data = PacketSerializer.Serialize<ActionPlayerPacket>((ushort)PacketCode.ACTION_PLAYER, packet);
BroadcastToChannel(channelId, data, peer);
}
private void OnStatePlayer(NetPeer peer, long hashKey, byte[] payload)
{
StatePlayerPacket packet = Serializer.Deserialize<StatePlayerPacket>(new ReadOnlyMemory<byte>(payload));
ChannelManager cm = ChannelManager.Instance;
int channelId = cm.HasUser(hashKey);
if (channelId < 0)
{
return;
}
// 채널 내 플레이어 HP/MP 상태 갱신
Player? player = cm.GetChannel(channelId).GetPlayer(hashKey);
if (player != null)
{
player.Hp = packet.Hp;
player.MaxHp = packet.MaxHp;
player.Mp = packet.Mp;
player.MaxMp = packet.MaxMp;
}
// 같은 채널 유저들에게 스테이트 브로드캐스트 (나 제외)
byte[] data = PacketSerializer.Serialize<StatePlayerPacket>((ushort)PacketCode.STATE_PLAYER, packet);
BroadcastToChannel(channelId, data, peer);
}
}