package bossraid import ( "context" "crypto/rand" "encoding/hex" "encoding/json" "fmt" "log" "time" "github.com/redis/go-redis/v9" "github.com/tolelom/tolchain/core" ) const ( // defaultMaxPlayers is the maximum number of players allowed in a boss raid room. defaultMaxPlayers = 3 // entryTokenTTL is the TTL for boss raid entry tokens in Redis. entryTokenTTL = 5 * time.Minute // entryTokenPrefix is the Redis key prefix for entry token → {username, sessionName}. entryTokenPrefix = "bossraid:entry:" // pendingEntryPrefix is the Redis key prefix for username → {sessionName, entryToken}. pendingEntryPrefix = "bossraid:pending:" ) // entryTokenData is stored in Redis for each entry token. type entryTokenData struct { Username string `json:"username"` SessionName string `json:"sessionName"` } type Service struct { repo *Repository rdb *redis.Client rewardGrant func(username string, tokenAmount uint64, assets []core.MintAssetPayload) error } func NewService(repo *Repository, rdb *redis.Client) *Service { return &Service{repo: repo, rdb: rdb} } // SetRewardGranter sets the callback for granting rewards via blockchain. func (s *Service) SetRewardGranter(fn func(username string, tokenAmount uint64, assets []core.MintAssetPayload) error) { s.rewardGrant = fn } // RequestEntry creates a new boss room for a party. // Returns the room with assigned session name. func (s *Service) RequestEntry(usernames []string, bossID int) (*BossRoom, error) { if len(usernames) == 0 { return nil, fmt.Errorf("플레이어 목록이 비어있습니다") } if len(usernames) > 3 { return nil, fmt.Errorf("최대 3명까지 입장할 수 있습니다") } // 중복 플레이어 검증 seen := make(map[string]bool, len(usernames)) for _, u := range usernames { if seen[u] { return nil, fmt.Errorf("중복된 플레이어가 있습니다: %s", u) } seen[u] = true } // Check if any player is already in an active room for _, username := range usernames { count, err := s.repo.CountActiveByUsername(username) if err != nil { return nil, fmt.Errorf("플레이어 상태 확인 실패: %w", err) } if count > 0 { return nil, fmt.Errorf("플레이어 %s가 이미 보스 레이드 중입니다", username) } } playersJSON, err := json.Marshal(usernames) if err != nil { return nil, fmt.Errorf("플레이어 목록 직렬화 실패: %w", err) } sessionName := fmt.Sprintf("BossRaid_%d_%d", bossID, time.Now().UnixNano()) room := &BossRoom{ SessionName: sessionName, BossID: bossID, Status: StatusWaiting, MaxPlayers: defaultMaxPlayers, Players: string(playersJSON), } if err := s.repo.Create(room); err != nil { return nil, fmt.Errorf("방 생성 실패: %w", err) } return room, nil } // StartRaid marks a room as in_progress. // Uses row-level locking to prevent concurrent state transitions. func (s *Service) StartRaid(sessionName string) (*BossRoom, error) { var resultRoom *BossRoom err := s.repo.Transaction(func(txRepo *Repository) error { room, err := txRepo.FindBySessionNameForUpdate(sessionName) if err != nil { return fmt.Errorf("방을 찾을 수 없습니다: %w", err) } if room.Status != StatusWaiting { return fmt.Errorf("시작할 수 없는 상태입니다: %s", room.Status) } now := time.Now() room.Status = StatusInProgress room.StartedAt = &now if err := txRepo.Update(room); err != nil { return fmt.Errorf("상태 업데이트 실패: %w", err) } resultRoom = room return nil }) if err != nil { return nil, err } return resultRoom, nil } // PlayerReward describes the reward for a single player. type PlayerReward struct { Username string `json:"username"` TokenAmount uint64 `json:"tokenAmount"` Assets []core.MintAssetPayload `json:"assets"` } // RewardResult holds the result of granting a reward to one player. type RewardResult struct { Username string `json:"username"` Success bool `json:"success"` Error string `json:"error,omitempty"` } // CompleteRaid marks a room as completed and grants rewards via blockchain. // Uses a database transaction with row-level locking to prevent double-completion. func (s *Service) CompleteRaid(sessionName string, rewards []PlayerReward) (*BossRoom, []RewardResult, error) { var resultRoom *BossRoom var resultRewards []RewardResult err := s.repo.Transaction(func(txRepo *Repository) error { room, err := txRepo.FindBySessionNameForUpdate(sessionName) if err != nil { return fmt.Errorf("방을 찾을 수 없습니다: %w", err) } if room.Status != StatusInProgress { return fmt.Errorf("완료할 수 없는 상태입니다: %s", room.Status) } // Validate reward recipients are room players var players []string if err := json.Unmarshal([]byte(room.Players), &players); err != nil { return fmt.Errorf("플레이어 목록 파싱 실패: %w", err) } playerSet := make(map[string]bool, len(players)) for _, p := range players { playerSet[p] = true } for _, r := range rewards { if !playerSet[r.Username] { return fmt.Errorf("보상 대상 %s가 방의 플레이어가 아닙니다", r.Username) } } // Mark room completed now := time.Now() room.Status = StatusCompleted room.CompletedAt = &now if err := txRepo.Update(room); err != nil { return fmt.Errorf("상태 업데이트 실패: %w", err) } resultRoom = room return nil }) if err != nil { return nil, nil, err } // Grant rewards outside the transaction to avoid holding the lock during RPC calls resultRewards = make([]RewardResult, 0, len(rewards)) if s.rewardGrant != nil { for _, r := range rewards { grantErr := s.rewardGrant(r.Username, r.TokenAmount, r.Assets) result := RewardResult{Username: r.Username, Success: grantErr == nil} if grantErr != nil { result.Error = grantErr.Error() log.Printf("보상 지급 실패: %s: %v", r.Username, grantErr) } resultRewards = append(resultRewards, result) } } return resultRoom, resultRewards, nil } // FailRaid marks a room as failed. // Uses row-level locking to prevent concurrent state transitions. func (s *Service) FailRaid(sessionName string) (*BossRoom, error) { var resultRoom *BossRoom err := s.repo.Transaction(func(txRepo *Repository) error { room, err := txRepo.FindBySessionNameForUpdate(sessionName) if err != nil { return fmt.Errorf("방을 찾을 수 없습니다: %w", err) } if room.Status != StatusWaiting && room.Status != StatusInProgress { return fmt.Errorf("실패 처리할 수 없는 상태입니다: %s", room.Status) } now := time.Now() room.Status = StatusFailed room.CompletedAt = &now if err := txRepo.Update(room); err != nil { return fmt.Errorf("상태 업데이트 실패: %w", err) } resultRoom = room return nil }) if err != nil { return nil, err } return resultRoom, nil } // GetRoom returns a room by session name. func (s *Service) GetRoom(sessionName string) (*BossRoom, error) { return s.repo.FindBySessionName(sessionName) } // generateToken creates a cryptographically random hex token. func generateToken() (string, error) { b := make([]byte, 32) if _, err := rand.Read(b); err != nil { return "", err } return hex.EncodeToString(b), nil } // GenerateEntryTokens creates entry tokens for all players in a room // and stores them in Redis. Returns a map of username → entryToken. func (s *Service) GenerateEntryTokens(sessionName string, usernames []string) (map[string]string, error) { ctx := context.Background() tokens := make(map[string]string, len(usernames)) for _, username := range usernames { token, err := generateToken() if err != nil { return nil, fmt.Errorf("토큰 생성 실패: %w", err) } tokens[username] = token // Store entry token → {username, sessionName} data, _ := json.Marshal(entryTokenData{ Username: username, SessionName: sessionName, }) entryKey := entryTokenPrefix + token if err := s.rdb.Set(ctx, entryKey, string(data), entryTokenTTL).Err(); err != nil { return nil, fmt.Errorf("Redis 저장 실패: %w", err) } // Store pending entry: username → {sessionName, entryToken} pendingData, _ := json.Marshal(map[string]string{ "sessionName": sessionName, "entryToken": token, }) pendingKey := pendingEntryPrefix + username if err := s.rdb.Set(ctx, pendingKey, string(pendingData), entryTokenTTL).Err(); err != nil { return nil, fmt.Errorf("Redis 저장 실패: %w", err) } } return tokens, nil } // ValidateEntryToken validates and consumes a one-time entry token. // Returns the username and sessionName if valid. func (s *Service) ValidateEntryToken(token string) (username, sessionName string, err error) { ctx := context.Background() key := entryTokenPrefix + token val, err := s.rdb.GetDel(ctx, key).Result() if err == redis.Nil { return "", "", fmt.Errorf("유효하지 않거나 만료된 입장 토큰입니다") } if err != nil { return "", "", fmt.Errorf("토큰 검증 실패: %w", err) } var data entryTokenData if err := json.Unmarshal([]byte(val), &data); err != nil { return "", "", fmt.Errorf("토큰 데이터 파싱 실패: %w", err) } return data.Username, data.SessionName, nil } // GetMyEntryToken returns the pending entry token for a username. func (s *Service) GetMyEntryToken(username string) (sessionName, entryToken string, err error) { ctx := context.Background() key := pendingEntryPrefix + username val, err := s.rdb.Get(ctx, key).Result() if err == redis.Nil { return "", "", fmt.Errorf("대기 중인 입장 토큰이 없습니다") } if err != nil { return "", "", fmt.Errorf("토큰 조회 실패: %w", err) } var data map[string]string if err := json.Unmarshal([]byte(val), &data); err != nil { return "", "", fmt.Errorf("토큰 데이터 파싱 실패: %w", err) } return data["sessionName"], data["entryToken"], nil } // RequestEntryWithTokens creates a boss room and generates entry tokens for all players. // Returns the room and a map of username → entryToken. func (s *Service) RequestEntryWithTokens(usernames []string, bossID int) (*BossRoom, map[string]string, error) { room, err := s.RequestEntry(usernames, bossID) if err != nil { return nil, nil, err } tokens, err := s.GenerateEntryTokens(room.SessionName, usernames) if err != nil { return nil, nil, fmt.Errorf("입장 토큰 생성 실패: %w", err) } return room, tokens, nil }