Files
a301_server/internal/bossraid/service.go
tolelom 22e0652ee3
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fix: 좀비 슬롯 정리 및 보상 실패 상태 추적
- RequestEntry() 시 CheckStaleSlots() 호출하여 좀비 슬롯 자동 정리
- 블록체인 보상 실패 시 BossRoom 상태를 reward_failed로 업데이트
- UpdateRoomStatus() 레포지토리 메서드 추가

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-16 20:07:34 +09:00

494 lines
15 KiB
Go

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
expGrant func(username string, exp int) 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
}
// SetExpGranter sets the callback for granting experience to players.
func (s *Service) SetExpGranter(fn func(username string, exp int) error) {
s.expGrant = fn
}
// RequestEntry creates a new boss room for a party.
// Allocates an idle room slot from a registered dedicated server.
// Returns the room with assigned session name.
func (s *Service) RequestEntry(usernames []string, bossID int) (*BossRoom, error) {
// 좀비 슬롯 정리 — idle 슬롯 검색 전에 stale 인스턴스를 리셋
s.CheckStaleSlots()
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
}
playersJSON, err := json.Marshal(usernames)
if err != nil {
return nil, fmt.Errorf("플레이어 목록 직렬화 실패: %w", err)
}
var room *BossRoom
// Wrap slot allocation + active-room check + creation in a transaction.
err = s.repo.Transaction(func(txRepo *Repository) error {
// Find an idle room slot from a live dedicated server instance
staleThreshold := time.Now().Add(-30 * time.Second)
slot, err := txRepo.FindIdleRoomSlot(staleThreshold)
if err != nil {
return fmt.Errorf("현재 이용 가능한 보스 레이드 방이 없습니다")
}
for _, username := range usernames {
count, err := txRepo.CountActiveByUsername(username)
if err != nil {
return fmt.Errorf("플레이어 상태 확인 실패: %w", err)
}
if count > 0 {
return fmt.Errorf("플레이어 %s가 이미 보스 레이드 중입니다", username)
}
}
room = &BossRoom{
SessionName: slot.SessionName,
BossID: bossID,
Status: StatusWaiting,
MaxPlayers: defaultMaxPlayers,
Players: string(playersJSON),
}
if err := txRepo.Create(room); err != nil {
return fmt.Errorf("방 생성 실패: %w", err)
}
// Mark slot as waiting and link to the boss room
slot.Status = SlotWaiting
slot.BossRoomID = &room.ID
if err := txRepo.UpdateRoomSlot(slot); err != nil {
return fmt.Errorf("슬롯 상태 업데이트 실패: %w", err)
}
return nil
})
if err != nil {
return nil, err
}
return room, nil
}
// StartRaid marks a room as in_progress and updates the slot status.
// 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)
}
// Update slot status to in_progress
slot, err := txRepo.FindRoomSlotBySession(sessionName)
if err == nil {
slot.Status = SlotInProgress
txRepo.UpdateRoomSlot(slot)
}
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"`
Experience int `json:"experience"` // 경험치 보상
}
// 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))
hasRewardFailure := false
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)
hasRewardFailure = true
}
resultRewards = append(resultRewards, result)
}
}
// 보상 실패가 있으면 상태를 reward_failed로 업데이트
if hasRewardFailure {
if err := s.repo.UpdateRoomStatus(sessionName, StatusRewardFailed); err != nil {
log.Printf("보상 실패 상태 업데이트 실패: %s: %v", sessionName, err)
}
}
// Grant experience to players
if s.expGrant != nil {
for _, r := range rewards {
if r.Experience > 0 {
if expErr := s.expGrant(r.Username, r.Experience); expErr != nil {
log.Printf("경험치 지급 실패: %s: %v", r.Username, expErr)
}
}
}
}
// Reset slot to idle so it can accept new raids
if err := s.repo.ResetRoomSlot(sessionName); err != nil {
log.Printf("슬롯 리셋 실패 (complete): %s: %v", sessionName, err)
}
return resultRoom, resultRewards, nil
}
// FailRaid marks a room as failed and resets the slot.
// 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
}
// Reset slot to idle so it can accept new raids
if err := s.repo.ResetRoomSlot(sessionName); err != nil {
log.Printf("슬롯 리셋 실패 (fail): %s: %v", sessionName, 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
}
// --- Dedicated Server Management ---
const staleTimeout = 30 * time.Second
// RegisterServer registers a dedicated server instance (container).
// Creates the server group + slots if needed, then assigns a slot to this instance.
// Returns the assigned sessionName.
func (s *Service) RegisterServer(serverName, instanceID string, maxRooms int) (string, error) {
if serverName == "" || instanceID == "" {
return "", fmt.Errorf("serverName과 instanceId는 필수입니다")
}
if maxRooms <= 0 {
maxRooms = 10
}
// Ensure server group exists
server := &DedicatedServer{
ServerName: serverName,
MaxRooms: maxRooms,
}
if err := s.repo.UpsertDedicatedServer(server); err != nil {
return "", fmt.Errorf("서버 그룹 등록 실패: %w", err)
}
// Re-fetch to get the ID
server, err := s.repo.FindDedicatedServerByName(serverName)
if err != nil {
return "", fmt.Errorf("서버 조회 실패: %w", err)
}
// Ensure all room slots exist
if err := s.repo.EnsureRoomSlots(server.ID, serverName, maxRooms); err != nil {
return "", fmt.Errorf("슬롯 생성 실패: %w", err)
}
// Assign a slot to this instance
staleThreshold := time.Now().Add(-staleTimeout)
slot, err := s.repo.AssignSlotToInstance(server.ID, instanceID, staleThreshold)
if err != nil {
return "", fmt.Errorf("슬롯 배정 실패: %w", err)
}
return slot.SessionName, nil
}
// Heartbeat updates the heartbeat for a container instance.
func (s *Service) Heartbeat(instanceID string) error {
return s.repo.UpdateHeartbeat(instanceID)
}
// CheckStaleSlots resets slots whose instances have gone silent.
func (s *Service) CheckStaleSlots() {
threshold := time.Now().Add(-staleTimeout)
count, err := s.repo.ResetStaleSlots(threshold)
if err != nil {
log.Printf("스태일 슬롯 체크 실패: %v", err)
return
}
if count > 0 {
log.Printf("스태일 슬롯 %d개 리셋", count)
}
}
// ResetRoom resets a room slot back to idle.
// Called by the dedicated server after a raid ends and the runner is recycled.
func (s *Service) ResetRoom(sessionName string) error {
return s.repo.ResetRoomSlot(sessionName)
}
// GetServerStatus returns a server group and its room slots.
func (s *Service) GetServerStatus(serverName string) (*DedicatedServer, []RoomSlot, error) {
server, err := s.repo.FindDedicatedServerByName(serverName)
if err != nil {
return nil, nil, fmt.Errorf("서버를 찾을 수 없습니다: %w", err)
}
slots, err := s.repo.GetRoomSlotsByServer(server.ID)
if err != nil {
return nil, nil, fmt.Errorf("슬롯 조회 실패: %w", err)
}
return server, slots, nil
}