- RequestEntry에서 MaxPlayers를 len(usernames)로 설정 (기존 고정 3 → 동적) - ValidateEntryToken 응답에 expectedPlayers 필드 추가 - 데디 서버가 파티 크기만큼 접속 시 레이드 시작 가능 Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
609 lines
20 KiB
Go
609 lines
20 KiB
Go
package bossraid
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import (
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"context"
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"crypto/rand"
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"encoding/hex"
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"encoding/json"
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"fmt"
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"log"
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"time"
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"github.com/redis/go-redis/v9"
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"github.com/tolelom/tolchain/core"
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)
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const (
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// defaultMaxPlayers is the maximum number of players allowed in a boss raid room.
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defaultMaxPlayers = 3
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// entryTokenTTL is the TTL for boss raid entry tokens in Redis.
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entryTokenTTL = 5 * time.Minute
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// entryTokenPrefix is the Redis key prefix for entry token → {username, sessionName}.
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entryTokenPrefix = "bossraid:entry:"
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// pendingEntryPrefix is the Redis key prefix for username → {sessionName, entryToken}.
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pendingEntryPrefix = "bossraid:pending:"
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// waitingRoomTimeout is the maximum time a room can stay in "waiting" status
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// before being considered stale and cleaned up. Covers loading + Fusion connection + retries.
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waitingRoomTimeout = 2 * time.Minute
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)
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// entryTokenData is stored in Redis for each entry token.
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type entryTokenData struct {
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Username string `json:"username"`
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SessionName string `json:"sessionName"`
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}
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type Service struct {
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repo *Repository
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rdb *redis.Client
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rewardGrant func(username string, tokenAmount uint64, assets []core.MintAssetPayload) (txID string, err error)
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expGrant func(username string, exp int) error
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}
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func NewService(repo *Repository, rdb *redis.Client) *Service {
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return &Service{repo: repo, rdb: rdb}
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}
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// SetRewardGranter sets the callback for granting rewards via blockchain.
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// The callback returns the blockchain transaction ID and an error.
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func (s *Service) SetRewardGranter(fn func(username string, tokenAmount uint64, assets []core.MintAssetPayload) (txID string, err error)) {
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s.rewardGrant = fn
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}
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// SetExpGranter sets the callback for granting experience to players.
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func (s *Service) SetExpGranter(fn func(username string, exp int) error) {
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s.expGrant = fn
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}
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// RequestEntry creates a new boss room for a party.
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// Allocates an idle room slot from a registered dedicated server.
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// Returns the room with assigned session name.
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func (s *Service) RequestEntry(usernames []string, bossID int) (*BossRoom, error) {
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// 좀비 슬롯 정리 — idle 슬롯 검색 전에 stale 인스턴스와 대기방을 리셋
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s.CheckStaleSlots()
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// 입장 요청 플레이어들의 stale waiting room 선제 정리
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s.cleanupStaleWaitingForUsers(usernames)
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if len(usernames) == 0 {
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return nil, fmt.Errorf("플레이어 목록이 비어있습니다")
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}
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if len(usernames) > 3 {
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return nil, fmt.Errorf("최대 3명까지 입장할 수 있습니다")
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}
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// 중복 플레이어 검증
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seen := make(map[string]bool, len(usernames))
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for _, u := range usernames {
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if seen[u] {
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return nil, fmt.Errorf("중복된 플레이어가 있습니다: %s", u)
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}
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seen[u] = true
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}
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playersJSON, err := json.Marshal(usernames)
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if err != nil {
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return nil, fmt.Errorf("플레이어 목록 직렬화 실패: %w", err)
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}
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var room *BossRoom
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// Wrap slot allocation + active-room check + creation in a transaction.
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err = s.repo.Transaction(func(txRepo *Repository) error {
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// Find an idle room slot from a live dedicated server instance
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staleThreshold := time.Now().Add(-30 * time.Second)
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slot, err := txRepo.FindIdleRoomSlot(staleThreshold)
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if err != nil {
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return fmt.Errorf("현재 이용 가능한 보스 레이드 방이 없습니다")
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}
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for _, username := range usernames {
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count, err := txRepo.CountActiveByUsername(username)
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if err != nil {
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return fmt.Errorf("플레이어 상태 확인 실패: %w", err)
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}
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if count > 0 {
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return fmt.Errorf("플레이어 %s가 이미 보스 레이드 중입니다", username)
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}
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}
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room = &BossRoom{
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SessionName: slot.SessionName,
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BossID: bossID,
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Status: StatusWaiting,
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MaxPlayers: len(usernames),
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Players: string(playersJSON),
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}
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if err := txRepo.Create(room); err != nil {
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return fmt.Errorf("방 생성 실패: %w", err)
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}
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// Mark slot as waiting and link to the boss room
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slot.Status = SlotWaiting
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slot.BossRoomID = &room.ID
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if err := txRepo.UpdateRoomSlot(slot); err != nil {
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return fmt.Errorf("슬롯 상태 업데이트 실패: %w", err)
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}
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return nil
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})
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if err != nil {
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return nil, err
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}
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return room, nil
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}
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// StartRaid marks a room as in_progress and updates the slot status.
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// Uses optimistic locking (WHERE status = 'waiting') to prevent concurrent state transitions.
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func (s *Service) StartRaid(sessionName string) (*BossRoom, error) {
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now := time.Now()
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err := s.repo.TransitionRoomStatus(sessionName, StatusWaiting, StatusInProgress, map[string]interface{}{
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"started_at": now,
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})
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if err == ErrStatusConflict {
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return nil, fmt.Errorf("시작할 수 없는 상태입니다 (이미 변경됨)")
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}
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if err != nil {
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return nil, fmt.Errorf("상태 업데이트 실패: %w", err)
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}
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// Update slot status to in_progress (non-fatal if fails)
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s.repo.TransitionSlotStatus(sessionName, SlotWaiting, SlotInProgress)
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room, err := s.repo.FindBySessionName(sessionName)
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if err != nil {
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return nil, fmt.Errorf("방을 찾을 수 없습니다: %w", err)
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}
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return room, nil
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}
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// PlayerReward describes the reward for a single player.
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type PlayerReward struct {
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Username string `json:"username"`
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TokenAmount uint64 `json:"tokenAmount"`
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Assets []core.MintAssetPayload `json:"assets"`
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Experience int `json:"experience"` // 경험치 보상
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}
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// RewardResult holds the result of granting a reward to one player.
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type RewardResult struct {
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Username string `json:"username"`
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Success bool `json:"success"`
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Error string `json:"error,omitempty"`
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}
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// CompleteRaid marks a room as completed and grants rewards via blockchain.
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// Uses optimistic locking (WHERE status = 'in_progress') to prevent double-completion.
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func (s *Service) CompleteRaid(sessionName string, rewards []PlayerReward) (*BossRoom, []RewardResult, error) {
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var resultRewards []RewardResult
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// Validate reward recipients are room players before transitioning
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room, err := s.repo.FindBySessionName(sessionName)
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if err != nil {
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return nil, nil, fmt.Errorf("방을 찾을 수 없습니다: %w", err)
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}
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var players []string
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if err := json.Unmarshal([]byte(room.Players), &players); err != nil {
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return nil, nil, fmt.Errorf("플레이어 목록 파싱 실패: %w", err)
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}
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playerSet := make(map[string]bool, len(players))
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for _, p := range players {
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playerSet[p] = true
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}
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for _, r := range rewards {
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if !playerSet[r.Username] {
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return nil, nil, fmt.Errorf("보상 대상 %s가 방의 플레이어가 아닙니다", r.Username)
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}
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}
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// Atomically transition status: in_progress → completed
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now := time.Now()
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err = s.repo.TransitionRoomStatus(sessionName, StatusInProgress, StatusCompleted, map[string]interface{}{
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"completed_at": now,
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})
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if err == ErrStatusConflict {
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return nil, nil, fmt.Errorf("완료할 수 없는 상태입니다 (이미 변경됨)")
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}
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if err != nil {
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return nil, nil, fmt.Errorf("상태 업데이트 실패: %w", err)
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}
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// Re-fetch the updated room
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resultRoom, err := s.repo.FindBySessionName(sessionName)
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if err != nil {
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return nil, nil, fmt.Errorf("방을 찾을 수 없습니다: %w", err)
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}
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// Grant rewards outside the transaction to avoid holding the lock during RPC calls.
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// Each reward is attempted up to 3 times with exponential backoff before being
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// recorded as a RewardFailure for background retry.
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resultRewards = make([]RewardResult, 0, len(rewards))
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hasRewardFailure := false
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if s.rewardGrant != nil {
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for _, r := range rewards {
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lastTxID, grantErr := s.grantWithRetry(r.Username, r.TokenAmount, r.Assets)
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result := RewardResult{Username: r.Username, Success: grantErr == nil}
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if grantErr != nil {
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result.Error = grantErr.Error()
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log.Printf("보상 지급 실패 (재시도 소진): %s: %v", r.Username, grantErr)
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hasRewardFailure = true
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// 실패한 보상을 DB에 기록하여 백그라운드 재시도 가능하게 함
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s.saveRewardFailure(sessionName, r, grantErr, lastTxID)
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}
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resultRewards = append(resultRewards, result)
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}
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}
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// Grant experience to players (with retry)
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if s.expGrant != nil {
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for _, r := range rewards {
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if r.Experience > 0 {
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expErr := s.grantExpWithRetry(r.Username, r.Experience)
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if expErr != nil {
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log.Printf("경험치 지급 실패 (재시도 소진): %s: %v", r.Username, expErr)
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hasRewardFailure = true
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// 경험치 실패도 RewardFailure에 기록 (토큰/에셋 없이 경험치만)
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s.saveRewardFailure(sessionName, PlayerReward{
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Username: r.Username,
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Experience: r.Experience,
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}, expErr, "")
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}
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}
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}
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}
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// 보상 실패(블록체인 또는 경험치)가 있으면 상태를 reward_failed로 업데이트
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if hasRewardFailure {
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if err := s.repo.TransitionRoomStatus(sessionName, StatusCompleted, StatusRewardFailed, nil); err != nil {
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log.Printf("보상 실패 상태 업데이트 실패: %s: %v", sessionName, err)
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}
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}
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// BossRoom 삭제 후 슬롯 리셋 — 다음 파티가 즉시 슬롯 재사용 가능
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if err := s.repo.DeleteRoomBySessionName(sessionName); err != nil {
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log.Printf("BossRoom 삭제 실패 (complete): %s: %v", sessionName, err)
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}
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if err := s.repo.ResetRoomSlot(sessionName); err != nil {
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log.Printf("슬롯 리셋 실패 (complete): %s: %v", sessionName, err)
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}
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return resultRoom, resultRewards, nil
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}
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// FailRaid marks a room as failed and resets the slot.
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// Uses optimistic locking (WHERE status IN ('waiting','in_progress')) to prevent concurrent state transitions.
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func (s *Service) FailRaid(sessionName string) (*BossRoom, error) {
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now := time.Now()
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err := s.repo.TransitionRoomStatusMulti(sessionName,
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[]RoomStatus{StatusWaiting, StatusInProgress},
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StatusFailed,
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map[string]interface{}{"completed_at": now},
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)
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if err == ErrStatusConflict {
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return nil, fmt.Errorf("실패 처리할 수 없는 상태입니다 (이미 변경됨)")
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}
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if err != nil {
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return nil, fmt.Errorf("상태 업데이트 실패: %w", err)
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}
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// 응답용 room 조회 (삭제 전에 수행)
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room, err := s.repo.FindBySessionName(sessionName)
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if err != nil {
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return nil, fmt.Errorf("방을 찾을 수 없습니다: %w", err)
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}
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// BossRoom 삭제 후 슬롯 리셋 — 다음 파티가 즉시 슬롯 재사용 가능
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if err := s.repo.DeleteRoomBySessionName(sessionName); err != nil {
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log.Printf("BossRoom 삭제 실패 (fail): %s: %v", sessionName, err)
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}
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if err := s.repo.ResetRoomSlot(sessionName); err != nil {
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log.Printf("슬롯 리셋 실패 (fail): %s: %v", sessionName, err)
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}
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return room, nil
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}
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// GetRoom returns a room by session name.
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func (s *Service) GetRoom(sessionName string) (*BossRoom, error) {
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return s.repo.FindBySessionName(sessionName)
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}
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// generateToken creates a cryptographically random hex token.
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func generateToken() (string, error) {
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b := make([]byte, 32)
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if _, err := rand.Read(b); err != nil {
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return "", err
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}
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return hex.EncodeToString(b), nil
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}
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// GenerateEntryTokens creates entry tokens for all players in a room
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// and stores them in Redis. Returns a map of username → entryToken.
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func (s *Service) GenerateEntryTokens(sessionName string, usernames []string) (map[string]string, error) {
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ctx := context.Background()
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tokens := make(map[string]string, len(usernames))
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for _, username := range usernames {
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token, err := generateToken()
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if err != nil {
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return nil, fmt.Errorf("토큰 생성 실패: %w", err)
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}
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tokens[username] = token
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// Store entry token → {username, sessionName}
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data, _ := json.Marshal(entryTokenData{
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Username: username,
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SessionName: sessionName,
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})
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entryKey := entryTokenPrefix + token
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if err := s.rdb.Set(ctx, entryKey, string(data), entryTokenTTL).Err(); err != nil {
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return nil, fmt.Errorf("Redis 저장 실패: %w", err)
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}
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// Store pending entry: username → {sessionName, entryToken}
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pendingData, _ := json.Marshal(map[string]string{
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"sessionName": sessionName,
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"entryToken": token,
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})
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pendingKey := pendingEntryPrefix + username
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if err := s.rdb.Set(ctx, pendingKey, string(pendingData), entryTokenTTL).Err(); err != nil {
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return nil, fmt.Errorf("Redis 저장 실패: %w", err)
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}
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}
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return tokens, nil
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}
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// ValidateEntryToken validates and consumes a one-time entry token.
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// Returns the username and sessionName if valid.
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func (s *Service) ValidateEntryToken(token string) (username, sessionName string, err error) {
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ctx := context.Background()
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key := entryTokenPrefix + token
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val, err := s.rdb.GetDel(ctx, key).Result()
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if err == redis.Nil {
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return "", "", fmt.Errorf("유효하지 않거나 만료된 입장 토큰입니다")
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}
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if err != nil {
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return "", "", fmt.Errorf("토큰 검증 실패: %w", err)
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}
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var data entryTokenData
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if err := json.Unmarshal([]byte(val), &data); err != nil {
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return "", "", fmt.Errorf("토큰 데이터 파싱 실패: %w", err)
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}
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return data.Username, data.SessionName, nil
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}
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// GetMyEntryToken returns the pending entry token for a username.
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func (s *Service) GetMyEntryToken(username string) (sessionName, entryToken string, err error) {
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ctx := context.Background()
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key := pendingEntryPrefix + username
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val, err := s.rdb.Get(ctx, key).Result()
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if err == redis.Nil {
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return "", "", fmt.Errorf("대기 중인 입장 토큰이 없습니다")
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}
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if err != nil {
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return "", "", fmt.Errorf("토큰 조회 실패: %w", err)
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}
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var data map[string]string
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if err := json.Unmarshal([]byte(val), &data); err != nil {
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return "", "", fmt.Errorf("토큰 데이터 파싱 실패: %w", err)
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}
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return data["sessionName"], data["entryToken"], nil
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}
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// RequestEntryWithTokens creates a boss room and generates entry tokens for all players.
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// Returns the room and a map of username → entryToken.
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func (s *Service) RequestEntryWithTokens(usernames []string, bossID int) (*BossRoom, map[string]string, error) {
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room, err := s.RequestEntry(usernames, bossID)
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if err != nil {
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return nil, nil, err
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}
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tokens, err := s.GenerateEntryTokens(room.SessionName, usernames)
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if err != nil {
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return nil, nil, fmt.Errorf("입장 토큰 생성 실패: %w", err)
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}
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return room, tokens, nil
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}
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// cleanupStaleWaitingForUsers checks if any of the given users are stuck in
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// a waiting room whose entry token has already expired or been consumed.
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// If the pending token is gone from Redis, the room is abandoned and safe to remove.
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// If the token still exists, the room may have active loading players — leave it alone.
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func (s *Service) cleanupStaleWaitingForUsers(usernames []string) {
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ctx := context.Background()
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for _, username := range usernames {
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rooms, err := s.repo.FindWaitingRoomsByUsername(username)
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if err != nil || len(rooms) == 0 {
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continue
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}
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// pending entry token이 Redis에 남아있으면 정상 로딩 중일 수 있음 → 보존
|
|
pendingKey := pendingEntryPrefix + username
|
|
exists, _ := s.rdb.Exists(ctx, pendingKey).Result()
|
|
if exists > 0 {
|
|
continue
|
|
}
|
|
|
|
// 토큰 만료/소비됨 → 방 abandoned 확정, 정리
|
|
for _, room := range rooms {
|
|
log.Printf("abandoned 대기방 정리 (토큰 만료): session=%s, player=%s", room.SessionName, username)
|
|
if err := s.repo.DeleteRoomBySessionName(room.SessionName); err != nil {
|
|
log.Printf("대기방 삭제 실패: %v", err)
|
|
}
|
|
_ = s.repo.ResetRoomSlot(room.SessionName)
|
|
}
|
|
}
|
|
}
|
|
|
|
// --- 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
|
|
// and cleans up waiting rooms that have exceeded the timeout.
|
|
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)
|
|
}
|
|
|
|
// waiting 상태로 너무 오래 머문 방 정리 (로딩 중 강제 종료 등)
|
|
waitingThreshold := time.Now().Add(-waitingRoomTimeout)
|
|
cleaned, err := s.repo.CleanupStaleWaitingRooms(waitingThreshold)
|
|
if err != nil {
|
|
log.Printf("스태일 대기방 정리 실패: %v", err)
|
|
return
|
|
}
|
|
if cleaned > 0 {
|
|
log.Printf("스태일 대기방 %d개 정리", cleaned)
|
|
}
|
|
}
|
|
|
|
// ResetRoom resets a room slot back to idle and cleans up any lingering BossRoom records.
|
|
// Called by the dedicated server after a raid ends and the runner is recycled.
|
|
func (s *Service) ResetRoom(sessionName string) error {
|
|
// 완료/실패되지 않은 BossRoom 레코드 정리 (waiting/in_progress 상태)
|
|
if err := s.repo.DeleteRoomBySessionName(sessionName); err != nil {
|
|
log.Printf("BossRoom 레코드 정리 실패: %s: %v", sessionName, err)
|
|
}
|
|
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
|
|
}
|
|
|
|
// --- Reward retry helpers ---
|
|
|
|
const immediateRetries = 3
|
|
|
|
// grantWithRetry attempts the reward grant up to 3 times with backoff (1s, 2s).
|
|
// Returns the last attempted transaction ID (may be empty) and the error.
|
|
func (s *Service) grantWithRetry(username string, tokenAmount uint64, assets []core.MintAssetPayload) (string, error) {
|
|
delays := []time.Duration{1 * time.Second, 2 * time.Second}
|
|
var lastErr error
|
|
var lastTxID string
|
|
for attempt := 0; attempt < immediateRetries; attempt++ {
|
|
txID, err := s.rewardGrant(username, tokenAmount, assets)
|
|
if txID != "" {
|
|
lastTxID = txID
|
|
}
|
|
if err == nil {
|
|
return txID, nil
|
|
}
|
|
lastErr = err
|
|
if attempt < len(delays) {
|
|
log.Printf("보상 지급 재시도 (%d/%d): %s: %v", attempt+1, immediateRetries, username, lastErr)
|
|
time.Sleep(delays[attempt])
|
|
}
|
|
}
|
|
return lastTxID, lastErr
|
|
}
|
|
|
|
// grantExpWithRetry attempts the experience grant up to 3 times with backoff (1s, 2s).
|
|
func (s *Service) grantExpWithRetry(username string, exp int) error {
|
|
delays := []time.Duration{1 * time.Second, 2 * time.Second}
|
|
var lastErr error
|
|
for attempt := 0; attempt < immediateRetries; attempt++ {
|
|
lastErr = s.expGrant(username, exp)
|
|
if lastErr == nil {
|
|
return nil
|
|
}
|
|
if attempt < len(delays) {
|
|
log.Printf("경험치 지급 재시도 (%d/%d): %s: %v", attempt+1, immediateRetries, username, lastErr)
|
|
time.Sleep(delays[attempt])
|
|
}
|
|
}
|
|
return lastErr
|
|
}
|
|
|
|
// saveRewardFailure records a failed reward in the DB for background retry.
|
|
func (s *Service) saveRewardFailure(sessionName string, r PlayerReward, grantErr error, lastTxID string) {
|
|
assets := "[]"
|
|
if len(r.Assets) > 0 {
|
|
if data, err := json.Marshal(r.Assets); err == nil {
|
|
assets = string(data)
|
|
}
|
|
}
|
|
rf := &RewardFailure{
|
|
SessionName: sessionName,
|
|
Username: r.Username,
|
|
TokenAmount: r.TokenAmount,
|
|
Assets: assets,
|
|
Experience: r.Experience,
|
|
Error: grantErr.Error(),
|
|
LastTxID: lastTxID,
|
|
}
|
|
if err := s.repo.SaveRewardFailure(rf); err != nil {
|
|
log.Printf("보상 실패 기록 저장 실패: %s/%s: %v", sessionName, r.Username, err)
|
|
}
|
|
}
|