fix: use fingerprint as player ID to prevent name collision

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-03-24 10:50:21 +09:00
parent cd2013a917
commit e8887cd69a
4 changed files with 23 additions and 18 deletions

View File

@@ -70,8 +70,8 @@ type GameSession struct {
}
type playerActionMsg struct {
PlayerName string
Action PlayerAction
PlayerID string
Action PlayerAction
}
func NewGameSession() *GameSession {
@@ -209,12 +209,12 @@ func (s *GameSession) GetState() GameState {
}
}
func (s *GameSession) SubmitAction(playerName string, action PlayerAction) {
s.actionCh <- playerActionMsg{PlayerName: playerName, Action: action}
func (s *GameSession) SubmitAction(playerID string, action PlayerAction) {
s.actionCh <- playerActionMsg{PlayerID: playerID, Action: action}
}
// BuyItem handles shop purchases
func (s *GameSession) BuyItem(playerName string, itemIdx int) bool {
func (s *GameSession) BuyItem(playerID string, itemIdx int) bool {
s.mu.Lock()
defer s.mu.Unlock()
if s.state.Phase != PhaseShop || itemIdx < 0 || itemIdx >= len(s.state.ShopItems) {
@@ -222,7 +222,7 @@ func (s *GameSession) BuyItem(playerName string, itemIdx int) bool {
}
item := s.state.ShopItems[itemIdx]
for _, p := range s.state.Players {
if p.Name == playerName && p.Gold >= item.Price {
if p.Fingerprint == playerID && p.Gold >= item.Price {
p.Gold -= item.Price
p.Inventory = append(p.Inventory, item)
return true

View File

@@ -10,6 +10,7 @@ import (
func TestGetStateNoRace(t *testing.T) {
s := NewGameSession()
p := entity.NewPlayer("Racer", entity.ClassWarrior)
p.Fingerprint = "test-fp"
s.AddPlayer(p)
s.StartGame()
@@ -30,7 +31,7 @@ func TestGetStateNoRace(t *testing.T) {
for i := 0; i < 10; i++ {
select {
case s.actionCh <- playerActionMsg{PlayerName: "Racer", Action: PlayerAction{Type: ActionWait}}:
case s.actionCh <- playerActionMsg{PlayerID: "test-fp", Action: PlayerAction{Type: ActionWait}}:
default:
}
time.Sleep(10 * time.Millisecond)
@@ -41,6 +42,7 @@ func TestGetStateNoRace(t *testing.T) {
func TestSessionTurnTimeout(t *testing.T) {
s := NewGameSession()
p := entity.NewPlayer("test", entity.ClassWarrior)
p.Fingerprint = "test-fp"
s.AddPlayer(p)
s.StartFloor()

View File

@@ -36,7 +36,7 @@ func (s *GameSession) RunTurn() {
select {
case msg := <-s.actionCh:
s.mu.Lock()
s.actions[msg.PlayerName] = msg.Action
s.actions[msg.PlayerID] = msg.Action
s.mu.Unlock()
collected++
case <-timer.C:
@@ -53,8 +53,8 @@ resolve:
// Default action for players who didn't submit: Wait
for _, p := range s.state.Players {
if !p.IsOut() {
if _, ok := s.actions[p.Name]; !ok {
s.actions[p.Name] = PlayerAction{Type: ActionWait}
if _, ok := s.actions[p.Fingerprint]; !ok {
s.actions[p.Fingerprint] = PlayerAction{Type: ActionWait}
}
}
}
@@ -79,7 +79,7 @@ func (s *GameSession) resolvePlayerActions() {
if p.IsOut() {
continue
}
action, ok := s.actions[p.Name]
action, ok := s.actions[p.Fingerprint]
if !ok {
continue
}

View File

@@ -172,6 +172,9 @@ func (m Model) updateTitle(msg tea.Msg) (tea.Model, tea.Cmd) {
} else {
m.playerName = "Adventurer"
}
if m.fingerprint == "" {
m.fingerprint = fmt.Sprintf("anon-%d", time.Now().UnixNano())
}
m.screen = screenLobby
m = m.withRefreshedLobby()
} else if isQuit(key) {
@@ -349,7 +352,7 @@ func (m Model) updateGame(msg tea.Msg) (tea.Model, tea.Cmd) {
case game.PhaseCombat:
isPlayerDead := false
for _, p := range m.gameState.Players {
if p.Name == m.playerName && p.IsDead() {
if p.Fingerprint == m.fingerprint && p.IsDead() {
isPlayerDead = true
break
}
@@ -366,15 +369,15 @@ func (m Model) updateGame(msg tea.Msg) (tea.Model, tea.Cmd) {
if m.session != nil {
switch key.String() {
case "1":
m.session.SubmitAction(m.playerName, game.PlayerAction{Type: game.ActionAttack, TargetIdx: m.targetCursor})
m.session.SubmitAction(m.fingerprint, game.PlayerAction{Type: game.ActionAttack, TargetIdx: m.targetCursor})
case "2":
m.session.SubmitAction(m.playerName, game.PlayerAction{Type: game.ActionSkill, TargetIdx: m.targetCursor})
m.session.SubmitAction(m.fingerprint, game.PlayerAction{Type: game.ActionSkill, TargetIdx: m.targetCursor})
case "3":
m.session.SubmitAction(m.playerName, game.PlayerAction{Type: game.ActionItem})
m.session.SubmitAction(m.fingerprint, game.PlayerAction{Type: game.ActionItem})
case "4":
m.session.SubmitAction(m.playerName, game.PlayerAction{Type: game.ActionFlee})
m.session.SubmitAction(m.fingerprint, game.PlayerAction{Type: game.ActionFlee})
case "5":
m.session.SubmitAction(m.playerName, game.PlayerAction{Type: game.ActionWait})
m.session.SubmitAction(m.fingerprint, game.PlayerAction{Type: game.ActionWait})
}
// After submitting, poll for turn resolution
return m, m.pollState()
@@ -401,7 +404,7 @@ func (m Model) updateShop(msg tea.Msg) (tea.Model, tea.Cmd) {
case "1", "2", "3":
if m.session != nil {
idx := int(key.String()[0] - '1')
m.session.BuyItem(m.playerName, idx)
m.session.BuyItem(m.fingerprint, idx)
m.gameState = m.session.GetState()
}
case "q":