package game import ( "fmt" "log/slog" "math/rand" "sync" "github.com/tolelom/catacombs/config" ) type RoomStatus int const ( RoomWaiting RoomStatus = iota RoomPlaying ) type LobbyPlayer struct { Name string Class string // empty until class selected Fingerprint string Ready bool } type LobbyRoom struct { Code string Name string Players []LobbyPlayer Status RoomStatus Session *GameSession } type OnlinePlayer struct { Name string Fingerprint string InRoom string // room code, empty if in lobby } type Lobby struct { mu sync.RWMutex cfg *config.Config rooms map[string]*LobbyRoom online map[string]*OnlinePlayer // fingerprint -> player activeSessions map[string]string // fingerprint -> room code (for reconnect) } func NewLobby(cfg *config.Config) *Lobby { return &Lobby{ cfg: cfg, rooms: make(map[string]*LobbyRoom), online: make(map[string]*OnlinePlayer), activeSessions: make(map[string]string), } } func (l *Lobby) Cfg() *config.Config { return l.cfg } func (l *Lobby) RegisterSession(fingerprint, roomCode string) { l.mu.Lock() defer l.mu.Unlock() l.activeSessions[fingerprint] = roomCode } func (l *Lobby) UnregisterSession(fingerprint string) { l.mu.Lock() defer l.mu.Unlock() delete(l.activeSessions, fingerprint) } func (l *Lobby) GetActiveSession(fingerprint string) (string, *GameSession) { l.mu.RLock() defer l.mu.RUnlock() code, ok := l.activeSessions[fingerprint] if !ok { return "", nil } room, ok := l.rooms[code] if !ok || room.Session == nil { return "", nil } // Check if this player is still in the session for _, p := range room.Session.GetState().Players { if p.Fingerprint == fingerprint { return code, room.Session } } return "", nil } func (l *Lobby) PlayerOnline(fingerprint, name string) { l.mu.Lock() defer l.mu.Unlock() l.online[fingerprint] = &OnlinePlayer{Name: name, Fingerprint: fingerprint} } func (l *Lobby) PlayerOffline(fingerprint string) { l.mu.Lock() defer l.mu.Unlock() delete(l.online, fingerprint) } func (l *Lobby) ListOnline() []*OnlinePlayer { l.mu.RLock() defer l.mu.RUnlock() result := make([]*OnlinePlayer, 0, len(l.online)) for _, p := range l.online { result = append(result, p) } return result } func (l *Lobby) InvitePlayer(roomCode, fingerprint string) error { l.mu.Lock() defer l.mu.Unlock() p, ok := l.online[fingerprint] if !ok { return fmt.Errorf("플레이어가 온라인이 아닙니다") } if p.InRoom != "" { return fmt.Errorf("플레이어가 이미 방에 있습니다") } // Store the invite as a pending field p.InRoom = "invited:" + roomCode return nil } func (l *Lobby) CreateRoom(name string) string { l.mu.Lock() defer l.mu.Unlock() code := generateCode() for l.rooms[code] != nil { code = generateCode() } l.rooms[code] = &LobbyRoom{ Code: code, Name: name, Status: RoomWaiting, } slog.Info("room created", "code", code, "name", name) return code } func (l *Lobby) JoinRoom(code, playerName, fingerprint string) error { l.mu.Lock() defer l.mu.Unlock() room, ok := l.rooms[code] if !ok { return fmt.Errorf("방 %s을(를) 찾을 수 없습니다", code) } if len(room.Players) >= l.cfg.Game.MaxPlayers { return fmt.Errorf("방 %s이(가) 가득 찼습니다", code) } if room.Status != RoomWaiting { return fmt.Errorf("방 %s이(가) 이미 진행 중입니다", code) } room.Players = append(room.Players, LobbyPlayer{Name: playerName, Fingerprint: fingerprint}) slog.Info("player joined", "room", code, "player", playerName) return nil } func (l *Lobby) LeaveRoom(code, fingerprint string) { l.mu.Lock() defer l.mu.Unlock() room, ok := l.rooms[code] if !ok { return } for i, p := range room.Players { if p.Fingerprint == fingerprint { room.Players = append(room.Players[:i], room.Players[i+1:]...) break } } // Remove empty waiting rooms if len(room.Players) == 0 && room.Status == RoomWaiting { delete(l.rooms, code) } } func (l *Lobby) SetPlayerClass(code, fingerprint, class string) { l.mu.Lock() defer l.mu.Unlock() if room, ok := l.rooms[code]; ok { for i := range room.Players { if room.Players[i].Fingerprint == fingerprint { room.Players[i].Class = class } } } } func (l *Lobby) SetPlayerReady(code, fingerprint string, ready bool) { l.mu.Lock() defer l.mu.Unlock() if room, ok := l.rooms[code]; ok { for i := range room.Players { if room.Players[i].Fingerprint == fingerprint { room.Players[i].Ready = ready } } } } func (l *Lobby) AllReady(code string) bool { l.mu.RLock() defer l.mu.RUnlock() room, ok := l.rooms[code] if !ok || len(room.Players) == 0 { return false } for _, p := range room.Players { if !p.Ready { return false } } return true } func (l *Lobby) GetRoom(code string) *LobbyRoom { l.mu.RLock() defer l.mu.RUnlock() return l.rooms[code] } func (l *Lobby) ListRooms() []*LobbyRoom { l.mu.RLock() defer l.mu.RUnlock() result := make([]*LobbyRoom, 0, len(l.rooms)) for _, r := range l.rooms { result = append(result, r) } return result } func (l *Lobby) StartRoom(code string) { l.mu.Lock() defer l.mu.Unlock() if room, ok := l.rooms[code]; ok { room.Status = RoomPlaying slog.Info("game started", "room", code, "players", len(room.Players)) } } func (l *Lobby) RemoveRoom(code string) { l.mu.Lock() defer l.mu.Unlock() delete(l.rooms, code) } func generateCode() string { const letters = "ABCDEFGHJKLMNPQRSTUVWXYZ" b := make([]byte, 4) for i := range b { b[i] = letters[rand.Intn(len(letters))] } return string(b) }