feat(hs): team-select handler + join action with atomic balance reserve and base warp
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@@ -10,6 +10,7 @@ using System.Collections.Generic;
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using System.Linq;
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using System.Threading.Tasks;
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using MUnique.OpenMU.DataModel.Configuration;
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using MUnique.OpenMU.GameLogic.PlayerActions.MiniGames;
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/// <summary>
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/// The context of the Heykel Savasi (statue war) event.
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@@ -51,6 +52,12 @@ public class HeykelSavasiContext : MiniGameContext
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private readonly ConcurrentDictionary<Player, HeykelSavasiTeam> _teams = new();
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/// <summary>
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/// Synchronizes the check-then-act sequence of <see cref="TryJoinTeamAsync"/>, so that concurrent
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/// join attempts cannot both pass the balance check before either of them reserves a slot.
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/// </summary>
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private readonly object _teamLock = new();
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/// <summary>
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/// Initializes a new instance of the <see cref="HeykelSavasiContext"/> class.
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/// </summary>
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@@ -125,6 +132,55 @@ public class HeykelSavasiContext : MiniGameContext
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/// <returns>All players assigned to <paramref name="team"/>.</returns>
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public IEnumerable<Player> PlayersOf(HeykelSavasiTeam team) => this._teams.Where(kv => kv.Value == team).Select(kv => kv.Key);
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/// <summary>
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/// Atomically attempts to join the given player to the given team, reserving a slot under
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/// <see cref="_teamLock"/> to fix a check-then-act race between the balance check and the team
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/// assignment, then entering the mini game. If entering fails, the reservation is rolled back.
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/// </summary>
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/// <param name="player">The player who wants to join.</param>
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/// <param name="team">The team which the player wants to join.</param>
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/// <returns><c>true</c> if the player successfully joined <paramref name="team"/> and entered the mini game; otherwise, <c>false</c>.</returns>
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public async ValueTask<bool> TryJoinTeamAsync(Player player, HeykelSavasiTeam team)
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{
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bool reserved;
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lock (this._teamLock)
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{
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reserved = this.State == MiniGameState.Open
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&& this.GetTeam(player) == HeykelSavasiTeam.None
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&& this.CanJoin(team);
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if (reserved)
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{
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// Reserve the slot synchronously so a concurrent join sees the updated team count.
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this.AssignTeam(player, team);
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}
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}
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if (!reserved)
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{
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return false;
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}
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var enterResult = await this.TryEnterAsync(player).ConfigureAwait(false);
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if (enterResult != EnterResult.Success)
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{
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lock (this._teamLock)
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{
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// Roll back the reservation; the player never actually entered the mini game.
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this.RemoveTeam(player);
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}
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return false;
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}
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return true;
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}
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/// <summary>
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/// Removes the given player's team reservation, if any.
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/// </summary>
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/// <param name="player">The player.</param>
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private void RemoveTeam(Player player) => this._teams.TryRemove(player, out _);
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/// <inheritdoc />
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/// <remarks>
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/// Cancels the event if either team is empty at start (no opponent to fight); otherwise
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