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.Linq;
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using System.Threading.Tasks;
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using System.Threading.Tasks;
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using MUnique.OpenMU.DataModel.Configuration;
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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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/// <summary>
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/// The context of the Heykel Savasi (statue war) event.
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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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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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/// <summary>
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/// Initializes a new instance of the <see cref="HeykelSavasiContext"/> class.
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/// Initializes a new instance of the <see cref="HeykelSavasiContext"/> class.
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/// </summary>
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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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/// <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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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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/// <inheritdoc />
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/// <remarks>
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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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/// Cancels the event if either team is empty at start (no opponent to fight); otherwise
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@@ -0,0 +1,35 @@
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// <copyright file="HeykelSavasiJoinAction.cs" company="MUnique">
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// Licensed under the MIT License. See LICENSE file in the project root for full license information.
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// </copyright>
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namespace MUnique.OpenMU.GameLogic.PlayerActions.MiniGames;
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using MUnique.OpenMU.GameLogic.MiniGames;
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using MUnique.OpenMU.GameLogic.Views;
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using MUnique.OpenMU.Interfaces;
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/// <summary>
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/// Player action which implements joining a team of the Heykel Savasi (statue war) event.
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/// </summary>
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public class HeykelSavasiJoinAction
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{
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/// <summary>
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/// Tries to join the given player to the given team of the Heykel Savasi event, and warps the
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/// player to the team's base spawn gate on success.
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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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/// <param name="context">The currently open Heykel Savasi context.</param>
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public async ValueTask JoinAsync(Player player, HeykelSavasiTeam team, HeykelSavasiContext context)
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{
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if (await context.TryJoinTeamAsync(player, team).ConfigureAwait(false))
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{
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await player.WarpToAsync(context.GetTeamSpawnGate(team)).ConfigureAwait(false);
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}
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else
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{
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await player.InvokeViewPlugInAsync<IShowMessagePlugIn>(p =>
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p.ShowMessageAsync("Takima simdi katilamadin (denge/durum).", MessageType.BlueNormal)).ConfigureAwait(false);
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}
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}
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}
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@@ -0,0 +1,57 @@
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// <copyright file="HeykelSavasiTeamSelectHandlerPlugIn.cs" company="MUnique">
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// Licensed under the MIT License. See LICENSE file in the project root for full license information.
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// </copyright>
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namespace MUnique.OpenMU.GameServer.MessageHandler.MiniGames;
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using System;
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using System.Runtime.InteropServices;
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using MUnique.OpenMU.GameLogic;
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using MUnique.OpenMU.GameLogic.MiniGames;
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using MUnique.OpenMU.GameLogic.PlayerActions.MiniGames;
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using MUnique.OpenMU.Network.Packets.ClientToServer;
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using MUnique.OpenMU.PlugIns;
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/// <summary>
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/// Handler for the Heykel Savasi (statue war) team-select request packets.
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/// </summary>
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[PlugIn]
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[Guid("49D4C881-B0CD-44A5-9341-FDF1B432B602")]
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public class HeykelSavasiTeamSelectHandlerPlugIn : IPacketHandlerPlugIn
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{
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/// <summary>
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/// The game action which contains the logic to join a team of the event.
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/// </summary>
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private readonly HeykelSavasiJoinAction _joinAction = new();
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/// <inheritdoc/>
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public bool IsEncryptionExpected => true;
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/// <inheritdoc/>
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public byte Key => HeykelSavasiTeamSelect.Code;
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/// <inheritdoc/>
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public async ValueTask HandlePacketAsync(Player player, Memory<byte> packet)
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{
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HeykelSavasiTeamSelect request = packet;
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var team = request.Team switch
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{
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1 => HeykelSavasiTeam.Red,
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2 => HeykelSavasiTeam.Blue,
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_ => HeykelSavasiTeam.None,
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};
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if (team == HeykelSavasiTeam.None)
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{
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return;
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}
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var context = player.GameContext is GameContext gameContext
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? await gameContext.GetOpenHeykelSavasiAsync().ConfigureAwait(false)
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: null;
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if (context is not null)
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{
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await this._joinAction.JoinAsync(player, team, context).ConfigureAwait(false);
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}
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}
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}
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