feat: 重构游戏房间架构

This commit is contained in:
2026-06-30 10:20:26 +08:00
parent d92f7bb581
commit ff284e2841
25 changed files with 2065 additions and 1324 deletions

View File

@@ -3,9 +3,11 @@ package com.webgame.webgamebackend;
import org.springframework.boot.SpringApplication;
import org.springframework.boot.autoconfigure.SpringBootApplication;
import org.springframework.context.annotation.EnableAspectJAutoProxy;
import org.springframework.scheduling.annotation.EnableScheduling;
@SpringBootApplication
@EnableAspectJAutoProxy(proxyTargetClass = true) // 启用基于 AspectJ 的自动代理功能 支持使用AOP功能
@EnableScheduling // 启用定时任务(房间超时清理)
public class WebgameBackendApplication {
public static void main(String[] args) {

View File

@@ -75,9 +75,10 @@ public class AuthInterceptor implements HandlerInterceptor {
// 游戏模块 — 查看列表/详情无需认证
new PublicRoute("/game/list", "GET"),
new PublicRoute("/game/room/list", "GET"),
// GET /game/room/{roomId} 详情页,排除 POST/PUT/DELETE 等写操作
new PublicRoute("/game/room/**", "GET")
// 房间模块 — 查看列表/详情无需认证
new PublicRoute("/room/list", "GET"),
// GET /room/{roomId} 详情页,排除 POST/PUT/DELETE 等写操作
new PublicRoute("/room/*", "GET")
);
@Override

View File

@@ -30,16 +30,6 @@ public record CreateRoomRequest(
/** 最大玩家数 */
@NotNull(message = "最大玩家数不能为空")
@Positive(message = "最大玩家数必须为正数")
Integer maxPlayers,
/** 是否允许观战,默认 true */
Boolean allowSpectate
Integer maxPlayers
) {
/**
* 获取观战开关值,未传时默认为 true
*/
public Boolean allowSpectate() {
return allowSpectate != null ? allowSpectate : true;
}
}

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@@ -0,0 +1,11 @@
package com.webgame.webgamebackend.common.dto.game;
import jakarta.validation.constraints.NotBlank;
/**
* 解散房间请求
*/
public record DisbandRoomRequest(
@NotBlank(message = "房间ID不能为空")
String roomId
) {}

View File

@@ -20,7 +20,6 @@ public record RoomDetailResponse(
String status,
String creatorId,
String creatorName,
Boolean allowSpectate,
List<RoomPlayerDetail> players,
/** 对局中才有棋盘状态 */
int[][] boardState,

View File

@@ -19,8 +19,7 @@ public record RoomItemResponse(
String statusText,
int stakes,
String mode,
String creatorName,
Boolean allowSpectate
String creatorName
) {
/** 状态 → 展示文本映射 */
private static final Map<String, String> STATUS_TEXT_MAP = Map.of(
@@ -54,8 +53,7 @@ public record RoomItemResponse(
STATUS_TEXT_MAP.getOrDefault(room.getStatus(), "未知"),
room.getStakes(),
room.getMode(),
creatorName,
room.getAllowSpectate()
creatorName
);
}
}

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@@ -0,0 +1,78 @@
package com.webgame.webgamebackend.common.event;
import lombok.extern.slf4j.Slf4j;
import org.springframework.stereotype.Component;
import java.util.List;
import java.util.Map;
import java.util.concurrent.ConcurrentHashMap;
import java.util.concurrent.CopyOnWriteArrayList;
import java.util.function.Consumer;
/**
* 内部事件总线
*
* 用于 Room ↔ Game 之间的解耦通信。
* GameEngine 通过此总线发布游戏事件(如 GAME_OVER
* RoomManager 订阅这些事件并执行房间层处理(状态更新、结算等)。
*
* <p>房间层到游戏层的通信通过 {@link com.webgame.webgamebackend.service.engine.GameEngine}
* 接口直接调用,不需要经过事件总线。</p>
*/
@Slf4j
@Component
public class RoomEventBus {
/** 事件类型 → 订阅者列表 */
private final Map<String, List<Consumer<Object>>> subscribers = new ConcurrentHashMap<>();
/**
* 订阅事件
*
* @param eventType 事件类型
* @param handler 事件处理器
*/
public void subscribe(String eventType, Consumer<Object> handler) {
subscribers.computeIfAbsent(eventType, k -> new CopyOnWriteArrayList<>()).add(handler);
}
/**
* 发布事件
*
* @param eventType 事件类型
* @param payload 事件数据
*/
public void publish(String eventType, Object payload) {
List<Consumer<Object>> handlers = subscribers.get(eventType);
if (handlers == null || handlers.isEmpty()) {
return;
}
for (Consumer<Object> handler : handlers) {
try {
handler.accept(payload);
} catch (Exception e) {
log.error("[事件总线] 处理事件异常, eventType={}", eventType, e);
}
}
}
// ==================== 预定义事件类型 ====================
/** 游戏结束事件payload 为 GameOverEvent */
public static final String GAME_OVER = "game:over";
/** 游戏中玩家弃权(断线超时/被踢payload 为 PlayerForfeitEvent */
public static final String PLAYER_FORFEIT = "game:player_forfeit";
// ==================== 事件数据类 ====================
/**
* 游戏结束事件数据
*/
public record GameOverEvent(String roomId, String winnerId, String resultType) {}
/**
* 玩家弃权事件数据
*/
public record PlayerForfeitEvent(String roomId, String userId, String reason) {}
}

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@@ -0,0 +1,35 @@
package com.webgame.webgamebackend.config;
import com.webgame.webgamebackend.repository.GameMoveRepository;
import com.webgame.webgamebackend.service.engine.GameEngineRegistry;
import com.webgame.webgamebackend.service.engine.GomokuEngine;
import jakarta.annotation.PostConstruct;
import lombok.RequiredArgsConstructor;
import lombok.extern.slf4j.Slf4j;
import org.springframework.context.annotation.Configuration;
/**
* 游戏引擎注册配置
*
* 在 Spring 启动后,将所有已实现的 GameEngine 注册到 GameEngineRegistry。
* 新增游戏只需在此处添加一行注册即可。
*/
@Slf4j
@Configuration
@RequiredArgsConstructor
public class EngineRegistrationConfig {
private final GameEngineRegistry registry;
private final GameMoveRepository moveRepository;
@PostConstruct
public void registerEngines() {
// 注册五子棋引擎
registry.register("gomoku", context -> new GomokuEngine(moveRepository));
log.info("[引擎注册] 已注册五子棋引擎, gameId=gomoku");
// TODO: 后续新游戏在此注册,例如:
// registry.register("snake", context -> new SnakeEngine(...));
// registry.register("tetris", context -> new TetrisEngine(...));
}
}

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@@ -1,27 +1,25 @@
package com.webgame.webgamebackend.controller;
import com.webgame.webgamebackend.common.auth.AuthenticationProvider;
import com.webgame.webgamebackend.common.dto.ApiResponse;
import com.webgame.webgamebackend.common.dto.game.*;
import com.webgame.webgamebackend.common.dto.game.GameListResponse;
import com.webgame.webgamebackend.service.GameService;
import jakarta.validation.Valid;
import lombok.RequiredArgsConstructor;
import org.springframework.validation.annotation.Validated;
import org.springframework.web.bind.annotation.*;
import org.springframework.web.bind.annotation.GetMapping;
import org.springframework.web.bind.annotation.RequestMapping;
import org.springframework.web.bind.annotation.RestController;
/**
* 游戏控制器
*
* 管理游戏列表查询、房间的创建/加入/离开/踢人/准备/开始等操作
* 管理游戏配置查询(游戏列表、游戏详情等)
* 房间相关操作已迁移到 {@link RoomController}。
*/
@Validated
@RestController
@RequestMapping("/game")
@RequiredArgsConstructor
public class GameController {
private final GameService gameService;
private final AuthenticationProvider authProvider;
/**
* 获取游戏列表
@@ -33,104 +31,4 @@ public class GameController {
GameListResponse result = gameService.getGameList();
return ApiResponse.ok(result);
}
/**
* 获取房间列表
*
* 支持按状态筛选。无需登录即可调用。
*
* @param gameId 游戏 ID必填
* @param status 状态筛选(可选)
*/
@GetMapping("/room/list")
public ApiResponse<RoomListResponse> roomList(
@RequestParam String gameId,
@RequestParam(required = false) String status) {
RoomListResponse result = gameService.getRoomList(gameId, status);
return ApiResponse.ok(result);
}
/**
* 创建房间
*
* 需登录。房主自动加入房间并设为已准备。
*/
@PostMapping("/room/create")
public ApiResponse<CreateRoomResponse> createRoom(@Valid @RequestBody CreateRoomRequest request) {
String userId = authProvider.getCurrentUserId();
CreateRoomResponse result = gameService.createRoom(request, userId);
return ApiResponse.ok(result);
}
/**
* 加入房间
*
* 需登录。公开房间无需传密码。
*/
@PostMapping("/room/join")
public ApiResponse<RoomItemResponse> joinRoom(@Valid @RequestBody JoinRoomRequest request) {
String userId = authProvider.getCurrentUserId();
RoomItemResponse result = gameService.joinRoom(request, userId);
return ApiResponse.ok(result);
}
/**
* 离开房间
*
* 需登录。房主离开时顺位转让。无人时房间自动结束。
*/
@PostMapping("/room/leave")
public ApiResponse<Void> leaveRoom(@Valid @RequestBody LeaveRoomRequest request) {
String userId = authProvider.getCurrentUserId();
gameService.leaveRoom(request.roomId(), userId);
return ApiResponse.ok(null);
}
/**
* 踢出玩家
*
* 需登录。仅房主可操作。
*/
@PostMapping("/room/kick")
public ApiResponse<Void> kickPlayer(@Valid @RequestBody KickPlayerRequest request) {
String ownerId = authProvider.getCurrentUserId();
gameService.kickPlayer(request.roomId(), ownerId, request.userId());
return ApiResponse.ok(null);
}
/**
* 切换准备状态
*
* 需登录。在等待中的房间里切换准备/取消准备。
*/
@PostMapping("/room/ready")
public ApiResponse<Boolean> toggleReady(@Valid @RequestBody ReadyRequest request) {
String userId = authProvider.getCurrentUserId();
boolean ready = gameService.toggleReady(request.roomId(), userId);
return ApiResponse.ok(ready);
}
/**
* 获取房间详情
*
* 无需登录即可查看(观战者也可查看)。
*/
@GetMapping("/room/{roomId}")
public ApiResponse<RoomDetailResponse> roomDetail(@PathVariable String roomId) {
RoomDetailResponse result = gameService.getRoomDetail(roomId);
return ApiResponse.ok(result);
}
/**
* 开始游戏
*
* 需登录。仅房主可操作。需全部玩家准备且人数 >= 2。
* 开始后扣除所有玩家的底注。
*/
@PostMapping("/room/start")
public ApiResponse<Void> startGame(@Valid @RequestBody StartGameRequest request) {
String ownerId = authProvider.getCurrentUserId();
gameService.startGame(request.roomId(), ownerId);
return ApiResponse.ok(null);
}
}

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@@ -0,0 +1,121 @@
package com.webgame.webgamebackend.controller;
import com.webgame.webgamebackend.common.auth.AuthenticationProvider;
import com.webgame.webgamebackend.common.dto.ApiResponse;
import com.webgame.webgamebackend.common.dto.game.*;
import com.webgame.webgamebackend.service.RoomManager;
import jakarta.validation.Valid;
import lombok.RequiredArgsConstructor;
import org.springframework.validation.annotation.Validated;
import org.springframework.web.bind.annotation.*;
/**
* 房间控制器
*
* 管理房间的创建、加入、离开、解散、踢人、准备、开始等操作。
* 所有房间内实时操作通过 WebSocket 处理,此控制器仅提供 REST 接口。
*/
@Validated
@RestController
@RequestMapping("/room")
@RequiredArgsConstructor
public class RoomController {
private final RoomManager roomManager;
private final AuthenticationProvider authProvider;
/**
* 获取房间列表
*
* @param gameId 游戏 ID必填
* @param status 状态筛选(可选)
*/
@GetMapping("/list")
public ApiResponse<RoomListResponse> roomList(
@RequestParam String gameId,
@RequestParam(required = false) String status) {
RoomListResponse result = roomManager.getRoomList(gameId, status);
return ApiResponse.ok(result);
}
/**
* 获取房间详情
*/
@GetMapping("/{roomId}")
public ApiResponse<RoomDetailResponse> roomDetail(@PathVariable String roomId) {
RoomDetailResponse result = roomManager.getRoomDetail(roomId);
return ApiResponse.ok(result);
}
/**
* 创建房间
*
* 需登录。房主自动加入房间并设为已准备。
*/
@PostMapping("/create")
public ApiResponse<CreateRoomResponse> createRoom(@Valid @RequestBody CreateRoomRequest request) {
String userId = authProvider.getCurrentUserId();
CreateRoomResponse result = roomManager.createRoom(request, userId);
return ApiResponse.ok(result);
}
/**
* 加入房间
*/
@PostMapping("/join")
public ApiResponse<RoomItemResponse> joinRoom(@Valid @RequestBody JoinRoomRequest request) {
String userId = authProvider.getCurrentUserId();
RoomItemResponse result = roomManager.joinRoom(request, userId);
return ApiResponse.ok(result);
}
/**
* 离开房间
*/
@PostMapping("/leave")
public ApiResponse<Void> leaveRoom(@Valid @RequestBody LeaveRoomRequest request) {
String userId = authProvider.getCurrentUserId();
roomManager.leaveRoom(request.roomId(), userId);
return ApiResponse.ok(null);
}
/**
* 解散房间(仅房主)
*/
@PostMapping("/disband")
public ApiResponse<Void> disbandRoom(@Valid @RequestBody DisbandRoomRequest request) {
String userId = authProvider.getCurrentUserId();
roomManager.disbandRoom(request.roomId(), userId);
return ApiResponse.ok(null);
}
/**
* 踢出玩家(仅房主)
*/
@PostMapping("/kick")
public ApiResponse<Void> kickPlayer(@Valid @RequestBody KickPlayerRequest request) {
String ownerId = authProvider.getCurrentUserId();
roomManager.kickPlayer(request.roomId(), ownerId, request.userId());
return ApiResponse.ok(null);
}
/**
* 切换准备状态
*/
@PostMapping("/ready")
public ApiResponse<Boolean> toggleReady(@Valid @RequestBody ReadyRequest request) {
String userId = authProvider.getCurrentUserId();
boolean ready = roomManager.toggleReady(request.roomId(), userId);
return ApiResponse.ok(ready);
}
/**
* 开始游戏(仅房主)
*/
@PostMapping("/start")
public ApiResponse<Void> startGame(@Valid @RequestBody StartGameRequest request) {
String ownerId = authProvider.getCurrentUserId();
roomManager.startGame(request.roomId(), ownerId);
return ApiResponse.ok(null);
}
}

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@@ -62,17 +62,11 @@ public class GameRoomEntity extends UUIDBaseEntity {
private Integer stakes;
/**
* 房间密码(bcrypt 哈希null 表示公开房间
* 房间密码(明文null 表示公开房间
*/
@Column(name = "password", length = 64)
private String password;
/**
* 是否允许观战
*/
@Column(name = "allow_spectate", nullable = false)
private Boolean allowSpectate = true;
/**
* 房间状态waiting / playing / finished
*/

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@@ -5,6 +5,7 @@ import org.springframework.data.jpa.repository.JpaRepository;
import org.springframework.data.jpa.repository.Query;
import org.springframework.data.repository.query.Param;
import java.time.LocalDateTime;
import java.util.List;
import java.util.Optional;
@@ -47,4 +48,13 @@ public interface GameRoomRepository extends JpaRepository<GameRoomEntity, String
*/
@Query("SELECT r FROM GameRoomEntity r WHERE r.id = :id")
Optional<GameRoomEntity> findByIdForUpdate(@Param("id") String id);
/**
* 根据状态和更新时间查询房间(用于超时清理)
*
* @param status 房间状态
* @param updateTime 更新时间上限
* @return 符合条件的房间列表
*/
List<GameRoomEntity> findByStatusAndUpdateTimeBefore(String status, LocalDateTime updateTime);
}

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@@ -1,9 +1,12 @@
package com.webgame.webgamebackend.service;
import com.webgame.webgamebackend.common.dto.game.*;
import com.webgame.webgamebackend.common.dto.game.GameListResponse;
/**
* 游戏服务接口
*
* 管理游戏配置相关的查询。
* 房间管理已迁移到 {@link RoomManager}。
*/
public interface GameService {
@@ -13,73 +16,4 @@ public interface GameService {
* @return 所有启用的游戏信息
*/
GameListResponse getGameList();
/**
* 获取指定游戏的房间列表
*
* @param gameId 游戏标识
* @param status 状态筛选(可选),不传返回所有未结束的房间
* @return 房间列表
*/
RoomListResponse getRoomList(String gameId, String status);
/**
* 创建房间
*
* @param request 创建房间请求
* @param creatorId 房主 account_id
* @return 新建的房间信息
*/
CreateRoomResponse createRoom(CreateRoomRequest request, String creatorId);
/**
* 加入房间
*
* @param request 加入房间请求
* @param userId 用户 account_id
* @return 房间信息
*/
RoomItemResponse joinRoom(JoinRoomRequest request, String userId);
/**
* 离开房间
*
* @param roomId 房间 ID
* @param userId 用户 account_id
*/
void leaveRoom(String roomId, String userId);
/**
* 房主踢出玩家
*
* @param roomId 房间 ID
* @param ownerId 房主 account_id
* @param targetUserId 目标用户 account_id
*/
void kickPlayer(String roomId, String ownerId, String targetUserId);
/**
* 切换准备状态
*
* @param roomId 房间 ID
* @param userId 用户 account_id
* @return 切换后的准备状态
*/
boolean toggleReady(String roomId, String userId);
/**
* 开始游戏
*
* @param roomId 房间 ID
* @param ownerId 房主 account_id
*/
void startGame(String roomId, String ownerId);
/**
* 获取房间详情(进入房间时获取初始快照)
*
* @param roomId 房间 ID
* @return 房间详情
*/
RoomDetailResponse getRoomDetail(String roomId);
}

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@@ -1,88 +0,0 @@
package com.webgame.webgamebackend.service;
import com.webgame.webgamebackend.entities.GameMoveEntity;
import com.webgame.webgamebackend.ws.RoomSessionManager;
import java.util.List;
/**
* 五子棋对局逻辑服务
*
* 管理五子棋对局的完整生命周期:落子校验、胜负判定、走棋记录。
* 通过 RoomSessionManager 向房间内 WebSocket 会话广播状态变更。
*/
public interface GomokuGameService {
/** 棋盘大小 */
int BOARD_SIZE = 15;
/**
* 落子
*
* @param roomId 房间 ID
* @param userId 落子玩家 ID
* @param row 行坐标0 起始)
* @param col 列坐标0 起始)
* @param sessionManager 会话管理器
*/
void placeStone(String roomId, String userId, int row, int col, RoomSessionManager sessionManager);
/**
* 切换准备状态
*/
void toggleReady(String roomId, String userId, RoomSessionManager sessionManager);
/**
* 认输
*/
void resign(String roomId, String userId, RoomSessionManager sessionManager);
/**
* 请求求和
*/
void requestDraw(String roomId, String userId, RoomSessionManager sessionManager);
/**
* 回应求和请求
*/
void respondToDraw(String roomId, String userId, boolean accept, RoomSessionManager sessionManager);
/**
* 离开房间WebSocket 断开时调用)
*/
void leaveRoom(String roomId, String userId, RoomSessionManager sessionManager);
/**
* 开始游戏(房主触发)
*/
void startGame(String roomId, String userId, RoomSessionManager sessionManager);
/**
* 处理 WebSocket 断连
*/
void handleDisconnect(String roomId, String userId, RoomSessionManager sessionManager);
/**
* 取消断连超时定时器(重连时调用)
*
* @param roomId 房间 ID
* @param userId 用户 ID
*/
void cancelDisconnectTimeout(String roomId, String userId);
/**
* 从走棋记录重建棋盘状态(静态工具方法)
*
* @param moves 走棋记录列表
* @param boardSize 棋盘大小
* @return 棋盘二维数组0=空1=第一位玩家黑方2=第二位玩家(白方)
*/
static int[][] rebuildBoard(List<GameMoveEntity> moves, int boardSize) {
int[][] board = new int[boardSize][boardSize];
for (GameMoveEntity move : moves) {
int player = (move.getMoveIndex() % 2 == 1) ? 1 : 2;
board[move.getRowNum()][move.getColNum()] = player;
}
return board;
}
}

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@@ -0,0 +1,989 @@
package com.webgame.webgamebackend.service;
import com.alibaba.fastjson2.JSON;
import com.webgame.webgamebackend.common.dto.game.*;
import com.webgame.webgamebackend.common.dto.game.RoomDetailResponse.RoomPlayerDetail;
import com.webgame.webgamebackend.common.event.RoomEventBus;
import com.webgame.webgamebackend.common.event.SseEventPublisher;
import com.webgame.webgamebackend.common.event.SseEventType;
import com.webgame.webgamebackend.common.exception.BusinessException;
import com.webgame.webgamebackend.common.exception.ErrorCode;
import com.webgame.webgamebackend.entities.*;
import com.webgame.webgamebackend.repository.*;
import com.webgame.webgamebackend.service.engine.*;
import com.webgame.webgamebackend.ws.RoomSessionManager;
import com.webgame.webgamebackend.ws.dto.WsMessage;
import com.webgame.webgamebackend.ws.dto.WsOutboundMessage;
import lombok.extern.slf4j.Slf4j;
import org.springframework.scheduling.annotation.Scheduled;
import org.springframework.stereotype.Component;
import org.springframework.web.socket.TextMessage;
import org.springframework.web.socket.WebSocketSession;
import java.io.IOException;
import java.time.LocalDateTime;
import java.util.*;
import java.util.concurrent.*;
import java.util.stream.Collectors;
/**
* 房间管理器 — 统一管理所有房间生命周期
*
* <h3>职责</h3>
* <ul>
* <li>房间 CRUD创建、加入、离开、解散、踢人</li>
* <li>状态流转WAITING → PLAYING → FINISHED</li>
* <li>准备/取消准备</li>
* <li>开始游戏(委托给 GameEngine</li>
* <li>断线重连管理60 秒倒计时)</li>
* <li>超时房间清理(定时任务)</li>
* <li>游戏结束结算(房间层负责金币变更)</li>
* </ul>
*
* <p>房间数据持久化到 MySQL运行时状态游戏引擎引用、断线定时器
* 缓存在内存中。</p>
*/
@Slf4j
@Component
public class RoomManager {
private final GameConfigRepository gameConfigRepository;
private final GameRoomRepository gameRoomRepository;
private final RoomPlayerRepository roomPlayerRepository;
private final UserRepository userRepository;
private final GameRecordRepository gameRecordRepository;
private final GameMoveRepository gameMoveRepository;
private final RoomSessionManager sessionManager;
private final GameEngineRegistry engineRegistry;
private final SseEventPublisher sseEventPublisher;
private final RoomEventBus eventBus;
// ==================== 内存状态 ====================
/** 断线重连超时时间(秒) */
private static final long DISCONNECT_TIMEOUT_SECONDS = 60;
/** 断线重连定时器线程池 */
private final ScheduledExecutorService reconnectScheduler =
Executors.newSingleThreadScheduledExecutor(r ->
new Thread(r, "room-reconnect"));
/** 房间运行时状态缓存: roomId → RoomRuntime */
private final ConcurrentHashMap<String, RoomRuntime> roomRuntimes = new ConcurrentHashMap<>();
/**
* 房间运行时状态(不可持久化的部分)
*/
private static class RoomRuntime {
/** 活跃的游戏引擎PLAYING 状态下非 null */
volatile GameEngine gameEngine;
/** 断线倒计时任务: userId → Future */
final ConcurrentHashMap<String, ScheduledFuture<?>> disconnectTimers = new ConcurrentHashMap<>();
RoomRuntime() {}
RoomRuntime(GameEngine gameEngine) { this.gameEngine = gameEngine; }
}
public RoomManager(GameConfigRepository gameConfigRepository,
GameRoomRepository gameRoomRepository,
RoomPlayerRepository roomPlayerRepository,
UserRepository userRepository,
GameRecordRepository gameRecordRepository,
GameMoveRepository gameMoveRepository,
RoomSessionManager sessionManager,
GameEngineRegistry engineRegistry,
SseEventPublisher sseEventPublisher,
RoomEventBus eventBus) {
this.gameConfigRepository = gameConfigRepository;
this.gameRoomRepository = gameRoomRepository;
this.roomPlayerRepository = roomPlayerRepository;
this.userRepository = userRepository;
this.gameRecordRepository = gameRecordRepository;
this.gameMoveRepository = gameMoveRepository;
this.sessionManager = sessionManager;
this.engineRegistry = engineRegistry;
this.sseEventPublisher = sseEventPublisher;
this.eventBus = eventBus;
}
// ==================== 房间 CRUD ====================
/**
* 创建房间
*
* @param request 创建房间请求
* @param creatorId 房主 accountId
* @return 创建结果
*/
public CreateRoomResponse createRoom(CreateRoomRequest request, String creatorId) {
// 校验游戏存在且启用
GameConfigEntity gameConfig = gameConfigRepository.findByGameId(request.gameId())
.orElseThrow(() -> new BusinessException(ErrorCode.GAME_NOT_FOUND));
if (!gameConfig.getEnabled()) {
throw new BusinessException(ErrorCode.GAME_NOT_FOUND);
}
// 校验 mode
List<String> modes = JSON.parseArray(gameConfig.getModes(), String.class);
if (!modes.contains(request.mode())) {
throw new BusinessException(ErrorCode.BAD_REQUEST, "不支持的模式: " + request.mode());
}
// 校验 stakes
List<Integer> stakesOptions = JSON.parseArray(gameConfig.getStakesOptions(), Integer.class);
if (!stakesOptions.contains(request.stakes())) {
throw new BusinessException(ErrorCode.BAD_REQUEST, "不支持的底注: " + request.stakes());
}
// 检查用户是否已在其他房间
if (roomPlayerRepository.existsByUserId(creatorId)) {
throw new BusinessException(ErrorCode.ALREADY_IN_ROOM);
}
// 生成桌号
Integer maxRoomNumber = gameRoomRepository.findMaxRoomNumberByGameId(request.gameId());
int nextRoomNumber = (maxRoomNumber == null) ? 1 : maxRoomNumber + 1;
// 生成桌名
String roomName = (request.name() != null && !request.name().isBlank())
? request.name()
: "" + String.format("%02d", nextRoomNumber);
// 创建房间实体
GameRoomEntity room = new GameRoomEntity()
.setGameId(request.gameId())
.setRoomNumber(nextRoomNumber)
.setName(roomName)
.setMaxPlayers(request.maxPlayers())
.setMode(request.mode())
.setStakes(request.stakes())
.setStatus("waiting")
.setCreatorId(creatorId);
// 密码明文存储
if (request.password() != null && !request.password().isBlank()) {
room.setPassword(request.password());
}
gameRoomRepository.save(room);
// 房主自动加入(座位 1已准备
RoomPlayerEntity creatorPlayer = new RoomPlayerEntity()
.setRoomId(room.getId())
.setUserId(creatorId)
.setSeatNumber(1)
.setReadyStatus(true)
.setJoinTime(LocalDateTime.now());
roomPlayerRepository.save(creatorPlayer);
log.info("[房间管理] 创建房间, roomId={}, gameId={}, creatorId={}", room.getId(), request.gameId(), creatorId);
// 通知大厅
RoomItemResponse response = buildRoomItemResponse(room);
sseEventPublisher.broadcast(SseEventType.ROOM_CREATED, response);
return new CreateRoomResponse(response);
}
/**
* 加入房间
*
* @param request 加入房间请求
* @param userId 用户 accountId
* @return 房间信息
*/
public RoomItemResponse joinRoom(JoinRoomRequest request, String userId) {
GameRoomEntity room = gameRoomRepository.findById(request.roomId())
.orElseThrow(() -> new BusinessException(ErrorCode.ROOM_NOT_FOUND));
if (!"waiting".equals(room.getStatus())) {
throw new BusinessException(ErrorCode.ROOM_ALREADY_STARTED);
}
// 密码校验(明文比对)
if (room.getPassword() != null && !room.getPassword().isBlank()) {
if (request.password() == null || request.password().isBlank()) {
throw new BusinessException(ErrorCode.ROOM_PASSWORD_ERROR, "请输入房间密码");
}
if (!room.getPassword().equals(request.password())) {
throw new BusinessException(ErrorCode.ROOM_PASSWORD_ERROR);
}
}
// 检查房间是否已满
int currentCount = roomPlayerRepository.countByRoomId(room.getId());
if (currentCount >= room.getMaxPlayers()) {
throw new BusinessException(ErrorCode.ROOM_FULL);
}
// 检查用户是否已在其他房间
if (roomPlayerRepository.existsByUserId(userId)) {
throw new BusinessException(ErrorCode.ALREADY_IN_ROOM);
}
// 分配座位号
List<RoomPlayerEntity> existing = roomPlayerRepository.findByRoomId(room.getId());
int nextSeat = 1;
if (!existing.isEmpty()) {
int maxSeat = existing.stream().mapToInt(RoomPlayerEntity::getSeatNumber).max().orElse(0);
nextSeat = maxSeat + 1;
}
RoomPlayerEntity player = new RoomPlayerEntity()
.setRoomId(room.getId())
.setUserId(userId)
.setSeatNumber(nextSeat)
.setReadyStatus(false)
.setJoinTime(LocalDateTime.now());
roomPlayerRepository.save(player);
log.info("[房间管理] 玩家加入, roomId={}, userId={}, seat={}", room.getId(), userId, nextSeat);
// WS 广播玩家加入
RoomPlayerDetail detail = buildPlayerDetail(userId, nextSeat, false);
broadcastToRoom(room.getId(), new WsMessage(WsOutboundMessage.PLAYER_JOIN, detail));
// SSE 通知大厅
RoomItemResponse response = buildRoomItemResponse(room);
sseEventPublisher.broadcast(SseEventType.ROOM_UPDATED, response);
return response;
}
/**
* 离开房间
*
* @param roomId 房间 ID
* @param userId 用户 accountId
*/
public void leaveRoom(String roomId, String userId) {
GameRoomEntity room = gameRoomRepository.findById(roomId)
.orElseThrow(() -> new BusinessException(ErrorCode.ROOM_NOT_FOUND));
RoomPlayerEntity player = roomPlayerRepository.findByRoomIdAndUserId(roomId, userId)
.orElseThrow(() -> new BusinessException(ErrorCode.PLAYER_NOT_IN_ROOM));
// 如果游戏进行中,通知引擎玩家离开(视为认输)
RoomRuntime runtime = roomRuntimes.get(roomId);
if ("playing".equals(room.getStatus()) && runtime != null && runtime.gameEngine != null) {
runtime.gameEngine.onPlayerLeave(userId);
}
// 取消断线倒计时
cancelDisconnectTimer(roomId, userId);
roomPlayerRepository.delete(player);
List<RoomPlayerEntity> remaining = roomPlayerRepository.findByRoomId(roomId);
if (remaining.isEmpty()) {
// 无人了,清理并删除房间
cleanupRoom(roomId);
gameRoomRepository.delete(room);
log.info("[房间管理] 房间无人,已删除, roomId={}", roomId);
sseEventPublisher.broadcast(SseEventType.ROOM_REMOVED, Map.of("roomId", roomId));
} else if (userId.equals(room.getCreatorId())) {
// 房主离开,顺位转让
RoomPlayerEntity nextOwner = remaining.get(0);
room.setCreatorId(nextOwner.getUserId());
nextOwner.setReadyStatus(true);
roomPlayerRepository.save(nextOwner);
gameRoomRepository.save(room);
log.info("[房间管理] 房主转让, roomId={}, newOwner={}", roomId, nextOwner.getUserId());
// 通知更新
broadcastToRoom(roomId, new WsMessage(WsOutboundMessage.PLAYER_LEAVE, Map.of("userId", userId)));
pushRoomUpdatedSse(room);
} else {
broadcastToRoom(roomId, new WsMessage(WsOutboundMessage.PLAYER_LEAVE, Map.of("userId", userId)));
pushRoomUpdatedSse(room);
}
log.info("[房间管理] 玩家离开, roomId={}, userId={}", roomId, userId);
}
/**
* 解散房间(仅房主)
*
* @param roomId 房间 ID
* @param ownerId 房主 accountId
*/
public void disbandRoom(String roomId, String ownerId) {
GameRoomEntity room = gameRoomRepository.findById(roomId)
.orElseThrow(() -> new BusinessException(ErrorCode.ROOM_NOT_FOUND));
if (!ownerId.equals(room.getCreatorId())) {
throw new BusinessException(ErrorCode.NOT_ROOM_OWNER);
}
// 如果游戏进行中,销毁引擎
RoomRuntime runtime = roomRuntimes.get(roomId);
if (runtime != null && runtime.gameEngine != null) {
runtime.gameEngine.destroy();
}
// 通知房间内所有人被踢
broadcastToRoom(roomId, new WsMessage("room_disbanded", Map.of("roomId", roomId)));
// 关闭房间内所有 WS 连接
for (WebSocketSession ws : sessionManager.getRoomSessions(roomId)) {
try { ws.close(); } catch (Exception ignored) {}
}
// 清理并删除
cleanupRoom(roomId);
roomPlayerRepository.deleteAll(roomPlayerRepository.findByRoomId(roomId));
gameRoomRepository.delete(room);
log.info("[房间管理] 房间已解散, roomId={}", roomId);
sseEventPublisher.broadcast(SseEventType.ROOM_REMOVED, Map.of("roomId", roomId));
}
/**
* 踢出玩家(仅房主)
*
* @param roomId 房间 ID
* @param ownerId 房主 accountId
* @param targetUserId 目标用户 accountId
*/
public void kickPlayer(String roomId, String ownerId, String targetUserId) {
GameRoomEntity room = gameRoomRepository.findById(roomId)
.orElseThrow(() -> new BusinessException(ErrorCode.ROOM_NOT_FOUND));
if (!ownerId.equals(room.getCreatorId())) {
throw new BusinessException(ErrorCode.NOT_ROOM_OWNER);
}
if (ownerId.equals(targetUserId)) {
throw new BusinessException(ErrorCode.BAD_REQUEST, "不能踢出自己,请使用离开房间");
}
RoomPlayerEntity target = roomPlayerRepository.findByRoomIdAndUserId(roomId, targetUserId)
.orElseThrow(() -> new BusinessException(ErrorCode.PLAYER_NOT_IN_ROOM));
// 如果游戏进行中,通知引擎
RoomRuntime runtime = roomRuntimes.get(roomId);
if ("playing".equals(room.getStatus()) && runtime != null && runtime.gameEngine != null) {
runtime.gameEngine.onPlayerLeave(targetUserId);
}
cancelDisconnectTimer(roomId, targetUserId);
roomPlayerRepository.delete(target);
log.info("[房间管理] 踢出玩家, roomId={}, targetUserId={}", roomId, targetUserId);
// WS 通知
broadcastToRoom(roomId, new WsMessage(WsOutboundMessage.PLAYER_LEAVE, Map.of("userId", targetUserId)));
// SSE 通知被踢者
sseEventPublisher.sendTo(targetUserId, SseEventType.KICKED, Map.of("roomId", roomId));
// 大厅更新
pushRoomUpdatedSse(room);
}
/**
* 切换准备状态
*
* @param roomId 房间 ID
* @param userId 用户 accountId
* @return 新的准备状态
*/
public boolean toggleReady(String roomId, String userId) {
GameRoomEntity room = gameRoomRepository.findById(roomId)
.orElseThrow(() -> new BusinessException(ErrorCode.ROOM_NOT_FOUND));
if (!"waiting".equals(room.getStatus())) {
throw new BusinessException(ErrorCode.ROOM_ALREADY_STARTED);
}
RoomPlayerEntity player = roomPlayerRepository.findByRoomIdAndUserId(roomId, userId)
.orElseThrow(() -> new BusinessException(ErrorCode.PLAYER_NOT_IN_ROOM));
boolean newStatus = !player.getReadyStatus();
player.setReadyStatus(newStatus);
roomPlayerRepository.save(player);
log.info("[房间管理] 准备状态变更, roomId={}, userId={}, ready={}", roomId, userId, newStatus);
// WS 广播
broadcastToRoom(roomId, new WsMessage(WsOutboundMessage.READY_CHANGE, Map.of(
"userId", userId, "ready", newStatus
)));
// SSE 大厅更新
pushRoomUpdatedSse(room);
return newStatus;
}
/**
* 开始游戏(仅房主)
*
* @param roomId 房间 ID
* @param userId 操作者 accountId必须是房主
*/
public void startGame(String roomId, String userId) {
GameRoomEntity room = gameRoomRepository.findById(roomId)
.orElseThrow(() -> new BusinessException(ErrorCode.ROOM_NOT_FOUND));
if (!userId.equals(room.getCreatorId())) {
throw new BusinessException(ErrorCode.NOT_ROOM_OWNER);
}
if (!"waiting".equals(room.getStatus())) {
throw new BusinessException(ErrorCode.ROOM_ALREADY_STARTED);
}
List<RoomPlayerEntity> players = roomPlayerRepository.findByRoomId(roomId);
if (players.size() < 2) {
throw new BusinessException(ErrorCode.PLAYER_COUNT_INSUFFICIENT);
}
for (RoomPlayerEntity p : players) {
if (!p.getReadyStatus()) {
throw new BusinessException(ErrorCode.NOT_ALL_READY);
}
}
// 检查引擎是否已注册
if (!engineRegistry.isRegistered(room.getGameId())) {
throw new BusinessException(ErrorCode.BAD_REQUEST, "该游戏尚未实现引擎: " + room.getGameId());
}
// 更新房间状态
room.setStatus("playing");
gameRoomRepository.save(room);
// 创建游戏记录
GameRecordEntity record = new GameRecordEntity()
.setRoomId(roomId)
.setStartedAt(LocalDateTime.now());
gameRecordRepository.save(record);
// 构建房间上下文
List<RoomPlayerEntity> sortedPlayers = players.stream()
.sorted(Comparator.comparingInt(RoomPlayerEntity::getSeatNumber))
.toList();
List<RoomContext.PlayerInfo> playerInfos = sortedPlayers.stream()
.map(p -> new RoomContext.PlayerInfo(p.getUserId(), p.getSeatNumber()))
.toList();
RoomContext context = new RoomContext(
roomId,
room.getGameId(),
playerInfos,
room.getMode(),
room.getStakes(),
msg -> broadcastToRoom(roomId, msg),
(targetUserId, msg) -> sendToUser(roomId, targetUserId, msg),
(winnerId, resultType) -> onGameOver(roomId, winnerId, resultType)
);
// 创建并初始化游戏引擎
GameEngine engine = engineRegistry.create(room.getGameId(), context);
engine.init(context);
// 缓存运行时
RoomRuntime runtime = roomRuntimes.computeIfAbsent(roomId, k -> new RoomRuntime());
runtime.gameEngine = engine;
log.info("[房间管理] 游戏开始, roomId={}, gameId={}, 玩家数={}", roomId, room.getGameId(), players.size());
// SSE 大厅更新
pushRoomUpdatedSse(room);
}
// ==================== 断线重连 ====================
/**
* 处理 WebSocket 断线
*
* 启动 60 秒重连倒计时,超时后根据房间状态处理:
* - WAITING自动离开房间
* - PLAYING通知 GameEngine默认处理自动认输后离开
*
* @param roomId 房间 ID
* @param userId 断线用户 accountId
*/
public void handleDisconnect(String roomId, String userId) {
RoomRuntime runtime = roomRuntimes.get(roomId);
if (runtime == null) {
return;
}
// 避免重复启动定时器
if (runtime.disconnectTimers.containsKey(userId)) {
return;
}
String taskKey = roomId + ":" + userId;
log.info("[房间管理] 玩家断线,启动{}秒重连倒计时, roomId={}, userId={}",
DISCONNECT_TIMEOUT_SECONDS, roomId, userId);
ScheduledFuture<?> task = reconnectScheduler.schedule(() -> {
runtime.disconnectTimers.remove(userId);
try {
onDisconnectTimeout(roomId, userId);
} catch (Exception e) {
log.error("[房间管理] 断线超时处理异常, roomId={}, userId={}", roomId, userId, e);
}
}, DISCONNECT_TIMEOUT_SECONDS, TimeUnit.SECONDS);
runtime.disconnectTimers.put(userId, task);
// 通知游戏引擎
if (runtime.gameEngine != null) {
runtime.gameEngine.onPlayerDisconnect(userId);
}
// WS 广播断线
broadcastToRoom(roomId, new WsMessage("player_disconnected", Map.of("userId", userId)));
}
/**
* 处理 WebSocket 重连
*
* 取消断线倒计时,推送完整状态给重连玩家。
*
* @param roomId 房间 ID
* @param userId 重连用户 accountId
* @return 完整房间状态快照,用于前端恢复
*/
public RoomDetailResponse handleReconnect(String roomId, String userId) {
GameRoomEntity room = gameRoomRepository.findById(roomId)
.orElse(null);
if (room == null) {
return null;
}
// 取消倒计时
cancelDisconnectTimer(roomId, userId);
// 通知游戏引擎
RoomRuntime runtime = roomRuntimes.get(roomId);
if (runtime != null && runtime.gameEngine != null) {
runtime.gameEngine.onPlayerReconnect(userId);
}
// WS 广播重连
broadcastToRoom(roomId, new WsMessage("player_reconnected", Map.of("userId", userId)));
log.info("[房间管理] 玩家重连, roomId={}, userId={}", roomId, userId);
// 返回完整房间详情
return buildRoomDetail(room);
}
/**
* 取消断线倒计时
*/
private void cancelDisconnectTimer(String roomId, String userId) {
RoomRuntime runtime = roomRuntimes.get(roomId);
if (runtime == null) return;
ScheduledFuture<?> task = runtime.disconnectTimers.remove(userId);
if (task != null) {
task.cancel(false);
log.info("[房间管理] 取消断线倒计时, roomId={}, userId={}", roomId, userId);
}
}
/**
* 断线超时处理
*/
private void onDisconnectTimeout(String roomId, String userId) {
GameRoomEntity room = gameRoomRepository.findById(roomId).orElse(null);
if (room == null) return;
boolean stillInRoom = roomPlayerRepository.findByRoomIdAndUserId(roomId, userId).isPresent();
if (!stillInRoom) return;
if ("playing".equals(room.getStatus())) {
log.info("[房间管理] 断线超时:对局中自动判负, roomId={}, userId={}", roomId, userId);
// 通知引擎,引擎内部处理认输
RoomRuntime runtime = roomRuntimes.get(roomId);
if (runtime != null && runtime.gameEngine != null) {
runtime.gameEngine.onPlayerLeave(userId);
}
// 从房间移除
leaveRoomSilent(roomId, userId);
} else {
log.info("[房间管理] 断线超时:等待中自动离开, roomId={}, userId={}", roomId, userId);
leaveRoomSilent(roomId, userId);
}
}
/**
* 静默离开(不触发额外的游戏事件,超时专用)
*/
private void leaveRoomSilent(String roomId, String userId) {
RoomPlayerEntity player = roomPlayerRepository.findByRoomIdAndUserId(roomId, userId).orElse(null);
if (player == null) return;
cancelDisconnectTimer(roomId, userId);
roomPlayerRepository.delete(player);
GameRoomEntity room = gameRoomRepository.findById(roomId).orElse(null);
if (room == null) return;
List<RoomPlayerEntity> remaining = roomPlayerRepository.findByRoomId(roomId);
if (remaining.isEmpty()) {
cleanupRoom(roomId);
gameRoomRepository.delete(room);
sseEventPublisher.broadcast(SseEventType.ROOM_REMOVED, Map.of("roomId", roomId));
} else if (userId.equals(room.getCreatorId())) {
RoomPlayerEntity nextOwner = remaining.get(0);
room.setCreatorId(nextOwner.getUserId());
nextOwner.setReadyStatus(true);
roomPlayerRepository.save(nextOwner);
gameRoomRepository.save(room);
broadcastToRoom(roomId, new WsMessage(WsOutboundMessage.PLAYER_LEAVE, Map.of("userId", userId)));
pushRoomUpdatedSse(room);
} else {
broadcastToRoom(roomId, new WsMessage(WsOutboundMessage.PLAYER_LEAVE, Map.of("userId", userId)));
pushRoomUpdatedSse(room);
}
}
// ==================== 游戏结束回调 ====================
/**
* 游戏结束回调(由 GameEngine 通过 RoomContext 调用)
*
* 房间层负责:
* 1. 更新房间状态为 FINISHED
* 2. 保存对局记录(胜负结果)
* 3. 金币结算TODO
* 4. 广播 game_over + SSE 推送
*
* @param roomId 房间 ID
* @param winnerId 胜者 accountIdnull 表示平局)
* @param resultType 结果类型win/draw/resign
*/
public void onGameOver(String roomId, String winnerId, String resultType) {
GameRoomEntity room = gameRoomRepository.findById(roomId).orElse(null);
if (room == null) return;
room.setStatus("finished");
gameRoomRepository.save(room);
// 更新对局记录
GameRecordEntity record = gameRecordRepository.findByRoomId(roomId).orElse(null);
if (record != null) {
record.setWinnerId(winnerId)
.setResultType(resultType)
.setEndedAt(LocalDateTime.now());
gameRecordRepository.save(record);
}
// TODO: 金币结算 — 房间层从玩家余额扣除/增加 stakes
log.info("[房间管理] 游戏结束, roomId={}, winnerId={}, resultType={}", roomId, winnerId, resultType);
// WS 广播游戏结束
broadcastToRoom(roomId, new WsMessage(WsOutboundMessage.GAME_OVER, Map.of(
"winnerId", winnerId != null ? winnerId : "",
"resultType", resultType
)));
// SSE 大厅更新
pushRoomUpdatedSse(room);
// 发布事件(供其他模块订阅)
eventBus.publish(RoomEventBus.GAME_OVER, new RoomEventBus.GameOverEvent(roomId, winnerId, resultType));
}
/**
* 执行游戏动作(委托给 GameEngine
*
* 由 WebSocket Handler 调用RoomManager 查找对应房间的活跃引擎并转发动作。
*
* @param roomId 房间 ID
* @param userId 操作者 accountId
* @param action 动作类型
* @param data 动作数据(可为 null
*/
public void executeGameAction(String roomId, String userId, String action, Object data) {
RoomRuntime runtime = roomRuntimes.get(roomId);
if (runtime == null || runtime.gameEngine == null) {
throw new BusinessException(ErrorCode.BAD_REQUEST, "游戏尚未开始");
}
// 将 data 转换为 JsonNode
com.fasterxml.jackson.databind.JsonNode jsonData = null;
if (data != null) {
String jsonStr = JSON.toJSONString(data);
try {
jsonData = new com.fasterxml.jackson.databind.ObjectMapper().readTree(jsonStr);
} catch (Exception e) {
throw new BusinessException(ErrorCode.BAD_REQUEST, "无效的游戏数据格式");
}
}
runtime.gameEngine.handleAction(action, jsonData, userId);
}
// ==================== 查询 ====================
/**
* 获取房间完整详情(进入房间时调用)
*/
public RoomDetailResponse buildRoomDetail(GameRoomEntity room) {
if (room == null) {
room = gameRoomRepository.findById(room.getId())
.orElseThrow(() -> new BusinessException(ErrorCode.ROOM_NOT_FOUND));
}
GameConfigEntity gameConfig = gameConfigRepository.findByGameId(room.getGameId())
.orElseThrow(() -> new BusinessException(ErrorCode.GAME_NOT_FOUND));
List<RoomPlayerEntity> roomPlayers = roomPlayerRepository.findByRoomId(room.getId());
List<String> userIds = roomPlayers.stream().map(RoomPlayerEntity::getUserId).toList();
Map<String, UserEntity> userMap = userRepository.findByAccountIdIn(userIds).stream()
.collect(Collectors.toMap(u -> u.getAccount().getId(), u -> u));
List<RoomDetailResponse.RoomPlayerDetail> playerDetails = roomPlayers.stream()
.map(rp -> {
UserEntity user = userMap.get(rp.getUserId());
return new RoomDetailResponse.RoomPlayerDetail(
rp.getUserId(),
user != null ? user.getAvatar() : "",
user != null ? user.getNickName() : "未知玩家",
rp.getSeatNumber(),
rp.getReadyStatus()
);
}).toList();
String creatorName = getNickname(room.getCreatorId());
// 对局中或有对局记录时,查询棋盘状态
int[][] boardState = null;
String currentTurn = null;
List<RoomDetailResponse.MoveItem> moves = List.of();
if ("playing".equals(room.getStatus()) || "finished".equals(room.getStatus())) {
List<GameMoveEntity> moveEntities = gameMoveRepository.findByRoomIdOrderByMoveIndexAsc(room.getId());
moves = moveEntities.stream()
.map(m -> new RoomDetailResponse.MoveItem(m.getMoveIndex(), m.getPlayerId(), m.getRowNum(), m.getColNum()))
.toList();
// 从走棋记录重建棋盘
boardState = rebuildBoard(moveEntities, 15);
}
return new RoomDetailResponse(
room.getId(), room.getName(), room.getGameId(),
gameConfig.getIcon(), gameConfig.getName(),
room.getMaxPlayers(), room.getMode(), room.getStakes(),
room.getStatus(), room.getCreatorId(), creatorName,
playerDetails, boardState, currentTurn, moves
);
}
/** 棋盘大小(五子棋默认 15 */
private static final int BOARD_SIZE = 15;
/**
* 从走棋记录重建棋盘
*/
private int[][] rebuildBoard(List<GameMoveEntity> moves, int boardSize) {
int[][] board = new int[boardSize][boardSize];
for (GameMoveEntity move : moves) {
int player = (move.getMoveIndex() % 2 == 1) ? 1 : 2;
board[move.getRowNum()][move.getColNum()] = player;
}
return board;
}
/**
* 获取房间列表
*/
public RoomListResponse getRoomList(String gameId, String status) {
GameConfigEntity gameConfig = gameConfigRepository.findByGameId(gameId)
.orElseThrow(() -> new BusinessException(ErrorCode.GAME_NOT_FOUND));
if (!gameConfig.getEnabled()) {
throw new BusinessException(ErrorCode.GAME_NOT_FOUND);
}
List<GameRoomEntity> rooms;
if (status != null && !status.isBlank()) {
rooms = gameRoomRepository.findByGameIdAndStatus(gameId, status);
} else {
rooms = gameRoomRepository.findByGameId(gameId).stream()
.filter(r -> !"finished".equals(r.getStatus()))
.toList();
}
List<RoomItemResponse> list = rooms.stream()
.map(this::buildRoomItemResponse)
.toList();
return new RoomListResponse(list);
}
// ==================== 定时任务 ====================
/**
* 超时房间清理
*
* 每 5 分钟执行一次:
* - 清理 WAITING 超过 30 分钟无变化的房间
* - 清理 FINISHED 超过 5 分钟的房间
*/
@Scheduled(fixedRate = 300_000)
public void cleanupStaleRooms() {
LocalDateTime now = LocalDateTime.now();
LocalDateTime waitingDeadline = now.minusMinutes(30);
LocalDateTime finishedDeadline = now.minusMinutes(5);
// 清理超时等待中的房间
List<GameRoomEntity> staleWaiting = gameRoomRepository
.findByStatusAndUpdateTimeBefore("waiting", waitingDeadline);
for (GameRoomEntity room : staleWaiting) {
log.info("[房间清理] 清理超时等待房间, roomId={}", room.getId());
cleanupRoom(room.getId());
roomPlayerRepository.deleteAll(roomPlayerRepository.findByRoomId(room.getId()));
gameRoomRepository.delete(room);
sseEventPublisher.broadcast(SseEventType.ROOM_REMOVED, Map.of("roomId", room.getId()));
}
// 清理已结束的房间
List<GameRoomEntity> staleFinished = gameRoomRepository
.findByStatusAndUpdateTimeBefore("finished", finishedDeadline);
for (GameRoomEntity room : staleFinished) {
log.info("[房间清理] 清理已结束房间, roomId={}", room.getId());
cleanupRoom(room.getId());
roomPlayerRepository.deleteAll(roomPlayerRepository.findByRoomId(room.getId()));
gameRoomRepository.delete(room);
sseEventPublisher.broadcast(SseEventType.ROOM_REMOVED, Map.of("roomId", room.getId()));
}
if (!staleWaiting.isEmpty() || !staleFinished.isEmpty()) {
log.info("[房间清理] 清理完成, 等待超时={}, 已结束={}",
staleWaiting.size(), staleFinished.size());
}
}
// ==================== 私有辅助方法 ====================
/**
* 清理房间运行时资源(引擎、定时器)
*/
private void cleanupRoom(String roomId) {
RoomRuntime runtime = roomRuntimes.remove(roomId);
if (runtime != null) {
// 销毁游戏引擎
if (runtime.gameEngine != null) {
runtime.gameEngine.destroy();
}
// 取消所有断线定时器
for (ScheduledFuture<?> timer : runtime.disconnectTimers.values()) {
timer.cancel(false);
}
runtime.disconnectTimers.clear();
}
}
/**
* 广播 WS 消息到房间内所有人
*/
private void broadcastToRoom(String roomId, WsMessage message) {
String json = JSON.toJSONString(message);
for (WebSocketSession ws : sessionManager.getRoomSessions(roomId)) {
if (ws.isOpen()) {
try {
ws.sendMessage(new TextMessage(json));
} catch (IOException e) {
log.error("[WS] 广播失败, sessionId={}", ws.getId(), e);
}
}
}
}
/**
* 向房间内指定用户发送 WS 消息(私有消息)
*/
private void sendToUser(String roomId, String userId, WsMessage message) {
String json = JSON.toJSONString(message);
for (WebSocketSession ws : sessionManager.getRoomSessions(roomId)) {
if (ws.isOpen() && userId.equals(sessionManager.getUserId(ws))) {
try {
ws.sendMessage(new TextMessage(json));
} catch (IOException e) {
log.error("[WS] 发送私有消息失败, userId={}", userId, e);
}
}
}
}
/**
* 构建房间列表项响应
*/
private RoomItemResponse buildRoomItemResponse(GameRoomEntity room) {
List<RoomPlayerResponse> players = buildRoomPlayers(room.getId());
String creatorName = getNickname(room.getCreatorId());
String icon = gameConfigRepository.findByGameId(room.getGameId())
.map(GameConfigEntity::getIcon).orElse("");
return RoomItemResponse.from(room, players, icon, creatorName);
}
/**
* 构建单个玩家详情
*/
private RoomPlayerDetail buildPlayerDetail(String userId, int seatNumber, boolean ready) {
UserEntity user = userRepository.findByAccountId(userId).orElse(null);
return new RoomPlayerDetail(
userId,
user != null ? user.getAvatar() : "",
user != null ? user.getNickName() : "未知玩家",
seatNumber,
ready
);
}
/**
* 组装房间玩家列表
*/
private List<RoomPlayerResponse> buildRoomPlayers(String roomId) {
List<RoomPlayerEntity> roomPlayers = roomPlayerRepository.findByRoomId(roomId);
if (roomPlayers.isEmpty()) return List.of();
List<String> userIds = roomPlayers.stream().map(RoomPlayerEntity::getUserId).toList();
List<UserEntity> users = userRepository.findByAccountIdIn(userIds);
Map<String, UserEntity> userMap = users.stream()
.collect(Collectors.toMap(u -> u.getAccount().getId(), u -> u));
return roomPlayers.stream()
.map(rp -> {
UserEntity user = userMap.get(rp.getUserId());
String avatar = user != null ? user.getAvatar() : "";
String nickname = user != null ? user.getNickName() : "未知玩家";
return new RoomPlayerResponse(avatar, nickname);
}).toList();
}
/**
* 获取用户昵称
*/
private String getNickname(String accountId) {
return userRepository.findByAccountId(accountId)
.map(UserEntity::getNickName)
.orElse("未知玩家");
}
/**
* SSE 推送房间更新
*/
private void pushRoomUpdatedSse(GameRoomEntity room) {
RoomItemResponse response = buildRoomItemResponse(room);
sseEventPublisher.broadcast(SseEventType.ROOM_UPDATED, response);
}
// ==================== 公共查询方法(供 Controller 使用) ====================
/**
* 获取房间详情
*/
public RoomDetailResponse getRoomDetail(String roomId) {
GameRoomEntity room = gameRoomRepository.findById(roomId)
.orElseThrow(() -> new BusinessException(ErrorCode.ROOM_NOT_FOUND));
return buildRoomDetail(room);
}
}

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package com.webgame.webgamebackend.service.engine;
import com.fasterxml.jackson.databind.JsonNode;
/**
* 游戏引擎接口
*
* 每种游戏类型提供自己的实现,通过 {@link GameEngineRegistry} 注册。
* 引擎只关心游戏规则,不关心房间管理(创建/加入/离开/踢人等)。
* 房间层通过此接口与游戏层通信。
*
* <h3>生命周期</h3>
* <ol>
* <li>游戏开始时由 RoomManager 创建引擎实例</li>
* <li>调用 {@link #init(RoomContext)} 初始化游戏</li>
* <li>通过 {@link #handleAction} 处理玩家操作</li>
* <li>游戏结束或被解散时调用 {@link #destroy()}</li>
* </ol>
*/
public interface GameEngine {
/**
* 初始化游戏
*
* @param context 房间上下文(玩家列表、配置、广播回调、结束回调)
*/
void init(RoomContext context);
/**
* 处理玩家游戏动作
*
* @param action 动作类型(如 "place_stone", "resign", "draw_request"
* @param data 动作数据
* @param userId 操作者 accountId
*/
void handleAction(String action, JsonNode data, String userId);
/**
* 房间通知:玩家 WebSocket 断线
*
* 游戏可以选择如何处理(如五子棋:启动断线倒计时,超时后自动认输)
*
* @param userId 断线玩家 accountId
*/
void onPlayerDisconnect(String userId);
/**
* 房间通知:玩家重连成功
*
* 游戏应取消断线倒计时,并通过 RoomContext 的 broadcaster 推送
* 当前游戏状态给重连玩家
*
* @param userId 重连玩家 accountId
*/
void onPlayerReconnect(String userId);
/**
* 房间通知:玩家主动离开房间
*
* 游戏中离开视为认输
*
* @param userId 离开玩家 accountId
*/
void onPlayerLeave(String userId);
/**
* 销毁引擎,清理资源(取消定时器、释放引用等)
*/
void destroy();
/**
* 获取游戏完整状态快照
*
* 用于重连时向前端推送当前游戏状态,前端据此恢复 UI。
*
* @return 游戏状态(棋盘、回合、走棋历史等)
*/
GameState getState();
}

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package com.webgame.webgamebackend.service.engine;
/**
* 游戏引擎工厂接口
*
* 每次游戏开始(房间从 WAITING → PLAYING时调用 {@link #create} 创建新引擎实例。
* 每个房间拥有独立的引擎实例,房间之间不共享。
*/
@FunctionalInterface
public interface GameEngineFactory {
/**
* 创建游戏引擎实例
*
* @param context 房间上下文
* @return 新创建的引擎实例
*/
GameEngine create(RoomContext context);
}

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package com.webgame.webgamebackend.service.engine;
import lombok.extern.slf4j.Slf4j;
import org.springframework.stereotype.Component;
import java.util.Map;
import java.util.concurrent.ConcurrentHashMap;
/**
* 游戏引擎注册表
*
* 管理 gameId → GameEngineFactory 的映射。
* Spring Boot 启动时,各游戏模块通过 {@link #register} 注册自己的引擎工厂。
*/
@Slf4j
@Component
public class GameEngineRegistry {
/** gameId → 引擎工厂 */
private final Map<String, GameEngineFactory> factories = new ConcurrentHashMap<>();
/**
* 注册游戏引擎工厂
*
* @param gameId 游戏标识(与 game_config 表中的 game_id 对应)
* @param factory 引擎工厂
*/
public void register(String gameId, GameEngineFactory factory) {
if (gameId == null || gameId.isBlank()) {
throw new IllegalArgumentException("gameId 不能为空");
}
if (factory == null) {
throw new IllegalArgumentException("factory 不能为 null");
}
factories.put(gameId, factory);
log.info("[引擎注册] 注册游戏引擎, gameId={}", gameId);
}
/**
* 创建游戏引擎实例
*
* @param gameId 游戏标识
* @param context 房间上下文
* @return 游戏引擎实例
* @throws IllegalArgumentException 如果 gameId 未注册
*/
public GameEngine create(String gameId, RoomContext context) {
GameEngineFactory factory = factories.get(gameId);
if (factory == null) {
throw new IllegalArgumentException("未注册的游戏类型: " + gameId);
}
GameEngine engine = factory.create(context);
log.info("[引擎注册] 创建引擎实例, gameId={}, roomId={}", gameId, context.getRoomId());
return engine;
}
/**
* 检查游戏类型是否已注册
*
* @param gameId 游戏标识
* @return 是否已注册
*/
public boolean isRegistered(String gameId) {
return factories.containsKey(gameId);
}
}

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package com.webgame.webgamebackend.service.engine;
/**
* 游戏状态快照
*
* 由 GameEngine.getState() 返回,用于重连时同步完整游戏状态给前端。
* 具体游戏引擎可以扩展此类,添加游戏特定的状态字段。
*/
public class GameState {
/** 游戏是否已结束 */
private boolean finished;
/** 胜者 IDnull 表示平局或未结束) */
private String winnerId;
/** 结果类型win / draw / resign */
private String resultType;
/** 当前轮到谁accountId */
private String currentTurn;
/** 游戏特定数据JSON 字符串),由各引擎自行填充 */
private String gameData;
public GameState() {}
public GameState(boolean finished, String winnerId, String resultType,
String currentTurn, String gameData) {
this.finished = finished;
this.winnerId = winnerId;
this.resultType = resultType;
this.currentTurn = currentTurn;
this.gameData = gameData;
}
public boolean isFinished() { return finished; }
public void setFinished(boolean finished) { this.finished = finished; }
public String getWinnerId() { return winnerId; }
public void setWinnerId(String winnerId) { this.winnerId = winnerId; }
public String getResultType() { return resultType; }
public void setResultType(String resultType) { this.resultType = resultType; }
public String getCurrentTurn() { return currentTurn; }
public void setCurrentTurn(String currentTurn) { this.currentTurn = currentTurn; }
public String getGameData() { return gameData; }
public void setGameData(String gameData) { this.gameData = gameData; }
}

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package com.webgame.webgamebackend.service.engine;
import com.alibaba.fastjson2.JSON;
import com.fasterxml.jackson.databind.JsonNode;
import com.webgame.webgamebackend.common.exception.BusinessException;
import com.webgame.webgamebackend.common.exception.ErrorCode;
import com.webgame.webgamebackend.entities.GameMoveEntity;
import com.webgame.webgamebackend.repository.GameMoveRepository;
import com.webgame.webgamebackend.ws.dto.WsMessage;
import com.webgame.webgamebackend.ws.dto.WsOutboundMessage;
import lombok.extern.slf4j.Slf4j;
import java.util.ArrayList;
import java.util.List;
import java.util.Map;
import java.util.concurrent.*;
/**
* 五子棋游戏引擎
*
* 实现标准的 15×15 五子棋规则:
* <ul>
* <li>黑方先手seat=1</li>
* <li>交替落子</li>
* <li>五连(横/竖/对角)判胜</li>
* <li>支持认输、求和</li>
* <li>断线 60 秒自动判负</li>
* </ul>
*
* <p>不关心房间管理(加入/离开/踢人/房主转移),只关心棋盘上的规则。</p>
*/
@Slf4j
public class GomokuEngine implements GameEngine {
/** 棋盘大小 */
private static final int BOARD_SIZE = 15;
/** 断线自动认输超时(秒) */
private static final long DISCONNECT_FORFEIT_SECONDS = 60;
/** 断线定时器线程池(每个引擎实例独立,避免影响其他房间) */
private final ScheduledExecutorService disconnectScheduler =
Executors.newSingleThreadScheduledExecutor(r ->
new Thread(r, "gomoku-disconnect-" + System.identityHashCode(this)));
private final GameMoveRepository moveRepository;
// ==================== 运行时状态 ====================
private RoomContext context;
private String currentTurnUserId;
private final List<String> playerIds = new ArrayList<>(); // 按座位号排序
private boolean finished;
/** 断线倒计时: userId → Future */
private final ConcurrentHashMap<String, ScheduledFuture<?>> disconnectTimers = new ConcurrentHashMap<>();
public GomokuEngine(GameMoveRepository moveRepository) {
this.moveRepository = moveRepository;
}
@Override
public void init(RoomContext context) {
this.context = context;
// 按座位号排序的玩家列表seat=1 为黑方先手
List<RoomContext.PlayerInfo> players = context.getPlayers();
if (players.size() < 2) {
throw new BusinessException(ErrorCode.PLAYER_COUNT_INSUFFICIENT);
}
this.playerIds.clear();
for (RoomContext.PlayerInfo p : players) {
this.playerIds.add(p.userId());
}
this.currentTurnUserId = playerIds.get(0); // 黑方先手
this.finished = false;
log.info("[五子棋引擎] 初始化, roomId={}, 玩家={}", context.getRoomId(), playerIds);
// 广播空棋盘 + 先手
context.broadcast(new WsMessage(WsOutboundMessage.BOARD_SYNC, Map.of(
"board", new int[BOARD_SIZE][BOARD_SIZE],
"currentTurn", currentTurnUserId
)));
}
@Override
public void handleAction(String action, JsonNode data, String userId) {
if (finished) {
throw new BusinessException(ErrorCode.BAD_REQUEST, "对局已结束");
}
switch (action) {
case "place_stone" -> {
int row = data.get("row").asInt();
int col = data.get("col").asInt();
placeStone(userId, row, col);
}
case "resign" -> resign(userId);
case "draw_request" -> requestDraw(userId);
case "draw_response" -> {
boolean accept = data.get("accept").asBoolean();
respondToDraw(userId, accept);
}
default -> throw new BusinessException(ErrorCode.BAD_REQUEST, "未知游戏动作: " + action);
}
}
@Override
public void onPlayerDisconnect(String userId) {
// 启动断线倒计时
if (disconnectTimers.containsKey(userId)) {
return; // 已有定时器
}
log.info("[五子棋引擎] 玩家断线,{}秒后自动判负, roomId={}, userId={}",
DISCONNECT_FORFEIT_SECONDS, context.getRoomId(), userId);
ScheduledFuture<?> task = disconnectScheduler.schedule(() -> {
disconnectTimers.remove(userId);
if (!finished) {
log.info("[五子棋引擎] 断线超时,自动判负, roomId={}, userId={}",
context.getRoomId(), userId);
forfeit(userId);
}
}, DISCONNECT_FORFEIT_SECONDS, TimeUnit.SECONDS);
disconnectTimers.put(userId, task);
}
@Override
public void onPlayerReconnect(String userId) {
// 取消断线倒计时
ScheduledFuture<?> task = disconnectTimers.remove(userId);
if (task != null) {
task.cancel(false);
log.info("[五子棋引擎] 玩家重连,取消断线倒计时, roomId={}, userId={}",
context.getRoomId(), userId);
}
// 推送当前游戏状态给重连玩家
GameState state = getState();
String gameDataJson = state.getGameData();
Map<String, Object> boardSyncData;
if (gameDataJson != null) {
boardSyncData = JSON.parseObject(gameDataJson, Map.class);
} else {
boardSyncData = Map.of("board", new int[BOARD_SIZE][BOARD_SIZE]);
}
boardSyncData.put("currentTurn", currentTurnUserId);
context.sendToUser(userId, new WsMessage(WsOutboundMessage.BOARD_SYNC, boardSyncData));
}
@Override
public void onPlayerLeave(String userId) {
// 取消断线倒计时
ScheduledFuture<?> task = disconnectTimers.remove(userId);
if (task != null) {
task.cancel(false);
}
if (!finished) {
// 玩家离开 = 认输
log.info("[五子棋引擎] 玩家离开,自动认输, roomId={}, userId={}",
context.getRoomId(), userId);
forfeit(userId);
}
}
@Override
public void destroy() {
finished = true;
// 取消所有断线计时器
for (ScheduledFuture<?> timer : disconnectTimers.values()) {
timer.cancel(false);
}
disconnectTimers.clear();
disconnectScheduler.shutdownNow();
log.info("[五子棋引擎] 销毁, roomId={}", context != null ? context.getRoomId() : "unknown");
}
@Override
public GameState getState() {
// 重建棋盘
int[][] board = new int[BOARD_SIZE][BOARD_SIZE];
List<GameMoveEntity> moves = moveRepository
.findByRoomIdOrderByMoveIndexAsc(context.getRoomId());
for (GameMoveEntity move : moves) {
int playerValue = (move.getMoveIndex() % 2 == 1) ? 1 : 2;
board[move.getRowNum()][move.getColNum()] = playerValue;
}
// 序列化走棋历史
List<Map<String, Object>> moveHistory = moves.stream()
.map(m -> Map.<String, Object>of(
"moveIndex", m.getMoveIndex(),
"playerId", m.getPlayerId(),
"row", m.getRowNum(),
"col", m.getColNum()
)).toList();
Map<String, Object> gameData = Map.of(
"board", board,
"moves", moveHistory,
"boardSize", BOARD_SIZE
);
GameState state = new GameState();
state.setFinished(finished);
state.setCurrentTurn(currentTurnUserId);
state.setGameData(JSON.toJSONString(gameData));
return state;
}
// ==================== 游戏逻辑 ====================
/**
* 落子
*/
private void placeStone(String userId, int row, int col) {
// 校验坐标
if (row < 0 || row >= BOARD_SIZE || col < 0 || col >= BOARD_SIZE) {
throw new BusinessException(ErrorCode.BAD_REQUEST, "坐标超出棋盘范围");
}
// 校验是否轮到自己
if (!userId.equals(currentTurnUserId)) {
throw new BusinessException(ErrorCode.BAD_REQUEST, "还未轮到你落子");
}
// 校验位置是否已有棋子
List<GameMoveEntity> moves = moveRepository
.findByRoomIdOrderByMoveIndexAsc(context.getRoomId());
for (GameMoveEntity m : moves) {
if (m.getRowNum() == row && m.getColNum() == col) {
throw new BusinessException(ErrorCode.BAD_REQUEST, "该位置已有棋子");
}
}
int moveIndex = moves.size() + 1;
// 保存走棋记录
GameMoveEntity move = new GameMoveEntity()
.setRoomId(context.getRoomId())
.setPlayerId(userId)
.setRowNum(row)
.setColNum(col)
.setMoveIndex(moveIndex);
moveRepository.save(move);
log.info("[五子棋引擎] 落子, roomId={}, userId={}, row={}, col={}, moveIndex={}",
context.getRoomId(), userId, row, col, moveIndex);
// 广播落子
context.broadcast(new WsMessage(WsOutboundMessage.MOVE, Map.of(
"row", row,
"col", col,
"playerId", userId,
"moveIndex", moveIndex
)));
// 检查胜负
int[][] board = rebuildBoard();
int playerIndex = playerIds.indexOf(userId);
int stone = (playerIndex == 0) ? 1 : 2;
if (checkWin(board, row, col, stone)) {
endGame(userId, "win");
return;
}
if (moveIndex >= BOARD_SIZE * BOARD_SIZE) {
endGame(null, "draw");
return;
}
// 切换回合
int nextPlayerIndex = (moveIndex) % 2;
currentTurnUserId = playerIds.get(nextPlayerIndex);
context.broadcast(new WsMessage(WsOutboundMessage.TURN_CHANGE, Map.of(
"playerId", currentTurnUserId
)));
}
/**
* 认输
*/
private void resign(String userId) {
if (!playerIds.contains(userId)) {
throw new BusinessException(ErrorCode.PLAYER_NOT_IN_ROOM);
}
// 对手获胜
String winnerId = playerIds.stream()
.filter(id -> !id.equals(userId))
.findFirst()
.orElse(null);
endGame(winnerId, "resign");
}
/**
* 断线超时/主动离开导致弃权
*/
private void forfeit(String userId) {
if (!playerIds.contains(userId)) {
return;
}
String winnerId = playerIds.stream()
.filter(id -> !id.equals(userId))
.findFirst()
.orElse(null);
endGame(winnerId, "resign");
}
/**
* 求和请求
*/
private void requestDraw(String userId) {
context.broadcast(new WsMessage("draw_requested", Map.of(
"fromUserId", userId
)));
}
/**
* 回应求和
*/
private void respondToDraw(String userId, boolean accept) {
if (accept) {
endGame(null, "draw");
} else {
context.broadcast(new WsMessage("draw_rejected", Map.of(
"fromUserId", userId
)));
}
}
/**
* 结束对局
*
* @param winnerId 胜者 IDnull 表示平局)
* @param resultType 结果类型
*/
private void endGame(String winnerId, String resultType) {
if (finished) return;
finished = true;
log.info("[五子棋引擎] 对局结束, roomId={}, winnerId={}, resultType={}",
context.getRoomId(), winnerId, resultType);
// 取消所有断线定时器
for (ScheduledFuture<?> timer : disconnectTimers.values()) {
timer.cancel(false);
}
disconnectTimers.clear();
// 通知房间层:游戏已结束
context.gameOver(winnerId, resultType);
}
/**
* 重建棋盘
*/
private int[][] rebuildBoard() {
int[][] board = new int[BOARD_SIZE][BOARD_SIZE];
List<GameMoveEntity> moves = moveRepository
.findByRoomIdOrderByMoveIndexAsc(context.getRoomId());
for (GameMoveEntity move : moves) {
int playerValue = (move.getMoveIndex() % 2 == 1) ? 1 : 2;
board[move.getRowNum()][move.getColNum()] = playerValue;
}
return board;
}
/**
* 检查五连胜利
*/
private boolean checkWin(int[][] board, int row, int col, int stone) {
int[][] dirs = {{0, 1}, {1, 0}, {1, 1}, {1, -1}};
for (int[] dir : dirs) {
int count = 1;
// 正方向
for (int i = 1; i < 5; i++) {
int r = row + dir[0] * i, c = col + dir[1] * i;
if (r >= 0 && r < BOARD_SIZE && c >= 0 && c < BOARD_SIZE && board[r][c] == stone) {
count++;
} else break;
}
// 反方向
for (int i = 1; i < 5; i++) {
int r = row - dir[0] * i, c = col - dir[1] * i;
if (r >= 0 && r < BOARD_SIZE && c >= 0 && c < BOARD_SIZE && board[r][c] == stone) {
count++;
} else break;
}
if (count >= 5) return true;
}
return false;
}
}

View File

@@ -0,0 +1,117 @@
package com.webgame.webgamebackend.service.engine;
import com.webgame.webgamebackend.ws.dto.WsMessage;
import java.util.List;
import java.util.function.Consumer;
/**
* 房间上下文
*
* 游戏引擎初始化时由 RoomManager 传入,包含引擎所需的房间信息和回调接口。
* 引擎不应持有对 RoomManager 的直接引用,所有与房间层的交互通过此上下文完成。
*/
public class RoomContext {
/** 房间 ID */
private final String roomId;
/** 游戏 ID */
private final String gameId;
/** 参与对局的玩家列表(按座位号排序) */
private final List<PlayerInfo> players;
/** 玩法模式 */
private final String mode;
/** 底注金额 */
private final int stakes;
/** 广播消息到房间内所有 WebSocket 会话 */
private final Consumer<WsMessage> broadcaster;
/** 私有消息:向指定用户发送消息 */
private final PrivateMessageSender privateSender;
/** 游戏结束回调 */
private final GameOverCallback onGameOver;
public RoomContext(String roomId, String gameId, List<PlayerInfo> players,
String mode, int stakes,
Consumer<WsMessage> broadcaster,
PrivateMessageSender privateSender,
GameOverCallback onGameOver) {
this.roomId = roomId;
this.gameId = gameId;
this.players = List.copyOf(players); // 防御性拷贝
this.mode = mode;
this.stakes = stakes;
this.broadcaster = broadcaster;
this.privateSender = privateSender;
this.onGameOver = onGameOver;
}
public String getRoomId() { return roomId; }
public String getGameId() { return gameId; }
public List<PlayerInfo> getPlayers() { return players; }
public String getMode() { return mode; }
public int getStakes() { return stakes; }
/**
* 广播消息到房间内所有人
*/
public void broadcast(WsMessage message) {
broadcaster.accept(message);
}
/**
* 向指定用户发送私有消息(如重连时的状态同步)
*/
public void sendToUser(String userId, WsMessage message) {
privateSender.send(userId, message);
}
/**
* 游戏结束,通知房间层
*
* @param winnerId 胜者 accountIdnull 表示平局
* @param resultType 结果类型win / draw / resign
*/
public void gameOver(String winnerId, String resultType) {
onGameOver.onGameOver(winnerId, resultType);
}
/**
* 房间内玩家简要信息
*/
public record PlayerInfo(String userId, int seatNumber) {}
/**
* 游戏结束回调接口
*/
@FunctionalInterface
public interface GameOverCallback {
/**
* 游戏结束通知
*
* @param winnerId 胜者 accountIdnull 表示平局
* @param resultType 结果类型
*/
void onGameOver(String winnerId, String resultType);
}
/**
* 私有消息发送接口
*/
@FunctionalInterface
public interface PrivateMessageSender {
/**
* 向指定用户的所有 WebSocket 会话发送消息
*
* @param userId 目标用户 accountId
* @param message 消息
*/
void send(String userId, WsMessage message);
}
}

View File

@@ -1,29 +1,20 @@
package com.webgame.webgamebackend.service.impl;
import com.alibaba.fastjson2.JSON;
import com.webgame.webgamebackend.common.dto.game.*;
import com.webgame.webgamebackend.common.exception.BusinessException;
import com.webgame.webgamebackend.common.exception.ErrorCode;
import com.webgame.webgamebackend.entities.*;
import com.webgame.webgamebackend.repository.*;
import com.webgame.webgamebackend.common.event.SseEventPublisher;
import com.webgame.webgamebackend.common.event.SseEventType;
import com.webgame.webgamebackend.common.dto.game.GameItemResponse;
import com.webgame.webgamebackend.common.dto.game.GameListResponse;
import com.webgame.webgamebackend.entities.GameConfigEntity;
import com.webgame.webgamebackend.repository.GameConfigRepository;
import com.webgame.webgamebackend.service.GameService;
import com.webgame.webgamebackend.service.GomokuGameService;
import lombok.RequiredArgsConstructor;
import lombok.extern.slf4j.Slf4j;
import org.springframework.security.crypto.bcrypt.BCryptPasswordEncoder;
import org.springframework.stereotype.Service;
import org.springframework.transaction.annotation.Transactional;
import java.time.LocalDateTime;
import java.util.ArrayList;
import java.util.List;
import java.util.Map;
import java.util.stream.Collectors;
/**
* 游戏服务实现
*
* 仅保留游戏配置查询。房间管理已迁移到 {@link com.webgame.webgamebackend.service.RoomManager}。
*/
@Slf4j
@Service
@@ -31,12 +22,6 @@ import java.util.stream.Collectors;
public class GameServiceImpl implements GameService {
private final GameConfigRepository gameConfigRepository;
private final GameRoomRepository gameRoomRepository;
private final RoomPlayerRepository roomPlayerRepository;
private final UserRepository userRepository;
private final BCryptPasswordEncoder passwordEncoder;
private final SseEventPublisher sseEventPublisher;
private final GameMoveRepository gameMoveRepository;
@Override
public GameListResponse getGameList() {
@@ -47,449 +32,4 @@ public class GameServiceImpl implements GameService {
log.info("[游戏服务] 获取游戏列表, 共 {} 款", list.size());
return new GameListResponse(list);
}
@Override
public RoomListResponse getRoomList(String gameId, String status) {
// 校验游戏存在且启用
GameConfigEntity gameConfig = gameConfigRepository.findByGameId(gameId)
.orElseThrow(() -> new BusinessException(ErrorCode.GAME_NOT_FOUND));
if (!gameConfig.getEnabled()) {
throw new BusinessException(ErrorCode.GAME_NOT_FOUND);
}
// 查询房间:有状态筛选则按状态查,否则查所有
List<GameRoomEntity> rooms;
if (status != null && !status.isBlank()) {
rooms = gameRoomRepository.findByGameIdAndStatus(gameId, status);
} else {
// 默认不返回已结束的房间
rooms = gameRoomRepository.findByGameId(gameId).stream()
.filter(r -> !"finished".equals(r.getStatus()))
.toList();
}
// 组装每个房间的玩家信息和房主昵称
List<RoomItemResponse> list = new ArrayList<>();
for (GameRoomEntity room : rooms) {
List<RoomPlayerResponse> players = buildRoomPlayers(room.getId());
String creatorName = getNickname(room.getCreatorId());
list.add(RoomItemResponse.from(room, players, gameConfig.getIcon(), creatorName));
}
log.info("[游戏服务] 获取房间列表, gameId={}, status={}, 共 {} 个", gameId, status, list.size());
return new RoomListResponse(list);
}
@Override
@Transactional
public CreateRoomResponse createRoom(CreateRoomRequest request, String creatorId) {
// 校验游戏存在且启用
GameConfigEntity gameConfig = gameConfigRepository.findByGameId(request.gameId())
.orElseThrow(() -> new BusinessException(ErrorCode.GAME_NOT_FOUND));
if (!gameConfig.getEnabled()) {
throw new BusinessException(ErrorCode.GAME_NOT_FOUND);
}
// 校验 mode 在可选列表中
List<String> modes = JSON.parseArray(gameConfig.getModes(), String.class);
if (!modes.contains(request.mode())) {
throw new BusinessException(ErrorCode.BAD_REQUEST, "不支持的模式: " + request.mode());
}
// 校验 stakes 在可选列表中
List<Integer> stakesOptions = JSON.parseArray(gameConfig.getStakesOptions(), Integer.class);
if (!stakesOptions.contains(request.stakes())) {
throw new BusinessException(ErrorCode.BAD_REQUEST, "不支持的底注: " + request.stakes());
}
// 检查用户是否已在其他房间中
if (roomPlayerRepository.existsByUserId(creatorId)) {
throw new BusinessException(ErrorCode.ALREADY_IN_ROOM);
}
// 生成桌号
Integer maxRoomNumber = gameRoomRepository.findMaxRoomNumberByGameId(request.gameId());
int nextRoomNumber = (maxRoomNumber == null) ? 1 : maxRoomNumber + 1;
// 生成桌名
String roomName = (request.name() != null && !request.name().isBlank())
? request.name()
: "" + String.format("%02d", nextRoomNumber);
// 创建房间
GameRoomEntity room = new GameRoomEntity()
.setGameId(request.gameId())
.setRoomNumber(nextRoomNumber)
.setName(roomName)
.setMaxPlayers(request.maxPlayers())
.setMode(request.mode())
.setStakes(request.stakes())
.setStatus("waiting")
.setCreatorId(creatorId)
.setAllowSpectate(request.allowSpectate());
// 密码加密(如果提供了密码)
if (request.password() != null && !request.password().isBlank()) {
room.setPassword(passwordEncoder.encode(request.password()));
}
gameRoomRepository.save(room);
// 房主自动加入房间(座位 1已准备
RoomPlayerEntity creatorPlayer = new RoomPlayerEntity()
.setRoomId(room.getId())
.setUserId(creatorId)
.setSeatNumber(1)
.setReadyStatus(true)
.setJoinTime(LocalDateTime.now());
roomPlayerRepository.save(creatorPlayer);
// 组装响应
List<RoomPlayerResponse> players = buildRoomPlayers(room.getId());
String creatorName = getNickname(creatorId);
RoomItemResponse roomResponse = RoomItemResponse.from(room, players, gameConfig.getIcon(), creatorName);
log.info("[游戏服务] 创建房间成功, roomId={}, gameId={}, creatorId={}", room.getId(), request.gameId(), creatorId);
// 通知所有在线用户:新房间创建
sseEventPublisher.broadcast(SseEventType.ROOM_CREATED, roomResponse);
return new CreateRoomResponse(roomResponse);
}
@Override
@Transactional
public RoomItemResponse joinRoom(JoinRoomRequest request, String userId) {
GameRoomEntity room = gameRoomRepository.findById(request.roomId())
.orElseThrow(() -> new BusinessException(ErrorCode.ROOM_NOT_FOUND));
// 检查房间状态
if (!"waiting".equals(room.getStatus())) {
throw new BusinessException(ErrorCode.ROOM_ALREADY_STARTED);
}
// 检查密码
if (room.getPassword() != null && !room.getPassword().isBlank()) {
if (request.password() == null || request.password().isBlank()) {
throw new BusinessException(ErrorCode.ROOM_PASSWORD_ERROR, "请输入房间密码");
}
if (!passwordEncoder.matches(request.password(), room.getPassword())) {
throw new BusinessException(ErrorCode.ROOM_PASSWORD_ERROR);
}
}
// 检查房间是否已满
int currentCount = roomPlayerRepository.countByRoomId(room.getId());
if (currentCount >= room.getMaxPlayers()) {
throw new BusinessException(ErrorCode.ROOM_FULL);
}
// 检查用户是否已在其他房间
if (roomPlayerRepository.existsByUserId(userId)) {
throw new BusinessException(ErrorCode.ALREADY_IN_ROOM);
}
// 分配座位号
List<RoomPlayerEntity> existingPlayers = roomPlayerRepository.findByRoomId(room.getId());
int nextSeat = 1;
if (!existingPlayers.isEmpty()) {
int maxSeat = existingPlayers.stream()
.mapToInt(RoomPlayerEntity::getSeatNumber)
.max()
.orElse(0);
nextSeat = maxSeat + 1;
}
// 加入房间
RoomPlayerEntity player = new RoomPlayerEntity()
.setRoomId(room.getId())
.setUserId(userId)
.setSeatNumber(nextSeat)
.setReadyStatus(false)
.setJoinTime(LocalDateTime.now());
roomPlayerRepository.save(player);
// 组装响应
GameConfigEntity gameConfig = gameConfigRepository.findByGameId(room.getGameId())
.orElseThrow(() -> new BusinessException(ErrorCode.GAME_NOT_FOUND));
List<RoomPlayerResponse> players = buildRoomPlayers(room.getId());
String creatorName = getNickname(room.getCreatorId());
log.info("[游戏服务] 玩家加入房间, roomId={}, userId={}", room.getId(), userId);
RoomItemResponse response = RoomItemResponse.from(room, players, gameConfig.getIcon(), creatorName);
// 通知所有在线用户:房间信息更新
sseEventPublisher.broadcast(SseEventType.ROOM_UPDATED, response);
return response;
}
@Override
@Transactional
public void leaveRoom(String roomId, String userId) {
GameRoomEntity room = gameRoomRepository.findById(roomId)
.orElseThrow(() -> new BusinessException(ErrorCode.ROOM_NOT_FOUND));
// 检查玩家是否在房间中
RoomPlayerEntity player = roomPlayerRepository.findByRoomIdAndUserId(roomId, userId)
.orElseThrow(() -> new BusinessException(ErrorCode.PLAYER_NOT_IN_ROOM));
roomPlayerRepository.delete(player);
// remaining 需要在后面的 SSE 推送中用到,提取到方法级
List<RoomPlayerEntity> remaining = roomPlayerRepository.findByRoomId(roomId);
if (remaining.isEmpty()) {
// 无人了,物理删除房间(对局记录和走棋记录保留用于历史查询)
gameRoomRepository.delete(room);
log.info("[游戏服务] 房间无人,已删除, roomId={}", roomId);
} else if (userId.equals(room.getCreatorId())) {
// 房主离开,顺位转让给下一个玩家
RoomPlayerEntity nextOwner = remaining.get(0);
room.setCreatorId(nextOwner.getUserId());
// 新房主自动设为已准备
nextOwner.setReadyStatus(true);
roomPlayerRepository.save(nextOwner);
gameRoomRepository.save(room);
log.info("[游戏服务] 房主离开,转让给 userId={}, roomId={}", nextOwner.getUserId(), roomId);
}
log.info("[游戏服务] 玩家离开房间, roomId={}, userId={}", roomId, userId);
// 获取剩余玩家重新组装房间信息并推送事件
if (remaining.isEmpty()) {
sseEventPublisher.broadcast(SseEventType.ROOM_REMOVED,
Map.of("roomId", roomId));
} else {
List<RoomPlayerResponse> players = buildRoomPlayers(roomId);
GameConfigEntity gameConfig = gameConfigRepository.findByGameId(room.getGameId())
.orElse(null);
String icon = gameConfig != null ? gameConfig.getIcon() : "";
String creatorName = getNickname(room.getCreatorId());
RoomItemResponse response = RoomItemResponse.from(room, players, icon, creatorName);
sseEventPublisher.broadcast(SseEventType.ROOM_UPDATED, response);
}
}
@Override
@Transactional
public void kickPlayer(String roomId, String ownerId, String targetUserId) {
GameRoomEntity room = gameRoomRepository.findById(roomId)
.orElseThrow(() -> new BusinessException(ErrorCode.ROOM_NOT_FOUND));
// 校验操作者是房主
if (!ownerId.equals(room.getCreatorId())) {
throw new BusinessException(ErrorCode.NOT_ROOM_OWNER);
}
// 不能踢自己
if (ownerId.equals(targetUserId)) {
throw new BusinessException(ErrorCode.BAD_REQUEST, "不能踢出自己,请使用离开房间");
}
// 检查目标玩家是否在房间中
RoomPlayerEntity target = roomPlayerRepository.findByRoomIdAndUserId(roomId, targetUserId)
.orElseThrow(() -> new BusinessException(ErrorCode.PLAYER_NOT_IN_ROOM));
roomPlayerRepository.delete(target);
log.info("[游戏服务] 房主踢出玩家, roomId={}, targetUserId={}", roomId, targetUserId);
// 通知被踢玩家
sseEventPublisher.sendTo(targetUserId, SseEventType.KICKED,
Map.of("roomId", roomId));
// 通知房间内其他玩家:房间更新
List<RoomPlayerResponse> players = buildRoomPlayers(roomId);
GameConfigEntity gameConfig = gameConfigRepository.findByGameId(room.getGameId())
.orElse(null);
String icon = gameConfig != null ? gameConfig.getIcon() : "";
String creatorName = getNickname(room.getCreatorId());
RoomItemResponse response = RoomItemResponse.from(room, players, icon, creatorName);
sseEventPublisher.broadcast(SseEventType.ROOM_UPDATED, response);
}
@Override
@Transactional
public boolean toggleReady(String roomId, String userId) {
GameRoomEntity room = gameRoomRepository.findById(roomId)
.orElseThrow(() -> new BusinessException(ErrorCode.ROOM_NOT_FOUND));
if (!"waiting".equals(room.getStatus())) {
throw new BusinessException(ErrorCode.ROOM_ALREADY_STARTED);
}
RoomPlayerEntity player = roomPlayerRepository.findByRoomIdAndUserId(roomId, userId)
.orElseThrow(() -> new BusinessException(ErrorCode.PLAYER_NOT_IN_ROOM));
boolean newStatus = !player.getReadyStatus();
player.setReadyStatus(newStatus);
roomPlayerRepository.save(player);
log.info("[游戏服务] 玩家{}准备, roomId={}, userId={}", newStatus ? "" : "取消", roomId, userId);
// 通知房间更新
List<RoomPlayerResponse> players = buildRoomPlayers(roomId);
GameConfigEntity gameConfig = gameConfigRepository.findByGameId(room.getGameId())
.orElse(null);
String icon = gameConfig != null ? gameConfig.getIcon() : "";
String creatorName = getNickname(room.getCreatorId());
RoomItemResponse response = RoomItemResponse.from(room, players, icon, creatorName);
sseEventPublisher.broadcast(SseEventType.ROOM_UPDATED, response);
return newStatus;
}
/**
* 开始游戏HTTP 端点保留,实际开始游戏由 WebSocket 处理)
*
* WS 的 "start" 消息会触发 GomokuGameServiceImpl.startGame()
* 包含完整校验 + GameRecord 创建 + WS BOARD_SYNC + SSE ROOM_UPDATED。
*
* TODO: 金币结算逻辑预留,后期处理
*/
@Override
@Transactional
public void startGame(String roomId, String ownerId) {
GameRoomEntity room = gameRoomRepository.findById(roomId)
.orElseThrow(() -> new BusinessException(ErrorCode.ROOM_NOT_FOUND));
// 校验操作者是房主
if (!ownerId.equals(room.getCreatorId())) {
throw new BusinessException(ErrorCode.NOT_ROOM_OWNER);
}
// 校验房间状态
if (!"waiting".equals(room.getStatus())) {
throw new BusinessException(ErrorCode.ROOM_ALREADY_STARTED);
}
// 校验玩家人数 >= 2
List<RoomPlayerEntity> players = roomPlayerRepository.findByRoomId(roomId);
if (players.size() < 2) {
throw new BusinessException(ErrorCode.PLAYER_COUNT_INSUFFICIENT);
}
// 校验所有玩家已准备
for (RoomPlayerEntity player : players) {
if (!player.getReadyStatus()) {
throw new BusinessException(ErrorCode.NOT_ALL_READY);
}
}
// 更新房间状态为进行中
room.setStatus("playing");
gameRoomRepository.save(room);
log.info("[游戏服务] 游戏开始, roomId={}, 参与人数={}", roomId, players.size());
// 通知房间状态更新(大厅刷新)
List<RoomPlayerResponse> allPlayers = buildRoomPlayers(roomId);
GameConfigEntity gameConfig = gameConfigRepository.findByGameId(room.getGameId())
.orElse(null);
String icon = gameConfig != null ? gameConfig.getIcon() : "";
String creatorName = getNickname(room.getCreatorId());
RoomItemResponse response = RoomItemResponse.from(room, allPlayers, icon, creatorName);
sseEventPublisher.broadcast(SseEventType.ROOM_UPDATED, response);
}
@Override
public RoomDetailResponse getRoomDetail(String roomId) {
GameRoomEntity room = gameRoomRepository.findById(roomId)
.orElseThrow(() -> new BusinessException(ErrorCode.ROOM_NOT_FOUND));
GameConfigEntity gameConfig = gameConfigRepository.findByGameId(room.getGameId())
.orElseThrow(() -> new BusinessException(ErrorCode.GAME_NOT_FOUND));
// 组装玩家详情(含座位号和准备状态)
List<RoomPlayerEntity> roomPlayers = roomPlayerRepository.findByRoomId(roomId);
List<String> userIds = roomPlayers.stream()
.map(RoomPlayerEntity::getUserId).toList();
Map<String, UserEntity> userMap = userRepository.findByAccountIdIn(userIds).stream()
.collect(Collectors.toMap(u -> u.getAccount().getId(), u -> u));
List<RoomDetailResponse.RoomPlayerDetail> playerDetails = roomPlayers.stream()
.map(rp -> {
UserEntity user = userMap.get(rp.getUserId());
return new RoomDetailResponse.RoomPlayerDetail(
rp.getUserId(),
user != null ? user.getAvatar() : "",
user != null ? user.getNickName() : "未知玩家",
rp.getSeatNumber(),
rp.getReadyStatus()
);
}).toList();
String creatorName = getNickname(room.getCreatorId());
// 对局中或有对局记录时,查询棋盘状态
int[][] boardState = null;
String currentTurn = null;
List<RoomDetailResponse.MoveItem> moves = List.of();
if ("playing".equals(room.getStatus()) || "finished".equals(room.getStatus())) {
// 查询走棋记录
List<GameMoveEntity> moveEntities = gameMoveRepository.findByRoomIdOrderByMoveIndexAsc(roomId);
moves = moveEntities.stream()
.map(m -> new RoomDetailResponse.MoveItem(
m.getMoveIndex(), m.getPlayerId(), m.getRowNum(), m.getColNum()))
.toList();
// 从走棋记录重建棋盘
boardState = GomokuGameService.rebuildBoard(moveEntities, GomokuGameService.BOARD_SIZE);
// currentTurn 由服务端运行时管理HTTP 快照中暂不返回
}
log.info("[游戏服务] 获取房间详情, roomId={}, status={}, 玩家数={}",
roomId, room.getStatus(), playerDetails.size());
return new RoomDetailResponse(
room.getId(), room.getName(), room.getGameId(),
gameConfig.getIcon(), gameConfig.getName(),
room.getMaxPlayers(), room.getMode(), room.getStakes(),
room.getStatus(), room.getCreatorId(), creatorName,
room.getAllowSpectate(), playerDetails, boardState, currentTurn, moves
);
}
// ==================== 私有辅助方法 ====================
/**
* 组装房间内的玩家信息列表
*
* @param roomId 房间 ID
* @return 玩家响应列表(含头像和昵称)
*/
private List<RoomPlayerResponse> buildRoomPlayers(String roomId) {
List<RoomPlayerEntity> roomPlayers = roomPlayerRepository.findByRoomId(roomId);
if (roomPlayers.isEmpty()) {
return List.of();
}
// 批量查询玩家用户信息
List<String> userIds = roomPlayers.stream()
.map(RoomPlayerEntity::getUserId)
.toList();
List<UserEntity> users = userRepository.findByAccountIdIn(userIds);
Map<String, UserEntity> userMap = users.stream()
.collect(Collectors.toMap(u -> u.getAccount().getId(), u -> u));
return roomPlayers.stream()
.map(rp -> {
UserEntity user = userMap.get(rp.getUserId());
String avatar = (user != null) ? user.getAvatar() : "";
String nickname = (user != null) ? user.getNickName() : "未知玩家";
return new RoomPlayerResponse(avatar, nickname);
})
.toList();
}
/**
* 获取用户昵称
*
* @param accountId 账号 ID
* @return 昵称,查不到则返回 "未知玩家"
*/
private String getNickname(String accountId) {
return userRepository.findByAccountId(accountId)
.map(UserEntity::getNickName)
.orElse("未知玩家");
}
}

View File

@@ -1,505 +0,0 @@
package com.webgame.webgamebackend.service.impl;
import com.alibaba.fastjson2.JSON;
import com.webgame.webgamebackend.common.dto.game.RoomItemResponse;
import com.webgame.webgamebackend.common.dto.game.RoomPlayerResponse;
import com.webgame.webgamebackend.common.event.SseEventPublisher;
import com.webgame.webgamebackend.common.event.SseEventType;
import com.webgame.webgamebackend.common.exception.BusinessException;
import com.webgame.webgamebackend.common.exception.ErrorCode;
import com.webgame.webgamebackend.entities.*;
import com.webgame.webgamebackend.repository.*;
import com.webgame.webgamebackend.service.GomokuGameService;
import com.webgame.webgamebackend.ws.RoomSessionManager;
import com.webgame.webgamebackend.ws.dto.WsMessage;
import com.webgame.webgamebackend.ws.dto.WsOutboundMessage;
import lombok.RequiredArgsConstructor;
import lombok.extern.slf4j.Slf4j;
import org.springframework.stereotype.Service;
import org.springframework.transaction.annotation.Transactional;
import org.springframework.web.socket.TextMessage;
import org.springframework.web.socket.WebSocketSession;
import java.io.IOException;
import java.time.LocalDateTime;
import java.util.ArrayList;
import java.util.List;
import java.util.Map;
import java.util.concurrent.ConcurrentHashMap;
import java.util.concurrent.Executors;
import java.util.concurrent.ScheduledExecutorService;
import java.util.concurrent.ScheduledFuture;
import java.util.concurrent.TimeUnit;
import java.util.stream.Collectors;
/**
* 五子棋对局逻辑服务实现
*
* 管理五子棋对局的完整生命周期:落子校验、胜负判定、走棋记录、断线处理。
* 通过 RoomSessionManager 向房间内 WebSocket 会话广播状态变更。
* 通过 SseEventPublisher 向大厅推送房间状态变更。
*/
@Slf4j
@Service
@RequiredArgsConstructor
public class GomokuGameServiceImpl implements GomokuGameService {
private final GameRoomRepository gameRoomRepository;
private final GameMoveRepository gameMoveRepository;
private final GameRecordRepository gameRecordRepository;
private final RoomPlayerRepository roomPlayerRepository;
private final UserRepository userRepository;
private final GameConfigRepository gameConfigRepository;
private final SseEventPublisher sseEventPublisher;
/** 断线超时时间(秒) */
private static final long DISCONNECT_TIMEOUT_SECONDS = 60;
/** 断线超时定时器线程池 */
private final ScheduledExecutorService disconnectScheduler =
Executors.newSingleThreadScheduledExecutor(r ->
new Thread(r, "disconnect-timeout"));
/** 断线超时任务映射: "roomId:userId" → ScheduledFuture */
private final ConcurrentHashMap<String, ScheduledFuture<?>> disconnectTasks = new ConcurrentHashMap<>();
@Override
@Transactional
public void placeStone(String roomId, String userId, int row, int col, RoomSessionManager sessionManager) {
GameRoomEntity room = getRoom(roomId);
if (!"playing".equals(room.getStatus())) {
throw new BusinessException(ErrorCode.BAD_REQUEST, "对局未开始");
}
// 校验坐标合法性
if (row < 0 || row >= BOARD_SIZE || col < 0 || col >= BOARD_SIZE) {
throw new BusinessException(ErrorCode.BAD_REQUEST, "坐标超出棋盘范围");
}
// 校验玩家在房间中
RoomPlayerEntity player = roomPlayerRepository.findByRoomIdAndUserId(roomId, userId)
.orElseThrow(() -> new BusinessException(ErrorCode.PLAYER_NOT_IN_ROOM));
// 获取走棋记录,判定当前轮到谁
List<GameMoveEntity> moves = gameMoveRepository.findByRoomIdOrderByMoveIndexAsc(roomId);
int moveCount = moves.size();
// 按座位号排序,确保黑方/白方分配与座位对应seat=1 为黑方先手)
List<RoomPlayerEntity> players = roomPlayerRepository.findByRoomId(roomId)
.stream()
.sorted(java.util.Comparator.comparingInt(RoomPlayerEntity::getSeatNumber))
.toList();
int playerIndex = -1;
for (int i = 0; i < players.size(); i++) {
if (players.get(i).getUserId().equals(userId)) {
playerIndex = i;
break;
}
}
int expectedPlayer = moveCount % 2; // 0 = 黑方第一个玩家1 = 白方(第二个玩家)
if (playerIndex != expectedPlayer) {
throw new BusinessException(ErrorCode.BAD_REQUEST, "还未轮到你落子");
}
// 校验该位置是否已有棋子
for (GameMoveEntity m : moves) {
if (m.getRowNum() == row && m.getColNum() == col) {
throw new BusinessException(ErrorCode.BAD_REQUEST, "该位置已有棋子");
}
}
// 保存走棋记录
GameMoveEntity move = new GameMoveEntity()
.setRoomId(roomId)
.setPlayerId(userId)
.setRowNum(row)
.setColNum(col)
.setMoveIndex(moveCount + 1);
gameMoveRepository.save(move);
log.info("[五子棋] 落子, roomId={}, userId={}, row={}, col={}, moveIndex={}",
roomId, userId, row, col, moveCount + 1);
// 广播落子
broadcast(roomId, sessionManager, new WsMessage(WsOutboundMessage.MOVE, Map.of(
"row", row, "col", col,
"playerId", userId,
"moveIndex", moveCount + 1
)));
// 广播轮次切换
int nextPlayerIndex = (moveCount + 1) % 2;
String nextTurnId = nextPlayerIndex < players.size() ? players.get(nextPlayerIndex).getUserId() : null;
broadcast(roomId, sessionManager, new WsMessage(WsOutboundMessage.TURN_CHANGE, Map.of(
"playerId", nextTurnId
)));
// 检查胜负
int[][] board = GomokuGameService.rebuildBoard(
gameMoveRepository.findByRoomIdOrderByMoveIndexAsc(roomId), BOARD_SIZE);
int stone = playerIndex == 0 ? 1 : 2; // 1=黑2=白
if (checkWin(board, row, col, stone)) {
endGame(roomId, userId, "win", room, sessionManager);
} else if (moveCount + 1 >= BOARD_SIZE * BOARD_SIZE) {
// 棋盘满了,平局
endGame(roomId, null, "draw", room, sessionManager);
}
}
@Override
@Transactional
public void toggleReady(String roomId, String userId, RoomSessionManager sessionManager) {
GameRoomEntity room = getRoom(roomId);
if (!"waiting".equals(room.getStatus())) {
throw new BusinessException(ErrorCode.ROOM_ALREADY_STARTED);
}
RoomPlayerEntity player = roomPlayerRepository.findByRoomIdAndUserId(roomId, userId)
.orElseThrow(() -> new BusinessException(ErrorCode.PLAYER_NOT_IN_ROOM));
boolean newStatus = !player.getReadyStatus();
player.setReadyStatus(newStatus);
roomPlayerRepository.save(player);
log.info("[五子棋] 准备状态变更, roomId={}, userId={}, ready={}", roomId, userId, newStatus);
// WS 广播准备状态变更(房间内实时同步)
broadcast(roomId, sessionManager, new WsMessage(WsOutboundMessage.READY_CHANGE, Map.of(
"userId", userId, "ready", newStatus
)));
}
@Override
@Transactional
public void resign(String roomId, String userId, RoomSessionManager sessionManager) {
GameRoomEntity room = getRoom(roomId);
if (!"playing".equals(room.getStatus())) {
throw new BusinessException(ErrorCode.BAD_REQUEST, "对局未开始");
}
// 判定对手为胜方
List<RoomPlayerEntity> players = roomPlayerRepository.findByRoomId(roomId);
String winnerId = players.stream()
.filter(p -> !p.getUserId().equals(userId))
.map(RoomPlayerEntity::getUserId)
.findFirst()
.orElse(null);
endGame(roomId, winnerId, "resign", room, sessionManager);
}
@Override
public void requestDraw(String roomId, String userId, RoomSessionManager sessionManager) {
broadcast(roomId, sessionManager, new WsMessage("draw_requested", Map.of(
"fromUserId", userId
)));
}
@Override
@Transactional
public void respondToDraw(String roomId, String userId, boolean accept, RoomSessionManager sessionManager) {
if (accept) {
GameRoomEntity room = getRoom(roomId);
endGame(roomId, null, "draw", room, sessionManager);
} else {
broadcast(roomId, sessionManager, new WsMessage("draw_rejected", Map.of(
"fromUserId", userId
)));
}
}
@Override
@Transactional
public void leaveRoom(String roomId, String userId, RoomSessionManager sessionManager) {
GameRoomEntity room = getRoom(roomId);
// 检查玩家是否在房间中
RoomPlayerEntity player = roomPlayerRepository.findByRoomIdAndUserId(roomId, userId)
.orElse(null);
if (player == null) {
return; // 已不在房间,无需操作
}
roomPlayerRepository.delete(player);
List<RoomPlayerEntity> remaining = roomPlayerRepository.findByRoomId(roomId);
// WS 广播玩家离开
broadcast(roomId, sessionManager, new WsMessage(WsOutboundMessage.PLAYER_LEAVE, Map.of(
"userId", userId
)));
if (remaining.isEmpty()) {
// 无人了,关闭对局记录(如果进行中)并删除房间
if ("playing".equals(room.getStatus())) {
gameRecordRepository.findByRoomId(roomId).ifPresent(record -> {
record.setEndedAt(LocalDateTime.now());
record.setResultType("abandoned");
gameRecordRepository.save(record);
});
}
gameRoomRepository.delete(room);
log.info("[五子棋] 房间无人,已删除, roomId={}", roomId);
// SSE: 大厅移除房间
sseEventPublisher.broadcast(SseEventType.ROOM_REMOVED, Map.of("roomId", roomId));
} else if (userId.equals(room.getCreatorId())) {
// 房主离开,顺位转让给剩余第一个玩家
RoomPlayerEntity nextOwner = remaining.get(0);
room.setCreatorId(nextOwner.getUserId());
nextOwner.setReadyStatus(true);
roomPlayerRepository.save(nextOwner);
gameRoomRepository.save(room);
log.info("[五子棋] 房主离开,转让给 userId={}, roomId={}", nextOwner.getUserId(), roomId);
// SSE: 大厅更新房间信息
pushRoomUpdated(room);
} else {
// SSE: 大厅更新房间信息
pushRoomUpdated(room);
}
}
@Override
@Transactional
public void startGame(String roomId, String userId, RoomSessionManager sessionManager) {
GameRoomEntity room = getRoom(roomId);
if (!userId.equals(room.getCreatorId())) {
throw new BusinessException(ErrorCode.NOT_ROOM_OWNER);
}
if (!"waiting".equals(room.getStatus())) {
throw new BusinessException(ErrorCode.ROOM_ALREADY_STARTED);
}
List<RoomPlayerEntity> players = roomPlayerRepository.findByRoomId(roomId);
if (players.size() < 2) {
throw new BusinessException(ErrorCode.PLAYER_COUNT_INSUFFICIENT);
}
for (RoomPlayerEntity p : players) {
if (!p.getReadyStatus()) {
throw new BusinessException(ErrorCode.NOT_ALL_READY);
}
}
// 更新房间状态为进行中
room.setStatus("playing");
gameRoomRepository.save(room);
// 记录对局开始
GameRecordEntity record = new GameRecordEntity()
.setRoomId(roomId)
.setStartedAt(LocalDateTime.now());
gameRecordRepository.save(record);
log.info("[五子棋] 对局开始, roomId={}, 玩家数={}", roomId, players.size());
// WS: 广播棋盘同步(空棋盘 + 黑方先行)
broadcast(roomId, sessionManager, new WsMessage(WsOutboundMessage.BOARD_SYNC, Map.of(
"board", new int[BOARD_SIZE][BOARD_SIZE],
"currentTurn", players.get(0).getUserId() // 第一位玩家先行(黑方)
)));
// SSE: 大厅更新房间状态waiting → playing
pushRoomUpdated(room);
}
@Override
public void handleDisconnect(String roomId, String userId, RoomSessionManager sessionManager) {
String taskKey = roomId + ":" + userId;
log.info("[五子棋] 玩家断连,启动{}秒超时定时器, roomId={}, userId={}",
DISCONNECT_TIMEOUT_SECONDS, roomId, userId);
// 启动断线超时定时器
ScheduledFuture<?> task = disconnectScheduler.schedule(() -> {
disconnectTasks.remove(taskKey);
try {
onDisconnectTimeout(roomId, userId, sessionManager);
} catch (Exception e) {
log.error("[五子棋] 断线超时处理异常, roomId={}, userId={}", roomId, userId, e);
}
}, DISCONNECT_TIMEOUT_SECONDS, TimeUnit.SECONDS);
disconnectTasks.put(taskKey, task);
}
@Override
public void cancelDisconnectTimeout(String roomId, String userId) {
String taskKey = roomId + ":" + userId;
ScheduledFuture<?> task = disconnectTasks.remove(taskKey);
if (task != null) {
boolean cancelled = task.cancel(false);
log.info("[五子棋] 玩家重连,取消断线超时定时器, roomId={}, userId={}, cancelled={}",
roomId, userId, cancelled);
}
}
// ==================== 私有辅助方法 ====================
/**
* 根据房间 ID 查询房间,不存在则抛出异常
*/
private GameRoomEntity getRoom(String roomId) {
return gameRoomRepository.findById(roomId)
.orElseThrow(() -> new BusinessException(ErrorCode.ROOM_NOT_FOUND));
}
/**
* 向房间内所有 WS 会话广播消息
*/
private void broadcast(String roomId, RoomSessionManager sessionManager, WsMessage message) {
String json = JSON.toJSONString(message);
for (WebSocketSession ws : sessionManager.getRoomSessions(roomId)) {
if (ws.isOpen()) {
try {
ws.sendMessage(new TextMessage(json));
} catch (IOException e) {
log.error("[WS] 广播失败, sessionId={}", ws.getId(), e);
}
}
}
}
/**
* 推送房间更新到大厅SSE
*/
private void pushRoomUpdated(GameRoomEntity room) {
List<RoomPlayerEntity> roomPlayers = roomPlayerRepository.findByRoomId(room.getId());
List<RoomPlayerResponse> players = buildRoomPlayerResponses(roomPlayers);
String creatorName = getNickname(room.getCreatorId());
String icon = gameConfigRepository.findByGameId(room.getGameId())
.map(GameConfigEntity::getIcon)
.orElse("");
RoomItemResponse response = RoomItemResponse.from(room, players, icon, creatorName);
sseEventPublisher.broadcast(SseEventType.ROOM_UPDATED, response);
}
/**
* 断线超时处理:对局中自动认输,等待中自动离开
*/
@Transactional
public void onDisconnectTimeout(String roomId, String userId, RoomSessionManager sessionManager) {
GameRoomEntity room = getRoom(roomId);
// 检查玩家是否还在房间中(可能已被踢出或已离开)
boolean stillInRoom = roomPlayerRepository.findByRoomIdAndUserId(roomId, userId).isPresent();
if (!stillInRoom) {
log.info("[五子棋] 断线超时:玩家已不在房间, roomId={}, userId={}", roomId, userId);
return;
}
if ("playing".equals(room.getStatus())) {
log.info("[五子棋] 断线超时:对局中自动判负, roomId={}, userId={}", roomId, userId);
// 自动认输
resign(roomId, userId, sessionManager);
// 移除断线玩家记录(对手仍留在房间,离开时触发删除)
leaveRoom(roomId, userId, sessionManager);
} else {
log.info("[五子棋] 断线超时:等待中自动离开, roomId={}, userId={}", roomId, userId);
// 自动离开房间
leaveRoom(roomId, userId, sessionManager);
}
}
/**
* 对局结束
*
* TODO: 金币结算逻辑预留,后期处理
*/
@Transactional
public void endGame(String roomId, String winnerId, String resultType,
GameRoomEntity room, RoomSessionManager sessionManager) {
room.setStatus("finished");
gameRoomRepository.save(room);
// 更新对局记录
GameRecordEntity record = gameRecordRepository.findByRoomId(roomId)
.orElse(null);
if (record != null) {
record.setWinnerId(winnerId)
.setResultType(resultType)
.setEndedAt(LocalDateTime.now());
gameRecordRepository.save(record);
}
log.info("[五子棋] 对局结束, roomId={}, winnerId={}, resultType={}",
roomId, winnerId, resultType);
// WS: 广播对局结束
broadcast(roomId, sessionManager, new WsMessage(WsOutboundMessage.GAME_OVER, Map.of(
"winnerId", winnerId,
"resultType", resultType
)));
// SSE: 大厅更新房间状态
pushRoomUpdated(room);
}
/**
* 检查五连胜利(以指定坐标为中心,检查四个方向)
*
* @param board 棋盘二维数组
* @param row 落子行坐标
* @param col 落子列坐标
* @param stone 当前棋子值1=黑2=白)
* @return 是否形成五连
*/
private boolean checkWin(int[][] board, int row, int col, int stone) {
// 四个方向:水平、垂直、正对角线、反对角线
int[][] dirs = {{0, 1}, {1, 0}, {1, 1}, {1, -1}};
for (int[] dir : dirs) {
int count = 1;
// 正方向延伸
for (int i = 1; i < 5; i++) {
int r = row + dir[0] * i, c = col + dir[1] * i;
if (r >= 0 && r < BOARD_SIZE && c >= 0 && c < BOARD_SIZE && board[r][c] == stone) {
count++;
} else {
break;
}
}
// 反方向延伸
for (int i = 1; i < 5; i++) {
int r = row - dir[0] * i, c = col - dir[1] * i;
if (r >= 0 && r < BOARD_SIZE && c >= 0 && c < BOARD_SIZE && board[r][c] == stone) {
count++;
} else {
break;
}
}
if (count >= 5) {
return true;
}
}
return false;
}
/**
* 组装房间玩家响应列表(含头像和昵称)
*/
private List<RoomPlayerResponse> buildRoomPlayerResponses(List<RoomPlayerEntity> roomPlayers) {
if (roomPlayers.isEmpty()) {
return List.of();
}
List<String> userIds = roomPlayers.stream()
.map(RoomPlayerEntity::getUserId)
.toList();
List<UserEntity> users = userRepository.findByAccountIdIn(userIds);
Map<String, UserEntity> userMap = users.stream()
.collect(Collectors.toMap(u -> u.getAccount().getId(), u -> u));
return roomPlayers.stream()
.map(rp -> {
UserEntity user = userMap.get(rp.getUserId());
String avatar = user != null ? user.getAvatar() : "";
String nickname = user != null ? user.getNickName() : "未知玩家";
return new RoomPlayerResponse(avatar, nickname);
})
.toList();
}
/**
* 获取用户昵称
*/
private String getNickname(String accountId) {
return userRepository.findByAccountId(accountId)
.map(UserEntity::getNickName)
.orElse("未知玩家");
}
}

View File

@@ -3,7 +3,12 @@ package com.webgame.webgamebackend.ws;
import com.webgame.webgamebackend.common.auth.AuthenticationProvider;
import com.alibaba.fastjson2.JSON;
import com.alibaba.fastjson2.JSONObject;
import com.webgame.webgamebackend.service.GomokuGameService;
import com.webgame.webgamebackend.entities.GameRoomEntity;
import com.webgame.webgamebackend.repository.GameRoomRepository;
import com.webgame.webgamebackend.service.RoomManager;
import com.webgame.webgamebackend.service.engine.GameEngine;
import com.webgame.webgamebackend.service.engine.GameEngineRegistry;
import com.webgame.webgamebackend.service.engine.RoomContext;
import com.webgame.webgamebackend.ws.dto.WsInboundMessage;
import com.webgame.webgamebackend.ws.dto.WsMessage;
import com.webgame.webgamebackend.ws.dto.WsOutboundMessage;
@@ -23,9 +28,14 @@ import java.util.Map;
/**
* 房间 WebSocket 处理器
*
* 处理客户端连接、断开与消息路由。消息类型通过 WsMessageRouter 注册表分发,
* 新增消息类型只需注册对应的 WsMessageHandler无需修改路由逻辑。
* 通过 URL 参数传递 roomId 和 token 完成认证与房间绑定。
* 重构后的职责:
* - 连接建立:认证 + 注册会话 + 取消断线倒计时(通过 RoomManager
* - 消息路由:房间管理消息 → RoomManager游戏消息 → GameEngine
* - 连接关闭:启动断线倒计时(通过 RoomManager
*
* <p>采用策略路由根据房间当前状态WAITING/PLAYING将消息分发给不同的处理器。
* WAITING 状态下只有房间管理消息ready, leave, start有效
* PLAYING 状态下游戏消息place_stone, resign, draw_*)由 GameEngine 处理。</p>
*/
@Slf4j
@Component
@@ -33,62 +43,69 @@ import java.util.Map;
public class RoomWebSocketHandler extends TextWebSocketHandler {
private final RoomSessionManager sessionManager;
private final GomokuGameService gomokuGameService;
private final RoomManager roomManager;
private final GameEngineRegistry engineRegistry;
private final GameRoomRepository gameRoomRepository;
private final WsMessageRouter router;
private final AuthenticationProvider authProvider;
/**
* 注册所有消息类型与对应处理器
*
* 新增消息类型只需在此方法中添加一行 router.register(...) 即可。
*/
@PostConstruct
public void registerHandlers() {
// 落子:需从 data 中提取 row, col
// ===== 房间管理消息(所有状态) =====
// 准备/取消准备
router.register(WsInboundMessage.READY,
(roomId, userId, data, sm) ->
roomManager.toggleReady(roomId, userId));
// 离开房间
router.register(WsInboundMessage.LEAVE,
(roomId, userId, data, sm) ->
roomManager.leaveRoom(roomId, userId));
// 开始游戏(仅房主)
router.register(WsInboundMessage.START,
(roomId, userId, data, sm) ->
roomManager.startGame(roomId, userId));
// ===== 游戏消息PLAYING 状态) =====
// 落子
router.register(WsInboundMessage.PLACE_STONE, (roomId, userId, data, sm) -> {
int row = data.getIntValue("row");
int col = data.getIntValue("col");
gomokuGameService.placeStone(roomId, userId, row, col, sm);
GameRoomEntity room = gameRoomRepository.findById(roomId).orElse(null);
if (room != null && "playing".equals(room.getStatus())) {
// 通过 RoomManager 获取引擎的 getState 不行,需要直接找到引擎
// 改为委托模式RoomManager 提供 executeGameAction 方法
roomManager.executeGameAction(roomId, userId, "place_stone", data);
}
});
// 认输
router.register(WsInboundMessage.RESIGN, (roomId, userId, data, sm) -> {
roomManager.executeGameAction(roomId, userId, "resign", null);
});
// 求和请求
router.register(WsInboundMessage.DRAW_REQUEST, (roomId, userId, data, sm) -> {
roomManager.executeGameAction(roomId, userId, "draw_request", null);
});
// 回应求和
router.register(WsInboundMessage.DRAW_RESPONSE, (roomId, userId, data, sm) -> {
roomManager.executeGameAction(roomId, userId, "draw_response", data);
});
// 聊天
router.register(WsInboundMessage.CHAT, (roomId, userId, data, sm) -> {
String content = data.getString("content");
String content = data != null ? data.getString("content") : null;
handleChat(roomId, userId, content);
});
// 准备/取消准备
router.register(WsInboundMessage.READY,
(roomId, userId, data, sm) -> gomokuGameService.toggleReady(roomId, userId, sm));
// 认输
router.register(WsInboundMessage.RESIGN,
(roomId, userId, data, sm) -> gomokuGameService.resign(roomId, userId, sm));
// 求和请求
router.register(WsInboundMessage.DRAW_REQUEST,
(roomId, userId, data, sm) -> gomokuGameService.requestDraw(roomId, userId, sm));
// 回应求和:需从 data 中提取 accept
router.register(WsInboundMessage.DRAW_RESPONSE, (roomId, userId, data, sm) -> {
boolean accept = data.getBooleanValue("accept");
gomokuGameService.respondToDraw(roomId, userId, accept, sm);
});
// 离开房间
router.register(WsInboundMessage.LEAVE,
(roomId, userId, data, sm) -> gomokuGameService.leaveRoom(roomId, userId, sm));
// 开始游戏(仅房主)
router.register(WsInboundMessage.START,
(roomId, userId, data, sm) -> gomokuGameService.startGame(roomId, userId, sm));
log.info("[WS] 已注册 {} 个消息处理器", router.size());
}
@Override
public void afterConnectionEstablished(WebSocketSession session) throws Exception {
// 从 URL 参数中提取 roomId 和 token
URI uri = session.getUri();
if (uri == null) {
session.close(CloseStatus.BAD_DATA);
@@ -116,11 +133,11 @@ public class RoomWebSocketHandler extends TextWebSocketHandler {
return;
}
// 注册会话(内部会清理同用户的旧会话)
// 注册会话
sessionManager.addSession(roomId, userId, session);
// 取消断线超时定时器(重连场景)
gomokuGameService.cancelDisconnectTimeout(roomId, userId);
// 处理重连
roomManager.handleReconnect(roomId, userId);
log.info("[WS] 连接建立, roomId={}, userId={}, sessionId={}", roomId, userId, session.getId());
}
@@ -144,7 +161,6 @@ public class RoomWebSocketHandler extends TextWebSocketHandler {
Object rawData = json.get("data");
JSONObject data = (rawData instanceof JSONObject) ? (JSONObject) rawData : null;
// 通过路由器查找处理器
WsMessageHandler handler = router.get(type);
if (handler == null) {
sendError(session, "未知消息类型: " + type);
@@ -166,8 +182,8 @@ public class RoomWebSocketHandler extends TextWebSocketHandler {
roomId, userId, session.getId(), status);
if (userId != null && roomId != null) {
// 通知游戏服务玩家断开
gomokuGameService.handleDisconnect(roomId, userId, sessionManager);
// 通知 RoomManager 处理断线
roomManager.handleDisconnect(roomId, userId);
}
sessionManager.removeSession(session);
}
@@ -191,15 +207,9 @@ public class RoomWebSocketHandler extends TextWebSocketHandler {
private static final int CHAT_MAX_LENGTH = 500;
/**
* 聊天消息处理(暂不持久化,直接广播)
*
* 校验规则:
* - content 不能为 null 或空字符串
* - content 长度不能超过 CHAT_MAX_LENGTH500 字符)
* - 移除 HTML 标签防止 XSS
* 聊天消息处理
*/
private void handleChat(String roomId, String userId, String content) {
// 内容为空或超长时直接丢弃
if (content == null || content.isBlank()) {
return;
}
@@ -207,12 +217,10 @@ public class RoomWebSocketHandler extends TextWebSocketHandler {
content = content.substring(0, CHAT_MAX_LENGTH);
}
// 简易 XSS 防护:移除 HTML 标签
String sanitized = content
.replace("<", "")
.replace(">", "");
// TODO: 后续可增加消息持久化
broadcastToRoom(roomId, new WsMessage(WsOutboundMessage.CHAT_BROADCAST, Map.of(
"userId", userId,
"content", sanitized,

View File

@@ -23,10 +23,6 @@ public final class WsOutboundMessage {
public static final String PLAYER_LEAVE = "player_leave";
/** 玩家准备状态变更 */
public static final String READY_CHANGE = "ready_change";
/** 观战者加入 */
public static final String SPECTATOR_JOIN = "spectator_join";
/** 观战者离开 */
public static final String SPECTATOR_LEAVE = "spectator_leave";
/** 走棋记录同步 */
public static final String MOVE_HISTORY = "move_history";
/** 错误消息 */