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40 Commits

Author SHA1 Message Date
3eeb5bbd51 feat: 重构 2026-07-07 09:58:42 +08:00
a5fe28e536 feat: 重构游戏房间架构 2026-06-30 11:54:21 +08:00
0d61038e67 feat: 重构游戏房间架构 2026-06-30 11:27:14 +08:00
c1134f48e0 feat: 重构游戏房间架构 2026-06-30 10:32:29 +08:00
ff284e2841 feat: 重构游戏房间架构 2026-06-30 10:20:26 +08:00
d92f7bb581 feat: sse 2026-06-30 08:52:23 +08:00
aa9a0732d6 feat: sse 2026-06-24 12:42:34 +08:00
ab2a2dbf7f feat: 解耦认证逻辑 2026-06-24 12:17:09 +08:00
5d9f5b8ab7 feat: HTTP状态码 + 业务码 2026-06-24 12:00:17 +08:00
df6c7f6b10 feat: HTTP状态码 + 业务码 2026-06-24 11:14:42 +08:00
61ff5d46e6 fix: sse修改 2026-06-24 10:40:28 +08:00
3580ad934e fix: 暂存 2026-06-24 09:50:01 +08:00
842e5c29f9 fix: 暂存 2026-06-24 08:30:22 +08:00
c5e9a149f4 fix: 暂存 2026-06-23 14:44:07 +08:00
2a311ca25f fix: 暂存 2026-06-23 14:32:19 +08:00
9be461539c fix: 修改房间逻辑 2026-06-23 13:49:15 +08:00
47e586e7f5 feat: satoken修改 2026-06-23 12:53:01 +08:00
15bf6d0531 fix: 代码审查问题修复 — rebuildBoard 参数修正 + 玩家座位号排序 2026-06-23 11:28:27 +08:00
f85e23d545 feat: 添加五子棋对局逻辑服务 2026-06-23 11:07:31 +08:00
6e4eb6120a feat: 添加房间详情 API 2026-06-23 11:05:17 +08:00
5209df46d1 feat: CreateRoomRequest 和 RoomItemResponse 新增 allowSpectate 字段 2026-06-23 11:03:17 +08:00
e72fbff6e6 feat: 添加走棋记录和对局记录 Repository 2026-06-23 11:01:40 +08:00
05520a2b1d feat: 添加走棋记录、对局记录实体,房间新增观战开关 2026-06-23 10:59:49 +08:00
be37d51930 feat: 添加 WebSocket Handler 与会话管理器 2026-06-23 10:55:06 +08:00
6ef11b8d5b feat: 添加 WebSocket 消息 DTO 2026-06-23 10:53:41 +08:00
d0ade3c469 feat: 添加 WebSocket 基础设施 2026-06-23 10:49:23 +08:00
d63ce3326b feat: satoken修改 2026-06-23 10:14:14 +08:00
4c3e3717eb feat: satoken修改 2026-06-22 14:48:14 +08:00
9a2dd66df4 feat: 添加 SSE 测试接口(在线人数查询 + 手动广播事件) 2026-06-22 14:09:31 +08:00
1e281ff8ca test: 添加 SSE 集成测试
验证 SseEventPublisher 的 Bean 注入、broadcast 和 sendTo 方法。
共 3 个测试用例全部通过。
2026-06-22 13:50:02 +08:00
bf09b7f342 feat: GameServiceImpl 集成 SSE 事件发布 2026-06-22 13:45:26 +08:00
399c5f5bd8 feat: 添加 SseController SSE 订阅端点 2026-06-22 13:43:25 +08:00
808dff53d2 feat: 添加 RedisSseListener 和 SseConfig Redis Pub/Sub 配置 2026-06-22 13:42:37 +08:00
42ae5ef1af feat: 添加 SseEventPublisher Redis Pub/Sub 事件发布器 2026-06-22 13:41:36 +08:00
0f240361bb feat: 添加 SseConnectionManager SSE 连接管理器 2026-06-22 13:40:56 +08:00
875f2bc073 feat: 添加 SseEventType 枚举和 SseEvent record 事件模型 2026-06-22 13:40:06 +08:00
2467a5097c feat: 个人信息修改 2026-06-22 12:56:46 +08:00
b7e8b02606 feat: 个人信息修改 2026-06-22 12:31:30 +08:00
6d90c21b44 feat: 游戏房间 2026-06-22 11:19:19 +08:00
4267445256 feat: 游戏房间 2026-06-22 10:09:40 +08:00
94 changed files with 5004 additions and 366 deletions

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@@ -27,6 +27,12 @@
<artifactId>spring-boot-starter-web</artifactId>
</dependency>
<!-- WebSocket -->
<dependency>
<groupId>org.springframework.boot</groupId>
<artifactId>spring-boot-starter-websocket</artifactId>
</dependency>
<!-- JPA 持久层 -->
<dependency>
<groupId>org.springframework.boot</groupId>

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) {

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@@ -0,0 +1,43 @@
package com.webgame.webgamebackend.adapter.sse;
import com.alibaba.fastjson2.JSON;
import com.webgame.webgamebackend.common.event.SseEvent;
import lombok.RequiredArgsConstructor;
import lombok.extern.slf4j.Slf4j;
import org.springframework.data.redis.connection.Message;
import org.springframework.data.redis.connection.MessageListener;
import org.springframework.stereotype.Component;
import java.nio.charset.StandardCharsets;
/**
* SSE 事件的 Redis Pub/Sub 监听器
*/
@Slf4j
@Component
@RequiredArgsConstructor
public class RedisSseListener implements MessageListener {
private final SseConnectionManager connectionManager;
@Override
public void onMessage(Message message, byte[] pattern) {
String body = new String(message.getBody(), StandardCharsets.UTF_8);
try {
SseEvent event = JSON.parseObject(body, SseEvent.class);
if (event == null) {
log.warn("[SSE] 收到空的 Redis 事件, body={}", body);
return;
}
if (event.targetId() == null) {
connectionManager.broadcast(event);
} else {
connectionManager.sendTo(event.targetId(), event);
}
} catch (Exception e) {
log.error("[SSE] 处理 Redis 消息失败, body={}", body, e);
}
}
}

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@@ -0,0 +1,185 @@
package com.webgame.webgamebackend.adapter.sse;
import com.webgame.webgamebackend.common.event.SseEvent;
import jakarta.annotation.PostConstruct;
import jakarta.annotation.PreDestroy;
import lombok.extern.slf4j.Slf4j;
import org.springframework.stereotype.Component;
import org.springframework.web.servlet.mvc.method.annotation.SseEmitter;
import java.io.IOException;
import java.util.Map;
import java.util.UUID;
import java.util.concurrent.ConcurrentHashMap;
import java.util.concurrent.Executors;
import java.util.concurrent.ScheduledExecutorService;
import java.util.concurrent.TimeUnit;
/**
* 线程安全的 SSE 连接管理器
*
* 一个用户可以拥有多个连接,使得不同浏览器标签页和设备之间不会互相踢下线。
* 心跳由单一后台线程统一管理,避免 per-connection 定时器导致的线程膨胀。
*/
@Slf4j
@Component
public class SseConnectionManager {
/** 心跳间隔(秒) */
private static final long HEARTBEAT_INTERVAL_SECONDS = 30;
/** 心跳线程池(单线程,批量 ping 所有连接) */
private final ScheduledExecutorService heartbeatScheduler =
Executors.newSingleThreadScheduledExecutor(r -> new Thread(r, "sse-heartbeat"));
private final ConcurrentHashMap<String, ConcurrentHashMap<String, SseEmitter>> emitters =
new ConcurrentHashMap<>();
/**
* 启动统一心跳定时任务
*
* 单一后台线程批量 ping 所有连接O(1) 线程开销。
* 单次 ping 失败自动清理连接,不影响其他连接。
*/
@PostConstruct
public void startHeartbeat() {
heartbeatScheduler.scheduleAtFixedRate(() -> {
if (emitters.isEmpty()) {
return;
}
log.debug("[SSE] 批量心跳, onlineConnections={}", getOnlineCount());
emitters.forEach((userId, connections) ->
connections.forEach((connectionId, emitter) -> {
try {
emitter.send(SseEmitter.event().name("heartbeat").data(""));
} catch (IOException | IllegalStateException e) {
log.debug("[SSE] 心跳失败,清理连接, userId={}, connectionId={}",
userId, connectionId);
remove(userId, connectionId);
}
}));
}, HEARTBEAT_INTERVAL_SECONDS, HEARTBEAT_INTERVAL_SECONDS, TimeUnit.SECONDS);
log.info("[SSE] 心跳定时器已启动, interval={}s", HEARTBEAT_INTERVAL_SECONDS);
}
@PreDestroy
public void shutdown() {
heartbeatScheduler.shutdown();
log.info("[SSE] 心跳定时器已关闭");
}
/**
* 注册新的 SSE 连接
*
* @param userId 用户账号 ID
* @param emitter SseEmitter 实例
* @return 连接 ID
*/
public String register(String userId, SseEmitter emitter) {
String connectionId = UUID.randomUUID().toString();
emitters.computeIfAbsent(userId, key -> new ConcurrentHashMap<>()).put(connectionId, emitter);
emitter.onCompletion(() -> {
log.debug("[SSE] 连接完成, userId={}, connectionId={}", userId, connectionId);
remove(userId, connectionId);
});
emitter.onTimeout(() -> {
log.debug("[SSE] 连接超时, userId={}, connectionId={}", userId, connectionId);
remove(userId, connectionId);
});
emitter.onError(throwable -> {
log.debug("[SSE] 连接异常, userId={}, connectionId={}, reason={}",
userId, connectionId, throwable.getMessage());
remove(userId, connectionId);
});
log.info("[SSE] 用户连接成功, userId={}, connectionId={}, onlineConnections={}",
userId, connectionId, getOnlineCount());
return connectionId;
}
/**
* 移除连接(仅清理内部 Map不操作 SseEmitter
*
* SseEmitter 生命周期由 Spring 管理onCompletion/onTimeout/onError 回调),
* 此方法仅负责从内部映射表中移除引用。不调用 emitter.complete()
* 避免向已断开的客户端写入数据导致 IOException 扩散到 GlobalExceptionHandler。
*
* @param userId 用户账号 ID
* @param connectionId 连接 ID
*/
public void remove(String userId, String connectionId) {
ConcurrentHashMap<String, SseEmitter> userEmitters = emitters.get(userId);
if (userEmitters == null) {
return;
}
SseEmitter removed = userEmitters.remove(connectionId);
if (userEmitters.isEmpty()) {
emitters.remove(userId, userEmitters);
}
if (removed != null) {
log.info("[SSE] 连接已移除, userId={}, connectionId={}, onlineConnections={}",
userId, connectionId, getOnlineCount());
}
}
/**
* 广播事件给所有在线用户的所有连接
*
* @param event SSE 事件
*/
public void broadcast(SseEvent event) {
if (emitters.isEmpty()) {
return;
}
log.debug("[SSE] 广播事件, type={}, onlineConnections={}", event.type(), getOnlineCount());
emitters.forEach((userId, connections) ->
connections.forEach((connectionId, emitter) -> sendEvent(userId, connectionId, emitter, event)));
}
/**
* 发送事件给指定用户的所有连接
*
* @param userId 目标用户账号 ID
* @param event SSE 事件
*/
public void sendTo(String userId, SseEvent event) {
ConcurrentHashMap<String, SseEmitter> connections = emitters.get(userId);
if (connections == null || connections.isEmpty()) {
log.debug("[SSE] 目标用户不在线, userId={}, eventType={}", userId, event.type());
return;
}
connections.forEach((connectionId, emitter) -> sendEvent(userId, connectionId, emitter, event));
}
/**
* 获取当前在线连接总数
*
* @return 连接数
*/
public int getOnlineCount() {
return emitters.values().stream().mapToInt(Map::size).sum();
}
/**
* 向单个 SseEmitter 发送事件
*
* 捕获 IOException客户端已断开但还未触发回调此时安全移除连接。
*/
private void sendEvent(String userId, String connectionId, SseEmitter emitter, SseEvent event) {
try {
emitter.send(SseEmitter.event()
.id(event.id())
.name(event.type().name().toLowerCase())
.data(event.data()));
} catch (IOException | IllegalStateException e) {
log.debug("[SSE] 推送失败, userId={}, connectionId={}, reason={}",
userId, connectionId, e.getMessage());
remove(userId, connectionId);
}
}
}

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@@ -0,0 +1,142 @@
package com.webgame.webgamebackend.adapter.sse;
import com.webgame.webgamebackend.common.auth.AuthenticationProvider;
import com.webgame.webgamebackend.common.dto.ApiResponse;
import com.webgame.webgamebackend.common.event.SseEventPublisher;
import com.webgame.webgamebackend.common.event.SseEventType;
import jakarta.servlet.http.HttpServletResponse;
import lombok.RequiredArgsConstructor;
import lombok.extern.slf4j.Slf4j;
import org.springframework.http.MediaType;
import org.springframework.web.bind.annotation.GetMapping;
import org.springframework.web.bind.annotation.PostMapping;
import org.springframework.web.bind.annotation.RequestBody;
import org.springframework.web.bind.annotation.RequestHeader;
import org.springframework.web.bind.annotation.RequestMapping;
import org.springframework.web.bind.annotation.RestController;
import org.springframework.web.servlet.mvc.method.annotation.SseEmitter;
import java.io.IOException;
import java.util.Map;
/**
* SSE 订阅端点
*
* 提供 GET /sse/subscribe 端点建立持久化 SSE 连接。
* 心跳由 SseConnectionManager 统一批量管理,此处不再维护 per-connection 定时器。
*/
@Slf4j
@RestController
@RequestMapping("/sse")
@RequiredArgsConstructor
public class SseController {
/** SseEmitter 超时时间30 分钟),超时后由 SseConnectionManager 的 onTimeout 回调清理 */
private static final long SSE_TIMEOUT_MS = 30 * 60 * 1000L;
private final SseConnectionManager connectionManager;
private final AuthenticationProvider authProvider;
private final SseEventPublisher eventPublisher;
@GetMapping(value = "/subscribe", produces = MediaType.TEXT_EVENT_STREAM_VALUE)
public SseEmitter subscribe(
@RequestHeader(value = "Last-Event-ID", required = false) String lastEventId,
HttpServletResponse response) throws IOException {
// SSE 路径已排除在 AuthInterceptor 之外,此处手动校验登录态
String token = authProvider.getCurrentToken();
if (token == null || token.isBlank()) {
log.warn("[SSE] 缺少认证 token");
return writeAuthError(response, HttpServletResponse.SC_UNAUTHORIZED, "缺少认证信息,请先登录");
}
String userId = authProvider.getUserIdByToken(token);
if (userId == null) {
log.warn("[SSE] token 无效或已过期");
return writeAuthError(response, HttpServletResponse.SC_UNAUTHORIZED, "登录已过期,请重新登录");
}
// 设置认证上下文,后续 getCurrentUserId() 可用
authProvider.setContextToken(token, -1);
SseEmitter emitter = new SseEmitter(SSE_TIMEOUT_MS);
String connectionId = connectionManager.register(userId, emitter);
// 发送初始连接确认
try {
emitter.send(SseEmitter.event()
.name("connected")
.data("{\"message\":\"连接成功\"}"));
} catch (IOException | IllegalStateException e) {
log.warn("[SSE] 发送 connected 事件失败, userId={}, connectionId={}",
userId, connectionId, e);
connectionManager.remove(userId, connectionId);
}
if (lastEventId != null && !lastEventId.isBlank()) {
log.debug("[SSE] 客户端重连, Last-Event-ID={}, userId={}, connectionId={}",
lastEventId, userId, connectionId);
}
return emitter;
}
/**
* 测试用消息发布接口
*
* 支持广播(不传 userId和定向推送传 userId两种模式。
* 可传入任意 JSON 数据作为消息体,事件类型固定为 CUSTOM。
*
* 请求体示例:
* <pre>
* // 广播
* { "data": { "msg": "hello" } }
*
* // 定向推送
* { "userId": "123", "data": { "msg": "hello" } }
* </pre>
*
* @param body 请求体,包含可选的 userId 和必填的 data
* @return 统一 API 响应
*/
@PostMapping("/publish")
public ApiResponse<Map<String, Object>> publish(@RequestBody Map<String, Object> body) {
@SuppressWarnings("unchecked")
Map<String, Object> data = (Map<String, Object>) body.get("data");
if (data == null || data.isEmpty()) {
return ApiResponse.fail(400, "data 字段不能为空");
}
String userId = body.get("userId") != null ? body.get("userId").toString() : null;
if (userId != null && !userId.isBlank()) {
eventPublisher.sendTo(userId, SseEventType.CUSTOM, data);
log.info("[SSE] 测试定向推送, userId={}, data={}", userId, data);
} else {
eventPublisher.broadcast(SseEventType.CUSTOM, data);
log.info("[SSE] 测试广播推送, data={}", data);
}
return ApiResponse.ok(Map.of(
"mode", userId != null && !userId.isBlank() ? "targeted" : "broadcast",
"userId", userId != null ? userId : "all",
"data", data
));
}
/**
* 向 SSE 客户端返回认证错误
*
* 直接写入 HttpServletResponse 返回 401 + SSE error 事件,
* 前端 SseClient.onopen 检测到 response.status === 401 后触发 onUnauthorized
* 自动刷新 token 并重连。
*
* @return null通知 Spring MVC 响应已处理完毕,无需 MessageConverter
*/
private SseEmitter writeAuthError(HttpServletResponse response, int status, String message) throws IOException {
response.setStatus(status);
response.setContentType(MediaType.TEXT_EVENT_STREAM_VALUE);
response.getWriter().write("event: error\ndata: {\"code\":" + status + ",\"message\":\"" + message + "\"}\n\n");
response.getWriter().flush();
return null;
}
}

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@@ -0,0 +1,129 @@
package com.webgame.webgamebackend.adapter.ws;
import lombok.extern.slf4j.Slf4j;
import org.springframework.stereotype.Component;
import org.springframework.web.socket.WebSocketSession;
import java.util.Map;
import java.util.Set;
import java.util.concurrent.ConcurrentHashMap;
/**
* 房间 WebSocket 会话管理器
*
* 维护 roomId → sessions 的映射,支持房间内广播(向房间内所有连接发送消息)。
* 同时维护 sessionId → userId 的映射,用于识别会话所属用户。
*/
@Slf4j
@Component
public class RoomSessionManager {
/** roomId → 该房间的所有 WebSocket 会话 */
private final Map<String, Set<WebSocketSession>> roomSessions = new ConcurrentHashMap<>();
/** sessionId → userId */
private final Map<String, String> sessionUsers = new ConcurrentHashMap<>();
/** sessionId → roomId */
private final Map<String, String> sessionRooms = new ConcurrentHashMap<>();
/**
* 将用户会话加入指定房间
*
* 如果同一用户在此房间已有旧会话(重连场景),先关闭旧会话再注册新的。
*
* @param roomId 房间 ID
* @param userId 用户 ID
* @param session WebSocket 会话
*/
public void addSession(String roomId, String userId, WebSocketSession session) {
// 清理同一用户在此房间的旧会话(重连场景)
Set<WebSocketSession> sessions = roomSessions.get(roomId);
if (sessions != null) {
for (WebSocketSession existing : sessions) {
if (userId.equals(sessionUsers.get(existing.getId()))) {
// 关闭旧连接(静默关闭,不触发 leave 逻辑)
try {
existing.close();
} catch (Exception ignored) {
}
sessions.remove(existing);
sessionUsers.remove(existing.getId());
sessionRooms.remove(existing.getId());
log.info("[WS会话] 清理旧会话, roomId={}, userId={}, oldSessionId={}",
roomId, userId, existing.getId());
break;
}
}
}
roomSessions.computeIfAbsent(roomId, k -> ConcurrentHashMap.newKeySet()).add(session);
sessionUsers.put(session.getId(), userId);
sessionRooms.put(session.getId(), roomId);
log.info("[WS会话] 加入房间, roomId={}, userId={}, sessionId={}, 当前房间连接数={}",
roomId, userId, session.getId(),
roomSessions.get(roomId) != null ? roomSessions.get(roomId).size() : 0);
}
/**
* 移除会话
*
* @param session WebSocket 会话
*/
public void removeSession(WebSocketSession session) {
String roomId = sessionRooms.remove(session.getId());
String userId = sessionUsers.remove(session.getId());
if (roomId != null) {
Set<WebSocketSession> sessions = roomSessions.get(roomId);
if (sessions != null) {
sessions.remove(session);
if (sessions.isEmpty()) {
roomSessions.remove(roomId);
}
}
}
log.info("[WS会话] 离开房间, roomId={}, userId={}, sessionId={}",
roomId, userId, session.getId());
}
/**
* 获取指定房间的所有会话
*
* @param roomId 房间 ID
* @return 会话集合(可能为空)
*/
public Set<WebSocketSession> getRoomSessions(String roomId) {
return roomSessions.getOrDefault(roomId, Set.of());
}
/**
* 获取会话对应的用户 ID
*
* @param session WebSocket 会话
* @return 用户 ID未找到返回 null
*/
public String getUserId(WebSocketSession session) {
return sessionUsers.get(session.getId());
}
/**
* 获取会话所在的房间 ID
*
* @param session WebSocket 会话
* @return 房间 ID未找到返回 null
*/
public String getRoomId(WebSocketSession session) {
return sessionRooms.get(session.getId());
}
/**
* 获取房间内连接总数
*
* @param roomId 房间 ID
* @return 连接数
*/
public int getRoomSessionCount(String roomId) {
Set<WebSocketSession> sessions = roomSessions.get(roomId);
return sessions != null ? sessions.size() : 0;
}
}

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@@ -0,0 +1,261 @@
package com.webgame.webgamebackend.adapter.ws;
import com.webgame.webgamebackend.common.auth.AuthenticationProvider;
import com.alibaba.fastjson2.JSON;
import com.alibaba.fastjson2.JSONObject;
import com.webgame.webgamebackend.infrastructure.persistence.entity.GameRoomEntity;
import com.webgame.webgamebackend.infrastructure.persistence.repository.GameRoomRepository;
import com.webgame.webgamebackend.domain.room.RoomManager;
import com.webgame.webgamebackend.domain.engine.GameEngine;
import com.webgame.webgamebackend.domain.engine.GameEngineRegistry;
import com.webgame.webgamebackend.domain.engine.RoomContext;
import com.webgame.webgamebackend.adapter.ws.dto.WsInboundMessage;
import com.webgame.webgamebackend.adapter.ws.dto.WsMessage;
import com.webgame.webgamebackend.adapter.ws.dto.WsOutboundMessage;
import jakarta.annotation.PostConstruct;
import lombok.RequiredArgsConstructor;
import lombok.extern.slf4j.Slf4j;
import org.springframework.stereotype.Component;
import org.springframework.web.socket.CloseStatus;
import org.springframework.web.socket.TextMessage;
import org.springframework.web.socket.WebSocketSession;
import org.springframework.web.socket.handler.TextWebSocketHandler;
import java.io.IOException;
import java.net.URI;
import java.util.Map;
/**
* 房间 WebSocket 处理器
*
* 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
@RequiredArgsConstructor
public class RoomWebSocketHandler extends TextWebSocketHandler {
private final RoomSessionManager sessionManager;
private final RoomManager roomManager;
private final GameEngineRegistry engineRegistry;
private final GameRoomRepository gameRoomRepository;
private final WsMessageRouter router;
private final AuthenticationProvider authProvider;
@PostConstruct
public void registerHandlers() {
// ===== 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) -> {
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 != null ? data.getString("content") : null;
handleChat(roomId, userId, content);
});
log.info("[WS] 已注册 {} 个消息处理器", router.size());
}
@Override
public void afterConnectionEstablished(WebSocketSession session) throws Exception {
URI uri = session.getUri();
if (uri == null) {
session.close(CloseStatus.BAD_DATA);
return;
}
String query = uri.getQuery();
if (query == null) {
session.close(CloseStatus.BAD_DATA);
return;
}
String roomId = getQueryParam(query, "roomId");
String token = getQueryParam(query, "token");
if (roomId == null || token == null) {
session.close(CloseStatus.BAD_DATA);
return;
}
// 通过 token 获取用户 ID
String userId = authProvider.getUserIdByToken(token);
if (userId == null) {
session.close(CloseStatus.POLICY_VIOLATION);
return;
}
// 处理重连(在注册会话之前,避免广播到尚未完成握手的当前 session
roomManager.handleReconnect(roomId, userId);
// 注册会话
sessionManager.addSession(roomId, userId, session);
log.info("[WS] 连接建立, roomId={}, userId={}, sessionId={}", roomId, userId, session.getId());
}
@Override
protected void handleTextMessage(WebSocketSession session, TextMessage message) throws Exception {
String payload = message.getPayload();
String userId = sessionManager.getUserId(session);
String roomId = sessionManager.getRoomId(session);
if (userId == null || roomId == null) {
sendError(session, "未加入房间");
return;
}
log.info("[WS] 收到消息, roomId={}, userId={}, payload={}", roomId, userId, payload);
try {
JSONObject json = JSON.parseObject(payload);
String type = json.getString("type");
Object rawData = json.get("data");
JSONObject data = (rawData instanceof JSONObject) ? (JSONObject) rawData : null;
WsMessageHandler handler = router.get(type);
if (handler == null) {
sendError(session, "未知消息类型: " + type);
return;
}
handler.handle(roomId, userId, data, sessionManager);
} catch (Exception e) {
log.error("[WS] 处理消息异常, roomId={}, userId={}", roomId, userId, e);
sendError(session, e.getMessage());
}
}
@Override
public void afterConnectionClosed(WebSocketSession session, CloseStatus status) {
String userId = sessionManager.getUserId(session);
String roomId = sessionManager.getRoomId(session);
log.info("[WS] 连接关闭, roomId={}, userId={}, sessionId={}, status={}",
roomId, userId, session.getId(), status);
if (userId != null && roomId != null) {
// 通知 RoomManager 处理断线
roomManager.handleDisconnect(roomId, userId);
}
sessionManager.removeSession(session);
}
// ==================== 辅助方法 ====================
/**
* 解析 URL Query 参数
*/
private String getQueryParam(String query, String key) {
for (String param : query.split("&")) {
String[] pair = param.split("=", 2);
if (pair.length == 2 && pair[0].equals(key)) {
return pair[1];
}
}
return null;
}
/** 聊天消息最大长度 */
private static final int CHAT_MAX_LENGTH = 500;
/**
* 聊天消息处理
*/
private void handleChat(String roomId, String userId, String content) {
if (content == null || content.isBlank()) {
return;
}
if (content.length() > CHAT_MAX_LENGTH) {
content = content.substring(0, CHAT_MAX_LENGTH);
}
String sanitized = content
.replace("<", "")
.replace(">", "");
broadcastToRoom(roomId, new WsMessage(WsOutboundMessage.CHAT_BROADCAST, Map.of(
"userId", userId,
"content", sanitized,
"timestamp", System.currentTimeMillis()
)));
}
/**
* 向房间内所有会话广播消息
*/
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] 发送消息失败, sessionId={}", ws.getId(), e);
}
}
}
}
/**
* 向指定会话发送错误消息
*/
private void sendError(WebSocketSession session, String errorMsg) {
if (session.isOpen()) {
try {
String json = JSON.toJSONString(
new WsMessage(WsOutboundMessage.ERROR, Map.of("message", errorMsg)));
session.sendMessage(new TextMessage(json));
} catch (IOException e) {
log.error("[WS] 发送错误消息失败", e);
}
}
}
}

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@@ -0,0 +1,23 @@
package com.webgame.webgamebackend.adapter.ws;
import com.alibaba.fastjson2.JSONObject;
/**
* WebSocket 消息处理器接口
*
* 每种消息类型对应一个处理器实现,由 WsMessageRouter 统一路由。
* handler 方法抛出的异常由 RoomWebSocketHandler 统一捕获并返回错误消息。
*/
@FunctionalInterface
public interface WsMessageHandler {
/**
* 处理 WebSocket 消息
*
* @param roomId 房间 ID
* @param userId 发送消息的用户 ID
* @param data 消息数据JSONObject可能为 null
* @param sessionManager 房间会话管理器,用于广播
*/
void handle(String roomId, String userId, JSONObject data, RoomSessionManager sessionManager);
}

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@@ -0,0 +1,72 @@
package com.webgame.webgamebackend.adapter.ws;
import lombok.extern.slf4j.Slf4j;
import org.springframework.stereotype.Component;
import java.util.Map;
import java.util.concurrent.ConcurrentHashMap;
/**
* WebSocket 消息路由器
*
* 维护消息类型 → 处理器的映射表,替代硬编码 switch-case。
* 新增消息类型只需注册对应的 WsMessageHandler 即可,无需修改路由逻辑。
*
* 使用示例:
* <pre>{@code
* router.register("place_stone", gomokuGameService::placeStoneViaWs);
* router.register("chat", chatHandler::handle);
* }</pre>
*/
@Slf4j
@Component
public class WsMessageRouter {
private final Map<String, WsMessageHandler> handlers = new ConcurrentHashMap<>();
/**
* 注册消息处理器
*
* @param type 消息类型(与客户端约定的一致)
* @param handler 处理器
*/
public void register(String type, WsMessageHandler handler) {
if (type == null || type.isBlank()) {
throw new IllegalArgumentException("消息类型不能为空");
}
if (handler == null) {
throw new IllegalArgumentException("处理器不能为 null");
}
handlers.put(type, handler);
log.info("[WS路由] 注册处理器, type={}", type);
}
/**
* 获取消息处理器
*
* @param type 消息类型
* @return 处理器,未找到返回 null
*/
public WsMessageHandler get(String type) {
return handlers.get(type);
}
/**
* 是否已注册指定类型的处理器
*
* @param type 消息类型
* @return 是否已注册
*/
public boolean hasHandler(String type) {
return handlers.containsKey(type);
}
/**
* 获取已注册的消息类型数量(用于监控/调试)
*
* @return 注册数量
*/
public int size() {
return handlers.size();
}
}

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package com.webgame.webgamebackend.adapter.ws.dto;
/**
* 客户端→服务端 WebSocket 消息类型
*/
public final class WsInboundMessage {
private WsInboundMessage() {}
/** 落子 */
public static final String PLACE_STONE = "place_stone";
/** 发送聊天 */
public static final String CHAT = "chat";
/** 准备/取消准备 */
public static final String READY = "ready";
/** 认输 */
public static final String RESIGN = "resign";
/** 求和请求 */
public static final String DRAW_REQUEST = "draw_request";
/** 同意/拒绝求和 */
public static final String DRAW_RESPONSE = "draw_response";
/** 离开房间 */
public static final String LEAVE = "leave";
/** 开始游戏(仅房主) */
public static final String START = "start";
}

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package com.webgame.webgamebackend.adapter.ws.dto;
/**
* WebSocket 消息通用封装
*
* @param type 消息类型
* @param data 消息数据JSON 对象或基本类型)
*/
public record WsMessage(
String type,
Object data
) {}

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@@ -0,0 +1,30 @@
package com.webgame.webgamebackend.adapter.ws.dto;
/**
* 服务端→客户端 WebSocket 消息类型
*/
public final class WsOutboundMessage {
private WsOutboundMessage() {}
/** 棋盘全量同步 */
public static final String BOARD_SYNC = "board_sync";
/** 单步落子通知 */
public static final String MOVE = "move";
/** 轮次切换 */
public static final String TURN_CHANGE = "turn_change";
/** 聊天广播 */
public static final String CHAT_BROADCAST = "chat_broadcast";
/** 对局结束 */
public static final String GAME_OVER = "game_over";
/** 玩家加入 */
public static final String PLAYER_JOIN = "player_join";
/** 玩家离开 */
public static final String PLAYER_LEAVE = "player_leave";
/** 玩家准备状态变更 */
public static final String READY_CHANGE = "ready_change";
/** 走棋记录同步 */
public static final String MOVE_HISTORY = "move_history";
/** 错误消息 */
public static final String ERROR = "error";
}

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@@ -1,13 +1,12 @@
package com.webgame.webgamebackend.controller;
package com.webgame.webgamebackend.api;
import cn.dev33.satoken.annotation.SaIgnore;
import com.webgame.webgamebackend.common.dto.ApiResponse;
import com.webgame.webgamebackend.common.dto.account.LoginRequest;
import com.webgame.webgamebackend.common.dto.account.LoginResponse;
import com.webgame.webgamebackend.common.dto.account.LogoutRequest;
import com.webgame.webgamebackend.common.dto.account.RefreshTokenRequest;
import com.webgame.webgamebackend.common.dto.account.RegisterRequest;
import com.webgame.webgamebackend.service.AccountService;
import com.webgame.webgamebackend.domain.account.AccountService;
import jakarta.validation.Valid;
import lombok.RequiredArgsConstructor;
import org.springframework.validation.annotation.Validated;
@@ -30,7 +29,6 @@ public class AccountController {
/**
* 登录
*/
@SaIgnore
@PostMapping("/login")
public ApiResponse<LoginResponse> login(@Valid @RequestBody LoginRequest request) {
LoginResponse result = accountService.login(request);
@@ -40,7 +38,6 @@ public class AccountController {
/**
* 注册
*/
@SaIgnore
@PostMapping("/register")
public ApiResponse<LoginResponse> register(@Valid @RequestBody RegisterRequest request) {
LoginResponse result = accountService.register(request);
@@ -50,7 +47,6 @@ public class AccountController {
/**
* 刷新令牌 refresh token 换取新的 access token refresh token
*/
@SaIgnore
@PostMapping("/refresh")
public ApiResponse<LoginResponse> refresh(@Valid @RequestBody RefreshTokenRequest request) {
LoginResponse result = accountService.refresh(request.refreshToken());

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package com.webgame.webgamebackend.api;
import com.webgame.webgamebackend.common.dto.ApiResponse;
import com.webgame.webgamebackend.common.dto.game.GameListResponse;
import com.webgame.webgamebackend.domain.game.GameService;
import lombok.RequiredArgsConstructor;
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}。
*/
@RestController
@RequestMapping("/game")
@RequiredArgsConstructor
public class GameController {
private final GameService gameService;
/**
* 获取游戏列表
*
* 无需登录即可调用。
*/
@GetMapping("/list")
public ApiResponse<GameListResponse> list() {
GameListResponse result = gameService.getGameList();
return ApiResponse.ok(result);
}
}

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@@ -0,0 +1,121 @@
package com.webgame.webgamebackend.api;
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.domain.room.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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package com.webgame.webgamebackend.api;
import com.webgame.webgamebackend.common.auth.AuthenticationProvider;
import com.webgame.webgamebackend.common.dto.ApiResponse;
import com.webgame.webgamebackend.common.dto.user.UpdateStatusRequest;
import com.webgame.webgamebackend.common.dto.user.UpdateUserInfoRequest;
import com.webgame.webgamebackend.common.dto.user.UserInfoResponse;
import com.webgame.webgamebackend.domain.user.UserService;
import jakarta.validation.Valid;
import lombok.RequiredArgsConstructor;
import org.springframework.validation.annotation.Validated;
import org.springframework.web.bind.annotation.*;
import org.springframework.web.multipart.MultipartFile;
/**
* 用户控制器
*/
@Validated
@RestController
@RequestMapping("/user")
@RequiredArgsConstructor
public class UserController {
private final UserService userService;
private final AuthenticationProvider authProvider;
/**
* 获取当前登录用户信息
*/
@GetMapping("/info")
public ApiResponse<UserInfoResponse> info() {
UserInfoResponse result = userService.getCurrentUserInfo();
return ApiResponse.ok(result);
}
/**
* 更新当前登录用户信息
*
* 所有字段可选,传什么更新什么。
*/
@PutMapping("/info")
public ApiResponse<UserInfoResponse> updateInfo(@Valid @RequestBody UpdateUserInfoRequest request) {
String accountId = authProvider.getCurrentUserId();
UserInfoResponse result = userService.updateUserInfo(accountId, request);
return ApiResponse.ok(result);
}
/**
* 更新当前登录用户在线状态
*
* 入参 status 可选值ONLINE、AWAY、DND、INVISIBLE
*/
@PatchMapping("/status")
public ApiResponse<Void> updateStatus(@Valid @RequestBody UpdateStatusRequest request) {
String accountId = authProvider.getCurrentUserId();
userService.updateStatus(accountId, request);
return ApiResponse.ok(null);
}
/**
* 上传用户头像
*
* 接收裁剪后的图片文件JPEG/PNG/WebP/GIF≤2MB保存后返回更新后的用户信息。
* 旧头像文件会被自动删除。
*/
@PostMapping("/avatar")
public ApiResponse<UserInfoResponse> uploadAvatar(@RequestParam("file") MultipartFile file) {
String accountId = authProvider.getCurrentUserId();
UserInfoResponse result = userService.uploadAvatar(accountId, file);
return ApiResponse.ok(result);
}
/**
* 删除用户头像
*
* 删除磁盘文件并将 DB 中 avatar 置空,前端会回退显示默认头像。
*/
@DeleteMapping("/avatar")
public ApiResponse<UserInfoResponse> deleteAvatar() {
String accountId = authProvider.getCurrentUserId();
UserInfoResponse result = userService.deleteAvatar(accountId);
return ApiResponse.ok(result);
}
}

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@@ -0,0 +1,43 @@
package com.webgame.webgamebackend.common.auth;
/**
* 当前请求用户上下文
* <p>
* 基于 ThreadLocal 存储当前请求的用户 ID由 AuthInterceptor 在 preHandle 中设置,
* 在 afterCompletion 中清理。业务代码可通过 {@link #get()} 获取当前用户 ID。
* <p>
* 注意:仅在同一请求线程内有效,异步场景需手动传递。
*/
public final class AuthContext {
private static final ThreadLocal<String> USER_ID = new ThreadLocal<>();
private AuthContext() {
// 工具类,禁止实例化
}
/**
* 设置当前请求的用户 ID
*/
public static void set(String userId) {
USER_ID.set(userId);
}
/**
* 获取当前请求的用户 ID
*
* @return 用户 ID未设置时返回 null
*/
public static String get() {
return USER_ID.get();
}
/**
* 清理当前请求的用户上下文
* <p>
* 必须在请求结束后调用,防止 ThreadLocal 内存泄漏。
*/
public static void clear() {
USER_ID.remove();
}
}

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@@ -0,0 +1,130 @@
package com.webgame.webgamebackend.common.auth;
import cn.dev33.satoken.exception.NotLoginException;
import cn.dev33.satoken.exception.NotPermissionException;
import cn.dev33.satoken.exception.NotRoleException;
import com.webgame.webgamebackend.common.exception.BusinessException;
import com.webgame.webgamebackend.common.exception.ErrorCode;
import jakarta.servlet.http.HttpServletRequest;
import jakarta.servlet.http.HttpServletResponse;
import lombok.RequiredArgsConstructor;
import lombok.extern.slf4j.Slf4j;
import org.springframework.stereotype.Component;
import org.springframework.util.AntPathMatcher;
import org.springframework.web.servlet.HandlerInterceptor;
import java.util.List;
/**
* 认证拦截器,替代 Sa-Token 的 SaInterceptor
* <p>
* 职责:
* <ol>
* <li>放行公开路径和 OPTIONS 预检请求</li>
* <li>调用 {@link AuthenticationProvider#getCurrentUserId()} 触发登录校验</li>
* <li>将 Sa-Token 框架异常转换为 {@link BusinessException},实现认证框架与业务解耦</li>
* <li>校验通过后将用户 ID 存入 {@link AuthContext}</li>
* </ol>
*/
@Slf4j
@Component
@RequiredArgsConstructor
public class AuthInterceptor implements HandlerInterceptor {
private final AuthenticationProvider authProvider;
private final AntPathMatcher pathMatcher = new AntPathMatcher();
/**
* 公开路由条目
*
* @param path Ant 风格路径模式
* @param methods 允许的 HTTP 方法,空数组表示所有方法
*/
private record PublicRoute(String path, String... methods) {
boolean matches(String requestPath, String requestMethod) {
if (!new AntPathMatcher().match(path, requestPath)) {
return false;
}
if (methods.length == 0) {
return true; // 所有方法放行
}
for (String m : methods) {
if (m.equalsIgnoreCase(requestMethod)) {
return true;
}
}
return false;
}
}
/** 无需登录的公开路由 */
private static final List<PublicRoute> PUBLIC_ROUTES = List.of(
// 框架级路径(所有方法)
new PublicRoute("/actuator/**"),
new PublicRoute("/swagger-ui/**"),
new PublicRoute("/swagger-ui.html"),
new PublicRoute("/v3/api-docs/**"),
new PublicRoute("/webjars/**"),
new PublicRoute("/error"),
new PublicRoute("/sse/**"),
// 账号模块 — 登录/注册/刷新无需认证
new PublicRoute("/account/login", "POST"),
new PublicRoute("/account/register", "POST"),
new PublicRoute("/account/refresh", "POST"),
// 游戏模块 — 查看列表/详情无需认证
new PublicRoute("/game/list", "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
public boolean preHandle(HttpServletRequest request, HttpServletResponse response,
Object handler) {
String method = request.getMethod();
String path = request.getRequestURI();
// OPTIONS 预检请求放行
if ("OPTIONS".equalsIgnoreCase(method)) {
return true;
}
// 公开路由放行
if (isPublicRoute(path, method)) {
return true;
}
// 认证校验:调用 authProvider 触发 Sa-Token 的登录检查
try {
String userId = authProvider.getCurrentUserId();
AuthContext.set(userId);
return true;
} catch (NotLoginException e) {
log.debug("未登录访问受保护路径: path={}", path);
throw new BusinessException(ErrorCode.AUTH_NOT_LOGIN);
} catch (NotPermissionException | NotRoleException e) {
log.warn("权限不足: path={}, message={}", path, e.getMessage());
throw new BusinessException(ErrorCode.AUTH_FORBIDDEN);
}
}
@Override
public void afterCompletion(HttpServletRequest request, HttpServletResponse response,
Object handler, Exception ex) {
// 请求结束后清理 ThreadLocal防止内存泄漏
AuthContext.clear();
}
/** 判断路由是否为公开路由(无需登录) */
private boolean isPublicRoute(String path, String method) {
for (PublicRoute route : PUBLIC_ROUTES) {
if (route.matches(path, method)) {
return true;
}
}
return false;
}
}

View File

@@ -0,0 +1,54 @@
package com.webgame.webgamebackend.common.auth;
/**
* 认证提供者抽象接口
* <p>
* 隔离具体的认证框架实现(当前为 Sa-Token业务代码只依赖此接口。
* 如需切换认证框架,只需提供新的实现类即可,业务代码无需修改。
*/
public interface AuthenticationProvider {
/**
* 用户登录,使 userId 在当前会话中保持登录态
*
* @param userId 用户唯一标识
* @return 生成的 Access Token
*/
String login(Object userId);
/**
* 当前会话登出,使 Access Token 失效
*/
void logout();
/**
* 获取当前已登录的用户 ID
*
* @return 当前用户 ID
* @throws cn.dev33.satoken.exception.NotLoginException 未登录时由实现层抛出
*/
String getCurrentUserId();
/**
* 通过 Token 获取用户 ID不检查当前会话登录态
*
* @param token Access Token
* @return 用户 IDToken 无效时返回 null
*/
String getUserIdByToken(String token);
/**
* 获取当前会话的 Access Token
*
* @return Access Token 字符串
*/
String getCurrentToken();
/**
* 在当前请求上下文中设置 Token使后续 getCurrentUserId() 可用
*
* @param token Access Token
* @param timeout Token 有效期(秒),-1 表示保持原有有效期
*/
void setContextToken(String token, int timeout);
}

View File

@@ -0,0 +1,50 @@
package com.webgame.webgamebackend.common.auth;
import cn.dev33.satoken.stp.StpUtil;
import lombok.extern.slf4j.Slf4j;
import org.springframework.stereotype.Component;
/**
* Sa-Token 认证提供者实现
* <p>
* 将 Sa-Token 的 StpUtil 静态方法封装为 AuthenticationProvider 接口,
* 是项目中唯一直接依赖 Sa-Token 的业务代码之外的文件。
*/
@Slf4j
@Component
public class SaTokenAuthenticationProvider implements AuthenticationProvider {
@Override
public String login(Object userId) {
StpUtil.login(userId);
String token = StpUtil.getTokenValue();
log.debug("用户登录成功: userId={}", userId);
return token;
}
@Override
public void logout() {
StpUtil.logout();
}
@Override
public String getCurrentUserId() {
return StpUtil.getLoginIdAsString();
}
@Override
public String getUserIdByToken(String token) {
Object loginId = StpUtil.getLoginIdByToken(token);
return loginId != null ? loginId.toString() : null;
}
@Override
public String getCurrentToken() {
return StpUtil.getTokenValue();
}
@Override
public void setContextToken(String token, int timeout) {
StpUtil.setTokenValue(token, timeout);
}
}

View File

@@ -1,55 +0,0 @@
package com.webgame.webgamebackend.common.config;
import cn.dev33.satoken.fun.strategy.SaCorsHandleFunction;
import cn.dev33.satoken.interceptor.SaInterceptor;
import cn.dev33.satoken.router.SaHttpMethod;
import cn.dev33.satoken.router.SaRouter;
import cn.dev33.satoken.stp.StpUtil;
import lombok.extern.slf4j.Slf4j;
import org.springframework.context.annotation.Bean;
import org.springframework.context.annotation.Configuration;
import org.springframework.web.servlet.config.annotation.InterceptorRegistry;
import org.springframework.web.servlet.config.annotation.WebMvcConfigurer;
/**
* [Sa-Token 权限认证] 配置类
*/
@Slf4j
@Configuration
public class SaTokenConfigure implements WebMvcConfigurer {
@Override
public void addInterceptors(InterceptorRegistry registry) {
registry.addInterceptor(new SaInterceptor(handler -> {
SaRouter.match("/**")
.notMatch("/actuator/**")
.notMatch("/swagger-ui/**")
.notMatch("/swagger-ui.html")
.notMatch("/v3/api-docs/**")
.notMatch("/webjars/**")
.check(r -> StpUtil.checkLogin());
})).addPathPatterns("/**");
}
/**
* CORS 跨域处理策略
*/
@Bean
public SaCorsHandleFunction corsHandle() {
return (req, res, sto) -> {
res
// 允许指定域访问跨域资源
.setHeader("Access-Control-Allow-Origin", "*")// 允许指定域访问跨域资源
// 允许所有请求方式
.setHeader("Access-Control-Allow-Methods", "POST, GET, OPTIONS, DELETE")
// 有效时间
.setHeader("Access-Control-Max-Age", "3600")
// 允许的header参数
.setHeader("Access-Control-Allow-Headers", "*");
// 如果是预检请求,则立即返回到前端
SaRouter.match(SaHttpMethod.OPTIONS)
.free(r -> System.out.println("--------OPTIONS预检请求不做处理"))
.back();
};
}
}

View File

@@ -0,0 +1,67 @@
package com.webgame.webgamebackend.common.constants;
import java.nio.charset.StandardCharsets;
import java.util.Base64;
/**
* 用户相关常量
*/
public final class UserConstants {
private UserConstants() {
// 工具类禁止实例化
}
/**
* 头像背景色板14 种 Material Design 颜色)
*/
private static final String[] AVATAR_COLORS = {
"#E53935", "#D81B60", "#8E24AA", "#5E35B1",
"#3949AB", "#1E88E5", "#039BE5", "#00ACC1",
"#00897B", "#43A047", "#7CB342", "#C0CA33",
"#FB8C00", "#F4511E"
};
/**
* 默认昵称(当用户昵称为空时使用)
*/
private static final String DEFAULT_NICKNAME = "玩家";
/**
* 根据昵称生成默认头像 data URI本地 SVG无需外部 API
*
* @param nickName 用户昵称
* @return data:image/svg+xml;base64,... 格式的头像
*/
public static String generateDefaultAvatar(String nickName) {
String name = (nickName == null || nickName.isBlank()) ? DEFAULT_NICKNAME : nickName.trim();
// 取首字符作为头像文字
String initial = name.substring(0, 1);
// 根据昵称 hash 选颜色,同一昵称颜色不变
int colorIndex = Math.abs(name.hashCode()) % AVATAR_COLORS.length;
String bgColor = AVATAR_COLORS[colorIndex];
String svg = """
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 100 100">
<circle cx="50" cy="50" r="50" fill="%s"/>
<text x="50" y="62" text-anchor="middle" font-size="40"
fill="#FFFFFF" font-family="Arial, sans-serif">%s</text>
</svg>
""".formatted(bgColor, escapeXml(initial));
String base64 = Base64.getEncoder().encodeToString(svg.getBytes(StandardCharsets.UTF_8));
return "data:image/svg+xml;base64," + base64;
}
/**
* XML 特殊字符转义(防止文字中特殊字符破坏 SVG 结构)
*/
private static String escapeXml(String text) {
return text
.replace("&", "&amp;")
.replace("<", "&lt;")
.replace(">", "&gt;")
.replace("\"", "&quot;")
.replace("'", "&apos;");
}
}

View File

@@ -11,7 +11,7 @@ public record ApiResponse<T>(int code, String message, T data) {
* 成功响应
*/
public static <T> ApiResponse<T> ok(T data) {
return new ApiResponse<>(0, "success", data);
return new ApiResponse<>(0, "成功", data);
}
/**

View File

@@ -0,0 +1,35 @@
package com.webgame.webgamebackend.common.dto.game;
import jakarta.validation.constraints.NotBlank;
import jakarta.validation.constraints.NotNull;
import jakarta.validation.constraints.Positive;
/**
* 创建房间请求,对应前端 CreateRoomRequest
*/
public record CreateRoomRequest(
/** 游戏 ID */
@NotBlank(message = "游戏ID不能为空")
String gameId,
/** 房间名称(可选,留空由后端自动生成) */
String name,
/** 房间密码(可选,留空为公开房间) */
String password,
/** 玩法模式 */
@NotBlank(message = "玩法模式不能为空")
String mode,
/** 底注金额 */
@NotNull(message = "底注金额不能为空")
@Positive(message = "底注金额必须为正数")
Integer stakes,
/** 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
) {
}

View File

@@ -0,0 +1,6 @@
package com.webgame.webgamebackend.common.dto.game;
/**
* 创建房间响应
*/
public record CreateRoomResponse(RoomItemResponse room) {}

View File

@@ -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

@@ -0,0 +1,12 @@
package com.webgame.webgamebackend.common.dto.game;
import java.util.List;
/**
* 游戏配置 DTO对应前端 GameConfig
*/
public record GameConfigDto(
int maxPlayers,
List<String> modes,
List<Integer> stakesOptions
) {}

View File

@@ -0,0 +1,37 @@
package com.webgame.webgamebackend.common.dto.game;
import com.alibaba.fastjson2.JSON;
import com.webgame.webgamebackend.infrastructure.persistence.entity.GameConfigEntity;
import java.util.List;
/**
* 游戏列表项响应,对应前端 GameItem
*/
public record GameItemResponse(
String id,
String icon,
String name,
String description,
String gameplay,
GameConfigDto config
) {
/**
* 从实体转换
*
* @param entity 游戏配置实体
* @return 响应 DTO
*/
public static GameItemResponse from(GameConfigEntity entity) {
List<String> modes = JSON.parseArray(entity.getModes(), String.class);
List<Integer> stakesOptions = JSON.parseArray(entity.getStakesOptions(), Integer.class);
return new GameItemResponse(
entity.getGameId(),
entity.getIcon(),
entity.getName(),
entity.getDescription(),
entity.getGameplay(),
new GameConfigDto(entity.getMaxPlayers(), modes, stakesOptions)
);
}
}

View File

@@ -0,0 +1,8 @@
package com.webgame.webgamebackend.common.dto.game;
import java.util.List;
/**
* 游戏列表响应
*/
public record GameListResponse(List<GameItemResponse> list) {}

View File

@@ -0,0 +1,15 @@
package com.webgame.webgamebackend.common.dto.game;
import jakarta.validation.constraints.NotBlank;
/**
* 加入房间请求
*/
public record JoinRoomRequest(
/** 房间 ID */
@NotBlank(message = "房间ID不能为空")
String roomId,
/** 房间密码(公开房间无需传) */
String password
) {}

View File

@@ -0,0 +1,14 @@
package com.webgame.webgamebackend.common.dto.game;
import jakarta.validation.constraints.NotBlank;
/**
* 踢出玩家请求
*/
public record KickPlayerRequest(
@NotBlank(message = "房间ID不能为空")
String roomId,
@NotBlank(message = "目标用户ID不能为空")
String userId
) {}

View File

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

View File

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

View File

@@ -0,0 +1,52 @@
package com.webgame.webgamebackend.common.dto.game;
import java.util.List;
/**
* 房间详情响应
*
* 包含房间基本信息、玩家信息(含座位号和准备状态)、对局状态。
* 用于前端进入房间页时获取初始快照。
*/
public record RoomDetailResponse(
String roomId,
String name,
String gameId,
String gameIcon,
String gameName,
Integer maxPlayers,
String mode,
Integer stakes,
String status,
String creatorId,
String creatorName,
List<RoomPlayerDetail> players,
/** 对局中才有棋盘状态 */
int[][] boardState,
/** 当前轮到哪方落子(黑方/白方的 userIdnull 表示对局未开始 */
String currentTurn,
/** 走棋记录(对局中才有) */
List<MoveItem> moves
) {
/**
* 带座位号和准备状态的玩家信息
*/
public record RoomPlayerDetail(
String userId,
String avatar,
String nickname,
int seatNumber,
boolean ready
) {}
/**
* 走棋记录项
*/
public record MoveItem(
int moveIndex,
String playerId,
int row,
int col
) {}
}

View File

@@ -0,0 +1,59 @@
package com.webgame.webgamebackend.common.dto.game;
import com.webgame.webgamebackend.infrastructure.persistence.entity.GameRoomEntity;
import java.util.List;
import java.util.Map;
/**
* 房间信息响应,对应前端 RoomItem
*/
public record RoomItemResponse(
String id,
String name,
String gameIcon,
String gameId,
int maxPlayers,
List<RoomPlayerResponse> players,
String status,
String statusText,
int stakes,
String mode,
String creatorName
) {
/** 状态 → 展示文本映射 */
private static final Map<String, String> STATUS_TEXT_MAP = Map.of(
"waiting", "等待中",
"playing", "进行中",
"finished", "已结束"
);
/**
* 从实体和玩家列表组装响应
*
* @param room 房间实体
* @param players 房间内玩家列表
* @param gameIcon 游戏图标
* @param creatorName 房主昵称
* @return 响应 DTO
*/
public static RoomItemResponse from(
GameRoomEntity room,
List<RoomPlayerResponse> players,
String gameIcon,
String creatorName) {
return new RoomItemResponse(
room.getId(),
room.getName(),
gameIcon,
room.getGameId(),
room.getMaxPlayers(),
players,
room.getStatus(),
STATUS_TEXT_MAP.getOrDefault(room.getStatus(), "未知"),
room.getStakes(),
room.getMode(),
creatorName
);
}
}

View File

@@ -0,0 +1,8 @@
package com.webgame.webgamebackend.common.dto.game;
import java.util.List;
/**
* 房间列表响应
*/
public record RoomListResponse(List<RoomItemResponse> list) {}

View File

@@ -0,0 +1,9 @@
package com.webgame.webgamebackend.common.dto.game;
/**
* 房间内玩家信息,对应前端 RoomPlayer
*/
public record RoomPlayerResponse(
String avatar,
String nickname
) {}

View File

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

View File

@@ -0,0 +1,16 @@
package com.webgame.webgamebackend.common.dto.user;
import jakarta.validation.constraints.NotBlank;
import jakarta.validation.constraints.Pattern;
/**
* 更新在线状态请求
*/
public record UpdateStatusRequest(
@NotBlank(message = "状态不能为空")
@Pattern(
regexp = "ONLINE|AWAY|DND|INVISIBLE",
message = "状态值无效可选值ONLINE、AWAY、DND、INVISIBLE"
)
String status
) {}

View File

@@ -0,0 +1,17 @@
package com.webgame.webgamebackend.common.dto.user;
import java.time.LocalDate;
/**
* 更新用户信息请求
*
* 所有字段可选,传什么更新什么。
*/
public record UpdateUserInfoRequest(
String nickName,
String avatar,
String signature,
Integer age,
Integer sex,
LocalDate birthday
) {}

View File

@@ -1,6 +1,6 @@
package com.webgame.webgamebackend.common.dto.user;
import com.webgame.webgamebackend.entities.UserEntity;
import com.webgame.webgamebackend.infrastructure.persistence.entity.UserEntity;
import java.time.LocalDate;
@@ -8,24 +8,28 @@ import java.time.LocalDate;
* 用户信息响应
*/
public record UserInfoResponse(
String userId,
String nickName,
String avatar,
String signature,
Integer age,
Integer sex,
LocalDate birthday
LocalDate birthday,
String status
) {
/**
* 从实体转换
*/
public static UserInfoResponse from(UserEntity user) {
return new UserInfoResponse(
user.getAccount().getId(),
user.getNickName(),
user.getAvatar(),
user.getSignature(),
user.getAge(),
user.getSex(),
user.getBirthday()
user.getBirthday(),
user.getStatus()
);
}
}

View File

@@ -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) {}
}

View File

@@ -0,0 +1,42 @@
package com.webgame.webgamebackend.common.event;
import jakarta.annotation.Nullable;
import java.util.Objects;
import java.util.UUID;
/**
* SSE 事件模型
*
* @param id 事件 ID客户端用于追踪和断线续传
* @param type 事件类型
* @param targetId 目标账号 IDnull 表示广播
* @param data JSON 数据载荷
* @param timestamp 事件创建时间戳(毫秒)
*/
public record SseEvent(
String id,
SseEventType type,
@Nullable String targetId,
String data,
long timestamp
) {
public SseEvent {
Objects.requireNonNull(id, "id 不能为空");
Objects.requireNonNull(type, "type 不能为空");
Objects.requireNonNull(data, "data 不能为空");
}
public static SseEvent broadcast(SseEventType type, String data) {
return create(type, null, data);
}
public static SseEvent targeted(SseEventType type, String targetId, String data) {
Objects.requireNonNull(targetId, "targetId 不能为空");
return create(type, targetId, data);
}
private static SseEvent create(SseEventType type, @Nullable String targetId, String data) {
long now = System.currentTimeMillis();
return new SseEvent("evt_" + now + "_" + UUID.randomUUID(), type, targetId, data, now);
}
}

View File

@@ -0,0 +1,86 @@
package com.webgame.webgamebackend.common.event;
import com.alibaba.fastjson2.JSON;
import com.webgame.webgamebackend.common.exception.BusinessException;
import com.webgame.webgamebackend.common.exception.ErrorCode;
import com.webgame.webgamebackend.adapter.sse.SseConnectionManager;
import lombok.RequiredArgsConstructor;
import lombok.extern.slf4j.Slf4j;
import org.springframework.data.redis.core.RedisTemplate;
import org.springframework.stereotype.Component;
/**
* 统一 SSE 事件发布器
*
* 优先通过 Redis Pub/Sub 扇出事件到所有应用实例;
* Redis 不可用时降级为本地直推,并抛出异常让调用方事务回滚。
*/
@Slf4j
@Component
@RequiredArgsConstructor
public class SseEventPublisher {
public static final String CHANNEL = "sse:events";
private final RedisTemplate<String, String> redisTemplate;
private final SseConnectionManager connectionManager;
/**
* 发布广播事件(推送给所有在线用户)
*
* @param type 事件类型
* @param data 事件数据对象(将被序列化为 JSON
* @throws BusinessException Redis 和本地降级均失败时抛出
*/
public void broadcast(SseEventType type, Object data) {
publish(SseEvent.broadcast(type, JSON.toJSONString(data)));
}
/**
* 发布定向事件(只推送给指定用户)
*
* @param userId 目标用户账号 ID
* @param type 事件类型
* @param data 事件数据对象(将被序列化为 JSON
* @throws BusinessException Redis 和本地降级均失败时抛出
*/
public void sendTo(String userId, SseEventType type, Object data) {
publish(SseEvent.targeted(type, userId, JSON.toJSONString(data)));
}
/**
* 发布事件到 Redis Pub/Sub 频道
*
* 优先走 Redis 扇出到所有实例Redis 不可用时降级为直接推送给本地连接。
* 两次尝试均失败则抛出 BusinessException让调用方事务回滚。
*
* @param event 事件对象
* @throws BusinessException 发布完全失败时抛出
*/
private void publish(SseEvent event) {
// 优先:通过 Redis Pub/Sub 扇出
try {
String json = JSON.toJSONString(event);
redisTemplate.convertAndSend(CHANNEL, json);
log.debug("[SSE] 事件已发布, channel={}, type={}, targetId={}",
CHANNEL, event.type(), event.targetId());
return;
} catch (Exception redisEx) {
log.warn("[SSE] Redis 不可用,降级为本地直推, type={}, targetId={}, reason={}",
event.type(), event.targetId(), redisEx.getMessage());
}
// 降级:直接推送给本地连接(本实例用户不丢事件)
try {
if (event.targetId() == null) {
connectionManager.broadcast(event);
} else {
connectionManager.sendTo(event.targetId(), event);
}
log.info("[SSE] 已降级为本地直推, type={}, targetId={}", event.type(), event.targetId());
} catch (Exception localEx) {
log.error("[SSE] 本地直推也失败, type={}, targetId={}", event.type(), event.targetId(), localEx);
throw new BusinessException(ErrorCode.INTERNAL_ERROR, "事件推送失败,请重试");
}
}
}

View File

@@ -0,0 +1,15 @@
package com.webgame.webgamebackend.common.event;
/**
* SSE 事件类型枚举
*/
public enum SseEventType {
ROOM_CREATED,
ROOM_UPDATED,
ROOM_REMOVED,
KICKED,
GAME_STARTED,
BALANCE_CHG,
/** 自定义事件类型,用于测试或任意消息推送 */
CUSTOM
}

View File

@@ -3,26 +3,31 @@ package com.webgame.webgamebackend.common.exception;
import lombok.Getter;
/**
* 业务异常Service 层抛出,由全局异常处理器转换为 ApiResponse
* 业务异常Service 层抛出,由全局异常处理器转换为 ResponseEntity&lt;ApiResponse&gt;
* <p>
* 同时携带业务错误码和对应的 HTTP 状态码,两者均从 ErrorCode 枚举自动派生。
*/
@Getter
public class BusinessException extends RuntimeException {
private final int code;
private final int httpStatus;
/**
* 使用 ErrorCode 枚举创建异常,消息使用枚举默认值
* 使用 ErrorCode 枚举创建异常,消息和 HTTP 状态码从枚举默认值派生
*/
public BusinessException(ErrorCode errorCode) {
super(errorCode.getDefaultMessage());
this.code = errorCode.getCode();
this.httpStatus = errorCode.getHttpStatus();
}
/**
* 使用 ErrorCode 枚举 + 自定义消息创建异常
* 使用 ErrorCode 枚举 + 自定义消息创建异常HTTP 状态码从枚举派生
*/
public BusinessException(ErrorCode errorCode, String message) {
super(message);
this.code = errorCode.getCode();
this.httpStatus = errorCode.getHttpStatus();
}
}

View File

@@ -3,31 +3,56 @@ package com.webgame.webgamebackend.common.exception;
import lombok.Getter;
/**
* 业务错误码枚举,统一管理所有错误码默认消息
* 业务错误码枚举,统一管理所有错误码默认消息和对应的 HTTP 状态码
* <p>
* HTTP 状态码表达错误大类协议层code 表达具体业务错误(应用层),
* 两者分工协作形成双层错误表达模式。
*/
@Getter
public enum ErrorCode {
// ========== 通用 ==========
SUCCESS(0, "success"),
BAD_REQUEST(400, "参数校验失败"),
INTERNAL_ERROR(5000, "服务器内部错误"),
SUCCESS(0, "成功", 200),
BAD_REQUEST(400, "参数校验失败", 400),
INTERNAL_ERROR(5000, "服务器内部错误", 500),
// ========== 账号模块 ==========
USERNAME_EXISTS(1001, "用户名已存在"),
BAD_CREDENTIALS(1002, "用户名或密码错误"),
REFRESH_TOKEN_INVALID(1003, "刷新令牌无效或已过期"),
REFRESH_TOKEN_MISSING(1004, "缺少刷新令牌"),
USERNAME_EXISTS(1001, "用户名已存在", 409),
BAD_CREDENTIALS(1002, "用户名或密码错误", 401),
REFRESH_TOKEN_INVALID(1003, "刷新令牌无效或已过期", 401),
REFRESH_TOKEN_MISSING(1004, "缺少刷新令牌", 400),
// ========== 用户模块 ==========
USER_NOT_FOUND(2001, "用户不存在"),
USER_NOT_FOUND(2001, "用户不存在", 404),
AVATAR_UPLOAD_FAILED(2002, "头像上传失败", 500),
AVATAR_INVALID_TYPE(2003, "头像格式不支持,仅支持 JPG、PNG、WebP、GIF", 400),
AVATAR_TOO_LARGE(2004, "头像文件大小不能超过 2MB", 400),
// ========== 认证模块 ==========
AUTH_NOT_LOGIN(4001, "请先登录", 401),
AUTH_FORBIDDEN(4002, "权限不足", 403),
// ========== 游戏模块 ==========
GAME_NOT_FOUND(3001, "游戏不存在或已下架", 404),
ROOM_NOT_FOUND(3002, "房间不存在", 404),
ROOM_FULL(3003, "房间已满", 409),
ROOM_PASSWORD_ERROR(3004, "房间密码错误", 401),
ROOM_ALREADY_STARTED(3005, "游戏已开始,无法加入", 409),
NOT_ROOM_OWNER(3006, "非房主无权操作", 403),
PLAYER_NOT_IN_ROOM(3007, "玩家不在该房间", 404),
NOT_ALL_READY(3008, "有玩家尚未准备", 409),
PLAYER_COUNT_INSUFFICIENT(3009, "人数不足,无法开始", 409),
BALANCE_INSUFFICIENT(3010, "余额不足", 409),
ALREADY_IN_ROOM(3011, "已在房间中", 409),
;
private final int code;
private final String defaultMessage;
private final int httpStatus;
ErrorCode(int code, String defaultMessage) {
ErrorCode(int code, String defaultMessage, int httpStatus) {
this.code = code;
this.defaultMessage = defaultMessage;
this.httpStatus = httpStatus;
}
}

View File

@@ -1,127 +1,170 @@
package com.webgame.webgamebackend.common.handler;
import cn.dev33.satoken.exception.NotLoginException;
import cn.dev33.satoken.exception.NotPermissionException;
import cn.dev33.satoken.exception.NotRoleException;
import com.alibaba.fastjson2.JSON;
import com.webgame.webgamebackend.common.dto.ApiResponse;
import com.webgame.webgamebackend.common.exception.BusinessException;
import com.webgame.webgamebackend.common.exception.ErrorCode;
import jakarta.servlet.http.HttpServletResponse;
import lombok.extern.slf4j.Slf4j;
import org.springframework.http.HttpStatus;
import org.springframework.http.MediaType;
import org.springframework.http.ResponseEntity;
import org.springframework.http.converter.HttpMessageNotReadableException;
import org.springframework.web.HttpRequestMethodNotSupportedException;
import org.springframework.web.bind.MethodArgumentNotValidException;
import org.springframework.web.bind.annotation.ExceptionHandler;
import org.springframework.web.bind.annotation.RestControllerAdvice;
import org.springframework.web.context.request.async.AsyncRequestNotUsableException;
import org.springframework.web.context.request.async.AsyncRequestTimeoutException;
import org.springframework.web.method.annotation.MethodArgumentTypeMismatchException;
import org.springframework.web.multipart.MaxUploadSizeExceededException;
import org.springframework.web.servlet.resource.NoResourceFoundException;
import java.io.IOException;
/**
* 全局异常处理,统一返回 ApiResponse 格式
* 全局异常处理器,双层错误表达:
* HTTP 状态码表达错误大类 + ApiResponse.code 表达具体业务错误码
* <p>
* 业务异常(仅来自 REST JSON 请求)返回 ResponseEntity经过 Spring 内容协商。
* 框架级异常(可能来自 SSE/浏览器等任意请求类型)直接写 HttpServletResponse 绕过内容协商。
* <p>
* 认证相关异常NotLoginException 等)已由 {@code AuthInterceptor} 转为
* {@link BusinessException},此处不再直接依赖 Sa-Token。
*/
@Slf4j
@RestControllerAdvice
public class GlobalExceptionHandler {
// ==================== 业务异常 ====================
// ==================== SSE / 长连接异常(不写响应体) ====================
@ExceptionHandler(AsyncRequestTimeoutException.class)
public void handleAsyncTimeout(AsyncRequestTimeoutException ex) {
// SSE 超时在长连接场景下属于正常情况,不写响应体
}
@ExceptionHandler(AsyncRequestNotUsableException.class)
public void handleAsyncRequestNotUsable(AsyncRequestNotUsableException ex) {
// SSE 响应已被客户端关闭,不写响应体
}
/**
* 处理业务异常
* SSE 客户端断开连接时Spring 在 Tomcat 容器线程上抛出的 IOException
* <p>
* SSE 长连接场景下客户端主动断开(关闭标签页、网络切换等)是正常行为,
* 不应作为 ERROR 记录。仅当响应尚未提交时才视为真正的 IO 异常。
*/
@ExceptionHandler(IOException.class)
public void handleIOException(IOException ex, HttpServletResponse response) {
if (response.isCommitted()) {
log.debug("SSE 客户端已断开: {}", ex.getMessage());
} else {
log.warn("未提交响应的 IO 异常: {}", ex.getMessage());
}
}
// ==================== 业务异常REST JSON 请求) ====================
/**
* 业务异常 — HTTP 状态码从 ErrorCode 枚举自动派生
*/
@ExceptionHandler(BusinessException.class)
public ApiResponse<Void> handleBusinessException(BusinessException ex) {
log.warn("业务异常: code={}, message={}", ex.getCode(), ex.getMessage());
return ApiResponse.fail(ex.getCode(), ex.getMessage());
public ResponseEntity<ApiResponse<Void>> handleBusinessException(BusinessException ex) {
log.warn("业务异常: code={}, httpStatus={}, message={}", ex.getCode(), ex.getHttpStatus(), ex.getMessage());
return ResponseEntity
.status(ex.getHttpStatus())
.body(ApiResponse.fail(ex.getCode(), ex.getMessage()));
}
// ==================== 参数校验异常 ====================
// ==================== 参数校验异常 → HTTP 400 ====================
/**
* 处理 @Valid 参数校验失败,合并所有字段的错误消息
*/
@ExceptionHandler(MethodArgumentNotValidException.class)
public ApiResponse<Void> handleValidation(MethodArgumentNotValidException ex) {
public ResponseEntity<ApiResponse<Void>> handleValidation(MethodArgumentNotValidException ex) {
String message = ex.getBindingResult().getFieldErrors().stream()
.map(e -> e.getField() + " " + e.getDefaultMessage())
.map(error -> error.getField() + " " + error.getDefaultMessage())
.reduce((a, b) -> a + "; " + b)
.orElse(ErrorCode.BAD_REQUEST.getDefaultMessage());
return ApiResponse.fail(ErrorCode.BAD_REQUEST.getCode(), message);
return ResponseEntity
.badRequest()
.body(ApiResponse.fail(ErrorCode.BAD_REQUEST.getCode(), message));
}
// ==================== Sa-Token 鉴权异常 ====================
/**
* 未登录 / token 无效
*/
@ExceptionHandler(NotLoginException.class)
public ApiResponse<Void> handleNotLogin(NotLoginException ex) {
log.warn("未登录: {}", ex.getMessage());
return ApiResponse.fail(401, "请先登录");
}
/**
* 无权限
*/
@ExceptionHandler(NotPermissionException.class)
public ApiResponse<Void> handleNotPermission(NotPermissionException ex) {
log.warn("无权限: {}", ex.getMessage());
return ApiResponse.fail(403, "无权限");
}
/**
* 无角色
*/
@ExceptionHandler(NotRoleException.class)
public ApiResponse<Void> handleNotRole(NotRoleException ex) {
log.warn("无角色: {}", ex.getMessage());
return ApiResponse.fail(403, "无权限");
}
// ==================== Spring MVC 异常 ====================
/**
* 请求方法不支持(如 GET 访问 POST 接口)
*/
@ExceptionHandler(HttpRequestMethodNotSupportedException.class)
public ApiResponse<Void> handleMethodNotSupported(HttpRequestMethodNotSupportedException ex) {
log.warn("请求方法不支持: {}", ex.getMessage());
return ApiResponse.fail(405, "请求方法不支持");
}
/**
* 请求体不可读(如 JSON 格式错误)
*/
@ExceptionHandler(HttpMessageNotReadableException.class)
public ApiResponse<Void> handleMessageNotReadable(HttpMessageNotReadableException ex) {
public ResponseEntity<ApiResponse<Void>> handleMessageNotReadable(HttpMessageNotReadableException ex) {
log.warn("请求体解析失败: {}", ex.getMessage());
return ApiResponse.fail(ErrorCode.BAD_REQUEST.getCode(), "请求体格式错误");
return ResponseEntity
.badRequest()
.body(ApiResponse.fail(ErrorCode.BAD_REQUEST.getCode(), "请求体格式无效"));
}
/**
* 路径参数类型不匹配
*/
@ExceptionHandler(MethodArgumentTypeMismatchException.class)
public ApiResponse<Void> handleTypeMismatch(MethodArgumentTypeMismatchException ex) {
public ResponseEntity<ApiResponse<Void>> handleTypeMismatch(MethodArgumentTypeMismatchException ex) {
log.warn("参数类型不匹配: {}", ex.getMessage());
return ApiResponse.fail(ErrorCode.BAD_REQUEST.getCode(), "参数类型错误");
return ResponseEntity
.badRequest()
.body(ApiResponse.fail(ErrorCode.BAD_REQUEST.getCode(), "参数类型无效"));
}
/**
* 资源不存在404
*/
@ExceptionHandler(MaxUploadSizeExceededException.class)
public ResponseEntity<ApiResponse<Void>> handleMaxUploadSize(MaxUploadSizeExceededException ex) {
log.warn("文件上传超过大小限制: {}", ex.getMessage());
return ResponseEntity
.badRequest()
.body(ApiResponse.fail(ErrorCode.AVATAR_TOO_LARGE.getCode(), "文件大小不能超过 2MB"));
}
// ==================== 框架级异常(直接写响应,绕过内容协商) ====================
@ExceptionHandler(NoResourceFoundException.class)
public ApiResponse<Void> handleNoResourceFound(NoResourceFoundException ex) {
log.warn("资源不存在: {}", ex.getMessage());
return ApiResponse.fail(404, "资源不存在");
public void handleNoResourceFound(NoResourceFoundException ex, HttpServletResponse response) throws IOException {
log.warn("资源未找到: {}", ex.getMessage());
writeJsonError(response, HttpStatus.NOT_FOUND, 404, "资源未找到");
}
// ==================== 兜底 ====================
@ExceptionHandler(HttpRequestMethodNotSupportedException.class)
public void handleMethodNotSupported(HttpRequestMethodNotSupportedException ex,
HttpServletResponse response) throws IOException {
log.warn("请求方法不支持: {}", ex.getMessage());
writeJsonError(response, HttpStatus.METHOD_NOT_ALLOWED, 405, "请求方法不支持");
}
// ==================== 兜底 → HTTP 500直接写响应绕过内容协商 ====================
@ExceptionHandler(Exception.class)
public void handleException(
Exception ex,
HttpServletResponse response
) throws IOException {
// SSE 长连接/已提交的响应 → 客户端已断开,不需要告警
if (response.isCommitted()) {
log.debug("Response 已提交,客户端已断开: {}", ex.getMessage());
return;
}
log.error("服务器内部错误", ex);
writeJsonError(
response,
HttpStatus.INTERNAL_SERVER_ERROR,
ErrorCode.INTERNAL_ERROR.getCode(),
ErrorCode.INTERNAL_ERROR.getDefaultMessage()
);
}
// ==================== 工具方法 ====================
/**
* 处理其他未捕获异常
* 直接向 HttpServletResponse 写入 JSON 格式的错误响应
* <p>
* 不依赖 Spring 的 MessageConverter 和内容协商机制,
* 确保 SSE/浏览器等非 JSON Accept 头的请求也能收到可读的错误信息。
*/
@ExceptionHandler(Exception.class)
public ApiResponse<Void> handleException(Exception ex) {
log.error("服务器内部错误", ex);
return ApiResponse.fail(ErrorCode.INTERNAL_ERROR.getCode(), ErrorCode.INTERNAL_ERROR.getDefaultMessage());
private static void writeJsonError(HttpServletResponse response, HttpStatus status,
int code, String message) throws IOException {
response.setStatus(status.value());
response.setContentType(MediaType.APPLICATION_JSON_VALUE);
response.setCharacterEncoding("UTF-8");
response.getWriter().write(JSON.toJSONString(ApiResponse.fail(code, message)));
}
}

View File

@@ -1,31 +0,0 @@
package com.webgame.webgamebackend.controller;
import com.webgame.webgamebackend.common.dto.ApiResponse;
import com.webgame.webgamebackend.common.dto.user.UserInfoResponse;
import com.webgame.webgamebackend.service.UserService;
import lombok.RequiredArgsConstructor;
import org.springframework.validation.annotation.Validated;
import org.springframework.web.bind.annotation.GetMapping;
import org.springframework.web.bind.annotation.RequestMapping;
import org.springframework.web.bind.annotation.RestController;
/**
* 用户控制器
*/
@Validated
@RestController
@RequestMapping("/user")
@RequiredArgsConstructor
public class UserController {
private final UserService userService;
/**
* 获取当前登录用户信息
*/
@GetMapping("/info")
public ApiResponse<UserInfoResponse> info() {
UserInfoResponse result = userService.getCurrentUserInfo();
return ApiResponse.ok(result);
}
}

View File

@@ -1,17 +1,18 @@
package com.webgame.webgamebackend.service.impl;
package com.webgame.webgamebackend.domain.account;
import cn.dev33.satoken.stp.StpUtil;
import com.webgame.webgamebackend.common.auth.AuthenticationProvider;
import com.webgame.webgamebackend.common.constants.UserConstants;
import com.webgame.webgamebackend.common.dto.account.LoginRequest;
import com.webgame.webgamebackend.common.dto.account.LoginResponse;
import com.webgame.webgamebackend.common.dto.account.RegisterRequest;
import com.webgame.webgamebackend.common.exception.BusinessException;
import com.webgame.webgamebackend.common.exception.ErrorCode;
import com.webgame.webgamebackend.entities.AccountEntity;
import com.webgame.webgamebackend.entities.UserEntity;
import com.webgame.webgamebackend.repository.AccountRepository;
import com.webgame.webgamebackend.repository.UserRepository;
import com.webgame.webgamebackend.service.AccountService;
import com.webgame.webgamebackend.service.RefreshTokenService;
import com.webgame.webgamebackend.infrastructure.persistence.entity.AccountEntity;
import com.webgame.webgamebackend.infrastructure.persistence.entity.UserEntity;
import com.webgame.webgamebackend.infrastructure.persistence.repository.AccountRepository;
import com.webgame.webgamebackend.infrastructure.persistence.repository.UserRepository;
import com.webgame.webgamebackend.domain.account.AccountService;
import com.webgame.webgamebackend.domain.token.RefreshTokenService;
import lombok.RequiredArgsConstructor;
import lombok.extern.slf4j.Slf4j;
import org.springframework.security.crypto.bcrypt.BCryptPasswordEncoder;
@@ -26,30 +27,28 @@ import java.util.concurrent.ThreadLocalRandom;
@Slf4j
@Service
@RequiredArgsConstructor
public class AccountServiceImpl implements AccountService {
public class AccountService {
private final AccountRepository accountRepository;
private final UserRepository userRepository;
private final BCryptPasswordEncoder passwordEncoder;
private final RefreshTokenService refreshTokenService;
private final AuthenticationProvider authProvider;
@Override
public LoginResponse login(LoginRequest request) {
AccountEntity account = accountRepository.findByUsername(request.username())
.orElseThrow(() -> new BusinessException(ErrorCode.BAD_CREDENTIALS));
if (!passwordEncoder.matches(request.password(), account.getPassword())) {
throw new BusinessException(ErrorCode.BAD_CREDENTIALS);
}
// Sa-Token 登录生成 access token
StpUtil.login(account.getId());
String accessToken = StpUtil.getTokenValue();
// 登录生成 access token
String accessToken = authProvider.login(account.getId());
// 生成 refresh token
String refreshToken = refreshTokenService.create(account.getId());
log.info("用户登录成功: username={}", request.username());
return new LoginResponse(accessToken, refreshToken);
}
@Override
@Transactional
public LoginResponse register(RegisterRequest request) {
// 检查用户名是否已存在
@@ -64,37 +63,35 @@ public class AccountServiceImpl implements AccountService {
// 创建用户资料默认值
UserEntity user = new UserEntity();
user.setAccount(account);
user.setNickName("玩家" + generateRandomCode());
String nickName = "玩家" + generateRandomCode();
user.setNickName(nickName);
user.setSex(0);
user.setSignature("");
user.setAvatar("");
// 根据昵称生成默认 DiceBear 头像
user.setAvatar(UserConstants.generateDefaultAvatar(nickName));
userRepository.save(user);
log.info("用户注册成功: username={}", request.username());
// 注册后自动登录生成 access token refresh token
StpUtil.login(account.getId());
String accessToken = StpUtil.getTokenValue();
String accessToken = authProvider.login(account.getId());
String refreshToken = refreshTokenService.create(account.getId());
return new LoginResponse(accessToken, refreshToken);
}
@Override
public LoginResponse refresh(String refreshToken) {
// 校验 refresh token有效则用它签发新的 access token
String userId = refreshTokenService.validate(refreshToken);
StpUtil.login(userId);
String accessToken = StpUtil.getTokenValue();
String accessToken = authProvider.login(userId);
log.info("令牌刷新成功: userId={}", userId);
// refresh token 保持不变只返回新的 access token
return new LoginResponse(accessToken, refreshToken);
}
@Override
public void logout(String refreshToken) {
// 获取当前登录用户ID用于日志
String loginId = (String) StpUtil.getLoginId();
// 登出 Sa-Token使 access token 失效
StpUtil.logout();
String loginId = authProvider.getCurrentUserId();
// 登出使 access token 失效
authProvider.logout();
// 撤销 refresh token使其在 Redis 中删除
refreshTokenService.revoke(refreshToken);
log.info("用户已登出: userId={}", loginId);

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package com.webgame.webgamebackend.domain.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.domain.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.domain.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.domain.engine;
import lombok.Data;
import lombok.NoArgsConstructor;
import lombok.AllArgsConstructor;
/**
* 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。
*/
@Data
@NoArgsConstructor
@AllArgsConstructor
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;
}

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package com.webgame.webgamebackend.domain.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.infrastructure.persistence.entity.GameMoveEntity;
import com.webgame.webgamebackend.infrastructure.persistence.repository.GameMoveRepository;
import com.webgame.webgamebackend.adapter.ws.dto.WsMessage;
import com.webgame.webgamebackend.adapter.ws.dto.WsOutboundMessage;
import lombok.RequiredArgsConstructor;
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
@RequiredArgsConstructor
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<>();
@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;
}
}

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package com.webgame.webgamebackend.domain.engine;
import com.webgame.webgamebackend.adapter.ws.dto.WsMessage;
import lombok.Getter;
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。
*/
@Getter
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,不可变) */
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(不暴露到 getter */
private final Consumer<WsMessage> broadcaster;
/** 私有消息发送器(不暴露到 getter */
private final PrivateMessageSender privateSender;
/** 游戏结束回调(不暴露到 getter */
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;
}
/**
* 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);
}
}

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package com.webgame.webgamebackend.domain.game;
import com.webgame.webgamebackend.common.dto.game.GameItemResponse;
import com.webgame.webgamebackend.common.dto.game.GameListResponse;
import com.webgame.webgamebackend.infrastructure.persistence.entity.GameConfigEntity;
import com.webgame.webgamebackend.infrastructure.persistence.repository.GameConfigRepository;
import com.webgame.webgamebackend.domain.game.GameService;
import lombok.RequiredArgsConstructor;
import lombok.extern.slf4j.Slf4j;
import org.springframework.stereotype.Service;
import java.util.List;
/**
* 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
@RequiredArgsConstructor
public class GameService {
private final GameConfigRepository gameConfigRepository;
public GameListResponse getGameList() {
List<GameConfigEntity> configs = gameConfigRepository.findByEnabledTrueOrderBySortOrderAsc();
List<GameItemResponse> list = configs.stream()
.map(GameItemResponse::from)
.toList();
log.info("[游戏服务] 获取游戏列表, 共 {} 款", list.size());
return new GameListResponse(list);
}
}

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package com.webgame.webgamebackend.domain.room;
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.infrastructure.persistence.entity.*;
import com.webgame.webgamebackend.infrastructure.persistence.repository.*;
import com.webgame.webgamebackend.domain.engine.*;
import com.webgame.webgamebackend.adapter.ws.RoomSessionManager;
import com.webgame.webgamebackend.adapter.ws.dto.WsMessage;
import com.webgame.webgamebackend.adapter.ws.dto.WsOutboundMessage;
import lombok.RequiredArgsConstructor;
import lombok.extern.slf4j.Slf4j;
import org.springframework.scheduling.annotation.Scheduled;
import org.springframework.stereotype.Component;
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.*;
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
@RequiredArgsConstructor
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; }
}
// ==================== 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
*/
@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
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
*/
@Transactional
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
*/
@Transactional
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
*/
@Transactional
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
*/
@Transactional
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
*/
@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("[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
*/
@Transactional
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resultType 初始为 pending游戏结束时由 onGameOver 更新)
GameRecordEntity record = new GameRecordEntity()
.setRoomId(roomId)
.setResultType("pending")
.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
*/
@Transactional
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);
}
}

View File

@@ -1,8 +1,9 @@
package com.webgame.webgamebackend.service.impl;
package com.webgame.webgamebackend.domain.token;
import com.webgame.webgamebackend.common.exception.BusinessException;
import com.webgame.webgamebackend.common.exception.ErrorCode;
import com.webgame.webgamebackend.service.RefreshTokenService;
import com.webgame.webgamebackend.domain.token.RefreshTokenService;
import lombok.RequiredArgsConstructor;
import lombok.extern.slf4j.Slf4j;
import org.springframework.data.redis.core.StringRedisTemplate;
import org.springframework.stereotype.Service;
@@ -25,7 +26,8 @@ import java.util.concurrent.TimeUnit;
*/
@Slf4j
@Service
public class RefreshTokenServiceImpl implements RefreshTokenService {
@RequiredArgsConstructor
public class RefreshTokenService {
/** Redis key 前缀 */
private static final String KEY_PREFIX = "xzg:refresh:";
@@ -41,11 +43,6 @@ public class RefreshTokenServiceImpl implements RefreshTokenService {
private final StringRedisTemplate stringRedisTemplate;
public RefreshTokenServiceImpl(StringRedisTemplate stringRedisTemplate) {
this.stringRedisTemplate = stringRedisTemplate;
}
@Override
public String create(String userId) {
if (userId == null || userId.isBlank()) {
throw new BusinessException(ErrorCode.BAD_REQUEST, "用户ID不能为空");
@@ -66,7 +63,6 @@ public class RefreshTokenServiceImpl implements RefreshTokenService {
return token;
}
@Override
public String validate(String token) {
if (token == null || token.isBlank()) {
throw new BusinessException(ErrorCode.REFRESH_TOKEN_MISSING);
@@ -78,7 +74,6 @@ public class RefreshTokenServiceImpl implements RefreshTokenService {
return userId;
}
@Override
public String rotate(String oldToken) {
String userId = validate(oldToken);
// 先删反向映射再删正向映射
@@ -90,7 +85,6 @@ public class RefreshTokenServiceImpl implements RefreshTokenService {
return create(userId);
}
@Override
public void revoke(String token) {
if (token == null || token.isBlank()) {
return;

View File

@@ -0,0 +1,180 @@
package com.webgame.webgamebackend.domain.user;
import com.webgame.webgamebackend.common.auth.AuthenticationProvider;
import com.webgame.webgamebackend.common.dto.user.UpdateStatusRequest;
import com.webgame.webgamebackend.common.dto.user.UpdateUserInfoRequest;
import com.webgame.webgamebackend.common.dto.user.UserInfoResponse;
import com.webgame.webgamebackend.common.exception.BusinessException;
import com.webgame.webgamebackend.common.exception.ErrorCode;
import com.webgame.webgamebackend.infrastructure.persistence.entity.UserEntity;
import com.webgame.webgamebackend.infrastructure.persistence.repository.UserRepository;
import com.webgame.webgamebackend.domain.user.UserService;
import lombok.RequiredArgsConstructor;
import lombok.extern.slf4j.Slf4j;
import org.springframework.stereotype.Service;
import org.springframework.transaction.annotation.Transactional;
import org.springframework.web.multipart.MultipartFile;
import java.io.IOException;
import java.nio.file.Files;
import java.nio.file.Path;
import java.nio.file.Paths;
import java.util.Set;
/**
* 用户服务实现
*/
@Slf4j
@Service
@RequiredArgsConstructor
public class UserService {
/** 头像存储目录(相对于项目工作目录) */
private static final String AVATAR_DIR = "uploads/avatars";
/**
* 获取头像存储的绝对路径目录
*
* 使用 user.dir 构建绝对路径,避免 Tomcat 临时工作目录导致 FileNotFoundException。
*/
private Path getAvatarDir() {
return Paths.get(System.getProperty("user.dir"), AVATAR_DIR).toAbsolutePath();
}
/** 允许的头像文件类型 */
private static final Set<String> ALLOWED_CONTENT_TYPES = Set.of(
"image/jpeg", "image/png", "image/webp", "image/gif"
);
/** 头像文件大小上限2MB */
private static final long MAX_AVATAR_SIZE = 2 * 1024 * 1024;
private final UserRepository userRepository;
private final AuthenticationProvider authProvider;
public UserInfoResponse getCurrentUserInfo() {
String accountId = authProvider.getCurrentUserId();
log.info("[用户服务] 获取当前登录用户信息, accountId: {}", accountId);
UserEntity user = userRepository.findByAccountId(accountId)
.orElseThrow(() -> new BusinessException(ErrorCode.USER_NOT_FOUND));
return UserInfoResponse.from(user);
}
@Transactional
public UserInfoResponse updateUserInfo(String accountId, UpdateUserInfoRequest request) {
UserEntity user = userRepository.findByAccountId(accountId)
.orElseThrow(() -> new BusinessException(ErrorCode.USER_NOT_FOUND));
// 仅更新非 null 字段
if (request.nickName() != null) {
user.setNickName(request.nickName());
}
if (request.avatar() != null) {
user.setAvatar(request.avatar());
}
if (request.signature() != null) {
user.setSignature(request.signature());
}
if (request.age() != null) {
user.setAge(request.age());
}
if (request.sex() != null) {
user.setSex(request.sex());
}
if (request.birthday() != null) {
user.setBirthday(request.birthday());
}
userRepository.save(user);
log.info("[用户服务] 更新用户信息, accountId={}", accountId);
return UserInfoResponse.from(user);
}
@Transactional
public void updateStatus(String accountId, UpdateStatusRequest request) {
UserEntity user = userRepository.findByAccountId(accountId)
.orElseThrow(() -> new BusinessException(ErrorCode.USER_NOT_FOUND));
user.setStatus(request.status());
userRepository.save(user);
log.info("[用户服务] 更新在线状态, accountId={}, status={}", accountId, request.status());
}
@Transactional
public UserInfoResponse uploadAvatar(String accountId, MultipartFile file) {
// 校验文件类型
String contentType = file.getContentType();
if (contentType == null || !ALLOWED_CONTENT_TYPES.contains(contentType)) {
throw new BusinessException(ErrorCode.AVATAR_INVALID_TYPE);
}
// 校验文件大小
if (file.getSize() > MAX_AVATAR_SIZE) {
throw new BusinessException(ErrorCode.AVATAR_TOO_LARGE);
}
UserEntity user = userRepository.findByAccountId(accountId)
.orElseThrow(() -> new BusinessException(ErrorCode.USER_NOT_FOUND));
try {
// 确保目录存在(使用绝对路径,避免 Tomcat 临时目录问题)
Path avatarDir = getAvatarDir();
Files.createDirectories(avatarDir);
// 删除旧头像文件(如果存在且不是默认 SVG
deleteOldAvatarFile(user.getAvatar());
// 保存新头像uploads/avatars/{accountId}.jpg
String filename = accountId + ".jpg";
Path targetPath = avatarDir.resolve(filename);
file.transferTo(targetPath.toFile());
// 更新数据库
String avatarUrl = "/" + AVATAR_DIR + "/" + filename;
user.setAvatar(avatarUrl);
userRepository.save(user);
log.info("[用户服务] 头像上传成功, accountId={}, path={}", accountId, avatarUrl);
return UserInfoResponse.from(user);
} catch (IOException e) {
log.error("[用户服务] 头像上传失败, accountId={}", accountId, e);
throw new BusinessException(ErrorCode.AVATAR_UPLOAD_FAILED, "头像保存失败,请重试");
}
}
@Transactional
public UserInfoResponse deleteAvatar(String accountId) {
UserEntity user = userRepository.findByAccountId(accountId)
.orElseThrow(() -> new BusinessException(ErrorCode.USER_NOT_FOUND));
// 删除旧头像文件
deleteOldAvatarFile(user.getAvatar());
// 数据库置空(前端会回退显示默认头像)
user.setAvatar(null);
userRepository.save(user);
log.info("[用户服务] 头像已删除, accountId={}", accountId);
return UserInfoResponse.from(user);
}
/**
* 删除旧的用户头像文件
*
* 仅删除 uploads/avatars/ 下的文件,跳过默认 SVG 和非本地路径。
*
* @param avatarPath 头像路径,可能为 null
*/
private void deleteOldAvatarFile(String avatarPath) {
if (avatarPath == null || !avatarPath.startsWith("/" + AVATAR_DIR + "/")) {
return;
}
try {
// 从 URL 路径中提取文件名,使用绝对路径删除
String filename = avatarPath.substring(avatarPath.lastIndexOf('/') + 1);
Path oldFile = getAvatarDir().resolve(filename);
Files.deleteIfExists(oldFile);
log.debug("[用户服务] 旧头像已删除: {}", oldFile);
} catch (IOException e) {
log.warn("[用户服务] 旧头像删除失败: {}", avatarPath, e);
}
}
}

View File

@@ -0,0 +1,35 @@
package com.webgame.webgamebackend.infrastructure.config;
import com.webgame.webgamebackend.infrastructure.persistence.repository.GameMoveRepository;
import com.webgame.webgamebackend.domain.engine.GameEngineRegistry;
import com.webgame.webgamebackend.domain.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(...));
}
}

View File

@@ -1,4 +1,4 @@
package com.webgame.webgamebackend.common.config;
package com.webgame.webgamebackend.infrastructure.config;
import io.swagger.v3.oas.models.OpenAPI;
import io.swagger.v3.oas.models.info.Info;

View File

@@ -1,4 +1,4 @@
package com.webgame.webgamebackend.common.config;
package com.webgame.webgamebackend.infrastructure.config;
import org.springframework.context.annotation.Bean;
import org.springframework.context.annotation.Configuration;

View File

@@ -1,4 +1,4 @@
package com.webgame.webgamebackend.common.config;
package com.webgame.webgamebackend.infrastructure.config;
import org.springframework.context.annotation.Bean;
import org.springframework.context.annotation.Configuration;

View File

@@ -0,0 +1,46 @@
package com.webgame.webgamebackend.infrastructure.config;
import cn.dev33.satoken.fun.strategy.SaCorsHandleFunction;
import cn.dev33.satoken.router.SaHttpMethod;
import cn.dev33.satoken.router.SaRouter;
import com.webgame.webgamebackend.common.auth.AuthInterceptor;
import lombok.RequiredArgsConstructor;
import lombok.extern.slf4j.Slf4j;
import org.springframework.context.annotation.Bean;
import org.springframework.context.annotation.Configuration;
import org.springframework.web.servlet.config.annotation.InterceptorRegistry;
import org.springframework.web.servlet.config.annotation.WebMvcConfigurer;
/**
* Web 鉴权配置
* <p>
* 使用自定义 {@link AuthInterceptor} 替代 Sa-Token 的 {@code SaInterceptor}
* 在拦截器层将 Sa-Token 框架异常转为业务异常,实现认证框架与业务代码解耦。
*/
@Slf4j
@Configuration
@RequiredArgsConstructor
public class SaTokenConfigure implements WebMvcConfigurer {
private final AuthInterceptor authInterceptor;
@Override
public void addInterceptors(InterceptorRegistry registry) {
registry.addInterceptor(authInterceptor)
.addPathPatterns("/**")
.excludePathPatterns("/error");
}
@Bean
public SaCorsHandleFunction corsHandle() {
return (req, res, sto) -> {
res.setHeader("Access-Control-Allow-Origin", "*")
.setHeader("Access-Control-Allow-Methods", "POST, GET, OPTIONS, DELETE, PUT, PATCH")
.setHeader("Access-Control-Max-Age", "3600")
.setHeader("Access-Control-Allow-Headers", "*");
SaRouter.match(SaHttpMethod.OPTIONS).free(r -> {
}).back();
};
}
}

View File

@@ -0,0 +1,29 @@
package com.webgame.webgamebackend.infrastructure.config;
import com.webgame.webgamebackend.common.event.SseEventPublisher;
import com.webgame.webgamebackend.adapter.sse.RedisSseListener;
import org.springframework.context.annotation.Bean;
import org.springframework.context.annotation.Configuration;
import org.springframework.data.redis.connection.RedisConnectionFactory;
import org.springframework.data.redis.listener.ChannelTopic;
import org.springframework.data.redis.listener.RedisMessageListenerContainer;
/**
* SSE 基础设施配置
*
* 注册 Redis Pub/Sub 消息监听容器,订阅频道 "sse:events"。
* 心跳由 SseConnectionManager 自管理单线程调度,不在此处配置。
*/
@Configuration
public class SseConfig {
@Bean
public RedisMessageListenerContainer sseMessageListenerContainer(
RedisConnectionFactory connectionFactory,
RedisSseListener listener) {
RedisMessageListenerContainer container = new RedisMessageListenerContainer();
container.setConnectionFactory(connectionFactory);
container.addMessageListener(listener, new ChannelTopic(SseEventPublisher.CHANNEL));
return container;
}
}

View File

@@ -0,0 +1,32 @@
package com.webgame.webgamebackend.infrastructure.config;
import org.springframework.context.annotation.Configuration;
import org.springframework.web.servlet.config.annotation.ResourceHandlerRegistry;
import org.springframework.web.servlet.config.annotation.WebMvcConfigurer;
/**
* 静态资源配置
*
* 将本地 uploads/ 目录映射为 /uploads/** URL用于头像等用户上传文件的访问。
* 使用绝对路径避免 Tomcat 临时工作目录导致的路径不一致问题。
*/
@Configuration
public class StaticResourceConfig implements WebMvcConfigurer {
/** 上传文件根目录(相对于项目工作目录) */
private static final String UPLOAD_DIR = "uploads/";
/**
* 注册静态资源处理器
*
* /uploads/avatars/xxx.jpg → file:<user.dir>/uploads/avatars/xxx.jpg
*/
@Override
public void addResourceHandlers(ResourceHandlerRegistry registry) {
// 使用正斜杠替换反斜杠,确保 Windows 下 file: URL 格式正确
String userDir = System.getProperty("user.dir").replace("\\", "/");
String absoluteUploadPath = "file:" + userDir + "/" + UPLOAD_DIR;
registry.addResourceHandler("/uploads/**")
.addResourceLocations(absoluteUploadPath);
}
}

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@@ -0,0 +1,28 @@
package com.webgame.webgamebackend.infrastructure.config;
import com.webgame.webgamebackend.adapter.ws.RoomWebSocketHandler;
import lombok.RequiredArgsConstructor;
import org.springframework.context.annotation.Configuration;
import org.springframework.web.socket.config.annotation.EnableWebSocket;
import org.springframework.web.socket.config.annotation.WebSocketConfigurer;
import org.springframework.web.socket.config.annotation.WebSocketHandlerRegistry;
/**
* WebSocket 配置
*
* 注册房间 WebSocket 端点,路径为 /ws/room。
* 客户端通过 ws://host/ws/room?roomId=xxx&token=xxx 连接。
*/
@Configuration
@EnableWebSocket
@RequiredArgsConstructor
public class WebSocketConfig implements WebSocketConfigurer {
private final RoomWebSocketHandler roomWebSocketHandler;
@Override
public void registerWebSocketHandlers(WebSocketHandlerRegistry registry) {
registry.addHandler(roomWebSocketHandler, "/ws/room")
.setAllowedOrigins("*");
}
}

View File

@@ -1,6 +1,6 @@
package com.webgame.webgamebackend.entities;
package com.webgame.webgamebackend.infrastructure.persistence.entity;
import com.webgame.webgamebackend.entities.base.UUIDBaseEntity;
import com.webgame.webgamebackend.infrastructure.persistence.entity.UUIDBaseEntity;
import jakarta.persistence.Column;
import jakarta.persistence.Entity;
import jakarta.persistence.Table;

View File

@@ -1,4 +1,4 @@
package com.webgame.webgamebackend.entities.base;
package com.webgame.webgamebackend.infrastructure.persistence.entity;
import jakarta.persistence.*;
import lombok.Getter;

View File

@@ -0,0 +1,87 @@
package com.webgame.webgamebackend.infrastructure.persistence.entity;
import com.webgame.webgamebackend.infrastructure.persistence.entity.UUIDBaseEntity;
import jakarta.persistence.Column;
import jakarta.persistence.Entity;
import jakarta.persistence.Table;
import lombok.AllArgsConstructor;
import lombok.Getter;
import lombok.NoArgsConstructor;
import lombok.Setter;
import lombok.experimental.Accessors;
/**
* 游戏配置实体
*
* 存储每款游戏的元信息(图标、名称、玩法介绍)和可选配置(模式、底注档位)。
* 采用独立表而非硬编码,支持运营后台动态上下架游戏。
*/
@Entity
@Getter
@Setter
@NoArgsConstructor
@AllArgsConstructor
@Accessors(chain = true)
@Table(name = "game_config")
public class GameConfigEntity extends UUIDBaseEntity {
/**
* 游戏唯一标识,如 snake、tetris
*/
@Column(name = "game_id", unique = true, nullable = false, length = 32)
private String gameId;
/**
* 游戏图标 emoji
*/
@Column(name = "icon", nullable = false, length = 10)
private String icon;
/**
* 游戏名称
*/
@Column(name = "name", nullable = false, length = 32)
private String name;
/**
* 简短描述
*/
@Column(name = "description", nullable = false, length = 256)
private String description;
/**
* 玩法介绍(长文本)
*/
@Column(name = "gameplay", nullable = false, columnDefinition = "TEXT")
private String gameplay;
/**
* 默认最大玩家数
*/
@Column(name = "max_players", nullable = false)
private Integer maxPlayers;
/**
* 可选玩法模式列表JSON 数组字符串)
*/
@Column(name = "modes", nullable = false, length = 512)
private String modes;
/**
* 可选底注档位列表JSON 数组字符串)
*/
@Column(name = "stakes_options", nullable = false, length = 256)
private String stakesOptions;
/**
* 排序权重,越大越靠前
*/
@Column(name = "sort_order", nullable = false)
private Integer sortOrder;
/**
* 是否启用
*/
@Column(name = "enabled", nullable = false)
private Boolean enabled;
}

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@@ -0,0 +1,47 @@
package com.webgame.webgamebackend.infrastructure.persistence.entity;
import com.webgame.webgamebackend.infrastructure.persistence.entity.UUIDBaseEntity;
import jakarta.persistence.Column;
import jakarta.persistence.Entity;
import jakarta.persistence.Table;
import lombok.AllArgsConstructor;
import lombok.Getter;
import lombok.NoArgsConstructor;
import lombok.Setter;
import lombok.experimental.Accessors;
/**
* 走棋记录实体
*
* 记录每一步走棋:所属房间、下棋玩家、棋盘坐标、步序号。
* 坐标系约定:(0,0) 为棋盘左上角。
*/
@Entity
@Getter
@Setter
@NoArgsConstructor
@AllArgsConstructor
@Accessors(chain = true)
@Table(name = "game_move")
public class GameMoveEntity extends UUIDBaseEntity {
/** 所属房间 ID */
@Column(name = "room_id", nullable = false, length = 64)
private String roomId;
/** 下棋玩家的 account_id */
@Column(name = "player_id", nullable = false, length = 64)
private String playerId;
/** 落子行坐标0 起始,从上往下) */
@Column(name = "row_num", nullable = false)
private Integer rowNum;
/** 落子列坐标0 起始,从左往右) */
@Column(name = "col_num", nullable = false)
private Integer colNum;
/** 步序号(从 1 开始递增) */
@Column(name = "move_index", nullable = false)
private Integer moveIndex;
}

View File

@@ -0,0 +1,56 @@
package com.webgame.webgamebackend.infrastructure.persistence.entity;
import com.webgame.webgamebackend.infrastructure.persistence.entity.UUIDBaseEntity;
import jakarta.persistence.Column;
import jakarta.persistence.Entity;
import jakarta.persistence.Table;
import lombok.AllArgsConstructor;
import lombok.Getter;
import lombok.NoArgsConstructor;
import lombok.Setter;
import lombok.experimental.Accessors;
import java.time.LocalDateTime;
/**
* 对局记录实体
*
* 每局游戏结束后生成一条记录,包含胜负结果。
*/
@Entity
@Getter
@Setter
@NoArgsConstructor
@AllArgsConstructor
@Accessors(chain = true)
@Table(name = "game_record")
public class GameRecordEntity extends UUIDBaseEntity {
/** 所属房间 ID */
@Column(name = "room_id", nullable = false, length = 64)
private String roomId;
/** 胜方 account_id平局时为 null */
@Column(name = "winner_id", length = 64)
private String winnerId;
/**
* 结果类型
* <ul>
* <li>{@code pending} — 对局进行中,尚未产生结果(游戏开始时设置)</li>
* <li>{@code win} — 一方获胜</li>
* <li>{@code draw} — 平局</li>
* <li>{@code resign} — 一方认输</li>
* </ul>
*/
@Column(name = "result_type", length = 16)
private String resultType;
/** 对局开始时间 */
@Column(name = "started_at", nullable = false)
private LocalDateTime startedAt;
/** 对局结束时间 */
@Column(name = "ended_at")
private LocalDateTime endedAt;
}

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@@ -0,0 +1,81 @@
package com.webgame.webgamebackend.infrastructure.persistence.entity;
import com.webgame.webgamebackend.infrastructure.persistence.entity.UUIDBaseEntity;
import jakarta.persistence.Column;
import jakarta.persistence.Entity;
import jakarta.persistence.Table;
import lombok.AllArgsConstructor;
import lombok.Getter;
import lombok.NoArgsConstructor;
import lombok.Setter;
import lombok.experimental.Accessors;
/**
* 游戏房间(桌台)实体
*
* 每个房间属于某款游戏,包含桌号、人数上限、玩法模式、底注等信息。
* 房间有三种状态waiting等待中、playing进行中、finished已结束
*/
@Entity
@Getter
@Setter
@NoArgsConstructor
@AllArgsConstructor
@Accessors(chain = true)
@Table(name = "game_room")
public class GameRoomEntity extends UUIDBaseEntity {
/**
* 关联的游戏标识
*/
@Column(name = "game_id", nullable = false, length = 32)
private String gameId;
/**
* 该游戏下的桌号序号(自增),与 gameId 联合唯一
*/
@Column(name = "room_number", nullable = false)
private Integer roomNumber;
/**
* 桌号显示名,如 "桌 01"
*/
@Column(name = "name", nullable = false, length = 32)
private String name;
/**
* 本房间最大玩家数
*/
@Column(name = "max_players", nullable = false)
private Integer maxPlayers;
/**
* 选定的玩法模式
*/
@Column(name = "mode", nullable = false, length = 32)
private String mode;
/**
* 底注金额
*/
@Column(name = "stakes", nullable = false)
private Integer stakes;
/**
* 房间密码明文null 表示公开房间
*/
@Column(name = "password", length = 64)
private String password;
/**
* 房间状态waiting / playing / finished
*/
@Column(name = "status", nullable = false, length = 16)
private String status;
/**
* 房主 account_id
*/
@Column(name = "creator_id", nullable = false, length = 64)
private String creatorId;
}

View File

@@ -0,0 +1,58 @@
package com.webgame.webgamebackend.infrastructure.persistence.entity;
import com.webgame.webgamebackend.infrastructure.persistence.entity.UUIDBaseEntity;
import jakarta.persistence.Column;
import jakarta.persistence.Entity;
import jakarta.persistence.Table;
import lombok.AllArgsConstructor;
import lombok.Getter;
import lombok.NoArgsConstructor;
import lombok.Setter;
import lombok.experimental.Accessors;
import java.time.LocalDateTime;
/**
* 房间玩家关联实体
*
* 记录玩家与房间的关联关系、座位号和准备状态。
*/
@Entity
@Getter
@Setter
@NoArgsConstructor
@AllArgsConstructor
@Accessors(chain = true)
@Table(name = "room_player")
public class RoomPlayerEntity extends UUIDBaseEntity {
/**
* 关联的房间 ID
*/
@Column(name = "room_id", nullable = false, length = 64)
private String roomId;
/**
* 关联的账号 ID
*/
@Column(name = "user_id", nullable = false, length = 64)
private String userId;
/**
* 座位号1 ~ maxPlayers
*/
@Column(name = "seat_number", nullable = false)
private Integer seatNumber;
/**
* 是否已准备
*/
@Column(name = "ready_status", nullable = false)
private Boolean readyStatus;
/**
* 加入时间
*/
@Column(name = "join_time", nullable = false)
private LocalDateTime joinTime;
}

View File

@@ -1,4 +1,4 @@
package com.webgame.webgamebackend.entities.base;
package com.webgame.webgamebackend.infrastructure.persistence.entity;
import jakarta.persistence.*;
import lombok.Getter;

View File

@@ -1,6 +1,6 @@
package com.webgame.webgamebackend.entities;
package com.webgame.webgamebackend.infrastructure.persistence.entity;
import com.webgame.webgamebackend.entities.base.UUIDBaseEntity;
import com.webgame.webgamebackend.infrastructure.persistence.entity.UUIDBaseEntity;
import jakarta.persistence.Column;
import jakarta.persistence.Entity;
import jakarta.persistence.FetchType;
@@ -68,4 +68,16 @@ public class UserEntity extends UUIDBaseEntity {
*/
@Column(name = "birthday")
private LocalDate birthday;
/**
* 金币余额默认 1000
*/
@Column(name = "balance", nullable = false)
private Long balance = 1000L;
/**
* 在线状态ONLINE / AWAY / DND / INVISIBLE默认 ONLINE
*/
@Column(name = "status", length = 16, nullable = false)
private String status = "ONLINE";
}

View File

@@ -1,6 +1,6 @@
package com.webgame.webgamebackend.repository;
package com.webgame.webgamebackend.infrastructure.persistence.repository;
import com.webgame.webgamebackend.entities.AccountEntity;
import com.webgame.webgamebackend.infrastructure.persistence.entity.AccountEntity;
import org.springframework.data.jpa.repository.JpaRepository;
import java.util.Optional;

View File

@@ -0,0 +1,28 @@
package com.webgame.webgamebackend.infrastructure.persistence.repository;
import com.webgame.webgamebackend.infrastructure.persistence.entity.GameConfigEntity;
import org.springframework.data.jpa.repository.JpaRepository;
import java.util.List;
import java.util.Optional;
/**
* 游戏配置 Repository
*/
public interface GameConfigRepository extends JpaRepository<GameConfigEntity, String> {
/**
* 根据游戏标识查询
*
* @param gameId 游戏标识
* @return 游戏配置实体
*/
Optional<GameConfigEntity> findByGameId(String gameId);
/**
* 查询所有启用的游戏,按排序权重升序
*
* @return 启用的游戏列表
*/
List<GameConfigEntity> findByEnabledTrueOrderBySortOrderAsc();
}

View File

@@ -0,0 +1,28 @@
package com.webgame.webgamebackend.infrastructure.persistence.repository;
import com.webgame.webgamebackend.infrastructure.persistence.entity.GameMoveEntity;
import org.springframework.data.jpa.repository.JpaRepository;
import java.util.List;
/**
* 走棋记录 Repository
*/
public interface GameMoveRepository extends JpaRepository<GameMoveEntity, String> {
/**
* 按房间 ID 查询走棋记录,按步序号升序
*
* @param roomId 房间 ID
* @return 走棋记录列表
*/
List<GameMoveEntity> findByRoomIdOrderByMoveIndexAsc(String roomId);
/**
* 统计房间走棋步数
*
* @param roomId 房间 ID
* @return 步数
*/
int countByRoomId(String roomId);
}

View File

@@ -0,0 +1,20 @@
package com.webgame.webgamebackend.infrastructure.persistence.repository;
import com.webgame.webgamebackend.infrastructure.persistence.entity.GameRecordEntity;
import org.springframework.data.jpa.repository.JpaRepository;
import java.util.Optional;
/**
* 对局记录 Repository
*/
public interface GameRecordRepository extends JpaRepository<GameRecordEntity, String> {
/**
* 按房间 ID 查询对局记录
*
* @param roomId 房间 ID
* @return 对局记录(可能为空)
*/
Optional<GameRecordEntity> findByRoomId(String roomId);
}

View File

@@ -0,0 +1,60 @@
package com.webgame.webgamebackend.infrastructure.persistence.repository;
import com.webgame.webgamebackend.infrastructure.persistence.entity.GameRoomEntity;
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;
/**
* 游戏房间 Repository
*/
public interface GameRoomRepository extends JpaRepository<GameRoomEntity, String> {
/**
* 根据游戏 ID 和状态查询房间列表
*
* @param gameId 游戏标识
* @param status 房间状态
* @return 房间列表
*/
List<GameRoomEntity> findByGameIdAndStatus(String gameId, String status);
/**
* 根据游戏 ID 查询所有房间(不限状态)
*
* @param gameId 游戏标识
* @return 房间列表
*/
List<GameRoomEntity> findByGameId(String gameId);
/**
* 查询指定游戏下最大的桌号
*
* @param gameId 游戏标识
* @return 最大桌号,可能为 null
*/
@Query("SELECT MAX(r.roomNumber) FROM GameRoomEntity r WHERE r.gameId = :gameId")
Integer findMaxRoomNumberByGameId(@Param("gameId") String gameId);
/**
* 根据 ID 查询房间(带悲观写锁,防止并发问题)
*
* @param id 房间 ID
* @return 房间实体
*/
@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);
}

View File

@@ -0,0 +1,54 @@
package com.webgame.webgamebackend.infrastructure.persistence.repository;
import com.webgame.webgamebackend.infrastructure.persistence.entity.RoomPlayerEntity;
import org.springframework.data.jpa.repository.JpaRepository;
import java.util.List;
import java.util.Optional;
/**
* 房间玩家关联 Repository
*/
public interface RoomPlayerRepository extends JpaRepository<RoomPlayerEntity, String> {
/**
* 查询房间内所有玩家
*
* @param roomId 房间 ID
* @return 玩家列表
*/
List<RoomPlayerEntity> findByRoomId(String roomId);
/**
* 查询指定房间和用户的关联记录
*
* @param roomId 房间 ID
* @param userId 用户 ID
* @return 关联记录
*/
Optional<RoomPlayerEntity> findByRoomIdAndUserId(String roomId, String userId);
/**
* 统计房间当前玩家人数
*
* @param roomId 房间 ID
* @return 玩家人数
*/
int countByRoomId(String roomId);
/**
* 删除指定房间和用户的关联
*
* @param roomId 房间 ID
* @param userId 用户 ID
*/
void deleteByRoomIdAndUserId(String roomId, String userId);
/**
* 判断用户是否已在某房间中
*
* @param userId 用户 ID
* @return 是否存在关联
*/
boolean existsByUserId(String userId);
}

View File

@@ -1,8 +1,9 @@
package com.webgame.webgamebackend.repository;
package com.webgame.webgamebackend.infrastructure.persistence.repository;
import com.webgame.webgamebackend.entities.UserEntity;
import com.webgame.webgamebackend.infrastructure.persistence.entity.UserEntity;
import org.springframework.data.jpa.repository.JpaRepository;
import java.util.List;
import java.util.Optional;
/**
@@ -14,4 +15,9 @@ public interface UserRepository extends JpaRepository<UserEntity, String> {
* 根据账号 ID 查询用户
*/
Optional<UserEntity> findByAccountId(String accountId);
/**
* 根据账号 ID 列表批量查询用户
*/
List<UserEntity> findByAccountIdIn(List<String> accountIds);
}

View File

@@ -1,42 +0,0 @@
package com.webgame.webgamebackend.service;
import com.webgame.webgamebackend.common.dto.account.LoginRequest;
import com.webgame.webgamebackend.common.dto.account.LoginResponse;
import com.webgame.webgamebackend.common.dto.account.RegisterRequest;
/**
* 账号服务接口
*/
public interface AccountService {
/**
* 登录
*
* @param request 登录请求
* @return 登录结果(含 token
*/
LoginResponse login(LoginRequest request);
/**
* 注册
*
* @param request 注册请求
* @return 注册结果(含双 token注册后自动登录
*/
LoginResponse register(RegisterRequest request);
/**
* 刷新令牌
*
* @param refreshToken 刷新令牌
* @return 新的双 tokenaccessToken + refreshToken
*/
LoginResponse refresh(String refreshToken);
/**
* 登出,使 access token 和 refresh token 失效
*
* @param refreshToken 刷新令牌
*/
void logout(String refreshToken);
}

View File

@@ -1,40 +0,0 @@
package com.webgame.webgamebackend.service;
/**
* 刷新令牌服务接口,管理 refresh token 的生命周期
*/
public interface RefreshTokenService {
/**
* 为用户创建新的刷新令牌,存入 RedisTTL 30 天
*
* @param userId 用户ID
* @return 生成的 refresh token 字符串
*/
String create(String userId);
/**
* 校验刷新令牌是否有效
*
* @param token 刷新令牌
* @return 对应的用户ID
* @throws com.webgame.webgamebackend.common.exception.BusinessException 令牌无效时抛出
*/
String validate(String token);
/**
* 轮换刷新令牌:删除旧 token生成新 token防重放
*
* @param oldToken 旧的刷新令牌
* @return 新的刷新令牌
* @throws com.webgame.webgamebackend.common.exception.BusinessException 旧令牌无效时抛出
*/
String rotate(String oldToken);
/**
* 撤销刷新令牌(登出时调用)
*
* @param token 要撤销的刷新令牌
*/
void revoke(String token);
}

View File

@@ -1,16 +0,0 @@
package com.webgame.webgamebackend.service;
import com.webgame.webgamebackend.common.dto.user.UserInfoResponse;
/**
* 用户服务接口
*/
public interface UserService {
/**
* 获取当前登录用户的资料
*
* @return 用户信息
*/
UserInfoResponse getCurrentUserInfo();
}

View File

@@ -1,32 +0,0 @@
package com.webgame.webgamebackend.service.impl;
import cn.dev33.satoken.stp.StpUtil;
import com.webgame.webgamebackend.common.dto.user.UserInfoResponse;
import com.webgame.webgamebackend.common.exception.BusinessException;
import com.webgame.webgamebackend.common.exception.ErrorCode;
import com.webgame.webgamebackend.entities.UserEntity;
import com.webgame.webgamebackend.repository.UserRepository;
import com.webgame.webgamebackend.service.UserService;
import lombok.RequiredArgsConstructor;
import lombok.extern.slf4j.Slf4j;
import org.springframework.stereotype.Service;
/**
* 用户服务实现
*/
@Slf4j
@Service
@RequiredArgsConstructor
public class UserServiceImpl implements UserService {
private final UserRepository userRepository;
@Override
public UserInfoResponse getCurrentUserInfo() {
String accountId = StpUtil.getLoginIdAsString();
log.info("[用户服务] 获取当前登录用户信息, accountId: {}", accountId);
UserEntity user = userRepository.findByAccountId(accountId)
.orElseThrow(() -> new BusinessException(ErrorCode.USER_NOT_FOUND));
return UserInfoResponse.from(user);
}
}

View File

@@ -33,12 +33,19 @@ spring:
# 连接池中的最小空闲连接
min-idle: 0
# SQL 初始化data.sql
sql:
init:
mode: always
# JPA相关配置
jpa:
hibernate:
ddl-auto: update
show-sql: false # 是否输出sql
open-in-view: false
# JPA 初始化延迟到 data.sql 执行之后,避免表未创建
defer-datasource-initialization: true
# Servlet相关配置
servlet:
@@ -67,6 +74,15 @@ logging:
# #如果是true则用的是https而不是http,默认值是true
# secure: false
############## 游戏配置 ##############
game:
# 断线重连超时时间(秒)
disconnect-timeout-seconds: 60
# 聊天消息最大长度
chat-max-length: 500
# 五子棋棋盘大小
board-size: 15
############## Sa-Token 配置 (文档: https://sa-token.cc) ##############
sa-token:
# token 名称(同时也是 cookie 名称)

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@@ -0,0 +1,53 @@
-- 游戏配置初始化数据
-- 使用 INSERT IGNORE 保证幂等,重复执行不会报错
INSERT IGNORE INTO game_config (id, game_id, icon, name, description, gameplay, max_players, modes, stakes_options, sort_order, enabled, create_time, update_time)
VALUES
(
REPLACE(UUID(), '-', ''),
'snake',
'🐍',
'贪吃蛇',
'经典贪吃蛇竞技,在狭小空间内争夺生存权',
'方向键控制蛇的移动,吃到食物变长。撞墙或其他蛇的身体即死亡,最后存活的玩家获胜。',
4,
'["经典模式","道具模式","加速模式"]',
'[100,200,300,400,500]',
0, 1, NOW(), NOW()
),
(
REPLACE(UUID(), '-', ''),
'tetris',
'🧊',
'俄罗斯方块',
'经典下落消除,与对手一较高下',
'方向键移动和旋转方块,填满横排即可消除。同时向对手发送干扰行,坚持到最后的玩家获胜。',
2,
'["1v1对战","竞速模式"]',
'[150,200,300,400,500]',
1, 1, NOW(), NOW()
),
(
REPLACE(UUID(), '-', ''),
'gomoku',
'',
'五子棋',
'黑白对弈,先连成五子者胜',
'鼠标点击落子,黑白双方轮流在棋盘上放置棋子。先在横、竖、斜任意方向连成五子的一方获胜。',
2,
'["无禁手","有禁手"]',
'[100,200,300,400,500]',
2, 1, NOW(), NOW()
),
(
REPLACE(UUID(), '-', ''),
'guess-number',
'🔢',
'猜数字',
'逻辑推理对战,猜中对方的秘密数字',
'每轮输入猜测的数字组合,系统会提示位置和数字正确的数量。率先猜中对手数字组合的玩家获胜。',
4,
'["经典模式","限时模式"]',
'[100,150,200,300,500]',
3, 1, NOW(), NOW()
);

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package com.webgame.webgamebackend.sse;
import com.alibaba.fastjson2.JSON;
import com.webgame.webgamebackend.common.event.SseEventPublisher;
import com.webgame.webgamebackend.common.event.SseEventType;
import org.junit.jupiter.api.DisplayName;
import org.junit.jupiter.api.Test;
import org.springframework.beans.factory.annotation.Autowired;
import org.springframework.boot.test.context.SpringBootTest;
import java.util.Map;
import static org.assertj.core.api.Assertions.assertThat;
/**
* SSE 集成测试
*
* 验证 SSE 事件发布器的基本功能。
* 需要 Redis 和 MySQL 运行。
*/
@SpringBootTest
@DisplayName("SSE 集成测试")
class SseIntegrationTest {
@Autowired
private SseEventPublisher publisher;
@Test
@DisplayName("SseEventPublisher Bean 应被正确注入")
void publisher_shouldBeInjected() {
assertThat(publisher).isNotNull();
}
@Test
@DisplayName("broadcast 方法不应抛异常")
void broadcast_shouldNotThrowException() {
// Act & Assert: 发布广播事件不应抛异常
publisher.broadcast(SseEventType.ROOM_CREATED,
Map.of("roomId", "test-001", "name", "测试房间"));
}
@Test
@DisplayName("sendTo 方法不应抛异常")
void sendTo_shouldNotThrowException() {
// Act & Assert: 发布定向事件不应抛异常
publisher.sendTo("test-user-id", SseEventType.KICKED,
Map.of("roomId", "test-001"));
}
}

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