forked from Dniel97/artemis
implemented simple queue online matchmaking
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@ -8,58 +8,82 @@ from core import CoreConfig
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from titles.idac.season2 import IDACBase
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from titles.idac.config import IDACConfig
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from random import randint
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class IDACMatching(resource.Resource):
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isLeaf = True
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SessionQueue = {}
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Rooms = {}
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def __init__(self, cfg: CoreConfig, game_cfg: IDACConfig) -> None:
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self.core_config = cfg
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self.game_config = game_cfg
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self.base = IDACBase(cfg, game_cfg)
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self.logger = logging.getLogger("idac")
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self.queue = 0
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def get_matching_state(self):
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if self.queue >= 1:
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self.queue -= 1
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return 0
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def getMatchingState(self, machineSerial): #We use official state code here
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if len(self.SessionQueue) == 1:
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self.logger.info(f"IDAC Matching queued player {machineSerial}: empty dict, returned by default")
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return self.SessionQueue[machineSerial]
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elif self.SessionQueue[machineSerial] == 0:
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self.logger.info(f"IDAC Matching queued player {machineSerial}: matched player, returned by default")
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return self.SessionQueue[machineSerial]
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else:
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return 1
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for sessionID in self.SessionQueue.keys():
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if sessionID == machineSerial:
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continue
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if self.SessionQueue[sessionID] == 1:
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#uncomment these to process into actual game
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#self.SessionQueue[machineSerial] = 0
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#self.SessionQueue[sessionID] = 0
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self.joinRoom(machineSerial, sessionID)
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self.logger.info(f"IDAC Matching queued player {machineSerial}: rival {sessionID} found!! return matched state")
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return self.SessionQueue[machineSerial]
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self.logger.info(f"IDAC Matching queued player {machineSerial}: cannot find any rival, returned by default")
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return self.SessionQueue[machineSerial]
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def joinRoom(self, machineSerial, sessionID): #Random room name, It should be handled by game itself in later process
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roomName = "INDTA-Zenkoku-Room" #+randint(1, 1001)
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self.Rooms[machineSerial] = roomName
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self.Rooms[sessionID] = roomName
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def render_POST(self, req) -> bytes:
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url = req.uri.decode()
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req_data = json.loads(req.content.getvalue().decode())
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header_application = self.decode_header(req.getAllHeaders())
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user_id = int(header_application["session"])
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# self.getMatchingStatus(user_id)
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machineSerial = header_application["a_serial"]
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self.logger.info(
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f"IDAC Matching request from {req.getClientIP()}: {url} - {req_data}"
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)
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resp = {"status_code": "0"}
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if url == "/regist":
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self.queue = self.queue + 1
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self.SessionQueue[machineSerial] = 1
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self.logger.info(f"IDAC Matching registed player {machineSerial}")
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return json.dumps({"status_code": "0"}, ensure_ascii=False).encode("utf-8")
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elif url == "/status":
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if req_data.get("cancel_flag"):
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self.queue = self.queue - 1
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self.logger.info(
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f"IDAC Matching endpoint {req.getClientIP()} had quited"
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)
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if req_data.get('cancel_flag'):
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if machineSerial in self.SessionQueue:
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self.SessionQueue.pop(machineSerial)
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self.logger.info(f"IDAC Matching endpoint {req.getClientIP()} had quited")
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return json.dumps({"status_code": "0", "host": "", "port": self.game_config.server.matching_p2p, "room_name": self.Rooms[machineSerial], "state": 1}, ensure_ascii=False).encode("utf-8")
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if machineSerial not in self.Rooms.keys():
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self.Rooms[machineSerial] = "None"
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return json.dumps({"status_code": "0", "host": self.game_config.server.matching_host, "port": self.game_config.server.matching_p2p, "room_name": self.Rooms[machineSerial], "state": self.getMatchingState(machineSerial)}, ensure_ascii=False).encode("utf-8")
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resp = {
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"status_code": "0",
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# Only IPv4 is supported
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"host": self.game_config.server.matching_host,
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"port": self.game_config.server.matching_p2p,
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"room_name": "INDTA",
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"state": 1,
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}
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self.logger.debug(f"Response {resp}")
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return json.dumps(resp, ensure_ascii=False).encode("utf-8")
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# resp = {
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# "status_code": "0",
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# # Only IPv4 is supported
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# "host": self.game_config.server.matching_host,
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# "port": self.game_config.server.matching_p2p,
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# "room_name": "INDTA",
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# "state": self.get_matching_state(),
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# }
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#
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#self.logger.debug(f"Response {resp}")
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#return json.dumps(resp, ensure_ascii=False).encode("utf-8")
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def decode_header(self, data: Dict) -> Dict:
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app: str = data[b"application"].decode()
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