Deathgarden_Rebirth-Rewrite/dist/app/Http/Controllers/Api/Matchmaking/MatchmakingController.php

397 lines
14 KiB
PHP

<?php
namespace App\Http\Controllers\Api\Matchmaking;
use App\Console\Commands\ProcessMatchmaking;
use App\Enums\Game\Matchmaking\MatchStatus;
use App\Enums\Game\Matchmaking\QueueStatus;
use App\Http\Controllers\Controller;
use App\Http\Requests\Api\Matchmaking\EndOfMatchRequest;
use App\Http\Requests\Api\Matchmaking\PlayerEndOfMatchRequest;
use App\Http\Requests\Api\Matchmaking\QueueRequest;
use App\Http\Requests\Api\Matchmaking\RegisterMatchRequest;
use App\Http\Requests\Metrics\MatchmakingRequest;
use App\Http\Responses\Api\Matchmaking\MatchData;
use App\Http\Responses\Api\Matchmaking\QueueData;
use App\Http\Responses\Api\Matchmaking\QueueResponse;
use App\Models\Admin\Archive\ArchivedGame;
use App\Models\Admin\Archive\ArchivedPlayerProgression;
use App\Models\Admin\CurrencyMultipliers;
use App\Models\Admin\MatchmakingSettings;
use App\Models\Admin\Versioning\CurrentGameVersion;
use App\Models\Game\Matchmaking\Game;
use App\Models\Game\Matchmaking\QueuedPlayer;
use App\Models\User\User;
use Auth;
use Illuminate\Auth\Access\AuthorizationException;
use Illuminate\Contracts\Cache\LockTimeoutException;
use Illuminate\Support\Carbon;
use Illuminate\Support\Facades\Cache;
use Illuminate\Support\Facades\DB;
use Illuminate\Support\Facades\Log;
class MatchmakingController extends Controller
{
const QUEUE_LOCK = 'queuedPlayers';
public function getRegions()
{
return ["EU"];
}
public function queue(QueueRequest $request)
{
if ($request->category !== CurrentGameVersion::get()?->gameVersion)
abort(403, 'Too old mod version');
if ($request->checkOnly)
return json_encode($this->checkQueueStatus($request));
return json_encode($this->addPlayerToQueue($request));
}
public function cancelQueue(MatchmakingRequest $request)
{
$user = Auth::user();
if ($user->id !== $request->playerId || $request->endState !== 'Cancelled')
return response('', 204);
$lock = Cache::lock(static::QUEUE_LOCK, 10);
try {
$lock->block(20, function () use (&$user) {
// Delete the player from the Queue
QueuedPlayer::where('user_id', '=', $user->id)->delete();
// And also from any game they are matched for.
DB::table('game_user')->where('user_id', '=', $user->id)->delete();
});
} catch (LockTimeoutException $e) {
Log::channel('matchmaking')->emergency('Queue Cancel: Could not acquire Lock for canceling user ' . $user->id . '(' . $user->last_known_username . ')');
} finally {
$lock->release();
}
return response('', 204);
}
public function matchInfo(string $matchId)
{
$foundGame = Game::find($matchId);
if ($foundGame === null)
return ['status' => 'Error', 'message' => 'Match not found.'];
$user = Auth::user();
// Update timestamp for player heartbeat check
$foundGame->players()->updateExistingPivot($user->id, [
'updated_at' => Carbon::now(),
]);
$foundGame->updated_at = Carbon::now();
$foundGame->save();
$response = MatchData::fromGame($foundGame);
return json_encode($response);
}
public function register(RegisterMatchRequest $request, string $matchId)
{
$foundGame = Game::find($matchId);
$foundGame->session_settings = $request->sessionSettings;
$foundGame->status = MatchStatus::Opened;
$foundGame->save();
return json_encode(MatchData::fromGame($foundGame));
}
public function close($matchId)
{
$foundGame = Game::find($matchId);
$foundGame->status = MatchStatus::Closed;
$foundGame->save();
return json_encode(MatchData::fromGame($foundGame));
}
/*
* Set a game to Quit state, Maybe exists but unsure since it never showed up in the request logs.
*/
public function quit($matchId)
{
$foundGame = Game::find($matchId);
$user = Auth::user();
if ($foundGame->creator === $user) {
$foundGame->status = MatchStatus::Destroyed;
$foundGame->save();
}
else {
$foundGame->players()->detach(Auth::user()->id);
}
return response(null, 204);
}
public function kill($matchId)
{
$foundGame = Game::find($matchId);
$response = json_encode(MatchData::fromGame($foundGame));
$foundGame->delete();
return $response;
}
public function seedFileGet(string $gameVersion, string $seed, string $mapName)
{
return response('', 200);
}
public function seedFilePost(string $gameVersion, string $seed, string $mapName)
{
return response('', 200);
}
public function deleteUserFromMatch(Game $match, User $user)
{
$requestUser = Auth::user();
// Block request if it doesn't come from the host
if ($match->creator->id != $requestUser->id)
return response('Action not allowed, you are not the creator of the match.', 403);
$this->removeUserFromGame($user, $match);
return json_encode(['success' => true]);
}
public function endOfMatch(EndOfMatchRequest $request)
{
if (ArchivedGame::archivedGameExists($request->matchId))
return response('Match Already Closed', 209);
$game = Game::find($request->matchId);
$user = Auth::user();
if ($game->creator != $user)
return response('you are not the creator of the match.', 403);
$game->status = MatchStatus::Killed;
$game->save();
$game->archiveGame($request->dominantFaction);
return json_encode(['success' => true]);
}
public function playerEndOfMatch(PlayerEndOfMatchRequest $request)
{
$user = Auth::user();
$game = Game::find($request->matchId);
if ($game === null)
return response('Match not found.', 404);
if ($game->creator != $user)
throw new AuthorizationException('User is not host of given match');
$user = User::find($request->playerId);
if ($user === null)
return response('User not found.', 404);
$lock = Cache::lock('playerEndOfMatch' . $user->id);
try {
// Lock the saving of the playerdata and stuff because the game can send multiple calls sometimes
$lock->block(10 ,function () use (&$user, &$request, &$game) {
if (ArchivedPlayerProgression::archivedPlayerExists($game->id, $user->id))
return;
$playerData = $user->playerData();
$characterData = $playerData->characterDataForCharacter($request->characterGroup->getCharacter());
if ($request->hasQuit)
$playerData->quitterState->addQuitterPenalty();
else
$playerData->quitterState->addStayedMatch($playerData);
$experienceSum = 0;
foreach ($request->experienceEvents as $experienceEvent) {
// Multiply the amount by the Multiplier of the type
$experienceSum += (int)($experienceEvent->amount * $experienceEvent->type->getMultiplier());
}
$characterData->addExperience($experienceSum);
++$characterData->readout_version;
$characterData->save();
$gainedCurrencyA = 0;
$gainedCurrencyB = 0;
$gainedCurrencyC = 0;
$currencyMultipliers = CurrencyMultipliers::get();
foreach ($request->earnedCurrencies as $earnedCurrency) {
switch ($earnedCurrency['currencyName']) {
case 'CurrencyA':
$gainedCurrencyA += (int)($earnedCurrency['amount'] * $currencyMultipliers->currencyA);
break;
case 'CurrencyB':
$gainedCurrencyB += (int)($earnedCurrency['amount'] * $currencyMultipliers->currencyB);
break;
case 'CurrencyC':
$gainedCurrencyC += (int)($earnedCurrency['amount'] * $currencyMultipliers->currencyC);
}
}
$playerData->currency_a += $gainedCurrencyA;
$playerData->currency_b += $gainedCurrencyB;
$playerData->currency_c += $gainedCurrencyC;
++$playerData->readout_version;
$playerData->push();
ArchivedPlayerProgression::archivePlayerProgression(
$game,
$user,
$request->hasQuit,
$request->characterGroup->getCharacter(),
$request->characterState,
$experienceSum,
$request->experienceEvents,
$gainedCurrencyA,
$gainedCurrencyB,
$gainedCurrencyC,
);
});
} catch (LockTimeoutException $e) {
return response('The Player end of match request for this user is currently being processed', 409);
}
// We dont really know what the game wants except for a json object called "player".
return json_encode(['player' => []], JSON_FORCE_OBJECT);
}
protected function checkQueueStatus(QueueRequest $request): QueueResponse
{
$user = Auth::user();
$foundQueuedPlayer = QueuedPlayer::firstWhere('user_id', '=', $user->id);
// If we found a queued Player, return his status
if ($foundQueuedPlayer !== null) {
// Set Last queue call time to remove players that maybe crashed or something
// if they haven't sent a queue request in a long time.
$foundQueuedPlayer->updated_at = Carbon::now();
$foundQueuedPlayer->save();
$response = new QueueResponse();
$response->status = QueueStatus::Queued;
$response->queueData = new QueueData(
1,
static::getETA(),
);
return $response;
}
// If we didn't find the player in the queued list, search if he is already joined a match
// Only search for Created or open matches
$foundGame = $user->activeGames();
// If they also aren't in a game, add them to the queue again
if ($foundGame->count() < 1) {
$this->addPlayerToQueue($request);
$response = new QueueResponse();
$response->status = QueueStatus::Queued;
$response->queueData = new QueueData(
1,
static::getETA(),
);
return $response;
}
/** @var Game $foundGame */
$foundGame = $foundGame->first();
// Update pivot updated_at to detect client crashes or other errors of theyhavent sent a request in a period of time.
$foundGame->players()->updateExistingPivot($user->id, ['updated_at' => Carbon::now()]);
$response = new QueueResponse();
if ($foundGame->status === MatchStatus::Opened) {
$response->queueData = new QueueData(
1,
static::getETA(),
);
}
$response->status = QueueStatus::Matched;
$response->matchData = MatchData::fromGame($foundGame);
return $response;
}
protected function addPlayerToQueue(QueueRequest $request)
{
Cache::lock(static::QUEUE_LOCK, 10)->block(20, function () use ($request) {
$user = Auth::user();
// Remove user from any game he has previously joined.
if ($user->activeGames()->exists()) {
$games = $user->activeGames()->get();
foreach ($games as $game) {
$this->removeUserFromGame($user, $game);
}
}
// Delete any active matches where the newly queued user is the creator.
Game::where('creator_user_id', '=', $user->id)
->whereIn('status', [MatchStatus::Opened, MatchStatus::Created])
->delete();
$queued = QueuedPlayer::firstOrCreate(['user_id' => $user->id]);
$queued->leader()->disassociate();
$queued->side = $request->side;
$queued->user()->associate($user->id);
$queued->save();
foreach ($request->additionalUserIds as $additionalUserId) {
$follower = QueuedPlayer::firstOrCreate(['user_id' => $additionalUserId]);
$follower->side = $request->side;
$follower->user()->associate($additionalUserId);
$follower->save();
$queued->followingUsers()->save($follower);
}
});
return $this->checkQueueStatus($request);
}
protected function removeUserFromGame(User $user, Game $game)
{
$game->players()->detach($user);
// Delete the game if the creator deletes themselfes sice we had one case where the matchmaking broke due to a game being stuck like this.
if ($game->players->count() !== 0 && $game->creator_user_id !== $user->id)
return;
$game->delete();
}
protected static function getETA(): int {
if(Cache::has(ProcessMatchmaking::ONE_VS_FOUR_AND_VS_FIVE_FIRST_ATTEMPT_CACHE_KEY)) {
$matchmakingSettings = MatchmakingSettings::get();
/** @var Carbon $firstAttempt */
$firstAttempt = Cache::get(ProcessMatchmaking::ONE_VS_FOUR_AND_VS_FIVE_FIRST_ATTEMPT_CACHE_KEY);
$predictedMatchTime = $firstAttempt->copy();
while ($firstAttempt->diffInSeconds($predictedMatchTime) < $matchmakingSettings->matchWaitingTime) {
$predictedMatchTime->addSeconds(ProcessMatchmaking::$repeatTimeSeconds);
}
return Carbon::now()->diffInSeconds($predictedMatchTime) * 1000;
}
return -1;
}
}