chore(game-server): merge main (emulator fixes: contracts, shop, fortuna, friends, admin, presence) #16

Merged
neckfire merged 35 commits from main into game-server 2026-07-16 08:25:21 +00:00
6 changed files with 77 additions and 10 deletions
Showing only changes of commit 55a9571958 - Show all commits
+21 -2
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@@ -1,12 +1,31 @@
using Microsoft.AspNetCore.SignalR;
using Microsoft.AspNetCore.SignalR;
namespace Prospect.Server.Api.Hubs;
public class CycleHub : Hub
{
private readonly SignalRConnectionRegistry _registry;
public CycleHub(SignalRConnectionRegistry registry)
{
_registry = registry;
}
public override async Task OnConnectedAsync()
{
Console.WriteLine("Connected {0}", Context.ConnectionId);
// The client connects with the SignalR URL returned by GetSignalRConnection, which
// carries a `uid` query param — use it to map this connection to the player so
// server-initiated messages can target a single player instead of everyone.
var uid = Context.GetHttpContext()?.Request.Query["uid"].ToString();
if (!string.IsNullOrEmpty(uid))
_registry.Add(uid, Context.ConnectionId);
Console.WriteLine("Connected {0} (uid={1})", Context.ConnectionId, uid);
await base.OnConnectedAsync();
}
public override async Task OnDisconnectedAsync(Exception? exception)
{
_registry.Remove(Context.ConnectionId);
await base.OnDisconnectedAsync(exception);
}
}
@@ -0,0 +1,29 @@
using System.Collections.Concurrent;
namespace Prospect.Server.Api.Hubs;
// Maps players to their live SignalR connection so server-initiated messages (e.g. the
// matchmaking-success "travel to match" signal) can target a single player instead of being
// broadcast to everyone. The client's SignalR URL carries a `uid` query param (added by
// GetSignalRConnection); CycleHub records it on connect.
public class SignalRConnectionRegistry
{
private readonly ConcurrentDictionary<string, string> _userToConn = new();
private readonly ConcurrentDictionary<string, string> _connToUser = new();
public void Add(string userId, string connectionId)
{
if (string.IsNullOrEmpty(userId)) return;
_userToConn[userId] = connectionId;
_connToUser[connectionId] = userId;
}
public void Remove(string connectionId)
{
if (_connToUser.TryRemove(connectionId, out var userId))
_userToConn.TryRemove(userId, out _);
}
public string? GetConnection(string userId)
=> _userToConn.TryGetValue(userId, out var c) ? c : null;
}
@@ -24,13 +24,15 @@ public class EnterMatchmakingMatchFunction : ICloudScriptFunction<FYEnterMatchAz
private readonly IHubContext<CycleHub> _hubContext;
private readonly UserDataService _userDataService;
private readonly TitleDataService _titleDataService;
private readonly SignalRConnectionRegistry _registry;
public EnterMatchmakingMatchFunction(IHubContext<CycleHub> hubContext, IHttpContextAccessor httpContextAccessor, UserDataService userDataService, TitleDataService titleDataService)
public EnterMatchmakingMatchFunction(IHubContext<CycleHub> hubContext, IHttpContextAccessor httpContextAccessor, UserDataService userDataService, TitleDataService titleDataService, SignalRConnectionRegistry registry)
{
_httpContextAccessor = httpContextAccessor;
_hubContext = hubContext;
_userDataService = userDataService;
_titleDataService = titleDataService;
_registry = registry;
}
public async Task<FYEnterMatchmakingResult> ExecuteAsync(FYEnterMatchAzureFunction request)
@@ -94,11 +96,20 @@ public class EnterMatchmakingMatchFunction : ICloudScriptFunction<FYEnterMatchAz
}
);
await _hubContext.Clients.All.SendAsync("OnSquadMatchmakingSuccess", new OnSquadMatchmakingSuccessMessage {
// Send the "matchmaking succeeded / travel to match" signal only to the deploying
// player (via their mapped SignalR connection) — broadcasting to Clients.All made
// every connected player travel too. Fall back to broadcast only if the connection
// isn't mapped yet.
var deployMessage = new OnSquadMatchmakingSuccessMessage {
Success = true,
SessionID = request.MapName, // TODO: Need to implement TryGetCompleteSquadInfo and pass squad info
SessionID = request.MapName, // TODO: pass real squad session info
SquadID = request.SquadId,
});
};
var connectionId = _registry.GetConnection(userId);
if (connectionId != null)
await _hubContext.Clients.Client(connectionId).SendAsync("OnSquadMatchmakingSuccess", deployMessage);
else
await _hubContext.Clients.All.SendAsync("OnSquadMatchmakingSuccess", deployMessage);
return new FYEnterMatchmakingResult
{
@@ -2,6 +2,7 @@ using System.Net;
using System.Net.Sockets;
using Microsoft.Extensions.Options;
using Prospect.Server.Api.Config;
using Prospect.Server.Api.Services.Auth.Extensions;
using Prospect.Server.Api.Services.CloudScript.Models;
namespace Prospect.Server.Api.Services.CloudScript.Functions;
@@ -43,7 +44,13 @@ public class GetSignalRConnection : ICloudScriptFunction<FYGetSignalRConnection,
catch { /* keep the configured URL on any parsing issue */ }
}
_logger.LogInformation("GetSignalRConnection: remoteIp={Remote} lan={Lan} -> {Url}", remote, lan, url);
// Tag the connection with the player id so the hub can map connection -> user and
// target server messages (deploy signal) instead of broadcasting to everyone.
var userId = _httpContextAccessor.HttpContext?.User.FindAuthUserId();
if (!string.IsNullOrEmpty(userId))
url += (url.Contains('?') ? "&" : "?") + "uid=" + Uri.EscapeDataString(userId);
_logger.LogInformation("GetSignalRConnection: remoteIp={Remote} lan={Lan} uid={Uid} -> {Url}", remote, lan, userId, url);
return Task.FromResult(new FYGetSignalRConnectionResult
{
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@@ -36,6 +36,7 @@ public class Startup
services.AddSingleton<DbUserDataService>();
services.AddSingleton<Prospect.Server.Api.Services.Squad.SquadService>();
services.AddSingleton<Prospect.Server.Api.Hubs.SignalRConnectionRegistry>();
services.AddHostedService<QosService>();
services.AddSingleton<QosServer>();