package app import ( "bindbox-game/internal/pkg/logger" "bindbox-game/internal/repository/mysql/dao" "bindbox-game/internal/repository/mysql/model" usersvc "bindbox-game/internal/service/user" "context" "crypto/hmac" "crypto/sha256" "encoding/binary" "encoding/hex" "encoding/json" "fmt" "sync" "time" "github.com/redis/go-redis/v9" "go.uber.org/zap" ) // CardType 卡牌类型 type CardType string // CardTypeConfig 卡牌类型配置(从数据库加载) type CardTypeConfig struct { Code CardType `json:"code"` Name string `json:"name"` ImageURL string `json:"image_url"` Quantity int32 `json:"quantity"` } // MatchingCard 游戏中的卡牌实例 type MatchingCard struct { ID string `json:"id"` Type CardType `json:"type"` } // MatchingGame 对对碰游戏结构 type MatchingGame struct { Mu sync.Mutex `json:"-"` // 互斥锁保护并发访问 ServerSeed []byte `json:"server_seed"` ServerSeedHash string `json:"server_seed_hash"` Nonce int64 `json:"nonce"` CardConfigs []CardTypeConfig `json:"card_configs"` Deck []*MatchingCard `json:"deck"` // 牌堆 (预生成的卡牌对象) Board [9]*MatchingCard `json:"board"` // 固定9格棋盘 CardIDCounter int64 `json:"card_id_counter"` // 用于生成唯一ID TotalPairs int64 `json:"total_pairs"` MaxPossiblePairs int64 `json:"max_possible_pairs"` // 最大可能消除对数 (安全校验) Round int64 `json:"round"` RoundHistory []MatchingRoundResult `json:"round_history"` LastActivity time.Time `json:"last_activity"` // Context info for reward granting ActivityID int64 `json:"activity_id"` IssueID int64 `json:"issue_id"` OrderID int64 `json:"order_id"` UserID int64 `json:"user_id"` } type MatchingRoundResult struct { Round int64 `json:"round"` Board [9]*MatchingCard `json:"board"` Pairs []MatchingPair `json:"pairs"` PairsCount int64 `json:"pairs_count"` DrawnCards []DrawnCardInfo `json:"drawn_cards"` // 优化:包含位置信息 Reshuffled bool `json:"reshuffled"` CanContinue bool `json:"can_continue"` } type DrawnCardInfo struct { SlotIndex int `json:"slot_index"` Card MatchingCard `json:"card"` } type MatchingPair struct { CardType CardType `json:"card_type"` Count int64 `json:"count"` CardIDs []string `json:"card_ids"` SlotIndices []int `json:"slot_indices"` // 新增:消除的格子索引 } // loadCardTypesFromDB 从数据库加载启用的卡牌类型配置 func loadCardTypesFromDB(ctx context.Context, readDB *dao.Query) ([]CardTypeConfig, error) { items, err := readDB.MatchingCardTypes.WithContext(ctx).Where(readDB.MatchingCardTypes.Status.Eq(1)).Order(readDB.MatchingCardTypes.Sort.Asc()).Find() if err != nil { return nil, err } configs := make([]CardTypeConfig, len(items)) for i, item := range items { configs[i] = CardTypeConfig{ Code: CardType(item.Code), Name: item.Name, ImageURL: item.ImageURL, Quantity: item.Quantity, } } return configs, nil } // NewMatchingGameWithConfig 使用数据库配置创建游戏 // position: 用户选择的位置(可选),用于增加随机熵值 // masterSeed: 活动的主承诺种子(可选),如果提供则用作随机源的基础 func NewMatchingGameWithConfig(configs []CardTypeConfig, position string, masterSeed []byte) *MatchingGame { g := &MatchingGame{ CardConfigs: configs, RoundHistory: []MatchingRoundResult{}, Board: [9]*MatchingCard{}, LastActivity: time.Now(), } // 生成服务器种子 - 必须有 masterSeed(承诺) if len(masterSeed) == 0 { // 没有承诺则返回 nil(让调用方处理错误) return nil } // 使用主承诺种子作为基础 // ServerSeed = HMAC(MasterSeed, Position + Timestamp) // 这样保证了基于主承诺的确定性派生 h := hmac.New(sha256.New, masterSeed) h.Write([]byte(position)) h.Write([]byte(fmt.Sprintf("%d", time.Now().UnixNano()))) g.ServerSeed = h.Sum(nil) // 32 bytes hash := sha256.Sum256(g.ServerSeed) g.ServerSeedHash = fmt.Sprintf("%x", hash) // 根据配置生成所有卡牌 (99张) totalCards := 0 for _, cfg := range configs { totalCards += int(cfg.Quantity) } // 创建所有卡牌对象 g.CardIDCounter = 0 allCards := make([]*MatchingCard, 0, totalCards) for _, cfg := range configs { for i := int32(0); i < cfg.Quantity; i++ { // 创建卡牌对象 g.CardIDCounter++ id := fmt.Sprintf("c%d", g.CardIDCounter) mc := &MatchingCard{ ID: id, Type: cfg.Code, } allCards = append(allCards, mc) } } g.Deck = allCards // 安全洗牌 g.secureShuffle() // 初始填充棋盘 for i := 0; i < 9; i++ { if len(g.Deck) > 0 { // 从牌堆顶取一张 card := g.Deck[0] g.Deck = g.Deck[1:] g.Board[i] = card } else { g.Board[i] = nil } } // 计算理论最大对数 (Sanity Check) // 遍历所有生成的卡牌配置 var theoreticalMax int64 for _, cfg := range configs { pairs := int64(cfg.Quantity / 2) theoreticalMax += pairs // 向下取整,每2张算1对 fmt.Printf("[对对碰生成] 卡牌类型:%s(%s) 数量:%d 可组成对数:%d\n", cfg.Code, cfg.Name, cfg.Quantity, pairs) } g.MaxPossiblePairs = theoreticalMax fmt.Printf("[对对碰生成] 总卡牌数:%d 理论最大对数:%d\n", totalCards, theoreticalMax) return g } // getCardConfig 获取指定卡牌类型的配置 func (g *MatchingGame) getCardConfig(cardType CardType) *CardTypeConfig { for i := range g.CardConfigs { if g.CardConfigs[i].Code == cardType { return &g.CardConfigs[i] } } return nil } // secureShuffle 使用 HMAC-SHA256 的 Fisher-Yates 洗牌 func (g *MatchingGame) secureShuffle() { n := len(g.Deck) for i := n - 1; i > 0; i-- { j := g.secureRandInt(i+1, fmt.Sprintf("shuffle:%d", i)) g.Deck[i], g.Deck[j] = g.Deck[j], g.Deck[i] } } // secureRandInt 使用 HMAC-SHA256 生成安全随机数 func (g *MatchingGame) secureRandInt(max int, context string) int { g.Nonce++ message := fmt.Sprintf("%s|nonce:%d", context, g.Nonce) mac := hmac.New(sha256.New, g.ServerSeed) mac.Write([]byte(message)) sum := mac.Sum(nil) val := binary.BigEndian.Uint64(sum[:8]) return int(val % uint64(max)) } // reshuffleBoard 重洗棋盘和牌堆 func (g *MatchingGame) reshuffleBoard() { // 1. 回收所有卡牌(板上 + 牌堆) tempDeck := make([]*MatchingCard, 0, len(g.Deck)+9) tempDeck = append(tempDeck, g.Deck...) for i := 0; i < 9; i++ { if g.Board[i] != nil { tempDeck = append(tempDeck, g.Board[i]) g.Board[i] = nil } } // 2. 循环尝试洗牌,直到开局有解(或者尝试一定次数) // 尝试最多 10 次,寻找一个起手就有解的局面 bestDeck := make([]*MatchingCard, len(tempDeck)) copy(bestDeck, tempDeck) for retry := 0; retry < 10; retry++ { // 复制一份进行尝试 currentDeck := make([]*MatchingCard, len(tempDeck)) copy(currentDeck, tempDeck) g.Deck = currentDeck g.secureShuffle() // 检查前9张(或更少)是否有对子 checkCount := 9 if len(g.Deck) < 9 { checkCount = len(g.Deck) } counts := make(map[CardType]int) hasPair := false for k := 0; k < checkCount; k++ { t := g.Deck[k].Type counts[t]++ if counts[t] >= 2 { hasPair = true break } } if hasPair { // 找到有解的洗牌结果,采用之 // g.deck 已经是洗好的状态 break } } // 3. 重新填满棋盘 for i := 0; i < 9; i++ { if len(g.Deck) > 0 { card := g.Deck[0] g.Deck = g.Deck[1:] g.Board[i] = card } else { g.Board[i] = nil } } } // GetGameState 获取游戏状态 func (g *MatchingGame) GetGameState() map[string]any { return map[string]any{ "board": g.Board, "deck_count": len(g.Deck), "total_pairs": g.TotalPairs, "round": g.Round, "server_seed_hash": g.ServerSeedHash, } } // Redis Key Prefix const matchingGameKeyPrefix = "bindbox:matching_game:" // saveGameToRedis 保存游戏状态到 Redis func (h *handler) saveGameToRedis(ctx context.Context, gameID string, game *MatchingGame) error { data, err := json.Marshal(game) if err != nil { return err } // TTL: 30 minutes return h.redis.Set(ctx, matchingGameKeyPrefix+gameID, data, 30*time.Minute).Err() } // loadGameFromRedis 从 Redis 加载游戏状态 // 如果 Redis 中没有找到,则尝试从数据库恢复 func (h *handler) loadGameFromRedis(ctx context.Context, gameID string) (*MatchingGame, error) { data, err := h.redis.Get(ctx, matchingGameKeyPrefix+gameID).Bytes() if err == nil { var game MatchingGame if err := json.Unmarshal(data, &game); err != nil { return nil, err } return &game, nil } // Redis miss - try to recover from DB if err == redis.Nil { game, recoverErr := h.recoverGameFromDB(ctx, gameID) if recoverErr != nil { return nil, redis.Nil // Return original error to indicate session not found } // Cache the recovered game back to Redis _ = h.saveGameToRedis(ctx, gameID, game) return game, nil } return nil, err } // recoverGameFromDB 从数据库恢复游戏状态 // 通过 game_id 解析 user_id,然后查找对应的 activity_draw_receipts 记录 // 使用 ServerSubSeed 重建游戏状态 func (h *handler) recoverGameFromDB(ctx context.Context, gameID string) (*MatchingGame, error) { // Parse user_id from game_id (format: MG{userID}{timestamp}) // Example: MG121766299471192637903 if len(gameID) < 3 || gameID[:2] != "MG" { return nil, fmt.Errorf("invalid game_id format") } // Extract user_id: find the first digit sequence after "MG" // The user_id is typically short (1-5 digits), timestamp is long (19 digits) numPart := gameID[2:] var userID int64 if len(numPart) > 19 { // User ID is everything before the last 19 chars (nanosecond timestamp) userIDStr := numPart[:len(numPart)-19] userID = parseInt64(userIDStr) } else { return nil, fmt.Errorf("cannot parse user_id from game_id") } if userID <= 0 { return nil, fmt.Errorf("invalid user_id in game_id") } // Find the most recent matching game receipt for this user receipt, err := h.readDB.ActivityDrawReceipts.WithContext(ctx). Where(h.readDB.ActivityDrawReceipts.ClientID.Eq(userID)). Where(h.readDB.ActivityDrawReceipts.AlgoVersion.Eq("HMAC-SHA256-v1")). Order(h.readDB.ActivityDrawReceipts.ID.Desc()). First() if err != nil || receipt == nil { return nil, fmt.Errorf("no matching game receipt found for user %d", userID) } // Decode ServerSubSeed (hex -> bytes) serverSeed, err := hex.DecodeString(receipt.ServerSubSeed) if err != nil || len(serverSeed) == 0 { return nil, fmt.Errorf("invalid server seed in receipt") } // Get DrawLog to find IssueID and OrderID drawLog, err := h.readDB.ActivityDrawLogs.WithContext(ctx). Where(h.readDB.ActivityDrawLogs.ID.Eq(receipt.DrawLogID)). First() if err != nil || drawLog == nil { return nil, fmt.Errorf("draw log not found") } // Load card configs configs, err := loadCardTypesFromDB(ctx, h.readDB) if err != nil || len(configs) == 0 { // Fallback to default configs configs = []CardTypeConfig{ {Code: "A", Name: "类型A", Quantity: 9}, {Code: "B", Name: "类型B", Quantity: 9}, {Code: "C", Name: "类型C", Quantity: 9}, {Code: "D", Name: "类型D", Quantity: 9}, {Code: "E", Name: "类型E", Quantity: 9}, {Code: "F", Name: "类型F", Quantity: 9}, {Code: "G", Name: "类型G", Quantity: 9}, {Code: "H", Name: "类型H", Quantity: 9}, {Code: "I", Name: "类型I", Quantity: 9}, {Code: "J", Name: "类型J", Quantity: 9}, {Code: "K", Name: "类型K", Quantity: 9}, } } // Reconstruct game with the same seed game := &MatchingGame{ CardConfigs: configs, RoundHistory: []MatchingRoundResult{}, Board: [9]*MatchingCard{}, LastActivity: time.Now(), ServerSeed: serverSeed, ServerSeedHash: receipt.ServerSeedHash, Nonce: 0, // Reset nonce for reconstruction IssueID: drawLog.IssueID, OrderID: drawLog.OrderID, UserID: userID, } // Get ActivityID from Issue if issue, _ := h.readDB.ActivityIssues.WithContext(ctx).Where(h.readDB.ActivityIssues.ID.Eq(drawLog.IssueID)).First(); issue != nil { game.ActivityID = issue.ActivityID } // Generate all cards totalCards := 0 for _, cfg := range configs { totalCards += int(cfg.Quantity) } game.CardIDCounter = 0 allCards := make([]*MatchingCard, 0, totalCards) for _, cfg := range configs { for i := int32(0); i < cfg.Quantity; i++ { game.CardIDCounter++ id := fmt.Sprintf("c%d", game.CardIDCounter) mc := &MatchingCard{ ID: id, Type: cfg.Code, } allCards = append(allCards, mc) } } game.Deck = allCards // Shuffle with the same seed (deterministic) game.secureShuffle() // Fill board for i := 0; i < 9; i++ { if len(game.Deck) > 0 { card := game.Deck[0] game.Deck = game.Deck[1:] game.Board[i] = card } else { game.Board[i] = nil } } // Calculate max possible pairs var theoreticalMax int64 for _, cfg := range configs { theoreticalMax += int64(cfg.Quantity / 2) } game.MaxPossiblePairs = theoreticalMax fmt.Printf("[会话恢复] 成功从数据库恢复游戏 game_id=%s user_id=%d issue_id=%d\n", gameID, userID, drawLog.IssueID) return game, nil } // startMatchingGameCleanup ... (Deprecated since we use Redis TTL) func (h *handler) startMatchingGameCleanup() { // No-op } // cleanupExpiredMatchingGames ... (Deprecated) func cleanupExpiredMatchingGames(logger logger.CustomLogger) { // No-op } // grantRewardHelper 发放奖励辅助函数 func (h *handler) grantRewardHelper(ctx context.Context, userID, orderID int64, r *model.ActivityRewardSettings, quantity int, remark string) error { // 1. Grant to Order (Delegating stock check to user service) issue, _ := h.readDB.ActivityIssues.WithContext(ctx).Where(h.readDB.ActivityIssues.ID.Eq(r.IssueID)).First() var actID int64 if issue != nil { actID = issue.ActivityID } rid := r.ID _, err := h.user.GrantRewardToOrder(ctx, userID, usersvc.GrantRewardToOrderRequest{ OrderID: orderID, ProductID: r.ProductID, Quantity: quantity, ActivityID: &actID, RewardID: &rid, Remark: remark, }) if err != nil { h.logger.Error("Failed to grant reward to order", zap.Int64("order_id", orderID), zap.Error(err)) return err } // 2. Update Draw Log (IsWinner = 1) _, err = h.writeDB.ActivityDrawLogs.WithContext(ctx).Where( h.writeDB.ActivityDrawLogs.OrderID.Eq(orderID), ).Updates(&model.ActivityDrawLogs{ IsWinner: 1, RewardID: r.ID, Level: r.Level, }) return err } // parseInt64 将字符串转换为int64 func parseInt64(s string) int64 { var n int64 for i := 0; i < len(s); i++ { c := s[i] if c < '0' || c > '9' { break } n = n*10 + int64(c-'0') } return n }