Server-authoritative economy: wire client to server; entry + rewards on hub
Server: - daily (/api/daily, /api/daily/claim) + shop (/api/shop/buy) + ChargeEntry - GameRoom (via IServiceScopeFactory) deducts ranked entry at match start and applies match rewards at match-over, broadcasting profile + reward over the hub - tested: daily, shop (owned-guard), ranked entry deduction pushed over hub Client: - SignalrService routes profile/coins/plan/daily/shop/match to the server (Bearer); onProfile/onReward hub events; guest/offline fall back to local - session-store syncs profile from hub; game-store serverReward; GameScreen shows live ranked reward from hub (no double submit), submits client-run games - single source of truth in live mode (no economy divergence) Postgres-ready via config (Provider=postgres); EnsureCreated for now. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -1,6 +1,7 @@
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using System.Collections.Concurrent;
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using Hokm.Server.Hubs;
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using Microsoft.AspNetCore.SignalR;
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using Microsoft.Extensions.DependencyInjection;
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namespace Hokm.Server.Game;
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@@ -24,13 +25,18 @@ public sealed class GameManager
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{ "a-fox", "a-lion", "a-owl", "a-tiger", "a-panda", "a-eagle", "a-wolf", "a-cat" };
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private readonly IHubContext<GameHub> _hub;
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private readonly IServiceScopeFactory _scopes;
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private readonly ConcurrentDictionary<string, GameRoom> _rooms = new();
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private readonly ConcurrentDictionary<string, string> _userRoom = new(); // userId -> roomId
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private readonly object _mmLock = new();
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private readonly List<(Player player, Timer timer)> _waiting = new();
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private readonly Random _rng = new();
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public GameManager(IHubContext<GameHub> hub) => _hub = hub;
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public GameManager(IHubContext<GameHub> hub, IServiceScopeFactory scopes)
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{
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_hub = hub;
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_scopes = scopes;
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}
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/* ----------------------------- matchmaking ------------------------- */
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@@ -105,7 +111,7 @@ public sealed class GameManager
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}
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}
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var room = new GameRoom(_hub, seats, ranked: true, stake: 100, targetScore: 7);
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var room = new GameRoom(_hub, _scopes, seats, ranked: true, stake: 100, targetScore: 7);
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room.OnFinished = FinishRoom;
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_rooms[room.Id] = room;
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foreach (var h in humans) _userRoom[h.UserId] = room.Id;
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