package sessioncontract import ( "fmt" "strings" ) type PlayerLifecycleState string const ( PlayerStateInvalid PlayerLifecycleState = "invalid" PlayerStateLoading PlayerLifecycleState = "loading" PlayerStateOnline PlayerLifecycleState = "online" PlayerStateValid PlayerLifecycleState = "valid" PlayerStateReconnecting PlayerLifecycleState = "reconnecting" PlayerStateClosing PlayerLifecycleState = "closing" PlayerStateKicked PlayerLifecycleState = "kicked" ) type PlayerLifecycleEvent string const ( PlayerEventLoginStart PlayerLifecycleEvent = "login_start" PlayerEventLoginBound PlayerLifecycleEvent = "login_bound" PlayerEventActivate PlayerLifecycleEvent = "activate" PlayerEventDisconnect PlayerLifecycleEvent = "disconnect" PlayerEventKick PlayerLifecycleEvent = "kick" PlayerEventCloseStart PlayerLifecycleEvent = "close_start" PlayerEventFlushDone PlayerLifecycleEvent = "flush_done" PlayerEventReclaim PlayerLifecycleEvent = "reclaim" EventRestoreFail PlayerLifecycleEvent = "restore_after_failure" ) type PlayerLifecycleTransition struct { Event PlayerLifecycleEvent `json:"event"` From []PlayerLifecycleState `json:"from"` To PlayerLifecycleState `json:"to"` FlushBefore []string `json:"flush_before,omitempty"` Notes string `json:"notes,omitempty"` } var defaultTransitions = []PlayerLifecycleTransition{ { Event: PlayerEventLoginStart, From: []PlayerLifecycleState{ PlayerStateInvalid, PlayerStateLoading, PlayerStateOnline, PlayerStateValid, PlayerStateReconnecting, PlayerStateClosing, PlayerStateKicked, }, To: PlayerStateLoading, Notes: "登录或重连开始后先进入 loading,业务 handler 不应在此阶段执行。", }, { Event: PlayerEventLoginBound, From: []PlayerLifecycleState{PlayerStateLoading}, To: PlayerStateOnline, Notes: "前端 session 绑定完成且 Profile 已加载后进入 online。", }, { Event: PlayerEventActivate, From: []PlayerLifecycleState{PlayerStateLoading, PlayerStateOnline, PlayerStateValid}, To: PlayerStateValid, Notes: "首个玩家作用域 handler 成功后进入 valid,表示可承载状态变更。", }, { Event: PlayerEventDisconnect, From: []PlayerLifecycleState{PlayerStateLoading, PlayerStateOnline, PlayerStateValid, PlayerStateReconnecting}, To: PlayerStateReconnecting, Notes: "断线后先保留 Profile 和 actor,等待同账号重连或 idle 回收。", }, { Event: PlayerEventKick, From: []PlayerLifecycleState{ PlayerStateLoading, PlayerStateOnline, PlayerStateValid, PlayerStateReconnecting, }, To: PlayerStateKicked, FlushBefore: []string{"reject_new_packets", "flush_profile", "publish_kick"}, Notes: "踢人先阻断新请求,再落盘并发出踢人结果。", }, { Event: PlayerEventCloseStart, From: []PlayerLifecycleState{ PlayerStateLoading, PlayerStateOnline, PlayerStateValid, PlayerStateReconnecting, PlayerStateKicked, }, To: PlayerStateClosing, FlushBefore: []string{"reject_new_packets", "drain_actor_mailbox", "flush_profile", "close_runtime"}, Notes: "服务停机或主动关闭时先进入 closing,等待 actor drain 和 Profile flush。", }, { Event: PlayerEventFlushDone, From: []PlayerLifecycleState{PlayerStateClosing, PlayerStateKicked}, To: PlayerStateInvalid, FlushBefore: []string{"remove_runtime"}, Notes: "Profile 已持久化并卸载后,runtime 才能进入 invalid。", }, { Event: PlayerEventReclaim, From: []PlayerLifecycleState{PlayerStateReconnecting}, To: PlayerStateClosing, FlushBefore: []string{"reject_new_packets", "flush_profile", "unload_profile", "remove_runtime"}, Notes: "断线保留超过 TTL 后触发 idle 回收。", }, { Event: EventRestoreFail, From: []PlayerLifecycleState{PlayerStateClosing, PlayerStateInvalid}, To: PlayerStateReconnecting, Notes: "回收 flush 失败时恢复为 reconnecting,继续等待下一轮回收或重连。", }, } func DefaultPlayerLifecycleTransitions() []PlayerLifecycleTransition { return cloneTransitions(defaultTransitions) } func cloneTransitions(in []PlayerLifecycleTransition) []PlayerLifecycleTransition { out := make([]PlayerLifecycleTransition, len(in)) for i := range in { out[i] = in[i] out[i].From = append([]PlayerLifecycleState(nil), in[i].From...) out[i].FlushBefore = append([]string(nil), in[i].FlushBefore...) } return out } func NextPlayerLifecycleState(current PlayerLifecycleState, event PlayerLifecycleEvent) (PlayerLifecycleState, error) { current = normLifeState(current) event = PlayerLifecycleEvent(strings.TrimSpace(string(event))) for _, transition := range DefaultPlayerLifecycleTransitions() { if transition.Event != event { continue } for _, from := range transition.From { if normLifeState(from) == current { return transition.To, nil } } return "", fmt.Errorf("player lifecycle event %q cannot move from %q", event, current) } return "", fmt.Errorf("unknown player lifecycle event %q", event) } func ValidatePlayerLifecycleTransition(current PlayerLifecycleState, event PlayerLifecycleEvent) error { _, err := NextPlayerLifecycleState(current, event) return err } func PlayerLifecycleFlushOrder(event PlayerLifecycleEvent) []string { event = PlayerLifecycleEvent(strings.TrimSpace(string(event))) for _, transition := range DefaultPlayerLifecycleTransitions() { if transition.Event != event { continue } return append([]string(nil), transition.FlushBefore...) } return nil } func normLifeState(state PlayerLifecycleState) PlayerLifecycleState { trimmed := PlayerLifecycleState(strings.TrimSpace(string(state))) switch trimmed { case "": return PlayerStateInvalid case PlayerStateLoading: return PlayerStateLoading case PlayerStateOnline: return PlayerStateOnline case PlayerStateValid: return PlayerStateValid case PlayerStateReconnecting: return PlayerStateReconnecting case PlayerStateClosing: return PlayerStateClosing case PlayerStateKicked: return PlayerStateKicked case PlayerStateInvalid: return PlayerStateInvalid default: return trimmed } }