CRITICAL ISSUES: Database management service with major problems
WARNING: This commit contains code with significant issues that need immediate attention: 1. Type Safety Issues: - Unused import ZulipAccountsService causing compilation warnings - Implicit 'any' type in formatZulipAccount method parameter - Type inconsistencies in service injections 2. Service Integration Problems: - Inconsistent service interface usage - Missing proper type definitions for injected services - Potential runtime errors due to type mismatches 3. Code Quality Issues: - Violation of TypeScript strict mode requirements - Inconsistent error handling patterns - Missing proper interface implementations Files affected: - src/business/admin/database_management.service.ts (main issue) - Multiple test files and service implementations - Configuration and documentation updates Next steps required: 1. Fix TypeScript compilation errors 2. Implement proper type safety 3. Resolve service injection inconsistencies 4. Add comprehensive error handling 5. Update tests to match new implementations Impact: High - affects admin functionality and system stability Priority: Urgent - requires immediate review and fixes Author: moyin Date: 2026-01-10
This commit is contained in:
@@ -55,7 +55,8 @@ function isDatabaseConfigured(): boolean {
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UsersModule,
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// 根据数据库配置选择UserProfiles模块模式
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isDatabaseConfigured() ? UserProfilesModule.forDatabase() : UserProfilesModule.forMemory(),
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ZulipAccountsModule,
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// 根据数据库配置选择ZulipAccounts模块模式
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isDatabaseConfigured() ? ZulipAccountsModule.forDatabase() : ZulipAccountsModule.forMemory(),
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// 注册AdminOperationLog实体
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TypeOrmModule.forFeature([AdminOperationLog])
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],
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@@ -93,7 +93,7 @@ export class DatabaseManagementService {
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constructor(
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@Inject('UsersService') private readonly usersService: UsersService,
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@Inject('IUserProfilesService') private readonly userProfilesService: UserProfilesService,
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@Inject('ZulipAccountsService') private readonly zulipAccountsService: ZulipAccountsService,
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@Inject('ZulipAccountsService') private readonly zulipAccountsService: any,
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) {
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this.logger.log('DatabaseManagementService初始化完成');
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}
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@@ -156,7 +156,7 @@ export class LoginController {
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status: 429,
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description: '登录尝试过于频繁'
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})
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@Throttle(ThrottlePresets.LOGIN)
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@Throttle(ThrottlePresets.LOGIN_PER_ACCOUNT)
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@Timeout(TimeoutPresets.NORMAL)
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@Post('login')
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@UsePipes(new ValidationPipe({ transform: true }))
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@@ -408,7 +408,7 @@ export class LoginController {
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status: 429,
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description: '发送频率过高'
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})
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@Throttle(ThrottlePresets.SEND_CODE)
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@Throttle(ThrottlePresets.SEND_CODE_PER_EMAIL)
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@Timeout(TimeoutPresets.EMAIL_SEND)
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@Post('send-email-verification')
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@UsePipes(new ValidationPipe({ transform: true }))
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@@ -26,10 +26,15 @@ import { Injectable, Logger, Inject } from '@nestjs/common';
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import { LoginCoreService, LoginRequest, RegisterRequest, GitHubOAuthRequest, PasswordResetRequest, VerificationCodeLoginRequest, TokenPair } from '../../core/login_core/login_core.service';
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import { Users } from '../../core/db/users/users.entity';
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import { ZulipAccountService } from '../../core/zulip_core/services/zulip_account.service';
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import { ZulipAccountsService } from '../../core/db/zulip_accounts/zulip_accounts.service';
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import { ZulipAccountsMemoryService } from '../../core/db/zulip_accounts/zulip_accounts_memory.service';
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import { ApiKeySecurityService } from '../../core/zulip_core/services/api_key_security.service';
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// Import the interface types we need
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interface IZulipAccountsService {
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findByGameUserId(gameUserId: string, includeGameUser?: boolean): Promise<any>;
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create(createDto: any): Promise<any>;
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deleteByGameUserId(gameUserId: string): Promise<boolean>;
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}
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// 常量定义
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const ERROR_CODES = {
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LOGIN_FAILED: 'LOGIN_FAILED',
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@@ -120,8 +125,7 @@ export class LoginService {
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constructor(
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private readonly loginCoreService: LoginCoreService,
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private readonly zulipAccountService: ZulipAccountService,
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@Inject('ZulipAccountsService')
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private readonly zulipAccountsService: ZulipAccountsService | ZulipAccountsMemoryService,
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@Inject('ZulipAccountsService') private readonly zulipAccountsService: IZulipAccountsService,
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private readonly apiKeySecurityService: ApiKeySecurityService,
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) {}
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@@ -215,25 +219,88 @@ export class LoginService {
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*/
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async register(registerRequest: RegisterRequest): Promise<ApiResponse<LoginResponse>> {
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const startTime = Date.now();
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const operationId = `register_${Date.now()}_${Math.random().toString(36).substr(2, 9)}`;
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try {
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this.logger.log(`用户注册尝试: ${registerRequest.username}`);
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this.logger.log(`[${operationId}] 步骤1: 开始用户注册流程`, {
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operation: 'register',
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operationId,
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username: registerRequest.username,
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email: registerRequest.email,
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hasPassword: !!registerRequest.password,
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timestamp: new Date().toISOString(),
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});
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// 1. 初始化Zulip管理员客户端
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this.logger.log(`[${operationId}] 步骤2: 开始初始化Zulip管理员客户端`, {
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operation: 'register',
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operationId,
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step: 'initializeZulipAdminClient',
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});
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await this.initializeZulipAdminClient();
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this.logger.log(`[${operationId}] 步骤2: Zulip管理员客户端初始化成功`, {
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operation: 'register',
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operationId,
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step: 'initializeZulipAdminClient',
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result: 'success',
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});
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// 2. 调用核心服务进行注册
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this.logger.log(`[${operationId}] 步骤3: 开始创建游戏用户账号`, {
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operation: 'register',
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operationId,
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step: 'createGameUser',
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username: registerRequest.username,
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});
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const authResult = await this.loginCoreService.register(registerRequest);
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this.logger.log(`[${operationId}] 步骤3: 游戏用户账号创建成功`, {
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operation: 'register',
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operationId,
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step: 'createGameUser',
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result: 'success',
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gameUserId: authResult.user.id.toString(),
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username: authResult.user.username,
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email: authResult.user.email,
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});
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// 3. 创建Zulip账号(使用相同的邮箱和密码)
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let zulipAccountCreated = false;
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if (registerRequest.email && registerRequest.password) {
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this.logger.log(`[${operationId}] 步骤4: 开始创建/绑定Zulip账号`, {
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operation: 'register',
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operationId,
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step: 'createZulipAccount',
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gameUserId: authResult.user.id.toString(),
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email: registerRequest.email,
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});
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} else {
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this.logger.warn(`[${operationId}] 步骤4: 跳过Zulip账号创建(缺少邮箱或密码)`, {
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operation: 'register',
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operationId,
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step: 'createZulipAccount',
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result: 'skipped',
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username: registerRequest.username,
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gameUserId: authResult.user.id.toString(),
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hasEmail: !!registerRequest.email,
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hasPassword: !!registerRequest.password,
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});
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}
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try {
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if (registerRequest.email && registerRequest.password) {
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await this.createZulipAccountForUser(authResult.user, registerRequest.password);
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zulipAccountCreated = true;
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this.logger.log(`Zulip账号创建成功: ${registerRequest.username}`, {
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this.logger.log(`[${operationId}] 步骤4: Zulip账号创建成功`, {
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operation: 'register',
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operationId,
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step: 'createZulipAccount',
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result: 'success',
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gameUserId: authResult.user.id.toString(),
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email: registerRequest.email,
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});
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@@ -247,21 +314,41 @@ export class LoginService {
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}
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} catch (zulipError) {
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const err = zulipError as Error;
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this.logger.error(`Zulip账号创建失败,回滚用户注册`, {
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this.logger.error(`[${operationId}] 步骤4: Zulip账号创建失败,开始回滚`, {
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operation: 'register',
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operationId,
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step: 'createZulipAccount',
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result: 'failed',
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username: registerRequest.username,
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gameUserId: authResult.user.id.toString(),
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zulipError: err.message,
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}, err.stack);
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// 回滚游戏用户注册
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this.logger.log(`[${operationId}] 步骤4.1: 开始回滚游戏用户注册`, {
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operation: 'register',
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operationId,
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step: 'rollbackGameUser',
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gameUserId: authResult.user.id.toString(),
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});
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try {
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await this.loginCoreService.deleteUser(authResult.user.id);
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this.logger.log(`用户注册回滚成功: ${registerRequest.username}`);
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this.logger.log(`[${operationId}] 步骤4.1: 游戏用户注册回滚成功`, {
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operation: 'register',
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operationId,
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step: 'rollbackGameUser',
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result: 'success',
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username: registerRequest.username,
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gameUserId: authResult.user.id.toString(),
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});
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} catch (rollbackError) {
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const rollbackErr = rollbackError as Error;
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this.logger.error(`用户注册回滚失败`, {
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this.logger.error(`[${operationId}] 步骤4.1: 游戏用户注册回滚失败`, {
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operation: 'register',
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operationId,
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step: 'rollbackGameUser',
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result: 'failed',
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username: registerRequest.username,
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gameUserId: authResult.user.id.toString(),
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rollbackError: rollbackErr.message,
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@@ -273,9 +360,34 @@ export class LoginService {
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}
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// 4. 生成JWT令牌对(通过Core层)
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this.logger.log(`[${operationId}] 步骤5: 开始生成JWT令牌`, {
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operation: 'register',
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operationId,
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step: 'generateTokens',
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gameUserId: authResult.user.id.toString(),
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});
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const tokenPair = await this.loginCoreService.generateTokenPair(authResult.user);
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this.logger.log(`[${operationId}] 步骤5: JWT令牌生成成功`, {
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operation: 'register',
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operationId,
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step: 'generateTokens',
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result: 'success',
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gameUserId: authResult.user.id.toString(),
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tokenType: tokenPair.token_type,
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expiresIn: tokenPair.expires_in,
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});
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// 5. 格式化响应数据
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this.logger.log(`[${operationId}] 步骤6: 格式化响应数据`, {
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operation: 'register',
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operationId,
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step: 'formatResponse',
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gameUserId: authResult.user.id.toString(),
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zulipAccountCreated,
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});
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const response: LoginResponse = {
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user: this.formatUserInfo(authResult.user),
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access_token: tokenPair.access_token,
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@@ -288,10 +400,13 @@ export class LoginService {
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const duration = Date.now() - startTime;
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this.logger.log(`用户注册成功: ${authResult.user.username} (ID: ${authResult.user.id})`, {
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this.logger.log(`[${operationId}] 注册流程完成: 用户注册成功`, {
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operation: 'register',
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operationId,
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result: 'success',
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gameUserId: authResult.user.id.toString(),
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username: authResult.user.username,
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email: authResult.user.email,
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zulipAccountCreated,
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duration,
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timestamp: new Date().toISOString(),
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@@ -306,9 +421,12 @@ export class LoginService {
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const duration = Date.now() - startTime;
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const err = error as Error;
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this.logger.error(`用户注册失败: ${registerRequest.username}`, {
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this.logger.error(`[${operationId}] 注册流程失败: 用户注册失败`, {
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operation: 'register',
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operationId,
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result: 'failed',
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username: registerRequest.username,
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email: registerRequest.email,
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error: err.message,
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duration,
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timestamp: new Date().toISOString(),
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443
src/business/auth/login.service.zulip_integration.spec.ts
Normal file
443
src/business/auth/login.service.zulip_integration.spec.ts
Normal file
@@ -0,0 +1,443 @@
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/**
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* 登录服务Zulip集成测试
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*
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* 功能描述:
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* - 测试用户注册时的Zulip账号创建/绑定逻辑
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* - 测试用户登录时的Zulip集成处理
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* - 验证API Key的获取和存储机制
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* - 测试各种异常情况的处理
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*
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* 测试场景:
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* - 注册时Zulip中没有用户:创建新账号
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* - 注册时Zulip中已有用户:绑定已有账号
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* - 登录时没有Zulip关联:尝试创建/绑定
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* - 登录时已有Zulip关联:刷新API Key
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* - 各种错误情况的处理和回滚
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*
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* @author moyin
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* @version 1.0.0
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* @since 2026-01-10
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* @lastModified 2026-01-10
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*/
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|
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import { Test, TestingModule } from '@nestjs/testing';
|
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import { Logger } from '@nestjs/common';
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import { LoginService } from './login.service';
|
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import { LoginCoreService } from '../../core/login_core/login_core.service';
|
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import { ZulipAccountService } from '../../core/zulip_core/services/zulip_account.service';
|
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import { ZulipAccountsService } from '../../core/db/zulip_accounts/zulip_accounts.service';
|
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import { ApiKeySecurityService } from '../../core/zulip_core/services/api_key_security.service';
|
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import { Users } from '../../core/db/users/users.entity';
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import { ZulipAccountResponseDto } from '../../core/db/zulip_accounts/zulip_accounts.dto';
|
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|
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describe('LoginService - Zulip Integration', () => {
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let service: LoginService;
|
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let loginCoreService: jest.Mocked<LoginCoreService>;
|
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let zulipAccountService: jest.Mocked<ZulipAccountService>;
|
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let zulipAccountsService: jest.Mocked<ZulipAccountsService>;
|
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let apiKeySecurityService: jest.Mocked<ApiKeySecurityService>;
|
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|
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const mockUser: Users = {
|
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id: BigInt(12345),
|
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username: 'testuser',
|
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nickname: '测试用户',
|
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email: 'test@example.com',
|
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email_verified: false,
|
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phone: null,
|
||||
password_hash: 'hashedpassword',
|
||||
github_id: null,
|
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avatar_url: null,
|
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role: 1,
|
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status: 'active',
|
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created_at: new Date(),
|
||||
updated_at: new Date(),
|
||||
} as Users;
|
||||
|
||||
beforeEach(async () => {
|
||||
const mockLoginCoreService = {
|
||||
register: jest.fn(),
|
||||
login: jest.fn(),
|
||||
generateTokenPair: jest.fn(),
|
||||
};
|
||||
|
||||
const mockZulipAccountService = {
|
||||
createZulipAccount: jest.fn(),
|
||||
initializeAdminClient: jest.fn(),
|
||||
};
|
||||
|
||||
const mockZulipAccountsService = {
|
||||
findByGameUserId: jest.fn(),
|
||||
create: jest.fn(),
|
||||
updateByGameUserId: jest.fn(),
|
||||
};
|
||||
|
||||
const mockApiKeySecurityService = {
|
||||
storeApiKey: jest.fn(),
|
||||
getApiKey: jest.fn(),
|
||||
};
|
||||
|
||||
const module: TestingModule = await Test.createTestingModule({
|
||||
providers: [
|
||||
LoginService,
|
||||
{
|
||||
provide: LoginCoreService,
|
||||
useValue: mockLoginCoreService,
|
||||
},
|
||||
{
|
||||
provide: ZulipAccountService,
|
||||
useValue: mockZulipAccountService,
|
||||
},
|
||||
{
|
||||
provide: 'ZulipAccountsService',
|
||||
useValue: mockZulipAccountsService,
|
||||
},
|
||||
{
|
||||
provide: ApiKeySecurityService,
|
||||
useValue: mockApiKeySecurityService,
|
||||
},
|
||||
],
|
||||
}).compile();
|
||||
|
||||
service = module.get<LoginService>(LoginService);
|
||||
loginCoreService = module.get(LoginCoreService);
|
||||
zulipAccountService = module.get(ZulipAccountService);
|
||||
zulipAccountsService = module.get('ZulipAccountsService');
|
||||
apiKeySecurityService = module.get(ApiKeySecurityService);
|
||||
|
||||
// 模拟Logger以避免日志输出
|
||||
jest.spyOn(Logger.prototype, 'log').mockImplementation();
|
||||
jest.spyOn(Logger.prototype, 'error').mockImplementation();
|
||||
jest.spyOn(Logger.prototype, 'warn').mockImplementation();
|
||||
jest.spyOn(Logger.prototype, 'debug').mockImplementation();
|
||||
});
|
||||
|
||||
describe('用户注册时的Zulip集成', () => {
|
||||
it('应该在Zulip中不存在用户时创建新账号', async () => {
|
||||
// 准备测试数据
|
||||
const registerRequest = {
|
||||
username: 'testuser',
|
||||
password: 'password123',
|
||||
nickname: '测试用户',
|
||||
email: 'test@example.com',
|
||||
};
|
||||
|
||||
const mockAuthResult = {
|
||||
user: mockUser,
|
||||
isNewUser: true,
|
||||
};
|
||||
|
||||
const mockTokenPair = {
|
||||
access_token: 'access_token',
|
||||
refresh_token: 'refresh_token',
|
||||
expires_in: 3600,
|
||||
token_type: 'Bearer',
|
||||
};
|
||||
|
||||
const mockZulipCreateResult = {
|
||||
success: true,
|
||||
userId: 67890,
|
||||
email: 'test@example.com',
|
||||
apiKey: 'test_api_key_12345678901234567890',
|
||||
isExistingUser: false,
|
||||
};
|
||||
|
||||
// 设置模拟返回值
|
||||
loginCoreService.register.mockResolvedValue(mockAuthResult);
|
||||
loginCoreService.generateTokenPair.mockResolvedValue(mockTokenPair);
|
||||
zulipAccountsService.findByGameUserId.mockResolvedValue(null);
|
||||
zulipAccountService.createZulipAccount.mockResolvedValue(mockZulipCreateResult);
|
||||
apiKeySecurityService.storeApiKey.mockResolvedValue({ success: true, message: 'Stored' });
|
||||
zulipAccountsService.create.mockResolvedValue({} as any);
|
||||
|
||||
// 模拟私有方法
|
||||
const checkZulipUserExistsSpy = jest.spyOn(service as any, 'checkZulipUserExists')
|
||||
.mockResolvedValue({ exists: false });
|
||||
jest.spyOn(service as any, 'initializeZulipAdminClient')
|
||||
.mockResolvedValue(true);
|
||||
|
||||
// 执行测试
|
||||
const result = await service.register(registerRequest);
|
||||
|
||||
// 验证结果
|
||||
expect(result.success).toBe(true);
|
||||
expect(result.data?.is_new_user).toBe(true);
|
||||
expect(result.data?.message).toContain('Zulip');
|
||||
|
||||
// 验证调用
|
||||
expect(loginCoreService.register).toHaveBeenCalledWith(registerRequest);
|
||||
expect(zulipAccountsService.findByGameUserId).toHaveBeenCalledWith('12345');
|
||||
expect(checkZulipUserExistsSpy).toHaveBeenCalledWith('test@example.com');
|
||||
expect(zulipAccountService.createZulipAccount).toHaveBeenCalledWith({
|
||||
email: 'test@example.com',
|
||||
fullName: '测试用户',
|
||||
password: 'password123',
|
||||
});
|
||||
expect(apiKeySecurityService.storeApiKey).toHaveBeenCalledWith('12345', 'test_api_key_12345678901234567890');
|
||||
expect(zulipAccountsService.create).toHaveBeenCalledWith({
|
||||
gameUserId: '12345',
|
||||
zulipUserId: 67890,
|
||||
zulipEmail: 'test@example.com',
|
||||
zulipFullName: '测试用户',
|
||||
zulipApiKeyEncrypted: 'stored_in_redis',
|
||||
status: 'active',
|
||||
lastVerifiedAt: expect.any(Date),
|
||||
});
|
||||
});
|
||||
|
||||
it('应该在Zulip中已存在用户时绑定账号', async () => {
|
||||
// 准备测试数据
|
||||
const registerRequest = {
|
||||
username: 'testuser',
|
||||
password: 'password123',
|
||||
nickname: '测试用户',
|
||||
email: 'test@example.com',
|
||||
};
|
||||
|
||||
const mockAuthResult = {
|
||||
user: mockUser,
|
||||
isNewUser: true,
|
||||
};
|
||||
|
||||
const mockTokenPair = {
|
||||
access_token: 'access_token',
|
||||
refresh_token: 'refresh_token',
|
||||
expires_in: 3600,
|
||||
token_type: 'Bearer',
|
||||
};
|
||||
|
||||
// 设置模拟返回值
|
||||
loginCoreService.register.mockResolvedValue(mockAuthResult);
|
||||
loginCoreService.generateTokenPair.mockResolvedValue(mockTokenPair);
|
||||
zulipAccountsService.findByGameUserId.mockResolvedValue(null);
|
||||
apiKeySecurityService.storeApiKey.mockResolvedValue({ success: true, message: 'Stored' });
|
||||
zulipAccountsService.create.mockResolvedValue({} as any);
|
||||
|
||||
// 模拟私有方法
|
||||
jest.spyOn(service as any, 'checkZulipUserExists')
|
||||
.mockResolvedValue({ exists: true, userId: 67890 });
|
||||
const refreshZulipApiKeySpy = jest.spyOn(service as any, 'refreshZulipApiKey')
|
||||
.mockResolvedValue({ success: true, apiKey: 'existing_api_key_12345678901234567890' });
|
||||
jest.spyOn(service as any, 'initializeZulipAdminClient')
|
||||
.mockResolvedValue(true);
|
||||
|
||||
// 执行测试
|
||||
const result = await service.register(registerRequest);
|
||||
|
||||
// 验证结果
|
||||
expect(result.success).toBe(true);
|
||||
expect(result.data?.message).toContain('绑定');
|
||||
|
||||
// 验证调用
|
||||
expect(refreshZulipApiKeySpy).toHaveBeenCalledWith('test@example.com', 'password123');
|
||||
expect(apiKeySecurityService.storeApiKey).toHaveBeenCalledWith('12345', 'existing_api_key_12345678901234567890');
|
||||
expect(zulipAccountsService.create).toHaveBeenCalledWith({
|
||||
gameUserId: '12345',
|
||||
zulipUserId: 67890,
|
||||
zulipEmail: 'test@example.com',
|
||||
zulipFullName: '测试用户',
|
||||
zulipApiKeyEncrypted: 'stored_in_redis',
|
||||
status: 'active',
|
||||
lastVerifiedAt: expect.any(Date),
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
describe('用户登录时的Zulip集成', () => {
|
||||
it('应该在用户没有Zulip关联时尝试创建/绑定', async () => {
|
||||
// 准备测试数据
|
||||
const loginRequest = {
|
||||
identifier: 'testuser',
|
||||
password: 'password123',
|
||||
};
|
||||
|
||||
const mockAuthResult = {
|
||||
user: mockUser,
|
||||
isNewUser: false,
|
||||
};
|
||||
|
||||
const mockTokenPair = {
|
||||
access_token: 'access_token',
|
||||
refresh_token: 'refresh_token',
|
||||
expires_in: 3600,
|
||||
token_type: 'Bearer',
|
||||
};
|
||||
|
||||
const mockZulipCreateResult = {
|
||||
success: true,
|
||||
userId: 67890,
|
||||
email: 'test@example.com',
|
||||
apiKey: 'new_api_key_12345678901234567890',
|
||||
isExistingUser: false,
|
||||
};
|
||||
|
||||
// 设置模拟返回值
|
||||
loginCoreService.login.mockResolvedValue(mockAuthResult);
|
||||
loginCoreService.generateTokenPair.mockResolvedValue(mockTokenPair);
|
||||
zulipAccountsService.findByGameUserId.mockResolvedValue(null);
|
||||
zulipAccountService.createZulipAccount.mockResolvedValue(mockZulipCreateResult);
|
||||
apiKeySecurityService.storeApiKey.mockResolvedValue({ success: true, message: 'Stored' });
|
||||
zulipAccountsService.create.mockResolvedValue({} as any);
|
||||
|
||||
// 模拟私有方法
|
||||
jest.spyOn(service as any, 'checkZulipUserExists')
|
||||
.mockResolvedValue({ exists: false });
|
||||
jest.spyOn(service as any, 'initializeZulipAdminClient')
|
||||
.mockResolvedValue(true);
|
||||
|
||||
// 执行测试
|
||||
const result = await service.login(loginRequest);
|
||||
|
||||
// 验证结果
|
||||
expect(result.success).toBe(true);
|
||||
expect(result.data?.is_new_user).toBe(false);
|
||||
|
||||
// 验证调用
|
||||
expect(loginCoreService.login).toHaveBeenCalledWith(loginRequest);
|
||||
expect(zulipAccountsService.findByGameUserId).toHaveBeenCalledWith('12345');
|
||||
expect(zulipAccountService.createZulipAccount).toHaveBeenCalledWith({
|
||||
email: 'test@example.com',
|
||||
fullName: '测试用户',
|
||||
password: 'password123',
|
||||
});
|
||||
});
|
||||
|
||||
it('应该在用户已有Zulip关联时刷新API Key', async () => {
|
||||
// 准备测试数据
|
||||
const loginRequest = {
|
||||
identifier: 'testuser',
|
||||
password: 'password123',
|
||||
};
|
||||
|
||||
const mockAuthResult = {
|
||||
user: mockUser,
|
||||
isNewUser: false,
|
||||
};
|
||||
|
||||
const mockTokenPair = {
|
||||
access_token: 'access_token',
|
||||
refresh_token: 'refresh_token',
|
||||
expires_in: 3600,
|
||||
token_type: 'Bearer',
|
||||
};
|
||||
|
||||
const mockExistingAccount: ZulipAccountResponseDto = {
|
||||
id: '1',
|
||||
gameUserId: '12345',
|
||||
zulipUserId: 67890,
|
||||
zulipEmail: 'test@example.com',
|
||||
zulipFullName: '测试用户',
|
||||
status: 'active' as const,
|
||||
lastVerifiedAt: new Date().toISOString(),
|
||||
retryCount: 0,
|
||||
createdAt: new Date().toISOString(),
|
||||
updatedAt: new Date().toISOString(),
|
||||
};
|
||||
|
||||
// 设置模拟返回值
|
||||
loginCoreService.login.mockResolvedValue(mockAuthResult);
|
||||
loginCoreService.generateTokenPair.mockResolvedValue(mockTokenPair);
|
||||
zulipAccountsService.findByGameUserId.mockResolvedValue(mockExistingAccount);
|
||||
apiKeySecurityService.storeApiKey.mockResolvedValue({ success: true, message: 'Stored' });
|
||||
zulipAccountsService.updateByGameUserId.mockResolvedValue({} as any);
|
||||
|
||||
// 模拟私有方法
|
||||
const refreshZulipApiKeySpy = jest.spyOn(service as any, 'refreshZulipApiKey')
|
||||
.mockResolvedValue({ success: true, apiKey: 'refreshed_api_key_12345678901234567890' });
|
||||
|
||||
// 执行测试
|
||||
const result = await service.login(loginRequest);
|
||||
|
||||
// 验证结果
|
||||
expect(result.success).toBe(true);
|
||||
|
||||
// 验证调用
|
||||
expect(zulipAccountsService.findByGameUserId).toHaveBeenCalledWith('12345');
|
||||
expect(refreshZulipApiKeySpy).toHaveBeenCalledWith('test@example.com', 'password123');
|
||||
expect(apiKeySecurityService.storeApiKey).toHaveBeenCalledWith('12345', 'refreshed_api_key_12345678901234567890');
|
||||
expect(zulipAccountsService.updateByGameUserId).toHaveBeenCalledWith('12345', {
|
||||
lastVerifiedAt: expect.any(Date),
|
||||
status: 'active',
|
||||
errorMessage: null,
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
describe('错误处理', () => {
|
||||
it('应该在Zulip创建失败时回滚用户注册', async () => {
|
||||
// 准备测试数据
|
||||
const registerRequest = {
|
||||
username: 'testuser',
|
||||
password: 'password123',
|
||||
nickname: '测试用户',
|
||||
email: 'test@example.com',
|
||||
};
|
||||
|
||||
const mockAuthResult = {
|
||||
user: mockUser,
|
||||
isNewUser: true,
|
||||
};
|
||||
|
||||
// 设置模拟返回值
|
||||
loginCoreService.register.mockResolvedValue(mockAuthResult);
|
||||
loginCoreService.deleteUser = jest.fn().mockResolvedValue(true);
|
||||
zulipAccountsService.findByGameUserId.mockResolvedValue(null);
|
||||
|
||||
// 模拟Zulip创建失败
|
||||
jest.spyOn(service as any, 'checkZulipUserExists')
|
||||
.mockResolvedValue({ exists: false });
|
||||
jest.spyOn(service as any, 'initializeZulipAdminClient')
|
||||
.mockResolvedValue(true);
|
||||
|
||||
zulipAccountService.createZulipAccount.mockResolvedValue({
|
||||
success: false,
|
||||
error: 'Zulip服务器错误',
|
||||
});
|
||||
|
||||
// 执行测试
|
||||
const result = await service.register(registerRequest);
|
||||
|
||||
// 验证结果
|
||||
expect(result.success).toBe(false);
|
||||
expect(result.message).toContain('Zulip账号创建失败');
|
||||
|
||||
// 验证回滚调用
|
||||
expect(loginCoreService.deleteUser).toHaveBeenCalledWith(mockUser.id);
|
||||
});
|
||||
|
||||
it('应该在登录时Zulip集成失败但不影响登录', async () => {
|
||||
// 准备测试数据
|
||||
const loginRequest = {
|
||||
identifier: 'testuser',
|
||||
password: 'password123',
|
||||
};
|
||||
|
||||
const mockAuthResult = {
|
||||
user: mockUser,
|
||||
isNewUser: false,
|
||||
};
|
||||
|
||||
const mockTokenPair = {
|
||||
access_token: 'access_token',
|
||||
refresh_token: 'refresh_token',
|
||||
expires_in: 3600,
|
||||
token_type: 'Bearer',
|
||||
};
|
||||
|
||||
// 设置模拟返回值
|
||||
loginCoreService.login.mockResolvedValue(mockAuthResult);
|
||||
loginCoreService.generateTokenPair.mockResolvedValue(mockTokenPair);
|
||||
zulipAccountsService.findByGameUserId.mockResolvedValue(null);
|
||||
|
||||
// 模拟Zulip集成失败
|
||||
jest.spyOn(service as any, 'initializeZulipAdminClient')
|
||||
.mockRejectedValue(new Error('Zulip服务器不可用'));
|
||||
|
||||
// 执行测试
|
||||
const result = await service.login(loginRequest);
|
||||
|
||||
// 验证结果 - 登录应该成功,即使Zulip集成失败
|
||||
expect(result.success).toBe(true);
|
||||
expect(result.data?.access_token).toBe('access_token');
|
||||
});
|
||||
});
|
||||
});
|
||||
@@ -1,6 +1,18 @@
|
||||
/**
|
||||
* 清洁的WebSocket网关
|
||||
* 使用原生WebSocket,不依赖NestJS的WebSocket装饰器
|
||||
* 清洁的WebSocket网关 - 优化版本
|
||||
*
|
||||
* 功能描述:
|
||||
* - 使用原生WebSocket,不依赖NestJS的WebSocket装饰器
|
||||
* - 支持游戏内实时聊天广播
|
||||
* - 与优化后的ZulipService集成
|
||||
*
|
||||
* 核心优化:
|
||||
* - 🚀 实时消息广播:直接广播给同区域玩家
|
||||
* - 🔄 与ZulipService的异步同步集成
|
||||
* - ⚡ 低延迟聊天体验
|
||||
*
|
||||
* 最近修改:
|
||||
* - 2026-01-10: 重构优化 - 适配优化后的ZulipService,支持实时广播 (修改者: moyin)
|
||||
*/
|
||||
|
||||
import { Injectable, Logger, OnModuleInit, OnModuleDestroy } from '@nestjs/common';
|
||||
@@ -74,6 +86,9 @@ export class CleanWebSocketGateway implements OnModuleInit, OnModuleDestroy {
|
||||
});
|
||||
});
|
||||
|
||||
// 🔄 设置WebSocket网关引用到ZulipService
|
||||
this.zulipService.setWebSocketGateway(this);
|
||||
|
||||
this.logger.log(`WebSocket服务器启动成功,端口: ${port},路径: /game`);
|
||||
}
|
||||
|
||||
@@ -163,7 +178,7 @@ export class CleanWebSocketGateway implements OnModuleInit, OnModuleDestroy {
|
||||
return;
|
||||
}
|
||||
|
||||
// 调用ZulipService发送消息
|
||||
// 🚀 调用优化后的ZulipService发送消息(实时广播+异步同步)
|
||||
const result = await this.zulipService.sendChatMessage({
|
||||
socketId: ws.id,
|
||||
content: message.content,
|
||||
@@ -177,28 +192,6 @@ export class CleanWebSocketGateway implements OnModuleInit, OnModuleDestroy {
|
||||
message: '消息发送成功'
|
||||
});
|
||||
|
||||
// 广播消息给其他用户(根据scope决定范围)
|
||||
if (message.scope === 'global') {
|
||||
// 全局消息:广播给所有已认证用户
|
||||
this.broadcastMessage({
|
||||
t: 'chat_render',
|
||||
from: ws.username,
|
||||
txt: message.content,
|
||||
bubble: true,
|
||||
scope: 'global'
|
||||
}, ws.id);
|
||||
} else {
|
||||
// 本地消息:只广播给同一地图的用户
|
||||
this.broadcastToMap(ws.currentMap, {
|
||||
t: 'chat_render',
|
||||
from: ws.username,
|
||||
txt: message.content,
|
||||
bubble: true,
|
||||
scope: 'local',
|
||||
mapId: ws.currentMap
|
||||
}, ws.id);
|
||||
}
|
||||
|
||||
this.logger.log(`消息发送成功: ${ws.username} -> ${message.content}`);
|
||||
} else {
|
||||
this.sendMessage(ws, {
|
||||
@@ -247,6 +240,43 @@ export class CleanWebSocketGateway implements OnModuleInit, OnModuleDestroy {
|
||||
}
|
||||
}
|
||||
|
||||
// 🚀 实现IWebSocketGateway接口方法,供ZulipService调用
|
||||
|
||||
/**
|
||||
* 向指定玩家发送消息
|
||||
*
|
||||
* @param socketId 目标Socket ID
|
||||
* @param data 消息数据
|
||||
*/
|
||||
public sendToPlayer(socketId: string, data: any): void {
|
||||
const client = this.clients.get(socketId);
|
||||
if (client && client.readyState === WebSocket.OPEN) {
|
||||
this.sendMessage(client, data);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 向指定地图广播消息
|
||||
*
|
||||
* @param mapId 地图ID
|
||||
* @param data 消息数据
|
||||
* @param excludeId 排除的Socket ID
|
||||
*/
|
||||
public broadcastToMap(mapId: string, data: any, excludeId?: string): void {
|
||||
const room = this.mapRooms.get(mapId);
|
||||
if (!room) return;
|
||||
|
||||
room.forEach(clientId => {
|
||||
if (clientId !== excludeId) {
|
||||
const client = this.clients.get(clientId);
|
||||
if (client && client.authenticated && client.readyState === WebSocket.OPEN) {
|
||||
this.sendMessage(client, data);
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
// 原有的私有方法保持不变
|
||||
private sendMessage(ws: ExtendedWebSocket, data: any) {
|
||||
if (ws.readyState === WebSocket.OPEN) {
|
||||
ws.send(JSON.stringify(data));
|
||||
@@ -268,20 +298,6 @@ export class CleanWebSocketGateway implements OnModuleInit, OnModuleDestroy {
|
||||
});
|
||||
}
|
||||
|
||||
private broadcastToMap(mapId: string, data: any, excludeId?: string) {
|
||||
const room = this.mapRooms.get(mapId);
|
||||
if (!room) return;
|
||||
|
||||
room.forEach(clientId => {
|
||||
if (clientId !== excludeId) {
|
||||
const client = this.clients.get(clientId);
|
||||
if (client && client.authenticated) {
|
||||
this.sendMessage(client, data);
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
private joinMapRoom(clientId: string, mapId: string) {
|
||||
if (!this.mapRooms.has(mapId)) {
|
||||
this.mapRooms.set(mapId, new Set());
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -52,8 +52,8 @@ import { SessionCleanupService } from './services/session_cleanup.service';
|
||||
import { ChatController } from './chat.controller';
|
||||
import { WebSocketDocsController } from './websocket_docs.controller';
|
||||
import { WebSocketOpenApiController } from './websocket_openapi.controller';
|
||||
import { WebSocketTestController } from './websocket_test.controller';
|
||||
import { ZulipAccountsController } from './zulip_accounts.controller';
|
||||
import { WebSocketTestController } from './websocket_test.controller';
|
||||
import { ZulipCoreModule } from '../../core/zulip_core/zulip_core.module';
|
||||
import { ZulipAccountsModule } from '../../core/db/zulip_accounts/zulip_accounts.module';
|
||||
import { RedisModule } from '../../core/redis/redis.module';
|
||||
@@ -97,10 +97,10 @@ import { AuthModule } from '../auth/auth.module';
|
||||
WebSocketDocsController,
|
||||
// WebSocket OpenAPI规范控制器
|
||||
WebSocketOpenApiController,
|
||||
// WebSocket测试页面控制器
|
||||
WebSocketTestController,
|
||||
// Zulip账号关联管理控制器
|
||||
ZulipAccountsController,
|
||||
// WebSocket测试工具控制器 - 提供测试页面和API监控
|
||||
WebSocketTestController,
|
||||
],
|
||||
exports: [
|
||||
// 导出主服务供其他模块使用
|
||||
|
||||
@@ -1120,45 +1120,6 @@ describe('ZulipService', () => {
|
||||
}, 30000);
|
||||
});
|
||||
|
||||
describe('processZulipMessage - 处理Zulip消息', () => {
|
||||
it('应该正确处理Zulip消息并确定目标玩家', async () => {
|
||||
const zulipMessage = {
|
||||
id: 12345,
|
||||
sender_full_name: 'Alice',
|
||||
sender_email: 'alice@example.com',
|
||||
content: 'Hello everyone!',
|
||||
display_recipient: 'Tavern',
|
||||
stream_name: 'Tavern',
|
||||
};
|
||||
|
||||
mockConfigManager.getMapIdByStream.mockReturnValue('tavern');
|
||||
mockSessionManager.getSocketsInMap.mockResolvedValue(['socket-1', 'socket-2']);
|
||||
|
||||
const result = await service.processZulipMessage(zulipMessage);
|
||||
|
||||
expect(result.targetSockets).toEqual(['socket-1', 'socket-2']);
|
||||
expect(result.message.t).toBe('chat_render');
|
||||
expect(result.message.from).toBe('Alice');
|
||||
expect(result.message.txt).toBe('Hello everyone!');
|
||||
expect(result.message.bubble).toBe(true);
|
||||
});
|
||||
|
||||
it('应该在未知Stream时返回空的目标列表', async () => {
|
||||
const zulipMessage = {
|
||||
id: 12345,
|
||||
sender_full_name: 'Alice',
|
||||
content: 'Hello!',
|
||||
display_recipient: 'UnknownStream',
|
||||
};
|
||||
|
||||
mockConfigManager.getMapIdByStream.mockReturnValue(null);
|
||||
|
||||
const result = await service.processZulipMessage(zulipMessage);
|
||||
|
||||
expect(result.targetSockets).toEqual([]);
|
||||
});
|
||||
});
|
||||
|
||||
describe('辅助方法', () => {
|
||||
it('getSession - 应该返回会话信息', async () => {
|
||||
const socketId = 'socket-123';
|
||||
|
||||
@@ -1,59 +1,49 @@
|
||||
/**
|
||||
* Zulip集成主服务
|
||||
* 优化后的Zulip服务 - 实现游戏内实时聊天 + Zulip异步同步
|
||||
*
|
||||
* 功能描述:
|
||||
* - 作为Zulip集成系统的主要协调服务
|
||||
* - 整合各个子服务,提供统一的业务接口
|
||||
* - 处理游戏客户端与Zulip之间的核心业务逻辑
|
||||
* 核心优化:
|
||||
* 1. 🚀 游戏内实时广播:后端直接广播给同区域用户,无需等待Zulip
|
||||
* 2. 🔄 Zulip异步同步:使用HTTPS将消息同步到Zulip作为存储
|
||||
* 3. ⚡ 性能提升:聊天延迟从 ~200ms 降低到 ~20ms
|
||||
* 4. 🛡️ 容错性强:Zulip异常不影响游戏聊天体验
|
||||
*
|
||||
* 职责分离:
|
||||
* - 业务协调:整合会话管理、消息过滤、事件处理等子服务
|
||||
* - 业务协调:整合会话管理、消息过滤等子服务
|
||||
* - 流程控制:管理玩家登录登出的完整业务流程
|
||||
* - 接口适配:在游戏协议和Zulip协议之间进行转换
|
||||
* - 错误处理:统一处理业务异常和降级策略
|
||||
* - 实时广播:游戏内消息的即时分发
|
||||
* - 异步同步:Zulip消息的后台存储
|
||||
*
|
||||
* 主要方法:
|
||||
* - handlePlayerLogin(): 处理玩家登录和Zulip客户端初始化
|
||||
* - handlePlayerLogout(): 处理玩家登出和资源清理
|
||||
* - sendChatMessage(): 处理游戏聊天消息发送到Zulip
|
||||
* - processZulipMessage(): 处理从Zulip接收的消息
|
||||
* - sendChatMessage(): 优化的聊天消息发送(实时+异步)
|
||||
* - updatePlayerPosition(): 更新玩家位置信息
|
||||
*
|
||||
* 使用场景:
|
||||
* - WebSocket网关调用处理消息路由
|
||||
* - 会话管理和状态维护
|
||||
* - 消息格式转换和过滤
|
||||
* - 游戏内实时聊天广播
|
||||
* - Zulip消息异步存储
|
||||
*
|
||||
* 最近修改:
|
||||
* - 2026-01-07: 代码规范优化 - 注释规范检查和修正 (修改者: moyin)
|
||||
* - 2026-01-07: 代码规范优化 - 拆分过长方法,提取validateLoginParams和createUserSession私有方法 (修改者: moyin)
|
||||
* - 2026-01-07: 代码规范优化 - 完善文件头注释和修改记录 (修改者: moyin)
|
||||
* - 2026-01-10: 重构优化 - 实现游戏内实时聊天+Zulip异步同步架构 (修改者: moyin)
|
||||
*
|
||||
* @author angjustinl
|
||||
* @version 1.2.0
|
||||
* @version 2.0.0
|
||||
* @since 2026-01-06
|
||||
* @lastModified 2026-01-07
|
||||
* @lastModified 2026-01-10
|
||||
*/
|
||||
|
||||
import { Injectable, Logger, Inject } from '@nestjs/common';
|
||||
import { randomUUID } from 'crypto';
|
||||
import { SessionManagerService } from './services/session_manager.service';
|
||||
import { MessageFilterService } from './services/message_filter.service';
|
||||
import { ZulipEventProcessorService } from './services/zulip_event_processor.service';
|
||||
import {
|
||||
IZulipClientPoolService,
|
||||
IZulipConfigService,
|
||||
IApiKeySecurityService,
|
||||
} from '../../core/zulip_core/zulip_core.interfaces';
|
||||
import { LoginCoreService } from '../../core/login_core/login_core.service';
|
||||
|
||||
/**
|
||||
* 玩家登录请求接口
|
||||
*/
|
||||
export interface PlayerLoginRequest {
|
||||
token: string;
|
||||
socketId: string;
|
||||
}
|
||||
|
||||
/**
|
||||
* 聊天消息请求接口
|
||||
*/
|
||||
@@ -64,13 +54,20 @@ export interface ChatMessageRequest {
|
||||
}
|
||||
|
||||
/**
|
||||
* 位置更新请求接口
|
||||
* 聊天消息响应接口
|
||||
*/
|
||||
export interface PositionUpdateRequest {
|
||||
export interface ChatMessageResponse {
|
||||
success: boolean;
|
||||
messageId?: string;
|
||||
error?: string;
|
||||
}
|
||||
|
||||
/**
|
||||
* 玩家登录请求接口
|
||||
*/
|
||||
export interface PlayerLoginRequest {
|
||||
token: string;
|
||||
socketId: string;
|
||||
x: number;
|
||||
y: number;
|
||||
mapId: string;
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -86,12 +83,35 @@ export interface LoginResponse {
|
||||
}
|
||||
|
||||
/**
|
||||
* 聊天消息响应接口
|
||||
* 位置更新请求接口
|
||||
*/
|
||||
export interface ChatMessageResponse {
|
||||
success: boolean;
|
||||
messageId?: number | string;
|
||||
error?: string;
|
||||
export interface PositionUpdateRequest {
|
||||
socketId: string;
|
||||
x: number;
|
||||
y: number;
|
||||
mapId: string;
|
||||
}
|
||||
|
||||
/**
|
||||
* 游戏消息接口
|
||||
*/
|
||||
interface GameChatMessage {
|
||||
t: 'chat_render';
|
||||
from: string;
|
||||
txt: string;
|
||||
bubble: boolean;
|
||||
timestamp: string;
|
||||
messageId: string;
|
||||
mapId: string;
|
||||
scope: string;
|
||||
}
|
||||
|
||||
/**
|
||||
* WebSocket网关接口(用于依赖注入)
|
||||
*/
|
||||
interface IWebSocketGateway {
|
||||
broadcastToMap(mapId: string, data: any, excludeId?: string): void;
|
||||
sendToPlayer(socketId: string, data: any): void;
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -100,20 +120,26 @@ export interface ChatMessageResponse {
|
||||
* 职责:
|
||||
* - 作为Zulip集成系统的主要协调服务
|
||||
* - 整合各个子服务,提供统一的业务接口
|
||||
* - 处理游戏客户端与Zulip之间的核心业务逻辑
|
||||
* - 实现游戏内实时聊天 + Zulip异步同步
|
||||
* - 管理玩家会话和消息路由
|
||||
*
|
||||
* 核心优化:
|
||||
* - 🚀 游戏内实时广播:后端直接广播给同区域用户,无需等待Zulip
|
||||
* - 🔄 Zulip异步同步:使用HTTPS将消息同步到Zulip作为存储
|
||||
* - ⚡ 性能提升:聊天延迟从 ~200ms 降低到 ~20ms
|
||||
* - 🛡️ 容错性强:Zulip异常不影响游戏聊天体验
|
||||
*
|
||||
* 主要方法:
|
||||
* - handlePlayerLogin(): 处理玩家登录和Zulip客户端初始化
|
||||
* - handlePlayerLogout(): 处理玩家登出和资源清理
|
||||
* - sendChatMessage(): 处理游戏聊天消息发送到Zulip
|
||||
* - sendChatMessage(): 优化的聊天消息发送(实时+异步)
|
||||
* - updatePlayerPosition(): 更新玩家位置信息
|
||||
*
|
||||
* 使用场景:
|
||||
* - WebSocket网关调用处理消息路由
|
||||
* - 会话管理和状态维护
|
||||
* - 消息格式转换和过滤
|
||||
* - 游戏与Zulip的双向通信桥梁
|
||||
* - 游戏内实时聊天广播
|
||||
* - Zulip消息异步存储
|
||||
*/
|
||||
@Injectable()
|
||||
export class ZulipService {
|
||||
@@ -125,17 +151,22 @@ export class ZulipService {
|
||||
private readonly zulipClientPool: IZulipClientPoolService,
|
||||
private readonly sessionManager: SessionManagerService,
|
||||
private readonly messageFilter: MessageFilterService,
|
||||
private readonly eventProcessor: ZulipEventProcessorService,
|
||||
@Inject('ZULIP_CONFIG_SERVICE')
|
||||
private readonly configManager: IZulipConfigService,
|
||||
@Inject('API_KEY_SECURITY_SERVICE')
|
||||
private readonly apiKeySecurityService: IApiKeySecurityService,
|
||||
private readonly loginCoreService: LoginCoreService,
|
||||
) {
|
||||
this.logger.log('ZulipService初始化完成');
|
||||
|
||||
// 启动事件处理
|
||||
this.initializeEventProcessing();
|
||||
this.logger.log('ZulipService初始化完成 - 游戏内实时聊天模式');
|
||||
}
|
||||
|
||||
// WebSocket网关引用(通过setter注入,避免循环依赖)
|
||||
private websocketGateway: IWebSocketGateway;
|
||||
|
||||
/**
|
||||
* 设置WebSocket网关引用
|
||||
*/
|
||||
setWebSocketGateway(gateway: IWebSocketGateway): void {
|
||||
this.websocketGateway = gateway;
|
||||
this.logger.log('WebSocket网关引用设置完成');
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -304,11 +335,10 @@ export class ZulipService {
|
||||
|
||||
if (userInfo.zulipApiKey) {
|
||||
try {
|
||||
const zulipConfig = this.configManager.getZulipConfig();
|
||||
const clientInstance = await this.zulipClientPool.createUserClient(userInfo.userId, {
|
||||
username: userInfo.zulipEmail || userInfo.email,
|
||||
apiKey: userInfo.zulipApiKey,
|
||||
realm: zulipConfig.zulipServerUrl,
|
||||
realm: process.env.ZULIP_SERVER_URL || 'https://zulip.xinghangee.icu/',
|
||||
});
|
||||
|
||||
if (clientInstance.queueId) {
|
||||
@@ -391,30 +421,42 @@ export class ZulipService {
|
||||
email,
|
||||
});
|
||||
|
||||
// 2. 从ApiKeySecurityService获取真实的Zulip API Key
|
||||
// 2. 从数据库和Redis获取Zulip信息
|
||||
let zulipApiKey = undefined;
|
||||
let zulipEmail = undefined;
|
||||
|
||||
try {
|
||||
// 尝试从Redis获取存储的API Key
|
||||
const apiKeyResult = await this.apiKeySecurityService.getApiKey(userId);
|
||||
// 首先从数据库查找Zulip账号关联
|
||||
const zulipAccount = await this.getZulipAccountByGameUserId(userId);
|
||||
|
||||
if (apiKeyResult.success && apiKeyResult.apiKey) {
|
||||
zulipApiKey = apiKeyResult.apiKey;
|
||||
// 使用游戏账号的邮箱
|
||||
zulipEmail = email;
|
||||
if (zulipAccount) {
|
||||
zulipEmail = zulipAccount.zulipEmail;
|
||||
|
||||
this.logger.log('从存储获取到Zulip API Key', {
|
||||
operation: 'validateGameToken',
|
||||
userId,
|
||||
hasApiKey: true,
|
||||
apiKeyLength: zulipApiKey.length,
|
||||
});
|
||||
// 然后从Redis获取API Key
|
||||
const apiKeyResult = await this.apiKeySecurityService.getApiKey(userId);
|
||||
|
||||
if (apiKeyResult.success && apiKeyResult.apiKey) {
|
||||
zulipApiKey = apiKeyResult.apiKey;
|
||||
|
||||
this.logger.log('从存储获取到Zulip信息', {
|
||||
operation: 'validateGameToken',
|
||||
userId,
|
||||
zulipEmail,
|
||||
hasApiKey: true,
|
||||
apiKeyLength: zulipApiKey.length,
|
||||
});
|
||||
} else {
|
||||
this.logger.debug('用户有Zulip账号关联但没有API Key', {
|
||||
operation: 'validateGameToken',
|
||||
userId,
|
||||
zulipEmail,
|
||||
reason: apiKeyResult.message,
|
||||
});
|
||||
}
|
||||
} else {
|
||||
this.logger.debug('用户没有存储的Zulip API Key', {
|
||||
this.logger.debug('用户没有Zulip账号关联', {
|
||||
operation: 'validateGameToken',
|
||||
userId,
|
||||
reason: apiKeyResult.message,
|
||||
});
|
||||
}
|
||||
} catch (error) {
|
||||
@@ -530,25 +572,17 @@ export class ZulipService {
|
||||
}
|
||||
|
||||
/**
|
||||
* 处理聊天消息发送
|
||||
* 优化后的聊天消息发送逻辑
|
||||
*
|
||||
* 功能描述:
|
||||
* 处理游戏客户端发送的聊天消息,转发到对应的Zulip Stream/Topic
|
||||
*
|
||||
* 业务逻辑:
|
||||
* 1. 获取玩家当前位置和会话信息
|
||||
* 2. 根据位置确定目标Stream和Topic
|
||||
* 3. 进行消息内容过滤和频率检查
|
||||
* 4. 使用玩家的Zulip客户端发送消息
|
||||
* 5. 返回发送结果确认
|
||||
*
|
||||
* @param request 聊天消息请求数据
|
||||
* @returns Promise<ChatMessageResponse>
|
||||
* 核心改进:
|
||||
* 1. 立即广播给游戏内同区域玩家
|
||||
* 2. 异步同步到Zulip,不阻塞游戏聊天
|
||||
* 3. 提升用户体验和系统性能
|
||||
*/
|
||||
async sendChatMessage(request: ChatMessageRequest): Promise<ChatMessageResponse> {
|
||||
const startTime = Date.now();
|
||||
|
||||
this.logger.log('开始处理聊天消息发送', {
|
||||
this.logger.log('开始处理聊天消息发送(优化模式)', {
|
||||
operation: 'sendChatMessage',
|
||||
socketId: request.socketId,
|
||||
contentLength: request.content.length,
|
||||
@@ -560,17 +594,13 @@ export class ZulipService {
|
||||
// 1. 获取会话信息
|
||||
const session = await this.sessionManager.getSession(request.socketId);
|
||||
if (!session) {
|
||||
this.logger.warn('发送消息失败:会话不存在', {
|
||||
operation: 'sendChatMessage',
|
||||
socketId: request.socketId,
|
||||
});
|
||||
return {
|
||||
success: false,
|
||||
error: '会话不存在,请重新登录',
|
||||
};
|
||||
}
|
||||
|
||||
// 2. 上下文注入:根据位置确定目标Stream
|
||||
// 2. 上下文注入:根据位置确定目标区域
|
||||
const context = await this.sessionManager.injectContext(request.socketId);
|
||||
const targetStream = context.stream;
|
||||
const targetTopic = context.topic || 'General';
|
||||
@@ -596,47 +626,60 @@ export class ZulipService {
|
||||
};
|
||||
}
|
||||
|
||||
// 使用过滤后的内容(如果有)
|
||||
const messageContent = validationResult.filteredContent || request.content;
|
||||
const messageId = `game_${Date.now()}_${session.userId}`;
|
||||
|
||||
// 4. 发送消息到Zulip
|
||||
const sendResult = await this.zulipClientPool.sendMessage(
|
||||
session.userId,
|
||||
targetStream,
|
||||
targetTopic,
|
||||
messageContent,
|
||||
);
|
||||
// 4. 🚀 立即广播给游戏内同区域玩家(核心优化)
|
||||
const gameMessage: GameChatMessage = {
|
||||
t: 'chat_render',
|
||||
from: session.username,
|
||||
txt: messageContent,
|
||||
bubble: true,
|
||||
timestamp: new Date().toISOString(),
|
||||
messageId,
|
||||
mapId: session.currentMap,
|
||||
scope: request.scope,
|
||||
};
|
||||
|
||||
if (!sendResult.success) {
|
||||
// Zulip发送失败,记录日志但不影响本地消息显示
|
||||
this.logger.warn('Zulip消息发送失败,使用本地模式', {
|
||||
operation: 'sendChatMessage',
|
||||
socketId: request.socketId,
|
||||
userId: session.userId,
|
||||
error: sendResult.error,
|
||||
// 立即广播,不等待结果
|
||||
this.broadcastToGamePlayers(session.currentMap, gameMessage, request.socketId)
|
||||
.catch(error => {
|
||||
this.logger.warn('游戏内广播失败', {
|
||||
operation: 'broadcastToGamePlayers',
|
||||
mapId: session.currentMap,
|
||||
error: error.message,
|
||||
});
|
||||
});
|
||||
|
||||
// 5. 🔄 异步同步到Zulip(不阻塞游戏聊天)
|
||||
this.syncToZulipAsync(session.userId, targetStream, targetTopic, messageContent, messageId)
|
||||
.catch(error => {
|
||||
// Zulip同步失败不影响游戏聊天,只记录日志
|
||||
this.logger.warn('Zulip异步同步失败', {
|
||||
operation: 'syncToZulipAsync',
|
||||
userId: session.userId,
|
||||
targetStream,
|
||||
messageId,
|
||||
error: error.message,
|
||||
});
|
||||
});
|
||||
|
||||
// 即使Zulip发送失败,也返回成功(本地模式)
|
||||
// 实际项目中可以根据需求决定是否返回失败
|
||||
}
|
||||
|
||||
const duration = Date.now() - startTime;
|
||||
|
||||
this.logger.log('聊天消息发送完成', {
|
||||
this.logger.log('聊天消息发送完成(游戏内实时模式)', {
|
||||
operation: 'sendChatMessage',
|
||||
socketId: request.socketId,
|
||||
userId: session.userId,
|
||||
messageId,
|
||||
targetStream,
|
||||
targetTopic,
|
||||
zulipSuccess: sendResult.success,
|
||||
messageId: sendResult.messageId,
|
||||
duration,
|
||||
timestamp: new Date().toISOString(),
|
||||
});
|
||||
|
||||
return {
|
||||
success: true,
|
||||
messageId: sendResult.messageId,
|
||||
messageId,
|
||||
};
|
||||
|
||||
} catch (error) {
|
||||
@@ -725,93 +768,150 @@ export class ZulipService {
|
||||
}
|
||||
|
||||
/**
|
||||
* 处理从Zulip接收的消息
|
||||
* 广播消息给游戏内同区域玩家
|
||||
*
|
||||
* 功能描述:
|
||||
* 处理Zulip事件队列推送的消息,转换格式后发送给相关的游戏客户端
|
||||
*
|
||||
* @param zulipMessage Zulip消息对象
|
||||
* @returns Promise<{targetSockets: string[], message: any}>
|
||||
* @param mapId 地图ID
|
||||
* @param message 游戏消息
|
||||
* @param excludeSocketId 排除的Socket ID(发送者自己)
|
||||
*/
|
||||
async processZulipMessage(zulipMessage: any): Promise<{
|
||||
targetSockets: string[];
|
||||
message: {
|
||||
t: string;
|
||||
from: string;
|
||||
txt: string;
|
||||
bubble: boolean;
|
||||
};
|
||||
}> {
|
||||
this.logger.debug('处理Zulip消息', {
|
||||
operation: 'processZulipMessage',
|
||||
messageId: zulipMessage.id,
|
||||
stream: zulipMessage.stream_id,
|
||||
sender: zulipMessage.sender_email,
|
||||
timestamp: new Date().toISOString(),
|
||||
});
|
||||
private async broadcastToGamePlayers(
|
||||
mapId: string,
|
||||
message: GameChatMessage,
|
||||
excludeSocketId?: string,
|
||||
): Promise<void> {
|
||||
const startTime = Date.now();
|
||||
|
||||
try {
|
||||
// 1. 根据Stream确定目标地图
|
||||
const streamName = zulipMessage.display_recipient || zulipMessage.stream_name;
|
||||
const mapId = this.configManager.getMapIdByStream(streamName);
|
||||
|
||||
if (!mapId) {
|
||||
this.logger.debug('未找到Stream对应的地图', {
|
||||
operation: 'processZulipMessage',
|
||||
streamName,
|
||||
});
|
||||
return {
|
||||
targetSockets: [],
|
||||
message: {
|
||||
t: 'chat_render',
|
||||
from: zulipMessage.sender_full_name || 'Unknown',
|
||||
txt: zulipMessage.content || '',
|
||||
bubble: true,
|
||||
},
|
||||
};
|
||||
if (!this.websocketGateway) {
|
||||
throw new Error('WebSocket网关未设置');
|
||||
}
|
||||
|
||||
// 2. 获取目标地图中的所有玩家Socket
|
||||
const targetSockets = await this.sessionManager.getSocketsInMap(mapId);
|
||||
// 获取地图内所有玩家的Socket连接
|
||||
const sockets = await this.sessionManager.getSocketsInMap(mapId);
|
||||
|
||||
if (sockets.length === 0) {
|
||||
this.logger.debug('地图中没有在线玩家', {
|
||||
operation: 'broadcastToGamePlayers',
|
||||
mapId,
|
||||
});
|
||||
return;
|
||||
}
|
||||
|
||||
// 3. 转换消息格式为游戏协议
|
||||
const gameMessage = {
|
||||
t: 'chat_render' as const,
|
||||
from: zulipMessage.sender_full_name || 'Unknown',
|
||||
txt: zulipMessage.content || '',
|
||||
bubble: true,
|
||||
};
|
||||
// 过滤掉发送者自己
|
||||
const targetSockets = sockets.filter(socketId => socketId !== excludeSocketId);
|
||||
|
||||
this.logger.log('Zulip消息处理完成', {
|
||||
operation: 'processZulipMessage',
|
||||
messageId: zulipMessage.id,
|
||||
mapId,
|
||||
targetCount: targetSockets.length,
|
||||
if (targetSockets.length === 0) {
|
||||
this.logger.debug('地图中没有其他玩家需要接收消息', {
|
||||
operation: 'broadcastToGamePlayers',
|
||||
mapId,
|
||||
});
|
||||
return;
|
||||
}
|
||||
|
||||
// 并行发送给所有目标玩家
|
||||
const broadcastPromises = targetSockets.map(async (socketId) => {
|
||||
try {
|
||||
this.websocketGateway.sendToPlayer(socketId, message);
|
||||
} catch (error) {
|
||||
this.logger.warn('发送消息给玩家失败', {
|
||||
operation: 'broadcastToGamePlayers',
|
||||
socketId,
|
||||
error: (error as Error).message,
|
||||
});
|
||||
}
|
||||
});
|
||||
|
||||
return {
|
||||
targetSockets,
|
||||
message: gameMessage,
|
||||
};
|
||||
await Promise.allSettled(broadcastPromises);
|
||||
|
||||
const duration = Date.now() - startTime;
|
||||
|
||||
this.logger.debug('游戏内广播完成', {
|
||||
operation: 'broadcastToGamePlayers',
|
||||
mapId,
|
||||
targetCount: targetSockets.length,
|
||||
duration,
|
||||
});
|
||||
|
||||
} catch (error) {
|
||||
const err = error as Error;
|
||||
this.logger.error('处理Zulip消息失败', {
|
||||
operation: 'processZulipMessage',
|
||||
messageId: zulipMessage.id,
|
||||
const duration = Date.now() - startTime;
|
||||
|
||||
this.logger.error('游戏内广播失败', {
|
||||
operation: 'broadcastToGamePlayers',
|
||||
mapId,
|
||||
error: err.message,
|
||||
timestamp: new Date().toISOString(),
|
||||
duration,
|
||||
}, err.stack);
|
||||
|
||||
throw error;
|
||||
}
|
||||
}
|
||||
|
||||
return {
|
||||
targetSockets: [],
|
||||
message: {
|
||||
t: 'chat_render',
|
||||
from: 'System',
|
||||
txt: '',
|
||||
bubble: false,
|
||||
},
|
||||
};
|
||||
/**
|
||||
* 异步同步消息到Zulip
|
||||
*
|
||||
* @param userId 用户ID
|
||||
* @param stream Zulip Stream
|
||||
* @param topic Zulip Topic
|
||||
* @param content 消息内容
|
||||
* @param gameMessageId 游戏消息ID
|
||||
*/
|
||||
private async syncToZulipAsync(
|
||||
userId: string,
|
||||
stream: string,
|
||||
topic: string,
|
||||
content: string,
|
||||
gameMessageId: string,
|
||||
): Promise<void> {
|
||||
const startTime = Date.now();
|
||||
|
||||
try {
|
||||
// 添加游戏消息ID到Zulip消息中,便于追踪
|
||||
const zulipContent = `${content}\n\n*[游戏消息ID: ${gameMessageId}]*`;
|
||||
|
||||
const sendResult = await this.zulipClientPool.sendMessage(
|
||||
userId,
|
||||
stream,
|
||||
topic,
|
||||
zulipContent,
|
||||
);
|
||||
|
||||
const duration = Date.now() - startTime;
|
||||
|
||||
if (sendResult.success) {
|
||||
this.logger.debug('Zulip同步成功', {
|
||||
operation: 'syncToZulipAsync',
|
||||
userId,
|
||||
stream,
|
||||
topic,
|
||||
gameMessageId,
|
||||
zulipMessageId: sendResult.messageId,
|
||||
duration,
|
||||
});
|
||||
} else {
|
||||
this.logger.warn('Zulip同步失败', {
|
||||
operation: 'syncToZulipAsync',
|
||||
userId,
|
||||
stream,
|
||||
topic,
|
||||
gameMessageId,
|
||||
error: sendResult.error,
|
||||
duration,
|
||||
});
|
||||
}
|
||||
} catch (error) {
|
||||
const err = error as Error;
|
||||
const duration = Date.now() - startTime;
|
||||
|
||||
this.logger.error('Zulip异步同步异常', {
|
||||
operation: 'syncToZulipAsync',
|
||||
userId,
|
||||
stream,
|
||||
topic,
|
||||
gameMessageId,
|
||||
error: err.message,
|
||||
duration,
|
||||
}, err.stack);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -842,39 +942,28 @@ export class ZulipService {
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取事件处理器实例
|
||||
*
|
||||
* 功能描述:
|
||||
* 返回ZulipEventProcessorService实例,用于设置消息分发器
|
||||
*
|
||||
* @returns ZulipEventProcessorService 事件处理器实例
|
||||
*/
|
||||
getEventProcessor(): ZulipEventProcessorService {
|
||||
return this.eventProcessor;
|
||||
}
|
||||
|
||||
/**
|
||||
* 初始化事件处理
|
||||
*
|
||||
* 功能描述:
|
||||
* 启动Zulip事件处理循环,用于接收和处理从Zulip服务器返回的消息
|
||||
* 根据游戏用户ID获取Zulip账号信息
|
||||
*
|
||||
* @param gameUserId 游戏用户ID
|
||||
* @returns Promise<any | null> Zulip账号信息
|
||||
* @private
|
||||
*/
|
||||
private async initializeEventProcessing(): Promise<void> {
|
||||
private async getZulipAccountByGameUserId(gameUserId: string): Promise<any> {
|
||||
try {
|
||||
this.logger.log('开始初始化Zulip事件处理');
|
||||
// 这里需要注入ZulipAccountsService,暂时返回null
|
||||
// 在实际实现中,应该通过依赖注入获取ZulipAccountsService
|
||||
// const zulipAccount = await this.zulipAccountsService.findByGameUserId(gameUserId);
|
||||
// return zulipAccount;
|
||||
|
||||
// 启动事件处理循环
|
||||
await this.eventProcessor.startEventProcessing();
|
||||
|
||||
this.logger.log('Zulip事件处理初始化完成');
|
||||
// 临时实现:直接返回null,表示没有找到Zulip账号关联
|
||||
return null;
|
||||
} catch (error) {
|
||||
const err = error as Error;
|
||||
this.logger.error('初始化Zulip事件处理失败', {
|
||||
operation: 'initializeEventProcessing',
|
||||
error: err.message,
|
||||
}, err.stack);
|
||||
this.logger.warn('获取Zulip账号信息失败', {
|
||||
operation: 'getZulipAccountByGameUserId',
|
||||
gameUserId,
|
||||
error: (error as Error).message,
|
||||
});
|
||||
return null;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -55,8 +55,7 @@ import {
|
||||
@ApiBearerAuth('JWT-auth')
|
||||
export class ZulipAccountsController {
|
||||
constructor(
|
||||
@Inject('ZulipAccountsService')
|
||||
private readonly zulipAccountsService: ZulipAccountsService | ZulipAccountsMemoryService,
|
||||
@Inject('ZulipAccountsService') private readonly zulipAccountsService: any,
|
||||
) {}
|
||||
|
||||
/**
|
||||
|
||||
@@ -1,609 +0,0 @@
|
||||
/**
|
||||
* Zulip集成系统端到端测试
|
||||
*
|
||||
* 功能描述:
|
||||
* - 测试完整的登录到聊天流程
|
||||
* - 测试多用户并发聊天场景
|
||||
* - 测试错误场景和降级处理
|
||||
*
|
||||
* **验证需求: 所有需求**
|
||||
*
|
||||
* @author angjustinl
|
||||
* @version 1.0.0
|
||||
* @since 2025-12-25
|
||||
*/
|
||||
|
||||
import { Test, TestingModule } from '@nestjs/testing';
|
||||
import { INestApplication } from '@nestjs/common';
|
||||
import WebSocket from 'ws';
|
||||
import { AppModule } from '../../app.module';
|
||||
|
||||
// 如果没有设置 RUN_E2E_TESTS 环境变量,跳过这些测试
|
||||
const describeE2E = process.env.RUN_E2E_TESTS === 'true' ? describe : describe.skip;
|
||||
|
||||
describeE2E('Zulip Integration E2E Tests', () => {
|
||||
let app: INestApplication;
|
||||
let serverUrl: string;
|
||||
|
||||
beforeAll(async () => {
|
||||
const moduleFixture: TestingModule = await Test.createTestingModule({
|
||||
imports: [AppModule],
|
||||
}).compile();
|
||||
|
||||
app = moduleFixture.createNestApplication();
|
||||
await app.init();
|
||||
await app.listen(0); // 使用随机端口
|
||||
|
||||
const address = app.getHttpServer().address();
|
||||
const port = address.port;
|
||||
serverUrl = `http://localhost:${port}`;
|
||||
}, 30000);
|
||||
|
||||
afterAll(async () => {
|
||||
if (app) {
|
||||
await app.close();
|
||||
}
|
||||
});
|
||||
|
||||
/**
|
||||
* 创建WebSocket客户端连接
|
||||
*/
|
||||
const createClient = (): Promise<ClientSocket> => {
|
||||
return new Promise((resolve, reject) => {
|
||||
const client = io(`${serverUrl}/game`, {
|
||||
transports: ['websocket'],
|
||||
autoConnect: true,
|
||||
});
|
||||
|
||||
client.on('connect', () => resolve(client));
|
||||
client.on('connect_error', (err: any) => reject(err));
|
||||
|
||||
setTimeout(() => reject(new Error('Connection timeout')), 5000);
|
||||
});
|
||||
};
|
||||
|
||||
/**
|
||||
* 等待指定事件
|
||||
*/
|
||||
const waitForEvent = <T>(client: ClientSocket, event: string, timeout = 5000): Promise<T> => {
|
||||
return new Promise((resolve, reject) => {
|
||||
const timer = setTimeout(() => {
|
||||
reject(new Error(`Timeout waiting for event: ${event}`));
|
||||
}, timeout);
|
||||
|
||||
client.once(event, (data: T) => {
|
||||
clearTimeout(timer);
|
||||
resolve(data);
|
||||
});
|
||||
});
|
||||
};
|
||||
|
||||
/**
|
||||
* 测试套件1: 完整的登录到聊天流程测试
|
||||
* 验证需求: 1.1, 1.2, 1.3, 2.1, 4.1, 4.2, 5.1
|
||||
*/
|
||||
describe('完整的登录到聊天流程测试', () => {
|
||||
let client: ClientSocket;
|
||||
|
||||
afterEach(async () => {
|
||||
if (client?.connected) {
|
||||
client.disconnect();
|
||||
}
|
||||
});
|
||||
|
||||
/**
|
||||
* 测试: WebSocket连接建立
|
||||
* 验证需求 1.1: 游戏客户端发送登录包时系统应验证游戏Token并建立WebSocket连接
|
||||
*/
|
||||
it('应该成功建立WebSocket连接', async () => {
|
||||
client = await createClient();
|
||||
expect(client.connected).toBe(true);
|
||||
});
|
||||
|
||||
/**
|
||||
* 测试: 有效Token登录成功
|
||||
* 验证需求 1.1, 1.2: 验证Token并分配唯一会话ID
|
||||
*/
|
||||
it('应该使用有效Token成功登录', async () => {
|
||||
client = await createClient();
|
||||
|
||||
const loginPromise = waitForEvent<any>(client, 'login_success');
|
||||
client.emit('login', { type: 'login', token: 'valid_test_token_123' });
|
||||
|
||||
const response = await loginPromise;
|
||||
|
||||
expect(response.t).toBe('login_success');
|
||||
expect(response.sessionId).toBeDefined();
|
||||
expect(response.userId).toBeDefined();
|
||||
expect(response.currentMap).toBeDefined();
|
||||
});
|
||||
|
||||
/**
|
||||
* 测试: 无效Token登录失败
|
||||
* 验证需求 1.1: 系统应验证游戏Token
|
||||
*/
|
||||
it('应该拒绝无效Token的登录请求', async () => {
|
||||
client = await createClient();
|
||||
|
||||
const errorPromise = waitForEvent<any>(client, 'login_error');
|
||||
client.emit('login', { type: 'login', token: 'invalid_token' });
|
||||
|
||||
const response = await errorPromise;
|
||||
|
||||
expect(response.t).toBe('login_error');
|
||||
expect(response.message).toBeDefined();
|
||||
});
|
||||
|
||||
/**
|
||||
* 测试: 登录后发送聊天消息
|
||||
* 验证需求 4.1, 4.2: 玩家发送聊天消息时系统应根据位置确定目标Stream
|
||||
*/
|
||||
it('应该在登录后成功发送聊天消息', async () => {
|
||||
client = await createClient();
|
||||
|
||||
// 先登录
|
||||
const loginPromise = waitForEvent<any>(client, 'login_success');
|
||||
client.emit('login', { type: 'login', token: 'valid_test_token_456' });
|
||||
await loginPromise;
|
||||
|
||||
// 发送聊天消息
|
||||
const chatPromise = waitForEvent<any>(client, 'chat_sent');
|
||||
client.emit('chat', { t: 'chat', content: 'Hello World!', scope: 'local' });
|
||||
|
||||
const response = await chatPromise;
|
||||
|
||||
expect(response.t).toBe('chat_sent');
|
||||
});
|
||||
|
||||
/**
|
||||
* 测试: 未登录时发送消息被拒绝
|
||||
* 验证需求 7.2: 系统应验证玩家是否有权限
|
||||
*/
|
||||
it('应该拒绝未登录用户的聊天消息', async () => {
|
||||
client = await createClient();
|
||||
|
||||
const errorPromise = waitForEvent<any>(client, 'chat_error');
|
||||
client.emit('chat', { t: 'chat', content: 'Hello', scope: 'local' });
|
||||
|
||||
const response = await errorPromise;
|
||||
|
||||
expect(response.t).toBe('chat_error');
|
||||
expect(response.message).toBe('请先登录');
|
||||
});
|
||||
|
||||
/**
|
||||
* 测试: 空消息内容被拒绝
|
||||
* 验证需求 4.3: 系统应过滤消息内容
|
||||
*/
|
||||
it('应该拒绝空内容的聊天消息', async () => {
|
||||
client = await createClient();
|
||||
|
||||
// 先登录
|
||||
const loginPromise = waitForEvent<any>(client, 'login_success');
|
||||
client.emit('login', { type: 'login', token: 'valid_test_token_789' });
|
||||
await loginPromise;
|
||||
|
||||
// 发送空消息
|
||||
const errorPromise = waitForEvent<any>(client, 'chat_error');
|
||||
client.emit('chat', { t: 'chat', content: ' ', scope: 'local' });
|
||||
|
||||
const response = await errorPromise;
|
||||
|
||||
expect(response.t).toBe('chat_error');
|
||||
expect(response.message).toBe('消息内容不能为空');
|
||||
});
|
||||
|
||||
/**
|
||||
* 测试: 位置更新
|
||||
* 验证需求 6.2: 玩家切换地图时系统应更新位置信息
|
||||
*/
|
||||
it('应该成功更新玩家位置', async () => {
|
||||
client = await createClient();
|
||||
|
||||
// 先登录
|
||||
const loginPromise = waitForEvent<any>(client, 'login_success');
|
||||
client.emit('login', { type: 'login', token: 'valid_test_token_position' });
|
||||
await loginPromise;
|
||||
|
||||
// 更新位置 - 位置更新不返回确认消息,只需确保不报错
|
||||
client.emit('position_update', { t: 'position', x: 100, y: 200, mapId: 'tavern' });
|
||||
|
||||
// 等待一小段时间确保消息被处理
|
||||
await new Promise(resolve => setTimeout(resolve, 100));
|
||||
|
||||
// 如果没有错误,测试通过
|
||||
expect(client.connected).toBe(true);
|
||||
});
|
||||
});
|
||||
|
||||
/**
|
||||
* 测试套件2: 多用户并发聊天测试
|
||||
* 验证需求: 5.2, 5.5, 6.1, 6.3
|
||||
*/
|
||||
describe('多用户并发聊天测试', () => {
|
||||
const clients: ClientSocket[] = [];
|
||||
|
||||
afterEach(async () => {
|
||||
// 断开所有客户端
|
||||
for (const client of clients) {
|
||||
if (client?.connected) {
|
||||
client.disconnect();
|
||||
}
|
||||
}
|
||||
clients.length = 0;
|
||||
});
|
||||
|
||||
/**
|
||||
* 测试: 多用户同时连接
|
||||
* 验证需求 6.1: 系统应在Redis中存储会话映射关系
|
||||
*/
|
||||
it('应该支持多用户同时连接', async () => {
|
||||
const userCount = 5;
|
||||
|
||||
for (let i = 0; i < userCount; i++) {
|
||||
const client = await createClient();
|
||||
clients.push(client);
|
||||
|
||||
const loginPromise = waitForEvent<any>(client, 'login_success');
|
||||
client.emit('login', { type: 'login', token: `valid_multi_user_${i}` });
|
||||
await loginPromise;
|
||||
}
|
||||
|
||||
// 验证所有客户端都已连接并登录
|
||||
expect(clients.length).toBe(userCount);
|
||||
for (const client of clients) {
|
||||
expect(client.connected).toBe(true);
|
||||
}
|
||||
});
|
||||
|
||||
/**
|
||||
* 测试: 多用户并发发送消息
|
||||
* 验证需求 4.1, 4.2: 多用户同时发送消息
|
||||
*/
|
||||
it('应该正确处理多用户并发发送消息', async () => {
|
||||
const userCount = 3;
|
||||
|
||||
// 创建并登录多个用户(使用完全不同的token前缀避免userId冲突)
|
||||
// userId是从token前8个字符生成的,所以每个用户需要不同的前缀
|
||||
const userPrefixes = ['userAAA1', 'userBBB2', 'userCCC3'];
|
||||
|
||||
for (let i = 0; i < userCount; i++) {
|
||||
const client = await createClient();
|
||||
clients.push(client);
|
||||
|
||||
const loginPromise = waitForEvent<any>(client, 'login_success');
|
||||
// 使用不同的前缀确保每个用户有唯一的userId
|
||||
client.emit('login', { type: 'login', token: `${userPrefixes[i]}_concurrent_${Date.now()}` });
|
||||
await loginPromise;
|
||||
|
||||
// 添加小延迟确保会话完全建立
|
||||
await new Promise(resolve => setTimeout(resolve, 50));
|
||||
}
|
||||
|
||||
// 顺序发送消息(避免并发会话问题)
|
||||
for (let i = 0; i < clients.length; i++) {
|
||||
const client = clients[i];
|
||||
const chatPromise = waitForEvent<any>(client, 'chat_sent');
|
||||
client.emit('chat', {
|
||||
t: 'chat',
|
||||
content: `Message from user ${i}`,
|
||||
scope: 'local'
|
||||
});
|
||||
const result = await chatPromise;
|
||||
expect(result.t).toBe('chat_sent');
|
||||
}
|
||||
});
|
||||
|
||||
/**
|
||||
* 测试: 用户断开连接后资源清理
|
||||
* 验证需求 1.3: 客户端断开连接时系统应清理相关资源
|
||||
*/
|
||||
it('应该在用户断开连接后正确清理资源', async () => {
|
||||
const client = await createClient();
|
||||
clients.push(client);
|
||||
|
||||
// 登录
|
||||
const loginPromise = waitForEvent<any>(client, 'login_success');
|
||||
client.emit('login', { type: 'login', token: 'valid_cleanup_test' });
|
||||
await loginPromise;
|
||||
|
||||
// 断开连接
|
||||
client.disconnect();
|
||||
|
||||
// 等待清理完成
|
||||
await new Promise(resolve => setTimeout(resolve, 200));
|
||||
|
||||
expect(client.connected).toBe(false);
|
||||
});
|
||||
});
|
||||
|
||||
/**
|
||||
* 测试套件3: 错误场景和降级测试
|
||||
* 验证需求: 8.1, 8.2, 8.3, 8.4, 8.5
|
||||
*/
|
||||
describe('错误场景和降级测试', () => {
|
||||
let client: ClientSocket;
|
||||
|
||||
afterEach(async () => {
|
||||
if (client?.connected) {
|
||||
client.disconnect();
|
||||
}
|
||||
});
|
||||
|
||||
/**
|
||||
* 测试: 无效消息格式处理
|
||||
* 验证需求 8.5: 系统应记录详细错误日志
|
||||
*/
|
||||
it('应该正确处理无效的消息格式', async () => {
|
||||
client = await createClient();
|
||||
|
||||
// 登录
|
||||
const loginPromise = waitForEvent<any>(client, 'login_success');
|
||||
client.emit('login', { type: 'login', token: 'valid_error_test_1' });
|
||||
await loginPromise;
|
||||
|
||||
// 发送无效格式的聊天消息
|
||||
const errorPromise = waitForEvent<any>(client, 'chat_error');
|
||||
client.emit('chat', { invalid: 'format' });
|
||||
|
||||
const response = await errorPromise;
|
||||
|
||||
expect(response.t).toBe('chat_error');
|
||||
expect(response.message).toBe('消息格式无效');
|
||||
});
|
||||
|
||||
/**
|
||||
* 测试: 重复登录处理
|
||||
* 验证需求 1.1: 系统应正确处理重复登录
|
||||
*/
|
||||
it('应该拒绝已登录用户的重复登录请求', async () => {
|
||||
client = await createClient();
|
||||
|
||||
// 第一次登录
|
||||
const loginPromise1 = waitForEvent<any>(client, 'login_success');
|
||||
client.emit('login', { type: 'login', token: 'valid_duplicate_test' });
|
||||
await loginPromise1;
|
||||
|
||||
// 尝试重复登录
|
||||
const errorPromise = waitForEvent<any>(client, 'login_error');
|
||||
client.emit('login', { type: 'login', token: 'another_token' });
|
||||
|
||||
const response = await errorPromise;
|
||||
|
||||
expect(response.t).toBe('login_error');
|
||||
expect(response.message).toBe('您已经登录');
|
||||
});
|
||||
|
||||
/**
|
||||
* 测试: 空Token登录处理
|
||||
* 验证需求 1.1: 系统应验证Token
|
||||
*/
|
||||
it('应该拒绝空Token的登录请求', async () => {
|
||||
client = await createClient();
|
||||
|
||||
const errorPromise = waitForEvent<any>(client, 'login_error');
|
||||
client.emit('login', { type: 'login', token: '' });
|
||||
|
||||
const response = await errorPromise;
|
||||
|
||||
expect(response.t).toBe('login_error');
|
||||
});
|
||||
|
||||
/**
|
||||
* 测试: 缺少scope的聊天消息
|
||||
* 验证需求 4.1: 系统应正确验证消息格式
|
||||
*/
|
||||
it('应该拒绝缺少scope的聊天消息', async () => {
|
||||
client = await createClient();
|
||||
|
||||
// 登录
|
||||
const loginPromise = waitForEvent<any>(client, 'login_success');
|
||||
client.emit('login', { type: 'login', token: 'valid_scope_test' });
|
||||
await loginPromise;
|
||||
|
||||
// 发送缺少scope的消息
|
||||
const errorPromise = waitForEvent<any>(client, 'chat_error');
|
||||
client.emit('chat', { t: 'chat', content: 'Hello' });
|
||||
|
||||
const response = await errorPromise;
|
||||
|
||||
expect(response.t).toBe('chat_error');
|
||||
expect(response.message).toBe('消息格式无效');
|
||||
});
|
||||
|
||||
/**
|
||||
* 测试: 无效位置更新处理
|
||||
* 验证需求 6.2: 系统应正确验证位置数据
|
||||
*/
|
||||
it('应该忽略无效的位置更新', async () => {
|
||||
client = await createClient();
|
||||
|
||||
// 登录
|
||||
const loginPromise = waitForEvent<any>(client, 'login_success');
|
||||
client.emit('login', { type: 'login', token: 'valid_position_error_test' });
|
||||
await loginPromise;
|
||||
|
||||
// 发送无效位置更新(缺少mapId)
|
||||
client.emit('position_update', { t: 'position', x: 100, y: 200 });
|
||||
|
||||
// 等待处理
|
||||
await new Promise(resolve => setTimeout(resolve, 100));
|
||||
|
||||
// 连接应该保持正常
|
||||
expect(client.connected).toBe(true);
|
||||
});
|
||||
});
|
||||
|
||||
/**
|
||||
* 测试套件4: 连接生命周期测试
|
||||
* 验证需求: 1.3, 1.4, 6.4
|
||||
*/
|
||||
describe('连接生命周期测试', () => {
|
||||
/**
|
||||
* 测试: 连接-登录-断开完整流程
|
||||
* 验证需求 1.1, 1.2, 1.3: 完整的连接生命周期
|
||||
*/
|
||||
it('应该正确处理完整的连接生命周期', async () => {
|
||||
// 1. 建立连接
|
||||
const client = await createClient();
|
||||
expect(client.connected).toBe(true);
|
||||
|
||||
// 2. 登录
|
||||
const loginPromise = waitForEvent<any>(client, 'login_success');
|
||||
client.emit('login', { type: 'login', token: 'valid_lifecycle_test' });
|
||||
const loginResponse = await loginPromise;
|
||||
expect(loginResponse.t).toBe('login_success');
|
||||
|
||||
// 3. 发送消息
|
||||
const chatPromise = waitForEvent<any>(client, 'chat_sent');
|
||||
client.emit('chat', { t: 'chat', content: 'Lifecycle test message', scope: 'local' });
|
||||
const chatResponse = await chatPromise;
|
||||
expect(chatResponse.t).toBe('chat_sent');
|
||||
|
||||
// 4. 断开连接
|
||||
client.disconnect();
|
||||
|
||||
// 等待断开完成
|
||||
await new Promise(resolve => setTimeout(resolve, 100));
|
||||
expect(client.connected).toBe(false);
|
||||
});
|
||||
|
||||
/**
|
||||
* 测试: 快速连接断开
|
||||
* 验证需求 1.3: 系统应正确处理快速断开
|
||||
*/
|
||||
it('应该正确处理快速连接断开', async () => {
|
||||
const client = await createClient();
|
||||
expect(client.connected).toBe(true);
|
||||
|
||||
// 立即断开
|
||||
client.disconnect();
|
||||
|
||||
await new Promise(resolve => setTimeout(resolve, 100));
|
||||
expect(client.connected).toBe(false);
|
||||
});
|
||||
|
||||
/**
|
||||
* 测试: 登录后立即断开
|
||||
* 验证需求 1.3: 系统应清理会话资源
|
||||
*/
|
||||
it('应该正确处理登录后立即断开', async () => {
|
||||
const client = await createClient();
|
||||
|
||||
// 登录
|
||||
const loginPromise = waitForEvent<any>(client, 'login_success');
|
||||
client.emit('login', { type: 'login', token: 'valid_quick_disconnect' });
|
||||
await loginPromise;
|
||||
|
||||
// 立即断开
|
||||
client.disconnect();
|
||||
|
||||
await new Promise(resolve => setTimeout(resolve, 200));
|
||||
expect(client.connected).toBe(false);
|
||||
});
|
||||
});
|
||||
|
||||
/**
|
||||
* 测试套件5: 消息格式验证测试
|
||||
* 验证需求: 5.3, 5.4
|
||||
*/
|
||||
describe('消息格式验证测试', () => {
|
||||
let client: ClientSocket;
|
||||
let testId: number = 0;
|
||||
|
||||
afterEach(async () => {
|
||||
if (client?.connected) {
|
||||
client.disconnect();
|
||||
}
|
||||
// 等待清理完成
|
||||
await new Promise(resolve => setTimeout(resolve, 100));
|
||||
});
|
||||
|
||||
/**
|
||||
* 测试: 正常消息格式
|
||||
* 验证需求 5.3, 5.4: 消息应包含所有必需信息
|
||||
*/
|
||||
it('应该接受正确格式的聊天消息', async () => {
|
||||
testId++;
|
||||
client = await createClient();
|
||||
const loginPromise = waitForEvent<any>(client, 'login_success');
|
||||
client.emit('login', { type: 'login', token: `valid_format_normal_${Date.now()}_${testId}` });
|
||||
await loginPromise;
|
||||
|
||||
const chatPromise = waitForEvent<any>(client, 'chat_sent');
|
||||
client.emit('chat', {
|
||||
t: 'chat',
|
||||
content: 'Test message with correct format',
|
||||
scope: 'local'
|
||||
});
|
||||
|
||||
const response = await chatPromise;
|
||||
expect(response.t).toBe('chat_sent');
|
||||
});
|
||||
|
||||
/**
|
||||
* 测试: 长消息处理
|
||||
* 验证需求 4.1: 系统应正确处理各种长度的消息
|
||||
*/
|
||||
it('应该正确处理较长的消息内容', async () => {
|
||||
testId++;
|
||||
client = await createClient();
|
||||
const loginPromise = waitForEvent<any>(client, 'login_success');
|
||||
client.emit('login', { type: 'login', token: `valid_format_long_${Date.now()}_${testId}` });
|
||||
await loginPromise;
|
||||
|
||||
// 使用不重复的长消息内容,避免触发重复字符检测
|
||||
const longContent = '这是一条较长的测试消息,用于验证系统能够正确处理长消息内容。' +
|
||||
'消息系统应该能够处理各种长度的消息,包括较长的消息。' +
|
||||
'这条消息包含多种字符和标点符号,以确保系统的兼容性。' +
|
||||
'测试消息继续延长,以达到足够的长度进行测试。' +
|
||||
'系统应该能够正确处理这样的消息而不会出现问题。';
|
||||
|
||||
const chatPromise = waitForEvent<any>(client, 'chat_sent');
|
||||
client.emit('chat', { t: 'chat', content: longContent, scope: 'local' });
|
||||
|
||||
const response = await chatPromise;
|
||||
expect(response.t).toBe('chat_sent');
|
||||
});
|
||||
|
||||
/**
|
||||
* 测试: 特殊字符消息
|
||||
* 验证需求 4.1: 系统应正确处理特殊字符
|
||||
*/
|
||||
it('应该正确处理包含特殊字符的消息', async () => {
|
||||
testId++;
|
||||
client = await createClient();
|
||||
const loginPromise = waitForEvent<any>(client, 'login_success');
|
||||
client.emit('login', { type: 'login', token: `valid_format_special_${Date.now()}_${testId}` });
|
||||
await loginPromise;
|
||||
|
||||
const specialContent = '你好!@#$%^&*()_+{}|:"<>?~`-=[]\\;\',./';
|
||||
|
||||
const chatPromise = waitForEvent<any>(client, 'chat_sent');
|
||||
client.emit('chat', { t: 'chat', content: specialContent, scope: 'local' });
|
||||
|
||||
const response = await chatPromise;
|
||||
expect(response.t).toBe('chat_sent');
|
||||
});
|
||||
|
||||
/**
|
||||
* 测试: Unicode消息
|
||||
* 验证需求 4.1: 系统应正确处理Unicode字符
|
||||
*/
|
||||
it('应该正确处理Unicode消息', async () => {
|
||||
testId++;
|
||||
client = await createClient();
|
||||
const loginPromise = waitForEvent<any>(client, 'login_success');
|
||||
client.emit('login', { type: 'login', token: `valid_format_unicode_${Date.now()}_${testId}` });
|
||||
await loginPromise;
|
||||
|
||||
const unicodeContent = '🎮 游戏消息 🎯 测试 🚀';
|
||||
|
||||
const chatPromise = waitForEvent<any>(client, 'chat_sent');
|
||||
client.emit('chat', { t: 'chat', content: unicodeContent, scope: 'local' });
|
||||
|
||||
const response = await chatPromise;
|
||||
expect(response.t).toBe('chat_sent');
|
||||
});
|
||||
});
|
||||
});
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1,913 +0,0 @@
|
||||
/**
|
||||
* Zulip WebSocket网关
|
||||
*
|
||||
* 功能描述:
|
||||
* - 处理所有Godot游戏客户端的WebSocket连接
|
||||
* - 实现游戏协议到Zulip协议的转换
|
||||
* - 提供统一的消息路由和权限控制
|
||||
*
|
||||
* 职责分离:
|
||||
* - 连接管理:处理WebSocket连接的建立、维护和断开
|
||||
* - 协议转换:在游戏客户端协议和内部业务协议之间转换
|
||||
* - 权限控制:验证用户身份和消息发送权限
|
||||
* - 消息路由:将消息分发到正确的业务处理服务
|
||||
*
|
||||
* 主要方法:
|
||||
* - handleConnection(): 处理客户端连接建立
|
||||
* - handleDisconnect(): 处理客户端连接断开
|
||||
* - handleLogin(): 处理登录消息
|
||||
* - handleChat(): 处理聊天消息
|
||||
* - handlePositionUpdate(): 处理位置更新
|
||||
*
|
||||
* 使用场景:
|
||||
* - 游戏客户端WebSocket通信的统一入口
|
||||
* - 消息协议转换和路由分发
|
||||
* - 连接状态管理和权限验证
|
||||
*
|
||||
* 最近修改:
|
||||
* - 2026-01-09: 重构为原生WebSocket - 移除Socket.IO依赖,使用原生WebSocket (修改者: moyin)
|
||||
*
|
||||
* @author angjustinl
|
||||
* @version 2.0.0
|
||||
* @since 2025-12-25
|
||||
* @lastModified 2026-01-09
|
||||
*/
|
||||
|
||||
import { Injectable, Logger, OnModuleInit, OnModuleDestroy } from '@nestjs/common';
|
||||
import * as WebSocket from 'ws';
|
||||
import { ZulipService } from './zulip.service';
|
||||
import { SessionManagerService } from './services/session_manager.service';
|
||||
|
||||
/**
|
||||
* 扩展的WebSocket接口,包含客户端数据
|
||||
*/
|
||||
interface ExtendedWebSocket extends WebSocket {
|
||||
id: string;
|
||||
data?: ClientData;
|
||||
isAlive?: boolean;
|
||||
}
|
||||
|
||||
/**
|
||||
* 登录消息接口 - 按guide.md格式
|
||||
*/
|
||||
interface LoginMessage {
|
||||
type: 'login';
|
||||
token: string;
|
||||
}
|
||||
|
||||
/**
|
||||
* 聊天消息接口 - 按guide.md格式
|
||||
*/
|
||||
interface ChatMessage {
|
||||
t: 'chat';
|
||||
content: string;
|
||||
scope: string; // "local" 或 topic名称
|
||||
}
|
||||
|
||||
/**
|
||||
* 位置更新消息接口
|
||||
*/
|
||||
interface PositionMessage {
|
||||
t: 'position';
|
||||
x: number;
|
||||
y: number;
|
||||
mapId: string;
|
||||
}
|
||||
|
||||
/**
|
||||
* 聊天渲染消息接口 - 发送给客户端
|
||||
*/
|
||||
interface ChatRenderMessage {
|
||||
t: 'chat_render';
|
||||
from: string;
|
||||
txt: string;
|
||||
bubble: boolean;
|
||||
}
|
||||
|
||||
/**
|
||||
* 登录成功消息接口 - 发送给客户端
|
||||
*/
|
||||
interface LoginSuccessMessage {
|
||||
t: 'login_success';
|
||||
sessionId: string;
|
||||
userId: string;
|
||||
username: string;
|
||||
currentMap: string;
|
||||
}
|
||||
|
||||
/**
|
||||
* 客户端数据接口
|
||||
*/
|
||||
interface ClientData {
|
||||
authenticated: boolean;
|
||||
userId: string | null;
|
||||
sessionId: string | null;
|
||||
username: string | null;
|
||||
connectedAt: Date;
|
||||
}
|
||||
|
||||
/**
|
||||
* Zulip WebSocket网关类
|
||||
*
|
||||
* 职责:
|
||||
* - 处理所有Godot游戏客户端的WebSocket连接
|
||||
* - 实现游戏协议到Zulip协议的转换
|
||||
* - 提供统一的消息路由和权限控制
|
||||
* - 管理客户端连接状态和会话
|
||||
*
|
||||
* 主要方法:
|
||||
* - handleConnection(): 处理客户端连接建立
|
||||
* - handleDisconnect(): 处理客户端连接断开
|
||||
* - handleLogin(): 处理登录消息
|
||||
* - handleChat(): 处理聊天消息
|
||||
* - handlePositionUpdate(): 处理位置更新
|
||||
* - sendChatRender(): 向客户端发送聊天渲染消息
|
||||
*
|
||||
* 使用场景:
|
||||
* - 游戏客户端WebSocket通信的统一入口
|
||||
* - 消息协议转换和路由分发
|
||||
* - 连接状态管理和权限验证
|
||||
* - 实时消息推送和广播
|
||||
*/
|
||||
@Injectable()
|
||||
export class ZulipWebSocketGateway implements OnModuleInit, OnModuleDestroy {
|
||||
private server: WebSocket.Server;
|
||||
private readonly logger = new Logger(ZulipWebSocketGateway.name);
|
||||
private clients = new Map<string, ExtendedWebSocket>();
|
||||
private mapRooms = new Map<string, Set<string>>(); // mapId -> Set<clientId>
|
||||
|
||||
/** 心跳间隔(毫秒) */
|
||||
private static readonly HEARTBEAT_INTERVAL = 30000;
|
||||
|
||||
constructor(
|
||||
private readonly zulipService: ZulipService,
|
||||
private readonly sessionManager: SessionManagerService,
|
||||
) {
|
||||
this.logger.log('ZulipWebSocketGateway初始化完成', {
|
||||
gateway: 'ZulipWebSocketGateway',
|
||||
path: '/game',
|
||||
timestamp: new Date().toISOString(),
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* 模块初始化 - 启动WebSocket服务器
|
||||
*/
|
||||
async onModuleInit() {
|
||||
const port = process.env.WEBSOCKET_PORT ? parseInt(process.env.WEBSOCKET_PORT) : 3001;
|
||||
|
||||
this.server = new WebSocket.Server({
|
||||
port: port,
|
||||
path: '/game'
|
||||
});
|
||||
|
||||
this.server.on('connection', (client: ExtendedWebSocket) => {
|
||||
this.handleConnection(client);
|
||||
});
|
||||
|
||||
this.logger.log(`WebSocket服务器启动成功,监听端口: ${port}`);
|
||||
|
||||
// 设置消息分发器,使ZulipEventProcessorService能够向客户端发送消息
|
||||
this.setupMessageDistributor();
|
||||
|
||||
// 设置心跳检测
|
||||
this.setupHeartbeat();
|
||||
}
|
||||
|
||||
/**
|
||||
* 模块销毁 - 关闭WebSocket服务器
|
||||
*/
|
||||
async onModuleDestroy() {
|
||||
if (this.server) {
|
||||
this.server.close();
|
||||
this.logger.log('WebSocket服务器已关闭');
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 处理客户端连接建立
|
||||
*
|
||||
* 功能描述:
|
||||
* 当游戏客户端建立WebSocket连接时调用,记录连接信息
|
||||
*
|
||||
* 业务逻辑:
|
||||
* 1. 记录新连接的建立
|
||||
* 2. 为连接分配唯一标识
|
||||
* 3. 初始化连接状态
|
||||
*
|
||||
* @param client WebSocket客户端连接对象
|
||||
*/
|
||||
async handleConnection(client: ExtendedWebSocket): Promise<void> {
|
||||
// 生成唯一ID
|
||||
client.id = this.generateClientId();
|
||||
client.isAlive = true;
|
||||
|
||||
this.clients.set(client.id, client);
|
||||
|
||||
this.logger.log('新的WebSocket连接建立', {
|
||||
operation: 'handleConnection',
|
||||
socketId: client.id,
|
||||
timestamp: new Date().toISOString(),
|
||||
});
|
||||
|
||||
// 设置连接的初始状态
|
||||
const clientData: ClientData = {
|
||||
authenticated: false,
|
||||
userId: null,
|
||||
sessionId: null,
|
||||
username: null,
|
||||
connectedAt: new Date(),
|
||||
};
|
||||
client.data = clientData;
|
||||
|
||||
// 设置消息处理
|
||||
client.on('message', (data) => {
|
||||
try {
|
||||
const message = JSON.parse(data.toString());
|
||||
this.handleMessage(client, message);
|
||||
} catch (error) {
|
||||
this.logger.error('解析消息失败', {
|
||||
socketId: client.id,
|
||||
error: error instanceof Error ? error.message : String(error),
|
||||
});
|
||||
}
|
||||
});
|
||||
|
||||
// 设置pong响应
|
||||
client.on('pong', () => {
|
||||
client.isAlive = true;
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* 处理客户端连接断开
|
||||
*
|
||||
* 功能描述:
|
||||
* 当游戏客户端断开WebSocket连接时调用,清理相关资源
|
||||
*
|
||||
* 业务逻辑:
|
||||
* 1. 记录连接断开信息
|
||||
* 2. 清理会话数据
|
||||
* 3. 注销Zulip事件队列
|
||||
* 4. 释放相关资源
|
||||
*
|
||||
* @param client WebSocket客户端连接对象
|
||||
*/
|
||||
async handleDisconnect(client: ExtendedWebSocket): Promise<void> {
|
||||
const clientData = client.data;
|
||||
const connectionDuration = clientData?.connectedAt
|
||||
? Date.now() - clientData.connectedAt.getTime()
|
||||
: 0;
|
||||
|
||||
this.logger.log('WebSocket连接断开', {
|
||||
operation: 'handleDisconnect',
|
||||
socketId: client.id,
|
||||
userId: clientData?.userId,
|
||||
authenticated: clientData?.authenticated,
|
||||
connectionDuration,
|
||||
timestamp: new Date().toISOString(),
|
||||
});
|
||||
|
||||
// 如果用户已认证,处理登出逻辑
|
||||
if (clientData?.authenticated) {
|
||||
try {
|
||||
await this.zulipService.handlePlayerLogout(client.id);
|
||||
|
||||
this.logger.log('玩家登出处理完成', {
|
||||
operation: 'handleDisconnect',
|
||||
socketId: client.id,
|
||||
userId: clientData.userId,
|
||||
});
|
||||
} catch (error) {
|
||||
const err = error as Error;
|
||||
this.logger.error('处理玩家登出时发生错误', {
|
||||
operation: 'handleDisconnect',
|
||||
socketId: client.id,
|
||||
error: err.message,
|
||||
timestamp: new Date().toISOString(),
|
||||
}, err.stack);
|
||||
}
|
||||
}
|
||||
|
||||
// 从客户端列表中移除
|
||||
this.clients.delete(client.id);
|
||||
|
||||
// 从地图房间中移除
|
||||
for (const [mapId, room] of this.mapRooms.entries()) {
|
||||
if (room.has(client.id)) {
|
||||
room.delete(client.id);
|
||||
if (room.size === 0) {
|
||||
this.mapRooms.delete(mapId);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 处理消息路由
|
||||
*/
|
||||
private async handleMessage(client: ExtendedWebSocket, message: any) {
|
||||
// 直接处理消息类型,不需要event包装
|
||||
const messageType = message.type || message.t;
|
||||
|
||||
switch (messageType) {
|
||||
case 'login':
|
||||
await this.handleLogin(client, message);
|
||||
break;
|
||||
case 'chat':
|
||||
await this.handleChat(client, message);
|
||||
break;
|
||||
case 'position':
|
||||
await this.handlePositionUpdate(client, message);
|
||||
break;
|
||||
default:
|
||||
this.logger.warn('未知消息类型', {
|
||||
socketId: client.id,
|
||||
messageType,
|
||||
message,
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 处理登录消息 - 按guide.md格式
|
||||
*
|
||||
* 功能描述:
|
||||
* 处理游戏客户端发送的登录请求,验证Token并建立会话
|
||||
*
|
||||
* 业务逻辑:
|
||||
* 1. 验证消息格式
|
||||
* 2. 调用ZulipService处理登录逻辑
|
||||
* 3. 更新连接状态
|
||||
* 4. 返回登录结果
|
||||
*
|
||||
* @param client WebSocket客户端连接对象
|
||||
* @param data 登录消息数据
|
||||
*/
|
||||
private async handleLogin(client: ExtendedWebSocket, data: LoginMessage): Promise<void> {
|
||||
this.logger.log('收到登录请求', {
|
||||
operation: 'handleLogin',
|
||||
socketId: client.id,
|
||||
messageType: data?.type,
|
||||
timestamp: new Date().toISOString(),
|
||||
});
|
||||
|
||||
try {
|
||||
// 验证消息格式
|
||||
if (!data || data.type !== 'login' || !data.token) {
|
||||
this.logger.warn('登录请求格式无效', {
|
||||
operation: 'handleLogin',
|
||||
socketId: client.id,
|
||||
data,
|
||||
});
|
||||
|
||||
this.sendMessage(client, 'login_error', {
|
||||
t: 'login_error',
|
||||
message: '登录请求格式无效',
|
||||
});
|
||||
return;
|
||||
}
|
||||
|
||||
// 检查是否已经登录
|
||||
const clientData = client.data;
|
||||
if (clientData?.authenticated) {
|
||||
this.logger.warn('用户已登录,拒绝重复登录', {
|
||||
operation: 'handleLogin',
|
||||
socketId: client.id,
|
||||
userId: clientData.userId,
|
||||
});
|
||||
|
||||
this.sendMessage(client, 'login_error', {
|
||||
t: 'login_error',
|
||||
message: '您已经登录',
|
||||
});
|
||||
return;
|
||||
}
|
||||
|
||||
// 调用ZulipService处理登录
|
||||
const result = await this.zulipService.handlePlayerLogin({
|
||||
token: data.token,
|
||||
socketId: client.id,
|
||||
});
|
||||
|
||||
if (result.success && result.sessionId) {
|
||||
// 更新连接状态
|
||||
const updatedClientData: ClientData = {
|
||||
authenticated: true,
|
||||
sessionId: result.sessionId,
|
||||
userId: result.userId || null,
|
||||
username: result.username || null,
|
||||
connectedAt: clientData?.connectedAt || new Date(),
|
||||
};
|
||||
client.data = updatedClientData;
|
||||
|
||||
// 发送登录成功消息
|
||||
const loginSuccess: LoginSuccessMessage = {
|
||||
t: 'login_success',
|
||||
sessionId: result.sessionId,
|
||||
userId: result.userId || '',
|
||||
username: result.username || '',
|
||||
currentMap: result.currentMap || 'novice_village',
|
||||
};
|
||||
|
||||
this.sendMessage(client, 'login_success', loginSuccess);
|
||||
|
||||
this.logger.log('登录处理成功', {
|
||||
operation: 'handleLogin',
|
||||
socketId: client.id,
|
||||
sessionId: result.sessionId,
|
||||
userId: result.userId,
|
||||
username: result.username,
|
||||
currentMap: result.currentMap,
|
||||
timestamp: new Date().toISOString(),
|
||||
});
|
||||
} else {
|
||||
// 发送登录失败消息
|
||||
this.sendMessage(client, 'login_error', {
|
||||
t: 'login_error',
|
||||
message: result.error || '登录失败',
|
||||
});
|
||||
|
||||
this.logger.warn('登录处理失败', {
|
||||
operation: 'handleLogin',
|
||||
socketId: client.id,
|
||||
error: result.error,
|
||||
timestamp: new Date().toISOString(),
|
||||
});
|
||||
}
|
||||
|
||||
} catch (error) {
|
||||
const err = error as Error;
|
||||
this.logger.error('登录处理异常', {
|
||||
operation: 'handleLogin',
|
||||
socketId: client.id,
|
||||
error: err.message,
|
||||
timestamp: new Date().toISOString(),
|
||||
}, err.stack);
|
||||
|
||||
this.sendMessage(client, 'login_error', {
|
||||
t: 'login_error',
|
||||
message: '系统错误,请稍后重试',
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 处理聊天消息 - 按guide.md格式
|
||||
*
|
||||
* 功能描述:
|
||||
* 处理游戏客户端发送的聊天消息,转发到Zulip对应的Stream/Topic
|
||||
*
|
||||
* 业务逻辑:
|
||||
* 1. 验证用户认证状态
|
||||
* 2. 验证消息格式
|
||||
* 3. 调用ZulipService处理消息发送
|
||||
* 4. 返回发送结果确认
|
||||
*
|
||||
* @param client WebSocket客户端连接对象
|
||||
* @param data 聊天消息数据
|
||||
*/
|
||||
private async handleChat(client: ExtendedWebSocket, data: ChatMessage): Promise<void> {
|
||||
const clientData = client.data;
|
||||
|
||||
console.log('🔍 DEBUG: handleChat 被调用了!', {
|
||||
socketId: client.id,
|
||||
data: data,
|
||||
clientData: clientData,
|
||||
timestamp: new Date().toISOString(),
|
||||
});
|
||||
|
||||
this.logger.log('收到聊天消息', {
|
||||
operation: 'handleChat',
|
||||
socketId: client.id,
|
||||
messageType: data?.t,
|
||||
contentLength: data?.content?.length,
|
||||
scope: data?.scope,
|
||||
timestamp: new Date().toISOString(),
|
||||
});
|
||||
|
||||
try {
|
||||
// 验证用户认证状态
|
||||
if (!clientData?.authenticated) {
|
||||
this.logger.warn('未认证用户尝试发送聊天消息', {
|
||||
operation: 'handleChat',
|
||||
socketId: client.id,
|
||||
});
|
||||
|
||||
this.sendMessage(client, 'chat_error', {
|
||||
t: 'chat_error',
|
||||
message: '请先登录',
|
||||
});
|
||||
return;
|
||||
}
|
||||
|
||||
// 验证消息格式
|
||||
if (!data || data.t !== 'chat' || !data.content || !data.scope) {
|
||||
this.logger.warn('聊天消息格式无效', {
|
||||
operation: 'handleChat',
|
||||
socketId: client.id,
|
||||
data,
|
||||
});
|
||||
|
||||
this.sendMessage(client, 'chat_error', {
|
||||
t: 'chat_error',
|
||||
message: '消息格式无效',
|
||||
});
|
||||
return;
|
||||
}
|
||||
|
||||
// 验证消息内容不为空
|
||||
if (!data.content.trim()) {
|
||||
this.logger.warn('聊天消息内容为空', {
|
||||
operation: 'handleChat',
|
||||
socketId: client.id,
|
||||
});
|
||||
|
||||
this.sendMessage(client, 'chat_error', {
|
||||
t: 'chat_error',
|
||||
message: '消息内容不能为空',
|
||||
});
|
||||
return;
|
||||
}
|
||||
|
||||
// 调用ZulipService处理消息发送
|
||||
const result = await this.zulipService.sendChatMessage({
|
||||
socketId: client.id,
|
||||
content: data.content,
|
||||
scope: data.scope,
|
||||
});
|
||||
|
||||
if (result.success) {
|
||||
// 发送成功确认
|
||||
this.sendMessage(client, 'chat_sent', {
|
||||
t: 'chat_sent',
|
||||
messageId: result.messageId,
|
||||
message: '消息发送成功',
|
||||
});
|
||||
|
||||
this.logger.log('聊天消息发送成功', {
|
||||
operation: 'handleChat',
|
||||
socketId: client.id,
|
||||
userId: clientData.userId,
|
||||
messageId: result.messageId,
|
||||
timestamp: new Date().toISOString(),
|
||||
});
|
||||
} else {
|
||||
// 发送失败通知
|
||||
this.sendMessage(client, 'chat_error', {
|
||||
t: 'chat_error',
|
||||
message: result.error || '消息发送失败',
|
||||
});
|
||||
|
||||
this.logger.warn('聊天消息发送失败', {
|
||||
operation: 'handleChat',
|
||||
socketId: client.id,
|
||||
userId: clientData.userId,
|
||||
error: result.error,
|
||||
timestamp: new Date().toISOString(),
|
||||
});
|
||||
}
|
||||
|
||||
} catch (error) {
|
||||
const err = error as Error;
|
||||
this.logger.error('聊天消息处理异常', {
|
||||
operation: 'handleChat',
|
||||
socketId: client.id,
|
||||
error: err.message,
|
||||
timestamp: new Date().toISOString(),
|
||||
}, err.stack);
|
||||
|
||||
this.sendMessage(client, 'chat_error', {
|
||||
t: 'chat_error',
|
||||
message: '系统错误,请稍后重试',
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 处理位置更新消息
|
||||
*
|
||||
* 功能描述:
|
||||
* 处理游戏客户端发送的位置更新,用于消息路由和上下文注入
|
||||
*
|
||||
* @param client WebSocket客户端连接对象
|
||||
* @param data 位置更新数据
|
||||
*/
|
||||
private async handlePositionUpdate(client: ExtendedWebSocket, data: PositionMessage): Promise<void> {
|
||||
const clientData = client.data;
|
||||
|
||||
this.logger.debug('收到位置更新', {
|
||||
operation: 'handlePositionUpdate',
|
||||
socketId: client.id,
|
||||
mapId: data?.mapId,
|
||||
position: data ? { x: data.x, y: data.y } : null,
|
||||
timestamp: new Date().toISOString(),
|
||||
});
|
||||
|
||||
try {
|
||||
// 验证用户认证状态
|
||||
if (!clientData?.authenticated) {
|
||||
this.logger.debug('未认证用户发送位置更新,忽略', {
|
||||
operation: 'handlePositionUpdate',
|
||||
socketId: client.id,
|
||||
});
|
||||
return;
|
||||
}
|
||||
|
||||
// 验证消息格式
|
||||
if (!data || data.t !== 'position' || !data.mapId ||
|
||||
typeof data.x !== 'number' || typeof data.y !== 'number') {
|
||||
this.logger.warn('位置更新消息格式无效', {
|
||||
operation: 'handlePositionUpdate',
|
||||
socketId: client.id,
|
||||
data,
|
||||
});
|
||||
return;
|
||||
}
|
||||
|
||||
// 验证坐标有效性
|
||||
if (!Number.isFinite(data.x) || !Number.isFinite(data.y)) {
|
||||
this.logger.warn('位置坐标无效', {
|
||||
operation: 'handlePositionUpdate',
|
||||
socketId: client.id,
|
||||
x: data.x,
|
||||
y: data.y,
|
||||
});
|
||||
return;
|
||||
}
|
||||
|
||||
// 调用ZulipService更新位置
|
||||
const success = await this.zulipService.updatePlayerPosition({
|
||||
socketId: client.id,
|
||||
x: data.x,
|
||||
y: data.y,
|
||||
mapId: data.mapId,
|
||||
});
|
||||
|
||||
if (success) {
|
||||
this.logger.debug('位置更新成功', {
|
||||
operation: 'handlePositionUpdate',
|
||||
socketId: client.id,
|
||||
mapId: data.mapId,
|
||||
});
|
||||
}
|
||||
|
||||
} catch (error) {
|
||||
const err = error as Error;
|
||||
this.logger.error('位置更新处理异常', {
|
||||
operation: 'handlePositionUpdate',
|
||||
socketId: client.id,
|
||||
error: err.message,
|
||||
timestamp: new Date().toISOString(),
|
||||
}, err.stack);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 向指定客户端发送聊天渲染消息
|
||||
*
|
||||
* 功能描述:
|
||||
* 向游戏客户端发送格式化的聊天消息,用于显示气泡或聊天框
|
||||
*
|
||||
* @param socketId 目标客户端Socket ID
|
||||
* @param from 发送者名称
|
||||
* @param txt 消息文本
|
||||
* @param bubble 是否显示气泡
|
||||
*/
|
||||
sendChatRender(socketId: string, from: string, txt: string, bubble: boolean): void {
|
||||
const message: ChatRenderMessage = {
|
||||
t: 'chat_render',
|
||||
from,
|
||||
txt,
|
||||
bubble,
|
||||
};
|
||||
|
||||
const client = this.clients.get(socketId);
|
||||
if (client) {
|
||||
this.sendMessage(client, 'chat_render', message);
|
||||
}
|
||||
|
||||
this.logger.debug('发送聊天渲染消息', {
|
||||
operation: 'sendChatRender',
|
||||
socketId,
|
||||
from,
|
||||
textLength: txt.length,
|
||||
bubble,
|
||||
timestamp: new Date().toISOString(),
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* 向指定地图的所有客户端广播消息
|
||||
*
|
||||
* 功能描述:
|
||||
* 向指定地图区域内的所有在线玩家广播消息
|
||||
*
|
||||
* @param mapId 地图ID
|
||||
* @param event 事件名称
|
||||
* @param data 消息数据
|
||||
*/
|
||||
async broadcastToMap(mapId: string, event: string, data: any): Promise<void> {
|
||||
this.logger.debug('向地图广播消息', {
|
||||
operation: 'broadcastToMap',
|
||||
mapId,
|
||||
event,
|
||||
timestamp: new Date().toISOString(),
|
||||
});
|
||||
|
||||
try {
|
||||
// 从SessionManager获取指定地图的所有Socket ID
|
||||
const socketIds = await this.sessionManager.getSocketsInMap(mapId);
|
||||
|
||||
if (socketIds.length === 0) {
|
||||
this.logger.debug('地图中没有在线玩家', {
|
||||
operation: 'broadcastToMap',
|
||||
mapId,
|
||||
});
|
||||
return;
|
||||
}
|
||||
|
||||
// 向每个Socket发送消息
|
||||
for (const socketId of socketIds) {
|
||||
const client = this.clients.get(socketId);
|
||||
if (client) {
|
||||
this.sendMessage(client, event, data);
|
||||
}
|
||||
}
|
||||
|
||||
this.logger.log('地图广播完成', {
|
||||
operation: 'broadcastToMap',
|
||||
mapId,
|
||||
event,
|
||||
recipientCount: socketIds.length,
|
||||
});
|
||||
|
||||
} catch (error) {
|
||||
const err = error as Error;
|
||||
this.logger.error('地图广播失败', {
|
||||
operation: 'broadcastToMap',
|
||||
mapId,
|
||||
event,
|
||||
error: err.message,
|
||||
}, err.stack);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 向指定客户端发送消息
|
||||
*
|
||||
* 功能描述:
|
||||
* 向指定的WebSocket客户端发送消息
|
||||
*
|
||||
* @param socketId 目标客户端Socket ID
|
||||
* @param event 事件名称
|
||||
* @param data 消息数据
|
||||
*/
|
||||
sendToPlayer(socketId: string, event: string, data: any): void {
|
||||
const client = this.clients.get(socketId);
|
||||
if (client) {
|
||||
this.sendMessage(client, event, data);
|
||||
}
|
||||
|
||||
this.logger.debug('发送消息给玩家', {
|
||||
operation: 'sendToPlayer',
|
||||
socketId,
|
||||
event,
|
||||
timestamp: new Date().toISOString(),
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取当前连接数
|
||||
*
|
||||
* 功能描述:
|
||||
* 获取当前WebSocket网关的连接数量
|
||||
*
|
||||
* @returns Promise<number> 连接数
|
||||
*/
|
||||
async getConnectionCount(): Promise<number> {
|
||||
return this.clients.size;
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取已认证的连接数
|
||||
*
|
||||
* 功能描述:
|
||||
* 获取当前已认证的WebSocket连接数量
|
||||
*
|
||||
* @returns Promise<number> 已认证连接数
|
||||
*/
|
||||
async getAuthenticatedConnectionCount(): Promise<number> {
|
||||
let count = 0;
|
||||
for (const client of this.clients.values()) {
|
||||
if (client.data?.authenticated === true) {
|
||||
count++;
|
||||
}
|
||||
}
|
||||
return count;
|
||||
}
|
||||
|
||||
/**
|
||||
* 断开指定客户端连接
|
||||
*
|
||||
* 功能描述:
|
||||
* 强制断开指定的WebSocket客户端连接
|
||||
*
|
||||
* @param socketId 目标客户端Socket ID
|
||||
* @param reason 断开原因
|
||||
*/
|
||||
async disconnectClient(socketId: string, reason?: string): Promise<void> {
|
||||
const client = this.clients.get(socketId);
|
||||
|
||||
if (client) {
|
||||
client.close();
|
||||
|
||||
this.logger.log('客户端连接已断开', {
|
||||
operation: 'disconnectClient',
|
||||
socketId,
|
||||
reason,
|
||||
});
|
||||
} else {
|
||||
this.logger.warn('未找到目标客户端', {
|
||||
operation: 'disconnectClient',
|
||||
socketId,
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 发送消息给客户端
|
||||
*/
|
||||
private sendMessage(client: ExtendedWebSocket, event: string, data: any) {
|
||||
if (client.readyState === WebSocket.OPEN) {
|
||||
// 直接发送数据,不包装在event中
|
||||
client.send(JSON.stringify(data));
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 生成客户端ID
|
||||
*/
|
||||
private generateClientId(): string {
|
||||
return `ws_${Date.now()}_${Math.random().toString(36).substr(2, 9)}`;
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置心跳检测
|
||||
*/
|
||||
private setupHeartbeat() {
|
||||
setInterval(() => {
|
||||
this.clients.forEach((client) => {
|
||||
if (!client.isAlive) {
|
||||
this.logger.warn('客户端心跳超时,断开连接', {
|
||||
socketId: client.id,
|
||||
});
|
||||
client.close();
|
||||
return;
|
||||
}
|
||||
|
||||
client.isAlive = false;
|
||||
if (client.readyState === WebSocket.OPEN) {
|
||||
client.ping();
|
||||
}
|
||||
});
|
||||
}, ZulipWebSocketGateway.HEARTBEAT_INTERVAL);
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置消息分发器
|
||||
*
|
||||
* 功能描述:
|
||||
* 将当前WebSocket网关设置为ZulipEventProcessorService的消息分发器,
|
||||
* 使其能够接收从Zulip返回的消息并转发给游戏客户端
|
||||
*
|
||||
* @private
|
||||
*/
|
||||
private setupMessageDistributor(): void {
|
||||
try {
|
||||
// 获取ZulipEventProcessorService实例
|
||||
const eventProcessor = this.zulipService.getEventProcessor();
|
||||
|
||||
if (eventProcessor) {
|
||||
// 设置消息分发器
|
||||
eventProcessor.setMessageDistributor(this);
|
||||
|
||||
this.logger.log('消息分发器设置完成', {
|
||||
operation: 'setupMessageDistributor',
|
||||
timestamp: new Date().toISOString(),
|
||||
});
|
||||
} else {
|
||||
this.logger.warn('无法获取ZulipEventProcessorService实例', {
|
||||
operation: 'setupMessageDistributor',
|
||||
});
|
||||
}
|
||||
} catch (error) {
|
||||
const err = error as Error;
|
||||
this.logger.error('设置消息分发器失败', {
|
||||
operation: 'setupMessageDistributor',
|
||||
error: err.message,
|
||||
}, err.stack);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user