机器人移除时, 移除事件监听

This commit is contained in:
zhl 2020-12-14 18:31:03 +08:00
parent 6166dc8e16
commit 3a8e67b284

View File

@ -28,6 +28,8 @@ export class RobotClient implements Client {
myTurn: boolean = false;
cards: Map<String, Card>;
onMessageHandlers: {[id: string]: (client: Client, message: any) => void} = {};
listenerState: any;
listenerTurn: any;
constructor(sessionId: string, state: CardGameState, clock: Clock, onMessageHandlers: {[id: string]: (client: Client, message: any) => void}) {
this.sessionId = sessionId;
@ -46,33 +48,10 @@ export class RobotClient implements Client {
log(`new robot with session: ${sessionId}`);
}
addListeners() {
let self = this;
this.svrstate.listen('gameState', function (currentValue, previousValue) {
log(`server game state change: ${currentValue}, pre value: ${previousValue}`);
switch (currentValue) {
case GameStateConst.CHANGE_HERO:
self.selectHero();
break;
case GameStateConst.STATE_CHANGE_CARD:
self.changeCard();
break;
case GameStateConst.STATE_BEGIN_EAT:
if (!self.myTurn) {
self.eatOrGiveUp();
}
break;
case GameStateConst.STATE_ROUND_RESULT:
break;
}
});
this.svrstate.listen('currentTurn', function (currentValue, previousValue) {
log(`server turn change: ${currentValue}, pre value: ${previousValue}`);
self.myTurn = currentValue === self.sessionId;
if (self.myTurn) {
self.discard();
}
})
this.listenerState = this.svrstate.listen('gameState', this.gameSateUpdate.bind(this));
this.listenerTurn = this.svrstate.listen('currentTurn', this.gameTurnUpdate.bind(this));
}
close(code?: number, data?: string): void {
}
@ -85,12 +64,42 @@ export class RobotClient implements Client {
}
leave(code?: number, data?: string): void {
this.listenerState && this.listenerState();
this.listenerTurn && this.listenerTurn();
this.ref.emit('close');
}
raw(data: ArrayLike<number>, options?: ISendOptions): void {
}
private gameSateUpdate(currentValue: number, previousValue: number) {
let self = this;
log(`server game state change: ${currentValue}, pre value: ${previousValue}`);
switch (currentValue) {
case GameStateConst.CHANGE_HERO:
self.selectHero();
break;
case GameStateConst.STATE_CHANGE_CARD:
self.changeCard();
break;
case GameStateConst.STATE_BEGIN_EAT:
if (!self.myTurn) {
self.eatOrGiveUp();
}
break;
case GameStateConst.STATE_ROUND_RESULT:
break;
}
}
private gameTurnUpdate(currentValue: string, previousValue: string) {
let self = this;
log(`server turn change: ${currentValue}, pre value: ${previousValue}`);
self.myTurn = currentValue === self.sessionId;
if (self.myTurn) {
self.discard();
}
}
public send(messageOrType: any, messageOrOptions?: any | ISendOptions, options?: ISendOptions) {
log(`receive server msg: ${messageOrType}, ${messageOrOptions}`);
let self = this;