重构代码
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src/cfg/RoomOptions.ts
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0
src/cfg/RoomOptions.ts
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@ -1,194 +1,223 @@
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import {Client, Room} from "colyseus";
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import {CardGameState} from "./schema/CardGameState";
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import {OnJoinCommand} from "./commands/OnJoinCommand";
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import {PlayReadyCommand} from "./commands/PlayReadyCommand";
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import {Dispatcher} from "@colyseus/command";
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import {DiscardCommand} from "./commands/DiscardCommand";
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import {SelectPetCommand} from "./commands/SelectPetCommand";
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import {ChangeCardCommand} from "./commands/ChangeCardCommand";
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import {SelectHeroCommand} from "./commands/SelectHeroCommand";
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import {EatCardCommand} from "./commands/EatCardCommand";
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import {GiveUpCommand} from "./commands/GiveUpCommand";
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import {BattleHandler} from "./logic/Handler/BattleHandler";
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import {debugRoom, error, msgLog} from "../common/Debug";
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import {Delayed} from "@gamestdio/timer/lib/Delayed";
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import {IncomingMessage} from "http";
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import {PlayerStateConst} from "../constants/PlayerStateConst";
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import {Player} from "./schema/Player";
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import {GMCommand} from "./commands/GMCommand";
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import {GameStateConst} from "../constants/GameStateConst";
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import {GameRestartCommand} from "./commands/GameRestartCommand";
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import {RobotClient} from "../robot/RobotClient";
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import {ChangePetCommand} from "./commands/ChangePetCommand";
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import {createRobot} from "../common/WebApi";
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import { Client, Room } from 'colyseus'
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import { CardGameState } from './schema/CardGameState'
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import { OnJoinCommand } from './commands/OnJoinCommand'
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import { PlayReadyCommand } from './commands/PlayReadyCommand'
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import { Dispatcher } from '@colyseus/command'
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import { DiscardCommand } from './commands/DiscardCommand'
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import { SelectPetCommand } from './commands/SelectPetCommand'
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import { ChangeCardCommand } from './commands/ChangeCardCommand'
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import { SelectHeroCommand } from './commands/SelectHeroCommand'
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import { EatCardCommand } from './commands/EatCardCommand'
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import { GiveUpCommand } from './commands/GiveUpCommand'
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import { BattleHandler } from './logic/Handler/BattleHandler'
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import { debugRoom, error, msgLog } from '../common/Debug'
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import { Delayed } from '@gamestdio/timer/lib/Delayed'
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import { IncomingMessage } from 'http'
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import { Player } from './schema/Player'
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import { GMCommand } from './commands/GMCommand'
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import { GameStateConst } from '../constants/GameStateConst'
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import { GameRestartCommand } from './commands/GameRestartCommand'
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import { RobotClient } from '../robot/RobotClient'
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import { ChangePetCommand } from './commands/ChangePetCommand'
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import { createRobot } from '../common/WebApi'
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import { Service } from '../service/Service'
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export class GeneralRoom extends Room {
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dispatcher = new Dispatcher(this);
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maxClients = 4;
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score = 0;
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battleMan = new BattleHandler();
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dispatcher = new Dispatcher(this)
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maxClients = 4
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score = 0
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battleMan = new BattleHandler()
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// 用于游戏过程中各种计时器, 使用该计时器的前提是, 只针对当前操作玩家
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gameClock: Map<string, Delayed> = new Map();
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gameClock: Map<string, Delayed> = new Map()
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assistMap: Map<String, RobotClient> = new Map();
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match = '';
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robotCount = 0;
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assistMap: Map<String, RobotClient> = new Map()
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match = ''
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robotCount = 0
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async onAuth (client:Client, options: any, request: IncomingMessage) {
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debugRoom(options);
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async onAuth(client: Client, options: any, request: IncomingMessage) {
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debugRoom(options)
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// TODO: 验证用户信息
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// client.auth.accountId = options.accountId;
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// client.auth.sessionId = options.sessionId;
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return true;
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return true
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}
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onCreate (options: any) {
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let cs = new CardGameState();
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onCreate(options: any) {
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let cs = new CardGameState()
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if (options.clients) {
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this.maxClients = options.clients
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}
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this.setState(cs);
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this.setState(cs)
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if (options.mode) {
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this.state.mode = +options.mode;
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this.state.mode = +options.mode
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}
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this.setPrivate(true);
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this.setPrivate(true)
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if (options.count) {
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this.robotCount = Math.min(Math.max(0, options.count), this.maxClients - 1);
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this.robotCount = Math.min(Math.max(0, options.count), this.maxClients - 1)
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}
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this.match = options.match;
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this.match = options.match
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if (options.score) {
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this.score = options.score;
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this.score = options.score
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}
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this.battleMan.init(cs, this);
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this.clock.start();
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this.state.gameState = GameStateConst.STATE_WAIT_JOIN;
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this.onMessage("play_ready_c2s", (client, message) => {
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msgLog('play_ready from ', client.sessionId, JSON.stringify(message));
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this.dispatcher.dispatch(new PlayReadyCommand(), {client});
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});
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this.onMessage("change_card_c2s", (client, message) => {
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msgLog('change_card from ', client.sessionId, JSON.stringify(message));
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this.dispatcher.dispatch(new ChangeCardCommand(), {client, cards: message.cards});
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});
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this.onMessage("discard_card_c2s", (client, message) => {
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msgLog('discard_card from ', client.sessionId, JSON.stringify(message));
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this.dispatcher.dispatch(new DiscardCommand(), {client, cards: message.cards, target: message.target, dtype: 0});
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});
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this.onMessage("eat_card_c2s", (client, message) => {
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msgLog('eat_card from ', client.sessionId, JSON.stringify(message));
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this.dispatcher.dispatch(new EatCardCommand(), {client, cards: message.cards, target: message.target});
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});
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this.battleMan.init(cs, this)
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this.clock.start()
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this.state.gameState = GameStateConst.STATE_WAIT_JOIN
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this.onMessage('play_ready_c2s', (client, message) => {
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msgLog('play_ready from ', client.sessionId, JSON.stringify(message))
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this.dispatcher.dispatch(new PlayReadyCommand(), { client })
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})
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this.onMessage('change_card_c2s', (client, message) => {
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msgLog('change_card from ', client.sessionId, JSON.stringify(message))
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this.dispatcher.dispatch(new ChangeCardCommand(), {
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client,
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cards: message.cards
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})
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})
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this.onMessage('discard_card_c2s', (client, message) => {
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msgLog('discard_card from ', client.sessionId, JSON.stringify(message))
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this.dispatcher.dispatch(new DiscardCommand(), {
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client,
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cards: message.cards,
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target: message.target,
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dtype: 0
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})
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})
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this.onMessage('eat_card_c2s', (client, message) => {
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msgLog('eat_card from ', client.sessionId, JSON.stringify(message))
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this.dispatcher.dispatch(new EatCardCommand(), {
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client,
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cards: message.cards,
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target: message.target
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})
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})
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this.onMessage("give_up_eat_c2s", (client, message) => {
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msgLog('give_up_take from ', client.sessionId, JSON.stringify(message));
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this.dispatcher.dispatch(new GiveUpCommand(), {client});
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});
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this.onMessage('give_up_eat_c2s', (client, message) => {
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msgLog('give_up_take from ', client.sessionId, JSON.stringify(message))
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this.dispatcher.dispatch(new GiveUpCommand(), { client })
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})
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this.onMessage("select_pet_c2s", (client, message) => {
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msgLog('select_pet from ', client.sessionId, JSON.stringify(message));
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this.dispatcher.dispatch(new SelectPetCommand(), {client, cardId: message.card, playerId: message.player, pos: message.pos, effCards: message.effCards, oldpos: message.oldPos });
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});
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this.onMessage('select_pet_c2s', (client, message) => {
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msgLog('select_pet from ', client.sessionId, JSON.stringify(message))
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this.dispatcher.dispatch(new SelectPetCommand(), {
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client,
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cardId: message.card,
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playerId: message.player,
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pos: message.pos,
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effCards: message.effCards,
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oldpos: message.oldPos
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})
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})
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this.onMessage("select_hero_c2s", (client, message) => {
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msgLog('select_hero from ', client.sessionId, JSON.stringify(message));
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this.dispatcher.dispatch(new SelectHeroCommand(), {client, heroId: message.heroId, cardGroup: message.cardgroup});
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});
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this.onMessage('select_hero_c2s', (client, message) => {
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msgLog('select_hero from ', client.sessionId, JSON.stringify(message))
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this.dispatcher.dispatch(new SelectHeroCommand(), {
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client,
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heroId: message.heroId,
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cardGroup: message.cardgroup
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})
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})
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this.onMessage("gm", (client, message) => {
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msgLog('gm command from ', client.sessionId, JSON.stringify(message));
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this.dispatcher.dispatch(new GMCommand(), {client, message});
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});
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this.onMessage('gm', (client, message) => {
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msgLog('gm command from ', client.sessionId, JSON.stringify(message))
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this.dispatcher.dispatch(new GMCommand(), { client, message })
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})
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this.onMessage("restart_c2s", (client, message) => {
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msgLog('restart game from ', client.sessionId, JSON.stringify(message));
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this.dispatcher.dispatch(new GameRestartCommand(), {client});
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});
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this.onMessage('restart_c2s', (client, message) => {
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msgLog('restart game from ', client.sessionId, JSON.stringify(message))
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this.dispatcher.dispatch(new GameRestartCommand(), { client })
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})
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this.onMessage("change_pet_c2s", (client, message) => {
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msgLog('change pet from ', client.sessionId, JSON.stringify(message));
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this.dispatcher.dispatch(new ChangePetCommand(), {client, pos: message.pos, petId: message.petId});
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});
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this.onMessage('change_pet_c2s', (client, message) => {
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msgLog('change pet from ', client.sessionId, JSON.stringify(message))
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this.dispatcher.dispatch(new ChangePetCommand(), {
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client,
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pos: message.pos,
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petId: message.petId
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})
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})
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/**
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* broadcast_c2s的消息, 原样广播出去
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*/
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this.onMessage("broadcast_c2s", (client, message) => {
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msgLog('broadcast_c2s from ', client.sessionId, JSON.stringify(message));
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this.broadcast("broadcast_s2c", message, {except: client});
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});
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this.onMessage('broadcast_c2s', (client, message) => {
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msgLog('broadcast_c2s from ', client.sessionId, JSON.stringify(message))
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this.broadcast('broadcast_s2c', message, { except: client })
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})
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this.onMessage("*", (client, type, message) => {
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this.onMessage('*', (client, type, message) => {
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//
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// Triggers when any other type of message is sent,
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// excluding "action", which has its own specific handler defined above.
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//
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msgLog(client.sessionId, "sent", type, JSON.stringify(message));
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});
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msgLog(client.sessionId, 'sent', type, JSON.stringify(message))
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})
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}
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onJoin (client: Client, options: any) {
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onJoin(client: Client, options: any) {
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let data = {
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client: client,
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accountId: options.accountid,
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seat: options.seat,
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score: options.score,
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};
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this.dispatcher.dispatch(new OnJoinCommand(), data);
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score: options.score
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}
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this.dispatcher.dispatch(new OnJoinCommand(), data)
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}
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//TODO: 掉线逻辑
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async onLeave (client: Client, consented: boolean) {
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async onLeave(client: Client, consented: boolean) {
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if (this.state.gameState === GameStateConst.STATE_GAME_OVER || this.state.gameState === GameStateConst.STATE_WAIT_JOIN) {
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this.state.players.delete(client.sessionId);
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this.state.players.delete(client.sessionId)
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if (this.assistMap.has(client.sessionId)) {
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this.assistMap.get(client.sessionId).leave();
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this.assistMap.delete(client.sessionId);
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this.assistMap.get(client.sessionId).leave()
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this.assistMap.delete(client.sessionId)
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}
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this.bUserLeft(client.sessionId);
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this.bUserLeft(client.sessionId)
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} else {
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this.state.players.get(client.sessionId).online = false;
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let assistClient = this.getAssistClient(client.sessionId);
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assistClient.active = true;
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this.state.players.get(client.sessionId).online = false
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let assistClient = this.getAssistClient(client.sessionId)
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assistClient.active = true
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try {
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if (consented) {
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throw new Error("consented leave");
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throw new Error('consented leave')
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} else {
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await this.allowReconnection(client, 10 * 60);
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debugRoom(`${client.sessionId} 重连`);
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assistClient.active = false;
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this.state.players.get(client.sessionId).online = true;
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await this.allowReconnection(client, 10 * 60)
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debugRoom(`${ client.sessionId } 重连`)
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assistClient.active = false
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this.state.players.get(client.sessionId).online = true
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}
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} catch (e) {
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debugRoom(`player realy level :${client.sessionId}, try add robot`);
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debugRoom(`player realy level :${ client.sessionId }, try add robot`)
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// this.state.players.delete(client.sessionId);
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}
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}
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}
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onDispose() {
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this.gameClock.clear();
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this.assistMap.clear();
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this.dispatcher.stop();
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this.gameClock.clear()
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this.assistMap.clear()
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this.dispatcher.stop()
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}
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getClient(player: string | Player): Client {
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let result: Client;
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let sessionId;
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let result: Client
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let sessionId
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if (typeof player == 'string') {
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sessionId = player;
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result = this.clients.find(client => client.sessionId == player );
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sessionId = player
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result = this.clients.find(client => client.sessionId == player)
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} else {
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sessionId = player.id;
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result = this.clients.find(client => client.sessionId == player.id );
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sessionId = player.id
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result = this.clients.find(client => client.sessionId == player.id)
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}
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if (!result) {
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debugRoom(`无法获取id为: ${typeof player == 'string' ? player : player.id} 的客户端`);
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result = this.getAssistClient(sessionId);
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debugRoom(`启用辅助机器人, 当前机器人状态: ${(result as RobotClient).active}`)
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debugRoom(`无法获取id为: ${ typeof player == 'string' ? player : player.id } 的客户端`)
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result = this.getAssistClient(sessionId)
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debugRoom(`启用辅助机器人, 当前机器人状态: ${ (result as RobotClient).active }`)
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}
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return result;
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return result
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}
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clientCount(): number {
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return this.clients.length;
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return this.clients.length
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}
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/**
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@ -199,17 +228,17 @@ export class GeneralRoom extends Room {
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* @param name
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*/
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beginSchedule(millisecond: number, handler: Function, name: string): void {
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debugRoom(`begin schedule: `, name, millisecond / 1000);
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debugRoom(`begin schedule: `, name, millisecond / 1000)
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if (this.gameClock.has(name) && this.gameClock.get(name)?.active) {
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error(`当前已存在进行中的gameClock: ${name}`);
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this.gameClock.get(name).clear();
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this.gameClock.delete(name);
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error(`当前已存在进行中的gameClock: ${ name }`)
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this.gameClock.get(name).clear()
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this.gameClock.delete(name)
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}
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let self = this;
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let self = this
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let timeOverFun = function () {
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handler && handler();
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handler && handler()
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}
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this.gameClock.set(name, this.clock.setTimeout(timeOverFun, millisecond , name));
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this.gameClock.set(name, this.clock.setTimeout(timeOverFun, millisecond, name))
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}
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/**
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@ -217,19 +246,19 @@ export class GeneralRoom extends Room {
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* gameClock任何时候只有一个可执行的任务
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*/
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stopSchedule(name: string): number {
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debugRoom(`manual stop schedule: ${name}`);
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debugRoom(`manual stop schedule: ${ name }`)
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if (!this.gameClock.has(name)) {
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return -1;
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return -1
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} else {
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let clock = this.gameClock.get(name)
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if (!clock.active) {
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this.gameClock.delete(name);
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return -1;
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this.gameClock.delete(name)
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return -1
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} else {
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let time = clock.elapsedTime;
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clock.clear();
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this.gameClock.delete(name);
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return time;
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let time = clock.elapsedTime
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clock.clear()
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this.gameClock.delete(name)
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return time
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}
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}
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@ -242,25 +271,25 @@ export class GeneralRoom extends Room {
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* @param reason
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*/
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addScheduleTime(millisecond: number, reason?: string, name?: string): void {
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let current;
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let currentName = name;
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let current
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let currentName = name
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if (!name) {
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for (let [id, clock] of this.gameClock) {
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if (clock.active) {
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current = clock;
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currentName = id;
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break;
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current = clock
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currentName = id
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break
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}
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}
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} else {
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if (this.gameClock.has(name)) {
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current = this.gameClock.get(name);
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current = this.gameClock.get(name)
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}
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}
|
||||
debugRoom(`add schedule for ${currentName}, time: ${millisecond/1000}, reason: ${reason}`);
|
||||
debugRoom(`add schedule for ${ currentName }, time: ${ millisecond / 1000 }, reason: ${ reason }`)
|
||||
if (current) {
|
||||
current.time += millisecond ;
|
||||
debugRoom(`schedule for ${name} remain: ${(current.time - current.elapsedTime)/1000}`);
|
||||
current.time += millisecond
|
||||
debugRoom(`schedule for ${ name } remain: ${ (current.time - current.elapsedTime) / 1000 }`)
|
||||
}
|
||||
}
|
||||
|
||||
@ -271,42 +300,44 @@ export class GeneralRoom extends Room {
|
||||
room: this.roomId,
|
||||
sessionId: playerId
|
||||
}
|
||||
await createRobot(data);
|
||||
await createRobot(data)
|
||||
}
|
||||
|
||||
addAssistClient(sessionId: string) {
|
||||
if (!this.assistMap.has(sessionId)) {
|
||||
let client = new RobotClient(sessionId, this.state, this['onMessageHandlers']);
|
||||
this.assistMap.set(sessionId, client);
|
||||
let client = new RobotClient(sessionId, this.state, this['onMessageHandlers'])
|
||||
this.assistMap.set(sessionId, client)
|
||||
}
|
||||
}
|
||||
|
||||
getAssistClient(sessionId: string): RobotClient {
|
||||
return this.assistMap.get(sessionId);
|
||||
return this.assistMap.get(sessionId)
|
||||
}
|
||||
|
||||
getPlayerByIdx(idx: number) {
|
||||
for (let [, player] of this.state.players) {
|
||||
if (player.idx == idx) {
|
||||
return player;
|
||||
return player
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 获取对位玩家
|
||||
* @param srcPlayer
|
||||
*/
|
||||
getOppositePlayer(srcPlayer: string | Player): Player {
|
||||
let playerId;
|
||||
let playerId
|
||||
if (typeof srcPlayer === 'string') {
|
||||
playerId = srcPlayer as string;
|
||||
playerId = srcPlayer as string
|
||||
} else {
|
||||
playerId = srcPlayer.id;
|
||||
playerId = srcPlayer.id
|
||||
}
|
||||
if (!this.state.players.has(playerId)) {
|
||||
return null;
|
||||
return null
|
||||
}
|
||||
let idx = this.state.players.get(playerId).idx;
|
||||
let opposIdx = ((this.maxClients / 2 | 0) + idx) % this.maxClients;
|
||||
return this.getPlayerByIdx(opposIdx);
|
||||
let idx = this.state.players.get(playerId).idx
|
||||
let opposIdx = ((this.maxClients / 2 | 0) + idx) % this.maxClients
|
||||
return this.getPlayerByIdx(opposIdx)
|
||||
}
|
||||
}
|
||||
|
Loading…
x
Reference in New Issue
Block a user