card_svr/src/rooms/GeneralRoom.ts
2020-12-09 15:47:55 +08:00

166 lines
5.8 KiB
TypeScript

import {Client, Room} from "colyseus";
import {CardGameState} from "./schema/CardGameState";
import {OnJoinCommand} from "./commands/OnJoinCommand";
import {PlayReadyCommand} from "./commands/PlayReadyCommand";
import {Dispatcher} from "@colyseus/command";
import {DiscardCommand} from "./commands/DiscardCommand";
import {SelectPetCommand} from "./commands/SelectPetCommand";
import {ChangeCardCommand} from "./commands/ChangeCardCommand";
import {SelectHeroCommand} from "./commands/SelectHeroCommand";
import {EatCardCommand} from "./commands/EatCardCommand";
import {GiveUpCommand} from "./commands/GiveUpCommand";
import {BattleHandler} from "./logic/Handler/BattleHandler";
import {debugRoom, error, msgLog} from "../common/Debug";
import {Delayed} from "@gamestdio/timer/lib/Delayed";
import {IncomingMessage} from "http";
import {PlayerStateConst} from "../constants/PlayerStateConst";
import {Player} from "./schema/Player";
export class GeneralRoom extends Room {
dispatcher = new Dispatcher(this);
maxClients = 4;
clientMap = new Map();
battleMan = new BattleHandler();
// 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
mainClock: Delayed;
async onAuth (client:Client, options: any, request: IncomingMessage) {
console.log(options);
// TODO: 验证用户信息
// client.auth.accountId = options.accountId;
// client.auth.sessionId = options.sessionId;
return true;
}
onCreate (options: any) {
let cs = new CardGameState();
this.setState(cs);
this.battleMan.init(cs, this);
this.clock.start();
this.state.gameSate = 0;
this.onMessage("play_ready_c2s", (client, message) => {
msgLog('play_ready from ', client.sessionId, message);
this.dispatcher.dispatch(new PlayReadyCommand(), {client});
});
this.onMessage("change_card_c2s", (client, message) => {
msgLog('change_card from ', client.sessionId, message);
this.dispatcher.dispatch(new ChangeCardCommand(), {client, cards: message.cards});
});
this.onMessage("discard_card_c2s", (client, message) => {
msgLog('discard_card from ', client.sessionId, message);
this.dispatcher.dispatch(new DiscardCommand(), {client, cards: message.cards, dtype: 0});
});
this.onMessage("eat_card_c2s", (client, message) => {
msgLog('eat_card from ', client.sessionId, message);
this.dispatcher.dispatch(new EatCardCommand(), {client, cards: message.cards, target: message.target});
});
this.onMessage("give_up_eat_c2s", (client, message) => {
msgLog('give_up_take from ', client.sessionId, message);
this.dispatcher.dispatch(new GiveUpCommand(), {client});
});
this.onMessage("select_pet_c2s", (client, message) => {
msgLog('select_pet from ', client.sessionId, message);
this.dispatcher.dispatch(new SelectPetCommand(), {client, cardId: message.card, playerId: message.player, pos: message.pos, effCards: message.effCards });
});
this.onMessage("select_hero_c2s", (client, message) => {
msgLog('select_hero from ', client.sessionId, message);
this.dispatcher.dispatch(new SelectHeroCommand(), {client, heroId: message.heroId});
});
this.onMessage("*", (client, type, message) => {
//
// Triggers when any other type of message is sent,
// excluding "action", which has its own specific handler defined above.
//
msgLog(client.sessionId, "sent", type, message);
});
}
onJoin (client: Client, options: any) {
let data = {
client: client
};
this.dispatcher.dispatch(new OnJoinCommand(), data);
this.clientMap.set(client.sessionId, client);
}
//TODO: 掉线逻辑
async onLeave (client: Client, consented: boolean) {
// this.state.players.get(client.sessionId).state = PlayerStateConst.PLAYER_OFFLINE;
//
// try {
// if (consented) {
// throw new Error("consented leave");
// }
// await this.allowReconnection(client, 60);
// this.state.players.get(client.sessionId).state = PlayerStateConst.PLAYER_NORMAL;
//
// } catch (e) {
// this.state.players.delete(client.sessionId);
// }
}
onDispose() {
this.dispatcher.stop();
}
getClient(player: string | Player): Client {
let result: Client;
if (typeof player == 'string') {
result = this.clients.find(client => client.sessionId == player );
} else {
result = this.clients.find(client => client.sessionId == player.id );
}
if (!result) {
error(`无法获取id为: ${typeof player == 'string' ? player : player.id} 的客户端`)
}
return result;
}
/**
* 给room.mainClock设定任务
* mainClock任何时候只有一个可执行的任务
* @param millisecond
* @param handler
* @param name
*/
beginSchedule(millisecond: number, handler: Function, name: string): void {
debugRoom(`begin schedule: `, name, millisecond / 1000);
if (this.mainClock?.active) {
error(`当前已存在进行中的mainClock: ${this.mainClock['args']}`);
}
this.mainClock = this.clock.setTimeout(handler, millisecond , name);
}
/**
* 取消当前room.mainClock的任务
* mainClock任何时候只有一个可执行的任务
*/
stopSchedule(): number {
debugRoom(`manual stop schedule: ${this.mainClock['args']}`);
if (!this.mainClock.active) {
return -1;
} else {
let time = this.mainClock.elapsedTime;
this.mainClock.clear();
return time;
}
}
/**
* 给room的mainClock增加n秒
* @param millisecond
* @param reason
*/
addScheduleTime(millisecond: number, reason?: string): void {
debugRoom(`add schedule for ${this.mainClock['args']}, time: ${millisecond/1000}`);
if (this.mainClock?.active) {
this.mainClock.time += millisecond ;
debugRoom(`schedule remain: ${(this.mainClock.time - this.mainClock.elapsedTime)/1000}`);
}
}
}