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- package game
- import (
- "sync"
- "time"
- "github.com/wonderivan/logger"
- )
- type Room struct {
- //房间ID,目前没啥用,就是方便打印查看
- ID int
- //入房钥匙
- EnterKey string
- //玩家列表
- PlayerList []*Player
- }
- var staticRoomMapLocker sync.RWMutex
- var staticRoomMap = make(map[string]*Room)
- //进入房间
- func EnterRoom(player *Player, enterKey string) {
- staticRoomMapLocker.Lock()
- defer staticRoomMapLocker.Unlock()
- needCreateRoom := false
- room := staticRoomMap[enterKey]
- if room == nil {
- needCreateRoom = true
- } else if room != nil {
- needCreateRoom = room.IsFullMembers()
- }
- if needCreateRoom {
- room = &Room{ID: GetUuidInt("Room"), EnterKey: enterKey, PlayerList: []*Player{player, nil}}
- go room.AutoCheck()
- staticRoomMap[enterKey] = room
- logger.Info("roomID:", room.ID, "Create", "EnterKey:", room.EnterKey)
- player.OnEnterRoom(room)
- } else {
- room.PlayerList[1] = player
- player.OnEnterRoom(room)
- room.OnRoomReadyComplete()
- }
- }
- //开启检测-主要为了自动销毁
- func (room *Room) AutoCheck() {
- defer room.CloseAllPlayers()
- defer func() {
- staticRoomMapLocker.Lock()
- if staticRoomMap[room.EnterKey] == room {
- delete(staticRoomMap, room.EnterKey)
- }
- staticRoomMapLocker.Unlock()
- logger.Info("roomID:", room.ID, "Destroy")
- }()
- loopInterval := 2
- waitTime := 0
- for {
- time.Sleep(time.Duration(loopInterval) * time.Second)
- if room.IsFullMembers() {
- if !room.IsAllMembersValid() {
- break
- }
- } else {
- waitTime += loopInterval
- if waitTime >= 30 {
- break
- }
- }
- }
- }
- //判断房间的人数是否已满
- func (room *Room) IsFullMembers() bool {
- for _, p := range room.PlayerList {
- if p == nil {
- return false
- }
- }
- return true
- }
- //判断房间内是由所有玩家都有效
- func (room *Room) IsAllMembersValid() bool {
- for _, p := range room.PlayerList {
- if !p.IsValid {
- return false
- }
- }
- return true
- }
- //关闭所有玩家连接
- func (room *Room) CloseAllPlayers() {
- for _, p := range room.PlayerList {
- if p != nil {
- p.Conn.Close()
- }
- }
- }
- //广播到其他人
- func (room *Room) BroadcastToOthers(player *Player, func_ string, args ...interface{}) {
- for _, p := range room.PlayerList {
- if p != nil && p != player {
- SendPackFunction(p.Conn, func_, args...)
- }
- }
- }
- //广播到全部人
- func (room *Room) BroadcastToAll(func_ string, args ...interface{}) {
- for _, p := range room.PlayerList {
- if p != nil {
- SendPackFunction(p.Conn, func_, args...)
- }
- }
- }
- //向客户端发送的请求
- //房间准备完毕,即房间内的玩家都准备好了,接到该通知就可以开始游戏啦
- func (room *Room) OnRoomReadyComplete() {
- for playerIndexInRoom, p := range room.PlayerList {
- SendPackFunction(p.Conn, "OnRoomReadyComplete", playerIndexInRoom)
- }
- logger.Info("roomID:", room.ID, "OnRoomReadyComplete")
- }
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