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game.go
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game.go
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package game
import (
"github.com/CuteReimu/FengSheng/config"
_ "github.com/CuteReimu/FengSheng/core"
"github.com/CuteReimu/FengSheng/protos"
"github.com/CuteReimu/FengSheng/utils"
"github.com/davyxu/cellnet"
"github.com/davyxu/cellnet/msglog"
"github.com/davyxu/cellnet/peer"
_ "github.com/davyxu/cellnet/peer/tcp"
"github.com/davyxu/cellnet/proc"
_ "github.com/davyxu/cellnet/proc/tcp"
"google.golang.org/protobuf/proto"
"time"
)
var logger = utils.GetLogger("game")
var eventQueue cellnet.EventQueue
func Post(callback func()) {
eventQueue.Post(callback)
}
type Fsm interface {
Resolve() (next Fsm, continueResolve bool)
}
type WaitingFsm interface {
Fsm
ResolveProtocol(player IPlayer, message proto.Message) (next Fsm, continueResolve bool)
}
type Game struct {
Id uint32
Players []IPlayer
Deck *Deck
fsm Fsm
listeningSkills []ISkill
}
func (game *Game) end() {
delete(Cache, game.Id)
}
var Cache = make(map[uint32]*Game)
func Start(totalCount int) {
gameId := uint32(1)
game := &Game{Id: gameId, Players: make([]IPlayer, totalCount)}
if !config.IsTcpDebugLogOpen() {
msglog.SetCurrMsgLogMode(msglog.MsgLogMode_Mute)
}
// 创建一个事件处理队列,整个服务器只有这一个队列处理事件,服务器属于单线程服务器
eventQueue = cellnet.NewEventQueue()
// 创建一个tcp的侦听器,名称为server,所有连接将事件投递到queue队列,单线程的处理
p := peer.NewGenericPeer("tcp.Acceptor", "server", config.GetListenAddress(), eventQueue)
humanMap := make(map[int64]*HumanPlayer)
onAdd := func(player IPlayer) int {
playerIndex, unready := 0, -1
for index := range game.Players {
if game.Players[index] == nil {
unready++
if unready == 0 {
game.Players[index] = player
playerIndex = index
}
}
}
msg := &protos.JoinRoomToc{Name: player.String(), Position: uint32(playerIndex)}
for i := range game.Players {
if player, ok := game.Players[i].(*HumanPlayer); ok && i != playerIndex {
player.Send(msg)
}
}
if unready == 0 {
logger.Info(player, "加入了。已加入", totalCount, "个人,游戏开始。。。")
Post(game.start)
gameId++
game = &Game{Id: gameId, Players: make([]IPlayer, totalCount)}
} else {
logger.Info(player, "加入了。已加入", totalCount-unready, "个人,等待", unready, "人加入。。。")
}
return playerIndex
}
proc.BindProcessorHandler(p, "tcp.ltv", func(ev cellnet.Event) {
switch pb := ev.Message().(type) {
case *cellnet.SessionAccepted:
logger.Info("session connected: ", ev.Session().ID())
case *protos.JoinRoomTos:
if pb.Version >= config.GetClientVersion() {
if len(Cache) <= config.GetMaxRoomCount() {
player := &HumanPlayer{Session: ev.Session()}
humanMap[player.Session.ID()] = player
index := onAdd(player)
msg := &protos.GetRoomInfoToc{Names: make([]string, len(game.Players)), MyPosition: uint32(index)}
for i := range game.Players {
if game.Players[i] != nil {
msg.Names[i] = game.Players[i].String()
}
}
player.Send(msg)
} else {
ev.Session().Send(&protos.ErrorCodeToc{
Code: protos.ErrorCode_no_more_room,
})
}
} else {
ev.Session().Send(&protos.ErrorCodeToc{
Code: protos.ErrorCode_client_version_not_match,
IntParams: []int64{int64(config.GetClientVersion())},
})
}
case *cellnet.SessionClosed:
logger.Info("session closed: ", ev.Session().ID())
if player, ok := humanMap[ev.Session().ID()]; ok {
if player.GetGame() != nil {
game := player.GetGame()
if func(players []IPlayer) bool {
for i := range players {
if _, ok := players[i].(*HumanPlayer); ok && player.Location() != players[i].Location() {
return true
}
}
return false
}(game.GetPlayers()) {
game.GetPlayers()[player.Location()] = &RobotPlayer{BasePlayer: player.BasePlayer}
} else {
for i := range game.GetPlayers() {
switch p := game.GetPlayers()[i].(type) {
case *HumanPlayer:
game.GetPlayers()[i] = &IdlePlayer{BasePlayer: p.BasePlayer}
case *RobotPlayer:
game.GetPlayers()[i] = &IdlePlayer{BasePlayer: p.BasePlayer}
}
}
game.end()
}
} else {
msg := &protos.LeaveRoomToc{}
for i := range game.Players {
if player == game.Players[i] {
msg.Position = uint32(i)
game.Players[i] = nil
break
}
}
for i := range game.Players {
if player, ok := game.Players[i].(*HumanPlayer); ok {
player.Send(msg)
}
}
}
delete(humanMap, ev.Session().ID())
}
case *protos.AddRobotTos:
onAdd(&RobotPlayer{})
case *protos.EndMainPhaseTos:
humanMap[ev.Session().ID()].onEndMainPhase(pb)
case *protos.UseShiTanTos:
humanMap[ev.Session().ID()].onUseShiTan(pb)
case *protos.ExecuteShiTanTos:
humanMap[ev.Session().ID()].onExecuteShiTan(pb)
case *protos.UseLiYouTos:
humanMap[ev.Session().ID()].onUseLiYou(pb)
case *protos.UsePingHengTos:
humanMap[ev.Session().ID()].onUsePingHeng(pb)
case *protos.UseWeiBiTos:
humanMap[ev.Session().ID()].onUseWeiBi(pb)
case *protos.WeiBiGiveCardTos:
humanMap[ev.Session().ID()].onWeiBiGiveCard(pb)
case *protos.UseChengQingTos:
humanMap[ev.Session().ID()].onUseChengQing(pb)
case *protos.SendMessageCardTos:
humanMap[ev.Session().ID()].onSendMessageCard(pb)
case *protos.ChooseWhetherReceiveTos:
humanMap[ev.Session().ID()].onChooseWhetherReceive(pb)
case *protos.EndFightPhaseTos:
humanMap[ev.Session().ID()].onEndFightPhase(pb)
case *protos.ChengQingSaveDieTos:
humanMap[ev.Session().ID()].onChengQingSaveDie(pb)
case *protos.DieGiveCardTos:
humanMap[ev.Session().ID()].onDieGiveCard(pb)
case *protos.UsePoYiTos:
humanMap[ev.Session().ID()].onUsePoYi(pb)
case *protos.PoYiShowTos:
humanMap[ev.Session().ID()].onPoYiShow(pb)
case *protos.UseJieHuoTos:
humanMap[ev.Session().ID()].onUseJieHuo(pb)
case *protos.UseDiaoBaoTos:
humanMap[ev.Session().ID()].onUseDiaoBao(pb)
case *protos.UseWuDaoTos:
humanMap[ev.Session().ID()].onUseWuDao(pb)
case *protos.EndReceivePhaseTos:
humanMap[ev.Session().ID()].onEndReceivePhase(pb)
case *protos.SkillXinSiChaoTos:
r := humanMap[ev.Session().ID()]
if skill := r.FindSkill(SkillIdXinSiChao); skill != nil {
skill.ExecuteProtocol(r.game, r, pb)
}
case *protos.SkillMianLiCangZhenTos:
r := humanMap[ev.Session().ID()]
if skill := r.FindSkill(SkillIdMianLiCangZhen); skill != nil {
r.GetGame().TryContinueResolveProtocol(r, pb)
}
case *protos.SkillQiHuoKeJuTos:
r := humanMap[ev.Session().ID()]
if skill := r.FindSkill(SkillIdQiHuoKeJu); skill != nil {
r.GetGame().TryContinueResolveProtocol(r, pb)
}
case *protos.SkillJinShenTos:
r := humanMap[ev.Session().ID()]
if skill := r.FindSkill(SkillIdJinShen); skill != nil {
r.GetGame().TryContinueResolveProtocol(r, pb)
}
}
})
p.Start()
eventQueue.StartLoop()
eventQueue.Wait()
}
func (game *Game) start() {
idTask := make([]struct {
id protos.Color
task protos.SecretTask
}, (len(game.Players)+1)/2*2+1)
for i := 0; i < (len(game.Players)-1)/2; i++ {
idTask[i*2].id = protos.Color_Red
idTask[i*2+1].id = protos.Color_Blue
}
for i := 0; i < 3; i++ {
idTask[len(idTask)-3+i].task = protos.SecretTask(i)
}
utils.Random.Shuffle(3, func(i, j int) {
idTask[len(idTask)-3+i], idTask[len(idTask)-3+j] = idTask[len(idTask)-3+j], idTask[len(idTask)-3+i]
})
utils.Random.Shuffle(len(game.Players), func(i, j int) {
idTask[i], idTask[j] = idTask[j], idTask[i]
})
utils.Random.Shuffle(len(RoleCache), func(i, j int) {
RoleCache[i], RoleCache[j] = RoleCache[j], RoleCache[i]
})
if debugRoles := config.GetDebugRoles(); config.IsGmEnable() && len(debugRoles) > 0 {
for i, role := range debugRoles {
for j, r := range RoleCache {
if i != j && r.Role == protos.Role(role) {
RoleCache[i], RoleCache[j] = RoleCache[j], RoleCache[i]
}
}
}
}
for location, player := range game.Players {
if location < len(RoleCache) {
player.Init(game, location, idTask[location].id, idTask[location].task, RoleCache[location])
} else {
player.Init(game, location, idTask[location].id, idTask[location].task, nil)
}
}
Cache[game.Id] = game
game.Deck = NewDeck(game)
whoseTurn := utils.Random.Intn(len(game.Players))
for i := 0; i < len(game.Players); i++ {
game.Players[(whoseTurn+i)%len(game.Players)].Draw(config.GetHandCardCountBegin())
}
time.AfterFunc(time.Second, func() {
Post(func() {
game.Resolve(&DrawPhase{Player: game.Players[whoseTurn]})
})
})
}
func (game *Game) GetPlayers() []IPlayer {
return game.Players
}
func (game *Game) GetDeck() *Deck {
return game.Deck
}
func (game *Game) PlayerDiscardCard(player IPlayer, cards ...ICard) {
if len(cards) == 0 {
return
}
for _, card := range cards {
player.DeleteCard(card.GetId())
}
logger.Info(player, "弃掉了", cards, ",剩余手牌", len(player.GetCards()), "张")
game.GetDeck().Discard(cards...)
for _, p := range game.Players {
if h, ok := p.(*HumanPlayer); ok {
msg := &protos.DiscardCardToc{PlayerId: h.GetAlternativeLocation(player.Location())}
for _, card := range cards {
msg.Cards = append(msg.Cards, card.ToPbCard())
}
h.Send(msg)
}
}
}
func (game *Game) GetFsm() Fsm {
return game.fsm
}
func (game *Game) ContinueResolve() {
Post(func() {
var continueResolve bool
game.fsm, continueResolve = game.fsm.Resolve()
if continueResolve {
game.ContinueResolve()
}
})
}
func (game *Game) TryContinueResolveProtocol(player IPlayer, pb proto.Message) {
Post(func() {
fsm, ok := game.GetFsm().(WaitingFsm)
if !ok {
logger.Error("时机错误", fsm)
return
}
var continueResolve bool
game.fsm, continueResolve = fsm.ResolveProtocol(player, pb)
if continueResolve {
game.ContinueResolve()
}
})
}
func (game *Game) Resolve(fsm Fsm) {
game.fsm = fsm
game.ContinueResolve()
}
func (game *Game) AddListeningSkill(skill ISkill) {
game.listeningSkills = append(game.listeningSkills, skill)
}
func (game *Game) DealListeningSkills() (nextFsm Fsm, continueResolve bool, ok bool) {
for _, skill := range game.listeningSkills {
if nextFsm, continueResolve, ok = skill.Execute(game); ok {
return nextFsm, continueResolve, true
}
}
return nil, false, false
}