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desk_manager.go
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desk_manager.go
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package game
import (
"time"
"strings"
"github.com/lonnng/nanoserver/db"
"github.com/lonnng/nanoserver/internal/async"
"github.com/lonnng/nanoserver/internal/constant"
"github.com/lonnng/nanoserver/internal/errutil"
"github.com/lonnng/nanoserver/internal/protocol"
"github.com/lonnng/nanoserver/internal/room"
"fmt"
"github.com/lonnng/nano"
"github.com/lonnng/nano/component"
"github.com/lonnng/nano/session"
"github.com/pkg/errors"
)
const (
ApplyDissolve = "申请解散"
AgreeRequest = "同意解散"
Offline = "离线"
Waiting = "等待中"
fieldDesk = "desk"
fieldPlayer = "player"
)
const deskOpBacklog = 64
const (
errorCode = -1 //错误码
applyDissolveRestTime = 300 //有玩家申请解散, 倒计时5分钟
agreeDissolveRestTime = 150 //如果有一个玩家同意解散, 时间降低为2.5分钟
)
const (
deskNotFoundMessage = "您输入的房间号不存在, 请确认后再次输入"
deskPlayerNumEnoughMessage = "您加入的房间已经满人, 请确认房间号后再次确认"
versionExpireMessage = "你当前的游戏版本过老,请更新客户端,地址: http://fir.im/tand"
deskCardNotEnoughMessage = "房卡不足"
clubCardNotEnoughMessage = "俱乐部房卡不足"
)
var ErrModeCannotQue = errors.New("当前不为4人模式,不能定缺")
var (
deskNotFoundResponse = &protocol.JoinDeskResponse{Code: errutil.YXDeskNotFound, Error: deskNotFoundMessage}
deskPlayerNumEnough = &protocol.JoinDeskResponse{Code: errorCode, Error: deskPlayerNumEnoughMessage}
joinVersionExpire = &protocol.JoinDeskResponse{Code: errorCode, Error: versionExpireMessage}
reentryDesk = &protocol.CreateDeskResponse{Code: 30003, Error: "你当前正在房间中"}
createVersionExpire = &protocol.CreateDeskResponse{Code: 30001, Error: versionExpireMessage}
deskCardNotEnough = &protocol.CreateDeskResponse{Code: 30002, Error: deskCardNotEnoughMessage}
clubCardNotEnough = &protocol.CreateDeskResponse{Code: 30002, Error: clubCardNotEnoughMessage}
)
type (
DeskManager struct {
component.Base
//桌子数据
desks map[room.Number]*Desk // 所有桌子
}
)
var defaultDeskManager = NewDeskManager()
func NewDeskManager() *DeskManager {
return &DeskManager{
desks: map[room.Number]*Desk{},
}
}
func (dm *DeskManager) AfterInit() {
nano.OnSessionClosed(func(s *session.Session) {
// Fixed: 玩家WIFI切换到4G网络不断开, 重连时,将UID设置为illegalSessionUid
if s.UID() > 0 {
if err := dm.onPlayerDisconnect(s); err != nil {
logger.Errorf("玩家退出: UID=%d, Error=%s", s.UID, err.Error())
}
}
})
// 每5分钟清空一次已摧毁的房间信息
nano.NewTimer(300*time.Second, func() {
destroyDesk := map[room.Number]*Desk{}
deadline := time.Now().Add(-24 * time.Hour).Unix()
for no, d := range dm.desks {
// 清除创建超过24小时的房间
if d.status() == constant.DeskStatusDestory || d.createdAt < deadline {
destroyDesk[no] = d
}
}
for _, d := range destroyDesk {
d.destroy()
}
dm.dumpDeskInfo()
// 统计结果异步写入数据库
sCount := defaultManager.sessionCount()
dCount := len(dm.desks)
async.Run(func() {
db.InsertOnline(sCount, dCount)
})
})
}
func (dm *DeskManager) dumpDeskInfo() {
c := len(dm.desks)
if c < 1 {
return
}
logger.Infof("剩余房间数量: %d 在线人数: %d 当前时间: %s", c, defaultManager.sessionCount(), time.Now().Format("2006-01-02 15:04:05"))
for no, d := range dm.desks {
logger.Debugf("房号: %s, 创建时间: %s, 创建玩家: %d, 状态: %s, 总局数: %d, 当前局数: %d",
no, time.Unix(d.createdAt, 0).String(), d.creator, d.status().String(), d.opts.MaxRound, d.round)
}
}
func (dm *DeskManager) onPlayerDisconnect(s *session.Session) error {
uid := s.UID()
p, err := playerWithSession(s)
if err != nil {
return err
}
p.logger.Debug("DeskManager.onPlayerDisconnect: 玩家网络断开")
// 移除session
p.removeSession()
if p.desk == nil || p.desk.isDestroy() {
defaultManager.offline(uid)
return nil
}
d := p.desk
d.onPlayerExit(s, true)
return nil
}
// 根据桌号返回牌桌数据
func (dm *DeskManager) desk(number room.Number) (*Desk, bool) {
d, ok := dm.desks[number]
return d, ok
}
// 设置桌号对应的牌桌数据
func (dm *DeskManager) setDesk(number room.Number, desk *Desk) {
if desk == nil {
delete(dm.desks, number)
logger.WithField(fieldDesk, number).Debugf("清除房间: 剩余: %d", len(dm.desks))
} else {
dm.desks[number] = desk
}
}
// 检查登录玩家关闭应用之前是否正在游戏
func (dm *DeskManager) UnCompleteDesk(s *session.Session, _ []byte) error {
resp := &protocol.UnCompleteDeskResponse{}
p, err := playerWithSession(s)
if err != nil {
return nil
}
if p.desk == nil {
p.logger.Debug("DeskManager.UnCompleteDesk: 玩家不在房间内")
return s.Response(resp)
}
d := p.desk
if d.isDestroy() {
delete(dm.desks, d.roomNo)
p.desk = nil
p.logger.Debug("DeskManager.UnCompleteDesk: 房间已销毁")
return s.Response(resp)
}
return s.Response(&protocol.UnCompleteDeskResponse{
Exist: true,
TableInfo: protocol.TableInfo{
DeskNo: string(d.roomNo),
CreatedAt: d.createdAt,
Creator: d.creator,
Title: d.title(),
Desc: d.desc(true),
Status: d.status(),
Round: d.round,
Mode: d.opts.Mode,
},
})
}
// 网络断开后, 重新连接网络
func (dm *DeskManager) ReConnect(s *session.Session, req *protocol.ReConnect) error {
uid := req.Uid
// 绑定UID
if err := s.Bind(uid); err != nil {
return err
}
logger.Infof("玩家重新连接服务器: UID=%d", uid)
// 设置用户
p, ok := defaultManager.player(uid)
if !ok {
logger.Infof("玩家之前用户信息已被清除,重新初始化用户信息: UID=%d", uid)
ip := ""
if parts := strings.Split(s.RemoteAddr().String(), ":"); len(parts) > 0 {
ip = parts[0]
}
p = newPlayer(s, uid, req.Name, req.HeadUrl, ip, req.Sex)
defaultManager.setPlayer(uid, p)
} else {
logger.Infof("玩家之前用户信息存在服务器上,替换session: UID=%d", uid)
// 重置之前的session
prevSession := p.session
if prevSession != nil {
prevSession.Clear()
prevSession.Close()
}
// 绑定新session
p.bindSession(s)
// 移除广播频道
if d := p.desk; d != nil && prevSession != nil {
d.group.Leave(prevSession)
}
}
return nil
}
// 网络断开后, 如果ReConnect后发现当前正在房间中, 则重新进入, 桌号是之前的桌号
func (dm *DeskManager) ReJoin(s *session.Session, data *protocol.ReJoinDeskRequest) error {
d, ok := dm.desk(room.Number(data.DeskNo))
if !ok || d.isDestroy() {
return s.Response(&protocol.ReJoinDeskResponse{
Code: -1,
Error: "房间已解散",
})
}
d.logger.Debugf("玩家重新加入房间: UID=%d, Data=%+v", s.UID(), data)
return d.onPlayerReJoin(s)
}
// 应用退出后重新进入房间
func (dm *DeskManager) ReEnter(s *session.Session, msg *protocol.ReEnterDeskRequest) error {
p, err := playerWithSession(s)
if err != nil {
logger.Errorf("玩家重新进入房间: UID=%d", s.UID())
return nil
}
if p.desk == nil {
p.logger.Debugf("玩家没有未完成房间,但是发送了重进请求: 请求房号: %s", msg.DeskNo)
return nil
}
d := p.desk
if string(d.roomNo) != msg.DeskNo {
p.logger.Debugf("玩家正在试图进入非上次未完成房间: 房号: %s", d.roomNo)
return nil
}
return d.onPlayerReJoin(s)
}
func (dm *DeskManager) Pause(s *session.Session, _ []byte) error {
uid := s.UID()
p, err := playerWithSession(s)
if err != nil {
return err
}
d := p.desk
if d == nil {
p.logger.Debug("玩家不在房间内")
return nil
}
p.logger.Debug("玩家切换到后台")
d.dissolve.updateOnlineStatus(uid, false)
return nil
}
func (dm *DeskManager) Resume(s *session.Session, _ []byte) error {
uid := s.UID()
p, err := playerWithSession(s)
if err != nil {
return err
}
d := p.desk
if d == nil {
p.logger.Debug("玩家不在房间内")
return nil
}
// 玩家并未暂停
if d.dissolve.isOnline(uid) {
return nil
}
p.logger.Debug("玩家切换到前台")
d.dissolve.updateOnlineStatus(uid, true)
// 人数不够, 未开局, 或没有人申请解散
if len(d.players) < d.totalPlayerCount() || !d.dissolve.isDissolving() {
return nil
}
// 有玩家切出游戏, 切回来时发现已经有人申请解散, 则刷新最新的解散状态
p.logger.Debug("已经有人申请退出了")
dissolveStatus := &protocol.DissolveStatusResponse{
DissolveStatus: d.collectDissolveStatus(),
RestTime: d.dissolve.restTime,
}
return d.group.Broadcast("onDissolveStatus", dissolveStatus)
}
// 理牌结束
func (dm *DeskManager) QiPaiFinished(s *session.Session, msg []byte) error {
p, err := playerWithSession(s)
if err != nil {
return err
}
d := p.desk
if d == nil {
p.logger.Debug("玩家不在房间内")
return nil
}
return d.qiPaiFinished(s.UID())
}
// 定缺
func (dm *DeskManager) DingQue(s *session.Session, msg *protocol.DingQue) error {
p, err := playerWithSession(s)
if err != nil {
return err
}
que := msg.Que
if que < 1 {
return fmt.Errorf("玩家定缺麻将不能为0,实际=%d", que)
}
d := p.desk
if d == nil {
p.logger.Debug("玩家不在房间内")
return nil
}
if d.opts.Mode != ModeFours {
return ErrModeCannotQue
}
d.dingQue(p, que)
return nil
}
// Exit 处理玩家退出, 客户端会在房间人没有满的情况下发送DeskManager.Exit消息, 如果人满, 或游戏
// 开始, 客户端则发送DeskManager.Dissolve申请解散
func (dm *DeskManager) Exit(s *session.Session, msg *protocol.ExitRequest) error {
uid := s.UID()
p, err := playerWithSession(s)
if err != nil {
return err
}
p.logger.Debugf("DeskManager.Exit: %+v", msg)
d := p.desk
if d == nil || d.isDestroy() {
p.logger.Debug("玩家不在房间内")
return s.Push("onDissolveSuccess", protocol.EmptyMessage)
}
if d.status() != constant.DeskStatusCreate {
p.logger.Debug("房间已经开始,中途不能退出")
return nil
}
deskPos := -1
for i, p := range d.players {
if p.Uid() == uid {
deskPos = i
if !d.prepare.isReady(uid) {
// fixed: 玩家在未准备的状态退出游戏, 不应该直接返回
msg := &protocol.ExitResponse{
AccountId: uid,
IsExit: true,
ExitType: protocol.ExitTypeExitDeskUI,
DeskPos: deskPos,
}
if err := s.Push("onDissolve", msg); err != nil {
return err
}
}
break
}
}
res := &protocol.ExitResponse{
AccountId: uid,
IsExit: true,
ExitType: protocol.ExitTypeExitDeskUI,
DeskPos: deskPos,
}
route := "onPlayerExit"
if msg.IsDestroy {
route = "onDissolve"
}
d.group.Broadcast(route, res)
p.logger.Info("DeskManager.Exit: 退出房间")
d.onPlayerExit(s, false)
return nil
}
func (dm *DeskManager) OpChoose(s *session.Session, msg *protocol.OpChooseRequest) error {
p, err := playerWithSession(s)
if err != nil {
return err
}
p.logger.Debugf("玩家选择: MSG=%+v", msg)
p.chOperation <- &protocol.OpChoosed{
Type: msg.OpType,
TileID: msg.Index,
}
return nil
}
func (dm *DeskManager) Ready(s *session.Session, _ []byte) error {
p, err := playerWithSession(s)
if err != nil {
return err
}
d := p.desk
d.prepare.ready(s.UID())
d.syncDeskStatus()
// 必须在广播消息以后调用checkStart
d.checkStart()
return err
}
func (dm *DeskManager) ClientInitCompleted(s *session.Session, msg *protocol.ClientInitCompletedRequest) error {
logger.Debug(msg)
uid := s.UID()
p, err := playerWithSession(s)
if err != nil {
return err
}
d := p.desk
// 客户端准备完成后加入消息广播队列
for _, p := range d.players {
if p.Uid() == uid {
if p.session != s {
p.logger.Error("DeskManager.ClientInitCompleted: Session不一致")
}
p.logger.Info("eskManager.ClientInitCompleted: 玩家加入房间广播列表")
d.group.Add(p.session)
break
}
}
// 如果不是重新进入游戏, 则同步状态到房间所有玩家
if !msg.IsReEnter {
d.syncDeskStatus()
}
return err
}
//创建一张桌子
func (dm *DeskManager) CreateDesk(s *session.Session, data *protocol.CreateDeskRequest) error {
p, err := playerWithSession(s)
if err != nil {
return err
}
if p.desk != nil {
return s.Response(reentryDesk)
}
if forceUpdate && data.Version != version {
return s.Response(createVersionExpire)
}
logger.Infof("牌桌选项: %#v", data.DeskOpts)
if !verifyOptions(data.DeskOpts) {
return errutil.YXErrIllegalParameter
}
// 四人模式,默认可以平胡
if data.DeskOpts.Mode == ModeFours {
data.DeskOpts.Pinghu = true
}
// TODO: 测试只打一轮
//data.DeskOpts.MaxRound = 1
// 非俱乐部模式房卡数判定
if data.ClubId < 0 {
count := requireCardCount(data.DeskOpts.MaxRound)
if p.coin < int64(count) {
return s.Response(deskCardNotEnough)
}
} else {
if db.IsBalanceEnough(data.ClubId) == false {
return s.Response(clubCardNotEnough)
}
}
no := room.Next()
d := NewDesk(no, data.DeskOpts, data.ClubId)
d.createdAt = time.Now().Unix()
d.creator = s.UID()
//房间创建者自动join
if err := d.playerJoin(s, false); err != nil {
return nil
}
// save desk information
dm.desks[no] = d
resp := &protocol.CreateDeskResponse{
TableInfo: protocol.TableInfo{
DeskNo: string(no),
CreatedAt: d.createdAt,
Creator: s.UID(),
Title: d.title(),
Desc: d.desc(true),
Status: d.status(),
Round: d.round,
Mode: d.opts.Mode,
},
}
d.logger.Infof("当前已有牌桌数: %d", len(dm.desks))
return s.Response(resp)
}
//新join在session的context中尚未有desk的cache
func (dm *DeskManager) Join(s *session.Session, data *protocol.JoinDeskRequest) error {
if forceUpdate && data.Version != version {
return s.Response(joinVersionExpire)
}
dn := room.Number(data.DeskNo)
d, ok := dm.desk(dn)
if !ok {
return s.Response(deskNotFoundResponse)
}
if len(d.players) >= d.totalPlayerCount() {
return s.Response(deskPlayerNumEnough)
}
// 如果是俱乐部房间,则判断玩家是否是俱乐部玩家
// 否则直接加入房间
if d.clubId > 0 {
if db.IsClubMember(d.clubId, s.UID()) == false {
return s.Response(&protocol.JoinDeskResponse{
Code: errorCode,
Error: fmt.Sprintf("当前房间是俱乐部[%d]专属房间,俱乐部成员才可加入", d.clubId),
})
}
}
if err := d.playerJoin(s, false); err != nil {
d.logger.Errorf("玩家加入房间失败,UID=%d, Error=%s", s.UID(), err.Error())
}
return s.Response(&protocol.JoinDeskResponse{
TableInfo: protocol.TableInfo{
DeskNo: d.roomNo.String(),
CreatedAt: d.createdAt,
Creator: d.creator,
Title: d.title(),
Desc: d.desc(true),
Status: d.status(),
Round: d.round,
Mode: d.opts.Mode,
},
})
}
// 有玩家请求解散房间
func (dm *DeskManager) Dissolve(s *session.Session, msg []byte) error {
p, err := playerWithSession(s)
if err != nil {
return err
}
d := p.desk
if d == nil || d.isDestroy() {
logger.Infof("玩家: %d申请解散,但是房间为空或者已解散", s.UID())
return s.Push("onDissolveSuccess", protocol.EmptyMessage)
}
d.applyDissolve(s.UID())
return nil
}
// 玩家同意或拒绝解散房间请求
func (dm *DeskManager) DissolveStatus(s *session.Session, data *protocol.DissolveStatusRequest) error {
logger.Debugf("DeskManager.DissolveStatus: %+v", data)
p, err := playerWithSession(s)
if err != nil {
return err
}
d := p.desk
if d == nil || d.isDestroy() {
p.logger.Infof("申请解散,但是房间为空或者已解散")
return s.Push("onDissolveSuccess", protocol.EmptyMessage)
}
// 有玩家拒绝,则清空解散统计数据
if !data.Result {
deskPos := -1
for i, p := range d.players {
if p.Uid() == s.UID() {
deskPos = i + 1
break
}
}
d.dissolve.reset()
d.dissolve.stop()
return d.group.Broadcast("onDissolveFailure", &protocol.DissolveResult{DeskPos: deskPos})
} else {
d.dissolve.setUidStatus(s.UID(), true, AgreeRequest)
if d.dissolve.restTime > agreeDissolveRestTime {
d.dissolve.restTime = agreeDissolveRestTime
}
status := &protocol.DissolveStatusResponse{
DissolveStatus: d.collectDissolveStatus(),
RestTime: d.dissolve.restTime,
}
if err := d.group.Broadcast("onDissolveStatus", status); err != nil {
logger.Error(err)
}
if d.dissolve.agreeCount() < d.totalPlayerCount() {
return nil
}
d.logger.Debug("所有玩家同意解散, 即将解散")
d.dissolve.stop()
d.doDissolve()
}
return nil
}
// 玩家语音消息
func (dm *DeskManager) VoiceMessage(s *session.Session, msg []byte) error {
p, err := playerWithSession(s)
if err != nil {
return err
}
d := p.desk
if d != nil && d.group != nil {
return d.group.Broadcast("onVoiceMessage", msg)
}
return nil
}
// 玩家录制完语音
func (dm *DeskManager) RecordingVoice(s *session.Session, msg *protocol.RecordingVoice) error {
p, err := playerWithSession(s)
if err != nil {
return err
}
d := p.desk
resp := &protocol.PlayRecordingVoice{
Uid: s.UID(),
FileId: msg.FileId,
}
if d != nil && d.group != nil {
return d.group.Broadcast("onRecordingVoice", resp)
}
return nil
}