refactor: 移除不再推荐的 room 包,可使用 space 包进行替代

This commit is contained in:
kercylan98 2023-12-22 11:06:36 +08:00
parent 2b13b19272
commit 197fcfd78d
10 changed files with 0 additions and 1317 deletions

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package room
import "errors"
var (
// ErrRoomNotExist 房间不存在
ErrRoomNotExist = errors.New("room not exist")
// ErrRoomPlayerFull 房间人数已满
ErrRoomPlayerFull = errors.New("room player full")
// ErrPlayerNotInRoom 玩家不在房间中
ErrPlayerNotInRoom = errors.New("player not in room")
// ErrRoomOrPlayerNotExist 房间不存在或玩家不在房间中
ErrRoomOrPlayerNotExist = errors.New("room or player not exist")
)

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package room
import "github.com/kercylan98/minotaur/game"
type (
// PlayerJoinRoomEventHandle 玩家加入房间事件处理函数
PlayerJoinRoomEventHandle[PID comparable, P game.Player[PID], R Room] func(room R, player P)
// PlayerLeaveRoomEventHandle 玩家离开房间事件处理函数
PlayerLeaveRoomEventHandle[PID comparable, P game.Player[PID], R Room] func(room R, player P)
// PlayerKickedOutEventHandle 玩家被踢出房间事件处理函数
PlayerKickedOutEventHandle[PID comparable, P game.Player[PID], R Room] func(room R, executor, kicked P, reason string)
// PlayerUpgradeOwnerEventHandle 玩家成为房主事件处理函数
PlayerUpgradeOwnerEventHandle[PID comparable, P game.Player[PID], R Room] func(room R, oldOwner, newOwner P)
// CancelOwnerEventHandle 取消房主事件处理函数
CancelOwnerEventHandle[PID comparable, P game.Player[PID], R Room] func(room R, oldOwner P)
// ChangePlayerLimitEventHandle 改变房间人数上限事件处理函数
ChangePlayerLimitEventHandle[PID comparable, P game.Player[PID], R Room] func(room R, oldLimit, newLimit int)
// PlayerSeatChangeEventHandle 玩家座位改变事件处理函数
PlayerSeatChangeEventHandle[PID comparable, P game.Player[PID], R Room] func(room R, player P, oldSeat, newSeat int)
// PlayerSeatSetEventHandle 玩家座位设置事件处理函数
PlayerSeatSetEventHandle[PID comparable, P game.Player[PID], R Room] func(room R, player P, seat int)
// PlayerSeatCancelEventHandle 玩家座位取消事件处理函数
PlayerSeatCancelEventHandle[PID comparable, P game.Player[PID], R Room] func(room R, player P, seat int)
// CreateEventHandle 房间创建事件处理函数
CreateEventHandle[PID comparable, P game.Player[PID], R Room] func(room R, helper *Helper[PID, P, R])
)
func newEvent[PID comparable, P game.Player[PID], R Room]() *event[PID, P, R] {
return &event[PID, P, R]{
playerJoinRoomEventRoomHandles: make(map[int64][]PlayerJoinRoomEventHandle[PID, P, R]),
playerLeaveRoomEventRoomHandles: make(map[int64][]PlayerLeaveRoomEventHandle[PID, P, R]),
playerKickedOutEventRoomHandles: make(map[int64][]PlayerKickedOutEventHandle[PID, P, R]),
playerUpgradeOwnerEventRoomHandles: make(map[int64][]PlayerUpgradeOwnerEventHandle[PID, P, R]),
cancelOwnerEventRoomHandles: make(map[int64][]CancelOwnerEventHandle[PID, P, R]),
changePlayerLimitEventRoomHandles: make(map[int64][]ChangePlayerLimitEventHandle[PID, P, R]),
playerSeatChangeEventRoomHandles: make(map[int64][]PlayerSeatChangeEventHandle[PID, P, R]),
playerSeatSetEventRoomHandles: make(map[int64][]PlayerSeatSetEventHandle[PID, P, R]),
}
}
type event[PID comparable, P game.Player[PID], R Room] struct {
playerJoinRoomEventHandles []PlayerJoinRoomEventHandle[PID, P, R]
playerJoinRoomEventRoomHandles map[int64][]PlayerJoinRoomEventHandle[PID, P, R]
playerLeaveRoomEventHandles []PlayerLeaveRoomEventHandle[PID, P, R]
playerLeaveRoomEventRoomHandles map[int64][]PlayerLeaveRoomEventHandle[PID, P, R]
playerKickedOutEventHandles []PlayerKickedOutEventHandle[PID, P, R]
playerKickedOutEventRoomHandles map[int64][]PlayerKickedOutEventHandle[PID, P, R]
playerUpgradeOwnerEventHandles []PlayerUpgradeOwnerEventHandle[PID, P, R]
playerUpgradeOwnerEventRoomHandles map[int64][]PlayerUpgradeOwnerEventHandle[PID, P, R]
cancelOwnerEventHandles []CancelOwnerEventHandle[PID, P, R]
cancelOwnerEventRoomHandles map[int64][]CancelOwnerEventHandle[PID, P, R]
changePlayerLimitEventHandles []ChangePlayerLimitEventHandle[PID, P, R]
changePlayerLimitEventRoomHandles map[int64][]ChangePlayerLimitEventHandle[PID, P, R]
playerSeatChangeEventHandles []PlayerSeatChangeEventHandle[PID, P, R]
playerSeatChangeEventRoomHandles map[int64][]PlayerSeatChangeEventHandle[PID, P, R]
playerSeatSetEventHandles []PlayerSeatSetEventHandle[PID, P, R]
playerSeatSetEventRoomHandles map[int64][]PlayerSeatSetEventHandle[PID, P, R]
playerSeatCancelEventHandles []PlayerSeatCancelEventHandle[PID, P, R]
playerSeatCancelEventRoomHandles map[int64][]PlayerSeatCancelEventHandle[PID, P, R]
roomCreateEventHandles []CreateEventHandle[PID, P, R]
}
func (slf *event[PID, P, R]) unReg(guid int64) {
delete(slf.playerJoinRoomEventRoomHandles, guid)
delete(slf.playerLeaveRoomEventRoomHandles, guid)
delete(slf.playerKickedOutEventRoomHandles, guid)
delete(slf.playerUpgradeOwnerEventRoomHandles, guid)
delete(slf.cancelOwnerEventRoomHandles, guid)
delete(slf.changePlayerLimitEventRoomHandles, guid)
delete(slf.playerSeatChangeEventRoomHandles, guid)
delete(slf.playerSeatSetEventRoomHandles, guid)
delete(slf.playerSeatCancelEventRoomHandles, guid)
}
// RegPlayerJoinRoomEvent 玩家进入房间时将立即执行被注册的事件处理函数
func (slf *event[PID, P, R]) RegPlayerJoinRoomEvent(handle PlayerJoinRoomEventHandle[PID, P, R]) {
slf.playerJoinRoomEventHandles = append(slf.playerJoinRoomEventHandles, handle)
}
// OnPlayerJoinRoomEvent 玩家进入房间时将立即执行被注册的事件处理函数
func (slf *event[PID, P, R]) OnPlayerJoinRoomEvent(room R, player P) {
for _, handle := range slf.playerJoinRoomEventHandles {
handle(room, player)
}
for _, handle := range slf.playerJoinRoomEventRoomHandles[room.GetGuid()] {
handle(room, player)
}
}
// RegPlayerJoinRoomEventWithRoom 玩家进入房间时将立即执行被注册的事件处理函数
func (slf *event[PID, P, R]) RegPlayerJoinRoomEventWithRoom(room R, handle PlayerJoinRoomEventHandle[PID, P, R]) {
slf.playerJoinRoomEventRoomHandles[room.GetGuid()] = append(slf.playerJoinRoomEventRoomHandles[room.GetGuid()], handle)
}
// RegPlayerLeaveRoomEvent 玩家离开房间时将立即执行被注册的事件处理函数
func (slf *event[PID, P, R]) RegPlayerLeaveRoomEvent(handle PlayerLeaveRoomEventHandle[PID, P, R]) {
slf.playerLeaveRoomEventHandles = append(slf.playerLeaveRoomEventHandles, handle)
}
// RegPlayerLeaveRoomEventWithRoom 玩家离开房间时将立即执行被注册的事件处理函数
func (slf *event[PID, P, R]) RegPlayerLeaveRoomEventWithRoom(room R, handle PlayerLeaveRoomEventHandle[PID, P, R]) {
slf.playerLeaveRoomEventRoomHandles[room.GetGuid()] = append(slf.playerLeaveRoomEventRoomHandles[room.GetGuid()], handle)
}
// OnPlayerLeaveRoomEvent 玩家离开房间时将立即执行被注册的事件处理函数
func (slf *event[PID, P, R]) OnPlayerLeaveRoomEvent(room R, player P) {
for _, handle := range slf.playerLeaveRoomEventHandles {
handle(room, player)
}
for _, handle := range slf.playerLeaveRoomEventRoomHandles[room.GetGuid()] {
handle(room, player)
}
}
// RegPlayerKickedOutEvent 玩家被踢出房间时将立即执行被注册的事件处理函数
func (slf *event[PID, P, R]) RegPlayerKickedOutEvent(handle PlayerKickedOutEventHandle[PID, P, R]) {
slf.playerKickedOutEventHandles = append(slf.playerKickedOutEventHandles, handle)
}
// RegPlayerKickedOutEventWithRoom 玩家被踢出房间时将立即执行被注册的事件处理函数
func (slf *event[PID, P, R]) RegPlayerKickedOutEventWithRoom(room R, handle PlayerKickedOutEventHandle[PID, P, R]) {
slf.playerKickedOutEventRoomHandles[room.GetGuid()] = append(slf.playerKickedOutEventRoomHandles[room.GetGuid()], handle)
}
// OnPlayerKickedOutEvent 玩家被踢出房间时将立即执行被注册的事件处理函数
func (slf *event[PID, P, R]) OnPlayerKickedOutEvent(room R, executor, kicked P, reason string) {
for _, handle := range slf.playerKickedOutEventHandles {
handle(room, executor, kicked, reason)
}
for _, handle := range slf.playerKickedOutEventRoomHandles[room.GetGuid()] {
handle(room, executor, kicked, reason)
}
}
// RegPlayerUpgradeOwnerEvent 玩家成为房主时将立即执行被注册的事件处理函数
func (slf *event[PID, P, R]) RegPlayerUpgradeOwnerEvent(handle PlayerUpgradeOwnerEventHandle[PID, P, R]) {
slf.playerUpgradeOwnerEventHandles = append(slf.playerUpgradeOwnerEventHandles, handle)
}
// RegPlayerUpgradeOwnerEventWithRoom 玩家成为房主时将立即执行被注册的事件处理函数
func (slf *event[PID, P, R]) RegPlayerUpgradeOwnerEventWithRoom(room R, handle PlayerUpgradeOwnerEventHandle[PID, P, R]) {
slf.playerUpgradeOwnerEventRoomHandles[room.GetGuid()] = append(slf.playerUpgradeOwnerEventRoomHandles[room.GetGuid()], handle)
}
// OnPlayerUpgradeOwnerEvent 玩家成为房主时将立即执行被注册的事件处理函数
func (slf *event[PID, P, R]) OnPlayerUpgradeOwnerEvent(room R, executor, newOwner P) {
for _, handle := range slf.playerUpgradeOwnerEventHandles {
handle(room, executor, newOwner)
}
for _, handle := range slf.playerUpgradeOwnerEventRoomHandles[room.GetGuid()] {
handle(room, executor, newOwner)
}
}
// RegCancelOwnerEvent 取消房主时将立即执行被注册的事件处理函数
func (slf *event[PID, P, R]) RegCancelOwnerEvent(handle CancelOwnerEventHandle[PID, P, R]) {
slf.cancelOwnerEventHandles = append(slf.cancelOwnerEventHandles, handle)
}
// RegCancelOwnerEventWithRoom 取消房主时将立即执行被注册的事件处理函数
func (slf *event[PID, P, R]) RegCancelOwnerEventWithRoom(room R, handle CancelOwnerEventHandle[PID, P, R]) {
slf.cancelOwnerEventRoomHandles[room.GetGuid()] = append(slf.cancelOwnerEventRoomHandles[room.GetGuid()], handle)
}
// OnCancelOwnerEvent 取消房主时将立即执行被注册的事件处理函数
func (slf *event[PID, P, R]) OnCancelOwnerEvent(room R, oldOwner P) {
for _, handle := range slf.cancelOwnerEventHandles {
handle(room, oldOwner)
}
for _, handle := range slf.cancelOwnerEventRoomHandles[room.GetGuid()] {
handle(room, oldOwner)
}
}
// RegChangePlayerLimitEvent 修改玩家上限时将立即执行被注册的事件处理函数
func (slf *event[PID, P, R]) RegChangePlayerLimitEvent(handle ChangePlayerLimitEventHandle[PID, P, R]) {
slf.changePlayerLimitEventHandles = append(slf.changePlayerLimitEventHandles, handle)
}
// RegChangePlayerLimitEventWithRoom 修改玩家上限时将立即执行被注册的事件处理函数
func (slf *event[PID, P, R]) RegChangePlayerLimitEventWithRoom(room R, handle ChangePlayerLimitEventHandle[PID, P, R]) {
slf.changePlayerLimitEventRoomHandles[room.GetGuid()] = append(slf.changePlayerLimitEventRoomHandles[room.GetGuid()], handle)
}
// OnChangePlayerLimitEvent 修改玩家上限时将立即执行被注册的事件处理函数
func (slf *event[PID, P, R]) OnChangePlayerLimitEvent(room R, oldLimit, newLimit int) {
for _, handle := range slf.changePlayerLimitEventHandles {
handle(room, oldLimit, newLimit)
}
for _, handle := range slf.changePlayerLimitEventRoomHandles[room.GetGuid()] {
handle(room, oldLimit, newLimit)
}
}
// RegPlayerSeatChangeEvent 玩家座位改变时将立即执行被注册的事件处理函数
func (slf *event[PID, P, R]) RegPlayerSeatChangeEvent(handle PlayerSeatChangeEventHandle[PID, P, R]) {
slf.playerSeatChangeEventHandles = append(slf.playerSeatChangeEventHandles, handle)
}
// RegPlayerSeatChangeEventWithRoom 玩家座位改变时将立即执行被注册的事件处理函数
// - 当玩家之前没有座位时oldSeat 为 NoSeat
func (slf *event[PID, P, R]) RegPlayerSeatChangeEventWithRoom(room R, handle PlayerSeatChangeEventHandle[PID, P, R]) {
slf.playerSeatChangeEventRoomHandles[room.GetGuid()] = append(slf.playerSeatChangeEventRoomHandles[room.GetGuid()], handle)
}
// OnPlayerSeatChangeEvent 玩家座位改变时将立即执行被注册的事件处理函数
func (slf *event[PID, P, R]) OnPlayerSeatChangeEvent(room R, player P, oldSeat, newSeat int) {
for _, handle := range slf.playerSeatChangeEventHandles {
handle(room, player, oldSeat, newSeat)
}
for _, handle := range slf.playerSeatChangeEventRoomHandles[room.GetGuid()] {
handle(room, player, oldSeat, newSeat)
}
}
// RegPlayerSeatSetEvent 玩家座位设置时将立即执行被注册的事件处理函数
func (slf *event[PID, P, R]) RegPlayerSeatSetEvent(handle PlayerSeatSetEventHandle[PID, P, R]) {
slf.playerSeatSetEventHandles = append(slf.playerSeatSetEventHandles, handle)
}
// RegPlayerSeatSetEventWithRoom 玩家座位设置时将立即执行被注册的事件处理函数
func (slf *event[PID, P, R]) RegPlayerSeatSetEventWithRoom(room R, handle PlayerSeatSetEventHandle[PID, P, R]) {
slf.playerSeatSetEventRoomHandles[room.GetGuid()] = append(slf.playerSeatSetEventRoomHandles[room.GetGuid()], handle)
}
// OnPlayerSeatSetEvent 玩家座位设置时将立即执行被注册的事件处理函数
func (slf *event[PID, P, R]) OnPlayerSeatSetEvent(room R, player P, seat int) {
for _, handle := range slf.playerSeatSetEventHandles {
handle(room, player, seat)
}
for _, handle := range slf.playerSeatSetEventRoomHandles[room.GetGuid()] {
handle(room, player, seat)
}
}
// RegPlayerSeatCancelEvent 玩家座位取消时将立即执行被注册的事件处理函数
func (slf *event[PID, P, R]) RegPlayerSeatCancelEvent(handle PlayerSeatCancelEventHandle[PID, P, R]) {
slf.playerSeatCancelEventHandles = append(slf.playerSeatCancelEventHandles, handle)
}
// RegPlayerSeatCancelEventWithRoom 玩家座位取消时将立即执行被注册的事件处理函数
func (slf *event[PID, P, R]) RegPlayerSeatCancelEventWithRoom(room R, handle PlayerSeatCancelEventHandle[PID, P, R]) {
slf.playerSeatCancelEventRoomHandles[room.GetGuid()] = append(slf.playerSeatCancelEventRoomHandles[room.GetGuid()], handle)
}
// OnPlayerSeatCancelEvent 玩家座位取消时将立即执行被注册的事件处理函数
func (slf *event[PID, P, R]) OnPlayerSeatCancelEvent(room R, player P, seat int) {
for _, handle := range slf.playerSeatCancelEventHandles {
handle(room, player, seat)
}
for _, handle := range slf.playerSeatCancelEventRoomHandles[room.GetGuid()] {
handle(room, player, seat)
}
}
// RegRoomCreateEvent 房间创建时将立即执行被注册的事件处理函数
func (slf *event[PID, P, R]) RegRoomCreateEvent(handle CreateEventHandle[PID, P, R]) {
slf.roomCreateEventHandles = append(slf.roomCreateEventHandles, handle)
}
// OnRoomCreateEvent 房间创建时将立即执行被注册的事件处理函数
func (slf *event[PID, P, R]) OnRoomCreateEvent(room R, helper *Helper[PID, P, R]) {
for _, handle := range slf.roomCreateEventHandles {
handle(room, helper)
}
}

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package room
import (
"github.com/kercylan98/minotaur/game"
"github.com/kercylan98/minotaur/utils/hash"
"github.com/kercylan98/minotaur/utils/slice"
)
// NewHelper 创建房间助手
func NewHelper[PID comparable, P game.Player[PID], R Room](manager *Manager[PID, P, R], room R) *Helper[PID, P, R] {
return &Helper[PID, P, R]{
m: manager,
room: room,
Seat: manager.GetSeatInfo(room.GetGuid()),
}
}
// Helper 易于快捷使用的房间助手
type Helper[PID comparable, P game.Player[PID], R Room] struct {
m *Manager[PID, P, R]
*Seat[PID, P, R]
room R
}
// Room 获取房间
func (slf *Helper[PID, P, R]) Room() R {
return slf.room
}
// GetPlayer 获取玩家
func (slf *Helper[PID, P, R]) GetPlayer(playerId PID) P {
return slf.m.GetRoomPlayer(slf.room.GetGuid(), playerId)
}
// GetPlayers 获取房间中的所有玩家
func (slf *Helper[PID, P, R]) GetPlayers() map[PID]P {
return slf.m.GetRoomPlayers(slf.room.GetGuid())
}
// GetPlayerCount 获取房间中的玩家数量
func (slf *Helper[PID, P, R]) GetPlayerCount() int {
return slf.m.GetRoomPlayerCount(slf.room.GetGuid())
}
// GetPlayerLimit 获取房间中的玩家数量上限
func (slf *Helper[PID, P, R]) GetPlayerLimit() int {
return slf.m.GetRoomPlayerLimit(slf.room.GetGuid())
}
// GetPlayerRooms 获取玩家所在的所有房间
func (slf *Helper[PID, P, R]) GetPlayerRooms(playerId PID) map[int64]R {
return slf.m.GetPlayerRooms(playerId)
}
// GetPlayerRoomHelpers 获取玩家所在的所有房间助手
func (slf *Helper[PID, P, R]) GetPlayerRoomHelpers(playerId PID) map[int64]*Helper[PID, P, R] {
return slf.m.GetPlayerRoomHelpers(playerId)
}
// GetPlayersSlice 获取房间中的所有玩家
func (slf *Helper[PID, P, R]) GetPlayersSlice() []P {
seat := slf.GetSeatInfoMap()
var players = make([]P, 0, len(seat))
for _, v := range seat {
players = append(players, slf.GetPlayer(v))
}
return players
}
// Broadcast 向房间中的所有玩家广播消息
func (slf *Helper[PID, P, R]) Broadcast(handle func(player P), except ...PID) {
var exceptMap = slice.ToSet(except)
for _, player := range slf.GetPlayers() {
if hash.Exist(exceptMap, player.GetID()) {
continue
}
handle(player)
}
}
// BroadcastSeat 向房间中所有座位上的玩家广播消息
func (slf *Helper[PID, P, R]) BroadcastSeat(handle func(player P), except ...PID) {
var exceptMap = slice.ToSet(except)
for _, playerId := range slf.GetSeatInfoMap() {
if hash.Exist(exceptMap, playerId) {
continue
}
handle(slf.GetPlayer(playerId))
}
}
// BroadcastExcept 向房间中的所有玩家广播消息,根据特定表达式排除指定玩家
// - 当 except 返回 true 时,排除该玩家
func (slf *Helper[PID, P, R]) BroadcastExcept(handle func(player P), except func(player P) bool) {
for _, player := range slf.GetPlayers() {
if except(player) {
continue
}
handle(player)
}
}
// SetPlayerLimit 设置房间中的玩家数量上限
func (slf *Helper[PID, P, R]) SetPlayerLimit(limit int) {
slf.m.SetPlayerLimit(slf.room.GetGuid(), limit)
}
// GetPlayerIDs 获取房间中的所有玩家ID
func (slf *Helper[PID, P, R]) GetPlayerIDs() []PID {
return hash.KeyToSlice(slf.GetPlayers())
}
// SetOwner 设置房主
func (slf *Helper[PID, P, R]) SetOwner(playerId PID) {
slf.m.SetOwner(slf.room.GetGuid(), playerId)
}
// CancelOwner 取消房主
func (slf *Helper[PID, P, R]) CancelOwner() {
slf.manager.CancelOwner(slf.room.GetGuid())
}
// HasPlayer 是否有玩家
func (slf *Helper[PID, P, R]) HasPlayer(playerId PID) bool {
return slf.m.InRoom(slf.room.GetGuid(), playerId)
}
// IsFull 房间是否已满
func (slf *Helper[PID, P, R]) IsFull() bool {
return slf.GetPlayerCount() == slf.GetPlayerLimit()
}
// IsEmpty 房间是否为空
func (slf *Helper[PID, P, R]) IsEmpty() bool {
return slf.GetPlayerCount() == 0
}
// GetRemainder 获取房间还可以容纳多少玩家
func (slf *Helper[PID, P, R]) GetRemainder() int {
return slf.GetPlayerLimit() - slf.GetPlayerCount()
}
// IsOwner 是否是房主
func (slf *Helper[PID, P, R]) IsOwner(playerId PID) bool {
return slf.m.IsOwner(slf.room.GetGuid(), playerId)
}
// HasOwner 是否有房主
func (slf *Helper[PID, P, R]) HasOwner() bool {
return slf.m.HasOwner(slf.room.GetGuid())
}
// GetOwner 获取房主
func (slf *Helper[PID, P, R]) GetOwner() P {
return slf.m.GetOwner(slf.room.GetGuid())
}
// Join 加入房间
func (slf *Helper[PID, P, R]) Join(player P) error {
return slf.m.Join(slf.room.GetGuid(), player)
}
// Leave 离开房间
func (slf *Helper[PID, P, R]) Leave(player P) {
slf.m.Leave(slf.room.GetGuid(), player)
}
// KickOut 踢出房间
func (slf *Helper[PID, P, R]) KickOut(executor, kicked PID, reason string) error {
return slf.m.KickOut(slf.room.GetGuid(), executor, kicked, reason)
}

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package room
import "github.com/kercylan98/minotaur/game"
type Info[PlayerID comparable, P game.Player[PlayerID], R Room] struct {
room R
playerLimit int // 玩家人数上限, <= 0 表示无限制
owner *PlayerID // 房主
seat *Seat[PlayerID, P, R]
}

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package room
import (
"github.com/kercylan98/minotaur/game"
"github.com/kercylan98/minotaur/utils/concurrent"
"github.com/kercylan98/minotaur/utils/generic"
)
// NewManager 创建房间管理器
func NewManager[PID comparable, P game.Player[PID], R Room]() *Manager[PID, P, R] {
manager := &Manager[PID, P, R]{
event: newEvent[PID, P, R](),
rooms: concurrent.NewBalanceMap[int64, *Info[PID, P, R]](),
players: concurrent.NewBalanceMap[PID, P](),
pr: concurrent.NewBalanceMap[PID, map[int64]struct{}](),
rp: concurrent.NewBalanceMap[int64, map[PID]struct{}](),
helpers: concurrent.NewBalanceMap[int64, *Helper[PID, P, R]](),
}
return manager
}
// Manager 房间管理器
type Manager[PID comparable, P game.Player[PID], R Room] struct {
*event[PID, P, R]
rooms *concurrent.BalanceMap[int64, *Info[PID, P, R]] // 所有房间
players *concurrent.BalanceMap[PID, P] // 所有加入房间的玩家
pr *concurrent.BalanceMap[PID, map[int64]struct{}] // 玩家所在房间
rp *concurrent.BalanceMap[int64, map[PID]struct{}] // 房间中的玩家
helpers *concurrent.BalanceMap[int64, *Helper[PID, P, R]] // 房间助手
}
// GetHelper 获取房间助手
func (slf *Manager[PID, P, R]) GetHelper(room R) *Helper[PID, P, R] {
if generic.IsNil(room) {
return nil
}
helper, exist := slf.helpers.GetExist(room.GetGuid())
if exist {
return helper
}
helper = NewHelper[PID, P, R](slf, room)
slf.helpers.Set(room.GetGuid(), helper)
return helper
}
// CreateRoom 创建房间
func (slf *Manager[PID, P, R]) CreateRoom(room R, options ...Option[PID, P, R]) {
roomInfo := &Info[PID, P, R]{
room: room,
seat: newSeat[PID, P, R](slf, room, slf.event),
}
for _, option := range options {
option(roomInfo)
}
slf.rooms.Set(room.GetGuid(), roomInfo)
slf.OnRoomCreateEvent(room, slf.GetHelper(room))
}
// ReleaseRoom 释放房间
func (slf *Manager[PID, P, R]) ReleaseRoom(guid int64) {
slf.unReg(guid)
slf.rooms.Delete(guid)
slf.helpers.Delete(guid)
slf.rp.Atom(func(m map[int64]map[PID]struct{}) {
players := m[guid]
slf.pr.Atom(func(m map[PID]map[int64]struct{}) {
for playerId := range players {
delete(m[playerId], guid)
if len(m[playerId]) == 0 {
slf.players.Delete(playerId)
}
}
})
})
slf.rp.Delete(guid)
}
// SetPlayerLimit 设置房间人数上限
func (slf *Manager[PID, P, R]) SetPlayerLimit(roomId int64, limit int) {
if limit <= 0 {
return
}
var room R
var oldLimit int
slf.rooms.Atom(func(m map[int64]*Info[PID, P, R]) {
info, ok := m[roomId]
if !ok {
return
}
oldLimit = info.playerLimit
info.playerLimit = limit
})
if oldLimit == limit {
return
}
slf.OnChangePlayerLimitEvent(room, oldLimit, limit)
}
// CancelOwner 取消房主
func (slf *Manager[PID, P, R]) CancelOwner(roomId int64) {
var room R
var oldOwner P
slf.rooms.Atom(func(m map[int64]*Info[PID, P, R]) {
info, ok := m[roomId]
if !ok {
return
}
room = info.room
if info.owner != nil {
oldOwner = slf.GetRoomPlayer(roomId, *info.owner)
info.owner = nil
}
})
if !generic.IsNil(oldOwner) {
slf.OnCancelOwnerEvent(room, oldOwner)
}
}
// GetPlayerRooms 获取玩家所在的房间
func (slf *Manager[PID, P, R]) GetPlayerRooms(playerId PID) (rooms map[int64]R) {
rooms = map[int64]R{}
slf.pr.Atom(func(m map[PID]map[int64]struct{}) {
for roomId := range m[playerId] {
room, ok := slf.rooms.GetExist(roomId)
if !ok {
continue
}
rooms[roomId] = room.room
}
})
return
}
// GetPlayerRoomHelpers 获取玩家所在的房间助手
func (slf *Manager[PID, P, R]) GetPlayerRoomHelpers(playerId PID) (helpers map[int64]*Helper[PID, P, R]) {
helpers = map[int64]*Helper[PID, P, R]{}
slf.pr.Atom(func(m map[PID]map[int64]struct{}) {
for roomId := range m[playerId] {
room, ok := slf.rooms.GetExist(roomId)
if !ok {
continue
}
helpers[roomId] = slf.GetHelper(room.room)
}
})
return
}
// IsOwner 检查玩家是否是房主
func (slf *Manager[PID, P, R]) IsOwner(roomId int64, playerId PID) bool {
var isOwner bool
slf.rooms.Atom(func(m map[int64]*Info[PID, P, R]) {
info, ok := m[roomId]
if !ok {
return
}
isOwner = info.owner != nil && *info.owner == playerId
})
return isOwner
}
// HasOwner 检查房间是否有房主
func (slf *Manager[PID, P, R]) HasOwner(roomId int64) bool {
var hasOwner bool
slf.rooms.Atom(func(m map[int64]*Info[PID, P, R]) {
info, ok := m[roomId]
if !ok {
return
}
hasOwner = info.owner != nil
})
return hasOwner
}
// GetOwner 获取房主
func (slf *Manager[PID, P, R]) GetOwner(roomId int64) (player P) {
slf.rooms.Atom(func(m map[int64]*Info[PID, P, R]) {
info, ok := m[roomId]
if !ok || info.owner == nil {
return
}
player = slf.GetRoomPlayer(roomId, *info.owner)
})
return
}
// SetOwner 设置房主
func (slf *Manager[PID, P, R]) SetOwner(roomId int64, owner PID) {
var oldOwner, newOwner P
var room R
slf.rooms.Atom(func(m map[int64]*Info[PID, P, R]) {
info, ok := m[roomId]
if !ok {
return
}
room = info.room
if info.owner != nil {
oldOwner = slf.GetRoomPlayer(roomId, *info.owner)
}
newOwner = slf.GetRoomPlayer(roomId, owner)
if generic.IsNil(newOwner) {
return
}
info.owner = &owner
})
if generic.IsNil(newOwner) {
return
}
slf.OnPlayerUpgradeOwnerEvent(room, oldOwner, newOwner)
}
// GetRoom 获取房间
func (slf *Manager[PID, P, R]) GetRoom(guid int64) (r R) {
if room := slf.rooms.Get(guid); room != nil {
r = room.room
}
return r
}
// Exist 检查房间是否存在
func (slf *Manager[PID, P, R]) Exist(guid int64) bool {
return slf.rooms.Exist(guid)
}
// GetRooms 获取所有房间
func (slf *Manager[PID, P, R]) GetRooms() map[int64]R {
var rooms = make(map[int64]R)
slf.rooms.Atom(func(m map[int64]*Info[PID, P, R]) {
for id, info := range m {
rooms[id] = info.room
}
})
return rooms
}
// GetRoomCount 获取房间数量
func (slf *Manager[PID, P, R]) GetRoomCount() int {
return slf.rooms.Size()
}
// GetRoomPlayerCount 获取房间中玩家数量
func (slf *Manager[PID, P, R]) GetRoomPlayerCount(guid int64) int {
var count int
slf.rp.Atom(func(m map[int64]map[PID]struct{}) {
count = len(m[guid])
})
return count
}
// ExistPlayer 检查玩家是否在任一房间内
func (slf *Manager[PID, P, R]) ExistPlayer(id PID) bool {
return slf.players.Exist(id)
}
// InRoom 检查玩家是否在指定房间内
func (slf *Manager[PID, P, R]) InRoom(guid int64, id PID) bool {
var in bool
slf.pr.Atom(func(m map[PID]map[int64]struct{}) {
rooms, exist := m[id]
if !exist {
return
}
_, in = rooms[guid]
})
return in
}
// GetPlayer 获取玩家
func (slf *Manager[PID, P, R]) GetPlayer(id PID) P {
return slf.players.Get(id)
}
// GetPlayers 获取所有玩家
func (slf *Manager[PID, P, R]) GetPlayers() *concurrent.BalanceMap[PID, P] {
return slf.players
}
// GetPlayerCount 获取玩家数量
func (slf *Manager[PID, P, R]) GetPlayerCount() int {
return slf.players.Size()
}
// GetPlayerRoom 获取玩家所在房间
func (slf *Manager[PID, P, R]) GetPlayerRoom(id PID) []R {
var result = make([]R, 0)
slf.pr.Atom(func(m map[PID]map[int64]struct{}) {
rooms, exist := m[id]
if !exist {
return
}
for id := range rooms {
result = append(result, slf.rooms.Get(id).room)
}
})
return result
}
// GetPlayerRoomCount 获取玩家所在房间数量
func (slf *Manager[PID, P, R]) GetPlayerRoomCount(id PID) int {
var count int
slf.pr.Atom(func(m map[PID]map[int64]struct{}) {
count = len(m[id])
})
return count
}
// GetRoomPlayer 获取房间中的玩家
func (slf *Manager[PID, P, R]) GetRoomPlayer(roomId int64, playerId PID) P {
var player P
slf.rp.Atom(func(m map[int64]map[PID]struct{}) {
players, exist := m[roomId]
if !exist {
return
}
_, exist = players[playerId]
if !exist {
return
}
player = slf.players.Get(playerId)
})
return player
}
// GetRoomPlayers 获取房间中的玩家
func (slf *Manager[PID, P, R]) GetRoomPlayers(guid int64) map[PID]P {
var result = make(map[PID]P)
slf.rp.Atom(func(m map[int64]map[PID]struct{}) {
players, exist := m[guid]
if !exist {
return
}
for id := range players {
result[id] = slf.players.Get(id)
}
})
return result
}
// GetRoomPlayerLimit 获取房间中的玩家数量上限
func (slf *Manager[PID, P, R]) GetRoomPlayerLimit(guid int64) int {
return slf.rooms.Get(guid).playerLimit
}
// Leave 使玩家离开房间
func (slf *Manager[PID, P, R]) Leave(roomId int64, player P) {
var roomInfo *Info[PID, P, R]
slf.rooms.Atom(func(m map[int64]*Info[PID, P, R]) {
room, exist := m[roomId]
if !exist {
return
}
roomInfo = room
})
if roomInfo == nil {
return
}
slf.OnPlayerLeaveRoomEvent(roomInfo.room, player)
seat := roomInfo.seat.GetSeat(player.GetID())
if seat != NoSeat && slf.IsOwner(roomId, player.GetID()) && slf.GetPlayerCount() > 1 {
slf.SetOwner(roomId, roomInfo.seat.GetPlayerIDWithSeat(roomInfo.seat.GetNextSeat(seat)))
}
roomInfo.seat.RemoveSeat(player.GetID())
slf.pr.Atom(func(m map[PID]map[int64]struct{}) {
rooms, exist := m[player.GetID()]
if !exist {
return
}
delete(rooms, roomId)
if len(rooms) == 0 {
slf.players.Delete(player.GetID())
}
})
slf.rp.Atom(func(m map[int64]map[PID]struct{}) {
players, exist := m[roomId]
if !exist {
return
}
delete(players, player.GetID())
})
}
// Join 使玩家加入房间
func (slf *Manager[PID, P, R]) Join(roomId int64, player P) error {
var err error
var roomInfo *Info[PID, P, R]
slf.rooms.Atom(func(m map[int64]*Info[PID, P, R]) {
room, exist := m[roomId]
if !exist {
err = ErrRoomNotExist
return
}
if room.playerLimit > 0 && room.playerLimit <= slf.GetRoomPlayerCount(roomId) {
err = ErrRoomPlayerFull
return
}
slf.pr.Atom(func(m map[PID]map[int64]struct{}) {
rooms, exist := m[player.GetID()]
if !exist {
rooms = make(map[int64]struct{})
m[player.GetID()] = rooms
}
rooms[roomId] = struct{}{}
})
slf.rp.Atom(func(m map[int64]map[PID]struct{}) {
players, exist := m[roomId]
if !exist {
players = make(map[PID]struct{})
m[roomId] = players
}
players[player.GetID()] = struct{}{}
})
slf.players.Set(player.GetID(), player)
roomInfo = room
})
if roomInfo.seat.autoSitDown {
roomInfo.seat.AddSeat(player.GetID())
}
slf.OnPlayerJoinRoomEvent(roomInfo.room, player)
return err
}
// KickOut 以某种原因踢出特定玩家
// - 该函数不会校验任何权限相关的内容,调用后将直接踢出玩家
func (slf *Manager[PID, P, R]) KickOut(roomId int64, executor, kicked PID, reason string) error {
var err error
var room R
var executorPlayer, kickedPlayer P
slf.rp.Atom(func(m map[int64]map[PID]struct{}) {
executorPlayer, kickedPlayer = slf.GetRoomPlayer(roomId, executor), slf.GetRoomPlayer(roomId, kicked)
if generic.IsHasNil(executorPlayer, kickedPlayer) {
err = ErrRoomOrPlayerNotExist
return
}
room = slf.rooms.Get(roomId).room
if generic.IsNil(room) {
err = ErrRoomNotExist
return
}
})
if err == nil {
return err
}
slf.OnPlayerKickedOutEvent(room, executorPlayer, kickedPlayer, reason)
slf.Leave(roomId, slf.players.Get(kicked))
return nil
}
// GetSeatInfo 获取座位信息
func (slf *Manager[PID, P, R]) GetSeatInfo(roomId int64) *Seat[PID, P, R] {
var result *Seat[PID, P, R]
slf.rooms.Atom(func(m map[int64]*Info[PID, P, R]) {
room, exist := m[roomId]
if !exist {
return
}
result = room.seat
})
return result
}

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@ -1,26 +0,0 @@
package room_test
import (
"fmt"
"github.com/kercylan98/minotaur/game/room"
"testing"
)
func TestNewManager(t *testing.T) {
m := room.NewManager[string, *Player, *Room]()
r := &Room{}
m.CreateRoom(r)
helper := m.GetHelper(r)
helper.Join(&Player{ID: "player_01"})
helper.Join(&Player{ID: "player_02"})
helper.Join(&Player{ID: "player_03"})
helper.Leave(helper.GetPlayer("player_02"))
helper.Join(&Player{ID: "player_02"})
helper.BroadcastExcept(func(player *Player) {
fmt.Println(player.GetID())
}, func(player *Player) bool {
return false
})
}

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@ -1,7 +0,0 @@
package room
// Room 游戏房间接口
type Room interface {
// GetGuid 获取房间的唯一标识符
GetGuid() int64
}

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@ -1,19 +0,0 @@
package room
import "github.com/kercylan98/minotaur/game"
type Option[PID comparable, P game.Player[PID], R Room] func(info *Info[PID, P, R])
// WithPlayerLimit 设置房间人数上限
func WithPlayerLimit[PID comparable, P game.Player[PID], R Room](limit int) Option[PID, P, R] {
return func(info *Info[PID, P, R]) {
info.playerLimit = limit
}
}
// WithNotAutoJoinSeat 设置不自动加入座位
func WithNotAutoJoinSeat[PID comparable, P game.Player[PID], R Room]() Option[PID, P, R] {
return func(info *Info[PID, P, R]) {
info.seat.autoSitDown = false
}
}

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@ -1,289 +0,0 @@
package room
import (
"github.com/kercylan98/minotaur/game"
"github.com/kercylan98/minotaur/utils/concurrent"
"github.com/kercylan98/minotaur/utils/generic"
"github.com/kercylan98/minotaur/utils/hash"
"sync"
)
const (
NoSeat = -1 // 无座位
)
func newSeat[PlayerID comparable, P game.Player[PlayerID], R Room](manager *Manager[PlayerID, P, R], room R, event *event[PlayerID, P, R]) *Seat[PlayerID, P, R] {
roomSeat := &Seat[PlayerID, P, R]{
manager: manager,
room: room,
event: event,
seatPS: concurrent.NewBalanceMap[PlayerID, int](),
autoSitDown: true,
}
return roomSeat
}
// Seat 房间座位信息
type Seat[PlayerID comparable, P game.Player[PlayerID], R Room] struct {
manager *Manager[PlayerID, P, R]
room R
event *event[PlayerID, P, R]
mutex sync.RWMutex
vacancy []int
seatPS *concurrent.BalanceMap[PlayerID, int]
seatSP []*PlayerID
duplicateLock bool
autoSitDown bool
}
// GetSeatPlayerCount 获取座位上的玩家数量
// - 该数量不包括空缺的座位
func (slf *Seat[PlayerID, P, R]) GetSeatPlayerCount() int {
return slf.seatPS.Size()
}
// AddSeat 为特定玩家添加座位
// - 当座位存在空缺的时候,玩家将会优先在空缺位置坐下,否则将会在末位追加
func (slf *Seat[PlayerID, P, R]) AddSeat(id PlayerID) {
if slf.seatPS.Exist(id) {
return
}
var seat int
slf.mutex.Lock()
if len(slf.vacancy) > 0 {
seat = slf.vacancy[0]
slf.vacancy = slf.vacancy[1:]
slf.seatPS.Set(id, seat)
slf.seatSP[seat] = &id
} else {
seat = len(slf.seatSP)
slf.seatPS.Set(id, seat)
slf.seatSP = append(slf.seatSP, &id)
}
slf.mutex.Unlock()
slf.event.OnPlayerSeatSetEvent(slf.room, slf.manager.GetPlayer(id), seat)
}
// RemoveSeat 删除玩家座位
func (slf *Seat[PlayerID, P, R]) RemoveSeat(id PlayerID) {
if !slf.seatPS.Exist(id) {
return
}
slf.event.OnPlayerSeatCancelEvent(slf.room, slf.manager.GetPlayer(id), slf.seatPS.Get(id))
slf.mutex.Lock()
defer slf.mutex.Unlock()
seat := slf.seatPS.DeleteGet(id)
slf.vacancy = append(slf.vacancy, seat)
slf.seatSP[seat] = nil
}
// HasSeat 判断玩家是否有座位
func (slf *Seat[PlayerID, P, R]) HasSeat(id PlayerID) bool {
return slf.seatPS.Exist(id)
}
// SetSeat 设置玩家的座位号
// - 如果位置已经有玩家,将会与其进行更换
func (slf *Seat[PlayerID, P, R]) SetSeat(id PlayerID, seat int) int {
slf.mutex.Lock()
slf.duplicateLock = true
defer func() {
slf.mutex.Unlock()
slf.duplicateLock = false
}()
oldSeat := slf.GetSeat(id)
player := slf.GetPlayerWithSeat(seat)
if generic.IsNil(player) {
if oldSeat == NoSeat {
maxSeat := len(slf.seatSP) - 1
if seat > maxSeat {
count := seat - maxSeat
slf.seatSP = append(slf.seatSP, make([]*PlayerID, count)...)
}
slf.seatSP[seat] = &id
slf.seatPS.Set(id, seat)
} else {
ov := slf.seatSP[oldSeat]
slf.seatSP[oldSeat] = slf.seatSP[seat]
slf.seatSP[seat] = ov
slf.seatPS.Set(id, seat)
slf.seatPS.Set(player.GetID(), oldSeat)
}
} else {
maxSeat := len(slf.seatSP) - 1
if seat > maxSeat {
count := seat - maxSeat
slf.seatSP = append(slf.seatSP, make([]*PlayerID, count)...)
}
slf.seatSP[seat] = slf.seatSP[oldSeat]
slf.seatSP[oldSeat] = nil
slf.vacancy = append(slf.vacancy, oldSeat)
slf.seatPS.Set(id, seat)
}
slf.event.OnPlayerSeatChangeEvent(slf.room, slf.manager.GetPlayer(id), oldSeat, seat)
return oldSeat
}
// IsNoSeat 判断玩家是否没有座位
func (slf *Seat[PlayerID, P, R]) IsNoSeat(id PlayerID) bool {
return slf.GetSeat(id) == NoSeat
}
// GetSeat 获取玩家座位号
// - 如果玩家没有座位,将会返回 NoSeat
func (slf *Seat[PlayerID, P, R]) GetSeat(id PlayerID) int {
seat, exist := slf.seatPS.GetExist(id)
if !exist {
return NoSeat
}
return seat
}
// GetPlayerIDWithSeat 获取特定座位号的玩家ID
func (slf *Seat[PlayerID, P, R]) GetPlayerIDWithSeat(seat int) (id PlayerID) {
if !slf.duplicateLock {
slf.mutex.RLock()
defer slf.mutex.RUnlock()
}
if seat >= len(slf.seatSP) || seat < 0 {
return id
}
playerId := slf.seatSP[seat]
if playerId == nil {
return id
}
return *playerId
}
// GetPlayerWithSeat 获取特定座位号的玩家
func (slf *Seat[PlayerID, P, R]) GetPlayerWithSeat(seat int) (player P) {
if !slf.duplicateLock {
slf.mutex.RLock()
defer slf.mutex.RUnlock()
}
if seat >= len(slf.seatSP) || seat < 0 {
return player
}
id := slf.seatSP[seat]
if id == nil {
return player
}
return slf.manager.GetRoomPlayer(slf.room.GetGuid(), *id)
}
// GetSeatInfo 获取所有座位号
// - 在非补位模式(WithRoomSeatFillIn)下由于座位号可能存在缺席的情况,所以需要根据是否为空指针进行判断
func (slf *Seat[PlayerID, P, R]) GetSeatInfo() []*PlayerID {
slf.mutex.RLock()
defer slf.mutex.RUnlock()
return slf.seatSP
}
// GetSeatInfoMap 获取座位号及其对应的玩家信息
// - 缺席情况将被忽略
func (slf *Seat[PlayerID, P, R]) GetSeatInfoMap() map[int]PlayerID {
var seatInfo = make(map[int]PlayerID)
slf.mutex.RLock()
defer slf.mutex.RUnlock()
for seat, playerId := range slf.seatSP {
if playerId == nil {
continue
}
seatInfo[seat] = *playerId
}
return seatInfo
}
// GetSeatInfoMapVacancy 获取座位号及其对应的玩家信息
// - 缺席情况将不会被忽略
func (slf *Seat[PlayerID, P, R]) GetSeatInfoMapVacancy() map[int]*PlayerID {
slf.mutex.RLock()
defer slf.mutex.RUnlock()
return hash.ToMap(slf.seatSP)
}
// GetSeatInfoWithPlayerIDMap 获取玩家及其座位号信息
func (slf *Seat[PlayerID, P, R]) GetSeatInfoWithPlayerIDMap() map[PlayerID]int {
return slf.seatPS.Map()
}
// GetFirstSeat 获取第一个未缺席的座位号
// - 如果没有,将会返回 NoSeat
func (slf *Seat[PlayerID, P, R]) GetFirstSeat() int {
for seat, playerId := range slf.seatSP {
if playerId != nil {
return seat
}
}
return NoSeat
}
// GetNextSeat 获取特定座位号下一个未缺席的座位号
func (slf *Seat[PlayerID, P, R]) GetNextSeat(seat int) int {
l := len(slf.seatSP)
if l == 0 || seat >= l || seat < 0 {
return NoSeat
}
var target = seat
for {
target++
if target >= l {
target = 0
}
if target == seat {
return seat
}
if slf.seatSP[target] != nil {
return target
}
}
}
// GetNextSeatVacancy 获取特定座位号下一个座位号
// - 缺席将不会被忽略
func (slf *Seat[PlayerID, P, R]) GetNextSeatVacancy(seat int) int {
l := len(slf.seatSP)
if l == 0 || seat >= l || seat < 0 {
return NoSeat
}
seat++
if seat >= l {
seat = 0
}
return seat
}
// GetPrevSeat 获取特定座位号上一个未缺席的座位号
func (slf *Seat[PlayerID, P, R]) GetPrevSeat(seat int) int {
l := len(slf.seatSP)
if l == 0 || seat >= l || seat < 0 {
return NoSeat
}
var target = seat
for {
target--
if target < 0 {
target = l - 1
}
if target == seat {
return seat
}
if slf.seatSP[target] != nil {
return target
}
}
}
// GetPrevSeatVacancy 获取特定座位号上一个座位号
// - 缺席将不会被忽略
func (slf *Seat[PlayerID, P, R]) GetPrevSeatVacancy(seat int) int {
l := len(slf.seatSP)
if l == 0 || seat >= l || seat < 0 {
return NoSeat
}
seat--
if seat < 0 {
seat = l - 1
}
return seat
}

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@ -1,55 +0,0 @@
package room_test
import (
"fmt"
"github.com/kercylan98/minotaur/game/room"
"github.com/kercylan98/minotaur/server"
"testing"
)
type Player struct {
ID string
}
func (slf *Player) GetID() string {
return slf.ID
}
func (slf *Player) GetConn() *server.Conn {
return nil
}
func (slf *Player) UseConn(conn *server.Conn) {
}
func (slf *Player) Close(err ...error) {
}
type Room struct {
}
func (slf *Room) GetGuid() int64 {
return 0
}
func TestSeat_SetSeat(t *testing.T) {
rm := room.NewManager[string, *Player, *Room]()
r := &Room{}
rm.CreateRoom(r)
helper := rm.GetHelper(r)
helper.AddSeat("a")
helper.AddSeat("b")
helper.RemoveSeat("a")
helper.AddSeat("c")
for i, s := range helper.GetSeatInfo() {
if s == nil {
fmt.Println(i, "nil")
} else {
fmt.Println(i, *s)
}
}
}