refactor: 移除不再推荐的 room 包,可使用 space 包进行替代
This commit is contained in:
parent
2b13b19272
commit
197fcfd78d
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package room
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import "errors"
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var (
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// ErrRoomNotExist 房间不存在
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ErrRoomNotExist = errors.New("room not exist")
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// ErrRoomPlayerFull 房间人数已满
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ErrRoomPlayerFull = errors.New("room player full")
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// ErrPlayerNotInRoom 玩家不在房间中
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ErrPlayerNotInRoom = errors.New("player not in room")
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// ErrRoomOrPlayerNotExist 房间不存在或玩家不在房间中
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ErrRoomOrPlayerNotExist = errors.New("room or player not exist")
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)
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@ -1,266 +0,0 @@
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package room
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import "github.com/kercylan98/minotaur/game"
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type (
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// PlayerJoinRoomEventHandle 玩家加入房间事件处理函数
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PlayerJoinRoomEventHandle[PID comparable, P game.Player[PID], R Room] func(room R, player P)
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// PlayerLeaveRoomEventHandle 玩家离开房间事件处理函数
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PlayerLeaveRoomEventHandle[PID comparable, P game.Player[PID], R Room] func(room R, player P)
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// PlayerKickedOutEventHandle 玩家被踢出房间事件处理函数
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PlayerKickedOutEventHandle[PID comparable, P game.Player[PID], R Room] func(room R, executor, kicked P, reason string)
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// PlayerUpgradeOwnerEventHandle 玩家成为房主事件处理函数
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PlayerUpgradeOwnerEventHandle[PID comparable, P game.Player[PID], R Room] func(room R, oldOwner, newOwner P)
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// CancelOwnerEventHandle 取消房主事件处理函数
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CancelOwnerEventHandle[PID comparable, P game.Player[PID], R Room] func(room R, oldOwner P)
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// ChangePlayerLimitEventHandle 改变房间人数上限事件处理函数
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ChangePlayerLimitEventHandle[PID comparable, P game.Player[PID], R Room] func(room R, oldLimit, newLimit int)
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// PlayerSeatChangeEventHandle 玩家座位改变事件处理函数
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PlayerSeatChangeEventHandle[PID comparable, P game.Player[PID], R Room] func(room R, player P, oldSeat, newSeat int)
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// PlayerSeatSetEventHandle 玩家座位设置事件处理函数
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PlayerSeatSetEventHandle[PID comparable, P game.Player[PID], R Room] func(room R, player P, seat int)
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// PlayerSeatCancelEventHandle 玩家座位取消事件处理函数
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PlayerSeatCancelEventHandle[PID comparable, P game.Player[PID], R Room] func(room R, player P, seat int)
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// CreateEventHandle 房间创建事件处理函数
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CreateEventHandle[PID comparable, P game.Player[PID], R Room] func(room R, helper *Helper[PID, P, R])
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)
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func newEvent[PID comparable, P game.Player[PID], R Room]() *event[PID, P, R] {
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return &event[PID, P, R]{
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playerJoinRoomEventRoomHandles: make(map[int64][]PlayerJoinRoomEventHandle[PID, P, R]),
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playerLeaveRoomEventRoomHandles: make(map[int64][]PlayerLeaveRoomEventHandle[PID, P, R]),
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playerKickedOutEventRoomHandles: make(map[int64][]PlayerKickedOutEventHandle[PID, P, R]),
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playerUpgradeOwnerEventRoomHandles: make(map[int64][]PlayerUpgradeOwnerEventHandle[PID, P, R]),
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cancelOwnerEventRoomHandles: make(map[int64][]CancelOwnerEventHandle[PID, P, R]),
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changePlayerLimitEventRoomHandles: make(map[int64][]ChangePlayerLimitEventHandle[PID, P, R]),
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playerSeatChangeEventRoomHandles: make(map[int64][]PlayerSeatChangeEventHandle[PID, P, R]),
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playerSeatSetEventRoomHandles: make(map[int64][]PlayerSeatSetEventHandle[PID, P, R]),
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}
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}
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type event[PID comparable, P game.Player[PID], R Room] struct {
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playerJoinRoomEventHandles []PlayerJoinRoomEventHandle[PID, P, R]
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playerJoinRoomEventRoomHandles map[int64][]PlayerJoinRoomEventHandle[PID, P, R]
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playerLeaveRoomEventHandles []PlayerLeaveRoomEventHandle[PID, P, R]
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playerLeaveRoomEventRoomHandles map[int64][]PlayerLeaveRoomEventHandle[PID, P, R]
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playerKickedOutEventHandles []PlayerKickedOutEventHandle[PID, P, R]
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playerKickedOutEventRoomHandles map[int64][]PlayerKickedOutEventHandle[PID, P, R]
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playerUpgradeOwnerEventHandles []PlayerUpgradeOwnerEventHandle[PID, P, R]
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playerUpgradeOwnerEventRoomHandles map[int64][]PlayerUpgradeOwnerEventHandle[PID, P, R]
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cancelOwnerEventHandles []CancelOwnerEventHandle[PID, P, R]
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cancelOwnerEventRoomHandles map[int64][]CancelOwnerEventHandle[PID, P, R]
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changePlayerLimitEventHandles []ChangePlayerLimitEventHandle[PID, P, R]
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changePlayerLimitEventRoomHandles map[int64][]ChangePlayerLimitEventHandle[PID, P, R]
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playerSeatChangeEventHandles []PlayerSeatChangeEventHandle[PID, P, R]
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playerSeatChangeEventRoomHandles map[int64][]PlayerSeatChangeEventHandle[PID, P, R]
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playerSeatSetEventHandles []PlayerSeatSetEventHandle[PID, P, R]
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playerSeatSetEventRoomHandles map[int64][]PlayerSeatSetEventHandle[PID, P, R]
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playerSeatCancelEventHandles []PlayerSeatCancelEventHandle[PID, P, R]
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playerSeatCancelEventRoomHandles map[int64][]PlayerSeatCancelEventHandle[PID, P, R]
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roomCreateEventHandles []CreateEventHandle[PID, P, R]
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}
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func (slf *event[PID, P, R]) unReg(guid int64) {
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delete(slf.playerJoinRoomEventRoomHandles, guid)
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delete(slf.playerLeaveRoomEventRoomHandles, guid)
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delete(slf.playerKickedOutEventRoomHandles, guid)
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delete(slf.playerUpgradeOwnerEventRoomHandles, guid)
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delete(slf.cancelOwnerEventRoomHandles, guid)
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delete(slf.changePlayerLimitEventRoomHandles, guid)
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delete(slf.playerSeatChangeEventRoomHandles, guid)
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delete(slf.playerSeatSetEventRoomHandles, guid)
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delete(slf.playerSeatCancelEventRoomHandles, guid)
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}
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// RegPlayerJoinRoomEvent 玩家进入房间时将立即执行被注册的事件处理函数
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func (slf *event[PID, P, R]) RegPlayerJoinRoomEvent(handle PlayerJoinRoomEventHandle[PID, P, R]) {
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slf.playerJoinRoomEventHandles = append(slf.playerJoinRoomEventHandles, handle)
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}
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// OnPlayerJoinRoomEvent 玩家进入房间时将立即执行被注册的事件处理函数
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func (slf *event[PID, P, R]) OnPlayerJoinRoomEvent(room R, player P) {
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for _, handle := range slf.playerJoinRoomEventHandles {
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handle(room, player)
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}
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for _, handle := range slf.playerJoinRoomEventRoomHandles[room.GetGuid()] {
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handle(room, player)
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}
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}
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// RegPlayerJoinRoomEventWithRoom 玩家进入房间时将立即执行被注册的事件处理函数
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func (slf *event[PID, P, R]) RegPlayerJoinRoomEventWithRoom(room R, handle PlayerJoinRoomEventHandle[PID, P, R]) {
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slf.playerJoinRoomEventRoomHandles[room.GetGuid()] = append(slf.playerJoinRoomEventRoomHandles[room.GetGuid()], handle)
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}
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// RegPlayerLeaveRoomEvent 玩家离开房间时将立即执行被注册的事件处理函数
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func (slf *event[PID, P, R]) RegPlayerLeaveRoomEvent(handle PlayerLeaveRoomEventHandle[PID, P, R]) {
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slf.playerLeaveRoomEventHandles = append(slf.playerLeaveRoomEventHandles, handle)
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}
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// RegPlayerLeaveRoomEventWithRoom 玩家离开房间时将立即执行被注册的事件处理函数
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func (slf *event[PID, P, R]) RegPlayerLeaveRoomEventWithRoom(room R, handle PlayerLeaveRoomEventHandle[PID, P, R]) {
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slf.playerLeaveRoomEventRoomHandles[room.GetGuid()] = append(slf.playerLeaveRoomEventRoomHandles[room.GetGuid()], handle)
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}
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// OnPlayerLeaveRoomEvent 玩家离开房间时将立即执行被注册的事件处理函数
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func (slf *event[PID, P, R]) OnPlayerLeaveRoomEvent(room R, player P) {
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for _, handle := range slf.playerLeaveRoomEventHandles {
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handle(room, player)
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}
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for _, handle := range slf.playerLeaveRoomEventRoomHandles[room.GetGuid()] {
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handle(room, player)
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}
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}
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// RegPlayerKickedOutEvent 玩家被踢出房间时将立即执行被注册的事件处理函数
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func (slf *event[PID, P, R]) RegPlayerKickedOutEvent(handle PlayerKickedOutEventHandle[PID, P, R]) {
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slf.playerKickedOutEventHandles = append(slf.playerKickedOutEventHandles, handle)
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}
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// RegPlayerKickedOutEventWithRoom 玩家被踢出房间时将立即执行被注册的事件处理函数
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func (slf *event[PID, P, R]) RegPlayerKickedOutEventWithRoom(room R, handle PlayerKickedOutEventHandle[PID, P, R]) {
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slf.playerKickedOutEventRoomHandles[room.GetGuid()] = append(slf.playerKickedOutEventRoomHandles[room.GetGuid()], handle)
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}
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// OnPlayerKickedOutEvent 玩家被踢出房间时将立即执行被注册的事件处理函数
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func (slf *event[PID, P, R]) OnPlayerKickedOutEvent(room R, executor, kicked P, reason string) {
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for _, handle := range slf.playerKickedOutEventHandles {
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handle(room, executor, kicked, reason)
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}
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for _, handle := range slf.playerKickedOutEventRoomHandles[room.GetGuid()] {
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handle(room, executor, kicked, reason)
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}
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}
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// RegPlayerUpgradeOwnerEvent 玩家成为房主时将立即执行被注册的事件处理函数
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func (slf *event[PID, P, R]) RegPlayerUpgradeOwnerEvent(handle PlayerUpgradeOwnerEventHandle[PID, P, R]) {
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slf.playerUpgradeOwnerEventHandles = append(slf.playerUpgradeOwnerEventHandles, handle)
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}
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// RegPlayerUpgradeOwnerEventWithRoom 玩家成为房主时将立即执行被注册的事件处理函数
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func (slf *event[PID, P, R]) RegPlayerUpgradeOwnerEventWithRoom(room R, handle PlayerUpgradeOwnerEventHandle[PID, P, R]) {
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slf.playerUpgradeOwnerEventRoomHandles[room.GetGuid()] = append(slf.playerUpgradeOwnerEventRoomHandles[room.GetGuid()], handle)
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}
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// OnPlayerUpgradeOwnerEvent 玩家成为房主时将立即执行被注册的事件处理函数
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func (slf *event[PID, P, R]) OnPlayerUpgradeOwnerEvent(room R, executor, newOwner P) {
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for _, handle := range slf.playerUpgradeOwnerEventHandles {
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handle(room, executor, newOwner)
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}
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for _, handle := range slf.playerUpgradeOwnerEventRoomHandles[room.GetGuid()] {
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handle(room, executor, newOwner)
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}
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}
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// RegCancelOwnerEvent 取消房主时将立即执行被注册的事件处理函数
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func (slf *event[PID, P, R]) RegCancelOwnerEvent(handle CancelOwnerEventHandle[PID, P, R]) {
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slf.cancelOwnerEventHandles = append(slf.cancelOwnerEventHandles, handle)
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}
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// RegCancelOwnerEventWithRoom 取消房主时将立即执行被注册的事件处理函数
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func (slf *event[PID, P, R]) RegCancelOwnerEventWithRoom(room R, handle CancelOwnerEventHandle[PID, P, R]) {
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slf.cancelOwnerEventRoomHandles[room.GetGuid()] = append(slf.cancelOwnerEventRoomHandles[room.GetGuid()], handle)
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}
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// OnCancelOwnerEvent 取消房主时将立即执行被注册的事件处理函数
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func (slf *event[PID, P, R]) OnCancelOwnerEvent(room R, oldOwner P) {
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for _, handle := range slf.cancelOwnerEventHandles {
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handle(room, oldOwner)
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}
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for _, handle := range slf.cancelOwnerEventRoomHandles[room.GetGuid()] {
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handle(room, oldOwner)
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}
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}
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// RegChangePlayerLimitEvent 修改玩家上限时将立即执行被注册的事件处理函数
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func (slf *event[PID, P, R]) RegChangePlayerLimitEvent(handle ChangePlayerLimitEventHandle[PID, P, R]) {
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slf.changePlayerLimitEventHandles = append(slf.changePlayerLimitEventHandles, handle)
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}
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// RegChangePlayerLimitEventWithRoom 修改玩家上限时将立即执行被注册的事件处理函数
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func (slf *event[PID, P, R]) RegChangePlayerLimitEventWithRoom(room R, handle ChangePlayerLimitEventHandle[PID, P, R]) {
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slf.changePlayerLimitEventRoomHandles[room.GetGuid()] = append(slf.changePlayerLimitEventRoomHandles[room.GetGuid()], handle)
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}
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// OnChangePlayerLimitEvent 修改玩家上限时将立即执行被注册的事件处理函数
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func (slf *event[PID, P, R]) OnChangePlayerLimitEvent(room R, oldLimit, newLimit int) {
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for _, handle := range slf.changePlayerLimitEventHandles {
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handle(room, oldLimit, newLimit)
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}
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for _, handle := range slf.changePlayerLimitEventRoomHandles[room.GetGuid()] {
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handle(room, oldLimit, newLimit)
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}
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}
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// RegPlayerSeatChangeEvent 玩家座位改变时将立即执行被注册的事件处理函数
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func (slf *event[PID, P, R]) RegPlayerSeatChangeEvent(handle PlayerSeatChangeEventHandle[PID, P, R]) {
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slf.playerSeatChangeEventHandles = append(slf.playerSeatChangeEventHandles, handle)
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}
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// RegPlayerSeatChangeEventWithRoom 玩家座位改变时将立即执行被注册的事件处理函数
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// - 当玩家之前没有座位时,oldSeat 为 NoSeat
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func (slf *event[PID, P, R]) RegPlayerSeatChangeEventWithRoom(room R, handle PlayerSeatChangeEventHandle[PID, P, R]) {
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slf.playerSeatChangeEventRoomHandles[room.GetGuid()] = append(slf.playerSeatChangeEventRoomHandles[room.GetGuid()], handle)
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}
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// OnPlayerSeatChangeEvent 玩家座位改变时将立即执行被注册的事件处理函数
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func (slf *event[PID, P, R]) OnPlayerSeatChangeEvent(room R, player P, oldSeat, newSeat int) {
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for _, handle := range slf.playerSeatChangeEventHandles {
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handle(room, player, oldSeat, newSeat)
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}
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for _, handle := range slf.playerSeatChangeEventRoomHandles[room.GetGuid()] {
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handle(room, player, oldSeat, newSeat)
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}
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}
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// RegPlayerSeatSetEvent 玩家座位设置时将立即执行被注册的事件处理函数
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func (slf *event[PID, P, R]) RegPlayerSeatSetEvent(handle PlayerSeatSetEventHandle[PID, P, R]) {
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slf.playerSeatSetEventHandles = append(slf.playerSeatSetEventHandles, handle)
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}
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// RegPlayerSeatSetEventWithRoom 玩家座位设置时将立即执行被注册的事件处理函数
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func (slf *event[PID, P, R]) RegPlayerSeatSetEventWithRoom(room R, handle PlayerSeatSetEventHandle[PID, P, R]) {
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slf.playerSeatSetEventRoomHandles[room.GetGuid()] = append(slf.playerSeatSetEventRoomHandles[room.GetGuid()], handle)
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}
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// OnPlayerSeatSetEvent 玩家座位设置时将立即执行被注册的事件处理函数
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func (slf *event[PID, P, R]) OnPlayerSeatSetEvent(room R, player P, seat int) {
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for _, handle := range slf.playerSeatSetEventHandles {
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handle(room, player, seat)
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}
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for _, handle := range slf.playerSeatSetEventRoomHandles[room.GetGuid()] {
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handle(room, player, seat)
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}
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}
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// RegPlayerSeatCancelEvent 玩家座位取消时将立即执行被注册的事件处理函数
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func (slf *event[PID, P, R]) RegPlayerSeatCancelEvent(handle PlayerSeatCancelEventHandle[PID, P, R]) {
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slf.playerSeatCancelEventHandles = append(slf.playerSeatCancelEventHandles, handle)
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}
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// RegPlayerSeatCancelEventWithRoom 玩家座位取消时将立即执行被注册的事件处理函数
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func (slf *event[PID, P, R]) RegPlayerSeatCancelEventWithRoom(room R, handle PlayerSeatCancelEventHandle[PID, P, R]) {
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slf.playerSeatCancelEventRoomHandles[room.GetGuid()] = append(slf.playerSeatCancelEventRoomHandles[room.GetGuid()], handle)
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}
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// OnPlayerSeatCancelEvent 玩家座位取消时将立即执行被注册的事件处理函数
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func (slf *event[PID, P, R]) OnPlayerSeatCancelEvent(room R, player P, seat int) {
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for _, handle := range slf.playerSeatCancelEventHandles {
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handle(room, player, seat)
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}
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for _, handle := range slf.playerSeatCancelEventRoomHandles[room.GetGuid()] {
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handle(room, player, seat)
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}
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}
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// RegRoomCreateEvent 房间创建时将立即执行被注册的事件处理函数
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func (slf *event[PID, P, R]) RegRoomCreateEvent(handle CreateEventHandle[PID, P, R]) {
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slf.roomCreateEventHandles = append(slf.roomCreateEventHandles, handle)
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}
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// OnRoomCreateEvent 房间创建时将立即执行被注册的事件处理函数
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func (slf *event[PID, P, R]) OnRoomCreateEvent(room R, helper *Helper[PID, P, R]) {
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for _, handle := range slf.roomCreateEventHandles {
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handle(room, helper)
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}
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}
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package room
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import (
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"github.com/kercylan98/minotaur/game"
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"github.com/kercylan98/minotaur/utils/hash"
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"github.com/kercylan98/minotaur/utils/slice"
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)
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// NewHelper 创建房间助手
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func NewHelper[PID comparable, P game.Player[PID], R Room](manager *Manager[PID, P, R], room R) *Helper[PID, P, R] {
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return &Helper[PID, P, R]{
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m: manager,
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room: room,
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Seat: manager.GetSeatInfo(room.GetGuid()),
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}
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}
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// Helper 易于快捷使用的房间助手
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type Helper[PID comparable, P game.Player[PID], R Room] struct {
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m *Manager[PID, P, R]
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*Seat[PID, P, R]
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room R
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}
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// Room 获取房间
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func (slf *Helper[PID, P, R]) Room() R {
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return slf.room
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}
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// GetPlayer 获取玩家
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func (slf *Helper[PID, P, R]) GetPlayer(playerId PID) P {
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return slf.m.GetRoomPlayer(slf.room.GetGuid(), playerId)
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}
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// GetPlayers 获取房间中的所有玩家
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func (slf *Helper[PID, P, R]) GetPlayers() map[PID]P {
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return slf.m.GetRoomPlayers(slf.room.GetGuid())
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}
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// GetPlayerCount 获取房间中的玩家数量
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func (slf *Helper[PID, P, R]) GetPlayerCount() int {
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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)
|
||||
}
|
|
@ -1,10 +0,0 @@
|
|||
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]
|
||||
}
|
|
@ -1,460 +0,0 @@
|
|||
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
|
||||
}
|
|
@ -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
|
||||
})
|
||||
}
|
|
@ -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
|
||||
}
|
|
@ -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
|
||||
}
|
||||
}
|
|
@ -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
|
||||
}
|
|
@ -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)
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue