refactor: room 包移除大量 error 返回,增加易于房间操作 Helper 数据结构,可通过 Manager.GetHelper 和 room.NewHelper 获取

This commit is contained in:
kercylan98 2023-07-28 10:48:45 +08:00
parent 930fe159bf
commit 3dec4075d5
8 changed files with 356 additions and 82 deletions

View File

@ -195,6 +195,7 @@ func (slf *event[PID, P, R]) RegPlayerSeatChangeEvent(handle PlayerSeatChangeEve
}
// 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)
}

127
game/room/helper.go Normal file
View File

@ -0,0 +1,127 @@
package room
import (
"github.com/kercylan98/minotaur/game"
"github.com/kercylan98/minotaur/utils/hash"
)
// 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)
}
// 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)
}

View File

@ -2,7 +2,7 @@ package room
import "github.com/kercylan98/minotaur/game"
type info[PlayerID comparable, P game.Player[PlayerID], R Room] struct {
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

View File

@ -10,10 +10,11 @@ import (
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]](),
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
@ -22,19 +23,33 @@ func NewManager[PID comparable, P game.Player[PID], R Room]() *Manager[PID, P, R
// 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
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] {
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) {
roomInfo := &info[PID, P, R]{
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)
}
@ -42,6 +57,16 @@ func (slf *Manager[PID, P, R]) CreateRoom(room R) {
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)
}
})
})
slf.rp.Delete(guid)
}
// SetPlayerLimit 设置房间人数上限
@ -51,7 +76,7 @@ func (slf *Manager[PID, P, R]) SetPlayerLimit(roomId int64, limit int) {
}
var room R
var oldLimit int
slf.rooms.Atom(func(m map[int64]*info[PID, P, R]) {
slf.rooms.Atom(func(m map[int64]*Info[PID, P, R]) {
info, ok := m[roomId]
if !ok {
return
@ -69,7 +94,7 @@ func (slf *Manager[PID, P, R]) SetPlayerLimit(roomId int64, limit int) {
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]) {
slf.rooms.Atom(func(m map[int64]*Info[PID, P, R]) {
info, ok := m[roomId]
if !ok {
return
@ -85,15 +110,81 @@ func (slf *Manager[PID, P, R]) CancelOwner(roomId int64) {
}
}
// SetOwner 设置房主
func (slf *Manager[PID, P, R]) SetOwner(roomId int64, owner PID) error {
var err error
var oldOwner, newOwner P
var room R
slf.rooms.Atom(func(m map[int64]*info[PID, P, R]) {
// 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 {
err = ErrRoomNotExist
return
}
room = info.room
@ -102,13 +193,14 @@ func (slf *Manager[PID, P, R]) SetOwner(roomId int64, owner PID) error {
}
newOwner = slf.GetRoomPlayer(roomId, owner)
if generic.IsNil(newOwner) {
err = ErrRoomOrPlayerNotExist
return
}
info.owner = &owner
})
if generic.IsNil(newOwner) {
return
}
slf.OnPlayerUpgradeOwnerEvent(room, oldOwner, newOwner)
return err
}
// GetRoom 获取房间
@ -124,7 +216,7 @@ func (slf *Manager[PID, P, R]) Exist(guid int64) bool {
// 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]) {
slf.rooms.Atom(func(m map[int64]*Info[PID, P, R]) {
for id, info := range m {
rooms[id] = info.room
}
@ -152,7 +244,7 @@ func (slf *Manager[PID, P, R]) ExistPlayer(id PID) bool {
}
// InRoom 检查玩家是否在指定房间内
func (slf *Manager[PID, P, R]) InRoom(id PID, guid int64) bool {
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]
@ -242,8 +334,8 @@ func (slf *Manager[PID, P, R]) GetRoomPlayerLimit(guid int64) int {
// 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]) {
var roomInfo *Info[PID, P, R]
slf.rooms.Atom(func(m map[int64]*Info[PID, P, R]) {
room, exist := m[roomId]
if !exist {
return
@ -254,7 +346,11 @@ func (slf *Manager[PID, P, R]) Leave(roomId int64, player P) {
return
}
slf.OnPlayerLeaveRoomEvent(roomInfo.room, player)
roomInfo.seat.removePlayerSeat(player.GetID())
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 {
@ -274,8 +370,8 @@ func (slf *Manager[PID, P, R]) Leave(roomId int64, player P) {
// 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]) {
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
@ -304,7 +400,9 @@ func (slf *Manager[PID, P, R]) Join(roomId int64, player P) error {
slf.players.Set(player.GetID(), player)
roomInfo = room
})
roomInfo.seat.addSeat(player.GetID())
if roomInfo.seat.autoSitDown {
roomInfo.seat.AddSeat(player.GetID())
}
slf.OnPlayerJoinRoomEvent(roomInfo.room, player)
return err
}
@ -336,16 +434,14 @@ func (slf *Manager[PID, P, R]) KickOut(roomId int64, executor, kicked PID, reaso
}
// GetSeatInfo 获取座位信息
func (slf *Manager[PID, P, R]) GetSeatInfo(roomId int64) (*Seat[PID, P, R], error) {
func (slf *Manager[PID, P, R]) GetSeatInfo(roomId int64) *Seat[PID, P, R] {
var result *Seat[PID, P, R]
var err error
slf.rooms.Atom(func(m map[int64]*info[PID, P, R]) {
slf.rooms.Atom(func(m map[int64]*Info[PID, P, R]) {
room, exist := m[roomId]
if !exist {
err = ErrRoomNotExist
return
}
result = room.seat
})
return result, err
return result
}

View File

@ -1,6 +1,6 @@
package room
// Room 房间类似于简版的游戏世界(World),不过没有游戏实体
// Room 游戏房间接口
type Room interface {
// GetGuid 获取房间的唯一标识符
GetGuid() int64

19
game/room/room_options.go Normal file
View File

@ -0,0 +1,19 @@
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
}
}

View File

@ -7,12 +7,17 @@ import (
"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](),
manager: manager,
room: room,
event: event,
seatPS: concurrent.NewBalanceMap[PlayerID, int](),
autoSitDown: true,
}
return roomSeat
}
@ -27,12 +32,12 @@ type Seat[PlayerID comparable, P game.Player[PlayerID], R Room] struct {
seatPS *concurrent.BalanceMap[PlayerID, int]
seatSP []*PlayerID
duplicateLock bool
autoMode sync.Once
autoSitDown bool
}
// addSeat 为特定玩家添加座位
// 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) {
func (slf *Seat[PlayerID, P, R]) AddSeat(id PlayerID) {
if slf.seatPS.Exist(id) {
return
}
@ -52,8 +57,8 @@ func (slf *Seat[PlayerID, P, R]) addSeat(id PlayerID) {
slf.event.OnPlayerSeatSetEvent(slf.room, slf.manager.GetPlayer(id), seat)
}
// removePlayerSeat 删除玩家座位
func (slf *Seat[PlayerID, P, R]) removePlayerSeat(id PlayerID) {
// RemoveSeat 删除玩家座位
func (slf *Seat[PlayerID, P, R]) RemoveSeat(id PlayerID) {
if !slf.seatPS.Exist(id) {
return
}
@ -64,36 +69,38 @@ func (slf *Seat[PlayerID, P, R]) removePlayerSeat(id PlayerID) {
slf.seatSP[seat] = nil
}
// SetSeat 设置玩家的座位号
// - 如果玩家没有预先添加过座位将会返回错误
// - 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) error {
oldSeat, err := slf.setSeat(id, seat)
if err != nil {
return err
}
slf.event.OnPlayerSeatChangeEvent(slf.room, slf.manager.GetPlayer(id), oldSeat, seat)
return 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)
}
func (slf *Seat[PlayerID, P, R]) setSeat(id PlayerID, seat int) (int, error) {
// 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, err := slf.GetSeat(id)
if err != nil {
return oldSeat, err
}
playerId, err := slf.GetPlayerIDWithSeat(seat)
if err != nil {
ov := slf.seatSP[oldSeat]
slf.seatSP[oldSeat] = slf.seatSP[seat]
slf.seatSP[seat] = ov
slf.seatPS.Set(id, seat)
slf.seatPS.Set(playerId, oldSeat)
oldSeat := slf.GetSeat(id)
player := slf.GetPlayerWithSeat(seat)
if player != nil {
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 {
@ -104,32 +111,55 @@ func (slf *Seat[PlayerID, P, R]) setSeat(id PlayerID, seat int) (int, error) {
slf.seatSP[oldSeat] = nil
slf.seatPS.Set(id, seat)
}
return oldSeat, nil
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
func (slf *Seat[PlayerID, P, R]) GetSeat(id PlayerID) (int, error) {
// - 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 0, ErrPlayerNotInRoom
return NoSeat
}
return seat, nil
return seat
}
// GetPlayerIDWithSeat 获取特定座位号的玩家
func (slf *Seat[PlayerID, P, R]) GetPlayerIDWithSeat(seat int) (playerId PlayerID, err error) {
// 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)-1 {
return playerId, ErrPlayerNotInRoom
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 playerId, ErrPlayerNotInRoom
return player
}
return *id, nil
return slf.manager.GetRoomPlayer(slf.room.GetGuid(), *id)
}
// GetSeatInfo 获取所有座位号
@ -169,20 +199,21 @@ func (slf *Seat[PlayerID, P, R]) GetSeatInfoWithPlayerIDMap() map[PlayerID]int {
}
// 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 -1
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 -1
return NoSeat
}
var target = seat
for {
@ -204,7 +235,7 @@ func (slf *Seat[PlayerID, P, R]) GetNextSeat(seat int) int {
func (slf *Seat[PlayerID, P, R]) GetNextSeatVacancy(seat int) int {
l := len(slf.seatSP)
if l == 0 || seat >= l || seat < 0 {
return -1
return NoSeat
}
seat++
if seat >= l {
@ -217,7 +248,7 @@ func (slf *Seat[PlayerID, P, R]) GetNextSeatVacancy(seat int) int {
func (slf *Seat[PlayerID, P, R]) GetPrevSeat(seat int) int {
l := len(slf.seatSP)
if l == 0 || seat >= l || seat < 0 {
return -1
return NoSeat
}
var target = seat
for {
@ -239,7 +270,7 @@ func (slf *Seat[PlayerID, P, R]) GetPrevSeat(seat int) int {
func (slf *Seat[PlayerID, P, R]) GetPrevSeatVacancy(seat int) int {
l := len(slf.seatSP)
if l == 0 || seat >= l || seat < 0 {
return -1
return NoSeat
}
seat--
if seat < 0 {

View File

@ -19,19 +19,19 @@ func NewManager(senders ...Sender) *Manager {
case <-manager.closeChannel:
close(manager.closeChannel)
close(manager.notifyChannel)
log.Info("Manager", log.String("state", "release"))
log.Info("m", log.String("state", "release"))
return
case notify := <-manager.notifyChannel:
for _, sender := range manager.senders {
if err := sender.Push(notify); err != nil {
log.Error("Manager", log.String("sender", reflect.TypeOf(sender).String()), log.Err(err))
log.Error("m", log.String("sender", reflect.TypeOf(sender).String()), log.Err(err))
}
}
}
}
}()
log.Info("Manager", log.String("state", "running"))
log.Info("m", log.String("state", "running"))
return manager
}