注释优化,改为使用非线程安全map

This commit is contained in:
kercylan98 2023-05-19 10:25:55 +08:00
parent 12dccb3c07
commit 42894e91a4
1 changed files with 30 additions and 3 deletions

View File

@ -2,16 +2,17 @@ package builtin
import (
"github.com/kercylan98/minotaur/game"
"github.com/kercylan98/minotaur/utils/asynchronization"
"github.com/kercylan98/minotaur/utils/hash"
"github.com/kercylan98/minotaur/utils/slice"
"github.com/kercylan98/minotaur/utils/synchronization"
"sync"
)
// NewRoomSeat 基于特定游戏房间(game.Room)的实现创建一个支持座位号管理的房间实现(RoomSeat)
func NewRoomSeat[PlayerID comparable, Player game.Player[PlayerID]](room game.Room[PlayerID, Player], options ...RoomSeatOption[PlayerID, Player]) *RoomSeat[PlayerID, Player] {
roomSeat := &RoomSeat[PlayerID, Player]{
Room: room,
seatPS: synchronization.NewMap[PlayerID, int](),
seatPS: asynchronization.NewMap[PlayerID, int](),
}
for _, option := range options {
option(roomSeat)
@ -19,17 +20,21 @@ func NewRoomSeat[PlayerID comparable, Player game.Player[PlayerID]](room game.Ro
return roomSeat
}
// RoomSeat 包含座位号的默认内置房间实现,依赖于游戏房间(game.Room)实现
// - 实现了对玩家座位号的管理,分别为自动管理(WithRoomSeatAutoManage)及手工管理,默认清空下为手工管理
type RoomSeat[PlayerID comparable, Player game.Player[PlayerID]] struct {
game.Room[PlayerID, Player]
mutex sync.RWMutex
vacancy []int
seatPS *synchronization.Map[PlayerID, int]
seatPS hash.Map[PlayerID, int]
seatSP []*PlayerID
duplicateLock bool
fillIn bool
autoMode sync.Once
}
// 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 *RoomSeat[PlayerID, Player]) AddSeat(id PlayerID) {
if slf.seatPS.Exist(id) {
return
@ -47,11 +52,15 @@ func (slf *RoomSeat[PlayerID, Player]) AddSeat(id PlayerID) {
}
}
// AddSeatWithAssign 将玩家添加到特定的座位
// - 如果位置已经有玩家,将会与其进行更换
func (slf *RoomSeat[PlayerID, Player]) AddSeatWithAssign(id PlayerID, seat int) {
slf.AddSeat(id)
_ = slf.SetSeat(id, seat)
}
// RemovePlayerSeat 删除玩家座位
// - 受补位模式(WithRoomSeatFillIn)影响
func (slf *RoomSeat[PlayerID, Player]) RemovePlayerSeat(id PlayerID) {
if !slf.seatPS.Exist(id) {
return
@ -69,6 +78,8 @@ func (slf *RoomSeat[PlayerID, Player]) RemovePlayerSeat(id PlayerID) {
slf.seatSP[seat] = nil
}
// RemoveSeat 删除特定座位的玩家
// - 受补位模式(WithRoomSeatFillIn)影响
func (slf *RoomSeat[PlayerID, Player]) RemoveSeat(seat int) {
if seat >= len(slf.seatSP) {
return
@ -80,6 +91,9 @@ func (slf *RoomSeat[PlayerID, Player]) RemoveSeat(seat int) {
slf.RemovePlayerSeat(*playerId)
}
// 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 *RoomSeat[PlayerID, Player]) SetSeat(id PlayerID, seat int) error {
slf.mutex.Lock()
slf.duplicateLock = true
@ -120,6 +134,7 @@ func (slf *RoomSeat[PlayerID, Player]) SetSeat(id PlayerID, seat int) error {
return nil
}
// GetSeat 获取玩家座位号
func (slf *RoomSeat[PlayerID, Player]) GetSeat(id PlayerID) (int, error) {
seat, exist := slf.seatPS.GetExist(id)
if !exist {
@ -128,6 +143,7 @@ func (slf *RoomSeat[PlayerID, Player]) GetSeat(id PlayerID) (int, error) {
return seat, nil
}
// GetPlayerIDWithSeat 获取特定座位号的玩家
func (slf *RoomSeat[PlayerID, Player]) GetPlayerIDWithSeat(seat int) (playerId PlayerID, err error) {
if !slf.duplicateLock {
slf.mutex.RLock()
@ -143,12 +159,16 @@ func (slf *RoomSeat[PlayerID, Player]) GetPlayerIDWithSeat(seat int) (playerId P
return *id, nil
}
// 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 *RoomSeat[PlayerID, Player]) 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 *RoomSeat[PlayerID, Player]) GetSeatInfoMap() map[int]PlayerID {
var seatInfo = make(map[int]PlayerID)
slf.mutex.RLock()
@ -162,16 +182,20 @@ func (slf *RoomSeat[PlayerID, Player]) GetSeatInfoMap() map[int]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 *RoomSeat[PlayerID, Player]) 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 *RoomSeat[PlayerID, Player]) GetSeatInfoWithPlayerIDMap() map[PlayerID]int {
return slf.seatPS.Map()
}
// GetFirstSeat 获取第一个未缺席的座位号
func (slf *RoomSeat[PlayerID, Player]) GetFirstSeat() int {
for seat, playerId := range slf.seatSP {
if playerId != nil {
@ -181,6 +205,7 @@ func (slf *RoomSeat[PlayerID, Player]) GetFirstSeat() int {
return -1
}
// GetNextSeat 获取特定座位号下一个未缺席的座位号
func (slf *RoomSeat[PlayerID, Player]) GetNextSeat(seat int) int {
l := len(slf.seatSP)
if l == 0 || seat >= l || seat < 0 {
@ -201,6 +226,8 @@ func (slf *RoomSeat[PlayerID, Player]) GetNextSeat(seat int) int {
}
}
// GetNextSeatVacancy 获取特定座位号下一个座位号
// - 缺席将不会被忽略
func (slf *RoomSeat[PlayerID, Player]) GetNextSeatVacancy(seat int) int {
l := len(slf.seatSP)
if l == 0 || seat >= l || seat < 0 {