注释优化

This commit is contained in:
kercylan98 2023-05-19 09:49:53 +08:00
parent e240563206
commit 7306c0d8b6
2 changed files with 27 additions and 4 deletions

View File

@ -8,6 +8,7 @@ import (
"go.uber.org/zap" "go.uber.org/zap"
) )
// NewRoom 创建一个默认的内置游戏房间 Room
func NewRoom[PlayerID comparable, Player game.Player[PlayerID]](guid int64, options ...RoomOption[PlayerID, Player]) *Room[PlayerID, Player] { func NewRoom[PlayerID comparable, Player game.Player[PlayerID]](guid int64, options ...RoomOption[PlayerID, Player]) *Room[PlayerID, Player] {
room := &Room[PlayerID, Player]{ room := &Room[PlayerID, Player]{
guid: guid, guid: guid,
@ -19,47 +20,60 @@ func NewRoom[PlayerID comparable, Player game.Player[PlayerID]](guid int64, opti
return room return room
} }
// Room 默认的内置游戏房间实现
// - 实现了最大人数控制、房主、踢出玩家、玩家维护等功能
// - 支持并发安全和非并发安全的模式
type Room[PlayerID comparable, Player game.Player[PlayerID]] struct { type Room[PlayerID comparable, Player game.Player[PlayerID]] struct {
guid int64 guid int64
owner PlayerID owner PlayerID
noMaster bool noMaster bool
playerLimit int playerLimit int
players hash.Map[PlayerID, Player] players hash.Map[PlayerID, Player]
kickCheckHandle func(id, target PlayerID) error kickCheckHandle func(room *Room[PlayerID, Player], id, target PlayerID) error
playerJoinRoomEventHandles []game.PlayerJoinRoomEventHandle[PlayerID, Player] playerJoinRoomEventHandles []game.PlayerJoinRoomEventHandle[PlayerID, Player]
playerLeaveRoomEventHandles []game.PlayerLeaveRoomEventHandle[PlayerID, Player] playerLeaveRoomEventHandles []game.PlayerLeaveRoomEventHandle[PlayerID, Player]
playerKickedOutEventHandles []game.PlayerKickedOutEventHandle[PlayerID, Player] playerKickedOutEventHandles []game.PlayerKickedOutEventHandle[PlayerID, Player]
} }
// GetGuid 获取房间唯一标识
func (slf *Room[PlayerID, Player]) GetGuid() int64 { func (slf *Room[PlayerID, Player]) GetGuid() int64 {
return slf.guid return slf.guid
} }
// GetPlayerLimit 获取最大玩家上限
func (slf *Room[PlayerID, Player]) GetPlayerLimit() int { func (slf *Room[PlayerID, Player]) GetPlayerLimit() int {
return slf.playerLimit return slf.playerLimit
} }
// GetPlayer 根据玩家id获取玩家
func (slf *Room[PlayerID, Player]) GetPlayer(id PlayerID) Player { func (slf *Room[PlayerID, Player]) GetPlayer(id PlayerID) Player {
return slf.players.Get(id) return slf.players.Get(id)
} }
// GetPlayers 获取所有玩家
func (slf *Room[PlayerID, Player]) GetPlayers() hash.MapReadonly[PlayerID, Player] { func (slf *Room[PlayerID, Player]) GetPlayers() hash.MapReadonly[PlayerID, Player] {
return slf.players.(hash.MapReadonly[PlayerID, Player]) return slf.players.(hash.MapReadonly[PlayerID, Player])
} }
// GetPlayerCount 获取玩家数量
func (slf *Room[PlayerID, Player]) GetPlayerCount() int { func (slf *Room[PlayerID, Player]) GetPlayerCount() int {
return slf.players.Size() return slf.players.Size()
} }
// IsExistPlayer 房间内是否存在某玩家
func (slf *Room[PlayerID, Player]) IsExistPlayer(id PlayerID) bool { func (slf *Room[PlayerID, Player]) IsExistPlayer(id PlayerID) bool {
return slf.players.Exist(id) return slf.players.Exist(id)
} }
// IsOwner 检查特定玩家是否是房主
// - 当房间为无主模式(WithRoomNoMaster)时将会始终返回false
func (slf *Room[PlayerID, Player]) IsOwner(id PlayerID) bool { func (slf *Room[PlayerID, Player]) IsOwner(id PlayerID) bool {
return !slf.noMaster && slf.owner == id return !slf.noMaster && slf.owner == id
} }
// ChangeOwner 改变房主
// - 当房间为无主模式(WithRoomNoMaster)时,将不会发生任何变化
func (slf *Room[PlayerID, Player]) ChangeOwner(id PlayerID) { func (slf *Room[PlayerID, Player]) ChangeOwner(id PlayerID) {
if slf.noMaster || slf.owner == id { if slf.noMaster || slf.owner == id {
return return
@ -67,6 +81,7 @@ func (slf *Room[PlayerID, Player]) ChangeOwner(id PlayerID) {
slf.owner = id slf.owner = id
} }
// Join 控制玩家加入到该房间
func (slf *Room[PlayerID, Player]) Join(player Player) error { func (slf *Room[PlayerID, Player]) Join(player Player) error {
if slf.players.Size() >= slf.playerLimit && slf.playerLimit > 0 { if slf.players.Size() >= slf.playerLimit && slf.playerLimit > 0 {
return ErrRoomPlayerLimit return ErrRoomPlayerLimit
@ -80,6 +95,7 @@ func (slf *Room[PlayerID, Player]) Join(player Player) error {
return nil return nil
} }
// Leave 控制玩家离开房间
func (slf *Room[PlayerID, Player]) Leave(id PlayerID) { func (slf *Room[PlayerID, Player]) Leave(id PlayerID) {
player, exist := slf.players.GetExist(id) player, exist := slf.players.GetExist(id)
if !exist { if !exist {
@ -90,13 +106,17 @@ func (slf *Room[PlayerID, Player]) Leave(id PlayerID) {
slf.players.Delete(player.GetID()) slf.players.Delete(player.GetID())
} }
// KickOut 以某种原因踢出特定玩家
// - 当设置了房间踢出玩家的检查处理函数(WithRoomKickPlayerCheckHandle)时,将会根据检查结果进行处理,即便是无主模式。其他情况如下
// - 如果是无主模式(WithRoomNoMaster),将会返回错误
// - 如果不是房主发起的踢出玩家,将会返回错误
func (slf *Room[PlayerID, Player]) KickOut(id, target PlayerID, reason string) error { func (slf *Room[PlayerID, Player]) KickOut(id, target PlayerID, reason string) error {
player, exist := slf.players.GetExist(target) player, exist := slf.players.GetExist(target)
if !exist { if !exist {
return nil return nil
} }
if slf.kickCheckHandle != nil { if slf.kickCheckHandle != nil {
if err := slf.kickCheckHandle(id, target); err != nil { if err := slf.kickCheckHandle(slf, id, target); err != nil {
return err return err
} }
} else if slf.noMaster { } else if slf.noMaster {
@ -110,6 +130,7 @@ func (slf *Room[PlayerID, Player]) KickOut(id, target PlayerID, reason string) e
return nil return nil
} }
// 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 *Room[PlayerID, Player]) RegPlayerJoinRoomEvent(handle game.PlayerJoinRoomEventHandle[PlayerID, Player]) { func (slf *Room[PlayerID, Player]) RegPlayerJoinRoomEvent(handle game.PlayerJoinRoomEventHandle[PlayerID, Player]) {
slf.playerJoinRoomEventHandles = append(slf.playerJoinRoomEventHandles, handle) slf.playerJoinRoomEventHandles = append(slf.playerJoinRoomEventHandles, handle)
} }
@ -120,6 +141,7 @@ func (slf *Room[PlayerID, Player]) OnPlayerJoinRoomEvent(player Player) {
} }
} }
// 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 *Room[PlayerID, Player]) RegPlayerLeaveRoomEvent(handle game.PlayerLeaveRoomEventHandle[PlayerID, Player]) { func (slf *Room[PlayerID, Player]) RegPlayerLeaveRoomEvent(handle game.PlayerLeaveRoomEventHandle[PlayerID, Player]) {
slf.playerLeaveRoomEventHandles = append(slf.playerLeaveRoomEventHandles, handle) slf.playerLeaveRoomEventHandles = append(slf.playerLeaveRoomEventHandles, handle)
} }
@ -130,6 +152,7 @@ func (slf *Room[PlayerID, Player]) OnPlayerLeaveRoomEvent(player Player) {
} }
} }
// RegPlayerKickedOutEvent 当玩家被踢出游戏时将立即执行被注册的事件处理函数
func (slf *Room[PlayerID, Player]) RegPlayerKickedOutEvent(handle game.PlayerKickedOutEventHandle[PlayerID, Player]) { func (slf *Room[PlayerID, Player]) RegPlayerKickedOutEvent(handle game.PlayerKickedOutEventHandle[PlayerID, Player]) {
slf.playerKickedOutEventHandles = append(slf.playerKickedOutEventHandles, handle) slf.playerKickedOutEventHandles = append(slf.playerKickedOutEventHandles, handle)
} }

View File

@ -29,9 +29,9 @@ func WithRoomNoMaster[PlayerID comparable, Player game.Player[PlayerID]]() RoomO
} }
} }
// WithRoomKickPlayerCheckHandle 设置房间出玩家的检查处理函数 // WithRoomKickPlayerCheckHandle 设置房间出玩家的检查处理函数
// - 当没有设置该函数时,如果不是房主,将无法进行踢出 // - 当没有设置该函数时,如果不是房主,将无法进行踢出
func WithRoomKickPlayerCheckHandle[PlayerID comparable, Player game.Player[PlayerID]](handle func(id, target PlayerID) error) RoomOption[PlayerID, Player] { func WithRoomKickPlayerCheckHandle[PlayerID comparable, Player game.Player[PlayerID]](handle func(room *Room[PlayerID, Player], id, target PlayerID) error) RoomOption[PlayerID, Player] {
return func(room *Room[PlayerID, Player]) { return func(room *Room[PlayerID, Player]) {
room.kickCheckHandle = handle room.kickCheckHandle = handle
} }