添加手动管理座位信息的函数,默认改为手动管理,添加自动管理的可选项

This commit is contained in:
kercylan98 2023-05-12 10:28:25 +08:00
parent 9a58405f70
commit c8d701bea5
3 changed files with 97 additions and 43 deletions

View File

@ -13,8 +13,6 @@ func NewRoomSeat[PlayerID comparable, Player game.Player[PlayerID]](room game.Ro
Room: room,
seatPS: synchronization.NewMap[PlayerID, int](),
}
room.RegPlayerJoinRoomEvent(roomSeat.onJoinRoom)
room.RegPlayerLeaveRoomEvent(roomSeat.onLeaveRoom)
for _, option := range options {
option(roomSeat)
}
@ -23,28 +21,83 @@ func NewRoomSeat[PlayerID comparable, Player game.Player[PlayerID]](room game.Ro
type RoomSeat[PlayerID comparable, Player game.Player[PlayerID]] struct {
game.Room[PlayerID, Player]
mutex sync.RWMutex
vacancy []int
seatPS *synchronization.Map[PlayerID, int]
seatSP []*PlayerID
mutex sync.RWMutex
vacancy []int
seatPS *synchronization.Map[PlayerID, int]
seatSP []*PlayerID
duplicateLock bool
fillIn bool
autoMode sync.Once
}
fillIn bool
func (slf *RoomSeat[PlayerID, Player]) AddSeat(id PlayerID) {
if slf.seatPS.Exist(id) {
return
}
slf.mutex.Lock()
defer slf.mutex.Unlock()
if len(slf.vacancy) > 0 {
seat := slf.vacancy[0]
slf.vacancy = slf.vacancy[1:]
slf.seatPS.Set(id, seat)
slf.seatSP[seat] = &id
} else {
slf.seatPS.Set(id, len(slf.seatSP))
slf.seatSP = append(slf.seatSP, &id)
}
}
func (slf *RoomSeat[PlayerID, Player]) AddSeatWithAssign(id PlayerID, seat int) {
slf.AddSeat(id)
_ = slf.SetSeat(id, seat)
}
func (slf *RoomSeat[PlayerID, Player]) RemovePlayerSeat(id PlayerID) {
if !slf.seatPS.Exist(id) {
return
}
slf.mutex.Lock()
defer slf.mutex.Unlock()
seat := slf.seatPS.DeleteGet(id)
if slf.fillIn {
slice.Del(&slf.seatSP, seat)
for i := seat; i < len(slf.seatSP); i++ {
slf.seatPS.Set(*slf.seatSP[i], i)
}
return
}
slf.seatSP[seat] = nil
}
func (slf *RoomSeat[PlayerID, Player]) RemoveSeat(seat int) {
if seat >= len(slf.seatSP) {
return
}
playerId := slf.seatSP[seat]
if playerId == nil {
return
}
slf.RemovePlayerSeat(*playerId)
}
func (slf *RoomSeat[PlayerID, Player]) SetSeat(id PlayerID, seat int) error {
slf.mutex.Lock()
defer slf.mutex.Unlock()
slf.duplicateLock = true
defer func() {
slf.mutex.Unlock()
slf.duplicateLock = false
}()
oldSeat, err := slf.GetSeat(id)
if err != nil {
return err
}
player, err := slf.GetPlayerWithSeat(seat)
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(player.GetID(), oldSeat)
slf.seatPS.Set(playerId, oldSeat)
} else {
maxSeat := len(slf.seatSP) - 1
if seat > maxSeat {
@ -75,17 +128,19 @@ func (slf *RoomSeat[PlayerID, Player]) GetSeat(id PlayerID) (int, error) {
return seat, nil
}
func (slf *RoomSeat[PlayerID, Player]) GetPlayerWithSeat(seat int) (player Player, err error) {
slf.mutex.RLock()
defer slf.mutex.RUnlock()
func (slf *RoomSeat[PlayerID, Player]) GetPlayerIDWithSeat(seat int) (playerId PlayerID, err error) {
if !slf.duplicateLock {
slf.mutex.RLock()
defer slf.mutex.RUnlock()
}
if seat > len(slf.seatSP)-1 {
return player, ErrRoomNotHasPlayer
return playerId, ErrRoomNotHasPlayer
}
id := slf.seatSP[seat]
if id == nil {
return player, ErrRoomNotHasPlayer
return playerId, ErrRoomNotHasPlayer
}
return slf.GetPlayer(*id), nil
return *id, nil
}
func (slf *RoomSeat[PlayerID, Player]) GetSeatInfo() []*PlayerID {
@ -118,31 +173,9 @@ func (slf *RoomSeat[PlayerID, Player]) GetSeatInfoWithPlayerIDMap() map[PlayerID
}
func (slf *RoomSeat[PlayerID, Player]) onJoinRoom(room game.Room[PlayerID, Player], player Player) {
slf.mutex.Lock()
defer slf.mutex.Unlock()
playerId := player.GetID()
if len(slf.vacancy) > 0 {
seat := slf.vacancy[0]
slf.vacancy = slf.vacancy[1:]
slf.seatPS.Set(player.GetID(), seat)
slf.seatSP[seat] = &playerId
} else {
slf.seatPS.Set(player.GetID(), len(slf.seatSP))
slf.seatSP = append(slf.seatSP, &playerId)
}
slf.AddSeat(player.GetID())
}
func (slf *RoomSeat[PlayerID, Player]) onLeaveRoom(room game.Room[PlayerID, Player], player Player) {
slf.mutex.Lock()
defer slf.mutex.Unlock()
seat := slf.seatPS.DeleteGet(player.GetID())
if slf.fillIn {
slice.Del(&slf.seatSP, seat)
for i := seat; i < len(slf.seatSP); i++ {
slf.seatPS.Set(*slf.seatSP[i], i)
}
return
}
slf.seatSP[seat] = nil
slf.RemovePlayerSeat(player.GetID())
}

View File

@ -4,6 +4,18 @@ import "github.com/kercylan98/minotaur/game"
type RoomSeatOption[PlayerID comparable, Player game.Player[PlayerID]] func(seat *RoomSeat[PlayerID, Player])
// WithRoomSeatAutoManage 通过自动管理的方式创建带有座位号的房间
// - 默认情况下需要自行维护房间用户的座位号信息
// - 自动管理模式下,将注册房间的 Room.RegPlayerJoinRoomEvent 和 Room.RegPlayerLeaveRoomEvent 事件以便玩家在加入或者离开时维护座位信息
func WithRoomSeatAutoManage[PlayerID comparable, Player game.Player[PlayerID]]() RoomSeatOption[PlayerID, Player] {
return func(seatRoom *RoomSeat[PlayerID, Player]) {
seatRoom.autoMode.Do(func() {
seatRoom.RegPlayerJoinRoomEvent(seatRoom.onJoinRoom)
seatRoom.RegPlayerLeaveRoomEvent(seatRoom.onLeaveRoom)
})
}
}
// WithRoomSeatFillIn 通过补位的方式创建带有座位号的房间
// - 默认情况下玩家离开座位不会影响其他玩家
// - 补位情况下,靠前的玩家离开座位将有后方玩家向前补位

View File

@ -3,12 +3,21 @@ package game
// RoomSeat 带有座位号的房间实现
type RoomSeat[PlayerID comparable, P Player[PlayerID]] interface {
Room[PlayerID, P]
// SetSeat 设置玩家座位号
// AddSeat 将玩家添加到座位号中
AddSeat(id PlayerID)
// AddSeatWithAssign 将玩家添加到座位号中,并分配特定的座位号
AddSeatWithAssign(id PlayerID, seat int)
// RemovePlayerSeat 移除玩家的座位号
RemovePlayerSeat(id PlayerID)
// RemoveSeat 移除特定座位号
RemoveSeat(seat int)
// SetSeat 设置玩家座位号,当玩家没有座位号时,将会返回错误信息
// - 如果座位号有其他玩家,他们的位置将互换
SetSeat(id PlayerID, seat int) error
// GetSeat 获取玩家座位号
GetSeat(id PlayerID) (int, error)
// GetPlayerWithSeat 根据座位号获取玩家
GetPlayerWithSeat(seat int) (P, error)
// GetPlayerIDWithSeat 根据座位号获取玩家ID
GetPlayerIDWithSeat(seat int) (PlayerID, error)
// GetSeatInfo 获取座位信息,空缺的位置将为空
GetSeatInfo() []*PlayerID
// GetSeatInfoMap 以map的方式获取座位号