feat: room 包添加更多的事件,添加座位号支持

This commit is contained in:
kercylan98 2023-07-27 10:34:06 +08:00
parent 9fcc75e0d7
commit c8f181f63e
5 changed files with 542 additions and 44 deletions

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@ -7,6 +7,8 @@ var (
ErrRoomNotExist = errors.New("room not exist")
// ErrRoomPlayerFull 房间人数已满
ErrRoomPlayerFull = errors.New("room player full")
// ErrPlayerNotExist 玩家不存在
ErrPlayerNotExist = errors.New("player not exist")
// ErrPlayerNotInRoom 玩家不在房间中
ErrPlayerNotInRoom = errors.New("player not in room")
// ErrRoomOrPlayerNotExist 房间不存在或玩家不在房间中
ErrRoomOrPlayerNotExist = errors.New("room or player not exist")
)

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@ -8,30 +8,65 @@ type (
// PlayerLeaveRoomEventHandle 玩家离开房间事件处理函数
PlayerLeaveRoomEventHandle[PID comparable, P game.Player[PID], R Room[PID, P]] func(room R, player P)
// PlayerKickedOutEventHandle 玩家被踢出房间事件处理函数
PlayerKickedOutEventHandle[PID comparable, P game.Player[PID], R Room[PID, P]] func(room R, executor, kicked PID, reason string)
PlayerKickedOutEventHandle[PID comparable, P game.Player[PID], R Room[PID, P]] func(room R, executor, kicked P, reason string)
// PlayerUpgradeOwnerEventHandle 玩家成为房主事件处理函数
PlayerUpgradeOwnerEventHandle[PID comparable, P game.Player[PID], R Room[PID, P]] func(room R, oldOwner, newOwner P)
// CancelOwnerEventHandle 取消房主事件处理函数
CancelOwnerEventHandle[PID comparable, P game.Player[PID], R Room[PID, P]] func(room R, oldOwner P)
// ChangePlayerLimitEventHandle 改变房间人数上限事件处理函数
ChangePlayerLimitEventHandle[PID comparable, P game.Player[PID], R Room[PID, P]] func(room R, oldLimit, newLimit int)
// PlayerSeatChangeEventHandle 玩家座位改变事件处理函数
PlayerSeatChangeEventHandle[PID comparable, P game.Player[PID], R Room[PID, P]] func(room R, player P, oldSeat, newSeat int)
// PlayerSeatSetEventHandle 玩家座位设置事件处理函数
PlayerSeatSetEventHandle[PID comparable, P game.Player[PID], R Room[PID, P]] func(room R, player P, seat int)
// PlayerSeatCancelEventHandle 玩家座位取消事件处理函数
PlayerSeatCancelEventHandle[PID comparable, P game.Player[PID], R Room[PID, P]] func(room R, player P, seat int)
)
func newEvent[PID comparable, P game.Player[PID], R Room[PID, P]]() *event[PID, P, R] {
return &event[PID, P, R]{
playerJoinRoomEventRoomHandles: make(map[int64][]PlayerJoinRoomEventHandle[PID, P, R]),
playerLeaveRoomEventRoomHandles: make(map[int64][]PlayerLeaveRoomEventHandle[PID, P, R]),
playerKickedOutEventRoomHandles: make(map[int64][]PlayerKickedOutEventHandle[PID, P, R]),
playerJoinRoomEventRoomHandles: make(map[int64][]PlayerJoinRoomEventHandle[PID, P, R]),
playerLeaveRoomEventRoomHandles: make(map[int64][]PlayerLeaveRoomEventHandle[PID, P, R]),
playerKickedOutEventRoomHandles: make(map[int64][]PlayerKickedOutEventHandle[PID, P, R]),
playerUpgradeOwnerEventRoomHandles: make(map[int64][]PlayerUpgradeOwnerEventHandle[PID, P, R]),
cancelOwnerEventRoomHandles: make(map[int64][]CancelOwnerEventHandle[PID, P, R]),
changePlayerLimitEventRoomHandles: make(map[int64][]ChangePlayerLimitEventHandle[PID, P, R]),
playerSeatChangeEventRoomHandles: make(map[int64][]PlayerSeatChangeEventHandle[PID, P, R]),
playerSeatSetEventRoomHandles: make(map[int64][]PlayerSeatSetEventHandle[PID, P, R]),
}
}
type event[PID comparable, P game.Player[PID], R Room[PID, P]] struct {
playerJoinRoomEventHandles []PlayerJoinRoomEventHandle[PID, P, R]
playerJoinRoomEventRoomHandles map[int64][]PlayerJoinRoomEventHandle[PID, P, R]
playerLeaveRoomEventHandles []PlayerLeaveRoomEventHandle[PID, P, R]
playerLeaveRoomEventRoomHandles map[int64][]PlayerLeaveRoomEventHandle[PID, P, R]
playerKickedOutEventHandles []PlayerKickedOutEventHandle[PID, P, R]
playerKickedOutEventRoomHandles map[int64][]PlayerKickedOutEventHandle[PID, P, R]
playerJoinRoomEventHandles []PlayerJoinRoomEventHandle[PID, P, R]
playerJoinRoomEventRoomHandles map[int64][]PlayerJoinRoomEventHandle[PID, P, R]
playerLeaveRoomEventHandles []PlayerLeaveRoomEventHandle[PID, P, R]
playerLeaveRoomEventRoomHandles map[int64][]PlayerLeaveRoomEventHandle[PID, P, R]
playerKickedOutEventHandles []PlayerKickedOutEventHandle[PID, P, R]
playerKickedOutEventRoomHandles map[int64][]PlayerKickedOutEventHandle[PID, P, R]
playerUpgradeOwnerEventHandles []PlayerUpgradeOwnerEventHandle[PID, P, R]
playerUpgradeOwnerEventRoomHandles map[int64][]PlayerUpgradeOwnerEventHandle[PID, P, R]
cancelOwnerEventHandles []CancelOwnerEventHandle[PID, P, R]
cancelOwnerEventRoomHandles map[int64][]CancelOwnerEventHandle[PID, P, R]
changePlayerLimitEventHandles []ChangePlayerLimitEventHandle[PID, P, R]
changePlayerLimitEventRoomHandles map[int64][]ChangePlayerLimitEventHandle[PID, P, R]
playerSeatChangeEventHandles []PlayerSeatChangeEventHandle[PID, P, R]
playerSeatChangeEventRoomHandles map[int64][]PlayerSeatChangeEventHandle[PID, P, R]
playerSeatSetEventHandles []PlayerSeatSetEventHandle[PID, P, R]
playerSeatSetEventRoomHandles map[int64][]PlayerSeatSetEventHandle[PID, P, R]
playerSeatCancelEventHandles []PlayerSeatCancelEventHandle[PID, P, R]
playerSeatCancelEventRoomHandles map[int64][]PlayerSeatCancelEventHandle[PID, P, R]
}
func (slf *event[PID, P, R]) unReg(guid int64) {
delete(slf.playerJoinRoomEventRoomHandles, guid)
delete(slf.playerLeaveRoomEventRoomHandles, guid)
delete(slf.playerKickedOutEventRoomHandles, guid)
delete(slf.playerUpgradeOwnerEventRoomHandles, guid)
delete(slf.cancelOwnerEventRoomHandles, guid)
delete(slf.changePlayerLimitEventRoomHandles, guid)
delete(slf.playerSeatChangeEventRoomHandles, guid)
delete(slf.playerSeatSetEventRoomHandles, guid)
delete(slf.playerSeatCancelEventRoomHandles, guid)
}
// RegPlayerJoinRoomEvent 玩家进入房间时将立即执行被注册的事件处理函数
@ -85,7 +120,7 @@ func (slf *event[PID, P, R]) RegPlayerKickedOutEventWithRoom(room R, handle Play
}
// OnPlayerKickedOutEvent 玩家被踢出房间时将立即执行被注册的事件处理函数
func (slf *event[PID, P, R]) OnPlayerKickedOutEvent(room R, executor, kicked PID, reason string) {
func (slf *event[PID, P, R]) OnPlayerKickedOutEvent(room R, executor, kicked P, reason string) {
for _, handle := range slf.playerKickedOutEventHandles {
handle(room, executor, kicked, reason)
}
@ -93,3 +128,123 @@ func (slf *event[PID, P, R]) OnPlayerKickedOutEvent(room R, executor, kicked PID
handle(room, executor, kicked, reason)
}
}
// RegPlayerUpgradeOwnerEvent 玩家成为房主时将立即执行被注册的事件处理函数
func (slf *event[PID, P, R]) RegPlayerUpgradeOwnerEvent(handle PlayerUpgradeOwnerEventHandle[PID, P, R]) {
slf.playerUpgradeOwnerEventHandles = append(slf.playerUpgradeOwnerEventHandles, handle)
}
// RegPlayerUpgradeOwnerEventWithRoom 玩家成为房主时将立即执行被注册的事件处理函数
func (slf *event[PID, P, R]) RegPlayerUpgradeOwnerEventWithRoom(room R, handle PlayerUpgradeOwnerEventHandle[PID, P, R]) {
slf.playerUpgradeOwnerEventRoomHandles[room.GetGuid()] = append(slf.playerUpgradeOwnerEventRoomHandles[room.GetGuid()], handle)
}
// OnPlayerUpgradeOwnerEvent 玩家成为房主时将立即执行被注册的事件处理函数
func (slf *event[PID, P, R]) OnPlayerUpgradeOwnerEvent(room R, executor, newOwner P) {
for _, handle := range slf.playerUpgradeOwnerEventHandles {
handle(room, executor, newOwner)
}
for _, handle := range slf.playerUpgradeOwnerEventRoomHandles[room.GetGuid()] {
handle(room, executor, newOwner)
}
}
// RegCancelOwnerEvent 取消房主时将立即执行被注册的事件处理函数
func (slf *event[PID, P, R]) RegCancelOwnerEvent(handle CancelOwnerEventHandle[PID, P, R]) {
slf.cancelOwnerEventHandles = append(slf.cancelOwnerEventHandles, handle)
}
// RegCancelOwnerEventWithRoom 取消房主时将立即执行被注册的事件处理函数
func (slf *event[PID, P, R]) RegCancelOwnerEventWithRoom(room R, handle CancelOwnerEventHandle[PID, P, R]) {
slf.cancelOwnerEventRoomHandles[room.GetGuid()] = append(slf.cancelOwnerEventRoomHandles[room.GetGuid()], handle)
}
// OnCancelOwnerEvent 取消房主时将立即执行被注册的事件处理函数
func (slf *event[PID, P, R]) OnCancelOwnerEvent(room R, oldOwner P) {
for _, handle := range slf.cancelOwnerEventHandles {
handle(room, oldOwner)
}
for _, handle := range slf.cancelOwnerEventRoomHandles[room.GetGuid()] {
handle(room, oldOwner)
}
}
// RegChangePlayerLimitEvent 修改玩家上限时将立即执行被注册的事件处理函数
func (slf *event[PID, P, R]) RegChangePlayerLimitEvent(handle ChangePlayerLimitEventHandle[PID, P, R]) {
slf.changePlayerLimitEventHandles = append(slf.changePlayerLimitEventHandles, handle)
}
// RegChangePlayerLimitEventWithRoom 修改玩家上限时将立即执行被注册的事件处理函数
func (slf *event[PID, P, R]) RegChangePlayerLimitEventWithRoom(room R, handle ChangePlayerLimitEventHandle[PID, P, R]) {
slf.changePlayerLimitEventRoomHandles[room.GetGuid()] = append(slf.changePlayerLimitEventRoomHandles[room.GetGuid()], handle)
}
// OnChangePlayerLimitEvent 修改玩家上限时将立即执行被注册的事件处理函数
func (slf *event[PID, P, R]) OnChangePlayerLimitEvent(room R, oldLimit, newLimit int) {
for _, handle := range slf.changePlayerLimitEventHandles {
handle(room, oldLimit, newLimit)
}
for _, handle := range slf.changePlayerLimitEventRoomHandles[room.GetGuid()] {
handle(room, oldLimit, newLimit)
}
}
// RegPlayerSeatChangeEvent 玩家座位改变时将立即执行被注册的事件处理函数
func (slf *event[PID, P, R]) RegPlayerSeatChangeEvent(handle PlayerSeatChangeEventHandle[PID, P, R]) {
slf.playerSeatChangeEventHandles = append(slf.playerSeatChangeEventHandles, handle)
}
// RegPlayerSeatChangeEventWithRoom 玩家座位改变时将立即执行被注册的事件处理函数
func (slf *event[PID, P, R]) RegPlayerSeatChangeEventWithRoom(room R, handle PlayerSeatChangeEventHandle[PID, P, R]) {
slf.playerSeatChangeEventRoomHandles[room.GetGuid()] = append(slf.playerSeatChangeEventRoomHandles[room.GetGuid()], handle)
}
// OnPlayerSeatChangeEvent 玩家座位改变时将立即执行被注册的事件处理函数
func (slf *event[PID, P, R]) OnPlayerSeatChangeEvent(room R, player P, oldSeat, newSeat int) {
for _, handle := range slf.playerSeatChangeEventHandles {
handle(room, player, oldSeat, newSeat)
}
for _, handle := range slf.playerSeatChangeEventRoomHandles[room.GetGuid()] {
handle(room, player, oldSeat, newSeat)
}
}
// RegPlayerSeatSetEvent 玩家座位设置时将立即执行被注册的事件处理函数
func (slf *event[PID, P, R]) RegPlayerSeatSetEvent(handle PlayerSeatSetEventHandle[PID, P, R]) {
slf.playerSeatSetEventHandles = append(slf.playerSeatSetEventHandles, handle)
}
// RegPlayerSeatSetEventWithRoom 玩家座位设置时将立即执行被注册的事件处理函数
func (slf *event[PID, P, R]) RegPlayerSeatSetEventWithRoom(room R, handle PlayerSeatSetEventHandle[PID, P, R]) {
slf.playerSeatSetEventRoomHandles[room.GetGuid()] = append(slf.playerSeatSetEventRoomHandles[room.GetGuid()], handle)
}
// OnPlayerSeatSetEvent 玩家座位设置时将立即执行被注册的事件处理函数
func (slf *event[PID, P, R]) OnPlayerSeatSetEvent(room R, player P, seat int) {
for _, handle := range slf.playerSeatSetEventHandles {
handle(room, player, seat)
}
for _, handle := range slf.playerSeatSetEventRoomHandles[room.GetGuid()] {
handle(room, player, seat)
}
}
// RegPlayerSeatCancelEvent 玩家座位取消时将立即执行被注册的事件处理函数
func (slf *event[PID, P, R]) RegPlayerSeatCancelEvent(handle PlayerSeatCancelEventHandle[PID, P, R]) {
slf.playerSeatCancelEventHandles = append(slf.playerSeatCancelEventHandles, handle)
}
// RegPlayerSeatCancelEventWithRoom 玩家座位取消时将立即执行被注册的事件处理函数
func (slf *event[PID, P, R]) RegPlayerSeatCancelEventWithRoom(room R, handle PlayerSeatCancelEventHandle[PID, P, R]) {
slf.playerSeatCancelEventRoomHandles[room.GetGuid()] = append(slf.playerSeatCancelEventRoomHandles[room.GetGuid()], handle)
}
// OnPlayerSeatCancelEvent 玩家座位取消时将立即执行被注册的事件处理函数
func (slf *event[PID, P, R]) OnPlayerSeatCancelEvent(room R, player P, seat int) {
for _, handle := range slf.playerSeatCancelEventHandles {
handle(room, player, seat)
}
for _, handle := range slf.playerSeatCancelEventRoomHandles[room.GetGuid()] {
handle(room, player, seat)
}
}

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@ -4,5 +4,7 @@ import "github.com/kercylan98/minotaur/game"
type info[PlayerID comparable, P game.Player[PlayerID], R Room[PlayerID, P]] struct {
room R
playerLimit int // 玩家人数上限, <= 0 表示无限制
playerLimit int // 玩家人数上限, <= 0 表示无限制
owner *PlayerID // 房主
seat *Seat[PlayerID, P, R]
}

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@ -29,7 +29,10 @@ type Manager[PID comparable, P game.Player[PID], R Room[PID, P]] struct {
// CreateRoom 创建房间
func (slf *Manager[PID, P, R]) CreateRoom(room R) {
roomInfo := &info[PID, P, R]{room: room}
roomInfo := &info[PID, P, R]{
room: room,
seat: newSeat[PID, P, R](slf, room, slf.event),
}
slf.rooms.Set(room.GetGuid(), roomInfo)
}
@ -39,6 +42,73 @@ func (slf *Manager[PID, P, R]) ReleaseRoom(guid int64) {
slf.rooms.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 oldOwner != nil {
slf.OnCancelOwnerEvent(room, oldOwner)
}
}
// 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]) {
info, ok := m[roomId]
if !ok {
err = ErrRoomNotExist
return
}
room = info.room
if info.owner != nil {
oldOwner = slf.GetRoomPlayer(roomId, *info.owner)
}
newOwner = slf.GetRoomPlayer(roomId, owner)
if newOwner == nil {
err = ErrRoomOrPlayerNotExist
return
}
info.owner = &owner
})
slf.OnPlayerUpgradeOwnerEvent(room, oldOwner, newOwner)
return err
}
// GetRoom 获取房间
func (slf *Manager[PID, P, R]) GetRoom(guid int64) R {
return slf.rooms.Get(guid).room
@ -170,32 +240,39 @@ 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]) {
room, exist := m[roomId]
if !exist {
return
}
slf.OnPlayerLeaveRoomEvent(room.room, player)
slf.pr.Atom(func(m map[PID]map[int64]struct{}) {
rooms, exist := m[player.GetID()]
if !exist {
return
}
delete(rooms, roomId)
})
slf.rp.Atom(func(m map[int64]map[PID]struct{}) {
players, exist := m[roomId]
if !exist {
return
}
delete(players, player.GetID())
})
roomInfo = room
})
if roomInfo == nil {
return
}
slf.OnPlayerLeaveRoomEvent(roomInfo.room, player)
roomInfo.seat.removePlayerSeat(player.GetID())
slf.pr.Atom(func(m map[PID]map[int64]struct{}) {
rooms, exist := m[player.GetID()]
if !exist {
return
}
delete(rooms, roomId)
})
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(player P, roomId int64) 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 {
@ -223,8 +300,10 @@ func (slf *Manager[PID, P, R]) Join(player P, roomId int64) error {
players[player.GetID()] = struct{}{}
})
slf.players.Set(player.GetID(), player)
slf.OnPlayerJoinRoomEvent(room.room, player)
roomInfo = room
})
roomInfo.seat.addSeat(player.GetID())
slf.OnPlayerJoinRoomEvent(roomInfo.room, player)
return err
}
@ -233,27 +312,38 @@ func (slf *Manager[PID, P, R]) Join(player P, roomId int64) error {
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{}) {
players, exist := m[roomId]
if !exist {
err = ErrPlayerNotExist
return
}
_, exist = players[executor]
if !exist {
err = ErrPlayerNotExist
return
}
_, exist = players[kicked]
if !exist {
executorPlayer, kickedPlayer = slf.GetRoomPlayer(roomId, executor), slf.GetRoomPlayer(roomId, kicked)
if executorPlayer == nil || kickedPlayer == nil {
err = ErrRoomOrPlayerNotExist
return
}
room = slf.rooms.Get(roomId).room
if room == nil {
err = ErrRoomNotExist
return
}
})
if err == nil {
return err
}
slf.OnPlayerKickedOutEvent(room, executor, kicked, reason)
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], error) {
var result *Seat[PID, P, R]
var err error
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
}

249
game/room/seat.go Normal file
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@ -0,0 +1,249 @@
package room
import (
"github.com/kercylan98/minotaur/game"
"github.com/kercylan98/minotaur/utils/concurrent"
"github.com/kercylan98/minotaur/utils/hash"
"sync"
)
func newSeat[PlayerID comparable, P game.Player[PlayerID], R Room[PlayerID, P]](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](),
}
return roomSeat
}
// Seat 房间座位信息
type Seat[PlayerID comparable, P game.Player[PlayerID], R Room[PlayerID, P]] 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
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 *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)
}
// removePlayerSeat 删除玩家座位
func (slf *Seat[PlayerID, P, R]) removePlayerSeat(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.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
}
func (slf *Seat[PlayerID, P, R]) setSeat(id PlayerID, seat int) (int, error) {
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)
} 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.seatPS.Set(id, seat)
}
return oldSeat, nil
}
// GetSeat 获取玩家座位号
func (slf *Seat[PlayerID, P, R]) GetSeat(id PlayerID) (int, error) {
seat, exist := slf.seatPS.GetExist(id)
if !exist {
return 0, ErrPlayerNotInRoom
}
return seat, nil
}
// GetPlayerIDWithSeat 获取特定座位号的玩家
func (slf *Seat[PlayerID, P, R]) GetPlayerIDWithSeat(seat int) (playerId PlayerID, err error) {
if !slf.duplicateLock {
slf.mutex.RLock()
defer slf.mutex.RUnlock()
}
if seat > len(slf.seatSP)-1 {
return playerId, ErrPlayerNotInRoom
}
id := slf.seatSP[seat]
if id == nil {
return playerId, ErrPlayerNotInRoom
}
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 *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
func (slf *Seat[PlayerID, P, R]) GetFirstSeat() int {
for seat, playerId := range slf.seatSP {
if playerId != nil {
return seat
}
}
return -1
}
// 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
}
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 -1
}
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 -1
}
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 -1
}
seat--
if seat < 0 {
seat = l - 1
}
return seat
}