房间实现
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package builtin
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import (
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"go.uber.org/zap"
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"minotaur/game"
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"minotaur/utils/log"
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"minotaur/utils/synchronization"
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)
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func NewRoom[PlayerID comparable, Player game.Player[PlayerID]](guid int64) *Room[PlayerID, Player] {
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return &Room[PlayerID, Player]{
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guid: guid,
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playersConn: synchronization.NewMap[string, Player](),
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players: synchronization.NewMap[PlayerID, Player](),
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}
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}
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type Room[PlayerID comparable, Player game.Player[PlayerID]] struct {
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guid int64
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playerLimit int
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playersConn *synchronization.Map[string, Player]
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players *synchronization.Map[PlayerID, Player]
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playerJoinRoomEventHandles []game.PlayerJoinRoomEventHandle[PlayerID, Player]
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playerLeaveRoomEventHandles []game.PlayerLeaveRoomEventHandle[PlayerID, Player]
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}
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func (slf *Room[PlayerID, Player]) GetGuid() int64 {
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return slf.guid
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}
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func (slf *Room[PlayerID, Player]) GetPlayerLimit() int {
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return slf.playerLimit
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}
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func (slf *Room[PlayerID, Player]) GetPlayerWithConnID(id string) Player {
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return slf.playersConn.Get(id)
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}
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func (slf *Room[PlayerID, Player]) GetPlayer(id PlayerID) Player {
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return slf.players.Get(id)
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}
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func (slf *Room[PlayerID, Player]) GetPlayers() synchronization.MapReadonly[PlayerID, Player] {
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return slf.players
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}
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func (slf *Room[PlayerID, Player]) IsExistPlayer(id PlayerID) bool {
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return slf.players.Exist(id)
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}
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func (slf *Room[PlayerID, Player]) Join(player Player) error {
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if slf.players.Size() >= slf.playerLimit && slf.playerLimit > 0 {
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return ErrWorldPlayerLimit
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}
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log.Debug("Room.Join", zap.Any("guid", slf.GetGuid()), zap.Any("player", player.GetID()), zap.String("conn", player.GetConnID()))
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slf.players.Set(player.GetID(), player)
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slf.playersConn.Set(player.GetConnID(), player)
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slf.OnPlayerJoinRoomEvent(player)
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return nil
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}
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func (slf *Room[PlayerID, Player]) Leave(id PlayerID) {
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player, exist := slf.players.GetExist(id)
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if !exist {
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return
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}
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log.Debug("Room.Leave", zap.Any("guid", slf.GetGuid()), zap.Any("player", player.GetID()), zap.String("conn", player.GetConnID()))
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slf.OnPlayerLeaveRoomEvent(player)
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slf.players.Delete(player.GetID())
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slf.playersConn.Delete(player.GetConnID())
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}
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func (slf *Room[PlayerID, Player]) RegPlayerJoinRoomEvent(handle game.PlayerJoinRoomEventHandle[PlayerID, Player]) {
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slf.playerJoinRoomEventHandles = append(slf.playerJoinRoomEventHandles, handle)
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}
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func (slf *Room[PlayerID, Player]) OnPlayerJoinRoomEvent(player Player) {
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for _, handle := range slf.playerJoinRoomEventHandles {
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handle(slf, player)
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}
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}
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func (slf *Room[PlayerID, Player]) RegPlayerLeaveRoomEvent(handle game.PlayerLeaveRoomEventHandle[PlayerID, Player]) {
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slf.playerLeaveRoomEventHandles = append(slf.playerLeaveRoomEventHandles, handle)
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}
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func (slf *Room[PlayerID, Player]) OnPlayerLeaveRoomEvent(player Player) {
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for _, handle := range slf.playerLeaveRoomEventHandles {
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handle(slf, player)
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}
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}
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@ -0,0 +1,13 @@
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package builtin
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import "minotaur/game"
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// RoomOption 房间构建可选项
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type RoomOption[PlayerID comparable, Player game.Player[PlayerID]] func(room *Room[PlayerID, Player])
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// WithRoomPlayerLimit 限制房间的玩家数量上限
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func WithRoomPlayerLimit[PlayerID comparable, Player game.Player[PlayerID]](playerLimit int) RoomOption[PlayerID, Player] {
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return func(room *Room[PlayerID, Player]) {
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room.playerLimit = playerLimit
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}
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}
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@ -0,0 +1,36 @@
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package game
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import "minotaur/utils/synchronization"
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// Room 房间类似于简版的游戏世界,不过没有游戏实体
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type Room[PlayerID comparable, P Player[PlayerID]] interface {
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// GetGuid 获取房间的唯一标识符
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GetGuid() int64
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// GetPlayerLimit 获取玩家人数上限
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GetPlayerLimit() int
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// GetPlayerWithConnID 根据连接ID获取玩家
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GetPlayerWithConnID(id string) P
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// GetPlayer 根据玩家id获取玩家
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GetPlayer(id PlayerID) P
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// GetPlayers 获取房间中的所有玩家
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GetPlayers() synchronization.MapReadonly[PlayerID, P]
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// IsExistPlayer 检查房间中是否存在特定玩家
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IsExistPlayer(id PlayerID) bool
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// Join 使特定玩家加入房间
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Join(player P) error
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// Leave 使特定玩家离开房间
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Leave(id PlayerID)
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// RegPlayerJoinRoomEvent 玩家进入房间时将立即执行被注册的事件处理函数
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RegPlayerJoinRoomEvent(handle PlayerJoinRoomEventHandle[PlayerID, P])
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OnPlayerJoinRoomEvent(player P)
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// RegPlayerLeaveRoomEvent 玩家离开房间时将立即执行被注册的事件处理函数
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RegPlayerLeaveRoomEvent(handle PlayerLeaveRoomEventHandle[PlayerID, P])
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OnPlayerLeaveRoomEvent(player P)
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}
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type (
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PlayerJoinRoomEventHandle[ID comparable, P Player[ID]] func(room Room[ID, P], player P)
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PlayerLeaveRoomEventHandle[ID comparable, P Player[ID]] func(room Room[ID, P], player P)
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)
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