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/log" "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] { room := &Room[PlayerID, Player]{ guid: guid, players: asynchronization.NewMap[PlayerID, Player](), } for _, option := range options { option(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 { guid int64 owner PlayerID noMaster bool playerLimit int players hash.Map[PlayerID, Player] kickCheckHandle func(room *Room[PlayerID, Player], id, target PlayerID) error playerJoinRoomEventHandles []game.PlayerJoinRoomEventHandle[PlayerID, Player] playerLeaveRoomEventHandles []game.PlayerLeaveRoomEventHandle[PlayerID, Player] playerKickedOutEventHandles []game.PlayerKickedOutEventHandle[PlayerID, Player] } // GetGuid 获取房间唯一标识 func (slf *Room[PlayerID, Player]) GetGuid() int64 { return slf.guid } // GetPlayerLimit 获取最大玩家上限 func (slf *Room[PlayerID, Player]) GetPlayerLimit() int { return slf.playerLimit } // GetPlayer 根据玩家id获取玩家 func (slf *Room[PlayerID, Player]) GetPlayer(id PlayerID) Player { return slf.players.Get(id) } // GetPlayers 获取所有玩家 func (slf *Room[PlayerID, Player]) GetPlayers() 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 { return slf.players.Size() } // IsExistPlayer 房间内是否存在某玩家 func (slf *Room[PlayerID, Player]) IsExistPlayer(id PlayerID) bool { 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 { 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) { if slf.noMaster || slf.owner == id { return } slf.owner = id } // Join 控制玩家加入到该房间 func (slf *Room[PlayerID, Player]) Join(player Player) error { exist := slf.players.Exist(player.GetID()) if !exist && slf.players.Size() >= slf.playerLimit && slf.playerLimit > 0 { return ErrRoomPlayerLimit } slf.players.Set(player.GetID(), player) if !exist { log.Debug("Room.Join", zap.Any("guid", slf.GetGuid()), zap.Any("player", player.GetID())) if slf.players.Size() == 1 && !slf.noMaster { slf.owner = player.GetID() } slf.OnPlayerJoinRoomEvent(player) } return nil } // Leave 控制玩家离开房间 func (slf *Room[PlayerID, Player]) Leave(id PlayerID) { player, exist := slf.players.GetExist(id) if !exist { return } log.Debug("Room.Leave", zap.Any("guid", slf.GetGuid()), zap.Any("player", player.GetID())) slf.OnPlayerLeaveRoomEvent(player) 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 { player, exist := slf.players.GetExist(target) if !exist { return nil } if slf.kickCheckHandle != nil { if err := slf.kickCheckHandle(slf, id, target); err != nil { return err } } else if slf.noMaster { return ErrRoomNoHasMaster } else if slf.owner != id { return ErrRoomNotIsOwner } slf.OnPlayerKickedOutEvent(id, target, reason) slf.Leave(player.GetID()) 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]) { slf.playerJoinRoomEventHandles = append(slf.playerJoinRoomEventHandles, handle) } func (slf *Room[PlayerID, Player]) OnPlayerJoinRoomEvent(player Player) { for _, handle := range slf.playerJoinRoomEventHandles { handle(slf, 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]) { slf.playerLeaveRoomEventHandles = append(slf.playerLeaveRoomEventHandles, handle) } func (slf *Room[PlayerID, Player]) OnPlayerLeaveRoomEvent(player Player) { for _, handle := range slf.playerLeaveRoomEventHandles { handle(slf, 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]) { slf.playerKickedOutEventHandles = append(slf.playerKickedOutEventHandles, handle) } func (slf *Room[PlayerID, Player]) OnPlayerKickedOutEvent(executor, kicked PlayerID, reason string) { for _, handle := range slf.playerKickedOutEventHandles { handle(slf, executor, kicked, reason) } }