168 lines
5.6 KiB
Go
168 lines
5.6 KiB
Go
package builtin
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import (
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"github.com/kercylan98/minotaur/game"
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"github.com/kercylan98/minotaur/utils/asynchronization"
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"github.com/kercylan98/minotaur/utils/hash"
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"github.com/kercylan98/minotaur/utils/log"
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"go.uber.org/zap"
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)
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// NewRoom 创建一个默认的内置游戏房间 Room
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func NewRoom[PlayerID comparable, Player game.Player[PlayerID]](guid int64, options ...RoomOption[PlayerID, Player]) *Room[PlayerID, Player] {
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room := &Room[PlayerID, Player]{
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guid: guid,
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players: asynchronization.NewMap[PlayerID, Player](),
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}
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for _, option := range options {
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option(room)
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}
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return room
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}
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// Room 默认的内置游戏房间实现
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// - 实现了最大人数控制、房主、踢出玩家、玩家维护等功能
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// - 支持并发安全和非并发安全的模式
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type Room[PlayerID comparable, Player game.Player[PlayerID]] struct {
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guid int64
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owner PlayerID
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noMaster bool
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playerLimit int
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players hash.Map[PlayerID, Player]
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kickCheckHandle func(room *Room[PlayerID, Player], id, target PlayerID) error
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playerJoinRoomEventHandles []game.PlayerJoinRoomEventHandle[PlayerID, Player]
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playerLeaveRoomEventHandles []game.PlayerLeaveRoomEventHandle[PlayerID, Player]
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playerKickedOutEventHandles []game.PlayerKickedOutEventHandle[PlayerID, Player]
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}
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// GetGuid 获取房间唯一标识
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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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// GetPlayerLimit 获取最大玩家上限
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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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// GetPlayer 根据玩家id获取玩家
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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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// GetPlayers 获取所有玩家
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func (slf *Room[PlayerID, Player]) GetPlayers() hash.MapReadonly[PlayerID, Player] {
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return slf.players.(hash.MapReadonly[PlayerID, Player])
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}
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// GetPlayerCount 获取玩家数量
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func (slf *Room[PlayerID, Player]) GetPlayerCount() int {
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return slf.players.Size()
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}
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// IsExistPlayer 房间内是否存在某玩家
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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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// IsOwner 检查特定玩家是否是房主
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// - 当房间为无主模式(WithRoomNoMaster)时,将会始终返回false
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func (slf *Room[PlayerID, Player]) IsOwner(id PlayerID) bool {
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return !slf.noMaster && slf.owner == id
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}
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// ChangeOwner 改变房主
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// - 当房间为无主模式(WithRoomNoMaster)时,将不会发生任何变化
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func (slf *Room[PlayerID, Player]) ChangeOwner(id PlayerID) {
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if slf.noMaster || slf.owner == id {
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return
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}
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slf.owner = id
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}
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// Join 控制玩家加入到该房间
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func (slf *Room[PlayerID, Player]) Join(player Player) error {
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exist := slf.players.Exist(player.GetID())
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if !exist && slf.players.Size() >= slf.playerLimit && slf.playerLimit > 0 {
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return ErrRoomPlayerLimit
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}
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slf.players.Set(player.GetID(), player)
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if !exist {
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log.Debug("Room.Join", zap.Any("guid", slf.GetGuid()), zap.Any("player", player.GetID()))
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if slf.players.Size() == 1 && !slf.noMaster {
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slf.owner = player.GetID()
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}
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slf.OnPlayerJoinRoomEvent(player)
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}
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return nil
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}
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// Leave 控制玩家离开房间
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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()))
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slf.OnPlayerLeaveRoomEvent(player)
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slf.players.Delete(player.GetID())
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}
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// KickOut 以某种原因踢出特定玩家
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// - 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
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// - 如果是无主模式(WithRoomNoMaster),将会返回错误
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// - 如果不是房主发起的踢出玩家,将会返回错误
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func (slf *Room[PlayerID, Player]) KickOut(id, target PlayerID, reason string) error {
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player, exist := slf.players.GetExist(target)
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if !exist {
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return nil
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}
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if slf.kickCheckHandle != nil {
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if err := slf.kickCheckHandle(slf, id, target); err != nil {
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return err
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}
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} else if slf.noMaster {
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return ErrRoomNoHasMaster
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} else if slf.owner != id {
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return ErrRoomNotIsOwner
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}
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slf.OnPlayerKickedOutEvent(id, target, reason)
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slf.Leave(player.GetID())
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return nil
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}
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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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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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// 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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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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// 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
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func (slf *Room[PlayerID, Player]) RegPlayerKickedOutEvent(handle game.PlayerKickedOutEventHandle[PlayerID, Player]) {
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slf.playerKickedOutEventHandles = append(slf.playerKickedOutEventHandles, handle)
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}
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func (slf *Room[PlayerID, Player]) OnPlayerKickedOutEvent(executor, kicked PlayerID, reason string) {
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for _, handle := range slf.playerKickedOutEventHandles {
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handle(slf, executor, kicked, reason)
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}
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}
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