250 lines
6.6 KiB
Go
250 lines
6.6 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/slice"
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"sync"
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)
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// NewRoomSeat 基于特定游戏房间(game.Room)的实现创建一个支持座位号管理的房间实现(RoomSeat)
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func NewRoomSeat[PlayerID comparable, Player game.Player[PlayerID]](room game.Room[PlayerID, Player], options ...RoomSeatOption[PlayerID, Player]) *RoomSeat[PlayerID, Player] {
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roomSeat := &RoomSeat[PlayerID, Player]{
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Room: room,
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seatPS: asynchronization.NewMap[PlayerID, int](),
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}
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for _, option := range options {
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option(roomSeat)
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}
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return roomSeat
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}
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// RoomSeat 包含座位号的默认内置房间实现,依赖于游戏房间(game.Room)实现
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// - 实现了对玩家座位号的管理,分别为自动管理(WithRoomSeatAutoManage)及手工管理,默认清空下为手工管理
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type RoomSeat[PlayerID comparable, Player game.Player[PlayerID]] struct {
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game.Room[PlayerID, Player]
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mutex sync.RWMutex
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vacancy []int
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seatPS hash.Map[PlayerID, int]
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seatSP []*PlayerID
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duplicateLock bool
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fillIn bool
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autoMode sync.Once
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}
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// AddSeat 为特定玩家添加座位
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// - 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
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func (slf *RoomSeat[PlayerID, Player]) AddSeat(id PlayerID) {
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if slf.seatPS.Exist(id) {
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return
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}
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slf.mutex.Lock()
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defer slf.mutex.Unlock()
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if len(slf.vacancy) > 0 {
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seat := slf.vacancy[0]
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slf.vacancy = slf.vacancy[1:]
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slf.seatPS.Set(id, seat)
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slf.seatSP[seat] = &id
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} else {
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slf.seatPS.Set(id, len(slf.seatSP))
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slf.seatSP = append(slf.seatSP, &id)
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}
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}
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// AddSeatWithAssign 将玩家添加到特定的座位
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// - 如果位置已经有玩家,将会与其进行更换
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func (slf *RoomSeat[PlayerID, Player]) AddSeatWithAssign(id PlayerID, seat int) {
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slf.AddSeat(id)
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_ = slf.SetSeat(id, seat)
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}
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// RemovePlayerSeat 删除玩家座位
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// - 受补位模式(WithRoomSeatFillIn)影响
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func (slf *RoomSeat[PlayerID, Player]) RemovePlayerSeat(id PlayerID) {
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if !slf.seatPS.Exist(id) {
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return
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}
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slf.mutex.Lock()
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defer slf.mutex.Unlock()
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seat := slf.seatPS.DeleteGet(id)
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if slf.fillIn {
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slice.Del(&slf.seatSP, seat)
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for i := seat; i < len(slf.seatSP); i++ {
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slf.seatPS.Set(*slf.seatSP[i], i)
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}
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return
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}
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slf.seatSP[seat] = nil
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}
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// RemoveSeat 删除特定座位的玩家
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// - 受补位模式(WithRoomSeatFillIn)影响
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func (slf *RoomSeat[PlayerID, Player]) RemoveSeat(seat int) {
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if seat >= len(slf.seatSP) {
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return
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}
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playerId := slf.seatSP[seat]
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if playerId == nil {
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return
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}
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slf.RemovePlayerSeat(*playerId)
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}
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// SetSeat 设置玩家的座位号
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// - 如果玩家没有预先添加过座位将会返回错误
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// - 如果位置已经有玩家,将会与其进行更换
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func (slf *RoomSeat[PlayerID, Player]) SetSeat(id PlayerID, seat int) error {
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slf.mutex.Lock()
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slf.duplicateLock = true
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defer func() {
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slf.mutex.Unlock()
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slf.duplicateLock = false
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}()
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oldSeat, err := slf.GetSeat(id)
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if err != nil {
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return err
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}
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playerId, err := slf.GetPlayerIDWithSeat(seat)
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if err != nil {
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ov := slf.seatSP[oldSeat]
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slf.seatSP[oldSeat] = slf.seatSP[seat]
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slf.seatSP[seat] = ov
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slf.seatPS.Set(id, seat)
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slf.seatPS.Set(playerId, oldSeat)
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} else {
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maxSeat := len(slf.seatSP) - 1
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if seat > maxSeat {
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if slf.fillIn {
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seat = maxSeat + 1
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defer func() {
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slice.Del(&slf.seatSP, oldSeat)
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for i := oldSeat; i < len(slf.seatSP); i++ {
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slf.seatPS.Set(*slf.seatSP[i], i)
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}
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}()
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}
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count := seat - maxSeat
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slf.seatSP = append(slf.seatSP, make([]*PlayerID, count)...)
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}
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slf.seatSP[seat] = slf.seatSP[oldSeat]
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slf.seatSP[oldSeat] = nil
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slf.seatPS.Set(id, seat)
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}
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return nil
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}
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// GetSeat 获取玩家座位号
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func (slf *RoomSeat[PlayerID, Player]) GetSeat(id PlayerID) (int, error) {
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seat, exist := slf.seatPS.GetExist(id)
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if !exist {
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return 0, ErrRoomNotHasPlayer
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}
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return seat, nil
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}
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// GetPlayerIDWithSeat 获取特定座位号的玩家
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func (slf *RoomSeat[PlayerID, Player]) GetPlayerIDWithSeat(seat int) (playerId PlayerID, err error) {
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if !slf.duplicateLock {
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slf.mutex.RLock()
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defer slf.mutex.RUnlock()
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}
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if seat > len(slf.seatSP)-1 {
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return playerId, ErrRoomNotHasPlayer
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}
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id := slf.seatSP[seat]
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if id == nil {
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return playerId, ErrRoomNotHasPlayer
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}
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return *id, nil
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}
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// GetSeatInfo 获取所有座位号
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// - 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
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func (slf *RoomSeat[PlayerID, Player]) GetSeatInfo() []*PlayerID {
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slf.mutex.RLock()
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defer slf.mutex.RUnlock()
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return slf.seatSP
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}
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// GetSeatInfoMap 获取座位号及其对应的玩家信息
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// - 缺席情况将被忽略
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func (slf *RoomSeat[PlayerID, Player]) GetSeatInfoMap() map[int]PlayerID {
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var seatInfo = make(map[int]PlayerID)
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slf.mutex.RLock()
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defer slf.mutex.RUnlock()
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for seat, playerId := range slf.seatSP {
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if playerId == nil {
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continue
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}
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seatInfo[seat] = *playerId
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}
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return seatInfo
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}
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// GetSeatInfoMapVacancy 获取座位号及其对应的玩家信息
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// - 缺席情况将不会被忽略
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func (slf *RoomSeat[PlayerID, Player]) GetSeatInfoMapVacancy() map[int]*PlayerID {
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slf.mutex.RLock()
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defer slf.mutex.RUnlock()
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return hash.ToMap(slf.seatSP)
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}
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// GetSeatInfoWithPlayerIDMap 获取玩家及其座位号信息
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func (slf *RoomSeat[PlayerID, Player]) GetSeatInfoWithPlayerIDMap() map[PlayerID]int {
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return slf.seatPS.Map()
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}
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// GetFirstSeat 获取第一个未缺席的座位号
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func (slf *RoomSeat[PlayerID, Player]) GetFirstSeat() int {
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for seat, playerId := range slf.seatSP {
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if playerId != nil {
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return seat
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}
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}
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return -1
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}
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// GetNextSeat 获取特定座位号下一个未缺席的座位号
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func (slf *RoomSeat[PlayerID, Player]) GetNextSeat(seat int) int {
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l := len(slf.seatSP)
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if l == 0 || seat >= l || seat < 0 {
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return -1
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}
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var target = seat
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for {
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target++
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if target >= l {
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target = 0
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}
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if target == seat {
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return seat
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}
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if slf.seatSP[target] != nil {
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return target
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}
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}
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}
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// GetNextSeatVacancy 获取特定座位号下一个座位号
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// - 缺席将不会被忽略
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func (slf *RoomSeat[PlayerID, Player]) GetNextSeatVacancy(seat int) int {
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l := len(slf.seatSP)
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if l == 0 || seat >= l || seat < 0 {
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return -1
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}
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seat++
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if seat >= l {
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seat = 0
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}
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return seat
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}
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func (slf *RoomSeat[PlayerID, Player]) onJoinRoom(room game.Room[PlayerID, Player], player Player) {
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slf.AddSeat(player.GetID())
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}
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func (slf *RoomSeat[PlayerID, Player]) onLeaveRoom(room game.Room[PlayerID, Player], player Player) {
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slf.RemovePlayerSeat(player.GetID())
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}
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