qznn.go 33 KB

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  1. //描述整个游戏,提供接口给外部使用,挂了,就全部挂
  2. /**
  3. ## 游戏中的情况下,用户退出
  4. 使用延迟退出机制,游戏中的用户,不处理退出的事件,等这盘游戏结束后处理
  5. 如果没有游戏中的情况,则马上处理
  6. */
  7. package qznn
  8. import (
  9. "errors"
  10. "fmt"
  11. "math/rand"
  12. "runtime/debug"
  13. "strconv"
  14. "strings"
  15. "time"
  16. "github.com/bwmarrin/snowflake"
  17. "github.com/sasha-s/go-deadlock"
  18. "github.com/shopspring/decimal"
  19. "github.com/sirupsen/logrus"
  20. "gogs.daxia.dev/huanan/pkg.daxia.dev/db"
  21. "gorm.io/gorm"
  22. "nn.daxia.dev/gameproto"
  23. "nn.daxia.dev/model"
  24. "nn.daxia.dev/nxd"
  25. "nn.daxia.dev/online"
  26. )
  27. type kkMap map[string]interface{}
  28. type PlayerStatus int
  29. type RoomStatus int
  30. var ErrNotFound = errors.New("record not found")
  31. var ErrPwd = errors.New("password not correct")
  32. const (
  33. RoomIDEmpty = int32(0)
  34. PlayerStatusWaitReady PlayerStatus = 1 //等待准备
  35. PlayerStatusReady PlayerStatus = 2 //已经准备
  36. PlayerStatusChooseMaster PlayerStatus = 3 //已经选择庄
  37. PlayerStatusChooseMul PlayerStatus = 4 //已经选择倍数
  38. PlayerStatusOpen PlayerStatus = 5 //已经开奖
  39. RoomStatusWaitReady RoomStatus = 1 //等待准备
  40. RoomStatusReady RoomStatus = 2 //已经有两个准备好,等待其他玩家准备
  41. RoomStatusChooseMaster RoomStatus = 3 //正在选择庄家
  42. RoomStatusChooseMul RoomStatus = 4 //正在选择倍数
  43. RoomStatusOpen RoomStatus = 5 //正在开奖
  44. )
  45. type Chair struct {
  46. ID int32 //索引,1-5
  47. PlayerID int32 //用户ID
  48. }
  49. type Room struct {
  50. ID int32 //房间ID
  51. Name string //名称
  52. Passwd string //密码
  53. RoomType int32 //房间类型
  54. ChairList []Chair //桌子
  55. BaseAmount decimal.Decimal //底金
  56. Issue string //当前期号
  57. Status RoomStatus //房间当前状态
  58. StatusStartTime int64 //房间当前状态开始的时间
  59. ReadyCh chan bool //当房间全部用户准备好,触发
  60. ChooseMasterCh chan bool //全部选择完庄,触发
  61. ChooseMulCh chan bool //全部选择完倍数,触发
  62. OpenCh chan bool //全部开牌完毕,触发
  63. }
  64. type Player struct {
  65. ID int32
  66. Name string
  67. HeadImg string
  68. Balance decimal.Decimal //余额
  69. Credits decimal.Decimal //游戏积分
  70. RoomID int32 //当前所在房间ID
  71. JoinTime time.Time //加入时间
  72. Status PlayerStatus
  73. IsMaster bool //是否为庄家
  74. MasterMul int //抢庄的倍数
  75. Mul int //倍数
  76. CardList NNCardList //牌
  77. }
  78. type Game struct {
  79. RoomMap map[int32]Room
  80. PlayerMap map[int32]Player
  81. IDGener *snowflake.Node
  82. LogID int64
  83. //nextDelPlayerIDList *list.List //下一轮游戏开始会删,可能离线了
  84. locker deadlock.Mutex
  85. }
  86. var gameInstance *Game
  87. func GetInstance() *Game {
  88. if gameInstance != nil {
  89. return gameInstance
  90. }
  91. node, err := snowflake.NewNode(1)
  92. if err != nil {
  93. logrus.Error(err)
  94. return nil
  95. }
  96. gameInstance = &Game{
  97. RoomMap: map[int32]Room{},
  98. PlayerMap: map[int32]Player{},
  99. IDGener: node,
  100. //nextDelPlayerIDList: list.New(),
  101. locker: deadlock.Mutex{},
  102. }
  103. gameInstance.Start()
  104. return gameInstance
  105. }
  106. func (p *Game) Start() {
  107. //初始化房间
  108. chairList := make([]Chair, 0)
  109. for i := 0; i < 5; i++ {
  110. chairList = append(chairList, Chair{
  111. ID: int32(i),
  112. PlayerID: 0,
  113. })
  114. }
  115. roomID := 1
  116. //10个免费房间,10个收费房间
  117. for i := 0; i < 10; i++ {
  118. room := Room{
  119. ID: int32(roomID),
  120. RoomType: int32(model.RoomTypeFree),
  121. ChairList: make([]Chair, 5),
  122. BaseAmount: decimal.NewFromInt(3),
  123. Status: RoomStatusWaitReady,
  124. ReadyCh: make(chan bool),
  125. ChooseMasterCh: make(chan bool),
  126. ChooseMulCh: make(chan bool),
  127. OpenCh: make(chan bool),
  128. }
  129. copy(room.ChairList, chairList)
  130. p.RoomMap[int32(roomID)] = room
  131. roomID++
  132. }
  133. for i := 0; i < 10; i++ {
  134. room := Room{
  135. ID: int32(roomID),
  136. RoomType: int32(model.RoomTypeNormal),
  137. ChairList: make([]Chair, 5),
  138. BaseAmount: decimal.NewFromInt(3),
  139. Status: RoomStatusWaitReady,
  140. ReadyCh: make(chan bool),
  141. ChooseMasterCh: make(chan bool),
  142. ChooseMulCh: make(chan bool),
  143. OpenCh: make(chan bool),
  144. }
  145. copy(room.ChairList, chairList)
  146. p.RoomMap[int32(roomID)] = room
  147. roomID++
  148. }
  149. }
  150. func (p *Game) Connect(playerID int32) error {
  151. //处理房间
  152. userModel := model.User{}
  153. err := userModel.GetUserByID(uint32(playerID))
  154. if err != nil {
  155. logrus.Error(err)
  156. return err
  157. }
  158. p.locker.Lock()
  159. defer p.locker.Unlock()
  160. p.JoinNoLock(playerID)
  161. roomList, currPlayerList, logID := gameInstance.GetLogNoLock(int32(playerID))
  162. roomListProto := make([]*gameproto.Room, 0)
  163. userIDList := make([]uint32, 0)
  164. atRoom := false
  165. var currRoom Room
  166. for _, roomItem := range roomList {
  167. baseAmountDeciaml := roomItem.BaseAmount.Mul(decimal.NewFromInt(100))
  168. baseAmount := float64(baseAmountDeciaml.IntPart()) / 100
  169. roomListProto = append(roomListProto, &gameproto.Room{
  170. ID: uint32(roomItem.ID),
  171. Name: roomItem.Name,
  172. RoomType: gameproto.RoomType(roomItem.RoomType),
  173. NeedPwd: roomItem.Passwd != "",
  174. BaseAmount: baseAmount,
  175. ChairUserID1: uint32(roomItem.ChairList[0].PlayerID),
  176. ChairUserID2: uint32(roomItem.ChairList[1].PlayerID),
  177. ChairUserID3: uint32(roomItem.ChairList[2].PlayerID),
  178. ChairUserID4: uint32(roomItem.ChairList[3].PlayerID),
  179. ChairUserID5: uint32(roomItem.ChairList[4].PlayerID),
  180. })
  181. for i := 0; i < 5; i++ {
  182. if roomItem.ChairList[i].PlayerID == 0 {
  183. continue
  184. }
  185. if roomItem.ChairList[i].PlayerID == int32(userModel.ID) {
  186. atRoom = true
  187. currRoom = roomItem
  188. }
  189. userIDList = append(userIDList, uint32(roomItem.ChairList[i].PlayerID))
  190. }
  191. }
  192. var roomDetail gameproto.RoomDetail
  193. if atRoom {
  194. roomItem := currRoom
  195. baseAmountDeciaml := roomItem.BaseAmount.Mul(decimal.NewFromInt(100))
  196. baseAmount := float64(baseAmountDeciaml.IntPart()) / 100
  197. roomDetail = gameproto.RoomDetail{
  198. ID: uint32(roomItem.ID),
  199. Name: roomItem.Name,
  200. RoomType: gameproto.RoomType(roomItem.RoomType),
  201. NeedPwd: roomItem.Passwd != "",
  202. BaseAmount: baseAmount,
  203. ChairUserID1: uint32(roomItem.ChairList[0].PlayerID),
  204. ChairUserID2: uint32(roomItem.ChairList[1].PlayerID),
  205. ChairUserID3: uint32(roomItem.ChairList[2].PlayerID),
  206. ChairUserID4: uint32(roomItem.ChairList[3].PlayerID),
  207. ChairUserID5: uint32(roomItem.ChairList[4].PlayerID),
  208. Status: uint32(currRoom.Status),
  209. StatusStartTime: roomItem.StatusStartTime,
  210. RoomUserList: make([]*gameproto.RoomUser, 0),
  211. TimeNow: time.Now().Unix(),
  212. }
  213. for _, player := range currPlayerList {
  214. balanceFloat, _ := player.Balance.Round(2).Float64()
  215. var cardList []uint32
  216. if player.Status == PlayerStatusOpen {
  217. cardList = GetNNCardList(player.CardList)
  218. }
  219. if player.ID == int32(userModel.ID) {
  220. //如果准备好了,就显示3张牌
  221. if player.Status != PlayerStatusWaitReady {
  222. cardList = GetNNCardListLimit(player.CardList, 3)
  223. }
  224. //如果选择了倍数,就返回5张
  225. if player.Status == PlayerStatusChooseMul {
  226. cardList = GetNNCardList(player.CardList)
  227. }
  228. }
  229. roomDetail.RoomUserList = append(roomDetail.RoomUserList, &gameproto.RoomUser{
  230. UserID: uint32(player.ID),
  231. CardList: cardList,
  232. IsMaster: player.IsMaster,
  233. MasterMul: uint32(player.MasterMul),
  234. Mul: uint32(player.Mul),
  235. Status: uint32(player.Status),
  236. Balance: balanceFloat,
  237. })
  238. }
  239. }
  240. balance, _ := strconv.ParseFloat(userModel.Balance.StringFixed(2), 64)
  241. logrus.Debugf("join game user id:%d", userModel.ID)
  242. var userListProto []*gameproto.User
  243. if len(userIDList) != 0 {
  244. var err error
  245. userListModel, err := (model.User{}).GetUserByIDList(userIDList)
  246. if err != nil {
  247. logrus.Error("failed:", err)
  248. return err
  249. }
  250. userListProto = make([]*gameproto.User, 0)
  251. for _, userModel := range userListModel {
  252. userListProto = append(userListProto, &gameproto.User{
  253. UserID: uint32(userModel.ID),
  254. Name: userModel.Name,
  255. Img: userModel.HeadImg,
  256. })
  257. }
  258. }
  259. connectProto := gameproto.Connect{
  260. UserID: uint32(userModel.ID),
  261. LogID: logID,
  262. Name: userModel.Nickname,
  263. Img: userModel.HeadImg,
  264. Balance: balance,
  265. RoomList: roomListProto,
  266. UserList: userListProto,
  267. RoomDetail: &roomDetail,
  268. }
  269. UserActive(userModel.ID)
  270. nxd.SendMsgToUserK(uint32(userModel.ID), gameproto.NotifyTypeEnum_NotifyTypeConnect, &connectProto)
  271. logrus.Debugf("send connect user id:%d", userModel.ID)
  272. return nil
  273. }
  274. func (p *Game) Join(playerID int32) error {
  275. p.locker.Lock()
  276. defer p.locker.Unlock()
  277. return p.JoinNoLock(playerID)
  278. }
  279. func (p *Game) JoinNoLock(playerID int32) error {
  280. userModel := model.User{}
  281. err := userModel.GetUserByID(uint32(playerID))
  282. if err != nil {
  283. logrus.Error(err)
  284. return err
  285. }
  286. _, exists := p.PlayerMap[playerID]
  287. if exists {
  288. return nil
  289. }
  290. roomID := RoomIDEmpty
  291. room, _, err := p.getUserRoomID(playerID)
  292. if err == nil {
  293. roomID = room.ID
  294. }
  295. player := Player{
  296. ID: playerID,
  297. Name: userModel.Name,
  298. HeadImg: userModel.HeadImg,
  299. Balance: userModel.Balance,
  300. Credits: decimal.NewFromInt(0),
  301. RoomID: roomID,
  302. Status: PlayerStatusWaitReady,
  303. JoinTime: time.Now(),
  304. }
  305. p.PlayerMap[playerID] = player
  306. p.EventInfo(playerID, "加入游戏", "加入游戏")
  307. return nil
  308. }
  309. func (p *Game) Leave(playerID int32) error {
  310. p.locker.Lock()
  311. defer p.locker.Unlock()
  312. playerItem, exists := p.PlayerMap[playerID]
  313. if !exists {
  314. p.EventInfo(playerID, "退出房间", "用户不存在")
  315. return nil
  316. }
  317. if playerItem.Status != PlayerStatusWaitReady {
  318. p.EventInfo(playerID, "退出房间", fmt.Sprintf("用户不是等待开始状态,无法退出,状态:%d", playerItem.Status))
  319. return nil
  320. }
  321. delete(p.PlayerMap, playerID)
  322. for _, roomItem := range p.RoomMap {
  323. for index, chairItem := range roomItem.ChairList {
  324. if chairItem.PlayerID != playerID {
  325. continue
  326. }
  327. chairItem.PlayerID = 0
  328. roomItem.ChairList[index] = chairItem
  329. p.EventInfo(playerID, "退出房间", "清理桌子信息")
  330. //发信息,表示离开
  331. nxd.SendMsgToAllUserK(gameproto.NotifyTypeEnum_NotifyTypeLeaveRoom, &gameproto.LeaveRoom{
  332. RoomID: uint32(roomItem.ID),
  333. ChairID: uint32(chairItem.ID),
  334. UserID: uint32(playerID),
  335. })
  336. return nil
  337. }
  338. }
  339. p.EventInfo(playerID, "退出房间", "清理用户信息")
  340. return nil
  341. }
  342. func (p *Game) ChooseRndChair(playerID int32) error {
  343. p.locker.Lock()
  344. p.EventInfo(playerID, "随机选桌子", "开始")
  345. maxRoomID := -1
  346. maxChairID := -1
  347. maxUserCount := -1
  348. for _, roomItem := range p.RoomMap {
  349. if roomItem.Passwd != "" {
  350. continue
  351. }
  352. userCount := 0
  353. for _, chairItem := range roomItem.ChairList {
  354. if chairItem.PlayerID == 0 {
  355. continue
  356. }
  357. userCount++
  358. }
  359. if userCount == 4 {
  360. continue
  361. }
  362. if userCount > maxUserCount {
  363. maxUserCount = userCount
  364. maxRoomID = int(roomItem.ID)
  365. for _, chairItem := range roomItem.ChairList {
  366. if chairItem.PlayerID != 0 {
  367. continue
  368. }
  369. maxChairID = int(chairItem.ID)
  370. break
  371. }
  372. }
  373. }
  374. if maxRoomID != -1 && maxChairID != -1 {
  375. p.EventInfo(playerID, "随机选桌子", fmt.Sprintf("找到桌子:%d-%d", maxRoomID, maxChairID))
  376. p.locker.Unlock()
  377. return p.ChooseChair(playerID, int32(maxRoomID), int32(maxChairID), "")
  378. }
  379. p.EventInfo(playerID, "随机选桌子", "没有找到桌子")
  380. p.locker.Unlock()
  381. return ErrNotFound
  382. }
  383. func (p *Game) ChooseChair(playerID int32, roomID int32, chairID int32, passwd string) error {
  384. p.locker.Lock()
  385. defer p.locker.Unlock()
  386. p.EventInfo(playerID, "选桌子", "开始")
  387. err := p.ChooseChairNoLock(playerID, roomID, chairID, passwd)
  388. if err != nil {
  389. p.EventInfo(playerID, "选桌子", "选择失败:"+err.Error())
  390. return err
  391. }
  392. p.EventInfo(playerID, "选桌子", "选取成功")
  393. return nil
  394. }
  395. func (p *Game) ChooseChairNoLock(playerID int32, roomID int32, chairID int32, passwd string) error {
  396. logrus.Info("ChooseChair...")
  397. playerItem, exists := p.PlayerMap[playerID]
  398. if !exists {
  399. p.EventInfo(playerID, "选桌子-inner", "用户不存在")
  400. return errors.New("用户不存在")
  401. }
  402. //离开房间
  403. if roomID == 0 {
  404. p.EventInfo(playerID, "选桌子-inner", "退出房间")
  405. for rKey, room := range p.RoomMap {
  406. for cKey, chairItem := range room.ChairList {
  407. if chairItem.PlayerID != playerID {
  408. continue
  409. }
  410. //设置为0
  411. room.ChairList[cKey].PlayerID = 0
  412. p.RoomMap[rKey] = room
  413. playerItem.RoomID = 0
  414. playerItem.Status = PlayerStatusWaitReady
  415. playerItem.IsMaster = false
  416. playerItem.MasterMul = 1
  417. playerItem.Mul = 1
  418. p.PlayerMap[playerID] = playerItem
  419. p.EventInfo(playerID, "选桌子-inner", "退出完成")
  420. //通知
  421. nxd.SendMsgToAllUserK(gameproto.NotifyTypeEnum_NotifyTypeLeaveRoom, &gameproto.LeaveRoom{
  422. RoomID: uint32(room.ID),
  423. ChairID: uint32(chairItem.ID),
  424. UserID: uint32(playerID),
  425. User: &gameproto.User{
  426. UserID: uint32(playerItem.ID),
  427. Name: playerItem.Name,
  428. Img: playerItem.HeadImg,
  429. },
  430. })
  431. return nil
  432. }
  433. }
  434. return nil
  435. }
  436. p.EventInfo(playerID, "选桌子-inner", fmt.Sprintf("寻找桌子,房间ID:%d", roomID))
  437. //同一个房间,切换,不影响
  438. if playerItem.RoomID != 0 {
  439. if playerItem.RoomID != roomID && playerItem.RoomID != RoomIDEmpty {
  440. p.EventInfo(playerID, "选桌子-inner", fmt.Sprintf("没退出房间,就进入新的房间,不允许,之前房间:%d,进入房间:%d", playerItem.RoomID, roomID))
  441. logrus.Error("没退出房间,就进入新的房间,不允许")
  442. return errors.New("没退出房间,就进入新的房间,不允许")
  443. }
  444. }
  445. roomItem, exists := p.RoomMap[roomID]
  446. if !exists {
  447. p.EventInfo(playerID, "选桌子-inner", fmt.Sprintf("房间不存,房间ID:%d", roomID))
  448. return ErrNotFound
  449. }
  450. if roomItem.Passwd != passwd {
  451. p.EventInfo(playerID, "选桌子-inner", fmt.Sprintf("房间密码不对,输入密码:%s", passwd))
  452. return errors.New("密码不正确")
  453. }
  454. //椅子不确定,选一个
  455. if chairID == -1 {
  456. p.EventInfo(playerID, "选桌子-inner", "随机选取桌子")
  457. //选一次,判断是否已经在房间,是的话,直接返回之前的桌子
  458. for _, chair := range roomItem.ChairList {
  459. if chair.PlayerID == playerItem.ID {
  460. chairID = chair.ID
  461. break
  462. }
  463. }
  464. if chairID == -1 {
  465. for _, chair := range roomItem.ChairList {
  466. if chair.PlayerID == 0 {
  467. chairID = chair.ID
  468. break
  469. }
  470. }
  471. }
  472. }
  473. p.EventInfo(playerID, "选桌子-inner", fmt.Sprintf("选取的桌子:%d", chairID))
  474. if chairID == -1 {
  475. p.EventInfo(playerID, "选桌子-inner", "房间已经满人了")
  476. return errors.New("房间已经满人了")
  477. }
  478. if int(chairID) >= len(roomItem.ChairList) {
  479. p.EventInfo(playerID, "选桌子-inner", fmt.Sprintf("chair id 超过范围:%d", chairID))
  480. return errors.New("chair id 超过范围")
  481. }
  482. //够底注才能进
  483. if playerItem.Balance.LessThan(roomItem.BaseAmount) {
  484. p.EventInfo(playerID, "选桌子-inner", fmt.Sprintf("余额不足,无法进入房间,余额:%v,限额:%v", playerItem.Balance, roomItem.BaseAmount))
  485. return errors.New("余额不足,无法进入房间")
  486. }
  487. chairItem := roomItem.ChairList[chairID]
  488. if chairItem.PlayerID == playerID {
  489. p.EventInfo(playerID, "选桌子-inner", "已经在桌子上")
  490. return nil
  491. }
  492. if chairItem.PlayerID != 0 {
  493. p.EventInfo(playerID, "选桌子-inner", fmt.Sprintf("桌子上有其他人:%d", chairItem.PlayerID))
  494. return errors.New("有人了")
  495. }
  496. roomItem.ChairList[chairID] = Chair{
  497. ID: chairID,
  498. PlayerID: playerID,
  499. }
  500. playerItem.RoomID = roomID
  501. playerItem.Status = PlayerStatusWaitReady
  502. playerItem.IsMaster = false
  503. playerItem.MasterMul = 1
  504. playerItem.Mul = 1
  505. p.PlayerMap[playerID] = playerItem
  506. p.EventInfo(playerID, "选桌子-inner", fmt.Sprintf("选完桌子:%d", chairID))
  507. //通知,房间外的用户收到用户进入信息,房间内的,会带上房间详情
  508. userIDList := online.GetAllUser()
  509. roomUserIDlist := make([]int32, 0)
  510. notInRoomUserIDlist := make([]int32, 0)
  511. for _, userID := range userIDList {
  512. currPlayer, exists := p.PlayerMap[int32(userID)]
  513. if !exists {
  514. continue
  515. }
  516. if currPlayer.RoomID == roomID {
  517. roomUserIDlist = append(roomUserIDlist, int32(userID))
  518. } else {
  519. notInRoomUserIDlist = append(notInRoomUserIDlist, int32(userID))
  520. }
  521. }
  522. p.EventInfo(playerID, "选桌子-inner", "通知房间外的用户,有人进入房间")
  523. nxd.SendMsgToUserList(notInRoomUserIDlist, gameproto.NotifyTypeEnum_NotifyTypeJoinRoom, &gameproto.JoinRoom{
  524. RoomID: uint32(roomID),
  525. ChairID: uint32(chairID),
  526. UserID: uint32(playerID),
  527. GameStatus: uint32(roomItem.Status),
  528. User: &gameproto.User{UserID: uint32(playerItem.ID), Name: playerItem.Name, Img: playerItem.HeadImg},
  529. })
  530. baseAmountDeciaml := roomItem.BaseAmount.Mul(decimal.NewFromInt(100))
  531. baseAmount := float64(baseAmountDeciaml.IntPart()) / 100
  532. roomDetail := gameproto.RoomDetail{
  533. ID: uint32(roomItem.ID),
  534. Name: roomItem.Name,
  535. RoomType: gameproto.RoomType(roomItem.RoomType),
  536. NeedPwd: roomItem.Passwd != "",
  537. BaseAmount: baseAmount,
  538. ChairUserID1: uint32(roomItem.ChairList[0].PlayerID),
  539. ChairUserID2: uint32(roomItem.ChairList[1].PlayerID),
  540. ChairUserID3: uint32(roomItem.ChairList[2].PlayerID),
  541. ChairUserID4: uint32(roomItem.ChairList[3].PlayerID),
  542. ChairUserID5: uint32(roomItem.ChairList[4].PlayerID),
  543. Status: uint32(roomItem.Status),
  544. StatusStartTime: roomItem.StatusStartTime,
  545. RoomUserList: make([]*gameproto.RoomUser, 0),
  546. TimeNow: time.Now().Unix(),
  547. }
  548. currPlayerList := make([]Player, 0)
  549. for _, chairItem := range roomItem.ChairList {
  550. if chairItem.PlayerID == 0 {
  551. continue
  552. }
  553. currPlayer, exists := p.PlayerMap[chairItem.PlayerID]
  554. if !exists {
  555. continue
  556. }
  557. currPlayerList = append(currPlayerList, currPlayer)
  558. }
  559. for _, player := range currPlayerList {
  560. balanceFloat, _ := player.Balance.Round(2).Float64()
  561. var cardList []uint32
  562. if player.Status == PlayerStatusOpen {
  563. p.EventInfo(player.ID, "选桌子-inner", "玩家开牌状态,带上牌的信息")
  564. cardList = GetNNCardList(player.CardList)
  565. }
  566. roomDetail.RoomUserList = append(roomDetail.RoomUserList, &gameproto.RoomUser{
  567. UserID: uint32(player.ID),
  568. CardList: cardList,
  569. IsMaster: player.IsMaster,
  570. MasterMul: uint32(player.MasterMul),
  571. Mul: uint32(player.Mul),
  572. Status: uint32(player.Status),
  573. Balance: balanceFloat,
  574. })
  575. }
  576. p.EventInfo(playerID, "选桌子-inner", "通知房间内的用户,有人进入房间,带上房间详情")
  577. nxd.SendMsgToUserList(roomUserIDlist, gameproto.NotifyTypeEnum_NotifyTypeJoinRoom, &gameproto.JoinRoom{
  578. RoomID: uint32(roomID),
  579. ChairID: uint32(chairID),
  580. UserID: uint32(playerID),
  581. GameStatus: uint32(roomItem.Status),
  582. User: &gameproto.User{UserID: uint32(playerItem.ID), Name: playerItem.Name, Img: playerItem.HeadImg},
  583. RoomDetail: &roomDetail,
  584. })
  585. return nil
  586. }
  587. func (p *Game) CreateRoom(playerID int32, roomType int32, passwd, name string, baseAmount int) (*Room, error) {
  588. if roomType != int32(model.RoomTypeFree) && roomType != int32(model.RoomTypeNormal) {
  589. return nil, errors.New("参数错误,房间类型不对")
  590. }
  591. if len(passwd) < 3 {
  592. return nil, errors.New("参数错误,密码长度不能少于3")
  593. }
  594. p.locker.Lock()
  595. defer p.locker.Unlock()
  596. p.EventInfo(playerID, "创建房间", "开始")
  597. baseAmountDecimal := decimal.NewFromInt(int64(baseAmount))
  598. playerItem := p.PlayerMap[playerID]
  599. roomID := len(p.RoomMap) + 1
  600. if playerItem.Balance.LessThan(baseAmountDecimal) {
  601. p.EventInfo(playerID, "创建房间", fmt.Sprintf("余额小于房间准入金额, %v-%v", playerItem.Balance, baseAmountDecimal))
  602. return nil, errors.New("参数错误,余额小于房间准入金额")
  603. }
  604. room := Room{
  605. ID: int32(roomID),
  606. RoomType: roomType,
  607. Name: name,
  608. Passwd: passwd,
  609. ChairList: make([]Chair, 5),
  610. BaseAmount: baseAmountDecimal,
  611. Status: RoomStatusWaitReady,
  612. StatusStartTime: 0,
  613. ReadyCh: make(chan bool),
  614. ChooseMasterCh: make(chan bool),
  615. ChooseMulCh: make(chan bool),
  616. OpenCh: make(chan bool),
  617. }
  618. chairList := make([]Chair, 0)
  619. for i := 0; i < 5; i++ {
  620. chairList = append(chairList, Chair{
  621. ID: int32(i),
  622. PlayerID: 0,
  623. })
  624. }
  625. copy(room.ChairList, chairList)
  626. p.RoomMap[int32(roomID)] = room
  627. p.EventInfo(playerID, "创建房间", "通知创建房间成功")
  628. //通知
  629. nxd.SendMsgToAllUserK(gameproto.NotifyTypeEnum_NotifyTypeCreateRoom, &gameproto.CreateRoom{
  630. ID: uint32(room.ID),
  631. CreatorID: uint32(playerID),
  632. Name: room.Name,
  633. NeedPwd: passwd != "",
  634. RoomType: gameproto.RoomType(room.RoomType),
  635. BaseAmount: float64(room.BaseAmount.Mul(decimal.NewFromInt(100)).IntPart()) / 100,
  636. ChairUserID1: 0,
  637. ChairUserID2: 0,
  638. ChairUserID3: 0,
  639. ChairUserID4: 0,
  640. ChairUserID5: 0,
  641. })
  642. p.EventInfo(playerID, "创建房间", "选择桌子")
  643. err := p.ChooseChairNoLock(playerID, int32(roomID), 0, passwd)
  644. if err != nil {
  645. logrus.Error(err)
  646. return nil, err
  647. }
  648. return &room, nil
  649. }
  650. func (p *Game) Ready(playerID int32) error {
  651. p.locker.Lock()
  652. defer p.locker.Unlock()
  653. playerItem := p.PlayerMap[playerID]
  654. if playerItem.RoomID == RoomIDEmpty {
  655. p.EventInfo(playerID, "准备", "用户不在房间")
  656. return errors.New("没进入房间")
  657. }
  658. if playerItem.Status != PlayerStatusWaitReady {
  659. p.EventInfo(playerID, "准备", fmt.Sprintf("用户状态不对:%d", playerItem.Status))
  660. return errors.New("状态不对")
  661. }
  662. roomItem := p.RoomMap[playerItem.RoomID]
  663. if roomItem.Status != RoomStatusWaitReady && roomItem.Status != RoomStatusReady {
  664. p.EventInfo(playerID, "准备", fmt.Sprintf("房间状态不对:%d", roomItem.Status))
  665. return errors.New("房间状态不对")
  666. }
  667. playerItem.Status = PlayerStatusReady
  668. p.PlayerMap[playerID] = playerItem
  669. //通知
  670. userIDList, err := p.getRoomUserIDList(roomItem.ID)
  671. if err != nil {
  672. logrus.Error(err)
  673. return err
  674. }
  675. p.EventInfo(playerID, "准备", "通知房间用户,已经准备好")
  676. nxd.SendMsgToUserList(userIDList, gameproto.NotifyTypeEnum_NotifyTypeReady, &gameproto.Ready{
  677. RoomID: uint32(roomItem.ID),
  678. UserID: uint32(playerID),
  679. })
  680. readyUserCount := 0
  681. allReady := true
  682. for _, chairItem := range roomItem.ChairList {
  683. if chairItem.PlayerID == 0 {
  684. continue
  685. }
  686. chairPlayer := p.PlayerMap[chairItem.PlayerID]
  687. if chairPlayer.Status != PlayerStatusReady && chairPlayer.Status != PlayerStatusWaitReady {
  688. logrus.Panicf("-状态不对:%d", chairPlayer.Status)
  689. }
  690. if chairPlayer.Status != PlayerStatusReady {
  691. allReady = false
  692. continue
  693. }
  694. readyUserCount++
  695. }
  696. if readyUserCount <= 1 {
  697. p.EventInfo(playerID, "准备", "已经准备的用户<=1")
  698. return nil
  699. }
  700. //两个人以上的情况,判断是否全部准备好
  701. if allReady {
  702. p.EventInfo(playerID, "准备", "全部准备好,发送通知")
  703. go func() {
  704. roomItem.ReadyCh <- true
  705. }()
  706. }
  707. if roomItem.Status == RoomStatusReady {
  708. p.EventInfo(playerID, "准备", "房间已经是准备状态")
  709. return nil
  710. }
  711. //有两个玩家等待,房间状态切换为准备状态,不能取消了
  712. issue := genIssue(playerItem.RoomID)
  713. chairID, err := p.getChairID(playerID, roomItem)
  714. if err != nil {
  715. logrus.Error(err)
  716. return err
  717. }
  718. roomItem.Issue = issue
  719. roomItem.Status = RoomStatusReady
  720. roomItem.StatusStartTime = time.Now().Unix()
  721. p.RoomMap[playerItem.RoomID] = roomItem
  722. p.EventInfo(playerID, "准备", "开始游戏,期号:"+issue)
  723. nxd.SendMsgToUserList(userIDList, gameproto.NotifyTypeEnum_NotifyTypeWaitReady, &gameproto.WaitReady{
  724. RoomID: uint32(roomItem.ID),
  725. Issue: issue,
  726. })
  727. go func() {
  728. defer func() {
  729. if err := recover(); err != nil {
  730. logrus.Error(err)
  731. fmt.Println("stacktrace from panic: \n" + string(debug.Stack()))
  732. }
  733. }()
  734. allReady := true
  735. p.locker.Lock()
  736. {
  737. roomItem := p.RoomMap[roomItem.ID]
  738. for _, chairItem := range roomItem.ChairList {
  739. if chairItem.PlayerID == 0 {
  740. continue
  741. }
  742. chairPlayer := p.PlayerMap[chairItem.PlayerID]
  743. if chairPlayer.Status != PlayerStatusReady {
  744. allReady = false
  745. break
  746. }
  747. }
  748. }
  749. if !allReady {
  750. p.EventInfo(playerID, "准备", fmt.Sprintf("等待房间准备:%d", roomItem.ID))
  751. p.locker.Unlock()
  752. p.WaitReady(roomItem)
  753. } else {
  754. p.locker.Unlock()
  755. }
  756. func() {
  757. //TODO: 优化并发
  758. p.locker.Lock()
  759. defer p.locker.Unlock()
  760. p.EventInfo(playerID, "准备", "等待房间完毕")
  761. //切换为准备完毕,限制进入了
  762. roomItem.Status = RoomStatusChooseMaster
  763. roomItem.StatusStartTime = time.Now().Unix()
  764. p.RoomMap[roomItem.ID] = roomItem
  765. //已经准备好的用户,生成牌
  766. userIDList, err = p.getRoomUserIDListWithStatus(roomItem.ID, PlayerStatusReady)
  767. if err != nil {
  768. logrus.Error(err)
  769. return
  770. }
  771. err = db.GetDB().Transaction(func(tx *gorm.DB) error {
  772. for _, userID := range userIDList {
  773. openNumCardList := getOpenNumList(issue, roomItem.ID, chairID)
  774. openNumCardStrList := make([]string, 0)
  775. for _, item := range openNumCardList {
  776. openNumCardStrList = append(openNumCardStrList, fmt.Sprintf("%d", item.Num))
  777. }
  778. userItem := p.PlayerMap[userID]
  779. userItem.CardList = CardList2NNCardList(openNumCardList)
  780. p.PlayerMap[userID] = userItem
  781. gameOrderModel := model.GameOrder{
  782. UserID: uint(userID),
  783. RoomID: uint(roomItem.ID),
  784. Issue: issue,
  785. OpenNumber: strings.Join(openNumCardStrList, ","),
  786. BaseAmount: roomItem.BaseAmount,
  787. IsDraw: 0,
  788. DrawTime: nil,
  789. IsMaster: 0,
  790. MasterMul: 0,
  791. Mul: 1,
  792. IsWin: 0,
  793. WinAmount: decimal.NewFromInt(0),
  794. BetIP: "",
  795. GameID: 1,
  796. }
  797. err = tx.Model(gameOrderModel).Create(&gameOrderModel).Error
  798. if err != nil {
  799. logrus.Error(err)
  800. return err
  801. }
  802. }
  803. p.EventInfo(playerID, "准备", "生成订单成功")
  804. return nil
  805. })
  806. if err != nil {
  807. logrus.Error(err)
  808. return
  809. }
  810. }()
  811. p.Run(allReady, roomItem, issue)
  812. }()
  813. return nil
  814. }
  815. func (p *Game) UnReady(playerID int32) error {
  816. p.locker.Lock()
  817. defer p.locker.Unlock()
  818. playerItem := p.PlayerMap[playerID]
  819. if playerItem.RoomID == RoomIDEmpty {
  820. return errors.New("没进入房间")
  821. }
  822. if playerItem.Status != PlayerStatusReady {
  823. return errors.New("状态不对")
  824. }
  825. roomItem := p.RoomMap[playerItem.RoomID]
  826. if roomItem.Status != RoomStatusWaitReady {
  827. return errors.New("状态不对")
  828. }
  829. readyUserCount := 0
  830. for _, chairItem := range roomItem.ChairList {
  831. if chairItem.PlayerID == 0 {
  832. continue
  833. }
  834. chairPlayer := p.PlayerMap[chairItem.PlayerID]
  835. if chairPlayer.Status != PlayerStatusReady {
  836. continue
  837. }
  838. readyUserCount++
  839. }
  840. //设置用户
  841. playerItem.Status = PlayerStatusWaitReady
  842. p.PlayerMap[playerID] = playerItem
  843. //通知
  844. userIDList, err := p.getRoomUserIDList(roomItem.ID)
  845. if err != nil {
  846. logrus.Error(err)
  847. return err
  848. }
  849. nxd.SendMsgToUserList(userIDList, gameproto.NotifyTypeEnum_NotifyTypeUnReady, &gameproto.UnReady{
  850. RoomID: uint32(roomItem.ID),
  851. UserID: uint32(playerID),
  852. })
  853. return nil
  854. }
  855. func (p *Game) ChooseMaster(playerID int32, mul int32) error {
  856. p.locker.Lock()
  857. defer p.locker.Unlock()
  858. playerItem := p.PlayerMap[playerID]
  859. if playerItem.RoomID == RoomIDEmpty {
  860. return errors.New("没进入房间")
  861. }
  862. if playerItem.Status != PlayerStatusReady {
  863. return errors.New("状态不对")
  864. }
  865. roomItem := p.RoomMap[playerItem.RoomID]
  866. if roomItem.Status != RoomStatusChooseMaster {
  867. return errors.New("状态不对")
  868. }
  869. //更新用户信息
  870. playerItem.Status = PlayerStatusChooseMaster
  871. playerItem.MasterMul = int(mul)
  872. p.PlayerMap[playerID] = playerItem
  873. allChoose := true
  874. for _, chairItem := range roomItem.ChairList {
  875. if chairItem.PlayerID == 0 {
  876. continue
  877. }
  878. chairPlayer := p.PlayerMap[chairItem.PlayerID]
  879. if chairPlayer.Status == PlayerStatusReady {
  880. allChoose = false
  881. break
  882. }
  883. }
  884. err := db.GetDB().Model(model.GameOrder{}).Where("user_id = ? and issue = ?", playerID, roomItem.Issue).Update("master_mul", mul).Error
  885. if err != nil {
  886. logrus.Error(err)
  887. return err
  888. }
  889. //通知
  890. userIDList, err := p.getRoomUserIDList(roomItem.ID)
  891. if err != nil {
  892. logrus.Error(err)
  893. return err
  894. }
  895. for _, userID := range userIDList {
  896. nxd.SendMsgToUserK(uint32(userID), gameproto.NotifyTypeEnum_NotifyTypeChooseMaster, &gameproto.ChooseMaster{
  897. UserID: uint32(playerID),
  898. Mul: uint32(mul),
  899. RoomID: uint32(roomItem.ID),
  900. })
  901. }
  902. //全部选完,就进入下一阶段
  903. if allChoose {
  904. go func() {
  905. roomItem.ChooseMasterCh <- true
  906. }()
  907. }
  908. return nil
  909. }
  910. func (p *Game) ChooseMul(playerID int32, mul int32) error {
  911. p.locker.Lock()
  912. defer p.locker.Unlock()
  913. playerItem := p.PlayerMap[playerID]
  914. if playerItem.RoomID == RoomIDEmpty {
  915. return errors.New("没进入房间")
  916. }
  917. if playerItem.Status != PlayerStatusChooseMaster {
  918. return errors.New("状态不对")
  919. }
  920. roomItem := p.RoomMap[playerItem.RoomID]
  921. if roomItem.Status != RoomStatusChooseMul {
  922. return errors.New("状态不对")
  923. }
  924. //更新用户
  925. playerItem.Status = PlayerStatusChooseMul
  926. playerItem.Mul = int(mul)
  927. p.PlayerMap[playerID] = playerItem
  928. allChoose := true
  929. for _, chairItem := range roomItem.ChairList {
  930. if chairItem.PlayerID == 0 {
  931. continue
  932. }
  933. chairPlayer := p.PlayerMap[chairItem.PlayerID]
  934. if chairPlayer.Status == PlayerStatusChooseMaster {
  935. allChoose = false
  936. break
  937. }
  938. }
  939. err := db.GetDB().Model(model.GameOrder{}).Where("user_id = ? and issue = ?", playerID, roomItem.Issue).Update("mul", mul).Error
  940. if err != nil {
  941. logrus.Error(err)
  942. return err
  943. }
  944. //通知
  945. userIDList, err := p.getRoomUserIDList(roomItem.ID)
  946. if err != nil {
  947. logrus.Error(err)
  948. return err
  949. }
  950. for _, sendToUserID := range userIDList {
  951. var cardList []uint32
  952. if playerID == sendToUserID {
  953. cardList = GetNNCardList(playerItem.CardList)
  954. }
  955. nxd.SendMsgToUserK(uint32(sendToUserID), gameproto.NotifyTypeEnum_NotifyTypeChooseMul, &gameproto.ChooseMul{
  956. UserID: uint32(playerID),
  957. Mul: uint32(mul),
  958. RoomID: uint32(roomItem.ID),
  959. CardList: cardList,
  960. })
  961. }
  962. //全部选完,就进入下一阶段
  963. if allChoose {
  964. go func() {
  965. roomItem.ChooseMulCh <- true
  966. }()
  967. }
  968. return nil
  969. }
  970. func (p *Game) OpenCard(playerID int32) error {
  971. p.locker.Lock()
  972. defer p.locker.Unlock()
  973. playerItem := p.PlayerMap[playerID]
  974. if playerItem.RoomID == RoomIDEmpty {
  975. return errors.New("没进入房间")
  976. }
  977. if playerItem.Status != PlayerStatusChooseMul {
  978. return errors.New("状态不对")
  979. }
  980. roomItem := p.RoomMap[playerItem.RoomID]
  981. if roomItem.Status != RoomStatusOpen {
  982. return errors.New("状态不对")
  983. }
  984. userIDList, err := p.getRoomUserIDList(roomItem.ID)
  985. if err != nil {
  986. logrus.Error(err)
  987. return err
  988. }
  989. nxd.SendMsgToUserList(userIDList, gameproto.NotifyTypeEnum_NotifyTypeOpen, &gameproto.Open{
  990. RoomID: uint32(roomItem.ID),
  991. UserID: uint32(playerID),
  992. CardList: GetNNCardList(playerItem.CardList),
  993. })
  994. //更新用户
  995. playerItem.Status = PlayerStatusOpen
  996. p.PlayerMap[playerID] = playerItem
  997. allOpen := true
  998. for _, chairItem := range roomItem.ChairList {
  999. if chairItem.PlayerID == 0 {
  1000. continue
  1001. }
  1002. chairPlayer := p.PlayerMap[chairItem.PlayerID]
  1003. if chairPlayer.Status == PlayerStatusChooseMul {
  1004. allOpen = false
  1005. break
  1006. }
  1007. }
  1008. //全部选完,就进入下一阶段
  1009. if allOpen {
  1010. go func() {
  1011. roomItem.OpenCh <- true
  1012. }()
  1013. }
  1014. return nil
  1015. }
  1016. func (p *Game) getUserRoomID(playerID int32) (*Room, int32, error) {
  1017. for _, roomItem := range p.RoomMap {
  1018. for _, chairItem := range roomItem.ChairList {
  1019. if chairItem.PlayerID != playerID {
  1020. continue
  1021. }
  1022. return &roomItem, chairItem.ID, nil
  1023. }
  1024. }
  1025. return nil, 0, ErrNotFound
  1026. }
  1027. func (p *Game) getChairID(playerID int32, room Room) (int32, error) {
  1028. for i, chairID := range room.ChairList {
  1029. if playerID == chairID.PlayerID {
  1030. return int32(i), nil
  1031. }
  1032. }
  1033. return 0, ErrNotFound
  1034. }
  1035. func (p *Game) GetLogNoLock(playerID int32) ([]Room, []Player, int64) {
  1036. roomList := make([]Room, 0)
  1037. playerList := make([]Player, 0)
  1038. for _, roomItem := range p.RoomMap {
  1039. roomList = append(roomList, roomItem)
  1040. found := false
  1041. for _, chairItem := range roomItem.ChairList {
  1042. if chairItem.PlayerID != playerID {
  1043. continue
  1044. }
  1045. found = true
  1046. break
  1047. }
  1048. if !found {
  1049. continue
  1050. }
  1051. for _, chairItem := range roomItem.ChairList {
  1052. if chairItem.PlayerID == 0 {
  1053. continue
  1054. }
  1055. player := p.PlayerMap[chairItem.PlayerID]
  1056. playerList = append(playerList, player)
  1057. }
  1058. }
  1059. return roomList, playerList, p.LogID
  1060. }
  1061. func genIssue(roomID int32) string {
  1062. return fmt.Sprintf("%d-%d", roomID, time.Now().Unix())
  1063. }
  1064. func getOpenNumList(issue string, roomID, chairID int32) []Card {
  1065. cardList := make([]Card, 0)
  1066. for c := 0; c < 5; c++ {
  1067. cardList = append(cardList, Card{
  1068. Suit: rand.Intn(4) + 1,
  1069. Num: rand.Intn(13) + 1,
  1070. })
  1071. }
  1072. return cardList
  1073. }