qznn.go 32 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. }
  212. for _, player := range currPlayerList {
  213. balanceFloat, _ := player.Balance.Round(2).Float64()
  214. var cardList []uint32
  215. if player.Status == PlayerStatusOpen {
  216. cardList = GetNNCardList(player.CardList)
  217. }
  218. if player.ID == int32(userModel.ID) {
  219. //如果准备好了,就显示3张牌
  220. if player.Status != PlayerStatusWaitReady {
  221. cardList = GetNNCardListLimit(player.CardList, 3)
  222. }
  223. //如果选择了倍数,就返回5张
  224. if player.Status == PlayerStatusChooseMul {
  225. cardList = GetNNCardList(player.CardList)
  226. }
  227. }
  228. roomDetail.RoomUserList = append(roomDetail.RoomUserList, &gameproto.RoomUser{
  229. UserID: uint32(player.ID),
  230. CardList: cardList,
  231. IsMaster: player.IsMaster,
  232. MasterMul: uint32(player.MasterMul),
  233. Mul: uint32(player.Mul),
  234. Status: uint32(player.Status),
  235. Balance: balanceFloat,
  236. })
  237. }
  238. }
  239. balance, _ := strconv.ParseFloat(userModel.Balance.StringFixed(2), 64)
  240. logrus.Debugf("join game user id:%d", userModel.ID)
  241. var userListProto []*gameproto.User
  242. if len(userIDList) != 0 {
  243. var err error
  244. userListModel, err := (model.User{}).GetUserByIDList(userIDList)
  245. if err != nil {
  246. logrus.Error("failed:", err)
  247. return err
  248. }
  249. userListProto = make([]*gameproto.User, 0)
  250. for _, userModel := range userListModel {
  251. userListProto = append(userListProto, &gameproto.User{
  252. UserID: uint32(userModel.ID),
  253. Name: userModel.Name,
  254. Img: userModel.HeadImg,
  255. })
  256. }
  257. }
  258. connectProto := gameproto.Connect{
  259. UserID: uint32(userModel.ID),
  260. LogID: logID,
  261. Name: userModel.Nickname,
  262. Img: userModel.HeadImg,
  263. Balance: balance,
  264. RoomList: roomListProto,
  265. UserList: userListProto,
  266. RoomDetail: &roomDetail,
  267. }
  268. UserActive(userModel.ID)
  269. nxd.SendMsgToUserK(uint32(userModel.ID), gameproto.NotifyTypeEnum_NotifyTypeConnect, &connectProto)
  270. logrus.Debugf("send connect user id:%d", userModel.ID)
  271. return nil
  272. }
  273. func (p *Game) Join(playerID int32) error {
  274. p.locker.Lock()
  275. defer p.locker.Unlock()
  276. return p.JoinNoLock(playerID)
  277. }
  278. func (p *Game) JoinNoLock(playerID int32) error {
  279. userModel := model.User{}
  280. err := userModel.GetUserByID(uint32(playerID))
  281. if err != nil {
  282. logrus.Error(err)
  283. return err
  284. }
  285. _, exists := p.PlayerMap[playerID]
  286. if exists {
  287. return nil
  288. }
  289. roomID := RoomIDEmpty
  290. room, _, err := p.getUserRoomID(playerID)
  291. if err == nil {
  292. roomID = room.ID
  293. }
  294. player := Player{
  295. ID: playerID,
  296. Name: userModel.Name,
  297. HeadImg: userModel.HeadImg,
  298. Balance: userModel.Balance,
  299. Credits: decimal.NewFromInt(0),
  300. RoomID: roomID,
  301. Status: PlayerStatusWaitReady,
  302. JoinTime: time.Now(),
  303. }
  304. p.PlayerMap[playerID] = player
  305. p.EventInfo(playerID, "加入游戏", "加入游戏")
  306. return nil
  307. }
  308. func (p *Game) Leave(playerID int32) error {
  309. p.locker.Lock()
  310. defer p.locker.Unlock()
  311. playerItem, exists := p.PlayerMap[playerID]
  312. if !exists {
  313. p.EventInfo(playerID, "退出房间", "用户不存在")
  314. return nil
  315. }
  316. if playerItem.Status != PlayerStatusWaitReady {
  317. 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))
  318. return nil
  319. }
  320. delete(p.PlayerMap, playerID)
  321. for _, roomItem := range p.RoomMap {
  322. for index, chairItem := range roomItem.ChairList {
  323. if chairItem.PlayerID != playerID {
  324. continue
  325. }
  326. chairItem.PlayerID = 0
  327. roomItem.ChairList[index] = chairItem
  328. p.EventInfo(playerID, "退出房间", "清理桌子信息")
  329. //发信息,表示离开
  330. nxd.SendMsgToAllUserK(gameproto.NotifyTypeEnum_NotifyTypeLeaveRoom, &gameproto.LeaveRoom{
  331. RoomID: uint32(roomItem.ID),
  332. ChairID: uint32(chairItem.ID),
  333. UserID: uint32(playerID),
  334. })
  335. return nil
  336. }
  337. }
  338. p.EventInfo(playerID, "退出房间", "清理用户信息")
  339. return nil
  340. }
  341. func (p *Game) ChooseRndChair(playerID int32) error {
  342. p.locker.Lock()
  343. p.EventInfo(playerID, "随机选桌子", "开始")
  344. maxRoomID := -1
  345. maxChairID := -1
  346. maxUserCount := -1
  347. for _, roomItem := range p.RoomMap {
  348. if roomItem.Passwd != "" {
  349. continue
  350. }
  351. userCount := 0
  352. for _, chairItem := range roomItem.ChairList {
  353. if chairItem.PlayerID == 0 {
  354. continue
  355. }
  356. userCount++
  357. }
  358. if userCount == 4 {
  359. continue
  360. }
  361. if userCount > maxUserCount {
  362. maxUserCount = userCount
  363. maxRoomID = int(roomItem.ID)
  364. for _, chairItem := range roomItem.ChairList {
  365. if chairItem.PlayerID != 0 {
  366. continue
  367. }
  368. maxChairID = int(chairItem.ID)
  369. break
  370. }
  371. }
  372. }
  373. if maxRoomID != -1 && maxChairID != -1 {
  374. p.EventInfo(playerID, "随机选桌子", fmt.Sprintf("找到桌子:%d-%d", maxRoomID, maxChairID))
  375. p.locker.Unlock()
  376. return p.ChooseChair(playerID, int32(maxRoomID), int32(maxChairID), "")
  377. }
  378. p.EventInfo(playerID, "随机选桌子", "没有找到桌子")
  379. p.locker.Unlock()
  380. return ErrNotFound
  381. }
  382. func (p *Game) ChooseChair(playerID int32, roomID int32, chairID int32, passwd string) error {
  383. p.locker.Lock()
  384. defer p.locker.Unlock()
  385. p.EventInfo(playerID, "选桌子", "开始")
  386. err := p.ChooseChairNoLock(playerID, roomID, chairID, passwd)
  387. if err != nil {
  388. p.EventInfo(playerID, "选桌子", "选择失败:"+err.Error())
  389. return err
  390. }
  391. p.EventInfo(playerID, "选桌子", "选取成功")
  392. return nil
  393. }
  394. func (p *Game) ChooseChairNoLock(playerID int32, roomID int32, chairID int32, passwd string) error {
  395. logrus.Info("ChooseChair...")
  396. playerItem, exists := p.PlayerMap[playerID]
  397. if !exists {
  398. p.EventInfo(playerID, "选桌子-inner", "用户不存在")
  399. return errors.New("用户不存在")
  400. }
  401. //离开房间
  402. if roomID == 0 {
  403. p.EventInfo(playerID, "选桌子-inner", "退出房间")
  404. for rKey, room := range p.RoomMap {
  405. for cKey, chairItem := range room.ChairList {
  406. if chairItem.PlayerID != playerID {
  407. continue
  408. }
  409. //设置为0
  410. room.ChairList[cKey].PlayerID = 0
  411. p.RoomMap[rKey] = room
  412. playerItem.RoomID = 0
  413. playerItem.Status = PlayerStatusWaitReady
  414. playerItem.IsMaster = false
  415. playerItem.MasterMul = 1
  416. playerItem.Mul = 1
  417. p.PlayerMap[playerID] = playerItem
  418. p.EventInfo(playerID, "选桌子-inner", "退出完成")
  419. //通知
  420. nxd.SendMsgToAllUserK(gameproto.NotifyTypeEnum_NotifyTypeLeaveRoom, &gameproto.LeaveRoom{
  421. RoomID: uint32(room.ID),
  422. ChairID: uint32(chairItem.ID),
  423. UserID: uint32(playerID),
  424. User: &gameproto.User{
  425. UserID: uint32(playerItem.ID),
  426. Name: playerItem.Name,
  427. Img: playerItem.HeadImg,
  428. },
  429. })
  430. return nil
  431. }
  432. }
  433. return nil
  434. }
  435. p.EventInfo(playerID, "选桌子-inner", fmt.Sprintf("寻找桌子,房间ID:%d", roomID))
  436. //同一个房间,切换,不影响
  437. if playerItem.RoomID != 0 {
  438. if playerItem.RoomID != roomID && playerItem.RoomID != RoomIDEmpty {
  439. 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))
  440. logrus.Error("没退出房间,就进入新的房间,不允许")
  441. return errors.New("没退出房间,就进入新的房间,不允许")
  442. }
  443. }
  444. roomItem, exists := p.RoomMap[roomID]
  445. if !exists {
  446. p.EventInfo(playerID, "选桌子-inner", fmt.Sprintf("房间不存,房间ID:%d", roomID))
  447. return ErrNotFound
  448. }
  449. if roomItem.Passwd != passwd {
  450. p.EventInfo(playerID, "选桌子-inner", fmt.Sprintf("房间密码不对,输入密码:%s", passwd))
  451. return errors.New("密码不正确")
  452. }
  453. //椅子不确定,选一个
  454. if chairID == -1 {
  455. p.EventInfo(playerID, "选桌子-inner", "随机选取桌子")
  456. //选一次,判断是否已经在房间,是的话,直接返回之前的桌子
  457. for _, chair := range roomItem.ChairList {
  458. if chair.PlayerID == playerItem.ID {
  459. chairID = chair.ID
  460. break
  461. }
  462. }
  463. if chairID == -1 {
  464. for _, chair := range roomItem.ChairList {
  465. if chair.PlayerID == 0 {
  466. chairID = chair.ID
  467. break
  468. }
  469. }
  470. }
  471. }
  472. p.EventInfo(playerID, "选桌子-inner", fmt.Sprintf("选取的桌子:%d", chairID))
  473. if chairID == -1 {
  474. p.EventInfo(playerID, "选桌子-inner", "房间已经满人了")
  475. return errors.New("房间已经满人了")
  476. }
  477. if int(chairID) >= len(roomItem.ChairList) {
  478. p.EventInfo(playerID, "选桌子-inner", fmt.Sprintf("chair id 超过范围:%d", chairID))
  479. return errors.New("chair id 超过范围")
  480. }
  481. //够底注才能进
  482. if playerItem.Balance.LessThan(roomItem.BaseAmount) {
  483. 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))
  484. return errors.New("余额不足,无法进入房间")
  485. }
  486. chairItem := roomItem.ChairList[chairID]
  487. if chairItem.PlayerID == playerID {
  488. p.EventInfo(playerID, "选桌子-inner", "已经在桌子上")
  489. return nil
  490. }
  491. if chairItem.PlayerID != 0 {
  492. p.EventInfo(playerID, "选桌子-inner", fmt.Sprintf("桌子上有其他人:%d", chairItem.PlayerID))
  493. return errors.New("有人了")
  494. }
  495. roomItem.ChairList[chairID] = Chair{
  496. ID: chairID,
  497. PlayerID: playerID,
  498. }
  499. playerItem.RoomID = roomID
  500. playerItem.Status = PlayerStatusWaitReady
  501. playerItem.IsMaster = false
  502. playerItem.MasterMul = 1
  503. playerItem.Mul = 1
  504. p.PlayerMap[playerID] = playerItem
  505. p.EventInfo(playerID, "选桌子-inner", fmt.Sprintf("选完桌子:%d", chairID))
  506. //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
  507. userIDList := online.GetAllUser()
  508. roomUserIDlist := make([]int32, 0)
  509. notInRoomUserIDlist := make([]int32, 0)
  510. for _, userID := range userIDList {
  511. currPlayer, exists := p.PlayerMap[int32(userID)]
  512. if !exists {
  513. continue
  514. }
  515. if currPlayer.RoomID == roomID {
  516. roomUserIDlist = append(roomUserIDlist, int32(userID))
  517. } else {
  518. notInRoomUserIDlist = append(notInRoomUserIDlist, int32(userID))
  519. }
  520. }
  521. p.EventInfo(playerID, "选桌子-inner", "通知房间外的用户,有人进入房间")
  522. nxd.SendMsgToUserList(notInRoomUserIDlist, gameproto.NotifyTypeEnum_NotifyTypeJoinRoom, &gameproto.JoinRoom{
  523. RoomID: uint32(roomID),
  524. ChairID: uint32(chairID),
  525. UserID: uint32(playerID),
  526. GameStatus: uint32(roomItem.Status),
  527. User: &gameproto.User{UserID: uint32(playerItem.ID), Name: playerItem.Name, Img: playerItem.HeadImg},
  528. })
  529. baseAmountDeciaml := roomItem.BaseAmount.Mul(decimal.NewFromInt(100))
  530. baseAmount := float64(baseAmountDeciaml.IntPart()) / 100
  531. roomDetail := gameproto.RoomDetail{
  532. ID: uint32(roomItem.ID),
  533. Name: roomItem.Name,
  534. RoomType: gameproto.RoomType(roomItem.RoomType),
  535. NeedPwd: roomItem.Passwd != "",
  536. BaseAmount: baseAmount,
  537. ChairUserID1: uint32(roomItem.ChairList[0].PlayerID),
  538. ChairUserID2: uint32(roomItem.ChairList[1].PlayerID),
  539. ChairUserID3: uint32(roomItem.ChairList[2].PlayerID),
  540. ChairUserID4: uint32(roomItem.ChairList[3].PlayerID),
  541. ChairUserID5: uint32(roomItem.ChairList[4].PlayerID),
  542. Status: uint32(roomItem.Status),
  543. StatusStartTime: roomItem.StatusStartTime,
  544. RoomUserList: make([]*gameproto.RoomUser, 0),
  545. TimeNow: time.Now().Unix(),
  546. }
  547. currPlayerList := make([]Player, 0)
  548. for _, chairItem := range roomItem.ChairList {
  549. if chairItem.PlayerID == 0 {
  550. continue
  551. }
  552. currPlayer, exists := p.PlayerMap[chairItem.PlayerID]
  553. if !exists {
  554. continue
  555. }
  556. currPlayerList = append(currPlayerList, currPlayer)
  557. }
  558. for _, player := range currPlayerList {
  559. balanceFloat, _ := player.Balance.Round(2).Float64()
  560. var cardList []uint32
  561. if player.Status == PlayerStatusOpen {
  562. p.EventInfo(player.ID, "选桌子-inner", "玩家开牌状态,带上牌的信息")
  563. cardList = GetNNCardList(player.CardList)
  564. }
  565. roomDetail.RoomUserList = append(roomDetail.RoomUserList, &gameproto.RoomUser{
  566. UserID: uint32(player.ID),
  567. CardList: cardList,
  568. IsMaster: player.IsMaster,
  569. MasterMul: uint32(player.MasterMul),
  570. Mul: uint32(player.Mul),
  571. Status: uint32(player.Status),
  572. Balance: balanceFloat,
  573. })
  574. }
  575. 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")
  576. nxd.SendMsgToUserList(roomUserIDlist, gameproto.NotifyTypeEnum_NotifyTypeJoinRoom, &gameproto.JoinRoom{
  577. RoomID: uint32(roomID),
  578. ChairID: uint32(chairID),
  579. UserID: uint32(playerID),
  580. GameStatus: uint32(roomItem.Status),
  581. User: &gameproto.User{UserID: uint32(playerItem.ID), Name: playerItem.Name, Img: playerItem.HeadImg},
  582. RoomDetail: &roomDetail,
  583. })
  584. return nil
  585. }
  586. func (p *Game) CreateRoom(playerID int32, roomType int32, passwd, name string, baseAmount int) (*Room, error) {
  587. if roomType != int32(model.RoomTypeFree) && roomType != int32(model.RoomTypeNormal) {
  588. return nil, errors.New("参数错误,房间类型不对")
  589. }
  590. if len(passwd) < 3 {
  591. return nil, errors.New("参数错误,密码长度不能少于3")
  592. }
  593. p.locker.Lock()
  594. defer p.locker.Unlock()
  595. p.EventInfo(playerID, "创建房间", "开始")
  596. baseAmountDecimal := decimal.NewFromInt(int64(baseAmount))
  597. playerItem := p.PlayerMap[playerID]
  598. roomID := len(p.RoomMap) + 1
  599. if playerItem.Balance.LessThan(baseAmountDecimal) {
  600. p.EventInfo(playerID, "创建房间", fmt.Sprintf("余额小于房间准入金额, %v-%v", playerItem.Balance, baseAmountDecimal))
  601. return nil, errors.New("参数错误,余额小于房间准入金额")
  602. }
  603. room := Room{
  604. ID: int32(roomID),
  605. RoomType: roomType,
  606. Name: name,
  607. Passwd: passwd,
  608. ChairList: make([]Chair, 5),
  609. BaseAmount: baseAmountDecimal,
  610. Status: RoomStatusWaitReady,
  611. StatusStartTime: 0,
  612. ReadyCh: make(chan bool),
  613. ChooseMasterCh: make(chan bool),
  614. ChooseMulCh: make(chan bool),
  615. OpenCh: make(chan bool),
  616. }
  617. chairList := make([]Chair, 0)
  618. for i := 0; i < 5; i++ {
  619. chairList = append(chairList, Chair{
  620. ID: int32(i),
  621. PlayerID: 0,
  622. })
  623. }
  624. copy(room.ChairList, chairList)
  625. p.RoomMap[int32(roomID)] = room
  626. p.EventInfo(playerID, "创建房间", "通知创建房间成功")
  627. //通知
  628. nxd.SendMsgToAllUserK(gameproto.NotifyTypeEnum_NotifyTypeCreateRoom, &gameproto.CreateRoom{
  629. ID: uint32(room.ID),
  630. CreatorID: uint32(playerID),
  631. Name: room.Name,
  632. NeedPwd: passwd != "",
  633. RoomType: gameproto.RoomType(room.RoomType),
  634. BaseAmount: float64(room.BaseAmount.Mul(decimal.NewFromInt(100)).IntPart()) / 100,
  635. ChairUserID1: 0,
  636. ChairUserID2: 0,
  637. ChairUserID3: 0,
  638. ChairUserID4: 0,
  639. ChairUserID5: 0,
  640. })
  641. p.EventInfo(playerID, "创建房间", "选择桌子")
  642. err := p.ChooseChairNoLock(playerID, int32(roomID), 0, passwd)
  643. if err != nil {
  644. logrus.Error(err)
  645. return nil, err
  646. }
  647. return &room, nil
  648. }
  649. func (p *Game) Ready(playerID int32) error {
  650. p.locker.Lock()
  651. defer p.locker.Unlock()
  652. playerItem := p.PlayerMap[playerID]
  653. if playerItem.RoomID == RoomIDEmpty {
  654. p.EventInfo(playerID, "准备", "用户不在房间")
  655. return errors.New("没进入房间")
  656. }
  657. if playerItem.Status != PlayerStatusWaitReady {
  658. p.EventInfo(playerID, "准备", fmt.Sprintf("用户状态不对:%d", playerItem.Status))
  659. return errors.New("状态不对")
  660. }
  661. roomItem := p.RoomMap[playerItem.RoomID]
  662. if roomItem.Status != RoomStatusWaitReady && roomItem.Status != RoomStatusReady {
  663. p.EventInfo(playerID, "准备", fmt.Sprintf("房间状态不对:%d", roomItem.Status))
  664. return errors.New("房间状态不对")
  665. }
  666. playerItem.Status = PlayerStatusReady
  667. p.PlayerMap[playerID] = playerItem
  668. //通知
  669. userIDList, err := p.getRoomUserIDList(roomItem.ID)
  670. if err != nil {
  671. logrus.Error(err)
  672. return err
  673. }
  674. p.EventInfo(playerID, "准备", "通知房间用户,已经准备好")
  675. nxd.SendMsgToUserList(userIDList, gameproto.NotifyTypeEnum_NotifyTypeReady, &gameproto.Ready{
  676. RoomID: uint32(roomItem.ID),
  677. UserID: uint32(playerID),
  678. })
  679. readyUserCount := 0
  680. allReady := true
  681. for _, chairItem := range roomItem.ChairList {
  682. if chairItem.PlayerID == 0 {
  683. continue
  684. }
  685. chairPlayer := p.PlayerMap[chairItem.PlayerID]
  686. if chairPlayer.Status != PlayerStatusReady && chairPlayer.Status != PlayerStatusWaitReady {
  687. logrus.Panicf("-状态不对:%d", chairPlayer.Status)
  688. }
  689. if chairPlayer.Status != PlayerStatusReady {
  690. allReady = false
  691. continue
  692. }
  693. readyUserCount++
  694. }
  695. if readyUserCount <= 1 {
  696. p.EventInfo(playerID, "准备", "已经准备的用户<=1")
  697. return nil
  698. }
  699. //两个人以上的情况,判断是否全部准备好
  700. if allReady {
  701. p.EventInfo(playerID, "准备", "全部准备好,发送通知")
  702. go func() {
  703. roomItem.ReadyCh <- true
  704. }()
  705. }
  706. if roomItem.Status == RoomStatusReady {
  707. p.EventInfo(playerID, "准备", "房间已经是准备状态")
  708. return nil
  709. }
  710. //有两个玩家等待,房间状态切换为准备状态,不能取消了
  711. issue := genIssue(playerItem.RoomID)
  712. chairID, err := p.getChairID(playerID, roomItem)
  713. if err != nil {
  714. logrus.Error(err)
  715. return err
  716. }
  717. roomItem.Issue = issue
  718. roomItem.Status = RoomStatusReady
  719. roomItem.StatusStartTime = time.Now().Unix()
  720. p.RoomMap[playerItem.RoomID] = roomItem
  721. p.EventInfo(playerID, "准备", "开始游戏,期号:"+issue)
  722. nxd.SendMsgToUserList(userIDList, gameproto.NotifyTypeEnum_NotifyTypeWaitReady, &gameproto.WaitReady{
  723. RoomID: uint32(roomItem.ID),
  724. })
  725. go func() {
  726. defer func() {
  727. if err := recover(); err != nil {
  728. logrus.Error(err)
  729. fmt.Println("stacktrace from panic: \n" + string(debug.Stack()))
  730. }
  731. }()
  732. if !allReady {
  733. p.locker.Lock()
  734. {
  735. p.EventInfo(playerID, "准备", fmt.Sprintf("等待房间准备:%d", roomItem.ID))
  736. }
  737. p.locker.Unlock()
  738. p.WaitReady(roomItem)
  739. p.locker.Lock()
  740. {
  741. p.EventInfo(playerID, "准备", "等待房间完毕")
  742. }
  743. p.locker.Unlock()
  744. }
  745. func() {
  746. p.locker.Lock()
  747. defer p.locker.Unlock()
  748. userIDList, err = p.getRoomUserIDList(roomItem.ID)
  749. if err != nil {
  750. logrus.Error(err)
  751. return
  752. }
  753. }()
  754. err = db.GetDB().Transaction(func(tx *gorm.DB) error {
  755. for _, userID := range userIDList {
  756. openNumCardList := getOpenNumList(issue, roomItem.ID, chairID)
  757. openNumCardStrList := make([]string, 0)
  758. for _, item := range openNumCardList {
  759. openNumCardStrList = append(openNumCardStrList, fmt.Sprintf("%d", item.Num))
  760. }
  761. userItem := p.PlayerMap[userID]
  762. userItem.CardList = CardList2NNCardList(openNumCardList)
  763. p.PlayerMap[userID] = userItem
  764. gameOrderModel := model.GameOrder{
  765. UserID: uint(userID),
  766. RoomID: uint(roomItem.ID),
  767. Issue: issue,
  768. OpenNumber: strings.Join(openNumCardStrList, ","),
  769. BaseAmount: roomItem.BaseAmount,
  770. IsDraw: 0,
  771. DrawTime: nil,
  772. IsMaster: 0,
  773. MasterMul: 0,
  774. Mul: 1,
  775. IsWin: 0,
  776. WinAmount: decimal.NewFromInt(0),
  777. BetIP: "",
  778. GameID: 1,
  779. }
  780. err = tx.Model(gameOrderModel).Create(&gameOrderModel).Error
  781. if err != nil {
  782. logrus.Error(err)
  783. return err
  784. }
  785. }
  786. return nil
  787. })
  788. if err != nil {
  789. p.locker.Lock()
  790. {
  791. p.EventInfo(playerID, "准备", "生成订单成功")
  792. }
  793. p.locker.Unlock()
  794. logrus.Error(err)
  795. return
  796. }
  797. p.Run(allReady, roomItem, issue)
  798. }()
  799. return nil
  800. }
  801. func (p *Game) UnReady(playerID int32) error {
  802. p.locker.Lock()
  803. defer p.locker.Unlock()
  804. playerItem := p.PlayerMap[playerID]
  805. if playerItem.RoomID == RoomIDEmpty {
  806. return errors.New("没进入房间")
  807. }
  808. if playerItem.Status != PlayerStatusReady {
  809. return errors.New("状态不对")
  810. }
  811. roomItem := p.RoomMap[playerItem.RoomID]
  812. if roomItem.Status != RoomStatusWaitReady {
  813. return errors.New("状态不对")
  814. }
  815. readyUserCount := 0
  816. for _, chairItem := range roomItem.ChairList {
  817. if chairItem.PlayerID == 0 {
  818. continue
  819. }
  820. chairPlayer := p.PlayerMap[chairItem.PlayerID]
  821. if chairPlayer.Status != PlayerStatusReady {
  822. continue
  823. }
  824. readyUserCount++
  825. }
  826. //设置用户
  827. playerItem.Status = PlayerStatusWaitReady
  828. p.PlayerMap[playerID] = playerItem
  829. //通知
  830. userIDList, err := p.getRoomUserIDList(roomItem.ID)
  831. if err != nil {
  832. logrus.Error(err)
  833. return err
  834. }
  835. nxd.SendMsgToUserList(userIDList, gameproto.NotifyTypeEnum_NotifyTypeUnReady, &gameproto.UnReady{
  836. RoomID: uint32(roomItem.ID),
  837. UserID: uint32(playerID),
  838. })
  839. return nil
  840. }
  841. func (p *Game) ChooseMaster(playerID int32, mul int32) error {
  842. p.locker.Lock()
  843. defer p.locker.Unlock()
  844. playerItem := p.PlayerMap[playerID]
  845. if playerItem.RoomID == RoomIDEmpty {
  846. return errors.New("没进入房间")
  847. }
  848. if playerItem.Status != PlayerStatusReady {
  849. return errors.New("状态不对")
  850. }
  851. roomItem := p.RoomMap[playerItem.RoomID]
  852. if roomItem.Status != RoomStatusChooseMaster {
  853. return errors.New("状态不对")
  854. }
  855. //更新用户信息
  856. playerItem.Status = PlayerStatusChooseMaster
  857. playerItem.MasterMul = int(mul)
  858. p.PlayerMap[playerID] = playerItem
  859. allChoose := true
  860. for _, chairItem := range roomItem.ChairList {
  861. if chairItem.PlayerID == 0 {
  862. continue
  863. }
  864. chairPlayer := p.PlayerMap[chairItem.PlayerID]
  865. if chairPlayer.Status == PlayerStatusReady {
  866. allChoose = false
  867. break
  868. }
  869. }
  870. err := db.GetDB().Model(model.GameOrder{}).Where("user_id = ? and issue = ?", playerID, roomItem.Issue).Update("master_mul", mul).Error
  871. if err != nil {
  872. logrus.Error(err)
  873. return err
  874. }
  875. //通知
  876. userIDList, err := p.getRoomUserIDList(roomItem.ID)
  877. if err != nil {
  878. logrus.Error(err)
  879. return err
  880. }
  881. for _, userID := range userIDList {
  882. nxd.SendMsgToUserK(uint32(userID), gameproto.NotifyTypeEnum_NotifyTypeChooseMaster, &gameproto.ChooseMaster{
  883. UserID: uint32(playerID),
  884. Mul: uint32(mul),
  885. RoomID: uint32(roomItem.ID),
  886. })
  887. }
  888. //全部选完,就进入下一阶段
  889. if allChoose {
  890. go func() {
  891. roomItem.ChooseMasterCh <- true
  892. }()
  893. }
  894. return nil
  895. }
  896. func (p *Game) ChooseMul(playerID int32, mul int32) error {
  897. p.locker.Lock()
  898. defer p.locker.Unlock()
  899. playerItem := p.PlayerMap[playerID]
  900. if playerItem.RoomID == RoomIDEmpty {
  901. return errors.New("没进入房间")
  902. }
  903. if playerItem.Status != PlayerStatusChooseMaster {
  904. return errors.New("状态不对")
  905. }
  906. roomItem := p.RoomMap[playerItem.RoomID]
  907. if roomItem.Status != RoomStatusChooseMul {
  908. return errors.New("状态不对")
  909. }
  910. //更新用户
  911. playerItem.Status = PlayerStatusChooseMul
  912. playerItem.Mul = int(mul)
  913. p.PlayerMap[playerID] = playerItem
  914. allChoose := true
  915. for _, chairItem := range roomItem.ChairList {
  916. if chairItem.PlayerID == 0 {
  917. continue
  918. }
  919. chairPlayer := p.PlayerMap[chairItem.PlayerID]
  920. if chairPlayer.Status == PlayerStatusChooseMaster {
  921. allChoose = false
  922. break
  923. }
  924. }
  925. err := db.GetDB().Model(model.GameOrder{}).Where("user_id = ? and issue = ?", playerID, roomItem.Issue).Update("mul", mul).Error
  926. if err != nil {
  927. logrus.Error(err)
  928. return err
  929. }
  930. //通知
  931. userIDList, err := p.getRoomUserIDList(roomItem.ID)
  932. if err != nil {
  933. logrus.Error(err)
  934. return err
  935. }
  936. for _, sendToUserID := range userIDList {
  937. var cardList []uint32
  938. if playerID == sendToUserID {
  939. cardList = GetNNCardList(playerItem.CardList)
  940. }
  941. nxd.SendMsgToUserK(uint32(sendToUserID), gameproto.NotifyTypeEnum_NotifyTypeChooseMul, &gameproto.ChooseMul{
  942. UserID: uint32(playerID),
  943. Mul: uint32(mul),
  944. RoomID: uint32(roomItem.ID),
  945. CardList: cardList,
  946. })
  947. }
  948. //全部选完,就进入下一阶段
  949. if allChoose {
  950. go func() {
  951. roomItem.ChooseMulCh <- true
  952. }()
  953. }
  954. return nil
  955. }
  956. func (p *Game) OpenCard(playerID int32) error {
  957. p.locker.Lock()
  958. defer p.locker.Unlock()
  959. playerItem := p.PlayerMap[playerID]
  960. if playerItem.RoomID == RoomIDEmpty {
  961. return errors.New("没进入房间")
  962. }
  963. if playerItem.Status != PlayerStatusChooseMul {
  964. return errors.New("状态不对")
  965. }
  966. roomItem := p.RoomMap[playerItem.RoomID]
  967. if roomItem.Status != RoomStatusOpen {
  968. return errors.New("状态不对")
  969. }
  970. userIDList, err := p.getRoomUserIDList(roomItem.ID)
  971. if err != nil {
  972. logrus.Error(err)
  973. return err
  974. }
  975. nxd.SendMsgToUserList(userIDList, gameproto.NotifyTypeEnum_NotifyTypeOpen, &gameproto.Open{
  976. RoomID: uint32(roomItem.ID),
  977. UserID: uint32(playerID),
  978. CardList: GetNNCardList(playerItem.CardList),
  979. })
  980. //更新用户
  981. playerItem.Status = PlayerStatusOpen
  982. p.PlayerMap[playerID] = playerItem
  983. allOpen := true
  984. for _, chairItem := range roomItem.ChairList {
  985. if chairItem.PlayerID == 0 {
  986. continue
  987. }
  988. chairPlayer := p.PlayerMap[chairItem.PlayerID]
  989. if chairPlayer.Status == PlayerStatusChooseMul {
  990. allOpen = false
  991. break
  992. }
  993. }
  994. //全部选完,就进入下一阶段
  995. if allOpen {
  996. go func() {
  997. roomItem.OpenCh <- true
  998. }()
  999. }
  1000. return nil
  1001. }
  1002. func (p *Game) getUserRoomID(playerID int32) (*Room, int32, error) {
  1003. for _, roomItem := range p.RoomMap {
  1004. for _, chairItem := range roomItem.ChairList {
  1005. if chairItem.PlayerID != playerID {
  1006. continue
  1007. }
  1008. return &roomItem, chairItem.ID, nil
  1009. }
  1010. }
  1011. return nil, 0, ErrNotFound
  1012. }
  1013. func (p *Game) getChairID(playerID int32, room Room) (int32, error) {
  1014. for i, chairID := range room.ChairList {
  1015. if playerID == chairID.PlayerID {
  1016. return int32(i), nil
  1017. }
  1018. }
  1019. return 0, ErrNotFound
  1020. }
  1021. func (p *Game) GetLogNoLock(playerID int32) ([]Room, []Player, int64) {
  1022. roomList := make([]Room, 0)
  1023. playerList := make([]Player, 0)
  1024. for _, roomItem := range p.RoomMap {
  1025. roomList = append(roomList, roomItem)
  1026. found := false
  1027. for _, chairItem := range roomItem.ChairList {
  1028. if chairItem.PlayerID != playerID {
  1029. continue
  1030. }
  1031. found = true
  1032. break
  1033. }
  1034. if !found {
  1035. continue
  1036. }
  1037. for _, chairItem := range roomItem.ChairList {
  1038. if chairItem.PlayerID == 0 {
  1039. continue
  1040. }
  1041. player := p.PlayerMap[chairItem.PlayerID]
  1042. playerList = append(playerList, player)
  1043. }
  1044. }
  1045. return roomList, playerList, p.LogID
  1046. }
  1047. func genIssue(roomID int32) string {
  1048. return fmt.Sprintf("%d-%d", roomID, time.Now().Unix())
  1049. }
  1050. func getOpenNumList(issue string, roomID, chairID int32) []Card {
  1051. cardList := make([]Card, 0)
  1052. for c := 0; c < 5; c++ {
  1053. cardList = append(cardList, Card{
  1054. Suit: rand.Intn(4) + 1,
  1055. Num: rand.Intn(13) + 1,
  1056. })
  1057. }
  1058. return cardList
  1059. }