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- //描述整个游戏,提供接口给外部使用,挂了,就全部挂
- /**
- ## 游戏中的情况下,用户退出
- 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
- 如果没有游戏中的情况,则马上处理
- */
- package qznn
- import (
- "errors"
- "fmt"
- "math/rand"
- "runtime/debug"
- "strconv"
- "strings"
- "time"
- "github.com/bwmarrin/snowflake"
- "github.com/patrickmn/go-cache"
- "github.com/sasha-s/go-deadlock"
- "github.com/shopspring/decimal"
- "github.com/sirupsen/logrus"
- "gogs.daxia.dev/huanan/pkg.daxia.dev/db"
- "gorm.io/gorm"
- "nn.daxia.dev/gameproto"
- "nn.daxia.dev/model"
- "nn.daxia.dev/nxd"
- "nn.daxia.dev/online"
- )
- type kkMap map[string]interface{}
- type PlayerStatus int
- type RoomStatus int
- var ErrNotFound = errors.New("record not found")
- var ErrPwd = errors.New("password not correct")
- const (
- RoomIDEmpty = int32(0)
- PlayerStatusWaitReady PlayerStatus = 1 //等待准备
- PlayerStatusReady PlayerStatus = 2 //已经准备
- PlayerStatusChooseMaster PlayerStatus = 3 //已经选择庄
- PlayerStatusChooseMul PlayerStatus = 4 //已经选择倍数
- PlayerStatusOpen PlayerStatus = 5 //已经开奖
- RoomStatusWaitReady RoomStatus = 1 //等待准备
- RoomStatusReady RoomStatus = 2 //已经有两个准备好,等待其他玩家准备
- RoomStatusChooseMaster RoomStatus = 3 //正在选择庄家
- RoomStatusChooseMul RoomStatus = 4 //正在选择倍数
- RoomStatusOpen RoomStatus = 5 //正在开奖
- )
- type Chair struct {
- ID int32 //索引,1-5
- PlayerID int32 //用户ID
- }
- type Room struct {
- ID int32 //房间ID
- Name string //名称
- Passwd string //密码
- RoomType int32 //房间类型
- ChairList []Chair //桌子
- BaseAmount decimal.Decimal //底金
- Issue string //当前期号
- Status RoomStatus //房间当前状态
- StatusStartTime int64 //房间当前状态开始的时间
- ReadyCh chan bool //当房间全部用户准备好,触发
- ChooseMasterCh chan bool //全部选择完庄,触发
- ChooseMulCh chan bool //全部选择完倍数,触发
- OpenCh chan bool //全部开牌完毕,触发
- }
- type Player struct {
- ID int32
- Name string
- HeadImg string
- Balance decimal.Decimal //余额
- Credits decimal.Decimal //游戏积分
- RoomID int32 //当前所在房间ID
- JoinTime time.Time //加入时间
- Status PlayerStatus
- IsMaster bool //是否为庄家
- MasterMul int //抢庄的倍数
- Mul int //倍数
- CardList NNCardList //牌
- }
- type Game struct {
- RoomMap map[int32]Room
- PlayerMap map[int32]Player
- IDGener *snowflake.Node
- LogID int64
- //nextDelPlayerIDList *list.List //下一轮游戏开始会删,可能离线了
- locker deadlock.Mutex
- }
- var gameInstance *Game
- func GetInstance() *Game {
- if gameInstance != nil {
- return gameInstance
- }
- node, err := snowflake.NewNode(1)
- if err != nil {
- logrus.Error(err)
- return nil
- }
- gameInstance = &Game{
- RoomMap: map[int32]Room{},
- PlayerMap: map[int32]Player{},
- IDGener: node,
- //nextDelPlayerIDList: list.New(),
- locker: deadlock.Mutex{},
- }
- gameInstance.Start()
- return gameInstance
- }
- func (p *Game) Start() {
- //初始化房间
- chairList := make([]Chair, 0)
- for i := 0; i < 5; i++ {
- chairList = append(chairList, Chair{
- ID: int32(i),
- PlayerID: 0,
- })
- }
- roomID := 1
- //10个免费房间,10个收费房间
- for i := 0; i < 10; i++ {
- room := Room{
- ID: int32(roomID),
- RoomType: int32(model.RoomTypeFree),
- ChairList: make([]Chair, 5),
- BaseAmount: decimal.NewFromInt(3),
- Status: RoomStatusWaitReady,
- ReadyCh: make(chan bool),
- ChooseMasterCh: make(chan bool),
- ChooseMulCh: make(chan bool),
- OpenCh: make(chan bool),
- }
- copy(room.ChairList, chairList)
- p.RoomMap[int32(roomID)] = room
- roomID++
- }
- for i := 0; i < 10; i++ {
- room := Room{
- ID: int32(roomID),
- RoomType: int32(model.RoomTypeNormal),
- ChairList: make([]Chair, 5),
- BaseAmount: decimal.NewFromInt(3),
- Status: RoomStatusWaitReady,
- ReadyCh: make(chan bool),
- ChooseMasterCh: make(chan bool),
- ChooseMulCh: make(chan bool),
- OpenCh: make(chan bool),
- }
- copy(room.ChairList, chairList)
- p.RoomMap[int32(roomID)] = room
- roomID++
- }
- }
- func (p *Game) Connect(playerID int32) error {
- //处理房间
- userModel := model.User{}
- err := userModel.GetUserByID(uint32(playerID))
- if err != nil {
- logrus.Error(err)
- return err
- }
- p.locker.Lock()
- defer p.locker.Unlock()
- p.JoinNoLock(playerID)
- roomList, currPlayerList, logID := gameInstance.GetLogNoLock(int32(playerID))
- roomListProto := make([]*gameproto.Room, 0)
- userIDList := make([]uint32, 0)
- atRoom := false
- var currRoom Room
- for _, roomItem := range roomList {
- baseAmountDeciaml := roomItem.BaseAmount.Mul(decimal.NewFromInt(100))
- baseAmount := float64(baseAmountDeciaml.IntPart()) / 100
- roomListProto = append(roomListProto, &gameproto.Room{
- ID: uint32(roomItem.ID),
- Name: roomItem.Name,
- RoomType: gameproto.RoomType(roomItem.RoomType),
- NeedPwd: roomItem.Passwd != "",
- BaseAmount: baseAmount,
- ChairUserID1: uint32(roomItem.ChairList[0].PlayerID),
- ChairUserID2: uint32(roomItem.ChairList[1].PlayerID),
- ChairUserID3: uint32(roomItem.ChairList[2].PlayerID),
- ChairUserID4: uint32(roomItem.ChairList[3].PlayerID),
- ChairUserID5: uint32(roomItem.ChairList[4].PlayerID),
- })
- for i := 0; i < 5; i++ {
- if roomItem.ChairList[i].PlayerID == 0 {
- continue
- }
- if roomItem.ChairList[i].PlayerID == int32(userModel.ID) {
- atRoom = true
- currRoom = roomItem
- }
- userIDList = append(userIDList, uint32(roomItem.ChairList[i].PlayerID))
- }
- }
- var roomDetail gameproto.RoomDetail
- if atRoom {
- roomItem := currRoom
- baseAmountDeciaml := roomItem.BaseAmount.Mul(decimal.NewFromInt(100))
- baseAmount := float64(baseAmountDeciaml.IntPart()) / 100
- roomDetail = gameproto.RoomDetail{
- ID: uint32(roomItem.ID),
- Name: roomItem.Name,
- RoomType: gameproto.RoomType(roomItem.RoomType),
- NeedPwd: roomItem.Passwd != "",
- BaseAmount: baseAmount,
- ChairUserID1: uint32(roomItem.ChairList[0].PlayerID),
- ChairUserID2: uint32(roomItem.ChairList[1].PlayerID),
- ChairUserID3: uint32(roomItem.ChairList[2].PlayerID),
- ChairUserID4: uint32(roomItem.ChairList[3].PlayerID),
- ChairUserID5: uint32(roomItem.ChairList[4].PlayerID),
- Status: uint32(currRoom.Status),
- StatusStartTime: roomItem.StatusStartTime,
- RoomUserList: make([]*gameproto.RoomUser, 0),
- TimeNow: time.Now().Unix(),
- }
- for _, player := range currPlayerList {
- balanceFloat, _ := player.Balance.Round(2).Float64()
- var cardList []uint32
- if player.Status == PlayerStatusOpen {
- cardList = GetNNCardList(player.CardList)
- }
- if player.ID == int32(userModel.ID) {
- //如果准备好了,就显示3张牌
- if player.Status != PlayerStatusWaitReady {
- cardList = GetNNCardListLimit(player.CardList, 3)
- }
- //如果选择了倍数,就返回5张
- if player.Status == PlayerStatusChooseMul {
- cardList = GetNNCardList(player.CardList)
- }
- }
- roomDetail.RoomUserList = append(roomDetail.RoomUserList, &gameproto.RoomUser{
- UserID: uint32(player.ID),
- CardList: cardList,
- IsMaster: player.IsMaster,
- MasterMul: uint32(player.MasterMul),
- Mul: uint32(player.Mul),
- Status: uint32(player.Status),
- Balance: balanceFloat,
- })
- }
- }
- balance, _ := strconv.ParseFloat(userModel.Balance.StringFixed(2), 64)
- logrus.Debugf("join game user id:%d", userModel.ID)
- var userListProto []*gameproto.User
- if len(userIDList) != 0 {
- var err error
- userListModel, err := (model.User{}).GetUserByIDList(userIDList)
- if err != nil {
- logrus.Error("failed:", err)
- return err
- }
- userListProto = make([]*gameproto.User, 0)
- for _, userModel := range userListModel {
- userListProto = append(userListProto, &gameproto.User{
- UserID: uint32(userModel.ID),
- Name: userModel.Name,
- Img: userModel.HeadImg,
- })
- }
- }
- connectProto := gameproto.Connect{
- UserID: uint32(userModel.ID),
- LogID: logID,
- Name: userModel.Nickname,
- Img: userModel.HeadImg,
- Balance: balance,
- RoomList: roomListProto,
- UserList: userListProto,
- RoomDetail: &roomDetail,
- }
- UserActive(userModel.ID)
- nxd.SendMsgToUserK(uint32(userModel.ID), gameproto.NotifyTypeEnum_NotifyTypeConnect, &connectProto)
- logrus.Debugf("send connect user id:%d", userModel.ID)
- return nil
- }
- func (p *Game) Join(playerID int32) error {
- p.locker.Lock()
- defer p.locker.Unlock()
- return p.JoinNoLock(playerID)
- }
- func (p *Game) JoinNoLock(playerID int32) error {
- userModel := model.User{}
- err := userModel.GetUserByID(uint32(playerID))
- if err != nil {
- logrus.Error(err)
- return err
- }
- _, exists := p.PlayerMap[playerID]
- if exists {
- return nil
- }
- roomID := RoomIDEmpty
- room, _, err := p.getUserRoomID(playerID)
- if err == nil {
- roomID = room.ID
- }
- player := Player{
- ID: playerID,
- Name: userModel.Name,
- HeadImg: userModel.HeadImg,
- Balance: userModel.Balance,
- Credits: decimal.NewFromInt(0),
- RoomID: roomID,
- Status: PlayerStatusWaitReady,
- JoinTime: time.Now(),
- }
- p.PlayerMap[playerID] = player
- p.EventInfo(playerID, "加入游戏", "加入游戏")
- return nil
- }
- func (p *Game) Leave(playerID int32) error {
- p.locker.Lock()
- defer p.locker.Unlock()
- playerItem, exists := p.PlayerMap[playerID]
- if !exists {
- p.EventInfo(playerID, "退出房间", "用户不存在")
- return nil
- }
- if playerItem.Status != PlayerStatusWaitReady {
- 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))
- return nil
- }
- delete(p.PlayerMap, playerID)
- for _, roomItem := range p.RoomMap {
- for index, chairItem := range roomItem.ChairList {
- if chairItem.PlayerID != playerID {
- continue
- }
- chairItem.PlayerID = 0
- roomItem.ChairList[index] = chairItem
- p.EventInfo(playerID, "退出房间", "清理桌子信息")
- //发信息,表示离开
- nxd.SendMsgToAllUserK(gameproto.NotifyTypeEnum_NotifyTypeLeaveRoom, &gameproto.LeaveRoom{
- RoomID: uint32(roomItem.ID),
- ChairID: uint32(chairItem.ID),
- UserID: uint32(playerID),
- })
- return nil
- }
- }
- p.EventInfo(playerID, "退出房间", "清理用户信息")
- return nil
- }
- func (p *Game) ChooseRndChair(playerID int32) error {
- p.locker.Lock()
- p.EventInfo(playerID, "随机选桌子", "开始")
- maxRoomID := -1
- maxChairID := -1
- maxUserCount := -1
- for _, roomItem := range p.RoomMap {
- if roomItem.Passwd != "" {
- continue
- }
- userCount := 0
- for _, chairItem := range roomItem.ChairList {
- if chairItem.PlayerID == 0 {
- continue
- }
- userCount++
- }
- if userCount == 4 {
- continue
- }
- if userCount > maxUserCount {
- maxUserCount = userCount
- maxRoomID = int(roomItem.ID)
- for _, chairItem := range roomItem.ChairList {
- if chairItem.PlayerID != 0 {
- continue
- }
- maxChairID = int(chairItem.ID)
- break
- }
- }
- }
- if maxRoomID != -1 && maxChairID != -1 {
- p.EventInfo(playerID, "随机选桌子", fmt.Sprintf("找到桌子:%d-%d", maxRoomID, maxChairID))
- p.locker.Unlock()
- return p.ChooseChair(playerID, int32(maxRoomID), int32(maxChairID), "")
- }
- p.EventInfo(playerID, "随机选桌子", "没有找到桌子")
- p.locker.Unlock()
- return ErrNotFound
- }
- func (p *Game) ChooseChair(playerID int32, roomID int32, chairID int32, passwd string) error {
- p.locker.Lock()
- defer p.locker.Unlock()
- p.EventInfo(playerID, "选桌子", "开始")
- err := p.ChooseChairNoLock(playerID, roomID, chairID, passwd)
- if err != nil {
- p.EventInfo(playerID, "选桌子", "选择失败:"+err.Error())
- return err
- }
- p.EventInfo(playerID, "选桌子", "选取成功")
- return nil
- }
- func (p *Game) ChooseChairNoLock(playerID int32, roomID int32, chairID int32, passwd string) error {
- logrus.Info("ChooseChair...")
- playerItem, exists := p.PlayerMap[playerID]
- if !exists {
- p.EventInfo(playerID, "选桌子-inner", "用户不存在")
- return errors.New("用户不存在")
- }
- //离开房间
- if roomID == 0 {
- p.EventInfo(playerID, "选桌子-inner", "退出房间")
- for rKey, room := range p.RoomMap {
- for cKey, chairItem := range room.ChairList {
- if chairItem.PlayerID != playerID {
- continue
- }
- //设置为0
- room.ChairList[cKey].PlayerID = 0
- p.RoomMap[rKey] = room
- playerItem.RoomID = 0
- playerItem.Status = PlayerStatusWaitReady
- playerItem.IsMaster = false
- playerItem.MasterMul = 1
- playerItem.Mul = 1
- p.PlayerMap[playerID] = playerItem
- p.EventInfo(playerID, "选桌子-inner", "退出完成")
- //通知
- nxd.SendMsgToAllUserK(gameproto.NotifyTypeEnum_NotifyTypeLeaveRoom, &gameproto.LeaveRoom{
- RoomID: uint32(room.ID),
- ChairID: uint32(chairItem.ID),
- UserID: uint32(playerID),
- User: &gameproto.User{
- UserID: uint32(playerItem.ID),
- Name: playerItem.Name,
- Img: playerItem.HeadImg,
- },
- })
- return nil
- }
- }
- return nil
- }
- p.EventInfo(playerID, "选桌子-inner", fmt.Sprintf("寻找桌子,房间ID:%d", roomID))
- //同一个房间,切换,不影响
- if playerItem.RoomID != 0 {
- if playerItem.RoomID != roomID && playerItem.RoomID != RoomIDEmpty {
- 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))
- logrus.Error("没退出房间,就进入新的房间,不允许")
- return errors.New("没退出房间,就进入新的房间,不允许")
- }
- }
- roomItem, exists := p.RoomMap[roomID]
- if !exists {
- p.EventInfo(playerID, "选桌子-inner", fmt.Sprintf("房间不存,房间ID:%d", roomID))
- return ErrNotFound
- }
- if roomItem.Passwd != passwd {
- p.EventInfo(playerID, "选桌子-inner", fmt.Sprintf("房间密码不对,输入密码:%s", passwd))
- return errors.New("密码不正确")
- }
- //椅子不确定,选一个
- if chairID == -1 {
- p.EventInfo(playerID, "选桌子-inner", "随机选取桌子")
- //选一次,判断是否已经在房间,是的话,直接返回之前的桌子
- for _, chair := range roomItem.ChairList {
- if chair.PlayerID == playerItem.ID {
- chairID = chair.ID
- break
- }
- }
- if chairID == -1 {
- for _, chair := range roomItem.ChairList {
- if chair.PlayerID == 0 {
- chairID = chair.ID
- break
- }
- }
- }
- }
- p.EventInfo(playerID, "选桌子-inner", fmt.Sprintf("选取的桌子:%d", chairID))
- if chairID == -1 {
- p.EventInfo(playerID, "选桌子-inner", "房间已经满人了")
- return errors.New("房间已经满人了")
- }
- if int(chairID) >= len(roomItem.ChairList) {
- p.EventInfo(playerID, "选桌子-inner", fmt.Sprintf("chair id 超过范围:%d", chairID))
- return errors.New("chair id 超过范围")
- }
- //够底注才能进
- if playerItem.Balance.LessThan(roomItem.BaseAmount) {
- 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))
- return errors.New("余额不足,无法进入房间")
- }
- chairItem := roomItem.ChairList[chairID]
- if chairItem.PlayerID == playerID {
- p.EventInfo(playerID, "选桌子-inner", "已经在桌子上")
- return nil
- }
- if chairItem.PlayerID != 0 {
- p.EventInfo(playerID, "选桌子-inner", fmt.Sprintf("桌子上有其他人:%d", chairItem.PlayerID))
- return errors.New("有人了")
- }
- roomItem.ChairList[chairID] = Chair{
- ID: chairID,
- PlayerID: playerID,
- }
- playerItem.RoomID = roomID
- playerItem.Status = PlayerStatusWaitReady
- playerItem.IsMaster = false
- playerItem.MasterMul = 1
- playerItem.Mul = 1
- p.PlayerMap[playerID] = playerItem
- p.EventInfo(playerID, "选桌子-inner", fmt.Sprintf("选完桌子:%d", chairID))
- //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
- userIDList := online.GetAllUser()
- roomUserIDlist := make([]int32, 0)
- notInRoomUserIDlist := make([]int32, 0)
- for _, userID := range userIDList {
- currPlayer, exists := p.PlayerMap[int32(userID)]
- if !exists {
- continue
- }
- if currPlayer.RoomID == roomID {
- roomUserIDlist = append(roomUserIDlist, int32(userID))
- } else {
- notInRoomUserIDlist = append(notInRoomUserIDlist, int32(userID))
- }
- }
- p.EventInfo(playerID, "选桌子-inner", "通知房间外的用户,有人进入房间")
- nxd.SendMsgToUserList(notInRoomUserIDlist, gameproto.NotifyTypeEnum_NotifyTypeJoinRoom, &gameproto.JoinRoom{
- RoomID: uint32(roomID),
- ChairID: uint32(chairID),
- UserID: uint32(playerID),
- GameStatus: uint32(roomItem.Status),
- User: &gameproto.User{UserID: uint32(playerItem.ID), Name: playerItem.Name, Img: playerItem.HeadImg},
- })
- baseAmountDeciaml := roomItem.BaseAmount.Mul(decimal.NewFromInt(100))
- baseAmount := float64(baseAmountDeciaml.IntPart()) / 100
- roomDetail := gameproto.RoomDetail{
- ID: uint32(roomItem.ID),
- Name: roomItem.Name,
- RoomType: gameproto.RoomType(roomItem.RoomType),
- NeedPwd: roomItem.Passwd != "",
- BaseAmount: baseAmount,
- ChairUserID1: uint32(roomItem.ChairList[0].PlayerID),
- ChairUserID2: uint32(roomItem.ChairList[1].PlayerID),
- ChairUserID3: uint32(roomItem.ChairList[2].PlayerID),
- ChairUserID4: uint32(roomItem.ChairList[3].PlayerID),
- ChairUserID5: uint32(roomItem.ChairList[4].PlayerID),
- Status: uint32(roomItem.Status),
- StatusStartTime: roomItem.StatusStartTime,
- RoomUserList: make([]*gameproto.RoomUser, 0),
- TimeNow: time.Now().Unix(),
- }
- currPlayerList := make([]Player, 0)
- for _, chairItem := range roomItem.ChairList {
- if chairItem.PlayerID == 0 {
- continue
- }
- currPlayer, exists := p.PlayerMap[chairItem.PlayerID]
- if !exists {
- continue
- }
- currPlayerList = append(currPlayerList, currPlayer)
- }
- for _, player := range currPlayerList {
- balanceFloat, _ := player.Balance.Round(2).Float64()
- var cardList []uint32
- if player.Status == PlayerStatusOpen {
- p.EventInfo(player.ID, "选桌子-inner", "玩家开牌状态,带上牌的信息")
- cardList = GetNNCardList(player.CardList)
- }
- roomDetail.RoomUserList = append(roomDetail.RoomUserList, &gameproto.RoomUser{
- UserID: uint32(player.ID),
- CardList: cardList,
- IsMaster: player.IsMaster,
- MasterMul: uint32(player.MasterMul),
- Mul: uint32(player.Mul),
- Status: uint32(player.Status),
- Balance: balanceFloat,
- })
- }
- 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")
- nxd.SendMsgToUserList(roomUserIDlist, gameproto.NotifyTypeEnum_NotifyTypeJoinRoom, &gameproto.JoinRoom{
- RoomID: uint32(roomID),
- ChairID: uint32(chairID),
- UserID: uint32(playerID),
- GameStatus: uint32(roomItem.Status),
- User: &gameproto.User{UserID: uint32(playerItem.ID), Name: playerItem.Name, Img: playerItem.HeadImg},
- RoomDetail: &roomDetail,
- })
- return nil
- }
- func (p *Game) CreateRoom(playerID int32, roomType int32, passwd, name string, baseAmount int) (*Room, error) {
- if roomType != int32(model.RoomTypeFree) && roomType != int32(model.RoomTypeNormal) {
- return nil, errors.New("参数错误,房间类型不对")
- }
- if len(passwd) < 3 {
- return nil, errors.New("参数错误,密码长度不能少于3")
- }
- p.locker.Lock()
- defer p.locker.Unlock()
- p.EventInfo(playerID, "创建房间", "开始")
- baseAmountDecimal := decimal.NewFromInt(int64(baseAmount))
- playerItem := p.PlayerMap[playerID]
- roomID := len(p.RoomMap) + 1
- if playerItem.Balance.LessThan(baseAmountDecimal) {
- p.EventInfo(playerID, "创建房间", fmt.Sprintf("余额小于房间准入金额, %v-%v", playerItem.Balance, baseAmountDecimal))
- return nil, errors.New("参数错误,余额小于房间准入金额")
- }
- room := Room{
- ID: int32(roomID),
- RoomType: roomType,
- Name: name,
- Passwd: passwd,
- ChairList: make([]Chair, 5),
- BaseAmount: baseAmountDecimal,
- Status: RoomStatusWaitReady,
- StatusStartTime: 0,
- ReadyCh: make(chan bool),
- ChooseMasterCh: make(chan bool),
- ChooseMulCh: make(chan bool),
- OpenCh: make(chan bool),
- }
- chairList := make([]Chair, 0)
- for i := 0; i < 5; i++ {
- chairList = append(chairList, Chair{
- ID: int32(i),
- PlayerID: 0,
- })
- }
- copy(room.ChairList, chairList)
- p.RoomMap[int32(roomID)] = room
- p.EventInfo(playerID, "创建房间", "通知创建房间成功")
- //通知
- nxd.SendMsgToAllUserK(gameproto.NotifyTypeEnum_NotifyTypeCreateRoom, &gameproto.CreateRoom{
- ID: uint32(room.ID),
- CreatorID: uint32(playerID),
- Name: room.Name,
- NeedPwd: passwd != "",
- RoomType: gameproto.RoomType(room.RoomType),
- BaseAmount: float64(room.BaseAmount.Mul(decimal.NewFromInt(100)).IntPart()) / 100,
- ChairUserID1: 0,
- ChairUserID2: 0,
- ChairUserID3: 0,
- ChairUserID4: 0,
- ChairUserID5: 0,
- })
- p.EventInfo(playerID, "创建房间", "选择桌子")
- err := p.ChooseChairNoLock(playerID, int32(roomID), 0, passwd)
- if err != nil {
- logrus.Error(err)
- return nil, err
- }
- return &room, nil
- }
- func (p *Game) Ready(playerID int32) error {
- p.locker.Lock()
- defer p.locker.Unlock()
- playerItem := p.PlayerMap[playerID]
- if playerItem.RoomID == RoomIDEmpty {
- p.EventInfo(playerID, "准备", "用户不在房间")
- return errors.New("没进入房间")
- }
- if playerItem.Status != PlayerStatusWaitReady {
- p.EventInfo(playerID, "准备", fmt.Sprintf("用户状态不对:%d", playerItem.Status))
- return errors.New("状态不对")
- }
- roomItem := p.RoomMap[playerItem.RoomID]
- if roomItem.Status != RoomStatusWaitReady && roomItem.Status != RoomStatusReady {
- p.EventInfo(playerID, "准备", fmt.Sprintf("房间状态不对:%d", roomItem.Status))
- return errors.New("房间状态不对")
- }
- playerItem.Status = PlayerStatusReady
- p.PlayerMap[playerID] = playerItem
- //通知
- userIDList, err := p.getRoomUserIDList(roomItem.ID)
- if err != nil {
- logrus.Error(err)
- return err
- }
- p.EventInfo(playerID, "准备", "通知房间用户,已经准备好")
- nxd.SendMsgToUserList(userIDList, gameproto.NotifyTypeEnum_NotifyTypeReady, &gameproto.Ready{
- RoomID: uint32(roomItem.ID),
- UserID: uint32(playerID),
- })
- readyUserCount := 0
- allReady := true
- for _, chairItem := range roomItem.ChairList {
- if chairItem.PlayerID == 0 {
- continue
- }
- chairPlayer := p.PlayerMap[chairItem.PlayerID]
- if chairPlayer.Status != PlayerStatusReady && chairPlayer.Status != PlayerStatusWaitReady {
- logrus.Panicf("-状态不对:%d", chairPlayer.Status)
- }
- if chairPlayer.Status != PlayerStatusReady {
- allReady = false
- continue
- }
- readyUserCount++
- }
- if readyUserCount <= 1 {
- p.EventInfo(playerID, "准备", "已经准备的用户<=1")
- return nil
- }
- //两个人以上的情况,判断是否全部准备好
- if allReady {
- p.EventInfo(playerID, "准备", "全部准备好,发送通知")
- go func() {
- defer func() {
- recover()
- }()
- roomItem.ReadyCh <- true
- }()
- }
- if roomItem.Status == RoomStatusReady {
- p.EventInfo(playerID, "准备", "房间已经是准备状态")
- return nil
- }
- //有两个玩家等待,房间状态切换为准备状态,不能取消了
- issue := genIssue(playerItem.RoomID)
- chairID, err := p.getChairID(playerID, roomItem)
- if err != nil {
- logrus.Error(err)
- return err
- }
- roomItem.Issue = issue
- roomItem.Status = RoomStatusReady
- roomItem.StatusStartTime = time.Now().Unix()
- p.RoomMap[playerItem.RoomID] = roomItem
- p.EventInfo(playerID, "准备", "开始游戏,期号:"+issue)
- nxd.SendMsgToUserList(userIDList, gameproto.NotifyTypeEnum_NotifyTypeWaitReady, &gameproto.WaitReady{
- RoomID: uint32(roomItem.ID),
- Issue: issue,
- })
- go func() {
- defer func() {
- if err := recover(); err != nil {
- logrus.Error(err)
- fmt.Println("stacktrace from panic: \n" + string(debug.Stack()))
- }
- }()
- p.locker.Lock()
- {
- p.EventInfo(playerID, "准备", fmt.Sprintf("等待房间准备:%d", roomItem.ID))
- }
- p.locker.Unlock()
- p.WaitReady(roomItem)
- func() {
- //TODO: 优化并发
- p.locker.Lock()
- defer p.locker.Unlock()
- p.EventInfo(playerID, "准备", "等待房间完毕")
- //切换为准备完毕,限制进入了
- roomItem.Status = RoomStatusChooseMaster
- roomItem.StatusStartTime = time.Now().Unix()
- p.RoomMap[roomItem.ID] = roomItem
- //已经准备好的用户,生成牌
- userIDList, err = p.getRoomUserIDListWithStatus(roomItem.ID, PlayerStatusReady)
- if err != nil {
- logrus.Error(err)
- return
- }
- err = db.GetDB().Transaction(func(tx *gorm.DB) error {
- for _, userID := range userIDList {
- openNumCardList := getOpenNumList(issue, roomItem.ID, chairID)
- openNumCardStrList := make([]string, 0)
- for _, item := range openNumCardList {
- openNumCardStrList = append(openNumCardStrList, fmt.Sprintf("%d", item.Num))
- }
- userItem := p.PlayerMap[userID]
- userItem.CardList = CardList2NNCardList(openNumCardList)
- p.PlayerMap[userID] = userItem
- gameOrderModel := model.GameOrder{
- UserID: uint(userID),
- RoomID: uint(roomItem.ID),
- Issue: issue,
- OpenNumber: strings.Join(openNumCardStrList, ","),
- BaseAmount: roomItem.BaseAmount,
- IsDraw: 0,
- DrawTime: nil,
- IsMaster: 0,
- MasterMul: 0,
- Mul: 1,
- IsWin: 0,
- WinAmount: decimal.NewFromInt(0),
- BetIP: "",
- GameID: 1,
- }
- err = tx.Model(gameOrderModel).Create(&gameOrderModel).Error
- if err != nil {
- logrus.Error(err)
- return err
- }
- }
- p.EventInfo(playerID, "准备", "生成订单成功")
- return nil
- })
- if err != nil {
- logrus.Error(err)
- return
- }
- }()
- p.Run(allReady, roomItem, issue)
- }()
- return nil
- }
- func (p *Game) UnReady(playerID int32) error {
- p.locker.Lock()
- defer p.locker.Unlock()
- playerItem := p.PlayerMap[playerID]
- if playerItem.RoomID == RoomIDEmpty {
- return errors.New("没进入房间")
- }
- if playerItem.Status != PlayerStatusReady {
- return errors.New("状态不对")
- }
- roomItem := p.RoomMap[playerItem.RoomID]
- if roomItem.Status != RoomStatusWaitReady {
- return errors.New("状态不对")
- }
- readyUserCount := 0
- for _, chairItem := range roomItem.ChairList {
- if chairItem.PlayerID == 0 {
- continue
- }
- chairPlayer := p.PlayerMap[chairItem.PlayerID]
- if chairPlayer.Status != PlayerStatusReady {
- continue
- }
- readyUserCount++
- }
- //设置用户
- playerItem.Status = PlayerStatusWaitReady
- p.PlayerMap[playerID] = playerItem
- //通知
- userIDList, err := p.getRoomUserIDList(roomItem.ID)
- if err != nil {
- logrus.Error(err)
- return err
- }
- nxd.SendMsgToUserList(userIDList, gameproto.NotifyTypeEnum_NotifyTypeUnReady, &gameproto.UnReady{
- RoomID: uint32(roomItem.ID),
- UserID: uint32(playerID),
- })
- return nil
- }
- func (p *Game) ChooseMaster(playerID int32, mul int32) error {
- p.locker.Lock()
- defer p.locker.Unlock()
- playerItem := p.PlayerMap[playerID]
- if playerItem.RoomID == RoomIDEmpty {
- return errors.New("没进入房间")
- }
- if playerItem.Status != PlayerStatusReady {
- return errors.New("状态不对")
- }
- roomItem := p.RoomMap[playerItem.RoomID]
- if roomItem.Status != RoomStatusChooseMaster {
- return errors.New("状态不对")
- }
- //更新用户信息
- playerItem.Status = PlayerStatusChooseMaster
- playerItem.MasterMul = int(mul)
- p.PlayerMap[playerID] = playerItem
- allChoose := true
- for _, chairItem := range roomItem.ChairList {
- if chairItem.PlayerID == 0 {
- continue
- }
- chairPlayer := p.PlayerMap[chairItem.PlayerID]
- if chairPlayer.Status == PlayerStatusReady {
- allChoose = false
- break
- }
- }
- err := db.GetDB().Model(model.GameOrder{}).Where("user_id = ? and issue = ?", playerID, roomItem.Issue).Update("master_mul", mul).Error
- if err != nil {
- logrus.Error(err)
- return err
- }
- //通知
- userIDList, err := p.getRoomUserIDList(roomItem.ID)
- if err != nil {
- logrus.Error(err)
- return err
- }
- for _, userID := range userIDList {
- nxd.SendMsgToUserK(uint32(userID), gameproto.NotifyTypeEnum_NotifyTypeChooseMaster, &gameproto.ChooseMaster{
- UserID: uint32(playerID),
- Mul: uint32(mul),
- RoomID: uint32(roomItem.ID),
- })
- }
- //全部选完,就进入下一阶段
- if allChoose {
- go func() {
- defer func() {
- recover()
- }()
- roomItem.ChooseMasterCh <- true
- }()
- }
- return nil
- }
- func (p *Game) ChooseMul(playerID int32, mul int32) error {
- p.locker.Lock()
- defer p.locker.Unlock()
- playerItem := p.PlayerMap[playerID]
- if playerItem.RoomID == RoomIDEmpty {
- return errors.New("没进入房间")
- }
- if playerItem.Status != PlayerStatusChooseMaster {
- return errors.New("状态不对")
- }
- roomItem := p.RoomMap[playerItem.RoomID]
- if roomItem.Status != RoomStatusChooseMul {
- return errors.New("状态不对")
- }
- //更新用户
- playerItem.Status = PlayerStatusChooseMul
- playerItem.Mul = int(mul)
- p.PlayerMap[playerID] = playerItem
- allChoose := true
- for _, chairItem := range roomItem.ChairList {
- if chairItem.PlayerID == 0 {
- continue
- }
- chairPlayer := p.PlayerMap[chairItem.PlayerID]
- if chairPlayer.Status == PlayerStatusChooseMaster {
- allChoose = false
- break
- }
- }
- err := db.GetDB().Model(model.GameOrder{}).Where("user_id = ? and issue = ?", playerID, roomItem.Issue).Update("mul", mul).Error
- if err != nil {
- logrus.Error(err)
- return err
- }
- //通知
- userIDList, err := p.getRoomUserIDList(roomItem.ID)
- if err != nil {
- logrus.Error(err)
- return err
- }
- for _, sendToUserID := range userIDList {
- var cardList []uint32
- if playerID == sendToUserID {
- cardList = GetNNCardList(playerItem.CardList)
- }
- nxd.SendMsgToUserK(uint32(sendToUserID), gameproto.NotifyTypeEnum_NotifyTypeChooseMul, &gameproto.ChooseMul{
- UserID: uint32(playerID),
- Mul: uint32(mul),
- RoomID: uint32(roomItem.ID),
- CardList: cardList,
- })
- }
- //全部选完,就进入下一阶段
- if allChoose {
- go func() {
- defer func() {
- recover()
- }()
- roomItem.ChooseMulCh <- true
- }()
- }
- return nil
- }
- func (p *Game) OpenCard(playerID int32) error {
- p.locker.Lock()
- defer p.locker.Unlock()
- playerItem := p.PlayerMap[playerID]
- if playerItem.RoomID == RoomIDEmpty {
- return errors.New("没进入房间")
- }
- if playerItem.Status != PlayerStatusChooseMul {
- return errors.New("状态不对")
- }
- roomItem := p.RoomMap[playerItem.RoomID]
- if roomItem.Status != RoomStatusOpen {
- return errors.New("状态不对")
- }
- userIDList, err := p.getRoomUserIDList(roomItem.ID)
- if err != nil {
- logrus.Error(err)
- return err
- }
- nxd.SendMsgToUserList(userIDList, gameproto.NotifyTypeEnum_NotifyTypeOpen, &gameproto.Open{
- RoomID: uint32(roomItem.ID),
- UserID: uint32(playerID),
- CardList: GetNNCardList(playerItem.CardList),
- })
- //更新用户
- playerItem.Status = PlayerStatusOpen
- p.PlayerMap[playerID] = playerItem
- allOpen := true
- for _, chairItem := range roomItem.ChairList {
- if chairItem.PlayerID == 0 {
- continue
- }
- chairPlayer := p.PlayerMap[chairItem.PlayerID]
- if chairPlayer.Status == PlayerStatusChooseMul {
- allOpen = false
- break
- }
- }
- //全部选完,就进入下一阶段
- if allOpen {
- go func() {
- defer func() {
- recover()
- }()
- roomItem.OpenCh <- true
- }()
- }
- return nil
- }
- func (p *Game) getUserRoomID(playerID int32) (*Room, int32, error) {
- for _, roomItem := range p.RoomMap {
- for _, chairItem := range roomItem.ChairList {
- if chairItem.PlayerID != playerID {
- continue
- }
- return &roomItem, chairItem.ID, nil
- }
- }
- return nil, 0, ErrNotFound
- }
- func (p *Game) getChairID(playerID int32, room Room) (int32, error) {
- for i, chairID := range room.ChairList {
- if playerID == chairID.PlayerID {
- return int32(i), nil
- }
- }
- return 0, ErrNotFound
- }
- func (p *Game) GetLogNoLock(playerID int32) ([]Room, []Player, int64) {
- roomList := make([]Room, 0)
- playerList := make([]Player, 0)
- for _, roomItem := range p.RoomMap {
- roomList = append(roomList, roomItem)
- found := false
- for _, chairItem := range roomItem.ChairList {
- if chairItem.PlayerID != playerID {
- continue
- }
- found = true
- break
- }
- if !found {
- continue
- }
- for _, chairItem := range roomItem.ChairList {
- if chairItem.PlayerID == 0 {
- continue
- }
- player := p.PlayerMap[chairItem.PlayerID]
- playerList = append(playerList, player)
- }
- }
- return roomList, playerList, p.LogID
- }
- func genIssue(roomID int32) string {
- return fmt.Sprintf("%d-%d", roomID, time.Now().Unix())
- }
- var cardCache = cache.New(1*time.Minute, 2*time.Minute)
- func getOpenNumList(issue string, roomID, chairID int32) []Card {
- cardCache.Get(issue)
- cardList := make([]Card, 0)
- for c := 0; c < 5; c++ {
- cardList = append(cardList, Card{
- Suit: rand.Intn(4) + 1,
- Num: rand.Intn(13) + 1,
- })
- }
- return cardList
- }
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