add rabbit
This commit is contained in:
parent
a3741fd685
commit
d62a57375e
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package fortunerabbit
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// 房间类型
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const (
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RoomMode_Classic int = iota //经典
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RoomMode_Max
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)
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// 场景状态
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const (
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FortuneRabbitStateStart int = iota //默认状态
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FortuneRabbitStateMax
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)
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// 玩家操作
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const (
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FortuneRabbitPlayerOpStart int = iota
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FortuneRabbitPlayerOpSwitch
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)
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const NowByte int64 = 10000
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const GameDataKey = "FortuneData"
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package fortunerabbit
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import (
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"mongo.games.com/game/protocol/fortunedragon"
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"mongo.games.com/goserver/core/logger"
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"mongo.games.com/goserver/core/netlib"
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"mongo.games.com/game/common"
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"mongo.games.com/game/gamesrv/base"
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)
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type CSFortuneDragonOpPacketFactory struct {
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}
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type CSFortuneDragonOpHandler struct {
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}
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func (this *CSFortuneDragonOpPacketFactory) CreatePacket() interface{} {
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pack := &fortunedragon.CSFortuneDragonOp{}
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return pack
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}
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func (this *CSFortuneDragonOpHandler) Process(s *netlib.Session, packetid int, data interface{}, sid int64) error {
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if op, ok := data.(*fortunedragon.CSFortuneDragonOp); ok {
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p := base.PlayerMgrSington.GetPlayer(sid)
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if p == nil {
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logger.Logger.Warn("CSFortuneDragonOpHandler p == nil")
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return nil
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}
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scene := p.GetScene()
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if scene == nil {
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logger.Logger.Warn("CSFortuneDragonOpHandler p.scene == nil")
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return nil
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}
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if !scene.HasPlayer(p) {
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return nil
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}
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if scene.GetScenePolicy() != nil {
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scene.GetScenePolicy().OnPlayerOp(scene, p, int(op.GetOpCode()), op.GetParams())
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}
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return nil
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}
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return nil
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}
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func init() {
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//fortunedragon
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common.RegisterHandler(int(fortunedragon.FortuneDragonPID_PACKET_FORTUNEDRAGON_CSFORTUNEDRAGONOP), &CSFortuneDragonOpHandler{})
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netlib.RegisterFactory(int(fortunedragon.FortuneDragonPID_PACKET_FORTUNEDRAGON_CSFORTUNEDRAGONOP), &CSFortuneDragonOpPacketFactory{})
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}
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package fortunerabbit
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import (
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"mongo.games.com/game/gamesrv/base"
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"mongo.games.com/game/gamesrv/slotspkg/slots"
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)
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type FortuneRabbitPlayerData struct {
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*base.Player
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leaveTime int32 //离开时间
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SlotsSession *base.SlotsSession
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BetSizeIndex int64 `json:"bsi"` //选中的单注下标
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BetLevelIndex int64 `json:"bli"` //选中的等级下标
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BetLineIndex int64 `json:"bii"` //选中的线数下标
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BetMode int64 `json:"bm,optional"` //0.常规 1.必中
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}
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func (p *FortuneRabbitPlayerData) init() {
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p.SlotsSession = base.NewSession(uint64(p.SnId), p.Coin)
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}
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func (p *FortuneRabbitPlayerData) Clear() {
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}
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// 需要带到world上进行数据处理
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func (p *FortuneRabbitPlayerData) PushPlayer() map[string]string {
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cache := slots.SlotsMgrSington.PushPlayer(p.SlotsSession)
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return cache
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}
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// 进房的时候需要带进来
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func (p *FortuneRabbitPlayerData) PullPlayer(data map[string]string) {
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slots.SlotsMgrSington.PullPlayer(p.SlotsSession, data)
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}
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package fortunerabbit
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import "mongo.games.com/game/gamesrv/base"
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type FortuneRabbitSceneData struct {
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*base.Scene //场景
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players map[int32]*FortuneRabbitPlayerData //玩家信息
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}
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func NewFortuneRabbitSceneData(s *base.Scene) *FortuneRabbitSceneData {
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sceneEx := &FortuneRabbitSceneData{
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Scene: s,
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players: make(map[int32]*FortuneRabbitPlayerData),
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}
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sceneEx.Init()
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return sceneEx
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}
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func (s *FortuneRabbitSceneData) Init() {
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}
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func (s *FortuneRabbitSceneData) Clear() {
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//应该是水池变一次就判断修改一次
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//s.slotRateWeight = s.slotRateWeightTotal[0]
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}
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func (s *FortuneRabbitSceneData) SceneDestroy(force bool) {
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//销毁房间
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s.Scene.Destroy(force)
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}
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func (s *FortuneRabbitSceneData) delPlayer(SnId int32) {
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if _, exist := s.players[SnId]; exist {
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delete(s.players, SnId)
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}
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}
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func (s *FortuneRabbitSceneData) OnPlayerLeave(p *base.Player, reason int) {
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if /*playerEx*/ _, ok := p.ExtraData.(*FortuneRabbitPlayerData); ok {
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}
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s.delPlayer(p.SnId)
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}
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@ -0,0 +1,443 @@
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package fortunerabbit
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import (
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"encoding/json"
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"mongo.games.com/game/common"
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"mongo.games.com/game/gamerule/fortunerabbit"
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"mongo.games.com/game/gamesrv/base"
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"mongo.games.com/game/gamesrv/slotspkg/assemble"
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"mongo.games.com/game/gamesrv/slotspkg/slots"
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"mongo.games.com/game/model"
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"mongo.games.com/game/proto"
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protocol "mongo.games.com/game/protocol/fortunerabbit"
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"mongo.games.com/goserver/core"
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"mongo.games.com/goserver/core/logger"
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"time"
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)
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// ////////////////////////////////////////////////////////////
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var ScenePolicyFortuneRabbitSington = &ScenePolicyFortuneRabbit{}
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type ScenePolicyFortuneRabbit struct {
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base.BaseScenePolicy
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states [fortunerabbit.FortuneRabbitStateMax]base.SceneState
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}
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// 创建场景扩展数据
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func (this *ScenePolicyFortuneRabbit) CreateSceneExData(s *base.Scene) interface{} {
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sceneEx := NewFortuneRabbitSceneData(s)
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if sceneEx != nil {
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if sceneEx.GetInit() {
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s.SetExtraData(sceneEx)
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}
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}
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return sceneEx
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}
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// 创建玩家扩展数据
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func (this *ScenePolicyFortuneRabbit) CreatePlayerExData(s *base.Scene, p *base.Player) interface{} {
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playerEx := &FortuneRabbitPlayerData{Player: p}
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p.SetExtraData(playerEx)
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return playerEx
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}
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// 场景开启事件
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func (this *ScenePolicyFortuneRabbit) OnStart(s *base.Scene) {
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logger.Logger.Trace("(this *ScenePolicyFortuneRabbit) OnStart, sceneId=", s.GetSceneId())
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sceneEx := NewFortuneRabbitSceneData(s)
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if sceneEx != nil {
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if sceneEx.GetInit() {
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s.SetExtraData(sceneEx)
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s.ChangeSceneState(fortunerabbit.FortuneRabbitStateStart)
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}
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}
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}
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// 场景关闭事件
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func (this *ScenePolicyFortuneRabbit) OnStop(s *base.Scene) {
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logger.Logger.Trace("(this *ScenePolicyFortuneRabbit) OnStop , sceneId=", s.GetSceneId())
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}
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// 场景心跳事件
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func (this *ScenePolicyFortuneRabbit) OnTick(s *base.Scene) {
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if s == nil {
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return
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}
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if s.GetSceneState() != nil {
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s.GetSceneState().OnTick(s)
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}
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}
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// 玩家进入事件
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func (this *ScenePolicyFortuneRabbit) OnPlayerEnter(s *base.Scene, p *base.Player) {
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if s == nil || p == nil {
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return
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}
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logger.Logger.Trace("(this *ScenePolicyFortuneRabbit) OnPlayerEnter, sceneId=", s.GetSceneId(), " player=", p.Name)
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if sceneEx, ok := s.GetExtraData().(*FortuneRabbitSceneData); ok {
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playerEx := &FortuneRabbitPlayerData{Player: p}
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playerEx.init()
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d := p.GameData[fortunerabbit.GameDataKey]
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if d != nil {
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m := make(map[string]string)
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json.Unmarshal(d.Data.([]byte), &m)
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playerEx.PullPlayer(m)
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} else {
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m := make(map[string]string)
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//json.Unmarshal(d.Data.([]byte), &m)
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playerEx.PullPlayer(m)
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}
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playerEx.Clear()
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sceneEx.players[p.SnId] = playerEx
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p.SetExtraData(playerEx)
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FortuneRabbitSendRoomInfo(s, sceneEx, playerEx)
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s.FirePlayerEvent(p, base.PlayerEventEnter, nil)
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}
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}
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// 玩家离开事件
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func (this *ScenePolicyFortuneRabbit) OnPlayerLeave(s *base.Scene, p *base.Player, reason int) {
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if s == nil || p == nil {
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return
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}
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logger.Logger.Trace("(this *ScenePolicyFortuneRabbit) OnPlayerLeave, sceneId=", s.GetSceneId(), " player=", p.SnId)
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if sceneEx, ok := s.ExtraData.(*FortuneRabbitSceneData); ok {
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s.FirePlayerEvent(p, base.PlayerEventLeave, nil)
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sceneEx.OnPlayerLeave(p, reason)
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}
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if playerEx, ok := p.ExtraData.(*FortuneRabbitPlayerData); ok {
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m := playerEx.PushPlayer()
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if m != nil && len(m) > 0 {
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b, err := json.Marshal(m)
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if err != nil {
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logger.Logger.Error("OnPlayerLeave, json.Marshal error:", err)
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} else {
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p.GameData[fortunerabbit.GameDataKey] = &model.PlayerGameData{
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Platform: p.Platform,
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SnId: p.SnId,
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Id: fortunerabbit.GameDataKey,
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Data: b,
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}
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}
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}
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}
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}
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// 玩家掉线
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func (this *ScenePolicyFortuneRabbit) OnPlayerDropLine(s *base.Scene, p *base.Player) {
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if s == nil || p == nil {
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return
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}
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logger.Logger.Trace("(this *ScenePolicyFortuneRabbit) OnPlayerDropLine, sceneId=", s.GetSceneId(), " player=", p.SnId)
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s.FirePlayerEvent(p, base.PlayerEventDropLine, nil)
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}
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// 玩家重连
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func (this *ScenePolicyFortuneRabbit) OnPlayerRehold(s *base.Scene, p *base.Player) {
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if s == nil || p == nil {
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return
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}
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logger.Logger.Trace("(this *ScenePolicyFortuneRabbit) OnPlayerRehold, sceneId=", s.GetSceneId(), " player=", p.SnId)
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if sceneEx, ok := s.GetExtraData().(*FortuneRabbitSceneData); ok {
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if playerEx, ok := p.GetExtraData().(*FortuneRabbitPlayerData); ok {
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FortuneRabbitSendRoomInfo(s, sceneEx, playerEx)
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}
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}
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}
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// 返回房间
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func (this *ScenePolicyFortuneRabbit) OnPlayerReturn(s *base.Scene, p *base.Player) {
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if s == nil || p == nil {
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return
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}
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logger.Logger.Trace("(this *ScenePolicyFortuneRabbit) OnPlayerReturn, GetSceneId()=", s.GetSceneId(), " player=", p.Name)
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if sceneEx, ok := s.GetExtraData().(*FortuneRabbitSceneData); ok {
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if playerEx, ok := p.GetExtraData().(*FortuneRabbitPlayerData); ok {
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//if p.IsMarkFlag(base.PlayerState_Auto) {
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// p.UnmarkFlag(base.PlayerState_Auto)
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// p.SyncFlag()
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//}
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//发送房间信息给自己
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FortuneRabbitSendRoomInfo(s, sceneEx, playerEx)
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s.FirePlayerEvent(p, base.PlayerEventReturn, nil)
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}
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}
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}
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func FortuneRabbitSendRoomInfo(s *base.Scene, sceneEx *FortuneRabbitSceneData, playerEx *FortuneRabbitPlayerData) {
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pack := FortuneRabbitCreateRoomInfoPacket(s, sceneEx, playerEx)
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logger.Logger.Trace("RoomInfo: ", pack)
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playerEx.SendToClient(int(protocol.FortuneRabbitPID_PACKET_FORTUNERABBIT_SCFORTUNERABBITROOMINFO), pack)
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}
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func FortuneRabbitCreateRoomInfoPacket(s *base.Scene, sceneEx *FortuneRabbitSceneData, playerEx *FortuneRabbitPlayerData) interface{} {
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//房间信息
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pack := &protocol.SCFortuneRabbitRoomInfo{
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RoomId: s.SceneId,
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GameId: s.GameId,
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RoomMode: s.SceneMode,
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SceneType: s.GetSceneType(),
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Params: common.CopySliceInt64ToInt32(s.Params),
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NumOfGames: proto.Int(sceneEx.NumOfGames),
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State: proto.Int(s.SceneState.GetState()),
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ParamsEx: s.GetDBGameFree().OtherIntParams,
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GameFreeId: proto.Int32(s.GetDBGameFree().Id),
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//BetLimit: s.GetDBGameFree().BetLimit,
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}
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//自己的信息
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if playerEx != nil {
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pd := &protocol.FortuneRabbitPlayerData{
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SnId: proto.Int32(playerEx.SnId),
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Name: proto.String(playerEx.Name),
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Head: proto.Int32(playerEx.Head),
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Sex: proto.Int32(playerEx.Sex),
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Coin: proto.Int64(playerEx.Coin),
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Pos: proto.Int(playerEx.Pos),
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Flag: proto.Int(playerEx.GetFlag()),
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City: proto.String(playerEx.City),
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HeadOutLine: proto.Int32(playerEx.HeadOutLine),
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VIP: proto.Int32(playerEx.VIP),
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}
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pack.Player = pd
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}
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//get data
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Response, err := slots.SlotsMgrSington.Enter(playerEx.SlotsSession, int64(s.GameId))
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if err == nil {
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data := assemble.DataToCli(Response).(assemble.TableInfo)
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pi, _ := json.Marshal(data)
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pack.PlayerInfo = string(pi)
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} else {
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logger.Logger.Error("slots enter err:", err)
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}
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proto.SetDefaults(pack)
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return pack
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}
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func (this *ScenePolicyFortuneRabbit) OnPlayerOp(s *base.Scene, p *base.Player, opcode int, params []int64) bool {
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if s == nil || p == nil {
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return false
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}
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logger.Logger.Trace("(this *ScenePolicyFortuneRabbit) OnPlayerOp, sceneId=", s.GetSceneId(), " player=", p.SnId, " opcode=", opcode, " params=", params)
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if s.GetSceneState() != nil {
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if s.GetSceneState().OnPlayerOp(s, p, opcode, params) {
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p.SetLastOPTimer(time.Now())
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return true
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}
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return false
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}
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return true
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}
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func (this *ScenePolicyFortuneRabbit) OnPlayerEvent(s *base.Scene, p *base.Player, evtcode int, params []int64) {
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if s == nil || p == nil {
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return
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}
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logger.Logger.Trace("(this *ScenePolicyFortuneRabbit) OnPlayerEvent, sceneId=", s.GetSceneId(), " player=", p.SnId, " eventcode=", evtcode, " params=", params)
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if s.GetSceneState() != nil {
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s.GetSceneState().OnPlayerEvent(s, p, evtcode, params)
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}
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}
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// 当前状态能否换桌
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func (this *ScenePolicyFortuneRabbit) CanChangeCoinScene(s *base.Scene, p *base.Player) bool {
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if s == nil || p == nil {
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return false
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}
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if s.GetSceneState() != nil {
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return s.GetSceneState().CanChangeCoinScene(s, p)
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}
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return false
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}
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// 状态基类
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type SceneBaseStateFortuneRabbit struct {
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}
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func (this *SceneBaseStateFortuneRabbit) GetTimeout(s *base.Scene) int {
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if sceneEx, ok := s.GetExtraData().(*FortuneRabbitSceneData); ok {
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return int(time.Now().Sub(sceneEx.GetStateStartTime()) / time.Second)
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}
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return 0
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}
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func (this *SceneBaseStateFortuneRabbit) CanChangeTo(s base.SceneState) bool {
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return true
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}
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// 当前状态能否换桌
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func (this *SceneBaseStateFortuneRabbit) CanChangeCoinScene(s *base.Scene, p *base.Player) bool {
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return true
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}
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func (this *SceneBaseStateFortuneRabbit) OnEnter(s *base.Scene) {
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if sceneEx, ok := s.GetExtraData().(*FortuneRabbitSceneData); ok {
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sceneEx.SetStateStartTime(time.Now())
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}
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}
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func (this *SceneBaseStateFortuneRabbit) OnLeave(s *base.Scene) {}
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func (this *SceneBaseStateFortuneRabbit) OnTick(s *base.Scene) {
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if time.Now().Sub(s.GameStartTime) > time.Second*3 {
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if sceneEx, ok := s.ExtraData.(*FortuneRabbitSceneData); ok {
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for _, p := range sceneEx.players {
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if p.IsOnLine() {
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p.leaveTime = 0
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continue
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}
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p.leaveTime++
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if p.leaveTime < 60*2 {
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continue
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}
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//踢出玩家
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sceneEx.PlayerLeave(p.Player, common.PlayerLeaveReason_LongTimeNoOp, true)
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}
|
||||
}
|
||||
s.GameStartTime = time.Now()
|
||||
}
|
||||
}
|
||||
func (this *SceneBaseStateFortuneRabbit) OnPlayerOp(s *base.Scene, p *base.Player, opcode int, params []int64) bool {
|
||||
return false
|
||||
}
|
||||
func (this *SceneBaseStateFortuneRabbit) OnPlayerEvent(s *base.Scene, p *base.Player, evtcode int, params []int64) {
|
||||
}
|
||||
|
||||
// ////////////////////////////////////////////////////////////
|
||||
// 开始状态
|
||||
// ////////////////////////////////////////////////////////////
|
||||
type SceneStateStartFortuneRabbit struct {
|
||||
SceneBaseStateFortuneRabbit
|
||||
}
|
||||
|
||||
func (this *SceneStateStartFortuneRabbit) GetState() int {
|
||||
return fortunerabbit.FortuneRabbitStateStart
|
||||
}
|
||||
|
||||
func (this *SceneStateStartFortuneRabbit) CanChangeTo(s base.SceneState) bool {
|
||||
return false
|
||||
}
|
||||
|
||||
// 当前状态能否换桌
|
||||
func (this *SceneStateStartFortuneRabbit) CanChangeCoinScene(s *base.Scene, p *base.Player) bool {
|
||||
if playerEx, ok := p.GetExtraData().(*FortuneRabbitPlayerData); ok {
|
||||
if playerEx.IsOnLine() {
|
||||
return false
|
||||
}
|
||||
}
|
||||
return true
|
||||
}
|
||||
|
||||
func (this *SceneStateStartFortuneRabbit) GetTimeout(s *base.Scene) int {
|
||||
return 0
|
||||
}
|
||||
|
||||
func (this *SceneStateStartFortuneRabbit) OnEnter(s *base.Scene) {
|
||||
this.SceneBaseStateFortuneRabbit.OnEnter(s)
|
||||
if sceneEx, ok := s.GetExtraData().(*FortuneRabbitSceneData); ok {
|
||||
sceneEx.SetGameNowTime(time.Now())
|
||||
}
|
||||
}
|
||||
|
||||
// 状态离开时
|
||||
func (this *SceneStateStartFortuneRabbit) OnLeave(s *base.Scene) {
|
||||
this.SceneBaseStateFortuneRabbit.OnLeave(s)
|
||||
logger.Logger.Tracef("(this *SceneStateStartFortuneRabbit) OnLeave, sceneid=%v", s.GetSceneId())
|
||||
}
|
||||
|
||||
// 玩家操作
|
||||
func (this *SceneStateStartFortuneRabbit) OnPlayerOp(s *base.Scene, p *base.Player, opcode int, params []int64) bool {
|
||||
logger.Logger.Tracef("(this *SceneStateStartFortuneRabbit) OnPlayerOp, sceneid=%v params=%v", s.GetSceneId(), params)
|
||||
if this.SceneBaseStateFortuneRabbit.OnPlayerOp(s, p, opcode, params) {
|
||||
return true
|
||||
}
|
||||
if sceneEx, ok := s.GetExtraData().(*FortuneRabbitSceneData); ok {
|
||||
if playerEx, ok := p.GetExtraData().(*FortuneRabbitPlayerData); ok {
|
||||
switch opcode {
|
||||
case fortunerabbit.FortuneRabbitPlayerOpStart:
|
||||
playerEx.Clear()
|
||||
if len(params) < 4 {
|
||||
pack := &protocol.SCFortuneRabbitBilled{
|
||||
OpRetCode: proto.Int32(1),
|
||||
}
|
||||
proto.SetDefaults(pack)
|
||||
logger.Logger.Trace("SCFortuneRabbitBilled", pack.String())
|
||||
playerEx.SendToClient(int(protocol.FortuneRabbitPID_PACKET_FORTUNERABBIT_SCFORTUNERABBITBILLED), pack)
|
||||
return true
|
||||
}
|
||||
playerEx.BetSizeIndex = params[0]
|
||||
playerEx.BetLevelIndex = params[1]
|
||||
playerEx.BetLineIndex = params[2]
|
||||
playerEx.BetMode = params[3]
|
||||
//get data
|
||||
Response, err := slots.SlotsMgrSington.Play(playerEx.SlotsSession, &base.SpinReq{
|
||||
GameId: int64(sceneEx.GameId),
|
||||
BetSizeIndex: playerEx.BetSizeIndex,
|
||||
BetLevelIndex: playerEx.BetLevelIndex,
|
||||
BetLineIndex: playerEx.BetLineIndex,
|
||||
BetMode: playerEx.BetMode,
|
||||
Ts: time.Now().Unix(),
|
||||
})
|
||||
var gameEndStr string
|
||||
if err == nil {
|
||||
data := assemble.DataToCli(Response).(assemble.GameEnd)
|
||||
pi, _ := json.Marshal(data)
|
||||
gameEndStr = string(pi)
|
||||
playerEx.Coin = Response.Coin
|
||||
} else {
|
||||
logger.Logger.Error("slots enter err:", err)
|
||||
}
|
||||
pack := &protocol.SCFortuneRabbitBilled{
|
||||
OpRetCode: proto.Int32(0),
|
||||
GameEndStr: proto.String(gameEndStr),
|
||||
}
|
||||
proto.SetDefaults(pack)
|
||||
logger.Logger.Trace("SCFortuneRabbitBilled", pack.String())
|
||||
playerEx.SendToClient(int(protocol.FortuneRabbitPID_PACKET_FORTUNERABBIT_SCFORTUNERABBITBILLED), pack)
|
||||
}
|
||||
}
|
||||
}
|
||||
return true
|
||||
}
|
||||
|
||||
// 玩家事件
|
||||
func (this *SceneStateStartFortuneRabbit) OnPlayerEvent(s *base.Scene, p *base.Player, evtcode int, params []int64) {
|
||||
logger.Logger.Trace("(this *SceneStateStartFortuneRabbit) OnPlayerEvent, sceneId=", s.GetSceneId(), " player=", p.SnId, " evtcode=", evtcode)
|
||||
this.SceneBaseStateFortuneRabbit.OnPlayerEvent(s, p, evtcode, params)
|
||||
}
|
||||
|
||||
func (this *SceneStateStartFortuneRabbit) OnTick(s *base.Scene) {
|
||||
this.SceneBaseStateFortuneRabbit.OnTick(s)
|
||||
}
|
||||
|
||||
// //////////////////////////////////////////////////////////////////////////////
|
||||
func (this *ScenePolicyFortuneRabbit) RegisteSceneState(state base.SceneState) {
|
||||
if state == nil {
|
||||
return
|
||||
}
|
||||
stateid := state.GetState()
|
||||
if stateid < 0 || stateid >= fortunerabbit.FortuneRabbitStateMax {
|
||||
return
|
||||
}
|
||||
this.states[stateid] = state
|
||||
}
|
||||
|
||||
func (this *ScenePolicyFortuneRabbit) GetSceneState(s *base.Scene, stateid int) base.SceneState {
|
||||
if stateid >= 0 && stateid < fortunerabbit.FortuneRabbitStateMax {
|
||||
return this.states[stateid]
|
||||
}
|
||||
return nil
|
||||
}
|
||||
|
||||
func init() {
|
||||
//主状态
|
||||
ScenePolicyFortuneRabbitSington.RegisteSceneState(&SceneStateStartFortuneRabbit{})
|
||||
core.RegisteHook(core.HOOK_BEFORE_START, func() error {
|
||||
base.RegisteScenePolicy(common.GameId_FortuneRabbit, fortunerabbit.RoomMode_Classic, ScenePolicyFortuneRabbitSington)
|
||||
return nil
|
||||
})
|
||||
}
|
Loading…
Reference in New Issue