From d62a57375e539cf63acbf3c269184b122497245c Mon Sep 17 00:00:00 2001 From: tomas Date: Thu, 19 Sep 2024 19:06:46 +0800 Subject: [PATCH] add rabbit --- gamerule/fortunerabbit/constants.go | 22 + gamesrv/fortunerabbit/action_fortunerabbit.go | 48 ++ .../fortunerabbit/playerdata_fortunerabbit.go | 35 ++ .../fortunerabbit/scenedata_fortunerabbit.go | 41 ++ .../scenepolicy_fortunerabbit.go | 443 ++++++++++++++++++ 5 files changed, 589 insertions(+) create mode 100644 gamerule/fortunerabbit/constants.go create mode 100644 gamesrv/fortunerabbit/action_fortunerabbit.go create mode 100644 gamesrv/fortunerabbit/playerdata_fortunerabbit.go create mode 100644 gamesrv/fortunerabbit/scenedata_fortunerabbit.go create mode 100644 gamesrv/fortunerabbit/scenepolicy_fortunerabbit.go diff --git a/gamerule/fortunerabbit/constants.go b/gamerule/fortunerabbit/constants.go new file mode 100644 index 0000000..b91e331 --- /dev/null +++ b/gamerule/fortunerabbit/constants.go @@ -0,0 +1,22 @@ +package fortunerabbit + +// 房间类型 +const ( + RoomMode_Classic int = iota //经典 + RoomMode_Max +) + +// 场景状态 +const ( + FortuneRabbitStateStart int = iota //默认状态 + FortuneRabbitStateMax +) + +// 玩家操作 +const ( + FortuneRabbitPlayerOpStart int = iota + FortuneRabbitPlayerOpSwitch +) +const NowByte int64 = 10000 + +const GameDataKey = "FortuneData" diff --git a/gamesrv/fortunerabbit/action_fortunerabbit.go b/gamesrv/fortunerabbit/action_fortunerabbit.go new file mode 100644 index 0000000..7346b8e --- /dev/null +++ b/gamesrv/fortunerabbit/action_fortunerabbit.go @@ -0,0 +1,48 @@ +package fortunerabbit + +import ( + "mongo.games.com/game/protocol/fortunedragon" + "mongo.games.com/goserver/core/logger" + "mongo.games.com/goserver/core/netlib" + + "mongo.games.com/game/common" + "mongo.games.com/game/gamesrv/base" +) + +type CSFortuneDragonOpPacketFactory struct { +} +type CSFortuneDragonOpHandler struct { +} + +func (this *CSFortuneDragonOpPacketFactory) CreatePacket() interface{} { + pack := &fortunedragon.CSFortuneDragonOp{} + return pack +} + +func (this *CSFortuneDragonOpHandler) Process(s *netlib.Session, packetid int, data interface{}, sid int64) error { + if op, ok := data.(*fortunedragon.CSFortuneDragonOp); ok { + p := base.PlayerMgrSington.GetPlayer(sid) + if p == nil { + logger.Logger.Warn("CSFortuneDragonOpHandler p == nil") + return nil + } + scene := p.GetScene() + if scene == nil { + logger.Logger.Warn("CSFortuneDragonOpHandler p.scene == nil") + return nil + } + if !scene.HasPlayer(p) { + return nil + } + if scene.GetScenePolicy() != nil { + scene.GetScenePolicy().OnPlayerOp(scene, p, int(op.GetOpCode()), op.GetParams()) + } + return nil + } + return nil +} +func init() { + //fortunedragon + common.RegisterHandler(int(fortunedragon.FortuneDragonPID_PACKET_FORTUNEDRAGON_CSFORTUNEDRAGONOP), &CSFortuneDragonOpHandler{}) + netlib.RegisterFactory(int(fortunedragon.FortuneDragonPID_PACKET_FORTUNEDRAGON_CSFORTUNEDRAGONOP), &CSFortuneDragonOpPacketFactory{}) +} diff --git a/gamesrv/fortunerabbit/playerdata_fortunerabbit.go b/gamesrv/fortunerabbit/playerdata_fortunerabbit.go new file mode 100644 index 0000000..f970ca0 --- /dev/null +++ b/gamesrv/fortunerabbit/playerdata_fortunerabbit.go @@ -0,0 +1,35 @@ +package fortunerabbit + +import ( + "mongo.games.com/game/gamesrv/base" + "mongo.games.com/game/gamesrv/slotspkg/slots" +) + +type FortuneRabbitPlayerData struct { + *base.Player + leaveTime int32 //离开时间 + SlotsSession *base.SlotsSession + + BetSizeIndex int64 `json:"bsi"` //选中的单注下标 + BetLevelIndex int64 `json:"bli"` //选中的等级下标 + BetLineIndex int64 `json:"bii"` //选中的线数下标 + BetMode int64 `json:"bm,optional"` //0.常规 1.必中 +} + +func (p *FortuneRabbitPlayerData) init() { + p.SlotsSession = base.NewSession(uint64(p.SnId), p.Coin) +} +func (p *FortuneRabbitPlayerData) Clear() { + +} + +// 需要带到world上进行数据处理 +func (p *FortuneRabbitPlayerData) PushPlayer() map[string]string { + cache := slots.SlotsMgrSington.PushPlayer(p.SlotsSession) + return cache +} + +// 进房的时候需要带进来 +func (p *FortuneRabbitPlayerData) PullPlayer(data map[string]string) { + slots.SlotsMgrSington.PullPlayer(p.SlotsSession, data) +} diff --git a/gamesrv/fortunerabbit/scenedata_fortunerabbit.go b/gamesrv/fortunerabbit/scenedata_fortunerabbit.go new file mode 100644 index 0000000..bdbd12a --- /dev/null +++ b/gamesrv/fortunerabbit/scenedata_fortunerabbit.go @@ -0,0 +1,41 @@ +package fortunerabbit + +import "mongo.games.com/game/gamesrv/base" + +type FortuneRabbitSceneData struct { + *base.Scene //场景 + players map[int32]*FortuneRabbitPlayerData //玩家信息 +} + +func NewFortuneRabbitSceneData(s *base.Scene) *FortuneRabbitSceneData { + sceneEx := &FortuneRabbitSceneData{ + Scene: s, + players: make(map[int32]*FortuneRabbitPlayerData), + } + sceneEx.Init() + return sceneEx +} +func (s *FortuneRabbitSceneData) Init() { + +} + +func (s *FortuneRabbitSceneData) Clear() { + //应该是水池变一次就判断修改一次 + //s.slotRateWeight = s.slotRateWeightTotal[0] +} +func (s *FortuneRabbitSceneData) SceneDestroy(force bool) { + //销毁房间 + s.Scene.Destroy(force) +} + +func (s *FortuneRabbitSceneData) delPlayer(SnId int32) { + if _, exist := s.players[SnId]; exist { + delete(s.players, SnId) + } +} +func (s *FortuneRabbitSceneData) OnPlayerLeave(p *base.Player, reason int) { + if /*playerEx*/ _, ok := p.ExtraData.(*FortuneRabbitPlayerData); ok { + + } + s.delPlayer(p.SnId) +} diff --git a/gamesrv/fortunerabbit/scenepolicy_fortunerabbit.go b/gamesrv/fortunerabbit/scenepolicy_fortunerabbit.go new file mode 100644 index 0000000..bc69c2a --- /dev/null +++ b/gamesrv/fortunerabbit/scenepolicy_fortunerabbit.go @@ -0,0 +1,443 @@ +package fortunerabbit + +import ( + "encoding/json" + "mongo.games.com/game/common" + "mongo.games.com/game/gamerule/fortunerabbit" + "mongo.games.com/game/gamesrv/base" + "mongo.games.com/game/gamesrv/slotspkg/assemble" + "mongo.games.com/game/gamesrv/slotspkg/slots" + "mongo.games.com/game/model" + "mongo.games.com/game/proto" + protocol "mongo.games.com/game/protocol/fortunerabbit" + "mongo.games.com/goserver/core" + "mongo.games.com/goserver/core/logger" + "time" +) + +// //////////////////////////////////////////////////////////// +var ScenePolicyFortuneRabbitSington = &ScenePolicyFortuneRabbit{} + +type ScenePolicyFortuneRabbit struct { + base.BaseScenePolicy + states [fortunerabbit.FortuneRabbitStateMax]base.SceneState +} + +// 创建场景扩展数据 +func (this *ScenePolicyFortuneRabbit) CreateSceneExData(s *base.Scene) interface{} { + sceneEx := NewFortuneRabbitSceneData(s) + if sceneEx != nil { + if sceneEx.GetInit() { + s.SetExtraData(sceneEx) + } + } + return sceneEx +} + +// 创建玩家扩展数据 +func (this *ScenePolicyFortuneRabbit) CreatePlayerExData(s *base.Scene, p *base.Player) interface{} { + playerEx := &FortuneRabbitPlayerData{Player: p} + p.SetExtraData(playerEx) + return playerEx +} + +// 场景开启事件 +func (this *ScenePolicyFortuneRabbit) OnStart(s *base.Scene) { + logger.Logger.Trace("(this *ScenePolicyFortuneRabbit) OnStart, sceneId=", s.GetSceneId()) + sceneEx := NewFortuneRabbitSceneData(s) + if sceneEx != nil { + if sceneEx.GetInit() { + s.SetExtraData(sceneEx) + s.ChangeSceneState(fortunerabbit.FortuneRabbitStateStart) + } + } +} + +// 场景关闭事件 +func (this *ScenePolicyFortuneRabbit) OnStop(s *base.Scene) { + logger.Logger.Trace("(this *ScenePolicyFortuneRabbit) OnStop , sceneId=", s.GetSceneId()) +} + +// 场景心跳事件 +func (this *ScenePolicyFortuneRabbit) OnTick(s *base.Scene) { + if s == nil { + return + } + if s.GetSceneState() != nil { + s.GetSceneState().OnTick(s) + } +} + +// 玩家进入事件 +func (this *ScenePolicyFortuneRabbit) OnPlayerEnter(s *base.Scene, p *base.Player) { + if s == nil || p == nil { + return + } + logger.Logger.Trace("(this *ScenePolicyFortuneRabbit) OnPlayerEnter, sceneId=", s.GetSceneId(), " player=", p.Name) + if sceneEx, ok := s.GetExtraData().(*FortuneRabbitSceneData); ok { + playerEx := &FortuneRabbitPlayerData{Player: p} + + playerEx.init() + + d := p.GameData[fortunerabbit.GameDataKey] + if d != nil { + m := make(map[string]string) + json.Unmarshal(d.Data.([]byte), &m) + playerEx.PullPlayer(m) + } else { + m := make(map[string]string) + //json.Unmarshal(d.Data.([]byte), &m) + playerEx.PullPlayer(m) + } + + playerEx.Clear() + + sceneEx.players[p.SnId] = playerEx + + p.SetExtraData(playerEx) + FortuneRabbitSendRoomInfo(s, sceneEx, playerEx) + + s.FirePlayerEvent(p, base.PlayerEventEnter, nil) + } +} + +// 玩家离开事件 +func (this *ScenePolicyFortuneRabbit) OnPlayerLeave(s *base.Scene, p *base.Player, reason int) { + if s == nil || p == nil { + return + } + logger.Logger.Trace("(this *ScenePolicyFortuneRabbit) OnPlayerLeave, sceneId=", s.GetSceneId(), " player=", p.SnId) + if sceneEx, ok := s.ExtraData.(*FortuneRabbitSceneData); ok { + s.FirePlayerEvent(p, base.PlayerEventLeave, nil) + sceneEx.OnPlayerLeave(p, reason) + } + + if playerEx, ok := p.ExtraData.(*FortuneRabbitPlayerData); ok { + m := playerEx.PushPlayer() + if m != nil && len(m) > 0 { + b, err := json.Marshal(m) + if err != nil { + logger.Logger.Error("OnPlayerLeave, json.Marshal error:", err) + } else { + p.GameData[fortunerabbit.GameDataKey] = &model.PlayerGameData{ + Platform: p.Platform, + SnId: p.SnId, + Id: fortunerabbit.GameDataKey, + Data: b, + } + } + } + } +} + +// 玩家掉线 +func (this *ScenePolicyFortuneRabbit) OnPlayerDropLine(s *base.Scene, p *base.Player) { + if s == nil || p == nil { + return + } + logger.Logger.Trace("(this *ScenePolicyFortuneRabbit) OnPlayerDropLine, sceneId=", s.GetSceneId(), " player=", p.SnId) + s.FirePlayerEvent(p, base.PlayerEventDropLine, nil) +} + +// 玩家重连 +func (this *ScenePolicyFortuneRabbit) OnPlayerRehold(s *base.Scene, p *base.Player) { + if s == nil || p == nil { + return + } + logger.Logger.Trace("(this *ScenePolicyFortuneRabbit) OnPlayerRehold, sceneId=", s.GetSceneId(), " player=", p.SnId) + if sceneEx, ok := s.GetExtraData().(*FortuneRabbitSceneData); ok { + if playerEx, ok := p.GetExtraData().(*FortuneRabbitPlayerData); ok { + FortuneRabbitSendRoomInfo(s, sceneEx, playerEx) + } + } +} + +// 返回房间 +func (this *ScenePolicyFortuneRabbit) OnPlayerReturn(s *base.Scene, p *base.Player) { + if s == nil || p == nil { + return + } + logger.Logger.Trace("(this *ScenePolicyFortuneRabbit) OnPlayerReturn, GetSceneId()=", s.GetSceneId(), " player=", p.Name) + if sceneEx, ok := s.GetExtraData().(*FortuneRabbitSceneData); ok { + if playerEx, ok := p.GetExtraData().(*FortuneRabbitPlayerData); ok { + //if p.IsMarkFlag(base.PlayerState_Auto) { + // p.UnmarkFlag(base.PlayerState_Auto) + // p.SyncFlag() + //} + //发送房间信息给自己 + FortuneRabbitSendRoomInfo(s, sceneEx, playerEx) + s.FirePlayerEvent(p, base.PlayerEventReturn, nil) + } + } +} + +func FortuneRabbitSendRoomInfo(s *base.Scene, sceneEx *FortuneRabbitSceneData, playerEx *FortuneRabbitPlayerData) { + pack := FortuneRabbitCreateRoomInfoPacket(s, sceneEx, playerEx) + logger.Logger.Trace("RoomInfo: ", pack) + playerEx.SendToClient(int(protocol.FortuneRabbitPID_PACKET_FORTUNERABBIT_SCFORTUNERABBITROOMINFO), pack) +} +func FortuneRabbitCreateRoomInfoPacket(s *base.Scene, sceneEx *FortuneRabbitSceneData, playerEx *FortuneRabbitPlayerData) interface{} { + //房间信息 + pack := &protocol.SCFortuneRabbitRoomInfo{ + RoomId: s.SceneId, + GameId: s.GameId, + RoomMode: s.SceneMode, + SceneType: s.GetSceneType(), + Params: common.CopySliceInt64ToInt32(s.Params), + NumOfGames: proto.Int(sceneEx.NumOfGames), + State: proto.Int(s.SceneState.GetState()), + ParamsEx: s.GetDBGameFree().OtherIntParams, + GameFreeId: proto.Int32(s.GetDBGameFree().Id), + //BetLimit: s.GetDBGameFree().BetLimit, + } + + //自己的信息 + if playerEx != nil { + pd := &protocol.FortuneRabbitPlayerData{ + SnId: proto.Int32(playerEx.SnId), + Name: proto.String(playerEx.Name), + Head: proto.Int32(playerEx.Head), + Sex: proto.Int32(playerEx.Sex), + Coin: proto.Int64(playerEx.Coin), + Pos: proto.Int(playerEx.Pos), + Flag: proto.Int(playerEx.GetFlag()), + City: proto.String(playerEx.City), + HeadOutLine: proto.Int32(playerEx.HeadOutLine), + VIP: proto.Int32(playerEx.VIP), + } + pack.Player = pd + } + + //get data + Response, err := slots.SlotsMgrSington.Enter(playerEx.SlotsSession, int64(s.GameId)) + if err == nil { + data := assemble.DataToCli(Response).(assemble.TableInfo) + pi, _ := json.Marshal(data) + pack.PlayerInfo = string(pi) + } else { + logger.Logger.Error("slots enter err:", err) + } + proto.SetDefaults(pack) + return pack +} +func (this *ScenePolicyFortuneRabbit) OnPlayerOp(s *base.Scene, p *base.Player, opcode int, params []int64) bool { + if s == nil || p == nil { + return false + } + logger.Logger.Trace("(this *ScenePolicyFortuneRabbit) OnPlayerOp, sceneId=", s.GetSceneId(), " player=", p.SnId, " opcode=", opcode, " params=", params) + if s.GetSceneState() != nil { + if s.GetSceneState().OnPlayerOp(s, p, opcode, params) { + p.SetLastOPTimer(time.Now()) + return true + } + return false + } + return true +} + +func (this *ScenePolicyFortuneRabbit) OnPlayerEvent(s *base.Scene, p *base.Player, evtcode int, params []int64) { + if s == nil || p == nil { + return + } + logger.Logger.Trace("(this *ScenePolicyFortuneRabbit) OnPlayerEvent, sceneId=", s.GetSceneId(), " player=", p.SnId, " eventcode=", evtcode, " params=", params) + if s.GetSceneState() != nil { + s.GetSceneState().OnPlayerEvent(s, p, evtcode, params) + } +} + +// 当前状态能否换桌 +func (this *ScenePolicyFortuneRabbit) CanChangeCoinScene(s *base.Scene, p *base.Player) bool { + if s == nil || p == nil { + return false + } + if s.GetSceneState() != nil { + return s.GetSceneState().CanChangeCoinScene(s, p) + } + return false +} + +// 状态基类 +type SceneBaseStateFortuneRabbit struct { +} + +func (this *SceneBaseStateFortuneRabbit) GetTimeout(s *base.Scene) int { + if sceneEx, ok := s.GetExtraData().(*FortuneRabbitSceneData); ok { + return int(time.Now().Sub(sceneEx.GetStateStartTime()) / time.Second) + } + return 0 +} + +func (this *SceneBaseStateFortuneRabbit) CanChangeTo(s base.SceneState) bool { + return true +} + +// 当前状态能否换桌 +func (this *SceneBaseStateFortuneRabbit) CanChangeCoinScene(s *base.Scene, p *base.Player) bool { + return true +} +func (this *SceneBaseStateFortuneRabbit) OnEnter(s *base.Scene) { + if sceneEx, ok := s.GetExtraData().(*FortuneRabbitSceneData); ok { + sceneEx.SetStateStartTime(time.Now()) + } +} + +func (this *SceneBaseStateFortuneRabbit) OnLeave(s *base.Scene) {} +func (this *SceneBaseStateFortuneRabbit) OnTick(s *base.Scene) { + if time.Now().Sub(s.GameStartTime) > time.Second*3 { + if sceneEx, ok := s.ExtraData.(*FortuneRabbitSceneData); ok { + for _, p := range sceneEx.players { + if p.IsOnLine() { + p.leaveTime = 0 + continue + } + p.leaveTime++ + if p.leaveTime < 60*2 { + continue + } + //踢出玩家 + sceneEx.PlayerLeave(p.Player, common.PlayerLeaveReason_LongTimeNoOp, true) + } + } + 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 + }) +}