185 lines
5.2 KiB
Go
185 lines
5.2 KiB
Go
package main
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import (
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"mongo.games.com/goserver/core/logger"
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"mongo.games.com/game/common"
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"mongo.games.com/game/proto"
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"mongo.games.com/game/protocol/server"
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)
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var MatchSceneMgrSingleton = &MatchSceneMgr{
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scenes: make(map[int]*Scene),
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}
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// MatchSceneMgr 比赛场房间管理器
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type MatchSceneMgr struct {
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scenes map[int]*Scene // 比赛场房间,房间id:房间数据
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}
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// NewScene 创建比赛场房间
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// tm 一场比赛,数据
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// isFinals 是否决赛
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// round 第几轮
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func (ms *MatchSceneMgr) NewScene(tm *TmMatch, isFinals bool, round int32) *Scene {
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sceneId := SceneMgrSingleton.GenOneMatchSceneId()
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gameId := int(tm.dbGameFree.GameId)
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gameMode := tm.dbGameFree.GetGameMode()
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// 获取游戏服务器
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gs := GameSessMgrSington.GetMinLoadSess(gameId)
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if gs == nil {
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logger.Logger.Warn("not found game server, gameid: ", gameId)
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return nil
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}
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// 平台
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limitPlatform := PlatformMgrSingleton.GetPlatform(tm.Platform)
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if limitPlatform == nil || !limitPlatform.Isolated {
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limitPlatform = PlatformMgrSingleton.GetPlatform(DefaultPlatform)
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}
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// 是否决赛
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finals := int32(0)
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if isFinals {
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finals = 1
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}
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// 获取本局比赛人数和下一局比赛人数
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curPlayerNum := int32(1) // 本轮比赛总人数
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nextNeed := int32(0) // 下一轮比赛总人数
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if tm.gmd != nil && len(tm.gmd.MatchPromotion) >= int(round) {
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curPlayerNum = tm.gmd.MatchPromotion[round-1]
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if curPlayerNum == 1 { //最后一局特殊处理下,取倒数第二局人数
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curPlayerNum = tm.gmd.MatchPromotion[round-2]
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}
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if len(tm.gmd.MatchPromotion) > int(round) {
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nextNeed = tm.gmd.MatchPromotion[round]
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}
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}
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groupId := PlatformMgrSingleton.GetGameFreeGroup(tm.Platform, tm.dbGameFree.Id)
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// 建房参数
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// 比赛唯一索引,是否决赛,第几轮,本轮总人数,下一轮总人数,赛制类型
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params := []int64{tm.SortId, int64(finals), int64(round), int64(curPlayerNum), int64(nextNeed), int64(tm.gmd.MatchType)}
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scene := SceneMgrSingleton.CreateScene(0, 0, sceneId, gameId, int(gameMode), common.SceneMode_Match, 1,
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0, params, gs, limitPlatform, groupId, tm.dbGameFree, tm.dbGameFree.GetId())
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if scene != nil {
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scene.matchId = tm.SortId
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return scene
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}
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return nil
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}
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// MatchStart 开始首轮比赛
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func (ms *MatchSceneMgr) MatchStart(tm *TmMatch) {
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var scene *Scene
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for _, tmp := range tm.TmPlayer { //先进真人
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if scene == nil || scene.IsFull() {
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scene = ms.NewScene(tm, false, 1)
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if scene != nil {
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ms.scenes[scene.sceneId] = scene
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}
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}
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p := PlayerMgrSington.GetPlayerBySnId(tmp.SnId)
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if p == nil {
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continue
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}
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if p.scene != nil {
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logger.Logger.Errorf("MatchStart error: snid:%v in scene %v", p.SnId, p.scene.sceneId)
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continue
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}
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mc := TournamentMgr.CreatePlayerMatchContext(p, tm, tmp.seq)
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if mc != nil {
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mc.gaming = true
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scene.PlayerEnter(p, -1, true)
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}
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}
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// 填充机器人
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if scene != nil && !scene.IsFull() {
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tm.RobotGradesDecline(1)
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needRobotNum := scene.playerNum - len(scene.players)
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logger.Logger.Trace("MatchStart 填充机器人", needRobotNum)
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pack := &server.WGInviteMatchRob{
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Platform: proto.String(tm.Platform),
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MatchId: proto.Int32(tm.TMId),
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RobNum: proto.Int(needRobotNum),
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NeedAwait: proto.Bool(true),
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RoomId: proto.Int(scene.sceneId),
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}
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SendToGame(int(tm.dbGameFree.GameId), int(server.SSPacketID_PACKET_WG_INVITEMATCHROB), pack)
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}
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}
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// NewRoundStart 开始非首轮比赛
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func (ms *MatchSceneMgr) NewRoundStart(tm *TmMatch, mct []*PlayerMatchContext, finals bool, round int32) {
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var scene *Scene
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for _, tmp := range mct {
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if scene == nil || scene.IsFull() {
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scene = ms.NewScene(tm, finals, round)
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if scene != nil {
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ms.scenes[scene.sceneId] = scene
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}
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}
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p := tmp.p
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if p == nil {
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continue
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}
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if p.scene != nil {
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logger.Logger.Errorf("NewRoundStart error: snid:%v in scene %v", p.SnId, p.scene.sceneId)
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continue
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}
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if mc, ok := TournamentMgr.players[tm.SortId][p.SnId]; ok {
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mc.gaming = true
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mc.grade = mc.grade * 75 / 100 //积分衰减
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mc.rank = tmp.rank
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scene.PlayerEnter(p, -1, true)
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}
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}
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// 填充机器人
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if scene != nil && !scene.IsFull() {
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tm.RobotGradesDecline(int(round))
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needRobotNum := scene.playerNum - len(scene.players)
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logger.Logger.Trace("NewRoundStart 填充机器人", needRobotNum)
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pack := &server.WGInviteMatchRob{
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Platform: proto.String(tm.Platform),
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MatchId: proto.Int32(tm.TMId),
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RobNum: proto.Int(needRobotNum),
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NeedAwait: proto.Bool(true),
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RoomId: proto.Int(scene.sceneId),
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}
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SendToGame(int(tm.dbGameFree.GameId), int(server.SSPacketID_PACKET_WG_INVITEMATCHROB), pack)
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}
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}
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func (ms *MatchSceneMgr) PlayerLeave(p *Player, reason int) bool {
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if p == nil || p.scene == nil {
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return true
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}
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if p.scene.matchId == 0 {
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return true
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}
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p.scene.PlayerLeave(p, reason)
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return true
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}
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func (ms *MatchSceneMgr) OnDestroyScene(sceneId int) {
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_, has := ms.scenes[sceneId]
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if !has {
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return
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}
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delete(ms.scenes, sceneId)
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}
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func (ms *MatchSceneMgr) MatchStop(tm *TmMatch) {
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if SceneMgrSingleton.scenes != nil && tm != nil {
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for _, scene := range SceneMgrSingleton.scenes {
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if scene.IsMatchScene() && scene.matchId == tm.SortId {
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scene.ForceDelete(false)
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}
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}
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}
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}
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