game_sync/worldsrv/scenemgr.go

433 lines
12 KiB
Go

package main
import (
"math"
"sort"
"mongo.games.com/goserver/core/logger"
"mongo.games.com/goserver/srvlib"
"mongo.games.com/game/common"
"mongo.games.com/game/model"
serverproto "mongo.games.com/game/protocol/server"
webapi2 "mongo.games.com/game/protocol/webapi"
"mongo.games.com/game/webapi"
)
func init() {
ClockMgrSington.RegisteSinker(SceneMgrSingleton)
}
var SceneMgrSingleton = &SceneMgr{
scenes: make(map[int]*Scene),
privateAutoId: common.PrivateSceneStartId,
matchAutoId: common.MatchSceneStartId,
coinSceneAutoId: common.CoinSceneStartId,
hundredSceneAutoId: common.HundredSceneStartId,
}
// SceneMgr 房间管理器
type SceneMgr struct {
BaseClockSinker // 驱动时间事件
scenes map[int]*Scene // 房间id: Scene
privateAutoId int // 私人房房间号
matchAutoId int // 比赛场房间号
coinSceneAutoId int // 金币场房间号
hundredSceneAutoId int // 百人场房间号
}
// AllocReplayCode 获取回访码
func (m *SceneMgr) AllocReplayCode() string {
code, _ := model.GetOneReplayId()
return code
}
// GenOnePrivateSceneId 生产一个私人房间id
func (m *SceneMgr) GenOnePrivateSceneId() int {
m.privateAutoId++
if m.privateAutoId > common.PrivateSceneMaxId {
m.privateAutoId = common.PrivateSceneStartId
}
return m.privateAutoId
}
// GenOneCoinSceneId 生产一个金币场房间id
func (m *SceneMgr) GenOneCoinSceneId() int {
m.coinSceneAutoId++
if m.coinSceneAutoId > common.CoinSceneMaxId {
m.coinSceneAutoId = common.CoinSceneStartId
}
return m.coinSceneAutoId
}
// GenOneHundredSceneId 生产一个百人场房间id
func (m *SceneMgr) GenOneHundredSceneId() int {
m.hundredSceneAutoId++
if m.hundredSceneAutoId > common.HundredSceneMaxId {
m.hundredSceneAutoId = common.HundredSceneStartId
}
return m.hundredSceneAutoId
}
// GenOneMatchSceneId 生产一个比赛场房间id
func (m *SceneMgr) GenOneMatchSceneId() int {
m.matchAutoId++
if m.matchAutoId > common.MatchSceneMaxId {
m.matchAutoId = common.MatchSceneStartId
}
return m.matchAutoId
}
// GetScene 获取房间对象
func (m *SceneMgr) GetScene(sceneId int) *Scene {
if s, exist := m.scenes[sceneId]; exist && !s.deleting {
return s
}
return nil
}
// GetScenesByGame 根据游戏id查询房间
func (m *SceneMgr) GetScenesByGame(gameId int) []*Scene {
var scenes []*Scene
for _, value := range m.scenes {
if value.gameId == gameId {
s := m.GetScene(value.sceneId)
if s != nil {
scenes = append(scenes, value)
}
}
}
return scenes
}
// GetScenesByGameFreeId 根据场次id查询房间
func (m *SceneMgr) GetScenesByGameFreeId(gameFreeId int32) []*Scene {
var scenes []*Scene
for _, value := range m.scenes {
if value.dbGameFree.GetId() == gameFreeId {
s := m.GetScene(value.sceneId)
if s != nil {
scenes = append(scenes, value)
}
}
}
return scenes
}
// MarshalAllRoom 获取房间列表
func (m *SceneMgr) MarshalAllRoom(platform string, groupId, gameId int, gameMode, clubId, sceneMode, sceneId int,
gameFreeId, snId int32, start, end, pageSize int32) ([]*webapi2.RoomInfo, int32, int32) {
roomInfo := make([]*webapi2.RoomInfo, 0, len(m.scenes))
var isNeedFindAll = false
if model.GameParamData.IsFindRoomByGroup && platform != "" && snId != 0 && gameId == 0 &&
gameMode == 0 && sceneId == -1 && groupId == 0 && clubId == 0 && sceneMode == 0 {
p := PlayerMgrSington.GetPlayerBySnId(snId)
if p != nil && p.Platform == platform {
isNeedFindAll = true
}
}
for _, s := range m.scenes {
if (((s.limitPlatform != nil && s.limitPlatform.IdStr == platform) || platform == "") &&
((s.gameId == gameId && s.gameMode == gameMode) || gameId == 0) &&
(s.sceneId == sceneId || sceneId == 0) && (s.groupId == int32(groupId) || groupId == 0) &&
(s.ClubId == int32(clubId) || clubId == 0) && (s.dbGameFree.GetId() == gameFreeId || gameFreeId == 0) &&
(s.sceneMode == sceneMode || sceneMode == -1)) || isNeedFindAll {
var platformName string
if s.limitPlatform != nil {
platformName = s.limitPlatform.IdStr
}
si := &webapi2.RoomInfo{
Platform: platformName,
SceneId: int32(s.sceneId),
GameId: int32(s.gameId),
GameMode: int32(s.gameMode),
SceneMode: int32(s.sceneMode),
GroupId: s.groupId,
Creator: s.creator,
Agentor: s.agentor,
ReplayCode: s.replayCode,
Params: common.CopySliceInt64ToInt32(s.params),
PlayerCnt: int32(len(s.players) - s.robotNum),
RobotCnt: int32(s.robotNum),
CreateTime: s.createTime.Unix(),
BaseScore: s.dbGameFree.BaseScore,
}
if common.IsLocalGame(s.gameId) {
si.BaseScore = s.BaseScore
}
if s.paramsEx != nil && len(s.paramsEx) > 0 {
si.GameFreeId = s.paramsEx[0]
}
if s.starting {
si.Start = 1
} else {
si.Start = 0
}
if s.IsHundredScene() {
si.Start = 1
}
if s.gameSess != nil {
si.SrvId = s.gameSess.GetSrvId()
}
cnt := 0
total := len(s.players)
robots := []int32{}
isContinue := false
if snId != 0 {
for _, p := range s.players {
if p.SnId == int32(snId) {
isContinue = true
break
}
}
} else {
isContinue = true
}
if !isContinue {
continue
}
//优先显示玩家
for id, p := range s.players {
if !p.IsRob || total < 10 {
si.PlayerIds = append(si.PlayerIds, id)
cnt++
} else {
robots = append(robots, id)
}
if cnt > 10 {
break
}
}
//不够再显示机器人
if total > cnt && cnt < 10 && len(robots) != 0 {
for i := 0; cnt < 10 && i < len(robots); i++ {
si.PlayerIds = append(si.PlayerIds, robots[i])
cnt++
if cnt > 10 {
break
}
}
}
roomInfo = append(roomInfo, si)
}
}
sort.Slice(roomInfo, func(i, j int) bool {
if roomInfo[i].CreateTime < roomInfo[j].CreateTime ||
(roomInfo[i].CreateTime == roomInfo[j].CreateTime && roomInfo[i].SceneId < roomInfo[j].SceneId) {
return true
}
return false
})
//分页处理
roomSum := float64(len(roomInfo)) //房间总数
pageCount := int32(math.Ceil(roomSum / float64(pageSize))) //总页数
if roomSum <= float64(start) {
start = 0
}
if roomSum < float64(end) {
end = int32(roomSum)
}
needList := roomInfo[start:end] //需要的房间列表
if len(needList) > 0 {
return needList, pageCount, int32(roomSum)
}
return nil, 0, int32(roomSum)
}
// CreateScene 创建房间
func (m *SceneMgr) CreateScene(agentor, creator int32, sceneId, gameId, gameMode, sceneMode int, clycleTimes int32,
numOfGames int32, params []int64, gs *GameSession, limitPlatform *Platform, groupId int32, dbGameFree *serverproto.DB_GameFree,
paramsEx ...int32) *Scene {
logger.Logger.Trace("(this *SceneMgr) CreateScene ")
s := NewScene(agentor, creator, sceneId, gameId, gameMode, sceneMode, clycleTimes, numOfGames, params, gs, limitPlatform, groupId,
dbGameFree, paramsEx...)
if s == nil {
return nil
}
m.scenes[sceneId] = s
if !s.IsMatchScene() && dbGameFree != nil && limitPlatform != nil {
//平台水池设置
gs.DetectCoinPoolSetting(limitPlatform.IdStr, dbGameFree.GetId(), s.groupId)
}
gs.AddScene(s)
var platformName string
if limitPlatform != nil {
platformName = limitPlatform.IdStr
}
logger.Logger.Infof("(this *SceneMgr) CreateScene (gameId=%v, mode=%v), SceneId=%v groupid=%v platform=%v",
gameId, gameMode, sceneId, groupId, platformName)
return s
}
// CreateLocalGameScene 创建本地游戏房间
func (m *SceneMgr) CreateLocalGameScene(creator int32, sceneId, gameId, gameSite, sceneMode int, clycleTimes int32, params []int64,
gs *GameSession, limitPlatform *Platform, playerNum int, dbGameFree *serverproto.DB_GameFree, baseScore, groupId int32,
paramsEx ...int32) *Scene {
logger.Logger.Trace("(this *SceneMgr) CreateLocalGameScene gameSite: ", gameSite, " sceneMode: ", sceneMode)
s := NewLocalGameScene(creator, sceneId, gameId, gameSite, sceneMode, clycleTimes, params, gs, limitPlatform, playerNum, dbGameFree,
baseScore, groupId, paramsEx...)
if s == nil {
return nil
}
m.scenes[sceneId] = s
gs.AddScene(s)
var platformName string
if limitPlatform != nil {
platformName = limitPlatform.IdStr
}
logger.Logger.Infof("(this *SceneMgr) CreateScene (gameId=%v), SceneId=%v platform=%v", gameId, sceneId, platformName)
return s
}
// DestroyScene 解散房间
// 房间销毁,游戏服务断开
func (m *SceneMgr) DestroyScene(sceneId int, isCompleted bool) {
logger.Logger.Trace("(this *SceneMgr) DestroyScene ")
s, ok := m.scenes[sceneId]
if !ok || s == nil {
return
}
switch {
case s.IsCoinScene():
CoinSceneMgrSingleton.OnDestroyScene(s.sceneId)
case s.IsHundredScene():
HundredSceneMgrSington.OnDestroyScene(s.sceneId)
case s.IsMatchScene():
MatchSceneMgrSingleton.OnDestroyScene(s.sceneId)
}
s.gameSess.DelScene(s)
s.OnClose()
delete(m.scenes, s.sceneId)
logger.Logger.Infof("(this *SceneMgr) DestroyScene, SceneId=%v", sceneId)
}
func (m *SceneMgr) OnPlayerLeaveScene(s *Scene, p *Player) {
logger.Logger.Trace("(this *SceneMgr) OnPlayerLeaveScene", p.SnId)
// 记录玩家在每个游戏场次最后进入的房间号
// 只记录金币场
if s.IsCoinScene() {
const MINHOLD = 10
const MAXHOLD = 20
holdCnt := MINHOLD
if s.csp != nil {
holdCnt = s.csp.GetHasTruePlayerSceneCnt() + 2
if holdCnt < MINHOLD {
holdCnt = MINHOLD
}
if holdCnt > MAXHOLD {
holdCnt = MAXHOLD
}
}
if p.lastSceneId == nil {
p.lastSceneId = make(map[int32][]int32)
}
id := s.dbGameFree.GetId()
if sceneIds, exist := p.lastSceneId[id]; exist {
if !common.InSliceInt32(sceneIds, int32(s.sceneId)) {
sceneIds = append(sceneIds, int32(s.sceneId))
cnt := len(sceneIds)
if cnt > holdCnt {
sceneIds = sceneIds[cnt-holdCnt:]
}
p.lastSceneId[id] = sceneIds
}
} else {
p.lastSceneId[id] = []int32{int32(s.sceneId)}
}
}
}
func (m *SceneMgr) DoDelete(sceneId []int, isGrace bool) {
if len(sceneId) == 0 {
return
}
var ids []int64
for _, v := range sceneId {
ids = append(ids, int64(v))
s, ok := m.scenes[v]
if !isGrace && ok && s != nil {
s.deleting = true
s.force = true
}
}
pack := &serverproto.WGDestroyScene{
Ids: ids,
IsGrace: isGrace,
}
srvlib.ServerSessionMgrSington.Broadcast(int(serverproto.SSPacketID_PACKET_WG_DESTROYSCENE), pack, common.GetSelfAreaId(), srvlib.GameServerType)
}
// GetThirdScene 获取三方游戏房间
//func (m *SceneMgr) GetThirdScene(i webapi.IThirdPlatform) *Scene {
// if i == nil {
// return nil
// }
// sceneId := i.GetPlatformBase().SceneId
// scene := m.scenes[sceneId]
// if scene != nil {
// return scene
// }
//
// gs := GameSessMgrSington.GetMinLoadSess(i.GetPlatformBase().BaseGameID)
// if gs != nil {
// limitPlatform := PlatformMgrSingleton.GetPlatform(DefaultPlatform)
// var gameMode = common.SceneMode_Thr
// dbGameFree := srvdata.PBDB_GameFreeMgr.GetData(i.GetPlatformBase().VultGameID)
// scene := SceneMgrSingleton.CreateScene(0, 0, sceneId, i.GetPlatformBase().BaseGameID, gameMode, int(common.SceneMode_Thr), 1, -1,
// []int64{}, gs, limitPlatform, 0, dbGameFree, i.GetPlatformBase().VultGameID)
// return scene
// } else {
// logger.Logger.Errorf("Get %v game min session failed.", i.GetPlatformBase().BaseGameID)
// return nil
// }
//}
//=========================ClockSinker===============================
// InterestClockEvent 接收所有时间事件
func (m *SceneMgr) InterestClockEvent() int {
return 1 << CLOCK_EVENT_MINUTE
}
func (m *SceneMgr) OnMiniTimer() {
// 解散空闲房间
for _, s := range m.scenes {
if webapi.ThridPlatformMgrSington.FindPlatformByPlatformBaseGameId(s.gameId) != nil {
continue
}
switch {
case s.IsCoinScene():
if s.IsLongTimeInactive() {
if s.dbGameFree.GetCreateRoomNum() == 0 {
logger.Logger.Warnf("SceneMgr.DeleteLongTimeInactive CoinScene DoDelete scene:%v IsLongTimeInactive", s.sceneId)
s.DoDelete(false)
}
if s.dbGameFree.GetCreateRoomNum() > 0 && s.csp != nil && s.csp.GetRoomNum() > int(s.dbGameFree.GetCreateRoomNum()) {
logger.Logger.Warnf("SceneMgr.DeleteLongTimeInactive CoinScene DoDelete scene:%v IsLongTimeInactive", s.sceneId)
s.DoDelete(false)
}
}
case s.IsPrivateScene():
if s.IsLongTimeInactive() {
logger.Logger.Warnf("SceneMgr.DeleteLongTimeInactive PrivateScene DoDelete scene:%v IsLongTimeInactive", s.sceneId)
s.DoDelete(false)
}
}
}
}