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