public RoomTwoPlayer(RoomType roomType, RoomMessageManaer messageManaer, List <RoomRole> roles)
     : base(roomType, messageManaer, roles)
 {
     if (RoomType.TWO_PLAYER != roomType)
     {
         throw new Exception("要求创建的房间类型不匹配");
     }
     if (roles.Count != 2)
     {
         throw new Exception("要求创建的人数不符合");
     }
     this.playerOne = (TwoPlayerRoomRole)roles[0];
     this.playerTwo = (TwoPlayerRoomRole)roles[1];
 }
        public override void _timerLogic()
        {
            bool over = _solve_battle_game_over();

            if (over)
            {
                return;
            }
            Console.WriteLine("处理:" + this.id + " 的逻辑中...");
            var currenPlayer = this.playerOne.IsMyTime ? this.playerOne : this.playerTwo;

            var result  = new RoomDTO();
            var success = roomDTOs.TryDequeue(out result);

            if (success)
            {
                //校验是不是这个用户使用的,不是的话,丢弃
                switch (result.protocol)
                {
                case BattleRoomProtocol.OVER_GAME_S:
                    if (playerOne.id == result.roomRoleId)
                    {
                        winner = playerTwo;
                        loser  = playerOne;
                    }
                    else if (playerTwo.id == result.roomRoleId)
                    {
                        winner = playerOne;
                        loser  = playerTwo;
                    }
                    if (winner != null && loser != null)
                    {
                        _game_over();
                        return;
                    }
                    break;

                default:
                    if (result.roomRoleId == currenPlayer.id)
                    {
                        __solve_message_dto(result);
                    }
                    break;
                }
            }
            //需要执行所有角色的预处理状态(每帧,而不是每回合)
            currenPlayer._solve_battle_logic(new List <RoomRole> {
                playerOne, playerTwo
            });


            //校验是不是所有当前角色的属于回合over状态,是的话,进入下一个回合
            bool next = currenPlayer.battleTimeType == BattleTimeType.OVER;

            if (next)
            {
                this.battleTimeType = BattleTimeType.OVER;
            }
            switch (this.battleTimeType)
            {
            case BattleTimeType.START:
                break;

            case BattleTimeType.PRE:
                break;

            case BattleTimeType.BATTLE:

                break;

            case BattleTimeType.NEXT:
                break;

            case BattleTimeType.OVER:
                //TODO 将进入另一个回合
                _nextTime();
                break;

            default:
                // 默认是全员等待OVER的状态
                break;
            }
        }