public void reset() { this.setStatus(RoomStatusByDdz.GAME_WAIT_START); this._matchResult = MATCH_RESULT.EMPTY; //椅子上也许还有人哦 //因此只还原ready setReadyForAllChair(false); setReadyAddForAllChair(""); //红方和黑方,如果人未离开,不用改 this.difen = ""; this.bomb = 0; this.leaveBomb = 0; this.leaveUserId = ""; this.dizhu = ""; this.nongming = ""; this.mingpai = ""; this.turn = ""; //棋盘 reset this._board = new PaiBoardByDdz(); //棋子移动 reset this._record = new RoundModelByDdz(ROUND_TYPE.JIAO_FEN); //回合信息 reset this._round = new List<RoundModelByDdz>(); _isWaitReconnection = false; _curWaitReconnectionTime = 0; this.setWaitReconnection(null); //_waitReconnectionUser = null; }
public RoomModelByDdz(int id, IRuleModel rule, int tab, string gridXml) { this._id = id; this._tab = tab; if ("" == gridXml) { this._name = string.Empty; } else { XmlDocument gridDoc = new XmlDocument(); gridDoc.LoadXml(gridXml); this._name = gridDoc.DocumentElement.Attributes["name"].Value; } this.setStatus(RoomStatusByDdz.GAME_WAIT_START); this._matchResult = MATCH_RESULT.EMPTY; this._chair = new List<IChairModel>(); for (int i = 1; i <= rule.getChairCount(); i++) { this._chair.Add(ChairModelFactory.Create(i, rule)); }//end for //red = ""; //black = ""; this.difen = ""; this.bomb = 0; this.leaveBomb = 0; this.leaveUserId = ""; this.dizhu = ""; this.nongming = ""; this.mingpai = ""; this.turn = ""; this._board = new PaiBoardByDdz(); this._record = new RoundModelByDdz(ROUND_TYPE.JIAO_FEN); this._round = new List<RoundModelByDdz>(); _runAwayMultiG = 1; _isWaitReconnection = false; _curWaitReconnectionTime = 0; _waitReconnectionUser = null; }