protected override async void Run(Session session, G2M_PlayerEnterRoom message, Action <M2G_PlayerEnterRoom> reply) { M2G_PlayerEnterRoom response = new M2G_PlayerEnterRoom(); //Log.Info("G2M_GamerEnterRoomHandler" + JsonHelper.ToJson(message)); try { RoomComponent roomCompnent = Game.Scene.GetComponent <RoomComponent>(); Gamer gamer = null; Room room = null; foreach (var _room in roomCompnent.rooms.Values) { room = _room; gamer = room.Get(message.UserId); if (gamer != null) { Log.Info("找到房间:" + _room.Id); break; } } //断线重连 if (gamer != null) { //在空闲房间内 if (room.State == RoomState.Idle) { response.Message = "已经进入房间"; response.Error = ErrorCode.ERR_Common; Log.Error("玩家多次进入空闲房间"); room.Remove(gamer.UserID); reply(response); return; } DeskComponent deskComponent = room.GetComponent <DeskComponent>(); //重新更新actor gamer.PlayerID = message.PlayerId; gamer.GetComponent <UnitGateComponent>().GateSessionActorId = message.SessionId; //短线重连 Actor_GamerReconnet reconnet = new Actor_GamerReconnet(); foreach (var _gamer in room.GetAll()) { if (_gamer == null) { Log.Error($"断线重连后玩家为空"); continue; } GamerData gamerData = new GamerData(); HandCardsComponent handCardsComponent = _gamer.GetComponent <HandCardsComponent>(); if (handCardsComponent == null) { Log.Error($"{_gamer.UserID}断线重连后玩家的手牌为空,移除玩家"); continue; // room.Remove(_gamer.UserID); // //房间没人就释放 // if (room.seats.Count == 0) // { // roomCompnent.RemoveRoom(room); // room.Dispose(); // } // return; } List <MahjongInfo> handCards = handCardsComponent.GetAll(); gamerData.handCards = handCards; gamerData.faceCards = handCardsComponent.FaceCards; gamerData.playCards = handCardsComponent.PlayCards; //添加碰刚的uid foreach (var pengOrBar in handCardsComponent.PengOrBars) { //碰 if (pengOrBar.OperateType == OperateType.Peng) { gamerData.pengCards.Add(new MahjongInfo() { weight = (byte)pengOrBar.Weight }); gamerData.OperatedPengUserIds.Add(pengOrBar.UserId); } //杠 else { gamerData.gangCards.Add(new MahjongInfo() { weight = (byte)pengOrBar.Weight }); gamerData.OperatedGangUserIds.Add(pengOrBar.UserId); } } gamerData.IsBanker = handCardsComponent.IsBanker; gamerData.UserID = _gamer.UserID; gamerData.SeatIndex = room.GetGamerSeat(_gamer.UserID); gamerData.OnlineSeconds = await DBCommonUtil.GetRestOnlineSeconds(_gamer.UserID); gamerData.IsTrusteeship = gamer.IsTrusteeship; PlayerBaseInfo playerBaseInfo = await DBCommonUtil.getPlayerBaseInfo(_gamer.UserID); PlayerInfo playerInfo = PlayerInfoFactory.Create(playerBaseInfo); gamerData.playerInfo = playerInfo; reconnet.Gamers.Add(gamerData); } reconnet.RestCount = deskComponent.RestLibrary.Count; reconnet.RoomType = (int)room.GetComponent <GameControllerComponent>().RoomConfig.Id; if (room.IsFriendRoom) { GameControllerComponent gameControllerComponent = room.GetComponent <GameControllerComponent>(); reconnet.RoomId = gameControllerComponent.RoomConfig.FriendRoomId; reconnet.MasterUserId = gameControllerComponent.RoomConfig.MasterUserId; reconnet.JuCount = gameControllerComponent.RoomConfig.JuCount; reconnet.Multiples = gameControllerComponent.RoomConfig.Multiples; reconnet.CurrentJuCount = room.CurrentJuCount; } room.GamerReconnect(gamer, reconnet); gamer.isOffline = false; gamer.RemoveComponent <TrusteeshipComponent>(); Log.Info($"玩家{message.UserId}断线重连"); gamer.StartTime = DateTime.Now; } else { Log.Info($"{message.UserId}进入房间"); gamer = await GamerFactory.Create(message.PlayerId, message.UserId); await gamer.AddComponent <MailBoxComponent>().AddLocation(); gamer.AddComponent <UnitGateComponent, long>(message.SessionId); RoomComponent roomComponent = Game.Scene.GetComponent <RoomComponent>(); //获得空闲的房间 Room idleRoom; if (message.RoomType == 3) { idleRoom = roomComponent.GetFriendRoomById(message.RoomId); if (idleRoom == null) { response.Error = ErrorCode.ERR_Common; response.Message = "房间号不存在"; reply(response); return; } if (idleRoom.Count == 4) { response.Error = ErrorCode.ERR_Common; response.Message = "房间人数已满"; reply(response); return; } } else { idleRoom = roomComponent.GetIdleRoomById(message.RoomType); if (idleRoom == null) { idleRoom = RoomFactory.Create(message.RoomType); roomComponent.Add(idleRoom); } } idleRoom.Add(gamer); await idleRoom.BroadGamerEnter(gamer.UserID); } response.GameId = gamer.Id; reply(response); if (message.RoomType == 3) { await Actor_GamerReadyHandler.GamerReady(gamer, new Actor_GamerReady() { }); } } catch (Exception e) { ReplyError(response, e, reply); } await Task.CompletedTask; }
public static async Task GamerReady(Gamer gamer, Actor_GamerReady message) { try { Log.Info($"收到玩家{gamer.UserID}准备"); RoomComponent roomComponent = Game.Scene.GetComponent <RoomComponent>(); Room room = roomComponent.Get(gamer.RoomID); if (room == null || gamer == null || gamer.IsReady || room.State == RoomState.Game) { return; } gamer.IsReady = true; //消息广播给其他人 room?.Broadcast(new Actor_GamerReady() { Uid = gamer.UserID }); Gamer[] gamers = room.GetAll(); //房间内有4名玩家且全部准备则开始游戏 if (room.Count == 4 && gamers.Where(g => g.IsReady).Count() == 4) { room.State = RoomState.Game; room.CurrentJuCount++; room.IsGameOver = false; room.RoomDispose(); #region 好友房扣钥匙 if (room.IsFriendRoom && room.CurrentJuCount == 1) { RoomConfig roomConfig = room.GetComponent <GameControllerComponent>().RoomConfig; await DBCommonUtil.DeleteFriendKey(roomConfig.MasterUserId, roomConfig.KeyCount, "好友房房主扣除钥匙"); } #endregion //设置比下胡 if (room.LastBiXiaHu) { room.IsBiXiaHu = true; } else { room.IsBiXiaHu = false; } room.LastBiXiaHu = false; if (roomComponent.gameRooms.TryGetValue(room.Id, out var itemRoom)) { roomComponent.gameRooms.Remove(room.Id); } roomComponent.gameRooms.Add(room.Id, room); roomComponent.idleRooms.Remove(room.Id); //添加用户 room.UserIds.Clear(); //初始玩家开始状态 foreach (var _gamer in gamers) { room.UserIds.Add(_gamer.UserID); if (_gamer.GetComponent <HandCardsComponent>() == null) { _gamer.AddComponent <HandCardsComponent>(); } _gamer.IsReady = false; } Log.Info($"{room.Id}房间开始,玩家:{JsonHelper.ToJson(room.UserIds)}"); GameControllerComponent gameController = room.GetComponent <GameControllerComponent>(); OrderControllerComponent orderController = room.GetComponent <OrderControllerComponent>(); DeskComponent deskComponent = room.GetComponent <DeskComponent>(); Gamer bankerGamer = null; HandCardsComponent bankerHandCards = null; if (room.IsLianZhuang) { if (room.huPaiUid != 0 && room.huPaiUid == room.BankerGamer?.UserID) { bankerGamer = room.Get(room.huPaiUid); bankerHandCards = bankerGamer.GetComponent <HandCardsComponent>(); bankerHandCards.IsBanker = true; room.BankerGamer = bankerGamer; //连庄 room.LastBiXiaHu = true; } else { int gamerSeat = room.GetGamerSeat(room.BankerGamer.UserID); int currentSeat; if (gamerSeat == 3) { currentSeat = 0; } else { currentSeat = ++gamerSeat; } bankerGamer = room.gamers[currentSeat]; bankerHandCards = bankerGamer.GetComponent <HandCardsComponent>(); bankerHandCards.IsBanker = true; room.BankerGamer = bankerGamer; } } else { if (room.IsFriendRoom) { GameControllerComponent controllerComponent = room.GetComponent <GameControllerComponent>(); long masterUserId = controllerComponent.RoomConfig.MasterUserId; bankerGamer = room.Get(masterUserId); } else { //随机庄家 int number = RandomHelper.RandomNumber(0, 12); int i = number % 4; bankerGamer = room.gamers[i]; } bankerHandCards = bankerGamer.GetComponent <HandCardsComponent>(); bankerHandCards.IsBanker = true; room.BankerGamer = bankerGamer; } //发牌 gameController.DealCards(); orderController.Start(bankerGamer.UserID); //去除花牌 foreach (var _gamer in gamers) { HandCardsComponent handCardsComponent = _gamer.GetComponent <HandCardsComponent>(); List <MahjongInfo> handCards = handCardsComponent.GetAll(); for (int j = handCards.Count - 1; j >= 0; j--) { MahjongInfo mahjongInfo = handCards[j]; if (mahjongInfo.m_weight >= Consts.MahjongWeight.Hua_HongZhong) { handCards.RemoveAt(j); mahjongInfo.weight = (byte)mahjongInfo.m_weight; handCardsComponent.FaceCards.Add(mahjongInfo); handCardsComponent.FaceGangCards.Add(mahjongInfo); } } //加牌 int handCardsCount = handCards.Count; for (int j = 0; j < 13 - handCardsCount; j++) { GetCardNotFace(deskComponent, handCardsComponent); } } //庄家多发一张牌 GetCardNotFace(deskComponent, bankerHandCards); // List<MahjongInfo> infos = bankerHandCards.GetAll(); // bankerHandCards.library = new List<MahjongInfo>(list); //给客户端传送数据 Actor_StartGame actorStartGame = new Actor_StartGame(); foreach (var itemGame in gamers) { GamerData gamerData = new GamerData(); HandCardsComponent handCardsComponent = itemGame.GetComponent <HandCardsComponent>(); List <MahjongInfo> mahjongInfos = handCardsComponent.library; foreach (var mahjongInfo in mahjongInfos) { mahjongInfo.weight = (byte)mahjongInfo.m_weight; } gamerData.UserID = itemGame.UserID; gamerData.handCards = mahjongInfos; gamerData.faceCards = handCardsComponent.FaceCards; if (handCardsComponent.IsBanker) { gamerData.IsBanker = true; } gamerData.SeatIndex = room.seats[itemGame.UserID]; gamerData.OnlineSeconds = await DBCommonUtil.GetRestOnlineSeconds(itemGame.UserID); actorStartGame.GamerDatas.Add(gamerData); } actorStartGame.restCount = deskComponent.RestLibrary.Count; GameControllerComponent gameControllerComponent = room.GetComponent <GameControllerComponent>(); if (room.IsFriendRoom) { actorStartGame.RoomType = 3; actorStartGame.CurrentJuCount = room.CurrentJuCount; } else { actorStartGame.RoomType = (int)gameControllerComponent.RoomConfig.Id; } //发送消息 room.Broadcast(actorStartGame); // Log.Debug("发送开始:" + JsonHelper.ToJson(actorStartGame)); //排序 var startTime = DateTime.Now; foreach (var _gamer in gamers) { HandCardsComponent handCardsComponent = _gamer.GetComponent <HandCardsComponent>(); //排序 handCardsComponent.Sort(); handCardsComponent.GrabCard = handCardsComponent.GetAll()[handCardsComponent.GetAll().Count - 1]; //设置玩家在线开始时间 _gamer.StartTime = startTime; //await DBCommonUtil.RecordGamerTime(startTime, true, _gamer.UserID); } foreach (var _gamer in room.GetAll()) { HandCardsComponent handCardsComponent = _gamer.GetComponent <HandCardsComponent>(); List <MahjongInfo> cards = handCardsComponent.GetAll(); if (handCardsComponent.IsBanker) { if (Logic_NJMJ.getInstance().isHuPai(cards)) { //ToDo 胡牌 Actor_GamerCanOperation canOperation = new Actor_GamerCanOperation(); canOperation.Uid = _gamer.UserID; _gamer.IsCanHu = true; canOperation.OperationType = 2; room.GamerBroadcast(_gamer, canOperation); _gamer.isGangFaWanPai = true; } } else { //检查听牌 List <MahjongInfo> checkTingPaiList = Logic_NJMJ.getInstance().checkTingPaiList(cards); if (checkTingPaiList.Count > 0) { Log.Info($"{_gamer.UserID}听牌:"); _gamer.isFaWanPaiTingPai = true; } } } //等客户端掷骰子 //是否超时 await Game.Scene.GetComponent <TimerComponent>().WaitAsync(10 * 1000); room.StartTime(); //扣服务费 if (!room.IsFriendRoom) { //不要动画 GameHelp.CostServiceCharge(room, false); } } } catch (Exception e) { Log.Error(e); } await Task.CompletedTask; }