//开始游戏 并创建房间记录 返回房间ID
        private static void RoomStartGame(this MatchRoomComponent matchRoomComponent, long toyGameId, M2S_StartGame message)
        {
            try
            {
                //记录玩家信息
                MatchRoom matchRoom = MatchRoomFactory.CreateRandomMatchRoom(toyGameId, matchRoomComponent.RandomRoomId(), message.MatchPlayerInfos, message.RoomConfig);
                matchRoomComponent.MatchRoomDic[matchRoom.RoomId] = matchRoom;
                for (int i = 0; i < message.MatchPlayerInfos.count; i++)
                {
                    if (message.MatchPlayerInfos[i].IsAI)
                    {
                        continue;//如果是AI不记录
                    }
                    matchRoomComponent.UserIdInRoomIdDic[message.MatchPlayerInfos[i].User.UserId] = matchRoom;
                }

                message.RoomType = RoomType.Match;
                Session toyGameSession = Game.Scene.GetComponent <NetInnerSessionComponent>().GetGameServerSession(toyGameId);
                message.RoomId = matchRoom.RoomId;
                toyGameSession.Send(message);
            }
            catch (Exception e)
            {
                Log.Error(e);
                throw;
            }
        }
        //创建房间
        public static MatchRoom CreateRoom(this MatchRoomComponent matchRoomComponent, RepeatedField <int> roomConfigLists, int friendsCircleId, long toyGameId, long userJewelNum, IResponse iResponse)
        {
            MatchRoom matchRoom = MatchRoomFactory.Create(roomConfigLists, toyGameId, matchRoomComponent.RandomRoomId(), friendsCircleId, userJewelNum, iResponse);

            if (matchRoom == null)
            {
                return(null);//为空表示创建房间失败
            }
            matchRoomComponent.MatchRoomDic.Add(matchRoom.RoomId, matchRoom);
            matchRoomComponent.AddFriendsCircleRoom(matchRoom);
            return(matchRoom);
        }