public bool Match(string connectionId, string deckId, string password)//匹配
 {
     //如果这个玩家在登陆状态,并且处于闲置中
     if (_users.ContainsKey(connectionId) && _users[connectionId].UserState == UserState.Standby)
     {
         //获取这个玩家
         var user = _users[connectionId];
         //如果玩家不处于闲置状态,或玩家没有该Id的卡组,或者该卡组不符合标准,禁止匹配
         if (user.UserState != UserState.Standby || !(user.Decks.Any(x => x.Id == deckId) && user.Decks.Single(x => x.Id == deckId).IsBasicDeck()))
         {
             return(false);
         }
         //建立一个新的玩家
         var player = user.CurrentPlayer = new ClientPlayer(user, () => _hub);//Container.Resolve<IHubContext<GwentHub>>);
         //设置玩家的卡组
         player.Deck = user.Decks.Single(x => x.Id == deckId);
         //将这个玩家加入到游戏匹配系统之中
         _gwentMatchs.PlayerJoin(player, password);
         InovkeUserChanged();
         //成功进入匹配队列了哟
         return(true);
     }
     //玩家未在线,失败
     return(false);
 }
 public bool Match(string connectionId, string deckId)//匹配
 {
     if (_users.ContainsKey(connectionId))
     {
         var user = _users[connectionId];
         //如果玩家不处于闲置状态,或玩家没有该卡组,或者该卡组不符合标准,禁止匹配
         if (user.UserState != UserState.Standby || !(user.Decks.Any(x => x.Id == deckId) && user.Decks.Single(x => x.Id == deckId).IsBasicDeck()))
         {
             return(false);
         }
         var player = user.CurrentPlayer = new ClientPlayer(user, () => _hub);//Container.Resolve<IHubContext<GwentHub>>);
         player.Deck = user.Decks.Single(x => x.Id == deckId);
         _gwentMatchs.PlayerJoin(player);
         return(true);
     }
     return(false);
 }