Esempio n. 1
0
        /// <summary>
        /// 检测游戏是否异常结束
        /// </summary>
        private bool CheckGameAbnormalEnd()
        {
            //判断还剩下多少玩家,如果玩家少于2,则表示至少有玩家主动退出
            if (m_ListPlayer.Count < 2)
            {
                //直接进入GameEnd状态
                SetGameState(FSPGameState.GameEnd, (int)FSPGameEndReason.AllOtherExit);
                AddCmdToCurrentFrame(FSPVKeyBase.GAME_END, (int)FSPGameEndReason.AllOtherExit);
                return(true);
            }

            // 检测玩家在线状态
            for (int i = 0; i < m_ListPlayer.Count; i++)
            {
                FSPPlayer player = m_ListPlayer[i];
                if (player.IsLose())
                {
                    m_ListPlayer.RemoveAt(i);
                    FSPServer.Instance.DelSession(player.Sid);
                    player.Dispose();
                    --i;
                }
            }

            //判断还剩下多少玩家,如果玩家少于2,则表示有玩家掉线了
            if (m_ListPlayer.Count < 2)
            {
                //直接进入GameEnd状态
                SetGameState(FSPGameState.GameEnd, (int)FSPGameEndReason.AllOtherLost);
                AddCmdToCurrentFrame(FSPVKeyBase.GAME_END, (int)FSPGameEndReason.AllOtherLost);
                return(true);
            }

            return(false);
        }
Esempio n. 2
0
        //============================================================

        /// <summary>
        /// 检测游戏是否异常结束
        /// </summary>
        private bool CheckGameAbnormalEnd()
        {
            //判断还剩下多少玩家,如果玩家少于2,则表示至少有玩家主动退出
            if (m_ListPlayer.Count < 1)
            {
                //直接进入GameEnd状态
                SetGameState(FSPGameState.GameEnd, (int)FSPGameEndReason.AllOtherExit);
                AddBasicCmdToCurrentFrame(FSPBasicCmd.GAME_END, (int)FSPGameEndReason.AllOtherExit);
                return(true);
            }

            // 检测玩家在线状态
            for (int i = 0; i < m_ListPlayer.Count; i++)
            {
                FSPPlayer player = m_ListPlayer[i];
                if (player.IsLose())
                {
                    m_ListPlayer.RemoveAt(i);
                    player.Release();
                    --i;
                }
            }

            //判断还剩下多少玩家,如果玩家少于1,则表示至少有玩家主动退出
            if (m_ListPlayer.Count < 1)
            {
                //直接进入GameEnd状态
                SetGameState(FSPGameState.GameEnd, (int)FSPGameEndReason.AllOtherLost);
                AddBasicCmdToCurrentFrame(FSPBasicCmd.GAME_END, (int)FSPGameEndReason.AllOtherLost);
                return(true);
            }


            return(false);
        }
Esempio n. 3
0
        /// <summary>
        /// check if there are player exit abnormally
        /// </summary>
        private bool CheckGameAbnormalEnd()
        {
            //check current player,if less than 2
            if (mPlayerList.Count < 2)
            {
                //enter GameEnd state
                SetGameState(FSPGameState.GameEnd, (int)FSPGameEndState.AllOtherExit);
                AddCmdToCurrentFrame(FSPVKeyBase.GAME_END, (int)FSPGameEndState.AllOtherExit);
                return(true);
            }

            // check player connection status
            for (int i = 0; i < mPlayerList.Count; i++)
            {
                FSPPlayer player = mPlayerList[i];
                if (player.IsLose())
                {
                    mPlayerList.RemoveAt(i);
                    FSPServer.Instance.DelSession(player.Sid);
                    player.Dispose();
                    --i;
                }
            }

            //check again, if player num is less than 2
            if (mPlayerList.Count < 2)
            {
                //enter GameEnd state directly
                SetGameState(FSPGameState.GameEnd, (int)FSPGameEndState.AllOtherLost);
                AddCmdToCurrentFrame(FSPVKeyBase.GAME_END, (int)FSPGameEndState.AllOtherLost);
                return(true);
            }

            return(false);
        }