コード例 #1
0
 public void Chat(ClientPeer client, int type)
 {
     SingleExecute.Instance.Execute(() => {
         if (!user.IsOnLine(client))
         {
             return;
         }
         int userId = user.GetId(client);
         //匹配场景
         if (match.IsMatching(userId))
         {
             MatchRoom mr = match.GetRoom(userId);
             ChatDto dto  = new ChatDto(userId, type);
             mr.Brocast(OpCode.CHAT, ChatCode.CHAT_SRES, dto);
         }
         else if (fight.IsFighting(userId))
         {
             //战斗场景
             FightRoom mr = fight.GetRoom(userId);
             ChatDto dto  = new ChatDto(userId, type);
             //fight.(OpCode.CHAT, ChatCode.CHAT_SRES, dto);
             Brocast(mr, OpCode.CHAT, ChatCode.CHAT_SRES, dto);
         }
     });
 }
コード例 #2
0
ファイル: FightHandler.cs プロジェクト: hjj0416/DouDiZhu
        /// <summary>
        /// 用户离开
        /// </summary>
        /// <param name="client"></param>
        private void leave(ClientPeer client)
        {
            SingleExecute.Instance.Execute(() =>
            {
                if (!userCache.IsOnline(client))
                {
                    return;
                }
                int userId = userCache.GetId(client);
                if (fightCache.IsFighting(userId) == false)
                {
                    return;
                }
                FightRoom fightRoom = fightCache.GetRoomByUId(userId);

                //中途退出
                fightRoom.LeaveUIdList.Add(userId);
                Brocast(fightRoom, OpCode.FIGHT, FightCode.LEAVE_BRO, userId);

                if (fightRoom.LeaveUIdList.Count == 3)
                {
                    //给逃跑玩家添加逃跑场次
                    for (int i = 0; i < fightRoom.LeaveUIdList.Count; i++)
                    {
                        UserModel um = userCache.GetModelById(fightRoom.LeaveUIdList[i]);
                        um.RunCount++;
                        um.Been -= fightRoom.Multiple * 1000 * 3;
                        um.Exp  += 0;
                        userCache.Update(um);
                    }
                    //销毁缓存层的房间数据
                    fightCache.Destroy(fightRoom);
                }
            });
        }
コード例 #3
0
        /// <summary>
        /// 客户端离开请求的处理
        /// </summary>
        /// <param name="client"></param>
        private void LeaveRoom(ClientPeer client)
        {
            SingleExecute.Instance.Execute(() =>
            {
                //不在战斗房间,忽略
                if (fightCache.IsFighting(client.Id) == false)
                {
                    return;
                }

                FightRoom room = fightCache.GetFightRoomByUserId(client.Id);
                room.leaveUserIdList.Add(client.Id);

                DatabaseManager.UpdateCoinCount(client.Id, -(room.bottomStakes * 20));
                room.Broadcase(OpCode.Fight, FightCode.Leave_BRO, client.Id);

                if (room.leaveUserIdList.Count == 1)
                {
                    if (room.giveUpCardUserIdList.Count == 0)
                    {
                        //离开的玩家是本次下注的玩家
                        //这样需转换下一个玩家下注
                        if (room.roundModel.CurrentStakesUserId == client.Id)
                        {
                            //轮换下注TODO
                        }
                    }
                }

                if (room.leaveUserIdList.Count == 2)
                {
                    //TODO
                    return;
                }
                if (room.leaveUserIdList.Count == 3)
                {
                    fightCache.DestoryRoom(room);
                }
            });
        }
コード例 #4
0
        /// <summary>
        /// 客户端比牌的处理
        /// </summary>
        /// <param name="compareClient"></param>
        /// <param name="comparedID"></param>
        private void CompareCard(ClientPeer compareClient, int comparedID)
        {
            SingleExecute.Instance.Exeecute(() => {
                if (fightCache.IsFighting(compareClient.Id) == false)
                {
                    return;
                }

                FightRoom room  = fightCache.GetFightRoomByUserId(compareClient.Id);
                room.stakesSum += room.lastPlayerStakes;
                int stakesSum   = room.UpdatePlayerStakesSum(compareClient.Id, room.lastPlayerStakes);
                int remainCoin  = DatabaseManager.UpdateCoin(compareClient.Id, -room.lastPlayerStakes);
                stakesDto.Change(compareClient.Id, remainCoin, room.lastPlayerStakes, stakesSum, StakesDto.StakesType.Look);
                room.Broadcast(OpCode.Fight, FightCode.PutStakes_BRO, stakesDto);

                // 拿到 3 个玩家的 DTO
                PlayerDto c1Dto = null, c2Dto = null, otherDto = null;
                foreach (var player in room.playerList)
                {
                    if (player.id == compareClient.Id)
                    {
                        c1Dto = player;
                    }
                    else if (player.id == comparedID)
                    {
                        c2Dto = player;
                    }
                    else
                    {
                        otherDto = player;
                    }
                }
                ClientPeer otherClient = DatabaseManager.GetClientPeerByUserId(otherDto.id);
                // 比牌
                CompareCard(room, compareClient, c1Dto, c2Dto, otherClient);
            });
        }
コード例 #5
0
ファイル: ChatHandler.cs プロジェクト: hjj0416/DouDiZhu
        private void chatRequest(ClientPeer client, int chatType)
        {
            if (userCache.IsOnline(client) == false)
            {
                return;
            }
            int     userId  = userCache.GetId(client);
            ChatDto chatDto = new ChatDto(userId, chatType);

            if (matchCache.IsMatching(userId))
            {
                MatchRoom mRoom = matchCache.GetRoom(userId);
                mRoom.Brocast(OpCode.CHAT, ChatCode.SERS, chatDto);
                Console.WriteLine("快捷喊话:" + chatDto.ChatType);
            }
            else if (fightCache.IsFighting(userId))
            {
                FightRoom fightRoom = fightCache.GetRoomByUId(userId);
                fightRoom.Brocast(OpCode.CHAT, ChatCode.SERS, chatDto);
                Console.WriteLine("快捷喊话:" + chatDto.ChatType);
            }
        }
コード例 #6
0
        /// <summary>
        /// 客户端聊天的请求处理
        /// </summary>
        /// <param name="client"></param>
        /// <param name="msg"></param>
        private void Chat(ClientPeer client, string msg)
        {
            SingleExecute.Instance.Exeecute(() => {
                foreach (var matchCache in matchCaches)
                {
                    if (matchCache.IsMatching(client.Id))   // 客户端在匹配房间里
                    {
                        MatchRoom room = matchCache.GetRoom(client.Id);
                        chatDto.Change(client.Id, client.UserName, msg);
                        room.Broadcast(OpCode.Chat, ChatCode.BRO, chatDto);
                    }
                }
                if (fightCache.IsFighting(client.Id) == false)
                {
                    return;
                }

                FightRoom fightRoom = fightCache.GetFightRoomByUserId(client.Id);
                chatDto.Change(client.Id, client.UserName, msg);
                fightRoom.Broadcast(OpCode.Chat, ChatCode.BRO, chatDto);
            });
        }
コード例 #7
0
        private void chatRequest(ClientPeer client, int chatType)
        {
            if (userCache.IsOnline(client) == false)
            {
                return;
            }
            int userId = userCache.GetId(client);
            //获取发送者的id userId
            //发送
            ChatDto dto = new ChatDto(userId, chatType);

            //广播给房间内的玩家
            if (matchCache.IsMatching(userId))
            {
                MatchRoom mRoom = matchCache.GetRoom(userId);
                mRoom.Brocast(OpCode.CHAT, ChatCode.SRES, dto);
            }
            if (fightCache.IsFighting(userId))
            {
                FightRoom fRoom = fightCache.GetRoomByUId(userId);
                fRoom.Brocast(OpCode.CHAT, ChatCode.SRES, dto, client);
            }
        }
コード例 #8
0
 /// <summary>
 /// 用户离开
 /// </summary>
 /// <param name="client"></param>
 private void leave(ClientPeer client)
 {
     SingleExecute.Instance.Execute(
         () =>
     {
         if (userCache.IsOnline(client) == false)
         {
             return;
         }
         int userId = userCache.GetId(client);
         if (fightCache.IsFighting(userId) == false)
         {
             return;
         }
         FightRoom room = fightCache.GetRoomByUId(userId);
         //就算中途退出的人
         room.LeaveUIdList.Add(userId);
         //给逃跑玩家添加逃跑场次
         for (int i = 0; i < room.LeaveUIdList.Count; i++)
         {
             UserModel um = userCache.GetModelById(room.LeaveUIdList[i]);
             um.RunCount++;
             foreach (var player in room.PlayerList)
             {
                 if (player.UserId == room.LeaveUIdList[i])
                 {
                     um.Been -= 500;
                 }
             }
             um.Exp += 0;
             userCache.Update(um);
         }
         brocast(room, OpCode.FIGHT, FightCode.LEAVE_BRO, null);
         fightCache.Destroy(room);
     }
         );
 }
コード例 #9
0
 /// <summary>
 /// 用户离开
 /// </summary>
 /// <param name="client"></param>
 private void Leave(ClientPeer client)
 {
     SingleExecute.Instance.Execute(() =>
     {
         if (UserCache.IsOnline(client) == false)
         {
             socketMsg.State = null;
             Console.WriteLine("当前用户不在线,不能从房间中剔除!");
             return;
         }
         int userId = UserCache.GetClientUserId(client);
         if (FightCache.IsFighting(userId) == false)
         {
             return;
         }
         FightRoom room = FightCache.GetRoomByUId(userId);
         //中途退出房间的玩家
         room.LeaveUIdList.Add(userId);
         //
         socketMsg.SubCode = FightCode.Leave_Bro;
         socketMsg.value   = userId;
         BroCast(room, socketMsg);
         //当前房间玩家是否都退出
         if (room.LeaveUIdList.Count == 3)
         {
             for (int i = 0; i < room.LeaveUIdList.Count; i++)
             {
                 UserCharacterInfo user = UserCache.GetUserInfo(room.LeaveUIdList[i]);
                 user.RunCount++;
                 user.Been -= (room.Multiple * 1000) * 3;
                 user.Exp  += 0;
                 UserCache.Update(user);
             }
             FightCache.Destroy(room);
         }
     });
 }
コード例 #10
0
        /// <summary>
        /// 玩家退出房间或者掉线
        /// FIXME 本局结束之后也要退出房间//不能扣除豆子  计划加入一个room 的结束flag 如果退出的时候战斗已经结束就return/同时房间人数减少1
        /// </summary>
        /// <param name="client"></param>
        private void ExitRoom(ClientPeer client)
        {
            SingleExecute.Instance.Execute(() => {
                if (!user.IsOnLine(client))
                {
                    //不在线
                    return;
                }
                int userId = user.GetId(client);

                if (!fight.IsFighting(userId))
                {
                    return;
                }
                var room  = fight.GetRoom(userId);
                int count = room.ExitRoom(userId);


                //FIXME 如果当前我正在操作
                //如果自己正在抢地主 让下家抢地主
                //当前自己正在操作
                //if (room.round.currentUserId == userId)
                //{

                //    //出牌者是自己
                //    if (room.round.currentBiggsetId == userId)
                //    {
                //        //出一张当前手里最小的牌
                //       var cards = room.GetPlayerCards(userId);
                //        CardDto smallCard = null;
                //        foreach (var item in cards)
                //        {
                //            if (item.weight <= smallCard.weight)
                //            {
                //                smallCard = item;
                //            }
                //        }

                //        ChuPai(client,new ChuPaiDto(userId,new List<CardDto>() { smallCard}));

                //    }
                //    else //出牌者不是自己
                //    {
                //        //游戏已经开始?
                //        if (room.isFighting)
                //        {
                //            BuChu(client);

                //        }
                //        else //还在抢地主?
                //        {
                //            //Qiang_Landlord(client, false);
                //            Brocast(room, OpCode.FIGHT, FightCode.BUQIANG_LANDLORD_BRO, userId,client);



                //            int count1 = room.BuQiang();//在这里重置了id
                //            if (count1 == 3)//重新开始
                //            {

                //                Brocast(room, OpCode.FIGHT, FightCode.BACKTOFIGHT_BRO, null,client);//让第一个人抢地主
                //                return;
                //            }

                //            //将下轮 该谁抢地主的id广播给客户端
                //            Turn(room, FightCode.QIANG_TURN_BRO);
                //        }

                //    }
                //}

                //如果自己正在出牌  让下家出牌



                //给逃跑玩家结算
                var beens     = room.multiple * 1000;
                var userModel = user.GetModelById(userId);
                userModel.runCount++;
                //userModel.loseCount++;  游戏结束的会结算2
                userModel.beens -= beens * 3;//逃跑的人减3倍
                user.Update(userModel);


                //把这个id从fightCache中移除  因为这个id跟 roomId绑定了
                fight.uIdRidDic.Remove(userId);
                //离线的不要发啦。都离线了还发个鬼
                Brocast(room, OpCode.FIGHT, FightCode.LEAVE_BRO, userId, client);

                if (count == 3)
                {
                    fight.Destroy(room);
                }
            });
        }