/// <summary> /// 카드 선택에 대한 결과를 모든 플레이어에게 전송한다. /// </summary> /// <param name="current_turn_player_index"></param> /// <param name="slot_index"></param> void send_select_card_ack(PLAYER_SELECT_CARD_RESULT result, byte current_turn_player_index, byte slot_index) { byte delay = get_aiplayer_delay(this.players[current_turn_player_index]); for (int i = 0; i < this.players.Count; ++i) { CPacket msg = CPacket.create((short)PROTOCOL.SELECT_CARD_ACK); msg.push(delay); // 플레이어 정보. msg.push(current_turn_player_index); // 낸 카드 정보. add_player_select_result_to(msg, slot_index); // 둘중 하나를 선택하는 경우 대상이 되는 카드 정보를 담는다. msg.push((byte)result); if (result == PLAYER_SELECT_CARD_RESULT.CHOICE_ONE_CARD_FROM_PLAYER) { add_choice_card_info_to(msg); } this.players[i].send(msg); } }
public void refresh(PLAYER_SELECT_CARD_RESULT result_type, Sprite card1, Sprite card2) { this.result_type_from_server = result_type; Debug.Log(this.slots.Count); this.slots[0].sprite = card1; this.slots[1].sprite = card2; }
void ON_FLIP_DECK_CARD_ACK(CPacket msg) { byte player_index = msg.pop_byte(); // 덱에서 뒤집은 카드 정보. byte deck_card_number = msg.pop_byte(); PAE_TYPE deck_card_pae_type = (PAE_TYPE)msg.pop_byte(); byte deck_card_position = msg.pop_byte(); byte same_count_with_deck = msg.pop_byte(); PLAYER_SELECT_CARD_RESULT result = (PLAYER_SELECT_CARD_RESULT)msg.pop_byte(); if (result == PLAYER_SELECT_CARD_RESULT.CHOICE_ONE_CARD_FROM_DECK) { if (is_me(player_index)) { CPacket choose_msg = CPacket.create((short)PROTOCOL.CHOOSE_CARD); choose_msg.push((byte)result); choose_msg.push((byte)0); this.local_server.on_receive_from_ai(choose_msg); } } else { CPacket ret = CPacket.create((short)PROTOCOL.TURN_END); this.local_server.on_receive_from_ai(ret); } }
void send_flip_result(PLAYER_SELECT_CARD_RESULT result, byte current_turn_player_index) { for (int i = 0; i < this.players.Count; ++i) { CPacket msg = CPacket.create((short)PROTOCOL.FLIP_DECK_CARD_ACK); // 플레이어 정보. msg.push(current_turn_player_index); add_flip_result_to(msg); msg.push((byte)result); if (result == PLAYER_SELECT_CARD_RESULT.CHOICE_ONE_CARD_FROM_DECK) { add_choice_card_info_to(msg); } else { add_player_get_cards_info_to(msg); add_others_card_result_to(msg); add_turn_result_to(msg, current_turn_player_index); } this.players[i].send(msg); } }
void ON_CHOICE_ONE_CARD(CPacket msg) { PLAYER_SELECT_CARD_RESULT result = (PLAYER_SELECT_CARD_RESULT)msg.pop_byte(); CPacket choose_msg = CPacket.create((short)PROTOCOL.CHOOSE_CARD); choose_msg.push((byte)result); choose_msg.push((byte)0); this.local_server.on_receive_from_ai(choose_msg); }
public void on_player_put_card(byte player_index, byte card_number, PAE_TYPE pae_type, byte position, byte slot_index, byte is_shaking) { PLAYER_SELECT_CARD_RESULT result = this.engine.player_put_card( player_index, card_number, pae_type, position, slot_index, is_shaking); if (result == PLAYER_SELECT_CARD_RESULT.ERROR_INVALID_CARD) { return; } clear_received_protocol(); send_select_card_ack(result, player_index, slot_index); }
/// <summary> /// 매 턴 진행하기 전에 초기화 해야할 데이터. /// </summary> public void clear_turn_data() { this.turn_result_type = TURN_RESULT_TYPE.RESULT_OF_NORMAL_CARD; this.card_from_player = null; this.selected_slot_index = byte.MaxValue; this.card_from_deck = null; this.target_cards_to_choice.Clear(); this.same_card_count_with_player = 0; this.same_card_count_with_deck = 0; this.card_event_type = CARD_EVENT_TYPE.NONE; this.flipped_card_event_type.Clear(); this.cards_to_give_player.Clear(); this.cards_to_floor.Clear(); this.other_cards_to_player.Clear(); this.bomb_cards_from_player.Clear(); this.expected_result_type = PLAYER_SELECT_CARD_RESULT.ERROR_INVALID_CARD; this.shaking_cards.Clear(); }
public PLAYER_SELECT_CARD_RESULT on_choose_card(byte player_index, PLAYER_SELECT_CARD_RESULT result_type, byte choice_index) { if (result_type != this.expected_result_type) { //todo:error! 기대했던 타입과 다르다! 오류이거나 어뷰징이거나. UnityEngine.Debug.LogError(string.Format("Invalid result type. client {0}, expected {1}", result_type, this.expected_result_type)); } // 클라이언트에서 엉뚱한 값을 보내올 수 있으므로 검증 후 이상이 있으면 첫번째 카드를 선택한다. CCard player_choose_card = null; if (this.target_cards_to_choice.Count <= choice_index) { // Error! Invalid list index. Choice first card. player_choose_card = this.target_cards_to_choice[0]; } else { player_choose_card = this.target_cards_to_choice[choice_index]; } PLAYER_SELECT_CARD_RESULT ret = PLAYER_SELECT_CARD_RESULT.COMPLETED; switch (this.expected_result_type) { case PLAYER_SELECT_CARD_RESULT.CHOICE_ONE_CARD_FROM_PLAYER: this.cards_to_give_player.Add(this.card_from_player); this.cards_to_give_player.Add(player_choose_card); return(this.expected_result_type); case PLAYER_SELECT_CARD_RESULT.CHOICE_ONE_CARD_FROM_DECK: this.cards_to_give_player.Add(this.card_from_deck); this.cards_to_give_player.Add(player_choose_card); after_flipped_card(player_index); break; } return(ret); }
/// <summary> /// 가운데 덱에서 카드를 뒤집어 그에 맞는 처리를 진행한다. /// </summary> /// <param name="player_index"></param> /// <returns></returns> public PLAYER_SELECT_CARD_RESULT flip_process(byte player_index, TURN_RESULT_TYPE turn_result_type) { this.turn_result_type = turn_result_type; byte card_number_from_player = byte.MaxValue; if (this.turn_result_type == TURN_RESULT_TYPE.RESULT_OF_NORMAL_CARD) { card_number_from_player = this.card_from_player.number; } PLAYER_SELECT_CARD_RESULT result = flip_deck_card(card_number_from_player); if (result != PLAYER_SELECT_CARD_RESULT.COMPLETED) { return(result); } after_flipped_card(player_index); return(PLAYER_SELECT_CARD_RESULT.COMPLETED); }
PLAYER_SELECT_CARD_RESULT flip_deck_card(byte card_number_from_player) { this.card_from_deck = pop_front_card(); List<CCard> same_cards = this.floor_manager.get_cards(this.card_from_deck.number); if (same_cards != null) { this.same_card_count_with_deck = (byte)same_cards.Count; } else { this.same_card_count_with_deck = 0; } //UnityEngine.Debug.Log(string.Format("flipped card {0}, same card count {1}", // this.card_from_deck.number, this.same_card_count_with_deck)); switch (this.same_card_count_with_deck) { case 0: if (card_number_from_player == this.card_from_deck.number) { // 쪽. this.flipped_card_event_type.Add(CARD_EVENT_TYPE.KISS); this.cards_to_give_player.Clear(); this.cards_to_give_player.Add(this.card_from_player); this.cards_to_give_player.Add(this.card_from_deck); take_cards_from_others(1); } break; case 1: { if (card_number_from_player == this.card_from_deck.number) { // 뻑. this.flipped_card_event_type.Add(CARD_EVENT_TYPE.PPUK); get_current_player().plus_ppuk_count(); // 플레이어에게 주려던 카드를 모두 취소한다. this.cards_to_give_player.Clear(); } else { this.cards_to_give_player.Add(this.card_from_deck); this.cards_to_give_player.Add(same_cards[0]); } } break; case 2: { if (this.card_from_deck.number == card_number_from_player) { // 따닥. this.flipped_card_event_type.Add(CARD_EVENT_TYPE.DDADAK); // 플레이어가 4장 모두 가져간다. this.cards_to_give_player.Clear(); for (int i = 0; i < same_cards.Count; ++i) { this.cards_to_give_player.Add(same_cards[i]); } this.cards_to_give_player.Add(this.card_from_deck); this.cards_to_give_player.Add(this.card_from_player); take_cards_from_others(2); } else { if (same_cards[0].pae_type != same_cards[1].pae_type) { // 뒤집었는데 타입이 다른 카드 두장과 같다면 한장을 선택하도록 한다. this.target_cards_to_choice.Clear(); for (int i = 0; i < same_cards.Count; ++i) { this.target_cards_to_choice.Add(same_cards[i]); } this.expected_result_type = PLAYER_SELECT_CARD_RESULT.CHOICE_ONE_CARD_FROM_DECK; return PLAYER_SELECT_CARD_RESULT.CHOICE_ONE_CARD_FROM_DECK; } // 카드 타입이 같다면 첫번째 카드를 선택해 준다. this.cards_to_give_player.Add(this.card_from_deck); this.cards_to_give_player.Add(same_cards[0]); } } break; case 3: // 플레이어가 4장 모두 가져간다. for (int i = 0; i < same_cards.Count; ++i) { this.cards_to_give_player.Add(same_cards[i]); } this.cards_to_give_player.Add(this.card_from_deck); //todo:자뻑이라면 두장. take_cards_from_others(1); break; } return PLAYER_SELECT_CARD_RESULT.COMPLETED; }
/// <summary> /// 플레이어가 카드를 낼 때 호출된다. /// </summary> /// <param name="player_index"></param> /// <param name="card_number"></param> /// <param name="pae_type"></param> /// <param name="position"></param> /// <returns></returns> public PLAYER_SELECT_CARD_RESULT player_put_card(byte player_index, byte card_number, PAE_TYPE pae_type, byte position, byte slot_index, byte is_shaking) { this.selected_slot_index = slot_index; //UnityEngine.Debug.Log(string.Format("recv {0}, {1}, {2}", // card_number, pae_type, position)); // 클라이언트가 보내온 카드 정보가 실제로 플레이어가 들고 있는 카드인지 확인한다. CCard card = this.player_agents[player_index].pop_card_from_hand( card_number, pae_type, position); if (card == null) { UnityEngine.Debug.LogError(string.Format("invalid card! {0}, {1}, {2}", card_number, pae_type, position)); // error! Invalid slot index. return PLAYER_SELECT_CARD_RESULT.ERROR_INVALID_CARD; } this.card_from_player = card; // 바닥 카드중에서 플레이어가 낸 카드와 같은 숫자의 카드를 구한다. List<CCard> same_cards = this.floor_manager.get_cards(card.number); if (same_cards != null) { this.same_card_count_with_player = (byte)same_cards.Count; } else { this.same_card_count_with_player = 0; } //UnityEngine.Debug.Log("same card(player) " + this.same_card_count_with_player); switch (this.same_card_count_with_player) { case 0: { if (is_shaking == 1) { byte count_from_hand = this.player_agents[player_index].get_same_card_count_from_hand(this.card_from_player.number); if (count_from_hand == 2) { this.card_event_type = CARD_EVENT_TYPE.SHAKING; this.player_agents[player_index].plus_shaking_count(); // 플레이어에게 흔든 카드 정보를 보내줄 때 사용하기 위해서 리스트에 보관해 놓는다. this.shaking_cards = this.player_agents[player_index].find_same_cards_from_hand( this.card_from_player.number); this.shaking_cards.Add(this.card_from_player); } } } break; case 1: { // 폭탄인 경우와 아닌 경우를 구분해서 처리 해 준다. byte count_from_hand = this.player_agents[player_index].get_same_card_count_from_hand(this.card_from_player.number); if (count_from_hand == 2) { this.card_event_type = CARD_EVENT_TYPE.BOMB; get_current_player().plus_shaking_count(); // 플레이어가 선택한 카드와, 바닥 카드, 폭탄 카드를 모두 가져 간다. this.cards_to_give_player.Add(this.card_from_player); this.cards_to_give_player.Add(same_cards[0]); this.bomb_cards_from_player.Add(this.card_from_player); List<CCard> bomb_cards = this.player_agents[player_index].pop_all_cards_from_hand(this.card_from_player.number); for (int i = 0; i < bomb_cards.Count; ++i) { this.cards_to_give_player.Add(bomb_cards[i]); this.bomb_cards_from_player.Add(bomb_cards[i]); } take_cards_from_others(1); this.player_agents[player_index].add_bomb_count(2); } else { // 뒤집이서 뻑이 나오면 못가져갈 수 있으므로 일단 임시변수에 넣어 놓는다. this.cards_to_give_player.Add(this.card_from_player); this.cards_to_give_player.Add(same_cards[0]); } } break; case 2: { if (same_cards[0].pae_type != same_cards[1].pae_type) { // 카드 종류가 다르다면 플레이어가 한장을 선택할 수 있도록 해준다. this.target_cards_to_choice.Clear(); for (int i = 0; i < same_cards.Count; ++i) { this.target_cards_to_choice.Add(same_cards[i]); } this.expected_result_type = PLAYER_SELECT_CARD_RESULT.CHOICE_ONE_CARD_FROM_PLAYER; return PLAYER_SELECT_CARD_RESULT.CHOICE_ONE_CARD_FROM_PLAYER; } // 같은 종류의 카드라면 플레이어가 선택할 필요가 없으므로 첫번째 카드를 선택해 준다. this.cards_to_give_player.Add(this.card_from_player); this.cards_to_give_player.Add(same_cards[0]); } break; case 3: { //todo:자뻑인지 구분하여 처리하기. this.card_event_type = CARD_EVENT_TYPE.EAT_PPUK; // 쌓여있는 카드를 모두 플레이어에게 준다. this.cards_to_give_player.Add(card); for (int i = 0; i < same_cards.Count; ++i) { this.cards_to_give_player.Add(same_cards[i]); } //todo:상대방 카드 한장 가져오기. 자뻑이었다면 두장 가져오기. take_cards_from_others(1); } break; } return PLAYER_SELECT_CARD_RESULT.COMPLETED; }
public PLAYER_SELECT_CARD_RESULT on_choose_card(byte player_index, PLAYER_SELECT_CARD_RESULT result_type, byte choice_index) { if (result_type != this.expected_result_type) { //todo:error! 기대했던 타입과 다르다! 오류이거나 어뷰징이거나. UnityEngine.Debug.LogError(string.Format("Invalid result type. client {0}, expected {1}", result_type, this.expected_result_type)); } // 클라이언트에서 엉뚱한 값을 보내올 수 있으므로 검증 후 이상이 있으면 첫번째 카드를 선택한다. CCard player_choose_card = null; if (this.target_cards_to_choice.Count <= choice_index) { // Error! Invalid list index. Choice first card. player_choose_card = this.target_cards_to_choice[0]; } else { player_choose_card = this.target_cards_to_choice[choice_index]; } PLAYER_SELECT_CARD_RESULT ret = PLAYER_SELECT_CARD_RESULT.COMPLETED; switch (this.expected_result_type) { case PLAYER_SELECT_CARD_RESULT.CHOICE_ONE_CARD_FROM_PLAYER: this.cards_to_give_player.Add(this.card_from_player); this.cards_to_give_player.Add(player_choose_card); return this.expected_result_type; case PLAYER_SELECT_CARD_RESULT.CHOICE_ONE_CARD_FROM_DECK: this.cards_to_give_player.Add(this.card_from_deck); this.cards_to_give_player.Add(player_choose_card); after_flipped_card(player_index); break; } return ret; }
IEnumerator on_flip_deck_card_ack(CPacket msg) { byte player_index = msg.pop_byte(); // 덱에서 뒤집은 카드 정보. byte deck_card_number = msg.pop_byte(); PAE_TYPE deck_card_pae_type = (PAE_TYPE)msg.pop_byte(); byte deck_card_position = msg.pop_byte(); byte same_count_with_deck = msg.pop_byte(); List <Sprite> target_to_choice = new List <Sprite>(); PLAYER_SELECT_CARD_RESULT result = (PLAYER_SELECT_CARD_RESULT)msg.pop_byte(); if (result == PLAYER_SELECT_CARD_RESULT.CHOICE_ONE_CARD_FROM_DECK) { byte count = msg.pop_byte(); for (byte i = 0; i < count; ++i) { byte number = msg.pop_byte(); PAE_TYPE pae_type = (PAE_TYPE)msg.pop_byte(); byte position = msg.pop_byte(); CCard card = this.card_manager.find_card(number, pae_type, position); target_to_choice.Add(get_hwatoo_sprite(card)); } yield return(StartCoroutine(move_flip_card(deck_card_number, deck_card_pae_type, deck_card_position))); if (player_index == this.player_me_index) { CUIManager.Instance.show(UI_PAGE.POPUP_CHOICE_CARD); CPopupChoiceCard popup = CUIManager.Instance.get_uipage(UI_PAGE.POPUP_CHOICE_CARD).GetComponent <CPopupChoiceCard>(); popup.refresh(result, target_to_choice[0], target_to_choice[1]); } } else { List <CCard> cards_to_give = parse_cards_to_get(msg); List <CCardPicture> take_cards_from_others = parse_cards_to_take_from_others(player_index, msg); List <CARD_EVENT_TYPE> events = parse_flip_card_events(msg); refresh_player_floor_slots(PAE_TYPE.PEE, player_index); // 화면 연출 진행. yield return(StartCoroutine(move_flip_card(deck_card_number, deck_card_pae_type, deck_card_position))); if (events.Count > 0) { for (int i = 0; i < events.Count; ++i) { CEffectManager.Instance.play(events[i]); yield return(new WaitForSeconds(1.5f)); } } yield return(StartCoroutine(move_after_flip_card(player_index, take_cards_from_others, cards_to_give))); } }
IEnumerator on_select_card_ack(CPacket msg) { // 데이터 파싱 시작 ---------------------------------------- byte player_index = msg.pop_byte(); // 카드 내는 연출을 위해 필요한 변수들. CARD_EVENT_TYPE card_event = CARD_EVENT_TYPE.NONE; List <CCard> bomb_cards_info = new List <CCard>(); List <CCard> shaking_cards_info = new List <CCard>(); byte slot_index = byte.MaxValue; byte player_card_number = byte.MaxValue; PAE_TYPE player_card_pae_type = PAE_TYPE.PEE; byte player_card_position = byte.MaxValue; // 플레이어가 낸 카드 정보. player_card_number = msg.pop_byte(); player_card_pae_type = (PAE_TYPE)msg.pop_byte(); player_card_position = msg.pop_byte(); byte same_count_with_player = msg.pop_byte(); slot_index = msg.pop_byte(); //Debug.Log("on select card ack. " + slot_index); card_event = (CARD_EVENT_TYPE)msg.pop_byte(); //Debug.Log("-------------------- event " + card_event); switch (card_event) { case CARD_EVENT_TYPE.BOMB: { byte bomb_card_count = (byte)msg.pop_byte(); for (byte i = 0; i < bomb_card_count; ++i) { byte number = msg.pop_byte(); PAE_TYPE pae_type = (PAE_TYPE)msg.pop_byte(); byte position = msg.pop_byte(); CCard card = this.card_manager.find_card(number, pae_type, position); bomb_cards_info.Add(card); //UnityEngine.Debug.Log(string.Format("BOMB {0}, {1}, {2}", number, pae_type, position)); } } break; case CARD_EVENT_TYPE.SHAKING: { byte shaking_card_count = (byte)msg.pop_byte(); for (byte i = 0; i < shaking_card_count; ++i) { byte number = msg.pop_byte(); PAE_TYPE pae_type = (PAE_TYPE)msg.pop_byte(); byte position = msg.pop_byte(); CCard card = this.card_manager.find_card(number, pae_type, position); shaking_cards_info.Add(card); //UnityEngine.Debug.Log(string.Format("SHAKING {0}, {1}, {2}", number, pae_type, position)); } } break; } List <Sprite> target_to_choice = new List <Sprite>(); PLAYER_SELECT_CARD_RESULT select_result = (PLAYER_SELECT_CARD_RESULT)msg.pop_byte(); if (select_result == PLAYER_SELECT_CARD_RESULT.CHOICE_ONE_CARD_FROM_PLAYER) { byte count = msg.pop_byte(); for (byte i = 0; i < count; ++i) // 같은 월의 수만큼 가져갈 패를 보여준다. { byte number = msg.pop_byte(); PAE_TYPE pae_type = (PAE_TYPE)msg.pop_byte(); byte position = msg.pop_byte(); CCard card = this.card_manager.find_card(number, pae_type, position); target_to_choice.Add(get_hwatoo_sprite(card)); } } // 파싱 끝 ------------------------------------------------ refresh_player_floor_slots(PAE_TYPE.PEE, player_index); // 화면 연출 진행. // 흔들었을 경우 흔든 카드의 정보를 출력해 준다. if (card_event == CARD_EVENT_TYPE.SHAKING) { CUIManager.Instance.show(UI_PAGE.POPUP_SHAKING_CARDS); CPopupShakingCards popup = CUIManager.Instance.get_uipage(UI_PAGE.POPUP_SHAKING_CARDS).GetComponent <CPopupShakingCards>(); List <Sprite> sprites = new List <Sprite>(); for (int i = 0; i < shaking_cards_info.Count; ++i) { sprites.Add(get_hwatoo_sprite(shaking_cards_info[i])); } popup.refresh(sprites); yield return(new WaitForSeconds(1.5f)); CUIManager.Instance.hide(UI_PAGE.POPUP_SHAKING_CARDS); } // 플레이어가 낸 카드 움직이기. yield return(StartCoroutine(move_player_cards_to_floor( player_index, card_event, bomb_cards_info, slot_index, player_card_number, player_card_pae_type, player_card_position))); yield return(new WaitForSeconds(0.3f)); if (card_event != CARD_EVENT_TYPE.NONE) { // 흔들기는 위에서 팝업으로 보여줬기 때문에 별도의 이펙트는 필요 없다. if (card_event != CARD_EVENT_TYPE.SHAKING) { CEffectManager.Instance.play(card_event); yield return(new WaitForSeconds(1.5f)); } } if (player_index == this.player_me_index) { // 바닥에 깔린 카드가 두장일 때 둘중 하나를 선택하는 팝업을 출력한다. if (select_result == PLAYER_SELECT_CARD_RESULT.CHOICE_ONE_CARD_FROM_PLAYER) { CUIManager.Instance.show(UI_PAGE.POPUP_CHOICE_CARD); CPopupChoiceCard popup = CUIManager.Instance.get_uipage(UI_PAGE.POPUP_CHOICE_CARD).GetComponent <CPopupChoiceCard>(); popup.refresh(select_result, target_to_choice[0], target_to_choice[1]); } else { // 가운데 카드 뒤집기 요청. CPacket flip_msg = CPacket.create((short)PROTOCOL.FLIP_DECK_CARD_REQ); CNetworkManager.Instance.send(flip_msg); } } }
//-------------------------------------------------------- // Handler. //-------------------------------------------------------- public void on_receive(CPlayer owner, CPacket msg) { PROTOCOL protocol = (PROTOCOL)msg.pop_protocol_id(); if (is_received(owner.player_index, protocol)) { //error!! already exist!! return; } checked_protocol(owner.player_index, protocol); //UnityEngine.Debug.Log("protocol " + protocol); switch (protocol) { case PROTOCOL.READY_TO_START: on_ready_req(); break; case PROTOCOL.DISTRIBUTED_ALL_CARDS: { if (all_received(protocol)) { CPacket turn_msg = CPacket.create((short)PROTOCOL.START_TURN); turn_msg.push((byte)0); this.players[this.engine.current_player_index].send(turn_msg); } } break; case PROTOCOL.SELECT_CARD_REQ: { byte number = msg.pop_byte(); PAE_TYPE pae_type = (PAE_TYPE)msg.pop_byte(); byte position = msg.pop_byte(); byte slot_index = msg.pop_byte(); byte is_shaking = msg.pop_byte(); //UnityEngine.Debug.Log("server. " + slot_index); on_player_put_card( owner.player_index, number, pae_type, position, slot_index, is_shaking); } break; case PROTOCOL.CHOOSE_CARD: { clear_received_protocol(); PLAYER_SELECT_CARD_RESULT client_result = (PLAYER_SELECT_CARD_RESULT)msg.pop_byte(); byte choice_index = msg.pop_byte(); PLAYER_SELECT_CARD_RESULT server_result = this.engine.on_choose_card(owner.player_index, client_result, choice_index); if (server_result == PLAYER_SELECT_CARD_RESULT.CHOICE_ONE_CARD_FROM_PLAYER) { PLAYER_SELECT_CARD_RESULT choose_result = this.engine.flip_process(owner.player_index, TURN_RESULT_TYPE.RESULT_OF_NORMAL_CARD); send_flip_result(choose_result, this.engine.current_player_index); } else { send_turn_result(this.engine.current_player_index); } //send_turn_result(this.engine.current_player_index, this.engine.selected_slot_index); } break; case PROTOCOL.FLIP_BOMB_CARD_REQ: { clear_received_protocol(); if (this.engine.current_player_index != owner.player_index) { break; } if (!owner.agent.decrease_bomb_count()) { // error! UnityEngine.Debug.Log(string.Format("Invalid bomb count!! player {0}", owner.player_index)); break; } PLAYER_SELECT_CARD_RESULT choose_result = this.engine.flip_process(owner.player_index, TURN_RESULT_TYPE.RESULT_OF_BOMB_CARD); send_flip_result(choose_result, this.engine.current_player_index); } break; case PROTOCOL.FLIP_DECK_CARD_REQ: { clear_received_protocol(); PLAYER_SELECT_CARD_RESULT result = this.engine.flip_process(this.engine.current_player_index, TURN_RESULT_TYPE.RESULT_OF_NORMAL_CARD); send_flip_result(result, this.engine.current_player_index); } break; case PROTOCOL.TURN_END: { if (!all_received(PROTOCOL.TURN_END)) { break; } if (this.engine.has_kookjin(this.engine.current_player_index)) { CPacket ask_msg = CPacket.create((short)PROTOCOL.ASK_KOOKJIN_TO_PEE); this.players[this.engine.current_player_index].send(ask_msg); } else { check_game_finish(); } } break; case PROTOCOL.ANSWER_KOOKJIN_TO_PEE: { clear_received_protocol(); owner.agent.kookjin_selected(); byte answer = msg.pop_byte(); if (answer == 1) { // 국진을 쌍피로 이동. owner.agent.move_kookjin_to_pee(); send_player_statistics(owner.player_index); broadcast_move_kookjin(owner.player_index); } check_game_finish(); } break; case PROTOCOL.ANSWER_GO_OR_STOP: { clear_received_protocol(); // answer가 1이면 GO, 0이면 STOP. byte answer = msg.pop_byte(); if (answer == 1) { owner.agent.plus_go_count(); broadcast_go_count(owner); next_turn(); } else { broadcast_game_result(); } } break; } }
void ON_SELECT_CARD_ACK(CPacket msg) { byte delay = msg.pop_byte(); byte current_player_index = msg.pop_byte(); //short score = msg.pop_int16(); //byte remain_bomb_card_count = msg.pop_byte(); if (is_me(current_player_index)) { // 카드 내는 연출을 위해 필요한 변수들. CARD_EVENT_TYPE card_event = CARD_EVENT_TYPE.NONE; byte slot_index = byte.MaxValue; byte player_card_number = byte.MaxValue; PAE_TYPE player_card_pae_type = PAE_TYPE.PEE; byte player_card_position = byte.MaxValue; // 플레이어가 낸 카드 정보. player_card_number = msg.pop_byte(); player_card_pae_type = (PAE_TYPE)msg.pop_byte(); player_card_position = msg.pop_byte(); byte same_count_with_player = msg.pop_byte(); slot_index = msg.pop_byte(); card_event = (CARD_EVENT_TYPE)msg.pop_byte(); switch (card_event) { case CARD_EVENT_TYPE.BOMB: { byte bomb_card_count = (byte)msg.pop_byte(); for (byte i = 0; i < bomb_card_count; ++i) { byte number = msg.pop_byte(); PAE_TYPE pae_type = (PAE_TYPE)msg.pop_byte(); byte position = msg.pop_byte(); CCard card = this.hand_cards.Find(obj => obj.is_same(number, pae_type, position)); this.hand_cards.Remove(card); } } break; case CARD_EVENT_TYPE.SHAKING: { byte shaking_card_count = (byte)msg.pop_byte(); for (byte i = 0; i < shaking_card_count; ++i) { byte number = msg.pop_byte(); PAE_TYPE pae_type = (PAE_TYPE)msg.pop_byte(); byte position = msg.pop_byte(); } this.hand_cards.RemoveAt(slot_index); } break; default: this.hand_cards.RemoveAt(slot_index); break; } PLAYER_SELECT_CARD_RESULT select_result = (PLAYER_SELECT_CARD_RESULT)msg.pop_byte(); if (select_result == PLAYER_SELECT_CARD_RESULT.CHOICE_ONE_CARD_FROM_PLAYER) { byte count = msg.pop_byte(); for (byte i = 0; i < count; ++i) { byte number = msg.pop_byte(); PAE_TYPE pae_type = (PAE_TYPE)msg.pop_byte(); byte position = msg.pop_byte(); } CPacket choose_msg = CPacket.create((short)PROTOCOL.CHOOSE_CARD); choose_msg.push((byte)select_result); choose_msg.push((byte)0); this.local_server.on_receive_from_ai(choose_msg); return; } CPacket ret = CPacket.create((short)PROTOCOL.FLIP_DECK_CARD_REQ); this.local_server.on_receive_from_ai(ret); } }
/// <summary> /// 플레이어가 카드를 낼 때 호출된다. /// </summary> /// <param name="player_index"></param> /// <param name="card_number"></param> /// <param name="pae_type"></param> /// <param name="position"></param> /// <returns></returns> public PLAYER_SELECT_CARD_RESULT player_put_card(byte player_index, byte card_number, PAE_TYPE pae_type, byte position, byte slot_index, byte is_shaking) { this.selected_slot_index = slot_index; //UnityEngine.Debug.Log(string.Format("recv {0}, {1}, {2}", // card_number, pae_type, position)); // 클라이언트가 보내온 카드 정보가 실제로 플레이어가 들고 있는 카드인지 확인한다. CCard card = this.player_agents[player_index].pop_card_from_hand( card_number, pae_type, position); if (card == null) { UnityEngine.Debug.LogError(string.Format("invalid card! {0}, {1}, {2}", card_number, pae_type, position)); // error! Invalid slot index. return(PLAYER_SELECT_CARD_RESULT.ERROR_INVALID_CARD); } this.card_from_player = card; // 바닥 카드중에서 플레이어가 낸 카드와 같은 숫자의 카드를 구한다. List <CCard> same_cards = this.floor_manager.get_cards(card.number); if (same_cards != null) { this.same_card_count_with_player = (byte)same_cards.Count; } else { this.same_card_count_with_player = 0; } //UnityEngine.Debug.Log("same card(player) " + this.same_card_count_with_player); switch (this.same_card_count_with_player) { case 0: { if (is_shaking == 1) { byte count_from_hand = this.player_agents[player_index].get_same_card_count_from_hand(this.card_from_player.number); if (count_from_hand == 2) { this.card_event_type = CARD_EVENT_TYPE.SHAKING; this.player_agents[player_index].plus_shaking_count(); // 플레이어에게 흔든 카드 정보를 보내줄 때 사용하기 위해서 리스트에 보관해 놓는다. this.shaking_cards = this.player_agents[player_index].find_same_cards_from_hand( this.card_from_player.number); this.shaking_cards.Add(this.card_from_player); } } } break; case 1: { // 폭탄인 경우와 아닌 경우를 구분해서 처리 해 준다. byte count_from_hand = this.player_agents[player_index].get_same_card_count_from_hand(this.card_from_player.number); if (count_from_hand == 2) { this.card_event_type = CARD_EVENT_TYPE.BOMB; get_current_player().plus_shaking_count(); // 플레이어가 선택한 카드와, 바닥 카드, 폭탄 카드를 모두 가져 간다. this.cards_to_give_player.Add(this.card_from_player); this.cards_to_give_player.Add(same_cards[0]); this.bomb_cards_from_player.Add(this.card_from_player); List <CCard> bomb_cards = this.player_agents[player_index].pop_all_cards_from_hand(this.card_from_player.number); for (int i = 0; i < bomb_cards.Count; ++i) { this.cards_to_give_player.Add(bomb_cards[i]); this.bomb_cards_from_player.Add(bomb_cards[i]); } take_cards_from_others(1); this.player_agents[player_index].add_bomb_count(2); } else { // 뒤집이서 뻑이 나오면 못가져갈 수 있으므로 일단 임시변수에 넣어 놓는다. this.cards_to_give_player.Add(this.card_from_player); this.cards_to_give_player.Add(same_cards[0]); } } break; case 2: { if (same_cards[0].pae_type != same_cards[1].pae_type) { // 카드 종류가 다르다면 플레이어가 한장을 선택할 수 있도록 해준다. this.target_cards_to_choice.Clear(); for (int i = 0; i < same_cards.Count; ++i) { this.target_cards_to_choice.Add(same_cards[i]); } this.expected_result_type = PLAYER_SELECT_CARD_RESULT.CHOICE_ONE_CARD_FROM_PLAYER; return(PLAYER_SELECT_CARD_RESULT.CHOICE_ONE_CARD_FROM_PLAYER); } // 같은 종류의 카드라면 플레이어가 선택할 필요가 없으므로 첫번째 카드를 선택해 준다. this.cards_to_give_player.Add(this.card_from_player); this.cards_to_give_player.Add(same_cards[0]); } break; case 3: { //todo:자뻑인지 구분하여 처리하기. this.card_event_type = CARD_EVENT_TYPE.EAT_PPUK; // 쌓여있는 카드를 모두 플레이어에게 준다. this.cards_to_give_player.Add(card); for (int i = 0; i < same_cards.Count; ++i) { this.cards_to_give_player.Add(same_cards[i]); } //todo:상대방 카드 한장 가져오기. 자뻑이었다면 두장 가져오기. take_cards_from_others(1); } break; } return(PLAYER_SELECT_CARD_RESULT.COMPLETED); }
/// <summary> /// 패킷을 순차적으로 처리하기 위한 루프. /// 카드 움직이는 연출 장면을 순서대로 처리하기 위해 구현한 매소드 이다. /// 코루틴에 의한 카드 이동 연출이 진행중일때도 서버로부터의 패킷은 수신될 수 있으므로 /// 연출 도중에 다른 연출이 수행되는 경우가 생겨 버린다. /// 이런 경우를 방지하려면 두가지 방법이 있다. /// 첫번째. 각 연출 단계마다 다른 클라이언트들과 동기화를 수행한다. /// 두번째. 들어오는 패킷을 큐잉처리 하여 하나의 연출 장면이 끝난 뒤에 다음 패킷을 꺼내어 처리한다. /// 여기서는 두번째 방법으로 구현하였다. /// 첫번째 방법의 경우 동기화 패킷을 수시로 교환해야 하기 때문에 구현하기가 번거롭고 /// 상대방의 네트워크 상태가 좋지 않을 경우 게임 진행이 매끄럽지 못하게 된다. /// </summary> /// <returns></returns> IEnumerator sequential_packet_handler() { while (true) { if (this.waiting_packets.Count <= 0) { yield return(0); continue; } CPacket msg = this.waiting_packets.Dequeue(); PROTOCOL protocol = (PROTOCOL)msg.pop_protocol_id(); switch (protocol) { case PROTOCOL.LOCAL_SERVER_STARTED: { CPacket send = CPacket.create((short)PROTOCOL.READY_TO_START); CNetworkManager.Instance.send(send); } break; case PROTOCOL.BEGIN_CARD_INFO: { reset(); // if (is_test_mode) // { // this.test_auto_slot_index = 0; // } Queue <CCard> floor_cards = new Queue <CCard>(); // floor cards. this.player_me_index = msg.pop_byte(); byte floor_count = msg.pop_byte(); for (byte i = 0; i < floor_count; ++i) { byte number = msg.pop_byte(); PAE_TYPE pae_type = (PAE_TYPE)msg.pop_byte(); byte position = msg.pop_byte(); CCard card = this.card_manager.find_card(number, pae_type, position); if (card == null) { Debug.LogError(string.Format("Cannot find the card. {0}, {1}, {2}", number, pae_type, position)); } floor_cards.Enqueue(card); } Dictionary <byte, Queue <CCard> > player_cards = new Dictionary <byte, Queue <CCard> >(); byte player_count = msg.pop_byte(); for (byte player = 0; player < player_count; ++player) { Queue <CCard> cards = new Queue <CCard>(); byte player_index = msg.pop_byte(); byte card_count = msg.pop_byte(); for (byte i = 0; i < card_count; ++i) { byte number = msg.pop_byte(); if (number != byte.MaxValue) { PAE_TYPE pae_type = (PAE_TYPE)msg.pop_byte(); byte position = msg.pop_byte(); CCard card = this.card_manager.find_card(number, pae_type, position); cards.Enqueue(card); } } player_cards.Add(player_index, cards); } yield return(StartCoroutine(distribute_cards(floor_cards, player_cards))); } break; case PROTOCOL.START_TURN: { byte remain_bomb_card_count = msg.pop_byte(); // if (this.is_test_mode) // { // if (this.player_hand_card_manager[0].get_card_count() <= 0) // { // break; // } // // CPacket card_msg = CPacket.create((short)PROTOCOL.SELECT_CARD_REQ); // CCardPicture card_pic = this.player_hand_card_manager[0].get_card(0); // // card_msg.push(card_pic.card.number); // card_msg.push((byte)card_pic.card.pae_type); // card_msg.push(card_pic.card.position); // // card_msg.push(this.test_auto_slot_index); // // ++this.test_auto_slot_index; // // CNetworkManager.Instance.send(card_msg); // } // 내 차례가 되었을 때 카드 선택 기능을 활성화 시켜준다. this.card_collision_manager.enabled = true; this.player_hand_card_manager[0].enable_all_colliders(true); // 이전에 폭탄낸게 남아있다면 가운데 카드를 뒤집을 수 있도록 충돌박스를 켜준다. if (remain_bomb_card_count > 0) { CCardPicture top_card = deck_cards.Peek(); top_card.enable_collider(true); } } break; case PROTOCOL.SELECT_CARD_ACK: yield return(StartCoroutine(on_select_card_ack(msg))); break; case PROTOCOL.FLIP_DECK_CARD_ACK: yield return(StartCoroutine(on_flip_deck_card_ack(msg))); break; case PROTOCOL.CHOICE_ONE_CARD: { List <Sprite> target_cards = new List <Sprite>(); PLAYER_SELECT_CARD_RESULT result = (PLAYER_SELECT_CARD_RESULT)msg.pop_byte(); CCardPicture deck_card = null; if (result == PLAYER_SELECT_CARD_RESULT.CHOICE_ONE_CARD_FROM_DECK) { deck_card = this.deck_cards.Pop(); byte number = msg.pop_byte(); PAE_TYPE pae_type = (PAE_TYPE)msg.pop_byte(); byte position = msg.pop_byte(); CCard card = this.card_manager.find_card(number, pae_type, position); deck_card.update_card(card, get_hwatoo_sprite(card)); } byte count = msg.pop_byte(); for (byte i = 0; i < count; ++i) { byte number = msg.pop_byte(); PAE_TYPE pae_type = (PAE_TYPE)msg.pop_byte(); byte position = msg.pop_byte(); CCard card = this.card_manager.find_card(number, pae_type, position); target_cards.Add(get_hwatoo_sprite(card)); //Debug.Log(string.Format("choice one card. {0}, {1}, {2}", number, pae_type, position)); } CUIManager.Instance.show(UI_PAGE.POPUP_CHOICE_CARD); CPopupChoiceCard popup = CUIManager.Instance.get_uipage(UI_PAGE.POPUP_CHOICE_CARD).GetComponent <CPopupChoiceCard>(); popup.refresh(result, target_cards[0], target_cards[1]); yield return(StartCoroutine(show_choice_card_popup(deck_card))); } break; case PROTOCOL.TURN_RESULT: { // 데이터 파싱 시작 ---------------------------------------- byte player_index = msg.pop_byte(); yield return(StartCoroutine(on_turn_result(player_index, msg))); } break; case PROTOCOL.ASK_GO_OR_STOP: CUIManager.Instance.show(UI_PAGE.POPUP_GO_STOP); break; case PROTOCOL.UPDATE_PLAYER_STATISTICS: update_player_statistics(msg); break; case PROTOCOL.ASK_KOOKJIN_TO_PEE: CUIManager.Instance.show(UI_PAGE.POPUP_ASK_KOOKJIN); break; case PROTOCOL.MOVE_KOOKJIN_TO_PEE: { byte player_index = msg.pop_byte(); yield return(StartCoroutine(move_kookjin_to_pee(player_index))); } break; case PROTOCOL.GAME_RESULT: on_game_result(msg); break; } yield return(0); } }
PLAYER_SELECT_CARD_RESULT flip_deck_card(byte card_number_from_player) { this.card_from_deck = pop_front_card(); List <CCard> same_cards = this.floor_manager.get_cards(this.card_from_deck.number); if (same_cards != null) { this.same_card_count_with_deck = (byte)same_cards.Count; } else { this.same_card_count_with_deck = 0; } //UnityEngine.Debug.Log(string.Format("flipped card {0}, same card count {1}", // this.card_from_deck.number, this.same_card_count_with_deck)); switch (this.same_card_count_with_deck) { case 0: if (card_number_from_player == this.card_from_deck.number) { // 쪽. this.flipped_card_event_type.Add(CARD_EVENT_TYPE.KISS); this.cards_to_give_player.Clear(); this.cards_to_give_player.Add(this.card_from_player); this.cards_to_give_player.Add(this.card_from_deck); take_cards_from_others(1); } break; case 1: { if (card_number_from_player == this.card_from_deck.number) { // 뻑. this.flipped_card_event_type.Add(CARD_EVENT_TYPE.PPUK); get_current_player().plus_ppuk_count(); // 플레이어에게 주려던 카드를 모두 취소한다. this.cards_to_give_player.Clear(); } else { this.cards_to_give_player.Add(this.card_from_deck); this.cards_to_give_player.Add(same_cards[0]); } } break; case 2: { if (this.card_from_deck.number == card_number_from_player) { // 따닥. this.flipped_card_event_type.Add(CARD_EVENT_TYPE.DDADAK); // 플레이어가 4장 모두 가져간다. this.cards_to_give_player.Clear(); for (int i = 0; i < same_cards.Count; ++i) { this.cards_to_give_player.Add(same_cards[i]); } this.cards_to_give_player.Add(this.card_from_deck); this.cards_to_give_player.Add(this.card_from_player); take_cards_from_others(2); } else { if (same_cards[0].pae_type != same_cards[1].pae_type) { // 뒤집었는데 타입이 다른 카드 두장과 같다면 한장을 선택하도록 한다. this.target_cards_to_choice.Clear(); for (int i = 0; i < same_cards.Count; ++i) { this.target_cards_to_choice.Add(same_cards[i]); } this.expected_result_type = PLAYER_SELECT_CARD_RESULT.CHOICE_ONE_CARD_FROM_DECK; return(PLAYER_SELECT_CARD_RESULT.CHOICE_ONE_CARD_FROM_DECK); } // 카드 타입이 같다면 첫번째 카드를 선택해 준다. this.cards_to_give_player.Add(this.card_from_deck); this.cards_to_give_player.Add(same_cards[0]); } } break; case 3: // 플레이어가 4장 모두 가져간다. for (int i = 0; i < same_cards.Count; ++i) { this.cards_to_give_player.Add(same_cards[i]); } this.cards_to_give_player.Add(this.card_from_deck); //todo:자뻑이라면 두장. take_cards_from_others(1); break; } return(PLAYER_SELECT_CARD_RESULT.COMPLETED); }