示例#1
0
        /// <summary>
        /// 创建房间数据处理        
        /// </summary>
        /// <param name="roomSeatSockets">要操作的socket字典</param>
        /// <param name="roomNum">要操作的房间号</param>
        /// <param name="socket">对应的客户端socket</param>
        /// <param name="roomStr">对应的接收到的房间数据</param>
        /// <returns>成功返回true,否则返回false</returns>
        public static string RoomDataDeal(GameDataCenter gameDataCenter, Socket socket, string roomStr)
        {
            string[] strTemp = DataCtrl.SegmentData(roomStr);
            switch (strTemp[0])
            {
                //创建房间的信息,房间号++,建立socket的list,加入当前socket,将当前list加入dic,如果对应的房间号的list包含此socket,加入对应的playerdata,返回true,否则,返回false。
                case "0":
                    int roomNum = 1;
                    while(gameDataCenter.RoomDataDic.Keys.Contains(roomNum))
                    {
                        roomNum++;
                    }
                    gameDataCenter.RoomNum= roomNum;
                    List<Socket> l = new List<Socket>();
                    l.Add(socket);
                    gameDataCenter.RoomSeatSockets.Add(gameDataCenter.RoomNum, l);
                    if (gameDataCenter.RoomSeatSockets[gameDataCenter.RoomNum].Contains(socket))
                    {
                        GameRoomData gameRoomData = new GameRoomData();
                        PlayerData playerData = new PlayerData(1, gameDataCenter.MailNickDic[strTemp[1]],strTemp[1],socket);
                        playerData.IsKing = true;
                        gameRoomData.PlayerDataDic.Add(1,playerData);
                        gameDataCenter.RoomDataDic.Add(gameDataCenter.RoomNum, gameRoomData);
                        //更新所有的在大厅中的人的信息,同时更新特定房间的人的信息
                        RoomDataPushAll(gameDataCenter);
                        RoomDataPush(gameDataCenter, roomNum);
                        return "1|0|1|" + gameDataCenter.RoomNum.ToString() + "|" + gameDataCenter.RoomSeatSockets[gameDataCenter.RoomNum].Count.ToString() + "|";

                    }
                    else
                    {

                        gameDataCenter.RoomNum--;
                        return "1|0|0|创建失败|";
                    }
                //加入房间的信息,先取得房间号i,判断房间号i存在否,存在则将此socket加入list,如果此list含此socket,返回true。
                case "1":
                    int i;
                    int.TryParse(strTemp[1], out i);
                    if (!gameDataCenter.RoomSeatSockets.Keys.Contains(i)) { return "1|1|0|加入失败|"; }
                    gameDataCenter.RoomSeatSockets[i].Add(socket);
                    if (gameDataCenter.RoomSeatSockets[i].Contains(socket))
                    {
                        PlayerData playerData = new PlayerData(gameDataCenter.RoomSeatSockets[i].Count, gameDataCenter.MailNickDic[strTemp[1]], strTemp[1],socket);
                        gameDataCenter.RoomDataDic[i].PlayerDataDic.Add(gameDataCenter.RoomDataDic[i].PlayerDataDic.Count+1, playerData);
                        //更新所有的在大厅中的人的信息,同时更新特定房间的人的信息
                        RoomDataPushAll(gameDataCenter);
                        RoomDataPush(gameDataCenter, i);
                        return "1|1|1|" + i + "|" + gameDataCenter.RoomSeatSockets[i].Count.ToString() + "|"; }
                    else
                    { return "1|1|0|加入失败|"; }
                //更新房间信息
                case "2":
                    string strRoomDataUpdate = RoomDataUpdate(gameDataCenter, socket, strTemp);
                    return strRoomDataUpdate;

                default: return "未知错误";

            }
        }
示例#2
0
 //第几个房间群发
 public static void GroupSend(GameDataCenter gameDataCenter, int roomNum, string str)
 {
     foreach (var item in gameDataCenter.RoomSeatSockets[roomNum])
     {
         NetCtrl.Send(item, str);
     }
 }
示例#3
0
 public ViewModel()
 {
     NetCtrl = new NetCtrl();
     MySQLCtrl = new MySQLCtrl();
     GameDataCenter = new GameDataCenter();
     Ips = new ObservableCollection<ServerIp>();
     foreach (var item in NetCtrl.GetLocalIP())
     {
         if (!item.ToString().Contains("%"))
         {
             Ips.Add(new ServerIp(item));
         }
     }
 }
示例#4
0
        //处理客户端传过来的所有信息
        public static void DealData(GameDataCenter gameDataCenter, Socket socket, string str)
        {
            string[] strTemp = SegmentData(str);
            switch (strTemp[0])
            {
                //处理登陆注册信息
                case "0":
                    GameUser gameuser = InfoDataCtrl.InfoDataDeal(App.viewModel.MySQLCtrl, socket, str.Substring(2));
                    if (gameuser.Status == "0|1|1|")
                    {
                        if (gameDataCenter.MailNickDic.Keys.Contains(gameuser.Mail))
                        { gameuser.Status = "0|1|0|您的账户已经登陆|"; }
                        else
                        {
                            gameDataCenter.MailNickDic.Add(gameuser.Mail, gameuser.NickName);
                        }
                    }
                    NetCtrl.Send(socket, gameuser.Status);
                    break;
                //处理房间座位信息
                case "1":
                    string roomStatus = InfoDataCtrl.RoomDataDeal(gameDataCenter, socket, str.Substring(2));
                    NetCtrl.Send(socket, roomStatus);
                    int roomToStart = 0;
                    if (roomStatus.Substring(2)[0] == '1')
                    {
                        if (IsStartEnable(gameDataCenter, socket, roomStatus, ref roomToStart))
                        {
                            NetCtrl.Send(gameDataCenter.RoomSeatSockets[roomToStart][0], "1|2|");
                        }
                    }

                    break;
                //处理游戏中的数据
                case "2":
                    DealGameData(gameDataCenter, str.Substring(2));
                    break;
                default: Console.WriteLine("接收到错误信息"); break;
            }
        }
示例#5
0
 //对开始游戏的处理,房间号|座号|开始游戏
 private static void DealStartGame(GameDataCenter gameDataCenter, string[] gameStrs)
 {
     int roomNum = Convert.ToInt32(gameStrs[0]);
     //游戏正式开始
     GroupSend(gameDataCenter, roomNum, "1|3|");
     foreach (var item in gameDataCenter.RoomDataDic[roomNum].PlayerDataDic)
     {
         item.Value.PocketBuildings.Add(gameDataCenter.RoomDataDic[roomNum].BackBuildings[0]);
         gameDataCenter.RoomDataDic[roomNum].BackBuildings.RemoveAt(0);
         item.Value.PocketBuildings.Add(gameDataCenter.RoomDataDic[roomNum].BackBuildings[0]);
         gameDataCenter.RoomDataDic[roomNum].BackBuildings.RemoveAt(0);
         item.Value.Money = 2;
         //发给特定的人告诉他的手牌和钱
         NetCtrl.Send(item.Value.Socket, "2|0|" + item.Value.PocketBuildings[0].ID + "|" + item.Value.PocketBuildings[1].ID + "|" + "2|");
         //群发消息更改特定人的钱
         GroupSend(gameDataCenter, roomNum, "2|1|" + item.Value.Seat + "|2|");
     }
     foreach (var item in gameDataCenter.RoomDataDic[roomNum].PlayerDataDic)
     {
         if (item.Value.IsKing)
         {
             gameDataCenter.RoomDataDic[roomNum].TableHeros = gameDataCenter.RoomDataDic[roomNum].BackHeros;
             gameDataCenter.RoomDataDic[roomNum].BackHeros.Clear();
             gameDataCenter.RoomDataDic[roomNum].BackHeros.Add(gameDataCenter.RoomDataDic[roomNum].TableHeros[0]);
             gameDataCenter.RoomDataDic[roomNum].TableHeros.RemoveAt(0);
             string s = "2|4|0|";
             foreach (var item1 in gameDataCenter.RoomDataDic[roomNum].TableHeros)
             {
                 s += (item1.ID + "|");
             }
             NetCtrl.Send(item.Value.Socket, s);
         }
     }
 }
示例#6
0
        //得到桌子上的角色牌的string
        private static string GetTableHeroString(GameDataCenter gameDataCenter, int roomNum)
        {
            string s = "";
            foreach (var item in gameDataCenter.RoomDataDic[roomNum].TableHeros)
            {
                s += (item.ID + "|");

            }
            return s;
        }
示例#7
0
 //选择某个英雄被偷窃
 private static void DealSelectHeroToStole(GameDataCenter gameDataCenter, string[] gameStrs)
 {
     int roomNum = Convert.ToInt32(gameStrs[0]);
     int seatNum = Convert.ToInt32(gameStrs[1]);
     int ID = Convert.ToInt32(gameStrs[4]);
     foreach (var item in gameDataCenter.RoomDataDic[roomNum].PlayerDataDic)
     {
         foreach (var role in item.Value.Role)
         {
             if (role.ID == ID) { item.Value.IsStole = true; }
         }
     }
 }
示例#8
0
 //对选择玩家的处理
 private static void DealSelectPlayer(GameDataCenter gameDataCenter, string[] gameStrs)
 {
     int roomNum = Convert.ToInt32(gameStrs[0]);
     int targetSeatNum = Convert.ToInt32(gameStrs[4]);
     int mySeatNum = Convert.ToInt32(gameStrs[1]);
     List<Building> listTemp = new List<Building>();
     listTemp.AddRange(gameDataCenter.RoomDataDic[roomNum].PlayerDataDic[targetSeatNum].PocketBuildings);
     gameDataCenter.RoomDataDic[roomNum].PlayerDataDic[targetSeatNum].PocketBuildings.Clear();
     gameDataCenter.RoomDataDic[roomNum].PlayerDataDic[targetSeatNum].PocketBuildings.AddRange(gameDataCenter.RoomDataDic[roomNum].PlayerDataDic[mySeatNum].PocketBuildings);
     gameDataCenter.RoomDataDic[roomNum].PlayerDataDic[mySeatNum].PocketBuildings.Clear();
     gameDataCenter.RoomDataDic[roomNum].PlayerDataDic[mySeatNum].PocketBuildings.AddRange(listTemp);
 }
示例#9
0
 //选择英雄到背面
 private static void DealSelectHeroToBack(GameDataCenter gameDataCenter, string[] gameStrs)
 {
     int roomNum = Convert.ToInt32(gameStrs[0]);
     int seatNum = Convert.ToInt32(gameStrs[1]);
     int ID = Convert.ToInt32(gameStrs[4]);
     foreach (var item in gameDataCenter.RoomDataDic[roomNum].TableHeros)
     {
         if (item.ID == ID)
         {
             gameDataCenter.RoomDataDic[roomNum].BackHeros.Add(item);
             gameDataCenter.RoomDataDic[roomNum].TableHeros.Remove(item);
         }
     }
     SendHerosToNext(gameDataCenter, roomNum, seatNum);
 }
示例#10
0
 //选择英雄到自己的名下
 private static void DealSelectHeroToMe(GameDataCenter gameDataCenter, string[] gameStrs)
 {
     int roomNum = Convert.ToInt32(gameStrs[0]);
     int seatNum = Convert.ToInt32(gameStrs[1]);
     int ID = Convert.ToInt32(gameStrs[4]);
     int nums = gameDataCenter.RoomDataDic[roomNum].PlayerDataDic.Count;
     foreach (var item in gameDataCenter.RoomDataDic[roomNum].TableHeros)
     {
         if (item.ID == ID)
         {
             gameDataCenter.RoomDataDic[roomNum].PlayerDataDic[seatNum].Role.Add(item);
             gameDataCenter.RoomDataDic[roomNum].HeroToPlayer.Add(item.ID, seatNum);
             gameDataCenter.RoomDataDic[roomNum].TableHeros.Remove(item);
         }
     }
     //如果不是king还要盖住一个牌
     if (!gameDataCenter.RoomDataDic[roomNum].PlayerDataDic[seatNum].IsKing)
     {
         NetCtrl.Send(gameDataCenter.RoomDataDic[roomNum].PlayerDataDic[seatNum].Socket, "2|4|1|" + GetTableHeroString(gameDataCenter, roomNum));
     }
     else
     {
         SendHerosToNext(gameDataCenter, roomNum, seatNum);
     }
 }
示例#11
0
 //向所有在房间的玩家推送粗略的房间信息
 static string RoomDataPushAll(GameDataCenter gameDataCenter)
 {
     string s = "1|4|0|";
     foreach (var item in gameDataCenter.RoomDataDic)
     {
         s += (item.Key + "|");
         s += (item.Value.PlayerDataDic.Count + "|");
         s += (item.Value.PlayerDataDic[1].NickName + "|");
     }
     s += "*";
     foreach (var item in gameDataCenter.LobbySocketList)
     {
         NetCtrl.Send(item, s);
     }
     return "1";
 }
示例#12
0
 //向特定房间推送特定的房间详细信息
 static string RoomDataPush(GameDataCenter gameDataCenter,int roomNumTemp )
 {
     string s = "1|4|1|"+roomNumTemp+"|";
     foreach (var item in gameDataCenter.RoomDataDic[roomNumTemp].PlayerDataDic)
     {
         s += (item.Value.Seat + "|");
         s += (item.Value.NickName + "|");
     }
     s += "*";
     foreach (var item in gameDataCenter.RoomSeatSockets[roomNumTemp])
     {
         NetCtrl.Send(item, s);
     }
     return "1";
 }
示例#13
0
 //判断是否可以开始游戏,如果可以开始,返回给对应的房间的创始人
 private static bool IsStartEnable(GameDataCenter gameDataCenter, Socket socket, string roomStatus, ref int roomToStart)
 {
     string[] status = SegmentData(roomStatus);
     if (status[2] == "0") return false;
     if (status[4] == "2")
     {
         int.TryParse(status[3], out roomToStart);
         return true;
     }
     return false;
 }
示例#14
0
 //选择建筑牌进行建筑
 private static void DealSelectBuildingToBuild(GameDataCenter gameDataCenter, string[] gameStrs)
 {
     int roomNum = Convert.ToInt32(gameStrs[0]);
     int seatNum = Convert.ToInt32(gameStrs[1]);
     switch (gameStrs[4])
     {
         //建筑1张牌的时候
         case "0":
             int id = Convert.ToInt32(gameStrs[5]);
             foreach (var item in gameDataCenter.RoomDataDic[roomNum].PlayerDataDic[seatNum].PocketBuildings)
             {
                 if (item.ID == id)
                 {
                     gameDataCenter.RoomDataDic[roomNum].PlayerDataDic[seatNum].TableBuilding.Add(item);
                     gameDataCenter.RoomDataDic[roomNum].PlayerDataDic[seatNum].PocketBuildings.Remove(item);
                 }
             }
             break;
         //建筑多张牌的时候
         case "1":
             int bNum = gameStrs.Length - 5;
             List<int> idList = new List<int>();
             for (int i = 0; i < bNum; i++)
             {
                 idList.Add(Convert.ToInt32(gameStrs[i + 5]));
             }
             foreach (var item in gameDataCenter.RoomDataDic[roomNum].PlayerDataDic[seatNum].PocketBuildings)
             {
                 if (idList.Contains(item.ID))
                 {
                     gameDataCenter.RoomDataDic[roomNum].PlayerDataDic[seatNum].TableBuilding.Add(item);
                     gameDataCenter.RoomDataDic[roomNum].PlayerDataDic[seatNum].PocketBuildings.Remove(item);
                 }
             }
             break;
         default: return;
     }
 }
示例#15
0
 //将某个对象的某张牌拆掉
 private static void DealSelectBuildingToBreak(GameDataCenter gameDataCenter, string[] gameStrs)
 {
     int roomNum = Convert.ToInt32(gameStrs[0]);
     int seatNum = Convert.ToInt32(gameStrs[1]);
     int targetSeatNum = Convert.ToInt32(gameStrs[4]);
     int id = Convert.ToInt32(gameStrs[5]);
     foreach (var item in gameDataCenter.RoomDataDic[roomNum].PlayerDataDic[targetSeatNum].TableBuilding)
     {
         if (item.ID == id)
         {
             gameDataCenter.RoomDataDic[roomNum].BackBuildings.Add(item);
             gameDataCenter.RoomDataDic[roomNum].PlayerDataDic[targetSeatNum].TableBuilding.Remove(item);
         }
     }
 }
示例#16
0
 //对选择建筑的处理
 private static void DealSelectBuilding(GameDataCenter gameDataCenter, string[] gameStrs)
 {
     switch (gameStrs[3])
     {
         //对纳入囊中的处理
         case "0": DealSelectBuildingToMe(gameDataCenter, gameStrs); break;
         //对进行建筑的处理
         case "1": DealSelectBuildingToBuild(gameDataCenter, gameStrs); break;
         //对拆牌建筑的处理
         case "2": DealSelectBuildingToBreak(gameDataCenter, gameStrs); break;
         default: return;
     }
 }
示例#17
0
 //处理更新房间信息的请求
 private static string RoomDataUpdate(GameDataCenter gameDataCenter, Socket socket, string[] strTemp)
 {
     switch(strTemp[1])
     {
         //初次请求更新房间信息
         case "0":
             gameDataCenter.LobbySocketList.Add(socket);
             string str = "1|4|0|";
             foreach (var item in gameDataCenter.RoomDataDic)
             {
                 str += (item.Key + "|");
                 str += (item.Value.PlayerDataDic.Count + "|");
                 str += (item.Value.PlayerDataDic[1].NickName + "|");
             }
             return str;
         //返回错误信息
         default:return "1|4|-1|";
     }
 }
示例#18
0
 //将Heros发给下一家进行选牌
 private static void SendHerosToNext(GameDataCenter gameDataCenter, int roomNum, int seatNum)
 {
     int playerNum = gameDataCenter.RoomDataDic[roomNum].PlayerDataDic.Count;
     int nextPlayerNum;
     if (seatNum != playerNum) { nextPlayerNum = seatNum + 1; }
     else { nextPlayerNum = 1; }
     //如果下家有皇冠,游戏开始;否则,下家继续选择角色牌
     if (gameDataCenter.RoomDataDic[roomNum].PlayerDataDic[nextPlayerNum].IsKing)
     {
         int i = 0;
         while (!gameDataCenter.RoomDataDic[roomNum].HeroToPlayer.Keys.Contains(i))
         { i++; }
         int startSeat = gameDataCenter.RoomDataDic[roomNum].HeroToPlayer[i];
         NetCtrl.Send(gameDataCenter.RoomDataDic[roomNum].PlayerDataDic[startSeat].Socket, "2|5|");
     }
     else
     {
         NetCtrl.Send(gameDataCenter.RoomDataDic[roomNum].PlayerDataDic[nextPlayerNum].Socket, "2|4|0|" + GetTableHeroString(gameDataCenter, roomNum));
     }
 }
示例#19
0
 //选择建筑牌拿到自己的手中
 private static void DealSelectBuildingToMe(GameDataCenter gameDataCenter, string[] gameStrs)
 {
     int roomNum = Convert.ToInt32(gameStrs[0]);
     int seatNum = Convert.ToInt32(gameStrs[1]);
     switch (gameStrs[4])
     {
         case "0":
             int id = Convert.ToInt32(gameStrs[5]);
             foreach (var item in gameDataCenter.RoomDataDic[roomNum].TableBuildings)
             {
                 if (item.ID == id)
                 {
                     gameDataCenter.RoomDataDic[roomNum].PlayerDataDic[seatNum].PocketBuildings.Add(item);
                     gameDataCenter.RoomDataDic[roomNum].TableBuildings.Remove(item);
                     gameDataCenter.RoomDataDic[roomNum].BackBuildings.AddRange(gameDataCenter.RoomDataDic[roomNum].TableBuildings);
                     gameDataCenter.RoomDataDic[roomNum].TableBuildings.Clear();
                 }
             }
             break;
         case "1":
             int id1 = Convert.ToInt32(gameStrs[5]);
             int id2 = Convert.ToInt32(gameStrs[6]);
             foreach (var item in gameDataCenter.RoomDataDic[roomNum].TableBuildings)
             {
                 if (item.ID == id1)
                 {
                     gameDataCenter.RoomDataDic[roomNum].PlayerDataDic[seatNum].PocketBuildings.Add(item);
                     gameDataCenter.RoomDataDic[roomNum].TableBuildings.Remove(item);
                 }
                 if (item.ID == id2)
                 {
                     gameDataCenter.RoomDataDic[roomNum].PlayerDataDic[seatNum].PocketBuildings.Add(item);
                     gameDataCenter.RoomDataDic[roomNum].TableBuildings.Remove(item);
                 }
             }
             gameDataCenter.RoomDataDic[roomNum].BackBuildings.AddRange(gameDataCenter.RoomDataDic[roomNum].TableBuildings);
             gameDataCenter.RoomDataDic[roomNum].TableBuildings.Clear();
             break;
         default: return;
     }
 }
示例#20
0
 //所有的游戏数据的处理
 private static void DealGameData(GameDataCenter gameDataCenter, string str)
 {
     string[] gameStrs = SegmentData(str);
     switch (gameStrs[2])
     {
         //对开始游戏的处理
         case "0": DealStartGame(gameDataCenter, gameStrs); break;
         //对选择角色的处理
         case "1": DealSelectHero(gameDataCenter, gameStrs); break;
         //对选择玩家的处理
         case "2": DealSelectPlayer(gameDataCenter, gameStrs); break;
         //对选择建筑的处理
         case "3": DealSelectBuilding(gameDataCenter, gameStrs); break;
         default: return;
     }
 }
示例#21
0
 //对选择角色的请求
 private static void DealSelectHero(GameDataCenter gameDataCenter, string[] gameStrs)
 {
     switch (gameStrs[3])
     {
         case "0": DealSelectHeroToMe(gameDataCenter, gameStrs); break;
         case "1": DealSelectHeroToBack(gameDataCenter, gameStrs); break;
         case "2": DealSelectHeroToKill(gameDataCenter, gameStrs); break;
         case "3": DealSelectHeroToStole(gameDataCenter, gameStrs); break;
         default: return;
     }
 }