/// <summary> /// 将事件放入待回答队列 /// </summary> void AddEvent(Event_waitSend t) { Event_waitAnswer t_a = new Event_waitAnswer(); t_a.data = t; t_a.endTime = ServerFunction.getTimeStamp_milSeconds() + maxWaitTime_event; answerEventList.Add(t.index, t_a); }
/// <summary> /// 解析事件回答 /// </summary> /// <param name="msg"></param> /// <param name="player"></param> void ParseEventAnswer(string msg, PlayerData player) { // EA index@answer string[] data = msg.Split(' ')[1].Split('@'); int index = int.Parse(data[0]); int answer = int.Parse(data[1].Split(':')[1]); try { Event_waitAnswer t = answerEventList[index]; t.AddAnswer(answer); if (t.getAnswerNum() == maxPlayer) { int t_answer = t.Answer(); answerEventList.Remove(index); string t_data = string.Format("EA {0}:{1}", t.data.selfIndex, t_answer); t.data.client.Send(t_data); } } catch { Console.WriteLine("Error EA"); } }
/// <summary> /// 游戏 /// </summary> /// <param name="rm"></param> public void Game() { //等待玩家初始化完成 while (true) { int t = 0; for (int i = 0; i < maxPlayer; i++) { if (isReady[i]) { t++; } } if (t == maxPlayer) { //开始游戏 for (int i = 0; i < maxPlayer; i++) { Players[i].client.Send("BG"); } break; } } while (!isFinish) { //更新玩家数据 for (int i = 0; i < Players.Length; i++) { Players[i].Update(deltaTime); } //更新单位状态 if (UpdateBehavious != null) { UpdateBehavious(Time, deltaTime); } //发送玩家事件 int c = 0; string data_1 = "BM"; for (int i = 0; i < Players.Length; i++) { if (Players[i].msgQueue.Count > 0) { data_1 += Players[i].getMsg(); c++; } } if (c > 0) { BroadcastMsg(data_1); } //处理待发事件队列 if (sendEventQueue.Count > 0) { string t_msg = "GE"; while (sendEventQueue.Count > 0) { Event_waitSend t = sendEventQueue.Dequeue(); t_msg += t.ToString(); AddEvent(t); } BroadcastMsg(t_msg); } //处理待回答事件列表 long currentTimeStamp = ServerFunction.getTimeStamp_milSeconds(); if (answerEventList.Count > 0) { Dictionary <int, Event_waitAnswer> .KeyCollection keysCollect = null; keysCollect = answerEventList.Keys; int[] keys = new int[keysCollect.Count]; keysCollect.CopyTo(keys, 0); for (int i = 0; i < keys.Length; i++) { Event_waitAnswer t = answerEventList[keys[i]]; //超时 if (currentTimeStamp > t.endTime) { //如果超过一半玩家应答则予以回应 if (t.getAnswerNum() > maxPlayer * 0.5f) { int t_answer = t.Answer(); string t_data = string.Format("EA {0}:{1}", t.data.selfIndex, t_answer); t.data.client.Send(t_data); } Console.WriteLine("Timeout"); answerEventList.Remove(keys[i]); } } } //获取玩家信息包 string data = "PD "; for (int i = 0; i < Players.Length; i++) { data += (getPlayerData(i)); if (i != Players.Length - 1) { data += "#"; } } //发送玩家信息包 int j = 0; for (int i = 0; i < Players.Length; i++) { if (Players[i].client.isLink) { Players[i].client.Send(data); } else { j++; } } //检测是否所有玩家都已掉线 if (j == maxPlayer) { Console.WriteLine(name + "_房间结束游戏"); isFinish = true; break; } //更新时间参数 deltaTime = (currentTimeStamp - lastTime) / 1000.0f; lastTime = currentTimeStamp; Time += deltaTime; //检测是否结束游戏 int t3 = 0; for (int i = 0; i < Players.Length; i++) { if (Players[i].isEnd) { t3++; } } if (t3 == Players.Length) { //结束游戏 Console.WriteLine(name + "_房间结束游戏"); string data_EG = getEndGameData(); BroadcastMsg(data_EG); break; } Thread.Sleep(50); } while (true) { //检测是否所有玩家都已退出 int j = 0; for (int i = 0; i < Players.Length; i++) { if (!Players[i].client.isLink && !Players[i].isLeftGameRoom) { Players[i].isLeftGameRoom = true; } if (Players[i].isLeftGameRoom) { j++; } } if (j == maxPlayer) { isFinish = true; break; } Thread.Sleep(1000); } }