示例#1
0
        private void leave(UserToken token)
        {
            //取出用户唯一ID
            int userId = getUserId(token);

            Console.WriteLine("用户取消匹配" + userId);
            //判断用户是否有房间映射关系
            if (!userRoom.ContainsKey(userId))
            {
                return;
            }
            //获取用户所在房间ID
            int roomId = userRoom[userId];

            //判断是否拥有此房间
            if (roomMap.ContainsKey(roomId))
            {
                MatchRoom room = roomMap[roomId];
                //根据用户所在的队伍 进行移除
                if (room.teamOne.Contains(userId))
                {
                    room.teamOne.Remove(userId);
                }
                else if (room.teamTwo.Contains(userId))
                {
                    room.teamTwo.Remove(userId);
                }
                //移除用户与房间之间的映射关系
                userRoom.TryRemove(userId, out roomId);
                //如果当前用户为此房间最后一人 则移除房间 并丢进缓存队列
                if (room.teamOne.Count + room.teamTwo.Count == 0)
                {
                    roomMap.TryRemove(roomId, out room);
                    cache.Push(room);
                }
            }
        }
示例#2
0
        private void leave(UserToken token)
        {
            User user = userBiz.get(token);

            if (user == null)
            {
                return;
            }
            if (!userMatch.ContainsKey(user.id))
            {
                return;
            }
            int roomId = userMatch[user.id];

            if (nowRoom.ContainsKey(roomId))
            {
                MatchRoom room = nowRoom[roomId];
                if (room.teamOne.Contains(user.id))
                {
                    room.teamOne.Remove(user.id);
                }
                else
                if (room.teamTwo.Contains(user.id))
                {
                    room.teamTwo.Remove(user.id);
                }
                int ri;
                userMatch.TryRemove(user.id, out ri);
                if (room.teamOne.Count + room.teamTwo.Count == 0)
                {
                    MatchRoom r;
                    nowRoom.TryRemove(room.id, out r);
                    cache.Enqueue(room);
                }
            }
        }
示例#3
0
        private void enter(UserToken token)
        {
            User user = userBiz.get(token);

            if (!userMatch.ContainsKey(user.id))
            {
                //判断当前 是否有已经在匹配的房间
                MatchRoom room = null;
                if (nowRoom.Count > 0)
                {
                    foreach (MatchRoom item in nowRoom.Values)
                    {
                        if (item.teamMax * 2 > item.teamOne.Count + item.teamTwo.Count)
                        {
                            room = item;
                            if (room.teamOne.Count < item.teamMax)
                            {
                                room.teamOne.Add(user.id);
                            }
                            else
                            {
                                room.teamTwo.Add(user.id);
                            }
                            userMatch.TryAdd(user.id, room.id);
                            break;
                        }
                    }
                    if (room == null)
                    {
                        //没有的话 判断有没有历史房间
                        if (cache.Count > 0)
                        {
                            cache.TryDequeue(out room);
                            room.teamOne.Add(user.id);
                            nowRoom.TryAdd(room.id, room);
                            userMatch.TryAdd(user.id, room.id);
                        }
                        else
                        {
                            //没有历史房间 果断创建新的
                            room    = new MatchRoom();
                            room.id = roomId.getAndAdd();
                            room.teamOne.Add(user.id);
                            nowRoom.TryAdd(room.id, room);
                            userMatch.TryAdd(user.id, room.id);
                        }
                    }
                }
                else
                {
                    //没有的话 判断有没有历史房间
                    if (cache.Count > 0)
                    {
                        cache.TryDequeue(out room);
                        room.teamOne.Add(user.id);
                        nowRoom.TryAdd(room.id, room);
                        userMatch.TryAdd(user.id, room.id);
                    }
                    else
                    {
                        //没有历史房间 果断创建新的
                        room    = new MatchRoom();
                        room.id = roomId.getAndAdd();
                        room.teamOne.Add(user.id);
                        nowRoom.TryAdd(room.id, room);
                        userMatch.TryAdd(user.id, room.id);
                    }
                }
                //不管何种进入,满员就果断开之,并且将匹配对象放入缓存
                if (room.teamOne.Count == room.teamTwo.Count && room.teamTwo.Count == room.teamMax)
                {
                    EventUtil.Instance.selectStart(room.teamOne, room.teamTwo);
                    foreach (int item in room.teamOne)
                    {
                        int i;
                        userMatch.TryRemove(item, out i);
                    }
                    foreach (int item in room.teamTwo)
                    {
                        int i;
                        userMatch.TryRemove(item, out i);
                    }
                    room.teamOne.Clear();
                    room.teamTwo.Clear();
                    MatchRoom r;
                    nowRoom.TryRemove(room.id, out r);
                    cache.Enqueue(room);
                }
            }
        }
示例#4
0
        private void enter(UserToken token)
        {
            int userId = getUserId(token);

            Console.WriteLine("用户开始匹配" + userId);
            //判断玩家当前是否正在匹配队列中
            if (!userRoom.ContainsKey(userId))
            {
                MatchRoom room    = null;
                bool      isenter = false;
                //当前是否有等待中的房间
                if (roomMap.Count > 0)
                {
                    //遍历当前所有等待中的房间
                    foreach (MatchRoom item in roomMap.Values)
                    {
                        //如果没满员
                        if (item.teamMax * 2 > item.teamOne.Count + item.teamTwo.Count)
                        {
                            room = item;
                            //如果队伍1没有满员 则进入队伍1 否则进入队伍2
                            if (room.teamOne.Count < room.teamMax)
                            {
                                room.teamOne.Add(userId);
                            }
                            else
                            {
                                room.teamTwo.Add(userId);
                            }
                            //添加玩家与房间的映射关系
                            isenter = true;
                            userRoom.TryAdd(userId, room.id);
                            break;
                        }
                    }
                    if (!isenter)
                    {
                        //走到这里 说明等待中的房间全部满员了
                        if (cache.Count > 0)
                        {
                            cache.TryPop(out room);
                            room.teamOne.Add(userId);
                            roomMap.TryAdd(room.id, room);
                            userRoom.TryAdd(userId, room.id);
                        }
                        else
                        {
                            room    = new MatchRoom();
                            room.id = index.GetAndAdd();
                            room.teamOne.Add(userId);
                            roomMap.TryAdd(room.id, room);
                            userRoom.TryAdd(userId, room.id);
                        }
                    }
                }
                else
                {
                    //没有等待中的房间
                    //直接从缓存列表中找出可用房间 或者创建新房间
                    if (cache.Count > 0)
                    {
                        cache.TryPop(out room);
                        room.teamOne.Add(userId);
                        roomMap.TryAdd(room.id, room);
                        userRoom.TryAdd(userId, room.id);
                    }
                    else
                    {
                        room    = new MatchRoom();
                        room.id = index.GetAndAdd();
                        room.teamOne.Add(userId);
                        roomMap.TryAdd(room.id, room);
                        userRoom.TryAdd(userId, room.id);
                    }
                }
                //不管什么方式进入房间 ,判断房间是否满员,满了就开始选人并将当前房间丢进缓存队列
                if (room.teamOne.Count == room.teamTwo.Count && room.teamOne.Count == room.teamMax)
                {
                    // 这里通知选人模块 开始选人了
                    EventUtil.createSelect(room.teamOne, room.teamTwo);
                    writeToUsers(room.teamOne.ToArray(), GetType(), 0, MatchProtocol.ENTER_SELECT_BRO, null);
                    writeToUsers(room.teamTwo.ToArray(), GetType(), 0, MatchProtocol.ENTER_SELECT_BRO, null);
                    //移除玩家与房间映射
                    foreach (int item in room.teamOne)
                    {
                        int i;
                        userRoom.TryRemove(item, out i);
                    }
                    foreach (int item in room.teamTwo)
                    {
                        int i;
                        userRoom.TryRemove(item, out i);
                    }
                    //重置房间数据 供下次使用
                    room.teamOne.Clear();
                    room.teamTwo.Clear();
                    //将房间从等待房间表中移除
                    roomMap.TryRemove(room.id, out room);
                    //将房间丢进缓存表 供下次使用
                    cache.Push(room);
                }
            }
        }