using AxibugEmuOnline.Server.Common; using AxibugEmuOnline.Server.Manager; using AxibugEmuOnline.Server.NetWork; using AxibugProtobuf; using System.Net.Sockets; using System.Runtime.InteropServices; using static System.Runtime.CompilerServices.RuntimeHelpers; namespace AxibugEmuOnline.Server { public class RoomManager { Dictionary mDictRoom = new Dictionary(); List mKeyRoomList = new List(); AutoResetEvent roomTickARE; Thread threadRoomTick; int RoomIDSeed = 1; public RoomManager() { NetMsg.Instance.RegNetMsgEvent((int)CommandID.CmdRoomList, OnCmdRoomList); NetMsg.Instance.RegNetMsgEvent((int)CommandID.CmdRoomCreate, OnCmdRoomCreate); NetMsg.Instance.RegNetMsgEvent((int)CommandID.CmdRoomJoin, OnCmdRoomJoin); NetMsg.Instance.RegNetMsgEvent((int)CommandID.CmdRoomLeave, OnCmdRoomLeave); NetMsg.Instance.RegNetMsgEvent((int)CommandID.CmdRoomHostPlayerUpdateStateRaw, OnHostPlayerUpdateStateRaw); NetMsg.Instance.RegNetMsgEvent((int)CommandID.CmdRoomPlayerReady, OnRoomPlayerReady); NetMsg.Instance.RegNetMsgEvent((int)CommandID.CmdRoomSingelPlayerInput, OnSingelPlayerInput); roomTickARE = AppSrv.g_Tick.AddNewARE(TickManager.TickType.Interval_16MS); threadRoomTick = new Thread(UpdateLoopTick); threadRoomTick.Start(); } #region 房间管理 int GetNewRoomID() { return RoomIDSeed++; } void AddRoom(Data_RoomData data) { lock (mDictRoom) { if (!mDictRoom.ContainsKey(data.RoomID)) { mDictRoom.Add(data.RoomID, data); mKeyRoomList.Remove(data.RoomID); } } } void RemoveRoom(int RoomID) { lock (mDictRoom) { if (mDictRoom.ContainsKey(RoomID)) { mDictRoom.Remove(RoomID); mKeyRoomList.Remove(RoomID); } } } public Data_RoomData GetRoomData(int RoomID) { if (!mDictRoom.TryGetValue(RoomID,out Data_RoomData data)) return null; return data; } List GetRoomList() { lock (mDictRoom) { List temp = new List(); foreach (var room in mDictRoom) { temp.AddRange(mDictRoom.Values); } return temp; } } #endregion private Protobuf_Room_MiniInfo GetProtoDataRoom(Data_RoomData room) { Protobuf_Room_MiniInfo result = new Protobuf_Room_MiniInfo() { GameRomID = room.GameRomID, RoomID = room.RoomID, GameRomHash = room.RomHash, GameState = room.GameState, ObsUserCount = 0,//TODO Player1UID = room.Player1_UID, Player2UID = room.Player2_UID, }; if (result.Player1UID >= 0 && AppSrv.g_ClientMgr.GetClientByUID(result.Player1UID, out ClientInfo _c1)) result.Player1NickName = _c1.NickName; if (result.Player2UID >= 0 && AppSrv.g_ClientMgr.GetClientByUID(result.Player2UID, out ClientInfo _c2)) result.Player2NickName = _c2.NickName; return result; } public void OnCmdRoomList(Socket sk, byte[] reqData) { AppSrv.g_Log.Debug($"OnCmdRoomList "); ClientInfo _c = AppSrv.g_ClientMgr.GetClientForSocket(sk); Protobuf_Room_List msg = ProtoBufHelper.DeSerizlize(reqData); Protobuf_Room_List_RESP resp = new Protobuf_Room_List_RESP(); List temp = GetRoomList(); foreach (var room in temp) resp.RoomMiniInfoList.Add(GetProtoDataRoom(room)); AppSrv.g_ClientMgr.ClientSend(_c, (int)CommandID.CmdChatmsg, (int)ErrorCode.ErrorOk, ProtoBufHelper.Serizlize(resp)); } /// /// /// /// /// //[0] 更新或新增 [1] 删除 public void SendRoomUpdateToAll(int RoomID, int type) { Data_RoomData room = GetRoomData(RoomID); if (room == null) return; Protobuf_Room_Update_RESP resp = new Protobuf_Room_Update_RESP() { UpdateType = type, RoomMiniInfo = GetProtoDataRoom(room) }; AppSrv.g_ClientMgr.ClientSendALL((int)CommandID.CmdRoomListUpdate, (int)ErrorCode.ErrorOk, ProtoBufHelper.Serizlize(resp)); } public void OnCmdRoomCreate(Socket sk, byte[] reqData) { AppSrv.g_Log.Debug($"OnCmdRoomCreate "); ClientInfo _c = AppSrv.g_ClientMgr.GetClientForSocket(sk); Protobuf_Room_Create msg = ProtoBufHelper.DeSerizlize(reqData); Protobuf_Room_Create_RESP resp = new Protobuf_Room_Create_RESP(); Data_RoomData newRoom = new Data_RoomData(); newRoom.Init(GetNewRoomID(), msg.GameRomID, msg.GameRomHash); AddRoom(newRoom); ErrorCode joinErrcode = ErrorCode.ErrorOk; //加入 if (newRoom.Join(msg.JoinPlayerIdx, _c, out joinErrcode, out bool bHadRoomStateChange)) { //创建成功下行 resp.RoomMiniInfo = GetProtoDataRoom(newRoom); } AppSrv.g_ClientMgr.ClientSend(_c, (int)CommandID.CmdRoomCreate, (int)joinErrcode, ProtoBufHelper.Serizlize(resp)); if (joinErrcode == ErrorCode.ErrorOk && bHadRoomStateChange) SendRoomStateChange(newRoom); } public void OnCmdRoomJoin(Socket sk, byte[] reqData) { AppSrv.g_Log.Debug($"OnCmdRoomJoin "); ClientInfo _c = AppSrv.g_ClientMgr.GetClientForSocket(sk); Protobuf_Room_Join msg = ProtoBufHelper.DeSerizlize(reqData); Protobuf_Room_Create_RESP resp = new Protobuf_Room_Create_RESP(); ErrorCode joinErrcode; Data_RoomData room = GetRoomData(_c.RoomState.RoomID); bool bHadRoomStateChange = false; if (room == null) joinErrcode = ErrorCode.ErrorRoomNotFound; else { //加入 if (room.Join(msg.PlayerNum, _c, out joinErrcode, out bHadRoomStateChange)) { Data_RoomData roomData = GetRoomData(msg.RoomID); resp.RoomMiniInfo = GetProtoDataRoom(roomData); } } AppSrv.g_ClientMgr.ClientSend(_c, (int)CommandID.CmdRoomJoin, (int)joinErrcode, ProtoBufHelper.Serizlize(resp)); Protobuf_Room_MyRoom_State_Change(msg.RoomID); if (joinErrcode == ErrorCode.ErrorOk && bHadRoomStateChange) SendRoomStateChange(room); } public void OnCmdRoomLeave(Socket sk, byte[] reqData) { AppSrv.g_Log.Debug($"OnCmdRoomJoin "); ClientInfo _c = AppSrv.g_ClientMgr.GetClientForSocket(sk); Protobuf_Room_Leave msg = ProtoBufHelper.DeSerizlize(reqData); Protobuf_Room_Leave_RESP resp = new Protobuf_Room_Leave_RESP(); ErrorCode errcode; Data_RoomData room = GetRoomData(_c.RoomState.RoomID); bool bHadRoomStateChange = false; if (room == null) errcode = ErrorCode.ErrorRoomNotFound; else { if (room.Leave(_c, out errcode, out bHadRoomStateChange)) { resp.RoomID = msg.RoomID; } } AppSrv.g_ClientMgr.ClientSend(_c, (int)CommandID.CmdRoomLeave, (int)errcode, ProtoBufHelper.Serizlize(resp)); Protobuf_Room_MyRoom_State_Change(msg.RoomID); if (errcode == ErrorCode.ErrorOk && bHadRoomStateChange) SendRoomStateChange(room); } public void OnHostPlayerUpdateStateRaw(Socket sk, byte[] reqData) { ClientInfo _c = AppSrv.g_ClientMgr.GetClientForSocket(sk); Protobuf_Room_HostPlayer_UpdateStateRaw msg = ProtoBufHelper.DeSerizlize(reqData); Protobuf_Room_HostPlayer_UpdateStateRaw_RESP resp = new Protobuf_Room_HostPlayer_UpdateStateRaw_RESP(); ErrorCode errcode = ErrorCode.ErrorOk; Data_RoomData room = GetRoomData(_c.RoomState.RoomID); if (room == null) errcode = ErrorCode.ErrorRoomNotFound; else if (room.GameState != RoomGameState.WaitRawUpdate) errcode = ErrorCode.ErrorRoomCantDoCurrState; AppSrv.g_ClientMgr.ClientSend(_c, (int)CommandID.CmdRoomHostPlayerUpdateStateRaw, (int)errcode, ProtoBufHelper.Serizlize(resp)); if (errcode == ErrorCode.ErrorOk) { room.SetLoadRaw(msg.LoadStateRaw, out bool bHadRoomStateChange); if (bHadRoomStateChange) SendRoomStateChange(room); } } public void OnRoomPlayerReady(Socket sk, byte[] reqData) { ClientInfo _c = AppSrv.g_ClientMgr.GetClientForSocket(sk); Protobuf_Room_Player_Ready msg = ProtoBufHelper.DeSerizlize(reqData); ErrorCode errcode = ErrorCode.ErrorOk; Data_RoomData room = GetRoomData(_c.RoomState.RoomID); if (room == null) return; } public void OnSingelPlayerInput(Socket sk, byte[] reqData) { ClientInfo _c = AppSrv.g_ClientMgr.GetClientForSocket(sk); Protobuf_Room_SinglePlayerInputData msg = ProtoBufHelper.DeSerizlize(reqData); Data_RoomData room = GetRoomData(_c.RoomState.RoomID); if (room == null) return; room.SetPlayerInput(_c.RoomState.PlayerIdx, msg.FrameID, (ushort)msg.InputData); } /// /// 广播房间状态变化 /// /// public void Protobuf_Room_MyRoom_State_Change(int RoomID) { Data_RoomData room = GetRoomData(RoomID); if (room == null) return; Protobuf_Room_MyRoom_State_Change resp = new Protobuf_Room_MyRoom_State_Change() { RoomMiniInfo = GetProtoDataRoom(room) }; List userlist = room.GetAllPlayerClientList(); foreach (ClientInfo _c in userlist) { AppSrv.g_ClientMgr.ClientSend(_c, (int)CommandID.CmdRoomMyRoomStateChanged, (int)ErrorCode.ErrorOk, ProtoBufHelper.Serizlize(resp)); } } public void SendRoomStateChange(Data_RoomData room) { List roomClient = room.GetAllPlayerClientList(); switch (room.GameState) { case RoomGameState.WaitRawUpdate: { Protobuf_Room_WaitStep_RESP resp = new Protobuf_Room_WaitStep_RESP() { WaitStep = 0 }; AppSrv.g_ClientMgr.ClientSend(roomClient, (int)CommandID.CmdRoomWaitStep, (int)ErrorCode.ErrorOk, ProtoBufHelper.Serizlize(resp)); } break; case RoomGameState.WaitReady: { Protobuf_Room_WaitStep_RESP resp = new Protobuf_Room_WaitStep_RESP() { WaitStep = 1, LoadStateRaw = room.NextStateRaw }; AppSrv.g_ClientMgr.ClientSend(roomClient, (int)CommandID.CmdRoomWaitStep, (int)ErrorCode.ErrorOk, ProtoBufHelper.Serizlize(resp)); } break; case RoomGameState.InOnlineGame: { Protobuf_Room_WaitStep_RESP resp = new Protobuf_Room_WaitStep_RESP() { WaitStep = 2, }; AppSrv.g_ClientMgr.ClientSend(roomClient, (int)CommandID.CmdRoomWaitStep, (int)ErrorCode.ErrorOk, ProtoBufHelper.Serizlize(resp)); } break; } } #region 房间帧循环 void UpdateLoopTick() { while (true) { roomTickARE.WaitOne(); UpdateAllRoomLogic(); } } void UpdateAllRoomLogic() { for (int i = 0; i < mKeyRoomList.Count; i++) { int roomid = mKeyRoomList[i]; if (!mDictRoom.TryGetValue(roomid,out Data_RoomData room)) continue; if (room.GameState < RoomGameState.InOnlineGame) continue; //更新帧 room.TakeFrame(); //广播 room.SynInputData(); } } #endregion } public class Data_RoomData { public int RoomID { get; private set; } public int GameRomID { get; private set; } public string RomHash { get; private set; } public long Player1_UID { get; private set; } public long Player2_UID { get; private set; } public long Player3_UID { get; private set; } public long Player4_UID { get; private set; } public Google.Protobuf.ByteString? NextStateRaw { get; private set; } public bool[] PlayerReadyState { get; private set; } public List SynUIDs; //public RoomPlayerState PlayerState => getPlayerState(); private RoomGameState mGameState; public uint mCurrFrameId = 0; public ServerInputSnapShot mCurrInputData; public Queue<(uint, ServerInputSnapShot)> mInputQueue; //TODO public Dictionary> mDictPlayerIdx2SendQueue; public RoomGameState GameState { get { return mGameState; } set { if (mGameState != value) { mGameState = value; switch (value) { case RoomGameState.WaitRawUpdate: NextStateRaw = null; break; case RoomGameState.WaitReady: Array.Fill(PlayerReadyState, false); break; } } } } bool IsAllReady() { bool Ready = true; if ( (Player1_UID > 0 && !PlayerReadyState[0]) || (Player2_UID > 0 && !PlayerReadyState[1]) || (Player3_UID > 0 && !PlayerReadyState[2]) || (Player4_UID > 0 && !PlayerReadyState[3]) ) { Ready = false; } return Ready; } public void Init(int roomID, int gameRomID, string roomHash, bool bloadState = false) { RoomID = roomID; GameRomID = gameRomID; RomHash = roomHash; Player1_UID = -1; Player2_UID = -1; Player3_UID = -1; Player4_UID = -1; PlayerReadyState = new bool[4]; SynUIDs = new List();//广播角色列表 GameState = RoomGameState.NoneGameState; mCurrInputData = new ServerInputSnapShot(); mInputQueue = new Queue<(uint, ServerInputSnapShot)>(); mDictPlayerIdx2SendQueue = new Dictionary>(); } public void SetPlayerUID(int PlayerIdx,ClientInfo _c) { long oldUID = -1; switch (PlayerIdx) { case 0: oldUID = Player1_UID; Player1_UID = _c.UID; break; case 1: oldUID = Player2_UID; Player2_UID = _c.UID; break; case 2: oldUID = Player3_UID; Player3_UID = _c.UID; break; case 3: oldUID = Player4_UID; Player4_UID = _c.UID; break; } if(oldUID <= 0) SynUIDs.Remove(oldUID); SynUIDs.Add(_c.UID); _c.RoomState.SetRoomData(this.RoomID, PlayerIdx); } public void RemovePlayer(ClientInfo _c) { int PlayerIdx = GetPlayerIdx(_c); switch (PlayerIdx) { case 0: Player1_UID = -1; SynUIDs.Remove(_c.UID);break; case 1: Player2_UID = -1; SynUIDs.Remove(_c.UID);break; case 2: Player3_UID = -1; SynUIDs.Remove(_c.UID);break; case 3: Player4_UID = -1; SynUIDs.Remove(_c.UID);break; } _c.RoomState.ClearRoomData(); } int GetPlayerIdx(ClientInfo _c) { if (Player1_UID == _c.UID) return 0; if (Player2_UID == _c.UID) return 1; if (Player3_UID == _c.UID) return 2; if (Player4_UID == _c.UID) return 3; return -1; } public bool GetPlayerUIDByIdx(int Idx, out long UID) { UID = -1; switch (Idx) { case 0: UID = Player1_UID; break; case 1: UID = Player2_UID; break; case 2: UID = Player3_UID; break; case 3: UID = Player4_UID; break; } return UID != 0; } public bool GetPlayerClientByIdx(int Idx, out ClientInfo _c) { _c = null; if (!GetPlayerUIDByIdx(Idx, out long UID)) return false; if (!AppSrv.g_ClientMgr.GetClientByUID(UID, out _c)) return false; return true; } public List GetAllPlayerUIDs() { List list = new List(); if (Player1_UID > 0) list.Add(Player1_UID); if (Player2_UID > 0) list.Add(Player2_UID); return list; } public List GetAllPlayerClientList() { List list = new List(); List Uids = GetAllPlayerUIDs(); foreach (long uid in Uids) { if (!AppSrv.g_ClientMgr.GetClientByUID(uid, out ClientInfo _c, true)) continue; list.Add(_c); } return list; } public void SetPlayerInput(int PlayerIdx,long mFrameID,ushort input) { switch (PlayerIdx) { case 0: mCurrInputData.p1 = input; break; case 1: mCurrInputData.p2 = input; break; case 2: mCurrInputData.p3 = input; break; case 3: mCurrInputData.p4 = input; break; } } public void ClearPlayerInput(int PlayerIdx) { switch (PlayerIdx) { case 0: mCurrInputData.p1 = 0; break; case 1: mCurrInputData.p2 = 0; break; case 2: mCurrInputData.p3 = 0; break; case 3: mCurrInputData.p4 = 0; break; } } public int GetPlayerCount() { int count = 0; if (Player1_UID > 0) count++; if (Player2_UID > 0) count++; if (Player3_UID > 0) count++; if (Player4_UID > 0) count++; return count; } void StartNewTick() { mInputQueue.Clear(); mDictPlayerIdx2SendQueue.Clear(); List playerlist = GetAllPlayerClientList(); double maxNetDelay = 0; for (int i = 0; i < playerlist.Count; i++) { ClientInfo player = playerlist[i]; maxNetDelay = Math.Max(maxNetDelay, player.NetDelay); } mCurrFrameId = 0; int TaskFrameCount = (int)((maxNetDelay / 0.016f) + 5f); for (int i = 0; i < TaskFrameCount; i++) { TakeFrame(); } } public void TakeFrame() { mInputQueue.Enqueue((mCurrFrameId, mCurrInputData)); mCurrFrameId++; } /// /// 广播数据 /// public void SynInputData() { while (mInputQueue.Count > 0) { (uint frameId, ServerInputSnapShot inputdata) data = mInputQueue.Dequeue(); Protobuf_Room_Syn_RoomFrameAllInputData resp = new Protobuf_Room_Syn_RoomFrameAllInputData() { FrameID = data.frameId, InputData = data.inputdata.all }; AppSrv.g_ClientMgr.ClientSend(SynUIDs,(int)CommandID.CmdRoomSynPlayerInput, (int)ErrorCode.ErrorOk, ProtoBufHelper.Serizlize(resp)); } } #region 房间进出 /// /// 进入房间 /// /// /// /// /// /// public bool Join(int PlayerNum, ClientInfo _c, out ErrorCode errcode,out bool bHadRoomStateChange) { bHadRoomStateChange = false; int oldPlayerCount = GetPlayerCount(); if (GetPlayerUIDByIdx(PlayerNum, out long hadUID)) { errcode = ErrorCode.ErrorRoomSlotReadlyHadPlayer; return false; } SetPlayerUID(PlayerNum, _c); int newPlayerCount = GetPlayerCount(); errcode = ErrorCode.ErrorOk; bHadRoomStateChange = CheckRoomStateChange(oldPlayerCount, newPlayerCount); return true; } /// /// 离开房间 /// /// /// /// /// public bool Leave(ClientInfo _c, out ErrorCode errcode, out bool bHadRoomStateChange) { int oldPlayerCount = GetPlayerCount(); RemovePlayer(_c); int newPlayerCount = GetPlayerCount(); errcode = ErrorCode.ErrorOk; bHadRoomStateChange = CheckRoomStateChange(oldPlayerCount, newPlayerCount); return true; } #endregion bool CheckRoomStateChange(int oldPlayerCount, int newPlayerCount) { bool bChanged = false; bool bNewToOnlyHost = (oldPlayerCount != 1 && newPlayerCount == 1); bool bMorePlayer = (oldPlayerCount < 2 && newPlayerCount >= 2) || (newPlayerCount > oldPlayerCount); switch (this.GameState) { case RoomGameState.NoneGameState: if (bNewToOnlyHost) { this.GameState = RoomGameState.OnlyHost; bChanged = true; } break; case RoomGameState.OnlyHost: if (bMorePlayer)//加入更多玩家 { this.GameState = RoomGameState.WaitRawUpdate; bChanged = true; break; } break; case RoomGameState.WaitRawUpdate: if (bMorePlayer)//加入更多玩家 { this.GameState = RoomGameState.WaitRawUpdate; bChanged = true; break; } if (NextStateRaw != null)//已经上传即时存档 { this.GameState = RoomGameState.WaitReady; bChanged = true; break; } break; case RoomGameState.WaitReady: if (bMorePlayer)//加入更多玩家 { this.GameState = RoomGameState.WaitRawUpdate; bChanged = true; break; } //没有为准备的 bool bAllReady = IsAllReady(); if (bAllReady) { //新开Tick StartNewTick(); this.GameState = RoomGameState.InOnlineGame; bChanged = true; break; } break; case RoomGameState.Pause: if (bMorePlayer)//加入更多玩家 { this.GameState = RoomGameState.WaitRawUpdate; bChanged = true; break; } break; case RoomGameState.InOnlineGame: if (bMorePlayer)//加入更多玩家 { this.GameState = RoomGameState.WaitRawUpdate; //TODO 服务器Tick提前跑帧 bChanged = true; break; } break; } return bChanged; } public void SetLoadRaw(Google.Protobuf.ByteString NextStateRaw, out bool bHadRoomStateChange) { int oldPlayerCount = GetPlayerCount(); this.NextStateRaw = NextStateRaw; int newPlayerCount = GetPlayerCount(); bHadRoomStateChange = CheckRoomStateChange(oldPlayerCount, newPlayerCount); } } [StructLayout(LayoutKind.Explicit)] public struct ServerInputSnapShot { [FieldOffset(0)] public UInt64 all; [FieldOffset(0)] public ushort p1; [FieldOffset(2)] public ushort p2; [FieldOffset(4)] public ushort p3; [FieldOffset(6)] public ushort p4; } }