AxibugEmuOnline/AxibugEmuOnline.Server/Manager/RoomManager.cs

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using AxibugEmuOnline.Server.Common;
using AxibugEmuOnline.Server.Manager;
using AxibugEmuOnline.Server.NetWork;
using AxibugProtobuf;
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using MySql.Data.MySqlClient;
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using System.Net.Sockets;
using System.Runtime.InteropServices;
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using System.Security.Policy;
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namespace AxibugEmuOnline.Server
{
public class RoomManager
{
Dictionary<int, Data_RoomData> mDictRoom = new Dictionary<int, Data_RoomData>();
List<int> mKeyRoomList = new List<int>();
AutoResetEvent roomTickARE;
Thread threadRoomTick;
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int RoomIDSeed = 1;
public RoomManager()
{
NetMsg.Instance.RegNetMsgEvent((int)CommandID.CmdRoomList, OnCmdRoomList);
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NetMsg.Instance.RegNetMsgEvent((int)CommandID.CmdRoomGetScreen, CmdRoomGetScreen);
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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);
NetMsg.Instance.RegNetMsgEvent((int)CommandID.CmdScreen, OnCmdScreen);
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roomTickARE = AppSrv.g_Tick.AddNewARE(TickManager.TickType.Interval_16MS);
threadRoomTick = new Thread(UpdateLoopTick);
threadRoomTick.Start();
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//System.Timers.Timer mTimer16ms = new System.Timers.Timer(16);//实例化Timer类
//mTimer16ms.Elapsed += new System.Timers.ElapsedEventHandler((source, e) => { UpdateAllRoomLogic(); });//到达时间的时候执行事件;
//mTimer16ms.AutoReset = true;//设置是执行一次false还是一直执行(true)
//mTimer16ms.Enabled = true;//是否执行System.Timers.Timer.Elapsed事件
//mTimer16ms.Start();
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}
#region
int GetNewRoomID()
{
return RoomIDSeed++;
}
void AddRoom(Data_RoomData data)
{
lock (mDictRoom)
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{
if (!mDictRoom.ContainsKey(data.RoomID))
{
mDictRoom.Add(data.RoomID, data);
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mKeyRoomList.Add(data.RoomID);
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}
}
}
void RemoveRoom(int RoomID)
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{
lock (mDictRoom)
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{
if (mDictRoom.ContainsKey(RoomID))
{
mDictRoom.Remove(RoomID);
mKeyRoomList.Remove(RoomID);
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}
}
}
public Data_RoomData GetRoomData(int RoomID)
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{
if (!mDictRoom.TryGetValue(RoomID, out Data_RoomData data))
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return null;
return data;
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}
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public List<Data_RoomData> GetRoomList()
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{
lock (mDictRoom)
{
List<Data_RoomData> temp = new List<Data_RoomData>();
foreach (var room in mDictRoom)
{
temp.AddRange(mDictRoom.Values);
}
return temp;
}
}
#endregion
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#region
public enum RoomLogType
{
Create = 0,
Join = 1,
Leave = 2
}
public void RoomLog(long uid, int platform, int RoomID, int RomID, RoomLogType state)
{
MySqlConnection conn = Haoyue_SQLPoolManager.DequeueSQLConn("RoomLog");
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try
{
string query = "INSERT INTO `haoyue_emu`.`room_log` (`uid`, `platform`, `romid`,`roomid`, `state`) VALUES ( ?uid, ?platform, ?romid, ?roomid, ?state);";
using (var command = new MySqlCommand(query, conn))
{
// 设置参数值
command.Parameters.AddWithValue("?uid", uid);
command.Parameters.AddWithValue("?platform", platform);
command.Parameters.AddWithValue("?romid", RomID);
command.Parameters.AddWithValue("?roomid", RoomID);
command.Parameters.AddWithValue("?state", state);
command.ExecuteNonQuery();
}
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if (state == RoomLogType.Create)
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{
query = "update romlist_nes set playcount = playcount + 1 where id = ?romid";
using (var command = new MySqlCommand(query, conn))
{
command.Parameters.AddWithValue("?romid", RomID);
command.ExecuteNonQuery();
}
}
}
catch (Exception e)
{
}
Haoyue_SQLPoolManager.EnqueueSQLConn(conn);
}
#endregion
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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,
ScreenProviderUID = room.ScreenProviderUID,
HostPlayerUID = room.HostUID,
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GameState = room.GameState,
ObsUserCount = 0,//TODO
Player1UID = room.Player1_UID,
Player2UID = room.Player2_UID,
Player3UID = room.Player3_UID,
Player4UID = room.Player4_UID,
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};
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;
if (result.Player3UID >= 0 && AppSrv.g_ClientMgr.GetClientByUID(result.Player1UID, out ClientInfo _c3))
result.Player3NickName = _c3.NickName;
if (result.Player4UID >= 0 && AppSrv.g_ClientMgr.GetClientByUID(result.Player2UID, out ClientInfo _c4))
result.Player4NickName = _c4.NickName;
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return result;
}
public void OnCmdRoomList(Socket sk, byte[] reqData)
{
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AppSrv.g_Log.DebugCmd($"OnCmdRoomList");
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ClientInfo _c = AppSrv.g_ClientMgr.GetClientForSocket(sk);
Protobuf_Room_List msg = ProtoBufHelper.DeSerizlize<Protobuf_Room_List>(reqData);
Protobuf_Room_List_RESP resp = new Protobuf_Room_List_RESP();
List<Data_RoomData> temp = GetRoomList();
foreach (var room in temp)
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resp.RoomMiniInfoList.Add(GetProtoDataRoom(room));
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AppSrv.g_ClientMgr.ClientSend(_c, (int)CommandID.CmdRoomList, (int)ErrorCode.ErrorOk, ProtoBufHelper.Serizlize(resp));
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}
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public void CmdRoomGetScreen(Socket sk, byte[] reqData)
{
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AppSrv.g_Log.DebugCmd($"CmdRoomGetScreen");
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ClientInfo _c = AppSrv.g_ClientMgr.GetClientForSocket(sk);
Protobuf_Room_Get_Screen msg = ProtoBufHelper.DeSerizlize<Protobuf_Room_Get_Screen>(reqData);
Data_RoomData room = GetRoomData(_c.RoomState.RoomID);
bool bHadRoomStateChange = false;
ErrorCode Errcode = ErrorCode.ErrorOk;
Protobuf_Room_Get_Screen_RESP resp = new Protobuf_Room_Get_Screen_RESP();
if (room == null)
Errcode = ErrorCode.ErrorRoomNotFound;
else
{
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resp.FrameID = (int)room.mCurrServerFrameId;
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resp.RoomID = room.RoomID;
resp.RawBitmap = room.ScreenRaw;
}
AppSrv.g_ClientMgr.ClientSend(_c, (int)CommandID.CmdRoomGetScreen, (int)ErrorCode.ErrorOk, ProtoBufHelper.Serizlize(resp));
}
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/// <summary>
///
/// </summary>
/// <param name="RoomID"></param>
/// <param name="type">//[0] 更新或新增 [1] 删除</param>
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public void SendRoomUpdateToAll(Data_RoomData room, int type)
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{
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));
}
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public void OnCmdRoomCreate(Socket sk, byte[] reqData)
{
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AppSrv.g_Log.DebugCmd($"OnCmdRoomCreate");
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ClientInfo _c = AppSrv.g_ClientMgr.GetClientForSocket(sk);
Protobuf_Room_Create msg = ProtoBufHelper.DeSerizlize<Protobuf_Room_Create>(reqData);
Protobuf_Room_Create_RESP resp = new Protobuf_Room_Create_RESP();
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Data_RoomData newRoom = new Data_RoomData();
newRoom.Init(GetNewRoomID(), msg.GameRomID, msg.GameRomHash, _c.UID);
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AddRoom(newRoom);
ErrorCode joinErrcode = ErrorCode.ErrorOk;
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//加入
if (newRoom.Join(msg.JoinPlayerIdx, _c, out joinErrcode, out bool bHadRoomStateChange))
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{
//创建成功下行
resp.RoomMiniInfo = GetProtoDataRoom(newRoom);
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}
AppSrv.g_ClientMgr.ClientSend(_c, (int)CommandID.CmdRoomCreate, (int)joinErrcode, ProtoBufHelper.Serizlize(resp));
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if (joinErrcode == ErrorCode.ErrorOk && bHadRoomStateChange)
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SendRoomStepChange(newRoom);
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SendRoomUpdateToAll(newRoom, 0);
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RoomLog(_c.UID, 1, newRoom.RoomID, newRoom.GameRomID, RoomLogType.Create);
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}
public void OnCmdRoomJoin(Socket sk, byte[] reqData)
{
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AppSrv.g_Log.DebugCmd($"OnCmdRoomJoin");
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ClientInfo _c = AppSrv.g_ClientMgr.GetClientForSocket(sk);
Protobuf_Room_Join msg = ProtoBufHelper.DeSerizlize<Protobuf_Room_Join>(reqData);
Protobuf_Room_Create_RESP resp = new Protobuf_Room_Create_RESP();
ErrorCode joinErrcode;
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Data_RoomData room = GetRoomData(msg.RoomID);
bool bHadRoomStateChange = false;
if (room == null)
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{
joinErrcode = ErrorCode.ErrorRoomNotFound;
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AppSrv.g_ClientMgr.ClientSend(_c, (int)CommandID.CmdRoomJoin, (int)joinErrcode, ProtoBufHelper.Serizlize(resp));
return;
}
lock (room)
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{
//加入
if (room.Join(msg.PlayerNum, _c, out joinErrcode, out bHadRoomStateChange))
{
Data_RoomData roomData = GetRoomData(msg.RoomID);
resp.RoomMiniInfo = GetProtoDataRoom(roomData);
}
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AppSrv.g_ClientMgr.ClientSend(_c, (int)CommandID.CmdRoomJoin, (int)joinErrcode, ProtoBufHelper.Serizlize(resp));
Protobuf_Room_MyRoom_State_Change(msg.RoomID);
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if (joinErrcode == ErrorCode.ErrorOk && bHadRoomStateChange)
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SendRoomStepChange(room);
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if (room != null)
{
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SendRoomUpdateToAll(room, 0);
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}
}
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RoomLog(_c.UID, 1, room.RoomID, room.GameRomID, RoomLogType.Join);
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}
public void OnCmdRoomLeave(Socket sk, byte[] reqData)
{
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AppSrv.g_Log.DebugCmd($"OnCmdRoomLeave");
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ClientInfo _c = AppSrv.g_ClientMgr.GetClientForSocket(sk);
Protobuf_Room_Leave msg = ProtoBufHelper.DeSerizlize<Protobuf_Room_Leave>(reqData);
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LeaveRoom(_c, msg.RoomID);
//Protobuf_Room_Leave_RESP resp = new Protobuf_Room_Leave_RESP();
//ErrorCode errcode;
//Data_RoomData room = GetRoomData(_c.RoomState.RoomID);
//bool bHadRoomStateChange = false;
//if (room == null)
// errcode = ErrorCode.ErrorRoomNotFound;
//else
//{
// if (room.Leave(_c, out errcode, out bHadRoomStateChange))
// {
// resp.RoomID = msg.RoomID;
// }
//}
//AppSrv.g_ClientMgr.ClientSend(_c, (int)CommandID.CmdRoomLeave, (int)errcode, ProtoBufHelper.Serizlize(resp));
//Protobuf_Room_MyRoom_State_Change(msg.RoomID);
//if (errcode == ErrorCode.ErrorOk && bHadRoomStateChange)
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// SendRoomStepChange(room);
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//SendRoomUpdateToAll(room.RoomID, 1);
//if (room.GetPlayerCount() < 1)
// RemoveRoom(room.RoomID);
}
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public void LeaveRoom(ClientInfo _c, int RoomID)
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{
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AppSrv.g_Log.Debug($"LeaveRoom");
if (RoomID < 0)
return;
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)
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{
errcode = ErrorCode.ErrorRoomNotFound;
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AppSrv.g_ClientMgr.ClientSend(_c, (int)CommandID.CmdRoomLeave, (int)errcode, ProtoBufHelper.Serizlize(resp));
return;
}
if (room.Leave(_c, out errcode, out bHadRoomStateChange))
{
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resp.RoomID = RoomID;
}
AppSrv.g_ClientMgr.ClientSend(_c, (int)CommandID.CmdRoomLeave, (int)errcode, ProtoBufHelper.Serizlize(resp));
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Protobuf_Room_MyRoom_State_Change(RoomID);
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if (errcode == ErrorCode.ErrorOk && bHadRoomStateChange)
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SendRoomStepChange(room);
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if (room.GetPlayerCount() < 1)
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{
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SendRoomUpdateToAll(room, 1);
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RemoveRoom(room.RoomID);
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}
else
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SendRoomUpdateToAll(room, 0);
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RoomLog(_c.UID, 1, room.RoomID, room.GameRomID, RoomLogType.Leave);
}
public void OnHostPlayerUpdateStateRaw(Socket sk, byte[] reqData)
{
ClientInfo _c = AppSrv.g_ClientMgr.GetClientForSocket(sk);
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AppSrv.g_Log.DebugCmd($"OnHostPlayerUpdateStateRaw 上报即时存档 UID->{_c.UID}");
Protobuf_Room_HostPlayer_UpdateStateRaw msg = ProtoBufHelper.DeSerizlize<Protobuf_Room_HostPlayer_UpdateStateRaw>(reqData);
Protobuf_Room_HostPlayer_UpdateStateRaw_RESP resp = new Protobuf_Room_HostPlayer_UpdateStateRaw_RESP();
ErrorCode errcode = ErrorCode.ErrorOk;
Data_RoomData room = GetRoomData(_c.RoomState.RoomID);
if (room == null)
errcode = ErrorCode.ErrorRoomNotFound;
else if (room.GameState != RoomGameState.WaitRawUpdate)
errcode = ErrorCode.ErrorRoomCantDoCurrState;
AppSrv.g_ClientMgr.ClientSend(_c, (int)CommandID.CmdRoomHostPlayerUpdateStateRaw, (int)errcode, ProtoBufHelper.Serizlize(resp));
if (errcode == ErrorCode.ErrorOk)
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{
room.SetLoadRaw(msg.LoadStateRaw, out bool bHadRoomStateChange);
if (bHadRoomStateChange)
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SendRoomStepChange(room);
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}
}
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public void OnRoomPlayerReady(Socket sk, byte[] reqData)
{
ClientInfo _c = AppSrv.g_ClientMgr.GetClientForSocket(sk);
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AppSrv.g_Log.DebugCmd($"OnRoomPlayerReady _c->{_c.UID}");
Protobuf_Room_Player_Ready msg = ProtoBufHelper.DeSerizlize<Protobuf_Room_Player_Ready>(reqData);
ErrorCode errcode = ErrorCode.ErrorOk;
Data_RoomData room = GetRoomData(_c.RoomState.RoomID);
if (room == null)
return;
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lock (room)
{
AppSrv.g_Log.Debug($"SetRePlayerReady RoomID->{room.RoomID},UID->{_c.UID}, PlayerIdx->{_c.RoomState.PlayerIdx}");
room.SetRePlayerReady(_c.RoomState.PlayerIdx, out errcode, out bool bHadRoomStateChange);
if (bHadRoomStateChange)
{
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SendRoomStepChange(room);
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}
}
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}
public void OnSingelPlayerInput(Socket sk, byte[] reqData)
{
ClientInfo _c = AppSrv.g_ClientMgr.GetClientForSocket(sk);
Protobuf_Room_SinglePlayerInputData msg = ProtoBufHelper.DeSerizlize<Protobuf_Room_SinglePlayerInputData>(reqData);
Data_RoomData room = GetRoomData(_c.RoomState.RoomID);
if (room == null)
return;
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//取玩家操作数据中的第一个
ServerInputSnapShot temp = new ServerInputSnapShot();
temp.all = msg.InputData;
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//room.SetPlayerInput(_c.RoomState.PlayerIdx, msg.FrameID, temp);
//是否需要推帧
if (room.GetNeedForwardTick(msg.FrameID, out long forwaFrame))
{
for (int i = 0; i < forwaFrame; i++)
{
if (i + 1 == forwaFrame)//最后一帧
{
//写入操作前、将网络波动堆积可能造成瞬时多个连续推帧结果最后一帧除外立即广播不等16msTick
//if (forwaFrame > 1)
// room.SynInputData();
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//推帧过程中,最后一帧才写入操作
room.SetPlayerInput(_c.RoomState.PlayerIdx, msg.FrameID, temp);
}
//推帧
room.TakeFrame();
}
}
else//不需要推帧
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{
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//虽然不推帧但是存入Input
room.SetPlayerInput(_c.RoomState.PlayerIdx, msg.FrameID, temp);
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}
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if (room.LastTestRecv != room.mCurrInputData.all)
{
room.LastTestRecv = room.mCurrInputData.all;
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//AppSrv.g_Log.Debug($" {DateTime.Now.ToString("hh:mm:ss.fff")} SynTestRecv=> UID->{_c.UID} roomId->{room.mCurrServerFrameId} input->{msg.InputData}");
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}
}
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public void OnCmdScreen(Socket sk, byte[] reqData)
{
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AppSrv.g_Log.DebugCmd($"OnCmdScreen lenght:{reqData.Length}");
ClientInfo _c = AppSrv.g_ClientMgr.GetClientForSocket(sk);
Protobuf_Screnn_Frame msg = ProtoBufHelper.DeSerizlize<Protobuf_Screnn_Frame>(reqData);
Data_RoomData room = AppSrv.g_Room.GetRoomData(msg.RoomID);
room.InputScreenData(msg.RawBitmap);
}
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/// <summary>
/// 广播房间状态变化
/// </summary>
/// <param name="RoomID"></param>
public void Protobuf_Room_MyRoom_State_Change(int RoomID)
{
Data_RoomData room = GetRoomData(RoomID);
if (room == null)
return;
Protobuf_Room_MyRoom_State_Change resp = new Protobuf_Room_MyRoom_State_Change()
{
RoomMiniInfo = GetProtoDataRoom(room)
};
List<ClientInfo> userlist = room.GetAllPlayerClientList();
foreach (ClientInfo _c in userlist)
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{
AppSrv.g_ClientMgr.ClientSend(_c, (int)CommandID.CmdRoomMyRoomStateChanged, (int)ErrorCode.ErrorOk, ProtoBufHelper.Serizlize(resp));
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}
}
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/// <summary>
/// 广播联机Step
/// </summary>
/// <param name="room"></param>
public void SendRoomStepChange(Data_RoomData room)
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{
List<ClientInfo> roomClient = room.GetAllPlayerClientList();
switch (room.GameState)
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{
case RoomGameState.WaitRawUpdate:
{
Protobuf_Room_WaitStep_RESP resp = new Protobuf_Room_WaitStep_RESP()
{
WaitStep = 0
};
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AppSrv.g_Log.DebugCmd($"Step:0 WaitRawUpdate 广播等待主机上报即时存档");
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
};
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AppSrv.g_Log.DebugCmd($"Step:1 WaitReady 广播即时存档");
AppSrv.g_ClientMgr.ClientSend(roomClient, (int)CommandID.CmdRoomWaitStep, (int)ErrorCode.ErrorOk, ProtoBufHelper.Serizlize(resp));
}
break;
case RoomGameState.InOnlineGame:
{
Protobuf_Room_WaitStep_RESP resp = new Protobuf_Room_WaitStep_RESP()
{
WaitStep = 2,
};
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AppSrv.g_Log.DebugCmd($"Step:2 InOnlineGame 广播开始游戏");
AppSrv.g_ClientMgr.ClientSend(roomClient, (int)CommandID.CmdRoomWaitStep, (int)ErrorCode.ErrorOk, ProtoBufHelper.Serizlize(resp));
}
break;
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}
}
#region
void UpdateLoopTick()
{
while (true)
{
roomTickARE.WaitOne();
UpdateAllRoomLogic();
}
}
void UpdateAllRoomLogic()
{
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if (mKeyRoomList.Count < 1)
return;
for (int i = 0; i < mKeyRoomList.Count; i++)
{
int roomid = mKeyRoomList[i];
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if (!mDictRoom.TryGetValue(roomid, out Data_RoomData room) || room.GameState < RoomGameState.InOnlineGame)
continue;
//更新帧
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//room.TakeFrame();
//广播
room.SynInputData();
}
}
#endregion
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}
public class Data_RoomData
{
public int RoomID { get; private set; }
public int GameRomID { get; private set; }
public string RomHash { get; private set; }
public long HostUID { get; private set; }
public long ScreenProviderUID { 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 Google.Protobuf.ByteString? ScreenRaw { get; private set; }
public bool[] PlayerReadyState { get; private set; }
public List<long> SynUIDs;
//public RoomPlayerState PlayerState => getPlayerState();
private RoomGameState mGameState;
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public uint mCurrServerFrameId = 0;
public ServerInputSnapShot mCurrInputData;
public Queue<(uint, ServerInputSnapShot)> mInputQueue;
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object synInputLock = new object();
//TODO
public Dictionary<int, Queue<byte[]>> 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<bool>(PlayerReadyState, false);
break;
}
}
}
}
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/// <summary>
/// 服务器提前帧数
/// </summary>
public uint SrvForwardFrames { get; set; }
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, long hostUId, bool bloadState = false)
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{
RoomID = roomID;
GameRomID = gameRomID;
RomHash = roomHash;
HostUID = hostUId;
ScreenProviderUID = hostUId;
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Player1_UID = -1;
Player2_UID = -1;
Player3_UID = -1;
Player4_UID = -1;
PlayerReadyState = new bool[4];
SynUIDs = new List<long>();//广播角色列表
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GameState = RoomGameState.NoneGameState;
mCurrInputData = new ServerInputSnapShot();
mInputQueue = new Queue<(uint, ServerInputSnapShot)>();
mDictPlayerIdx2SendQueue = new Dictionary<int, Queue<byte[]>>();
}
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;
}
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if (oldUID >= 0)
SynUIDs.Remove(oldUID);
SynUIDs.Add(_c.UID);
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AppSrv.g_Log.Debug($"SetPlayerUID RoomID->{RoomID} _c.UID->{_c.UID} PlayerIdx->{PlayerIdx}");
_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;
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}
public bool GetPlayerUIDByIdx(int Idx, out long UID)
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{
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;
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default: UID = -1; break;
}
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return UID > 0;
}
public bool GetPlayerClientByIdx(int Idx, out ClientInfo _c)
{
_c = null;
if (!GetPlayerUIDByIdx(Idx, out long UID))
return false;
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if (!AppSrv.g_ClientMgr.GetClientByUID(UID, out _c))
return false;
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return true;
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}
public List<long> GetAllPlayerUIDs()
{
List<long> list = new List<long>();
if (Player1_UID > 0) list.Add(Player1_UID);
if (Player2_UID > 0) list.Add(Player2_UID);
if (Player3_UID > 0) list.Add(Player3_UID);
if (Player4_UID > 0) list.Add(Player4_UID);
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return list;
}
public List<ClientInfo> GetAllPlayerClientList()
{
List<ClientInfo> list = new List<ClientInfo>();
List<long> Uids = GetAllPlayerUIDs();
foreach (long uid in Uids)
{
if (!AppSrv.g_ClientMgr.GetClientByUID(uid, out ClientInfo _c, true))
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continue;
list.Add(_c);
}
return list;
}
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public void SetPlayerInput(int PlayerIdx, long mFrameID, ServerInputSnapShot allinput)
{
switch (PlayerIdx)
{
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case 0: mCurrInputData.p1_byte = allinput.p1_byte; break;
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case 1: mCurrInputData.p2_byte = allinput.p1_byte; break;
case 2: mCurrInputData.p3_byte = allinput.p1_byte; break;
case 3: mCurrInputData.p4_byte = allinput.p1_byte; break;
}
}
public void ClearPlayerInput(ClientInfo _c)
{
int PlayerIdx = GetPlayerIdx(_c);
switch (PlayerIdx)
{
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case 0: mCurrInputData.p1_byte = 0; break;
case 1: mCurrInputData.p2_byte = 0; break;
case 2: mCurrInputData.p3_byte = 0; break;
case 3: mCurrInputData.p4_byte = 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();
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mCurrServerFrameId = 0;
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mCurrInputData.all = 1;
UpdateRoomForwardNum();
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uint StartForwardFrames = (SrvForwardFrames * 2) + 5;
StartForwardFrames = Math.Min(10, StartForwardFrames);
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//服务器提前跑帧数
for (int i = 0; i < SrvForwardFrames; i++)
TakeFrame();
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AppSrv.g_Log.Info($"房间初始提前量=>{StartForwardFrames},当前延迟提前量=>{SrvForwardFrames}");
}
public void UpdateRoomForwardNum()
{
List<ClientInfo> playerlist = GetAllPlayerClientList();
double maxNetDelay = 0;
for (int i = 0; i < playerlist.Count; i++)
{
ClientInfo player = playerlist[i];
maxNetDelay = Math.Max(maxNetDelay, player.AveNetDelay);
}
float MustTaskFrame = 1;
SrvForwardFrames = (uint)((maxNetDelay / 0.016f) + MustTaskFrame);
if (SrvForwardFrames < 2)
SrvForwardFrames = 2;
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//AppSrv.g_Log.Debug($"服务器提前跑帧数Max(2,({maxNetDelay} / {0.016f}) + {MustTaskFrame}) = {SrvForwardFrames}");
}
public void TakeFrame()
{
lock (synInputLock)
{
mInputQueue.Enqueue((mCurrServerFrameId, mCurrInputData));
mCurrServerFrameId++;
if (mCurrServerFrameId % 60 == 0)
{
UpdateRoomForwardNum();
}
}
}
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ulong LastTestSend = 0;
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internal ulong LastTestRecv;
public List<double> send2time = new List<double>();
const int SynLimitOnSec = 63;
/// <summary>
/// 广播数据
/// </summary>
public void SynInputData()
{
List<(uint frameId, ServerInputSnapShot inputdata)> temp = null;
bool flagInitList = false;
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lock (synInputLock)
{
double timeNow = AppSrv.g_Tick.timeNow;
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while (mInputQueue.Count > 0)
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{
if (send2time.Count >= SynLimitOnSec)
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{
//AppSrv.g_Log.Info($"{timeNow} - {send2time[0]} =>{timeNow - send2time[0]}");
if (timeNow - send2time[0] < 1f) //最早的历史发送还在一秒之内
break;
else
send2time.RemoveAt(0);
}
if (!flagInitList)
{
flagInitList = true;
temp = new List<(uint frameId, ServerInputSnapShot inputdata)>();
}
temp.Add(mInputQueue.Dequeue());
send2time.Add(timeNow);
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}
//while (mInputQueue.Count > 0)
//{
// temp.Add(mInputQueue.Dequeue());
//}
}
if (!flagInitList)
return;
for (int i = 0; i < temp.Count; i++)
{
(uint frameId, ServerInputSnapShot inputdata) data = temp[i];
Protobuf_Room_Syn_RoomFrameAllInputData resp = new Protobuf_Room_Syn_RoomFrameAllInputData()
{
FrameID = data.frameId,
InputData = data.inputdata.all,
ServerFrameID = mCurrServerFrameId,
ServerForwardCount = this.SrvForwardFrames
};
AppSrv.g_ClientMgr.ClientSend(SynUIDs, (int)CommandID.CmdRoomSynPlayerInput, (int)ErrorCode.ErrorOk, ProtoBufHelper.Serizlize(resp));
//if (LastTestSend != data.inputdata.all)
//{
// LastTestSend = data.inputdata.all;
// AppSrv.g_Log.Debug($" {DateTime.Now.ToString("hh:mm:ss.fff")} SynInput=> RoomID->{RoomID} ServerFrameID->{mCurrServerFrameId} SynUIDs=>{string.Join(",", SynUIDs)} ");
//}
}
}
#region
/// <summary>
/// 进入房间
/// </summary>
/// <param name="RoomID"></param>
/// <param name="PlayerNum"></param>
/// <param name="_c"></param>
/// <param name="errcode"></param>
/// <returns></returns>
public bool Join(int PlayerNum, ClientInfo _c, out ErrorCode errcode, out bool bHadRoomStateChange)
{
bHadRoomStateChange = false;
int oldPlayerCount = GetPlayerCount();
if (GetPlayerUIDByIdx(PlayerNum, out long hadUID))
{
errcode = ErrorCode.ErrorRoomSlotAlreadlyHadPlayer;
return false;
}
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AppSrv.g_Log.Debug($"Join _c.UID->{_c.UID} RoomID->{RoomID}");
SetPlayerUID(PlayerNum, _c);
int newPlayerCount = GetPlayerCount();
errcode = ErrorCode.ErrorOk;
bHadRoomStateChange = CheckRoomStateChange(oldPlayerCount, newPlayerCount);
return true;
}
/// <summary>
/// 离开房间
/// </summary>
/// <param name="RoomID"></param>
/// <param name="_c"></param>
/// <param name="errcode"></param>
/// <returns></returns>
public bool Leave(ClientInfo _c, out ErrorCode errcode, out bool bHadRoomStateChange)
{
int oldPlayerCount = GetPlayerCount();
RemovePlayer(_c);
ClearPlayerInput(_c);
int newPlayerCount = GetPlayerCount();
errcode = ErrorCode.ErrorOk;
bHadRoomStateChange = CheckRoomStateChange(oldPlayerCount, newPlayerCount);
return true;
}
#endregion
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public bool SetRePlayerReady(int PlayerIdx, out ErrorCode errcode, out bool bHadRoomStateChange)
{
int oldPlayerCount = GetPlayerCount();
PlayerReadyState[PlayerIdx] = true;
int newPlayerCount = GetPlayerCount();
errcode = ErrorCode.ErrorOk;
bHadRoomStateChange = CheckRoomStateChange(oldPlayerCount, newPlayerCount);
return true;
}
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;
}
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//没有未准备的
bool bAllReady = IsAllReady();
if (bAllReady)
{
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this.GameState = RoomGameState.InOnlineGame;
//新开Tick
StartNewTick();
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;
bChanged = true;
break;
}
break;
}
return bChanged;
}
public void SetLoadRaw(Google.Protobuf.ByteString NextStateRaw, out bool bHadRoomStateChange)
{
int oldPlayerCount = GetPlayerCount();
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AppSrv.g_Log.Debug($"SetLoadRaw proto Lenght->{NextStateRaw.Length}");
this.NextStateRaw = NextStateRaw;
int newPlayerCount = GetPlayerCount();
bHadRoomStateChange = CheckRoomStateChange(oldPlayerCount, newPlayerCount);
}
public void InputScreenData(Google.Protobuf.ByteString screenRaw)
{
this.ScreenRaw = NextStateRaw;
}
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public bool GetNeedForwardTick(uint clientFrame, out long forwaFrame)
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{
forwaFrame = 0;
//目标帧,客户端+服务器提前量
long targetFrame = clientFrame + SrvForwardFrames;
if (targetFrame > mCurrServerFrameId)//更靠前
forwaFrame = targetFrame - mCurrServerFrameId;
return forwaFrame > 0;
}
}
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[StructLayout(LayoutKind.Explicit, Size = 8)]
public struct ServerInputSnapShot
{
[FieldOffset(0)]
public UInt64 all;
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[FieldOffset(0)]
public byte p1_byte;
[FieldOffset(1)]
public byte p2_byte;
[FieldOffset(2)]
public byte p3_byte;
[FieldOffset(3)]
public byte p4_byte;
[FieldOffset(0)]
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public ushort p1_ushort;
[FieldOffset(2)]
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public ushort p2_ushort;
[FieldOffset(4)]
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public ushort p3_ushort;
[FieldOffset(6)]
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public ushort p4_ushort;
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}
}