AxibugEmuOnline/AxibugEmuOnline.Server/Manager/RoomManager.cs
2024-11-08 09:41:09 +08:00

847 lines
31 KiB
C#

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<int, Data_RoomData> mDictRoom = new Dictionary<int, Data_RoomData>();
List<int> mKeyRoomList = new List<int>();
AutoResetEvent roomTickARE;
Thread threadRoomTick;
int RoomIDSeed = 1;
public RoomManager()
{
NetMsg.Instance.RegNetMsgEvent((int)CommandID.CmdRoomList, OnCmdRoomList);
NetMsg.Instance.RegNetMsgEvent((int)CommandID.CmdRoomGetScreen, CmdRoomGetScreen);
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);
roomTickARE = AppSrv.g_Tick.AddNewARE(TickManager.TickType.Interval_16MS);
threadRoomTick = new Thread(UpdateLoopTick);
threadRoomTick.Start();
}
#region
int GetNewRoomID()
{
return RoomIDSeed++;
}
void AddRoom(Data_RoomData data)
{
lock (mDictRoom)
{
if (!mDictRoom.ContainsKey(data.RoomID))
{
mDictRoom.Add(data.RoomID, data);
mKeyRoomList.Add(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;
}
public List<Data_RoomData> GetRoomList()
{
lock (mDictRoom)
{
List<Data_RoomData> temp = new List<Data_RoomData>();
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,
ScreenProviderUID = room.ScreenProviderUID,
HostPlayerUID = room.HostUID,
GameState = room.GameState,
ObsUserCount = 0,//TODO
Player1UID = room.Player1_UID,
Player2UID = room.Player2_UID,
Player3UID = room.Player3_UID,
Player4UID = room.Player4_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;
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;
return result;
}
public void OnCmdRoomList(Socket sk, byte[] reqData)
{
AppSrv.g_Log.Debug($"OnCmdRoomList ");
ClientInfo _c = AppSrv.g_ClientMgr.GetClientForSocket(sk);
Protobuf_Room_List msg = ProtoBufHelper.DeSerizlize<Protobuf_Room_List>(reqData);
Protobuf_Room_List_RESP resp = new Protobuf_Room_List_RESP();
List<Data_RoomData> temp = GetRoomList();
foreach (var room in temp)
resp.RoomMiniInfoList.Add(GetProtoDataRoom(room));
AppSrv.g_ClientMgr.ClientSend(_c, (int)CommandID.CmdRoomList, (int)ErrorCode.ErrorOk, ProtoBufHelper.Serizlize(resp));
}
public void CmdRoomGetScreen(Socket sk, byte[] reqData)
{
AppSrv.g_Log.Debug($"OnCmdRoomList ");
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
{
resp.FrameID = (int)room.mCurrFrameId;
resp.RoomID = room.RoomID;
resp.RawBitmap = room.ScreenRaw;
}
AppSrv.g_ClientMgr.ClientSend(_c, (int)CommandID.CmdRoomGetScreen, (int)ErrorCode.ErrorOk, ProtoBufHelper.Serizlize(resp));
}
/// <summary>
///
/// </summary>
/// <param name="RoomID"></param>
/// <param name="type">//[0] 更新或新增 [1] 删除</param>
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($"OnCmdRoomCreate ");
ClientInfo _c = AppSrv.g_ClientMgr.GetClientForSocket(sk);
Protobuf_Room_Create msg = ProtoBufHelper.DeSerizlize<Protobuf_Room_Create>(reqData);
Protobuf_Room_Create_RESP resp = new Protobuf_Room_Create_RESP();
Data_RoomData newRoom = new Data_RoomData();
newRoom.Init(GetNewRoomID(), msg.GameRomID, msg.GameRomHash, _c.UID);
AddRoom(newRoom);
ErrorCode joinErrcode = ErrorCode.ErrorOk;
//加入
if (newRoom.Join(msg.JoinPlayerIdx, _c, out joinErrcode, out bool bHadRoomStateChange))
{
//创建成功下行
resp.RoomMiniInfo = GetProtoDataRoom(newRoom);
}
AppSrv.g_ClientMgr.ClientSend(_c, (int)CommandID.CmdRoomCreate, (int)joinErrcode, ProtoBufHelper.Serizlize(resp));
if (joinErrcode == ErrorCode.ErrorOk && bHadRoomStateChange)
SendRoomStateChange(newRoom);
SendRoomUpdateToAll(newRoom.RoomID, 0);
}
public void OnCmdRoomJoin(Socket sk, byte[] reqData)
{
AppSrv.g_Log.Debug($"OnCmdRoomJoin ");
ClientInfo _c = AppSrv.g_ClientMgr.GetClientForSocket(sk);
Protobuf_Room_Join msg = ProtoBufHelper.DeSerizlize<Protobuf_Room_Join>(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);
SendRoomUpdateToAll(room.RoomID, 0);
}
public void OnCmdRoomLeave(Socket sk, byte[] reqData)
{
AppSrv.g_Log.Debug($"OnCmdRoomLeave ");
ClientInfo _c = AppSrv.g_ClientMgr.GetClientForSocket(sk);
Protobuf_Room_Leave msg = ProtoBufHelper.DeSerizlize<Protobuf_Room_Leave>(reqData);
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)
// SendRoomStateChange(room);
//SendRoomUpdateToAll(room.RoomID, 1);
//if (room.GetPlayerCount() < 1)
// RemoveRoom(room.RoomID);
}
public void LeaveRoom(ClientInfo _c,int 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 = RoomID;
}
}
AppSrv.g_ClientMgr.ClientSend(_c, (int)CommandID.CmdRoomLeave, (int)errcode, ProtoBufHelper.Serizlize(resp));
Protobuf_Room_MyRoom_State_Change(RoomID);
if (errcode == ErrorCode.ErrorOk && bHadRoomStateChange)
SendRoomStateChange(room);
if (room.GetPlayerCount() < 1)
{
RemoveRoom(room.RoomID);
SendRoomUpdateToAll(room.RoomID, 1);
}
else
SendRoomUpdateToAll(room.RoomID, 0);
}
public void OnHostPlayerUpdateStateRaw(Socket sk, byte[] reqData)
{
ClientInfo _c = AppSrv.g_ClientMgr.GetClientForSocket(sk);
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)
{
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<Protobuf_Room_Player_Ready>(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<Protobuf_Room_SinglePlayerInputData>(reqData);
Data_RoomData room = GetRoomData(_c.RoomState.RoomID);
if (room == null)
return;
//取玩家操作数据中的第一个
ServerInputSnapShot temp = new ServerInputSnapShot();
temp.all = msg.InputData;
room.SetPlayerInput(_c.RoomState.PlayerIdx, msg.FrameID, temp.p1_byte);
}
public void OnCmdScreen(Socket sk, byte[] reqData)
{
AppSrv.g_Log.Debug($"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);
}
/// <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)
{
AppSrv.g_ClientMgr.ClientSend(_c, (int)CommandID.CmdRoomMyRoomStateChanged, (int)ErrorCode.ErrorOk, ProtoBufHelper.Serizlize(resp));
}
}
public void SendRoomStateChange(Data_RoomData room)
{
List<ClientInfo> 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
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 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;
public uint mCurrFrameId = 0;
public ServerInputSnapShot mCurrInputData;
public Queue<(uint, ServerInputSnapShot)> mInputQueue;
//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;
}
}
}
}
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)
{
RoomID = roomID;
GameRomID = gameRomID;
RomHash = roomHash;
HostUID = hostUId;
ScreenProviderUID = hostUId;
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
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;
}
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)
{
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;
default: UID = -1; 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<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);
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))
continue;
list.Add(_c);
}
return list;
}
public void SetPlayerInput(int PlayerIdx, long mFrameID, byte input)
{
switch (PlayerIdx)
{
case 0: mCurrInputData.p1_byte = input; break;
case 1: mCurrInputData.p2_byte = input; break;
case 2: mCurrInputData.p3_byte = input; break;
case 3: mCurrInputData.p4_byte = input; break;
}
}
public void ClearPlayerInput(int PlayerIdx)
{
switch (PlayerIdx)
{
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();
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);
}
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++;
}
/// <summary>
/// 广播数据
/// </summary>
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,
ServerFrameID = mCurrFrameId
};
AppSrv.g_ClientMgr.ClientSend(SynUIDs, (int)CommandID.CmdRoomSynPlayerInput, (int)ErrorCode.ErrorOk, ProtoBufHelper.Serizlize(resp));
}
}
#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.ErrorRoomSlotReadlyHadPlayer;
return false;
}
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);
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);
}
public void InputScreenData(Google.Protobuf.ByteString screenRaw)
{
this.ScreenRaw = NextStateRaw;
}
}
[StructLayout(LayoutKind.Explicit, Size = 8)]
public struct ServerInputSnapShot
{
[FieldOffset(0)]
public UInt64 all;
[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)]
public ushort p1_ushort;
[FieldOffset(2)]
public ushort p2_ushort;
[FieldOffset(4)]
public ushort p3_ushort;
[FieldOffset(6)]
public ushort p4_ushort;
}
}