1208 lines
36 KiB
C#
1208 lines
36 KiB
C#
using AxibugEmuOnline.Server.Common;
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using AxibugEmuOnline.Server.Manager;
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using AxibugEmuOnline.Server.NetWork;
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using AxibugProtobuf;
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using MySql.Data.MySqlClient;
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using Org.BouncyCastle.Crypto.Parameters;
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using System.Data;
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using System.Net.Sockets;
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using System.Runtime.InteropServices;
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using System.Security.Policy;
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namespace AxibugEmuOnline.Server
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{
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public class RoomManager
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{
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Dictionary<int, Data_RoomData> mDictRoom = new Dictionary<int, Data_RoomData>();
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List<int> mKeyRoomList = new List<int>();
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AutoResetEvent roomTickARE;
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Thread threadRoomTick;
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int RoomIDSeed = 1;
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public RoomManager()
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{
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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);
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NetMsg.Instance.RegNetMsgEvent((int)CommandID.CmdRoomJoin, OnCmdRoomJoin);
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NetMsg.Instance.RegNetMsgEvent((int)CommandID.CmdRoomLeave, OnCmdRoomLeave);
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NetMsg.Instance.RegNetMsgEvent((int)CommandID.CmdRoomChangePlayerWithJoy, OnCmdRoomChangePlayerWithJoy);
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NetMsg.Instance.RegNetMsgEvent((int)CommandID.CmdRoomHostPlayerUpdateStateRaw, OnHostPlayerUpdateStateRaw);
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NetMsg.Instance.RegNetMsgEvent((int)CommandID.CmdRoomPlayerReady, OnRoomPlayerReady);
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NetMsg.Instance.RegNetMsgEvent((int)CommandID.CmdRoomSingelPlayerInput, OnSingelPlayerInput);
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NetMsg.Instance.RegNetMsgEvent((int)CommandID.CmdScreen, OnCmdScreen);
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roomTickARE = AppSrv.g_Tick.AddNewARE(TickManager.TickType.Interval_16MS);
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threadRoomTick = new Thread(UpdateLoopTick);
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threadRoomTick.Start();
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//System.Timers.Timer mTimer16ms = new System.Timers.Timer(16);//实例化Timer类
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//mTimer16ms.Elapsed += new System.Timers.ElapsedEventHandler((source, e) => { UpdateAllRoomLogic(); });//到达时间的时候执行事件;
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//mTimer16ms.AutoReset = true;//设置是执行一次(false)还是一直执行(true);
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//mTimer16ms.Enabled = true;//是否执行System.Timers.Timer.Elapsed事件;
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//mTimer16ms.Start();
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}
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#region 房间管理
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int GetNewRoomID()
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{
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return RoomIDSeed++;
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}
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void AddRoom(Data_RoomData data)
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{
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lock (mDictRoom)
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{
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if (!mDictRoom.ContainsKey(data.RoomID))
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{
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mDictRoom.Add(data.RoomID, data);
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mKeyRoomList.Add(data.RoomID);
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}
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}
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}
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void RemoveRoom(int RoomID)
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{
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lock (mDictRoom)
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{
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if (mDictRoom.ContainsKey(RoomID))
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{
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mDictRoom.Remove(RoomID);
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mKeyRoomList.Remove(RoomID);
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}
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}
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}
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public Data_RoomData GetRoomData(int RoomID)
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{
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if (!mDictRoom.TryGetValue(RoomID, out Data_RoomData data))
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return null;
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return data;
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}
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public List<Data_RoomData> GetRoomList()
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{
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lock (mDictRoom)
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{
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List<Data_RoomData> temp = new List<Data_RoomData>();
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foreach (var room in mDictRoom)
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{
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temp.AddRange(mDictRoom.Values);
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}
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return temp;
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}
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}
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#endregion
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#region
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public enum RoomLogType
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{
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Create = 0,
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Join = 1,
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Leave = 2
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}
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public void RoomLog(long uid, int platform, int RoomID, int RomID, RoomLogType state)
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{
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MySqlConnection conn = Haoyue_SQLPoolManager.DequeueSQLConn("RoomLog");
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try
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{
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string query = "INSERT INTO `haoyue_emu`.`room_log` (`uid`, `platform`, `romid`,`roomid`, `state`) VALUES ( ?uid, ?platform, ?romid, ?roomid, ?state);";
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using (var command = new MySqlCommand(query, conn))
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{
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// 设置参数值
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command.Parameters.AddWithValue("?uid", uid);
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command.Parameters.AddWithValue("?platform", platform);
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command.Parameters.AddWithValue("?romid", RomID);
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command.Parameters.AddWithValue("?roomid", RoomID);
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command.Parameters.AddWithValue("?state", state);
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command.ExecuteNonQuery();
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}
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if (state == RoomLogType.Create)
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{
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query = "update romlist_nes set playcount = playcount + 1 where id = ?romid";
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using (var command = new MySqlCommand(query, conn))
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{
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command.Parameters.AddWithValue("?romid", RomID);
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command.ExecuteNonQuery();
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}
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}
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}
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catch (Exception e)
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{
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}
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Haoyue_SQLPoolManager.EnqueueSQLConn(conn);
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}
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#endregion
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private Protobuf_Room_MiniInfo GetProtoDataRoom(Data_RoomData room)
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{
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Protobuf_Room_MiniInfo result = new Protobuf_Room_MiniInfo()
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{
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GameRomID = room.GameRomID,
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RoomID = room.RoomID,
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GameRomHash = room.RomHash,
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ScreenProviderUID = room.ScreenProviderUID,
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HostPlayerUID = room.HostUID,
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GameState = room.GameState,
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ObsUserCount = 0,//TODO
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};
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for (byte i = 0; i < room.PlayerSlot.Count(); i++)
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{
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Protobuf_Room_GamePlaySlot pbSlot = new Protobuf_Room_GamePlaySlot();
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Data_RoomSlot slot = room.PlayerSlot[i];
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if (slot.UID > 0)
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{
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pbSlot.PlayerUID = slot.UID;
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pbSlot.PlayerLocalJoyIdx = (int)slot.LocalJoyIdx;
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if (AppSrv.g_ClientMgr.GetClientByUID(pbSlot.PlayerUID, out ClientInfo _client))
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pbSlot.PlayerNickName = _client.NickName;
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}
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result.GamePlaySlotList.Add(pbSlot);
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}
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return result;
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}
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public void OnCmdRoomList(Socket sk, byte[] reqData)
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{
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AppSrv.g_Log.DebugCmd($"OnCmdRoomList");
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ClientInfo _c = AppSrv.g_ClientMgr.GetClientForSocket(sk);
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Protobuf_Room_List msg = ProtoBufHelper.DeSerizlize<Protobuf_Room_List>(reqData);
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Protobuf_Room_List_RESP resp = new Protobuf_Room_List_RESP();
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List<Data_RoomData> temp = GetRoomList();
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foreach (var room in temp)
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resp.RoomMiniInfoList.Add(GetProtoDataRoom(room));
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AppSrv.g_ClientMgr.ClientSend(_c, (int)CommandID.CmdRoomList, (int)ErrorCode.ErrorOk, ProtoBufHelper.Serizlize(resp));
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}
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public void CmdRoomGetScreen(Socket sk, byte[] reqData)
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{
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AppSrv.g_Log.DebugCmd($"CmdRoomGetScreen");
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ClientInfo _c = AppSrv.g_ClientMgr.GetClientForSocket(sk);
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Protobuf_Room_Get_Screen msg = ProtoBufHelper.DeSerizlize<Protobuf_Room_Get_Screen>(reqData);
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Data_RoomData room = GetRoomData(_c.RoomState.RoomID);
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bool bHadRoomStateChange = false;
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ErrorCode Errcode = ErrorCode.ErrorOk;
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Protobuf_Room_Get_Screen_RESP resp = new Protobuf_Room_Get_Screen_RESP();
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if (room == null)
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Errcode = ErrorCode.ErrorRoomNotFound;
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else
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{
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resp.FrameID = (int)room.mCurrServerFrameId;
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resp.RoomID = room.RoomID;
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resp.RawBitmap = room.ScreenRaw;
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}
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AppSrv.g_ClientMgr.ClientSend(_c, (int)CommandID.CmdRoomGetScreen, (int)ErrorCode.ErrorOk, ProtoBufHelper.Serizlize(resp));
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="RoomID"></param>
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/// <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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{
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if (room == null)
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return;
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Protobuf_Room_Update_RESP resp = new Protobuf_Room_Update_RESP()
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{
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UpdateType = type,
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RoomMiniInfo = GetProtoDataRoom(room)
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};
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AppSrv.g_ClientMgr.ClientSendALL((int)CommandID.CmdRoomListUpdate, (int)ErrorCode.ErrorOk, ProtoBufHelper.Serizlize(resp));
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}
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public void OnCmdRoomCreate(Socket sk, byte[] reqData)
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{
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AppSrv.g_Log.DebugCmd($"OnCmdRoomCreate");
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ClientInfo _c = AppSrv.g_ClientMgr.GetClientForSocket(sk);
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Protobuf_Room_Create msg = ProtoBufHelper.DeSerizlize<Protobuf_Room_Create>(reqData);
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Protobuf_Room_Create_RESP resp = new Protobuf_Room_Create_RESP();
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Data_RoomData newRoom = new Data_RoomData();
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newRoom.Init(GetNewRoomID(), msg.GameRomID, msg.GameRomHash, _c.UID);
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AddRoom(newRoom);
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ErrorCode joinErrcode = ErrorCode.ErrorOk;
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//加入
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if (newRoom.Join(0, 0, _c, out joinErrcode, out bool bHadRoomStateChange))
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{
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//创建成功下行
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resp.RoomMiniInfo = GetProtoDataRoom(newRoom);
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}
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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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}
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public void OnCmdRoomJoin(Socket sk, byte[] reqData)
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{
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AppSrv.g_Log.DebugCmd($"OnCmdRoomJoin");
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ClientInfo _c = AppSrv.g_ClientMgr.GetClientForSocket(sk);
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Protobuf_Room_Join msg = ProtoBufHelper.DeSerizlize<Protobuf_Room_Join>(reqData);
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Protobuf_Room_Join_RESP resp = new Protobuf_Room_Join_RESP();
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ErrorCode joinErrcode;
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Data_RoomData room = GetRoomData(msg.RoomID);
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bool bHadRoomStateChange = false;
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if (room == null)
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{
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joinErrcode = ErrorCode.ErrorRoomNotFound;
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AppSrv.g_ClientMgr.ClientSend(_c, (int)CommandID.CmdRoomJoin, (int)joinErrcode, ProtoBufHelper.Serizlize(resp));
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return;
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}
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lock (room)
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{
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if (!room.GetFreeSlot(out uint SlotIdx))
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{
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joinErrcode = ErrorCode.ErrorRoomSlotAlreadlyHadPlayer;
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AppSrv.g_ClientMgr.ClientSend(_c, (int)CommandID.CmdRoomJoin, (int)joinErrcode, ProtoBufHelper.Serizlize(resp));
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return;
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}
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//加入
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if (room.Join(SlotIdx, (uint)0, _c, out joinErrcode, out bHadRoomStateChange))
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{
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Data_RoomData roomData = GetRoomData(msg.RoomID);
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resp.RoomMiniInfo = GetProtoDataRoom(roomData);
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}
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AppSrv.g_ClientMgr.ClientSend(_c, (int)CommandID.CmdRoomJoin, (int)joinErrcode, ProtoBufHelper.Serizlize(resp));
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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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{
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SendRoomUpdateToAll(room, 0);
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}
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}
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RoomLog(_c.UID, 1, room.RoomID, room.GameRomID, RoomLogType.Join);
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}
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public void OnCmdRoomLeave(Socket sk, byte[] reqData)
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{
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AppSrv.g_Log.DebugCmd($"OnCmdRoomLeave");
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ClientInfo _c = AppSrv.g_ClientMgr.GetClientForSocket(sk);
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Protobuf_Room_Leave msg = ProtoBufHelper.DeSerizlize<Protobuf_Room_Leave>(reqData);
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LeaveRoom(_c, msg.RoomID);
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//Protobuf_Room_Leave_RESP resp = new Protobuf_Room_Leave_RESP();
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//ErrorCode errcode;
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//Data_RoomData room = GetRoomData(_c.RoomState.RoomID);
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//bool bHadRoomStateChange = false;
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//if (room == null)
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// errcode = ErrorCode.ErrorRoomNotFound;
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//else
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//{
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// if (room.Leave(_c, out errcode, out bHadRoomStateChange))
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// {
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// resp.RoomID = msg.RoomID;
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// }
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//}
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//AppSrv.g_ClientMgr.ClientSend(_c, (int)CommandID.CmdRoomLeave, (int)errcode, ProtoBufHelper.Serizlize(resp));
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//Protobuf_Room_MyRoom_State_Change(msg.RoomID);
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//if (errcode == ErrorCode.ErrorOk && bHadRoomStateChange)
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// SendRoomStepChange(room);
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//SendRoomUpdateToAll(room.RoomID, 1);
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//if (room.GetPlayerCount() < 1)
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// RemoveRoom(room.RoomID);
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}
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public void LeaveRoom(ClientInfo _c, int RoomID)
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{
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AppSrv.g_Log.Debug($"LeaveRoom");
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if (RoomID < 0)
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return;
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Protobuf_Room_Leave_RESP resp = new Protobuf_Room_Leave_RESP();
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ErrorCode errcode;
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Data_RoomData room = GetRoomData(_c.RoomState.RoomID);
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bool bHadRoomStateChange = false;
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if (room == null)
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{
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errcode = ErrorCode.ErrorRoomNotFound;
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AppSrv.g_ClientMgr.ClientSend(_c, (int)CommandID.CmdRoomLeave, (int)errcode, ProtoBufHelper.Serizlize(resp));
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return;
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}
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if (room.Leave(_c, out errcode, out bHadRoomStateChange))
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{
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resp.RoomID = RoomID;
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}
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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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}
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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);
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}
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public void OnCmdRoomChangePlayerWithJoy(Socket sk, byte[] reqData)
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{
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AppSrv.g_Log.DebugCmd($"OnCmdRoomChangePlayerjoySlot");
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ClientInfo _c = AppSrv.g_ClientMgr.GetClientForSocket(sk);
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Protobuf_Room_Change_PlaySlotWithJoy msg = ProtoBufHelper.DeSerizlize<Protobuf_Room_Change_PlaySlotWithJoy>(reqData);
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Protobuf_Room_Change_PlaySlotWithJoy_RESP resp = new Protobuf_Room_Change_PlaySlotWithJoy_RESP();
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ErrorCode errcode = ErrorCode.ErrorOk;
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Data_RoomData room = GetRoomData(_c.RoomState.RoomID);
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if (room == null)
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errcode = ErrorCode.ErrorRoomNotFound;
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if (errcode == ErrorCode.ErrorOk)
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{
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Dictionary<uint, uint> newSlotIdx2JoyIdx = new Dictionary<uint, uint>();
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foreach (var slotinfo in msg.SlotWithJoy)
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{
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//如果有任意一个槽位有人
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if (room.GetPlayerUIDByIdx((uint)slotinfo.PlayerSlotIdx, out long UID))
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{
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//且人不是自己,则不允许换位
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if(UID != _c.UID)
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errcode = ErrorCode.ErrorRoomSlotAlreadlyHadPlayer; break;
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}
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newSlotIdx2JoyIdx[(uint)slotinfo.PlayerSlotIdx] = (uint)slotinfo.PlayerLocalJoyIdx;
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}
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room.SetPlayerSlotData(_c,ref newSlotIdx2JoyIdx);
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}
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AppSrv.g_ClientMgr.ClientSend(_c, (int)CommandID.CmdRoomMyRoomStateChanged, (int)errcode, ProtoBufHelper.Serizlize(resp));
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}
|
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public void OnHostPlayerUpdateStateRaw(Socket sk, byte[] reqData)
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{
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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}");
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Protobuf_Room_HostPlayer_UpdateStateRaw msg = ProtoBufHelper.DeSerizlize<Protobuf_Room_HostPlayer_UpdateStateRaw>(reqData);
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Protobuf_Room_HostPlayer_UpdateStateRaw_RESP resp = new Protobuf_Room_HostPlayer_UpdateStateRaw_RESP();
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ErrorCode errcode = ErrorCode.ErrorOk;
|
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Data_RoomData room = GetRoomData(_c.RoomState.RoomID);
|
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if (room == null)
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errcode = ErrorCode.ErrorRoomNotFound;
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else if (room.GameState != RoomGameState.WaitRawUpdate)
|
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errcode = ErrorCode.ErrorRoomCantDoCurrState;
|
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AppSrv.g_ClientMgr.ClientSend(_c, (int)CommandID.CmdRoomHostPlayerUpdateStateRaw, (int)errcode, ProtoBufHelper.Serizlize(resp));
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if (errcode == ErrorCode.ErrorOk)
|
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{
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room.SetLoadRaw(msg.LoadStateRaw, out bool bHadRoomStateChange);
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if (bHadRoomStateChange)
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SendRoomStepChange(room);
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}
|
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}
|
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public void OnRoomPlayerReady(Socket sk, byte[] reqData)
|
||
{
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||
ClientInfo _c = AppSrv.g_ClientMgr.GetClientForSocket(sk);
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||
AppSrv.g_Log.DebugCmd($"OnRoomPlayerReady _c->{_c.UID}");
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||
Protobuf_Room_Player_Ready msg = ProtoBufHelper.DeSerizlize<Protobuf_Room_Player_Ready>(reqData);
|
||
ErrorCode errcode = ErrorCode.ErrorOk;
|
||
Data_RoomData room = GetRoomData(_c.RoomState.RoomID);
|
||
if (room == null)
|
||
return;
|
||
lock (room)
|
||
{
|
||
AppSrv.g_Log.Debug($"SetRePlayerReady RoomID->{room.RoomID},UID->{_c.UID}");
|
||
room.SetRePlayerReady(_c.UID, out errcode, out bool bHadRoomStateChange);
|
||
if (bHadRoomStateChange)
|
||
{
|
||
SendRoomStepChange(room);
|
||
}
|
||
}
|
||
}
|
||
|
||
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);
|
||
|
||
//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();
|
||
|
||
//推帧过程中,最后一帧才写入操作
|
||
room.SetPlayerInput(_c.UID, msg.FrameID, temp);
|
||
}
|
||
//推帧
|
||
room.TakeFrame();
|
||
}
|
||
}
|
||
else//不需要推帧
|
||
{
|
||
//虽然不推帧,但是存入Input
|
||
room.SetPlayerInput(_c.UID, msg.FrameID, temp);
|
||
}
|
||
|
||
if (room.LastTestRecv != room.mCurrInputData.all)
|
||
{
|
||
room.LastTestRecv = room.mCurrInputData.all;
|
||
//AppSrv.g_Log.Debug($" {DateTime.Now.ToString("hh:mm:ss.fff")} SynTestRecv=> UID->{_c.UID} roomId->{room.mCurrServerFrameId} input->{msg.InputData}");
|
||
}
|
||
}
|
||
|
||
public void OnCmdScreen(Socket sk, byte[] reqData)
|
||
{
|
||
AppSrv.g_Log.DebugCmd($"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);
|
||
}
|
||
|
||
/// <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));
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 广播联机Step
|
||
/// </summary>
|
||
/// <param name="room"></param>
|
||
public void SendRoomStepChange(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_Log.DebugCmd($"Step:0 WaitRawUpdate 广播等待主机上报即时存档");
|
||
AppSrv.g_ClientMgr.ClientSend(roomClient, (int)CommandID.CmdRoomWaitStep, (int)ErrorCode.ErrorOk, ProtoBufHelper.Serizlize(resp));
|
||
}
|
||
break;
|
||
case RoomGameState.WaitReady:
|
||
{
|
||
Protobuf_Room_WaitStep_RESP resp = new Protobuf_Room_WaitStep_RESP()
|
||
{
|
||
WaitStep = 1,
|
||
LoadStateRaw = room.NextStateRaw
|
||
};
|
||
AppSrv.g_Log.DebugCmd($"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,
|
||
};
|
||
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;
|
||
}
|
||
}
|
||
|
||
#region 房间帧循环
|
||
void UpdateLoopTick()
|
||
{
|
||
while (true)
|
||
{
|
||
roomTickARE.WaitOne();
|
||
UpdateAllRoomLogic();
|
||
}
|
||
}
|
||
void UpdateAllRoomLogic()
|
||
{
|
||
if (mKeyRoomList.Count < 1)
|
||
return;
|
||
for (int i = 0; i < mKeyRoomList.Count; i++)
|
||
{
|
||
int roomid = mKeyRoomList[i];
|
||
if (!mDictRoom.TryGetValue(roomid, out Data_RoomData room) || 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 Data_RoomSlot[] PlayerSlot;
|
||
public long Player1_UID => PlayerSlot[0].UID;
|
||
public long Player2_UID => PlayerSlot[1].UID;
|
||
public long Player3_UID => PlayerSlot[2].UID;
|
||
public long Player4_UID => PlayerSlot[3].UID;
|
||
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 mCurrServerFrameId = 0;
|
||
public ServerInputSnapShot mCurrInputData;
|
||
public Queue<(uint, ServerInputSnapShot)> mInputQueue;
|
||
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:
|
||
ClearAllSlotReadyState();//清理玩家所有准备状态
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
/// <summary>
|
||
/// 服务器提前帧数
|
||
/// </summary>
|
||
public uint SrvForwardFrames { get; set; }
|
||
public void Init(int roomID, int gameRomID, string roomHash, long hostUId, bool bloadState = false)
|
||
{
|
||
RoomID = roomID;
|
||
GameRomID = gameRomID;
|
||
RomHash = roomHash;
|
||
HostUID = hostUId;
|
||
ScreenProviderUID = hostUId;
|
||
|
||
if (PlayerSlot == null)
|
||
PlayerSlot = new Data_RoomSlot[4];
|
||
|
||
for (uint i = 0; i < PlayerSlot.Length; i++)
|
||
PlayerSlot[i].Init(i);
|
||
|
||
//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 Dictionary<uint, uint> GetSlotDataByUID(long uid)
|
||
{
|
||
Dictionary<uint, uint> slotIdx2JoyIdx = new Dictionary<uint, uint>();
|
||
var dataarr = PlayerSlot.Where(w => w.UID == uid).ToArray();
|
||
foreach (var slot in dataarr)
|
||
slotIdx2JoyIdx[slot.SlotIdx] = slot.LocalJoyIdx;
|
||
return slotIdx2JoyIdx;
|
||
}
|
||
/// <summary>
|
||
/// 按照SlotIdx设置Input
|
||
/// </summary>
|
||
/// <param name="slotIdx"></param>
|
||
void SetInputDataBySlotIdx(uint slotIdx, byte val)
|
||
{
|
||
switch (slotIdx)
|
||
{
|
||
case 0: mCurrInputData.p1_byte = val; break;
|
||
case 1: mCurrInputData.p2_byte = val; break;
|
||
case 2: mCurrInputData.p3_byte = val; break;
|
||
case 4: mCurrInputData.p3_byte = val; break;
|
||
}
|
||
}
|
||
/// <summary>
|
||
/// 按照UID清理SlotData
|
||
/// </summary>
|
||
/// <param name="uid"></param>
|
||
void ClearSlotDataByUid(long uid)
|
||
{
|
||
var dataarr = PlayerSlot.Where(w => w.UID == uid).ToArray();
|
||
foreach (var slot in dataarr)
|
||
{
|
||
dataarr[slot.SlotIdx].Init(slot.SlotIdx);
|
||
ClearInputDataBySlotIdx(slot.SlotIdx);
|
||
}
|
||
}
|
||
/// <summary>
|
||
/// 按照SlotIdx清理SlotData
|
||
/// </summary>
|
||
/// <param name="slotIdx"></param>
|
||
void ClearSlotDataBySlotIdx(uint slotIdx)
|
||
{
|
||
PlayerSlot[slotIdx].Init(slotIdx);
|
||
ClearInputDataBySlotIdx(slotIdx);
|
||
}
|
||
/// <summary>
|
||
/// 按照SlotIdx清理Input
|
||
/// </summary>
|
||
/// <param name="slotIdx"></param>
|
||
void ClearInputDataBySlotIdx(uint slotIdx)
|
||
{
|
||
switch (slotIdx)
|
||
{
|
||
case 0: mCurrInputData.p1_byte = 0; break;
|
||
case 1: mCurrInputData.p2_byte = 0; break;
|
||
case 2: mCurrInputData.p3_byte = 0; break;
|
||
case 4: mCurrInputData.p3_byte = 0; break;
|
||
}
|
||
}
|
||
/// <summary>
|
||
/// 更新同步名单
|
||
/// </summary>
|
||
void UpdateSynUIDs()
|
||
{
|
||
for (int i = SynUIDs.Count - 1; i >= 0; i--)
|
||
{
|
||
long uid = SynUIDs[i];
|
||
|
||
bool bHad = false;
|
||
if (Player1_UID == uid) bHad = true;
|
||
else if (Player2_UID == uid) bHad = true;
|
||
else if (Player3_UID == uid) bHad = true;
|
||
else if (Player4_UID == uid) bHad = true;
|
||
if (bHad)
|
||
SynUIDs.RemoveAt(i);
|
||
}
|
||
if (!SynUIDs.Contains(Player1_UID)) SynUIDs.Add(Player1_UID);
|
||
if (!SynUIDs.Contains(Player2_UID)) SynUIDs.Add(Player2_UID);
|
||
if (!SynUIDs.Contains(Player3_UID)) SynUIDs.Add(Player3_UID);
|
||
if (!SynUIDs.Contains(Player4_UID)) SynUIDs.Add(Player4_UID);
|
||
}
|
||
|
||
#region 准备状态管理
|
||
bool IsAllReady()
|
||
{
|
||
bool Ready = true;
|
||
if (
|
||
(Player1_UID > 0 && !PlayerSlot[0].Ready)
|
||
||
|
||
(Player2_UID > 0 && !PlayerSlot[1].Ready)
|
||
||
|
||
(Player3_UID > 0 && !PlayerSlot[2].Ready)
|
||
||
|
||
(Player4_UID > 0 && !PlayerSlot[3].Ready)
|
||
)
|
||
{
|
||
Ready = false;
|
||
}
|
||
return Ready;
|
||
}
|
||
/// <summary>
|
||
/// 清除所有槽位准备状态
|
||
/// </summary>
|
||
void ClearAllSlotReadyState()
|
||
{
|
||
for (var i = 0; i < PlayerSlot.Length; i++)
|
||
{
|
||
PlayerSlot[i].Ready = false;
|
||
}
|
||
}
|
||
/// <summary>
|
||
/// 按照UID设置Ready信息
|
||
/// </summary>
|
||
/// <param name="uid"></param>
|
||
void SetReadyByUid(long uid)
|
||
{
|
||
for (var i = 0; i < PlayerSlot.Length; i++)
|
||
{
|
||
if (PlayerSlot[i].UID == uid)
|
||
PlayerSlot[i].Ready = true;
|
||
}
|
||
}
|
||
#endregion
|
||
|
||
public void SetPlayerSlotData(ClientInfo _c, ref readonly Dictionary<uint, uint> newSlotIdx2JoyIdx)
|
||
{
|
||
Dictionary<uint, uint> oldSlotIdx2JoyIdx = GetSlotDataByUID(_c.UID);
|
||
HashSet<uint> diffSlotIdxs = new HashSet<uint>();
|
||
foreach (var old in oldSlotIdx2JoyIdx)
|
||
{
|
||
uint old_slotIdx = old.Key;
|
||
//如果旧位置已经不存在于新位置,则需要算作diff
|
||
if (!newSlotIdx2JoyIdx.ContainsKey(old_slotIdx))
|
||
{
|
||
diffSlotIdxs.Add(old_slotIdx); continue;
|
||
}
|
||
uint old_slotjoyIdx = old.Value;
|
||
//如果旧位置不变,但客户端本地JoyIdx变化则算作diff
|
||
if (old_slotjoyIdx != newSlotIdx2JoyIdx[old_slotIdx])
|
||
{
|
||
diffSlotIdxs.Add(old_slotIdx); continue;
|
||
}
|
||
}
|
||
//如果是在旧数据中不存在的位置,则算作diff
|
||
foreach (var newdata in newSlotIdx2JoyIdx)
|
||
{
|
||
uint new_slotIdx = newdata.Key;
|
||
if (!oldSlotIdx2JoyIdx.ContainsKey(new_slotIdx))
|
||
{
|
||
diffSlotIdxs.Add(new_slotIdx); continue;
|
||
}
|
||
}
|
||
//必要的diff slot 清理键值数据
|
||
foreach (var diffSlotIdx in diffSlotIdxs)
|
||
{
|
||
ClearSlotDataBySlotIdx(diffSlotIdx);
|
||
}
|
||
//设置新的槽位
|
||
foreach (var slotdata in newSlotIdx2JoyIdx)
|
||
{
|
||
PlayerSlot[slotdata.Key].LocalJoyIdx = slotdata.Value;
|
||
AppSrv.g_Log.Debug($"SetPlayerUID RoomID->{RoomID} _c.UID->{_c.UID} PlayerSlotIdx->{slotdata.Key} LocalJoyIdx->{slotdata.Value}");
|
||
}
|
||
//更新需要同步的UID
|
||
UpdateSynUIDs();
|
||
_c.RoomState.SetRoomData(this.RoomID);
|
||
}
|
||
public void RemovePlayer(ClientInfo _c)
|
||
{
|
||
ClearSlotDataByUid(_c.UID);
|
||
UpdateSynUIDs();
|
||
_c.RoomState.ClearRoomData();
|
||
}
|
||
public bool GetPlayerUIDByIdx(uint 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 GetFreeSlot(out uint SlotIdx)
|
||
{
|
||
for (uint i = 0; i < PlayerSlot.Length; i++)
|
||
{
|
||
if (PlayerSlot[i].UID < 0)
|
||
{
|
||
SlotIdx = i;
|
||
return true;
|
||
}
|
||
}
|
||
SlotIdx = 0;
|
||
return false;
|
||
}
|
||
public bool GetPlayerClientByIdx(uint 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<ClientInfo> GetAllPlayerClientList()
|
||
{
|
||
List<ClientInfo> list = new List<ClientInfo>();
|
||
List<long> Uids = SynUIDs;
|
||
foreach (long uid in Uids)
|
||
{
|
||
if (!AppSrv.g_ClientMgr.GetClientByUID(uid, out ClientInfo _c, true))
|
||
continue;
|
||
list.Add(_c);
|
||
}
|
||
return list;
|
||
}
|
||
|
||
void SetInputBySlotIdxJoyIdx(uint SlotIdx, uint LocalJoyIdx, ServerInputSnapShot clieninput)
|
||
{
|
||
switch (LocalJoyIdx)
|
||
{
|
||
case 0: SetInputDataBySlotIdx(SlotIdx, clieninput.p1_byte); break;
|
||
case 1: SetInputDataBySlotIdx(SlotIdx, clieninput.p2_byte); break;
|
||
case 2: SetInputDataBySlotIdx(SlotIdx, clieninput.p3_byte); break;
|
||
case 3: SetInputDataBySlotIdx(SlotIdx, clieninput.p4_byte); break;
|
||
}
|
||
}
|
||
public int GetPlayerCount()
|
||
{
|
||
return SynUIDs.Count;
|
||
}
|
||
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;
|
||
//AppSrv.g_Log.Debug($"服务器提前跑帧数:Max(2,({maxNetDelay} / {0.016f}) + {MustTaskFrame}) = {SrvForwardFrames}");
|
||
}
|
||
|
||
#region 帧相关
|
||
void StartNewTick()
|
||
{
|
||
mInputQueue.Clear();
|
||
mDictPlayerIdx2SendQueue.Clear();
|
||
|
||
mCurrServerFrameId = 0;
|
||
mCurrInputData.all = 1;
|
||
|
||
UpdateRoomForwardNum();
|
||
|
||
uint StartForwardFrames = (SrvForwardFrames * 2) + 5;
|
||
StartForwardFrames = Math.Min(10, StartForwardFrames);
|
||
//服务器提前跑帧数
|
||
for (int i = 0; i < SrvForwardFrames; i++)
|
||
TakeFrame();
|
||
AppSrv.g_Log.Info($"房间初始提前量=>{StartForwardFrames},当前延迟提前量=>{SrvForwardFrames}");
|
||
}
|
||
public void TakeFrame()
|
||
{
|
||
lock (synInputLock)
|
||
{
|
||
mInputQueue.Enqueue((mCurrServerFrameId, mCurrInputData));
|
||
mCurrServerFrameId++;
|
||
if (mCurrServerFrameId % 60 == 0)
|
||
{
|
||
UpdateRoomForwardNum();
|
||
}
|
||
}
|
||
}
|
||
#endregion
|
||
|
||
ulong LastTestSend = 0;
|
||
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;
|
||
lock (synInputLock)
|
||
{
|
||
double timeNow = AppSrv.g_Tick.timeNow;
|
||
while (mInputQueue.Count > 0)
|
||
{
|
||
if (send2time.Count >= SynLimitOnSec)
|
||
{
|
||
//AppSrv.g_Log.Info($"{timeNow} - {send2time[0]} =>{timeNow - send2time[0]}");
|
||
if (timeNow - send2time[0] < 1f) //最早的历史发送还在一秒之内
|
||
break;
|
||
else
|
||
send2time.RemoveAt(0);
|
||
}
|
||
|
||
if (!flagInitList)
|
||
{
|
||
flagInitList = true;
|
||
temp = new List<(uint frameId, ServerInputSnapShot inputdata)>();
|
||
}
|
||
temp.Add(mInputQueue.Dequeue());
|
||
send2time.Add(timeNow);
|
||
}
|
||
//while (mInputQueue.Count > 0)
|
||
//{
|
||
// temp.Add(mInputQueue.Dequeue());
|
||
//}
|
||
}
|
||
|
||
if (!flagInitList)
|
||
return;
|
||
|
||
for (int i = 0; i < temp.Count; i++)
|
||
{
|
||
(uint frameId, ServerInputSnapShot inputdata) data = temp[i];
|
||
|
||
Protobuf_Room_Syn_RoomFrameAllInputData resp = new Protobuf_Room_Syn_RoomFrameAllInputData()
|
||
{
|
||
FrameID = data.frameId,
|
||
InputData = data.inputdata.all,
|
||
ServerFrameID = mCurrServerFrameId,
|
||
ServerForwardCount = this.SrvForwardFrames
|
||
};
|
||
AppSrv.g_ClientMgr.ClientSend(SynUIDs, (int)CommandID.CmdRoomSynPlayerInput, (int)ErrorCode.ErrorOk, ProtoBufHelper.Serizlize(resp));
|
||
//if (LastTestSend != data.inputdata.all)
|
||
//{
|
||
// LastTestSend = data.inputdata.all;
|
||
// AppSrv.g_Log.Debug($" {DateTime.Now.ToString("hh:mm:ss.fff")} SynInput=> RoomID->{RoomID} ServerFrameID->{mCurrServerFrameId} SynUIDs=>{string.Join(",", SynUIDs)} ");
|
||
//}
|
||
}
|
||
}
|
||
|
||
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;
|
||
}
|
||
//没有未准备的
|
||
bool bAllReady = IsAllReady();
|
||
if (bAllReady)
|
||
{
|
||
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;
|
||
}
|
||
|
||
|
||
#region 对外开放函数
|
||
|
||
#region 房间进出
|
||
/// <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(uint slotIdx, uint joyIdx, ClientInfo _c, out ErrorCode errcode, out bool bHadRoomStateChange)
|
||
{
|
||
bHadRoomStateChange = false;
|
||
int oldPlayerCount = GetPlayerCount();
|
||
if (GetPlayerUIDByIdx(slotIdx, out long hadUID))
|
||
{
|
||
errcode = ErrorCode.ErrorRoomSlotAlreadlyHadPlayer;
|
||
return false;
|
||
}
|
||
AppSrv.g_Log.Debug($"Join _c.UID->{_c.UID} RoomID->{RoomID}");
|
||
Dictionary<uint, uint> slotInfo = new Dictionary<uint, uint>();
|
||
slotInfo[slotIdx] = joyIdx;
|
||
SetPlayerSlotData(_c, ref slotInfo);
|
||
int newPlayerCount = GetPlayerCount();
|
||
errcode = ErrorCode.ErrorOk;
|
||
bHadRoomStateChange = CheckRoomStateChange(oldPlayerCount, newPlayerCount);
|
||
return true;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 离开房间
|
||
/// </summary>
|
||
/// <param name="RoomID"></param>
|
||
/// <param name="_c"></param>
|
||
/// <param name="errcode"></param>
|
||
/// <returns></returns>
|
||
public bool Leave(ClientInfo _c, out ErrorCode errcode, out bool bHadRoomStateChange)
|
||
{
|
||
int oldPlayerCount = GetPlayerCount();
|
||
RemovePlayer(_c);
|
||
int newPlayerCount = GetPlayerCount();
|
||
errcode = ErrorCode.ErrorOk;
|
||
bHadRoomStateChange = CheckRoomStateChange(oldPlayerCount, newPlayerCount);
|
||
return true;
|
||
}
|
||
#endregion
|
||
public void SetPlayerInput(long UID, uint LocalJoyIdx, ServerInputSnapShot clieninput)
|
||
{
|
||
for (uint i = 0; i < PlayerSlot.Count(); i++)
|
||
{
|
||
Data_RoomSlot slotData = PlayerSlot[i];
|
||
if (slotData.UID != UID)
|
||
continue;
|
||
SetInputBySlotIdxJoyIdx(slotData.SlotIdx, slotData.LocalJoyIdx, clieninput);
|
||
}
|
||
}
|
||
public bool SetRePlayerReady(long UID, out ErrorCode errcode, out bool bHadRoomStateChange)
|
||
{
|
||
int oldPlayerCount = GetPlayerCount();
|
||
SetReadyByUid(UID);
|
||
int newPlayerCount = GetPlayerCount();
|
||
errcode = ErrorCode.ErrorOk;
|
||
bHadRoomStateChange = CheckRoomStateChange(oldPlayerCount, newPlayerCount);
|
||
return true;
|
||
}
|
||
public void SetLoadRaw(Google.Protobuf.ByteString NextStateRaw, out bool bHadRoomStateChange)
|
||
{
|
||
int oldPlayerCount = GetPlayerCount();
|
||
AppSrv.g_Log.Debug($"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;
|
||
}
|
||
public bool GetNeedForwardTick(uint clientFrame, out long forwaFrame)
|
||
{
|
||
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;
|
||
}
|
||
#endregion
|
||
}
|
||
|
||
public class Data_RoomSlot
|
||
{
|
||
public uint SlotIdx { get; set; }
|
||
public long UID { get; set; }
|
||
public uint LocalJoyIdx { get; set; }
|
||
public bool Ready = false;
|
||
public void Init(uint SlotIdx)
|
||
{
|
||
this.SlotIdx = SlotIdx;
|
||
UID = -1;
|
||
LocalJoyIdx = 0;
|
||
Ready = false;
|
||
}
|
||
}
|
||
|
||
[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;
|
||
}
|
||
} |