room.go
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package roomrank
import (
"apigame/configs/confroomrank"
"apigame/service-common/svcommon"
"apigame/service-common/svmysql"
"apigame/util/util-lx/lxalilog"
"apigame/util/util-lx/lxtime"
"math"
"math/rand"
"sort"
"time"
)
func tryInitRoom(gameId string, room *Room) {
svmysql.InitTable(room, gameId, false)
}
// SaveRoom 存储数据
func SaveRoom(gameId string, room *Room) {
tryInitRoom(gameId, room)
room.UpdateTime = lxtime.NowUninx()
room.Encode()
err := svmysql.Save(room, gameId)
if err != nil {
lxalilog.Errors(err, "roomrank.SaveRoom error", gameId, room.Id, room.ActivityId)
return
}
}
// LoadRoom 获取数据
func LoadRoom(gameId string, topType int, activityId int64, roomUid int64) (room *Room, has bool) {
room = &Room{Id: roomUid, TopType: topType, ActivityId: activityId}
if roomUid == 0 {
has = false
return
}
tryInitRoom(gameId, room)
var err error
has, err = svmysql.First(room, gameId)
if err != nil {
lxalilog.Errors(err, "roomrank.LoadRoom error", gameId, roomUid, activityId)
return
}
room.Decode()
return
}
func CreateRoom(gameId string, topType int, config *confroomrank.ActivityConfig, roomConfigId int, activityTime int64) (room *Room, has bool) {
room = new(Room)
room.TopType = topType
room.ActivityId = config.Id
room.ConfigId = roomConfigId
room.Closed = false
room.HasSettle = false
room.CreateTime = lxtime.NowUninx()
room.ActivityTime = activityTime
details := new(RoomDetails)
details.Players = make([]*RoomPlayer, 0)
details.IndexNames = make([]int, 0)
details.IndexAvatars = make([]int, 0)
room.Details = details
err := svmysql.Save(room, gameId)
if err != nil {
has = false
} else {
has = true
}
return
}
// FindRoom 查找
func FindRoom(gameId string, topType int, activityId int64, roomConfigId int, activityTime int64) (rooms []*Room, has bool) {
roomDemo := &Room{TopType: topType, ActivityId: activityId, ActivityTime: activityTime}
tryInitRoom(gameId, roomDemo)
info := roomDemo.MysqlInfo(gameId)
info.DbMysql = info.DbMysql.Where("config_id = ? AND activity_time = ? AND closed = false", roomConfigId, activityTime)
has, _ = svmysql.Find(&rooms, info)
for _, room := range rooms {
room.Decode()
}
return
}
// TryGetRoom 尝试获取房间
func TryGetRoom(gameId string, topType int, player *Player, config *confroomrank.ActivityConfig) (room *Room, hasRoom bool) {
hasRoom = false
// 查找玩家所在的房间
room, hasRoom = LoadRoom(gameId, topType, config.Id, player.RoomUid)
if hasRoom {
if confRoom, hasConfRoom := config.Room[room.ConfigId]; hasConfRoom {
TryCloseRoom(gameId, room, config, confRoom)
}
return
}
return
}
// TryFindRoom 尝试获取房间
func TryFindRoom(gameId string, topType int, player *Player, config *confroomrank.ActivityConfig, playerLevel int, activityTime int64) (room *Room, hasRoom bool, firstJoin bool) {
// 根据等级和分数范围查找合适的房间配置ID
roomConfigId := 0
roomConfig := confroomrank.RoomConfig{}
for _, i2 := range config.Room {
if playerLevel >= i2.Levels[0] &&
playerLevel <= i2.Levels[1] &&
player.UserClass == i2.UserClass {
roomConfigId = i2.Id
roomConfig = i2
}
}
if roomConfigId == 0 {
lxalilog.Errors("TryGetRoom find roomConfigId error", playerLevel, player.UserClass)
return
}
// 数据库查找合适条件的房间列表
rooms, has := FindRoom(gameId, topType, config.Id, roomConfigId, activityTime)
if has {
for i := 0; i < len(rooms); i++ {
roomTemp := rooms[i]
TryCloseRoom(gameId, roomTemp, config, roomConfig)
if roomTemp.Closed {
continue
}
// 可容纳玩家类型数量
canJoinCount := GetTypeCanJoinCount(roomTemp, roomConfig, player.UserType)
if canJoinCount > 0 {
room = roomTemp
hasRoom = true
break
}
}
}
if hasRoom {
// 如果有 就加入
PlayerJoinRoom(room, player)
firstJoin = true
} else {
// 如果没有合适条件的房间 创建一个
roomCreate, hasCreate := CreateRoom(gameId, topType, config, roomConfigId, activityTime)
if hasCreate {
room = roomCreate
room.Details.IndexNames = svcommon.GetIndexNames(gameId, roomConfig.TotalPlayer)
room.Details.IndexAvatars = svcommon.GetIndexAvatars(gameId, roomConfig.TotalPlayer)
// 配置原生机器人
JoinInitRobot(gameId, room, roomConfig)
PlayerJoinRoom(room, player)
firstJoin = true
hasRoom = hasCreate
}
}
return
}
func PlayerJoinRoom(room *Room, player *Player) {
roomPlayer := NewRoomPlayer(player)
room.Details.Players = append(room.Details.Players, roomPlayer)
player.RoomUid = room.Id
}
// TryCloseRoom 尝试关闭房间
func TryCloseRoom(gameId string, room *Room, config *confroomrank.ActivityConfig, roomConfig confroomrank.RoomConfig) {
if room.Closed {
return
}
secNow := lxtime.NowUninx()
if secNow > room.CreateTime+RoomCloseSecond {
room.Closed = true
// 根据缺口自动填充机器人
for i := 0; i < len(roomConfig.PlayerTypeCount); i++ {
pair := roomConfig.PlayerTypeCount[i]
userType := pair[0]
canJoinCount := pair[1] - room.GetPlayerTypeCount(userType)
robotConfigId := roomConfig.AutoRobot[i]
for i := 0; i < canJoinCount; i++ {
roomPlayer := NewRoomRobot(gameId, room, robotConfigId, userType)
room.Details.Players = append(room.Details.Players, roomPlayer)
}
}
// 如果总数还不足 用默认的第一类来填充
{
canJoinCount := roomConfig.TotalPlayer - len(room.Details.Players)
if canJoinCount > 0 && len(roomConfig.AutoRobot) > 0 {
userType := roomConfig.PlayerTypeCount[0][0]
robotConfigId := roomConfig.AutoRobot[0]
for i := 0; i < canJoinCount; i++ {
roomPlayer := NewRoomRobot(gameId, room, robotConfigId, userType)
room.Details.Players = append(room.Details.Players, roomPlayer)
}
}
}
// 填充完之后要排序计算
TryResetRobot(room, config, true)
TryReSort(room, config)
SaveRoom(gameId, room)
}
}
// GetTypeCanJoinCount 房间获取某种类型玩家可加入数量
func GetTypeCanJoinCount(room *Room, roomConfig confroomrank.RoomConfig, userType int) int {
maxCount := 0
for i := 0; i < len(roomConfig.PlayerTypeCount); i++ {
pair := roomConfig.PlayerTypeCount[i]
if pair[0] == userType {
maxCount = pair[1]
break
}
}
return maxCount - room.GetPlayerTypeCount(userType)
}
// JoinInitRobot 配置原生机器人
func JoinInitRobot(gameId string, room *Room, roomConfig confroomrank.RoomConfig) {
for i := 0; i < len(roomConfig.InitRobot); i++ {
pair := roomConfig.InitRobot[i]
robotConfigId := pair[0]
robotCount := pair[1]
for i := 0; i < robotCount; i++ {
roomPlayer := NewRoomRobot(gameId, room, robotConfigId, -1)
room.Details.Players = append(room.Details.Players, roomPlayer)
}
}
}
// TrySettleRoom 尝试结算房间
func TrySettleRoom(gameId string, room *Room, config *confroomrank.ActivityConfig) {
// 已经结算过的不结算
if room.HasSettle {
return
}
// 活动切换或者时间到 触发结算
needSettle := false
if room.ActivityId != config.Id {
needSettle = true
} else {
dateEnd := GetTimeEnd(room.ActivityTime, config.ReleaseTime)
dtNow := lxtime.NowUninx()
if dtNow >= dateEnd.Unix() {
needSettle = true
}
}
if !needSettle {
return
}
percent := float64(0)
dateEnd := GetTimeEnd(room.ActivityTime, config.ReleaseTime)
secTotal := 24 * 60 * 60
dtEnd := dateEnd.Unix()
if dtEnd > config.EndTime {
dtEnd = config.EndTime
}
dtCreate := room.CreateTime
if dtEnd <= dtCreate {
percent = 0
} else {
percent = float64(dtEnd-dtCreate) * 100 / float64(secTotal)
// 如果 结算时间-创建时间 小于8小时 根据这个房间存在时间进行衰减
if dtEnd-dtCreate < int64(time.Hour*8) {
percent = percent * float64(dtEnd-dtCreate) / float64(time.Hour*8)
}
}
// 机器人最终算分
for i := 0; i < len(room.Details.Players); i++ {
roomPlayer := room.Details.Players[i]
if roomPlayer.RobotConfigId == 0 {
continue
}
confRobot, hasConfRobot := config.Robot[roomPlayer.RobotConfigId]
if hasConfRobot {
roomPlayer.Score = GetRobotScoreCurrent(config, &confRobot, percent)
if roomPlayer.Score < int64(confRobot.MinScore) {
roomPlayer.Score = int64(confRobot.MinScore)
}
}
}
sort.Sort(room.Details)
room.HasSettle = true
SaveRoom(gameId, room)
}
// TryResetRobot 尝试改变机器人分数并重新排序
func TryResetRobot(room *Room, config *confroomrank.ActivityConfig, force bool) {
secNow := lxtime.NowUninx()
if !force && secNow < room.ResetRobotTime+RoomResetRobotSecond {
return
}
room.ResetRobotTime = secNow
percent := float64(0)
dateEnd := GetTimeEnd(room.ActivityTime, config.ReleaseTime)
secTotal := 24 * 60 * 60
dtEnd := dateEnd.Unix()
if dtEnd > config.EndTime {
dtEnd = config.EndTime
}
dtCreate := room.CreateTime
if dtEnd <= dtCreate {
percent = 0
} else if secNow <= dtCreate {
percent = 0
} else if secNow >= dtEnd {
percent = 100
} else {
percent = float64(secNow-dtCreate) * 100 / float64(secTotal)
}
// 机器人即时算分
for i := 0; i < len(room.Details.Players); i++ {
roomPlayer := room.Details.Players[i]
if roomPlayer.RobotConfigId == 0 {
continue
}
confRobot, hasConfRobot := config.Robot[roomPlayer.RobotConfigId]
if hasConfRobot {
roomPlayer.Score = GetRobotScoreCurrent(config, &confRobot, percent)
}
}
}
// TryReSort 尝试重新排序
func TryReSort(room *Room, config *confroomrank.ActivityConfig) {
TryResetRobot(room, config, false)
sort.Sort(room.Details)
}
// GetRobotScoreCurrent 从机器人配置里得到实时得分
func GetRobotScoreCurrent(config *confroomrank.ActivityConfig, confRobot *confroomrank.RobotConfig, percent float64) int64 {
score := (float64(confRobot.TotalScore-int(config.OpenScore)) *
float64(100-confRobot.Range+rand.Intn(confRobot.Range*2)) / 100) * percent / 100
result := config.OpenScore + int64(math.Ceil(score))
if result < config.OpenScore {
result = config.OpenScore
}
return result
}