FreeKill/lua/server/request.lua

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-- SPDX-License-Identifier: GPL-3.0-or-later
local function tellRoomToObserver(self, player)
local observee = self.players[1]
player:doNotify("Setup", json.encode{
observee.id,
observee.serverplayer:getScreenName(),
observee.serverplayer:getAvatar(),
})
player:doNotify("EnterRoom", json.encode{
#self.players, self.timeout, self.settings
})
player:doNotify("StartGame", "")
-- send player data
for _, p in ipairs(self:getOtherPlayers(observee, true, true)) do
player:doNotify("AddPlayer", json.encode{
p.id,
p.serverplayer:getScreenName(),
p.serverplayer:getAvatar(),
})
end
local player_circle = {}
for i = 1, #self.players do
table.insert(player_circle, self.players[i].id)
end
player:doNotify("ArrangeSeats", json.encode(player_circle))
for _, p in ipairs(self.players) do
self:notifyProperty(player, p, "general")
self:notifyProperty(player, p, "deputyGeneral")
p:marshal(player)
end
player:doNotify("UpdateDrawPile", #self.draw_pile)
player:doNotify("UpdateRoundNum", self:getTag("RoundCount") or 0)
table.insert(self.observers, {observee.id, player})
end
local function addObserver(self, id)
local all_observers = self.room:getObservers()
for _, p in fk.qlist(all_observers) do
if p:getId() == id then
tellRoomToObserver(self, p)
self:doBroadcastNotify("AddObserver", json.encode{
p:getId(),
p:getScreenName(),
p:getAvatar()
})
break
end
end
end
local function removeObserver(self, id)
for _, t in ipairs(self.observers) do
local __, p = table.unpack(t)
if p:getId() == id then
table.removeOne(self.observers, t)
self:doBroadcastNotify("RemoveObserver", json.encode{
p:getId(),
})
break
end
end
end
local request_handlers = {}
request_handlers["reconnect"] = function(room, id, reqlist)
local p = room:getPlayerById(id)
if p then
p:reconnect()
end
end
request_handlers["observe"] = function(room, id, reqlist)
addObserver(room, id)
end
request_handlers["leave"] = function(room, id, reqlist)
removeObserver(room, id)
end
request_handlers["prelight"] = function(room, id, reqlist)
local p = room:getPlayerById(id)
p:prelightSkill(reqlist[3], reqlist[4] == "true")
end
request_handlers["luckcard"] = function(room, id, reqlist)
local p = room:getPlayerById(id)
local cancel = reqlist[3] == "false"
local luck_data = room:getTag("LuckCardData")
if not (p and luck_data) then return end
local pdata = luck_data[id]
if not cancel then
pdata.luckTime = pdata.luckTime - 1
luck_data.discardInit(room, p)
luck_data.drawInit(room, p, pdata.num)
else
pdata.luckTime = 0
end
if pdata.luckTime > 0 then
p:doNotify("AskForLuckCard", pdata.luckTime)
else
p.serverplayer:setThinking(false)
end
room:setTag("LuckCardData", luck_data)
end
request_handlers["changeself"] = function(room, id, reqlist)
local p = room:getPlayerById(id)
local toId = tonumber(reqlist[3])
local from = p
local to = room:getPlayerById(toId)
local from_sp = from._splayer
-- 注意发来信息的玩家的主视角可能已经不是自己了
-- 先换成正确的玩家
from = table.find(room.players, function(p)
return table.contains(p._observers, from_sp)
end)
-- 切换视角
table.removeOne(from._observers, from_sp)
table.insert(to._observers, from_sp)
from_sp:doNotify("ChangeSelf", json.encode {
id = toId,
handcards = to:getCardIds(Player.Hand),
special_cards = to.special_cards,
})
end
request_handlers["newroom"] = function(s, id)
s:registerRoom(id)
end
-- 处理异步请求的协程,本身也是个死循环就是了。
-- 为了适应调度器,目前又暂且将请求分为“耗时请求”和不耗时请求。
-- 耗时请求处理后会立刻挂起。不耗时的请求则会不断处理直到请求队列空后再挂起。
local function requestLoop(self)
while true do
local ret = false
local request = self.thread:fetchRequest()
if request ~= "" then
ret = true
local reqlist = request:split(",")
local roomId = tonumber(table.remove(reqlist, 1))
local room = self:getRoom(roomId)
if room then
RoomInstance = room
local id = tonumber(reqlist[1])
local command = reqlist[2]
request_handlers[command](room, id, reqlist)
RoomInstance = nil
end
end
if not ret then
coroutine.yield()
end
end
end
return requestLoop