parent
9881cb1653
commit
f422039b71
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@ -62,10 +62,18 @@ Flickable {
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}
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// TODO: player details
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Text {
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id: screenName
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Layout.fillWidth: true
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font.pixelSize: 18
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RowLayout {
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spacing: 16
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Text {
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id: screenName
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font.pixelSize: 18
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}
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Text {
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id: playerGameData
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Layout.fillWidth: true
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font.pixelSize: 18
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}
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}
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TextEdit {
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@ -95,6 +103,7 @@ Flickable {
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onExtra_dataChanged: {
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if (!extra_data.photo) return;
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screenName.text = "";
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playerGameData.text = "";
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skillDesc.text = "";
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const id = extra_data.photo.playerid;
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@ -103,6 +112,15 @@ Flickable {
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screenName.text = extra_data.photo.screenName;
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const gamedata = JSON.parse(Backend.callLuaFunction("GetPlayerGameData", [id]));
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const total = gamedata[0];
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const win = gamedata[1];
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const run = gamedata[2];
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const winRate = (win / total) * 100;
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const runRate = (run / total) * 100;
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playerGameData.text = Backend.translate("Win=%1 Run=%2 Total=%3").arg(winRate.toFixed(2))
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.arg(runRate.toFixed(2)).arg(total);
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const data = JSON.parse(Backend.callLuaFunction("GetPlayerSkills", [id]));
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data.forEach(t => {
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skillDesc.append("<b>" + Backend.translate(t.name) + "</b>: " + t.description)
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@ -51,6 +51,7 @@ end
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---@param id integer
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---@return ClientPlayer
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function Client:getPlayerById(id)
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if id == Self.id then return Self end
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for _, p in ipairs(self.players) do
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if p.id == id then return p end
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end
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@ -248,7 +249,7 @@ fk.client_callback["AddPlayer"] = function(jsonData)
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-- jsonData: [ int id, string screenName, string avatar ]
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-- when other player enter the room, we create clientplayer(C and lua) for them
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local data = json.decode(jsonData)
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local id, name, avatar = data[1], data[2], data[3]
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local id, name, avatar, gameData = data[1], data[2], data[3]
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local player = fk.ClientInstance:addPlayer(id, name, avatar)
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local p = ClientPlayer:new(player)
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table.insert(ClientInstance.players, p)
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@ -763,6 +764,15 @@ fk.client_callback["UpdateQuestSkillUI"] = function(jsonData)
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updateLimitSkill(player, Fk.skills[skillName], usedTimes)
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end
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fk.client_callback["UpdateGameData"] = function(jsonData)
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local data = json.decode(jsonData)
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local player, total, win, run = data[1], data[2], data[3], data[4]
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player = ClientInstance:getPlayerById(player)
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if player then
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player.player:setGameData(total, win, run)
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end
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end
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-- Create ClientInstance (used by Lua)
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ClientInstance = Client:new()
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dofile "lua/client/client_util.lua"
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@ -573,4 +573,15 @@ function GetRoomConfig()
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return json.encode(ClientInstance.room_settings)
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end
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function GetPlayerGameData(pid)
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local c = ClientInstance
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local p = c:getPlayerById(pid)
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local raw = p.player:getGameData()
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local ret = {}
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for _, i in fk.qlist(raw) do
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table.insert(ret, i)
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end
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return json.encode(ret)
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end
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dofile "lua/client/i18n/init.lua"
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@ -53,6 +53,7 @@ Fk:loadTranslationTable{
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["Give Egg"] = "砸蛋",
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["Give Shoe"] = "拖鞋",
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["Kick From Room"] = "踢出房间",
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["Win=%1 Run=%2 Total=%3"] = "胜率%1% 逃率%2% 总场次%3",
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["$OnlineInfo"] = "大厅人数:%1,总在线人数:%2",
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@ -35,6 +35,7 @@ GameEvent.functions[GameEvent.Death] = function(self)
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local self = self.room
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local victim = self:getPlayerById(deathStruct.who)
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victim.dead = true
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victim._splayer:setDied(true)
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table.removeOne(self.alive_players, victim)
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local logic = self.logic
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@ -2818,6 +2818,7 @@ end
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function Room:revivePlayer(player, sendLog)
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if not player.dead then return end
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self:setPlayerProperty(player, "dead", false)
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player._splayer:setDied(false)
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self:setPlayerProperty(player, "dying", false)
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self:setPlayerProperty(player, "hp", player.maxHp)
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table.insertIfNeed(self.alive_players, player)
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@ -2862,11 +2863,11 @@ function Room:gameOver(winner)
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if p.id > 0 then
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if table.contains(winner:split("+"), p.role) then
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self.room:updateWinRate(id, general, mode, 1)
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self.room:updateWinRate(id, general, mode, 1, p.dead)
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elseif winner == "" then
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self.room:updateWinRate(id, general, mode, 3)
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self.room:updateWinRate(id, general, mode, 3, p.dead)
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else
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self.room:updateWinRate(id, general, mode, 2)
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self.room:updateWinRate(id, general, mode, 2, p.dead)
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end
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end
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end
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@ -175,11 +175,6 @@ function ServerPlayer:marshal(player)
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room:notifyProperty(player, self, "gender")
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room:notifyProperty(player, self, "kingdom")
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if self.kingdom ~= Fk.generals[self.general].kingdom then
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self.kingdom = Fk.generals[self.general].kingdom
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room:notifyProperty(player, self, "kingdom")
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end
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if self.dead then
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room:notifyProperty(player, self, "dead")
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room:notifyProperty(player, self, "role")
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@ -28,6 +28,13 @@ CREATE TABLE IF NOT EXISTS winRate (
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PRIMARY KEY (id, general, mode)
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);
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CREATE TABLE IF NOT EXISTS runRate (
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id INTEGER,
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mode VARCHAR(16),
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run INTEGER,
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PRIMARY KEY (id, mode)
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);
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CREATE VIEW IF NOT EXISTS playerWinRate AS
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SELECT winRate.id, name, mode,
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SUM(win) AS 'win',
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@ -64,7 +64,10 @@ void PackMan::loadSummary(const QString &jsonData, bool useThread) {
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.arg(obj["hash"].toString())
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.arg(name));
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enablePack(name);
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updatePack(name);
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if (head(name) != obj["hash"].toString()) {
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updatePack(name);
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}
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}
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};
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if (useThread) {
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@ -3,7 +3,8 @@
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#include "player.h"
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Player::Player(QObject *parent)
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: QObject(parent), id(0), state(Player::Invalid), ready(false) {}
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: QObject(parent), id(0), state(Player::Invalid), ready(false),
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totalGames(0), winCount(0), runCount(0) {}
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Player::~Player() {}
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@ -35,6 +36,8 @@ QString Player::getStateString() const {
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return QStringLiteral("trust");
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case Run:
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return QStringLiteral("run");
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case Leave:
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return QStringLiteral("leave");
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case Robot:
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return QStringLiteral("robot");
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case Offline:
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@ -70,3 +73,30 @@ void Player::setReady(bool ready) {
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this->ready = ready;
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emit readyChanged();
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}
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QList<int> Player::getGameData() {
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return QList<int>({ totalGames, winCount, runCount });
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}
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void Player::setGameData(int total, int win, int run) {
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totalGames = total;
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winCount = win;
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runCount = run;
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emit gameDataChanged();
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}
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QString Player::getLastGameMode() const {
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return lastGameMode;
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}
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void Player::setLastGameMode(const QString &mode) {
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lastGameMode = mode;
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}
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bool Player::isDied() const {
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return died;
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}
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void Player::setDied(bool died) {
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this->died = died;
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}
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@ -14,6 +14,7 @@ public:
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Online,
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Trust,
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Run,
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Leave,
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Robot, // only for real robot
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Offline
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};
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@ -38,11 +39,20 @@ public:
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bool isReady() const;
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void setReady(bool ready);
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QList<int> getGameData();
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void setGameData(int total, int win, int run);
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QString getLastGameMode() const;
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void setLastGameMode(const QString &mode);
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bool isDied() const;
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void setDied(bool died);
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signals:
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void screenNameChanged();
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void avatarChanged();
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void stateChanged();
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void readyChanged();
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void gameDataChanged();
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private:
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int id;
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QString avatar;
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State state;
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bool ready;
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bool died;
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QString lastGameMode;
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int totalGames;
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int winCount;
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int runCount;
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};
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#endif // _PLAYER_H
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@ -129,6 +129,8 @@ void Room::addPlayer(ServerPlayer *player) {
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}
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QJsonArray jsonData;
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auto settings = QJsonDocument::fromJson(getSettings());
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auto mode = settings["gameMode"].toString();
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// 告诉房里所有玩家有新人进来了
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if (!isLobby()) {
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@ -165,6 +167,13 @@ void Room::addPlayer(ServerPlayer *player) {
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jsonData << p->getAvatar();
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jsonData << p->isReady();
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player->doNotify("AddPlayer", JsonArray2Bytes(jsonData));
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jsonData = QJsonArray();
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jsonData << p->getId();
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foreach (int i, p->getGameData()) {
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jsonData << i;
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}
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player->doNotify("UpdateGameData", JsonArray2Bytes(jsonData));
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}
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if (this->owner != nullptr) {
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player->doNotify("RoomOwner", JsonArray2Bytes(jsonData));
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}
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if (player->getLastGameMode() != mode) {
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player->setLastGameMode(mode);
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updatePlayerGameData(player->getId(), mode);
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} else {
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auto jsonData = QJsonArray();
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jsonData << player->getId();
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foreach (int i, player->getGameData()) {
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jsonData << i;
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}
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doBroadcastNotify(getPlayers(), "UpdateGameData", JsonArray2Bytes(jsonData));
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}
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// 玩家手动启动
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// if (isFull() && !gameStarted)
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// start();
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@ -225,6 +245,10 @@ void Room::removePlayer(ServerPlayer *player) {
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player->setState(Player::Run);
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player->removeSocket();
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if (!player->isDied()) {
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runned_players << player->getId();
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}
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// 然后基于跑路玩家的socket,创建一个新ServerPlayer对象用来通信
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ServerPlayer *runner = new ServerPlayer(this);
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runner->setSocket(socket);
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@ -234,6 +258,8 @@ void Room::removePlayer(ServerPlayer *player) {
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runner->setScreenName(player->getScreenName());
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runner->setAvatar(player->getAvatar());
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runner->setId(player->getId());
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auto gamedata = player->getGameData();
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runner->setGameData(gamedata[0], gamedata[1], gamedata[2]);
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// 最后向服务器玩家列表中增加这个人
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// 原先的跑路机器人会在游戏结束后自动销毁掉
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@ -346,22 +372,36 @@ void Room::chat(ServerPlayer *sender, const QString &jsonData) {
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doc["msg"].toString().toUtf8().constData());
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}
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static const QString findWinRate =
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QString("SELECT win, lose, draw "
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"FROM winRate WHERE id = %1 and general = '%2' and mode = '%3';");
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static const QString updateWinRate =
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QString("UPDATE winRate "
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"SET win = %4, lose = %5, draw = %6 "
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"WHERE id = %1 and general = '%2' and mode = '%3';");
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static const QString insertWinRate =
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QString("INSERT INTO winRate "
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"(id, general, mode, win, lose, draw) "
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"VALUES (%1, '%2', '%3', %4, %5, %6);");
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static const QString findRunRate =
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QString("SELECT run "
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"FROM runRate WHERE id = %1 and mode = '%2';");
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static const QString updateRunRate =
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QString("UPDATE runRate "
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"SET run = %3 "
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"WHERE id = %1 and mode = '%2';");
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static const QString insertRunRate =
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QString("INSERT INTO runRate "
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"(id, mode, run) "
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"VALUES (%1, '%2', %3);");
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void Room::updateWinRate(int id, const QString &general, const QString &mode,
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int game_result) {
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static const QString findWinRate =
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QString("SELECT win, lose, draw "
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"FROM winRate WHERE id = %1 and general = '%2' and mode = '%3';");
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static const QString updateRate =
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QString("UPDATE winRate "
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"SET win = %4, lose = %5, draw = %6 "
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"WHERE id = %1 and general = '%2' and mode = '%3';");
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static const QString insertRate =
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QString("INSERT INTO winRate "
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"(id, general, mode, win, lose, draw) "
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"VALUES (%1, '%2', '%3', %4, %5, %6);");
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int game_result, bool dead) {
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if (!CheckSqlString(general))
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return;
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if (!CheckSqlString(mode))
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@ -370,6 +410,7 @@ void Room::updateWinRate(int id, const QString &general, const QString &mode,
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int win = 0;
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int lose = 0;
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int draw = 0;
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int run = 0;
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switch (game_result) {
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case 1:
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@ -391,7 +432,7 @@ void Room::updateWinRate(int id, const QString &general, const QString &mode,
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if (result.isEmpty()) {
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ExecSQL(server->getDatabase(),
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insertRate.arg(QString::number(id), general, mode,
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insertWinRate.arg(QString::number(id), general, mode,
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QString::number(win), QString::number(lose),
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QString::number(draw)));
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} else {
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@ -400,10 +441,76 @@ void Room::updateWinRate(int id, const QString &general, const QString &mode,
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lose += obj["lose"].toString().toInt();
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draw += obj["draw"].toString().toInt();
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ExecSQL(server->getDatabase(),
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updateRate.arg(QString::number(id), general, mode,
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::updateWinRate.arg(QString::number(id), general, mode,
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QString::number(win), QString::number(lose),
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QString::number(draw)));
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}
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if (runned_players.contains(id)) {
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addRunRate(id, mode);
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}
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auto player = server->findPlayer(id);
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if (players.contains(player)) {
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player->setLastGameMode(mode);
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updatePlayerGameData(id, mode);
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}
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}
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void Room::addRunRate(int id, const QString &mode) {
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int run = 1;
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QJsonArray result =
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SelectFromDatabase(server->getDatabase(),
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findRunRate.arg(QString::number(id), mode));
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if (result.isEmpty()) {
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ExecSQL(server->getDatabase(),
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insertRunRate.arg(QString::number(id), mode,
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QString::number(run)));
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} else {
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auto obj = result[0].toObject();
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run += obj["run"].toString().toInt();
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ExecSQL(server->getDatabase(),
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updateRunRate.arg(QString::number(id), mode,
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QString::number(run)));
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}
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}
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void Room::updatePlayerGameData(int id, const QString &mode) {
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static const QString findModeRate = QString("SELECT win, total FROM playerWinRate "
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"WHERE id = %1 and mode = '%2';");
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if (id < 0) return;
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auto player = server->findPlayer(id);
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if (player->getState() == Player::Robot || !player->getRoom()) {
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return;
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}
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int total = 0;
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int win = 0;
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int run = 0;
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auto result = SelectFromDatabase(server->getDatabase(),
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findRunRate.arg(QString::number(id), mode));
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if (!result.isEmpty()) {
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run = result[0].toObject()["run"].toString().toInt();
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}
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result = SelectFromDatabase(server->getDatabase(),
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findModeRate.arg(QString::number(id), mode));
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if (!result.isEmpty()) {
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total = result[0].toObject()["total"].toString().toInt();
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win = result[0].toObject()["win"].toString().toInt();
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}
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auto room = player->getRoom();
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player->setGameData(total, win, run);
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auto data_arr = QJsonArray({ player->getId(), total, win, run });
|
||||
if (!room->isLobby()) {
|
||||
room->doBroadcastNotify(room->getPlayers(), "UpdateGameData", JsonArray2Bytes(data_arr));
|
||||
}
|
||||
}
|
||||
|
||||
void Room::gameOver() {
|
||||
|
@ -427,6 +534,7 @@ void Room::manuallyStart() {
|
|||
if (isFull() && !gameStarted) {
|
||||
foreach (auto p, players) {
|
||||
p->setReady(false);
|
||||
p->setDied(false);
|
||||
}
|
||||
gameStarted = true;
|
||||
m_thread->pushRequest(QString("-1,%1,newroom").arg(QString::number(id)));
|
||||
|
|
|
@ -57,7 +57,7 @@ class Room : public QObject {
|
|||
void chat(ServerPlayer *sender, const QString &jsonData);
|
||||
|
||||
void updateWinRate(int id, const QString &general, const QString &mode,
|
||||
int result);
|
||||
int result, bool dead);
|
||||
void gameOver();
|
||||
void manuallyStart();
|
||||
void pushRequest(const QString &req);
|
||||
|
@ -86,6 +86,9 @@ class Room : public QObject {
|
|||
bool m_ready;
|
||||
|
||||
int timeout;
|
||||
|
||||
void addRunRate(int id, const QString &mode);
|
||||
void updatePlayerGameData(int id, const QString &mode);
|
||||
};
|
||||
|
||||
#endif // _ROOM_H
|
||||
|
|
|
@ -45,8 +45,6 @@ Server::Server(QObject *parent) : QObject(parent) {
|
|||
connect(lobby(), &Room::playerAdded, this, &Server::updateRoomList);
|
||||
connect(lobby(), &Room::playerRemoved, this, &Server::updateRoomList);
|
||||
|
||||
threads.append(new RoomThread(this));
|
||||
|
||||
// 启动心跳包线程
|
||||
auto heartbeatThread = QThread::create([=]() {
|
||||
while (true) {
|
||||
|
|
|
@ -9,6 +9,7 @@ public:
|
|||
Online,
|
||||
Trust,
|
||||
Run,
|
||||
Leave,
|
||||
Robot, // only for real robot
|
||||
Offline
|
||||
};
|
||||
|
@ -24,6 +25,12 @@ public:
|
|||
|
||||
State getState() const;
|
||||
void setState(State state);
|
||||
|
||||
QList<int> getGameData();
|
||||
void setGameData(int total, int win, int run);
|
||||
|
||||
bool isDied() const;
|
||||
void setDied(bool died);
|
||||
};
|
||||
|
||||
%nodefaultctor ClientPlayer;
|
||||
|
|
|
@ -15,7 +15,7 @@ public:
|
|||
void checkAbandoned();
|
||||
|
||||
void updateWinRate(int id, const QString &general, const QString &mode,
|
||||
int result);
|
||||
int result, bool dead);
|
||||
void gameOver();
|
||||
};
|
||||
|
||||
|
|
Loading…
Reference in New Issue