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