184 lines
6.8 KiB
Java
184 lines
6.8 KiB
Java
|
package com.example.catchTheLetters.service.impl;
|
|||
|
|
|||
|
import com.example.catchTheLetters.entity.*;
|
|||
|
import com.example.catchTheLetters.enums.MessageType;
|
|||
|
import com.example.catchTheLetters.enums.RoomStatus;
|
|||
|
import com.example.catchTheLetters.model.vo.Letter;
|
|||
|
import com.example.catchTheLetters.service.AuthService;
|
|||
|
import com.example.catchTheLetters.service.RoomService;
|
|||
|
import com.fasterxml.jackson.databind.ObjectMapper;
|
|||
|
import jakarta.annotation.Resource;
|
|||
|
import org.springframework.data.mongodb.core.MongoTemplate;
|
|||
|
import org.springframework.stereotype.Service;
|
|||
|
import org.springframework.web.socket.TextMessage;
|
|||
|
import org.springframework.web.socket.WebSocketSession;
|
|||
|
|
|||
|
import java.io.IOException;
|
|||
|
import java.util.Map;
|
|||
|
import java.util.Random;
|
|||
|
import java.util.concurrent.ConcurrentHashMap;
|
|||
|
|
|||
|
@Service
|
|||
|
public class RoomServiceImpl implements RoomService {
|
|||
|
|
|||
|
// 房间列表
|
|||
|
private final ConcurrentHashMap<Long, GameRoom> rooms = new ConcurrentHashMap<>();
|
|||
|
|
|||
|
private final ObjectMapper objectMapper = new ObjectMapper();
|
|||
|
|
|||
|
private final Random random = new Random();
|
|||
|
|
|||
|
@Resource
|
|||
|
private MongoTemplate mongoTemplate;
|
|||
|
|
|||
|
@Resource
|
|||
|
private AuthService authService;
|
|||
|
|
|||
|
@Override
|
|||
|
public void addPlayer(long roomId, WebSocketSession session, String token) {
|
|||
|
var room = rooms.get(roomId);
|
|||
|
var players = room.getPlayers();
|
|||
|
var user = authService.verify(token);
|
|||
|
var player = new PlayerInGame(user.getId(), user);
|
|||
|
|
|||
|
// 如果玩家已经在房间中,更新他们的WebSocketSession
|
|||
|
for (var entry : players.entrySet()) {
|
|||
|
if (entry.getValue().getUserId().equals(user.getId())) {
|
|||
|
player = entry.getValue();
|
|||
|
players.remove(entry.getKey());
|
|||
|
break;
|
|||
|
}
|
|||
|
}
|
|||
|
players.put(session, player);
|
|||
|
|
|||
|
// TODO 发送消息通知其他玩家有人加入了
|
|||
|
}
|
|||
|
|
|||
|
@Override
|
|||
|
public void removePlayer(long roomId, WebSocketSession session) {
|
|||
|
var room = rooms.get(roomId);
|
|||
|
var players = room.getPlayers();
|
|||
|
players.remove(session);
|
|||
|
// 如果是房主退出,更换房主,否则关闭房间
|
|||
|
if (session == room.getHost()) {
|
|||
|
if (!players.isEmpty()) {
|
|||
|
room.setHost(players.keySet().iterator().next());
|
|||
|
} else {
|
|||
|
rooms.remove(roomId);
|
|||
|
}
|
|||
|
}
|
|||
|
// TODO 发送消息通知其他玩家有人退出了
|
|||
|
}
|
|||
|
|
|||
|
@Override
|
|||
|
public void startGame(long roomId, WebSocketSession session) {
|
|||
|
var room = rooms.get(roomId);
|
|||
|
var players = room.getPlayers();
|
|||
|
var readyPlayers = room.getReadyPlayers();
|
|||
|
readyPlayers.add(session);
|
|||
|
// TODO 发送消息通知其他玩家有人准备好了
|
|||
|
// 如果所有玩家都准备好了,开始游戏
|
|||
|
if (readyPlayers.size() == room.getPlayers().size()) {
|
|||
|
// TODO 发送消息通知所有玩家游戏开始
|
|||
|
readyPlayers.clear();
|
|||
|
room.setStatus(RoomStatus.PLAYING);
|
|||
|
gameLogic(room);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
@Override
|
|||
|
public void cancelStartGame(long roomId, WebSocketSession session) {
|
|||
|
var room = rooms.get(roomId);
|
|||
|
var readyPlayers = room.getReadyPlayers();
|
|||
|
readyPlayers.remove(session);
|
|||
|
// TODO 发送消息通知其他玩家有人取消准备
|
|||
|
}
|
|||
|
|
|||
|
@Override
|
|||
|
public void endGame(long roomId) {
|
|||
|
var room = rooms.get(roomId);
|
|||
|
room.setStatus(RoomStatus.WAITING);
|
|||
|
// TODO 发送消息通知所有玩家游戏结束
|
|||
|
}
|
|||
|
|
|||
|
@Override
|
|||
|
public void handleInput(long roomId, WebSocketSession session, PlayerInput input) {
|
|||
|
var message = new GameMessage<>(MessageType.INPUT, input);
|
|||
|
var room = rooms.get(roomId);
|
|||
|
var players = room.getPlayers();
|
|||
|
for (var player : players.keySet())
|
|||
|
if (player != session) sendMessage(player, message);
|
|||
|
}
|
|||
|
|
|||
|
@Override
|
|||
|
public void createRoom(WebSocketSession session, String token) {
|
|||
|
var user = authService.verify(token);
|
|||
|
var player = new PlayerInGame(user.getId(), user);
|
|||
|
var room = new GameRoom(session, player);
|
|||
|
rooms.put(room.getRoomId(), room);
|
|||
|
}
|
|||
|
|
|||
|
@Override
|
|||
|
public void removeRoom(long roomId) {
|
|||
|
// 如果房间内还有玩家,全部移除
|
|||
|
var room = rooms.get(roomId);
|
|||
|
var players = room.getPlayers();
|
|||
|
for (var player : players.keySet()) {
|
|||
|
// TODO 发送消息通知所有玩家房间已解散
|
|||
|
}
|
|||
|
rooms.remove(roomId);
|
|||
|
}
|
|||
|
|
|||
|
private void generateLetter(GameRoom room) {
|
|||
|
var players = room.getPlayers();
|
|||
|
var words = room.getWords();
|
|||
|
|
|||
|
// 如果words长度<=5,从数据库中再获取一批随机单词
|
|||
|
if (words.size() <= 5) getWords(words);
|
|||
|
|
|||
|
Letter letter;
|
|||
|
|
|||
|
var val = random.nextInt(100);
|
|||
|
|
|||
|
// 在80%概率当前单词的字母中随机选择一个,19%随机生成一个字母,1%是回血爱心。选定后随机赋值2f到6f的下落速度
|
|||
|
if (val == 0)
|
|||
|
// 回血爱心
|
|||
|
letter = new Letter("10", random.nextFloat(1), random.nextFloat(2, 6));
|
|||
|
if (val >= 1 && val <= 81)
|
|||
|
// 从当前单词中随机选择一个字母
|
|||
|
letter = new Letter(words.keySet().toArray()[random.nextInt(words.size())].toString(), random.nextFloat(1), random.nextFloat(2, 6));
|
|||
|
else
|
|||
|
// 随机生成一个字母
|
|||
|
letter = new Letter(String.valueOf((char) (random.nextInt(26) + 'a')), random.nextFloat(1), random.nextFloat(2, 6));
|
|||
|
|
|||
|
// 给所有玩家发送字母
|
|||
|
for (var player : players.keySet())
|
|||
|
sendMessage(player, new GameMessage<>(MessageType.LETTER, letter));
|
|||
|
}
|
|||
|
|
|||
|
private <T> void sendMessage(WebSocketSession session, T message) {
|
|||
|
String json;
|
|||
|
if (!(message instanceof String)) {
|
|||
|
try {
|
|||
|
json = objectMapper.writeValueAsString(message);
|
|||
|
} catch (Exception e) {
|
|||
|
throw new RuntimeException("消息转为JSON字符串操作失败", e);
|
|||
|
}
|
|||
|
} else json = (String) message;
|
|||
|
try {
|
|||
|
session.sendMessage(new TextMessage(json));
|
|||
|
} catch (IOException e) {
|
|||
|
throw new RuntimeException("发送消息失败", e);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
private void getWords(Map<String, Integer> words) {
|
|||
|
// TODO 从数据库中获取一批随机单词,然后放入words中,并把单词数组推送给所有玩家
|
|||
|
}
|
|||
|
|
|||
|
private void gameLogic(GameRoom room) {
|
|||
|
getWords(room.getWords());
|
|||
|
// TODO 从300秒开始倒计时,每秒调用一次generateLetter方法,如果时间到了,调用endGame方法,如果当前单词被某玩家拼完,Map对应单词的value++,如果value>=玩家数(有可能中途有人退出),目前单词出队列,继续下一个单词
|
|||
|
}
|
|||
|
}
|