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 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)); else if (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 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 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 } }