gameframe_table.go 4.3 KB

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  1. package frame
  2. import (
  3. "fmt"
  4. "sort"
  5. "bet24.com/log"
  6. )
  7. // --GameTable++
  8. func (f *GameFrame) createTable(data string) *ThreadsafeTable {
  9. f.lock_table.Lock()
  10. table := newThreadSafeTable(f.tableIndex, 0)
  11. f.tableIndex++
  12. f.lock_table.Unlock()
  13. table.privateData = data
  14. table.setTableSink(f.gameSink.CreateTableSink(table, data))
  15. f.lock_table.Lock()
  16. f.tables[table.tableId] = table
  17. f.lock_table.Unlock()
  18. return table
  19. }
  20. func (f *GameFrame) createPrivateTable(userId int, ruleName string, target int, userCount int, playTimeout int) *ThreadsafeTable {
  21. f.lock_table.Lock()
  22. table := newThreadSafeTable(f.tableIndex, userId)
  23. f.tableIndex++
  24. f.lock_table.Unlock()
  25. ts := f.gameSink.CreateTableSink(table, ruleName)
  26. table.setTableSink(ts)
  27. table.tableSink_privateRoom.SetPrivateRoomParam(Param_Target, fmt.Sprintf("%d", target))
  28. table.tableSink_privateRoom.SetPrivateRoomParam(Param_UserCount, fmt.Sprintf("%d", userCount))
  29. table.tableSink_privateRoom.SetPrivateRoomParam(Param_PlayTimeout, fmt.Sprintf("%d", playTimeout))
  30. table.privateData = ruleName
  31. f.lock_table.Lock()
  32. f.tables[table.tableId] = table
  33. f.lock_table.Unlock()
  34. return table
  35. }
  36. func (f *GameFrame) getTableCount(data string) int {
  37. f.lock_table.RLock()
  38. defer f.lock_table.RUnlock()
  39. ret := 0
  40. for _, v := range f.tables {
  41. if v.isIdled() || v.isFull() || !v.isSameRoom(data) {
  42. continue
  43. }
  44. ret++
  45. }
  46. return ret
  47. }
  48. // --GameTable++
  49. func (f *GameFrame) getAvailableTable(exceptTableId int, data string, needFree bool, userIp string) *ThreadsafeTable {
  50. f.lock_table.RLock()
  51. var availableTables []*ThreadsafeTable
  52. for _, v := range f.tables {
  53. if v.isPrivate() {
  54. continue
  55. }
  56. if v.tableId == exceptTableId {
  57. // log.Debug("%d = %d", v.tableId, exceptTableId)
  58. continue
  59. }
  60. // 可以进入playing的房间
  61. if v.isIdled() {
  62. //log.Debug("getAvailableTable exceptTableId[%d] tableId[%d] isIdled", exceptTableId, v.tableId)
  63. continue
  64. }
  65. if v.stopped {
  66. continue
  67. }
  68. if !v.isSameRoom(data) {
  69. log.Debug("getAvailableTable exceptTableId[%d] tableId[%d] not same data [%s] != %s", exceptTableId, v.tableId, data, v.privateData)
  70. continue
  71. }
  72. // 如果是多局游戏已开始,也过滤
  73. if v.IsMultiSetPlaying() && !v.enterPlayingRoomFirst() {
  74. continue
  75. }
  76. if needFree && v.IsPlaying() && !v.enterPlayingRoomFirst() {
  77. log.Debug("getAvailableTable exceptTableId[%d] tableId[%d] ignore playing", exceptTableId, v.tableId)
  78. continue
  79. }
  80. // 有同IP
  81. if v.checkSameIp(userIp) {
  82. log.Debug("getAvailableTable checkSameIp failed %s", userIp)
  83. continue
  84. }
  85. if v.isAllRobot() {
  86. continue
  87. }
  88. if v.isFull() {
  89. log.Debug("getAvailableTable exceptTableId[%d] tableId[%d] full", exceptTableId, v.tableId)
  90. // 如果里面有机器人
  91. if !v.IsPlaying() && v.canRemoveOneRobot() {
  92. f.lock_table.RUnlock()
  93. return v
  94. }
  95. continue
  96. }
  97. //return v
  98. availableTables = append(availableTables, v)
  99. }
  100. f.lock_table.RUnlock()
  101. if len(availableTables) == 0 {
  102. return nil
  103. }
  104. if len(availableTables) > 1 {
  105. if availableTables[0].enterPlayingRoomFirst() {
  106. sort.Slice(availableTables, func(i, j int) bool {
  107. return availableTables[i].getPlayerCount() > availableTables[j].getPlayerCount()
  108. })
  109. } else {
  110. sort.Slice(availableTables, func(i, j int) bool {
  111. if availableTables[i].tableStatus == availableTables[j].tableStatus {
  112. return availableTables[i].getStartTime() > availableTables[j].getStartTime()
  113. }
  114. return availableTables[i].tableStatus < availableTables[j].tableStatus
  115. })
  116. }
  117. }
  118. return availableTables[0]
  119. }
  120. func (f *GameFrame) getOrCreateTable(exceptTableId int, data string, needFree bool, userIp string) *ThreadsafeTable {
  121. table := f.getAvailableTable(exceptTableId, data, needFree, userIp)
  122. if table != nil {
  123. return table
  124. }
  125. return f.createTable(data)
  126. }
  127. func (f *GameFrame) getTable(tableId int) *ThreadsafeTable {
  128. if tableId <= 0 {
  129. return nil
  130. }
  131. f.lock_table.RLock()
  132. defer f.lock_table.RUnlock()
  133. t, ok := f.tables[tableId]
  134. if !ok {
  135. log.Debug("GameFrame.getTable not exist %d", tableId)
  136. return nil
  137. }
  138. if t.stopped {
  139. log.Release("GameFrame.getTable [%d] stopped", tableId)
  140. return nil
  141. }
  142. return t
  143. }
  144. func (f *GameFrame) removeTable(tableId int) {
  145. f.removeOfflineByTableId(tableId)
  146. f.lock_table.Lock()
  147. defer f.lock_table.Unlock()
  148. t, ok := f.tables[tableId]
  149. delete(f.tables, tableId)
  150. if ok {
  151. t.Destroy()
  152. }
  153. }