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- package frame
- import (
- "fmt"
- "sort"
- "bet24.com/log"
- )
- // --GameTable++
- func (f *GameFrame) createTable(data string) *ThreadsafeTable {
- f.lock_table.Lock()
- table := newThreadSafeTable(f.tableIndex, 0)
- f.tableIndex++
- f.lock_table.Unlock()
- table.privateData = data
- table.setTableSink(f.gameSink.CreateTableSink(table, data))
- f.lock_table.Lock()
- f.tables[table.tableId] = table
- f.lock_table.Unlock()
- return table
- }
- func (f *GameFrame) createPrivateTable(userId int, ruleName string, target int, userCount int, playTimeout int) *ThreadsafeTable {
- f.lock_table.Lock()
- table := newThreadSafeTable(f.tableIndex, userId)
- f.tableIndex++
- f.lock_table.Unlock()
- ts := f.gameSink.CreateTableSink(table, ruleName)
- table.setTableSink(ts)
- table.tableSink_privateRoom.SetPrivateRoomParam(Param_Target, fmt.Sprintf("%d", target))
- table.tableSink_privateRoom.SetPrivateRoomParam(Param_UserCount, fmt.Sprintf("%d", userCount))
- table.tableSink_privateRoom.SetPrivateRoomParam(Param_PlayTimeout, fmt.Sprintf("%d", playTimeout))
- table.privateData = ruleName
- f.lock_table.Lock()
- f.tables[table.tableId] = table
- f.lock_table.Unlock()
- return table
- }
- func (f *GameFrame) getTableCount(data string) int {
- f.lock_table.RLock()
- defer f.lock_table.RUnlock()
- ret := 0
- for _, v := range f.tables {
- if v.isIdled() || v.isFull() || !v.isSameRoom(data) {
- continue
- }
- ret++
- }
- return ret
- }
- // --GameTable++
- func (f *GameFrame) getAvailableTable(exceptTableId int, data string, needFree bool, userIp string) *ThreadsafeTable {
- f.lock_table.RLock()
- var availableTables []*ThreadsafeTable
- for _, v := range f.tables {
- if v.isPrivate() {
- continue
- }
- if v.tableId == exceptTableId {
- // log.Debug("%d = %d", v.tableId, exceptTableId)
- continue
- }
- // 可以进入playing的房间
- if v.isIdled() {
- //log.Debug("getAvailableTable exceptTableId[%d] tableId[%d] isIdled", exceptTableId, v.tableId)
- continue
- }
- if v.stopped {
- continue
- }
- if !v.isSameRoom(data) {
- log.Debug("getAvailableTable exceptTableId[%d] tableId[%d] not same data [%s] != %s", exceptTableId, v.tableId, data, v.privateData)
- continue
- }
- // 如果是多局游戏已开始,也过滤
- if v.IsMultiSetPlaying() && !v.enterPlayingRoomFirst() {
- continue
- }
- if needFree && v.IsPlaying() && !v.enterPlayingRoomFirst() {
- log.Debug("getAvailableTable exceptTableId[%d] tableId[%d] ignore playing", exceptTableId, v.tableId)
- continue
- }
- // 有同IP
- if v.checkSameIp(userIp) {
- log.Debug("getAvailableTable checkSameIp failed %s", userIp)
- continue
- }
- if v.isAllRobot() {
- continue
- }
- if v.isFull() {
- log.Debug("getAvailableTable exceptTableId[%d] tableId[%d] full", exceptTableId, v.tableId)
- // 如果里面有机器人
- if !v.IsPlaying() && v.canRemoveOneRobot() {
- f.lock_table.RUnlock()
- return v
- }
- continue
- }
- //return v
- availableTables = append(availableTables, v)
- }
- f.lock_table.RUnlock()
- if len(availableTables) == 0 {
- return nil
- }
- if len(availableTables) > 1 {
- if availableTables[0].enterPlayingRoomFirst() {
- sort.Slice(availableTables, func(i, j int) bool {
- return availableTables[i].getPlayerCount() > availableTables[j].getPlayerCount()
- })
- } else {
- sort.Slice(availableTables, func(i, j int) bool {
- if availableTables[i].tableStatus == availableTables[j].tableStatus {
- return availableTables[i].getStartTime() > availableTables[j].getStartTime()
- }
- return availableTables[i].tableStatus < availableTables[j].tableStatus
- })
- }
- }
- return availableTables[0]
- }
- func (f *GameFrame) getOrCreateTable(exceptTableId int, data string, needFree bool, userIp string) *ThreadsafeTable {
- table := f.getAvailableTable(exceptTableId, data, needFree, userIp)
- if table != nil {
- return table
- }
- return f.createTable(data)
- }
- func (f *GameFrame) getTable(tableId int) *ThreadsafeTable {
- if tableId <= 0 {
- return nil
- }
- f.lock_table.RLock()
- defer f.lock_table.RUnlock()
- t, ok := f.tables[tableId]
- if !ok {
- log.Debug("GameFrame.getTable not exist %d", tableId)
- return nil
- }
- if t.stopped {
- log.Release("GameFrame.getTable [%d] stopped", tableId)
- return nil
- }
- return t
- }
- func (f *GameFrame) removeTable(tableId int) {
- f.removeOfflineByTableId(tableId)
- f.lock_table.Lock()
- defer f.lock_table.Unlock()
- t, ok := f.tables[tableId]
- delete(f.tables, tableId)
- if ok {
- t.Destroy()
- }
- }
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