threadsafe_table_cmd.go 3.7 KB

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  1. package frame
  2. import (
  3. "bet24.com/log"
  4. "bet24.com/servers/insecureframe/gate"
  5. "bet24.com/servers/insecureframe/message"
  6. "bet24.com/servers/user"
  7. "encoding/json"
  8. )
  9. func (t *ThreadsafeTable) sendData(userIndex int32, msg, data string) bool {
  10. if msg == message.Table_GameScene && data == "" {
  11. log.Debug("ThreadsafeTable sendData 空场景不发")
  12. return true
  13. }
  14. return gate.SendMessage(userIndex, msg, data)
  15. }
  16. func (t *ThreadsafeTable) broadcastData(msg, data string) {
  17. //log.Debug("ThreadsafeTable broadcastData[%d] %s", t.tableId, msg)
  18. for i := 0; i < t.chairCount; i++ {
  19. if t.users[i] == -1 {
  20. continue
  21. }
  22. t.sendData(t.users[i], msg, data)
  23. }
  24. for _, v := range t.watchUsers {
  25. t.sendData(v.UserIndex, msg, data)
  26. }
  27. }
  28. func (t *ThreadsafeTable) sendUserEnter(usr *user.UserInfo, toUser int32) {
  29. if usr == nil {
  30. log.Debug("ThreadsafeTable.sendUserEnter usr == nil")
  31. return
  32. }
  33. info := usr.GetUserInfo_Table(toUser == usr.GetUserIndex())
  34. d, _ := json.Marshal(info)
  35. gate.SendMessage(toUser, message.Table_UserEnter, string(d))
  36. }
  37. func (t *ThreadsafeTable) sendUserExit(userId, chairId int, toUser int32, toWatch bool) {
  38. info := message.TableUserExit{UserId: userId, ChairId: chairId, ToWatch: toWatch}
  39. d, _ := json.Marshal(info)
  40. gate.SendMessage(toUser, message.Table_UserExit, string(d))
  41. }
  42. func (t *ThreadsafeTable) broadcastUserExit(userId, chairId int, toWatch bool) {
  43. // 发其他人
  44. for i := 0; i < t.chairCount; i++ {
  45. if t.users[i] == -1 {
  46. continue
  47. }
  48. go t.sendUserExit(userId, chairId, t.users[i], toWatch)
  49. }
  50. }
  51. func (t *ThreadsafeTable) sendGameScene(chairId int) bool {
  52. for _, v := range t.watchUsers {
  53. if v.ChairId != chairId {
  54. continue
  55. }
  56. if t.isPrivate() && v.UserId == t.owner {
  57. t.sendData(v.UserIndex, message.Table_GameScene,
  58. t.tableSink_privateRoom.OnGetPrivateRoomScene(chairId))
  59. } else {
  60. t.sendData(v.UserIndex, message.Table_GameScene,
  61. t.tableSink.OnGetChairScene(chairId, false))
  62. }
  63. }
  64. usr := t.GetUserByChair(chairId)
  65. if usr == nil {
  66. return false
  67. }
  68. userStatus := usr.GetUserStatus()
  69. isPlayer := (userStatus == user.UserStatus_Play || userStatus == user.UserStatus_Ready)
  70. t.sendData(usr.GetUserIndex(), message.Table_GameScene,
  71. t.tableSink.OnGetChairScene(chairId, isPlayer))
  72. return true
  73. }
  74. func (t *ThreadsafeTable) sendGameSceneToUser(userIndex int32) {
  75. usr, isPlayer := t.GetUser(userIndex)
  76. if usr == nil {
  77. log.Debug("ThreadsafeTable.sendGameSceneToUser user not exist %d", userIndex)
  78. return
  79. }
  80. chairId := usr.GetUserChairId()
  81. userStatus := usr.GetUserStatus()
  82. log.Debug("ThreadsafeTable.sendGameSceneToUser userId[%d],status[%d],owner[%d]", usr.GetUserId(), userStatus, t.owner)
  83. if userStatus == user.UserStatus_Watch && usr.GetUserId() == t.owner {
  84. t.sendData(userIndex, message.Table_GameScene,
  85. t.tableSink_privateRoom.OnGetPrivateRoomScene(chairId))
  86. } else {
  87. t.sendData(userIndex, message.Table_GameScene,
  88. t.tableSink.OnGetChairScene(chairId, isPlayer))
  89. }
  90. }
  91. func (t *ThreadsafeTable) broadcastScene() {
  92. for i := 0; i < t.chairCount; i++ {
  93. if t.users[i] == -1 {
  94. continue
  95. }
  96. usr := t.getPlayer(t.users[i])
  97. if usr == nil {
  98. continue
  99. }
  100. if usr.GetUserStatus() < user.UserStatus_Sit {
  101. continue
  102. }
  103. userStatus := usr.GetUserStatus()
  104. isPlayer := (userStatus == user.UserStatus_Play || userStatus == user.UserStatus_Ready)
  105. t.sendData(t.users[i], message.Table_GameScene,
  106. t.tableSink.OnGetChairScene(i, isPlayer))
  107. }
  108. for _, v := range t.watchUsers {
  109. if t.isPrivate() && v.UserId == t.owner {
  110. t.sendData(v.UserIndex, message.Table_GameScene,
  111. t.tableSink_privateRoom.OnGetPrivateRoomScene(v.ChairId))
  112. } else {
  113. t.sendData(v.UserIndex, message.Table_GameScene,
  114. t.tableSink.OnGetChairScene(v.ChairId, false))
  115. }
  116. }
  117. }