[server] update

This commit is contained in:
2018-03-01 17:36:34 +03:00
parent d895fb70f7
commit 0565eec871
3 changed files with 241 additions and 256 deletions

View File

@@ -1,26 +1,11 @@
package ru.m.tankz.server.game;
import ru.m.tankz.proto.GamesResponse;
import ru.m.tankz.proto.GameActionType;
import ru.m.tankz.proto.GameActionRequest;
import ru.m.tankz.proto.GameObjectType;
import ru.m.tankz.proto.GameChangeType;
import ru.m.tankz.proto.GameUpdateResponse;
import ru.m.tankz.proto.GameChange;
import ru.m.tankz.proto.StartGameResponse;
import ru.m.tankz.core.Direction;
import ru.m.tankz.proto.core.GameState;
import ru.m.tankz.proto.core.Game;
import ru.m.tankz.server.session.Thread;
import ru.m.tankz.config.TankzConfig.DEFAULT;
import ru.m.tankz.engine.Engine;
import ru.m.tankz.proto.CreateGameResponse;
import ru.m.tankz.proto.LeaveGameResponse;
import ru.m.tankz.proto.JoinGameResponse;
import ru.m.tankz.server.session.Session;
import protohx.Message;
import ru.m.tankz.proto.Person;
import ru.m.tankz.proto.GameState;
import ru.m.tankz.proto.Game;
import ru.m.tankz.engine.IEngine;
/**
*
@@ -58,27 +43,27 @@ class NekoTimer {
class GameManager {
public static var byGameId:Map<Int, GameManager> = new Map<Int, GameManager>();
public static var byPersonId:Map<Int, GameManager> = new Map<Int, GameManager>();
public static var byPersonId:Map<String, GameManager> = new Map<String, GameManager>();
public static var subscribers:Map<Int, Bool> = new Map<Int, Bool>();
private static var idCounter:Int = 0;
public var game(default, null):Game;
public var engine(default, null):IEngine;
public var engine(default, null):Engine;
private var timer:NekoTimer;
private var changes:Array<GameChange> = new Array<GameChange>();
//private var changes:Array<GameChange> = new Array<GameChange>();
public function new(person:Person) {
public function new(creator:User) {
game = new Game()
.setId(idCounter++)
.setState(GameState.READY)
.setCreator(person);
game.addPersons(person);
.setCreator(creator);
game.addPlayers(creator);
byGameId.set(game.id, this);
byPersonId.set(person.id, this);
byPersonId.set(creator.uuid, this);
broadcast(new CreateGameResponse().setGame(game));
broadcastGames();
}
@@ -96,8 +81,8 @@ class GameManager {
}
public function broadcast(packet:Message) {
for (person in game.persons) {
var session = Session.sessions.get(person.id);
for (player in game.players) {
var session = Session.sessions.get(player.uuid);
session.send(packet);
}
}

View File

@@ -27,7 +27,7 @@ typedef ServerConnection = IConnection<Response, Request>;
class Session {
public static var sessions:Map<Int, Session> = new Map<Int, Session>();
public static var sessions:Map<String, Session> = new Map<String, Session>();
public var user(default, null):User;
public var gameId(default, null):Int = -1;
@@ -84,6 +84,7 @@ class Session {
user = new User()
.setUuid(request.uuid != null ? request.uuid : 'xxx')
.setName(request.name);
sessions.set(user.uuid, this);
return new LoginResponse().setUser(user);
}

View File

@@ -5,48 +5,48 @@ enum ThreadHandle {
class Thread {
var handle : ThreadHandle;
var handle:ThreadHandle;
function new(h) {
handle = h;
}
function new(h) {
handle = h;
}
/**
/**
Send a message to the thread queue. This message can be readed by using [readMessage].
**/
public function sendMessage( msg : Dynamic ) {
thread_send(handle,msg);
}
public function sendMessage(msg:Dynamic) {
thread_send(handle, msg);
}
/**
/**
Returns the current thread.
**/
public static function current() {
return new Thread(thread_current());
}
public static function current() {
return new Thread(thread_current());
}
/**
/**
Creates a new thread that will execute the [callb] function, then exit.
**/
public static function create( callb : Void -> Void ) {
return new Thread(thread_create(function(_) { return callb(); },null));
}
public static function create(callb:Void -> Void) {
return new Thread(thread_create(function(_) { return callb(); }, null));
}
/**
/**
Reads a message from the thread queue. If [block] is true, the function
blocks until a message is available. If [block] is false, the function
returns [null] if no message is available.
**/
public static function readMessage( block : Bool ) : Dynamic {
return thread_read_message(block);
}
public static function readMessage(block:Bool):Dynamic {
return thread_read_message(block);
}
@:keep function __compare(t) {
return untyped __dollar__compare(handle,t.handle);
}
@:keep function __compare(t) {
return untyped __dollar__compare(handle, t.handle);
}
/**
/**
Starts an OS message loop after [osInitialize] has been done.
In that state, the UI handled by this thread will be updated and
[sync] calls can be performed. The loop returns when [exitLoop] is
@@ -105,9 +105,8 @@ return untyped __dollar__compare(handle,t.handle);
static var os_sync = null;
*/
static var thread_create = neko.Lib.load("std","thread_create",2);
static var thread_current = neko.Lib.load("std","thread_current",0);
static var thread_send = neko.Lib.load("std","thread_send",2);
static var thread_read_message = neko.Lib.load("std","thread_read_message",1);
static var thread_create = neko.Lib.load("std", "thread_create", 2);
static var thread_current = neko.Lib.load("std", "thread_current", 0);
static var thread_send = neko.Lib.load("std", "thread_send", 2);
static var thread_read_message = neko.Lib.load("std", "thread_read_message", 1);
}