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https://github.com/Qsgs-Fans/FreeKill.git
synced 2024-11-16 11:42:45 +08:00
Enhancement2 (#275)
- TODO: 好友系统,目前在画饼状态 - 修老朱然bug,现在可以在cleaner环节胆守 - 修卢弈死了手谈不消失(UI) - 修重连时丢失房主信息
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@ -58,6 +58,9 @@ Item {
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if (usedtimes >= 1) {
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x.visible = true;
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bg.source = SkinBank.LIMIT_SKILL_DIR + "limit-used";
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} else {
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x.visible = false;
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bg.source = SkinBank.LIMIT_SKILL_DIR + "limit";
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}
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} else if (skilltype === 'switch') {
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visible = true;
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45
docs/dev/friend_system.rst
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45
docs/dev/friend_system.rst
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@ -0,0 +1,45 @@
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关于好友系统
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=============
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“好友系统”这几个字可谓是囊括的面有点多啊。总而言之:
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- 添加好友、管理好友、删除好友
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- 和好友进行私聊
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没了,就只有以上两点而已。
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好友信息肯定要放在各个服务器自己的数据库中。
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登入时自动获取好友列表和消息列表。因此好友列表有上限,最多50人,不然负载太大。
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列表至少要有好友的名字、头像,然后最好还有在线状态。前二者查数据库,第三者要根据id在Server范围查询玩家,然后根据是否找的出、Room是大厅还是确切Room、Room是否已开始分为离线、空闲、等待中、游戏中、观战中四个状态。
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好友列表查出之后就要暂时放在ServerPlayer类里面,也就是放在RAM中。因为状态一变动就要广播所有好友自己的状态,变动的情况有:
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- 登入/登出;
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- 进入房间/进入大厅;
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- 游戏开始时/结束时
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每当状态变化了就通知好友?还是好友进大厅的时候就获取一次信息?答案是要一直通知。
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但是现阶段可以先只针对大厅中的好友通知。毕竟房间里面没地方摆好友UI呢。
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简而言之,只要进入大厅,就获取好友信息(和自动获取房间列表性质一致)。然后一直接收通知修改好友状态。
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接下来就是处理如何加好友了,顺便处理私聊之事。
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首先加好友只能在Room中加,这就避免了搜索好友的问题。将加好友请求视为一种特殊的私信吧。
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私信
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-----
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私信的问题在于已读和未读。未读信息要暂存在服务器;已读信息和聊天记录可以放在客户端本地的数据库中。
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反正二者都要用到数据库啊。综上,涉及三张表:服务端需要好友关系表、未读信息表;客户端需要聊天记录表。
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服务器端 - 好友关系表:
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.. code:: sql
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CREATE TABLE 好友 {
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user1, user2, type
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}
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type是个数字,可能是好友或者黑名单。
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@ -621,8 +621,9 @@ end
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local function updateLimitSkill(pid, skill, times)
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if not skill.visible then return end
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if skill:isSwitchSkill() then
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times = ClientInstance:getPlayerById(pid):getSwitchSkillState(skill.switchSkillName) == fk.SwitchYang and 0 or 1
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ClientInstance:notifyUI("UpdateLimitSkill", json.encode{ pid, skill.switchSkillName, times })
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local _times = ClientInstance:getPlayerById(pid):getSwitchSkillState(skill.switchSkillName) == fk.SwitchYang and 0 or 1
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if times == -1 then _times = -1 end
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ClientInstance:notifyUI("UpdateLimitSkill", json.encode{ pid, skill.switchSkillName, _times })
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elseif skill.frequency == Skill.Limited or skill.frequency == Skill.Wake or skill.frequency == Skill.Quest then
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ClientInstance:notifyUI("UpdateLimitSkill", json.encode{ pid, skill.name, times })
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end
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@ -41,6 +41,7 @@ dofile "lua/server/events/gameflow.lua"
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GameEvent.Pindian = 19
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dofile "lua/server/events/pindian.lua"
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-- 20 = CardEffect
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GameEvent.ChangeProperty = 21
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dofile "lua/server/events/misc.lua"
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@ -13,7 +13,9 @@
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---@field public extra_clear_funcs fun(self:GameEvent)[] @ 事件结束时执行的自定义函数列表
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---@field public exit_func fun(self: GameEvent) @ 事件结束后执行的函数
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---@field public extra_exit_funcs fun(self:GameEvent)[] @ 事件结束后执行的自定义函数
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---@field public interrupted boolean @ 事件是否是因为被强行中断而结束的
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---@field public interrupted boolean @ 事件是否是因为被中断而结束的,可能是防止事件或者被杀
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---@field public killed boolean @ 事件因为终止一切结算而被中断(所谓的“被杀”)
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---@field public revived boolean @ 事件被killed,但因为在cleaner中发生而被复活
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local GameEvent = class("GameEvent")
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---@type (fun(self: GameEvent): bool)[]
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@ -169,6 +171,8 @@ function GameEvent:clear()
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end
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end)
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local zhuran_jmp, zhuran_msg -- SB老朱然
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while true do
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local err, yield_result, extra_yield_result = coroutine.resume(clear_co)
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@ -185,12 +189,37 @@ function GameEvent:clear()
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if yield_result == "__handleRequest" then
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-- yield to requestLoop
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coroutine.yield(yield_result, extra_yield_result)
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elseif type(yield_result) == "table" and yield_result.class
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and yield_result:isInstanceOf(GameEvent) and self ~= yield_result then
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-- 不是,谁TM还在cleaner里面玩老朱然啊
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-- 总之,cleaner不能断
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-- 倒是没必要手动resume,新一轮while true会自动resume,只要把返回值
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-- 传回去就行
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-- 一般来说都是由cleaner中的trigger引起
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-- 以胆守合击为例就是trigger -> SkillEffect事件 -> UseCard事件 -> 胆守
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-- 此时胆守的话最后从SkillEffect事件的exec内部yield出来
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-- 当前协程就应该正在执行room:useSkill函数,resume会去只会让那个函数返回
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if zhuran_jmp == nil or zhuran_jmp.id > yield_result.id then
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zhuran_jmp = yield_result
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zhuran_msg = extra_yield_result
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end
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-- 自己本来应该被杀的但是因为自己正在执行self:clear()而逃过一劫啊
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-- 还是得标记一下被杀才行,顺便因为实际上没死所以标记被复活
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self.killed = true
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self.revived = true
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-- 什么都不做,等下轮while自己resume
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else
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coroutine.close(clear_co)
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break
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end
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end
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-- cleaner顺利执行完了,出栈吧
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local logic = RoomInstance.logic
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local end_id = logic.current_event_id + 1
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if self.id ~= end_id - 1 then
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logic.game_event_stack:pop()
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-- 好了确保cleaner走完了,此时中断就会进入下层事件的正常中断处理
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if zhuran_jmp then
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coroutine.close(self._co)
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coroutine.yield(zhuran_jmp, zhuran_msg)
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-- 此时仍可能出现在插结在其他事件的clear函数中
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-- 但就算被交付回去了,也能安然返回而不是继续while
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-- 但愿如此吧
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end
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-- 保险而已,其实如果被杀的话应该已经在前面的yield终止了
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-- 但担心cleaner嵌套(三国杀是这样的)还是补一刀
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if self.killed then return end
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-- 恭喜没被杀掉,我们来执行一些事件结束之后的结算吧
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Pcall(self.exit_func, self)
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for _, f in ipairs(self.extra_exit_funcs) do
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if type(f) == "function" then
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@ -243,6 +287,7 @@ function GameEvent:exec()
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table.insert(logic.event_recorder[self.event], self)
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local co = coroutine.create(self.main_func)
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self._co = co
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while true do
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local err, yield_result, extra_yield_result = coroutine.resume(co)
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@ -269,12 +314,17 @@ function GameEvent:exec()
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if self ~= yield_result then
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-- yield to corresponding GameEvent, first pop self from stack
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self.interrupted = true
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self.killed = true -- 老朱然!你不得好死
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self:clear()
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-- logic.game_event_stack:pop(self)
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coroutine.close(co)
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-- then, call yield
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coroutine.yield(yield_result, extra_yield_result)
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-- 如果是在cleaner/exit里面发生此类中断的话是会被cleaner原地返回的
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-- 此时正常执行程序流就变成继续while循环了,这是不行的
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break
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elseif extra_yield_result == "__breakEvent" then
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if breakEvent(self) then
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coroutine.close(co)
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@ -335,6 +335,10 @@ function GameLogic:trigger(event, target, data, refresh_only)
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local skills_to_refresh = self.refresh_skill_table[event] or Util.DummyTable
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local _target = room.current -- for iteration
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local player = _target
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local cur_event = self:getCurrentEvent() or {}
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-- 如果当前事件被杀,就强制只refresh
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-- 因为被杀的事件再进行正常trigger只可能在cleaner和exit了
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refresh_only = refresh_only or cur_event.killed
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if #skills_to_refresh > 0 then repeat do
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-- refresh skills. This should not be broken
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@ -380,7 +384,9 @@ function GameLogic:trigger(event, target, data, refresh_only)
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skill_names = table.map(table.filter(skills, filter_func), Util.NameMapper)
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broken = broken or (event == fk.AskForPeaches
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and room:getPlayerById(data.who).hp > 0)
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and room:getPlayerById(data.who).hp > 0) or cur_event.revived
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-- ^^^^^^^^^^^^^^^^^
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-- 如果事件复活了,那么其实说明事件已经死过了,赶紧break掉
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if broken then break end
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end
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@ -339,6 +339,7 @@ function ServerPlayer:reconnect()
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p._splayer:getAvatar(),
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})
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end
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self:doNotify("RoomOwner", json.encode{ room.room:getOwner():getId() })
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local player_circle = {}
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for i = 1, #room.players do
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@ -25,6 +25,12 @@ CREATE TABLE IF NOT EXISTS banuuid (
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uuid VARCHAR(32)
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);
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CREATE TABLE IF NOT EXISTS friendinfo (
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id1 INTEGER,
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id2 INTEGER,
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reltype INTEGER -- 1=好友 2=黑名单
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);
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-- 胜率相关
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CREATE TABLE IF NOT EXISTS winRate (
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@ -451,15 +451,14 @@ void Server::handleNameAndPassword(ClientSocket *client, const QString &name,
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client->disconnect(this);
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if (players.count() <= 10) {
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broadcast("ServerMessage", tr("%1 backed").arg(player->getScreenName()));
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if (room->getOwner() == player) {
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auto owner = room->getOwner();
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auto jsonData = QJsonArray();
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jsonData << owner->getId();
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player->doNotify("RoomOwner", JsonArray2Bytes(jsonData));
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}
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}
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if (room && !room->isLobby()) {
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player->doNotify("SetServerSettings", JsonArray2Bytes({
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getConfig("motd"),
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getConfig("hiddenPacks"),
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getConfig("enableBots"),
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}));
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room->pushRequest(QString("%1,reconnect").arg(id));
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} else {
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// 懒得处理掉线玩家在大厅了!踢掉得了
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emit player->kicked();
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}
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void Server::beginTransaction() {
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transaction_mutex.lock();
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ExecSQL(db, "BEGIN;");
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}
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void Server::endTransaction() {
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ExecSQL(db, "COMMIT;");
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transaction_mutex.unlock();
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}
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void Server::readPendingDatagrams() {
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while (udpSocket->hasPendingDatagrams()) {
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QNetworkDatagram datagram = udpSocket->receiveDatagram();
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@ -47,6 +47,9 @@ public:
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bool checkBanWord(const QString &str);
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void temporarilyBan(int playerId);
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void beginTransaction();
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void endTransaction();
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signals:
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void roomCreated(Room *room);
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void playerAdded(ServerPlayer *player);
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RSA *rsa;
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QString public_key;
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sqlite3 *db;
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QMutex transaction_mutex;
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QString md5;
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static RSA *initServerRSA();
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@ -9,6 +9,7 @@ public:
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int getId() const;
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QList<ServerPlayer *> getPlayers() const;
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ServerPlayer *getOwner() const;
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QList<ServerPlayer *> getObservers() const;
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bool hasObserver(ServerPlayer *player) const;
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