初始化斗地主残局版项目

This commit is contained in:
wtz
2026-02-19 21:18:12 +08:00
commit 13d2b0e1dc
18 changed files with 2259 additions and 0 deletions

15
app/Dockerfile Normal file
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FROM golang:1.21-alpine AS builder
ENV GOPROXY=https://goproxy.cn,direct
WORKDIR /app
COPY go.mod go.sum ./
RUN go mod download
COPY . .
WORKDIR /app/cmd
RUN CGO_ENABLED=0 GOOS=linux go build -o /server .
FROM alpine:3.18
RUN apk --no-cache add ca-certificates tzdata
WORKDIR /app
COPY --from=builder /server .
EXPOSE 8080
CMD ["./server"]

39
app/cmd/main.go Normal file
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package main
import (
"doudizhu-server/internal/game"
"doudizhu-server/internal/handlers"
"doudizhu-server/internal/ws"
"log"
"net/http"
)
func main() {
gameMgr := game.NewGameManager()
hub := ws.NewHub(gameMgr)
go hub.Run()
h := handlers.NewHandler(gameMgr, hub)
mux := http.NewServeMux()
mux.HandleFunc("/api/rooms", func(w http.ResponseWriter, r *http.Request) {
if r.Method == "POST" {
h.CreateRoom(w, r)
} else {
http.NotFound(w, r)
}
})
mux.HandleFunc("/api/rooms/", func(w http.ResponseWriter, r *http.Request) {
if r.Method == "POST" {
h.JoinRoom(w, r)
} else {
http.NotFound(w, r)
}
})
mux.HandleFunc("/api/ws", h.WebSocket)
log.Println("App server starting on :8080")
if err := http.ListenAndServe(":8080", mux); err != nil {
log.Fatal(err)
}
}

7
app/go.mod Normal file
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module doudizhu-server
go 1.21
require github.com/gorilla/websocket v1.5.1
require golang.org/x/net v0.17.0 // indirect

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app/go.sum Normal file
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github.com/gorilla/websocket v1.5.1 h1:gmztn0JnHVt9JZquRuzLw3g4wouNVzKL15iLr/zn/QY=
github.com/gorilla/websocket v1.5.1/go.mod h1:x3kM2JMyaluk02fnUJpQuwD2dCS5NDG2ZHL0uE0tcaY=
golang.org/x/net v0.17.0 h1:pVaXccu2ozPjCXewfr1S7xza/zcXTity9cCdXQYSjIM=
golang.org/x/net v0.17.0/go.mod h1:NxSsAGuq816PNPmqtQdLE42eU2Fs7NoRIZrHJAlaCOE=

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package game
import (
"crypto/rand"
"doudizhu-server/internal/models"
"encoding/hex"
"errors"
"fmt"
)
var (
ErrRoomNotFound = errors.New("room not found")
ErrRoomFull = errors.New("room is full")
ErrGameStarted = errors.New("game already started")
ErrGameNotStarted = errors.New("game not started")
ErrPlayerNotFound = errors.New("player not found")
ErrNotEnoughPlayers = errors.New("not enough players")
ErrPlayerNotReady = errors.New("player not ready")
ErrNotYourTurn = errors.New("not your turn")
ErrCardsNotInHand = errors.New("cards not in hand")
ErrInvalidCardType = errors.New("invalid card type")
ErrCannotBeat = errors.New("cannot beat last play")
ErrCannotPass = errors.New("cannot pass")
)
func generateID() string {
b := make([]byte, 8)
rand.Read(b)
return hex.EncodeToString(b)
}
func cardKey(c models.Card) string {
return fmt.Sprintf("%d_%d", c.Suit, c.Value)
}

563
app/internal/game/game.go Normal file
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package game
import (
"doudizhu-server/internal/models"
"math/rand"
"sort"
"sync"
"time"
)
type CardLogic struct{}
func NewCardLogic() *CardLogic {
return &CardLogic{}
}
func (cl *CardLogic) CreateDeck() []models.Card {
deck := make([]models.Card, 0, 55)
suits := []models.Suit{models.SuitHeart, models.SuitDiamond, models.SuitClub, models.SuitSpade}
for _, suit := range suits {
for value := 3; value <= 15; value++ {
deck = append(deck, models.Card{Suit: suit, Value: value})
}
}
deck = append(deck, models.Card{Suit: models.SuitJoker, Value: 16})
deck = append(deck, models.Card{Suit: models.SuitJoker, Value: 17})
deck = append(deck, models.Card{Suit: models.SuitSuper, Value: 18})
return deck
}
func (cl *CardLogic) Shuffle(deck []models.Card) {
r := rand.New(rand.NewSource(time.Now().UnixNano()))
r.Shuffle(len(deck), func(i, j int) { deck[i], deck[j] = deck[j], deck[i] })
}
func (cl *CardLogic) SortCards(cards []models.Card) {
sort.Slice(cards, func(i, j int) bool {
if cards[i].Value != cards[j].Value {
return cards[i].Value > cards[j].Value
}
return cards[i].Suit < cards[j].Suit
})
}
func (cl *CardLogic) GetCardType(cards []models.Card) models.CardType {
n := len(cards)
if n == 0 {
return models.CardTypeInvalid
}
if cl.isRocket(cards) {
return models.CardTypeRocket
}
sorted := make([]models.Card, n)
copy(sorted, cards)
cl.SortCards(sorted)
counts := cl.getValueCounts(sorted)
switch n {
case 1:
return models.CardTypeSingle
case 2:
if len(counts) == 1 {
return models.CardTypePair
}
return models.CardTypeInvalid
case 3:
if len(counts) == 1 {
return models.CardTypeBomb
}
if cl.isStraight(sorted) {
return models.CardTypeStraight
}
return models.CardTypeInvalid
case 4:
if len(counts) == 1 {
return models.CardTypeBomb
}
if len(counts) == 2 {
for _, c := range counts {
if c == 3 {
return models.CardTypeTripleOne
}
}
}
if cl.isStraight(sorted) {
return models.CardTypeStraight
}
if cl.isDoubleStraight(sorted, counts) {
return models.CardTypeDoubleStraight
}
return models.CardTypeInvalid
default:
if cl.isStraight(sorted) {
return models.CardTypeStraight
}
if cl.isDoubleStraight(sorted, counts) {
return models.CardTypeDoubleStraight
}
hasTriple := false
for _, c := range counts {
if c >= 3 {
hasTriple = true
break
}
}
if hasTriple && (n == 4 || n == 5) {
return models.CardTypeTripleOne
}
return models.CardTypeInvalid
}
}
func (cl *CardLogic) isRocket(cards []models.Card) bool {
if len(cards) != 2 {
return false
}
hasSmall, hasBig := false, false
for _, c := range cards {
if c.Suit == models.SuitJoker {
if c.Value == 16 {
hasSmall = true
} else if c.Value == 17 {
hasBig = true
}
}
}
return hasSmall && hasBig
}
func (cl *CardLogic) isStraight(cards []models.Card) bool {
if len(cards) < 3 {
return false
}
for _, c := range cards {
if c.Value >= 15 || c.Suit == models.SuitJoker || c.Suit == models.SuitSuper {
return false
}
}
values := make([]int, len(cards))
for i, c := range cards {
values[i] = c.Value
}
sort.Ints(values)
for i := 1; i < len(values); i++ {
if values[i] != values[i-1]+1 {
return false
}
}
return true
}
func (cl *CardLogic) isDoubleStraight(cards []models.Card, counts map[int]int) bool {
if len(cards) < 4 || len(cards)%2 != 0 {
return false
}
pairs := make([]int, 0)
for v, c := range counts {
if c != 2 {
return false
}
if v >= 15 {
return false
}
pairs = append(pairs, v)
}
sort.Ints(pairs)
for i := 1; i < len(pairs); i++ {
if pairs[i] != pairs[i-1]+1 {
return false
}
}
return true
}
func (cl *CardLogic) getValueCounts(cards []models.Card) map[int]int {
counts := make(map[int]int)
for _, c := range cards {
counts[c.Value]++
}
return counts
}
func (cl *CardLogic) CanPlay(cards []models.Card, lastPlay *models.PlayRecord) bool {
cardType := cl.GetCardType(cards)
if cardType == models.CardTypeInvalid {
return false
}
if lastPlay == nil {
return true
}
if cardType == models.CardTypeRocket {
return true
}
if cardType == models.CardTypeBomb {
if lastPlay.CardType == models.CardTypeBomb {
return cl.getMainValue(cards) > cl.getMainValue(lastPlay.Cards)
}
if lastPlay.CardType == models.CardTypeRocket {
return false
}
return true
}
if lastPlay.CardType == models.CardTypeBomb || lastPlay.CardType == models.CardTypeRocket {
return false
}
if cardType != lastPlay.CardType || len(cards) != len(lastPlay.Cards) {
return false
}
return cl.getMainValue(cards) > cl.getMainValue(lastPlay.Cards)
}
func (cl *CardLogic) getMainValue(cards []models.Card) int {
counts := cl.getValueCounts(cards)
maxValue, maxCount := 0, 0
for v, c := range counts {
if c > maxCount || (c == maxCount && v > maxValue) {
maxCount, maxValue = c, v
}
}
return maxValue
}
type GameManager struct {
rooms map[string]*models.Room
players map[string]*models.Player
deck map[string][]models.Card
discard map[string][]models.Card
mu sync.RWMutex
cl *CardLogic
}
func NewGameManager() *GameManager {
return &GameManager{
rooms: make(map[string]*models.Room),
players: make(map[string]*models.Player),
deck: make(map[string][]models.Card),
discard: make(map[string][]models.Card),
cl: NewCardLogic(),
}
}
func (gm *GameManager) CreateRoom(playerName string, maxPlayers int) (*models.Room, *models.Player) {
gm.mu.Lock()
defer gm.mu.Unlock()
roomID := generateID()
playerID := generateID()
player := &models.Player{ID: playerID, Name: playerName, IsOnline: true}
room := &models.Room{
ID: roomID,
Players: []*models.Player{player},
MaxPlayers: maxPlayers,
State: models.RoomStateWaiting,
}
deck := gm.cl.CreateDeck()
gm.cl.Shuffle(deck)
gm.rooms[roomID] = room
gm.players[playerID] = player
gm.deck[roomID] = deck
gm.discard[roomID] = make([]models.Card, 0)
return room, player
}
func (gm *GameManager) JoinRoom(roomID, playerName string) (*models.Room, *models.Player, error) {
gm.mu.Lock()
defer gm.mu.Unlock()
room, ok := gm.rooms[roomID]
if !ok {
return nil, nil, ErrRoomNotFound
}
if len(room.Players) >= room.MaxPlayers {
return nil, nil, ErrRoomFull
}
if room.State == models.RoomStatePlaying {
return nil, nil, ErrGameStarted
}
playerID := generateID()
player := &models.Player{ID: playerID, Name: playerName, IsOnline: true}
room.Players = append(room.Players, player)
gm.players[playerID] = player
return room, player, nil
}
func (gm *GameManager) LeaveRoom(roomID, playerID string) error {
gm.mu.Lock()
defer gm.mu.Unlock()
room, ok := gm.rooms[roomID]
if !ok {
return ErrRoomNotFound
}
for i, p := range room.Players {
if p.ID == playerID {
room.Players = append(room.Players[:i], room.Players[i+1:]...)
delete(gm.players, playerID)
if len(room.Players) == 0 {
delete(gm.rooms, roomID)
delete(gm.deck, roomID)
delete(gm.discard, roomID)
}
return nil
}
}
return ErrPlayerNotFound
}
func (gm *GameManager) SetReady(roomID, playerID string, ready bool) error {
gm.mu.Lock()
defer gm.mu.Unlock()
room, ok := gm.rooms[roomID]
if !ok {
return ErrRoomNotFound
}
if room.State == models.RoomStatePlaying {
return ErrGameStarted
}
for _, p := range room.Players {
if p.ID == playerID {
p.IsReady = ready
if room.State == models.RoomStateFinished {
room.State = models.RoomStateWaiting
}
return nil
}
}
return ErrPlayerNotFound
}
func (gm *GameManager) StartGame(roomID string) error {
gm.mu.Lock()
defer gm.mu.Unlock()
room, ok := gm.rooms[roomID]
if !ok {
return ErrRoomNotFound
}
if len(room.Players) < 2 {
return ErrNotEnoughPlayers
}
if room.State == models.RoomStatePlaying {
return ErrGameStarted
}
for _, p := range room.Players {
p.Cards = make([]models.Card, 0)
p.CardCount = 0
p.IsReady = false
}
deck := gm.cl.CreateDeck()
gm.cl.Shuffle(deck)
gm.deck[roomID] = deck
gm.discard[roomID] = make([]models.Card, 0)
room.State = models.RoomStatePlaying
room.RoundCount = 1
room.CurrentTurn = 0
room.LastPlay = nil
room.LastWinner = ""
gm.dealCards(roomID, 5)
return nil
}
func (gm *GameManager) dealCards(roomID string, count int) {
room := gm.rooms[roomID]
deck := gm.deck[roomID]
for i := 0; i < count; i++ {
for _, p := range room.Players {
if len(deck) == 0 {
deck = gm.discard[roomID]
gm.cl.Shuffle(deck)
gm.discard[roomID] = make([]models.Card, 0)
}
if len(deck) > 0 {
p.Cards = append(p.Cards, deck[0])
deck = deck[1:]
}
}
}
gm.deck[roomID] = deck
for _, p := range room.Players {
gm.cl.SortCards(p.Cards)
p.CardCount = len(p.Cards)
}
}
func (gm *GameManager) PlayCards(roomID, playerID string, cards []models.Card) error {
gm.mu.Lock()
defer gm.mu.Unlock()
room, ok := gm.rooms[roomID]
if !ok {
return ErrRoomNotFound
}
if room.State != models.RoomStatePlaying {
return ErrGameNotStarted
}
if room.Players[room.CurrentTurn].ID != playerID {
return ErrNotYourTurn
}
player := room.Players[room.CurrentTurn]
if !gm.hasCards(player, cards) {
return ErrCardsNotInHand
}
cardType := gm.cl.GetCardType(cards)
if cardType == models.CardTypeInvalid {
return ErrInvalidCardType
}
if !gm.cl.CanPlay(cards, room.LastPlay) {
return ErrCannotBeat
}
gm.removeCards(player, cards)
player.CardCount = len(player.Cards)
room.LastPlay = &models.PlayRecord{
PlayerID: playerID,
Cards: cards,
CardType: cardType,
}
gm.discard[roomID] = append(gm.discard[roomID], cards...)
if len(player.Cards) == 0 {
room.LastWinner = playerID
room.State = models.RoomStateFinished
return nil
}
gm.nextTurn(room)
return nil
}
func (gm *GameManager) Pass(roomID, playerID string) error {
gm.mu.Lock()
defer gm.mu.Unlock()
room, ok := gm.rooms[roomID]
if !ok {
return ErrRoomNotFound
}
if room.State != models.RoomStatePlaying {
return ErrGameNotStarted
}
if room.Players[room.CurrentTurn].ID != playerID {
return ErrNotYourTurn
}
if room.LastPlay == nil || room.LastPlay.PlayerID == playerID {
return ErrCannotPass
}
gm.nextTurn(room)
if room.Players[room.CurrentTurn].ID == room.LastPlay.PlayerID {
room.LastPlay = nil
gm.dealCards(roomID, 1)
room.RoundCount++
}
return nil
}
func (gm *GameManager) nextTurn(room *models.Room) {
room.CurrentTurn = (room.CurrentTurn + 1) % len(room.Players)
}
func (gm *GameManager) hasCards(player *models.Player, cards []models.Card) bool {
hand := make(map[string]int)
for _, c := range player.Cards {
hand[cardKey(c)]++
}
for _, c := range cards {
k := cardKey(c)
if hand[k] == 0 {
return false
}
hand[k]--
}
return true
}
func (gm *GameManager) removeCards(player *models.Player, cards []models.Card) {
toRemove := make(map[string]int)
for _, c := range cards {
toRemove[cardKey(c)]++
}
newCards := make([]models.Card, 0)
removed := make(map[string]int)
for _, c := range player.Cards {
k := cardKey(c)
if removed[k] < toRemove[k] {
removed[k]++
} else {
newCards = append(newCards, c)
}
}
player.Cards = newCards
}
func (gm *GameManager) GetRoom(roomID string) (*models.Room, error) {
gm.mu.RLock()
defer gm.mu.RUnlock()
room, ok := gm.rooms[roomID]
if !ok {
return nil, ErrRoomNotFound
}
return room, nil
}
func (gm *GameManager) GetRoomState(roomID, playerID string) *models.Room {
gm.mu.RLock()
defer gm.mu.RUnlock()
room, ok := gm.rooms[roomID]
if !ok {
return nil
}
players := make([]*models.Player, len(room.Players))
for i, p := range room.Players {
pp := &models.Player{
ID: p.ID,
Name: p.Name,
IsReady: p.IsReady,
IsOnline: p.IsOnline,
CardCount: p.CardCount,
}
if p.ID == playerID {
pp.Cards = p.Cards
}
players[i] = pp
}
return &models.Room{
ID: room.ID,
Players: players,
CurrentTurn: room.CurrentTurn,
State: room.State,
LastPlay: room.LastPlay,
LastWinner: room.LastWinner,
RoundCount: room.RoundCount,
MaxPlayers: room.MaxPlayers,
}
}

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package handlers
import (
"doudizhu-server/internal/game"
"doudizhu-server/internal/models"
"doudizhu-server/internal/ws"
"encoding/json"
"net/http"
"strings"
)
type Handler struct {
GameMgr *game.GameManager
Hub *ws.Hub
}
func NewHandler(gameMgr *game.GameManager, hub *ws.Hub) *Handler {
return &Handler{GameMgr: gameMgr, Hub: hub}
}
func (h *Handler) CreateRoom(w http.ResponseWriter, r *http.Request) {
var req models.CreateRoomRequest
if err := json.NewDecoder(r.Body).Decode(&req); err != nil {
h.jsonError(w, http.StatusBadRequest, "invalid request")
return
}
if req.PlayerName == "" {
h.jsonError(w, http.StatusBadRequest, "player name required")
return
}
if req.MaxPlayers < 2 || req.MaxPlayers > 10 {
req.MaxPlayers = 4
}
room, player := h.GameMgr.CreateRoom(req.PlayerName, req.MaxPlayers)
h.jsonSuccess(w, map[string]string{"roomId": room.ID, "playerId": player.ID})
}
func (h *Handler) JoinRoom(w http.ResponseWriter, r *http.Request) {
roomID := strings.ToLower(extractRoomID(r.URL.Path))
if roomID == "" {
h.jsonError(w, http.StatusBadRequest, "room id required")
return
}
var req models.JoinRoomRequest
if err := json.NewDecoder(r.Body).Decode(&req); err != nil {
h.jsonError(w, http.StatusBadRequest, "invalid request")
return
}
if req.PlayerName == "" {
h.jsonError(w, http.StatusBadRequest, "player name required")
return
}
room, player, err := h.GameMgr.JoinRoom(roomID, req.PlayerName)
if err != nil {
h.jsonError(w, http.StatusBadRequest, err.Error())
return
}
h.jsonSuccess(w, map[string]string{"roomId": room.ID, "playerId": player.ID})
}
func (h *Handler) WebSocket(w http.ResponseWriter, r *http.Request) {
ws.ServeWs(h.Hub, w, r)
}
func (h *Handler) jsonSuccess(w http.ResponseWriter, data interface{}) {
w.Header().Set("Content-Type", "application/json")
json.NewEncoder(w).Encode(models.ApiResponse{
Status: 200,
Code: 0,
Message: "success",
Data: data,
})
}
func (h *Handler) jsonError(w http.ResponseWriter, status int, msg string) {
w.Header().Set("Content-Type", "application/json")
w.WriteHeader(status)
json.NewEncoder(w).Encode(models.ApiResponse{
Status: status,
Code: 1,
Message: msg,
})
}
func extractRoomID(path string) string {
parts := strings.Split(strings.Trim(path, "/"), "/")
for i, p := range parts {
if p == "rooms" && i+1 < len(parts) && parts[i+1] != "join" {
return parts[i+1]
}
}
return ""
}

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package models
type Suit int
const (
SuitHeart Suit = iota
SuitDiamond
SuitClub
SuitSpade
SuitJoker
SuitSuper
)
type Card struct {
Suit Suit `json:"suit"`
Value int `json:"value"`
}
type CardType int
const (
CardTypeInvalid CardType = iota
CardTypeSingle
CardTypePair
CardTypeTriple
CardTypeTripleOne
CardTypeTriplePair
CardTypeStraight
CardTypeDoubleStraight
CardTypeBomb
CardTypeRocket
)
type Player struct {
ID string `json:"id"`
Name string `json:"name"`
Cards []Card `json:"cards,omitempty"`
CardCount int `json:"cardCount"`
IsReady bool `json:"isReady"`
IsOnline bool `json:"isOnline"`
}
type RoomState int
const (
RoomStateWaiting RoomState = iota
RoomStatePlaying
RoomStateFinished
)
type PlayRecord struct {
PlayerID string `json:"playerId"`
Cards []Card `json:"cards"`
CardType CardType `json:"cardType"`
}
type Room struct {
ID string `json:"id"`
Players []*Player `json:"players"`
CurrentTurn int `json:"currentTurn"`
State RoomState `json:"state"`
LastPlay *PlayRecord `json:"lastPlay,omitempty"`
LastWinner string `json:"lastWinner,omitempty"`
RoundCount int `json:"roundCount"`
MaxPlayers int `json:"maxPlayers"`
}
type MessageType string
const (
MsgTypeJoin MessageType = "join"
MsgTypeLeave MessageType = "leave"
MsgTypeReady MessageType = "ready"
MsgTypePlay MessageType = "play"
MsgTypePass MessageType = "pass"
MsgTypeState MessageType = "state"
MsgTypeError MessageType = "error"
MsgTypeChat MessageType = "chat"
MsgTypeGameOver MessageType = "gameOver"
)
type Message struct {
Type MessageType `json:"type"`
PlayerID string `json:"playerId,omitempty"`
Data interface{} `json:"data,omitempty"`
Timestamp int64 `json:"timestamp"`
}
type ApiResponse struct {
Status int `json:"status"`
Code int `json:"code"`
Message string `json:"message"`
Data interface{} `json:"data"`
}
type CreateRoomRequest struct {
PlayerName string `json:"playerName"`
MaxPlayers int `json:"maxPlayers"`
}
type JoinRoomRequest struct {
PlayerName string `json:"playerName"`
}

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app/internal/ws/hub.go Normal file
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package ws
import (
"doudizhu-server/internal/game"
"doudizhu-server/internal/models"
"encoding/json"
"log"
"net/http"
"strings"
"sync"
"time"
"github.com/gorilla/websocket"
)
var upgrader = websocket.Upgrader{
ReadBufferSize: 1024,
WriteBufferSize: 1024,
CheckOrigin: func(r *http.Request) bool { return true },
}
type Client struct {
ID string
RoomID string
Conn *websocket.Conn
Send chan []byte
Hub *Hub
}
type Hub struct {
Clients map[string]*Client
Register chan *Client
Unregister chan *Client
GameMgr *game.GameManager
mu sync.RWMutex
}
func NewHub(gameMgr *game.GameManager) *Hub {
return &Hub{
Clients: make(map[string]*Client),
Register: make(chan *Client, 64),
Unregister: make(chan *Client, 64),
GameMgr: gameMgr,
}
}
func (h *Hub) Run() {
for {
select {
case c := <-h.Register:
h.mu.Lock()
h.Clients[c.ID] = c
h.mu.Unlock()
case c := <-h.Unregister:
h.mu.Lock()
if _, ok := h.Clients[c.ID]; ok {
delete(h.Clients, c.ID)
close(c.Send)
}
h.mu.Unlock()
if c.RoomID != "" {
h.GameMgr.LeaveRoom(c.RoomID, c.ID)
h.broadcastRoomState(c.RoomID)
}
}
}
}
func (c *Client) ReadPump() {
defer func() {
c.Hub.Unregister <- c
c.Conn.Close()
}()
c.Conn.SetReadDeadline(time.Now().Add(60 * time.Second))
c.Conn.SetPongHandler(func(string) error {
c.Conn.SetReadDeadline(time.Now().Add(60 * time.Second))
return nil
})
for {
_, data, err := c.Conn.ReadMessage()
if err != nil {
break
}
c.handleMessage(data)
}
}
func (c *Client) WritePump() {
ticker := time.NewTicker(30 * time.Second)
defer func() {
ticker.Stop()
c.Conn.Close()
}()
for {
select {
case msg, ok := <-c.Send:
c.Conn.SetWriteDeadline(time.Now().Add(10 * time.Second))
if !ok {
c.Conn.WriteMessage(websocket.CloseMessage, nil)
return
}
if err := c.Conn.WriteMessage(websocket.TextMessage, msg); err != nil {
return
}
case <-ticker.C:
c.Conn.SetWriteDeadline(time.Now().Add(10 * time.Second))
if err := c.Conn.WriteMessage(websocket.PingMessage, nil); err != nil {
return
}
}
}
}
func (c *Client) handleMessage(data []byte) {
var msg models.Message
if err := json.Unmarshal(data, &msg); err != nil {
return
}
msg.Timestamp = time.Now().Unix()
switch msg.Type {
case models.MsgTypeReady:
ready := true
if m, ok := msg.Data.(map[string]interface{}); ok {
if r, ok := m["ready"].(bool); ok {
ready = r
}
}
c.Hub.GameMgr.SetReady(c.RoomID, c.ID, ready)
c.Hub.broadcastRoomState(c.RoomID)
c.tryStartGame()
case models.MsgTypePlay:
cards := c.parseCards(msg.Data)
if len(cards) == 0 {
c.sendError("invalid cards")
return
}
if err := c.Hub.GameMgr.PlayCards(c.RoomID, c.ID, cards); err != nil {
c.sendError(err.Error())
return
}
room, _ := c.Hub.GameMgr.GetRoom(c.RoomID)
if room != nil && room.State == models.RoomStateFinished {
c.Hub.broadcastToRoom(c.RoomID, models.Message{
Type: models.MsgTypeGameOver,
Data: map[string]string{"winnerId": room.LastWinner},
})
} else {
c.Hub.broadcastRoomState(c.RoomID)
}
case models.MsgTypePass:
if err := c.Hub.GameMgr.Pass(c.RoomID, c.ID); err != nil {
c.sendError(err.Error())
return
}
c.Hub.broadcastRoomState(c.RoomID)
case models.MsgTypeChat:
c.Hub.broadcastToRoom(c.RoomID, msg)
}
}
func (c *Client) tryStartGame() {
room, err := c.Hub.GameMgr.GetRoom(c.RoomID)
if err != nil || len(room.Players) < 2 {
return
}
for _, p := range room.Players {
if !p.IsReady {
return
}
}
if err := c.Hub.GameMgr.StartGame(c.RoomID); err == nil {
c.Hub.broadcastRoomState(c.RoomID)
}
}
func (c *Client) parseCards(data interface{}) []models.Card {
cards := make([]models.Card, 0)
m, ok := data.(map[string]interface{})
if !ok {
return cards
}
arr, ok := m["cards"].([]interface{})
if !ok {
return cards
}
for _, item := range arr {
if cm, ok := item.(map[string]interface{}); ok {
card := models.Card{}
if suit, ok := cm["suit"].(float64); ok {
card.Suit = models.Suit(int(suit))
}
if value, ok := cm["value"].(float64); ok {
card.Value = int(value)
}
cards = append(cards, card)
}
}
return cards
}
func (c *Client) sendError(msg string) {
data, _ := json.Marshal(models.Message{
Type: models.MsgTypeError,
Data: msg,
Timestamp: time.Now().Unix(),
})
select {
case c.Send <- data:
default:
}
}
func (h *Hub) broadcastToRoom(roomID string, msg models.Message) {
data, _ := json.Marshal(msg)
h.mu.RLock()
defer h.mu.RUnlock()
for _, c := range h.Clients {
if c.RoomID == roomID {
select {
case c.Send <- data:
default:
}
}
}
}
func (h *Hub) broadcastRoomState(roomID string) {
h.mu.RLock()
clients := make([]*Client, 0)
for _, c := range h.Clients {
if c.RoomID == roomID {
clients = append(clients, c)
}
}
h.mu.RUnlock()
for _, c := range clients {
state := h.GameMgr.GetRoomState(roomID, c.ID)
if state != nil {
data, _ := json.Marshal(models.Message{
Type: models.MsgTypeState,
Data: state,
Timestamp: time.Now().Unix(),
})
select {
case c.Send <- data:
default:
}
}
}
}
func ServeWs(hub *Hub, w http.ResponseWriter, r *http.Request) {
roomID := strings.ToLower(r.URL.Query().Get("roomId"))
playerID := r.URL.Query().Get("playerId")
if roomID == "" || playerID == "" {
http.Error(w, "missing params", http.StatusBadRequest)
return
}
conn, err := upgrader.Upgrade(w, r, nil)
if err != nil {
log.Println("ws upgrade error:", err)
return
}
client := &Client{
ID: playerID,
RoomID: roomID,
Conn: conn,
Send: make(chan []byte, 256),
Hub: hub,
}
hub.mu.Lock()
hub.Clients[client.ID] = client
hub.mu.Unlock()
go client.WritePump()
go client.ReadPump()
time.Sleep(50 * time.Millisecond)
hub.broadcastRoomState(roomID)
}