初始化斗地主残局版项目
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46
.gitignore
vendored
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46
.gitignore
vendored
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# 二进制文件
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*.exe
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*.exe~
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*.dll
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*.so
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*.dylib
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*.bin
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*.test
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*.out
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# Go编译生成的文件
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/app/cmd/main
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/app/cmd/*.exe
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# 依赖管理
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/vendor/
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/app/vendor/
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# 测试覆盖率文件
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*.coverprofile
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coverage.html
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coverage.out
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# IDE和编辑器配置
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.idea/
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.vscode/
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*.swp
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*.swo
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*~
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.DS_Store
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# 日志文件
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*.log
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# 临时文件
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/tmp/
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temp/
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*.tmp
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# 环境变量文件
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.env
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.env.local
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.env.*.local
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# Docker相关
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*.pid
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150
AGENTS.md
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150
AGENTS.md
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# 斗地主残局版 - AGENTS.md
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## 1. 项目结构
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```
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doudizhu-server/
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├── app/ # Go后端
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│ ├── cmd/main.go # 程序入口
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│ ├── internal/
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│ │ ├── models/ # 数据模型(Card, Room, Player等)
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│ │ ├── game/ # 游戏逻辑(牌型判断、对局管理)
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│ │ ├── handlers/ # HTTP API处理器
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│ │ └── ws/ # WebSocket处理
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│ ├── Dockerfile
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│ └── go.mod
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├── nginx/nginx.conf # Nginx反向代理配置
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├── nginx/html/ # 静态文件(HTML/CSS/JS)
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├── compose.yaml
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├── README.md
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└── API.md
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```
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## 2. 构建与运行命令
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```bash
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# 本地开发
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cd doudizhu-server/app && go mod tidy && go run ./cmd
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# Docker部署
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cd doudizhu-server && docker compose up -d --build
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# 代码格式化
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gofmt -w ./app
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# 静态检查
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go vet ./app/...
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# 运行所有测试
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go test ./app/...
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# 运行单个包测试
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go test ./app/internal/game/...
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# 运行单个测试
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go test ./app/internal/game/... -run TestCardType
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# 带覆盖率
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go test ./app/... -cover
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```
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## 3. Go代码风格规范
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### 命名规范
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- **导出**:大驼峰命名,如 `GameManager`、`NewCardLogic`
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- **模块内**:小驼峰命名,如 `userId`、`cardKey`
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- **模块名**:全小写,如 `game`、`handlers`、`ws`
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- **常量**:全大写下划线命名
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### Import规范
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```go
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import (
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"encoding/json" // 标准库
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"net/http"
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"github.com/gorilla/websocket" // 第三方库
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"doudizhu-server/internal/game" // 本地包
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"doudizhu-server/internal/models"
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)
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```
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### 错误处理
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使用哨兵错误模式:
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```go
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// 定义 (internal/game/errors.go)
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var (
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ErrRoomNotFound = errors.New("room not found")
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ErrNotYourTurn = errors.New("not your turn")
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)
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// 使用:早返回
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func (h *Handler) CreateRoom(w http.ResponseWriter, r *http.Request) {
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if err := json.NewDecoder(r.Body).Decode(&req); err != nil {
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h.writeError(w, http.StatusBadRequest, "invalid request")
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return
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}
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}
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```
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### 并发安全
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```go
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type GameManager struct {
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rooms map[string]*models.Room
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mu sync.RWMutex
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}
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// 读操作用RLock
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func (gm *GameManager) GetRoom(id string) (*models.Room, error) {
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gm.mu.RLock()
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defer gm.mu.RUnlock()
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// ...
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}
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// 写操作用Lock
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func (gm *GameManager) CreateRoom(...) {
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gm.mu.Lock()
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defer gm.mu.Unlock()
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// ...
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}
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```
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## 4. HTTP API响应格式
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```go
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type ApiResponse struct {
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Status int `json:"status"` // HTTP状态码
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Code int `json:"code"` // 0=成功, 1=失败
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Message string `json:"message"`
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Data interface{} `json:"data"`
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}
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```
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## 5. 游戏规则要点
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- **超人强**:第55张牌,最大单牌,可管一切
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- **简化牌型**:三张可成顺子/炸弹,两对可成连对
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- **发牌**:每人初始5张,一轮后摸1张
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- **无地主**:上一轮获胜者先出
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## 6. 开发注意事项
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1. **代码变动后同步更新文档**:README.md 和 API.md
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2. **后端API路由必须在 `/api` 下**
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3. **WebSocket路径**:`/api/ws?roomId=xxx&playerId=xxx`
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4. **前端不使用npm/react**,采用HTML+CSS+JS
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5. **JSON字段用下划线命名**,如 `room_id`,但尽量用单词
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## 7. 调试
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```bash
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# 查看日志
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docker compose logs -f app
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# 前端不生效?强制刷新 (Ctrl+F5)
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```
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277
API.md
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277
API.md
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# 斗地主残局版 API 文档
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## 基础信息
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- 基础URL: `http://<host>/api`
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- 响应格式: JSON
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## 响应格式
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所有API响应遵循统一格式:
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```json
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{
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"status": 200,
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"code": 0,
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"message": "success",
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"data": { ... }
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}
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```
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| 字段 | 类型 | 说明 |
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|------|------|------|
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| status | int | HTTP状态码 |
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| code | int | 业务状态码 (0=成功, 1=失败) |
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| message | string | 提示信息 |
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| data | object | 实际业务数据 |
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---
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## HTTP API
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### 创建房间
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**POST** `/api/rooms`
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请求体:
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```json
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{
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"playerName": "玩家昵称",
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"maxPlayers": 4
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}
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```
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| 参数 | 类型 | 必填 | 说明 |
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|------|------|------|------|
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| playerName | string | 是 | 玩家昵称 |
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| maxPlayers | int | 否 | 最大玩家数,默认4,范围2-10 |
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响应:
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```json
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{
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"status": 200,
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"code": 0,
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"message": "success",
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"data": {
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"roomId": "a1b2c3d4e5f6g7h8",
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"playerId": "i9j0k1l2m3n4o5p6"
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}
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}
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```
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### 加入房间
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**POST** `/api/rooms/{roomId}/join`
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请求体:
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```json
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{
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"playerName": "玩家昵称"
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}
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```
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响应:
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```json
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{
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"status": 200,
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"code": 0,
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"message": "success",
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"data": {
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"roomId": "a1b2c3d4e5f6g7h8",
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"playerId": "q7r8s9t0u1v2w3x4"
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}
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}
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```
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### 错误响应示例
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```json
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{
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"status": 400,
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"code": 1,
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"message": "room not found",
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"data": null
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}
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```
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---
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## WebSocket API
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**连接地址**: `ws://<host>/api/ws?roomId={roomId}&playerId={playerId}`
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### 消息格式
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所有消息为JSON格式:
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```json
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{
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"type": "消息类型",
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"playerId": "玩家ID",
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"roomId": "房间ID",
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"data": { ... },
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"timestamp": 1708123456
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}
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```
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### 消息类型
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| 类型 | 方向 | 说明 |
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|------|------|------|
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| ready | 客户端→服务器 | 准备/取消准备 |
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| play | 客户端→服务器 | 出牌 |
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| pass | 客户端→服务器 | 不出 |
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| chat | 双向 | 聊天消息 |
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| state | 服务器→客户端 | 游戏状态更新 |
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| gameOver | 服务器→客户端 | 游戏结束 |
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| error | 服务器→客户端 | 错误消息 |
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### 准备
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```json
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{
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"type": "ready",
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"playerId": "xxx",
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"roomId": "xxx",
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"data": { "ready": true }
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}
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```
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当所有玩家都准备后,游戏自动开始。
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### 出牌
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```json
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{
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"type": "play",
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"playerId": "xxx",
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"roomId": "xxx",
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"data": {
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"cards": [
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{ "suit": 0, "value": 14 },
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{ "suit": 1, "value": 14 }
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]
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}
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}
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```
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### 不出
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```json
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{
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"type": "pass",
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"playerId": "xxx",
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"roomId": "xxx"
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}
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```
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注意: 只能在上家出牌后才能"不出",自己最后出牌时不能"不出"。
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### 聊天
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```json
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{
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"type": "chat",
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"playerId": "xxx",
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"roomId": "xxx",
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"data": "消息内容"
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}
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```
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### 游戏状态 (服务器推送)
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```json
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{
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"type": "state",
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"data": {
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"id": "a1b2c3d4e5f6g7h8",
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"players": [
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{
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"id": "xxx",
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"name": "玩家1",
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"cards": [...],
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"cardCount": 5,
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"isReady": true,
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"isOnline": true
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}
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],
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"currentTurn": 0,
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"state": 1,
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"lastPlay": {
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"playerId": "xxx",
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"cards": [...],
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"cardType": 2
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},
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"roundCount": 1,
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"maxPlayers": 4
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},
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"timestamp": 1708123456
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}
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```
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注意: 只有当前玩家能看到自己的手牌(cards),其他玩家只能看到牌数(cardCount)。
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### 游戏结束 (服务器推送)
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```json
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{
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"type": "gameOver",
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"data": {
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"winnerId": "xxx"
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},
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"timestamp": 1708123456
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}
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```
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---
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## 数据类型
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### Card (牌)
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| 字段 | 类型 | 说明 |
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|------|------|------|
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| suit | int | 花色 |
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| value | int | 点数 |
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花色值:
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- 0: 红桃 ♥
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- 1: 方块 ♦
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- 2: 梅花 ♣
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- 3: 黑桃 ♠
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- 4: 王 (Joker)
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- 5: 超人强 (Super)
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点数值:
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- 3-10: 对应点数
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- 11: J
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- 12: Q
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- 13: K
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- 14: A
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- 15: 2
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- 16: 小王
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- 17: 大王
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- 18: 超人强
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### CardType (牌型)
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| 值 | 说明 |
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|----|------|
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| 0 | 无效 |
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| 1 | 单牌 |
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| 2 | 对子 |
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| 3 | 三张 (未使用) |
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| 4 | 三带一 |
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| 5 | 三带对 (未使用) |
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| 6 | 顺子 |
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| 7 | 连对 |
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| 8 | 炸弹 |
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| 9 | 火箭 |
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### RoomState (房间状态)
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| 值 | 说明 |
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|----|------|
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| 0 | 等待中 |
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| 1 | 游戏中 |
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| 2 | 已结束 |
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101
README.md
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101
README.md
Normal file
@@ -0,0 +1,101 @@
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# 斗地主残局版 - 在线对战平台
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||||
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||||
## 项目简介
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||||
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||||
斗地主残局版(斗残)是创造性转化自原版斗地主的在线对战游戏。
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### 特殊规则
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1. **新增牌 - 超人强**: 作为第55张牌,是最大单牌,可管一切单牌,不可组合出
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2. **人数灵活**: 最少2人,最多10人
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3. **发牌规则**: 每人初始5张牌,一轮结束后每人摸一张牌
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4. **简化牌型**: 三张可成顺子,三张可成炸弹,两对可成连对
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5. **无地主**: 不设置地主,上一轮获胜者先出牌
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### 牌型说明
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| 牌型 | 说明 |
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|------|------|
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| 单牌 | 任意一张牌 |
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| 对子 | 两张相同点数的牌 |
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| 顺子 | 三张或以上连续点数的牌(不含2和王) |
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| 连对 | 两对或以上连续点数的对子(不含2和王) |
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| 三带一 | 三张相同点数+任意一张 |
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| 炸弹 | 三张或以上相同点数的牌 |
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| 火箭 | 小王+大王 |
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### 牌型大小
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超人强 > 大王 > 小王 > 2 > A > K > Q > J > 10 > 9 > 8 > 7 > 6 > 5 > 4 > 3
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炸弹可管任何非炸弹牌型,火箭最大。
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||||
## 技术栈
|
||||
|
||||
- 后端: Go 1.21
|
||||
- 前端: HTML + CSS + JavaScript
|
||||
- 通信: WebSocket
|
||||
- 代理: Nginx
|
||||
- 部署: Docker Compose
|
||||
|
||||
## 项目结构
|
||||
|
||||
```
|
||||
doudizhu-server/
|
||||
├── app/ # Go后端
|
||||
│ ├── cmd/main.go # 程序入口
|
||||
│ ├── internal/
|
||||
│ │ ├── models/ # 数据模型
|
||||
│ │ ├── game/ # 游戏逻辑
|
||||
│ │ ├── handlers/ # HTTP处理器
|
||||
│ │ └── ws/ # WebSocket处理
|
||||
│ ├── Dockerfile
|
||||
│ └── go.mod
|
||||
├── nginx/
|
||||
│ ├── nginx.conf # Nginx配置
|
||||
│ └── html/ # 静态文件
|
||||
├── compose.yaml
|
||||
├── README.md
|
||||
└── API.md
|
||||
```
|
||||
|
||||
## 快速开始
|
||||
|
||||
### 部署
|
||||
|
||||
```bash
|
||||
cd doudizhu-server
|
||||
docker compose up -d --build
|
||||
```
|
||||
|
||||
### 访问
|
||||
|
||||
- 本机: http://localhost
|
||||
- 局域网: http://<服务器IP>
|
||||
|
||||
### 游戏流程
|
||||
|
||||
1. 输入昵称,创建房间或输入房间号加入
|
||||
2. 所有玩家点击"准备"
|
||||
3. 游戏自动开始,每人发5张牌
|
||||
4. 轮流出牌或选择"不出"
|
||||
5. 一轮结束后每人摸一张牌
|
||||
6. 先出完所有手牌者获胜
|
||||
|
||||
## 开发
|
||||
|
||||
### 本地运行
|
||||
|
||||
```bash
|
||||
cd doudizhu-server/app
|
||||
go mod tidy
|
||||
go run ./cmd
|
||||
# 另开终端启动nginx或直接访问http://localhost:8080
|
||||
```
|
||||
|
||||
### 构建
|
||||
|
||||
```bash
|
||||
cd doudizhu-server
|
||||
docker compose build
|
||||
```
|
||||
15
app/Dockerfile
Normal file
15
app/Dockerfile
Normal file
@@ -0,0 +1,15 @@
|
||||
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
39
app/cmd/main.go
Normal file
@@ -0,0 +1,39 @@
|
||||
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
7
app/go.mod
Normal file
@@ -0,0 +1,7 @@
|
||||
module doudizhu-server
|
||||
|
||||
go 1.21
|
||||
|
||||
require github.com/gorilla/websocket v1.5.1
|
||||
|
||||
require golang.org/x/net v0.17.0 // indirect
|
||||
4
app/go.sum
Normal file
4
app/go.sum
Normal file
@@ -0,0 +1,4 @@
|
||||
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=
|
||||
34
app/internal/game/errors.go
Normal file
34
app/internal/game/errors.go
Normal file
@@ -0,0 +1,34 @@
|
||||
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
563
app/internal/game/game.go
Normal file
@@ -0,0 +1,563 @@
|
||||
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,
|
||||
}
|
||||
}
|
||||
96
app/internal/handlers/handlers.go
Normal file
96
app/internal/handlers/handlers.go
Normal file
@@ -0,0 +1,96 @@
|
||||
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 ""
|
||||
}
|
||||
103
app/internal/models/models.go
Normal file
103
app/internal/models/models.go
Normal file
@@ -0,0 +1,103 @@
|
||||
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"`
|
||||
}
|
||||
288
app/internal/ws/hub.go
Normal file
288
app/internal/ws/hub.go
Normal file
@@ -0,0 +1,288 @@
|
||||
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)
|
||||
}
|
||||
19
compose.yaml
Normal file
19
compose.yaml
Normal file
@@ -0,0 +1,19 @@
|
||||
services:
|
||||
app:
|
||||
build: ./app
|
||||
restart: unless-stopped
|
||||
environment:
|
||||
- TZ=Asia/Shanghai
|
||||
|
||||
nginx:
|
||||
image: nginx:alpine
|
||||
ports:
|
||||
- "80:80"
|
||||
volumes:
|
||||
- ./nginx/nginx.conf:/etc/nginx/conf.d/default.conf:ro
|
||||
- ./nginx/html:/usr/share/nginx/html:ro
|
||||
depends_on:
|
||||
- app
|
||||
restart: unless-stopped
|
||||
environment:
|
||||
- TZ=Asia/Shanghai
|
||||
57
nginx/html/css/style.css
Normal file
57
nginx/html/css/style.css
Normal file
@@ -0,0 +1,57 @@
|
||||
*{margin:0;padding:0;box-sizing:border-box}
|
||||
body{font-family:system-ui,sans-serif;background:linear-gradient(135deg,#1a1a2e,#16213e);min-height:100vh;color:#fff}
|
||||
#app{max-width:1000px;margin:0 auto;padding:20px}
|
||||
.screen{animation:fadeIn .2s}
|
||||
.hidden{display:none!important}
|
||||
@keyframes fadeIn{from{opacity:0}to{opacity:1}}
|
||||
h1{text-align:center;font-size:2rem;color:#ffd700;margin-bottom:20px}
|
||||
h2{text-align:center;color:#ffd700;margin-bottom:15px}
|
||||
h3{color:#ffd700;margin-bottom:10px}
|
||||
.form{background:rgba(255,255,255,.1);padding:25px;border-radius:12px;max-width:350px;margin:0 auto 20px}
|
||||
.form input,.form select{width:100%;padding:10px;margin-bottom:10px;border:none;border-radius:6px;background:rgba(255,255,255,.15);color:#fff;font-size:15px}
|
||||
.form input::placeholder{color:#aaa}
|
||||
.btn{padding:10px 20px;border:none;border-radius:6px;cursor:pointer;font-size:15px;font-weight:600;transition:.2s}
|
||||
.btn:hover{transform:translateY(-1px)}
|
||||
.btn:disabled{opacity:.5;cursor:not-allowed;transform:none}
|
||||
.btn.primary{background:linear-gradient(135deg,#ffd700,#ff8c00);color:#1a1a2e}
|
||||
.btn.danger{background:linear-gradient(135deg,#ff4757,#c0392b)}
|
||||
.btn.sm{padding:6px 12px;font-size:13px}
|
||||
.join-row{display:flex;gap:8px;margin-top:10px}
|
||||
.join-row input{flex:1}
|
||||
.rules{background:rgba(255,255,255,.05);padding:15px;border-radius:8px;max-width:350px;margin:0 auto}
|
||||
.rules ul{list-style:none}
|
||||
.rules li{padding:5px 0;color:#ccc;font-size:14px}
|
||||
.room-id{font-size:1.3rem;color:#ffd700;letter-spacing:1px}
|
||||
#playerList{display:flex;flex-wrap:wrap;gap:10px;justify-content:center;margin:15px 0}
|
||||
.player-card{background:rgba(255,255,255,.1);padding:12px 20px;border-radius:8px;text-align:center;min-width:100px}
|
||||
.player-card.ready{background:rgba(0,255,0,.2);border:2px solid #0f0}
|
||||
.player-card.current{background:rgba(255,215,0,.3);border:2px solid #ffd700}
|
||||
.player-card .name{font-weight:600}
|
||||
.player-card .status{font-size:12px;color:#aaa;margin-top:4px}
|
||||
.actions{display:flex;justify-content:center;gap:10px;margin-top:15px}
|
||||
.header{display:flex;justify-content:space-between;padding:8px 15px;background:rgba(0,0,0,.3);border-radius:8px;margin-bottom:15px;font-size:14px}
|
||||
.others{display:flex;flex-wrap:wrap;gap:10px;justify-content:center;margin-bottom:15px;min-height:50px}
|
||||
.play-area{min-height:100px;background:rgba(0,0,0,.2);border-radius:10px;display:flex;align-items:center;justify-content:center;margin-bottom:15px}
|
||||
.last-play{text-align:center}
|
||||
.last-play span{color:#ffd700;font-size:14px}
|
||||
.my-area{background:rgba(0,0,0,.3);border-radius:10px;padding:15px}
|
||||
.my-cards{display:flex;flex-wrap:wrap;gap:6px;justify-content:center;margin-bottom:12px;min-height:80px}
|
||||
.card{width:50px;height:70px;background:linear-gradient(135deg,#fff,#f0f0f0);border-radius:6px;display:flex;align-items:center;justify-content:center;font-size:14px;font-weight:700;cursor:pointer;transition:.15s;user-select:none}
|
||||
.card:hover{transform:translateY(-3px)}
|
||||
.card.selected{transform:translateY(-12px);box-shadow:0 4px 12px rgba(0,0,0,.4);border:2px solid #ffd700}
|
||||
.card.red{color:#e74c3c}
|
||||
.card.black{color:#2d3436}
|
||||
.card.super{background:linear-gradient(135deg,#ffd700,#ff8c00);color:#fff;font-size:12px}
|
||||
.card.joker{background:linear-gradient(135deg,#9b59b6,#8e44ad);color:#fff;font-size:11px}
|
||||
.card.sm{width:35px;height:50px;font-size:11px}
|
||||
.chat{position:fixed;bottom:15px;right:15px;width:250px;background:rgba(0,0,0,.85);border-radius:8px;overflow:hidden}
|
||||
#chatMsgs{height:150px;overflow-y:auto;padding:8px;font-size:13px}
|
||||
#chatMsgs p{margin-bottom:5px}
|
||||
#chatMsgs .sys{color:#888;font-style:italic}
|
||||
#chatMsgs .pn{color:#ffd700}
|
||||
.chat-input{display:flex;padding:8px;gap:6px;background:rgba(0,0,0,.3)}
|
||||
.chat-input input{flex:1;padding:6px;border:none;border-radius:4px;background:rgba(255,255,255,.1);color:#fff;font-size:13px}
|
||||
.modal{position:fixed;top:0;left:0;width:100%;height:100%;background:rgba(0,0,0,.8);display:flex;align-items:center;justify-content:center}
|
||||
.modal-box{background:#16213e;padding:30px;border-radius:12px;text-align:center;border:2px solid #ffd700}
|
||||
.modal-box h2{margin-bottom:20px}
|
||||
@media(max-width:600px){#app{padding:10px}.card{width:42px;height:60px;font-size:12px}.chat{width:100%;bottom:0;right:0;border-radius:8px 8px 0 0}}
|
||||
86
nginx/html/index.html
Normal file
86
nginx/html/index.html
Normal file
@@ -0,0 +1,86 @@
|
||||
<!DOCTYPE html>
|
||||
<html lang="zh-CN">
|
||||
<head>
|
||||
<meta charset="UTF-8">
|
||||
<meta name="viewport" content="width=device-width, initial-scale=1.0">
|
||||
<title>斗地主残局版</title>
|
||||
<link rel="stylesheet" href="/css/style.css">
|
||||
</head>
|
||||
<body>
|
||||
<div id="app">
|
||||
<div id="lobby" class="screen">
|
||||
<h1>斗地主残局版</h1>
|
||||
<div class="form">
|
||||
<input type="text" id="playerName" placeholder="昵称" maxlength="10">
|
||||
<select id="maxPlayers">
|
||||
<option value="2">2人</option>
|
||||
<option value="3">3人</option>
|
||||
<option value="4" selected>4人</option>
|
||||
<option value="5">5人</option>
|
||||
<option value="6">6人</option>
|
||||
</select>
|
||||
<button id="createBtn" class="btn primary">创建房间</button>
|
||||
<div class="join-row">
|
||||
<input type="text" id="roomIdInput" placeholder="房间号">
|
||||
<button id="joinBtn" class="btn">加入</button>
|
||||
</div>
|
||||
</div>
|
||||
<div class="rules">
|
||||
<h3>规则</h3>
|
||||
<ul>
|
||||
<li>新增"超人强"为最大单牌</li>
|
||||
<li>每人初始5张牌</li>
|
||||
<li>三张可成顺子/炸弹,两对可成连对</li>
|
||||
</ul>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div id="waiting" class="screen hidden">
|
||||
<h2>等待中</h2>
|
||||
<p>房间号: <span id="displayRoomId" class="room-id"></span></p>
|
||||
<div id="playerList"></div>
|
||||
<div class="actions">
|
||||
<button id="readyBtn" class="btn primary">准备</button>
|
||||
<button id="leaveBtn" class="btn danger">离开</button>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div id="game" class="screen hidden">
|
||||
<div class="header">
|
||||
<span>第<span id="roundNum">1</span>轮</span>
|
||||
<span id="turnInfo"></span>
|
||||
</div>
|
||||
<div id="others" class="others"></div>
|
||||
<div id="playArea" class="play-area">
|
||||
<div id="lastPlay" class="last-play hidden">
|
||||
<span id="lastPlayer"></span>
|
||||
<div id="lastCards"></div>
|
||||
</div>
|
||||
</div>
|
||||
<div class="my-area">
|
||||
<div id="myCards" class="my-cards"></div>
|
||||
<div class="actions">
|
||||
<button id="playBtn" class="btn primary" disabled>出牌</button>
|
||||
<button id="passBtn" class="btn" disabled>不出</button>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div id="gameOver" class="modal hidden">
|
||||
<div class="modal-box">
|
||||
<h2 id="winnerText"></h2>
|
||||
<button id="againBtn" class="btn primary">再来一局</button>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div id="chat" class="chat">
|
||||
<div id="chatMsgs"></div>
|
||||
<div class="chat-input">
|
||||
<input type="text" id="chatInput" placeholder="消息">
|
||||
<button id="chatBtn" class="btn sm">发</button>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
<script src="/js/game.js"></script>
|
||||
</body>
|
||||
</html>
|
||||
346
nginx/html/js/game.js
Normal file
346
nginx/html/js/game.js
Normal file
@@ -0,0 +1,346 @@
|
||||
let ws = null, playerId = '', roomId = '', state = null, selected = [];
|
||||
const $ = id => document.getElementById(id);
|
||||
|
||||
function show(id) {
|
||||
document.querySelectorAll('.screen').forEach(s => s.classList.add('hidden'));
|
||||
$(id).classList.remove('hidden');
|
||||
}
|
||||
|
||||
function chat(name, msg, sys) {
|
||||
const p = document.createElement('p');
|
||||
p.innerHTML = sys ? '<span class="sys">' + msg + '</span>' : '<span class="pn">' + name + ':</span> ' + msg;
|
||||
$('chatMsgs').appendChild(p);
|
||||
$('chatMsgs').scrollTop = 1e6;
|
||||
}
|
||||
|
||||
async function create() {
|
||||
const name = $('playerName').value.trim();
|
||||
if (!name) { alert('请输入昵称'); return; }
|
||||
try {
|
||||
const res = await fetch('/api/rooms', {
|
||||
method: 'POST',
|
||||
headers: {'Content-Type': 'application/json'},
|
||||
body: JSON.stringify({playerName: name, maxPlayers: +$('maxPlayers').value})
|
||||
});
|
||||
const d = await res.json();
|
||||
if (d.code === 0) {
|
||||
roomId = d.data.roomId;
|
||||
playerId = d.data.playerId;
|
||||
connect();
|
||||
} else {
|
||||
alert(d.message);
|
||||
}
|
||||
} catch (e) {
|
||||
alert('创建失败: ' + e.message);
|
||||
}
|
||||
}
|
||||
|
||||
async function join() {
|
||||
const name = $('playerName').value.trim();
|
||||
const rid = $('roomIdInput').value.trim().toLowerCase();
|
||||
if (!name) { alert('请输入昵称'); return; }
|
||||
if (!rid) { alert('请输入房间号'); return; }
|
||||
try {
|
||||
const res = await fetch('/api/rooms/' + rid + '/join', {
|
||||
method: 'POST',
|
||||
headers: {'Content-Type': 'application/json'},
|
||||
body: JSON.stringify({playerName: name})
|
||||
});
|
||||
const d = await res.json();
|
||||
if (d.code === 0) {
|
||||
roomId = d.data.roomId;
|
||||
playerId = d.data.playerId;
|
||||
connect();
|
||||
} else {
|
||||
alert(d.message);
|
||||
}
|
||||
} catch (e) {
|
||||
alert('加入失败: ' + e.message);
|
||||
}
|
||||
}
|
||||
|
||||
function connect() {
|
||||
const proto = location.protocol === 'https:' ? 'wss:' : 'ws:';
|
||||
ws = new WebSocket(proto + '//' + location.host + '/api/ws?roomId=' + roomId + '&playerId=' + playerId);
|
||||
ws.onopen = function() { chat('', '已连接', true); };
|
||||
ws.onmessage = function(e) {
|
||||
const msg = JSON.parse(e.data);
|
||||
if (msg.type === 'state') render(msg.data);
|
||||
else if (msg.type === 'gameOver') showGameOver(msg.data);
|
||||
else if (msg.type === 'chat') chat(msg.data.playerName, msg.data.message);
|
||||
else if (msg.type === 'error') chat('', msg.data, true);
|
||||
};
|
||||
ws.onerror = function() { chat('', '连接错误', true); };
|
||||
ws.onclose = function() { chat('', '断开连接', true); };
|
||||
}
|
||||
|
||||
function send(type, data) {
|
||||
if (ws && ws.readyState === 1) {
|
||||
ws.send(JSON.stringify({type: type, playerId: playerId, roomId: roomId, data: data}));
|
||||
}
|
||||
}
|
||||
|
||||
function render(s) {
|
||||
state = s;
|
||||
$('displayRoomId').textContent = s.id;
|
||||
$('roundNum').textContent = s.roundCount;
|
||||
var me = null;
|
||||
for (var i = 0; i < s.players.length; i++) {
|
||||
if (s.players[i].id === playerId) { me = s.players[i]; break; }
|
||||
}
|
||||
|
||||
if (s.state === 0) {
|
||||
show('waiting');
|
||||
var html = '';
|
||||
for (var i = 0; i < s.players.length; i++) {
|
||||
var p = s.players[i];
|
||||
html += '<div class="player-card' + (p.isReady ? ' ready' : '') + '">';
|
||||
html += '<div class="name">' + p.name + (p.id === playerId ? ' (你)' : '') + '</div>';
|
||||
html += '<div class="status">' + (p.isReady ? '已准备' : '等待中') + '</div></div>';
|
||||
}
|
||||
$('playerList').innerHTML = html;
|
||||
$('readyBtn').textContent = (me && me.isReady) ? '取消准备' : '准备';
|
||||
} else if (s.state === 1) {
|
||||
show('game');
|
||||
var cur = s.players[s.currentTurn];
|
||||
$('turnInfo').textContent = cur.id === playerId ? '轮到你出牌' : '等待 ' + cur.name + ' 出牌';
|
||||
|
||||
var othersHtml = '';
|
||||
for (var i = 0; i < s.players.length; i++) {
|
||||
var p = s.players[i];
|
||||
if (p.id === playerId) continue;
|
||||
othersHtml += '<div class="player-card' + (s.currentTurn === i ? ' current' : '') + '">';
|
||||
othersHtml += '<div class="name">' + p.name + '</div>';
|
||||
othersHtml += '<div class="status">' + p.cardCount + '张</div></div>';
|
||||
}
|
||||
$('others').innerHTML = othersHtml;
|
||||
|
||||
if (s.lastPlay) {
|
||||
$('lastPlay').classList.remove('hidden');
|
||||
var lpName = '';
|
||||
for (var i = 0; i < s.players.length; i++) {
|
||||
if (s.players[i].id === s.lastPlay.playerId) { lpName = s.players[i].name; break; }
|
||||
}
|
||||
$('lastPlayer').textContent = lpName;
|
||||
$('lastCards').innerHTML = s.lastPlay.cards.map(function(c) { return makeCardHtml(c, true); }).join('');
|
||||
} else {
|
||||
$('lastPlay').classList.add('hidden');
|
||||
}
|
||||
renderMyCards(me);
|
||||
updateBtns();
|
||||
} else if (s.state === 2) {
|
||||
show('waiting');
|
||||
var html = '';
|
||||
for (var i = 0; i < s.players.length; i++) {
|
||||
var p = s.players[i];
|
||||
html += '<div class="player-card">';
|
||||
html += '<div class="name">' + p.name + '</div>';
|
||||
html += '<div class="status">' + (p.isReady ? '已准备' : '等待中') + '</div></div>';
|
||||
}
|
||||
$('playerList').innerHTML = html;
|
||||
$('readyBtn').textContent = (me && me.isReady) ? '取消准备' : '准备';
|
||||
}
|
||||
}
|
||||
|
||||
function getCardClass(c) {
|
||||
if (c.suit === 5) return 'super';
|
||||
if (c.suit === 4) return 'joker';
|
||||
return c.suit < 2 ? 'red' : 'black';
|
||||
}
|
||||
|
||||
function getCardText(c) {
|
||||
if (c.suit === 5) return '超人强';
|
||||
if (c.suit === 4) return c.value === 16 ? '小王' : '大王';
|
||||
var suits = ['♥', '♦', '♣', '♠'];
|
||||
var vals = ['', '', '', '3', '4', '5', '6', '7', '8', '9', '10', 'J', 'Q', 'K', 'A', '2'];
|
||||
return suits[c.suit] + vals[c.value];
|
||||
}
|
||||
|
||||
function makeCardHtml(c, small) {
|
||||
return '<div class="card ' + getCardClass(c) + (small ? ' sm' : '') + '">' + getCardText(c) + '</div>';
|
||||
}
|
||||
|
||||
function renderMyCards(me) {
|
||||
var el = $('myCards');
|
||||
el.innerHTML = '';
|
||||
if (!me || !me.cards) return;
|
||||
for (var i = 0; i < me.cards.length; i++) {
|
||||
(function(c) {
|
||||
var key = c.suit + '_' + c.value;
|
||||
var div = document.createElement('div');
|
||||
div.className = 'card ' + getCardClass(c) + (selected.indexOf(key) >= 0 ? ' selected' : '');
|
||||
div.textContent = getCardText(c);
|
||||
div.onclick = function() {
|
||||
var idx = selected.indexOf(key);
|
||||
if (idx === -1) { selected.push(key); div.classList.add('selected'); }
|
||||
else { selected.splice(idx, 1); div.classList.remove('selected'); }
|
||||
updateBtns();
|
||||
};
|
||||
el.appendChild(div);
|
||||
})(me.cards[i]);
|
||||
}
|
||||
}
|
||||
|
||||
function getValueCounts(cards) {
|
||||
var counts = {};
|
||||
for (var i = 0; i < cards.length; i++) {
|
||||
var v = cards[i].value;
|
||||
counts[v] = (counts[v] || 0) + 1;
|
||||
}
|
||||
return counts;
|
||||
}
|
||||
|
||||
function getCardType(cards) {
|
||||
var n = cards.length;
|
||||
if (n === 0) return 0;
|
||||
|
||||
var isRocket = n === 2 && cards.some(function(c) { return c.suit === 4 && c.value === 16; })
|
||||
&& cards.some(function(c) { return c.suit === 4 && c.value === 17; });
|
||||
if (isRocket) return 9;
|
||||
|
||||
var counts = getValueCounts(cards);
|
||||
var keys = Object.keys(counts);
|
||||
|
||||
if (n === 1) return 1;
|
||||
if (n === 2 && keys.length === 1) return 2;
|
||||
if (n === 3 && keys.length === 1) return 8;
|
||||
if (n === 4 && keys.length === 1) return 8;
|
||||
if (n === 4 && keys.length === 2) {
|
||||
for (var k in counts) { if (counts[k] === 3) return 4; }
|
||||
}
|
||||
|
||||
var sorted = cards.slice().sort(function(a, b) { return a.value - b.value; });
|
||||
var isSeq = true;
|
||||
for (var i = 1; i < sorted.length; i++) {
|
||||
if (sorted[i].value !== sorted[i-1].value + 1 || sorted[i].value >= 15) { isSeq = false; break; }
|
||||
}
|
||||
if (n >= 3 && keys.length === n && isSeq) return 6;
|
||||
|
||||
var allPairs = true;
|
||||
for (var k in counts) { if (counts[k] !== 2 || parseInt(k) >= 15) allPairs = false; }
|
||||
var pairVals = keys.map(function(k) { return parseInt(k); }).sort(function(a,b){return a-b;});
|
||||
var seqPairs = true;
|
||||
for (var i = 1; i < pairVals.length; i++) {
|
||||
if (pairVals[i] !== pairVals[i-1] + 1) seqPairs = false;
|
||||
}
|
||||
if (n >= 4 && n % 2 === 0 && allPairs && seqPairs) return 7;
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
function canPlay(cards, lastPlay) {
|
||||
var cardType = getCardType(cards);
|
||||
if (cardType === 0) return false;
|
||||
if (!lastPlay) return true;
|
||||
|
||||
if (cardType === 9) return true;
|
||||
if (cardType === 8) {
|
||||
if (lastPlay.cardType === 8) {
|
||||
var myMain = 0, lastMain = 0;
|
||||
var myCounts = getValueCounts(cards);
|
||||
var lastCounts = getValueCounts(lastPlay.cards);
|
||||
for (var k in myCounts) { if (myCounts[k] >= 3 && parseInt(k) > myMain) myMain = parseInt(k); }
|
||||
for (var k in lastCounts) { if (lastCounts[k] >= 3 && parseInt(k) > lastMain) lastMain = parseInt(k); }
|
||||
return myMain > lastMain;
|
||||
}
|
||||
return lastPlay.cardType !== 9;
|
||||
}
|
||||
if (lastPlay.cardType === 8 || lastPlay.cardType === 9) return false;
|
||||
if (cardType !== lastPlay.cardType || cards.length !== lastPlay.cards.length) return false;
|
||||
|
||||
var myMain = 0, lastMain = 0;
|
||||
var myCounts = getValueCounts(cards);
|
||||
var lastCounts = getValueCounts(lastPlay.cards);
|
||||
var myMaxC = 0, lastMaxC = 0;
|
||||
for (var k in myCounts) {
|
||||
if (myCounts[k] > myMaxC || (myCounts[k] === myMaxC && parseInt(k) > myMain)) {
|
||||
myMaxC = myCounts[k]; myMain = parseInt(k);
|
||||
}
|
||||
}
|
||||
for (var k in lastCounts) {
|
||||
if (lastCounts[k] > lastMaxC || (lastCounts[k] === lastMaxC && parseInt(k) > lastMain)) {
|
||||
lastMaxC = lastCounts[k]; lastMain = parseInt(k);
|
||||
}
|
||||
}
|
||||
return myMain > lastMain;
|
||||
}
|
||||
|
||||
function updateBtns() {
|
||||
var myTurn = state && state.players[state.currentTurn].id === playerId;
|
||||
var cards = getSelectedCards();
|
||||
var validPlay = selected.length > 0 && canPlay(cards, state ? state.lastPlay : null);
|
||||
$('playBtn').disabled = !myTurn || !validPlay;
|
||||
var canPass = state && state.lastPlay && state.lastPlay.playerId !== playerId;
|
||||
$('passBtn').disabled = !myTurn || !canPass;
|
||||
}
|
||||
|
||||
function getSelectedCards() {
|
||||
if (!state) return [];
|
||||
var me = null;
|
||||
for (var i = 0; i < state.players.length; i++) {
|
||||
if (state.players[i].id === playerId) { me = state.players[i]; break; }
|
||||
}
|
||||
if (!me || !me.cards) return [];
|
||||
return me.cards.filter(function(c) { return selected.indexOf(c.suit + '_' + c.value) >= 0; });
|
||||
}
|
||||
|
||||
function play() {
|
||||
if (selected.length === 0) return;
|
||||
var cards = getSelectedCards();
|
||||
if (!canPlay(cards, state ? state.lastPlay : null)) {
|
||||
chat('', '牌型无效或管不上', true);
|
||||
return;
|
||||
}
|
||||
send('play', {cards: cards});
|
||||
selected = [];
|
||||
}
|
||||
|
||||
function pass() { send('pass', {}); }
|
||||
|
||||
function toggleReady() {
|
||||
var me = null;
|
||||
if (state) {
|
||||
for (var i = 0; i < state.players.length; i++) {
|
||||
if (state.players[i].id === playerId) { me = state.players[i]; break; }
|
||||
}
|
||||
}
|
||||
send('ready', {ready: me ? !me.isReady : true});
|
||||
}
|
||||
|
||||
function leave() {
|
||||
if (ws) ws.close();
|
||||
show('lobby');
|
||||
roomId = ''; playerId = ''; state = null; selected = [];
|
||||
}
|
||||
|
||||
function showGameOver(d) {
|
||||
var w = null;
|
||||
if (state) {
|
||||
for (var i = 0; i < state.players.length; i++) {
|
||||
if (state.players[i].id === d.winnerId) { w = state.players[i]; break; }
|
||||
}
|
||||
}
|
||||
$('winnerText').textContent = w ? (w.id === playerId ? '你赢了!' : w.name + ' 获胜') : '游戏结束';
|
||||
$('gameOver').classList.remove('hidden');
|
||||
}
|
||||
|
||||
function again() {
|
||||
$('gameOver').classList.add('hidden');
|
||||
send('ready', {ready: false});
|
||||
}
|
||||
|
||||
document.addEventListener('DOMContentLoaded', function() {
|
||||
$('createBtn').onclick = create;
|
||||
$('joinBtn').onclick = join;
|
||||
$('readyBtn').onclick = toggleReady;
|
||||
$('leaveBtn').onclick = leave;
|
||||
$('playBtn').onclick = play;
|
||||
$('passBtn').onclick = pass;
|
||||
$('againBtn').onclick = again;
|
||||
$('chatBtn').onclick = function() {
|
||||
var v = $('chatInput').value.trim();
|
||||
if (v) { send('chat', v); $('chatInput').value = ''; }
|
||||
};
|
||||
$('chatInput').onkeypress = function(e) { if (e.key === 'Enter') $('chatBtn').click(); };
|
||||
$('roomIdInput').onkeypress = function(e) { if (e.key === 'Enter') join(); };
|
||||
});
|
||||
28
nginx/nginx.conf
Normal file
28
nginx/nginx.conf
Normal file
@@ -0,0 +1,28 @@
|
||||
server {
|
||||
listen 80;
|
||||
server_name localhost;
|
||||
|
||||
root /usr/share/nginx/html;
|
||||
index index.html;
|
||||
|
||||
location / {
|
||||
try_files $uri $uri/ /index.html;
|
||||
}
|
||||
|
||||
location /api/ {
|
||||
proxy_pass http://app:8080;
|
||||
proxy_http_version 1.1;
|
||||
proxy_set_header Host $host;
|
||||
proxy_set_header X-Real-IP $remote_addr;
|
||||
proxy_set_header X-Forwarded-For $proxy_add_x_forwarded_for;
|
||||
}
|
||||
|
||||
location /api/ws {
|
||||
proxy_pass http://app:8080;
|
||||
proxy_http_version 1.1;
|
||||
proxy_set_header Upgrade $http_upgrade;
|
||||
proxy_set_header Connection "upgrade";
|
||||
proxy_set_header Host $host;
|
||||
proxy_read_timeout 86400;
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user