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Room.cs
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using System.Net.Sockets;
using System.Text;
using loveclash_server.UnityPart;
using Newtonsoft.Json;
namespace loveclash_server;
public class Room
{
//TODO 断线的处理
public TcpClient client1Sender;
public TcpClient client1Receiver;
public TcpClient client2Sender;
public TcpClient client2Receiver;
public int roomId;
//0是Player1,1是Player2
public int objectCount = 2;
public Room(int roomId)
{
this.roomId = roomId;
}
private async Task MessageHandler(Operation operation)
{
if (operation.playerEnum == PlayerEnum.Player1)
{
await NetworkUtility.BroadCast(operation,client1Sender,client2Receiver);
}
else
{
await NetworkUtility.BroadCast(operation,client2Sender,client1Receiver);
}
}
#region Room基本设施
public void AddPlayer(TcpClient client,ClientType clientType)
{
string s = "";
if (clientType == ClientType.Sender)
{
if (client1Sender == null)
{
client1Sender = client;
s = JsonConvert.SerializeObject(new Operation(OperationType.TryConnectRoom,
playerEnum: PlayerEnum.Player1, extraMessage: roomId.ToString()),Network.jsonSetting);
}
else if (client2Sender == null)
{
client2Sender = client;
s = JsonConvert.SerializeObject(new Operation(OperationType.TryConnectRoom,
playerEnum: PlayerEnum.Player2, extraMessage: roomId.ToString()),Network.jsonSetting);
}
else
{
s = JsonConvert.SerializeObject(new Operation(OperationType.Error),Network.jsonSetting);
}
}
else if (clientType == ClientType.Receiver)
{
if (client1Receiver == null)
{
client1Receiver = client;
s = JsonConvert.SerializeObject(new Operation(OperationType.TryConnectRoom,
playerEnum: PlayerEnum.Player1, extraMessage: roomId.ToString()),Network.jsonSetting);
}
else if (client2Receiver == null)
{
client2Receiver = client;
s = JsonConvert.SerializeObject(new Operation(OperationType.TryConnectRoom,
playerEnum: PlayerEnum.Player2, extraMessage: roomId.ToString()),Network.jsonSetting);
}
else
{
s = JsonConvert.SerializeObject(new Operation(OperationType.Error),Network.jsonSetting);
}
}
NetworkUtility.WriteAsync(client, Encoding.ASCII.GetBytes(s));
if (client1Receiver!=null && client1Sender!=null && client2Receiver!=null &&
client2Sender!=null)
{
Start();
}
}
public async void Start()
{
if(!client1Receiver.Connected||!client1Sender.Connected||!client2Receiver.Connected||!client2Sender.Connected)
throw new Exception("有玩家未连接");
//发一个Init代表开始
Console.WriteLine("Start");
NetworkUtility.BroadCast(new Operation(OperationType.Init),client1Receiver,client2Receiver);
//对每个sender回应另一个sender的Init
var task1 = NetworkUtility.ReadAsync(client1Sender);
var task2 = NetworkUtility.ReadAsync(client2Sender);
await Task.WhenAll(task1,task2);
NetworkUtility.WriteAsync(client1Sender,task2.Result);
NetworkUtility.WriteAsync(client2Sender,task1.Result);
MessageHandler(client1Sender,PlayerEnum.Player1);
MessageHandler(client2Sender,PlayerEnum.Player2);
}
public async Task MessageHandler(TcpClient client,PlayerEnum playerEnum)
{
while (true)
{
try
{
string resp = await NetworkUtility.ReadAsync(client);
if (string.IsNullOrEmpty(resp))
{
if (playerEnum == PlayerEnum.Player1)
{
Logger.Log("Player1退出");
}
else if (playerEnum == PlayerEnum.Player2)
{
Logger.Log("Player2退出");
}
client1Receiver.Close();
client1Sender.Close();
client2Receiver.Close();
client2Sender.Close();
Network.rooms.Remove(roomId);
break;
}
Logger.Log("收到的消息: "+resp);
Operation operation = JsonConvert.DeserializeObject<Operation>(resp,Network.jsonSetting);
MessageHandler(operation);
}
catch (Exception e)
{
Console.WriteLine(e);
throw;
}
}
}
private void CreateObject(Operation operation)
{
var networkObject = JsonConvert.DeserializeObject<NetworkObject>(operation.baseNetworkObjectJson);
networkObject.networkId = objectCount;
operation.baseNetworkObjectJson = JsonConvert.SerializeObject(networkObject,Network.jsonSetting);
objectCount++;
var s = JsonConvert.SerializeObject(operation,Network.jsonSetting);
Console.WriteLine("发送的消息: "+s);
if (operation.playerEnum == PlayerEnum.Player1)
{
NetworkUtility.WriteAsync(client1Sender,s);
NetworkUtility.WriteAsync(client2Receiver,s);
}
else if (operation.playerEnum == PlayerEnum.Player2)
{
NetworkUtility.WriteAsync(client2Sender,s);
NetworkUtility.WriteAsync(client1Receiver,s);
}
}
#endregion
}