You can not select more than 25 topics Topics must start with a chinese character,a letter or number, can include dashes ('-') and can be up to 35 characters long.

RpcServices.cs 13 kB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323
  1. using Grpc.Core;
  2. using Protobuf;
  3. using System.Threading;
  4. using Timothy.FrameRateTask;
  5. using System;
  6. using System.Net.Http.Headers;
  7. using Gaming;
  8. using GameClass.GameObj;
  9. using Preparation.Utility;
  10. using Playback;
  11. using Newtonsoft.Json;
  12. using Newtonsoft.Json.Linq;
  13. using Preparation.Interface;
  14. namespace Server
  15. {
  16. public partial class GameServer : AvailableService.AvailableServiceBase
  17. {
  18. public override Task<BoolRes> TryConnection(IDMsg request, ServerCallContext context)
  19. {
  20. #if DEBUG
  21. Console.WriteLine($"TryConnection ID: {request.PlayerId}");
  22. #endif
  23. var onConnection = new BoolRes();
  24. lock (gameLock)
  25. {
  26. if (0 <= request.PlayerId && request.PlayerId < playerNum) // 注意修改
  27. {
  28. onConnection.ActSuccess = true;
  29. Console.WriteLine(onConnection.ActSuccess);
  30. return Task.FromResult(onConnection);
  31. }
  32. }
  33. onConnection.ActSuccess = false;
  34. return Task.FromResult(onConnection);
  35. }
  36. protected readonly object addPlayerLock = new();
  37. public override async Task AddPlayer(PlayerMsg request, IServerStreamWriter<MessageToClient> responseStream, ServerCallContext context)
  38. {
  39. Console.WriteLine($"AddPlayer: {request.PlayerId}");
  40. if (request.PlayerId >= spectatorMinPlayerID)
  41. {
  42. // 观战模式
  43. uint tp = (uint)request.PlayerId;
  44. if (!spectatorList.Contains(tp))
  45. {
  46. spectatorList.Add(tp);
  47. Console.WriteLine("A new spectator comes to watch this game.");
  48. var temp = (new SemaphoreSlim(0, 1), new SemaphoreSlim(0, 1));
  49. lock (semaDictLock)
  50. {
  51. semaDict.Add(request.PlayerId, temp);
  52. }
  53. }
  54. return;
  55. }
  56. if (game.GameMap.Timer.IsGaming)
  57. return;
  58. if (!ValidPlayerID(request.PlayerId)) //玩家id是否正确
  59. return;
  60. if (communicationToGameID[request.PlayerId] != GameObj.invalidID) //是否已经添加了该玩家
  61. return;
  62. Preparation.Utility.CharacterType characterType = Preparation.Utility.CharacterType.Null;
  63. if (request.PlayerType == PlayerType.StudentPlayer)
  64. characterType = CopyInfo.ToStudentType(request.StudentType);
  65. else if (request.PlayerType == PlayerType.TrickerPlayer)
  66. characterType = CopyInfo.ToTrickerType(request.TrickerType);
  67. lock (addPlayerLock)
  68. {
  69. Game.PlayerInitInfo playerInitInfo = new(GetBirthPointIdx(request.PlayerId), PlayerTypeToTeamID(request.PlayerType), (int)request.PlayerId, characterType);
  70. long newPlayerID = game.AddPlayer(playerInitInfo);
  71. if (newPlayerID == GameObj.invalidID)
  72. return;
  73. communicationToGameID[request.PlayerId] = newPlayerID;
  74. // 内容待修改
  75. var temp = (new SemaphoreSlim(0, 1), new SemaphoreSlim(0, 1));
  76. bool start = false;
  77. Console.WriteLine($"Id: {request.PlayerId} joins.");
  78. lock (semaDictLock)
  79. {
  80. semaDict.Add(request.PlayerId, temp);
  81. start = (semaDict.Count - spectatorList.Count) == playerNum;
  82. }
  83. if (start) StartGame();
  84. }
  85. do
  86. {
  87. semaDict[request.PlayerId].Item1.Wait();
  88. try
  89. {
  90. if (currentGameInfo != null)
  91. {
  92. await responseStream.WriteAsync(currentGameInfo);
  93. //Console.WriteLine("Send!");
  94. }
  95. }
  96. finally
  97. {
  98. semaDict[request.PlayerId].Item2.Release();
  99. }
  100. } while (game.GameMap.Timer.IsGaming);
  101. }
  102. public override Task<BoolRes> Attack(AttackMsg request, ServerCallContext context)
  103. {
  104. #if DEBUG
  105. Console.WriteLine($"Attack ID: {request.PlayerId}");
  106. #endif
  107. var gameID = communicationToGameID[request.PlayerId];
  108. game.Attack(gameID, request.Angle);
  109. BoolRes boolRes = new();
  110. boolRes.ActSuccess = true;
  111. return Task.FromResult(boolRes);
  112. }
  113. public override Task<MoveRes> Move(MoveMsg request, ServerCallContext context)
  114. {
  115. #if DEBUG
  116. Console.WriteLine($"Move ID: {request.PlayerId}, TimeInMilliseconds: {request.TimeInMilliseconds}");
  117. #endif
  118. var gameID = communicationToGameID[request.PlayerId];
  119. MoveRes moveRes = new();
  120. game.MovePlayer(gameID, (int)request.TimeInMilliseconds, request.Angle);
  121. // 之后game.MovePlayer可能改为bool类
  122. moveRes.ActSuccess = true;
  123. if (!game.GameMap.Timer.IsGaming) moveRes.ActSuccess = false;
  124. return Task.FromResult(moveRes);
  125. }
  126. public override Task<BoolRes> SendMessage(SendMsg request, ServerCallContext context)
  127. {
  128. var boolRes = new BoolRes();
  129. if (!ValidPlayerID(request.PlayerId) || !ValidPlayerID(request.ToPlayerId)
  130. || PlayerIDToTeamID(request.PlayerId) != PlayerIDToTeamID(request.ToPlayerId) || request.PlayerId == request.ToPlayerId)
  131. {
  132. boolRes.ActSuccess = false;
  133. return Task.FromResult(boolRes);
  134. }
  135. if (request.Message.Length > 256)
  136. {
  137. #if DEBUG
  138. Console.WriteLine("Message string is too long!");
  139. #endif
  140. boolRes.ActSuccess = false;
  141. return Task.FromResult(boolRes);
  142. }
  143. else
  144. {
  145. MessageOfNews news = new();
  146. news.News = request.Message;
  147. news.FromId = request.PlayerId;
  148. news.ToId = request.ToPlayerId;
  149. lock (newsLock)
  150. {
  151. currentNews.Add(news);
  152. }
  153. #if DEBUG
  154. Console.WriteLine(news.News);
  155. #endif
  156. }
  157. boolRes.ActSuccess = true;
  158. return Task.FromResult(boolRes);
  159. }
  160. public override Task<BoolRes> PickProp(PropMsg request, ServerCallContext context)
  161. {
  162. #if DEBUG
  163. Console.WriteLine($"PickProp ID: {request.PlayerId}");
  164. #endif
  165. BoolRes boolRes = new();
  166. var gameID = communicationToGameID[request.PlayerId];
  167. boolRes.ActSuccess = game.PickProp(gameID, CopyInfo.ToPropType(request.PropType));
  168. return Task.FromResult(boolRes);
  169. }
  170. public override Task<BoolRes> UseProp(PropMsg request, ServerCallContext context)
  171. {
  172. #if DEBUG
  173. Console.WriteLine($"UseProp ID: {request.PlayerId}");
  174. #endif
  175. BoolRes boolRes = new();
  176. var gameID = communicationToGameID[request.PlayerId];
  177. game.UseProp(gameID, CopyInfo.ToPropType(request.PropType));
  178. boolRes.ActSuccess = true;
  179. return Task.FromResult(boolRes);
  180. }
  181. public override Task<BoolRes> ThrowProp(PropMsg request, ServerCallContext context)
  182. {
  183. #if DEBUG
  184. Console.WriteLine($"ThrowProp ID: {request.PlayerId}");
  185. #endif
  186. BoolRes boolRes = new();
  187. var gameID = communicationToGameID[request.PlayerId];
  188. game.ThrowProp(gameID, CopyInfo.ToPropType(request.PropType));
  189. boolRes.ActSuccess = true;
  190. return Task.FromResult(boolRes);
  191. }
  192. public override Task<BoolRes> UseSkill(SkillMsg request, ServerCallContext context)
  193. {
  194. #if DEBUG
  195. Console.WriteLine($"UseSkill ID: {request.PlayerId}");
  196. #endif
  197. BoolRes boolRes = new();
  198. var gameID = communicationToGameID[request.PlayerId];
  199. boolRes.ActSuccess = game.UseActiveSkill(gameID, request.SkillId);
  200. return Task.FromResult(boolRes);
  201. }
  202. public override Task<BoolRes> Graduate(IDMsg request, ServerCallContext context)
  203. {
  204. #if DEBUG
  205. Console.WriteLine($"Graduate ID: {request.PlayerId}");
  206. #endif
  207. BoolRes boolRes = new();
  208. var gameID = communicationToGameID[request.PlayerId];
  209. boolRes.ActSuccess = game.Escape(gameID);
  210. return Task.FromResult(boolRes);
  211. }
  212. public override Task<BoolRes> StartRescueMate(TreatAndRescueMsg request, ServerCallContext context)
  213. {
  214. #if DEBUG
  215. Console.WriteLine($"StartRescueMate ID: {request.PlayerId}");
  216. #endif
  217. BoolRes boolRes = new();
  218. var gameID = communicationToGameID[request.PlayerId];
  219. var toGameID = communicationToGameID[request.ToPlayerId];
  220. boolRes.ActSuccess = game.Rescue(gameID, toGameID);
  221. return Task.FromResult(boolRes);
  222. }
  223. public override Task<BoolRes> StartTreatMate(TreatAndRescueMsg request, ServerCallContext context)
  224. {
  225. #if DEBUG
  226. Console.WriteLine($"StartTreatMate ID: {request.PlayerId}");
  227. #endif
  228. BoolRes boolRes = new();
  229. var gameID = communicationToGameID[request.PlayerId];
  230. var toGameID = communicationToGameID[request.ToPlayerId];
  231. boolRes.ActSuccess = game.Treat(gameID, toGameID);
  232. return Task.FromResult(boolRes);
  233. }
  234. public override Task<BoolRes> StartLearning(IDMsg request, ServerCallContext context)
  235. {
  236. #if DEBUG
  237. Console.WriteLine($"StartLearning ID: {request.PlayerId}");
  238. #endif
  239. BoolRes boolRes = new();
  240. var gameID = communicationToGameID[request.PlayerId];
  241. boolRes.ActSuccess = game.Fix(gameID);
  242. return Task.FromResult(boolRes);
  243. }
  244. public override Task<BoolRes> StartOpenChest(IDMsg request, ServerCallContext context)
  245. {
  246. #if DEBUG
  247. Console.WriteLine($"StartOpenChest ID: {request.PlayerId}");
  248. #endif
  249. BoolRes boolRes = new();
  250. var gameID = communicationToGameID[request.PlayerId];
  251. boolRes.ActSuccess = game.OpenChest(gameID);
  252. return Task.FromResult(boolRes);
  253. }
  254. public override Task<BoolRes> StartOpenGate(IDMsg request, ServerCallContext context)
  255. {
  256. #if DEBUG
  257. Console.WriteLine($"StartOpenGate ID: {request.PlayerId}");
  258. #endif
  259. BoolRes boolRes = new();
  260. var gameID = communicationToGameID[request.PlayerId];
  261. boolRes.ActSuccess = game.OpenDoorway(gameID);
  262. return Task.FromResult(boolRes);
  263. }
  264. public override Task<BoolRes> OpenDoor(IDMsg request, ServerCallContext context)
  265. {
  266. #if DEBUG
  267. Console.WriteLine($"OpenDoor ID: {request.PlayerId}");
  268. #endif
  269. BoolRes boolRes = new();
  270. var gameID = communicationToGameID[request.PlayerId];
  271. boolRes.ActSuccess = game.LockOrOpenDoor(gameID);
  272. return Task.FromResult(boolRes);
  273. }
  274. public override Task<BoolRes> CloseDoor(IDMsg request, ServerCallContext context)
  275. {
  276. #if DEBUG
  277. Console.WriteLine($"CloseDoor ID: {request.PlayerId}");
  278. #endif
  279. BoolRes boolRes = new();
  280. var gameID = communicationToGameID[request.PlayerId];
  281. boolRes.ActSuccess = game.LockOrOpenDoor(gameID);
  282. return Task.FromResult(boolRes);
  283. }
  284. public override Task<BoolRes> EndAllAction(IDMsg request, ServerCallContext context)
  285. {
  286. #if DEBUG
  287. Console.WriteLine($"EndAllAction ID: {request.PlayerId}");
  288. #endif
  289. BoolRes boolRes = new();
  290. var gameID = communicationToGameID[request.PlayerId];
  291. boolRes.ActSuccess = game.Stop(gameID);
  292. return Task.FromResult(boolRes);
  293. }
  294. public override Task<BoolRes> SkipWindow(IDMsg request, ServerCallContext context)
  295. {
  296. #if DEBUG
  297. Console.WriteLine($"SkipWindow ID: {request.PlayerId}");
  298. #endif
  299. BoolRes boolRes = new();
  300. var gameID = communicationToGameID[request.PlayerId];
  301. boolRes.ActSuccess = game.ClimbingThroughWindow(gameID);
  302. return Task.FromResult(boolRes);
  303. }
  304. }
  305. }