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mm_os

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MM_OS服务端架构,用于快速构建应用程序,支持网站建设、小程序后台、AI应用、物联网(IOT/AIOT)、游戏服务端等多种场景。

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const { Drive } = require('mm_machine'); const { RoomAdmin } = require('../room/index.js'); const { Matcher } = require('./matcher.js'); /** * 游戏频道 - 平行世界管理器 * 负责管理频道的创建、销毁、玩家隔离和频道间通信 */ class Channel extends Drive { static config = { 'name': 'default', 'title': '默认频道', 'min_level': 0, 'max_level': 1000, 'max_players': 5000, 'type': 'normal', 'load_threshold': 0.8, 'main': '', 'match': { 'wait_time': 120000, 'lv_range_init': 5, 'lv_range_max': 20, 'lv_expand_int': 10000, 'interval': 1000 } }; /** * 构造函数 * @param {object} config 配置参数 */ constructor(config) { super({ ...Channel.config, ...config }); // 游戏世界集合 this.worlds = new Map(); } } /** * 预置 */ Channel.prototype._preset = function () { this.channel_id = 0; this.status = 1; this.stats = { player: 0, room: 0, world: 0, message: 0, last_update: Date.now() }; this._monitorTimer = null; this.roomAdmin = null; this.matcher = null; // 主世界ID this._main_world_id = ''; }; /** * 获取模板目录 * @returns {string} 模板目录 */ Channel.prototype.getTplDir = function () { return __dirname; }; /** * 初始化核心 * @param {object} zone 分区对象 * @param {object} eventer 事件管理器 * @param {object} logger 日志管理器 */ Channel.prototype._initCore = async function (zone, eventer, logger) { if (!zone) { throw new TypeError('分区对象不能为空'); } else { this.getZone = function () { return zone; }; } if (logger) { this.setLogger(logger); } if (eventer) { this.getEventer = function () { return eventer; }; } await this._initManager(); await this._loadSources(); }; /** * 加载世界 * @returns {Promise<void>} */ Channel.prototype._loadWorlds = async function () { // 通过事件方式加载已创建的世界数据,避免直接操作数据库 var worlds = await this.emitWait('world_load', { zone_name: this.getZone().config.name, channel_id: this.channel_id }); if (worlds && worlds.length > 0) { // 遍历世界列表,创建世界对象 for (var i = 0; i < worlds.length; i++) { var info = worlds[i]; await this.createWorld(info, info.world_id); } this.log('info', `加载世界成功,共 ${worlds.length} 个`); } // 加载所有游戏世界 var promises = []; for (var o of this.worlds.values()) { promises.push(o.do('load')); } await Promise.all(promises); }; /** * 初始化房间管理器 */ Channel.prototype._initRoomAdmin = async function () { this.roomAdmin = new RoomAdmin(); await this.roomAdmin.do('init', this); }; /** * 初始化匹配器 */ Channel.prototype._initMatcher = async function () { this.matcher = new Matcher(this.config.match, this); await this.matcher.do('init', this); }; /** * 初始化管理器 */ Channel.prototype._initManager = async function () { // var dir = this.getDir().dirname().dirname(); // var game = new Manager({ // name: 'game', // title: '游戏', // filename: 'game.json', // tpl_dir: `../game/`.fullname(__dirname), // base_dir: '', // // base_dir: `../../common/${name}/`.fullname(__dirname), // dir: `./game`.fullname(dir) // }, this, this.game, Game); // await game.do('init'); // this.manager.game = game; }; /** * 获取游戏管理器目录 * @returns {string} 游戏管理器目录 */ Channel.prototype.getDir = function () { return this.getZone().getDir(); }; /** * 加载资源 */ Channel.prototype._loadSources = async function () { await this.manager.game.runAll('load'); }; /** * 设置主世界ID * @param {string} world_id 主世界ID */ Channel.prototype.setMainWorld = function (world_id) { this._main_world_id = world_id; }; /** * 初始化资源 */ Channel.prototype._initSources = async function () { await this.manager.game.runAll('init', this, this.getEventer(), this.getLogger()); }; /** * 加载游戏房间 * @returns {Promise<void>} */ Channel.prototype._loadRooms = async function () { // 通过事件方式加载已创建的房间数据,避免直接操作数据库 var rooms = await this.emitWait('room_load', { zone_name: this.getZone().config.name, channel_id: this.channel_id }); if (rooms && rooms.length > 0) { // 遍历房间列表,创建房间对象 for (var i = 0; i < rooms.length; i++) { var info = rooms[i]; var room = await this.roomAdmin.create(info, info.owner); // 恢复房间原有ID if (info.room_id) { this.roomAdmin._rooms.delete(room.room_id); room.room_id = info.room_id; this.roomAdmin._rooms.set(room.room_id, room); } // 恢复房间状态 if (info.state) { room.state = info.state; } } this.log('info', `加载房间成功,共 ${rooms.length} 个`); } // 加载所有游戏房间 var promises = []; for (var o of this.rooms.values()) { promises.push(o.do('load')); } await Promise.all(promises); }; /** * 启动核心 */ Channel.prototype._startCore = async function () { await this._initSources(); await this._loadWorlds(); await this._initRoomAdmin(); await this._loadRooms(); await this._initMatcher(); await this.manager.game.runAll('start'); await this.matcher.do('start'); this._startMonitor(); await this._startWorlds(); }; /** * 启动游戏世界 */ Channel.prototype._startWorlds = async function () { var promises = []; for (let o of this.worlds.values()) { promises.push(o.do('start')); } await Promise.all(promises); }; /** * 初始化默认房间 */ Channel.prototype._initRooms = async function () { var promises = []; for (let o of this.rooms.values()) { promises.push(o.do('init', this, this.getEventer(), this.getLogger())); } await Promise.all(promises); }; /** * 启动频道监控 */ Channel.prototype._startMonitor = function () { this._monitorTimer = setInterval(() => { this._updateStatus(); }, 30000); }; /** * 更新频道状态 */ Channel.prototype._updateStatus = function () { var player = this.player_ids.size; var max_players = this.config.max_players; var load_ratio = player / max_players; if (load_ratio >= 1) { this.status = 3; } else if (load_ratio >= this.config.load_threshold) { this.status = 2; } else { this.status = 1; } this.stats.player = player; this.stats.room = this.rooms.size; this.stats.world = this.worlds.size; this.stats.last_update = Date.now(); }; /** * 玩家进入频道 * @param {string} player_id 玩家ID * @returns {object} 世界对象 */ Channel.prototype.enter = function (player_id) { if (!player_id) { throw new TypeError('玩家ID不能为空'); } if (this.player_ids.has(player_id)) { throw new Error('玩家已在当前频道中'); } var player = this.getZone().getPlayer(player_id); if (!player) { throw new Error(`玩家 ${player_id} 不存在`); } var { min_level, max_level, status, max_players } = this.config; this._validateStatus(status); this._validateQualify(player, min_level, max_level, max_players); try { this.player_ids.set(player_id, true); this.emitEvent('player_enter_channel', { channel_id: this.config.name, player_id: player_id, player_level: player.level, timestamp: Date.now() }); let world = this.enterMainWorld(player_id); return world; } catch (error) { this.player_ids.delete(player_id); throw error; } }; /** * 验证频道状态 * @param {number} status 频道状态 */ Channel.prototype._validateStatus = function (status) { if (status === 0) { throw new Error('频道已关闭,无法进入'); } if (status === 2) { throw new Error('频道维护中,暂时无法进入'); } if (status === 3) { throw new Error('频道爆满,请稍后再试'); } }; /** * 检查玩家是否在频道中 * @param {string} player_id 玩家ID * @returns {boolean} 是否在频道中 */ Channel.prototype._hasPlayer = function (player_id) { return this.player_ids.has(player_id); }; /** * 验证玩家资格 * @param {object} player 玩家对象 * @param {number} min_level 最低等级 * @param {number} max_level 最高等级 * @param {number} max_players 最大玩家数 */ Channel.prototype._validateQualify = function (player, min_level, max_level, max_players) { if (player.level < min_level || player.level > max_level) { var msg = `境界不符,无法进入此频道(要求等级:${min_level}-${max_level})`; throw new Error(msg); } if (this.player_ids.size >= max_players) { throw new Error('频道人数已达上限,无法进入'); } if (this._hasPlayer(player.player_id)) { throw new Error('玩家已在当前频道中'); } }; /** * 获取默认房间 * @param {string} player_id 玩家ID * @returns {object} 房间对象 */ Channel.prototype.getDefaultRoom = async function (player_id) { var player = this.getPlayer(player_id); var room_name = player.returning ? 'main_room' : 'cultivation_area'; var room = this.rooms.get(room_name); if (!room) { throw new Error(`默认房间 ${room_name} 不存在`); } return room; }; /** * 玩家退出频道 * @param {string} player_id 玩家ID * @returns {boolean} 是否成功退出 */ Channel.prototype.leave = async function (player_id) { if (!player_id) { throw new TypeError('玩家ID不能为空'); } if (!this.player_ids.has(player_id)) { throw new Error('玩家不在当前频道中'); } this.player_ids.delete(player_id); this.emitEvent('player_leave_channel', { channel_id: this.config.name, player_id: player_id, timestamp: Date.now() }); return true; }; /** * 强制踢出玩家 * @param {string} player_id 玩家ID * @param {string} reason 踢出原因 * @returns {boolean} 是否成功踢出 */ Channel.prototype.kickPlayer = async function (player_id, reason = '系统维护') { if (!player_id) { throw new TypeError('玩家ID不能为空'); } if (!this.player_ids.has(player_id)) { throw new Error('玩家不在当前频道中'); } this.player_ids.delete(player_id); this.emitEvent('player_kicked_channel', { channel_id: this.config.name, player_id: player_id, reason: reason, timestamp: Date.now() }); return true; }; /** * 获取玩家对象 * @param {string} player_id 玩家ID * @returns {object} 玩家对象 */ Channel.prototype.getPlayer = function (player_id) { if (!player_id) { throw new TypeError('玩家ID不能为空'); } return this.getZone().getPlayer(player_id); }; /** * 获取所有玩家对象 * @returns {Array} 玩家对象列表 */ Channel.prototype.getAllPlayers = function () { var players = []; for (var player_id of this.player_ids.keys()) { var player = this.getPlayer(player_id); players.push(player); } return players; }; /** * 创建房间 * @param {string} name 房间名称 * @param {string} player_id 玩家ID * @returns {object} 创建的房间对象 */ Channel.prototype.createRoom = async function (name, player_id) { if (!name) { throw new TypeError('房间名称不能为空'); } if (!player_id) { throw new TypeError('玩家ID不能为空'); } var player = this.getPlayer(player_id); if (!player) { throw new Error(`玩家 ${player_id} 不存在`); } let config = { name, 'min_level': player.level, 'max_level': player.level + 100 }; var room = await this.roomAdmin.create(config, player_id); return room; }; /** * 销毁房间 * @param {string} room_id 房间ID * @returns {boolean} 是否成功销毁 */ Channel.prototype.destroyRoom = async function (room_id) { if (!room_id) { throw new TypeError('房间ID不能为空'); } this.roomAdmin.del(room_id); return true; }; /** * 玩家进入房间 * @param {string} room_id 房间ID * @param {string} player_id 玩家ID */ Channel.prototype.enterRoom = function (room_id, player_id) { this.roomAdmin.enter(room_id, player_id); }; /** * 玩家退出房间 * @param {string} room_id 房间ID * @param {string} player_id 玩家ID */ Channel.prototype.leaveRoom = function (room_id, player_id) { this.roomAdmin.leave(room_id, player_id); }; /** * 获取房间列表 * @returns {Array} 房间列表 */ Channel.prototype.getRoomList = function () { return this.roomAdmin.getList(); }; /** * 玩家开始实时匹配 * @param {string} player_id 玩家ID * @param {object} options 匹配选项 * @returns {object} 匹配状态 */ Channel.prototype.startQuickMatch = function (player_id, options = {}) { if (typeof player_id !== 'string') { throw new TypeError('玩家ID必须是字符串'); } var mode = options.mode || 'rank'; var format = options.format || '5v5'; var team_members = options.team_members || [player_id]; var team_size = team_members.length; if (team_size > this._getMaxTeamSize(format)) { throw new Error(`队伍人数超过限制: ${team_size}`); } for (var i = 0; i < team_members.length; i++) { if (this.matcher.has(team_members[i])) { throw new Error(`玩家 ${team_members[i]} 已在匹配池中`); } } this.matcher.join(player_id, { mode: mode, format: format, team_size: team_size, team_members: team_members }); return this.matcher.getMatchStatus(player_id); }; /** * 玩家取消实时匹配 * @param {string} player_id 玩家ID * @returns {boolean} 是否成功取消 */ Channel.prototype.cancelQuickMatch = function (player_id) { if (typeof player_id !== 'string') { throw new TypeError('玩家ID必须是字符串'); } return this.matcher.leave(player_id); }; /** * 获取实时匹配状态 * @param {string} player_id 玩家ID * @returns {object|null} 匹配状态 */ Channel.prototype.getQuickMatchStatus = function (player_id) { return this.matcher.getMatchStatus(player_id); }; /** * 获取匹配统计信息 * @returns {object} 统计信息 */ Channel.prototype.getMatchStats = function () { return { waiting_count: this.matcher.getTotalWaiting(), room_count: this.roomAdmin.getCount() }; }; /** * 获取最大队伍人数 * @param {string} format 比赛格式 * @returns {number} 最大队伍人数 */ Channel.prototype._getMaxTeamSize = function (format) { var sizes = { '1v1': 1, '3v3': 3, '5v5': 5 }; return sizes[format] || 5; }; /** * 广播频道消息 * @param {object} data 广播数据 * @param {string} data_type 数据类型 * @returns {boolean} 是否广播成功 */ Channel.prototype.broadcast = async function (data, data_type) { if (!data) { throw new TypeError('数据不能为空'); } if (!data_type || typeof data_type !== 'string') { throw new TypeError('数据类型必须是有效字符串'); } // 触发广播事件,由业务层处理具体的广播逻辑 this.emitEvent('channel_broadcast', { channel_id: this.config.name, data: data, data_type: data_type, timestamp: Date.now() }); return true; }; /** * 发送频道消息 * @param {string} player_id 发送者ID * @param {string} content 消息内容 * @returns {boolean} 是否发送成功 */ Channel.prototype.sendMessage = async function (player_id, content) { if (!player_id) { throw new TypeError('发送者ID不能为空'); } if (!content || typeof content !== 'string') { throw new TypeError('消息内容必须是有效字符串'); } if (!this.player_ids.has(player_id)) { throw new Error('发送者不在当前频道中'); } var player = this.getPlayer(player_id); var msg = { sender_id: player_id, sender_name: player.name || player_id, content: content, msg_type: 'text', msg_group: 'channel', timestamp: Date.now(), channel_id: this.config.name }; // 触发消息发送事件,由业务层处理具体的发送逻辑 this.emitEvent('channel_message_send', msg); return true; }; /** * 公共数据传输方法 * @param {string} sender_id 发送者ID * @param {object} data 传输数据 * @param {string} data_type 数据类型 * @returns {object} 传输结果 */ Channel.prototype.send = async function (sender_id, data, data_type) { // 触发数据发送事件,由业务层处理具体的发送逻辑 this.emitEvent('channel_data_send', { channel_id: this.config.name, sender_id: sender_id, data: data, data_type: data_type, timestamp: Date.now() }); // 返回默认结果 return { players: this.player_ids.size, success: 0, fail: 0, failed_players: [] }; }; /** * 获取频道统计信息 * @returns {object} 统计信息 */ Channel.prototype.getStats = function () { return { ...this.stats, channel_name: this.config.name, channel_status: this.status, channel_type: this.config.type, current_time: Date.now() }; }; /** * 切换频道状态 * @param {number} new_status 新状态 * @returns {boolean} 是否切换成功 */ Channel.prototype.switchStatus = function (new_status) { if (typeof new_status !== 'number' || new_status < 0 || new_status > 3) { throw new TypeError('频道状态必须是0-3之间的数字'); } var old_status = this.status; this.status = new_status; this.emitEvent('channel_status_changed', { channel_id: this.config.name, old_status: old_status, new_status: new_status, timestamp: Date.now() }); this.log('info', `频道 ${this.channel_id} 状态切换: ${old_status} -> ${new_status}`); return true; }; /** * 销毁频道 * @returns {boolean} 是否销毁成功 */ Channel.prototype.destroy = async function () { if (this._monitorTimer) { clearInterval(this._monitorTimer); } for (var player_id of this.player_ids.keys()) { await this.kickPlayer(player_id, '频道关闭'); } // 保存所有房间数据 await this._saveRooms(); for (var world_name of this.worlds.keys()) { await this.destroyWorld(world_name); } for (var room_name of this.rooms.keys()) { await this.destroyRoom(room_name); } if (this.matcher) { this.matcher.stop(); } if (this.roomAdmin) { this.roomAdmin.destroy(); } this.emitEvent('channel_destroyed', { channel_id: this.channel_id, timestamp: Date.now() }); return true; }; /** * 保存所有房间数据 * @returns {Promise<void>} */ Channel.prototype._saveRooms = async function () { try { var promises = []; for (var room of this.roomAdmin._rooms.values()) { promises.push(room.do('save')); } await Promise.all(promises); this.log('info', `保存所有房间数据成功,共 ${this.roomAdmin._rooms.size} 个`); } catch (error) { this.log('error', `保存房间数据失败: `, error); } }; /** * 获取频道玩家数量 * @returns {number} 玩家数量 */ Channel.prototype.getPlayerNum = function () { return this.player_ids.size; }; /** * 进入主世界 * @param {string} player_id 玩家ID */ Channel.prototype.enterMainWorld = function (player_id) { this.enterWorld(player_id, this._main_world_id); }; /** * 进入世界 * @param {string} player_id 玩家ID * @param {string} world_id 世界ID * @returns {object} 世界对象 */ Channel.prototype.enterWorld = function (player_id, world_id) { let world = this.getWorldById(world_id); if (!world) { throw new Error(`世界 ${world_id} 不存在`); } world.enter(player_id); return world; }; /** * 根据世界ID获取世界对象 * @param {string} world_id 世界ID * @returns {object|null} 世界对象 */ Channel.prototype.getWorldById = function (world_id) { return this.worlds.get(world_id); }; /** * 根据世界名称获取世界对象 * @param {string} name 世界名称 * @returns {object|null} 世界对象 */ Channel.prototype.getWorldByName = function (name) { for (let world of this.worlds.values()) { if (world.config.name === name) { return world; } } return null; }; /** * 创建游戏世界 * @param {object} config 世界配置 * @param {string} world_id 世界ID * @returns {object} 世界对象 */ Channel.prototype.createWorld = async function (config, world_id) { // let game = this.game[config.type]; // if (!game) { // throw new Error(`游戏类型 ${config.type} 不存在`); // } // return await game.createWorld(config, world_id); }; exports.Channel = Channel;