目录
一、项目简介
二、用户模块
1、创建用户实体类
@Data
public class User {
private int userId; //用户id
private String username; //用户名
private String password; //用户密码
private int score; //用户分数
private int totalCount; //用户的比赛场次
private int winCount; //用户的获胜场次
}
2、编写userMapper接口文件
@Mapper
public interface UserMapper {
// 插入用户. 用于注册功能,返回受影响的行数
int insert(User user);
// 根据用户名, 来查询用户的详细信息. 用于登录功能
User selectByName(String username);
// 总比赛场数 + 1, 获胜场数 + 1, 天梯分数 + 30
void userWin(int userId);
// 总比赛场数 + 1, 获胜场数 不变, 天梯分数 - 30
void userLose(int userId);
}
3、实现userMapper.xml文件
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE mapper PUBLIC "-//mybatis.org//DTD Mapper 3.0//EN" "http://mybatis.org/dtd/mybatis-3-mapper.dtd">
<mapper namespace="com.example.gobang.mapper.UserMapper">
<insert id="insert">
insert into user(username,password,score,totalCount,winCount) values(#{username},#{password},1000,0,0);
</insert>
<update id="userWin">
update user set totalCount = totalCount + 1, winCount = winCount + 1, score = score + 30
where userId = #{userId}
</update>
<update id="userLose">
update user set totalCount = totalCount + 1, score = score - 30
where userId = #{userId}
</update>
<select id="selectByName" resultType="com.example.gobang.model.User">
select * from user where username = #{username}
</select>
</mapper>
4、对用户密码进行加密
public class PasswordUtil {
/*加密操作*/
public static String encryption(String password){
String salt = IdUtil.simpleUUID();//生成随机的32位盐值
String midpwd = SecureUtil.md5(salt+password);
return salt+"#"+midpwd;//方便解密
}
/*解密:判断密码是否相同,并不能得到解密后的密码*/
public static boolean decrypt(String password,String truePassword){
if(StringUtils.hasLength(password) && StringUtils.hasLength(truePassword)){
if(truePassword.length() == 65 && truePassword.contains("#")){
String[] pwd = truePassword.split("#");
String salt = pwd[0];//得到盐值
String midPassword = pwd[1];//得到盐值+密码使用md5加密后的密码
password = SecureUtil.md5(salt+password);
if(password.equals(midPassword)){
return true;
}
}
}
return false;
}
}
5、实现用户登录功能
后端代码实现:
@RequestMapping("/login")
public Object login(String username, String password, HttpServletRequest req) {
if(!StringUtils.hasLength(username)){
return null;
}
// 根据username找到匹配的用户, 并且密码也一致, 就认为登录成功
User user = userService.selectByName(username);
if (user == null || !PasswordUtil.decrypt(password, user.getPassword())) {
// 登录失败;
return null;
}
HttpSession httpSession = req.getSession(true);
httpSession.setAttribute("user", user);
return user;
}
前端代码实现:
<script>
function login(){
//对登录名和密码进行非空校验
var username = jQuery("#username");
var password = jQuery("#password");
//对首部去空格后进行非空校验
if(jQuery.trim(username.val()) === ""){
alert("请输入登录名");
//清除原有数据,将光标定位到输入框起始位置
username.focus();
return;
}
if(jQuery.trim(password.val()) === ""){
alert("请输入密码");
password.focus();
return;
}
jQuery.ajax({
url:"login",
type:"GET",
data:{"username":username.val(),"password":password.val()},
success:function (user){
if(user && user.userId > 0){
//登录成功,进入游戏大厅页面
location.href = "game_hall.html";
}else{
alert("用户名或密码输入错误");
}
}
});
}
</script>
6、实现用户注册功能
后端代码实现:
@RequestMapping("/register")
public int register(String username, String password) {
if(!StringUtils.hasLength(username) || !StringUtils.hasLength(password)){
return -1;
}
if(userService.selectByName(username) != null){
return 0;
}
//将存入数据库中的密码进行加密
password = PasswordUtil.encryption(password);
User user = new User();
user.setUsername(username);
user.setPassword(password);
//将用户存入到数据库
if(userService.insert(user) > 0){
return 1;
}
return -1;
}
前端代码实现:
<script>
//进行注册操作
function reg(){
var username = jQuery("#username");
var password = jQuery("#password");
var password2 = jQuery("#password2");
//非空校验
if(jQuery.trim(username.val()) === ""){
alert("请先输入用户名");
username.focus();
return false;
}
if(jQuery.trim(password.val()) === ""){
alert("请先输入密码");
password.focus();
return false;
}
if(jQuery.trim(password2.val()) === ""){
alert("请先输入确认密码");
password2.focus();
return false;
}
if(password.val() !== password2.val()){
alert("两次密码输入不一致,请重新输入");
password.focus();
password2.focus();
return false;
}
jQuery.ajax({
url:"register",
type:"POST",
data:{
"username":username.val(),
"password":password.val(),
},
success:function(result){
if(result === 1){
alert("注册成功!");
location.href = "login.html";
}else if(result === 0){
alert("用户名已存在")
}else if (result === -1) {
alert("注册失败")
}
}
});
}
</script>
三、实现用户匹配模块
1、展示用户个人信息
前端代码实现:
<script>
$.ajax({
method: 'get',
url: '/userInfo',
success: function(data) {
let screen = document.querySelector('#screen');
screen.innerHTML = '玩家: ' + data.username + ', 分数: ' + data.score + "<br> 比赛场次: " + data.totalCount + ", 获胜场次: " + data.winCount;
}
});
</script>
后端代码实现:
@RequestMapping("/userInfo")
public Object getUserInfo(HttpServletRequest req) {
HttpSession httpSession = req.getSession(false);
User user = (User) httpSession.getAttribute("user");
// 根据username来查询
User newUser = userService.selectByName(user.getUsername());
return newUser;
}
2、匹配请求类
@Data
public class MatchRequest {
private String message = ""; //匹配请求信息
}
3、匹配响应类
@Data
public class MatchResponse {
private boolean ok; //是否响应成功
private String reason; //响应失败原因
private String message; //响应信息
}
4、创建用户管理类
@Component
public class OnlineUserManager {
// 表示当前用户在游戏大厅在线状态.
private ConcurrentHashMap<Integer, WebSocketSession> gameHall = new ConcurrentHashMap<>();
// 表示当前用户在游戏房间的在线状态.
private ConcurrentHashMap<Integer, WebSocketSession> gameRoom = new ConcurrentHashMap<>();
public void enterGameHall(int userId, WebSocketSession webSocketSession) {
gameHall.put(userId, webSocketSession);
}
public void exitGameHall(int userId) {
gameHall.remove(userId);
}
public WebSocketSession getFromGameHall(int userId) {
return gameHall.get(userId);
}
public void enterGameRoom(int userId, WebSocketSession webSocketSession) {
gameRoom.put(userId, webSocketSession);
}
public void exitGameRoom(int userId) {
gameRoom.remove(userId);
}
public WebSocketSession getFromGameRoom(int userId) {
return gameRoom.get(userId);
}
}
5、创建房间类
public class Room {
private String roomId;
// 玩家1
private User user1;
// 玩家2
private User user2;
// 先手方的用户 id
private int whiteUserId = 0;
// 棋盘, 数字 0 表示未落子位置. 数字 1 表示玩家 1 的落子. 数字 2 表示玩家 2 的落子
private static final int MAX_ROW = 15;
private static final int MAX_COL = 15;
private int[][] chessBoard = new int[MAX_ROW][MAX_COL];
private ObjectMapper objectMapper = new ObjectMapper();
private OnlineUserManager onlineUserManager;
public Room() {
// 使用 uuid 作为唯一身份标识
roomId = UUID.randomUUID().toString();
}
}
6、实现房间管理类
@Component
public class RoomManager {
// key 为 roomId, value 为一个 Room 对象
private ConcurrentHashMap<String, Room> rooms = new ConcurrentHashMap<>();
private ConcurrentHashMap<Integer, String> userIdToRoomId = new ConcurrentHashMap<>();
public void addRoom(Room room, int userId1, int userId2) {
rooms.put(room.getRoomId(), room);
userIdToRoomId.put(userId1, room.getRoomId());
userIdToRoomId.put(userId2, room.getRoomId());
}
public Room getRoomByRoomId(String roomId) {
return rooms.get(roomId);
}
public Room getRoomByUserId(int userId) {
String roomId = userIdToRoomId.get(userId);
if (roomId == null) {
return null;
}
return getRoomByRoomId(roomId);
}
public void removeRoom(String roomId, int userId1, int userId2) {
rooms.remove(roomId);
userIdToRoomId.remove(userId1);
userIdToRoomId.remove(userId2);
}
}
5、实现匹配器类
@Component
public class Matcher {
// 创建三个匹配队列
private Queue<User> normalQueue = new LinkedList<>();
private Queue<User> highQueue = new LinkedList<>();
private Queue<User> veryHighQueue = new LinkedList<>();
@Autowired
private OnlineUserManager onlineUserManager;
@Autowired
private RoomManager roomManager;
private ObjectMapper objectMapper = new ObjectMapper();
// 操作匹配队列的方法.
// 把玩家放到匹配队列中
public void add(User user) {
if (user.getScore() < 2000) {
synchronized (normalQueue) {
normalQueue.offer(user);
normalQueue.notify();
}
System.out.println("把玩家 " + user.getUsername() + " 加入到了 normalQueue 中!");
} else if (user.getScore() >= 2000 && user.getScore() < 3000) {
synchronized (highQueue) {
highQueue.offer(user);
highQueue.notify();
}
System.out.println("把玩家 " + user.getUsername() + " 加入到了 highQueue 中!");
} else {
synchronized (veryHighQueue) {
veryHighQueue.offer(user);
veryHighQueue.notify();
}
System.out.println("把玩家 " + user.getUsername() + " 加入到了 veryHighQueue 中!");
}
System.out.println(normalQueue.size());
}
// 当玩家点击停止匹配的时候, 就需要把玩家从匹配队列中删除
public void remove(User user) {
if (user.getScore() < 2000) {
synchronized (normalQueue) {
normalQueue.remove(user);
}
System.out.println("把玩家 " + user.getUsername() + " 移除了 normalQueue!");
} else if (user.getScore() >= 2000 && user.getScore() < 3000) {
synchronized (highQueue) {
highQueue.remove(user);
}
System.out.println("把玩家 " + user.getUsername() + " 移除了 highQueue!");
} else {
synchronized (veryHighQueue) {
veryHighQueue.remove(user);
}
System.out.println("把玩家 " + user.getUsername() + " 移除了 veryHighQueue!");
}
}
public Matcher() {
// 创建三个线程, 分别针对这三个匹配队列, 进行操作.
Thread t1 = new Thread() {
@Override
public void run() {
// 扫描 normalQueue
while (true) {
handlerMatch(normalQueue);
}
}
};
t1.start();
Thread t2 = new Thread(){
@Override
public void run() {
while (true) {
handlerMatch(highQueue);
}
}
};
t2.start();
Thread t3 = new Thread() {
@Override
public void run() {
while (true) {
handlerMatch(veryHighQueue);
}
}
};
t3.start();
}
}
private void handlerMatch(Queue<User> matchQueue) {
synchronized (matchQueue) {
try {
// 保证只有一个玩家在队列的时候, 不会被出队列. 从而能支持取消功能.
while (matchQueue.size() < 2) {
matchQueue.wait();
}
// 1. 尝试获取两个元素
User player1 = matchQueue.poll();
User player2 = matchQueue.poll();
System.out.println("匹配出两个玩家: " + player1.getUserId() + ", " + player2.getUserId());
// 2. 检查玩家在线状态(可能在匹配中玩家突然关闭页面)
WebSocketSession session1 = onlineUserManager.getSessionFromGameHall(player1.getUserId());
WebSocketSession session2 = onlineUserManager.getSessionFromGameHall(player2.getUserId());
if (session1 == null) {
// 如果玩家1 下线, 则把玩家2 放回匹配队列
matchQueue.offer(player2);
return;
}
if (session2 == null) {
// 如果玩家2 下线, 则把玩家1 放回匹配队列
matchQueue.offer(player1);
return;
}
if (session1 == session2) {
// 如果得到的两个 session 相同, 说明是同一个玩家两次进入匹配队列
// 例如玩家点击开始匹配后, 刷新页面, 重新再点开始匹配
// 此时也把玩家放回匹配队列
matchQueue.offer(player1);
return;
}
// 3. 将这两个玩家加入到游戏房间中.
// TODO 一会再写
// 4. 给玩家1 发回响应数据
MatchResponse response1 = new MatchResponse();
response1.setMessage("matchSuccess");
session1.sendMessage(new TextMessage(objectMapper.writeValueAsString(response1)));
// 5. 给玩家2 发回响应数据
MatchResponse response2 = new MatchResponse();
response2.setMessage("matchSuccess");
session2.sendMessage(new TextMessage(objectMapper.writeValueAsString(response2)));
} catch (InterruptedException | IOException e) {
e.printStackTrace();
}
}
}
6、实现匹配处理类
@Component
public class MatchAPI extends TextWebSocketHandler {
private ObjectMapper objectMapper = new ObjectMapper();
@Autowired
private OnlineUserManager onlineUserManager;
@Autowired
private Matcher matcher;
@Component
public class MatchAPI extends TextWebSocketHandler {
}
@Override
protected void handleTextMessage(WebSocketSession session, TextMessage message) throws Exception {
}
@Override
public void handleTransportError(WebSocketSession session, Throwable exception) throws Exception {
}
@Override
public void afterConnectionClosed(WebSocketSession session, CloseStatus status) throws Exception {
}
}
处理连接请求
@Override
public void afterConnectionEstablished(WebSocketSession session) throws Exception {
// 1. 拿到用户信息.
User user = (User) session.getAttributes().get("user");
if (user == null) {
// 拿不到用户的登录信息, 说明玩家未登录就进入游戏大厅了.
// 则返回错误信息并关闭连接
MatchResponse response = new MatchResponse();
response.setOk(false);
response.setReason("玩家尚未登录!");
session.sendMessage(new TextMessage(objectMapper.writeValueAsString(response)));
return;
}
// 2. 检查玩家的上线状态
if (onlineUserManager.getSessionFromGameHall(user.getUserId()) != null
|| onlineUserManager.getSessionFromGameRoom(user.getUserId()) != null) {
MatchResponse response = new MatchResponse();
response.setOk(false);
response.setReason("禁止多开游戏大厅页面!");
session.sendMessage(new TextMessage(objectMapper.writeValueAsString(response)));
return;
}
// 3. 设置玩家上线状态
onlineUserManager.enterGameHall(user.getUserId(), session);
System.out.println("玩家进入匹配页面: " + user.getUserId());
}
处理开始匹配/取消匹配请求
@Override
protected void handleTextMessage(WebSocketSession session, TextMessage message) throws Exception {
// 1. 拿到用户信息.
User user = (User) session.getAttributes().get("user");
if (user == null) {
System.out.println("[onMessage] 玩家尚未登录!");
return;
}
System.out.println("开始匹配: " + user.getUserId() + " message: " + message.toString());
// 2. 解析读到的数据为 json 对象
MatchRequest request = objectMapper.readValue(message.getPayload(), MatchRequest.class);
MatchResponse response = new MatchResponse();
if (request.getMessage().equals("startMatch")) {
matcher.add(user);
response.setMessage("startMatch");
} else if (request.getMessage().equals("stopMatch")) {
matcher.remove(user);
response.setMessage("stopMatch");
} else {
// 匹配失败
response.setOk(false);
response.setReason("非法的匹配请求!");
}
session.sendMessage(new TextMessage(objectMapper.writeValueAsString(response)));
}
处理连接关闭
@Override
public void afterConnectionClosed(WebSocketSession session, CloseStatus status) throws Exception {
User user = (User) session.getAttributes().get("user");
if (user == null) {
System.out.println("[onClose] 玩家尚未登录!");
return;
}
WebSocketSession existSession = onlineUserManager.getSessionFromGameHall(user.getUserId());
if (existSession != session) {
System.out.println("当前的会话不是玩家游戏中的会话, 不做任何处理!");
return;
}
System.out.println("玩家离开匹配页面: " + user.getUserId());
onlineUserManager.exitGameHall(user.getUserId());
// 如果玩家在匹配中, 则关闭页面时把玩家移出匹配队列
matcher.remove(user);
}
处理连接异常
@Override
public void handleTransportError(WebSocketSession session, Throwable exception) throws Exception {
User user = (User) session.getAttributes().get("user");
if (user == null) {
System.out.println("[onError] 玩家尚未登录!");
return;
}
WebSocketSession existSession = onlineUserManager.getSessionFromGameHall(user.getUserId());
if (existSession != session) {
System.out.println("当前的会话不是玩家游戏中的会话, 不做任何处理!");
return;
}
System.out.println("匹配页面连接出现异常! userId: " + user.getUserId() + ", message: " + exception.getMessage());
onlineUserManager.exitGameHall(user.getUserId());
// 如果玩家在匹配中, 则关闭页面时把玩家移出匹配队列
matcher.remove(user);
}
前端代码实现:
// 1. 和服务器建立连接
let websocket = new WebSocket('ws://127.0.0.1:8080/findMatch');
// 2. 点击开始匹配
let button = document.querySelector('#match-button');
button.onclick = function() {
if (websocket.readyState == websocket.OPEN) {
if (button.innerHTML == '开始匹配') {
console.log('开始匹配!');
websocket.send(JSON.stringify({
message: 'startMatch',
}));
} else if (button.innerHTML == '匹配中...(点击取消)') {
console.log('取消匹配!');
websocket.send(JSON.stringify({
message: 'stopMatch'
}));
}
} else {
alert('当前您连接断开! 请重新登录!');
location.assign('/login.html');
}
}
// 3. 处理服务器的响应
websocket.onmessage = function(e) {
let resp = JSON.parse(e.data)
if (!resp.ok) {
console.log('游戏大厅中发生错误: ' + resp.reason);
location.assign('/login.html');
return;
}
if (resp.message == 'startMatch') {
console.log('进入匹配队列成功!');
button.innerHTML = '匹配中...(点击取消)';
} else if (resp.message == 'stopMatch') {
console.log('离开匹配队列成功!');
button.innerHTML = '开始匹配';
} else if (resp.message == 'matchSuccess') {
console.log('匹配成功! 进入游戏页面!');
location.assign('/game_room.html');
} else {
console.log('非法的 message: ' + resp.message);
}
}
// 4. 监听窗口关闭事件,当窗口关闭时,主动去关闭websocket连接,防止连接还没断开就关闭窗口,server端会抛异常。
window.onbeforeunload = function () {
websocket.close();
}
四、实现五子棋对战模块
1、前端绘制棋盘和棋子
gameInfo = {
roomId: null,
thisUserId: null,
thatUserId: null,
isWhite: true,
}
function setScreenText(me) {
let screen = document.querySelector('#screen');
if (me) {
screen.innerHTML = "轮到你落子了!";
} else {
screen.innerHTML = "轮到对方落子了!";
}
}
//初始化游戏
function initGame() {
// 是我下还是对方下. 根据服务器分配的先后手情况决定
let me = gameInfo.isWhite;
// 游戏是否结束
let over = false;
let chessBoard = [];
//初始化chessBord数组(表示棋盘的数组)
for (let i = 0; i < 15; i++) {
chessBoard[i] = [];
for (let j = 0; j < 15; j++) {
chessBoard[i][j] = 0;
}
}
let chess = document.querySelector('#chess');
let context = chess.getContext('2d');
context.strokeStyle = "#BFBFBF";
// 背景图片
let logo = new Image();
logo.src = "image/sky.jpeg";
logo.onload = function () {
context.drawImage(logo, 0, 0, 450, 450);
initChessBoard();
}
// 绘制棋盘网格
function initChessBoard() {
for (let i = 0; i < 15; i++) {
context.moveTo(15 + i * 30, 15);
context.lineTo(15 + i * 30, 430);
context.stroke();
context.moveTo(15, 15 + i * 30);
context.lineTo(435, 15 + i * 30);
context.stroke();
}
}
// 绘制一个棋子, me 为 true
function oneStep(i, j, isWhite) {
context.beginPath();
context.arc(15 + i * 30, 15 + j * 30, 13, 0, 2 * Math.PI);
context.closePath();
var gradient = context.createRadialGradient(15 + i * 30 + 2, 15 + j * 30 - 2, 13, 15 + i * 30 + 2, 15 + j * 30 - 2, 0);
if (!isWhite) {
gradient.addColorStop(0, "#0A0A0A");
gradient.addColorStop(1, "#636766");
} else {
gradient.addColorStop(0, "#D1D1D1");
gradient.addColorStop(1, "#F9F9F9");
}
context.fillStyle = gradient;
context.fill();
}
}
2、前端初始化 websocket
websocket = new WebSocket("ws://127.0.0.1:8080/game");
//连接成功建立的回调方法
websocket.onopen = function (event) {
console.log("open");
}
//连接关闭的回调方法
websocket.onclose = function () {
console.log("close");
}
//连接发生错误的回调方法
websocket.onerror = function () {
console.log("error");
alert('和服务器连接断开! 返回游戏大厅!')
location.assign('/game_hall.html')
};
//监听窗口关闭事件,当窗口关闭时,主动去关闭websocket连接,防止连接还没断开就关闭窗口,server端会抛异常。
window.onbeforeunload = function () {
websocket.close();
}
websocket.onmessage = function (event) {
console.log('handlerGameReady: ' + event.data);
let response = JSON.parse(event.data);
if (response.message != 'gameReady') {
console.log('响应类型错误!');
return;
}
if (!response.ok) {
alert('连接游戏失败! reason: ' + response.reason);
location.assign('/game_hall.html')
return;
}
// 初始化游戏信息
gameInfo.roomId = response.roomId;
gameInfo.thisUserId = response.thisUserId;
gameInfo.thatUserId = response.thatUserId;
gameInfo.isWhite = (response.whiteUserId == gameInfo.thisUserId);
console.log('[gameReady] ' + JSON.stringify(gameInfo));
// 初始化棋盘
initGame();
// 设置 #screen 的显示
setScreenText(gameInfo.isWhite);
}
3、处理落子请求
chess.onclick = function (e) {
if (over) {
return;
}
if (!me) {
return;
}
let x = e.offsetX;
let y = e.offsetY;
// 注意, 横坐标是列, 纵坐标是行
let col = Math.floor(x / 30);
let row = Math.floor(y / 30);
if (chessBoard[row][col] == 0) {
send(row, col);
}
}
function send(row, col) {
console.log("send");
let request = {
message: "putChess",
userId: gameInfo.thisUserId,
row: row,
col: col,
}
websocket.send(JSON.stringify(request));
}
4、处理落子响应
websocket.onmessage = function (event) {
console.log('handlerPutChess: ' + event.data);
let response = JSON.parse(event.data);
if (response.message != 'putChess') {
console.log('响应类型错误!');
return;
}
// 1. 判断 userId 是自己的响应还是对方的响应,
// 以此决定当前这个子该画啥颜色的
if (response.userId == gameInfo.thisUserId) {
oneStep(response.col, response.row, gameInfo.isWhite);
} else if (response.userId == gameInfo.thatUserId) {
oneStep(response.col, response.row, !gameInfo.isWhite);
} else {
console.log('[putChess] response userId 错误! response=' + JSON.stringify(response));
return;
}
chessBoard[response.row][response.col] = 1;
me = !me; // 接下来该下个人落子了.
// 2. 判断游戏是否结束
if (response.winner != 0) {
// 胜负已分
if (response.winner == gameInfo.thisUserId) {
alert("你赢了!");
} else {
alert("你输了");
}
// 如果游戏结束, 则关闭房间, 回到游戏大厅.
location.assign('/game_hall.html')
}
// 3. 更新界面显示
setScreenText(me);
}
5、定义落子请求类
@Data
public class GameReadyResponse {
private String message = "gameReady";
private boolean ok = true;
private String reason = "";
private String roomId = "";
private int thisUserId = 0;
private int thatUserId = 0;
private int whiteUserId = 0;
}
@Data
public class GameRequest {
private String message = "putChess";
private int userId;
private int row;
private int col;
}
6、定义落子响应类
@Data
public class GameResponse {
private String message = "putChess";
private int userId;
private int row;
private int col;
private int winner; // 胜利玩家的 userId
}
7、实现对战功能
// 玩家落子
public void putChess(String message) throws IOException {
GameRequest req = objectMapper.readValue(message, GameRequest.class);
GameResponse response = new GameResponse();
// 1. 进行落子
int chess = req.getUserId() == user1.getUserId() ? 1 : 2;
int row = req.getRow();
int col = req.getCol();
if (chessBoard[row][col] != 0) {
System.out.println("落子位置有误! " + req);
return;
}
chessBoard[row][col] = chess;
printChessBoard();
// 2. 检查游戏结束
// 返回的 winner 为玩家的 userId
int winner = checkWinner(chess, row, col);
// 3. 把响应写回给玩家
response.setUserId(req.getUserId());
response.setRow(row);
response.setCol(col);
response.setWinner(winner);
WebSocketSession session1 = onlineUserManager.getSessionFromGameRoom(user1.getUserId());
WebSocketSession session2 = onlineUserManager.getSessionFromGameRoom(user2.getUserId());
if (session1 == null) {
// 玩家1 掉线, 直接认为玩家2 获胜
response.setWinner(user2.getUserId());
System.out.println("玩家1 掉线!");
}
if (session2 == null) {
// 玩家2 掉线, 直接认为玩家1 获胜
response.setWinner(user1.getUserId());
System.out.println("玩家2 掉线!");
}
String responseJson = objectMapper.writeValueAsString(response);
if (session1 != null) {
session1.sendMessage(new TextMessage(responseJson));
}
if (session2 != null) {
session2.sendMessage(new TextMessage(responseJson));
}
// 4. 如果玩家胜负已分, 就把 room 从管理器中销毁
if (response.getWinner() != 0) {
userMapper.userWin(response.getWinner() == user1.getUserId() ? user1 : user2);
userMapper.userLose(response.getWinner() == user1.getUserId() ? user2 : user1);
roomManager.removeRoom(roomId, user1.getUserId(), user2.getUserId());
System.out.println("游戏结束, 房间已经销毁! roomId: " + roomId + " 获胜方为: " + response.getWinner());
}
}
8、实现胜负判定
// 判定棋盘形式, 找出胜利的玩家.
// 如果游戏分出胜负, 则返回玩家的 id.
// 如果未分出胜负, 则返回 0
// chess 值为 1 表示玩家1 的落子. 为 2 表示玩家2 的落子
private int checkWinner(int chess, int row, int col) {
// 以 row, col 为中心
boolean done = false;
// 1. 检查所有的行(循环五次)
for (int c = col - 4; c <= col; c++) {
if (c < 0 || c >= MAX_COL) {
continue;
}
if (chessBoard[row][c] == chess
&& chessBoard[row][c + 1] == chess
&& chessBoard[row][c + 2] == chess
&& chessBoard[row][c + 3] == chess
&& chessBoard[row][c + 4] == chess) {
done = true;
}
}
// 2. 检查所有的列(循环五次)
for (int r = row - 4; r <= row; r++) {
if (r < 0 || r >= MAX_ROW) {
continue;
}
if (chessBoard[r][col] == chess
&& chessBoard[r + 1][col] == chess
&& chessBoard[r + 2][col] == chess
&& chessBoard[r + 3][col] == chess
&& chessBoard[r + 4][col] == chess) {
done = true;
}
}
// 3. 检查左对角线
for (int r = row - 4, c = col - 4; r <= row && c <= col; r++, c++) {
if (r < 0 || r >= MAX_ROW || c < 0 || c >= MAX_COL) {
continue;
}
if (chessBoard[r][c] == chess
&& chessBoard[r + 1][c + 1] == chess
&& chessBoard[r + 2][c + 2] == chess
&& chessBoard[r + 3][c + 3] == chess
&& chessBoard[r + 4][c + 4] == chess) {
done = true;
}
}
// 4. 检查右对角线
for (int r = row - 4, c = col + 4; r <= row && c >= col; r++, c--) {
if (r < 0 || r >= MAX_ROW || c < 0 || c >= MAX_COL) {
continue;
}
if (chessBoard[r][c] == chess
&& chessBoard[r + 1][c - 1] == chess
&& chessBoard[r + 2][c - 2] == chess
&& chessBoard[r + 3][c - 3] == chess
&& chessBoard[r + 4][c - 4] == chess) {
done = true;
}
}
if (!done) {
return 0;
}
return chess == 1 ? user1.getUserId() : user2.getUserId();
}
9、实现游戏处理类
@Component
public class GameAPI extends TextWebSocketHandler {
private ObjectMapper objectMapper = new ObjectMapper();
@Autowired
private RoomManager roomManager;
// 这个是管理 game 页面的会话
@Autowired
private OnlineUserManager onlineUserManager;
@Override
public void afterConnectionEstablished(WebSocketSession session) throws Exception {
}
@Override
protected void handleTextMessage(WebSocketSession session, TextMessage message) throws Exception {
}
@Override
public void handleTransportError(WebSocketSession session, Throwable exception) throws Exception {
}
@Override
public void afterConnectionClosed(WebSocketSession session, CloseStatus status) throws Exception {
}
}
处理连接成功
@Override
public void afterConnectionEstablished(WebSocketSession session) throws Exception {
GameReadyResponse resp = new GameReadyResponse();
User user = (User) session.getAttributes().get("user");
if (user == null) {
resp.setOk(false);
resp.setReason("用户尚未登录!");
session.sendMessage(new TextMessage(objectMapper.writeValueAsString(resp)));
return;
}
Room room = roomManager.getRoomByUserId(user.getUserId());
if (room == null) {
resp.setOk(false);
resp.setReason("用户并未匹配成功! 不能开始游戏!");
session.sendMessage(new TextMessage(objectMapper.writeValueAsString(resp)));
return;
}
System.out.println("连接游戏! roomId=" + room.getRoomId() + ", userId=" + user.getUserId());
// 先判定用户是不是已经在游戏中了.
if (onlineUserManager.getSessionFromGameHall(user.getUserId()) != null
|| onlineUserManager.getSessionFromGameRoom(user.getUserId()) != null) {
resp.setOk(false);
resp.setReason("禁止多开游戏页面!");
session.sendMessage(new TextMessage(objectMapper.writeValueAsString(resp)));
return;
}
// 更新会话
onlineUserManager.enterGameRoom(user.getUserId(), session);
// 同一个房间的两个玩家, 同时连接时要考虑线程安全问题.
synchronized (room) {
if (room.getUser1() == null) {
room.setUser1(user);
// 设置 userId1 为先手方
room.setWhiteUserId(user.getUserId());
System.out.println("userId=" + user.getUserId() + " 玩家1准备就绪!");
return;
}
if (room.getUser2() == null) {
room.setUser2(user);
System.out.println("userId=" + user.getUserId() + " 玩家2准备就绪!");
// 通知玩家1 就绪
noticeGameReady(room, room.getUser1().getUserId(), room.getUser2().getUserId());
// 通知玩家2 就绪
noticeGameReady(room, room.getUser2().getUserId(), room.getUser1().getUserId());
return;
}
}
// 房间已经满了!
resp.setOk(false);
String log = "roomId=" + room.getRoomId() + " 已经满了! 连接游戏失败!";
resp.setReason(log);
session.sendMessage(new TextMessage(objectMapper.writeValueAsString(resp)));
System.out.println(log);
}
通知玩家就绪
private void noticeGameReady(Room room, int thisUserId, int thatUserId) throws IOException {
GameReadyResponse resp = new GameReadyResponse();
resp.setRoomId(room.getRoomId());
resp.setThisUserId(thisUserId);
resp.setThatUserId(thatUserId);
resp.setWhiteUserId(room.getWhiteUserId());
WebSocketSession session1 = onlineUserManager.getSessionFromGameRoom(thisUserId);
session1.sendMessage(new TextMessage(objectMapper.writeValueAsString(resp)));
}
处理落子请求
@Override
protected void handleTextMessage(WebSocketSession session, TextMessage message) throws Exception {
User user = (User) session.getAttributes().get("user");
if (user == null) {
return;
}
Room room = roomManager.getRoomByUserId(user.getUserId());
room.putChess(message.getPayload());
}
通知另一个玩家获胜
// 通知另外一个玩家直接获胜!
private void noticeThatUserWin(User user) throws IOException {
Room room = roomManager.getRoomByUserId(user.getUserId());
if (room == null) {
System.out.println("房间已经释放, 无需通知!");
return;
}
User thatUser = (user == room.getUser1() ? room.getUser2() : room.getUser1());
WebSocketSession session = onlineUserManager.getSessionFromGameRoom(thatUser.getUserId());
if (session == null) {
System.out.println(thatUser.getUserId() + " 该玩家已经下线, 无需通知!");
return;
}
GameResponse resp = new GameResponse();
resp.setUserId(thatUser.getUserId());
resp.setWinner(thatUser.getUserId());
session.sendMessage(new TextMessage(objectMapper.writeValueAsString(resp)));
}
处理玩家下线 以及 连接出错
@Override
public void handleTransportError(WebSocketSession session, Throwable exception) throws Exception {
User user = (User) session.getAttributes().get("user");
if (user == null) {
return;
}
WebSocketSession existSession = onlineUserManager.getSessionFromGameRoom(user.getUserId());
if (existSession != session) {
System.out.println("当前的会话不是玩家游戏中的会话, 不做任何处理!");
return;
}
System.out.println("连接出错! userId=" + user.getUserId());
onlineUserManager.exitGameRoom(user.getUserId());
noticeThatUserWin(user);
}
@Override
public void afterConnectionClosed(WebSocketSession session, CloseStatus status) throws Exception {
User user = (User) session.getAttributes().get("user");
if (user == null) {
return;
}
WebSocketSession existSession = onlineUserManager.getSessionFromGameRoom(user.getUserId());
if (existSession != session) {
System.out.println("当前的会话不是玩家游戏中的会话, 不做任何处理!");
return;
}
System.out.println("用户退出! userId=" + user.getUserId());
onlineUserManager.exitGameRoom(user.getUserId());
noticeThatUserWin(user);
}