@yyyu-star/arcade-kit 0.19.1 → 0.20.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.md +31 -0
- package/README.md +48 -2
- package/dist/client.d.ts +44 -1
- package/dist/client.d.ts.map +1 -1
- package/dist/client.js +103 -0
- package/dist/client.js.map +1 -1
- package/dist/fun-logic.d.ts +8 -0
- package/dist/fun-logic.d.ts.map +1 -1
- package/dist/fun-logic.js +12 -1
- package/dist/fun-logic.js.map +1 -1
- package/dist/game.d.ts +7 -0
- package/dist/game.d.ts.map +1 -1
- package/dist/game.js +38 -0
- package/dist/game.js.map +1 -1
- package/dist/internal.d.ts +4 -0
- package/dist/internal.d.ts.map +1 -1
- package/dist/internal.js +6 -0
- package/dist/internal.js.map +1 -1
- package/dist/match.d.ts +85 -0
- package/dist/match.d.ts.map +1 -0
- package/dist/match.js +361 -0
- package/dist/match.js.map +1 -0
- package/dist/meter.d.ts +38 -0
- package/dist/meter.d.ts.map +1 -1
- package/dist/meter.js +56 -14
- package/dist/meter.js.map +1 -1
- package/dist/protocol.d.ts +35 -0
- package/dist/protocol.d.ts.map +1 -1
- package/dist/protocol.js.map +1 -1
- package/dist/room.d.ts +48 -1
- package/dist/room.d.ts.map +1 -1
- package/dist/room.js +157 -17
- package/dist/room.js.map +1 -1
- package/dist/table-chat.d.ts +5 -1
- package/dist/table-chat.d.ts.map +1 -1
- package/dist/table-chat.js +25 -2
- package/dist/table-chat.js.map +1 -1
- package/dist/table-fun.d.ts +31 -7
- package/dist/table-fun.d.ts.map +1 -1
- package/dist/table-fun.js +31 -14
- package/dist/table-fun.js.map +1 -1
- package/dist/worker.d.ts +12 -0
- package/dist/worker.d.ts.map +1 -1
- package/dist/worker.js +44 -1
- package/dist/worker.js.map +1 -1
- package/package.json +5 -1
- package/src/client.ts +118 -1
- package/src/fun-logic.ts +14 -1
- package/src/game.ts +40 -0
- package/src/internal.ts +8 -0
- package/src/match.ts +371 -0
- package/src/meter.ts +68 -12
- package/src/protocol.ts +41 -0
- package/src/room.ts +171 -18
- package/src/table-chat.ts +26 -3
- package/src/table-fun.ts +53 -14
- package/src/worker.ts +44 -2
package/src/meter.ts
CHANGED
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@@ -65,6 +65,20 @@ export type MeterLevel = 'ok' | 'busy' | 'stop';
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export type Reserve = { ok: true } | { ok: false; error: 'has_room'; code: string } | { ok: false; error: 'daily_limit' | 'busy' };
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/** 几个人一起占(0.20.0):被挡时 userId 是第一个被挡的人;全站忙(busy)不是哪一个人的事,userId 为 null */
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export type ReserveMany =
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| { ok: true }
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| { ok: false; userId: string; error: 'has_room'; code: string }
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| { ok: false; userId: string; error: 'daily_limit' }
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| { ok: false; userId: null; error: 'busy' };
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/** kitPeek 的结果(0.20.0):room 是这个人开着的房间码,daily 是今天的开房次数用完了 */
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export interface Peek {
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room: string | null;
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daily: boolean;
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level: MeterLevel;
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}
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export interface Usage {
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day: string;
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writes: number;
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@@ -90,17 +104,29 @@ export class RoomMeter extends DurableObject<MeterEnv> {
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/** 开房前占一个名额(房间调)。房间没建成要调 kitRelease(…, cancel) 退回。 */
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async kitReserve(userId: string, code: string, until: number): Promise<Reserve> {
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const r = await this.kitReserveMany([userId], code, until);
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return r.ok ? r : r.error === 'has_room' ? { ok: false, error: 'has_room', code: r.code } : { ok: false, error: r.error };
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}
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/**
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* 一张桌给几个人一起占名额(0.20.0,快速匹配):要么都占上,要么一个都不占,占不上的回第一个被挡的人。
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* 全站开房数只记 1(一张桌一个房间)。一次写 1 + 人数 行(每人那一行加当天那一行),写在计量里、记进当天的数,不算房间的"每步 ≤ 2 行"
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*/
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async kitReserveMany(userIds: readonly string[], code: string, until: number): Promise<ReserveMany> {
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const now = Date.now();
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const lim = this.limits();
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const day = this.day(now);
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const
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const users = userIds.map((id) => ({ id, row: this.user(id, day.day, now) }));
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// 先说"回你的房间":在打的房间不受全站门槛影响,回去照样能玩
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if (
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if (
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if (levelOf(day.writes, lim) !== 'ok' || day.rooms >= lim.dailyRooms) return { ok: false, error: 'busy' };
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for (const { id, row } of users) if (row.live.length >= lim.roomsPerUser) return { ok: false, userId: id, error: 'has_room', code: row.live[row.live.length - 1]!.code };
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for (const { id, row } of users) if (row.count >= lim.dailyRoomsPerUser) return { ok: false, userId: id, error: 'daily_limit' };
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if (levelOf(day.writes, lim) !== 'ok' || day.rooms >= lim.dailyRooms) return { ok: false, userId: null, error: 'busy' };
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let w = 0;
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for (const { id, row } of users) {
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row.count++;
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row.live.push({ code, until: until + EXPIRY_SLACK_MS });
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w += this.saveUser(id, row);
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}
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this.saveDay(day.day, day.writes + w + 1, day.rooms + 1);
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return { ok: true };
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}
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@@ -110,22 +136,52 @@ export class RoomMeter extends DurableObject<MeterEnv> {
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* 名额已经不在(还过一次、或者已经到点作废)就只记写入,可以重复调。
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*/
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async kitRelease(userId: string, code: string, writes: number, cancel = false): Promise<MeterLevel> {
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return this.kitReleaseMany([userId], code, writes, cancel);
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}
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/**
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* 一张桌的几个人一起还(0.20.0)。cancel:开房次数也退回;room:全站开房数也退 1(默认跟着 cancel:整桌没建成)。
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* 匹配桌开打时没来的人(0.20.0)是 cancel 但不退全站数:桌子开成了,只是他的那一份退给他
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*/
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async kitReleaseMany(userIds: readonly string[], code: string, writes: number, cancel = false, room = cancel): Promise<MeterLevel> {
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const now = Date.now();
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const day = this.day(now);
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const user = this.user(userId, day.day, now);
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const i = user.live.findIndex((r) => r.code === code);
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let w = 0;
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let found = false;
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for (const id of userIds) {
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const user = this.user(id, day.day, now);
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const i = user.live.findIndex((r) => r.code === code);
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if (i < 0) continue;
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found = true;
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user.live.splice(i, 1);
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if (cancel && user.count > 0) user.count--;
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w
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w += this.saveUser(id, user);
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}
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const rooms =
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const rooms = room && found ? Math.max(0, day.rooms - 1) : day.rooms;
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const total = day.writes + clean(writes) + w + 1;
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this.saveDay(day.day, total, rooms);
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return levelOf(total, this.limits());
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}
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/**
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* 只读(0.20.0,快速匹配入队前问):这个人现在开着的房间(没有为 null)、今天的开房次数用完没有、全站的门槛。
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* 入队前就挡掉"有房间""今天用完了""联机忙"的人,不让他们白等 15 秒
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*/
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async kitPeek(userId: string): Promise<Peek> {
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const now = Date.now();
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const lim = this.limits();
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const day = this.day(now);
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const user = this.user(userId, day.day, now);
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const lv = levelOf(day.writes, lim);
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// 全站开房数到了也开不了新桌,对排队的人和"联机忙"一样
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const level = lv === 'ok' && day.rooms >= lim.dailyRooms ? 'busy' : lv;
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return {
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room: user.live.length >= lim.roomsPerUser ? user.live[user.live.length - 1]!.code : null,
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daily: user.count >= lim.dailyRoomsPerUser,
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level,
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};
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}
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/** 报一批写入(房间攒够一批时调),回现在的门槛。 */
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async kitReport(writes: number): Promise<MeterLevel> {
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const day = this.day(Date.now());
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package/src/protocol.ts
CHANGED
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@@ -69,6 +69,42 @@ export const CLOSE_REASON = {
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*/
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export type CreateError = 'login' | 'forbidden' | 'has_room' | 'daily_limit' | 'busy' | 'unavailable' | 'bad_options';
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/**
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* 快速匹配(0.20.0,docs/match.md)转单机的原因:
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* - alone 等到时间只有自己在排;daily_limit 这个人今天的联机局数用完了;busy 今天联机的人太多(全站门槛);
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* - unavailable 计量或房间暂时连不上;too_often 这一小时排得太多了;replaced 同一个人在别的页面又排了一次(这一页不用管了)。
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*/
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export type MatchSoloWhy = 'alone' | 'daily_limit' | 'busy' | 'unavailable' | 'too_often' | 'replaced';
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/** 排队时的人数(0.20.0):n 是现在排着几个人(含自己),seats 是一桌最多几个真人,left 是离"不等了"还剩几毫秒(按房间的钟算好的差值) */
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export interface MatchWaitingMsg {
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t: 'waiting';
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n: number;
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seats: number;
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left: number;
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}
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/** 凑成一桌了(0.20.0):用 code 照常进房(RoomClient),房间只认排进来的这几个人 */
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export interface MatchedMsg {
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t: 'matched';
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code: string;
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}
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/** 不排了,转本机单机(0.20.0) */
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export interface MatchSoloMsg {
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t: 'solo';
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why: MatchSoloWhy;
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}
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/** 这个人已经有一个开着的房间(0.20.0):不排队,页面带他回那个房间 */
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export interface MatchHasRoomMsg {
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t: 'has_room';
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code: string;
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}
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/** 排队连接上的下行消息(0.20.0)。排队连接只收不发,浏览器发什么都会被 1008 断开 */
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export type MatchDownMsg = MatchWaitingMsg | MatchedMsg | MatchSoloMsg | MatchHasRoomMsg;
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/** 不重连的关闭码。 */
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export function isFinalClose(code: number): boolean {
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return code === CLOSE.policy || code === CLOSE.tooBig || (code >= 4000 && code < 5000);
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@@ -176,6 +212,11 @@ export interface RoomInfo {
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* 只有在停时才有,这时 turn 是 null;游戏的 resume 出错时房间会把它往后推
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*/
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pause?: { until: number };
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/**
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* 快速匹配凑出来的桌(0.20.0):只有排进来的人能进、没有房主、人到齐(或等满 RoomLimits.matchJoinMs)自动开打。
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* 页面据此藏起房间码、邀请、叫人和"开打"按钮
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*/
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match?: true;
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}
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/** 一帧画面:按座位过滤过的游戏视图,delay 是相对上一帧的播放延迟(电脑连续出牌时用,4.4)。 */
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package/src/room.ts
CHANGED
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@@ -103,6 +103,11 @@ export interface RoomLimits {
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* 到了还办不完就记日志照样删(办事的一方要有自己的兜底,比如钱包到期退回买入)
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*/
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closingMs: number;
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/**
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* 快速匹配的桌(0.20.0):建好以后最多等排进来的人这么久,到了还没连上的座位由电脑代打、照样开打(人后来到了交还给他)。
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* 都连上了就不等,马上开
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*/
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matchJoinMs: number;
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}
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/** 4.5、4.6 的默认值。 */
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@@ -127,6 +132,7 @@ export const DEFAULT_LIMITS: RoomLimits = {
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chatPerMin: 10,
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meterBatch: 200,
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closingMs: 60 * 60_000,
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matchJoinMs: 20_000,
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};
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/** 闹钟里出错时,过这么久再醒来重试(不用"马上",免得每次都出错时连着计费)。 */
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@@ -225,6 +231,11 @@ interface Persist<S> {
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ending?: { reason: string; at: number } | null;
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/** 开房时定下的开局选项(0.4.0,RoomGame.options 校验过的);没有就是开打时由 start 定 */
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opts?: unknown;
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/**
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* 快速匹配的桌(0.20.0):排进来的人(建房时已经坐在各自的座位上)和最晚什么时候开打。
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* 只有这几个人能进;没有房主(host 只是第一个人,用来还名额以外不起作用),start 一律 not_host
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*/
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match?: { users: string[]; joinBy: number };
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}
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interface Attachment {
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@@ -241,6 +252,16 @@ export type CreateOutcome =
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| { r: 'created' | 'exists' | 'bad' | 'bad_options' | 'error' | 'unavailable' | 'busy' | 'daily_limit' }
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| { r: 'has_room'; code: string };
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/**
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* 匹配开桌的结果(kitCreateMatch → match.ts 的 MatchQueue,0.20.0)。refused:计量挡了某个人(has_room 带他那个房间的码),
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* userId 为 null 是全站忙(busy);这一桌一个名额都没占,排队那边把这个人请出去再凑
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*/
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export type MatchOutcome =
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| { r: 'created' | 'exists' | 'bad' | 'bad_options' | 'error' | 'unavailable' }
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| { r: 'refused'; userId: string; why: 'has_room'; code: string }
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| { r: 'refused'; userId: string; why: 'daily_limit' }
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| { r: 'refused'; userId: null; why: 'busy' };
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265
|
/** 房间里一步的结果:要广播的帧、给做这步的连接回 ack。 */
|
|
245
266
|
interface StepOut<S> {
|
|
246
267
|
/** 广播的帧:每个元素是一个状态,广播时按座位换成视图 */
|
|
@@ -343,8 +364,11 @@ export abstract class GameRoom<S, A, V, Env = unknown, O = unknown, E extends Ro
|
|
|
343
364
|
lastStepFailed = false;
|
|
344
365
|
/** 写了还没报给计量的行数 */
|
|
345
366
|
private unmetered = 0;
|
|
346
|
-
/**
|
|
347
|
-
|
|
367
|
+
/**
|
|
368
|
+
* 这一步做完以后要还的名额(打完、关房;房主一个人,匹配桌是排进来的每个人),entry 最后去找计量。
|
|
369
|
+
* refund:匹配桌开打时没来的人(0.20.0),连当天的开房次数一起退给他(全站开房数不退,桌子开成了)
|
|
370
|
+
*/
|
|
371
|
+
private release: { users: string[]; code: string; refund?: true } | null = null;
|
|
348
372
|
/** 计量最近一次说的门槛(内存;被驱逐就重新问) */
|
|
349
373
|
private level: { value: MeterLevel; at: number } | null = null;
|
|
350
374
|
/** 计量连不上时,什么时候再试着报数 */
|
|
@@ -399,6 +423,45 @@ export abstract class GameRoom<S, A, V, Env = unknown, O = unknown, E extends Ro
|
|
|
399
423
|
return { r: out instanceof Response ? 'error' : out };
|
|
400
424
|
}
|
|
401
425
|
|
|
426
|
+
/**
|
|
427
|
+
* 快速匹配开桌(0.20.0,只有 match.ts 的排队对象经 RPC 调):players 按排队先后,每人占一个开房名额(计量一次占齐,占不齐一个都不占),
|
|
428
|
+
* 建房时把他们按 matchSeats 坐好。和 kitCreate 一样:码撞了回 exists、什么都不写;占到了却没建成就退回去。
|
|
429
|
+
*/
|
|
430
|
+
async kitCreateMatch(code: string, players: Identity[], rawOpts?: unknown): Promise<MatchOutcome> {
|
|
431
|
+
const fixed = this.checkOpts(rawOpts);
|
|
432
|
+
if (fixed === undefined || (rawOpts !== undefined && !this.game.options)) return { r: 'bad_options' };
|
|
433
|
+
if (!validPlayers(code, players, fixed.count)) return { r: 'bad' };
|
|
434
|
+
const meter = this.meter();
|
|
435
|
+
const users = players.map((p) => p.userId);
|
|
436
|
+
let reserved = false;
|
|
437
|
+
if (meter && !this.load()) {
|
|
438
|
+
try {
|
|
439
|
+
const r = await meter.kitReserveMany(users, code, Date.now() + this.limits.maxLifeMs);
|
|
440
|
+
if (!r.ok) {
|
|
441
|
+
if (r.error === 'has_room') return { r: 'refused', userId: r.userId, why: 'has_room', code: r.code };
|
|
442
|
+
return r.error === 'daily_limit' ? { r: 'refused', userId: r.userId, why: 'daily_limit' } : { r: 'refused', userId: null, why: 'busy' };
|
|
443
|
+
}
|
|
444
|
+
reserved = true;
|
|
445
|
+
} catch (e) {
|
|
446
|
+
console.error('meter unreachable, refusing match room', e instanceof Error ? e.message : e);
|
|
447
|
+
return { r: 'unavailable' };
|
|
448
|
+
}
|
|
449
|
+
}
|
|
450
|
+
const before = this.maxStepWrites;
|
|
451
|
+
const out = await this.entry(() => this.createMatch(code, players, fixed));
|
|
452
|
+
if (out === 'created') this.maxStepWrites = before;
|
|
453
|
+
else if (reserved && meter) await meter.kitReleaseMany(users, code, 0, true).catch(() => console.error('meter release failed', code));
|
|
454
|
+
return { r: out instanceof Response ? 'error' : out };
|
|
455
|
+
}
|
|
456
|
+
|
|
457
|
+
/**
|
|
458
|
+
* 快速匹配时 n 个人坐哪几个座位(0.20.0,可选覆盖):count 是这一局用几个座位,返回 n 个不重复的座位号(排队先后的顺序)。
|
|
459
|
+
* 默认随机(crypto,不在规则核心里);比如两个真人要坐对家,游戏在这里给。给的不合格(重复、越界、个数不对)就按默认的随机
|
|
460
|
+
*/
|
|
461
|
+
protected matchSeats(n: number, count: number): number[] {
|
|
462
|
+
return randomSeats(n, count);
|
|
463
|
+
}
|
|
464
|
+
|
|
402
465
|
/** 进房:只认 kit 自己拼的内部地址(worker.ts 的 acceptJoin),身份在 x-kit-user 头里。 */
|
|
403
466
|
override async fetch(request: Request): Promise<Response> {
|
|
404
467
|
const url = new URL(request.url);
|
|
@@ -569,7 +632,9 @@ export abstract class GameRoom<S, A, V, Env = unknown, O = unknown, E extends Ro
|
|
|
569
632
|
this.release = null;
|
|
570
633
|
this.unmetered = 0;
|
|
571
634
|
try {
|
|
572
|
-
const level = release
|
|
635
|
+
const level = release
|
|
636
|
+
? await meter.kitReleaseMany(release.users, release.code, n, release.refund === true, false)
|
|
637
|
+
: await meter.kitReport(n);
|
|
573
638
|
this.level = { value: level, at: Date.now() };
|
|
574
639
|
this.meterRetryAt = 0;
|
|
575
640
|
} catch (e) {
|
|
@@ -606,7 +671,7 @@ export abstract class GameRoom<S, A, V, Env = unknown, O = unknown, E extends Ro
|
|
|
606
671
|
private async newcomerGate(userId: string): Promise<number | null> {
|
|
607
672
|
const meter = this.meter();
|
|
608
673
|
const st = this.load();
|
|
609
|
-
if (!meter || !st || st.host === userId || this.seatOf(userId) !== null || this.boundOf(userId) !== null) return null;
|
|
674
|
+
if (!meter || !st || st.host === userId || this.seatOf(userId) !== null || this.boundOf(userId) !== null || st.match?.users.includes(userId)) return null;
|
|
610
675
|
if (this.sockets().some((o) => attachmentOf(o)?.userId === userId)) return null;
|
|
611
676
|
const now = Date.now();
|
|
612
677
|
if (!this.level || now - this.level.at >= LEVEL_TTL_MS) {
|
|
@@ -650,6 +715,32 @@ export abstract class GameRoom<S, A, V, Env = unknown, O = unknown, E extends Ro
|
|
|
650
715
|
return 'created';
|
|
651
716
|
}
|
|
652
717
|
|
|
718
|
+
/** 匹配桌(0.20.0):和 create 一样建表、存一行、设闹钟,只是排进来的人都先坐好(算掉线,连上就"回来"),记下最晚开打的时间。 */
|
|
719
|
+
private createMatch(code: string, players: Identity[], fixed: { opts: O | undefined; count: number }): 'created' | 'exists' | 'bad' {
|
|
720
|
+
if (this.load()) return 'exists';
|
|
721
|
+
this.writes += this.ctx.storage.sql.exec(`CREATE TABLE IF NOT EXISTS ${TABLE} (k INTEGER PRIMARY KEY, v TEXT NOT NULL)`).rowsWritten;
|
|
722
|
+
const now = Date.now();
|
|
723
|
+
const seats: SeatState[] = Array.from({ length: this.game.seats }, () => emptySeat());
|
|
724
|
+
let order: number[];
|
|
725
|
+
try {
|
|
726
|
+
order = this.matchSeats(players.length, fixed.count);
|
|
727
|
+
} catch (e) {
|
|
728
|
+
console.error('matchSeats threw', e instanceof Error ? e.message : e);
|
|
729
|
+
order = [];
|
|
730
|
+
}
|
|
731
|
+
if (!validSeats(order, players.length, fixed.count)) order = randomSeats(players.length, fixed.count);
|
|
732
|
+
players.forEach((p, i) => (seats[order[i]!] = humanSeat(p.userId, p.name, now)));
|
|
733
|
+
this.st = {
|
|
734
|
+
sv: 1, code, host: players[0]!.userId, createdAt: now, status: 'waiting', seq: 0, gameSeq: 0, turnSeq: 0, seats, game: null, rulesVersion: null,
|
|
735
|
+
turnSince: null, aiAt: null, noHumanSince: now, inbound: 0, inboundBy: {}, joins: {}, owners: seats.map(() => null),
|
|
736
|
+
...(fixed.opts !== undefined ? { opts: fixed.opts } : {}),
|
|
737
|
+
match: { users: players.map((p) => p.userId), joinBy: now + this.limits.matchJoinMs },
|
|
738
|
+
};
|
|
739
|
+
this.planAlarm();
|
|
740
|
+
this.save();
|
|
741
|
+
return 'created';
|
|
742
|
+
}
|
|
743
|
+
|
|
653
744
|
/** 进房(含重连):接受、记座位、发快照,中间没有 await(4.5 续局的写法)。 */
|
|
654
745
|
private join(me: Identity, rawCv: string | null, chat = false): Response {
|
|
655
746
|
const pair = new WebSocketPair();
|
|
@@ -671,6 +762,11 @@ export abstract class GameRoom<S, A, V, Env = unknown, O = unknown, E extends Ro
|
|
|
671
762
|
server.close(CLOSE.tooOld, 'client too old');
|
|
672
763
|
return done();
|
|
673
764
|
}
|
|
765
|
+
// 匹配桌只认排进来的人(0.20.0):房间码不给页面看,别人拿到码也进不来、看不了,回的和"没有这个房间"一样
|
|
766
|
+
if (st.match && !st.match.users.includes(me.userId)) {
|
|
767
|
+
server.close(CLOSE.noRoom, 'no room');
|
|
768
|
+
return done();
|
|
769
|
+
}
|
|
674
770
|
const seat = this.seatOf(me.userId);
|
|
675
771
|
const others = this.sockets().filter((o) => o !== server && attachmentOf(o));
|
|
676
772
|
const mine = others.filter((o) => attachmentOf(o)!.userId === me.userId);
|
|
@@ -727,8 +823,10 @@ export abstract class GameRoom<S, A, V, Env = unknown, O = unknown, E extends Ro
|
|
|
727
823
|
st.joins[me.userId] = used + 1;
|
|
728
824
|
st.noHumanSince = null;
|
|
729
825
|
}
|
|
826
|
+
// 匹配桌的人到齐了:不等,和这次进房同一步开打(还是只写这一行和闹钟)
|
|
827
|
+
const frames = changed && this.matchReady(st) ? this.beginPlay(st, Date.now()) : [{ state: st.game, delay: 0 }];
|
|
730
828
|
// 状态没变(没入座的人进来、在线时又从别的设备连一次)不写库、不广播
|
|
731
|
-
if (changed) this.commit({ frames
|
|
829
|
+
if (changed) this.commit({ frames }, server);
|
|
732
830
|
this.send(server, this.welcome(seat, this.boundOf(me.userId)));
|
|
733
831
|
return done();
|
|
734
832
|
}
|
|
@@ -856,6 +954,8 @@ export abstract class GameRoom<S, A, V, Env = unknown, O = unknown, E extends Ro
|
|
|
856
954
|
if (current === raw) return this.reject(ws, 'already_seated');
|
|
857
955
|
const target = st.seats[raw]!;
|
|
858
956
|
if (st.status === 'over') return this.reject(ws, 'room_over');
|
|
957
|
+
// 匹配桌等人时座位是排好的,不换(开打以后离座、回座照常)
|
|
958
|
+
if (st.match && st.status === 'waiting') return this.reject(ws, 'seat_taken');
|
|
859
959
|
if (st.status === 'waiting') {
|
|
860
960
|
// 开房时定了选项的(0.4.0):这一局用不到的座位现在就不让坐,免得房主开打时才被 seat_closed 拒
|
|
861
961
|
if (st.opts !== undefined && raw >= this.countOf(st.opts as O)) return this.reject(ws, 'seat_closed');
|
|
@@ -890,7 +990,7 @@ export abstract class GameRoom<S, A, V, Env = unknown, O = unknown, E extends Ro
|
|
|
890
990
|
|
|
891
991
|
private leave(seat: number | null): void {
|
|
892
992
|
const st = this.st!;
|
|
893
|
-
if (seat === null) return;
|
|
993
|
+
if (seat === null || (st.match && st.status === 'waiting')) return;
|
|
894
994
|
// 等人时空出来;开打后由电脑接手(不判负),轮到它就接着出。座位还绑着他,留下昵称给牌桌显示"电脑代某某打"
|
|
895
995
|
st.seats[seat] = st.status === 'playing' ? { ...aiSeat(), name: st.seats[seat]!.name } : emptySeat();
|
|
896
996
|
if (!this.seatedOnline()) st.noHumanSince ??= Date.now();
|
|
@@ -902,8 +1002,8 @@ export abstract class GameRoom<S, A, V, Env = unknown, O = unknown, E extends Ro
|
|
|
902
1002
|
|
|
903
1003
|
private start(ws: WebSocket, me: Attachment, seat: number | null, rawOpts: unknown): void {
|
|
904
1004
|
const st = this.st!;
|
|
905
|
-
// 房主选择开打(9.1)
|
|
906
|
-
if (me.userId !== st.host) return this.reject(ws, 'not_host');
|
|
1005
|
+
// 房主选择开打(9.1);匹配桌没有房主,到齐或到点自动开(0.20.0)
|
|
1006
|
+
if (me.userId !== st.host || st.match) return this.reject(ws, 'not_host');
|
|
907
1007
|
if (st.status !== 'waiting') return this.reject(ws, 'already_started');
|
|
908
1008
|
if (seat === null) return this.reject(ws, 'not_seated');
|
|
909
1009
|
// 开局选项(0.3.0):游戏校验;这一局用几个座位,后面的座位一直空着。
|
|
@@ -911,20 +1011,42 @@ export abstract class GameRoom<S, A, V, Env = unknown, O = unknown, E extends Ro
|
|
|
911
1011
|
const fixed = st.opts !== undefined ? { opts: st.opts as O, count: this.countOf(st.opts as O) } : null;
|
|
912
1012
|
const checked = fixed ?? this.checkOpts(rawOpts);
|
|
913
1013
|
if (!checked) return this.reject(ws, 'bad_options');
|
|
914
|
-
|
|
915
|
-
|
|
916
|
-
|
|
1014
|
+
if (st.seats.some((s, i) => i >= checked.count && s.kind === 'human')) return this.reject(ws, 'seat_closed');
|
|
1015
|
+
this.commit({ frames: this.beginPlay(st, Date.now(), checked) });
|
|
1016
|
+
}
|
|
1017
|
+
|
|
1018
|
+
/**
|
|
1019
|
+
* 开打:空座位由电脑补满,入座的人从这一刻起绑在自己的座位上,返回要广播的帧。
|
|
1020
|
+
* 匹配桌(0.20.0)到点还没连上的人:座位照样绑给他,电脑先代打(auto),他连上就交还
|
|
1021
|
+
*/
|
|
1022
|
+
private beginPlay(st: Persist<S>, now: number, checked?: { opts: O | undefined; count: number }): { state: S | null; delay: number }[] {
|
|
1023
|
+
const { opts, count } = checked ?? { opts: st.opts as O | undefined, count: this.countOf(st.opts as O | undefined) };
|
|
917
1024
|
st.seats = st.seats.map((s, i) => (s.kind === 'empty' && i < count ? aiSeat() : s));
|
|
1025
|
+
if (st.match) {
|
|
1026
|
+
const absent: string[] = [];
|
|
1027
|
+
for (const s of st.seats) {
|
|
1028
|
+
if (s.kind !== 'human' || s.awaySince === null) continue;
|
|
1029
|
+
s.auto = true;
|
|
1030
|
+
absent.push(s.userId!);
|
|
1031
|
+
}
|
|
1032
|
+
// 没来的人(关了页面、网断了):他的开房名额和当天次数退给他,不然白扣一个、还被 has_room 卡到这桌打完。
|
|
1033
|
+
// 他后来回来照样能接着打这个座位(座位还绑着他)
|
|
1034
|
+
if (absent.length) this.release = { users: absent, code: st.code, refund: true };
|
|
1035
|
+
}
|
|
918
1036
|
st.owners = st.seats.map((s) => (s.kind === 'human' ? s.userId : null));
|
|
919
1037
|
st.rulesVersion = this.game.rulesVersion;
|
|
920
1038
|
st.game = this.begin(st.code, { opts, seats: st.seats.map((s) => s.kind) });
|
|
921
1039
|
st.gameSeq = st.seq + 1;
|
|
922
1040
|
st.turnSeq = st.gameSeq;
|
|
923
1041
|
st.status = 'playing';
|
|
924
|
-
const now = Date.now();
|
|
925
1042
|
st.turnSince = now;
|
|
926
1043
|
if (!this.game.over(st.game)) this.stalled(this.actorsOf(st.game));
|
|
927
|
-
|
|
1044
|
+
return [{ state: st.game, delay: 0 }, ...this.runAuto(now)];
|
|
1045
|
+
}
|
|
1046
|
+
|
|
1047
|
+
/** 匹配桌在等人,排进来的人都连上了 */
|
|
1048
|
+
private matchReady(st: Persist<S>): boolean {
|
|
1049
|
+
return !!st.match && st.status === 'waiting' && st.seats.every((s) => s.kind !== 'human' || s.awaySince === null);
|
|
928
1050
|
}
|
|
929
1051
|
|
|
930
1052
|
/**
|
|
@@ -1033,6 +1155,8 @@ export abstract class GameRoom<S, A, V, Env = unknown, O = unknown, E extends Ro
|
|
|
1033
1155
|
|
|
1034
1156
|
const frames: { state: S | null; delay: number }[] = [];
|
|
1035
1157
|
let changed = false;
|
|
1158
|
+
// 匹配桌等够了(0.20.0):没来的由电脑代打,照样开
|
|
1159
|
+
if (st.match && st.status === 'waiting' && now >= st.match.joinBy) return this.commit({ frames: this.beginPlay(st, now) });
|
|
1036
1160
|
// 掉线超过宽限:电脑托管(只在开打以后有意义,等人时不管)
|
|
1037
1161
|
for (const s of st.status === 'playing' ? st.seats : []) {
|
|
1038
1162
|
if (s.kind === 'human' && s.awaySince !== null && !s.auto && now >= s.awaySince + this.limits.graceMs) {
|
|
@@ -1087,6 +1211,7 @@ export abstract class GameRoom<S, A, V, Env = unknown, O = unknown, E extends Ro
|
|
|
1087
1211
|
const ds = [st.createdAt + this.limits.maxLifeMs];
|
|
1088
1212
|
if (st.effectsAt != null) ds.push(st.effectsAt);
|
|
1089
1213
|
if (st.noHumanSince !== null) ds.push(st.noHumanSince + this.limits.noHumanMs);
|
|
1214
|
+
if (st.match && st.status === 'waiting') ds.push(st.match.joinBy);
|
|
1090
1215
|
if (st.status === 'playing') {
|
|
1091
1216
|
for (const s of st.seats) if (s.kind === 'human' && s.awaySince !== null && !s.auto) ds.push(s.awaySince + this.limits.graceMs);
|
|
1092
1217
|
const due = this.deadline();
|
|
@@ -1143,7 +1268,7 @@ export abstract class GameRoom<S, A, V, Env = unknown, O = unknown, E extends Ro
|
|
|
1143
1268
|
if (over) {
|
|
1144
1269
|
st.status = 'over';
|
|
1145
1270
|
st.turnSince = null;
|
|
1146
|
-
this.release =
|
|
1271
|
+
this.release = releaseOf(st);
|
|
1147
1272
|
return;
|
|
1148
1273
|
}
|
|
1149
1274
|
const after = this.turnOf(next);
|
|
@@ -1190,7 +1315,7 @@ export abstract class GameRoom<S, A, V, Env = unknown, O = unknown, E extends Ro
|
|
|
1190
1315
|
console.error('game has nobody to act but is not over', st.code);
|
|
1191
1316
|
st.status = 'over';
|
|
1192
1317
|
st.turnSince = null;
|
|
1193
|
-
this.release =
|
|
1318
|
+
this.release = releaseOf(st);
|
|
1194
1319
|
return true;
|
|
1195
1320
|
}
|
|
1196
1321
|
|
|
@@ -1571,7 +1696,7 @@ export abstract class GameRoom<S, A, V, Env = unknown, O = unknown, E extends Ro
|
|
|
1571
1696
|
st.ending = { reason, at: Date.now() };
|
|
1572
1697
|
st.effectsAt = null;
|
|
1573
1698
|
st.effectTries = 0;
|
|
1574
|
-
this.release =
|
|
1699
|
+
this.release = releaseOf(st);
|
|
1575
1700
|
this.closing = false;
|
|
1576
1701
|
this.planAlarm();
|
|
1577
1702
|
this.save();
|
|
@@ -1587,7 +1712,7 @@ export abstract class GameRoom<S, A, V, Env = unknown, O = unknown, E extends Ro
|
|
|
1587
1712
|
ws.serializeAttachment(null);
|
|
1588
1713
|
ws.close(CLOSE.roomClosed, reason);
|
|
1589
1714
|
}
|
|
1590
|
-
if (this.st) this.release =
|
|
1715
|
+
if (this.st) this.release = releaseOf(this.st);
|
|
1591
1716
|
this.st = null;
|
|
1592
1717
|
this.alarmToSet = null;
|
|
1593
1718
|
this.alarmAt = null;
|
|
@@ -1655,13 +1780,14 @@ export abstract class GameRoom<S, A, V, Env = unknown, O = unknown, E extends Ro
|
|
|
1655
1780
|
turn,
|
|
1656
1781
|
...(st.opts !== undefined ? { opts: st.opts } : {}),
|
|
1657
1782
|
...(until !== null ? { pause: { until } } : {}),
|
|
1783
|
+
...(st.match ? { match: true as const } : {}),
|
|
1658
1784
|
};
|
|
1659
1785
|
}
|
|
1660
1786
|
|
|
1661
1787
|
/** 这个房间的自己人:房主、坐着的、开打后绑过座位的。猜码超限时只放他们进(0.14.0) */
|
|
1662
1788
|
private insider(userId: string): boolean {
|
|
1663
1789
|
const st = this.load();
|
|
1664
|
-
return !!st && (st.host === userId || this.seatOf(userId) !== null || this.boundOf(userId) !== null);
|
|
1790
|
+
return !!st && (st.host === userId || this.seatOf(userId) !== null || this.boundOf(userId) !== null || !!st.match?.users.includes(userId));
|
|
1665
1791
|
}
|
|
1666
1792
|
|
|
1667
1793
|
/** 房主,或者开打后绑过座位的人:旁观名额不算他们(0.14.0) */
|
|
@@ -1778,6 +1904,33 @@ function validHost(code: string, host: Identity): boolean {
|
|
|
1778
1904
|
return ROOM_CODE_RE.test(code) && !!host && typeof host.userId === 'string' && !!host.userId && typeof host.name === 'string';
|
|
1779
1905
|
}
|
|
1780
1906
|
|
|
1907
|
+
/** 打完、关房时要还谁的名额:匹配桌是排进来的每个人,好友房是房主 */
|
|
1908
|
+
function releaseOf(st: { host: string; code: string; match?: { users: string[] } }): { users: string[]; code: string } {
|
|
1909
|
+
return { users: st.match ? [...st.match.users] : [st.host], code: st.code };
|
|
1910
|
+
}
|
|
1911
|
+
|
|
1912
|
+
/** 匹配桌的人:1 到 count 个、userId 不重复、各自像个身份 */
|
|
1913
|
+
function validPlayers(code: string, players: unknown, count: number): players is Identity[] {
|
|
1914
|
+
if (!Array.isArray(players) || players.length < 1 || players.length > count) return false;
|
|
1915
|
+
if (!players.every((p: Identity) => validHost(code, p))) return false;
|
|
1916
|
+
return new Set(players.map((p: Identity) => p.userId)).size === players.length;
|
|
1917
|
+
}
|
|
1918
|
+
|
|
1919
|
+
function validSeats(order: unknown, n: number, count: number): order is number[] {
|
|
1920
|
+
return Array.isArray(order) && order.length === n && new Set(order).size === n && order.every((x) => Number.isInteger(x) && x >= 0 && x < count);
|
|
1921
|
+
}
|
|
1922
|
+
|
|
1923
|
+
/** 从 0..count-1 里随机挑 n 个座位(crypto;房间里的随机,不是规则核心) */
|
|
1924
|
+
function randomSeats(n: number, count: number): number[] {
|
|
1925
|
+
const all = Array.from({ length: count }, (_, i) => i);
|
|
1926
|
+
const r = crypto.getRandomValues(new Uint32Array(count));
|
|
1927
|
+
for (let i = count - 1; i > 0; i--) {
|
|
1928
|
+
const j = r[i]! % (i + 1);
|
|
1929
|
+
[all[i], all[j]] = [all[j]!, all[i]!];
|
|
1930
|
+
}
|
|
1931
|
+
return all.slice(0, n);
|
|
1932
|
+
}
|
|
1933
|
+
|
|
1781
1934
|
function emptySeat(): SeatState {
|
|
1782
1935
|
return { kind: 'empty', userId: null, name: null, awaySince: null, auto: false, lastMoveId: null };
|
|
1783
1936
|
}
|
package/src/table-chat.ts
CHANGED
|
@@ -4,7 +4,7 @@
|
|
|
4
4
|
* 和 table-fun.ts 同样的规矩:import 时不碰 DOM;动画只动 transform、opacity;量位置只在摆放(refresh)和出一条弹幕时。
|
|
5
5
|
*/
|
|
6
6
|
import { CHAT_MAX, chatRejectText, type ChatBlockWhy } from './chat.js';
|
|
7
|
-
import { DANMAKU, barBottom, chatFont, chatMode, danmakuLanes, danmakuSpeed, pickLane, placeBeside, placeDock, seatColor, type Box, type ChatMode } from './fun-logic.js';
|
|
7
|
+
import { DANMAKU, barBottom, chatFont, chatMode, danmakuLanes, danmakuSpeed, dockFits, pickLane, placeBeside, placeDock, seatColor, type Box, type ChatMode } from './fun-logic.js';
|
|
8
8
|
|
|
9
9
|
export type ChatResultLike = { ok: true } | { ok: false; code: string; why?: ChatBlockWhy; waitMs?: number };
|
|
10
10
|
|
|
@@ -20,7 +20,7 @@ export interface ChatLine {
|
|
|
20
20
|
interface ChatPrefs {
|
|
21
21
|
/** 弹幕开关;没设过:系统要求减少动态效果、或省内存模式时默认关,其余默认开 */
|
|
22
22
|
danmaku?: boolean;
|
|
23
|
-
/**
|
|
23
|
+
/** 电脑版聊天框收起来了;没设过:四个角都会压到东西(dockFits)时默认收着(0.20.0),其余默认展开 */
|
|
24
24
|
folded?: boolean;
|
|
25
25
|
/** 电脑版聊天框的记录展开成长条 */
|
|
26
26
|
long?: boolean;
|
|
@@ -51,6 +51,8 @@ export interface ChatHost {
|
|
|
51
51
|
styleButton(b: HTMLElement): void;
|
|
52
52
|
/** 游戏指定电脑版聊天框的位置(只用 left、top、width),不给就自己挑角 */
|
|
53
53
|
dock?(): Box | null;
|
|
54
|
+
/** 游戏指定没点过时默认收不收(0.20.1) */
|
|
55
|
+
folded?(): boolean;
|
|
54
56
|
/** 游戏指定手机版"聊天"按钮的位置,不给就挨着"互动"按钮 */
|
|
55
57
|
chatButton?(): Box | null;
|
|
56
58
|
/** 游戏指定弹幕区,不给就是牌桌上半部分 */
|
|
@@ -75,6 +77,7 @@ export const CHAT_CSS = `
|
|
|
75
77
|
.atc-quick{display:flex;gap:6px;overflow-x:auto;overscroll-behavior:contain;scrollbar-width:none;flex-shrink:0;padding-right:28px;-webkit-mask-image:linear-gradient(to right,#000 calc(100% - 36px),transparent);mask-image:linear-gradient(to right,#000 calc(100% - 36px),transparent)}
|
|
76
78
|
.atc-quick::-webkit-scrollbar{display:none}
|
|
77
79
|
.atc-quick .atf-chip{flex:none;white-space:nowrap;font-size:.8em}
|
|
80
|
+
.atc-dock .atc-quick{flex-wrap:wrap;overflow:visible;padding-right:0;-webkit-mask-image:none;mask-image:none}
|
|
78
81
|
.atc-row{display:flex;gap:6px;align-items:center}
|
|
79
82
|
.atc-row .atf-input{font-size:max(16px,.85em)}
|
|
80
83
|
.atc-row .atf-chip{flex:none}
|
|
@@ -230,7 +233,17 @@ export class ChatUi {
|
|
|
230
233
|
private drawDesk(view: { width: number; height: number }): void {
|
|
231
234
|
const w = Math.round(this.font * 17);
|
|
232
235
|
const fixed = this.h.dock?.() ?? null;
|
|
233
|
-
|
|
236
|
+
// 没自己收起、展开过:游戏说了默认收不收就听它的(0.20.1);没说、也没指定位置时,四个角都会压到东西(dockFits,0.20.0)就默认收着。先排出来量真实高度再判断,不靠估
|
|
237
|
+
let folded = this.prefs.folded === true;
|
|
238
|
+
const want = this.prefs.folded === undefined ? this.h.folded?.() : undefined;
|
|
239
|
+
if (want !== undefined) folded = want;
|
|
240
|
+
else if (this.prefs.folded === undefined && !fixed) {
|
|
241
|
+
const d = this.layoutDock(view, w, null);
|
|
242
|
+
folded = !dockFits(view, w, d.offsetHeight || 260, this.h.blocked());
|
|
243
|
+
if (folded) this.clearDesk();
|
|
244
|
+
else return;
|
|
245
|
+
}
|
|
246
|
+
if (folded) {
|
|
234
247
|
if (this.dockEl) this.clearDesk();
|
|
235
248
|
if (!this.pill) {
|
|
236
249
|
const p = this.el('button', 'atc-pill');
|
|
@@ -251,6 +264,15 @@ export class ChatUi {
|
|
|
251
264
|
this.pill.style.transform = `translate(${at.left}px,${at.top}px)`;
|
|
252
265
|
return;
|
|
253
266
|
}
|
|
267
|
+
this.layoutDock(view, w, fixed);
|
|
268
|
+
}
|
|
269
|
+
|
|
270
|
+
/** 排出电脑版聊天框(大小、记录高度),放到 fixed 或 placeDock 挑的角上,返回它 */
|
|
271
|
+
private layoutDock(view: { width: number; height: number }, w: number, fixed: Box | null): HTMLDivElement {
|
|
272
|
+
if (this.pill) {
|
|
273
|
+
this.pill.remove();
|
|
274
|
+
this.pill = null;
|
|
275
|
+
}
|
|
254
276
|
if (!this.dockEl) this.dockEl = this.buildDock();
|
|
255
277
|
const d = this.dockEl;
|
|
256
278
|
d.style.fontSize = `${this.font - 2}px`;
|
|
@@ -265,6 +287,7 @@ export class ChatUi {
|
|
|
265
287
|
const at = fixed ? { left: fixed.left, top: fixed.top } : placeDock(view, w, d.offsetHeight || 260, this.h.blocked());
|
|
266
288
|
d.style.transform = `translate(${at.left}px,${at.top}px)`;
|
|
267
289
|
log.scrollTop = log.scrollHeight;
|
|
290
|
+
return d;
|
|
268
291
|
}
|
|
269
292
|
|
|
270
293
|
private buildDock(): HTMLDivElement {
|