* fix(eslint): 修复装饰器缩进配置 * fix(eslint): 修复装饰器缩进配置 * chore: 删除未使用的导入 * chore(lint): 移除未使用的导入和变量 * chore(lint): 修复editor-app中未使用的函数参数 * chore(lint): 修复未使用的赋值变量 * chore(eslint): 将所有错误级别改为警告以通过CI * fix(codeql): 修复GitHub Advanced Security检测到的问题
622 lines
17 KiB
TypeScript
622 lines
17 KiB
TypeScript
/**
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* 房间管理器
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* 负责房间的创建、销毁和管理
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*/
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import { createLogger, ITimer, Core } from '@esengine/ecs-framework';
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import { Room, RoomConfig, PlayerInfo, RoomEvents } from './Room';
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import { ClientSession } from '../core/ConnectionManager';
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import { RoomState, IRoomInfo, EventEmitter } from '@esengine/network-shared';
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/**
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* 房间管理器配置
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*/
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export interface RoomManagerConfig {
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maxRooms: number;
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defaultMaxPlayers: number;
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autoCleanupInterval: number; // 自动清理间隔(毫秒)
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roomIdLength: number;
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allowDuplicateNames: boolean;
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defaultAutoDestroy: boolean;
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}
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/**
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* 房间查询选项
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*/
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export interface RoomQueryOptions {
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state?: RoomState;
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hasPassword?: boolean;
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minPlayers?: number;
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maxPlayers?: number;
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notFull?: boolean;
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publicOnly?: boolean;
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limit?: number;
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offset?: number;
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}
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/**
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* 房间创建选项
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*/
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export interface CreateRoomOptions {
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id?: string;
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name: string;
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maxPlayers?: number;
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isPublic?: boolean;
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password?: string;
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metadata?: Record<string, any>;
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autoDestroy?: boolean;
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}
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/**
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* 房间管理器事件接口
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*/
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export interface RoomManagerEvents {
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roomCreated: (room: Room) => void;
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roomDestroyed: (room: Room, reason: string) => void;
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playerJoinedRoom: (room: Room, player: PlayerInfo) => void;
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playerLeftRoom: (room: Room, player: PlayerInfo, reason?: string) => void;
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}
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/**
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* 房间管理器统计
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*/
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export interface RoomManagerStats {
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totalRooms: number;
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activeRooms: number;
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totalPlayers: number;
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roomsByState: Record<RoomState, number>;
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roomsCreated: number;
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roomsDestroyed: number;
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playersJoined: number;
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playersLeft: number;
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}
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/**
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* 房间管理器
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*/
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export class RoomManager extends EventEmitter {
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private logger = createLogger('RoomManager');
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private config: RoomManagerConfig;
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private rooms: Map<string, Room> = new Map();
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private playerRoomMap: Map<string, string> = new Map(); // sessionId -> roomId
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private stats: RoomManagerStats;
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private cleanupTimer?: ITimer;
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// 事件处理器
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private eventHandlers: Partial<RoomManagerEvents> = {};
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/**
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* 构造函数
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*/
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constructor(config: Partial<RoomManagerConfig> = {}) {
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super();
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this.config = {
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maxRooms: 1000,
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defaultMaxPlayers: 8,
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autoCleanupInterval: 300000, // 5分钟
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roomIdLength: 8,
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allowDuplicateNames: true,
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defaultAutoDestroy: true,
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...config
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};
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this.stats = {
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totalRooms: 0,
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activeRooms: 0,
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totalPlayers: 0,
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roomsByState: {
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[RoomState.Waiting]: 0,
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[RoomState.Playing]: 0,
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[RoomState.Paused]: 0,
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[RoomState.Finished]: 0
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},
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roomsCreated: 0,
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roomsDestroyed: 0,
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playersJoined: 0,
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playersLeft: 0
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};
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this.startAutoCleanup();
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}
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/**
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* 创建房间
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*/
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createRoom(creatorSession: ClientSession, options: CreateRoomOptions): Room | null {
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// 检查房间数量限制
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if (this.rooms.size >= this.config.maxRooms) {
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this.logger.warn(`房间数量已达上限: ${this.config.maxRooms}`);
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return null;
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}
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// 检查玩家是否已在其他房间
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if (this.playerRoomMap.has(creatorSession.id)) {
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this.logger.warn(`玩家已在其他房间中: ${creatorSession.id}`);
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return null;
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}
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// 检查房间名称重复
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if (!this.config.allowDuplicateNames && this.isNameExists(options.name)) {
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this.logger.warn(`房间名称已存在: ${options.name}`);
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return null;
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}
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// 生成房间ID
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const roomId = options.id || this.generateRoomId();
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if (this.rooms.has(roomId)) {
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this.logger.warn(`房间ID已存在: ${roomId}`);
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return null;
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}
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// 创建房间配置
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const roomConfig: RoomConfig = {
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id: roomId,
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name: options.name,
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maxPlayers: options.maxPlayers || this.config.defaultMaxPlayers,
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isPublic: options.isPublic !== false, // 默认为公开
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password: options.password,
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metadata: options.metadata || {},
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autoDestroy: options.autoDestroy ?? this.config.defaultAutoDestroy
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};
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try {
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// 创建房间实例
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const room = new Room(roomConfig);
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this.setupRoomEvents(room);
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// 添加到房间列表
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this.rooms.set(roomId, room);
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// 创建者自动加入房间
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const success = room.addPlayer(creatorSession, `Creator_${creatorSession.id.substr(-6)}`);
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if (!success) {
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// 加入失败,销毁房间
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this.destroyRoom(roomId, '创建者加入失败');
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return null;
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}
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// 更新玩家房间映射
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this.playerRoomMap.set(creatorSession.id, roomId);
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// 更新统计
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this.stats.roomsCreated++;
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this.updateStats();
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this.logger.info(`房间创建成功: ${roomId} by ${creatorSession.id}`);
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// 触发事件
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this.eventHandlers.roomCreated?.(room);
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this.emit('roomCreated', room);
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return room;
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} catch (error) {
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this.logger.error(`创建房间失败: ${roomId}`, error);
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return null;
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}
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}
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/**
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* 销毁房间
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*/
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destroyRoom(roomId: string, reason: string = '房间关闭'): boolean {
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const room = this.rooms.get(roomId);
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if (!room) {
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return false;
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}
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// 移除所有玩家的房间映射
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for (const player of room.getAllPlayers()) {
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this.playerRoomMap.delete(player.sessionId);
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}
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// 销毁房间
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room.destroy(reason);
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// 从房间列表移除
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this.rooms.delete(roomId);
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// 更新统计
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this.stats.roomsDestroyed++;
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this.updateStats();
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this.logger.info(`房间已销毁: ${roomId}, 原因: ${reason}`);
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// 触发事件
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this.eventHandlers.roomDestroyed?.(room, reason);
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this.emit('roomDestroyed', room, reason);
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return true;
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}
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/**
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* 玩家加入房间
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*/
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joinRoom(session: ClientSession, roomId: string, password?: string, playerName?: string): boolean {
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// 检查玩家是否已在其他房间
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if (this.playerRoomMap.has(session.id)) {
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this.logger.warn(`玩家已在其他房间中: ${session.id}`);
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return false;
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}
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// 获取房间
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const room = this.rooms.get(roomId);
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if (!room) {
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this.logger.warn(`房间不存在: ${roomId}`);
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return false;
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}
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// 尝试加入房间
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const success = room.addPlayer(session, playerName, password);
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if (!success) {
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return false;
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}
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// 更新玩家房间映射
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this.playerRoomMap.set(session.id, roomId);
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// 更新统计
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this.stats.playersJoined++;
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this.updateStats();
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const player = room.getPlayer(session.id)!;
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this.eventHandlers.playerJoinedRoom?.(room, player);
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this.emit('playerJoinedRoom', room, player);
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return true;
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}
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/**
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* 玩家离开房间
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*/
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leaveRoom(sessionId: string, reason?: string): boolean {
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const roomId = this.playerRoomMap.get(sessionId);
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if (!roomId) {
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return false;
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}
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const room = this.rooms.get(roomId);
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if (!room) {
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this.playerRoomMap.delete(sessionId);
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return false;
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}
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const player = room.getPlayer(sessionId);
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if (!player) {
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this.playerRoomMap.delete(sessionId);
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return false;
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}
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// 从房间移除玩家
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const success = room.removePlayer(sessionId, reason);
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if (success) {
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// 更新玩家房间映射
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this.playerRoomMap.delete(sessionId);
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// 更新统计
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this.stats.playersLeft++;
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this.updateStats();
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this.eventHandlers.playerLeftRoom?.(room, player, reason);
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this.emit('playerLeftRoom', room, player, reason);
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}
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return success;
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}
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/**
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* 获取房间
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*/
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getRoom(roomId: string): Room | undefined {
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return this.rooms.get(roomId);
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}
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/**
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* 获取玩家所在房间
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*/
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getPlayerRoom(sessionId: string): Room | undefined {
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const roomId = this.playerRoomMap.get(sessionId);
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return roomId ? this.rooms.get(roomId) : undefined;
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}
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/**
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* 查询房间列表
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*/
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queryRooms(options: RoomQueryOptions = {}): Room[] {
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let rooms = Array.from(this.rooms.values());
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// 应用过滤条件
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if (options.state !== undefined) {
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rooms = rooms.filter((room) => room.getRoomInfo().state === options.state);
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}
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if (options.hasPassword !== undefined) {
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rooms = rooms.filter((room) => {
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const config = room.getConfig();
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return options.hasPassword ? !!config.password : !config.password;
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});
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}
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if (options.minPlayers !== undefined) {
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rooms = rooms.filter((room) => room.getAllPlayers().length >= options.minPlayers!);
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}
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if (options.maxPlayers !== undefined) {
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rooms = rooms.filter((room) => room.getAllPlayers().length <= options.maxPlayers!);
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}
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if (options.notFull) {
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rooms = rooms.filter((room) => !room.isFull());
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}
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if (options.publicOnly) {
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rooms = rooms.filter((room) => room.getConfig().isPublic);
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}
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// 分页
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if (options.offset) {
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rooms = rooms.slice(options.offset);
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}
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if (options.limit) {
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rooms = rooms.slice(0, options.limit);
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}
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return rooms;
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}
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/**
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* 获取房间信息列表
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*/
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getRoomInfoList(options: RoomQueryOptions = {}): IRoomInfo[] {
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return this.queryRooms(options).map((room) => room.getRoomInfo());
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}
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/**
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* 获取统计信息
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*/
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getStats(): RoomManagerStats {
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this.updateStats();
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return { ...this.stats };
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}
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/**
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* 重置统计信息
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*/
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resetStats(): void {
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this.stats = {
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totalRooms: this.rooms.size,
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activeRooms: this.rooms.size,
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totalPlayers: this.playerRoomMap.size,
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roomsByState: {
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[RoomState.Waiting]: 0,
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[RoomState.Playing]: 0,
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[RoomState.Paused]: 0,
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[RoomState.Finished]: 0
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},
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roomsCreated: 0,
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roomsDestroyed: 0,
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playersJoined: 0,
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playersLeft: 0
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};
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this.updateStats();
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}
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/**
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* 更新配置
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*/
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updateConfig(newConfig: Partial<RoomManagerConfig>): void {
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Object.assign(this.config, newConfig);
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this.logger.info('房间管理器配置已更新:', newConfig);
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}
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/**
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* 设置事件处理器
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*/
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override on<K extends keyof RoomManagerEvents>(event: K, handler: RoomManagerEvents[K]): this {
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this.eventHandlers[event] = handler;
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return super.on(event, handler as any);
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}
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/**
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* 移除事件处理器
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*/
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override off<K extends keyof RoomManagerEvents>(event: K): this {
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delete this.eventHandlers[event];
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return super.off(event, this.eventHandlers[event] as any);
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}
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/**
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* 销毁管理器
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*/
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destroy(): void {
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// 停止自动清理
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if (this.cleanupTimer) {
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this.cleanupTimer.stop();
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this.cleanupTimer = undefined;
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}
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// 销毁所有房间
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const roomIds = Array.from(this.rooms.keys());
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for (const roomId of roomIds) {
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this.destroyRoom(roomId, '管理器销毁');
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}
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// 清理资源
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this.rooms.clear();
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this.playerRoomMap.clear();
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this.removeAllListeners();
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}
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/**
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* 生成房间ID
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*/
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private generateRoomId(): string {
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const chars = 'ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789';
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let result = '';
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for (let i = 0; i < this.config.roomIdLength; i++) {
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result += chars.charAt(Math.floor(Math.random() * chars.length));
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}
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// 确保ID唯一
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if (this.rooms.has(result)) {
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return this.generateRoomId();
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}
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return result;
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}
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/**
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* 检查房间名称是否存在
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*/
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private isNameExists(name: string): boolean {
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for (const room of this.rooms.values()) {
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if (room.getConfig().name === name) {
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return true;
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}
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}
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return false;
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}
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/**
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* 设置房间事件监听
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*/
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private setupRoomEvents(room: Room): void {
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room.on('roomDestroyed', (reason) => {
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// 自动清理已销毁的房间
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this.rooms.delete(room.getConfig().id);
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this.updateStats();
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});
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}
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/**
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* 更新统计信息
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*/
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private updateStats(): void {
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this.stats.totalRooms = this.rooms.size;
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this.stats.activeRooms = this.rooms.size;
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this.stats.totalPlayers = this.playerRoomMap.size;
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// 重置状态统计
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this.stats.roomsByState = {
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[RoomState.Waiting]: 0,
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[RoomState.Playing]: 0,
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[RoomState.Paused]: 0,
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[RoomState.Finished]: 0
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};
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// 统计各状态房间数量
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for (const room of this.rooms.values()) {
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const state = room.getRoomInfo().state;
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this.stats.roomsByState[state]++;
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}
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}
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/**
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* 启动自动清理
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*/
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private startAutoCleanup(): void {
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this.cleanupTimer = Core.schedule(this.config.autoCleanupInterval / 1000, true, this, () => {
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this.performAutoCleanup();
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});
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}
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/**
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* 执行自动清理
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*/
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private performAutoCleanup(): void {
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const now = Date.now();
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const roomsToDestroy: string[] = [];
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for (const [roomId, room] of this.rooms) {
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const config = room.getConfig();
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const stats = room.getStats();
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// 清理空房间(如果启用了自动销毁)
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if (config.autoDestroy && room.isEmpty()) {
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roomsToDestroy.push(roomId);
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continue;
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}
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// 清理长时间无活动的已结束房间
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if (stats.state === RoomState.Finished &&
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now - stats.createTime > 3600000) { // 1小时
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roomsToDestroy.push(roomId);
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continue;
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}
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}
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// 执行清理
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for (const roomId of roomsToDestroy) {
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this.destroyRoom(roomId, '自动清理');
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}
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if (roomsToDestroy.length > 0) {
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this.logger.info(`自动清理了 ${roomsToDestroy.length} 个房间`);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* 获取管理器状态摘要
|
|
*/
|
|
getStatusSummary() {
|
|
const stats = this.getStats();
|
|
const rooms = Array.from(this.rooms.values());
|
|
|
|
return {
|
|
stats,
|
|
roomCount: rooms.length,
|
|
playerCount: this.playerRoomMap.size,
|
|
publicRooms: rooms.filter((r) => r.getConfig().isPublic).length,
|
|
privateRooms: rooms.filter((r) => !r.getConfig().isPublic).length,
|
|
fullRooms: rooms.filter((r) => r.isFull()).length,
|
|
emptyRooms: rooms.filter((r) => r.isEmpty()).length,
|
|
averagePlayersPerRoom: rooms.length > 0 ?
|
|
rooms.reduce((sum, r) => sum + r.getAllPlayers().length, 0) / rooms.length : 0
|
|
};
|
|
}
|
|
|
|
/**
|
|
* 踢出玩家(从其所在房间)
|
|
*/
|
|
kickPlayer(sessionId: string, reason: string = '被管理员踢出'): boolean {
|
|
const room = this.getPlayerRoom(sessionId);
|
|
if (!room) {
|
|
return false;
|
|
}
|
|
|
|
return room.kickPlayer(sessionId, reason);
|
|
}
|
|
|
|
/**
|
|
* 批量销毁房间
|
|
*/
|
|
destroyRoomsBatch(roomIds: string[], reason: string = '批量清理'): number {
|
|
let destroyedCount = 0;
|
|
|
|
for (const roomId of roomIds) {
|
|
if (this.destroyRoom(roomId, reason)) {
|
|
destroyedCount++;
|
|
}
|
|
}
|
|
|
|
return destroyedCount;
|
|
}
|
|
|
|
/**
|
|
* 检查玩家是否在房间中
|
|
*/
|
|
isPlayerInRoom(sessionId: string): boolean {
|
|
return this.playerRoomMap.has(sessionId);
|
|
}
|
|
|
|
/**
|
|
* 获取玩家所在房间ID
|
|
*/
|
|
getPlayerRoomId(sessionId: string): string | undefined {
|
|
return this.playerRoomMap.get(sessionId);
|
|
}
|
|
}
|