实现游戏数据到数据库的存储
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@ -5,6 +5,7 @@ package com.kob.backend.consumer;
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import com.alibaba.fastjson2.JSONObject;
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import com.kob.backend.consumer.utils.Game;
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import com.kob.backend.consumer.utils.JwtAuthenticationUtil;
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import com.kob.backend.mapper.RecordMapper;
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import com.kob.backend.mapper.UserMapper;
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import com.kob.backend.pojo.User;
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import org.springframework.beans.factory.annotation.Autowired;
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@ -32,6 +33,8 @@ public class WebSocketServer {
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private static final CopyOnWriteArraySet<User> matchPool = new CopyOnWriteArraySet<>();
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// 在 WebSocketServer 中注入数据库的方法演示-> 使用 static 定义为独一份的变量
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private static UserMapper userMapper;
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// 注入 RecordMapper 用于调用实现游戏数据到数据库的存储
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public static RecordMapper recordMapper;
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// 后端向前端发送信息,首先需要创建一个 session
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private Session session = null;
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// 用户信息:定义一个成员变量
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@ -45,6 +48,11 @@ public class WebSocketServer {
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WebSocketServer.userMapper = userMapper;
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}
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@Autowired
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public void setRecordMapper(RecordMapper recordMapper) {
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WebSocketServer.recordMapper = recordMapper;
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}
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// @OnOpen 创建链接时自动触发这个函数
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@OnOpen
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@ -91,7 +99,7 @@ public class WebSocketServer {
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System.out.println("start matching");
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matchPool.add(this.user);
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while (matchPool.size()>=2){
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while (matchPool.size() >= 2) {
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// 迭代器用于枚举前两个人进行匹配
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Iterator<User> it = matchPool.iterator();
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User a = it.next(), b = it.next();
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@ -100,7 +108,7 @@ public class WebSocketServer {
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matchPool.remove(b);
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// 匹配成功时,创建联机地图
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Game game = new Game(13,14,20,a.getId(),b.getId());
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Game game = new Game(13, 14, 20, a.getId(), b.getId());
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game.createMap(); // 初始化地图
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users.get(a.getId()).game = game; // 将 game 赋给 a 玩家
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users.get(b.getId()).game = game;
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@ -108,32 +116,32 @@ public class WebSocketServer {
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game.start(); // 开启新线程,执行函数
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JSONObject respGameData = new JSONObject();
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respGameData.put("game_map",game.getG());
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respGameData.put("rows",game.getRows());
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respGameData.put("cols",game.getCols());
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respGameData.put("inner_walls_count",game.getInnerWallsCount());
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respGameData.put("a_id",game.getPlayerA().getId());
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respGameData.put("a_sx",game.getPlayerA().getSx());
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respGameData.put("a_sy",game.getPlayerA().getSy());
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respGameData.put("b_id",game.getPlayerB().getId());
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respGameData.put("b_sx",game.getPlayerB().getSx());
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respGameData.put("b_sy",game.getPlayerB().getSy());
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respGameData.put("game_map", game.getG());
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respGameData.put("rows", game.getRows());
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respGameData.put("cols", game.getCols());
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respGameData.put("inner_walls_count", game.getInnerWallsCount());
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respGameData.put("a_id", game.getPlayerA().getId());
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respGameData.put("a_sx", game.getPlayerA().getSx());
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respGameData.put("a_sy", game.getPlayerA().getSy());
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respGameData.put("b_id", game.getPlayerB().getId());
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respGameData.put("b_sx", game.getPlayerB().getSx());
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respGameData.put("b_sy", game.getPlayerB().getSy());
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// 将 a 配对成功的消息传回客户端
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JSONObject respA = new JSONObject();
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respA.put("event","start-matching");
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respA.put("opponent_username",b.getUsername());
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respA.put("opponent_photo",b.getPhoto());
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respA.put("game_data",respGameData);
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respA.put("event", "start-matching");
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respA.put("opponent_username", b.getUsername());
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respA.put("opponent_photo", b.getPhoto());
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respA.put("game_data", respGameData);
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// 获取 a 的链接,并通过 sendMessage 将消息传给前端
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users.get(a.getId()).sendMessage(respA.toJSONString());
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// 同理,将 b 的匹配成功信息传回给前端
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JSONObject respB = new JSONObject();
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respB.put("event","start-matching");
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respB.put("opponent_username",a.getUsername());
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respB.put("opponent_photo",a.getPhoto());
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respB.put("game_data",respGameData);
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respB.put("event", "start-matching");
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respB.put("opponent_username", a.getUsername());
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respB.put("opponent_photo", a.getPhoto());
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respB.put("game_data", respGameData);
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users.get(b.getId()).sendMessage(respB.toJSONString());
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}
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}
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@ -145,13 +153,12 @@ public class WebSocketServer {
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}
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// direction 传入 move(移动) 方向参数
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private void move(int direction){
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private void move(int direction) {
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// 判断角色:如果是 A 角色,则将获取到的方向设置为 A 的 nextStep 方向
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// user.getId() 是获取当前链接的用户 id
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if(game.getPlayerA().getId().equals(user.getId())){
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if (game.getPlayerA().getId().equals(user.getId())) {
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game.setNextStepA(direction);
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}
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else if(game.getPlayerB().getId().equals(user.getId())){
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} else if (game.getPlayerB().getId().equals(user.getId())) {
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game.setNextStepB(direction);
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}
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}
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@ -2,12 +2,11 @@ package com.kob.backend.consumer.utils;
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import com.alibaba.fastjson2.JSONObject;
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import com.kob.backend.consumer.WebSocketServer;
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import com.kob.backend.pojo.Record;
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import javax.swing.event.InternalFrameEvent;
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import java.util.ArrayList;
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import java.util.List;
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import java.util.Objects;
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import java.util.Random;
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import java.sql.Time;
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import java.util.*;
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import java.util.concurrent.locks.ReentrantLock;
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// 用来管理整个游戏流程:这里需要多线程
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@ -62,6 +61,23 @@ public class Game extends Thread {
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return inner_walls_count;
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}
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private String getGameMapString(){
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StringBuilder res = new StringBuilder();
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// 将地图数据展开成一维
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/* for (int i = 0; i < rows; i++) {
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for (int j = 0; j < cols; j++) {
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res.append(g[i][j]);
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}
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}*/
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for (int[] row:g){
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for(int col:row){
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res.append(col);
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}
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}
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return res.toString();
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}
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public void setNextStepA(Integer nextStepA) {
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// 为了防止两方读写冲突,需要加线程锁之后操作 nextStep 值
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lock.lock();
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@ -273,6 +289,27 @@ public class Game extends Thread {
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}
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}
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// 将游戏结果存到数据库中
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private void saveToDataBase(){
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Record record = new Record(
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null,
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playerA.getId(),
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playerA.getSx(),
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playerA.getSy(),
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playerB.getId(),
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playerB.getSx(),
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playerB.getSy(),
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playerA.getStepsString(),
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playerB.getStepsString(),
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getGameMapString(),
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loser,
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new Date()
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);
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WebSocketServer.recordMapper.insert(record);
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}
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// 向两个 Client 公布结果
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private void sendResult() {
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lock.lock();
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@ -283,6 +320,8 @@ public class Game extends Thread {
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// 将最后碰撞时的蛇的眼睛指向传给前端
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resp.put("a_eyes_finally_direction", nextStepA);
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resp.put("b_eyes_finally_direction", nextStepB);
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// 发送结果之前,先将结果存到数据库中
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saveToDataBase();
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sendAllMessage(resp.toJSONString());
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} finally {
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lock.unlock();
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@ -48,4 +48,14 @@ public class Player {
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}
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return res;
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}
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// steps 转换为 string 的辅助函数
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public String getStepsString() {
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StringBuilder res = new StringBuilder();
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for (int d : steps) {
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res.append(d);
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}
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return res.toString();
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}
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}
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@ -0,0 +1,9 @@
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package com.kob.backend.mapper;
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import com.baomidou.mybatisplus.core.mapper.BaseMapper;
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import com.kob.backend.pojo.Record;
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import org.apache.ibatis.annotations.Mapper;
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@Mapper
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public interface RecordMapper extends BaseMapper<Record> {
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}
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@ -1,4 +1,5 @@
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//用于将 Mysql 表 Bot 转换为 class
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// 用于将 Mysql 表 Bot 转换为 class
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// 数据库中 user_id 这种在 pojo 里要命名为 userId
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package com.kob.backend.pojo;
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import com.baomidou.mybatisplus.annotation.IdType;
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@ -0,0 +1,34 @@
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package com.kob.backend.pojo;
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import com.baomidou.mybatisplus.annotation.IdType;
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import com.baomidou.mybatisplus.annotation.TableId;
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import com.fasterxml.jackson.annotation.JsonFormat;
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import lombok.AllArgsConstructor;
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import lombok.Data;
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import lombok.NoArgsConstructor;
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import java.util.Date;
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import java.util.Timer;
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@Data
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@AllArgsConstructor
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@NoArgsConstructor
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public class Record {
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@TableId(type = IdType.AUTO)
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private Integer id;
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private Integer aId;
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private Integer aSx;
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private Integer aSy;
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private Integer bId;
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private Integer bSx;
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private Integer bSy;
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private String aSteps;
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private String bSteps;
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private String map;
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private String loser;
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@JsonFormat(pattern = "yyyy-MM-dd HH:mm:ss", timezone = "Asia/Shanghai")
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private Date createtime;
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}
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