Browse Source

1 修改德州顺子的一个问题

2 去掉一些拉米的日志
3 修改一个拉米会发两次消息的问题
dev
MoQingYu 5 months ago
parent
commit
38c6286f97
  1. 9
      game-server/game/DZ/app/core/game/game.go
  2. 7
      game-server/game/DZ/app/core/types/poker.go
  3. 22
      game-server/game/rummy/app/core/game/game.go
  4. 5
      game-server/game/rummy/app/core/game/game_comm.go
  5. 2
      game-server/game/rummy/app/core/game/game_join_room.go
  6. 22
      game-server/game/rummy/app/core/game/game_out_card.go
  7. 8
      game-server/game/rummy/app/core/game/game_robot.go
  8. 21
      game-server/game/rummy/app/core/game/game_robot_timer.go
  9. 28
      game-server/game/rummy/app/core/game/game_strokecard.go
  10. 4
      game-server/game/rummy/app/gamemanage/gamemanage.go

9
game-server/game/DZ/app/core/game/game.go

@ -549,7 +549,7 @@ func (rr *Room) SearchWinHandCard(WinType int) (types.PokerSlice, []int, types.P
MaxPoker += 1
}
// 再找二张其它牌 顺子情况下 不是上下的牌 影响顺子本身就可以
// 再找二张其它牌 顺子情况下 不是上下的牌 不是本身
for i := 0; i < 2; i++ {
BuildPoker := types.Poker(rand.Intn(13) + 1)
@ -558,7 +558,12 @@ func (rr *Room) SearchWinHandCard(WinType int) (types.PokerSlice, []int, types.P
continue
}
NeedFindPoker = append(NeedFindPoker, BuildPoker)
IsFind, _ := rr.FindPoker(NeedFindPoker, BuildPoker, false, nil)
if !IsFind {
NeedFindPoker = append(NeedFindPoker, BuildPoker)
} else {
i--
}
}
} else if WinType == protocol.PokerTypeOnePair ||
WinType == protocol.PokerTypeTwoPair ||

7
game-server/game/DZ/app/core/types/poker.go

@ -1,7 +1,6 @@
package types
import (
"base/log"
"fmt"
"sort"
"xgame/game/DZ/app/core/protocol"
@ -291,15 +290,15 @@ func (p *PokerSlice) PokerSort() []Poker { // 排序用于比较
}
func (p *PokerSlice) Compare(desPoker PokerSlice) int32 { //比较输赢 赢 1 输 2 和 3
log.Debug(" 要比较的初始牌 srcTempPoker:", *p, " desTempPoker:", desPoker)
//log.Debug(" 要比较的初始牌 srcTempPoker:", *p, " desTempPoker:", desPoker)
srcType := p.GetCardType()
desType := desPoker.GetCardType()
srcTempPoker := p.PokerSort()
desTempPoker := desPoker.PokerSort()
log.Debug(" 排序后用于比较的牌 srcType:", srcType, " desType:", desType)
log.Debug(" 排序后用于比较的牌 srcTempPoker:", srcTempPoker, " desTempPoker:", desTempPoker)
//log.Debug(" 排序后用于比较的牌 srcType:", srcType, " desType:", desType)
//log.Debug(" 排序后用于比较的牌 srcTempPoker:", srcTempPoker, " desTempPoker:", desTempPoker)
// 先比较类型
if srcType > desType {

22
game-server/game/rummy/app/core/game/game.go

@ -288,7 +288,7 @@ func (rr *Room) GetAICards() types.PokerSlice {
// GroupByColor 按花色分组
func (rr *Room) GroupByColor(HandCard types.PokerSlice) []types.PokerSlice {
log.Debug("按花色分组 牌", HandCard)
//log.Debug("按花色分组 牌", HandCard)
var TempHandCard []int
for _, poker := range HandCard {
TempHandCard = append(TempHandCard, int(poker))
@ -415,7 +415,7 @@ func (rr *Room) CreatSequence(bPure bool, AllCard *types.PokerSlice, TempGroupCa
//随机一张开始牌
BeginPoker := (*AllCard)[rand.Intn(len(*AllCard))]
log.Debug("随机一张开始牌 ", BeginPoker)
//log.Debug("随机一张开始牌 ", BeginPoker)
for BeginPoker.IsJoker() || BeginPoker.Point() == rr.WildJokerCard.Point() {
BeginPoker = (*AllCard)[rand.Intn(len(*AllCard))]
}
@ -437,7 +437,7 @@ func (rr *Room) CreatSequence(bPure bool, AllCard *types.PokerSlice, TempGroupCa
NeedFindPoker = append(NeedFindPoker, TempPokerSub)
}
}
log.Debug("找到需要的牌 ", NeedFindPoker)
//log.Debug("找到需要的牌 ", NeedFindPoker)
for _, FindPoker := range NeedFindPoker {
IsFind, Index := rr.FindPoker(*AllCard, FindPoker, bPure, TempAllCardIndex, true)
@ -460,7 +460,7 @@ func (rr *Room) CreatSequence(bPure bool, AllCard *types.PokerSlice, TempGroupCa
}
}
log.Debug("找到需要的牌的索引 ", TempAllCardIndex)
//log.Debug("找到需要的牌的索引 ", TempAllCardIndex)
if *CSFind {
break
@ -474,11 +474,11 @@ func (rr *Room) CreatSequence(bPure bool, AllCard *types.PokerSlice, TempGroupCa
return TempAllCardIndex[i] < TempAllCardIndex[j]
})
log.Debug("找到需要的牌的索引排序后 ", TempAllCardIndex)
//log.Debug("找到需要的牌的索引排序后 ", TempAllCardIndex)
// 全牌里删掉
for i := len(TempAllCardIndex); i > 0; i-- {
log.Debug("找到要删的牌 Index:", TempAllCardIndex[i-1], "找到要删的牌 值:", (*AllCard)[TempAllCardIndex[i-1]])
//log.Debug("找到要删的牌 Index:", TempAllCardIndex[i-1], "找到要删的牌 值:", (*AllCard)[TempAllCardIndex[i-1]])
NewPokers = append(NewPokers, (*AllCard)[TempAllCardIndex[i-1]])
if TempAllCardIndex[i-1] == (len(*AllCard) - 1) {
*AllCard = (*AllCard)[:TempAllCardIndex[i-1]]
@ -490,7 +490,7 @@ func (rr *Room) CreatSequence(bPure bool, AllCard *types.PokerSlice, TempGroupCa
sort.Slice(NewPokers, func(i, j int) bool {
return NewPokers[i].Point() < NewPokers[j].Point()
})
log.Debug("找到需要的牌 排序后 ", NewPokers)
//log.Debug("找到需要的牌 排序后 ", NewPokers)
*CSIndex = 0
ResultGroup.Pokers = append(ResultGroup.Pokers, NewPokers...)
@ -643,7 +643,7 @@ func (rr *Room) CreatSet(AllCard *types.PokerSlice, CSFind *bool, CSIndex *int,
for BeginPoker.IsJoker() || BeginPoker.Point() == rr.WildJokerCard.Point() {
BeginPoker = (*AllCard)[rand.Intn(len(*AllCard))]
}
log.Debug("随机一张开始牌 ", BeginPoker)
//log.Debug("随机一张开始牌 ", BeginPoker)
for i := 1; i < 5; i++ {
if int(BeginPoker.Color()) != i {
NeedFindPoker = append(NeedFindPoker, types.Poker(i*16+int(BeginPoker.Point())))
@ -659,7 +659,7 @@ func (rr *Room) CreatSet(AllCard *types.PokerSlice, CSFind *bool, CSIndex *int,
NeedFindPoker = append(NeedFindPoker, rr.WildJokerCard)
}
}
log.Debug("找到需要的牌 ", NeedFindPoker)
//log.Debug("找到需要的牌 ", NeedFindPoker)
TempAllCard := make(types.PokerSlice, len(*AllCard))
copy(TempAllCard, *AllCard)
@ -668,7 +668,7 @@ func (rr *Room) CreatSet(AllCard *types.PokerSlice, CSFind *bool, CSIndex *int,
for _, FindPoker := range NeedFindPoker {
IsFind, Index := rr.FindPoker(TempAllCard, FindPoker, true, []int{}, true)
if IsFind {
log.Debug("找到要删的牌 Index:", Index, "找到要删的牌 值:", TempAllCard[Index])
//log.Debug("找到要删的牌 Index:", Index, "找到要删的牌 值:", TempAllCard[Index])
NewPokers = append(NewPokers, TempAllCard[Index])
if Index == (len(TempAllCard) - 1) {
TempAllCard = TempAllCard[:Index]
@ -679,7 +679,7 @@ func (rr *Room) CreatSet(AllCard *types.PokerSlice, CSFind *bool, CSIndex *int,
// 补鬼牌
IsFind2, Index2 := rr.FindPoker(TempAllCard, rr.WildJokerCard, false, []int{}, true)
if IsFind2 {
log.Debug("找到要删的牌 Index:", Index2, "找到要删的牌 值:", TempAllCard[Index2])
//log.Debug("找到要删的牌 Index:", Index2, "找到要删的牌 值:", TempAllCard[Index2])
NewPokers = append(NewPokers, TempAllCard[Index2])
if Index2 == (len(TempAllCard) - 1) {
TempAllCard = TempAllCard[:Index2]

5
game-server/game/rummy/app/core/game/game_comm.go

@ -1,7 +1,6 @@
package game
import (
"base/log"
"math/rand"
"sort"
"time"
@ -117,8 +116,8 @@ func (rr *Room) NoticeCurrentOperation(CurrOperationPlayer int32, OperationTime
}
NotifyRMActionChoice.Choice = PBRMActionChoice
log.Debug(" 桌子号", rr.RId, "玩家", CurrOperationPlayer, "操作", route.NotifyRMActionChoice)
log.Printf(1, "内容: %+v\n", NotifyRMActionChoice)
//log.Debug(" 桌子号", rr.RId, "玩家", CurrOperationPlayer, "操作", route.NotifyRMActionChoice)
//log.Printf(1, "内容: %+v\n", NotifyRMActionChoice)
rr.Send(rr.PlayerMap[CurrOperationPlayer], route.NotifyRMActionChoice, NotifyRMActionChoice)
//记录动作列表

2
game-server/game/rummy/app/core/game/game_join_room.go

@ -48,7 +48,7 @@ func (rr *Room) JoinRoom(pPlayer *Player, isWatching int32) int32 {
if !pPlayer.IsRobot {
Reply := rr.GetUserGameControl(rr.RoomProxy, pPlayer.Uid, int64(rr.GameID), 0)
if Reply != nil && Reply.CheatValue != 0 {
log.Debug(" 桌子号", rr.RId, "房间:", rr.RoomID, "真玩家uid==", pPlayer.Uid, " 更新点控:", Reply)
//log.Debug(" 桌子号", rr.RId, "房间:", rr.RoomID, "真玩家uid==", pPlayer.Uid, " 更新点控:", Reply)
rr.isUserCtl = true
pPlayer.IsCheat = true
pPlayer.CheatType = Reply.CheatType

22
game-server/game/rummy/app/core/game/game_out_card.go

@ -93,7 +93,7 @@ func (rr *Room) OnOutCard(uid int64, msg interface{}) {
//messageRes.Action.Dest_tile = message.Action.Dest_tile
//
//rr.SendAllMessage(route.OutCard, messageRes)
for _, player := range rr.PlayerMap {
for _, tempPlayer := range rr.PlayerMap {
messageRes := &protocol.CSNotifyRMDoAction{}
messageRes.Action = &protocol.PBRMAction{}
messageRes.Seat_index = ChairId
@ -104,8 +104,8 @@ func (rr *Room) OnOutCard(uid int64, msg interface{}) {
messageRes.Action.Left_tile_count = int32(len(rr.CardList))
if player.ChairId == ChairId {
for _, Group := range player.HandsCard {
if tempPlayer.ChairId == ChairId {
for _, Group := range tempPlayer.HandsCard {
TempGroup := &protocol.PBRMTilesGroup{}
TempGroup.Group_type = int32(Group.CardType)
for _, Poker := range Group.Pokers {
@ -113,7 +113,7 @@ func (rr *Room) OnOutCard(uid int64, msg interface{}) {
}
messageRes.Action.Tiles_group = append(messageRes.Action.Tiles_group, TempGroup)
}
messageRes.Action.Score = player.GetTotalCount(player.HandsCard)
messageRes.Action.Score = tempPlayer.GetTotalCount(tempPlayer.HandsCard)
}
if (rr.PlayerMap[ChairId].IsRobot) && rr.PlayerMap[ChairId].GetTotalCount(rr.PlayerMap[ChairId].HandsCard) == 0 {
@ -121,16 +121,16 @@ func (rr *Room) OnOutCard(uid int64, msg interface{}) {
messageRes.Action.Winner_index = ChairId
}
log.Debug("玩家", ChairId, "出牌", route.StrokeCard)
log.Printf(1, "内容: %+v\n", messageRes)
log.Printf(1, "内容 Action: %+v\n", messageRes.Action)
rr.Send(player, route.StrokeCard, messageRes)
//log.Debug("玩家", ChairId, "出牌", route.StrokeCard)
//log.Printf(1, "内容: %+v\n", messageRes)
//log.Printf(1, "内容 Action: %+v\n", messageRes.Action)
rr.Send(tempPlayer, route.StrokeCard, messageRes)
//记录动作列表
player.LastAction = *message.Action
}
for _, player := range rr.PlayerWatchMap {
for _, tempPlayer := range rr.PlayerWatchMap {
messageRes := &protocol.CSNotifyRMDoAction{}
messageRes.Action = &protocol.PBRMAction{}
messageRes.Seat_index = ChairId
@ -146,8 +146,8 @@ func (rr *Room) OnOutCard(uid int64, msg interface{}) {
messageRes.Action.Winner_index = ChairId
}
log.Debug("观战之玩家", ChairId, "出牌", route.StrokeCard)
rr.Send(player, route.StrokeCard, messageRes)
//log.Debug("观战之玩家", ChairId, "出牌", route.StrokeCard)
rr.Send(tempPlayer, route.StrokeCard, messageRes)
}
// 机器人直接胡牌

8
game-server/game/rummy/app/core/game/game_robot.go

@ -201,8 +201,8 @@ func (r *RobotManager) UpdateRobot() { // 更新机器人
func (r *RobotManager) OnRobotMessage(msgId int32, player *Player, msg interface{}) { // 消息相应
log.Debug(" 桌子号", r.GameRoom.RId, "机器人收到消息", msgId)
log.Printf(1, "内容: %+v\n", msg)
//log.Debug(" 桌子号", r.GameRoom.RId, "机器人收到消息", msgId)
//log.Printf(1, "内容: %+v\n", msg)
milliseconds := time.Now().UnixMilli()
switch msgId {
case route.Enter: // 加入游戏
@ -291,7 +291,7 @@ func (r *RobotManager) OnRobotMessage(msgId int32, player *Player, msg interface
return
}
log.Debug(" 桌子号", r.GameRoom.RId, "通知机器人", player.ChairId, "摸牌")
//log.Debug(" 桌子号", r.GameRoom.RId, "通知机器人", player.ChairId, "摸牌")
r.CurrentOperationRobotTimer = milliseconds + int64(1000) + int64(rand.Intn(4000))
r.CurrentOperationRobotPlayer = message.Seat_index
r.CurrentOperationState = RobotStateStrokeCard
@ -332,7 +332,7 @@ func (r *RobotManager) OnRobotMessage(msgId int32, player *Player, msg interface
r.CurrentOperationState = RobotStateOutCard
r.CurrentOperationCard = message.Action.Tile
log.Debug(" 桌子号", r.GameRoom.RId, "机器玩家", message.Seat_index, "摸到了", r.CurrentOperationCard)
//log.Debug(" 桌子号", r.GameRoom.RId, "机器玩家", message.Seat_index, "摸到了", r.CurrentOperationCard)
}
break

21
game-server/game/rummy/app/core/game/game_robot_timer.go

@ -239,19 +239,17 @@ func (r *RobotManager) run() {
// 获取当前的概率
// TemPro := 500
TemPro := 10000 // todo 测试后删除
log.Debug(" 桌子号", r.GameRoom.RId, "房间当前血池 :", r.GameRoom.BoolePool)
CurrentGears := 0
TempRoomGears, err := strconv.Atoi(r.GameRoom.BoolePool.RoomGears)
if err == nil {
CurrentGears = TempRoomGears
log.Debug(" 桌子号", r.GameRoom.RId, "房间当前血池档位1 :", TempRoomGears, " CurrentGears :", CurrentGears)
}
//判断点控
if r.GameRoom.isUserCtl {
CurrentGears = int(r.GameRoom.UserCtlGear)
log.Debug(" 桌子号", r.GameRoom.RId, "房间当前血池档位2 :", r.GameRoom.UserCtlGear, " CurrentGears :", CurrentGears)
}
log.Debug(" 桌子号", r.GameRoom.RId, "房间当前血池 :", r.GameRoom.BoolePool, "房间当前血池档位1 :", TempRoomGears, "房间当前血池档位2 :", r.GameRoom.UserCtlGear, " CurrentGears :", CurrentGears)
CurrentRoomBlood := r.GameRoom.BloodCtrl.GearConfig[0].RoundRate
for _, GearConfig := range r.GameRoom.BloodCtrl.GearConfig {
@ -269,21 +267,20 @@ func (r *RobotManager) run() {
}
}
log.Debug(" 桌子号", r.GameRoom.RId, "当前血池 :", CurrentRoomBlood, "机器人出牌次数 :", robotPlayer.OutCardCount, " 当前的概率", TemPro)
log.Debug(" 桌子号", r.GameRoom.RId, "是否个人点控 :", r.GameRoom.isUserCtl, "点控档位 :", CurrentGears, " 房间点控", TempRoomGears)
if rand.Intn(10000) < TemPro {
log.Debug("机器人胡牌 算之前的手牌", robotPlayer.HandsCard)
//log.Debug("机器人胡牌 算之前的手牌", robotPlayer.HandsCard)
robotPlayer.HandsCard = r.GameRoom.SearchWinHandCard(robotPlayer, 13)
//就出最后一张牌
reqAction.Dest_tile = 13
log.Debug(" 桌子号", r.GameRoom.RId, "机器人算出来的手牌", robotPlayer.HandsCard)
//log.Debug(" 桌子号", r.GameRoom.RId, "机器人算出来的手牌", robotPlayer.HandsCard)
var TempGroup types.HandCards
TempGroup.Pokers = append(TempGroup.Pokers, r.GameRoom.CardList[len(r.GameRoom.CardList)-1])
TempGroup.CardType = TempGroup.Pokers.GetCardType(r.GameRoom.WildJokerCard)
TempGroup.AllCoin = TempGroup.Pokers.GetAllCoin(r.GameRoom.WildJokerCard)
r.GameRoom.CardList = r.GameRoom.CardList[:len(r.GameRoom.CardList)-1]
robotPlayer.HandsCard = append(robotPlayer.HandsCard, TempGroup)
log.Debug("机器人加一张要出的牌", robotPlayer.HandsCard)
//log.Debug("机器人加一张要出的牌", robotPlayer.HandsCard)
}
//出牌
@ -302,21 +299,21 @@ func (r *RobotManager) run() {
vCurrentPlayer := r.GameRoom.PlayerMap[iChair]
log.Debug("机器人理牌 算之前的手牌", vCurrentPlayer.HandsCard)
//log.Debug("机器人理牌 算之前的手牌", vCurrentPlayer.HandsCard)
CurrentGears := 0
TempRoomGears, err := strconv.Atoi(r.GameRoom.BoolePool.RoomGears)
if err == nil {
CurrentGears = TempRoomGears
log.Debug(" 桌子号", r.GameRoom.RId, "房间当前血池档位1 :", TempRoomGears, " CurrentGears :", CurrentGears)
}
//判断点控
if r.GameRoom.isUserCtl {
CurrentGears = int(r.GameRoom.UserCtlGear)
log.Debug(" 桌子号", r.GameRoom.RId, "房间当前血池档位2 :", r.GameRoom.UserCtlGear, " CurrentGears :", CurrentGears)
}
log.Debug(" 桌子号", r.GameRoom.RId, "房间当前血池 :", r.GameRoom.BoolePool, "房间当前血池档位1 :", TempRoomGears, "房间当前血池档位2 :", r.GameRoom.UserCtlGear, " CurrentGears :", CurrentGears)
CurrentRobotScorePro := r.GameRoom.BloodCtrl.GearConfig[0].RobotScorePro
for _, GearConfig := range r.GameRoom.BloodCtrl.GearConfig {
if GearConfig.GearID == CurrentGears {
@ -330,7 +327,7 @@ func (r *RobotManager) run() {
CurrentRobotScorePro = [][]int{{80, 100}, {60, 1000}, {40, 3000}, {20, 5000}}
}
log.Debug(" 桌子号", r.GameRoom.RId, "获取机器人分数配置 ", CurrentRobotScorePro)
//log.Debug(" 桌子号", r.GameRoom.RId, "获取机器人分数配置 ", CurrentRobotScorePro)
//随机机器人输的分
iTotalLosePro := 0
@ -366,7 +363,7 @@ func (r *RobotManager) run() {
}
//算出了一副可以胡的牌 然后拆组放入随机到的分数段
log.Debug(" 桌子号", r.GameRoom.RId, "机器人算出来的手牌", vCurrentPlayer.HandsCard)
//log.Debug(" 桌子号", r.GameRoom.RId, "机器人算出来的手牌", vCurrentPlayer.HandsCard)
}
log.Debug(r.GameRoom.WinPlayer, "胡牌了")
//这儿要计算一个机器人要输多少分

28
game-server/game/rummy/app/core/game/game_strokecard.go

@ -80,10 +80,9 @@ func (rr *Room) OnStrokeCard(msg interface{}) {
rr.PlayerMap[SeatId].OptCard = int(vGetCard)
//摸牌次数
rr.PlayerMap[SeatId].StrokeCardCount++
log.Debug(" 桌子号", rr.RId, "玩家", SeatId, "摸张", vGetCard)
for _, player := range rr.PlayerMap {
for _, tempPlayer := range rr.PlayerMap {
message := &protocol.CSNotifyRMDoAction{}
message.Action = &protocol.PBRMAction{}
message.Seat_index = SeatId
@ -95,7 +94,7 @@ func (rr *Room) OnStrokeCard(msg interface{}) {
}
} else {
message.Action.Action_type = protocol.EN_RM_MO_A
if player.ChairId == SeatId {
if tempPlayer.ChairId == SeatId {
message.Action.Tile = int32(vGetCard)
} else {
message.Action.Tile = -1
@ -104,8 +103,8 @@ func (rr *Room) OnStrokeCard(msg interface{}) {
message.Action.Left_tile_count = int32(len(rr.CardList))
if player.ChairId == SeatId {
for _, Group := range player.HandsCard {
if tempPlayer.ChairId == SeatId {
for _, Group := range tempPlayer.HandsCard {
TempGroup := &protocol.PBRMTilesGroup{}
TempGroup.Group_type = int32(Group.CardType)
for _, Poker := range Group.Pokers {
@ -113,19 +112,16 @@ func (rr *Room) OnStrokeCard(msg interface{}) {
}
message.Action.Tiles_group = append(message.Action.Tiles_group, TempGroup)
}
message.Action.Score = player.GetTotalCount(player.HandsCard)
message.Action.Score = tempPlayer.GetTotalCount(tempPlayer.HandsCard)
}
log.Debug(" 桌子号", rr.RId, "玩家", rr.CurrOperationPlayer, "摸牌 ", route.StrokeCard)
log.Printf(1, "内容: %+v\n", message)
log.Printf(1, "内容 Action: %+v\n", message.Action)
rr.Send(player, route.StrokeCard, message)
rr.Send(tempPlayer, route.StrokeCard, message)
//记录动作列表
player.LastAction = *message.Action
}
for _, player := range rr.PlayerWatchMap {
for _, tempPlayer := range rr.PlayerWatchMap {
message := &protocol.CSNotifyRMDoAction{}
message.Action = &protocol.PBRMAction{}
message.Seat_index = SeatId
@ -142,7 +138,7 @@ func (rr *Room) OnStrokeCard(msg interface{}) {
message.Action.Left_tile_count = int32(len(rr.CardList))
rr.Send(player, route.StrokeCard, message)
rr.Send(tempPlayer, route.StrokeCard, message)
}
}
@ -156,10 +152,10 @@ func (rr *Room) OnStrokeCard(msg interface{}) {
// 摸牌时候不是机器人才判断是否能够胡牌
if !rr.PlayerMap[rr.CurrOperationPlayer].IsRobot {
for _, tempGroup := range rr.PlayerMap[rr.CurrOperationPlayer].HandsCard {
log.Debug(" 桌子号", rr.RId, "摸牌 返回后 player.HandsCard ", tempGroup)
}
//for _, tempGroup := range rr.PlayerMap[rr.CurrOperationPlayer].HandsCard {
// log.Debug(" 桌子号", rr.RId, "摸牌 返回后 player.HandsCard ", tempGroup)
//}
rr.UserHuNotice(rr.PlayerMap[rr.CurrOperationPlayer])
log.Debug(" 桌子号", rr.RId, "摸牌 判断是否能够胡牌结束 ")
//log.Debug(" 桌子号", rr.RId, "摸牌 判断是否能够胡牌结束 ")
}
}

4
game-server/game/rummy/app/gamemanage/gamemanage.go

@ -497,7 +497,7 @@ func LogoutTable(ctx *node.Context) { // 用户退出游戏请求
})
}
func AllTable(ctx *node.Context) { // 用户下注
func AllTable(ctx *node.Context) { // 所有桌子
Ctx := ctx.Clone()
task.AddTask(func() {
res := &protocol.AllTableRes{
@ -506,7 +506,7 @@ func AllTable(ctx *node.Context) { // 用户下注
}
res.TableInfo = room.Gh.AllRoomInfo()
log.Debug("当前的所有房间信息 : ", res)
//log.Debug("当前的所有房间信息 : ", res)
Ctx.Request.Message.Route = route.AllTableInfoRes
if err := Ctx.Response(res); err != nil {

Loading…
Cancel
Save