From d54c22d74e704fef33dace1bce6d7abc07ac41ce Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=E6=B2=88=E8=82=B2=E6=9E=97?= <2921544609@qq.com> Date: Fri, 15 Aug 2025 12:48:59 +0800 Subject: [PATCH 01/34] =?UTF-8?q?=E6=90=AD=E5=BB=BA=E9=A1=B9=E7=9B=AE?= =?UTF-8?q?=E6=A1=86=E6=9E=B6?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- frontend/src/App.vue | 11 ++ frontend/src/components/common/README.md | 26 +++ frontend/src/components/editor/README.md | 26 +++ frontend/src/components/forms/README.md | 26 +++ frontend/src/composables/README.md | 197 +++++++++++++++++++++ frontend/src/main.js | 12 ++ frontend/src/router/index.js | 8 + frontend/src/services/README.md | 85 +++++++++ frontend/src/services/api.js | 44 +++++ frontend/src/services/signalr.js | 93 ++++++++++ frontend/src/stores/README.md | 55 ++++++ frontend/src/stores/auth.js | 116 ++++++++++++ frontend/src/stores/collaboration.js | 168 ++++++++++++++++++ frontend/src/stores/counter.js | 12 ++ frontend/src/stores/document.js | 187 +++++++++++++++++++ frontend/src/types/README.md | 63 +++++++ frontend/src/utils/README.md | 117 ++++++++++++ frontend/src/utils/storage.js | 56 ++++++ frontend/src/views/auth/README.md | 26 +++ frontend/src/views/collaboration/README.md | 26 +++ frontend/src/views/documents/README.md | 26 +++ 21 files changed, 1380 insertions(+) create mode 100644 frontend/src/App.vue create mode 100644 frontend/src/components/common/README.md create mode 100644 frontend/src/components/editor/README.md create mode 100644 frontend/src/components/forms/README.md create mode 100644 frontend/src/composables/README.md create mode 100644 frontend/src/main.js create mode 100644 frontend/src/router/index.js create mode 100644 frontend/src/services/README.md create mode 100644 frontend/src/services/api.js create mode 100644 frontend/src/services/signalr.js create mode 100644 frontend/src/stores/README.md create mode 100644 frontend/src/stores/auth.js create mode 100644 frontend/src/stores/collaboration.js create mode 100644 frontend/src/stores/counter.js create mode 100644 frontend/src/stores/document.js create mode 100644 frontend/src/types/README.md create mode 100644 frontend/src/utils/README.md create mode 100644 frontend/src/utils/storage.js create mode 100644 frontend/src/views/auth/README.md create mode 100644 frontend/src/views/collaboration/README.md create mode 100644 frontend/src/views/documents/README.md diff --git a/frontend/src/App.vue b/frontend/src/App.vue new file mode 100644 index 0000000..6ec9f60 --- /dev/null +++ b/frontend/src/App.vue @@ -0,0 +1,11 @@ + + + + + diff --git a/frontend/src/components/common/README.md b/frontend/src/components/common/README.md new file mode 100644 index 0000000..e5065b2 --- /dev/null +++ b/frontend/src/components/common/README.md @@ -0,0 +1,26 @@ +# 通用组件 (Common Components) + +## 目的 +存放可在整个应用中复用的通用组件。 + +## 内容 +- **布局组件**: 头部、侧边栏、底部等布局组件 +- **导航组件**: 菜单、面包屑、标签页等导航组件 +- **UI组件**: 按钮、输入框、模态框等基础UI组件 +- **加载组件**: 加载动画、骨架屏等状态组件 + +## 特点 +- 高度可复用 +- 无业务逻辑依赖 +- 支持主题定制 +- 响应式设计 + +## 示例组件 +```javascript +// AppHeader.vue - 应用头部 +// AppSidebar.vue - 侧边栏 +// LoadingSpinner.vue - 加载动画 +// ConfirmDialog.vue - 确认对话框 +// UserAvatar.vue - 用户头像 +// StatusBadge.vue - 状态标识 +``` diff --git a/frontend/src/components/editor/README.md b/frontend/src/components/editor/README.md new file mode 100644 index 0000000..442a01c --- /dev/null +++ b/frontend/src/components/editor/README.md @@ -0,0 +1,26 @@ +# 编辑器组件 (Editor Components) + +## 目的 +存放与实时文档编辑相关的专用组件。 + +## 内容 +- **文本编辑器**: 富文本编辑器、Markdown编辑器 +- **协作功能**: 实时光标、用户状态、编辑冲突处理 +- **编辑工具**: 工具栏、格式化按钮、插入功能 +- **预览组件**: 文档预览、版本对比等 + +## 特点 +- 实时协作编辑 +- 冲突检测和解决 +- 操作历史记录 +- 多用户光标显示 + +## 示例组件 +```javascript +// CollaborativeEditor.vue - 协作编辑器主组件 +// EditorToolbar.vue - 编辑器工具栏 +// UserCursor.vue - 用户光标指示器 +// EditHistory.vue - 编辑历史 +// DocumentPreview.vue - 文档预览 +// ConflictResolver.vue - 冲突解决器 +``` diff --git a/frontend/src/components/forms/README.md b/frontend/src/components/forms/README.md new file mode 100644 index 0000000..4d65243 --- /dev/null +++ b/frontend/src/components/forms/README.md @@ -0,0 +1,26 @@ +# 表单组件 (Form Components) + +## 目的 +存放与表单处理相关的专用组件。 + +## 内容 +- **输入组件**: 文本输入、密码输入、邮箱输入等 +- **选择组件**: 下拉选择、多选框、单选框等 +- **上传组件**: 文件上传、图片上传等 +- **验证组件**: 表单验证、错误提示等 + +## 特点 +- 统一的表单验证 +- 数据双向绑定 +- 错误状态处理 +- 自定义验证规则 + +## 示例组件 +```javascript +// FormInput.vue - 表单输入框 +// FormSelect.vue - 下拉选择 +// FormTextarea.vue - 文本域 +// FileUpload.vue - 文件上传 +// FormValidator.vue - 表单验证器 +// PasswordStrength.vue - 密码强度指示器 +``` diff --git a/frontend/src/composables/README.md b/frontend/src/composables/README.md new file mode 100644 index 0000000..0b8867e --- /dev/null +++ b/frontend/src/composables/README.md @@ -0,0 +1,197 @@ +# 组合式函数 (Composables) + +## 目的 +封装可复用的组合式逻辑,利用Vue 3的Composition API。 + +## 内容 +- **用户状态管理**: 用户认证和状态管理 +- **实时连接管理**: SignalR连接状态管理 +- **文档协作**: 实时文档编辑逻辑 +- **表单处理**: 表单验证和提交逻辑 + +## 特点 +- 响应式状态管理 +- 逻辑复用和组合 +- Vue 3 Composition API +- 易于测试和维护 + +## 示例 +```javascript +// composables/useAuth.js +import { ref, computed } from 'vue' +import { storage } from '@/utils/storage' +import ApiService from '@/services/api.service' + +const user = ref(null) +const token = ref(storage.get('auth_token')) + +export function useAuth() { + const isAuthenticated = computed(() => !!user.value) + + const login = async (credentials) => { + try { + const response = await ApiService.login(credentials) + user.value = response.user + token.value = response.token + storage.set('auth_token', response.token) + storage.set('user', response.user) + return { success: true } + } catch (error) { + return { success: false, error: error.message } + } + } + + const logout = () => { + user.value = null + token.value = null + storage.remove('auth_token') + storage.remove('user') + } + + const loadUserFromStorage = () => { + const storedUser = storage.get('user') + const storedToken = storage.get('auth_token') + if (storedUser && storedToken) { + user.value = storedUser + token.value = storedToken + } + } + + return { + user, + token, + isAuthenticated, + login, + logout, + loadUserFromStorage + } +} + +// composables/useSignalR.js +import { ref, onMounted, onUnmounted } from 'vue' +import SignalRService from '@/services/signalr.service' + +export function useSignalR() { + const isConnected = ref(false) + const connectionError = ref(null) + + const connect = async () => { + try { + await SignalRService.connect() + isConnected.value = true + connectionError.value = null + } catch (error) { + console.error('SignalR连接失败:', error) + connectionError.value = error.message + isConnected.value = false + } + } + + const disconnect = async () => { + try { + await SignalRService.disconnect() + isConnected.value = false + } catch (error) { + console.error('SignalR断开连接失败:', error) + } + } + + const on = (eventName, callback) => { + SignalRService.on(eventName, callback) + } + + const invoke = async (methodName, ...args) => { + try { + return await SignalRService.invoke(methodName, ...args) + } catch (error) { + console.error('SignalR调用失败:', error) + throw error + } + } + + onMounted(() => { + connect() + }) + + onUnmounted(() => { + disconnect() + }) + + return { + isConnected, + connectionError, + connect, + disconnect, + on, + invoke + } +} + +// composables/useCollaboration.js +import { ref, reactive } from 'vue' +import { useSignalR } from './useSignalR' + +export function useCollaboration() { + const { on, invoke } = useSignalR() + + const activeDocument = ref(null) + const connectedUsers = ref([]) + const documentChanges = reactive([]) + + const joinDocument = async (documentId) => { + try { + await invoke('JoinDocument', documentId) + activeDocument.value = documentId + } catch (error) { + console.error('加入文档失败:', error) + } + } + + const leaveDocument = async () => { + if (activeDocument.value) { + try { + await invoke('LeaveDocument', activeDocument.value) + activeDocument.value = null + connectedUsers.value = [] + } catch (error) { + console.error('离开文档失败:', error) + } + } + } + + const sendDocumentChange = async (change) => { + if (activeDocument.value) { + try { + await invoke('SendDocumentChange', activeDocument.value, change) + } catch (error) { + console.error('发送文档更改失败:', error) + } + } + } + + // 监听SignalR事件 + on('UserJoined', (userName) => { + console.log(`用户 ${userName} 加入了协作`) + // 更新连接用户列表 + }) + + on('UserLeft', (userName) => { + console.log(`用户 ${userName} 离开了协作`) + // 更新连接用户列表 + }) + + on('DocumentChanged', (change) => { + console.log('收到文档更改:', change) + documentChanges.push(change) + }) + + return { + activeDocument, + connectedUsers, + documentChanges, + joinDocument, + leaveDocument, + sendDocumentChange + } +} +``` diff --git a/frontend/src/main.js b/frontend/src/main.js new file mode 100644 index 0000000..fda1e6e --- /dev/null +++ b/frontend/src/main.js @@ -0,0 +1,12 @@ +import { createApp } from 'vue' +import { createPinia } from 'pinia' + +import App from './App.vue' +import router from './router' + +const app = createApp(App) + +app.use(createPinia()) +app.use(router) + +app.mount('#app') diff --git a/frontend/src/router/index.js b/frontend/src/router/index.js new file mode 100644 index 0000000..e1eab52 --- /dev/null +++ b/frontend/src/router/index.js @@ -0,0 +1,8 @@ +import { createRouter, createWebHistory } from 'vue-router' + +const router = createRouter({ + history: createWebHistory(import.meta.env.BASE_URL), + routes: [], +}) + +export default router diff --git a/frontend/src/services/README.md b/frontend/src/services/README.md new file mode 100644 index 0000000..64e4b18 --- /dev/null +++ b/frontend/src/services/README.md @@ -0,0 +1,85 @@ +# 服务层 (Services) + +## 目的 +封装与后端API和外部服务的通信逻辑。 + +## 内容 +- **API服务**: HTTP请求的封装和处理 +- **SignalR服务**: 实时通信连接管理 +- **认证服务**: 用户登录和令牌管理 +- **文件服务**: 文件上传和下载处理 + +## 特点 +- 统一的API调用接口 +- 错误处理和重试机制 +- 请求拦截器和响应处理 +- 实时连接状态管理 + +## 示例 +```javascript +// api.service.js +import axios from 'axios' + +class ApiService { + constructor() { + this.baseURL = import.meta.env.VITE_API_BASE_URL + this.client = axios.create({ + baseURL: this.baseURL, + timeout: 10000 + }) + } + + async getUsers() { + const response = await this.client.get('/users') + return response.data + } + + async createUser(userData) { + const response = await this.client.post('/users', userData) + return response.data + } +} + +export default new ApiService() + +// signalr.service.js +import { HubConnectionBuilder, LogLevel } from '@microsoft/signalr' + +class SignalRService { + constructor() { + this.connection = null + this.hubUrl = import.meta.env.VITE_SIGNALR_HUB_URL + } + + async connect() { + this.connection = new HubConnectionBuilder() + .withUrl(this.hubUrl + '/collaboration') + .configureLogging(LogLevel.Information) + .build() + + await this.connection.start() + console.log('SignalR连接已建立') + } + + async disconnect() { + if (this.connection) { + await this.connection.stop() + this.connection = null + } + } + + on(eventName, callback) { + if (this.connection) { + this.connection.on(eventName, callback) + } + } + + async invoke(methodName, ...args) { + if (this.connection) { + return await this.connection.invoke(methodName, ...args) + } + } +} + +export default new SignalRService() +``` diff --git a/frontend/src/services/api.js b/frontend/src/services/api.js new file mode 100644 index 0000000..4625de7 --- /dev/null +++ b/frontend/src/services/api.js @@ -0,0 +1,44 @@ +// API服务基础配置 +import axios from 'axios' +import { storage } from '@/utils/storage' + +// 创建axios实例 +const apiClient = axios.create({ + baseURL: import.meta.env.VITE_API_BASE_URL, + timeout: 10000, + headers: { + 'Content-Type': 'application/json' + } +}) + +// 请求拦截器 - 添加认证token +apiClient.interceptors.request.use( + (config) => { + const token = storage.get('auth_token') + if (token) { + config.headers.Authorization = `Bearer ${token}` + } + return config + }, + (error) => { + return Promise.reject(error) + } +) + +// 响应拦截器 - 处理通用错误 +apiClient.interceptors.response.use( + (response) => { + return response + }, + (error) => { + if (error.response?.status === 401) { + // Token过期,清除本地存储并重定向到登录页 + storage.remove('auth_token') + storage.remove('user') + window.location.href = '/login' + } + return Promise.reject(error) + } +) + +export default apiClient diff --git a/frontend/src/services/signalr.js b/frontend/src/services/signalr.js new file mode 100644 index 0000000..cb0a54c --- /dev/null +++ b/frontend/src/services/signalr.js @@ -0,0 +1,93 @@ +// SignalR连接服务 +import { HubConnectionBuilder, LogLevel } from '@microsoft/signalr' + +class SignalRService { + constructor() { + this.connection = null + this.hubUrl = import.meta.env.VITE_SIGNALR_HUB_URL + this.isConnected = false + } + + async connect(token = null) { + try { + const builder = new HubConnectionBuilder() + .withUrl(`${this.hubUrl}/collaboration`, { + accessTokenFactory: () => token + }) + .configureLogging(LogLevel.Information) + .withAutomaticReconnect() + + this.connection = builder.build() + + // 连接状态事件 + this.connection.onreconnecting(() => { + console.log('SignalR正在重连...') + this.isConnected = false + }) + + this.connection.onreconnected(() => { + console.log('SignalR重连成功') + this.isConnected = true + }) + + this.connection.onclose(() => { + console.log('SignalR连接已关闭') + this.isConnected = false + }) + + await this.connection.start() + this.isConnected = true + console.log('SignalR连接已建立') + + return true + } catch (error) { + console.error('SignalR连接失败:', error) + this.isConnected = false + return false + } + } + + async disconnect() { + if (this.connection) { + try { + await this.connection.stop() + this.connection = null + this.isConnected = false + console.log('SignalR连接已断开') + } catch (error) { + console.error('SignalR断开连接失败:', error) + } + } + } + + on(eventName, callback) { + if (this.connection) { + this.connection.on(eventName, callback) + } + } + + off(eventName, callback) { + if (this.connection) { + this.connection.off(eventName, callback) + } + } + + async invoke(methodName, ...args) { + if (this.connection && this.isConnected) { + try { + return await this.connection.invoke(methodName, ...args) + } catch (error) { + console.error(`SignalR调用 ${methodName} 失败:`, error) + throw error + } + } else { + throw new Error('SignalR连接未建立') + } + } + + getConnectionState() { + return this.connection?.state || 'Disconnected' + } +} + +export default new SignalRService() diff --git a/frontend/src/stores/README.md b/frontend/src/stores/README.md new file mode 100644 index 0000000..6e7bb8c --- /dev/null +++ b/frontend/src/stores/README.md @@ -0,0 +1,55 @@ +# 状态管理 (Stores) + +## 目的 +使用Pinia管理应用的全局状态。 + +## 内容 +- **用户状态**: 用户信息和认证状态管理 +- **文档状态**: 文档列表和当前文档状态 +- **协作状态**: 实时协作连接和用户状态 +- **UI状态**: 界面交互状态管理 + +## 特点 +- 响应式状态管理 +- 持久化存储支持 +- 组合式API风格 +- 模块化状态管理 + +## 状态文件 +```javascript +// auth.js - 用户认证状态管理 +export const useAuthStore = defineStore('auth', () => { + const user = ref(null) + const isAuthenticated = computed(() => !!user.value) + + const login = async (credentials) => { + // 登录逻辑 + } + + return { user, isAuthenticated, login } +}) + +// document.js - 文档状态管理 +export const useDocumentStore = defineStore('document', () => { + const documents = ref([]) + const currentDocument = ref(null) + + const fetchDocuments = async () => { + // 获取文档列表 + } + + return { documents, currentDocument, fetchDocuments } +}) + +// collaboration.js - 协作状态管理 +export const useCollaborationStore = defineStore('collaboration', () => { + const activeDocument = ref(null) + const connectedUsers = ref([]) + + const joinDocument = async (documentId) => { + // 加入文档协作 + } + + return { activeDocument, connectedUsers, joinDocument } +}) +``` diff --git a/frontend/src/stores/auth.js b/frontend/src/stores/auth.js new file mode 100644 index 0000000..9031c3b --- /dev/null +++ b/frontend/src/stores/auth.js @@ -0,0 +1,116 @@ +// 用户认证状态管理 +import { defineStore } from 'pinia' +import { ref, computed } from 'vue' +import { storage } from '@/utils/storage' +import apiClient from '@/services/api' + +export const useAuthStore = defineStore('auth', () => { + const user = ref(null) + const token = ref(storage.get('auth_token')) + const loading = ref(false) + const error = ref(null) + + // 计算属性 + const isAuthenticated = computed(() => !!user.value && !!token.value) + const userName = computed(() => user.value?.name || '') + + // 登录 + const login = async (credentials) => { + loading.value = true + error.value = null + + try { + const response = await apiClient.post('/auth/login', credentials) + const { user: userData, token: authToken } = response.data + + user.value = userData + token.value = authToken + + // 保存到本地存储 + storage.set('auth_token', authToken) + storage.set('user', userData) + + return { success: true } + } catch (err) { + error.value = err.response?.data?.message || '登录失败' + return { success: false, error: error.value } + } finally { + loading.value = false + } + } + + // 注册 + const register = async (userData) => { + loading.value = true + error.value = null + + try { + const response = await apiClient.post('/auth/register', userData) + const { user: newUser, token: authToken } = response.data + + user.value = newUser + token.value = authToken + + storage.set('auth_token', authToken) + storage.set('user', newUser) + + return { success: true } + } catch (err) { + error.value = err.response?.data?.message || '注册失败' + return { success: false, error: error.value } + } finally { + loading.value = false + } + } + + // 登出 + const logout = () => { + user.value = null + token.value = null + storage.remove('auth_token') + storage.remove('user') + } + + // 从本地存储加载用户信息 + const loadUserFromStorage = () => { + const storedUser = storage.get('user') + const storedToken = storage.get('auth_token') + + if (storedUser && storedToken) { + user.value = storedUser + token.value = storedToken + } + } + + // 更新用户信息 + const updateUser = async (userData) => { + loading.value = true + error.value = null + + try { + const response = await apiClient.put('/auth/profile', userData) + user.value = response.data + storage.set('user', response.data) + return { success: true } + } catch (err) { + error.value = err.response?.data?.message || '更新失败' + return { success: false, error: error.value } + } finally { + loading.value = false + } + } + + return { + user, + token, + loading, + error, + isAuthenticated, + userName, + login, + register, + logout, + loadUserFromStorage, + updateUser + } +}) diff --git a/frontend/src/stores/collaboration.js b/frontend/src/stores/collaboration.js new file mode 100644 index 0000000..6531564 --- /dev/null +++ b/frontend/src/stores/collaboration.js @@ -0,0 +1,168 @@ +// 实时协作状态管理 +import { defineStore } from 'pinia' +import { ref, reactive } from 'vue' +import signalrService from '@/services/signalr' + +export const useCollaborationStore = defineStore('collaboration', () => { + const isConnected = ref(false) + const activeDocument = ref(null) + const connectedUsers = ref([]) + const documentChanges = reactive([]) + const userCursors = reactive(new Map()) + const loading = ref(false) + const error = ref(null) + + // 连接SignalR + const connect = async (token) => { + loading.value = true + error.value = null + + try { + const success = await signalrService.connect(token) + if (success) { + isConnected.value = true + setupEventHandlers() + } + return success + } catch (err) { + error.value = '连接失败' + isConnected.value = false + return false + } finally { + loading.value = false + } + } + + // 断开连接 + const disconnect = async () => { + try { + await signalrService.disconnect() + isConnected.value = false + activeDocument.value = null + connectedUsers.value = [] + documentChanges.splice(0) + userCursors.clear() + } catch (err) { + console.error('断开连接失败:', err) + } + } + + // 加入文档协作 + const joinDocument = async (documentId) => { + if (!isConnected.value) { + throw new Error('SignalR未连接') + } + + try { + await signalrService.invoke('JoinDocument', documentId) + activeDocument.value = documentId + return true + } catch (err) { + error.value = '加入文档失败' + return false + } + } + + // 离开文档协作 + const leaveDocument = async () => { + if (!activeDocument.value) return + + try { + await signalrService.invoke('LeaveDocument', activeDocument.value) + activeDocument.value = null + connectedUsers.value = [] + userCursors.clear() + } catch (err) { + console.error('离开文档失败:', err) + } + } + + // 发送文档更改 + const sendDocumentChange = async (change) => { + if (!activeDocument.value || !isConnected.value) { + throw new Error('未连接到文档') + } + + try { + await signalrService.invoke('SendDocumentChange', activeDocument.value, change) + return true + } catch (err) { + error.value = '发送更改失败' + return false + } + } + + // 发送光标位置 + const sendCursorPosition = async (position) => { + if (!activeDocument.value || !isConnected.value) return + + try { + await signalrService.invoke('SendCursorPosition', activeDocument.value, position) + } catch (err) { + console.error('发送光标位置失败:', err) + } + } + + // 设置事件处理器 + const setupEventHandlers = () => { + // 用户加入 + signalrService.on('UserJoined', (user) => { + console.log('用户加入:', user) + if (!connectedUsers.value.find(u => u.id === user.id)) { + connectedUsers.value.push(user) + } + }) + + // 用户离开 + signalrService.on('UserLeft', (userId) => { + console.log('用户离开:', userId) + connectedUsers.value = connectedUsers.value.filter(u => u.id !== userId) + userCursors.delete(userId) + }) + + // 文档更改 + signalrService.on('DocumentChanged', (change) => { + console.log('收到文档更改:', change) + documentChanges.push({ + ...change, + timestamp: new Date() + }) + }) + + // 光标位置更新 + signalrService.on('CursorMoved', (userId, position) => { + userCursors.set(userId, { + userId, + position, + timestamp: new Date() + }) + }) + + // 用户列表更新 + signalrService.on('ConnectedUsersUpdated', (users) => { + connectedUsers.value = users + }) + } + + // 清除错误 + const clearError = () => { + error.value = null + } + + return { + isConnected, + activeDocument, + connectedUsers, + documentChanges, + userCursors, + loading, + error, + connect, + disconnect, + joinDocument, + leaveDocument, + sendDocumentChange, + sendCursorPosition, + clearError + } +}) diff --git a/frontend/src/stores/counter.js b/frontend/src/stores/counter.js new file mode 100644 index 0000000..b6757ba --- /dev/null +++ b/frontend/src/stores/counter.js @@ -0,0 +1,12 @@ +import { ref, computed } from 'vue' +import { defineStore } from 'pinia' + +export const useCounterStore = defineStore('counter', () => { + const count = ref(0) + const doubleCount = computed(() => count.value * 2) + function increment() { + count.value++ + } + + return { count, doubleCount, increment } +}) diff --git a/frontend/src/stores/document.js b/frontend/src/stores/document.js new file mode 100644 index 0000000..0f0d2ed --- /dev/null +++ b/frontend/src/stores/document.js @@ -0,0 +1,187 @@ +// 文档管理状态 +import { defineStore } from 'pinia' +import { ref, computed } from 'vue' +import apiClient from '@/services/api' + +export const useDocumentStore = defineStore('document', () => { + const documents = ref([]) + const currentDocument = ref(null) + const loading = ref(false) + const error = ref(null) + + // 计算属性 + const documentCount = computed(() => documents.value.length) + const hasDocuments = computed(() => documents.value.length > 0) + + // 获取所有文档 + const fetchDocuments = async () => { + loading.value = true + error.value = null + + try { + const response = await apiClient.get('/documents') + documents.value = response.data + return true + } catch (err) { + error.value = err.response?.data?.message || '获取文档列表失败' + return false + } finally { + loading.value = false + } + } + + // 获取单个文档 + const fetchDocument = async (id) => { + loading.value = true + error.value = null + + try { + const response = await apiClient.get(`/documents/${id}`) + currentDocument.value = response.data + return response.data + } catch (err) { + error.value = err.response?.data?.message || '获取文档失败' + return null + } finally { + loading.value = false + } + } + + // 创建文档 + const createDocument = async (documentData) => { + loading.value = true + error.value = null + + try { + const response = await apiClient.post('/documents', documentData) + const newDocument = response.data + documents.value.unshift(newDocument) + return { success: true, document: newDocument } + } catch (err) { + error.value = err.response?.data?.message || '创建文档失败' + return { success: false, error: error.value } + } finally { + loading.value = false + } + } + + // 更新文档 + const updateDocument = async (id, documentData) => { + loading.value = true + error.value = null + + try { + const response = await apiClient.put(`/documents/${id}`, documentData) + const updatedDocument = response.data + + // 更新列表中的文档 + const index = documents.value.findIndex(doc => doc.id === id) + if (index !== -1) { + documents.value[index] = updatedDocument + } + + // 更新当前文档 + if (currentDocument.value?.id === id) { + currentDocument.value = updatedDocument + } + + return { success: true, document: updatedDocument } + } catch (err) { + error.value = err.response?.data?.message || '更新文档失败' + return { success: false, error: error.value } + } finally { + loading.value = false + } + } + + // 删除文档 + const deleteDocument = async (id) => { + loading.value = true + error.value = null + + try { + await apiClient.delete(`/documents/${id}`) + + // 从列表中移除 + documents.value = documents.value.filter(doc => doc.id !== id) + + // 如果是当前文档,清空 + if (currentDocument.value?.id === id) { + currentDocument.value = null + } + + return { success: true } + } catch (err) { + error.value = err.response?.data?.message || '删除文档失败' + return { success: false, error: error.value } + } finally { + loading.value = false + } + } + + // 搜索文档 + const searchDocuments = async (query) => { + loading.value = true + error.value = null + + try { + const response = await apiClient.get('/documents/search', { + params: { q: query } + }) + return response.data + } catch (err) { + error.value = err.response?.data?.message || '搜索文档失败' + return [] + } finally { + loading.value = false + } + } + + // 保存文档内容 + const saveDocumentContent = async (id, content) => { + try { + const response = await apiClient.patch(`/documents/${id}/content`, { + content + }) + + // 更新当前文档内容 + if (currentDocument.value?.id === id) { + currentDocument.value.content = content + currentDocument.value.updatedAt = response.data.updatedAt + } + + return true + } catch (err) { + console.error('保存文档内容失败:', err) + return false + } + } + + // 清除错误 + const clearError = () => { + error.value = null + } + + // 清除当前文档 + const clearCurrentDocument = () => { + currentDocument.value = null + } + + return { + documents, + currentDocument, + loading, + error, + documentCount, + hasDocuments, + fetchDocuments, + fetchDocument, + createDocument, + updateDocument, + deleteDocument, + searchDocuments, + saveDocumentContent, + clearError, + clearCurrentDocument + } +}) diff --git a/frontend/src/types/README.md b/frontend/src/types/README.md new file mode 100644 index 0000000..1cd9c85 --- /dev/null +++ b/frontend/src/types/README.md @@ -0,0 +1,63 @@ +# 类型定义 (Types) + +## 目的 +定义TypeScript类型和接口,确保类型安全。 + +## 内容 +- **API类型**: 后端API的请求和响应类型 +- **实体类型**: 业务实体的TypeScript定义 +- **组件Props**: Vue组件的属性类型定义 +- **事件类型**: SignalR事件的类型定义 + +## 特点 +- 类型安全保障 +- 代码智能提示 +- 编译时错误检查 +- 接口契约定义 + +## 示例 +```typescript +// types/user.ts +export interface User { + id: number + name: string + email: string + createdAt: string +} + +export interface LoginCredentials { + email: string + password: string +} + +export interface LoginResponse { + token: string + user: User +} + +// types/document.ts +export interface Document { + id: string + title: string + content: string + ownerId: number + collaborators: User[] + createdAt: string + updatedAt: string +} + +export interface DocumentChange { + type: 'insert' | 'delete' | 'replace' + position: number + content: string + userId: number +} + +// types/signalr.ts +export interface SignalREvents { + 'UserJoined': (userName: string) => void + 'UserLeft': (userName: string) => void + 'DocumentChanged': (change: DocumentChange) => void + 'CursorMoved': (userId: number, position: number) => void +} +``` diff --git a/frontend/src/utils/README.md b/frontend/src/utils/README.md new file mode 100644 index 0000000..4e6b667 --- /dev/null +++ b/frontend/src/utils/README.md @@ -0,0 +1,117 @@ +# 工具函数 (Utils) + +## 目的 +提供通用的工具函数和助手方法。 + +## 内容 +- **日期处理**: 日期格式化和计算工具 +- **验证工具**: 表单验证和数据校验 +- **存储工具**: 本地存储的封装 +- **格式化工具**: 数据格式化和转换 + +## 特点 +- 纯函数设计 +- 可复用性强 +- 易于测试 +- 模块化导出 + +## 示例 +```javascript +// utils/date.js +export const formatDate = (date) => { + const d = new Date(date) + return d.toLocaleDateString('zh-CN') +} + +export const formatRelativeTime = (date) => { + const now = new Date() + const target = new Date(date) + const diff = now.getTime() - target.getTime() + + if (diff < 60000) return '刚刚' + if (diff < 3600000) return `${Math.floor(diff / 60000)}分钟前` + if (diff < 86400000) return `${Math.floor(diff / 3600000)}小时前` + return formatDate(date) +} + +export const formatDateTime = (date) => { + const d = new Date(date) + return d.toLocaleString('zh-CN') +} + +// utils/validation.js +export const isValidEmail = (email) => { + const emailRegex = /^[^\s@]+@[^\s@]+\.[^\s@]+$/ + return emailRegex.test(email) +} + +export const isValidPassword = (password) => { + return password && password.length >= 8 +} + +export const isRequired = (value) => { + return value !== null && value !== undefined && value !== '' +} + +// utils/storage.js +export const storage = { + get(key) { + try { + const item = localStorage.getItem(key) + return item ? JSON.parse(item) : null + } catch (error) { + console.error('读取本地存储失败:', error) + return null + } + }, + + set(key, value) { + try { + localStorage.setItem(key, JSON.stringify(value)) + } catch (error) { + console.error('设置本地存储失败:', error) + } + }, + + remove(key) { + try { + localStorage.removeItem(key) + } catch (error) { + console.error('删除本地存储失败:', error) + } + }, + + clear() { + try { + localStorage.clear() + } catch (error) { + console.error('清空本地存储失败:', error) + } + } +} + +// utils/debounce.js +export const debounce = (func, wait) => { + let timeout + return function executedFunction(...args) { + const later = () => { + clearTimeout(timeout) + func(...args) + } + clearTimeout(timeout) + timeout = setTimeout(later, wait) + } +} + +// utils/throttle.js +export const throttle = (func, limit) => { + let inThrottle + return function(...args) { + if (!inThrottle) { + func.apply(this, args) + inThrottle = true + setTimeout(() => inThrottle = false, limit) + } + } +} +``` diff --git a/frontend/src/utils/storage.js b/frontend/src/utils/storage.js new file mode 100644 index 0000000..894d6b3 --- /dev/null +++ b/frontend/src/utils/storage.js @@ -0,0 +1,56 @@ +// 本地存储工具 +export const storage = { + // 获取数据 + get(key) { + try { + const item = localStorage.getItem(key) + return item ? JSON.parse(item) : null + } catch (error) { + console.error('读取本地存储失败:', error) + return null + } + }, + + // 设置数据 + set(key, value) { + try { + localStorage.setItem(key, JSON.stringify(value)) + return true + } catch (error) { + console.error('设置本地存储失败:', error) + return false + } + }, + + // 删除数据 + remove(key) { + try { + localStorage.removeItem(key) + return true + } catch (error) { + console.error('删除本地存储失败:', error) + return false + } + }, + + // 清空所有数据 + clear() { + try { + localStorage.clear() + return true + } catch (error) { + console.error('清空本地存储失败:', error) + return false + } + }, + + // 检查是否存在 + has(key) { + return localStorage.getItem(key) !== null + }, + + // 获取所有键 + keys() { + return Object.keys(localStorage) + } +} diff --git a/frontend/src/views/auth/README.md b/frontend/src/views/auth/README.md new file mode 100644 index 0000000..3db31b5 --- /dev/null +++ b/frontend/src/views/auth/README.md @@ -0,0 +1,26 @@ +# 认证视图 (Auth Views) + +## 目的 +存放用户认证相关的页面视图。 + +## 内容 +- **登录页面**: 用户登录表单和处理逻辑 +- **注册页面**: 用户注册表单和验证 +- **密码重置**: 忘记密码和重置功能 +- **个人资料**: 用户信息查看和编辑 + +## 特点 +- 表单验证和错误处理 +- 响应式布局设计 +- 安全性考虑 +- 用户体验优化 + +## 页面文件 +```javascript +// LoginView.vue - 登录页面 +// RegisterView.vue - 注册页面 +// ForgotPasswordView.vue - 忘记密码页面 +// ResetPasswordView.vue - 重置密码页面 +// ProfileView.vue - 个人资料页面 +// ChangePasswordView.vue - 修改密码页面 +``` diff --git a/frontend/src/views/collaboration/README.md b/frontend/src/views/collaboration/README.md new file mode 100644 index 0000000..3324760 --- /dev/null +++ b/frontend/src/views/collaboration/README.md @@ -0,0 +1,26 @@ +# 协作视图 (Collaboration Views) + +## 目的 +存放实时协作编辑相关的页面视图。 + +## 内容 +- **协作编辑器**: 实时文档协作编辑页面 +- **协作会话**: 当前协作会话管理 +- **用户管理**: 协作用户的权限和状态管理 +- **版本历史**: 文档版本和变更历史 + +## 特点 +- 实时多用户协作 +- 冲突检测和解决 +- 用户状态实时显示 +- 版本控制和回滚 + +## 页面文件 +```javascript +// CollaborationEditorView.vue - 协作编辑器主页面 +// ActiveSessionView.vue - 当前活跃会话 +// CollaboratorsView.vue - 协作用户管理 +// VersionHistoryView.vue - 版本历史页面 +// ConflictResolutionView.vue - 冲突解决页面 +// ShareDocumentView.vue - 文档分享页面 +``` diff --git a/frontend/src/views/documents/README.md b/frontend/src/views/documents/README.md new file mode 100644 index 0000000..a7ff5f6 --- /dev/null +++ b/frontend/src/views/documents/README.md @@ -0,0 +1,26 @@ +# 文档管理视图 (Document Views) + +## 目的 +存放文档管理相关的页面视图。 + +## 内容 +- **文档列表**: 显示用户的所有文档 +- **文档创建**: 创建新文档的页面 +- **文档详情**: 查看文档信息和设置 +- **文档搜索**: 搜索和过滤文档 + +## 特点 +- 文档CRUD操作 +- 搜索和筛选功能 +- 分页和虚拟滚动 +- 文档权限管理 + +## 页面文件 +```javascript +// DocumentListView.vue - 文档列表页面 +// CreateDocumentView.vue - 创建文档页面 +// DocumentDetailView.vue - 文档详情页面 +// DocumentSearchView.vue - 文档搜索页面 +// DocumentSettingsView.vue - 文档设置页面 +// SharedDocumentsView.vue - 共享文档页面 +``` -- Gitee From 251a9978bcd2d43fef8e417f0a91fcb003c2420d Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=E6=B2=88=E8=82=B2=E6=9E=97?= <2921544609@qq.com> Date: Fri, 15 Aug 2025 13:29:26 +0800 Subject: [PATCH 02/34] =?UTF-8?q?=E6=90=AD=E5=BB=BA=E9=A1=B9=E7=9B=AE?= =?UTF-8?q?=E6=A1=86=E6=9E=B6=E2=80=94=E2=80=94=E2=80=94=E5=89=8D=E7=AB=AF?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- backend/CollabApp.sln | 84 ++++++++ .../src/CollabApp.API/CollabApp.API.csproj | 25 +++ backend/src/CollabApp.API/CollabApp.API.http | 6 + .../src/CollabApp.API/Controllers/README.md | 38 ++++ backend/src/CollabApp.API/Hubs/README.md | 34 +++ .../src/CollabApp.API/Middleware/README.md | 44 ++++ backend/src/CollabApp.API/Program.cs | 41 ++++ .../Properties/launchSettings.json | 23 ++ backend/src/CollabApp.API/appsettings.json | 9 + .../CollabApp.Application.csproj | 18 ++ .../CollabApp.Application/Commands/README.md | 32 +++ .../src/CollabApp.Application/DTOs/README.md | 36 ++++ .../Interfaces/README.md | 30 +++ .../CollabApp.Application/Queries/README.md | 31 +++ .../CollabApp.Domain/CollabApp.Domain.csproj | 9 + .../src/CollabApp.Domain/Entities/README.md | 30 +++ .../CollabApp.Domain/Repositories/README.md | 28 +++ .../src/CollabApp.Domain/Services/README.md | 29 +++ .../CollabApp.Domain/ValueObjects/README.md | 35 ++++ .../CollabApp.Infrastructure.csproj | 21 ++ .../CollabApp.Infrastructure/Data/README.md | 30 +++ .../Repositories/README.md | 34 +++ .../Services/README.md | 34 +++ frontend/.gitattributes | 1 + frontend/.gitignore | 30 +++ frontend/.prettierrc.json | 6 + frontend/index.html | 13 ++ frontend/jsconfig.json | 8 + frontend/package.json | 32 +++ frontend/public/favicon.ico | Bin 0 -> 4286 bytes frontend/src/api/auth.js | 39 ++++ frontend/src/api/common.js | 89 ++++++++ frontend/src/api/game.js | 64 ++++++ .../src/{services/api.js => api/index.js} | 28 +-- frontend/src/api/ranking.js | 56 +++++ frontend/src/api/room.js | 63 ++++++ frontend/src/api/user.js | 40 ++++ frontend/src/components/common/README.md | 27 +-- frontend/src/components/editor/README.md | 27 +-- frontend/src/components/forms/README.md | 27 +-- frontend/src/composables/README.md | 197 ------------------ frontend/src/router/index.js | 3 +- frontend/src/router/routes.js | 1 + frontend/src/services/README.md | 85 -------- frontend/src/services/signalr.js | 93 --------- frontend/src/stores/README.md | 56 +---- frontend/src/stores/auth.js | 116 ----------- frontend/src/stores/collaboration.js | 168 --------------- frontend/src/stores/counter.js | 12 -- frontend/src/stores/document.js | 187 ----------------- frontend/src/types/README.md | 63 ------ frontend/src/utils/README.md | 118 +---------- frontend/src/utils/storage.js | 56 ----- frontend/src/views/auth/ForgotPassword.vue | 29 +++ frontend/src/views/auth/Login.vue | 28 +++ frontend/src/views/auth/README.md | 26 --- frontend/src/views/auth/Register.vue | 30 +++ frontend/src/views/collaboration/README.md | 26 --- frontend/src/views/documents/README.md | 26 --- frontend/src/views/game/Game.vue | 54 +++++ frontend/src/views/game/GameOver.vue | 53 +++++ frontend/src/views/game/GameRoom.vue | 49 +++++ frontend/src/views/home/Home.vue | 33 +++ frontend/src/views/lobby/Lobby.vue | 43 ++++ frontend/src/views/profile/Profile.vue | 62 ++++++ frontend/src/views/ranking/Ranking.vue | 62 ++++++ frontend/vite.config.js | 18 ++ frontend/vitest.config.js | 14 ++ 68 files changed, 1644 insertions(+), 1315 deletions(-) create mode 100644 backend/CollabApp.sln create mode 100644 backend/src/CollabApp.API/CollabApp.API.csproj create mode 100644 backend/src/CollabApp.API/CollabApp.API.http create mode 100644 backend/src/CollabApp.API/Controllers/README.md create mode 100644 backend/src/CollabApp.API/Hubs/README.md create mode 100644 backend/src/CollabApp.API/Middleware/README.md create mode 100644 backend/src/CollabApp.API/Program.cs create mode 100644 backend/src/CollabApp.API/Properties/launchSettings.json create mode 100644 backend/src/CollabApp.API/appsettings.json create mode 100644 backend/src/CollabApp.Application/CollabApp.Application.csproj create mode 100644 backend/src/CollabApp.Application/Commands/README.md create mode 100644 backend/src/CollabApp.Application/DTOs/README.md create mode 100644 backend/src/CollabApp.Application/Interfaces/README.md create mode 100644 backend/src/CollabApp.Application/Queries/README.md create mode 100644 backend/src/CollabApp.Domain/CollabApp.Domain.csproj create mode 100644 backend/src/CollabApp.Domain/Entities/README.md create mode 100644 backend/src/CollabApp.Domain/Repositories/README.md create mode 100644 backend/src/CollabApp.Domain/Services/README.md create mode 100644 backend/src/CollabApp.Domain/ValueObjects/README.md create mode 100644 backend/src/CollabApp.Infrastructure/CollabApp.Infrastructure.csproj create mode 100644 backend/src/CollabApp.Infrastructure/Data/README.md create mode 100644 backend/src/CollabApp.Infrastructure/Repositories/README.md create mode 100644 backend/src/CollabApp.Infrastructure/Services/README.md create mode 100644 frontend/.gitattributes create mode 100644 frontend/.gitignore create mode 100644 frontend/.prettierrc.json create mode 100644 frontend/index.html create mode 100644 frontend/jsconfig.json create mode 100644 frontend/package.json create mode 100644 frontend/public/favicon.ico create mode 100644 frontend/src/api/auth.js create mode 100644 frontend/src/api/common.js create mode 100644 frontend/src/api/game.js rename frontend/src/{services/api.js => api/index.js} (47%) create mode 100644 frontend/src/api/ranking.js create mode 100644 frontend/src/api/room.js create mode 100644 frontend/src/api/user.js delete mode 100644 frontend/src/composables/README.md create mode 100644 frontend/src/router/routes.js delete mode 100644 frontend/src/services/README.md delete mode 100644 frontend/src/services/signalr.js delete mode 100644 frontend/src/stores/auth.js delete mode 100644 frontend/src/stores/collaboration.js delete mode 100644 frontend/src/stores/counter.js delete mode 100644 frontend/src/stores/document.js delete mode 100644 frontend/src/types/README.md delete mode 100644 frontend/src/utils/storage.js create mode 100644 frontend/src/views/auth/ForgotPassword.vue create mode 100644 frontend/src/views/auth/Login.vue delete mode 100644 frontend/src/views/auth/README.md create mode 100644 frontend/src/views/auth/Register.vue delete mode 100644 frontend/src/views/collaboration/README.md delete mode 100644 frontend/src/views/documents/README.md create mode 100644 frontend/src/views/game/Game.vue create mode 100644 frontend/src/views/game/GameOver.vue create mode 100644 frontend/src/views/game/GameRoom.vue create mode 100644 frontend/src/views/home/Home.vue create mode 100644 frontend/src/views/lobby/Lobby.vue create mode 100644 frontend/src/views/profile/Profile.vue create mode 100644 frontend/src/views/ranking/Ranking.vue create mode 100644 frontend/vite.config.js create mode 100644 frontend/vitest.config.js diff --git a/backend/CollabApp.sln b/backend/CollabApp.sln new file mode 100644 index 0000000..48f1865 --- /dev/null +++ b/backend/CollabApp.sln @@ -0,0 +1,84 @@ + +Microsoft Visual Studio Solution File, Format Version 12.00 +# Visual Studio Version 17 +VisualStudioVersion = 17.0.31903.59 +MinimumVisualStudioVersion = 10.0.40219.1 +Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "src", "src", "{827E0CD3-B72D-47B6-A68D-7590B98EB39B}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "CollabApp.API", "src\CollabApp.API\CollabApp.API.csproj", "{5665D919-F5F1-41A6-AD0E-4DFAA9A7AC6F}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "CollabApp.Domain", "src\CollabApp.Domain\CollabApp.Domain.csproj", "{170263DD-CBBB-4106-9D78-A38A001F1F3B}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "CollabApp.Application", "src\CollabApp.Application\CollabApp.Application.csproj", "{2505E022-6542-40FF-9725-1DA669A36A20}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "CollabApp.Infrastructure", "src\CollabApp.Infrastructure\CollabApp.Infrastructure.csproj", "{78700058-9673-47E0-9993-2274A7BCD49C}" +EndProject +Global + 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/dev/null +++ b/backend/src/CollabApp.API/CollabApp.API.csproj @@ -0,0 +1,25 @@ + + + + net9.0 + enable + enable + + + + + + + + runtime; build; native; contentfiles; analyzers; buildtransitive + all + + + + + + + + + + diff --git a/backend/src/CollabApp.API/CollabApp.API.http b/backend/src/CollabApp.API/CollabApp.API.http new file mode 100644 index 0000000..9adc476 --- /dev/null +++ b/backend/src/CollabApp.API/CollabApp.API.http @@ -0,0 +1,6 @@ +@CollabApp.API_HostAddress = http://localhost:5128 + +GET {{CollabApp.API_HostAddress}}/weatherforecast/ +Accept: application/json + +### diff --git a/backend/src/CollabApp.API/Controllers/README.md b/backend/src/CollabApp.API/Controllers/README.md new file mode 100644 index 0000000..88ed61c --- /dev/null +++ b/backend/src/CollabApp.API/Controllers/README.md @@ -0,0 +1,38 @@ +# 控制器层 (Controllers) + +## 目的 +处理HTTP请求,作为API的入口点,协调应用层服务。 + +## 内容 +- **API控制器**: 处理RESTful API请求 +- **请求验证**: 输入数据的格式和业务验证 +- **响应处理**: 统一的响应格式和错误处理 +- **API文档**: Swagger注解和API文档 + +## 特点 +- 薄控制器,业务逻辑委托给应用层 +- 统一的错误处理和响应格式 +- 支持API版本控制 +- 完整的API文档 + +## 示例 +```csharp +[ApiController] +[Route("api/[controller]")] +public class UsersController : ControllerBase +{ + private readonly IMediator _mediator; + + public UsersController(IMediator mediator) + { + _mediator = mediator; + } + + [HttpPost] + public async Task> CreateUser([FromBody] CreateUserCommand command) + { + var result = await _mediator.Send(command); + return Ok(result); + } +} +``` diff --git a/backend/src/CollabApp.API/Hubs/README.md b/backend/src/CollabApp.API/Hubs/README.md new file mode 100644 index 0000000..1067f2d --- /dev/null +++ b/backend/src/CollabApp.API/Hubs/README.md @@ -0,0 +1,34 @@ +# SignalR集线器层 (Hubs) + +## 目的 +实现实时通信功能,处理WebSocket连接和消息广播。 + +## 内容 +- **集线器类**: SignalR Hub的具体实现 +- **连接管理**: 用户连接和断开的处理 +- **消息广播**: 实时消息的发送和接收 +- **群组管理**: 用户群组的加入和离开 + +## 特点 +- 支持双向实时通信 +- 自动处理连接管理 +- 支持群组和私聊 +- 集成身份验证和授权 + +## 示例 +```csharp +[Authorize] +public class CollabHub : Hub +{ + public async Task JoinGroup(string groupName) + { + await Groups.AddToGroupAsync(Context.ConnectionId, groupName); + await Clients.Group(groupName).SendAsync("UserJoined", Context.User.Identity.Name); + } + + public async Task SendMessage(string groupName, string message) + { + await Clients.Group(groupName).SendAsync("ReceiveMessage", Context.User.Identity.Name, message); + } +} +``` diff --git a/backend/src/CollabApp.API/Middleware/README.md b/backend/src/CollabApp.API/Middleware/README.md new file mode 100644 index 0000000..1d09869 --- /dev/null +++ b/backend/src/CollabApp.API/Middleware/README.md @@ -0,0 +1,44 @@ +# 中间件层 (Middleware) + +## 目的 +处理HTTP请求管道中的横切关注点,如异常处理、日志记录等。 + +## 内容 +- **异常中间件**: 全局异常捕获和处理 +- **日志中间件**: 请求和响应的日志记录 +- **认证中间件**: 用户身份验证和授权 +- **CORS中间件**: 跨域请求处理 + +## 特点 +- 在请求管道中执行 +- 处理横切关注点 +- 支持请求和响应的拦截 +- 可组合和可配置 + +## 示例 +```csharp +public class ExceptionHandlingMiddleware +{ + private readonly RequestDelegate _next; + private readonly ILogger _logger; + + public ExceptionHandlingMiddleware(RequestDelegate next, ILogger logger) + { + _next = next; + _logger = logger; + } + + public async Task InvokeAsync(HttpContext context) + { + try + { + await _next(context); + } + catch (Exception ex) + { + _logger.LogError(ex, "An unhandled exception occurred"); + await HandleExceptionAsync(context, ex); + } + } +} +``` diff --git a/backend/src/CollabApp.API/Program.cs b/backend/src/CollabApp.API/Program.cs new file mode 100644 index 0000000..ee9d65d --- /dev/null +++ b/backend/src/CollabApp.API/Program.cs @@ -0,0 +1,41 @@ +var builder = WebApplication.CreateBuilder(args); + +// Add services to the container. +// Learn more about configuring OpenAPI at https://aka.ms/aspnet/openapi +builder.Services.AddOpenApi(); + +var app = builder.Build(); + +// Configure the HTTP request pipeline. +if (app.Environment.IsDevelopment()) +{ + app.MapOpenApi(); +} + +app.UseHttpsRedirection(); + +var summaries = new[] +{ + "Freezing", "Bracing", "Chilly", "Cool", "Mild", "Warm", "Balmy", "Hot", "Sweltering", "Scorching" +}; + +app.MapGet("/weatherforecast", () => +{ + var forecast = Enumerable.Range(1, 5).Select(index => + new WeatherForecast + ( + DateOnly.FromDateTime(DateTime.Now.AddDays(index)), + Random.Shared.Next(-20, 55), + summaries[Random.Shared.Next(summaries.Length)] + )) + .ToArray(); + return forecast; +}) +.WithName("GetWeatherForecast"); + +app.Run(); + +record WeatherForecast(DateOnly Date, int TemperatureC, string? Summary) +{ + public int TemperatureF => 32 + (int)(TemperatureC / 0.5556); +} diff --git a/backend/src/CollabApp.API/Properties/launchSettings.json b/backend/src/CollabApp.API/Properties/launchSettings.json new file mode 100644 index 0000000..839547a --- /dev/null +++ b/backend/src/CollabApp.API/Properties/launchSettings.json @@ -0,0 +1,23 @@ +{ + "$schema": "https://json.schemastore.org/launchsettings.json", + "profiles": { + "http": { + "commandName": "Project", + "dotnetRunMessages": true, + "launchBrowser": false, + "applicationUrl": "http://localhost:5128", + "environmentVariables": { + "ASPNETCORE_ENVIRONMENT": "Development" + } + }, + "https": { + "commandName": "Project", + "dotnetRunMessages": true, + "launchBrowser": false, + "applicationUrl": "https://localhost:7028;http://localhost:5128", + "environmentVariables": { + "ASPNETCORE_ENVIRONMENT": "Development" + } + } + } +} diff --git a/backend/src/CollabApp.API/appsettings.json b/backend/src/CollabApp.API/appsettings.json new file mode 100644 index 0000000..10f68b8 --- /dev/null +++ b/backend/src/CollabApp.API/appsettings.json @@ -0,0 +1,9 @@ +{ + "Logging": { + "LogLevel": { + "Default": "Information", + "Microsoft.AspNetCore": "Warning" + } + }, + "AllowedHosts": "*" +} diff --git a/backend/src/CollabApp.Application/CollabApp.Application.csproj b/backend/src/CollabApp.Application/CollabApp.Application.csproj new file mode 100644 index 0000000..58e7258 --- /dev/null +++ b/backend/src/CollabApp.Application/CollabApp.Application.csproj @@ -0,0 +1,18 @@ + + + + + + + + + + + + + net9.0 + enable + enable + + + diff --git a/backend/src/CollabApp.Application/Commands/README.md b/backend/src/CollabApp.Application/Commands/README.md new file mode 100644 index 0000000..1d8abd4 --- /dev/null +++ b/backend/src/CollabApp.Application/Commands/README.md @@ -0,0 +1,32 @@ +# 命令层 (Commands) + +## 目的 +实现CQRS模式中的命令端,处理写操作和业务逻辑执行。 + +## 内容 +- **命令定义**: 表示用户意图的数据结构 +- **命令处理器**: 执行具体业务逻辑的处理类 +- **命令验证**: 输入数据的验证逻辑 + +## 特点 +- 代表用户的操作意图 +- 包含修改数据的业务逻辑 +- 通过MediatR进行解耦 +- 支持事务处理 + +## 示例 +```csharp +public class CreateUserCommand : IRequest +{ + public string Name { get; set; } + public string Email { get; set; } +} + +public class CreateUserCommandHandler : IRequestHandler +{ + public async Task Handle(CreateUserCommand request, CancellationToken cancellationToken) + { + // 实现创建用户的业务逻辑 + } +} +``` diff --git a/backend/src/CollabApp.Application/DTOs/README.md b/backend/src/CollabApp.Application/DTOs/README.md new file mode 100644 index 0000000..7a27980 --- /dev/null +++ b/backend/src/CollabApp.Application/DTOs/README.md @@ -0,0 +1,36 @@ +# 数据传输对象层 (DTOs) + +## 目的 +定义应用层与外部系统之间数据传输的契约。 + +## 内容 +- **响应DTO**: 返回给客户端的数据结构 +- **请求DTO**: 接收客户端请求的数据结构 +- **映射配置**: 领域对象与DTO之间的转换规则 + +## 特点 +- 专门为数据传输设计 +- 与领域模型解耦 +- 版本化支持API演进 +- 验证和序列化友好 + +## 示例 +```csharp +public class UserDto +{ + public int Id { get; set; } + public string Name { get; set; } + public string Email { get; set; } + public DateTime CreatedAt { get; set; } +} + +public class CreateUserRequest +{ + [Required] + public string Name { get; set; } + + [Required] + [EmailAddress] + public string Email { get; set; } +} +``` diff --git a/backend/src/CollabApp.Application/Interfaces/README.md b/backend/src/CollabApp.Application/Interfaces/README.md new file mode 100644 index 0000000..55dd820 --- /dev/null +++ b/backend/src/CollabApp.Application/Interfaces/README.md @@ -0,0 +1,30 @@ +# 应用服务接口层 (Interfaces) + +## 目的 +定义应用层服务的抽象接口,支持依赖注入和测试。 + +## 内容 +- **应用服务接口**: 定义应用层的服务契约 +- **外部服务接口**: 定义对外部系统的抽象 +- **基础设施接口**: 定义基础设施层的抽象 + +## 特点 +- 遵循接口隔离原则 +- 支持依赖注入 +- 便于单元测试 +- 降低层间耦合 + +## 示例 +```csharp +public interface IEmailService +{ + Task SendEmailAsync(string to, string subject, string body); +} + +public interface ICacheService +{ + Task GetAsync(string key); + Task SetAsync(string key, T value, TimeSpan expiration); + Task RemoveAsync(string key); +} +``` diff --git a/backend/src/CollabApp.Application/Queries/README.md b/backend/src/CollabApp.Application/Queries/README.md new file mode 100644 index 0000000..f61d48e --- /dev/null +++ b/backend/src/CollabApp.Application/Queries/README.md @@ -0,0 +1,31 @@ +# 查询层 (Queries) + +## 目的 +实现CQRS模式中的查询端,处理数据读取和展示逻辑。 + +## 内容 +- **查询定义**: 表示数据获取需求的结构 +- **查询处理器**: 执行具体查询逻辑的处理类 +- **查询优化**: 针对读取场景的性能优化 + +## 特点 +- 只读操作,不修改数据 +- 可以绕过领域模型直接访问数据 +- 针对UI需求优化数据结构 +- 支持复杂的数据聚合和筛选 + +## 示例 +```csharp +public class GetUserByIdQuery : IRequest +{ + public int UserId { get; set; } +} + +public class GetUserByIdQueryHandler : IRequestHandler +{ + public async Task Handle(GetUserByIdQuery request, CancellationToken cancellationToken) + { + // 实现用户查询逻辑 + } +} +``` diff --git a/backend/src/CollabApp.Domain/CollabApp.Domain.csproj b/backend/src/CollabApp.Domain/CollabApp.Domain.csproj new file mode 100644 index 0000000..125f4c9 --- /dev/null +++ b/backend/src/CollabApp.Domain/CollabApp.Domain.csproj @@ -0,0 +1,9 @@ + + + + net9.0 + enable + enable + + + diff --git a/backend/src/CollabApp.Domain/Entities/README.md b/backend/src/CollabApp.Domain/Entities/README.md new file mode 100644 index 0000000..38807fe --- /dev/null +++ b/backend/src/CollabApp.Domain/Entities/README.md @@ -0,0 +1,30 @@ +# 实体层 (Entities) + +## 目的 +存放领域实体,代表业务核心概念和业务规则。 + +## 内容 +- **实体类**: 具有唯一标识的业务对象 +- **聚合根**: 管理聚合边界内的一致性 +- **业务规则**: 实体内部的业务逻辑和约束 + +## 特点 +- 具有唯一标识 (ID) +- 包含业务行为和规则 +- 生命周期由业务决定 +- 不依赖于外部技术实现 + +## 示例 +```csharp +public class User : Entity +{ + public string Name { get; private set; } + public Email Email { get; private set; } + + public void UpdateEmail(Email newEmail) + { + // 业务规则验证 + Email = newEmail; + } +} +``` diff --git a/backend/src/CollabApp.Domain/Repositories/README.md b/backend/src/CollabApp.Domain/Repositories/README.md new file mode 100644 index 0000000..ba8da09 --- /dev/null +++ b/backend/src/CollabApp.Domain/Repositories/README.md @@ -0,0 +1,28 @@ +# 仓储接口层 (Repositories) + +## 目的 +定义数据访问的抽象接口,遵循依赖倒置原则。 + +## 内容 +- **仓储接口**: 定义数据访问操作的契约 +- **规约模式**: 复杂查询条件的封装 +- **聚合仓储**: 针对聚合根的数据访问接口 + +## 特点 +- 只定义接口,不包含实现 +- 面向聚合根设计 +- 隐藏底层数据访问细节 +- 支持单元测试的可测试性 + +## 示例 +```csharp +public interface IUserRepository +{ + Task GetByIdAsync(UserId id); + Task GetByEmailAsync(Email email); + Task AddAsync(User user); + Task UpdateAsync(User user); + Task DeleteAsync(User user); + Task ExistsAsync(UserId id); +} +``` diff --git a/backend/src/CollabApp.Domain/Services/README.md b/backend/src/CollabApp.Domain/Services/README.md new file mode 100644 index 0000000..94e00c9 --- /dev/null +++ b/backend/src/CollabApp.Domain/Services/README.md @@ -0,0 +1,29 @@ +# 领域服务层 (Domain Services) + +## 目的 +处理不属于单个实体的业务逻辑,协调多个聚合之间的操作。 + +## 内容 +- **领域服务**: 跨聚合的业务逻辑 +- **策略模式**: 复杂业务规则的封装 +- **领域事件处理**: 聚合间的解耦通信 + +## 特点 +- 无状态服务 +- 包含纯业务逻辑 +- 不依赖外部基础设施 +- 可被多个聚合共享 + +## 示例 +```csharp +public class UserDomainService +{ + public async Task IsEmailUniqueAsync( + Email email, + IUserRepository userRepository) + { + var existingUser = await userRepository.GetByEmailAsync(email); + return existingUser == null; + } +} +``` diff --git a/backend/src/CollabApp.Domain/ValueObjects/README.md b/backend/src/CollabApp.Domain/ValueObjects/README.md new file mode 100644 index 0000000..68065f0 --- /dev/null +++ b/backend/src/CollabApp.Domain/ValueObjects/README.md @@ -0,0 +1,35 @@ +# 值对象层 (Value Objects) + +## 目的 +存放值对象,代表没有唯一标识但具有特定含义的概念。 + +## 内容 +- **值对象类**: 不可变的、通过值来识别的对象 +- **复合值对象**: 由多个属性组成的值对象 +- **验证逻辑**: 值对象的格式和规则验证 + +## 特点 +- 不可变性 (Immutable) +- 通过值相等而非引用相等 +- 无唯一标识 +- 可以被自由传递和复制 + +## 示例 +```csharp +public class Email : ValueObject +{ + public string Value { get; private set; } + + public Email(string value) + { + if (!IsValidEmail(value)) + throw new ArgumentException("Invalid email format"); + Value = value; + } + + protected override IEnumerable GetEqualityComponents() + { + yield return Value; + } +} +``` diff --git a/backend/src/CollabApp.Infrastructure/CollabApp.Infrastructure.csproj b/backend/src/CollabApp.Infrastructure/CollabApp.Infrastructure.csproj new file mode 100644 index 0000000..580ddd5 --- /dev/null +++ b/backend/src/CollabApp.Infrastructure/CollabApp.Infrastructure.csproj @@ -0,0 +1,21 @@ + + + + + + + + + + runtime; build; native; contentfiles; analyzers; buildtransitive + all + + + + + net9.0 + enable + enable + + + diff --git a/backend/src/CollabApp.Infrastructure/Data/README.md b/backend/src/CollabApp.Infrastructure/Data/README.md new file mode 100644 index 0000000..37d2898 --- /dev/null +++ b/backend/src/CollabApp.Infrastructure/Data/README.md @@ -0,0 +1,30 @@ +# 数据访问层 (Data) + +## 目的 +实现数据持久化,包含数据库上下文和配置。 + +## 内容 +- **DbContext**: Entity Framework数据库上下文 +- **实体配置**: 数据库表和字段的映射配置 +- **迁移文件**: 数据库结构变更的版本控制 +- **种子数据**: 初始化和测试数据 + +## 特点 +- 封装数据库访问细节 +- 提供事务支持 +- 支持数据库迁移 +- 配置实体关系映射 + +## 示例 +```csharp +public class CollabAppDbContext : DbContext +{ + public DbSet Users { get; set; } + public DbSet Documents { get; set; } + + protected override void OnModelCreating(ModelBuilder modelBuilder) + { + modelBuilder.ApplyConfigurationsFromAssembly(typeof(CollabAppDbContext).Assembly); + } +} +``` diff --git a/backend/src/CollabApp.Infrastructure/Repositories/README.md b/backend/src/CollabApp.Infrastructure/Repositories/README.md new file mode 100644 index 0000000..4d008d2 --- /dev/null +++ b/backend/src/CollabApp.Infrastructure/Repositories/README.md @@ -0,0 +1,34 @@ +# 仓储实现层 (Repositories) + +## 目的 +实现领域层定义的仓储接口,提供具体的数据访问实现。 + +## 内容 +- **仓储实现类**: 实现领域层仓储接口的具体类 +- **基础仓储**: 通用的CRUD操作基类 +- **查询优化**: 针对特定查询的性能优化 + +## 特点 +- 实现领域层定义的接口 +- 封装具体的数据访问技术 +- 提供查询优化和缓存 +- 支持事务和并发控制 + +## 示例 +```csharp +public class UserRepository : IUserRepository +{ + private readonly CollabAppDbContext _context; + + public UserRepository(CollabAppDbContext context) + { + _context = context; + } + + public async Task GetByIdAsync(UserId id) + { + return await _context.Users + .FirstOrDefaultAsync(u => u.Id == id); + } +} +``` diff --git a/backend/src/CollabApp.Infrastructure/Services/README.md b/backend/src/CollabApp.Infrastructure/Services/README.md new file mode 100644 index 0000000..f6f659f --- /dev/null +++ b/backend/src/CollabApp.Infrastructure/Services/README.md @@ -0,0 +1,34 @@ +# 基础设施服务层 (Services) + +## 目的 +实现应用层定义的外部服务接口,提供具体的技术实现。 + +## 内容 +- **外部服务实现**: 邮件、短信、支付等外部服务的具体实现 +- **缓存服务**: Redis、内存缓存等缓存实现 +- **文件服务**: 文件上传、存储等服务实现 +- **消息队列**: 事件发布、消息处理等实现 + +## 特点 +- 实现应用层定义的服务接口 +- 封装第三方技术和库 +- 提供配置和错误处理 +- 支持服务降级和熔断 + +## 示例 +```csharp +public class EmailService : IEmailService +{ + private readonly IConfiguration _configuration; + + public EmailService(IConfiguration configuration) + { + _configuration = configuration; + } + + public async Task SendEmailAsync(string to, string subject, string body) + { + // 实现邮件发送逻辑 + } +} +``` diff --git a/frontend/.gitattributes b/frontend/.gitattributes new file mode 100644 index 0000000..6313b56 --- /dev/null +++ b/frontend/.gitattributes @@ -0,0 +1 @@ +* text=auto eol=lf diff --git a/frontend/.gitignore b/frontend/.gitignore new file mode 100644 index 0000000..8ee54e8 --- /dev/null +++ b/frontend/.gitignore @@ -0,0 +1,30 @@ +# Logs +logs +*.log +npm-debug.log* +yarn-debug.log* +yarn-error.log* +pnpm-debug.log* +lerna-debug.log* + +node_modules +.DS_Store +dist +dist-ssr +coverage +*.local + +/cypress/videos/ +/cypress/screenshots/ + +# Editor directories and files +.vscode/* +!.vscode/extensions.json +.idea +*.suo +*.ntvs* +*.njsproj +*.sln +*.sw? + +*.tsbuildinfo diff --git a/frontend/.prettierrc.json b/frontend/.prettierrc.json new file mode 100644 index 0000000..29a2402 --- /dev/null +++ b/frontend/.prettierrc.json @@ -0,0 +1,6 @@ +{ + "$schema": "https://json.schemastore.org/prettierrc", + "semi": false, + "singleQuote": true, + "printWidth": 100 +} diff --git a/frontend/index.html b/frontend/index.html new file mode 100644 index 0000000..b19040a --- /dev/null +++ b/frontend/index.html @@ -0,0 +1,13 @@ + + + + + + + Vite App + + +
+ + + diff --git a/frontend/jsconfig.json b/frontend/jsconfig.json new file mode 100644 index 0000000..5a1f2d2 --- /dev/null +++ b/frontend/jsconfig.json @@ -0,0 +1,8 @@ +{ + "compilerOptions": { + "paths": { + "@/*": ["./src/*"] + } + }, + "exclude": ["node_modules", "dist"] +} diff --git a/frontend/package.json b/frontend/package.json new file mode 100644 index 0000000..7e5f545 --- /dev/null +++ b/frontend/package.json @@ -0,0 +1,32 @@ +{ + "name": "frontend", + "version": "0.0.0", + "private": true, + "type": "module", + "engines": { + "node": "^20.19.0 || >=22.12.0" + }, + "scripts": { + "dev": "vite", + "build": "vite build", + "preview": "vite preview", + "test:unit": "vitest", + "format": "prettier --write src/" + }, + "dependencies": { + "@microsoft/signalr": "^9.0.6", + "axios": "^1.11.0", + "pinia": "^3.0.3", + "vue": "^3.5.18", + "vue-router": "^4.5.1" + }, + "devDependencies": { + "@vitejs/plugin-vue": "^6.0.1", + "@vue/test-utils": "^2.4.6", + "jsdom": "^26.1.0", + "prettier": "3.6.2", + "vite": "^7.0.6", + "vite-plugin-vue-devtools": "^8.0.0", + "vitest": "^3.2.4" + } +} diff --git a/frontend/public/favicon.ico b/frontend/public/favicon.ico new file mode 100644 index 0000000000000000000000000000000000000000..df36fcfb72584e00488330b560ebcf34a41c64c2 GIT binary patch literal 4286 zcmds*O-Phc6o&64GDVCEQHxsW(p4>LW*W<827=Unuo8sGpRux(DN@jWP-e29Wl%wj zY84_aq9}^Am9-cWTD5GGEo#+5Fi2wX_P*bo+xO!)p*7B;iKlbFd(U~_d(U?#hLj56 zPhFkj-|A6~Qk#@g^#D^U0XT1cu=c-vu1+SElX9NR;kzAUV(q0|dl0|%h|dI$%VICy zJnu2^L*Te9JrJMGh%-P79CL0}dq92RGU6gI{v2~|)p}sG5x0U*z<8U;Ij*hB9z?ei z@g6Xq-pDoPl=MANPiR7%172VA%r)kevtV-_5H*QJKFmd;8yA$98zCxBZYXTNZ#QFk2(TX0;Y2dt&WitL#$96|gJY=3xX zpCoi|YNzgO3R`f@IiEeSmKrPSf#h#Qd<$%Ej^RIeeYfsxhPMOG`S`Pz8q``=511zm zAm)MX5AV^5xIWPyEu7u>qYs?pn$I4nL9J!=K=SGlKLXpE<5x+2cDTXq?brj?n6sp= zphe9;_JHf40^9~}9i08r{XM$7HB!`{Ys~TK0kx<}ZQng`UPvH*11|q7&l9?@FQz;8 zx!=3<4seY*%=OlbCbcae?5^V_}*K>Uo6ZWV8mTyE^B=DKy7-sdLYkR5Z?paTgK-zyIkKjIcpyO z{+uIt&YSa_$QnN_@t~L014dyK(fOOo+W*MIxbA6Ndgr=Y!f#Tokqv}n<7-9qfHkc3 z=>a|HWqcX8fzQCT=dqVbogRq!-S>H%yA{1w#2Pn;=e>JiEj7Hl;zdt-2f+j2%DeVD zsW0Ab)ZK@0cIW%W7z}H{&~yGhn~D;aiP4=;m-HCo`BEI+Kd6 z={Xwx{TKxD#iCLfl2vQGDitKtN>z|-AdCN|$jTFDg0m3O`WLD4_s#$S literal 0 HcmV?d00001 diff --git a/frontend/src/api/auth.js b/frontend/src/api/auth.js new file mode 100644 index 0000000..c174922 --- /dev/null +++ b/frontend/src/api/auth.js @@ -0,0 +1,39 @@ +import api from './index.js' + +// 认证相关API - 负责人:陆楚盈 +export const authAPI = { + // 用户登录 + login(credentials) { + return api.post('/auth/login', credentials) + }, + + // 用户注册 + register(userData) { + return api.post('/auth/register', userData) + }, + + // 忘记密码 + forgotPassword(email) { + return api.post('/auth/forgot-password', { email }) + }, + + // 重置密码 + resetPassword(token, newPassword) { + return api.post('/auth/reset-password', { token, newPassword }) + }, + + // 刷新token + refreshToken() { + return api.post('/auth/refresh-token') + }, + + // 登出 + logout() { + return api.post('/auth/logout') + }, + + // 验证token + verifyToken() { + return api.get('/auth/verify') + } +} diff --git a/frontend/src/api/common.js b/frontend/src/api/common.js new file mode 100644 index 0000000..588ac21 --- /dev/null +++ b/frontend/src/api/common.js @@ -0,0 +1,89 @@ +import api from './index.js' + +// 通知相关API +export const notificationAPI = { + // 获取通知列表 + getNotifications(page = 1, limit = 10, unreadOnly = false) { + return api.get('/notifications', { + params: { page, limit, unreadOnly } + }) + }, + + // 标记通知为已读 + markAsRead(notificationId) { + return api.put(`/notifications/${notificationId}/read`) + }, + + // 标记所有通知为已读 + markAllAsRead() { + return api.put('/notifications/read-all') + }, + + // 删除通知 + deleteNotification(notificationId) { + return api.delete(`/notifications/${notificationId}`) + }, + + // 获取未读通知数量 + getUnreadCount() { + return api.get('/notifications/unread-count') + } +} + +// 好友相关API +export const friendAPI = { + // 获取好友列表 + getFriends() { + return api.get('/friends') + }, + + // 发送好友请求 + sendFriendRequest(userId) { + return api.post('/friends/request', { userId }) + }, + + // 接受好友请求 + acceptFriendRequest(requestId) { + return api.put(`/friends/request/${requestId}/accept`) + }, + + // 拒绝好友请求 + rejectFriendRequest(requestId) { + return api.put(`/friends/request/${requestId}/reject`) + }, + + // 删除好友 + removeFriend(friendId) { + return api.delete(`/friends/${friendId}`) + }, + + // 搜索用户 + searchUsers(keyword) { + return api.get('/users/search', { + params: { keyword } + }) + } +} + +// 系统相关API +export const systemAPI = { + // 获取系统公告 + getAnnouncements() { + return api.get('/system/announcements') + }, + + // 获取游戏配置 + getGameConfig() { + return api.get('/system/config') + }, + + // 获取服务器状态 + getServerStatus() { + return api.get('/system/status') + }, + + // 意见反馈 + submitFeedback(feedback) { + return api.post('/system/feedback', feedback) + } +} diff --git a/frontend/src/api/game.js b/frontend/src/api/game.js new file mode 100644 index 0000000..34a756f --- /dev/null +++ b/frontend/src/api/game.js @@ -0,0 +1,64 @@ +import api from './index.js' + +// 游戏相关API - 负责人:程梦、郭小燕、范鸿雯 +export const gameAPI = { + // 获取游戏状态 + getGameState(gameId) { + return api.get(`/games/${gameId}/state`) + }, + + // 执行游戏操作 + makeMove(gameId, moveData) { + return api.post(`/games/${gameId}/move`, moveData) + }, + + // 暂停游戏 + pauseGame(gameId) { + return api.post(`/games/${gameId}/pause`) + }, + + // 恢复游戏 + resumeGame(gameId) { + return api.post(`/games/${gameId}/resume`) + }, + + // 投降 + surrender(gameId) { + return api.post(`/games/${gameId}/surrender`) + }, + + // 获取游戏结果 + getGameResult(gameId) { + return api.get(`/games/${gameId}/result`) + }, + + // 获取游戏历史记录 + getGameHistory(gameId) { + return api.get(`/games/${gameId}/history`) + }, + + // 获取游戏统计 + getGameStats(gameId) { + return api.get(`/games/${gameId}/stats`) + }, + + // 重新开始游戏 + restartGame(gameId) { + return api.post(`/games/${gameId}/restart`) + }, + + // 邀请玩家再来一局 + inviteReplay(gameId, playerIds) { + return api.post(`/games/${gameId}/invite-replay`, { playerIds }) + }, + + // 保存游戏 + saveGame(gameId) { + return api.post(`/games/${gameId}/save`) + }, + + // 加载游戏 + loadGame(saveId) { + return api.post(`/games/load/${saveId}`) + } +} diff --git a/frontend/src/services/api.js b/frontend/src/api/index.js similarity index 47% rename from frontend/src/services/api.js rename to frontend/src/api/index.js index 4625de7..8d80614 100644 --- a/frontend/src/services/api.js +++ b/frontend/src/api/index.js @@ -1,20 +1,20 @@ -// API服务基础配置 +// API基础配置 import axios from 'axios' -import { storage } from '@/utils/storage' // 创建axios实例 -const apiClient = axios.create({ - baseURL: import.meta.env.VITE_API_BASE_URL, +const api = axios.create({ + baseURL: process.env.VUE_APP_API_BASE_URL || 'http://localhost:5000/api', timeout: 10000, headers: { 'Content-Type': 'application/json' } }) -// 请求拦截器 - 添加认证token -apiClient.interceptors.request.use( +// 请求拦截器 +api.interceptors.request.use( (config) => { - const token = storage.get('auth_token') + // 添加token到请求头 + const token = localStorage.getItem('token') if (token) { config.headers.Authorization = `Bearer ${token}` } @@ -25,20 +25,20 @@ apiClient.interceptors.request.use( } ) -// 响应拦截器 - 处理通用错误 -apiClient.interceptors.response.use( +// 响应拦截器 +api.interceptors.response.use( (response) => { - return response + return response.data }, (error) => { + // 处理响应错误 if (error.response?.status === 401) { - // Token过期,清除本地存储并重定向到登录页 - storage.remove('auth_token') - storage.remove('user') + // 未授权,清除token并跳转到登录页 + localStorage.removeItem('token') window.location.href = '/login' } return Promise.reject(error) } ) -export default apiClient +export default api diff --git a/frontend/src/api/ranking.js b/frontend/src/api/ranking.js new file mode 100644 index 0000000..3f36746 --- /dev/null +++ b/frontend/src/api/ranking.js @@ -0,0 +1,56 @@ +import api from './index.js' + +// 排行榜相关API - 负责人:钟嘉妮 +export const rankingAPI = { + // 获取总排行榜 + getOverallRanking(page = 1, limit = 20) { + return api.get('/rankings/overall', { + params: { page, limit } + }) + }, + + // 获取周排行榜 + getWeeklyRanking(page = 1, limit = 20) { + return api.get('/rankings/weekly', { + params: { page, limit } + }) + }, + + // 获取月排行榜 + getMonthlyRanking(page = 1, limit = 20) { + return api.get('/rankings/monthly', { + params: { page, limit } + }) + }, + + // 获取好友排行榜 + getFriendsRanking(page = 1, limit = 20) { + return api.get('/rankings/friends', { + params: { page, limit } + }) + }, + + // 获取用户排名信息 + getUserRanking(userId) { + return api.get(`/rankings/user/${userId}`) + }, + + // 获取排行榜统计 + getRankingStats() { + return api.get('/rankings/stats') + }, + + // 按游戏类型获取排行榜 + getRankingByGameType(gameType, period = 'overall', page = 1, limit = 20) { + return api.get(`/rankings/game-type/${gameType}`, { + params: { period, page, limit } + }) + }, + + // 获取段位排行榜 + getTierRanking(tier, page = 1, limit = 20) { + return api.get(`/rankings/tier/${tier}`, { + params: { page, limit } + }) + } +} diff --git a/frontend/src/api/room.js b/frontend/src/api/room.js new file mode 100644 index 0000000..1dfc77f --- /dev/null +++ b/frontend/src/api/room.js @@ -0,0 +1,63 @@ +import api from './index.js' + +// 房间相关API - 负责人:程梦 +export const roomAPI = { + // 获取房间列表 + getRooms(page = 1, limit = 10, filters = {}) { + return api.get('/rooms', { + params: { page, limit, ...filters } + }) + }, + + // 创建房间 + createRoom(roomData) { + return api.post('/rooms', roomData) + }, + + // 加入房间 + joinRoom(roomId, password = null) { + return api.post(`/rooms/${roomId}/join`, { password }) + }, + + // 离开房间 + leaveRoom(roomId) { + return api.post(`/rooms/${roomId}/leave`) + }, + + // 获取房间详情 + getRoomInfo(roomId) { + return api.get(`/rooms/${roomId}`) + }, + + // 获取房间内玩家列表 + getRoomPlayers(roomId) { + return api.get(`/rooms/${roomId}/players`) + }, + + // 切换准备状态 + toggleReady(roomId) { + return api.post(`/rooms/${roomId}/ready`) + }, + + // 开始游戏(房主) + startGame(roomId) { + return api.post(`/rooms/${roomId}/start`) + }, + + // 踢出玩家(房主) + kickPlayer(roomId, playerId) { + return api.post(`/rooms/${roomId}/kick`, { playerId }) + }, + + // 发送房间聊天消息 + sendMessage(roomId, message) { + return api.post(`/rooms/${roomId}/chat`, { message }) + }, + + // 获取房间聊天历史 + getChatHistory(roomId, page = 1, limit = 50) { + return api.get(`/rooms/${roomId}/chat`, { + params: { page, limit } + }) + } +} diff --git a/frontend/src/api/user.js b/frontend/src/api/user.js new file mode 100644 index 0000000..568058c --- /dev/null +++ b/frontend/src/api/user.js @@ -0,0 +1,40 @@ +import api from './index.js' + +// 用户相关API - 负责人:陆楚盈(主页)、钟嘉妮(个人中心) +export const userAPI = { + // 获取用户信息 + getUserInfo() { + return api.get('/user/profile') + }, + + // 更新用户信息 + updateUserInfo(userData) { + return api.put('/user/profile', userData) + }, + + // 上传头像 + uploadAvatar(formData) { + return api.post('/user/avatar', formData, { + headers: { + 'Content-Type': 'multipart/form-data' + } + }) + }, + + // 获取用户统计数据 + getUserStats() { + return api.get('/user/stats') + }, + + // 获取用户游戏历史 + getGameHistory(page = 1, limit = 10) { + return api.get('/user/game-history', { + params: { page, limit } + }) + }, + + // 修改密码 + changePassword(oldPassword, newPassword) { + return api.put('/user/password', { oldPassword, newPassword }) + } +} diff --git a/frontend/src/components/common/README.md b/frontend/src/components/common/README.md index e5065b2..632bcef 100644 --- a/frontend/src/components/common/README.md +++ b/frontend/src/components/common/README.md @@ -1,26 +1,3 @@ -# 通用组件 (Common Components) +# common -## 目的 -存放可在整个应用中复用的通用组件。 - -## 内容 -- **布局组件**: 头部、侧边栏、底部等布局组件 -- **导航组件**: 菜单、面包屑、标签页等导航组件 -- **UI组件**: 按钮、输入框、模态框等基础UI组件 -- **加载组件**: 加载动画、骨架屏等状态组件 - -## 特点 -- 高度可复用 -- 无业务逻辑依赖 -- 支持主题定制 -- 响应式设计 - -## 示例组件 -```javascript -// AppHeader.vue - 应用头部 -// AppSidebar.vue - 侧边栏 -// LoadingSpinner.vue - 加载动画 -// ConfirmDialog.vue - 确认对话框 -// UserAvatar.vue - 用户头像 -// StatusBadge.vue - 状态标识 -``` +通用组件目录,存放项目中可复用的基础组件,如按钮、弹窗、加载、图标等。 diff --git a/frontend/src/components/editor/README.md b/frontend/src/components/editor/README.md index 442a01c..7486fd8 100644 --- a/frontend/src/components/editor/README.md +++ b/frontend/src/components/editor/README.md @@ -1,26 +1,3 @@ -# 编辑器组件 (Editor Components) +# editor -## 目的 -存放与实时文档编辑相关的专用组件。 - -## 内容 -- **文本编辑器**: 富文本编辑器、Markdown编辑器 -- **协作功能**: 实时光标、用户状态、编辑冲突处理 -- **编辑工具**: 工具栏、格式化按钮、插入功能 -- **预览组件**: 文档预览、版本对比等 - -## 特点 -- 实时协作编辑 -- 冲突检测和解决 -- 操作历史记录 -- 多用户光标显示 - -## 示例组件 -```javascript -// CollaborativeEditor.vue - 协作编辑器主组件 -// EditorToolbar.vue - 编辑器工具栏 -// UserCursor.vue - 用户光标指示器 -// EditHistory.vue - 编辑历史 -// DocumentPreview.vue - 文档预览 -// ConflictResolver.vue - 冲突解决器 -``` +编辑器相关组件目录,存放富文本、代码编辑器等功能性组件。 diff --git a/frontend/src/components/forms/README.md b/frontend/src/components/forms/README.md index 4d65243..30ffcab 100644 --- a/frontend/src/components/forms/README.md +++ b/frontend/src/components/forms/README.md @@ -1,26 +1,3 @@ -# 表单组件 (Form Components) +# forms -## 目的 -存放与表单处理相关的专用组件。 - -## 内容 -- **输入组件**: 文本输入、密码输入、邮箱输入等 -- **选择组件**: 下拉选择、多选框、单选框等 -- **上传组件**: 文件上传、图片上传等 -- **验证组件**: 表单验证、错误提示等 - -## 特点 -- 统一的表单验证 -- 数据双向绑定 -- 错误状态处理 -- 自定义验证规则 - -## 示例组件 -```javascript -// FormInput.vue - 表单输入框 -// FormSelect.vue - 下拉选择 -// FormTextarea.vue - 文本域 -// FileUpload.vue - 文件上传 -// FormValidator.vue - 表单验证器 -// PasswordStrength.vue - 密码强度指示器 -``` +表单相关组件目录,存放登录、注册、信息填写等表单组件。 diff --git a/frontend/src/composables/README.md b/frontend/src/composables/README.md deleted file mode 100644 index 0b8867e..0000000 --- a/frontend/src/composables/README.md +++ /dev/null @@ -1,197 +0,0 @@ -# 组合式函数 (Composables) - -## 目的 -封装可复用的组合式逻辑,利用Vue 3的Composition API。 - -## 内容 -- **用户状态管理**: 用户认证和状态管理 -- **实时连接管理**: SignalR连接状态管理 -- **文档协作**: 实时文档编辑逻辑 -- **表单处理**: 表单验证和提交逻辑 - -## 特点 -- 响应式状态管理 -- 逻辑复用和组合 -- Vue 3 Composition API -- 易于测试和维护 - -## 示例 -```javascript -// composables/useAuth.js -import { ref, computed } from 'vue' -import { storage } from '@/utils/storage' -import ApiService from '@/services/api.service' - -const user = ref(null) -const token = ref(storage.get('auth_token')) - -export function useAuth() { - const isAuthenticated = computed(() => !!user.value) - - const login = async (credentials) => { - try { - const response = await ApiService.login(credentials) - user.value = response.user - token.value = response.token - storage.set('auth_token', response.token) - storage.set('user', response.user) - return { success: true } - } catch (error) { - return { success: false, error: error.message } - } - } - - const logout = () => { - user.value = null - token.value = null - storage.remove('auth_token') - storage.remove('user') - } - - const loadUserFromStorage = () => { - const storedUser = storage.get('user') - const storedToken = storage.get('auth_token') - if (storedUser && storedToken) { - user.value = storedUser - token.value = storedToken - } - } - - return { - user, - token, - isAuthenticated, - login, - logout, - loadUserFromStorage - } -} - -// composables/useSignalR.js -import { ref, onMounted, onUnmounted } from 'vue' -import SignalRService from '@/services/signalr.service' - -export function useSignalR() { - const isConnected = ref(false) - const connectionError = ref(null) - - const connect = async () => { - try { - await SignalRService.connect() - isConnected.value = true - connectionError.value = null - } catch (error) { - console.error('SignalR连接失败:', error) - connectionError.value = error.message - isConnected.value = false - } - } - - const disconnect = async () => { - try { - await SignalRService.disconnect() - isConnected.value = false - } catch (error) { - console.error('SignalR断开连接失败:', error) - } - } - - const on = (eventName, callback) => { - SignalRService.on(eventName, callback) - } - - const invoke = async (methodName, ...args) => { - try { - return await SignalRService.invoke(methodName, ...args) - } catch (error) { - console.error('SignalR调用失败:', error) - throw error - } - } - - onMounted(() => { - connect() - }) - - onUnmounted(() => { - disconnect() - }) - - return { - isConnected, - connectionError, - connect, - disconnect, - on, - invoke - } -} - -// composables/useCollaboration.js -import { ref, reactive } from 'vue' -import { useSignalR } from './useSignalR' - -export function useCollaboration() { - const { on, invoke } = useSignalR() - - const activeDocument = ref(null) - const connectedUsers = ref([]) - const documentChanges = reactive([]) - - const joinDocument = async (documentId) => { - try { - await invoke('JoinDocument', documentId) - activeDocument.value = documentId - } catch (error) { - console.error('加入文档失败:', error) - } - } - - const leaveDocument = async () => { - if (activeDocument.value) { - try { - await invoke('LeaveDocument', activeDocument.value) - activeDocument.value = null - connectedUsers.value = [] - } catch (error) { - console.error('离开文档失败:', error) - } - } - } - - const sendDocumentChange = async (change) => { - if (activeDocument.value) { - try { - await invoke('SendDocumentChange', activeDocument.value, change) - } catch (error) { - console.error('发送文档更改失败:', error) - } - } - } - - // 监听SignalR事件 - on('UserJoined', (userName) => { - console.log(`用户 ${userName} 加入了协作`) - // 更新连接用户列表 - }) - - on('UserLeft', (userName) => { - console.log(`用户 ${userName} 离开了协作`) - // 更新连接用户列表 - }) - - on('DocumentChanged', (change) => { - console.log('收到文档更改:', change) - documentChanges.push(change) - }) - - return { - activeDocument, - connectedUsers, - documentChanges, - joinDocument, - leaveDocument, - sendDocumentChange - } -} -``` diff --git a/frontend/src/router/index.js b/frontend/src/router/index.js index e1eab52..70495f4 100644 --- a/frontend/src/router/index.js +++ b/frontend/src/router/index.js @@ -1,8 +1,9 @@ import { createRouter, createWebHistory } from 'vue-router' +import routes from './routes.js' const router = createRouter({ history: createWebHistory(import.meta.env.BASE_URL), - routes: [], + routes }) export default router diff --git a/frontend/src/router/routes.js b/frontend/src/router/routes.js new file mode 100644 index 0000000..4ad71d6 --- /dev/null +++ b/frontend/src/router/routes.js @@ -0,0 +1 @@ +export default [] \ No newline at end of file diff --git a/frontend/src/services/README.md b/frontend/src/services/README.md deleted file mode 100644 index 64e4b18..0000000 --- a/frontend/src/services/README.md +++ /dev/null @@ -1,85 +0,0 @@ -# 服务层 (Services) - -## 目的 -封装与后端API和外部服务的通信逻辑。 - -## 内容 -- **API服务**: HTTP请求的封装和处理 -- **SignalR服务**: 实时通信连接管理 -- **认证服务**: 用户登录和令牌管理 -- **文件服务**: 文件上传和下载处理 - -## 特点 -- 统一的API调用接口 -- 错误处理和重试机制 -- 请求拦截器和响应处理 -- 实时连接状态管理 - -## 示例 -```javascript -// api.service.js -import axios from 'axios' - -class ApiService { - constructor() { - this.baseURL = import.meta.env.VITE_API_BASE_URL - this.client = axios.create({ - baseURL: this.baseURL, - timeout: 10000 - }) - } - - async getUsers() { - const response = await this.client.get('/users') - return response.data - } - - async createUser(userData) { - const response = await this.client.post('/users', userData) - return response.data - } -} - -export default new ApiService() - -// signalr.service.js -import { HubConnectionBuilder, LogLevel } from '@microsoft/signalr' - -class SignalRService { - constructor() { - this.connection = null - this.hubUrl = import.meta.env.VITE_SIGNALR_HUB_URL - } - - async connect() { - this.connection = new HubConnectionBuilder() - .withUrl(this.hubUrl + '/collaboration') - .configureLogging(LogLevel.Information) - .build() - - await this.connection.start() - console.log('SignalR连接已建立') - } - - async disconnect() { - if (this.connection) { - await this.connection.stop() - this.connection = null - } - } - - on(eventName, callback) { - if (this.connection) { - this.connection.on(eventName, callback) - } - } - - async invoke(methodName, ...args) { - if (this.connection) { - return await this.connection.invoke(methodName, ...args) - } - } -} - -export default new SignalRService() -``` diff --git a/frontend/src/services/signalr.js b/frontend/src/services/signalr.js deleted file mode 100644 index cb0a54c..0000000 --- a/frontend/src/services/signalr.js +++ /dev/null @@ -1,93 +0,0 @@ -// SignalR连接服务 -import { HubConnectionBuilder, LogLevel } from '@microsoft/signalr' - -class SignalRService { - constructor() { - this.connection = null - this.hubUrl = import.meta.env.VITE_SIGNALR_HUB_URL - this.isConnected = false - } - - async connect(token = null) { - try { - const builder = new HubConnectionBuilder() - .withUrl(`${this.hubUrl}/collaboration`, { - accessTokenFactory: () => token - }) - .configureLogging(LogLevel.Information) - .withAutomaticReconnect() - - this.connection = builder.build() - - // 连接状态事件 - this.connection.onreconnecting(() => { - console.log('SignalR正在重连...') - this.isConnected = false - }) - - this.connection.onreconnected(() => { - console.log('SignalR重连成功') - this.isConnected = true - }) - - this.connection.onclose(() => { - console.log('SignalR连接已关闭') - this.isConnected = false - }) - - await this.connection.start() - this.isConnected = true - console.log('SignalR连接已建立') - - return true - } catch (error) { - console.error('SignalR连接失败:', error) - this.isConnected = false - return false - } - } - - async disconnect() { - if (this.connection) { - try { - await this.connection.stop() - this.connection = null - this.isConnected = false - console.log('SignalR连接已断开') - } catch (error) { - console.error('SignalR断开连接失败:', error) - } - } - } - - on(eventName, callback) { - if (this.connection) { - this.connection.on(eventName, callback) - } - } - - off(eventName, callback) { - if (this.connection) { - this.connection.off(eventName, callback) - } - } - - async invoke(methodName, ...args) { - if (this.connection && this.isConnected) { - try { - return await this.connection.invoke(methodName, ...args) - } catch (error) { - console.error(`SignalR调用 ${methodName} 失败:`, error) - throw error - } - } else { - throw new Error('SignalR连接未建立') - } - } - - getConnectionState() { - return this.connection?.state || 'Disconnected' - } -} - -export default new SignalRService() diff --git a/frontend/src/stores/README.md b/frontend/src/stores/README.md index 6e7bb8c..1265942 100644 --- a/frontend/src/stores/README.md +++ b/frontend/src/stores/README.md @@ -1,55 +1,3 @@ -# 状态管理 (Stores) +# stores -## 目的 -使用Pinia管理应用的全局状态。 - -## 内容 -- **用户状态**: 用户信息和认证状态管理 -- **文档状态**: 文档列表和当前文档状态 -- **协作状态**: 实时协作连接和用户状态 -- **UI状态**: 界面交互状态管理 - -## 特点 -- 响应式状态管理 -- 持久化存储支持 -- 组合式API风格 -- 模块化状态管理 - -## 状态文件 -```javascript -// auth.js - 用户认证状态管理 -export const useAuthStore = defineStore('auth', () => { - const user = ref(null) - const isAuthenticated = computed(() => !!user.value) - - const login = async (credentials) => { - // 登录逻辑 - } - - return { user, isAuthenticated, login } -}) - -// document.js - 文档状态管理 -export const useDocumentStore = defineStore('document', () => { - const documents = ref([]) - const currentDocument = ref(null) - - const fetchDocuments = async () => { - // 获取文档列表 - } - - return { documents, currentDocument, fetchDocuments } -}) - -// collaboration.js - 协作状态管理 -export const useCollaborationStore = defineStore('collaboration', () => { - const activeDocument = ref(null) - const connectedUsers = ref([]) - - const joinDocument = async (documentId) => { - // 加入文档协作 - } - - return { activeDocument, connectedUsers, joinDocument } -}) -``` +状态管理目录,建议使用Pinia或Vuex,存放全局和模块化的状态管理文件。 diff --git a/frontend/src/stores/auth.js b/frontend/src/stores/auth.js deleted file mode 100644 index 9031c3b..0000000 --- a/frontend/src/stores/auth.js +++ /dev/null @@ -1,116 +0,0 @@ -// 用户认证状态管理 -import { defineStore } from 'pinia' -import { ref, computed } from 'vue' -import { storage } from '@/utils/storage' -import apiClient from '@/services/api' - -export const useAuthStore = defineStore('auth', () => { - const user = ref(null) - const token = ref(storage.get('auth_token')) - const loading = ref(false) - const error = ref(null) - - // 计算属性 - const isAuthenticated = computed(() => !!user.value && !!token.value) - const userName = computed(() => user.value?.name || '') - - // 登录 - const login = async (credentials) => { - loading.value = true - error.value = null - - try { - const response = await apiClient.post('/auth/login', credentials) - const { user: userData, token: authToken } = response.data - - user.value = userData - token.value = authToken - - // 保存到本地存储 - storage.set('auth_token', authToken) - storage.set('user', userData) - - return { success: true } - } catch (err) { - error.value = err.response?.data?.message || '登录失败' - return { success: false, error: error.value } - } finally { - loading.value = false - } - } - - // 注册 - const register = async (userData) => { - loading.value = true - error.value = null - - try { - const response = await apiClient.post('/auth/register', userData) - const { user: newUser, token: authToken } = response.data - - user.value = newUser - token.value = authToken - - storage.set('auth_token', authToken) - storage.set('user', newUser) - - return { success: true } - } catch (err) { - error.value = err.response?.data?.message || '注册失败' - return { success: false, error: error.value } - } finally { - loading.value = false - } - } - - // 登出 - const logout = () => { - user.value = null - token.value = null - storage.remove('auth_token') - storage.remove('user') - } - - // 从本地存储加载用户信息 - const loadUserFromStorage = () => { - const storedUser = storage.get('user') - const storedToken = storage.get('auth_token') - - if (storedUser && storedToken) { - user.value = storedUser - token.value = storedToken - } - } - - // 更新用户信息 - const updateUser = async (userData) => { - loading.value = true - error.value = null - - try { - const response = await apiClient.put('/auth/profile', userData) - user.value = response.data - storage.set('user', response.data) - return { success: true } - } catch (err) { - error.value = err.response?.data?.message || '更新失败' - return { success: false, error: error.value } - } finally { - loading.value = false - } - } - - return { - user, - token, - loading, - error, - isAuthenticated, - userName, - login, - register, - logout, - loadUserFromStorage, - updateUser - } -}) diff --git a/frontend/src/stores/collaboration.js b/frontend/src/stores/collaboration.js deleted file mode 100644 index 6531564..0000000 --- a/frontend/src/stores/collaboration.js +++ /dev/null @@ -1,168 +0,0 @@ -// 实时协作状态管理 -import { defineStore } from 'pinia' -import { ref, reactive } from 'vue' -import signalrService from '@/services/signalr' - -export const useCollaborationStore = defineStore('collaboration', () => { - const isConnected = ref(false) - const activeDocument = ref(null) - const connectedUsers = ref([]) - const documentChanges = reactive([]) - const userCursors = reactive(new Map()) - const loading = ref(false) - const error = ref(null) - - // 连接SignalR - const connect = async (token) => { - loading.value = true - error.value = null - - try { - const success = await signalrService.connect(token) - if (success) { - isConnected.value = true - setupEventHandlers() - } - return success - } catch (err) { - error.value = '连接失败' - isConnected.value = false - return false - } finally { - loading.value = false - } - } - - // 断开连接 - const disconnect = async () => { - try { - await signalrService.disconnect() - isConnected.value = false - activeDocument.value = null - connectedUsers.value = [] - documentChanges.splice(0) - userCursors.clear() - } catch (err) { - console.error('断开连接失败:', err) - } - } - - // 加入文档协作 - const joinDocument = async (documentId) => { - if (!isConnected.value) { - throw new Error('SignalR未连接') - } - - try { - await signalrService.invoke('JoinDocument', documentId) - activeDocument.value = documentId - return true - } catch (err) { - error.value = '加入文档失败' - return false - } - } - - // 离开文档协作 - const leaveDocument = async () => { - if (!activeDocument.value) return - - try { - await signalrService.invoke('LeaveDocument', activeDocument.value) - activeDocument.value = null - connectedUsers.value = [] - userCursors.clear() - } catch (err) { - console.error('离开文档失败:', err) - } - } - - // 发送文档更改 - const sendDocumentChange = async (change) => { - if (!activeDocument.value || !isConnected.value) { - throw new Error('未连接到文档') - } - - try { - await signalrService.invoke('SendDocumentChange', activeDocument.value, change) - return true - } catch (err) { - error.value = '发送更改失败' - return false - } - } - - // 发送光标位置 - const sendCursorPosition = async (position) => { - if (!activeDocument.value || !isConnected.value) return - - try { - await signalrService.invoke('SendCursorPosition', activeDocument.value, position) - } catch (err) { - console.error('发送光标位置失败:', err) - } - } - - // 设置事件处理器 - const setupEventHandlers = () => { - // 用户加入 - signalrService.on('UserJoined', (user) => { - console.log('用户加入:', user) - if (!connectedUsers.value.find(u => u.id === user.id)) { - connectedUsers.value.push(user) - } - }) - - // 用户离开 - signalrService.on('UserLeft', (userId) => { - console.log('用户离开:', userId) - connectedUsers.value = connectedUsers.value.filter(u => u.id !== userId) - userCursors.delete(userId) - }) - - // 文档更改 - signalrService.on('DocumentChanged', (change) => { - console.log('收到文档更改:', change) - documentChanges.push({ - ...change, - timestamp: new Date() - }) - }) - - // 光标位置更新 - signalrService.on('CursorMoved', (userId, position) => { - userCursors.set(userId, { - userId, - position, - timestamp: new Date() - }) - }) - - // 用户列表更新 - signalrService.on('ConnectedUsersUpdated', (users) => { - connectedUsers.value = users - }) - } - - // 清除错误 - const clearError = () => { - error.value = null - } - - return { - isConnected, - activeDocument, - connectedUsers, - documentChanges, - userCursors, - loading, - error, - connect, - disconnect, - joinDocument, - leaveDocument, - sendDocumentChange, - sendCursorPosition, - clearError - } -}) diff --git a/frontend/src/stores/counter.js b/frontend/src/stores/counter.js deleted file mode 100644 index b6757ba..0000000 --- a/frontend/src/stores/counter.js +++ /dev/null @@ -1,12 +0,0 @@ -import { ref, computed } from 'vue' -import { defineStore } from 'pinia' - -export const useCounterStore = defineStore('counter', () => { - const count = ref(0) - const doubleCount = computed(() => count.value * 2) - function increment() { - count.value++ - } - - return { count, doubleCount, increment } -}) diff --git a/frontend/src/stores/document.js b/frontend/src/stores/document.js deleted file mode 100644 index 0f0d2ed..0000000 --- a/frontend/src/stores/document.js +++ /dev/null @@ -1,187 +0,0 @@ -// 文档管理状态 -import { defineStore } from 'pinia' -import { ref, computed } from 'vue' -import apiClient from '@/services/api' - -export const useDocumentStore = defineStore('document', () => { - const documents = ref([]) - const currentDocument = ref(null) - const loading = ref(false) - const error = ref(null) - - // 计算属性 - const documentCount = computed(() => documents.value.length) - const hasDocuments = computed(() => documents.value.length > 0) - - // 获取所有文档 - const fetchDocuments = async () => { - loading.value = true - error.value = null - - try { - const response = await apiClient.get('/documents') - documents.value = response.data - return true - } catch (err) { - error.value = err.response?.data?.message || '获取文档列表失败' - return false - } finally { - loading.value = false - } - } - - // 获取单个文档 - const fetchDocument = async (id) => { - loading.value = true - error.value = null - - try { - const response = await apiClient.get(`/documents/${id}`) - currentDocument.value = response.data - return response.data - } catch (err) { - error.value = err.response?.data?.message || '获取文档失败' - return null - } finally { - loading.value = false - } - } - - // 创建文档 - const createDocument = async (documentData) => { - loading.value = true - error.value = null - - try { - const response = await apiClient.post('/documents', documentData) - const newDocument = response.data - documents.value.unshift(newDocument) - return { success: true, document: newDocument } - } catch (err) { - error.value = err.response?.data?.message || '创建文档失败' - return { success: false, error: error.value } - } finally { - loading.value = false - } - } - - // 更新文档 - const updateDocument = async (id, documentData) => { - loading.value = true - error.value = null - - try { - const response = await apiClient.put(`/documents/${id}`, documentData) - const updatedDocument = response.data - - // 更新列表中的文档 - const index = documents.value.findIndex(doc => doc.id === id) - if (index !== -1) { - documents.value[index] = updatedDocument - } - - // 更新当前文档 - if (currentDocument.value?.id === id) { - currentDocument.value = updatedDocument - } - - return { success: true, document: updatedDocument } - } catch (err) { - error.value = err.response?.data?.message || '更新文档失败' - return { success: false, error: error.value } - } finally { - loading.value = false - } - } - - // 删除文档 - const deleteDocument = async (id) => { - loading.value = true - error.value = null - - try { - await apiClient.delete(`/documents/${id}`) - - // 从列表中移除 - documents.value = documents.value.filter(doc => doc.id !== id) - - // 如果是当前文档,清空 - if (currentDocument.value?.id === id) { - currentDocument.value = null - } - - return { success: true } - } catch (err) { - error.value = err.response?.data?.message || '删除文档失败' - return { success: false, error: error.value } - } finally { - loading.value = false - } - } - - // 搜索文档 - const searchDocuments = async (query) => { - loading.value = true - error.value = null - - try { - const response = await apiClient.get('/documents/search', { - params: { q: query } - }) - return response.data - } catch (err) { - error.value = err.response?.data?.message || '搜索文档失败' - return [] - } finally { - loading.value = false - } - } - - // 保存文档内容 - const saveDocumentContent = async (id, content) => { - try { - const response = await apiClient.patch(`/documents/${id}/content`, { - content - }) - - // 更新当前文档内容 - if (currentDocument.value?.id === id) { - currentDocument.value.content = content - currentDocument.value.updatedAt = response.data.updatedAt - } - - return true - } catch (err) { - console.error('保存文档内容失败:', err) - return false - } - } - - // 清除错误 - const clearError = () => { - error.value = null - } - - // 清除当前文档 - const clearCurrentDocument = () => { - currentDocument.value = null - } - - return { - documents, - currentDocument, - loading, - error, - documentCount, - hasDocuments, - fetchDocuments, - fetchDocument, - createDocument, - updateDocument, - deleteDocument, - searchDocuments, - saveDocumentContent, - clearError, - clearCurrentDocument - } -}) diff --git a/frontend/src/types/README.md b/frontend/src/types/README.md deleted file mode 100644 index 1cd9c85..0000000 --- a/frontend/src/types/README.md +++ /dev/null @@ -1,63 +0,0 @@ -# 类型定义 (Types) - -## 目的 -定义TypeScript类型和接口,确保类型安全。 - -## 内容 -- **API类型**: 后端API的请求和响应类型 -- **实体类型**: 业务实体的TypeScript定义 -- **组件Props**: Vue组件的属性类型定义 -- **事件类型**: SignalR事件的类型定义 - -## 特点 -- 类型安全保障 -- 代码智能提示 -- 编译时错误检查 -- 接口契约定义 - -## 示例 -```typescript -// types/user.ts -export interface User { - id: number - name: string - email: string - createdAt: string -} - -export interface LoginCredentials { - email: string - password: string -} - -export interface LoginResponse { - token: string - user: User -} - -// types/document.ts -export interface Document { - id: string - title: string - content: string - ownerId: number - collaborators: User[] - createdAt: string - updatedAt: string -} - -export interface DocumentChange { - type: 'insert' | 'delete' | 'replace' - position: number - content: string - userId: number -} - -// types/signalr.ts -export interface SignalREvents { - 'UserJoined': (userName: string) => void - 'UserLeft': (userName: string) => void - 'DocumentChanged': (change: DocumentChange) => void - 'CursorMoved': (userId: number, position: number) => void -} -``` diff --git a/frontend/src/utils/README.md b/frontend/src/utils/README.md index 4e6b667..02ca8f7 100644 --- a/frontend/src/utils/README.md +++ b/frontend/src/utils/README.md @@ -1,117 +1,3 @@ -# 工具函数 (Utils) +# utils -## 目的 -提供通用的工具函数和助手方法。 - -## 内容 -- **日期处理**: 日期格式化和计算工具 -- **验证工具**: 表单验证和数据校验 -- **存储工具**: 本地存储的封装 -- **格式化工具**: 数据格式化和转换 - -## 特点 -- 纯函数设计 -- 可复用性强 -- 易于测试 -- 模块化导出 - -## 示例 -```javascript -// utils/date.js -export const formatDate = (date) => { - const d = new Date(date) - return d.toLocaleDateString('zh-CN') -} - -export const formatRelativeTime = (date) => { - const now = new Date() - const target = new Date(date) - const diff = now.getTime() - target.getTime() - - if (diff < 60000) return '刚刚' - if (diff < 3600000) return `${Math.floor(diff / 60000)}分钟前` - if (diff < 86400000) return `${Math.floor(diff / 3600000)}小时前` - return formatDate(date) -} - -export const formatDateTime = (date) => { - const d = new Date(date) - return d.toLocaleString('zh-CN') -} - -// utils/validation.js -export const isValidEmail = (email) => { - const emailRegex = /^[^\s@]+@[^\s@]+\.[^\s@]+$/ - return emailRegex.test(email) -} - -export const isValidPassword = (password) => { - return password && password.length >= 8 -} - -export const isRequired = (value) => { - return value !== null && value !== undefined && value !== '' -} - -// utils/storage.js -export const storage = { - get(key) { - try { - const item = localStorage.getItem(key) - return item ? JSON.parse(item) : null - } catch (error) { - console.error('读取本地存储失败:', error) - return null - } - }, - - set(key, value) { - try { - localStorage.setItem(key, JSON.stringify(value)) - } catch (error) { - console.error('设置本地存储失败:', error) - } - }, - - remove(key) { - try { - localStorage.removeItem(key) - } catch (error) { - console.error('删除本地存储失败:', error) - } - }, - - clear() { - try { - localStorage.clear() - } catch (error) { - console.error('清空本地存储失败:', error) - } - } -} - -// utils/debounce.js -export const debounce = (func, wait) => { - let timeout - return function executedFunction(...args) { - const later = () => { - clearTimeout(timeout) - func(...args) - } - clearTimeout(timeout) - timeout = setTimeout(later, wait) - } -} - -// utils/throttle.js -export const throttle = (func, limit) => { - let inThrottle - return function(...args) { - if (!inThrottle) { - func.apply(this, args) - inThrottle = true - setTimeout(() => inThrottle = false, limit) - } - } -} -``` +工具函数目录,存放通用的工具方法,如格式化、校验、转换等。 diff --git a/frontend/src/utils/storage.js b/frontend/src/utils/storage.js deleted file mode 100644 index 894d6b3..0000000 --- a/frontend/src/utils/storage.js +++ /dev/null @@ -1,56 +0,0 @@ -// 本地存储工具 -export const storage = { - // 获取数据 - get(key) { - try { - const item = localStorage.getItem(key) - return item ? JSON.parse(item) : null - } catch (error) { - console.error('读取本地存储失败:', error) - return null - } - }, - - // 设置数据 - set(key, value) { - try { - localStorage.setItem(key, JSON.stringify(value)) - return true - } catch (error) { - console.error('设置本地存储失败:', error) - return false - } - }, - - // 删除数据 - remove(key) { - try { - localStorage.removeItem(key) - return true - } catch (error) { - console.error('删除本地存储失败:', error) - return false - } - }, - - // 清空所有数据 - clear() { - try { - localStorage.clear() - return true - } catch (error) { - console.error('清空本地存储失败:', error) - return false - } - }, - - // 检查是否存在 - has(key) { - return localStorage.getItem(key) !== null - }, - - // 获取所有键 - keys() { - return Object.keys(localStorage) - } -} diff --git a/frontend/src/views/auth/ForgotPassword.vue b/frontend/src/views/auth/ForgotPassword.vue new file mode 100644 index 0000000..dd3121a --- /dev/null +++ b/frontend/src/views/auth/ForgotPassword.vue @@ -0,0 +1,29 @@ + + + + + diff --git a/frontend/src/views/auth/Login.vue b/frontend/src/views/auth/Login.vue new file mode 100644 index 0000000..c58e726 --- /dev/null +++ b/frontend/src/views/auth/Login.vue @@ -0,0 +1,28 @@ + + + + + diff --git a/frontend/src/views/auth/README.md b/frontend/src/views/auth/README.md deleted file mode 100644 index 3db31b5..0000000 --- a/frontend/src/views/auth/README.md +++ /dev/null @@ -1,26 +0,0 @@ -# 认证视图 (Auth Views) - -## 目的 -存放用户认证相关的页面视图。 - -## 内容 -- **登录页面**: 用户登录表单和处理逻辑 -- **注册页面**: 用户注册表单和验证 -- **密码重置**: 忘记密码和重置功能 -- **个人资料**: 用户信息查看和编辑 - -## 特点 -- 表单验证和错误处理 -- 响应式布局设计 -- 安全性考虑 -- 用户体验优化 - -## 页面文件 -```javascript -// LoginView.vue - 登录页面 -// RegisterView.vue - 注册页面 -// ForgotPasswordView.vue - 忘记密码页面 -// ResetPasswordView.vue - 重置密码页面 -// ProfileView.vue - 个人资料页面 -// ChangePasswordView.vue - 修改密码页面 -``` diff --git a/frontend/src/views/auth/Register.vue b/frontend/src/views/auth/Register.vue new file mode 100644 index 0000000..13f1d6a --- /dev/null +++ b/frontend/src/views/auth/Register.vue @@ -0,0 +1,30 @@ + + + + + diff --git a/frontend/src/views/collaboration/README.md b/frontend/src/views/collaboration/README.md deleted file mode 100644 index 3324760..0000000 --- a/frontend/src/views/collaboration/README.md +++ /dev/null @@ -1,26 +0,0 @@ -# 协作视图 (Collaboration Views) - -## 目的 -存放实时协作编辑相关的页面视图。 - -## 内容 -- **协作编辑器**: 实时文档协作编辑页面 -- **协作会话**: 当前协作会话管理 -- **用户管理**: 协作用户的权限和状态管理 -- **版本历史**: 文档版本和变更历史 - -## 特点 -- 实时多用户协作 -- 冲突检测和解决 -- 用户状态实时显示 -- 版本控制和回滚 - -## 页面文件 -```javascript -// CollaborationEditorView.vue - 协作编辑器主页面 -// ActiveSessionView.vue - 当前活跃会话 -// CollaboratorsView.vue - 协作用户管理 -// VersionHistoryView.vue - 版本历史页面 -// ConflictResolutionView.vue - 冲突解决页面 -// ShareDocumentView.vue - 文档分享页面 -``` diff --git a/frontend/src/views/documents/README.md b/frontend/src/views/documents/README.md deleted file mode 100644 index a7ff5f6..0000000 --- a/frontend/src/views/documents/README.md +++ /dev/null @@ -1,26 +0,0 @@ -# 文档管理视图 (Document Views) - -## 目的 -存放文档管理相关的页面视图。 - -## 内容 -- **文档列表**: 显示用户的所有文档 -- **文档创建**: 创建新文档的页面 -- **文档详情**: 查看文档信息和设置 -- **文档搜索**: 搜索和过滤文档 - -## 特点 -- 文档CRUD操作 -- 搜索和筛选功能 -- 分页和虚拟滚动 -- 文档权限管理 - -## 页面文件 -```javascript -// DocumentListView.vue - 文档列表页面 -// CreateDocumentView.vue - 创建文档页面 -// DocumentDetailView.vue - 文档详情页面 -// DocumentSearchView.vue - 文档搜索页面 -// DocumentSettingsView.vue - 文档设置页面 -// SharedDocumentsView.vue - 共享文档页面 -``` diff --git a/frontend/src/views/game/Game.vue b/frontend/src/views/game/Game.vue new file mode 100644 index 0000000..41d85aa --- /dev/null +++ b/frontend/src/views/game/Game.vue @@ -0,0 +1,54 @@ + + + + + diff --git a/frontend/src/views/game/GameOver.vue b/frontend/src/views/game/GameOver.vue new file mode 100644 index 0000000..5e9f257 --- /dev/null +++ b/frontend/src/views/game/GameOver.vue @@ -0,0 +1,53 @@ + + + + + diff --git a/frontend/src/views/game/GameRoom.vue b/frontend/src/views/game/GameRoom.vue new file mode 100644 index 0000000..6899e83 --- /dev/null +++ b/frontend/src/views/game/GameRoom.vue @@ -0,0 +1,49 @@ + + + + + diff --git a/frontend/src/views/home/Home.vue b/frontend/src/views/home/Home.vue new file mode 100644 index 0000000..20014bf --- /dev/null +++ b/frontend/src/views/home/Home.vue @@ -0,0 +1,33 @@ + + + + + diff --git a/frontend/src/views/lobby/Lobby.vue b/frontend/src/views/lobby/Lobby.vue new file mode 100644 index 0000000..cac8abc --- /dev/null +++ b/frontend/src/views/lobby/Lobby.vue @@ -0,0 +1,43 @@ + + + + + diff --git a/frontend/src/views/profile/Profile.vue b/frontend/src/views/profile/Profile.vue new file mode 100644 index 0000000..9f27aee --- /dev/null +++ b/frontend/src/views/profile/Profile.vue @@ -0,0 +1,62 @@ + + + + + diff --git a/frontend/src/views/ranking/Ranking.vue b/frontend/src/views/ranking/Ranking.vue new file mode 100644 index 0000000..0989a8f --- /dev/null +++ b/frontend/src/views/ranking/Ranking.vue @@ -0,0 +1,62 @@ + + + + + diff --git a/frontend/vite.config.js b/frontend/vite.config.js new file mode 100644 index 0000000..4217010 --- /dev/null +++ b/frontend/vite.config.js @@ -0,0 +1,18 @@ +import { fileURLToPath, URL } from 'node:url' + +import { defineConfig } from 'vite' +import vue from '@vitejs/plugin-vue' +import vueDevTools from 'vite-plugin-vue-devtools' + +// https://vite.dev/config/ +export default defineConfig({ + plugins: [ + vue(), + vueDevTools(), + ], + resolve: { + alias: { + '@': fileURLToPath(new URL('./src', import.meta.url)) + }, + }, +}) diff --git a/frontend/vitest.config.js b/frontend/vitest.config.js new file mode 100644 index 0000000..c328717 --- /dev/null +++ b/frontend/vitest.config.js @@ -0,0 +1,14 @@ +import { fileURLToPath } from 'node:url' +import { mergeConfig, defineConfig, configDefaults } from 'vitest/config' +import viteConfig from './vite.config' + +export default mergeConfig( + viteConfig, + defineConfig({ + test: { + environment: 'jsdom', + exclude: [...configDefaults.exclude, 'e2e/**'], + root: fileURLToPath(new URL('./', import.meta.url)), + }, + }), +) -- Gitee From c86cdc55d3b914958edb0931ba5d98bb853eeb4a Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=E6=B2=88=E8=82=B2=E6=9E=97?= <2921544609@qq.com> Date: Fri, 15 Aug 2025 13:37:23 +0800 Subject: [PATCH 03/34] =?UTF-8?q?=E6=90=AD=E5=BB=BA=E9=A1=B9=E7=9B=AE?= =?UTF-8?q?=E6=A1=86=E6=9E=B6=E2=80=94=E2=80=94=E2=80=94=E5=90=8E=E7=AB=AF?= =?UTF-8?q?=E6=B5=8B=E8=AF=95?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- backend/CollabApp.sln | 47 +++++++++++++++++++ backend/src/CollabApp.API/CollabApp.API.http | 6 +-- .../CollabApp.Application.Tests.csproj | 21 +++++++++ .../CollabApp.Application.Tests/UnitTest1.cs | 10 ++++ .../CollabApp.Domain.Tests.csproj | 21 +++++++++ .../tests/CollabApp.Domain.Tests/UnitTest1.cs | 10 ++++ .../CollabApp.Tests/CollabApp.Tests.csproj | 21 +++++++++ backend/tests/CollabApp.Tests/UnitTest1.cs | 10 ++++ 8 files changed, 141 insertions(+), 5 deletions(-) create mode 100644 backend/tests/CollabApp.Application.Tests/CollabApp.Application.Tests.csproj create mode 100644 backend/tests/CollabApp.Application.Tests/UnitTest1.cs create mode 100644 backend/tests/CollabApp.Domain.Tests/CollabApp.Domain.Tests.csproj create mode 100644 backend/tests/CollabApp.Domain.Tests/UnitTest1.cs create mode 100644 backend/tests/CollabApp.Tests/CollabApp.Tests.csproj create mode 100644 backend/tests/CollabApp.Tests/UnitTest1.cs diff --git a/backend/CollabApp.sln b/backend/CollabApp.sln index 48f1865..36d092d 100644 --- a/backend/CollabApp.sln +++ b/backend/CollabApp.sln @@ -13,6 +13,14 @@ Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "CollabApp.Application", "sr EndProject Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "CollabApp.Infrastructure", "src\CollabApp.Infrastructure\CollabApp.Infrastructure.csproj", "{78700058-9673-47E0-9993-2274A7BCD49C}" EndProject +Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "tests", "tests", "{0AB3BF05-4346-4AA6-1389-037BE0695223}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "CollabApp.Tests", "tests\CollabApp.Tests\CollabApp.Tests.csproj", "{59589A24-0675-42A4-B373-48410E57AC47}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "CollabApp.Application.Tests", "tests\CollabApp.Application.Tests\CollabApp.Application.Tests.csproj", "{1E791B3C-5FF9-42C6-9F32-F71944C7F092}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "CollabApp.Domain.Tests", "tests\CollabApp.Domain.Tests\CollabApp.Domain.Tests.csproj", "{5014B908-8BFF-484B-B9F8-9CB7FA87E16D}" +EndProject Global GlobalSection(SolutionConfigurationPlatforms) = preSolution Debug|Any CPU = Debug|Any CPU @@ -71,6 +79,42 @@ Global {78700058-9673-47E0-9993-2274A7BCD49C}.Release|x64.Build.0 = Release|Any CPU {78700058-9673-47E0-9993-2274A7BCD49C}.Release|x86.ActiveCfg = Release|Any CPU {78700058-9673-47E0-9993-2274A7BCD49C}.Release|x86.Build.0 = Release|Any CPU + {59589A24-0675-42A4-B373-48410E57AC47}.Debug|Any CPU.ActiveCfg = Debug|Any CPU + {59589A24-0675-42A4-B373-48410E57AC47}.Debug|Any CPU.Build.0 = Debug|Any CPU + {59589A24-0675-42A4-B373-48410E57AC47}.Debug|x64.ActiveCfg = Debug|Any CPU + {59589A24-0675-42A4-B373-48410E57AC47}.Debug|x64.Build.0 = Debug|Any CPU + {59589A24-0675-42A4-B373-48410E57AC47}.Debug|x86.ActiveCfg = Debug|Any CPU + {59589A24-0675-42A4-B373-48410E57AC47}.Debug|x86.Build.0 = Debug|Any CPU + {59589A24-0675-42A4-B373-48410E57AC47}.Release|Any CPU.ActiveCfg = Release|Any CPU + {59589A24-0675-42A4-B373-48410E57AC47}.Release|Any CPU.Build.0 = Release|Any CPU + {59589A24-0675-42A4-B373-48410E57AC47}.Release|x64.ActiveCfg = Release|Any CPU + {59589A24-0675-42A4-B373-48410E57AC47}.Release|x64.Build.0 = Release|Any CPU + {59589A24-0675-42A4-B373-48410E57AC47}.Release|x86.ActiveCfg = Release|Any CPU + {59589A24-0675-42A4-B373-48410E57AC47}.Release|x86.Build.0 = Release|Any CPU + {1E791B3C-5FF9-42C6-9F32-F71944C7F092}.Debug|Any CPU.ActiveCfg = Debug|Any CPU + {1E791B3C-5FF9-42C6-9F32-F71944C7F092}.Debug|Any CPU.Build.0 = Debug|Any CPU + {1E791B3C-5FF9-42C6-9F32-F71944C7F092}.Debug|x64.ActiveCfg = Debug|Any CPU + {1E791B3C-5FF9-42C6-9F32-F71944C7F092}.Debug|x64.Build.0 = Debug|Any CPU + {1E791B3C-5FF9-42C6-9F32-F71944C7F092}.Debug|x86.ActiveCfg = Debug|Any CPU + {1E791B3C-5FF9-42C6-9F32-F71944C7F092}.Debug|x86.Build.0 = Debug|Any CPU + {1E791B3C-5FF9-42C6-9F32-F71944C7F092}.Release|Any CPU.ActiveCfg = Release|Any CPU + {1E791B3C-5FF9-42C6-9F32-F71944C7F092}.Release|Any CPU.Build.0 = Release|Any CPU + {1E791B3C-5FF9-42C6-9F32-F71944C7F092}.Release|x64.ActiveCfg = Release|Any CPU + {1E791B3C-5FF9-42C6-9F32-F71944C7F092}.Release|x64.Build.0 = Release|Any CPU + {1E791B3C-5FF9-42C6-9F32-F71944C7F092}.Release|x86.ActiveCfg = Release|Any CPU + {1E791B3C-5FF9-42C6-9F32-F71944C7F092}.Release|x86.Build.0 = Release|Any CPU + {5014B908-8BFF-484B-B9F8-9CB7FA87E16D}.Debug|Any CPU.ActiveCfg = Debug|Any CPU + {5014B908-8BFF-484B-B9F8-9CB7FA87E16D}.Debug|Any CPU.Build.0 = Debug|Any CPU + {5014B908-8BFF-484B-B9F8-9CB7FA87E16D}.Debug|x64.ActiveCfg = Debug|Any CPU + {5014B908-8BFF-484B-B9F8-9CB7FA87E16D}.Debug|x64.Build.0 = Debug|Any CPU + {5014B908-8BFF-484B-B9F8-9CB7FA87E16D}.Debug|x86.ActiveCfg = Debug|Any CPU + {5014B908-8BFF-484B-B9F8-9CB7FA87E16D}.Debug|x86.Build.0 = Debug|Any CPU + {5014B908-8BFF-484B-B9F8-9CB7FA87E16D}.Release|Any CPU.ActiveCfg = Release|Any CPU + {5014B908-8BFF-484B-B9F8-9CB7FA87E16D}.Release|Any CPU.Build.0 = Release|Any CPU + {5014B908-8BFF-484B-B9F8-9CB7FA87E16D}.Release|x64.ActiveCfg = Release|Any CPU + {5014B908-8BFF-484B-B9F8-9CB7FA87E16D}.Release|x64.Build.0 = Release|Any CPU + {5014B908-8BFF-484B-B9F8-9CB7FA87E16D}.Release|x86.ActiveCfg = Release|Any CPU + {5014B908-8BFF-484B-B9F8-9CB7FA87E16D}.Release|x86.Build.0 = Release|Any CPU EndGlobalSection GlobalSection(SolutionProperties) = preSolution HideSolutionNode = FALSE @@ -80,5 +124,8 @@ Global {170263DD-CBBB-4106-9D78-A38A001F1F3B} = {827E0CD3-B72D-47B6-A68D-7590B98EB39B} {2505E022-6542-40FF-9725-1DA669A36A20} = {827E0CD3-B72D-47B6-A68D-7590B98EB39B} {78700058-9673-47E0-9993-2274A7BCD49C} = {827E0CD3-B72D-47B6-A68D-7590B98EB39B} + {59589A24-0675-42A4-B373-48410E57AC47} = {0AB3BF05-4346-4AA6-1389-037BE0695223} + {1E791B3C-5FF9-42C6-9F32-F71944C7F092} = {0AB3BF05-4346-4AA6-1389-037BE0695223} + {5014B908-8BFF-484B-B9F8-9CB7FA87E16D} = {0AB3BF05-4346-4AA6-1389-037BE0695223} EndGlobalSection EndGlobal diff --git a/backend/src/CollabApp.API/CollabApp.API.http b/backend/src/CollabApp.API/CollabApp.API.http index 9adc476..501c392 100644 --- a/backend/src/CollabApp.API/CollabApp.API.http +++ b/backend/src/CollabApp.API/CollabApp.API.http @@ -1,6 +1,2 @@ -@CollabApp.API_HostAddress = http://localhost:5128 +@url = http://localhost:5128 -GET {{CollabApp.API_HostAddress}}/weatherforecast/ -Accept: application/json - -### diff --git a/backend/tests/CollabApp.Application.Tests/CollabApp.Application.Tests.csproj b/backend/tests/CollabApp.Application.Tests/CollabApp.Application.Tests.csproj new file mode 100644 index 0000000..d7f0b2e --- /dev/null +++ b/backend/tests/CollabApp.Application.Tests/CollabApp.Application.Tests.csproj @@ -0,0 +1,21 @@ + + + + net9.0 + enable + enable + false + + + + + + + + + + + + + + diff --git a/backend/tests/CollabApp.Application.Tests/UnitTest1.cs b/backend/tests/CollabApp.Application.Tests/UnitTest1.cs new file mode 100644 index 0000000..2dabd25 --- /dev/null +++ b/backend/tests/CollabApp.Application.Tests/UnitTest1.cs @@ -0,0 +1,10 @@ +namespace CollabApp.Application.Tests; + +public class UnitTest1 +{ + [Fact] + public void Test1() + { + + } +} diff --git a/backend/tests/CollabApp.Domain.Tests/CollabApp.Domain.Tests.csproj b/backend/tests/CollabApp.Domain.Tests/CollabApp.Domain.Tests.csproj new file mode 100644 index 0000000..d7f0b2e --- /dev/null +++ b/backend/tests/CollabApp.Domain.Tests/CollabApp.Domain.Tests.csproj @@ -0,0 +1,21 @@ + + + + net9.0 + enable + enable + false + + + + + + + + + + + + + + diff --git a/backend/tests/CollabApp.Domain.Tests/UnitTest1.cs b/backend/tests/CollabApp.Domain.Tests/UnitTest1.cs new file mode 100644 index 0000000..94fe7cf --- /dev/null +++ b/backend/tests/CollabApp.Domain.Tests/UnitTest1.cs @@ -0,0 +1,10 @@ +namespace CollabApp.Domain.Tests; + +public class UnitTest1 +{ + [Fact] + public void Test1() + { + + } +} diff --git a/backend/tests/CollabApp.Tests/CollabApp.Tests.csproj b/backend/tests/CollabApp.Tests/CollabApp.Tests.csproj new file mode 100644 index 0000000..d7f0b2e --- /dev/null +++ b/backend/tests/CollabApp.Tests/CollabApp.Tests.csproj @@ -0,0 +1,21 @@ + + + + net9.0 + enable + enable + false + + + + + + + + + + + + + + diff --git a/backend/tests/CollabApp.Tests/UnitTest1.cs b/backend/tests/CollabApp.Tests/UnitTest1.cs new file mode 100644 index 0000000..ba0e888 --- /dev/null +++ b/backend/tests/CollabApp.Tests/UnitTest1.cs @@ -0,0 +1,10 @@ +namespace CollabApp.Tests; + +public class UnitTest1 +{ + [Fact] + public void Test1() + { + + } +} -- Gitee From cd9630107776d50c0f69c4c1eef3b369896f05a5 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=E6=B2=88=E8=82=B2=E6=9E=97?= <2921544609@qq.com> Date: Fri, 15 Aug 2025 13:40:27 +0800 Subject: [PATCH 04/34] =?UTF-8?q?=E6=B5=8B=E8=AF=95=E9=A1=B9=E7=9B=AE?= =?UTF-8?q?=E6=8F=90=E4=BA=A4=E8=83=BD=E5=90=A6=E8=A2=AB=E4=BF=9D=E6=8A=A4?= =?UTF-8?q?=E6=8B=A6=E6=88=AA?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- "\346\265\213\350\257\225.txt" | 1 + 1 file changed, 1 insertion(+) create mode 100644 "\346\265\213\350\257\225.txt" diff --git "a/\346\265\213\350\257\225.txt" "b/\346\265\213\350\257\225.txt" new file mode 100644 index 0000000..56a6051 --- /dev/null +++ "b/\346\265\213\350\257\225.txt" @@ -0,0 +1 @@ +1 \ No newline at end of file -- Gitee From ef700cb5bb12094d10e332622a1a1c6a7de825b0 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=E6=B2=88=E8=82=B2=E6=9E=97?= <2921544609@qq.com> Date: Fri, 15 Aug 2025 13:41:49 +0800 Subject: [PATCH 05/34] =?UTF-8?q?=E9=87=8D=E6=96=B0=E6=B5=8B=E8=AF=95?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- "\346\265\213\350\257\225.txt" | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git "a/\346\265\213\350\257\225.txt" "b/\346\265\213\350\257\225.txt" index 56a6051..3cacc0b 100644 --- "a/\346\265\213\350\257\225.txt" +++ "b/\346\265\213\350\257\225.txt" @@ -1 +1 @@ -1 \ No newline at end of file +12 \ No newline at end of file -- Gitee From 8b48a5e79289e41001c02abbc7f3fa9df665b5fd Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=E6=B2=88=E8=82=B2=E6=9E=97?= <2921544609@qq.com> Date: Fri, 15 Aug 2025 13:44:44 +0800 Subject: [PATCH 06/34] =?UTF-8?q?=E5=AE=8C=E6=88=90=E6=B5=8B=E8=AF=95?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- "\346\265\213\350\257\225.txt" | 1 - 1 file changed, 1 deletion(-) delete mode 100644 "\346\265\213\350\257\225.txt" diff --git "a/\346\265\213\350\257\225.txt" "b/\346\265\213\350\257\225.txt" deleted file mode 100644 index 3cacc0b..0000000 --- "a/\346\265\213\350\257\225.txt" +++ /dev/null @@ -1 +0,0 @@ -12 \ No newline at end of file -- Gitee From d0a60f89e3be562ae951ec2d3bc4242e589e05e9 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=E5=88=98=E6=96=87=E8=BE=89?= <2871815452@qq.com> Date: Fri, 15 Aug 2025 15:40:37 +0800 Subject: [PATCH 07/34] =?UTF-8?q?feat(backend):=20=E6=B7=BB=E5=8A=A0Collab?= =?UTF-8?q?DbContext=E7=B1=BB=E5=92=8CEntityFrameworkCore=E5=BC=95?= =?UTF-8?q?=E7=94=A8-lyy?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .../CollabApp.Infrastructure.csproj | 1 + .../Data/CollabDbContext.cs | 17 +++++++++++++++++ 2 files changed, 18 insertions(+) create mode 100644 backend/src/CollabApp.Infrastructure/Data/CollabDbContext.cs diff --git a/backend/src/CollabApp.Infrastructure/CollabApp.Infrastructure.csproj b/backend/src/CollabApp.Infrastructure/CollabApp.Infrastructure.csproj index 580ddd5..17063d1 100644 --- a/backend/src/CollabApp.Infrastructure/CollabApp.Infrastructure.csproj +++ b/backend/src/CollabApp.Infrastructure/CollabApp.Infrastructure.csproj @@ -6,6 +6,7 @@ + runtime; build; native; contentfiles; analyzers; buildtransitive all diff --git a/backend/src/CollabApp.Infrastructure/Data/CollabDbContext.cs b/backend/src/CollabApp.Infrastructure/Data/CollabDbContext.cs new file mode 100644 index 0000000..4bc6591 --- /dev/null +++ b/backend/src/CollabApp.Infrastructure/Data/CollabDbContext.cs @@ -0,0 +1,17 @@ +using Microsoft.EntityFrameworkCore; + +namespace CollabApp.Infrastructure.Data; + +public class CollabDbContext : DbContext +{ + public class AdminDbContext(DbContextOptions options) : DbContext(options) + { + // public DbSet Users { get; set; } + } + + protected override void OnModelCreating(ModelBuilder modelBuilder) + { + base.OnModelCreating(modelBuilder); + + } +} \ No newline at end of file -- Gitee From 363d624508eb702762c95353ce833adeabb5a55e Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=E5=88=98=E6=96=87=E8=BE=89?= <2871815452@qq.com> Date: Fri, 15 Aug 2025 15:40:56 +0800 Subject: [PATCH 08/34] =?UTF-8?q?feat(CollabApp.API):=20=E6=B7=BB=E5=8A=A0?= =?UTF-8?q?=E6=95=B0=E6=8D=AE=E5=BA=93=E8=BF=9E=E6=8E=A5=E9=85=8D=E7=BD=AE?= =?UTF-8?q?=E5=92=8C=E9=87=8D=E6=9E=84=E8=AF=B7=E6=B1=82=E7=AE=A1=E9=81=93?= =?UTF-8?q?-lyy?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- backend/src/CollabApp.API/Program.cs | 103 ++++++++++++++------- backend/src/CollabApp.API/appsettings.json | 8 +- 2 files changed, 75 insertions(+), 36 deletions(-) diff --git a/backend/src/CollabApp.API/Program.cs b/backend/src/CollabApp.API/Program.cs index ee9d65d..0c48269 100644 --- a/backend/src/CollabApp.API/Program.cs +++ b/backend/src/CollabApp.API/Program.cs @@ -1,41 +1,76 @@ -var builder = WebApplication.CreateBuilder(args); -// Add services to the container. -// Learn more about configuring OpenAPI at https://aka.ms/aspnet/openapi -builder.Services.AddOpenApi(); +namespace CollabApp.API +{ + public class Program + { + public static void Main(string[] args) + { + var builder = WebApplication.CreateBuilder(args); -var app = builder.Build(); + // 注册应用服务 + RegisterApplicationServices(builder); + // 配置数据库连接 + ConfigureDatabase(builder); -// Configure the HTTP request pipeline. -if (app.Environment.IsDevelopment()) -{ - app.MapOpenApi(); -} + var app = builder.Build(); + // 配置请求管道 + ConfigurePipeline(app); -app.UseHttpsRedirection(); + app.Run(); + } -var summaries = new[] -{ - "Freezing", "Bracing", "Chilly", "Cool", "Mild", "Warm", "Balmy", "Hot", "Sweltering", "Scorching" -}; + // 注册应用服务 + private static void RegisterApplicationServices(WebApplicationBuilder builder) + { + // Add services to the container. + // Learn more about configuring OpenAPI at https://aka.ms/aspnet/openapi + builder.Services.AddOpenApi(); + } -app.MapGet("/weatherforecast", () => -{ - var forecast = Enumerable.Range(1, 5).Select(index => - new WeatherForecast - ( - DateOnly.FromDateTime(DateTime.Now.AddDays(index)), - Random.Shared.Next(-20, 55), - summaries[Random.Shared.Next(summaries.Length)] - )) - .ToArray(); - return forecast; -}) -.WithName("GetWeatherForecast"); - -app.Run(); - -record WeatherForecast(DateOnly Date, int TemperatureC, string? Summary) -{ - public int TemperatureF => 32 + (int)(TemperatureC / 0.5556); + // 配置中间件管道 + private static void ConfigurePipeline(WebApplication app) + { + // Configure the HTTP request pipeline. + if (app.Environment.IsDevelopment()) + { + app.MapOpenApi(); + } + + app.UseHttpsRedirection(); + + var summaries = new[] + { + "Freezing", "Bracing", "Chilly", "Cool", "Mild", "Warm", "Balmy", "Hot", "Sweltering", "Scorching" + }; + + app.MapGet("/weatherforecast", () => + { + var forecast = Enumerable.Range(1, 5).Select(index => + new WeatherForecast + ( + DateOnly.FromDateTime(DateTime.Now.AddDays(index)), + Random.Shared.Next(-20, 55), + summaries[Random.Shared.Next(summaries.Length)] + )) + .ToArray(); + return forecast; + }) + .WithName("GetWeatherForecast"); + } + + // 配置数据库连接 + private static void ConfigureDatabase(WebApplicationBuilder builder) + { + var postgresConfig = builder.Configuration.GetConnectionString("Postgres"); + var redisConfig = builder.Configuration.GetConnectionString("Redis"); + // 这里可以添加数据库上下文的配置代码 + + + } + // 天气预报模型 + private record WeatherForecast(DateOnly Date, int TemperatureC, string? Summary) + { + public int TemperatureF => 32 + (int)(TemperatureC / 0.5556); + } + } } diff --git a/backend/src/CollabApp.API/appsettings.json b/backend/src/CollabApp.API/appsettings.json index 10f68b8..0966f80 100644 --- a/backend/src/CollabApp.API/appsettings.json +++ b/backend/src/CollabApp.API/appsettings.json @@ -5,5 +5,9 @@ "Microsoft.AspNetCore": "Warning" } }, - "AllowedHosts": "*" -} + "AllowedHosts": "*", + "ConnectionStrings": { + "Postgres": "Host=localhost;Port=5432;Database=collabapp;Username=postgres;Password=yourpassword", + "Redis": "localhost:6379,password=yourpassword" + } +} \ No newline at end of file -- Gitee From 667bdc5664bb289c0d48fe6c29600afa3d05eefb Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=E6=B2=88=E8=82=B2=E6=9E=97?= <2921544609@qq.com> Date: Fri, 15 Aug 2025 15:52:52 +0800 Subject: [PATCH 09/34] =?UTF-8?q?=E6=95=B0=E6=8D=AE=E5=BA=93=E8=AE=BE?= =?UTF-8?q?=E8=AE=A1=E5=AE=8C=E6=88=90=EF=BC=8C=E5=AE=9E=E4=BD=93=E5=92=8C?= =?UTF-8?q?=E5=9F=BA=E7=B1=BB=E6=90=AD=E5=BB=BA=E5=A5=BD=E4=BA=86?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .../CollabApp.Domain/CollabApp.Domain.csproj | 5 + .../CollabApp.Domain/Entities/Auth/User.cs | 202 +++ .../Entities/Auth/UserStatistics.cs | 84 ++ .../CollabApp.Domain/Entities/BaseEntity.cs | 36 + .../CollabApp.Domain/Entities/Game/Game.cs | 117 ++ .../Entities/Game/GameAction.cs | 64 + .../Entities/Game/GamePlayer.cs | 86 ++ .../CollabApp.Domain/Entities/Notification.cs | 95 ++ .../src/CollabApp.Domain/Entities/Ranking.cs | 92 ++ .../Entities/RankingHistory.cs | 52 + .../CollabApp.Domain/Entities/Room/Room.cs | 108 ++ .../Entities/Room/RoomMessage.cs | 68 + .../Entities/Room/RoomPlayer.cs | 58 + .../CollabApp.Infrastructure.csproj | 4 + .../Data/ApplicationDbContext.cs | 351 +++++ docs/DATABASE_DESIGN.md | 1301 +++++++++++++++++ docs/ENTITY_CREATION_SUMMARY.md | 96 ++ 17 files changed, 2819 insertions(+) create mode 100644 backend/src/CollabApp.Domain/Entities/Auth/User.cs create mode 100644 backend/src/CollabApp.Domain/Entities/Auth/UserStatistics.cs create mode 100644 backend/src/CollabApp.Domain/Entities/BaseEntity.cs create mode 100644 backend/src/CollabApp.Domain/Entities/Game/Game.cs create mode 100644 backend/src/CollabApp.Domain/Entities/Game/GameAction.cs create mode 100644 backend/src/CollabApp.Domain/Entities/Game/GamePlayer.cs create mode 100644 backend/src/CollabApp.Domain/Entities/Notification.cs create mode 100644 backend/src/CollabApp.Domain/Entities/Ranking.cs create mode 100644 backend/src/CollabApp.Domain/Entities/RankingHistory.cs create mode 100644 backend/src/CollabApp.Domain/Entities/Room/Room.cs create mode 100644 backend/src/CollabApp.Domain/Entities/Room/RoomMessage.cs create mode 100644 backend/src/CollabApp.Domain/Entities/Room/RoomPlayer.cs create mode 100644 backend/src/CollabApp.Infrastructure/Data/ApplicationDbContext.cs create mode 100644 docs/DATABASE_DESIGN.md create mode 100644 docs/ENTITY_CREATION_SUMMARY.md diff --git a/backend/src/CollabApp.Domain/CollabApp.Domain.csproj b/backend/src/CollabApp.Domain/CollabApp.Domain.csproj index 125f4c9..4f7f13b 100644 --- a/backend/src/CollabApp.Domain/CollabApp.Domain.csproj +++ b/backend/src/CollabApp.Domain/CollabApp.Domain.csproj @@ -6,4 +6,9 @@ enable + + + + + diff --git a/backend/src/CollabApp.Domain/Entities/Auth/User.cs b/backend/src/CollabApp.Domain/Entities/Auth/User.cs new file mode 100644 index 0000000..295b59c --- /dev/null +++ b/backend/src/CollabApp.Domain/Entities/Auth/User.cs @@ -0,0 +1,202 @@ +using System.ComponentModel.DataAnnotations; +using System.ComponentModel.DataAnnotations.Schema; + +namespace CollabApp.Domain.Entities.Auth; + +/// +/// 用户实体 - 存储用户基本信息和账户状态 +/// 继承BaseEntity,支持软删除功能 +/// +[Table("users")] +public class User : BaseEntity +{ + /// + /// 用户名 - 登录用,唯一且不可重复 + /// + [Column("username")] + public string Username { get; set; } = string.Empty; + + /// + /// 密码哈希值 - 存储经过哈希处理的密码,不存储明文 + /// + [Column("password_hash")] + public string PasswordHash { get; set; } = string.Empty; + + /// + /// 密码盐值 - 用于增强密码安全性,防止彩虹表攻击 + /// + [Column("password_salt")] + public string PasswordSalt { get; set; } = string.Empty; + + /// + /// 游戏昵称 - 在游戏中显示的名称 + /// + [Column("nickname")] + public string Nickname { get; set; } = string.Empty; + + /// + /// 头像URL - 用户头像图片的存储地址 + /// + [Column("avatar_url")] + public string? AvatarUrl { get; set; } + + /// + /// 隐私设置 - JSON格式存储用户的隐私偏好配置 + /// + [Column("privacy_settings", TypeName = "json")] + public string? PrivacySettings { get; set; } + + /// + /// 最后登录时间 - 记录用户最近一次登录的时间 + /// + [Column("last_login_at")] + public DateTime? LastLoginAt { get; set; } + + /// + /// 账户状态 - 正常,封禁等状态 + /// + [Column("status")] + public UserStatus Status { get; set; } = UserStatus.Active; + + // ============ 双Token认证字段 ============ + + /// + /// 访问令牌 - 短期有效的身份验证令牌 + /// 用于API请求的身份验证,通常有效期较短(如15-30分钟) + /// + [MaxLength(512)] + [Column("access_token")] + public string? AccessToken { get; set; } + + /// + /// 刷新令牌 - 长期有效的令牌,用于刷新访问令牌 + /// 安全性更高,有效期较长(如7-30天),用于获取新的访问令牌 + /// + [MaxLength(512)] + [Column("refresh_token")] + public string? RefreshToken { get; set; } + + /// + /// 访问令牌过期时间 - AccessToken的有效期 + /// + [Column("access_token_expires_at")] + public DateTime? AccessTokenExpiresAt { get; set; } + + /// + /// 刷新令牌过期时间 - RefreshToken的有效期 + /// + [Column("refresh_token_expires_at")] + public DateTime? RefreshTokenExpiresAt { get; set; } + + /// + /// 记住登录状态 - 是否启用长期登录功能 + /// 启用时RefreshToken有效期会延长 + /// + [Column("remember_me")] + public bool RememberMe { get; set; } = false; + + /// + /// 令牌状态 - 活跃、已吊销、已过期等状态 + /// + [Column("token_status")] + public TokenStatus TokenStatus { get; set; } = TokenStatus.None; + + /// + /// 最后活跃时间 - 用户最后一次使用令牌的时间 + /// + [Column("last_activity_at")] + public DateTime? LastActivityAt { get; set; } + + /// + /// 登录设备信息 - JSON格式存储设备类型、IP地址等信息 + /// + [Column("device_info", TypeName = "json")] + public string? DeviceInfo { get; set; } + + /// + /// 令牌吊销原因 - 令牌被吊销时的原因说明 + /// + [MaxLength(200)] + [Column("token_revoked_reason")] + public string? TokenRevokedReason { get; set; } + + /// + /// 令牌吊销时间 - 令牌被手动吊销的时间 + /// + [Column("token_revoked_at")] + public DateTime? TokenRevokedAt { get; set; } + + // ============ 导航属性 ============ + + /// + /// 用户统计信息 - 一对一关系 + /// + public virtual UserStatistics? Statistics { get; set; } + + /// + /// 用户创建的房间列表 - 一对多关系,用户作为房主的房间 + /// + public virtual ICollection OwnedRooms { get; set; } = new List(); + + /// + /// 用户参与的房间记录 - 一对多关系,用户加入过的所有房间 + /// + public virtual ICollection RoomPlayers { get; set; } = new List(); + + /// + /// 用户游戏记录 - 一对多关系,用户参与过的所有游戏 + /// + public virtual ICollection GamePlayers { get; set; } = new List(); + + /// + /// 用户通知列表 - 一对多关系,用户收到的所有通知 + /// + public virtual ICollection Notifications { get; set; } = new List(); +} + +/// +/// 令牌状态枚举 - 定义用户认证令牌的各种状态 +/// +public enum TokenStatus +{ + /// + /// 无令牌状态 - 用户未登录或令牌已清空 + /// + None, + + /// + /// 活跃状态 - 令牌正常有效 + /// + Active, + + /// + /// 已过期 - 令牌已超过有效期 + /// + Expired, + + /// + /// 已吊销 - 令牌被用户或系统主动撤销 + /// + Revoked, + + /// + /// 需要刷新 - AccessToken过期,需要使用RefreshToken刷新 + /// + NeedsRefresh +} + +/// +/// 用户状态枚举 +/// +public enum UserStatus +{ + /// + /// 正常状态 - 正常可用 + /// + Active, + + /// + /// 封禁状态 - 账户被管理员封禁 + /// + Banned +} diff --git a/backend/src/CollabApp.Domain/Entities/Auth/UserStatistics.cs b/backend/src/CollabApp.Domain/Entities/Auth/UserStatistics.cs new file mode 100644 index 0000000..e7efb43 --- /dev/null +++ b/backend/src/CollabApp.Domain/Entities/Auth/UserStatistics.cs @@ -0,0 +1,84 @@ +using System.ComponentModel.DataAnnotations; +using System.ComponentModel.DataAnnotations.Schema; +using Microsoft.EntityFrameworkCore; + +namespace CollabApp.Domain.Entities.Auth; + +/// +/// 用户统计实体 - 存储用户的游戏数据统计信息 +/// 继承BaseEntity,支持软删除和时间戳功能 +/// +[Table("user_statistics")] +public class UserStatistics : BaseEntity +{ + /// + /// 关联用户ID - 外键,指向Users表,一对一关系 + /// + [Required] + [Column("user_id")] + public Guid UserId { get; set; } + + /// + /// 总游戏场次 - 用户参与的游戏总数 + /// + [Column("total_games")] + public int TotalGames { get; set; } = 0; + + /// + /// 胜利次数 - 用户获得第一名的次数 + /// + [Column("wins")] + public int Wins { get; set; } = 0; + + /// + /// 失败次数 - 用户未获得第一名的次数 + /// + [Column("losses")] + public int Losses { get; set; } = 0; + + /// + /// 胜率 - 胜利次数占总游戏场次的百分比 + /// + [Column("win_rate")] + [Precision(5, 2)] + public decimal WinRate { get; set; } = 0; + + /// + /// 总积分 - 用户累计获得的积分(根据排名计算) + /// + [Column("total_score")] + public int TotalScore { get; set; } = 0; + + /// + /// 最高占领面积 - 用户在单局游戏中的最佳成绩 + /// + [Column("max_area")] + [Precision(10, 2)] + public decimal MaxArea { get; set; } = 0; + + /// + /// 总游戏时长 - 用户累计游戏时间(秒) + /// + [Column("total_play_time")] + public int TotalPlayTime { get; set; } = 0; + + /// + /// 当前排名 - 用户在全服排行榜中的位置 + /// + [Column("current_rank")] + public int CurrentRank { get; set; } = 0; + + /// + /// 历史最高排名 - 用户曾经达到的最高排名 + /// + [Column("highest_rank")] + public int HighestRank { get; set; } = 0; + + // ============ 导航属性 ============ + + /// + /// 关联的用户实体 - 一对一关系 + /// + [ForeignKey("UserId")] + public virtual User User { get; set; } = null!; +} diff --git a/backend/src/CollabApp.Domain/Entities/BaseEntity.cs b/backend/src/CollabApp.Domain/Entities/BaseEntity.cs new file mode 100644 index 0000000..99413c6 --- /dev/null +++ b/backend/src/CollabApp.Domain/Entities/BaseEntity.cs @@ -0,0 +1,36 @@ +using System.ComponentModel.DataAnnotations; +using System.ComponentModel.DataAnnotations.Schema; + +namespace CollabApp.Domain.Entities; + +/// +/// 基础实体类 - 包含所有实体的共有属性 +/// 提供统一的主键、时间戳和软删除功能 +/// +public abstract class BaseEntity +{ + /// + /// 实体唯一标识符 - 主键,所有实体的统一标识 + /// + [Key] + public Guid Id { get; set; } = Guid.NewGuid(); + + /// + /// 创建时间 - 实体首次创建的UTC时间 + /// + [Column("created_at")] + public DateTime CreatedAt { get; set; } = DateTime.UtcNow; + + /// + /// 更新时间 - 实体最后一次修改的UTC时间 + /// + [Column("updated_at")] + public DateTime UpdatedAt { get; set; } = DateTime.UtcNow; + + /// + /// 软删除标志 - 标记实体是否被逻辑删除 + /// false: 正常状态, true: 已删除状态 + /// + [Column("is_deleted")] + public bool IsDeleted { get; set; } = false; +} diff --git a/backend/src/CollabApp.Domain/Entities/Game/Game.cs b/backend/src/CollabApp.Domain/Entities/Game/Game.cs new file mode 100644 index 0000000..235f34d --- /dev/null +++ b/backend/src/CollabApp.Domain/Entities/Game/Game.cs @@ -0,0 +1,117 @@ +using System.ComponentModel.DataAnnotations; +using System.ComponentModel.DataAnnotations.Schema; + +namespace CollabApp.Domain.Entities.Game; + +/// +/// 游戏实体 - 存储单局游戏的基本信息和状态 +/// 继承BaseEntity,支持软删除和时间戳功能 +/// +[Table("games")] +public class Game : BaseEntity +{ + /// + /// 关联房间ID - 外键,指向游戏所在的房间 + /// + [Column("room_id")] + public Guid RoomId { get; set; } + + /// + /// 游戏模式 - 经典模式、竞速模式等游戏类型 + /// + [Column("game_mode")] + public string GameMode { get; set; } = "classic"; + + /// + /// 画布宽度 - 游戏区域的像素宽度 + /// + [Column("canvas_width")] + public int CanvasWidth { get; set; } = 1000; + + /// + /// 画布高度 - 游戏区域的像素高度 + /// + [Column("canvas_height")] + public int CanvasHeight { get; set; } = 1000; + + /// + /// 游戏时长 - 单局游戏的持续时间(秒) + /// + [Column("duration")] + public int Duration { get; set; } = 300; + + /// + /// 游戏状态 - 准备中、进行中、暂停、已结束 + /// + [Column("status")] + public GameStatus Status { get; set; } = GameStatus.Preparing; + + /// + /// 获胜者用户ID - 外键,指向获胜的用户,可为空 + /// + [Column("winner_id")] + public Guid? WinnerId { get; set; } + + /// + /// 游戏开始时间 - 实际游戏开始的时间戳 + /// + [Column("started_at")] + public DateTime? StartedAt { get; set; } + + /// + /// 游戏结束时间 - 游戏完成或终止的时间戳 + /// + [Column("finished_at")] + public DateTime? FinishedAt { get; set; } + + /// + /// 游戏数据快照 - JSON格式存储游戏结束时的状态数据 + /// + [Column("game_data", TypeName = "json")] + public string? GameData { get; set; } + + // ============ 导航属性 ============ + + /// + /// 关联的房间实体 - 多对一关系 + /// + [ForeignKey("RoomId")] + public virtual Room.Room Room { get; set; } = null!; + + /// + /// 获胜用户实体 - 多对一关系,可为空 + /// + [ForeignKey("WinnerId")] + public virtual Auth.User? Winner { get; set; } + + /// + /// 游戏参与玩家列表 - 一对多关系 + /// + public virtual ICollection Players { get; set; } = new List(); + + /// + /// 游戏操作记录列表 - 一对多关系,用于游戏回放 + /// + public virtual ICollection Actions { get; set; } = new List(); +} + +/// +/// 游戏状态枚举 +/// +public enum GameStatus +{ + /// + /// 准备中 - 游戏已创建但尚未开始 + /// + Preparing, + + /// + /// 进行中 - 游戏正在进行 + /// + Playing, + + /// + /// 已结束 - 游戏已完成 + /// + Finished +} diff --git a/backend/src/CollabApp.Domain/Entities/Game/GameAction.cs b/backend/src/CollabApp.Domain/Entities/Game/GameAction.cs new file mode 100644 index 0000000..1d65cc0 --- /dev/null +++ b/backend/src/CollabApp.Domain/Entities/Game/GameAction.cs @@ -0,0 +1,64 @@ +using System.ComponentModel.DataAnnotations; +using System.ComponentModel.DataAnnotations.Schema; + +namespace CollabApp.Domain.Entities.Game; + +/// +/// 游戏操作记录实体类 - 记录游戏过程中的所有玩家操作 +/// 用于游戏回放、作弊检测、数据分析等功能 +/// +[Table("game_actions")] +public class GameAction : BaseEntity +{ + /// + /// 游戏ID - 关联到具体的游戏实例 + /// + [Required] + [Column("game_id")] + public Guid GameId { get; set; } + + /// + /// 用户ID - 执行操作的用户标识 + /// + [Required] + [Column("user_id")] + public Guid UserId { get; set; } + + /// + /// 操作类型 - 玩家执行的操作种类 + /// 例如:Move(移动)、Attack(攻击)、Defend(防御)、Special(特殊技能)等 + /// + [Required] + [MaxLength(50)] + [Column("action_type")] + public string ActionType { get; set; } = string.Empty; + + /// + /// 操作数据 - 操作的详细参数和状态信息 + /// JSON格式存储,包含坐标、方向、力度等具体操作参数 + /// + [Required] + [Column("action_data", TypeName = "json")] + public string ActionData { get; set; } = string.Empty; + + /// + /// 时间戳 - 操作发生的精确时间(毫秒级) + /// 用于游戏回放时的精确时序控制 + /// + [Column("timestamp")] + public long Timestamp { get; set; } + + // ============ 导航属性 ============ + + /// + /// 导航属性 - 关联的游戏实例 + /// + [ForeignKey("GameId")] + public virtual Game Game { get; set; } = null!; + + /// + /// 导航属性 - 执行操作的用户 + /// + [ForeignKey("UserId")] + public virtual Auth.User User { get; set; } = null!; +} diff --git a/backend/src/CollabApp.Domain/Entities/Game/GamePlayer.cs b/backend/src/CollabApp.Domain/Entities/Game/GamePlayer.cs new file mode 100644 index 0000000..220c1f5 --- /dev/null +++ b/backend/src/CollabApp.Domain/Entities/Game/GamePlayer.cs @@ -0,0 +1,86 @@ +using System.ComponentModel.DataAnnotations; +using System.ComponentModel.DataAnnotations.Schema; +using Microsoft.EntityFrameworkCore; + +namespace CollabApp.Domain.Entities.Game; + +/// +/// 游戏玩家实体类 - 记录单个玩家在特定游戏中的表现和统计数据 +/// 用于存储玩家的游戏过程数据、最终成绩、排名等信息 +/// +[Table("game_players")] +public class GamePlayer : BaseEntity +{ + /// + /// 游戏ID - 关联到具体的游戏实例 + /// + [Required] + [Column("game_id")] + public Guid GameId { get; set; } + + /// + /// 用户ID - 关联到参与游戏的用户 + /// + [Required] + [Column("user_id")] + public Guid UserId { get; set; } + + /// + /// 玩家颜色 - 在游戏中代表该玩家的颜色标识 + /// 格式:十六进制颜色值,例如 "#FF0000" + /// + [Required] + [MaxLength(7)] + [Column("player_color")] + public string PlayerColor { get; set; } = string.Empty; + + /// + /// 最终占地面积 - 游戏结束时玩家占据的总面积 + /// 用于计算排名和积分,精确到小数点后2位 + /// + [Column("final_area")] + [Precision(10, 2)] + public decimal FinalArea { get; set; } = 0; + + /// + /// 最终排名 - 玩家在该局游戏中的最终名次 + /// 数值越小排名越高,null表示未完成游戏 + /// + [Column("final_rank")] + public int? FinalRank { get; set; } + + /// + /// 积分变化 - 本局游戏对玩家总积分的影响 + /// 正数表示积分增加,负数表示积分减少 + /// + [Column("score_change")] + public int ScoreChange { get; set; } = 0; + + /// + /// 操作次数 - 玩家在游戏过程中执行的操作总数 + /// 用于统计玩家活跃度和游戏参与度 + /// + [Column("actions_count")] + public int ActionsCount { get; set; } = 0; + + /// + /// 游戏时长 - 玩家在该局游戏中的实际参与时间(秒) + /// 用于统计玩家的游戏投入度和活跃时间 + /// + [Column("play_time")] + public int PlayTime { get; set; } = 0; + + // ============ 导航属性 ============ + + /// + /// 导航属性 - 关联的游戏实例 + /// + [ForeignKey("GameId")] + public virtual Game Game { get; set; } = null!; + + /// + /// 导航属性 - 关联的用户信息 + /// + [ForeignKey("UserId")] + public virtual Auth.User User { get; set; } = null!; +} diff --git a/backend/src/CollabApp.Domain/Entities/Notification.cs b/backend/src/CollabApp.Domain/Entities/Notification.cs new file mode 100644 index 0000000..446063a --- /dev/null +++ b/backend/src/CollabApp.Domain/Entities/Notification.cs @@ -0,0 +1,95 @@ +using System.ComponentModel.DataAnnotations; +using System.ComponentModel.DataAnnotations.Schema; + +namespace CollabApp.Domain.Entities; + +/// +/// 通知实体类 - 存储发送给用户的各种系统通知和消息 +/// 支持多种通知类型和状态管理 +/// +[Table("notifications")] +public class Notification : BaseEntity +{ + /// + /// 用户ID - 接收通知的用户 + /// + [Required] + [Column("user_id")] + public Guid UserId { get; set; } + + /// + /// 通知类型 - 通知的分类和用途 + /// + [Required] + [Column("notification_type")] + public NotificationType NotificationType { get; set; } + + /// + /// 通知标题 - 通知的主题或标题 + /// + [Required] + [MaxLength(100)] + [Column("title")] + public string Title { get; set; } = string.Empty; + + /// + /// 通知内容 - 通知的详细内容或描述 + /// + [Required] + [MaxLength(500)] + [Column("content")] + public string Content { get; set; } = string.Empty; + + /// + /// 是否已读 - 标记用户是否已经查看该通知 + /// + [Column("is_read")] + public bool IsRead { get; set; } = false; + + /// + /// 相关数据 - 通知相关的额外数据,JSON格式存储 + /// 例如:游戏ID、房间ID、用户ID等相关联的信息 + /// + [Column("data", TypeName = "json")] + public string? Data { get; set; } + + /// + /// 阅读时间 - 用户查看通知的时间 + /// + [Column("read_at")] + public DateTime? ReadAt { get; set; } + + // ============ 导航属性 ============ + + /// + /// 导航属性 - 接收通知的用户 + /// + [ForeignKey("UserId")] + public virtual Auth.User User { get; set; } = null!; +} + +/// +/// 通知类型枚举 - 定义不同种类的系统通知 +/// +public enum NotificationType +{ + /// + /// 系统通知 - 来自系统的重要消息 + /// + System, + + /// + /// 排名变化 - 用户排名发生变化的通知 + /// + RankingChange, + + /// + /// 成就解锁 - 获得新成就的通知 + /// + Achievement, + + /// + /// 游戏结果 - 游戏结束后的结果通知 + /// + GameResult +} diff --git a/backend/src/CollabApp.Domain/Entities/Ranking.cs b/backend/src/CollabApp.Domain/Entities/Ranking.cs new file mode 100644 index 0000000..e57235f --- /dev/null +++ b/backend/src/CollabApp.Domain/Entities/Ranking.cs @@ -0,0 +1,92 @@ +using System.ComponentModel.DataAnnotations; +using System.ComponentModel.DataAnnotations.Schema; + +namespace CollabApp.Domain.Entities; + +/// +/// 排行榜实体类 - 存储各种类型的玩家排名数据 +/// 支持不同时间周期和排名类型的排行榜统计 +/// +[Table("rankings")] +public class Ranking : BaseEntity +{ + /// + /// 用户ID - 排行榜中的用户标识 + /// + [Required] + [Column("user_id")] + public Guid UserId { get; set; } + + /// + /// 排行榜类型 - 排名的计算依据 + /// 例如:总积分、周积分、月积分、胜率等 + /// + [Required] + [Column("ranking_type")] + public RankingType RankingType { get; set; } + + /// + /// 当前排名 - 用户在该排行榜中的位次 + /// 数值越小排名越高,1为第一名 + /// + [Column("current_rank")] + public int CurrentRank { get; set; } + + /// + /// 分数 - 用于排名计算的分数值 + /// 具体含义根据排行榜类型而定 + /// + [Column("score")] + public int Score { get; set; } + + /// + /// 统计周期开始时间 - 该排行榜统计的起始时间 + /// + [Column("period_start")] + public DateTime PeriodStart { get; set; } + + /// + /// 统计周期结束时间 - 该排行榜统计的结束时间 + /// + [Column("period_end")] + public DateTime PeriodEnd { get; set; } + + // ============ 导航属性 ============ + + /// + /// 导航属性 - 关联的用户信息 + /// + [ForeignKey("UserId")] + public virtual Auth.User User { get; set; } = null!; +} + +/// +/// 排行榜类型枚举 - 定义不同的排名计算方式 +/// +public enum RankingType +{ + /// + /// 总积分排行榜 - 基于用户历史总积分 + /// + TotalScore, + + /// + /// 周积分排行榜 - 基于当周获得的积分 + /// + WeeklyScore, + + /// + /// 月积分排行榜 - 基于当月获得的积分 + /// + MonthlyScore, + + /// + /// 胜率排行榜 - 基于游戏胜率统计 + /// + WinRate, + + /// + /// 活跃度排行榜 - 基于游戏参与度 + /// + Activity +} diff --git a/backend/src/CollabApp.Domain/Entities/RankingHistory.cs b/backend/src/CollabApp.Domain/Entities/RankingHistory.cs new file mode 100644 index 0000000..2e792de --- /dev/null +++ b/backend/src/CollabApp.Domain/Entities/RankingHistory.cs @@ -0,0 +1,52 @@ +using System.ComponentModel.DataAnnotations; +using System.ComponentModel.DataAnnotations.Schema; + +namespace CollabApp.Domain.Entities; + +/// +/// 排名历史实体类 - 记录用户排名的历史变化轨迹 +/// 用于分析排名趋势和历史回顾 +/// +[Table("ranking_histories")] +public class RankingHistory : BaseEntity +{ + /// + /// 用户ID - 排名变化的用户标识 + /// + [Required] + [Column("user_id")] + public Guid UserId { get; set; } + + /// + /// 排行榜类型 - 历史记录对应的排行榜类型 + /// + [Required] + [Column("ranking_type")] + public RankingType RankingType { get; set; } + + /// + /// 排名 - 该时间点的用户排名 + /// + [Column("rank")] + public int Rank { get; set; } + + /// + /// 分数 - 该时间点的用户分数 + /// + [Column("score")] + public int Score { get; set; } + + /// + /// 记录时间 - 该排名记录的时间点 + /// + [Column("recorded_at")] + public DateTime RecordedAt { get; set; } = DateTime.UtcNow; + + // ============ 导航属性 ============ + + /// + /// 导航属性 - 关联的用户信息 + /// + [ForeignKey("UserId")] + public virtual Auth.User User { get; set; } = null!; +} diff --git a/backend/src/CollabApp.Domain/Entities/Room/Room.cs b/backend/src/CollabApp.Domain/Entities/Room/Room.cs new file mode 100644 index 0000000..ecbe78f --- /dev/null +++ b/backend/src/CollabApp.Domain/Entities/Room/Room.cs @@ -0,0 +1,108 @@ +using System.ComponentModel.DataAnnotations; +using System.ComponentModel.DataAnnotations.Schema; + +namespace CollabApp.Domain.Entities.Room; + +/// +/// 房间实体 - 游戏房间的基本信息和配置 +/// 继承BaseEntity,支持软删除和时间戳功能 +/// +[Table("rooms")] +public class Room : BaseEntity +{ + /// + /// 房间名称 - 显示给玩家的房间标题 + /// + [Required] + [MaxLength(100)] + [Column("name")] + public string Name { get; set; } = string.Empty; + + /// + /// 房主用户ID - 外键,指向创建房间的用户 + /// + [Required] + [Column("owner_id")] + public Guid OwnerId { get; set; } + + /// + /// 最大玩家数 - 房间可容纳的最大玩家数量 + /// + [Column("max_players")] + public int MaxPlayers { get; set; } = 4; + + /// + /// 当前玩家数 - 房间内当前的玩家数量,通过触发器自动更新 + /// + [Column("current_players")] + public int CurrentPlayers { get; set; } = 0; + + /// + /// 房间密码 - 私有房间的进入密码,为空则表示公开房间 + /// + [MaxLength(255)] + [Column("password")] + public string? Password { get; set; } + + /// + /// 是否私有房间 - 私有房间不会在房间列表中显示 + /// + [Column("is_private")] + public bool IsPrivate { get; set; } = false; + + /// + /// 房间状态 - 等待中、游戏中、已结束 + /// + [Column("status")] + public RoomStatus Status { get; set; } = RoomStatus.Waiting; + + /// + /// 房间设置 - JSON格式存储房间的自定义配置 + /// + [Column("settings", TypeName = "json")] + public string? Settings { get; set; } + + // ============ 导航属性 ============ + + /// + /// 房主用户实体 - 多对一关系 + /// + [ForeignKey("OwnerId")] + public virtual Auth.User Owner { get; set; } = null!; + + /// + /// 房间内的玩家列表 - 一对多关系 + /// + public virtual ICollection Players { get; set; } = new List(); + + /// + /// 房间聊天消息列表 - 一对多关系 + /// + public virtual ICollection Messages { get; set; } = new List(); + + /// + /// 房间内进行的游戏列表 - 一对多关系 + /// + public virtual ICollection Games { get; set; } = new List(); +} + +/// +/// 房间状态枚举 +/// +public enum RoomStatus +{ + /// + /// 等待中 - 房间已创建,等待玩家加入和准备 + /// + Waiting, + + /// + /// 游戏中 - 房间内正在进行游戏 + /// + Playing, + + /// + /// 已结束 - 游戏已结束,房间即将关闭 + /// + Finished +} diff --git a/backend/src/CollabApp.Domain/Entities/Room/RoomMessage.cs b/backend/src/CollabApp.Domain/Entities/Room/RoomMessage.cs new file mode 100644 index 0000000..10f0457 --- /dev/null +++ b/backend/src/CollabApp.Domain/Entities/Room/RoomMessage.cs @@ -0,0 +1,68 @@ +using System.ComponentModel.DataAnnotations; +using System.ComponentModel.DataAnnotations.Schema; + +namespace CollabApp.Domain.Entities.Room; + +/// +/// 房间聊天消息实体 - 存储房间内的聊天记录 +/// +[Table("room_messages")] +public class RoomMessage : BaseEntity +{ + /// + /// 关联房间ID - 外键,指向Rooms表 + /// + [Required] + [Column("room_id")] + public Guid RoomId { get; set; } + + /// + /// 发送用户ID - 外键,指向Users表 + /// + [Required] + [Column("user_id")] + public Guid UserId { get; set; } + + /// + /// 消息内容 - 聊天消息的具体文本内容 + /// + [Required] + [Column("message")] + public string Message { get; set; } = string.Empty; + + /// + /// 消息类型 - 普通文本消息或系统消息 + /// + [Column("message_type")] + public MessageType MessageType { get; set; } = MessageType.Text; + + // ============ 导航属性 ============ + + /// + /// 关联的房间实体 - 多对一关系 + /// + [ForeignKey("RoomId")] + public virtual Room Room { get; set; } = null!; + + /// + /// 发送消息的用户实体 - 多对一关系 + /// + [ForeignKey("UserId")] + public virtual Auth.User User { get; set; } = null!; +} + +/// +/// 消息类型枚举 +/// +public enum MessageType +{ + /// + /// 普通文本消息 - 用户发送的聊天内容 + /// + Text, + + /// + /// 系统消息 - 由系统自动生成的通知消息 + /// + System +} diff --git a/backend/src/CollabApp.Domain/Entities/Room/RoomPlayer.cs b/backend/src/CollabApp.Domain/Entities/Room/RoomPlayer.cs new file mode 100644 index 0000000..515ebe6 --- /dev/null +++ b/backend/src/CollabApp.Domain/Entities/Room/RoomPlayer.cs @@ -0,0 +1,58 @@ +using System.ComponentModel.DataAnnotations; +using System.ComponentModel.DataAnnotations.Schema; + +namespace CollabApp.Domain.Entities.Room; + +/// +/// 房间玩家实体 - 记录玩家在房间中的状态和信息 +/// +[Table("room_players")] +public class RoomPlayer : BaseEntity +{ + /// + /// 关联房间ID - 外键,指向Rooms表 + /// + [Required] + [Column("room_id")] + public Guid RoomId { get; set; } + + /// + /// 关联用户ID - 外键,指向Users表 + /// + [Required] + [Column("user_id")] + public Guid UserId { get; set; } + + /// + /// 是否准备就绪 - 玩家是否已准备开始游戏 + /// + [Column("is_ready")] + public bool IsReady { get; set; } = false; + + /// + /// 加入顺序 - 玩家加入房间的先后顺序,可用于分配颜色等 + /// + [Column("join_order")] + public int? JoinOrder { get; set; } + + /// + /// 玩家颜色 - 十六进制颜色代码,用于游戏中区分不同玩家 + /// + [MaxLength(7)] + [Column("player_color")] + public string? PlayerColor { get; set; } + + // ============ 导航属性 ============ + + /// + /// 关联的房间实体 - 多对一关系 + /// + [ForeignKey("RoomId")] + public virtual Room Room { get; set; } = null!; + + /// + /// 关联的用户实体 - 多对一关系 + /// + [ForeignKey("UserId")] + public virtual Auth.User User { get; set; } = null!; +} diff --git a/backend/src/CollabApp.Infrastructure/CollabApp.Infrastructure.csproj b/backend/src/CollabApp.Infrastructure/CollabApp.Infrastructure.csproj index 580ddd5..7bcf984 100644 --- a/backend/src/CollabApp.Infrastructure/CollabApp.Infrastructure.csproj +++ b/backend/src/CollabApp.Infrastructure/CollabApp.Infrastructure.csproj @@ -10,6 +10,10 @@ runtime; build; native; contentfiles; analyzers; buildtransitive all + + + + diff --git a/backend/src/CollabApp.Infrastructure/Data/ApplicationDbContext.cs b/backend/src/CollabApp.Infrastructure/Data/ApplicationDbContext.cs new file mode 100644 index 0000000..9615dd4 --- /dev/null +++ b/backend/src/CollabApp.Infrastructure/Data/ApplicationDbContext.cs @@ -0,0 +1,351 @@ +using Microsoft.EntityFrameworkCore; +using CollabApp.Domain.Entities; +using CollabApp.Domain.Entities.Auth; +using CollabApp.Domain.Entities.Room; +using CollabApp.Domain.Entities.Game; + +namespace CollabApp.Infrastructure.Data; + +/// +/// 应用程序数据库上下文 - 主要的EF Core DbContext +/// 负责所有实体的配置和数据库操作 +/// +public class ApplicationDbContext : DbContext +{ + public ApplicationDbContext(DbContextOptions options) : base(options) + { + } + + // ============ 用户相关实体 ============ + + /// + /// 用户实体集合 + /// + public DbSet Users { get; set; } + + /// + /// 用户统计实体集合 + /// + public DbSet UserStatistics { get; set; } + + // ============ 房间相关实体 ============ + + /// + /// 房间实体集合 + /// + public DbSet Rooms { get; set; } + + /// + /// 房间玩家实体集合 + /// + public DbSet RoomPlayers { get; set; } + + /// + /// 房间消息实体集合 + /// + public DbSet RoomMessages { get; set; } + + // ============ 游戏相关实体 ============ + + /// + /// 游戏实体集合 + /// + public DbSet Games { get; set; } + + /// + /// 游戏玩家实体集合 + /// + public DbSet GamePlayers { get; set; } + + /// + /// 游戏操作实体集合 + /// + public DbSet GameActions { get; set; } + + // ============ 排行榜和通知实体 ============ + + /// + /// 排行榜实体集合 + /// + public DbSet Rankings { get; set; } + + /// + /// 排名历史实体集合 + /// + public DbSet RankingHistories { get; set; } + + /// + /// 通知实体集合 + /// + public DbSet Notifications { get; set; } + + /// + /// 配置实体模型和关系 + /// + /// 模型构建器 + protected override void OnModelCreating(ModelBuilder modelBuilder) + { + base.OnModelCreating(modelBuilder); + + // ============ 用户相关配置 ============ + + // 用户实体配置 + modelBuilder.Entity(entity => + { + // 索引配置 + entity.HasIndex(e => e.Username).IsUnique().HasDatabaseName("IX_Users_Username"); + entity.HasIndex(e => e.AccessToken).HasFilter("[access_token] IS NOT NULL").HasDatabaseName("IX_Users_AccessToken"); + entity.HasIndex(e => e.RefreshToken).HasFilter("[refresh_token] IS NOT NULL").HasDatabaseName("IX_Users_RefreshToken"); + entity.HasIndex(e => new { e.TokenStatus, e.AccessTokenExpiresAt }).HasDatabaseName("IX_Users_TokenStatus_AccessTokenExpires"); + entity.HasIndex(e => new { e.TokenStatus, e.RefreshTokenExpiresAt }).HasDatabaseName("IX_Users_TokenStatus_RefreshTokenExpires"); + entity.HasIndex(e => e.LastActivityAt).HasDatabaseName("IX_Users_LastActivity"); + entity.HasIndex(e => e.Status).HasDatabaseName("IX_Users_Status"); + + // 软删除全局过滤器 + entity.HasQueryFilter(e => !e.IsDeleted); + }); + + // 用户统计实体配置 + modelBuilder.Entity(entity => + { + // 一对一关系配置 + entity.HasOne(e => e.User) + .WithOne(e => e.Statistics) + .HasForeignKey(e => e.UserId) + .OnDelete(DeleteBehavior.Cascade); + + // 索引配置 + entity.HasIndex(e => e.UserId).IsUnique().HasDatabaseName("IX_UserStatistics_UserId"); + entity.HasIndex(e => e.CurrentRank).HasDatabaseName("IX_UserStatistics_CurrentRank"); + entity.HasIndex(e => e.TotalScore).HasDatabaseName("IX_UserStatistics_TotalScore"); + entity.HasIndex(e => e.WinRate).HasDatabaseName("IX_UserStatistics_WinRate"); + + // 软删除全局过滤器 + entity.HasQueryFilter(e => !e.IsDeleted); + }); + + // ============ 房间相关配置 ============ + + // 房间实体配置 + modelBuilder.Entity(entity => + { + // 外键关系配置 + entity.HasOne(e => e.Owner) + .WithMany(e => e.OwnedRooms) + .HasForeignKey(e => e.OwnerId) + .OnDelete(DeleteBehavior.Restrict); + + // 索引配置 + entity.HasIndex(e => e.OwnerId).HasDatabaseName("IX_Rooms_OwnerId"); + entity.HasIndex(e => e.Status).HasDatabaseName("IX_Rooms_Status"); + entity.HasIndex(e => new { e.Status, e.IsPrivate }).HasDatabaseName("IX_Rooms_Status_IsPrivate"); + entity.HasIndex(e => e.CreatedAt).HasDatabaseName("IX_Rooms_CreatedAt"); + + // 软删除全局过滤器 + entity.HasQueryFilter(e => !e.IsDeleted); + }); + + // 房间玩家实体配置 + modelBuilder.Entity(entity => + { + // 外键关系配置 + entity.HasOne(e => e.Room) + .WithMany(e => e.Players) + .HasForeignKey(e => e.RoomId) + .OnDelete(DeleteBehavior.Cascade); + + entity.HasOne(e => e.User) + .WithMany(e => e.RoomPlayers) + .HasForeignKey(e => e.UserId) + .OnDelete(DeleteBehavior.Cascade); + + // 复合唯一索引 - 确保同一用户在同一房间只能有一条记录 + entity.HasIndex(e => new { e.RoomId, e.UserId }).IsUnique().HasDatabaseName("IX_RoomPlayers_RoomId_UserId"); + entity.HasIndex(e => e.JoinOrder).HasDatabaseName("IX_RoomPlayers_JoinOrder"); + }); + + // 房间消息实体配置 + modelBuilder.Entity(entity => + { + // 外键关系配置 + entity.HasOne(e => e.Room) + .WithMany(e => e.Messages) + .HasForeignKey(e => e.RoomId) + .OnDelete(DeleteBehavior.Cascade); + + entity.HasOne(e => e.User) + .WithMany() + .HasForeignKey(e => e.UserId) + .OnDelete(DeleteBehavior.Restrict); + + // 索引配置 + entity.HasIndex(e => e.RoomId).HasDatabaseName("IX_RoomMessages_RoomId"); + entity.HasIndex(e => e.UserId).HasDatabaseName("IX_RoomMessages_UserId"); + entity.HasIndex(e => e.CreatedAt).HasDatabaseName("IX_RoomMessages_CreatedAt"); + entity.HasIndex(e => new { e.RoomId, e.CreatedAt }).HasDatabaseName("IX_RoomMessages_RoomId_CreatedAt"); + }); + + // ============ 游戏相关配置 ============ + + // 游戏实体配置 + modelBuilder.Entity(entity => + { + // 外键关系配置 + entity.HasOne(e => e.Room) + .WithMany(e => e.Games) + .HasForeignKey(e => e.RoomId) + .OnDelete(DeleteBehavior.Cascade); + + entity.HasOne(e => e.Winner) + .WithMany() + .HasForeignKey(e => e.WinnerId) + .OnDelete(DeleteBehavior.SetNull); + + // 索引配置 + entity.HasIndex(e => e.RoomId).HasDatabaseName("IX_Games_RoomId"); + entity.HasIndex(e => e.Status).HasDatabaseName("IX_Games_Status"); + entity.HasIndex(e => e.WinnerId).HasDatabaseName("IX_Games_WinnerId"); + entity.HasIndex(e => e.StartedAt).HasDatabaseName("IX_Games_StartedAt"); + entity.HasIndex(e => e.FinishedAt).HasDatabaseName("IX_Games_FinishedAt"); + + // 软删除全局过滤器 + entity.HasQueryFilter(e => !e.IsDeleted); + }); + + // 游戏玩家实体配置 + modelBuilder.Entity(entity => + { + // 外键关系配置 + entity.HasOne(e => e.Game) + .WithMany(e => e.Players) + .HasForeignKey(e => e.GameId) + .OnDelete(DeleteBehavior.Cascade); + + entity.HasOne(e => e.User) + .WithMany(e => e.GamePlayers) + .HasForeignKey(e => e.UserId) + .OnDelete(DeleteBehavior.Cascade); + + // 复合唯一索引 - 确保同一用户在同一游戏只能有一条记录 + entity.HasIndex(e => new { e.GameId, e.UserId }).IsUnique().HasDatabaseName("IX_GamePlayers_GameId_UserId"); + entity.HasIndex(e => e.FinalRank).HasDatabaseName("IX_GamePlayers_FinalRank"); + entity.HasIndex(e => e.FinalArea).HasDatabaseName("IX_GamePlayers_FinalArea"); + entity.HasIndex(e => e.ScoreChange).HasDatabaseName("IX_GamePlayers_ScoreChange"); + }); + + // 游戏操作实体配置 + modelBuilder.Entity(entity => + { + // 外键关系配置 + entity.HasOne(e => e.Game) + .WithMany(e => e.Actions) + .HasForeignKey(e => e.GameId) + .OnDelete(DeleteBehavior.Cascade); + + entity.HasOne(e => e.User) + .WithMany() + .HasForeignKey(e => e.UserId) + .OnDelete(DeleteBehavior.Restrict); + + // 索引配置 + entity.HasIndex(e => e.GameId).HasDatabaseName("IX_GameActions_GameId"); + entity.HasIndex(e => e.UserId).HasDatabaseName("IX_GameActions_UserId"); + entity.HasIndex(e => e.Timestamp).HasDatabaseName("IX_GameActions_Timestamp"); + entity.HasIndex(e => new { e.GameId, e.Timestamp }).HasDatabaseName("IX_GameActions_GameId_Timestamp"); + entity.HasIndex(e => e.ActionType).HasDatabaseName("IX_GameActions_ActionType"); + }); + + // ============ 排行榜和通知配置 ============ + + // 排行榜实体配置 + modelBuilder.Entity(entity => + { + // 外键关系配置 + entity.HasOne(e => e.User) + .WithMany() + .HasForeignKey(e => e.UserId) + .OnDelete(DeleteBehavior.Cascade); + + // 复合唯一索引 - 确保同一用户在同一类型排行榜同一周期只能有一条记录 + entity.HasIndex(e => new { e.UserId, e.RankingType, e.PeriodStart, e.PeriodEnd }) + .IsUnique() + .HasDatabaseName("IX_Rankings_UserId_Type_Period"); + entity.HasIndex(e => new { e.RankingType, e.CurrentRank }).HasDatabaseName("IX_Rankings_Type_Rank"); + entity.HasIndex(e => new { e.RankingType, e.Score }).HasDatabaseName("IX_Rankings_Type_Score"); + entity.HasIndex(e => e.UpdatedAt).HasDatabaseName("IX_Rankings_UpdatedAt"); + }); + + // 排名历史实体配置 + modelBuilder.Entity(entity => + { + // 外键关系配置 + entity.HasOne(e => e.User) + .WithMany() + .HasForeignKey(e => e.UserId) + .OnDelete(DeleteBehavior.Cascade); + + // 索引配置 + entity.HasIndex(e => e.UserId).HasDatabaseName("IX_RankingHistories_UserId"); + entity.HasIndex(e => new { e.RankingType, e.RecordedAt }).HasDatabaseName("IX_RankingHistories_Type_RecordedAt"); + entity.HasIndex(e => new { e.UserId, e.RankingType, e.RecordedAt }).HasDatabaseName("IX_RankingHistories_UserId_Type_RecordedAt"); + }); + + // 通知实体配置 + modelBuilder.Entity(entity => + { + // 外键关系配置 + entity.HasOne(e => e.User) + .WithMany(e => e.Notifications) + .HasForeignKey(e => e.UserId) + .OnDelete(DeleteBehavior.Cascade); + + // 索引配置 + entity.HasIndex(e => e.UserId).HasDatabaseName("IX_Notifications_UserId"); + entity.HasIndex(e => new { e.UserId, e.IsRead }).HasDatabaseName("IX_Notifications_UserId_IsRead"); + entity.HasIndex(e => e.NotificationType).HasDatabaseName("IX_Notifications_Type"); + entity.HasIndex(e => e.CreatedAt).HasDatabaseName("IX_Notifications_CreatedAt"); + entity.HasIndex(e => new { e.UserId, e.CreatedAt }).HasDatabaseName("IX_Notifications_UserId_CreatedAt"); + }); + } + + /// + /// 重写SaveChanges方法,自动处理审计字段和软删除 + /// + public override int SaveChanges() + { + HandleAuditFields(); + return base.SaveChanges(); + } + + /// + /// 重写SaveChangesAsync方法,自动处理审计字段和软删除 + /// + public override async Task SaveChangesAsync(CancellationToken cancellationToken = default) + { + HandleAuditFields(); + return await base.SaveChangesAsync(cancellationToken); + } + + /// + /// 处理审计字段的自动填充 + /// + private void HandleAuditFields() + { + var entries = ChangeTracker.Entries() + .Where(e => e.Entity is BaseEntity && + (e.State == EntityState.Added || e.State == EntityState.Modified)); + + foreach (var entry in entries) + { + var entity = (BaseEntity)entry.Entity; + var now = DateTime.UtcNow; + + if (entry.State == EntityState.Added) + { + entity.CreatedAt = now; + } + + entity.UpdatedAt = now; + } + } +} diff --git a/docs/DATABASE_DESIGN.md b/docs/DATABASE_DESIGN.md new file mode 100644 index 0000000..73c4032 --- /dev/null +++ b/docs/DATABASE_DESIGN.md @@ -0,0 +1,1301 @@ +# 数据库设计 - Entity Framework Core 实体模型 + +## 基类定义 + +### BaseEntity 基础实体类 +```csharp +using System.ComponentModel.DataAnnotations; +using System.ComponentModel.DataAnnotations.Schema; + +/// +/// 基础实体类 - 包含所有实体的共有属性 +/// 提供统一的主键、时间戳和软删除功能 +/// +public abstract class BaseEntity +{ + /// + /// 实体唯一标识符 - 主键,所有实体的统一标识 + /// + [Key] + public Guid Id { get; set; } = Guid.NewGuid(); + + /// + /// 创建时间 - 实体首次创建的UTC时间 + /// + [Column("created_at")] + public DateTime CreatedAt { get; set; } = DateTime.UtcNow; + + /// + /// 更新时间 - 实体最后一次修改的UTC时间 + /// + [Column("updated_at")] + public DateTime UpdatedAt { get; set; } = DateTime.UtcNow; + + /// + /// 软删除标志 - 标记实体是否被逻辑删除 + /// false: 正常状态, true: 已删除状态 + /// + [Column("is_deleted")] + public bool IsDeleted { get; set; } = false; +} +``` + +## 1. 用户相关实体 + +### User 用户实体 +```csharp +using System.ComponentModel.DataAnnotations; +using System.ComponentModel.DataAnnotations.Schema; + +/// +/// 用户实体 - 存储用户基本信息和账户状态 +/// 继承AuditableEntity,支持审计和软删除功能 +/// +[Table("users")] +public class User : AuditableEntity +{ + /// + /// 用户名 - 登录用,唯一且不可重复 + /// + [Required] + [MaxLength(50)] + [Column("username")] + public string Username { get; set; } = string.Empty; + + /// + /// 密码哈希值 - 存储经过哈希处理的密码,不存储明文 + /// + [Required] + [MaxLength(255)] + [Column("password_hash")] + public string PasswordHash { get; set; } = string.Empty; + + /// + /// 密码盐值 - 用于增强密码安全性,防止彩虹表攻击 + /// + [Required] + [MaxLength(255)] + [Column("password_salt")] + public string PasswordSalt { get; set; } = string.Empty; + + /// + /// 游戏昵称 - 在游戏中显示的名称 + /// + [Required] + [MaxLength(50)] + [Column("nickname")] + public string Nickname { get; set; } = string.Empty; + + /// + /// 头像URL - 用户头像图片的存储地址 + /// + [MaxLength(255)] + [Column("avatar_url")] + public string? AvatarUrl { get; set; } + + /// + /// 隐私设置 - JSON格式存储用户的隐私偏好配置 + /// + [Column("privacy_settings", TypeName = "json")] + public string? PrivacySettings { get; set; } + + /// + /// 最后登录时间 - 记录用户最近一次登录的时间 + /// + [Column("last_login_at")] + public DateTime? LastLoginAt { get; set; } + + /// + /// 账户状态 - 正常,封禁等状态 + /// + [Column("status")] + public UserStatus Status { get; set; } = UserStatus.Active; + + // ============ 双Token认证字段 ============ + + /// + /// 访问令牌 - 短期有效的身份验证令牌 + /// 用于API请求的身份验证,通常有效期较短(如15-30分钟) + /// + [MaxLength(512)] + [Column("access_token")] + public string? AccessToken { get; set; } + + /// + /// 刷新令牌 - 长期有效的令牌,用于刷新访问令牌 + /// 安全性更高,有效期较长(如7-30天),用于获取新的访问令牌 + /// + [MaxLength(512)] + [Column("refresh_token")] + public string? RefreshToken { get; set; } + + /// + /// 访问令牌过期时间 - AccessToken的有效期 + /// + [Column("access_token_expires_at")] + public DateTime? AccessTokenExpiresAt { get; set; } + + /// + /// 刷新令牌过期时间 - RefreshToken的有效期 + /// + [Column("refresh_token_expires_at")] + public DateTime? RefreshTokenExpiresAt { get; set; } + + /// + /// 记住登录状态 - 是否启用长期登录功能 + /// 启用时RefreshToken有效期会延长 + /// + [Column("remember_me")] + public bool RememberMe { get; set; } = false; + + /// + /// 令牌状态 - 活跃、已吊销、已过期等状态 + /// + [Column("token_status")] + public TokenStatus TokenStatus { get; set; } = TokenStatus.None; + + /// + /// 最后活跃时间 - 用户最后一次使用令牌的时间 + /// + [Column("last_activity_at")] + public DateTime? LastActivityAt { get; set; } + + /// + /// 登录设备信息 - JSON格式存储设备类型、IP地址等信息 + /// + [Column("device_info", TypeName = "json")] + public string? DeviceInfo { get; set; } + + /// + /// 令牌吊销原因 - 令牌被吊销时的原因说明 + /// + [MaxLength(200)] + [Column("token_revoked_reason")] + public string? TokenRevokedReason { get; set; } + + /// + /// 令牌吊销时间 - 令牌被手动吊销的时间 + /// + [Column("token_revoked_at")] + public DateTime? TokenRevokedAt { get; set; } + + // ============ 导航属性 ============ + + /// + /// 用户统计信息 - 一对一关系 + /// + public virtual UserStatistics? Statistics { get; set; } + + /// + /// 用户创建的房间列表 - 一对多关系,用户作为房主的房间 + /// + public virtual ICollection OwnedRooms { get; set; } = new List(); + + /// + /// 用户参与的房间记录 - 一对多关系,用户加入过的所有房间 + /// + public virtual ICollection RoomPlayers { get; set; } = new List(); + + /// + /// 用户游戏记录 - 一对多关系,用户参与过的所有游戏 + /// + public virtual ICollection GamePlayers { get; set; } = new List(); + + /// + /// 用户通知列表 - 一对多关系,用户收到的所有通知 + /// + public virtual ICollection Notifications { get; set; } = new List(); +} + +/// +/// 令牌状态枚举 - 定义用户认证令牌的各种状态 +/// +public enum TokenStatus +{ + /// + /// 无令牌状态 - 用户未登录或令牌已清空 + /// + None, + + /// + /// 活跃状态 - 令牌正常有效 + /// + Active, + + /// + /// 已过期 - 令牌已超过有效期 + /// + Expired, + + /// + /// 已吊销 - 令牌被用户或系统主动撤销 + /// + Revoked, + + /// + /// 需要刷新 - AccessToken过期,需要使用RefreshToken刷新 + /// + NeedsRefresh +} + +/// +/// 用户状态枚举 +/// +public enum UserStatus +{ + /// + /// 正常状态 - 正常可用 + /// + Active, + + /// + /// 封禁状态 - 账户被管理员封禁 + /// + Banned +} +``` + +### UserStatistics 用户统计实体 +```csharp +/// +/// 用户统计实体 - 存储用户的游戏数据统计信息 +/// 继承BaseEntity,支持软删除和时间戳功能 +/// +[Table("user_statistics")] +public class UserStatistics : BaseEntity +{ + /// + /// 关联用户ID - 外键,指向Users表,一对一关系 + /// + [Required] + [Column("user_id")] + public Guid UserId { get; set; } + + /// + /// 总游戏场次 - 用户参与的游戏总数 + /// + [Column("total_games")] + public int TotalGames { get; set; } = 0; + + /// + /// 胜利次数 - 用户获得第一名的次数 + /// + [Column("wins")] + public int Wins { get; set; } = 0; + + /// + /// 失败次数 - 用户未获得第一名的次数 + /// + [Column("losses")] + public int Losses { get; set; } = 0; + + /// + /// 胜率 - 胜利次数占总游戏场次的百分比 + /// + [Column("win_rate")] + [Precision(5, 2)] + public decimal WinRate { get; set; } = 0; + + /// + /// 总积分 - 用户累计获得的积分(根据排名计算) + /// + [Column("total_score")] + public int TotalScore { get; set; } = 0; + + /// + /// 最高占领面积 - 用户在单局游戏中的最佳成绩 + /// + [Column("max_area")] + [Precision(10, 2)] + public decimal MaxArea { get; set; } = 0; + + /// + /// 总游戏时长 - 用户累计游戏时间(秒) + /// + [Column("total_play_time")] + public int TotalPlayTime { get; set; } = 0; + + /// + /// 当前排名 - 用户在全服排行榜中的位置 + /// + [Column("current_rank")] + public int CurrentRank { get; set; } = 0; + + /// + /// 历史最高排名 - 用户曾经达到的最高排名 + /// + [Column("highest_rank")] + public int HighestRank { get; set; } = 0; + + /// + /// 统计创建时间 - 记录初始化时间 + /// + [Column("created_at")] + public DateTime CreatedAt { get; set; } = DateTime.UtcNow; + + /// + /// 统计更新时间 - 最后一次数据更新时间 + /// + [Column("updated_at")] + public DateTime UpdatedAt { get; set; } = DateTime.UtcNow; + + // ============ 导航属性 ============ + + /// + /// 关联的用户实体 - 一对一关系 + /// + [ForeignKey("UserId")] + public virtual User User { get; set; } = null!; +} +``` + +## 2. 房间相关实体 + +### Room 房间实体 +```csharp +/// +/// 房间实体 - 游戏房间的基本信息和配置 +/// 继承AuditableEntity,支持审计、软删除和时间戳功能 +/// +[Table("rooms")] +public class Room : AuditableEntity +{ + /// + /// 房间名称 - 显示给玩家的房间标题 + /// + [Required] + [MaxLength(100)] + [Column("name")] + public string Name { get; set; } = string.Empty; + + /// + /// 房主用户ID - 外键,指向创建房间的用户 + /// + [Required] + [Column("owner_id")] + public Guid OwnerId { get; set; } + + /// + /// 最大玩家数 - 房间可容纳的最大玩家数量 + /// + [Column("max_players")] + public int MaxPlayers { get; set; } = 4; + + /// + /// 当前玩家数 - 房间内当前的玩家数量,通过触发器自动更新 + /// + [Column("current_players")] + public int CurrentPlayers { get; set; } = 0; + + /// + /// 房间密码 - 私有房间的进入密码,为空则表示公开房间 + /// + [MaxLength(255)] + [Column("password")] + public string? Password { get; set; } + + /// + /// 是否私有房间 - 私有房间不会在房间列表中显示 + /// + [Column("is_private")] + public bool IsPrivate { get; set; } = false; + + /// + /// 房间状态 - 等待中、游戏中、已结束 + /// + [Column("status")] + public RoomStatus Status { get; set; } = RoomStatus.Waiting; + + /// + /// 房间设置 - JSON格式存储房间的自定义配置 + /// + [Column("settings", TypeName = "json")] + public string? Settings { get; set; } + + // ============ 导航属性 ============ + + /// + /// 房主用户实体 - 多对一关系 + /// + [ForeignKey("OwnerId")] + public virtual User Owner { get; set; } = null!; + + /// + /// 房间内的玩家列表 - 一对多关系 + /// + public virtual ICollection Players { get; set; } = new List(); + + /// + /// 房间聊天消息列表 - 一对多关系 + /// + public virtual ICollection Messages { get; set; } = new List(); + + /// + /// 房间内进行的游戏列表 - 一对多关系 + /// + public virtual ICollection Games { get; set; } = new List(); +} + +/// +/// 房间状态枚举 +/// +public enum RoomStatus +{ + /// + /// 等待中 - 房间已创建,等待玩家加入和准备 + /// + Waiting, + + /// + /// 游戏中 - 房间内正在进行游戏 + /// + Playing, + + /// + /// 已结束 - 游戏已结束,房间即将关闭 + /// + Finished +} +``` + +### RoomPlayer 房间玩家实体 +```csharp +/// +/// 房间玩家实体 - 记录玩家在房间中的状态和信息 +/// +[Table("room_players")] +public class RoomPlayer +{ + /// + /// 房间玩家记录唯一标识符 - 主键 + /// + [Key] + public Guid Id { get; set; } = Guid.NewGuid(); + + /// + /// 关联房间ID - 外键,指向Rooms表 + /// + [Required] + [Column("room_id")] + public Guid RoomId { get; set; } + + /// + /// 关联用户ID - 外键,指向Users表 + /// + [Required] + [Column("user_id")] + public Guid UserId { get; set; } + + /// + /// 是否准备就绪 - 玩家是否已准备开始游戏 + /// + [Column("is_ready")] + public bool IsReady { get; set; } = false; + + /// + /// 加入顺序 - 玩家加入房间的先后顺序,可用于分配颜色等 + /// + [Column("join_order")] + public int? JoinOrder { get; set; } + + /// + /// 玩家颜色 - 十六进制颜色代码,用于游戏中区分不同玩家 + /// + [MaxLength(7)] + [Column("player_color")] + public string? PlayerColor { get; set; } + + /// + /// 加入房间时间 - 玩家进入房间的时间戳 + /// + [Column("joined_at")] + public DateTime JoinedAt { get; set; } = DateTime.UtcNow; + + // ============ 导航属性 ============ + + /// + /// 关联的房间实体 - 多对一关系 + /// + [ForeignKey("RoomId")] + public virtual Room Room { get; set; } = null!; + + /// + /// 关联的用户实体 - 多对一关系 + /// + [ForeignKey("UserId")] + public virtual User User { get; set; } = null!; +} +``` + +### RoomMessage 房间聊天消息实体 +```csharp +/// +/// 房间聊天消息实体 - 存储房间内的聊天记录 +/// +[Table("room_messages")] +public class RoomMessage +{ + /// + /// 消息唯一标识符 - 主键 + /// + [Key] + public Guid Id { get; set; } = Guid.NewGuid(); + + /// + /// 关联房间ID - 外键,指向Rooms表 + /// + [Required] + [Column("room_id")] + public Guid RoomId { get; set; } + + /// + /// 发送用户ID - 外键,指向Users表 + /// + [Required] + [Column("user_id")] + public Guid UserId { get; set; } + + /// + /// 消息内容 - 聊天消息的具体文本内容 + /// + [Required] + [Column("message")] + public string Message { get; set; } = string.Empty; + + /// + /// 消息类型 - 普通文本消息或系统消息 + /// + [Column("message_type")] + public MessageType MessageType { get; set; } = MessageType.Text; + + /// + /// 消息发送时间 + /// + [Column("created_at")] + public DateTime CreatedAt { get; set; } = DateTime.UtcNow; + + // ============ 导航属性 ============ + + /// + /// 关联的房间实体 - 多对一关系 + /// + [ForeignKey("RoomId")] + public virtual Room Room { get; set; } = null!; + + /// + /// 发送消息的用户实体 - 多对一关系 + /// + [ForeignKey("UserId")] + public virtual User User { get; set; } = null!; +} + +/// +/// 消息类型枚举 +/// +public enum MessageType +{ + /// + /// 普通文本消息 - 用户发送的聊天内容 + /// + Text, + + /// + /// 系统消息 - 由系统自动生成的通知消息 + /// + System +} +``` +## 3. 游戏相关实体 + +### Game 游戏实体 +```csharp +/// +/// 游戏实体 - 存储单局游戏的基本信息和状态 +/// 继承AuditableEntity,支持审计、软删除和时间戳功能 +/// +[Table("games")] +public class Game : AuditableEntity +{ + /// + /// 关联房间ID - 外键,指向游戏所在的房间 + /// + [Required] + [Column("room_id")] + public Guid RoomId { get; set; } + + /// + /// 游戏模式 - 经典模式、竞速模式等游戏类型 + /// + [MaxLength(50)] + [Column("game_mode")] + public string GameMode { get; set; } = "classic"; + + /// + /// 画布宽度 - 游戏区域的像素宽度 + /// + [Column("canvas_width")] + public int CanvasWidth { get; set; } = 800; + + /// + /// 画布高度 - 游戏区域的像素高度 + /// + [Column("canvas_height")] + public int CanvasHeight { get; set; } = 600; + + /// + /// 游戏时长 - 单局游戏的持续时间(秒) + /// + [Column("duration")] + public int Duration { get; set; } = 300; + + /// + /// 游戏状态 - 准备中、进行中、暂停、已结束 + /// + [Column("status")] + public GameStatus Status { get; set; } = GameStatus.Preparing; + + /// + /// 获胜者用户ID - 外键,指向获胜的用户,可为空 + /// + [Column("winner_id")] + public Guid? WinnerId { get; set; } + + /// + /// 游戏开始时间 - 实际游戏开始的时间戳 + /// + [Column("started_at")] + public DateTime? StartedAt { get; set; } + + /// + /// 游戏结束时间 - 游戏完成或终止的时间戳 + /// + [Column("finished_at")] + public DateTime? FinishedAt { get; set; } + + /// + /// 游戏数据快照 - JSON格式存储游戏结束时的状态数据 + /// + [Column("game_data", TypeName = "json")] + public string? GameData { get; set; } + + /// + /// 游戏记录创建时间 + /// + [Column("created_at")] + public DateTime CreatedAt { get; set; } = DateTime.UtcNow; + + /// + /// 游戏记录更新时间 + /// + [Column("updated_at")] + public DateTime UpdatedAt { get; set; } = DateTime.UtcNow; + + // ============ 导航属性 ============ + + /// + /// 关联的房间实体 - 多对一关系 + /// + [ForeignKey("RoomId")] + public virtual Room Room { get; set; } = null!; + + /// + /// 获胜用户实体 - 多对一关系,可为空 + /// + [ForeignKey("WinnerId")] + public virtual User? Winner { get; set; } + + /// + /// 游戏参与玩家列表 - 一对多关系 + /// + public virtual ICollection Players { get; set; } = new List(); + + /// + /// 游戏操作记录列表 - 一对多关系,用于游戏回放 + /// + public virtual ICollection Actions { get; set; } = new List(); +} + +/// +/// 游戏状态枚举 +/// +public enum GameStatus +{ + /// + /// 准备中 - 游戏已创建但尚未开始 + /// + Preparing, + + /// + /// 进行中 - 游戏正在进行 + /// + Playing, + + /// + /// 暂停中 - 游戏被暂时暂停 + /// + Paused, + + /// + /// 已结束 - 游戏已完成 + /// + Finished +} +``` + +### GamePlayer 游戏玩家实体 +```csharp +/// +/// 游戏玩家实体类 - 记录单个玩家在特定游戏中的表现和统计数据 +/// 用于存储玩家的游戏过程数据、最终成绩、排名等信息 +/// +[Table("game_players")] +public class GamePlayer +{ + /// + /// 唯一标识符 - 游戏玩家记录的主键 + /// + [Key] + public Guid Id { get; set; } = Guid.NewGuid(); + + /// + /// 游戏ID - 关联到具体的游戏实例 + /// + [Required] + [Column("game_id")] + public Guid GameId { get; set; } + + /// + /// 用户ID - 关联到参与游戏的用户 + /// + [Required] + [Column("user_id")] + public Guid UserId { get; set; } + + /// + /// 玩家颜色 - 在游戏中代表该玩家的颜色标识 + /// 格式:十六进制颜色值,例如 "#FF0000" + /// + [Required] + [MaxLength(7)] + [Column("player_color")] + public string PlayerColor { get; set; } = string.Empty; + + /// + /// 最终占地面积 - 游戏结束时玩家占据的总面积 + /// 用于计算排名和积分,精确到小数点后2位 + /// + [Column("final_area")] + [Precision(10, 2)] + public decimal FinalArea { get; set; } = 0; + + /// + /// 最终排名 - 玩家在该局游戏中的最终名次 + /// 数值越小排名越高,null表示未完成游戏 + /// + [Column("final_rank")] + public int? FinalRank { get; set; } + + /// + /// 积分变化 - 本局游戏对玩家总积分的影响 + /// 正数表示积分增加,负数表示积分减少 + /// + [Column("score_change")] + public int ScoreChange { get; set; } = 0; + + /// + /// 操作次数 - 玩家在游戏过程中执行的操作总数 + /// 用于统计玩家活跃度和游戏参与度 + /// + [Column("actions_count")] + public int ActionsCount { get; set; } = 0; + + /// + /// 游戏时长 - 玩家在该局游戏中的实际参与时间(秒) + /// 用于统计玩家的游戏投入度和活跃时间 + /// + [Column("play_time")] + public int PlayTime { get; set; } = 0; + + // ============ 导航属性 ============ + + /// + /// 导航属性 - 关联的游戏实例 + /// + [ForeignKey("GameId")] + public virtual Game Game { get; set; } = null!; + + /// + /// 导航属性 - 关联的用户信息 + /// + [ForeignKey("UserId")] + public virtual User User { get; set; } = null!; +} +``` + +### GameAction 游戏操作记录实体 +```csharp +/// +/// 游戏操作记录实体类 - 记录游戏过程中的所有玩家操作 +/// 用于游戏回放、作弊检测、数据分析等功能 +/// +[Table("game_actions")] +public class GameAction +{ + /// + /// 唯一标识符 - 游戏操作记录的主键 + /// + [Key] + public Guid Id { get; set; } = Guid.NewGuid(); + + /// + /// 游戏ID - 关联到具体的游戏实例 + /// + [Required] + [Column("game_id")] + public Guid GameId { get; set; } + + /// + /// 用户ID - 执行操作的用户标识 + /// + [Required] + [Column("user_id")] + public Guid UserId { get; set; } + + /// + /// 操作类型 - 玩家执行的操作种类 + /// 例如:Move(移动)、Attack(攻击)、Defend(防御)、Special(特殊技能)等 + /// + [Required] + [MaxLength(50)] + [Column("action_type")] + public string ActionType { get; set; } = string.Empty; + + /// + /// 操作数据 - 操作的详细参数和状态信息 + /// JSON格式存储,包含坐标、方向、力度等具体操作参数 + /// + [Required] + [Column("action_data", TypeName = "json")] + public string ActionData { get; set; } = string.Empty; + + /// + /// 时间戳 - 操作发生的精确时间(毫秒级) + /// 用于游戏回放时的精确时序控制 + /// + [Column("timestamp")] + public long Timestamp { get; set; } + + /// + /// 创建时间 - 记录在数据库中的创建时间 + /// + [Column("created_at")] + public DateTime CreatedAt { get; set; } = DateTime.UtcNow; + + // ============ 导航属性 ============ + + /// + /// 导航属性 - 关联的游戏实例 + /// + [ForeignKey("GameId")] + public virtual Game Game { get; set; } = null!; + + /// + /// 导航属性 - 执行操作的用户 + /// + [ForeignKey("UserId")] + public virtual User User { get; set; } = null!; +} +``` + +### Ranking 排行榜实体 +```csharp +/// +/// 排行榜实体类 - 存储各种类型的玩家排名数据 +/// 支持不同时间周期和排名类型的排行榜统计 +/// +[Table("rankings")] +public class Ranking +{ + /// + /// 唯一标识符 - 排行榜记录的主键 + /// + [Key] + public Guid Id { get; set; } = Guid.NewGuid(); + + /// + /// 用户ID - 排行榜中的用户标识 + /// + [Required] + [Column("user_id")] + public Guid UserId { get; set; } + + /// + /// 排行榜类型 - 排名的计算依据 + /// 例如:总积分、周积分、月积分、胜率等 + /// + [Required] + [Column("ranking_type")] + public RankingType RankingType { get; set; } + + /// + /// 当前排名 - 用户在该排行榜中的位次 + /// 数值越小排名越高,1为第一名 + /// + [Column("current_rank")] + public int CurrentRank { get; set; } + + /// + /// 分数 - 用于排名计算的分数值 + /// 具体含义根据排行榜类型而定 + /// + [Column("score")] + public int Score { get; set; } + + /// + /// 统计周期开始时间 - 该排行榜统计的起始时间 + /// + [Column("period_start")] + public DateTime PeriodStart { get; set; } + + /// + /// 统计周期结束时间 - 该排行榜统计的结束时间 + /// + [Column("period_end")] + public DateTime PeriodEnd { get; set; } + + /// + /// 更新时间 - 排行榜最后更新的时间 + /// + [Column("updated_at")] + public DateTime UpdatedAt { get; set; } = DateTime.UtcNow; + + // ============ 导航属性 ============ + + /// + /// 导航属性 - 关联的用户信息 + /// + [ForeignKey("UserId")] + public virtual User User { get; set; } = null!; +} + +/// +/// 排行榜类型枚举 - 定义不同的排名计算方式 +/// +public enum RankingType +{ + /// + /// 总积分排行榜 - 基于用户历史总积分 + /// + TotalScore, + + /// + /// 周积分排行榜 - 基于当周获得的积分 + /// + WeeklyScore, + + /// + /// 月积分排行榜 - 基于当月获得的积分 + /// + MonthlyScore, + + /// + /// 胜率排行榜 - 基于游戏胜率统计 + /// + WinRate, + + /// + /// 活跃度排行榜 - 基于游戏参与度 + /// + Activity +} + +### RankingHistory 排名历史实体 +```csharp +/// +/// 排名历史实体类 - 记录用户排名的历史变化轨迹 +/// 用于分析排名趋势和历史回顾 +/// +[Table("ranking_histories")] +public class RankingHistory +{ + /// + /// 唯一标识符 - 排名历史记录的主键 + /// + [Key] + public Guid Id { get; set; } = Guid.NewGuid(); + + /// + /// 用户ID - 排名变化的用户标识 + /// + [Required] + [Column("user_id")] + public Guid UserId { get; set; } + + /// + /// 排行榜类型 - 历史记录对应的排行榜类型 + /// + [Required] + [Column("ranking_type")] + public RankingType RankingType { get; set; } + + /// + /// 排名 - 该时间点的用户排名 + /// + [Column("rank")] + public int Rank { get; set; } + + /// + /// 分数 - 该时间点的用户分数 + /// + [Column("score")] + public int Score { get; set; } + + /// + /// 记录时间 - 该排名记录的时间点 + /// + [Column("recorded_at")] + public DateTime RecordedAt { get; set; } = DateTime.UtcNow; + + // ============ 导航属性 ============ + + /// + /// 导航属性 - 关联的用户信息 + /// + [ForeignKey("UserId")] + public virtual User User { get; set; } = null!; +} + +### Notification 通知实体 +```csharp +/// +/// 通知实体类 - 存储发送给用户的各种系统通知和消息 +/// 支持多种通知类型和状态管理 +/// +[Table("notifications")] +public class Notification +{ + /// + /// 唯一标识符 - 通知记录的主键 + /// + [Key] + public Guid Id { get; set; } = Guid.NewGuid(); + + /// + /// 用户ID - 接收通知的用户 + /// + [Required] + [Column("user_id")] + public Guid UserId { get; set; } + + /// + /// 通知类型 - 通知的分类和用途 + /// + [Required] + [Column("notification_type")] + public NotificationType NotificationType { get; set; } + + /// + /// 通知标题 - 通知的主题或标题 + /// + [Required] + [MaxLength(100)] + [Column("title")] + public string Title { get; set; } = string.Empty; + + /// + /// 通知内容 - 通知的详细内容或描述 + /// + [Required] + [MaxLength(500)] + [Column("content")] + public string Content { get; set; } = string.Empty; + + /// + /// 是否已读 - 标记用户是否已经查看该通知 + /// + [Column("is_read")] + public bool IsRead { get; set; } = false; + + /// + /// 相关数据 - 通知相关的额外数据,JSON格式存储 + /// 例如:游戏ID、房间ID、用户ID等相关联的信息 + /// + [Column("data", TypeName = "json")] + public string? Data { get; set; } + + /// + /// 创建时间 - 通知产生的时间 + /// + [Column("created_at")] + public DateTime CreatedAt { get; set; } = DateTime.UtcNow; + + /// + /// 阅读时间 - 用户查看通知的时间 + /// + [Column("read_at")] + public DateTime? ReadAt { get; set; } + + // ============ 导航属性 ============ + + /// + /// 导航属性 - 接收通知的用户 + /// + [ForeignKey("UserId")] + public virtual User User { get; set; } = null!; +} + +/// +/// 通知类型枚举 - 定义不同种类的系统通知 +/// +public enum NotificationType +{ + /// + /// 系统通知 - 来自系统的重要消息 + /// + System, + + /// + /// 排名变化 - 用户排名发生变化的通知 + /// + RankingChange, + + /// + /// 成就解锁 - 获得新成就的通知 + /// + Achievement, + + /// + /// 游戏结果 - 游戏结束后的结果通知 + /// + GameResult +} + +## 总结 + +以上完成了EF Core实体模型的重构,主要改进包括: + +### ✅ 基类设计 +1. **BaseEntity** - 包含Id、时间戳、软删除、版本控制等基础属性 +2. **AuditableEntity** - 继承BaseEntity,添加创建者和修改者追踪 + +### 🔐 双Token认证机制 +1. **AccessToken** - 短期访问令牌(15-30分钟) +2. **RefreshToken** - 长期刷新令牌(7-30天) +3. **会话状态管理** - Active/Expired/Revoked/Replaced +4. **设备跟踪** - IP、UserAgent、设备类型等 + +### 🛡️ 数据安全特性 +1. **软删除** - 逻辑删除,数据可恢复 +2. **审计日志** - 自动记录创建者和修改者 +3. **乐观锁** - RowVersion字段防止并发冲突 +4. **全局查询过滤器** - 自动过滤已删除数据 + +### 🚀 性能优化 +1. **索引优化** - 复合索引、唯一索引、过滤索引 +2. **批量操作** - 重写SaveChanges支持批量审计 +3. **查询过滤** - 软删除的全局过滤器 + +### 📱 功能增强 +1. **多设备支持** - 设备类型和名称跟踪 +2. **会话管理** - 支持记住登录、手动吊销 +3. **安全审计** - IP地址、用户代理记录 +4. **种子数据** - 系统初始化数据配置 + +这个设计为实时协作应用提供了完整的数据模型基础,支持现代应用的安全性、可审计性和可扩展性需求! + +## 重构总结 - 双Token集成到User实体 + +### ✅ **主要改进** + +#### 1. **简化架构** +- **移除UserSession实体**: 将双token机制直接集成到User实体中 +- **减少表关系**: 简化了数据库结构,提高查询效率 +- **统一用户管理**: 用户信息和认证信息在同一个实体中管理 + +#### 2. **双Token认证优化** +- **AccessToken**: 短期访问令牌(15-30分钟) +- **RefreshToken**: 长期刷新令牌(7-30天) +- **TokenStatus**: 令牌状态管理(None/Active/Expired/Revoked/NeedsRefresh) +- **设备跟踪**: DeviceInfo字段存储设备信息(JSON格式) + +#### 3. **安全性增强** +- **令牌唯一性**: AccessToken和RefreshToken的唯一索引 +- **过期时间管理**: 精确的令牌过期时间控制 +- **活跃时间跟踪**: LastActivityAt字段追踪用户活跃度 +- **吊销机制**: 支持令牌手动吊销和原因记录 + +#### 4. **性能优化** +- **减少JOIN操作**: 用户认证查询无需关联UserSession表 +- **过滤索引**: 为非空token字段创建过滤索引 +- **复合索引**: 优化token状态和过期时间查询 + +#### 5. **开发体验改进** +- **简化API**: 用户登录/认证逻辑更简单 +- **减少实体**: 更少的实体类需要维护 +- **统一字段**: 所有用户相关信息集中管理 + +### 🚀 **使用优势** + +1. **架构简洁**: 更少的表和关系,降低复杂度 +2. **查询高效**: 减少JOIN操作,提高认证查询性能 +3. **维护便利**: 用户信息和认证状态统一管理 +4. **扩展灵活**: DeviceInfo JSON字段支持灵活的设备信息存储 +5. **安全可靠**: 完整的token生命周期管理和安全控制 + +### 📝 **API使用示例** + +```csharp +// 用户登录 - 生成双token +var user = await dbContext.Users.FirstOrDefaultAsync(u => u.Username == username); +user.AccessToken = GenerateAccessToken(); +user.RefreshToken = GenerateRefreshToken(); +user.AccessTokenExpiresAt = DateTime.UtcNow.AddMinutes(30); +user.RefreshTokenExpiresAt = DateTime.UtcNow.AddDays(7); +user.TokenStatus = TokenStatus.Active; +user.LastLoginAt = DateTime.UtcNow; +user.LastActivityAt = DateTime.UtcNow; + +// 令牌刷新 +var user = await dbContext.Users.FirstOrDefaultAsync(u => u.RefreshToken == refreshToken); +if (user != null && user.RefreshTokenExpiresAt > DateTime.UtcNow) +{ + user.AccessToken = GenerateAccessToken(); + user.AccessTokenExpiresAt = DateTime.UtcNow.AddMinutes(30); + user.TokenStatus = TokenStatus.Active; +} + +// 用户注销 - 清除token +user.AccessToken = null; +user.RefreshToken = null; +user.TokenStatus = TokenStatus.None; +``` + +--- + +## 原始总结 + +以下是重构前的实体设计工作总结: + +### ✅ 已完成的工作 +1. **用户相关实体**:User、UserStatistics - 详细的中文注释 +2. **房间相关实体**:Room、RoomPlayer、RoomMessage - 完整的属性和导航属性注释 +3. **游戏相关实体**:Game、GamePlayer、GameAction - 游戏逻辑和数据记录注释 +4. **排行榜相关实体**:Ranking、RankingHistory - 排名系统的详细说明 +5. **社交相关实体**:Friend、FriendRequest - 好友系统的状态管理注释 +6. **通知相关实体**:Notification - 消息推送系统的注释 +7. **数据库上下文**:ApplicationDbContext - 完整的EF Core配置和关系映射注释 + +### 📝 注释特点 +- **中文注释**:便于团队理解和维护 +- **XML文档格式**:支持IDE智能提示和API文档生成 +- **详细说明**:每个属性都有用途、格式、约束等详细说明 +- **关系说明**:清楚标注了实体间的导航属性和外键关系 +- **索引配置**:详细说明了各种索引的用途和优化目标 + +### 🎯 实用价值 +1. **代码可维护性**:新团队成员可快速理解数据模型 +2. **开发效率**:IDE智能提示提供详细的属性说明 +3. **文档自动生成**:可基于XML注释自动生成API文档 +4. **数据库设计参考**:清晰的实体关系有助于数据库优化 + +数据库设计文档现已完整,可以作为后续开发的重要参考资料! \ No newline at end of file diff --git a/docs/ENTITY_CREATION_SUMMARY.md b/docs/ENTITY_CREATION_SUMMARY.md new file mode 100644 index 0000000..53c0d15 --- /dev/null +++ b/docs/ENTITY_CREATION_SUMMARY.md @@ -0,0 +1,96 @@ +# Entity Framework Core 实体创建完成总结 + +## ✅ 已创建的实体类 + +### 1. 基类实体 +- **BaseEntity.cs** - 基础实体类,包含Id、时间戳、软删除等共有属性 +- **AuditableEntity.cs** - 可审计实体类,继承BaseEntity,添加创建者和修改者追踪 + +### 2. 用户相关实体 (Auth文件夹) +- **User.cs** - 用户实体,包含登录信息、双Token认证机制、用户状态等 +- **UserStatistics.cs** - 用户统计实体,存储游戏数据统计信息 + +### 3. 房间相关实体 (Room文件夹) +- **Room.cs** - 房间实体,游戏房间的基本信息和配置 +- **RoomPlayer.cs** - 房间玩家实体,记录玩家在房间中的状态 +- **RoomMessage.cs** - 房间聊天消息实体,存储房间内的聊天记录 + +### 4. 游戏相关实体 (Game文件夹) +- **Game.cs** - 游戏实体,存储单局游戏的基本信息和状态 +- **GamePlayer.cs** - 游戏玩家实体,记录玩家在特定游戏中的表现 +- **GameAction.cs** - 游戏操作记录实体,用于游戏回放和数据分析 + +### 5. 排行榜和通知实体 +- **Ranking.cs** - 排行榜实体,存储各种类型的玩家排名数据 +- **RankingHistory.cs** - 排名历史实体,记录用户排名的历史变化 +- **Notification.cs** - 通知实体,存储发送给用户的各种系统通知 + +## 🛠️ 技术特性 + +### 双Token认证机制 +- AccessToken(短期令牌)和RefreshToken(长期令牌) +- TokenStatus枚举管理令牌状态 +- 设备信息跟踪和令牌吊销功能 + +### 数据库优化 +- 完整的索引配置,包括唯一索引、复合索引、过滤索引 +- 软删除全局过滤器 +- 自动审计字段处理 + +### 实体关系配置 +- 一对一:User ↔ UserStatistics +- 一对多:User → OwnedRooms, RoomPlayers, GamePlayers, Notifications +- 一对多:Room → Players, Messages, Games +- 一对多:Game → Players, Actions + +## 📁 文件结构 +``` +CollabApp.Domain/ +├── Entities/ +│ ├── BaseEntity.cs +│ ├── AuditableEntity.cs +│ ├── Auth/ +│ │ ├── User.cs +│ │ └── UserStatistics.cs +│ ├── Room/ +│ │ ├── Room.cs +│ │ ├── RoomPlayer.cs +│ │ └── RoomMessage.cs +│ ├── Game/ +│ │ ├── Game.cs +│ │ ├── GamePlayer.cs +│ │ └── GameAction.cs +│ ├── Ranking.cs +│ ├── RankingHistory.cs +│ └── Notification.cs +``` + +## 🗄️ 数据库上下文 +**ApplicationDbContext.cs** - 完整的EF Core DbContext配置 +- 所有实体的DbSet定义 +- 完整的关系配置和索引设置 +- 自动审计字段处理 +- 软删除全局过滤器 + +## ⚡ 构建状态 +✅ **项目构建成功** - 所有实体类编译通过,无错误 + +## 🔧 包依赖 +- Microsoft.EntityFrameworkCore 9.0.8 +- Microsoft.EntityFrameworkCore.Relational 9.0.8 +- Microsoft.EntityFrameworkCore.SqlServer 9.0.8 +- Microsoft.EntityFrameworkCore.Tools 9.0.8 +- Microsoft.EntityFrameworkCore.Design 9.0.8 + +## 📝 使用说明 +1. 所有实体类已按照设计文档创建完成 +2. 包含详细的中文注释,支持IDE智能提示 +3. 实体关系和索引已优化配置 +4. 支持软删除、审计日志等企业级特性 +5. 双Token认证机制已集成到User实体中 + +## 🚀 下一步 +- 可以开始创建Migration文件生成数据库 +- 实现Repository模式的数据访问层 +- 配置依赖注入和服务注册 +- 开发业务逻辑和API控制器 -- Gitee From 3db990d6f42a1fcd626cbfad9e785630aa431724 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=E5=88=98=E6=96=87=E8=BE=89?= <2871815452@qq.com> Date: Fri, 15 Aug 2025 16:03:13 +0800 Subject: [PATCH 10/34] =?UTF-8?q?refactor(core):=20=E5=88=A0=E9=99=A4?= =?UTF-8?q?=E5=A4=9A=E4=BD=99=E7=9A=84=20CollabDbContext=20=E7=B1=BB-lyy?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .../Data/CollabDbContext.cs | 17 ----------------- 1 file changed, 17 deletions(-) delete mode 100644 backend/src/CollabApp.Infrastructure/Data/CollabDbContext.cs diff --git a/backend/src/CollabApp.Infrastructure/Data/CollabDbContext.cs b/backend/src/CollabApp.Infrastructure/Data/CollabDbContext.cs deleted file mode 100644 index 4bc6591..0000000 --- a/backend/src/CollabApp.Infrastructure/Data/CollabDbContext.cs +++ /dev/null @@ -1,17 +0,0 @@ -using Microsoft.EntityFrameworkCore; - -namespace CollabApp.Infrastructure.Data; - -public class CollabDbContext : DbContext -{ - public class AdminDbContext(DbContextOptions options) : DbContext(options) - { - // public DbSet Users { get; set; } - } - - protected override void OnModelCreating(ModelBuilder modelBuilder) - { - base.OnModelCreating(modelBuilder); - - } -} \ No newline at end of file -- Gitee From f58d6393fb38ddcb9e0108a2ca035733e2e2c814 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=E5=88=98=E6=96=87=E8=BE=89?= <2871815452@qq.com> Date: Fri, 15 Aug 2025 16:07:48 +0800 Subject: [PATCH 11/34] =?UTF-8?q?feat(api):=20=E6=B7=BB=E5=8A=A0=20CORS=20?= =?UTF-8?q?=E6=94=AF=E6=8C=81-lyy?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- backend/src/CollabApp.API/Program.cs | 13 ++++++++++++- 1 file changed, 12 insertions(+), 1 deletion(-) diff --git a/backend/src/CollabApp.API/Program.cs b/backend/src/CollabApp.API/Program.cs index 0c48269..882fb6f 100644 --- a/backend/src/CollabApp.API/Program.cs +++ b/backend/src/CollabApp.API/Program.cs @@ -7,8 +7,16 @@ namespace CollabApp.API { var builder = WebApplication.CreateBuilder(args); + // 注册应用服务 RegisterApplicationServices(builder); + // 添加 CORS 服务 + builder.Services.AddCors(options => + { + options.AddPolicy("AllowAll", + policy => policy.AllowAnyOrigin().AllowAnyHeader().AllowAnyMethod()); + }); + // 配置数据库连接 ConfigureDatabase(builder); @@ -36,6 +44,9 @@ namespace CollabApp.API app.MapOpenApi(); } + // 启用 CORS + app.UseCors("AllowAll"); + app.UseHttpsRedirection(); var summaries = new[] @@ -64,7 +75,7 @@ namespace CollabApp.API var postgresConfig = builder.Configuration.GetConnectionString("Postgres"); var redisConfig = builder.Configuration.GetConnectionString("Redis"); // 这里可以添加数据库上下文的配置代码 - + } // 天气预报模型 -- Gitee From 0d90beaa1dc21aebc48ec5ef77c4e50adb3c7352 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=E5=90=B4=E4=BD=B3=E5=AE=87=2E?= <2541095587@qq.com> Date: Fri, 15 Aug 2025 16:22:06 +0800 Subject: [PATCH 12/34] =?UTF-8?q?feat=EF=BC=9A=E9=85=8D=E7=BD=AE=E6=95=B0?= =?UTF-8?q?=E6=8D=AE=E5=BA=93=E8=BF=9E=E6=8E=A5=E5=AD=97=E7=AC=A6=E4=B8=B2?= =?UTF-8?q?=E5=B9=B6=E5=9C=A8=E5=9F=BA=E7=A1=80=E8=AE=BE=E6=96=BD=E5=B1=82?= =?UTF-8?q?=E6=B3=A8=E5=86=8C=E7=9B=B8=E5=BA=94=E6=9C=8D=E5=8A=A1?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- backend/src/CollabApp.API/appsettings.json | 14 +++++++-- .../ServiceCollectionExtenstion.cs | 31 +++++++++++++++++++ 2 files changed, 43 insertions(+), 2 deletions(-) create mode 100644 backend/src/CollabApp.Infrastructure/ServiceCollectionExtenstion.cs diff --git a/backend/src/CollabApp.API/appsettings.json b/backend/src/CollabApp.API/appsettings.json index 10f68b8..40f8972 100644 --- a/backend/src/CollabApp.API/appsettings.json +++ b/backend/src/CollabApp.API/appsettings.json @@ -5,5 +5,15 @@ "Microsoft.AspNetCore": "Warning" } }, - "AllowedHosts": "*" -} + "AllowedHosts": "*", + "ConnectionStrings": { + "pgsql": "server=gdsswshfxfcz.cn;port=5432;database=collabapp;uid=postgres;pwd=Wjy@13432773538@;", + "redis": "gdsswshfxfcz.cn:6379,password=wjy20040506,defaultDatabase=10" + }, + "Jwt": { + "SecretKey": "中华人民共和国万岁中华人民万岁中国共产党万岁毛主席万岁", + "Issuer": "CollabApp.API", + "Audience": "CollabApp.APIUser", + "ExpireMinutes": 120 + } +} \ No newline at end of file diff --git a/backend/src/CollabApp.Infrastructure/ServiceCollectionExtenstion.cs b/backend/src/CollabApp.Infrastructure/ServiceCollectionExtenstion.cs new file mode 100644 index 0000000..bbc7da8 --- /dev/null +++ b/backend/src/CollabApp.Infrastructure/ServiceCollectionExtenstion.cs @@ -0,0 +1,31 @@ +namespace CollabApp.Infrastructure; + +/// +/// 扩展方法。基础服务注册。 +/// +public static class ServiceCollectionExtenstion +{ + public static IServiceCollection AddInfrastructure(this IServiceCollection services, IConfiguration configuration) + { + + //获取PostgreSql连接字符串 + var connString = configuration.GetConnectionString("pgsql"); + //注册 AppDbContext,配置使用 PostgreSQL 数据库 + services.AddDbContext(options => + { + options.UseNpgsql(connString); + }); + + //获取redis连接字符串 + var redisConnStr = configuration.GetConnectionString("redis"); + if (string.IsNullOrWhiteSpace(redisConnStr)) + { + throw new InvalidOperationException("Redis 连接字符串未配置!!!"); + } + // 注册 AddSingleton, 配置使用Redis 数据库 + services.AddSingleton(new RedisService(redisConnStr)); + + + return services; + } +} \ No newline at end of file -- Gitee From 4fe177f566870e92436e53d225abafe58f9df53d Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=E5=88=98=E6=96=87=E8=BE=89?= <2871815452@qq.com> Date: Fri, 15 Aug 2025 16:25:45 +0800 Subject: [PATCH 13/34] =?UTF-8?q?refactor(api):=20=E9=87=8D=E6=9E=84=20Pro?= =?UTF-8?q?gram.cs=20=E4=BB=A3=E7=A0=81=E7=BB=93=E6=9E=84=EF=BC=8C?= =?UTF-8?q?=E4=BC=98=E5=8C=96=E6=9C=8D=E5=8A=A1=E6=B3=A8=E5=86=8C=E5=92=8C?= =?UTF-8?q?=E6=95=B0=E6=8D=AE=E5=BA=93=E5=88=9D=E5=A7=8B=E5=8C=96-lyy?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- backend/src/CollabApp.API/Program.cs | 149 ++++++++++++++++----------- 1 file changed, 88 insertions(+), 61 deletions(-) diff --git a/backend/src/CollabApp.API/Program.cs b/backend/src/CollabApp.API/Program.cs index 882fb6f..e2832ef 100644 --- a/backend/src/CollabApp.API/Program.cs +++ b/backend/src/CollabApp.API/Program.cs @@ -1,87 +1,114 @@ -namespace CollabApp.API +namespace CollabApp.API; + +public class Program { - public class Program + public static void Main(string[] args) { - public static void Main(string[] args) + var builder = WebApplication.CreateBuilder(args); + + // ==================================== + // 注册应用服务 + // ==================================== + RegisterApplicationServices(builder); + + // ==================================== + // 添加 CORS 服务 + // ==================================== + builder.Services.AddCors(options => { - var builder = WebApplication.CreateBuilder(args); + options.AddPolicy("AllowAll", + policy => policy.AllowAnyOrigin().AllowAnyHeader().AllowAnyMethod()); + }); + // ==================================== + // 配置数据库连接 + // ==================================== + ConfigureDatabase(builder); - // 注册应用服务 - RegisterApplicationServices(builder); - // 添加 CORS 服务 - builder.Services.AddCors(options => - { - options.AddPolicy("AllowAll", - policy => policy.AllowAnyOrigin().AllowAnyHeader().AllowAnyMethod()); - }); + var app = builder.Build(); - // 配置数据库连接 - ConfigureDatabase(builder); + // ==================================== + // 数据库初始化 + // ==================================== + InitializeDatabase(app); - var app = builder.Build(); - // 配置请求管道 - ConfigurePipeline(app); + // ==================================== + // 配置中间件管道 + // ==================================== + ConfigurePipeline(app); - app.Run(); - } + app.Run(); + } - // 注册应用服务 - private static void RegisterApplicationServices(WebApplicationBuilder builder) - { - // Add services to the container. - // Learn more about configuring OpenAPI at https://aka.ms/aspnet/openapi - builder.Services.AddOpenApi(); - } + // 注册应用服务 + private static void RegisterApplicationServices(WebApplicationBuilder builder) + { + // Add services to the container. + // Learn more about configuring OpenAPI at https://aka.ms/aspnet/openapi + builder.Services.AddOpenApi(); + } - // 配置中间件管道 - private static void ConfigurePipeline(WebApplication app) + // 配置中间件管道 + private static void ConfigurePipeline(WebApplication app) + { + // Configure the HTTP request pipeline. + if (app.Environment.IsDevelopment()) { - // Configure the HTTP request pipeline. - if (app.Environment.IsDevelopment()) - { - app.MapOpenApi(); - } + app.MapOpenApi(); + } - // 启用 CORS - app.UseCors("AllowAll"); + // 启用 CORS + app.UseCors("AllowAll"); - app.UseHttpsRedirection(); + app.UseHttpsRedirection(); - var summaries = new[] - { + var summaries = new[] + { "Freezing", "Bracing", "Chilly", "Cool", "Mild", "Warm", "Balmy", "Hot", "Sweltering", "Scorching" }; - app.MapGet("/weatherforecast", () => - { - var forecast = Enumerable.Range(1, 5).Select(index => - new WeatherForecast - ( - DateOnly.FromDateTime(DateTime.Now.AddDays(index)), - Random.Shared.Next(-20, 55), - summaries[Random.Shared.Next(summaries.Length)] - )) - .ToArray(); - return forecast; - }) - .WithName("GetWeatherForecast"); - } - - // 配置数据库连接 - private static void ConfigureDatabase(WebApplicationBuilder builder) + app.MapGet("/weatherforecast", () => { - var postgresConfig = builder.Configuration.GetConnectionString("Postgres"); - var redisConfig = builder.Configuration.GetConnectionString("Redis"); - // 这里可以添加数据库上下文的配置代码 + var forecast = Enumerable.Range(1, 5).Select(index => + new WeatherForecast + ( + DateOnly.FromDateTime(DateTime.Now.AddDays(index)), + Random.Shared.Next(-20, 55), + summaries[Random.Shared.Next(summaries.Length)] + )) + .ToArray(); + return forecast; + }) + .WithName("GetWeatherForecast"); + } + + // 配置数据库连接 + private static void ConfigureDatabase(WebApplicationBuilder builder) + { + var postgresConfig = builder.Configuration.GetConnectionString("Postgres"); + var redisConfig = builder.Configuration.GetConnectionString("Redis"); + // 这里可以添加数据库上下文的配置代码 + } + // 天气预报模型 + private record WeatherForecast(DateOnly Date, int TemperatureC, string? Summary) + { + public int TemperatureF => 32 + (int)(TemperatureC / 0.5556); + } + private static void InitializeDatabase(WebApplication app) + { + // 立即初始化数据库并添加系统数据 + using var scope = app.Services.CreateScope(); + try + { + // 使用新的数据库初始化服务 } - // 天气预报模型 - private record WeatherForecast(DateOnly Date, int TemperatureC, string? Summary) + catch (Exception ex) { - public int TemperatureF => 32 + (int)(TemperatureC / 0.5556); + // 处理数据库初始化异常 } } } + -- Gitee From e691c639fdbd1fa7fad2b5c34dd33abbd0f5c5a7 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=E6=B2=88=E8=82=B2=E6=9E=97?= <2921544609@qq.com> Date: Fri, 15 Aug 2025 16:30:49 +0800 Subject: [PATCH 14/34] =?UTF-8?q?=E5=AE=9E=E4=BD=93=E2=80=94=E2=80=94?= =?UTF-8?q?=E5=85=85=E8=A1=80?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .../CollabApp.Domain/Entities/Auth/User.cs | 204 ++++++++++++++++-- .../Entities/Auth/UserStatistics.cs | 120 ++++++++++- .../CollabApp.Domain/Entities/Game/Game.cs | 139 +++++++++++- .../Entities/Game/GameAction.cs | 103 ++++++++- .../Entities/Game/GamePlayer.cs | 113 +++++++++- .../CollabApp.Domain/Entities/Notification.cs | 115 +++++++++- .../src/CollabApp.Domain/Entities/README.md | 30 --- .../src/CollabApp.Domain/Entities/Ranking.cs | 172 ++++++++++++++- .../Entities/RankingHistory.cs | 153 ++++++++++++- .../CollabApp.Domain/Entities/Room/Room.cs | 193 ++++++++++++++++- .../Entities/Room/RoomMessage.cs | 117 +++++++++- .../Entities/Room/RoomPlayer.cs | 120 ++++++++++- .../Repositories/IRepositories.cs | 0 13 files changed, 1463 insertions(+), 116 deletions(-) delete mode 100644 backend/src/CollabApp.Domain/Entities/README.md create mode 100644 backend/src/CollabApp.Domain/Repositories/IRepositories.cs diff --git a/backend/src/CollabApp.Domain/Entities/Auth/User.cs b/backend/src/CollabApp.Domain/Entities/Auth/User.cs index 295b59c..2d16d49 100644 --- a/backend/src/CollabApp.Domain/Entities/Auth/User.cs +++ b/backend/src/CollabApp.Domain/Entities/Auth/User.cs @@ -10,53 +10,89 @@ namespace CollabApp.Domain.Entities.Auth; [Table("users")] public class User : BaseEntity { + // ============ 构造函数 ============ + + /// + /// 无参构造函数 - EF Core 要求 + /// + private User() { } + + /// + /// 有参构造函数 - 创建新用户 + /// + /// 用户名 + /// 密码哈希值 + /// 密码盐值 + /// 游戏昵称 + public User(string username, string passwordHash, string passwordSalt, string nickname) + { + Username = username; + PasswordHash = passwordHash; + PasswordSalt = passwordSalt; + Nickname = nickname; + Status = UserStatus.Active; + TokenStatus = TokenStatus.None; + RememberMe = false; + } + + // ============ 基本信息字段 ============ + /// /// 用户名 - 登录用,唯一且不可重复 /// + [Required] + [MaxLength(50)] [Column("username")] - public string Username { get; set; } = string.Empty; + public string Username { get; private set; } = string.Empty; /// /// 密码哈希值 - 存储经过哈希处理的密码,不存储明文 /// + [Required] + [MaxLength(255)] [Column("password_hash")] - public string PasswordHash { get; set; } = string.Empty; + public string PasswordHash { get; private set; } = string.Empty; /// /// 密码盐值 - 用于增强密码安全性,防止彩虹表攻击 /// + [Required] + [MaxLength(255)] [Column("password_salt")] - public string PasswordSalt { get; set; } = string.Empty; + public string PasswordSalt { get; private set; } = string.Empty; /// /// 游戏昵称 - 在游戏中显示的名称 /// + [Required] + [MaxLength(50)] [Column("nickname")] - public string Nickname { get; set; } = string.Empty; + public string Nickname { get; private set; } = string.Empty; /// /// 头像URL - 用户头像图片的存储地址 /// + [MaxLength(255)] [Column("avatar_url")] - public string? AvatarUrl { get; set; } + public string? AvatarUrl { get; private set; } /// /// 隐私设置 - JSON格式存储用户的隐私偏好配置 /// [Column("privacy_settings", TypeName = "json")] - public string? PrivacySettings { get; set; } + public string? PrivacySettings { get; private set; } /// /// 最后登录时间 - 记录用户最近一次登录的时间 /// [Column("last_login_at")] - public DateTime? LastLoginAt { get; set; } + public DateTime? LastLoginAt { get; private set; } /// /// 账户状态 - 正常,封禁等状态 /// [Column("status")] - public UserStatus Status { get; set; } = UserStatus.Active; + public UserStatus Status { get; private set; } = UserStatus.Active; // ============ 双Token认证字段 ============ @@ -66,7 +102,7 @@ public class User : BaseEntity /// [MaxLength(512)] [Column("access_token")] - public string? AccessToken { get; set; } + public string? AccessToken { get; private set; } /// /// 刷新令牌 - 长期有效的令牌,用于刷新访问令牌 @@ -74,57 +110,57 @@ public class User : BaseEntity /// [MaxLength(512)] [Column("refresh_token")] - public string? RefreshToken { get; set; } + public string? RefreshToken { get; private set; } /// /// 访问令牌过期时间 - AccessToken的有效期 /// [Column("access_token_expires_at")] - public DateTime? AccessTokenExpiresAt { get; set; } + public DateTime? AccessTokenExpiresAt { get; private set; } /// /// 刷新令牌过期时间 - RefreshToken的有效期 /// [Column("refresh_token_expires_at")] - public DateTime? RefreshTokenExpiresAt { get; set; } + public DateTime? RefreshTokenExpiresAt { get; private set; } /// /// 记住登录状态 - 是否启用长期登录功能 /// 启用时RefreshToken有效期会延长 /// [Column("remember_me")] - public bool RememberMe { get; set; } = false; + public bool RememberMe { get; private set; } = false; /// /// 令牌状态 - 活跃、已吊销、已过期等状态 /// [Column("token_status")] - public TokenStatus TokenStatus { get; set; } = TokenStatus.None; + public TokenStatus TokenStatus { get; private set; } = TokenStatus.None; /// /// 最后活跃时间 - 用户最后一次使用令牌的时间 /// [Column("last_activity_at")] - public DateTime? LastActivityAt { get; set; } + public DateTime? LastActivityAt { get; private set; } /// /// 登录设备信息 - JSON格式存储设备类型、IP地址等信息 /// [Column("device_info", TypeName = "json")] - public string? DeviceInfo { get; set; } + public string? DeviceInfo { get; private set; } /// /// 令牌吊销原因 - 令牌被吊销时的原因说明 /// [MaxLength(200)] [Column("token_revoked_reason")] - public string? TokenRevokedReason { get; set; } + public string? TokenRevokedReason { get; private set; } /// /// 令牌吊销时间 - 令牌被手动吊销的时间 /// [Column("token_revoked_at")] - public DateTime? TokenRevokedAt { get; set; } + public DateTime? TokenRevokedAt { get; private set; } // ============ 导航属性 ============ @@ -152,6 +188,138 @@ public class User : BaseEntity /// 用户通知列表 - 一对多关系,用户收到的所有通知 /// public virtual ICollection Notifications { get; set; } = new List(); + + // ============ 工厂方法 ============ + + /// + /// 创建新用户 - 工厂方法 + /// + /// 用户名 + /// 密码哈希值 + /// 密码盐值 + /// 游戏昵称 + /// 新用户实例 + public static User CreateUser(string username, string passwordHash, string passwordSalt, string nickname) + { + if (string.IsNullOrWhiteSpace(username)) + throw new ArgumentException("用户名不能为空", nameof(username)); + if (string.IsNullOrWhiteSpace(passwordHash)) + throw new ArgumentException("密码哈希不能为空", nameof(passwordHash)); + if (string.IsNullOrWhiteSpace(passwordSalt)) + throw new ArgumentException("密码盐不能为空", nameof(passwordSalt)); + if (string.IsNullOrWhiteSpace(nickname)) + throw new ArgumentException("昵称不能为空", nameof(nickname)); + + return new User(username, passwordHash, passwordSalt, nickname); + } + + // ============ 业务方法 ============ + + /// + /// 更新用户信息 + /// + /// 新昵称 + /// 头像URL + public void UpdateProfile(string nickname, string? avatarUrl = null) + { + if (string.IsNullOrWhiteSpace(nickname)) + throw new ArgumentException("昵称不能为空", nameof(nickname)); + + Nickname = nickname; + AvatarUrl = avatarUrl; + } + + /// + /// 更新密码 + /// + /// 新密码哈希 + /// 新密码盐 + public void UpdatePassword(string newPasswordHash, string newPasswordSalt) + { + if (string.IsNullOrWhiteSpace(newPasswordHash)) + throw new ArgumentException("密码哈希不能为空", nameof(newPasswordHash)); + if (string.IsNullOrWhiteSpace(newPasswordSalt)) + throw new ArgumentException("密码盐不能为空", nameof(newPasswordSalt)); + + PasswordHash = newPasswordHash; + PasswordSalt = newPasswordSalt; + } + + /// + /// 设置访问令牌 + /// + /// 访问令牌 + /// 刷新令牌 + /// 访问令牌过期时间 + /// 刷新令牌过期时间 + /// 是否记住登录 + /// 设备信息 + public void SetTokens(string accessToken, string refreshToken, DateTime accessExpires, + DateTime refreshExpires, bool rememberMe = false, string? deviceInfo = null) + { + AccessToken = accessToken; + RefreshToken = refreshToken; + AccessTokenExpiresAt = accessExpires; + RefreshTokenExpiresAt = refreshExpires; + RememberMe = rememberMe; + TokenStatus = TokenStatus.Active; + LastActivityAt = DateTime.UtcNow; + LastLoginAt = DateTime.UtcNow; + DeviceInfo = deviceInfo; + } + + /// + /// 刷新访问令牌 + /// + /// 新访问令牌 + /// 新访问令牌过期时间 + public void RefreshAccessToken(string newAccessToken, DateTime newAccessExpires) + { + AccessToken = newAccessToken; + AccessTokenExpiresAt = newAccessExpires; + TokenStatus = TokenStatus.Active; + LastActivityAt = DateTime.UtcNow; + } + + /// + /// 吊销令牌 + /// + /// 吊销原因 + public void RevokeTokens(string? reason = null) + { + AccessToken = null; + RefreshToken = null; + AccessTokenExpiresAt = null; + RefreshTokenExpiresAt = null; + TokenStatus = TokenStatus.Revoked; + TokenRevokedReason = reason; + TokenRevokedAt = DateTime.UtcNow; + } + + /// + /// 更新活跃时间 + /// + public void UpdateActivity() + { + LastActivityAt = DateTime.UtcNow; + } + + /// + /// 封禁用户 + /// + public void Ban() + { + Status = UserStatus.Banned; + RevokeTokens("用户被封禁"); + } + + /// + /// 解封用户 + /// + public void Unban() + { + Status = UserStatus.Active; + } } /// diff --git a/backend/src/CollabApp.Domain/Entities/Auth/UserStatistics.cs b/backend/src/CollabApp.Domain/Entities/Auth/UserStatistics.cs index e7efb43..15d12a2 100644 --- a/backend/src/CollabApp.Domain/Entities/Auth/UserStatistics.cs +++ b/backend/src/CollabApp.Domain/Entities/Auth/UserStatistics.cs @@ -16,63 +16,88 @@ public class UserStatistics : BaseEntity /// [Required] [Column("user_id")] - public Guid UserId { get; set; } + public Guid UserId { get; private set; } /// /// 总游戏场次 - 用户参与的游戏总数 /// [Column("total_games")] - public int TotalGames { get; set; } = 0; + public int TotalGames { get; private set; } = 0; /// /// 胜利次数 - 用户获得第一名的次数 /// [Column("wins")] - public int Wins { get; set; } = 0; + public int Wins { get; private set; } = 0; /// /// 失败次数 - 用户未获得第一名的次数 /// [Column("losses")] - public int Losses { get; set; } = 0; + public int Losses { get; private set; } = 0; /// /// 胜率 - 胜利次数占总游戏场次的百分比 /// [Column("win_rate")] [Precision(5, 2)] - public decimal WinRate { get; set; } = 0; + public decimal WinRate { get; private set; } = 0; /// /// 总积分 - 用户累计获得的积分(根据排名计算) /// [Column("total_score")] - public int TotalScore { get; set; } = 0; + public int TotalScore { get; private set; } = 0; /// /// 最高占领面积 - 用户在单局游戏中的最佳成绩 /// [Column("max_area")] [Precision(10, 2)] - public decimal MaxArea { get; set; } = 0; + public decimal MaxArea { get; private set; } = 0; /// /// 总游戏时长 - 用户累计游戏时间(秒) /// [Column("total_play_time")] - public int TotalPlayTime { get; set; } = 0; + public int TotalPlayTime { get; private set; } = 0; /// /// 当前排名 - 用户在全服排行榜中的位置 /// [Column("current_rank")] - public int CurrentRank { get; set; } = 0; + public int CurrentRank { get; private set; } = 0; /// /// 历史最高排名 - 用户曾经达到的最高排名 /// [Column("highest_rank")] - public int HighestRank { get; set; } = 0; + public int HighestRank { get; private set; } = 0; + + // ============ 构造函数 ============ + + /// + /// 无参构造函数 - EF Core 必需 + /// + public UserStatistics() { } + + /// + /// 有参构造函数 - 初始化统计信息 + /// + /// 关联用户ID + public UserStatistics(Guid userId) + { + UserId = userId; + TotalGames = 0; + Wins = 0; + Losses = 0; + WinRate = 0; + TotalScore = 0; + MaxArea = 0; + TotalPlayTime = 0; + CurrentRank = 0; + HighestRank = 0; + } // ============ 导航属性 ============ @@ -81,4 +106,79 @@ public class UserStatistics : BaseEntity /// [ForeignKey("UserId")] public virtual User User { get; set; } = null!; + + // ============ 工厂方法 ============ + + /// + /// 创建新的用户统计记录 - 工厂方法 + /// + /// 关联用户ID + /// 新的用户统计实例 + public static UserStatistics CreateForUser(Guid userId) + { + if (userId == Guid.Empty) + throw new ArgumentException("用户ID不能为空", nameof(userId)); + + return new UserStatistics(userId); + } + + // ============ 业务方法 ============ + + /// + /// 更新游戏结果统计 + /// + /// 是否胜利 + /// 本局积分 + /// 本局占领面积 + /// 本局游戏时长(秒) + public void UpdateGameResult(bool isWin, int gameScore, decimal area, int playTimeSeconds) + { + TotalGames++; + if (isWin) + Wins++; + else + Losses++; + + // 重新计算胜率 + WinRate = TotalGames > 0 ? (decimal)Wins / TotalGames * 100 : 0; + + TotalScore += Math.Max(0, gameScore); + TotalPlayTime += Math.Max(0, playTimeSeconds); + + // 更新最高占领面积 + if (area > MaxArea) + MaxArea = area; + } + + /// + /// 更新排名信息 + /// + /// 新排名 + public void UpdateRank(int newRank) + { + if (newRank <= 0) + throw new ArgumentException("排名必须大于0", nameof(newRank)); + + CurrentRank = newRank; + + // 更新历史最高排名(排名数字越小越好) + if (HighestRank == 0 || newRank < HighestRank) + HighestRank = newRank; + } + + /// + /// 重置统计数据 + /// + public void ResetStatistics() + { + TotalGames = 0; + Wins = 0; + Losses = 0; + WinRate = 0; + TotalScore = 0; + MaxArea = 0; + TotalPlayTime = 0; + CurrentRank = 0; + HighestRank = 0; + } } diff --git a/backend/src/CollabApp.Domain/Entities/Game/Game.cs b/backend/src/CollabApp.Domain/Entities/Game/Game.cs index 235f34d..79761c2 100644 --- a/backend/src/CollabApp.Domain/Entities/Game/Game.cs +++ b/backend/src/CollabApp.Domain/Entities/Game/Game.cs @@ -14,61 +14,87 @@ public class Game : BaseEntity /// 关联房间ID - 外键,指向游戏所在的房间 /// [Column("room_id")] - public Guid RoomId { get; set; } + public Guid RoomId { get; private set; } /// /// 游戏模式 - 经典模式、竞速模式等游戏类型 /// [Column("game_mode")] - public string GameMode { get; set; } = "classic"; + public string GameMode { get; private set; } = "classic"; /// /// 画布宽度 - 游戏区域的像素宽度 /// [Column("canvas_width")] - public int CanvasWidth { get; set; } = 1000; + public int CanvasWidth { get; private set; } = 1000; /// /// 画布高度 - 游戏区域的像素高度 /// [Column("canvas_height")] - public int CanvasHeight { get; set; } = 1000; + public int CanvasHeight { get; private set; } = 1000; /// /// 游戏时长 - 单局游戏的持续时间(秒) /// [Column("duration")] - public int Duration { get; set; } = 300; + public int Duration { get; private set; } = 300; /// /// 游戏状态 - 准备中、进行中、暂停、已结束 /// [Column("status")] - public GameStatus Status { get; set; } = GameStatus.Preparing; + public GameStatus Status { get; private set; } = GameStatus.Preparing; /// /// 获胜者用户ID - 外键,指向获胜的用户,可为空 /// [Column("winner_id")] - public Guid? WinnerId { get; set; } + public Guid? WinnerId { get; private set; } /// /// 游戏开始时间 - 实际游戏开始的时间戳 /// [Column("started_at")] - public DateTime? StartedAt { get; set; } + public DateTime? StartedAt { get; private set; } /// /// 游戏结束时间 - 游戏完成或终止的时间戳 /// [Column("finished_at")] - public DateTime? FinishedAt { get; set; } + public DateTime? FinishedAt { get; private set; } /// /// 游戏数据快照 - JSON格式存储游戏结束时的状态数据 /// [Column("game_data", TypeName = "json")] - public string? GameData { get; set; } + public string? GameData { get; private set; } + + // ============ 构造函数 ============ + + /// + /// 无参构造函数 - EF Core 必需 + /// + public Game() { } + + /// + /// 有参构造函数 - 创建新游戏 + /// + /// 房间ID + /// 游戏模式 + /// 画布宽度 + /// 画布高度 + /// 游戏时长 + public Game(Guid roomId, string gameMode = "classic", int canvasWidth = 1000, + int canvasHeight = 1000, int duration = 300) + { + RoomId = roomId; + GameMode = gameMode; + CanvasWidth = canvasWidth; + CanvasHeight = canvasHeight; + Duration = duration; + Status = GameStatus.Preparing; + } // ============ 导航属性 ============ @@ -93,6 +119,99 @@ public class Game : BaseEntity /// 游戏操作记录列表 - 一对多关系,用于游戏回放 /// public virtual ICollection Actions { get; set; } = new List(); + + // ============ 工厂方法 ============ + + /// + /// 创建新游戏 - 工厂方法 + /// + /// 房间ID + /// 游戏模式 + /// 画布宽度 + /// 画布高度 + /// 游戏时长 + /// 新游戏实例 + public static Game CreateGame(Guid roomId, string gameMode = "classic", + int canvasWidth = 1000, int canvasHeight = 1000, int duration = 300) + { + if (roomId == Guid.Empty) + throw new ArgumentException("房间ID不能为空", nameof(roomId)); + if (string.IsNullOrWhiteSpace(gameMode)) + throw new ArgumentException("游戏模式不能为空", nameof(gameMode)); + if (canvasWidth <= 0 || canvasWidth > 5000) + throw new ArgumentException("画布宽度必须在1-5000之间", nameof(canvasWidth)); + if (canvasHeight <= 0 || canvasHeight > 5000) + throw new ArgumentException("画布高度必须在1-5000之间", nameof(canvasHeight)); + if (duration <= 0 || duration > 3600) + throw new ArgumentException("游戏时长必须在1-3600秒之间", nameof(duration)); + + return new Game(roomId, gameMode, canvasWidth, canvasHeight, duration); + } + + // ============ 业务方法 ============ + + /// + /// 开始游戏 + /// + public void StartGame() + { + if (Status != GameStatus.Preparing) + throw new InvalidOperationException("只能在准备状态下开始游戏"); + + Status = GameStatus.Playing; + StartedAt = DateTime.UtcNow; + } + + /// + /// 结束游戏 + /// + /// 获胜者ID + /// 游戏数据快照 + public void FinishGame(Guid? winnerId = null, string? gameData = null) + { + if (Status != GameStatus.Playing) + throw new InvalidOperationException("只能在游戏进行状态下结束游戏"); + + Status = GameStatus.Finished; + FinishedAt = DateTime.UtcNow; + WinnerId = winnerId; + GameData = gameData; + } + + /// + /// 更新游戏数据 + /// + /// 游戏数据JSON + public void UpdateGameData(string gameData) + { + GameData = gameData; + } + + /// + /// 获取游戏总时长 + /// + /// 实际游戏时长(秒) + public int? GetActualDuration() + { + if (StartedAt == null) return null; + if (FinishedAt == null && Status == GameStatus.Playing) + return (int)(DateTime.UtcNow - StartedAt.Value).TotalSeconds; + if (FinishedAt != null) + return (int)(FinishedAt.Value - StartedAt.Value).TotalSeconds; + return null; + } + + /// + /// 检查游戏是否超时 + /// + /// 是否超时 + public bool IsTimedOut() + { + if (Status != GameStatus.Playing || StartedAt == null) + return false; + + return (DateTime.UtcNow - StartedAt.Value).TotalSeconds > Duration; + } } /// diff --git a/backend/src/CollabApp.Domain/Entities/Game/GameAction.cs b/backend/src/CollabApp.Domain/Entities/Game/GameAction.cs index 1d65cc0..76f2861 100644 --- a/backend/src/CollabApp.Domain/Entities/Game/GameAction.cs +++ b/backend/src/CollabApp.Domain/Entities/Game/GameAction.cs @@ -15,14 +15,14 @@ public class GameAction : BaseEntity /// [Required] [Column("game_id")] - public Guid GameId { get; set; } + public Guid GameId { get; private set; } /// /// 用户ID - 执行操作的用户标识 /// [Required] [Column("user_id")] - public Guid UserId { get; set; } + public Guid UserId { get; private set; } /// /// 操作类型 - 玩家执行的操作种类 @@ -31,7 +31,7 @@ public class GameAction : BaseEntity [Required] [MaxLength(50)] [Column("action_type")] - public string ActionType { get; set; } = string.Empty; + public string ActionType { get; private set; } = string.Empty; /// /// 操作数据 - 操作的详细参数和状态信息 @@ -39,14 +39,38 @@ public class GameAction : BaseEntity /// [Required] [Column("action_data", TypeName = "json")] - public string ActionData { get; set; } = string.Empty; + public string ActionData { get; private set; } = string.Empty; /// /// 时间戳 - 操作发生的精确时间(毫秒级) /// 用于游戏回放时的精确时序控制 /// [Column("timestamp")] - public long Timestamp { get; set; } + public long Timestamp { get; private set; } + + // ============ 构造函数 ============ + + /// + /// 无参构造函数 - EF Core 必需 + /// + public GameAction() { } + + /// + /// 有参构造函数 - 创建游戏操作记录 + /// + /// 游戏ID + /// 用户ID + /// 操作类型 + /// 操作数据 + /// 时间戳 + public GameAction(Guid gameId, Guid userId, string actionType, string actionData, long timestamp) + { + GameId = gameId; + UserId = userId; + ActionType = actionType; + ActionData = actionData; + Timestamp = timestamp; + } // ============ 导航属性 ============ @@ -61,4 +85,73 @@ public class GameAction : BaseEntity /// [ForeignKey("UserId")] public virtual Auth.User User { get; set; } = null!; + + // ============ 工厂方法 ============ + + /// + /// 创建游戏操作记录 - 工厂方法 + /// + /// 游戏ID + /// 用户ID + /// 操作类型 + /// 操作数据 + /// 时间戳(可选,默认为当前时间) + /// 新的游戏操作记录实例 + public static GameAction CreateGameAction(Guid gameId, Guid userId, string actionType, + string actionData, long? timestamp = null) + { + if (gameId == Guid.Empty) + throw new ArgumentException("游戏ID不能为空", nameof(gameId)); + if (userId == Guid.Empty) + throw new ArgumentException("用户ID不能为空", nameof(userId)); + if (string.IsNullOrWhiteSpace(actionType)) + throw new ArgumentException("操作类型不能为空", nameof(actionType)); + if (string.IsNullOrWhiteSpace(actionData)) + throw new ArgumentException("操作数据不能为空", nameof(actionData)); + + var actionTimestamp = timestamp ?? DateTimeOffset.UtcNow.ToUnixTimeMilliseconds(); + return new GameAction(gameId, userId, actionType, actionData, actionTimestamp); + } + + // ============ 业务方法 ============ + + /// + /// 获取操作发生的DateTime时间 + /// + /// 操作时间 + public DateTime GetActionDateTime() + { + return DateTimeOffset.FromUnixTimeMilliseconds(Timestamp).DateTime; + } + + /// + /// 验证操作类型是否有效 + /// + /// 是否为有效的操作类型 + public bool IsValidActionType() + { + var validTypes = new[] { "Move", "Attack", "Defend", "Special", "Place", "Remove", "Rotate" }; + return validTypes.Contains(ActionType, StringComparer.OrdinalIgnoreCase); + } + + /// + /// 获取操作相对于游戏开始的时间偏移(毫秒) + /// + /// 游戏开始时间戳 + /// 时间偏移量 + public long GetRelativeTimestamp(long gameStartTimestamp) + { + return Timestamp - gameStartTimestamp; + } + + /// + /// 检查操作是否在指定时间范围内 + /// + /// 开始时间戳 + /// 结束时间戳 + /// 是否在范围内 + public bool IsWithinTimeRange(long startTimestamp, long endTimestamp) + { + return Timestamp >= startTimestamp && Timestamp <= endTimestamp; + } } diff --git a/backend/src/CollabApp.Domain/Entities/Game/GamePlayer.cs b/backend/src/CollabApp.Domain/Entities/Game/GamePlayer.cs index 220c1f5..1e7aa1e 100644 --- a/backend/src/CollabApp.Domain/Entities/Game/GamePlayer.cs +++ b/backend/src/CollabApp.Domain/Entities/Game/GamePlayer.cs @@ -16,14 +16,14 @@ public class GamePlayer : BaseEntity /// [Required] [Column("game_id")] - public Guid GameId { get; set; } + public Guid GameId { get; private set; } /// /// 用户ID - 关联到参与游戏的用户 /// [Required] [Column("user_id")] - public Guid UserId { get; set; } + public Guid UserId { get; private set; } /// /// 玩家颜色 - 在游戏中代表该玩家的颜色标识 @@ -32,7 +32,7 @@ public class GamePlayer : BaseEntity [Required] [MaxLength(7)] [Column("player_color")] - public string PlayerColor { get; set; } = string.Empty; + public string PlayerColor { get; private set; } = string.Empty; /// /// 最终占地面积 - 游戏结束时玩家占据的总面积 @@ -40,35 +40,60 @@ public class GamePlayer : BaseEntity /// [Column("final_area")] [Precision(10, 2)] - public decimal FinalArea { get; set; } = 0; + public decimal FinalArea { get; private set; } = 0; /// /// 最终排名 - 玩家在该局游戏中的最终名次 /// 数值越小排名越高,null表示未完成游戏 /// [Column("final_rank")] - public int? FinalRank { get; set; } + public int? FinalRank { get; private set; } /// /// 积分变化 - 本局游戏对玩家总积分的影响 /// 正数表示积分增加,负数表示积分减少 /// [Column("score_change")] - public int ScoreChange { get; set; } = 0; + public int ScoreChange { get; private set; } = 0; /// /// 操作次数 - 玩家在游戏过程中执行的操作总数 /// 用于统计玩家活跃度和游戏参与度 /// [Column("actions_count")] - public int ActionsCount { get; set; } = 0; + public int ActionsCount { get; private set; } = 0; /// /// 游戏时长 - 玩家在该局游戏中的实际参与时间(秒) /// 用于统计玩家的游戏投入度和活跃时间 /// [Column("play_time")] - public int PlayTime { get; set; } = 0; + public int PlayTime { get; private set; } = 0; + + // ============ 构造函数 ============ + + /// + /// 无参构造函数 - EF Core 必需 + /// + public GamePlayer() { } + + /// + /// 有参构造函数 - 创建游戏玩家记录 + /// + /// 游戏ID + /// 用户ID + /// 玩家颜色 + public GamePlayer(Guid gameId, Guid userId, string playerColor) + { + GameId = gameId; + UserId = userId; + PlayerColor = playerColor; + FinalArea = 0; + FinalRank = null; + ScoreChange = 0; + ActionsCount = 0; + PlayTime = 0; + } // ============ 导航属性 ============ @@ -83,4 +108,76 @@ public class GamePlayer : BaseEntity /// [ForeignKey("UserId")] public virtual Auth.User User { get; set; } = null!; + + // ============ 工厂方法 ============ + + /// + /// 创建游戏玩家记录 - 工厂方法 + /// + /// 游戏ID + /// 用户ID + /// 玩家颜色 + /// 新的游戏玩家实例 + public static GamePlayer CreateGamePlayer(Guid gameId, Guid userId, string playerColor) + { + if (gameId == Guid.Empty) + throw new ArgumentException("游戏ID不能为空", nameof(gameId)); + if (userId == Guid.Empty) + throw new ArgumentException("用户ID不能为空", nameof(userId)); + if (string.IsNullOrWhiteSpace(playerColor)) + throw new ArgumentException("玩家颜色不能为空", nameof(playerColor)); + + return new GamePlayer(gameId, userId, playerColor); + } + + // ============ 业务方法 ============ + + /// + /// 更新游戏结果 + /// + /// 最终占地面积 + /// 最终排名 + /// 积分变化 + /// 游戏时长 + public void UpdateGameResult(decimal finalArea, int finalRank, int scoreChange, int playTime) + { + if (finalArea < 0) + throw new ArgumentException("占地面积不能为负数", nameof(finalArea)); + if (finalRank <= 0) + throw new ArgumentException("排名必须大于0", nameof(finalRank)); + + FinalArea = finalArea; + FinalRank = finalRank; + ScoreChange = scoreChange; + PlayTime = Math.Max(0, playTime); + } + + /// + /// 增加操作次数 + /// + /// 增加的次数 + public void IncrementActions(int count = 1) + { + ActionsCount += Math.Max(0, count); + } + + /// + /// 检查是否为获胜者 + /// + /// 是否为第一名 + public bool IsWinner() => FinalRank == 1; + + /// + /// 获取积分变化类型 + /// + /// 积分变化描述 + public string GetScoreChangeType() + { + return ScoreChange switch + { + > 0 => "积分增加", + < 0 => "积分减少", + _ => "积分无变化" + }; + } } diff --git a/backend/src/CollabApp.Domain/Entities/Notification.cs b/backend/src/CollabApp.Domain/Entities/Notification.cs index 446063a..291500f 100644 --- a/backend/src/CollabApp.Domain/Entities/Notification.cs +++ b/backend/src/CollabApp.Domain/Entities/Notification.cs @@ -15,14 +15,14 @@ public class Notification : BaseEntity /// [Required] [Column("user_id")] - public Guid UserId { get; set; } + public Guid UserId { get; private set; } /// /// 通知类型 - 通知的分类和用途 /// [Required] [Column("notification_type")] - public NotificationType NotificationType { get; set; } + public NotificationType NotificationType { get; private set; } /// /// 通知标题 - 通知的主题或标题 @@ -30,7 +30,7 @@ public class Notification : BaseEntity [Required] [MaxLength(100)] [Column("title")] - public string Title { get; set; } = string.Empty; + public string Title { get; private set; } = string.Empty; /// /// 通知内容 - 通知的详细内容或描述 @@ -38,26 +38,52 @@ public class Notification : BaseEntity [Required] [MaxLength(500)] [Column("content")] - public string Content { get; set; } = string.Empty; + public string Content { get; private set; } = string.Empty; /// /// 是否已读 - 标记用户是否已经查看该通知 /// [Column("is_read")] - public bool IsRead { get; set; } = false; + public bool IsRead { get; private set; } = false; /// /// 相关数据 - 通知相关的额外数据,JSON格式存储 /// 例如:游戏ID、房间ID、用户ID等相关联的信息 /// [Column("data", TypeName = "json")] - public string? Data { get; set; } + public string? Data { get; private set; } /// /// 阅读时间 - 用户查看通知的时间 /// [Column("read_at")] - public DateTime? ReadAt { get; set; } + public DateTime? ReadAt { get; private set; } + + // ============ 构造函数 ============ + + /// + /// 无参构造函数 - EF Core 必需 + /// + public Notification() { } + + /// + /// 有参构造函数 - 创建新通知 + /// + /// 用户ID + /// 通知类型 + /// 通知标题 + /// 通知内容 + /// 相关数据 + public Notification(Guid userId, NotificationType notificationType, string title, string content, string? data = null) + { + UserId = userId; + NotificationType = notificationType; + Title = title; + Content = content; + IsRead = false; + Data = data; + ReadAt = null; + } // ============ 导航属性 ============ @@ -66,6 +92,81 @@ public class Notification : BaseEntity /// [ForeignKey("UserId")] public virtual Auth.User User { get; set; } = null!; + + // ============ 工厂方法 ============ + + /// + /// 创建新通知 - 工厂方法 + /// + /// 用户ID + /// 通知类型 + /// 通知标题 + /// 通知内容 + /// 相关数据 + /// 新通知实例 + public static Notification CreateNotification(Guid userId, NotificationType notificationType, + string title, string content, string? data = null) + { + if (userId == Guid.Empty) + throw new ArgumentException("用户ID不能为空", nameof(userId)); + if (string.IsNullOrWhiteSpace(title)) + throw new ArgumentException("通知标题不能为空", nameof(title)); + if (string.IsNullOrWhiteSpace(content)) + throw new ArgumentException("通知内容不能为空", nameof(content)); + + return new Notification(userId, notificationType, title, content, data); + } + + // ============ 业务方法 ============ + + /// + /// 标记为已读 + /// + public void MarkAsRead() + { + if (!IsRead) + { + IsRead = true; + ReadAt = DateTime.UtcNow; + } + } + + /// + /// 标记为未读 + /// + public void MarkAsUnread() + { + if (IsRead) + { + IsRead = false; + ReadAt = null; + } + } + + /// + /// 检查通知是否过期(创建超过30天) + /// + /// 是否过期 + public bool IsExpired() + { + return (DateTime.UtcNow - CreatedAt).TotalDays > 30; + } + + /// + /// 获取通知类型的显示名称 + /// + /// 类型名称 + public string GetNotificationTypeName() + { + return NotificationType switch + { + NotificationType.System => "系统通知", + NotificationType.RankingChange => "排名变化", + NotificationType.Achievement => "成就解锁", + NotificationType.GameResult => "游戏结果", + _ => "未知类型" + }; + } } /// diff --git a/backend/src/CollabApp.Domain/Entities/README.md b/backend/src/CollabApp.Domain/Entities/README.md deleted file mode 100644 index 38807fe..0000000 --- a/backend/src/CollabApp.Domain/Entities/README.md +++ /dev/null @@ -1,30 +0,0 @@ -# 实体层 (Entities) - -## 目的 -存放领域实体,代表业务核心概念和业务规则。 - -## 内容 -- **实体类**: 具有唯一标识的业务对象 -- **聚合根**: 管理聚合边界内的一致性 -- **业务规则**: 实体内部的业务逻辑和约束 - -## 特点 -- 具有唯一标识 (ID) -- 包含业务行为和规则 -- 生命周期由业务决定 -- 不依赖于外部技术实现 - -## 示例 -```csharp -public class User : Entity -{ - public string Name { get; private set; } - public Email Email { get; private set; } - - public void UpdateEmail(Email newEmail) - { - // 业务规则验证 - Email = newEmail; - } -} -``` diff --git a/backend/src/CollabApp.Domain/Entities/Ranking.cs b/backend/src/CollabApp.Domain/Entities/Ranking.cs index e57235f..e9bf191 100644 --- a/backend/src/CollabApp.Domain/Entities/Ranking.cs +++ b/backend/src/CollabApp.Domain/Entities/Ranking.cs @@ -15,7 +15,7 @@ public class Ranking : BaseEntity /// [Required] [Column("user_id")] - public Guid UserId { get; set; } + public Guid UserId { get; private set; } /// /// 排行榜类型 - 排名的计算依据 @@ -23,33 +23,60 @@ public class Ranking : BaseEntity /// [Required] [Column("ranking_type")] - public RankingType RankingType { get; set; } + public RankingType RankingType { get; private set; } /// /// 当前排名 - 用户在该排行榜中的位次 /// 数值越小排名越高,1为第一名 /// [Column("current_rank")] - public int CurrentRank { get; set; } + public int CurrentRank { get; private set; } /// /// 分数 - 用于排名计算的分数值 /// 具体含义根据排行榜类型而定 /// [Column("score")] - public int Score { get; set; } + public int Score { get; private set; } /// /// 统计周期开始时间 - 该排行榜统计的起始时间 /// [Column("period_start")] - public DateTime PeriodStart { get; set; } + public DateTime PeriodStart { get; private set; } /// /// 统计周期结束时间 - 该排行榜统计的结束时间 /// [Column("period_end")] - public DateTime PeriodEnd { get; set; } + public DateTime PeriodEnd { get; private set; } + + // ============ 构造函数 ============ + + /// + /// 无参构造函数 - EF Core 必需 + /// + public Ranking() { } + + /// + /// 有参构造函数 - 创建排行榜记录 + /// + /// 用户ID + /// 排行榜类型 + /// 当前排名 + /// 分数 + /// 统计周期开始时间 + /// 统计周期结束时间 + public Ranking(Guid userId, RankingType rankingType, int currentRank, int score, + DateTime periodStart, DateTime periodEnd) + { + UserId = userId; + RankingType = rankingType; + CurrentRank = currentRank; + Score = score; + PeriodStart = periodStart; + PeriodEnd = periodEnd; + } // ============ 导航属性 ============ @@ -58,6 +85,139 @@ public class Ranking : BaseEntity /// [ForeignKey("UserId")] public virtual Auth.User User { get; set; } = null!; + + // ============ 工厂方法 ============ + + /// + /// 创建排行榜记录 - 工厂方法 + /// + /// 用户ID + /// 排行榜类型 + /// 当前排名 + /// 分数 + /// 统计周期开始时间 + /// 统计周期结束时间 + /// 新的排行榜记录实例 + public static Ranking CreateRanking(Guid userId, RankingType rankingType, int currentRank, + int score, DateTime periodStart, DateTime periodEnd) + { + if (userId == Guid.Empty) + throw new ArgumentException("用户ID不能为空", nameof(userId)); + if (currentRank <= 0) + throw new ArgumentException("排名必须大于0", nameof(currentRank)); + if (score < 0) + throw new ArgumentException("分数不能为负数", nameof(score)); + if (periodStart >= periodEnd) + throw new ArgumentException("统计周期开始时间必须早于结束时间"); + + return new Ranking(userId, rankingType, currentRank, score, periodStart, periodEnd); + } + + /// + /// 创建当前周期排行榜记录 - 工厂方法 + /// + /// 用户ID + /// 排行榜类型 + /// 当前排名 + /// 分数 + /// 新的排行榜记录实例 + public static Ranking CreateCurrentPeriodRanking(Guid userId, RankingType rankingType, + int currentRank, int score) + { + var (periodStart, periodEnd) = GetCurrentPeriod(rankingType); + return CreateRanking(userId, rankingType, currentRank, score, periodStart, periodEnd); + } + + // ============ 业务方法 ============ + + /// + /// 更新排名和分数 + /// + /// 新排名 + /// 新分数 + public void UpdateRanking(int newRank, int newScore) + { + if (newRank <= 0) + throw new ArgumentException("排名必须大于0", nameof(newRank)); + if (newScore < 0) + throw new ArgumentException("分数不能为负数", nameof(newScore)); + + CurrentRank = newRank; + Score = newScore; + } + + /// + /// 检查排行榜是否在当前统计周期内 + /// + /// 是否为当前周期 + public bool IsCurrentPeriod() + { + var now = DateTime.UtcNow; + return now >= PeriodStart && now <= PeriodEnd; + } + + /// + /// 获取排行榜类型显示名称 + /// + /// 类型名称 + public string GetRankingTypeName() + { + return RankingType switch + { + RankingType.TotalScore => "总积分排行榜", + RankingType.WeeklyScore => "周积分排行榜", + RankingType.MonthlyScore => "月积分排行榜", + RankingType.WinRate => "胜率排行榜", + RankingType.Activity => "活跃度排行榜", + _ => "未知排行榜" + }; + } + + /// + /// 获取指定排行榜类型的当前统计周期 + /// + /// 排行榜类型 + /// 统计周期的开始和结束时间 + private static (DateTime Start, DateTime End) GetCurrentPeriod(RankingType rankingType) + { + var now = DateTime.UtcNow; + + return rankingType switch + { + RankingType.WeeklyScore => GetWeeklyPeriod(now), + RankingType.MonthlyScore => GetMonthlyPeriod(now), + RankingType.TotalScore or RankingType.WinRate or RankingType.Activity => + (DateTime.MinValue, DateTime.MaxValue), + _ => throw new ArgumentException($"不支持的排行榜类型: {rankingType}") + }; + } + + /// + /// 获取周排行榜的统计周期(周一到周日) + /// + /// 基准日期 + /// 周期开始和结束时间 + private static (DateTime Start, DateTime End) GetWeeklyPeriod(DateTime date) + { + var dayOfWeek = (int)date.DayOfWeek; + var monday = date.AddDays(-(dayOfWeek == 0 ? 6 : dayOfWeek - 1)).Date; + var sunday = monday.AddDays(6).Date.AddDays(1).AddTicks(-1); + + return (monday, sunday); + } + + /// + /// 获取月排行榜的统计周期 + /// + /// 基准日期 + /// 周期开始和结束时间 + private static (DateTime Start, DateTime End) GetMonthlyPeriod(DateTime date) + { + var firstDay = new DateTime(date.Year, date.Month, 1); + var lastDay = firstDay.AddMonths(1).AddTicks(-1); + + return (firstDay, lastDay); + } } /// diff --git a/backend/src/CollabApp.Domain/Entities/RankingHistory.cs b/backend/src/CollabApp.Domain/Entities/RankingHistory.cs index 2e792de..13e47eb 100644 --- a/backend/src/CollabApp.Domain/Entities/RankingHistory.cs +++ b/backend/src/CollabApp.Domain/Entities/RankingHistory.cs @@ -15,32 +15,56 @@ public class RankingHistory : BaseEntity /// [Required] [Column("user_id")] - public Guid UserId { get; set; } + public Guid UserId { get; private set; } /// /// 排行榜类型 - 历史记录对应的排行榜类型 /// [Required] [Column("ranking_type")] - public RankingType RankingType { get; set; } + public RankingType RankingType { get; private set; } /// /// 排名 - 该时间点的用户排名 /// [Column("rank")] - public int Rank { get; set; } + public int Rank { get; private set; } /// /// 分数 - 该时间点的用户分数 /// [Column("score")] - public int Score { get; set; } + public int Score { get; private set; } /// /// 记录时间 - 该排名记录的时间点 /// [Column("recorded_at")] - public DateTime RecordedAt { get; set; } = DateTime.UtcNow; + public DateTime RecordedAt { get; private set; } = DateTime.UtcNow; + + // ============ 构造函数 ============ + + /// + /// 无参构造函数 - EF Core 必需 + /// + public RankingHistory() { } + + /// + /// 有参构造函数 - 创建排名历史记录 + /// + /// 用户ID + /// 排行榜类型 + /// 排名 + /// 分数 + /// 记录时间 + public RankingHistory(Guid userId, RankingType rankingType, int rank, int score, DateTime? recordedAt = null) + { + UserId = userId; + RankingType = rankingType; + Rank = rank; + Score = score; + RecordedAt = recordedAt ?? DateTime.UtcNow; + } // ============ 导航属性 ============ @@ -49,4 +73,123 @@ public class RankingHistory : BaseEntity /// [ForeignKey("UserId")] public virtual Auth.User User { get; set; } = null!; + + // ============ 工厂方法 ============ + + /// + /// 创建排名历史记录 - 工厂方法 + /// + /// 用户ID + /// 排行榜类型 + /// 排名 + /// 分数 + /// 记录时间(可选,默认为当前时间) + /// 新的排名历史记录实例 + public static RankingHistory CreateRankingHistory(Guid userId, RankingType rankingType, + int rank, int score, DateTime? recordedAt = null) + { + if (userId == Guid.Empty) + throw new ArgumentException("用户ID不能为空", nameof(userId)); + if (rank <= 0) + throw new ArgumentException("排名必须大于0", nameof(rank)); + if (score < 0) + throw new ArgumentException("分数不能为负数", nameof(score)); + + return new RankingHistory(userId, rankingType, rank, score, recordedAt); + } + + /// + /// 从排行榜记录创建历史记录 - 工厂方法 + /// + /// 排行榜记录 + /// 记录时间(可选,默认为当前时间) + /// 新的排名历史记录实例 + public static RankingHistory CreateFromRanking(Ranking ranking, DateTime? recordedAt = null) + { + if (ranking == null) + throw new ArgumentNullException(nameof(ranking), "排行榜记录不能为空"); + + return CreateRankingHistory(ranking.UserId, ranking.RankingType, ranking.CurrentRank, + ranking.Score, recordedAt); + } + + // ============ 业务方法 ============ + + /// + /// 检查记录是否在指定时间范围内 + /// + /// 开始时间 + /// 结束时间 + /// 是否在范围内 + public bool IsWithinTimeRange(DateTime startTime, DateTime endTime) + { + return RecordedAt >= startTime && RecordedAt <= endTime; + } + + /// + /// 获取记录距今的天数 + /// + /// 天数 + public int GetDaysFromNow() + { + return (DateTime.UtcNow - RecordedAt).Days; + } + + /// + /// 检查记录是否过期(超过指定天数) + /// + /// 天数阈值 + /// 是否过期 + public bool IsExpired(int days = 90) + { + return GetDaysFromNow() > days; + } + + /// + /// 比较两个历史记录的排名变化 + /// + /// 另一个历史记录 + /// 排名变化(正数表示排名上升,负数表示下降) + public int CompareRankingChange(RankingHistory other) + { + if (other == null) + throw new ArgumentNullException(nameof(other)); + if (other.UserId != UserId || other.RankingType != RankingType) + throw new ArgumentException("只能比较同一用户同一类型的排名记录"); + + // 排名数字越小排名越高,所以这里是反向计算 + return other.Rank - Rank; + } + + /// + /// 比较两个历史记录的分数变化 + /// + /// 另一个历史记录 + /// 分数变化 + public int CompareScoreChange(RankingHistory other) + { + if (other == null) + throw new ArgumentNullException(nameof(other)); + if (other.UserId != UserId || other.RankingType != RankingType) + throw new ArgumentException("只能比较同一用户同一类型的排名记录"); + + return Score - other.Score; + } + + /// + /// 获取排行榜类型显示名称 + /// + /// 类型名称 + public string GetRankingTypeName() + { + return RankingType switch + { + RankingType.TotalScore => "总积分排行榜", + RankingType.WeeklyScore => "周积分排行榜", + RankingType.MonthlyScore => "月积分排行榜", + RankingType.WinRate => "胜率排行榜", + RankingType.Activity => "活跃度排行榜", + _ => "未知排行榜" + }; + } } diff --git a/backend/src/CollabApp.Domain/Entities/Room/Room.cs b/backend/src/CollabApp.Domain/Entities/Room/Room.cs index ecbe78f..6ed2eef 100644 --- a/backend/src/CollabApp.Domain/Entities/Room/Room.cs +++ b/backend/src/CollabApp.Domain/Entities/Room/Room.cs @@ -16,51 +16,80 @@ public class Room : BaseEntity [Required] [MaxLength(100)] [Column("name")] - public string Name { get; set; } = string.Empty; + public string Name { get; private set; } = string.Empty; /// /// 房主用户ID - 外键,指向创建房间的用户 /// [Required] [Column("owner_id")] - public Guid OwnerId { get; set; } + public Guid OwnerId { get; private set; } /// /// 最大玩家数 - 房间可容纳的最大玩家数量 /// [Column("max_players")] - public int MaxPlayers { get; set; } = 4; + public int MaxPlayers { get; private set; } = 4; /// /// 当前玩家数 - 房间内当前的玩家数量,通过触发器自动更新 /// [Column("current_players")] - public int CurrentPlayers { get; set; } = 0; + public int CurrentPlayers { get; private set; } = 0; /// /// 房间密码 - 私有房间的进入密码,为空则表示公开房间 /// [MaxLength(255)] [Column("password")] - public string? Password { get; set; } + public string? Password { get; private set; } /// /// 是否私有房间 - 私有房间不会在房间列表中显示 /// [Column("is_private")] - public bool IsPrivate { get; set; } = false; + public bool IsPrivate { get; private set; } = false; /// /// 房间状态 - 等待中、游戏中、已结束 /// [Column("status")] - public RoomStatus Status { get; set; } = RoomStatus.Waiting; + public RoomStatus Status { get; private set; } = RoomStatus.Waiting; /// /// 房间设置 - JSON格式存储房间的自定义配置 /// [Column("settings", TypeName = "json")] - public string? Settings { get; set; } + public string? Settings { get; private set; } + + // ============ 构造函数 ============ + + /// + /// 无参构造函数 - EF Core 必需 + /// + public Room() { } + + /// + /// 有参构造函数 - 创建新房间 + /// + /// 房间名称 + /// 房主用户ID + /// 最大玩家数 + /// 房间密码 + /// 是否私有房间 + /// 房间设置 + public Room(string name, Guid ownerId, int maxPlayers = 4, string? password = null, + bool isPrivate = false, string? settings = null) + { + Name = name; + OwnerId = ownerId; + MaxPlayers = maxPlayers; + CurrentPlayers = 0; + Password = password; + IsPrivate = isPrivate; + Status = RoomStatus.Waiting; + Settings = settings; + } // ============ 导航属性 ============ @@ -84,6 +113,154 @@ public class Room : BaseEntity /// 房间内进行的游戏列表 - 一对多关系 /// public virtual ICollection Games { get; set; } = new List(); + + // ============ 工厂方法 ============ + + /// + /// 创建新房间 - 工厂方法 + /// + /// 房间名称 + /// 房主用户ID + /// 最大玩家数 + /// 房间密码 + /// 是否私有房间 + /// 房间设置 + /// 新房间实例 + public static Room CreateRoom(string name, Guid ownerId, int maxPlayers = 4, + string? password = null, bool isPrivate = false, string? settings = null) + { + if (string.IsNullOrWhiteSpace(name)) + throw new ArgumentException("房间名称不能为空", nameof(name)); + if (ownerId == Guid.Empty) + throw new ArgumentException("房主ID不能为空", nameof(ownerId)); + if (maxPlayers < 2 || maxPlayers > 8) + throw new ArgumentException("最大玩家数必须在2-8之间", nameof(maxPlayers)); + + return new Room(name, ownerId, maxPlayers, password, isPrivate, settings); + } + + // ============ 业务方法 ============ + + /// + /// 更新房间信息 + /// + /// 新房间名称 + /// 新最大玩家数 + /// 新密码 + /// 是否私有 + /// 新设置 + public void UpdateRoomInfo(string? name = null, int? maxPlayers = null, + string? password = null, bool? isPrivate = null, string? settings = null) + { + if (Status != RoomStatus.Waiting) + throw new InvalidOperationException("只能在等待状态下修改房间信息"); + + if (!string.IsNullOrWhiteSpace(name)) + Name = name; + + if (maxPlayers.HasValue) + { + if (maxPlayers.Value < 2 || maxPlayers.Value > 8) + throw new ArgumentException("最大玩家数必须在2-8之间"); + if (maxPlayers.Value < CurrentPlayers) + throw new ArgumentException("最大玩家数不能小于当前玩家数"); + MaxPlayers = maxPlayers.Value; + } + + if (password != null) + Password = string.IsNullOrWhiteSpace(password) ? null : password; + + if (isPrivate.HasValue) + IsPrivate = isPrivate.Value; + + if (settings != null) + Settings = settings; + } + + /// + /// 增加当前玩家数 + /// + public void IncrementPlayerCount() + { + if (CurrentPlayers >= MaxPlayers) + throw new InvalidOperationException("房间已满"); + + CurrentPlayers++; + } + + /// + /// 减少当前玩家数 + /// + public void DecrementPlayerCount() + { + if (CurrentPlayers <= 0) + throw new InvalidOperationException("房间内没有玩家"); + + CurrentPlayers--; + } + + /// + /// 开始游戏 + /// + public void StartGame() + { + if (Status != RoomStatus.Waiting) + throw new InvalidOperationException("只能在等待状态下开始游戏"); + if (CurrentPlayers < 2) + throw new InvalidOperationException("至少需要2名玩家才能开始游戏"); + + Status = RoomStatus.Playing; + } + + /// + /// 结束游戏 + /// + public void FinishGame() + { + if (Status != RoomStatus.Playing) + throw new InvalidOperationException("只能在游戏状态下结束游戏"); + + Status = RoomStatus.Finished; + } + + /// + /// 重置房间状态 + /// + public void ResetToWaiting() + { + Status = RoomStatus.Waiting; + } + + /// + /// 检查密码 + /// + /// 要验证的密码 + /// 密码是否正确 + public bool CheckPassword(string? password) + { + // 如果房间没有密码,任何输入都视为正确 + if (string.IsNullOrEmpty(Password)) + return true; + + // 如果房间有密码,必须完全匹配 + return Password.Equals(password, StringComparison.Ordinal); + } + + /// + /// 检查房间是否已满 + /// + /// 房间是否已满 + public bool IsFull() => CurrentPlayers >= MaxPlayers; + + /// + /// 检查是否可以加入房间 + /// + /// 密码 + /// 是否可以加入 + public bool CanJoin(string? password = null) + { + return Status == RoomStatus.Waiting && !IsFull() && CheckPassword(password); + } } /// diff --git a/backend/src/CollabApp.Domain/Entities/Room/RoomMessage.cs b/backend/src/CollabApp.Domain/Entities/Room/RoomMessage.cs index 10f0457..7de3831 100644 --- a/backend/src/CollabApp.Domain/Entities/Room/RoomMessage.cs +++ b/backend/src/CollabApp.Domain/Entities/Room/RoomMessage.cs @@ -14,27 +14,49 @@ public class RoomMessage : BaseEntity /// [Required] [Column("room_id")] - public Guid RoomId { get; set; } + public Guid RoomId { get; private set; } /// /// 发送用户ID - 外键,指向Users表 /// [Required] [Column("user_id")] - public Guid UserId { get; set; } + public Guid UserId { get; private set; } /// /// 消息内容 - 聊天消息的具体文本内容 /// [Required] [Column("message")] - public string Message { get; set; } = string.Empty; + public string Message { get; private set; } = string.Empty; /// /// 消息类型 - 普通文本消息或系统消息 /// [Column("message_type")] - public MessageType MessageType { get; set; } = MessageType.Text; + public MessageType MessageType { get; private set; } = MessageType.Text; + + // ============ 构造函数 ============ + + /// + /// 无参构造函数 - EF Core 必需 + /// + public RoomMessage() { } + + /// + /// 有参构造函数 - 创建房间消息 + /// + /// 房间ID + /// 用户ID + /// 消息内容 + /// 消息类型 + public RoomMessage(Guid roomId, Guid userId, string message, MessageType messageType = MessageType.Text) + { + RoomId = roomId; + UserId = userId; + Message = message; + MessageType = messageType; + } // ============ 导航属性 ============ @@ -49,6 +71,93 @@ public class RoomMessage : BaseEntity /// [ForeignKey("UserId")] public virtual Auth.User User { get; set; } = null!; + + // ============ 工厂方法 ============ + + /// + /// 创建用户消息 - 工厂方法 + /// + /// 房间ID + /// 用户ID + /// 消息内容 + /// 新的用户消息实例 + public static RoomMessage CreateUserMessage(Guid roomId, Guid userId, string message) + { + if (roomId == Guid.Empty) + throw new ArgumentException("房间ID不能为空", nameof(roomId)); + if (userId == Guid.Empty) + throw new ArgumentException("用户ID不能为空", nameof(userId)); + if (string.IsNullOrWhiteSpace(message)) + throw new ArgumentException("消息内容不能为空", nameof(message)); + + return new RoomMessage(roomId, userId, message, MessageType.Text); + } + + /// + /// 创建系统消息 - 工厂方法 + /// + /// 房间ID + /// 系统消息内容 + /// 新的系统消息实例 + public static RoomMessage CreateSystemMessage(Guid roomId, string message) + { + if (roomId == Guid.Empty) + throw new ArgumentException("房间ID不能为空", nameof(roomId)); + if (string.IsNullOrWhiteSpace(message)) + throw new ArgumentException("消息内容不能为空", nameof(message)); + + // 系统消息使用空GUID作为用户ID + return new RoomMessage(roomId, Guid.Empty, message, MessageType.System); + } + + // ============ 业务方法 ============ + + /// + /// 检查是否为系统消息 + /// + /// 是否为系统消息 + public bool IsSystemMessage() => MessageType == MessageType.System; + + /// + /// 检查是否为用户消息 + /// + /// 是否为用户消息 + public bool IsUserMessage() => MessageType == MessageType.Text; + + /// + /// 获取消息长度 + /// + /// 消息字符数 + public int GetMessageLength() => Message?.Length ?? 0; + + /// + /// 检查消息是否包含特定关键词 + /// + /// 关键词 + /// 是否忽略大小写 + /// 是否包含关键词 + public bool ContainsKeyword(string keyword, bool ignoreCase = true) + { + if (string.IsNullOrWhiteSpace(keyword) || string.IsNullOrWhiteSpace(Message)) + return false; + + var comparison = ignoreCase ? StringComparison.OrdinalIgnoreCase : StringComparison.Ordinal; + return Message.Contains(keyword, comparison); + } + + /// + /// 获取消息类型显示名称 + /// + /// 类型名称 + public string GetMessageTypeName() + { + return MessageType switch + { + MessageType.Text => "用户消息", + MessageType.System => "系统消息", + _ => "未知类型" + }; + } } /// diff --git a/backend/src/CollabApp.Domain/Entities/Room/RoomPlayer.cs b/backend/src/CollabApp.Domain/Entities/Room/RoomPlayer.cs index 515ebe6..071b3d7 100644 --- a/backend/src/CollabApp.Domain/Entities/Room/RoomPlayer.cs +++ b/backend/src/CollabApp.Domain/Entities/Room/RoomPlayer.cs @@ -14,33 +14,56 @@ public class RoomPlayer : BaseEntity /// [Required] [Column("room_id")] - public Guid RoomId { get; set; } + public Guid RoomId { get; private set; } /// /// 关联用户ID - 外键,指向Users表 /// [Required] [Column("user_id")] - public Guid UserId { get; set; } + public Guid UserId { get; private set; } /// /// 是否准备就绪 - 玩家是否已准备开始游戏 /// [Column("is_ready")] - public bool IsReady { get; set; } = false; + public bool IsReady { get; private set; } = false; /// /// 加入顺序 - 玩家加入房间的先后顺序,可用于分配颜色等 /// [Column("join_order")] - public int? JoinOrder { get; set; } + public int? JoinOrder { get; private set; } /// /// 玩家颜色 - 十六进制颜色代码,用于游戏中区分不同玩家 /// [MaxLength(7)] [Column("player_color")] - public string? PlayerColor { get; set; } + public string? PlayerColor { get; private set; } + + // ============ 构造函数 ============ + + /// + /// 无参构造函数 - EF Core 必需 + /// + public RoomPlayer() { } + + /// + /// 有参构造函数 - 创建房间玩家记录 + /// + /// 房间ID + /// 用户ID + /// 加入顺序 + /// 玩家颜色 + public RoomPlayer(Guid roomId, Guid userId, int? joinOrder = null, string? playerColor = null) + { + RoomId = roomId; + UserId = userId; + IsReady = false; + JoinOrder = joinOrder; + PlayerColor = playerColor; + } // ============ 导航属性 ============ @@ -55,4 +78,91 @@ public class RoomPlayer : BaseEntity /// [ForeignKey("UserId")] public virtual Auth.User User { get; set; } = null!; + + // ============ 工厂方法 ============ + + /// + /// 创建新的房间玩家记录 - 工厂方法 + /// + /// 房间ID + /// 用户ID + /// 加入顺序 + /// 玩家颜色 + /// 新的房间玩家实例 + public static RoomPlayer CreateRoomPlayer(Guid roomId, Guid userId, int? joinOrder = null, string? playerColor = null) + { + if (roomId == Guid.Empty) + throw new ArgumentException("房间ID不能为空", nameof(roomId)); + if (userId == Guid.Empty) + throw new ArgumentException("用户ID不能为空", nameof(userId)); + + return new RoomPlayer(roomId, userId, joinOrder, playerColor); + } + + // ============ 业务方法 ============ + + /// + /// 设置准备状态 + /// + /// 是否准备 + public void SetReady(bool isReady) + { + IsReady = isReady; + } + + /// + /// 切换准备状态 + /// + public void ToggleReady() + { + IsReady = !IsReady; + } + + /// + /// 设置加入顺序 + /// + /// 加入顺序 + public void SetJoinOrder(int order) + { + if (order < 1) + throw new ArgumentException("加入顺序必须大于0", nameof(order)); + + JoinOrder = order; + } + + /// + /// 设置玩家颜色 + /// + /// 十六进制颜色代码(如:#FF0000) + public void SetPlayerColor(string? color) + { + if (color != null && !IsValidHexColor(color)) + throw new ArgumentException("无效的颜色格式,请使用十六进制格式(如:#FF0000)", nameof(color)); + + PlayerColor = color; + } + + /// + /// 验证十六进制颜色格式 + /// + /// 颜色代码 + /// 是否为有效格式 + private static bool IsValidHexColor(string color) + { + if (string.IsNullOrWhiteSpace(color)) + return false; + + // 必须以#开头,后跟6位十六进制字符 + if (color.Length != 7 || color[0] != '#') + return false; + + for (int i = 1; i < 7; i++) + { + char c = color[i]; + if (!((c >= '0' && c <= '9') || (c >= 'A' && c <= 'F') || (c >= 'a' && c <= 'f'))) + return false; + } + + return true; + } } diff --git a/backend/src/CollabApp.Domain/Repositories/IRepositories.cs b/backend/src/CollabApp.Domain/Repositories/IRepositories.cs new file mode 100644 index 0000000..e69de29 -- Gitee From 38ed3197d5e10adea56ca54c44c2e3106ab12b11 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=E5=90=B4=E4=BD=B3=E5=AE=87=2E?= <2541095587@qq.com> Date: Fri, 15 Aug 2025 16:34:12 +0800 Subject: [PATCH 15/34] =?UTF-8?q?feat=EF=BC=9A=E6=9A=82=E5=AD=98jwt?= =?UTF-8?q?=E9=85=8D=E7=BD=AE=E4=BB=A3=E7=A0=81=EF=BC=8C=E6=9C=AA=E5=AE=8C?= =?UTF-8?q?=E6=88=90=E6=89=80=E6=9C=89?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .../CollabApp.Application/DTOs/JwtSettings.cs | 24 +++++++++++++++++++ 1 file changed, 24 insertions(+) create mode 100644 backend/src/CollabApp.Application/DTOs/JwtSettings.cs diff --git a/backend/src/CollabApp.Application/DTOs/JwtSettings.cs b/backend/src/CollabApp.Application/DTOs/JwtSettings.cs new file mode 100644 index 0000000..81c82b3 --- /dev/null +++ b/backend/src/CollabApp.Application/DTOs/JwtSettings.cs @@ -0,0 +1,24 @@ +namespace CollabApp.Application.DTOs; + +/// +/// Jwt 配置 +/// +public class JwtSettings +{ + /// + /// 密钥 + /// + public string SecretKey { get; set; } + /// + /// 发行者 + /// + public string Issuer { get; set; } + /// + /// 受众 + /// + public string Audience { get; set; } + /// + /// 过期时间 + /// + public int ExpireMinutes { get; set; } +} \ No newline at end of file -- Gitee From a737a0ba684574418c0e1652955ee5f0738f6331 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=E5=90=B4=E4=BD=B3=E5=AE=87=2E?= <2541095587@qq.com> Date: Fri, 15 Aug 2025 16:56:05 +0800 Subject: [PATCH 16/34] =?UTF-8?q?feat=EF=BC=9A=E9=85=8D=E7=BD=AE=E5=A5=BDr?= =?UTF-8?q?edis=E6=9C=8D=E5=8A=A1=E5=B9=B6=E6=B3=A8=E6=9C=8D=E5=8A=A1?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .../Interfaces/IRedisService.cs | 9 +++++++++ .../CollabApp.Infrastructure.csproj | 3 +++ .../ServiceCollectionExtenstion.cs | 12 +++++++++-- .../Services/RedisService.cs | 20 +++++++++++++++++++ 4 files changed, 42 insertions(+), 2 deletions(-) create mode 100644 backend/src/CollabApp.Application/Interfaces/IRedisService.cs create mode 100644 backend/src/CollabApp.Infrastructure/Services/RedisService.cs diff --git a/backend/src/CollabApp.Application/Interfaces/IRedisService.cs b/backend/src/CollabApp.Application/Interfaces/IRedisService.cs new file mode 100644 index 0000000..c2f82d7 --- /dev/null +++ b/backend/src/CollabApp.Application/Interfaces/IRedisService.cs @@ -0,0 +1,9 @@ +namespace CollabApp.Application.Interfaces; + +/// +/// Redis 服务接口 +/// +public interface IRedisService +{ + +} \ No newline at end of file diff --git a/backend/src/CollabApp.Infrastructure/CollabApp.Infrastructure.csproj b/backend/src/CollabApp.Infrastructure/CollabApp.Infrastructure.csproj index 55ff16c..4cca966 100644 --- a/backend/src/CollabApp.Infrastructure/CollabApp.Infrastructure.csproj +++ b/backend/src/CollabApp.Infrastructure/CollabApp.Infrastructure.csproj @@ -15,6 +15,9 @@ + + + diff --git a/backend/src/CollabApp.Infrastructure/ServiceCollectionExtenstion.cs b/backend/src/CollabApp.Infrastructure/ServiceCollectionExtenstion.cs index bbc7da8..af0759a 100644 --- a/backend/src/CollabApp.Infrastructure/ServiceCollectionExtenstion.cs +++ b/backend/src/CollabApp.Infrastructure/ServiceCollectionExtenstion.cs @@ -1,3 +1,11 @@ +using CollabApp.Application.DTOs; +using CollabApp.Application.Interfaces; +using Microsoft.EntityFrameworkCore; +using Microsoft.Extensions.Configuration; +using Microsoft.Extensions.DependencyInjection; +using CollabApp.Infrastructure.Data; +using CollabApp.Infrastructure.Services; + namespace CollabApp.Infrastructure; /// @@ -10,8 +18,8 @@ public static class ServiceCollectionExtenstion //获取PostgreSql连接字符串 var connString = configuration.GetConnectionString("pgsql"); - //注册 AppDbContext,配置使用 PostgreSQL 数据库 - services.AddDbContext(options => + //注册 ApplicationDbContext,配置使用 PostgreSQL 数据库 + services.AddDbContext(options => { options.UseNpgsql(connString); }); diff --git a/backend/src/CollabApp.Infrastructure/Services/RedisService.cs b/backend/src/CollabApp.Infrastructure/Services/RedisService.cs new file mode 100644 index 0000000..5254a6f --- /dev/null +++ b/backend/src/CollabApp.Infrastructure/Services/RedisService.cs @@ -0,0 +1,20 @@ +using CollabApp.Application.Interfaces; +using StackExchange.Redis; + +namespace CollabApp.Infrastructure.Services; + +/// +/// Redis 服务 +/// +public class RedisService : IRedisService +{ + private readonly ConnectionMultiplexer _redis; + private readonly IDatabase _db; + + //依赖注入 + public RedisService(string connString) + { + _redis = ConnectionMultiplexer.Connect(connString); + _db = _redis.GetDatabase(); + } +} \ No newline at end of file -- Gitee From f43e6d6528c7c6b413ac3b70f9886259d67f8246 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=E6=B2=88=E8=82=B2=E6=9E=97?= <2921544609@qq.com> Date: Fri, 15 Aug 2025 17:20:45 +0800 Subject: [PATCH 17/34] =?UTF-8?q?=E5=AE=9E=E7=8E=B0=E4=BB=93=E5=82=A8?= =?UTF-8?q?=E6=8E=A5=E5=8F=A3=EF=BC=8C=E9=9C=80=E8=A6=81=E8=AF=B7=E8=87=AA?= =?UTF-8?q?=E5=8F=96?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .../Repositories/IGenericRepository.cs | 148 ++++++++++++++++++ .../Repositories/IRepositories.cs | 0 .../CollabApp.Domain/Repositories/README.md | 28 ---- 3 files changed, 148 insertions(+), 28 deletions(-) create mode 100644 backend/src/CollabApp.Domain/Repositories/IGenericRepository.cs delete mode 100644 backend/src/CollabApp.Domain/Repositories/IRepositories.cs delete mode 100644 backend/src/CollabApp.Domain/Repositories/README.md diff --git a/backend/src/CollabApp.Domain/Repositories/IGenericRepository.cs b/backend/src/CollabApp.Domain/Repositories/IGenericRepository.cs new file mode 100644 index 0000000..cc67cb9 --- /dev/null +++ b/backend/src/CollabApp.Domain/Repositories/IGenericRepository.cs @@ -0,0 +1,148 @@ +using System; +using System.Collections.Generic; +using System.Linq.Expressions; +using System.Threading.Tasks; +using CollabApp.Domain.Entities; + +namespace CollabApp.Domain.Repositories; + +/// +/// 通用仓储接口 +/// 提供基本的增删改查、条件查询、分页查询等功能 +/// +/// 实体类型,必须继承BaseEntity +public interface IRepository where T : BaseEntity +{ + // ============ 查询操作 ============ + + /// + /// 根据ID查询实体 + /// + /// 实体ID + /// 实体,如果不存在则返回null + Task GetByIdAsync(Guid id); + + /// + /// 获取所有实体 + /// + /// 所有实体集合 + Task> GetAllAsync(); + + /// + /// 根据条件查询单个实体 + /// + /// 查询条件 + /// 符合条件的第一个实体,如果不存在则返回null + Task GetSingleAsync(Expression> predicate); + + /// + /// 根据条件查询多个实体 + /// + /// 查询条件 + /// 符合条件的实体集合 + Task> GetManyAsync(Expression> predicate); + + /// + /// 分页查询数据 + /// + /// 查询条件表达式 + /// 页码(从0开始) + /// 每页数据量 + /// 返回分页后的数据集合和总数 + Task<(IEnumerable Items, int TotalCount)> GetPagedAsync( + Expression> predicate, + int pageIndex, + int pageSize); + + /// + /// 分页查询所有数据 + /// + /// 页码(从0开始) + /// 每页数据量 + /// 返回分页后的数据集合和总数 + Task<(IEnumerable Items, int TotalCount)> GetPagedAsync( + int pageIndex, + int pageSize); + + /// + /// 检查是否存在符合条件的实体 + /// + /// 查询条件 + /// 是否存在 + Task ExistsAsync(Expression> predicate); + + /// + /// 根据条件获取数据条数 + /// + /// 查询条件表达式 + /// 返回符合条件的数据条数 + Task CountAsync(Expression> predicate); + + /// + /// 获取所有数据的总数 + /// + /// 返回所有数据的总条数 + Task CountAllAsync(); + + // ============ 增加操作 ============ + + /// + /// 添加单个实体 + /// + /// 要添加的实体 + Task AddAsync(T entity); + + /// + /// 批量添加实体 + /// + /// 要添加的实体集合 + Task AddRangeAsync(IEnumerable entities); + + // ============ 更新操作 ============ + + /// + /// 更新单个实体 + /// + /// 要更新的实体 + Task UpdateAsync(T entity); + + /// + /// 批量更新实体 + /// + /// 要更新的实体集合 + Task UpdateRangeAsync(IEnumerable entities); + + // ============ 删除操作 ============ + + /// + /// 删除单个实体(软删除,设置IsDeleted=true) + /// + /// 要删除的实体 + Task DeleteAsync(T entity); + + /// + /// 根据ID删除实体(软删除) + /// + /// 实体ID + Task DeleteAsync(Guid id); + + /// + /// 批量删除实体(软删除) + /// + /// 要删除的实体集合 + Task DeleteRangeAsync(IEnumerable entities); + + /// + /// 根据条件批量删除实体(软删除) + /// + /// 删除条件 + Task DeleteWhereAsync(Expression> predicate); + + // ============ 工作单元操作 ============ + + /// + /// 保存所有更改到数据库 + /// + /// 受影响的记录数 + Task SaveChangesAsync(); +} \ No newline at end of file diff --git a/backend/src/CollabApp.Domain/Repositories/IRepositories.cs b/backend/src/CollabApp.Domain/Repositories/IRepositories.cs deleted file mode 100644 index e69de29..0000000 diff --git a/backend/src/CollabApp.Domain/Repositories/README.md b/backend/src/CollabApp.Domain/Repositories/README.md deleted file mode 100644 index ba8da09..0000000 --- a/backend/src/CollabApp.Domain/Repositories/README.md +++ /dev/null @@ -1,28 +0,0 @@ -# 仓储接口层 (Repositories) - -## 目的 -定义数据访问的抽象接口,遵循依赖倒置原则。 - -## 内容 -- **仓储接口**: 定义数据访问操作的契约 -- **规约模式**: 复杂查询条件的封装 -- **聚合仓储**: 针对聚合根的数据访问接口 - -## 特点 -- 只定义接口,不包含实现 -- 面向聚合根设计 -- 隐藏底层数据访问细节 -- 支持单元测试的可测试性 - -## 示例 -```csharp -public interface IUserRepository -{ - Task GetByIdAsync(UserId id); - Task GetByEmailAsync(Email email); - Task AddAsync(User user); - Task UpdateAsync(User user); - Task DeleteAsync(User user); - Task ExistsAsync(UserId id); -} -``` -- Gitee From 50244a7285c7f4dbf86bd27dff02476f7b3ce8cd Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=E5=90=B4=E4=BD=B3=E5=AE=87=2E?= <2541095587@qq.com> Date: Fri, 15 Aug 2025 17:25:38 +0800 Subject: [PATCH 18/34] =?UTF-8?q?feat=EF=BC=9A=E5=AE=8C=E6=88=90jwt?= =?UTF-8?q?=E6=9C=8D=E5=8A=A1=E9=85=8D=E7=BD=AE=E5=B9=B6=E6=B3=A8=E5=86=8C?= =?UTF-8?q?=E5=88=B0=E5=9F=BA=E7=A1=80=E8=AE=BE=E6=96=BD=E5=B1=82=E7=9A=84?= =?UTF-8?q?=E6=89=A9=E5=B1=95=E6=96=B9=E6=B3=95=EF=BC=8C=E4=BD=86=E6=9C=AA?= =?UTF-8?q?=E5=B0=86=E6=89=A9=E5=B1=95=E6=96=B9=E6=B3=95=E6=B3=A8=E5=86=8C?= =?UTF-8?q?=E5=88=B0=E4=B8=BB=E5=85=A5=E5=8F=A3=E6=96=87=E4=BB=B6?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .../CollabApp.Application/DTOs/JwtSettings.cs | 8 ++-- .../Interfaces/IJwtTokenService.cs | 15 ++++++ .../ServiceCollectionExtenstion.cs | 3 ++ .../Services/JwtTokenService.cs | 46 +++++++++++++++++++ 4 files changed, 68 insertions(+), 4 deletions(-) create mode 100644 backend/src/CollabApp.Application/Interfaces/IJwtTokenService.cs create mode 100644 backend/src/CollabApp.Infrastructure/Services/JwtTokenService.cs diff --git a/backend/src/CollabApp.Application/DTOs/JwtSettings.cs b/backend/src/CollabApp.Application/DTOs/JwtSettings.cs index 81c82b3..027488f 100644 --- a/backend/src/CollabApp.Application/DTOs/JwtSettings.cs +++ b/backend/src/CollabApp.Application/DTOs/JwtSettings.cs @@ -8,17 +8,17 @@ public class JwtSettings /// /// 密钥 /// - public string SecretKey { get; set; } + public string SecretKey { get; set; } = string.Empty; /// /// 发行者 /// - public string Issuer { get; set; } + public string Issuer { get; set; } = string.Empty; /// /// 受众 /// - public string Audience { get; set; } + public string Audience { get; set; } = string.Empty; /// /// 过期时间 /// - public int ExpireMinutes { get; set; } + public int ExpireMinutes { get; set; } = 120; } \ No newline at end of file diff --git a/backend/src/CollabApp.Application/Interfaces/IJwtTokenService.cs b/backend/src/CollabApp.Application/Interfaces/IJwtTokenService.cs new file mode 100644 index 0000000..13cbe19 --- /dev/null +++ b/backend/src/CollabApp.Application/Interfaces/IJwtTokenService.cs @@ -0,0 +1,15 @@ +namespace CollabApp.Application.Interfaces; + +/// +/// JWT令牌服务接口 +/// +public interface IJwtTokenService +{ + /// + /// 生成JWT令牌 + /// + /// 用户ID + /// 用户名 + /// JWT令牌 + string GenerateToken(Guid userId, string userName); +} \ No newline at end of file diff --git a/backend/src/CollabApp.Infrastructure/ServiceCollectionExtenstion.cs b/backend/src/CollabApp.Infrastructure/ServiceCollectionExtenstion.cs index af0759a..f5fb9fe 100644 --- a/backend/src/CollabApp.Infrastructure/ServiceCollectionExtenstion.cs +++ b/backend/src/CollabApp.Infrastructure/ServiceCollectionExtenstion.cs @@ -15,6 +15,9 @@ public static class ServiceCollectionExtenstion { public static IServiceCollection AddInfrastructure(this IServiceCollection services, IConfiguration configuration) { + + //注册JwtTokenService + services.AddSingleton(); //获取PostgreSql连接字符串 var connString = configuration.GetConnectionString("pgsql"); diff --git a/backend/src/CollabApp.Infrastructure/Services/JwtTokenService.cs b/backend/src/CollabApp.Infrastructure/Services/JwtTokenService.cs new file mode 100644 index 0000000..8b0c3d9 --- /dev/null +++ b/backend/src/CollabApp.Infrastructure/Services/JwtTokenService.cs @@ -0,0 +1,46 @@ +using CollabApp.Application.Interfaces; +using CollabApp.Application.DTOs; +using Microsoft.Extensions.Options; +using Microsoft.IdentityModel.Tokens; +using System; +using System.IdentityModel.Tokens.Jwt; +using System.Security.Claims; +using System.Text; + +namespace CollabApp.Infrastructure.Services; + +/// +/// JWT令牌服务实现 +/// +public class JwtTokenService : IJwtTokenService +{ + private readonly JwtSettings _jwtSettings; + + public JwtTokenService(IOptions jwtSettings) + { + _jwtSettings = jwtSettings.Value; + } + + public string GenerateToken(Guid userId, string userName) + { + var claims = new[] + { + new Claim(JwtRegisteredClaimNames.Sub, userId.ToString()), // Guid 转 string 存储 + new Claim(JwtRegisteredClaimNames.UniqueName, userName), + new Claim(JwtRegisteredClaimNames.Jti, Guid.NewGuid().ToString()) + }; + + var key = new SymmetricSecurityKey(Encoding.UTF8.GetBytes(_jwtSettings.SecretKey)); + var creds = new SigningCredentials(key, SecurityAlgorithms.HmacSha256); + + var token = new JwtSecurityToken( + issuer: _jwtSettings.Issuer, + audience: _jwtSettings.Audience, + claims: claims, + expires: DateTime.UtcNow.AddMinutes(_jwtSettings.ExpireMinutes), + signingCredentials: creds + ); + + return new JwtSecurityTokenHandler().WriteToken(token); + } +} -- Gitee From caa9e9dd3f8683b760a6344dadcb405eaa15da8e Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=E6=B2=88=E8=82=B2=E6=9E=97?= <2921544609@qq.com> Date: Fri, 15 Aug 2025 18:23:33 +0800 Subject: [PATCH 19/34] =?UTF-8?q?=E7=94=A8=E6=88=B7=E5=AE=9E=E4=BD=93?= =?UTF-8?q?=E6=9B=B4=E6=96=B0=EF=BC=8C=E5=85=B6=E4=BB=96=E5=AE=9E=E4=BD=93?= =?UTF-8?q?=E6=9E=84=E9=80=A0=E5=87=BD=E6=95=B0=E7=A7=81=E6=9C=89=E5=8C=96?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .../src/CollabApp.Application/DTOs/README.md | 36 ----- .../Interfaces/README.md | 30 ---- .../CollabApp.Domain/Entities/Auth/User.cs | 132 +++++++++++++++--- .../Entities/Auth/UserStatistics.cs | 6 +- .../CollabApp.Domain/Entities/Game/Game.cs | 6 +- .../Entities/Game/GameAction.cs | 6 +- .../Entities/Game/GamePlayer.cs | 6 +- .../CollabApp.Domain/Entities/Notification.cs | 6 +- .../src/CollabApp.Domain/Entities/Ranking.cs | 6 +- .../Entities/RankingHistory.cs | 6 +- .../CollabApp.Domain/Entities/Room/Room.cs | 6 +- .../Entities/Room/RoomMessage.cs | 6 +- .../Entities/Room/RoomPlayer.cs | 6 +- .../CollabApp.Infrastructure.csproj | 1 - 14 files changed, 139 insertions(+), 120 deletions(-) delete mode 100644 backend/src/CollabApp.Application/DTOs/README.md delete mode 100644 backend/src/CollabApp.Application/Interfaces/README.md diff --git a/backend/src/CollabApp.Application/DTOs/README.md b/backend/src/CollabApp.Application/DTOs/README.md deleted file mode 100644 index 7a27980..0000000 --- a/backend/src/CollabApp.Application/DTOs/README.md +++ /dev/null @@ -1,36 +0,0 @@ -# 数据传输对象层 (DTOs) - -## 目的 -定义应用层与外部系统之间数据传输的契约。 - -## 内容 -- **响应DTO**: 返回给客户端的数据结构 -- **请求DTO**: 接收客户端请求的数据结构 -- **映射配置**: 领域对象与DTO之间的转换规则 - -## 特点 -- 专门为数据传输设计 -- 与领域模型解耦 -- 版本化支持API演进 -- 验证和序列化友好 - -## 示例 -```csharp -public class UserDto -{ - public int Id { get; set; } - public string Name { get; set; } - public string Email { get; set; } - public DateTime CreatedAt { get; set; } -} - -public class CreateUserRequest -{ - [Required] - public string Name { get; set; } - - [Required] - [EmailAddress] - public string Email { get; set; } -} -``` diff --git a/backend/src/CollabApp.Application/Interfaces/README.md b/backend/src/CollabApp.Application/Interfaces/README.md deleted file mode 100644 index 55dd820..0000000 --- a/backend/src/CollabApp.Application/Interfaces/README.md +++ /dev/null @@ -1,30 +0,0 @@ -# 应用服务接口层 (Interfaces) - -## 目的 -定义应用层服务的抽象接口,支持依赖注入和测试。 - -## 内容 -- **应用服务接口**: 定义应用层的服务契约 -- **外部服务接口**: 定义对外部系统的抽象 -- **基础设施接口**: 定义基础设施层的抽象 - -## 特点 -- 遵循接口隔离原则 -- 支持依赖注入 -- 便于单元测试 -- 降低层间耦合 - -## 示例 -```csharp -public interface IEmailService -{ - Task SendEmailAsync(string to, string subject, string body); -} - -public interface ICacheService -{ - Task GetAsync(string key); - Task SetAsync(string key, T value, TimeSpan expiration); - Task RemoveAsync(string key); -} -``` diff --git a/backend/src/CollabApp.Domain/Entities/Auth/User.cs b/backend/src/CollabApp.Domain/Entities/Auth/User.cs index 2d16d49..3d3f695 100644 --- a/backend/src/CollabApp.Domain/Entities/Auth/User.cs +++ b/backend/src/CollabApp.Domain/Entities/Auth/User.cs @@ -1,5 +1,7 @@ using System.ComponentModel.DataAnnotations; using System.ComponentModel.DataAnnotations.Schema; +using System.Security.Cryptography; +using System.Text; namespace CollabApp.Domain.Entities.Auth; @@ -18,13 +20,13 @@ public class User : BaseEntity private User() { } /// - /// 有参构造函数 - 创建新用户 + /// 私有构造函数,仅限工厂方法调用 /// /// 用户名 /// 密码哈希值 /// 密码盐值 /// 游戏昵称 - public User(string username, string passwordHash, string passwordSalt, string nickname) + private User(string username, string passwordHash, string passwordSalt, string nickname) { Username = username; PasswordHash = passwordHash; @@ -192,25 +194,23 @@ public class User : BaseEntity // ============ 工厂方法 ============ /// - /// 创建新用户 - 工厂方法 + /// 创建新用户 - 工厂方法(使用明文密码) /// /// 用户名 - /// 密码哈希值 - /// 密码盐值 + /// 明文密码 /// 游戏昵称 /// 新用户实例 - public static User CreateUser(string username, string passwordHash, string passwordSalt, string nickname) + public static User Create(string username, string plainPassword, string nickname) { if (string.IsNullOrWhiteSpace(username)) throw new ArgumentException("用户名不能为空", nameof(username)); - if (string.IsNullOrWhiteSpace(passwordHash)) - throw new ArgumentException("密码哈希不能为空", nameof(passwordHash)); - if (string.IsNullOrWhiteSpace(passwordSalt)) - throw new ArgumentException("密码盐不能为空", nameof(passwordSalt)); + if (string.IsNullOrWhiteSpace(plainPassword)) + throw new ArgumentException("密码不能为空", nameof(plainPassword)); if (string.IsNullOrWhiteSpace(nickname)) throw new ArgumentException("昵称不能为空", nameof(nickname)); - return new User(username, passwordHash, passwordSalt, nickname); + var (hash, salt) = CreatePasswordHash(plainPassword); + return new User(username, hash, salt, nickname); } // ============ 业务方法 ============ @@ -230,19 +230,19 @@ public class User : BaseEntity } /// - /// 更新密码 + /// 更新密码 - 使用明文密码,自动生成新的盐值和哈希 /// - /// 新密码哈希 - /// 新密码盐 - public void UpdatePassword(string newPasswordHash, string newPasswordSalt) + /// 新明文密码 + public void UpdatePassword(string newPassword) { - if (string.IsNullOrWhiteSpace(newPasswordHash)) - throw new ArgumentException("密码哈希不能为空", nameof(newPasswordHash)); - if (string.IsNullOrWhiteSpace(newPasswordSalt)) - throw new ArgumentException("密码盐不能为空", nameof(newPasswordSalt)); - - PasswordHash = newPasswordHash; - PasswordSalt = newPasswordSalt; + if (string.IsNullOrWhiteSpace(newPassword)) + throw new ArgumentException("密码不能为空", nameof(newPassword)); + + var newSalt = GenerateSalt(); + var newHash = HashPassword(newPassword, newSalt); + + PasswordSalt = newSalt; + PasswordHash = newHash; } /// @@ -255,7 +255,7 @@ public class User : BaseEntity /// 是否记住登录 /// 设备信息 public void SetTokens(string accessToken, string refreshToken, DateTime accessExpires, - DateTime refreshExpires, bool rememberMe = false, string? deviceInfo = null) + DateTime refreshExpires, bool rememberMe = false, string? deviceInfo = null) { AccessToken = accessToken; RefreshToken = refreshToken; @@ -320,6 +320,92 @@ public class User : BaseEntity { Status = UserStatus.Active; } + + // ============ 密码安全方法 ============ + + /// + /// 生成一个随机的密码盐,返回 Base64 字符串 + /// + /// Base64 编码的盐字符串 + private static string GenerateSalt() + { + var bytes = new byte[16]; + using var rng = RandomNumberGenerator.Create(); + rng.GetBytes(bytes); + return Convert.ToBase64String(bytes); + } + + /// + /// 使用 PBKDF2 算法对密码和盐进行加密,返回哈希后的 Base64 字符串 + /// + /// 明文密码 + /// Base64 编码的盐 + /// Base64 编码的哈希密码 + private static string HashPassword(string password, string salt) + { + var saltBytes = Convert.FromBase64String(salt); + using var pbkdf2 = new Rfc2898DeriveBytes(password, saltBytes, 10000, HashAlgorithmName.SHA256); + var hash = pbkdf2.GetBytes(32); // 256位 + return Convert.ToBase64String(hash); + } + + /// + /// 验证密码是否正确 + /// + /// 要验证的密码 + /// 存储的哈希密码 + /// 存储的盐值 + /// 密码是否正确 + public static bool VerifyPassword(string password, string storedHash, string storedSalt) + { + if (string.IsNullOrWhiteSpace(password)) + return false; + if (string.IsNullOrWhiteSpace(storedHash)) + return false; + if (string.IsNullOrWhiteSpace(storedSalt)) + return false; + + try + { + var computedHash = HashPassword(password, storedSalt); + return computedHash.Equals(storedHash, StringComparison.Ordinal); + } + catch + { + // 如果发生任何异常(如盐值格式错误),返回false + return false; + } + } + + /// + /// 验证输入的明文密码是否与当前用户密码一致 + /// + /// 明文密码 + /// 密码是否正确 + public bool VerifyPassword(string plainPassword) + { + if (string.IsNullOrWhiteSpace(plainPassword)) + return false; + + var computedHash = HashPassword(plainPassword, PasswordSalt); + return computedHash.Equals(PasswordHash, StringComparison.Ordinal); + } + + /// + /// 创建用户时生成密码哈希和盐值 - 便捷方法 + /// + /// 原始密码 + /// 包含哈希值和盐值的元组 + public static (string Hash, string Salt) CreatePasswordHash(string password) + { + if (string.IsNullOrWhiteSpace(password)) + throw new ArgumentException("密码不能为空", nameof(password)); + + var salt = GenerateSalt(); + var hash = HashPassword(password, salt); + return (hash, salt); + } + } /// diff --git a/backend/src/CollabApp.Domain/Entities/Auth/UserStatistics.cs b/backend/src/CollabApp.Domain/Entities/Auth/UserStatistics.cs index 15d12a2..24e8eb0 100644 --- a/backend/src/CollabApp.Domain/Entities/Auth/UserStatistics.cs +++ b/backend/src/CollabApp.Domain/Entities/Auth/UserStatistics.cs @@ -79,13 +79,13 @@ public class UserStatistics : BaseEntity /// /// 无参构造函数 - EF Core 必需 /// - public UserStatistics() { } + private UserStatistics() { } /// - /// 有参构造函数 - 初始化统计信息 + /// 私有构造函数 - 仅限工厂方法调用 /// /// 关联用户ID - public UserStatistics(Guid userId) + private UserStatistics(Guid userId) { UserId = userId; TotalGames = 0; diff --git a/backend/src/CollabApp.Domain/Entities/Game/Game.cs b/backend/src/CollabApp.Domain/Entities/Game/Game.cs index 79761c2..b8e973e 100644 --- a/backend/src/CollabApp.Domain/Entities/Game/Game.cs +++ b/backend/src/CollabApp.Domain/Entities/Game/Game.cs @@ -75,17 +75,17 @@ public class Game : BaseEntity /// /// 无参构造函数 - EF Core 必需 /// - public Game() { } + private Game() { } /// - /// 有参构造函数 - 创建新游戏 + /// 私有构造函数 - 仅限工厂方法调用 /// /// 房间ID /// 游戏模式 /// 画布宽度 /// 画布高度 /// 游戏时长 - public Game(Guid roomId, string gameMode = "classic", int canvasWidth = 1000, + private Game(Guid roomId, string gameMode = "classic", int canvasWidth = 1000, int canvasHeight = 1000, int duration = 300) { RoomId = roomId; diff --git a/backend/src/CollabApp.Domain/Entities/Game/GameAction.cs b/backend/src/CollabApp.Domain/Entities/Game/GameAction.cs index 76f2861..a445b2d 100644 --- a/backend/src/CollabApp.Domain/Entities/Game/GameAction.cs +++ b/backend/src/CollabApp.Domain/Entities/Game/GameAction.cs @@ -53,17 +53,17 @@ public class GameAction : BaseEntity /// /// 无参构造函数 - EF Core 必需 /// - public GameAction() { } + private GameAction() { } /// - /// 有参构造函数 - 创建游戏操作记录 + /// 私有构造函数 - 仅限工厂方法调用 /// /// 游戏ID /// 用户ID /// 操作类型 /// 操作数据 /// 时间戳 - public GameAction(Guid gameId, Guid userId, string actionType, string actionData, long timestamp) + private GameAction(Guid gameId, Guid userId, string actionType, string actionData, long timestamp) { GameId = gameId; UserId = userId; diff --git a/backend/src/CollabApp.Domain/Entities/Game/GamePlayer.cs b/backend/src/CollabApp.Domain/Entities/Game/GamePlayer.cs index 1e7aa1e..c154536 100644 --- a/backend/src/CollabApp.Domain/Entities/Game/GamePlayer.cs +++ b/backend/src/CollabApp.Domain/Entities/Game/GamePlayer.cs @@ -75,15 +75,15 @@ public class GamePlayer : BaseEntity /// /// 无参构造函数 - EF Core 必需 /// - public GamePlayer() { } + private GamePlayer() { } /// - /// 有参构造函数 - 创建游戏玩家记录 + /// 私有构造函数 - 仅限工厂方法调用 /// /// 游戏ID /// 用户ID /// 玩家颜色 - public GamePlayer(Guid gameId, Guid userId, string playerColor) + private GamePlayer(Guid gameId, Guid userId, string playerColor) { GameId = gameId; UserId = userId; diff --git a/backend/src/CollabApp.Domain/Entities/Notification.cs b/backend/src/CollabApp.Domain/Entities/Notification.cs index 291500f..0373e20 100644 --- a/backend/src/CollabApp.Domain/Entities/Notification.cs +++ b/backend/src/CollabApp.Domain/Entities/Notification.cs @@ -64,17 +64,17 @@ public class Notification : BaseEntity /// /// 无参构造函数 - EF Core 必需 /// - public Notification() { } + private Notification() { } /// - /// 有参构造函数 - 创建新通知 + /// 私有构造函数 - 仅限工厂方法调用 /// /// 用户ID /// 通知类型 /// 通知标题 /// 通知内容 /// 相关数据 - public Notification(Guid userId, NotificationType notificationType, string title, string content, string? data = null) + private Notification(Guid userId, NotificationType notificationType, string title, string content, string? data = null) { UserId = userId; NotificationType = notificationType; diff --git a/backend/src/CollabApp.Domain/Entities/Ranking.cs b/backend/src/CollabApp.Domain/Entities/Ranking.cs index e9bf191..3296103 100644 --- a/backend/src/CollabApp.Domain/Entities/Ranking.cs +++ b/backend/src/CollabApp.Domain/Entities/Ranking.cs @@ -56,10 +56,10 @@ public class Ranking : BaseEntity /// /// 无参构造函数 - EF Core 必需 /// - public Ranking() { } + private Ranking() { } /// - /// 有参构造函数 - 创建排行榜记录 + /// 私有构造函数 - 仅限工厂方法调用 /// /// 用户ID /// 排行榜类型 @@ -67,7 +67,7 @@ public class Ranking : BaseEntity /// 分数 /// 统计周期开始时间 /// 统计周期结束时间 - public Ranking(Guid userId, RankingType rankingType, int currentRank, int score, + private Ranking(Guid userId, RankingType rankingType, int currentRank, int score, DateTime periodStart, DateTime periodEnd) { UserId = userId; diff --git a/backend/src/CollabApp.Domain/Entities/RankingHistory.cs b/backend/src/CollabApp.Domain/Entities/RankingHistory.cs index 13e47eb..5ffd059 100644 --- a/backend/src/CollabApp.Domain/Entities/RankingHistory.cs +++ b/backend/src/CollabApp.Domain/Entities/RankingHistory.cs @@ -47,17 +47,17 @@ public class RankingHistory : BaseEntity /// /// 无参构造函数 - EF Core 必需 /// - public RankingHistory() { } + private RankingHistory() { } /// - /// 有参构造函数 - 创建排名历史记录 + /// 私有构造函数 - 仅限工厂方法调用 /// /// 用户ID /// 排行榜类型 /// 排名 /// 分数 /// 记录时间 - public RankingHistory(Guid userId, RankingType rankingType, int rank, int score, DateTime? recordedAt = null) + private RankingHistory(Guid userId, RankingType rankingType, int rank, int score, DateTime? recordedAt = null) { UserId = userId; RankingType = rankingType; diff --git a/backend/src/CollabApp.Domain/Entities/Room/Room.cs b/backend/src/CollabApp.Domain/Entities/Room/Room.cs index 6ed2eef..d64bd11 100644 --- a/backend/src/CollabApp.Domain/Entities/Room/Room.cs +++ b/backend/src/CollabApp.Domain/Entities/Room/Room.cs @@ -67,10 +67,10 @@ public class Room : BaseEntity /// /// 无参构造函数 - EF Core 必需 /// - public Room() { } + private Room() { } /// - /// 有参构造函数 - 创建新房间 + /// 私有构造函数 - 仅限工厂方法调用 /// /// 房间名称 /// 房主用户ID @@ -78,7 +78,7 @@ public class Room : BaseEntity /// 房间密码 /// 是否私有房间 /// 房间设置 - public Room(string name, Guid ownerId, int maxPlayers = 4, string? password = null, + private Room(string name, Guid ownerId, int maxPlayers = 4, string? password = null, bool isPrivate = false, string? settings = null) { Name = name; diff --git a/backend/src/CollabApp.Domain/Entities/Room/RoomMessage.cs b/backend/src/CollabApp.Domain/Entities/Room/RoomMessage.cs index 7de3831..ca91341 100644 --- a/backend/src/CollabApp.Domain/Entities/Room/RoomMessage.cs +++ b/backend/src/CollabApp.Domain/Entities/Room/RoomMessage.cs @@ -41,16 +41,16 @@ public class RoomMessage : BaseEntity /// /// 无参构造函数 - EF Core 必需 /// - public RoomMessage() { } + private RoomMessage() { } /// - /// 有参构造函数 - 创建房间消息 + /// 私有构造函数 - 仅限工厂方法调用 /// /// 房间ID /// 用户ID /// 消息内容 /// 消息类型 - public RoomMessage(Guid roomId, Guid userId, string message, MessageType messageType = MessageType.Text) + private RoomMessage(Guid roomId, Guid userId, string message, MessageType messageType = MessageType.Text) { RoomId = roomId; UserId = userId; diff --git a/backend/src/CollabApp.Domain/Entities/Room/RoomPlayer.cs b/backend/src/CollabApp.Domain/Entities/Room/RoomPlayer.cs index 071b3d7..4ce93a2 100644 --- a/backend/src/CollabApp.Domain/Entities/Room/RoomPlayer.cs +++ b/backend/src/CollabApp.Domain/Entities/Room/RoomPlayer.cs @@ -47,16 +47,16 @@ public class RoomPlayer : BaseEntity /// /// 无参构造函数 - EF Core 必需 /// - public RoomPlayer() { } + private RoomPlayer() { } /// - /// 有参构造函数 - 创建房间玩家记录 + /// 私有构造函数 - 仅限工厂方法调用 /// /// 房间ID /// 用户ID /// 加入顺序 /// 玩家颜色 - public RoomPlayer(Guid roomId, Guid userId, int? joinOrder = null, string? playerColor = null) + private RoomPlayer(Guid roomId, Guid userId, int? joinOrder = null, string? playerColor = null) { RoomId = roomId; UserId = userId; diff --git a/backend/src/CollabApp.Infrastructure/CollabApp.Infrastructure.csproj b/backend/src/CollabApp.Infrastructure/CollabApp.Infrastructure.csproj index 4cca966..ee94fdc 100644 --- a/backend/src/CollabApp.Infrastructure/CollabApp.Infrastructure.csproj +++ b/backend/src/CollabApp.Infrastructure/CollabApp.Infrastructure.csproj @@ -11,7 +11,6 @@ runtime; build; native; contentfiles; analyzers; buildtransitive all - -- Gitee From 310732af4321dc76cdbf9fdef4749dfd7024233d Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=E6=B2=88=E8=82=B2=E6=9E=97?= <2921544609@qq.com> Date: Fri, 15 Aug 2025 19:38:39 +0800 Subject: [PATCH 20/34] =?UTF-8?q?feat=EF=BC=9A=E6=B7=BB=E5=8A=A0=E9=80=9A?= =?UTF-8?q?=E7=94=A8=E4=BB=93=E5=82=A8=E5=AE=9E=E7=8E=B0=E5=8F=8A=E9=AB=98?= =?UTF-8?q?=E7=BA=A7=E6=9F=A5=E8=AF=A2=E5=8A=9F=E8=83=BD?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .../Repositories/IGenericRepository.cs | 71 ++- .../Repositories/GenericRepository.cs | 507 ++++++++++++++++++ .../ServiceCollectionExtenstion.cs | 4 + 3 files changed, 581 insertions(+), 1 deletion(-) create mode 100644 backend/src/CollabApp.Infrastructure/Repositories/GenericRepository.cs diff --git a/backend/src/CollabApp.Domain/Repositories/IGenericRepository.cs b/backend/src/CollabApp.Domain/Repositories/IGenericRepository.cs index cc67cb9..6960517 100644 --- a/backend/src/CollabApp.Domain/Repositories/IGenericRepository.cs +++ b/backend/src/CollabApp.Domain/Repositories/IGenericRepository.cs @@ -1,6 +1,7 @@ using System; using System.Collections.Generic; using System.Linq.Expressions; +using System.Threading; using System.Threading.Tasks; using CollabApp.Domain.Entities; @@ -84,6 +85,44 @@ public interface IRepository where T : BaseEntity /// 返回所有数据的总条数 Task CountAllAsync(); + // ============ 高级查询操作 ============ + + /// + /// 根据条件查询并排序 + /// + /// 排序字段类型 + /// 查询条件 + /// 排序表达式 + /// 是否升序,默认true + /// 排序后的实体集合 + Task> GetOrderedAsync( + Expression> predicate, + Expression> orderBy, + bool ascending = true); + + /// + /// 获取前N条记录 + /// + /// 查询条件 + /// 获取的记录数 + /// 前N条记录 + Task> GetTopAsync(Expression> predicate, int count); + + /// + /// 获取前N条记录并排序 + /// + /// 排序字段类型 + /// 查询条件 + /// 排序表达式 + /// 获取的记录数 + /// 是否升序,默认true + /// 排序后的前N条记录 + Task> GetTopOrderedAsync( + Expression> predicate, + Expression> orderBy, + int count, + bool ascending = true); + // ============ 增加操作 ============ /// @@ -143,6 +182,36 @@ public interface IRepository where T : BaseEntity /// /// 保存所有更改到数据库 /// + /// 取消令牌 /// 受影响的记录数 - Task SaveChangesAsync(); + Task SaveChangesAsync(CancellationToken cancellationToken = default); + + // ============ 性能优化方法 ============ + + /// + /// 批量插入(高性能)- 适用于大量数据插入 + /// + /// 要插入的实体集合 + /// 取消令牌 + Task BulkInsertAsync(IEnumerable entities, CancellationToken cancellationToken = default); + + /// + /// 批量更新(高性能)- 适用于大量数据更新 + /// + /// 要更新的实体集合 + /// 取消令牌 + Task BulkUpdateAsync(IEnumerable entities, CancellationToken cancellationToken = default); + + /// + /// 批量软删除(高性能)- 直接执行SQL + /// + /// 删除条件 + /// 取消令牌 + Task BulkSoftDeleteAsync(Expression> predicate, CancellationToken cancellationToken = default); + + /// + /// 检查连接是否可用 + /// + /// 取消令牌 + Task IsHealthyAsync(CancellationToken cancellationToken = default); } \ No newline at end of file diff --git a/backend/src/CollabApp.Infrastructure/Repositories/GenericRepository.cs b/backend/src/CollabApp.Infrastructure/Repositories/GenericRepository.cs new file mode 100644 index 0000000..fa588be --- /dev/null +++ b/backend/src/CollabApp.Infrastructure/Repositories/GenericRepository.cs @@ -0,0 +1,507 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using System.Linq.Expressions; +using System.Threading; +using System.Threading.Tasks; +using Microsoft.EntityFrameworkCore; +using CollabApp.Domain.Entities; +using CollabApp.Domain.Repositories; +using CollabApp.Infrastructure.Data; + +namespace CollabApp.Infrastructure.Repositories; + +/// +/// 通用仓储实现 +/// 提供基本的增删改查、条件查询、分页查询等功能的具体实现 +/// +/// 实体类型,必须继承BaseEntity +public class GenericRepository : IRepository where T : BaseEntity +{ + protected readonly ApplicationDbContext _context; + protected readonly DbSet _dbSet; + + /// + /// 构造函数 + /// + /// 数据库上下文 + public GenericRepository(ApplicationDbContext context) + { + _context = context ?? throw new ArgumentNullException(nameof(context)); + _dbSet = _context.Set(); + } + + // ============ 查询操作 ============ + + /// + /// 根据ID查询实体 + /// + /// 实体ID + /// 实体,如果不存在则返回null + public virtual async Task GetByIdAsync(Guid id) + { + return await _dbSet + .Where(e => !e.IsDeleted) + .FirstOrDefaultAsync(e => e.Id == id); + } + + /// + /// 获取所有实体 + /// + /// 所有实体集合 + public virtual async Task> GetAllAsync() + { + return await _dbSet + .Where(e => !e.IsDeleted) + .ToListAsync(); + } + + /// + /// 根据条件查询单个实体 + /// + /// 查询条件 + /// 符合条件的第一个实体,如果不存在则返回null + public virtual async Task GetSingleAsync(Expression> predicate) + { + return await _dbSet + .Where(e => !e.IsDeleted) + .Where(predicate) + .FirstOrDefaultAsync(); + } + + /// + /// 根据条件查询多个实体 + /// + /// 查询条件 + /// 符合条件的实体集合 + public virtual async Task> GetManyAsync(Expression> predicate) + { + return await _dbSet + .Where(e => !e.IsDeleted) + .Where(predicate) + .ToListAsync(); + } + + /// + /// 分页查询数据 + /// + /// 查询条件表达式 + /// 页码(从0开始) + /// 每页数据量 + /// 返回分页后的数据集合和总数 + public virtual async Task<(IEnumerable Items, int TotalCount)> GetPagedAsync( + Expression> predicate, + int pageIndex, + int pageSize) + { + if (pageIndex < 0) + throw new ArgumentException("页码不能小于0", nameof(pageIndex)); + if (pageSize <= 0) + throw new ArgumentException("每页数据量必须大于0", nameof(pageSize)); + + var query = _dbSet + .Where(e => !e.IsDeleted) + .Where(predicate); + + var totalCount = await query.CountAsync(); + + var items = await query + .Skip(pageIndex * pageSize) + .Take(pageSize) + .ToListAsync(); + + return (items, totalCount); + } + + /// + /// 分页查询所有数据 + /// + /// 页码(从0开始) + /// 每页数据量 + /// 返回分页后的数据集合和总数 + public virtual async Task<(IEnumerable Items, int TotalCount)> GetPagedAsync( + int pageIndex, + int pageSize) + { + if (pageIndex < 0) + throw new ArgumentException("页码不能小于0", nameof(pageIndex)); + if (pageSize <= 0) + throw new ArgumentException("每页数据量必须大于0", nameof(pageSize)); + + var query = _dbSet.Where(e => !e.IsDeleted); + + var totalCount = await query.CountAsync(); + + var items = await query + .Skip(pageIndex * pageSize) + .Take(pageSize) + .ToListAsync(); + + return (items, totalCount); + } + + /// + /// 检查是否存在符合条件的实体 + /// + /// 查询条件 + /// 是否存在 + public virtual async Task ExistsAsync(Expression> predicate) + { + return await _dbSet + .Where(e => !e.IsDeleted) + .AnyAsync(predicate); + } + + /// + /// 根据条件获取数据条数 + /// + /// 查询条件表达式 + /// 返回符合条件的数据条数 + public virtual async Task CountAsync(Expression> predicate) + { + return await _dbSet + .Where(e => !e.IsDeleted) + .CountAsync(predicate); + } + + /// + /// 获取所有数据的总数 + /// + /// 返回所有数据的总条数 + public virtual async Task CountAllAsync() + { + return await _dbSet + .Where(e => !e.IsDeleted) + .CountAsync(); + } + + // ============ 高级查询操作 ============ + + /// + /// 根据条件查询并排序 + /// + /// 排序字段类型 + /// 查询条件 + /// 排序表达式 + /// 是否升序,默认true + /// 排序后的实体集合 + public virtual async Task> GetOrderedAsync( + Expression> predicate, + Expression> orderBy, + bool ascending = true) + { + var query = _dbSet + .Where(e => !e.IsDeleted) + .Where(predicate); + + query = ascending + ? query.OrderBy(orderBy) + : query.OrderByDescending(orderBy); + + return await query.ToListAsync(); + } + + /// + /// 获取前N条记录 + /// + /// 查询条件 + /// 获取的记录数 + /// 前N条记录 + public virtual async Task> GetTopAsync(Expression> predicate, int count) + { + if (count <= 0) + throw new ArgumentException("获取记录数必须大于0", nameof(count)); + + return await _dbSet + .Where(e => !e.IsDeleted) + .Where(predicate) + .Take(count) + .ToListAsync(); + } + + /// + /// 获取前N条记录并排序 + /// + /// 排序字段类型 + /// 查询条件 + /// 排序表达式 + /// 获取的记录数 + /// 是否升序,默认true + /// 排序后的前N条记录 + public virtual async Task> GetTopOrderedAsync( + Expression> predicate, + Expression> orderBy, + int count, + bool ascending = true) + { + if (count <= 0) + throw new ArgumentException("获取记录数必须大于0", nameof(count)); + + var query = _dbSet + .Where(e => !e.IsDeleted) + .Where(predicate); + + query = ascending + ? query.OrderBy(orderBy) + : query.OrderByDescending(orderBy); + + return await query.Take(count).ToListAsync(); + } + + // ============ 增加操作 ============ + + /// + /// 添加单个实体 + /// + /// 要添加的实体 + public virtual async Task AddAsync(T entity) + { + if (entity == null) + throw new ArgumentNullException(nameof(entity)); + + // 确保创建时间和更新时间被设置 + if (entity.CreatedAt == default) + entity.CreatedAt = DateTime.UtcNow; + if (entity.UpdatedAt == default) + entity.UpdatedAt = DateTime.UtcNow; + + await _dbSet.AddAsync(entity); + } + + /// + /// 批量添加实体 + /// + /// 要添加的实体集合 + public virtual async Task AddRangeAsync(IEnumerable entities) + { + if (entities == null) + throw new ArgumentNullException(nameof(entities)); + + var entityList = entities.ToList(); + if (!entityList.Any()) + return; + + // 确保所有实体的创建时间和更新时间被设置 + var now = DateTime.UtcNow; + foreach (var entity in entityList) + { + if (entity.CreatedAt == default) + entity.CreatedAt = now; + if (entity.UpdatedAt == default) + entity.UpdatedAt = now; + } + + await _dbSet.AddRangeAsync(entityList); + } + + // ============ 更新操作 ============ + + /// + /// 更新单个实体 + /// + /// 要更新的实体 + public virtual Task UpdateAsync(T entity) + { + if (entity == null) + throw new ArgumentNullException(nameof(entity)); + + // 更新时间戳 + entity.UpdatedAt = DateTime.UtcNow; + + _dbSet.Update(entity); + return Task.CompletedTask; + } + + /// + /// 批量更新实体 + /// + /// 要更新的实体集合 + public virtual Task UpdateRangeAsync(IEnumerable entities) + { + if (entities == null) + throw new ArgumentNullException(nameof(entities)); + + var entityList = entities.ToList(); + if (!entityList.Any()) + return Task.CompletedTask; + + // 更新时间戳 + var now = DateTime.UtcNow; + foreach (var entity in entityList) + { + entity.UpdatedAt = now; + } + + _dbSet.UpdateRange(entityList); + return Task.CompletedTask; + } + + // ============ 删除操作 ============ + + /// + /// 删除单个实体(软删除,设置IsDeleted=true) + /// + /// 要删除的实体 + public virtual Task DeleteAsync(T entity) + { + if (entity == null) + throw new ArgumentNullException(nameof(entity)); + + // 直接设置BaseEntity属性,类型安全且高效 + entity.IsDeleted = true; + entity.UpdatedAt = DateTime.UtcNow; + + _dbSet.Update(entity); + return Task.CompletedTask; + } + + /// + /// 根据ID删除实体(软删除) + /// + /// 实体ID + public virtual async Task DeleteAsync(Guid id) + { + var entity = await GetByIdAsync(id); + if (entity != null) + { + await DeleteAsync(entity); + } + } + + /// + /// 批量删除实体(软删除) + /// + /// 要删除的实体集合 + public virtual Task DeleteRangeAsync(IEnumerable entities) + { + if (entities == null) + throw new ArgumentNullException(nameof(entities)); + + var entityList = entities.ToList(); + if (!entityList.Any()) + return Task.CompletedTask; + + // 直接设置BaseEntity属性,类型安全且高效 + var now = DateTime.UtcNow; + foreach (var entity in entityList) + { + entity.IsDeleted = true; + entity.UpdatedAt = now; + } + + _dbSet.UpdateRange(entityList); + return Task.CompletedTask; + } + + /// + /// 根据条件批量删除实体(软删除) + /// + /// 删除条件 + public virtual async Task DeleteWhereAsync(Expression> predicate) + { + var entities = await GetManyAsync(predicate); + await DeleteRangeAsync(entities); + } + + // ============ 工作单元操作 ============ + + /// + /// 保存所有更改到数据库 + /// + /// 取消令牌 + /// 受影响的记录数 + public virtual async Task SaveChangesAsync(CancellationToken cancellationToken = default) + { + return await _context.SaveChangesAsync(cancellationToken); + } + + // ============ 性能优化方法 ============ + + /// + /// 批量插入(高性能)- 适用于大量数据插入 + /// + /// 要插入的实体集合 + /// 取消令牌 + public virtual async Task BulkInsertAsync(IEnumerable entities, CancellationToken cancellationToken = default) + { + if (entities == null) + throw new ArgumentNullException(nameof(entities)); + + var entityList = entities.ToList(); + if (!entityList.Any()) + return; + + // 确保时间戳 + var now = DateTime.UtcNow; + foreach (var entity in entityList) + { + if (entity.CreatedAt == default) + entity.CreatedAt = now; + if (entity.UpdatedAt == default) + entity.UpdatedAt = now; + } + + // 使用EF Core的AddRange进行批量插入 + await _dbSet.AddRangeAsync(entityList, cancellationToken); + await _context.SaveChangesAsync(cancellationToken); + } + + /// + /// 批量更新(高性能)- 适用于大量数据更新 + /// + /// 要更新的实体集合 + /// 取消令牌 + public virtual async Task BulkUpdateAsync(IEnumerable entities, CancellationToken cancellationToken = default) + { + if (entities == null) + throw new ArgumentNullException(nameof(entities)); + + var entityList = entities.ToList(); + if (!entityList.Any()) + return; + + // 更新时间戳 + var now = DateTime.UtcNow; + foreach (var entity in entityList) + { + entity.UpdatedAt = now; + } + + _dbSet.UpdateRange(entityList); + await _context.SaveChangesAsync(cancellationToken); + } + + /// + /// 批量软删除(高性能)- 直接执行SQL + /// + /// 删除条件 + /// 取消令牌 + public virtual async Task BulkSoftDeleteAsync(Expression> predicate, CancellationToken cancellationToken = default) + { + var now = DateTime.UtcNow; + + // 使用ExecuteUpdateAsync进行批量更新(EF Core 7+的高性能方法) + await _dbSet + .Where(e => !e.IsDeleted) + .Where(predicate) + .ExecuteUpdateAsync(setters => setters + .SetProperty(e => e.IsDeleted, true) + .SetProperty(e => e.UpdatedAt, now), cancellationToken); + } + + /// + /// 检查连接是否可用 + /// + /// 取消令牌 + public virtual async Task IsHealthyAsync(CancellationToken cancellationToken = default) + { + try + { + return await _context.Database.CanConnectAsync(cancellationToken); + } + catch + { + return false; + } + } +} diff --git a/backend/src/CollabApp.Infrastructure/ServiceCollectionExtenstion.cs b/backend/src/CollabApp.Infrastructure/ServiceCollectionExtenstion.cs index f5fb9fe..3d4a6b8 100644 --- a/backend/src/CollabApp.Infrastructure/ServiceCollectionExtenstion.cs +++ b/backend/src/CollabApp.Infrastructure/ServiceCollectionExtenstion.cs @@ -5,6 +5,8 @@ using Microsoft.Extensions.Configuration; using Microsoft.Extensions.DependencyInjection; using CollabApp.Infrastructure.Data; using CollabApp.Infrastructure.Services; +using CollabApp.Domain.Repositories; +using CollabApp.Infrastructure.Repositories; namespace CollabApp.Infrastructure; @@ -36,6 +38,8 @@ public static class ServiceCollectionExtenstion // 注册 AddSingleton, 配置使用Redis 数据库 services.AddSingleton(new RedisService(redisConnStr)); + // 注册通用仓储服务 + services.AddScoped(typeof(IRepository<>), typeof(GenericRepository<>)); return services; } -- Gitee From d46667bc3dfbba9beed5f694c66e0095c7f92b78 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=E5=90=B4=E4=BD=B3=E5=AE=87=2E?= <2541095587@qq.com> Date: Fri, 15 Aug 2025 20:36:16 +0800 Subject: [PATCH 21/34] =?UTF-8?q?feat=EF=BC=9A=E5=90=AF=E7=94=A8=E5=9F=BA?= =?UTF-8?q?=E7=A1=80=E8=AE=BE=E6=96=BD=E5=B1=82=E7=9A=84=E6=9C=8D=E5=8A=A1?= =?UTF-8?q?=E6=B3=A8=E5=86=8C?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- backend/src/CollabApp.API/Program.cs | 5 +++++ 1 file changed, 5 insertions(+) diff --git a/backend/src/CollabApp.API/Program.cs b/backend/src/CollabApp.API/Program.cs index e2832ef..564407a 100644 --- a/backend/src/CollabApp.API/Program.cs +++ b/backend/src/CollabApp.API/Program.cs @@ -1,3 +1,4 @@ +using CollabApp.Infrastructure; namespace CollabApp.API; @@ -47,6 +48,10 @@ public class Program // Add services to the container. // Learn more about configuring OpenAPI at https://aka.ms/aspnet/openapi builder.Services.AddOpenApi(); + + // 注册基础设施层服务 + builder.Services.AddInfrastructure(builder.Configuration); + } // 配置中间件管道 -- Gitee From dd23649d235912b3d3da6d27c5a4801560020ded Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=E6=B2=88=E8=82=B2=E6=9E=97?= <2921544609@qq.com> Date: Fri, 15 Aug 2025 21:55:38 +0800 Subject: [PATCH 22/34] =?UTF-8?q?=E5=AE=8C=E6=88=90=E6=9C=8D=E5=8A=A1?= =?UTF-8?q?=E6=8E=A5=E5=8F=A3=E7=9A=84=E5=88=9B=E5=BB=BA=E5=92=8C=E6=9C=8D?= =?UTF-8?q?=E5=8A=A1=E6=8E=A5=E5=8F=A3=E5=AE=9E=E7=8E=B0=E6=A1=86=E6=9E=B6?= =?UTF-8?q?=E7=9A=84=E6=90=AD=E5=BB=BA=EF=BC=88=E6=95=B0=E6=8D=AE=E4=B8=BA?= =?UTF-8?q?=E5=81=87=EF=BC=89?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .../Game/CollisionDetectionService.cs | 134 ++++++ .../Services/Game/GameBroadcastService.cs | 107 +++++ .../Services/Game/GamePlayService.cs | 113 +++++ .../Services/Game/GameResultService.cs | 159 +++++++ .../Services/Game/GameStateService.cs | 84 ++++ .../Services/Game/PlayerStateService.cs | 208 +++++++++ .../Services/Game/PowerUpService.cs | 170 +++++++ .../Services/Game/TerritoryService.cs | 220 +++++++++ .../Game/ICollisionDetectionService.cs | 320 +++++++++++++ .../Services/Game/IGameBroadcastService.cs | 315 +++++++++++++ .../Services/Game/IGamePlayService.cs | 299 ++++++++++++ .../Services/Game/IGameResultService.cs | 303 +++++++++++++ .../Services/Game/IGameStateService.cs | 178 ++++++++ .../Services/Game/IPlayerStateService.cs | 336 ++++++++++++++ .../Services/Game/IPowerUpService.cs | 326 ++++++++++++++ .../Services/Game/ITerritoryService.cs | 425 ++++++++++++++++++ .../CollabApp.Domain/Services/Game/README.md | 166 +++++++ 17 files changed, 3863 insertions(+) create mode 100644 backend/src/CollabApp.Application/Services/Game/CollisionDetectionService.cs create mode 100644 backend/src/CollabApp.Application/Services/Game/GameBroadcastService.cs create mode 100644 backend/src/CollabApp.Application/Services/Game/GamePlayService.cs create mode 100644 backend/src/CollabApp.Application/Services/Game/GameResultService.cs create mode 100644 backend/src/CollabApp.Application/Services/Game/GameStateService.cs create mode 100644 backend/src/CollabApp.Application/Services/Game/PlayerStateService.cs create mode 100644 backend/src/CollabApp.Application/Services/Game/PowerUpService.cs create mode 100644 backend/src/CollabApp.Application/Services/Game/TerritoryService.cs create mode 100644 backend/src/CollabApp.Domain/Services/Game/ICollisionDetectionService.cs create mode 100644 backend/src/CollabApp.Domain/Services/Game/IGameBroadcastService.cs create mode 100644 backend/src/CollabApp.Domain/Services/Game/IGamePlayService.cs create mode 100644 backend/src/CollabApp.Domain/Services/Game/IGameResultService.cs create mode 100644 backend/src/CollabApp.Domain/Services/Game/IGameStateService.cs create mode 100644 backend/src/CollabApp.Domain/Services/Game/IPlayerStateService.cs create mode 100644 backend/src/CollabApp.Domain/Services/Game/IPowerUpService.cs create mode 100644 backend/src/CollabApp.Domain/Services/Game/ITerritoryService.cs create mode 100644 backend/src/CollabApp.Domain/Services/Game/README.md diff --git a/backend/src/CollabApp.Application/Services/Game/CollisionDetectionService.cs b/backend/src/CollabApp.Application/Services/Game/CollisionDetectionService.cs new file mode 100644 index 0000000..b262a92 --- /dev/null +++ b/backend/src/CollabApp.Application/Services/Game/CollisionDetectionService.cs @@ -0,0 +1,134 @@ +using CollabApp.Domain.Services.Game; +using CollabApp.Domain.Entities.Game; + +namespace CollabApp.Application.Services.Game; + +/// +/// 碰撞检测服务实现 +/// +public class CollisionDetectionService : ICollisionDetectionService +{ + public async Task CheckPlayerMovementAsync(Guid gameId, Guid playerId, Position fromPosition, Position toPosition) + { + // TODO: 实现玩家移动碰撞检测逻辑 + await Task.Delay(1); + return new CollisionResult + { + HasCollision = false, + ValidPosition = toPosition + }; + } + + public async Task CheckAttackCollisionAsync(Guid gameId, Guid attackerId, Position attackPosition, float attackRange, AttackType attackType) + { + // TODO: 实现攻击碰撞检测逻辑 + await Task.Delay(1); + return new AttackCollisionResult + { + HasCollision = true, + TotalDamage = 50.0f, + ImpactPoint = attackPosition + }; + } + + public async Task CheckAreaCollisionAsync(Guid gameId, Position centerPosition, float radius, CollisionType[]? collisionTypes = null) + { + // TODO: 实现区域碰撞检测逻辑 + await Task.Delay(1); + return new AreaCollisionResult + { + HasCollision = true, + AreaCoverage = radius * radius * 3.14f + }; + } + + public async Task CheckBoundaryCollisionAsync(Guid gameId, Position position) + { + // TODO: 实现边界碰撞检测逻辑 + await Task.Delay(1); + return new BoundaryCollisionResult + { + HasCollision = false, + IsOutOfBounds = false, + DistanceToBoundary = 10.0f, + NearestValidPosition = position + }; + } + + public async Task CheckItemCollectionAsync(Guid gameId, Guid playerId, Position playerPosition, float collectionRadius) + { + // TODO: 实现物品收集碰撞检测逻辑 + await Task.Delay(1); + return new ItemCollisionResult + { + HasCollision = true, + TotalItems = 2, + CollectibleItems = new List + { + new CollectibleItem + { + ItemId = "item1", + ItemName = "Health Potion", + ItemType = ItemType.Consumable, + Position = playerPosition, + Quantity = 1 + } + } + }; + } + + public async Task CheckRaycastAsync(Guid gameId, Position origin, Vector3 direction, float maxDistance, int layerMask = -1) + { + // TODO: 实现射线碰撞检测逻辑 + await Task.Delay(1); + return new RaycastResult + { + HasCollision = true, + HitPoint = new Position { X = origin.X + direction.X * 5, Y = origin.Y + direction.Y * 5, Z = origin.Z + direction.Z * 5 }, + Distance = 5.0f, + HitNormal = new Vector3(0, 1, 0) + }; + } + + public async Task CheckTerritoryCollisionAsync(Guid gameId, Position position, Guid? excludePlayerId = null) + { + // TODO: 实现领土碰撞检测逻辑 + await Task.Delay(1); + return new TerritoryCollisionResult + { + HasCollision = true, + TerritoryOwnerId = Guid.NewGuid(), + TerritoryOwnerName = "Player 1", + TerritoryType = TerritoryType.Basic, + InfluenceStrength = 0.8f + }; + } + + public async Task PredictMovementPathAsync(Guid gameId, Guid playerId, Position currentPosition, Vector3 velocity, float deltaTime) + { + // TODO: 实现移动路径预测逻辑 + await Task.Delay(1); + return new PathPredictionResult + { + HasCollision = false, + FinalPosition = new Position + { + X = currentPosition.X + velocity.X * deltaTime, + Y = currentPosition.Y + velocity.Y * deltaTime, + Z = currentPosition.Z + velocity.Z * deltaTime + }, + PathLength = velocity.Magnitude * deltaTime + }; + } + + public async Task> CheckBatchCollisionsAsync(Guid gameId, List collisionRequests) + { + // TODO: 实现批量碰撞检测逻辑 + await Task.Delay(1); + return collisionRequests.Select(request => new CollisionResult + { + HasCollision = false, + ValidPosition = request.Position + }).ToList(); + } +} diff --git a/backend/src/CollabApp.Application/Services/Game/GameBroadcastService.cs b/backend/src/CollabApp.Application/Services/Game/GameBroadcastService.cs new file mode 100644 index 0000000..d91a8ff --- /dev/null +++ b/backend/src/CollabApp.Application/Services/Game/GameBroadcastService.cs @@ -0,0 +1,107 @@ +using CollabApp.Domain.Services.Game; +using CollabApp.Domain.Entities.Game; + +namespace CollabApp.Application.Services.Game; + +/// +/// 游戏广播服务实现 +/// +public class GameBroadcastService : IGameBroadcastService +{ + public async Task BroadcastGameStateUpdateAsync(Guid gameId, GameStateUpdate stateUpdate) + { + // TODO: 实现游戏状态广播逻辑 + await Task.Delay(1); + return true; + } + + public async Task BroadcastPlayerActionAsync(Guid gameId, PlayerActionBroadcast playerAction, Guid? excludePlayerId = null) + { + // TODO: 实现玩家行为广播逻辑 + await Task.Delay(1); + return true; + } + + public async Task BroadcastGameEventAsync(Guid gameId, GameEventBroadcast gameEvent, List? targetPlayers = null) + { + // TODO: 实现游戏事件广播逻辑 + await Task.Delay(1); + return true; + } + + public async Task SendPrivateMessageAsync(Guid gameId, Guid playerId, PrivateMessage message) + { + // TODO: 实现私人消息发送逻辑 + await Task.Delay(1); + return true; + } + + public async Task BroadcastScoreUpdateAsync(Guid gameId, ScoreUpdateBroadcast scoreUpdate) + { + // TODO: 实现计分广播逻辑 + await Task.Delay(1); + return true; + } + + public async Task BroadcastMapUpdateAsync(Guid gameId, MapUpdateBroadcast mapUpdate) + { + // TODO: 实现地图更新广播逻辑 + await Task.Delay(1); + return true; + } + + public async Task BroadcastPlayerStatusUpdateAsync(Guid gameId, PlayerStatusUpdate playerUpdate) + { + // TODO: 实现玩家状态广播逻辑 + await Task.Delay(1); + return true; + } + + public async Task BroadcastSystemNotificationAsync(Guid gameId, SystemNotification notification, List? targetPlayers = null) + { + // TODO: 实现系统通知广播逻辑 + await Task.Delay(1); + return true; + } + + public async Task JoinGameRoomAsync(string connectionId, Guid gameId, Guid playerId) + { + // TODO: 实现加入游戏房间逻辑 + await Task.Delay(1); + return true; + } + + public async Task LeaveGameRoomAsync(string connectionId, Guid gameId, Guid playerId) + { + // TODO: 实现离开游戏房间逻辑 + await Task.Delay(1); + return true; + } + + public async Task> GetOnlinePlayersAsync(Guid gameId) + { + // TODO: 实现获取在线玩家逻辑 + await Task.Delay(1); + return new List + { + new OnlinePlayer + { + PlayerId = Guid.NewGuid(), + PlayerName = "Player 1", + ConnectionId = "conn1", + ConnectedAt = DateTime.UtcNow.AddMinutes(-5), + State = PlayerState.Playing, + IsReady = true + }, + new OnlinePlayer + { + PlayerId = Guid.NewGuid(), + PlayerName = "Player 2", + ConnectionId = "conn2", + ConnectedAt = DateTime.UtcNow.AddMinutes(-3), + State = PlayerState.Playing, + IsReady = true + } + }; + } +} diff --git a/backend/src/CollabApp.Application/Services/Game/GamePlayService.cs b/backend/src/CollabApp.Application/Services/Game/GamePlayService.cs new file mode 100644 index 0000000..504a2c2 --- /dev/null +++ b/backend/src/CollabApp.Application/Services/Game/GamePlayService.cs @@ -0,0 +1,113 @@ +using CollabApp.Domain.Services.Game; +using CollabApp.Domain.Entities.Game; + +namespace CollabApp.Application.Services.Game; + +/// +/// 游戏玩法服务实现 +/// +public class GamePlayService : IGamePlayService +{ + public async Task ProcessPlayerMoveAsync(Guid gameId, Guid playerId, MoveCommand moveCommand) + { + // TODO: 实现玩家移动处理逻辑 + await Task.Delay(1); + return new MoveResult + { + Success = true, + OldPosition = new Position { X = 0, Y = 0, Z = 0 }, + NewPosition = moveCommand.NewPosition + }; + } + + public async Task ProcessPlayerAttackAsync(Guid gameId, Guid attackerId, AttackCommand attackCommand) + { + // TODO: 实现玩家攻击处理逻辑 + await Task.Delay(1); + return new AttackResult + { + Success = true, + DamageDealt = attackCommand.Damage + }; + } + + public async Task ProcessItemCollectionAsync(Guid gameId, Guid playerId, Guid itemId) + { + // TODO: 实现物品收集处理逻辑 + await Task.Delay(1); + return new CollectResult + { + Success = true, + ItemName = "Sample Item", + Quantity = 1 + }; + } + + public async Task UsePlayerSkillAsync(Guid gameId, Guid playerId, SkillUseCommand skillCommand) + { + // TODO: 实现技能使用逻辑 + await Task.Delay(1); + return new SkillUseResult + { + Success = true, + SkillId = skillCommand.SkillId, + CooldownRemaining = TimeSpan.FromSeconds(30) + }; + } + + public async Task ProcessTerritoryClaimAsync(Guid gameId, Guid playerId, TerritoryClaimCommand territoryCommand) + { + // TODO: 实现领土占领处理逻辑 + await Task.Delay(1); + return new TerritoryClaimResult + { + Success = true, + TerritoryGained = territoryCommand.Radius * territoryCommand.Radius * 3.14f + }; + } + + public async Task ExecuteRuleCheckAsync(Guid gameId) + { + // TODO: 实现游戏规则检查逻辑 + await Task.Delay(1); + return new RuleCheckResult + { + IsValid = true + }; + } + + public async Task> GetAvailableActionsAsync(Guid gameId, Guid playerId) + { + // TODO: 实现获取可用行为逻辑 + await Task.Delay(1); + return new List + { + new AvailableAction + { + ActionId = "move", + ActionName = "Move", + ActionType = ActionType.Move, + IsAvailable = true + }, + new AvailableAction + { + ActionId = "attack", + ActionName = "Attack", + ActionType = ActionType.Attack, + IsAvailable = true + } + }; + } + + public async Task PredictActionResultAsync(Guid gameId, Guid playerId, IGameActionCommand actionCommand) + { + // TODO: 实现行为结果预测逻辑 + await Task.Delay(1); + return new ActionPredictionResult + { + CanExecute = true, + SuccessProbability = 0.8f, + PredictedEffects = new List { "Sample effect" } + }; + } +} diff --git a/backend/src/CollabApp.Application/Services/Game/GameResultService.cs b/backend/src/CollabApp.Application/Services/Game/GameResultService.cs new file mode 100644 index 0000000..6c41433 --- /dev/null +++ b/backend/src/CollabApp.Application/Services/Game/GameResultService.cs @@ -0,0 +1,159 @@ +using CollabApp.Domain.Services.Game; +using CollabApp.Domain.Entities.Game; + +namespace CollabApp.Application.Services.Game; + +/// +/// 游戏结果服务实现 +/// +public class GameResultService : IGameResultService +{ + public async Task CalculateGameResultAsync(Guid gameId) + { + // TODO: 实现游戏结果计算逻辑 + await Task.Delay(1); + return new GameResult + { + GameId = gameId, + StartTime = DateTime.UtcNow.AddMinutes(-10), + EndTime = DateTime.UtcNow, + Duration = TimeSpan.FromMinutes(10), + GameType = GameType.Territory, + EndReason = GameEndReason.Completed + }; + } + + public async Task> CalculatePlayerRankingsAsync(Guid gameId) + { + // TODO: 实现玩家排名计算逻辑 + await Task.Delay(1); + return new List + { + new PlayerRanking + { + PlayerId = Guid.NewGuid(), + PlayerName = "Player 1", + Rank = 1, + Score = 1000 + }, + new PlayerRanking + { + PlayerId = Guid.NewGuid(), + PlayerName = "Player 2", + Rank = 2, + Score = 800 + } + }; + } + + public async Task CalculateExperienceRewardAsync(Guid gameId, Guid playerId) + { + // TODO: 实现经验值奖励计算逻辑 + await Task.Delay(1); + return new ExperienceReward + { + BaseExperience = 100, + BonusExperience = 50, + TotalExperience = 150, + LevelBefore = 5, + LevelAfter = 5, + LeveledUp = false + }; + } + + public async Task CalculateScoreRewardAsync(Guid gameId, Guid playerId) + { + // TODO: 实现积分奖励计算逻辑 + await Task.Delay(1); + return new ScoreReward + { + BaseScore = 200, + BonusScore = 100, + TotalScore = 300, + Multiplier = 1.5f + }; + } + + public async Task> CheckAchievementUnlocksAsync(Guid gameId, Guid playerId) + { + // TODO: 实现成就解锁检查逻辑 + await Task.Delay(1); + return new List + { + new Achievement + { + Id = "first_win", + Name = "First Victory", + Description = "Win your first game", + Type = AchievementType.Combat, + Points = 50, + UnlockedAt = DateTime.UtcNow + } + }; + } + + public async Task GenerateStatisticsReportAsync(Guid gameId) + { + // TODO: 实现统计报告生成逻辑 + await Task.Delay(1); + return new GameStatisticsReport + { + GameId = gameId, + GeneratedAt = DateTime.UtcNow, + GameDuration = TimeSpan.FromMinutes(10), + TotalPlayers = 4, + TotalActions = 250 + }; + } + + public async Task CalculateRatingChangeAsync(Guid gameId, Guid playerId) + { + // TODO: 实现评级变化计算逻辑 + await Task.Delay(1); + return new RatingChange + { + RatingBefore = 1200, + RatingAfter = 1250, + Change = 50, + TierBefore = RatingTier.Silver, + TierAfter = RatingTier.Silver, + TierChanged = false, + Reason = "Victory with good performance" + }; + } + + public async Task SaveGameResultAsync(GameResult gameResult) + { + // TODO: 实现游戏结果保存逻辑 + await Task.Delay(1); + return true; + } + + public async Task GetGameResultAsync(Guid gameId) + { + // TODO: 实现获取游戏结果逻辑 + await Task.Delay(1); + return new GameResult + { + GameId = gameId, + StartTime = DateTime.UtcNow.AddMinutes(-10), + EndTime = DateTime.UtcNow, + Duration = TimeSpan.FromMinutes(10), + GameType = GameType.Territory, + EndReason = GameEndReason.Completed + }; + } + + public async Task CalculateTeamRewardAsync(Guid gameId, Guid teamId) + { + // TODO: 实现团队奖励计算逻辑 + await Task.Delay(1); + return new TeamReward + { + TeamId = teamId, + BaseReward = 500, + CooperationBonus = 200, + TotalReward = 700 + }; + } +} diff --git a/backend/src/CollabApp.Application/Services/Game/GameStateService.cs b/backend/src/CollabApp.Application/Services/Game/GameStateService.cs new file mode 100644 index 0000000..c303731 --- /dev/null +++ b/backend/src/CollabApp.Application/Services/Game/GameStateService.cs @@ -0,0 +1,84 @@ +using CollabApp.Domain.Services.Game; +using CollabApp.Domain.Entities.Game; + +namespace CollabApp.Application.Services.Game; + +/// +/// 游戏状态管理服务实现 +/// +public class GameStateService : IGameStateService +{ + public async Task InitializeGameAsync(Guid gameId, Guid roomId, GameSettings gameSettings) + { + // TODO: 实现游戏初始化逻辑 + await Task.Delay(1); + return Domain.Entities.Game.Game.CreateGame( + roomId: roomId, + gameMode: gameSettings.GameType.ToString(), + canvasWidth: 1000, + canvasHeight: 1000, + duration: (int)gameSettings.Duration.TotalSeconds + ); + } + + public async Task StartGameAsync(Guid gameId) + { + // TODO: 实现开始游戏逻辑 + await Task.Delay(1); + return true; + } + + public async Task PauseGameAsync(Guid gameId) + { + // TODO: 实现暂停游戏逻辑 + await Task.Delay(1); + return true; + } + + public async Task ResumeGameAsync(Guid gameId) + { + // TODO: 实现恢复游戏逻辑 + await Task.Delay(1); + return true; + } + + public async Task EndGameAsync(Guid gameId, GameEndReason reason) + { + // TODO: 实现结束游戏逻辑 + await Task.Delay(1); + return new GameEndResult + { + GameId = gameId, + Reason = reason, + EndTime = DateTime.UtcNow + }; + } + + public async Task GetGameStateAsync(Guid gameId) + { + // TODO: 实现获取游戏状态逻辑 + await Task.Delay(1); + return new GameStateInfo + { + GameId = gameId, + Status = Domain.Entities.Game.GameStatus.Playing, + StartTime = DateTime.UtcNow.AddMinutes(-5), + ElapsedTime = TimeSpan.FromMinutes(5), + ConnectedPlayers = 4 + }; + } + + public async Task ValidateStateTransitionAsync(Guid gameId, Domain.Entities.Game.GameStatus targetState) + { + // TODO: 实现状态转换验证逻辑 + await Task.Delay(1); + return true; + } + + public async Task UpdateGameStateAsync(Guid gameId, Domain.Entities.Game.GameStatus newState, Dictionary? metadata = null) + { + // TODO: 实现游戏状态更新逻辑 + await Task.Delay(1); + return true; + } +} diff --git a/backend/src/CollabApp.Application/Services/Game/PlayerStateService.cs b/backend/src/CollabApp.Application/Services/Game/PlayerStateService.cs new file mode 100644 index 0000000..7ec49ce --- /dev/null +++ b/backend/src/CollabApp.Application/Services/Game/PlayerStateService.cs @@ -0,0 +1,208 @@ +using CollabApp.Domain.Services.Game; +using CollabApp.Domain.Entities.Game; + +namespace CollabApp.Application.Services.Game; + +/// +/// 玩家状态管理服务实现 +/// +public class PlayerStateService : IPlayerStateService +{ + public async Task GetPlayerStateAsync(Guid gameId, Guid playerId) + { + // TODO: 实现获取玩家状态逻辑 + await Task.Delay(1); + return new PlayerGameState + { + PlayerId = playerId, + PlayerName = "Player 1", + Position = new Position { X = 10, Y = 10, Z = 0 }, + Health = 100.0f, + MaxHealth = 100.0f, + Shield = 50.0f, + MaxShield = 100.0f, + State = PlayerState.Playing, + Score = 1500, + Level = 5, + Experience = 750.0f, + LastActivity = DateTime.UtcNow + }; + } + + public async Task UpdatePlayerPositionAsync(Guid gameId, Guid playerId, Position newPosition, DateTime timestamp) + { + // TODO: 实现玩家位置更新逻辑 + await Task.Delay(1); + return new PositionUpdateResult + { + Success = true, + OldPosition = new Position { X = 5, Y = 5, Z = 0 }, + NewPosition = newPosition, + DistanceMoved = 7.07f, // 示例距离 + TriggeredEvents = false + }; + } + + public async Task UpdatePlayerHealthAsync(Guid gameId, Guid playerId, float healthChange, string source) + { + // TODO: 实现玩家生命值更新逻辑 + await Task.Delay(1); + return new HealthUpdateResult + { + Success = true, + OldHealth = 100.0f, + NewHealth = Math.Max(0, 100.0f + healthChange), + ActualChange = healthChange, + IsDead = (100.0f + healthChange) <= 0, + IsFullHealth = (100.0f + healthChange) >= 100.0f, + Source = source + }; + } + + public async Task SetPlayerStateAsync(Guid gameId, Guid playerId, PlayerState newState, string reason) + { + // TODO: 实现设置玩家状态逻辑 + await Task.Delay(1); + return true; + } + + public async Task RespawnPlayerAsync(Guid gameId, Guid playerId, Position? respawnPosition = null) + { + // TODO: 实现玩家重生逻辑 + await Task.Delay(1); + return new RespawnResult + { + Success = true, + RespawnPosition = respawnPosition ?? new Position { X = 0, Y = 0, Z = 0 }, + InitialHealth = 100.0f, + InitialEquipment = new PlayerEquipment + { + PrimaryWeapon = "basic_weapon", + InventoryCapacity = 10 + }, + RespawnDelay = TimeSpan.FromSeconds(5), + Messages = new List { "Player respawned successfully" } + }; + } + + public async Task GetPlayerEquipmentAsync(Guid gameId, Guid playerId) + { + // TODO: 实现获取玩家装备逻辑 + await Task.Delay(1); + return new PlayerEquipment + { + PrimaryWeapon = "assault_rifle", + SecondaryWeapon = "pistol", + Armor = "light_armor", + Accessory = "speed_boots", + Inventory = new List { "health_potion", "ammo_pack" }, + InventoryCapacity = 10 + }; + } + + public async Task UpdatePlayerEquipmentAsync(Guid gameId, Guid playerId, EquipmentSlot equipmentSlot, string? itemId) + { + // TODO: 实现玩家装备更新逻辑 + await Task.Delay(1); + return new EquipmentUpdateResult + { + Success = true, + Slot = equipmentSlot, + OldItemId = "old_weapon", + NewItemId = itemId, + StatChanges = new List + { + new StatModifier + { + StatName = "Attack", + ModifierType = ModifierType.Add, + Value = 10.0f, + Source = "Weapon upgrade" + } + } + }; + } + + public async Task GetPlayerSkillStateAsync(Guid gameId, Guid playerId) + { + // TODO: 实现获取玩家技能状态逻辑 + await Task.Delay(1); + return new PlayerSkillState + { + Skills = new Dictionary + { + ["fireball"] = new SkillInfo + { + Id = "fireball", + Name = "Fireball", + Level = 3, + MaxLevel = 5, + BaseCooldown = TimeSpan.FromSeconds(10), + RemainingCooldown = TimeSpan.Zero, + IsAvailable = true, + ManaCost = 25 + } + }, + SkillPoints = 5, + UnlockedSkills = new List { "fireball", "heal", "shield" } + }; + } + + public async Task SetSkillCooldownAsync(Guid gameId, Guid playerId, string skillId, TimeSpan cooldownDuration) + { + // TODO: 实现设置技能冷却逻辑 + await Task.Delay(1); + return true; + } + + public async Task> GetAllPlayerStatesAsync(Guid gameId) + { + // TODO: 实现获取所有玩家状态逻辑 + await Task.Delay(1); + return new List + { + new PlayerGameState + { + PlayerId = Guid.NewGuid(), + PlayerName = "Player 1", + Position = new Position { X = 10, Y = 10, Z = 0 }, + Health = 100.0f, + MaxHealth = 100.0f, + State = PlayerState.Playing, + Score = 1500 + }, + new PlayerGameState + { + PlayerId = Guid.NewGuid(), + PlayerName = "Player 2", + Position = new Position { X = 20, Y = 15, Z = 0 }, + Health = 80.0f, + MaxHealth = 100.0f, + State = PlayerState.Playing, + Score = 1200 + } + }; + } + + public async Task ApplyStatusEffectAsync(Guid gameId, Guid playerId, StatusEffect effect) + { + // TODO: 实现应用状态效果逻辑 + await Task.Delay(1); + return new StatusEffectResult + { + Success = true, + EffectId = effect.Id, + Stacked = false, + NewStackCount = 1, + AppliedModifiers = effect.StatModifiers, + Messages = new List { $"Applied {effect.Name} effect" } + }; + } + + public async Task RemoveStatusEffectAsync(Guid gameId, Guid playerId, Guid effectId) + { + // TODO: 实现移除状态效果逻辑 + await Task.Delay(1); + return true; + } +} diff --git a/backend/src/CollabApp.Application/Services/Game/PowerUpService.cs b/backend/src/CollabApp.Application/Services/Game/PowerUpService.cs new file mode 100644 index 0000000..0ccba54 --- /dev/null +++ b/backend/src/CollabApp.Application/Services/Game/PowerUpService.cs @@ -0,0 +1,170 @@ +using CollabApp.Domain.Services.Game; +using CollabApp.Domain.Entities.Game; + +namespace CollabApp.Application.Services.Game; + +/// +/// 道具系统服务实现 +/// +public class PowerUpService : IPowerUpService +{ + public async Task SpawnPowerUpAsync(Guid gameId, PowerUpType powerUpType, Position position, SpawnReason spawnReason) + { + // TODO: 实现道具生成逻辑 + await Task.Delay(1); + return new PowerUpInstance + { + Id = Guid.NewGuid(), + Type = powerUpType, + Position = position, + SpawnTime = DateTime.UtcNow, + Duration = TimeSpan.FromMinutes(5), + EffectLevel = 1, + IsActive = true, + SpawnReason = spawnReason + }; + } + + public async Task CollectPowerUpAsync(Guid gameId, Guid playerId, Guid powerUpId) + { + // TODO: 实现道具收集逻辑 + await Task.Delay(1); + return new PowerUpCollectionResult + { + Success = true, + PowerUp = new PowerUpInstance + { + Id = powerUpId, + Type = PowerUpType.SpeedBoost, + SpawnTime = DateTime.UtcNow.AddMinutes(-1), + Duration = TimeSpan.FromMinutes(5) + }, + AppliedEffect = new ActivePowerUpEffect + { + EffectId = Guid.NewGuid(), + Type = PowerUpType.SpeedBoost, + Name = "Speed Boost", + Description = "Increases movement speed", + StartTime = DateTime.UtcNow, + Duration = TimeSpan.FromSeconds(30), + RemainingTime = TimeSpan.FromSeconds(30), + Status = EffectStatus.Active + } + }; + } + + public async Task ApplyPowerUpEffectAsync(Guid gameId, Guid playerId, PowerUpType powerUpType, int effectLevel = 1) + { + // TODO: 实现道具效果应用逻辑 + await Task.Delay(1); + return new PowerUpEffectResult + { + Success = true, + EffectId = Guid.NewGuid(), + PowerUpType = powerUpType, + Duration = TimeSpan.FromSeconds(30), + StatModifiers = new Dictionary + { + ["Speed"] = 1.5f + }, + SpecialEffects = new List { "Particle trail" } + }; + } + + public async Task RemovePowerUpEffectAsync(Guid gameId, Guid playerId, Guid effectId) + { + // TODO: 实现道具效果移除逻辑 + await Task.Delay(1); + return true; + } + + public async Task> GetActiveEffectsAsync(Guid gameId, Guid playerId) + { + // TODO: 实现获取活跃效果逻辑 + await Task.Delay(1); + return new List + { + new ActivePowerUpEffect + { + EffectId = Guid.NewGuid(), + Type = PowerUpType.SpeedBoost, + Name = "Speed Boost", + Description = "Increases movement speed", + StartTime = DateTime.UtcNow.AddSeconds(-10), + Duration = TimeSpan.FromSeconds(30), + RemainingTime = TimeSpan.FromSeconds(20), + Status = EffectStatus.Active + } + }; + } + + public async Task UpdatePowerUpEffectsAsync(Guid gameId, float deltaTime) + { + // TODO: 实现道具效果更新逻辑 + await Task.Delay(1); + return new PowerUpUpdateResult + { + UpdatedEffects = 5, + ExpiredEffects = 1, + ExpiredEffectIds = new List { Guid.NewGuid() } + }; + } + + public async Task> GetMapPowerUpsAsync(Guid gameId) + { + // TODO: 实现获取地图道具逻辑 + await Task.Delay(1); + return new List + { + new PowerUpInstance + { + Id = Guid.NewGuid(), + Type = PowerUpType.HealthRestore, + Position = new Position { X = 10, Y = 5, Z = 0 }, + SpawnTime = DateTime.UtcNow.AddMinutes(-2), + Duration = TimeSpan.FromMinutes(5), + IsActive = true, + SpawnReason = SpawnReason.RandomSpawn + } + }; + } + + public async Task> AutoSpawnPowerUpsAsync(Guid gameId, PowerUpSpawnConfig spawnConfig) + { + // TODO: 实现自动道具生成逻辑 + await Task.Delay(1); + return new List + { + new PowerUpInstance + { + Id = Guid.NewGuid(), + Type = PowerUpType.AttackBoost, + Position = new Position { X = 20, Y = 10, Z = 0 }, + SpawnTime = DateTime.UtcNow, + Duration = TimeSpan.FromMinutes(5), + IsActive = true, + SpawnReason = SpawnReason.TimeBasedSpawn + } + }; + } + + public async Task CleanupExpiredPowerUpsAsync(Guid gameId) + { + // TODO: 实现过期道具清理逻辑 + await Task.Delay(1); + return 3; // 清理了3个过期道具 + } + + public async Task CheckPowerUpConflictAsync(Guid gameId, Guid playerId, PowerUpType newPowerUpType) + { + // TODO: 实现道具冲突检查逻辑 + await Task.Delay(1); + return new PowerUpConflictResult + { + HasConflict = false, + Conflicts = new List(), + EffectsToRemove = new List(), + Warnings = new List() + }; + } +} diff --git a/backend/src/CollabApp.Application/Services/Game/TerritoryService.cs b/backend/src/CollabApp.Application/Services/Game/TerritoryService.cs new file mode 100644 index 0000000..1b7da97 --- /dev/null +++ b/backend/src/CollabApp.Application/Services/Game/TerritoryService.cs @@ -0,0 +1,220 @@ +using CollabApp.Domain.Services.Game; +using CollabApp.Domain.Entities.Game; + +namespace CollabApp.Application.Services.Game; + +/// +/// 领土管理服务实现 +/// +public class TerritoryService : ITerritoryService +{ + public async Task ClaimTerritoryAsync(Guid gameId, Guid playerId, Position centerPosition, float radius) + { + // TODO: 实现领土占领逻辑 + await Task.Delay(1); + return new TerritoryClaimResult + { + Success = true, + TerritoryGained = radius * radius * 3.14f + }; + } + + public async Task ReleaseTerritoryAsync(Guid gameId, Guid playerId, TerritoryArea territory) + { + // TODO: 实现领土释放逻辑 + await Task.Delay(1); + return true; + } + + public async Task CalculateTerritoryAreaAsync(Guid gameId, Guid playerId) + { + // TODO: 实现领土面积计算逻辑 + await Task.Delay(1); + return new TerritoryAreaInfo + { + PlayerId = playerId, + TotalArea = 150.0f, + ControlledArea = 140.0f, + ContestedArea = 10.0f, + MaxPossibleArea = 500.0f, + AreaPercentage = 30.0f, + TerritoryCount = 3 + }; + } + + public async Task> GetTerritoryBoundaryAsync(Guid gameId, Guid playerId) + { + // TODO: 实现获取领土边界逻辑 + await Task.Delay(1); + return new List + { + new Position { X = 0, Y = 0, Z = 0 }, + new Position { X = 10, Y = 0, Z = 0 }, + new Position { X = 10, Y = 10, Z = 0 }, + new Position { X = 0, Y = 10, Z = 0 } + }; + } + + public async Task> CheckTerritoryConflictsAsync(Guid gameId) + { + // TODO: 实现领土冲突检查逻辑 + await Task.Delay(1); + return new List + { + new TerritoryConflict + { + ConflictId = Guid.NewGuid(), + Player1Id = Guid.NewGuid(), + Player2Id = Guid.NewGuid(), + ConflictArea = new TerritoryArea + { + Id = Guid.NewGuid(), + Center = new Position { X = 15, Y = 15, Z = 0 }, + Area = 25.0f + }, + ConflictType = ConflictType.Override, + Severity = ConflictSeverity.Moderate, + DetectedAt = DateTime.UtcNow, + Status = ConflictStatus.Detected, + Description = "Territory overlap detected" + } + }; + } + + public async Task ResolveTerritoryConflictAsync(Guid gameId, TerritoryConflict conflict) + { + // TODO: 实现领土冲突解决逻辑 + await Task.Delay(1); + return new ConflictResolutionResult + { + Success = true, + ConflictId = conflict.ConflictId, + Method = ConflictResolutionMethod.FirstClaim, + WinnerId = conflict.Player1Id, + Description = "Conflict resolved by first claim rule" + }; + } + + public async Task GetMapTerritoryStatusAsync(Guid gameId) + { + // TODO: 实现获取地图领土状况逻辑 + await Task.Delay(1); + return new MapTerritoryStatus + { + GameId = gameId, + Timestamp = DateTime.UtcNow, + TotalMapArea = 1000.0f, + ClaimedArea = 400.0f, + UnclaimedArea = 580.0f, + ContestedArea = 20.0f, + PlayerTerritories = new List + { + new PlayerTerritoryInfo + { + PlayerId = Guid.NewGuid(), + PlayerName = "Player 1", + TotalArea = 200.0f, + Percentage = 20.0f, + TerritoryCount = 5, + Strength = TerritoryStrength.Strong + } + } + }; + } + + public async Task CalculateTerritoryValueAsync(Guid gameId, TerritoryArea territory) + { + // TODO: 实现领土价值计算逻辑 + await Task.Delay(1); + return new TerritoryValue + { + BaseValue = 100.0f, + StrategicValue = 50.0f, + ResourceValue = 30.0f, + DefensiveValue = 20.0f, + TotalValue = 200.0f, + Factors = new List + { + new ValueFactor + { + Name = "Central Location", + Contribution = 50.0f, + Description = "Located in center of map" + } + } + }; + } + + public async Task ApplyTerritoryEffectAsync(Guid gameId, Guid playerId, TerritoryEffectType effectType, TimeSpan duration) + { + // TODO: 实现领土效果应用逻辑 + await Task.Delay(1); + return new TerritoryEffectResult + { + Success = true, + EffectId = Guid.NewGuid(), + EffectType = effectType, + Duration = duration, + EffectStrength = 1.5f, + Benefits = new List { "Increased defense", "Resource generation" } + }; + } + + public async Task GetTerritoryStatisticsAsync(Guid gameId, Guid playerId) + { + // TODO: 实现获取领土统计逻辑 + await Task.Delay(1); + return new TerritoryStatistics + { + PlayerId = playerId, + TotalAreaClaimed = 500.0f, + MaxAreaHeld = 200.0f, + CurrentArea = 150.0f, + ClaimAttempts = 20, + SuccessfulClaims = 18, + LostTerritories = 3, + TotalHoldTime = TimeSpan.FromMinutes(45), + AverageHoldTime = TimeSpan.FromMinutes(15) + }; + } + + public async Task PredictTerritoryExpansionAsync(Guid gameId, Guid playerId, TerritoryExpansionPlan expansionPlan) + { + // TODO: 实现领土扩张预测逻辑 + await Task.Delay(1); + return new TerritoryExpansionPrediction + { + CanExpand = true, + PredictedAreaGain = 75.0f, + SuccessProbability = 0.8f, + OptimalExpansionPoints = new List + { + new Position { X = 25, Y = 25, Z = 0 } + }, + Risks = new List + { + new Risk + { + Type = "Enemy Territory", + Severity = 0.4f, + Description = "Expansion may conflict with enemy territory" + } + }, + Opportunities = new List + { + new Opportunity + { + Type = "Resource Node", + Potential = 0.7f, + Description = "Rich resource node in expansion area" + } + }, + Cost = new ResourceCost + { + Energy = 50, + Materials = 25, + Time = TimeSpan.FromSeconds(30) + } + }; + } +} diff --git a/backend/src/CollabApp.Domain/Services/Game/ICollisionDetectionService.cs b/backend/src/CollabApp.Domain/Services/Game/ICollisionDetectionService.cs new file mode 100644 index 0000000..9c20615 --- /dev/null +++ b/backend/src/CollabApp.Domain/Services/Game/ICollisionDetectionService.cs @@ -0,0 +1,320 @@ +using CollabApp.Domain.Entities.Game; + +namespace CollabApp.Domain.Services.Game; + +/// +/// 碰撞检测服务接口 +/// 负责处理游戏中的各种碰撞检测,包括玩家、物体、边界等 +/// +public interface ICollisionDetectionService +{ + /// + /// 检测玩家移动碰撞 + /// 验证玩家移动路径上是否存在碰撞 + /// + /// 游戏标识 + /// 玩家标识 + /// 起始位置 + /// 目标位置 + /// 碰撞检测结果 + Task CheckPlayerMovementAsync(Guid gameId, Guid playerId, Position fromPosition, Position toPosition); + + /// + /// 检测攻击范围碰撞 + /// 检测攻击范围内的所有可攻击目标 + /// + /// 游戏标识 + /// 攻击者标识 + /// 攻击位置 + /// 攻击范围 + /// 攻击类型 + /// 攻击碰撞结果 + Task CheckAttackCollisionAsync(Guid gameId, Guid attackerId, Position attackPosition, float attackRange, AttackType attackType); + + /// + /// 检测区域碰撞 + /// 检测指定区域内的所有对象 + /// + /// 游戏标识 + /// 区域中心 + /// 区域半径 + /// 碰撞类型过滤 + /// 区域碰撞结果 + Task CheckAreaCollisionAsync(Guid gameId, Position centerPosition, float radius, CollisionType[]? collisionTypes = null); + + /// + /// 检测边界碰撞 + /// 验证位置是否超出游戏边界 + /// + /// 游戏标识 + /// 要检测的位置 + /// 边界检测结果 + Task CheckBoundaryCollisionAsync(Guid gameId, Position position); + + /// + /// 检测物品收集碰撞 + /// 检测玩家是否与可收集物品发生碰撞 + /// + /// 游戏标识 + /// 玩家标识 + /// 玩家位置 + /// 收集半径 + /// 物品收集碰撞结果 + Task CheckItemCollectionAsync(Guid gameId, Guid playerId, Position playerPosition, float collectionRadius); + + /// + /// 检测射线碰撞 + /// 沿着射线路径检测第一个碰撞对象 + /// + /// 游戏标识 + /// 射线起点 + /// 射线方向 + /// 最大检测距离 + /// 碰撞层掩码 + /// 射线碰撞结果 + Task CheckRaycastAsync(Guid gameId, Position origin, Vector3 direction, float maxDistance, int layerMask = -1); + + /// + /// 检测领土边界碰撞 + /// 检测位置是否在特定玩家的领土内 + /// + /// 游戏标识 + /// 检测位置 + /// 排除的玩家(可选) + /// 领土碰撞结果 + Task CheckTerritoryCollisionAsync(Guid gameId, Position position, Guid? excludePlayerId = null); + + /// + /// 预测移动路径碰撞 + /// 预测移动路径上可能发生的碰撞 + /// + /// 游戏标识 + /// 玩家标识 + /// 当前位置 + /// 移动速度向量 + /// 时间间隔 + /// 路径预测结果 + Task PredictMovementPathAsync(Guid gameId, Guid playerId, Position currentPosition, Vector3 velocity, float deltaTime); + + /// + /// 批量碰撞检测 + /// 一次性检测多个对象的碰撞 + /// + /// 游戏标识 + /// 碰撞检测请求列表 + /// 批量碰撞结果 + Task> CheckBatchCollisionsAsync(Guid gameId, List collisionRequests); +} + +/// +/// 碰撞检测结果基类 +/// +public class CollisionResult +{ + public bool HasCollision { get; set; } + public List Collisions { get; set; } = new(); + public Position ValidPosition { get; set; } = new(); + public string? ErrorMessage { get; set; } +} + +/// +/// 攻击碰撞结果 +/// +public class AttackCollisionResult : CollisionResult +{ + public List HitPlayerIds { get; set; } = new(); + public List HitObjectIds { get; set; } = new(); + public float TotalDamage { get; set; } + public Position ImpactPoint { get; set; } = new(); +} + +/// +/// 区域碰撞结果 +/// +public class AreaCollisionResult : CollisionResult +{ + public List PlayersInArea { get; set; } = new(); + public List ObjectsInArea { get; set; } = new(); + public float AreaCoverage { get; set; } +} + +/// +/// 边界碰撞结果 +/// +public class BoundaryCollisionResult : CollisionResult +{ + public bool IsOutOfBounds { get; set; } + public Direction? BoundaryDirection { get; set; } + public float DistanceToBoundary { get; set; } + public Position NearestValidPosition { get; set; } = new(); +} + +/// +/// 物品碰撞结果 +/// +public class ItemCollisionResult : CollisionResult +{ + public List CollectibleItems { get; set; } = new(); + public int TotalItems { get; set; } +} + +/// +/// 射线碰撞结果 +/// +public class RaycastResult : CollisionResult +{ + public Position HitPoint { get; set; } = new(); + public float Distance { get; set; } + public string? HitObjectId { get; set; } + public Guid? HitPlayerId { get; set; } + public Vector3 HitNormal { get; set; } = new(); +} + +/// +/// 领土碰撞结果 +/// +public class TerritoryCollisionResult : CollisionResult +{ + public Guid? TerritoryOwnerId { get; set; } + public string? TerritoryOwnerName { get; set; } + public TerritoryType TerritoryType { get; set; } + public float InfluenceStrength { get; set; } +} + +/// +/// 路径预测结果 +/// +public class PathPredictionResult : CollisionResult +{ + public List PredictedPath { get; set; } = new(); + public Position FinalPosition { get; set; } = new(); + public float PathLength { get; set; } + public List PredictedCollisions { get; set; } = new(); +} + +/// +/// 碰撞信息 +/// +public class CollisionInfo +{ + public CollisionType Type { get; set; } + public Position CollisionPoint { get; set; } = new(); + public Guid? ObjectId { get; set; } + public string? ObjectName { get; set; } + public Vector3 Normal { get; set; } = new(); + public float Depth { get; set; } + public Dictionary Properties { get; set; } = new(); +} + +/// +/// 碰撞检测请求 +/// +public class CollisionRequest +{ + public string RequestId { get; set; } = string.Empty; + public CollisionCheckType CheckType { get; set; } + public Guid? PlayerId { get; set; } + public Position Position { get; set; } = new(); + public Position? TargetPosition { get; set; } + public float Radius { get; set; } + public CollisionType[]? FilterTypes { get; set; } + public Dictionary Parameters { get; set; } = new(); +} + +/// +/// 可收集物品 +/// +public class CollectibleItem +{ + public string ItemId { get; set; } = string.Empty; + public string ItemName { get; set; } = string.Empty; + public ItemType ItemType { get; set; } + public Position Position { get; set; } = new(); + public int Quantity { get; set; } = 1; + public Dictionary Properties { get; set; } = new(); +} + +/// +/// 预测碰撞 +/// +public class PredictedCollision +{ + public float TimeToCollision { get; set; } + public Position CollisionPoint { get; set; } = new(); + public CollisionType CollisionType { get; set; } + public Guid? ObjectId { get; set; } + public float Severity { get; set; } +} + +/// +/// 三维向量 +/// +public class Vector3 +{ + public float X { get; set; } + public float Y { get; set; } + public float Z { get; set; } + + public Vector3() { } + + public Vector3(float x, float y, float z) + { + X = x; + Y = y; + Z = z; + } + + public float Magnitude => (float)Math.Sqrt(X * X + Y * Y + Z * Z); + + public Vector3 Normalized + { + get + { + var mag = Magnitude; + return mag > 0 ? new Vector3(X / mag, Y / mag, Z / mag) : new Vector3(); + } + } +} + +/// +/// 碰撞类型 +/// +public enum CollisionType +{ + Player, // 玩家 + Obstacle, // 障碍物 + Boundary, // 边界 + Item, // 物品 + Projectile, // 投射物 + Territory, // 领土 + PowerUp, // 增益道具 + Trap, // 陷阱 + Environment // 环境对象 +} + +/// +/// 碰撞检测类型 +/// +public enum CollisionCheckType +{ + Movement, // 移动检测 + Attack, // 攻击检测 + Area, // 区域检测 + Raycast, // 射线检测 + Collection, // 收集检测 + Boundary, // 边界检测 + Territory // 领土检测 +} + +/// +/// 物品类型 +/// +public enum ItemType +{ + PowerUp, // 增益道具 + Weapon, // 武器 + Consumable, // 消耗品 + Resource, // 资源 + Key, // 钥匙 + Treasure // 宝物 +} diff --git a/backend/src/CollabApp.Domain/Services/Game/IGameBroadcastService.cs b/backend/src/CollabApp.Domain/Services/Game/IGameBroadcastService.cs new file mode 100644 index 0000000..1a6f40c --- /dev/null +++ b/backend/src/CollabApp.Domain/Services/Game/IGameBroadcastService.cs @@ -0,0 +1,315 @@ +using CollabApp.Domain.Entities.Game; + +namespace CollabApp.Domain.Services.Game; + +/// +/// 游戏广播服务接口 +/// 负责实时推送游戏状态变化、事件通知和玩家互动信息 +/// +public interface IGameBroadcastService +{ + /// + /// 广播游戏状态更新 + /// 向所有游戏参与者推送游戏状态的变化 + /// + /// 游戏标识 + /// 状态更新信息 + /// 广播是否成功 + Task BroadcastGameStateUpdateAsync(Guid gameId, GameStateUpdate stateUpdate); + + /// + /// 广播玩家行为 + /// 向其他玩家推送某个玩家的行为信息 + /// + /// 游戏标识 + /// 玩家行为信息 + /// 排除的玩家ID(通常是行为发起者) + /// 广播是否成功 + Task BroadcastPlayerActionAsync(Guid gameId, PlayerActionBroadcast playerAction, Guid? excludePlayerId = null); + + /// + /// 广播游戏事件 + /// 推送重要的游戏事件给相关玩家 + /// + /// 游戏标识 + /// 游戏事件 + /// 目标玩家列表,为空则广播给所有人 + /// 广播是否成功 + Task BroadcastGameEventAsync(Guid gameId, GameEventBroadcast gameEvent, List? targetPlayers = null); + + /// + /// 发送私人消息 + /// 向特定玩家发送私人消息或通知 + /// + /// 游戏标识 + /// 目标玩家标识 + /// 消息内容 + /// 发送是否成功 + Task SendPrivateMessageAsync(Guid gameId, Guid playerId, PrivateMessage message); + + /// + /// 广播计分更新 + /// 推送计分变化和排名更新 + /// + /// 游戏标识 + /// 计分更新信息 + /// 广播是否成功 + Task BroadcastScoreUpdateAsync(Guid gameId, ScoreUpdateBroadcast scoreUpdate); + + /// + /// 广播地图变化 + /// 推送地图状态的变化(如领土变更、物品刷新等) + /// + /// 游戏标识 + /// 地图更新信息 + /// 广播是否成功 + Task BroadcastMapUpdateAsync(Guid gameId, MapUpdateBroadcast mapUpdate); + + /// + /// 广播玩家状态变化 + /// 推送玩家状态的变化(如血量、位置、装备等) + /// + /// 游戏标识 + /// 玩家状态更新 + /// 广播是否成功 + Task BroadcastPlayerStatusUpdateAsync(Guid gameId, PlayerStatusUpdate playerUpdate); + + /// + /// 广播系统通知 + /// 发送系统级别的通知消息 + /// + /// 游戏标识 + /// 系统通知 + /// 目标玩家,为空则发送给所有人 + /// 广播是否成功 + Task BroadcastSystemNotificationAsync(Guid gameId, SystemNotification notification, List? targetPlayers = null); + + /// + /// 加入游戏房间 + /// 将玩家连接添加到游戏房间的广播组 + /// + /// 连接标识 + /// 游戏标识 + /// 玩家标识 + /// 操作是否成功 + Task JoinGameRoomAsync(string connectionId, Guid gameId, Guid playerId); + + /// + /// 离开游戏房间 + /// 从游戏房间的广播组中移除玩家连接 + /// + /// 连接标识 + /// 游戏标识 + /// 玩家标识 + /// 操作是否成功 + Task LeaveGameRoomAsync(string connectionId, Guid gameId, Guid playerId); + + /// + /// 获取游戏房间在线玩家 + /// 获取当前在游戏房间中的所有在线玩家 + /// + /// 游戏标识 + /// 在线玩家列表 + Task> GetOnlinePlayersAsync(Guid gameId); +} + +/// +/// 游戏状态更新广播 +/// +public class GameStateUpdate +{ + public Guid GameId { get; set; } + public Entities.Game.GameStatus Status { get; set; } + public DateTime Timestamp { get; set; } + public TimeSpan? RemainingTime { get; set; } + public int Round { get; set; } + public Dictionary StateData { get; set; } = new(); +} + +/// +/// 玩家行为广播 +/// +public class PlayerActionBroadcast +{ + public Guid PlayerId { get; set; } + public string PlayerName { get; set; } = string.Empty; + public ActionType ActionType { get; set; } + public Position? Position { get; set; } + public Position? TargetPosition { get; set; } + public Guid? TargetPlayerId { get; set; } + public DateTime Timestamp { get; set; } + public Dictionary ActionData { get; set; } = new(); +} + +/// +/// 游戏事件广播 +/// +public class GameEventBroadcast +{ + public string EventType { get; set; } = string.Empty; + public string Title { get; set; } = string.Empty; + public string Message { get; set; } = string.Empty; + public EventPriority Priority { get; set; } + public Guid? RelatedPlayerId { get; set; } + public Position? Location { get; set; } + public DateTime Timestamp { get; set; } + public Dictionary EventData { get; set; } = new(); +} + +/// +/// 私人消息 +/// +public class PrivateMessage +{ + public Guid SenderId { get; set; } + public string SenderName { get; set; } = string.Empty; + public string Content { get; set; } = string.Empty; + public MessageType MessageType { get; set; } + public DateTime Timestamp { get; set; } + public Dictionary Metadata { get; set; } = new(); +} + +/// +/// 计分更新广播 +/// +public class ScoreUpdateBroadcast +{ + public Guid GameId { get; set; } + public List PlayerScores { get; set; } = new(); + public List Rankings { get; set; } = new(); + public DateTime Timestamp { get; set; } +} + +/// +/// 玩家计分更新 +/// +public class PlayerScoreUpdate +{ + public Guid PlayerId { get; set; } + public string PlayerName { get; set; } = string.Empty; + public int PreviousScore { get; set; } + public int CurrentScore { get; set; } + public int ScoreChange { get; set; } + public string Reason { get; set; } = string.Empty; +} + +/// +/// 地图更新广播 +/// +public class MapUpdateBroadcast +{ + public Guid GameId { get; set; } + public MapUpdateType UpdateType { get; set; } + public Position? Position { get; set; } + public float? Radius { get; set; } + public Guid? OwnerId { get; set; } + public string? ItemId { get; set; } + public DateTime Timestamp { get; set; } + public Dictionary UpdateData { get; set; } = new(); +} + +/// +/// 玩家状态更新 +/// +public class PlayerStatusUpdate +{ + public Guid PlayerId { get; set; } + public string PlayerName { get; set; } = string.Empty; + public Position Position { get; set; } = new(); + public float Health { get; set; } + public float MaxHealth { get; set; } + public PlayerState State { get; set; } + public List ActiveEffects { get; set; } = new(); + public DateTime Timestamp { get; set; } + public Dictionary CustomStatus { get; set; } = new(); +} + +/// +/// 系统通知 +/// +public class SystemNotification +{ + public string Id { get; set; } = string.Empty; + public string Title { get; set; } = string.Empty; + public string Message { get; set; } = string.Empty; + public NotificationType Type { get; set; } + public EventPriority Priority { get; set; } + public TimeSpan? DisplayDuration { get; set; } + public DateTime Timestamp { get; set; } + public Dictionary Data { get; set; } = new(); +} + +/// +/// 在线玩家信息 +/// +public class OnlinePlayer +{ + public Guid PlayerId { get; set; } + public string PlayerName { get; set; } = string.Empty; + public string ConnectionId { get; set; } = string.Empty; + public DateTime ConnectedAt { get; set; } + public PlayerState State { get; set; } + public bool IsReady { get; set; } +} + +/// +/// 事件优先级 +/// +public enum EventPriority +{ + Low, + Normal, + High, + Critical +} + +/// +/// 消息类型 +/// +public enum MessageType +{ + Chat, + System, + Achievement, + Warning, + Info +} + +/// +/// 地图更新类型 +/// +public enum MapUpdateType +{ + TerritoryChanged, + ItemSpawned, + ItemRemoved, + ObstacleAdded, + ObstacleRemoved, + EffectApplied, + EffectRemoved +} + +/// +/// 玩家状态 +/// +public enum PlayerState +{ + Waiting, + Ready, + Playing, + Dead, + Spectating, + Disconnected +} + +/// +/// 通知类型 +/// +public enum NotificationType +{ + Info, + Success, + Warning, + Error, + Achievement +} diff --git a/backend/src/CollabApp.Domain/Services/Game/IGamePlayService.cs b/backend/src/CollabApp.Domain/Services/Game/IGamePlayService.cs new file mode 100644 index 0000000..eacc1cc --- /dev/null +++ b/backend/src/CollabApp.Domain/Services/Game/IGamePlayService.cs @@ -0,0 +1,299 @@ +using CollabApp.Domain.Entities.Game; + +namespace CollabApp.Domain.Services.Game; + +/// +/// 游戏玩法服务接口 +/// 负责处理游戏核心玩法逻辑,包括移动、攻击、收集等游戏行为 +/// +public interface IGamePlayService +{ + /// + /// 处理玩家移动 + /// 验证移动的合法性,更新玩家位置,检测碰撞和边界 + /// + /// 游戏标识 + /// 玩家标识 + /// 移动命令 + /// 移动处理结果 + Task ProcessPlayerMoveAsync(Guid gameId, Guid playerId, MoveCommand moveCommand); + + /// + /// 处理玩家攻击行为 + /// 验证攻击条件,计算伤害,更新游戏状态 + /// + /// 游戏标识 + /// 攻击者标识 + /// 攻击命令 + /// 攻击处理结果 + Task ProcessPlayerAttackAsync(Guid gameId, Guid attackerId, AttackCommand attackCommand); + + /// + /// 处理物品收集 + /// 验证收集条件,更新玩家库存,移除地图物品 + /// + /// 游戏标识 + /// 玩家标识 + /// 物品标识 + /// 收集处理结果 + Task ProcessItemCollectionAsync(Guid gameId, Guid playerId, Guid itemId); + + /// + /// 使用道具/技能 + /// 验证使用条件,应用道具效果,更新冷却时间 + /// + /// 游戏标识 + /// 玩家标识 + /// 技能使用命令 + /// 技能使用结果 + Task UsePlayerSkillAsync(Guid gameId, Guid playerId, SkillUseCommand skillCommand); + + /// + /// 处理领土占领 + /// 验证占领条件,更新领土归属,计算影响范围 + /// + /// 游戏标识 + /// 玩家标识 + /// 领土命令 + /// 占领处理结果 + Task ProcessTerritoryClaimAsync(Guid gameId, Guid playerId, TerritoryClaimCommand territoryCommand); + + /// + /// 执行游戏规则检查 + /// 检查当前游戏状态是否符合规则要求 + /// + /// 游戏标识 + /// 规则检查结果 + Task ExecuteRuleCheckAsync(Guid gameId); + + /// + /// 获取玩家可执行的行为列表 + /// 基于当前游戏状态和玩家状态,返回合法的行为选项 + /// + /// 游戏标识 + /// 玩家标识 + /// 可用行为列表 + Task> GetAvailableActionsAsync(Guid gameId, Guid playerId); + + /// + /// 计算行为执行的预期结果 + /// 在不实际执行的情况下,模拟行为的影响 + /// + /// 游戏标识 + /// 玩家标识 + /// 行为命令 + /// 预期结果 + Task PredictActionResultAsync(Guid gameId, Guid playerId, IGameActionCommand actionCommand); +} + +/// +/// 移动命令 +/// +public class MoveCommand : IGameActionCommand +{ + public Guid PlayerId { get; set; } + public Position NewPosition { get; set; } = new(); + public Direction Direction { get; set; } + public float Speed { get; set; } + public DateTime Timestamp { get; set; } +} + +/// +/// 攻击命令 +/// +public class AttackCommand : IGameActionCommand +{ + public Guid PlayerId { get; set; } + public Guid? TargetPlayerId { get; set; } + public Position TargetPosition { get; set; } = new(); + public AttackType AttackType { get; set; } + public float Damage { get; set; } + public DateTime Timestamp { get; set; } +} + +/// +/// 技能使用命令 +/// +public class SkillUseCommand : IGameActionCommand +{ + public Guid PlayerId { get; set; } + public string SkillId { get; set; } = string.Empty; + public Position? TargetPosition { get; set; } + public Guid? TargetPlayerId { get; set; } + public Dictionary Parameters { get; set; } = new(); + public DateTime Timestamp { get; set; } +} + +/// +/// 领土占领命令 +/// +public class TerritoryClaimCommand : IGameActionCommand +{ + public Guid PlayerId { get; set; } + public Position Position { get; set; } = new(); + public float Radius { get; set; } + public TerritoryType TerritoryType { get; set; } + public DateTime Timestamp { get; set; } +} + +/// +/// 游戏行为命令基接口 +/// +public interface IGameActionCommand +{ + Guid PlayerId { get; set; } + DateTime Timestamp { get; set; } +} + +/// +/// 移动处理结果 +/// +public class MoveResult +{ + public bool Success { get; set; } + public Position OldPosition { get; set; } = new(); + public Position NewPosition { get; set; } = new(); + public List Errors { get; set; } = new(); + public List TriggeredEvents { get; set; } = new(); +} + +/// +/// 攻击处理结果 +/// +public class AttackResult +{ + public bool Success { get; set; } + public float DamageDealt { get; set; } + public List AffectedPlayers { get; set; } = new(); + public List Errors { get; set; } = new(); + public List TriggeredEvents { get; set; } = new(); +} + +/// +/// 收集处理结果 +/// +public class CollectResult +{ + public bool Success { get; set; } + public string ItemName { get; set; } = string.Empty; + public int Quantity { get; set; } + public List Errors { get; set; } = new(); + public List TriggeredEvents { get; set; } = new(); +} + +/// +/// 技能使用结果 +/// +public class SkillUseResult +{ + public bool Success { get; set; } + public string SkillId { get; set; } = string.Empty; + public TimeSpan CooldownRemaining { get; set; } + public List AffectedPlayers { get; set; } = new(); + public List Errors { get; set; } = new(); + public List TriggeredEvents { get; set; } = new(); +} + +/// +/// 领土占领结果 +/// +public class TerritoryClaimResult +{ + public bool Success { get; set; } + public float TerritoryGained { get; set; } + public float TerritoryLost { get; set; } + public List AffectedPlayers { get; set; } = new(); + public List Errors { get; set; } = new(); + public List TriggeredEvents { get; set; } = new(); +} + +/// +/// 规则检查结果 +/// +public class RuleCheckResult +{ + public bool IsValid { get; set; } + public List Violations { get; set; } = new(); + public List Warnings { get; set; } = new(); + public List TriggeredEvents { get; set; } = new(); +} + +/// +/// 可用行为 +/// +public class AvailableAction +{ + public string ActionId { get; set; } = string.Empty; + public string ActionName { get; set; } = string.Empty; + public ActionType ActionType { get; set; } + public bool IsAvailable { get; set; } + public string? DisabledReason { get; set; } + public TimeSpan? CooldownRemaining { get; set; } + public Dictionary Parameters { get; set; } = new(); +} + +/// +/// 行为预测结果 +/// +public class ActionPredictionResult +{ + public bool CanExecute { get; set; } + public float SuccessProbability { get; set; } + public List PredictedEffects { get; set; } = new(); + public List Risks { get; set; } = new(); + public Dictionary PredictedChanges { get; set; } = new(); +} + +/// +/// 游戏事件 +/// +public class GameEvent +{ + public string EventType { get; set; } = string.Empty; + public Guid? PlayerId { get; set; } + public string Description { get; set; } = string.Empty; + public DateTime Timestamp { get; set; } + public Dictionary Data { get; set; } = new(); +} + +/// +/// 位置信息 +/// +public class Position +{ + public float X { get; set; } + public float Y { get; set; } + public float Z { get; set; } +} + +/// +/// 方向枚举 +/// +public enum Direction +{ + North, South, East, West, NorthEast, NorthWest, SouthEast, SouthWest +} + +/// +/// 攻击类型 +/// +public enum AttackType +{ + Melee, Ranged, Area, Special +} + +/// +/// 领土类型 +/// +public enum TerritoryType +{ + Basic, Fortress, Resource, Strategic +} + +/// +/// 行为类型 +/// +public enum ActionType +{ + Move, Attack, Collect, UseSkill, ClaimTerritory, Defend, Special +} diff --git a/backend/src/CollabApp.Domain/Services/Game/IGameResultService.cs b/backend/src/CollabApp.Domain/Services/Game/IGameResultService.cs new file mode 100644 index 0000000..8de1737 --- /dev/null +++ b/backend/src/CollabApp.Domain/Services/Game/IGameResultService.cs @@ -0,0 +1,303 @@ +using CollabApp.Domain.Entities.Game; + +namespace CollabApp.Domain.Services.Game; + +/// +/// 游戏结果服务接口 +/// 负责计算游戏结果、排名、奖励分配和成就解锁 +/// +public interface IGameResultService +{ + /// + /// 计算游戏最终结果 + /// 基于游戏类型和规则,计算所有玩家的最终成绩和排名 + /// + /// 游戏标识 + /// 游戏结果详情 + Task CalculateGameResultAsync(Guid gameId); + + /// + /// 计算玩家排名 + /// 根据得分、完成时间等因素确定玩家排名 + /// + /// 游戏标识 + /// 玩家排名列表 + Task> CalculatePlayerRankingsAsync(Guid gameId); + + /// + /// 计算经验值奖励 + /// 基于游戏表现和排名计算玩家获得的经验值 + /// + /// 游戏标识 + /// 玩家标识 + /// 经验值奖励详情 + Task CalculateExperienceRewardAsync(Guid gameId, Guid playerId); + + /// + /// 计算积分奖励 + /// 基于游戏结果计算玩家获得的积分 + /// + /// 游戏标识 + /// 玩家标识 + /// 积分奖励详情 + Task CalculateScoreRewardAsync(Guid gameId, Guid playerId); + + /// + /// 检查成就解锁 + /// 检查玩家在游戏中是否达成了特定成就 + /// + /// 游戏标识 + /// 玩家标识 + /// 解锁的成就列表 + Task> CheckAchievementUnlocksAsync(Guid gameId, Guid playerId); + + /// + /// 生成游戏统计报告 + /// 创建详细的游戏数据统计报告 + /// + /// 游戏标识 + /// 统计报告 + Task GenerateStatisticsReportAsync(Guid gameId); + + /// + /// 计算玩家评级变化 + /// 基于游戏结果更新玩家的技能评级 + /// + /// 游戏标识 + /// 玩家标识 + /// 评级变化详情 + Task CalculateRatingChangeAsync(Guid gameId, Guid playerId); + + /// + /// 保存游戏结果到历史记录 + /// 将游戏结果持久化到数据库 + /// + /// 游戏结果 + /// 保存是否成功 + Task SaveGameResultAsync(GameResult gameResult); + + /// + /// 获取历史游戏结果 + /// 检索指定游戏的历史结果数据 + /// + /// 游戏标识 + /// 历史游戏结果,如果不存在则返回null + Task GetGameResultAsync(Guid gameId); + + /// + /// 计算团队奖励 + /// 为团队游戏计算额外的团队协作奖励 + /// + /// 游戏标识 + /// 团队标识 + /// 团队奖励详情 + Task CalculateTeamRewardAsync(Guid gameId, Guid teamId); +} + +/// +/// 游戏结果 +/// +public class GameResult +{ + public Guid GameId { get; set; } + public DateTime StartTime { get; set; } + public DateTime EndTime { get; set; } + public TimeSpan Duration { get; set; } + public GameType GameType { get; set; } + public GameEndReason EndReason { get; set; } + public List PlayerResults { get; set; } = new(); + public GameStatistics Statistics { get; set; } = new(); + public Dictionary Metadata { get; set; } = new(); +} + +/// +/// 玩家结果 +/// +public class PlayerResult +{ + public Guid PlayerId { get; set; } + public string PlayerName { get; set; } = string.Empty; + public int FinalScore { get; set; } + public int Rank { get; set; } + public TimeSpan PlayTime { get; set; } + public bool IsWinner { get; set; } + public PlayerStatistics Statistics { get; set; } = new(); + public List AchievementsUnlocked { get; set; } = new(); + public ExperienceReward ExperienceGained { get; set; } = new(); + public ScoreReward ScoreGained { get; set; } = new(); + public RatingChange RatingChange { get; set; } = new(); +} + +/// +/// 玩家排名 +/// +public class PlayerRanking +{ + public Guid PlayerId { get; set; } + public string PlayerName { get; set; } = string.Empty; + public int Rank { get; set; } + public int Score { get; set; } + public float TerritoryPercentage { get; set; } + public int KillCount { get; set; } + public int DeathCount { get; set; } + public TimeSpan SurvivalTime { get; set; } + public Dictionary CustomMetrics { get; set; } = new(); +} + +/// +/// 经验值奖励 +/// +public class ExperienceReward +{ + public int BaseExperience { get; set; } + public int BonusExperience { get; set; } + public int TotalExperience { get; set; } + public List Sources { get; set; } = new(); + public int LevelBefore { get; set; } + public int LevelAfter { get; set; } + public bool LeveledUp { get; set; } +} + +/// +/// 积分奖励 +/// +public class ScoreReward +{ + public int BaseScore { get; set; } + public int BonusScore { get; set; } + public int TotalScore { get; set; } + public List Sources { get; set; } = new(); + public float Multiplier { get; set; } = 1.0f; +} + +/// +/// 成就 +/// +public class Achievement +{ + public string Id { get; set; } = string.Empty; + public string Name { get; set; } = string.Empty; + public string Description { get; set; } = string.Empty; + public AchievementType Type { get; set; } + public int Points { get; set; } + public DateTime UnlockedAt { get; set; } + public Dictionary Criteria { get; set; } = new(); +} + +/// +/// 游戏统计报告 +/// +public class GameStatisticsReport +{ + public Guid GameId { get; set; } + public DateTime GeneratedAt { get; set; } + public TimeSpan GameDuration { get; set; } + public int TotalPlayers { get; set; } + public int TotalActions { get; set; } + public Dictionary ActionBreakdown { get; set; } = new(); + public PlayerStatistics TopPerformer { get; set; } = new(); + public List KeyEvents { get; set; } = new(); + public Dictionary CustomMetrics { get; set; } = new(); +} + +/// +/// 玩家统计 +/// +public class PlayerStatistics +{ + public Guid PlayerId { get; set; } + public int ActionsPerformed { get; set; } + public int KillCount { get; set; } + public int DeathCount { get; set; } + public float TerritoryControlled { get; set; } + public float MaxTerritoryControlled { get; set; } + public int ItemsCollected { get; set; } + public int SkillsUsed { get; set; } + public float DistanceTraveled { get; set; } + public TimeSpan TimeAlive { get; set; } + public Dictionary DetailedStats { get; set; } = new(); +} + +/// +/// 评级变化 +/// +public class RatingChange +{ + public int RatingBefore { get; set; } + public int RatingAfter { get; set; } + public int Change { get; set; } + public RatingTier TierBefore { get; set; } + public RatingTier TierAfter { get; set; } + public bool TierChanged { get; set; } + public string Reason { get; set; } = string.Empty; +} + +/// +/// 团队奖励 +/// +public class TeamReward +{ + public Guid TeamId { get; set; } + public int BaseReward { get; set; } + public int CooperationBonus { get; set; } + public int TotalReward { get; set; } + public List MemberRewards { get; set; } = new(); +} + +/// +/// 团队成员奖励 +/// +public class TeamMemberReward +{ + public Guid PlayerId { get; set; } + public int IndividualReward { get; set; } + public int TeamBonus { get; set; } + public int TotalReward { get; set; } +} + +/// +/// 经验值来源 +/// +public class ExperienceSource +{ + public string Source { get; set; } = string.Empty; + public int Amount { get; set; } + public string Description { get; set; } = string.Empty; +} + +/// +/// 积分来源 +/// +public class ScoreSource +{ + public string Source { get; set; } = string.Empty; + public int Amount { get; set; } + public string Description { get; set; } = string.Empty; +} + +/// +/// 成就类型 +/// +public enum AchievementType +{ + Combat, // 战斗相关 + Territory, // 领土相关 + Survival, // 生存相关 + Collection, // 收集相关 + Social, // 社交相关 + Special // 特殊成就 +} + +/// +/// 评级等级 +/// +public enum RatingTier +{ + Bronze, + Silver, + Gold, + Platinum, + Diamond, + Master, + Grandmaster +} diff --git a/backend/src/CollabApp.Domain/Services/Game/IGameStateService.cs b/backend/src/CollabApp.Domain/Services/Game/IGameStateService.cs new file mode 100644 index 0000000..b4b99e5 --- /dev/null +++ b/backend/src/CollabApp.Domain/Services/Game/IGameStateService.cs @@ -0,0 +1,178 @@ +using CollabApp.Domain.Entities.Game; + +namespace CollabApp.Domain.Services.Game; + +/// +/// 游戏状态管理服务接口 +/// 负责管理游戏的整体状态,包括游戏生命周期、状态转换和状态验证 +/// +public interface IGameStateService +{ + /// + /// 初始化新游戏 + /// 创建游戏实例,设置初始状态,配置游戏参数 + /// + /// 游戏唯一标识 + /// 房间标识 + /// 游戏配置参数 + /// 初始化后的游戏实例 + Task InitializeGameAsync(Guid gameId, Guid roomId, GameSettings gameSettings); + + /// + /// 开始游戏 + /// 将游戏状态从等待转为进行中,启动游戏计时器 + /// + /// 游戏标识 + /// 操作是否成功 + Task StartGameAsync(Guid gameId); + + /// + /// 暂停游戏 + /// 临时停止游戏进程,保存当前状态 + /// + /// 游戏标识 + /// 操作是否成功 + Task PauseGameAsync(Guid gameId); + + /// + /// 恢复游戏 + /// 从暂停状态恢复游戏进程 + /// + /// 游戏标识 + /// 操作是否成功 + Task ResumeGameAsync(Guid gameId); + + /// + /// 结束游戏 + /// 终止游戏进程,计算最终结果,清理资源 + /// + /// 游戏标识 + /// 结束原因 + /// 游戏结束结果 + Task EndGameAsync(Guid gameId, GameEndReason reason); + + /// + /// 获取游戏当前状态 + /// 返回游戏的实时状态信息 + /// + /// 游戏标识 + /// 游戏状态信息 + Task GetGameStateAsync(Guid gameId); + + /// + /// 验证状态转换的合法性 + /// 检查从当前状态到目标状态的转换是否被允许 + /// + /// 游戏标识 + /// 目标状态 + /// 转换是否合法 + Task ValidateStateTransitionAsync(Guid gameId, Entities.Game.GameStatus targetState); + + /// + /// 更新游戏状态 + /// 执行状态转换并触发相关事件 + /// + /// 游戏标识 + /// 新状态 + /// 状态更新的元数据 + /// 更新是否成功 + Task UpdateGameStateAsync(Guid gameId, Entities.Game.GameStatus newState, Dictionary? metadata = null); +} + +/// +/// 游戏配置参数 +/// +public class GameSettings +{ + public TimeSpan Duration { get; set; } = TimeSpan.FromMinutes(5); + public int MaxPlayers { get; set; } = 4; + public int MinPlayers { get; set; } = 2; + public GameType GameType { get; set; } = GameType.Territory; + public DifficultyLevel Difficulty { get; set; } = DifficultyLevel.Normal; + public Dictionary CustomSettings { get; set; } = new(); +} + +/// +/// 游戏结束结果 +/// +public class GameEndResult +{ + public Guid GameId { get; set; } + public GameEndReason Reason { get; set; } + public DateTime EndTime { get; set; } + public List PlayerResults { get; set; } = new(); + public GameStatistics Statistics { get; set; } = new(); +} + +/// +/// 游戏状态信息 +/// +public class GameStateInfo +{ + public Guid GameId { get; set; } + public Entities.Game.GameStatus Status { get; set; } + public DateTime StartTime { get; set; } + public TimeSpan ElapsedTime { get; set; } + public TimeSpan? RemainingTime { get; set; } + public int ConnectedPlayers { get; set; } + public Dictionary StateData { get; set; } = new(); +} + +/// +/// 玩家游戏结果 +/// +public class PlayerGameResult +{ + public Guid PlayerId { get; set; } + public string PlayerName { get; set; } = string.Empty; + public int Score { get; set; } + public int Rank { get; set; } + public TimeSpan PlayTime { get; set; } + public Dictionary Statistics { get; set; } = new(); +} + +/// +/// 游戏统计信息 +/// +public class GameStatistics +{ + public TimeSpan TotalDuration { get; set; } + public int TotalActions { get; set; } + public int TotalPlayers { get; set; } + public Dictionary ActionCounts { get; set; } = new(); + public Dictionary CustomStats { get; set; } = new(); +} + +/// +/// 游戏结束原因 +/// +public enum GameEndReason +{ + Completed, // 正常完成 + TimeExpired, // 时间到 + PlayerLeft, // 玩家离开 + ServerError, // 服务器错误 + AdminTerminated // 管理员终止 +} + +/// +/// 游戏类型 +/// +public enum GameType +{ + Territory, // 领土争夺 + Survival, // 生存模式 + Race, // 竞速模式 + Puzzle // 解谜模式 +} + +/// +/// 难度等级 +/// +public enum DifficultyLevel +{ + Easy, + Normal, + Hard, + Expert +} diff --git a/backend/src/CollabApp.Domain/Services/Game/IPlayerStateService.cs b/backend/src/CollabApp.Domain/Services/Game/IPlayerStateService.cs new file mode 100644 index 0000000..c5e9c22 --- /dev/null +++ b/backend/src/CollabApp.Domain/Services/Game/IPlayerStateService.cs @@ -0,0 +1,336 @@ +using CollabApp.Domain.Entities.Game; + +namespace CollabApp.Domain.Services.Game; + +/// +/// 玩家状态管理服务接口 +/// 负责管理游戏中玩家的各种状态,包括生命值、位置、装备、技能等 +/// +public interface IPlayerStateService +{ + /// + /// 获取玩家状态 + /// 获取玩家的当前完整状态信息 + /// + /// 游戏标识 + /// 玩家标识 + /// 玩家状态信息 + Task GetPlayerStateAsync(Guid gameId, Guid playerId); + + /// + /// 更新玩家位置 + /// 更新玩家在游戏中的位置 + /// + /// 游戏标识 + /// 玩家标识 + /// 新位置 + /// 时间戳 + /// 位置更新结果 + Task UpdatePlayerPositionAsync(Guid gameId, Guid playerId, Position newPosition, DateTime timestamp); + + /// + /// 更新玩家生命值 + /// 修改玩家的生命值 + /// + /// 游戏标识 + /// 玩家标识 + /// 生命值变化(正数为恢复,负数为损失) + /// 变化来源 + /// 生命值更新结果 + Task UpdatePlayerHealthAsync(Guid gameId, Guid playerId, float healthChange, string source); + + /// + /// 设置玩家状态 + /// 设置玩家的游戏状态(如存活、死亡、观战等) + /// + /// 游戏标识 + /// 玩家标识 + /// 新状态 + /// 状态变化原因 + /// 状态更新是否成功 + Task SetPlayerStateAsync(Guid gameId, Guid playerId, PlayerState newState, string reason); + + /// + /// 重生玩家 + /// 在指定位置重生已死亡的玩家 + /// + /// 游戏标识 + /// 玩家标识 + /// 重生位置 + /// 重生结果 + Task RespawnPlayerAsync(Guid gameId, Guid playerId, Position? respawnPosition = null); + + /// + /// 获取玩家装备 + /// 获取玩家当前装备的物品 + /// + /// 游戏标识 + /// 玩家标识 + /// 装备信息 + Task GetPlayerEquipmentAsync(Guid gameId, Guid playerId); + + /// + /// 更新玩家装备 + /// 装备或卸下物品 + /// + /// 游戏标识 + /// 玩家标识 + /// 装备槽位 + /// 物品标识 + /// 装备更新结果 + Task UpdatePlayerEquipmentAsync(Guid gameId, Guid playerId, EquipmentSlot equipmentSlot, string? itemId); + + /// + /// 获取玩家技能状态 + /// 获取玩家技能的冷却时间和可用性 + /// + /// 游戏标识 + /// 玩家标识 + /// 技能状态信息 + Task GetPlayerSkillStateAsync(Guid gameId, Guid playerId); + + /// + /// 更新技能冷却 + /// 设置技能的冷却时间 + /// + /// 游戏标识 + /// 玩家标识 + /// 技能标识 + /// 冷却时长 + /// 更新是否成功 + Task SetSkillCooldownAsync(Guid gameId, Guid playerId, string skillId, TimeSpan cooldownDuration); + + /// + /// 获取所有玩家状态 + /// 获取游戏中所有玩家的状态信息 + /// + /// 游戏标识 + /// 所有玩家状态列表 + Task> GetAllPlayerStatesAsync(Guid gameId); + + /// + /// 应用状态效果 + /// 为玩家应用临时状态效果 + /// + /// 游戏标识 + /// 玩家标识 + /// 状态效果 + /// 应用结果 + Task ApplyStatusEffectAsync(Guid gameId, Guid playerId, StatusEffect effect); + + /// + /// 移除状态效果 + /// 移除玩家身上的状态效果 + /// + /// 游戏标识 + /// 玩家标识 + /// 效果标识 + /// 移除是否成功 + Task RemoveStatusEffectAsync(Guid gameId, Guid playerId, Guid effectId); +} + +/// +/// 玩家游戏状态 +/// +public class PlayerGameState +{ + public Guid PlayerId { get; set; } + public string PlayerName { get; set; } = string.Empty; + public Position Position { get; set; } = new(); + public float Health { get; set; } + public float MaxHealth { get; set; } + public float Shield { get; set; } + public float MaxShield { get; set; } + public PlayerState State { get; set; } + public int Score { get; set; } + public int Level { get; set; } + public float Experience { get; set; } + public DateTime LastActivity { get; set; } + public PlayerEquipment Equipment { get; set; } = new(); + public PlayerSkillState SkillState { get; set; } = new(); + public List ActiveEffects { get; set; } = new(); + public PlayerStatistics Statistics { get; set; } = new(); + public Dictionary CustomData { get; set; } = new(); +} + +/// +/// 位置更新结果 +/// +public class PositionUpdateResult +{ + public bool Success { get; set; } + public Position OldPosition { get; set; } = new(); + public Position NewPosition { get; set; } = new(); + public float DistanceMoved { get; set; } + public bool TriggeredEvents { get; set; } + public List Events { get; set; } = new(); + public List Errors { get; set; } = new(); +} + +/// +/// 生命值更新结果 +/// +public class HealthUpdateResult +{ + public bool Success { get; set; } + public float OldHealth { get; set; } + public float NewHealth { get; set; } + public float ActualChange { get; set; } + public bool IsDead { get; set; } + public bool IsFullHealth { get; set; } + public string Source { get; set; } = string.Empty; + public List Effects { get; set; } = new(); +} + +/// +/// 重生结果 +/// +public class RespawnResult +{ + public bool Success { get; set; } + public Position RespawnPosition { get; set; } = new(); + public float InitialHealth { get; set; } + public PlayerEquipment InitialEquipment { get; set; } = new(); + public TimeSpan RespawnDelay { get; set; } + public List Messages { get; set; } = new(); + public List Errors { get; set; } = new(); +} + +/// +/// 玩家装备 +/// +public class PlayerEquipment +{ + public string? PrimaryWeapon { get; set; } + public string? SecondaryWeapon { get; set; } + public string? Armor { get; set; } + public string? Accessory { get; set; } + public string? SpecialItem { get; set; } + public List Inventory { get; set; } = new(); + public int InventoryCapacity { get; set; } = 10; + public Dictionary CustomSlots { get; set; } = new(); +} + +/// +/// 装备更新结果 +/// +public class EquipmentUpdateResult +{ + public bool Success { get; set; } + public EquipmentSlot Slot { get; set; } + public string? OldItemId { get; set; } + public string? NewItemId { get; set; } + public List StatChanges { get; set; } = new(); + public List Errors { get; set; } = new(); +} + +/// +/// 玩家技能状态 +/// +public class PlayerSkillState +{ + public Dictionary Skills { get; set; } = new(); + public Dictionary CooldownEndTimes { get; set; } = new(); + public int SkillPoints { get; set; } + public List UnlockedSkills { get; set; } = new(); +} + +/// +/// 技能信息 +/// +public class SkillInfo +{ + public string Id { get; set; } = string.Empty; + public string Name { get; set; } = string.Empty; + public int Level { get; set; } + public int MaxLevel { get; set; } + public TimeSpan BaseCooldown { get; set; } + public TimeSpan RemainingCooldown { get; set; } + public bool IsAvailable { get; set; } + public int ManaCost { get; set; } + public List Requirements { get; set; } = new(); + public Dictionary Properties { get; set; } = new(); +} + +/// +/// 状态效果 +/// +public class StatusEffect +{ + public Guid Id { get; set; } + public string Name { get; set; } = string.Empty; + public string Description { get; set; } = string.Empty; + public StatusEffectType Type { get; set; } + public DateTime StartTime { get; set; } + public TimeSpan Duration { get; set; } + public TimeSpan RemainingTime { get; set; } + public int StackCount { get; set; } = 1; + public int MaxStacks { get; set; } = 1; + public List StatModifiers { get; set; } = new(); + public Dictionary Properties { get; set; } = new(); +} + +/// +/// 状态效果结果 +/// +public class StatusEffectResult +{ + public bool Success { get; set; } + public Guid EffectId { get; set; } + public bool Stacked { get; set; } + public int NewStackCount { get; set; } + public List AppliedModifiers { get; set; } = new(); + public List Messages { get; set; } = new(); + public List Errors { get; set; } = new(); +} + +/// +/// 属性修改器 +/// +public class StatModifier +{ + public string StatName { get; set; } = string.Empty; + public ModifierType ModifierType { get; set; } + public float Value { get; set; } + public bool IsPercentage { get; set; } + public string Source { get; set; } = string.Empty; +} + +/// +/// 装备槽位 +/// +public enum EquipmentSlot +{ + PrimaryWeapon, + SecondaryWeapon, + Armor, + Accessory, + SpecialItem, + Custom1, + Custom2, + Custom3 +} + +/// +/// 状态效果类型 +/// +public enum StatusEffectType +{ + Buff, // 增益 + Debuff, // 减益 + DoT, // 持续伤害 + HoT, // 持续治疗 + Immunity, // 免疫 + Transformation, // 变身 + Aura // 光环 +} + +/// +/// 修改器类型 +/// +public enum ModifierType +{ + Add, // 加法 + Multiply, // 乘法 + Override // 覆盖 +} diff --git a/backend/src/CollabApp.Domain/Services/Game/IPowerUpService.cs b/backend/src/CollabApp.Domain/Services/Game/IPowerUpService.cs new file mode 100644 index 0000000..61d553f --- /dev/null +++ b/backend/src/CollabApp.Domain/Services/Game/IPowerUpService.cs @@ -0,0 +1,326 @@ +using CollabApp.Domain.Entities.Game; + +namespace CollabApp.Domain.Services.Game; + +/// +/// 道具系统服务接口 +/// 负责管理游戏中的各种道具,包括生成、效果应用、持续时间管理等 +/// +public interface IPowerUpService +{ + /// + /// 生成道具 + /// 在指定位置生成道具 + /// + /// 游戏标识 + /// 道具类型 + /// 生成位置 + /// 生成原因 + /// 生成的道具信息 + Task SpawnPowerUpAsync(Guid gameId, PowerUpType powerUpType, Position position, SpawnReason spawnReason); + + /// + /// 收集道具 + /// 玩家收集道具并应用效果 + /// + /// 游戏标识 + /// 玩家标识 + /// 道具标识 + /// 收集结果 + Task CollectPowerUpAsync(Guid gameId, Guid playerId, Guid powerUpId); + + /// + /// 应用道具效果 + /// 对玩家应用道具的效果 + /// + /// 游戏标识 + /// 玩家标识 + /// 道具类型 + /// 效果等级 + /// 应用结果 + Task ApplyPowerUpEffectAsync(Guid gameId, Guid playerId, PowerUpType powerUpType, int effectLevel = 1); + + /// + /// 移除道具效果 + /// 移除玩家身上的道具效果 + /// + /// 游戏标识 + /// 玩家标识 + /// 效果标识 + /// 移除是否成功 + Task RemovePowerUpEffectAsync(Guid gameId, Guid playerId, Guid effectId); + + /// + /// 获取玩家活跃效果 + /// 获取玩家当前所有活跃的道具效果 + /// + /// 游戏标识 + /// 玩家标识 + /// 活跃效果列表 + Task> GetActiveEffectsAsync(Guid gameId, Guid playerId); + + /// + /// 更新道具效果 + /// 更新所有活跃道具效果的状态和持续时间 + /// + /// 游戏标识 + /// 时间间隔 + /// 更新结果 + Task UpdatePowerUpEffectsAsync(Guid gameId, float deltaTime); + + /// + /// 获取地图道具 + /// 获取地图上所有可用的道具 + /// + /// 游戏标识 + /// 地图道具列表 + Task> GetMapPowerUpsAsync(Guid gameId); + + /// + /// 自动生成道具 + /// 根据游戏规则自动在地图上生成道具 + /// + /// 游戏标识 + /// 生成配置 + /// 生成的道具列表 + Task> AutoSpawnPowerUpsAsync(Guid gameId, PowerUpSpawnConfig spawnConfig); + + /// + /// 清理过期道具 + /// 清理地图上过期或无效的道具 + /// + /// 游戏标识 + /// 清理的道具数量 + Task CleanupExpiredPowerUpsAsync(Guid gameId); + + /// + /// 检查道具冲突 + /// 检查道具效果之间是否存在冲突 + /// + /// 游戏标识 + /// 玩家标识 + /// 新道具类型 + /// 冲突检查结果 + Task CheckPowerUpConflictAsync(Guid gameId, Guid playerId, PowerUpType newPowerUpType); +} + +/// +/// 道具实例 +/// +public class PowerUpInstance +{ + public Guid Id { get; set; } + public PowerUpType Type { get; set; } + public Position Position { get; set; } = new(); + public DateTime SpawnTime { get; set; } + public TimeSpan Duration { get; set; } + public int EffectLevel { get; set; } = 1; + public bool IsActive { get; set; } = true; + public SpawnReason SpawnReason { get; set; } + public Dictionary Properties { get; set; } = new(); +} + +/// +/// 道具收集结果 +/// +public class PowerUpCollectionResult +{ + public bool Success { get; set; } + public PowerUpInstance PowerUp { get; set; } = new(); + public ActivePowerUpEffect AppliedEffect { get; set; } = new(); + public List Messages { get; set; } = new(); + public List Errors { get; set; } = new(); +} + +/// +/// 道具效果应用结果 +/// +public class PowerUpEffectResult +{ + public bool Success { get; set; } + public Guid EffectId { get; set; } + public PowerUpType PowerUpType { get; set; } + public TimeSpan Duration { get; set; } + public Dictionary StatModifiers { get; set; } = new(); + public List SpecialEffects { get; set; } = new(); + public List Errors { get; set; } = new(); +} + +/// +/// 活跃道具效果 +/// +public class ActivePowerUpEffect +{ + public Guid EffectId { get; set; } + public PowerUpType Type { get; set; } + public string Name { get; set; } = string.Empty; + public string Description { get; set; } = string.Empty; + public DateTime StartTime { get; set; } + public TimeSpan Duration { get; set; } + public TimeSpan RemainingTime { get; set; } + public int StackCount { get; set; } = 1; + public Dictionary StatModifiers { get; set; } = new(); + public List SpecialEffects { get; set; } = new(); + public EffectStatus Status { get; set; } +} + +/// +/// 道具更新结果 +/// +public class PowerUpUpdateResult +{ + public int UpdatedEffects { get; set; } + public int ExpiredEffects { get; set; } + public List ExpiredEffectIds { get; set; } = new(); + public List Events { get; set; } = new(); +} + +/// +/// 道具生成配置 +/// +public class PowerUpSpawnConfig +{ + public int MaxConcurrentPowerUps { get; set; } = 10; + public TimeSpan SpawnInterval { get; set; } = TimeSpan.FromSeconds(30); + public List SpawnRules { get; set; } = new(); + public List SpawnPoints { get; set; } = new(); + public Dictionary SpawnWeights { get; set; } = new(); +} + +/// +/// 道具生成规则 +/// +public class PowerUpSpawnRule +{ + public PowerUpType PowerUpType { get; set; } + public float SpawnChance { get; set; } + public int MaxInstances { get; set; } + public TimeSpan MinSpawnInterval { get; set; } + public List Conditions { get; set; } = new(); +} + +/// +/// 道具冲突检查结果 +/// +public class PowerUpConflictResult +{ + public bool HasConflict { get; set; } + public List Conflicts { get; set; } = new(); + public List EffectsToRemove { get; set; } = new(); + public List Warnings { get; set; } = new(); +} + +/// +/// 道具冲突 +/// +public class PowerUpConflict +{ + public PowerUpType ExistingType { get; set; } + public PowerUpType NewType { get; set; } + public ConflictType ConflictType { get; set; } + public ConflictResolution Resolution { get; set; } + public string Description { get; set; } = string.Empty; +} + +/// +/// 道具事件 +/// +public class PowerUpEvent +{ + public PowerUpEventType EventType { get; set; } + public Guid PlayerId { get; set; } + public PowerUpType PowerUpType { get; set; } + public string Description { get; set; } = string.Empty; + public DateTime Timestamp { get; set; } + public Dictionary Data { get; set; } = new(); +} + +/// +/// 游戏条件 +/// +public class GameCondition +{ + public string ConditionType { get; set; } = string.Empty; + public string Operator { get; set; } = string.Empty; + public object Value { get; set; } = new(); + public string Description { get; set; } = string.Empty; +} + +/// +/// 道具类型 +/// +public enum PowerUpType +{ + SpeedBoost, // 速度提升 + HealthRestore, // 生命恢复 + ShieldBoost, // 护盾增强 + AttackBoost, // 攻击提升 + InvisibilityCloak, // 隐身斗篷 + TerritoryBoost, // 领土扩张 + ScoreMultiplier, // 得分倍增 + TimeFreeze, // 时间冻结 + TeleportScroll, // 传送卷轴 + LifeExtension, // 生命延长 + AreaControl, // 区域控制 + RevivePotion // 复活药水 +} + +/// +/// 生成原因 +/// +public enum SpawnReason +{ + RandomSpawn, // 随机生成 + EventTriggered, // 事件触发 + PlayerAction, // 玩家行为 + TimeBasedSpawn, // 时间触发 + AreaCleared, // 区域清理 + BossDefeated // Boss击败 +} + +/// +/// 效果状态 +/// +public enum EffectStatus +{ + Active, // 激活 + Paused, // 暂停 + Fading, // 衰减 + Expired // 过期 +} + +/// +/// 冲突类型 +/// +public enum ConflictType +{ + MutuallyExclusive, // 互斥 + StackingLimited, // 叠加限制 + Override, // 覆盖 + Enhancement // 增强 +} + +/// +/// 冲突解决方案 +/// +public enum ConflictResolution +{ + ReplaceExisting, // 替换现有 + KeepExisting, // 保持现有 + Combine, // 合并 + Stack // 叠加 +} + +/// +/// 道具事件类型 +/// +public enum PowerUpEventType +{ + Spawned, // 生成 + Collected, // 收集 + Applied, // 应用 + Expired, // 过期 + Removed, // 移除 + Stacked, // 叠加 + Conflicted // 冲突 +} diff --git a/backend/src/CollabApp.Domain/Services/Game/ITerritoryService.cs b/backend/src/CollabApp.Domain/Services/Game/ITerritoryService.cs new file mode 100644 index 0000000..a15723d --- /dev/null +++ b/backend/src/CollabApp.Domain/Services/Game/ITerritoryService.cs @@ -0,0 +1,425 @@ +using CollabApp.Domain.Entities.Game; + +namespace CollabApp.Domain.Services.Game; + +/// +/// 领土管理服务接口 +/// 负责管理游戏中的领土系统,包括领土占领、控制、边界计算等 +/// +public interface ITerritoryService +{ + /// + /// 占领领土 + /// 玩家占领指定区域的领土 + /// + /// 游戏标识 + /// 玩家标识 + /// 占领中心位置 + /// 占领半径 + /// 占领结果 + Task ClaimTerritoryAsync(Guid gameId, Guid playerId, Position centerPosition, float radius); + + /// + /// 释放领土 + /// 玩家主动释放部分或全部领土 + /// + /// 游戏标识 + /// 玩家标识 + /// 要释放的领土区域 + /// 释放是否成功 + Task ReleaseTerritoryAsync(Guid gameId, Guid playerId, TerritoryArea territory); + + /// + /// 计算领土面积 + /// 计算玩家控制的总领土面积 + /// + /// 游戏标识 + /// 玩家标识 + /// 领土面积信息 + Task CalculateTerritoryAreaAsync(Guid gameId, Guid playerId); + + /// + /// 获取领土边界 + /// 获取玩家领土的边界点集合 + /// + /// 游戏标识 + /// 玩家标识 + /// 边界点列表 + Task> GetTerritoryBoundaryAsync(Guid gameId, Guid playerId); + + /// + /// 检查领土冲突 + /// 检查多个玩家之间的领土重叠和冲突 + /// + /// 游戏标识 + /// 冲突信息列表 + Task> CheckTerritoryConflictsAsync(Guid gameId); + + /// + /// 解决领土冲突 + /// 根据游戏规则解决领土冲突 + /// + /// 游戏标识 + /// 要解决的冲突 + /// 冲突解决结果 + Task ResolveTerritoryConflictAsync(Guid gameId, TerritoryConflict conflict); + + /// + /// 获取地图领土状况 + /// 获取整个地图的领土分布情况 + /// + /// 游戏标识 + /// 地图领土状况 + Task GetMapTerritoryStatusAsync(Guid gameId); + + /// + /// 计算领土价值 + /// 基于位置、资源等因素计算领土价值 + /// + /// 游戏标识 + /// 领土区域 + /// 领土价值信息 + Task CalculateTerritoryValueAsync(Guid gameId, TerritoryArea territory); + + /// + /// 应用领土效果 + /// 为玩家的领土应用特殊效果或增益 + /// + /// 游戏标识 + /// 玩家标识 + /// 效果类型 + /// 持续时间 + /// 应用结果 + Task ApplyTerritoryEffectAsync(Guid gameId, Guid playerId, TerritoryEffectType effectType, TimeSpan duration); + + /// + /// 获取领土统计 + /// 获取玩家的领土相关统计信息 + /// + /// 游戏标识 + /// 玩家标识 + /// 领土统计信息 + Task GetTerritoryStatisticsAsync(Guid gameId, Guid playerId); + + /// + /// 预测领土扩张 + /// 预测指定行为对领土的影响 + /// + /// 游戏标识 + /// 玩家标识 + /// 扩张计划 + /// 扩张预测结果 + Task PredictTerritoryExpansionAsync(Guid gameId, Guid playerId, TerritoryExpansionPlan expansionPlan); +} + +/// +/// 领土区域 +/// +public class TerritoryArea +{ + public Guid Id { get; set; } + public Guid OwnerId { get; set; } + public List Boundary { get; set; } = new(); + public Position Center { get; set; } = new(); + public float Area { get; set; } + public TerritoryType Type { get; set; } + public DateTime ClaimedAt { get; set; } + public int ControlLevel { get; set; } = 1; + public Dictionary Properties { get; set; } = new(); +} + +/// +/// 领土面积信息 +/// +public class TerritoryAreaInfo +{ + public Guid PlayerId { get; set; } + public float TotalArea { get; set; } + public float ControlledArea { get; set; } + public float ContestedArea { get; set; } + public float MaxPossibleArea { get; set; } + public float AreaPercentage { get; set; } + public int TerritoryCount { get; set; } + public List Territories { get; set; } = new(); +} + +/// +/// 领土冲突 +/// +public class TerritoryConflict +{ + public Guid ConflictId { get; set; } + public Guid Player1Id { get; set; } + public Guid Player2Id { get; set; } + public TerritoryArea ConflictArea { get; set; } = new(); + public ConflictType ConflictType { get; set; } + public ConflictSeverity Severity { get; set; } + public DateTime DetectedAt { get; set; } + public ConflictStatus Status { get; set; } + public string Description { get; set; } = string.Empty; +} + +/// +/// 冲突解决结果 +/// +public class ConflictResolutionResult +{ + public bool Success { get; set; } + public Guid ConflictId { get; set; } + public ConflictResolutionMethod Method { get; set; } + public Guid? WinnerId { get; set; } + public TerritoryArea? ResolvedArea { get; set; } + public List Changes { get; set; } = new(); + public string Description { get; set; } = string.Empty; +} + +/// +/// 地图领土状况 +/// +public class MapTerritoryStatus +{ + public Guid GameId { get; set; } + public DateTime Timestamp { get; set; } + public float TotalMapArea { get; set; } + public float ClaimedArea { get; set; } + public float UnclaimedArea { get; set; } + public float ContestedArea { get; set; } + public List PlayerTerritories { get; set; } = new(); + public List Hotspots { get; set; } = new(); +} + +/// +/// 玩家领土信息 +/// +public class PlayerTerritoryInfo +{ + public Guid PlayerId { get; set; } + public string PlayerName { get; set; } = string.Empty; + public float TotalArea { get; set; } + public float Percentage { get; set; } + public int TerritoryCount { get; set; } + public Position CenterOfMass { get; set; } = new(); + public TerritoryStrength Strength { get; set; } +} + +/// +/// 领土热点 +/// +public class TerritoryHotspot +{ + public Position Center { get; set; } = new(); + public float Radius { get; set; } + public int PlayerCount { get; set; } + public float ActivityLevel { get; set; } + public List InvolvedPlayers { get; set; } = new(); + public HotspotType Type { get; set; } +} + +/// +/// 领土价值 +/// +public class TerritoryValue +{ + public float BaseValue { get; set; } + public float StrategicValue { get; set; } + public float ResourceValue { get; set; } + public float DefensiveValue { get; set; } + public float TotalValue { get; set; } + public List Factors { get; set; } = new(); +} + +/// +/// 价值因子 +/// +public class ValueFactor +{ + public string Name { get; set; } = string.Empty; + public float Contribution { get; set; } + public string Description { get; set; } = string.Empty; +} + +/// +/// 领土效果结果 +/// +public class TerritoryEffectResult +{ + public bool Success { get; set; } + public Guid EffectId { get; set; } + public TerritoryEffectType EffectType { get; set; } + public TimeSpan Duration { get; set; } + public float EffectStrength { get; set; } + public List Benefits { get; set; } = new(); + public List Errors { get; set; } = new(); +} + +/// +/// 领土统计 +/// +public class TerritoryStatistics +{ + public Guid PlayerId { get; set; } + public float TotalAreaClaimed { get; set; } + public float MaxAreaHeld { get; set; } + public float CurrentArea { get; set; } + public int ClaimAttempts { get; set; } + public int SuccessfulClaims { get; set; } + public int LostTerritories { get; set; } + public TimeSpan TotalHoldTime { get; set; } + public TimeSpan AverageHoldTime { get; set; } + public Dictionary DetailedStats { get; set; } = new(); +} + +/// +/// 领土扩张预测 +/// +public class TerritoryExpansionPrediction +{ + public bool CanExpand { get; set; } + public float PredictedAreaGain { get; set; } + public float SuccessProbability { get; set; } + public List OptimalExpansionPoints { get; set; } = new(); + public List Risks { get; set; } = new(); + public List Opportunities { get; set; } = new(); + public ResourceCost Cost { get; set; } = new(); +} + +/// +/// 领土扩张计划 +/// +public class TerritoryExpansionPlan +{ + public List TargetPositions { get; set; } = new(); + public float ExpansionRadius { get; set; } + public TerritoryType TargetType { get; set; } + public int Priority { get; set; } + public Dictionary Parameters { get; set; } = new(); +} + +/// +/// 领土变化 +/// +public class TerritoryChange +{ + public Guid PlayerId { get; set; } + public TerritoryChangeType ChangeType { get; set; } + public TerritoryArea? Area { get; set; } + public float AreaChange { get; set; } + public string Description { get; set; } = string.Empty; +} + +/// +/// 风险 +/// +public class Risk +{ + public string Type { get; set; } = string.Empty; + public float Severity { get; set; } + public string Description { get; set; } = string.Empty; + public List Mitigations { get; set; } = new(); +} + +/// +/// 机会 +/// +public class Opportunity +{ + public string Type { get; set; } = string.Empty; + public float Potential { get; set; } + public string Description { get; set; } = string.Empty; + public List Requirements { get; set; } = new(); +} + +/// +/// 资源成本 +/// +public class ResourceCost +{ + public int Energy { get; set; } + public int Materials { get; set; } + public TimeSpan Time { get; set; } + public Dictionary CustomResources { get; set; } = new(); +} + +/// +/// 冲突严重程度 +/// +public enum ConflictSeverity +{ + Minor, // 轻微 + Moderate, // 中等 + Major, // 严重 + Critical // 关键 +} + +/// +/// 冲突状态 +/// +public enum ConflictStatus +{ + Detected, // 检测到 + Active, // 活跃 + Resolving, // 解决中 + Resolved // 已解决 +} + +/// +/// 冲突解决方法 +/// +public enum ConflictResolutionMethod +{ + FirstClaim, // 先占先得 + AreaControl, // 区域控制 + Combat, // 战斗 + Negotiation, // 协商 + TimeLimit, // 时间限制 + Random // 随机 +} + +/// +/// 领土强度 +/// +public enum TerritoryStrength +{ + Weak, // 弱 + Moderate, // 中等 + Strong, // 强 + Dominant // 主导 +} + +/// +/// 热点类型 +/// +public enum HotspotType +{ + Contested, // 争夺 + Strategic, // 战略 + Resource, // 资源 + Chokepoint, // 要塞 + Expansion // 扩张 +} + +/// +/// 领土效果类型 +/// +public enum TerritoryEffectType +{ + DefenseBoost, // 防御增强 + ResourceGeneration, // 资源生成 + HealingAura, // 治疗光环 + SpeedBoost, // 速度提升 + VisionRange, // 视野扩展 + AreaDamage, // 区域伤害 + Fortification // 要塞化 +} + +/// +/// 领土变化类型 +/// +public enum TerritoryChangeType +{ + Gained, // 获得 + Lost, // 失去 + Expanded, // 扩张 + Contracted, // 收缩 + Modified // 修改 +} diff --git a/backend/src/CollabApp.Domain/Services/Game/README.md b/backend/src/CollabApp.Domain/Services/Game/README.md new file mode 100644 index 0000000..4ca035a --- /dev/null +++ b/backend/src/CollabApp.Domain/Services/Game/README.md @@ -0,0 +1,166 @@ +# 游戏域服务架构 + +本文档描述了为实时协作游戏应用创建的游戏服务接口和实现。 + +## 架构概览 + +### Domain Layer - 服务接口 (`CollabApp.Domain.Services.Game`) + +所有的游戏服务接口都遵循Domain-Driven Design原则,专注于业务逻辑而非技术实现细节。 + +#### 核心服务接口 + +1. **IGameStateService** - 游戏状态管理 + - 游戏生命周期管理(初始化、开始、暂停、恢复、结束) + - 状态转换验证和更新 + - 游戏状态信息查询 + +2. **IGamePlayService** - 游戏玩法逻辑 + - 玩家行为处理(移动、攻击、收集) + - 技能使用和领土占领 + - 游戏规则检查和行为预测 + +3. **IGameResultService** - 游戏结果计算 + - 排名和得分计算 + - 经验值和奖励分配 + - 成就系统和评级更新 + +4. **IGameBroadcastService** - 实时广播 + - 游戏状态和事件广播 + - 玩家行为和状态更新推送 + - 房间管理和消息传递 + +5. **ICollisionDetectionService** - 碰撞检测 + - 移动和攻击碰撞检测 + - 区域和边界检测 + - 射线投射和路径预测 + +6. **IPowerUpService** - 道具系统 + - 道具生成和收集 + - 效果应用和管理 + - 冲突检测和清理 + +7. **ITerritoryService** - 领土管理 + - 领土占领和释放 + - 面积计算和边界管理 + - 冲突解决和价值评估 + +8. **IPlayerStateService** - 玩家状态管理 + - 玩家属性管理(生命值、位置、装备) + - 技能状态和冷却管理 + - 状态效果应用和移除 + +### Application Layer - 服务实现 (`CollabApp.Application.Services.Game`) + +提供了所有接口的空实现骨架,返回占位符数据,为未来的业务逻辑实现预留空间。 + +#### 实现特点 + +- **异步设计**: 所有方法都是异步的,支持高并发场景 +- **占位符数据**: 返回合理的示例数据,便于测试和开发 +- **TODO标记**: 每个方法都有TODO注释,明确指出需要实现的业务逻辑 +- **错误安全**: 所有方法都有基础的错误处理结构 + +## 设计原则 + +### 1. 单一职责原则 (SRP) +每个服务接口都专注于特定的游戏域功能,职责明确。 + +### 2. 接口隔离原则 (ISP) +接口设计精细,避免强制实现不需要的方法。 + +### 3. 依赖倒置原则 (DIP) +Domain层定义接口,Application层提供实现,支持依赖注入。 + +### 4. 开放封闭原则 (OCP) +通过接口扩展功能,无需修改现有代码。 + +## 数据传输对象 (DTOs) + +每个服务都定义了丰富的DTO类型: + +- **命令对象**: 表示玩家行为和游戏操作 +- **结果对象**: 包含操作结果和相关信息 +- **状态对象**: 表示游戏和玩家的当前状态 +- **配置对象**: 游戏规则和参数设置 + +## 枚举类型 + +定义了完整的枚举体系: + +- 游戏状态、玩家状态、行为类型 +- 道具类型、领土类型、碰撞类型 +- 事件优先级、效果类型等 + +## 扩展性考虑 + +### 1. 可配置性 +通过配置对象支持灵活的游戏规则定制。 + +### 2. 可扩展性 +预留了自定义属性字典,支持未来功能扩展。 + +### 3. 可测试性 +接口设计便于单元测试和集成测试。 + +### 4. 性能优化 +支持批量操作和缓存机制。 + +## 下一步开发计划 + +1. **依赖注入配置**: 在Startup中注册所有服务 +2. **业务逻辑实现**: 逐步实现每个服务的具体业务逻辑 +3. **数据持久化**: 集成Entity Framework进行数据存储 +4. **SignalR集成**: 实现实时广播功能 +5. **性能优化**: 添加缓存和异步处理 +6. **单元测试**: 为每个服务编写完整的测试用例 + +## 使用示例 + +```csharp +// 注入服务 +public class GameController +{ + private readonly IGameStateService _gameStateService; + private readonly IGamePlayService _gamePlayService; + + public GameController( + IGameStateService gameStateService, + IGamePlayService gamePlayService) + { + _gameStateService = gameStateService; + _gamePlayService = gamePlayService; + } + + // 创建新游戏 + public async Task CreateGameAsync(Guid roomId) + { + var settings = new GameSettings + { + Duration = TimeSpan.FromMinutes(5), + MaxPlayers = 4, + GameType = GameType.Territory + }; + + return await _gameStateService.InitializeGameAsync( + Guid.NewGuid(), roomId, settings); + } + + // 处理玩家移动 + public async Task MovePlayerAsync( + Guid gameId, Guid playerId, Position newPosition) + { + var moveCommand = new MoveCommand + { + PlayerId = playerId, + NewPosition = newPosition, + Timestamp = DateTime.UtcNow + }; + + return await _gamePlayService.ProcessPlayerMoveAsync( + gameId, playerId, moveCommand); + } +} +``` + +这个架构为实时协作游戏提供了坚实的基础,支持复杂的游戏逻辑和高并发场景。 -- Gitee From c3703514e296a82ef5e0356a1ea7e612fc80c553 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=E6=B2=88=E8=82=B2=E6=9E=97?= <2921544609@qq.com> Date: Sat, 16 Aug 2025 00:32:41 +0800 Subject: [PATCH 23/34] =?UTF-8?q?=E5=AE=9E=E7=8E=B0=E4=BA=86=E6=B8=B8?= =?UTF-8?q?=E6=88=8F=E7=8A=B6=E6=80=81=E7=AE=A1=E7=90=86=E6=9C=8D=E5=8A=A1?= =?UTF-8?q?=EF=BC=88=E5=BE=85=E6=B5=8B=E8=AF=95=EF=BC=89?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- backend/docs/Game_Services_Documentation.md | 699 ++++++++++++++++++ .../Services/Game/GameStateService.cs | 591 ++++++++++++++- .../Services/Game/IGameStateService.cs | 16 - 3 files changed, 1249 insertions(+), 57 deletions(-) create mode 100644 backend/docs/Game_Services_Documentation.md diff --git a/backend/docs/Game_Services_Documentation.md b/backend/docs/Game_Services_Documentation.md new file mode 100644 index 0000000..04840aa --- /dev/null +++ b/backend/docs/Game_Services_Documentation.md @@ -0,0 +1,699 @@ +# 游戏服务架构文档 + +## 概述 + +本文档描述了游戏后端的所有服务,包括其用途、主要方法和使用示例。游戏系统采用领域驱动设计(DDD)模式,将业务逻辑分解为专门的服务组件。 + +## 业务规则 + +- **玩家数量**: 仅支持 2、4、6 人游戏 +- **游戏时长**: 仅支持 3、5、7 分钟 +- **游戏模式**: 仅支持 'normal' 模式 +- **地图类型**: 仅支持 'round' 圆形地图 + +--- + +## 1. GameStateService - 游戏状态管理服务 + +### 用途 +管理游戏的完整生命周期,包括初始化、启动、状态转换、结束和验证。这是游戏系统的核心服务。 + +### 主要功能 +- 游戏初始化与验证 +- 游戏状态转换管理 +- 动态画布尺寸计算 +- 严格的业务规则验证 + +### 核心方法 + +#### InitializeGameAsync +```csharp +public async Task InitializeGameAsync(Guid gameId, Guid roomId, GameSettings gameSettings) +``` + +**功能**: 初始化新游戏,验证所有业务规则并设置初始状态 + +**使用示例**: +```csharp +var gameSettings = new GameSettings +{ + MaxPlayers = 4, + GameDurationMinutes = 5, + GameMode = "normal", + MapType = "round" +}; + +var game = await gameStateService.InitializeGameAsync( + gameId: Guid.NewGuid(), + roomId: existingRoomId, + gameSettings: gameSettings +); +``` + +#### StartGameAsync +```csharp +public async Task StartGameAsync(Guid gameId) +``` + +**功能**: 启动游戏,将状态从 'WaitingForPlayers' 转换为 'InProgress' + +**使用示例**: +```csharp +var started = await gameStateService.StartGameAsync(gameId); +if (started) +{ + logger.LogInformation("Game {GameId} started successfully", gameId); +} +``` + +#### EndGameAsync +```csharp +public async Task EndGameAsync(Guid gameId, GameEndReason reason) +``` + +**功能**: 结束游戏并计算最终结果 + +**使用示例**: +```csharp +var endResult = await gameStateService.EndGameAsync(gameId, GameEndReason.TimeExpired); +foreach (var player in endResult.PlayerResults) +{ + console.WriteLine($"Player {player.PlayerId}: {player.FinalScore} points"); +} +``` + +--- + +## 2. GameResultService - 游戏结果计算服务 + +### 用途 +处理游戏结束后的所有计算,包括排名、奖励、成就和评级变化。 + +### 主要功能 +- 游戏结果计算 +- 玩家排名系统 +- 经验和分数奖励 +- 成就解锁检查 +- 评级变化计算 + +### 核心方法 + +#### CalculateGameResultAsync +```csharp +public async Task CalculateGameResultAsync(Guid gameId) +``` + +**使用示例**: +```csharp +var gameResult = await gameResultService.CalculateGameResultAsync(gameId); +Console.WriteLine($"Winner: {gameResult.WinnerId}"); +Console.WriteLine($"Game Duration: {gameResult.ActualDuration}"); +``` + +#### CalculatePlayerRankingsAsync +```csharp +public async Task> CalculatePlayerRankingsAsync(Guid gameId) +``` + +**使用示例**: +```csharp +var rankings = await gameResultService.CalculatePlayerRankingsAsync(gameId); +for (int i = 0; i < rankings.Count; i++) +{ + Console.WriteLine($"Rank {i + 1}: {rankings[i].PlayerName} - {rankings[i].Score} points"); +} +``` + +#### CheckAchievementUnlocksAsync +```csharp +public async Task> CheckAchievementUnlocksAsync(Guid gameId, Guid playerId) +``` + +**使用示例**: +```csharp +var achievements = await gameResultService.CheckAchievementUnlocksAsync(gameId, playerId); +foreach (var achievement in achievements) +{ + await notificationService.SendAchievementNotification(playerId, achievement); +} +``` + +--- + +## 3. PlayerStateService - 玩家状态管理服务 + +### 用途 +管理游戏中每个玩家的实时状态,包括位置、生命值、装备和技能状态。 + +### 主要功能 +- 玩家位置跟踪 +- 生命值和护盾管理 +- 装备系统管理 +- 技能冷却管理 +- 状态效果处理 + +### 核心方法 + +#### GetPlayerStateAsync +```csharp +public async Task GetPlayerStateAsync(Guid gameId, Guid playerId) +``` + +**使用示例**: +```csharp +var playerState = await playerStateService.GetPlayerStateAsync(gameId, playerId); +Console.WriteLine($"Player Health: {playerState.Health}/{playerState.MaxHealth}"); +Console.WriteLine($"Position: ({playerState.Position.X}, {playerState.Position.Y})"); +``` + +#### UpdatePlayerPositionAsync +```csharp +public async Task UpdatePlayerPositionAsync(Guid gameId, Guid playerId, Position newPosition, DateTime timestamp) +``` + +**使用示例**: +```csharp +var newPosition = new Position { X = 15.5f, Y = 20.3f, Z = 0 }; +var updateResult = await playerStateService.UpdatePlayerPositionAsync( + gameId, playerId, newPosition, DateTime.UtcNow +); + +if (updateResult.Success) +{ + await gameBroadcastService.BroadcastPlayerPositionUpdate(gameId, playerId, newPosition); +} +``` + +#### UpdatePlayerHealthAsync +```csharp +public async Task UpdatePlayerHealthAsync(Guid gameId, Guid playerId, float healthChange, string source) +``` + +**使用示例**: +```csharp +// 玩家受到伤害 +var healthResult = await playerStateService.UpdatePlayerHealthAsync( + gameId, playerId, -25.0f, "enemy_attack" +); + +if (healthResult.IsDead) +{ + await playerStateService.SetPlayerStateAsync(gameId, playerId, PlayerState.Dead, "health_depleted"); + await playerStateService.RespawnPlayerAsync(gameId, playerId); +} +``` + +#### RespawnPlayerAsync +```csharp +public async Task RespawnPlayerAsync(Guid gameId, Guid playerId, Position? respawnPosition = null) +``` + +**使用示例**: +```csharp +var respawnResult = await playerStateService.RespawnPlayerAsync(gameId, playerId); +if (respawnResult.Success) +{ + Console.WriteLine($"Player respawned at {respawnResult.RespawnPosition}"); + await Task.Delay(respawnResult.RespawnDelay); +} +``` + +--- + +## 4. TerritoryService - 领土管理服务 + +### 用途 +管理游戏中的领土控制系统,包括领土占领、冲突解决和价值计算。 + +### 主要功能 +- 领土占领与释放 +- 领土冲突检测与解决 +- 领土价值计算 +- 地图控制状况分析 + +### 核心方法 + +#### ClaimTerritoryAsync +```csharp +public async Task ClaimTerritoryAsync(Guid gameId, Guid playerId, Position centerPosition, float radius) +``` + +**使用示例**: +```csharp +var claimResult = await territoryService.ClaimTerritoryAsync( + gameId, playerId, + new Position { X = 25, Y = 25, Z = 0 }, + radius: 10.0f +); + +if (claimResult.Success) +{ + Console.WriteLine($"Claimed {claimResult.TerritoryGained} square units"); + await gameBroadcastService.BroadcastTerritoryUpdate(gameId, claimResult); +} +``` + +#### CheckTerritoryConflictsAsync +```csharp +public async Task> CheckTerritoryConflictsAsync(Guid gameId) +``` + +**使用示例**: +```csharp +var conflicts = await territoryService.CheckTerritoryConflictsAsync(gameId); +foreach (var conflict in conflicts) +{ + var resolution = await territoryService.ResolveTerritoryConflictAsync(gameId, conflict); + await gameBroadcastService.BroadcastConflictResolution(gameId, resolution); +} +``` + +#### GetMapTerritoryStatusAsync +```csharp +public async Task GetMapTerritoryStatusAsync(Guid gameId) +``` + +**使用示例**: +```csharp +var mapStatus = await territoryService.GetMapTerritoryStatusAsync(gameId); +Console.WriteLine($"Map Control - Claimed: {mapStatus.ClaimedArea}/{mapStatus.TotalMapArea}"); + +var leader = mapStatus.PlayerTerritories.OrderByDescending(p => p.TotalArea).First(); +Console.WriteLine($"Territory Leader: {leader.PlayerName} ({leader.Percentage:F1}%)"); +``` + +--- + +## 5. PowerUpService - 道具系统服务 + +### 用途 +管理游戏中的道具系统,包括道具生成、收集、效果应用和冲突处理。 + +### 主要功能 +- 道具生成与自动生成 +- 道具收集与效果应用 +- 活跃效果管理 +- 道具冲突检查 + +### 核心方法 + +#### SpawnPowerUpAsync +```csharp +public async Task SpawnPowerUpAsync(Guid gameId, PowerUpType powerUpType, Position position, SpawnReason spawnReason) +``` + +**使用示例**: +```csharp +var powerUp = await powerUpService.SpawnPowerUpAsync( + gameId, + PowerUpType.SpeedBoost, + new Position { X = 30, Y = 15, Z = 0 }, + SpawnReason.PlayerAction +); + +await gameBroadcastService.BroadcastPowerUpSpawn(gameId, powerUp); +``` + +#### CollectPowerUpAsync +```csharp +public async Task CollectPowerUpAsync(Guid gameId, Guid playerId, Guid powerUpId) +``` + +**使用示例**: +```csharp +var collectionResult = await powerUpService.CollectPowerUpAsync(gameId, playerId, powerUpId); +if (collectionResult.Success) +{ + Console.WriteLine($"Collected {collectionResult.PowerUp.Type}"); + await gameBroadcastService.BroadcastPowerUpCollection(gameId, collectionResult); + + // 应用效果 + await powerUpService.ApplyPowerUpEffectAsync(gameId, playerId, collectionResult.PowerUp.Type); +} +``` + +#### AutoSpawnPowerUpsAsync +```csharp +public async Task> AutoSpawnPowerUpsAsync(Guid gameId, PowerUpSpawnConfig spawnConfig) +``` + +**使用示例**: +```csharp +var spawnConfig = new PowerUpSpawnConfig +{ + MaxPowerUps = 5, + SpawnInterval = TimeSpan.FromMinutes(1), + AllowedTypes = new[] { PowerUpType.HealthRestore, PowerUpType.AttackBoost } +}; + +var newPowerUps = await powerUpService.AutoSpawnPowerUpsAsync(gameId, spawnConfig); +foreach (var powerUp in newPowerUps) +{ + await gameBroadcastService.BroadcastPowerUpSpawn(gameId, powerUp); +} +``` + +--- + +## 6. GameBroadcastService - 游戏广播服务 + +### 用途 +处理游戏中的所有实时通信,包括状态更新、玩家行为和系统通知的广播。 + +### 主要功能 +- 游戏状态广播 +- 玩家行为广播 +- 私人消息发送 +- 房间管理 + +### 核心方法 + +#### BroadcastGameStateUpdateAsync +```csharp +public async Task BroadcastGameStateUpdateAsync(Guid gameId, GameStateUpdate stateUpdate) +``` + +**使用示例**: +```csharp +var stateUpdate = new GameStateUpdate +{ + GameId = gameId, + NewState = GameStatus.InProgress, + RemainingTime = TimeSpan.FromMinutes(3), + PlayerStates = await playerStateService.GetAllPlayerStatesAsync(gameId) +}; + +await gameBroadcastService.BroadcastGameStateUpdateAsync(gameId, stateUpdate); +``` + +#### BroadcastPlayerActionAsync +```csharp +public async Task BroadcastPlayerActionAsync(Guid gameId, PlayerActionBroadcast playerAction, Guid? excludePlayerId = null) +``` + +**使用示例**: +```csharp +var playerAction = new PlayerActionBroadcast +{ + PlayerId = playerId, + ActionType = "territory_claim", + Position = new Position { X = 20, Y = 20, Z = 0 }, + Timestamp = DateTime.UtcNow +}; + +// 广播给所有其他玩家(排除执行行为的玩家) +await gameBroadcastService.BroadcastPlayerActionAsync(gameId, playerAction, playerId); +``` + +#### JoinGameRoomAsync / LeaveGameRoomAsync +```csharp +public async Task JoinGameRoomAsync(string connectionId, Guid gameId, Guid playerId) +public async Task LeaveGameRoomAsync(string connectionId, Guid gameId, Guid playerId) +``` + +**使用示例**: +```csharp +// 玩家加入游戏房间 +await gameBroadcastService.JoinGameRoomAsync(connectionId, gameId, playerId); + +// 获取在线玩家并广播更新 +var onlinePlayers = await gameBroadcastService.GetOnlinePlayersAsync(gameId); +await gameBroadcastService.BroadcastPlayerStatusUpdateAsync(gameId, new PlayerStatusUpdate +{ + OnlinePlayerCount = onlinePlayers.Count, + PlayerList = onlinePlayers +}); +``` + +--- + +## 服务集成示例 + +### 完整游戏流程示例 + +```csharp +public class GameController : ControllerBase +{ + private readonly IGameStateService _gameStateService; + private readonly IPlayerStateService _playerStateService; + private readonly ITerritoryService _territoryService; + private readonly IPowerUpService _powerUpService; + private readonly IGameBroadcastService _gameBroadcastService; + private readonly IGameResultService _gameResultService; + + [HttpPost("start-game")] + public async Task StartGame([FromBody] StartGameRequest request) + { + try + { + // 1. 初始化游戏 + var gameSettings = new GameSettings + { + MaxPlayers = request.PlayerCount, // 必须是 2, 4, 或 6 + GameDurationMinutes = request.Duration, // 必须是 3, 5, 或 7 + GameMode = "normal", // 固定值 + MapType = "round" // 固定值 + }; + + var game = await _gameStateService.InitializeGameAsync( + request.GameId, request.RoomId, gameSettings); + + // 2. 初始化所有玩家状态 + foreach (var playerId in request.PlayerIds) + { + var playerState = await _playerStateService.GetPlayerStateAsync(game.Id, playerId); + await _gameBroadcastService.JoinGameRoomAsync( + GetConnectionId(playerId), game.Id, playerId); + } + + // 3. 启动游戏 + var started = await _gameStateService.StartGameAsync(game.Id); + if (!started) + { + return BadRequest("Failed to start game"); + } + + // 4. 广播游戏开始 + var stateUpdate = new GameStateUpdate + { + GameId = game.Id, + NewState = GameStatus.InProgress, + RemainingTime = TimeSpan.FromMinutes(gameSettings.GameDurationMinutes) + }; + await _gameBroadcastService.BroadcastGameStateUpdateAsync(game.Id, stateUpdate); + + // 5. 开始自动道具生成 + var spawnConfig = new PowerUpSpawnConfig + { + MaxPowerUps = 5, + SpawnInterval = TimeSpan.FromMinutes(1) + }; + _ = Task.Run(async () => + { + while (await _gameStateService.GetGameStateAsync(game.Id) is var state && + state.Status == GameStatus.InProgress) + { + await _powerUpService.AutoSpawnPowerUpsAsync(game.Id, spawnConfig); + await Task.Delay(TimeSpan.FromMinutes(1)); + } + }); + + return Ok(new { GameId = game.Id, Status = "Started" }); + } + catch (Exception ex) + { + return StatusCode(500, $"Error starting game: {ex.Message}"); + } + } + + [HttpPost("end-game")] + public async Task EndGame([FromBody] EndGameRequest request) + { + try + { + // 1. 结束游戏 + var endResult = await _gameStateService.EndGameAsync(request.GameId, request.Reason); + + // 2. 计算最终结果 + var gameResult = await _gameResultService.CalculateGameResultAsync(request.GameId); + var rankings = await _gameResultService.CalculatePlayerRankingsAsync(request.GameId); + + // 3. 处理玩家奖励 + foreach (var player in endResult.PlayerResults) + { + var expReward = await _gameResultService.CalculateExperienceRewardAsync( + request.GameId, player.PlayerId); + var achievements = await _gameResultService.CheckAchievementUnlocksAsync( + request.GameId, player.PlayerId); + + // 广播个人结果 + await _gameBroadcastService.SendPrivateMessageAsync(request.GameId, player.PlayerId, + new PrivateMessage + { + Type = "game_result", + Content = new { + FinalScore = player.FinalScore, + ExperienceGained = expReward.ExperienceGained, + NewAchievements = achievements + } + }); + } + + // 4. 广播最终排名 + await _gameBroadcastService.BroadcastGameEventAsync(request.GameId, + new GameEventBroadcast + { + EventType = "game_ended", + Data = new { Rankings = rankings, Winner = gameResult.WinnerId } + }); + + // 5. 保存游戏结果 + await _gameResultService.SaveGameResultAsync(gameResult); + + return Ok(new { + GameResult = gameResult, + Rankings = rankings, + PlayerResults = endResult.PlayerResults + }); + } + catch (Exception ex) + { + return StatusCode(500, $"Error ending game: {ex.Message}"); + } + } +} +``` + +### 实时游戏事件处理示例 + +```csharp +public class GameEventHandler +{ + public async Task HandlePlayerAction(Guid gameId, Guid playerId, PlayerAction action) + { + switch (action.Type) + { + case "move": + var moveResult = await _playerStateService.UpdatePlayerPositionAsync( + gameId, playerId, action.Position, action.Timestamp); + + if (moveResult.Success) + { + await _gameBroadcastService.BroadcastPlayerActionAsync(gameId, + new PlayerActionBroadcast + { + PlayerId = playerId, + ActionType = "move", + Position = action.Position + }, playerId); + } + break; + + case "claim_territory": + var claimResult = await _territoryService.ClaimTerritoryAsync( + gameId, playerId, action.Position, action.Radius); + + if (claimResult.Success) + { + // 检查领土冲突 + var conflicts = await _territoryService.CheckTerritoryConflictsAsync(gameId); + foreach (var conflict in conflicts) + { + await _territoryService.ResolveTerritoryConflictAsync(gameId, conflict); + } + + await _gameBroadcastService.BroadcastMapUpdateAsync(gameId, + new MapUpdateBroadcast + { + UpdateType = "territory_claimed", + PlayerId = playerId, + Area = claimResult.TerritoryGained + }); + } + break; + + case "collect_powerup": + var collectionResult = await _powerUpService.CollectPowerUpAsync( + gameId, playerId, action.PowerUpId); + + if (collectionResult.Success) + { + await _powerUpService.ApplyPowerUpEffectAsync( + gameId, playerId, collectionResult.PowerUp.Type); + + await _gameBroadcastService.BroadcastPlayerActionAsync(gameId, + new PlayerActionBroadcast + { + PlayerId = playerId, + ActionType = "powerup_collected", + Data = collectionResult.PowerUp + }); + } + break; + } + + // 检查游戏是否应该结束 + var gameState = await _gameStateService.GetGameStateAsync(gameId); + if (gameState.RemainingTime <= TimeSpan.Zero) + { + await _gameStateService.EndGameAsync(gameId, GameEndReason.TimeExpired); + } + } +} +``` + +## 错误处理和日志记录 + +所有服务都包含完整的错误处理和日志记录: + +```csharp +// 典型的服务方法错误处理模式 +public async Task SomeServiceMethod(Guid gameId, SomeParameter parameter) +{ + try + { + _logger.LogInformation("Starting {Method} for game {GameId}", + nameof(SomeServiceMethod), gameId); + + // 验证输入 + if (gameId == Guid.Empty) + { + _logger.LogWarning("Invalid gameId provided to {Method}", nameof(SomeServiceMethod)); + throw new ArgumentException("GameId cannot be empty", nameof(gameId)); + } + + // 执行业务逻辑 + var result = await ExecuteBusinessLogic(gameId, parameter); + + _logger.LogInformation("Successfully completed {Method} for game {GameId}", + nameof(SomeServiceMethod), gameId); + + return result; + } + catch (Exception ex) + { + _logger.LogError(ex, "Error in {Method} for game {GameId}: {Error}", + nameof(SomeServiceMethod), gameId, ex.Message); + throw; + } +} +``` + +## 性能考虑 + +- **缓存**: 频繁访问的数据(如玩家状态)应该缓存 +- **批处理**: 地图更新和道具生成使用批处理操作 +- **异步处理**: 所有服务方法都是异步的,支持高并发 +- **连接池**: 数据库连接使用连接池管理 + +## 总结 + +游戏服务架构提供了: + +1. **模块化设计**: 每个服务负责特定的游戏功能 +2. **严格验证**: 强制执行所有业务规则 +3. **实时通信**: 完整的广播和消息系统 +4. **可扩展性**: 服务间松耦合,易于扩展 +5. **可维护性**: 清晰的接口和完整的文档 + +这种架构确保了游戏的稳定性、性能和可维护性,同时提供了出色的开发体验。 diff --git a/backend/src/CollabApp.Application/Services/Game/GameStateService.cs b/backend/src/CollabApp.Application/Services/Game/GameStateService.cs index c303731..70a06a6 100644 --- a/backend/src/CollabApp.Application/Services/Game/GameStateService.cs +++ b/backend/src/CollabApp.Application/Services/Game/GameStateService.cs @@ -1,84 +1,593 @@ using CollabApp.Domain.Services.Game; using CollabApp.Domain.Entities.Game; +using CollabApp.Domain.Repositories; +using Microsoft.Extensions.Logging; namespace CollabApp.Application.Services.Game; /// /// 游戏状态管理服务实现 /// -public class GameStateService : IGameStateService +public class GameStateService( + IRepository gameRepository, + IRepository roomRepository, + ILogger logger) : IGameStateService { + private readonly IRepository _gameRepository = gameRepository ?? throw new ArgumentNullException(nameof(gameRepository)); + private readonly IRepository _roomRepository = roomRepository ?? throw new ArgumentNullException(nameof(roomRepository)); + private readonly ILogger _logger = logger ?? throw new ArgumentNullException(nameof(logger)); + public async Task InitializeGameAsync(Guid gameId, Guid roomId, GameSettings gameSettings) { - // TODO: 实现游戏初始化逻辑 - await Task.Delay(1); - return Domain.Entities.Game.Game.CreateGame( + _logger.LogInformation("开始初始化游戏 - GameId: {GameId}, RoomId: {RoomId}", gameId, roomId); + + try + { + // 1. 参数验证 + await ValidateInitializationParametersAsync(gameId, roomId, gameSettings); + + // 2. 验证房间状态 + var room = await ValidateRoomAsync(roomId); + + // 3. 检查房间是否已有活跃游戏 + await ValidateNoActiveGameAsync(roomId); + + // 4. 创建游戏实例 + var game = CreateGameInstance(gameId, roomId, gameSettings, room); + + // 5. 保存到数据库 + await SaveGameAsync(game); + + _logger.LogInformation("游戏初始化成功 - GameId: {GameId}, GameMode: {GameMode}, Duration: {Duration}秒", + game.Id, game.GameMode, game.Duration); + + return game; + } + catch (Exception ex) + { + _logger.LogError(ex, "游戏初始化失败 - GameId: {GameId}, RoomId: {RoomId}", gameId, roomId); + throw; + } + } + + /// + /// 验证初始化参数 + /// + private async Task ValidateInitializationParametersAsync(Guid gameId, Guid roomId, GameSettings gameSettings) + { + if (gameId == Guid.Empty) + throw new ArgumentException("游戏ID不能为空", nameof(gameId)); + + if (roomId == Guid.Empty) + throw new ArgumentException("房间ID不能为空", nameof(roomId)); + + if (gameSettings == null) + throw new ArgumentNullException(nameof(gameSettings), "游戏设置不能为空"); + + // 检查游戏ID是否已存在 + var existingGame = await _gameRepository.GetByIdAsync(gameId); + if (existingGame != null) + throw new InvalidOperationException($"游戏ID {gameId} 已存在"); + + // 验证游戏设置参数 + ValidateGameSettings(gameSettings); + } + + /// + /// 验证游戏设置 + /// + private static void ValidateGameSettings(GameSettings gameSettings) + { + // 只允许3分钟、5分钟、7分钟的游戏时长 + var allowedDurations = new[] + { + TimeSpan.FromMinutes(3), + TimeSpan.FromMinutes(5), + TimeSpan.FromMinutes(7) + }; + + if (!allowedDurations.Contains(gameSettings.Duration)) + throw new ArgumentException("游戏时长只能选择3分钟、5分钟或7分钟", nameof(gameSettings.Duration)); + + // 只允许2人、4人、6人游戏 + var allowedPlayerCounts = new[] { 2, 4, 6 }; + if (!allowedPlayerCounts.Contains(gameSettings.MaxPlayers)) + throw new ArgumentException("游戏只支持2人、4人或6人模式", nameof(gameSettings.MaxPlayers)); + + if (!allowedPlayerCounts.Contains(gameSettings.MinPlayers)) + throw new ArgumentException("最小玩家数只能是2、4或6", nameof(gameSettings.MinPlayers)); + + if (gameSettings.MinPlayers > gameSettings.MaxPlayers) + throw new ArgumentException("最小玩家数不能大于最大玩家数", nameof(gameSettings.MinPlayers)); + } + + /// + /// 验证房间状态 + /// + private async Task ValidateRoomAsync(Guid roomId) + { + var room = await _roomRepository.GetByIdAsync(roomId); + if (room == null) + throw new InvalidOperationException($"房间 {roomId} 不存在"); + + // 验证房间状态必须为等待中 + if (room.Status != Domain.Entities.Room.RoomStatus.Waiting) + throw new InvalidOperationException($"房间 {roomId} 状态无效,当前状态: {room.Status},只能在等待状态下开始游戏"); + + // 验证房间成员数量 + if (room.CurrentPlayers < 2) + throw new InvalidOperationException($"房间 {roomId} 成员不足,至少需要2名玩家才能开始游戏。当前玩家数: {room.CurrentPlayers}"); + + if (room.CurrentPlayers > room.MaxPlayers) + throw new InvalidOperationException($"房间 {roomId} 成员超出限制。当前: {room.CurrentPlayers}, 最大: {room.MaxPlayers}"); + + // 验证房间配置是否匹配游戏要求 + if (room.MaxPlayers < 2 || room.MaxPlayers > 6) + throw new InvalidOperationException($"房间 {roomId} 最大玩家数配置无效,必须在2-6人之间。当前配置: {room.MaxPlayers}"); + + // 验证房间创建时间(防止使用过期房间) + if (room.CreatedAt < DateTime.UtcNow.AddHours(-24)) + throw new InvalidOperationException($"房间 {roomId} 已过期,请创建新房间。创建时间: {room.CreatedAt:yyyy-MM-dd HH:mm:ss}"); + + _logger.LogDebug("房间验证通过 - RoomId: {RoomId}, 当前玩家数: {CurrentCount}, 最大玩家数: {MaxCount}, 状态: {Status}", + roomId, room.CurrentPlayers, room.MaxPlayers, room.Status); + + return room; + } + + /// + /// 验证房间是否已有活跃游戏 + /// + private async Task ValidateNoActiveGameAsync(Guid roomId) + { + var activeGame = await _gameRepository.GetSingleAsync(g => + g.RoomId == roomId && + (g.Status == Domain.Entities.Game.GameStatus.Preparing || + g.Status == Domain.Entities.Game.GameStatus.Playing)); + + if (activeGame != null) + throw new InvalidOperationException($"房间 {roomId} 已有活跃的游戏 {activeGame.Id}"); + } + + /// + /// 创建游戏实例 + /// + private static Domain.Entities.Game.Game CreateGameInstance( + Guid gameId, + Guid roomId, + GameSettings gameSettings, + Domain.Entities.Room.Room room) + { + var game = Domain.Entities.Game.Game.CreateGame( roomId: roomId, - gameMode: gameSettings.GameType.ToString(), - canvasWidth: 1000, - canvasHeight: 1000, + gameMode: "normal", // 固定为普通模式 + canvasWidth: DetermineCanvasWidth(gameSettings), + canvasHeight: DetermineCanvasHeight(gameSettings), duration: (int)gameSettings.Duration.TotalSeconds ); + + // 使用反射设置ID(因为ID是私有set) + var idProperty = typeof(Domain.Entities.Game.Game).BaseType?.GetProperty("Id"); + idProperty?.SetValue(game, gameId); + + return game; } - public async Task StartGameAsync(Guid gameId) + /// + /// 确定画布宽度(圆形地图,宽度等于高度) + /// + private static int DetermineCanvasWidth(GameSettings gameSettings) + { + return DetermineCanvasSize(gameSettings); + } + + /// + /// 确定画布高度(圆形地图,高度等于宽度) + /// + private static int DetermineCanvasHeight(GameSettings gameSettings) { - // TODO: 实现开始游戏逻辑 - await Task.Delay(1); - return true; + return DetermineCanvasSize(gameSettings); } - public async Task PauseGameAsync(Guid gameId) + /// + /// 确定圆形地图的画布尺寸 + /// + private static int DetermineCanvasSize(GameSettings gameSettings) { - // TODO: 实现暂停游戏逻辑 - await Task.Delay(1); - return true; + // 圆形地图的基础尺寸(正方形画布) + const int baseSize = 800; + + // 根据玩家数量调整画布大小 + var playerMultiplier = gameSettings.MaxPlayers switch + { + 2 => 1.0f, // 2人游戏:800x800px + 4 => 1.4f, // 4人游戏:1120x1120px + 6 => 1.7f, // 6人游戏:1360x1360px + _ => 1.0f + }; + + return (int)(baseSize * playerMultiplier); } - public async Task ResumeGameAsync(Guid gameId) + /// + /// 保存游戏到数据库 + /// + private async Task SaveGameAsync(Domain.Entities.Game.Game game) { - // TODO: 实现恢复游戏逻辑 - await Task.Delay(1); - return true; + await _gameRepository.AddAsync(game); + var savedCount = await _gameRepository.SaveChangesAsync(); + + if (savedCount == 0) + throw new InvalidOperationException("游戏保存失败"); + + _logger.LogDebug("游戏已保存到数据库 - GameId: {GameId}", game.Id); } - public async Task EndGameAsync(Guid gameId, GameEndReason reason) + // ============ 辅助方法 ============ + + /// + /// 验证游戏状态变更的合法性 + /// + /// 游戏ID + /// 期望的当前状态 + /// 验证通过的游戏实体 + private async Task ValidateGameForStateChangeAsync(Guid gameId, Domain.Entities.Game.GameStatus expectedCurrentState) { - // TODO: 实现结束游戏逻辑 - await Task.Delay(1); - return new GameEndResult + var game = await _gameRepository.GetByIdAsync(gameId); + if (game == null) + throw new InvalidOperationException($"游戏 {gameId} 不存在"); + + if (game.Status != expectedCurrentState) + throw new InvalidOperationException($"游戏 {gameId} 状态无效。期望状态: {expectedCurrentState}, 当前状态: {game.Status}"); + + return game; + } + + /// + /// 计算游戏统计信息(优化版本,避免重复数据库查询) + /// + /// 游戏实体 + /// 房间实体 + /// 游戏统计信息 + private static Dictionary CalculateGameStatistics(Domain.Entities.Game.Game game, Domain.Entities.Room.Room room) + { + try { - GameId = gameId, - Reason = reason, - EndTime = DateTime.UtcNow + // 基础统计信息 + var stats = new Dictionary + { + { "GameDuration", DateTime.UtcNow - game.CreatedAt }, + { "GameMode", game.GameMode }, + { "CanvasSize", $"{game.CanvasWidth}x{game.CanvasHeight}" }, + { "PlayerCount", room.CurrentPlayers }, + { "RoomName", room.Name } + }; + + return stats; + } + catch (Exception) + { + // 返回基础统计信息 + return new Dictionary + { + { "GameDuration", DateTime.UtcNow - game.CreatedAt }, + { "Error", "统计信息计算失败" } + }; + } + } + + /// + /// 计算游戏统计信息(异步版本,保持向后兼容) + /// + /// 游戏实体 + /// 游戏统计信息 + private async Task> CalculateGameStatisticsAsync(Domain.Entities.Game.Game game) + { + try + { + // 获取房间信息 + var room = await _roomRepository.GetByIdAsync(game.RoomId); + if (room != null) + { + return CalculateGameStatistics(game, room); + } + + // 如果房间不存在,返回基础统计信息 + return new Dictionary + { + { "GameDuration", DateTime.UtcNow - game.CreatedAt }, + { "GameMode", game.GameMode }, + { "CanvasSize", $"{game.CanvasWidth}x{game.CanvasHeight}" }, + { "Error", "关联房间不存在" } + }; + } + catch (Exception ex) + { + _logger.LogError(ex, "计算游戏统计信息失败 - GameId: {GameId}", game.Id); + + // 返回基础统计信息 + return new Dictionary + { + { "GameDuration", DateTime.UtcNow - game.CreatedAt }, + { "Error", "统计信息计算失败" } + }; + } + } + + /// + /// 验证游戏状态转换的合法性 + /// + /// 当前状态 + /// 目标状态 + /// 是否为合法转换 + private static bool IsValidStateTransition(Domain.Entities.Game.GameStatus currentState, Domain.Entities.Game.GameStatus targetState) + { + // 定义合法的状态转换规则 + var validTransitions = new Dictionary + { + // 准备中 -> 进行中, 已结束 + [Domain.Entities.Game.GameStatus.Preparing] = new[] + { + Domain.Entities.Game.GameStatus.Playing, + Domain.Entities.Game.GameStatus.Finished + }, + + // 进行中 -> 已结束 + [Domain.Entities.Game.GameStatus.Playing] = new[] + { + Domain.Entities.Game.GameStatus.Finished + }, + + // 已结束 -> 无法转换到其他状态 + [Domain.Entities.Game.GameStatus.Finished] = Array.Empty() }; + + // 检查是否存在从当前状态到目标状态的合法转换 + return validTransitions.ContainsKey(currentState) && + validTransitions[currentState].Contains(targetState); + } + + public async Task StartGameAsync(Guid gameId) + { + _logger.LogInformation("开始游戏 - GameId: {GameId}", gameId); + + try + { + // 1. 获取并验证游戏 + var game = await ValidateGameForStateChangeAsync(gameId, Domain.Entities.Game.GameStatus.Preparing); + + // 2. 验证房间状态 + var room = await _roomRepository.GetByIdAsync(game.RoomId); + if (room == null) + throw new InvalidOperationException($"游戏 {gameId} 关联的房间不存在"); + + // 3. 验证玩家数量是否满足开始条件 + if (room.CurrentPlayers < 2) + throw new InvalidOperationException($"房间玩家数不足,无法开始游戏。当前玩家数: {room.CurrentPlayers}"); + + // 4. 更新游戏状态为进行中 + var stateChanged = await UpdateGameStateAsync(gameId, Domain.Entities.Game.GameStatus.Playing, + new Dictionary + { + { "StartedAt", DateTime.UtcNow }, + { "PlayerCount", room.CurrentPlayers } + }); + + if (!stateChanged) + throw new InvalidOperationException($"游戏 {gameId} 状态更新失败"); + + // 5. 更新房间状态为游戏中 + room.StartGame(); + await _roomRepository.SaveChangesAsync(); + + _logger.LogInformation("游戏开始成功 - GameId: {GameId}, 玩家数: {PlayerCount}", gameId, room.CurrentPlayers); + return true; + } + catch (Exception ex) + { + _logger.LogError(ex, "开始游戏失败 - GameId: {GameId}", gameId); + throw; + } + } + + public async Task EndGameAsync(Guid gameId, GameEndReason reason) + { + _logger.LogInformation("结束游戏 - GameId: {GameId}, 原因: {Reason}", gameId, reason); + + try + { + // 1. 获取并验证游戏 + var game = await ValidateGameForStateChangeAsync(gameId, Domain.Entities.Game.GameStatus.Playing); + + // 2. 获取房间信息(一次性获取,避免重复查询) + var room = await _roomRepository.GetByIdAsync(game.RoomId); + if (room == null) + throw new InvalidOperationException($"游戏 {gameId} 关联的房间不存在"); + + // 3. 计算游戏统计信息(传入房间信息避免重复查询) + var gameStats = CalculateGameStatistics(game, room); + + // 4. 更新游戏状态为已结束 + var stateChanged = await UpdateGameStateAsync(gameId, Domain.Entities.Game.GameStatus.Finished, + new Dictionary + { + { "EndedAt", DateTime.UtcNow }, + { "EndReason", reason.ToString() }, + { "Statistics", gameStats } + }); + + if (!stateChanged) + throw new InvalidOperationException($"游戏 {gameId} 结束状态更新失败"); + + // 5. 更新房间状态 + room.FinishGame(); + await _roomRepository.SaveChangesAsync(); + + // 6. 创建游戏结束结果 + var endResult = new GameEndResult + { + GameId = gameId, + Reason = reason, + EndTime = DateTime.UtcNow, + Statistics = new GameStatistics + { + TotalDuration = DateTime.UtcNow - game.CreatedAt, + TotalPlayers = room.CurrentPlayers, + CustomStats = gameStats + } + }; + + _logger.LogInformation("游戏结束成功 - GameId: {GameId}, 持续时间: {Duration}分钟", + gameId, endResult.Statistics.TotalDuration.TotalMinutes); + + return endResult; + } + catch (Exception ex) + { + _logger.LogError(ex, "结束游戏失败 - GameId: {GameId}", gameId); + throw; + } } public async Task GetGameStateAsync(Guid gameId) { - // TODO: 实现获取游戏状态逻辑 - await Task.Delay(1); - return new GameStateInfo + _logger.LogDebug("获取游戏状态 - GameId: {GameId}", gameId); + + try { - GameId = gameId, - Status = Domain.Entities.Game.GameStatus.Playing, - StartTime = DateTime.UtcNow.AddMinutes(-5), - ElapsedTime = TimeSpan.FromMinutes(5), - ConnectedPlayers = 4 - }; + // 1. 获取游戏信息 + var game = await _gameRepository.GetByIdAsync(gameId); + if (game == null) + throw new InvalidOperationException($"游戏 {gameId} 不存在"); + + // 2. 获取房间信息 + var room = await _roomRepository.GetByIdAsync(game.RoomId); + if (room == null) + throw new InvalidOperationException($"游戏 {gameId} 关联的房间不存在"); + + // 3. 计算游戏运行时间 + var elapsedTime = game.Status == Domain.Entities.Game.GameStatus.Playing + ? DateTime.UtcNow - game.CreatedAt + : TimeSpan.Zero; + + // 4. 构建游戏状态信息 + var gameStateInfo = new GameStateInfo + { + GameId = gameId, + Status = game.Status, + StartTime = game.CreatedAt, + ElapsedTime = elapsedTime, + ConnectedPlayers = room.CurrentPlayers, + RemainingTime = game.Status == Domain.Entities.Game.GameStatus.Playing + ? TimeSpan.FromSeconds(game.Duration) - elapsedTime + : null, + StateData = new Dictionary + { + { "GameMode", game.GameMode }, + { "CanvasWidth", game.CanvasWidth }, + { "CanvasHeight", game.CanvasHeight }, + { "MaxPlayers", room.MaxPlayers }, + { "Duration", TimeSpan.FromSeconds(game.Duration) }, + { "RoomId", game.RoomId }, + { "RoomName", room.Name } + } + }; + + _logger.LogDebug("游戏状态获取成功 - GameId: {GameId}, 状态: {Status}, 玩家数: {PlayerCount}", + gameId, game.Status, room.CurrentPlayers); + + return gameStateInfo; + } + catch (Exception ex) + { + _logger.LogError(ex, "获取游戏状态失败 - GameId: {GameId}", gameId); + throw; + } } public async Task ValidateStateTransitionAsync(Guid gameId, Domain.Entities.Game.GameStatus targetState) { - // TODO: 实现状态转换验证逻辑 - await Task.Delay(1); - return true; + _logger.LogDebug("验证游戏状态转换 - GameId: {GameId}, 目标状态: {TargetState}", gameId, targetState); + + try + { + // 1. 获取当前游戏状态 + var game = await _gameRepository.GetByIdAsync(gameId); + if (game == null) + { + _logger.LogWarning("状态转换验证失败:游戏不存在 - GameId: {GameId}", gameId); + return false; + } + + var currentState = game.Status; + + // 2. 验证状态转换的合法性 + var isValidTransition = IsValidStateTransition(currentState, targetState); + + _logger.LogDebug("状态转换验证结果 - GameId: {GameId}, 当前状态: {CurrentState}, 目标状态: {TargetState}, 有效: {IsValid}", + gameId, currentState, targetState, isValidTransition); + + return isValidTransition; + } + catch (Exception ex) + { + _logger.LogError(ex, "验证游戏状态转换失败 - GameId: {GameId}", gameId); + return false; + } } public async Task UpdateGameStateAsync(Guid gameId, Domain.Entities.Game.GameStatus newState, Dictionary? metadata = null) { - // TODO: 实现游戏状态更新逻辑 - await Task.Delay(1); - return true; + _logger.LogDebug("更新游戏状态 - GameId: {GameId}, 新状态: {NewState}", gameId, newState); + + try + { + // 1. 获取游戏实体 + var game = await _gameRepository.GetByIdAsync(gameId); + if (game == null) + { + _logger.LogWarning("状态更新失败:游戏不存在 - GameId: {GameId}", gameId); + return false; + } + + // 2. 验证状态转换的合法性(直接使用已获取的游戏实体) + var isValidTransition = IsValidStateTransition(game.Status, newState); + if (!isValidTransition) + { + _logger.LogWarning("状态更新失败:无效的状态转换 - GameId: {GameId}, 当前状态: {CurrentState}, 目标状态: {TargetState}", + gameId, game.Status, newState); + return false; + } + + // 3. 更新游戏状态(这里需要使用反射或实体提供的方法) + // 注意:实际实现中,应该在Game实体中提供状态更新方法 + var statusProperty = typeof(Domain.Entities.Game.Game).GetProperty("Status"); + if (statusProperty != null && statusProperty.CanWrite) + { + statusProperty.SetValue(game, newState); + } + else + { + _logger.LogError("无法更新游戏状态:Status属性不可写 - GameId: {GameId}", gameId); + return false; + } + + // 4. 保存更改 + await _gameRepository.SaveChangesAsync(); + + // 5. 记录元数据(如果提供) + if (metadata != null && metadata.Count > 0) + { + _logger.LogDebug("游戏状态更新元数据 - GameId: {GameId}, 元数据: {@Metadata}", gameId, metadata); + } + + _logger.LogInformation("游戏状态更新成功 - GameId: {GameId}, 新状态: {NewState}", gameId, newState); + return true; + } + catch (Exception ex) + { + _logger.LogError(ex, "更新游戏状态失败 - GameId: {GameId}", gameId); + return false; + } } } diff --git a/backend/src/CollabApp.Domain/Services/Game/IGameStateService.cs b/backend/src/CollabApp.Domain/Services/Game/IGameStateService.cs index b4b99e5..e81873f 100644 --- a/backend/src/CollabApp.Domain/Services/Game/IGameStateService.cs +++ b/backend/src/CollabApp.Domain/Services/Game/IGameStateService.cs @@ -26,22 +26,6 @@ public interface IGameStateService /// 操作是否成功 Task StartGameAsync(Guid gameId); - /// - /// 暂停游戏 - /// 临时停止游戏进程,保存当前状态 - /// - /// 游戏标识 - /// 操作是否成功 - Task PauseGameAsync(Guid gameId); - - /// - /// 恢复游戏 - /// 从暂停状态恢复游戏进程 - /// - /// 游戏标识 - /// 操作是否成功 - Task ResumeGameAsync(Guid gameId); - /// /// 结束游戏 /// 终止游戏进程,计算最终结果,清理资源 -- Gitee From d06a168ccf0a022c88ebac226deeb7e560b20dda Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=E5=90=B4=E4=BD=B3=E5=AE=87=2E?= <2541095587@qq.com> Date: Sat, 16 Aug 2025 10:27:15 +0800 Subject: [PATCH 24/34] =?UTF-8?q?feat=EF=BC=9A=E6=96=B0=E5=BB=BA=E5=BA=94?= =?UTF-8?q?=E7=94=A8=E5=B1=82=E6=89=A9=E5=B1=95=E6=96=B9=E6=B3=95=E5=B9=B6?= =?UTF-8?q?=E6=B3=A8=E5=86=8C=E8=AE=A4=E8=AF=81=E6=9C=8D=E5=8A=A1=EF=BC=8C?= =?UTF-8?q?=E5=B9=B6=E5=9C=A8=E4=B8=BB=E5=85=A5=E5=8F=A3=E6=96=87=E4=BB=B6?= =?UTF-8?q?=E5=90=AF=E7=94=A8=E8=AF=A5=E5=B1=82=E6=89=A9=E5=B1=95=E6=96=B9?= =?UTF-8?q?=E6=B3=95?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- backend/src/CollabApp.API/Program.cs | 4 ++ .../CollabApp.Application.csproj | 1 + .../ServiceCollectionExtenstion.cs | 20 ++++++++ .../Services/Auth/AuthService.cs | 50 +++++++++++++++++++ .../Services/Auth/IAuthService.cs | 19 +++++++ 5 files changed, 94 insertions(+) create mode 100644 backend/src/CollabApp.Application/ServiceCollectionExtenstion.cs create mode 100644 backend/src/CollabApp.Application/Services/Auth/AuthService.cs create mode 100644 backend/src/CollabApp.Domain/Services/Auth/IAuthService.cs diff --git a/backend/src/CollabApp.API/Program.cs b/backend/src/CollabApp.API/Program.cs index 564407a..cca23f8 100644 --- a/backend/src/CollabApp.API/Program.cs +++ b/backend/src/CollabApp.API/Program.cs @@ -1,4 +1,5 @@ using CollabApp.Infrastructure; +using CollabApp.Application; namespace CollabApp.API; @@ -52,6 +53,9 @@ public class Program // 注册基础设施层服务 builder.Services.AddInfrastructure(builder.Configuration); + // 注册应用层服务 + builder.Services.AddApplication(builder.Configuration); + } // 配置中间件管道 diff --git a/backend/src/CollabApp.Application/CollabApp.Application.csproj b/backend/src/CollabApp.Application/CollabApp.Application.csproj index 58e7258..045109e 100644 --- a/backend/src/CollabApp.Application/CollabApp.Application.csproj +++ b/backend/src/CollabApp.Application/CollabApp.Application.csproj @@ -7,6 +7,7 @@ + diff --git a/backend/src/CollabApp.Application/ServiceCollectionExtenstion.cs b/backend/src/CollabApp.Application/ServiceCollectionExtenstion.cs new file mode 100644 index 0000000..5263773 --- /dev/null +++ b/backend/src/CollabApp.Application/ServiceCollectionExtenstion.cs @@ -0,0 +1,20 @@ +using CollabApp.Application.Services.Auth; +using CollabApp.Domain.Services.Auth; +using Microsoft.Extensions.Configuration; +using Microsoft.Extensions.DependencyInjection; + +namespace CollabApp.Application; + +/// +/// 扩展方法。应用服务注册。 +/// +public static class ServiceCollectionExtenstion +{ + public static IServiceCollection AddApplication(this IServiceCollection services, IConfiguration configuration) + { + // 注册认证服务 + services.AddScoped(); + + return services; + } +} \ No newline at end of file diff --git a/backend/src/CollabApp.Application/Services/Auth/AuthService.cs b/backend/src/CollabApp.Application/Services/Auth/AuthService.cs new file mode 100644 index 0000000..3d6841a --- /dev/null +++ b/backend/src/CollabApp.Application/Services/Auth/AuthService.cs @@ -0,0 +1,50 @@ +using CollabApp.Domain.Services.Auth; +using CollabApp.Domain.Entities.Auth; +using CollabApp.Domain.Repositories; +using CollabApp.Application.Interfaces; + +namespace CollabApp.Application.Services.Auth; + +/// +/// 认证服务实现 +/// +public class AuthService : IAuthService +{ + private readonly IRepository _userRep; + private readonly IJwtTokenService _jwtTokenService; + /// + /// 认证服务实现 + /// + /// 用户仓储 + /// JWT令牌服务 + public AuthService(IRepository userRep, IJwtTokenService jwtTokenService) + { + _userRep = userRep; + _jwtTokenService = jwtTokenService; + } + + /// + /// 登录 + /// + /// 用户名 + /// 密码 + /// JWT令牌 + public Task LoginAsync(string username, string password) + { + throw new NotImplementedException(); + } + + /// + /// 注册 + /// + /// 用户ID + /// 用户名 + /// 密码 + /// 昵称 + /// JWT令牌 + public Task RegisterAsync(Guid userId, string username, string password, string nickname) + { + throw new NotImplementedException(); + } + +} \ No newline at end of file diff --git a/backend/src/CollabApp.Domain/Services/Auth/IAuthService.cs b/backend/src/CollabApp.Domain/Services/Auth/IAuthService.cs new file mode 100644 index 0000000..99fad84 --- /dev/null +++ b/backend/src/CollabApp.Domain/Services/Auth/IAuthService.cs @@ -0,0 +1,19 @@ +namespace CollabApp.Domain.Services.Auth; + +/// +/// 认证服务接口 +/// +public interface IAuthService +{ + // 登录 + Task LoginAsync(string username, string password); + + // 注册 + Task RegisterAsync(Guid userId, string username, string password, string nickname); + + // 刷新令牌 + // Task RefreshTokenAsync(RefreshTokenRequestDto refreshTokenRequestDto); + + // // 忘记密码 + // Task ForgotPasswordAsync(ForgotPasswordDto forgotPasswordDto); +} \ No newline at end of file -- Gitee From abc37a726b747d318c75beba5db3a572e65135bb Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=E6=B2=88=E8=82=B2=E6=9E=97?= <2921544609@qq.com> Date: Sat, 16 Aug 2025 17:44:19 +0800 Subject: [PATCH 25/34] =?UTF-8?q?=E5=AE=9E=E7=8E=B0=E6=B8=B8=E6=88=8F?= =?UTF-8?q?=E5=85=B6=E4=BD=99=E7=9A=84=E6=9C=8D=E5=8A=A1=E6=8E=A5=E5=8F=A3?= =?UTF-8?q?=EF=BC=8C=E5=B9=B6=E5=AE=9E=E7=8E=B0=E4=BA=86?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- backend/docs/Game_Services_Documentation.md | 699 -------- .../src/CollabApp.API/Controllers/README.md | 38 - .../DTOs/Game/GameControllerDTOs.cs | 314 ++++ backend/src/CollabApp.API/Hubs/GameHub.cs | 603 +++++++ backend/src/CollabApp.API/Hubs/README.md | 34 - backend/src/CollabApp.API/Program.cs | 57 +- .../Game/CollisionDetectionService.cs | 183 ++- .../Services/Game/GameBroadcastService.cs | 557 ++++++- .../Services/Game/GamePlayService.cs | 218 ++- .../Services/Game/GameResultService.cs | 349 +++- .../Services/Game/PlayerStateService.cs | 1453 +++++++++++++++-- .../Services/Game/PowerUpService.cs | 768 +++++++-- .../Services/Game/TerritoryService.cs | 133 +- .../Services/Game/IGamePlayService.cs | 10 +- .../Services/Game/IPlayerStateService.cs | 794 ++++++--- .../CollabApp.Domain/Services/Game/README.md | 166 -- .../src/CollabApp.Domain/Services/README.md | 29 - .../CollabApp.Application.Tests.csproj | 21 - .../CollabApp.Application.Tests/UnitTest1.cs | 10 - .../CollabApp.Domain.Tests.csproj | 21 - .../tests/CollabApp.Domain.Tests/UnitTest1.cs | 10 - .../CollabApp.Tests/CollabApp.Tests.csproj | 21 - backend/tests/CollabApp.Tests/UnitTest1.cs | 10 - frontend/api-test.html | 809 +++++++++ 24 files changed, 5561 insertions(+), 1746 deletions(-) delete mode 100644 backend/docs/Game_Services_Documentation.md delete mode 100644 backend/src/CollabApp.API/Controllers/README.md create mode 100644 backend/src/CollabApp.API/DTOs/Game/GameControllerDTOs.cs create mode 100644 backend/src/CollabApp.API/Hubs/GameHub.cs delete mode 100644 backend/src/CollabApp.API/Hubs/README.md delete mode 100644 backend/src/CollabApp.Domain/Services/Game/README.md delete mode 100644 backend/src/CollabApp.Domain/Services/README.md delete mode 100644 backend/tests/CollabApp.Application.Tests/CollabApp.Application.Tests.csproj delete mode 100644 backend/tests/CollabApp.Application.Tests/UnitTest1.cs delete mode 100644 backend/tests/CollabApp.Domain.Tests/CollabApp.Domain.Tests.csproj delete mode 100644 backend/tests/CollabApp.Domain.Tests/UnitTest1.cs delete mode 100644 backend/tests/CollabApp.Tests/CollabApp.Tests.csproj delete mode 100644 backend/tests/CollabApp.Tests/UnitTest1.cs create mode 100644 frontend/api-test.html diff --git a/backend/docs/Game_Services_Documentation.md b/backend/docs/Game_Services_Documentation.md deleted file mode 100644 index 04840aa..0000000 --- a/backend/docs/Game_Services_Documentation.md +++ /dev/null @@ -1,699 +0,0 @@ -# 游戏服务架构文档 - -## 概述 - -本文档描述了游戏后端的所有服务,包括其用途、主要方法和使用示例。游戏系统采用领域驱动设计(DDD)模式,将业务逻辑分解为专门的服务组件。 - -## 业务规则 - -- **玩家数量**: 仅支持 2、4、6 人游戏 -- **游戏时长**: 仅支持 3、5、7 分钟 -- **游戏模式**: 仅支持 'normal' 模式 -- **地图类型**: 仅支持 'round' 圆形地图 - ---- - -## 1. GameStateService - 游戏状态管理服务 - -### 用途 -管理游戏的完整生命周期,包括初始化、启动、状态转换、结束和验证。这是游戏系统的核心服务。 - -### 主要功能 -- 游戏初始化与验证 -- 游戏状态转换管理 -- 动态画布尺寸计算 -- 严格的业务规则验证 - -### 核心方法 - -#### InitializeGameAsync -```csharp -public async Task InitializeGameAsync(Guid gameId, Guid roomId, GameSettings gameSettings) -``` - -**功能**: 初始化新游戏,验证所有业务规则并设置初始状态 - -**使用示例**: -```csharp -var gameSettings = new GameSettings -{ - MaxPlayers = 4, - GameDurationMinutes = 5, - GameMode = "normal", - MapType = "round" -}; - -var game = await gameStateService.InitializeGameAsync( - gameId: Guid.NewGuid(), - roomId: existingRoomId, - gameSettings: gameSettings -); -``` - -#### StartGameAsync -```csharp -public async Task StartGameAsync(Guid gameId) -``` - -**功能**: 启动游戏,将状态从 'WaitingForPlayers' 转换为 'InProgress' - -**使用示例**: -```csharp -var started = await gameStateService.StartGameAsync(gameId); -if (started) -{ - logger.LogInformation("Game {GameId} started successfully", gameId); -} -``` - -#### EndGameAsync -```csharp -public async Task EndGameAsync(Guid gameId, GameEndReason reason) -``` - -**功能**: 结束游戏并计算最终结果 - -**使用示例**: -```csharp -var endResult = await gameStateService.EndGameAsync(gameId, GameEndReason.TimeExpired); -foreach (var player in endResult.PlayerResults) -{ - console.WriteLine($"Player {player.PlayerId}: {player.FinalScore} points"); -} -``` - ---- - -## 2. GameResultService - 游戏结果计算服务 - -### 用途 -处理游戏结束后的所有计算,包括排名、奖励、成就和评级变化。 - -### 主要功能 -- 游戏结果计算 -- 玩家排名系统 -- 经验和分数奖励 -- 成就解锁检查 -- 评级变化计算 - -### 核心方法 - -#### CalculateGameResultAsync -```csharp -public async Task CalculateGameResultAsync(Guid gameId) -``` - -**使用示例**: -```csharp -var gameResult = await gameResultService.CalculateGameResultAsync(gameId); -Console.WriteLine($"Winner: {gameResult.WinnerId}"); -Console.WriteLine($"Game Duration: {gameResult.ActualDuration}"); -``` - -#### CalculatePlayerRankingsAsync -```csharp -public async Task> CalculatePlayerRankingsAsync(Guid gameId) -``` - -**使用示例**: -```csharp -var rankings = await gameResultService.CalculatePlayerRankingsAsync(gameId); -for (int i = 0; i < rankings.Count; i++) -{ - Console.WriteLine($"Rank {i + 1}: {rankings[i].PlayerName} - {rankings[i].Score} points"); -} -``` - -#### CheckAchievementUnlocksAsync -```csharp -public async Task> CheckAchievementUnlocksAsync(Guid gameId, Guid playerId) -``` - -**使用示例**: -```csharp -var achievements = await gameResultService.CheckAchievementUnlocksAsync(gameId, playerId); -foreach (var achievement in achievements) -{ - await notificationService.SendAchievementNotification(playerId, achievement); -} -``` - ---- - -## 3. PlayerStateService - 玩家状态管理服务 - -### 用途 -管理游戏中每个玩家的实时状态,包括位置、生命值、装备和技能状态。 - -### 主要功能 -- 玩家位置跟踪 -- 生命值和护盾管理 -- 装备系统管理 -- 技能冷却管理 -- 状态效果处理 - -### 核心方法 - -#### GetPlayerStateAsync -```csharp -public async Task GetPlayerStateAsync(Guid gameId, Guid playerId) -``` - -**使用示例**: -```csharp -var playerState = await playerStateService.GetPlayerStateAsync(gameId, playerId); -Console.WriteLine($"Player Health: {playerState.Health}/{playerState.MaxHealth}"); -Console.WriteLine($"Position: ({playerState.Position.X}, {playerState.Position.Y})"); -``` - -#### UpdatePlayerPositionAsync -```csharp -public async Task UpdatePlayerPositionAsync(Guid gameId, Guid playerId, Position newPosition, DateTime timestamp) -``` - -**使用示例**: -```csharp -var newPosition = new Position { X = 15.5f, Y = 20.3f, Z = 0 }; -var updateResult = await playerStateService.UpdatePlayerPositionAsync( - gameId, playerId, newPosition, DateTime.UtcNow -); - -if (updateResult.Success) -{ - await gameBroadcastService.BroadcastPlayerPositionUpdate(gameId, playerId, newPosition); -} -``` - -#### UpdatePlayerHealthAsync -```csharp -public async Task UpdatePlayerHealthAsync(Guid gameId, Guid playerId, float healthChange, string source) -``` - -**使用示例**: -```csharp -// 玩家受到伤害 -var healthResult = await playerStateService.UpdatePlayerHealthAsync( - gameId, playerId, -25.0f, "enemy_attack" -); - -if (healthResult.IsDead) -{ - await playerStateService.SetPlayerStateAsync(gameId, playerId, PlayerState.Dead, "health_depleted"); - await playerStateService.RespawnPlayerAsync(gameId, playerId); -} -``` - -#### RespawnPlayerAsync -```csharp -public async Task RespawnPlayerAsync(Guid gameId, Guid playerId, Position? respawnPosition = null) -``` - -**使用示例**: -```csharp -var respawnResult = await playerStateService.RespawnPlayerAsync(gameId, playerId); -if (respawnResult.Success) -{ - Console.WriteLine($"Player respawned at {respawnResult.RespawnPosition}"); - await Task.Delay(respawnResult.RespawnDelay); -} -``` - ---- - -## 4. TerritoryService - 领土管理服务 - -### 用途 -管理游戏中的领土控制系统,包括领土占领、冲突解决和价值计算。 - -### 主要功能 -- 领土占领与释放 -- 领土冲突检测与解决 -- 领土价值计算 -- 地图控制状况分析 - -### 核心方法 - -#### ClaimTerritoryAsync -```csharp -public async Task ClaimTerritoryAsync(Guid gameId, Guid playerId, Position centerPosition, float radius) -``` - -**使用示例**: -```csharp -var claimResult = await territoryService.ClaimTerritoryAsync( - gameId, playerId, - new Position { X = 25, Y = 25, Z = 0 }, - radius: 10.0f -); - -if (claimResult.Success) -{ - Console.WriteLine($"Claimed {claimResult.TerritoryGained} square units"); - await gameBroadcastService.BroadcastTerritoryUpdate(gameId, claimResult); -} -``` - -#### CheckTerritoryConflictsAsync -```csharp -public async Task> CheckTerritoryConflictsAsync(Guid gameId) -``` - -**使用示例**: -```csharp -var conflicts = await territoryService.CheckTerritoryConflictsAsync(gameId); -foreach (var conflict in conflicts) -{ - var resolution = await territoryService.ResolveTerritoryConflictAsync(gameId, conflict); - await gameBroadcastService.BroadcastConflictResolution(gameId, resolution); -} -``` - -#### GetMapTerritoryStatusAsync -```csharp -public async Task GetMapTerritoryStatusAsync(Guid gameId) -``` - -**使用示例**: -```csharp -var mapStatus = await territoryService.GetMapTerritoryStatusAsync(gameId); -Console.WriteLine($"Map Control - Claimed: {mapStatus.ClaimedArea}/{mapStatus.TotalMapArea}"); - -var leader = mapStatus.PlayerTerritories.OrderByDescending(p => p.TotalArea).First(); -Console.WriteLine($"Territory Leader: {leader.PlayerName} ({leader.Percentage:F1}%)"); -``` - ---- - -## 5. PowerUpService - 道具系统服务 - -### 用途 -管理游戏中的道具系统,包括道具生成、收集、效果应用和冲突处理。 - -### 主要功能 -- 道具生成与自动生成 -- 道具收集与效果应用 -- 活跃效果管理 -- 道具冲突检查 - -### 核心方法 - -#### SpawnPowerUpAsync -```csharp -public async Task SpawnPowerUpAsync(Guid gameId, PowerUpType powerUpType, Position position, SpawnReason spawnReason) -``` - -**使用示例**: -```csharp -var powerUp = await powerUpService.SpawnPowerUpAsync( - gameId, - PowerUpType.SpeedBoost, - new Position { X = 30, Y = 15, Z = 0 }, - SpawnReason.PlayerAction -); - -await gameBroadcastService.BroadcastPowerUpSpawn(gameId, powerUp); -``` - -#### CollectPowerUpAsync -```csharp -public async Task CollectPowerUpAsync(Guid gameId, Guid playerId, Guid powerUpId) -``` - -**使用示例**: -```csharp -var collectionResult = await powerUpService.CollectPowerUpAsync(gameId, playerId, powerUpId); -if (collectionResult.Success) -{ - Console.WriteLine($"Collected {collectionResult.PowerUp.Type}"); - await gameBroadcastService.BroadcastPowerUpCollection(gameId, collectionResult); - - // 应用效果 - await powerUpService.ApplyPowerUpEffectAsync(gameId, playerId, collectionResult.PowerUp.Type); -} -``` - -#### AutoSpawnPowerUpsAsync -```csharp -public async Task> AutoSpawnPowerUpsAsync(Guid gameId, PowerUpSpawnConfig spawnConfig) -``` - -**使用示例**: -```csharp -var spawnConfig = new PowerUpSpawnConfig -{ - MaxPowerUps = 5, - SpawnInterval = TimeSpan.FromMinutes(1), - AllowedTypes = new[] { PowerUpType.HealthRestore, PowerUpType.AttackBoost } -}; - -var newPowerUps = await powerUpService.AutoSpawnPowerUpsAsync(gameId, spawnConfig); -foreach (var powerUp in newPowerUps) -{ - await gameBroadcastService.BroadcastPowerUpSpawn(gameId, powerUp); -} -``` - ---- - -## 6. GameBroadcastService - 游戏广播服务 - -### 用途 -处理游戏中的所有实时通信,包括状态更新、玩家行为和系统通知的广播。 - -### 主要功能 -- 游戏状态广播 -- 玩家行为广播 -- 私人消息发送 -- 房间管理 - -### 核心方法 - -#### BroadcastGameStateUpdateAsync -```csharp -public async Task BroadcastGameStateUpdateAsync(Guid gameId, GameStateUpdate stateUpdate) -``` - -**使用示例**: -```csharp -var stateUpdate = new GameStateUpdate -{ - GameId = gameId, - NewState = GameStatus.InProgress, - RemainingTime = TimeSpan.FromMinutes(3), - PlayerStates = await playerStateService.GetAllPlayerStatesAsync(gameId) -}; - -await gameBroadcastService.BroadcastGameStateUpdateAsync(gameId, stateUpdate); -``` - -#### BroadcastPlayerActionAsync -```csharp -public async Task BroadcastPlayerActionAsync(Guid gameId, PlayerActionBroadcast playerAction, Guid? excludePlayerId = null) -``` - -**使用示例**: -```csharp -var playerAction = new PlayerActionBroadcast -{ - PlayerId = playerId, - ActionType = "territory_claim", - Position = new Position { X = 20, Y = 20, Z = 0 }, - Timestamp = DateTime.UtcNow -}; - -// 广播给所有其他玩家(排除执行行为的玩家) -await gameBroadcastService.BroadcastPlayerActionAsync(gameId, playerAction, playerId); -``` - -#### JoinGameRoomAsync / LeaveGameRoomAsync -```csharp -public async Task JoinGameRoomAsync(string connectionId, Guid gameId, Guid playerId) -public async Task LeaveGameRoomAsync(string connectionId, Guid gameId, Guid playerId) -``` - -**使用示例**: -```csharp -// 玩家加入游戏房间 -await gameBroadcastService.JoinGameRoomAsync(connectionId, gameId, playerId); - -// 获取在线玩家并广播更新 -var onlinePlayers = await gameBroadcastService.GetOnlinePlayersAsync(gameId); -await gameBroadcastService.BroadcastPlayerStatusUpdateAsync(gameId, new PlayerStatusUpdate -{ - OnlinePlayerCount = onlinePlayers.Count, - PlayerList = onlinePlayers -}); -``` - ---- - -## 服务集成示例 - -### 完整游戏流程示例 - -```csharp -public class GameController : ControllerBase -{ - private readonly IGameStateService _gameStateService; - private readonly IPlayerStateService _playerStateService; - private readonly ITerritoryService _territoryService; - private readonly IPowerUpService _powerUpService; - private readonly IGameBroadcastService _gameBroadcastService; - private readonly IGameResultService _gameResultService; - - [HttpPost("start-game")] - public async Task StartGame([FromBody] StartGameRequest request) - { - try - { - // 1. 初始化游戏 - var gameSettings = new GameSettings - { - MaxPlayers = request.PlayerCount, // 必须是 2, 4, 或 6 - GameDurationMinutes = request.Duration, // 必须是 3, 5, 或 7 - GameMode = "normal", // 固定值 - MapType = "round" // 固定值 - }; - - var game = await _gameStateService.InitializeGameAsync( - request.GameId, request.RoomId, gameSettings); - - // 2. 初始化所有玩家状态 - foreach (var playerId in request.PlayerIds) - { - var playerState = await _playerStateService.GetPlayerStateAsync(game.Id, playerId); - await _gameBroadcastService.JoinGameRoomAsync( - GetConnectionId(playerId), game.Id, playerId); - } - - // 3. 启动游戏 - var started = await _gameStateService.StartGameAsync(game.Id); - if (!started) - { - return BadRequest("Failed to start game"); - } - - // 4. 广播游戏开始 - var stateUpdate = new GameStateUpdate - { - GameId = game.Id, - NewState = GameStatus.InProgress, - RemainingTime = TimeSpan.FromMinutes(gameSettings.GameDurationMinutes) - }; - await _gameBroadcastService.BroadcastGameStateUpdateAsync(game.Id, stateUpdate); - - // 5. 开始自动道具生成 - var spawnConfig = new PowerUpSpawnConfig - { - MaxPowerUps = 5, - SpawnInterval = TimeSpan.FromMinutes(1) - }; - _ = Task.Run(async () => - { - while (await _gameStateService.GetGameStateAsync(game.Id) is var state && - state.Status == GameStatus.InProgress) - { - await _powerUpService.AutoSpawnPowerUpsAsync(game.Id, spawnConfig); - await Task.Delay(TimeSpan.FromMinutes(1)); - } - }); - - return Ok(new { GameId = game.Id, Status = "Started" }); - } - catch (Exception ex) - { - return StatusCode(500, $"Error starting game: {ex.Message}"); - } - } - - [HttpPost("end-game")] - public async Task EndGame([FromBody] EndGameRequest request) - { - try - { - // 1. 结束游戏 - var endResult = await _gameStateService.EndGameAsync(request.GameId, request.Reason); - - // 2. 计算最终结果 - var gameResult = await _gameResultService.CalculateGameResultAsync(request.GameId); - var rankings = await _gameResultService.CalculatePlayerRankingsAsync(request.GameId); - - // 3. 处理玩家奖励 - foreach (var player in endResult.PlayerResults) - { - var expReward = await _gameResultService.CalculateExperienceRewardAsync( - request.GameId, player.PlayerId); - var achievements = await _gameResultService.CheckAchievementUnlocksAsync( - request.GameId, player.PlayerId); - - // 广播个人结果 - await _gameBroadcastService.SendPrivateMessageAsync(request.GameId, player.PlayerId, - new PrivateMessage - { - Type = "game_result", - Content = new { - FinalScore = player.FinalScore, - ExperienceGained = expReward.ExperienceGained, - NewAchievements = achievements - } - }); - } - - // 4. 广播最终排名 - await _gameBroadcastService.BroadcastGameEventAsync(request.GameId, - new GameEventBroadcast - { - EventType = "game_ended", - Data = new { Rankings = rankings, Winner = gameResult.WinnerId } - }); - - // 5. 保存游戏结果 - await _gameResultService.SaveGameResultAsync(gameResult); - - return Ok(new { - GameResult = gameResult, - Rankings = rankings, - PlayerResults = endResult.PlayerResults - }); - } - catch (Exception ex) - { - return StatusCode(500, $"Error ending game: {ex.Message}"); - } - } -} -``` - -### 实时游戏事件处理示例 - -```csharp -public class GameEventHandler -{ - public async Task HandlePlayerAction(Guid gameId, Guid playerId, PlayerAction action) - { - switch (action.Type) - { - case "move": - var moveResult = await _playerStateService.UpdatePlayerPositionAsync( - gameId, playerId, action.Position, action.Timestamp); - - if (moveResult.Success) - { - await _gameBroadcastService.BroadcastPlayerActionAsync(gameId, - new PlayerActionBroadcast - { - PlayerId = playerId, - ActionType = "move", - Position = action.Position - }, playerId); - } - break; - - case "claim_territory": - var claimResult = await _territoryService.ClaimTerritoryAsync( - gameId, playerId, action.Position, action.Radius); - - if (claimResult.Success) - { - // 检查领土冲突 - var conflicts = await _territoryService.CheckTerritoryConflictsAsync(gameId); - foreach (var conflict in conflicts) - { - await _territoryService.ResolveTerritoryConflictAsync(gameId, conflict); - } - - await _gameBroadcastService.BroadcastMapUpdateAsync(gameId, - new MapUpdateBroadcast - { - UpdateType = "territory_claimed", - PlayerId = playerId, - Area = claimResult.TerritoryGained - }); - } - break; - - case "collect_powerup": - var collectionResult = await _powerUpService.CollectPowerUpAsync( - gameId, playerId, action.PowerUpId); - - if (collectionResult.Success) - { - await _powerUpService.ApplyPowerUpEffectAsync( - gameId, playerId, collectionResult.PowerUp.Type); - - await _gameBroadcastService.BroadcastPlayerActionAsync(gameId, - new PlayerActionBroadcast - { - PlayerId = playerId, - ActionType = "powerup_collected", - Data = collectionResult.PowerUp - }); - } - break; - } - - // 检查游戏是否应该结束 - var gameState = await _gameStateService.GetGameStateAsync(gameId); - if (gameState.RemainingTime <= TimeSpan.Zero) - { - await _gameStateService.EndGameAsync(gameId, GameEndReason.TimeExpired); - } - } -} -``` - -## 错误处理和日志记录 - -所有服务都包含完整的错误处理和日志记录: - -```csharp -// 典型的服务方法错误处理模式 -public async Task SomeServiceMethod(Guid gameId, SomeParameter parameter) -{ - try - { - _logger.LogInformation("Starting {Method} for game {GameId}", - nameof(SomeServiceMethod), gameId); - - // 验证输入 - if (gameId == Guid.Empty) - { - _logger.LogWarning("Invalid gameId provided to {Method}", nameof(SomeServiceMethod)); - throw new ArgumentException("GameId cannot be empty", nameof(gameId)); - } - - // 执行业务逻辑 - var result = await ExecuteBusinessLogic(gameId, parameter); - - _logger.LogInformation("Successfully completed {Method} for game {GameId}", - nameof(SomeServiceMethod), gameId); - - return result; - } - catch (Exception ex) - { - _logger.LogError(ex, "Error in {Method} for game {GameId}: {Error}", - nameof(SomeServiceMethod), gameId, ex.Message); - throw; - } -} -``` - -## 性能考虑 - -- **缓存**: 频繁访问的数据(如玩家状态)应该缓存 -- **批处理**: 地图更新和道具生成使用批处理操作 -- **异步处理**: 所有服务方法都是异步的,支持高并发 -- **连接池**: 数据库连接使用连接池管理 - -## 总结 - -游戏服务架构提供了: - -1. **模块化设计**: 每个服务负责特定的游戏功能 -2. **严格验证**: 强制执行所有业务规则 -3. **实时通信**: 完整的广播和消息系统 -4. **可扩展性**: 服务间松耦合,易于扩展 -5. **可维护性**: 清晰的接口和完整的文档 - -这种架构确保了游戏的稳定性、性能和可维护性,同时提供了出色的开发体验。 diff --git a/backend/src/CollabApp.API/Controllers/README.md b/backend/src/CollabApp.API/Controllers/README.md deleted file mode 100644 index 88ed61c..0000000 --- a/backend/src/CollabApp.API/Controllers/README.md +++ /dev/null @@ -1,38 +0,0 @@ -# 控制器层 (Controllers) - -## 目的 -处理HTTP请求,作为API的入口点,协调应用层服务。 - -## 内容 -- **API控制器**: 处理RESTful API请求 -- **请求验证**: 输入数据的格式和业务验证 -- **响应处理**: 统一的响应格式和错误处理 -- **API文档**: Swagger注解和API文档 - -## 特点 -- 薄控制器,业务逻辑委托给应用层 -- 统一的错误处理和响应格式 -- 支持API版本控制 -- 完整的API文档 - -## 示例 -```csharp -[ApiController] -[Route("api/[controller]")] -public class UsersController : ControllerBase -{ - private readonly IMediator _mediator; - - public UsersController(IMediator mediator) - { - _mediator = mediator; - } - - [HttpPost] - public async Task> CreateUser([FromBody] CreateUserCommand command) - { - var result = await _mediator.Send(command); - return Ok(result); - } -} -``` diff --git a/backend/src/CollabApp.API/DTOs/Game/GameControllerDTOs.cs b/backend/src/CollabApp.API/DTOs/Game/GameControllerDTOs.cs new file mode 100644 index 0000000..05d1cd0 --- /dev/null +++ b/backend/src/CollabApp.API/DTOs/Game/GameControllerDTOs.cs @@ -0,0 +1,314 @@ +using CollabApp.Domain.Services.Game; + +namespace CollabApp.API.DTOs.Game; + +/// +/// 游戏控制器相关的数据传输对象 - 画线圈地游戏API接口 +/// + +#region 请求DTOs + +/// +/// 加入游戏请求 +/// +public class JoinGameRequest +{ + /// 游戏ID + public Guid GameId { get; set; } + + /// 玩家名称 + public string PlayerName { get; set; } = string.Empty; +} + +/// +/// 玩家移动请求 +/// +public class MovePlayerRequest +{ + /// 游戏ID + public Guid GameId { get; set; } + + /// 新位置X坐标 + public float X { get; set; } + + /// 新位置Y坐标 + public float Y { get; set; } + + /// 是否正在绘制 + public bool IsDrawing { get; set; } + + /// 时间戳 + public DateTime Timestamp { get; set; } = DateTime.UtcNow; +} + +/// +/// 开始绘制请求 +/// +public class StartDrawingRequest +{ + /// 游戏ID + public Guid GameId { get; set; } + + /// 起始位置X坐标 + public float X { get; set; } + + /// 起始位置Y坐标 + public float Y { get; set; } +} + +/// +/// 停止绘制请求 +/// +public class StopDrawingRequest +{ + /// 游戏ID + public Guid GameId { get; set; } + + /// 结束位置X坐标 + public float X { get; set; } + + /// 结束位置Y坐标 + public float Y { get; set; } +} + +/// +/// 使用道具请求 +/// +public class UseItemRequest +{ + /// 游戏ID + public Guid GameId { get; set; } + + /// 道具类型 + public string ItemType { get; set; } = string.Empty; + + /// 目标位置X坐标(可选) + public float? TargetX { get; set; } + + /// 目标位置Y坐标(可选) + public float? TargetY { get; set; } +} + +/// +/// 拾取道具请求 +/// +public class PickupItemRequest +{ + /// 游戏ID + public Guid GameId { get; set; } + + /// 道具ID + public Guid ItemId { get; set; } + + /// 道具位置X坐标 + public float X { get; set; } + + /// 道具位置Y坐标 + public float Y { get; set; } +} + +#endregion + +#region 响应DTOs + +/// +/// API响应基类 +/// +/// 数据类型 +public class ApiResponse +{ + /// 是否成功 + public bool Success { get; set; } + + /// 响应数据 + public T? Data { get; set; } + + /// 错误消息 + public string? Error { get; set; } + + /// 详细消息列表 + public List Messages { get; set; } = new(); + + /// 时间戳 + public DateTime Timestamp { get; set; } = DateTime.UtcNow; + + /// 创建成功响应 + public static ApiResponse CreateSuccess(T data, List? messages = null) + { + return new ApiResponse + { + Success = true, + Data = data, + Messages = messages ?? new List() + }; + } + + /// 创建错误响应 + public static ApiResponse CreateError(string error, List? messages = null) + { + return new ApiResponse + { + Success = false, + Error = error, + Messages = messages ?? new List() + }; + } +} + +/// +/// 玩家状态响应 +/// +public class PlayerStateResponse +{ + /// 玩家ID + public Guid PlayerId { get; set; } + + /// 玩家名称 + public string PlayerName { get; set; } = string.Empty; + + /// 玩家颜色 + public string PlayerColor { get; set; } = string.Empty; + + /// 当前位置 + public PositionDto CurrentPosition { get; set; } = new(); + + /// 当前状态 + public string State { get; set; } = string.Empty; + + /// 当前轨迹 + public List CurrentTrail { get; set; } = new(); + + /// 拥有的领土 + public List OwnedTerritories { get; set; } = new(); + + /// 领土总面积 + public float TotalTerritoryArea { get; set; } + + /// 背包道具 + public List Inventory { get; set; } = new(); + + /// 活跃效果 + public List ActiveEffects { get; set; } = new(); + + /// 是否无敌 + public bool IsInvulnerable { get; set; } + + /// 统计信息 + public PlayerStatisticsDto Statistics { get; set; } = new(); +} + +/// +/// 位置DTO +/// +public class PositionDto +{ + /// X坐标 + public float X { get; set; } + + /// Y坐标 + public float Y { get; set; } +} + +/// +/// 领土DTO +/// +public class TerritoryDto +{ + /// 领土ID + public Guid Id { get; set; } + + /// 所属玩家ID + public Guid PlayerId { get; set; } + + /// 边界点 + public List Boundary { get; set; } = new(); + + /// 面积 + public float Area { get; set; } +} + +/// +/// 活跃效果DTO +/// +public class ActiveEffectDto +{ + /// 效果ID + public Guid Id { get; set; } + + /// 效果类型 + public string EffectType { get; set; } = string.Empty; + + /// 开始时间 + public DateTime StartTime { get; set; } + + /// 持续时间(秒) + public int DurationSeconds { get; set; } + + /// 结束时间 + public DateTime EndTime { get; set; } + + /// 是否已过期 + public bool IsExpired { get; set; } +} + +/// +/// 玩家统计DTO +/// +public class PlayerStatisticsDto +{ + /// 死亡次数 + public int Deaths { get; set; } + + /// 击杀次数 + public int Kills { get; set; } + + /// 最大领土面积 + public float MaxTerritoryArea { get; set; } + + /// 总移动距离 + public float TotalDistanceMoved { get; set; } + + /// 使用道具数 + public int ItemsUsed { get; set; } + + /// 拾取道具数 + public int ItemsPickedUp { get; set; } + + /// 领土捕获次数 + public int TerritoryCaptures { get; set; } +} + +/// +/// 游戏排名响应 +/// +public class GameRankingResponse +{ + /// 排名 + public int Rank { get; set; } + + /// 玩家ID + public Guid PlayerId { get; set; } + + /// 玩家名称 + public string PlayerName { get; set; } = string.Empty; + + /// 玩家颜色 + public string PlayerColor { get; set; } = string.Empty; + + /// 领土面积 + public float TerritoryArea { get; set; } + + /// 领土数量 + public int TerritoryCount { get; set; } + + /// 面积占比 + public float AreaPercentage { get; set; } + + /// 当前状态 + public string CurrentState { get; set; } = string.Empty; + + /// 最后更新时间 + public DateTime LastUpdate { get; set; } +} + +#endregion diff --git a/backend/src/CollabApp.API/Hubs/GameHub.cs b/backend/src/CollabApp.API/Hubs/GameHub.cs new file mode 100644 index 0000000..e1d038e --- /dev/null +++ b/backend/src/CollabApp.API/Hubs/GameHub.cs @@ -0,0 +1,603 @@ +using Microsoft.AspNetCore.SignalR; +using Microsoft.Extensions.Logging; +using CollabApp.Domain.Entities.Game; +using CollabApp.Domain.Repositories; +using CollabApp.Domain.Services.Game; +using System.Security.Claims; + +namespace CollabApp.API.Hubs; + +/// +/// 游戏实时通信Hub - 处理画线圈地游戏的实时交互 +/// 提供玩家移动、绘制、状态同步等实时功能,严格按照业务规则实现 +/// +public class GameHub : Hub +{ + private readonly IRepository _gameRepository; + private readonly IRepository _gamePlayerRepository; + private readonly IRepository _gameActionRepository; + private readonly IPlayerStateService _playerStateService; + private readonly IGamePlayService _gamePlayService; + private readonly ILogger _logger; + + public GameHub( + IRepository gameRepository, + IRepository gamePlayerRepository, + IRepository gameActionRepository, + IPlayerStateService playerStateService, + IGamePlayService gamePlayService, + ILogger logger) + { + _gameRepository = gameRepository; + _gamePlayerRepository = gamePlayerRepository; + _gameActionRepository = gameActionRepository; + _playerStateService = playerStateService; + _gamePlayService = gamePlayService; + _logger = logger; + } + + /// + /// 玩家加入游戏房间 + /// + /// 游戏ID + /// 玩家ID + public async Task JoinGameRoom(Guid gameId, Guid playerId) + { + try + { + // 验证游戏是否存在且可加入 + var game = await _gameRepository.GetByIdAsync(gameId); + if (game == null) + { + await Clients.Caller.SendAsync("Error", "游戏不存在"); + return; + } + + if (game.Status != GameStatus.Preparing && game.Status != GameStatus.Playing) + { + await Clients.Caller.SendAsync("Error", "游戏状态不允许加入"); + return; + } + + // 验证玩家是否在游戏中 - 使用UserId而不是PlayerId + var gamePlayer = (await _gamePlayerRepository.GetAllAsync()) + .FirstOrDefault(gp => gp.GameId == gameId && gp.UserId == playerId); + + if (gamePlayer == null) + { + await Clients.Caller.SendAsync("Error", "玩家未参与此游戏"); + return; + } + + // 获取玩家实时状态 + var playerState = await _playerStateService.GetPlayerStateAsync(gameId, playerId); + if (playerState == null) + { + await Clients.Caller.SendAsync("Error", "无法获取玩家状态"); + return; + } + + // 加入SignalR组 + var groupName = $"game_{gameId}"; + await Groups.AddToGroupAsync(Context.ConnectionId, groupName); + + // 通知房间内其他玩家 + await Clients.Group(groupName).SendAsync("PlayerJoined", new + { + PlayerId = playerId, + PlayerName = playerState.PlayerName, + PlayerColor = playerState.PlayerColor, + ConnectionId = Context.ConnectionId, + JoinedAt = DateTime.UtcNow + }); + + // 发送当前游戏状态给新加入的玩家 + var gameStates = await _playerStateService.GetAllPlayerStatesAsync(gameId); + + await Clients.Caller.SendAsync("GameState", new + { + GameId = gameId, + Status = game.Status.ToString(), + Players = gameStates.Select(p => new + { + p.PlayerId, + p.PlayerName, + p.PlayerColor, + Position = p.CurrentPosition, + Territory = p.TotalTerritoryArea, + State = p.State.ToString(), + CurrentTrail = p.CurrentTrail, + IsInvulnerable = p.IsInvulnerable, + InvulnerabilityEndTime = p.InvulnerabilityEndTime, + Inventory = p.Inventory, + Rank = p.CurrentRank + }).ToList(), + StartedAt = game.StartedAt, + FinishedAt = game.FinishedAt + }); + + _logger.LogInformation("玩家 {PlayerId} 加入游戏 {GameId} 的实时房间", playerId, gameId); + } + catch (Exception ex) + { + _logger.LogError(ex, "玩家加入游戏房间时发生错误: GameId={GameId}, PlayerId={PlayerId}", gameId, playerId); + await Clients.Caller.SendAsync("Error", "加入游戏房间失败"); + } + } + + /// + /// 玩家离开游戏房间 + /// + /// 游戏ID + /// 玩家ID + public async Task LeaveGameRoom(Guid gameId, Guid playerId) + { + try + { + var groupName = $"game_{gameId}"; + await Groups.RemoveFromGroupAsync(Context.ConnectionId, groupName); + + // 通知房间内其他玩家 + await Clients.Group(groupName).SendAsync("PlayerLeft", new + { + PlayerId = playerId, + ConnectionId = Context.ConnectionId, + LeftAt = DateTime.UtcNow + }); + + _logger.LogInformation("玩家 {PlayerId} 离开游戏 {GameId} 的实时房间", playerId, gameId); + } + catch (Exception ex) + { + _logger.LogError(ex, "玩家离开游戏房间时发生错误: GameId={GameId}, PlayerId={PlayerId}", gameId, playerId); + } + } + + /// + /// 玩家移动 - 使用完整的业务逻辑和Position类型 + /// + /// 游戏ID + /// 玩家ID + /// 新位置 + /// 是否正在绘制 + public async Task PlayerMove(Guid gameId, Guid playerId, Position newPosition, bool isDrawing) + { + try + { + // 验证游戏状态 + var game = await _gameRepository.GetByIdAsync(gameId); + if (game?.Status != GameStatus.Playing) + { + await Clients.Caller.SendAsync("Error", "游戏未进行中"); + return; + } + + // 验证玩家是否在游戏中 + var gamePlayer = (await _gamePlayerRepository.GetAllAsync()) + .FirstOrDefault(gp => gp.GameId == gameId && gp.UserId == playerId); + + if (gamePlayer == null) + { + await Clients.Caller.SendAsync("Error", "玩家不在游戏中"); + return; + } + + // 获取当前玩家状态 + var currentState = await _playerStateService.GetPlayerStateAsync(gameId, playerId); + if (currentState == null || currentState.State == PlayerDrawingState.Dead) + { + await Clients.Caller.SendAsync("Error", "玩家状态异常或已死亡"); + return; + } + + // 调用领域服务更新位置 + var moveResult = await _playerStateService.UpdatePlayerPositionAsync( + gameId, playerId, newPosition, DateTime.UtcNow, isDrawing); + + if (!moveResult.Success) + { + await Clients.Caller.SendAsync("MoveRejected", new + { + PlayerId = playerId, + Reason = string.Join("; ", moveResult.Errors), + OldPosition = moveResult.OldPosition, + Timestamp = DateTime.UtcNow + }); + return; + } + + // 记录移动动作 + var moveAction = GameAction.CreateGameAction( + gameId: gameId, + userId: playerId, + actionType: "Move", + actionData: $"{{\"from\":{moveResult.OldPosition},\"to\":{moveResult.NewPosition},\"isDrawing\":{isDrawing.ToString().ToLower()},\"speed\":{moveResult.CurrentSpeed}}}", + timestamp: DateTimeOffset.UtcNow.ToUnixTimeMilliseconds() + ); + + await _gameActionRepository.AddAsync(moveAction); + + // 如果正在画线,开始或继续绘制 + if (isDrawing && currentState.State == PlayerDrawingState.Idle) + { + var drawingResult = await _playerStateService.StartDrawingAsync(gameId, playerId, newPosition); + if (!drawingResult.Success) + { + _logger.LogWarning("玩家 {PlayerId} 开始绘制失败: {Errors}", + playerId, string.Join("; ", drawingResult.Errors)); + } + } + + // 实时广播给房间内所有玩家 + var groupName = $"game_{gameId}"; + var broadcastData = new + { + PlayerId = playerId, + Position = moveResult.NewPosition, + OldPosition = moveResult.OldPosition, + Speed = moveResult.CurrentSpeed, + DistanceMoved = moveResult.DistanceMoved, + IsDrawing = isDrawing, + Events = moveResult.Events, + Timestamp = DateTime.UtcNow + }; + + await Clients.Group(groupName).SendAsync("PlayerMoved", broadcastData); + + // 如果有碰撞事件,特殊处理 + if (moveResult.CollisionDetected && moveResult.CollisionInfo != null) + { + await HandleCollisionEventAsync(gameId, playerId, moveResult.CollisionInfo); + } + + _logger.LogDebug("玩家 {PlayerId} 在游戏 {GameId} 中移动: {OldPos} -> {NewPos}, 速度: {Speed}", + playerId, gameId, moveResult.OldPosition, moveResult.NewPosition, moveResult.CurrentSpeed); + } + catch (Exception ex) + { + _logger.LogError(ex, "玩家移动时发生错误: GameId={GameId}, PlayerId={PlayerId}", gameId, playerId); + await Clients.Caller.SendAsync("Error", "移动失败"); + } + } + + /// + /// 玩家完成路径绘制 + /// + /// 游戏ID + /// 玩家ID + public async Task CompleteDrawing(Guid gameId, Guid playerId) + { + try + { + // 验证游戏状态 + var game = await _gameRepository.GetByIdAsync(gameId); + if (game?.Status != GameStatus.Playing) + { + await Clients.Caller.SendAsync("Error", "游戏未进行中"); + return; + } + + // 验证玩家是否在游戏中 + var gamePlayer = (await _gamePlayerRepository.GetAllAsync()) + .FirstOrDefault(gp => gp.GameId == gameId && gp.UserId == playerId); + + if (gamePlayer == null) + { + await Clients.Caller.SendAsync("Error", "玩家不在游戏中"); + return; + } + + // 获取当前玩家状态 + var currentState = await _playerStateService.GetPlayerStateAsync(gameId, playerId); + if (currentState == null || currentState.State != PlayerDrawingState.Drawing) + { + await Clients.Caller.SendAsync("Error", "玩家未在绘制状态"); + return; + } + + // 调用领域服务停止绘制 + var drawingResult = await _playerStateService.StopDrawingAsync( + gameId, playerId, currentState.CurrentPosition); + + if (!drawingResult.Success) + { + await Clients.Caller.SendAsync("DrawingFailed", new + { + PlayerId = playerId, + Reason = string.Join("; ", drawingResult.Errors), + Timestamp = DateTime.UtcNow + }); + return; + } + + // 记录完成绘制动作 + var completeAction = GameAction.CreateGameAction( + gameId: gameId, + userId: playerId, + actionType: "CompletePath", + actionData: $"{{\"path\":[{string.Join(",", drawingResult.CompletedTrail.Select(p => p.ToString()))}],\"areaGained\":{drawingResult.AreaGained},\"isClosedLoop\":{drawingResult.IsClosedLoop.ToString().ToLower()}}}", + timestamp: DateTimeOffset.UtcNow.ToUnixTimeMilliseconds() + ); + + await _gameActionRepository.AddAsync(completeAction); + + // 如果成功获得新领土,计算并更新排名 + if (drawingResult.NewTerritory != null && drawingResult.AreaGained > 0) + { + var territoryResult = await _playerStateService.CalculatePlayerTerritoryAsync(gameId, playerId); + if (territoryResult.Success) + { + // 更新游戏排名 + var rankings = await _playerStateService.GetGameRankingAsync(gameId); + + // 广播排名更新 + var groupName = $"game_{gameId}"; + await Clients.Group(groupName).SendAsync("RankingUpdated", new + { + Rankings = rankings.Select(r => new + { + r.PlayerId, + r.PlayerName, + r.Rank, + r.TerritoryArea, + r.AreaPercentage + }).ToList(), + Timestamp = DateTime.UtcNow + }); + } + } + + // 实时广播给房间内所有玩家 + var groupName2 = $"game_{gameId}"; + await Clients.Group(groupName2).SendAsync("DrawingCompleted", new + { + PlayerId = playerId, + CompletedTrail = drawingResult.CompletedTrail, + NewTerritory = drawingResult.NewTerritory, + AreaGained = drawingResult.AreaGained, + IsClosedLoop = drawingResult.IsClosedLoop, + Messages = drawingResult.Messages, + Timestamp = DateTime.UtcNow + }); + + _logger.LogInformation("玩家 {PlayerId} 在游戏 {GameId} 中完成路径绘制,获得面积: {Area}", + playerId, gameId, drawingResult.AreaGained); + } + catch (Exception ex) + { + _logger.LogError(ex, "完成绘制时发生错误: GameId={GameId}, PlayerId={PlayerId}", gameId, playerId); + await Clients.Caller.SendAsync("Error", "完成绘制失败"); + } + } + + /// + /// 玩家使用道具 - 完整业务逻辑版本 + /// + /// 游戏ID + /// 玩家ID + /// 道具类型 + /// 目标玩家ID(如果需要) + public async Task UseItem(Guid gameId, Guid playerId, DrawingGameItemType itemType, Guid? targetPlayerId = null) + { + try + { + // 验证游戏状态 + var game = await _gameRepository.GetByIdAsync(gameId); + if (game?.Status != GameStatus.Playing) + { + await Clients.Caller.SendAsync("Error", "游戏未进行中"); + return; + } + + // 验证玩家是否在游戏中 + var gamePlayer = (await _gamePlayerRepository.GetAllAsync()) + .FirstOrDefault(gp => gp.GameId == gameId && gp.UserId == playerId); + + if (gamePlayer == null) + { + await Clients.Caller.SendAsync("Error", "玩家不在游戏中"); + return; + } + + // 获取当前玩家状态 + var currentState = await _playerStateService.GetPlayerStateAsync(gameId, playerId); + if (currentState == null || currentState.State == PlayerDrawingState.Dead) + { + await Clients.Caller.SendAsync("Error", "玩家状态异常或已死亡"); + return; + } + + // 调用领域服务使用道具 + var useResult = await _playerStateService.UseItemAsync( + gameId, playerId, itemType, currentState.CurrentPosition); + + if (!useResult.Success) + { + await Clients.Caller.SendAsync("ItemUseFailed", new + { + PlayerId = playerId, + ItemType = itemType.ToString(), + Reason = string.Join("; ", useResult.Errors), + Timestamp = DateTime.UtcNow + }); + return; + } + + // 记录使用道具动作 + var effectData = useResult.AppliedEffect != null ? + $"{{\"effectType\":\"{useResult.AppliedEffect.EffectType}\",\"duration\":{useResult.AppliedEffect.Duration.TotalSeconds}}}" : "null"; + var itemAction = GameAction.CreateGameAction( + gameId: gameId, + userId: playerId, + actionType: "UseItem", + actionData: $"{{\"itemType\":\"{itemType}\",\"targetPlayerId\":\"{targetPlayerId}\",\"appliedEffect\":{effectData},\"messages\":[{string.Join(",", useResult.Messages.Select(m => $"\"{m}\""))}]}}", + timestamp: DateTimeOffset.UtcNow.ToUnixTimeMilliseconds() + ); + + await _gameActionRepository.AddAsync(itemAction); + + // 实时广播给房间内所有玩家 + var groupName = $"game_{gameId}"; + await Clients.Group(groupName).SendAsync("ItemUsed", new + { + PlayerId = playerId, + ItemType = itemType.ToString(), + TargetPlayerId = targetPlayerId, + AppliedEffect = useResult.AppliedEffect, + ClearedTrails = useResult.ClearedTrails, + AffectedPlayers = useResult.AffectedPlayers, + TargetPosition = useResult.TargetPosition, + Messages = useResult.Messages, + Timestamp = DateTime.UtcNow + }); + + // 如果道具影响其他玩家,单独通知目标玩家 + if (targetPlayerId.HasValue && useResult.AffectedPlayers?.Contains(targetPlayerId.Value) == true) + { + // 这里需要根据连接管理来找到目标玩家的ConnectionId + // 简化处理:通过组广播,让客户端自己判断 + await Clients.Group(groupName).SendAsync("PlayerAffectedByItem", new + { + AffectedPlayerId = targetPlayerId.Value, + SourcePlayerId = playerId, + ItemType = itemType.ToString(), + AppliedEffect = useResult.AppliedEffect, + Messages = useResult.Messages, + Timestamp = DateTime.UtcNow + }); + } + + _logger.LogInformation("玩家 {PlayerId} 在游戏 {GameId} 中使用道具 {ItemType}, 目标: {TargetPlayerId}, 消息: {Messages}", + playerId, gameId, itemType, targetPlayerId, string.Join("; ", useResult.Messages)); + } + catch (Exception ex) + { + _logger.LogError(ex, "使用道具时发生错误: GameId={GameId}, PlayerId={PlayerId}, ItemType={ItemType}", + gameId, playerId, itemType); + await Clients.Caller.SendAsync("Error", "使用道具失败"); + } + } + + /// + /// 连接断开时的处理 + /// + /// 异常信息 + /// + public override async Task OnDisconnectedAsync(Exception? exception) + { + try + { + // TODO: 从上下文中获取玩家信息并处理断线 + // 这里可以根据ConnectionId查找对应的玩家并通知其他玩家 + + _logger.LogInformation("连接 {ConnectionId} 断开", Context.ConnectionId); + + if (exception != null) + { + _logger.LogWarning(exception, "连接 {ConnectionId} 异常断开", Context.ConnectionId); + } + } + catch (Exception ex) + { + _logger.LogError(ex, "处理连接断开时发生错误: ConnectionId={ConnectionId}", Context.ConnectionId); + } + + await base.OnDisconnectedAsync(exception); + } + + /// + /// 连接建立时的处理 + /// + /// + public override async Task OnConnectedAsync() + { + try + { + _logger.LogInformation("新连接建立: {ConnectionId}", Context.ConnectionId); + await Clients.Caller.SendAsync("Connected", new { ConnectionId = Context.ConnectionId }); + } + catch (Exception ex) + { + _logger.LogError(ex, "处理连接建立时发生错误: ConnectionId={ConnectionId}", Context.ConnectionId); + } + + await base.OnConnectedAsync(); + } + + /// + /// 处理碰撞事件 - 内部辅助方法 + /// + /// 游戏ID + /// 玩家ID + /// 碰撞信息 + private async Task HandleCollisionEventAsync(Guid gameId, Guid playerId, PlayerCollisionInfo collisionInfo) + { + try + { + var groupName = $"game_{gameId}"; + + // 根据碰撞类型处理 + switch (collisionInfo.Type) + { + case DrawingGameCollisionType.TrailCollision: + // 轨迹碰撞 - 玩家死亡 + var collisionResult = await _playerStateService.HandleTrailCollisionAsync( + gameId, playerId, collisionInfo.CollisionPoint, collisionInfo.OtherPlayerId); + + if (collisionResult.PlayerDied) + { + await Clients.Group(groupName).SendAsync("PlayerDied", new + { + DeadPlayerId = playerId, + KillerId = collisionResult.KillerId, + KillerName = collisionResult.KillerName, + DeathReason = collisionResult.DeathReason, + CollisionPoint = collisionInfo.CollisionPoint, + ClearedTrail = collisionResult.ClearedTrail, + Timestamp = DateTime.UtcNow + }); + + _logger.LogInformation("玩家 {PlayerId} 在游戏 {GameId} 中死亡: {Reason}", + playerId, gameId, collisionResult.DeathReason); + } + break; + + case DrawingGameCollisionType.TerritoryEntry: + // 进入领地 - 仅通知 + await Clients.Group(groupName).SendAsync("PlayerEnteredTerritory", new + { + PlayerId = playerId, + TerritoryOwnerId = collisionInfo.OtherPlayerId, + EntryPoint = collisionInfo.CollisionPoint, + Timestamp = DateTime.UtcNow + }); + break; + + case DrawingGameCollisionType.BoundaryHit: + // 边界碰撞 - 阻止移动 + await Clients.Caller.SendAsync("BoundaryHit", new + { + PlayerId = playerId, + HitPoint = collisionInfo.CollisionPoint, + Timestamp = DateTime.UtcNow + }); + break; + + case DrawingGameCollisionType.ObstacleHit: + // 障碍物碰撞 - 阻止移动 + await Clients.Caller.SendAsync("ObstacleHit", new + { + PlayerId = playerId, + HitPoint = collisionInfo.CollisionPoint, + ObstacleId = collisionInfo.OtherPlayerId, // 这里用作障碍物ID + Timestamp = DateTime.UtcNow + }); + break; + } + } + catch (Exception ex) + { + _logger.LogError(ex, "处理碰撞事件时发生错误: GameId={GameId}, PlayerId={PlayerId}", gameId, playerId); + } + } +} diff --git a/backend/src/CollabApp.API/Hubs/README.md b/backend/src/CollabApp.API/Hubs/README.md deleted file mode 100644 index 1067f2d..0000000 --- a/backend/src/CollabApp.API/Hubs/README.md +++ /dev/null @@ -1,34 +0,0 @@ -# SignalR集线器层 (Hubs) - -## 目的 -实现实时通信功能,处理WebSocket连接和消息广播。 - -## 内容 -- **集线器类**: SignalR Hub的具体实现 -- **连接管理**: 用户连接和断开的处理 -- **消息广播**: 实时消息的发送和接收 -- **群组管理**: 用户群组的加入和离开 - -## 特点 -- 支持双向实时通信 -- 自动处理连接管理 -- 支持群组和私聊 -- 集成身份验证和授权 - -## 示例 -```csharp -[Authorize] -public class CollabHub : Hub -{ - public async Task JoinGroup(string groupName) - { - await Groups.AddToGroupAsync(Context.ConnectionId, groupName); - await Clients.Group(groupName).SendAsync("UserJoined", Context.User.Identity.Name); - } - - public async Task SendMessage(string groupName, string message) - { - await Clients.Group(groupName).SendAsync("ReceiveMessage", Context.User.Identity.Name, message); - } -} -``` diff --git a/backend/src/CollabApp.API/Program.cs b/backend/src/CollabApp.API/Program.cs index 564407a..ca667e1 100644 --- a/backend/src/CollabApp.API/Program.cs +++ b/backend/src/CollabApp.API/Program.cs @@ -19,7 +19,18 @@ public class Program builder.Services.AddCors(options => { options.AddPolicy("AllowAll", - policy => policy.AllowAnyOrigin().AllowAnyHeader().AllowAnyMethod()); + policy => policy + .AllowAnyOrigin() + .AllowAnyHeader() + .AllowAnyMethod()); + + // 为SignalR配置特定的CORS策略 + options.AddPolicy("SignalRPolicy", + policy => policy + .AllowAnyOrigin() + .AllowAnyHeader() + .AllowAnyMethod() + .SetIsOriginAllowed(_ => true)); }); // ==================================== @@ -52,6 +63,29 @@ public class Program // 注册基础设施层服务 builder.Services.AddInfrastructure(builder.Configuration); + // ==================================== + // 添加 SignalR 服务 + // ==================================== + builder.Services.AddSignalR(options => + { + // 配置SignalR选项 + options.EnableDetailedErrors = builder.Environment.IsDevelopment(); + options.KeepAliveInterval = TimeSpan.FromSeconds(15); + options.ClientTimeoutInterval = TimeSpan.FromSeconds(30); + options.HandshakeTimeout = TimeSpan.FromSeconds(15); + }); + + // ==================================== + // 添加控制器支持 + // ==================================== + builder.Services.AddControllers(); + + // ==================================== + // 添加身份验证支持(如果需要) + // ==================================== + // builder.Services.AddAuthentication(JwtBearerDefaults.AuthenticationScheme) + // .AddJwtBearer(options => { ... }); + } // 配置中间件管道 @@ -66,8 +100,27 @@ public class Program // 启用 CORS app.UseCors("AllowAll"); + // ==================================== + // 启用身份验证和授权(如果需要) + // ==================================== + // app.UseAuthentication(); + // app.UseAuthorization(); + app.UseHttpsRedirection(); + // ==================================== + // 映射控制器路由 + // ==================================== + app.MapControllers(); + + // ==================================== + // 映射 SignalR Hubs + // ==================================== + app.MapHub("/gameHub"); + + // ==================================== + // 测试端点(可删除) + // ==================================== var summaries = new[] { "Freezing", "Bracing", "Chilly", "Cool", "Mild", "Warm", "Balmy", "Hot", "Sweltering", "Scorching" @@ -113,6 +166,8 @@ public class Program catch (Exception ex) { // 处理数据库初始化异常 + var logger = scope.ServiceProvider.GetService>(); + logger?.LogError(ex, "数据库初始化失败"); } } } diff --git a/backend/src/CollabApp.Application/Services/Game/CollisionDetectionService.cs b/backend/src/CollabApp.Application/Services/Game/CollisionDetectionService.cs index b262a92..1e08e22 100644 --- a/backend/src/CollabApp.Application/Services/Game/CollisionDetectionService.cs +++ b/backend/src/CollabApp.Application/Services/Game/CollisionDetectionService.cs @@ -1,21 +1,192 @@ using CollabApp.Domain.Services.Game; using CollabApp.Domain.Entities.Game; +using CollabApp.Domain.Repositories; +using Microsoft.Extensions.Logging; namespace CollabApp.Application.Services.Game; /// -/// 碰撞检测服务实现 +/// 碰撞检测服务实现 - 画线圈地游戏的所有碰撞检测逻辑 /// -public class CollisionDetectionService : ICollisionDetectionService +public class CollisionDetectionService( + IRepository gameRepository, + IRepository gamePlayerRepository, + IRepository gameActionRepository, + ILogger logger) : ICollisionDetectionService { + private readonly IRepository _gameRepository = gameRepository ?? throw new ArgumentNullException(nameof(gameRepository)); + private readonly IRepository _gamePlayerRepository = gamePlayerRepository ?? throw new ArgumentNullException(nameof(gamePlayerRepository)); + private readonly IRepository _gameActionRepository = gameActionRepository ?? throw new ArgumentNullException(nameof(gameActionRepository)); + private readonly ILogger _logger = logger ?? throw new ArgumentNullException(nameof(logger)); public async Task CheckPlayerMovementAsync(Guid gameId, Guid playerId, Position fromPosition, Position toPosition) { - // TODO: 实现玩家移动碰撞检测逻辑 + _logger.LogDebug("检测玩家移动碰撞 - GameId: {GameId}, PlayerId: {PlayerId}", gameId, playerId); + + try + { + // 参数验证 + if (gameId == Guid.Empty || playerId == Guid.Empty) + { + return new CollisionResult { HasCollision = true, ValidPosition = fromPosition }; + } + + // 获取游戏信息 + var game = await _gameRepository.GetByIdAsync(gameId); + if (game == null) + { + return new CollisionResult { HasCollision = true, ValidPosition = fromPosition }; + } + + // 检查边界碰撞 + var boundaryResult = await CheckGameBoundaryCollision(game, toPosition); + if (boundaryResult.HasCollision) + { + _logger.LogDebug("玩家移动撞到边界 - PlayerId: {PlayerId}", playerId); + return new CollisionResult + { + HasCollision = true, + ValidPosition = ClampPositionToBoundary(game, toPosition), + Collisions = new List + { + new CollisionInfo + { + Type = CollisionType.Boundary, + CollisionPoint = toPosition, + Properties = new Dictionary { { "Reason", "OutOfBounds" } } + } + } + }; + } + + // 检查与其他玩家的碰撞(画线轨迹碰撞) + var trailCollision = await CheckTrailCollisionAsync(gameId, playerId, fromPosition, toPosition); + if (trailCollision.HasCollision) + { + _logger.LogInformation("检测到轨迹碰撞 - PlayerId: {PlayerId}", playerId); + + return new CollisionResult + { + HasCollision = true, + ValidPosition = trailCollision.CollisionPoint, + Collisions = new List + { + new CollisionInfo + { + Type = CollisionType.Player, + CollisionPoint = trailCollision.CollisionPoint, + ObjectId = trailCollision.CollidingPlayerId, + Properties = new Dictionary { { "CollisionType", "Trail" } } + } + } + }; + } + + // 检查领土碰撞(是否进入他人领土) + var territoryCollision = await CheckTerritoryCollisionAsync(gameId, toPosition, playerId); + if (territoryCollision.HasCollision && territoryCollision.TerritoryOwnerId != playerId) + { + _logger.LogDebug("玩家进入他人领土 - PlayerId: {PlayerId}, Owner: {OwnerId}", + playerId, territoryCollision.TerritoryOwnerId); + + // 进入他人领土不阻止移动,但会标记为碰撞 + return new CollisionResult + { + HasCollision = false, // 允许移动但标记危险 + ValidPosition = toPosition, + Collisions = new List + { + new CollisionInfo + { + Type = CollisionType.Territory, + CollisionPoint = toPosition, + ObjectId = territoryCollision.TerritoryOwnerId, + Properties = new Dictionary + { + { "CollisionType", "Territory" }, + { "IsDangerous", true }, + { "TerritoryType", territoryCollision.TerritoryType.ToString() } + } + } + } + }; + } + + // 无碰撞,移动有效 + return new CollisionResult + { + HasCollision = false, + ValidPosition = toPosition + }; + } + catch (Exception ex) + { + _logger.LogError(ex, "玩家移动碰撞检测失败 - GameId: {GameId}, PlayerId: {PlayerId}", gameId, playerId); + return new CollisionResult { HasCollision = true, ValidPosition = fromPosition }; + } + } + + /// + /// 检查游戏边界碰撞 + /// + private async Task CheckGameBoundaryCollision(Domain.Entities.Game.Game game, Position position) + { + await Task.Delay(1); // 模拟异步操作 + + var hasCollision = position.X < 0 || position.X > game.CanvasWidth || + position.Y < 0 || position.Y > game.CanvasHeight; + + return new BoundaryCollisionResult + { + HasCollision = hasCollision, + IsOutOfBounds = hasCollision, + DistanceToBoundary = CalculateDistanceToBoundary(game, position), + NearestValidPosition = ClampPositionToBoundary(game, position) + }; + } + + /// + /// 检查轨迹碰撞 + /// + private async Task<(bool HasCollision, Position CollisionPoint, Guid? CollidingPlayerId)> CheckTrailCollisionAsync(Guid gameId, Guid playerId, Position from, Position to) + { + // TODO: 实现真实的轨迹碰撞算法 + // 这里需要检查移动路径是否与其他玩家的画线轨迹相交 await Task.Delay(1); - return new CollisionResult + + // 简化逻辑:随机模拟碰撞检测 + var random = new Random(); + var hasCollision = random.NextDouble() < 0.1; // 10% 概率碰撞 + + return ( + HasCollision: hasCollision, + CollisionPoint: hasCollision ? new Position { X = (from.X + to.X) / 2, Y = (from.Y + to.Y) / 2, Z = 0 } : to, + CollidingPlayerId: hasCollision ? Guid.NewGuid() : null + ); + } + + /// + /// 计算到边界的距离 + /// + private float CalculateDistanceToBoundary(Domain.Entities.Game.Game game, Position position) + { + var distanceToLeft = position.X; + var distanceToRight = game.CanvasWidth - position.X; + var distanceToTop = position.Y; + var distanceToBottom = game.CanvasHeight - position.Y; + + return Math.Min(Math.Min(distanceToLeft, distanceToRight), Math.Min(distanceToTop, distanceToBottom)); + } + + /// + /// 将位置限制在游戏边界内 + /// + private Position ClampPositionToBoundary(Domain.Entities.Game.Game game, Position position) + { + return new Position { - HasCollision = false, - ValidPosition = toPosition + X = Math.Max(0, Math.Min(game.CanvasWidth, position.X)), + Y = Math.Max(0, Math.Min(game.CanvasHeight, position.Y)), + Z = position.Z }; } diff --git a/backend/src/CollabApp.Application/Services/Game/GameBroadcastService.cs b/backend/src/CollabApp.Application/Services/Game/GameBroadcastService.cs index d91a8ff..0e1777b 100644 --- a/backend/src/CollabApp.Application/Services/Game/GameBroadcastService.cs +++ b/backend/src/CollabApp.Application/Services/Game/GameBroadcastService.cs @@ -1,107 +1,560 @@ using CollabApp.Domain.Services.Game; using CollabApp.Domain.Entities.Game; +using CollabApp.Domain.Repositories; +using Microsoft.Extensions.Logging; namespace CollabApp.Application.Services.Game; /// -/// 游戏广播服务实现 +/// 游戏广播服务实现 - 画线圈地游戏的实时通信系统 +/// 负责处理游戏中的所有实时消息广播,包括状态同步、事件通知和玩家通信 /// -public class GameBroadcastService : IGameBroadcastService +public class GameBroadcastService( + IRepository gameRepository, + IRepository userRepository, + ILogger logger) : IGameBroadcastService { + private readonly IRepository _gameRepository = gameRepository ?? throw new ArgumentNullException(nameof(gameRepository)); + private readonly IRepository _userRepository = userRepository ?? throw new ArgumentNullException(nameof(userRepository)); + private readonly ILogger _logger = logger ?? throw new ArgumentNullException(nameof(logger)); + + /// + /// 广播游戏状态更新 - 同步游戏的整体状态到所有玩家 + /// public async Task BroadcastGameStateUpdateAsync(Guid gameId, GameStateUpdate stateUpdate) { - // TODO: 实现游戏状态广播逻辑 - await Task.Delay(1); - return true; + _logger.LogDebug("Broadcasting game state update for game {GameId}: Status={Status}", + gameId, stateUpdate.Status); + + try + { + // 参数验证 + if (gameId == Guid.Empty || stateUpdate == null) + { + _logger.LogWarning("Invalid parameters for game state broadcast"); + return false; + } + + // 验证游戏存在 + var game = await _gameRepository.GetByIdAsync(gameId); + if (game == null) + { + _logger.LogWarning("Game {GameId} not found for state broadcast", gameId); + return false; + } + + // 准备广播数据 + var broadcastData = new + { + GameId = gameId, + Status = stateUpdate.Status.ToString(), + Round = stateUpdate.Round, + RemainingTime = stateUpdate.RemainingTime?.TotalSeconds, + Timestamp = DateTime.UtcNow, + StateData = stateUpdate.StateData + }; + + // TODO: 使用SignalR广播到游戏房间 + // await _hubContext.Clients.Group($"Game_{gameId}") + // .SendAsync("GameStateUpdate", broadcastData); + + // 记录广播统计 + await RecordBroadcastActivity(gameId, "GameStateUpdate", broadcastData); + + _logger.LogInformation("Game state update broadcasted for game {GameId}, status: {Status}", + gameId, stateUpdate.Status); + + return true; + } + catch (Exception ex) + { + _logger.LogError(ex, "Failed to broadcast game state update for game {GameId}", gameId); + return false; + } } + /// + /// 广播玩家行为 - 实时同步玩家的操作给其他玩家 + /// public async Task BroadcastPlayerActionAsync(Guid gameId, PlayerActionBroadcast playerAction, Guid? excludePlayerId = null) { - // TODO: 实现玩家行为广播逻辑 - await Task.Delay(1); - return true; + _logger.LogDebug("Broadcasting player action {ActionType} from player {PlayerId} in game {GameId}", + playerAction.ActionType, playerAction.PlayerId, gameId); + + try + { + // 参数验证 + if (gameId == Guid.Empty || playerAction == null || playerAction.PlayerId == Guid.Empty) + { + _logger.LogWarning("Invalid parameters for player action broadcast"); + return false; + } + + // 验证玩家在游戏中 + if (!await IsPlayerInGame(gameId, playerAction.PlayerId)) + { + _logger.LogWarning("Player {PlayerId} not in game {GameId} for action broadcast", + playerAction.PlayerId, gameId); + return false; + } + + // 准备广播数据 + var broadcastData = new + { + GameId = gameId, + PlayerId = playerAction.PlayerId, + PlayerName = playerAction.PlayerName, + ActionType = playerAction.ActionType.ToString(), + Position = playerAction.Position, + TargetPosition = playerAction.TargetPosition, + TargetPlayerId = playerAction.TargetPlayerId, + ActionData = playerAction.ActionData, + Timestamp = DateTime.UtcNow + }; + + // TODO: 广播给除指定玩家外的所有玩家 + // var clients = excludePlayerId.HasValue + // ? _hubContext.Clients.GroupExcept($"Game_{gameId}", GetPlayerConnectionIds(excludePlayerId.Value)) + // : _hubContext.Clients.Group($"Game_{gameId}"); + // + // await clients.SendAsync("PlayerAction", broadcastData); + + _logger.LogDebug("Player action {ActionType} broadcasted from player {PlayerId}", + playerAction.ActionType, playerAction.PlayerId); + + return true; + } + catch (Exception ex) + { + _logger.LogError(ex, "Failed to broadcast player action for player {PlayerId} in game {GameId}", + playerAction.PlayerId, gameId); + return false; + } } + /// + /// 广播游戏事件 - 发送游戏中的重要事件通知 + /// public async Task BroadcastGameEventAsync(Guid gameId, GameEventBroadcast gameEvent, List? targetPlayers = null) { - // TODO: 实现游戏事件广播逻辑 - await Task.Delay(1); - return true; + _logger.LogDebug("Broadcasting game event {EventType} in game {GameId}", + gameEvent.EventType, gameId); + + try + { + // 参数验证 + if (gameId == Guid.Empty || gameEvent == null) + { + return false; + } + + // 准备事件数据 + var eventData = new + { + GameId = gameId, + EventType = gameEvent.EventType, + Title = gameEvent.Title, + Message = gameEvent.Message, + Priority = gameEvent.Priority.ToString(), + EventData = gameEvent.EventData, + Timestamp = DateTime.UtcNow + }; + + // TODO: 根据目标玩家广播 + // if (targetPlayers != null && targetPlayers.Any()) + // { + // var connectionIds = await GetPlayersConnectionIds(targetPlayers); + // await _hubContext.Clients.Clients(connectionIds) + // .SendAsync("GameEvent", eventData); + // } + // else + // { + // await _hubContext.Clients.Group($"Game_{gameId}") + // .SendAsync("GameEvent", eventData); + // } + + await Task.Delay(1); // 模拟异步操作 + + _logger.LogInformation("Game event {EventType} broadcasted in game {GameId}", + gameEvent.EventType, gameId); + + return true; + } + catch (Exception ex) + { + _logger.LogError(ex, "Failed to broadcast game event {EventType} in game {GameId}", + gameEvent.EventType, gameId); + return false; + } } + /// + /// 发送私人消息 - 向特定玩家发送私人消息 + /// public async Task SendPrivateMessageAsync(Guid gameId, Guid playerId, PrivateMessage message) { - // TODO: 实现私人消息发送逻辑 - await Task.Delay(1); - return true; + _logger.LogDebug("Sending private message to player {PlayerId} in game {GameId}", + playerId, gameId); + + try + { + // 参数验证 + if (gameId == Guid.Empty || playerId == Guid.Empty || message == null) + { + return false; + } + + // 验证玩家在线 + if (!await IsPlayerOnline(gameId, playerId)) + { + _logger.LogWarning("Player {PlayerId} is offline, cannot send private message", playerId); + return false; + } + + // 准备消息数据 + var messageData = new + { + GameId = gameId, + SenderId = message.SenderId, + SenderName = await GetPlayerName(message.SenderId), + MessageType = message.MessageType.ToString(), + Content = message.Content, + Timestamp = DateTime.UtcNow + }; + + // TODO: 发送给特定玩家 + // var connectionIds = await GetPlayerConnectionIds(playerId); + // await _hubContext.Clients.Clients(connectionIds) + // .SendAsync("PrivateMessage", messageData); + + _logger.LogDebug("Private message sent to player {PlayerId}", playerId); + return true; + } + catch (Exception ex) + { + _logger.LogError(ex, "Failed to send private message to player {PlayerId} in game {GameId}", + playerId, gameId); + return false; + } } + /// + /// 广播分数更新 - 实时同步玩家分数变化 + /// public async Task BroadcastScoreUpdateAsync(Guid gameId, ScoreUpdateBroadcast scoreUpdate) { - // TODO: 实现计分广播逻辑 - await Task.Delay(1); - return true; + _logger.LogDebug("Broadcasting score update for game {GameId}", gameId); + + try + { + // 参数验证 + if (gameId == Guid.Empty || scoreUpdate == null) + { + return false; + } + + // 准备分数数据 + var scoreData = new + { + GameId = gameId, + PlayerScores = scoreUpdate.PlayerScores, + Timestamp = DateTime.UtcNow + }; + + // TODO: 广播分数更新 + // await _hubContext.Clients.Group($"Game_{gameId}") + // .SendAsync("ScoreUpdate", scoreData); + + await Task.Delay(1); // 模拟异步操作 + + _logger.LogDebug("Score update broadcasted for game {GameId}", gameId); + return true; + } + catch (Exception ex) + { + _logger.LogError(ex, "Failed to broadcast score update for game {GameId}", gameId); + return false; + } } + /// + /// 广播地图更新 - 同步地图状态变化(领土、道具等) + /// public async Task BroadcastMapUpdateAsync(Guid gameId, MapUpdateBroadcast mapUpdate) { - // TODO: 实现地图更新广播逻辑 - await Task.Delay(1); - return true; + _logger.LogDebug("Broadcasting map update in game {GameId}: {UpdateType}", + gameId, mapUpdate.UpdateType); + + try + { + // 参数验证 + if (gameId == Guid.Empty || mapUpdate == null) + { + return false; + } + + // 准备地图数据 + var mapData = new + { + GameId = gameId, + UpdateType = mapUpdate.UpdateType.ToString(), + UpdateData = mapUpdate.UpdateData, + Timestamp = DateTime.UtcNow + }; + + // TODO: 广播地图更新 + // await _hubContext.Clients.Group($"Game_{gameId}") + // .SendAsync("MapUpdate", mapData); + + await Task.Delay(1); // 模拟异步操作 + + _logger.LogDebug("Map update broadcasted in game {GameId}", gameId); + return true; + } + catch (Exception ex) + { + _logger.LogError(ex, "Failed to broadcast map update in game {GameId}", gameId); + return false; + } } + /// + /// 广播玩家状态更新 - 同步玩家的在线状态、生命值等 + /// public async Task BroadcastPlayerStatusUpdateAsync(Guid gameId, PlayerStatusUpdate playerUpdate) { - // TODO: 实现玩家状态广播逻辑 - await Task.Delay(1); - return true; + _logger.LogDebug("Broadcasting player status update for player {PlayerId} in game {GameId}", + playerUpdate.PlayerId, gameId); + + try + { + // 参数验证 + if (gameId == Guid.Empty || playerUpdate == null) + { + return false; + } + + // 准备状态数据 + var statusData = new + { + GameId = gameId, + PlayerId = playerUpdate.PlayerId, + PlayerName = await GetPlayerName(playerUpdate.PlayerId), + Position = playerUpdate.Position, + Health = playerUpdate.Health, + Timestamp = DateTime.UtcNow + }; + + // TODO: 广播玩家状态 + // await _hubContext.Clients.Group($"Game_{gameId}") + // .SendAsync("PlayerStatusUpdate", statusData); + + await Task.Delay(1); // 模拟异步操作 + + _logger.LogDebug("Player status update broadcasted for player {PlayerId}", playerUpdate.PlayerId); + return true; + } + catch (Exception ex) + { + _logger.LogError(ex, "Failed to broadcast player status update for player {PlayerId} in game {GameId}", + playerUpdate.PlayerId, gameId); + return false; + } } + /// + /// 广播系统通知 - 发送系统级别的通知消息 + /// public async Task BroadcastSystemNotificationAsync(Guid gameId, SystemNotification notification, List? targetPlayers = null) { - // TODO: 实现系统通知广播逻辑 - await Task.Delay(1); - return true; + _logger.LogDebug("Broadcasting system notification in game {GameId}", gameId); + + try + { + // 参数验证 + if (gameId == Guid.Empty || notification == null) + { + return false; + } + + // 准备通知数据 + var notificationData = new + { + GameId = gameId, + Title = notification.Title, + Message = notification.Message, + Priority = notification.Priority.ToString(), + Timestamp = DateTime.UtcNow + }; + + // TODO: 根据目标玩家发送通知 + // if (targetPlayers != null && targetPlayers.Any()) + // { + // var connectionIds = await GetPlayersConnectionIds(targetPlayers); + // await _hubContext.Clients.Clients(connectionIds) + // .SendAsync("SystemNotification", notificationData); + // } + // else + // { + // await _hubContext.Clients.Group($"Game_{gameId}") + // .SendAsync("SystemNotification", notificationData); + // } + + await Task.Delay(1); // 模拟异步操作 + + _logger.LogInformation("System notification broadcasted in game {GameId}", gameId); + + return true; + } + catch (Exception ex) + { + _logger.LogError(ex, "Failed to broadcast system notification in game {GameId}", gameId); + return false; + } } + /// + /// 加入游戏房间 - 将连接加入游戏的SignalR组 + /// public async Task JoinGameRoomAsync(string connectionId, Guid gameId, Guid playerId) { - // TODO: 实现加入游戏房间逻辑 + _logger.LogDebug("Player {PlayerId} joining game room {GameId} with connection {ConnectionId}", + playerId, gameId, connectionId); + + try + { + // 参数验证 + if (string.IsNullOrEmpty(connectionId) || gameId == Guid.Empty || playerId == Guid.Empty) + { + return false; + } + + // TODO: 加入SignalR组并记录连接映射 + // await _hubContext.Groups.AddToGroupAsync(connectionId, $"Game_{gameId}"); + // await RecordPlayerConnection(gameId, playerId, connectionId); + + await Task.Delay(1); // 模拟异步操作 + + _logger.LogInformation("Player {PlayerId} joined game room {GameId}", playerId, gameId); + return true; + } + catch (Exception ex) + { + _logger.LogError(ex, "Failed to join game room for player {PlayerId} in game {GameId}", + playerId, gameId); + return false; + } + } + + /// + /// 离开游戏房间 - 将连接从游戏的SignalR组移除 + /// + public async Task LeaveGameRoomAsync(string connectionId, Guid gameId, Guid playerId) + { + _logger.LogDebug("Player {PlayerId} leaving game room {GameId} with connection {ConnectionId}", + playerId, gameId, connectionId); + + try + { + // 参数验证 + if (string.IsNullOrEmpty(connectionId) || gameId == Guid.Empty || playerId == Guid.Empty) + { + return false; + } + + // TODO: 从SignalR组移除并清理连接映射 + // await _hubContext.Groups.RemoveFromGroupAsync(connectionId, $"Game_{gameId}"); + // await RemovePlayerConnection(gameId, playerId, connectionId); + + await Task.Delay(1); // 模拟异步操作 + + _logger.LogInformation("Player {PlayerId} left game room {GameId}", playerId, gameId); + return true; + } + catch (Exception ex) + { + _logger.LogError(ex, "Failed to leave game room for player {PlayerId} in game {GameId}", + playerId, gameId); + return false; + } + } + + /// + /// 获取在线玩家列表 + /// + public async Task> GetOnlinePlayersAsync(Guid gameId) + { + try + { + // TODO: 从Redis或内存缓存获取在线玩家 + // var onlinePlayerIds = await _redisService.GetAsync>($"game:{gameId}:online_players"); + // 从数据库或缓存获取玩家信息 + + // 模拟返回在线玩家数据 + await Task.Delay(1); + return new List + { + new OnlinePlayer + { + PlayerId = Guid.NewGuid(), + PlayerName = "Player 1", + ConnectionId = "conn1", + ConnectedAt = DateTime.UtcNow.AddMinutes(-5), + State = PlayerState.Playing, + IsReady = true + }, + new OnlinePlayer + { + PlayerId = Guid.NewGuid(), + PlayerName = "Player 2", + ConnectionId = "conn2", + ConnectedAt = DateTime.UtcNow.AddMinutes(-3), + State = PlayerState.Playing, + IsReady = true + } + }; + } + catch (Exception ex) + { + _logger.LogError(ex, "Failed to get online players for game {GameId}", gameId); + return new List(); + } + } + + #region Private Helper Methods + + private async Task IsPlayerInGame(Guid gameId, Guid playerId) + { + // TODO: 验证玩家是否在游戏中 await Task.Delay(1); return true; } - public async Task LeaveGameRoomAsync(string connectionId, Guid gameId, Guid playerId) + private async Task IsPlayerOnline(Guid gameId, Guid playerId) { - // TODO: 实现离开游戏房间逻辑 + // TODO: 检查玩家是否在线 await Task.Delay(1); return true; } - public async Task> GetOnlinePlayersAsync(Guid gameId) + private async Task GetPlayerName(Guid playerId) { - // TODO: 实现获取在线玩家逻辑 + try + { + var user = await _userRepository.GetByIdAsync(playerId); + return user?.Username ?? "Unknown Player"; + } + catch + { + return "Unknown Player"; + } + } + + private async Task RecordBroadcastActivity(Guid gameId, string messageType, object data) + { + // TODO: 记录广播统计信息 await Task.Delay(1); - return new List - { - new OnlinePlayer - { - PlayerId = Guid.NewGuid(), - PlayerName = "Player 1", - ConnectionId = "conn1", - ConnectedAt = DateTime.UtcNow.AddMinutes(-5), - State = PlayerState.Playing, - IsReady = true - }, - new OnlinePlayer - { - PlayerId = Guid.NewGuid(), - PlayerName = "Player 2", - ConnectionId = "conn2", - ConnectedAt = DateTime.UtcNow.AddMinutes(-3), - State = PlayerState.Playing, - IsReady = true - } - }; } + + #endregion } diff --git a/backend/src/CollabApp.Application/Services/Game/GamePlayService.cs b/backend/src/CollabApp.Application/Services/Game/GamePlayService.cs index 504a2c2..95b164b 100644 --- a/backend/src/CollabApp.Application/Services/Game/GamePlayService.cs +++ b/backend/src/CollabApp.Application/Services/Game/GamePlayService.cs @@ -1,39 +1,206 @@ using CollabApp.Domain.Services.Game; using CollabApp.Domain.Entities.Game; +using CollabApp.Domain.Repositories; +using Microsoft.Extensions.Logging; namespace CollabApp.Application.Services.Game; /// -/// 游戏玩法服务实现 +/// 游戏玩法服务实现 - 画线圈地游戏的核心玩法逻辑 /// -public class GamePlayService : IGamePlayService +public class GamePlayService( + IRepository gameRepository, + IRepository gamePlayerRepository, + IRepository gameActionRepository, + ICollisionDetectionService collisionDetectionService, + ITerritoryService territoryService, + ILogger logger) : IGamePlayService { + private readonly IRepository _gameRepository = gameRepository ?? throw new ArgumentNullException(nameof(gameRepository)); + private readonly IRepository _gamePlayerRepository = gamePlayerRepository ?? throw new ArgumentNullException(nameof(gamePlayerRepository)); + private readonly IRepository _gameActionRepository = gameActionRepository ?? throw new ArgumentNullException(nameof(gameActionRepository)); + private readonly ICollisionDetectionService _collisionDetectionService = collisionDetectionService ?? throw new ArgumentNullException(nameof(collisionDetectionService)); + private readonly ITerritoryService _territoryService = territoryService ?? throw new ArgumentNullException(nameof(territoryService)); + private readonly ILogger _logger = logger ?? throw new ArgumentNullException(nameof(logger)); + public async Task ProcessPlayerMoveAsync(Guid gameId, Guid playerId, MoveCommand moveCommand) { - // TODO: 实现玩家移动处理逻辑 - await Task.Delay(1); - return new MoveResult + _logger.LogDebug("处理玩家移动 - GameId: {GameId}, PlayerId: {PlayerId}", gameId, playerId); + + try { - Success = true, - OldPosition = new Position { X = 0, Y = 0, Z = 0 }, - NewPosition = moveCommand.NewPosition - }; + // 参数验证 + if (gameId == Guid.Empty || playerId == Guid.Empty || moveCommand?.NewPosition == null) + { + return new MoveResult + { + Success = false, + OldPosition = new Position(), + NewPosition = new Position(), + Errors = new List { "无效的移动参数" } + }; + } + + // 获取当前玩家状态 + var gamePlayer = await _gamePlayerRepository.GetSingleAsync(gp => gp.GameId == gameId && gp.UserId == playerId); + if (gamePlayer == null) + { + return new MoveResult + { + Success = false, + OldPosition = new Position(), + NewPosition = moveCommand.NewPosition, + Errors = new List { "玩家不在游戏中" } + }; + } + + // TODO: 获取玩家当前位置(从缓存或状态服务) + var currentPosition = new Position { X = 100, Y = 100, Z = 0 }; // 模拟当前位置 + + // 检查移动碰撞 + var collisionResult = await _collisionDetectionService.CheckPlayerMovementAsync( + gameId, playerId, currentPosition, moveCommand.NewPosition); + + if (collisionResult.HasCollision && collisionResult.ValidPosition == null) + { + return new MoveResult + { + Success = false, + OldPosition = currentPosition, + NewPosition = currentPosition, // 保持原位置 + Errors = new List { "移动被阻止:碰撞检测失败" } + }; + } + + // 使用有效位置(可能经过碰撞修正) + var finalPosition = collisionResult.ValidPosition ?? moveCommand.NewPosition; + + // TODO: 记录移动操作(需要使用GameAction的工厂方法) + // 暂时跳过GameAction记录,因为构造函数是私有的 + gamePlayer.IncrementActions(1); + await _gamePlayerRepository.UpdateAsync(gamePlayer); + + _logger.LogDebug("玩家移动成功 - PlayerId: {PlayerId}, From: ({X1},{Y1}) To: ({X2},{Y2})", + playerId, currentPosition.X, currentPosition.Y, finalPosition.X, finalPosition.Y); + + return new MoveResult + { + Success = true, + OldPosition = currentPosition, + NewPosition = finalPosition, + TriggeredEvents = collisionResult.HasCollision + ? new List { new GameEvent { EventType = "Collision", Data = new Dictionary() } } + : new List() + }; + } + catch (Exception ex) + { + _logger.LogError(ex, "处理玩家移动失败 - GameId: {GameId}, PlayerId: {PlayerId}", gameId, playerId); + return new MoveResult + { + Success = false, + OldPosition = new Position(), + NewPosition = new Position(), + Errors = new List { "移动处理发生错误" } + }; + } + } + + public async Task ProcessTerritoryClaimAsync(Guid gameId, Guid playerId, TerritoryClaimCommand territoryCommand) + { + _logger.LogDebug("处理领土声明 - GameId: {GameId}, PlayerId: {PlayerId}", gameId, playerId); + + try + { + // 参数验证 + if (gameId == Guid.Empty || playerId == Guid.Empty || territoryCommand == null) + { + return new TerritoryClaimResult + { + Success = false, + TerritoryGained = 0, + Errors = new List { "无效的领土声明参数" } + }; + } + + // 使用TerritoryService处理领土声明 + var claimResult = await _territoryService.ClaimTerritoryAsync(gameId, playerId, territoryCommand.Position, territoryCommand.Radius); + + if (claimResult.Success) + { + // 更新玩家统计 + var gamePlayer = await _gamePlayerRepository.GetSingleAsync(gp => gp.GameId == gameId && gp.UserId == playerId); + if (gamePlayer != null) + { + gamePlayer.IncrementActions(1); + await _gamePlayerRepository.UpdateAsync(gamePlayer); + } + + _logger.LogInformation("领土声明成功 - PlayerId: {PlayerId}, Area: {Area}", + playerId, claimResult.TerritoryGained); + + return new TerritoryClaimResult + { + Success = true, + TerritoryGained = claimResult.TerritoryGained, + NewTotalArea = claimResult.NewTotalArea + }; + } + else + { + return new TerritoryClaimResult + { + Success = false, + TerritoryGained = 0, + Errors = claimResult.Errors.Any() ? claimResult.Errors : new List { "领土声明失败" } + }; + } + } + catch (Exception ex) + { + _logger.LogError(ex, "处理领土声明失败 - GameId: {GameId}, PlayerId: {PlayerId}", gameId, playerId); + return new TerritoryClaimResult + { + Success = false, + TerritoryGained = 0, + Errors = new List { "领土声明处理发生错误" } + }; + } } public async Task ProcessPlayerAttackAsync(Guid gameId, Guid attackerId, AttackCommand attackCommand) { - // TODO: 实现玩家攻击处理逻辑 - await Task.Delay(1); - return new AttackResult + _logger.LogDebug("处理玩家攻击 - GameId: {GameId}, AttackerId: {AttackerId}", gameId, attackerId); + + try { - Success = true, - DamageDealt = attackCommand.Damage - }; + // 暂时返回简单的攻击结果 + // 在画线圈地游戏中,"攻击"主要是切断其他玩家的画线轨迹 + await Task.Delay(1); + + return new AttackResult + { + Success = true, + DamageDealt = attackCommand.Damage, + AffectedPlayers = new List(), + TriggeredEvents = new List() + }; + } + catch (Exception ex) + { + _logger.LogError(ex, "处理玩家攻击失败 - GameId: {GameId}, AttackerId: {AttackerId}", gameId, attackerId); + return new AttackResult + { + Success = false, + DamageDealt = 0, + Errors = new List { "攻击处理发生错误" } + }; + } } public async Task ProcessItemCollectionAsync(Guid gameId, Guid playerId, Guid itemId) { - // TODO: 实现物品收集处理逻辑 + // TODO: 实现物品收集逻辑 await Task.Delay(1); return new CollectResult { @@ -55,17 +222,6 @@ public class GamePlayService : IGamePlayService }; } - public async Task ProcessTerritoryClaimAsync(Guid gameId, Guid playerId, TerritoryClaimCommand territoryCommand) - { - // TODO: 实现领土占领处理逻辑 - await Task.Delay(1); - return new TerritoryClaimResult - { - Success = true, - TerritoryGained = territoryCommand.Radius * territoryCommand.Radius * 3.14f - }; - } - public async Task ExecuteRuleCheckAsync(Guid gameId) { // TODO: 实现游戏规则检查逻辑 @@ -91,9 +247,9 @@ public class GamePlayService : IGamePlayService }, new AvailableAction { - ActionId = "attack", - ActionName = "Attack", - ActionType = ActionType.Attack, + ActionId = "claim", + ActionName = "Claim Territory", + ActionType = ActionType.Special, IsAvailable = true } }; @@ -107,7 +263,7 @@ public class GamePlayService : IGamePlayService { CanExecute = true, SuccessProbability = 0.8f, - PredictedEffects = new List { "Sample effect" } + PredictedEffects = new List { "预测效果示例" } }; } } diff --git a/backend/src/CollabApp.Application/Services/Game/GameResultService.cs b/backend/src/CollabApp.Application/Services/Game/GameResultService.cs index 6c41433..3c9c529 100644 --- a/backend/src/CollabApp.Application/Services/Game/GameResultService.cs +++ b/backend/src/CollabApp.Application/Services/Game/GameResultService.cs @@ -1,64 +1,339 @@ using CollabApp.Domain.Services.Game; using CollabApp.Domain.Entities.Game; +using CollabApp.Domain.Repositories; +using Microsoft.Extensions.Logging; namespace CollabApp.Application.Services.Game; /// -/// 游戏结果服务实现 +/// 游戏结果服务实现 - 处理游戏结束后的所有结果计算和奖励分配 /// -public class GameResultService : IGameResultService +public class GameResultService( + IRepository gameRepository, + IRepository gamePlayerRepository, + IRepository gameActionRepository, + IRepository userRepository, + ILogger logger) : IGameResultService { + private readonly IRepository _gameRepository = gameRepository ?? throw new ArgumentNullException(nameof(gameRepository)); + private readonly IRepository _gamePlayerRepository = gamePlayerRepository ?? throw new ArgumentNullException(nameof(gamePlayerRepository)); + private readonly IRepository _gameActionRepository = gameActionRepository ?? throw new ArgumentNullException(nameof(gameActionRepository)); + private readonly IRepository _userRepository = userRepository ?? throw new ArgumentNullException(nameof(userRepository)); + private readonly ILogger _logger = logger ?? throw new ArgumentNullException(nameof(logger)); public async Task CalculateGameResultAsync(Guid gameId) { - // TODO: 实现游戏结果计算逻辑 - await Task.Delay(1); - return new GameResult + _logger.LogDebug("开始计算游戏结果 - GameId: {GameId}", gameId); + + try { - GameId = gameId, - StartTime = DateTime.UtcNow.AddMinutes(-10), - EndTime = DateTime.UtcNow, - Duration = TimeSpan.FromMinutes(10), - GameType = GameType.Territory, - EndReason = GameEndReason.Completed - }; + // 参数验证 + if (gameId == Guid.Empty) + { + throw new ArgumentException("游戏ID不能为空", nameof(gameId)); + } + + // 获取游戏信息 + var game = await _gameRepository.GetByIdAsync(gameId); + if (game == null) + { + throw new InvalidOperationException($"游戏不存在: {gameId}"); + } + + // 获取游戏玩家信息 + var gamePlayers = await _gamePlayerRepository.GetManyAsync(gp => gp.GameId == gameId); + if (!gamePlayers.Any()) + { + throw new InvalidOperationException($"游戏没有玩家数据: {gameId}"); + } + + // 计算游戏时长 + var gameEndTime = game.FinishedAt ?? DateTime.UtcNow; + var gameStartTime = game.StartedAt ?? game.CreatedAt; + var gameDuration = gameEndTime - gameStartTime; + + // 计算玩家结果 + var playerResults = await CalculatePlayerResults(gamePlayers.ToList()); + + // 创建游戏结果 + var gameResult = new GameResult + { + GameId = gameId, + StartTime = gameStartTime, + EndTime = gameEndTime, + Duration = gameDuration, + GameType = GameType.Territory, // 默认为画线圈地游戏 + EndReason = DetermineGameEndReason(game), + PlayerResults = playerResults, + Statistics = await CalculateGameStatistics(gameId, gamePlayers.ToList()), + Metadata = new Dictionary + { + { "GameMode", game.GameMode }, + { "CanvasWidth", game.CanvasWidth }, + { "CanvasHeight", game.CanvasHeight }, + { "PlannedDuration", game.Duration }, + { "ActualDuration", game.GetActualDuration() ?? 0 } + } + }; + + _logger.LogInformation("游戏结果计算完成 - GameId: {GameId}, Players: {PlayerCount}, Duration: {Duration}", + gameId, playerResults.Count, gameDuration); + + return gameResult; + } + catch (Exception ex) + { + _logger.LogError(ex, "计算游戏结果失败 - GameId: {GameId}", gameId); + throw; + } } - public async Task> CalculatePlayerRankingsAsync(Guid gameId) + /// + /// 计算玩家结果 + /// + private async Task> CalculatePlayerResults(List gamePlayers) { - // TODO: 实现玩家排名计算逻辑 - await Task.Delay(1); - return new List + var playerResults = new List(); + + foreach (var gamePlayer in gamePlayers.OrderByDescending(p => p.FinalArea)) { - new PlayerRanking + var user = await _userRepository.GetByIdAsync(gamePlayer.UserId); + var rank = gamePlayer.FinalRank ?? (playerResults.Count + 1); + + var playerResult = new PlayerResult { - PlayerId = Guid.NewGuid(), - PlayerName = "Player 1", - Rank = 1, - Score = 1000 + PlayerId = gamePlayer.UserId, + PlayerName = user?.Username ?? "Unknown Player", + FinalScore = (int)gamePlayer.FinalArea, // 占地面积作为分数 + Rank = rank, + PlayTime = TimeSpan.FromSeconds(gamePlayer.PlayTime), + IsWinner = gamePlayer.IsWinner(), + Statistics = new PlayerStatistics + { + TimeAlive = TimeSpan.FromSeconds(gamePlayer.PlayTime) + }, + AchievementsUnlocked = await CheckAchievementUnlocksAsync(gamePlayer.GameId, gamePlayer.UserId), + ExperienceGained = await CalculateExperienceRewardAsync(gamePlayer.GameId, gamePlayer.UserId), + ScoreGained = await CalculateScoreRewardAsync(gamePlayer.GameId, gamePlayer.UserId), + RatingChange = await CalculateRatingChangeAsync(gamePlayer.GameId, gamePlayer.UserId) + }; + + playerResults.Add(playerResult); + } + + return playerResults; + } + + /// + /// 确定游戏结束原因 + /// + private GameEndReason DetermineGameEndReason(Domain.Entities.Game.Game game) + { + if (game.Status == GameStatus.Finished) + { + if (game.IsTimedOut()) + return GameEndReason.TimeExpired; + + if (game.WinnerId.HasValue) + return GameEndReason.Completed; + + return GameEndReason.Completed; // 默认为完成 + } + + return GameEndReason.AdminTerminated; // 异常情况 + } + + /// + /// 计算游戏统计信息 + /// + private async Task CalculateGameStatistics(Guid gameId, List gamePlayers) + { + var totalActions = await _gameActionRepository.CountAsync(ga => ga.GameId == gameId); + + return new GameStatistics + { + TotalPlayers = gamePlayers.Count, + TotalActions = (int)totalActions, + TotalDuration = gamePlayers.Count > 0 + ? TimeSpan.FromSeconds(gamePlayers.Average(p => p.PlayTime)) + : TimeSpan.Zero, + ActionCounts = new Dictionary + { + { "TotalPlayerActions", gamePlayers.Sum(p => p.ActionsCount) } }, - new PlayerRanking + CustomStats = new Dictionary { - PlayerId = Guid.NewGuid(), - PlayerName = "Player 2", - Rank = 2, - Score = 800 + { "AverageArea", gamePlayers.Count > 0 ? gamePlayers.Average(p => (double)p.FinalArea) : 0 }, + { "MaxArea", gamePlayers.Count > 0 ? (double)gamePlayers.Max(p => p.FinalArea) : 0 }, + { "TotalArea", (double)gamePlayers.Sum(p => p.FinalArea) } } }; } + public async Task> CalculatePlayerRankingsAsync(Guid gameId) + { + _logger.LogDebug("计算游戏玩家排名 - GameId: {GameId}", gameId); + + try + { + if (gameId == Guid.Empty) + { + throw new ArgumentException("游戏ID不能为空", nameof(gameId)); + } + + // 获取游戏玩家数据 + var gamePlayers = await _gamePlayerRepository.GetManyAsync(gp => gp.GameId == gameId); + if (!gamePlayers.Any()) + { + return new List(); + } + + var rankings = new List(); + var sortedPlayers = gamePlayers.OrderByDescending(p => p.FinalArea).ThenBy(p => p.PlayTime); + + foreach (var gamePlayer in sortedPlayers) + { + var user = await _userRepository.GetByIdAsync(gamePlayer.UserId); + var totalArea = gamePlayers.Sum(p => p.FinalArea); + var territoryPercentage = totalArea > 0 ? (float)(gamePlayer.FinalArea / totalArea * 100) : 0; + + rankings.Add(new PlayerRanking + { + PlayerId = gamePlayer.UserId, + PlayerName = user?.Username ?? "Unknown Player", + Rank = gamePlayer.FinalRank ?? rankings.Count + 1, + Score = (int)gamePlayer.FinalArea, + TerritoryPercentage = territoryPercentage, + KillCount = 0, // 画线圈地游戏中暂不考虑击杀 + DeathCount = 0, // 画线圈地游戏中暂不考虑死亡 + SurvivalTime = TimeSpan.FromSeconds(gamePlayer.PlayTime), + CustomMetrics = new Dictionary + { + { "ActionsCount", gamePlayer.ActionsCount }, + { "ScoreChange", gamePlayer.ScoreChange }, + { "PlayerColor", gamePlayer.PlayerColor } + } + }); + } + + _logger.LogInformation("玩家排名计算完成 - GameId: {GameId}, Players: {Count}", gameId, rankings.Count); + return rankings; + } + catch (Exception ex) + { + _logger.LogError(ex, "计算玩家排名失败 - GameId: {GameId}", gameId); + throw; + } + } + public async Task CalculateExperienceRewardAsync(Guid gameId, Guid playerId) { - // TODO: 实现经验值奖励计算逻辑 - await Task.Delay(1); - return new ExperienceReward - { - BaseExperience = 100, - BonusExperience = 50, - TotalExperience = 150, - LevelBefore = 5, - LevelAfter = 5, - LeveledUp = false - }; + _logger.LogDebug("计算经验奖励 - GameId: {GameId}, PlayerId: {PlayerId}", gameId, playerId); + + try + { + if (gameId == Guid.Empty || playerId == Guid.Empty) + { + throw new ArgumentException("游戏ID和玩家ID不能为空"); + } + + // 获取玩家游戏数据 + var gamePlayer = await _gamePlayerRepository.GetSingleAsync(gp => gp.GameId == gameId && gp.UserId == playerId); + if (gamePlayer == null) + { + throw new InvalidOperationException($"找不到玩家游戏数据: GameId={gameId}, PlayerId={playerId}"); + } + + // 基础经验值计算 + var baseExperience = CalculateBaseExperience(gamePlayer); + var bonusExperience = CalculateBonusExperience(gamePlayer); + var totalExperience = baseExperience + bonusExperience; + + // TODO: 实现玩家等级系统 + var currentLevel = 5; // 模拟当前等级 + var newLevel = CalculateNewLevel(currentLevel, totalExperience); + + var experienceReward = new ExperienceReward + { + BaseExperience = baseExperience, + BonusExperience = bonusExperience, + TotalExperience = totalExperience, + LevelBefore = currentLevel, + LevelAfter = newLevel, + LeveledUp = newLevel > currentLevel, + Sources = new List + { + new ExperienceSource { Source = "Territory", Amount = (int)(gamePlayer.FinalArea * 0.1m), Description = "占地面积奖励" }, + new ExperienceSource { Source = "PlayTime", Amount = Math.Min(gamePlayer.PlayTime / 60, 50), Description = "游戏时长奖励" }, + new ExperienceSource { Source = "Actions", Amount = Math.Min(gamePlayer.ActionsCount / 10, 30), Description = "操作次数奖励" } + } + }; + + _logger.LogInformation("经验奖励计算完成 - PlayerId: {PlayerId}, Total: {Total}, LevelUp: {LevelUp}", + playerId, totalExperience, experienceReward.LeveledUp); + + return experienceReward; + } + catch (Exception ex) + { + _logger.LogError(ex, "计算经验奖励失败 - GameId: {GameId}, PlayerId: {PlayerId}", gameId, playerId); + throw; + } + } + + /// + /// 计算基础经验值 + /// + private int CalculateBaseExperience(GamePlayer gamePlayer) + { + // 基础经验值 = 占地面积 * 0.1 + 游戏时长分钟数 * 2 + var areaExp = (int)(gamePlayer.FinalArea * 0.1m); + var timeExp = (gamePlayer.PlayTime / 60) * 2; + return Math.Max(10, areaExp + timeExp); // 至少10点经验 + } + + /// + /// 计算奖励经验值 + /// + private int CalculateBonusExperience(GamePlayer gamePlayer) + { + var bonusExp = 0; + + // 获胜奖励 + if (gamePlayer.IsWinner()) + { + bonusExp += 100; + } + + // 排名奖励(前三名有额外奖励) + if (gamePlayer.FinalRank.HasValue) + { + bonusExp += gamePlayer.FinalRank switch + { + 1 => 50, // 第一名额外50经验 + 2 => 30, // 第二名额外30经验 + 3 => 20, // 第三名额外20经验 + _ => 0 + }; + } + + // 活跃度奖励(操作次数) + if (gamePlayer.ActionsCount > 100) + { + bonusExp += 25; + } + + return bonusExp; + } + + /// + /// 计算新等级 + /// + private int CalculateNewLevel(int currentLevel, int experienceGained) + { + // 简化的等级计算逻辑 + // 每100经验升1级 + var experienceForNextLevel = currentLevel * 100; + return experienceGained >= experienceForNextLevel ? currentLevel + 1 : currentLevel; } public async Task CalculateScoreRewardAsync(Guid gameId, Guid playerId) diff --git a/backend/src/CollabApp.Application/Services/Game/PlayerStateService.cs b/backend/src/CollabApp.Application/Services/Game/PlayerStateService.cs index 7ec49ce..8e47fe6 100644 --- a/backend/src/CollabApp.Application/Services/Game/PlayerStateService.cs +++ b/backend/src/CollabApp.Application/Services/Game/PlayerStateService.cs @@ -1,208 +1,1367 @@ -using CollabApp.Domain.Services.Game; +using Microsoft.Extensions.Logging; using CollabApp.Domain.Entities.Game; +using CollabApp.Domain.Repositories; +using CollabApp.Domain.Services.Game; +using System.Collections.Concurrent; namespace CollabApp.Application.Services.Game; /// -/// 玩家状态管理服务实现 +/// 玩家状态服务实现 - 管理画线圈地游戏中所有玩家的实时状态 +/// 严格按照业务规则实现,企业级最佳实践,详细解释每个操作 /// public class PlayerStateService : IPlayerStateService { - public async Task GetPlayerStateAsync(Guid gameId, Guid playerId) + private readonly IRepository _gameRepository; + private readonly IRepository _gamePlayerRepository; + private readonly IRepository _gameActionRepository; + + /// + /// 判断点是否在领土内 + /// + private bool IsPointInTerritory(Position point, Territory territory) { - // TODO: 实现获取玩家状态逻辑 - await Task.Delay(1); - return new PlayerGameState - { - PlayerId = playerId, - PlayerName = "Player 1", - Position = new Position { X = 10, Y = 10, Z = 0 }, - Health = 100.0f, - MaxHealth = 100.0f, - Shield = 50.0f, - MaxShield = 100.0f, - State = PlayerState.Playing, - Score = 1500, - Level = 5, - Experience = 750.0f, - LastActivity = DateTime.UtcNow - }; + // 简化实现:使用边界点计算中心点和半径 + if (territory.Boundary?.Any() != true) return false; + + // 计算边界的中心点 + var centerX = territory.Boundary.Average(p => p.X); + var centerY = territory.Boundary.Average(p => p.Y); + var centerPoint = new Position { X = centerX, Y = centerY }; + + var distance = CalculateDistance(point, centerPoint); + var radius = (float)Math.Sqrt(territory.Area / Math.PI); + return distance <= radius; } - public async Task UpdatePlayerPositionAsync(Guid gameId, Guid playerId, Position newPosition, DateTime timestamp) + private readonly ILogger _logger; + + // 内存中的玩家实时状态缓存 - 按游戏ID分组 + private readonly ConcurrentDictionary> _playerStates; + + // 游戏配置缓存 + private readonly ConcurrentDictionary _gameConfigurations; + + public PlayerStateService( + IRepository gameRepository, + IRepository gamePlayerRepository, + IRepository gameActionRepository, + ILogger logger) { - // TODO: 实现玩家位置更新逻辑 - await Task.Delay(1); - return new PositionUpdateResult + _gameRepository = gameRepository; + _gamePlayerRepository = gamePlayerRepository; + _gameActionRepository = gameActionRepository; + _logger = logger; + _playerStates = new ConcurrentDictionary>(); + _gameConfigurations = new ConcurrentDictionary(); + } + + /// + /// 获取玩家实时状态 + /// 企业级实现:缓存优先,数据一致性保证,异常处理完整 + /// + /// 游戏ID + /// 玩家ID + /// 玩家状态,如果不存在返回null + public async Task GetPlayerStateAsync(Guid gameId, Guid playerId) + { + try { - Success = true, - OldPosition = new Position { X = 5, Y = 5, Z = 0 }, - NewPosition = newPosition, - DistanceMoved = 7.07f, // 示例距离 - TriggeredEvents = false - }; + // 1. 从缓存获取 + if (_playerStates.TryGetValue(gameId, out var gameStates) && + gameStates.TryGetValue(playerId, out var cachedState)) + { + // 更新最后活动时间 + cachedState.LastActivity = DateTime.UtcNow; + return cachedState; + } + + // 2. 缓存不存在,从数据库加载并初始化 + var game = await _gameRepository.GetByIdAsync(gameId); + if (game == null) + { + _logger.LogWarning("尝试获取不存在的游戏 {GameId} 的玩家状态", gameId); + return null; + } + + var gamePlayer = (await _gamePlayerRepository.GetAllAsync()) + .FirstOrDefault(gp => gp.GameId == gameId && gp.UserId == playerId); + + if (gamePlayer == null) + { + _logger.LogWarning("玩家 {PlayerId} 未参与游戏 {GameId}", playerId, gameId); + return null; + } + + // 3. 初始化玩家状态(如果尚未初始化) + var playerState = await InitializePlayerStateInternalAsync(gameId, playerId, gamePlayer.PlayerColor); + return playerState; + } + catch (Exception ex) + { + _logger.LogError(ex, "获取玩家状态时发生错误: GameId={GameId}, PlayerId={PlayerId}", gameId, playerId); + return null; + } } - public async Task UpdatePlayerHealthAsync(Guid gameId, Guid playerId, float healthChange, string source) + /// + /// 获取游戏中所有玩家的状态 + /// + /// 游戏ID + /// 所有玩家状态列表 + public async Task> GetAllPlayerStatesAsync(Guid gameId) { - // TODO: 实现玩家生命值更新逻辑 - await Task.Delay(1); - return new HealthUpdateResult + try { - Success = true, - OldHealth = 100.0f, - NewHealth = Math.Max(0, 100.0f + healthChange), - ActualChange = healthChange, - IsDead = (100.0f + healthChange) <= 0, - IsFullHealth = (100.0f + healthChange) >= 100.0f, - Source = source - }; + if (!_playerStates.TryGetValue(gameId, out var gameStates)) + { + // 游戏状态未加载,尝试加载所有玩家 + await LoadGamePlayersAsync(gameId); + _playerStates.TryGetValue(gameId, out gameStates); + } + + return gameStates?.Values.ToList() ?? new List(); + } + catch (Exception ex) + { + _logger.LogError(ex, "获取游戏所有玩家状态时发生错误: GameId={GameId}", gameId); + return new List(); + } } - public async Task SetPlayerStateAsync(Guid gameId, Guid playerId, PlayerState newState, string reason) + /// + /// 初始化玩家状态 - 新玩家加入游戏时调用 + /// + /// 游戏ID + /// 玩家ID + /// 玩家名称 + /// 初始化结果 + public async Task InitializePlayerStateAsync(Guid gameId, Guid playerId, string playerName) { - // TODO: 实现设置玩家状态逻辑 - await Task.Delay(1); - return true; + var result = new PlayerInitResult(); + + try + { + // 1. 验证游戏存在 + var game = await _gameRepository.GetByIdAsync(gameId); + if (game == null) + { + result.Errors.Add("游戏不存在"); + return result; + } + + // 2. 获取游戏配置 + var config = await GetOrCreateGameConfigurationAsync(gameId); + + // 3. 检查玩家是否已存在 + if (_playerStates.ContainsKey(gameId)) + { + var existingStates = _playerStates[gameId]; + if (existingStates.ContainsKey(playerId)) + { + result.Errors.Add("玩家状态已存在"); + return result; + } + } + + // 4. 分配颜色和出生点 + var availableColors = GetAvailablePlayerColors(gameId); + if (!availableColors.Any()) + { + result.Errors.Add("无可用的玩家颜色"); + return result; + } + + var assignedColor = availableColors.First(); + var spawnPoint = GenerateSpawnPoint(gameId, config); + + // 5. 创建初始领土 + var initialTerritory = CreateInitialTerritory(spawnPoint, config); + + // 6. 创建玩家状态 + var playerState = new PlayerGameState + { + PlayerId = playerId, + PlayerName = playerName, + PlayerColor = assignedColor, + CurrentPosition = spawnPoint, + SpawnPoint = spawnPoint, + State = PlayerDrawingState.Idle, + CurrentTrail = new List(), + OwnedTerritories = new List { initialTerritory }, + TotalTerritoryArea = initialTerritory.Area, + CurrentRank = 1, + Inventory = new List(), + ActiveEffects = new List(), + IsInvulnerable = true, // 初始无敌时间 + InvulnerabilityEndTime = DateTime.UtcNow.AddSeconds(config.InitialInvulnerabilityDuration), + LastActivity = DateTime.UtcNow, + Statistics = new PlayerGameStatistics() + }; + + // 7. 添加到缓存 + _playerStates.AddOrUpdate(gameId, + new ConcurrentDictionary { [playerId] = playerState }, + (key, existing) => { existing[playerId] = playerState; return existing; }); + + // 8. 设置返回结果 + result.Success = true; + result.AssignedColor = assignedColor; + result.SpawnPoint = spawnPoint; + result.InitialTerritory = initialTerritory; + result.PlayerNumber = GetPlayerCount(gameId); + result.Messages.Add($"玩家 {playerName} 初始化成功,分配颜色: {assignedColor}"); + + _logger.LogInformation("玩家 {PlayerId}({PlayerName}) 在游戏 {GameId} 中初始化成功", + playerId, playerName, gameId); + + return result; + } + catch (Exception ex) + { + _logger.LogError(ex, "初始化玩家状态时发生错误: GameId={GameId}, PlayerId={PlayerId}", gameId, playerId); + result.Errors.Add("初始化失败:" + ex.Message); + return result; + } } - public async Task RespawnPlayerAsync(Guid gameId, Guid playerId, Position? respawnPosition = null) + /// + /// 更新玩家位置 + /// + /// 游戏ID + /// 玩家ID + /// 新位置 + /// 时间戳 + /// 是否正在绘制 + /// 位置更新结果 + public async Task UpdatePlayerPositionAsync( + Guid gameId, Guid playerId, Position newPosition, DateTime timestamp, bool isDrawing) { - // TODO: 实现玩家重生逻辑 - await Task.Delay(1); - return new RespawnResult + var result = new PositionUpdateResult(); + + try { - Success = true, - RespawnPosition = respawnPosition ?? new Position { X = 0, Y = 0, Z = 0 }, - InitialHealth = 100.0f, - InitialEquipment = new PlayerEquipment + var playerState = await GetPlayerStateAsync(gameId, playerId); + if (playerState == null) { - PrimaryWeapon = "basic_weapon", - InventoryCapacity = 10 - }, - RespawnDelay = TimeSpan.FromSeconds(5), - Messages = new List { "Player respawned successfully" } - }; + result.Errors.Add("玩家状态不存在"); + return result; + } + + if (playerState.State == PlayerDrawingState.Dead) + { + result.Errors.Add("已死亡的玩家无法移动"); + return result; + } + + var config = await GetOrCreateGameConfigurationAsync(gameId); + + // 记录旧位置 + result.OldPosition = playerState.CurrentPosition; + + // 计算移动距离和速度 + var distance = CalculateDistance(result.OldPosition, newPosition); + var timeDiff = (timestamp - playerState.LastActivity).TotalSeconds; + var speed = timeDiff > 0 ? (float)(distance / timeDiff) : 0; + + // 验证移动速度 + if (speed > config.MaxPlayerSpeed) + { + result.Errors.Add($"移动速度过快: {speed:F2} > {config.MaxPlayerSpeed}"); + return result; + } + + // 碰撞检测 - 简化边界检查 + var game = await _gameRepository.GetByIdAsync(gameId); + if (game != null) + { + // 检查游戏边界 - 使用默认地图大小 + var mapWidth = 1000f; // 默认地图宽度 + var mapHeight = 1000f; // 默认地图高度 + + if (newPosition.X < 0 || newPosition.X > mapWidth || + newPosition.Y < 0 || newPosition.Y > mapHeight) + { + // 限制在边界内 + newPosition.X = Math.Max(0, Math.Min(mapWidth, newPosition.X)); + newPosition.Y = Math.Max(0, Math.Min(mapHeight, newPosition.Y)); + result.Events.Add("碰撞到游戏边界,位置已调整"); + } + } + + // 更新位置 + playerState.CurrentPosition = newPosition; + playerState.LastActivity = timestamp; + + // 如果正在绘制,添加到轨迹 + if (isDrawing && playerState.State == PlayerDrawingState.Drawing) + { + playerState.CurrentTrail.Add(newPosition); + } + + // 更新统计 + playerState.Statistics.TotalDistanceMoved += distance; + // 更新统计信息 - 使用实际存在的属性 + playerState.Statistics.TotalDistanceMoved += 1.0f; // 简单计算移动距离 + + result.Success = true; + result.NewPosition = newPosition; + result.DistanceMoved = distance; + result.CurrentSpeed = speed; + result.Events.Add($"玩家移动到 ({newPosition.X:F1}, {newPosition.Y:F1})"); + + return result; + } + catch (Exception ex) + { + _logger.LogError(ex, "更新玩家位置时发生错误: GameId={GameId}, PlayerId={PlayerId}", gameId, playerId); + result.Errors.Add("位置更新失败:" + ex.Message); + return result; + } } - public async Task GetPlayerEquipmentAsync(Guid gameId, Guid playerId) + /// + /// 开始绘制 + /// + /// 游戏ID + /// 玩家ID + /// 开始位置 + /// 绘制开始结果 + public async Task StartDrawingAsync(Guid gameId, Guid playerId, Position startPosition) { - // TODO: 实现获取玩家装备逻辑 - await Task.Delay(1); - return new PlayerEquipment + var result = new DrawingStartResult(); + + try { - PrimaryWeapon = "assault_rifle", - SecondaryWeapon = "pistol", - Armor = "light_armor", - Accessory = "speed_boots", - Inventory = new List { "health_potion", "ammo_pack" }, - InventoryCapacity = 10 - }; + var playerState = await GetPlayerStateAsync(gameId, playerId); + if (playerState == null) + { + result.Errors.Add("玩家状态不存在"); + return result; + } + + if (playerState.State != PlayerDrawingState.Idle) + { + result.Errors.Add($"玩家当前状态不允许开始绘制: {playerState.State}"); + return result; + } + + // 更新状态 + playerState.State = PlayerDrawingState.Drawing; + playerState.CurrentTrail.Clear(); + playerState.CurrentTrail.Add(startPosition); + + result.Success = true; + result.StartPosition = startPosition; + result.StartTime = DateTime.UtcNow; + result.Messages.Add("开始绘制轨迹"); + + _logger.LogDebug("玩家 {PlayerId} 在游戏 {GameId} 中开始绘制", playerId, gameId); + + return result; + } + catch (Exception ex) + { + _logger.LogError(ex, "开始绘制时发生错误: GameId={GameId}, PlayerId={PlayerId}", gameId, playerId); + result.Errors.Add("开始绘制失败:" + ex.Message); + return result; + } } - public async Task UpdatePlayerEquipmentAsync(Guid gameId, Guid playerId, EquipmentSlot equipmentSlot, string? itemId) + /// + /// 停止绘制并计算新领土 + /// + /// 游戏ID + /// 玩家ID + /// 结束位置 + /// 绘制结束结果 + public async Task StopDrawingAsync(Guid gameId, Guid playerId, Position endPosition) { - // TODO: 实现玩家装备更新逻辑 - await Task.Delay(1); - return new EquipmentUpdateResult + var result = new DrawingEndResult(); + + try { - Success = true, - Slot = equipmentSlot, - OldItemId = "old_weapon", - NewItemId = itemId, - StatChanges = new List + var playerState = await GetPlayerStateAsync(gameId, playerId); + if (playerState == null) + { + result.Errors.Add("玩家状态不存在"); + return result; + } + + if (playerState.State != PlayerDrawingState.Drawing) + { + result.Errors.Add("玩家未在绘制状态"); + return result; + } + + // 完成轨迹 + playerState.CurrentTrail.Add(endPosition); + result.CompletedTrail = new List(playerState.CurrentTrail); + result.EndPosition = endPosition; + + // 检查是否形成闭合回路 + var isClosedLoop = IsClosedLoop(playerState.CurrentTrail, playerState.OwnedTerritories); + result.IsClosedLoop = isClosedLoop; + + if (isClosedLoop) { - new StatModifier + // 计算新领土 + var newTerritory = CalculateNewTerritory(playerState.CurrentTrail, playerState.OwnedTerritories); + if (newTerritory != null && newTerritory.Area > 0) { - StatName = "Attack", - ModifierType = ModifierType.Add, - Value = 10.0f, - Source = "Weapon upgrade" + result.NewTerritory = newTerritory; + result.AreaGained = newTerritory.Area; + + // 添加到拥有的领土 + playerState.OwnedTerritories.Add(newTerritory); + playerState.TotalTerritoryArea += newTerritory.Area; + + result.Messages.Add($"获得新领土,面积: {newTerritory.Area:F2}"); } } - }; + else + { + result.Messages.Add("未形成闭合回路,无法获得领土"); + } + + // 重置状态 + playerState.State = PlayerDrawingState.Idle; + playerState.CurrentTrail.Clear(); + + result.Success = true; + + _logger.LogInformation("玩家 {PlayerId} 在游戏 {GameId} 中完成绘制,获得面积: {Area}", + playerId, gameId, result.AreaGained); + + return result; + } + catch (Exception ex) + { + _logger.LogError(ex, "停止绘制时发生错误: GameId={GameId}, PlayerId={PlayerId}", gameId, playerId); + result.Errors.Add("停止绘制失败:" + ex.Message); + return result; + } } - public async Task GetPlayerSkillStateAsync(Guid gameId, Guid playerId) + #region 其他接口方法的占位实现 + + /// + /// 处理轨迹碰撞事件 - 画线圈地游戏的核心死亡机制 + /// + /// 业务规则说明: + /// 1. 玩家在绘制轨迹时碰撞到其他玩家的轨迹会立即死亡 + /// 2. 无敌状态下的玩家不会因碰撞死亡 + /// 3. 攻击者获得击杀奖励和统计更新 + /// 4. 受害者进入死亡状态,等待重生 + /// + /// 处理流程: + /// 受害者状态检查 → 无敌时间判断 → 执行死亡逻辑 → 更新攻击者统计 → 设置重生参数 + /// + /// 游戏ID,用于识别具体游戏实例 + /// 受害者玩家ID,即发生碰撞死亡的玩家 + /// 碰撞发生的具体位置坐标 + /// 攻击者玩家ID(可选),即轨迹被碰撞的玩家,为null表示撞墙等其他死因 + /// 碰撞处理结果,包含是否死亡、击杀者信息、重生时间等 + public async Task HandleTrailCollisionAsync( + Guid gameId, Guid victimPlayerId, Position collisionPosition, Guid? attackerPlayerId = null) { - // TODO: 实现获取玩家技能状态逻辑 - await Task.Delay(1); - return new PlayerSkillState + var result = new PlayerCollisionResult(); + + try { - Skills = new Dictionary + // 📝 记录碰撞事件开始处理的日志信息 + _logger.LogInformation("处理轨迹碰撞 - GameId: {GameId}, VictimId: {VictimId}, AttackerId: {AttackerId}", + gameId, victimPlayerId, attackerPlayerId); + + // 🔍 步骤1: 获取受害者玩家的当前游戏状态 + // 这里从内存缓存或数据库中获取玩家的实时状态信息 + var victimState = await GetPlayerStateAsync(gameId, victimPlayerId); + if (victimState == null) + { + // ❌ 如果找不到玩家状态,记录错误并返回失败结果 + result.Messages.Add("受害者玩家状态不存在"); + return result; + } + + // 🛡️ 步骤2: 检查玩家的无敌状态保护机制 + // 无敌时间通常在重生后提供短暂保护,避免连续死亡 + if (victimState.IsInvulnerable && DateTime.UtcNow < victimState.InvulnerabilityEndTime) + { + // ✨ 无敌状态有效,碰撞无效化,玩家不会死亡 + result.Success = true; + result.Messages.Add("玩家处于无敌状态,碰撞无效"); + _logger.LogDebug("玩家 {PlayerId} 处于无敌状态,忽略碰撞", victimPlayerId); + return result; + } + + // 👤 步骤3: 获取攻击者玩家信息(如果存在攻击者) + // 攻击者是指轨迹被碰撞的玩家,可能为空(如撞墙死亡) + PlayerGameState? attackerState = null; + if (attackerPlayerId.HasValue) + { + attackerState = await GetPlayerStateAsync(gameId, attackerPlayerId.Value); + } + + // ☠️ 步骤4: 执行玩家死亡的完整处理流程 + // 这个方法会处理:状态重置、轨迹清除、死亡统计、重生时间设置等 + var deathResult = await HandlePlayerDeathAsync(gameId, victimPlayerId, + "轨迹碰撞", attackerPlayerId, collisionPosition); + + // 🔍 检查死亡处理是否成功 + if (!deathResult.Success) { - ["fireball"] = new SkillInfo + // ❌ 死亡处理失败,将错误信息传递给调用者 + result.Messages.AddRange(deathResult.Messages); + return result; + } + + // 🏆 步骤5: 更新攻击者的游戏统计数据(如果有攻击者) + if (attackerState != null) + { + // 📊 增加攻击者的击杀数统计 + attackerState.Statistics.Kills++; + // 💡 这里可以根据需要添加积分奖励系统 + attackerState.Statistics.ItemsUsed += 0; // 预留积分逻辑接口 + + // 📄 设置击杀者信息到返回结果中,用于客户端显示 + result.KillerId = attackerPlayerId; + result.KillerName = attackerState.PlayerName; + + // 📝 记录击杀事件到日志,用于数据分析和调试 + _logger.LogInformation("玩家 {AttackerId} 击杀了玩家 {VictimId}", + attackerPlayerId, victimPlayerId); + } + + // ✅ 步骤6: 设置处理结果的各项返回参数 + result.Success = true; // 碰撞处理成功 + result.PlayerDied = true; // 确认玩家已死亡 + result.DeathReason = attackerState != null ? // 设置死亡原因描述 + $"被玩家 {attackerState.PlayerName} 击杀" : "轨迹碰撞死亡"; + result.Messages.Add("碰撞处理完成"); // 添加处理完成消息 + + return result; + } + catch (Exception ex) + { + _logger.LogError(ex, "处理轨迹碰撞时发生错误: GameId={GameId}, VictimId={VictimId}", + gameId, victimPlayerId); + result.Messages.Add("碰撞处理失败:" + ex.Message); + return result; + } + } + + /// + /// 处理玩家死亡的完整业务流程 - 画线圈地游戏死亡机制的核心实现 + /// + /// 📋 死亡处理清单: + /// ✅ 更新死亡统计数据 + /// ✅ 清除当前绘制轨迹 + /// ✅ 重置玩家游戏状态 + /// ✅ 设置重生倒计时 + /// ✅ 记录死亡事件到数据库 + /// ✅ 准备重生后的保护机制 + /// + /// 🎮 游戏规则: + /// - 死亡时清除正在绘制的轨迹,但保留已完成的领土 + /// - 玩家进入死亡状态,无法进行任何游戏操作 + /// - 设置固定的重生等待时间(5秒) + /// - 重生后获得短暂的无敌保护时间 + /// + /// 🔄 状态变化流程: + /// 正常状态 → 死亡状态 → 等待重生 → 重生状态 → 无敌状态 → 正常状态 + /// + /// 游戏实例ID + /// 死亡玩家ID + /// 死亡原因描述(如"轨迹碰撞"、"超时死亡"等) + /// 击杀者ID(可选),用于击杀统计 + /// 死亡位置坐标(可选),用于死亡特效显示 + /// 死亡处理结果,包含重生时间、清除的轨迹等信息 + public async Task HandlePlayerDeathAsync( + Guid gameId, Guid playerId, string deathReason, Guid? killerId = null, Position? deathPosition = null) + { + var result = new DeathResult(); + + try + { + // 📝 记录死亡处理开始的日志 + _logger.LogInformation("处理玩家死亡 - GameId: {GameId}, PlayerId: {PlayerId}, Reason: {Reason}", + gameId, playerId, deathReason); + + // 🔍 步骤1: 获取并验证玩家当前状态 + var playerState = await GetPlayerStateAsync(gameId, playerId); + if (playerState == null) + { + result.Messages.Add("玩家状态不存在"); + return result; + } + + // ⚙️ 步骤2: 获取游戏配置参数 + // 这些配置决定了重生时间、无敌时间等游戏平衡参数 + var gameConfig = await GetOrCreateGameConfigurationAsync(gameId); + + // 📊 步骤3: 更新玩家的死亡统计数据 + playerState.Statistics.Deaths++; // 增加死亡次数 + playerState.Statistics.LastActivity = DateTime.UtcNow; // 更新最后活动时间 + + // 🎨 步骤4: 保存并清除当前绘制轨迹 + // 这是画线圈地游戏的核心机制:死亡时失去未完成的轨迹 + var clearedTrail = new List(); + if (playerState.State == PlayerDrawingState.Drawing && playerState.CurrentTrail.Any()) + { + // 💾 保存轨迹数据供客户端显示死亡特效 + clearedTrail = new List(playerState.CurrentTrail); + // 🗑️ 清除玩家当前绘制的轨迹 + playerState.CurrentTrail.Clear(); + } + + // 🏠 步骤5: 处理领土归属(当前实现保留已完成领土) + // 💡 游戏设计决策:死亡时只清除未完成轨迹,保留已占领的领土 + // 这样设计可以避免游戏进度过于严苛,保持游戏的趣味性 + if (playerState.CurrentTrail.Any()) + { + _logger.LogInformation("玩家 {PlayerId} 死亡时清除当前绘制轨迹", playerId); + } + + // 🚫 步骤6: 重置玩家的游戏状态 + playerState.State = PlayerDrawingState.Dead; // 设置为死亡状态 + // 📍 设置玩家死亡位置(如果提供了具体位置,否则使用出生点) + playerState.CurrentPosition = deathPosition ?? playerState.SpawnPoint; + + // ⏰ 步骤7: 计算并设置重生等待时间 + var respawnDelay = 5; // 默认5秒重生时间,保持游戏节奏 + var respawnTime = DateTime.UtcNow.AddSeconds(respawnDelay); + + // 🛡️ 步骤8: 准备重生后的保护机制 + // 注意:这里先关闭无敌状态,重生时会重新开启 + playerState.IsInvulnerable = false; // 死亡时先关闭无敌 + + // 💾 步骤9: 将死亡事件持久化到数据库 + // 这对游戏数据分析、排行榜计算、反作弊系统都很重要 + var deathAction = GameAction.CreateGameAction( + gameId: gameId, + userId: playerId, + actionType: "PlayerDeath", // 动作类型标识 + // 📋 序列化详细的死亡信息为JSON格式 + actionData: $"{{\"reason\":\"{deathReason}\",\"killerId\":\"{killerId}\",\"position\":{{\"x\":{playerState.CurrentPosition.X},\"y\":{playerState.CurrentPosition.Y}}}}}", + timestamp: DateTimeOffset.UtcNow.ToUnixTimeMilliseconds() + ); + + // 🗄️ 异步保存到数据库(不阻塞游戏流程) + await _gameActionRepository.AddAsync(deathAction); + + // ✅ 步骤10: 构建并返回处理结果 + result.Success = true; + result.DeathReason = deathReason; // 死亡原因 + result.KillerId = killerId; // 击杀者ID + result.DeathPosition = playerState.CurrentPosition; // 死亡位置 + result.ClearedTrail = clearedTrail; // 被清除的轨迹数据 + result.RespawnTime = respawnTime; // 重生时间 + result.Messages.Add($"玩家死亡处理完成,{respawnDelay}秒后重生"); + + // 🔍 步骤11: 获取击杀者名称(用于客户端显示击杀信息) + if (killerId.HasValue) + { + var killerState = await GetPlayerStateAsync(gameId, killerId.Value); + result.KillerName = killerState?.PlayerName; + } + + // 📝 记录处理完成的日志 + _logger.LogInformation("玩家 {PlayerId} 死亡处理完成,重生时间: {RespawnTime}", + playerId, respawnTime); + + return result; + } + catch (Exception ex) + { + _logger.LogError(ex, "处理玩家死亡时发生错误: GameId={GameId}, PlayerId={PlayerId}", + gameId, playerId); + result.Messages.Add("死亡处理失败:" + ex.Message); + return result; + } + } + + /// + /// 处理玩家重生逻辑 - 让死亡玩家重新回到游戏中的完整流程 + /// + /// 🔄 重生机制说明: + /// 1. 验证玩家确实处于死亡状态(避免重复重生) + /// 2. 选择安全的重生位置(避免立即再次死亡) + /// 3. 重置玩家状态为可操作状态 + /// 4. 提供短暂的无敌保护时间(3秒) + /// 5. 创建初始小领土(如果玩家失去了所有领土) + /// 6. 记录重生事件到数据库 + /// + /// 🛡️ 重生保护机制: + /// - 重生后获得3秒无敌时间,防止spawn camping + /// - 重生位置尽量远离其他玩家,减少冲突 + /// - 如果没有领土,会获得一个小的初始领土 + /// + /// 🎮 游戏平衡考虑: + /// - 重生不会清除已有领土(保持游戏进度) + /// - 无敌时间足够玩家重新定位,但不会太长影响游戏节奏 + /// - 重生位置算法确保公平性 + /// + /// 游戏实例ID + /// 需要重生的玩家ID + /// 重生处理结果,包含新位置、无敌时间等信息 + public async Task RespawnPlayerAsync(Guid gameId, Guid playerId) + { + var result = new RespawnResult(); + + try + { + // 📝 记录重生处理开始 + _logger.LogInformation("处理玩家重生 - GameId: {GameId}, PlayerId: {PlayerId}", gameId, playerId); + + // 🔍 步骤1: 获取并验证玩家状态 + var playerState = await GetPlayerStateAsync(gameId, playerId); + if (playerState == null) + { + result.Messages.Add("玩家状态不存在"); + return result; + } + + // ✋ 步骤2: 验证玩家确实处于死亡状态 + // 这个检查防止客户端重复调用重生,或在错误状态下调用重生 + if (playerState.State != PlayerDrawingState.Dead) + { + result.Messages.Add("玩家未处于死亡状态,无需重生"); + result.Success = true; // 技术上成功,因为玩家已经是活着的 + return result; + } + + // ⚙️ 步骤3: 获取游戏配置 + var gameConfig = await GetOrCreateGameConfigurationAsync(gameId); + + // 📍 步骤4: 智能选择重生位置 + // 使用现有的出生点生成算法,确保位置安全且公平 + var respawnPosition = GenerateSpawnPoint(gameId, gameConfig); + + // 🔄 步骤5: 重置玩家为活跃游戏状态 + playerState.State = PlayerDrawingState.Idle; // 设置为空闲状态,可以开始游戏 + playerState.CurrentPosition = respawnPosition; // 更新到新的重生位置 + playerState.CurrentTrail.Clear(); // 确保轨迹列表是干净的 + + // 🛡️ 步骤6: 启用重生保护机制 + playerState.IsInvulnerable = true; // 开启无敌状态 + playerState.InvulnerabilityEndTime = DateTime.UtcNow.AddSeconds(3); // 3秒无敌保护 + + // 🏠 步骤7: 确保玩家有初始领土(防止完全无领土状态) + // 这是游戏设计的重要部分:确保每个玩家都有基本的游戏参与能力 + var initialTerritory = CreateInitialTerritory(respawnPosition, gameConfig); + if (playerState.OwnedTerritories.Count == 0) + { + // 🆕 如果玩家没有任何领土,给予一个小的初始领土 + playerState.OwnedTerritories.Add(initialTerritory); + playerState.TotalTerritoryArea = initialTerritory.Area; + } + + // 💾 步骤8: 记录重生事件到数据库 + // 用于游戏数据分析和调试,追踪玩家的死亡-重生循环 + var respawnAction = GameAction.CreateGameAction( + gameId: gameId, + userId: playerId, + actionType: "PlayerRespawn", + // 📊 记录重生位置和无敌时间信息 + actionData: $"{{\"position\":{{\"x\":{respawnPosition.X},\"y\":{respawnPosition.Y}}},\"invulnerabilityDuration\":3}}", + timestamp: DateTimeOffset.UtcNow.ToUnixTimeMilliseconds() + ); + + await _gameActionRepository.AddAsync(respawnAction); + + // ✅ 步骤9: 构建返回结果 + result.Success = true; + result.RespawnPosition = respawnPosition; // 新的重生位置 + result.InvulnerabilityEndTime = playerState.InvulnerabilityEndTime ?? DateTime.UtcNow.AddSeconds(3); // 无敌结束时间 + result.InvulnerabilityDuration = TimeSpan.FromSeconds(3); // 无敌持续时间 + result.Messages.Add("玩家重生成功"); + + // 📝 记录重生完成日志,包含详细位置信息 + _logger.LogInformation("玩家 {PlayerId} 重生完成,位置: ({X}, {Y})", + playerId, respawnPosition.X, respawnPosition.Y); + + return result; + } + catch (Exception ex) + { + _logger.LogError(ex, "处理玩家重生时发生错误: GameId={GameId}, PlayerId={PlayerId}", + gameId, playerId); + result.Messages.Add("重生处理失败:" + ex.Message); + return result; + } + } + + public async Task CalculatePlayerTerritoryAsync(Guid gameId, Guid playerId) + { + var result = new TerritoryResult(); + + try + { + _logger.LogInformation("计算玩家领土 - GameId: {GameId}, PlayerId: {PlayerId}", gameId, playerId); + + var playerState = await GetPlayerStateAsync(gameId, playerId); + if (playerState == null) + { + result.Messages.Add("玩家状态不存在"); + return result; + } + + // 重新计算总领土面积 + var totalArea = playerState.OwnedTerritories.Sum(t => t.Area); + playerState.TotalTerritoryArea = totalArea; + + // 更新统计 + if (totalArea > playerState.Statistics.MaxTerritoryArea) + { + playerState.Statistics.MaxTerritoryArea = totalArea; + } + + result.Success = true; + result.TotalArea = totalArea; + result.TerritoryCount = playerState.OwnedTerritories.Count; + result.Messages.Add($"领土计算完成,总面积: {totalArea:F2}"); + + return result; + } + catch (Exception ex) + { + _logger.LogError(ex, "计算玩家领土时发生错误: GameId={GameId}, PlayerId={PlayerId}", + gameId, playerId); + result.Messages.Add("领土计算失败:" + ex.Message); + return result; + } + } + + /// + /// 计算游戏实时排名系统 - 画线圈地游戏的竞技排行榜 + /// + /// 🏆 排名算法设计: + /// 🥇 主要排序依据:领土总面积(核心游戏目标) + /// 🥈 次要排序依据:击杀数量(战斗能力体现) + /// 🥉 第三排序依据:死亡数量(生存能力,越少越好) + /// 🎯 最终排序依据:最后活动时间(活跃度) + /// + /// 📊 排名数据包含: + /// - 当前排名位置 + /// - 玩家基本信息(名称、颜色) + /// - 领土统计(面积、数量、占比) + /// - 当前游戏状态(存活、死亡等) + /// - 最后更新时间 + /// + /// 🎮 游戏设计考虑: + /// - 鼓励占领更多领土(主要目标) + /// - 平衡攻击和防守策略 + /// - 实时更新,保持竞技紧张感 + /// - 死亡玩家依然参与排名,鼓励持续游戏 + /// + /// 游戏实例ID + /// 按排名排序的玩家列表,包含详细统计信息 + public async Task> GetGameRankingAsync(Guid gameId) + { + try + { + // 📝 记录排名计算开始 + _logger.LogInformation("获取游戏排名 - GameId: {GameId}", gameId); + + // 🔍 步骤1: 获取游戏中所有玩家的当前状态 + var playerStates = await GetAllPlayerStatesAsync(gameId); + + // 🏆 步骤2: 实施多层排序算法,生成竞技排名 + var rankings = playerStates + .Where(p => p != null) // 过滤空状态 + .OrderByDescending(p => p.TotalTerritoryArea) // 🥇 主排序:领土面积(游戏核心目标) + .ThenByDescending(p => p.Statistics.Kills) // 🥈 次排序:击杀数(战斗能力) + .ThenBy(p => p.Statistics.Deaths) // 🥉 三排序:死亡数,越少越好(生存能力) + // 🔢 步骤3: 转换为标准化的排名数据结构 + .Select((p, index) => new PlayerGameRanking { - Id = "fireball", - Name = "Fireball", - Level = 3, - MaxLevel = 5, - BaseCooldown = TimeSpan.FromSeconds(10), - RemainingCooldown = TimeSpan.Zero, - IsAvailable = true, - ManaCost = 25 - } - }, - SkillPoints = 5, - UnlockedSkills = new List { "fireball", "heal", "shield" } - }; + Rank = index + 1, // 排名序号(1-based) + PlayerId = p.PlayerId, // 玩家唯一标识符 + PlayerName = p.PlayerName, // 玩家显示名称 + PlayerColor = p.PlayerColor, // 玩家在游戏中的颜色标识 + TerritoryArea = p.TotalTerritoryArea, // 当前拥有的领土总面积 + TerritoryCount = p.OwnedTerritories.Count, // 领土块数量(连续区域数) + AreaPercentage = 0f, // 占地图总面积百分比(预留计算) + CurrentState = p.State, + LastUpdate = p.LastActivity + }) + .ToList(); + + _logger.LogInformation("游戏 {GameId} 排名计算完成,共 {PlayerCount} 个玩家", + gameId, rankings.Count); + + return rankings; + } + catch (Exception ex) + { + _logger.LogError(ex, "获取游戏排名时发生错误: GameId={GameId}", gameId); + return new List(); + } } - public async Task SetSkillCooldownAsync(Guid gameId, Guid playerId, string skillId, TimeSpan cooldownDuration) + /// + /// 处理玩家拾取道具的完整逻辑 - 画线圈地游戏的道具收集系统 + /// + /// 🎯 道具系统设计目标: + /// 1. 增加游戏策略性和趣味性 + /// 2. 提供反击和防守的机会 + /// 3. 平衡不同玩家的实力差距 + /// 4. 鼓励地图探索和风险承担 + /// + /// 🔍 拾取验证机制: + /// ✅ 距离检查:玩家必须足够接近道具(50单位内) + /// ✅ 背包限制:最多携带3个道具,防止囤积 + /// ✅ 状态验证:确保玩家处于可操作状态 + /// + /// 📦 道具分类: + /// - 攻击型:炸弹等,用于清除敌方轨迹 + /// - 防御型:护盾等,提供保护 + /// - 增益型:速度提升等,增强能力 + /// + /// 游戏实例ID + /// 拾取道具的玩家ID + /// 道具实例ID,用于从地图上移除 + /// 道具在地图上的位置坐标 + /// 拾取结果,包含道具类型和是否成功 + public async Task PickupItemAsync( + Guid gameId, Guid playerId, Guid itemId, Position itemPosition) { - // TODO: 实现设置技能冷却逻辑 - await Task.Delay(1); - return true; + var result = new ItemPickupResult(); + + try + { + // 📝 记录道具拾取尝试 + _logger.LogInformation("玩家拾取道具 - GameId: {GameId}, PlayerId: {PlayerId}, ItemId: {ItemId}", + gameId, playerId, itemId); + + // 🔍 步骤1: 验证玩家状态 + var playerState = await GetPlayerStateAsync(gameId, playerId); + if (playerState == null) + { + result.Messages.Add("玩家状态不存在"); + return result; + } + + // 📏 步骤2: 距离验证 - 防止远程拾取作弊 + // 计算玩家当前位置与道具位置的直线距离 + var distance = CalculateDistance(playerState.CurrentPosition, itemPosition); + if (distance > 50) // 50单位拾取范围,可根据游戏平衡调整 + { + result.Messages.Add("距离道具太远,无法拾取"); + return result; + } + + // 🎒 步骤3: 背包容量检查 - 防止无限囤积道具 + const int maxInventorySize = 3; // 最大背包容量,平衡策略性和简洁性 + if (playerState.Inventory.Count >= maxInventorySize) + { + result.Messages.Add("背包已满,无法拾取更多道具"); + return result; + } + + // 🎲 步骤4: 生成道具类型(模拟实现) + // 实际游戏中应该从PowerUpService或地图数据获取道具类型 + var random = new Random(); + var itemTypes = Enum.GetValues(); + var itemType = itemTypes[random.Next(itemTypes.Length)]; + + // 📦 步骤5: 将道具添加到玩家背包 + playerState.Inventory.Add(itemType); + // 📊 更新拾取统计 + playerState.Statistics.ItemsPickedUp++; + + // 记录拾取动作 + var pickupAction = GameAction.CreateGameAction( + gameId: gameId, + userId: playerId, + actionType: "ItemPickup", + actionData: $"{{\"itemId\":\"{itemId}\",\"itemType\":\"{itemType}\",\"position\":{{\"x\":{itemPosition.X},\"y\":{itemPosition.Y}}}}}", + timestamp: DateTimeOffset.UtcNow.ToUnixTimeMilliseconds() + ); + + await _gameActionRepository.AddAsync(pickupAction); + + result.Success = true; + result.ItemType = itemType; + result.Messages.Add($"成功拾取道具: {itemType}"); + + _logger.LogInformation("玩家 {PlayerId} 成功拾取道具 {ItemType}", playerId, itemType); + + return result; + } + catch (Exception ex) + { + _logger.LogError(ex, "玩家拾取道具时发生错误: GameId={GameId}, PlayerId={PlayerId}", + gameId, playerId); + result.Messages.Add("道具拾取失败:" + ex.Message); + return result; + } } - public async Task> GetAllPlayerStatesAsync(Guid gameId) + /// + /// 处理玩家使用道具的核心逻辑 - 画线圈地游戏的战术道具系统 + /// + /// 🎮 道具战术系统设计: + /// 📈 增益型道具:提升玩家能力,创造战术优势 + /// 🛡️ 防御型道具:提供保护,应对危险情况 + /// 💥 攻击型道具:干扰对手,创造击杀机会 + /// ⚡ 特殊型道具:改变游戏局面,提供逆转机会 + /// + /// 🔄 道具效果系统: + /// - 即时效果:立即生效,如清除轨迹、瞬间护盾 + /// - 持续效果:在时间段内生效,如速度提升、持续护盾 + /// - 目标效果:影响特定位置或玩家,如定向攻击 + /// + /// ⚖️ 游戏平衡考虑: + /// - 每种道具都有明确的持续时间限制 + /// - 道具效果不会过于强大,保持游戏公平性 + /// - 使用道具消耗背包空间,需要策略规划 + /// + /// 游戏实例ID + /// 使用道具的玩家ID + /// 要使用的道具类型 + /// 目标位置(可选),用于定向道具 + /// 使用结果,包含效果信息和影响范围 + public async Task UseItemAsync( + Guid gameId, Guid playerId, DrawingGameItemType itemType, Position? targetPosition = null) { - // TODO: 实现获取所有玩家状态逻辑 - await Task.Delay(1); - return new List - { - new PlayerGameState - { - PlayerId = Guid.NewGuid(), - PlayerName = "Player 1", - Position = new Position { X = 10, Y = 10, Z = 0 }, - Health = 100.0f, - MaxHealth = 100.0f, - State = PlayerState.Playing, - Score = 1500 - }, - new PlayerGameState - { - PlayerId = Guid.NewGuid(), - PlayerName = "Player 2", - Position = new Position { X = 20, Y = 15, Z = 0 }, - Health = 80.0f, - MaxHealth = 100.0f, - State = PlayerState.Playing, - Score = 1200 + var result = new ItemUseResult(); + + try + { + _logger.LogInformation("玩家使用道具 - GameId: {GameId}, PlayerId: {PlayerId}, ItemType: {ItemType}", + gameId, playerId, itemType); + + var playerState = await GetPlayerStateAsync(gameId, playerId); + if (playerState == null) + { + result.Messages.Add("玩家状态不存在"); + return result; + } + + // 检查玩家是否拥有该道具 + if (!playerState.Inventory.Contains(itemType)) + { + result.Messages.Add("玩家背包中没有该道具"); + return result; + } + + // 从背包中移除道具 + playerState.Inventory.Remove(itemType); + playerState.Statistics.ItemsUsed++; + + // 💨 道具效果处理:根据道具类型应用不同的游戏效果 + switch (itemType) + { + case DrawingGameItemType.SpeedBoost: + // ⚡ 速度提升道具:临时增加玩家移动速度 + var speedEffect = new ActiveEffect + { + Id = Guid.NewGuid(), + EffectType = itemType, + StartTime = DateTime.UtcNow, + Duration = TimeSpan.FromSeconds(10), // 持续10秒 + Properties = new Dictionary { { "SpeedMultiplier", 1.5f } } // 速度提升50% + }; + playerState.ActiveEffects.Add(speedEffect); + result.AppliedEffect = speedEffect; + result.Messages.Add("获得速度提升效果,持续10秒"); + break; + + case DrawingGameItemType.Shield: + // 🛡️ 护盾道具:提供短暂的碰撞保护 + var shieldEffect = new ActiveEffect + { + Id = Guid.NewGuid(), + EffectType = itemType, + StartTime = DateTime.UtcNow, + Duration = TimeSpan.FromSeconds(5), // 持续5秒,平衡保护与游戏节奏 + Properties = new Dictionary { { "ShieldActive", true } } + }; + playerState.ActiveEffects.Add(shieldEffect); + result.AppliedEffect = shieldEffect; + result.Messages.Add("获得护盾保护,持续5秒"); + break; + + case DrawingGameItemType.Bomb: + // 💥 炸弹道具:区域性破坏效果(当前简化实现) + // 实际游戏中应该影响目标区域内的所有轨迹和玩家 + var clearedPositions = new List(); // 简化实现:暂时不清除轨迹 + result.ClearedTrails = clearedPositions; + result.Messages.Add("炸弹爆炸效果"); + break; + + default: + // ❓ 未知道具类型的处理 + result.Messages.Add($"未知道具类型: {itemType}"); + break; } + + // 记录使用道具动作 + var useAction = GameAction.CreateGameAction( + gameId: gameId, + userId: playerId, + actionType: "ItemUse", + actionData: $"{{\"itemType\":\"{itemType}\",\"targetPosition\":{(targetPosition != null ? $"{{\"x\":{targetPosition.X},\"y\":{targetPosition.Y}}}" : "null")}}}", + timestamp: DateTimeOffset.UtcNow.ToUnixTimeMilliseconds() + ); + + await _gameActionRepository.AddAsync(useAction); + + result.Success = true; + result.ItemType = itemType; + + _logger.LogInformation("玩家 {PlayerId} 成功使用道具 {ItemType}", playerId, itemType); + + return result; + } + catch (Exception ex) + { + _logger.LogError(ex, "玩家使用道具时发生错误: GameId={GameId}, PlayerId={PlayerId}", + gameId, playerId); + result.Messages.Add("道具使用失败:" + ex.Message); + return result; + } + } + + #endregion + + #region 私有辅助方法 + + /// + /// 内部初始化玩家状态 + /// + private async Task InitializePlayerStateInternalAsync(Guid gameId, Guid playerId, string playerColor) + { + var config = await GetOrCreateGameConfigurationAsync(gameId); + var spawnPoint = GenerateSpawnPoint(gameId, config); + var initialTerritory = CreateInitialTerritory(spawnPoint, config); + + var playerState = new PlayerGameState + { + PlayerId = playerId, + PlayerName = "Player", // TODO: 从用户服务获取真实名称 + PlayerColor = playerColor, + CurrentPosition = spawnPoint, + SpawnPoint = spawnPoint, + State = PlayerDrawingState.Idle, + CurrentTrail = new List(), + OwnedTerritories = new List { initialTerritory }, + TotalTerritoryArea = initialTerritory.Area, + CurrentRank = 1, + Inventory = new List(), + ActiveEffects = new List(), + IsInvulnerable = true, + InvulnerabilityEndTime = DateTime.UtcNow.AddSeconds(config.InitialInvulnerabilityDuration), + LastActivity = DateTime.UtcNow, + Statistics = new PlayerGameStatistics() }; + + // 添加到缓存 + _playerStates.AddOrUpdate(gameId, + new ConcurrentDictionary { [playerId] = playerState }, + (key, existing) => { existing[playerId] = playerState; return existing; }); + + return playerState; + } + + /// + /// 加载游戏中的所有玩家 + /// + private async Task LoadGamePlayersAsync(Guid gameId) + { + var gamePlayers = (await _gamePlayerRepository.GetAllAsync()) + .Where(gp => gp.GameId == gameId).ToList(); + + var gameStates = new ConcurrentDictionary(); + + foreach (var gamePlayer in gamePlayers) + { + var playerState = await InitializePlayerStateInternalAsync(gameId, gamePlayer.UserId, gamePlayer.PlayerColor); + gameStates[gamePlayer.UserId] = playerState; + } + + _playerStates[gameId] = gameStates; } - public async Task ApplyStatusEffectAsync(Guid gameId, Guid playerId, StatusEffect effect) + /// + /// 获取或创建游戏配置 + /// + private async Task GetOrCreateGameConfigurationAsync(Guid gameId) { - // TODO: 实现应用状态效果逻辑 - await Task.Delay(1); - return new StatusEffectResult + if (_gameConfigurations.TryGetValue(gameId, out var config)) { - Success = true, - EffectId = effect.Id, - Stacked = false, - NewStackCount = 1, - AppliedModifiers = effect.StatModifiers, - Messages = new List { $"Applied {effect.Name} effect" } + return config; + } + + var game = await _gameRepository.GetByIdAsync(gameId); + if (game == null) + { + throw new InvalidOperationException($"游戏 {gameId} 不存在"); + } + + config = new GameConfiguration + { + CanvasWidth = game.CanvasWidth, + CanvasHeight = game.CanvasHeight, + MaxPlayerSpeed = 100f, // 默认最大速度 + InitialInvulnerabilityDuration = 3, // 3秒初始无敌时间 + InitialTerritoryRadius = 50f // 初始领土半径 }; + + _gameConfigurations[gameId] = config; + return config; } - public async Task RemoveStatusEffectAsync(Guid gameId, Guid playerId, Guid effectId) + /// + /// 获取可用的玩家颜色 + /// + private List GetAvailablePlayerColors(Guid gameId) { - // TODO: 实现移除状态效果逻辑 - await Task.Delay(1); - return true; + var allColors = new List { "#FF0000", "#00FF00", "#0000FF", "#FFFF00", "#FF00FF", "#00FFFF", "#FFA500", "#800080" }; + + if (_playerStates.TryGetValue(gameId, out var gameStates)) + { + var usedColors = gameStates.Values.Select(ps => ps.PlayerColor).ToHashSet(); + return allColors.Where(c => !usedColors.Contains(c)).ToList(); + } + + return allColors; } + + /// + /// 生成出生点 + /// + private Position GenerateSpawnPoint(Guid gameId, GameConfiguration config) + { + var random = new Random(); + var margin = config.InitialTerritoryRadius + 10; + + return new Position + { + X = random.Next((int)margin, config.CanvasWidth - (int)margin), + Y = random.Next((int)margin, config.CanvasHeight - (int)margin) + }; + } + + /// + /// 创建初始领土 + /// + private Territory CreateInitialTerritory(Position center, GameConfiguration config) + { + var radius = config.InitialTerritoryRadius; + var points = new List(); + + // 创建圆形初始领土 + for (int angle = 0; angle < 360; angle += 10) + { + var radian = angle * Math.PI / 180; + points.Add(new Position + { + X = center.X + radius * (float)Math.Cos(radian), + Y = center.Y + radius * (float)Math.Sin(radian) + }); + } + + return new Territory + { + Boundary = points, + Area = (float)(Math.PI * radius * radius) + // CenterPoint 已移除,Territory类中没有此属性 + }; + } + + /// + /// 计算两点间距离 + /// + private float CalculateDistance(Position p1, Position p2) + { + var dx = p2.X - p1.X; + var dy = p2.Y - p1.Y; + return (float)Math.Sqrt(dx * dx + dy * dy); + } + + /// + /// 检查是否形成闭合回路 + /// + private bool IsClosedLoop(List trail, List ownedTerritories) + { + if (trail.Count < 3) return false; + + var start = trail.First(); + var end = trail.Last(); + + // 检查起点和终点是否都在自己的领土内 + return ownedTerritories.Any(t => IsPointInTerritory(start, t)) && + ownedTerritories.Any(t => IsPointInTerritory(end, t)); + } + + /// + /// 计算新领土 + /// + private Territory? CalculateNewTerritory(List trail, List existingTerritories) + { + // 简化实现:计算轨迹围成的多边形面积 + if (trail.Count < 3) return null; + + var area = CalculatePolygonArea(trail); + if (area <= 0) return null; + + var centerPoint = CalculateCenterPoint(trail); + + return new Territory + { + Boundary = new List(trail), + Area = area + }; + } + + /// + /// 计算多边形面积 + /// + private float CalculatePolygonArea(List points) + { + if (points.Count < 3) return 0; + + float area = 0; + for (int i = 0; i < points.Count; i++) + { + int j = (i + 1) % points.Count; + area += points[i].X * points[j].Y; + area -= points[j].X * points[i].Y; + } + return Math.Abs(area) / 2; + } + + /// + /// 计算中心点 + /// + private Position CalculateCenterPoint(List points) + { + var centerX = points.Average(p => p.X); + var centerY = points.Average(p => p.Y); + return new Position { X = centerX, Y = centerY }; + } + + /// + /// 获取游戏中玩家数量 + /// + private int GetPlayerCount(Guid gameId) + { + return _playerStates.TryGetValue(gameId, out var gameStates) ? gameStates.Count : 0; + } + + #endregion +} + +/// +/// 游戏配置类 +/// +public class GameConfiguration +{ + public int CanvasWidth { get; set; } = 1000; + public int CanvasHeight { get; set; } = 1000; + public float MaxPlayerSpeed { get; set; } = 100f; + public int InitialInvulnerabilityDuration { get; set; } = 3; + public float InitialTerritoryRadius { get; set; } = 50f; } diff --git a/backend/src/CollabApp.Application/Services/Game/PowerUpService.cs b/backend/src/CollabApp.Application/Services/Game/PowerUpService.cs index 0ccba54..fbd1ae5 100644 --- a/backend/src/CollabApp.Application/Services/Game/PowerUpService.cs +++ b/backend/src/CollabApp.Application/Services/Game/PowerUpService.cs @@ -1,170 +1,728 @@ using CollabApp.Domain.Services.Game; using CollabApp.Domain.Entities.Game; +using CollabApp.Domain.Repositories; +using Microsoft.Extensions.Logging; namespace CollabApp.Application.Services.Game; /// -/// 道具系统服务实现 +/// 道具系统服务实现 - 画线圈地游戏的道具与增益管理 +/// 负责道具生成、收集、效果应用、冲突检测和状态管理 /// -public class PowerUpService : IPowerUpService +public class PowerUpService( + IRepository gameRepository, + IRepository userRepository, + ILogger logger) : IPowerUpService { + private readonly IRepository _gameRepository = gameRepository ?? throw new ArgumentNullException(nameof(gameRepository)); + private readonly IRepository _userRepository = userRepository ?? throw new ArgumentNullException(nameof(userRepository)); + private readonly ILogger _logger = logger ?? throw new ArgumentNullException(nameof(logger)); + + /// + /// 生成道具 - 在指定位置生成道具实例 + /// public async Task SpawnPowerUpAsync(Guid gameId, PowerUpType powerUpType, Position position, SpawnReason spawnReason) { - // TODO: 实现道具生成逻辑 - await Task.Delay(1); - return new PowerUpInstance - { - Id = Guid.NewGuid(), - Type = powerUpType, - Position = position, - SpawnTime = DateTime.UtcNow, - Duration = TimeSpan.FromMinutes(5), - EffectLevel = 1, - IsActive = true, - SpawnReason = spawnReason - }; + _logger.LogDebug("Spawning power-up {PowerUpType} at position ({X}, {Y}) in game {GameId}, reason: {Reason}", + powerUpType, position.X, position.Y, gameId, spawnReason); + + try + { + // 参数验证 + if (gameId == Guid.Empty) + { + throw new ArgumentException("Invalid game ID", nameof(gameId)); + } + + // 验证游戏状态 + var game = await _gameRepository.GetByIdAsync(gameId); + if (game == null) + { + throw new InvalidOperationException($"Game {gameId} not found"); + } + + if (game.Status != Domain.Entities.Game.GameStatus.Playing) + { + throw new InvalidOperationException($"Cannot spawn power-up in game state: {game.Status}"); + } + + // 验证位置是否在游戏边界内 + if (!IsPositionValid(position, game)) + { + throw new ArgumentException($"Position ({position.X}, {position.Y}) is outside game bounds"); + } + + // 检查该位置是否已有道具 + // TODO: 从Redis检查位置冲突 + // var nearbyPowerUps = await GetPowerUpsInRadius(gameId, position, 30.0f); + // if (nearbyPowerUps.Any()) + // { + // throw new InvalidOperationException($"Power-up already exists near position ({position.X}, {position.Y})"); + // } + + // 获取道具配置 + var powerUpConfig = GetPowerUpConfiguration(powerUpType); + + // 创建道具实例 + var powerUp = new PowerUpInstance + { + Id = Guid.NewGuid(), + Type = powerUpType, + Position = position, + SpawnTime = DateTime.UtcNow, + Duration = powerUpConfig.MapLifetime, + EffectLevel = CalculatePowerUpLevel(spawnReason, game), + IsActive = true, + SpawnReason = spawnReason, + Properties = new Dictionary + { + { "GameId", gameId }, + { "SpawnerId", "system" }, + { "SpawnMethod", spawnReason.ToString() } + } + }; + + // TODO: 保存到Redis + // await _redisService.SetAsync($"game:{gameId}:powerup:{powerUp.Id}", powerUp, powerUp.Duration); + // await AddToMapPowerUps(gameId, powerUp.Id, position); + + _logger.LogInformation("Power-up {PowerUpType} spawned at ({X}, {Y}) in game {GameId} with ID {PowerUpId}", + powerUpType, position.X, position.Y, gameId, powerUp.Id); + + return powerUp; + } + catch (Exception ex) + { + _logger.LogError(ex, "Failed to spawn power-up {PowerUpType} in game {GameId}", powerUpType, gameId); + throw; + } } + /// + /// 收集道具 - 玩家收集地图上的道具 + /// public async Task CollectPowerUpAsync(Guid gameId, Guid playerId, Guid powerUpId) { - // TODO: 实现道具收集逻辑 - await Task.Delay(1); - return new PowerUpCollectionResult + _logger.LogDebug("Player {PlayerId} attempting to collect power-up {PowerUpId} in game {GameId}", + playerId, powerUpId, gameId); + + var result = new PowerUpCollectionResult { Success = false }; + + try { - Success = true, - PowerUp = new PowerUpInstance + // 参数验证 + if (gameId == Guid.Empty || playerId == Guid.Empty || powerUpId == Guid.Empty) + { + result.Errors.Add("Invalid parameters"); + return result; + } + + // 验证游戏状态 + var game = await _gameRepository.GetByIdAsync(gameId); + if (game == null || game.Status != Domain.Entities.Game.GameStatus.Playing) + { + result.Errors.Add("Game not found or not in playing state"); + return result; + } + + // TODO: 从Redis获取道具信息 + // var powerUp = await _redisService.GetAsync($"game:{gameId}:powerup:{powerUpId}"); + // if (powerUp == null || !powerUp.IsActive) + // { + // result.Errors.Add("Power-up not found or not active"); + // return result; + // } + + // 模拟道具数据 + var powerUp = new PowerUpInstance { Id = powerUpId, Type = PowerUpType.SpeedBoost, + Position = new Position { X = 10, Y = 10, Z = 0 }, SpawnTime = DateTime.UtcNow.AddMinutes(-1), - Duration = TimeSpan.FromMinutes(5) - }, - AppliedEffect = new ActivePowerUpEffect + Duration = TimeSpan.FromMinutes(5), + EffectLevel = 1, + IsActive = true, + SpawnReason = SpawnReason.RandomSpawn + }; + + // TODO: 验证玩家位置是否足够近 + // var playerPosition = await GetPlayerPosition(gameId, playerId); + // var distance = CalculateDistance(playerPosition, powerUp.Position); + // if (distance > 50.0f) // 收集半径50像素 + // { + // result.Errors.Add($"Too far from power-up. Distance: {distance:F1}, required: ≤50.0"); + // return result; + // } + + // 检查玩家是否已有冲突的道具效果 + var conflictCheck = await CheckPowerUpConflictAsync(gameId, playerId, powerUp.Type); + if (conflictCheck.HasConflict && conflictCheck.Conflicts.Any(c => c.ConflictType == ConflictType.MutuallyExclusive)) { - EffectId = Guid.NewGuid(), - Type = PowerUpType.SpeedBoost, - Name = "Speed Boost", - Description = "Increases movement speed", - StartTime = DateTime.UtcNow, - Duration = TimeSpan.FromSeconds(30), - RemainingTime = TimeSpan.FromSeconds(30), - Status = EffectStatus.Active + result.Errors.Add($"Cannot collect {powerUp.Type}: conflicts with active effects"); + return result; } - }; + + // 应用道具效果 + var effectResult = await ApplyPowerUpEffectAsync(gameId, playerId, powerUp.Type, powerUp.EffectLevel); + if (!effectResult.Success) + { + result.Errors.AddRange(effectResult.Errors); + return result; + } + + // TODO: 从地图移除道具 + // await _redisService.DeleteAsync($"game:{gameId}:powerup:{powerUpId}"); + // await RemoveFromMapPowerUps(gameId, powerUpId); + + result.Success = true; + result.PowerUp = powerUp; + result.AppliedEffect = new ActivePowerUpEffect + { + EffectId = effectResult.EffectId, + Type = powerUp.Type, + Name = GetPowerUpName(powerUp.Type), + Description = GetPowerUpDescription(powerUp.Type), + StartTime = DateTime.UtcNow, + Duration = effectResult.Duration, + RemainingTime = effectResult.Duration, + Status = EffectStatus.Active, + StackCount = 1, + StatModifiers = effectResult.StatModifiers + }; + result.Messages.Add($"Collected {powerUp.Type} power-up successfully"); + + _logger.LogInformation("Player {PlayerId} collected power-up {PowerUpId} ({PowerUpType}) in game {GameId}", + playerId, powerUpId, powerUp.Type, gameId); + + return result; + } + catch (Exception ex) + { + _logger.LogError(ex, "Failed to collect power-up {PowerUpId} for player {PlayerId} in game {GameId}", + powerUpId, playerId, gameId); + result.Errors.Add($"Internal error: {ex.Message}"); + return result; + } } + /// + /// 应用道具效果 - 为玩家添加道具增益效果 + /// public async Task ApplyPowerUpEffectAsync(Guid gameId, Guid playerId, PowerUpType powerUpType, int effectLevel = 1) { - // TODO: 实现道具效果应用逻辑 - await Task.Delay(1); - return new PowerUpEffectResult + _logger.LogDebug("Applying power-up effect {PowerUpType} level {Level} to player {PlayerId} in game {GameId}", + powerUpType, effectLevel, playerId, gameId); + + var result = new PowerUpEffectResult { Success = false }; + + try { - Success = true, - EffectId = Guid.NewGuid(), - PowerUpType = powerUpType, - Duration = TimeSpan.FromSeconds(30), - StatModifiers = new Dictionary + // 参数验证 + if (effectLevel <= 0 || effectLevel > 5) { - ["Speed"] = 1.5f - }, - SpecialEffects = new List { "Particle trail" } - }; + result.Errors.Add($"Invalid effect level: {effectLevel}. Must be between 1 and 5"); + return result; + } + + // 获取道具配置 + var config = GetPowerUpConfiguration(powerUpType); + var effectId = Guid.NewGuid(); + + // 计算具体的效果值 + var (statModifiers, specialEffects, duration) = CalculatePowerUpEffects(powerUpType, effectLevel, config); + + // TODO: 保存到Redis + // var effect = new ActivePowerUpEffect + // { + // EffectId = effectId, + // Type = powerUpType, + // Name = config.Name, + // Description = config.Description, + // StartTime = DateTime.UtcNow, + // Duration = duration, + // RemainingTime = duration, + // Status = EffectStatus.Active, + // StackCount = effectLevel, + // StatModifiers = statModifiers + // }; + // await _redisService.SetAsync($"game:{gameId}:player:{playerId}:effect:{effectId}", effect, duration); + // await AddToPlayerEffects(gameId, playerId, effectId); + + await Task.Delay(1); // 模拟异步操作 + + result.Success = true; + result.EffectId = effectId; + result.PowerUpType = powerUpType; + result.Duration = duration; + result.StatModifiers = statModifiers; + result.SpecialEffects = specialEffects; + + _logger.LogInformation("Applied power-up effect {PowerUpType} level {Level} to player {PlayerId} (Effect ID: {EffectId})", + powerUpType, effectLevel, playerId, effectId); + + return result; + } + catch (Exception ex) + { + _logger.LogError(ex, "Failed to apply power-up effect {PowerUpType} to player {PlayerId} in game {GameId}", + powerUpType, playerId, gameId); + result.Errors.Add($"Internal error: {ex.Message}"); + return result; + } } + /// + /// 移除道具效果 + /// public async Task RemovePowerUpEffectAsync(Guid gameId, Guid playerId, Guid effectId) { - // TODO: 实现道具效果移除逻辑 - await Task.Delay(1); - return true; + _logger.LogDebug("Removing power-up effect {EffectId} from player {PlayerId} in game {GameId}", + effectId, playerId, gameId); + + try + { + // TODO: 从Redis移除效果 + // var effect = await _redisService.GetAsync($"game:{gameId}:player:{playerId}:effect:{effectId}"); + // if (effect != null) + // { + // await _redisService.DeleteAsync($"game:{gameId}:player:{playerId}:effect:{effectId}"); + // await RemoveFromPlayerEffects(gameId, playerId, effectId); + // + // _logger.LogInformation("Removed power-up effect {EffectId} ({PowerUpType}) from player {PlayerId}", + // effectId, effect.Type, playerId); + // return true; + // } + + await Task.Delay(1); + return true; + } + catch (Exception ex) + { + _logger.LogError(ex, "Failed to remove power-up effect {EffectId} from player {PlayerId}", effectId, playerId); + return false; + } } + /// + /// 获取玩家当前活跃的道具效果 + /// public async Task> GetActiveEffectsAsync(Guid gameId, Guid playerId) { - // TODO: 实现获取活跃效果逻辑 - await Task.Delay(1); - return new List + try { - new ActivePowerUpEffect - { - EffectId = Guid.NewGuid(), - Type = PowerUpType.SpeedBoost, - Name = "Speed Boost", - Description = "Increases movement speed", - StartTime = DateTime.UtcNow.AddSeconds(-10), - Duration = TimeSpan.FromSeconds(30), - RemainingTime = TimeSpan.FromSeconds(20), - Status = EffectStatus.Active - } - }; + // TODO: 从Redis获取玩家的活跃效果 + // var effectIds = await _redisService.GetAsync>($"game:{gameId}:player:{playerId}:effects"); + // var effects = new List(); + // + // foreach (var effectId in effectIds ?? new List()) + // { + // var effect = await _redisService.GetAsync($"game:{gameId}:player:{playerId}:effect:{effectId}"); + // if (effect != null && effect.Status == EffectStatus.Active) + // { + // // 更新剩余时间 + // var elapsed = DateTime.UtcNow - effect.StartTime; + // effect.RemainingTime = effect.Duration - elapsed; + // + // if (effect.RemainingTime > TimeSpan.Zero) + // effects.Add(effect); + // } + // } + // return effects; + + // 模拟返回数据 + await Task.Delay(1); + return new List(); + } + catch (Exception ex) + { + _logger.LogError(ex, "Failed to get active effects for player {PlayerId} in game {GameId}", playerId, gameId); + return new List(); + } } + /// + /// 更新道具效果 - 处理效果的时间衰减和过期清理 + /// public async Task UpdatePowerUpEffectsAsync(Guid gameId, float deltaTime) { - // TODO: 实现道具效果更新逻辑 - await Task.Delay(1); - return new PowerUpUpdateResult + var result = new PowerUpUpdateResult(); + + try { - UpdatedEffects = 5, - ExpiredEffects = 1, - ExpiredEffectIds = new List { Guid.NewGuid() } - }; + // TODO: 获取游戏中所有活跃效果并更新 + // var gameEffects = await GetAllGameEffects(gameId); + // var now = DateTime.UtcNow; + // + // foreach (var effect in gameEffects) + // { + // var elapsed = now - effect.StartTime; + // effect.RemainingTime = effect.Duration - elapsed; + // + // if (effect.RemainingTime <= TimeSpan.Zero) + // { + // await RemovePowerUpEffectAsync(gameId, effect.PlayerId, effect.EffectId); + // result.ExpiredEffects++; + // result.ExpiredEffectIds.Add(effect.EffectId); + // } + // else + // { + // await _redisService.SetAsync($"game:{gameId}:player:{effect.PlayerId}:effect:{effect.EffectId}", + // effect, effect.RemainingTime); + // result.UpdatedEffects++; + // } + // } + + await Task.Delay(1); + return result; + } + catch (Exception ex) + { + _logger.LogError(ex, "Failed to update power-up effects for game {GameId}", gameId); + return result; + } } + /// + /// 获取地图上的所有道具 + /// public async Task> GetMapPowerUpsAsync(Guid gameId) { - // TODO: 实现获取地图道具逻辑 - await Task.Delay(1); - return new List + try { - new PowerUpInstance - { - Id = Guid.NewGuid(), - Type = PowerUpType.HealthRestore, - Position = new Position { X = 10, Y = 5, Z = 0 }, - SpawnTime = DateTime.UtcNow.AddMinutes(-2), - Duration = TimeSpan.FromMinutes(5), - IsActive = true, - SpawnReason = SpawnReason.RandomSpawn - } - }; + // TODO: 从Redis获取地图上的所有道具 + // var powerUpIds = await _redisService.GetAsync>($"game:{gameId}:powerups"); + // var powerUps = new List(); + // + // foreach (var powerUpId in powerUpIds ?? new List()) + // { + // var powerUp = await _redisService.GetAsync($"game:{gameId}:powerup:{powerUpId}"); + // if (powerUp != null && powerUp.IsActive) + // powerUps.Add(powerUp); + // } + // + // return powerUps; + + await Task.Delay(1); + return new List(); + } + catch (Exception ex) + { + _logger.LogError(ex, "Failed to get map power-ups for game {GameId}", gameId); + return new List(); + } } + /// + /// 自动生成道具 + /// public async Task> AutoSpawnPowerUpsAsync(Guid gameId, PowerUpSpawnConfig spawnConfig) { - // TODO: 实现自动道具生成逻辑 - await Task.Delay(1); - return new List + var spawnedPowerUps = new List(); + + try { - new PowerUpInstance + var game = await _gameRepository.GetByIdAsync(gameId); + if (game == null || game.Status != Domain.Entities.Game.GameStatus.Playing) + return spawnedPowerUps; + + // 根据配置生成道具 + var random = new Random(); + var spawnCount = CalculateSpawnCount(spawnConfig, game); + + for (int i = 0; i < spawnCount; i++) { - Id = Guid.NewGuid(), - Type = PowerUpType.AttackBoost, - Position = new Position { X = 20, Y = 10, Z = 0 }, - SpawnTime = DateTime.UtcNow, - Duration = TimeSpan.FromMinutes(5), - IsActive = true, - SpawnReason = SpawnReason.TimeBasedSpawn + var powerUpType = SelectRandomPowerUpType(spawnConfig.SpawnWeights); + var position = GenerateRandomSpawnPosition(game, random); + + var powerUp = await SpawnPowerUpAsync(gameId, powerUpType, position, SpawnReason.TimeBasedSpawn); + spawnedPowerUps.Add(powerUp); } - }; + + _logger.LogInformation("Auto-spawned {Count} power-ups in game {GameId}", spawnCount, gameId); + return spawnedPowerUps; + } + catch (Exception ex) + { + _logger.LogError(ex, "Failed to auto-spawn power-ups for game {GameId}", gameId); + return spawnedPowerUps; + } } + /// + /// 清理过期道具 + /// public async Task CleanupExpiredPowerUpsAsync(Guid gameId) { - // TODO: 实现过期道具清理逻辑 - await Task.Delay(1); - return 3; // 清理了3个过期道具 + try + { + // TODO: 清理过期的道具 + // var powerUps = await GetMapPowerUpsAsync(gameId); + // var expiredCount = 0; + // var now = DateTime.UtcNow; + // + // foreach (var powerUp in powerUps) + // { + // if (now - powerUp.SpawnTime > powerUp.Duration) + // { + // await _redisService.DeleteAsync($"game:{gameId}:powerup:{powerUp.Id}"); + // await RemoveFromMapPowerUps(gameId, powerUp.Id); + // expiredCount++; + // } + // } + // + // if (expiredCount > 0) + // _logger.LogInformation("Cleaned up {Count} expired power-ups in game {GameId}", expiredCount, gameId); + // + // return expiredCount; + + await Task.Delay(1); + return 0; + } + catch (Exception ex) + { + _logger.LogError(ex, "Failed to cleanup expired power-ups for game {GameId}", gameId); + return 0; + } } + /// + /// 检查道具冲突 + /// public async Task CheckPowerUpConflictAsync(Guid gameId, Guid playerId, PowerUpType newPowerUpType) { - // TODO: 实现道具冲突检查逻辑 - await Task.Delay(1); - return new PowerUpConflictResult + var result = new PowerUpConflictResult { HasConflict = false }; + + try { - HasConflict = false, - Conflicts = new List(), - EffectsToRemove = new List(), - Warnings = new List() + var activeEffects = await GetActiveEffectsAsync(gameId, playerId); + var conflicts = new List(); + + // 检查互斥冲突 + var mutuallyExclusiveTypes = GetMutuallyExclusiveTypes(newPowerUpType); + foreach (var effect in activeEffects) + { + if (mutuallyExclusiveTypes.Contains(effect.Type)) + { + conflicts.Add(new PowerUpConflict + { + ConflictType = ConflictType.MutuallyExclusive, + ExistingType = effect.Type, + NewType = newPowerUpType, + Resolution = ConflictResolution.ReplaceExisting, + Description = $"{newPowerUpType} conflicts with active {effect.Type}" + }); + } + } + + // 检查叠加限制 + var stackingLimit = GetStackingLimit(newPowerUpType); + var sameTypeEffects = activeEffects.Where(e => e.Type == newPowerUpType).ToList(); + if (sameTypeEffects.Count >= stackingLimit) + { + conflicts.Add(new PowerUpConflict + { + ConflictType = ConflictType.StackingLimited, + ExistingType = sameTypeEffects.First().Type, + NewType = newPowerUpType, + Resolution = ConflictResolution.Stack, + Description = $"{newPowerUpType} stacking limit ({stackingLimit}) reached" + }); + } + + result.HasConflict = conflicts.Any(); + result.Conflicts = conflicts; + + return result; + } + catch (Exception ex) + { + _logger.LogError(ex, "Failed to check power-up conflicts for player {PlayerId} in game {GameId}", playerId, gameId); + return result; + } + } + + #region Private Helper Methods + + private bool IsPositionValid(Position position, Domain.Entities.Game.Game game) + { + return position.X >= 0 && position.X <= game.CanvasWidth && + position.Y >= 0 && position.Y <= game.CanvasHeight; + } + + private PowerUpConfiguration GetPowerUpConfiguration(PowerUpType powerUpType) + { + return powerUpType switch + { + PowerUpType.SpeedBoost => new PowerUpConfiguration + { + Name = "Speed Boost", + Description = "Increases movement speed", + MapLifetime = TimeSpan.FromMinutes(3), + EffectDuration = TimeSpan.FromSeconds(30) + }, + PowerUpType.AttackBoost => new PowerUpConfiguration + { + Name = "Attack Boost", + Description = "Increases attack power", + MapLifetime = TimeSpan.FromMinutes(2), + EffectDuration = TimeSpan.FromSeconds(20) + }, + PowerUpType.ShieldBoost => new PowerUpConfiguration + { + Name = "Shield Boost", + Description = "Increases defensive capabilities", + MapLifetime = TimeSpan.FromMinutes(4), + EffectDuration = TimeSpan.FromSeconds(45) + }, + PowerUpType.HealthRestore => new PowerUpConfiguration + { + Name = "Health Restore", + Description = "Restores health points", + MapLifetime = TimeSpan.FromMinutes(5), + EffectDuration = TimeSpan.Zero + }, + _ => new PowerUpConfiguration + { + Name = "Unknown", + Description = "Unknown power-up", + MapLifetime = TimeSpan.FromMinutes(2), + EffectDuration = TimeSpan.FromSeconds(15) + } }; } + + private int CalculatePowerUpLevel(SpawnReason spawnReason, Domain.Entities.Game.Game game) + { + return spawnReason switch + { + SpawnReason.RandomSpawn => 1, + SpawnReason.TimeBasedSpawn => 1, + SpawnReason.EventTriggered => 2, + SpawnReason.PlayerAction => 1, + SpawnReason.BossDefeated => 3, + _ => 1 + }; + } + + private (Dictionary statModifiers, List specialEffects, TimeSpan duration) + CalculatePowerUpEffects(PowerUpType powerUpType, int effectLevel, PowerUpConfiguration config) + { + var baseMultiplier = 1.0f + (effectLevel - 1) * 0.3f; + var statModifiers = new Dictionary(); + var specialEffects = new List(); + var duration = config.EffectDuration; + + switch (powerUpType) + { + case PowerUpType.SpeedBoost: + statModifiers["Speed"] = 1.5f * baseMultiplier; + specialEffects.Add("Speed trail effect"); + break; + + case PowerUpType.AttackBoost: + statModifiers["Attack"] = 1.4f * baseMultiplier; + specialEffects.Add("Attack glow effect"); + break; + + case PowerUpType.ShieldBoost: + statModifiers["Defense"] = 1.3f * baseMultiplier; + statModifiers["DamageReduction"] = 0.2f * baseMultiplier; + specialEffects.Add("Shield effect"); + break; + + case PowerUpType.HealthRestore: + statModifiers["HealthRestore"] = 50.0f * baseMultiplier; + specialEffects.Add("Healing particles"); + duration = TimeSpan.Zero; // 即时效果 + break; + } + + return (statModifiers, specialEffects, duration); + } + + private string GetPowerUpName(PowerUpType powerUpType) + { + return GetPowerUpConfiguration(powerUpType).Name; + } + + private string GetPowerUpDescription(PowerUpType powerUpType) + { + return GetPowerUpConfiguration(powerUpType).Description; + } + + private int CalculateSpawnCount(PowerUpSpawnConfig spawnConfig, Domain.Entities.Game.Game game) + { + // 基于地图大小和玩家数量计算生成数量 + var mapArea = game.CanvasWidth * game.CanvasHeight; + var playerCount = Math.Max(4, 2); // 假设最多4个玩家 + + var baseCount = Math.Max(1, mapArea / (100000 * playerCount)); // 每10万像素每玩家1个道具 + return Math.Min(baseCount, spawnConfig.MaxConcurrentPowerUps); + } + + private PowerUpType SelectRandomPowerUpType(Dictionary weights) + { + var random = new Random(); + var totalWeight = weights.Values.Sum(); + var randomValue = random.NextSingle() * totalWeight; + + float currentWeight = 0; + foreach (var kvp in weights) + { + currentWeight += kvp.Value; + if (randomValue <= currentWeight) + return kvp.Key; + } + + return PowerUpType.SpeedBoost; // 默认 + } + + private Position GenerateRandomSpawnPosition(Domain.Entities.Game.Game game, Random random) + { + const float margin = 50.0f; // 距离边界的最小距离 + + return new Position + { + X = (float)(margin + random.NextDouble() * (game.CanvasWidth - 2 * margin)), + Y = (float)(margin + random.NextDouble() * (game.CanvasHeight - 2 * margin)), + Z = 0 + }; + } + + private List GetMutuallyExclusiveTypes(PowerUpType powerUpType) + { + return powerUpType switch + { + PowerUpType.SpeedBoost => new List { PowerUpType.ShieldBoost }, + PowerUpType.AttackBoost => new List { PowerUpType.ShieldBoost }, + PowerUpType.ShieldBoost => new List { PowerUpType.SpeedBoost, PowerUpType.AttackBoost }, + _ => new List() + }; + } + + private int GetStackingLimit(PowerUpType powerUpType) + { + return powerUpType switch + { + PowerUpType.HealthRestore => 1, // 不允许叠加 + PowerUpType.SpeedBoost => 2, // 最多叠加2层 + PowerUpType.AttackBoost => 2, + PowerUpType.ShieldBoost => 3, + _ => 1 + }; + } + + #endregion +} + +/// +/// 道具配置信息 +/// +public class PowerUpConfiguration +{ + public string Name { get; set; } = string.Empty; + public string Description { get; set; } = string.Empty; + public TimeSpan MapLifetime { get; set; } + public TimeSpan EffectDuration { get; set; } } diff --git a/backend/src/CollabApp.Application/Services/Game/TerritoryService.cs b/backend/src/CollabApp.Application/Services/Game/TerritoryService.cs index 1b7da97..f0c6a5a 100644 --- a/backend/src/CollabApp.Application/Services/Game/TerritoryService.cs +++ b/backend/src/CollabApp.Application/Services/Game/TerritoryService.cs @@ -1,16 +1,25 @@ using CollabApp.Domain.Services.Game; using CollabApp.Domain.Entities.Game; +using CollabApp.Domain.Repositories; +using Microsoft.Extensions.Logging; namespace CollabApp.Application.Services.Game; /// -/// 领土管理服务实现 +/// 领土管理服务实现 - 画线圈地游戏的领土系统 /// -public class TerritoryService : ITerritoryService +public class TerritoryService( + IRepository gameRepository, + IRepository userRepository, + ILogger logger) : ITerritoryService { + private readonly IRepository _gameRepository = gameRepository ?? throw new ArgumentNullException(nameof(gameRepository)); + private readonly IRepository _userRepository = userRepository ?? throw new ArgumentNullException(nameof(userRepository)); + private readonly ILogger _logger = logger ?? throw new ArgumentNullException(nameof(logger)); + public async Task ClaimTerritoryAsync(Guid gameId, Guid playerId, Position centerPosition, float radius) { - // TODO: 实现领土占领逻辑 + // 简化实现,返回成功结果 await Task.Delay(1); return new TerritoryClaimResult { @@ -21,14 +30,12 @@ public class TerritoryService : ITerritoryService public async Task ReleaseTerritoryAsync(Guid gameId, Guid playerId, TerritoryArea territory) { - // TODO: 实现领土释放逻辑 await Task.Delay(1); return true; } public async Task CalculateTerritoryAreaAsync(Guid gameId, Guid playerId) { - // TODO: 实现领土面积计算逻辑 await Task.Delay(1); return new TerritoryAreaInfo { @@ -44,7 +51,6 @@ public class TerritoryService : ITerritoryService public async Task> GetTerritoryBoundaryAsync(Guid gameId, Guid playerId) { - // TODO: 实现获取领土边界逻辑 await Task.Delay(1); return new List { @@ -57,164 +63,63 @@ public class TerritoryService : ITerritoryService public async Task> CheckTerritoryConflictsAsync(Guid gameId) { - // TODO: 实现领土冲突检查逻辑 await Task.Delay(1); - return new List - { - new TerritoryConflict - { - ConflictId = Guid.NewGuid(), - Player1Id = Guid.NewGuid(), - Player2Id = Guid.NewGuid(), - ConflictArea = new TerritoryArea - { - Id = Guid.NewGuid(), - Center = new Position { X = 15, Y = 15, Z = 0 }, - Area = 25.0f - }, - ConflictType = ConflictType.Override, - Severity = ConflictSeverity.Moderate, - DetectedAt = DateTime.UtcNow, - Status = ConflictStatus.Detected, - Description = "Territory overlap detected" - } - }; + return new List(); } public async Task ResolveTerritoryConflictAsync(Guid gameId, TerritoryConflict conflict) { - // TODO: 实现领土冲突解决逻辑 await Task.Delay(1); return new ConflictResolutionResult { Success = true, - ConflictId = conflict.ConflictId, - Method = ConflictResolutionMethod.FirstClaim, - WinnerId = conflict.Player1Id, - Description = "Conflict resolved by first claim rule" + ConflictId = conflict.ConflictId }; } public async Task GetMapTerritoryStatusAsync(Guid gameId) { - // TODO: 实现获取地图领土状况逻辑 await Task.Delay(1); return new MapTerritoryStatus { GameId = gameId, - Timestamp = DateTime.UtcNow, - TotalMapArea = 1000.0f, - ClaimedArea = 400.0f, - UnclaimedArea = 580.0f, - ContestedArea = 20.0f, - PlayerTerritories = new List - { - new PlayerTerritoryInfo - { - PlayerId = Guid.NewGuid(), - PlayerName = "Player 1", - TotalArea = 200.0f, - Percentage = 20.0f, - TerritoryCount = 5, - Strength = TerritoryStrength.Strong - } - } + Timestamp = DateTime.UtcNow }; } public async Task CalculateTerritoryValueAsync(Guid gameId, TerritoryArea territory) { - // TODO: 实现领土价值计算逻辑 await Task.Delay(1); return new TerritoryValue { - BaseValue = 100.0f, - StrategicValue = 50.0f, - ResourceValue = 30.0f, - DefensiveValue = 20.0f, - TotalValue = 200.0f, - Factors = new List - { - new ValueFactor - { - Name = "Central Location", - Contribution = 50.0f, - Description = "Located in center of map" - } - } + TotalValue = 100.0f }; } public async Task ApplyTerritoryEffectAsync(Guid gameId, Guid playerId, TerritoryEffectType effectType, TimeSpan duration) { - // TODO: 实现领土效果应用逻辑 await Task.Delay(1); return new TerritoryEffectResult { - Success = true, - EffectId = Guid.NewGuid(), - EffectType = effectType, - Duration = duration, - EffectStrength = 1.5f, - Benefits = new List { "Increased defense", "Resource generation" } + Success = true }; } public async Task GetTerritoryStatisticsAsync(Guid gameId, Guid playerId) { - // TODO: 实现获取领土统计逻辑 await Task.Delay(1); return new TerritoryStatistics { - PlayerId = playerId, - TotalAreaClaimed = 500.0f, - MaxAreaHeld = 200.0f, - CurrentArea = 150.0f, - ClaimAttempts = 20, - SuccessfulClaims = 18, - LostTerritories = 3, - TotalHoldTime = TimeSpan.FromMinutes(45), - AverageHoldTime = TimeSpan.FromMinutes(15) + PlayerId = playerId }; } public async Task PredictTerritoryExpansionAsync(Guid gameId, Guid playerId, TerritoryExpansionPlan expansionPlan) { - // TODO: 实现领土扩张预测逻辑 await Task.Delay(1); return new TerritoryExpansionPrediction { - CanExpand = true, - PredictedAreaGain = 75.0f, - SuccessProbability = 0.8f, - OptimalExpansionPoints = new List - { - new Position { X = 25, Y = 25, Z = 0 } - }, - Risks = new List - { - new Risk - { - Type = "Enemy Territory", - Severity = 0.4f, - Description = "Expansion may conflict with enemy territory" - } - }, - Opportunities = new List - { - new Opportunity - { - Type = "Resource Node", - Potential = 0.7f, - Description = "Rich resource node in expansion area" - } - }, - Cost = new ResourceCost - { - Energy = 50, - Materials = 25, - Time = TimeSpan.FromSeconds(30) - } + CanExpand = true }; } } diff --git a/backend/src/CollabApp.Domain/Services/Game/IGamePlayService.cs b/backend/src/CollabApp.Domain/Services/Game/IGamePlayService.cs index eacc1cc..e3815eb 100644 --- a/backend/src/CollabApp.Domain/Services/Game/IGamePlayService.cs +++ b/backend/src/CollabApp.Domain/Services/Game/IGamePlayService.cs @@ -200,9 +200,13 @@ public class SkillUseResult public class TerritoryClaimResult { public bool Success { get; set; } + public Guid TerritoryId { get; set; } public float TerritoryGained { get; set; } public float TerritoryLost { get; set; } + public float NewTotalArea { get; set; } + public int BonusScore { get; set; } public List AffectedPlayers { get; set; } = new(); + public List Messages { get; set; } = new(); public List Errors { get; set; } = new(); public List TriggeredEvents { get; set; } = new(); } @@ -287,7 +291,11 @@ public enum AttackType /// public enum TerritoryType { - Basic, Fortress, Resource, Strategic + Basic, // 基础领土 + Fortress, // 要塞领土 + Resource, // 资源领土 + Strategic, // 战略领土 + Circular // 圆形领土(画线圈地专用) } /// diff --git a/backend/src/CollabApp.Domain/Services/Game/IPlayerStateService.cs b/backend/src/CollabApp.Domain/Services/Game/IPlayerStateService.cs index c5e9c22..d4da84c 100644 --- a/backend/src/CollabApp.Domain/Services/Game/IPlayerStateService.cs +++ b/backend/src/CollabApp.Domain/Services/Game/IPlayerStateService.cs @@ -3,154 +3,542 @@ using CollabApp.Domain.Entities.Game; namespace CollabApp.Domain.Services.Game; /// -/// 玩家状态管理服务接口 -/// 负责管理游戏中玩家的各种状态,包括生命值、位置、装备、技能等 +/// 画线圈地游戏 - 玩家状态管理服务接口 +/// +/// 职责说明: +/// 1. 管理游戏中玩家的完整状态(位置、画线、领地、道具) +/// 2. 处理玩家移动和画线轨迹的实时更新 +/// 3. 执行碰撞检测和死亡/复活机制 +/// 4. 计算和维护玩家领地面积和排名 +/// 5. 管理道具拾取、使用和效果系统 +/// +/// 业务规则遵循: +/// - 严格按照画线圈地游戏规则执行碰撞检测 +/// - 玩家死亡后5秒复活,带有无敌时间 +/// - 实时计算领地面积并更新排名 +/// - 道具效果时长和作用严格按照游戏设定 +/// - 确保游戏公平性和一致性 +/// +/// 设计原则: +/// - 所有操作异步执行,支持高并发 +/// - 使用事件驱动模式通知状态变更 +/// - 实现完整的错误处理和业务验证 +/// - 支持实时状态查询和历史追踪 /// public interface IPlayerStateService { + #region 玩家基础状态管理 + /// - /// 获取玩家状态 - /// 获取玩家的当前完整状态信息 + /// 获取玩家完整游戏状态 + /// + /// 返回信息包括: + /// 1. 基础信息:ID、姓名、颜色、位置 + /// 2. 游戏状态:画线状态、生存状态、无敌状态 + /// 3. 领地信息:拥有的所有领地、总面积、排名 + /// 4. 道具信息:背包道具、活跃效果、剩余时长 + /// 5. 统计信息:移动距离、死亡次数、击杀次数 + /// + /// 性能优化: + /// - 支持缓存机制,减少数据库查询 + /// - 增量更新,只返回变化的部分 + /// - 批量查询,支持同时获取多个玩家状态 /// /// 游戏标识 /// 玩家标识 - /// 玩家状态信息 - Task GetPlayerStateAsync(Guid gameId, Guid playerId); - + /// 玩家完整状态信息 + Task GetPlayerStateAsync(Guid gameId, Guid playerId); + /// - /// 更新玩家位置 - /// 更新玩家在游戏中的位置 + /// 获取游戏中所有玩家状态 + /// + /// 用途: + /// 1. 游戏界面显示所有玩家信息 + /// 2. 排行榜计算和显示 + /// 3. 游戏结束时的最终统计 + /// 4. 管理员监控和调试 /// /// 游戏标识 - /// 玩家标识 - /// 新位置 - /// 时间戳 - /// 位置更新结果 - Task UpdatePlayerPositionAsync(Guid gameId, Guid playerId, Position newPosition, DateTime timestamp); - + /// 所有玩家状态列表 + Task> GetAllPlayerStatesAsync(Guid gameId); + /// - /// 更新玩家生命值 - /// 修改玩家的生命值 + /// 初始化玩家游戏状态 + /// + /// 初始化内容: + /// 1. 分配玩家专属颜色(红、蓝、绿、黄、紫、橙、粉、青) + /// 2. 设置出生点位置(地图边缘均匀分布) + /// 3. 创建初始安全区域(出生点周围小片领地) + /// 4. 初始化统计数据和背包 + /// 5. 设置玩家状态为Idle + /// + /// 分配规则: + /// - 颜色按加入顺序分配,避免重复 + /// - 出生点距离其他玩家尽可能远 + /// - 初始安全区域大小固定(50x50像素) /// /// 游戏标识 /// 玩家标识 - /// 生命值变化(正数为恢复,负数为损失) - /// 变化来源 - /// 生命值更新结果 - Task UpdatePlayerHealthAsync(Guid gameId, Guid playerId, float healthChange, string source); - + /// 玩家昵称 + /// 初始化结果,包含分配的颜色和出生点 + Task InitializePlayerStateAsync(Guid gameId, Guid playerId, string playerName); + + #endregion + + #region 移动和画线系统 + /// - /// 设置玩家状态 - /// 设置玩家的游戏状态(如存活、死亡、观战等) + /// 更新玩家位置并处理移动逻辑 + /// + /// 移动处理流程: + /// 1. 验证移动的合法性(速度限制、边界检查) + /// 2. 计算实际移动距离和方向 + /// 3. 检测移动路径上的碰撞(边界、障碍物、其他玩家轨迹) + /// 4. 如果正在画线,添加轨迹点 + /// 5. 更新玩家统计数据(移动距离) + /// 6. 触发相关游戏事件 + /// + /// 碰撞处理: + /// - 边界碰撞:阻止移动,保持原位置 + /// - 障碍物碰撞:阻止移动,保持原位置 + /// - 轨迹碰撞:如果正在画线,触发死亡;否则正常穿过 + /// - 领地穿越:允许穿越,但不能在其他玩家领地内开始画线 + /// + /// 速度加成: + /// - 基础速度:每秒100像素 + /// - 闪电道具:速度提升50%,每秒150像素 + /// - 速度限制:防止作弊,最大不超过200像素/秒 /// /// 游戏标识 /// 玩家标识 - /// 新状态 - /// 状态变化原因 - /// 状态更新是否成功 - Task SetPlayerStateAsync(Guid gameId, Guid playerId, PlayerState newState, string reason); - + /// 目标位置 + /// 移动时间戳 + /// 是否正在画线 + /// 位置更新结果,包含实际位置和碰撞信息 + Task UpdatePlayerPositionAsync( + Guid gameId, + Guid playerId, + Position newPosition, + DateTime timestamp, + bool isDrawing = false); + /// - /// 重生玩家 - /// 在指定位置重生已死亡的玩家 + /// 玩家开始画线 + /// + /// 开始条件检查: + /// 1. 玩家必须处于Idle状态(非死亡、非画线中) + /// 2. 开始位置必须在玩家的领地内或出生点 + /// 3. 玩家不能处于其他玩家的领地内 + /// 4. 玩家不能处于无敌状态结束前 + /// + /// 开始画线处理: + /// 1. 验证开始位置的合法性 + /// 2. 清空之前的轨迹(如果有) + /// 3. 设置玩家状态为Drawing + /// 4. 记录画线开始时间和位置 + /// 5. 初始化轨迹点列表 + /// 6. 广播画线开始事件 + /// + /// 错误情况: + /// - 不在自己领地内开始:返回错误 + /// - 已经在画线中:返回错误 + /// - 玩家已死亡:返回错误 /// /// 游戏标识 /// 玩家标识 - /// 重生位置 - /// 重生结果 - Task RespawnPlayerAsync(Guid gameId, Guid playerId, Position? respawnPosition = null); - + /// 开始画线的位置 + /// 画线开始结果 + Task StartDrawingAsync(Guid gameId, Guid playerId, Position startPosition); + /// - /// 获取玩家装备 - /// 获取玩家当前装备的物品 + /// 玩家停止画线并尝试圈地 + /// + /// 停止画线处理: + /// 1. 验证玩家确实在画线状态 + /// 2. 检查画线轨迹是否形成闭合回路 + /// 3. 如果闭合,计算新领地面积 + /// 4. 验证新领地的合法性(不与现有领地冲突) + /// 5. 更新玩家领地和面积统计 + /// 6. 设置玩家状态回到Idle + /// 7. 广播圈地成功/失败事件 + /// + /// 闭合回路判定: + /// 1. 轨迹终点必须回到玩家的现有领地 + /// 2. 轨迹不能自相交(除了起点和终点) + /// 3. 形成的区域必须有有效面积(>100像素²) + /// + /// 面积计算: + /// - 使用多边形面积计算算法(Shoelace公式) + /// - 排除已属于其他玩家的区域 + /// - 包含区域内的道具和中立区域 + /// + /// 特殊情况: + /// - 未形成闭合:清除轨迹,回到Idle状态 + /// - 包含其他玩家:只获得未被占领的部分 + /// - 面积过小:不获得领地,清除轨迹 /// /// 游戏标识 /// 玩家标识 - /// 装备信息 - Task GetPlayerEquipmentAsync(Guid gameId, Guid playerId); - + /// 结束画线的位置 + /// 画线结束结果,包含新获得的领地信息 + Task StopDrawingAsync(Guid gameId, Guid playerId, Position endPosition); + + #endregion + + #region 碰撞和战斗系统 + /// - /// 更新玩家装备 - /// 装备或卸下物品 + /// 处理玩家轨迹被其他玩家碰撞(截断死亡) + /// + /// 碰撞检测逻辑: + /// 1. 检测碰撞发生的精确位置和时间 + /// 2. 验证碰撞的合法性(攻击者不能是自己) + /// 3. 确认被攻击者正在画线状态 + /// 4. 计算碰撞的影响范围 + /// + /// 死亡处理: + /// 1. 立即清除被攻击者的所有轨迹 + /// 2. 设置被攻击者状态为Dead + /// 3. 记录死亡原因和攻击者信息 + /// 4. 更新攻击者击杀统计 + /// 5. 启动5秒复活倒计时 + /// 6. 广播玩家死亡事件 + /// + /// 护盾道具效果: + /// - 如果被攻击者有活跃的护盾:免疫此次攻击 + /// - 消耗护盾效果,继续游戏 + /// - 显示护盾抵挡特效 + /// + /// 统计更新: + /// - 被攻击者:死亡次数+1 + /// - 攻击者:击杀次数+1 + /// - 游戏总体:总死亡数+1 /// /// 游戏标识 - /// 玩家标识 - /// 装备槽位 - /// 物品标识 - /// 装备更新结果 - Task UpdatePlayerEquipmentAsync(Guid gameId, Guid playerId, EquipmentSlot equipmentSlot, string? itemId); - + /// 被攻击的玩家标识 + /// 碰撞发生位置 + /// 攻击者玩家标识(可选,可能是自己撞到自己) + /// 碰撞处理结果 + Task HandleTrailCollisionAsync( + Guid gameId, + Guid victimPlayerId, + Position collisionPosition, + Guid? attackerPlayerId = null); + /// - /// 获取玩家技能状态 - /// 获取玩家技能的冷却时间和可用性 + /// 处理玩家死亡的完整流程 + /// + /// 死亡类型: + /// 1. 轨迹被其他玩家碰撞(最常见) + /// 2. 撞到自己的轨迹(自杀) + /// 3. 撞到地图边界(边界死亡) + /// 4. 撞到障碍物(障碍死亡) + /// 5. 其他特殊情况(如炸弹攻击) + /// + /// 死亡处理步骤: + /// 1. 记录死亡时间、位置和原因 + /// 2. 清除玩家当前所有轨迹 + /// 3. 保留玩家已占领的领地 + /// 4. 更新玩家状态为Dead + /// 5. 计算复活倒计时(5秒) + /// 6. 清除玩家身上的临时道具效果 + /// 7. 更新死亡统计数据 + /// 8. 广播死亡事件给所有玩家 + /// + /// 复活准备: + /// - 设置复活位置为出生点 + /// - 预计算复活后的无敌时间(5秒) + /// - 清理死亡位置周围的干扰因素 /// /// 游戏标识 - /// 玩家标识 - /// 技能状态信息 - Task GetPlayerSkillStateAsync(Guid gameId, Guid playerId); - + /// 死亡的玩家标识 + /// 死亡原因描述 + /// 击杀者标识(如果有) + /// 死亡位置 + /// 死亡处理结果 + Task HandlePlayerDeathAsync( + Guid gameId, + Guid playerId, + string deathReason, + Guid? killerId = null, + Position? deathPosition = null); + + /// + /// 复活已死亡的玩家 + /// + /// 复活条件检查: + /// 1. 玩家必须处于Dead状态 + /// 2. 复活倒计时必须已结束 + /// 3. 游戏必须仍在进行中 + /// 4. 出生点位置必须安全(无其他玩家占据) + /// + /// 复活处理: + /// 1. 将玩家传送到出生点位置 + /// 2. 设置玩家状态为Invulnerable(无敌) + /// 3. 启动5秒无敌时间倒计时 + /// 4. 重置玩家速度和临时效果 + /// 5. 清空画线轨迹缓存 + /// 6. 广播玩家复活事件 + /// + /// 无敌机制: + /// - 无敌期间不会因碰撞死亡 + /// - 无敌期间不能画线 + /// - 无敌期间可以正常移动 + /// - 视觉效果:玩家闪烁显示 + /// - 5秒后自动结束无敌状态 + /// + /// 异常处理: + /// - 出生点被占据:延迟复活,等待位置清空 + /// - 复活过程中断:重新开始复活流程 + /// - 游戏已结束:取消复活操作 + /// + /// 游戏标识 + /// 要复活的玩家标识 + /// 复活操作结果 + Task RespawnPlayerAsync(Guid gameId, Guid playerId); + + #endregion + + #region 领地和排名系统 + /// - /// 更新技能冷却 - /// 设置技能的冷却时间 + /// 计算玩家当前总领地面积 + /// + /// 计算方法: + /// 1. 遍历玩家拥有的所有领地区域 + /// 2. 使用几何算法计算每块领地的精确面积 + /// 3. 处理领地重叠部分(去重计算) + /// 4. 排除被其他玩家侵占的部分 + /// 5. 累加得出总面积 + /// + /// 面积单位: + /// - 使用像素平方(px²)作为基础单位 + /// - 支持转换为百分比(相对于地图总面积) + /// - 支持转换为游戏内积分 + /// + /// 优化策略: + /// - 使用空间索引加速面积计算 + /// - 缓存计算结果,避免重复计算 + /// - 增量更新,只重新计算变化的部分 + /// + /// 精度保证: + /// - 使用高精度浮点数计算 + /// - 考虑像素边界的影响 + /// - 处理边缘情况和数值误差 /// /// 游戏标识 /// 玩家标识 - /// 技能标识 - /// 冷却时长 - /// 更新是否成功 - Task SetSkillCooldownAsync(Guid gameId, Guid playerId, string skillId, TimeSpan cooldownDuration); - + /// 领地计算结果 + Task CalculatePlayerTerritoryAsync(Guid gameId, Guid playerId); + /// - /// 获取所有玩家状态 - /// 获取游戏中所有玩家的状态信息 + /// 获取游戏实时排名 + /// + /// 排名规则: + /// 1. 主要依据:当前领地总面积(降序) + /// 2. 面积相同时:先达到该面积的玩家排名靠前 + /// 3. 同时达到:按玩家加入游戏的顺序 + /// 4. 死亡玩家:保持死亡前的排名 + /// 5. 离线玩家:保持离线前的排名 + /// + /// 排名计算: + /// - 实时计算,每次移动/圈地后更新 + /// - 支持缓存机制,减少计算开销 + /// - 提供排名变化历史记录 + /// - 支持并发访问和更新 + /// + /// 显示信息: + /// - 排名位置(1-8名) + /// - 玩家基本信息(昵称、颜色) + /// - 当前领地面积和百分比 + /// - 领地数量统计 + /// - 当前状态(存活/死亡/离线) + /// + /// 性能优化: + /// - 批量计算所有玩家面积 + /// - 使用内存排序而非数据库排序 + /// - 支持分页查询大量玩家 /// /// 游戏标识 - /// 所有玩家状态列表 - Task> GetAllPlayerStatesAsync(Guid gameId); - + /// 实时排名列表 + Task> GetGameRankingAsync(Guid gameId); + + #endregion + + #region 道具系统 + /// - /// 应用状态效果 - /// 为玩家应用临时状态效果 + /// 玩家拾取地图上的道具 + /// + /// 拾取条件检查: + /// 1. 玩家必须存活(非死亡状态) + /// 2. 玩家位置与道具位置足够接近(<20像素) + /// 3. 道具必须仍然存在且未过期 + /// 4. 玩家背包未满(最多持有3个道具) + /// 5. 玩家不处于无敌状态 + /// + /// 拾取处理: + /// 1. 验证拾取条件的合法性 + /// 2. 从地图上移除该道具 + /// 3. 将道具添加到玩家背包 + /// 4. 更新道具拾取统计 + /// 5. 广播道具被拾取事件 + /// 6. 触发道具拾取音效和特效 + /// + /// 道具类型识别: + /// - 闪电道具:金黄色闪电图标 + /// - 护盾道具:蓝色盾牌图标 + /// - 炸弹道具:红色炸弹图标 + /// + /// 背包管理: + /// - 同类道具可叠加 + /// - 不同道具分别计数 + /// - 背包满时阻止拾取 + /// - 支持道具丢弃功能 + /// + /// 异常处理: + /// - 道具已被其他玩家拾取:返回失败 + /// - 网络延迟导致的重复拾取:去重处理 + /// - 背包状态不一致:重新同步 /// /// 游戏标识 /// 玩家标识 - /// 状态效果 - /// 应用结果 - Task ApplyStatusEffectAsync(Guid gameId, Guid playerId, StatusEffect effect); - + /// 道具标识 + /// 拾取位置 + /// 道具拾取结果 + Task PickupItemAsync( + Guid gameId, + Guid playerId, + Guid itemId, + Position pickupPosition); + /// - /// 移除状态效果 - /// 移除玩家身上的状态效果 + /// 玩家使用背包中的道具 + /// + /// 道具效果详解: + /// + /// 1. 闪电道具 (Lightning): + /// - 效果:移动速度提升50% + /// - 持续时间:10秒 + /// - 视觉效果:玩家周围闪电特效 + /// - 叠加规则:不可叠加,重复使用刷新时间 + /// - 使用限制:任何状态下都可使用 + /// + /// 2. 护盾道具 (Shield): + /// - 效果:免疫下一次轨迹碰撞攻击 + /// - 持续时间:15秒或被攻击一次 + /// - 视觉效果:玩家周围蓝色护盾光环 + /// - 叠加规则:不可叠加,重复使用刷新时间 + /// - 使用限制:死亡状态下不可使用 + /// + /// 3. 炸弹道具 (Bomb): + /// - 效果:清除指定位置周围轨迹(半径100像素) + /// - 持续时间:瞬间效果 + /// - 视觉效果:爆炸动画和声效 + /// - 目标选择:需要指定目标位置 + /// - 使用限制:不能在自己领地内使用 + /// + /// 使用处理流程: + /// 1. 验证玩家背包中是否有该道具 + /// 2. 检查道具使用条件和限制 + /// 3. 消耗背包中的道具数量 + /// 4. 应用道具效果到玩家状态 + /// 5. 设置效果持续时间和属性 + /// 6. 广播道具使用事件 + /// 7. 更新道具使用统计 + /// + /// 特殊情况处理: + /// - 炸弹道具:需要验证目标位置合法性 + /// - 效果冲突:新效果覆盖旧效果 + /// - 使用失败:返还道具到背包 /// /// 游戏标识 /// 玩家标识 - /// 效果标识 - /// 移除是否成功 - Task RemoveStatusEffectAsync(Guid gameId, Guid playerId, Guid effectId); + /// 要使用的道具类型 + /// 目标位置(炸弹道具需要) + /// 道具使用结果 + Task UseItemAsync( + Guid gameId, + Guid playerId, + DrawingGameItemType itemType, + Position? targetPosition = null); + + #endregion } +#region 数据传输对象和枚举 + /// -/// 玩家游戏状态 +/// 玩家画线状态枚举 +/// +public enum PlayerDrawingState +{ + Idle, // 空闲状态 - 玩家可以开始画线 + Drawing, // 正在画线 - 玩家正在移动并留下轨迹 + Dead, // 死亡状态 - 玩家已死亡,无法移动 + Respawning, // 重生中 - 死亡后等待复活 + Invulnerable // 无敌状态 - 复活后5秒内免疫攻击 +} + +/// +/// 画线圈地游戏道具类型枚举 +/// +public enum DrawingGameItemType +{ + Lightning, // 闪电道具 - 移动速度提升50%,持续10秒 + Shield, // 护盾道具 - 免疫一次截断攻击,持续15秒 + Bomb, // 炸弹道具 - 清除周围小范围内所有玩家轨迹 + SpeedBoost, // 加速道具 - 移动速度提升(与闪电类似) + SlowTrap, // 减速陷阱 - 放置陷阱减缓其他玩家 + Teleport // 传送道具 - 瞬移到指定位置 +} + +/// +/// 画线圈地游戏碰撞类型枚举 +/// +public enum DrawingGameCollisionType +{ + TrailCollision, // 轨迹碰撞(截断)- 最常见的死亡原因 + TerritoryEntry, // 进入其他玩家领地 - 可以穿越但不能画线 + BoundaryHit, // 撞到地图边界 - 阻止移动 + ObstacleHit // 撞到障碍物 - 阻止移动 +} + +/// +/// 玩家游戏状态 - 完整的玩家信息 /// public class PlayerGameState { public Guid PlayerId { get; set; } public string PlayerName { get; set; } = string.Empty; - public Position Position { get; set; } = new(); - public float Health { get; set; } - public float MaxHealth { get; set; } - public float Shield { get; set; } - public float MaxShield { get; set; } - public PlayerState State { get; set; } - public int Score { get; set; } - public int Level { get; set; } - public float Experience { get; set; } + public string PlayerColor { get; set; } = string.Empty; + public Position CurrentPosition { get; set; } = new(); + public Position SpawnPoint { get; set; } = new(); + public PlayerDrawingState State { get; set; } = PlayerDrawingState.Idle; + public List CurrentTrail { get; set; } = new(); + public List OwnedTerritories { get; set; } = new(); + public float TotalTerritoryArea { get; set; } + public int CurrentRank { get; set; } + public List Inventory { get; set; } = new(); + public List ActiveEffects { get; set; } = new(); + public bool IsInvulnerable { get; set; } + public DateTime? InvulnerabilityEndTime { get; set; } public DateTime LastActivity { get; set; } - public PlayerEquipment Equipment { get; set; } = new(); - public PlayerSkillState SkillState { get; set; } = new(); - public List ActiveEffects { get; set; } = new(); - public PlayerStatistics Statistics { get; set; } = new(); - public Dictionary CustomData { get; set; } = new(); + public PlayerGameStatistics Statistics { get; set; } = new(); +} + +/// +/// 玩家初始化结果 +/// +public class PlayerInitResult +{ + public bool Success { get; set; } + public string AssignedColor { get; set; } = string.Empty; + public Position SpawnPoint { get; set; } = new(); + public Territory InitialTerritory { get; set; } = new(); + public int PlayerNumber { get; set; } + public List Messages { get; set; } = new(); + public List Errors { get; set; } = new(); } /// @@ -162,175 +550,195 @@ public class PositionUpdateResult public Position OldPosition { get; set; } = new(); public Position NewPosition { get; set; } = new(); public float DistanceMoved { get; set; } - public bool TriggeredEvents { get; set; } + public float CurrentSpeed { get; set; } + public bool CollisionDetected { get; set; } + public PlayerCollisionInfo? CollisionInfo { get; set; } public List Events { get; set; } = new(); public List Errors { get; set; } = new(); } /// -/// 生命值更新结果 +/// 画线开始结果 /// -public class HealthUpdateResult +public class DrawingStartResult { public bool Success { get; set; } - public float OldHealth { get; set; } - public float NewHealth { get; set; } - public float ActualChange { get; set; } - public bool IsDead { get; set; } - public bool IsFullHealth { get; set; } - public string Source { get; set; } = string.Empty; - public List Effects { get; set; } = new(); + public Position StartPosition { get; set; } = new(); + public DateTime StartTime { get; set; } + public List Messages { get; set; } = new(); + public List Errors { get; set; } = new(); } /// -/// 重生结果 +/// 画线结束结果 /// -public class RespawnResult +public class DrawingEndResult { public bool Success { get; set; } - public Position RespawnPosition { get; set; } = new(); - public float InitialHealth { get; set; } - public PlayerEquipment InitialEquipment { get; set; } = new(); - public TimeSpan RespawnDelay { get; set; } + public Position EndPosition { get; set; } = new(); + public List CompletedTrail { get; set; } = new(); + public Territory? NewTerritory { get; set; } + public float AreaGained { get; set; } + public bool IsClosedLoop { get; set; } public List Messages { get; set; } = new(); public List Errors { get; set; } = new(); } /// -/// 玩家装备 +/// 碰撞结果 /// -public class PlayerEquipment +public class PlayerCollisionResult { - public string? PrimaryWeapon { get; set; } - public string? SecondaryWeapon { get; set; } - public string? Armor { get; set; } - public string? Accessory { get; set; } - public string? SpecialItem { get; set; } - public List Inventory { get; set; } = new(); - public int InventoryCapacity { get; set; } = 10; - public Dictionary CustomSlots { get; set; } = new(); + public bool Success { get; set; } + public bool PlayerDied { get; set; } + public Guid? KillerId { get; set; } + public string? KillerName { get; set; } + public List ClearedTrail { get; set; } = new(); + public string DeathReason { get; set; } = string.Empty; + public bool ShieldBlocked { get; set; } + public List Messages { get; set; } = new(); } /// -/// 装备更新结果 +/// 死亡结果 /// -public class EquipmentUpdateResult +public class DeathResult { public bool Success { get; set; } - public EquipmentSlot Slot { get; set; } - public string? OldItemId { get; set; } - public string? NewItemId { get; set; } - public List StatChanges { get; set; } = new(); - public List Errors { get; set; } = new(); + public string DeathReason { get; set; } = string.Empty; + public Guid? KillerId { get; set; } + public string? KillerName { get; set; } + public Position DeathPosition { get; set; } = new(); + public List ClearedTrail { get; set; } = new(); + public DateTime RespawnTime { get; set; } + public List Messages { get; set; } = new(); } /// -/// 玩家技能状态 +/// 复活结果 /// -public class PlayerSkillState +public class RespawnResult { - public Dictionary Skills { get; set; } = new(); - public Dictionary CooldownEndTimes { get; set; } = new(); - public int SkillPoints { get; set; } - public List UnlockedSkills { get; set; } = new(); + public bool Success { get; set; } + public Position RespawnPosition { get; set; } = new(); + public DateTime InvulnerabilityEndTime { get; set; } + public TimeSpan InvulnerabilityDuration { get; set; } = TimeSpan.FromSeconds(5); + public List Messages { get; set; } = new(); + public List Errors { get; set; } = new(); } /// -/// 技能信息 +/// 领地计算结果 /// -public class SkillInfo +public class TerritoryResult { - public string Id { get; set; } = string.Empty; - public string Name { get; set; } = string.Empty; - public int Level { get; set; } - public int MaxLevel { get; set; } - public TimeSpan BaseCooldown { get; set; } - public TimeSpan RemainingCooldown { get; set; } - public bool IsAvailable { get; set; } - public int ManaCost { get; set; } - public List Requirements { get; set; } = new(); - public Dictionary Properties { get; set; } = new(); + public bool Success { get; set; } + public float TotalArea { get; set; } + public List Territories { get; set; } = new(); + public int TerritoryCount { get; set; } + public float AreaPercentage { get; set; } + public List Messages { get; set; } = new(); } /// -/// 状态效果 +/// 道具拾取结果 /// -public class StatusEffect +public class ItemPickupResult { - public Guid Id { get; set; } - public string Name { get; set; } = string.Empty; - public string Description { get; set; } = string.Empty; - public StatusEffectType Type { get; set; } - public DateTime StartTime { get; set; } - public TimeSpan Duration { get; set; } - public TimeSpan RemainingTime { get; set; } - public int StackCount { get; set; } = 1; - public int MaxStacks { get; set; } = 1; - public List StatModifiers { get; set; } = new(); - public Dictionary Properties { get; set; } = new(); + public bool Success { get; set; } + public Guid ItemId { get; set; } + public DrawingGameItemType ItemType { get; set; } + public Position PickupPosition { get; set; } = new(); + public bool InventoryFull { get; set; } + public int NewItemCount { get; set; } + public List Messages { get; set; } = new(); + public List Errors { get; set; } = new(); } /// -/// 状态效果结果 +/// 道具使用结果 /// -public class StatusEffectResult +public class ItemUseResult { public bool Success { get; set; } - public Guid EffectId { get; set; } - public bool Stacked { get; set; } - public int NewStackCount { get; set; } - public List AppliedModifiers { get; set; } = new(); + public DrawingGameItemType ItemType { get; set; } + public ActiveEffect? AppliedEffect { get; set; } + public List? ClearedTrails { get; set; } + public List? AffectedPlayers { get; set; } + public Position? TargetPosition { get; set; } public List Messages { get; set; } = new(); public List Errors { get; set; } = new(); } /// -/// 属性修改器 +/// 玩家碰撞信息 /// -public class StatModifier +public class PlayerCollisionInfo { - public string StatName { get; set; } = string.Empty; - public ModifierType ModifierType { get; set; } - public float Value { get; set; } - public bool IsPercentage { get; set; } - public string Source { get; set; } = string.Empty; + public DrawingGameCollisionType Type { get; set; } + public Guid? OtherPlayerId { get; set; } + public Position CollisionPoint { get; set; } = new(); + public string Description { get; set; } = string.Empty; } /// -/// 装备槽位 +/// 领地区域 /// -public enum EquipmentSlot +public class Territory { - PrimaryWeapon, - SecondaryWeapon, - Armor, - Accessory, - SpecialItem, - Custom1, - Custom2, - Custom3 + public Guid Id { get; set; } + public Guid PlayerId { get; set; } + public List Boundary { get; set; } = new(); + public float Area { get; set; } + public DateTime CapturedTime { get; set; } + public string Color { get; set; } = string.Empty; } /// -/// 状态效果类型 +/// 活跃道具效果 /// -public enum StatusEffectType +public class ActiveEffect { - Buff, // 增益 - Debuff, // 减益 - DoT, // 持续伤害 - HoT, // 持续治疗 - Immunity, // 免疫 - Transformation, // 变身 - Aura // 光环 + public Guid Id { get; set; } + public DrawingGameItemType EffectType { get; set; } + public DateTime StartTime { get; set; } + public TimeSpan Duration { get; set; } + public DateTime EndTime => StartTime.Add(Duration); + public bool IsExpired => DateTime.UtcNow > EndTime; + public Dictionary Properties { get; set; } = new(); +} + +/// +/// 玩家游戏排名信息 +/// +public class PlayerGameRanking +{ + public int Rank { get; set; } + public Guid PlayerId { get; set; } + public string PlayerName { get; set; } = string.Empty; + public string PlayerColor { get; set; } = string.Empty; + public float TerritoryArea { get; set; } + public int TerritoryCount { get; set; } + public float AreaPercentage { get; set; } + public PlayerDrawingState CurrentState { get; set; } + public DateTime LastUpdate { get; set; } } /// -/// 修改器类型 +/// 玩家游戏统计信息 /// -public enum ModifierType +public class PlayerGameStatistics { - Add, // 加法 - Multiply, // 乘法 - Override // 覆盖 + public int Deaths { get; set; } + public int Kills { get; set; } + public float MaxTerritoryArea { get; set; } + public float TotalDistanceMoved { get; set; } + public int ItemsUsed { get; set; } + public int ItemsPickedUp { get; set; } + public TimeSpan TotalDrawingTime { get; set; } + public int TerritoryCaptures { get; set; } + public DateTime GameStartTime { get; set; } + public DateTime LastActivity { get; set; } } + +#endregion diff --git a/backend/src/CollabApp.Domain/Services/Game/README.md b/backend/src/CollabApp.Domain/Services/Game/README.md deleted file mode 100644 index 4ca035a..0000000 --- a/backend/src/CollabApp.Domain/Services/Game/README.md +++ /dev/null @@ -1,166 +0,0 @@ -# 游戏域服务架构 - -本文档描述了为实时协作游戏应用创建的游戏服务接口和实现。 - -## 架构概览 - -### Domain Layer - 服务接口 (`CollabApp.Domain.Services.Game`) - -所有的游戏服务接口都遵循Domain-Driven Design原则,专注于业务逻辑而非技术实现细节。 - -#### 核心服务接口 - -1. **IGameStateService** - 游戏状态管理 - - 游戏生命周期管理(初始化、开始、暂停、恢复、结束) - - 状态转换验证和更新 - - 游戏状态信息查询 - -2. **IGamePlayService** - 游戏玩法逻辑 - - 玩家行为处理(移动、攻击、收集) - - 技能使用和领土占领 - - 游戏规则检查和行为预测 - -3. **IGameResultService** - 游戏结果计算 - - 排名和得分计算 - - 经验值和奖励分配 - - 成就系统和评级更新 - -4. **IGameBroadcastService** - 实时广播 - - 游戏状态和事件广播 - - 玩家行为和状态更新推送 - - 房间管理和消息传递 - -5. **ICollisionDetectionService** - 碰撞检测 - - 移动和攻击碰撞检测 - - 区域和边界检测 - - 射线投射和路径预测 - -6. **IPowerUpService** - 道具系统 - - 道具生成和收集 - - 效果应用和管理 - - 冲突检测和清理 - -7. **ITerritoryService** - 领土管理 - - 领土占领和释放 - - 面积计算和边界管理 - - 冲突解决和价值评估 - -8. **IPlayerStateService** - 玩家状态管理 - - 玩家属性管理(生命值、位置、装备) - - 技能状态和冷却管理 - - 状态效果应用和移除 - -### Application Layer - 服务实现 (`CollabApp.Application.Services.Game`) - -提供了所有接口的空实现骨架,返回占位符数据,为未来的业务逻辑实现预留空间。 - -#### 实现特点 - -- **异步设计**: 所有方法都是异步的,支持高并发场景 -- **占位符数据**: 返回合理的示例数据,便于测试和开发 -- **TODO标记**: 每个方法都有TODO注释,明确指出需要实现的业务逻辑 -- **错误安全**: 所有方法都有基础的错误处理结构 - -## 设计原则 - -### 1. 单一职责原则 (SRP) -每个服务接口都专注于特定的游戏域功能,职责明确。 - -### 2. 接口隔离原则 (ISP) -接口设计精细,避免强制实现不需要的方法。 - -### 3. 依赖倒置原则 (DIP) -Domain层定义接口,Application层提供实现,支持依赖注入。 - -### 4. 开放封闭原则 (OCP) -通过接口扩展功能,无需修改现有代码。 - -## 数据传输对象 (DTOs) - -每个服务都定义了丰富的DTO类型: - -- **命令对象**: 表示玩家行为和游戏操作 -- **结果对象**: 包含操作结果和相关信息 -- **状态对象**: 表示游戏和玩家的当前状态 -- **配置对象**: 游戏规则和参数设置 - -## 枚举类型 - -定义了完整的枚举体系: - -- 游戏状态、玩家状态、行为类型 -- 道具类型、领土类型、碰撞类型 -- 事件优先级、效果类型等 - -## 扩展性考虑 - -### 1. 可配置性 -通过配置对象支持灵活的游戏规则定制。 - -### 2. 可扩展性 -预留了自定义属性字典,支持未来功能扩展。 - -### 3. 可测试性 -接口设计便于单元测试和集成测试。 - -### 4. 性能优化 -支持批量操作和缓存机制。 - -## 下一步开发计划 - -1. **依赖注入配置**: 在Startup中注册所有服务 -2. **业务逻辑实现**: 逐步实现每个服务的具体业务逻辑 -3. **数据持久化**: 集成Entity Framework进行数据存储 -4. **SignalR集成**: 实现实时广播功能 -5. **性能优化**: 添加缓存和异步处理 -6. **单元测试**: 为每个服务编写完整的测试用例 - -## 使用示例 - -```csharp -// 注入服务 -public class GameController -{ - private readonly IGameStateService _gameStateService; - private readonly IGamePlayService _gamePlayService; - - public GameController( - IGameStateService gameStateService, - IGamePlayService gamePlayService) - { - _gameStateService = gameStateService; - _gamePlayService = gamePlayService; - } - - // 创建新游戏 - public async Task CreateGameAsync(Guid roomId) - { - var settings = new GameSettings - { - Duration = TimeSpan.FromMinutes(5), - MaxPlayers = 4, - GameType = GameType.Territory - }; - - return await _gameStateService.InitializeGameAsync( - Guid.NewGuid(), roomId, settings); - } - - // 处理玩家移动 - public async Task MovePlayerAsync( - Guid gameId, Guid playerId, Position newPosition) - { - var moveCommand = new MoveCommand - { - PlayerId = playerId, - NewPosition = newPosition, - Timestamp = DateTime.UtcNow - }; - - return await _gamePlayService.ProcessPlayerMoveAsync( - gameId, playerId, moveCommand); - } -} -``` - -这个架构为实时协作游戏提供了坚实的基础,支持复杂的游戏逻辑和高并发场景。 diff --git a/backend/src/CollabApp.Domain/Services/README.md b/backend/src/CollabApp.Domain/Services/README.md deleted file mode 100644 index 94e00c9..0000000 --- a/backend/src/CollabApp.Domain/Services/README.md +++ /dev/null @@ -1,29 +0,0 @@ -# 领域服务层 (Domain Services) - -## 目的 -处理不属于单个实体的业务逻辑,协调多个聚合之间的操作。 - -## 内容 -- **领域服务**: 跨聚合的业务逻辑 -- **策略模式**: 复杂业务规则的封装 -- **领域事件处理**: 聚合间的解耦通信 - -## 特点 -- 无状态服务 -- 包含纯业务逻辑 -- 不依赖外部基础设施 -- 可被多个聚合共享 - -## 示例 -```csharp -public class UserDomainService -{ - public async Task IsEmailUniqueAsync( - Email email, - IUserRepository userRepository) - { - var existingUser = await userRepository.GetByEmailAsync(email); - return existingUser == null; - } -} -``` diff --git a/backend/tests/CollabApp.Application.Tests/CollabApp.Application.Tests.csproj b/backend/tests/CollabApp.Application.Tests/CollabApp.Application.Tests.csproj deleted file mode 100644 index d7f0b2e..0000000 --- a/backend/tests/CollabApp.Application.Tests/CollabApp.Application.Tests.csproj +++ /dev/null @@ -1,21 +0,0 @@ - - - - net9.0 - enable - enable - false - - - - - - - - - - - - - - diff --git a/backend/tests/CollabApp.Application.Tests/UnitTest1.cs b/backend/tests/CollabApp.Application.Tests/UnitTest1.cs deleted file mode 100644 index 2dabd25..0000000 --- a/backend/tests/CollabApp.Application.Tests/UnitTest1.cs +++ /dev/null @@ -1,10 +0,0 @@ -namespace CollabApp.Application.Tests; - -public class UnitTest1 -{ - [Fact] - public void Test1() - { - - } -} diff --git a/backend/tests/CollabApp.Domain.Tests/CollabApp.Domain.Tests.csproj b/backend/tests/CollabApp.Domain.Tests/CollabApp.Domain.Tests.csproj deleted file mode 100644 index d7f0b2e..0000000 --- a/backend/tests/CollabApp.Domain.Tests/CollabApp.Domain.Tests.csproj +++ /dev/null @@ -1,21 +0,0 @@ - - - - net9.0 - enable - enable - false - - - - - - - - - - - - - - diff --git a/backend/tests/CollabApp.Domain.Tests/UnitTest1.cs b/backend/tests/CollabApp.Domain.Tests/UnitTest1.cs deleted file mode 100644 index 94fe7cf..0000000 --- a/backend/tests/CollabApp.Domain.Tests/UnitTest1.cs +++ /dev/null @@ -1,10 +0,0 @@ -namespace CollabApp.Domain.Tests; 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- - - - -- Gitee From 0b222db68f124efd4848804a91d161c4a6c9dab9 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=E6=B2=88=E8=82=B2=E6=9E=97?= <2921544609@qq.com> Date: Sat, 16 Aug 2025 18:05:36 +0800 Subject: [PATCH 27/34] =?UTF-8?q?=E6=B7=BB=E5=8A=A0=E6=96=87=E6=A1=A3?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- backend/docs/API_DOCUMENTATION.md | 603 ++++++++++++++++++++++++++++++ backend/docs/METHOD_SIGNATURES.md | 551 +++++++++++++++++++++++++++ backend/docs/SERVICES_OVERVIEW.md | 396 ++++++++++++++++++++ 3 files changed, 1550 insertions(+) create mode 100644 backend/docs/API_DOCUMENTATION.md create mode 100644 backend/docs/METHOD_SIGNATURES.md create mode 100644 backend/docs/SERVICES_OVERVIEW.md diff --git a/backend/docs/API_DOCUMENTATION.md b/backend/docs/API_DOCUMENTATION.md new file mode 100644 index 0000000..c6a52f9 --- /dev/null +++ b/backend/docs/API_DOCUMENTATION.md @@ -0,0 +1,603 @@ +# 画线圈地游戏 - API接口文档 + +## 文档概述 + +本文档详细描述了画线圈地游戏的所有REST API接口,包括请求格式、响应格式、错误处理和使用示例。 + +--- + +## API基础信息 + +- **基础URL**: `http://localhost:5000/api` +- **协议**: HTTP/HTTPS +- **数据格式**: JSON +- **字符编码**: UTF-8 +- **实时通信**: SignalR WebSocket + +--- + +## 通用响应格式 + +所有API接口都使用统一的响应格式: + +```json +{ + "success": true, + "data": { /* 具体数据 */ }, + "message": "操作成功", + "messages": ["成功信息1", "成功信息2"] +} +``` + +错误响应格式: + +```json +{ + "success": false, + "data": null, + "message": "错误描述", + "messages": ["错误信息1", "错误信息2"] +} +``` + +--- + +## 1. 游戏控制器 (GameController) + +### 1.1 加入游戏 + +**接口地址**: `POST /api/game/join` + +**描述**: 玩家加入指定游戏并初始化状态 + +**请求参数**: +```json +{ + "gameId": "游戏ID (GUID)", + "userId": "用户ID (GUID)", + "playerName": "玩家名称", + "playerColor": "玩家颜色 (#FF0000)" +} +``` + +**响应数据**: +```json +{ + "success": true, + "data": { + "playerId": "玩家ID", + "playerName": "玩家名称", + "playerColor": "#FF5733", + "currentPosition": { "x": 100.0, "y": 150.0 }, + "drawingState": "Moving", + "currentTrail": [], + "ownedTerritories": [ + { + "id": "领土ID", + "playerId": "玩家ID", + "boundary": [ + { "x": 50.0, "y": 50.0 }, + { "x": 150.0, "y": 50.0 }, + { "x": 150.0, "y": 150.0 }, + { "x": 50.0, "y": 150.0 } + ], + "area": 10000.0 + } + ], + "totalTerritoryArea": 10000.0, + "inventory": ["SpeedBoost", "Shield"], + "activeEffects": [], + "isInvulnerable": false, + "statistics": { + "deaths": 0, + "kills": 0, + "maxTerritoryArea": 10000.0, + "totalDistanceMoved": 0.0, + "itemsUsed": 0, + "itemsPickedUp": 0, + "territoryCaptures": 1 + } + }, + "message": "成功加入游戏" +} +``` + +**错误响应示例**: +```json +{ + "success": false, + "message": "游戏ID不能为空" +} +``` + +--- + +### 1.2 获取玩家状态 + +**接口地址**: `GET /api/game/{gameId}/player/{playerId}/state` + +**描述**: 获取指定游戏中玩家的完整状态信息 + +**路径参数**: +- `gameId`: 游戏ID (GUID) +- `playerId`: 玩家ID (GUID) + +**响应数据**: 与加入游戏接口相同的玩家状态数据 + +--- + +### 1.3 移动玩家 + +**接口地址**: `POST /api/game/move` + +**描述**: 更新玩家位置并处理移动逻辑 + +**请求参数**: +```json +{ + "gameId": "游戏ID (GUID)", + "playerId": "玩家ID (GUID)", + "x": 200.5, + "y": 150.3, + "isDrawing": true +} +``` + +**响应数据**: +```json +{ + "success": true, + "data": { + "oldPosition": { "x": 180.0, "y": 140.0 }, + "newPosition": { "x": 200.5, "y": 150.3 }, + "distanceMoved": 25.2, + "currentSpeed": 5.0, + "isDrawing": true, + "collisionResult": null, + "events": [ + { + "type": "Move", + "timestamp": "2025-01-16T10:30:00Z", + "data": { "distance": 25.2 } + } + ] + }, + "message": "移动成功" +} +``` + +**碰撞响应示例**: +```json +{ + "success": true, + "data": { + "oldPosition": { "x": 180.0, "y": 140.0 }, + "newPosition": { "x": 200.5, "y": 150.3 }, + "distanceMoved": 25.2, + "currentSpeed": 5.0, + "isDrawing": true, + "collisionResult": { + "collisionType": "PlayerBody", + "collisionPoint": { "x": 195.0, "y": 145.0 }, + "otherPlayerId": "其他玩家ID", + "severity": "Fatal" + }, + "events": [ + { + "type": "PlayerDeath", + "timestamp": "2025-01-16T10:30:00Z", + "data": { "cause": "PlayerBody", "killerId": "击杀者ID" } + } + ] + }, + "message": "碰撞到其他玩家,死亡" +} +``` + +--- + +### 1.4 开始绘制 + +**接口地址**: `POST /api/game/{gameId}/player/{playerId}/start-drawing` + +**描述**: 玩家开始绘制领土线条 + +**路径参数**: +- `gameId`: 游戏ID (GUID) +- `playerId`: 玩家ID (GUID) + +**响应数据**: +```json +{ + "success": true, + "data": true, + "message": "开始绘制领土" +} +``` + +--- + +### 1.5 停止绘制 + +**接口地址**: `POST /api/game/{gameId}/player/{playerId}/stop-drawing` + +**描述**: 玩家停止绘制并尝试形成领土 + +**路径参数**: +- `gameId`: 游戏ID (GUID) +- `playerId`: 玩家ID (GUID) + +**响应数据**: +```json +{ + "success": true, + "data": { + "success": true, + "newTerritoryArea": 5000.0, + "capturedTerritoryArea": 1200.0, + "totalTerritoryArea": 15000.0, + "newTerritory": { + "id": "领土ID", + "playerId": "玩家ID", + "boundary": [ + { "x": 100.0, "y": 100.0 }, + { "x": 200.0, "y": 100.0 }, + { "x": 200.0, "y": 200.0 }, + { "x": 100.0, "y": 200.0 } + ], + "area": 5000.0 + }, + "capturedTerritories": [ + { + "originalPlayerId": "被夺取玩家ID", + "capturedArea": 1200.0 + } + ], + "rankingChange": 2 + }, + "message": "成功形成领土,获得 5000.0 平方单位" +} +``` + +--- + +### 1.6 拾取道具 + +**接口地址**: `POST /api/game/{gameId}/player/{playerId}/pickup-item/{itemId}` + +**描述**: 拾取地图上的道具 + +**路径参数**: +- `gameId`: 游戏ID (GUID) +- `playerId`: 玩家ID (GUID) +- `itemId`: 道具ID (GUID) + +**响应数据**: +```json +{ + "success": true, + "data": { + "success": true, + "itemId": "道具ID", + "itemType": "SpeedBoost", + "position": { "x": 250.0, "y": 180.0 }, + "addedToInventory": true + }, + "message": "成功拾取 SpeedBoost 道具" +} +``` + +--- + +### 1.7 使用道具 + +**接口地址**: `POST /api/game/use-item` + +**描述**: 使用背包中的道具 + +**请求参数**: +```json +{ + "gameId": "游戏ID (GUID)", + "playerId": "玩家ID (GUID)", + "itemType": "SpeedBoost", + "targetX": 300.0, + "targetY": 200.0 +} +``` + +**响应数据**: +```json +{ + "success": true, + "data": { + "success": true, + "itemType": "SpeedBoost", + "effectDuration": 10, + "effectStartTime": "2025-01-16T10:30:00Z", + "targetPosition": { "x": 300.0, "y": 200.0 }, + "appliedEffects": [ + { + "type": "SpeedMultiplier", + "value": 1.3, + "duration": 10 + } + ] + }, + "message": "SpeedBoost 道具使用成功" +} +``` + +**道具类型说明**: +- `SpeedBoost`: 加速药剂,提高移动速度30%,持续10秒 +- `Shield`: 保护盾,免疫一次碰撞死亡,持续15秒 +- `Teleport`: 传送术,瞬间传送到指定位置 +- `Bomb`: 炸弹,清除指定区域内的所有轨迹线 +- `Freeze`: 冰冻术,冻结附近玩家8秒 + +--- + +### 1.8 获取游戏排名 + +**接口地址**: `GET /api/game/{gameId}/ranking` + +**描述**: 获取当前游戏的玩家排名 + +**路径参数**: +- `gameId`: 游戏ID (GUID) + +**响应数据**: +```json +{ + "success": true, + "data": [ + { + "rank": 1, + "playerId": "玩家ID", + "playerName": "冠军玩家", + "playerColor": "#FFD700", + "territoryArea": 25000.0, + "territoryCount": 5, + "areaPercentage": 35.5, + "currentState": "Moving", + "lastUpdate": "2025-01-16T10:30:00Z" + }, + { + "rank": 2, + "playerId": "玩家ID", + "playerName": "亚军玩家", + "playerColor": "#C0C0C0", + "territoryArea": 18000.0, + "territoryCount": 4, + "areaPercentage": 25.7, + "currentState": "Drawing", + "lastUpdate": "2025-01-16T10:30:00Z" + } + ], + "message": "" +} +``` + +--- + +### 1.9 获取玩家统计 + +**接口地址**: `GET /api/game/{gameId}/player/{playerId}/statistics` + +**描述**: 获取指定玩家的详细统计信息 + +**路径参数**: +- `gameId`: 游戏ID (GUID) +- `playerId`: 玩家ID (GUID) + +**响应数据**: +```json +{ + "success": true, + "data": { + "deaths": 2, + "kills": 3, + "maxTerritoryArea": 28000.0, + "totalDistanceMoved": 5420.8, + "itemsUsed": 8, + "itemsPickedUp": 12, + "territoryCaptures": 4 + }, + "message": "" +} +``` + +--- + +## 2. SignalR实时通信 + +### 连接信息 +- **Hub地址**: `/gameHub` +- **协议**: WebSocket +- **认证**: 可选Bearer Token + +### 客户端可发送的方法 + +#### 2.1 加入游戏房间 +```javascript +connection.invoke("JoinGameAsync", gameId, playerName) +``` + +#### 2.2 移动玩家 +```javascript +connection.invoke("MovePlayerAsync", x, y, isDrawing) +``` + +#### 2.3 使用道具 +```javascript +connection.invoke("UseItemAsync", itemType, targetX, targetY) +``` + +### 服务器推送的事件 + +#### 2.1 玩家移动 +```javascript +connection.on("PlayerMoved", (data) => { + // data: { playerId, position, oldPosition, speed, distanceMoved, isDrawing, events } +}); +``` + +#### 2.2 玩家死亡 +```javascript +connection.on("PlayerDied", (data) => { + // data: { playerId, killerId, deathCause, position, respawnTime } +}); +``` + +#### 2.3 玩家复活 +```javascript +connection.on("PlayerRespawned", (data) => { + // data: { playerId, position, invulnerabilityTime } +}); +``` + +#### 2.4 领土变化 +```javascript +connection.on("TerritoryChanged", (data) => { + // data: { playerId, newTerritory, capturedTerritories, totalArea } +}); +``` + +#### 2.5 道具拾取 +```javascript +connection.on("ItemPickedUp", (data) => { + // data: { playerId, itemId, itemType, position } +}); +``` + +#### 2.6 道具使用 +```javascript +connection.on("ItemUsed", (data) => { + // data: { playerId, itemType, effects, targetPosition } +}); +``` + +#### 2.7 排名更新 +```javascript +connection.on("RankingUpdated", (data) => { + // data: [ { rank, playerId, playerName, territoryArea, ... } ] +}); +``` + +--- + +## 3. 错误码说明 + +| 错误码 | 描述 | 解决方案 | +|--------|------|----------| +| 400 | 请求参数错误 | 检查请求参数格式和必填字段 | +| 401 | 未授权访问 | 提供有效的认证信息 | +| 404 | 资源不存在 | 确认游戏ID或玩家ID是否正确 | +| 409 | 操作冲突 | 检查游戏状态或玩家状态是否允许该操作 | +| 500 | 服务器内部错误 | 稍后重试或联系技术支持 | + +## 4. 使用示例 + +### 完整的游戏流程示例 + +```javascript +// 1. 加入游戏 +const joinResponse = await fetch('/api/game/join', { + method: 'POST', + headers: { 'Content-Type': 'application/json' }, + body: JSON.stringify({ + gameId: 'game-123', + userId: 'user-456', + playerName: '玩家1', + playerColor: '#FF5733' + }) +}); + +const joinData = await joinResponse.json(); +if (joinData.success) { + console.log('成功加入游戏', joinData.data); +} + +// 2. 建立SignalR连接 +const connection = new signalR.HubConnectionBuilder() + .withUrl("/gameHub") + .build(); + +await connection.start(); +await connection.invoke("JoinGameAsync", gameId, playerName); + +// 3. 监听事件 +connection.on("PlayerMoved", (data) => { + updatePlayerPosition(data.playerId, data.position); +}); + +connection.on("TerritoryChanged", (data) => { + updateTerritoryDisplay(data); +}); + +// 4. 移动玩家 +await fetch('/api/game/move', { + method: 'POST', + headers: { 'Content-Type': 'application/json' }, + body: JSON.stringify({ + gameId: gameId, + playerId: playerId, + x: 200, + y: 150, + isDrawing: true + }) +}); + +// 5. 使用道具 +await fetch('/api/game/use-item', { + method: 'POST', + headers: { 'Content-Type': 'application/json' }, + body: JSON.stringify({ + gameId: gameId, + playerId: playerId, + itemType: 'SpeedBoost' + }) +}); + +// 6. 获取排名 +const rankingResponse = await fetch(`/api/game/${gameId}/ranking`); +const rankingData = await rankingResponse.json(); +if (rankingData.success) { + displayRanking(rankingData.data); +} +``` + +--- + +## 5. 性能建议 + +### 5.1 请求频率限制 +- 移动请求:最高20次/秒 +- 状态查询:最高5次/秒 +- 道具使用:最高2次/秒 + +### 5.2 数据压缩 +- 启用gzip压缩减少传输量 +- 使用增量更新减少数据量 +- 合并相似请求减少网络调用 + +### 5.3 缓存策略 +- 缓存玩家状态数据5秒 +- 缓存排名数据10秒 +- 缓存统计数据30秒 + +--- + +## 6. 调试工具 + +### 6.1 API测试页面 +访问 `/api-test.html` 可以使用内置的API测试工具。 + +### 6.2 开发者工具 +- 浏览器开发者工具查看网络请求 +- SignalR连接状态监控 +- 实时数据流监控 + +--- + +这份API文档提供了完整的接口说明和使用指南,帮助前端开发者正确集成游戏后端服务。 diff --git a/backend/docs/METHOD_SIGNATURES.md b/backend/docs/METHOD_SIGNATURES.md new file mode 100644 index 0000000..017f035 --- /dev/null +++ b/backend/docs/METHOD_SIGNATURES.md @@ -0,0 +1,551 @@ +# 画线圈地游戏 - 服务方法签名详解 + +## 文档概述 + +本文档详细列出了所有服务接口中的方法签名、参数说明、返回值类型和使用示例,为开发者提供精确的API参考。 + +--- + +## 1. IPlayerStateService 接口方法 + +### 1.1 基础状态管理 + +#### GetPlayerStateAsync +```csharp +Task GetPlayerStateAsync(Guid gameId, Guid playerId); +``` +**参数**: +- `gameId`: 游戏唯一标识符 +- `playerId`: 玩家唯一标识符 + +**返回**: `PlayerGameState?` - 玩家完整状态信息,如果不存在则返回null + +**使用示例**: +```csharp +var playerState = await _playerStateService.GetPlayerStateAsync(gameId, playerId); +if (playerState != null) +{ + Console.WriteLine($"玩家 {playerState.PlayerName} 当前位置: ({playerState.CurrentPosition.X}, {playerState.CurrentPosition.Y})"); +} +``` + +--- + +#### GetAllPlayerStatesAsync +```csharp +Task> GetAllPlayerStatesAsync(Guid gameId); +``` +**参数**: +- `gameId`: 游戏唯一标识符 + +**返回**: `List` - 游戏中所有玩家的状态列表 + +**使用示例**: +```csharp +var allPlayers = await _playerStateService.GetAllPlayerStatesAsync(gameId); +foreach (var player in allPlayers) +{ + Console.WriteLine($"玩家: {player.PlayerName}, 领土面积: {player.TotalTerritoryArea}"); +} +``` + +--- + +#### InitializePlayerStateAsync +```csharp +Task InitializePlayerStateAsync(Guid gameId, Guid playerId, string playerName); +``` +**参数**: +- `gameId`: 游戏唯一标识符 +- `playerId`: 玩家唯一标识符 +- `playerName`: 玩家显示名称 + +**返回**: `PlayerInitResult` - 初始化结果,包含分配的颜色和出生点 + +**PlayerInitResult 结构**: +```csharp +public class PlayerInitResult +{ + public bool Success { get; set; } + public string PlayerColor { get; set; } = string.Empty; + public Position SpawnPosition { get; set; } = new(); + public Territory InitialTerritory { get; set; } = new(); + public List Messages { get; set; } = new(); + public List Errors { get; set; } = new(); +} +``` + +--- + +### 1.2 移动与绘制系统 + +#### UpdatePlayerPositionAsync +```csharp +Task UpdatePlayerPositionAsync( + Guid gameId, + Guid playerId, + Position newPosition, + DateTime timestamp, + bool isDrawing = false); +``` +**参数**: +- `gameId`: 游戏唯一标识符 +- `playerId`: 玩家唯一标识符 +- `newPosition`: 目标位置坐标 +- `timestamp`: 移动时间戳 +- `isDrawing`: 是否正在绘制(默认false) + +**返回**: `PositionUpdateResult` - 位置更新结果 + +**PositionUpdateResult 结构**: +```csharp +public class PositionUpdateResult +{ + public bool Success { get; set; } + public Position OldPosition { get; set; } = new(); + public Position NewPosition { get; set; } = new(); + public float DistanceMoved { get; set; } + public float CurrentSpeed { get; set; } + public bool CollisionDetected { get; set; } + public CollisionInfo? CollisionInfo { get; set; } + public List Events { get; set; } = new(); + public List Errors { get; set; } = new(); +} +``` + +--- + +#### StartDrawingAsync +```csharp +Task StartDrawingAsync(Guid gameId, Guid playerId, Position startPosition); +``` +**参数**: +- `gameId`: 游戏唯一标识符 +- `playerId`: 玩家唯一标识符 +- `startPosition`: 开始绘制的位置 + +**返回**: `DrawingStartResult` - 开始绘制的结果 + +**DrawingStartResult 结构**: +```csharp +public class DrawingStartResult +{ + public bool Success { get; set; } + public Position StartPosition { get; set; } = new(); + public DateTime StartTime { get; set; } + public PlayerDrawingState NewState { get; set; } + public List Messages { get; set; } = new(); + public List Errors { get; set; } = new(); +} +``` + +--- + +#### StopDrawingAsync +```csharp +Task StopDrawingAsync(Guid gameId, Guid playerId, Position endPosition); +``` +**参数**: +- `gameId`: 游戏唯一标识符 +- `playerId`: 玩家唯一标识符 +- `endPosition`: 结束绘制的位置 + +**返回**: `DrawingEndResult` - 绘制结束结果 + +**DrawingEndResult 结构**: +```csharp +public class DrawingEndResult +{ + public bool Success { get; set; } + public bool TerritoryFormed { get; set; } + public Territory? NewTerritory { get; set; } + public float NewTerritoryArea { get; set; } + public List CapturedTerritories { get; set; } = new(); + public float TotalTerritoryArea { get; set; } + public int RankingChange { get; set; } + public List TrailPoints { get; set; } = new(); + public List Messages { get; set; } = new(); + public List Errors { get; set; } = new(); +} +``` + +--- + +### 1.3 碰撞与战斗系统 + +#### HandleTrailCollisionAsync +```csharp +Task HandleTrailCollisionAsync( + Guid gameId, + Guid victimPlayerId, + Position collisionPosition, + Guid? attackerPlayerId = null); +``` +**参数**: +- `gameId`: 游戏唯一标识符 +- `victimPlayerId`: 被攻击玩家标识符 +- `collisionPosition`: 碰撞发生位置 +- `attackerPlayerId`: 攻击者标识符(可选) + +**返回**: `PlayerCollisionResult` - 碰撞处理结果 + +--- + +#### HandlePlayerDeathAsync +```csharp +Task HandlePlayerDeathAsync( + Guid gameId, + Guid playerId, + string deathReason, + Guid? killerId = null, + Position? deathPosition = null); +``` +**参数**: +- `gameId`: 游戏唯一标识符 +- `playerId`: 死亡玩家标识符 +- `deathReason`: 死亡原因描述 +- `killerId`: 击杀者标识符(可选) +- `deathPosition`: 死亡位置(可选) + +**返回**: `DeathResult` - 死亡处理结果 + +--- + +#### RespawnPlayerAsync +```csharp +Task RespawnPlayerAsync(Guid gameId, Guid playerId); +``` +**参数**: +- `gameId`: 游戏唯一标识符 +- `playerId`: 要复活的玩家标识符 + +**返回**: `RespawnResult` - 复活操作结果 + +--- + +### 1.4 领土计算系统 + +#### CalculatePlayerTerritoryAsync +```csharp +Task CalculatePlayerTerritoryAsync(Guid gameId, Guid playerId); +``` +**参数**: +- `gameId`: 游戏唯一标识符 +- `playerId`: 玩家标识符 + +**返回**: `TerritoryResult` - 领土计算结果 + +**TerritoryResult 结构**: +```csharp +public class TerritoryResult +{ + public bool Success { get; set; } + public float NewTerritoryArea { get; set; } + public float CapturedTerritoryArea { get; set; } + public float TotalTerritoryArea { get; set; } + public List NewTerritories { get; set; } = new(); + public List CapturedTerritories { get; set; } = new(); + public List Messages { get; set; } = new(); + public List Errors { get; set; } = new(); +} +``` + +--- + +### 1.5 道具系统 + +#### PickupItemAsync +```csharp +Task PickupItemAsync( + Guid gameId, + Guid playerId, + Guid itemId); +``` +**参数**: +- `gameId`: 游戏唯一标识符 +- `playerId`: 玩家标识符 +- `itemId`: 道具标识符 + +**返回**: `ItemPickupResult` - 道具拾取结果 + +**ItemPickupResult 结构**: +```csharp +public class ItemPickupResult +{ + public bool Success { get; set; } + public Guid ItemId { get; set; } + public DrawingGameItemType ItemType { get; set; } + public Position ItemPosition { get; set; } = new(); + public bool AddedToInventory { get; set; } + public List Messages { get; set; } = new(); + public List Errors { get; set; } = new(); +} +``` + +--- + +#### UseItemAsync +```csharp +Task UseItemAsync( + Guid gameId, + Guid playerId, + DrawingGameItemType itemType, + float? targetX = null, + float? targetY = null); +``` +**参数**: +- `gameId`: 游戏唯一标识符 +- `playerId`: 玩家标识符 +- `itemType`: 道具类型枚举 +- `targetX`: 目标X坐标(某些道具需要) +- `targetY`: 目标Y坐标(某些道具需要) + +**返回**: `ItemUseResult` - 道具使用结果 + +**ItemUseResult 结构**: +```csharp +public class ItemUseResult +{ + public bool Success { get; set; } + public DrawingGameItemType ItemType { get; set; } + public int EffectDuration { get; set; } + public DateTime EffectStartTime { get; set; } + public Position? TargetPosition { get; set; } + public List AppliedEffects { get; set; } = new(); + public List Messages { get; set; } = new(); + public List Errors { get; set; } = new(); +} +``` + +--- + +### 1.6 排名与统计 + +#### GetGameRankingAsync +```csharp +Task> GetGameRankingAsync(Guid gameId); +``` +**参数**: +- `gameId`: 游戏唯一标识符 + +**返回**: `List` - 玩家排名信息列表 + +**PlayerRankingInfo 结构**: +```csharp +public class PlayerRankingInfo +{ + public int Rank { get; set; } + public Guid PlayerId { get; set; } + public string PlayerName { get; set; } = string.Empty; + public string PlayerColor { get; set; } = string.Empty; + public float TerritoryArea { get; set; } + public int TerritoryCount { get; set; } + public float AreaPercentage { get; set; } + public PlayerDrawingState CurrentState { get; set; } + public DateTime LastUpdate { get; set; } +} +``` + +--- + +#### GetPlayerStatisticsAsync +```csharp +Task GetPlayerStatisticsAsync(Guid gameId, Guid playerId); +``` +**参数**: +- `gameId`: 游戏唯一标识符 +- `playerId`: 玩家标识符 + +**返回**: `PlayerGameStatistics?` - 玩家统计信息,如果不存在则返回null + +--- + +## 2. 数据类型定义 + +### 2.1 基础数据类型 + +#### Position +```csharp +public class Position +{ + public float X { get; set; } + public float Y { get; set; } + + public Position() { } + public Position(float x, float y) { X = x; Y = y; } + + public float DistanceTo(Position other) => + (float)Math.Sqrt(Math.Pow(X - other.X, 2) + Math.Pow(Y - other.Y, 2)); +} +``` + +#### Territory +```csharp +public class Territory +{ + public Guid Id { get; set; } = Guid.NewGuid(); + public Guid PlayerId { get; set; } + public List Boundary { get; set; } = new(); + public float Area { get; set; } + public DateTime CreatedAt { get; set; } +} +``` + +### 2.2 枚举类型 + +#### PlayerDrawingState +```csharp +public enum PlayerDrawingState +{ + Moving, // 正在移动 + Drawing, // 正在绘制 + Dead, // 已死亡 + Invulnerable // 无敌状态 +} +``` + +#### DrawingGameItemType +```csharp +public enum DrawingGameItemType +{ + SpeedBoost, // 加速药剂 + Shield, // 保护盾 + Teleport, // 传送术 + Bomb, // 炸弹 + Freeze // 冰冻术 +} +``` + +#### DrawingGameCollisionType +```csharp +public enum DrawingGameCollisionType +{ + None, // 无碰撞 + PlayerBody, // 玩家身体 + PlayerTrail, // 玩家轨迹 + GameBoundary, // 游戏边界 + Obstacle // 障碍物 +} +``` + +### 2.3 复杂数据类型 + +#### PlayerGameState +```csharp +public class PlayerGameState +{ + public Guid PlayerId { get; set; } + public string PlayerName { get; set; } = string.Empty; + public string PlayerColor { get; set; } = string.Empty; + public Position CurrentPosition { get; set; } = new(); + public PlayerDrawingState DrawingState { get; set; } + public List CurrentTrail { get; set; } = new(); + public List OwnedTerritories { get; set; } = new(); + public float TotalTerritoryArea { get; set; } + public List Inventory { get; set; } = new(); + public List ActiveEffects { get; set; } = new(); + public bool IsInvulnerable { get; set; } + public DateTime? RespawnTime { get; set; } + public PlayerGameStatistics Statistics { get; set; } = new(); +} +``` + +#### PlayerGameStatistics +```csharp +public class PlayerGameStatistics +{ + public int Deaths { get; set; } + public int Kills { get; set; } + public float MaxTerritoryArea { get; set; } + public float TotalDistanceMoved { get; set; } + public int ItemsUsed { get; set; } + public int ItemsPickedUp { get; set; } + public int TerritoryCaptures { get; set; } +} +``` + +#### ActiveEffect +```csharp +public class ActiveEffect +{ + public DrawingGameItemType ItemType { get; set; } + public string EffectType { get; set; } = string.Empty; + public float EffectValue { get; set; } + public DateTime StartTime { get; set; } + public int Duration { get; set; } + public DateTime EndTime => StartTime.AddSeconds(Duration); + public bool IsExpired => DateTime.UtcNow > EndTime; +} +``` + +--- + +## 3. 错误处理模式 + +所有服务方法都遵循统一的错误处理模式: + +### 3.1 Result对象模式 +```csharp +public class ServiceResult +{ + public bool Success { get; set; } + public List Messages { get; set; } = new(); + public List Errors { get; set; } = new(); +} +``` + +### 3.2 常见错误类型 +- **参数验证错误**: `ArgumentException` +- **状态不一致错误**: `InvalidOperationException` +- **资源不存在错误**: `KeyNotFoundException` +- **并发操作错误**: `InvalidOperationException` + +### 3.3 错误处理示例 +```csharp +try +{ + var result = await _playerStateService.UpdatePlayerPositionAsync(gameId, playerId, newPosition, timestamp); + if (!result.Success) + { + // 处理业务逻辑错误 + foreach (var error in result.Errors) + { + Console.WriteLine($"错误: {error}"); + } + } +} +catch (ArgumentException ex) +{ + // 处理参数错误 + Console.WriteLine($"参数错误: {ex.Message}"); +} +catch (InvalidOperationException ex) +{ + // 处理操作错误 + Console.WriteLine($"操作错误: {ex.Message}"); +} +``` + +--- + +## 4. 性能注意事项 + +### 4.1 异步操作 +- 所有方法都是异步的,使用 `async/await` 模式 +- 避免在UI线程中直接调用,使用 `ConfigureAwait(false)` + +### 4.2 批量操作优化 +```csharp +// 获取多个玩家状态 +var tasks = playerIds.Select(id => _playerStateService.GetPlayerStateAsync(gameId, id)); +var results = await Task.WhenAll(tasks); +``` + +### 4.3 缓存策略 +- 玩家状态缓存5秒 +- 排名数据缓存10秒 +- 统计数据缓存30秒 + +--- + +这份详细的方法签名文档为开发者提供了精确的API参考,确保正确使用所有服务接口。 diff --git a/backend/docs/SERVICES_OVERVIEW.md b/backend/docs/SERVICES_OVERVIEW.md new file mode 100644 index 0000000..112b720 --- /dev/null +++ b/backend/docs/SERVICES_OVERVIEW.md @@ -0,0 +1,396 @@ +# 画线圈地游戏 - 服务架构总览 + +## 文档概述 + +本文档详细描述了画线圈地游戏后端系统中所有服务的职责、核心方法和业务逻辑。系统采用领域驱动设计(DDD)架构,将业务逻辑封装在各个专门的服务中。 + +--- + +## 服务架构图 + +``` +┌─────────────────────────────────────────────────────────────────┐ +│ API层 (Controllers & Hubs) │ +├─────────────────────────────────────────────────────────────────┤ +│ 应用服务层 (Application) │ +│ ┌─────────────────┐ ┌─────────────────┐ ┌─────────────────┐ │ +│ │ 玩家状态服务 │ │ 游戏玩法服务 │ │ 领地计算服务 │ │ +│ └─────────────────┘ └─────────────────┘ └─────────────────┘ │ +│ ┌─────────────────┐ ┌─────────────────┐ ┌─────────────────┐ │ +│ │ 碰撞检测服务 │ │ 广播通知服务 │ │ 道具效果服务 │ │ +│ └─────────────────┘ └─────────────────┘ └─────────────────┘ │ +│ ┌─────────────────┐ ┌─────────────────┐ │ +│ │ 游戏状态服务 │ │ 结算统计服务 │ │ +│ └─────────────────┘ └─────────────────┘ │ +├─────────────────────────────────────────────────────────────────┤ +│ 领域层 (Domain Interfaces) │ +└─────────────────────────────────────────────────────────────────┘ +``` + +--- + +## 1. 玩家状态服务 (PlayerStateService) + +### 职责概述 +负责管理游戏中所有玩家的完整状态,包括位置、画线轨迹、领地、道具、统计数据等。这是整个游戏系统的核心服务。 + +### 核心方法详解 + +#### 🎮 基础状态管理 +- **`GetPlayerStateAsync`**: 获取玩家完整游戏状态 + - 返回玩家的所有信息:位置、状态、领地、道具、统计数据 + - 支持缓存机制,提高查询性能 + +- **`GetAllPlayerStatesAsync`**: 获取游戏中所有玩家状态 + - 用于排行榜显示和游戏监控 + - 批量查询优化,减少数据库负载 + +- **`InitializePlayerStateAsync`**: 初始化新玩家游戏状态 + - 分配专属颜色和出生点位置 + - 创建初始安全区域 + - 设置初始统计数据 + +#### 🏃 移动与绘制系统 +- **`UpdatePlayerPositionAsync`**: 更新玩家位置并处理移动逻辑 + - 验证移动合法性(速度限制、边界检查) + - 执行碰撞检测(边界、其他玩家轨迹) + - 如果正在画线,添加轨迹点 + - 更新移动统计数据 + +- **`StartDrawingAsync`**: 开始绘制领土线条 + - 验证玩家当前状态是否允许画线 + - 初始化绘制轨迹数据 + - 设置玩家状态为Drawing + +- **`StopDrawingAsync`**: 停止绘制并尝试形成领土 + - 验证绘制路径的完整性 + - 计算新领土面积 + - 检测是否夺取其他玩家领土 + - 更新玩家排名 + +#### 💀 死亡与复活机制 +- **`HandlePlayerDeathAsync`**: 处理玩家死亡 + - 清除当前绘制轨迹 + - 记录死亡统计 + - 启动复活倒计时(5秒) + - 通知其他玩家 + +- **`RespawnPlayerAsync`**: 复活玩家 + - 重新分配出生点 + - 设置无敌状态(3秒) + - 重置玩家状态为Moving + - 更新复活统计 + +#### 🎁 道具系统 +- **`PickupItemAsync`**: 拾取地图道具 + - 验证道具是否存在且可拾取 + - 检查背包空间 + - 更新玩家背包 + - 从地图移除道具 + +- **`UseItemAsync`**: 使用背包道具 + - 验证道具是否存在于背包 + - 根据道具类型执行不同效果 + - 更新玩家状态和效果时间 + - 记录道具使用统计 + +#### 📊 排名与统计 +- **`GetGameRankingAsync`**: 获取游戏实时排名 + - 按领土面积排序所有玩家 + - 计算面积占比和排名变化 + - 返回详细排名信息 + +- **`GetPlayerStatisticsAsync`**: 获取玩家详细统计 + - 移动距离、死亡次数、击杀次数 + - 道具使用情况、领土变化历史 + - 最大领土面积记录 + +--- + +## 2. 游戏玩法服务 (GamePlayService) + +### 职责概述 +管理游戏的核心玩法逻辑,处理玩家行为验证、游戏规则执行、事件处理等。 + +### 核心方法详解 + +#### 🎯 移动处理 +- **`ProcessPlayerMoveAsync`**: 处理玩家移动请求 + - 验证移动命令的合法性 + - 计算实际移动距离和方向 + - 检查移动限制(速度、边界) + - 返回移动结果和事件 + +#### ⚔️ 碰撞处理 +- **`HandleCollisionAsync`**: 处理碰撞事件 + - 判断碰撞类型(玩家身体、轨迹线、边界) + - 执行相应的碰撞后果 + - 更新玩家状态 + - 触发死亡或其他效果 + +#### 🏆 游戏结束 +- **`ProcessGameEndAsync`**: 处理游戏结束逻辑 + - 计算最终排名 + - 统计各玩家成绩 + - 保存游戏结果 + - 发送结束通知 + +--- + +## 3. 领地计算服务 (TerritoryService) + +### 职责概述 +专门负责领土面积计算、领地边界检测、领土变化处理等几何计算相关的业务逻辑。 + +### 核心方法详解 + +#### 📐 面积计算 +- **`CalculateTerritoryAreaAsync`**: 计算领土面积 + - 使用多边形面积算法 + - 处理复杂形状和自相交情况 + - 优化计算性能 + +- **`ValidateTerritory`**: 验证领土有效性 + - 检查边界是否闭合 + - 验证最小面积要求 + - 确保领土形状合理 + +#### 🎯 边界检测 +- **`CheckTerritoryBoundary`**: 检测点是否在领土内 + - 使用射线投射算法 + - 处理边界特殊情况 + - 支持批量检测优化 + +#### 🏴 领土争夺 +- **`ProcessTerritoryCapture`**: 处理领土夺取 + - 计算被夺取的领土面积 + - 更新领土归属 + - 重新计算相关玩家排名 + +--- + +## 4. 碰撞检测服务 (CollisionDetectionService) + +### 职责概述 +提供高性能的碰撞检测算法,支持点与线、线与线、点与区域的各种碰撞检测需求。 + +### 核心方法详解 + +#### 🎯 基础检测 +- **`CheckPointCollision`**: 检测点碰撞 + - 点与玩家身体碰撞 + - 点与轨迹线碰撞 + - 点与边界碰撞 + +- **`CheckLineCollision`**: 检测线段碰撞 + - 移动路径与轨迹线交叉 + - 绘制路径与现有领土重叠 + - 优化算法减少计算量 + +#### 🚀 性能优化 +- **空间分割**: 使用四叉树等数据结构提高检测效率 +- **批量检测**: 支持一次检测多个碰撞对象 +- **缓存机制**: 缓存频繁查询的碰撞结果 + +--- + +## 5. 广播通知服务 (GameBroadcastService) + +### 职责概述 +管理游戏中的实时消息广播,确保所有玩家及时收到游戏状态变化通知。 + +### 核心方法详解 + +#### 📢 消息广播 +- **`BroadcastToGameAsync`**: 向游戏中所有玩家广播消息 +- **`BroadcastToPlayerAsync`**: 向特定玩家发送消息 +- **`BroadcastGameEventAsync`**: 广播游戏事件(死亡、复活、道具使用等) + +#### 🔔 事件通知 +- **玩家移动通知**: 实时同步玩家位置变化 +- **领土变化通知**: 通知领土获得或失去 +- **道具效果通知**: 同步道具使用和效果 +- **游戏状态通知**: 游戏开始、暂停、结束等 + +--- + +## 6. 道具效果服务 (PowerUpService) + +### 职责概述 +管理游戏中各种道具的生成、效果处理、持续时间控制等逻辑。 + +### 核心方法详解 + +#### 🎁 道具生成 +- **`GenerateRandomPowerUpAsync`**: 随机生成地图道具 + - 根据游戏进程调整生成频率 + - 确保道具分布均匀 + - 避免在玩家领土内生成 + +#### ⚡ 效果处理 +- **`ApplyPowerUpEffectAsync`**: 应用道具效果 + - **加速药剂**: 提高移动速度30%,持续10秒 + - **保护盾**: 免疫一次碰撞死亡,持续15秒 + - **传送术**: 瞬间传送到指定位置 + - **炸弹**: 清除指定区域内的所有轨迹线 + - **冰冻术**: 冻结附近玩家8秒 + +#### ⏱️ 时间管理 +- **`UpdateActiveEffectsAsync`**: 更新活跃效果状态 +- **`RemoveExpiredEffectsAsync`**: 移除过期效果 +- **`GetRemainingTimeAsync`**: 获取效果剩余时间 + +--- + +## 7. 游戏状态服务 (GameStateService) + +### 职责概述 +管理整个游戏的全局状态,包括游戏阶段、计时器、参数配置等。 + +### 核心方法详解 + +#### 🎮 状态管理 +- **`GetGameStateAsync`**: 获取当前游戏状态 +- **`UpdateGameStateAsync`**: 更新游戏状态 +- **`StartGameAsync`**: 开始游戏 +- **`PauseGameAsync`**: 暂停游戏 +- **`EndGameAsync`**: 结束游戏 + +#### ⏰ 时间控制 +- **`GetRemainingTimeAsync`**: 获取游戏剩余时间 +- **`ExtendGameTimeAsync`**: 延长游戏时间 +- **`GetGameDurationAsync`**: 获取已进行时间 + +--- + +## 8. 结算统计服务 (GameResultService) + +### 职责概述 +负责游戏结束后的数据统计、排名计算、积分结算等业务逻辑。 + +### 核心方法详解 + +#### 🏆 结果计算 +- **`CalculateFinalRankingAsync`**: 计算最终排名 + - 按领土面积排序 + - 考虑特殊加分项 + - 处理平分情况 + +- **`GenerateGameSummaryAsync`**: 生成游戏总结报告 + - 详细的玩家表现统计 + - 游戏过程关键事件 + - 数据可视化支持 + +#### 💎 积分系统 +- **`CalculateScoreChangesAsync`**: 计算积分变化 + - 排名积分:第1名+100分,第2名+50分,第3名+25分 + - 领土积分:每1000平方单位+10分 + - 击杀积分:每击杀一名玩家+20分 + - 生存积分:存活时间越长积分越高 + +--- + +## 服务交互流程 + +### 典型游戏流程 + +1. **玩家加入游戏** + ``` + PlayerStateService.InitializePlayerStateAsync() + → GameBroadcastService.BroadcastToGameAsync() + ``` + +2. **玩家移动** + ``` + GamePlayService.ProcessPlayerMoveAsync() + → CollisionDetectionService.CheckPointCollision() + → PlayerStateService.UpdatePlayerPositionAsync() + → GameBroadcastService.BroadcastToGameAsync() + ``` + +3. **开始绘制** + ``` + PlayerStateService.StartDrawingAsync() + → GameBroadcastService.BroadcastGameEventAsync() + ``` + +4. **碰撞死亡** + ``` + CollisionDetectionService.CheckLineCollision() + → GamePlayService.HandleCollisionAsync() + → PlayerStateService.HandlePlayerDeathAsync() + → GameBroadcastService.BroadcastGameEventAsync() + ``` + +5. **形成领土** + ``` + PlayerStateService.StopDrawingAsync() + → TerritoryService.CalculateTerritoryAreaAsync() + → TerritoryService.ProcessTerritoryCapture() + → PlayerStateService.GetGameRankingAsync() + → GameBroadcastService.BroadcastToGameAsync() + ``` + +6. **道具使用** + ``` + PlayerStateService.UseItemAsync() + → PowerUpService.ApplyPowerUpEffectAsync() + → GameBroadcastService.BroadcastGameEventAsync() + ``` + +7. **游戏结束** + ``` + GameStateService.EndGameAsync() + → GameResultService.CalculateFinalRankingAsync() + → GameResultService.CalculateScoreChangesAsync() + → GameBroadcastService.BroadcastToGameAsync() + ``` + +--- + +## 性能优化策略 + +### 1. 缓存机制 +- **玩家状态缓存**: 使用内存缓存减少数据库查询 +- **碰撞检测缓存**: 缓存频繁检测的结果 +- **排名缓存**: 定期更新排名,避免实时计算 + +### 2. 异步处理 +- 所有服务方法都是异步的 +- 使用任务并行库处理批量操作 +- 事件驱动的消息处理 + +### 3. 数据结构优化 +- 使用空间索引加速碰撞检测 +- 采用高效的几何算法 +- 线程安全的并发集合 + +--- + +## 错误处理与日志 + +### 错误处理策略 +- 所有服务方法都包含完整的异常处理 +- 使用自定义异常类型区分不同错误 +- 提供详细的错误信息和恢复建议 + +### 日志记录 +- 记录所有关键操作和状态变化 +- 性能指标监控 +- 错误和异常追踪 +- 游戏数据分析支持 + +--- + +## 总结 + +这个服务架构设计遵循了以下原则: + +1. **单一职责**: 每个服务专注于特定的业务领域 +2. **低耦合**: 服务之间通过接口交互,减少依赖 +3. **高内聚**: 相关的功能组织在同一个服务中 +4. **可扩展**: 易于添加新功能和优化现有逻辑 +5. **可测试**: 每个服务都可以独立测试 +6. **高性能**: 优化关键路径,支持高并发 + +通过这种设计,我们创建了一个robust、scalable和maintainable的画线圈地游戏后端系统。 -- Gitee From cf362977c5bcf3cbbd1aeb5ffbc48c80cc59242d Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=E5=90=B4=E4=BD=B3=E5=AE=87=2E?= <2541095587@qq.com> Date: Sun, 17 Aug 2025 09:48:21 +0800 Subject: [PATCH 28/34] =?UTF-8?q?feat=EF=BC=9A=E5=A4=A7=E6=A6=82=E7=9A=84?= =?UTF-8?q?=E7=99=BB=E5=BD=95=E6=B3=A8=E5=86=8C=E6=9C=8D=E5=8A=A1=EF=BC=8C?= =?UTF-8?q?=E6=9C=AA=E6=B5=8B=E8=AF=95?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .../Services/Auth/AuthService.cs | 95 +++++++++++++++++-- 1 file changed, 89 insertions(+), 6 deletions(-) diff --git a/backend/src/CollabApp.Application/Services/Auth/AuthService.cs b/backend/src/CollabApp.Application/Services/Auth/AuthService.cs index 3d6841a..90c9836 100644 --- a/backend/src/CollabApp.Application/Services/Auth/AuthService.cs +++ b/backend/src/CollabApp.Application/Services/Auth/AuthService.cs @@ -12,6 +12,7 @@ public class AuthService : IAuthService { private readonly IRepository _userRep; private readonly IJwtTokenService _jwtTokenService; + /// /// 认证服务实现 /// @@ -29,22 +30,104 @@ public class AuthService : IAuthService /// 用户名 /// 密码 /// JWT令牌 - public Task LoginAsync(string username, string password) + public async Task LoginAsync(string username, string password) { - throw new NotImplementedException(); + // 1. 查找用户 + var user = await _userRep.GetSingleAsync(u => u.Username == username); + if (user == null) + { + return new + { + Code = 1001, + Message = "用户不存在,请重新输入!!!", + Data = "用户不存在!" + }; + } + + // 2. 校验密码(使用User实体的实例方法) + if (!user.VerifyPassword(password)) + { + return new + { + Code = 1002, + Message = "密码错误,请重新输入!!!", + Data = "密码错误!" + }; + } + + // 3. 检查用户状态 + if (user.Status == UserStatus.Banned) + { + return new + { + Code = 1003, + Message = "用户被封禁,请联系管理员!!!", + Data = "用户被封禁!" + }; + } + + // 4. 生成JWT令牌 + var token = _jwtTokenService.GenerateToken(user.Id, user.Username); + + // 5. 更新最后登录时间 + user.UpdateActivity(); + await _userRep.UpdateAsync(user); + await _userRep.SaveChangesAsync(); + + // 6. 返回令牌和用户信息 + return new + { + Code = 1000, + Message = "登录成功!", + Data = new + { + Token = token, + User = new + { + Id = user.Id, + Username = user.Username, + Nickname = user.Nickname, + AvatarUrl = user.AvatarUrl + } + } + }; } /// /// 注册 /// - /// 用户ID /// 用户名 /// 密码 /// 昵称 /// JWT令牌 - public Task RegisterAsync(Guid userId, string username, string password, string nickname) + public async Task RegisterAsync(string username, string password, string nickname) { - throw new NotImplementedException(); + // 1. 检查用户名是否已存在 + var existUser = await _userRep.GetSingleAsync(u => u.Username == username); + if (existUser != null) + { + return new + { + Code = 1001, + Message = "用户名已存在,请重新输入!!!", + Data = "用户名已存在!" + }; + } + + // 2. 创建新用户(使用User工厂方法) + var user = User.Create(username, password, nickname); + + // 3. 保存到仓储 + await _userRep.AddAsync(user); + await _userRep.SaveChangesAsync(); + + // 4. 返回注册成功信息 + return new + { + Code = 1000, + Message = "注册成功,请前往登录界面登录!", + Data = "注册成功!" + }; } - + } \ No newline at end of file -- Gitee From d13c291bbdbcaecc64db119347c214702229c045 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=E5=90=B4=E4=BD=B3=E5=AE=87=2E?= <2541095587@qq.com> Date: Sun, 17 Aug 2025 10:26:31 +0800 Subject: [PATCH 29/34] =?UTF-8?q?fix=EF=BC=9A=E4=BF=AE=E5=A4=8D=E6=B5=8B?= =?UTF-8?q?=E8=AF=95=E9=A1=B9=E7=9B=AE=E4=B8=BA=E5=BC=95=E7=94=A8=E9=A1=B9?= =?UTF-8?q?=E7=9B=AE=E7=9A=84=E6=8A=A5=E9=94=99?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .../CollabApp.Application.Tests.csproj | 21 +++++++++++++++++++ .../CollabApp.Application.Tests/UnitTest1.cs | 10 +++++++++ .../CollabApp.Domain.Tests.csproj | 21 +++++++++++++++++++ .../tests/CollabApp.Domain.Tests/UnitTest1.cs | 10 +++++++++ .../CollabApp.Tests/CollabApp.Tests.csproj | 21 +++++++++++++++++++ backend/tests/CollabApp.Tests/UnitTest1.cs | 10 +++++++++ 6 files changed, 93 insertions(+) create mode 100644 backend/tests/CollabApp.Application.Tests/CollabApp.Application.Tests.csproj create mode 100644 backend/tests/CollabApp.Application.Tests/UnitTest1.cs create mode 100644 backend/tests/CollabApp.Domain.Tests/CollabApp.Domain.Tests.csproj create mode 100644 backend/tests/CollabApp.Domain.Tests/UnitTest1.cs create mode 100644 backend/tests/CollabApp.Tests/CollabApp.Tests.csproj create mode 100644 backend/tests/CollabApp.Tests/UnitTest1.cs diff --git a/backend/tests/CollabApp.Application.Tests/CollabApp.Application.Tests.csproj b/backend/tests/CollabApp.Application.Tests/CollabApp.Application.Tests.csproj new file mode 100644 index 0000000..d7f0b2e --- /dev/null +++ b/backend/tests/CollabApp.Application.Tests/CollabApp.Application.Tests.csproj @@ -0,0 +1,21 @@ + + + + net9.0 + enable + enable + false + + + + + + + + + + + + + + diff --git a/backend/tests/CollabApp.Application.Tests/UnitTest1.cs b/backend/tests/CollabApp.Application.Tests/UnitTest1.cs new file mode 100644 index 0000000..2dabd25 --- /dev/null +++ b/backend/tests/CollabApp.Application.Tests/UnitTest1.cs @@ -0,0 +1,10 @@ +namespace CollabApp.Application.Tests; + +public class UnitTest1 +{ + [Fact] + public void Test1() + { + + } +} diff --git a/backend/tests/CollabApp.Domain.Tests/CollabApp.Domain.Tests.csproj b/backend/tests/CollabApp.Domain.Tests/CollabApp.Domain.Tests.csproj new file mode 100644 index 0000000..d7f0b2e --- /dev/null +++ b/backend/tests/CollabApp.Domain.Tests/CollabApp.Domain.Tests.csproj @@ -0,0 +1,21 @@ + + + + net9.0 + enable + enable + false + + + + + + + + + + + + + + diff --git a/backend/tests/CollabApp.Domain.Tests/UnitTest1.cs b/backend/tests/CollabApp.Domain.Tests/UnitTest1.cs new file mode 100644 index 0000000..94fe7cf --- /dev/null +++ b/backend/tests/CollabApp.Domain.Tests/UnitTest1.cs @@ -0,0 +1,10 @@ +namespace CollabApp.Domain.Tests; + +public class UnitTest1 +{ + [Fact] + public void Test1() + { + + } +} diff --git a/backend/tests/CollabApp.Tests/CollabApp.Tests.csproj b/backend/tests/CollabApp.Tests/CollabApp.Tests.csproj new file mode 100644 index 0000000..d7f0b2e --- /dev/null +++ b/backend/tests/CollabApp.Tests/CollabApp.Tests.csproj @@ -0,0 +1,21 @@ + + + + net9.0 + enable + enable + false + + + + + + + + + + + + + + diff --git a/backend/tests/CollabApp.Tests/UnitTest1.cs b/backend/tests/CollabApp.Tests/UnitTest1.cs new file mode 100644 index 0000000..ba0e888 --- /dev/null +++ b/backend/tests/CollabApp.Tests/UnitTest1.cs @@ -0,0 +1,10 @@ +namespace CollabApp.Tests; + +public class UnitTest1 +{ + [Fact] + public void Test1() + { + + } +} -- Gitee From aaf804a9a61a2f10b9bd1271f962eb1e3f61956c Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=E5=90=B4=E4=BD=B3=E5=AE=87=2E?= <2541095587@qq.com> Date: Sun, 17 Aug 2025 10:31:37 +0800 Subject: [PATCH 30/34] =?UTF-8?q?fix=EF=BC=9A=E6=B3=A8=E5=86=8C=E6=9C=8D?= =?UTF-8?q?=E5=8A=A1=E7=A7=BB=E9=99=A4=E4=B8=8D=E9=9C=80=E8=A6=81=E4=BD=BF?= =?UTF-8?q?=E7=94=A8=E7=9A=84=E5=8F=82=E6=95=B0?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- backend/src/CollabApp.Domain/Services/Auth/IAuthService.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/backend/src/CollabApp.Domain/Services/Auth/IAuthService.cs b/backend/src/CollabApp.Domain/Services/Auth/IAuthService.cs index 99fad84..ed5fe3b 100644 --- a/backend/src/CollabApp.Domain/Services/Auth/IAuthService.cs +++ b/backend/src/CollabApp.Domain/Services/Auth/IAuthService.cs @@ -9,7 +9,7 @@ public interface IAuthService Task LoginAsync(string username, string password); // 注册 - Task RegisterAsync(Guid userId, string username, string password, string nickname); + Task RegisterAsync(string username, string password, string nickname); // 刷新令牌 // Task RefreshTokenAsync(RefreshTokenRequestDto refreshTokenRequestDto); -- Gitee From 719b9fd3b12eb88bdc2137d73a910be3d512f06e Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=E5=90=B4=E4=BD=B3=E5=AE=87=2E?= <2541095587@qq.com> Date: Sun, 17 Aug 2025 10:47:25 +0800 Subject: [PATCH 31/34] =?UTF-8?q?feat=EF=BC=9A=E5=AE=9E=E7=8E=B0=E5=88=B7?= =?UTF-8?q?=E6=96=B0=E4=BB=A4=E7=89=8C=E6=9C=8D=E5=8A=A1=EF=BC=8C=E5=88=B7?= =?UTF-8?q?=E6=96=B0=E4=BB=A4=E7=89=8C=E6=9C=89=E6=95=88=E6=9C=9F7?= =?UTF-8?q?=E5=A4=A9=EF=BC=8C=E5=88=B7=E6=96=B0=E5=90=8E=E7=9A=84token?= =?UTF-8?q?=E8=BF=98=E6=98=AF=E4=B8=A4=E5=B0=8F=E6=97=B6=E6=97=B6=E6=95=88?= =?UTF-8?q?=EF=BC=8C=E6=9C=AA=E6=B5=8B=E8=AF=95?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .../Services/Auth/AuthService.cs | 87 ++++++++++++++++--- .../Services/Auth/IAuthService.cs | 2 +- 2 files changed, 77 insertions(+), 12 deletions(-) diff --git a/backend/src/CollabApp.Application/Services/Auth/AuthService.cs b/backend/src/CollabApp.Application/Services/Auth/AuthService.cs index 90c9836..3cd2936 100644 --- a/backend/src/CollabApp.Application/Services/Auth/AuthService.cs +++ b/backend/src/CollabApp.Application/Services/Auth/AuthService.cs @@ -66,11 +66,14 @@ public class AuthService : IAuthService }; } - // 4. 生成JWT令牌 + // 4. 生成JWT令牌和刷新令牌 var token = _jwtTokenService.GenerateToken(user.Id, user.Username); + var refreshToken = Guid.NewGuid().ToString("N"); // 生成简单的刷新令牌 + var accessTokenExpires = DateTime.UtcNow.AddMinutes(120); // 刷新后的token还是两小时时效 + var refreshTokenExpires = DateTime.UtcNow.AddDays(7); //刷新token7天时效 - // 5. 更新最后登录时间 - user.UpdateActivity(); + // 5. 设置令牌信息 + user.SetTokens(token, refreshToken, accessTokenExpires, refreshTokenExpires); await _userRep.UpdateAsync(user); await _userRep.SaveChangesAsync(); @@ -81,14 +84,10 @@ public class AuthService : IAuthService Message = "登录成功!", Data = new { - Token = token, - User = new - { - Id = user.Id, - Username = user.Username, - Nickname = user.Nickname, - AvatarUrl = user.AvatarUrl - } + Token = token, + RefreshToken = refreshToken, + AccessTokenExpires = accessTokenExpires, + RefreshTokenExpires = refreshTokenExpires, } }; } @@ -130,4 +129,70 @@ public class AuthService : IAuthService }; } + /// + /// 刷新令牌 + /// + /// 刷新令牌 + /// 新的JWT令牌 + public async Task RefreshTokenAsync(string refreshToken) + { + // 1. 查找用户 + var user = await _userRep.GetSingleAsync(u => u.RefreshToken == refreshToken); + if (user == null) + { + return new + { + Code = 1001, + Message = "无效的刷新令牌!", + Data = "RefreshToken无效!" + }; + } + + // 2. 校验刷新令牌是否过期 + if (!user.RefreshTokenExpiresAt.HasValue || user.RefreshTokenExpiresAt.Value < DateTime.UtcNow) + { + return new + { + Code = 1002, + Message = "刷新令牌已过期,请重新登录!", + Data = "RefreshToken已过期!" + }; + } + + // 3. 检查用户状态 + if (user.Status == UserStatus.Banned) + { + return new + { + Code = 1003, + Message = "用户被封禁,请联系管理员!", + Data = "用户被封禁!" + }; + } + + // 4. 生成新accessToken和新的refreshToken(可选,安全性更高) + var newAccessToken = _jwtTokenService.GenerateToken(user.Id, user.Username); + var newRefreshToken = Guid.NewGuid().ToString("N"); + var newAccessTokenExpires = DateTime.UtcNow.AddMinutes(120); + var newRefreshTokenExpires = DateTime.UtcNow.AddDays(7); + + // 5. 更新用户令牌信息 + user.SetTokens(newAccessToken, newRefreshToken, newAccessTokenExpires, newRefreshTokenExpires); + await _userRep.UpdateAsync(user); + await _userRep.SaveChangesAsync(); + + // 6. 返回新令牌 + return new + { + Code = 1000, + Message = "令牌刷新成功!", + Data = new + { + Token = newAccessToken, + RefreshToken = newRefreshToken, + AccessTokenExpires = newAccessTokenExpires, + RefreshTokenExpires = newRefreshTokenExpires + } + }; + } } \ No newline at end of file diff --git a/backend/src/CollabApp.Domain/Services/Auth/IAuthService.cs b/backend/src/CollabApp.Domain/Services/Auth/IAuthService.cs index ed5fe3b..d9cdb67 100644 --- a/backend/src/CollabApp.Domain/Services/Auth/IAuthService.cs +++ b/backend/src/CollabApp.Domain/Services/Auth/IAuthService.cs @@ -12,7 +12,7 @@ public interface IAuthService Task RegisterAsync(string username, string password, string nickname); // 刷新令牌 - // Task RefreshTokenAsync(RefreshTokenRequestDto refreshTokenRequestDto); + Task RefreshTokenAsync(string refreshToken); // // 忘记密码 // Task ForgotPasswordAsync(ForgotPasswordDto forgotPasswordDto); -- Gitee From 6cbc907a38fc1b4f37ee0cbc02a6867dde92ec50 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=E5=90=B4=E4=BD=B3=E5=AE=87=2E?= <2541095587@qq.com> Date: Sun, 17 Aug 2025 10:56:06 +0800 Subject: [PATCH 32/34] =?UTF-8?q?feat=EF=BC=9A=E5=AE=9E=E7=8E=B0=E5=BF=98?= =?UTF-8?q?=E8=AE=B0=E5=AF=86=E7=A0=81=E5=8A=9F=E8=83=BD=EF=BC=8C=E6=9C=AA?= =?UTF-8?q?=E6=B5=8B=E8=AF=95?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .../Services/Auth/AuthService.cs | 33 +++++++++++++++++++ .../Services/Auth/IAuthService.cs | 4 +-- 2 files changed, 35 insertions(+), 2 deletions(-) diff --git a/backend/src/CollabApp.Application/Services/Auth/AuthService.cs b/backend/src/CollabApp.Application/Services/Auth/AuthService.cs index 3cd2936..821b74b 100644 --- a/backend/src/CollabApp.Application/Services/Auth/AuthService.cs +++ b/backend/src/CollabApp.Application/Services/Auth/AuthService.cs @@ -195,4 +195,37 @@ public class AuthService : IAuthService } }; } + + /// + /// 忘记密码 + /// + /// 用户名 + /// 新密码 + /// 操作结果 + public async Task ForgotPasswordAsync(string username, string newPassword) + { + // 1. 查找用户 + var user = await _userRep.GetSingleAsync(u => u.Username == username); + if (user == null) + { + return new + { + Code = 1001, + Message = "用户不存在!", + Data = "用户名无效!" + }; + } + + // 2. 更新密码 + user.UpdatePassword(newPassword); + await _userRep.UpdateAsync(user); + await _userRep.SaveChangesAsync(); + + return new + { + Code = 1000, + Message = "密码重置成功!", + Data = "密码已更新,请使用新密码登录。" + }; + } } \ No newline at end of file diff --git a/backend/src/CollabApp.Domain/Services/Auth/IAuthService.cs b/backend/src/CollabApp.Domain/Services/Auth/IAuthService.cs index d9cdb67..8efec7b 100644 --- a/backend/src/CollabApp.Domain/Services/Auth/IAuthService.cs +++ b/backend/src/CollabApp.Domain/Services/Auth/IAuthService.cs @@ -14,6 +14,6 @@ public interface IAuthService // 刷新令牌 Task RefreshTokenAsync(string refreshToken); - // // 忘记密码 - // Task ForgotPasswordAsync(ForgotPasswordDto forgotPasswordDto); + // 忘记密码 + Task ForgotPasswordAsync(string username, string newPassword); } \ No newline at end of file -- Gitee From c9d75365a7cfdebbd7469168a7c1dd9a69b571a7 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=E6=B2=88=E8=82=B2=E6=9E=97?= <2921544609@qq.com> Date: Sun, 17 Aug 2025 11:46:55 +0800 Subject: [PATCH 33/34] =?UTF-8?q?=E6=9C=8D=E5=8A=A1=E6=8E=A5=E5=8F=A3?= =?UTF-8?q?=E5=92=8C=E6=9C=8D=E5=8A=A1=E5=8D=87=E7=BA=A7?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .../Interfaces/IRedisService.cs | 32 + .../Game/CollisionDetectionService.cs | 2613 +++++++++++++++-- .../Services/Game/GameBroadcastService.cs | 560 ---- .../Services/Game/GamePlayService.cs | 1484 +++++++++- .../Services/Game/GameResultService.cs | 434 --- .../Services/Game/GameStateService.cs | 943 +++--- .../Services/Game/PlayerStateService.cs | 2494 ++++++++++------ .../Services/Game/PowerUpService.cs | 728 ----- .../Services/Game/TerritoryService.cs | 1113 ++++++- .../CollabApp.Domain/Entities/Game/Game.cs | 186 +- .../Entities/Game/GameAction.cs | 6 +- .../Entities/Game/GamePlayer.cs | 247 +- .../Game/ICollisionDetectionService.cs | 448 +-- .../Services/Game/IGameStateService.cs | 45 +- .../Services/Game/IPlayerStateService.cs | 6 +- .../Services/Game/IPowerUpService.cs | 399 ++- .../Services/Game/ITerritoryService.cs | 439 +-- .../Services/RedisService.cs | 142 +- 18 files changed, 8109 insertions(+), 4210 deletions(-) diff --git a/backend/src/CollabApp.Application/Interfaces/IRedisService.cs b/backend/src/CollabApp.Application/Interfaces/IRedisService.cs index c2f82d7..6833451 100644 --- a/backend/src/CollabApp.Application/Interfaces/IRedisService.cs +++ b/backend/src/CollabApp.Application/Interfaces/IRedisService.cs @@ -2,8 +2,40 @@ namespace CollabApp.Application.Interfaces; /// /// Redis 服务接口 +/// 提供Redis数据库操作的统一接口,支持Hash、List、Set等数据结构 /// public interface IRedisService { + // Hash操作 + Task> GetHashAllAsync(string key); + Task HashSetAsync(string key, string field, string value); + Task HashDeleteAsync(string key, string field); + Task HashGetAsync(string key, string field); + Task SetHashMultipleAsync(string key, Dictionary hash); + Task SetHashAsync(string key, string field, string value); + // List操作 + Task> ListRangeAsync(string key, long start = 0, long stop = -1); + Task ListLeftPushAsync(string key, string value); + Task ListRightPushAsync(string key, string value); + Task ListLeftPopAsync(string key); + Task ListRightPopAsync(string key); + Task ListPushAsync(string key, string value); + + // Set操作 + Task> GetSetMembersAsync(string key); + Task SetAddAsync(string key, string value); + Task SetRemoveAsync(string key, string value); + Task SetContainsAsync(string key, string value); + Task GetSetCardinalityAsync(string key); + + // String操作 + Task StringSetAsync(string key, string value, TimeSpan? expiry = null); + Task StringGetAsync(string key); + Task KeyDeleteAsync(string key); + Task KeyExistsAsync(string key); + + // 过期时间 + Task KeyExpireAsync(string key, TimeSpan expiry); + Task SetExpireAsync(string key, TimeSpan expiry); } \ No newline at end of file diff --git a/backend/src/CollabApp.Application/Services/Game/CollisionDetectionService.cs b/backend/src/CollabApp.Application/Services/Game/CollisionDetectionService.cs index 1e08e22..22506a3 100644 --- a/backend/src/CollabApp.Application/Services/Game/CollisionDetectionService.cs +++ b/backend/src/CollabApp.Application/Services/Game/CollisionDetectionService.cs @@ -1,305 +1,2502 @@ -using CollabApp.Domain.Services.Game; +using CollabApp.Application.Interfaces; using CollabApp.Domain.Entities.Game; -using CollabApp.Domain.Repositories; +using CollabApp.Domain.Services.Game; using Microsoft.Extensions.Logging; +using System.Numerics; namespace CollabApp.Application.Services.Game; /// -/// 碰撞检测服务实现 - 画线圈地游戏的所有碰撞检测逻辑 +/// 碰撞检测服务实现 +/// 负责处理圈地游戏中的各种碰撞检测逻辑,包括轨迹碰撞、边界检测、道具拾取等 +/// 采用高精度算法确保检测准确性,支持并发处理提升性能 /// -public class CollisionDetectionService( - IRepository gameRepository, - IRepository gamePlayerRepository, - IRepository gameActionRepository, - ILogger logger) : ICollisionDetectionService +public class CollisionDetectionService : ICollisionDetectionService { - private readonly IRepository _gameRepository = gameRepository ?? throw new ArgumentNullException(nameof(gameRepository)); - private readonly IRepository _gamePlayerRepository = gamePlayerRepository ?? throw new ArgumentNullException(nameof(gamePlayerRepository)); - private readonly IRepository _gameActionRepository = gameActionRepository ?? throw new ArgumentNullException(nameof(gameActionRepository)); - private readonly ILogger _logger = logger ?? throw new ArgumentNullException(nameof(logger)); - public async Task CheckPlayerMovementAsync(Guid gameId, Guid playerId, Position fromPosition, Position toPosition) + private readonly ILogger _logger; + private readonly IRedisService _redisService; + + public CollisionDetectionService( + ILogger logger, + IRedisService redisService) { - _logger.LogDebug("检测玩家移动碰撞 - GameId: {GameId}, PlayerId: {PlayerId}", gameId, playerId); + _logger = logger ?? throw new ArgumentNullException(nameof(logger)); + _redisService = redisService ?? throw new ArgumentNullException(nameof(redisService)); + } + /// + /// 检测轨迹截断碰撞 + /// 使用线段相交算法检测玩家移动路径是否与其他玩家轨迹相交 + /// 这是游戏中最核心的死亡判定逻辑 + /// + /// 游戏标识 + /// 移动的玩家标识 + /// 移动起始位置 + /// 移动目标位置 + /// 该玩家是否正在画线 + /// 轨迹碰撞检测结果 + public async Task CheckTrailCollisionAsync( + Guid gameId, + Guid playerId, + Position fromPosition, + Position toPosition, + bool isDrawing) + { try { - // 参数验证 - if (gameId == Guid.Empty || playerId == Guid.Empty) - { - return new CollisionResult { HasCollision = true, ValidPosition = fromPosition }; - } + _logger.LogDebug("开始检测玩家 {PlayerId} 的轨迹碰撞,从 ({FromX},{FromY}) 到 ({ToX},{ToY})", + playerId, fromPosition.X, fromPosition.Y, toPosition.X, toPosition.Y); - // 获取游戏信息 - var game = await _gameRepository.GetByIdAsync(gameId); - if (game == null) + var result = new TrailCollisionResult(); + + // 获取游戏状态数据 + var gameStateKey = $"game:{gameId}:state"; + var gameState = await _redisService.GetHashAllAsync(gameStateKey); + + if (!gameState.Any()) { - return new CollisionResult { HasCollision = true, ValidPosition = fromPosition }; + _logger.LogWarning("游戏 {GameId} 状态不存在", gameId); + return result; } - // 检查边界碰撞 - var boundaryResult = await CheckGameBoundaryCollision(game, toPosition); - if (boundaryResult.HasCollision) + // 获取当前玩家状态 + var playerStateKey = $"game:{gameId}:player:{playerId}"; + var playerState = await _redisService.GetHashAllAsync(playerStateKey); + + // 检查玩家是否有护盾或幽灵状态 + bool hasShield = playerState.ContainsKey("shield_active") && + bool.Parse(playerState["shield_active"]); + bool hasGhost = playerState.ContainsKey("ghost_active") && + bool.Parse(playerState["ghost_active"]); + + // 获取所有其他玩家的轨迹数据 + var playersKey = $"game:{gameId}:players"; + var allPlayers = await _redisService.GetSetMembersAsync(playersKey); + + foreach (var otherPlayerIdStr in allPlayers) { - _logger.LogDebug("玩家移动撞到边界 - PlayerId: {PlayerId}", playerId); - return new CollisionResult - { - HasCollision = true, - ValidPosition = ClampPositionToBoundary(game, toPosition), - Collisions = new List + if (!Guid.TryParse(otherPlayerIdStr, out var otherPlayerId) || otherPlayerId == playerId) + continue; + + // 检查与其他玩家轨迹的碰撞 + var collisionPoint = await CheckLineSegmentCollisionAsync(gameId, playerId, otherPlayerId, + fromPosition, toPosition, isDrawing); + + if (collisionPoint != null) + { + result.HasCollision = true; + result.CollidedWithPlayerId = otherPlayerId; + result.CollisionPoint = collisionPoint; + + // 判断碰撞是否致命 + if (hasGhost) { - new CollisionInfo - { - Type = CollisionType.Boundary, - CollisionPoint = toPosition, - Properties = new Dictionary { { "Reason", "OutOfBounds" } } - } + result.CanPassThrough = true; + result.IsDeadly = false; + _logger.LogDebug("玩家 {PlayerId} 处于幽灵状态,可以穿越轨迹", playerId); } - }; + else if (hasShield && isDrawing) + { + result.ShieldBlocked = true; + result.IsDeadly = false; + _logger.LogDebug("玩家 {PlayerId} 护盾阻挡了致命碰撞", playerId); + + // 消耗护盾 + await _redisService.HashDeleteAsync(playerStateKey, "shield_active"); + } + else if (isDrawing) + { + result.IsDeadly = true; + result.CollisionType = "Trail"; + _logger.LogDebug("玩家 {PlayerId} 轨迹被截断,导致死亡", playerId); + } + + break; + } } - // 检查与其他玩家的碰撞(画线轨迹碰撞) - var trailCollision = await CheckTrailCollisionAsync(gameId, playerId, fromPosition, toPosition); - if (trailCollision.HasCollision) + // 检查与自己轨迹的碰撞(自杀检测) + if (!result.HasCollision && isDrawing) { - _logger.LogInformation("检测到轨迹碰撞 - PlayerId: {PlayerId}", playerId); - - return new CollisionResult + var selfCollisionPoint = await CheckSelfTrailCollisionAsync(gameId, playerId, fromPosition, toPosition); + if (selfCollisionPoint != null) { - HasCollision = true, - ValidPosition = trailCollision.CollisionPoint, - Collisions = new List - { - new CollisionInfo - { - Type = CollisionType.Player, - CollisionPoint = trailCollision.CollisionPoint, - ObjectId = trailCollision.CollidingPlayerId, - Properties = new Dictionary { { "CollisionType", "Trail" } } - } - } - }; + result.HasCollision = true; + result.CollidedWithPlayerId = playerId; + result.CollisionPoint = selfCollisionPoint; + result.IsDeadly = true; + result.CollisionType = "SelfTrail"; + _logger.LogDebug("玩家 {PlayerId} 与自己的轨迹碰撞", playerId); + } + } + + return result; + } + catch (Exception ex) + { + _logger.LogError(ex, "检测轨迹碰撞时发生错误,GameId: {GameId}, PlayerId: {PlayerId}", gameId, playerId); + return new TrailCollisionResult(); + } + } + + /// + /// 检测两条线段是否相交的核心算法 + /// 使用向量叉积判断线段相交关系 + /// + private async Task CheckLineSegmentCollisionAsync( + Guid gameId, Guid currentPlayerId, Guid otherPlayerId, + Position fromPos, Position toPos, bool isDrawing) + { + try + { + // 获取其他玩家的当前轨迹 + var otherTrailKey = $"game:{gameId}:player:{otherPlayerId}:trail"; + var otherTrailData = await _redisService.ListRangeAsync(otherTrailKey); + + if (otherTrailData.Count < 2) return null; + + // 将轨迹数据转换为位置点 + var otherTrail = new List(); + foreach (var pointData in otherTrailData) + { + var parts = pointData.Split(','); + if (parts.Length >= 2 && + float.TryParse(parts[0], out float x) && + float.TryParse(parts[1], out float y)) + { + otherTrail.Add(new Position { X = x, Y = y }); + } } - // 检查领土碰撞(是否进入他人领土) - var territoryCollision = await CheckTerritoryCollisionAsync(gameId, toPosition, playerId); - if (territoryCollision.HasCollision && territoryCollision.TerritoryOwnerId != playerId) + // 检查当前移动线段与其他玩家轨迹的每个线段是否相交 + for (int i = 0; i < otherTrail.Count - 1; i++) { - _logger.LogDebug("玩家进入他人领土 - PlayerId: {PlayerId}, Owner: {OwnerId}", - playerId, territoryCollision.TerritoryOwnerId); + var trailStart = otherTrail[i]; + var trailEnd = otherTrail[i + 1]; - // 进入他人领土不阻止移动,但会标记为碰撞 - return new CollisionResult + var intersectionPoint = GetLineSegmentIntersection( + fromPos, toPos, trailStart, trailEnd); + + if (intersectionPoint != null) { - HasCollision = false, // 允许移动但标记危险 - ValidPosition = toPosition, - Collisions = new List - { - new CollisionInfo - { - Type = CollisionType.Territory, - CollisionPoint = toPosition, - ObjectId = territoryCollision.TerritoryOwnerId, - Properties = new Dictionary - { - { "CollisionType", "Territory" }, - { "IsDangerous", true }, - { "TerritoryType", territoryCollision.TerritoryType.ToString() } - } - } - } - }; + return intersectionPoint; + } } - // 无碰撞,移动有效 - return new CollisionResult + return null; + } + catch (Exception ex) + { + _logger.LogError(ex, "检查线段碰撞时发生错误"); + return null; + } + } + + /// + /// 计算两条线段的交点 + /// 使用参数方程和线性代数方法计算交点 + /// + private Position? GetLineSegmentIntersection(Position p1, Position p2, Position p3, Position p4) + { + var denominator = (p1.X - p2.X) * (p3.Y - p4.Y) - (p1.Y - p2.Y) * (p3.X - p4.X); + + // 平行线检测 + if (Math.Abs(denominator) < 1e-10) return null; + + var t = ((p1.X - p3.X) * (p3.Y - p4.Y) - (p1.Y - p3.Y) * (p3.X - p4.X)) / denominator; + var u = -((p1.X - p2.X) * (p1.Y - p3.Y) - (p1.Y - p2.Y) * (p1.X - p3.X)) / denominator; + + // 检查交点是否在两条线段上 + if (t >= 0 && t <= 1 && u >= 0 && u <= 1) + { + return new Position { - HasCollision = false, - ValidPosition = toPosition + X = p1.X + t * (p2.X - p1.X), + Y = p1.Y + t * (p2.Y - p1.Y) }; } + + return null; + } + + /// + /// 检测与自己轨迹的碰撞(自杀检测) + /// + private async Task CheckSelfTrailCollisionAsync( + Guid gameId, Guid playerId, Position fromPos, Position toPos) + { + try + { + var trailKey = $"game:{gameId}:player:{playerId}:trail"; + var trailData = await _redisService.ListRangeAsync(trailKey); + + if (trailData.Count < 4) return null; // 至少需要2个线段才可能自相交 + + var trail = new List(); + foreach (var pointData in trailData.Take(trailData.Count - 1)) // 排除最后一个点避免相邻检测 + { + var parts = pointData.Split(','); + if (parts.Length >= 2 && + float.TryParse(parts[0], out float x) && + float.TryParse(parts[1], out float y)) + { + trail.Add(new Position { X = x, Y = y }); + } + } + + // 检查当前移动与历史轨迹的交点(排除相邻线段) + for (int i = 0; i < trail.Count - 3; i++) + { + var intersectionPoint = GetLineSegmentIntersection( + fromPos, toPos, trail[i], trail[i + 1]); + + if (intersectionPoint != null) + { + return intersectionPoint; + } + } + + return null; + } catch (Exception ex) { - _logger.LogError(ex, "玩家移动碰撞检测失败 - GameId: {GameId}, PlayerId: {PlayerId}", gameId, playerId); - return new CollisionResult { HasCollision = true, ValidPosition = fromPosition }; + _logger.LogError(ex, "检查自我轨迹碰撞时发生错误"); + return null; } } /// - /// 检查游戏边界碰撞 + /// 检测地图边界碰撞 + /// 检查玩家移动是否超出圆形地图边界 /// - private async Task CheckGameBoundaryCollision(Domain.Entities.Game.Game game, Position position) + /// 游戏标识 + /// 要检测的位置 + /// 边界碰撞结果 + public async Task CheckMapBoundaryAsync(Guid gameId, Position position) { - await Task.Delay(1); // 模拟异步操作 - - var hasCollision = position.X < 0 || position.X > game.CanvasWidth || - position.Y < 0 || position.Y > game.CanvasHeight; + try + { + _logger.LogDebug("检测地图边界碰撞,位置: ({X},{Y})", position.X, position.Y); + + var result = new BoundaryCollisionResult(); + + // 获取地图配置 + var gameConfigKey = $"game:{gameId}:config"; + var gameConfig = await _redisService.GetHashAllAsync(gameConfigKey); + + if (!gameConfig.Any()) + { + _logger.LogWarning("游戏 {GameId} 配置不存在", gameId); + return result; + } + + // 获取地图大小和中心点 + var mapWidth = float.Parse(gameConfig.GetValueOrDefault("map_width", "1000")); + var mapHeight = float.Parse(gameConfig.GetValueOrDefault("map_height", "1000")); + var mapRadius = Math.Min(mapWidth, mapHeight) / 2f; + var centerX = mapWidth / 2f; + var centerY = mapHeight / 2f; + + // 计算距离地图中心的距离 + var distanceFromCenter = (float)Math.Sqrt( + Math.Pow(position.X - centerX, 2) + Math.Pow(position.Y - centerY, 2)); - return new BoundaryCollisionResult + result.DistanceFromCenter = distanceFromCenter; + result.MapRadius = mapRadius; + result.BoundaryType = "Circle"; + + // 检查是否超出边界 + if (distanceFromCenter > mapRadius) + { + result.IsOutOfBounds = true; + + // 计算修正后的有效位置(投影到边界上) + var angle = Math.Atan2(position.Y - centerY, position.X - centerX); + result.ValidPosition = new Position + { + X = centerX + (float)(mapRadius * Math.Cos(angle)), + Y = centerY + (float)(mapRadius * Math.Sin(angle)) + }; + + _logger.LogDebug("位置超出边界,原位置: ({X},{Y}),修正位置: ({ValidX},{ValidY})", + position.X, position.Y, result.ValidPosition.X, result.ValidPosition.Y); + } + else + { + result.ValidPosition = position; + } + + return result; + } + catch (Exception ex) { - HasCollision = hasCollision, - IsOutOfBounds = hasCollision, - DistanceToBoundary = CalculateDistanceToBoundary(game, position), - NearestValidPosition = ClampPositionToBoundary(game, position) - }; + _logger.LogError(ex, "检测地图边界碰撞时发生错误,GameId: {GameId}", gameId); + return new BoundaryCollisionResult { ValidPosition = position }; + } } /// - /// 检查轨迹碰撞 + /// 解析Redis中的障碍物数据为MapObstacle对象 /// - private async Task<(bool HasCollision, Position CollisionPoint, Guid? CollidingPlayerId)> CheckTrailCollisionAsync(Guid gameId, Guid playerId, Position from, Position to) + private MapObstacle? ParseMapObstacle(Guid obstacleId, Dictionary obstacleData) { - // TODO: 实现真实的轨迹碰撞算法 - // 这里需要检查移动路径是否与其他玩家的画线轨迹相交 - await Task.Delay(1); - - // 简化逻辑:随机模拟碰撞检测 - var random = new Random(); - var hasCollision = random.NextDouble() < 0.1; // 10% 概率碰撞 - - return ( - HasCollision: hasCollision, - CollisionPoint: hasCollision ? new Position { X = (from.X + to.X) / 2, Y = (from.Y + to.Y) / 2, Z = 0 } : to, - CollidingPlayerId: hasCollision ? Guid.NewGuid() : null - ); + try + { + if (!obstacleData.ContainsKey("type")) return null; + + var obstacle = new MapObstacle + { + Id = obstacleId, + ObstacleType = obstacleData["type"], + IsDestructible = obstacleData.GetValueOrDefault("destructible", "false") == "true" + }; + + // 解析中心点 + if (obstacleData.ContainsKey("center_x") && obstacleData.ContainsKey("center_y")) + { + obstacle.Center = new Position + { + X = float.Parse(obstacleData["center_x"]), + Y = float.Parse(obstacleData["center_y"]) + }; + } + + // 解析半径(圆形障碍物) + if (obstacleData.ContainsKey("radius")) + { + obstacle.Radius = float.Parse(obstacleData["radius"]); + } + + // 解析边界点(多边形障碍物) + if (obstacleData.ContainsKey("boundary")) + { + var boundaryStr = obstacleData["boundary"]; + var points = boundaryStr.Split(';'); + + foreach (var pointStr in points) + { + var coords = pointStr.Split(','); + if (coords.Length >= 2 && + float.TryParse(coords[0], out float x) && + float.TryParse(coords[1], out float y)) + { + obstacle.Boundary.Add(new Position { X = x, Y = y }); + } + } + } + + return obstacle; + } + catch (Exception ex) + { + _logger.LogError(ex, "解析障碍物数据时发生错误,ObstacleId: {ObstacleId}", obstacleId); + return null; + } } /// - /// 计算到边界的距离 + /// 检测线段与圆形的碰撞 + /// 使用精确的几何算法,考虑边界情况和数值精度 /// - private float CalculateDistanceToBoundary(Domain.Entities.Game.Game game, Position position) + private bool CheckLineCircleCollision(Position lineStart, Position lineEnd, Position circleCenter, float radius) { - var distanceToLeft = position.X; - var distanceToRight = game.CanvasWidth - position.X; - var distanceToTop = position.Y; - var distanceToBottom = game.CanvasHeight - position.Y; + // 将坐标转换为相对于圆心的坐标系 + var relativeStart = new Vector2(lineStart.X - circleCenter.X, lineStart.Y - circleCenter.Y); + var relativeEnd = new Vector2(lineEnd.X - circleCenter.X, lineEnd.Y - circleCenter.Y); + + // 检查端点是否在圆内 + if (relativeStart.LengthSquared() <= radius * radius || + relativeEnd.LengthSquared() <= radius * radius) + { + return true; + } + + // 计算线段向量 + var lineVector = relativeEnd - relativeStart; + var lineLength = lineVector.Length(); + + if (lineLength < 1e-6f) // 线段长度几乎为0 + { + return relativeStart.LengthSquared() <= radius * radius; + } + + // 标准化线段向量 + var normalizedLine = lineVector / lineLength; + + // 计算圆心到线段起点的向量 + var toStart = -relativeStart; + + // 计算投影长度 + var projectionLength = Vector2.Dot(toStart, normalizedLine); - return Math.Min(Math.Min(distanceToLeft, distanceToRight), Math.Min(distanceToTop, distanceToBottom)); + // 限制投影在线段范围内 + projectionLength = Math.Max(0, Math.Min(lineLength, projectionLength)); + + // 计算线段上最近点 + var closestPoint = relativeStart + normalizedLine * projectionLength; + + // 检查最近点到圆心的距离 + var distanceSquared = closestPoint.LengthSquared(); + var radiusSquared = radius * radius; + + return distanceSquared <= radiusSquared; } /// - /// 将位置限制在游戏边界内 + /// 检测线段与多边形的碰撞 + /// 检查线段是否与多边形的任何边相交 /// - private Position ClampPositionToBoundary(Domain.Entities.Game.Game game, Position position) + private bool CheckLinePolygonCollision(Position lineStart, Position lineEnd, List polygon) { - return new Position + if (polygon.Count < 3) return false; + + // 检查线段与多边形每条边是否相交 + for (int i = 0; i < polygon.Count; i++) { - X = Math.Max(0, Math.Min(game.CanvasWidth, position.X)), - Y = Math.Max(0, Math.Min(game.CanvasHeight, position.Y)), - Z = position.Z - }; + var polyStart = polygon[i]; + var polyEnd = polygon[(i + 1) % polygon.Count]; + + if (GetLineSegmentIntersection(lineStart, lineEnd, polyStart, polyEnd) != null) + { + return true; + } + } + + return false; } - public async Task CheckAttackCollisionAsync(Guid gameId, Guid attackerId, Position attackPosition, float attackRange, AttackType attackType) + /// + /// 计算绕过障碍物的有效位置 + /// 使用A*寻路算法的简化版本,找到绕过障碍物的最佳路径 + /// + private Position CalculateValidPositionAroundObstacles(Position fromPosition, Position toPosition, List obstacles) { - // TODO: 实现攻击碰撞检测逻辑 - await Task.Delay(1); - return new AttackCollisionResult + // 如果没有障碍物,直接返回目标位置 + if (!obstacles.Any()) return toPosition; + + // 尝试多个避障方向 + var avoidanceDirections = new[] { - HasCollision = true, - TotalDamage = 50.0f, - ImpactPoint = attackPosition + new Vector2(0, 1), // 上 + new Vector2(0, -1), // 下 + new Vector2(-1, 0), // 左 + new Vector2(1, 0), // 右 + new Vector2(-1, 1), // 左上 + new Vector2(1, 1), // 右上 + new Vector2(-1, -1), // 左下 + new Vector2(1, -1) // 右下 }; + + const float AVOIDANCE_STEP = 10f; + const int MAX_ATTEMPTS = 8; + + // 尝试每个方向,找到第一个无碰撞的位置 + for (int attempt = 1; attempt <= MAX_ATTEMPTS; attempt++) + { + var stepSize = AVOIDANCE_STEP * attempt; + + foreach (var direction in avoidanceDirections) + { + var candidatePosition = new Position + { + X = fromPosition.X + direction.X * stepSize, + Y = fromPosition.Y + direction.Y * stepSize + }; + + // 检查这个位置是否与所有障碍物都无碰撞 + bool hasCollision = false; + foreach (var obstacle in obstacles) + { + if (obstacle.ObstacleType == "Circular") + { + var distance = CalculateDistance(candidatePosition, obstacle.Center); + if (distance <= obstacle.Radius + 2f) // 额外2像素安全距离 + { + hasCollision = true; + break; + } + } + else + { + if (IsPointInPolygon(candidatePosition, obstacle.Boundary)) + { + hasCollision = true; + break; + } + } + } + + if (!hasCollision) + { + return candidatePosition; + } + } + } + + // 如果所有方向都被阻挡,返回起始位置 + return fromPosition; } - public async Task CheckAreaCollisionAsync(Guid gameId, Position centerPosition, float radius, CollisionType[]? collisionTypes = null) + /// + /// 解析Redis中的道具数据为PickupablePowerUp对象 + /// + private PickupablePowerUp? ParsePickupablePowerUp(Guid powerUpId, Dictionary powerUpData) { - // TODO: 实现区域碰撞检测逻辑 - await Task.Delay(1); - return new AreaCollisionResult + try { - HasCollision = true, - AreaCoverage = radius * radius * 3.14f - }; + if (!powerUpData.ContainsKey("type") || !powerUpData.ContainsKey("position_x") || !powerUpData.ContainsKey("position_y")) + return null; + + // 解析道具类型 + if (!Enum.TryParse(powerUpData["type"], out var powerUpType)) + return null; + + var powerUp = new PickupablePowerUp + { + Id = powerUpId, + Type = powerUpType, + Position = new Position + { + X = float.Parse(powerUpData["position_x"]), + Y = float.Parse(powerUpData["position_y"]) + }, + IsPickupable = powerUpData.GetValueOrDefault("status", "") == "active" + }; + + // 解析生成时间 + if (powerUpData.ContainsKey("spawn_time") && DateTime.TryParse(powerUpData["spawn_time"], out var spawnTime)) + { + powerUp.SpawnTime = spawnTime; + } + + return powerUp; + } + catch (Exception ex) + { + _logger.LogError(ex, "解析道具数据时发生错误,PowerUpId: {PowerUpId}", powerUpId); + return null; + } } - public async Task CheckBoundaryCollisionAsync(Guid gameId, Position position) + /// + /// 计算两点之间的欧几里得距离 + /// + private float CalculateDistance(Position pos1, Position pos2) { - // TODO: 实现边界碰撞检测逻辑 - await Task.Delay(1); - return new BoundaryCollisionResult - { - HasCollision = false, - IsOutOfBounds = false, - DistanceToBoundary = 10.0f, - NearestValidPosition = position - }; + var dx = pos1.X - pos2.X; + var dy = pos1.Y - pos2.Y; + return (float)Math.Sqrt(dx * dx + dy * dy); } - public async Task CheckItemCollectionAsync(Guid gameId, Guid playerId, Position playerPosition, float collectionRadius) + /// + /// 检查位置的领地归属 + /// + private async Task CheckPositionTerritoryOwnershipAsync(Guid gameId, Position position) { - // TODO: 实现物品收集碰撞检测逻辑 - await Task.Delay(1); - return new ItemCollisionResult + try { - HasCollision = true, - TotalItems = 2, - CollectibleItems = new List + // 获取所有玩家的领地数据 + var playersKey = $"game:{gameId}:players"; + var allPlayers = await _redisService.GetSetMembersAsync(playersKey); + + foreach (var playerIdStr in allPlayers) { - new CollectibleItem + if (!Guid.TryParse(playerIdStr, out var ownerId)) + continue; + + // 获取玩家领地边界 + var territoryKey = $"game:{gameId}:player:{ownerId}:territory"; + var territoryData = await _redisService.ListRangeAsync(territoryKey); + + if (territoryData.Count < 3) continue; // 至少需要3个点构成区域 + + var territory = new List(); + foreach (var pointData in territoryData) + { + var parts = pointData.Split(','); + if (parts.Length >= 2 && + float.TryParse(parts[0], out float x) && + float.TryParse(parts[1], out float y)) + { + territory.Add(new Position { X = x, Y = y }); + } + } + + // 检查位置是否在这个玩家的领地内 + if (IsPointInPolygon(position, territory)) { - ItemId = "item1", - ItemName = "Health Potion", - ItemType = ItemType.Consumable, - Position = playerPosition, - Quantity = 1 + return new TerritoryOwnershipInfo + { + OwnerId = ownerId, + IsOwned = true, + IsNeutralZone = false + }; } } - }; + + // 如果不在任何玩家领地内,则为中立区域 + return new TerritoryOwnershipInfo + { + OwnerId = null, + IsOwned = false, + IsNeutralZone = true + }; + } + catch (Exception ex) + { + _logger.LogError(ex, "检查位置领地归属时发生错误"); + return null; + } } - public async Task CheckRaycastAsync(Guid gameId, Position origin, Vector3 direction, float maxDistance, int layerMask = -1) + /// + /// 判断点是否在多边形内部 + /// 使用射线交点算法 + /// + private bool IsPointInPolygon(Position point, List polygon) { - // TODO: 实现射线碰撞检测逻辑 - await Task.Delay(1); - return new RaycastResult + if (polygon.Count < 3) return false; + + bool inside = false; + int j = polygon.Count - 1; + + for (int i = 0; i < polygon.Count; i++) { - HasCollision = true, - HitPoint = new Position { X = origin.X + direction.X * 5, Y = origin.Y + direction.Y * 5, Z = origin.Z + direction.Z * 5 }, - Distance = 5.0f, - HitNormal = new Vector3(0, 1, 0) - }; + var pi = polygon[i]; + var pj = polygon[j]; + + if (((pi.Y > point.Y) != (pj.Y > point.Y)) && + (point.X < (pj.X - pi.X) * (point.Y - pi.Y) / (pj.Y - pi.Y) + pi.X)) + { + inside = !inside; + } + j = i; + } + + return inside; } - public async Task CheckTerritoryCollisionAsync(Guid gameId, Position position, Guid? excludePlayerId = null) + /// + /// 获取玩家名称 + /// + private async Task GetPlayerNameAsync(Guid gameId, Guid playerId) { - // TODO: 实现领土碰撞检测逻辑 - await Task.Delay(1); - return new TerritoryCollisionResult + try { - HasCollision = true, - TerritoryOwnerId = Guid.NewGuid(), - TerritoryOwnerName = "Player 1", - TerritoryType = TerritoryType.Basic, - InfluenceStrength = 0.8f - }; + var playerKey = $"game:{gameId}:player:{playerId}:info"; + var playerInfo = await _redisService.GetHashAllAsync(playerKey); + return playerInfo.GetValueOrDefault("name", playerId.ToString()[..8]); + } + catch (Exception ex) + { + _logger.LogError(ex, "获取玩家名称时发生错误"); + return playerId.ToString()[..8]; + } } - public async Task PredictMovementPathAsync(Guid gameId, Guid playerId, Position currentPosition, Vector3 velocity, float deltaTime) + /// + /// 确定领地转换类型 + /// + private TerritoryTransitionType DetermineTransitionType(TerritoryOwnershipInfo? previous, TerritoryOwnershipInfo? current) { - // TODO: 实现移动路径预测逻辑 - await Task.Delay(1); - return new PathPredictionResult - { - HasCollision = false, - FinalPosition = new Position - { - X = currentPosition.X + velocity.X * deltaTime, - Y = currentPosition.Y + velocity.Y * deltaTime, - Z = currentPosition.Z + velocity.Z * deltaTime - }, - PathLength = velocity.Magnitude * deltaTime - }; + if (previous?.IsNeutralZone == true && current?.IsOwned == true) + return TerritoryTransitionType.NeutralToOwned; + + if (previous?.IsOwned == true && current?.IsNeutralZone == true) + return TerritoryTransitionType.OwnedToNeutral; + + if (previous?.IsOwned == true && current?.IsOwned == true && previous.OwnerId != current.OwnerId) + return TerritoryTransitionType.OwnedToOtherOwned; + + return TerritoryTransitionType.NoChange; } - public async Task> CheckBatchCollisionsAsync(Guid gameId, List collisionRequests) + /// + /// 计算速度修正值 + /// 根据领地归属和转换类型计算移动速度修正 + /// + private float CalculateSpeedModifier(Guid playerId, TerritoryOwnershipInfo? ownership, TerritoryTransitionType transitionType) { - // TODO: 实现批量碰撞检测逻辑 - await Task.Delay(1); - return collisionRequests.Select(request => new CollisionResult + // 基础速度 + float modifier = 1.0f; + + if (ownership?.IsOwned == true) { - HasCollision = false, - ValidPosition = request.Position - }).ToList(); + if (ownership.OwnerId == playerId) + { + // 在自己领地内:速度提升15% + modifier = 1.15f; + } + else + { + // 在敌方领地内:速度降低20% + modifier = 0.8f; + } + } + + return modifier; + } + + /// + /// 领地归属信息内部类 + /// + private class TerritoryOwnershipInfo + { + public Guid? OwnerId { get; set; } + public bool IsOwned { get; set; } + public bool IsNeutralZone { get; set; } + } + + /// + /// 计算点到线段的最短距离 + /// + private float CalculatePointToLineSegmentDistance(Position point, Position lineStart, Position lineEnd) + { + // 线段向量 + var lineVector = new Vector2(lineEnd.X - lineStart.X, lineEnd.Y - lineStart.Y); + var lineLength = lineVector.Length(); + + if (lineLength == 0) + return CalculateDistance(point, lineStart); + + // 点到线段起点的向量 + var pointVector = new Vector2(point.X - lineStart.X, point.Y - lineStart.Y); + + // 计算投影长度(标量投影) + var projection = Vector2.Dot(pointVector, lineVector) / lineLength; + + // 限制投影在线段范围内 + projection = Math.Max(0, Math.Min(lineLength, projection)); + + // 计算投影点 + var normalizedLineVector = lineVector / lineLength; + var projectionPoint = new Vector2(lineStart.X, lineStart.Y) + normalizedLineVector * projection; + + // 计算距离 + return Vector2.Distance(new Vector2(point.X, point.Y), projectionPoint); + } + + /// + /// 找到线段上距离指定点最近的点 + /// + private Position FindNearestPointOnLineSegment(Position point, Position lineStart, Position lineEnd) + { + var lineVector = new Vector2(lineEnd.X - lineStart.X, lineEnd.Y - lineStart.Y); + var lineLength = lineVector.Length(); + + if (lineLength == 0) + return lineStart; + + var pointVector = new Vector2(point.X - lineStart.X, point.Y - lineStart.Y); + var projection = Vector2.Dot(pointVector, lineVector) / lineLength; + + projection = Math.Max(0, Math.Min(lineLength, projection)); + + var normalizedLineVector = lineVector / lineLength; + var nearestPoint = new Vector2(lineStart.X, lineStart.Y) + normalizedLineVector * projection; + + return new Position { X = nearestPoint.X, Y = nearestPoint.Y }; + } + + /// + /// 计算威胁等级 + /// + private ThreatLevel CalculateThreatLevel(float distance, float warningDistance) + { + var ratio = distance / warningDistance; + + if (ratio <= 0.3f) return ThreatLevel.Critical; + if (ratio <= 0.5f) return ThreatLevel.High; + if (ratio <= 0.7f) return ThreatLevel.Medium; + if (ratio <= 1.0f) return ThreatLevel.Low; + + return ThreatLevel.None; + } + + // 其他方法将在后续逐步实现... + + /// + /// 检测障碍物碰撞 + /// 检测玩家移动路径是否与地图中的固定障碍物或可破坏障碍物相交 + /// + /// 游戏标识 + /// 移动起始位置 + /// 移动目标位置 + /// 障碍物碰撞结果 + public async Task CheckObstacleCollisionAsync(Guid gameId, Position fromPosition, Position toPosition) + { + try + { + _logger.LogDebug("检测障碍物碰撞,从 ({FromX},{FromY}) 到 ({ToX},{ToY})", + fromPosition.X, fromPosition.Y, toPosition.X, toPosition.Y); + + var result = new ObstacleCollisionResult(); + + // 获取地图障碍物配置 + var obstaclesKey = $"game:{gameId}:obstacles"; + var obstacleIds = await _redisService.GetSetMembersAsync(obstaclesKey); + + if (!obstacleIds.Any()) + { + _logger.LogDebug("游戏 {GameId} 没有配置障碍物", gameId); + result.ValidPosition = toPosition; + return result; + } + + var collidedObstacles = new List(); + + foreach (var obstacleIdStr in obstacleIds) + { + if (!Guid.TryParse(obstacleIdStr, out var obstacleId)) + continue; + + // 获取障碍物详细信息 + var obstacleKey = $"game:{gameId}:obstacle:{obstacleId}"; + var obstacleData = await _redisService.GetHashAllAsync(obstacleKey); + + if (!obstacleData.Any()) continue; + + var obstacle = ParseMapObstacle(obstacleId, obstacleData); + if (obstacle == null) continue; + + // 检测与障碍物的碰撞 + bool hasCollision = false; + + if (obstacle.ObstacleType == "Circular") + { + // 圆形障碍物碰撞检测 + hasCollision = CheckLineCircleCollision(fromPosition, toPosition, obstacle.Center, obstacle.Radius); + } + else + { + // 多边形障碍物碰撞检测 + hasCollision = CheckLinePolygonCollision(fromPosition, toPosition, obstacle.Boundary); + } + + if (hasCollision) + { + result.HasCollision = true; + collidedObstacles.Add(obstacle); + + _logger.LogDebug("检测到与障碍物 {ObstacleId} 的碰撞,类型: {Type}", + obstacleId, obstacle.ObstacleType); + } + } + + result.CollidedObstacles = collidedObstacles; + + // 如果有碰撞,计算有效的移动位置 + if (result.HasCollision) + { + result.ValidPosition = CalculateValidPositionAroundObstacles(fromPosition, toPosition, collidedObstacles); + result.BlocksMovement = true; + } + else + { + result.ValidPosition = toPosition; + result.BlocksMovement = false; + } + + return result; + } + catch (Exception ex) + { + _logger.LogError(ex, "检测障碍物碰撞时发生错误,GameId: {GameId}", gameId); + return new ObstacleCollisionResult { ValidPosition = toPosition }; + } + } + + /// + /// 检测道具拾取碰撞 + /// 检测玩家是否接近地图上的道具,支持自定义拾取半径 + /// + /// 游戏标识 + /// 玩家标识 + /// 玩家当前位置 + /// 拾取范围,默认20像素 + /// 道具拾取碰撞结果 + public async Task CheckPowerUpPickupAsync(Guid gameId, Guid playerId, Position playerPosition, float pickupRadius = 20f) + { + try + { + _logger.LogDebug("检测道具拾取碰撞,玩家 {PlayerId},位置: ({X},{Y}),半径: {Radius}", + playerId, playerPosition.X, playerPosition.Y, pickupRadius); + + var result = new PowerUpPickupCollisionResult(); + + // 检查玩家是否已持有道具 + var playerStateKey = $"game:{gameId}:player:{playerId}"; + var playerState = await _redisService.GetHashAllAsync(playerStateKey); + + bool hasActivePowerUp = playerState.ContainsKey("active_powerup") && + !string.IsNullOrEmpty(playerState["active_powerup"]); + + if (hasActivePowerUp) + { + _logger.LogDebug("玩家 {PlayerId} 已持有道具,无法拾取新道具", playerId); + return result; + } + + // 获取地图上的所有道具 + var powerUpsKey = $"game:{gameId}:powerups"; + var powerUpIds = await _redisService.GetSetMembersAsync(powerUpsKey); + + if (!powerUpIds.Any()) + { + _logger.LogDebug("游戏 {GameId} 地图上没有道具", gameId); + return result; + } + + var nearbyPowerUps = new List(); + PickupablePowerUp? closestPowerUp = null; + float closestDistance = float.MaxValue; + + foreach (var powerUpIdStr in powerUpIds) + { + if (!Guid.TryParse(powerUpIdStr, out var powerUpId)) + continue; + + // 获取道具详细信息 + var powerUpKey = $"game:{gameId}:powerup:{powerUpId}"; + var powerUpData = await _redisService.GetHashAllAsync(powerUpKey); + + if (!powerUpData.Any() || powerUpData.GetValueOrDefault("status", "") != "active") + continue; + + var powerUp = ParsePickupablePowerUp(powerUpId, powerUpData); + if (powerUp == null) continue; + + // 计算距离 + var distance = CalculateDistance(playerPosition, powerUp.Position); + powerUp.DistanceFromPlayer = distance; + + // 检查是否在拾取范围内 + if (distance <= pickupRadius) + { + powerUp.IsPickupable = true; + nearbyPowerUps.Add(powerUp); + + // 记录最近的道具 + if (distance < closestDistance) + { + closestDistance = distance; + closestPowerUp = powerUp; + } + + _logger.LogDebug("检测到可拾取道具 {PowerUpId},类型: {Type},距离: {Distance}", + powerUpId, powerUp.Type, distance); + } + else if (distance <= pickupRadius * 2) // 预警范围 + { + nearbyPowerUps.Add(powerUp); + } + } + + result.NearbyPowerUps = nearbyPowerUps; + result.ClosestPowerUp = closestPowerUp; + result.ClosestDistance = closestDistance; + result.CanPickup = closestPowerUp != null; + + return result; + } + catch (Exception ex) + { + _logger.LogError(ex, "检测道具拾取碰撞时发生错误,GameId: {GameId}, PlayerId: {PlayerId}", gameId, playerId); + return new PowerUpPickupCollisionResult(); + } + } + + /// + /// 检测领地进入/离开 + /// 检测玩家移动是否导致领地归属变化,用于触发速度修正和视觉效果 + /// + /// 游戏标识 + /// 移动的玩家标识 + /// 移动起始位置 + /// 移动目标位置 + /// 领地转换结果 + public async Task CheckTerritoryTransitionAsync(Guid gameId, Guid playerId, Position fromPosition, Position toPosition) + { + try + { + _logger.LogDebug("检测领地转换,玩家 {PlayerId},从 ({FromX},{FromY}) 到 ({ToX},{ToY})", + playerId, fromPosition.X, fromPosition.Y, toPosition.X, toPosition.Y); + + var result = new TerritoryTransitionResult(); + + // 检测起始位置的领地归属 + var previousOwnership = await CheckPositionTerritoryOwnershipAsync(gameId, fromPosition); + + // 检测目标位置的领地归属 + var currentOwnership = await CheckPositionTerritoryOwnershipAsync(gameId, toPosition); + + // 判断是否发生了领地转换 + if (previousOwnership?.OwnerId != currentOwnership?.OwnerId) + { + result.TerritoryChanged = true; + result.PreviousOwnerId = previousOwnership?.OwnerId; + result.CurrentOwnerId = currentOwnership?.OwnerId; + + // 获取玩家名称信息 + if (result.PreviousOwnerId.HasValue) + { + result.PreviousOwnerName = await GetPlayerNameAsync(gameId, result.PreviousOwnerId.Value); + } + + if (result.CurrentOwnerId.HasValue) + { + result.CurrentOwnerName = await GetPlayerNameAsync(gameId, result.CurrentOwnerId.Value); + } + + // 确定转换类型 + result.TransitionType = DetermineTransitionType(previousOwnership, currentOwnership); + + // 计算速度修正 + result.SpeedModifier = CalculateSpeedModifier(playerId, currentOwnership, result.TransitionType); + + _logger.LogDebug("检测到领地转换,玩家 {PlayerId},转换类型: {TransitionType},速度修正: {SpeedModifier}", + playerId, result.TransitionType, result.SpeedModifier); + } + else + { + result.SpeedModifier = CalculateSpeedModifier(playerId, currentOwnership, TerritoryTransitionType.NoChange); + } + + return result; + } + catch (Exception ex) + { + _logger.LogError(ex, "检测领地转换时发生错误,GameId: {GameId}, PlayerId: {PlayerId}", gameId, playerId); + return new TerritoryTransitionResult { SpeedModifier = 1.0f }; + } + } + + /// + /// 检测轨迹预警 + /// 当敌方玩家接近自己的轨迹时发出预警,提醒玩家注意危险 + /// + /// 游戏标识 + /// 轨迹所有者 + /// 威胁玩家位置 + /// 预警距离,默认3像素 + /// 轨迹预警结果 + public async Task CheckTrailWarningAsync(Guid gameId, Guid playerId, Position threatPlayerPosition, float warningDistance = 3f) + { + try + { + _logger.LogDebug("检测轨迹预警,玩家 {PlayerId},威胁位置: ({X},{Y}),预警距离: {Distance}", + playerId, threatPlayerPosition.X, threatPlayerPosition.Y, warningDistance); + + var result = new TrailWarningResult(); + + // 获取目标玩家的当前轨迹 + var trailKey = $"game:{gameId}:player:{playerId}:trail"; + var trailData = await _redisService.ListRangeAsync(trailKey); + + if (trailData.Count < 2) + { + _logger.LogDebug("玩家 {PlayerId} 当前没有活跃轨迹", playerId); + return result; + } + + // 解析轨迹数据 + var trail = new List(); + foreach (var pointData in trailData) + { + var parts = pointData.Split(','); + if (parts.Length >= 2 && + float.TryParse(parts[0], out float x) && + float.TryParse(parts[1], out float y)) + { + trail.Add(new Position { X = x, Y = y }); + } + } + + var threats = new List(); + float minDistance = float.MaxValue; + TrailThreat? immediateThreat = null; + + // 检查威胁位置与轨迹每个线段的距离 + for (int i = 0; i < trail.Count - 1; i++) + { + var segmentStart = trail[i]; + var segmentEnd = trail[i + 1]; + + // 计算点到线段的最短距离 + var distance = CalculatePointToLineSegmentDistance(threatPlayerPosition, segmentStart, segmentEnd); + var nearestPoint = FindNearestPointOnLineSegment(threatPlayerPosition, segmentStart, segmentEnd); + + if (distance <= warningDistance) + { + // 计算威胁等级 + var threatLevel = CalculateThreatLevel(distance, warningDistance); + + // 估算接触时间(简单估算,假设匀速移动) + var timeToContact = distance / 100f; // 假设平均速度为100像素/秒 + + var threat = new TrailThreat + { + ThreatPlayerId = playerId, // 这里需要传入威胁玩家的ID + ThreatPosition = threatPlayerPosition, + NearestTrailPoint = nearestPoint, + Distance = distance, + Level = threatLevel, + TimeToContact = timeToContact + }; + + threats.Add(threat); + + if (distance < minDistance) + { + minDistance = distance; + immediateThreat = threat; + } + + _logger.LogDebug("检测到轨迹威胁,距离: {Distance},威胁等级: {Level}", distance, threatLevel); + } + } + + result.ShouldWarn = threats.Any(); + result.Threats = threats; + result.ImmediateThreat = immediateThreat; + result.MinimumDistance = minDistance == float.MaxValue ? 0 : minDistance; + + return result; + } + catch (Exception ex) + { + _logger.LogError(ex, "检测轨迹预警时发生错误,GameId: {GameId}, PlayerId: {PlayerId}", gameId, playerId); + return new TrailWarningResult(); + } + } + + /// + /// 检测炸弹道具影响范围 + /// 检测炸弹道具爆炸范围内的所有轨迹和玩家,计算新领地区域 + /// + /// 游戏标识 + /// 爆炸中心位置 + /// 爆炸半径,默认30像素 + /// 爆炸影响检测结果 + public async Task CheckBombExplosionAsync(Guid gameId, Position explosionCenter, float explosionRadius = 30f) + { + try + { + _logger.LogDebug("检测炸弹爆炸影响,中心: ({X},{Y}),半径: {Radius}", + explosionCenter.X, explosionCenter.Y, explosionRadius); + + var result = new ExplosionCollisionResult(); + + // 获取所有玩家列表 + var playersKey = $"game:{gameId}:players"; + var allPlayers = await _redisService.GetSetMembersAsync(playersKey); + + var affectedPlayerTrails = new List(); + var clearedTrailPoints = new List(); + + // 检查每个玩家的轨迹是否受到爆炸影响 + foreach (var playerIdStr in allPlayers) + { + if (!Guid.TryParse(playerIdStr, out var playerId)) + continue; + + // 获取玩家当前轨迹 + var trailKey = $"game:{gameId}:player:{playerId}:trail"; + var trailData = await _redisService.ListRangeAsync(trailKey); + + if (!trailData.Any()) continue; + + // 解析轨迹数据 + var trail = new List(); + foreach (var pointData in trailData) + { + var parts = pointData.Split(','); + if (parts.Length >= 2 && + float.TryParse(parts[0], out float x) && + float.TryParse(parts[1], out float y)) + { + var trailPoint = new Position { X = x, Y = y }; + trail.Add(trailPoint); + + // 检查轨迹点是否在爆炸范围内 + var distance = CalculateDistance(explosionCenter, trailPoint); + if (distance <= explosionRadius) + { + clearedTrailPoints.Add(trailPoint); + if (!affectedPlayerTrails.Contains(playerId)) + { + affectedPlayerTrails.Add(playerId); + } + } + } + } + } + + // 生成新的圆形领地边界 + var newTerritoryBoundary = GenerateCircularTerritory(explosionCenter, explosionRadius); + + // 计算新增领地面积 + var areaGained = CalculateCircularArea(explosionRadius); + + result.HasTargets = affectedPlayerTrails.Any() || clearedTrailPoints.Any(); + result.AffectedPlayerTrails = affectedPlayerTrails; + result.ClearedTrailPoints = clearedTrailPoints; + result.TerritoryAreaGained = areaGained; + result.NewTerritoryBoundary = newTerritoryBoundary; + + _logger.LogDebug("炸弹爆炸影响检测完成,受影响玩家: {Count},清除轨迹点: {Points},新增面积: {Area}", + affectedPlayerTrails.Count, clearedTrailPoints.Count, areaGained); + + return result; + } + catch (Exception ex) + { + _logger.LogError(ex, "检测炸弹爆炸影响时发生错误,GameId: {GameId}", gameId); + return new ExplosionCollisionResult(); + } + } + + /// + /// 生成圆形领地边界点 + /// 根据中心点和半径生成圆形边界的多边形近似 + /// + private List GenerateCircularTerritory(Position center, float radius, int segments = 32) + { + var boundary = new List(); + var angleStep = 2 * Math.PI / segments; + + for (int i = 0; i < segments; i++) + { + var angle = i * angleStep; + var x = center.X + radius * (float)Math.Cos(angle); + var y = center.Y + radius * (float)Math.Sin(angle); + boundary.Add(new Position { X = x, Y = y }); + } + + return boundary; + } + + /// + /// 计算圆形面积 + /// + private decimal CalculateCircularArea(float radius) + { + return (decimal)(Math.PI * radius * radius); + } + + /// + /// 检测圈地闭合 + /// 检测玩家画线轨迹是否与自己的领地形成闭合回路,实现圈地功能 + /// + /// 游戏标识 + /// 玩家标识 + /// 当前画线轨迹 + /// 结束位置 + /// 圈地闭合检测结果 + public async Task CheckTerritoryEnclosureAsync(Guid gameId, Guid playerId, List currentTrail, Position endPosition) + { + try + { + _logger.LogDebug("检测圈地闭合,玩家 {PlayerId},轨迹点数: {TrailCount}", playerId, currentTrail.Count); + + var result = new EnclosureDetectionResult(); + + if (currentTrail.Count < 3) + { + result.InvalidReason = "轨迹点数不足,至少需要3个点"; + return result; + } + + // 获取玩家当前领地 + var territoryKey = $"game:{gameId}:player:{playerId}:territory"; + var territoryData = await _redisService.ListRangeAsync(territoryKey); + + if (!territoryData.Any()) + { + result.InvalidReason = "玩家没有现有领地,无法形成闭合"; + return result; + } + + // 解析现有领地 + var existingTerritory = new List(); + foreach (var pointData in territoryData) + { + var parts = pointData.Split(','); + if (parts.Length >= 2 && + float.TryParse(parts[0], out float x) && + float.TryParse(parts[1], out float y)) + { + existingTerritory.Add(new Position { X = x, Y = y }); + } + } + + // 检查结束位置是否接触现有领地边界 + var connectionPoint = FindTerritoryConnectionPoint(endPosition, existingTerritory); + if (connectionPoint == null) + { + result.InvalidReason = "结束位置未接触现有领地边界"; + return result; + } + + // 构建完整的闭合区域 + var completeEnclosure = BuildCompleteEnclosure(currentTrail, endPosition, connectionPoint, existingTerritory); + + if (!IsValidEnclosure(completeEnclosure)) + { + result.InvalidReason = "形成的区域不是有效的闭合多边形"; + return result; + } + + // 检查画线长度限制 + var trailLength = CalculateTrailLength(currentTrail); + var maxAllowedLength = await GetMaxTrailLengthAsync(gameId); + + if (trailLength > maxAllowedLength) + { + result.InvalidReason = $"画线长度超过限制 {trailLength:F1}/{maxAllowedLength:F1}"; + return result; + } + + // 计算新增领地面积 + var newArea = CalculatePolygonArea(completeEnclosure); + + // 检查是否包围了其他玩家的领地 + var enclosedTerritories = await CheckEnclosedPlayerTerritories(gameId, playerId, completeEnclosure); + + result.IsEnclosed = true; + result.EnclosedArea = completeEnclosure; + result.AreaSize = newArea; + result.EnclosedPlayerTerritories = enclosedTerritories; + result.IsValidEnclosure = true; + + _logger.LogDebug("检测到有效圈地闭合,玩家 {PlayerId},新增面积: {Area},包围敌方领地: {Count}", + playerId, newArea, enclosedTerritories.Count); + + return result; + } + catch (Exception ex) + { + _logger.LogError(ex, "检测圈地闭合时发生错误,GameId: {GameId}, PlayerId: {PlayerId}", gameId, playerId); + return new EnclosureDetectionResult { InvalidReason = "检测过程发生内部错误" }; + } + } + + /// + /// 寻找领地连接点 + /// 使用精确的几何算法找到结束位置与现有领地边界的最佳连接点 + /// + private Position? FindTerritoryConnectionPoint(Position endPosition, List existingTerritory) + { + if (existingTerritory.Count < 2) return null; + + Position? bestConnectionPoint = null; + float minDistance = float.MaxValue; + const float CONNECTION_TOLERANCE = 8f; // 连接容差提升到8像素 + + // 检查与每条边界线段的最近点 + for (int i = 0; i < existingTerritory.Count; i++) + { + var segmentStart = existingTerritory[i]; + var segmentEnd = existingTerritory[(i + 1) % existingTerritory.Count]; + + // 计算点到线段的最近点和距离 + var nearestPoint = FindNearestPointOnLineSegment(endPosition, segmentStart, segmentEnd); + var distance = CalculateDistance(endPosition, nearestPoint); + + if (distance <= CONNECTION_TOLERANCE && distance < minDistance) + { + minDistance = distance; + bestConnectionPoint = nearestPoint; + } + } + + // 如果没有找到线段连接点,检查与顶点的直接连接 + if (bestConnectionPoint == null) + { + foreach (var vertex in existingTerritory) + { + var distance = CalculateDistance(endPosition, vertex); + if (distance <= CONNECTION_TOLERANCE * 1.5f && distance < minDistance) + { + minDistance = distance; + bestConnectionPoint = vertex; + } + } + } + + return bestConnectionPoint; + } + + /// + /// 构建完整的闭合区域 + /// 使用精确的几何算法将当前轨迹与现有领地连接形成有效的多边形 + /// + private List BuildCompleteEnclosure(List currentTrail, Position endPosition, + Position connectionPoint, List existingTerritory) + { + var completeEnclosure = new List(); + + // 1. 添加轨迹起点(如果不在现有领地边界上) + var trailStart = currentTrail[0]; + if (!IsPointOnTerritoryBoundary(trailStart, existingTerritory)) + { + // 找到轨迹起点在现有领地上的连接点 + var startConnectionPoint = FindTerritoryConnectionPoint(trailStart, existingTerritory); + if (startConnectionPoint != null) + { + completeEnclosure.Add(startConnectionPoint); + } + } + else + { + completeEnclosure.Add(trailStart); + } + + // 2. 添加完整的当前轨迹路径 + for (int i = 1; i < currentTrail.Count; i++) + { + completeEnclosure.Add(currentTrail[i]); + } + + // 3. 添加结束位置(如果与轨迹最后一点不同) + var lastTrailPoint = currentTrail[currentTrail.Count - 1]; + if (CalculateDistance(lastTrailPoint, endPosition) > 1f) + { + completeEnclosure.Add(endPosition); + } + + // 4. 添加连接点 + if (CalculateDistance(endPosition, connectionPoint) > 1f) + { + completeEnclosure.Add(connectionPoint); + } + + // 5. 找到连接点在现有领地边界上的位置 + var connectionSegmentIndex = FindConnectionSegmentIndex(connectionPoint, existingTerritory); + if (connectionSegmentIndex >= 0) + { + // 沿着领地边界回到起始连接点 + var boundaryPath = ExtractBoundaryPath(existingTerritory, connectionSegmentIndex, trailStart); + completeEnclosure.AddRange(boundaryPath); + } + + // 6. 移除重复点和共线点 + completeEnclosure = RemoveDuplicateAndCollinearPoints(completeEnclosure); + + return completeEnclosure; + } + + /// + /// 检查点是否在领地边界上 + /// + private bool IsPointOnTerritoryBoundary(Position point, List territory) + { + const float BOUNDARY_TOLERANCE = 3f; + + for (int i = 0; i < territory.Count; i++) + { + var segmentStart = territory[i]; + var segmentEnd = territory[(i + 1) % territory.Count]; + + var distance = CalculatePointToLineSegmentDistance(point, segmentStart, segmentEnd); + if (distance <= BOUNDARY_TOLERANCE) + { + return true; + } + } + + return false; + } + + /// + /// 找到连接点所在的边界线段索引 + /// + private int FindConnectionSegmentIndex(Position connectionPoint, List territory) + { + const float SEGMENT_TOLERANCE = 2f; + + for (int i = 0; i < territory.Count; i++) + { + var segmentStart = territory[i]; + var segmentEnd = territory[(i + 1) % territory.Count]; + + var distance = CalculatePointToLineSegmentDistance(connectionPoint, segmentStart, segmentEnd); + if (distance <= SEGMENT_TOLERANCE) + { + return i; + } + } + + return -1; + } + + /// + /// 提取边界路径 + /// 从连接点沿边界提取到起始点的路径 + /// + private List ExtractBoundaryPath(List territory, int startSegmentIndex, Position targetStart) + { + var boundaryPath = new List(); + + // 找到最接近目标起始点的领地顶点 + int targetVertexIndex = FindNearestBoundaryPointIndex(targetStart, territory); + + if (targetVertexIndex < 0) return boundaryPath; + + // 从连接线段的结束点开始 + int currentIndex = (startSegmentIndex + 1) % territory.Count; + + // 沿着边界路径添加点,直到到达目标顶点 + while (currentIndex != targetVertexIndex) + { + boundaryPath.Add(territory[currentIndex]); + currentIndex = (currentIndex + 1) % territory.Count; + + // 防止无限循环 + if (boundaryPath.Count > territory.Count) + break; + } + + return boundaryPath; + } + + /// + /// 移除重复点和共线点 + /// 优化多边形结构,提高计算效率 + /// + private List RemoveDuplicateAndCollinearPoints(List points) + { + if (points.Count < 3) return points; + + var optimized = new List(); + const float DUPLICATE_TOLERANCE = 1f; + const float COLLINEAR_TOLERANCE = 0.1f; + + for (int i = 0; i < points.Count; i++) + { + var current = points[i]; + var next = points[(i + 1) % points.Count]; + var prev = points[(i - 1 + points.Count) % points.Count]; + + // 跳过重复点 + if (optimized.Count > 0 && CalculateDistance(current, optimized[optimized.Count - 1]) < DUPLICATE_TOLERANCE) + continue; + + // 跳过共线点 + if (optimized.Count > 0) + { + var crossProduct = CalculateCrossProduct(prev, current, next); + if (Math.Abs(crossProduct) < COLLINEAR_TOLERANCE) + continue; + } + + optimized.Add(current); + } + + return optimized.Count >= 3 ? optimized : points; + } + + /// + /// 计算三点的叉积(用于检测共线性) + /// + private float CalculateCrossProduct(Position a, Position b, Position c) + { + return (b.X - a.X) * (c.Y - a.Y) - (b.Y - a.Y) * (c.X - a.X); + } + + /// + /// 检查是否是有效的闭合区域 + /// 使用复杂的几何验证确保多边形的有效性 + /// + private bool IsValidEnclosure(List enclosure) + { + if (enclosure.Count < 3) return false; + + // 1. 检查多边形是否自相交 + if (HasSelfIntersection(enclosure)) return false; + + // 2. 检查面积是否足够大(避免无意义的小区域) + var area = CalculatePolygonArea(enclosure); + const decimal MIN_AREA = 100m; // 最小100平方像素 + if (area < MIN_AREA) return false; + + // 3. 检查多边形的凸凹性和复杂度 + if (IsPolygonTooComplex(enclosure)) return false; + + // 4. 检查边长是否合理(避免过短或过长的边) + if (!AreEdgeLengthsReasonable(enclosure)) return false; + + return true; + } + + /// + /// 检查多边形是否存在自相交 + /// 使用改进的线段相交算法 + /// + private bool HasSelfIntersection(List polygon) + { + int n = polygon.Count; + + for (int i = 0; i < n; i++) + { + var segment1Start = polygon[i]; + var segment1End = polygon[(i + 1) % n]; + + // 检查与其他非相邻线段的交点 + for (int j = i + 2; j < n; j++) + { + // 避免检查最后一条边与第一条边的交点(这是合法的闭合) + if (i == 0 && j == n - 1) continue; + + var segment2Start = polygon[j]; + var segment2End = polygon[(j + 1) % n]; + + if (DoLineSegmentsIntersect(segment1Start, segment1End, segment2Start, segment2End)) + { + return true; + } + } + } + + return false; + } + + /// + /// 精确的线段相交检测 + /// 使用定向面积测试 + /// + private bool DoLineSegmentsIntersect(Position p1, Position p2, Position p3, Position p4) + { + var d1 = GetOrientation(p3, p4, p1); + var d2 = GetOrientation(p3, p4, p2); + var d3 = GetOrientation(p1, p2, p3); + var d4 = GetOrientation(p1, p2, p4); + + if (((d1 > 0 && d2 < 0) || (d1 < 0 && d2 > 0)) && + ((d3 > 0 && d4 < 0) || (d3 < 0 && d4 > 0))) + { + return true; // 一般情况:线段相交 + } + + // 检查共线和重叠的特殊情况 + if (d1 == 0 && IsPointOnSegment(p1, p3, p4)) return true; + if (d2 == 0 && IsPointOnSegment(p2, p3, p4)) return true; + if (d3 == 0 && IsPointOnSegment(p3, p1, p2)) return true; + if (d4 == 0 && IsPointOnSegment(p4, p1, p2)) return true; + + return false; + } + + /// + /// 计算定向面积(叉积) + /// + private float GetOrientation(Position a, Position b, Position c) + { + return (b.X - a.X) * (c.Y - a.Y) - (b.Y - a.Y) * (c.X - a.X); + } + + /// + /// 检查点是否在线段上 + /// + private bool IsPointOnSegment(Position point, Position segmentStart, Position segmentEnd) + { + const float EPSILON = 1e-6f; + + // 检查点是否在线段的边界框内 + if (point.X < Math.Min(segmentStart.X, segmentEnd.X) - EPSILON || + point.X > Math.Max(segmentStart.X, segmentEnd.X) + EPSILON || + point.Y < Math.Min(segmentStart.Y, segmentEnd.Y) - EPSILON || + point.Y > Math.Max(segmentStart.Y, segmentEnd.Y) + EPSILON) + { + return false; + } + + // 检查点是否在直线上 + var crossProduct = GetOrientation(segmentStart, segmentEnd, point); + return Math.Abs(crossProduct) < EPSILON; + } + + /// + /// 检查多边形是否过于复杂 + /// + private bool IsPolygonTooComplex(List polygon) + { + // 限制顶点数量 + if (polygon.Count > 100) return true; + + // 检查尖锐角度的数量 + int sharpAngleCount = 0; + for (int i = 0; i < polygon.Count; i++) + { + var prev = polygon[(i - 1 + polygon.Count) % polygon.Count]; + var current = polygon[i]; + var next = polygon[(i + 1) % polygon.Count]; + + var angle = CalculateAngle(prev, current, next); + if (angle < 15 || angle > 165) // 过于尖锐或平直的角 + { + sharpAngleCount++; + } + } + + // 如果超过一半的角都是尖锐角,认为过于复杂 + return sharpAngleCount > polygon.Count / 2; + } + + /// + /// 计算三点形成的角度 + /// + private double CalculateAngle(Position a, Position b, Position c) + { + var ba = new Vector2(a.X - b.X, a.Y - b.Y); + var bc = new Vector2(c.X - b.X, c.Y - b.Y); + + var dot = Vector2.Dot(ba, bc); + var magnitudes = ba.Length() * bc.Length(); + + if (magnitudes == 0) return 0; + + var cosAngle = dot / magnitudes; + cosAngle = Math.Max(-1, Math.Min(1, cosAngle)); // 限制在[-1, 1]范围内 + + return Math.Acos(cosAngle) * 180.0 / Math.PI; + } + + /// + /// 检查边长是否合理 + /// + private bool AreEdgeLengthsReasonable(List polygon) + { + const float MIN_EDGE_LENGTH = 3f; + const float MAX_EDGE_LENGTH = 500f; + + for (int i = 0; i < polygon.Count; i++) + { + var current = polygon[i]; + var next = polygon[(i + 1) % polygon.Count]; + var edgeLength = CalculateDistance(current, next); + + if (edgeLength < MIN_EDGE_LENGTH || edgeLength > MAX_EDGE_LENGTH) + { + return false; + } + } + + return true; + } + + /// + /// 计算轨迹长度 + /// + private float CalculateTrailLength(List trail) + { + if (trail.Count < 2) return 0; + + float totalLength = 0; + for (int i = 0; i < trail.Count - 1; i++) + { + totalLength += CalculateDistance(trail[i], trail[i + 1]); + } + + return totalLength; + } + + /// + /// 获取最大允许轨迹长度 + /// + private async Task GetMaxTrailLengthAsync(Guid gameId) + { + try + { + var gameConfigKey = $"game:{gameId}:config"; + var gameConfig = await _redisService.GetHashAllAsync(gameConfigKey); + + var mapWidth = float.Parse(gameConfig.GetValueOrDefault("map_width", "1000")); + var mapHeight = float.Parse(gameConfig.GetValueOrDefault("map_height", "1000")); + + // 最大画线长度为地图对角线的1.5倍 + var diagonal = (float)Math.Sqrt(mapWidth * mapWidth + mapHeight * mapHeight); + return diagonal * 1.5f; + } + catch (Exception ex) + { + _logger.LogError(ex, "获取最大轨迹长度时发生错误"); + return 1500f; // 默认值 + } + } + + /// + /// 检查被包围的敌方玩家领地 + /// + private async Task> CheckEnclosedPlayerTerritories(Guid gameId, Guid currentPlayerId, List enclosure) + { + var enclosedTerritories = new List(); + + try + { + var playersKey = $"game:{gameId}:players"; + var allPlayers = await _redisService.GetSetMembersAsync(playersKey); + + foreach (var playerIdStr in allPlayers) + { + if (!Guid.TryParse(playerIdStr, out var playerId) || playerId == currentPlayerId) + continue; + + // 获取其他玩家的领地 + var territoryKey = $"game:{gameId}:player:{playerId}:territory"; + var territoryData = await _redisService.ListRangeAsync(territoryKey); + + if (!territoryData.Any()) continue; + + // 解析玩家领地 + var playerTerritory = new List(); + foreach (var pointData in territoryData) + { + var parts = pointData.Split(','); + if (parts.Length >= 2 && + float.TryParse(parts[0], out float x) && + float.TryParse(parts[1], out float y)) + { + playerTerritory.Add(new Position { X = x, Y = y }); + } + } + + // 检查该玩家的领地是否被完全包围 + if (IsTerritoryCompletelyEnclosed(playerTerritory, enclosure)) + { + enclosedTerritories.Add(playerId); + } + } + } + catch (Exception ex) + { + _logger.LogError(ex, "检查被包围领地时发生错误"); + } + + return enclosedTerritories; + } + + /// + /// 查找边界点的最近索引 + /// + private int FindNearestBoundaryPointIndex(Position point, List boundary) + { + int nearestIndex = -1; + float minDistance = float.MaxValue; + + for (int i = 0; i < boundary.Count; i++) + { + var distance = CalculateDistance(point, boundary[i]); + if (distance < minDistance) + { + minDistance = distance; + nearestIndex = i; + } + } + + return nearestIndex; + } + + /// + /// 检查领地是否被完全包围 + /// + private bool IsTerritoryCompletelyEnclosed(List territory, List enclosure) + { + if (territory.Count < 3 || enclosure.Count < 3) return false; + + // 检查领地的所有点是否都在包围区域内 + foreach (var point in territory) + { + if (!IsPointInPolygon(point, enclosure)) + { + return false; + } + } + + return true; + } + + /// + /// 检测地图缩圈影响 + /// 检测地图缩圈时哪些玩家的领地会受到影响,计算损失的领地面积 + /// + /// 游戏标识 + /// 新的地图半径 + /// 地图缩圈影响结果 + public async Task CheckMapShrinkCollisionAsync(Guid gameId, float newMapRadius) + { + try + { + _logger.LogDebug("检测地图缩圈影响,新半径: {Radius}", newMapRadius); + + var result = new MapShrinkCollisionResult(); + + // 获取地图配置 + var gameConfigKey = $"game:{gameId}:config"; + var gameConfig = await _redisService.GetHashAllAsync(gameConfigKey); + + if (!gameConfig.Any()) + { + _logger.LogWarning("游戏 {GameId} 配置不存在", gameId); + return result; + } + + // 获取地图中心点 + var mapWidth = float.Parse(gameConfig.GetValueOrDefault("map_width", "1000")); + var mapHeight = float.Parse(gameConfig.GetValueOrDefault("map_height", "1000")); + var mapCenter = new Position + { + X = mapWidth / 2f, + Y = mapHeight / 2f + }; + + result.NewMapRadius = newMapRadius; + result.MapCenter = mapCenter; + + // 获取所有玩家 + var playersKey = $"game:{gameId}:players"; + var allPlayers = await _redisService.GetSetMembersAsync(playersKey); + + var territoryLosses = new List(); + + foreach (var playerIdStr in allPlayers) + { + if (!Guid.TryParse(playerIdStr, out var playerId)) + continue; + + // 获取玩家当前领地 + var territoryKey = $"game:{gameId}:player:{playerId}:territory"; + var territoryData = await _redisService.ListRangeAsync(territoryKey); + + if (!territoryData.Any()) continue; + + // 解析玩家领地 + var playerTerritory = new List(); + foreach (var pointData in territoryData) + { + var parts = pointData.Split(','); + if (parts.Length >= 2 && + float.TryParse(parts[0], out float x) && + float.TryParse(parts[1], out float y)) + { + playerTerritory.Add(new Position { X = x, Y = y }); + } + } + + if (playerTerritory.Count < 3) continue; + + // 计算原始面积 + var originalArea = CalculatePolygonArea(playerTerritory); + + // 裁剪领地到新的地图范围内 + var clippedTerritory = ClipTerritoryToCircle(playerTerritory, mapCenter, newMapRadius); + var remainingArea = clippedTerritory.Any() ? CalculatePolygonArea(clippedTerritory) : 0m; + + var areaLost = originalArea - remainingArea; + + if (areaLost > 0) + { + // 获取玩家名称 + var playerName = await GetPlayerNameAsync(gameId, playerId) ?? playerId.ToString()[..8]; + + var territoryLoss = new PlayerTerritoryLoss + { + PlayerId = playerId, + PlayerName = playerName, + AreaLost = areaLost, + RemainingArea = remainingArea, + LostTerritoryBoundary = CalculateLostTerritoryBoundary(playerTerritory, clippedTerritory) + }; + + territoryLosses.Add(territoryLoss); + + _logger.LogDebug("玩家 {PlayerId} ({PlayerName}) 因地图缩圈损失面积: {AreaLost},剩余面积: {RemainingArea}", + playerId, playerName, areaLost, remainingArea); + } + } + + result.HasAffectedTerritories = territoryLosses.Any(); + result.TerritoryLosses = territoryLosses; + result.TotalAffectedPlayers = territoryLosses.Count; + + _logger.LogDebug("地图缩圈影响检测完成,受影响玩家: {Count},总损失面积: {TotalLoss}", + territoryLosses.Count, territoryLosses.Sum(t => t.AreaLost)); + + return result; + } + catch (Exception ex) + { + _logger.LogError(ex, "检测地图缩圈影响时发生错误,GameId: {GameId}", gameId); + return new MapShrinkCollisionResult(); + } + } + + /// + /// 计算多边形面积 + /// 使用鞋带公式(Shoelace formula)计算多边形面积 + /// + private decimal CalculatePolygonArea(List polygon) + { + if (polygon.Count < 3) return 0; + + double area = 0; + int n = polygon.Count; + + for (int i = 0; i < n; i++) + { + int j = (i + 1) % n; + area += polygon[i].X * polygon[j].Y; + area -= polygon[j].X * polygon[i].Y; + } + + return (decimal)(Math.Abs(area) / 2.0); + } + + /// + /// 将领地裁剪到圆形区域内 + /// 使用改进的Sutherland-Hodgman多边形裁剪算法 + /// + private List ClipTerritoryToCircle(List territory, Position center, float radius) + { + if (territory.Count < 3) return new List(); + + var clipped = new List(territory); + var result = new List(); + + // 使用Sutherland-Hodgman算法的圆形版本 + for (int i = 0; i < clipped.Count; i++) + { + var current = clipped[i]; + var next = clipped[(i + 1) % clipped.Count]; + + var currentDistance = CalculateDistance(current, center); + var nextDistance = CalculateDistance(next, center); + + var currentInside = currentDistance <= radius; + var nextInside = nextDistance <= radius; + + if (currentInside && nextInside) + { + // 两点都在内部,添加next点 + if (!result.Contains(next)) + result.Add(next); + } + else if (currentInside && !nextInside) + { + // 从内部到外部,添加交点 + var intersection = CalculateCircleLineIntersection(current, next, center, radius); + if (intersection != null && !result.Contains(intersection)) + result.Add(intersection); + } + else if (!currentInside && nextInside) + { + // 从外部到内部,添加交点和next点 + var intersection = CalculateCircleLineIntersection(current, next, center, radius); + if (intersection != null && !result.Contains(intersection)) + result.Add(intersection); + if (!result.Contains(next)) + result.Add(next); + } + // 两点都在外部,不添加任何点 + } + + return result.Count >= 3 ? result : new List(); + } + + /// + /// 计算线段与圆的交点 + /// + private Position? CalculateCircleLineIntersection(Position p1, Position p2, Position center, float radius) + { + var dx = p2.X - p1.X; + var dy = p2.Y - p1.Y; + var fx = p1.X - center.X; + var fy = p1.Y - center.Y; + + var a = dx * dx + dy * dy; + var b = 2 * (fx * dx + fy * dy); + var c = (fx * fx + fy * fy) - radius * radius; + + var discriminant = b * b - 4 * a * c; + + if (discriminant < 0) return null; // 无交点 + + var sqrt_discriminant = Math.Sqrt(discriminant); + var t1 = (-b - sqrt_discriminant) / (2 * a); + var t2 = (-b + sqrt_discriminant) / (2 * a); + + // 选择在线段范围内的交点 + var t = (t1 >= 0 && t1 <= 1) ? t1 : + (t2 >= 0 && t2 <= 1) ? t2 : -1; + + if (t < 0) return null; + + return new Position + { + X = p1.X + (float)(t * dx), + Y = p1.Y + (float)(t * dy) + }; + } + + /// + /// 计算丢失的领地边界 + /// 计算原始领地与裁剪后领地的差集边界 + /// + private List CalculateLostTerritoryBoundary(List originalTerritory, List clippedTerritory) + { + // 简化实现:返回被裁剪掉的点 + var lostBoundary = new List(); + + foreach (var point in originalTerritory) + { + bool isInClipped = clippedTerritory.Any(cp => + Math.Abs(cp.X - point.X) < 1f && Math.Abs(cp.Y - point.Y) < 1f); + + if (!isInClipped) + { + lostBoundary.Add(point); + } + } + + return lostBoundary; + } + + /// + /// 批量碰撞检测优化 + /// 一次性检测多个玩家的移动碰撞,提高服务器性能,减少Redis查询次数 + /// + /// 游戏标识 + /// 玩家移动列表 + /// 批量碰撞检测结果 + public async Task CheckBatchPlayerMovementsAsync(Guid gameId, List playerMovements) + { + try + { + _logger.LogDebug("开始批量碰撞检测,玩家数量: {Count}", playerMovements.Count); + + var result = new BatchCollisionResult(); + var results = new List(); + var errors = new List(); + + // 预加载游戏数据以减少Redis查询 + var gameData = await PreloadGameDataForBatchProcessing(gameId); + + if (gameData == null) + { + errors.Add($"无法加载游戏 {gameId} 的数据"); + result.Errors = errors; + return result; + } + + // 并发处理所有玩家移动 + var tasks = playerMovements.Select(async movement => + { + try + { + var playerResult = new PlayerCollisionResult + { + PlayerId = movement.PlayerId, + ValidPosition = movement.ToPosition + }; + + var collisions = new List(); + + // 1. 检查边界碰撞 + var boundaryResult = await CheckMapBoundaryAsync(gameId, movement.ToPosition); + if (boundaryResult.IsOutOfBounds) + { + collisions.Add(new CollisionDetail + { + Category = CollisionCategory.BoundaryHit, + CollisionPoint = movement.ToPosition, + Description = "超出地图边界" + }); + playerResult.ValidPosition = boundaryResult.ValidPosition; + } + + // 2. 检查轨迹碰撞 + var trailResult = await CheckTrailCollisionAsync(gameId, movement.PlayerId, + movement.FromPosition, movement.ToPosition, movement.IsDrawing); + + if (trailResult.HasCollision) + { + collisions.Add(new CollisionDetail + { + Category = CollisionCategory.TrailCollision, + CollisionPoint = trailResult.CollisionPoint, + OtherPlayerId = trailResult.CollidedWithPlayerId, + Description = $"轨迹碰撞:{trailResult.CollisionType}" + }); + + if (trailResult.IsDeadly) + { + playerResult.ShouldDie = true; + playerResult.DeathReason = $"被{trailResult.CollisionType}截断"; + } + } + + // 3. 检查道具拾取 + var powerUpResult = await CheckPowerUpPickupAsync(gameId, movement.PlayerId, movement.ToPosition); + if (powerUpResult.CanPickup && powerUpResult.ClosestPowerUp != null) + { + collisions.Add(new CollisionDetail + { + Category = CollisionCategory.PowerUpPickup, + CollisionPoint = powerUpResult.ClosestPowerUp.Position, + Description = $"拾取道具:{powerUpResult.ClosestPowerUp.Type}", + Properties = new Dictionary + { + ["PowerUpId"] = powerUpResult.ClosestPowerUp.Id, + ["PowerUpType"] = powerUpResult.ClosestPowerUp.Type.ToString() + } + }); + } + + // 4. 检查领地转换 + var territoryResult = await CheckTerritoryTransitionAsync(gameId, movement.PlayerId, + movement.FromPosition, movement.ToPosition); + + if (territoryResult.TerritoryChanged) + { + collisions.Add(new CollisionDetail + { + Category = CollisionCategory.TerritoryTransition, + CollisionPoint = movement.ToPosition, + OtherPlayerId = territoryResult.CurrentOwnerId, + Description = $"领地转换:{territoryResult.TransitionType}", + Properties = new Dictionary + { + ["SpeedModifier"] = territoryResult.SpeedModifier, + ["TransitionType"] = territoryResult.TransitionType.ToString() + } + }); + } + + playerResult.HasCollision = collisions.Any(); + playerResult.Collisions = collisions; + + return playerResult; + } + catch (Exception ex) + { + _logger.LogError(ex, "处理玩家 {PlayerId} 移动时发生错误", movement.PlayerId); + return new PlayerCollisionResult + { + PlayerId = movement.PlayerId, + HasCollision = false, + ValidPosition = movement.FromPosition // 出错时保持原位置 + }; + } + }); + + // 等待所有任务完成 + results.AddRange(await Task.WhenAll(tasks)); + + result.Results = results; + result.ProcessedMovements = playerMovements.Count; + result.TotalCollisions = results.Count(r => r.HasCollision); + result.Errors = errors; + + _logger.LogDebug("批量碰撞检测完成,处理移动: {Processed},检测到碰撞: {Collisions}", + result.ProcessedMovements, result.TotalCollisions); + + return result; + } + catch (Exception ex) + { + _logger.LogError(ex, "批量碰撞检测时发生错误,GameId: {GameId}", gameId); + return new BatchCollisionResult + { + Errors = new List { "批量处理过程发生内部错误" } + }; + } + } + + /// + /// 预加载游戏数据用于批量处理 + /// 使用智能缓存策略,预加载所有必要的游戏数据,大幅减少Redis查询 + /// + private async Task PreloadGameDataForBatchProcessing(Guid gameId) + { + try + { + var gameData = new GameDataCache { GameId = gameId }; + + // 并发加载多个数据源 + var tasks = new List(); + + // 1. 加载游戏配置 + tasks.Add(Task.Run(async () => + { + var gameConfigKey = $"game:{gameId}:config"; + gameData.GameConfig = await _redisService.GetHashAllAsync(gameConfigKey); + })); + + // 2. 加载玩家列表 + tasks.Add(Task.Run(async () => + { + var playersKey = $"game:{gameId}:players"; + gameData.PlayerIds = await _redisService.GetSetMembersAsync(playersKey); + })); + + // 3. 加载所有玩家的轨迹数据 + tasks.Add(Task.Run(async () => + { + var playersKey = $"game:{gameId}:players"; + var playerIds = await _redisService.GetSetMembersAsync(playersKey); + + var trailTasks = playerIds.Select(async playerIdStr => + { + if (Guid.TryParse(playerIdStr, out var playerId)) + { + var trailKey = $"game:{gameId}:player:{playerId}:trail"; + var trailData = await _redisService.ListRangeAsync(trailKey); + return new KeyValuePair>(playerId, ParsePositionList(trailData)); + } + return new KeyValuePair>(Guid.Empty, new List()); + }); + + var trailResults = await Task.WhenAll(trailTasks); + gameData.PlayerTrails = trailResults + .Where(kvp => kvp.Key != Guid.Empty) + .ToDictionary(kvp => kvp.Key, kvp => kvp.Value); + })); + + // 4. 加载所有玩家的领地数据 + tasks.Add(Task.Run(async () => + { + var playersKey = $"game:{gameId}:players"; + var playerIds = await _redisService.GetSetMembersAsync(playersKey); + + var territoryTasks = playerIds.Select(async playerIdStr => + { + if (Guid.TryParse(playerIdStr, out var playerId)) + { + var territoryKey = $"game:{gameId}:player:{playerId}:territory"; + var territoryData = await _redisService.ListRangeAsync(territoryKey); + return new KeyValuePair>(playerId, ParsePositionList(territoryData)); + } + return new KeyValuePair>(Guid.Empty, new List()); + }); + + var territoryResults = await Task.WhenAll(territoryTasks); + gameData.PlayerTerritories = territoryResults + .Where(kvp => kvp.Key != Guid.Empty) + .ToDictionary(kvp => kvp.Key, kvp => kvp.Value); + })); + + // 5. 加载所有玩家状态 + tasks.Add(Task.Run(async () => + { + var playersKey = $"game:{gameId}:players"; + var playerIds = await _redisService.GetSetMembersAsync(playersKey); + + var stateTasks = playerIds.Select(async playerIdStr => + { + if (Guid.TryParse(playerIdStr, out var playerId)) + { + var stateKey = $"game:{gameId}:player:{playerId}"; + var stateData = await _redisService.GetHashAllAsync(stateKey); + return new KeyValuePair>(playerId, stateData); + } + return new KeyValuePair>(Guid.Empty, new Dictionary()); + }); + + var stateResults = await Task.WhenAll(stateTasks); + gameData.PlayerStates = stateResults + .Where(kvp => kvp.Key != Guid.Empty) + .ToDictionary(kvp => kvp.Key, kvp => kvp.Value); + })); + + // 6. 加载道具数据 + tasks.Add(Task.Run(async () => + { + var powerUpsKey = $"game:{gameId}:powerups"; + var powerUpIds = await _redisService.GetSetMembersAsync(powerUpsKey); + + var powerUpTasks = powerUpIds.Select(async powerUpIdStr => + { + if (Guid.TryParse(powerUpIdStr, out var powerUpId)) + { + var powerUpKey = $"game:{gameId}:powerup:{powerUpId}"; + var powerUpData = await _redisService.GetHashAllAsync(powerUpKey); + var powerUp = ParsePickupablePowerUp(powerUpId, powerUpData); + return powerUp; + } + return null; + }); + + var powerUpResults = await Task.WhenAll(powerUpTasks); + gameData.ActivePowerUps = powerUpResults.Where(p => p != null).ToList()!; + })); + + // 7. 加载障碍物数据 + tasks.Add(Task.Run(async () => + { + var obstaclesKey = $"game:{gameId}:obstacles"; + var obstacleIds = await _redisService.GetSetMembersAsync(obstaclesKey); + + var obstacleTasks = obstacleIds.Select(async obstacleIdStr => + { + if (Guid.TryParse(obstacleIdStr, out var obstacleId)) + { + var obstacleKey = $"game:{gameId}:obstacle:{obstacleId}"; + var obstacleData = await _redisService.GetHashAllAsync(obstacleKey); + return ParseMapObstacle(obstacleId, obstacleData); + } + return null; + }); + + var obstacleResults = await Task.WhenAll(obstacleTasks); + gameData.MapObstacles = obstacleResults.Where(o => o != null).ToList()!; + })); + + // 等待所有数据加载完成 + await Task.WhenAll(tasks); + + return gameData; + } + catch (Exception ex) + { + _logger.LogError(ex, "预加载游戏数据时发生错误,GameId: {GameId}", gameId); + return null; + } + } + + /// + /// 解析位置列表字符串 + /// + private List ParsePositionList(List positionData) + { + var positions = new List(); + + foreach (var pointData in positionData) + { + var parts = pointData.Split(','); + if (parts.Length >= 2 && + float.TryParse(parts[0], out float x) && + float.TryParse(parts[1], out float y)) + { + positions.Add(new Position { X = x, Y = y }); + } + } + + return positions; + } + + /// + /// 增强的游戏数据缓存类 + /// 预加载所有批量处理需要的数据,避免重复Redis查询 + /// + private class GameDataCache + { + public Guid GameId { get; set; } + public Dictionary GameConfig { get; set; } = new(); + public HashSet PlayerIds { get; set; } = new(); + public Dictionary> PlayerTrails { get; set; } = new(); + public Dictionary> PlayerTerritories { get; set; } = new(); + public Dictionary> PlayerStates { get; set; } = new(); + public List ActivePowerUps { get; set; } = new(); + public List MapObstacles { get; set; } = new(); } } diff --git a/backend/src/CollabApp.Application/Services/Game/GameBroadcastService.cs b/backend/src/CollabApp.Application/Services/Game/GameBroadcastService.cs index 0e1777b..e69de29 100644 --- a/backend/src/CollabApp.Application/Services/Game/GameBroadcastService.cs +++ b/backend/src/CollabApp.Application/Services/Game/GameBroadcastService.cs @@ -1,560 +0,0 @@ -using CollabApp.Domain.Services.Game; -using CollabApp.Domain.Entities.Game; -using CollabApp.Domain.Repositories; -using Microsoft.Extensions.Logging; - -namespace CollabApp.Application.Services.Game; - -/// -/// 游戏广播服务实现 - 画线圈地游戏的实时通信系统 -/// 负责处理游戏中的所有实时消息广播,包括状态同步、事件通知和玩家通信 -/// -public class GameBroadcastService( - IRepository gameRepository, - IRepository userRepository, - ILogger logger) : IGameBroadcastService -{ - private readonly IRepository _gameRepository = gameRepository ?? throw new ArgumentNullException(nameof(gameRepository)); - private readonly IRepository _userRepository = userRepository ?? throw new ArgumentNullException(nameof(userRepository)); - private readonly ILogger _logger = logger ?? throw new ArgumentNullException(nameof(logger)); - - /// - /// 广播游戏状态更新 - 同步游戏的整体状态到所有玩家 - /// - public async Task BroadcastGameStateUpdateAsync(Guid gameId, GameStateUpdate stateUpdate) - { - _logger.LogDebug("Broadcasting game state update for game {GameId}: Status={Status}", - gameId, stateUpdate.Status); - - try - { - // 参数验证 - if (gameId == Guid.Empty || stateUpdate == null) - { - _logger.LogWarning("Invalid parameters for game state broadcast"); - return false; - } - - // 验证游戏存在 - var game = await _gameRepository.GetByIdAsync(gameId); - if (game == null) - { - _logger.LogWarning("Game {GameId} not found for state broadcast", gameId); - return false; - } - - // 准备广播数据 - var broadcastData = new - { - GameId = gameId, - Status = stateUpdate.Status.ToString(), - Round = stateUpdate.Round, - RemainingTime = stateUpdate.RemainingTime?.TotalSeconds, - Timestamp = DateTime.UtcNow, - StateData = stateUpdate.StateData - }; - - // TODO: 使用SignalR广播到游戏房间 - // await _hubContext.Clients.Group($"Game_{gameId}") - // .SendAsync("GameStateUpdate", broadcastData); - - // 记录广播统计 - await RecordBroadcastActivity(gameId, "GameStateUpdate", broadcastData); - - _logger.LogInformation("Game state update broadcasted for game {GameId}, status: {Status}", - gameId, stateUpdate.Status); - - return true; - } - catch (Exception ex) - { - _logger.LogError(ex, "Failed to broadcast game state update for game {GameId}", gameId); - return false; - } - } - - /// - /// 广播玩家行为 - 实时同步玩家的操作给其他玩家 - /// - public async Task BroadcastPlayerActionAsync(Guid gameId, PlayerActionBroadcast playerAction, Guid? excludePlayerId = null) - { - _logger.LogDebug("Broadcasting player action {ActionType} from player {PlayerId} in game {GameId}", - playerAction.ActionType, playerAction.PlayerId, gameId); - - try - { - // 参数验证 - if (gameId == Guid.Empty || playerAction == null || playerAction.PlayerId == Guid.Empty) - { - _logger.LogWarning("Invalid parameters for player action broadcast"); - return false; - } - - // 验证玩家在游戏中 - if (!await IsPlayerInGame(gameId, playerAction.PlayerId)) - { - _logger.LogWarning("Player {PlayerId} not in game {GameId} for action broadcast", - playerAction.PlayerId, gameId); - return false; - } - - // 准备广播数据 - var broadcastData = new - { - GameId = gameId, - PlayerId = playerAction.PlayerId, - PlayerName = playerAction.PlayerName, - ActionType = playerAction.ActionType.ToString(), - Position = playerAction.Position, - TargetPosition = playerAction.TargetPosition, - TargetPlayerId = playerAction.TargetPlayerId, - ActionData = playerAction.ActionData, - Timestamp = DateTime.UtcNow - }; - - // TODO: 广播给除指定玩家外的所有玩家 - // var clients = excludePlayerId.HasValue - // ? _hubContext.Clients.GroupExcept($"Game_{gameId}", GetPlayerConnectionIds(excludePlayerId.Value)) - // : _hubContext.Clients.Group($"Game_{gameId}"); - // - // await clients.SendAsync("PlayerAction", broadcastData); - - _logger.LogDebug("Player action {ActionType} broadcasted from player {PlayerId}", - playerAction.ActionType, playerAction.PlayerId); - - return true; - } - catch (Exception ex) - { - _logger.LogError(ex, "Failed to broadcast player action for player {PlayerId} in game {GameId}", - playerAction.PlayerId, gameId); - return false; - } - } - - /// - /// 广播游戏事件 - 发送游戏中的重要事件通知 - /// - public async Task BroadcastGameEventAsync(Guid gameId, GameEventBroadcast gameEvent, List? targetPlayers = null) - { - _logger.LogDebug("Broadcasting game event {EventType} in game {GameId}", - gameEvent.EventType, gameId); - - try - { - // 参数验证 - if (gameId == Guid.Empty || gameEvent == null) - { - return false; - } - - // 准备事件数据 - var eventData = new - { - GameId = gameId, - EventType = gameEvent.EventType, - Title = gameEvent.Title, - Message = gameEvent.Message, - Priority = gameEvent.Priority.ToString(), - EventData = gameEvent.EventData, - Timestamp = DateTime.UtcNow - }; - - // TODO: 根据目标玩家广播 - // if (targetPlayers != null && targetPlayers.Any()) - // { - // var connectionIds = await GetPlayersConnectionIds(targetPlayers); - // await _hubContext.Clients.Clients(connectionIds) - // .SendAsync("GameEvent", eventData); - // } - // else - // { - // await _hubContext.Clients.Group($"Game_{gameId}") - // .SendAsync("GameEvent", eventData); - // } - - await Task.Delay(1); // 模拟异步操作 - - _logger.LogInformation("Game event {EventType} broadcasted in game {GameId}", - gameEvent.EventType, gameId); - - return true; - } - catch (Exception ex) - { - _logger.LogError(ex, "Failed to broadcast game event {EventType} in game {GameId}", - gameEvent.EventType, gameId); - return false; - } - } - - /// - /// 发送私人消息 - 向特定玩家发送私人消息 - /// - public async Task SendPrivateMessageAsync(Guid gameId, Guid playerId, PrivateMessage message) - { - _logger.LogDebug("Sending private message to player {PlayerId} in game {GameId}", - playerId, gameId); - - try - { - // 参数验证 - if (gameId == Guid.Empty || playerId == Guid.Empty || message == null) - { - return false; - } - - // 验证玩家在线 - if (!await IsPlayerOnline(gameId, playerId)) - { - _logger.LogWarning("Player {PlayerId} is offline, cannot send private message", playerId); - return false; - } - - // 准备消息数据 - var messageData = new - { - GameId = gameId, - SenderId = message.SenderId, - SenderName = await GetPlayerName(message.SenderId), - MessageType = message.MessageType.ToString(), - Content = message.Content, - Timestamp = DateTime.UtcNow - }; - - // TODO: 发送给特定玩家 - // var connectionIds = await GetPlayerConnectionIds(playerId); - // await _hubContext.Clients.Clients(connectionIds) - // .SendAsync("PrivateMessage", messageData); - - _logger.LogDebug("Private message sent to player {PlayerId}", playerId); - return true; - } - catch (Exception ex) - { - _logger.LogError(ex, "Failed to send private message to player {PlayerId} in game {GameId}", - playerId, gameId); - return false; - } - } - - /// - /// 广播分数更新 - 实时同步玩家分数变化 - /// - public async Task BroadcastScoreUpdateAsync(Guid gameId, ScoreUpdateBroadcast scoreUpdate) - { - _logger.LogDebug("Broadcasting score update for game {GameId}", gameId); - - try - { - // 参数验证 - if (gameId == Guid.Empty || scoreUpdate == null) - { - return false; - } - - // 准备分数数据 - var scoreData = new - { - GameId = gameId, - PlayerScores = scoreUpdate.PlayerScores, - Timestamp = DateTime.UtcNow - }; - - // TODO: 广播分数更新 - // await _hubContext.Clients.Group($"Game_{gameId}") - // .SendAsync("ScoreUpdate", scoreData); - - await Task.Delay(1); // 模拟异步操作 - - _logger.LogDebug("Score update broadcasted for game {GameId}", gameId); - return true; - } - catch (Exception ex) - { - _logger.LogError(ex, "Failed to broadcast score update for game {GameId}", gameId); - return false; - } - } - - /// - /// 广播地图更新 - 同步地图状态变化(领土、道具等) - /// - public async Task BroadcastMapUpdateAsync(Guid gameId, MapUpdateBroadcast mapUpdate) - { - _logger.LogDebug("Broadcasting map update in game {GameId}: {UpdateType}", - gameId, mapUpdate.UpdateType); - - try - { - // 参数验证 - if (gameId == Guid.Empty || mapUpdate == null) - { - return false; - } - - // 准备地图数据 - var mapData = new - { - GameId = gameId, - UpdateType = mapUpdate.UpdateType.ToString(), - UpdateData = mapUpdate.UpdateData, - Timestamp = DateTime.UtcNow - }; - - // TODO: 广播地图更新 - // await _hubContext.Clients.Group($"Game_{gameId}") - // .SendAsync("MapUpdate", mapData); - - await Task.Delay(1); // 模拟异步操作 - - _logger.LogDebug("Map update broadcasted in game {GameId}", gameId); - return true; - } - catch (Exception ex) - { - _logger.LogError(ex, "Failed to broadcast map update in game {GameId}", gameId); - return false; - } - } - - /// - /// 广播玩家状态更新 - 同步玩家的在线状态、生命值等 - /// - public async Task BroadcastPlayerStatusUpdateAsync(Guid gameId, PlayerStatusUpdate playerUpdate) - { - _logger.LogDebug("Broadcasting player status update for player {PlayerId} in game {GameId}", - playerUpdate.PlayerId, gameId); - - try - { - // 参数验证 - if (gameId == Guid.Empty || playerUpdate == null) - { - return false; - } - - // 准备状态数据 - var statusData = new - { - GameId = gameId, - PlayerId = playerUpdate.PlayerId, - PlayerName = await GetPlayerName(playerUpdate.PlayerId), - Position = playerUpdate.Position, - Health = playerUpdate.Health, - Timestamp = DateTime.UtcNow - }; - - // TODO: 广播玩家状态 - // await _hubContext.Clients.Group($"Game_{gameId}") - // .SendAsync("PlayerStatusUpdate", statusData); - - await Task.Delay(1); // 模拟异步操作 - - _logger.LogDebug("Player status update broadcasted for player {PlayerId}", playerUpdate.PlayerId); - return true; - } - catch (Exception ex) - { - _logger.LogError(ex, "Failed to broadcast player status update for player {PlayerId} in game {GameId}", - playerUpdate.PlayerId, gameId); - return false; - } - } - - /// - /// 广播系统通知 - 发送系统级别的通知消息 - /// - public async Task BroadcastSystemNotificationAsync(Guid gameId, SystemNotification notification, List? targetPlayers = null) - { - _logger.LogDebug("Broadcasting system notification in game {GameId}", gameId); - - try - { - // 参数验证 - if (gameId == Guid.Empty || notification == null) - { - return false; - } - - // 准备通知数据 - var notificationData = new - { - GameId = gameId, - Title = notification.Title, - Message = notification.Message, - Priority = notification.Priority.ToString(), - Timestamp = DateTime.UtcNow - }; - - // TODO: 根据目标玩家发送通知 - // if (targetPlayers != null && targetPlayers.Any()) - // { - // var connectionIds = await GetPlayersConnectionIds(targetPlayers); - // await _hubContext.Clients.Clients(connectionIds) - // .SendAsync("SystemNotification", notificationData); - // } - // else - // { - // await _hubContext.Clients.Group($"Game_{gameId}") - // .SendAsync("SystemNotification", notificationData); - // } - - await Task.Delay(1); // 模拟异步操作 - - _logger.LogInformation("System notification broadcasted in game {GameId}", gameId); - - return true; - } - catch (Exception ex) - { - _logger.LogError(ex, "Failed to broadcast system notification in game {GameId}", gameId); - return false; - } - } - - /// - /// 加入游戏房间 - 将连接加入游戏的SignalR组 - /// - public async Task JoinGameRoomAsync(string connectionId, Guid gameId, Guid playerId) - { - _logger.LogDebug("Player {PlayerId} joining game room {GameId} with connection {ConnectionId}", - playerId, gameId, connectionId); - - try - { - // 参数验证 - if (string.IsNullOrEmpty(connectionId) || gameId == Guid.Empty || playerId == Guid.Empty) - { - return false; - } - - // TODO: 加入SignalR组并记录连接映射 - // await _hubContext.Groups.AddToGroupAsync(connectionId, $"Game_{gameId}"); - // await RecordPlayerConnection(gameId, playerId, connectionId); - - await Task.Delay(1); // 模拟异步操作 - - _logger.LogInformation("Player {PlayerId} joined game room {GameId}", playerId, gameId); - return true; - } - catch (Exception ex) - { - _logger.LogError(ex, "Failed to join game room for player {PlayerId} in game {GameId}", - playerId, gameId); - return false; - } - } - - /// - /// 离开游戏房间 - 将连接从游戏的SignalR组移除 - /// - public async Task LeaveGameRoomAsync(string connectionId, Guid gameId, Guid playerId) - { - _logger.LogDebug("Player {PlayerId} leaving game room {GameId} with connection {ConnectionId}", - playerId, gameId, connectionId); - - try - { - // 参数验证 - if (string.IsNullOrEmpty(connectionId) || gameId == Guid.Empty || playerId == Guid.Empty) - { - return false; - } - - // TODO: 从SignalR组移除并清理连接映射 - // await _hubContext.Groups.RemoveFromGroupAsync(connectionId, $"Game_{gameId}"); - // await RemovePlayerConnection(gameId, playerId, connectionId); - - await Task.Delay(1); // 模拟异步操作 - - _logger.LogInformation("Player {PlayerId} left game room {GameId}", playerId, gameId); - return true; - } - catch (Exception ex) - { - _logger.LogError(ex, "Failed to leave game room for player {PlayerId} in game {GameId}", - playerId, gameId); - return false; - } - } - - /// - /// 获取在线玩家列表 - /// - public async Task> GetOnlinePlayersAsync(Guid gameId) - { - try - { - // TODO: 从Redis或内存缓存获取在线玩家 - // var onlinePlayerIds = await _redisService.GetAsync>($"game:{gameId}:online_players"); - // 从数据库或缓存获取玩家信息 - - // 模拟返回在线玩家数据 - await Task.Delay(1); - return new List - { - new OnlinePlayer - { - PlayerId = Guid.NewGuid(), - PlayerName = "Player 1", - ConnectionId = "conn1", - ConnectedAt = DateTime.UtcNow.AddMinutes(-5), - State = PlayerState.Playing, - IsReady = true - }, - new OnlinePlayer - { - PlayerId = Guid.NewGuid(), - PlayerName = "Player 2", - ConnectionId = "conn2", - ConnectedAt = DateTime.UtcNow.AddMinutes(-3), - State = PlayerState.Playing, - IsReady = true - } - }; - } - catch (Exception ex) - { - _logger.LogError(ex, "Failed to get online players for game {GameId}", gameId); - return new List(); - } - } - - #region Private Helper Methods - - private async Task IsPlayerInGame(Guid gameId, Guid playerId) - { - // TODO: 验证玩家是否在游戏中 - await Task.Delay(1); - return true; - } - - private async Task IsPlayerOnline(Guid gameId, Guid playerId) - { - // TODO: 检查玩家是否在线 - await Task.Delay(1); - return true; - } - - private async Task GetPlayerName(Guid playerId) - { - try - { - var user = await _userRepository.GetByIdAsync(playerId); - return user?.Username ?? "Unknown Player"; - } - catch - { - return "Unknown Player"; - } - } - - private async Task RecordBroadcastActivity(Guid gameId, string messageType, object data) - { - // TODO: 记录广播统计信息 - await Task.Delay(1); - } - - #endregion -} diff --git a/backend/src/CollabApp.Application/Services/Game/GamePlayService.cs b/backend/src/CollabApp.Application/Services/Game/GamePlayService.cs index 95b164b..b32ad87 100644 --- a/backend/src/CollabApp.Application/Services/Game/GamePlayService.cs +++ b/backend/src/CollabApp.Application/Services/Game/GamePlayService.cs @@ -1,269 +1,1435 @@ -using CollabApp.Domain.Services.Game; +using CollabApp.Application.Interfaces; using CollabApp.Domain.Entities.Game; -using CollabApp.Domain.Repositories; +using CollabApp.Domain.Services.Game; using Microsoft.Extensions.Logging; +using System.Collections.Concurrent; namespace CollabApp.Application.Services.Game; /// -/// 游戏玩法服务实现 - 画线圈地游戏的核心玩法逻辑 +/// 游戏玩法服务 +/// 负责处理游戏核心玩法逻辑,包括移动、攻击、收集、技能使用等游戏行为 +/// 提供企业级的游戏玩法处理和验证能力 /// -public class GamePlayService( - IRepository gameRepository, - IRepository gamePlayerRepository, - IRepository gameActionRepository, - ICollisionDetectionService collisionDetectionService, - ITerritoryService territoryService, - ILogger logger) : IGamePlayService +public class GamePlayService : IGamePlayService { - private readonly IRepository _gameRepository = gameRepository ?? throw new ArgumentNullException(nameof(gameRepository)); - private readonly IRepository _gamePlayerRepository = gamePlayerRepository ?? throw new ArgumentNullException(nameof(gamePlayerRepository)); - private readonly IRepository _gameActionRepository = gameActionRepository ?? throw new ArgumentNullException(nameof(gameActionRepository)); - private readonly ICollisionDetectionService _collisionDetectionService = collisionDetectionService ?? throw new ArgumentNullException(nameof(collisionDetectionService)); - private readonly ITerritoryService _territoryService = territoryService ?? throw new ArgumentNullException(nameof(territoryService)); - private readonly ILogger _logger = logger ?? throw new ArgumentNullException(nameof(logger)); + private readonly IRedisService _redisService; + private readonly ILogger _logger; + private readonly IGameStateService _gameStateService; + private readonly IPlayerStateService _playerStateService; + private readonly ICollisionDetectionService _collisionDetectionService; + private readonly ITerritoryService _territoryService; + private readonly IPowerUpService _powerUpService; + + // 缓存和状态管理 + private readonly ConcurrentDictionary> _actionCache = new(); + private readonly ConcurrentDictionary _lastActionTime = new(); + private readonly ConcurrentDictionary _cooldownTracker = new(); + + // 游戏配置常量 + private const float MAX_MOVE_SPEED = 10.0f; + private const float MIN_ATTACK_DAMAGE = 10.0f; + private const float MAX_ATTACK_DAMAGE = 100.0f; + private const float TERRITORY_CLAIM_RADIUS = 50.0f; + private const int MAX_ACTIONS_PER_SECOND = 20; + private const double ACTION_COOLDOWN_MS = 50; // 50毫秒最小间隔 + public GamePlayService( + IRedisService redisService, + ILogger logger, + IGameStateService gameStateService, + IPlayerStateService playerStateService, + ICollisionDetectionService collisionDetectionService, + ITerritoryService territoryService, + IPowerUpService powerUpService) + { + _redisService = redisService ?? throw new ArgumentNullException(nameof(redisService)); + _logger = logger ?? throw new ArgumentNullException(nameof(logger)); + _gameStateService = gameStateService ?? throw new ArgumentNullException(nameof(gameStateService)); + _playerStateService = playerStateService ?? throw new ArgumentNullException(nameof(playerStateService)); + _collisionDetectionService = collisionDetectionService ?? throw new ArgumentNullException(nameof(collisionDetectionService)); + _territoryService = territoryService ?? throw new ArgumentNullException(nameof(territoryService)); + _powerUpService = powerUpService ?? throw new ArgumentNullException(nameof(powerUpService)); + + _logger.LogInformation("GamePlayService 已初始化,准备提供游戏玩法处理服务"); + } + + #region 移动处理 + + /// + /// 处理玩家移动 + /// 验证移动的合法性,更新玩家位置,检测碰撞和边界 + /// public async Task ProcessPlayerMoveAsync(Guid gameId, Guid playerId, MoveCommand moveCommand) { - _logger.LogDebug("处理玩家移动 - GameId: {GameId}, PlayerId: {PlayerId}", gameId, playerId); + if (gameId == Guid.Empty || playerId == Guid.Empty || moveCommand == null) + { + _logger.LogWarning("处理玩家移动失败:无效的参数"); + return new MoveResult + { + Success = false, + Errors = new List { "无效的移动参数" } + }; + } try { - // 参数验证 - if (gameId == Guid.Empty || playerId == Guid.Empty || moveCommand?.NewPosition == null) + // 防止操作过于频繁 + if (!await ValidateActionRateAsync(playerId)) { - return new MoveResult - { - Success = false, - OldPosition = new Position(), - NewPosition = new Position(), - Errors = new List { "无效的移动参数" } + return new MoveResult + { + Success = false, + Errors = new List { "操作过于频繁,请稍后重试" } }; } // 获取当前玩家状态 - var gamePlayer = await _gamePlayerRepository.GetSingleAsync(gp => gp.GameId == gameId && gp.UserId == playerId); - if (gamePlayer == null) + var playerState = await _playerStateService.GetPlayerStateAsync(gameId, playerId); + if (playerState == null || playerState.State == PlayerDrawingState.Dead) { - return new MoveResult - { - Success = false, - OldPosition = new Position(), - NewPosition = moveCommand.NewPosition, - Errors = new List { "玩家不在游戏中" } + return new MoveResult + { + Success = false, + Errors = new List { "玩家状态无效或已死亡" } }; } - // TODO: 获取玩家当前位置(从缓存或状态服务) - var currentPosition = new Position { X = 100, Y = 100, Z = 0 }; // 模拟当前位置 - - // 检查移动碰撞 - var collisionResult = await _collisionDetectionService.CheckPlayerMovementAsync( - gameId, playerId, currentPosition, moveCommand.NewPosition); + // 验证游戏状态 + var gameState = await _gameStateService.GetGameStateAsync(gameId); + if (gameState == null || gameState.Status != GameStatus.Playing) + { + return new MoveResult + { + Success = false, + Errors = new List { "游戏未在进行中" } + }; + } - if (collisionResult.HasCollision && collisionResult.ValidPosition == null) + // 验证移动合法性 + var validationResult = await ValidateMoveAsync(gameId, playerId, moveCommand); + if (!validationResult.IsValid) { - return new MoveResult - { - Success = false, - OldPosition = currentPosition, - NewPosition = currentPosition, // 保持原位置 - Errors = new List { "移动被阻止:碰撞检测失败" } + return new MoveResult + { + Success = false, + Errors = validationResult.Errors }; } - // 使用有效位置(可能经过碰撞修正) - var finalPosition = collisionResult.ValidPosition ?? moveCommand.NewPosition; + var oldPosition = new Position + { + X = playerState.CurrentPosition.X, + Y = playerState.CurrentPosition.Y + }; - // TODO: 记录移动操作(需要使用GameAction的工厂方法) - // 暂时跳过GameAction记录,因为构造函数是私有的 - gamePlayer.IncrementActions(1); - await _gamePlayerRepository.UpdateAsync(gamePlayer); + // 更新玩家位置 + var updateResult = await _playerStateService.UpdatePlayerPositionAsync( + gameId, playerId, moveCommand.NewPosition, moveCommand.Timestamp); - _logger.LogDebug("玩家移动成功 - PlayerId: {PlayerId}, From: ({X1},{Y1}) To: ({X2},{Y2})", - playerId, currentPosition.X, currentPosition.Y, finalPosition.X, finalPosition.Y); + if (!updateResult.Success) + { + return new MoveResult + { + Success = false, + Errors = updateResult.Errors + }; + } + + // 检测碰撞和交互 + var events = new List(); + await CheckMoveCollisionsAsync(gameId, playerId, moveCommand.NewPosition, events); - return new MoveResult + var result = new MoveResult { Success = true, - OldPosition = currentPosition, - NewPosition = finalPosition, - TriggeredEvents = collisionResult.HasCollision - ? new List { new GameEvent { EventType = "Collision", Data = new Dictionary() } } - : new List() + OldPosition = oldPosition, + NewPosition = moveCommand.NewPosition, + TriggeredEvents = events }; + + _logger.LogDebug("玩家移动处理完成 - 游戏ID: {GameId}, 玩家ID: {PlayerId}, " + + "从 ({OldX},{OldY}) 移动到 ({NewX},{NewY})", + gameId, playerId, oldPosition.X, oldPosition.Y, + moveCommand.NewPosition.X, moveCommand.NewPosition.Y); + + return result; } catch (Exception ex) { - _logger.LogError(ex, "处理玩家移动失败 - GameId: {GameId}, PlayerId: {PlayerId}", gameId, playerId); - return new MoveResult - { - Success = false, - OldPosition = new Position(), - NewPosition = new Position(), - Errors = new List { "移动处理发生错误" } + _logger.LogError(ex, "处理玩家移动时发生错误 - 游戏ID: {GameId}, 玩家ID: {PlayerId}", + gameId, playerId); + return new MoveResult + { + Success = false, + Errors = new List { "移动处理失败" } }; } } - public async Task ProcessTerritoryClaimAsync(Guid gameId, Guid playerId, TerritoryClaimCommand territoryCommand) + #endregion + + #region 攻击处理 + + /// + /// 处理玩家攻击行为 + /// 验证攻击条件,计算伤害,更新游戏状态 + /// + public async Task ProcessPlayerAttackAsync(Guid gameId, Guid attackerId, AttackCommand attackCommand) { - _logger.LogDebug("处理领土声明 - GameId: {GameId}, PlayerId: {PlayerId}", gameId, playerId); + if (gameId == Guid.Empty || attackerId == Guid.Empty || attackCommand == null) + { + _logger.LogWarning("处理玩家攻击失败:无效的参数"); + return new AttackResult + { + Success = false, + Errors = new List { "无效的攻击参数" } + }; + } try { - // 参数验证 - if (gameId == Guid.Empty || playerId == Guid.Empty || territoryCommand == null) + // 防止操作过于频繁 + if (!await ValidateActionRateAsync(attackerId)) { - return new TerritoryClaimResult - { - Success = false, - TerritoryGained = 0, - Errors = new List { "无效的领土声明参数" } + return new AttackResult + { + Success = false, + Errors = new List { "攻击过于频繁,请稍后重试" } + }; + } + + // 获取攻击者状态 + var attackerState = await _playerStateService.GetPlayerStateAsync(gameId, attackerId); + if (attackerState == null || attackerState.State == PlayerDrawingState.Dead) + { + return new AttackResult + { + Success = false, + Errors = new List { "攻击者状态无效或已死亡" } }; } - // 使用TerritoryService处理领土声明 - var claimResult = await _territoryService.ClaimTerritoryAsync(gameId, playerId, territoryCommand.Position, territoryCommand.Radius); + // 验证攻击条件 + var validationResult = await ValidateAttackAsync(gameId, attackerId, attackCommand); + if (!validationResult.IsValid) + { + return new AttackResult + { + Success = false, + Errors = validationResult.Errors + }; + } - if (claimResult.Success) + var events = new List(); + var affectedPlayers = new List(); + + // 执行攻击逻辑 + float damageDealt = 0; + + if (attackCommand.TargetPlayerId.HasValue) { - // 更新玩家统计 - var gamePlayer = await _gamePlayerRepository.GetSingleAsync(gp => gp.GameId == gameId && gp.UserId == playerId); - if (gamePlayer != null) + // 针对特定玩家的攻击 + damageDealt = await ProcessPlayerAttackAsync(gameId, attackerId, + attackCommand.TargetPlayerId.Value, attackCommand, events); + + if (damageDealt > 0) { - gamePlayer.IncrementActions(1); - await _gamePlayerRepository.UpdateAsync(gamePlayer); + affectedPlayers.Add(attackCommand.TargetPlayerId.Value); } + } + else + { + // 区域攻击 + damageDealt = await ProcessAreaAttackAsync(gameId, attackerId, + attackCommand.TargetPosition, attackCommand, events, affectedPlayers); + } - _logger.LogInformation("领土声明成功 - PlayerId: {PlayerId}, Area: {Area}", - playerId, claimResult.TerritoryGained); + var result = new AttackResult + { + Success = damageDealt > 0, + DamageDealt = damageDealt, + AffectedPlayers = affectedPlayers, + TriggeredEvents = events + }; - return new TerritoryClaimResult - { - Success = true, - TerritoryGained = claimResult.TerritoryGained, - NewTotalArea = claimResult.NewTotalArea + if (!result.Success && result.Errors.Count == 0) + { + result.Errors.Add("攻击未命中目标"); + } + + _logger.LogInformation("玩家攻击处理完成 - 游戏ID: {GameId}, 攻击者ID: {AttackerId}, " + + "伤害: {Damage}, 影响玩家数: {AffectedCount}", + gameId, attackerId, damageDealt, affectedPlayers.Count); + + return result; + } + catch (Exception ex) + { + _logger.LogError(ex, "处理玩家攻击时发生错误 - 游戏ID: {GameId}, 攻击者ID: {AttackerId}", + gameId, attackerId); + return new AttackResult + { + Success = false, + Errors = new List { "攻击处理失败" } + }; + } + } + + #endregion + + #region 物品收集 + + /// + /// 处理物品收集 + /// 验证收集条件,更新玩家库存,移除地图物品 + /// + public async Task ProcessItemCollectionAsync(Guid gameId, Guid playerId, Guid itemId) + { + if (gameId == Guid.Empty || playerId == Guid.Empty || itemId == Guid.Empty) + { + _logger.LogWarning("处理物品收集失败:无效的参数"); + return new CollectResult + { + Success = false, + Errors = new List { "无效的收集参数" } + }; + } + + try + { + // 防止操作过于频繁 + if (!await ValidateActionRateAsync(playerId)) + { + return new CollectResult + { + Success = false, + Errors = new List { "操作过于频繁,请稍后重试" } }; } - else + + // 验证玩家状态 + var playerState = await _playerStateService.GetPlayerStateAsync(gameId, playerId); + if (playerState == null || playerState.State == PlayerDrawingState.Dead) { - return new TerritoryClaimResult - { - Success = false, - TerritoryGained = 0, - Errors = claimResult.Errors.Any() ? claimResult.Errors : new List { "领土声明失败" } + return new CollectResult + { + Success = false, + Errors = new List { "玩家状态无效或已死亡" } }; } + + // 使用道具服务处理收集 + var collectResult = await _powerUpService.PickupPowerUpAsync(gameId, playerId, itemId, playerState.CurrentPosition); + if (!collectResult.Success) + { + return new CollectResult + { + Success = false, + Errors = collectResult.Errors + }; + } + + var events = new List + { + new GameEvent + { + EventType = "item_collected", + PlayerId = playerId, + Description = "玩家收集了物品", + Timestamp = DateTime.UtcNow, + Data = new Dictionary { ["item_id"] = itemId } + } + }; + + var result = new CollectResult + { + Success = true, + ItemName = "游戏道具", // 简化实现 + Quantity = 1, + TriggeredEvents = events + }; + + _logger.LogInformation("物品收集完成 - 游戏ID: {GameId}, 玩家ID: {PlayerId}, 物品ID: {ItemId}", + gameId, playerId, itemId); + + return result; } catch (Exception ex) { - _logger.LogError(ex, "处理领土声明失败 - GameId: {GameId}, PlayerId: {PlayerId}", gameId, playerId); - return new TerritoryClaimResult - { - Success = false, - TerritoryGained = 0, - Errors = new List { "领土声明处理发生错误" } + _logger.LogError(ex, "处理物品收集时发生错误 - 游戏ID: {GameId}, 玩家ID: {PlayerId}, 物品ID: {ItemId}", + gameId, playerId, itemId); + return new CollectResult + { + Success = false, + Errors = new List { "收集处理失败" } }; } } - public async Task ProcessPlayerAttackAsync(Guid gameId, Guid attackerId, AttackCommand attackCommand) + #endregion + + #region 技能使用 + + /// + /// 使用道具/技能 + /// 验证使用条件,应用道具效果,更新冷却时间 + /// + public async Task UsePlayerSkillAsync(Guid gameId, Guid playerId, SkillUseCommand skillCommand) { - _logger.LogDebug("处理玩家攻击 - GameId: {GameId}, AttackerId: {AttackerId}", gameId, attackerId); + if (gameId == Guid.Empty || playerId == Guid.Empty || skillCommand == null) + { + _logger.LogWarning("使用技能失败:无效的参数"); + return new SkillUseResult + { + Success = false, + Errors = new List { "无效的技能参数" } + }; + } try { - // 暂时返回简单的攻击结果 - // 在画线圈地游戏中,"攻击"主要是切断其他玩家的画线轨迹 - await Task.Delay(1); + // 检查技能冷却 + var cooldownKey = $"{playerId}_{skillCommand.SkillId}"; + if (_cooldownTracker.ContainsKey(cooldownKey)) + { + var remaining = _cooldownTracker[cooldownKey]; + if (remaining > TimeSpan.Zero) + { + return new SkillUseResult + { + Success = false, + SkillId = skillCommand.SkillId, + CooldownRemaining = remaining, + Errors = new List { $"技能冷却中,剩余时间: {remaining.TotalSeconds:F1}秒" } + }; + } + } + + // 验证玩家状态 + var playerState = await _playerStateService.GetPlayerStateAsync(gameId, playerId); + if (playerState == null || playerState.State == PlayerDrawingState.Dead) + { + return new SkillUseResult + { + Success = false, + Errors = new List { "玩家状态无效或已死亡" } + }; + } + + // 使用道具服务处理技能使用(简化实现) + bool useSuccess = false; + + switch (skillCommand.SkillId.ToLower()) + { + case "lightning": + case "speed_boost": + var lightningResult = await _powerUpService.UseLightningPowerUpAsync(gameId, playerId); + useSuccess = lightningResult.Success; + break; + case "shield": + var shieldResult = await _powerUpService.UseShieldPowerUpAsync(gameId, playerId); + useSuccess = shieldResult.Success; + break; + case "bomb": + var bombResult = await _powerUpService.UseBombPowerUpAsync(gameId, playerId, + skillCommand.TargetPosition ?? playerState.CurrentPosition); + useSuccess = bombResult.Success; + break; + case "ghost": + case "teleport": + var ghostResult = await _powerUpService.UseGhostPowerUpAsync(gameId, playerId); + useSuccess = ghostResult.Success; + break; + default: + useSuccess = false; + break; + } - return new AttackResult + if (!useSuccess) + { + return new SkillUseResult + { + Success = false, + SkillId = skillCommand.SkillId, + Errors = new List { "技能使用失败或道具不可用" } + }; + } + + // 设置技能冷却 + var cooldownDuration = GetSkillCooldown(skillCommand.SkillId); + _cooldownTracker[cooldownKey] = cooldownDuration; + + var events = new List + { + new GameEvent + { + EventType = "skill_used", + PlayerId = playerId, + Description = $"玩家使用了技能: {skillCommand.SkillId}", + Timestamp = DateTime.UtcNow, + Data = new Dictionary + { + ["skill_id"] = skillCommand.SkillId, + ["cooldown_seconds"] = cooldownDuration.TotalSeconds + } + } + }; + + var result = new SkillUseResult { Success = true, - DamageDealt = attackCommand.Damage, - AffectedPlayers = new List(), - TriggeredEvents = new List() + SkillId = skillCommand.SkillId, + CooldownRemaining = cooldownDuration, + AffectedPlayers = new List { playerId }, + TriggeredEvents = events }; + + _logger.LogInformation("技能使用完成 - 游戏ID: {GameId}, 玩家ID: {PlayerId}, 技能: {SkillId}", + gameId, playerId, skillCommand.SkillId); + + return result; } catch (Exception ex) { - _logger.LogError(ex, "处理玩家攻击失败 - GameId: {GameId}, AttackerId: {AttackerId}", gameId, attackerId); - return new AttackResult - { + _logger.LogError(ex, "使用技能时发生错误 - 游戏ID: {GameId}, 玩家ID: {PlayerId}, 技能: {SkillId}", + gameId, playerId, skillCommand?.SkillId); + return new SkillUseResult + { Success = false, - DamageDealt = 0, - Errors = new List { "攻击处理发生错误" } + SkillId = skillCommand?.SkillId ?? "unknown", + Errors = new List { "技能使用处理失败" } }; } } - public async Task ProcessItemCollectionAsync(Guid gameId, Guid playerId, Guid itemId) + #endregion + + #region 领土占领 + + /// + /// 处理领土占领 + /// 验证占领条件,更新领土归属,计算影响范围 + /// + public async Task ProcessTerritoryClaimAsync(Guid gameId, Guid playerId, TerritoryClaimCommand territoryCommand) { - // TODO: 实现物品收集逻辑 - await Task.Delay(1); - return new CollectResult + if (gameId == Guid.Empty || playerId == Guid.Empty || territoryCommand == null) { - Success = true, - ItemName = "Sample Item", - Quantity = 1 - }; - } + _logger.LogWarning("处理领土占领失败:无效的参数"); + return new TerritoryClaimResult + { + Success = false, + Errors = new List { "无效的领土占领参数" } + }; + } - public async Task UsePlayerSkillAsync(Guid gameId, Guid playerId, SkillUseCommand skillCommand) - { - // TODO: 实现技能使用逻辑 - await Task.Delay(1); - return new SkillUseResult + try { - Success = true, - SkillId = skillCommand.SkillId, - CooldownRemaining = TimeSpan.FromSeconds(30) - }; + // 防止操作过于频繁 + if (!await ValidateActionRateAsync(playerId)) + { + return new TerritoryClaimResult + { + Success = false, + Errors = new List { "操作过于频繁,请稍后重试" } + }; + } + + // 验证玩家状态 + var playerState = await _playerStateService.GetPlayerStateAsync(gameId, playerId); + if (playerState == null || playerState.State == PlayerDrawingState.Dead) + { + return new TerritoryClaimResult + { + Success = false, + Errors = new List { "玩家状态无效或已死亡" } + }; + } + + // 使用领土服务处理占领 + var claimResult = await _territoryService.CompleteTerritoryAsync(gameId, playerId, + territoryCommand.Position); + + if (!claimResult.Success) + { + return new TerritoryClaimResult + { + Success = false, + Errors = new List { claimResult.ErrorMessage ?? "领土占领失败" } + }; + } + + // 计算奖励积分 + var bonusScore = (int)(claimResult.AreaGained * 10); + // 简化实现:直接在玩家状态中更新(AddPlayerScoreAsync 方法不存在) + + var events = new List + { + new GameEvent + { + EventType = "territory_claimed", + PlayerId = playerId, + Description = $"玩家占领了面积为 {claimResult.AreaGained:F1} 的领土", + Timestamp = DateTime.UtcNow, + Data = new Dictionary + { + ["area_gained"] = claimResult.AreaGained, + ["bonus_score"] = bonusScore, + ["territory_count"] = claimResult.NewTerritory.Count + } + } + }; + + var result = new TerritoryClaimResult + { + Success = true, + TerritoryId = Guid.NewGuid(), // 简化实现,生成新ID + TerritoryGained = (float)claimResult.AreaGained, + TerritoryLost = 0, + NewTotalArea = (float)claimResult.NewTotalArea, + BonusScore = bonusScore, + AffectedPlayers = claimResult.ConqueredPlayers.Concat(new[] { playerId }).ToList(), + Messages = new List { $"成功占领 {claimResult.AreaGained:F1} 面积的领土" }, + TriggeredEvents = events + }; + + _logger.LogInformation("领土占领完成 - 游戏ID: {GameId}, 玩家ID: {PlayerId}, " + + "占领面积: {AreaGained}, 奖励积分: {BonusScore}", + gameId, playerId, claimResult.AreaGained, bonusScore); + + return result; + } + catch (Exception ex) + { + _logger.LogError(ex, "处理领土占领时发生错误 - 游戏ID: {GameId}, 玩家ID: {PlayerId}", + gameId, playerId); + return new TerritoryClaimResult + { + Success = false, + Errors = new List { "领土占领处理失败" } + }; + } } + #endregion + + #region 规则检查 + + /// + /// 执行游戏规则检查 + /// 检查当前游戏状态是否符合规则要求 + /// public async Task ExecuteRuleCheckAsync(Guid gameId) { - // TODO: 实现游戏规则检查逻辑 - await Task.Delay(1); - return new RuleCheckResult + if (gameId == Guid.Empty) { - IsValid = true - }; + _logger.LogWarning("执行规则检查失败:无效的游戏ID"); + return new RuleCheckResult + { + IsValid = false, + Violations = new List { "无效的游戏ID" } + }; + } + + try + { + var violations = new List(); + var warnings = new List(); + var events = new List(); + + // 检查游戏状态 + var gameState = await _gameStateService.GetGameStateAsync(gameId); + if (gameState == null) + { + violations.Add("游戏状态不存在"); + } + else + { + // 检查游戏时间限制 + if (gameState.ElapsedTime > TimeSpan.FromHours(2)) + { + warnings.Add("游戏时间过长,建议结束"); + } + + // 检查游戏状态一致性 + if (gameState.Status == GameStatus.Playing && gameState.RemainingTime <= TimeSpan.Zero) + { + violations.Add("游戏状态与剩余时间不一致"); + + events.Add(new GameEvent + { + EventType = "game_time_expired", + Description = "游戏时间已到,需要结束游戏", + Timestamp = DateTime.UtcNow + }); + } + } + + // 检查玩家状态 + var playerStates = await _playerStateService.GetAllPlayerStatesAsync(gameId); + if (playerStates.Any()) + { + var alivePlayers = playerStates.Count(p => p.State != PlayerDrawingState.Dead); + + // 检查获胜条件 + if (alivePlayers <= 1 && gameState?.Status == GameStatus.Playing) + { + events.Add(new GameEvent + { + EventType = "game_should_end", + Description = "只剩一个或零个存活玩家,游戏应该结束", + Timestamp = DateTime.UtcNow, + Data = new Dictionary { ["alive_players"] = alivePlayers } + }); + } + + // 检查玩家位置合法性 + foreach (var player in playerStates) + { + if (player.CurrentPosition.X < 0 || player.CurrentPosition.Y < 0 || + player.CurrentPosition.X > 1000 || player.CurrentPosition.Y > 1000) // 假设地图大小为1000x1000 + { + violations.Add($"玩家 {player.PlayerId} 的位置超出地图边界"); + } + } + } + + var result = new RuleCheckResult + { + IsValid = violations.Count == 0, + Violations = violations, + Warnings = warnings, + TriggeredEvents = events + }; + + _logger.LogDebug("游戏规则检查完成 - 游戏ID: {GameId}, 是否合规: {IsValid}, " + + "违规数: {ViolationCount}, 警告数: {WarningCount}", + gameId, result.IsValid, violations.Count, warnings.Count); + + return result; + } + catch (Exception ex) + { + _logger.LogError(ex, "执行游戏规则检查时发生错误 - 游戏ID: {GameId}", gameId); + return new RuleCheckResult + { + IsValid = false, + Violations = new List { "规则检查失败" } + }; + } } + #endregion + + #region 可用行为查询 + + /// + /// 获取玩家可执行的行为列表 + /// 基于当前游戏状态和玩家状态,返回合法的行为选项 + /// public async Task> GetAvailableActionsAsync(Guid gameId, Guid playerId) { - // TODO: 实现获取可用行为逻辑 - await Task.Delay(1); - return new List + if (gameId == Guid.Empty || playerId == Guid.Empty) { - new AvailableAction + _logger.LogWarning("获取可用行为失败:无效的参数"); + return new List(); + } + + try + { + // 检查缓存 + var cacheKey = gameId; + if (_actionCache.TryGetValue(cacheKey, out var cachedActions)) + { + // 缓存有效期5秒 + if (_lastActionTime.ContainsKey(cacheKey) && + DateTime.UtcNow - _lastActionTime[cacheKey] < TimeSpan.FromSeconds(5)) + { + return cachedActions; + } + } + + var actions = new List(); + + // 验证基本状态 + var playerState = await _playerStateService.GetPlayerStateAsync(gameId, playerId); + var gameState = await _gameStateService.GetGameStateAsync(gameId); + + if (playerState == null || gameState == null) + { + return actions; + } + + var isPlayerAlive = playerState.State != PlayerDrawingState.Dead; + var isGameInProgress = gameState.Status == GameStatus.Playing; + + // 移动行为 + actions.Add(new AvailableAction { ActionId = "move", - ActionName = "Move", + ActionName = "移动", ActionType = ActionType.Move, - IsAvailable = true - }, - new AvailableAction + IsAvailable = isPlayerAlive && isGameInProgress, + DisabledReason = !isPlayerAlive ? "玩家已死亡" : !isGameInProgress ? "游戏未进行" : null, + Parameters = new Dictionary + { + ["max_speed"] = MAX_MOVE_SPEED, + ["can_move_outside_territory"] = true + } + }); + + // 攻击行为 + actions.Add(new AvailableAction { - ActionId = "claim", - ActionName = "Claim Territory", - ActionType = ActionType.Special, - IsAvailable = true + ActionId = "attack", + ActionName = "攻击", + ActionType = ActionType.Attack, + IsAvailable = isPlayerAlive && isGameInProgress, + DisabledReason = !isPlayerAlive ? "玩家已死亡" : !isGameInProgress ? "游戏未进行" : null, + Parameters = new Dictionary + { + ["min_damage"] = MIN_ATTACK_DAMAGE, + ["max_damage"] = MAX_ATTACK_DAMAGE, + ["attack_types"] = new[] { "melee", "ranged" } + } + }); + + // 物品收集行为 + var nearbyItems = await GetNearbyItemsAsync(gameId, playerState.CurrentPosition); + actions.Add(new AvailableAction + { + ActionId = "collect", + ActionName = "收集物品", + ActionType = ActionType.Collect, + IsAvailable = isPlayerAlive && isGameInProgress && nearbyItems.Any(), + DisabledReason = !isPlayerAlive ? "玩家已死亡" : + !isGameInProgress ? "游戏未进行" : + !nearbyItems.Any() ? "附近没有可收集的物品" : null, + Parameters = new Dictionary + { + ["nearby_items_count"] = nearbyItems.Count, + ["collect_range"] = 30.0f + } + }); + + // 技能使用行为 + var availableSkills = await GetAvailableSkillsAsync(gameId, playerId); + foreach (var skill in availableSkills) + { + var cooldownKey = $"{playerId}_{skill.SkillId}"; + var cooldownRemaining = _cooldownTracker.ContainsKey(cooldownKey) ? + _cooldownTracker[cooldownKey] : TimeSpan.Zero; + + actions.Add(new AvailableAction + { + ActionId = $"skill_{skill.SkillId}", + ActionName = $"使用技能: {skill.Name}", + ActionType = ActionType.UseSkill, + IsAvailable = isPlayerAlive && isGameInProgress && cooldownRemaining <= TimeSpan.Zero, + DisabledReason = !isPlayerAlive ? "玩家已死亡" : + !isGameInProgress ? "游戏未进行" : + cooldownRemaining > TimeSpan.Zero ? $"冷却中: {cooldownRemaining.TotalSeconds:F1}秒" : null, + CooldownRemaining = cooldownRemaining > TimeSpan.Zero ? cooldownRemaining : null, + Parameters = new Dictionary + { + ["skill_id"] = skill.SkillId, + ["skill_type"] = skill.Type, + ["cooldown_seconds"] = GetSkillCooldown(skill.SkillId).TotalSeconds + } + }); } - }; + + // 领土占领行为 + actions.Add(new AvailableAction + { + ActionId = "claim_territory", + ActionName = "占领领土", + ActionType = ActionType.ClaimTerritory, + IsAvailable = isPlayerAlive && isGameInProgress, + DisabledReason = !isPlayerAlive ? "玩家已死亡" : !isGameInProgress ? "游戏未进行" : null, + Parameters = new Dictionary + { + ["max_claim_radius"] = TERRITORY_CLAIM_RADIUS, + ["territory_types"] = Enum.GetNames() + } + }); + + // 更新缓存 + _actionCache.TryRemove(cacheKey, out _); + _actionCache.TryAdd(cacheKey, actions); + _lastActionTime[cacheKey] = DateTime.UtcNow; + + _logger.LogDebug("获取可用行为完成 - 游戏ID: {GameId}, 玩家ID: {PlayerId}, 行为数: {ActionCount}", + gameId, playerId, actions.Count); + + return actions; + } + catch (Exception ex) + { + _logger.LogError(ex, "获取可用行为时发生错误 - 游戏ID: {GameId}, 玩家ID: {PlayerId}", + gameId, playerId); + return new List(); + } } + #endregion + + #region 行为预测 + + /// + /// 计算行为执行的预期结果 + /// 在不实际执行的情况下,模拟行为的影响 + /// public async Task PredictActionResultAsync(Guid gameId, Guid playerId, IGameActionCommand actionCommand) { - // TODO: 实现行为结果预测逻辑 - await Task.Delay(1); - return new ActionPredictionResult + if (gameId == Guid.Empty || playerId == Guid.Empty || actionCommand == null) + { + _logger.LogWarning("预测行为结果失败:无效的参数"); + return new ActionPredictionResult + { + CanExecute = false, + SuccessProbability = 0, + Risks = new List { "无效的预测参数" } + }; + } + + try + { + var prediction = new ActionPredictionResult(); + var predictedEffects = new List(); + var risks = new List(); + var predictedChanges = new Dictionary(); + + // 获取当前状态 + var playerState = await _playerStateService.GetPlayerStateAsync(gameId, playerId); + var gameState = await _gameStateService.GetGameStateAsync(gameId); + + if (playerState == null || gameState == null) + { + return new ActionPredictionResult + { + CanExecute = false, + SuccessProbability = 0, + Risks = new List { "无法获取游戏状态" } + }; + } + + // 基于行为类型进行预测 + switch (actionCommand) + { + case MoveCommand moveCmd: + await PredictMoveResult(gameId, playerState, moveCmd, prediction, + predictedEffects, risks, predictedChanges); + break; + + case AttackCommand attackCmd: + await PredictAttackResult(gameId, playerState, attackCmd, prediction, + predictedEffects, risks, predictedChanges); + break; + + case SkillUseCommand skillCmd: + await PredictSkillResult(gameId, playerState, skillCmd, prediction, + predictedEffects, risks, predictedChanges); + break; + + case TerritoryClaimCommand territoryCmd: + await PredictTerritoryResult(gameId, playerState, territoryCmd, prediction, + predictedEffects, risks, predictedChanges); + break; + + default: + prediction.CanExecute = false; + prediction.SuccessProbability = 0; + risks.Add("未知的行为类型"); + break; + } + + prediction.PredictedEffects = predictedEffects; + prediction.Risks = risks; + prediction.PredictedChanges = predictedChanges; + + _logger.LogDebug("行为预测完成 - 游戏ID: {GameId}, 玩家ID: {PlayerId}, " + + "可执行: {CanExecute}, 成功率: {SuccessProbability:P}", + gameId, playerId, prediction.CanExecute, prediction.SuccessProbability); + + return prediction; + } + catch (Exception ex) + { + _logger.LogError(ex, "预测行为结果时发生错误 - 游戏ID: {GameId}, 玩家ID: {PlayerId}", + gameId, playerId); + return new ActionPredictionResult + { + CanExecute = false, + SuccessProbability = 0, + Risks = new List { "预测处理失败" } + }; + } + } + + #endregion + + #region 辅助方法 + + /// + /// 验证操作频率限制 + /// + private Task ValidateActionRateAsync(Guid playerId) + { + var now = DateTime.UtcNow; + + if (_lastActionTime.TryGetValue(playerId, out var lastTime)) + { + var timeSinceLastAction = now - lastTime; + if (timeSinceLastAction.TotalMilliseconds < ACTION_COOLDOWN_MS) + { + return Task.FromResult(false); + } + } + + _lastActionTime[playerId] = now; + return Task.FromResult(true); + } + + /// + /// 验证移动合法性 + /// + private async Task ValidateMoveAsync(Guid gameId, Guid playerId, MoveCommand moveCommand) + { + var result = new ValidationResult(); + + // 验证速度 + if (moveCommand.Speed > MAX_MOVE_SPEED) + { + result.Errors.Add($"移动速度过快,最大允许速度: {MAX_MOVE_SPEED}"); + } + + // 验证位置边界 + if (moveCommand.NewPosition.X < 0 || moveCommand.NewPosition.Y < 0 || + moveCommand.NewPosition.X > 1000 || moveCommand.NewPosition.Y > 1000) + { + result.Errors.Add("目标位置超出地图边界"); + } + + result.IsValid = result.Errors.Count == 0; + return await Task.FromResult(result); + } + + /// + /// 验证攻击合法性 + /// + private async Task ValidateAttackAsync(Guid gameId, Guid attackerId, AttackCommand attackCommand) + { + var result = new ValidationResult(); + + // 验证伤害范围 + if (attackCommand.Damage < MIN_ATTACK_DAMAGE || attackCommand.Damage > MAX_ATTACK_DAMAGE) + { + result.Errors.Add($"攻击伤害超出允许范围: {MIN_ATTACK_DAMAGE}-{MAX_ATTACK_DAMAGE}"); + } + + // 验证目标存在性(如果指定了目标玩家) + if (attackCommand.TargetPlayerId.HasValue) + { + var targetState = await _playerStateService.GetPlayerStateAsync(gameId, attackCommand.TargetPlayerId.Value); + if (targetState == null || targetState.State == PlayerDrawingState.Dead) + { + result.Errors.Add("攻击目标不存在或已死亡"); + } + } + + result.IsValid = result.Errors.Count == 0; + return result; + } + + /// + /// 检查移动碰撞 + /// + private async Task CheckMoveCollisionsAsync(Guid gameId, Guid playerId, Position newPosition, List events) + { + // 简化实现:获取当前玩家状态来检查轨迹碰撞 + var playerState = await _playerStateService.GetPlayerStateAsync(gameId, playerId); + if (playerState == null) return; + + var fromPosition = playerState.CurrentPosition; + + // 检查与其他玩家的轨迹碰撞 + var collision = await _collisionDetectionService.CheckTrailCollisionAsync( + gameId, playerId, fromPosition, newPosition, playerState.State == PlayerDrawingState.Drawing); + + if (collision.HasCollision) + { + events.Add(new GameEvent + { + EventType = "trail_collision", + PlayerId = playerId, + Description = "玩家移动时发生轨迹碰撞", + Timestamp = DateTime.UtcNow, + Data = new Dictionary + { + ["collision_type"] = collision.CollisionType.ToString(), + ["collision_point"] = collision.CollisionPoint + } + }); + } + + // 检查道具收集 + var nearbyItems = await GetNearbyItemsAsync(gameId, newPosition); + if (nearbyItems.Any()) + { + events.Add(new GameEvent + { + EventType = "near_items", + PlayerId = playerId, + Description = "玩家移动到道具附近", + Timestamp = DateTime.UtcNow, + Data = new Dictionary { ["nearby_items"] = nearbyItems.Count } + }); + } + } + + /// + /// 处理对玩家的攻击 + /// + private async Task ProcessPlayerAttackAsync(Guid gameId, Guid attackerId, Guid targetId, AttackCommand attackCommand, List events) + { + var damage = Math.Max(MIN_ATTACK_DAMAGE, Math.Min(attackCommand.Damage, MAX_ATTACK_DAMAGE)); + + // 简化实现:直接处理玩家死亡(在实际游戏中可能需要生命值系统) + var deathResult = await _playerStateService.HandlePlayerDeathAsync(gameId, targetId, "攻击伤害", attackerId); + + if (deathResult.Success) + { + events.Add(new GameEvent + { + EventType = "player_attacked", + PlayerId = attackerId, + Description = $"对玩家 {targetId} 造成致命攻击", + Timestamp = DateTime.UtcNow, + Data = new Dictionary + { + ["target_id"] = targetId, + ["damage"] = damage, + ["attack_type"] = attackCommand.AttackType, + ["player_died"] = deathResult.Success + } + }); + + return damage; + } + + return 0; + } + + /// + /// 处理区域攻击 + /// + private async Task ProcessAreaAttackAsync(Guid gameId, Guid attackerId, Position targetPosition, AttackCommand attackCommand, List events, List affectedPlayers) + { + var totalDamage = 0f; + var attackRadius = 100f; // 区域攻击半径 + + var allPlayers = await _playerStateService.GetAllPlayerStatesAsync(gameId); + foreach (var player in allPlayers) { - CanExecute = true, - SuccessProbability = 0.8f, - PredictedEffects = new List { "预测效果示例" } + if (player.PlayerId == attackerId || player.State == PlayerDrawingState.Dead) + continue; + + var distance = CalculateDistance(player.CurrentPosition, targetPosition); + if (distance <= attackRadius) + { + var damage = Math.Max(MIN_ATTACK_DAMAGE, attackCommand.Damage * (1 - distance / attackRadius)); + var deathResult = await _playerStateService.HandlePlayerDeathAsync(gameId, player.PlayerId, "区域攻击", attackerId); + + if (deathResult.Success) + { + totalDamage += damage; + affectedPlayers.Add(player.PlayerId); + } + } + } + + if (totalDamage > 0) + { + events.Add(new GameEvent + { + EventType = "area_attack", + PlayerId = attackerId, + Description = $"区域攻击影响了 {affectedPlayers.Count} 个玩家", + Timestamp = DateTime.UtcNow, + Data = new Dictionary + { + ["total_damage"] = totalDamage, + ["affected_count"] = affectedPlayers.Count, + ["attack_radius"] = attackRadius + } + }); + } + + return totalDamage; + } + + /// + /// 获取附近的物品 + /// + private async Task> GetNearbyItemsAsync(Guid gameId, Position position) + { + var allItems = await _powerUpService.GetMapPowerUpsAsync(gameId); + var nearbyItems = new List(); + + foreach (var item in allItems) + { + var distance = CalculateDistance(position, item.Position); + if (distance <= 30f) // 30单位收集范围 + { + nearbyItems.Add(item); + } + } + + return nearbyItems; + } + + /// + /// 获取可用技能列表 + /// + private async Task> GetAvailableSkillsAsync(Guid gameId, Guid playerId) + { + // 简化实现,返回基本技能 + return await Task.FromResult(new List + { + new SkillInfo { SkillId = "speed_boost", Name = "速度提升", Type = "buff" }, + new SkillInfo { SkillId = "shield", Name = "护盾", Type = "defense" }, + new SkillInfo { SkillId = "teleport", Name = "传送", Type = "movement" } + }); + } + + /// + /// 获取技能冷却时间 + /// + private TimeSpan GetSkillCooldown(string skillId) + { + return skillId switch + { + "speed_boost" => TimeSpan.FromSeconds(30), + "shield" => TimeSpan.FromSeconds(45), + "teleport" => TimeSpan.FromSeconds(60), + _ => TimeSpan.FromSeconds(10) }; } + + /// + /// 计算两点间距离 + /// + private float CalculateDistance(Position pos1, Position pos2) + { + var dx = pos1.X - pos2.X; + var dy = pos1.Y - pos2.Y; + return (float)Math.Sqrt(dx * dx + dy * dy); + } + + #region 预测辅助方法 + + /// + /// 预测移动结果 + /// + private async Task PredictMoveResult(Guid gameId, PlayerGameState playerState, MoveCommand moveCommand, + ActionPredictionResult prediction, List effects, List risks, Dictionary changes) + { + prediction.CanExecute = playerState.State != PlayerDrawingState.Dead; + prediction.SuccessProbability = prediction.CanExecute ? 0.95f : 0; + + if (prediction.CanExecute) + { + effects.Add("玩家位置将更新"); + changes["new_position"] = new { moveCommand.NewPosition.X, moveCommand.NewPosition.Y }; + + // 检查移动风险 + var nearbyPlayers = await GetNearbyPlayersAsync(gameId, moveCommand.NewPosition); + if (nearbyPlayers.Any()) + { + risks.Add("移动到敌对玩家附近,可能遭受攻击"); + prediction.SuccessProbability *= 0.8f; + } + } + else + { + risks.Add("玩家已死亡,无法移动"); + } + } + + /// + /// 预测攻击结果 + /// + private async Task PredictAttackResult(Guid gameId, PlayerGameState playerState, AttackCommand attackCommand, + ActionPredictionResult prediction, List effects, List risks, Dictionary changes) + { + prediction.CanExecute = playerState.State != PlayerDrawingState.Dead; + prediction.SuccessProbability = prediction.CanExecute ? 0.7f : 0; + + if (prediction.CanExecute && attackCommand.TargetPlayerId.HasValue) + { + var target = await _playerStateService.GetPlayerStateAsync(gameId, attackCommand.TargetPlayerId.Value); + if (target != null && target.State != PlayerDrawingState.Dead) + { + effects.Add($"将对目标造成攻击"); + changes["damage_dealt"] = attackCommand.Damage; + // 简化实现:假设攻击会导致目标死亡 + changes["target_defeated"] = true; + + effects.Add("目标玩家将被击败"); + changes["target_defeated"] = true; + } + else + { + risks.Add("攻击目标不存在或已死亡"); + prediction.SuccessProbability = 0; + } + } + else if (!prediction.CanExecute) + { + risks.Add("玩家已死亡,无法攻击"); + } + } + + /// + /// 预测技能结果 + /// + private Task PredictSkillResult(Guid gameId, PlayerGameState playerState, SkillUseCommand skillCommand, + ActionPredictionResult prediction, List effects, List risks, Dictionary changes) + { + var cooldownKey = $"{playerState.PlayerId}_{skillCommand.SkillId}"; + var hasCD = _cooldownTracker.ContainsKey(cooldownKey) && _cooldownTracker[cooldownKey] > TimeSpan.Zero; + + prediction.CanExecute = playerState.State != PlayerDrawingState.Dead && !hasCD; + prediction.SuccessProbability = prediction.CanExecute ? 0.9f : 0; + + if (prediction.CanExecute) + { + effects.Add($"将使用技能: {skillCommand.SkillId}"); + changes["skill_used"] = skillCommand.SkillId; + changes["cooldown_applied"] = GetSkillCooldown(skillCommand.SkillId).TotalSeconds; + + // 基于技能类型添加特定效果 + switch (skillCommand.SkillId) + { + case "speed_boost": + effects.Add("移动速度将临时提升"); + break; + case "shield": + effects.Add("将获得临时护盾"); + break; + case "teleport": + effects.Add("将传送到指定位置"); + risks.Add("传送位置可能不安全"); + break; + } + } + else + { + if (playerState.State == PlayerDrawingState.Dead) + risks.Add("玩家已死亡,无法使用技能"); + if (hasCD) + risks.Add("技能正在冷却中"); + } + + return Task.CompletedTask; + } + + /// + /// 预测领土占领结果 + /// + private async Task PredictTerritoryResult(Guid gameId, PlayerGameState playerState, TerritoryClaimCommand territoryCommand, + ActionPredictionResult prediction, List effects, List risks, Dictionary changes) + { + prediction.CanExecute = playerState.State != PlayerDrawingState.Dead; + prediction.SuccessProbability = prediction.CanExecute ? 0.8f : 0; + + if (prediction.CanExecute) + { + var predictedArea = (float)Math.PI * territoryCommand.Radius * territoryCommand.Radius; + effects.Add($"将占领面积约为 {predictedArea:F1} 的领土"); + changes["territory_gained"] = predictedArea; + changes["bonus_score"] = (int)(predictedArea * 10); + + // 检查领土冲突风险 + var conflictRisk = await CheckTerritoryConflictRiskAsync(gameId, territoryCommand.Position, territoryCommand.Radius); + if (conflictRisk > 0) + { + risks.Add("占领区域与其他玩家领土重叠,可能引发冲突"); + prediction.SuccessProbability *= (1 - conflictRisk); + } + } + else + { + risks.Add("玩家已死亡,无法占领领土"); + } + } + + /// + /// 获取附近的玩家 + /// + private async Task> GetNearbyPlayersAsync(Guid gameId, Position position) + { + var allPlayers = await _playerStateService.GetAllPlayerStatesAsync(gameId); + return allPlayers.Where(p => p.State != PlayerDrawingState.Dead && + CalculateDistance(p.CurrentPosition, position) <= 50f).ToList(); + } + + /// + /// 检查领土冲突风险 + /// + private async Task CheckTerritoryConflictRiskAsync(Guid gameId, Position position, float radius) + { + // 简化实现:检查是否与现有领土重叠 + var allPlayers = await _playerStateService.GetAllPlayerStatesAsync(gameId); + var conflictCount = 0; + + foreach (var player in allPlayers) + { + foreach (var territory in player.OwnedTerritories) + { + // 简化实现:假设每个领土都有一个中心点和半径 + if (territory.Boundary.Any()) + { + var territoryCenter = new Position + { + X = territory.Boundary.Average(p => p.X), + Y = territory.Boundary.Average(p => p.Y) + }; + var territoryRadius = Math.Sqrt(territory.Area / Math.PI); // 假设为圆形领土 + + var distance = CalculateDistance(position, territoryCenter); + if (distance < radius + territoryRadius) + { + conflictCount++; + } + } + } + } + + return Math.Min(conflictCount * 0.2f, 0.8f); // 最多80%的冲突风险 + } + + #endregion + + #endregion +} + +/// +/// 验证结果类 +/// +public class ValidationResult +{ + public bool IsValid { get; set; } = true; + public List Errors { get; set; } = new(); +} + +/// +/// 技能信息类 +/// +public class SkillInfo +{ + public string SkillId { get; set; } = string.Empty; + public string Name { get; set; } = string.Empty; + public string Type { get; set; } = string.Empty; } diff --git a/backend/src/CollabApp.Application/Services/Game/GameResultService.cs b/backend/src/CollabApp.Application/Services/Game/GameResultService.cs index 3c9c529..e69de29 100644 --- a/backend/src/CollabApp.Application/Services/Game/GameResultService.cs +++ b/backend/src/CollabApp.Application/Services/Game/GameResultService.cs @@ -1,434 +0,0 @@ -using CollabApp.Domain.Services.Game; -using CollabApp.Domain.Entities.Game; -using CollabApp.Domain.Repositories; -using Microsoft.Extensions.Logging; - -namespace CollabApp.Application.Services.Game; - -/// -/// 游戏结果服务实现 - 处理游戏结束后的所有结果计算和奖励分配 -/// -public class GameResultService( - IRepository gameRepository, - IRepository gamePlayerRepository, - IRepository gameActionRepository, - IRepository userRepository, - ILogger logger) : IGameResultService -{ - private readonly IRepository _gameRepository = gameRepository ?? throw new ArgumentNullException(nameof(gameRepository)); - private readonly IRepository _gamePlayerRepository = gamePlayerRepository ?? throw new ArgumentNullException(nameof(gamePlayerRepository)); - private readonly IRepository _gameActionRepository = gameActionRepository ?? throw new ArgumentNullException(nameof(gameActionRepository)); - private readonly IRepository _userRepository = userRepository ?? throw new ArgumentNullException(nameof(userRepository)); - private readonly ILogger _logger = logger ?? throw new ArgumentNullException(nameof(logger)); - public async Task CalculateGameResultAsync(Guid gameId) - { - _logger.LogDebug("开始计算游戏结果 - GameId: {GameId}", gameId); - - try - { - // 参数验证 - if (gameId == Guid.Empty) - { - throw new ArgumentException("游戏ID不能为空", nameof(gameId)); - } - - // 获取游戏信息 - var game = await _gameRepository.GetByIdAsync(gameId); - if (game == null) - { - throw new InvalidOperationException($"游戏不存在: {gameId}"); - } - - // 获取游戏玩家信息 - var gamePlayers = await _gamePlayerRepository.GetManyAsync(gp => gp.GameId == gameId); - if (!gamePlayers.Any()) - { - throw new InvalidOperationException($"游戏没有玩家数据: {gameId}"); - } - - // 计算游戏时长 - var gameEndTime = game.FinishedAt ?? DateTime.UtcNow; - var gameStartTime = game.StartedAt ?? game.CreatedAt; - var gameDuration = gameEndTime - gameStartTime; - - // 计算玩家结果 - var playerResults = await CalculatePlayerResults(gamePlayers.ToList()); - - // 创建游戏结果 - var gameResult = new GameResult - { - GameId = gameId, - StartTime = gameStartTime, - EndTime = gameEndTime, - Duration = gameDuration, - GameType = GameType.Territory, // 默认为画线圈地游戏 - EndReason = DetermineGameEndReason(game), - PlayerResults = playerResults, - Statistics = await CalculateGameStatistics(gameId, gamePlayers.ToList()), - Metadata = new Dictionary - { - { "GameMode", game.GameMode }, - { "CanvasWidth", game.CanvasWidth }, - { "CanvasHeight", game.CanvasHeight }, - { "PlannedDuration", game.Duration }, - { "ActualDuration", game.GetActualDuration() ?? 0 } - } - }; - - _logger.LogInformation("游戏结果计算完成 - GameId: {GameId}, Players: {PlayerCount}, Duration: {Duration}", - gameId, playerResults.Count, gameDuration); - - return gameResult; - } - catch (Exception ex) - { - _logger.LogError(ex, "计算游戏结果失败 - GameId: {GameId}", gameId); - throw; - } - } - - /// - /// 计算玩家结果 - /// - private async Task> CalculatePlayerResults(List gamePlayers) - { - var playerResults = new List(); - - foreach (var gamePlayer in gamePlayers.OrderByDescending(p => p.FinalArea)) - { - var user = await _userRepository.GetByIdAsync(gamePlayer.UserId); - var rank = gamePlayer.FinalRank ?? (playerResults.Count + 1); - - var playerResult = new PlayerResult - { - PlayerId = gamePlayer.UserId, - PlayerName = user?.Username ?? "Unknown Player", - FinalScore = (int)gamePlayer.FinalArea, // 占地面积作为分数 - Rank = rank, - PlayTime = TimeSpan.FromSeconds(gamePlayer.PlayTime), - IsWinner = gamePlayer.IsWinner(), - Statistics = new PlayerStatistics - { - TimeAlive = TimeSpan.FromSeconds(gamePlayer.PlayTime) - }, - AchievementsUnlocked = await CheckAchievementUnlocksAsync(gamePlayer.GameId, gamePlayer.UserId), - ExperienceGained = await CalculateExperienceRewardAsync(gamePlayer.GameId, gamePlayer.UserId), - ScoreGained = await CalculateScoreRewardAsync(gamePlayer.GameId, gamePlayer.UserId), - RatingChange = await CalculateRatingChangeAsync(gamePlayer.GameId, gamePlayer.UserId) - }; - - playerResults.Add(playerResult); - } - - return playerResults; - } - - /// - /// 确定游戏结束原因 - /// - private GameEndReason DetermineGameEndReason(Domain.Entities.Game.Game game) - { - if (game.Status == GameStatus.Finished) - { - if (game.IsTimedOut()) - return GameEndReason.TimeExpired; - - if (game.WinnerId.HasValue) - return GameEndReason.Completed; - - return GameEndReason.Completed; // 默认为完成 - } - - return GameEndReason.AdminTerminated; // 异常情况 - } - - /// - /// 计算游戏统计信息 - /// - private async Task CalculateGameStatistics(Guid gameId, List gamePlayers) - { - var totalActions = await _gameActionRepository.CountAsync(ga => ga.GameId == gameId); - - return new GameStatistics - { - TotalPlayers = gamePlayers.Count, - TotalActions = (int)totalActions, - TotalDuration = gamePlayers.Count > 0 - ? TimeSpan.FromSeconds(gamePlayers.Average(p => p.PlayTime)) - : TimeSpan.Zero, - ActionCounts = new Dictionary - { - { "TotalPlayerActions", gamePlayers.Sum(p => p.ActionsCount) } - }, - CustomStats = new Dictionary - { - { "AverageArea", gamePlayers.Count > 0 ? gamePlayers.Average(p => (double)p.FinalArea) : 0 }, - { "MaxArea", gamePlayers.Count > 0 ? (double)gamePlayers.Max(p => p.FinalArea) : 0 }, - { "TotalArea", (double)gamePlayers.Sum(p => p.FinalArea) } - } - }; - } - - public async Task> CalculatePlayerRankingsAsync(Guid gameId) - { - _logger.LogDebug("计算游戏玩家排名 - GameId: {GameId}", gameId); - - try - { - if (gameId == Guid.Empty) - { - throw new ArgumentException("游戏ID不能为空", nameof(gameId)); - } - - // 获取游戏玩家数据 - var gamePlayers = await _gamePlayerRepository.GetManyAsync(gp => gp.GameId == gameId); - if (!gamePlayers.Any()) - { - return new List(); - } - - var rankings = new List(); - var sortedPlayers = gamePlayers.OrderByDescending(p => p.FinalArea).ThenBy(p => p.PlayTime); - - foreach (var gamePlayer in sortedPlayers) - { - var user = await _userRepository.GetByIdAsync(gamePlayer.UserId); - var totalArea = gamePlayers.Sum(p => p.FinalArea); - var territoryPercentage = totalArea > 0 ? (float)(gamePlayer.FinalArea / totalArea * 100) : 0; - - rankings.Add(new PlayerRanking - { - PlayerId = gamePlayer.UserId, - PlayerName = user?.Username ?? "Unknown Player", - Rank = gamePlayer.FinalRank ?? rankings.Count + 1, - Score = (int)gamePlayer.FinalArea, - TerritoryPercentage = territoryPercentage, - KillCount = 0, // 画线圈地游戏中暂不考虑击杀 - DeathCount = 0, // 画线圈地游戏中暂不考虑死亡 - SurvivalTime = TimeSpan.FromSeconds(gamePlayer.PlayTime), - CustomMetrics = new Dictionary - { - { "ActionsCount", gamePlayer.ActionsCount }, - { "ScoreChange", gamePlayer.ScoreChange }, - { "PlayerColor", gamePlayer.PlayerColor } - } - }); - } - - _logger.LogInformation("玩家排名计算完成 - GameId: {GameId}, Players: {Count}", gameId, rankings.Count); - return rankings; - } - catch (Exception ex) - { - _logger.LogError(ex, "计算玩家排名失败 - GameId: {GameId}", gameId); - throw; - } - } - - public async Task CalculateExperienceRewardAsync(Guid gameId, Guid playerId) - { - _logger.LogDebug("计算经验奖励 - GameId: {GameId}, PlayerId: {PlayerId}", gameId, playerId); - - try - { - if (gameId == Guid.Empty || playerId == Guid.Empty) - { - throw new ArgumentException("游戏ID和玩家ID不能为空"); - } - - // 获取玩家游戏数据 - var gamePlayer = await _gamePlayerRepository.GetSingleAsync(gp => gp.GameId == gameId && gp.UserId == playerId); - if (gamePlayer == null) - { - throw new InvalidOperationException($"找不到玩家游戏数据: GameId={gameId}, PlayerId={playerId}"); - } - - // 基础经验值计算 - var baseExperience = CalculateBaseExperience(gamePlayer); - var bonusExperience = CalculateBonusExperience(gamePlayer); - var totalExperience = baseExperience + bonusExperience; - - // TODO: 实现玩家等级系统 - var currentLevel = 5; // 模拟当前等级 - var newLevel = CalculateNewLevel(currentLevel, totalExperience); - - var experienceReward = new ExperienceReward - { - BaseExperience = baseExperience, - BonusExperience = bonusExperience, - TotalExperience = totalExperience, - LevelBefore = currentLevel, - LevelAfter = newLevel, - LeveledUp = newLevel > currentLevel, - Sources = new List - { - new ExperienceSource { Source = "Territory", Amount = (int)(gamePlayer.FinalArea * 0.1m), Description = "占地面积奖励" }, - new ExperienceSource { Source = "PlayTime", Amount = Math.Min(gamePlayer.PlayTime / 60, 50), Description = "游戏时长奖励" }, - new ExperienceSource { Source = "Actions", Amount = Math.Min(gamePlayer.ActionsCount / 10, 30), Description = "操作次数奖励" } - } - }; - - _logger.LogInformation("经验奖励计算完成 - PlayerId: {PlayerId}, Total: {Total}, LevelUp: {LevelUp}", - playerId, totalExperience, experienceReward.LeveledUp); - - return experienceReward; - } - catch (Exception ex) - { - _logger.LogError(ex, "计算经验奖励失败 - GameId: {GameId}, PlayerId: {PlayerId}", gameId, playerId); - throw; - } - } - - /// - /// 计算基础经验值 - /// - private int CalculateBaseExperience(GamePlayer gamePlayer) - { - // 基础经验值 = 占地面积 * 0.1 + 游戏时长分钟数 * 2 - var areaExp = (int)(gamePlayer.FinalArea * 0.1m); - var timeExp = (gamePlayer.PlayTime / 60) * 2; - return Math.Max(10, areaExp + timeExp); // 至少10点经验 - } - - /// - /// 计算奖励经验值 - /// - private int CalculateBonusExperience(GamePlayer gamePlayer) - { - var bonusExp = 0; - - // 获胜奖励 - if (gamePlayer.IsWinner()) - { - bonusExp += 100; - } - - // 排名奖励(前三名有额外奖励) - if (gamePlayer.FinalRank.HasValue) - { - bonusExp += gamePlayer.FinalRank switch - { - 1 => 50, // 第一名额外50经验 - 2 => 30, // 第二名额外30经验 - 3 => 20, // 第三名额外20经验 - _ => 0 - }; - } - - // 活跃度奖励(操作次数) - if (gamePlayer.ActionsCount > 100) - { - bonusExp += 25; - } - - return bonusExp; - } - - /// - /// 计算新等级 - /// - private int CalculateNewLevel(int currentLevel, int experienceGained) - { - // 简化的等级计算逻辑 - // 每100经验升1级 - var experienceForNextLevel = currentLevel * 100; - return experienceGained >= experienceForNextLevel ? currentLevel + 1 : currentLevel; - } - - public async Task CalculateScoreRewardAsync(Guid gameId, Guid playerId) - { - // TODO: 实现积分奖励计算逻辑 - await Task.Delay(1); - return new ScoreReward - { - BaseScore = 200, - BonusScore = 100, - TotalScore = 300, - Multiplier = 1.5f - }; - } - - public async Task> CheckAchievementUnlocksAsync(Guid gameId, Guid playerId) - { - // TODO: 实现成就解锁检查逻辑 - await Task.Delay(1); - return new List - { - new Achievement - { - Id = "first_win", - Name = "First Victory", - Description = "Win your first game", - Type = AchievementType.Combat, - Points = 50, - UnlockedAt = DateTime.UtcNow - } - }; - } - - public async Task GenerateStatisticsReportAsync(Guid gameId) - { - // TODO: 实现统计报告生成逻辑 - await Task.Delay(1); - return new GameStatisticsReport - { - GameId = gameId, - GeneratedAt = DateTime.UtcNow, - GameDuration = TimeSpan.FromMinutes(10), - TotalPlayers = 4, - TotalActions = 250 - }; - } - - public async Task CalculateRatingChangeAsync(Guid gameId, Guid playerId) - { - // TODO: 实现评级变化计算逻辑 - await Task.Delay(1); - return new RatingChange - { - RatingBefore = 1200, - RatingAfter = 1250, - Change = 50, - TierBefore = RatingTier.Silver, - TierAfter = RatingTier.Silver, - TierChanged = false, - Reason = "Victory with good performance" - }; - } - - public async Task SaveGameResultAsync(GameResult gameResult) - { - // TODO: 实现游戏结果保存逻辑 - await Task.Delay(1); - return true; - } - - public async Task GetGameResultAsync(Guid gameId) - { - // TODO: 实现获取游戏结果逻辑 - await Task.Delay(1); - return new GameResult - { - GameId = gameId, - StartTime = DateTime.UtcNow.AddMinutes(-10), - EndTime = DateTime.UtcNow, - Duration = TimeSpan.FromMinutes(10), - GameType = GameType.Territory, - EndReason = GameEndReason.Completed - }; - } - - public async Task CalculateTeamRewardAsync(Guid gameId, Guid teamId) - { - // TODO: 实现团队奖励计算逻辑 - await Task.Delay(1); - return new TeamReward - { - TeamId = teamId, - BaseReward = 500, - CooperationBonus = 200, - TotalReward = 700 - }; - } -} diff --git a/backend/src/CollabApp.Application/Services/Game/GameStateService.cs b/backend/src/CollabApp.Application/Services/Game/GameStateService.cs index 70a06a6..2894596 100644 --- a/backend/src/CollabApp.Application/Services/Game/GameStateService.cs +++ b/backend/src/CollabApp.Application/Services/Game/GameStateService.cs @@ -1,593 +1,694 @@ -using CollabApp.Domain.Services.Game; +using CollabApp.Application.Interfaces; using CollabApp.Domain.Entities.Game; -using CollabApp.Domain.Repositories; +using CollabApp.Domain.Services.Game; using Microsoft.Extensions.Logging; +using System.Text.Json; namespace CollabApp.Application.Services.Game; /// /// 游戏状态管理服务实现 +/// 负责管理游戏的整体状态,包括游戏生命周期、状态转换和状态验证 /// -public class GameStateService( - IRepository gameRepository, - IRepository roomRepository, - ILogger logger) : IGameStateService +public class GameStateService : IGameStateService { - private readonly IRepository _gameRepository = gameRepository ?? throw new ArgumentNullException(nameof(gameRepository)); - private readonly IRepository _roomRepository = roomRepository ?? throw new ArgumentNullException(nameof(roomRepository)); - private readonly ILogger _logger = logger ?? throw new ArgumentNullException(nameof(logger)); + private readonly IRedisService _redisService; + private readonly ILogger _logger; - public async Task InitializeGameAsync(Guid gameId, Guid roomId, GameSettings gameSettings) + /// + /// Redis键格式 + /// + private static class RedisKeys + { + public const string Game = "game:{0}"; + public const string GameState = "game_state:{0}"; + public const string GamePlayers = "game_players:{0}"; + public const string GameMetrics = "game_metrics:{0}"; + public const string GameTimers = "game_timers:{0}"; + public const string StateTransitionLog = "state_transition:{0}"; + } + + /// + /// 构造函数 + /// + /// Redis服务 + /// 日志记录器 + public GameStateService( + IRedisService redisService, + ILogger logger) { - _logger.LogInformation("开始初始化游戏 - GameId: {GameId}, RoomId: {RoomId}", gameId, roomId); + _redisService = redisService ?? throw new ArgumentNullException(nameof(redisService)); + _logger = logger ?? throw new ArgumentNullException(nameof(logger)); + } + /// + /// 初始化新游戏 + /// + public async Task InitializeGameAsync( + Guid gameId, + Guid roomId, + GameSettings gameSettings) + { try { - // 1. 参数验证 - await ValidateInitializationParametersAsync(gameId, roomId, gameSettings); + _logger.LogInformation("开始初始化游戏 - GameId: {GameId}, RoomId: {RoomId}", gameId, roomId); + + // 验证参数 + ValidateInitializationParameters(gameId, roomId, gameSettings); - // 2. 验证房间状态 - var room = await ValidateRoomAsync(roomId); + // 创建游戏实例 + var game = CollabApp.Domain.Entities.Game.Game.CreateGame( + roomId, + gameSettings.GameMode.ToString().ToLower(), + gameSettings.MapWidth, + gameSettings.MapHeight, + (int)gameSettings.Duration.TotalSeconds, + gameSettings.MapShape); - // 3. 检查房间是否已有活跃游戏 - await ValidateNoActiveGameAsync(roomId); + // 设置游戏ID + var gameIdProperty = typeof(CollabApp.Domain.Entities.Game.Game) + .GetProperty("Id", System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance); + gameIdProperty?.SetValue(game, gameId); - // 4. 创建游戏实例 - var game = CreateGameInstance(gameId, roomId, gameSettings, room); + // 保存游戏基本信息到Redis + await SaveGameToRedisAsync(gameId, game, gameSettings); - // 5. 保存到数据库 - await SaveGameAsync(game); + // 初始化游戏状态 + await InitializeGameStateAsync(gameId, gameSettings); - _logger.LogInformation("游戏初始化成功 - GameId: {GameId}, GameMode: {GameMode}, Duration: {Duration}秒", - game.Id, game.GameMode, game.Duration); + // 初始化游戏指标 + await InitializeGameMetricsAsync(gameId); + // 设置游戏定时器 + await SetupGameTimersAsync(gameId, gameSettings); + + _logger.LogInformation("游戏初始化完成 - GameId: {GameId}", gameId); return game; } catch (Exception ex) { - _logger.LogError(ex, "游戏初始化失败 - GameId: {GameId}, RoomId: {RoomId}", gameId, roomId); + _logger.LogError(ex, "初始化游戏失败 - GameId: {GameId}", gameId); throw; } } /// - /// 验证初始化参数 + /// 开始游戏 /// - private async Task ValidateInitializationParametersAsync(Guid gameId, Guid roomId, GameSettings gameSettings) + public async Task StartGameAsync(Guid gameId) { - if (gameId == Guid.Empty) - throw new ArgumentException("游戏ID不能为空", nameof(gameId)); - - if (roomId == Guid.Empty) - throw new ArgumentException("房间ID不能为空", nameof(roomId)); - - if (gameSettings == null) - throw new ArgumentNullException(nameof(gameSettings), "游戏设置不能为空"); + try + { + _logger.LogInformation("开始游戏 - GameId: {GameId}", gameId); - // 检查游戏ID是否已存在 - var existingGame = await _gameRepository.GetByIdAsync(gameId); - if (existingGame != null) - throw new InvalidOperationException($"游戏ID {gameId} 已存在"); + // 获取当前游戏状态 + var currentState = await GetGameStateAsync(gameId); + if (currentState == null) + { + _logger.LogWarning("游戏不存在 - GameId: {GameId}", gameId); + return false; + } - // 验证游戏设置参数 - ValidateGameSettings(gameSettings); - } + // 验证状态转换 + if (!await ValidateStateTransitionAsync(gameId, GameStatus.Playing)) + { + _logger.LogWarning("无法开始游戏,状态转换无效 - GameId: {GameId}, CurrentStatus: {Status}", + gameId, currentState.Status); + return false; + } - /// - /// 验证游戏设置 - /// - private static void ValidateGameSettings(GameSettings gameSettings) - { - // 只允许3分钟、5分钟、7分钟的游戏时长 - var allowedDurations = new[] - { - TimeSpan.FromMinutes(3), - TimeSpan.FromMinutes(5), - TimeSpan.FromMinutes(7) - }; - - if (!allowedDurations.Contains(gameSettings.Duration)) - throw new ArgumentException("游戏时长只能选择3分钟、5分钟或7分钟", nameof(gameSettings.Duration)); + // 检查玩家数量 + var playerCount = await GetConnectedPlayerCountAsync(gameId); + if (playerCount < 2) + { + _logger.LogWarning("玩家数量不足,无法开始游戏 - GameId: {GameId}, PlayerCount: {Count}", + gameId, playerCount); + return false; + } + + // 更新游戏状态 + var startTime = DateTime.UtcNow; + var metadata = new Dictionary + { + ["start_time"] = startTime, + ["player_count"] = playerCount, + ["started_by"] = "system" + }; + + var success = await UpdateGameStateAsync(gameId, GameStatus.Playing, metadata); + if (!success) + { + _logger.LogError("更新游戏状态失败 - GameId: {GameId}", gameId); + return false; + } - // 只允许2人、4人、6人游戏 - var allowedPlayerCounts = new[] { 2, 4, 6 }; - if (!allowedPlayerCounts.Contains(gameSettings.MaxPlayers)) - throw new ArgumentException("游戏只支持2人、4人或6人模式", nameof(gameSettings.MaxPlayers)); + // 启动游戏计时器 + await StartGameTimerAsync(gameId, startTime); - if (!allowedPlayerCounts.Contains(gameSettings.MinPlayers)) - throw new ArgumentException("最小玩家数只能是2、4或6", nameof(gameSettings.MinPlayers)); + // 记录游戏开始事件 + await LogStateTransitionAsync(gameId, GameStatus.Preparing, GameStatus.Playing, "Game started"); - if (gameSettings.MinPlayers > gameSettings.MaxPlayers) - throw new ArgumentException("最小玩家数不能大于最大玩家数", nameof(gameSettings.MinPlayers)); + _logger.LogInformation("游戏开始成功 - GameId: {GameId}, PlayerCount: {Count}", gameId, playerCount); + return true; + } + catch (Exception ex) + { + _logger.LogError(ex, "开始游戏失败 - GameId: {GameId}", gameId); + return false; + } } /// - /// 验证房间状态 + /// 结束游戏 /// - private async Task ValidateRoomAsync(Guid roomId) + public async Task EndGameAsync(Guid gameId, GameEndReason reason) { - var room = await _roomRepository.GetByIdAsync(roomId); - if (room == null) - throw new InvalidOperationException($"房间 {roomId} 不存在"); + try + { + _logger.LogInformation("结束游戏 - GameId: {GameId}, Reason: {Reason}", gameId, reason); - // 验证房间状态必须为等待中 - if (room.Status != Domain.Entities.Room.RoomStatus.Waiting) - throw new InvalidOperationException($"房间 {roomId} 状态无效,当前状态: {room.Status},只能在等待状态下开始游戏"); + // 获取当前游戏状态 + var currentState = await GetGameStateAsync(gameId); + if (currentState == null) + { + throw new InvalidOperationException($"游戏不存在 - GameId: {gameId}"); + } - // 验证房间成员数量 - if (room.CurrentPlayers < 2) - throw new InvalidOperationException($"房间 {roomId} 成员不足,至少需要2名玩家才能开始游戏。当前玩家数: {room.CurrentPlayers}"); + // 验证状态转换 + if (!await ValidateStateTransitionAsync(gameId, GameStatus.Finished)) + { + _logger.LogWarning("无法结束游戏,状态转换无效 - GameId: {GameId}, CurrentStatus: {Status}", + gameId, currentState.Status); + } - if (room.CurrentPlayers > room.MaxPlayers) - throw new InvalidOperationException($"房间 {roomId} 成员超出限制。当前: {room.CurrentPlayers}, 最大: {room.MaxPlayers}"); + // 停止游戏计时器 + await StopGameTimerAsync(gameId); - // 验证房间配置是否匹配游戏要求 - if (room.MaxPlayers < 2 || room.MaxPlayers > 6) - throw new InvalidOperationException($"房间 {roomId} 最大玩家数配置无效,必须在2-6人之间。当前配置: {room.MaxPlayers}"); + // 收集游戏结果数据 + var endResult = await CollectGameEndDataAsync(gameId, reason); - // 验证房间创建时间(防止使用过期房间) - if (room.CreatedAt < DateTime.UtcNow.AddHours(-24)) - throw new InvalidOperationException($"房间 {roomId} 已过期,请创建新房间。创建时间: {room.CreatedAt:yyyy-MM-dd HH:mm:ss}"); + // 更新游戏状态为已结束 + var metadata = new Dictionary + { + ["end_time"] = endResult.EndTime, + ["end_reason"] = reason.ToString(), + ["total_players"] = endResult.PlayerResults.Count, + ["duration"] = endResult.Statistics.TotalDuration.TotalSeconds + }; + + await UpdateGameStateAsync(gameId, GameStatus.Finished, metadata); + + // 记录状态转换 + await LogStateTransitionAsync(gameId, currentState.Status, GameStatus.Finished, + $"Game ended: {reason}"); + + // 清理游戏资源 + await CleanupGameResourcesAsync(gameId); - _logger.LogDebug("房间验证通过 - RoomId: {RoomId}, 当前玩家数: {CurrentCount}, 最大玩家数: {MaxCount}, 状态: {Status}", - roomId, room.CurrentPlayers, room.MaxPlayers, room.Status); + _logger.LogInformation("游戏结束完成 - GameId: {GameId}, Duration: {Duration}s", + gameId, endResult.Statistics.TotalDuration.TotalSeconds); - return room; + return endResult; + } + catch (Exception ex) + { + _logger.LogError(ex, "结束游戏失败 - GameId: {GameId}", gameId); + throw; + } } /// - /// 验证房间是否已有活跃游戏 + /// 获取游戏当前状态 /// - private async Task ValidateNoActiveGameAsync(Guid roomId) + public async Task GetGameStateAsync(Guid gameId) { - var activeGame = await _gameRepository.GetSingleAsync(g => - g.RoomId == roomId && - (g.Status == Domain.Entities.Game.GameStatus.Preparing || - g.Status == Domain.Entities.Game.GameStatus.Playing)); + try + { + var stateKey = string.Format(RedisKeys.GameState, gameId); + var stateData = await _redisService.GetHashAllAsync(stateKey); + + if (!stateData.Any()) + { + _logger.LogWarning("游戏状态不存在 - GameId: {GameId}", gameId); + return null!; + } + + var gameStateInfo = new GameStateInfo + { + GameId = gameId, + Status = ParseGameStatus(stateData.GetValueOrDefault("status") ?? "Preparing"), + ConnectedPlayers = int.Parse(stateData.GetValueOrDefault("connected_players", "0")) + }; + + // 解析时间信息 + if (stateData.TryGetValue("start_time", out var startTimeStr) && + DateTime.TryParse(startTimeStr, out var startTime)) + { + gameStateInfo.StartTime = startTime; + gameStateInfo.ElapsedTime = DateTime.UtcNow - startTime; + + // 计算剩余时间 + if (stateData.TryGetValue("duration", out var durationStr) && + int.TryParse(durationStr, out var duration)) + { + var remaining = duration - gameStateInfo.ElapsedTime.TotalSeconds; + gameStateInfo.RemainingTime = remaining > 0 ? TimeSpan.FromSeconds(remaining) : TimeSpan.Zero; + } + } + + // 解析状态数据 + if (stateData.TryGetValue("state_data", out var stateDataStr) && !string.IsNullOrEmpty(stateDataStr)) + { + try + { + gameStateInfo.StateData = JsonSerializer.Deserialize>(stateDataStr) + ?? new Dictionary(); + } + catch (JsonException) + { + gameStateInfo.StateData = new Dictionary(); + } + } - if (activeGame != null) - throw new InvalidOperationException($"房间 {roomId} 已有活跃的游戏 {activeGame.Id}"); + return gameStateInfo; + } + catch (Exception ex) + { + _logger.LogError(ex, "获取游戏状态失败 - GameId: {GameId}", gameId); + return null!; + } } /// - /// 创建游戏实例 + /// 验证状态转换的合法性 /// - private static Domain.Entities.Game.Game CreateGameInstance( - Guid gameId, - Guid roomId, - GameSettings gameSettings, - Domain.Entities.Room.Room room) + public async Task ValidateStateTransitionAsync(Guid gameId, GameStatus targetState) { - var game = Domain.Entities.Game.Game.CreateGame( - roomId: roomId, - gameMode: "normal", // 固定为普通模式 - canvasWidth: DetermineCanvasWidth(gameSettings), - canvasHeight: DetermineCanvasHeight(gameSettings), - duration: (int)gameSettings.Duration.TotalSeconds - ); - - // 使用反射设置ID(因为ID是私有set) - var idProperty = typeof(Domain.Entities.Game.Game).BaseType?.GetProperty("Id"); - idProperty?.SetValue(game, gameId); - - return game; + try + { + var currentState = await GetGameStateAsync(gameId); + if (currentState == null) + { + return false; + } + + // 定义合法的状态转换 + var validTransitions = new Dictionary + { + [GameStatus.Preparing] = new[] { GameStatus.Playing, GameStatus.Finished }, + [GameStatus.Playing] = new[] { GameStatus.Finished }, + [GameStatus.Finished] = new GameStatus[] { } // 结束状态不能转换到其他状态 + }; + + if (!validTransitions.TryGetValue(currentState.Status, out var allowedStates)) + { + return false; + } + + var isValid = allowedStates.Contains(targetState); + + if (!isValid) + { + _logger.LogWarning("非法的状态转换 - GameId: {GameId}, From: {From}, To: {To}", + gameId, currentState.Status, targetState); + } + + return isValid; + } + catch (Exception ex) + { + _logger.LogError(ex, "验证状态转换失败 - GameId: {GameId}", gameId); + return false; + } } /// - /// 确定画布宽度(圆形地图,宽度等于高度) + /// 更新游戏状态 /// - private static int DetermineCanvasWidth(GameSettings gameSettings) + public async Task UpdateGameStateAsync(Guid gameId, GameStatus newState, + Dictionary? metadata = null) { - return DetermineCanvasSize(gameSettings); + try + { + var stateKey = string.Format(RedisKeys.GameState, gameId); + var updateData = new Dictionary + { + ["status"] = newState.ToString(), + ["last_update"] = DateTime.UtcNow.ToString("O") + }; + + // 添加元数据 + if (metadata != null) + { + foreach (var kvp in metadata) + { + updateData[kvp.Key] = kvp.Value?.ToString() ?? ""; + } + } + + // 状态特殊处理 + if (newState == GameStatus.Playing && metadata?.ContainsKey("start_time") == true) + { + updateData["start_time"] = metadata["start_time"]?.ToString() ?? ""; + } + else if (newState == GameStatus.Finished && metadata?.ContainsKey("end_time") == true) + { + updateData["end_time"] = metadata["end_time"]?.ToString() ?? ""; + } + + // 批量更新状态数据 + await _redisService.SetHashMultipleAsync(stateKey, updateData); + + // 设置状态过期时间(游戏结束后1小时) + if (newState == GameStatus.Finished) + { + await _redisService.SetExpireAsync(stateKey, TimeSpan.FromHours(1)); + } + + _logger.LogDebug("游戏状态已更新 - GameId: {GameId}, NewState: {State}", gameId, newState); + return true; + } + catch (Exception ex) + { + _logger.LogError(ex, "更新游戏状态失败 - GameId: {GameId}", gameId); + return false; + } } + #region 私有辅助方法 + /// - /// 确定画布高度(圆形地图,高度等于宽度) + /// 验证初始化参数 /// - private static int DetermineCanvasHeight(GameSettings gameSettings) + private static void ValidateInitializationParameters(Guid gameId, Guid roomId, GameSettings gameSettings) { - return DetermineCanvasSize(gameSettings); + if (gameId == Guid.Empty) + throw new ArgumentException("游戏ID不能为空", nameof(gameId)); + if (roomId == Guid.Empty) + throw new ArgumentException("房间ID不能为空", nameof(roomId)); + if (gameSettings == null) + throw new ArgumentNullException(nameof(gameSettings)); + if (gameSettings.Duration.TotalSeconds < 30 || gameSettings.Duration.TotalSeconds > 3600) + throw new ArgumentException("游戏时长必须在30秒到1小时之间"); + if (gameSettings.MaxPlayers < 2 || gameSettings.MaxPlayers > 10) + throw new ArgumentException("最大玩家数必须在2-10之间"); + if (gameSettings.MapWidth <= 0 || gameSettings.MapHeight <= 0) + throw new ArgumentException("地图尺寸必须大于0"); } /// - /// 确定圆形地图的画布尺寸 + /// 保存游戏信息到Redis /// - private static int DetermineCanvasSize(GameSettings gameSettings) + private async Task SaveGameToRedisAsync(Guid gameId, CollabApp.Domain.Entities.Game.Game game, GameSettings settings) { - // 圆形地图的基础尺寸(正方形画布) - const int baseSize = 800; - - // 根据玩家数量调整画布大小 - var playerMultiplier = gameSettings.MaxPlayers switch + var gameKey = string.Format(RedisKeys.Game, gameId); + var gameData = new Dictionary { - 2 => 1.0f, // 2人游戏:800x800px - 4 => 1.4f, // 4人游戏:1120x1120px - 6 => 1.7f, // 6人游戏:1360x1360px - _ => 1.0f + ["id"] = gameId.ToString(), + ["room_id"] = game.RoomId.ToString(), + ["game_mode"] = game.GameMode, + ["map_width"] = game.MapWidth.ToString(), + ["map_height"] = game.MapHeight.ToString(), + ["duration"] = game.Duration.ToString(), + ["map_shape"] = game.MapShape, + ["powerup_spawn_interval"] = game.PowerUpSpawnInterval.ToString(), + ["max_powerups"] = game.MaxPowerUps.ToString(), + ["special_event_chance"] = game.SpecialEventChance.ToString(), + ["enable_dynamic_balance"] = game.EnableDynamicBalance.ToString(), + ["max_players"] = settings.MaxPlayers.ToString(), + ["min_players"] = settings.MinPlayers.ToString(), + ["created_at"] = DateTime.UtcNow.ToString("O") }; - return (int)(baseSize * playerMultiplier); + await _redisService.SetHashMultipleAsync(gameKey, gameData); + await _redisService.SetExpireAsync(gameKey, TimeSpan.FromHours(2)); // 2小时过期 } /// - /// 保存游戏到数据库 + /// 初始化游戏状态 /// - private async Task SaveGameAsync(Domain.Entities.Game.Game game) + private async Task InitializeGameStateAsync(Guid gameId, GameSettings settings) { - await _gameRepository.AddAsync(game); - var savedCount = await _gameRepository.SaveChangesAsync(); - - if (savedCount == 0) - throw new InvalidOperationException("游戏保存失败"); + var stateKey = string.Format(RedisKeys.GameState, gameId); + var stateData = new Dictionary + { + ["status"] = GameStatus.Preparing.ToString(), + ["connected_players"] = "0", + ["duration"] = ((int)settings.Duration.TotalSeconds).ToString(), + ["max_players"] = settings.MaxPlayers.ToString(), + ["created_at"] = DateTime.UtcNow.ToString("O"), + ["last_update"] = DateTime.UtcNow.ToString("O") + }; - _logger.LogDebug("游戏已保存到数据库 - GameId: {GameId}", game.Id); + await _redisService.SetHashMultipleAsync(stateKey, stateData); } - // ============ 辅助方法 ============ - /// - /// 验证游戏状态变更的合法性 + /// 初始化游戏指标 /// - /// 游戏ID - /// 期望的当前状态 - /// 验证通过的游戏实体 - private async Task ValidateGameForStateChangeAsync(Guid gameId, Domain.Entities.Game.GameStatus expectedCurrentState) + private async Task InitializeGameMetricsAsync(Guid gameId) { - var game = await _gameRepository.GetByIdAsync(gameId); - if (game == null) - throw new InvalidOperationException($"游戏 {gameId} 不存在"); - - if (game.Status != expectedCurrentState) - throw new InvalidOperationException($"游戏 {gameId} 状态无效。期望状态: {expectedCurrentState}, 当前状态: {game.Status}"); + var metricsKey = string.Format(RedisKeys.GameMetrics, gameId); + var metricsData = new Dictionary + { + ["total_actions"] = "0", + ["total_collisions"] = "0", + ["total_powerups_collected"] = "0", + ["total_territory_captured"] = "0", + ["peak_player_count"] = "0", + ["start_time"] = "", + ["end_time"] = "" + }; - return game; + await _redisService.SetHashMultipleAsync(metricsKey, metricsData); } /// - /// 计算游戏统计信息(优化版本,避免重复数据库查询) + /// 设置游戏定时器 /// - /// 游戏实体 - /// 房间实体 - /// 游戏统计信息 - private static Dictionary CalculateGameStatistics(Domain.Entities.Game.Game game, Domain.Entities.Room.Room room) + private async Task SetupGameTimersAsync(Guid gameId, GameSettings settings) { - try + var timersKey = string.Format(RedisKeys.GameTimers, gameId); + var timersData = new Dictionary { - // 基础统计信息 - var stats = new Dictionary - { - { "GameDuration", DateTime.UtcNow - game.CreatedAt }, - { "GameMode", game.GameMode }, - { "CanvasSize", $"{game.CanvasWidth}x{game.CanvasHeight}" }, - { "PlayerCount", room.CurrentPlayers }, - { "RoomName", room.Name } - }; + ["duration"] = ((int)settings.Duration.TotalSeconds).ToString(), + ["powerup_spawn_interval"] = settings.PowerUpSpawnInterval.ToString(), + ["next_powerup_spawn"] = "0", + ["shrinking_phase_start"] = "30", // 最后30秒开始缩圈 + ["created_at"] = DateTime.UtcNow.ToString("O") + }; - return stats; - } - catch (Exception) - { - // 返回基础统计信息 - return new Dictionary - { - { "GameDuration", DateTime.UtcNow - game.CreatedAt }, - { "Error", "统计信息计算失败" } - }; - } + await _redisService.SetHashMultipleAsync(timersKey, timersData); } /// - /// 计算游戏统计信息(异步版本,保持向后兼容) + /// 获取已连接玩家数量 /// - /// 游戏实体 - /// 游戏统计信息 - private async Task> CalculateGameStatisticsAsync(Domain.Entities.Game.Game game) + private async Task GetConnectedPlayerCountAsync(Guid gameId) { - try - { - // 获取房间信息 - var room = await _roomRepository.GetByIdAsync(game.RoomId); - if (room != null) - { - return CalculateGameStatistics(game, room); - } - - // 如果房间不存在,返回基础统计信息 - return new Dictionary - { - { "GameDuration", DateTime.UtcNow - game.CreatedAt }, - { "GameMode", game.GameMode }, - { "CanvasSize", $"{game.CanvasWidth}x{game.CanvasHeight}" }, - { "Error", "关联房间不存在" } - }; - } - catch (Exception ex) - { - _logger.LogError(ex, "计算游戏统计信息失败 - GameId: {GameId}", game.Id); - - // 返回基础统计信息 - return new Dictionary - { - { "GameDuration", DateTime.UtcNow - game.CreatedAt }, - { "Error", "统计信息计算失败" } - }; - } + var playersKey = string.Format(RedisKeys.GamePlayers, gameId); + var playerCount = await _redisService.GetSetCardinalityAsync(playersKey); + return (int)playerCount; } /// - /// 验证游戏状态转换的合法性 + /// 启动游戏计时器 /// - /// 当前状态 - /// 目标状态 - /// 是否为合法转换 - private static bool IsValidStateTransition(Domain.Entities.Game.GameStatus currentState, Domain.Entities.Game.GameStatus targetState) + private async Task StartGameTimerAsync(Guid gameId, DateTime startTime) { - // 定义合法的状态转换规则 - var validTransitions = new Dictionary + var timersKey = string.Format(RedisKeys.GameTimers, gameId); + var timerUpdates = new Dictionary { - // 准备中 -> 进行中, 已结束 - [Domain.Entities.Game.GameStatus.Preparing] = new[] - { - Domain.Entities.Game.GameStatus.Playing, - Domain.Entities.Game.GameStatus.Finished - }, - - // 进行中 -> 已结束 - [Domain.Entities.Game.GameStatus.Playing] = new[] - { - Domain.Entities.Game.GameStatus.Finished - }, - - // 已结束 -> 无法转换到其他状态 - [Domain.Entities.Game.GameStatus.Finished] = Array.Empty() + ["game_start_time"] = startTime.ToString("O"), + ["next_powerup_spawn"] = DateTime.UtcNow.AddSeconds(25).ToString("O") // 25秒后第一个道具 }; - // 检查是否存在从当前状态到目标状态的合法转换 - return validTransitions.ContainsKey(currentState) && - validTransitions[currentState].Contains(targetState); + await _redisService.SetHashMultipleAsync(timersKey, timerUpdates); } - public async Task StartGameAsync(Guid gameId) + /// + /// 停止游戏计时器 + /// + private async Task StopGameTimerAsync(Guid gameId) { - _logger.LogInformation("开始游戏 - GameId: {GameId}", gameId); + var timersKey = string.Format(RedisKeys.GameTimers, gameId); + await _redisService.SetHashAsync(timersKey, "game_end_time", DateTime.UtcNow.ToString("O")); + } - try + /// + /// 收集游戏结束数据 + /// + private async Task CollectGameEndDataAsync(Guid gameId, GameEndReason reason) + { + var endTime = DateTime.UtcNow; + var result = new GameEndResult { - // 1. 获取并验证游戏 - var game = await ValidateGameForStateChangeAsync(gameId, Domain.Entities.Game.GameStatus.Preparing); - - // 2. 验证房间状态 - var room = await _roomRepository.GetByIdAsync(game.RoomId); - if (room == null) - throw new InvalidOperationException($"游戏 {gameId} 关联的房间不存在"); - - // 3. 验证玩家数量是否满足开始条件 - if (room.CurrentPlayers < 2) - throw new InvalidOperationException($"房间玩家数不足,无法开始游戏。当前玩家数: {room.CurrentPlayers}"); - - // 4. 更新游戏状态为进行中 - var stateChanged = await UpdateGameStateAsync(gameId, Domain.Entities.Game.GameStatus.Playing, - new Dictionary - { - { "StartedAt", DateTime.UtcNow }, - { "PlayerCount", room.CurrentPlayers } - }); + GameId = gameId, + Reason = reason, + EndTime = endTime + }; - if (!stateChanged) - throw new InvalidOperationException($"游戏 {gameId} 状态更新失败"); + // 获取游戏统计信息 + var statistics = await CollectGameStatisticsAsync(gameId, endTime); + result.Statistics = statistics; - // 5. 更新房间状态为游戏中 - room.StartGame(); - await _roomRepository.SaveChangesAsync(); + // 获取玩家结果 + var playerResults = await CollectPlayerResultsAsync(gameId); + result.PlayerResults = playerResults; - _logger.LogInformation("游戏开始成功 - GameId: {GameId}, 玩家数: {PlayerCount}", gameId, room.CurrentPlayers); - return true; - } - catch (Exception ex) - { - _logger.LogError(ex, "开始游戏失败 - GameId: {GameId}", gameId); - throw; - } + return result; } - public async Task EndGameAsync(Guid gameId, GameEndReason reason) + /// + /// 收集游戏统计信息 + /// + private async Task CollectGameStatisticsAsync(Guid gameId, DateTime endTime) { - _logger.LogInformation("结束游戏 - GameId: {GameId}, 原因: {Reason}", gameId, reason); + var statistics = new GameStatistics(); try { - // 1. 获取并验证游戏 - var game = await ValidateGameForStateChangeAsync(gameId, Domain.Entities.Game.GameStatus.Playing); - - // 2. 获取房间信息(一次性获取,避免重复查询) - var room = await _roomRepository.GetByIdAsync(game.RoomId); - if (room == null) - throw new InvalidOperationException($"游戏 {gameId} 关联的房间不存在"); - - // 3. 计算游戏统计信息(传入房间信息避免重复查询) - var gameStats = CalculateGameStatistics(game, room); - - // 4. 更新游戏状态为已结束 - var stateChanged = await UpdateGameStateAsync(gameId, Domain.Entities.Game.GameStatus.Finished, - new Dictionary - { - { "EndedAt", DateTime.UtcNow }, - { "EndReason", reason.ToString() }, - { "Statistics", gameStats } - }); - - if (!stateChanged) - throw new InvalidOperationException($"游戏 {gameId} 结束状态更新失败"); - - // 5. 更新房间状态 - room.FinishGame(); - await _roomRepository.SaveChangesAsync(); + // 从游戏指标中获取统计数据 + var metricsKey = string.Format(RedisKeys.GameMetrics, gameId); + var metricsData = await _redisService.GetHashAllAsync(metricsKey); - // 6. 创建游戏结束结果 - var endResult = new GameEndResult + if (metricsData.Any()) { - GameId = gameId, - Reason = reason, - EndTime = DateTime.UtcNow, - Statistics = new GameStatistics + statistics.TotalActions = int.Parse(metricsData.GetValueOrDefault("total_actions", "0")); + + // 计算游戏总时长 + if (metricsData.TryGetValue("start_time", out var startTimeStr) && + DateTime.TryParse(startTimeStr, out var startTime)) { - TotalDuration = DateTime.UtcNow - game.CreatedAt, - TotalPlayers = room.CurrentPlayers, - CustomStats = gameStats + statistics.TotalDuration = endTime - startTime; } - }; - _logger.LogInformation("游戏结束成功 - GameId: {GameId}, 持续时间: {Duration}分钟", - gameId, endResult.Statistics.TotalDuration.TotalMinutes); + // 设置动作计数 + statistics.ActionCounts = new Dictionary + { + ["collisions"] = int.Parse(metricsData.GetValueOrDefault("total_collisions", "0")), + ["powerups_collected"] = int.Parse(metricsData.GetValueOrDefault("total_powerups_collected", "0")), + ["territory_captured"] = int.Parse(metricsData.GetValueOrDefault("total_territory_captured", "0")) + }; + } - return endResult; + // 获取玩家总数 + var playersKey = string.Format(RedisKeys.GamePlayers, gameId); + statistics.TotalPlayers = (int)await _redisService.GetSetCardinalityAsync(playersKey); } catch (Exception ex) { - _logger.LogError(ex, "结束游戏失败 - GameId: {GameId}", gameId); - throw; + _logger.LogError(ex, "收集游戏统计信息失败 - GameId: {GameId}", gameId); } + + return statistics; } - public async Task GetGameStateAsync(Guid gameId) + /// + /// 收集玩家结果 + /// + private async Task> CollectPlayerResultsAsync(Guid gameId) { - _logger.LogDebug("获取游戏状态 - GameId: {GameId}", gameId); + var results = new List(); try { - // 1. 获取游戏信息 - var game = await _gameRepository.GetByIdAsync(gameId); - if (game == null) - throw new InvalidOperationException($"游戏 {gameId} 不存在"); - - // 2. 获取房间信息 - var room = await _roomRepository.GetByIdAsync(game.RoomId); - if (room == null) - throw new InvalidOperationException($"游戏 {gameId} 关联的房间不存在"); - - // 3. 计算游戏运行时间 - var elapsedTime = game.Status == Domain.Entities.Game.GameStatus.Playing - ? DateTime.UtcNow - game.CreatedAt - : TimeSpan.Zero; - - // 4. 构建游戏状态信息 - var gameStateInfo = new GameStateInfo + var playersKey = string.Format(RedisKeys.GamePlayers, gameId); + var playerIds = await _redisService.GetSetMembersAsync(playersKey); + + foreach (var playerIdStr in playerIds) { - GameId = gameId, - Status = game.Status, - StartTime = game.CreatedAt, - ElapsedTime = elapsedTime, - ConnectedPlayers = room.CurrentPlayers, - RemainingTime = game.Status == Domain.Entities.Game.GameStatus.Playing - ? TimeSpan.FromSeconds(game.Duration) - elapsedTime - : null, - StateData = new Dictionary + if (Guid.TryParse(playerIdStr, out var playerId)) { - { "GameMode", game.GameMode }, - { "CanvasWidth", game.CanvasWidth }, - { "CanvasHeight", game.CanvasHeight }, - { "MaxPlayers", room.MaxPlayers }, - { "Duration", TimeSpan.FromSeconds(game.Duration) }, - { "RoomId", game.RoomId }, - { "RoomName", room.Name } + // 这里需要从其他服务获取玩家详细结果 + // 目前创建基础结果 + var result = new PlayerGameResult + { + PlayerId = playerId, + PlayerName = $"Player_{playerId.ToString()[..8]}", // 临时名称 + Score = 0, + Rank = 0, + PlayTime = TimeSpan.Zero, + Statistics = new Dictionary() + }; + + results.Add(result); } - }; - - _logger.LogDebug("游戏状态获取成功 - GameId: {GameId}, 状态: {Status}, 玩家数: {PlayerCount}", - gameId, game.Status, room.CurrentPlayers); + } - return gameStateInfo; + // 简单排序(需要根据实际评分逻辑调整) + for (int i = 0; i < results.Count; i++) + { + results[i].Rank = i + 1; + } } catch (Exception ex) { - _logger.LogError(ex, "获取游戏状态失败 - GameId: {GameId}", gameId); - throw; + _logger.LogError(ex, "收集玩家结果失败 - GameId: {GameId}", gameId); } + + return results; } - public async Task ValidateStateTransitionAsync(Guid gameId, Domain.Entities.Game.GameStatus targetState) + /// + /// 清理游戏资源 + /// + private async Task CleanupGameResourcesAsync(Guid gameId) { - _logger.LogDebug("验证游戏状态转换 - GameId: {GameId}, 目标状态: {TargetState}", gameId, targetState); - try { - // 1. 获取当前游戏状态 - var game = await _gameRepository.GetByIdAsync(gameId); - if (game == null) + // 设置所有游戏相关键的过期时间 + var keys = new[] { - _logger.LogWarning("状态转换验证失败:游戏不存在 - GameId: {GameId}", gameId); - return false; - } - - var currentState = game.Status; - - // 2. 验证状态转换的合法性 - var isValidTransition = IsValidStateTransition(currentState, targetState); + string.Format(RedisKeys.GamePlayers, gameId), + string.Format(RedisKeys.GameTimers, gameId), + string.Format(RedisKeys.GameMetrics, gameId) + }; - _logger.LogDebug("状态转换验证结果 - GameId: {GameId}, 当前状态: {CurrentState}, 目标状态: {TargetState}, 有效: {IsValid}", - gameId, currentState, targetState, isValidTransition); + var tasks = keys.Select(key => _redisService.SetExpireAsync(key, TimeSpan.FromHours(1))); + await Task.WhenAll(tasks); - return isValidTransition; + _logger.LogDebug("游戏资源清理完成 - GameId: {GameId}", gameId); } catch (Exception ex) { - _logger.LogError(ex, "验证游戏状态转换失败 - GameId: {GameId}", gameId); - return false; + _logger.LogError(ex, "清理游戏资源失败 - GameId: {GameId}", gameId); } } - public async Task UpdateGameStateAsync(Guid gameId, Domain.Entities.Game.GameStatus newState, Dictionary? metadata = null) + /// + /// 记录状态转换日志 + /// + private async Task LogStateTransitionAsync(Guid gameId, GameStatus fromState, GameStatus toState, string reason) { - _logger.LogDebug("更新游戏状态 - GameId: {GameId}, 新状态: {NewState}", gameId, newState); - try { - // 1. 获取游戏实体 - var game = await _gameRepository.GetByIdAsync(gameId); - if (game == null) + var logKey = string.Format(RedisKeys.StateTransitionLog, gameId); + var logEntry = JsonSerializer.Serialize(new { - _logger.LogWarning("状态更新失败:游戏不存在 - GameId: {GameId}", gameId); - return false; - } - - // 2. 验证状态转换的合法性(直接使用已获取的游戏实体) - var isValidTransition = IsValidStateTransition(game.Status, newState); - if (!isValidTransition) - { - _logger.LogWarning("状态更新失败:无效的状态转换 - GameId: {GameId}, 当前状态: {CurrentState}, 目标状态: {TargetState}", - gameId, game.Status, newState); - return false; - } - - // 3. 更新游戏状态(这里需要使用反射或实体提供的方法) - // 注意:实际实现中,应该在Game实体中提供状态更新方法 - var statusProperty = typeof(Domain.Entities.Game.Game).GetProperty("Status"); - if (statusProperty != null && statusProperty.CanWrite) - { - statusProperty.SetValue(game, newState); - } - else - { - _logger.LogError("无法更新游戏状态:Status属性不可写 - GameId: {GameId}", gameId); - return false; - } - - // 4. 保存更改 - await _gameRepository.SaveChangesAsync(); - - // 5. 记录元数据(如果提供) - if (metadata != null && metadata.Count > 0) - { - _logger.LogDebug("游戏状态更新元数据 - GameId: {GameId}, 元数据: {@Metadata}", gameId, metadata); - } - - _logger.LogInformation("游戏状态更新成功 - GameId: {GameId}, 新状态: {NewState}", gameId, newState); - return true; + from_state = fromState.ToString(), + to_state = toState.ToString(), + reason = reason, + timestamp = DateTime.UtcNow.ToString("O"), + game_id = gameId.ToString() + }); + + await _redisService.ListPushAsync(logKey, logEntry); + await _redisService.SetExpireAsync(logKey, TimeSpan.FromHours(2)); } catch (Exception ex) { - _logger.LogError(ex, "更新游戏状态失败 - GameId: {GameId}", gameId); - return false; + _logger.LogError(ex, "记录状态转换日志失败 - GameId: {GameId}", gameId); } } + + /// + /// 解析游戏状态 + /// + private static GameStatus ParseGameStatus(string statusStr) + { + return Enum.TryParse(statusStr, true, out var status) ? status : GameStatus.Preparing; + } + + #endregion } diff --git a/backend/src/CollabApp.Application/Services/Game/PlayerStateService.cs b/backend/src/CollabApp.Application/Services/Game/PlayerStateService.cs index 8e47fe6..1888e65 100644 --- a/backend/src/CollabApp.Application/Services/Game/PlayerStateService.cs +++ b/backend/src/CollabApp.Application/Services/Game/PlayerStateService.cs @@ -1,185 +1,228 @@ -using Microsoft.Extensions.Logging; +using CollabApp.Application.Interfaces; using CollabApp.Domain.Entities.Game; -using CollabApp.Domain.Repositories; using CollabApp.Domain.Services.Game; -using System.Collections.Concurrent; +using Microsoft.Extensions.Logging; +using System.Text.Json; namespace CollabApp.Application.Services.Game; /// -/// 玩家状态服务实现 - 管理画线圈地游戏中所有玩家的实时状态 -/// 严格按照业务规则实现,企业级最佳实践,详细解释每个操作 +/// 画线圈地游戏 - 玩家状态管理服务实现 +/// 负责管理游戏中玩家的完整状态,包括位置、画线、领地、道具等 /// public class PlayerStateService : IPlayerStateService { - private readonly IRepository _gameRepository; - private readonly IRepository _gamePlayerRepository; - private readonly IRepository _gameActionRepository; + private readonly IRedisService _redisService; + private readonly ILogger _logger; /// - /// 判断点是否在领土内 + /// Redis键格式 /// - private bool IsPointInTerritory(Position point, Territory territory) + private static class RedisKeys { - // 简化实现:使用边界点计算中心点和半径 - if (territory.Boundary?.Any() != true) return false; - - // 计算边界的中心点 - var centerX = territory.Boundary.Average(p => p.X); - var centerY = territory.Boundary.Average(p => p.Y); - var centerPoint = new Position { X = centerX, Y = centerY }; - - var distance = CalculateDistance(point, centerPoint); - var radius = (float)Math.Sqrt(territory.Area / Math.PI); - return distance <= radius; + public const string PlayerState = "player_state:{0}:{1}"; // gameId:playerId + public const string GamePlayers = "game_players:{0}"; // gameId + public const string PlayerTrail = "player_trail:{0}:{1}"; // gameId:playerId + public const string PlayerTerritories = "player_territories:{0}:{1}"; // gameId:playerId + public const string PlayerInventory = "player_inventory:{0}:{1}"; // gameId:playerId + public const string PlayerEffects = "player_effects:{0}:{1}"; // gameId:playerId + public const string GameRanking = "game_ranking:{0}"; // gameId + public const string PlayerStats = "player_stats:{0}:{1}"; // gameId:playerId } - private readonly ILogger _logger; + /// + /// 游戏常量配置 + /// + private static class GameConstants + { + public const float BaseSpeed = 100f; // 基础速度:像素/秒 + public const float MaxSpeed = 200f; // 最大速度限制 + public const int InvulnerabilityDuration = 5; // 无敌时间:秒 + public const int RespawnDelay = 5; // 复活延迟:秒 + public const float PickupRange = 20f; // 道具拾取范围:像素 + public const int MaxInventorySize = 3; // 最大背包容量 + public const float InitialTerritorySize = 50f; // 初始领地大小 + public const float MinTerritoryArea = 100f; // 最小有效领地面积 + public static readonly string[] PlayerColors = { "red", "blue", "green", "yellow", "purple", "orange", "pink", "cyan" }; + } - // 内存中的玩家实时状态缓存 - 按游戏ID分组 - private readonly ConcurrentDictionary> _playerStates; - - // 游戏配置缓存 - private readonly ConcurrentDictionary _gameConfigurations; - - public PlayerStateService( - IRepository gameRepository, - IRepository gamePlayerRepository, - IRepository gameActionRepository, - ILogger logger) + /// + /// 构造函数 + /// + public PlayerStateService(IRedisService redisService, ILogger logger) { - _gameRepository = gameRepository; - _gamePlayerRepository = gamePlayerRepository; - _gameActionRepository = gameActionRepository; - _logger = logger; - _playerStates = new ConcurrentDictionary>(); - _gameConfigurations = new ConcurrentDictionary(); + _redisService = redisService ?? throw new ArgumentNullException(nameof(redisService)); + _logger = logger ?? throw new ArgumentNullException(nameof(logger)); } + #region 玩家基础状态管理 + /// - /// 获取玩家实时状态 - /// 企业级实现:缓存优先,数据一致性保证,异常处理完整 + /// 获取玩家完整游戏状态 /// - /// 游戏ID - /// 玩家ID - /// 玩家状态,如果不存在返回null public async Task GetPlayerStateAsync(Guid gameId, Guid playerId) { try { - // 1. 从缓存获取 - if (_playerStates.TryGetValue(gameId, out var gameStates) && - gameStates.TryGetValue(playerId, out var cachedState)) + _logger.LogDebug("获取玩家状态 - GameId: {GameId}, PlayerId: {PlayerId}", gameId, playerId); + + var stateKey = string.Format(RedisKeys.PlayerState, gameId, playerId); + var stateData = await _redisService.GetHashAllAsync(stateKey); + + if (!stateData.Any()) { - // 更新最后活动时间 - cachedState.LastActivity = DateTime.UtcNow; - return cachedState; + _logger.LogWarning("玩家状态不存在 - GameId: {GameId}, PlayerId: {PlayerId}", gameId, playerId); + return null; } - // 2. 缓存不存在,从数据库加载并初始化 - var game = await _gameRepository.GetByIdAsync(gameId); - if (game == null) + var playerState = new PlayerGameState { - _logger.LogWarning("尝试获取不存在的游戏 {GameId} 的玩家状态", gameId); - return null; + PlayerId = playerId, + PlayerName = stateData.GetValueOrDefault("player_name", "Unknown"), + PlayerColor = stateData.GetValueOrDefault("player_color", "red"), + State = ParsePlayerState(stateData.GetValueOrDefault("state", "Idle")), + TotalTerritoryArea = float.Parse(stateData.GetValueOrDefault("territory_area", "0")), + CurrentRank = int.Parse(stateData.GetValueOrDefault("current_rank", "0")), + IsInvulnerable = bool.Parse(stateData.GetValueOrDefault("is_invulnerable", "false")), + LastActivity = DateTime.Parse(stateData.GetValueOrDefault("last_activity", DateTime.UtcNow.ToString("O"))) + }; + + // 解析当前位置 + if (stateData.TryGetValue("current_position", out var positionStr)) + { + playerState.CurrentPosition = ParsePosition(positionStr); } - var gamePlayer = (await _gamePlayerRepository.GetAllAsync()) - .FirstOrDefault(gp => gp.GameId == gameId && gp.UserId == playerId); - - if (gamePlayer == null) + // 解析出生点 + if (stateData.TryGetValue("spawn_point", out var spawnStr)) { - _logger.LogWarning("玩家 {PlayerId} 未参与游戏 {GameId}", playerId, gameId); - return null; + playerState.SpawnPoint = ParsePosition(spawnStr); } - // 3. 初始化玩家状态(如果尚未初始化) - var playerState = await InitializePlayerStateInternalAsync(gameId, playerId, gamePlayer.PlayerColor); + // 解析无敌结束时间 + if (stateData.TryGetValue("invulnerability_end", out var invulEndStr) && + DateTime.TryParse(invulEndStr, out var invulEndTime)) + { + playerState.InvulnerabilityEndTime = invulEndTime; + } + + // 获取当前轨迹 + playerState.CurrentTrail = await GetPlayerTrailAsync(gameId, playerId); + + // 获取拥有的领地 + playerState.OwnedTerritories = await GetPlayerTerritoriesAsync(gameId, playerId); + + // 获取背包物品 + playerState.Inventory = await GetPlayerInventoryAsync(gameId, playerId); + + // 获取活跃效果 + playerState.ActiveEffects = await GetPlayerActiveEffectsAsync(gameId, playerId); + + // 获取统计信息 + playerState.Statistics = await GetPlayerStatisticsAsync(gameId, playerId); + return playerState; } catch (Exception ex) { - _logger.LogError(ex, "获取玩家状态时发生错误: GameId={GameId}, PlayerId={PlayerId}", gameId, playerId); + _logger.LogError(ex, "获取玩家状态失败 - GameId: {GameId}, PlayerId: {PlayerId}", gameId, playerId); return null; } } /// - /// 获取游戏中所有玩家的状态 + /// 获取游戏中所有玩家状态 /// - /// 游戏ID - /// 所有玩家状态列表 public async Task> GetAllPlayerStatesAsync(Guid gameId) { try { - if (!_playerStates.TryGetValue(gameId, out var gameStates)) + _logger.LogDebug("获取所有玩家状态 - GameId: {GameId}", gameId); + + var playersKey = string.Format(RedisKeys.GamePlayers, gameId); + var playerIds = await _redisService.GetSetMembersAsync(playersKey); + + var playerStates = new List(); + + // 并发获取所有玩家状态 + var tasks = playerIds.Select(async playerIdStr => { - // 游戏状态未加载,尝试加载所有玩家 - await LoadGamePlayersAsync(gameId); - _playerStates.TryGetValue(gameId, out gameStates); - } + if (Guid.TryParse(playerIdStr, out var playerId)) + { + var state = await GetPlayerStateAsync(gameId, playerId); + return state; + } + return null; + }); + + var results = await Task.WhenAll(tasks); + playerStates.AddRange(results.Where(state => state != null)!); + + // 按排名排序 + playerStates.Sort((a, b) => a.CurrentRank.CompareTo(b.CurrentRank)); - return gameStates?.Values.ToList() ?? new List(); + _logger.LogDebug("获取到 {Count} 个玩家状态 - GameId: {GameId}", playerStates.Count, gameId); + return playerStates; } catch (Exception ex) { - _logger.LogError(ex, "获取游戏所有玩家状态时发生错误: GameId={GameId}", gameId); + _logger.LogError(ex, "获取所有玩家状态失败 - GameId: {GameId}", gameId); return new List(); } } /// - /// 初始化玩家状态 - 新玩家加入游戏时调用 + /// 初始化玩家游戏状态 /// - /// 游戏ID - /// 玩家ID - /// 玩家名称 - /// 初始化结果 public async Task InitializePlayerStateAsync(Guid gameId, Guid playerId, string playerName) { - var result = new PlayerInitResult(); - try { - // 1. 验证游戏存在 - var game = await _gameRepository.GetByIdAsync(gameId); - if (game == null) + _logger.LogInformation("初始化玩家状态 - GameId: {GameId}, PlayerId: {PlayerId}, Name: {Name}", + gameId, playerId, playerName); + + // 验证参数 + if (string.IsNullOrWhiteSpace(playerName)) { - result.Errors.Add("游戏不存在"); - return result; + return new PlayerInitResult + { + Success = false, + Errors = { "玩家名称不能为空" } + }; } - // 2. 获取游戏配置 - var config = await GetOrCreateGameConfigurationAsync(gameId); - - // 3. 检查玩家是否已存在 - if (_playerStates.ContainsKey(gameId)) + // 检查玩家是否已存在 + var existingState = await GetPlayerStateAsync(gameId, playerId); + if (existingState != null) { - var existingStates = _playerStates[gameId]; - if (existingStates.ContainsKey(playerId)) + return new PlayerInitResult { - result.Errors.Add("玩家状态已存在"); - return result; - } + Success = false, + Errors = { "玩家已经存在于游戏中" } + }; } - // 4. 分配颜色和出生点 - var availableColors = GetAvailablePlayerColors(gameId); - if (!availableColors.Any()) + // 分配玩家颜色和编号 + var playerNumber = await GetNextPlayerNumberAsync(gameId); + if (playerNumber > GameConstants.PlayerColors.Length) { - result.Errors.Add("无可用的玩家颜色"); - return result; + return new PlayerInitResult + { + Success = false, + Errors = { "游戏人数已满" } + }; } - var assignedColor = availableColors.First(); - var spawnPoint = GenerateSpawnPoint(gameId, config); + var assignedColor = GameConstants.PlayerColors[playerNumber - 1]; - // 5. 创建初始领土 - var initialTerritory = CreateInitialTerritory(spawnPoint, config); + // 计算出生点 + var spawnPoint = CalculateSpawnPoint(gameId, playerNumber); - // 6. 创建玩家状态 - var playerState = new PlayerGameState + // 创建初始领地 + var initialTerritory = CreateInitialTerritory(playerId, spawnPoint, assignedColor); + + // 保存玩家状态 + await SavePlayerStateAsync(gameId, playerId, new PlayerGameState { PlayerId = playerId, PlayerName = playerName, @@ -187,1181 +230,1806 @@ public class PlayerStateService : IPlayerStateService CurrentPosition = spawnPoint, SpawnPoint = spawnPoint, State = PlayerDrawingState.Idle, - CurrentTrail = new List(), - OwnedTerritories = new List { initialTerritory }, TotalTerritoryArea = initialTerritory.Area, - CurrentRank = 1, - Inventory = new List(), - ActiveEffects = new List(), - IsInvulnerable = true, // 初始无敌时间 - InvulnerabilityEndTime = DateTime.UtcNow.AddSeconds(config.InitialInvulnerabilityDuration), + CurrentRank = playerNumber, + OwnedTerritories = { initialTerritory }, LastActivity = DateTime.UtcNow, - Statistics = new PlayerGameStatistics() - }; + Statistics = new PlayerGameStatistics + { + GameStartTime = DateTime.UtcNow, + LastActivity = DateTime.UtcNow + } + }); - // 7. 添加到缓存 - _playerStates.AddOrUpdate(gameId, - new ConcurrentDictionary { [playerId] = playerState }, - (key, existing) => { existing[playerId] = playerState; return existing; }); + // 将玩家添加到游戏玩家集合 + var playersKey = string.Format(RedisKeys.GamePlayers, gameId); + await _redisService.SetAddAsync(playersKey, playerId.ToString()); - // 8. 设置返回结果 - result.Success = true; - result.AssignedColor = assignedColor; - result.SpawnPoint = spawnPoint; - result.InitialTerritory = initialTerritory; - result.PlayerNumber = GetPlayerCount(gameId); - result.Messages.Add($"玩家 {playerName} 初始化成功,分配颜色: {assignedColor}"); + // 更新游戏排名 + await UpdateGameRankingAsync(gameId); - _logger.LogInformation("玩家 {PlayerId}({PlayerName}) 在游戏 {GameId} 中初始化成功", - playerId, playerName, gameId); + _logger.LogInformation("玩家初始化成功 - GameId: {GameId}, PlayerId: {PlayerId}, Color: {Color}, Number: {Number}", + gameId, playerId, assignedColor, playerNumber); - return result; + return new PlayerInitResult + { + Success = true, + AssignedColor = assignedColor, + SpawnPoint = spawnPoint, + InitialTerritory = initialTerritory, + PlayerNumber = playerNumber, + Messages = { $"玩家 {playerName} 成功加入游戏,分配颜色:{assignedColor}" } + }; } catch (Exception ex) { - _logger.LogError(ex, "初始化玩家状态时发生错误: GameId={GameId}, PlayerId={PlayerId}", gameId, playerId); - result.Errors.Add("初始化失败:" + ex.Message); - return result; + _logger.LogError(ex, "初始化玩家状态失败 - GameId: {GameId}, PlayerId: {PlayerId}", gameId, playerId); + return new PlayerInitResult + { + Success = false, + Errors = { "初始化玩家状态时发生内部错误" } + }; } } + #endregion + + #region 移动和画线系统 + /// - /// 更新玩家位置 + /// 更新玩家位置并处理移动逻辑 /// - /// 游戏ID - /// 玩家ID - /// 新位置 - /// 时间戳 - /// 是否正在绘制 - /// 位置更新结果 public async Task UpdatePlayerPositionAsync( - Guid gameId, Guid playerId, Position newPosition, DateTime timestamp, bool isDrawing) + Guid gameId, + Guid playerId, + Position newPosition, + DateTime timestamp, + bool isDrawing = false) { - var result = new PositionUpdateResult(); - try { + _logger.LogDebug("更新玩家位置 - GameId: {GameId}, PlayerId: {PlayerId}, Position: ({X},{Y}), Drawing: {Drawing}", + gameId, playerId, newPosition.X, newPosition.Y, isDrawing); + + // 获取玩家当前状态 var playerState = await GetPlayerStateAsync(gameId, playerId); if (playerState == null) { - result.Errors.Add("玩家状态不存在"); - return result; + return new PositionUpdateResult + { + Success = false, + Errors = { "玩家不存在" } + }; } - if (playerState.State == PlayerDrawingState.Dead) + // 检查玩家是否可以移动 + if (!CanPlayerMove(playerState)) { - result.Errors.Add("已死亡的玩家无法移动"); - return result; + return new PositionUpdateResult + { + Success = false, + OldPosition = playerState.CurrentPosition, + NewPosition = playerState.CurrentPosition, + Errors = { $"玩家当前状态 {playerState.State} 不允许移动" } + }; } - var config = await GetOrCreateGameConfigurationAsync(gameId); - - // 记录旧位置 - result.OldPosition = playerState.CurrentPosition; - - // 计算移动距离和速度 - var distance = CalculateDistance(result.OldPosition, newPosition); - var timeDiff = (timestamp - playerState.LastActivity).TotalSeconds; - var speed = timeDiff > 0 ? (float)(distance / timeDiff) : 0; + var oldPosition = playerState.CurrentPosition; + var distanceMoved = CalculateDistance(oldPosition, newPosition); + var timeDelta = (timestamp - playerState.LastActivity).TotalSeconds; + var currentSpeed = timeDelta > 0 ? (float)(distanceMoved / timeDelta) : 0f; - // 验证移动速度 - if (speed > config.MaxPlayerSpeed) + // 速度检查(防作弊) + var maxAllowedSpeed = CalculateMaxSpeed(playerState); + if (currentSpeed > maxAllowedSpeed * 1.2f) // 允许20%的网络延迟误差 { - result.Errors.Add($"移动速度过快: {speed:F2} > {config.MaxPlayerSpeed}"); - return result; + return new PositionUpdateResult + { + Success = false, + OldPosition = oldPosition, + NewPosition = oldPosition, + CurrentSpeed = currentSpeed, + Errors = { $"移动速度过快:{currentSpeed:F1} > {maxAllowedSpeed:F1}" } + }; } - // 碰撞检测 - 简化边界检查 - var game = await _gameRepository.GetByIdAsync(gameId); - if (game != null) + // 边界检查 + if (!IsPositionInBounds(newPosition)) { - // 检查游戏边界 - 使用默认地图大小 - var mapWidth = 1000f; // 默认地图宽度 - var mapHeight = 1000f; // 默认地图高度 - - if (newPosition.X < 0 || newPosition.X > mapWidth || - newPosition.Y < 0 || newPosition.Y > mapHeight) + return new PositionUpdateResult { - // 限制在边界内 - newPosition.X = Math.Max(0, Math.Min(mapWidth, newPosition.X)); - newPosition.Y = Math.Max(0, Math.Min(mapHeight, newPosition.Y)); - result.Events.Add("碰撞到游戏边界,位置已调整"); - } + Success = false, + OldPosition = oldPosition, + NewPosition = oldPosition, + CollisionDetected = true, + CollisionInfo = new PlayerCollisionInfo + { + Type = DrawingGameCollisionType.BoundaryHit, + CollisionPoint = newPosition, + Description = "撞到地图边界" + }, + Errors = { "移动超出地图边界" } + }; } - // 更新位置 - playerState.CurrentPosition = newPosition; - playerState.LastActivity = timestamp; + var result = new PositionUpdateResult + { + Success = true, + OldPosition = oldPosition, + NewPosition = newPosition, + DistanceMoved = distanceMoved, + CurrentSpeed = currentSpeed + }; - // 如果正在绘制,添加到轨迹 + // 如果正在画线,添加轨迹点 if (isDrawing && playerState.State == PlayerDrawingState.Drawing) { - playerState.CurrentTrail.Add(newPosition); + await AddTrailPointAsync(gameId, playerId, newPosition, timestamp); + result.Events.Add("轨迹点已添加"); } - // 更新统计 - playerState.Statistics.TotalDistanceMoved += distance; - // 更新统计信息 - 使用实际存在的属性 - playerState.Statistics.TotalDistanceMoved += 1.0f; // 简单计算移动距离 + // 更新玩家位置和活动时间 + await UpdatePlayerPositionInRedisAsync(gameId, playerId, newPosition, timestamp, distanceMoved); + + // 更新统计信息 + await UpdatePlayerStatisticsAsync(gameId, playerId, stats => + { + stats.TotalDistanceMoved += distanceMoved; + stats.LastActivity = timestamp; + }); - result.Success = true; - result.NewPosition = newPosition; - result.DistanceMoved = distance; - result.CurrentSpeed = speed; - result.Events.Add($"玩家移动到 ({newPosition.X:F1}, {newPosition.Y:F1})"); + _logger.LogDebug("玩家位置更新成功 - GameId: {GameId}, PlayerId: {PlayerId}, Distance: {Distance:F2}", + gameId, playerId, distanceMoved); return result; } catch (Exception ex) { - _logger.LogError(ex, "更新玩家位置时发生错误: GameId={GameId}, PlayerId={PlayerId}", gameId, playerId); - result.Errors.Add("位置更新失败:" + ex.Message); - return result; + _logger.LogError(ex, "更新玩家位置失败 - GameId: {GameId}, PlayerId: {PlayerId}", gameId, playerId); + return new PositionUpdateResult + { + Success = false, + Errors = { "更新位置时发生内部错误" } + }; } } /// - /// 开始绘制 + /// 玩家开始画线 /// - /// 游戏ID - /// 玩家ID - /// 开始位置 - /// 绘制开始结果 public async Task StartDrawingAsync(Guid gameId, Guid playerId, Position startPosition) { - var result = new DrawingStartResult(); - try { + _logger.LogInformation("玩家开始画线 - GameId: {GameId}, PlayerId: {PlayerId}, Position: ({X},{Y})", + gameId, playerId, startPosition.X, startPosition.Y); + + // 获取玩家状态 var playerState = await GetPlayerStateAsync(gameId, playerId); if (playerState == null) { - result.Errors.Add("玩家状态不存在"); - return result; + return new DrawingStartResult + { + Success = false, + Errors = { "玩家不存在" } + }; } - if (playerState.State != PlayerDrawingState.Idle) + // 检查玩家是否可以开始画线 + if (!CanPlayerStartDrawing(playerState)) { - result.Errors.Add($"玩家当前状态不允许开始绘制: {playerState.State}"); - return result; + return new DrawingStartResult + { + Success = false, + Errors = { $"玩家当前状态 {playerState.State} 不允许开始画线" } + }; } - // 更新状态 - playerState.State = PlayerDrawingState.Drawing; - playerState.CurrentTrail.Clear(); - playerState.CurrentTrail.Add(startPosition); + // 验证开始位置是否在玩家领地内 + if (!IsPositionInPlayerTerritory(startPosition, playerState.OwnedTerritories)) + { + return new DrawingStartResult + { + Success = false, + Errors = { "只能从自己的领地内开始画线" } + }; + } - result.Success = true; - result.StartPosition = startPosition; - result.StartTime = DateTime.UtcNow; - result.Messages.Add("开始绘制轨迹"); + // 清空之前的轨迹 + await ClearPlayerTrailAsync(gameId, playerId); - _logger.LogDebug("玩家 {PlayerId} 在游戏 {GameId} 中开始绘制", playerId, gameId); + // 更新玩家状态为画线中 + await UpdatePlayerStateInRedisAsync(gameId, playerId, PlayerDrawingState.Drawing); - return result; + // 添加起始点到轨迹 + var startTime = DateTime.UtcNow; + await AddTrailPointAsync(gameId, playerId, startPosition, startTime); + + // 更新统计信息 + await UpdatePlayerStatisticsAsync(gameId, playerId, stats => + { + stats.LastActivity = startTime; + }); + + _logger.LogInformation("玩家开始画线成功 - GameId: {GameId}, PlayerId: {PlayerId}", gameId, playerId); + + return new DrawingStartResult + { + Success = true, + StartPosition = startPosition, + StartTime = startTime, + Messages = { "开始画线" } + }; } catch (Exception ex) { - _logger.LogError(ex, "开始绘制时发生错误: GameId={GameId}, PlayerId={PlayerId}", gameId, playerId); - result.Errors.Add("开始绘制失败:" + ex.Message); - return result; + _logger.LogError(ex, "玩家开始画线失败 - GameId: {GameId}, PlayerId: {PlayerId}", gameId, playerId); + return new DrawingStartResult + { + Success = false, + Errors = { "开始画线时发生内部错误" } + }; } } /// - /// 停止绘制并计算新领土 + /// 玩家停止画线并尝试圈地 /// - /// 游戏ID - /// 玩家ID - /// 结束位置 - /// 绘制结束结果 public async Task StopDrawingAsync(Guid gameId, Guid playerId, Position endPosition) { - var result = new DrawingEndResult(); - try { + _logger.LogInformation("玩家停止画线 - GameId: {GameId}, PlayerId: {PlayerId}, Position: ({X},{Y})", + gameId, playerId, endPosition.X, endPosition.Y); + + // 获取玩家状态 var playerState = await GetPlayerStateAsync(gameId, playerId); if (playerState == null) { - result.Errors.Add("玩家状态不存在"); - return result; + return new DrawingEndResult + { + Success = false, + Errors = { "玩家不存在" } + }; } + // 验证玩家确实在画线状态 if (playerState.State != PlayerDrawingState.Drawing) { - result.Errors.Add("玩家未在绘制状态"); - return result; + return new DrawingEndResult + { + Success = false, + Errors = { "玩家不在画线状态" } + }; } - // 完成轨迹 - playerState.CurrentTrail.Add(endPosition); - result.CompletedTrail = new List(playerState.CurrentTrail); - result.EndPosition = endPosition; + // 获取当前轨迹 + var currentTrail = await GetPlayerTrailAsync(gameId, playerId); + if (currentTrail.Count < 3) // 至少需要3个点才能形成有效轨迹 + { + await StopDrawingWithoutCapture(gameId, playerId); + return new DrawingEndResult + { + Success = false, + CompletedTrail = currentTrail, + Errors = { "轨迹点数不足,无法圈地" } + }; + } + + // 添加结束点 + currentTrail.Add(endPosition); // 检查是否形成闭合回路 - var isClosedLoop = IsClosedLoop(playerState.CurrentTrail, playerState.OwnedTerritories); - result.IsClosedLoop = isClosedLoop; + var isClosedLoop = IsTrailClosedLoop(currentTrail, playerState.OwnedTerritories); + if (!isClosedLoop) + { + await StopDrawingWithoutCapture(gameId, playerId); + return new DrawingEndResult + { + Success = false, + CompletedTrail = currentTrail, + IsClosedLoop = false, + Errors = { "轨迹未形成闭合回路" } + }; + } - if (isClosedLoop) + // 计算新领地面积 + var newTerritory = CalculateNewTerritory(playerId, currentTrail, playerState.PlayerColor); + if (newTerritory.Area < GameConstants.MinTerritoryArea) { - // 计算新领土 - var newTerritory = CalculateNewTerritory(playerState.CurrentTrail, playerState.OwnedTerritories); - if (newTerritory != null && newTerritory.Area > 0) + await StopDrawingWithoutCapture(gameId, playerId); + return new DrawingEndResult { - result.NewTerritory = newTerritory; - result.AreaGained = newTerritory.Area; - - // 添加到拥有的领土 - playerState.OwnedTerritories.Add(newTerritory); - playerState.TotalTerritoryArea += newTerritory.Area; - - result.Messages.Add($"获得新领土,面积: {newTerritory.Area:F2}"); + Success = false, + CompletedTrail = currentTrail, + IsClosedLoop = true, + AreaGained = newTerritory.Area, + Errors = { $"圈地面积过小:{newTerritory.Area:F1} < {GameConstants.MinTerritoryArea}" } + }; + } + + // 保存新领地 + await AddPlayerTerritoryAsync(gameId, playerId, newTerritory); + + // 更新玩家总领地面积 + var newTotalArea = playerState.TotalTerritoryArea + newTerritory.Area; + await UpdatePlayerTerritoryAreaAsync(gameId, playerId, newTotalArea); + + // 清除轨迹并回到Idle状态 + await StopDrawingWithoutCapture(gameId, playerId); + + // 更新游戏排名 + await UpdateGameRankingAsync(gameId); + + // 更新统计信息 + await UpdatePlayerStatisticsAsync(gameId, playerId, stats => + { + stats.TerritoryCaptures++; + stats.MaxTerritoryArea = Math.Max(stats.MaxTerritoryArea, newTotalArea); + stats.LastActivity = DateTime.UtcNow; + }); + + _logger.LogInformation("玩家圈地成功 - GameId: {GameId}, PlayerId: {PlayerId}, Area: {Area:F1}", + gameId, playerId, newTerritory.Area); + + return new DrawingEndResult + { + Success = true, + EndPosition = endPosition, + CompletedTrail = currentTrail, + NewTerritory = newTerritory, + AreaGained = newTerritory.Area, + IsClosedLoop = true, + Messages = { $"圈地成功,获得面积:{newTerritory.Area:F1}" } + }; + } + catch (Exception ex) + { + _logger.LogError(ex, "玩家停止画线失败 - GameId: {GameId}, PlayerId: {PlayerId}", gameId, playerId); + return new DrawingEndResult + { + Success = false, + Errors = { "停止画线时发生内部错误" } + }; + } + } + + #endregion + + #region 私有辅助方法 + + /// + /// 解析玩家状态枚举 + /// + private static PlayerDrawingState ParsePlayerState(string stateStr) + { + return Enum.TryParse(stateStr, true, out var state) ? state : PlayerDrawingState.Idle; + } + + /// + /// 解析位置信息 + /// + private static Position ParsePosition(string positionStr) + { + try + { + return JsonSerializer.Deserialize(positionStr) ?? new Position(); + } + catch + { + return new Position(); + } + } + + /// + /// 获取玩家轨迹 + /// + private async Task> GetPlayerTrailAsync(Guid gameId, Guid playerId) + { + try + { + var trailKey = string.Format(RedisKeys.PlayerTrail, gameId, playerId); + var trailData = await _redisService.ListRangeAsync(trailKey); + return trailData.Select(ParsePosition).ToList(); + } + catch + { + return new List(); + } + } + + /// + /// 获取玩家领地列表 + /// + private async Task> GetPlayerTerritoriesAsync(Guid gameId, Guid playerId) + { + try + { + var territoriesKey = string.Format(RedisKeys.PlayerTerritories, gameId, playerId); + var territoriesData = await _redisService.ListRangeAsync(territoriesKey); + return territoriesData.Select(data => + { + try + { + return JsonSerializer.Deserialize(data) ?? new Territory(); + } + catch + { + return new Territory(); + } + }).ToList(); + } + catch + { + return new List(); + } + } + + /// + /// 获取玩家背包 + /// + private async Task> GetPlayerInventoryAsync(Guid gameId, Guid playerId) + { + try + { + var inventoryKey = string.Format(RedisKeys.PlayerInventory, gameId, playerId); + var inventoryData = await _redisService.ListRangeAsync(inventoryKey); + return inventoryData.Select(itemStr => + { + return Enum.TryParse(itemStr, true, out var itemType) ? itemType : DrawingGameItemType.Lightning; + }).ToList(); + } + catch + { + return new List(); + } + } + + /// + /// 获取玩家活跃效果 + /// + private async Task> GetPlayerActiveEffectsAsync(Guid gameId, Guid playerId) + { + try + { + var effectsKey = string.Format(RedisKeys.PlayerEffects, gameId, playerId); + var effectsData = await _redisService.ListRangeAsync(effectsKey); + return effectsData.Select(data => + { + try + { + return JsonSerializer.Deserialize(data) ?? new ActiveEffect(); } + catch + { + return new ActiveEffect(); + } + }).Where(effect => !effect.IsExpired).ToList(); + } + catch + { + return new List(); + } + } + + /// + /// 获取玩家统计信息 + /// + private async Task GetPlayerStatisticsAsync(Guid gameId, Guid playerId) + { + try + { + var statsKey = string.Format(RedisKeys.PlayerStats, gameId, playerId); + var statsData = await _redisService.GetHashAllAsync(statsKey); + + if (!statsData.Any()) + { + return new PlayerGameStatistics + { + GameStartTime = DateTime.UtcNow, + LastActivity = DateTime.UtcNow + }; } - else + + return new PlayerGameStatistics + { + Deaths = int.Parse(statsData.GetValueOrDefault("deaths", "0")), + Kills = int.Parse(statsData.GetValueOrDefault("kills", "0")), + MaxTerritoryArea = float.Parse(statsData.GetValueOrDefault("max_territory_area", "0")), + TotalDistanceMoved = float.Parse(statsData.GetValueOrDefault("total_distance_moved", "0")), + ItemsUsed = int.Parse(statsData.GetValueOrDefault("items_used", "0")), + ItemsPickedUp = int.Parse(statsData.GetValueOrDefault("items_picked_up", "0")), + TerritoryCaptures = int.Parse(statsData.GetValueOrDefault("territory_captures", "0")), + GameStartTime = DateTime.Parse(statsData.GetValueOrDefault("game_start_time", DateTime.UtcNow.ToString("O"))), + LastActivity = DateTime.Parse(statsData.GetValueOrDefault("last_activity", DateTime.UtcNow.ToString("O"))) + }; + } + catch + { + return new PlayerGameStatistics { - result.Messages.Add("未形成闭合回路,无法获得领土"); + GameStartTime = DateTime.UtcNow, + LastActivity = DateTime.UtcNow + }; + } + } + + /// + /// 获取下一个玩家编号 + /// + private async Task GetNextPlayerNumberAsync(Guid gameId) + { + var playersKey = string.Format(RedisKeys.GamePlayers, gameId); + var playerCount = await _redisService.GetSetCardinalityAsync(playersKey); + return (int)playerCount + 1; + } + + /// + /// 计算出生点位置 + /// + private static Position CalculateSpawnPoint(Guid gameId, int playerNumber) + { + // 简化的出生点计算:围绕地图边缘均匀分布 + var angle = (playerNumber - 1) * (2 * Math.PI / 8); // 最多8个玩家,均匀分布 + var radius = 450f; // 距离中心450像素 + var centerX = 500f; // 地图中心X + var centerY = 500f; // 地图中心Y + + return new Position + { + X = centerX + (float)(Math.Cos(angle) * radius), + Y = centerY + (float)(Math.Sin(angle) * radius) + }; + } + + /// + /// 创建初始领地 + /// + private static Territory CreateInitialTerritory(Guid playerId, Position center, string color) + { + var size = GameConstants.InitialTerritorySize; + var halfSize = size / 2; + + return new Territory + { + Id = Guid.NewGuid(), + PlayerId = playerId, + Color = color, + Area = size * size, + CapturedTime = DateTime.UtcNow, + Boundary = new List + { + new() { X = center.X - halfSize, Y = center.Y - halfSize }, + new() { X = center.X + halfSize, Y = center.Y - halfSize }, + new() { X = center.X + halfSize, Y = center.Y + halfSize }, + new() { X = center.X - halfSize, Y = center.Y + halfSize } } + }; + } - // 重置状态 - playerState.State = PlayerDrawingState.Idle; - playerState.CurrentTrail.Clear(); + /// + /// 保存玩家状态到Redis + /// + private async Task SavePlayerStateAsync(Guid gameId, Guid playerId, PlayerGameState state) + { + var stateKey = string.Format(RedisKeys.PlayerState, gameId, playerId); + var stateData = new Dictionary + { + ["player_name"] = state.PlayerName, + ["player_color"] = state.PlayerColor, + ["current_position"] = JsonSerializer.Serialize(state.CurrentPosition), + ["spawn_point"] = JsonSerializer.Serialize(state.SpawnPoint), + ["state"] = state.State.ToString(), + ["territory_area"] = state.TotalTerritoryArea.ToString("F2"), + ["current_rank"] = state.CurrentRank.ToString(), + ["is_invulnerable"] = state.IsInvulnerable.ToString(), + ["last_activity"] = state.LastActivity.ToString("O") + }; - result.Success = true; + if (state.InvulnerabilityEndTime.HasValue) + { + stateData["invulnerability_end"] = state.InvulnerabilityEndTime.Value.ToString("O"); + } - _logger.LogInformation("玩家 {PlayerId} 在游戏 {GameId} 中完成绘制,获得面积: {Area}", - playerId, gameId, result.AreaGained); + await _redisService.SetHashMultipleAsync(stateKey, stateData); - return result; + // 保存领地信息 + if (state.OwnedTerritories.Any()) + { + var territoriesKey = string.Format(RedisKeys.PlayerTerritories, gameId, playerId); + await _redisService.KeyDeleteAsync(territoriesKey); // 清空旧数据 + foreach (var territory in state.OwnedTerritories) + { + await _redisService.ListRightPushAsync(territoriesKey, JsonSerializer.Serialize(territory)); + } + } + + // 保存统计信息 + await SavePlayerStatisticsAsync(gameId, playerId, state.Statistics); + } + + /// + /// 保存玩家统计信息 + /// + private async Task SavePlayerStatisticsAsync(Guid gameId, Guid playerId, PlayerGameStatistics stats) + { + var statsKey = string.Format(RedisKeys.PlayerStats, gameId, playerId); + var statsData = new Dictionary + { + ["deaths"] = stats.Deaths.ToString(), + ["kills"] = stats.Kills.ToString(), + ["max_territory_area"] = stats.MaxTerritoryArea.ToString("F2"), + ["total_distance_moved"] = stats.TotalDistanceMoved.ToString("F2"), + ["items_used"] = stats.ItemsUsed.ToString(), + ["items_picked_up"] = stats.ItemsPickedUp.ToString(), + ["territory_captures"] = stats.TerritoryCaptures.ToString(), + ["game_start_time"] = stats.GameStartTime.ToString("O"), + ["last_activity"] = stats.LastActivity.ToString("O") + }; + + await _redisService.SetHashMultipleAsync(statsKey, statsData); + } + + /// + /// 检查玩家是否可以移动 + /// + private static bool CanPlayerMove(PlayerGameState playerState) + { + return playerState.State != PlayerDrawingState.Dead && + playerState.State != PlayerDrawingState.Respawning; + } + + /// + /// 计算两点间距离 + /// + private static float CalculateDistance(Position pos1, Position pos2) + { + var dx = pos2.X - pos1.X; + var dy = pos2.Y - pos1.Y; + return (float)Math.Sqrt(dx * dx + dy * dy); + } + + /// + /// 计算玩家最大允许速度 + /// + private static float CalculateMaxSpeed(PlayerGameState playerState) + { + var baseSpeed = GameConstants.BaseSpeed; + + // 检查闪电道具效果 + var lightningEffect = playerState.ActiveEffects.FirstOrDefault(e => + e.EffectType == DrawingGameItemType.Lightning && !e.IsExpired); + + if (lightningEffect != null) + { + baseSpeed *= 1.5f; // 速度提升50% + } + + return Math.Min(baseSpeed, GameConstants.MaxSpeed); + } + + /// + /// 检查位置是否在地图边界内 + /// + private static bool IsPositionInBounds(Position position) + { + // 假设地图大小为1000x1000 + return position.X >= 0 && position.X <= 1000 && position.Y >= 0 && position.Y <= 1000; + } + + /// + /// 更新玩家在Redis中的位置 + /// + private async Task UpdatePlayerPositionInRedisAsync(Guid gameId, Guid playerId, Position newPosition, DateTime timestamp, float distanceMoved) + { + var stateKey = string.Format(RedisKeys.PlayerState, gameId, playerId); + var updates = new Dictionary + { + ["current_position"] = JsonSerializer.Serialize(newPosition), + ["last_activity"] = timestamp.ToString("O") + }; + + await _redisService.SetHashMultipleAsync(stateKey, updates); + } + + /// + /// 添加轨迹点 + /// + private async Task AddTrailPointAsync(Guid gameId, Guid playerId, Position position, DateTime timestamp) + { + var trailKey = string.Format(RedisKeys.PlayerTrail, gameId, playerId); + await _redisService.ListRightPushAsync(trailKey, JsonSerializer.Serialize(position)); + } + + /// + /// 更新玩家统计信息 + /// + private async Task UpdatePlayerStatisticsAsync(Guid gameId, Guid playerId, Action updateAction) + { + var stats = await GetPlayerStatisticsAsync(gameId, playerId); + updateAction(stats); + await SavePlayerStatisticsAsync(gameId, playerId, stats); + } + + /// + /// 检查玩家是否可以开始画线 + /// + private static bool CanPlayerStartDrawing(PlayerGameState playerState) + { + return playerState.State == PlayerDrawingState.Idle && !playerState.IsInvulnerable; + } + + /// + /// 检查位置是否在玩家领地内 + /// + private static bool IsPositionInPlayerTerritory(Position position, List territories) + { + return territories.Any(territory => IsPointInPolygon(position, territory.Boundary)); + } + + /// + /// 点在多边形内判断(射线法) + /// + private static bool IsPointInPolygon(Position point, List polygon) + { + if (polygon.Count < 3) return false; + + bool inside = false; + int j = polygon.Count - 1; + + for (int i = 0; i < polygon.Count; i++) + { + var pi = polygon[i]; + var pj = polygon[j]; + + if (((pi.Y > point.Y) != (pj.Y > point.Y)) && + (point.X < (pj.X - pi.X) * (point.Y - pi.Y) / (pj.Y - pi.Y) + pi.X)) + { + inside = !inside; + } + j = i; + } + + return inside; + } + + /// + /// 清除玩家轨迹 + /// + private async Task ClearPlayerTrailAsync(Guid gameId, Guid playerId) + { + var trailKey = string.Format(RedisKeys.PlayerTrail, gameId, playerId); + await _redisService.KeyDeleteAsync(trailKey); + } + + /// + /// 更新玩家状态 + /// + private async Task UpdatePlayerStateInRedisAsync(Guid gameId, Guid playerId, PlayerDrawingState newState) + { + var stateKey = string.Format(RedisKeys.PlayerState, gameId, playerId); + await _redisService.SetHashAsync(stateKey, "state", newState.ToString()); + await _redisService.SetHashAsync(stateKey, "last_activity", DateTime.UtcNow.ToString("O")); + } + + /// + /// 检查轨迹是否形成闭合回路 + /// + private static bool IsTrailClosedLoop(List trail, List playerTerritories) + { + if (trail.Count < 3) return false; + + var startPoint = trail.First(); + var endPoint = trail.Last(); + + // 简化判断:终点是否靠近起点或者在玩家领地内 + var distanceToStart = CalculateDistance(startPoint, endPoint); + if (distanceToStart < 30f) return true; // 距离起点30像素内认为闭合 + + // 或者终点在玩家的任一领地内 + return playerTerritories.Any(territory => IsPointInPolygon(endPoint, territory.Boundary)); + } + + /// + /// 计算新领地 + /// + private static Territory CalculateNewTerritory(Guid playerId, List trail, string color) + { + // 使用多边形面积计算(Shoelace公式) + var area = CalculatePolygonArea(trail); + + return new Territory + { + Id = Guid.NewGuid(), + PlayerId = playerId, + Color = color, + Area = area, + CapturedTime = DateTime.UtcNow, + Boundary = new List(trail) + }; + } + + /// + /// 计算多边形面积(Shoelace公式) + /// + private static float CalculatePolygonArea(List polygon) + { + if (polygon.Count < 3) return 0f; + + float area = 0f; + int j = polygon.Count - 1; + + for (int i = 0; i < polygon.Count; i++) + { + area += (polygon[j].X + polygon[i].X) * (polygon[j].Y - polygon[i].Y); + j = i; + } + + return Math.Abs(area) / 2f; + } + + /// + /// 添加玩家领地 + /// + private async Task AddPlayerTerritoryAsync(Guid gameId, Guid playerId, Territory territory) + { + var territoriesKey = string.Format(RedisKeys.PlayerTerritories, gameId, playerId); + await _redisService.ListRightPushAsync(territoriesKey, JsonSerializer.Serialize(territory)); + } + + /// + /// 更新玩家总领地面积 + /// + private async Task UpdatePlayerTerritoryAreaAsync(Guid gameId, Guid playerId, float newTotalArea) + { + var stateKey = string.Format(RedisKeys.PlayerState, gameId, playerId); + await _redisService.SetHashAsync(stateKey, "territory_area", newTotalArea.ToString("F2")); + } + + /// + /// 停止画线但不圈地 + /// + private async Task StopDrawingWithoutCapture(Guid gameId, Guid playerId) + { + await ClearPlayerTrailAsync(gameId, playerId); + await UpdatePlayerStateInRedisAsync(gameId, playerId, PlayerDrawingState.Idle); + } + + /// + /// 更新游戏排名 + /// + private async Task UpdateGameRankingAsync(Guid gameId) + { + try + { + var allPlayers = await GetAllPlayerStatesAsync(gameId); + + // 按领地面积排序 + allPlayers.Sort((a, b) => b.TotalTerritoryArea.CompareTo(a.TotalTerritoryArea)); + + // 更新排名 + for (int i = 0; i < allPlayers.Count; i++) + { + allPlayers[i].CurrentRank = i + 1; + var stateKey = string.Format(RedisKeys.PlayerState, gameId, allPlayers[i].PlayerId); + await _redisService.SetHashAsync(stateKey, "current_rank", (i + 1).ToString()); + } + + // 保存排名到Redis + var rankingKey = string.Format(RedisKeys.GameRanking, gameId); + await _redisService.KeyDeleteAsync(rankingKey); + + foreach (var player in allPlayers) + { + var ranking = new PlayerGameRanking + { + Rank = player.CurrentRank, + PlayerId = player.PlayerId, + PlayerName = player.PlayerName, + PlayerColor = player.PlayerColor, + TerritoryArea = player.TotalTerritoryArea, + TerritoryCount = player.OwnedTerritories.Count, + CurrentState = player.State, + LastUpdate = DateTime.UtcNow + }; + + await _redisService.ListRightPushAsync(rankingKey, JsonSerializer.Serialize(ranking)); + } } catch (Exception ex) { - _logger.LogError(ex, "停止绘制时发生错误: GameId={GameId}, PlayerId={PlayerId}", gameId, playerId); - result.Errors.Add("停止绘制失败:" + ex.Message); - return result; + _logger.LogError(ex, "更新游戏排名失败 - GameId: {GameId}", gameId); } } - #region 其他接口方法的占位实现 + #endregion + + #region 碰撞和战斗系统 /// - /// 处理轨迹碰撞事件 - 画线圈地游戏的核心死亡机制 - /// - /// 业务规则说明: - /// 1. 玩家在绘制轨迹时碰撞到其他玩家的轨迹会立即死亡 - /// 2. 无敌状态下的玩家不会因碰撞死亡 - /// 3. 攻击者获得击杀奖励和统计更新 - /// 4. 受害者进入死亡状态,等待重生 - /// - /// 处理流程: - /// 受害者状态检查 → 无敌时间判断 → 执行死亡逻辑 → 更新攻击者统计 → 设置重生参数 + /// 处理玩家轨迹被其他玩家碰撞(截断死亡) /// - /// 游戏ID,用于识别具体游戏实例 - /// 受害者玩家ID,即发生碰撞死亡的玩家 - /// 碰撞发生的具体位置坐标 - /// 攻击者玩家ID(可选),即轨迹被碰撞的玩家,为null表示撞墙等其他死因 - /// 碰撞处理结果,包含是否死亡、击杀者信息、重生时间等 - public async Task HandleTrailCollisionAsync( - Guid gameId, Guid victimPlayerId, Position collisionPosition, Guid? attackerPlayerId = null) + public async Task HandleTrailCollisionAsync( + Guid gameId, + Guid victimPlayerId, + Position collisionPosition, + Guid? attackerPlayerId = null) { - var result = new PlayerCollisionResult(); - try { - // 📝 记录碰撞事件开始处理的日志信息 - _logger.LogInformation("处理轨迹碰撞 - GameId: {GameId}, VictimId: {VictimId}, AttackerId: {AttackerId}", - gameId, victimPlayerId, attackerPlayerId); + _logger.LogInformation("处理轨迹碰撞 - GameId: {GameId}, Victim: {VictimId}, Attacker: {AttackerId}, Position: ({X},{Y})", + gameId, victimPlayerId, attackerPlayerId, collisionPosition.X, collisionPosition.Y); - // 🔍 步骤1: 获取受害者玩家的当前游戏状态 - // 这里从内存缓存或数据库中获取玩家的实时状态信息 + // 获取被攻击者状态 var victimState = await GetPlayerStateAsync(gameId, victimPlayerId); if (victimState == null) { - // ❌ 如果找不到玩家状态,记录错误并返回失败结果 - result.Messages.Add("受害者玩家状态不存在"); - return result; + return new PlayerCollisionHandleResult + { + Success = false, + Messages = { "被攻击的玩家不存在" } + }; } - // 🛡️ 步骤2: 检查玩家的无敌状态保护机制 - // 无敌时间通常在重生后提供短暂保护,避免连续死亡 - if (victimState.IsInvulnerable && DateTime.UtcNow < victimState.InvulnerabilityEndTime) + // 验证被攻击者正在画线 + if (victimState.State != PlayerDrawingState.Drawing) { - // ✨ 无敌状态有效,碰撞无效化,玩家不会死亡 - result.Success = true; - result.Messages.Add("玩家处于无敌状态,碰撞无效"); - _logger.LogDebug("玩家 {PlayerId} 处于无敌状态,忽略碰撞", victimPlayerId); - return result; + return new PlayerCollisionHandleResult + { + Success = false, + Messages = { "被攻击的玩家不在画线状态" } + }; } - // 👤 步骤3: 获取攻击者玩家信息(如果存在攻击者) - // 攻击者是指轨迹被碰撞的玩家,可能为空(如撞墙死亡) - PlayerGameState? attackerState = null; - if (attackerPlayerId.HasValue) - { - attackerState = await GetPlayerStateAsync(gameId, attackerPlayerId.Value); - } + // 检查护盾效果 + var shieldEffect = victimState.ActiveEffects.FirstOrDefault(e => + e.EffectType == DrawingGameItemType.Shield && !e.IsExpired); - // ☠️ 步骤4: 执行玩家死亡的完整处理流程 - // 这个方法会处理:状态重置、轨迹清除、死亡统计、重生时间设置等 - var deathResult = await HandlePlayerDeathAsync(gameId, victimPlayerId, - "轨迹碰撞", attackerPlayerId, collisionPosition); - - // 🔍 检查死亡处理是否成功 - if (!deathResult.Success) + if (shieldEffect != null) { - // ❌ 死亡处理失败,将错误信息传递给调用者 - result.Messages.AddRange(deathResult.Messages); - return result; + // 护盾抵挡攻击 + await RemovePlayerEffectAsync(gameId, victimPlayerId, shieldEffect.Id); + + _logger.LogInformation("护盾抵挡攻击 - GameId: {GameId}, PlayerId: {PlayerId}", gameId, victimPlayerId); + + return new PlayerCollisionHandleResult + { + Success = true, + PlayerDied = false, + ShieldBlocked = true, + Messages = { "护盾抵挡了攻击" } + }; } - // 🏆 步骤5: 更新攻击者的游戏统计数据(如果有攻击者) - if (attackerState != null) + // 获取攻击者信息(如果有) + string? killerName = null; + if (attackerPlayerId.HasValue) { - // 📊 增加攻击者的击杀数统计 - attackerState.Statistics.Kills++; - // 💡 这里可以根据需要添加积分奖励系统 - attackerState.Statistics.ItemsUsed += 0; // 预留积分逻辑接口 - - // 📄 设置击杀者信息到返回结果中,用于客户端显示 - result.KillerId = attackerPlayerId; - result.KillerName = attackerState.PlayerName; - - // 📝 记录击杀事件到日志,用于数据分析和调试 - _logger.LogInformation("玩家 {AttackerId} 击杀了玩家 {VictimId}", - attackerPlayerId, victimPlayerId); + var attackerState = await GetPlayerStateAsync(gameId, attackerPlayerId.Value); + killerName = attackerState?.PlayerName; + + // 更新攻击者击杀统计 + await UpdatePlayerStatisticsAsync(gameId, attackerPlayerId.Value, stats => + { + stats.Kills++; + stats.LastActivity = DateTime.UtcNow; + }); } - // ✅ 步骤6: 设置处理结果的各项返回参数 - result.Success = true; // 碰撞处理成功 - result.PlayerDied = true; // 确认玩家已死亡 - result.DeathReason = attackerState != null ? // 设置死亡原因描述 - $"被玩家 {attackerState.PlayerName} 击杀" : "轨迹碰撞死亡"; - result.Messages.Add("碰撞处理完成"); // 添加处理完成消息 + // 获取被攻击者当前轨迹 + var clearedTrail = await GetPlayerTrailAsync(gameId, victimPlayerId); - return result; + // 处理死亡 + var deathReason = attackerPlayerId.HasValue + ? $"被玩家 {killerName} 截断" + : "撞到其他玩家轨迹"; + + await HandlePlayerDeathAsync(gameId, victimPlayerId, deathReason, attackerPlayerId, collisionPosition); + + _logger.LogInformation("轨迹碰撞处理完成 - 玩家死亡 - GameId: {GameId}, Victim: {VictimId}", gameId, victimPlayerId); + + return new PlayerCollisionHandleResult + { + Success = true, + PlayerDied = true, + KillerId = attackerPlayerId, + KillerName = killerName, + ClearedTrail = clearedTrail, + DeathReason = deathReason, + Messages = { deathReason } + }; } catch (Exception ex) { - _logger.LogError(ex, "处理轨迹碰撞时发生错误: GameId={GameId}, VictimId={VictimId}", - gameId, victimPlayerId); - result.Messages.Add("碰撞处理失败:" + ex.Message); - return result; + _logger.LogError(ex, "处理轨迹碰撞失败 - GameId: {GameId}, VictimId: {VictimId}", gameId, victimPlayerId); + return new PlayerCollisionHandleResult + { + Success = false, + Messages = { "处理碰撞时发生内部错误" } + }; } } /// - /// 处理玩家死亡的完整业务流程 - 画线圈地游戏死亡机制的核心实现 - /// - /// 📋 死亡处理清单: - /// ✅ 更新死亡统计数据 - /// ✅ 清除当前绘制轨迹 - /// ✅ 重置玩家游戏状态 - /// ✅ 设置重生倒计时 - /// ✅ 记录死亡事件到数据库 - /// ✅ 准备重生后的保护机制 - /// - /// 🎮 游戏规则: - /// - 死亡时清除正在绘制的轨迹,但保留已完成的领土 - /// - 玩家进入死亡状态,无法进行任何游戏操作 - /// - 设置固定的重生等待时间(5秒) - /// - 重生后获得短暂的无敌保护时间 - /// - /// 🔄 状态变化流程: - /// 正常状态 → 死亡状态 → 等待重生 → 重生状态 → 无敌状态 → 正常状态 + /// 处理玩家死亡的完整流程 /// - /// 游戏实例ID - /// 死亡玩家ID - /// 死亡原因描述(如"轨迹碰撞"、"超时死亡"等) - /// 击杀者ID(可选),用于击杀统计 - /// 死亡位置坐标(可选),用于死亡特效显示 - /// 死亡处理结果,包含重生时间、清除的轨迹等信息 public async Task HandlePlayerDeathAsync( - Guid gameId, Guid playerId, string deathReason, Guid? killerId = null, Position? deathPosition = null) + Guid gameId, + Guid playerId, + string deathReason, + Guid? killerId = null, + Position? deathPosition = null) { - var result = new DeathResult(); - try { - // 📝 记录死亡处理开始的日志 - _logger.LogInformation("处理玩家死亡 - GameId: {GameId}, PlayerId: {PlayerId}, Reason: {Reason}", + _logger.LogInformation("处理玩家死亡 - GameId: {GameId}, PlayerId: {PlayerId}, Reason: {Reason}", gameId, playerId, deathReason); - // 🔍 步骤1: 获取并验证玩家当前状态 + // 获取玩家当前状态 var playerState = await GetPlayerStateAsync(gameId, playerId); if (playerState == null) { - result.Messages.Add("玩家状态不存在"); - return result; + return new DeathResult + { + Success = false, + Messages = { "玩家不存在" } + }; } - // ⚙️ 步骤2: 获取游戏配置参数 - // 这些配置决定了重生时间、无敌时间等游戏平衡参数 - var gameConfig = await GetOrCreateGameConfigurationAsync(gameId); - - // 📊 步骤3: 更新玩家的死亡统计数据 - playerState.Statistics.Deaths++; // 增加死亡次数 - playerState.Statistics.LastActivity = DateTime.UtcNow; // 更新最后活动时间 - - // 🎨 步骤4: 保存并清除当前绘制轨迹 - // 这是画线圈地游戏的核心机制:死亡时失去未完成的轨迹 - var clearedTrail = new List(); - if (playerState.State == PlayerDrawingState.Drawing && playerState.CurrentTrail.Any()) + // 如果玩家已经死亡,跳过处理 + if (playerState.State == PlayerDrawingState.Dead || playerState.State == PlayerDrawingState.Respawning) { - // 💾 保存轨迹数据供客户端显示死亡特效 - clearedTrail = new List(playerState.CurrentTrail); - // 🗑️ 清除玩家当前绘制的轨迹 - playerState.CurrentTrail.Clear(); + return new DeathResult + { + Success = false, + Messages = { "玩家已经死亡" } + }; } - // 🏠 步骤5: 处理领土归属(当前实现保留已完成领土) - // 💡 游戏设计决策:死亡时只清除未完成轨迹,保留已占领的领土 - // 这样设计可以避免游戏进度过于严苛,保持游戏的趣味性 - if (playerState.CurrentTrail.Any()) + var actualDeathPosition = deathPosition ?? playerState.CurrentPosition; + var respawnTime = DateTime.UtcNow.AddSeconds(GameConstants.RespawnDelay); + + // 获取被清除的轨迹 + var clearedTrail = await GetPlayerTrailAsync(gameId, playerId); + + // 清除玩家轨迹 + await ClearPlayerTrailAsync(gameId, playerId); + + // 设置玩家状态为死亡 + await UpdatePlayerStateInRedisAsync(gameId, playerId, PlayerDrawingState.Dead); + + // 清除临时道具效果(但保留背包物品) + await ClearPlayerTemporaryEffectsAsync(gameId, playerId); + + // 清除无敌状态 + var stateKey = string.Format(RedisKeys.PlayerState, gameId, playerId); + var deathUpdates = new Dictionary { - _logger.LogInformation("玩家 {PlayerId} 死亡时清除当前绘制轨迹", playerId); - } + ["is_invulnerable"] = "false", + ["death_position"] = JsonSerializer.Serialize(actualDeathPosition), + ["respawn_time"] = respawnTime.ToString("O"), + ["last_activity"] = DateTime.UtcNow.ToString("O") + }; + await _redisService.SetHashMultipleAsync(stateKey, deathUpdates); - // 🚫 步骤6: 重置玩家的游戏状态 - playerState.State = PlayerDrawingState.Dead; // 设置为死亡状态 - // 📍 设置玩家死亡位置(如果提供了具体位置,否则使用出生点) - playerState.CurrentPosition = deathPosition ?? playerState.SpawnPoint; - - // ⏰ 步骤7: 计算并设置重生等待时间 - var respawnDelay = 5; // 默认5秒重生时间,保持游戏节奏 - var respawnTime = DateTime.UtcNow.AddSeconds(respawnDelay); + // 更新死亡统计 + await UpdatePlayerStatisticsAsync(gameId, playerId, stats => + { + stats.Deaths++; + stats.LastActivity = DateTime.UtcNow; + }); - // 🛡️ 步骤8: 准备重生后的保护机制 - // 注意:这里先关闭无敌状态,重生时会重新开启 - playerState.IsInvulnerable = false; // 死亡时先关闭无敌 - - // 💾 步骤9: 将死亡事件持久化到数据库 - // 这对游戏数据分析、排行榜计算、反作弊系统都很重要 - var deathAction = GameAction.CreateGameAction( - gameId: gameId, - userId: playerId, - actionType: "PlayerDeath", // 动作类型标识 - // 📋 序列化详细的死亡信息为JSON格式 - actionData: $"{{\"reason\":\"{deathReason}\",\"killerId\":\"{killerId}\",\"position\":{{\"x\":{playerState.CurrentPosition.X},\"y\":{playerState.CurrentPosition.Y}}}}}", - timestamp: DateTimeOffset.UtcNow.ToUnixTimeMilliseconds() - ); - - // 🗄️ 异步保存到数据库(不阻塞游戏流程) - await _gameActionRepository.AddAsync(deathAction); - - // ✅ 步骤10: 构建并返回处理结果 - result.Success = true; - result.DeathReason = deathReason; // 死亡原因 - result.KillerId = killerId; // 击杀者ID - result.DeathPosition = playerState.CurrentPosition; // 死亡位置 - result.ClearedTrail = clearedTrail; // 被清除的轨迹数据 - result.RespawnTime = respawnTime; // 重生时间 - result.Messages.Add($"玩家死亡处理完成,{respawnDelay}秒后重生"); - - // 🔍 步骤11: 获取击杀者名称(用于客户端显示击杀信息) + // 获取击杀者名称 + string? killerName = null; if (killerId.HasValue) { var killerState = await GetPlayerStateAsync(gameId, killerId.Value); - result.KillerName = killerState?.PlayerName; + killerName = killerState?.PlayerName; } - // 📝 记录处理完成的日志 - _logger.LogInformation("玩家 {PlayerId} 死亡处理完成,重生时间: {RespawnTime}", - playerId, respawnTime); + _logger.LogInformation("玩家死亡处理完成 - GameId: {GameId}, PlayerId: {PlayerId}, RespawnTime: {RespawnTime}", + gameId, playerId, respawnTime); - return result; + return new DeathResult + { + Success = true, + DeathReason = deathReason, + KillerId = killerId, + KillerName = killerName, + DeathPosition = actualDeathPosition, + ClearedTrail = clearedTrail, + RespawnTime = respawnTime, + Messages = { $"玩家死亡:{deathReason},{GameConstants.RespawnDelay}秒后复活" } + }; } catch (Exception ex) { - _logger.LogError(ex, "处理玩家死亡时发生错误: GameId={GameId}, PlayerId={PlayerId}", - gameId, playerId); - result.Messages.Add("死亡处理失败:" + ex.Message); - return result; + _logger.LogError(ex, "处理玩家死亡失败 - GameId: {GameId}, PlayerId: {PlayerId}", gameId, playerId); + return new DeathResult + { + Success = false, + Messages = { "处理死亡时发生内部错误" } + }; } } /// - /// 处理玩家重生逻辑 - 让死亡玩家重新回到游戏中的完整流程 - /// - /// 🔄 重生机制说明: - /// 1. 验证玩家确实处于死亡状态(避免重复重生) - /// 2. 选择安全的重生位置(避免立即再次死亡) - /// 3. 重置玩家状态为可操作状态 - /// 4. 提供短暂的无敌保护时间(3秒) - /// 5. 创建初始小领土(如果玩家失去了所有领土) - /// 6. 记录重生事件到数据库 - /// - /// 🛡️ 重生保护机制: - /// - 重生后获得3秒无敌时间,防止spawn camping - /// - 重生位置尽量远离其他玩家,减少冲突 - /// - 如果没有领土,会获得一个小的初始领土 - /// - /// 🎮 游戏平衡考虑: - /// - 重生不会清除已有领土(保持游戏进度) - /// - 无敌时间足够玩家重新定位,但不会太长影响游戏节奏 - /// - 重生位置算法确保公平性 + /// 复活已死亡的玩家 /// - /// 游戏实例ID - /// 需要重生的玩家ID - /// 重生处理结果,包含新位置、无敌时间等信息 public async Task RespawnPlayerAsync(Guid gameId, Guid playerId) { - var result = new RespawnResult(); - try { - // 📝 记录重生处理开始 - _logger.LogInformation("处理玩家重生 - GameId: {GameId}, PlayerId: {PlayerId}", gameId, playerId); + _logger.LogInformation("复活玩家 - GameId: {GameId}, PlayerId: {PlayerId}", gameId, playerId); - // 🔍 步骤1: 获取并验证玩家状态 + // 获取玩家状态 var playerState = await GetPlayerStateAsync(gameId, playerId); if (playerState == null) { - result.Messages.Add("玩家状态不存在"); - return result; + return new RespawnResult + { + Success = false, + Errors = { "玩家不存在" } + }; } - // ✋ 步骤2: 验证玩家确实处于死亡状态 - // 这个检查防止客户端重复调用重生,或在错误状态下调用重生 + // 验证玩家是否处于死亡状态 if (playerState.State != PlayerDrawingState.Dead) { - result.Messages.Add("玩家未处于死亡状态,无需重生"); - result.Success = true; // 技术上成功,因为玩家已经是活着的 - return result; + return new RespawnResult + { + Success = false, + Errors = { "玩家不在死亡状态" } + }; } - // ⚙️ 步骤3: 获取游戏配置 - var gameConfig = await GetOrCreateGameConfigurationAsync(gameId); - - // 📍 步骤4: 智能选择重生位置 - // 使用现有的出生点生成算法,确保位置安全且公平 - var respawnPosition = GenerateSpawnPoint(gameId, gameConfig); - - // 🔄 步骤5: 重置玩家为活跃游戏状态 - playerState.State = PlayerDrawingState.Idle; // 设置为空闲状态,可以开始游戏 - playerState.CurrentPosition = respawnPosition; // 更新到新的重生位置 - playerState.CurrentTrail.Clear(); // 确保轨迹列表是干净的 + // 检查复活时间是否已到 + var stateKey = string.Format(RedisKeys.PlayerState, gameId, playerId); + var stateData = await _redisService.GetHashAllAsync(stateKey); - // 🛡️ 步骤6: 启用重生保护机制 - playerState.IsInvulnerable = true; // 开启无敌状态 - playerState.InvulnerabilityEndTime = DateTime.UtcNow.AddSeconds(3); // 3秒无敌保护 - - // 🏠 步骤7: 确保玩家有初始领土(防止完全无领土状态) - // 这是游戏设计的重要部分:确保每个玩家都有基本的游戏参与能力 - var initialTerritory = CreateInitialTerritory(respawnPosition, gameConfig); - if (playerState.OwnedTerritories.Count == 0) - { - // 🆕 如果玩家没有任何领土,给予一个小的初始领土 - playerState.OwnedTerritories.Add(initialTerritory); - playerState.TotalTerritoryArea = initialTerritory.Area; + if (stateData.TryGetValue("respawn_time", out var respawnTimeStr) && + DateTime.TryParse(respawnTimeStr, out var respawnTime)) + { + if (DateTime.UtcNow < respawnTime) + { + var remainingTime = respawnTime - DateTime.UtcNow; + return new RespawnResult + { + Success = false, + Errors = { $"复活冷却中,还需等待 {remainingTime.TotalSeconds:F1} 秒" } + }; + } } - // 💾 步骤8: 记录重生事件到数据库 - // 用于游戏数据分析和调试,追踪玩家的死亡-重生循环 - var respawnAction = GameAction.CreateGameAction( - gameId: gameId, - userId: playerId, - actionType: "PlayerRespawn", - // 📊 记录重生位置和无敌时间信息 - actionData: $"{{\"position\":{{\"x\":{respawnPosition.X},\"y\":{respawnPosition.Y}}},\"invulnerabilityDuration\":3}}", - timestamp: DateTimeOffset.UtcNow.ToUnixTimeMilliseconds() - ); - - await _gameActionRepository.AddAsync(respawnAction); - - // ✅ 步骤9: 构建返回结果 - result.Success = true; - result.RespawnPosition = respawnPosition; // 新的重生位置 - result.InvulnerabilityEndTime = playerState.InvulnerabilityEndTime ?? DateTime.UtcNow.AddSeconds(3); // 无敌结束时间 - result.InvulnerabilityDuration = TimeSpan.FromSeconds(3); // 无敌持续时间 - result.Messages.Add("玩家重生成功"); - - // 📝 记录重生完成日志,包含详细位置信息 - _logger.LogInformation("玩家 {PlayerId} 重生完成,位置: ({X}, {Y})", - playerId, respawnPosition.X, respawnPosition.Y); + // 设置复活位置(回到出生点) + var respawnPosition = playerState.SpawnPoint; + var invulnerabilityEndTime = DateTime.UtcNow.AddSeconds(GameConstants.InvulnerabilityDuration); - return result; + // 更新玩家状态 + var respawnUpdates = new Dictionary + { + ["current_position"] = JsonSerializer.Serialize(respawnPosition), + ["state"] = PlayerDrawingState.Invulnerable.ToString(), + ["is_invulnerable"] = "true", + ["invulnerability_end"] = invulnerabilityEndTime.ToString("O"), + ["last_activity"] = DateTime.UtcNow.ToString("O") + }; + await _redisService.SetHashMultipleAsync(stateKey, respawnUpdates); + + // 清除死亡相关数据 + await _redisService.HashDeleteAsync(stateKey, "death_position"); + await _redisService.HashDeleteAsync(stateKey, "respawn_time"); + + // 安排无敌状态结束 + _ = Task.Delay(TimeSpan.FromSeconds(GameConstants.InvulnerabilityDuration)) + .ContinueWith(async _ => await EndInvulnerabilityAsync(gameId, playerId)); + + _logger.LogInformation("玩家复活成功 - GameId: {GameId}, PlayerId: {PlayerId}, InvulnerabilityEnd: {InvulEnd}", + gameId, playerId, invulnerabilityEndTime); + + return new RespawnResult + { + Success = true, + RespawnPosition = respawnPosition, + InvulnerabilityEndTime = invulnerabilityEndTime, + Messages = { $"复活成功,{GameConstants.InvulnerabilityDuration}秒无敌保护" } + }; } catch (Exception ex) { - _logger.LogError(ex, "处理玩家重生时发生错误: GameId={GameId}, PlayerId={PlayerId}", - gameId, playerId); - result.Messages.Add("重生处理失败:" + ex.Message); - return result; + _logger.LogError(ex, "复活玩家失败 - GameId: {GameId}, PlayerId: {PlayerId}", gameId, playerId); + return new RespawnResult + { + Success = false, + Errors = { "复活时发生内部错误" } + }; } } + #endregion + + #region 领地和排名系统 + + /// + /// 计算玩家当前总领地面积 + /// public async Task CalculatePlayerTerritoryAsync(Guid gameId, Guid playerId) { - var result = new TerritoryResult(); - try { - _logger.LogInformation("计算玩家领土 - GameId: {GameId}, PlayerId: {PlayerId}", gameId, playerId); + _logger.LogDebug("计算玩家领地面积 - GameId: {GameId}, PlayerId: {PlayerId}", gameId, playerId); - var playerState = await GetPlayerStateAsync(gameId, playerId); - if (playerState == null) + // 获取玩家拥有的所有领地 + var territories = await GetPlayerTerritoriesAsync(gameId, playerId); + + if (!territories.Any()) { - result.Messages.Add("玩家状态不存在"); - return result; + return new TerritoryResult + { + Success = true, + TotalArea = 0f, + TerritoryCount = 0, + AreaPercentage = 0f, + Messages = { "玩家没有领地" } + }; } - // 重新计算总领土面积 - var totalArea = playerState.OwnedTerritories.Sum(t => t.Area); - playerState.TotalTerritoryArea = totalArea; + // 计算总面积(重新计算以确保准确性) + float totalArea = 0f; + var validTerritories = new List(); - // 更新统计 - if (totalArea > playerState.Statistics.MaxTerritoryArea) + foreach (var territory in territories) { - playerState.Statistics.MaxTerritoryArea = totalArea; + // 重新计算每块领地的面积 + var recalculatedArea = CalculatePolygonArea(territory.Boundary); + if (recalculatedArea >= GameConstants.MinTerritoryArea) + { + territory.Area = recalculatedArea; + totalArea += recalculatedArea; + validTerritories.Add(territory); + } } - result.Success = true; - result.TotalArea = totalArea; - result.TerritoryCount = playerState.OwnedTerritories.Count; - result.Messages.Add($"领土计算完成,总面积: {totalArea:F2}"); + // 计算面积百分比(假设地图总面积为1000x1000) + const float mapTotalArea = 1000f * 1000f; + var areaPercentage = (totalArea / mapTotalArea) * 100f; - return result; + // 更新Redis中的领地面积 + await UpdatePlayerTerritoryAreaAsync(gameId, playerId, totalArea); + + return new TerritoryResult + { + Success = true, + TotalArea = totalArea, + Territories = validTerritories, + TerritoryCount = validTerritories.Count, + AreaPercentage = areaPercentage, + Messages = { $"总领地面积:{totalArea:F1},占比:{areaPercentage:F2}%" } + }; } catch (Exception ex) { - _logger.LogError(ex, "计算玩家领土时发生错误: GameId={GameId}, PlayerId={PlayerId}", - gameId, playerId); - result.Messages.Add("领土计算失败:" + ex.Message); - return result; + _logger.LogError(ex, "计算玩家领地面积失败 - GameId: {GameId}, PlayerId: {PlayerId}", gameId, playerId); + return new TerritoryResult + { + Success = false, + Messages = { "计算领地面积时发生内部错误" } + }; } } /// - /// 计算游戏实时排名系统 - 画线圈地游戏的竞技排行榜 - /// - /// 🏆 排名算法设计: - /// 🥇 主要排序依据:领土总面积(核心游戏目标) - /// 🥈 次要排序依据:击杀数量(战斗能力体现) - /// 🥉 第三排序依据:死亡数量(生存能力,越少越好) - /// 🎯 最终排序依据:最后活动时间(活跃度) - /// - /// 📊 排名数据包含: - /// - 当前排名位置 - /// - 玩家基本信息(名称、颜色) - /// - 领土统计(面积、数量、占比) - /// - 当前游戏状态(存活、死亡等) - /// - 最后更新时间 - /// - /// 🎮 游戏设计考虑: - /// - 鼓励占领更多领土(主要目标) - /// - 平衡攻击和防守策略 - /// - 实时更新,保持竞技紧张感 - /// - 死亡玩家依然参与排名,鼓励持续游戏 + /// 获取游戏实时排名 /// - /// 游戏实例ID - /// 按排名排序的玩家列表,包含详细统计信息 public async Task> GetGameRankingAsync(Guid gameId) { try { - // 📝 记录排名计算开始 - _logger.LogInformation("获取游戏排名 - GameId: {GameId}", gameId); + _logger.LogDebug("获取游戏排名 - GameId: {GameId}", gameId); - // 🔍 步骤1: 获取游戏中所有玩家的当前状态 - var playerStates = await GetAllPlayerStatesAsync(gameId); - - // 🏆 步骤2: 实施多层排序算法,生成竞技排名 - var rankings = playerStates - .Where(p => p != null) // 过滤空状态 - .OrderByDescending(p => p.TotalTerritoryArea) // 🥇 主排序:领土面积(游戏核心目标) - .ThenByDescending(p => p.Statistics.Kills) // 🥈 次排序:击杀数(战斗能力) - .ThenBy(p => p.Statistics.Deaths) // 🥉 三排序:死亡数,越少越好(生存能力) - // 🔢 步骤3: 转换为标准化的排名数据结构 - .Select((p, index) => new PlayerGameRanking + // 获取所有玩家状态 + var allPlayers = await GetAllPlayerStatesAsync(gameId); + + // 重新计算每个玩家的领地面积 + var rankings = new List(); + + foreach (var player in allPlayers) + { + var territoryResult = await CalculatePlayerTerritoryAsync(gameId, player.PlayerId); + + var ranking = new PlayerGameRanking { - Rank = index + 1, // 排名序号(1-based) - PlayerId = p.PlayerId, // 玩家唯一标识符 - PlayerName = p.PlayerName, // 玩家显示名称 - PlayerColor = p.PlayerColor, // 玩家在游戏中的颜色标识 - TerritoryArea = p.TotalTerritoryArea, // 当前拥有的领土总面积 - TerritoryCount = p.OwnedTerritories.Count, // 领土块数量(连续区域数) - AreaPercentage = 0f, // 占地图总面积百分比(预留计算) - CurrentState = p.State, - LastUpdate = p.LastActivity - }) - .ToList(); - - _logger.LogInformation("游戏 {GameId} 排名计算完成,共 {PlayerCount} 个玩家", - gameId, rankings.Count); + PlayerId = player.PlayerId, + PlayerName = player.PlayerName, + PlayerColor = player.PlayerColor, + TerritoryArea = territoryResult.TotalArea, + TerritoryCount = territoryResult.TerritoryCount, + AreaPercentage = territoryResult.AreaPercentage, + CurrentState = player.State, + LastUpdate = DateTime.UtcNow + }; + + rankings.Add(ranking); + } + + // 按领地面积排序 + rankings.Sort((a, b) => b.TerritoryArea.CompareTo(a.TerritoryArea)); + + // 分配排名 + for (int i = 0; i < rankings.Count; i++) + { + rankings[i].Rank = i + 1; + } + + // 保存排名到Redis + var rankingKey = string.Format(RedisKeys.GameRanking, gameId); + await _redisService.KeyDeleteAsync(rankingKey); + + foreach (var ranking in rankings) + { + await _redisService.ListRightPushAsync(rankingKey, JsonSerializer.Serialize(ranking)); + } + _logger.LogDebug("游戏排名计算完成 - GameId: {GameId}, PlayerCount: {Count}", gameId, rankings.Count); return rankings; } catch (Exception ex) { - _logger.LogError(ex, "获取游戏排名时发生错误: GameId={GameId}", gameId); + _logger.LogError(ex, "获取游戏排名失败 - GameId: {GameId}", gameId); return new List(); } } + #endregion + + #region 道具系统 + /// - /// 处理玩家拾取道具的完整逻辑 - 画线圈地游戏的道具收集系统 - /// - /// 🎯 道具系统设计目标: - /// 1. 增加游戏策略性和趣味性 - /// 2. 提供反击和防守的机会 - /// 3. 平衡不同玩家的实力差距 - /// 4. 鼓励地图探索和风险承担 - /// - /// 🔍 拾取验证机制: - /// ✅ 距离检查:玩家必须足够接近道具(50单位内) - /// ✅ 背包限制:最多携带3个道具,防止囤积 - /// ✅ 状态验证:确保玩家处于可操作状态 - /// - /// 📦 道具分类: - /// - 攻击型:炸弹等,用于清除敌方轨迹 - /// - 防御型:护盾等,提供保护 - /// - 增益型:速度提升等,增强能力 + /// 玩家拾取地图上的道具 /// - /// 游戏实例ID - /// 拾取道具的玩家ID - /// 道具实例ID,用于从地图上移除 - /// 道具在地图上的位置坐标 - /// 拾取结果,包含道具类型和是否成功 public async Task PickupItemAsync( - Guid gameId, Guid playerId, Guid itemId, Position itemPosition) + Guid gameId, + Guid playerId, + Guid itemId, + Position pickupPosition) { - var result = new ItemPickupResult(); - try { - // 📝 记录道具拾取尝试 - _logger.LogInformation("玩家拾取道具 - GameId: {GameId}, PlayerId: {PlayerId}, ItemId: {ItemId}", + _logger.LogInformation("玩家拾取道具 - GameId: {GameId}, PlayerId: {PlayerId}, ItemId: {ItemId}", gameId, playerId, itemId); - // 🔍 步骤1: 验证玩家状态 + // 获取玩家状态 var playerState = await GetPlayerStateAsync(gameId, playerId); if (playerState == null) { - result.Messages.Add("玩家状态不存在"); - return result; + return new ItemPickupResult + { + Success = false, + Errors = { "玩家不存在" } + }; } - // 📏 步骤2: 距离验证 - 防止远程拾取作弊 - // 计算玩家当前位置与道具位置的直线距离 - var distance = CalculateDistance(playerState.CurrentPosition, itemPosition); - if (distance > 50) // 50单位拾取范围,可根据游戏平衡调整 + // 检查玩家是否存活且不在无敌状态 + if (playerState.State == PlayerDrawingState.Dead || playerState.State == PlayerDrawingState.Respawning) { - result.Messages.Add("距离道具太远,无法拾取"); - return result; + return new ItemPickupResult + { + Success = false, + Errors = { "死亡状态下无法拾取道具" } + }; } - // 🎒 步骤3: 背包容量检查 - 防止无限囤积道具 - const int maxInventorySize = 3; // 最大背包容量,平衡策略性和简洁性 - if (playerState.Inventory.Count >= maxInventorySize) + // 检查玩家位置是否接近道具 + var distance = CalculateDistance(playerState.CurrentPosition, pickupPosition); + if (distance > GameConstants.PickupRange) { - result.Messages.Add("背包已满,无法拾取更多道具"); - return result; + return new ItemPickupResult + { + Success = false, + Errors = { $"距离道具太远:{distance:F1} > {GameConstants.PickupRange}" } + }; } - // 🎲 步骤4: 生成道具类型(模拟实现) - // 实际游戏中应该从PowerUpService或地图数据获取道具类型 - var random = new Random(); - var itemTypes = Enum.GetValues(); - var itemType = itemTypes[random.Next(itemTypes.Length)]; - - // 📦 步骤5: 将道具添加到玩家背包 - playerState.Inventory.Add(itemType); - // 📊 更新拾取统计 - playerState.Statistics.ItemsPickedUp++; + // 检查背包是否已满 + if (playerState.Inventory.Count >= GameConstants.MaxInventorySize) + { + return new ItemPickupResult + { + Success = false, + InventoryFull = true, + Errors = { "背包已满" } + }; + } - // 记录拾取动作 - var pickupAction = GameAction.CreateGameAction( - gameId: gameId, - userId: playerId, - actionType: "ItemPickup", - actionData: $"{{\"itemId\":\"{itemId}\",\"itemType\":\"{itemType}\",\"position\":{{\"x\":{itemPosition.X},\"y\":{itemPosition.Y}}}}}", - timestamp: DateTimeOffset.UtcNow.ToUnixTimeMilliseconds() - ); + // 模拟道具类型(实际应从道具服务获取) + var itemType = DetermineItemType(itemId); - await _gameActionRepository.AddAsync(pickupAction); + // 添加道具到背包 + var inventoryKey = string.Format(RedisKeys.PlayerInventory, gameId, playerId); + await _redisService.ListRightPushAsync(inventoryKey, itemType.ToString()); - result.Success = true; - result.ItemType = itemType; - result.Messages.Add($"成功拾取道具: {itemType}"); + // 更新统计 + await UpdatePlayerStatisticsAsync(gameId, playerId, stats => + { + stats.ItemsPickedUp++; + stats.LastActivity = DateTime.UtcNow; + }); - _logger.LogInformation("玩家 {PlayerId} 成功拾取道具 {ItemType}", playerId, itemType); + _logger.LogInformation("道具拾取成功 - GameId: {GameId}, PlayerId: {PlayerId}, ItemType: {ItemType}", + gameId, playerId, itemType); - return result; + return new ItemPickupResult + { + Success = true, + ItemId = itemId, + ItemType = itemType, + PickupPosition = pickupPosition, + NewItemCount = playerState.Inventory.Count + 1, + Messages = { $"拾取了 {itemType} 道具" } + }; } catch (Exception ex) { - _logger.LogError(ex, "玩家拾取道具时发生错误: GameId={GameId}, PlayerId={PlayerId}", - gameId, playerId); - result.Messages.Add("道具拾取失败:" + ex.Message); - return result; + _logger.LogError(ex, "拾取道具失败 - GameId: {GameId}, PlayerId: {PlayerId}", gameId, playerId); + return new ItemPickupResult + { + Success = false, + Errors = { "拾取道具时发生内部错误" } + }; } } /// - /// 处理玩家使用道具的核心逻辑 - 画线圈地游戏的战术道具系统 - /// - /// 🎮 道具战术系统设计: - /// 📈 增益型道具:提升玩家能力,创造战术优势 - /// 🛡️ 防御型道具:提供保护,应对危险情况 - /// 💥 攻击型道具:干扰对手,创造击杀机会 - /// ⚡ 特殊型道具:改变游戏局面,提供逆转机会 - /// - /// 🔄 道具效果系统: - /// - 即时效果:立即生效,如清除轨迹、瞬间护盾 - /// - 持续效果:在时间段内生效,如速度提升、持续护盾 - /// - 目标效果:影响特定位置或玩家,如定向攻击 - /// - /// ⚖️ 游戏平衡考虑: - /// - 每种道具都有明确的持续时间限制 - /// - 道具效果不会过于强大,保持游戏公平性 - /// - 使用道具消耗背包空间,需要策略规划 + /// 玩家使用背包中的道具 /// - /// 游戏实例ID - /// 使用道具的玩家ID - /// 要使用的道具类型 - /// 目标位置(可选),用于定向道具 - /// 使用结果,包含效果信息和影响范围 public async Task UseItemAsync( - Guid gameId, Guid playerId, DrawingGameItemType itemType, Position? targetPosition = null) + Guid gameId, + Guid playerId, + DrawingGameItemType itemType, + Position? targetPosition = null) { - var result = new ItemUseResult(); - try { - _logger.LogInformation("玩家使用道具 - GameId: {GameId}, PlayerId: {PlayerId}, ItemType: {ItemType}", + _logger.LogInformation("玩家使用道具 - GameId: {GameId}, PlayerId: {PlayerId}, ItemType: {ItemType}", gameId, playerId, itemType); + // 获取玩家状态 var playerState = await GetPlayerStateAsync(gameId, playerId); if (playerState == null) { - result.Messages.Add("玩家状态不存在"); - return result; + return new ItemUseResult + { + Success = false, + Errors = { "玩家不存在" } + }; + } + + // 检查玩家状态 + if (playerState.State == PlayerDrawingState.Dead || playerState.State == PlayerDrawingState.Respawning) + { + return new ItemUseResult + { + Success = false, + Errors = { "死亡状态下无法使用道具" } + }; } - // 检查玩家是否拥有该道具 + // 检查背包中是否有该道具 if (!playerState.Inventory.Contains(itemType)) { - result.Messages.Add("玩家背包中没有该道具"); - return result; + return new ItemUseResult + { + Success = false, + Errors = { "背包中没有该道具" } + }; } - // 从背包中移除道具 - playerState.Inventory.Remove(itemType); - playerState.Statistics.ItemsUsed++; + var result = new ItemUseResult + { + Success = true, + ItemType = itemType + }; - // 💨 道具效果处理:根据道具类型应用不同的游戏效果 + // 根据道具类型执行不同逻辑 switch (itemType) { - case DrawingGameItemType.SpeedBoost: - // ⚡ 速度提升道具:临时增加玩家移动速度 - var speedEffect = new ActiveEffect - { - Id = Guid.NewGuid(), - EffectType = itemType, - StartTime = DateTime.UtcNow, - Duration = TimeSpan.FromSeconds(10), // 持续10秒 - Properties = new Dictionary { { "SpeedMultiplier", 1.5f } } // 速度提升50% - }; - playerState.ActiveEffects.Add(speedEffect); - result.AppliedEffect = speedEffect; - result.Messages.Add("获得速度提升效果,持续10秒"); + case DrawingGameItemType.Lightning: + result = await UseLightningItemAsync(gameId, playerId); break; case DrawingGameItemType.Shield: - // 🛡️ 护盾道具:提供短暂的碰撞保护 - var shieldEffect = new ActiveEffect - { - Id = Guid.NewGuid(), - EffectType = itemType, - StartTime = DateTime.UtcNow, - Duration = TimeSpan.FromSeconds(5), // 持续5秒,平衡保护与游戏节奏 - Properties = new Dictionary { { "ShieldActive", true } } - }; - playerState.ActiveEffects.Add(shieldEffect); - result.AppliedEffect = shieldEffect; - result.Messages.Add("获得护盾保护,持续5秒"); + result = await UseShieldItemAsync(gameId, playerId); break; case DrawingGameItemType.Bomb: - // 💥 炸弹道具:区域性破坏效果(当前简化实现) - // 实际游戏中应该影响目标区域内的所有轨迹和玩家 - var clearedPositions = new List(); // 简化实现:暂时不清除轨迹 - result.ClearedTrails = clearedPositions; - result.Messages.Add("炸弹爆炸效果"); + if (targetPosition == null) + { + result.Success = false; + result.Errors.Add("炸弹道具需要指定目标位置"); + break; + } + result = await UseBombItemAsync(gameId, playerId, targetPosition); break; default: - // ❓ 未知道具类型的处理 - result.Messages.Add($"未知道具类型: {itemType}"); + result.Success = false; + result.Errors.Add("未知的道具类型"); break; } - // 记录使用道具动作 - var useAction = GameAction.CreateGameAction( - gameId: gameId, - userId: playerId, - actionType: "ItemUse", - actionData: $"{{\"itemType\":\"{itemType}\",\"targetPosition\":{(targetPosition != null ? $"{{\"x\":{targetPosition.X},\"y\":{targetPosition.Y}}}" : "null")}}}", - timestamp: DateTimeOffset.UtcNow.ToUnixTimeMilliseconds() - ); - - await _gameActionRepository.AddAsync(useAction); - - result.Success = true; - result.ItemType = itemType; - - _logger.LogInformation("玩家 {PlayerId} 成功使用道具 {ItemType}", playerId, itemType); + // 如果使用成功,从背包中移除道具 + if (result.Success) + { + await RemoveItemFromInventoryAsync(gameId, playerId, itemType); + + // 更新统计 + await UpdatePlayerStatisticsAsync(gameId, playerId, stats => + { + stats.ItemsUsed++; + stats.LastActivity = DateTime.UtcNow; + }); + } return result; } catch (Exception ex) { - _logger.LogError(ex, "玩家使用道具时发生错误: GameId={GameId}, PlayerId={PlayerId}", - gameId, playerId); - result.Messages.Add("道具使用失败:" + ex.Message); - return result; + _logger.LogError(ex, "使用道具失败 - GameId: {GameId}, PlayerId: {PlayerId}", gameId, playerId); + return new ItemUseResult + { + Success = false, + Errors = { "使用道具时发生内部错误" } + }; } } #endregion - #region 私有辅助方法 + #region 道具使用私有方法 /// - /// 内部初始化玩家状态 + /// 使用闪电道具 /// - private async Task InitializePlayerStateInternalAsync(Guid gameId, Guid playerId, string playerColor) + private async Task UseLightningItemAsync(Guid gameId, Guid playerId) { - var config = await GetOrCreateGameConfigurationAsync(gameId); - var spawnPoint = GenerateSpawnPoint(gameId, config); - var initialTerritory = CreateInitialTerritory(spawnPoint, config); - - var playerState = new PlayerGameState + var effect = new ActiveEffect { - PlayerId = playerId, - PlayerName = "Player", // TODO: 从用户服务获取真实名称 - PlayerColor = playerColor, - CurrentPosition = spawnPoint, - SpawnPoint = spawnPoint, - State = PlayerDrawingState.Idle, - CurrentTrail = new List(), - OwnedTerritories = new List { initialTerritory }, - TotalTerritoryArea = initialTerritory.Area, - CurrentRank = 1, - Inventory = new List(), - ActiveEffects = new List(), - IsInvulnerable = true, - InvulnerabilityEndTime = DateTime.UtcNow.AddSeconds(config.InitialInvulnerabilityDuration), - LastActivity = DateTime.UtcNow, - Statistics = new PlayerGameStatistics() + Id = Guid.NewGuid(), + EffectType = DrawingGameItemType.Lightning, + StartTime = DateTime.UtcNow, + Duration = TimeSpan.FromSeconds(10), + Properties = { ["speed_multiplier"] = 1.5f } }; - // 添加到缓存 - _playerStates.AddOrUpdate(gameId, - new ConcurrentDictionary { [playerId] = playerState }, - (key, existing) => { existing[playerId] = playerState; return existing; }); - - return playerState; - } - - /// - /// 加载游戏中的所有玩家 - /// - private async Task LoadGamePlayersAsync(Guid gameId) - { - var gamePlayers = (await _gamePlayerRepository.GetAllAsync()) - .Where(gp => gp.GameId == gameId).ToList(); + await AddPlayerEffectAsync(gameId, playerId, effect); - var gameStates = new ConcurrentDictionary(); - - foreach (var gamePlayer in gamePlayers) + return new ItemUseResult { - var playerState = await InitializePlayerStateInternalAsync(gameId, gamePlayer.UserId, gamePlayer.PlayerColor); - gameStates[gamePlayer.UserId] = playerState; - } - - _playerStates[gameId] = gameStates; + Success = true, + ItemType = DrawingGameItemType.Lightning, + AppliedEffect = effect, + Messages = { "闪电效果已激活,移动速度提升50%,持续10秒" } + }; } /// - /// 获取或创建游戏配置 + /// 使用护盾道具 /// - private async Task GetOrCreateGameConfigurationAsync(Guid gameId) + private async Task UseShieldItemAsync(Guid gameId, Guid playerId) { - if (_gameConfigurations.TryGetValue(gameId, out var config)) + var effect = new ActiveEffect { - return config; - } + Id = Guid.NewGuid(), + EffectType = DrawingGameItemType.Shield, + StartTime = DateTime.UtcNow, + Duration = TimeSpan.FromSeconds(15), + Properties = { ["blocks_remaining"] = 1 } + }; - var game = await _gameRepository.GetByIdAsync(gameId); - if (game == null) - { - throw new InvalidOperationException($"游戏 {gameId} 不存在"); - } + await AddPlayerEffectAsync(gameId, playerId, effect); - config = new GameConfiguration + return new ItemUseResult { - CanvasWidth = game.CanvasWidth, - CanvasHeight = game.CanvasHeight, - MaxPlayerSpeed = 100f, // 默认最大速度 - InitialInvulnerabilityDuration = 3, // 3秒初始无敌时间 - InitialTerritoryRadius = 50f // 初始领土半径 + Success = true, + ItemType = DrawingGameItemType.Shield, + AppliedEffect = effect, + Messages = { "护盾效果已激活,可抵挡一次攻击,持续15秒" } }; - - _gameConfigurations[gameId] = config; - return config; } /// - /// 获取可用的玩家颜色 + /// 使用炸弹道具 /// - private List GetAvailablePlayerColors(Guid gameId) + private async Task UseBombItemAsync(Guid gameId, Guid playerId, Position targetPosition) { - var allColors = new List { "#FF0000", "#00FF00", "#0000FF", "#FFFF00", "#FF00FF", "#00FFFF", "#FFA500", "#800080" }; + // 获取附近的玩家轨迹并清除 + var affectedPlayers = new List(); + var clearedTrails = new List(); + + // 获取所有玩家 + var allPlayers = await GetAllPlayerStatesAsync(gameId); - if (_playerStates.TryGetValue(gameId, out var gameStates)) + // 检查爆炸范围内的轨迹 + foreach (var player in allPlayers) { - var usedColors = gameStates.Values.Select(ps => ps.PlayerColor).ToHashSet(); - return allColors.Where(c => !usedColors.Contains(c)).ToList(); + if (player.PlayerId == playerId) continue; // 不影响自己 + + if (player.State == PlayerDrawingState.Drawing) + { + var trail = await GetPlayerTrailAsync(gameId, player.PlayerId); + bool hasNearbyTrail = trail.Any(pos => CalculateDistance(pos, targetPosition) <= 100f); + + if (hasNearbyTrail) + { + // 清除该玩家的轨迹 + await ClearPlayerTrailAsync(gameId, player.PlayerId); + await UpdatePlayerStateInRedisAsync(gameId, player.PlayerId, PlayerDrawingState.Idle); + + affectedPlayers.Add(player.PlayerId); + clearedTrails.AddRange(trail.Where(pos => CalculateDistance(pos, targetPosition) <= 100f)); + } + } } - return allColors; - } + _logger.LogInformation("炸弹在位置 ({X},{Y}) 爆炸,影响了 {Count} 个玩家", + targetPosition.X, targetPosition.Y, affectedPlayers.Count); - /// - /// 生成出生点 - /// - private Position GenerateSpawnPoint(Guid gameId, GameConfiguration config) - { - var random = new Random(); - var margin = config.InitialTerritoryRadius + 10; - - return new Position + return new ItemUseResult { - X = random.Next((int)margin, config.CanvasWidth - (int)margin), - Y = random.Next((int)margin, config.CanvasHeight - (int)margin) + Success = true, + ItemType = DrawingGameItemType.Bomb, + TargetPosition = targetPosition, + AffectedPlayers = affectedPlayers, + ClearedTrails = clearedTrails, + Messages = { $"炸弹在位置 ({targetPosition.X:F0},{targetPosition.Y:F0}) 爆炸,影响了 {affectedPlayers.Count} 个玩家" } }; } + #endregion + + #region 更多私有辅助方法 + /// - /// 创建初始领土 + /// 移除玩家效果 /// - private Territory CreateInitialTerritory(Position center, GameConfiguration config) + private async Task RemovePlayerEffectAsync(Guid gameId, Guid playerId, Guid effectId) { - var radius = config.InitialTerritoryRadius; - var points = new List(); - - // 创建圆形初始领土 - for (int angle = 0; angle < 360; angle += 10) + try { - var radian = angle * Math.PI / 180; - points.Add(new Position + var effectsKey = string.Format(RedisKeys.PlayerEffects, gameId, playerId); + var effectsData = await _redisService.ListRangeAsync(effectsKey); + + // 重建效果列表,移除指定效果 + await _redisService.KeyDeleteAsync(effectsKey); + + foreach (var effectData in effectsData) { - X = center.X + radius * (float)Math.Cos(radian), - Y = center.Y + radius * (float)Math.Sin(radian) - }); + try + { + var effect = JsonSerializer.Deserialize(effectData); + if (effect?.Id != effectId) + { + await _redisService.ListRightPushAsync(effectsKey, effectData); + } + } + catch + { + // 忽略无效的效果数据 + } + } } - - return new Territory + catch (Exception ex) { - Boundary = points, - Area = (float)(Math.PI * radius * radius) - // CenterPoint 已移除,Territory类中没有此属性 - }; + _logger.LogError(ex, "移除玩家效果失败 - GameId: {GameId}, PlayerId: {PlayerId}", gameId, playerId); + } } /// - /// 计算两点间距离 + /// 清除玩家临时效果 /// - private float CalculateDistance(Position p1, Position p2) + private async Task ClearPlayerTemporaryEffectsAsync(Guid gameId, Guid playerId) { - var dx = p2.X - p1.X; - var dy = p2.Y - p1.Y; - return (float)Math.Sqrt(dx * dx + dy * dy); + try + { + var effectsKey = string.Format(RedisKeys.PlayerEffects, gameId, playerId); + await _redisService.KeyDeleteAsync(effectsKey); + _logger.LogDebug("已清除玩家临时效果 - GameId: {GameId}, PlayerId: {PlayerId}", gameId, playerId); + } + catch (Exception ex) + { + _logger.LogError(ex, "清除玩家临时效果失败 - GameId: {GameId}, PlayerId: {PlayerId}", gameId, playerId); + } } /// - /// 检查是否形成闭合回路 + /// 结束无敌状态 /// - private bool IsClosedLoop(List trail, List ownedTerritories) + private async Task EndInvulnerabilityAsync(Guid gameId, Guid playerId) { - if (trail.Count < 3) return false; - - var start = trail.First(); - var end = trail.Last(); - - // 检查起点和终点是否都在自己的领土内 - return ownedTerritories.Any(t => IsPointInTerritory(start, t)) && - ownedTerritories.Any(t => IsPointInTerritory(end, t)); + try + { + var stateKey = string.Format(RedisKeys.PlayerState, gameId, playerId); + var updates = new Dictionary + { + ["is_invulnerable"] = "false", + ["state"] = PlayerDrawingState.Idle.ToString(), + ["last_activity"] = DateTime.UtcNow.ToString("O") + }; + + await _redisService.SetHashMultipleAsync(stateKey, updates); + await _redisService.HashDeleteAsync(stateKey, "invulnerability_end"); + + _logger.LogDebug("无敌状态已结束 - GameId: {GameId}, PlayerId: {PlayerId}", gameId, playerId); + } + catch (Exception ex) + { + _logger.LogError(ex, "结束无敌状态失败 - GameId: {GameId}, PlayerId: {PlayerId}", gameId, playerId); + } } /// - /// 计算新领土 + /// 确定道具类型(模拟方法) /// - private Territory? CalculateNewTerritory(List trail, List existingTerritories) + private static DrawingGameItemType DetermineItemType(Guid itemId) { - // 简化实现:计算轨迹围成的多边形面积 - if (trail.Count < 3) return null; - - var area = CalculatePolygonArea(trail); - if (area <= 0) return null; - - var centerPoint = CalculateCenterPoint(trail); - - return new Territory - { - Boundary = new List(trail), - Area = area - }; + // 简化实现:根据ID哈希值确定道具类型 + var hash = itemId.GetHashCode(); + var itemTypes = Enum.GetValues(); + return itemTypes[Math.Abs(hash) % itemTypes.Length]; } /// - /// 计算多边形面积 + /// 从背包移除道具 /// - private float CalculatePolygonArea(List points) + private async Task RemoveItemFromInventoryAsync(Guid gameId, Guid playerId, DrawingGameItemType itemType) { - if (points.Count < 3) return 0; + try + { + var inventoryKey = string.Format(RedisKeys.PlayerInventory, gameId, playerId); + var inventoryData = await _redisService.ListRangeAsync(inventoryKey); + + // 重建背包,移除一个指定类型的道具 + await _redisService.KeyDeleteAsync(inventoryKey); + bool removed = false; + + foreach (var itemData in inventoryData) + { + if (!removed && Enum.TryParse(itemData, out var currentItemType) && currentItemType == itemType) + { + removed = true; // 跳过第一个匹配的道具 + continue; + } + await _redisService.ListRightPushAsync(inventoryKey, itemData); + } - float area = 0; - for (int i = 0; i < points.Count; i++) + _logger.LogDebug("已从背包移除道具 - GameId: {GameId}, PlayerId: {PlayerId}, ItemType: {ItemType}", + gameId, playerId, itemType); + } + catch (Exception ex) { - int j = (i + 1) % points.Count; - area += points[i].X * points[j].Y; - area -= points[j].X * points[i].Y; + _logger.LogError(ex, "从背包移除道具失败 - GameId: {GameId}, PlayerId: {PlayerId}", gameId, playerId); } - return Math.Abs(area) / 2; } /// - /// 计算中心点 + /// 添加玩家效果 /// - private Position CalculateCenterPoint(List points) + private async Task AddPlayerEffectAsync(Guid gameId, Guid playerId, ActiveEffect effect) { - var centerX = points.Average(p => p.X); - var centerY = points.Average(p => p.Y); - return new Position { X = centerX, Y = centerY }; - } + try + { + var effectsKey = string.Format(RedisKeys.PlayerEffects, gameId, playerId); + var effectData = JsonSerializer.Serialize(effect); + await _redisService.ListRightPushAsync(effectsKey, effectData); - /// - /// 获取游戏中玩家数量 - /// - private int GetPlayerCount(Guid gameId) - { - return _playerStates.TryGetValue(gameId, out var gameStates) ? gameStates.Count : 0; + _logger.LogDebug("已添加玩家效果 - GameId: {GameId}, PlayerId: {PlayerId}, EffectType: {EffectType}", + gameId, playerId, effect.EffectType); + } + catch (Exception ex) + { + _logger.LogError(ex, "添加玩家效果失败 - GameId: {GameId}, PlayerId: {PlayerId}", gameId, playerId); + } } #endregion } - -/// -/// 游戏配置类 -/// -public class GameConfiguration -{ - public int CanvasWidth { get; set; } = 1000; - public int CanvasHeight { get; set; } = 1000; - public float MaxPlayerSpeed { get; set; } = 100f; - public int InitialInvulnerabilityDuration { get; set; } = 3; - public float InitialTerritoryRadius { get; set; } = 50f; -} diff --git a/backend/src/CollabApp.Application/Services/Game/PowerUpService.cs b/backend/src/CollabApp.Application/Services/Game/PowerUpService.cs index fbd1ae5..e69de29 100644 --- a/backend/src/CollabApp.Application/Services/Game/PowerUpService.cs +++ b/backend/src/CollabApp.Application/Services/Game/PowerUpService.cs @@ -1,728 +0,0 @@ -using CollabApp.Domain.Services.Game; -using CollabApp.Domain.Entities.Game; -using CollabApp.Domain.Repositories; -using Microsoft.Extensions.Logging; - -namespace CollabApp.Application.Services.Game; - -/// -/// 道具系统服务实现 - 画线圈地游戏的道具与增益管理 -/// 负责道具生成、收集、效果应用、冲突检测和状态管理 -/// -public class PowerUpService( - IRepository gameRepository, - IRepository userRepository, - ILogger logger) : IPowerUpService -{ - private readonly IRepository _gameRepository = gameRepository ?? throw new ArgumentNullException(nameof(gameRepository)); - private readonly IRepository _userRepository = userRepository ?? throw new ArgumentNullException(nameof(userRepository)); - private readonly ILogger _logger = logger ?? throw new ArgumentNullException(nameof(logger)); - - /// - /// 生成道具 - 在指定位置生成道具实例 - /// - public async Task SpawnPowerUpAsync(Guid gameId, PowerUpType powerUpType, Position position, SpawnReason spawnReason) - { - _logger.LogDebug("Spawning power-up {PowerUpType} at position ({X}, {Y}) in game {GameId}, reason: {Reason}", - powerUpType, position.X, position.Y, gameId, spawnReason); - - try - { - // 参数验证 - if (gameId == Guid.Empty) - { - throw new ArgumentException("Invalid game ID", nameof(gameId)); - } - - // 验证游戏状态 - var game = await _gameRepository.GetByIdAsync(gameId); - if (game == null) - { - throw new InvalidOperationException($"Game {gameId} not found"); - } - - if (game.Status != Domain.Entities.Game.GameStatus.Playing) - { - throw new InvalidOperationException($"Cannot spawn power-up in game state: {game.Status}"); - } - - // 验证位置是否在游戏边界内 - if (!IsPositionValid(position, game)) - { - throw new ArgumentException($"Position ({position.X}, {position.Y}) is outside game bounds"); - } - - // 检查该位置是否已有道具 - // TODO: 从Redis检查位置冲突 - // var nearbyPowerUps = await GetPowerUpsInRadius(gameId, position, 30.0f); - // if (nearbyPowerUps.Any()) - // { - // throw new InvalidOperationException($"Power-up already exists near position ({position.X}, {position.Y})"); - // } - - // 获取道具配置 - var powerUpConfig = GetPowerUpConfiguration(powerUpType); - - // 创建道具实例 - var powerUp = new PowerUpInstance - { - Id = Guid.NewGuid(), - Type = powerUpType, - Position = position, - SpawnTime = DateTime.UtcNow, - Duration = powerUpConfig.MapLifetime, - EffectLevel = CalculatePowerUpLevel(spawnReason, game), - IsActive = true, - SpawnReason = spawnReason, - Properties = new Dictionary - { - { "GameId", gameId }, - { "SpawnerId", "system" }, - { "SpawnMethod", spawnReason.ToString() } - } - }; - - // TODO: 保存到Redis - // await _redisService.SetAsync($"game:{gameId}:powerup:{powerUp.Id}", powerUp, powerUp.Duration); - // await AddToMapPowerUps(gameId, powerUp.Id, position); - - _logger.LogInformation("Power-up {PowerUpType} spawned at ({X}, {Y}) in game {GameId} with ID {PowerUpId}", - powerUpType, position.X, position.Y, gameId, powerUp.Id); - - return powerUp; - } - catch (Exception ex) - { - _logger.LogError(ex, "Failed to spawn power-up {PowerUpType} in game {GameId}", powerUpType, gameId); - throw; - } - } - - /// - /// 收集道具 - 玩家收集地图上的道具 - /// - public async Task CollectPowerUpAsync(Guid gameId, Guid playerId, Guid powerUpId) - { - _logger.LogDebug("Player {PlayerId} attempting to collect power-up {PowerUpId} in game {GameId}", - playerId, powerUpId, gameId); - - var result = new PowerUpCollectionResult { Success = false }; - - try - { - // 参数验证 - if (gameId == Guid.Empty || playerId == Guid.Empty || powerUpId == Guid.Empty) - { - result.Errors.Add("Invalid parameters"); - return result; - } - - // 验证游戏状态 - var game = await _gameRepository.GetByIdAsync(gameId); - if (game == null || game.Status != Domain.Entities.Game.GameStatus.Playing) - { - result.Errors.Add("Game not found or not in playing state"); - return result; - } - - // TODO: 从Redis获取道具信息 - // var powerUp = await _redisService.GetAsync($"game:{gameId}:powerup:{powerUpId}"); - // if (powerUp == null || !powerUp.IsActive) - // { - // result.Errors.Add("Power-up not found or not active"); - // return result; - // } - - // 模拟道具数据 - var powerUp = new PowerUpInstance - { - Id = powerUpId, - Type = PowerUpType.SpeedBoost, - Position = new Position { X = 10, Y = 10, Z = 0 }, - SpawnTime = DateTime.UtcNow.AddMinutes(-1), - Duration = TimeSpan.FromMinutes(5), - EffectLevel = 1, - IsActive = true, - SpawnReason = SpawnReason.RandomSpawn - }; - - // TODO: 验证玩家位置是否足够近 - // var playerPosition = await GetPlayerPosition(gameId, playerId); - // var distance = CalculateDistance(playerPosition, powerUp.Position); - // if (distance > 50.0f) // 收集半径50像素 - // { - // result.Errors.Add($"Too far from power-up. Distance: {distance:F1}, required: ≤50.0"); - // return result; - // } - - // 检查玩家是否已有冲突的道具效果 - var conflictCheck = await CheckPowerUpConflictAsync(gameId, playerId, powerUp.Type); - if (conflictCheck.HasConflict && conflictCheck.Conflicts.Any(c => c.ConflictType == ConflictType.MutuallyExclusive)) - { - result.Errors.Add($"Cannot collect {powerUp.Type}: conflicts with active effects"); - return result; - } - - // 应用道具效果 - var effectResult = await ApplyPowerUpEffectAsync(gameId, playerId, powerUp.Type, powerUp.EffectLevel); - if (!effectResult.Success) - { - result.Errors.AddRange(effectResult.Errors); - return result; - } - - // TODO: 从地图移除道具 - // await _redisService.DeleteAsync($"game:{gameId}:powerup:{powerUpId}"); - // await RemoveFromMapPowerUps(gameId, powerUpId); - - result.Success = true; - result.PowerUp = powerUp; - result.AppliedEffect = new ActivePowerUpEffect - { - EffectId = effectResult.EffectId, - Type = powerUp.Type, - Name = GetPowerUpName(powerUp.Type), - Description = GetPowerUpDescription(powerUp.Type), - StartTime = DateTime.UtcNow, - Duration = effectResult.Duration, - RemainingTime = effectResult.Duration, - Status = EffectStatus.Active, - StackCount = 1, - StatModifiers = effectResult.StatModifiers - }; - result.Messages.Add($"Collected {powerUp.Type} power-up successfully"); - - _logger.LogInformation("Player {PlayerId} collected power-up {PowerUpId} ({PowerUpType}) in game {GameId}", - playerId, powerUpId, powerUp.Type, gameId); - - return result; - } - catch (Exception ex) - { - _logger.LogError(ex, "Failed to collect power-up {PowerUpId} for player {PlayerId} in game {GameId}", - powerUpId, playerId, gameId); - result.Errors.Add($"Internal error: {ex.Message}"); - return result; - } - } - - /// - /// 应用道具效果 - 为玩家添加道具增益效果 - /// - public async Task ApplyPowerUpEffectAsync(Guid gameId, Guid playerId, PowerUpType powerUpType, int effectLevel = 1) - { - _logger.LogDebug("Applying power-up effect {PowerUpType} level {Level} to player {PlayerId} in game {GameId}", - powerUpType, effectLevel, playerId, gameId); - - var result = new PowerUpEffectResult { Success = false }; - - try - { - // 参数验证 - if (effectLevel <= 0 || effectLevel > 5) - { - result.Errors.Add($"Invalid effect level: {effectLevel}. Must be between 1 and 5"); - return result; - } - - // 获取道具配置 - var config = GetPowerUpConfiguration(powerUpType); - var effectId = Guid.NewGuid(); - - // 计算具体的效果值 - var (statModifiers, specialEffects, duration) = CalculatePowerUpEffects(powerUpType, effectLevel, config); - - // TODO: 保存到Redis - // var effect = new ActivePowerUpEffect - // { - // EffectId = effectId, - // Type = powerUpType, - // Name = config.Name, - // Description = config.Description, - // StartTime = DateTime.UtcNow, - // Duration = duration, - // RemainingTime = duration, - // Status = EffectStatus.Active, - // StackCount = effectLevel, - // StatModifiers = statModifiers - // }; - // await _redisService.SetAsync($"game:{gameId}:player:{playerId}:effect:{effectId}", effect, duration); - // await AddToPlayerEffects(gameId, playerId, effectId); - - await Task.Delay(1); // 模拟异步操作 - - result.Success = true; - result.EffectId = effectId; - result.PowerUpType = powerUpType; - result.Duration = duration; - result.StatModifiers = statModifiers; - result.SpecialEffects = specialEffects; - - _logger.LogInformation("Applied power-up effect {PowerUpType} level {Level} to player {PlayerId} (Effect ID: {EffectId})", - powerUpType, effectLevel, playerId, effectId); - - return result; - } - catch (Exception ex) - { - _logger.LogError(ex, "Failed to apply power-up effect {PowerUpType} to player {PlayerId} in game {GameId}", - powerUpType, playerId, gameId); - result.Errors.Add($"Internal error: {ex.Message}"); - return result; - } - } - - /// - /// 移除道具效果 - /// - public async Task RemovePowerUpEffectAsync(Guid gameId, Guid playerId, Guid effectId) - { - _logger.LogDebug("Removing power-up effect {EffectId} from player {PlayerId} in game {GameId}", - effectId, playerId, gameId); - - try - { - // TODO: 从Redis移除效果 - // var effect = await _redisService.GetAsync($"game:{gameId}:player:{playerId}:effect:{effectId}"); - // if (effect != null) - // { - // await _redisService.DeleteAsync($"game:{gameId}:player:{playerId}:effect:{effectId}"); - // await RemoveFromPlayerEffects(gameId, playerId, effectId); - // - // _logger.LogInformation("Removed power-up effect {EffectId} ({PowerUpType}) from player {PlayerId}", - // effectId, effect.Type, playerId); - // return true; - // } - - await Task.Delay(1); - return true; - } - catch (Exception ex) - { - _logger.LogError(ex, "Failed to remove power-up effect {EffectId} from player {PlayerId}", effectId, playerId); - return false; - } - } - - /// - /// 获取玩家当前活跃的道具效果 - /// - public async Task> GetActiveEffectsAsync(Guid gameId, Guid playerId) - { - try - { - // TODO: 从Redis获取玩家的活跃效果 - // var effectIds = await _redisService.GetAsync>($"game:{gameId}:player:{playerId}:effects"); - // var effects = new List(); - // - // foreach (var effectId in effectIds ?? new List()) - // { - // var effect = await _redisService.GetAsync($"game:{gameId}:player:{playerId}:effect:{effectId}"); - // if (effect != null && effect.Status == EffectStatus.Active) - // { - // // 更新剩余时间 - // var elapsed = DateTime.UtcNow - effect.StartTime; - // effect.RemainingTime = effect.Duration - elapsed; - // - // if (effect.RemainingTime > TimeSpan.Zero) - // effects.Add(effect); - // } - // } - // return effects; - - // 模拟返回数据 - await Task.Delay(1); - return new List(); - } - catch (Exception ex) - { - _logger.LogError(ex, "Failed to get active effects for player {PlayerId} in game {GameId}", playerId, gameId); - return new List(); - } - } - - /// - /// 更新道具效果 - 处理效果的时间衰减和过期清理 - /// - public async Task UpdatePowerUpEffectsAsync(Guid gameId, float deltaTime) - { - var result = new PowerUpUpdateResult(); - - try - { - // TODO: 获取游戏中所有活跃效果并更新 - // var gameEffects = await GetAllGameEffects(gameId); - // var now = DateTime.UtcNow; - // - // foreach (var effect in gameEffects) - // { - // var elapsed = now - effect.StartTime; - // effect.RemainingTime = effect.Duration - elapsed; - // - // if (effect.RemainingTime <= TimeSpan.Zero) - // { - // await RemovePowerUpEffectAsync(gameId, effect.PlayerId, effect.EffectId); - // result.ExpiredEffects++; - // result.ExpiredEffectIds.Add(effect.EffectId); - // } - // else - // { - // await _redisService.SetAsync($"game:{gameId}:player:{effect.PlayerId}:effect:{effect.EffectId}", - // effect, effect.RemainingTime); - // result.UpdatedEffects++; - // } - // } - - await Task.Delay(1); - return result; - } - catch (Exception ex) - { - _logger.LogError(ex, "Failed to update power-up effects for game {GameId}", gameId); - return result; - } - } - - /// - /// 获取地图上的所有道具 - /// - public async Task> GetMapPowerUpsAsync(Guid gameId) - { - try - { - // TODO: 从Redis获取地图上的所有道具 - // var powerUpIds = await _redisService.GetAsync>($"game:{gameId}:powerups"); - // var powerUps = new List(); - // - // foreach (var powerUpId in powerUpIds ?? new List()) - // { - // var powerUp = await _redisService.GetAsync($"game:{gameId}:powerup:{powerUpId}"); - // if (powerUp != null && powerUp.IsActive) - // powerUps.Add(powerUp); - // } - // - // return powerUps; - - await Task.Delay(1); - return new List(); - } - catch (Exception ex) - { - _logger.LogError(ex, "Failed to get map power-ups for game {GameId}", gameId); - return new List(); - } - } - - /// - /// 自动生成道具 - /// - public async Task> AutoSpawnPowerUpsAsync(Guid gameId, PowerUpSpawnConfig spawnConfig) - { - var spawnedPowerUps = new List(); - - try - { - var game = await _gameRepository.GetByIdAsync(gameId); - if (game == null || game.Status != Domain.Entities.Game.GameStatus.Playing) - return spawnedPowerUps; - - // 根据配置生成道具 - var random = new Random(); - var spawnCount = CalculateSpawnCount(spawnConfig, game); - - for (int i = 0; i < spawnCount; i++) - { - var powerUpType = SelectRandomPowerUpType(spawnConfig.SpawnWeights); - var position = GenerateRandomSpawnPosition(game, random); - - var powerUp = await SpawnPowerUpAsync(gameId, powerUpType, position, SpawnReason.TimeBasedSpawn); - spawnedPowerUps.Add(powerUp); - } - - _logger.LogInformation("Auto-spawned {Count} power-ups in game {GameId}", spawnCount, gameId); - return spawnedPowerUps; - } - catch (Exception ex) - { - _logger.LogError(ex, "Failed to auto-spawn power-ups for game {GameId}", gameId); - return spawnedPowerUps; - } - } - - /// - /// 清理过期道具 - /// - public async Task CleanupExpiredPowerUpsAsync(Guid gameId) - { - try - { - // TODO: 清理过期的道具 - // var powerUps = await GetMapPowerUpsAsync(gameId); - // var expiredCount = 0; - // var now = DateTime.UtcNow; - // - // foreach (var powerUp in powerUps) - // { - // if (now - powerUp.SpawnTime > powerUp.Duration) - // { - // await _redisService.DeleteAsync($"game:{gameId}:powerup:{powerUp.Id}"); - // await RemoveFromMapPowerUps(gameId, powerUp.Id); - // expiredCount++; - // } - // } - // - // if (expiredCount > 0) - // _logger.LogInformation("Cleaned up {Count} expired power-ups in game {GameId}", expiredCount, gameId); - // - // return expiredCount; - - await Task.Delay(1); - return 0; - } - catch (Exception ex) - { - _logger.LogError(ex, "Failed to cleanup expired power-ups for game {GameId}", gameId); - return 0; - } - } - - /// - /// 检查道具冲突 - /// - public async Task CheckPowerUpConflictAsync(Guid gameId, Guid playerId, PowerUpType newPowerUpType) - { - var result = new PowerUpConflictResult { HasConflict = false }; - - try - { - var activeEffects = await GetActiveEffectsAsync(gameId, playerId); - var conflicts = new List(); - - // 检查互斥冲突 - var mutuallyExclusiveTypes = GetMutuallyExclusiveTypes(newPowerUpType); - foreach (var effect in activeEffects) - { - if (mutuallyExclusiveTypes.Contains(effect.Type)) - { - conflicts.Add(new PowerUpConflict - { - ConflictType = ConflictType.MutuallyExclusive, - ExistingType = effect.Type, - NewType = newPowerUpType, - Resolution = ConflictResolution.ReplaceExisting, - Description = $"{newPowerUpType} conflicts with active {effect.Type}" - }); - } - } - - // 检查叠加限制 - var stackingLimit = GetStackingLimit(newPowerUpType); - var sameTypeEffects = activeEffects.Where(e => e.Type == newPowerUpType).ToList(); - if (sameTypeEffects.Count >= stackingLimit) - { - conflicts.Add(new PowerUpConflict - { - ConflictType = ConflictType.StackingLimited, - ExistingType = sameTypeEffects.First().Type, - NewType = newPowerUpType, - Resolution = ConflictResolution.Stack, - Description = $"{newPowerUpType} stacking limit ({stackingLimit}) reached" - }); - } - - result.HasConflict = conflicts.Any(); - result.Conflicts = conflicts; - - return result; - } - catch (Exception ex) - { - _logger.LogError(ex, "Failed to check power-up conflicts for player {PlayerId} in game {GameId}", playerId, gameId); - return result; - } - } - - #region Private Helper Methods - - private bool IsPositionValid(Position position, Domain.Entities.Game.Game game) - { - return position.X >= 0 && position.X <= game.CanvasWidth && - position.Y >= 0 && position.Y <= game.CanvasHeight; - } - - private PowerUpConfiguration GetPowerUpConfiguration(PowerUpType powerUpType) - { - return powerUpType switch - { - PowerUpType.SpeedBoost => new PowerUpConfiguration - { - Name = "Speed Boost", - Description = "Increases movement speed", - MapLifetime = TimeSpan.FromMinutes(3), - EffectDuration = TimeSpan.FromSeconds(30) - }, - PowerUpType.AttackBoost => new PowerUpConfiguration - { - Name = "Attack Boost", - Description = "Increases attack power", - MapLifetime = TimeSpan.FromMinutes(2), - EffectDuration = TimeSpan.FromSeconds(20) - }, - PowerUpType.ShieldBoost => new PowerUpConfiguration - { - Name = "Shield Boost", - Description = "Increases defensive capabilities", - MapLifetime = TimeSpan.FromMinutes(4), - EffectDuration = TimeSpan.FromSeconds(45) - }, - PowerUpType.HealthRestore => new PowerUpConfiguration - { - Name = "Health Restore", - Description = "Restores health points", - MapLifetime = TimeSpan.FromMinutes(5), - EffectDuration = TimeSpan.Zero - }, - _ => new PowerUpConfiguration - { - Name = "Unknown", - Description = "Unknown power-up", - MapLifetime = TimeSpan.FromMinutes(2), - EffectDuration = TimeSpan.FromSeconds(15) - } - }; - } - - private int CalculatePowerUpLevel(SpawnReason spawnReason, Domain.Entities.Game.Game game) - { - return spawnReason switch - { - SpawnReason.RandomSpawn => 1, - SpawnReason.TimeBasedSpawn => 1, - SpawnReason.EventTriggered => 2, - SpawnReason.PlayerAction => 1, - SpawnReason.BossDefeated => 3, - _ => 1 - }; - } - - private (Dictionary statModifiers, List specialEffects, TimeSpan duration) - CalculatePowerUpEffects(PowerUpType powerUpType, int effectLevel, PowerUpConfiguration config) - { - var baseMultiplier = 1.0f + (effectLevel - 1) * 0.3f; - var statModifiers = new Dictionary(); - var specialEffects = new List(); - var duration = config.EffectDuration; - - switch (powerUpType) - { - case PowerUpType.SpeedBoost: - statModifiers["Speed"] = 1.5f * baseMultiplier; - specialEffects.Add("Speed trail effect"); - break; - - case PowerUpType.AttackBoost: - statModifiers["Attack"] = 1.4f * baseMultiplier; - specialEffects.Add("Attack glow effect"); - break; - - case PowerUpType.ShieldBoost: - statModifiers["Defense"] = 1.3f * baseMultiplier; - statModifiers["DamageReduction"] = 0.2f * baseMultiplier; - specialEffects.Add("Shield effect"); - break; - - case PowerUpType.HealthRestore: - statModifiers["HealthRestore"] = 50.0f * baseMultiplier; - specialEffects.Add("Healing particles"); - duration = TimeSpan.Zero; // 即时效果 - break; - } - - return (statModifiers, specialEffects, duration); - } - - private string GetPowerUpName(PowerUpType powerUpType) - { - return GetPowerUpConfiguration(powerUpType).Name; - } - - private string GetPowerUpDescription(PowerUpType powerUpType) - { - return GetPowerUpConfiguration(powerUpType).Description; - } - - private int CalculateSpawnCount(PowerUpSpawnConfig spawnConfig, Domain.Entities.Game.Game game) - { - // 基于地图大小和玩家数量计算生成数量 - var mapArea = game.CanvasWidth * game.CanvasHeight; - var playerCount = Math.Max(4, 2); // 假设最多4个玩家 - - var baseCount = Math.Max(1, mapArea / (100000 * playerCount)); // 每10万像素每玩家1个道具 - return Math.Min(baseCount, spawnConfig.MaxConcurrentPowerUps); - } - - private PowerUpType SelectRandomPowerUpType(Dictionary weights) - { - var random = new Random(); - var totalWeight = weights.Values.Sum(); - var randomValue = random.NextSingle() * totalWeight; - - float currentWeight = 0; - foreach (var kvp in weights) - { - currentWeight += kvp.Value; - if (randomValue <= currentWeight) - return kvp.Key; - } - - return PowerUpType.SpeedBoost; // 默认 - } - - private Position GenerateRandomSpawnPosition(Domain.Entities.Game.Game game, Random random) - { - const float margin = 50.0f; // 距离边界的最小距离 - - return new Position - { - X = (float)(margin + random.NextDouble() * (game.CanvasWidth - 2 * margin)), - Y = (float)(margin + random.NextDouble() * (game.CanvasHeight - 2 * margin)), - Z = 0 - }; - } - - private List GetMutuallyExclusiveTypes(PowerUpType powerUpType) - { - return powerUpType switch - { - PowerUpType.SpeedBoost => new List { PowerUpType.ShieldBoost }, - PowerUpType.AttackBoost => new List { PowerUpType.ShieldBoost }, - PowerUpType.ShieldBoost => new List { PowerUpType.SpeedBoost, PowerUpType.AttackBoost }, - _ => new List() - }; - } - - private int GetStackingLimit(PowerUpType powerUpType) - { - return powerUpType switch - { - PowerUpType.HealthRestore => 1, // 不允许叠加 - PowerUpType.SpeedBoost => 2, // 最多叠加2层 - PowerUpType.AttackBoost => 2, - PowerUpType.ShieldBoost => 3, - _ => 1 - }; - } - - #endregion -} - -/// -/// 道具配置信息 -/// -public class PowerUpConfiguration -{ - public string Name { get; set; } = string.Empty; - public string Description { get; set; } = string.Empty; - public TimeSpan MapLifetime { get; set; } - public TimeSpan EffectDuration { get; set; } -} diff --git a/backend/src/CollabApp.Application/Services/Game/TerritoryService.cs b/backend/src/CollabApp.Application/Services/Game/TerritoryService.cs index f0c6a5a..37c07db 100644 --- a/backend/src/CollabApp.Application/Services/Game/TerritoryService.cs +++ b/backend/src/CollabApp.Application/Services/Game/TerritoryService.cs @@ -1,125 +1,1098 @@ -using CollabApp.Domain.Services.Game; +using CollabApp.Application.Interfaces; using CollabApp.Domain.Entities.Game; -using CollabApp.Domain.Repositories; +using CollabApp.Domain.Services.Game; using Microsoft.Extensions.Logging; +using System.Text.Json; namespace CollabApp.Application.Services.Game; /// -/// 领土管理服务实现 - 画线圈地游戏的领土系统 +/// 领土管理服务实现 +/// 负责管理圈地游戏中的领土系统,包括画线轨迹、领地计算、圈地检测等 /// -public class TerritoryService( - IRepository gameRepository, - IRepository userRepository, - ILogger logger) : ITerritoryService +public class TerritoryService : ITerritoryService { - private readonly IRepository _gameRepository = gameRepository ?? throw new ArgumentNullException(nameof(gameRepository)); - private readonly IRepository _userRepository = userRepository ?? throw new ArgumentNullException(nameof(userRepository)); - private readonly ILogger _logger = logger ?? throw new ArgumentNullException(nameof(logger)); + private readonly IRedisService _redisService; + private readonly ILogger _logger; - public async Task ClaimTerritoryAsync(Guid gameId, Guid playerId, Position centerPosition, float radius) + /// + /// Redis键格式 + /// + private static class RedisKeys { - // 简化实现,返回成功结果 - await Task.Delay(1); - return new TerritoryClaimResult + public const string PlayerTrail = "player_trail:{0}:{1}"; // gameId:playerId + public const string PlayerTerritory = "player_territory:{0}:{1}"; // gameId:playerId + public const string PlayerState = "player_state:{0}:{1}"; // gameId:playerId + public const string GamePlayers = "game_players:{0}"; // gameId + public const string MapDistribution = "map_distribution:{0}"; // gameId + public const string TerritoryBounds = "territory_bounds:{0}:{1}"; // gameId:playerId + } + + /// + /// 游戏常量 + /// + private static class GameConstants + { + public const float MaxTrailLength = 500f; // 最大画线长度 + public const float MinTerritoryArea = 100f; // 最小有效领地面积 + public const float MapSize = 1000f; // 地图大小 + public const float MapTotalArea = MapSize * MapSize; // 地图总面积 + public const decimal DominantPlayerThreshold = 0.7m; // 优势玩家阈值70% + public const float NearLimitThreshold = 0.8f; // 接近限制的阈值80% + } + + /// + /// 构造函数 + /// + public TerritoryService(IRedisService redisService, ILogger logger) + { + _redisService = redisService ?? throw new ArgumentNullException(nameof(redisService)); + _logger = logger ?? throw new ArgumentNullException(nameof(logger)); + } + + /// + /// 开始画线 + /// + public async Task StartDrawingAsync(Guid gameId, Guid playerId, Position startPosition) + { + try { - Success = true, - TerritoryGained = radius * radius * 3.14f - }; + _logger.LogInformation("开始画线 - GameId: {GameId}, PlayerId: {PlayerId}, Position: ({X},{Y})", + gameId, playerId, startPosition.X, startPosition.Y); + + // 验证起始位置是否合法(在玩家领地内或出生点) + var ownership = await CheckTerritoryOwnershipAsync(gameId, startPosition, playerId); + if (!ownership.IsOwned && !ownership.IsSpawnArea) + { + return new DrawingStartResult + { + Success = false, + Errors = { "只能从自己的领地或出生点开始画线" } + }; + } + + // 清空当前轨迹 + var trailKey = string.Format(RedisKeys.PlayerTrail, gameId, playerId); + await _redisService.KeyDeleteAsync(trailKey); + + // 添加起始点 + var trailPoint = JsonSerializer.Serialize(new TrailPoint + { + Position = startPosition, + Timestamp = DateTime.UtcNow, + SequenceNumber = 0 + }); + await _redisService.ListRightPushAsync(trailKey, trailPoint); + + // 更新玩家状态为画线中 + var stateKey = string.Format(RedisKeys.PlayerState, gameId, playerId); + await _redisService.SetHashAsync(stateKey, "state", PlayerDrawingState.Drawing.ToString()); + await _redisService.SetHashAsync(stateKey, "drawing_start_time", DateTime.UtcNow.ToString("O")); + + _logger.LogInformation("画线开始成功 - GameId: {GameId}, PlayerId: {PlayerId}", gameId, playerId); + + return new DrawingStartResult + { + Success = true, + StartPosition = startPosition, + StartTime = DateTime.UtcNow, + Messages = { "开始画线" } + }; + } + catch (Exception ex) + { + _logger.LogError(ex, "开始画线失败 - GameId: {GameId}, PlayerId: {PlayerId}", gameId, playerId); + return new DrawingStartResult + { + Success = false, + Errors = { "开始画线时发生内部错误" } + }; + } } - public async Task ReleaseTerritoryAsync(Guid gameId, Guid playerId, TerritoryArea territory) + /// + /// 更新画线轨迹 + /// + public async Task UpdateTrailAsync(Guid gameId, Guid playerId, Position newPosition) { - await Task.Delay(1); - return true; + try + { + _logger.LogDebug("更新画线轨迹 - GameId: {GameId}, PlayerId: {PlayerId}, Position: ({X},{Y})", + gameId, playerId, newPosition.X, newPosition.Y); + + var trailKey = string.Format(RedisKeys.PlayerTrail, gameId, playerId); + + // 获取当前轨迹 + var currentTrailData = await _redisService.ListRangeAsync(trailKey); + var currentTrail = currentTrailData.Select(data => + { + try + { + var trailPoint = JsonSerializer.Deserialize(data); + return trailPoint?.Position ?? new Position(); + } + catch + { + return new Position(); + } + }).ToList(); + + // 计算当前轨迹长度 + var currentLength = CalculateTrailLength(currentTrail); + + // 检查是否会超过长度限制 + var distanceToAdd = currentTrail.Any() + ? CalculateDistance(currentTrail.Last(), newPosition) + : 0f; + + if (currentLength + distanceToAdd > GameConstants.MaxTrailLength) + { + return new TrailUpdateResult + { + Success = false, + CurrentTrail = currentTrail, + TrailLength = currentLength, + ErrorMessage = $"画线长度超过限制:{currentLength + distanceToAdd:F1} > {GameConstants.MaxTrailLength}" + }; + } + + // 添加新的轨迹点 + var newTrailPoint = JsonSerializer.Serialize(new TrailPoint + { + Position = newPosition, + Timestamp = DateTime.UtcNow, + SequenceNumber = currentTrail.Count + }); + await _redisService.ListRightPushAsync(trailKey, newTrailPoint); + + // 更新后的轨迹 + currentTrail.Add(newPosition); + var newLength = currentLength + distanceToAdd; + var isNearLimit = newLength / GameConstants.MaxTrailLength > GameConstants.NearLimitThreshold; + + _logger.LogDebug("轨迹更新成功 - GameId: {GameId}, PlayerId: {PlayerId}, Length: {Length:F1}", + gameId, playerId, newLength); + + return new TrailUpdateResult + { + Success = true, + TrailId = Guid.NewGuid(), // 模拟轨迹ID + CurrentTrail = currentTrail, + TrailLength = newLength, + IsNearLimit = isNearLimit + }; + } + catch (Exception ex) + { + _logger.LogError(ex, "更新画线轨迹失败 - GameId: {GameId}, PlayerId: {PlayerId}", gameId, playerId); + return new TrailUpdateResult + { + Success = false, + ErrorMessage = "更新轨迹时发生内部错误" + }; + } } - public async Task CalculateTerritoryAreaAsync(Guid gameId, Guid playerId) + /// + /// 完成圈地 + /// + public async Task CompleteTerritoryAsync(Guid gameId, Guid playerId, Position endPosition) { - await Task.Delay(1); - return new TerritoryAreaInfo + try { - PlayerId = playerId, - TotalArea = 150.0f, - ControlledArea = 140.0f, - ContestedArea = 10.0f, - MaxPossibleArea = 500.0f, - AreaPercentage = 30.0f, - TerritoryCount = 3 - }; + _logger.LogInformation("完成圈地 - GameId: {GameId}, PlayerId: {PlayerId}, EndPosition: ({X},{Y})", + gameId, playerId, endPosition.X, endPosition.Y); + + // 获取当前轨迹 + var trailKey = string.Format(RedisKeys.PlayerTrail, gameId, playerId); + var currentTrailData = await _redisService.ListRangeAsync(trailKey); + var currentTrail = currentTrailData.Select(data => + { + try + { + var trailPoint = JsonSerializer.Deserialize(data); + return trailPoint?.Position ?? new Position(); + } + catch + { + return new Position(); + } + }).ToList(); + + if (currentTrail.Count < 3) + { + return new TerritoryCompleteResult + { + Success = false, + ErrorMessage = "轨迹点数不足,无法圈地" + }; + } + + // 添加结束点形成闭合 + currentTrail.Add(endPosition); + + // 检查是否形成有效的闭合区域 + if (!IsValidClosedArea(currentTrail)) + { + return new TerritoryCompleteResult + { + Success = false, + ErrorMessage = "未形成有效的闭合区域" + }; + } + + // 计算新领地面积 + var newArea = CalculatePolygonArea(currentTrail); + if (newArea < GameConstants.MinTerritoryArea) + { + return new TerritoryCompleteResult + { + Success = false, + ErrorMessage = $"圈地面积过小:{newArea:F1} < {GameConstants.MinTerritoryArea}" + }; + } + + // 检查是否征服了其他玩家的领地 + var conquestResult = await CalculateTerritoryConquestAsync(gameId, playerId, currentTrail); + + // 获取玩家当前总面积 + var currentAreaInfo = await CalculatePlayerTerritoryAsync(gameId, playerId); + var newTotalArea = currentAreaInfo.CurrentArea + (decimal)newArea + conquestResult.TotalConqueredArea; + + // 保存新领地 + await SavePlayerTerritoryAsync(gameId, playerId, currentTrail, newArea); + + // 清除轨迹 + await _redisService.KeyDeleteAsync(trailKey); + + // 更新玩家状态为空闲 + var stateKey = string.Format(RedisKeys.PlayerState, gameId, playerId); + await _redisService.SetHashAsync(stateKey, "state", PlayerDrawingState.Idle.ToString()); + await _redisService.SetHashAsync(stateKey, "territory_area", newTotalArea.ToString("F2")); + + _logger.LogInformation("圈地完成 - GameId: {GameId}, PlayerId: {PlayerId}, Area: {Area:F1}, NewTotal: {Total:F1}", + gameId, playerId, newArea, newTotalArea); + + return new TerritoryCompleteResult + { + Success = true, + AreaGained = (decimal)newArea, + NewTotalArea = newTotalArea, + NewTerritory = currentTrail, + ConqueredPlayers = conquestResult.ConqueredPlayers, + ConqueredArea = conquestResult.TotalConqueredArea + }; + } + catch (Exception ex) + { + _logger.LogError(ex, "完成圈地失败 - GameId: {GameId}, PlayerId: {PlayerId}", gameId, playerId); + return new TerritoryCompleteResult + { + Success = false, + ErrorMessage = "完成圈地时发生内部错误" + }; + } } - public async Task> GetTerritoryBoundaryAsync(Guid gameId, Guid playerId) + /// + /// 计算玩家领地面积 + /// + public async Task CalculatePlayerTerritoryAsync(Guid gameId, Guid playerId) { - await Task.Delay(1); - return new List + try { - new Position { X = 0, Y = 0, Z = 0 }, - new Position { X = 10, Y = 0, Z = 0 }, - new Position { X = 10, Y = 10, Z = 0 }, - new Position { X = 0, Y = 10, Z = 0 } - }; + _logger.LogDebug("计算玩家领地面积 - GameId: {GameId}, PlayerId: {PlayerId}", gameId, playerId); + + var territoryKey = string.Format(RedisKeys.PlayerTerritory, gameId, playerId); + var territoriesData = await _redisService.ListRangeAsync(territoryKey); + + var totalArea = 0m; + var allBoundaries = new List(); + + foreach (var territoryData in territoriesData) + { + try + { + var territory = JsonSerializer.Deserialize(territoryData); + if (territory != null) + { + totalArea += (decimal)territory.Area; + allBoundaries.AddRange(territory.Boundary); + } + } + catch (JsonException) + { + // 忽略无效的领地数据 + } + } + + // 计算面积百分比 + var areaPercentage = totalArea / (decimal)GameConstants.MapTotalArea * 100; + + // 计算领地中心 + var center = allBoundaries.Any() + ? new Position + { + X = allBoundaries.Average(p => p.X), + Y = allBoundaries.Average(p => p.Y) + } + : new Position(); + + // 获取排名(简化处理) + var rank = await GetPlayerRankAsync(gameId, playerId); + + return new TerritoryAreaInfo + { + PlayerId = playerId, + CurrentArea = totalArea, + AreaPercentage = areaPercentage, + Rank = rank, + TerritoryBoundary = allBoundaries, + Center = center + }; + } + catch (Exception ex) + { + _logger.LogError(ex, "计算玩家领地面积失败 - GameId: {GameId}, PlayerId: {PlayerId}", gameId, playerId); + return new TerritoryAreaInfo + { + PlayerId = playerId, + CurrentArea = 0m + }; + } } - public async Task> CheckTerritoryConflictsAsync(Guid gameId) + /// + /// 检查位置是否在玩家领地内 + /// + public async Task CheckTerritoryOwnershipAsync(Guid gameId, Position position, Guid? playerId = null) { - await Task.Delay(1); - return new List(); + try + { + _logger.LogDebug("检查领地归属 - GameId: {GameId}, Position: ({X},{Y}), PlayerId: {PlayerId}", + gameId, position.X, position.Y, playerId); + + // 如果指定了玩家ID,只检查该玩家的领地 + if (playerId.HasValue) + { + var isOwnedByPlayer = await IsPositionInPlayerTerritoryAsync(gameId, playerId.Value, position); + if (isOwnedByPlayer) + { + var playerColor = await GetPlayerColorAsync(gameId, playerId.Value); + return new TerritoryOwnership + { + IsOwned = true, + OwnerId = playerId.Value, + OwnerColor = playerColor + }; + } + } + + // 检查所有玩家的领地 + var playersKey = string.Format(RedisKeys.GamePlayers, gameId); + var playerIds = await _redisService.GetSetMembersAsync(playersKey); + + foreach (var playerIdStr in playerIds) + { + if (Guid.TryParse(playerIdStr, out var checkPlayerId)) + { + var isOwnedByPlayer = await IsPositionInPlayerTerritoryAsync(gameId, checkPlayerId, position); + if (isOwnedByPlayer) + { + var playerColor = await GetPlayerColorAsync(gameId, checkPlayerId); + return new TerritoryOwnership + { + IsOwned = true, + OwnerId = checkPlayerId, + OwnerColor = playerColor + }; + } + } + } + + // 检查是否为出生区域(简化处理) + var isSpawnArea = await IsSpawnAreaAsync(gameId, position); + + return new TerritoryOwnership + { + IsOwned = false, + IsNeutralZone = !isSpawnArea, + IsSpawnArea = isSpawnArea, + DistanceToNearestBoundary = await CalculateDistanceToNearestBoundaryAsync(gameId, position) + }; + } + catch (Exception ex) + { + _logger.LogError(ex, "检查领地归属失败 - GameId: {GameId}, Position: ({X},{Y})", gameId, position.X, position.Y); + return new TerritoryOwnership + { + IsOwned = false, + IsNeutralZone = true + }; + } } - public async Task ResolveTerritoryConflictAsync(Guid gameId, TerritoryConflict conflict) + /// + /// 重置玩家领地 + /// + public async Task ResetPlayerTerritoryAsync(Guid gameId, Guid playerId, decimal keepPercentage = 0.2m) { - await Task.Delay(1); - return new ConflictResolutionResult + try { - Success = true, - ConflictId = conflict.ConflictId - }; + _logger.LogInformation("重置玩家领地 - GameId: {GameId}, PlayerId: {PlayerId}, KeepPercentage: {Percentage}", + gameId, playerId, keepPercentage); + + // 获取当前领地面积 + var currentAreaInfo = await CalculatePlayerTerritoryAsync(gameId, playerId); + var lostArea = currentAreaInfo.CurrentArea * (1 - keepPercentage); + var remainingArea = currentAreaInfo.CurrentArea * keepPercentage; + + // 清除大部分领地,只保留出生点附近的小安全区 + var territoryKey = string.Format(RedisKeys.PlayerTerritory, gameId, playerId); + await _redisService.KeyDeleteAsync(territoryKey); + + // 获取出生点 + var spawnPoint = await GetPlayerSpawnPointAsync(gameId, playerId); + + // 创建小安全区 + var safeAreaSize = Math.Max(50f, (float)remainingArea * 0.1f); + var safeArea = CreateSafeArea(spawnPoint, safeAreaSize); + + await SavePlayerTerritoryAsync(gameId, playerId, safeArea, safeAreaSize * safeAreaSize); + + // 更新玩家领地面积 + var stateKey = string.Format(RedisKeys.PlayerState, gameId, playerId); + await _redisService.SetHashAsync(stateKey, "territory_area", remainingArea.ToString("F2")); + + _logger.LogInformation("领地重置完成 - GameId: {GameId}, PlayerId: {PlayerId}, Lost: {Lost:F1}, Remaining: {Remaining:F1}", + gameId, playerId, lostArea, remainingArea); + + return new TerritoryResetResult + { + Success = true, + RemainingArea = remainingArea, + NewSpawnArea = spawnPoint, + LostArea = lostArea + }; + } + catch (Exception ex) + { + _logger.LogError(ex, "重置玩家领地失败 - GameId: {GameId}, PlayerId: {PlayerId}", gameId, playerId); + return new TerritoryResetResult + { + Success = false + }; + } } - public async Task GetMapTerritoryStatusAsync(Guid gameId) + /// + /// 获取地图领土分布 + /// + public async Task GetMapTerritoryDistributionAsync(Guid gameId) { - await Task.Delay(1); - return new MapTerritoryStatus + try { - GameId = gameId, - Timestamp = DateTime.UtcNow - }; + _logger.LogDebug("获取地图领土分布 - GameId: {GameId}", gameId); + + var distribution = new MapTerritoryDistribution + { + GameId = gameId, + Timestamp = DateTime.UtcNow, + TotalMapArea = GameConstants.MapTotalArea + }; + + // 获取所有玩家 + var playersKey = string.Format(RedisKeys.GamePlayers, gameId); + var playerIds = await _redisService.GetSetMembersAsync(playersKey); + + var playerTerritories = new List(); + decimal totalClaimedArea = 0m; + + foreach (var playerIdStr in playerIds) + { + if (Guid.TryParse(playerIdStr, out var playerId)) + { + var areaInfo = await CalculatePlayerTerritoryAsync(gameId, playerId); + var playerName = await GetPlayerNameAsync(gameId, playerId); + var playerColor = await GetPlayerColorAsync(gameId, playerId); + var isDrawing = await IsPlayerDrawingAsync(gameId, playerId); + + var playerInfo = new PlayerTerritoryInfo + { + PlayerId = playerId, + PlayerName = playerName, + PlayerColor = playerColor, + Area = areaInfo.CurrentArea, + Percentage = areaInfo.AreaPercentage, + Rank = areaInfo.Rank, + Territory = areaInfo.TerritoryBoundary, + SpawnPoint = await GetPlayerSpawnPointAsync(gameId, playerId), + IsDrawing = isDrawing + }; + + if (isDrawing) + { + playerInfo.CurrentTrail = await GetPlayerCurrentTrailAsync(gameId, playerId); + } + + playerTerritories.Add(playerInfo); + totalClaimedArea += areaInfo.CurrentArea; + } + } + + // 按面积排序并更新排名 + playerTerritories = playerTerritories.OrderByDescending(p => p.Area).ToList(); + for (int i = 0; i < playerTerritories.Count; i++) + { + playerTerritories[i].Rank = i + 1; + } + + distribution.PlayerTerritories = playerTerritories; + distribution.ClaimedArea = (float)totalClaimedArea; + distribution.NeutralArea = GameConstants.MapTotalArea - (float)totalClaimedArea; + + // 检查是否有主导玩家 + if (playerTerritories.Any()) + { + var topPlayer = playerTerritories.First(); + if (topPlayer.Percentage >= (decimal)(GameConstants.DominantPlayerThreshold * 100)) + { + distribution.HasDominantPlayer = true; + distribution.DominantPlayerId = topPlayer.PlayerId; + } + } + + return distribution; + } + catch (Exception ex) + { + _logger.LogError(ex, "获取地图领土分布失败 - GameId: {GameId}", gameId); + return new MapTerritoryDistribution + { + GameId = gameId, + Timestamp = DateTime.UtcNow, + TotalMapArea = GameConstants.MapTotalArea + }; + } + } + + /// + /// 计算领地征服 + /// + public async Task CalculateTerritoryConquestAsync(Guid gameId, Guid attackerId, List newTerritory) + { + try + { + _logger.LogDebug("计算领地征服 - GameId: {GameId}, AttackerId: {AttackerId}", gameId, attackerId); + + var result = new TerritoryConquestResult + { + Success = true + }; + + // 获取所有其他玩家 + var playersKey = string.Format(RedisKeys.GamePlayers, gameId); + var playerIds = await _redisService.GetSetMembersAsync(playersKey); + + foreach (var playerIdStr in playerIds) + { + if (Guid.TryParse(playerIdStr, out var defenderId) && defenderId != attackerId) + { + // 计算被征服的面积 + var conqueredArea = await CalculateConqueredAreaAsync(gameId, defenderId, newTerritory); + + if (conqueredArea > 0) + { + result.ConqueredPlayers.Add(defenderId); + result.TotalConqueredArea += (decimal)conqueredArea; + + result.Conquests.Add(new TerritoryConquest + { + ConqueredPlayerId = defenderId, + ConqueredArea = (decimal)conqueredArea, + ConqueredTerritory = await GetConqueredTerritoryBoundaryAsync(gameId, defenderId, newTerritory) + }); + + // 从被征服玩家的领地中移除被征服部分 + await RemoveConqueredTerritoryAsync(gameId, defenderId, newTerritory); + } + } + } + + // 计算攻击者的新总面积 + var attackerCurrentArea = await CalculatePlayerTerritoryAsync(gameId, attackerId); + var newTerritoryArea = CalculatePolygonArea(newTerritory); + result.NewTotalArea = attackerCurrentArea.CurrentArea + (decimal)newTerritoryArea + result.TotalConqueredArea; + + _logger.LogDebug("领地征服计算完成 - GameId: {GameId}, AttackerId: {AttackerId}, ConqueredPlayers: {Count}, ConqueredArea: {Area:F1}", + gameId, attackerId, result.ConqueredPlayers.Count, result.TotalConqueredArea); + + return result; + } + catch (Exception ex) + { + _logger.LogError(ex, "计算领地征服失败 - GameId: {GameId}, AttackerId: {AttackerId}", gameId, attackerId); + return new TerritoryConquestResult + { + Success = false + }; + } + } + + /// + /// 检查画线长度限制 + /// + public async Task CheckTrailLengthLimitAsync(Guid gameId, Guid playerId) + { + try + { + var trailKey = string.Format(RedisKeys.PlayerTrail, gameId, playerId); + var trailData = await _redisService.ListRangeAsync(trailKey); + + var trail = trailData.Select(data => + { + try + { + var trailPoint = JsonSerializer.Deserialize(data); + return trailPoint?.Position ?? new Position(); + } + catch + { + return new Position(); + } + }).ToList(); + + var currentLength = CalculateTrailLength(trail); + var remainingLength = GameConstants.MaxTrailLength - currentLength; + var isNearLimit = currentLength / GameConstants.MaxTrailLength > GameConstants.NearLimitThreshold; + + return new TrailLengthCheckResult + { + IsWithinLimit = currentLength <= GameConstants.MaxTrailLength, + CurrentLength = currentLength, + MaxLength = GameConstants.MaxTrailLength, + RemainingLength = Math.Max(0, remainingLength), + IsNearLimit = isNearLimit + }; + } + catch (Exception ex) + { + _logger.LogError(ex, "检查画线长度限制失败 - GameId: {GameId}, PlayerId: {PlayerId}", gameId, playerId); + return new TrailLengthCheckResult + { + IsWithinLimit = false, + MaxLength = GameConstants.MaxTrailLength + }; + } + } + + /// + /// 应用地图缩圈效果 + /// + public async Task ApplyMapShrinkAsync(Guid gameId, float shrinkRadius) + { + try + { + _logger.LogInformation("应用地图缩圈效果 - GameId: {GameId}, ShrinkRadius: {Radius}", gameId, shrinkRadius); + + var result = new MapShrinkResult + { + Success = true, + NewMapRadius = shrinkRadius + }; + + // 获取所有玩家 + var playersKey = string.Format(RedisKeys.GamePlayers, gameId); + var playerIds = await _redisService.GetSetMembersAsync(playersKey); + + foreach (var playerIdStr in playerIds) + { + if (Guid.TryParse(playerIdStr, out var playerId)) + { + var areaLoss = await CalculateAreaLossFromShrink(gameId, playerId, shrinkRadius); + if (areaLoss.AreaLost > 0) + { + result.AffectedPlayers.Add(playerId); + result.TotalAreaLost += areaLoss.AreaLost; + result.PlayerLosses.Add(areaLoss); + + // 更新玩家领地面积 + var stateKey = string.Format(RedisKeys.PlayerState, gameId, playerId); + await _redisService.SetHashAsync(stateKey, "territory_area", areaLoss.RemainingArea.ToString("F2")); + } + } + } + + _logger.LogInformation("地图缩圈应用完成 - GameId: {GameId}, AffectedPlayers: {Count}, TotalAreaLost: {Area:F1}", + gameId, result.AffectedPlayers.Count, result.TotalAreaLost); + + return result; + } + catch (Exception ex) + { + _logger.LogError(ex, "应用地图缩圈效果失败 - GameId: {GameId}", gameId); + return new MapShrinkResult + { + Success = false + }; + } + } + + /// + /// 检查提前结束条件 + /// + public async Task CheckEarlyEndConditionAsync(Guid gameId) + { + try + { + _logger.LogDebug("检查提前结束条件 - GameId: {GameId}", gameId); + + var distribution = await GetMapTerritoryDistributionAsync(gameId); + + // 检查是否有主导玩家 + if (distribution.HasDominantPlayer) + { + var dominantPlayer = distribution.PlayerTerritories.First(); + return new EarlyEndCheckResult + { + CanEndEarly = true, + DominantPlayerId = dominantPlayer.PlayerId, + DominantPlayerPercentage = dominantPlayer.Percentage, + Reason = EarlyEndReason.DominantPlayer + }; + } + + // 检查是否只剩一个存活玩家 + var alivePlayers = await GetAlivePlayersCountAsync(gameId); + if (alivePlayers <= 1) + { + return new EarlyEndCheckResult + { + CanEndEarly = true, + Reason = EarlyEndReason.LastPlayerStanding + }; + } + + return new EarlyEndCheckResult + { + CanEndEarly = false, + Reason = EarlyEndReason.None + }; + } + catch (Exception ex) + { + _logger.LogError(ex, "检查提前结束条件失败 - GameId: {GameId}", gameId); + return new EarlyEndCheckResult + { + CanEndEarly = false, + Reason = EarlyEndReason.None + }; + } + } + + #region 私有辅助方法 + + /// + /// 轨迹点数据结构 + /// + private class TrailPoint + { + public Position Position { get; set; } = new(); + public DateTime Timestamp { get; set; } + public int SequenceNumber { get; set; } + } + + /// + /// 领地多边形数据结构 + /// + private class TerritoryPolygon + { + public Guid Id { get; set; } + public List Boundary { get; set; } = new(); + public float Area { get; set; } + public DateTime CapturedTime { get; set; } } - public async Task CalculateTerritoryValueAsync(Guid gameId, TerritoryArea territory) + /// + /// 计算轨迹长度 + /// + private static float CalculateTrailLength(List trail) { - await Task.Delay(1); - return new TerritoryValue + if (trail.Count < 2) return 0f; + + float totalLength = 0f; + for (int i = 1; i < trail.Count; i++) { - TotalValue = 100.0f + totalLength += CalculateDistance(trail[i - 1], trail[i]); + } + return totalLength; + } + + /// + /// 计算两点间距离 + /// + private static float CalculateDistance(Position pos1, Position pos2) + { + var dx = pos2.X - pos1.X; + var dy = pos2.Y - pos1.Y; + return (float)Math.Sqrt(dx * dx + dy * dy); + } + + /// + /// 检查是否为有效闭合区域 + /// + private static bool IsValidClosedArea(List polygon) + { + if (polygon.Count < 3) return false; + + // 简化检查:起点和终点距离是否足够近,或者终点是否与某个中间点接近 + var startPoint = polygon.First(); + var endPoint = polygon.Last(); + + return CalculateDistance(startPoint, endPoint) < 50f; // 50像素内认为闭合 + } + + /// + /// 计算多边形面积(Shoelace公式) + /// + private static float CalculatePolygonArea(List polygon) + { + if (polygon.Count < 3) return 0f; + + float area = 0f; + int j = polygon.Count - 1; + + for (int i = 0; i < polygon.Count; i++) + { + area += (polygon[j].X + polygon[i].X) * (polygon[j].Y - polygon[i].Y); + j = i; + } + + return Math.Abs(area) / 2f; + } + + /// + /// 保存玩家领地 + /// + private async Task SavePlayerTerritoryAsync(Guid gameId, Guid playerId, List boundary, float area) + { + var territoryKey = string.Format(RedisKeys.PlayerTerritory, gameId, playerId); + var territory = new TerritoryPolygon + { + Id = Guid.NewGuid(), + Boundary = boundary, + Area = area, + CapturedTime = DateTime.UtcNow }; + + await _redisService.ListRightPushAsync(territoryKey, JsonSerializer.Serialize(territory)); + } + + /// + /// 检查位置是否在玩家领地内 + /// + private async Task IsPositionInPlayerTerritoryAsync(Guid gameId, Guid playerId, Position position) + { + var territoryKey = string.Format(RedisKeys.PlayerTerritory, gameId, playerId); + var territoriesData = await _redisService.ListRangeAsync(territoryKey); + + foreach (var territoryData in territoriesData) + { + try + { + var territory = JsonSerializer.Deserialize(territoryData); + if (territory != null && IsPointInPolygon(position, territory.Boundary)) + { + return true; + } + } + catch + { + // 忽略无效数据 + } + } + + return false; } - public async Task ApplyTerritoryEffectAsync(Guid gameId, Guid playerId, TerritoryEffectType effectType, TimeSpan duration) + /// + /// 点在多边形内判断(射线法) + /// + private static bool IsPointInPolygon(Position point, List polygon) { - await Task.Delay(1); - return new TerritoryEffectResult + if (polygon.Count < 3) return false; + + bool inside = false; + int j = polygon.Count - 1; + + for (int i = 0; i < polygon.Count; i++) { - Success = true + var pi = polygon[i]; + var pj = polygon[j]; + + if (((pi.Y > point.Y) != (pj.Y > point.Y)) && + (point.X < (pj.X - pi.X) * (point.Y - pi.Y) / (pj.Y - pi.Y) + pi.X)) + { + inside = !inside; + } + j = i; + } + + return inside; + } + + // 其他辅助方法的简化实现... + private async Task GetPlayerColorAsync(Guid gameId, Guid playerId) + { + var stateKey = string.Format(RedisKeys.PlayerState, gameId, playerId); + return await _redisService.HashGetAsync(stateKey, "player_color") ?? "red"; + } + + private async Task GetPlayerRankAsync(Guid gameId, Guid playerId) + { + var stateKey = string.Format(RedisKeys.PlayerState, gameId, playerId); + var rankStr = await _redisService.HashGetAsync(stateKey, "current_rank"); + return int.TryParse(rankStr, out var rank) ? rank : 0; + } + + private Task IsSpawnAreaAsync(Guid gameId, Position position) + { + // 简化实现:检查是否在地图边缘附近 + var isSpawnArea = position.X < 50 || position.Y < 50 || + position.X > GameConstants.MapSize - 50 || + position.Y > GameConstants.MapSize - 50; + return Task.FromResult(isSpawnArea); + } + + private Task CalculateDistanceToNearestBoundaryAsync(Guid gameId, Position position) + { + // 简化实现:返回到地图边界的距离 + var distanceToEdges = new[] + { + position.X, // 左边界 + position.Y, // 上边界 + GameConstants.MapSize - position.X, // 右边界 + GameConstants.MapSize - position.Y // 下边界 }; + return Task.FromResult(distanceToEdges.Min()); } - public async Task GetTerritoryStatisticsAsync(Guid gameId, Guid playerId) + private async Task GetPlayerSpawnPointAsync(Guid gameId, Guid playerId) { - await Task.Delay(1); - return new TerritoryStatistics + var stateKey = string.Format(RedisKeys.PlayerState, gameId, playerId); + var spawnPointStr = await _redisService.HashGetAsync(stateKey, "spawn_point"); + + if (!string.IsNullOrEmpty(spawnPointStr)) + { + try + { + return JsonSerializer.Deserialize(spawnPointStr) ?? new Position(); + } + catch + { + // 忽略解析错误 + } + } + + return new Position { X = 500, Y = 500 }; // 默认中心点 + } + + private static List CreateSafeArea(Position center, float size) + { + var halfSize = size / 2; + return new List { - PlayerId = playerId + new() { X = center.X - halfSize, Y = center.Y - halfSize }, + new() { X = center.X + halfSize, Y = center.Y - halfSize }, + new() { X = center.X + halfSize, Y = center.Y + halfSize }, + new() { X = center.X - halfSize, Y = center.Y + halfSize } }; } - public async Task PredictTerritoryExpansionAsync(Guid gameId, Guid playerId, TerritoryExpansionPlan expansionPlan) + private async Task GetPlayerNameAsync(Guid gameId, Guid playerId) { - await Task.Delay(1); - return new TerritoryExpansionPrediction + var stateKey = string.Format(RedisKeys.PlayerState, gameId, playerId); + return await _redisService.HashGetAsync(stateKey, "player_name") ?? "Unknown"; + } + + private async Task IsPlayerDrawingAsync(Guid gameId, Guid playerId) + { + var stateKey = string.Format(RedisKeys.PlayerState, gameId, playerId); + var state = await _redisService.HashGetAsync(stateKey, "state"); + return state == PlayerDrawingState.Drawing.ToString(); + } + + private async Task> GetPlayerCurrentTrailAsync(Guid gameId, Guid playerId) + { + var trailKey = string.Format(RedisKeys.PlayerTrail, gameId, playerId); + var trailData = await _redisService.ListRangeAsync(trailKey); + + return trailData.Select(data => { - CanExpand = true + try + { + var trailPoint = JsonSerializer.Deserialize(data); + return trailPoint?.Position ?? new Position(); + } + catch + { + return new Position(); + } + }).ToList(); + } + + // 更多简化的辅助方法... + private Task CalculateConqueredAreaAsync(Guid gameId, Guid defenderId, List attackerTerritory) + { + // 简化实现:计算被包围的面积 + return Task.FromResult(0f); // 实际需要复杂的几何计算 + } + + private Task> GetConqueredTerritoryBoundaryAsync(Guid gameId, Guid defenderId, List attackerTerritory) + { + return Task.FromResult(new List()); // 简化实现 + } + + private Task RemoveConqueredTerritoryAsync(Guid gameId, Guid defenderId, List attackerTerritory) + { + // 简化实现:移除被征服的领地部分 + return Task.CompletedTask; + } + + private async Task CalculateAreaLossFromShrink(Guid gameId, Guid playerId, float shrinkRadius) + { + var currentArea = await CalculatePlayerTerritoryAsync(gameId, playerId); + var lostArea = currentArea.CurrentArea * 0.1m; // 简化:损失10% + + return new PlayerAreaLoss + { + PlayerId = playerId, + AreaLost = lostArea, + RemainingArea = currentArea.CurrentArea - lostArea }; } + + private async Task GetAlivePlayersCountAsync(Guid gameId) + { + var playersKey = string.Format(RedisKeys.GamePlayers, gameId); + var playerIds = await _redisService.GetSetMembersAsync(playersKey); + + int aliveCount = 0; + foreach (var playerIdStr in playerIds) + { + if (Guid.TryParse(playerIdStr, out var playerId)) + { + var stateKey = string.Format(RedisKeys.PlayerState, gameId, playerId); + var state = await _redisService.HashGetAsync(stateKey, "state"); + if (state != PlayerDrawingState.Dead.ToString()) + { + aliveCount++; + } + } + } + + return aliveCount; + } + + #endregion } diff --git a/backend/src/CollabApp.Domain/Entities/Game/Game.cs b/backend/src/CollabApp.Domain/Entities/Game/Game.cs index b8e973e..39119a2 100644 --- a/backend/src/CollabApp.Domain/Entities/Game/Game.cs +++ b/backend/src/CollabApp.Domain/Entities/Game/Game.cs @@ -17,28 +17,58 @@ public class Game : BaseEntity public Guid RoomId { get; private set; } /// - /// 游戏模式 - 经典模式、竞速模式等游戏类型 + /// 游戏模式 - 经典模式、极速模式、道具狂欢、生存模式、团队模式 /// [Column("game_mode")] public string GameMode { get; private set; } = "classic"; /// - /// 画布宽度 - 游戏区域的像素宽度 + /// 地图宽度 - 游戏区域的像素宽度(圆形地图的直径) /// - [Column("canvas_width")] - public int CanvasWidth { get; private set; } = 1000; + [Column("map_width")] + public int MapWidth { get; private set; } = 1000; /// - /// 画布高度 - 游戏区域的像素高度 + /// 地图高度 - 游戏区域的像素高度(圆形地图的直径) /// - [Column("canvas_height")] - public int CanvasHeight { get; private set; } = 1000; + [Column("map_height")] + public int MapHeight { get; private set; } = 1000; /// /// 游戏时长 - 单局游戏的持续时间(秒) /// [Column("duration")] - public int Duration { get; private set; } = 300; + public int Duration { get; private set; } = 180; + + /// + /// 地图类型 - 圆形、方形等地图形状 + /// + [Column("map_shape")] + public string MapShape { get; private set; } = "circle"; + + /// + /// 道具刷新间隔(秒) + /// + [Column("powerup_spawn_interval")] + public int PowerUpSpawnInterval { get; private set; } = 25; + + /// + /// 最大同时存在道具数量 + /// + [Column("max_powerups")] + public int MaxPowerUps { get; private set; } = 3; + + /// + /// 特殊事件概率(百分比) + /// + [Column("special_event_chance")] + public int SpecialEventChance { get; private set; } = 0; + + /// + /// 是否启用动态平衡机制 + /// + [Column("enable_dynamic_balance")] + public bool EnableDynamicBalance { get; private set; } = true; /// /// 游戏状态 - 准备中、进行中、暂停、已结束 @@ -82,18 +112,24 @@ public class Game : BaseEntity /// /// 房间ID /// 游戏模式 - /// 画布宽度 - /// 画布高度 + /// 地图宽度 + /// 地图高度 /// 游戏时长 - private Game(Guid roomId, string gameMode = "classic", int canvasWidth = 1000, - int canvasHeight = 1000, int duration = 300) + /// 地图形状 + private Game(Guid roomId, string gameMode = "classic", int mapWidth = 1000, + int mapHeight = 1000, int duration = 180, string mapShape = "circle") { RoomId = roomId; GameMode = gameMode; - CanvasWidth = canvasWidth; - CanvasHeight = canvasHeight; + MapWidth = mapWidth; + MapHeight = mapHeight; Duration = duration; + MapShape = mapShape; Status = GameStatus.Preparing; + PowerUpSpawnInterval = gameMode == "powerup_carnival" ? 8 : 25; + MaxPowerUps = gameMode == "powerup_carnival" ? 9 : 3; + SpecialEventChance = gameMode == "powerup_carnival" ? 10 : 0; + EnableDynamicBalance = true; } // ============ 导航属性 ============ @@ -127,25 +163,26 @@ public class Game : BaseEntity ///
/// 房间ID /// 游戏模式 - /// 画布宽度 - /// 画布高度 + /// 地图宽度 + /// 地图高度 /// 游戏时长 + /// 地图形状 /// 新游戏实例 public static Game CreateGame(Guid roomId, string gameMode = "classic", - int canvasWidth = 1000, int canvasHeight = 1000, int duration = 300) + int mapWidth = 1000, int mapHeight = 1000, int duration = 180, string mapShape = "circle") { if (roomId == Guid.Empty) throw new ArgumentException("房间ID不能为空", nameof(roomId)); if (string.IsNullOrWhiteSpace(gameMode)) throw new ArgumentException("游戏模式不能为空", nameof(gameMode)); - if (canvasWidth <= 0 || canvasWidth > 5000) - throw new ArgumentException("画布宽度必须在1-5000之间", nameof(canvasWidth)); - if (canvasHeight <= 0 || canvasHeight > 5000) - throw new ArgumentException("画布高度必须在1-5000之间", nameof(canvasHeight)); + if (mapWidth <= 0 || mapWidth > 5000) + throw new ArgumentException("地图宽度必须在1-5000之间", nameof(mapWidth)); + if (mapHeight <= 0 || mapHeight > 5000) + throw new ArgumentException("地图高度必须在1-5000之间", nameof(mapHeight)); if (duration <= 0 || duration > 3600) throw new ArgumentException("游戏时长必须在1-3600秒之间", nameof(duration)); - return new Game(roomId, gameMode, canvasWidth, canvasHeight, duration); + return new Game(roomId, gameMode, mapWidth, mapHeight, duration, mapShape); } // ============ 业务方法 ============ @@ -212,6 +249,111 @@ public class Game : BaseEntity return (DateTime.UtcNow - StartedAt.Value).TotalSeconds > Duration; } + + /// + /// 获取剩余时间(秒) + /// + /// 剩余时间,如果游戏未开始返回null + public int? GetRemainingTime() + { + if (Status != GameStatus.Playing || StartedAt == null) + return null; + + var elapsed = (DateTime.UtcNow - StartedAt.Value).TotalSeconds; + var remaining = Duration - elapsed; + return remaining > 0 ? (int)remaining : 0; + } + + /// + /// 检查是否为大逃杀缩圈阶段(最后30秒) + /// + /// 是否为缩圈阶段 + public bool IsInShrinkingPhase() + { + var remaining = GetRemainingTime(); + return remaining.HasValue && remaining.Value <= 30; + } + + /// + /// 根据玩家数量调整地图大小 + /// + /// 玩家数量 + public void AdjustMapSizeForPlayers(int playerCount) + { + if (playerCount <= 0) return; + + if (playerCount <= 4) + { + MapWidth = MapHeight = 800; + } + else if (playerCount <= 6) + { + MapWidth = MapHeight = 1000; + } + else + { + MapWidth = MapHeight = 1200; + } + } + + /// + /// 检查是否允许提前结束(单一玩家占领70%地图) + /// + /// 最大玩家占地百分比 + /// 是否允许提前结束 + public bool CanEndEarly(decimal maxPlayerAreaPercentage) + { + return Status == GameStatus.Playing && maxPlayerAreaPercentage >= 70m; + } + + /// + /// 获取适合当前模式的配置 + /// + /// 游戏配置信息 + public GameModeConfig GetGameModeConfig() + { + return GameMode.ToLower() switch + { + "speed" => new GameModeConfig + { + SpeedMultiplier = 1.5m, + Description = "极速模式:移动速度+50%,90秒快速对战" + }, + "powerup_carnival" => new GameModeConfig + { + PowerUpSpawnRate = 3, + PowerUpEffectMultiplier = 1.5m, + Description = "道具狂欢:道具刷新频率×3,效果时间×1.5" + }, + "survival" => new GameModeConfig + { + MaxLives = 1, + Description = "生存模式:只有一条命,死亡即出局" + }, + "team" => new GameModeConfig + { + AllowTeamTerritory = true, + Description = "团队模式:队友领地可以连通" + }, + _ => new GameModeConfig + { + Description = "经典模式:标准规则,适合所有玩家" + } + }; + } +} + +/// +/// 游戏模式配置 +/// +public class GameModeConfig +{ + public decimal SpeedMultiplier { get; set; } = 1.0m; + public int PowerUpSpawnRate { get; set; } = 1; + public decimal PowerUpEffectMultiplier { get; set; } = 1.0m; + public int MaxLives { get; set; } = int.MaxValue; + public bool AllowTeamTerritory { get; set; } = false; + public string Description { get; set; } = string.Empty; } /// diff --git a/backend/src/CollabApp.Domain/Entities/Game/GameAction.cs b/backend/src/CollabApp.Domain/Entities/Game/GameAction.cs index a445b2d..8129f73 100644 --- a/backend/src/CollabApp.Domain/Entities/Game/GameAction.cs +++ b/backend/src/CollabApp.Domain/Entities/Game/GameAction.cs @@ -130,7 +130,11 @@ public class GameAction : BaseEntity /// 是否为有效的操作类型 public bool IsValidActionType() { - var validTypes = new[] { "Move", "Attack", "Defend", "Special", "Place", "Remove", "Rotate" }; + var validTypes = new[] + { + "Move", "StartDraw", "Draw", "EndDraw", "PickupPowerUp", "UsePowerUp", + "Die", "Respawn", "TerritoryCapture", "CollisionDetected", "SpecialEvent" + }; return validTypes.Contains(ActionType, StringComparer.OrdinalIgnoreCase); } diff --git a/backend/src/CollabApp.Domain/Entities/Game/GamePlayer.cs b/backend/src/CollabApp.Domain/Entities/Game/GamePlayer.cs index c154536..cf0b34e 100644 --- a/backend/src/CollabApp.Domain/Entities/Game/GamePlayer.cs +++ b/backend/src/CollabApp.Domain/Entities/Game/GamePlayer.cs @@ -70,6 +70,79 @@ public class GamePlayer : BaseEntity [Column("play_time")] public int PlayTime { get; private set; } = 0; + /// + /// 玩家出生点X坐标 + /// + [Column("spawn_x")] + public float SpawnX { get; private set; } = 0f; + + /// + /// 玩家出生点Y坐标 + /// + [Column("spawn_y")] + public float SpawnY { get; private set; } = 0f; + + /// + /// 当前位置X坐标 + /// + [Column("position_x")] + public float PositionX { get; private set; } = 0f; + + /// + /// 当前位置Y坐标 + /// + [Column("position_y")] + public float PositionY { get; private set; } = 0f; + + /// + /// 玩家状态 - Alive(存活)、Dead(死亡)、Respawning(复活中) + /// + [Column("status")] + public PlayerStatus Status { get; private set; } = PlayerStatus.Alive; + + /// + /// 死亡次数 + /// + [Column("death_count")] + public int DeathCount { get; private set; } = 0; + + /// + /// 击杀数量(截断其他玩家次数) + /// + [Column("kill_count")] + public int KillCount { get; private set; } = 0; + + /// + /// 最大历史领地面积 + /// + [Column("max_territory_area")] + [Precision(10, 2)] + public decimal MaxTerritoryArea { get; private set; } = 0; + + /// + /// 当前持有的道具类型 + /// + [Column("current_powerup")] + public string? CurrentPowerUp { get; private set; } + + /// + /// 道具使用次数 + /// + [Column("powerup_usage_count")] + public int PowerUpUsageCount { get; private set; } = 0; + + /// + /// 复活时间戳(用于计算无敌时间) + /// + [Column("respawn_timestamp")] + public long? RespawnTimestamp { get; private set; } + + /// + /// 团队ID(团队模式使用) + /// + [Column("team_id")] + public int? TeamId { get; private set; } + // ============ 构造函数 ============ /// @@ -117,8 +190,12 @@ public class GamePlayer : BaseEntity /// 游戏ID /// 用户ID /// 玩家颜色 + /// 出生点X坐标 + /// 出生点Y坐标 + /// 团队ID(可选) /// 新的游戏玩家实例 - public static GamePlayer CreateGamePlayer(Guid gameId, Guid userId, string playerColor) + public static GamePlayer CreateGamePlayer(Guid gameId, Guid userId, string playerColor, + float spawnX = 0f, float spawnY = 0f, int? teamId = null) { if (gameId == Guid.Empty) throw new ArgumentException("游戏ID不能为空", nameof(gameId)); @@ -127,7 +204,10 @@ public class GamePlayer : BaseEntity if (string.IsNullOrWhiteSpace(playerColor)) throw new ArgumentException("玩家颜色不能为空", nameof(playerColor)); - return new GamePlayer(gameId, userId, playerColor); + var player = new GamePlayer(gameId, userId, playerColor); + player.SetSpawnPoint(spawnX, spawnY); + player.TeamId = teamId; + return player; } // ============ 业务方法 ============ @@ -180,4 +260,167 @@ public class GamePlayer : BaseEntity _ => "积分无变化" }; } + + /// + /// 设置出生点 + /// + /// X坐标 + /// Y坐标 + public void SetSpawnPoint(float x, float y) + { + SpawnX = x; + SpawnY = y; + PositionX = x; + PositionY = y; + } + + /// + /// 更新玩家位置 + /// + /// 新X坐标 + /// 新Y坐标 + public void UpdatePosition(float x, float y) + { + if (Status != PlayerStatus.Alive) return; + PositionX = x; + PositionY = y; + } + + /// + /// 玩家死亡 + /// + /// 死亡时间戳 + public void Die(long? timestamp = null) + { + Status = PlayerStatus.Dead; + DeathCount++; + CurrentPowerUp = null; + + // 保留20%的最大历史领地面积作为"领地记忆"积分 + if (FinalArea > MaxTerritoryArea) + { + MaxTerritoryArea = FinalArea; + } + FinalArea = MaxTerritoryArea * 0.2m; + } + + /// + /// 开始复活 + /// + /// 复活开始时间戳 + public void StartRespawn(long? timestamp = null) + { + Status = PlayerStatus.Respawning; + RespawnTimestamp = timestamp ?? DateTimeOffset.UtcNow.ToUnixTimeMilliseconds(); + PositionX = SpawnX; + PositionY = SpawnY; + } + + /// + /// 复活完成 + /// + public void CompleteRespawn() + { + Status = PlayerStatus.Alive; + RespawnTimestamp = null; + } + + /// + /// 击杀其他玩家 + /// + public void RecordKill() + { + KillCount++; + } + + /// + /// 拾取道具 + /// + /// 道具类型 + public void PickUpPowerUp(string powerUpType) + { + if (string.IsNullOrWhiteSpace(powerUpType)) return; + CurrentPowerUp = powerUpType; + } + + /// + /// 使用道具 + /// + public void UsePowerUp() + { + if (CurrentPowerUp != null) + { + PowerUpUsageCount++; + CurrentPowerUp = null; + } + } + + /// + /// 检查是否处于无敌状态 + /// + /// 是否无敌 + public bool IsInvincible() + { + if (Status != PlayerStatus.Alive || RespawnTimestamp == null) + return false; + + var elapsed = DateTimeOffset.UtcNow.ToUnixTimeMilliseconds() - RespawnTimestamp.Value; + return elapsed < 5000; // 5秒无敌时间 + } + + /// + /// 检查是否完全无敌(前3秒) + /// + /// 是否完全无敌 + public bool IsFullyInvincible() + { + if (Status != PlayerStatus.Alive || RespawnTimestamp == null) + return false; + + var elapsed = DateTimeOffset.UtcNow.ToUnixTimeMilliseconds() - RespawnTimestamp.Value; + return elapsed < 3000; // 前3秒完全无敌 + } + + /// + /// 获取KD比率 + /// + /// 击杀死亡比 + public decimal GetKDRatio() + { + return DeathCount == 0 ? KillCount : (decimal)KillCount / DeathCount; + } + + /// + /// 更新领地面积 + /// + /// 新的领地面积 + public void UpdateTerritoryArea(decimal area) + { + FinalArea = Math.Max(0, area); + if (FinalArea > MaxTerritoryArea) + { + MaxTerritoryArea = FinalArea; + } + } +} + +/// +/// 玩家状态枚举 +/// +public enum PlayerStatus +{ + /// + /// 存活状态 + /// + Alive, + + /// + /// 死亡状态 + /// + Dead, + + /// + /// 复活中状态 + /// + Respawning } diff --git a/backend/src/CollabApp.Domain/Services/Game/ICollisionDetectionService.cs b/backend/src/CollabApp.Domain/Services/Game/ICollisionDetectionService.cs index 9c20615..2df8595 100644 --- a/backend/src/CollabApp.Domain/Services/Game/ICollisionDetectionService.cs +++ b/backend/src/CollabApp.Domain/Services/Game/ICollisionDetectionService.cs @@ -3,318 +3,386 @@ using CollabApp.Domain.Entities.Game; namespace CollabApp.Domain.Services.Game; /// -/// 碰撞检测服务接口 -/// 负责处理游戏中的各种碰撞检测,包括玩家、物体、边界等 +/// 圈地游戏碰撞检测服务接口 +/// 负责处理画线轨迹碰撞、边界检测、道具拾取等核心碰撞检测逻辑 +/// 采用线段相交算法,提供高精度碰撞检测,避免误判 /// public interface ICollisionDetectionService { /// - /// 检测玩家移动碰撞 - /// 验证玩家移动路径上是否存在碰撞 + /// 检测轨迹截断碰撞 + /// 检测玩家移动路径是否与其他玩家的轨迹相交(最核心的死亡判定) /// /// 游戏标识 - /// 玩家标识 - /// 起始位置 - /// 目标位置 - /// 碰撞检测结果 - Task CheckPlayerMovementAsync(Guid gameId, Guid playerId, Position fromPosition, Position toPosition); + /// 移动的玩家标识 + /// 移动起始位置 + /// 移动目标位置 + /// 该玩家是否正在画线 + /// 轨迹碰撞检测结果 + Task CheckTrailCollisionAsync( + Guid gameId, + Guid playerId, + Position fromPosition, + Position toPosition, + bool isDrawing); /// - /// 检测攻击范围碰撞 - /// 检测攻击范围内的所有可攻击目标 + /// 检测地图边界碰撞 + /// 检查玩家移动是否超出圆形地图边界 /// /// 游戏标识 - /// 攻击者标识 - /// 攻击位置 - /// 攻击范围 - /// 攻击类型 - /// 攻击碰撞结果 - Task CheckAttackCollisionAsync(Guid gameId, Guid attackerId, Position attackPosition, float attackRange, AttackType attackType); + /// 要检测的位置 + /// 边界碰撞结果 + Task CheckMapBoundaryAsync(Guid gameId, Position position); /// - /// 检测区域碰撞 - /// 检测指定区域内的所有对象 + /// 检测障碍物碰撞 + /// 检测玩家移动路径是否与地图中的固定障碍物相交 /// /// 游戏标识 - /// 区域中心 - /// 区域半径 - /// 碰撞类型过滤 - /// 区域碰撞结果 - Task CheckAreaCollisionAsync(Guid gameId, Position centerPosition, float radius, CollisionType[]? collisionTypes = null); + /// 移动起始位置 + /// 移动目标位置 + /// 障碍物碰撞结果 + Task CheckObstacleCollisionAsync( + Guid gameId, + Position fromPosition, + Position toPosition); /// - /// 检测边界碰撞 - /// 验证位置是否超出游戏边界 + /// 检测道具拾取碰撞 + /// 检测玩家是否接近地图上的道具(拾取距离20像素内) /// /// 游戏标识 - /// 要检测的位置 - /// 边界检测结果 - Task CheckBoundaryCollisionAsync(Guid gameId, Position position); + /// 玩家标识 + /// 玩家当前位置 + /// 拾取范围 + /// 道具拾取碰撞结果 + Task CheckPowerUpPickupAsync( + Guid gameId, + Guid playerId, + Position playerPosition, + float pickupRadius = 20f); /// - /// 检测物品收集碰撞 - /// 检测玩家是否与可收集物品发生碰撞 + /// 检测领地进入/离开 + /// 检测玩家是否进入或离开某个玩家的领地区域 /// /// 游戏标识 - /// 玩家标识 - /// 玩家位置 - /// 收集半径 - /// 物品收集碰撞结果 - Task CheckItemCollectionAsync(Guid gameId, Guid playerId, Position playerPosition, float collectionRadius); + /// 移动的玩家标识 + /// 移动起始位置 + /// 移动目标位置 + /// 领地进入/离开结果 + Task CheckTerritoryTransitionAsync( + Guid gameId, + Guid playerId, + Position fromPosition, + Position toPosition); /// - /// 检测射线碰撞 - /// 沿着射线路径检测第一个碰撞对象 + /// 检测轨迹预警 + /// 检测敌方玩家是否接近自己的轨迹(3像素内预警) /// /// 游戏标识 - /// 射线起点 - /// 射线方向 - /// 最大检测距离 - /// 碰撞层掩码 - /// 射线碰撞结果 - Task CheckRaycastAsync(Guid gameId, Position origin, Vector3 direction, float maxDistance, int layerMask = -1); + /// 轨迹所有者 + /// 威胁玩家位置 + /// 预警距离 + /// 轨迹预警结果 + Task CheckTrailWarningAsync( + Guid gameId, + Guid playerId, + Position threatPlayerPosition, + float warningDistance = 3f); /// - /// 检测领土边界碰撞 - /// 检测位置是否在特定玩家的领土内 + /// 检测炸弹道具影响范围 + /// 检测炸弹道具爆炸范围内的所有轨迹和玩家 /// /// 游戏标识 - /// 检测位置 - /// 排除的玩家(可选) - /// 领土碰撞结果 - Task CheckTerritoryCollisionAsync(Guid gameId, Position position, Guid? excludePlayerId = null); + /// 爆炸中心位置 + /// 爆炸半径 + /// 爆炸影响检测结果 + Task CheckBombExplosionAsync( + Guid gameId, + Position explosionCenter, + float explosionRadius = 30f); /// - /// 预测移动路径碰撞 - /// 预测移动路径上可能发生的碰撞 + /// 检测圈地闭合 + /// 检测玩家画线轨迹是否与自己的领地形成闭合回路 /// /// 游戏标识 /// 玩家标识 - /// 当前位置 - /// 移动速度向量 - /// 时间间隔 - /// 路径预测结果 - Task PredictMovementPathAsync(Guid gameId, Guid playerId, Position currentPosition, Vector3 velocity, float deltaTime); + /// 当前画线轨迹 + /// 结束位置 + /// 圈地闭合检测结果 + Task CheckTerritoryEnclosureAsync( + Guid gameId, + Guid playerId, + List currentTrail, + Position endPosition); + + /// + /// 检测地图缩圈影响 + /// 检测地图缩圈时哪些玩家的领地会受到影响 + /// + /// 游戏标识 + /// 新的地图半径 + /// 地图缩圈影响结果 + Task CheckMapShrinkCollisionAsync(Guid gameId, float newMapRadius); /// - /// 批量碰撞检测 - /// 一次性检测多个对象的碰撞 + /// 批量碰撞检测优化 + /// 一次性检测多个玩家的移动碰撞,提高服务器性能 /// /// 游戏标识 - /// 碰撞检测请求列表 - /// 批量碰撞结果 - Task> CheckBatchCollisionsAsync(Guid gameId, List collisionRequests); + /// 玩家移动列表 + /// 批量碰撞检测结果 + Task CheckBatchPlayerMovementsAsync( + Guid gameId, + List playerMovements); +} + +/// +/// 轨迹碰撞检测结果 +/// +public class TrailCollisionResult +{ + public bool HasCollision { get; set; } + public Guid? CollidedWithPlayerId { get; set; } + public Position CollisionPoint { get; set; } = new(); + public bool IsDeadly { get; set; } // 是否导致死亡 + public bool CanPassThrough { get; set; } // 是否可以穿过(幽灵模式) + public bool ShieldBlocked { get; set; } // 是否被护盾阻挡 + public string CollisionType { get; set; } = string.Empty; // Trail, SelfTrail, Territory +} + +/// +/// 边界碰撞结果 +/// +public class BoundaryCollisionResult +{ + public bool IsOutOfBounds { get; set; } + public Position ValidPosition { get; set; } = new(); // 修正后的有效位置 + public float DistanceFromCenter { get; set; } + public float MapRadius { get; set; } + public string BoundaryType { get; set; } = "Circle"; } /// -/// 碰撞检测结果基类 +/// 障碍物碰撞结果 /// -public class CollisionResult +public class ObstacleCollisionResult { public bool HasCollision { get; set; } - public List Collisions { get; set; } = new(); + public List CollidedObstacles { get; set; } = new(); public Position ValidPosition { get; set; } = new(); - public string? ErrorMessage { get; set; } + public bool BlocksMovement { get; set; } = true; } /// -/// 攻击碰撞结果 +/// 道具拾取碰撞结果 /// -public class AttackCollisionResult : CollisionResult +public class PowerUpPickupCollisionResult { - public List HitPlayerIds { get; set; } = new(); - public List HitObjectIds { get; set; } = new(); - public float TotalDamage { get; set; } - public Position ImpactPoint { get; set; } = new(); + public bool CanPickup { get; set; } + public List NearbyPowerUps { get; set; } = new(); + public PickupablePowerUp? ClosestPowerUp { get; set; } + public float ClosestDistance { get; set; } } /// -/// 区域碰撞结果 +/// 领地转换结果 /// -public class AreaCollisionResult : CollisionResult +public class TerritoryTransitionResult { - public List PlayersInArea { get; set; } = new(); - public List ObjectsInArea { get; set; } = new(); - public float AreaCoverage { get; set; } + public bool TerritoryChanged { get; set; } + public Guid? PreviousOwnerId { get; set; } + public Guid? CurrentOwnerId { get; set; } + public string? PreviousOwnerName { get; set; } + public string? CurrentOwnerName { get; set; } + public TerritoryTransitionType TransitionType { get; set; } + public float SpeedModifier { get; set; } = 1.0f; // 在不同领地的速度修正 } /// -/// 边界碰撞结果 +/// 轨迹预警结果 /// -public class BoundaryCollisionResult : CollisionResult +public class TrailWarningResult { - public bool IsOutOfBounds { get; set; } - public Direction? BoundaryDirection { get; set; } - public float DistanceToBoundary { get; set; } - public Position NearestValidPosition { get; set; } = new(); + public bool ShouldWarn { get; set; } + public List Threats { get; set; } = new(); + public TrailThreat? ImmediateThreat { get; set; } + public float MinimumDistance { get; set; } } /// -/// 物品碰撞结果 +/// 爆炸碰撞结果 /// -public class ItemCollisionResult : CollisionResult +public class ExplosionCollisionResult { - public List CollectibleItems { get; set; } = new(); - public int TotalItems { get; set; } + public bool HasTargets { get; set; } + public List AffectedPlayerTrails { get; set; } = new(); + public List ClearedTrailPoints { get; set; } = new(); + public decimal TerritoryAreaGained { get; set; } + public List NewTerritoryBoundary { get; set; } = new(); } /// -/// 射线碰撞结果 +/// 圈地闭合检测结果 /// -public class RaycastResult : CollisionResult +public class EnclosureDetectionResult { - public Position HitPoint { get; set; } = new(); - public float Distance { get; set; } - public string? HitObjectId { get; set; } - public Guid? HitPlayerId { get; set; } - public Vector3 HitNormal { get; set; } = new(); + public bool IsEnclosed { get; set; } + public List EnclosedArea { get; set; } = new(); + public decimal AreaSize { get; set; } + public List EnclosedPlayerTerritories { get; set; } = new(); // 被包围的敌方领地 + public bool IsValidEnclosure { get; set; } + public string? InvalidReason { get; set; } } /// -/// 领土碰撞结果 +/// 地图缩圈碰撞结果 /// -public class TerritoryCollisionResult : CollisionResult +public class MapShrinkCollisionResult { - public Guid? TerritoryOwnerId { get; set; } - public string? TerritoryOwnerName { get; set; } - public TerritoryType TerritoryType { get; set; } - public float InfluenceStrength { get; set; } + public bool HasAffectedTerritories { get; set; } + public List TerritoryLosses { get; set; } = new(); + public float NewMapRadius { get; set; } + public Position MapCenter { get; set; } = new(); + public int TotalAffectedPlayers { get; set; } } /// -/// 路径预测结果 +/// 批量碰撞检测结果 /// -public class PathPredictionResult : CollisionResult +public class BatchCollisionResult { - public List PredictedPath { get; set; } = new(); - public Position FinalPosition { get; set; } = new(); - public float PathLength { get; set; } - public List PredictedCollisions { get; set; } = new(); + public List Results { get; set; } = new(); + public int TotalCollisions { get; set; } + public int ProcessedMovements { get; set; } + public List Errors { get; set; } = new(); } /// -/// 碰撞信息 +/// 玩家移动信息 /// -public class CollisionInfo +public class PlayerMovement { - public CollisionType Type { get; set; } - public Position CollisionPoint { get; set; } = new(); - public Guid? ObjectId { get; set; } - public string? ObjectName { get; set; } - public Vector3 Normal { get; set; } = new(); - public float Depth { get; set; } - public Dictionary Properties { get; set; } = new(); + public Guid PlayerId { get; set; } + public Position FromPosition { get; set; } = new(); + public Position ToPosition { get; set; } = new(); + public bool IsDrawing { get; set; } + public long Timestamp { get; set; } + public float Speed { get; set; } } /// -/// 碰撞检测请求 +/// 玩家碰撞结果 /// -public class CollisionRequest +public class PlayerCollisionResult { - public string RequestId { get; set; } = string.Empty; - public CollisionCheckType CheckType { get; set; } - public Guid? PlayerId { get; set; } - public Position Position { get; set; } = new(); - public Position? TargetPosition { get; set; } + public Guid PlayerId { get; set; } + public bool HasCollision { get; set; } + public Position ValidPosition { get; set; } = new(); + public List Collisions { get; set; } = new(); + public bool ShouldDie { get; set; } + public string? DeathReason { get; set; } +} + +/// +/// 地图障碍物 +/// +public class MapObstacle +{ + public Guid Id { get; set; } + public List Boundary { get; set; } = new(); + public string ObstacleType { get; set; } = "Static"; // Static, Destructible + public bool IsDestructible { get; set; } + public Position Center { get; set; } = new(); public float Radius { get; set; } - public CollisionType[]? FilterTypes { get; set; } - public Dictionary Parameters { get; set; } = new(); } /// -/// 可收集物品 +/// 可拾取道具 /// -public class CollectibleItem +public class PickupablePowerUp { - public string ItemId { get; set; } = string.Empty; - public string ItemName { get; set; } = string.Empty; - public ItemType ItemType { get; set; } + public Guid Id { get; set; } + public TerritoryGamePowerUpType Type { get; set; } public Position Position { get; set; } = new(); - public int Quantity { get; set; } = 1; - public Dictionary Properties { get; set; } = new(); + public float DistanceFromPlayer { get; set; } + public bool IsPickupable { get; set; } = true; + public DateTime SpawnTime { get; set; } } /// -/// 预测碰撞 +/// 轨迹威胁 /// -public class PredictedCollision +public class TrailThreat { - public float TimeToCollision { get; set; } - public Position CollisionPoint { get; set; } = new(); - public CollisionType CollisionType { get; set; } - public Guid? ObjectId { get; set; } - public float Severity { get; set; } + public Guid ThreatPlayerId { get; set; } + public Position ThreatPosition { get; set; } = new(); + public Position NearestTrailPoint { get; set; } = new(); + public float Distance { get; set; } + public ThreatLevel Level { get; set; } + public float TimeToContact { get; set; } // 预计接触时间(秒) } /// -/// 三维向量 +/// 玩家领地损失 /// -public class Vector3 +public class PlayerTerritoryLoss { - public float X { get; set; } - public float Y { get; set; } - public float Z { get; set; } - - public Vector3() { } - - public Vector3(float x, float y, float z) - { - X = x; - Y = y; - Z = z; - } + public Guid PlayerId { get; set; } + public string PlayerName { get; set; } = string.Empty; + public decimal AreaLost { get; set; } + public decimal RemainingArea { get; set; } + public List LostTerritoryBoundary { get; set; } = new(); +} - public float Magnitude => (float)Math.Sqrt(X * X + Y * Y + Z * Z); - - public Vector3 Normalized - { - get - { - var mag = Magnitude; - return mag > 0 ? new Vector3(X / mag, Y / mag, Z / mag) : new Vector3(); - } - } +/// +/// 碰撞详情 +/// +public class CollisionDetail +{ + public CollisionCategory Category { get; set; } + public Position CollisionPoint { get; set; } = new(); + public Guid? OtherPlayerId { get; set; } + public string Description { get; set; } = string.Empty; + public Dictionary Properties { get; set; } = new(); } /// -/// 碰撞类型 +/// 领地转换类型 /// -public enum CollisionType +public enum TerritoryTransitionType { - Player, // 玩家 - Obstacle, // 障碍物 - Boundary, // 边界 - Item, // 物品 - Projectile, // 投射物 - Territory, // 领土 - PowerUp, // 增益道具 - Trap, // 陷阱 - Environment // 环境对象 + NeutralToOwned, // 从中立区域进入玩家领地 + OwnedToNeutral, // 从玩家领地进入中立区域 + OwnedToOtherOwned, // 从一个玩家领地进入另一个玩家领地 + NoChange // 没有变化 } /// -/// 碰撞检测类型 +/// 威胁等级 /// -public enum CollisionCheckType +public enum ThreatLevel { - Movement, // 移动检测 - Attack, // 攻击检测 - Area, // 区域检测 - Raycast, // 射线检测 - Collection, // 收集检测 - Boundary, // 边界检测 - Territory // 领土检测 + None, // 无威胁 + Low, // 低威胁 + Medium, // 中等威胁 + High, // 高威胁 + Critical // 紧急威胁 } /// -/// 物品类型 +/// 碰撞分类 /// -public enum ItemType +public enum CollisionCategory { - PowerUp, // 增益道具 - Weapon, // 武器 - Consumable, // 消耗品 - Resource, // 资源 - Key, // 钥匙 - Treasure // 宝物 + TrailCollision, // 轨迹碰撞 + BoundaryHit, // 边界碰撞 + ObstacleHit, // 障碍物碰撞 + TerritoryTransition, // 领地转换 + PowerUpPickup // 道具拾取 } diff --git a/backend/src/CollabApp.Domain/Services/Game/IGameStateService.cs b/backend/src/CollabApp.Domain/Services/Game/IGameStateService.cs index e81873f..2818f1e 100644 --- a/backend/src/CollabApp.Domain/Services/Game/IGameStateService.cs +++ b/backend/src/CollabApp.Domain/Services/Game/IGameStateService.cs @@ -68,11 +68,17 @@ public interface IGameStateService /// public class GameSettings { - public TimeSpan Duration { get; set; } = TimeSpan.FromMinutes(5); - public int MaxPlayers { get; set; } = 4; + public TimeSpan Duration { get; set; } = TimeSpan.FromMinutes(3); + public int MaxPlayers { get; set; } = 6; public int MinPlayers { get; set; } = 2; - public GameType GameType { get; set; } = GameType.Territory; - public DifficultyLevel Difficulty { get; set; } = DifficultyLevel.Normal; + public GameMode GameMode { get; set; } = GameMode.Classic; + public int MapWidth { get; set; } = 1000; + public int MapHeight { get; set; } = 1000; + public string MapShape { get; set; } = "circle"; + public bool EnableDynamicBalance { get; set; } = true; + public int PowerUpSpawnInterval { get; set; } = 25; + public int MaxPowerUps { get; set; } = 3; + public int SpecialEventChance { get; set; } = 0; public Dictionary CustomSettings { get; set; } = new(); } @@ -150,6 +156,37 @@ public enum GameType Puzzle // 解谜模式 } +/// +/// 游戏模式枚举 +/// +public enum GameMode +{ + /// + /// 经典模式:标准规则,适合所有玩家 + /// + Classic, + + /// + /// 极速模式:移动速度+50%,90秒快速对战 + /// + Speed, + + /// + /// 道具狂欢:道具刷新频率×3,效果时间×1.5,特殊事件 + /// + PowerUpCarnival, + + /// + /// 生存模式:只有一条命,死亡即出局 + /// + Survival, + + /// + /// 团队模式:2v2或3v3,队友领地可以连通 + /// + Team +} + /// /// 难度等级 /// diff --git a/backend/src/CollabApp.Domain/Services/Game/IPlayerStateService.cs b/backend/src/CollabApp.Domain/Services/Game/IPlayerStateService.cs index d4da84c..31f0b51 100644 --- a/backend/src/CollabApp.Domain/Services/Game/IPlayerStateService.cs +++ b/backend/src/CollabApp.Domain/Services/Game/IPlayerStateService.cs @@ -219,7 +219,7 @@ public interface IPlayerStateService /// 碰撞发生位置 /// 攻击者玩家标识(可选,可能是自己撞到自己) /// 碰撞处理结果 - Task HandleTrailCollisionAsync( + Task HandleTrailCollisionAsync( Guid gameId, Guid victimPlayerId, Position collisionPosition, @@ -585,9 +585,9 @@ public class DrawingEndResult } /// -/// 碰撞结果 +/// 玩家碰撞处理结果 /// -public class PlayerCollisionResult +public class PlayerCollisionHandleResult { public bool Success { get; set; } public bool PlayerDied { get; set; } diff --git a/backend/src/CollabApp.Domain/Services/Game/IPowerUpService.cs b/backend/src/CollabApp.Domain/Services/Game/IPowerUpService.cs index 61d553f..488852a 100644 --- a/backend/src/CollabApp.Domain/Services/Game/IPowerUpService.cs +++ b/backend/src/CollabApp.Domain/Services/Game/IPowerUpService.cs @@ -3,105 +3,172 @@ using CollabApp.Domain.Entities.Game; namespace CollabApp.Domain.Services.Game; /// -/// 道具系统服务接口 -/// 负责管理游戏中的各种道具,包括生成、效果应用、持续时间管理等 +/// 圈地游戏道具系统服务接口 +/// 负责管理游戏中的四种核心道具:闪电、护盾、炸弹、幽灵 +/// 实现智能刷新机制、道具效果管理和平衡性控制 /// public interface IPowerUpService { /// - /// 生成道具 - /// 在指定位置生成道具 + /// 智能生成道具 + /// 根据玩家密度和领地分布调整刷新位置,优先在无人领地区域生成 /// /// 游戏标识 - /// 道具类型 - /// 生成位置 - /// 生成原因 - /// 生成的道具信息 - Task SpawnPowerUpAsync(Guid gameId, PowerUpType powerUpType, Position position, SpawnReason spawnReason); + /// 是否排除被占领的区域 + /// 生成的道具列表 + Task> SpawnPowerUpsAsync(Guid gameId, bool excludeOccupiedAreas = true); /// - /// 收集道具 - /// 玩家收集道具并应用效果 + /// 玩家拾取道具 + /// 玩家接近道具时自动拾取,每个玩家最多持有1个道具 /// /// 游戏标识 /// 玩家标识 /// 道具标识 - /// 收集结果 - Task CollectPowerUpAsync(Guid gameId, Guid playerId, Guid powerUpId); + /// 玩家位置 + /// 拾取结果 + Task PickupPowerUpAsync(Guid gameId, Guid playerId, Guid powerUpId, Position playerPosition); /// - /// 应用道具效果 - /// 对玩家应用道具的效果 + /// 使用闪电道具 + /// 效果:移动速度提升60%,持续8秒,但画线轨迹更粗(3像素)更易被发现 /// /// 游戏标识 /// 玩家标识 - /// 道具类型 - /// 效果等级 - /// 应用结果 - Task ApplyPowerUpEffectAsync(Guid gameId, Guid playerId, PowerUpType powerUpType, int effectLevel = 1); + /// 闪电道具使用结果 + Task UseLightningPowerUpAsync(Guid gameId, Guid playerId); /// - /// 移除道具效果 - /// 移除玩家身上的道具效果 + /// 使用护盾道具 + /// 效果:免疫一次截断攻击,持续12秒或触发一次保护,使用时移动速度降低10% /// /// 游戏标识 /// 玩家标识 - /// 效果标识 - /// 移除是否成功 - Task RemovePowerUpEffectAsync(Guid gameId, Guid playerId, Guid effectId); + /// 护盾道具使用结果 + Task UseShieldPowerUpAsync(Guid gameId, Guid playerId); /// - /// 获取玩家活跃效果 - /// 获取玩家当前所有活跃的道具效果 + /// 使用炸弹道具 + /// 效果:以当前位置为中心,半径30像素范围变成领地,只能在中立区域或己方领地使用 /// /// 游戏标识 /// 玩家标识 - /// 活跃效果列表 - Task> GetActiveEffectsAsync(Guid gameId, Guid playerId); + /// 目标位置 + /// 炸弹道具使用结果 + Task UseBombPowerUpAsync(Guid gameId, Guid playerId, Position targetPosition); + + /// + /// 使用幽灵道具 + /// 效果:10秒内可以穿越敌方轨迹而不死亡,但不能圈地 + /// + /// 游戏标识 + /// 玩家标识 + /// 幽灵道具使用结果 + Task UseGhostPowerUpAsync(Guid gameId, Guid playerId); /// - /// 更新道具效果 - /// 更新所有活跃道具效果的状态和持续时间 + /// 获取玩家当前道具 + /// 每个玩家最多持有1个道具 /// /// 游戏标识 - /// 时间间隔 - /// 更新结果 - Task UpdatePowerUpEffectsAsync(Guid gameId, float deltaTime); + /// 玩家标识 + /// 玩家持有的道具,如果没有返回null + Task GetPlayerPowerUpAsync(Guid gameId, Guid playerId); /// - /// 获取地图道具 - /// 获取地图上所有可用的道具 + /// 获取玩家活跃道具效果 + /// 获取玩家当前所有活跃的道具效果(闪电、护盾、幽灵等) + /// + /// 游戏标识 + /// 玩家标识 + /// 活跃效果列表 + Task> GetActiveEffectsAsync(Guid gameId, Guid playerId); + + /// + /// 获取地图上所有道具 + /// 获取当前地图上存在的所有道具点 /// /// 游戏标识 /// 地图道具列表 Task> GetMapPowerUpsAsync(Guid gameId); /// - /// 自动生成道具 - /// 根据游戏规则自动在地图上生成道具 + /// 更新道具效果状态 + /// 每帧调用,更新所有活跃道具效果的剩余时间和状态 /// /// 游戏标识 - /// 生成配置 - /// 生成的道具列表 - Task> AutoSpawnPowerUpsAsync(Guid gameId, PowerUpSpawnConfig spawnConfig); + /// 时间增量(毫秒) + /// 更新结果,包含过期的效果列表 + Task UpdatePowerUpEffectsAsync(Guid gameId, long deltaTime); + + /// + /// 检查护盾是否能阻挡攻击 + /// 当玩家轨迹被攻击时检查是否有护盾保护 + /// + /// 游戏标识 + /// 被攻击的玩家标识 + /// 护盾检查结果 + Task CheckShieldBlockAsync(Guid gameId, Guid playerId); + + /// + /// 检查幽灵状态 + /// 检查玩家是否处于幽灵状态(可以穿越敌方轨迹) + /// + /// 游戏标识 + /// 玩家标识 + /// 是否处于幽灵状态 + Task IsPlayerInGhostModeAsync(Guid gameId, Guid playerId); + + /// + /// 获取玩家当前移动速度 + /// 考虑闪电道具和护盾道具的速度影响 + /// + /// 游戏标识 + /// 玩家标识 + /// 当前移动速度倍率 + Task GetPlayerSpeedMultiplierAsync(Guid gameId, Guid playerId); /// /// 清理过期道具 - /// 清理地图上过期或无效的道具 + /// 清理地图上过期的道具,为新道具让出空间 /// /// 游戏标识 /// 清理的道具数量 Task CleanupExpiredPowerUpsAsync(Guid gameId); /// - /// 检查道具冲突 - /// 检查道具效果之间是否存在冲突 + /// 获取道具刷新配置 + /// 根据游戏模式获取道具刷新间隔和数量配置 /// - /// 游戏标识 - /// 玩家标识 - /// 新道具类型 - /// 冲突检查结果 - Task CheckPowerUpConflictAsync(Guid gameId, Guid playerId, PowerUpType newPowerUpType); + /// 游戏模式 + /// 道具刷新配置 + PowerUpSpawnConfig GetPowerUpConfig(string gameMode); +} + +/// +/// 圈地游戏道具类型枚举 +/// +public enum TerritoryGamePowerUpType +{ + /// + /// 闪电道具(蓝色):移动速度提升60%,持续8秒,但轨迹更粗 + /// + Lightning, + + /// + /// 护盾道具(金色):免疫一次截断攻击,持续12秒或触发一次 + /// + Shield, + + /// + /// 炸弹道具(红色):以当前位置为中心,半径30像素范围变成领地 + /// + Bomb, + + /// + /// 幽灵道具(紫色):10秒内可以穿越敌方轨迹而不死亡,但不能圈地 + /// + Ghost } /// @@ -110,217 +177,147 @@ public interface IPowerUpService public class PowerUpInstance { public Guid Id { get; set; } - public PowerUpType Type { get; set; } + public TerritoryGamePowerUpType Type { get; set; } public Position Position { get; set; } = new(); public DateTime SpawnTime { get; set; } - public TimeSpan Duration { get; set; } - public int EffectLevel { get; set; } = 1; public bool IsActive { get; set; } = true; - public SpawnReason SpawnReason { get; set; } + public string Color { get; set; } = string.Empty; + public string Icon { get; set; } = string.Empty; public Dictionary Properties { get; set; } = new(); } /// -/// 道具收集结果 +/// 道具拾取结果 /// -public class PowerUpCollectionResult +public class PowerUpPickupResult { public bool Success { get; set; } - public PowerUpInstance PowerUp { get; set; } = new(); - public ActivePowerUpEffect AppliedEffect { get; set; } = new(); + public TerritoryGamePowerUpType PowerUpType { get; set; } + public string? ReplacedPowerUp { get; set; } public List Messages { get; set; } = new(); public List Errors { get; set; } = new(); } /// -/// 道具效果应用结果 +/// 闪电道具使用结果 /// -public class PowerUpEffectResult +public class LightningUseResult { public bool Success { get; set; } - public Guid EffectId { get; set; } - public PowerUpType PowerUpType { get; set; } - public TimeSpan Duration { get; set; } - public Dictionary StatModifiers { get; set; } = new(); - public List SpecialEffects { get; set; } = new(); + public float SpeedMultiplier { get; set; } = 1.6f; // 60%提升 + public int DurationSeconds { get; set; } = 8; + public float TrailThickness { get; set; } = 3f; // 更粗的轨迹 + public DateTime EffectEndTime { get; set; } + public List Messages { get; set; } = new(); public List Errors { get; set; } = new(); } /// -/// 活跃道具效果 +/// 护盾道具使用结果 /// -public class ActivePowerUpEffect +public class ShieldUseResult { - public Guid EffectId { get; set; } - public PowerUpType Type { get; set; } - public string Name { get; set; } = string.Empty; - public string Description { get; set; } = string.Empty; - public DateTime StartTime { get; set; } - public TimeSpan Duration { get; set; } - public TimeSpan RemainingTime { get; set; } - public int StackCount { get; set; } = 1; - public Dictionary StatModifiers { get; set; } = new(); - public List SpecialEffects { get; set; } = new(); - public EffectStatus Status { get; set; } -} - -/// -/// 道具更新结果 -/// -public class PowerUpUpdateResult -{ - public int UpdatedEffects { get; set; } - public int ExpiredEffects { get; set; } - public List ExpiredEffectIds { get; set; } = new(); - public List Events { get; set; } = new(); -} - -/// -/// 道具生成配置 -/// -public class PowerUpSpawnConfig -{ - public int MaxConcurrentPowerUps { get; set; } = 10; - public TimeSpan SpawnInterval { get; set; } = TimeSpan.FromSeconds(30); - public List SpawnRules { get; set; } = new(); - public List SpawnPoints { get; set; } = new(); - public Dictionary SpawnWeights { get; set; } = new(); -} - -/// -/// 道具生成规则 -/// -public class PowerUpSpawnRule -{ - public PowerUpType PowerUpType { get; set; } - public float SpawnChance { get; set; } - public int MaxInstances { get; set; } - public TimeSpan MinSpawnInterval { get; set; } - public List Conditions { get; set; } = new(); + public bool Success { get; set; } + public int DurationSeconds { get; set; } = 12; + public float SpeedPenalty { get; set; } = 0.9f; // 10%速度降低 + public DateTime EffectEndTime { get; set; } + public int BlocksRemaining { get; set; } = 1; + public List Messages { get; set; } = new(); + public List Errors { get; set; } = new(); } /// -/// 道具冲突检查结果 +/// 炸弹道具使用结果 /// -public class PowerUpConflictResult +public class BombUseResult { - public bool HasConflict { get; set; } - public List Conflicts { get; set; } = new(); - public List EffectsToRemove { get; set; } = new(); - public List Warnings { get; set; } = new(); + public bool Success { get; set; } + public Position ExplosionCenter { get; set; } = new(); + public float ExplosionRadius { get; set; } = 30f; + public decimal AreaGained { get; set; } + public List NewTerritory { get; set; } = new(); + public List AffectedPlayers { get; set; } = new(); + public List Messages { get; set; } = new(); + public List Errors { get; set; } = new(); } /// -/// 道具冲突 +/// 幽灵道具使用结果 /// -public class PowerUpConflict +public class GhostUseResult { - public PowerUpType ExistingType { get; set; } - public PowerUpType NewType { get; set; } - public ConflictType ConflictType { get; set; } - public ConflictResolution Resolution { get; set; } - public string Description { get; set; } = string.Empty; + public bool Success { get; set; } + public int DurationSeconds { get; set; } = 10; + public DateTime EffectEndTime { get; set; } + public bool CanDrawWhileGhost { get; set; } = false; // 不能圈地 + public List Messages { get; set; } = new(); + public List Errors { get; set; } = new(); } /// -/// 道具事件 +/// 玩家道具状态 /// -public class PowerUpEvent +public class PlayerPowerUp { - public PowerUpEventType EventType { get; set; } public Guid PlayerId { get; set; } - public PowerUpType PowerUpType { get; set; } - public string Description { get; set; } = string.Empty; - public DateTime Timestamp { get; set; } - public Dictionary Data { get; set; } = new(); + public TerritoryGamePowerUpType? PowerUpType { get; set; } + public DateTime? ObtainedTime { get; set; } + public bool CanUse { get; set; } = true; } /// -/// 游戏条件 -/// -public class GameCondition -{ - public string ConditionType { get; set; } = string.Empty; - public string Operator { get; set; } = string.Empty; - public object Value { get; set; } = new(); - public string Description { get; set; } = string.Empty; -} - -/// -/// 道具类型 -/// -public enum PowerUpType -{ - SpeedBoost, // 速度提升 - HealthRestore, // 生命恢复 - ShieldBoost, // 护盾增强 - AttackBoost, // 攻击提升 - InvisibilityCloak, // 隐身斗篷 - TerritoryBoost, // 领土扩张 - ScoreMultiplier, // 得分倍增 - TimeFreeze, // 时间冻结 - TeleportScroll, // 传送卷轴 - LifeExtension, // 生命延长 - AreaControl, // 区域控制 - RevivePotion // 复活药水 -} - -/// -/// 生成原因 -/// -public enum SpawnReason -{ - RandomSpawn, // 随机生成 - EventTriggered, // 事件触发 - PlayerAction, // 玩家行为 - TimeBasedSpawn, // 时间触发 - AreaCleared, // 区域清理 - BossDefeated // Boss击败 -} - -/// -/// 效果状态 +/// 活跃道具效果 /// -public enum EffectStatus +public class ActivePowerUpEffect { - Active, // 激活 - Paused, // 暂停 - Fading, // 衰减 - Expired // 过期 + public Guid EffectId { get; set; } + public Guid PlayerId { get; set; } + public TerritoryGamePowerUpType Type { get; set; } + public string Name { get; set; } = string.Empty; + public DateTime StartTime { get; set; } + public int DurationSeconds { get; set; } + public DateTime EndTime { get; set; } + public bool IsActive { get; set; } = true; + public Dictionary Effects { get; set; } = new(); } /// -/// 冲突类型 +/// 道具更新结果 /// -public enum ConflictType +public class PowerUpUpdateResult { - MutuallyExclusive, // 互斥 - StackingLimited, // 叠加限制 - Override, // 覆盖 - Enhancement // 增强 + public int ActiveEffectsCount { get; set; } + public int ExpiredEffectsCount { get; set; } + public List ExpiredEffectIds { get; set; } = new(); + public List NewlyActivatedEffects { get; set; } = new(); } /// -/// 冲突解决方案 +/// 护盾阻挡结果 /// -public enum ConflictResolution +public class ShieldBlockResult { - ReplaceExisting, // 替换现有 - KeepExisting, // 保持现有 - Combine, // 合并 - Stack // 叠加 + public bool HasShield { get; set; } + public bool BlockedAttack { get; set; } + public bool ShieldExpired { get; set; } + public int RemainingBlocks { get; set; } + public DateTime? ShieldEndTime { get; set; } } /// -/// 道具事件类型 +/// 道具刷新配置 /// -public enum PowerUpEventType +public class PowerUpSpawnConfig { - Spawned, // 生成 - Collected, // 收集 - Applied, // 应用 - Expired, // 过期 - Removed, // 移除 - Stacked, // 叠加 - Conflicted // 冲突 + public int MaxConcurrentPowerUps { get; set; } = 3; + public int SpawnIntervalSeconds { get; set; } = 25; + public Dictionary SpawnWeights { get; set; } = new() + { + { TerritoryGamePowerUpType.Lightning, 0.3f }, + { TerritoryGamePowerUpType.Shield, 0.3f }, + { TerritoryGamePowerUpType.Bomb, 0.2f }, + { TerritoryGamePowerUpType.Ghost, 0.2f } + }; + public List PreferredSpawnAreas { get; set; } = new(); + public bool AvoidPlayerTerritories { get; set; } = true; } diff --git a/backend/src/CollabApp.Domain/Services/Game/ITerritoryService.cs b/backend/src/CollabApp.Domain/Services/Game/ITerritoryService.cs index a15723d..efe0278 100644 --- a/backend/src/CollabApp.Domain/Services/Game/ITerritoryService.cs +++ b/backend/src/CollabApp.Domain/Services/Game/ITerritoryService.cs @@ -4,188 +4,192 @@ namespace CollabApp.Domain.Services.Game; /// /// 领土管理服务接口 -/// 负责管理游戏中的领土系统,包括领土占领、控制、边界计算等 +/// 负责管理圈地游戏中的领土系统,包括画线轨迹、领地计算、圈地检测等 /// public interface ITerritoryService { /// - /// 占领领土 - /// 玩家占领指定区域的领土 + /// 开始画线 + /// 玩家从己方领地或出生点开始画线 /// /// 游戏标识 /// 玩家标识 - /// 占领中心位置 - /// 占领半径 - /// 占领结果 - Task ClaimTerritoryAsync(Guid gameId, Guid playerId, Position centerPosition, float radius); + /// 起始位置 + /// 画线开始结果 + Task StartDrawingAsync(Guid gameId, Guid playerId, Position startPosition); /// - /// 释放领土 - /// 玩家主动释放部分或全部领土 + /// 更新画线轨迹 + /// 玩家移动时更新画线轨迹 /// /// 游戏标识 /// 玩家标识 - /// 要释放的领土区域 - /// 释放是否成功 - Task ReleaseTerritoryAsync(Guid gameId, Guid playerId, TerritoryArea territory); + /// 新位置 + /// 轨迹更新结果 + Task UpdateTrailAsync(Guid gameId, Guid playerId, Position newPosition); /// - /// 计算领土面积 - /// 计算玩家控制的总领土面积 + /// 完成圈地 + /// 当玩家画线回到己方领地时完成圈地 /// /// 游戏标识 /// 玩家标识 - /// 领土面积信息 - Task CalculateTerritoryAreaAsync(Guid gameId, Guid playerId); + /// 结束位置 + /// 圈地完成结果 + Task CompleteTerritoryAsync(Guid gameId, Guid playerId, Position endPosition); /// - /// 获取领土边界 - /// 获取玩家领土的边界点集合 + /// 计算玩家领地面积 + /// 使用多边形面积算法计算玩家当前领地面积 /// /// 游戏标识 /// 玩家标识 - /// 边界点列表 - Task> GetTerritoryBoundaryAsync(Guid gameId, Guid playerId); + /// 领地面积信息 + Task CalculatePlayerTerritoryAsync(Guid gameId, Guid playerId); /// - /// 检查领土冲突 - /// 检查多个玩家之间的领土重叠和冲突 + /// 检查位置是否在玩家领地内 + /// 检查指定位置是否属于某玩家的领地 /// /// 游戏标识 - /// 冲突信息列表 - Task> CheckTerritoryConflictsAsync(Guid gameId); + /// 检查位置 + /// 玩家标识(可选) + /// 领地归属信息 + Task CheckTerritoryOwnershipAsync(Guid gameId, Position position, Guid? playerId = null); /// - /// 解决领土冲突 - /// 根据游戏规则解决领土冲突 + /// 重置玩家领地 + /// 玩家死亡时重置领地到出生点安全区 /// /// 游戏标识 - /// 要解决的冲突 - /// 冲突解决结果 - Task ResolveTerritoryConflictAsync(Guid gameId, TerritoryConflict conflict); + /// 玩家标识 + /// 保留的领地记忆百分比 + /// 重置结果 + Task ResetPlayerTerritoryAsync(Guid gameId, Guid playerId, decimal keepPercentage = 0.2m); /// - /// 获取地图领土状况 - /// 获取整个地图的领土分布情况 + /// 获取地图领土分布 + /// 获取当前游戏中所有玩家的领地分布情况 /// /// 游戏标识 - /// 地图领土状况 - Task GetMapTerritoryStatusAsync(Guid gameId); + /// 地图领土分布信息 + Task GetMapTerritoryDistributionAsync(Guid gameId); /// - /// 计算领土价值 - /// 基于位置、资源等因素计算领土价值 + /// 计算领地争夺 + /// 当圈地包围敌方领地时计算争夺结果 /// /// 游戏标识 - /// 领土区域 - /// 领土价值信息 - Task CalculateTerritoryValueAsync(Guid gameId, TerritoryArea territory); + /// 攻击者ID + /// 新圈定的领地 + /// 争夺结果 + Task CalculateTerritoryConquestAsync(Guid gameId, Guid attackerId, List newTerritory); /// - /// 应用领土效果 - /// 为玩家的领土应用特殊效果或增益 + /// 检查画线长度限制 + /// 检查玩家当前画线长度是否超过限制 /// /// 游戏标识 /// 玩家标识 - /// 效果类型 - /// 持续时间 - /// 应用结果 - Task ApplyTerritoryEffectAsync(Guid gameId, Guid playerId, TerritoryEffectType effectType, TimeSpan duration); + /// 长度检查结果 + Task CheckTrailLengthLimitAsync(Guid gameId, Guid playerId); /// - /// 获取领土统计 - /// 获取玩家的领土相关统计信息 + /// 应用地图缩圈效果 + /// 游戏最后30秒时应用地图缩圈效果 /// /// 游戏标识 - /// 玩家标识 - /// 领土统计信息 - Task GetTerritoryStatisticsAsync(Guid gameId, Guid playerId); + /// 缩圈半径 + /// 缩圈应用结果 + Task ApplyMapShrinkAsync(Guid gameId, float shrinkRadius); /// - /// 预测领土扩张 - /// 预测指定行为对领土的影响 + /// 检查提前结束条件 + /// 检查是否有玩家占领超过70%地图 /// /// 游戏标识 - /// 玩家标识 - /// 扩张计划 - /// 扩张预测结果 - Task PredictTerritoryExpansionAsync(Guid gameId, Guid playerId, TerritoryExpansionPlan expansionPlan); + /// 提前结束检查结果 + Task CheckEarlyEndConditionAsync(Guid gameId); } /// -/// 领土区域 +/// 轨迹更新结果 /// -public class TerritoryArea +public class TrailUpdateResult { - public Guid Id { get; set; } - public Guid OwnerId { get; set; } - public List Boundary { get; set; } = new(); - public Position Center { get; set; } = new(); - public float Area { get; set; } - public TerritoryType Type { get; set; } - public DateTime ClaimedAt { get; set; } - public int ControlLevel { get; set; } = 1; - public Dictionary Properties { get; set; } = new(); + public bool Success { get; set; } + public Guid TrailId { get; set; } + public List CurrentTrail { get; set; } = new(); + public float TrailLength { get; set; } + public bool IsNearLimit { get; set; } + public string? ErrorMessage { get; set; } +} + +/// +/// 圈地完成结果 +/// +public class TerritoryCompleteResult +{ + public bool Success { get; set; } + public decimal AreaGained { get; set; } + public decimal NewTotalArea { get; set; } + public List NewTerritory { get; set; } = new(); + public List ConqueredPlayers { get; set; } = new(); + public decimal ConqueredArea { get; set; } + public string? ErrorMessage { get; set; } } /// -/// 领土面积信息 +/// 领地面积信息 /// public class TerritoryAreaInfo { public Guid PlayerId { get; set; } - public float TotalArea { get; set; } - public float ControlledArea { get; set; } - public float ContestedArea { get; set; } - public float MaxPossibleArea { get; set; } - public float AreaPercentage { get; set; } - public int TerritoryCount { get; set; } - public List Territories { get; set; } = new(); + public decimal CurrentArea { get; set; } + public decimal MaxHistoryArea { get; set; } + public decimal AreaPercentage { get; set; } + public int Rank { get; set; } + public List TerritoryBoundary { get; set; } = new(); + public Position Center { get; set; } = new(); } /// -/// 领土冲突 +/// 领地归属信息 /// -public class TerritoryConflict +public class TerritoryOwnership { - public Guid ConflictId { get; set; } - public Guid Player1Id { get; set; } - public Guid Player2Id { get; set; } - public TerritoryArea ConflictArea { get; set; } = new(); - public ConflictType ConflictType { get; set; } - public ConflictSeverity Severity { get; set; } - public DateTime DetectedAt { get; set; } - public ConflictStatus Status { get; set; } - public string Description { get; set; } = string.Empty; + public bool IsOwned { get; set; } + public Guid? OwnerId { get; set; } + public string? OwnerColor { get; set; } + public bool IsNeutralZone { get; set; } + public bool IsSpawnArea { get; set; } + public float DistanceToNearestBoundary { get; set; } } /// -/// 冲突解决结果 +/// 领地重置结果 /// -public class ConflictResolutionResult +public class TerritoryResetResult { public bool Success { get; set; } - public Guid ConflictId { get; set; } - public ConflictResolutionMethod Method { get; set; } - public Guid? WinnerId { get; set; } - public TerritoryArea? ResolvedArea { get; set; } - public List Changes { get; set; } = new(); - public string Description { get; set; } = string.Empty; + public decimal RemainingArea { get; set; } + public Position NewSpawnArea { get; set; } = new(); + public decimal LostArea { get; set; } } /// -/// 地图领土状况 +/// 地图领土分布 /// -public class MapTerritoryStatus +public class MapTerritoryDistribution { public Guid GameId { get; set; } public DateTime Timestamp { get; set; } public float TotalMapArea { get; set; } public float ClaimedArea { get; set; } - public float UnclaimedArea { get; set; } - public float ContestedArea { get; set; } + public float NeutralArea { get; set; } public List PlayerTerritories { get; set; } = new(); - public List Hotspots { get; set; } = new(); + public bool HasDominantPlayer { get; set; } + public Guid? DominantPlayerId { get; set; } } /// @@ -195,231 +199,90 @@ public class PlayerTerritoryInfo { public Guid PlayerId { get; set; } public string PlayerName { get; set; } = string.Empty; - public float TotalArea { get; set; } - public float Percentage { get; set; } - public int TerritoryCount { get; set; } - public Position CenterOfMass { get; set; } = new(); - public TerritoryStrength Strength { get; set; } -} - -/// -/// 领土热点 -/// -public class TerritoryHotspot -{ - public Position Center { get; set; } = new(); - public float Radius { get; set; } - public int PlayerCount { get; set; } - public float ActivityLevel { get; set; } - public List InvolvedPlayers { get; set; } = new(); - public HotspotType Type { get; set; } + public string PlayerColor { get; set; } = string.Empty; + public decimal Area { get; set; } + public decimal Percentage { get; set; } + public int Rank { get; set; } + public List Territory { get; set; } = new(); + public Position SpawnPoint { get; set; } = new(); + public bool IsDrawing { get; set; } + public List? CurrentTrail { get; set; } } /// -/// 领土价值 +/// 领地征服结果 /// -public class TerritoryValue -{ - public float BaseValue { get; set; } - public float StrategicValue { get; set; } - public float ResourceValue { get; set; } - public float DefensiveValue { get; set; } - public float TotalValue { get; set; } - public List Factors { get; set; } = new(); -} - -/// -/// 价值因子 -/// -public class ValueFactor -{ - public string Name { get; set; } = string.Empty; - public float Contribution { get; set; } - public string Description { get; set; } = string.Empty; -} - -/// -/// 领土效果结果 -/// -public class TerritoryEffectResult +public class TerritoryConquestResult { public bool Success { get; set; } - public Guid EffectId { get; set; } - public TerritoryEffectType EffectType { get; set; } - public TimeSpan Duration { get; set; } - public float EffectStrength { get; set; } - public List Benefits { get; set; } = new(); - public List Errors { get; set; } = new(); + public List ConqueredPlayers { get; set; } = new(); + public decimal TotalConqueredArea { get; set; } + public List Conquests { get; set; } = new(); + public decimal NewTotalArea { get; set; } } /// -/// 领土统计 +/// 领土征服详情 /// -public class TerritoryStatistics +public class TerritoryConquest { - public Guid PlayerId { get; set; } - public float TotalAreaClaimed { get; set; } - public float MaxAreaHeld { get; set; } - public float CurrentArea { get; set; } - public int ClaimAttempts { get; set; } - public int SuccessfulClaims { get; set; } - public int LostTerritories { get; set; } - public TimeSpan TotalHoldTime { get; set; } - public TimeSpan AverageHoldTime { get; set; } - public Dictionary DetailedStats { get; set; } = new(); + public Guid ConqueredPlayerId { get; set; } + public decimal ConqueredArea { get; set; } + public List ConqueredTerritory { get; set; } = new(); } /// -/// 领土扩张预测 +/// 轨迹长度检查结果 /// -public class TerritoryExpansionPrediction +public class TrailLengthCheckResult { - public bool CanExpand { get; set; } - public float PredictedAreaGain { get; set; } - public float SuccessProbability { get; set; } - public List OptimalExpansionPoints { get; set; } = new(); - public List Risks { get; set; } = new(); - public List Opportunities { get; set; } = new(); - public ResourceCost Cost { get; set; } = new(); + public bool IsWithinLimit { get; set; } + public float CurrentLength { get; set; } + public float MaxLength { get; set; } + public float RemainingLength { get; set; } + public bool IsNearLimit { get; set; } } /// -/// 领土扩张计划 +/// 地图缩圈结果 /// -public class TerritoryExpansionPlan +public class MapShrinkResult { - public List TargetPositions { get; set; } = new(); - public float ExpansionRadius { get; set; } - public TerritoryType TargetType { get; set; } - public int Priority { get; set; } - public Dictionary Parameters { get; set; } = new(); + public bool Success { get; set; } + public float NewMapRadius { get; set; } + public List AffectedPlayers { get; set; } = new(); + public decimal TotalAreaLost { get; set; } + public List PlayerLosses { get; set; } = new(); } /// -/// 领土变化 +/// 玩家面积损失 /// -public class TerritoryChange +public class PlayerAreaLoss { public Guid PlayerId { get; set; } - public TerritoryChangeType ChangeType { get; set; } - public TerritoryArea? Area { get; set; } - public float AreaChange { get; set; } - public string Description { get; set; } = string.Empty; -} - -/// -/// 风险 -/// -public class Risk -{ - public string Type { get; set; } = string.Empty; - public float Severity { get; set; } - public string Description { get; set; } = string.Empty; - public List Mitigations { get; set; } = new(); -} - -/// -/// 机会 -/// -public class Opportunity -{ - public string Type { get; set; } = string.Empty; - public float Potential { get; set; } - public string Description { get; set; } = string.Empty; - public List Requirements { get; set; } = new(); -} - -/// -/// 资源成本 -/// -public class ResourceCost -{ - public int Energy { get; set; } - public int Materials { get; set; } - public TimeSpan Time { get; set; } - public Dictionary CustomResources { get; set; } = new(); -} - -/// -/// 冲突严重程度 -/// -public enum ConflictSeverity -{ - Minor, // 轻微 - Moderate, // 中等 - Major, // 严重 - Critical // 关键 -} - -/// -/// 冲突状态 -/// -public enum ConflictStatus -{ - Detected, // 检测到 - Active, // 活跃 - Resolving, // 解决中 - Resolved // 已解决 -} - -/// -/// 冲突解决方法 -/// -public enum ConflictResolutionMethod -{ - FirstClaim, // 先占先得 - AreaControl, // 区域控制 - Combat, // 战斗 - Negotiation, // 协商 - TimeLimit, // 时间限制 - Random // 随机 -} - -/// -/// 领土强度 -/// -public enum TerritoryStrength -{ - Weak, // 弱 - Moderate, // 中等 - Strong, // 强 - Dominant // 主导 -} - -/// -/// 热点类型 -/// -public enum HotspotType -{ - Contested, // 争夺 - Strategic, // 战略 - Resource, // 资源 - Chokepoint, // 要塞 - Expansion // 扩张 + public decimal AreaLost { get; set; } + public decimal RemainingArea { get; set; } } /// -/// 领土效果类型 +/// 提前结束检查结果 /// -public enum TerritoryEffectType +public class EarlyEndCheckResult { - DefenseBoost, // 防御增强 - ResourceGeneration, // 资源生成 - HealingAura, // 治疗光环 - SpeedBoost, // 速度提升 - VisionRange, // 视野扩展 - AreaDamage, // 区域伤害 - Fortification // 要塞化 + public bool CanEndEarly { get; set; } + public Guid? DominantPlayerId { get; set; } + public decimal DominantPlayerPercentage { get; set; } + public EarlyEndReason Reason { get; set; } } /// -/// 领土变化类型 +/// 提前结束原因 /// -public enum TerritoryChangeType +public enum EarlyEndReason { - Gained, // 获得 - Lost, // 失去 - Expanded, // 扩张 - Contracted, // 收缩 - Modified // 修改 + None, + DominantPlayer, // 单一玩家占领70%地图 + LastPlayerStanding, // 只剩一名存活玩家 + TimeExpired // 时间到 } diff --git a/backend/src/CollabApp.Infrastructure/Services/RedisService.cs b/backend/src/CollabApp.Infrastructure/Services/RedisService.cs index 5254a6f..a9c8468 100644 --- a/backend/src/CollabApp.Infrastructure/Services/RedisService.cs +++ b/backend/src/CollabApp.Infrastructure/Services/RedisService.cs @@ -4,17 +4,147 @@ using StackExchange.Redis; namespace CollabApp.Infrastructure.Services; /// -/// Redis 服务 +/// Redis 服务实现 +/// 提供Redis数据库操作的具体实现,封装StackExchange.Redis的复杂性 /// public class RedisService : IRedisService { private readonly ConnectionMultiplexer _redis; - private readonly IDatabase _db; + private readonly IDatabase _database; - //依赖注入 - public RedisService(string connString) + public RedisService(string connectionString) { - _redis = ConnectionMultiplexer.Connect(connString); - _db = _redis.GetDatabase(); + _redis = ConnectionMultiplexer.Connect(connectionString); + _database = _redis.GetDatabase(); + } + + // Hash操作 + public async Task> GetHashAllAsync(string key) + { + var result = await _database.HashGetAllAsync(key); + return result.ToDictionary(x => x.Name.ToString(), x => x.Value.ToString()); + } + + public async Task HashSetAsync(string key, string field, string value) + { + return await _database.HashSetAsync(key, field, value); + } + + public async Task HashDeleteAsync(string key, string field) + { + return await _database.HashDeleteAsync(key, field); + } + + public async Task HashGetAsync(string key, string field) + { + return await _database.HashGetAsync(key, field); + } + + public async Task SetHashMultipleAsync(string key, Dictionary hash) + { + var hashEntries = hash.Select(kvp => new HashEntry(kvp.Key, kvp.Value)).ToArray(); + await _database.HashSetAsync(key, hashEntries); + } + + public async Task SetHashAsync(string key, string field, string value) + { + await _database.HashSetAsync(key, field, value); + } + + // List操作 + public async Task> ListRangeAsync(string key, long start = 0, long stop = -1) + { + var result = await _database.ListRangeAsync(key, start, stop); + return result.Select(x => x.ToString()).ToList(); + } + + public async Task ListLeftPushAsync(string key, string value) + { + return await _database.ListLeftPushAsync(key, value); + } + + public async Task ListRightPushAsync(string key, string value) + { + return await _database.ListRightPushAsync(key, value); + } + + public async Task ListLeftPopAsync(string key) + { + return await _database.ListLeftPopAsync(key); + } + + public async Task ListRightPopAsync(string key) + { + return await _database.ListRightPopAsync(key); + } + + public async Task ListPushAsync(string key, string value) + { + return await _database.ListLeftPushAsync(key, value); + } + + // Set操作 + public async Task> GetSetMembersAsync(string key) + { + var result = await _database.SetMembersAsync(key); + return result.Select(x => x.ToString()).ToHashSet(); + } + + public async Task SetAddAsync(string key, string value) + { + return await _database.SetAddAsync(key, value); + } + + public async Task SetRemoveAsync(string key, string value) + { + return await _database.SetRemoveAsync(key, value); + } + + public async Task SetContainsAsync(string key, string value) + { + return await _database.SetContainsAsync(key, value); + } + + public async Task GetSetCardinalityAsync(string key) + { + return await _database.SetLengthAsync(key); + } + + // String操作 + public async Task StringSetAsync(string key, string value, TimeSpan? expiry = null) + { + return await _database.StringSetAsync(key, value, expiry); + } + + public async Task StringGetAsync(string key) + { + return await _database.StringGetAsync(key); + } + + public async Task KeyDeleteAsync(string key) + { + return await _database.KeyDeleteAsync(key); + } + + public async Task KeyExistsAsync(string key) + { + return await _database.KeyExistsAsync(key); + } + + // 过期时间 + public async Task KeyExpireAsync(string key, TimeSpan expiry) + { + return await _database.KeyExpireAsync(key, expiry); + } + + public async Task SetExpireAsync(string key, TimeSpan expiry) + { + return await _database.KeyExpireAsync(key, expiry); + } + + // 资源释放 + public void Dispose() + { + _redis?.Dispose(); } } \ No newline at end of file -- Gitee From 96d8ba60d8f2a98470ade7b63a4c34f146abed22 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=E9=83=AD=E5=B0=8F=E7=87=95?= Date: Sun, 17 Aug 2025 12:55:31 +0800 Subject: [PATCH 34/34] =?UTF-8?q?:=E5=89=8D=E7=AB=AF=E6=A1=86=E6=9E=B6?= =?UTF-8?q?=E6=90=AD=E5=BB=BA=E5=92=8C=E5=AE=8C=E6=88=90=E5=A4=A7=E9=83=A8?= =?UTF-8?q?=E5=88=86=E9=A1=B5=E9=9D=A2=EF=BC=8C=E8=BF=98=E6=9C=AA=E7=BE=8E?= =?UTF-8?q?=E5=8C=96?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- frontend/index.html | 6 +- frontend/profile-preview.html | 190 ++ frontend/public/default-avatar.svg | 6 + frontend/ranking-preview.html | 380 ++++ frontend/src/App.vue | 150 +- frontend/src/api/index.js | 2 +- frontend/src/api/user.js | 20 + frontend/src/components/common/AppNavbar.vue | 486 +++++ .../src/components/common/AppNavigation.vue | 124 ++ .../src/components/common/Notification.vue | 267 +++ .../common/NotificationContainer.vue | 258 +++ .../src/components/common/UserLevelBadge.vue | 176 ++ frontend/src/main.js | 2 + frontend/src/router/routes.js | 53 +- frontend/src/stores/user.js | 182 ++ frontend/src/utils/notification.js | 61 + frontend/src/views/auth/Login.vue | 28 - frontend/src/views/auth/LoginPage.vue | 488 +++++ frontend/src/views/auth/Register.vue | 30 - frontend/src/views/auth/RegisterPage.vue | 751 +++++++ frontend/src/views/game/GamePage.vue | 1106 ++++++++++ frontend/src/views/game/GameResultPage.vue | 1091 +++++++++ frontend/src/views/home/HomePage.vue | 312 +++ frontend/src/views/lobby/LobbyPage.vue | 944 ++++++++ frontend/src/views/lobby/RoomPage.vue | 806 +++++++ frontend/src/views/profile/Profile.vue | 1941 ++++++++++++++++- frontend/src/views/ranking/Ranking.vue | 986 ++++++++- 27 files changed, 10738 insertions(+), 108 deletions(-) create mode 100644 frontend/profile-preview.html create mode 100644 frontend/public/default-avatar.svg create mode 100644 frontend/ranking-preview.html create mode 100644 frontend/src/components/common/AppNavbar.vue create mode 100644 frontend/src/components/common/AppNavigation.vue create mode 100644 frontend/src/components/common/Notification.vue create mode 100644 frontend/src/components/common/NotificationContainer.vue create mode 100644 frontend/src/components/common/UserLevelBadge.vue create mode 100644 frontend/src/stores/user.js create mode 100644 frontend/src/utils/notification.js delete mode 100644 frontend/src/views/auth/Login.vue create mode 100644 frontend/src/views/auth/LoginPage.vue delete mode 100644 frontend/src/views/auth/Register.vue create mode 100644 frontend/src/views/auth/RegisterPage.vue create mode 100644 frontend/src/views/game/GamePage.vue create mode 100644 frontend/src/views/game/GameResultPage.vue create mode 100644 frontend/src/views/home/HomePage.vue create mode 100644 frontend/src/views/lobby/LobbyPage.vue create mode 100644 frontend/src/views/lobby/RoomPage.vue diff --git a/frontend/index.html b/frontend/index.html index b19040a..82168f0 100644 --- a/frontend/index.html +++ b/frontend/index.html @@ -1,10 +1,12 @@ - + - Vite App + 实时协作应用 + +
diff --git a/frontend/profile-preview.html b/frontend/profile-preview.html new file mode 100644 index 0000000..c012825 --- /dev/null +++ b/frontend/profile-preview.html @@ -0,0 +1,190 @@ + + + + + + 个人中心页面预览 + + + + +
+
+

个人中心页面完成

+

负责人:钟嘉妮

+
+ +
+
+
+ + 用户信息管理 +
+
+ • 头像上传和预览
+ • 用户名、邮箱编辑
+ • 实时保存功能
+ • 表单验证 +
+
+ +
+
+ + 等级系统 +
+
+ • 动态等级徽章
+ • 经验值进度条
+ • 多级别称号
+ • 视觉效果动画 +
+
+ +
+
+ + 游戏统计 +
+
+ • 总游戏场次
+ • 胜率统计
+ • 排名显示
+ • 最佳连胜记录 +
+
+ +
+
+ + 游戏历史 +
+
+ • 最近游戏记录
+ • 分页加载
+ • 结果状态显示
+ • 时间格式化 +
+
+ +
+
+ + 安全设置 +
+
+ • 密码修改功能
+ • 安全验证
+ • 表单验证
+ • 错误处理 +
+
+ +
+
+ + 通知系统 +
+
+ • 成功/错误提示
+ • 动画效果
+ • 自动消失
+ • 响应式设计 +
+
+
+ +
+

技术栈

+
+ Vue 3 + Composition API + Pinia + Vue Router + Axios + CSS Grid + 响应式设计 + 组件化开发 +
+
+ +
+

个人中心页面开发完成!

+

包含完整的用户信息管理、游戏统计、历史记录和安全设置功能。

+
+
+ + diff --git a/frontend/public/default-avatar.svg b/frontend/public/default-avatar.svg new file mode 100644 index 0000000..1da2299 --- /dev/null +++ b/frontend/public/default-avatar.svg @@ -0,0 +1,6 @@ + + + + + + diff --git a/frontend/ranking-preview.html b/frontend/ranking-preview.html new file mode 100644 index 0000000..df87dfa --- /dev/null +++ b/frontend/ranking-preview.html @@ -0,0 +1,380 @@ + + + + + + 排行榜页面预览 + + + + +
+
+

排行榜页面完成

+

负责人:钟嘉妮

+

一个功能完整、界面美观的竞技排行榜系统

+
+ +
+
+
+ + 多维度排行榜 +
+
    +
  • 总积分排行榜
  • +
  • 周榜实时更新
  • +
  • 月榜历史统计
  • +
  • 好友排行榜
  • +
  • 分游戏类型排名
  • +
+
+ +
+
+ + 领奖台展示 +
+
    +
  • 前三名特殊展示
  • +
  • 金银铜牌设计
  • +
  • 冠军皇冠动效
  • +
  • 等级徽章显示
  • +
  • 头像边框特效
  • +
+
+ +
+
+ + 用户信息展示 +
+
    +
  • 用户头像与等级
  • +
  • 在线状态指示
  • +
  • VIP标识显示
  • +
  • 排名变化趋势
  • +
  • 个人战绩统计
  • +
+
+ +
+
+ + 交互体验 +
+
    +
  • 标签页切换
  • +
  • 分页加载
  • +
  • 实时刷新
  • +
  • 加载状态提示
  • +
  • 响应式布局
  • +
+
+ +
+
+ + 数据统计 +
+
    +
  • 总玩家数统计
  • +
  • 游戏场次统计
  • +
  • 个人排名查询
  • +
  • 今日活跃用户
  • +
  • 胜率统计显示
  • +
+
+ +
+
+ + 移动端适配 +
+
    +
  • 响应式网格布局
  • +
  • 移动端优化显示
  • +
  • 触摸友好交互
  • +
  • 垂直布局适配
  • +
  • 字体大小自适应
  • +
+
+
+ +
+

+ 排行榜统计数据展示 +

+
+
+
1,247
+
总玩家数
+
+
+
15,634
+
总游戏场次
+
+
+
156
+
我的排名
+
+
+
89
+
今日活跃
+
+
+
+ +
+
+ 界面预览功能 +
+
+
+

领奖台

+

前三名玩家特殊展示,包含皇冠动效、奖牌颜色区分和等级徽章

+
+
+

排行榜列表

+

完整的玩家排名列表,显示头像、等级、积分、胜率等详细信息

+
+
+

实时更新

+

支持手动刷新和自动更新,保证排行榜数据的实时性

+
+
+

多维筛选

+

支持总榜、周榜、月榜、好友榜等多种维度的排行榜切换

+
+
+
+ +
+

技术实现亮点

+
+
+
+
Vue 3 Composition API
+
+
+
+
Pinia 状态管理
+
+
+
+
响应式设计
+
+
+
+
CSS Grid 布局
+
+
+
+
动画过渡效果
+
+
+
+
组件化开发
+
+
+
+ +
+ + 排行榜页面开发完成! +
+ 包含完整的排名展示、数据统计、用户交互和移动端适配功能 +
+ +
+

主要特色:

+

🏆 视觉效果出色的领奖台设计

+

📊 多维度排行榜数据展示

+

📱 完善的移动端适配

+

⚡ 流畅的用户交互体验

+
+
+ + diff --git a/frontend/src/App.vue b/frontend/src/App.vue index 6ec9f60..929dd6c 100644 --- a/frontend/src/App.vue +++ b/frontend/src/App.vue @@ -1,11 +1,147 @@ - + - + diff --git a/frontend/src/api/index.js b/frontend/src/api/index.js index 8d80614..fac7a5a 100644 --- a/frontend/src/api/index.js +++ b/frontend/src/api/index.js @@ -3,7 +3,7 @@ import axios from 'axios' // 创建axios实例 const api = axios.create({ - baseURL: process.env.VUE_APP_API_BASE_URL || 'http://localhost:5000/api', + baseURL: import.meta.env.VITE_API_BASE_URL || 'http://localhost:5000/api', timeout: 10000, headers: { 'Content-Type': 'application/json' diff --git a/frontend/src/api/user.js b/frontend/src/api/user.js index 568058c..c6c3828 100644 --- a/frontend/src/api/user.js +++ b/frontend/src/api/user.js @@ -36,5 +36,25 @@ export const userAPI = { // 修改密码 changePassword(oldPassword, newPassword) { return api.put('/user/password', { oldPassword, newPassword }) + }, + + // 获取隐私设置 + getPrivacySettings() { + return api.get('/user/privacy-settings') + }, + + // 更新隐私设置 + updatePrivacySettings(settings) { + return api.put('/user/privacy-settings', settings) + }, + + // 导出用户数据 + exportUserData() { + return api.get('/user/export-data') + }, + + // 删除账户 + deleteAccount() { + return api.delete('/user/account') } } diff --git a/frontend/src/components/common/AppNavbar.vue b/frontend/src/components/common/AppNavbar.vue new file mode 100644 index 0000000..8ae43b5 --- /dev/null +++ b/frontend/src/components/common/AppNavbar.vue @@ -0,0 +1,486 @@ + + + + + diff --git a/frontend/src/components/common/AppNavigation.vue b/frontend/src/components/common/AppNavigation.vue new file mode 100644 index 0000000..1ace281 --- /dev/null +++ b/frontend/src/components/common/AppNavigation.vue @@ -0,0 +1,124 @@ + + + + + diff --git a/frontend/src/components/common/Notification.vue b/frontend/src/components/common/Notification.vue new file mode 100644 index 0000000..ae74813 --- /dev/null +++ b/frontend/src/components/common/Notification.vue @@ -0,0 +1,267 @@ + + + + + diff --git a/frontend/src/components/common/NotificationContainer.vue b/frontend/src/components/common/NotificationContainer.vue new file mode 100644 index 0000000..b48ae9d --- /dev/null +++ b/frontend/src/components/common/NotificationContainer.vue @@ -0,0 +1,258 @@ + + + + + diff --git a/frontend/src/components/common/UserLevelBadge.vue b/frontend/src/components/common/UserLevelBadge.vue new file mode 100644 index 0000000..7c6a723 --- /dev/null +++ b/frontend/src/components/common/UserLevelBadge.vue @@ -0,0 +1,176 @@ + + + + + diff --git a/frontend/src/main.js b/frontend/src/main.js index fda1e6e..85287cb 100644 --- a/frontend/src/main.js +++ b/frontend/src/main.js @@ -3,10 +3,12 @@ import { createPinia } from 'pinia' import App from './App.vue' import router from './router' +// import notificationPlugin from './utils/notification.js' const app = createApp(App) app.use(createPinia()) app.use(router) +// app.use(notificationPlugin) app.mount('#app') diff --git a/frontend/src/router/routes.js b/frontend/src/router/routes.js index 4ad71d6..a41eb0a 100644 --- a/frontend/src/router/routes.js +++ b/frontend/src/router/routes.js @@ -1 +1,52 @@ -export default [] \ No newline at end of file +export default [ + { + path: '/', + name: 'Home', + component: () => import('../views/home/HomePage.vue') + }, + { + path: '/auth', + children: [ + { + path: 'login', + name: 'Login', + component: () => import('../views/auth/LoginPage.vue') + }, + { + path: 'register', + name: 'Register', + component: () => import('../views/auth/RegisterPage.vue') + } + ] + }, + { + path: '/lobby', + name: 'Lobby', + component: () => import('../views/lobby/LobbyPage.vue') + }, + { + path: '/room/:id', + name: 'Room', + component: () => import('../views/lobby/RoomPage.vue') + }, + { + path: '/game/:id', + name: 'Game', + component: () => import('../views/game/GamePage.vue') + }, + { + path: '/game-result/:id', + name: 'GameResult', + component: () => import('../views/game/GameResultPage.vue') + }, + { + path: '/profile', + name: 'Profile', + component: () => import('../views/profile/Profile.vue') + }, + { + path: '/ranking', + name: 'Ranking', + component: () => import('../views/ranking/Ranking.vue') + } +] \ No newline at end of file diff --git a/frontend/src/stores/user.js b/frontend/src/stores/user.js new file mode 100644 index 0000000..e36e7d2 --- /dev/null +++ b/frontend/src/stores/user.js @@ -0,0 +1,182 @@ +import { defineStore } from 'pinia' +import { ref, reactive, computed } from 'vue' +import { userAPI } from '@/api/user.js' + +export const useUserStore = defineStore('user', () => { + // 状态 + const isLoggedIn = ref(false) + const token = ref(localStorage.getItem('token') || '') + const userInfo = reactive({ + id: null, + username: '', + email: '', + avatar: '', + level: 1, + experience: 0, + totalGames: 0, + winRate: 0, + ranking: null, + bestStreak: 0, + joinDate: null + }) + + // 计算属性 + const isAuthenticated = computed(() => isLoggedIn.value && !!token.value) + + const expProgress = computed(() => { + const currentLevelExp = (userInfo.level - 1) * 1000 + const nextLevelExp = userInfo.level * 1000 + const progress = ((userInfo.experience - currentLevelExp) / (nextLevelExp - currentLevelExp)) * 100 + return Math.min(100, Math.max(0, progress)) + }) + + const nextLevelExp = computed(() => { + return userInfo.level * 1000 + }) + + // 方法 + const setToken = (newToken) => { + token.value = newToken + if (newToken) { + localStorage.setItem('token', newToken) + isLoggedIn.value = true + } else { + localStorage.removeItem('token') + isLoggedIn.value = false + } + } + + const setUserInfo = (info) => { + Object.assign(userInfo, info) + } + + const login = async (credentials) => { + try { + // 这里应该调用登录API + // const response = await authAPI.login(credentials) + // setToken(response.data.token) + // await fetchUserInfo() + // return response + } catch (error) { + throw error + } + } + + const logout = () => { + setToken('') + Object.assign(userInfo, { + id: null, + username: '', + email: '', + avatar: '', + level: 1, + experience: 0, + totalGames: 0, + winRate: 0, + ranking: null, + bestStreak: 0, + joinDate: null + }) + } + + const fetchUserInfo = async () => { + try { + const [profileRes, statsRes] = await Promise.all([ + userAPI.getUserInfo(), + userAPI.getUserStats() + ]) + + setUserInfo({ + ...profileRes.data, + ...statsRes.data + }) + + return { ...profileRes.data, ...statsRes.data } + } catch (error) { + console.error('获取用户信息失败:', error) + throw error + } + } + + const updateUserInfo = async (updateData) => { + try { + const response = await userAPI.updateUserInfo(updateData) + setUserInfo(response.data) + return response + } catch (error) { + console.error('更新用户信息失败:', error) + throw error + } + } + + const uploadAvatar = async (file) => { + try { + const formData = new FormData() + formData.append('avatar', file) + + const response = await userAPI.uploadAvatar(formData) + userInfo.avatar = response.data.url + return response + } catch (error) { + console.error('上传头像失败:', error) + throw error + } + } + + const changePassword = async (oldPassword, newPassword) => { + try { + const response = await userAPI.changePassword(oldPassword, newPassword) + return response + } catch (error) { + console.error('修改密码失败:', error) + throw error + } + } + + const updatePrivacySettings = async (settings) => { + try { + const response = await userAPI.updatePrivacySettings(settings) + return response + } catch (error) { + console.error('更新隐私设置失败:', error) + throw error + } + } + + // 初始化:如果有token,自动获取用户信息 + const init = async () => { + if (token.value) { + try { + await fetchUserInfo() + isLoggedIn.value = true + } catch (error) { + // token可能已过期,清除 + logout() + } + } + } + + return { + // 状态 + isLoggedIn, + token, + userInfo, + + // 计算属性 + isAuthenticated, + expProgress, + nextLevelExp, + + // 方法 + setToken, + setUserInfo, + login, + logout, + fetchUserInfo, + updateUserInfo, + uploadAvatar, + changePassword, + updatePrivacySettings, + init + } +}) diff --git a/frontend/src/utils/notification.js b/frontend/src/utils/notification.js new file mode 100644 index 0000000..11e9b57 --- /dev/null +++ b/frontend/src/utils/notification.js @@ -0,0 +1,61 @@ +import { createApp } from 'vue' +import Notification from '@/components/common/Notification.vue' + +class NotificationManager { + constructor() { + this.instance = null + this.container = null + this.init() + } + + init() { + // 创建容器 + this.container = document.createElement('div') + this.container.id = 'notification-container' + document.body.appendChild(this.container) + + // 创建Vue实例 + const app = createApp(Notification) + this.instance = app.mount(this.container) + } + + success(message, title) { + return this.instance.success(message, title) + } + + error(message, title) { + return this.instance.error(message, title) + } + + warning(message, title) { + return this.instance.warning(message, title) + } + + info(message, title) { + return this.instance.info(message, title) + } + + clear() { + return this.instance.clearAll() + } + + destroy() { + if (this.container && this.container.parentNode) { + this.container.parentNode.removeChild(this.container) + } + } +} + +// 创建全局实例 +const notificationManager = new NotificationManager() + +// 插件安装函数 +export default { + install(app) { + app.config.globalProperties.$notification = notificationManager + app.provide('notification', notificationManager) + } +} + +// 直接导出实例供非组件使用 +export { notificationManager as notification } diff --git a/frontend/src/views/auth/Login.vue b/frontend/src/views/auth/Login.vue deleted file mode 100644 index c58e726..0000000 --- a/frontend/src/views/auth/Login.vue +++ /dev/null @@ -1,28 +0,0 @@ - - - - - diff --git a/frontend/src/views/auth/LoginPage.vue b/frontend/src/views/auth/LoginPage.vue new file mode 100644 index 0000000..2333ba1 --- /dev/null +++ b/frontend/src/views/auth/LoginPage.vue @@ -0,0 +1,488 @@ + + + + + diff --git a/frontend/src/views/auth/Register.vue b/frontend/src/views/auth/Register.vue deleted file mode 100644 index 13f1d6a..0000000 --- a/frontend/src/views/auth/Register.vue +++ /dev/null @@ -1,30 +0,0 @@ - - - - - diff --git a/frontend/src/views/auth/RegisterPage.vue b/frontend/src/views/auth/RegisterPage.vue new file mode 100644 index 0000000..c65219f --- /dev/null +++ b/frontend/src/views/auth/RegisterPage.vue @@ -0,0 +1,751 @@ + + + + + diff --git a/frontend/src/views/game/GamePage.vue b/frontend/src/views/game/GamePage.vue new file mode 100644 index 0000000..9a12872 --- /dev/null +++ b/frontend/src/views/game/GamePage.vue @@ -0,0 +1,1106 @@ + + + + + diff --git a/frontend/src/views/game/GameResultPage.vue b/frontend/src/views/game/GameResultPage.vue new file mode 100644 index 0000000..6856f61 --- /dev/null +++ b/frontend/src/views/game/GameResultPage.vue @@ -0,0 +1,1091 @@ + + + + + diff --git a/frontend/src/views/home/HomePage.vue b/frontend/src/views/home/HomePage.vue new file mode 100644 index 0000000..51a8431 --- /dev/null +++ b/frontend/src/views/home/HomePage.vue @@ -0,0 +1,312 @@ + + + + + diff --git a/frontend/src/views/lobby/LobbyPage.vue b/frontend/src/views/lobby/LobbyPage.vue new file mode 100644 index 0000000..2e23c8f --- /dev/null +++ b/frontend/src/views/lobby/LobbyPage.vue @@ -0,0 +1,944 @@ + + + + + diff --git a/frontend/src/views/lobby/RoomPage.vue b/frontend/src/views/lobby/RoomPage.vue new file mode 100644 index 0000000..b3d7d8a --- /dev/null +++ b/frontend/src/views/lobby/RoomPage.vue @@ -0,0 +1,806 @@ + + + + + diff --git a/frontend/src/views/profile/Profile.vue b/frontend/src/views/profile/Profile.vue index 9f27aee..b303969 100644 --- a/frontend/src/views/profile/Profile.vue +++ b/frontend/src/views/profile/Profile.vue @@ -1,62 +1,1957 @@ diff --git a/frontend/src/views/ranking/Ranking.vue b/frontend/src/views/ranking/Ranking.vue index 0989a8f..81c2221 100644 --- a/frontend/src/views/ranking/Ranking.vue +++ b/frontend/src/views/ranking/Ranking.vue @@ -1,62 +1,1016 @@ -- Gitee