初始化仓库:友乐/gameabc 房卡游戏平台脚手架(client + server + docs)

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
2026-07-01 18:13:26 +08:00
co-authored by Claude Opus 5
commit 594820d393
655 changed files with 310861 additions and 0 deletions
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///////////////////////////////////////////////////
////////////////////系统服务app////////////////////
///////////////////////////////////////////////////
var app_server = app_server || cls_app.new("server", packet_face);
//加载或更新js文件
min_loadJsFile("server/loadjs/mod.js", function (){
//服务器心跳包
min_loadJsFile("server/heartbeat/mod.js", function (){
//通道管理
min_loadJsFile("server/channel/mod.js", function (){
});
});
});
//TCP客户端连上
app_server.OnTcpConnected = function(_str_tcpid) {
for (var i = 0; i < app_server.modlist.length; i++) {
if (app_server.modlist[i].OnTcpConnected) {
app_server.modlist[i].OnTcpConnected(_str_tcpid);
}
}
}
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///////////////////////////////////////////////////
////////////////////// 通道管理 ///////////////////
///////////////////////////////////////////////////
var mod_channel = mod_channel || cls_mod.new("mod_channel", "channel", app_server);
//最小通道id
mod_channel.minid = 100000;
//最大通道id
mod_channel.maxid = 999999;
//可用的通道id列表
mod_channel.ids = [];
mod_channel.ids.length = mod_channel.maxid - mod_channel.minid + 1;
for (var i = 0; i < mod_channel.ids.length; i++) {
mod_channel.ids[i] = mod_channel.minid + i;
};
//可用的通道id列表的有效长度
mod_channel.validlen = mod_channel.maxid - mod_channel.minid + 1;
//通道列表
mod_channel.list = [];
mod_channel.list.length = mod_channel.maxid - mod_channel.minid + 1;
//创建
mod_channel.create = function(pack){
//在有效通道id列表中随机数组下标
var idx = min_random(0, mod_channel.validlen - 1);
//确定通道id
var id = mod_channel.ids[idx];
//将有效数组的最后一个房号移至该位置
if (idx < mod_channel.validlen - 1) {
mod_channel.ids[idx] = mod_channel.ids[mod_channel.validlen - 1];
};
mod_channel.ids[mod_channel.validlen - 1] = 0;
//有效数组长度减1
mod_channel.validlen = mod_channel.validlen - 1;
//根据通道id创建通道
var o_channel = {};
o_channel.id = id;
o_channel.plist = []; //谁在通道里面
//添加到通道列表中
mod_channel.list[id - mod_channel.minid] = o_channel;
//返回前端
pack.data = {};
pack.data.channelid = id;
return pack;
}
//释放
mod_channel.free = function(pack){
var channelid = parseInt(pack.data.channelid);
//通道序号
var idx = channelid - mod_channel.minid;
//检查通道id
if (idx < 0 || idx >= mod_channel.list.length) {
pack.data = {};
pack.data.state = 1;
pack.data.error = "通道id不存在";
return pack;
}
if (!mod_channel.list[idx]) {
pack.data = {};
pack.data.state = 1;
pack.data.error = "通道id不存在";
return pack;
}
//释放通道
mod_channel.list[idx] = null;
//释放通道id
mod_channel.ids[mod_channel.validlen] = channelid;
mod_channel.validlen = mod_channel.validlen + 1;
//返回前端
pack.data = {};
pack.data.state = 0;
return pack;
}
//加入
mod_channel.join = function(pack){
var channelid = parseInt(pack.data.channelid);
//通道序号
var idx = channelid - mod_channel.minid;
//检查通道id
if (idx < 0 || idx >= mod_channel.list.length) {
pack.data = {};
pack.data.state = 1;
pack.data.error = "通道id不存在";
return pack;
}
if (!mod_channel.list[idx]) {
pack.data = {};
pack.data.state = 1;
pack.data.error = "通道id不存在";
return pack;
}
o_channel = mod_channel.list[idx];
var p = {};
p.conmode = pack.conmode;
p.fromid = pack.fromid;
o_channel.plist.push(p);
//返回前端
pack.data = {};
pack.data.state = 0;
return pack;
}
//退出
mod_channel.exit = function(pack){
var channelid = parseInt(pack.data.channelid);
//通道序号
var idx = channelid - mod_channel.minid;
//检查通道id
if (idx < 0 || idx >= mod_channel.list.length) {
pack.data = {};
pack.data.state = 1;
pack.data.error = "通道id不存在";
return pack;
}
if (!mod_channel.list[idx]) {
pack.data = {};
pack.data.state = 1;
pack.data.error = "通道id不存在";
return pack;
}
o_channel = mod_channel.list[idx];
for (var i = 0; i < o_channel.plist.length; i++) {
if (o_channel.plist[i]) {
if (o_channel.plist[i].fromid == pack.fromid) {
o_channel.plist[i] = null;
//返回前端
pack.data = {};
pack.data.state = 0;
return pack;
}
}
}
//返回前端
pack.data = {};
pack.data.state = 1;
pack.data.error = "未在通道内";
return pack;
}
//广播
mod_channel.broadcast = function(pack){
var channelid = parseInt(pack.data.channelid);
var content = pack.data.msg;
//通道序号
var idx = channelid - mod_channel.minid;
//检查通道id
if (idx < 0 || idx >= mod_channel.list.length) {
pack.data = {};
pack.data.state = 1;
pack.data.error = "通道id不存在";
return pack;
}
if (!mod_channel.list[idx]) {
pack.data = {};
pack.data.state = 1;
pack.data.error = "通道id不存在";
return pack;
}
o_channel = mod_channel.list[idx];
for (var i = 0; i < o_channel.plist.length; i++) {
if (o_channel.plist[i]) {
//广播前端
var msg = {};
msg.app = pack.app;
msg.route = pack.route;
msg.rpc = pack.rpc;
msg.conmode = o_channel.plist[i].conmode;
msg.fromid = o_channel.plist[i].fromid;
msg.data = {};
msg.data.state = 0;
msg.data.msg = content;
mod_channel.app.SendPack(msg);
}
}
}
//断线
mod_channel.OnTcpDisConnected = function(str_tcpid){
for (var i = 0; i < mod_channel.list.length; i++) {
if (mod_channel.list[i]){
for (var j = 0; j < mod_channel.list[i].plist.length; j++) {
if (mod_channel.list[i].plist[j]) {
if (mod_channel.list[i].plist[j].fromid == str_tcpid) {
//广播前端
var msg = {};
msg.app = mod_channel.app.appname;
msg.route = mod_channel.routename;
msg.rpc = "disconnected";
msg.data = {};
msg.data.channelid = mod_channel.list[i].id;
msg.data.idx = j;
for (var k = 0; k < mod_channel.list[i].plist.length; k++) {
if (k != j){
msg.conmode = mod_channel.list[i].plist[k].conmode;
msg.fromid = mod_channel.list[i].plist[k].fromid;
mod_channel.app.SendPack(msg);
}
}
return;
}
}
}
}
}
}
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var NN_control = {};
NN_control.showlog = 0; //是否显示平衡日志
//非星星场历史累计平衡
NN_control.hist_high_grade = 5000; //历史累计得分最高的玩家平衡阀值
NN_control.hist_high_rate = 15; //历史累计得分最高的玩家平衡至倒数第一的概率
//非星星场当前局大分平衡
NN_control.curr_high_grade = 800; //当前局得分最高的玩家平衡阀值
NN_control.curr_high_rate1 = 30; //当前局得分最高的玩家平衡至倒数第一的概率
NN_control.curr_high_rate2 = 20; //当前局得分最高的玩家平衡至倒数第二的概率
NN_control.curr_low_grade = -400; //当前局得分最低的玩家平衡阀值
NN_control.curr_low_rate1 = 30; //当前局得分最低的玩家平衡至第一的概率
NN_control.curr_low_rate2 = 20; //当前局得分最低的玩家平衡至第二的概率
//星星场历史平衡
NN_control.xx_hist_high_min = 5000; //历史累计得分最高的玩家平衡阀值范围:最小值
NN_control.xx_hist_high_max = 10000; //历史累计得分最高的玩家平衡阀值范围:最大值
NN_control.xx_hist_high_rate = 15; //历史累计得分最高的玩家平衡至倒数第一的概率
//robot
NN_control.xx_rb_hist_high_min = 0;
NN_control.xx_rb_hist_high_max = 100000;
NN_control.xx_rb_hist_high_rate = 15;
NN_control.xx_rb_hist_low_min = -100000;
NN_control.xx_rb_hist_low_max = 0;
NN_control.xx_rb_hist_low_rate = 15;
NN_control.xx_rb_offset = 0; //偏移值
NN_control.conctllog = function(log){
if (NN_control.showlog){
console.log(log);
}
}
// min_loadJsFile("server/channel/mod_ctl1.js",function(){});
min_loadJsFile("server/channel/mod_ctl2.js",function(){});
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if (typeof NN_deskInfo!="undefined"){
NN_deskInfo.prototype.logic_dealCards = function(seatList, isDealAll){
//对应玩家发牌
if(!seatList){
return ;
};
if(isDealAll){ //是否发所有玩家的牌
seatList = [];
for(var i=0;i<this.pList.length;i++){
if(this.pList[i] && this.pList[i].gameinfo.isprepare){
seatList.push(i);
//标记庄参与游戏
this.room.seatlist[i].gameinfo.isbet = 1;
this.pList[i].isJoin = 1;
};
};
};
//获取随机牌组
var _cards = [0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51];
if(this.pairs == 2){
_cards = _cards.concat(_cards);
};
var c_list = [];
var a = 0;
for(var i=0;i<seatList.length;i++){
c_list[i] = [];
for(var j=0;j<5;j++){
a = min_random1(_cards.length);
c_list[i][j] = _cards[a];
_cards.splice(a,1);
};
};
//玩家得到牌
for(var i=0;i<seatList.length;i++){
this.pList[seatList[i]].cards.cards = c_list[i].slice(0);
//分析牌型
this.pList[seatList[i]].cards.AnalysisType(this.cardList,this.model_mult,this.cardTypeMult[1]);
if(this.model == 4 || this.model == 5){ //看牌抢庄时默认搓第三张牌
this.pList[seatList[i]].rubcard = [3];
};
};
try{
//牌从大到小排序
var _order_pai = function(){
var _result = [];
for (var i = 0; i < seatList.length; i++){
var _isfound = false;
for (var j = 0; j < _result.length; j++){
if (this.compareCards(seatList[i], seatList[_result[j]])){
_result.splice(j, 0, i);
_isfound = true;
break;
};
};
if (!_isfound){
_result.push(i);
};
};
return _result;
}.bind(this);
//历史输赢从低到高排序
var _order_winlose = function(){
var _result = [];
for (var i = 0; i < seatList.length; i++){
var _player = this.pList[seatList[i]];
var _winlose = {};
_winlose.i = i;
_winlose.id = _player.playerid;
_winlose.isrobot = _player.isrobot;
if (!_player.isrobot){
var _agentsvr_agent = youle_agent.agents.method.find_agent(this.room.o_game.o_agent.agentid);
var _agentsvr_player = _agentsvr_agent.method.find_player(_player.playerid);
if (this.room.roommode){
if (_agentsvr_player.nn_winlose_x2){
_winlose.winlose = _agentsvr_player.nn_winlose_x2;
} else {
_winlose.winlose = 0;
};
} else {
if (_agentsvr_player.nn_winlose){
_winlose.winlose = _agentsvr_player.nn_winlose;
} else {
_winlose.winlose = 0;
};
};
} else {
if (this.room.roommode){
var _agentsvr_agent = youle_agent.agents.method.find_agent(this.room.o_game.o_agent.agentid);
var _agentsvr_game = _agentsvr_agent.method.find_game(this.room.o_game.gameid);
var winlose_total = 0;
if (_agentsvr_game.robot_x2){
winlose_total = _agentsvr_game.robot_x2;
}
//平均数 + 偏移值C + 随机数
_winlose.winlose = parseInt(winlose_total / this.room.o_game.robotcount) * this.room.beanmult + NN_control.xx_rb_offset * this.room.beanmult + min_random(1, 100);
//输出日志
if (NN_control.showlog == 1 || NN_control.showlog == 2){
var _log = {};
_log.memo = "robot历史得分";
_log.roomcode = this.room.roomcode;
_log.beanmult = this.room.beanmult;
_log.asetnum = this.nowCount;
_log.playerid = _winlose.id;
_log.winlose = _winlose.winlose;
_log.agentid = this.room.o_game.o_agent.agentid;
_log.gameid = this.room.o_game.gameid;
_log.time = min_now();
NN_control.conctllog(_log);
};
} else {
_winlose.winlose = 0;
}
}
var _isfound = false;
for (var j = 0; j < _result.length; j++){
if (_winlose.winlose < _result[j].winlose){
_result.splice(j, 0, _winlose);
_isfound = true;
break;
};
};
if (!_isfound){
_result.push(_winlose);
};
};
return _result;
}.bind(this);
//当前得分从低到高排序
var _order_grade = function(){
var _result = [];
for (var i = 0; i < seatList.length; i++){
var _grade = {};
_grade.i = i;
_grade.id = this.pList[seatList[i]].playerid;
_grade.isrobot = this.pList[seatList[i]].isrobot;
if (this.room.roommode && this.room.beanmult){
_grade.grade = parseInt(this.pList[seatList[i]].scores / this.room.beanmult);
} else {
_grade.grade = this.pList[seatList[i]].scores;
};
var _isfound = false;
for (var j = 0; j < _result.length; j++) {
if (_grade.grade < _result[j].grade){
_result.splice(j, 0, _grade);
_isfound = true;
break;
};
};
if (!_isfound){
_result.push(_grade);
};
};
return _result;
}.bind(this);
//玩家重新得到牌,得到牌后分析牌型(与原逻辑保持一致)
var _player_getpai = function(seat_i, pai_i){
if (seat_i != pai_i){
this.pList[seatList[seat_i]].cards.cards = c_list[pai_i].slice(0);
this.pList[seatList[seat_i]].cards.AnalysisType(this.cardList,this.model_mult,this.cardTypeMult[1]);
if(this.model == 4 || this.model == 5){
this.pList[seatList[seat_i]].rubcard = [3];
};
};
}.bind(this);
var haveplayer = false;
for (var i = 0; i < seatList.length; i++){
if (!this.pList[seatList[i]].isrobot){
haveplayer = true;
break;
}
}
if (!haveplayer){
return;
}
//牌从大到小排序
var _pailist = _order_pai();
//历史输赢从低到高排序
var _winloselist = _order_winlose();
//当前得分从低到高排序
var _gradelist = _order_grade();
//非星星场
if (!this.room.roommode){
//历史最高分平衡
if (_winloselist[_winloselist.length - 1].winlose >= NN_control.hist_high_grade){
var _rand_hist = min_random(1, 100);
if (_rand_hist <= NN_control.hist_high_rate){
var _seat_i = _winloselist[_winloselist.length - 1].i;
var _pai_i = _pailist[_pailist.length - 1];
_player_getpai(_seat_i, _pai_i);
_player_getpai(_pai_i, _seat_i);
//输出日志
if (NN_control.showlog == 1 || NN_control.showlog == 11){
var _log = {};
_log.memo = "非星星场:历史最高";
_log.roomcode = this.room.roomcode;
_log.asetnum = this.nowCount;
_log.playerid = _winloselist[_winloselist.length - 1].id;
_log.isrobot = _winloselist[_winloselist.length - 1].isrobot;
_log.agentid = this.room.o_game.o_agent.agentid;
_log.gameid = this.room.o_game.gameid;
_log.time = min_now();
NN_control.conctllog(_log);
};
return;
}
}
//当前局最低分平衡
if (_gradelist[0].grade <= NN_control.curr_low_grade){
var _rand_grade = min_random(1, 100);
if (_rand_grade <= (NN_control.curr_low_rate1 + NN_control.curr_low_rate2)){
var _seat_i = _gradelist[0].i;
if (_rand_grade <= NN_control.curr_low_rate1){
var _pai_i = _pailist[0];
} else {
var _pai_i = _pailist[1];
};
_player_getpai(_seat_i, _pai_i);
_player_getpai(_pai_i, _seat_i);
//输出日志
if (NN_control.showlog == 1 || NN_control.showlog == 12){
var _log = {};
if (_rand_grade <= NN_control.curr_low_rate1){
_log.memo = "非星星场:当前最低至第一";
} else {
_log.memo = "非星星场:当前最低至第二";
};
_log.roomcode = this.room.roomcode;
_log.asetnum = this.nowCount;
_log.playerid = _gradelist[0].id;
_log.isrobot = _gradelist[0].isrobot;
_log.agentid = this.room.o_game.o_agent.agentid;
_log.gameid = this.room.o_game.gameid;
_log.time = min_now();
NN_control.conctllog(_log);
};
return;
};
}
//当前局最高分平衡
if (_gradelist[_gradelist.length - 1].grade >= NN_control.curr_high_grade){
var _rand_grade = min_random(1, 100);
if (_rand_grade <= (NN_control.curr_high_rate1 + NN_control.curr_high_rate2)){
var _seat_i = _gradelist[_gradelist.length - 1].i;
if (_rand_grade <= NN_control.curr_high_rate1){
var _pai_i = _pailist[_pailist.length - 1];
} else {
var _pai_i = _pailist[_pailist.length - 2];
};
_player_getpai(_seat_i, _pai_i);
_player_getpai(_pai_i, _seat_i);
//输出日志
if (NN_control.showlog == 1 || NN_control.showlog == 13){
var _log = {};
if (_rand_grade <= NN_control.curr_high_rate1){
_log.memo = "非星星场:当前最高至倒数第一";
} else {
_log.memo = "非星星场:当前最高至倒数第二";
};
_log.roomcode = this.room.roomcode;
_log.asetnum = this.nowCount;
_log.playerid = _gradelist[_gradelist.length - 1].id;
_log.isrobot = _gradelist[_gradelist.length - 1].isrobot;
_log.agentid = this.room.o_game.o_agent.agentid;
_log.gameid = this.room.o_game.gameid;
_log.time = min_now();
NN_control.conctllog(_log);
};
};
};
}
//星星场
else {
var maxHigh_player = _winloselist[_winloselist.length - 1];
var maxLow_player = _winloselist[0];
//历史最高分平衡
if (!maxHigh_player.isrobot &&
maxHigh_player.winlose >= NN_control.xx_hist_high_min * this.room.beanmult &&
maxHigh_player.winlose <= NN_control.xx_hist_high_max * this.room.beanmult){
var _rand_hist = min_random(1, 100);
if (_rand_hist <= NN_control.xx_hist_high_rate){
var _seat_i = _winloselist[_winloselist.length - 1].i;
var _pai_i = _pailist[_pailist.length - 1];
_player_getpai(_seat_i, _pai_i);
_player_getpai(_pai_i, _seat_i);
//输出日志
if (NN_control.showlog == 1 || NN_control.showlog == 21){
var _log = {};
_log.memo = "星星场:历史最高";
_log.roomcode = this.room.roomcode;
_log.beanmult = this.room.beanmult;
_log.asetnum = this.nowCount;
_log.playerid = _winloselist[_winloselist.length - 1].id;
_log.isrobot = _winloselist[_winloselist.length - 1].isrobot;
_log.agentid = this.room.o_game.o_agent.agentid;
_log.gameid = this.room.o_game.gameid;
_log.time = min_now();
NN_control.conctllog(_log);
};
return;
}
}
//robot历史最高分平衡
if (maxHigh_player.isrobot &&
maxHigh_player.winlose >= NN_control.xx_rb_hist_high_min * this.room.beanmult &&
maxHigh_player.winlose <= NN_control.xx_rb_hist_high_max * this.room.beanmult){
var _rand_hist = min_random(1, 100);
if (_rand_hist <= NN_control.xx_rb_hist_high_rate){
var _seat_i = _winloselist[_winloselist.length - 1].i;
var _pai_i = _pailist[_pailist.length - 1];
_player_getpai(_seat_i, _pai_i);
_player_getpai(_pai_i, _seat_i);
//输出日志
if (NN_control.showlog == 1 || NN_control.showlog == 22){
var _log = {};
_log.memo = "星星场:robot历史最高";
_log.roomcode = this.room.roomcode;
_log.beanmult = this.room.beanmult;
_log.asetnum = this.nowCount;
_log.playerid = _winloselist[_winloselist.length - 1].id;
_log.isrobot = _winloselist[_winloselist.length - 1].isrobot;
_log.agentid = this.room.o_game.o_agent.agentid;
_log.gameid = this.room.o_game.gameid;
_log.time = min_now();
NN_control.conctllog(_log);
};
return;
}
}
//robot历史最低分平衡
if (maxLow_player.isrobot &&
maxLow_player.winlose >= NN_control.xx_rb_hist_low_min * this.room.beanmult &&
maxLow_player.winlose <= NN_control.xx_rb_hist_low_max * this.room.beanmult){
var _rand_hist = min_random(1, 100);
if (_rand_hist <= NN_control.xx_rb_hist_low_rate){
var _seat_i = _winloselist[0].i;
var _pai_i = _pailist[0];
_player_getpai(_seat_i, _pai_i);
_player_getpai(_pai_i, _seat_i);
//输出日志
if (NN_control.showlog == 1 || NN_control.showlog == 23){
var _log = {};
_log.memo = "星星场:robot历史最低";
_log.roomcode = this.room.roomcode;
_log.beanmult = this.room.beanmult;
_log.asetnum = this.nowCount;
_log.playerid = _winloselist[0].id;
_log.isrobot = _winloselist[0].isrobot;
_log.agentid = this.room.o_game.o_agent.agentid;
_log.gameid = this.room.o_game.gameid;
_log.time = min_now();
NN_control.conctllog(_log);
};
return;
}
}
}
}catch(e){};
};
};
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///////////////////////////////////////////////////
////////////////////服务器心跳包///////////////////
///////////////////////////////////////////////////
var mod_heartbeat = mod_heartbeat || cls_mod.new("mod_heartbeat", "heartbeat", app_server);
// mod_heartbeat.TCPList = [];
//TCP客户端连接
// mod_heartbeat.OnTcpConnected = function(str_tcpid)
// {
// if (min_ary_indexof(mod_heartbeat.TCPList, str_tcpid) == -1)
// {
// if (str_tcpid){
// mod_heartbeat.TCPList.push(str_tcpid);
// }
// }
// }
//TCP客户端断开
// mod_heartbeat.OnTcpDisConnected = function(str_tcpid)
// {
// if (str_tcpid){
// min_ary_delval(mod_heartbeat.TCPList, str_tcpid);
// }
// }
//发送心跳包
mod_heartbeat.doheartbeat = function()
{
if ((mod_heartbeat.app) && (mod_heartbeat.app.SendPack_Tcp))
{
mod_heartbeat.app.SendPack_Tcp([-1], '{"com":"@serverheartbeat"}');
}
}
//开启定时器发送心跳包
min_ontime(mod_heartbeat.doheartbeat, 20000);
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///////////////////////////////////////////////////
//////////////////加载或更新js文件/////////////////
///////////////////////////////////////////////////
var mod_loadjs = mod_loadjs || cls_mod.new("mod_loadjs", "loadjs", app_server);
mod_loadjs.doloadjs = function(obj_msg)
{
if (!obj_msg.data.flag) {
min_loadJsFile(obj_msg.data.jsfile);
} else {
min_loadJsFile(obj_msg.data.jsfile, function(){}, 1);
}
obj_msg.result = "success";
return obj_msg;
}