C#网络版斗地主——出牌权限的传递

源码在上一篇文章:http://www.cnblogs.com/zhubenwuzui/archive/2009/06/06/1497673.html

 

本文是对C#网络版斗地主的开发总结。

系列文章:

网络部分实现:http://www.cnblogs.com/zhubenwuzui/archive/2009/06/07/1497968.html

地主权限的传递:http://www.cnblogs.com/zhubenwuzui/archive/2009/06/07/1498097.html

出牌权限的传递:http://www.cnblogs.com/zhubenwuzui/archive/2009/06/08/1498369.html

 

出牌顺序如上图所示。

出牌权限可以用一个bool值表示

Player类中,有一个属性:haveOrder表示玩家是否有权限出牌。

还需要考虑到一点,当一个玩家出牌后,其他玩家都要不起(pass),该玩家不能自己“要不起”自己,所以还需要一个bool类型的属性“IsBiggest”。

该属性表示自己出的牌最大。怎样保证该值的有效性呢?换句话说,最大的只能有一个。所以,每当自己出牌的时候,只要自己的牌比别人的牌大,就把该值设置为true。当该值为true时,向其他玩家发送信息表明自己的牌比你们的大,其他玩家收到信息后,把自己的IsBiggest属性设置为false;如此一来,就实现了出牌权限的正确传递。

具体实现方法如下:

本文需要Player类中的一些代码:

        private bool _haveOrder;
        
public bool haveOrder
        {
            
get
            {
                
return _haveOrder;
            }
            
set
            {
                _haveOrder 
= value;
            }
        }
        
private bool _isBiggest;
        
public bool isBiggest //
        {
            
get
            {
                
return _isBiggest;
            }
            
set
            {
                
if (value)//给IsBiggest赋值true时
                {
                    
if (DConsole.client != null//当玩家为客户端时
                    {
                        DConsole.client.SendDataForServer(
"IamIsBiggest");//服务器这边是怎么处理的呢?请看下文.
                        _isBiggest = value;
                    }
                    
if (DConsole.server != null)//如果玩家为服务器
                    {
                        DConsole.server.SendDataForClient(
"NoBiggest"1);
                        DConsole.server.SendDataForClient(
"NoBiggest"2);//告诉客户端,你不是Biggest,客户端如何处理?请看下文
                        _isBiggest = value;
                    }
                }
                
else
                {
                    _isBiggest 
= value;
                }
            }
        }
        
public bool lead()//出牌方法
        {
            DConsole.leadPokers 
= leadPokers;
            
this.leadPokers.Clear();
            
foreach (int selectPoker in this.selectPokers)  //迭代循环把已选中的牌添加到leadPokers
            {
                
this.leadPokers.Add(this.pokers[selectPoker]);
            }
//以上代码是将选中的牌构造成一个PokerGroup对象
            if (DConsole.IsRules(this.leadPokers))//验证选中的牌是否符合游戏规则,关于规则在以后的文章中详细讲解
            {
                
if (DConsole.player1.isBiggest || DConsole.leadPokers > DConsole.leadedPokerGroups[DConsole.leadedPokerGroups.Count-1]) //玩家能出牌的两种情况是1、自己上轮出的牌是最大的,别人都要不起。2、自己本轮出的牌比别人的大。
                {
                    
if (DConsole.leadPokers.type == PokerGroupType.炸弹)//当牌组的类型为炸弹时,翻倍
                    {
                        DConsole.multiple 
*= 2;
                    }
                    
if (DConsole.leadPokers.type == PokerGroupType.双王) //当牌组的类型为双王时,翻三倍
                    {
                        DConsole.multiple 
*= 3;
                    }
                    DConsole.player1.isBiggest 
= true;//只要自己的牌出出去了,就假设自己是最大的,一旦自己的牌被别人管上,就会被设置为false,具体请看下文
                    this.BakPoker();  //备份现有pokers,下次出牌时需要用到
                    foreach (int selectPoker in this.selectPokers)  //在pokers里移除已经出过的牌
                    {
                        
this.pokers.Remove(this.bakPokers[selectPoker]);
                    }
                    
this.selectPokers.Clear();  //清空已选牌
                    return true;
                }
                
else
                {
                    
this.leadPokers.Clear();
                    
return false//牌组比别人小就返回false
                }
            }
            
else
            {
                
this.leadPokers.Clear();
                
return false//不符合规则就返回false
            }
        }

haveOrder(出牌权限)传递的具体实现:

在服务器选择地主时,把出牌权限一并传给地主,所以出牌是由地主开始的。这里我先假设地主为服务器。

服务器在叫地主后,出了本局第一组牌,下面看一下出牌按钮的处理程序:

        private void btnLead_Click(object sender, EventArgs e) //出牌按钮的事件处理程序
        {
            
if (player1.lead())//尝试出牌,该方法的代码见上文,如果出牌成功,执行以下代码
            {
                
this.btnLead.Visible = false;
                
this.btnPass.Visible = false;//隐藏出牌和不要按钮
                if (this.server != null//当玩家为服务器时
                {
                    server.SendDataForClient(
"SPokerCount" + Convert.ToString(this.player1.pokers.Count), 1); //发送自己牌的剩余张数给client1
                    Thread.Sleep(100);//延迟100毫秒
                    server.SendDataForClient("SPokerCount" + Convert.ToString(this.player1.pokers.Count), 2);发送自己牌的剩余张数给client2
                    Thread.Sleep(
100);
                    server.SendDataForClient(
"server", DConsole.leadPokers, 1);//发送自己出的牌组给client1
                    Thread.Sleep(100);
                    server.SendDataForClient(
"server", DConsole.leadPokers, 2);//发送自己出的牌组给client2
                    Thread.Sleep(100);
                    
if (this.player1.pokers.Count == 0 && DConsole.IsStart) //当server端牌的张数为0并且游戏已经开始时
                    {
                        DConsole.Winer 
= 1//胜利者为1,即server,这里是计分系统,很简单,不赘述
                        DConsole.Restart();//重新开始游戏
                    }
                    
else
                    {
                        server.SendDataForClient(
"Order"2); //这里就是传递权限的关键代码,当server端出牌并且牌没有出完时,传递出牌权限给server端的下家,根据权限传递顺序,server-client2-clinet1,所以这里把出牌权限传递给client2
                    }
                    DConsole.player1.haveOrder 
= false//自己的出牌权限已经消失
                    
                }
                
if (this.client != null//当玩家为客户端时
                {
                    client.SendDataForServer(
"PokerCount" + Convert.ToString(this.player1.pokers.Count)); //发送客户端牌的剩余张数给服务器,服务器会处理并转发给另一个客户端
                    Thread.Sleep(500);
                    client.SendDataForServer(
"client", DConsole.leadPokers);//发送客户端出牌牌组给服务器,服务接收到该消息后,就知道客户端1或者客户端2已出牌,如果该消息是客户端1发出的,根据权限传递顺序client2-clinet1-server,服务器会获得出牌权限,如果该消息是客户端2发出的,服务器会发送消息给客户端1使客户端1拥有出牌权限
                    Thread.Sleep(100);
                    
this.player1.haveOrder = false//自己的出牌权限消失
                }
                player1.g.Clear(
this.BackColor);
                player1.Paint();
                DConsole.PaintPlayer1LeadPoker();
            }
            
else
            {
                DConsole.Write(
"[系统消息]:您出的牌不符合规则!");
            }
        }

来看看server类中有关出牌权限传递的相关处理程序:

        /// <summary>
        
/// 循环接收客户端1的请求数据
        
/// </summary>
        public void AccpetClient1Data()
        {
            NetworkStream Ns1 
= client1.GetStream();
            
string str1 = "";
            
while (true)
            {
                PokerGroup pg 
= new PokerGroup();
                
byte[] bytes1 = new byte[108];
                Ns1.Read(bytes1, 
0108);
                str1 
= Encoding.Default.GetString(bytes1);
//(省略N行)
                if (str1.StartsWith("client")) //收到客户端1的client消息,该消息表示客户端1出的牌
                {
                    SendDataForClient(str1, 
2);
                    Thread.Sleep(sleep);
                    str1 
= str1.Replace("client""");
                    pg.GetPokerGroup(Encoding.Default.GetBytes(str1));
                    DConsole.leadedPokerGroups.Add(pg); 
//这里在add之前会对该牌组进行验证和排序
                    DConsole.PaintPlayer2LeadPoker(pg);
                    DConsole.WriteLeadedPokers(); 
                    
if (!DConsole.IsRestart)
                    {
                        DConsole.player1.haveOrder 
= true;  //client1出牌后归server出牌,前提是没有Restart,Restart后出牌权限消失,根据权限传递顺序client2-clinet1-server,这里接收到的是client1的出牌,说明轮到server出牌了.
                    }
                    
else
                    {
                        DConsole.IsRestart 
= false;//当检测到已经Restart时,复位Restart使它还原为false
                    }
                    
continue;
                }
                
//Client放弃出牌,权限交给服务器
                if (str1.StartsWith("Pass"))
                {
                    DConsole.gPlayer2LeadPoker.Clear(DConsole.backColor);
                    DConsole.gPlayer2LeadPoker.DrawString(
"不要"new System.Drawing.Font("宋体"20), System.Drawing.Brushes.Red,5,5);
                    DConsole.player1.haveOrder 
= true;
                    SendDataForClient(
"ClientPass"2); //告诉客户端2,客户端1pass了
                    continue;
                }
                
if (str1.StartsWith("IamIsBiggest"))//客户端1说他的牌是最大的,所以要把自己的IsBiggest设置为false,因为最大的牌只能有一个
                {
                    DConsole.player1.isBiggest 
= false;
                    
this.SendDataForClient("NoBiggest"2); //同时要转发给client2,让client2把自己的IsBiggest属性设置为false
                    continue;
                }
//(省略N行)
            }
        }
        
/// <summary>
        
/// 循环接收客户端2的请求数据
        
/// </summary>
        public void AccpetClient2Data()
        {
            NetworkStream Ns2 
= client2.GetStream();
            
string str1 = "";
            
while (true)
            {
                PokerGroup pg 
= new PokerGroup();
                
byte[] bytes2 = new byte[108];
                Ns2.Read(bytes2, 
0108);
                str1 
= Encoding.Default.GetString(bytes2);
(省略N行)
                
if (str1.StartsWith("client"))//收到客户端2的client消息,该消息表示客户端2出的牌

                {
                    SendDataForClient(str1, 
1);
                    Thread.Sleep(sleep);
                    str1 
= str1.Replace("client""");
                    pg.GetPokerGroup(Encoding.Default.GetBytes(str1));
                    DConsole.leadedPokerGroups.Add(pg);
//这里在add之前会对该牌组进行验证和排序
                    DConsole.PaintPlayer3LeadPoker(pg);
                    DConsole.WriteLeadedPokers();
                    
if (!DConsole.IsRestart)
                    {
                        SendDataForClient(
"Order"1);  //client2出牌后归client1出牌,前提是没有Restart,Restart后出牌权限消失,根据权限传递顺序server-client2-clinet1,这里接收到的是client2的出牌,说明轮到clinet1出牌了.
                    }
                    
else
                    {
                        DConsole.IsRestart 
= false//当检测到已经Restart时,复位Restart使它还原为false供下次使用
                    }
                    System.Threading.Thread.Sleep(sleep);
                    
continue;
                }
                
//Client2放弃出牌,权限交给Client1
                if (str1.StartsWith("Pass"))
                {
                    DConsole.gPlayer3LeadPoker.Clear(DConsole.backColor);
                    DConsole.gPlayer3LeadPoker.DrawString(
"不要"new System.Drawing.Font("宋体"20), System.Drawing.Brushes.Red, 55);
                    SendDataForClient(
"ClientPass"1);//告诉客户端1,客户端2pass了
                    Thread.Sleep(500);
                    SendDataForClient(
"Order"1);
                    
continue;
                }
                
if (str1.StartsWith("IamIsBiggest"))//客户端2说他的牌是最大的,所以要把自己的IsBiggest设置为false,因为最大的牌只能有一个
                {
                    DConsole.player1.isBiggest 
= false;
                    
this.SendDataForClient("NoBiggest"1);//同时要转发给client21,让client1把自己的IsBiggest属性设置为false

                    
continue;
                }
(省略N行)
            }
        }
Client类中有关出牌权限传递的代码:
        
public void AcceptServerData() 
        {
            NetworkStream Ns 
= client.GetStream();
            
string str = "";
            
while (true)
            {
                
byte[] bytes = new byte[108];
                Ns.Read(bytes, 
0108);
                str 
= Encoding.Default.GetString(bytes);
                
if (str.StartsWith("Order")) //收到这条消息即表示自己有出牌权限了
                {
                    DConsole.player1.haveOrder 
= true;
                    
continue;
                }
                
if (str.StartsWith("ClientPass")) //另一个客户端pass后,在窗体中表示出来
                {
                    DConsole.gPlayer3LeadPoker.Clear(DConsole.backColor);
                    DConsole.gPlayer3LeadPoker.DrawString(
"不要"new System.Drawing.Font("宋体"20), System.Drawing.Brushes.Red, 55);
                    
continue;
                }
                
if (str.StartsWith("ServerPass"))//服务器pass后,在窗体中表示出来
                {
                    DConsole.gPlayer2LeadPoker.Clear(DConsole.backColor);
                    DConsole.gPlayer2LeadPoker.DrawString(
"不要"new System.Drawing.Font("宋体"20), System.Drawing.Brushes.Red, 55);
                    
continue;
                }
                
if (str.StartsWith("NoBiggest")) //当自己的牌被别人打了后,别人会发送该消息给自己,这时设置自己的Isbiggest为false
                {
                    DConsole.player1.isBiggest 
= false;
                    
continue;
                }
        }

以上就是出牌权限传递的具体实现,这些代码之间是相互关联的,形成一个回路。除非有人的牌出完了,否则就会一直传递下去。代码比较多,如果哪里有错误的话欢迎留言反馈,谢谢!

posted @ 2009-06-08 08:09  猪笨无罪  阅读(3827)  评论(11编辑  收藏  举报