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Game/src/main/java/uno/mloluyu/network/NetworkManager.java

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package uno.mloluyu.network;
import com.badlogic.gdx.Gdx;
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import java.util.HashMap;
import java.util.Map;
public class NetworkManager {
private static NetworkManager instance;
private ConnectServer server;
private ConnectClient client;
private boolean isHost = false;
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private String localPlayerId;
private String localCharacter;
private final Map<String, float[]> playerPositions = new HashMap<>();
private final Map<String, String> playerCharacters = new HashMap<>();
// 存储远程玩家的攻击类型attackType
private final Map<String, String> playerAttacks = new HashMap<>();
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// 攻击方向playerId -> "R" 或 "L"
private final Map<String, String> playerAttackDirs = new HashMap<>();
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// 伤害事件targetId -> 累积伤害(本帧内可能多次)
private final Map<String, Integer> damageEvents = new HashMap<>();
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// 伤害方向targetId -> dirSign (-1 / 0 / 1)
private final Map<String, Integer> damageDirs = new HashMap<>();
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private final Map<String, float[]> respawnEvents = new HashMap<>();
public static NetworkManager getInstance() {
if (instance == null) {
instance = new NetworkManager();
}
return instance;
}
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public void setLocalPlayerId(String id) {
this.localPlayerId = id;
}
public String getLocalPlayerId() {
return localPlayerId;
}
public void createRoom() {// 创建房间
isHost = true;
server = new ConnectServer(11455);
new Thread(server).start();
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Gdx.app.log("Network", "房主模式:服务器已启动");
}
public void joinRoom(String ip) {// 加入房间
isHost = false;
client = new ConnectClient(ip, 11455);
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Gdx.app.log("Network", "客户端模式:连接到房主 " + ip);
}
public void sendPosition(float x, float y) {// 发送位置消息
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String msg = "POS:" + localPlayerId + "," + x + "," + y;
if (isHost && server != null) {
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server.broadcastToOthers(null, msg);
receiveMessage(msg);
} else if (client != null) {
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client.sendMessage(msg);
}
}
public void sendCharacterSelection(String character) {// 发送角色选择消息
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this.localCharacter = character;
String msg = "SELECT:" + localPlayerId + "," + character;
if (isHost && server != null) {
server.broadcastToOthers(null, msg);
receiveMessage(msg);
} else if (client != null) {
client.sendMessage(msg);
}
}
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/**
* 本地玩家所选角色仅本地缓存远程映射存于 playerCharacters
* 供界面或后续同步逻辑查询
*/
public String getLocalCharacter() {
return localCharacter;
}
public void receiveMessage(String message) {// 解析消息
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if (message.startsWith("POS:")) {
String[] parts = message.substring(4).split(",");
if (parts.length == 3) {
String playerId = parts[0];
try {
float x = Float.parseFloat(parts[1]);
float y = Float.parseFloat(parts[2]);
playerPositions.put(playerId, new float[] { x, y });
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} catch (NumberFormatException e) {
Gdx.app.error("Network", "位置解析失败: " + message);
}
} else {
Gdx.app.error("Network", "位置消息格式错误: " + message);
}
} else if (message.startsWith("SELECT:")) {
String[] parts = message.substring(7).split(",");
if (parts.length == 2) {
String playerId = parts[0];
String character = parts[1];
playerCharacters.put(playerId, character);
Gdx.app.log("Network", "角色选择: " + playerId + " -> " + character);
} else {
Gdx.app.error("Network", "角色选择消息格式错误: " + message);
}
} else if (message.equals("READY")) {
Gdx.app.log("Network", "收到准备信号");
} else if (message.startsWith("ATTACK:")) {
String[] parts = message.substring(7).split(",");
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// ATTACK:playerId,attackType,dir
if (parts.length >= 2) {
String playerId = parts[0];
String attackType = parts[1];
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String dir = parts.length >= 3 ? parts[2] : "R"; // 兼容旧版本无方向
playerAttacks.put(playerId, attackType);
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playerAttackDirs.put(playerId, dir);
Gdx.app.log("Network", "攻击同步: " + playerId + " -> " + attackType + " dir=" + dir);
} else {
Gdx.app.error("Network", "攻击消息格式错误: " + message);
}
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} else if (message.startsWith("DAMAGE:")) {
// DAMAGE:targetId,amount,(dir)
String[] parts = message.substring(7).split(",");
if (parts.length >= 2) {
String targetId = parts[0];
try {
int amount = Integer.parseInt(parts[1]);
damageEvents.merge(targetId, amount, Integer::sum);
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int dir = 0;
if (parts.length >= 3) {
try {
dir = Integer.parseInt(parts[2]);
} catch (NumberFormatException ignore) {
}
damageDirs.put(targetId, dir);
}
Gdx.app.log("Network", "收到伤害: " + targetId + " -" + amount + (dir != 0 ? (" dir=" + dir) : ""));
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} catch (NumberFormatException e) {
Gdx.app.error("Network", "伤害数值解析失败: " + message);
}
} else {
Gdx.app.error("Network", "伤害消息格式错误: " + message);
}
} else if (message.startsWith("RESPAWN:")) {
// RESPAWN:playerId,x,y
String[] parts = message.substring(8).split(",");
if (parts.length == 3) {
try {
String pid = parts[0];
float x = Float.parseFloat(parts[1]);
float y = Float.parseFloat(parts[2]);
respawnEvents.put(pid, new float[] { x, y });
Gdx.app.log("Network", "收到重生: " + pid + " -> (" + x + "," + y + ")");
} catch (NumberFormatException e) {
Gdx.app.error("Network", "重生坐标解析失败: " + message);
}
} else {
Gdx.app.error("Network", "重生消息格式错误: " + message);
}
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} else {
Gdx.app.log("Network", "未知消息类型: " + message);
}
}
public Map<String, float[]> getPlayerPositions() {
return playerPositions;
}
/**
* 获取远程玩家的未处理攻击类型映射
*/
public Map<String, String> getPlayerAttacks() {
return playerAttacks;
}
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public Map<String, String> getPlayerAttackDirs() {
return playerAttackDirs;
}
/**
* 发送攻击消息给其他玩家
*/
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public void sendAttack(String attackType, String dir) {
if (localPlayerId == null)
return;
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String msg = "ATTACK:" + localPlayerId + "," + attackType + "," + dir; // 新格式包含方向
Gdx.app.log("Network", "发送攻击消息: " + msg);
if (isHost && server != null) {
server.broadcastToOthers(null, msg);
receiveMessage(msg);
} else if (client != null) {
client.sendMessage(msg);
}
}
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// 兼容旧代码(若仍有地方调用)默认使用 R
public void sendAttack(String attackType) {
sendAttack(attackType, "R");
}
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public Map<String, String> getPlayerCharacters() {
return playerCharacters;
}
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public Map<String, Integer> getDamageEvents() {
return damageEvents;
}
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public Map<String, Integer> getDamageDirs() {
return damageDirs;
}
public void sendDamage(String targetId, int amount, int dirSign) {
String msg = "DAMAGE:" + targetId + "," + amount + "," + dirSign; // 含方向
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if (isHost && server != null) {
server.broadcastToOthers(null, msg);
receiveMessage(msg); // 本地也应用
} else if (client != null) {
client.sendMessage(msg);
}
}
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// 兼容旧调用不带方向使用0表示沿用被击者朝向逻辑
public void sendDamage(String targetId, int amount) {
sendDamage(targetId, amount, 0);
}
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public void sendRespawn(String playerId, float x, float y) {
String msg = "RESPAWN:" + playerId + "," + x + "," + y;
if (isHost && server != null) {
server.broadcastToOthers(null, msg);
receiveMessage(msg);
}
}
public Map<String, float[]> getRespawnEvents() {
return respawnEvents;
}
public boolean isHost() {
return isHost;
}
public boolean isConnected() {
return server != null || client != null;
}
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public void disconnect() {
if (server != null) {
server.dispose();
server = null;
}
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if (client != null) {
client.disconnect();
client = null;
}
playerPositions.clear();
playerCharacters.clear();
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playerAttacks.clear();
playerAttackDirs.clear();
damageEvents.clear();
damageDirs.clear();
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Gdx.app.log("Network", "已断开连接");
}
}