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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<>();
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);
}
}
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(",");
if (parts.length == 2) {
String playerId = parts[0];
String attackType = parts[1];
playerAttacks.put(playerId, attackType);
Gdx.app.log("Network", "攻击同步: " + playerId + " -> " + attackType);
} else {
Gdx.app.error("Network", "攻击消息格式错误: " + 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;
}
/**
* 发送攻击消息给其他玩家
*/
public void sendAttack(String attackType) {
if (localPlayerId == null)
return;
String msg = "ATTACK:" + localPlayerId + "," + attackType;
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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public Map<String, String> getPlayerCharacters() {
return playerCharacters;
}
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();
Gdx.app.log("Network", "已断开连接");
}
}