mirror of
https://github.com/kierankihn/uno-game.git
synced 2025-12-27 02:13:18 +08:00
feat(server): implement Uno server functionality
- Added `UnoServer` class to handle player actions, game state, and networking. - Supported message handling for joining, starting, drawing, and playing cards. - Integrated `ServerGameState` with `NetworkServer` for multiplayer game logic. - Created `main.cpp` to initialize and run the Uno server.
This commit is contained in:
105
src/server/UnoServer.cpp
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105
src/server/UnoServer.cpp
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/**
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* @file UnoServer.cpp
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*
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* @author Yuzhe Guo
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* @date 2025.12.01
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*/
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#include "UnoServer.h"
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#include "../network/MessageSerializer.h"
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namespace UNO::SERVER {
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UnoServer::UnoServer(uint16_t port) :
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networkServer_(port, [this](int playerId, const std::string &message) { this->handlePlayerMessage(playerId, message); }),
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playerCount(0)
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{
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}
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void UnoServer::handlePlayerMessage(size_t playerId, const std::string &message)
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{
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auto playerMessage = NETWORK::MessageSerializer::deserialize(message);
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if (playerMessage.getMessageStatus() == NETWORK::MessageStatus::OK) {
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if (playerMessage.getMessagePayloadType() == NETWORK::MessagePayloadType::JOIN_GAME) {
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auto playerName = std::get<NETWORK::JoinGamePayload>(playerMessage.getMessagePayload()).playerName;
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this->networkIdToGameId[playerId] = this->playerCount;
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this->gameIdToNetworkId[this->playerCount] = playerId;
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this->playerCount++;
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this->serverGameState_.addPlayer(GAME::ServerPlayerState{playerName, 0, false});
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}
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if (playerMessage.getMessagePayloadType() == NETWORK::MessagePayloadType::START_GAME) {
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this->isReadyToStart[networkIdToGameId[playerId]] = true;
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for (size_t i = 0; i <= this->playerCount; i++) {
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if (i == this->playerCount) {
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this->handleStartGame();
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break;
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}
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if (isReadyToStart[i] == false) {
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break;
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}
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}
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}
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if (playerMessage.getMessagePayloadType() == NETWORK::MessagePayloadType::INIT_GAME
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|| playerMessage.getMessagePayloadType() == NETWORK::MessagePayloadType::END_GAME) {
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throw std::invalid_argument("Invalid message payload type from client");
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}
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if (this->networkIdToGameId.at(playerId)
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!= this->serverGameState_.getCurrentPlayer() - this->serverGameState_.getPlayers().begin()) {
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throw std::invalid_argument("Invalid player message: not this player's turn");
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}
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if (playerMessage.getMessagePayloadType() == NETWORK::MessagePayloadType::DRAW_CARD) {
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this->handleDrawCard(playerId);
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}
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if (playerMessage.getMessagePayloadType() == NETWORK::MessagePayloadType::PLAY_CARD) {
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this->handlePlayCard(playerId, std::get<NETWORK::PlayCardPayload>(playerMessage.getMessagePayload()).card);
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}
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}
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}
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void UnoServer::handleStartGame()
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{
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serverGameState_.init();
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for (size_t i = 0; i < playerCount; i++) {
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NETWORK::InitGamePayload payload = {serverGameState_.getDiscardPile(), serverGameState_.getPlayers()[i].getCards(), 0};
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this->networkServer_.send(
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gameIdToNetworkId.at(i),
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NETWORK::MessageSerializer::serialize({NETWORK::MessageStatus::OK, NETWORK::MessagePayloadType::INIT_GAME, payload}));
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}
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}
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void UnoServer::handleDrawCard(size_t playerId)
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{
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auto cards = this->serverGameState_.updateStateByDraw();
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for (size_t i = 0; i < playerCount; i++) {
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auto networkId = gameIdToNetworkId.at(i);
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NETWORK::DrawCardPayload payload;
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if (networkId != playerId) {
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payload = {cards.size(), {}};
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}
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else {
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payload = {cards.size(), cards};
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}
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this->networkServer_.send(
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networkId,
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NETWORK::MessageSerializer::serialize({NETWORK::MessageStatus::OK, NETWORK::MessagePayloadType::DRAW_CARD, payload}));
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}
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}
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void UnoServer::handlePlayCard(size_t playerId, GAME::Card card)
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{
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this->serverGameState_.updateStateByCard(card);
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NETWORK::PlayCardPayload payload = {card};
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auto message = NETWORK::MessageSerializer::serialize({NETWORK::MessageStatus::OK, NETWORK::MessagePayloadType::PLAY_CARD, payload});
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for (size_t i = 0; i < playerCount; i++) {
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this->networkServer_.send(gameIdToNetworkId.at(i), message);
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}
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}
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void UnoServer::run()
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{
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this->networkServer_.run();
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}
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} // namespace UNO::SERVER
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58
src/server/UnoServer.h
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58
src/server/UnoServer.h
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@@ -0,0 +1,58 @@
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/**
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* @file UnoServer.h
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*
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* @author Yuzhe Guo
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* @date 2025.12.01
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*/
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#pragma once
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#include "../game/GameState.h"
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#include "../network/NetworkServer.h"
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namespace UNO::SERVER {
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class UnoServer {
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private:
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GAME::ServerGameState serverGameState_;
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NETWORK::NetworkServer networkServer_;
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size_t playerCount;
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std::map<size_t, size_t> gameIdToNetworkId;
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std::map<size_t, size_t> networkIdToGameId;
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std::map<size_t, bool> isReadyToStart;
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private:
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/**
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* 处理玩家消息
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* @param playerId 玩家 ID
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* @param message 玩家消息
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*/
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void handlePlayerMessage(size_t playerId, const std::string &message);
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/**
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* 开始游戏
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*/
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void handleStartGame();
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/**
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* 处理玩家摸牌事件
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* @param playerId 摸牌的玩家的网络 ID
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*/
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void handleDrawCard(size_t playerId);
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/**
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* 处理玩家出牌事件
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* @param playerId 出牌的玩家的网络 ID
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* @param card 玩家出的牌
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*/
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void handlePlayCard(size_t playerId, GAME::Card card);
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public:
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explicit UnoServer(uint16_t port = 10001);
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/**
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* 启动服务器
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*/
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void run();
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};
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} // namespace UNO::SERVER
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14
src/server/main.cpp
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14
src/server/main.cpp
Normal file
@@ -0,0 +1,14 @@
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/**
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* @file main.cpp
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*
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* @author Yuzhe Guo
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* @date 2025.12.01
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*/
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#include "UnoServer.h"
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int main()
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{
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UNO::SERVER::UnoServer uno_server;
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uno_server.run();
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return 0;
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}
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