实现游戏大厅与房间模块:玩法插件化、匹配与房间生命周期管理
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@@ -13,18 +13,27 @@ import (
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const (
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TypePing = "ping" // 应用层心跳:客户端周期性发送,服务端原样回 pong
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// TODO(第二步 大厅):在此补充 TypeHallMatch = "hall.match"、TypeHallCancel = "hall.cancel"
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// TODO(第二步 房间):在此补充 TypeRoomJoin = "room.join"、TypeRoomReady = "room.ready"、
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// TypeRoomAction = "room.action"、TypeRoomLeave = "room.leave"、
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// TypeRoomReconnect = "room.reconnect"
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TypeHallMatch = "hall.match"
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TypeHallCancel = "hall.cancel"
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TypeRoomJoin = "room.join"
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TypeRoomReady = "room.ready"
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TypeRoomAction = "room.action"
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TypeRoomLeave = "room.leave"
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TypeRoomReconnect = "room.reconnect"
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)
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// ===== 下行消息类型:服务端 → 客户端 =====
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const (
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TypeHello = "hello" // 建连成功后下发的首条消息,携带 userID 与心跳建议间隔
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TypePong = "pong" // 对上行 ping 的应答
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TypeEvent = "event" // 业务事件统一信封:房间状态、对局事件等都走这个类型,payload 由各模块自定义
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TypeError = "error" // 错误下行:参数错误、未支持类型、业务错误统一走这里
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TypeHello = "hello" // 建连成功后下发的首条消息,携带 userID 与心跳建议间隔
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TypePong = "pong" // 对上行 ping 的应答
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TypeEvent = "event" // 业务事件统一信封:房间状态、对局事件等都走这个类型,payload 由各模块自定义
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TypeError = "error" // 错误下行:参数错误、未支持类型、业务错误统一走这里
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TypeHallMatched = "hall.matched" // 匹配成功,携带房间 ID
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TypeHallCancelled = "hall.cancelled" // 匹配已取消
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TypeRoomState = "room.state" // 房间全量快照
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TypeRoomEvent = "room.event" // 玩法增量事件
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TypeRoomFinished = "room.finished" // 对局结束与结算
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TypeRoomClosed = "room.closed" // 房间已关闭
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)
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// Envelope 是上下行消息的统一信封。
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