local RoomCmd=MJFramework.MJImport("mj.luaScript.Protocol.MJCmd") local MJMessage=MJFramework.MJImport("mj.luaScript.Protocol.MJMessage") local MJDefine=MJFramework.MJImport("mj.luaScript.MJDefine") local MJProtocol=MJFramework.MJFrameworkClassImprot("mj.luaScript.Protocol.MJProtocol") local Room = class("NeiJiangMJProtocol" , MJProtocol) -- 视角转换 function Room:transPos(targetSeatId, seatId ) local MaxCount = self.roomInfo.nMaxPlayCounts local showPos = 4 local target = targetSeatId if target <= seatId then showPos = seatId - target elseif target > seatId then showPos = MaxCount - target + seatId end return showPos end -- 根据uid获取座位号 function Room:getSeatIdByUserId( nUserId ) return self:getSeatIdByViewId(self:getViewIdByUserId(nUserId)) end -- 获取房间最大玩家人数 function Room:getMaxPlayerCount() return self.roomInfo.nMaxPlayCount end -- 获取房间人数 function Room:getPlayerCount() local count = 0 for k,v in pairs(self.roomInfo.memberList) do count = count + 1 end return count end function Room:cleanTingStatus() local myUserId = app.user.loginInfo.uid if self.roomInfo.memberList[myUserId] and self.roomInfo.memberList[myUserId].nTingStatus then self.roomInfo.memberList[myUserId].nTingStatus = MJDefine.MJTingStatus.NoTing end end function Room:onTingCardResult( status, response ) logD("Room:onTingCardResult(), ", table.tostring(response)) print("--------onTingCardResult--------") if not self.roomInfo then logD("self.roomInfo no exist,容错处理!") return end self:dispatchEvent({name = MJDefine.MJEvent.TingResult,response = response}) end function Room:onTingCardStatus(status, response) logD("Room:onTingCardStatus(), ", table.tostring(response)) if not self.roomInfo then logD("self.roomInfo no exist,容错处理!") return end local myUserId = app.user.loginInfo.uid self.roomInfo.memberList[myUserId].nTingStatus=response.nTingStatus self:dispatchEvent({name = MJDefine.MJEvent.TingSatus}) end -- 游戏发牌结果 function Room:onGameSendCardResponse(status, response) logD("-------------------- 游戏发牌 ------------------------") if not self.roomInfo then logD("self.roomInfo no exist,容错处理!") return end --[[ -- 用户uid , defVar("nUserId", VT_Int, 0) -- 庄家第一张摸的牌 , defVar("nbankFirstGrabCard", VT_UChar, 0) -- 牌值类型列表 , defVar("cardList", VT_Vector(CardSendListData), {})--]] logD("Room:onGameSendCardResponse(), ", table.tostring(response)) -- self.roomInfo.nbankFirstGrabCard = response.nbankFirstGrabCard --目前server只发自己过来,后续战绩回放考虑到会发所有玩家来,故以userid为key于扩展 -- local cardData = self:serverCardToMyCard(response.cardList) -- logD("Room:onGameSendCardResponse : "..table.tostring(cardData)) for k,v in pairs(response.playerCards) do self.roomInfo.memberList[v.nUserId].handCards = v.handCards self.roomInfo.memberList[v.nUserId].isTing = v.isTing == 1; end -- self.cards[response.nUserId] = cardData -- 发送广播通知,发牌开始了 self:dispatchEvent({name = MJDefine.MJEvent.GameSendCardResponse}); end function Room:onBankerOutCard(status, response) logD("-------------------- 游戏庄家起手操作------------------------") if not self.roomInfo then logD("self.roomInfo no exist,容错处理!") return end self.roomInfo.nLeaveCardNum = response.nLeaveCardNum self.roomInfo.needOutCardId = response.nUserId --logD("Room:onBankerOutCard(), ", table.tostring(response)) local myUserId = self:getMyUserId() self.roomInfo.tings={} if response.nUserId==myUserId then -- for k,v in pairs(response.pushCardTing) do -- self.roomInfo.tings[v.outCard]=v.tingCards.Datas -- end self.roomInfo.tings = response.pushCardTing --[[--这里自己摸牌后,不隐藏听牌提示 self.roomInfo.memberList[myUserId].nTingStatus=MJDefine.MJTingStatus.NoTing dump(self.roomInfo.memberList[myUserId]) self:dispatchEvent({name = MJDefine.MJEvent.TingSatus})]] end -- 发送广播通知,游戏开始了 self:dispatchEvent({name = MJDefine.MJEvent.BankerOutCard ,response = response}); end --断线重连 function Room:onGameReconnection(status,response) logD("===============重连成功,清空之前所有存在的队列==================") app.net:onMsgClear() app.net:onMsgPause() logD("Room:onGameReconnection(), response = ", table.tostring(response)) self:initRoomInfo(); -- 获取到的房间信息 self.roomInfo.shuffleNum = response.shuffleNum; self.roomInfo.gameId = response.gameId self.roomInfo.nShowTableId = response.nShowTableId self.roomInfo.nMaxPlayCount = response.nMaxPlayCount self.roomInfo.nRoomOwnedUid = response.nRoomOwnedUid self.roomInfo.nTotalGameNum = response.nTotalGameNum self.roomInfo.nBaseChips = response.nBaseChips self.roomInfo.strGameInfo = response.strGameInfo self.roomInfo.nGameStartCount = response.nGameStartCount self.roomInfo.nStatus = response.nStatus self.roomInfo.nBankSeatId = response.nBankSeatId self.roomInfo.nMySeatId = response.nMySeatId self.roomInfo.nBaoZiAddFan = response.nBaoZiAddFan self.roomInfo.bUserDisbandGame = response.bUserDisbandGame self.roomInfo.nDismissStateTime = response.nDismissStateTime self.roomInfo.leaveCards = response.leaveCards self.roomInfo.nLeaveCardNum = #self.roomInfo.leaveCards self.roomInfo.outCardUserId = response.outCardUserId self.roomInfo.outCardSeatId = response.outCardSeatId self.roomInfo.lastOpCard = response.lastOpCard self.roomInfo.operates = response.operates self.roomInfo.isNeedOutCard = response.isNeedOutCard self.roomInfo.needOutCardId = response.needOutCardId --self.roomInfo.lastOutCard = response.lastOutCard self.roomInfo.stopFlag = response.stopFlag self.roomInfo.playerInfos = response.playerInfos --胡牌玩家列表 self.roomInfo.resultInfos = response.resultInfos self.roomInfo.opsCntMapString = response.opsCntMapString self.roomInfo.tingStatus = response.tingStatus --服务器0为没听 1为听 self.roomInfo.tings = response.tingCard self.roomInfo.diceNum = response.diceNum; if self.roomInfo.nGameStartCount > 0 then self.roomInfo.nMaxPlayCount = table.nums(response.playerInfos) end -- 桌子上其他玩家的信息 for k,v in pairs(response.playerInfos) do self:setMemberInfo(v) self.dismissInfo[v.nUserId] = v.nDisbandStatus --这里只记录,暂时没用到。可能战绩回放的时候是需要用的 -- local cardData = self:serverCardToMyCard(v.handCard) -- self.roomInfo.memberList[v.nUserId].cardList = {} -- self.roomInfo.memberList[v.nUserId].cardList = cardData end local myUserId = self:getMyUserId(); self.roomInfo.memberList[myUserId].nTingStatus = response.tingStatus; --结算信息 for k,v in pairs(response.resultInfos) do --胡牌者的用户id self.roomInfo.memberList[v.nUserId].nUserId=v.nUserId --1胡牌 2听叫 0默认 self.roomInfo.memberList[v.nUserId].userStatus = v.userStatus --玩家本局输赢情况 0不胡不输 1胡,2点炮或者输 self.roomInfo.memberList[v.nUserId].result=v.result -- 胡牌牌类型-7对胡、平胡,0为输或者不胡不输 self.roomInfo.memberList[v.nUserId].huType=v.huType -- 子胡牌类型,天胡 or 地胡 self.roomInfo.memberList[v.nUserId].subHuType = v.subHuType; --胡的牌 self.roomInfo.memberList[v.nUserId].huCard=v.huCard --胡牌顺序 self.roomInfo.memberList[v.nUserId].huOrder=v.huOrder --谁点的炮 self.roomInfo.memberList[v.nUserId].dpSeatId=v.dpSeatId --根次数 self.roomInfo.memberList[v.nUserId].genCount=v.genCount -- 是否绝张 self.roomInfo.memberList[v.nUserId].bIsJueZhang = v.bIsJueZhang; -- 是否卡二条 self.roomInfo.memberList[v.nUserId].bIsKaErTiaoHu = v.bIsKaErTiaoHu; -- 是否海底捞月 self.roomInfo.memberList[v.nUserId].bIsHaiDiLaoYue = v.bIsHaiDiLaoYue; -- 是否海底捞 self.roomInfo.memberList[v.nUserId].bIsHaiDiPao = v.bIsHaiDiPao; -- 是否杠上开花 self.roomInfo.memberList[v.nUserId].bGangShangKaiHua = v.bGangShangKaiHua; -- 是否杠上炮 self.roomInfo.memberList[v.nUserId].bGangShangPao = v.bGangShangPao; -- 是否抢杠胡 self.roomInfo.memberList[v.nUserId].bQiangGangHu = v.bQiangGangHu; -- 扩展信息 self.roomInfo.memberList[v.nUserId].extInfo = v.extInfo; end self:addExtendData(response) local extInfo = json.decode(response.extJson or "") local uid = self:getMyUserId() if extInfo and type(extInfo) == 'table' then --local myInfo = extInfo[tostring(uid)] --self.roomInfo.hosting = myInfo.hosted or 0--托管状态 self.roomInfo.quickStartInfo = extInfo.faststart if extInfo.offlinetime then for nUserId,offlinetime in pairs(extInfo.offlinetime) do self.roomInfo.memberList[tonumber(nUserId)].offlinetime = offlinetime or 0 end end end --更新自己的数据 -- local myUserId = app.user.loginInfo.uid -- self.cards[myUserId] = self.roomInfo.memberList[myUserId].handCards print("self.cards[myUserId]:"..table.tostring(self.cards[myUserId])) -- 更新椅子号 self:updateUserSeateShowId() local jsonInfo = json.decode(self.roomInfo.strGameInfo) -- 发送通知 self:dispatchEvent({name = MJDefine.MJEvent.EnterRoomSuccess, gameId = app.gameId, gameType = jsonInfo.gamerule}) end function Room:addExtendData(response) end function Room:setMemberInfo(v) Room.super.setMemberInfo(self,v) self.roomInfo.memberList[v.nUserId].fanshu = v.fanshu --是否大叫 self.roomInfo.memberList[v.nUserId].isDj = v.isDj --是否花猪 self.roomInfo.memberList[v.nUserId].isHz = v.isHz --点炮次数 self.roomInfo.memberList[v.nUserId].dpCount = v.dpCount --点炮顺序 self.roomInfo.memberList[v.nUserId].dpOrder = v.dpOrder -- --是否已爆牌 -- self.roomInfo.memberList[v.nUserId].isBaoPai = v.isBaoPai -- --是否可以爆牌 -- self.roomInfo.memberList[v.nUserId].canBaoPai = v.canBaoPai self.roomInfo.memberList[v.nUserId].result = v.result or 0 self.roomInfo.memberList[v.nUserId].huType = v.huType or 0 -- 报叫状态 self.roomInfo.memberList[v.nUserId].nBaoCardState = v.nBaoCardState; -- 飘状态 self.roomInfo.memberList[v.nUserId].nPiaoState = v.nPiaoState; -- 一般高 self.roomInfo.memberList[v.nUserId].nGeneralHigh = v.nGeneralHigh; -- 报叫反查 self.roomInfo.memberList[v.nUserId].nBaoRersaState = v.nBaoRersaState; --[[if self.roomInfo.tableGroupCards then for i,k in pairs(self.roomInfo.tableGroupCards) do if v.nUserId == k.nUserId then self.roomInfo.memberList[v.nUserId].gruoupCards = k.operates end end else self.roomInfo.memberList[v.nUserId].gruoupCards = v.gruoupCards end--]] end function Room:onHuResponse(status,response) logD("--------------------鬼麻將 通知胡 ------------------------") logD("Room:onHuResponse(), response = ", table.tostring(response)) if not self.roomInfo then logD("self.roomInfo no exist,容错处理!") return end if self.roomInfo.memberList[response.nUserId] then self.roomInfo.memberList[response.nUserId].nUserId = response.nUserId self.roomInfo.memberList[response.nUserId].huCard = response.huCard self.roomInfo.memberList[response.nUserId].isQiangGng = response.isQiangGng self.roomInfo.memberList[response.nUserId].isGspHu = response.isGspHu self.roomInfo.memberList[response.nUserId].isGskhHu = response.isGskhHu self.roomInfo.memberList[response.nUserId].redRealCard = response.redRealCard end self:dispatchEvent({name = MJDefine.MJEvent.HuResponse,response = response}); end -- 小局结算 function Room:onGameXiaoJuResponse(status, response) logD("--------------------鬼麻將 小局结算 ------------------------") if not self.roomInfo then logD("self.roomInfo no exist,容错处理!") return end -- 一局结束的原因 self.roomInfo.stopFlag=response.stopFlag -- 房间信息 self.roomInfo.strGameInfo=response.strGameInfo ---self.roomInfo.resultInfos = response.allPlayerInfo --玩家信息 for k,v in pairs(response.allPlayerInfo) do if self.roomInfo.memberList[v.nUserId] then self.roomInfo.memberList[v.nUserId].nUserId = v.nUserId --当前局分数 self.roomInfo.memberList[v.nUserId].nTurnScore=v.nTurnScore --总分 self.roomInfo.memberList[v.nUserId].nTotalMoney=v.nTotalMoney --番数 self.roomInfo.memberList[v.nUserId].fanshu=v.fanshu self.roomInfo.memberList[v.nUserId].userStatus = v.userStatus -- 胡牌牌类型-7对胡、平胡,0为输或者不胡不输 self.roomInfo.memberList[v.nUserId].huType=v.huType if v.gruoupCards then for _,group in ipairs(v.gruoupCards) do group.targetSeatId = self:getSeatIdByUserId(v.nUserId) end end self.roomInfo.memberList[v.nUserId].gruoupCards = v.gruoupCards self.roomInfo.memberList[v.nUserId].handCards = v.handCards self.roomInfo.memberList[v.nUserId].outCards = v.outCards self.roomInfo.memberList[v.nUserId].huCard = v.huCard --胡牌顺序 self.roomInfo.memberList[v.nUserId].huOrder = v.huOrder --玩家本局输赢情况 0不胡不输 1胡,2点炮或者输 self.roomInfo.memberList[v.nUserId].result=v.result -- 子胡牌类型,天胡 or 地胡 self.roomInfo.memberList[v.nUserId].subHuType = v.subHuType; --点炮次数 self.roomInfo.memberList[v.nUserId].dpCount = v.dpCount --谁点炮 self.roomInfo.memberList[v.nUserId].dpSeatId = v.dpSeatId --点炮顺序 self.roomInfo.memberList[v.nUserId].dpOrder = v.dpOrder --是否大叫 self.roomInfo.memberList[v.nUserId].isDj = v.isDj --是否花猪 self.roomInfo.memberList[v.nUserId].isHz = v.isHz --根次数 self.roomInfo.memberList[v.nUserId].genCount = v.genCount -- 报叫状态 self.roomInfo.memberList[v.nUserId].nBaoCardState = v.nBaoCardState; -- 飘状态 self.roomInfo.memberList[v.nUserId].nPiaoState = v.nPiaoState; -- 一般高 self.roomInfo.memberList[v.nUserId].nGeneralHigh = v.nGeneralHigh; -- 报叫反查 self.roomInfo.memberList[v.nUserId].nBaoRersaState = v.nBaoRersaState; -- 是否绝张 self.roomInfo.memberList[v.nUserId].bIsJueZhang = v.bIsJueZhang; -- 是否卡二条 self.roomInfo.memberList[v.nUserId].bIsKaErTiaoHu = v.bIsKaErTiaoHu; -- 是否海底捞月 self.roomInfo.memberList[v.nUserId].bIsHaiDiLaoYue = v.bIsHaiDiLaoYue; -- 是否海底捞 self.roomInfo.memberList[v.nUserId].bIsHaiDiPao = v.bIsHaiDiPao; -- 是否杠上开花 self.roomInfo.memberList[v.nUserId].bGangShangKaiHua = v.bGangShangKaiHua; -- 是否杠上炮 self.roomInfo.memberList[v.nUserId].bGangShangPao = v.bGangShangPao; -- 是否抢杠胡 self.roomInfo.memberList[v.nUserId].bQiangGangHu = v.bQiangGangHu; -- 扩展信息 self.roomInfo.memberList[v.nUserId].extInfo = v.extInfo; end --[[self.roomInfo.resultInfos[v.nUserId].nUserId = v.nUserId self.roomInfo.resultInfos[v.nUserId].huType=v.huType --根次数 self.roomInfo.resultInfos[v.nUserId].genCount = v.genCount --胡牌顺序 self.roomInfo.resultInfos[v.nUserId].huOrder = v.huOrder --玩家本局输赢情况 0不胡不输 1胡,2点炮或者输 self.roomInfo.resultInfos[v.nUserId].result=v.result self.roomInfo.resultInfos[v.nUserId].isXiQian=v.isXiQian]]-- end -- self.roomInfo.playerInfos",VT_Vector(message.XiaojuPlayerInfo),{}) --是否大局结束,结束是1 self.roomInfo.isGameOver=response.isGameOver --操作统计 self.roomInfo.opsCntMapString=response.opsCntMapString logD("NeiJiangMJProtocol:onGameXiaoJuResponse() :", table.tostring(response)) self:dispatchEvent({name = MJDefine.MJEvent.GameXiaoJuResponse,response = response}); end --大局结算 function Room:onGameDaJuResponse(status, response) logD("-------------------- 大局结算 ------------------------") if not self.roomInfo then logD("self.roomInfo no exist,容错处理!") return end for k,v in pairs(response.nTotalPlayerInfos) do if self.roomInfo.memberList[v.nUserId] then --self.roomInfo.memberList[v.nUserId].nTotalInfo=json.decode(v.nTotalInfo) self.roomInfo.memberList[v.nUserId].nTotalScore = v.nTotalScore self.roomInfo.memberList[v.nUserId].roomCard = v.roomCard end end --房卡消耗 for k,v in pairs(response.costCardInfos) do if self.roomInfo.memberList[v.nUserId] then self.roomInfo.memberList[v.nUserId].costCard = v.costCard end end self.roomInfo.stopFlag = response.stopFlag --解散状态 local disbandStatus = json.decode(response.strDisbandStatus) for k,v in pairs(disbandStatus or {}) do self.dismissInfo[tonumber(k)] = tonumber(v) end --结束时间 self.roomInfo.nEndTime = response.nEndTime or os.time() logD("Room:onGameDaJuResponse() :", table.tostring(response)) self:dispatchEvent({name = MJDefine.MJEvent.GameDaJuResponse ,response = response}); end function Room:pushTing(status,response) logD("-------------------- Room:pushTing ------------------------") logD("Room:pushTing(), ", table.tostring(response)) if not self.roomInfo then print("容错处理") return end self.roomInfo.tings={} for k,v in pairs(response.pushTing) do self.roomInfo.tings=response.pushTing --self.roomInfo.tings[v.outCard]=v.tingCards.Datas end self:dispatchEvent({name = MJDefine.MJEvent.OutCardTings}) end -- 玩家进入桌子成功 function Room:onSitDownSuccessResponse(status, response) logD("--------------------玩家进入桌子成功--------------------") logD("Room:onSitDownSuccessResponse(), ", table.tostring(response)) app.net:onMsgClear() app.net:onMsgPause() -- 记录当前桌子号 self:initRoomInfo() -- 获取到的房间信息 -- self.gameId = response.gameId self.roomInfo.gameId = response.gameId self.roomInfo.nShowTableId = response.nShowTableId self.roomInfo.nMaxPlayCount = response.nMaxPlayCount self.roomInfo.nRoomOwnedUid = response.nRoomOwnedUid self.roomInfo.nTotalGameNum = response.nTotalGameNum self.roomInfo.strGameInfo = response.strGameInfo self.roomInfo.nGameStartCount = response.nGameStartCount or 0 self.roomInfo.nLeaveCardNum = response.nLeaveCardNum or 0 -- 桌子上其他玩家的信息 for k,v in pairs(response.memberList) do self.roomInfo.memberList[v.nUserId] = v -- self.roomInfo.memberList[v.nUserId].nTingStatus=MJDefine.MJTingStatus.NoTing end -- 更新椅子号 self:updateUserSeateShowId() logD("Room:onSitDownSuccessResponse() roomInfo = ", table.tostring(self.roomInfo)) -- 发送通知 self:dispatchEvent({name = MJDefine.MJEvent.EnterRoomSuccess, gameId = self.roomInfo.gameId, gameType = self.roomInfo.strGameInfo.gamerule}) end function Room:onWaitOperate(status, response) logD("Room:onWaitOperate(), ", table.tostring(response)) self:dispatchEvent({name = MJDefine.MJEvent.WaitOperate ,response = response}); end function Room:onQiangDuanOperates(status, response) logD("Room:onQiangDuanOperates(), ", table.tostring(response)) self:dispatchEvent({name = MJDefine.MJEvent.QiangDuanOperates ,response = response}); end -- 广播摇骰子结果 function Room:onRollDiceBroadcast (status, response) self.roomInfo.diceNum = response.diceNum; self:dispatchEvent({name = MJDefine.MJEvent.RollDiceBroadcast, response = response.diceNum}); end -- 广播开始飘 function Room:onPiaoBroadcast( status, response ) logD("Room:onPiaoBroadcast", table.tostring(response)); self:dispatchEvent({name = MJDefine.MJEvent.PiaoBroadcast ,response = response}); end -- 广播飘的结果 function Room:onPiaoResponse( status, response ) logD("Room:onPiaoResponse", table.tostring(response)); self:dispatchEvent({name = MJDefine.MJEvent.PiaoResponse, response = response}); end --[[/** * 通知玩家开始报叫 * 只有庄家报叫才会收到这个消息 * 区分其他玩家是否报叫,要从发牌协议中判断,有一个是否可以报叫的字段 * @param status * @param response * @return */--]] function Room:onBaoJiaoBroadcast( status, response ) logD("Room:onBaoJiaoBroadcast", table.tostring(response)); response.isMySelf = response.userId == self:getMyUserId(); self:dispatchEvent({name = MJDefine.MJEvent.BaoJiaoBroadcast ,response = response}); end --[[/** * 广播玩家报叫结果 * @param status * @param response * @return */--]] function Room:onBaoJiaoResponse( status, response ) logD("Room:onBaoJiaoResponse", table.tostring(response)); local userId = response.userId; self.roomInfo.memberList[userId].nBaoCardState = response.nBaoCardState; self:dispatchEvent({name = MJDefine.MJEvent.BaoJiaoResponse ,response = response}); end function Room:ctor(net) Room.super.ctor(self , net); -- 请求飘操作 self:defMsgFunc{name = MJDefine.MJEvent.PiaoRequest, cmd = RoomCmd.GAME_COMMAND_REQUEST_SELECT_PIAO, sender = MJMessage.PiaoRequest}; -- 请求报叫操作 self:defMsgFunc{name = MJDefine.MJEvent.BaoJiaoRequest, cmd = RoomCmd.GAME_COMMAND_REQUEST_BAO_JIAO, sender = MJMessage.BaoJiaoRequest}; --玩家出牌的听牌信息 self:defPushMsg{cmd = RoomCmd.GAME_COMMAND_OUT_CARD_TING_INFO,reader = MJMessage.OutCardTingInfo,func = handler(self,self.pushTing)} self:defPushMsg{cmd = RoomCmd.GAME_COMMAND_BROADCAST_HU,reader = MJMessage.HuRespone,func = handler(self,self.onHuResponse)} --通知等待操作 self:defPushMsg{cmd = RoomCmd.GAME_COMMAND_WAIT_OPREATE,reader = MJMessage.WaitOperate,func = handler(self,self.onWaitOperate)} --通知抢断操作 self:defPushMsg{cmd = RoomCmd.GAME_COMMAND_QIANG_DUAN_OPREATE,reader = MJMessage.QiangDuanOperates,func = handler(self,self.onQiangDuanOperates)} -- 广播摇骰子 self:defPushMsg{cmd = RoomCmd.GAME_COMMAND_BROADCAST_ROLL_DICE, reader = MJMessage.RollDiceBroadcast, func = handler(self, self.onRollDiceBroadcast)}; -- 广播玩家飘操作 self:defPushMsg{cmd = RoomCmd.GAME_COMMAND_BROADCAST_SELECT_PIAO, reader = MJMessage.PiaoBroadcast, func = handler(self, self.onPiaoBroadcast)} -- 广播某个玩家操作了飘 self:defPushMsg{cmd = RoomCmd.GAME_COMMAND_USER_SELECT_PIAO, reader = MJMessage.PiaoResponse, func = handler(self, self.onPiaoResponse)} -- 通知报叫操作 self:defPushMsg{cmd = RoomCmd.GAME_COMMAND_NOTICE_CAN_BAO_JIAO, reader = MJMessage.BaoJiaoBroadcast, func = handler(self, self.onBaoJiaoBroadcast)}; -- 广播玩家报叫操作 self:defPushMsg{cmd = RoomCmd.GAME_COMMAND_RESPONSE_BAO_JIAO, reader = MJMessage.BaoJiaoResponse, func = handler(self, self.onBaoJiaoResponse)}; end return Room;