Beispiel #1
0
        public FSPSession CreateSession()
        {
            Debuger.Log();
            uint       sid     = NewSessionID();
            FSPSession session = new FSPSession(sid, HandleSessionSend);

            m_mapSession.Add(sid, session);
            return(session);
        }
Beispiel #2
0
        public FSPSession GetSession(uint sid)
        {
            FSPSession session = null;

            lock (m_mapSession)
            {
                session = m_mapSession[sid];
            }
            return(session);
        }
Beispiel #3
0
 public void Release()
 {
     Debuger.Log();
     if (m_session != null)
     {
         m_session.SetReceiveListener(null);
         m_session.Active(false);
         m_session = null;
     }
 }
Beispiel #4
0
        //=================================================================
        public void Create(uint id, int authId, FSPSession session, Action <FSPPlayer, FSPMessage> listener)
        {
            Debuger.Log("id:{0}, authId:{1}, sid:{2}", id, authId, session.id);

            m_id           = id;
            m_authId       = authId;
            m_RecvListener = listener;
            m_session      = session;
            m_session.SetReceiveListener(OnRecvFromSession);

            m_FrameCache = new Queue <FSPFrame>();
        }
Beispiel #5
0
        //===================================================================

        public FSPPlayer AddPlayer(uint playerId, FSPSession session)
        {
            //Debuger.Log("playerId:{0}", playerId);

            if (m_State != FSPGameState.Create)
            {
                //Debuger.LogError("当前状态下无法AddPlayer! State = {0}", m_State);
                return(null);
            }

            FSPPlayer player = null;

            for (int i = 0; i < m_ListPlayer.Count; i++)
            {
                player = m_ListPlayer[i];
                if (player.id == playerId)
                {
                    //Debuger.LogWarning("PlayerId已经存在!用新的替代旧的! PlayerId = " + playerId);
                    m_ListPlayer.RemoveAt(i);
                    player.Release();
                    break;
                }
            }

            if (m_ListPlayer.Count >= MaxPlayerNum)
            {
                //Debuger.LogError("已经达到最大玩家数了! MaxPlayerNum = {0}", MaxPlayerNum);
                return(null);
            }


            player = new FSPPlayer();
            player.Create(playerId, m_authId, session, OnRecvFromPlayer);
            m_ListPlayer.Add(player);

            return(player);
        }
Beispiel #6
0
        private void DoReceiveInThread()
        {
            EndPoint remotePoint = IPUtils.GetIPEndPointAny(AddressFamily.InterNetwork, 0);
            int      cnt         = m_SystemSocket.ReceiveFrom(m_RecvBufferTemp, m_RecvBufferTemp.Length, SocketFlags.None, ref remotePoint);

            if (cnt > 0)
            {
                m_RecvBufferTempReader.Attach(m_RecvBufferTemp, cnt);
                byte[] m_32b = new byte[4];
                m_RecvBufferTempReader.ReadBytes(m_32b, 0, 4);
                uint sid = BitConverter.ToUInt32(m_32b, 0);

                lock (m_mapSession)
                {
                    FSPSession session = null;
                    if (sid == 0)
                    {
                        Debuger.LogError("基于KCP的Sid为0,该包需要被丢掉");
                    }
                    else
                    {
                        session = m_mapSession[sid];
                    }

                    if (session != null)
                    {
                        session.Active(remotePoint as IPEndPoint);
                        session.DoReceiveInGateway(m_RecvBufferTemp, cnt);
                    }
                    else
                    {
                        Debuger.LogWarning("无效的包! sid:{0}", sid);
                    }
                }
            }
        }