Beispiel #1
0
        public void ProcessDBNetMsg()
        {
            if (!mbConnect && System.Environment.TickCount - mnReconnectTick > 5000)//五秒重连
            {
                mTcpDBClient.ReConnect();
                mnReconnectTick = System.Environment.TickCount;
            }
            byte[] buff = null;
            lock (_lock)
            {
                buff = mDBPacket.GetData();
            }

            if (buff == null) return;
            PackIn inpack = new PackIn(buff);
            ushort param = inpack.ReadUInt16();
            switch (param)
            {
                case GameBase.Network.Internal.Define.ROLEINFO:
                    {
                        GameBase.Network.Internal.RoleInfo roleinfo = new GameBase.Network.Internal.RoleInfo(buff);
                        //判断是否有缓存数据-
                        PlayerObject cacheplay = UserEngine.Instance().GetCachePlay(roleinfo.sAccount);
                        if (cacheplay != null)
                        {
                            Log.Instance().WriteLog("检测到角色缓存数据,保存中!" + cacheplay.GetName());
                            UserEngine.Instance().RemoveCachePlay(cacheplay);
                            cacheplay.ExitGame();
                            return;
                        }
                        UserEngine.Instance().AddTempPlayObject(roleinfo);

                        //回发给dbserver 表示收到了角色信息- 让他通知loginserver 发数据给玩家连接mapserver
                        GameBase.Network.Internal.RoleInfo_Ret ret = new GameBase.Network.Internal.RoleInfo_Ret();
                        ret.gameid = roleinfo.gameid;
                        ret.key = roleinfo.mKey;
                        ret.key2 = roleinfo.mKey1;
                        ret.accountid = roleinfo.accountid;
                        mTcpDBClient.SendData(ret.GetBuffer());
                        Log.Instance().WriteLog("收到临时角色信息:" + roleinfo.sAccount+" id:"+roleinfo.accountid.ToString());
                        break;
                    }
                case GameBase.Network.Internal.Define.QUERYROLENAME_RET:
                    {
                        QueryRoleName_Ret ret = new QueryRoleName_Ret();
                        ret.Create(buff);
                        TempPlayObject temp = UserEngine.Instance().GetTempPlayObj(ret.gameid);
                        if (temp == null)
                        {
                            Log.Instance().WriteLog("找到玩家对象..在--ProcessDBNetMsg code:2");
                            break;
                        }

                        NetMsg.MsgNotice notice = new NetMsg.MsgNotice();
                        notice.Create(null, temp.play.GetGamePackKeyEx());
                        temp.play.SendData(notice.GetQueryNameBuff(!ret.tag));

                        break;
                    }
                case GameBase.Network.Internal.Define.CREATEROLE_RET:
                    {

                        CreateRole_Ret ret = new CreateRole_Ret();
                        ret.Create(buff);
                        TempPlayObject temp = UserEngine.Instance().GetTempPlayObj(ret.gameid);
                        if (temp == null)
                        {
                            Log.Instance().WriteLog("未找到玩家对象..在--ProcessDBNetMsg code:3");
                            break;
                        }

                        UserEngine.Instance().RemoveTempPlayObject(ret.gameid); //从临时列表出移除--
                        //进入游戏
                        temp.play.GetBaseAttr().account_id = temp.accountid;
                        temp.play.GetBaseAttr().player_id = ret.playerid;
                        temp.play.EnterGame(null,true);
                        break;
                    }
                case GameBase.Network.Internal.Define.ADDROLEDATA_ITEM_RET:
                    {
                        GameBase.Network.Internal.AddRoleData_Item_Ret ret = new GameBase.Network.Internal.AddRoleData_Item_Ret();
                        ret.Create(buff);
                        PlayerObject play = UserEngine.Instance().FindPlayerObjectToID(ret.gameid);
                        if (play == null)
                        {
                            Log.Instance().WriteLog("未找到玩家对象..在--ProcessDBNetMsg code:4");
                            break;
                        }
                        play.GetItemSystem().AwardItem_Ret(ret.sordid, ret.id);
                        break;
                    }
                case GameBase.Network.Internal.Define.LOADROLEDATA_ITEM:
                    {
                        GameBase.Network.Internal.ROLEDATA_ITEM item = new GameBase.Network.Internal.ROLEDATA_ITEM();
                        item.Create(buff);
                        TempPlayObject play = UserEngine.Instance().GetTempPlayObj(item.key,item.key2);
                        if (play == null)
                        {
                            Log.Instance().WriteLog("未找到玩家对象..在--ProcessDBNetMsg code:5");
                            break;
                        }
                        for (int i = 0; i < item.mListItem.Count; i++)
                        {
                            play.play.GetItemSystem().AddItemInfo(item.mListItem[i]);
                        }
                         break;
                    }
                case GameBase.Network.Internal.Define.LOADROLEDATA_MAGIC:
                    {
                        GameBase.Network.Internal.RoleData_Magic magic = new GameBase.Network.Internal.RoleData_Magic();
                        magic.Create(buff);
                        TempPlayObject play = UserEngine.Instance().GetTempPlayObj(magic.key, magic.key2);
                        if (play == null)
                        {
                            Log.Instance().WriteLog("未找到玩家对象..在--ProcessDBNetMsg code:6");
                            break;
                        }
                        for(int i = 0;i < magic.mListMagic.Count;i++)
                        {
                            GameBase.Network.Internal.MagicInfo info = magic.mListMagic[i];
                            play.play.GetMagicSystem().AddMagicInfo(info);
                        }

                        break;
                    }
                case GameBase.Network.Internal.Define.KICKGAMEPLAY:
                    {
                        GameBase.Network.Internal.KickGamePlay kickplay = new GameBase.Network.Internal.KickGamePlay();
                        kickplay.Create(buff);
                        PlayerObject play = UserEngine.Instance().FindPlayerObjectToAccountId(kickplay.accountid);
                        if (play != null)
                        {
                            SessionManager.Instance().RemoveSession(play.GetGameSession().m_Socket);
                            play.Kick();
                        }
                        break;
                    }
                case GameBase.Network.Internal.Define.LOADROLEDATA_EUDEMON:
                    {
                        GameBase.Network.Internal.ROLEDATE_EUDEMON eudemon = new GameBase.Network.Internal.ROLEDATE_EUDEMON();
                        eudemon.Create(buff);

                        TempPlayObject play = UserEngine.Instance().GetTempPlayObj(eudemon.key, eudemon.key2);
                        if (play == null)
                        {
                            //只是为了下断点后延迟问题解决方案
                            PlayerObject _play = UserEngine.Instance().FindPlayerObjectToPlayerId(eudemon.playerid);
                            if (_play == null)
                            {
                                Log.Instance().WriteLog("未找到玩家对象..在--ProcessDBNetMsg code:6");
                            }
                            else
                            {
                                _play.GetEudemonSystem().DB_Load(eudemon);
                                _play.GetEudemonSystem().SendAllEudemonInfo();
                            }

                            break;
                        }
                        else
                        {
                            play.play.GetEudemonSystem().DB_Load(eudemon);
                        }

                        break;
                    }
                case GameBase.Network.Internal.Define.LOADROLEDATA_FRIEND:
                    {
                        GameBase.Network.Internal.ROLEDATA_FRIEND friend = new GameBase.Network.Internal.ROLEDATA_FRIEND();
                        friend.Create(buff);
                        TempPlayObject play = UserEngine.Instance().GetTempPlayObj(friend.key, friend.key2);
                        if (play == null)
                        {
                            //只是为了下断点后延迟问题解决方案
                            PlayerObject _play = UserEngine.Instance().FindPlayerObjectToPlayerId(friend.playerid);
                            if (_play == null)
                            {
                                Log.Instance().WriteLog("未找到玩家对象..在--ProcessDBNetMsg code:7");
                            }
                            else
                            {

                                _play.GetFriendSystem().DB_Load(friend);
                                _play.GetFriendSystem().SendAllFriendInfo();
                            }

                            break;
                        }
                        else
                        {
                            play.play.GetFriendSystem().DB_Load(friend);
                        }

                        break;
                    }
                case GameBase.Network.Internal.Define.GUANJUEDATA: //爵位数据
                    {
                        GameBase.Network.Internal.GUANJUEINFO juewei = new GameBase.Network.Internal.GUANJUEINFO();
                        juewei.Create(buff);
                        GuanJueManager.Instance().DB_Load(juewei);
                        break;
                    }
                case GameBase.Network.Internal.Define.LOADLEGION: //军团数据
                    {
                        GameBase.Network.Internal.LEGIONINFO info = new GameBase.Network.Internal.LEGIONINFO();
                        info.Create(buff);
                        LegionManager.Instance().DB_Load(info);
                        break;
                    }
                case GameBase.Network.Internal.Define.CREATELEGION_RET://创建军团返回数据
                    {
                        GameBase.Network.Internal.CreateLegion_Ret info = new GameBase.Network.Internal.CreateLegion_Ret();
                        info.Create(buff);
                        LegionManager.Instance().CreateLegion_Ret(info);
                        break;
                    }
                case GameBase.Network.Internal.Define.LOADPAYRECINFO: //充值数据
                    {
                        GameBase.Network.Internal.PackPayRecInfo info = new GameBase.Network.Internal.PackPayRecInfo();
                        info.Creaet(buff);
                        PayManager.Instance().DB_Load(info);
                        break;
                    }
            }
        }
Beispiel #2
0
        public static QueryRoleName_Ret QueryRoleName(String name)
        {
            QueryRoleName_Ret ret = new QueryRoleName_Ret();
            //优先检测要过滤的字符串名称
            bool isTag = false;
            if (Filter.Instance().CheckFileterName(name))
            {
                isTag = true;
            }
            if (!isTag)
            {
                MySqlCommand command = new MySqlCommand("select * from cq_user where name = '" + name + "'", MysqlConn.GetConn());
                MysqlConn.Conn_Open();
                MySqlDataReader reader = command.ExecuteReader();

                reader.Read();
                if (reader.HasRows)
                {
                    isTag = true; //存在该角色
                }
                MysqlConn.Conn_Close();
                command.Dispose();
            }

            ret.tag = isTag;
            return ret;
        }