//响应RoomServer玩家重新连接进入房间的反馈消息 internal void OnReplyReconnectUser(ulong userGuid, int roomID, int result) { UserInfo user = LobbyServer.Instance.UserProcessScheduler.GetUserInfo(userGuid); if (user == null) { return; } switch (result) { case (int)Msg_RL_ReplyReconnectUser.ReconnectResultEnum.Drop: { user.CurrentState = UserState.Room; RoomInfo room = m_LobbyInfo.GetRoomByID(roomID); if (null != room) { RoomServerInfo svrInfo; if (m_LobbyInfo.RoomServerInfos.TryGetValue(room.RoomServerName, out svrInfo)) { if (null != svrInfo) { NodeMessage startGameResultMsg = new NodeMessage(LobbyMessageDefine.EnterSceneResult, user.Guid); GameFrameworkMessage.EnterSceneResult protoData = new GameFrameworkMessage.EnterSceneResult(); protoData.server_ip = svrInfo.ServerIp; protoData.server_port = svrInfo.ServerPort; protoData.key = user.Key; protoData.camp_id = user.CampId; protoData.scene_type = room.SceneType; protoData.result = (int)GeneralOperationResult.LC_Succeed; protoData.prime = Helper.Random.Next(2, 21); startGameResultMsg.m_ProtoData = protoData; LobbyServer.Instance.TransmitToWorld(user, startGameResultMsg); //重新进入房间成功 LogSys.Log(LOG_TYPE.INFO, "user reconnected roomServer success, guid {0}", userGuid); } } } } break; case (int)Msg_RL_ReplyReconnectUser.ReconnectResultEnum.NotExist: { //不存在,执行进场景流程 RequestEnterScene(userGuid, user.SceneId, roomID, 0); LogSys.Log(LOG_TYPE.INFO, "user reconnected roomserver, not exist, request enter scene ! guid {0}", userGuid); } break; case (int)Msg_RL_ReplyReconnectUser.ReconnectResultEnum.Online: { NodeMessage startGameResultMsg = new NodeMessage(LobbyMessageDefine.EnterSceneResult, user.Guid); GameFrameworkMessage.EnterSceneResult protoData = new GameFrameworkMessage.EnterSceneResult(); protoData.result = (int)GeneralOperationResult.LC_Failed; startGameResultMsg.m_ProtoData = protoData; LobbyServer.Instance.TransmitToWorld(user, startGameResultMsg); //room上玩家还是连接与在线状态,重连失败 LogSys.Log(LOG_TYPE.INFO, "user reconnected roomserver, user already online, guid {0}", userGuid); } break; } }
//------------------------------------------------------------------------------------------------------ private void ObserveEnterSceneResult(NodeMessage msg, int handle, uint seq) { if (handle != 0) { return; } GameFrameworkMessage.NodeMessageWithGuid headerMsg = msg.m_NodeHeader as GameFrameworkMessage.NodeMessageWithGuid; if (null != headerMsg) { GameFrameworkMessage.EnterSceneResult protoMsg = msg.m_ProtoData as GameFrameworkMessage.EnterSceneResult; if (null != protoMsg) { UserProcessScheduler dataProcess = UserServer.Instance.UserProcessScheduler; UserInfo user = dataProcess.GetUserInfo(headerMsg.m_Guid); if (user != null && protoMsg.result == 0) { user.CurrentState = UserState.Room; user.SceneId = protoMsg.scene_type; } } } }
private void HandleEnterSceneResult(NodeMessage lobbyMsg) { GameFrameworkMessage.EnterSceneResult protoData = lobbyMsg.m_ProtoData as GameFrameworkMessage.EnterSceneResult; if (null != protoData) { GeneralOperationResult result = (GeneralOperationResult)protoData.result; if (GeneralOperationResult.LC_Succeed == result) { uint key = protoData.key; string ip = protoData.server_ip; int port = (int)protoData.server_port; int campId = protoData.camp_id; int sceneId = protoData.scene_type; ClientInfo.Instance.PropertyKey = protoData.prime; //延迟处理,防止当前正在切场景过程中 PluginFramework.Instance.QueueAction(PluginFramework.Instance.TryEnterScene, key, ip, port, campId, sceneId); } else { PluginFramework.Instance.HighlightPrompt("Tip_SceneEnterFailed"); } } }
//=================================================================== //以下为与RoomServer之间的消息通信 //响应RoomServer发来的房间创建反馈消息 internal void OnEnterSceneResult(ulong userGuid, int roomID, int result) { UserInfo user = LobbyServer.Instance.UserProcessScheduler.GetUserInfo(userGuid); if (user == null) { return; } if ((int)SceneOperationResultEnum.Success == result) { user.CurrentState = UserState.Room; user.CurrentRoomID = roomID; RoomInfo room = m_LobbyInfo.GetRoomByID(roomID); if (null != room) { RoomServerInfo svrInfo; if (m_LobbyInfo.RoomServerInfos.TryGetValue(room.RoomServerName, out svrInfo)) { if (null != svrInfo) { NodeMessage enterSceneResultMsg = new NodeMessage(LobbyMessageDefine.EnterSceneResult, user.Guid); GameFrameworkMessage.EnterSceneResult protoData = new GameFrameworkMessage.EnterSceneResult(); protoData.server_ip = svrInfo.ServerIp; protoData.server_port = svrInfo.ServerPort; protoData.key = user.Key; protoData.camp_id = user.CampId; protoData.scene_type = room.SceneType; protoData.result = (int)GeneralOperationResult.LC_Succeed; protoData.prime = Helper.Random.Next(2, 21); enterSceneResultMsg.m_ProtoData = protoData; LobbyServer.Instance.TransmitToWorld(user, enterSceneResultMsg); LogSys.Log(LOG_TYPE.INFO, "user enter field success! guid {0} room {1} result {2}", userGuid, roomID, (SceneOperationResultEnum)result); } else { LobbyServer.Instance.HighlightPrompt(user, 42);//进入游戏失败,请稍后重试 } } else { LobbyServer.Instance.HighlightPrompt(user, 42);//进入游戏失败,请稍后重试 } } else { LobbyServer.Instance.HighlightPrompt(user, 42);//进入游戏失败,请稍后重试 } } else { RoomInfo curRoom = user.Room; if (null != curRoom) { curRoom.DelUsers(userGuid); } user.CurrentState = UserState.Online; LogSys.Log(LOG_TYPE.INFO, "user enter field failed! guid {0} room {1} result {2}", userGuid, roomID, (SceneOperationResultEnum)result); LobbyServer.Instance.HighlightPrompt(user, 42);//进入游戏失败,请稍后重试 } }
//响应RoomServer玩家重新连接进入房间的反馈消息 internal void OnReplyReconnectUser(ulong userGuid, int roomID, int result) { UserInfo user = LobbyServer.Instance.UserProcessScheduler.GetUserInfo(userGuid); if (user == null) { return; } switch (result) { case (int)Msg_RL_ReplyReconnectUser.ReconnectResultEnum.Drop: { user.CurrentState = UserState.Room; RoomInfo room = m_LobbyInfo.GetRoomByID(roomID); if (null != room) { RoomServerInfo svrInfo; if (m_LobbyInfo.RoomServerInfos.TryGetValue(room.RoomServerName, out svrInfo)) { if (null != svrInfo) { NodeMessage startGameResultMsg = new NodeMessage(LobbyMessageDefine.EnterSceneResult, user.Guid); GameFrameworkMessage.EnterSceneResult protoData = new GameFrameworkMessage.EnterSceneResult(); protoData.server_ip = svrInfo.ServerIp; protoData.server_port = svrInfo.ServerPort; protoData.key = user.Key; protoData.camp_id = user.CampId; protoData.scene_type = room.SceneType; protoData.result = (int)GeneralOperationResult.LC_Succeed; protoData.prime = Helper.Random.Next(2, 21); startGameResultMsg.m_ProtoData = protoData; LobbyServer.Instance.TransmitToWorld(user, startGameResultMsg); //重新进入房间成功 LogSys.Log(LOG_TYPE.INFO, "user reconnected roomServer success, guid {0}", userGuid); } } } } break; case (int)Msg_RL_ReplyReconnectUser.ReconnectResultEnum.NotExist: { //不存在,执行进场景流程 RequestEnterScene(userGuid, user.SceneId, roomID, 0); LogSys.Log(LOG_TYPE.INFO, "user reconnected roomserver, not exist, request enter scene ! guid {0}", userGuid); } break; case (int)Msg_RL_ReplyReconnectUser.ReconnectResultEnum.Online: { NodeMessage startGameResultMsg = new NodeMessage(LobbyMessageDefine.EnterSceneResult, user.Guid); GameFrameworkMessage.EnterSceneResult protoData = new GameFrameworkMessage.EnterSceneResult(); protoData.result = (int)GeneralOperationResult.LC_Failed; startGameResultMsg.m_ProtoData = protoData; LobbyServer.Instance.TransmitToWorld(user, startGameResultMsg); //room上玩家还是连接与在线状态,重连失败 LogSys.Log(LOG_TYPE.INFO, "user reconnected roomserver, user already online, guid {0}", userGuid); } break; } }
//=================================================================== //以下为与RoomServer之间的消息通信 //响应RoomServer发来的房间创建反馈消息 internal void OnEnterSceneResult(ulong userGuid, int roomID, int result) { UserInfo user = LobbyServer.Instance.UserProcessScheduler.GetUserInfo(userGuid); if (user == null) { return; } if ((int)SceneOperationResultEnum.Success == result) { user.CurrentState = UserState.Room; user.CurrentRoomID = roomID; RoomInfo room = m_LobbyInfo.GetRoomByID(roomID); if (null != room) { RoomServerInfo svrInfo; if (m_LobbyInfo.RoomServerInfos.TryGetValue(room.RoomServerName, out svrInfo)) { if (null != svrInfo) { NodeMessage enterSceneResultMsg = new NodeMessage(LobbyMessageDefine.EnterSceneResult, user.Guid); GameFrameworkMessage.EnterSceneResult protoData = new GameFrameworkMessage.EnterSceneResult(); protoData.server_ip = svrInfo.ServerIp; protoData.server_port = svrInfo.ServerPort; protoData.key = user.Key; protoData.camp_id = user.CampId; protoData.scene_type = room.SceneType; protoData.result = (int)GeneralOperationResult.LC_Succeed; protoData.prime = Helper.Random.Next(2, 21); enterSceneResultMsg.m_ProtoData = protoData; LobbyServer.Instance.TransmitToWorld(user, enterSceneResultMsg); LogSys.Log(LOG_TYPE.INFO, "user enter field success! guid {0} room {1} result {2}", userGuid, roomID, (SceneOperationResultEnum)result); } else { LobbyServer.Instance.HighlightPrompt(user, 42);//进入游戏失败,请稍后重试 } } else { LobbyServer.Instance.HighlightPrompt(user, 42);//进入游戏失败,请稍后重试 } } else { LobbyServer.Instance.HighlightPrompt(user, 42);//进入游戏失败,请稍后重试 } } else { RoomInfo curRoom = user.Room; if (null != curRoom) { curRoom.DelUsers(userGuid); } user.CurrentState = UserState.Online; LogSys.Log(LOG_TYPE.INFO, "user enter field failed! guid {0} room {1} result {2}", userGuid, roomID, (SceneOperationResultEnum)result); LobbyServer.Instance.HighlightPrompt(user, 42);//进入游戏失败,请稍后重试 } }