Ejemplo n.º 1
0
        protected override async ETTask Run(Session session, Login_C2R request, Login_R2C response, Action reply)
        {
            try
            {
                DBProxyComponent dbProxy = Game.Scene.GetComponent <DBProxyComponent>();
                //有多种操作数据库的方式 Json字符串模式可以提供多个条件/ID查找模式可以以Entity.Id查找:
                //UserInfo userInfo = await dbProxy.Query<UserInfo>(gamer.UserID, false);
                //先声明一个数据库操作Entity对象AccountInfo

                //验证请求的账号和密码
                List <ComponentWithId> result = await dbProxy.Query <AccountInfo>($"{{Account:'{request.Account}',Password:'******'}}");

                if (result.Count != 1)
                {
                    response.Error = ErrorCode.ERR_AccountOrPasswordError;
                    reply();
                    return;
                }

                //已验证通过,可能存在其它地方有登录,要先踢下线
                AccountInfo account = (AccountInfo)result[0];
                await RealmHelper.KickOutPlayer(account.Id);

                int         GateAppId;
                StartConfig config;
                //获取账号所在区服的AppId 索取登陆Key
                if (StartConfigComponent.Instance.GateConfigs.Count == 1)
                { //只有一个Gate服务器时当作AllServer配置处理
                    config = StartConfigComponent.Instance.StartConfig;
                }
                else
                { //有多个Gate服务器时当作分布式配置处理
                    GateAppId = RealmHelper.GetGateAppIdFromUserId(account.Id);
                    config    = StartConfigComponent.Instance.GateConfigs[GateAppId - 1];
                }
                IPEndPoint      innerAddress   = config.GetComponent <InnerConfig>().IPEndPoint;
                Session         gateSession    = Game.Scene.GetComponent <NetInnerComponent>().Get(innerAddress);
                GetLoginKey_G2R g2RGetLoginKey = (GetLoginKey_G2R)await gateSession.Call(new GetLoginKey_R2G()
                {
                    UserId = account.Id
                });

                // *** 分配网关地址 *** //
                //如果有多台网关服务器,那就应该在realm上添加GateManagerComponent
                //可以管理所有在线的网关服务器,接收网关的负载状态,前端也可以向realm获取网关的负载状态
                //可以根据网关服务器的负载分配网关地址给客户端,也可以随机分配,也可以指定分配
                string outerAddress = config.GetComponent <OuterConfig>().Address2;

                response.GateAddress  = outerAddress;
                response.GateLoginKey = g2RGetLoginKey.GateLoginKey;
                reply();
            }
            catch (Exception e)
            {
                ReplyError(response, e, reply);
            }
        }
Ejemplo n.º 2
0
        protected override async void Run(Session session, A0002_Login_C2R message, Action <A0002_Login_R2C> reply)
        {
            A0002_Login_R2C response = new A0002_Login_R2C();

            try
            {
                DBProxyComponent dbProxy = Game.Scene.GetComponent <DBProxyComponent>();
                //有多种操作数据库的方式 Json字符串模式可以提供多个条件/ID查找模式可以以Entity.Id查找:
                //UserInfo userInfo = await dbProxy.Query<UserInfo>(gamer.UserID, false);
                //先声明一个数据库操作Entity对象AccountInfo

                //验证假定的账号和密码
                List <ComponentWithId> result = await dbProxy.Query <AccountInfo>($"{{Account:'{message.Account}',Password:'******'}}");

                if (result.Count != 1)
                {
                    response.Error = ErrorCode.ERR_AccountOrPasswordError;
                    reply(response);
                    return;
                }

                AccountInfo account = (AccountInfo)result[0];
                await RealmHelper.KickOutPlayer(account.Id);

                int         GateAppId;
                StartConfig config;
                //获取账号所在区服的AppId 索取登陆Key
                if (StartConfigComponent.Instance.GateConfigs.Count == 1)
                { //只有一个Gate服务器时当作AllServer配置处理
                    config = StartConfigComponent.Instance.StartConfig;
                }
                else
                { //有多个Gate服务器时当作分布式配置处理
                    GateAppId = RealmHelper.GetGateAppIdFromUserId(account.Id);
                    config    = StartConfigComponent.Instance.GateConfigs[GateAppId - 1];
                }
                IPEndPoint innerAddress = config.GetComponent <InnerConfig>().IPEndPoint;
                Session    gateSession  = Game.Scene.GetComponent <NetInnerComponent>().Get(innerAddress);
                string     outerAddress = config.GetComponent <OuterConfig>().Address2;

                A0006_GetLoginKey_G2R g2RGetLoginKey = (A0006_GetLoginKey_G2R)await gateSession.Call(new A0006_GetLoginKey_R2G()
                {
                    UserID = account.Id
                });

                response.GateAddress  = outerAddress;
                response.GateLoginKey = g2RGetLoginKey.GateLoginKey;
                reply(response);
            }
            catch (Exception e)
            {
                ReplyError(response, e, reply);
            }
        }
Ejemplo n.º 3
0
        protected override async ETTask Run(Session session, A0002_Login_C2R request, A0002_Login_R2C response, Action reply)
        {
            try
            {
                DBProxyComponent dbProxy = Game.Scene.GetComponent <DBProxyComponent>();
                //验证提交来的的账号和密码
                List <ComponentWithId> result = await dbProxy.Query <AccountInfo>($"{{Account:'{request.Account}',Password:'******'}}");

                if (result.Count != 1)
                {
                    response.Error = ErrorCode.ERR_AccountOrPasswordError;
                    reply();
                    return;
                }
                //已验证通过,可能存在其它地方有登录,先踢下线
                AccountInfo account = (AccountInfo)result[0];
                await RealmHelper.KickOutPlayer(account.Id);

                int         GateAppId;
                StartConfig config;
                //获取账号所在区服的AppId 索取登陆Key
                if (StartConfigComponent.Instance.GateConfigs.Count == 1)
                { //只有一个Gate服务器时当作AllServer配置处理
                    config = StartConfigComponent.Instance.StartConfig;
                }
                else
                { //有多个Gate服务器时当作分布式配置处理
                    //查询账号所在区号
                    GateAppId = RealmHelper.GetGateAppIdFromUserId(account.Id);
                    //对应区号处理
                    config = StartConfigComponent.Instance.GateConfigs[GateAppId - 1];
                }
                IPEndPoint innerAddress = config.GetComponent <InnerConfig>().IPEndPoint;
                Session    gateSession  = Game.Scene.GetComponent <NetInnerComponent>().Get(innerAddress);
                string     outerAddress = config.GetComponent <OuterConfig>().Address2;

                A0006_GetLoginKey_G2R g2RGetLoginKey = (A0006_GetLoginKey_G2R)await gateSession.Call(new A0006_GetLoginKey_R2G()
                {
                    UserID = account.Id
                });

                response.GateAddress  = outerAddress;
                response.GateLoginKey = g2RGetLoginKey.GateLoginKey;
                reply();
            }
            catch (Exception e)
            {
                ReplyError(response, e, reply);
            }
        }
Ejemplo n.º 4
0
        protected override async ETTask Run(Session session, CreateNewCharacter_C2G request, CharacterMessage_G2C response, Action reply)
        {
            try
            {
                //验证Session
                if (!GateHelper.SignSession(session))
                {
                    response.Error = MMOErrorCode.ERR_UserNotOnline;
                    reply();
                    return;
                }

                // 限制最多可创建多少角色处理
                int max = request.Max;
                if (max == 0)
                {
                    max = 100;
                }
                if (request.Index > max)
                {
                    response.Error = MMOErrorCode.ERR_CannotCreateMoreCharacter;
                    reply();
                    return;
                }

                DBProxyComponent dbProxy = Game.Scene.GetComponent <DBProxyComponent>();

                //获取玩家对象
                User user = session.GetComponent <SessionUserComponent>().User;

                //获取玩家所在大区编号
                UserInfo userInfo = await dbProxy.Query <UserInfo>(user.UserId);

                int GateAppId = RealmHelper.GetGateAppIdFromUserId(userInfo.Id);
                userInfo.LastPlay = request.Index;

                //检查角色名是否可用
                //会得到全部大区的同名角色 需遍历排除
                List <ComponentWithId> result = await dbProxy.Query <Character>($"{{Name:'{request.Name}'}}");

                foreach (var a in result)
                {
                    if (RealmHelper.GetGateAppIdFromUserId(((Character)a).UserId) == GateAppId)
                    {
                        //出现同名角色
                        response.Error = MMOErrorCode.ERR_CreateNewCharacter;
                        reply();
                        return;
                    }
                }

                //新建角色数据
                Character character = ComponentFactory.Create <Character, string, long>(request.Name, userInfo.Id);
                character.Race   = request.Race;
                character.Class  = request.Class;
                character.Name   = request.Name;
                character.Level  = 1;
                character.Map    = 1001;
                character.Region = 03;
                character.X      = request.X;
                character.Y      = request.Y;
                character.Z      = request.Z;
                character.Money  = 0;
                character.Mail   = 0;
                character.Index  = request.Index;

                //构建同样的返回数据,减少前端再查询一次此角色数据
                response.Character = GateHelper.CharacterInfoByData(character, false);

                //新角色默认装备
                List <Component> equipInfo = await dbProxy.Query2 <GlobalInfo>($"{{Type:'{request.Class}Equip'}}");

                foreach (GlobalInfo row in equipInfo)
                {
                    character.Equipments          = row.Equipments;
                    response.Character.Equipments = To.RepeatedField <EquipInfo>(row.Equipments);
                }

                //存储数据
                await dbProxy.Save(character);

                await dbProxy.Save(userInfo);

                reply();
                await ETTask.CompletedTask;
            }
            catch (Exception e)
            {
                ReplyError(response, e, reply);
            }
        }
Ejemplo n.º 5
0
        protected override async void Run(Session session, A0009_CreateNewCharacter_C2G message, Action <A0009_CreateNewCharacter_G2C> reply)
        {
            A0009_CreateNewCharacter_G2C response = new A0009_CreateNewCharacter_G2C();

            try
            {
                //验证Session
                if (!GateHelper.SignSession(session))
                {
                    response.Error = ErrorCode.ERR_UserNotOnline;
                    reply(response);
                    return;
                }

                //获取玩家对象
                User user = session.GetComponent <SessionUserComponent>().User;

                //获取玩家所在大区编号
                DBProxyComponent dbProxy  = Game.Scene.GetComponent <DBProxyComponent>();
                UserInfo         userInfo = await dbProxy.Query <UserInfo>(user.UserID);

                int GateAppId = RealmHelper.GetGateAppIdFromUserId(userInfo.Id);

                //检查角色名是否可用
                //会得到全部大区的同名角色 需遍历排除
                List <ComponentWithId> result = await dbProxy.Query <Character>($"{{Name:'{message.Name}'}}");

                foreach (var a in result)
                {
                    if (RealmHelper.GetGateAppIdFromUserId(((Character)a).UserID) == GateAppId)
                    {
                        //出现同名角色
                        response.Error = ErrorCode.ERR_CreateNewCharacter;
                        reply(response);
                        return;
                    }
                }

                //检查玩家是否有资格创建新角色
                bool canCreate     = false;
                int  characterSeat = message.Seat; //玩家请求创建的角色位置
                switch (characterSeat)
                {
                case 1:
                    if (userInfo.CharacterID1 == 0)
                    {
                        canCreate = true;
                    }
                    break;

                case 2:
                    if (userInfo.CharacterID2 == 0)
                    {
                        canCreate = true;
                    }
                    break;

                case 3:
                    if (userInfo.CharacterID3 == 0)
                    {
                        canCreate = true;
                    }
                    break;

                default:
                    break;
                }

                //判定为无法创建角色时返回错误消息
                if (!canCreate)
                {
                    //理应不该出现这个错误
                    //当玩家位置满时 点击创建角色按钮应有提示 无法进入创建角色界面
                    Log.Error("玩家当前位置已有角色");
                    response.Error = ErrorCode.ERR_CreateNewCharacter;
                    reply(response);
                    return;
                }

                //新建角色数据 角色可以通过UserID来识别区号 可以不使用CreateWithId方法
                Character character = ComponentFactory.CreateWithId <Character, long>(RealmHelper.GenerateId(), userInfo.Id);
                character.Name     = message.Name;
                character.Level    = 1;
                character.Career   = message.Career;
                character.Pet      = PetType.NonePet;
                character.Skeleton = message.Skeleton;
                switch (character.Career) //初始装备是绑定职业的
                {
                case CareerType.Warror:
                    character.Weapon = WeaponType.Sword;
                    character.Head   = HeadType.Head1;
                    character.Chest  = ChestType.Chest1;
                    character.Hand   = HandType.Hand1;
                    character.Feet   = FeetType.Feet1;
                    break;

                case CareerType.Mage:
                    character.Weapon = WeaponType.Wand;
                    character.Head   = HeadType.Head2;
                    character.Chest  = ChestType.Chest2;
                    character.Hand   = HandType.Hand2;
                    character.Feet   = FeetType.Feet2;
                    break;
                }
                character.Region = RegionType.Village; //初始地图为村庄
                character.X      = 1;                  //设置初始坐标
                character.Y      = 2;
                character.Z      = 3;
                character.Money  = 10;
                character.Mail   = 0;

                //存储数据
                switch (characterSeat)
                {
                case 1:
                    userInfo.CharacterID1 = character.Id;
                    userInfo.LastPlay     = 1;
                    break;

                case 2:
                    userInfo.CharacterID2 = character.Id;
                    userInfo.LastPlay     = 2;
                    break;

                case 3:
                    userInfo.CharacterID3 = character.Id;
                    userInfo.LastPlay     = 3;
                    break;

                default:
                    throw new Exception($"创建新角色错误:{userInfo.Id}");
                }

                await dbProxy.Save(character);

                await dbProxy.Save(userInfo);

                Log.Debug($"新增一个角色{character.Id}");
                reply(response);
            }
            catch (Exception e)
            {
                ReplyError(response, e, reply);
            }
        }