private void HandleMatchFight(KeyValueProtocol receive, KeyValueProtocol send) { if (CheckToken(receive)) { string username = receive["username"]; if (!clothes.ContainsKey(username)) { send["status"] = "未创建角色"; } else { FightServer server = GetWaitServer(); if (server.fightRoom == null) { server.fightRoom = new FightRoom(); server.fightRoom.ip = server.IP; server.fightRoom.port = server.Port.ToString(); } PlayerInfo pi = new PlayerInfo(); pi.isReady = false; pi.username = username; pi.character = clothes[username]; server.fightRoom.AddPlayer(pi); if (server.fightRoom.playerInfos.Count == 1) { server.fightRoom.isFull = "true"; } send["status"] = "成功"; } } else { send["status"] = "匹配失败"; } }
public FightServer GetWaitServer() { FightServer server = null; if (waitServers.Count > 0) { server = waitServers[0]; } else { server = new FightServer(ip, port++, 6); //server.StartServer(); waitServers.Add(server); } return(server); }
public FightServer GetServer() { FightServer server = null; if (waitServers.Count > 0) { server = waitServers[0]; waitServers.Remove(server); } else { server = new FightServer(); server.StartServer(ip, port++, 10); } runingServers.Add(server); return(server); }
private void HandleReadFight(KeyValueProtocol receive, KeyValueProtocol send) { if (CheckToken(receive)) { string username = receive["username"]; FightServer server = GetServerByUserName(username); for (int i = 0; i < server.fightRoom.playerInfos.Count; i++) { server.fightRoom.playerInfos[i].isReady = true; } send["status"] = "成功"; } else { send["status"] = "准备失败"; } }
private void HandleGetFightRoom(KeyValueProtocol receive, KeyValueProtocol send) { if (CheckToken(receive)) { string username = receive["username"]; FightServer server = GetServerByUserName(username); if (server != null) { send["fightRoom"] = JsonConvert.SerializeObject(server.fightRoom); send["status"] = "成功"; } else { send["status"] = "准备失败"; } } else { send["status"] = "准备失败"; } }