房间逻辑线程。处理玩家在大厅组队后的各种逻辑。
其它线程不应直接调用此类方法,应通过QueueAction发起调用。
Inheritance: MyServerThread
        //--------------------------------------------------------------------------------------------------------------------------
        //供外部通过DispatchAction调用的方法,会在不同线程执行,需要保证多线程安全。
        //--------------------------------------------------------------------------------------------------------------------------
        internal void RequestEnterScene(Msg_LB_RequestEnterScene msg)
        {
            //添加/更新玩家数据
            UserInfo info = AddOrUpdateUserInfo(msg.BaseInfo, msg.User, UserInfo.c_LifeTimeWaitStartGame);

            //开始进野外流程
            RoomProcessThread roomProcess = LobbyServer.Instance.RoomProcessThread;

            roomProcess.QueueAction(roomProcess.RequestEnterScene, info.Guid, msg.SceneId, msg.WantRoomId, msg.FromSceneId);
        }
Ejemplo n.º 2
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        private void HandleRequestSceneRoomList(NodeMessage msg, int handle, uint seq)
        {
            GameFrameworkMessage.NodeMessageWithGuid headerMsg = msg.m_NodeHeader as GameFrameworkMessage.NodeMessageWithGuid;
            if (null != headerMsg)
            {
                ulong guid = headerMsg.m_Guid;

                RoomProcessThread roomProcess = LobbyServer.Instance.RoomProcessThread;
                roomProcess.QueueAction(roomProcess.RequestSceneRoomList, guid);
            }
        }
Ejemplo n.º 3
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        internal bool StartDare(DareInfo info)
        {
            if (null == info)
            {
                return(false);
            }
            List <ulong> guidList = new List <ulong>();

            guidList.Add(info.offense);
            guidList.Add(info.defence);
            RoomProcessThread roomProcess = LobbyServer.Instance.RoomProcessThread;

            roomProcess.QueueAction(roomProcess.AllocLobbyRoom, guidList.ToArray(), (int)MatchSceneEnum.Dare);
            return(true);
        }
        //--------------------------------------------------------------------------------------------------------------------------
        //后面的方法都是在内部线程执行的方法,不涉及多线程操作,不用加锁,串行执行。
        //--------------------------------------------------------------------------------------------------------------------------
        private void OnTick()
        {
            long curTime = TimeUtility.GetLocalMilliseconds();

            int elapsedTickTime = m_Thread.TickSleepTime;

            if (m_LastTickTime > 0)
            {
                elapsedTickTime = (int)(curTime - m_LastTickTime);
                if (elapsedTickTime < 0)
                {
                    elapsedTickTime = m_Thread.TickSleepTime;
                }
            }
            m_LastTickTime = curTime;

            if (m_LastLogTime + 60000 < curTime)
            {
                m_LastLogTime = curTime;

                DebugPoolCount((string msg) => {
                    LogSys.Log(LOG_TYPE.INFO, "UserProcessScheduler.DispatchActionQueue {0}", msg);
                });
                DebugActionCount((string msg) => {
                    LogSys.Log(LOG_TYPE.MONITOR, "UserProcessScheduler.DispatchActionQueue {0}", msg);
                });
                m_Thread.DebugPoolCount((string msg) => {
                    LogSys.Log(LOG_TYPE.INFO, "UserProcessScheduler.ThreadActionQueue {0}", msg);
                });
                LogSys.Log(LOG_TYPE.MONITOR, "UserProcessScheduler.ThreadActionQueue Current Action {0}", m_Thread.CurActionNum);

                m_NodeMessageManager.TickMonitor();

                LogSys.Log(LOG_TYPE.MONITOR, "Lobby User Count:{0} ElapsedTickTime:{1}", m_ActiveUserGuids.Count, elapsedTickTime);
            }

            m_DeactiveUserGuids.Clear();
            foreach (var guidPair in m_ActiveUserGuids)
            {
                ulong    guid = guidPair.Key;
                UserInfo user = GetUserInfo(guid);
                if (user == null)
                {
                    m_DeactiveUserGuids.Add(guid);
                }
                else
                {
                    user.LeftLife -= elapsedTickTime;
                    if (user.LeftLife <= 0)
                    {
                        if (UserState.Room != user.CurrentState)
                        {
                            if (user.Room != null)
                            {
                                RoomProcessThread roomProcess = LobbyServer.Instance.RoomProcessThread;
                                roomProcess.QueueAction(roomProcess.QuitRoom, guid, true, 0);
                            }
                            m_DeactiveUserGuids.Add(guid);
                        }
                        else
                        {
                            user.LeftLife = UserInfo.c_NextLifeTime;
                        }
                    }
                }
            }
            int tmpValue = 0;

            foreach (ulong guid in m_DeactiveUserGuids)
            {
                m_ActiveUserGuids.TryRemove(guid, out tmpValue);
                AddWaitRecycleUser(guid);
            }

            m_DeactiveUserGuids.Clear();
            foreach (ulong guid in m_WaitRecycleUsers)
            {
                UserInfo user = GetUserInfo(guid);
                if (user == null)
                {
                    m_DeactiveUserGuids.Add(guid);
                }
                else
                {
                    FreeKey(user.Key);
                    ulong g = 0;
                    m_GuidByNickname.TryRemove(user.Nickname, out g);
                    UserInfo tmp;
                    m_UserInfos.TryRemove(guid, out tmp);
                    RecycleUserInfo(user);
                    m_DeactiveUserGuids.Add(guid);
                }
            }
            foreach (ulong guid in m_DeactiveUserGuids)
            {
                m_WaitRecycleUsers.Remove(guid);
            }
        }