public override void SetPlayerReady(long connectionId, NetDataReader reader) { if (!IsServer) { return; } LiteNetLibPlayer player = Players[connectionId]; if (player.IsReady) { return; } player.IsReady = true; string userId = reader.GetString(); string accessToken = reader.GetString(); string selectCharacterId = reader.GetString(); if (playerCharacters.ContainsKey(connectionId)) { if (LogError) { Debug.LogError("[Map Server] User trying to hack: " + userId); } Transport.ServerDisconnect(connectionId); return; } StartCoroutine(SetPlayerReadyRoutine(connectionId, userId, accessToken, selectCharacterId)); }
private IEnumerator SetPlayerReadyRoutine(long connectionId, string userId, string accessToken, string selectCharacterId) { // Validate access token ValidateAccessTokenJob validateAccessTokenJob = new ValidateAccessTokenJob(Database, userId, accessToken); validateAccessTokenJob.Start(); yield return(StartCoroutine(validateAccessTokenJob.WaitFor())); if (!validateAccessTokenJob.result) { if (LogError) { Debug.LogError("[Map Server] Invalid access token for user: "******"[Map Server] Cannot find select character: " + selectCharacterId + " for user: "******"[Map Server] Cannot find player character with entity Id: " + playerCharacterData.EntityId); } Transport.ServerDisconnect(connectionId); } else { // Spawn character entity and set its data LiteNetLibIdentity identity = Assets.NetworkSpawn(entityPrefab.Identity.HashAssetId, playerCharacterData.CurrentPosition, Quaternion.identity, 0, connectionId); BasePlayerCharacterEntity playerCharacterEntity = identity.GetComponent <BasePlayerCharacterEntity>(); playerCharacterData.CloneTo(playerCharacterEntity); // Summon saved summons for (int i = 0; i < playerCharacterEntity.Summons.Count; ++i) { CharacterSummon summon = playerCharacterEntity.Summons[i]; summon.Summon(playerCharacterEntity, summon.Level, summon.summonRemainsDuration, summon.Exp, summon.CurrentHp, summon.CurrentMp); playerCharacterEntity.Summons[i] = summon; } // Load user level GetUserLevelJob loadUserLevelJob = new GetUserLevelJob(Database, userId); loadUserLevelJob.Start(); yield return(StartCoroutine(loadUserLevelJob.WaitFor())); playerCharacterEntity.UserLevel = loadUserLevelJob.result; // Notify clients that this character is spawn or dead if (!playerCharacterEntity.IsDead()) { playerCharacterEntity.RequestOnRespawn(); } else { playerCharacterEntity.RequestOnDead(); } RegisterPlayerCharacter(connectionId, playerCharacterEntity); // Load party data, if this map-server does not have party data if (playerCharacterEntity.PartyId > 0) { if (!parties.ContainsKey(playerCharacterEntity.PartyId)) { yield return(StartCoroutine(LoadPartyRoutine(playerCharacterEntity.PartyId))); } if (parties.ContainsKey(playerCharacterEntity.PartyId)) { PartyData party = parties[playerCharacterEntity.PartyId]; SendCreatePartyToClient(playerCharacterEntity.ConnectionId, party); SendAddPartyMembersToClient(playerCharacterEntity.ConnectionId, party); } else { playerCharacterEntity.ClearParty(); } } // Load guild data, if this map-server does not have guild data if (playerCharacterEntity.GuildId > 0) { if (!guilds.ContainsKey(playerCharacterEntity.GuildId)) { yield return(StartCoroutine(LoadGuildRoutine(playerCharacterEntity.GuildId))); } if (guilds.ContainsKey(playerCharacterEntity.GuildId)) { GuildData guild = guilds[playerCharacterEntity.GuildId]; playerCharacterEntity.GuildRole = guild.GetMemberRole(playerCharacterEntity.Id); SendCreateGuildToClient(playerCharacterEntity.ConnectionId, guild); SendAddGuildMembersToClient(playerCharacterEntity.ConnectionId, guild); SendSetGuildMessageToClient(playerCharacterEntity.ConnectionId, guild); SendSetGuildRolesToClient(playerCharacterEntity.ConnectionId, guild); SendSetGuildMemberRolesToClient(playerCharacterEntity.ConnectionId, guild); SendSetGuildSkillLevelsToClient(playerCharacterEntity.ConnectionId, guild); SendGuildLevelExpSkillPointToClient(playerCharacterEntity.ConnectionId, guild); } else { playerCharacterEntity.ClearGuild(); } } // Set user data to map server UserCharacterData userData = new UserCharacterData(); userData.userId = userId; userData.id = playerCharacterEntity.Id; userData.characterName = playerCharacterEntity.CharacterName; userData.dataId = playerCharacterEntity.DataId; userData.level = playerCharacterEntity.Level; userData.currentHp = playerCharacterEntity.CurrentHp; userData.maxHp = playerCharacterEntity.CacheMaxHp; userData.currentMp = playerCharacterEntity.CurrentMp; userData.maxMp = playerCharacterEntity.CacheMaxMp; usersById[userData.id] = userData; // Add map user to central server and chat server UpdateMapUser(CentralAppServerRegister, UpdateUserCharacterMessage.UpdateType.Add, userData); if (ChatNetworkManager.IsClientConnected) { UpdateMapUser(ChatNetworkManager.Client, UpdateUserCharacterMessage.UpdateType.Add, userData); } LiteNetLibPlayer player = Players[connectionId]; foreach (LiteNetLibIdentity spawnedObject in Assets.SpawnedObjects.Values) { if (spawnedObject.ConnectionId == player.ConnectionId) { continue; } if (spawnedObject.ShouldAddSubscriber(player)) { spawnedObject.AddSubscriber(player); } } } } } }