Example #1
0
        protected override async ETTask Run(Session session, C2G_EnterMap request, G2C_EnterMap response, Action reply)
        {
            Player player = session.GetComponent <SessionPlayerComponent>().GetMyPlayer();



            // 在Gate上动态创建一个Map Scene,把Unit从DB中加载放进来,然后传送到真正的Map中,这样登陆跟传送的逻辑就完全一样了
            GateMapComponent gateMapComponent = player.AddComponent <GateMapComponent>();

            gateMapComponent.Scene = await SceneFactory.Create(gateMapComponent, "GateMap", SceneType.Map);

            Scene scene = gateMapComponent.Scene;

            // 这里可以从DB中加载Unit
            Unit unit = Server.UnitFactory.Create(scene, player.Id, UnitType.Player);

            unit.AddComponent <UnitGateComponent, long>(session.InstanceId);

            StartSceneConfig startSceneConfig = StartSceneConfigCategory.Instance.GetBySceneName(session.DomainZone(), "Map1");

            response.MyId = player.Id;
            reply();

            // 开始传送
            await TransferHelper.Transfer(unit, startSceneConfig.InstanceId, startSceneConfig.Name);
        }
Example #2
0
        public async ETTask Handle()
        {
            // 发送普通actor消息
            Game.Scene.AddComponent <ActorMessageSenderComponent>();
            // 发送location actor消息
            Game.Scene.AddComponent <ActorLocationSenderComponent>();
            // 访问location server的组件
            Game.Scene.AddComponent <LocationProxyComponent>();
            Game.Scene.AddComponent <ActorMessageDispatcherComponent>();

            Game.Scene.AddComponent <RobotCaseDispatcherComponent>();
            Game.Scene.AddComponent <RobotCaseComponent>();

            Game.Scene.AddComponent <NavmeshComponent>();

            StartProcessConfig processConfig = StartProcessConfigCategory.Instance.Get(Game.Options.Process);

            switch (Game.Options.AppType)
            {
            case AppType.Server:
            {
                Game.Scene.AddComponent <NetInnerComponent, IPEndPoint, int>(processConfig.InnerIPPort, CallbackType.SessionStreamDispatcherServerInner);

                var processScenes = StartSceneConfigCategory.Instance.GetByProcess(Game.Options.Process);
                foreach (StartSceneConfig startConfig in processScenes)
                {
                    await SceneFactory.Create(Game.Scene, startConfig.Id, startConfig.InstanceId, startConfig.Zone, startConfig.Name,
                                              startConfig.Type, startConfig);
                }

                break;
            }

            case AppType.Watcher:
            {
                StartMachineConfig startMachineConfig = WatcherHelper.GetThisMachineConfig();
                WatcherComponent   watcherComponent   = Game.Scene.AddComponent <WatcherComponent>();
                watcherComponent.Start(Game.Options.CreateScenes);
                Game.Scene.AddComponent <NetInnerComponent, IPEndPoint, int>(NetworkHelper.ToIPEndPoint($"{startMachineConfig.InnerIP}:{startMachineConfig.WatcherPort}"), CallbackType.SessionStreamDispatcherServerInner);
                break;
            }

            case AppType.GameTool:
                break;
            }

            if (Game.Options.Console == 1)
            {
                Game.Scene.AddComponent <ConsoleComponent>();
            }
        }