//保存幻兽技能数据 public static void SaveRoleData_Eudemon_MagicInfo(GameBase.Network.Internal.ROLEDATE_EUDEMON info) { MySqlCommand command; String sql; for (int i = 0; i < info.list_item.Count; i++) { RoleData_Eudemon item = info.list_item[i]; for (int j = 0; j < item.mListMagicInfo.Count; j++) { GameBase.Network.Internal.MagicInfo itemex = item.mListMagicInfo[j]; if (itemex.id == 0) { sql = String.Format(MysqlString.ADD_EUDEMON_MAGIC, info.list_item[i].id, itemex.magicid, itemex.level, item.exp); } else if (itemex.id == -1) //删除技能 { sql = String.Format(MysqlString.DELETE_EUDEMON_MAGIC, itemex.magicid); } else { sql = String.Format(MysqlString.UPDATE_EUDEMON_MAGIC, itemex.magicid, itemex.level, itemex.exp, itemex.ownerid, itemex.id); } command = new MySqlCommand(sql, MysqlConn.GetConn()); MysqlConn.Conn_Open(); command.ExecuteNonQuery(); MysqlConn.Conn_Close(); command.Dispose(); } } }
//载入幻兽技能数据 public static void LoadRoleData_Eudemon_MagicInfo(GameBase.Network.Internal.ROLEDATE_EUDEMON info) { MySqlCommand command; for (int i = 0; i < info.list_item.Count; i++) { RoleData_Eudemon item = info.list_item[i]; String _key = String.Format(MysqlString.LOADROLEDATA_EUDEMON_MAGIC, item.id); command = new MySqlCommand(_key, MysqlConn.GetConn()); MysqlConn.Conn_Open(); MySqlDataReader reader = command.ExecuteReader(); while (reader.Read()) { if (!reader.HasRows) { break; } GameBase.Network.Internal.MagicInfo itemex = new GameBase.Network.Internal.MagicInfo(); itemex.id = reader.GetInt32("id"); itemex.ownerid = reader.GetInt32("ownerid"); itemex.magicid = reader.GetUInt32("magicid"); itemex.exp = reader.GetUInt32("level"); item.mListMagicInfo.Add(itemex); } MysqlConn.Conn_Close(); command.Dispose(); } }
public static void LoadRoleData_Magic(GameBase.Network.Internal.RoleData_Magic info) { MySqlCommand command; String _key = String.Format(MysqlString.LOADROLEDATA_MAGIC, info.ownerid); command = new MySqlCommand(_key, MysqlConn.GetConn()); MysqlConn.Conn_Open(); MySqlDataReader reader = command.ExecuteReader(); while (reader.Read()) { if (!reader.HasRows) { break; } GameBase.Network.Internal.MagicInfo item = new GameBase.Network.Internal.MagicInfo(); item.id = reader.GetInt32("id"); item.magicid = reader.GetUInt32("magicid"); item.level = reader.GetByte("level"); item.exp = reader.GetUInt32("exp"); info.mListMagic.Add(item); } MysqlConn.Conn_Close(); command.Dispose(); }
public static void SaveRoleData_Magic(GameBase.Network.Internal.RoleData_Magic info) { MySqlCommand command; String sql; for (int i = 0; i < info.mListMagic.Count; i++) { GameBase.Network.Internal.MagicInfo item = info.mListMagic[i]; if (item.id == 0) { sql = String.Format(MysqlString.ADDMAGIC, info.ownerid, item.magicid, item.level, item.exp); } else { sql = String.Format(MysqlString.UPDATEMAGIC, item.magicid, item.level, item.exp, info.ownerid, item.id); } command = new MySqlCommand(sql, MysqlConn.GetConn()); MysqlConn.Conn_Open(); command.ExecuteNonQuery(); MysqlConn.Conn_Close(); command.Dispose(); } }
public void ProcessDBNetMsg() { if (!mbConnect && System.Environment.TickCount - mnReconnectTick > 5000)//五秒重连 { mTcpDBClient.ReConnect(); mnReconnectTick = System.Environment.TickCount; } byte[] buff = null; lock (_lock) { buff = mDBPacket.GetData(); } if (buff == null) { return; } PackIn inpack = new PackIn(buff); ushort param = inpack.ReadUInt16(); switch (param) { case GameBase.Network.Internal.Define.ROLEINFO: { GameBase.Network.Internal.RoleInfo roleinfo = new GameBase.Network.Internal.RoleInfo(buff); //判断是否有缓存数据- PlayerObject cacheplay = UserEngine.Instance().GetCachePlay(roleinfo.sAccount); if (cacheplay != null) { Log.Instance().WriteLog("检测到角色缓存数据,保存中!" + cacheplay.GetName()); UserEngine.Instance().RemoveCachePlay(cacheplay); cacheplay.ExitGame(); return; } UserEngine.Instance().AddTempPlayObject(roleinfo); //回发给dbserver 表示收到了角色信息- 让他通知loginserver 发数据给玩家连接mapserver GameBase.Network.Internal.RoleInfo_Ret ret = new GameBase.Network.Internal.RoleInfo_Ret(); ret.gameid = roleinfo.gameid; ret.key = roleinfo.mKey; ret.key2 = roleinfo.mKey1; ret.accountid = roleinfo.accountid; mTcpDBClient.SendData(ret.GetBuffer()); Log.Instance().WriteLog("收到临时角色信息:" + roleinfo.sAccount + " id:" + roleinfo.accountid.ToString()); break; } case GameBase.Network.Internal.Define.QUERYROLENAME_RET: { QueryRoleName_Ret ret = new QueryRoleName_Ret(); ret.Create(buff); TempPlayObject temp = UserEngine.Instance().GetTempPlayObj(ret.gameid); if (temp == null) { Log.Instance().WriteLog("找到玩家对象..在--ProcessDBNetMsg code:2"); break; } NetMsg.MsgNotice notice = new NetMsg.MsgNotice(); notice.Create(null, temp.play.GetGamePackKeyEx()); temp.play.SendData(notice.GetQueryNameBuff(!ret.tag)); break; } case GameBase.Network.Internal.Define.CREATEROLE_RET: { CreateRole_Ret ret = new CreateRole_Ret(); ret.Create(buff); TempPlayObject temp = UserEngine.Instance().GetTempPlayObj(ret.gameid); if (temp == null) { Log.Instance().WriteLog("未找到玩家对象..在--ProcessDBNetMsg code:3"); break; } UserEngine.Instance().RemoveTempPlayObject(ret.gameid); //从临时列表出移除-- //进入游戏 temp.play.GetBaseAttr().account_id = temp.accountid; temp.play.GetBaseAttr().player_id = ret.playerid; temp.play.EnterGame(null, true); break; } case GameBase.Network.Internal.Define.ADDROLEDATA_ITEM_RET: { GameBase.Network.Internal.AddRoleData_Item_Ret ret = new GameBase.Network.Internal.AddRoleData_Item_Ret(); ret.Create(buff); PlayerObject play = UserEngine.Instance().FindPlayerObjectToID(ret.gameid); if (play == null) { Log.Instance().WriteLog("未找到玩家对象..在--ProcessDBNetMsg code:4"); break; } play.GetItemSystem().AwardItem_Ret(ret.sordid, ret.id); break; } case GameBase.Network.Internal.Define.LOADROLEDATA_ITEM: { GameBase.Network.Internal.ROLEDATA_ITEM item = new GameBase.Network.Internal.ROLEDATA_ITEM(); item.Create(buff); TempPlayObject play = UserEngine.Instance().GetTempPlayObj(item.key, item.key2); if (play == null) { Log.Instance().WriteLog("未找到玩家对象..在--ProcessDBNetMsg code:5"); break; } for (int i = 0; i < item.mListItem.Count; i++) { play.play.GetItemSystem().AddItemInfo(item.mListItem[i]); } break; } case GameBase.Network.Internal.Define.LOADROLEDATA_MAGIC: { GameBase.Network.Internal.RoleData_Magic magic = new GameBase.Network.Internal.RoleData_Magic(); magic.Create(buff); TempPlayObject play = UserEngine.Instance().GetTempPlayObj(magic.key, magic.key2); if (play == null) { Log.Instance().WriteLog("未找到玩家对象..在--ProcessDBNetMsg code:6"); break; } for (int i = 0; i < magic.mListMagic.Count; i++) { GameBase.Network.Internal.MagicInfo info = magic.mListMagic[i]; play.play.GetMagicSystem().AddMagicInfo(info); } break; } case GameBase.Network.Internal.Define.KICKGAMEPLAY: { GameBase.Network.Internal.KickGamePlay kickplay = new GameBase.Network.Internal.KickGamePlay(); kickplay.Create(buff); PlayerObject play = UserEngine.Instance().FindPlayerObjectToAccountId(kickplay.accountid); if (play != null) { SessionManager.Instance().RemoveSession(play.GetGameSession().m_Socket); play.Kick(); } break; } case GameBase.Network.Internal.Define.LOADROLEDATA_EUDEMON: { GameBase.Network.Internal.ROLEDATE_EUDEMON eudemon = new GameBase.Network.Internal.ROLEDATE_EUDEMON(); eudemon.Create(buff); TempPlayObject play = UserEngine.Instance().GetTempPlayObj(eudemon.key, eudemon.key2); if (play == null) { //只是为了下断点后延迟问题解决方案 PlayerObject _play = UserEngine.Instance().FindPlayerObjectToPlayerId(eudemon.playerid); if (_play == null) { Log.Instance().WriteLog("未找到玩家对象..在--ProcessDBNetMsg code:6"); } else { _play.GetEudemonSystem().DB_Load(eudemon); _play.GetEudemonSystem().SendAllEudemonInfo(); } break; } else { play.play.GetEudemonSystem().DB_Load(eudemon); } break; } case GameBase.Network.Internal.Define.LOADROLEDATA_FRIEND: { GameBase.Network.Internal.ROLEDATA_FRIEND friend = new GameBase.Network.Internal.ROLEDATA_FRIEND(); friend.Create(buff); TempPlayObject play = UserEngine.Instance().GetTempPlayObj(friend.key, friend.key2); if (play == null) { //只是为了下断点后延迟问题解决方案 PlayerObject _play = UserEngine.Instance().FindPlayerObjectToPlayerId(friend.playerid); if (_play == null) { Log.Instance().WriteLog("未找到玩家对象..在--ProcessDBNetMsg code:7"); } else { _play.GetFriendSystem().DB_Load(friend); _play.GetFriendSystem().SendAllFriendInfo(); } break; } else { play.play.GetFriendSystem().DB_Load(friend); } break; } case GameBase.Network.Internal.Define.GUANJUEDATA: //爵位数据 { GameBase.Network.Internal.GUANJUEINFO juewei = new GameBase.Network.Internal.GUANJUEINFO(); juewei.Create(buff); GuanJueManager.Instance().DB_Load(juewei); break; } case GameBase.Network.Internal.Define.LOADLEGION: //军团数据 { GameBase.Network.Internal.LEGIONINFO info = new GameBase.Network.Internal.LEGIONINFO(); info.Create(buff); LegionManager.Instance().DB_Load(info); break; } case GameBase.Network.Internal.Define.CREATELEGION_RET: //创建军团返回数据 { GameBase.Network.Internal.CreateLegion_Ret info = new GameBase.Network.Internal.CreateLegion_Ret(); info.Create(buff); LegionManager.Instance().CreateLegion_Ret(info); break; } case GameBase.Network.Internal.Define.LOADPAYRECINFO: //充值数据 { GameBase.Network.Internal.PackPayRecInfo info = new GameBase.Network.Internal.PackPayRecInfo(); info.Creaet(buff); PayManager.Instance().DB_Load(info); break; } } }
public void Create(byte[] msg) { PackIn inpack = new PackIn(msg); inpack.ReadUInt16(); ownerid = inpack.ReadInt32(); key = inpack.ReadInt32(); key2 = inpack.ReadInt32(); int count = inpack.ReadInt32(); for (int i = 0; i < count; i++) { MagicInfo item = new MagicInfo(); item.id = inpack.ReadInt32(); item.magicid = inpack.ReadUInt32(); item.level = inpack.ReadByte(); item.exp = inpack.ReadUInt32(); mListMagic.Add(item); } }
public static void LoadRoleData_Magic(GameBase.Network.Internal.RoleData_Magic info) { MySqlCommand command; String _key = String.Format(MysqlString.LOADROLEDATA_MAGIC, info.ownerid); command = new MySqlCommand(_key, MysqlConn.GetConn()); MysqlConn.Conn_Open(); MySqlDataReader reader = command.ExecuteReader(); while (reader.Read()) { if (!reader.HasRows) break; GameBase.Network.Internal.MagicInfo item = new GameBase.Network.Internal.MagicInfo(); item.id = reader.GetInt32("id"); item.magicid = reader.GetUInt32("magicid"); item.level = reader.GetByte("level"); item.exp = reader.GetUInt32("exp"); info.mListMagic.Add(item); } MysqlConn.Conn_Close(); command.Dispose(); }
//载入幻兽技能数据 public static void LoadRoleData_Eudemon_MagicInfo(GameBase.Network.Internal.ROLEDATE_EUDEMON info) { MySqlCommand command; for (int i = 0; i < info.list_item.Count; i++) { RoleData_Eudemon item = info.list_item[i]; String _key = String.Format(MysqlString.LOADROLEDATA_EUDEMON_MAGIC, item.id); command = new MySqlCommand(_key, MysqlConn.GetConn()); MysqlConn.Conn_Open(); MySqlDataReader reader = command.ExecuteReader(); while (reader.Read()) { if (!reader.HasRows) break; GameBase.Network.Internal.MagicInfo itemex = new GameBase.Network.Internal.MagicInfo(); itemex.id = reader.GetInt32("id"); itemex.ownerid = reader.GetInt32("ownerid"); itemex.magicid = reader.GetUInt32("magicid"); itemex.exp = reader.GetUInt32("level"); item.mListMagicInfo.Add(itemex); } MysqlConn.Conn_Close(); command.Dispose(); } }
//添加幻兽技能 //magicid 技能id //magiclv 技能等级 //exp 技能经验 //ret 成功返回true 失败返回false public bool AddMagicInfo(ushort magicid, byte magiclv = 0, uint exp = 0) { GameStruct.MagicTypeInfo base_info = ConfigManager.Instance().GetMagicTypeInfo(magicid, magiclv); if (base_info == null) return false; bool bFind = false; for (int i = 0; i < mInfo.mListMagicInfo.Count; i++) { if (mInfo.mListMagicInfo[i].magicid == magicid) { mInfo.mListMagicInfo[i].level = magiclv; mInfo.mListMagicInfo[i].exp = exp; bFind = true; break; } } if (!bFind) { GameBase.Network.Internal.MagicInfo info = new GameBase.Network.Internal.MagicInfo(); info.id = 0; info.level = magiclv; info.magicid = magicid; info.exp = exp; info.ownerid =(int)mInfo.id; mInfo.mListMagicInfo.Add(info); } NetMsg.MsgMagicInfo net_info = new NetMsg.MsgMagicInfo(); net_info.id = this.GetTypeId(); net_info.magicid = magicid; net_info.level = magiclv; net_info.exp = exp; play.SendData(net_info.GetBuffer(), true); return true; }