/// <summary>
        /// 用户开始匹配
        /// </summary>
        /// <param name="client"></param>
        private void StartMatch(ClientPeer client)
        {
            SingleExecute.Instance.Execute(() => {
                int userId = user.GetId(client);
                if (match.IsMatching(userId))
                {
                    return;
                }
                MatchRoom room = match.Enter(userId, client);

                //构造一个自身信息UserDto  ui需要更新什么信息就构造什么信息
                UserModel model = user.GetModelById(userId);
                UserDto userDto = new UserDto();
                userDto.Set("", model.id, model.name, model.beens, model.winCount, model.loseCount, model.runCount, model.lv, model.exp);
                //对房间内其他玩家进行广播  新用户 加入了房间
                room.Brocast(OpCode.MATCHROOM, MatchRoomCode.STARTMATCH_BRO, userDto, client);
                //将匹配到的房间号给玩家
                var roomDto = MakeRoomDto(room);
                client.StartSend(OpCode.MATCHROOM, MatchRoomCode.STARTMATCH_SRES, roomDto);
                Console.WriteLine(string.Format("玩家 : {0}  匹配到房间 :{1}", userDto.name, room.id));
                //int index = -1;
                //for (int i = 0; i < roomDto.uIdList.Count; i++)
                //{
                //    Console.WriteLine(roomDto.uIdList[i]);
                //    if (roomDto.uIdList[i] == userDto.id)
                //    {
                //        index = i + 1;
                //    }
                //}
                //Console.WriteLine(string.Format("有{1}个人。第{0}个进来的",index,roomDto.uIdList.Count));
            });
        }
Exemple #2
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        /// <summary>
        /// 进入匹配
        /// </summary>
        /// <param name="client"></param>
        private void Enter(ClientPeer client)
        {
            SingleExecute.Instance.Execute(() =>
            {
                socketMsg.State = MatchCode.Success;

                int userId = userCache.GetClientUserId(client);
                //判断是否已在匹配房间
                if (matchCache.IsMatching(userId))
                {
                    socketMsg.OpCode  = MsgType.Match;
                    socketMsg.SubCode = MatchCode.EnterMatch_Result;
                    socketMsg.State   = MatchCode.Repeat_Match;
                    client.Send(socketMsg);
                    return;
                }
                //进入房间
                MatchRoom room = matchCache.Enter(userId, client);
                //广播信息
                socketMsg.OpCode  = MsgType.Match;
                socketMsg.SubCode = MatchCode.EnterMatch_Broadcast_Result;
                //新进入房间的玩家信息
                var userInfo    = userCache.GetUserInfo(userId);
                socketMsg.value = EntityHelper.Mapping <UserCharacterDto, UserCharacterInfo>(userInfo);
                room.Brocast(socketMsg, client);
                //返回给客户端数据
                MatchRoomDto dto  = MakeRoomDto(room);
                socketMsg.SubCode = MatchCode.EnterMatch_Result;
                socketMsg.value   = dto;

                client.Send(socketMsg);
            });
        }
Exemple #3
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        /// <summary>
        /// 进入
        /// </summary>
        void Enter(ClientPeer client)
        {
            SingleExecute.Instance.Execute
            (
                delegate()
            {
                if (!userCache.IsOnLine(client))
                {
                    return;
                }
                int userID = userCache.GetIdByClient(client);
                //判断用户是否已经在用户匹配房间
                if (matchCache.IsMatching(userID))
                {
                    client.Send(OpCode.MATCH, MatchCode.ENTER_SRES, -1);     //重复加入
                    return;
                }
                //正常进入
                MatchRoom room = matchCache.Enter(userID, client);
                //广播给所有用户 有玩家进入  //参数,新进入的玩家ID  不用广播
                UserModel model = userCache.GetModelByUserId(userID);
                UserDto userDto = new UserDto(model.id, model.name, model.been, model.lv, model.exp, model.winCount, model.loseCount, model.runCount);
                room.Brocast(OpCode.MATCH, MatchCode.ENTER_BRO, userDto, client);

                //返回给当前client  房间的数据模型
                MatchRoomDto dto = GetMatchRoomDto(room);
                //给MatchRoomDto中的uidUserDtoDic<int ,userDto>  进行赋值
                //那么需要获取UserModel  房间之中有多个用户
                client.Send(OpCode.MATCH, MatchCode.ENTER_SRES, dto);
            }


            );
        }
Exemple #4
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        /// <summary>
        /// 进入
        /// </summary>
        /// <param name="client"></param>
        private void enter(ClientPeer client)
        {
            SingleExecute.Instance.Execute(delegate()
            {
                if (!userCache.IsOnline(client))
                {
                    return;
                }
                int userId = userCache.GetId(client);
                //如果用户已经在匹配房间等待了 那就无视
                if (matchCache.IsMatching(userId))
                {
                    //client.Send(OpCode.MATCH, MatchCode.ENTER_SRES, -1);//重复加入
                    return;
                }
                //正常进入
                MatchRoom room = matchCache.Enter(userId, client);
                //广播给房间内除了当前客户端的其他用户,有新玩家加入了 参数:新进入的玩家的用户id
                UserModel model = userCache.GetModelById(userId);
                UserDto userDto = new UserDto(model.Id, model.Name, model.Been, model.WinCount, model.LoseCount, model.RunCount, model.Lv, model.Exp);

                room.Brocast(OpCode.MATCH, MatchCode.ENTER_BRO, userDto, client);
                //返回给当前客户端 给他房间的数据模型
                MatchRoomDto dto = makeRoomDto(room);
                client.Send(OpCode.MATCH, MatchCode.ENTER_SRES, dto);

                Console.WriteLine("有玩家进入匹配房间");
            });
        }
Exemple #5
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        public void enter(ClientPeer client)
        {
            SingleExecute.Instance.Execute(delegate()
            {
                if (!userCache.IsOnline(client))
                {
                    return;
                }
                int userId = userCache.GetId(client);
                if (matchCache.IsMatching(userId))
                {
                    //user is matching,matching=already enter room
                    client.Send(OpCode.MATCH, MatchCode.ENTER_SRES, -1);
                    return;
                }
                MatchRoom room = matchCache.Enter(userId, client);

                //broadcast to all user in room except current client
                UserModel model = userCache.GetModelByAccountId(userId);
                UserDto userDto = new UserDto(model.ID, model.Name, model.Been, model.WinCount, model.LoseCount, model.RunCount, model.LV, model.Exp);

                room.Broadcast(OpCode.MATCH, MatchCode.ENTER_BROADCAST, userDto, client);

                //send user's room data to user's client
                MatchRoomDto dto = makeRoomDto(room);
                client.Send(OpCode.MATCH, MatchCode.ENTER_SRES, dto);
                Console.WriteLine("Player enter room......");
            });
        }
Exemple #6
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 /// <summary>
 /// 进入
 /// </summary>
 /// <param name="client"></param>
 private void enter(ClientPeer client)
 {
     SingleExecute.Instance.Execute(
         delegate()
     {
         int userId = userCache.GetId(client);
         //正常进入
         MatchRoom room = matchCache.Enter(userId, client);
         // 返回给当前客户端 给他房间的数据模型
         MatchRoomDto dto = makeRoomDto(room);
         client.Send(OpCode.MATCH, MatchCode.ENTER_SRES, dto);
         //广播给房间内所有的用户,有玩家进入了  //参数:新进入玩家的用户id
         UserModel model = userCache.GetModelById(userId);
         UserDto userDto = new UserDto(model.Id, model.Name, model.Been, model.WinCount, model.LoseCount, model.RunCount, model.Lv, model.Exp);
         // 返回给当前客户端 给他房间的数据模型
         room.Brocast(OpCode.MATCH, MatchCode.ENTER_BRO, userDto, client);
         Console.WriteLine("有玩家进入匹配房间");
     });
 }
        /// <summary>
        /// 进入匹配
        /// </summary>
        /// <param name="client"></param>
        private void Enter(ClientPeer client)
        {
            SingleExecute.Instance.Execute(() =>
            {
                int userId = userCache.GetClientUserId(client);
                //判断是否已在匹配房间
                if (matchCache.IsMatching(userId))
                {
                    socketMsg.OpCode  = MsgType.Match;
                    socketMsg.SubCode = MatchCode.EnterMatch_Result;
                    socketMsg.State   = MatchCode.Repeat_Match;
                    client.Send(socketMsg);
                    return;
                }
                //进入房间
                MatchRoom room = matchCache.Enter(userId, client);
                //广播信息
                socketMsg.OpCode  = MsgType.Match;
                socketMsg.SubCode = MatchCode.EnterMatch_Broadcast_Result;
                socketMsg.State   = MatchCode.Success;
                room.Brocast(socketMsg);
                //返回给客户端数据
                MatchRoomDto roomDto = new MatchRoomDto
                {
                    ReadyUIdList = room.ReadyUIdList
                };

                foreach (var uId in room.UIdClientDict.Keys)
                {
                    var info = userCache.GetUserInfo(uId);
                    UserCharacterDto userCharacter = EntityHelper.Mapping <UserCharacterDto, UserCharacterInfo>(info);
                    roomDto.UIdClientDict.Add(uId, userCharacter);
                }
                socketMsg.value = roomDto;

                client.Send(socketMsg);
            });
        }