public static T LoadPersistentCharacterData <T>(this T characterData, string path) where T : IPlayerCharacterData { if (File.Exists(path)) { var binaryFormatter = new BinaryFormatter(); var surrogateSelector = new SurrogateSelector(); surrogateSelector.AddAllUnitySurrogate(); surrogateSelector.AddAllCharacterRelatesDataSurrogate(); binaryFormatter.SurrogateSelector = surrogateSelector; var file = File.Open(path, FileMode.Open); PlayerCharacterData loadedData = (PlayerCharacterData)binaryFormatter.Deserialize(file); file.Close(); loadedData.CloneTo(characterData); } return(characterData); }
private async UniTaskVoid SetPlayerReadyRoutine(long connectionId, string userId, string selectCharacterId) { CharacterResp characterResp = await DbServiceClient.ReadCharacterAsync(new ReadCharacterReq() { UserId = userId, CharacterId = selectCharacterId }); PlayerCharacterData playerCharacterData = characterResp.CharacterData; // If data is empty / cannot find character, disconnect user if (playerCharacterData == null) { if (LogError) { Logging.LogError(LogTag, "Cannot find select character: " + selectCharacterId + " for user: "******"Cannot find player character with entity Id: " + playerCharacterData.EntityId); } Transport.ServerDisconnect(connectionId); } else { // Prepare saving location for this character string savingCurrentMapName = playerCharacterData.CurrentMapName; Vector3 savingCurrentPosition = playerCharacterData.CurrentPosition; if (IsInstanceMap()) { playerCharacterData.CurrentPosition = MapInstanceWarpToPosition; if (MapInstanceWarpOverrideRotation) { playerCharacterData.CurrentRotation = MapInstanceWarpToRotation; } } // Spawn character entity and set its data Quaternion characterRotation = Quaternion.identity; if (CurrentGameInstance.DimensionType == DimensionType.Dimension3D) { characterRotation = Quaternion.Euler(playerCharacterData.CurrentRotation); } GameObject spawnObj = Instantiate(entityPrefab.gameObject, playerCharacterData.CurrentPosition, characterRotation); BasePlayerCharacterEntity playerCharacterEntity = spawnObj.GetComponent <BasePlayerCharacterEntity>(); playerCharacterData.CloneTo(playerCharacterEntity); Assets.NetworkSpawn(spawnObj, 0, connectionId); // Set currencies // Gold GoldResp getGoldResp = await DbServiceClient.GetGoldAsync(new GetGoldReq() { UserId = userId }); playerCharacterEntity.UserGold = getGoldResp.Gold; // Cash CashResp getCashResp = await DbServiceClient.GetCashAsync(new GetCashReq() { UserId = userId }); playerCharacterEntity.UserCash = getCashResp.Cash; // Prepare saving location for this character if (IsInstanceMap()) { instanceMapCurrentLocations.TryAdd(playerCharacterEntity.ObjectId, new KeyValuePair <string, Vector3>(savingCurrentMapName, savingCurrentPosition)); } // Set user Id playerCharacterEntity.UserId = userId; // Load user level GetUserLevelResp getUserLevelResp = await DbServiceClient.GetUserLevelAsync(new GetUserLevelReq() { UserId = userId }); playerCharacterEntity.UserLevel = getUserLevelResp.UserLevel; // Load party data, if this map-server does not have party data if (playerCharacterEntity.PartyId > 0) { if (!ServerPartyHandlers.ContainsParty(playerCharacterEntity.PartyId)) { await LoadPartyRoutine(playerCharacterEntity.PartyId); } PartyData party; if (ServerPartyHandlers.TryGetParty(playerCharacterEntity.PartyId, out party)) { ServerGameMessageHandlers.SendSetPartyData(playerCharacterEntity.ConnectionId, party); ServerGameMessageHandlers.SendAddPartyMembersToOne(playerCharacterEntity.ConnectionId, party); } else { playerCharacterEntity.ClearParty(); } } // Load guild data, if this map-server does not have guild data if (playerCharacterEntity.GuildId > 0) { if (!ServerGuildHandlers.ContainsGuild(playerCharacterEntity.GuildId)) { await LoadGuildRoutine(playerCharacterEntity.GuildId); } GuildData guild; if (ServerGuildHandlers.TryGetGuild(playerCharacterEntity.GuildId, out guild)) { playerCharacterEntity.GuildName = guild.guildName; playerCharacterEntity.GuildRole = guild.GetMemberRole(playerCharacterEntity.Id); ServerGameMessageHandlers.SendSetGuildData(playerCharacterEntity.ConnectionId, guild); ServerGameMessageHandlers.SendAddGuildMembersToOne(playerCharacterEntity.ConnectionId, guild); ServerGameMessageHandlers.SendSetGuildMessage(playerCharacterEntity.ConnectionId, guild); ServerGameMessageHandlers.SendSetGuildRolesToOne(playerCharacterEntity.ConnectionId, guild); ServerGameMessageHandlers.SendSetGuildMemberRolesToOne(playerCharacterEntity.ConnectionId, guild); ServerGameMessageHandlers.SendSetGuildSkillLevelsToOne(playerCharacterEntity.ConnectionId, guild); ServerGameMessageHandlers.SendSetGuildGold(playerCharacterEntity.ConnectionId, guild); ServerGameMessageHandlers.SendSetGuildLevelExpSkillPoint(playerCharacterEntity.ConnectionId, guild); } else { playerCharacterEntity.ClearGuild(); } } // 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; } // Summon saved mount entity if (GameInstance.VehicleEntities.ContainsKey(playerCharacterData.MountDataId)) { playerCharacterEntity.Mount(GameInstance.VehicleEntities[playerCharacterData.MountDataId]); } // Force make caches, to calculate current stats to fill empty slots items playerCharacterEntity.ForceMakeCaches(); playerCharacterEntity.FillEmptySlots(); // Notify clients that this character is spawn or dead if (!playerCharacterEntity.IsDead()) { playerCharacterEntity.CallAllOnRespawn(); } else { playerCharacterEntity.CallAllOnDead(); } // Register player character entity to the server RegisterPlayerCharacter(connectionId, playerCharacterEntity); } } }
public static T DeserializeCharacterData <T>(this T characterData, NetDataReader reader) where T : IPlayerCharacterData { var tempCharacterData = new PlayerCharacterData(); tempCharacterData.Id = reader.GetString(); tempCharacterData.DataId = reader.GetInt(); tempCharacterData.EntityId = reader.GetInt(); tempCharacterData.CharacterName = reader.GetString(); tempCharacterData.Level = reader.GetShort(); tempCharacterData.Exp = reader.GetInt(); tempCharacterData.CurrentHp = reader.GetInt(); tempCharacterData.CurrentMp = reader.GetInt(); tempCharacterData.CurrentStamina = reader.GetInt(); tempCharacterData.CurrentFood = reader.GetInt(); tempCharacterData.CurrentWater = reader.GetInt(); tempCharacterData.StatPoint = reader.GetShort(); tempCharacterData.SkillPoint = reader.GetShort(); tempCharacterData.Gold = reader.GetInt(); tempCharacterData.PartyId = reader.GetInt(); tempCharacterData.GuildId = reader.GetInt(); tempCharacterData.GuildRole = reader.GetByte(); tempCharacterData.SharedGuildExp = reader.GetInt(); tempCharacterData.CurrentMapName = reader.GetString(); tempCharacterData.CurrentPosition = new Vector3(reader.GetFloat(), reader.GetFloat(), reader.GetFloat()); tempCharacterData.RespawnMapName = reader.GetString(); tempCharacterData.RespawnPosition = new Vector3(reader.GetFloat(), reader.GetFloat(), reader.GetFloat()); tempCharacterData.LastUpdate = reader.GetInt(); int count = 0; count = reader.GetByte(); for (var i = 0; i < count; ++i) { var entry = new CharacterAttribute(); entry.Deserialize(reader); tempCharacterData.Attributes.Add(entry); } count = reader.GetByte(); for (var i = 0; i < count; ++i) { var entry = new CharacterBuff(); entry.Deserialize(reader); tempCharacterData.Buffs.Add(entry); } count = reader.GetByte(); for (var i = 0; i < count; ++i) { var entry = new CharacterSkill(); entry.Deserialize(reader); tempCharacterData.Skills.Add(entry); } count = reader.GetByte(); for (var i = 0; i < count; ++i) { var entry = new CharacterSkillUsage(); entry.Deserialize(reader); tempCharacterData.SkillUsages.Add(entry); } count = reader.GetByte(); for (var i = 0; i < count; ++i) { var entry = new CharacterSummon(); entry.Deserialize(reader); tempCharacterData.Summons.Add(entry); } count = reader.GetByte(); for (var i = 0; i < count; ++i) { var entry = new CharacterItem(); entry.Deserialize(reader); tempCharacterData.EquipItems.Add(entry); } count = reader.GetShort(); for (var i = 0; i < count; ++i) { var entry = new CharacterItem(); entry.Deserialize(reader); tempCharacterData.NonEquipItems.Add(entry); } count = reader.GetByte(); for (var i = 0; i < count; ++i) { var entry = new CharacterHotkey(); entry.Deserialize(reader); tempCharacterData.Hotkeys.Add(entry); } count = reader.GetByte(); for (var i = 0; i < count; ++i) { var entry = new CharacterQuest(); entry.Deserialize(reader); tempCharacterData.Quests.Add(entry); } var equipWeapons = new EquipWeapons(); equipWeapons.Deserialize(reader); tempCharacterData.EquipWeapons = equipWeapons; DevExtUtils.InvokeStaticDevExtMethods(ClassType, "DeserializeCharacterData", characterData, reader); tempCharacterData.ValidateCharacterData(); tempCharacterData.CloneTo(characterData); return(characterData); }
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); } } } } } }