public void OnUpdatePartyMember(UpdateSocialMemberMessage message)
        {
            PartyData party;
            BasePlayerCharacterEntity playerCharacterEntity;

            if (ServerPartyHandlers.TryGetParty(message.id, out party) && party.UpdateSocialGroupMember(message))
            {
                switch (message.type)
                {
                case UpdateSocialMemberMessage.UpdateType.Add:
                    if (ServerUserHandlers.TryGetPlayerCharacterById(message.data.id, out playerCharacterEntity))
                    {
                        playerCharacterEntity.PartyId = message.id;
                        ServerGameMessageHandlers.SendSetPartyData(playerCharacterEntity.ConnectionId, party);
                        ServerGameMessageHandlers.SendAddPartyMembersToOne(playerCharacterEntity.ConnectionId, party);
                    }
                    ServerGameMessageHandlers.SendAddPartyMemberToMembers(party, message.data.id, message.data.characterName, message.data.dataId, message.data.level);
                    break;

                case UpdateSocialMemberMessage.UpdateType.Remove:
                    if (ServerUserHandlers.TryGetPlayerCharacterById(message.data.id, out playerCharacterEntity))
                    {
                        playerCharacterEntity.ClearParty();
                        ServerGameMessageHandlers.SendClearPartyData(playerCharacterEntity.ConnectionId, message.id);
                    }
                    ServerGameMessageHandlers.SendRemovePartyMemberToMembers(party, message.data.id);
                    break;
                }
            }
        }
        public void OnUpdateParty(UpdatePartyMessage message)
        {
            BasePlayerCharacterEntity playerCharacterEntity;
            PartyData party;

            if (ServerPartyHandlers.TryGetParty(message.id, out party))
            {
                switch (message.type)
                {
                case UpdatePartyMessage.UpdateType.ChangeLeader:
                    party.SetLeader(message.characterId);
                    ServerPartyHandlers.SetParty(message.id, party);
                    ServerGameMessageHandlers.SendSetPartyLeaderToMembers(party);
                    break;

                case UpdatePartyMessage.UpdateType.Setting:
                    party.Setting(message.shareExp, message.shareItem);
                    ServerPartyHandlers.SetParty(message.id, party);
                    ServerGameMessageHandlers.SendSetPartySettingToMembers(party);
                    break;

                case UpdatePartyMessage.UpdateType.Terminate:
                    foreach (string memberId in party.GetMemberIds())
                    {
                        if (ServerUserHandlers.TryGetPlayerCharacterById(memberId, out playerCharacterEntity))
                        {
                            playerCharacterEntity.ClearParty();
                            ServerGameMessageHandlers.SendClearPartyData(playerCharacterEntity.ConnectionId, message.id);
                        }
                    }
                    ServerPartyHandlers.RemoveParty(message.id);
                    break;
                }
            }
        }
        public override void WarpCharacterToInstance(BasePlayerCharacterEntity playerCharacterEntity, string mapName, Vector3 position, bool overrideRotation, Vector3 rotation)
        {
#if UNITY_STANDALONE && !CLIENT_BUILD
            if (!CanWarpCharacter(playerCharacterEntity))
            {
                return;
            }
            // Generate instance id
            string instanceId = GenericUtils.GetUniqueId();
            // Prepare data for warp character later when instance map server registered to this map server
            HashSet <uint> instanceMapWarpingCharacters = new HashSet <uint>();
            PartyData      party;
            if (ServerPartyHandlers.TryGetParty(playerCharacterEntity.PartyId, out party))
            {
                // If character is party leader, will bring party member to join instance
                if (party.IsLeader(playerCharacterEntity.Id))
                {
                    List <BasePlayerCharacterEntity> aliveAllies = playerCharacterEntity.FindAliveCharacters <BasePlayerCharacterEntity>(CurrentGameInstance.joinInstanceMapDistance, true, false, false);
                    foreach (BasePlayerCharacterEntity aliveAlly in aliveAllies)
                    {
                        if (!party.IsMember(aliveAlly.Id))
                        {
                            continue;
                        }
                        instanceMapWarpingCharacters.Add(aliveAlly.ObjectId);
                        aliveAlly.IsWarping = true;
                    }
                    instanceMapWarpingCharacters.Add(playerCharacterEntity.ObjectId);
                    playerCharacterEntity.IsWarping = true;
                }
                else
                {
                    ServerGameMessageHandlers.SendGameMessage(playerCharacterEntity.ConnectionId, UITextKeys.UI_ERROR_PARTY_MEMBER_CANNOT_ENTER_INSTANCE);
                    return;
                }
            }
            else
            {
                // If no party enter instance alone
                instanceMapWarpingCharacters.Add(playerCharacterEntity.ObjectId);
                playerCharacterEntity.IsWarping = true;
            }
            instanceMapWarpingCharactersByInstanceId.TryAdd(instanceId, instanceMapWarpingCharacters);
            instanceMapWarpingLocations.TryAdd(instanceId, new InstanceMapWarpingLocation()
            {
                mapName          = mapName,
                position         = position,
                overrideRotation = overrideRotation,
                rotation         = rotation,
            });
            ClusterClient.SendRequest(MMORequestTypes.RequestSpawnMap, new RequestSpawnMapMessage()
            {
                mapId                        = mapName,
                instanceId                   = instanceId,
                instanceWarpPosition         = position,
                instanceWarpOverrideRotation = overrideRotation,
                instanceWarpRotation         = rotation,
            }, responseDelegate: (responseHandler, responseCode, response) => OnRequestSpawnMap(responseHandler, responseCode, response, instanceId), millisecondsTimeout: mapSpawnMillisecondsTimeout);
#endif
        }
Exemple #4
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        private async UniTask LoadPartyRoutine(int id)
        {
            if (id > 0 && !loadingPartyIds.Contains(id))
            {
                loadingPartyIds.Add(id);
                PartyResp resp = await DbServiceClient.ReadPartyAsync(new ReadPartyReq()
                {
                    PartyId = id,
                });

                ServerPartyHandlers.SetParty(id, resp.PartyData);
                loadingPartyIds.Remove(id);
            }
        }
 private async UniTask LoadPartyRoutine(int id)
 {
     if (id > 0 && !loadingPartyIds.Contains(id))
     {
         loadingPartyIds.Add(id);
         AsyncResponseData <PartyResp> resp;
         do
         {
             resp = await DbServiceClient.ReadPartyAsync(new ReadPartyReq()
             {
                 PartyId = id,
             });
         } while (!resp.IsSuccess);
         ServerPartyHandlers.SetParty(id, resp.Response.PartyData);
         loadingPartyIds.Remove(id);
     }
 }
        public void OnUpdateMapUser(UpdateUserCharacterMessage message)
        {
#if UNITY_STANDALONE && !CLIENT_BUILD
            int       socialId;
            PartyData party;
            GuildData guild;
            switch (message.type)
            {
            case UpdateUserCharacterMessage.UpdateType.Add:
                if (!usersById.ContainsKey(message.data.id))
                {
                    usersById.TryAdd(message.data.id, message.data);
                }
                break;

            case UpdateUserCharacterMessage.UpdateType.Remove:
                usersById.TryRemove(message.data.id, out _);
                break;

            case UpdateUserCharacterMessage.UpdateType.Online:
                if (usersById.ContainsKey(message.data.id))
                {
                    ServerCharacterHandlers.MarkOnlineCharacter(message.data.id);
                    socialId = message.data.partyId;
                    if (socialId > 0 && ServerPartyHandlers.TryGetParty(socialId, out party))
                    {
                        party.UpdateMember(message.data);
                        ServerPartyHandlers.SetParty(socialId, party);
                    }
                    socialId = message.data.guildId;
                    if (socialId > 0 && ServerGuildHandlers.TryGetGuild(socialId, out guild))
                    {
                        guild.UpdateMember(message.data);
                        ServerGuildHandlers.SetGuild(socialId, guild);
                    }
                    usersById[message.data.id] = message.data;
                }
                break;
            }
#endif
        }
        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);
                }
            }
        }