public static void HandleSessionMsg(object client, SessionMsg msg)
        {
            Player player = (Player)client;

            player.Session = msg;

            Console.WriteLine(player.Session.ClientId);
            Console.WriteLine(player.Session.SessionId);
        }
Exemple #2
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 public PlayerState ToSynchronous(SessionMsg session)
 {
     return(new PlayerState {
         Session = session,
         Direction = this.Direction,
         Scores = this.Scores.ToDictionary((kV) => kV.Key, (kV) => kV.Value),
         Lives = this.Lives.ToDictionary((kV) => kV.Key, (kV) => kV.Value),
         PlayerPositions = this.PlayerPositions
                           .ToDictionary((kV) => kV.Key, (kV) => (BasePosition)kV.Value),
         ScorePositions = GameState.Instance.ScorePointState.ScorePointPositions
                          .ToArray <BasePosition>()
     });
 }
Exemple #3
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    public void OnReceiveSession(NetworkMessage netmsg)
    {
        SessionMsg sessionMsg = netmsg.ReadMessage <SessionMsg>();

        /*
         * 判断是否为断线重连,断线重连需要回应 sessionid,这样服务器会知道该用户是已经参与游戏的玩家
         * 当askSesssion为真时,说明这是断线重连,需要回应sessionId
         */
        if (sessionMsg.askSession)
        {
            if (Client.Instance.sessionId == -1)
            {
                // 试图读取sessionId
                Client.Instance.sessionId = PlayerPrefs.GetInt(SESSION_NAME, -1);
                if (Client.Instance.sessionId == -1)
                {
                    // Todo 询问session时如果没有属于自己的sessionID,说明玩家误入游戏房间, 要怎么告诉玩家当前不能游戏,maybe跳到一个提示界面,告玩家当前游戏不可用
                    Debug.Log("该玩家没有sessionID,不能进行断线重连");
                    panelController.SwitchToStage(Stage.StartStage);
                    return;
                }
            }
            SessionMsg responSessionMsg = new SessionMsg(false, true, Client.Instance.sessionId, 0, Client.Instance.stage, false, 0, 0, null, null, null);
            Client.Instance.networkClient.Send(CustomMsgType.Session, responSessionMsg);
            Debug.Log("reply with sessionId " + responSessionMsg);
        }
        else
        {
            /*
             *
             * 服务器分配sessionId时的逻辑
             * askSession为假,不是断线重连,服务器会分配一个sessionId给客户端, 客户端需要记录下这个session
             */
            if (sessionMsg.provideSessionInfo)
            {
                /*
                 * 断线重连会发生这样一种状况:客户端在游戏时断线,但是并不连接,在下一次服务器游戏开始后,客户端进行了重连。这是客户端实际需要退回到开始界面,不进入房间
                 */
                if (Client.Instance.InRoom)
                {
                    Debug.Log("进入不该进的房间curRoomId: " + Client.Instance.curRoomId + "sessionInfo :" + sessionMsg);
                    Client.Instance.InRoom = false;
                    panelController.SwitchToStage(Stage.StartStage);
                }
                else
                {
                    Debug.Log("received session " + sessionMsg);
                    Client.Instance.sessionId = sessionMsg.sessionId;
                    Client.Instance.InRoom    = true;
                    Client.Instance.curRoomId = sessionMsg.roomId;
                    PlayerPrefs.SetInt(SESSION_NAME, sessionMsg.sessionId);
                    panelController.SwitchToStage(Stage.ConnectedToChooseRoomStage);
                }
            }

            /*
             * 接收来自服务器的恢复信息,这里才是真正断线重连的逻辑
             */
            else
            {
                switch ((Stage)sessionMsg.stage)
                {
                case Stage.Prepare:
                    // Todo 需要一个单独的界面显示错误信息
                    Debug.LogError("不应该在准备时掉线");
                    panelController.SwitchToStageUI(Stage.Prepare);
                    return;

                case Stage.ChoosingRoleStage:
                    panelController.SwitchToStageUI(Stage.ChoosingRoleStage);
                    var cur_session2role = sessionMsg.GetSession2Role();
                    var cur_confirmed    = sessionMsg.GetSession2Confirm();
                    var cur_session2name = sessionMsg.GetSessionToName();
                    roleChooseHandler.SetButtonStates(cur_session2name, cur_session2role, cur_confirmed);
                    Debug.Log("received roll to choosing " + sessionMsg);
                    break;

                case Stage.GammingStage:
                    Client.Instance.gId = sessionMsg.gid;
                    Client.Instance.uId = sessionMsg.uid;
                    panelController.SwitchToStageUI(Stage.GammingStage);
                    Debug.Log("received roll to gamming " + sessionMsg);
                    break;
                }
            }
        }
    }