Exemple #1
0
        public ServerSessionStateMachine(Contexts contexts, ServerRoom room) :
            base(new ServerSessionStateMachineMonitor(room))
        {
            BackroundloadSettings defaultSettings = BackroundloadSettings.GetServerCurrentSettings();

            AddState(new ServerLoadConfigurationState(contexts, EServerSessionStates.LoadConfig, EServerSessionStates.LoadSubResourceConfig)
                     .WithEnterAction(() =>
            {
                BackroundloadSettings.SetCurrentSettings(BackroundloadSettings.LoadSettsings);
                //Application.targetFrameRate = 1000;
                _logger.WarnFormat("LoadConfig backgroundLoadingPriority:{0}, targetFrameRate:{1}", Application.backgroundLoadingPriority, Application.targetFrameRate);
            })
                     );
            AddState(new ServerLoadSubResourceState(contexts, EServerSessionStates.LoadSubResourceConfig, EServerSessionStates.PreLoad));
            AddState(new ServerPreLoadState(contexts, EServerSessionStates.PreLoad, EServerSessionStates.LoadSceneMapConfig));
            AddState(new ServerLoadMapConfigState(contexts, EServerSessionStates.LoadSceneMapConfig, EServerSessionStates.Gaming));
            AddState(new GameSessionState(contexts, room, EServerSessionStates.Gaming, EServerSessionStates.Gaming)
                     .WithEnterAction(() =>
            {
                BackroundloadSettings.SetCurrentSettings(defaultSettings);
                //Application.targetFrameRate = SharedConfig.ServerFrameRate;
                _logger.WarnFormat("Gaming backgroundLoadingPriority:{0}, targetFrameRate:{1}", Application.backgroundLoadingPriority, Application.targetFrameRate);
            })
                     );
            Initialize((int)EServerSessionStates.LoadConfig);
        }
Exemple #2
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 public ServerSessionStateMachine(Contexts contexts, ServerRoom room) :
     base(new ServerSessionStateMachineMonitor(contexts, room))
 {
     AddState(new ServerLoadConfigurationState(contexts, EServerSessionStates.LoadConfig, EServerSessionStates.LoadSubResourceConfig));
     AddState(new ServerLoadSubResourceState(contexts, EServerSessionStates.LoadSubResourceConfig, EServerSessionStates.PreLoad));
     AddState(new ServerPreLoadState(contexts, EServerSessionStates.PreLoad, EServerSessionStates.LoadSceneMapConfig));
     AddState(new ServerLoadMapConfigState(contexts, EServerSessionStates.LoadSceneMapConfig, EServerSessionStates.Gaming));
     AddState(new GameSessionState(contexts, room, EServerSessionStates.Gaming, EServerSessionStates.Gaming));
     Initialize((int)EServerSessionStates.LoadConfig);
 }
Exemple #3
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        public ServerRoom Create(RequestCreateRoomMessage message)
        {
            _logger.InfoFormat("Handle CreateRoom Message");
            var serverRoom = new ServerRoom(new RoomId(1), _contexts, _dispatcher, _coRouitneManager, _assetMananger, _tokenGenerator);

            ResetEventDispacther();

            if (message != null)
            {
                HallRoom hallRoom = new HallRoom(_dispatcher, _contexts);
                hallRoom.HallRoomId       = message.HallRoomId;
                hallRoom.ModeId           = message.ModeId;
                hallRoom.TeamCapacity     = message.TeamCapacity;
                hallRoom.MapId            = message.MapId;
                hallRoom.RevivalTime      = message.RevivalTime;
                hallRoom.MultiAngleStatus = message.MultiAngleStatus;
                hallRoom.WatchStatus      = message.WatchStatus;
                hallRoom.HelpStatus       = message.HelpStatus;
                hallRoom.HasFriendHarm    = message.HasFriendHarm;
                hallRoom.WaitTimeNum      = message.WaitTimeNum;
                hallRoom.OverTime         = message.OverTime;
                hallRoom.ConditionValue   = message.ConditionValue;
                hallRoom.ConditionType    = message.ConditionType;
                hallRoom.ChannelName      = message.ChannelName;
                hallRoom.RoomName         = message.CustomRoomName;
                hallRoom.RoomCapacity     = message.CustomRoomCapacity;
                hallRoom.RoomDisplayId    = (int)message.CustomRoomDisplayId;

                hallRoom.Init();

                serverRoom.SetHallRoom(hallRoom);
                serverRoom.SetRoomInfo(hallRoom);
                serverRoom.SetGameMode(message.ModeId);

                _logger.InfoFormat("Create Room {0}", message.MapId);
            }
            else
            {
                //serverRoom.SetHallRoom(new DummyHallRoom(_dispatcher, _contexts));
                HallRoom hallRoom = new DummyHallRoom(_dispatcher, _contexts);
                hallRoom.Init();
                serverRoom.SetHallRoom(hallRoom);
                serverRoom.SetGameMode(RuleMap.GetRuleId(SingletonManager.Get <ServerFileSystemConfigManager>().BootConfig.Rule));
            }

            //serverRoom.Reset();

            return(serverRoom);
        }
 public void OnDebugMessage(ServerRoom room, DebugCommand message, PlayerEntity player, SessionStateMachine sessionStateMachine)
 {
     FreeDebugCommandHandler.Handle(room.ContextsWrapper.FreeArgs, message, player);
     SharedCommandHandler.ProcessGameSettingCommnands(message, sessionStateMachine);
     SharedCommandHandler.ProcessDebugCommand(message, _contexts);
     SharedCommandHandler.ProcessHitBoxCommands(message);
     SharedCommandHandler.ProcessPlayerCommands(message, _contexts, player, _contexts.session.commonSession,
                                                _contexts.session.currentTimeObject);
     SharedCommandHandler.ProcessVehicleCommand(message, _contexts.vehicle, player);
     SharedCommandHandler.ProcessSceneObjectCommand(message, _contexts.sceneObject,
                                                    _contexts.session.entityFactoryObject.SceneObjectEntityFactory, player);
     SharedCommandHandler.ProcessMapObjectCommand(message, _contexts.mapObject,
                                                  _contexts.session.entityFactoryObject.MapObjectEntityFactory, player);
     SharedCommandHandler.ProcessCommands(message, _contexts, player);
 }
        public ServerSessionStateMachine(Contexts contexts, ServerRoom room) : base(
                new ServerSessionStateMachineMonitor(room))
        {
            BackroundloadSettings defaultSettings = BackroundloadSettings.GetServerCurrentSettings();

            AddState(new ServerLoadConfigurationState(contexts, EServerSessionStates.LoadConfig,
                                                      EServerSessionStates.LoadSubResourceConfig).WithEnterAction(() =>
            {
                BackroundloadSettings.SetCurrentSettings(BackroundloadSettings.LoadSettsings);
                //Application.targetFrameRate = 1000;
                _logger.WarnFormat("LoadConfig backgroundLoadingPriority:{0}, targetFrameRate:{1}",
                                   Application.backgroundLoadingPriority, Application.targetFrameRate);
            }));
            AddState(new ServerLoadSubResourceState(contexts, EServerSessionStates.LoadSubResourceConfig,
                                                    EServerSessionStates.PreLoad));
            AddState(new ServerPreLoadState(contexts, EServerSessionStates.PreLoad,
                                            EServerSessionStates.LoadOptionConfig));
            AddState(new ServerOptionLoadState(contexts, EServerSessionStates.LoadOptionConfig, EServerSessionStates.LoadSceneMapConfig));
            AddState(new ServerLoadMapConfigState(contexts, EServerSessionStates.LoadSceneMapConfig,
                                                  EServerSessionStates.Gaming));
            AddState(new GameSessionState(contexts, room, EServerSessionStates.Gaming, EServerSessionStates.Gaming)
                     .WithEnterAction(() =>
            {
                BackroundloadSettings.SetCurrentSettings(defaultSettings);
                if (SharedConfig.DisableGc)
                {
                    SingletonManager.Get <gc_manager>().disable_gc();
                    SingletonManager.Get <gc_manager>().manual_gc_factor_threshold       = 2.5f;
                    SingletonManager.Get <gc_manager>().manual_gc_bytes_threshold_mb     = 1500;
                    SingletonManager.Get <gc_manager>().manual_gc_min_time_delta_seconds = 60;
                }

                SingletonManager.Get <gc_manager>().gc_collect();
                //Application.targetFrameRate = SharedConfig.ServerFrameRate;
                _logger.WarnFormat("Gaming backgroundLoadingPriority:{0}, targetFrameRate:{1}",
                                   Application.backgroundLoadingPriority, Application.targetFrameRate);
            }).WithLevelAction(() =>
            {
                if (SharedConfig.DisableGc)
                {
                    SingletonManager.Get <gc_manager>().enable_gc();
                }

                SingletonManager.Get <gc_manager>().gc_collect();
            }));
            Initialize((int)EServerSessionStates.LoadConfig);
        }
Exemple #6
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 public GameSessionState(IContexts contexts, ServerRoom room, EServerSessionStates state,
                         EServerSessionStates next) : base(contexts, (int)state, (int)next)
 {
     this.room = room;
 }
Exemple #7
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 public ServerSessionStateMachineMonitor(ServerRoom room)
 {
     AddMonitor(new ServerSessionStateProgress(room));
 }
Exemple #8
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 public ServerSessionStateProgress(ServerRoom room)
 {
     _room = room;
 }