Exemple #1
0
        /// <summary>
        /// 心跳处理
        /// </summary>
        public void TimerProc()
        {
            long nowTicks = TimeUtil.NOW();

            if (nowTicks < NextHeartBeatTicks)
            {
                return;
            }

            NextHeartBeatTicks = nowTicks + 1020; //1020毫秒执行一次

            foreach (var tianTiScene in TianTiSceneDict.Values)
            {
                lock (RuntimeData.Mutex)
                {
                    int nID = -1;
                    nID = tianTiScene.FuBenSeqId;

                    int nCopyID = -1;
                    nCopyID = tianTiScene.CopyMapId;

                    int nMapCodeID = -1;
                    nMapCodeID = tianTiScene.m_nMapCode;

                    if (nID < 0 || nCopyID < 0 || nMapCodeID < 0)
                    {
                        continue;
                    }

                    CopyMap copyMap = tianTiScene.CopyMap;

                    // 当前tick
                    DateTime now   = TimeUtil.NowDateTime();
                    long     ticks = TimeUtil.NOW();

                    if (tianTiScene.m_eStatus == GameSceneStatuses.STATUS_NULL)             // 如果处于空状态 -- 是否要切换到准备状态
                    {
                        tianTiScene.m_lPrepareTime = ticks;
                        tianTiScene.m_lBeginTime   = ticks + RuntimeData.WaitingEnterSecs * TimeUtil.SECOND;
                        tianTiScene.m_eStatus      = GameSceneStatuses.STATUS_PREPARE;

                        tianTiScene.StateTimeData.GameType = (int)GameTypes.TianTi;
                        tianTiScene.StateTimeData.State    = (int)tianTiScene.m_eStatus;
                        tianTiScene.StateTimeData.EndTicks = tianTiScene.m_lBeginTime;
                        GameManager.ClientMgr.BroadSpecialCopyMapMessage((int)TCPGameServerCmds.CMD_SPR_NOTIFY_TIME_STATE, tianTiScene.StateTimeData, tianTiScene.CopyMap);
                    }
                    else if (tianTiScene.m_eStatus == GameSceneStatuses.STATUS_PREPARE)     // 场景战斗状态切换
                    {
                        //检查双方是否都进入了
                        if (copyMap.GetGameClientCount() >= 2)
                        {
                            tianTiScene.m_eStatus  = GameSceneStatuses.STATUS_BEGIN;
                            tianTiScene.m_lEndTime = ticks + RuntimeData.FightingSecs * TimeUtil.SECOND;

                            tianTiScene.StateTimeData.GameType = (int)GameTypes.TianTi;
                            tianTiScene.StateTimeData.State    = (int)tianTiScene.m_eStatus;
                            tianTiScene.StateTimeData.EndTicks = tianTiScene.m_lEndTime;
                            GameManager.ClientMgr.BroadSpecialCopyMapMessage((int)TCPGameServerCmds.CMD_SPR_NOTIFY_TIME_STATE, tianTiScene.StateTimeData, tianTiScene.CopyMap);

                            //放开光幕
                            copyMap.AddGuangMuEvent(1, 0);
                            GameManager.ClientMgr.BroadSpecialMapAIEvent(copyMap.MapCode, copyMap.CopyMapID, 1, 0);
                            copyMap.AddGuangMuEvent(2, 0);
                            GameManager.ClientMgr.BroadSpecialMapAIEvent(copyMap.MapCode, copyMap.CopyMapID, 2, 0);
                        }
                        else if (ticks >= (tianTiScene.m_lBeginTime))
                        {
                            CompleteTianTiScene(tianTiScene, -1);
                        }
                    }
                    else if (tianTiScene.m_eStatus == GameSceneStatuses.STATUS_BEGIN)       // 战斗开始
                    {
                        if (ticks >= tianTiScene.m_lEndTime)
                        {
                            CompleteTianTiScene(tianTiScene, 0);
                        }
                    }
                    else if (tianTiScene.m_eStatus == GameSceneStatuses.STATUS_END)         // 战斗结束
                    {
                        ProcessEnd(tianTiScene, now, nowTicks);
                    }
                    else if (tianTiScene.m_eStatus == GameSceneStatuses.STATUS_AWARD)
                    {
                        if (ticks >= tianTiScene.m_lLeaveTime)
                        {
                            copyMap.SetRemoveTicks(tianTiScene.m_lLeaveTime);
                            tianTiScene.m_eStatus = GameSceneStatuses.STATUS_CLEAR;

                            try
                            {
                                List <GameClient> objsList = copyMap.GetClientsList();
                                if (objsList != null && objsList.Count > 0)
                                {
                                    for (int n = 0; n < objsList.Count; ++n)
                                    {
                                        GameClient c = objsList[n];
                                        if (c != null)
                                        {
                                            KuaFuManager.getInstance().GotoLastMap(c);
                                        }
                                    }
                                }
                            }
                            catch (System.Exception ex)
                            {
                                DataHelper.WriteExceptionLogEx(ex, "跨服天梯系统清场调度异常");
                            }
                        }
                    }
                }
            }

            return;
        }