Exemple #1
0
        private void PacketProcess(Connect connect)
        {
            //消息长度小于一个消息头的长度,消息出错
            if (connect.buffCount < sizeof(Int32))
            {
                return;
            }

            Array.Copy(connect.buff, connect.lengthBytes, sizeof(Int32));
            connect.msgLength = BitConverter.ToInt32(connect.lengthBytes, 0);
            if (connect.buffCount < connect.msgLength + sizeof(Int32))
            {
                return;
            }
            //处理 消息
            BaseProtocol proto = this.protocol.Decode(connect.buff, sizeof(Int32), connect.msgLength);

            HandleMsg(connect, proto);
            //消息已处理 下标更新
            int count = connect.buffCount - connect.msgLength - sizeof(Int32);

            Array.Copy(connect.buff, sizeof(Int32) + connect.msgLength, connect.buff, 0, count);
            connect.buffCount = count;
            if (connect.buffCount > 0)
            {
                PacketProcess(connect);
            }
        }
        /// <summary>
        /// 玩家特殊魔法,带终点
        /// </summary>
        public void MsgPlayerMagicEndpoint(Player player, BaseProtocol baseProtocol)
        {
            //玩家特殊魔法,终点生成
            //消息结构: (string)PlayerMagic + (string)playerName + (int)magicItemID + (float)endposX+(float)endposY+(float)endposZ
            if (player.playerStatus.status != PlayerStatus.Status.Gaming)
            {
                return;
            }
            Room room = player.playerStatus.room;

            int startIndex = 0;
            BytesProtocol p = baseProtocol as BytesProtocol;
            p.GetString(startIndex, ref startIndex);
            string playerName = p.GetString(startIndex, ref startIndex);
            int magicItemID = p.GetInt(startIndex, ref startIndex);
            float posX = p.GetFloat(startIndex, ref startIndex);
            float posY = p.GetFloat(startIndex, ref startIndex);
            float posZ = p.GetFloat(startIndex, ref startIndex);

            //转发魔法消息
            BytesProtocol p_broadcast = new BytesProtocol();
            p_broadcast.SpliceString("PlayerMagicEndpoint");
            p_broadcast.SpliceString(player.name);
            p_broadcast.SpliceInt(magicItemID);
            p_broadcast.SpliceFloat(posX);
            p_broadcast.SpliceFloat(posY);
            p_broadcast.SpliceFloat(posZ);
            room.Broadcast(p_broadcast);
        }
Exemple #3
0
        private void HandleMsg(Connect connect, BaseProtocol baseProtocol)
        {
            string protocolName = baseProtocol.GetProtocolName();
            string methodName   = "Msg" + protocolName;

            //当连接并未有玩家使用 或 接收方法为心跳消息(连接协议)
            if (connect.player == null || methodName == "HeartBeat" || methodName == "Disconnect")
            {
                MethodInfo methodInfo = handleConnectMsg.GetType().GetMethod(methodName);
                if (methodInfo == null)
                {
                    Console.WriteLine("[警告](连接消息)没有此方法:" + methodName + "已忽略");
                    return;
                }
                object[] param = new object[] { connect, baseProtocol };
                Console.WriteLine("[客户端 " + connect.GetAddress() + " ](连接消息):" + methodName + " 处理");
                methodInfo.Invoke(handleConnectMsg, param);
            }
            else
            {
                //玩家协议:
                MethodInfo methodInfo = handlePlayerMsg.GetType().GetMethod(methodName);
                if (methodInfo == null)
                {
                    Console.WriteLine("[警告](玩家消息)没有此方法:" + methodName + "已忽略");
                    return;
                }
                object[] param = new object[] { connect.player, baseProtocol };
                Console.WriteLine("[客户端 " + connect.player.name + " ](玩家消息):" + methodName + " 处理");
                methodInfo.Invoke(handlePlayerMsg, param);
            }
        }
        /// <summary>
        /// 玩家一般魔法,起点位置,起点旋转度
        /// </summary>
        /// <param name="player"></param>
        /// <param name="baseProtocol"></param>
        public void MsgPlayerMagic(Player player, BaseProtocol baseProtocol)
        {

            //玩家魔法
            //消息结构: (string)PlayerMagic  + (string)magicName + (float)posX + (float)posY +(float)posZ+ (float)rotX + (float)rotY + (float)rotZ
            //if (player.playerStatus.status != PlayerStatus.Status.Gaming)
            //{
            //    return;
            //}
            Room room = player.playerStatus.room;

            int startIndex = 0;
            BytesProtocol p = baseProtocol as BytesProtocol;
            p.GetString(startIndex, ref startIndex);
            string magicName = p.GetString(startIndex, ref startIndex);
            float posX = p.GetFloat(startIndex, ref startIndex);
            float posY = p.GetFloat(startIndex, ref startIndex);
            float posZ = p.GetFloat(startIndex, ref startIndex);
            float rotX = p.GetFloat(startIndex, ref startIndex);
            float rotY = p.GetFloat(startIndex, ref startIndex);
            float rotZ = p.GetFloat(startIndex, ref startIndex);

            //转发魔法消息
            BytesProtocol p_broadcast = new BytesProtocol();
            p_broadcast.SpliceString("PlayerMagic");
            p_broadcast.SpliceString(magicName);
            p_broadcast.SpliceFloat(posX);
            p_broadcast.SpliceFloat(posY);
            p_broadcast.SpliceFloat(posZ);
            p_broadcast.SpliceFloat(rotX);
            p_broadcast.SpliceFloat(rotY);
            p_broadcast.SpliceFloat(rotZ);
            room.Broadcast(p_broadcast);
        }
        /// <summary>
        /// 玩家被毒圈伤害
        /// </summary>
        public void MsgPlayerPoison(Player player, BaseProtocol baseProtocol)
        {
            //玩家被毒圈伤害协议
            //消息结构:(string)PlayerPoison
            Room room = player.playerStatus.room;
            int startIndex = 0;
            BytesProtocol p = baseProtocol as BytesProtocol;
            p.GetString(startIndex, ref startIndex);

            if (player.playerStatus.HP > 0)
            {
                if (room.circlefieldIndex <= room.circlefieldInfo.Circlefields.Count - 1)
                {
                    player.playerStatus.HP -= room.circlefieldInfo.Circlefields[room.circlefieldIndex].DamagePerSec;
                }
            }
            else
            {
                //玩家死亡协议
                //消息结构:(string)PlayerDead + (string)playerName
                BytesProtocol deadProtool = new BytesProtocol();
                deadProtool.SpliceString("PlayerDead");
                deadProtool.SpliceString(player.name);
                room.Broadcast(deadProtool);
                RoomManager.instance.LeaveRoom(player);
            }
            room.PlayerSuccess();
        }
Exemple #6
0
        /// <summary>
        /// 开启服务器
        /// </summary>
        /// <param name="host">主机</param>
        /// <param name="port">端口号</param>
        public void Start(string host, int port, int MaxConnectCount, long HeartBeatTime)
        {
            maxConnectCount = MaxConnectCount;
            heartBeatTime   = HeartBeatTime;
            //初始化协议
            protocol = new BytesProtocol();
            //初始化计时器
            timer.Elapsed  += new ElapsedEventHandler(HandleMainTimer);
            timer.AutoReset = false;
            timer.Enabled   = true;
            //初始化连接池
            connects = new Connect[maxConnectCount];
            for (int i = 0; i < maxConnectCount; i++)
            {
                connects[i] = new Connect();
            }

            //新建Socket
            Listenfd = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
            //Bind
            IPAddress  iPAddress  = IPAddress.Parse(host);
            IPEndPoint iPEndPoint = new IPEndPoint(iPAddress, port);

            Listenfd.Bind(iPEndPoint);

            //Listen(最大连接数)
            Listenfd.Listen(maxConnectCount);

            //异步Accept
            Listenfd.BeginAccept(AcceptCallBack, null);

            Console.WriteLine("[服务器]:启动成功 连接类型TCP");
        }
Exemple #7
0
        public void MsgConnect(Connect connect, BaseProtocol Protocol)
        {
            int           startIndex    = 0;
            BytesProtocol bytesProtocol = (BytesProtocol)Protocol;
            string        protocolName  = bytesProtocol.GetString(startIndex, ref startIndex);
            string        name          = bytesProtocol.GetString(startIndex, ref startIndex);

            Console.WriteLine("[客户端 " + connect.GetAddress() + " ](连接消息) 以用户名:" + name + " 连接");
            BytesProtocol bytesProtocolReturn = new BytesProtocol();

            bytesProtocolReturn.SpliceString("Connect");

            //名字已被使用,无法连接,返回-1,连接失败
            if (Player.NameIsUsed(name))
            {
                bytesProtocolReturn.SpliceInt(-1);
                connect.Send(bytesProtocolReturn);
                return;
            }
            //为连接初始化角色数据
            connect.player = new Player(name, connect);

            //触发连接事件
            Server.instance.handlePlayerEvent.OnConnect(connect.player);
            //返回0,即连接成功
            bytesProtocolReturn.SpliceInt(0);
            connect.Send(bytesProtocolReturn);
            return;
        }
        /// <summary>
        /// 玩家获得有害状态,转发
        /// </summary>
        public void MsgPlayerGetBuff(Player player, BaseProtocol baseProtocol)
        {
            //消息结构: (string)PlayerName + (int)BuffType +(float)buffTime 
            int startIndex = 0;
            BytesProtocol get = baseProtocol as BytesProtocol;
            Room room = player.playerStatus.room;
            get.GetString(startIndex, ref startIndex);
            string PlayerName = get.GetString(startIndex, ref startIndex);
            int bufftype = get.GetInt(startIndex, ref startIndex);
            float bufftime = get.GetFloat(startIndex, ref startIndex);
            if (room.playerDict.ContainsKey(PlayerName))
            {
                room.playerDict[PlayerName].playerStatus.buffType = bufftype;
                room.playerDict[PlayerName].playerStatus.buffTime = bufftime;
            }



            BytesProtocol p = new BytesProtocol();
            p.SpliceString("PlayerGetBuff");
            p.SpliceString(PlayerName);
            p.SpliceInt(bufftype);
            p.SpliceFloat(bufftime);
            foreach (Player pr in room.playerDict.Values)
            {
                p.SpliceString(pr.name);
            }
            player.Send(p);
        }
Exemple #9
0
 /// <summary>
 /// 广播
 /// </summary>
 public void Broadcast(BaseProtocol protocol)
 {
     foreach (Player player in playerDict.Values)
     {
         player.Send(protocol);
     }
 }
Exemple #10
0
 public void Send(BaseProtocol Protocol)
 {
     if (connect == null)
     {
         return;
     }
     Server.instance.Send(connect, Protocol);
 }
 /// <summary>
 /// 获取房间消息
 /// </summary>
 /// <param name="player"></param>
 /// <param name="baseProtocol"></param>
 public void MsgGetRoomInfo(Player player, BaseProtocol baseProtocol)
 {
     if (player.playerStatus.status != PlayerStatus.Status.InRoom)
     {
         Console.WriteLine("[客户端 " + player.name + " ]" + "请求获取房间消息(MsgGetRoomInfo):玩家不在房间中,不需获取");
         return;
     }
     //返回所在房间信息
     player.Send(player.playerStatus.room.GetRoomInfo());
 }
        /// <summary>
        /// 拾取物品
        /// </summary>
        public void MsgPickItem(Player player, BaseProtocol baseProtocol)
        {
            //拾取物品
            //消息结构: (string)PickItem + (int)GroundItemID
            int startIndex = 0;
            BytesProtocol get = baseProtocol as BytesProtocol;
            get.GetString(startIndex, ref startIndex);
            int GroundItemID = get.GetInt(startIndex, ref startIndex);

            BytesProtocol p = new BytesProtocol();
            p.SpliceString("PickItem");
            p.SpliceInt(GroundItemID);
            player.playerStatus.room.Broadcast(p);
        }
Exemple #13
0
 /// <summary>
 /// 往一个连接发送消息
 /// </summary>
 /// <param name="connect"></param>
 /// <param name="protocol"></param>
 public void Send(Connect connect, BaseProtocol protocol)
 {
     byte[] bytes    = protocol.Encode();
     byte[] length   = BitConverter.GetBytes(bytes.Length);
     byte[] sendbuff = length.Concat(bytes).ToArray();
     try
     {
         connect.socket.BeginSend(sendbuff, 0, sendbuff.Length, SocketFlags.None, null, null);
     }
     catch (Exception e)
     {
         Console.WriteLine("[发送消息]" + connect.GetAddress() + " : " + e.Message);
     }
 }
Exemple #14
0
 /// <summary>
 /// 广播消息
 /// </summary>
 /// <param name="protocol"></param>
 public void Broadcast(BaseProtocol protocol)
 {
     for (int i = 0; i < connects.Length; i++)
     {
         if (connects[i].isUse == false)
         {
             continue;
         }
         if (connects[i].player == null)
         {
             continue;
         }
         Send(connects[i], protocol);
     }
 }
 public void MsgRequestStartGame(Player player, BaseProtocol baseProtocol)
 {
     BytesProtocol protocol = new BytesProtocol();
     protocol.SpliceString("RequestStartGame");
     /*
     if (!player.playerStatus.room.CanStart())
     {
         protocol.SpliceInt(-1);
         player.Send(protocol);
         return;
     }
     */
     protocol.SpliceInt(0);
     player.Send(protocol);
     player.playerStatus.room.StartGame();
 }
        /// <summary>
        /// 房间门打开转发
        /// </summary>
        /// <param name="player"></param>
        /// <param name="baseProtocol"></param>
        public void MsgDoorOpen(Player player, BaseProtocol baseProtocol)
        {
            //开门
            //消息结构: (string)DoorOpen + (int)DoorID

            Room room = player.playerStatus.room;
            int startIndex = 0;
            BytesProtocol p = baseProtocol as BytesProtocol;
            p.GetString(startIndex, ref startIndex);
            int DoorID = p.GetInt(startIndex, ref startIndex);

            BytesProtocol doorProtocol = new BytesProtocol();
            doorProtocol.SpliceString("DoorOpen");
            doorProtocol.SpliceInt(DoorID);
            room.Broadcast(doorProtocol);
        }
        /// <summary>
        /// 击中玩家
        /// </summary>
        public void MsgPlayerHitSomeone(Player player, BaseProtocol baseProtocol)
        {
            //击中玩家协议
            //消息结构:(string)PlayerHitSomeone + (string)PlayerName + (float)Damage

            //玩家不在游戏状态,当没事发生

            Room room = player.playerStatus.room;



            int startIndex = 0;
            BytesProtocol p = baseProtocol as BytesProtocol;
            p.GetString(startIndex, ref startIndex);
            string HitplayerName = p.GetString(startIndex, ref startIndex);
            float Damage = p.GetFloat(startIndex, ref startIndex);

            if (room.playerDict.ContainsKey(HitplayerName))
            {
                lock (room.playerDict)
                {
                    //扣血操作
                    room.playerDict[HitplayerName].playerStatus.HP -= Damage;
                    //死亡后自动离开房间
                    if (room.playerDict[HitplayerName].playerStatus.HP <= 0)
                    {
                        //玩家死亡协议
                        //消息结构:(string)PlayerKilled + (string)Killer + (string)KilledPlayer
                        BytesProtocol deadProtool = new BytesProtocol();
                        deadProtool.SpliceString("PlayerKilled");
                        deadProtool.SpliceString(player.name);
                        deadProtool.SpliceString(HitplayerName);
                        room.Broadcast(deadProtool);

                        RoomManager.instance.LeaveRoom(room.playerDict[HitplayerName]);

                    }
                }
            }
            else
            {
                //玩家不在房间中,返回
                return;
            }

            room.PlayerSuccess();
        }
 /// <summary>
 /// 获取下落点
 /// </summary>
 public void MsgDroppoint(Player player, BaseProtocol baseProtocol)
 {
     int startIndex = 0;
     BytesProtocol get = baseProtocol as BytesProtocol;
     get.GetString(startIndex, ref startIndex);
     Room room = player.playerStatus.room;
     BytesProtocol p = new BytesProtocol();
     p.SpliceString("Droppoint");
     Random rand = new Random();
     lock (room.playerDroppoints)
     {
         int index = rand.Next(0, room.playerDroppoints.Count - 1);
         room.playerDroppoints.RemoveAt(index);
         p.SpliceInt(room.playerDroppoints[index]);
     }
     player.Send(p);
 }
Exemple #19
0
        public void MsgDisconnect(Connect connect, BaseProtocol Protocol)
        {
            BytesProtocol bytesProtocol = new BytesProtocol();

            bytesProtocol.SpliceString("Disconnect");
            bytesProtocol.SpliceInt(0);
            if (connect.player == null)
            {
                connect.Send(bytesProtocol);
                connect.Close();
            }
            else
            {
                connect.Send(bytesProtocol);
                connect.player.Disconnect();
            }
        }
        /// <summary>
        /// 玩家死亡,自杀时客户端上报
        /// </summary>
        public void MsgPlayerDead(Player player, BaseProtocol baseProtocol)
        {
            int startIndex = 0;
            BytesProtocol p = baseProtocol as BytesProtocol;
            Room room = player.playerStatus.room;
            p.GetString(startIndex, ref startIndex);
            BytesProtocol ret = new BytesProtocol();

            if (room.playerDict.ContainsKey(player.name))
            {
                ret.SpliceString("PlayerDead");
                ret.SpliceString(player.name);
                room.Broadcast(ret);
                RoomManager.instance.LeaveRoom(room.playerDict[player.name]);
            }
            room.PlayerSuccess();
        }
        /// <summary>
        /// 获取房间玩家信息
        /// </summary>
        public void MsgGetPlayersInfo(Player player, BaseProtocol baseProtocol)
        {
            //消息结构: (string)GetPlayersInfo + (int)PlayerNum +(string)PlayerName1 + ... +(string)PlayerName#
            int startIndex = 0;
            BytesProtocol get = baseProtocol as BytesProtocol;
            get.GetString(startIndex, ref startIndex);
            Room room = player.playerStatus.room;

            BytesProtocol p = new BytesProtocol();
            p.SpliceString("GetPlayersInfo");
            p.SpliceInt(room.playerDict.Count);
            foreach (Player pr in room.playerDict.Values)
            {
                p.SpliceString(pr.name);
            }
            player.Send(p);
        }
        /// <summary>
        /// 玩家加载完毕,定时器开始计时
        /// </summary>
        public void MsgPlayerReady(Player player, BaseProtocol baseProtocol)
        {

            int startIndex = 0;
            BytesProtocol p = baseProtocol as BytesProtocol;
            p.GetString(startIndex, ref startIndex);
            string playerName = p.GetString(startIndex, ref startIndex);
            //int playerstatus = p.GetInt(startIndex, ref startIndex);
            Room room = player.playerStatus.room;

            ////测试单人使用
            //if (room.playerDict.Count == 1)
            //{
            //    BytesProtocol protocol = new BytesProtocol();
            //    protocol.SpliceString("AllPlayerLoaded");
            //    room.Broadcast(protocol);
            //    room.NewTimer();
            //    room.beginTimer = true;
            //    room.LastCirclefieldTime = Utility.GetTimeStamp();
            //    return;
            //}
            if (room.playerReadyDict.Count < room.playerDict.Count)
            {
                lock (room.playerReadyDict)
                {
                    room.playerReadyDict.Add(playerName, true);
                }
                Console.WriteLine("PlayerReadyCount:{0} ", room.playerReadyDict.Count);
            }

            if (room.playerReadyDict.Count == room.playerDict.Count)
            {
                //广播-所有玩家加载完毕信息
                BytesProtocol protocol = new BytesProtocol();
                protocol.SpliceString("AllPlayerLoaded");
                room.Broadcast(protocol);
                room.NewTimer();
                room.beginTimer = true;
                room.LastCirclefieldTime = Utility.GetTimeStamp();

            }

        }
        public void MsgCreateRoom(Player player, BaseProtocol baseProtocol)
        {
            BytesProtocol bytesProtocol = new BytesProtocol();

            bytesProtocol.SpliceString("CreateRoom");

            //玩家的状态不是在房间中或战局中时,创建失败,返回-1
            if (player.playerStatus.status != PlayerStatus.Status.Null)
            {
                bytesProtocol.SpliceInt(-1);
                player.Send(bytesProtocol);
                Console.WriteLine("MsgCreateRoom 失败,创建提出者:" + player.name);
                return;
            }
            RoomManager.instance.CreateRoom(player);
            //创建成功 返回0
            bytesProtocol.SpliceInt(0);
            player.Send(bytesProtocol);
            Console.WriteLine("MsgCreateRoom 创建房间完成, 房主是: " + player.name);
        }
        /// <summary>
        /// 获取地图物品数据
        /// </summary>
        public void MsgGetMapItemData(Player player, BaseProtocol baseProtocol)
        {
            int startIndex = 0;
            BytesProtocol protocol = baseProtocol as BytesProtocol;
            protocol.GetString(startIndex, ref startIndex);

            Random ran = new Random((int)Utility.GetTimeStamp());

            if (randomItemCode == 0)
            {
                randomItemCode = ran.Next(1, 999);
            }
            //Console.WriteLine("RandomItemCode Set: " + randomItemCode.ToString());
            BytesProtocol p = new BytesProtocol();
            p.SpliceString("GetMapItemData");
            p.SpliceInt(randomItemCode);
            player.playerStatus.room.Broadcast(p);

            //player.Send(player.playerStatus.room.ItemsProtocol);
        }
        /// <summary>
        /// 玩家扔物品
        /// </summary>
        public void MsgDropItem(Player player, BaseProtocol baseProtocol)
        {
            //拾取物品
            //消息结构: (string)PickItem + (int)GroundItemID
            int startIndex = 0;
            BytesProtocol p = baseProtocol as BytesProtocol;
            p.GetString(startIndex, ref startIndex);
            int GroundItemID = p.GetInt(startIndex, ref startIndex);
            float posX = p.GetFloat(startIndex, ref startIndex);
            float posY = p.GetFloat(startIndex, ref startIndex);
            float posZ = p.GetFloat(startIndex, ref startIndex);

            //转发魔法消息
            BytesProtocol p_broadcast = new BytesProtocol();
            p_broadcast.SpliceString("DropItem");
            p_broadcast.SpliceInt(GroundItemID);
            p_broadcast.SpliceFloat(posX);
            p_broadcast.SpliceFloat(posY);
            p_broadcast.SpliceFloat(posZ);
            player.playerStatus.room.Broadcast(p);
        }
        public void MsgJoinRoom(Player player, BaseProtocol baseProtocol)
        {
            int           startIndex = 0;
            BytesProtocol Protocol   = baseProtocol as BytesProtocol;
            string        methodName = Protocol.GetString(startIndex, ref startIndex);
            int           RoomIndex  = Protocol.GetInt(startIndex, ref startIndex);

            Console.WriteLine("[客户端 " + player.name + " ]" + "请求加入房间(MsgJoinRoom):index:" + RoomIndex);
            Protocol = new BytesProtocol();
            Protocol.SpliceString("JoinRoom");
            if (RoomIndex < 0 || RoomIndex >= RoomManager.instance.RoomList.Count)
            {
                Console.WriteLine("[客户端 " + player.name + " ]" + "请求加入房间(MsgJoinRoom):index:" + RoomIndex + " 超出列表范围");
                Protocol.SpliceInt(-1);
                player.Send(Protocol);
                return;
            }
            Room room = RoomManager.instance.RoomList[RoomIndex];

            if (room.status != Room.Status.Preparing)
            {
                Console.WriteLine("[客户端 " + player.name + " ]" + "请求加入房间(MsgJoinRoom):index:" + RoomIndex + " 房间正在游玩");
                Protocol.SpliceInt(-1);
                player.Send(Protocol);
                return;
            }
            if (room.AddPlayer(player))
            {
                room.Broadcast(room.GetRoomInfo());
                Protocol.SpliceInt(0);
                player.Send(Protocol);
            }
            else
            {
                Console.WriteLine("[客户端 " + player.name + " ]" + "请求加入房间(MsgJoinRoom):index:" + RoomIndex + " 房间人数已满");
                Protocol.SpliceInt(-1);
                player.Send(Protocol);
            }
        }
        public void MsgLeaveRoom(Player player, BaseProtocol baseProtocol)
        {
            BytesProtocol protocol = new BytesProtocol();

            protocol.SpliceString("LeaveRoom");
            if (player.playerStatus.status != PlayerStatus.Status.InRoom)
            {
                Console.WriteLine("[客户端 " + player.name + " ]" + "请求离开房间(MsgLeaveRoom):玩家不在房间中,离开失败");
                protocol.SpliceInt(-1);
                player.Send(protocol);
                return;
            }
            protocol.SpliceInt(0);
            player.Send(protocol);
            Room room = player.playerStatus.room;

            RoomManager.instance.LeaveRoom(player);
            //离开房间时,房间仍有人,则广播新的房间玩家信息
            if (room != null)
            {
                room.Broadcast(room.GetRoomInfo());
            }
        }
        /// <summary>
        /// 更新玩家信息
        /// </summary>
        public void MsgUpdatePlayerInfo(Player player, BaseProtocol baseProtocol)
        {
            //if (player.playerStatus.status != PlayerStatus.Status.Gaming)
            //{
            //    return;
            //}
            BytesProtocol p = baseProtocol as BytesProtocol;
            int startIndex = 0;
            p.GetString(startIndex, ref startIndex);
            float posX = p.GetFloat(startIndex, ref startIndex);
            float posY = p.GetFloat(startIndex, ref startIndex);
            float posZ = p.GetFloat(startIndex, ref startIndex);
            float rotX = p.GetFloat(startIndex, ref startIndex);
            float rotY = p.GetFloat(startIndex, ref startIndex);
            float rotZ = p.GetFloat(startIndex, ref startIndex);
            string CurrentAction = p.GetString(startIndex, ref startIndex);

            player.playerStatus.posX = posX;
            player.playerStatus.posY = posY;
            player.playerStatus.posZ = posZ;
            player.playerStatus.CurrentAction = CurrentAction;
            player.playerStatus.LastUpdateTime = Utility.GetTimeStamp();

            BytesProtocol protocolReturn = new BytesProtocol();
            protocolReturn.SpliceString("UpdatePlayerInfo");
            protocolReturn.SpliceString(player.name);
            protocolReturn.SpliceFloat(player.playerStatus.HP);
            protocolReturn.SpliceFloat(posX);
            protocolReturn.SpliceFloat(posY);
            protocolReturn.SpliceFloat(posZ);
            protocolReturn.SpliceFloat(rotX);
            protocolReturn.SpliceFloat(rotY);
            protocolReturn.SpliceFloat(rotZ);
            protocolReturn.SpliceString(CurrentAction);
            player.playerStatus.room.Broadcast(protocolReturn);
        }
 public void MsgGetRoomList(Player player, BaseProtocol protocol)
 {
     player.Send(RoomManager.instance.GetRoomList());
 }
Exemple #30
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 public void Send(BaseProtocol Protocol)
 {
     Server.instance.Send(this, Protocol);
 }