/// <summary> /// tcp /// </summary> /// <param name="xieyi"></param> /// <param name="userToken"></param> /// <returns></returns> public byte[] SelectMessage(MessageXieYi xieyi, AsyncUserToken userToken) { JObject json = null; byte[] newBuffer = null; byte[] tempMessageContent = xieyi.MessageContent; int roomID = userToken.userInfo.RoomID; SingleRoom room = GetSingleRoomByID(roomID); Register login = null; RoomActorUpdate roomActorUpdate = null; ActorMoveDirection moveDirection = null; if (userToken == null) { Log4Debug("该用户已被清理,不处理接收数据。"); return(newBuffer); } if (allRoom.RoomList.ContainsKey(userToken.userInfo.RoomID)) { room = allRoom.RoomList[userToken.userInfo.RoomID]; } //Log4Debug("/" + xieyi.MessageContentLength); //try { switch ((MessageConvention)xieyi.XieYiFirstFlag) { case MessageConvention.login: login = SerializeHelper.Deserialize <Register>(tempMessageContent); newBuffer = Login(login, userToken); break; case MessageConvention.getHeartBeatTime: HeartbeatTime hbTime = new HeartbeatTime() { time = AsyncIOCPServer.HeartbeatSecondTime }; newBuffer = SerializeHelper.Serialize <HeartbeatTime>(hbTime); break; case MessageConvention.reConnectCheck: //检查是否是掉线用户 ReconnctInfo rcInfo = new ReconnctInfo(); if (OffLineRooms.ContainsKey(userToken.userInfo.Register.userID)) { int offRoomID = OffLineRooms[userToken.userInfo.Register.userID]; userToken.userInfo.RoomID = offRoomID; allRoom.RoomList[offRoomID].ReConnect(userToken); int removeCount = 0; OffLineRooms.TryRemove(userToken.userInfo.Register.userID, out removeCount); rcInfo.isReconnect = true; } else { rcInfo.isReconnect = false; } newBuffer = SerializeHelper.Serialize <ReconnctInfo>(rcInfo); break; case MessageConvention.reConnectIndex: room.GetReConnectFrameData(userToken.userInfo.UniqueID); break; case MessageConvention.heartBeat: //心跳检测客户端传递服务器时间 //Log4Debug("接收到 " + userToken.userInfo.Register.name + " 的心跳检测"); //newBuffer = SerializeHelper.DateTimeToBytes(DateTime.Now); //newBuffer = SerializeHelper.Serialize<HeartbeatTime>(new HeartbeatTime() { time = AsyncIOCPServer.HeartbeatSecondTime }); break; case MessageConvention.updateName: string updateName = SerializeHelper.ConvertToString(tempMessageContent); Log4Debug("修改人物信息:" + updateName); newBuffer = UpdateName(userToken, updateName); break; case MessageConvention.createRoom: json = JObject.Parse(SerializeHelper.ConvertToString(xieyi.MessageContent)); newBuffer = allRoom.CreateNewRoom(json, userToken); break; case MessageConvention.joinRoom: json = JObject.Parse(SerializeHelper.ConvertToString(xieyi.MessageContent)); newBuffer = allRoom.JoinRoom(json, userToken); break; case MessageConvention.updateRoom: Log4Debug("更新房间"); json = JObject.Parse(SerializeHelper.ConvertToString(xieyi.MessageContent)); newBuffer = allRoom.UpdateRoom(json); break; case MessageConvention.getRoomInfo: newBuffer = SerializeHelper.Serialize <RoomInfo>(room.RoomInfo); break; case MessageConvention.getRoommateInfo: Log4Debug("请求房间人物信息:" + SerializeHelper.ConvertToString(tempMessageContent)); roomActorUpdate = new RoomActorUpdate(); roomActorUpdate.SetSendInfo(SerializeHelper.ConvertToString(tempMessageContent)); // newBuffer = SerializeHelper.Serialize <List <RoomActor> >(new List <RoomActor>(room.ActorList.Values)); break; case MessageConvention.quitRoom: QuitInfo qInfo = SerializeHelper.Deserialize <QuitInfo>(tempMessageContent); if (room != null) { room.CheckQuit(userToken, qInfo); } break; case MessageConvention.updateActorAnimation: ActorNetAnimation netAnimation = new ActorNetAnimation(); netAnimation.SetSendInfo(SerializeHelper.ConvertToString(tempMessageContent)); //Log4Debug("set->" + netAnimation.animationIndex + ""); room.UpdateAnimation(netAnimation); //更新 break; case MessageConvention.updateActorState: roomActorUpdate = new RoomActorUpdate(); roomActorUpdate.SetSendInfo(SerializeHelper.ConvertToString(tempMessageContent)); Log4Debug("站位:" + userToken.userInfo.UniqueID + "/" + userToken.userInfo.Register.name + "用户站位:" + roomActorUpdate.userIndex + "请求修改状态为->" + (RoomActorState)int.Parse(roomActorUpdate.update)); // room.UpdateState(roomActorUpdate); //更新 break; case MessageConvention.prepareLocalModel: roomActorUpdate = new RoomActorUpdate(); roomActorUpdate.SetSendInfo(SerializeHelper.ConvertToString(tempMessageContent)); // room.UpdatePrepare(roomActorUpdate, userToken); //更新 break; case MessageConvention.getPreGameData: break; case MessageConvention.startGaming: break; case MessageConvention.endGaming: break; case MessageConvention.frameData: FrameInfo frame = SerializeHelper.Deserialize <FrameInfo>(tempMessageContent); newBuffer = room.GetBoardFrame(frame.frameIndex); //Log4Debug("用户" + userToken.userInfo.Register.name + "/请求帧数据:" + frame.frameIndex + "/" + room.RoomInfo.FrameIndex + "数据总长:" + newBuffer.Length); break; //case MessageConvention.setUDP: // UDPLogin loginUDP = SerializeHelper.Deserialize<UDPLogin>(tempMessageContent); // Log4Debug("收到登录UDP账号:" + loginUDP.login); // room.UpdateUDP(userToken.userInfo.UniqueID, loginUDP); // break; default: Log4Debug("TCP是否判断该协议:" + (MessageConvention)xieyi.XieYiFirstFlag); break; } } //catch (Exception error) //{ // Log4Debug("处理逻辑错误:" + error.Message); //} // 创建一个发送缓冲区。 byte[] sendBuffer = null; if (newBuffer != null)//用户需要服务器返回值给自己的话 { xieyi = new MessageXieYi(xieyi.XieYiFirstFlag, xieyi.XieYiSecondFlag, newBuffer); sendBuffer = xieyi.ToBytes(); } return(sendBuffer); }
/// <summary> /// 判断并通知事件回调 /// </summary> /// <param name="buff"></param> private void DealXieYi(MessageXieYi xieyi, AsyncUserToken userToken) { //Debug.LogError("处理协议:" + (MessageConvention)xieyi.XieYiFirstFlag); byte[] tempMessageContent = xieyi.MessageContent; string messageInfo = ""; ErrorType error = ErrorType.none; RoomActor actor = null; RoomActorUpdate roomActorUpdate = new RoomActorUpdate(); //if (tempMessageContent.Length > 200) //{ // Debug.Log((MessageConvention)xieyi.XieYiFirstFlag + "单次接收数据超过200/" + tempMessageContent.Length); //} try { //处理数值到DataController switch ((MessageConvention)xieyi.XieYiFirstFlag) { case MessageConvention.error: break; case MessageConvention.login: error = ClassGroup.CheckIsError(xieyi); if (error == ErrorType.none) { actor = SerializeHelper.Deserialize <RoomActor>(xieyi.MessageContent); DataController.instance.myInfo = actor; } break; case MessageConvention.getHeartBeatTime: HeartbeatTime beatTime = SerializeHelper.Deserialize <HeartbeatTime>(xieyi.MessageContent); heartbeatSecondTime = beatTime.time - 1; //-1防止和服务器心跳时间一致的时候会导致偏差 //Debug.Log("心跳间隔:" + heartbeatSecondTime); break; case MessageConvention.reConnectCheck: break; case MessageConvention.reConnectIndex: int index = int.Parse(SerializeHelper.ConvertToString(xieyi.MessageContent)); GameManager.instance.reConnectIndex = index; break; case MessageConvention.heartBeat: break; case MessageConvention.updateName: actor = SerializeHelper.Deserialize <RoomActor>(xieyi.MessageContent); DataController.instance.myInfo = actor; break; case MessageConvention.createRoom: case MessageConvention.joinRoom: JoinRoom joinInfo = new JoinRoom(); joinInfo = SerializeHelper.Deserialize <JoinRoom>(tempMessageContent); DataController.instance.MyLocateIndex = joinInfo.unique; break; case MessageConvention.updateRoom: //Debug.Log((MessageConvention)xieyi.XieYiFirstFlag + "数据长度:" + xieyi.MessageContent.Length); error = ClassGroup.CheckIsError(xieyi); if (error == ErrorType.none) { DataController.instance.MyRoomInfo = SerializeHelper.Deserialize <RoomInfo>(tempMessageContent); } break; case MessageConvention.getRoomInfo: DataController.instance.MyRoomInfo = SerializeHelper.Deserialize <RoomInfo>(tempMessageContent); Debug.LogError("得到房间号:" + DataController.instance.MyRoomInfo.RoomID); break; case MessageConvention.quitRoom: QuitInfo qInfo = SerializeHelper.Deserialize <QuitInfo>(xieyi.MessageContent); if (qInfo.isQuit) { DataController.instance.MyRoomInfo = null; DataController.instance.ActorList = null; } break; case MessageConvention.getRoommateInfo: List <RoomActor> rActors = SerializeHelper.Deserialize <List <RoomActor> >(tempMessageContent); for (int i = 0; i < rActors.Count; i++) { if (DataController.instance.ActorList == null) { DataController.instance.ActorList = new Dictionary <int, RoomActor>(); } lock (DataController.instance.ActorList) { if (!DataController.instance.ActorList.ContainsKey(rActors[i].UniqueID)) { DataController.instance.ActorList.Add(rActors[i].UniqueID, null); } DataController.instance.ActorList[rActors[i].UniqueID] = rActors[i]; } } Debug.Log("得到房间人物列表。"); break; case MessageConvention.rotateDirection: break; case MessageConvention.updateActorAnimation: messageInfo = SerializeHelper.ConvertToString(xieyi.MessageContent); ActorNetAnimation getNetAnimation = new ActorNetAnimation(); getNetAnimation.SetSendInfo(messageInfo); //if (GameManager.instance.memberGroup.ContainsKey(getNetAnimation.userIndex)) //{ // if (GameManager.instance.memberGroup[getNetAnimation.userIndex] != null) // { // //此处需要修改 // //GameManager.instance.memberGroup[getNetAnimation.userIndex].NetAnimation = getNetAnimation; // } // //else if (getNetAnimation.userIndex == DataController.instance.myRoomInfo.MyLocateIndex)//服务器给我设置了 // //{ // // MyController.instance.InitNetSaveInfo(null, null, getNetAnimation); // //} //} break; case MessageConvention.updateActorState: messageInfo = SerializeHelper.ConvertToString(tempMessageContent); roomActorUpdate.SetSendInfo(messageInfo); //Debug.Log("更新用户->" + roomActorUpdate.userIndex + " 状态为:" + (RoomActorState)int.Parse(roomActorUpdate.update)); lock (DataController.instance.ActorList) { DataController.instance.ActorList[roomActorUpdate.userIndex].CurState = (RoomActorState)int.Parse(roomActorUpdate.update); } break; case MessageConvention.prepareLocalModel: messageInfo = SerializeHelper.ConvertToString(tempMessageContent); roomActorUpdate.SetSendInfo(messageInfo); break; case MessageConvention.updateModelInfo: break; case MessageConvention.getPreGameData: //Debug.Log("getPreGameData已收到。"); break; case MessageConvention.startGaming: string time = SerializeHelper.ConvertToString(tempMessageContent); Debug.Log("开始游戏时间:" + time); startGamTime = DateTime.Parse(time); break; case MessageConvention.shootBullet: break; case MessageConvention.bulletInfo: break; case MessageConvention.endGaming: messageInfo = SerializeHelper.ConvertToString(tempMessageContent); Debug.Log("胜利队伍是:" + (TeamType)int.Parse(messageInfo)); break; case MessageConvention.moveDirection: //GameManager中处理帧同步相应协议 break; case MessageConvention.frameData: break; default: Debug.LogError("没有协议:" + xieyi.XieYiFirstFlag + "/MesageLength:" + xieyi.MessageContentLength); break; } //在数据处理后再执行委托响应脚本 lock (allHandle) { if (allHandle.ContainsKey((MessageConvention)xieyi.XieYiFirstFlag)) { allHandle[(MessageConvention)xieyi.XieYiFirstFlag](xieyi); } } } catch (Exception e) { Debug.LogError("处理协议错误:" + e.Message + "/协议:" + (MessageConvention)xieyi.XieYiFirstFlag); } }