private static void LEAVE_ROOM(byte[] bytes)
    {
        LeaveRoom input = LeaveRoom.Parser.ParseFrom(bytes);

        bool      ret       = false;
        RoomLogic roomLogic = ServerRoomManager.Instance.GetRoomLogic(input.RoomId);

        if (roomLogic != null)
        {
            var pi = ServerRoomManager.Instance.GetPlayer(_args);
            if (pi != null)
            { // 把当前玩家在房间的状态设置为离线
                roomLogic.Offline(pi.Enter.TokenId);

                string account = pi.Enter.Account;
                ServerRoomManager.Instance.Log($"MSG: LEAVE_ROOM OK - Player leaves the battlefield! Account:{account} - Room:{roomLogic.RoomName}"); // 玩家离开战场!
            }

            // 通知大厅
            ServerRoomManager.Instance.UpdateRoomInfoToLobby(roomLogic);
            ret = true;
        }
        else
        {
            ServerRoomManager.Instance.Log($"MSG: LEAVE_ROOM Error - Battlefield is not found! RoomId:{input.RoomId}"); // 战场没有找到
        }

        LeaveRoomReply output = new LeaveRoomReply()
        {
            Ret = ret,
        };

        ServerRoomManager.Instance.SendMsg(_args, ROOM_REPLY.LeaveRoomReply, output.ToByteArray());
    }
    void OnDestroy()
    {
        Completed -= OnComplete;
        Received  -= OnReceiveMsg;

        // 退出的时候, 最后尝试一下看消息能否发出
        LeaveRoom output = new LeaveRoom()
        {
            RoomId          = RoomId,
            ReleaseIfNoUser = true,
        };

        SendMsg(ROOM.LeaveRoom, output.ToByteArray());
        RoomLogic.Fini();
    }
Esempio n. 3
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        public override async Task OnDisconnectedAsync(Exception exception)
        {
            var context = Context.GetHttpContext();
            var id      = context.Request.Query["access_token"];

            await Unsubscribe(id);

            var command = new LeaveRoom();

            command.RoomId       = Guid.Parse(id);
            command.ConnectionId = Context.ConnectionId;
            await DispatchAsync(command);

            await _roomListHub.SendToAllAsync("left", new { roomId = command.Result.RoomId, numberOfPlayers = command.Result.NumberOfPlayers });

            await SendToGroupAsync(id, "left", command.Result);
        }
    public void OnClickExit()
    {
        LeaveRoom output = new LeaveRoom()
        {
            RoomId          = GameRoomManager.Instance.RoomId,
            ReleaseIfNoUser = true,
        };

        if (GameRoomManager.Instance)
        {
            GameRoomManager.Instance.SendMsg(ROOM.LeaveRoom, output.ToByteArray());
        }
        if (ClientManager.Instance != null)
        {
            ClientManager.Instance.StateMachine.TriggerTransition(ConnectionFSMStateEnum.StateEnum.RESULT);
        }
    }
Esempio n. 5
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        public void EndAll()
        {
            Bg.Dispose();
            gold.Dispose();
            EncWumpus.Dispose();
            EncPit.Dispose();
            EnterRoom.Dispose();
            LeaveRoom.Dispose();
            Trivia.Dispose();
            ArrowShot.Dispose();
            Shoots.Dispose();
            highscore.Dispose();
            Menu.Dispose();
            bats.Dispose();

            Attack.Dispose();
        }
Esempio n. 6
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 public async Task Post([FromBody] LeaveRoom command)
 {
     await DispatchAsync(command);
 }
Esempio n. 7
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        private void OnLeaveRoom(byte[] data)
        {
            string roomName = Encoding.UTF8.GetString(data);

            LeaveRoom?.Invoke(this, roomName);
        }