Esempio n. 1
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        protected override async void Run(Session session, C2G_GetUserInfo_Req message, Action <G2C_GetUserInfo_Ack> reply)
        {
            G2C_GetUserInfo_Ack response = new G2C_GetUserInfo_Ack();

            try
            {
                //验证Session
                if (!GateHelper.SignSession(session))
                {
                    response.Error = ErrorCode.ERR_SignError;
                    reply(response);
                    return;
                }

                //查询用户信息
                DBProxyComponent dbProxyComponent = Game.Scene.GetComponent <DBProxyComponent>();
                UserInfo         userInfo         = await dbProxyComponent.Query <UserInfo>(message.UserID, false);

                response.NickName = userInfo.NickName;
                response.Wins     = userInfo.Wins;
                response.Loses    = userInfo.Loses;
                response.Money    = userInfo.Money;

                reply(response);
            }
            catch (Exception e)
            {
                ReplyError(response, e, reply);
            }
        }
Esempio n. 2
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        protected override async void Run(Session session, C2G_GetUserInfo_Req message, Action <G2C_GetUserInfo_Back> reply)
        {
            G2C_GetUserInfo_Back response = new G2C_GetUserInfo_Back();

            try
            {
                //验证Session
                if (!GateHelper.SignSession(session))
                {
                    response.Error = ErrorCode.ERR_SignError;
                    //Log.Debug("登陆错误");
                    reply(response);
                    return;
                }

                //查询用户信息
                //需要给Gate服务器添加数据库代理组件
                DBProxyComponent dbProxyComponent = Game.Scene.GetComponent <DBProxyComponent>();
                UserInfo         userInfo         = await dbProxyComponent.Query <UserInfo>(message.UserID);

                //Log.Debug("玩家信息:" + JsonHelper.ToJson(userInfo));

                response.NickName = userInfo.UserName;
                response.Money    = userInfo.Money;

                reply(response);
            }
            catch (Exception e)
            {
                ReplyError(response, e, reply);
            }
        }
Esempio n. 3
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        protected override async void Run(Session session, C2G_JoinRoom message, Action <G2C_JoinRoom> reply)
        {
            G2C_JoinRoom response = new G2C_JoinRoom();

            try
            {
                //验证合法性
                if (!GateHelper.SignSession(session))
                {
                    response.Error = ErrorCode.ERR_SignError;
                    reply(response);
                    return;
                }
                //获取房间信息
                Room room = Game.Scene.GetComponent <RoomComponent>().Get(message.RoomId);
                if (room == null)
                {
                    Log.Info($"房间不存在:{message.RoomId}");
                    response.Error = ErrorCode.ERR_NotFoundRoom;
                    reply(response);
                    return;
                }
                if (room.IsCanAddPlayer())
                {
                    Log.Info($"房间已经满人:{message.RoomId}");
                    response.Error = ErrorCode.ERR_RoomIsFull;
                    reply(response);
                    return;
                }

                //设置用户的房间ID
                User user = session.GetUser();
                user.RoomID = room.RoomId;
                //返回参数设置
                response.Room = new RoomInfo
                {
                    PlayerCount = room.roomConfig.PlayerCount,
                    GameCount   = room.roomConfig.GameCount,
                    GameScore   = room.roomConfig.GameScore
                };
                response.RoomId  = room.RoomId;
                response.ChairID = room.GetNullChair();
                reply(response);
                Log.Info("成功申请加入房间!!!");


                //向游戏服务器发送玩家进入请求
                ActorMessageSender actorProxy = Game.Scene.GetComponent <ActorMessageSenderComponent>().Get(room.Id);
                actorProxy.Send(new Actor_PlayerEnterRoom_Ntt()
                {
                    PlayerID  = user.Id,
                    UserID    = user.UserID,
                    SessionID = session.Id,
                });
            }
            catch (Exception e)
            {
                ReplyError(response, e, reply);
            }
        }
        protected override async void Run(Session session, A1001_GetUserInfo_C2G message, Action <A1001_GetUserInfo_G2C> reply)
        {
            A1001_GetUserInfo_G2C response = new A1001_GetUserInfo_G2C();

            try
            {
                //验证Session
                if (!GateHelper.SignSession(session))
                {
                    response.Error = ErrorCode.ERR_UserNotOnline;
                    reply(response);
                    return;
                }

                //获取玩家对象
                User user = session.GetComponent <SessionUserComponent>().User;

                DBProxyComponent dbProxyComponent = Game.Scene.GetComponent <DBProxyComponent>();
                UserInfo         userInfo         = await dbProxyComponent.Query <UserInfo>(user.UserID);

                response.UserName  = userInfo.UserName;
                response.UserLevel = userInfo.UserLevel;

                reply(response);
            }
            catch (Exception e)
            {
                ReplyError(response, e, reply);
            }
        }
        protected override async void Run(Session session, C2G_ReturnLobby_Ntt message)
        {
            //验证Session
            if (!GateHelper.SignSession(session))
            {
                return;
            }

            User user = session.GetComponent <SessionUserComponent>().User;
            //StartConfigComponent config = Game.Scene.GetComponent<StartConfigComponent>();
            ActorMessageSenderComponent actorProxyComponent = Game.Scene.GetComponent <ActorMessageSenderComponent>();

            //正在匹配中发送玩家退出匹配请求
            //if (user.IsMatching)
            //{
            //    IPEndPoint matchIPEndPoint = config.MatchConfig.GetComponent<InnerConfig>().IPEndPoint;
            //    Session matchSession = Game.Scene.GetComponent<NetInnerComponent>().Get(matchIPEndPoint);
            //    await matchSession.Call(new G2M_PlayerExitMatch_Req() { UserID = user.UserID });

            //    user.IsMatching = false;
            //}

            //正在游戏中发送玩家退出房间请求
            if (user.ActorID != 0)
            {
                ActorMessageSender actorProxy = actorProxyComponent.Get(user.ActorID);
                await actorProxy.Call(new Actor_PlayerExitRoom_Req()
                {
                    UserID = user.UserID
                });

                user.ActorID = 0;
            }
        }
Esempio n. 6
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        protected override async ETTask Run(Session session, C2G_GetUserInfoInRoom_Req request, G2C_GetUserInfoInRoom_Back response, Action reply)
        {
            try
            {
                //验证Session
                if (!GateHelper.SignSession(session))
                {
                    response.Error = ErrorCode.ERR_SignError;
                    //Log.Debug("登陆错误");
                    reply();
                    return;
                }

                //查询用户信息
                //需要给Gate服务器添加数据库代理组件
                DBProxyComponent dbProxyComponent = Game.Scene.GetComponent <DBProxyComponent>();
                UserInfo         userInfo         = await dbProxyComponent.Query <UserInfo>(request.UserID);

                //Log.Debug("玩家信息:" + JsonHelper.ToJson(userInfo));

                response.UserName = userInfo.UserName;


                reply();

                await ETTask.CompletedTask;
            }
            catch (Exception e)
            {
                ReplyError(response, e, reply);
            }
        }
Esempio n. 7
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        protected override async ETTask Run(Session session, A1001_SetUserInfo_REQ request, A1001_SetUserInfo_ACK response, Action reply)
        {
            try
            {
                //验证Session
                if (!GateHelper.SignSession(session))
                {
                    response.Error = ErrorCode.ERR_UserNotOnline;
                    reply();
                    return;
                }

                //获取玩家对象
                User             user             = session.GetComponent <SessionUserComponent>().User;
                DBProxyComponent dbProxyComponent = Game.Scene.GetComponent <DBProxyComponent>();
                UserInfo         userInfo         = await dbProxyComponent.Query <UserInfo>(user.UserID);

                response.Userinfo.Username = userInfo.UserName;
                response.Userinfo.Money    = userInfo.Money;
                response.Userinfo.Level    = userInfo.Level;

                reply();
            }
            catch (Exception e)
            {
                ReplyError(response, e, reply);
            }
        }
Esempio n. 8
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        protected override async ETTask Run(Session session, GetCharacter_C2G request, CharacterMessage_G2C response, Action reply)
        {
            try
            {
                // 验证Session
                if (!GateHelper.SignSession(session))
                {
                    response.Error = MMOErrorCode.ERR_UserNotOnline;
                    reply();
                    return;
                }

                // 获取用户对象
                User user = session.GetComponent <SessionUserComponent>().User;

                DBProxyComponent dbProxy    = Game.Scene.GetComponent <DBProxyComponent>();
                List <Component> characters = await dbProxy.Query2 <Character>($"{{UserId:{request.UserId},CharaId:{request.CharaId}}}");

                Character character = characters[0] as Character;

                response.Character = GateHelper.CharacterInfoByData(character);


                reply();
                await ETTask.CompletedTask;
            }
            catch (Exception e)
            {
                ReplyError(response, e, reply);
            }
        }
        protected override async void Run(Session session, C2G_StartMatch_Req message, Action <G2C_StartMatch_Ack> reply)
        {
            G2C_StartMatch_Ack response = new G2C_StartMatch_Ack();

            try
            {
                //验证Session
                if (!GateHelper.SignSession(session))
                {
                    response.Error = ErrorCode.ERR_SignError;
                    reply(response);
                    return;
                }

                User user = session.GetComponent <SessionUserComponent>().User;

                //验证玩家是否符合进入房间要求,默认为100底分局
                RoomConfig roomConfig = RoomHelper.GetConfig(RoomLevel.Lv100);
                UserInfo   userInfo   = await Game.Scene.GetComponent <DBProxyComponent>().Query <UserInfo>(user.UserID, false);

                if (userInfo.Money < roomConfig.MinThreshold)
                {
                    response.Error = ErrorCode.ERR_UserMoneyLessError;
                    reply(response);
                    return;
                }

                //这里先发送响应,让客户端收到后切换房间界面,否则可能会出现重连消息在切换到房间界面之前发送导致重连异常
                reply(response);

                //向匹配服务器发送匹配请求
                StartConfigComponent config          = Game.Scene.GetComponent <StartConfigComponent>();
                IPEndPoint           matchIPEndPoint = config.MatchConfig.GetComponent <InnerConfig>().IPEndPoint;
                Session matchSession = Game.Scene.GetComponent <NetInnerComponent>().Get(matchIPEndPoint);
                M2G_PlayerEnterMatch_Ack m2G_PlayerEnterMatch_Ack = await matchSession.Call(new G2M_PlayerEnterMatch_Req()
                {
                    PlayerID  = user.InstanceId,
                    UserID    = user.UserID,
                    SessionID = session.InstanceId,
                }) as M2G_PlayerEnterMatch_Ack;

                user.IsMatching = true;
            }
            catch (Exception e)
            {
                ReplyError(response, e, reply);
            }
        }
        protected override async void Run(Session session, C2G_StartMatch_Landlords_Req message, Action <G2C_StartMatch_Landlords_Back> reply)
        {
            G2C_StartMatch_Landlords_Back response = new G2C_StartMatch_Landlords_Back();

            try
            {
                Log.Debug("玩家开始匹配");
                //验证Session
                if (!GateHelper.SignSession(session))
                {
                    response.Error = ErrorCode.ERR_SignError;
                    reply(response);
                    return;
                }

                User user = session.GetComponent <SessionUserComponent>().User;

                //验证玩家是否符合进入房间要求,默认为100底分局
                RoomConfig roomConfig = GateHelper.GetLandlordsConfig(RoomLevel.Lv100);
                UserInfo   userInfo   = await Game.Scene.GetComponent <DBProxyComponent>().Query <UserInfo>(user.UserID);

                if (userInfo.Money < roomConfig.MinThreshold)
                {
                    response.Error = ErrorCode.ERR_UserMoneyLessError;
                    reply(response);
                    return;
                }

                reply(response);

                //获取斗地主专用Map服务器的Session
                //通知Map服务器创建新的Gamer
                Session LandlordsSession = GateHelper.GetLandlordsSession();
                LandlordsSession.Send(new G2M_EnterMatch_Landords()
                {
                    UserID          = user.UserID,
                    ActorIDofUser   = user.InstanceId,
                    ActorIDofClient = user.SelfGateSessionID
                });
            }
            catch (Exception e)
            {
                ReplyError(response, e, reply);
            }
        }
Esempio n. 11
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        protected override async ETTask Run(Session session, C2G_StartMatch_Req request, G2C_StartMatch_Back response, Action reply)
        {
            try
            {
                Log.Debug("玩家开始匹配");
                //验证Session
                if (!GateHelper.SignSession(session))
                {
                    response.Error = ErrorCode.ERR_SignError;
                    reply();
                    return;
                }
                //获取Gate服务器上绑定的User对象
                User user = session.GetComponent <SessionUserComponent>().User;
                //验证玩家是否符合进入房间要求,默认为100底分局
                RoomConfig roomConfig = GateHelper.GetLandlordsConfig(RoomLevel.Lv100);
                //获取User对象的UserInfo(用户信息)数据
                UserInfo userInfo = await Game.Scene.GetComponent <DBProxyComponent>().Query <UserInfo>(user.UserID);

                //判断此对象的金币是否符合准备要求
                if (userInfo.Douzi < roomConfig.MinThreshold)
                {
                    response.Error = ErrorCode.ERR_UserMoneyLessError;
                    reply();
                    return;
                }
                reply();

                //获取斗地主Map服务器的Session
                //通知Map服务器创建地图上的Gamer,发送请求匹配通知
                Session mapSession = GateHelper.GetMapSession();
                mapSession.Send(new EnterMatchs_G2M()
                {
                    UserID   = user.UserID,
                    GActorID = user.InstanceId,
                    CActorID = user.GateSessionID
                });

                await ETTask.CompletedTask;
            }
            catch (Exception e)
            {
                ReplyError(response, e, reply);
            }
        }
Esempio n. 12
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        protected override async ETTask Run(Session session, C2G_ReadyLand_Ntt message)
        {
            //验证Session
            if (!GateHelper.SignSession(session))
            {
                return;
            }
            User user = session.GetComponent <SessionUserComponent>().User;
            StartConfigComponent        config = Game.Scene.GetComponent <StartConfigComponent>();
            ActorMessageSenderComponent actorProxyComponent = Game.Scene.GetComponent <ActorMessageSenderComponent>();

            //通知Map服务器玩家准备游戏
            if (user.ActorID != 0)
            {
                ActorMessageSender actorProxy = actorProxyComponent.Get(user.ActorID);
                actorProxy.Send(new Actor_GamerReady_Landlords());

                user.ActorID = 0;
            }
            await ETTask.CompletedTask;
        }
Esempio n. 13
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        protected override void Run(Session session, C2G_ReturnLobby_Ntt message)
        {
            //验证Session
            if (!GateHelper.SignSession(session))
            {
                return;
            }

            User user = session.GetComponent <SessionUserComponent>().User;
            StartConfigComponent        config = Game.Scene.GetComponent <StartConfigComponent>();
            ActorMessageSenderComponent actorProxyComponent = Game.Scene.GetComponent <ActorMessageSenderComponent>();

            //通知Map服务器玩家离开房间
            if (user.ActorIDforClient != 0)
            {
                ActorMessageSender actorProxy = actorProxyComponent.Get(user.ActorIDforClient);
                actorProxy.Send(new Actor_PlayerExitRoom());

                user.ActorIDforClient = 0;
            }
        }
Esempio n. 14
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        protected override void Run(Session session, A1002_StartRobotMatch5V5_C2G message)
        {
            User user = session.GetComponent <SessionUserComponent>().User;

            //验证Session
            if (!GateHelper.SignSession(session))
            {
                return;
            }

            //向随机Map服务器发送创建房间请求
            Session gateSession = GateHelper.GetRandomMapSession();

            B1001_CreateRobotMatch5V5_G2M create5V5 = new B1001_CreateRobotMatch5V5_G2M()
            {
                UserID          = user.UserID,           //用于标记玩家
                ActorIDofUser   = user.InstanceId,       //用于给Gate发送消息
                ActorIDofClient = user.SelfGateSessionID //用于给客户端发消息
            };

            gateSession.Send(create5V5);
        }
        protected override async ETTask Run(Session session, A1002_SetUserInfo_C2G request, A1002_SetUserInfo_G2C response, Action reply)
        {
            try
            {
                //验证Session
                if (!GateHelper.SignSession(session))
                {
                    response.Error = ErrorCode.ERR_UserNotOnline;
                    reply();
                    return;
                }

                DBProxyComponent dbProxy = Game.Scene.GetComponent <DBProxyComponent>();

                //获取User对象
                User user = session.GetComponent <SessionUserComponent>().User;

                //查询获得用户信息数据对象
                UserInfo userInfo = await dbProxy.Query <UserInfo>(user.UserID);

                userInfo.Phone = request.Phone;
                userInfo.Email = request.Email;
                userInfo.Sex   = request.Sex;
                await dbProxy.Save(userInfo);

                response.Phone = userInfo.Phone;
                response.Email = userInfo.Email;
                response.Sex   = userInfo.Sex;
                response.Title = userInfo.Title;

                reply();

                await ETTask.CompletedTask;
            }
            catch (Exception e)
            {
                ReplyError(response, e, reply);
            }
        }
Esempio n. 16
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        protected override async ETTask Run(Session session, CreateNewCharacter_C2G request, CharacterMessage_G2C response, Action reply)
        {
            try
            {
                //验证Session
                if (!GateHelper.SignSession(session))
                {
                    response.Error = MMOErrorCode.ERR_UserNotOnline;
                    reply();
                    return;
                }

                // 限制最多可创建多少角色处理
                int max = request.Max;
                if (max == 0)
                {
                    max = 100;
                }
                if (request.Index > max)
                {
                    response.Error = MMOErrorCode.ERR_CannotCreateMoreCharacter;
                    reply();
                    return;
                }

                DBProxyComponent dbProxy = Game.Scene.GetComponent <DBProxyComponent>();

                //获取玩家对象
                User user = session.GetComponent <SessionUserComponent>().User;

                //获取玩家所在大区编号
                UserInfo userInfo = await dbProxy.Query <UserInfo>(user.UserId);

                int GateAppId = RealmHelper.GetGateAppIdFromUserId(userInfo.Id);
                userInfo.LastPlay = request.Index;

                //检查角色名是否可用
                //会得到全部大区的同名角色 需遍历排除
                List <ComponentWithId> result = await dbProxy.Query <Character>($"{{Name:'{request.Name}'}}");

                foreach (var a in result)
                {
                    if (RealmHelper.GetGateAppIdFromUserId(((Character)a).UserId) == GateAppId)
                    {
                        //出现同名角色
                        response.Error = MMOErrorCode.ERR_CreateNewCharacter;
                        reply();
                        return;
                    }
                }

                //新建角色数据
                Character character = ComponentFactory.Create <Character, string, long>(request.Name, userInfo.Id);
                character.Race   = request.Race;
                character.Class  = request.Class;
                character.Name   = request.Name;
                character.Level  = 1;
                character.Map    = 1001;
                character.Region = 03;
                character.X      = request.X;
                character.Y      = request.Y;
                character.Z      = request.Z;
                character.Money  = 0;
                character.Mail   = 0;
                character.Index  = request.Index;

                //构建同样的返回数据,减少前端再查询一次此角色数据
                response.Character = GateHelper.CharacterInfoByData(character, false);

                //新角色默认装备
                List <Component> equipInfo = await dbProxy.Query2 <GlobalInfo>($"{{Type:'{request.Class}Equip'}}");

                foreach (GlobalInfo row in equipInfo)
                {
                    character.Equipments          = row.Equipments;
                    response.Character.Equipments = To.RepeatedField <EquipInfo>(row.Equipments);
                }

                //存储数据
                await dbProxy.Save(character);

                await dbProxy.Save(userInfo);

                reply();
                await ETTask.CompletedTask;
            }
            catch (Exception e)
            {
                ReplyError(response, e, reply);
            }
        }
Esempio n. 17
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        protected override async void Run(Session session, C2G_CreateRoom message, Action <G2C_CreateRoom> reply)
        {
            G2C_CreateRoom response = new G2C_CreateRoom();

            try
            {
                //验证合法性
                if (!GateHelper.SignSession(session))
                {
                    response.Error = ErrorCode.ERR_SignError;
                    reply(response);
                    return;
                }
                DBProxyComponent dbProxy = Game.Scene.GetComponent <DBProxyComponent>();

                User     user     = session.GetUser();
                UserInfo userInfo = await dbProxy.Query <UserInfo>(user.UserID, false);

                if (userInfo.Money < message.Room.GameScore)
                {
                    response.Error = ErrorCode.ERR_UserMoneyLessError;
                    reply(response);
                    return;
                }

                //创建房间
                Room room = await RoomFactory.Create(message.Room.PlayerCount, message.Room.GameCount,
                                                     message.Room.GameScore, session);

                //创建房间玩家对象
                Gamer gamer = GamerFactory.Create(user.Id, user.UserID, room.RoomId, (ushort)room.Count);
                await gamer.AddComponent <MailBoxComponent>().AddLocation();

                gamer.AddComponent <UnitGateComponent, long>(session.Id);

                //房间添加玩家
                room.Add(gamer);

                //网关服务器和玩家对应
                user.ActorID = gamer.Id;

                //返回房间信息给玩家
                response.RoomId  = room.RoomId;
                response.Room    = message.Room;
                response.ChairID = (ushort)(room.Count - 1);
                Log.Info($"创建房间成功:--- {userInfo.NickName} ,房号:{room.RoomId}");
                //返回给客户端
                reply(response);

                //存储该用户房间的创建次数
                RoomHistory roomInfo = await dbProxy.Query <RoomHistory>(user.UserID, false);

                if (roomInfo == null)
                {
                    RoomHistory roomHistory = ComponentFactory.CreateWithId <RoomHistory>(userInfo.Id);
                    roomHistory.CreateCount = 1;
                    roomHistory.NickName    = userInfo.NickName;
                    await dbProxy.Save(roomHistory, false);
                }
                else
                {
                    roomInfo.CreateCount += 1;
                    await dbProxy.Save(roomInfo, false);
                }



                //连接游戏服务器
                //StartConfigComponent config = Game.Scene.GetComponent<StartConfigComponent>();
                //IPEndPoint GameIPEndPoint= config.GameConfig.GetComponent<InnerConfig>().IPEndPoint;
                //Session GameSession = Game.Scene.GetComponent<NetInnerComponent>().Get(GameIPEndPoint);
                //GS2G_EnterRoom gs2g_EnterRoom =await GameSession.Call(new G2GS_EnterRoom()
                //{
                //    PlayerId = user.Id,
                //    UserID = user.UserID,
                //    GateSessionId = session.Id
                //}) as GS2G_EnterRoom;
            }
            catch (Exception e)
            {
                ReplyError(response, e, reply);
            }
        }
Esempio n. 18
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        protected override async void Run(Session session, A0008_GetUserInfo_C2G message, Action <A0008_GetUserInfo_G2C> reply)
        {
            A0008_GetUserInfo_G2C response = new A0008_GetUserInfo_G2C();

            try
            {
                //验证Session
                if (!GateHelper.SignSession(session))
                {
                    response.Error = ErrorCode.ERR_UserNotOnline;
                    reply(response);
                    return;
                }

                //获取玩家对象
                User user = session.GetComponent <SessionUserComponent>().User;

                DBProxyComponent dbProxy  = Game.Scene.GetComponent <DBProxyComponent>();
                UserInfo         userInfo = await dbProxy.Query <UserInfo>(user.UserID);

                if (userInfo.CharacterID1 != 0)
                {
                    Character character = await dbProxy.Query <Character>(userInfo.CharacterID1);

                    response.Characters.Add(new CharacterInfo()
                    {
                        Name     = character.Name,
                        Level    = character.Level,
                        Career   = character.Career,
                        Pet      = character.Pet,
                        Skeleton = character.Skeleton,
                        Weapon   = character.Weapon,
                        Region   = character.Region,
                        X        = character.X,
                        Y        = character.Y,
                        Z        = character.Z,
                        Head     = character.Head,
                        Chest    = character.Chest,
                        Hand     = character.Hand,
                        Feet     = character.Feet,
                        Money    = character.Money,
                        Mail     = character.Mail
                    });
                }
                else
                {
                    response.Characters.Add(new CharacterInfo());
                }

                if (userInfo.CharacterID2 != 0)
                {
                    Character character = await dbProxy.Query <Character>(userInfo.CharacterID2);

                    response.Characters.Add(new CharacterInfo()
                    {
                        Name     = character.Name,
                        Level    = character.Level,
                        Career   = character.Career,
                        Pet      = character.Pet,
                        Skeleton = character.Skeleton,
                        Weapon   = character.Weapon,
                        Region   = character.Region,
                        X        = character.X,
                        Y        = character.Y,
                        Z        = character.Z,
                        Head     = character.Head,
                        Chest    = character.Chest,
                        Hand     = character.Hand,
                        Feet     = character.Feet,
                        Money    = character.Money,
                        Mail     = character.Mail
                    });
                }
                else
                {
                    response.Characters.Add(new CharacterInfo());
                }

                if (userInfo.CharacterID3 != 0)
                {
                    Character character = await dbProxy.Query <Character>(userInfo.CharacterID3);

                    response.Characters.Add(new CharacterInfo()
                    {
                        Name     = character.Name,
                        Level    = character.Level,
                        Career   = character.Career,
                        Pet      = character.Pet,
                        Skeleton = character.Skeleton,
                        Weapon   = character.Weapon,
                        Region   = character.Region,
                        X        = character.X,
                        Y        = character.Y,
                        Z        = character.Z,
                        Head     = character.Head,
                        Chest    = character.Chest,
                        Hand     = character.Hand,
                        Feet     = character.Feet,
                        Money    = character.Money,
                        Mail     = character.Mail
                    });
                }
                else
                {
                    response.Characters.Add(new CharacterInfo());
                }

                //设置上次游戏角色
                response.LastPlay = userInfo.LastPlay;

                reply(response);
            }
            catch (Exception e)
            {
                ReplyError(response, e, reply);
            }
        }
Esempio n. 19
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        protected override async void Run(Session session, A0009_CreateNewCharacter_C2G message, Action <A0009_CreateNewCharacter_G2C> reply)
        {
            A0009_CreateNewCharacter_G2C response = new A0009_CreateNewCharacter_G2C();

            try
            {
                //验证Session
                if (!GateHelper.SignSession(session))
                {
                    response.Error = ErrorCode.ERR_UserNotOnline;
                    reply(response);
                    return;
                }

                //获取玩家对象
                User user = session.GetComponent <SessionUserComponent>().User;

                //获取玩家所在大区编号
                DBProxyComponent dbProxy  = Game.Scene.GetComponent <DBProxyComponent>();
                UserInfo         userInfo = await dbProxy.Query <UserInfo>(user.UserID);

                int GateAppId = RealmHelper.GetGateAppIdFromUserId(userInfo.Id);

                //检查角色名是否可用
                //会得到全部大区的同名角色 需遍历排除
                List <ComponentWithId> result = await dbProxy.Query <Character>($"{{Name:'{message.Name}'}}");

                foreach (var a in result)
                {
                    if (RealmHelper.GetGateAppIdFromUserId(((Character)a).UserID) == GateAppId)
                    {
                        //出现同名角色
                        response.Error = ErrorCode.ERR_CreateNewCharacter;
                        reply(response);
                        return;
                    }
                }

                //检查玩家是否有资格创建新角色
                bool canCreate     = false;
                int  characterSeat = message.Seat; //玩家请求创建的角色位置
                switch (characterSeat)
                {
                case 1:
                    if (userInfo.CharacterID1 == 0)
                    {
                        canCreate = true;
                    }
                    break;

                case 2:
                    if (userInfo.CharacterID2 == 0)
                    {
                        canCreate = true;
                    }
                    break;

                case 3:
                    if (userInfo.CharacterID3 == 0)
                    {
                        canCreate = true;
                    }
                    break;

                default:
                    break;
                }

                //判定为无法创建角色时返回错误消息
                if (!canCreate)
                {
                    //理应不该出现这个错误
                    //当玩家位置满时 点击创建角色按钮应有提示 无法进入创建角色界面
                    Log.Error("玩家当前位置已有角色");
                    response.Error = ErrorCode.ERR_CreateNewCharacter;
                    reply(response);
                    return;
                }

                //新建角色数据 角色可以通过UserID来识别区号 可以不使用CreateWithId方法
                Character character = ComponentFactory.CreateWithId <Character, long>(RealmHelper.GenerateId(), userInfo.Id);
                character.Name     = message.Name;
                character.Level    = 1;
                character.Career   = message.Career;
                character.Pet      = PetType.NonePet;
                character.Skeleton = message.Skeleton;
                switch (character.Career) //初始装备是绑定职业的
                {
                case CareerType.Warror:
                    character.Weapon = WeaponType.Sword;
                    character.Head   = HeadType.Head1;
                    character.Chest  = ChestType.Chest1;
                    character.Hand   = HandType.Hand1;
                    character.Feet   = FeetType.Feet1;
                    break;

                case CareerType.Mage:
                    character.Weapon = WeaponType.Wand;
                    character.Head   = HeadType.Head2;
                    character.Chest  = ChestType.Chest2;
                    character.Hand   = HandType.Hand2;
                    character.Feet   = FeetType.Feet2;
                    break;
                }
                character.Region = RegionType.Village; //初始地图为村庄
                character.X      = 1;                  //设置初始坐标
                character.Y      = 2;
                character.Z      = 3;
                character.Money  = 10;
                character.Mail   = 0;

                //存储数据
                switch (characterSeat)
                {
                case 1:
                    userInfo.CharacterID1 = character.Id;
                    userInfo.LastPlay     = 1;
                    break;

                case 2:
                    userInfo.CharacterID2 = character.Id;
                    userInfo.LastPlay     = 2;
                    break;

                case 3:
                    userInfo.CharacterID3 = character.Id;
                    userInfo.LastPlay     = 3;
                    break;

                default:
                    throw new Exception($"创建新角色错误:{userInfo.Id}");
                }

                await dbProxy.Save(character);

                await dbProxy.Save(userInfo);

                Log.Debug($"新增一个角色{character.Id}");
                reply(response);
            }
            catch (Exception e)
            {
                ReplyError(response, e, reply);
            }
        }