Esempio n. 1
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        //私聊
        public void do2002(MessageNode node)
        {
            User       user   = node.socket.user;
            ByteBuffer buffer = node.buffer;

            GameHall.shareGameHall().SiLiaoMessage(user, buffer);
        }
Esempio n. 2
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        //房间密码设置
        public void do7017(MessageNode node)
        {
            User       user   = node.socket.user;
            ByteBuffer buffer = node.buffer;

            GameHall.shareGameHall().setRoomPassword(buffer.readInt(), user, buffer.readString());
        }
Esempio n. 3
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        //玩家加入房间
        public void do6310(MessageNode node)
        {
            User       user   = node.socket.user;
            ByteBuffer buffer = node.buffer;

            GameHall.shareGameHall().addRoom(buffer.readInt(), user, buffer.readString());
        }
Esempio n. 4
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 public static GameHall shareGameHall()
 {
     if (hall == null)
     {
         hall = new GameHall();
     }
     return(hall);
 }
Esempio n. 5
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        public void SendRoomState()
        {
            int type = this.State == RoomState.Ring ? 1 : -1;

            if (this.State == RoomState.Adding)
            {
                type = 0;
            }
            ByteBuffer buffer = ByteBuffer.CreateByteBufferType(Protcol.房间状态);//7005

            buffer.writeInt(this.Roomid);
            buffer.writeInt(type);
            GameHall.shareGameHall().sendAllMessage(buffer);
        }
Esempio n. 6
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        //用户登陆
        public void do1001(MessageNode node)
        {
            ClientNode client = node.socket;
            ByteBuffer buffer = node.buffer;

            string name = buffer.readString();

            if (g.ContansUser(name))
            {
                client.send(ConstomMessage.getError("该用户已在别处登陆,服务器拒绝登陆!"));
                return;
            }
            if (!FFactory.Exists(Share.USER_SAVE_PATH + name))
            {
                client.send(ConstomMessage.getError("用户名错误!"));
                return;
            }
            User   user = FFactory.ReadObject <User>(Share.USER_SAVE_PATH + name);
            string pwd  = buffer.readString();

            if (!user.Password.Equals(pwd))
            {
                client.send(ConstomMessage.getError("密码错误!"));
            }
            else
            {
                user.BindSocket(client);
                g.addUser(user);

                ByteBuffer buf = new ByteBuffer();
                buf.writeInt(Protcol.用户登陆);
                buf.writeString(user.UserName);
                buf.writeString(user.ChinaName);
                //debug.logln(user.Money, user.Duanwei, user.Image, user.Text);
                buf.writeInt(user.Money);
                buf.writeString(user.Duanwei);
                buf.writeString(user.Image);
                buf.writeString(user.Text);

                client.send(buf);


                GameHall.shareGameHall().addGameHall(user);

                //debug.logln(user.ChinaName + " 登陆成功");

                //user.ReadImageBuffer();//先把图片读出来
            }
        }
Esempio n. 7
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 public void ClentExit()
 {
     if (this.user != null)
     {
         user.connected = 0;
         UserGroup.ShareUserGroup().RemoveUser(this.user.UserName);
         GameHall.shareGameHall().UserExitGameHall(user);
         debug.logln(this.user.ChinaName + " > 离开了服务器");
         this.user = null;
     }
     if (this.buffer != null)
     {
         this.buffer.Clear();
         this.buffer = null;
     }
 }
Esempio n. 8
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        public void ExitRoom(User user)
        {
            if (user.Ready > 0)
            {
                this.readyCount--;
            }
            user.Ready = -1;
            setDesk(user, false);
            this.State = RoomState.Adding;
            base.Remove(user);
            updateRoomOwner(user);

            //如果正在游戏中,提前gameOver
            if (this.State == RoomState.Ring)
            {
                this.GameOver();
            }
            this.ExitUserByteBuffer(user);//7999
            this.game.Clear();
            GameHall.shareGameHall().UpdateRoomInfomation(user, -1);
            user.room = null;
            this.SendRoomState();
        }