private static void DOWNLOAD_MAP_REPLY(byte[] bytes) { DownloadMapReply input = DownloadMapReply.Parser.ParseFrom(bytes); if (!input.Ret) { string msg = "下载地图失败!"; UIManager.Instance.SystemTips(msg, PanelSystemTips.MessageType.Error); GameRoomManager.Instance.Log("MSG: DOWNLOAD_MAP_REPLY Error - " + msg); return; } if (input.PackageIndex == 0) {// 第一条此类消息 mapDataBuffers.Clear(); GameRoomManager.Instance.Log($"MSG: DOWNLOAD_MAP_REPLY - 开始下载地图!地图名:{input.RoomName}"); } mapDataBuffers.Add(input.MapData.ToByteArray()); bool ret = false; if (input.IsLastPackage) {// 最后一条此类消息了 int totalSize = 0; foreach (var package in mapDataBuffers) { totalSize += package.Length; } // 同时确保文件名的唯一性和可读性 string mapName = $"{input.RoomName}_{input.RoomId}"; // 把服务器传过来的地图数据写入本地文件 BinaryWriter writer = GameRoomManager.Instance.HexmapHelper.BeginSaveBuffer(mapName); if (writer == null) { return; } foreach (var package in mapDataBuffers) { GameRoomManager.Instance.HexmapHelper.SaveBuffer(writer, package); } GameRoomManager.Instance.HexmapHelper.EndSaveBuffer(ref writer); GameRoomManager.Instance.Log($"MSG: DOWNLOAD_MAP_REPLY - 下载地图成功!地图名:{mapName} - Total Map Size:{totalSize}"); // 从本地文件读取地图,并显示出来 GameRoomManager.Instance.HexmapHelper.Load(mapName); GameRoomManager.Instance.Log($"MSG: DOWNLOAD_MAP_REPLY - 显示地图!地图名:{mapName}"); // 设置房间ID和名字 GameRoomManager.Instance.RoomId = input.RoomId; GameRoomManager.Instance.RoomName = input.RoomName; string msg = $"进入战场 - {input.RoomName}"; GameRoomManager.Instance.Log("MSG: DOWNLOAD_MAP_REPLY OK - " + msg); UIManager.Instance.SystemTips(msg, PanelSystemTips.MessageType.Success); // 2-补充内容,获取城市信息 DownloadCities output = new DownloadCities() { RoomId = input.RoomId, }; GameRoomManager.Instance.SendMsg(ROOM.DownloadCities, output.ToByteArray()); // 3-补充内容,获取单位信息 DownloadActors output2 = new DownloadActors() { RoomId = input.RoomId, }; GameRoomManager.Instance.SendMsg(ROOM.DownloadActors, output2.ToByteArray()); // 4-刷新玩家身上的资源 UpdateRes output3 = new UpdateRes() { RoomId = input.RoomId, OwnerId = GameRoomManager.Instance.CurrentPlayer.TokenId, }; GameRoomManager.Instance.SendMsg(ROOM.UpdateRes, output3.ToByteArray()); // 5-刷新玩家身上的行动点 UpdateActionPoint output4 = new UpdateActionPoint() { RoomId = input.RoomId, OwnerId = GameRoomManager.Instance.CurrentPlayer.TokenId, }; GameRoomManager.Instance.SendMsg(ROOM.UpdateActionPoint, output4.ToByteArray()); } }
private static void DOWNLOAD_ACTORS(byte[] bytes) { DownloadActors input = DownloadActors.Parser.ParseFrom(bytes); RoomLogic roomLogic = ServerRoomManager.Instance.GetRoomLogic(input.RoomId); if (roomLogic == null) { string msg = $"Battlefield is not found!"; // 战场没有找到 ServerRoomManager.Instance.Log("MSG: DOWNLOAD_ACTORS Error - " + msg + $" - {input.RoomId}"); DownloadCitiesReply output = new DownloadCitiesReply() { RoomId = input.RoomId, Ret = false, ErrMsg = msg, }; ServerRoomManager.Instance.SendMsg(_args, ROOM_REPLY.DownloadActorsReply, output.ToByteArray()); return; } // 把房间内已有的所有actor都发给本人 foreach (var keyValue in roomLogic.ActorManager.AllActors) { ActorBehaviour ab = keyValue.Value; if (ab.CellIndex == 0) { Debug.LogError("DOWNLOAD_ACTORS Erro - Actor position is lost!!!"); continue; } ActorAddReply output = new ActorAddReply() { RoomId = ab.RoomId, OwnerId = ab.OwnerId, ActorId = ab.ActorId, PosX = ab.PosX, PosZ = ab.PosZ, CellIndex = ab.CellIndex, Orientation = ab.Orientation, Species = ab.Species, ActorInfoId = ab.ActorInfoId, Name = ab.Name, Hp = ab.Hp, HpMax = ab.HpMax, AttackPower = ab.AttackPower, DefencePower = ab.DefencePower, Speed = ab.Speed, FieldOfVision = ab.FieldOfVision, ShootingRange = ab.ShootingRange, AttackDuration = ab.AttackDuration, AttackInterval = ab.AttackInterval, AmmoBase = ab.AmmoBase, AmmoBaseMax = ab.AmmoBaseMax, // High AI params HighAiState = ab.HighAiState, HighAiTargetId = ab.HighAiTargetId, HighAiCellIndexTo = ab.HighAiCellIndexTo, HighAiDurationTime = ab.HighAiDurationTime, HighAiTotalTime = ab.HighAiTotalTime, Ret = true, }; ServerRoomManager.Instance.SendMsg(_args, ROOM_REPLY.ActorAddReply, output.ToByteArray()); // 更新AI状态, 注: 尽管参数与ActorAiStateReply一样, 但是这里是高级AI状态 if (ab.HighAiDurationTime > 0) { ab.HighAiDurationTime -= (float)(DateTime.Now - ab.HighAiStartTime).TotalSeconds; if (ab.HighAiDurationTime < 0f) { ServerRoomManager.Instance.Log($"RoomMsgReply DOWNLOAD_ACTORS Error - HighAiDurationTime is less than 0 - Name:{ab.Name} - Time:{ab.HighAiDurationTime}"); ab.HighAiDurationTime = 0f; } } } { PlayerInfo pi = ServerRoomManager.Instance.GetPlayer(_args); if (pi == null) { string msg = $"当前玩家没有找到!"; ServerRoomManager.Instance.Log("MSG: DOWNLOAD_ACTORS Error - " + msg); DownloadCitiesReply output = new DownloadCitiesReply() { RoomId = input.RoomId, Ret = false, ErrMsg = msg, }; ServerRoomManager.Instance.SendMsg(_args, ROOM_REPLY.DownloadActorsReply, output.ToByteArray()); return; } pi.IsReady = true; // 客户端准备好了,可以检测心跳了 long OwnerId = pi.Enter.TokenId; { DownloadActorsReply output = new DownloadActorsReply() { RoomId = input.RoomId, TotalCount = roomLogic.UrbanManager.AllCities.Count, MyCount = roomLogic.UrbanManager.CountOfThePlayer(OwnerId), Ret = true, }; ServerRoomManager.Instance.SendMsg(_args, ROOM_REPLY.DownloadActorsReply, output.ToByteArray()); ServerRoomManager.Instance.Log($"MSG: DOWNLOAD_ACTORS OK - Player:{pi.Enter.Account} - City Count:{output.MyCount}/{output.TotalCount}"); } } }