public static void ProcessDBNetMsg() { byte[] data = mDBPacket.GetData(); if (data == null) { return; } PackIn inpack = new PackIn(data); ushort param = inpack.ReadUInt16(); switch (param) { case GameBase.Network.Internal.Define.QUERYROLE_RET: { uint gameid = inpack.ReadUInt32(); int key = inpack.ReadInt32(); int key2 = inpack.ReadInt32(); byte ret = inpack.ReadByte(); if (ret == 1) //有这个帐号-- { GameSession session = FindGameSessionToGameID(gameid); if (session != null) { //发送数据给客户端,连接mapserver Log.Instance().WriteLog("通知客户端登录MapServer"); SendConnectMapServer(session, key, key2); } } else if (ret == 2) //重复登录,踢下线 { GameSession session = FindGameSessionToGameID(gameid); if (session != null) { lock (_lock_session) { m_DicSession.Remove(session.m_Socket); } session.Dispose(); } } break; } } }
public void ProcessDBNetMsg() { if (!mbConnect && System.Environment.TickCount - mnReconnectTick > 5000)//五秒重连 { mTcpDBClient.ReConnect(); mnReconnectTick = System.Environment.TickCount; } byte[] buff = null; lock (_lock) { buff = mDBPacket.GetData(); } if (buff == null) { return; } PackIn inpack = new PackIn(buff); ushort param = inpack.ReadUInt16(); switch (param) { case GameBase.Network.Internal.Define.ROLEINFO: { GameBase.Network.Internal.RoleInfo roleinfo = new GameBase.Network.Internal.RoleInfo(buff); //判断是否有缓存数据- PlayerObject cacheplay = UserEngine.Instance().GetCachePlay(roleinfo.sAccount); if (cacheplay != null) { Log.Instance().WriteLog("检测到角色缓存数据,保存中!" + cacheplay.GetName()); UserEngine.Instance().RemoveCachePlay(cacheplay); cacheplay.ExitGame(); return; } UserEngine.Instance().AddTempPlayObject(roleinfo); //回发给dbserver 表示收到了角色信息- 让他通知loginserver 发数据给玩家连接mapserver GameBase.Network.Internal.RoleInfo_Ret ret = new GameBase.Network.Internal.RoleInfo_Ret(); ret.gameid = roleinfo.gameid; ret.key = roleinfo.mKey; ret.key2 = roleinfo.mKey1; ret.accountid = roleinfo.accountid; mTcpDBClient.SendData(ret.GetBuffer()); Log.Instance().WriteLog("收到临时角色信息:" + roleinfo.sAccount + " id:" + roleinfo.accountid.ToString()); break; } case GameBase.Network.Internal.Define.QUERYROLENAME_RET: { QueryRoleName_Ret ret = new QueryRoleName_Ret(); ret.Create(buff); TempPlayObject temp = UserEngine.Instance().GetTempPlayObj(ret.gameid); if (temp == null) { Log.Instance().WriteLog("找到玩家对象..在--ProcessDBNetMsg code:2"); break; } NetMsg.MsgNotice notice = new NetMsg.MsgNotice(); notice.Create(null, temp.play.GetGamePackKeyEx()); temp.play.SendData(notice.GetQueryNameBuff(!ret.tag)); break; } case GameBase.Network.Internal.Define.CREATEROLE_RET: { CreateRole_Ret ret = new CreateRole_Ret(); ret.Create(buff); TempPlayObject temp = UserEngine.Instance().GetTempPlayObj(ret.gameid); if (temp == null) { Log.Instance().WriteLog("未找到玩家对象..在--ProcessDBNetMsg code:3"); break; } UserEngine.Instance().RemoveTempPlayObject(ret.gameid); //从临时列表出移除-- //进入游戏 temp.play.GetBaseAttr().account_id = temp.accountid; temp.play.GetBaseAttr().player_id = ret.playerid; temp.play.EnterGame(null, true); break; } case GameBase.Network.Internal.Define.ADDROLEDATA_ITEM_RET: { GameBase.Network.Internal.AddRoleData_Item_Ret ret = new GameBase.Network.Internal.AddRoleData_Item_Ret(); ret.Create(buff); PlayerObject play = UserEngine.Instance().FindPlayerObjectToID(ret.gameid); if (play == null) { Log.Instance().WriteLog("未找到玩家对象..在--ProcessDBNetMsg code:4"); break; } play.GetItemSystem().AwardItem_Ret(ret.sordid, ret.id); break; } case GameBase.Network.Internal.Define.LOADROLEDATA_ITEM: { GameBase.Network.Internal.ROLEDATA_ITEM item = new GameBase.Network.Internal.ROLEDATA_ITEM(); item.Create(buff); TempPlayObject play = UserEngine.Instance().GetTempPlayObj(item.key, item.key2); if (play == null) { Log.Instance().WriteLog("未找到玩家对象..在--ProcessDBNetMsg code:5"); break; } for (int i = 0; i < item.mListItem.Count; i++) { play.play.GetItemSystem().AddItemInfo(item.mListItem[i]); } break; } case GameBase.Network.Internal.Define.LOADROLEDATA_MAGIC: { GameBase.Network.Internal.RoleData_Magic magic = new GameBase.Network.Internal.RoleData_Magic(); magic.Create(buff); TempPlayObject play = UserEngine.Instance().GetTempPlayObj(magic.key, magic.key2); if (play == null) { Log.Instance().WriteLog("未找到玩家对象..在--ProcessDBNetMsg code:6"); break; } for (int i = 0; i < magic.mListMagic.Count; i++) { GameBase.Network.Internal.MagicInfo info = magic.mListMagic[i]; play.play.GetMagicSystem().AddMagicInfo(info); } break; } case GameBase.Network.Internal.Define.KICKGAMEPLAY: { GameBase.Network.Internal.KickGamePlay kickplay = new GameBase.Network.Internal.KickGamePlay(); kickplay.Create(buff); PlayerObject play = UserEngine.Instance().FindPlayerObjectToAccountId(kickplay.accountid); if (play != null) { SessionManager.Instance().RemoveSession(play.GetGameSession().m_Socket); play.Kick(); } break; } case GameBase.Network.Internal.Define.LOADROLEDATA_EUDEMON: { GameBase.Network.Internal.ROLEDATE_EUDEMON eudemon = new GameBase.Network.Internal.ROLEDATE_EUDEMON(); eudemon.Create(buff); TempPlayObject play = UserEngine.Instance().GetTempPlayObj(eudemon.key, eudemon.key2); if (play == null) { //只是为了下断点后延迟问题解决方案 PlayerObject _play = UserEngine.Instance().FindPlayerObjectToPlayerId(eudemon.playerid); if (_play == null) { Log.Instance().WriteLog("未找到玩家对象..在--ProcessDBNetMsg code:6"); } else { _play.GetEudemonSystem().DB_Load(eudemon); _play.GetEudemonSystem().SendAllEudemonInfo(); } break; } else { play.play.GetEudemonSystem().DB_Load(eudemon); } break; } case GameBase.Network.Internal.Define.LOADROLEDATA_FRIEND: { GameBase.Network.Internal.ROLEDATA_FRIEND friend = new GameBase.Network.Internal.ROLEDATA_FRIEND(); friend.Create(buff); TempPlayObject play = UserEngine.Instance().GetTempPlayObj(friend.key, friend.key2); if (play == null) { //只是为了下断点后延迟问题解决方案 PlayerObject _play = UserEngine.Instance().FindPlayerObjectToPlayerId(friend.playerid); if (_play == null) { Log.Instance().WriteLog("未找到玩家对象..在--ProcessDBNetMsg code:7"); } else { _play.GetFriendSystem().DB_Load(friend); _play.GetFriendSystem().SendAllFriendInfo(); } break; } else { play.play.GetFriendSystem().DB_Load(friend); } break; } case GameBase.Network.Internal.Define.GUANJUEDATA: //爵位数据 { GameBase.Network.Internal.GUANJUEINFO juewei = new GameBase.Network.Internal.GUANJUEINFO(); juewei.Create(buff); GuanJueManager.Instance().DB_Load(juewei); break; } case GameBase.Network.Internal.Define.LOADLEGION: //军团数据 { GameBase.Network.Internal.LEGIONINFO info = new GameBase.Network.Internal.LEGIONINFO(); info.Create(buff); LegionManager.Instance().DB_Load(info); break; } case GameBase.Network.Internal.Define.CREATELEGION_RET: //创建军团返回数据 { GameBase.Network.Internal.CreateLegion_Ret info = new GameBase.Network.Internal.CreateLegion_Ret(); info.Create(buff); LegionManager.Instance().CreateLegion_Ret(info); break; } case GameBase.Network.Internal.Define.LOADPAYRECINFO: //充值数据 { GameBase.Network.Internal.PackPayRecInfo info = new GameBase.Network.Internal.PackPayRecInfo(); info.Creaet(buff); PayManager.Instance().DB_Load(info); break; } } }
public void Run() { byte[] data = mPacket.GetData(); if (data == null) { return; } PackIn inpack = new PackIn(data); ushort param = inpack.ReadUInt16(); switch (param) { case GameBase.Network.Internal.Define.OPENLOGINSERVER: case GameBase.Network.Internal.Define.OPENMAPSERVER: { mType = inpack.ReadByte(); mName = inpack.ReadString(); Log.Instance().WriteLog("server connect...type:" + mType.ToString() + " name:" + mName); //如果是mapserver 组 就发额外的数据 if (mType == GameBase.Network.Internal.Define.TYPE_MAPSERVER) { //爵位 GuanJue.GetInstance().SendData(0); //军团信息 Legion.GetInstance().SendData(0); //充值信息 PayManager.Instance().SendData(0); } break; } case GameBase.Network.Internal.Define.QUERYROLE: { ProcessQueryRole(data); break; } case GameBase.Network.Internal.Define.ROLEINFO_RET: { ProcessRoleInfo_Ret(data); break; } case GameBase.Network.Internal.Define.QUERYROLENAME: { ProcessQueryRoleName(data); break; } case GameBase.Network.Internal.Define.CREATEROLE: { ProcessCreateRole(data); break; } case GameBase.Network.Internal.Define.SAVEROLEDATA_ATTR: { ProcessSaveRoleData_Attr(data); break; } case GameBase.Network.Internal.Define.ADDROLEDATA_ITEM: { ProcessAddRoleData_Item(data); break; } case GameBase.Network.Internal.Define.DELETEROLEDATA_ITEM: { ProcessDeleteRoleData_Item(data); break; } case GameBase.Network.Internal.Define.SAVEROLEDATA_ITEM: { ProcessSaveRoleData_Item(data); break; } case GameBase.Network.Internal.Define.SAVEROLEDATA_MAGIC: { ProcessSaveRoleData_Magic(data); break; } case GameBase.Network.Internal.Define.SAVEROLEDATA_EUDEMON: { ProcessSaveRoleData_Eudemon(data); break; } case GameBase.Network.Internal.Define.SAVEROLEDATA_FRIEND: { ProcessSaveRoleData_Friend(data); break; } case GameBase.Network.Internal.Define.UPDATEGUANJUEDATA: { ProcessUpdateGuanJueData(data); break; } case GameBase.Network.Internal.Define.CREATELEGION: { ProcessCreateLegion(data); break; } case GameBase.Network.Internal.Define.UPDATELEGION: { ProcessUpdateLegion(data); break; } case GameBase.Network.Internal.Define.UPDATEPAYRECINFO: { ProcessUpdatePayrecInfo(data); break; } } }