コード例 #1
0
ファイル: UIRoomComponent.cs プロジェクト: HusKka/NiuNiu
        public void Awake()
        {
            ReferenceCollector rc = this.GetParent <UI>().GameObject.GetComponent <ReferenceCollector>();

            quitButton  = rc.Get <GameObject>("QuitButton");
            readyButton = rc.Get <GameObject>("ReadyButton");
            //GameObject multiplesObj = rc.Get<GameObject>("Multiples");
            //multiples = multiplesObj.GetComponent<Text>();

            //绑定事件
            quitButton.GetComponent <Button>().onClick.Add(OnQuit);
            readyButton.GetComponent <Button>().onClick.Add(OnReady);

            //默认隐藏UI
            //multiplesObj.SetActive(false);
            readyButton.SetActive(false);
            //rc.Get<GameObject>("Desk").SetActive(false);

            //添加玩家面板
            GameObject gamersPanel = rc.Get <GameObject>("Gamers");

            this.GamersPanel[0] = gamersPanel.Get <GameObject>("Left2");
            this.GamersPanel[1] = gamersPanel.Get <GameObject>("Left1");
            this.GamersPanel[2] = gamersPanel.Get <GameObject>("Local");
            this.GamersPanel[3] = gamersPanel.Get <GameObject>("Right1");
            this.GamersPanel[4] = gamersPanel.Get <GameObject>("Right2");


            //添加本地玩家
            User  localPlayer = ClientComponent.Instance.LocalPlayer;
            Gamer localGamer  = GamerFactory.Create(localPlayer.UserID, false);

            AddGamer(localGamer, 2);
            this.GetParent <UI>().GetComponent <GamerComponent>().LocalGamer = localGamer;
        }
コード例 #2
0
        /// <summary>
        /// 加入房间
        /// </summary>
        /// <param name="self"></param>
        /// <param name="room"></param>
        /// <param name="matcher"></param>
        public static async void JoinRoom(this MatchComponent self, Room room, Matcher matcher)
        {
            //玩家加入房间,移除匹配队列
            self.Playing[matcher.UserID] = room.Id;
            self.MatchSuccessQueue.Enqueue(matcher);

            //向房间服务器发送玩家进入请求
            ActorProxy actorProxy = Game.Scene.GetComponent <ActorProxyComponent>().Get(room.Id);
            Actor_PlayerEnterRoom_Ack actor_PlayerEnterRoom_Ack = await actorProxy.Call(new Actor_PlayerEnterRoom_Req()
            {
                PlayerID  = matcher.PlayerID,
                UserID    = matcher.UserID,
                SessionID = matcher.GateSessionID
            }) as Actor_PlayerEnterRoom_Ack;

            Gamer gamer = GamerFactory.Create(matcher.PlayerID, matcher.UserID, actor_PlayerEnterRoom_Ack.GamerID);

            room.Add(gamer);

            //向玩家发送匹配成功消息
            ActorProxyComponent actorProxyComponent = Game.Scene.GetComponent <ActorProxyComponent>();
            ActorProxy          gamerActorProxy     = actorProxyComponent.Get(gamer.PlayerID);

            gamerActorProxy.Send(new Actor_MatchSucess_Ntt()
            {
                GamerID = gamer.Id
            });
        }
コード例 #3
0
ファイル: GamerComponent.cs プロジェクト: 510264505/ETCow
        public Gamer AddGamerUI(GamerInfo info)
        {
            if (gamers.ContainsKey(info.SeatID))
            {
                return(null);
            }
            Gamer gamer = GamerFactory.Create(info);

            Add(gamer, info.SeatID);
            return(gamer);
        }
コード例 #4
0
        protected override async Task Run(Room room, Actor_PlayerEnterRoom_Ntt message)
        {
            try
            {
                DBProxyComponent dbProxy = Game.Scene.GetComponent <DBProxyComponent>();
                Gamer            gamer   = room.Get(message.UserID);
                if (gamer == null)
                {
                    //创建房间玩家对象
                    gamer = GamerFactory.Create(message.PlayerID, message.UserID, room.RoomId, (ushort)room.Count);
                    await gamer.AddComponent <MailBoxComponent>().AddLocation();

                    gamer.AddComponent <UnitGateComponent, long>(message.SessionID);

                    //设置转接ID
                    Session session           = Game.Scene.GetComponent <NetOuterComponent>().Get(message.SessionID);
                    session.GetUser().ActorID = gamer.Id;

                    room.Add(gamer);

                    Actor_GamerEnterRoom_Ntt broadcastMessage = new Actor_GamerEnterRoom_Ntt();
                    foreach (Gamer item in room.GetAll())
                    {
                        if (item == null)
                        {
                            //添加空位
                            broadcastMessage.users.Add(null);
                            continue;
                        }
                        UserInfo userInfo = await dbProxy.Query <UserInfo>(item.UserID, false);

                        GamerInfo info = new GamerInfo()
                        {
                            ChairID = item.uChairID, NickName = userInfo.NickName, Loses = userInfo.Loses, Money = userInfo.Money, Wins = userInfo.Wins
                        };
                        broadcastMessage.users.Add(info);
                    }
                    room.Broadcast(broadcastMessage);

                    Log.Info($"玩家{message.UserID}进入房间");
                }
                else
                {
                    Log.Info("断线重连?????");
                }
            }
            catch (Exception e)
            {
                Log.Info($"创建房间错误:{e.Message}");
            }
        }
コード例 #5
0
ファイル: UILoginComponent.cs プロジェクト: suziye123/MyET
        public async void OnLogin()
        {
            try
            {
                if (string.IsNullOrEmpty(this.Filed_Account.text) || string.IsNullOrEmpty(this.Filed_PassWord.text))
                {
                    txt_LoginState.text = "请输入正确的账号和密码";
                    return;
                }
                IPEndPoint connetEndPoint = NetworkHelper.ToIPEndPoint(GlobalConfigComponent.Instance.GlobalProto.Address);
                // 创建一个ETModel层的Session
                ETModel.Session session = ETModel.Game.Scene.GetComponent <NetOuterComponent>().Create(connetEndPoint);
                // 创建一个ETHotfix层的Session, ETHotfix的Session会通过ETModel层的Session发送消息
                Session   realmSession = ComponentFactory.Create <Session, ETModel.Session>(session);
                R2C_Login r2CLogin     = (R2C_Login)await realmSession.Call(new C2R_Login()
                {
                    Account = Filed_Account.text, Password = Filed_PassWord.text
                });

                realmSession.Dispose();

                connetEndPoint = NetworkHelper.ToIPEndPoint(r2CLogin.Address);
                // 创建一个ETModel层的Session,并且保存到ETModel.SessionComponent中
                ETModel.Session gateSession = ETModel.Game.Scene.GetComponent <NetOuterComponent>().Create(connetEndPoint);
                ETModel.Game.Scene.AddComponent <ETModel.SessionComponent>().Session = gateSession;

                // 创建一个ETHotfix层的Session, 并且保存到ETHotfix.SessionComponent中
                Game.Scene.AddComponent <SessionComponent>().Session = ComponentFactory.Create <Session, ETModel.Session>(gateSession);

                G2C_LoginGate g2CLoginGate = (G2C_LoginGate)await SessionComponent.Instance.Session.Call(new C2G_LoginGate()
                {
                    Key = r2CLogin.Key
                });

                Log.Info("登陆gate成功!");



                Gamer gamer = GamerFactory.Create(g2CLoginGate.UserID, false);

                Game.Scene.AddComponent <GameDataComponent, Gamer>(gamer);

                Game.Scene.GetComponent <UIComponent>().CreateOrShow(UIType.UILobby);
                Close();
            }
            catch (Exception e)
            {
                Log.Error(e);
            }
        }
コード例 #6
0
        public void Awake(GameObject parent, GamerInfo info, int posIndex)
        {
            res = ETModel.Game.Scene.GetComponent <ResourcesComponent>();
            res.LoadBundle(UICowCowAB.CowCow_Texture);
            res.LoadBundle(UICowCowAB.CowCow_SoundOther);
            microphone     = Game.Scene.GetComponent <MicrophoneComponent>();
            this.Status    = (UIGamerStatus)info.Status;
            this.gamerName = info.Name;
            UIGameInfo     = GamerFactory.Create(UICowCowType.CowCowGamerInfo);
            UIGameInfo.transform.SetParent(parent.transform, false);
            UIGameInfo.name = UICowCowType.CowCowGamerInfo;
            ReferenceCollector rc = UIGameInfo.GetComponent <ReferenceCollector>();

            Image headIcon = rc.Get <GameObject>("HeadIcon").GetComponent <Image>();

            headIcon.transform.localPosition = GamerData.Pos[posIndex].HeadPos;
            Text gamerNames = rc.Get <GameObject>("Names").GetComponent <Text>();

            coin     = rc.Get <GameObject>("Coin").GetComponent <Text>();
            status   = rc.Get <GameObject>("Status").GetComponent <Text>();
            cowType  = rc.Get <GameObject>("CowType").GetComponent <Text>();
            HandCard = rc.Get <GameObject>("HandCard").GetComponent <CanvasGroup>();
            HandCard.transform.localPosition = GamerData.Pos[posIndex].CardPos;
            for (int i = 0; i < cards.Length; i++)
            {
                cards[i] = rc.Get <GameObject>("Card" + i).GetComponent <Image>();
            }
            promptBtn = rc.Get <GameObject>("PromptBtn").GetComponent <Button>();
            submitBtn = rc.Get <GameObject>("SubmitBtn").GetComponent <Button>();

            emoji      = rc.Get <GameObject>("Emoji").GetComponent <Image>();
            chatBG     = rc.Get <GameObject>("ChatBG").GetComponent <CanvasGroup>();
            chatText   = rc.Get <GameObject>("ChatText").GetComponent <Text>();
            bankerIcon = rc.Get <GameObject>("BankerIcon").GetComponent <Image>();
            chatBG.transform.localPosition = GamerData.Pos[posIndex].ChatPosData.Pos;
            chatBG.transform.Rotate(GamerData.Pos[posIndex].ChatPosData.Rotate);
            chatText.transform.Rotate(GamerData.Pos[posIndex].ChatPosData.Rotate);


            promptBtn.onClick.Add(OnPrompt);
            submitBtn.onClick.Add(OnSubmit);
            gamerNames.text = info.Name;
            this.SetCoin(info.Coin.ToString());
            this.Sex = info.Sex;
            //headIcon.sprite = info.HeadIcon;
        }
コード例 #7
0
        protected override async void Run(ETModel.Session session, Actor_GamerJionRoom message)
        {
            try
            {
                Log.Debug("有人加入:");
                UI uiRoom  = Game.Scene.GetComponent <UIComponent>().Get(UIType.UIRoom);
                UI uiReady = Game.Scene.GetComponent <UIComponent>().Get(UIType.UIReady);
                if (uiReady == null)
                {
                    return;
                }
                GamerComponent  gamerComponent = uiRoom.GetComponent <GamerComponent>();
                UIRoomComponent roomComponent  = uiRoom.GetComponent <UIRoomComponent>();

                UIReadyComponent uiReadyComponent = uiReady.GetComponent <UIReadyComponent>();
                Gamer            gamer            = GamerFactory.Create(message.Gamer.UserID, message.Gamer.IsReady, message.Gamer.playerInfo);

                GamerUIComponent gamerUiComponent = gamer.GetComponent <GamerUIComponent>();

                //排序
                int index = message.Gamer.SeatIndex - roomComponent.localGamer.SeatIndex;
                if (index < 0)
                {
                    index += 4;
                }

                //设置准备
                if (uiReadyComponent != null)
                {
                    //                        await gamerUiComponent.GetPlayerInfo();
                    if (gamer?.PlayerInfo != null)
                    {
                        gamerUiComponent?.SetHeadPanel(uiReadyComponent.HeadPanel[index], index);
                        gamerUiComponent?.SetFace(roomComponent.FacePanel[index]);
                        uiReady?.GetComponent <UIReadyComponent>()?.SetPanel(gamer, index);
                        //根据座位的indax添加玩家
                        roomComponent?.AddGamer(gamer, index);
                    }
                }
            }
            catch (Exception e)
            {
                Log.Error(e);
            }
        }
コード例 #8
0
        public void Awake(GameObject parent)
        {
            GameObject BSGamerResult = GamerFactory.Create(UICowCowType.CowCowBSPlayerResult);

            BSGamerResult.transform.SetParent(parent.transform, false);

            ReferenceCollector rc = BSGamerResult.GetComponent <ReferenceCollector>();

            headIcon      = rc.Get <GameObject>("HeadIcon").GetComponent <Image>();
            banker        = rc.Get <GameObject>("Banker").GetComponent <Text>();
            fiveSmallCow  = rc.Get <GameObject>("FiveSmallCow").GetComponent <Text>();
            fiveFlowerCow = rc.Get <GameObject>("FiveFlowerCow").GetComponent <Text>();
            bombCow       = rc.Get <GameObject>("FiveBombCow").GetComponent <Text>();
            doubleCow     = rc.Get <GameObject>("DoubleCow").GetComponent <Text>();
            haveCow       = rc.Get <GameObject>("HaveCow").GetComponent <Text>();
            notCow        = rc.Get <GameObject>("NotCow").GetComponent <Text>();
            totleScore    = rc.Get <GameObject>("TotalScroe").GetComponent <Text>();
        }
コード例 #9
0
        protected override void Run(ETModel.Session session, Actor_GamerEnterRoom_Ntt message)
        {
            UI uiRoom = Game.Scene.GetComponent <UIComponent>().Get(UIType.LandlordsRoom);
            LandlordsRoomComponent landlordsRoomComponent = uiRoom.GetComponent <LandlordsRoomComponent>();
            GamerComponent         gamerComponent         = uiRoom.GetComponent <GamerComponent>();

            //从匹配状态中切换为准备状态
            if (landlordsRoomComponent.Matching)
            {
                landlordsRoomComponent.Matching = false;
                GameObject matchPrompt = uiRoom.GameObject.Get <GameObject>("MatchPrompt");
                if (matchPrompt.activeSelf)
                {
                    matchPrompt.SetActive(false);
                    uiRoom.GameObject.Get <GameObject>("ReadyButton").SetActive(true);
                }
            }

            int localGamerIndex = message.Gamers.FindIndex(info => info.UserID == gamerComponent.LocalGamer.UserID);

            //添加未显示玩家
            for (int i = 0; i < message.Gamers.Count; i++)
            {
                GamerInfo gamerInfo = message.Gamers[i];
                if (gamerInfo.UserID == 0)
                {
                    continue;
                }
                if (gamerComponent.Get(gamerInfo.UserID) == null)
                {
                    Gamer gamer = GamerFactory.Create(gamerInfo.UserID, gamerInfo.IsReady);
                    if ((localGamerIndex + 1) % 3 == i)
                    {
                        //玩家在本地玩家右边
                        landlordsRoomComponent.AddGamer(gamer, 2);
                    }
                    else
                    {
                        //玩家在本地玩家左边
                        landlordsRoomComponent.AddGamer(gamer, 0);
                    }
                }
            }
        }
コード例 #10
0
        public void Awake(GameObject parent)
        {
            res = ETModel.Game.Scene.GetComponent <ResourcesComponent>();
            GameObject SSGamerResult = GamerFactory.Create(UICowCowType.CowCowSSPlayerResult);

            SSGamerResult.transform.SetParent(parent.transform, false);

            ReferenceCollector rc = SSGamerResult.GetComponent <ReferenceCollector>();

            banker    = rc.Get <GameObject>("Banker").GetComponent <CanvasGroup>();
            gamerName = rc.Get <GameObject>("Name").GetComponent <Text>();
            bets      = rc.Get <GameObject>("Bets").GetComponent <Text>();
            cardType  = rc.Get <GameObject>("CardType").GetComponent <Text>();
            score     = rc.Get <GameObject>("Score").GetComponent <Text>();
            for (int i = 0; i < cards.Length; i++)
            {
                cards[i] = rc.Get <GameObject>("Card" + i).GetComponent <Image>();
            }
        }
コード例 #11
0
        protected override async void Run(Session session, G2M_PlayerEnterRoom message, Action <M2G_PlayerEnterRoom> reply)
        {
            M2G_PlayerEnterRoom response = new M2G_PlayerEnterRoom();

            //Log.Info("G2M_GamerEnterRoomHandler" + JsonHelper.ToJson(message));

            try
            {
                RoomComponent roomCompnent = Game.Scene.GetComponent <RoomComponent>();
                Gamer         gamer        = null;
                Room          room         = null;

                foreach (var _room in roomCompnent.rooms.Values)
                {
                    room  = _room;
                    gamer = room.Get(message.UserId);
                    if (gamer != null)
                    {
                        Log.Info("找到房间:" + _room.Id);
                        break;
                    }
                }

                //断线重连
                if (gamer != null)
                {
                    //在空闲房间内
                    if (room.State == RoomState.Idle)
                    {
                        response.Message = "已经进入房间";
                        response.Error   = ErrorCode.ERR_Common;
                        Log.Error("玩家多次进入空闲房间");
                        room.Remove(gamer.UserID);
                        reply(response);
                        return;
                    }
                    DeskComponent deskComponent = room.GetComponent <DeskComponent>();

                    //重新更新actor
                    gamer.PlayerID = message.PlayerId;
                    gamer.GetComponent <UnitGateComponent>().GateSessionActorId = message.SessionId;

                    //短线重连
                    Actor_GamerReconnet reconnet = new Actor_GamerReconnet();
                    foreach (var _gamer in room.GetAll())
                    {
                        if (_gamer == null)
                        {
                            Log.Error($"断线重连后玩家为空");
                            continue;
                        }
                        GamerData gamerData = new GamerData();

                        HandCardsComponent handCardsComponent = _gamer.GetComponent <HandCardsComponent>();
                        if (handCardsComponent == null)
                        {
                            Log.Error($"{_gamer.UserID}断线重连后玩家的手牌为空,移除玩家");
                            continue;
//                            room.Remove(_gamer.UserID);
//			                //房间没人就释放
//			                if (room.seats.Count == 0)
//			                {
//                                roomCompnent.RemoveRoom(room);
//			                    room.Dispose();
//			                }
//                            return;
                        }
                        List <MahjongInfo> handCards = handCardsComponent.GetAll();

                        gamerData.handCards = handCards;
                        gamerData.faceCards = handCardsComponent.FaceCards;
                        gamerData.playCards = handCardsComponent.PlayCards;

                        //添加碰刚的uid
                        foreach (var pengOrBar in handCardsComponent.PengOrBars)
                        {
                            //碰
                            if (pengOrBar.OperateType == OperateType.Peng)
                            {
                                gamerData.pengCards.Add(new MahjongInfo()
                                {
                                    weight = (byte)pengOrBar.Weight
                                });
                                gamerData.OperatedPengUserIds.Add(pengOrBar.UserId);
                            }
                            //杠
                            else
                            {
                                gamerData.gangCards.Add(new MahjongInfo()
                                {
                                    weight = (byte)pengOrBar.Weight
                                });
                                gamerData.OperatedGangUserIds.Add(pengOrBar.UserId);
                            }
                        }

                        gamerData.IsBanker      = handCardsComponent.IsBanker;
                        gamerData.UserID        = _gamer.UserID;
                        gamerData.SeatIndex     = room.GetGamerSeat(_gamer.UserID);
                        gamerData.OnlineSeconds = await DBCommonUtil.GetRestOnlineSeconds(_gamer.UserID);

                        gamerData.IsTrusteeship = gamer.IsTrusteeship;
                        PlayerBaseInfo playerBaseInfo = await DBCommonUtil.getPlayerBaseInfo(_gamer.UserID);

                        PlayerInfo playerInfo = PlayerInfoFactory.Create(playerBaseInfo);

                        gamerData.playerInfo = playerInfo;

                        reconnet.Gamers.Add(gamerData);
                    }

                    reconnet.RestCount = deskComponent.RestLibrary.Count;
                    reconnet.RoomType  = (int)room.GetComponent <GameControllerComponent>().RoomConfig.Id;
                    if (room.IsFriendRoom)
                    {
                        GameControllerComponent gameControllerComponent = room.GetComponent <GameControllerComponent>();
                        reconnet.RoomId         = gameControllerComponent.RoomConfig.FriendRoomId;
                        reconnet.MasterUserId   = gameControllerComponent.RoomConfig.MasterUserId;
                        reconnet.JuCount        = gameControllerComponent.RoomConfig.JuCount;
                        reconnet.Multiples      = gameControllerComponent.RoomConfig.Multiples;
                        reconnet.CurrentJuCount = room.CurrentJuCount;
                    }
                    room.GamerReconnect(gamer, reconnet);

                    gamer.isOffline = false;
                    gamer.RemoveComponent <TrusteeshipComponent>();
                    Log.Info($"玩家{message.UserId}断线重连");
                    gamer.StartTime = DateTime.Now;
                }
                else
                {
                    Log.Info($"{message.UserId}进入房间");

                    gamer = await GamerFactory.Create(message.PlayerId, message.UserId);

                    await gamer.AddComponent <MailBoxComponent>().AddLocation();

                    gamer.AddComponent <UnitGateComponent, long>(message.SessionId);

                    RoomComponent roomComponent = Game.Scene.GetComponent <RoomComponent>();
                    //获得空闲的房间
                    Room idleRoom;

                    if (message.RoomType == 3)
                    {
                        idleRoom = roomComponent.GetFriendRoomById(message.RoomId);
                        if (idleRoom == null)
                        {
                            response.Error   = ErrorCode.ERR_Common;
                            response.Message = "房间号不存在";
                            reply(response);
                            return;
                        }

                        if (idleRoom.Count == 4)
                        {
                            response.Error   = ErrorCode.ERR_Common;
                            response.Message = "房间人数已满";
                            reply(response);
                            return;
                        }
                    }
                    else
                    {
                        idleRoom = roomComponent.GetIdleRoomById(message.RoomType);
                        if (idleRoom == null)
                        {
                            idleRoom = RoomFactory.Create(message.RoomType);
                            roomComponent.Add(idleRoom);
                        }
                    }
                    idleRoom.Add(gamer);
                    await idleRoom.BroadGamerEnter(gamer.UserID);
                }
                response.GameId = gamer.Id;
                reply(response);

                if (message.RoomType == 3)
                {
                    await Actor_GamerReadyHandler.GamerReady(gamer, new Actor_GamerReady()
                    {
                    });
                }
            }
            catch (Exception e)
            {
                ReplyError(response, e, reply);
            }

            await Task.CompletedTask;
        }
コード例 #12
0
        protected override async Task Run(Room room, Actor_PlayerEnterRoom_Req message, Action <Actor_PlayerEnterRoom_Ack> reply)
        {
            Actor_PlayerEnterRoom_Ack response = new Actor_PlayerEnterRoom_Ack();

            try
            {
                Gamer gamer = room.Get(message.UserID);
                if (gamer == null)
                {
                    //创建房间玩家对象
                    gamer = GamerFactory.Create(message.PlayerID, message.UserID);
                    await gamer.AddComponent <MailBoxComponent>().AddLocation();

                    gamer.AddComponent <UnitGateComponent, long>(message.SessionID);

                    //加入到房间
                    room.Add(gamer);

                    Actor_GamerEnterRoom_Ntt broadcastMessage = new Actor_GamerEnterRoom_Ntt();
                    foreach (Gamer _gamer in room.GetAll())
                    {
                        if (_gamer == null)
                        {
                            //添加空位
                            broadcastMessage.Gamers.Add(null);
                            continue;
                        }

                        //添加玩家信息
                        GamerInfo info = new GamerInfo()
                        {
                            UserID = _gamer.UserID, IsReady = _gamer.IsReady
                        };
                        broadcastMessage.Gamers.Add(info);
                    }

                    //广播房间内玩家消息
                    room.Broadcast(broadcastMessage);

                    Log.Info($"玩家{message.UserID}进入房间");
                }
                else
                {
                    //玩家重连
                    gamer.isOffline = false;
                    gamer.PlayerID  = message.PlayerID;
                    gamer.GetComponent <UnitGateComponent>().GateSessionActorId = message.SessionID;

                    //玩家重连移除托管组件
                    gamer.RemoveComponent <TrusteeshipComponent>();

                    Actor_GamerEnterRoom_Ntt broadcastMessage = new Actor_GamerEnterRoom_Ntt();
                    foreach (Gamer _gamer in room.GetAll())
                    {
                        if (_gamer == null)
                        {
                            //添加空位
                            broadcastMessage.Gamers.Add(null);
                            continue;
                        }

                        //添加玩家信息
                        GamerInfo info = new GamerInfo()
                        {
                            UserID = _gamer.UserID, IsReady = _gamer.IsReady
                        };
                        broadcastMessage.Gamers.Add(info);
                    }

                    //发送房间玩家信息
                    ActorMessageSender actorProxy = gamer.GetComponent <UnitGateComponent>().GetActorMessageSender();
                    actorProxy.Send(broadcastMessage);

                    List <GamerCardNum>      gamersCardNum   = new List <GamerCardNum>();
                    List <GamerState>        gamersState     = new List <GamerState>();
                    GameControllerComponent  gameController  = room.GetComponent <GameControllerComponent>();
                    OrderControllerComponent orderController = room.GetComponent <OrderControllerComponent>();
                    DeskCardsCacheComponent  deskCardsCache  = room.GetComponent <DeskCardsCacheComponent>();

                    foreach (Gamer _gamer in room.GetAll())
                    {
                        HandCardsComponent handCards = _gamer.GetComponent <HandCardsComponent>();
                        gamersCardNum.Add(new GamerCardNum()
                        {
                            UserID = _gamer.UserID,
                            Num    = _gamer.GetComponent <HandCardsComponent>().GetAll().Length
                        });
                        gamersState.Add(new GamerState()
                        {
                            UserID            = _gamer.UserID,
                            Identity          = (byte)handCards.AccessIdentity,
                            GrabLandlordState = orderController.GamerLandlordState.ContainsKey(_gamer.UserID)
                            ? orderController.GamerLandlordState[_gamer.UserID]
                            : false
                        });
                    }

                    //发送游戏开始消息
                    Actor_GameStart_Ntt gameStartNotice = new Actor_GameStart_Ntt()
                    {
                        HandCards     = gamer.GetComponent <HandCardsComponent>().GetAll(),
                        GamersCardNum = gamersCardNum
                    };
                    actorProxy.Send(gameStartNotice);

                    Card[] lordCards = null;

                    if (gamer.GetComponent <HandCardsComponent>().AccessIdentity == Identity.None)
                    {
                        //广播先手玩家
                        actorProxy.Send(new Actor_AuthorityGrabLandlord_Ntt()
                        {
                            UserID = orderController.CurrentAuthority
                        });
                    }
                    else
                    {
                        if (gamer.UserID == orderController.CurrentAuthority)
                        {
                            //发送可以出牌消息
                            bool isFirst = gamer.UserID == orderController.Biggest;
                            actorProxy.Send(new Actor_AuthorityPlayCard_Ntt()
                            {
                                UserID = orderController.CurrentAuthority, IsFirst = isFirst
                            });
                        }
                        lordCards = deskCardsCache.LordCards.ToArray();
                    }
                    //发送重连数据
                    Actor_GamerReconnect_Ntt reconnectNotice = new Actor_GamerReconnect_Ntt()
                    {
                        Multiples   = room.GetComponent <GameControllerComponent>().Multiples,
                        GamersState = gamersState,
                        DeskCards   = new KeyValuePair <long, Card[]>(orderController.Biggest, deskCardsCache.library.ToArray()),
                        LordCards   = lordCards,
                    };
                    actorProxy.Send(reconnectNotice);

                    Log.Info($"玩家{message.UserID}重连");
                }

                response.GamerID = gamer.Id;

                reply(response);
            }
            catch (Exception e)
            {
                ReplyError(response, e, reply);
            }
        }
コード例 #13
0
        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);
            }
        }
コード例 #14
0
        protected override async void Run(Session session, C2G_CowCowCreateGameRoomGate message, Action <G2C_CowCowCreateGameRoomGate> reply)
        {
            G2C_CowCowCreateGameRoomGate response = new G2C_CowCowCreateGameRoomGate();

            try
            {
                UserInfo userInfo = Game.Scene.GetComponent <UserInfoComponent>().Get(message.UserID);
                if (userInfo.Diamond < message.Bureau)
                {
                    response.Error   = ErrorCode.ERR_CreateRoomError;
                    response.Message = "房卡不足";
                    reply(response);
                    return;
                }
                userInfo.Diamond -= (message.Bureau + 1);

                string roomId = string.Empty;
                while (true)
                {
                    roomId = RandomHelper.RandomNumber(100000, 999999).ToString();
                    if (!Game.Scene.GetComponent <RoomComponent>().IsExist(roomId))
                    {
                        break;
                    }
                }

                Room room = ComponentFactory.Create <Room>();
                room.UserID      = message.UserID;
                room.RoomID      = roomId;
                room.GameName    = message.Name;
                room.Bureau      = GameInfo.Bureau[message.Bureau];
                room.RuleBit     = message.RuleBit;
                room.PeopleCount = message.People;
                room.CurBureau   = 0;
                Game.Scene.GetComponent <RoomComponent>().Add(room);

                Gamer gamer = GamerFactory.Create(message.UserID, session.InstanceId);
                await gamer.AddComponent <MailBoxComponent>().AddLocation();

                gamer.UserID    = message.UserID;
                gamer.Name      = "房主" + userInfo.NickName;
                gamer.HeadIcon  = userInfo.HeadIcon;
                gamer.RoomID    = room.RoomID;
                gamer.Status    = GamerStatus.Down;
                gamer.IsOffline = false;
                gamer.Identity  = Identity.None;
                gamer.Coin      = 0;
                gamer.Sex       = userInfo.Sex;
                room.Add(gamer);
                Game.Scene.GetComponent <RoomComponent>().Add(gamer.UserID, room.RoomID);

                response.GameName = room.GameName;
                response.Bureau   = room.Bureau;
                response.RuleBit  = room.RuleBit;
                response.RoomID   = room.RoomID;
                response.People   = room.PeopleCount;
                //根据UserID从数据库拿到该用户信息并返回
                response.GamerInfo          = new GamerInfo();
                response.GamerInfo.Name     = gamer.Name;
                response.GamerInfo.HeadIcon = gamer.HeadIcon;
                response.GamerInfo.UserID   = gamer.UserID; //这个ID用于保存?待定
                response.GamerInfo.SeatID   = gamer.SeatID;
                response.GamerInfo.Sex      = gamer.Sex;
                response.GamerInfo.Status   = (int)gamer.Status;
                response.GamerInfo.Coin     = gamer.Coin;
                response.CurBureau          = room.CurBureau;

                reply(response);
            }
            catch (Exception e)
            {
                ReplyError(response, e, reply);
            }
        }
コード例 #15
0
        protected override async Task Run(Room room, MH2MP_PlayerEnterRoom message, Action <MP2MH_PlayerEnterRoom> reply)
        {
            MP2MH_PlayerEnterRoom response = new MP2MH_PlayerEnterRoom();

            try
            {
                Gamer gamer = room.Get(message.UserID);
                if (gamer == null)
                {
                    //创建房间玩家对象
                    gamer = GamerFactory.Create(message.PlayerID, message.UserID);
                    await gamer.AddComponent <ActorComponent>().AddLocation();

                    gamer.AddComponent <UnitGateComponent, long>(message.SessionID);

                    //加入到房间
                    room.Add(gamer);

                    M2C_GamerEnterRoom broadcastMessage = new M2C_GamerEnterRoom();
                    foreach (Gamer _gamer in room.GetAll())
                    {
                        if (_gamer == null)
                        {
                            //添加空位
                            broadcastMessage.Gamers.Add(null);
                            continue;
                        }

                        //添加玩家信息
                        GamerInfo info = new GamerInfo()
                        {
                            UserID = _gamer.UserID, IsReady = _gamer.IsReady
                        };
                        broadcastMessage.Gamers.Add(info);
                    }

                    //广播房间内玩家消息
                    room.Broadcast(broadcastMessage);

                    Log.Info($"玩家{message.UserID}进入房间");
                }
                else
                {
                    //玩家重连 todo处理牛牛玩家重连逻辑
                    gamer.isOffline = false;
                    gamer.PlayerID  = message.PlayerID;
                    gamer.GetComponent <UnitGateComponent>().GateSessionId = message.SessionID;

                    //玩家重连移除托管组件
                    gamer.RemoveComponent <TrusteeshipComponent>();

                    M2C_GamerEnterRoom broadcastMessage = new M2C_GamerEnterRoom();
                    foreach (Gamer _gamer in room.GetAll())
                    {
                        if (_gamer == null)
                        {
                            //添加空位
                            broadcastMessage.Gamers.Add(null);
                            continue;
                        }

                        //添加玩家信息
                        GamerInfo info = new GamerInfo()
                        {
                            UserID = _gamer.UserID, IsReady = _gamer.IsReady
                        };
                        broadcastMessage.Gamers.Add(info);
                    }

                    //发送房间玩家信息
                    ActorProxy actorProxy = gamer.GetComponent <UnitGateComponent>().GetActorProxy();
                    actorProxy.Send(broadcastMessage);

                    Dictionary <long, Identity> gamersIdentity  = new Dictionary <long, Identity>();
                    Dictionary <long, int>      gamersCardsNum  = new Dictionary <long, int>();
                    GameControllerComponent     gameController  = room.GetComponent <GameControllerComponent>();
                    OrderControllerComponent    orderController = room.GetComponent <OrderControllerComponent>();
                    DeskCardsCacheComponent     deskCardsCache  = room.GetComponent <DeskCardsCacheComponent>();

                    foreach (Gamer _gamer in room.GetAll())
                    {
                        HandCardsComponent handCards = _gamer.GetComponent <HandCardsComponent>();
                        gamersCardsNum.Add(_gamer.UserID, handCards.CardsCount);
                        gamersIdentity.Add(_gamer.UserID, handCards.AccessIdentity);
                    }

                    //发送游戏开始消息
                    M2C_GameStart gameStartNotice = new M2C_GameStart()
                    {
                        GamerCards    = gamer.GetComponent <HandCardsComponent>().GetAll(),
                        GamerCardsNum = gamersCardsNum
                    };
                    actorProxy.Send(gameStartNotice);

                    Card[] lordCards = null;
                    if (gamer.GetComponent <HandCardsComponent>().AccessIdentity == Identity.None)
                    {
                        //广播先手玩家
                        actorProxy.Send(new M2C_AuthorityGrabLandlord()
                        {
                            UserID = orderController.CurrentAuthority
                        });
                    }
                    else
                    {
                        if (gamer.UserID == orderController.CurrentAuthority)
                        {
                            //发送可以出牌消息
                            bool isFirst = gamer.UserID == orderController.Biggest;
                            actorProxy.Send(new M2C_AuthorityPlayCard()
                            {
                                UserID = orderController.CurrentAuthority, IsFirst = isFirst
                            });
                        }
                        lordCards = deskCardsCache.LordCards.ToArray();
                    }
                    //发送重连数据
                    M2C_GamerReconnect_ANtt reconnectNotice = new M2C_GamerReconnect_ANtt()
                    {
                        Multiples              = room.GetComponent <GameControllerComponent>().Multiples,
                        GamersIdentity         = gamersIdentity,
                        DeskCards              = new KeyValuePair <long, Card[]>(orderController.Biggest, deskCardsCache.library.ToArray()),
                        LordCards              = lordCards,
                        GamerGrabLandlordState = orderController.GamerLandlordState
                    };
                    actorProxy.Send(reconnectNotice);

                    Log.Info($"玩家{message.UserID}重连");
                }

                response.GamerID = gamer.Id;

                reply(response);
            }
            catch (Exception e)
            {
                ReplyError(response, e, reply);
            }
        }
コード例 #16
0
        protected override async void Run(Session session, C2G_CowCowJoinGameRoomGate message, Action <G2C_CowCowJoinGameRoomGate> reply)
        {
            G2C_CowCowJoinGameRoomGate response = new G2C_CowCowJoinGameRoomGate();

            try
            {
                Log.WriteLine($"Session:{session.Id},userId:{message.UserID}");
                UserInfo userInfo = Game.Scene.GetComponent <UserInfoComponent>().Get(message.UserID);
                Room     room     = Game.Scene.GetComponent <RoomComponent>().Get(message.RoomID);
                if (room == null)
                {
                    response.Error   = ErrorCode.ERR_NotRoomNumberError;
                    response.Message = "房间号不存在";
                    reply(response);
                    return;
                }

                //超过七个人
                if (room.GamerCount >= room.PeopleCount)
                {
                    response.Error   = ErrorCode.ERR_RoomPeopleFullError;
                    response.Message = "房间人已满";
                    reply(response);
                    return;
                }

                response.GameName  = room.GameName;
                response.Bureau    = room.Bureau;
                response.RuleBit   = room.RuleBit;
                response.RoomID    = room.RoomID;
                response.CurBureau = room.CurBureau;

                Gamer gamer = GamerFactory.Create(message.UserID, session.InstanceId);
                await gamer.AddComponent <MailBoxComponent>().AddLocation();

                gamer.UserID    = message.UserID; //玩家账号
                gamer.Name      = "闲家" + userInfo.NickName;
                gamer.HeadIcon  = userInfo.HeadIcon;
                gamer.Sex       = userInfo.Sex;
                gamer.Coin      = 0;
                gamer.RoomID    = room.RoomID;
                gamer.Status    = GamerStatus.Down;
                gamer.IsOffline = false;
                gamer.Identity  = Identity.None;
                room.Add(gamer);
                Game.Scene.GetComponent <RoomComponent>().Add(gamer.UserID, room.RoomID);

                Dictionary <int, Gamer>           gamers   = room.GetAll();
                Actor_CowCowJoinGameRoomGroupSend allGamer = new Actor_CowCowJoinGameRoomGroupSend();
                allGamer.LocalGamerInfo          = new GamerInfo();
                allGamer.LocalGamerInfo.Coin     = gamer.Coin;
                allGamer.LocalGamerInfo.Name     = gamer.Name;
                allGamer.LocalGamerInfo.HeadIcon = gamer.HeadIcon;
                allGamer.LocalGamerInfo.SeatID   = gamer.SeatID;
                allGamer.LocalGamerInfo.Sex      = gamer.Sex;
                allGamer.LocalGamerInfo.Status   = (int)gamer.Status;
                allGamer.LocalGamerInfo.UserID   = gamer.UserID;
                allGamer.GamerInfo = new RepeatedField <GamerInfo>();
                foreach (Gamer g in gamers.Values)
                {
                    GamerInfo gamerInfo = new GamerInfo();
                    gamerInfo.Coin     = g.Coin;
                    gamerInfo.Name     = g.Name;
                    gamerInfo.HeadIcon = g.HeadIcon;
                    gamerInfo.SeatID   = g.SeatID;
                    gamerInfo.Sex      = g.Sex;
                    gamerInfo.Status   = (int)g.Status;
                    gamerInfo.UserID   = g.UserID;

                    allGamer.GamerInfo.Add(gamerInfo);
                }

                reply(response);

                room.Broadcast(allGamer);
            }
            catch (Exception e)
            {
                ReplyError(response, e, reply);
            }
        }
コード例 #17
0
        public static async Task GamerEnterRoom(Actor_GamerEnterRoom message)
        {
            try
            {
                //玩家还在结算画面
                if (Game.Scene.GetComponent <UIComponent>().Get(UIType.UIGameResult) != null || UIRoomComponent.ISGaming)
                {
                    return;
                }

                Log.Info($"收到玩家进入");
                //第一次进入创建UIRoom
                if (Game.Scene.GetComponent <UIComponent>().Get(UIType.UIRoom) == null)
                {
                    CommonUtil.ShowUI(UIType.UIRoom);
                    Game.Scene.GetComponent <UIComponent>().Remove(UIType.UIMain);
                    Game.Scene.GetComponent <UIComponent>().Remove(UIType.UICreateFriendRoom);
                    Game.Scene.GetComponent <UIComponent>().Remove(UIType.UIJoinRoom);
                }

                if (Game.Scene.GetComponent <UIComponent>().Get(UIType.UIReady) == null)
                {
                    CommonUtil.ShowUI(UIType.UIReady);
                }
                UINetLoadingComponent.closeNetLoading();
                UI              uiRoom         = Game.Scene.GetComponent <UIComponent>().Get(UIType.UIRoom);
                UI              uiReady        = Game.Scene.GetComponent <UIComponent>().Get(UIType.UIReady);
                GamerComponent  gamerComponent = uiRoom.GetComponent <GamerComponent>();
                UIRoomComponent roomComponent  = uiRoom.GetComponent <UIRoomComponent>();
                roomComponent.ContinueGamer();
                roomComponent.enterRoomMsg = message;
                roomComponent.SetRoomType(message.RoomType, message.Multiples);
                Gamer[] gamers = gamerComponent.GetAll();

                //清空座位
                for (int i = 0; i < gamers.Length; i++)
                {
                    if (gamers[i] == null)
                    {
                        continue;
                    }

                    if (gamers[i].UserID != 0)
                    {
                        Log.Debug("删除gamer");
                        roomComponent.RemoveGamer(gamers[i].UserID);
                    }
                }

                GamerInfo localGamer = null;
                for (int i = 0; i < message.Gamers.Count; i++)
                {
                    if (message.Gamers[i].UserID == PlayerInfoComponent.Instance.uid)
                    {
                        localGamer = message.Gamers[i];
                        gamerComponent.LocalGamer = GamerFactory.Create(localGamer.UserID, localGamer.IsReady, localGamer.playerInfo);
                        break;
                    }
                }

                if (localGamer == null)
                {
                    return;
                }

                roomComponent.localGamer = localGamer;

                //好友房处理
                if (message.RoomType == 3)
                {
                    UIRoomComponent.IsFriendRoom = true;
                    roomComponent.JuCount        = message.JuCount;
                    uiReady?.GetComponent <UIReadyComponent>()?.ClosePropt();
                    uiReady?.GetComponent <UIReadyComponent>()?.SetFriendRoom(true);
                    uiReady?.GetComponent <UIReadyComponent>()?.ShowWeChat(message.RoomId.ToString());
                    roomComponent.RoomConfig.Multiples = message.Multiples;
                    roomComponent.SetFriendSetting(message.MasterUserId);

                    if (message.CurrentJuCount > 0)
                    {
                        uiReady?.GetComponent <UIReadyComponent>()?.CloseBtn();
                        roomComponent.exitBtn.interactable = false;
                    }
                }
                else
                {
                    uiReady?.GetComponent <UIReadyComponent>()?.SetFriendRoom(false);
                    UIRoomComponent.IsFriendRoom = false;
                }

                for (int i = 0; i < message.Gamers.Count; i++)
                {
                    GamerInfo gamerInfo = message.Gamers[i];
                    Gamer     gamer;
                    if (gamerInfo.UserID == localGamer.UserID)
                    {
                        gamer = gamerComponent.LocalGamer;
                    }
                    else
                    {
                        gamer = GamerFactory.Create(gamerInfo.UserID, gamerInfo.IsReady, gamerInfo.playerInfo);
                    }

                    UIReadyComponent uiReadyComponent = uiReady.GetComponent <UIReadyComponent>();
                    GamerUIComponent gamerUiComponent = gamer.GetComponent <GamerUIComponent>();

                    //排序
                    int index = gamerInfo.SeatIndex - localGamer.SeatIndex;
                    if (index < 0)
                    {
                        index += 4;
                    }

                    //设置准备
                    if (uiReadyComponent != null)
                    {
                        if (gamer?.PlayerInfo != null)
                        {
                            gamerUiComponent?.SetHeadPanel(uiReadyComponent.HeadPanel[index], index);
                            gamerUiComponent?.SetFace(roomComponent.FacePanel[index]);
                            uiReady?.GetComponent <UIReadyComponent>()?.SetPanel(gamer, index);
                            //根据座位的indax添加玩家
                            roomComponent?.AddGamer(gamer, index);
                        }
                    }
                }

                SoundsHelp.Instance.playSound_JinRu();
            }
            catch (Exception e)
            {
                Log.Error(e);
            }
        }