public static void LoadRoleData_Magic(GameBase.Network.Internal.RoleData_Magic info) { MySqlCommand command; String _key = String.Format(MysqlString.LOADROLEDATA_MAGIC, info.ownerid); command = new MySqlCommand(_key, MysqlConn.GetConn()); MysqlConn.Conn_Open(); MySqlDataReader reader = command.ExecuteReader(); while (reader.Read()) { if (!reader.HasRows) { break; } GameBase.Network.Internal.MagicInfo item = new GameBase.Network.Internal.MagicInfo(); item.id = reader.GetInt32("id"); item.magicid = reader.GetUInt32("magicid"); item.level = reader.GetByte("level"); item.exp = reader.GetUInt32("exp"); info.mListMagic.Add(item); } MysqlConn.Conn_Close(); command.Dispose(); }
public static void SaveRoleData_Magic(GameBase.Network.Internal.RoleData_Magic info) { MySqlCommand command; String sql; for (int i = 0; i < info.mListMagic.Count; i++) { GameBase.Network.Internal.MagicInfo item = info.mListMagic[i]; if (item.id == 0) { sql = String.Format(MysqlString.ADDMAGIC, info.ownerid, item.magicid, item.level, item.exp); } else { sql = String.Format(MysqlString.UPDATEMAGIC, item.magicid, item.level, item.exp, info.ownerid, item.id); } command = new MySqlCommand(sql, MysqlConn.GetConn()); MysqlConn.Conn_Open(); command.ExecuteNonQuery(); MysqlConn.Conn_Close(); command.Dispose(); } }
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 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 ProcessSaveRoleData_Magic(byte[] data) { GameBase.Network.Internal.RoleData_Magic info = new GameBase.Network.Internal.RoleData_Magic(); info.Create(data); Data.SaveRoleData_Magic(info); }
private void ProcessQueryRole(byte[] data) { GameBase.Network.Internal.QueryRole info = new GameBase.Network.Internal.QueryRole(); info.Create(data); byte ret = 0; String sAccount = info.GetAccount(); int accountid = Data.QueryAccount(sAccount); //查询数据库是否有该角色-- if (accountid != -1) { ret = 1; //-优先查询是否在线,要是在线就踢掉了-- int mapserverindex = -1; if (Data.IsOnline(sAccount, ref mapserverindex)) { ret = 2; //发送给mapserver踢掉该玩家,因为被挤下线了 GameBase.Network.Internal.KickGamePlay kickplay = new GameBase.Network.Internal.KickGamePlay(); kickplay.accountid = accountid; SessionManager.Instance().SendMapServer(mapserverindex, kickplay.GetBuffer()); //设置该玩家帐号为离线状态 Data.SetOnlineState(accountid, -1); } if (ret == 1) { Log.Instance().WriteLog("查询角色成功:" + sAccount + "id:" + accountid.ToString()); //发送给mapserver服务器 GameBase.Network.Internal.RoleInfo roleinfo = Data.QueryRoleInfo(accountid); roleinfo.gameid = info.gameid; roleinfo.mKey = info.key; roleinfo.mKey1 = info.key2; roleinfo.sAccount = sAccount; SessionManager.Instance().SendMapServer(roleinfo.mapid, roleinfo.GetBuffer()); //如果有角色,读取角色的其他信息 //物品数据 GameBase.Network.Internal.ROLEDATA_ITEM item = new GameBase.Network.Internal.ROLEDATA_ITEM(); item.key = info.key; item.key2 = info.key2; item.playerid = roleinfo.playerid; item.SetLoadTag(); Data.LoadRoleData_Item(item); if (item.mListItem.Count > 0) //没数据就不发了。。 { SessionManager.Instance().SendMapServer(0, item.GetBuffer()); } //技能数据 GameBase.Network.Internal.RoleData_Magic magic = new GameBase.Network.Internal.RoleData_Magic(); magic.SetLoadTag(); magic.ownerid = roleinfo.playerid; magic.key = roleinfo.mKey; magic.key2 = roleinfo.mKey1; Data.LoadRoleData_Magic(magic); if (magic.mListMagic.Count > 0) { SessionManager.Instance().SendMapServer(0, magic.GetBuffer()); } //幻兽数据-- List <RoleData_Item> list_eudemondata = item.GetEudemonItemList(); if (list_eudemondata != null) { GameBase.Network.Internal.ROLEDATE_EUDEMON eudemon = new GameBase.Network.Internal.ROLEDATE_EUDEMON(); eudemon.SetLoadTag(); eudemon.playerid = roleinfo.playerid; eudemon.key = roleinfo.mKey; eudemon.key2 = roleinfo.mKey1; Data.LoadRoleData_Eudemon(eudemon); SessionManager.Instance().SendMapServer(0, eudemon.GetBuffer()); } //好友数据 GameBase.Network.Internal.ROLEDATA_FRIEND friend = new GameBase.Network.Internal.ROLEDATA_FRIEND(); friend.SetLoadTag(); friend.playerid = roleinfo.playerid; friend.key = roleinfo.mKey; friend.key2 = roleinfo.mKey1; Data.LoadRoleData_Friend(friend); SessionManager.Instance().SendMapServer(0, friend.GetBuffer()); } else { Log.Instance().WriteLog("查询角色失败:" + sAccount + "id:" + accountid.ToString()); } } if (ret == 1) { return; //有该角色 } //发送给loginserver服务器-- GameBase.Network.Internal.QueryRole_Ret queryrole_ret = new GameBase.Network.Internal.QueryRole_Ret(); queryrole_ret.gameid = info.gameid; queryrole_ret.key = info.key; queryrole_ret.key2 = info.key2; queryrole_ret.ret = ret; mTcpServer.SendData(mSocket, queryrole_ret.GetBuffer()); }