コード例 #1
0
ファイル: UserEngine.cs プロジェクト: dream-young-soul/soul
 public static UserEngine Instance()
 {
     if (m_Instance == null)
     {
         m_Instance = new UserEngine();
     }
     return m_Instance;
 }
コード例 #2
0
        //创建军团返回
        public void CreateLegion_Ret(CreateLegion_Ret info)
        {
            LegionInfo le = null;

            for (int i = 0; i < mListTemp.Count; i++)
            {
                if (mListTemp[i].leader_id == info.play_id)
                {
                    le    = mListTemp[i];
                    le.id = (uint)info.legion_id;
                    mListTemp.Remove(le);
                    break;
                }
            }
            if (info == null || info.ret == 0 || le == null)
            {
                return;
            }
            PlayerObject play = UserEngine.Instance().FindPlayerObjectToPlayerId(info.play_id);

            if (play == null)
            {
                return;
            }

            //加入军团长
            LegionMember member = new LegionMember();

            member.boChange     = true;
            member.members_name = play.GetName();
            member.money        = info.money;
            member.id           = info.boss_id;
            member.rank         = GameBase.Config.Define.LEGION_PLACE_JUNTUANZHANG;
            le.list_member.Add(member);



            Legion l = new Legion();

            l.SetBaseInfo(le);
            mDicLegion[le.id] = l;
            play.GetLegionSystem().SetLegion(l, true);
        }
コード例 #3
0
ファイル: PlayerTrad.cs プロジェクト: tangfengray/soul
        //取消交易
        public void QuitTrad(NetMsg.MsgTradInfo info)
        {
            if (GetTradTarget() == 0)
            {
                return;
            }
            this.SetTrading(false);
            this.SetSureTradTag(false);
            PlayerObject obj = UserEngine.Instance().FindPlayerObjectToTypeID(GetTradTarget());

            if (obj == null)
            {
                return;
            }
            this.SetTradTarget(0);
            obj.GetTradSystem().SetTradTarget(0);
            obj.GetTradSystem().SetTrading(false);
            obj.GetTradSystem().SetSureTradTag(false);
        }
コード例 #4
0
ファイル: PlayerFriend.cs プロジェクト: tangfengray/soul
        // public void SetFriendTarget(uint typeid)
        // {
        //     mTargetId = typeid;
        // }
        //public uint GetFriendTarget() { return mTargetId; }
        //添加好友
        public void AddFriend(uint playerid, byte type, bool party = true)
        {
            PlayerObject target = UserEngine.Instance().FindPlayerObjectToPlayerId((int)playerid);

            if (target == null)
            {
                return;
            }
            for (int i = 0; i < mList.Count; i++)
            {
                if (mList[i].friendid == (uint)target.GetBaseAttr().player_id&&
                    mList[i].friendtype == type)
                {
                    if (mList[i].id != -1) //删除标识
                    {
                        return;
                    }
                    else
                    {
                        mList.RemoveAt(i);
                        break;
                    }
                }
            }

            play.LeftNotice(string.Format("{0},{1}锸血为盟,宣誓从此将生死与共,永不背叛!", play.GetName(), target.GetName()));

            RoleData_Friend friend = new RoleData_Friend();

            friend.id         = 0;
            friend.friendid   = (uint)target.GetBaseAttr().player_id;
            friend.friendtype = type;
            friend.friendname = target.GetName();
            mList.Add(friend);
            SendFriendInfo(friend);

            if (party)
            {
                target.GetFriendSystem().AddFriend((uint)play.GetBaseAttr().player_id, type, false);
            }
        }
コード例 #5
0
ファイル: PlayerTrad.cs プロジェクト: tangfengray/soul
        //确定交易
        public void SureTrad()
        {
            PlayerObject obj = UserEngine.Instance().FindPlayerObjectToTypeID(GetTradTarget());

            if (obj == null)
            {
                return;
            }
            play.GetTradSystem().SetSureTradTag(true);
            //通知对方已经确定交易了--
            byte[] data = { 16, 0, 32, 4, 0, 0, 0, 0, 10, 0, 0, 0, 0, 0, 0, 0 };
            obj.GetGamePackKeyEx().EncodePacket(ref data, data.Length);
            obj.SendData(data);

            if (!obj.GetTradSystem().GetSureTradTag()) //对方还没确定交易
            {
                return;
            }
            obj.GetTradSystem().Trad(play);
            play.GetTradSystem().Trad(obj);
        }
コード例 #6
0
ファイル: PlayerFriend.cs プロジェクト: tangfengray/soul
        //请求加为好友
        public void RequestAddFriend(NetMsg.MsgFriendInfo info)
        {
            PlayerObject target = UserEngine.Instance().FindPlayerObjectToTypeID(info.playerid);

            if (target == null)
            {
                play.LeftNotice("对方已离线,无法添加好友!");
                return;
            }
            if (mList.Count >= MAX_FRIEND_COUNT)
            {
                play.LeftNotice("阁下好友人数已满,无法再次添加!");
                return;
            }
            for (int i = 0; i < mList.Count; i++)
            {
                if (mList[i].friendid == target.GetBaseAttr().player_id)
                {
                    play.ChatNotice(string.Format("{0}已经是你的好友了!", mList[i].friendname));
                    return;
                }
            }
            //发给被请求玩家
            NetMsg.MsgFriendInfo data = new NetMsg.MsgFriendInfo();
            data.Create(null, target.GetGamePackKeyEx());
            data.playerid   = (uint)play.GetBaseAttr().player_id;
            data.fightpower = (uint)play.GetFightSoul();
            data.type       = NetMsg.MsgFriendInfo.TYPE_ADDFRIEND;
            data.Online     = 1;
            data.level      = play.GetBaseAttr().level;
            data.name       = play.GetName();
            target.SendData(data.GetBuffer());
            // target.GetFriendSystem().SetFriendTarget(play.GetTypeId()) ;
            play.LeftNotice("已经发送结为好友的请求");
            target.LeftNotice(string.Format("血与火的洗礼证明了坚固的友谊,{0}对你报以信任的眼神,你是否接受?", play.GetName()));
        }
コード例 #7
0
ファイル: PlayerFriend.cs プロジェクト: tangfengray/soul
        public void GetFriendInfo(int playerid)
        {
            PlayerObject obj = UserEngine.Instance().FindPlayerObjectToPlayerId(playerid);

            if (obj == null)
            {
                return;
            }

            GameBase.Network.PacketOut outpack = new GameBase.Network.PacketOut(play.GetGamePackKeyEx());
            outpack.WriteUInt16(52);
            outpack.WriteUInt16(2033);
            outpack.WriteInt32(playerid);
            outpack.WriteUInt32(obj.GetBaseAttr().lookface);
            outpack.WriteByte(obj.GetBaseAttr().level);
            outpack.WriteByte(obj.GetBaseAttr().profession); //职业
            outpack.WriteInt32(0);
            outpack.WriteInt16(0);
            outpack.WriteByte(206);
            outpack.WriteByte(222);
            byte[] data = new byte[30];
            outpack.WriteBuff(data);
            play.SendData(outpack.Flush());
        }
コード例 #8
0
ファイル: PlayerTrad.cs プロジェクト: tangfengray/soul
        public void SetTradGameGold(int gamegold)
        {
            if (gamegold <= 0)
            {
                return;
            }
            PlayerObject obj = UserEngine.Instance().FindPlayerObjectToTypeID(GetTradTarget());

            if (obj == null)
            {
                return;
            }
            mnGameGold = gamegold;

            //发给对方
            PacketOut outpack = new PacketOut(obj.GetGamePackKeyEx());

            outpack.WriteUInt16(16);
            outpack.WriteUInt16(1056);
            outpack.WriteInt32(mnGameGold);
            outpack.WriteInt32(12);
            outpack.WriteInt32(0);
            obj.SendData(outpack.Flush());
        }
コード例 #9
0
ファイル: DBServer.cs プロジェクト: tangfengray/soul
        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;
            }
            }
        }
コード例 #10
0
        public void Run()
        {
            //每半分钟一个轮循
            if (System.Environment.TickCount - mRunTick > 1000 * 30)
            {
                mRunTick = System.Environment.TickCount;
                for (int i = 0; i < mListInfo.Count; i++)
                {
                    if (DateTime.Now.Year != 0 && DateTime.Now.Year != mListInfo[i].year)
                    {
                        continue;
                    }
                    if (DateTime.Now.Month != 0 && DateTime.Now.Month != mListInfo[i].month)
                    {
                        continue;
                    }
                    if (DateTime.Now.Day != 0 && DateTime.Now.Day != mListInfo[i].day)
                    {
                        continue;
                    }
                    if (DateTime.Now.Hour != mListInfo[i].hour)
                    {
                        continue;
                    }
                    if (DateTime.Now.Minute != mListInfo[i].minute)
                    {
                        continue;
                    }
                    ScripteManager.Instance().ExecuteAction(mListInfo[i].script_id, null);
                    mListInfo[i].bTag = true;
                }
            }


            //三十分钟-
            //恢复已运行的事件标记
            if (System.Environment.TickCount - mClearTagTick > 1000 * 60 * 30)
            {
                mClearTagTick = System.Environment.TickCount;
                for (int i = 0; i < mListInfo.Count; i++)
                {
                    if (DateTime.Now.Hour != mListInfo[i].hour &&
                        mListInfo[i].bTag)
                    {
                        mListInfo[i].bTag = false;
                    }
                }
            }
            //每一秒一个轮询
            if (mPlayTimeOut.ToNextTime() &&
                mListPlayTimeOut.Count > 0)
            {
                int amount = mListPlayTimeOut.Count;
                while (amount > 0)
                {
                    amount--;
                    if (mListPlayTimeOut[amount].TimeOut.IsToNextTime() &&
                        mListPlayTimeOut[amount].IsOnline &&
                        mListPlayTimeOut[amount].callback_scripte_id > 0)
                    {
                        PlayerObject play = UserEngine.Instance().FindPlayerObjectToPlayerId(mListPlayTimeOut[amount].id);
                        if (play == null)
                        {
                            continue;
                        }
                        ScripteManager.Instance().ExecuteAction(mListPlayTimeOut[amount].callback_scripte_id, play);
                        mListPlayTimeOut.RemoveAt(amount);
                    }
                }
            }
        }
コード例 #11
0
ファイル: SessionManager.cs プロジェクト: tangfengray/soul
        public void ProcessNetMsg()
        {
            foreach (GameSession session in m_DicSession.Values)
            {
                if (session == null || session.m_GamePack == null)
                {
                    continue;
                }
                byte[] retdata = session.m_GamePack.GetData();
                if (retdata != null)
                {
                    GameBase.Network.PackIn packin = new GameBase.Network.PackIn(retdata);
                    PlayerObject            play   = UserEngine.Instance().FindPlayerObjectToID(session.gameid);
                    ushort tag = packin.ReadUInt16();
                    if (play != null)
                    {
                        play.ProcessNetMsg(tag, retdata);
                        continue;
                    }
                    //第一次的封包一定是更新key哒..
                    if (play == null && tag != PacketProtoco.C_UPDATEKEY && tag != PacketProtoco.C_QUERYCREATEROLENAME &&
                        tag != PacketProtoco.C_CREATEROLE)
                    {
                        continue;
                    }

                    switch (tag)
                    {
                    case PacketProtoco.C_UPDATEKEY:
                    {
                        int            key      = packin.ReadInt32();
                        int            key2     = packin.ReadInt32();
                        TempPlayObject tempplay = UserEngine.Instance().GetTempPlayObj(key, key2);
                        if (tempplay == null)
                        {
                            return;                               //没有经过loginsserver进入的非法封包
                        }
                        tempplay.play.SetGameSession(session);
                        session.GetGamePackKeyEx().SunUpdateKey(key, key2);
                        NetMsg.MsgNotice msgNotice;
                        //没有角色就创建角色
                        if (!tempplay.isRole)
                        {
                            msgNotice = new NetMsg.MsgNotice();
                            msgNotice.Create(null, session.GetGamePackKeyEx());
                            session.SendData(msgNotice.GetCreateRoleBuff());
                            return;
                        }
                        //有角色就进游戏
                        UserEngine.Instance().RemoveTempPlayObject(tempplay.play.GetGameID());
                        tempplay.play.EnterGame(session);
                        break;
                    }

                    case PacketProtoco.C_QUERYCREATEROLENAME:           //创建角色名查询
                    {
                        NetMsg.MsgQueryCreateRoleName info = new NetMsg.MsgQueryCreateRoleName();
                        info.Create(retdata, null);
                        int key = 0, key2 = 0;
                        session.GetGamePackKeyEx().GetKey(ref key, ref key2);
                        TempPlayObject temp = UserEngine.Instance().GetTempPlayObj(key, key2);
                        if (temp == null)
                        {
                            Log.Instance().WriteLog("找到玩家对象-在ProcessNetMsg code:1");
                            break;
                        }

                        //发给dbserver 查询
                        GameBase.Network.Internal.QueryRoleName query = new GameBase.Network.Internal.QueryRoleName();
                        query.gameid = temp.play.GetGameID();
                        query.name   = info.GetName();

                        DBServer.Instance().GetDBClient().SendData(query.GetBuffer());

                        //NetMsg.MsgNotice notice = new NetMsg.MsgNotice();
                        //notice.Create(null, session.GetGamePackKeyEx());
                        //session.SendData(notice.GetQueryNameBuff());
                        break;
                    }

                    case PacketProtoco.C_CREATEROLE:            //创建角色
                    {
                        int key = 0, key2 = 0;
                        session.GetGamePackKeyEx().GetKey(ref key, ref key2);
                        TempPlayObject temp = UserEngine.Instance().GetTempPlayObj(key, key2);
                        if (temp == null)
                        {
                            Log.Instance().WriteLog("找到玩家对象-在ProcessNetMsg code:2");
                            break;
                        }
                        NetMsg.MsgCreateRoleInfo info = new NetMsg.MsgCreateRoleInfo();
                        info.Create(retdata, null);
                        if (info.GetName().Length <= 0)
                        {
                            Log.Instance().WriteLog("角色名称为空!!");
                            break;
                        }
                        PlayerObject _play = temp.play;
                        _play.SetGameSession(session);

                        _play.SetName(info.GetName());
                        _play.GetBaseAttr().profession = (byte)info.profession;
                        _play.GetBaseAttr().lookface   = info.lookface;


                        //发给dbserver
                        GameBase.Network.Internal.CreateRole create = new GameBase.Network.Internal.CreateRole();
                        create.accountid  = temp.accountid;
                        create.lookface   = info.lookface;
                        create.name       = info.GetName();
                        create.profession = (byte)info.profession;
                        create.gameid     = temp.play.GetGameID();
                        DBServer.Instance().GetDBClient().SendData(create.GetBuffer());
                        //测试游戏
                        //play = new PlayerObject();
                        //play.mapid = 1000;
                        //play.mPoint.x = 400;
                        //play.mPoint.y = 440;
                        //session.gameid = play.GetGameID();
                        //MapManager.Instance().GetGameMapToID(play.mapid).AddObject(play, session);
                        //UserEngine.Instance().AddPlayerObject(play);

                        ////公告信息
                        //NetMsg.MsgNotice msgNotice = new NetMsg.MsgNotice();
                        //msgNotice.Create(null, session.GetGamePackKeyEx());
                        //session.SendData(msgNotice.GetStartGameBuff());
                        //byte[] roledata = {238, 3, 64, 66, 15, 0, 241, 73, 2, 0, 101,
                        //      0, 0, 0, 60, 1, 0, 0, 0, 0, 0, 0, 81, 118,
                        //      203, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
                        //      31, 1, 0, 0, 73, 0, 0, 0, 30, 0, 100, 0, 99,
                        //      0, 102, 0, 0, 0, 202, 3, 222, 3, 134, 7, 0, 0,
                        //      0, 0, 0, 0, 0, 0, 0, 0, 255, 10, 0, 0, 1, 0, 0,
                        //      0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 12, 0, 0,
                        //      0, 0, 0, 0, 0, 0, 0, 20, 0, 4, 0, 0, 0, 0, 0, 0, 0,
                        //      0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
                        //      0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
                        //      0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
                        //      0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
                        //      0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 105,
                        //      0, 0, 0, 92, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
                        //      0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
                        //      0, 0, 0, 0, 2, 8, 102, 101, 111, 119, 102, 113, 101, 119, 2,
                        //      206, 222, 0, 0, 0 };
                        ////session.GetGamePackKeyEx().EncodePacket(ref roledata, roledata.Length);
                        ////session.SendData(roledata);
                        ////
                        //NetMsg.MsgSelfRoleInfo rolemsg = new NetMsg.MsgSelfRoleInfo();
                        //rolemsg.Create(roledata, session.GetGamePackKeyEx());
                        //rolemsg.roletype = 140001;
                        //rolemsg.roleid = play.GetTypeId();
                        //rolemsg.name = "测试角色" + play.GetTypeId().ToString();
                        //play.Name = rolemsg.name;
                        //session.SendData(rolemsg.GetBuffer());


                        ////测试增加装备 测试装备
                        //NetMsg.MsgItemInfo item = new NetMsg.MsgItemInfo();
                        //item.Create(null, session.GetGamePackKeyEx());
                        //item.postion = NetMsg.MsgItemInfo.ITEMPOSITION_ARMOR;
                        //item.id = 112434;
                        //item.item_id = 135114;
                        //item.amount = item.amount_limit = 1;
                        //session.SendData(item.GetBuffer());
                        ////测试武器
                        //item = new NetMsg.MsgItemInfo();
                        //item.Create(null, session.GetGamePackKeyEx());
                        //item.postion = NetMsg.MsgItemInfo.ITEMPOSITION_WEAPONR;
                        //item.id = 112435;
                        //item.item_id = 440244;
                        //item.amount = item.amount_limit = 1;
                        //session.SendData(item.GetBuffer());



                        //NetMsg.MsgUpdateSP sp = new NetMsg.MsgUpdateSP();
                        //sp.Create(null, session.GetGamePackKeyEx());
                        //sp.role_id = play.GetTypeId();
                        //sp.value = 37;
                        //sp.sp = 100;
                        //session.SendData(sp.GetBuffer());

                        //sp = new NetMsg.MsgUpdateSP();
                        //sp.Create(null, session.GetGamePackKeyEx());
                        //sp.role_id = play.GetTypeId();
                        //session.SendData(sp.GetBuffer());


                        ////测试新增技能
                        //ushort[] skill = { 3011 };//, 3002, 1010, 3005, 3009, 8003
                        //for (int i = 0; i < skill.Length; i++)
                        //{
                        //    NetMsg.MsgMagicInfo magicinfo = new NetMsg.MsgMagicInfo();
                        //    magicinfo.Create(null, session.GetGamePackKeyEx());
                        //    magicinfo.id = play.GetTypeId();
                        //    magicinfo.magicid = skill[i];
                        //    magicinfo.level = 2;
                        //    session.SendData(magicinfo.GetBuffer());
                        //}



                        ////进入地图
                        //NetMsg.MsgMapInfo mapinfo = new NetMsg.MsgMapInfo();
                        //mapinfo.Create(null, session.GetGamePackKeyEx());
                        //mapinfo.Init(play.mapid, play.mPoint.x, play.mPoint.y);
                        //session.SendData(mapinfo.GetBuffer());



                        ////刷新可视列表;

                        //play.RefreshVisibleObject();
                        //GameStruct.Action act = new GameStruct.Action(GameStruct.Action.MOVE);
                        //play.PushAction(act);
                        break;
                    }
                    }
                }
            }
        }
コード例 #12
0
 public static void Stop()
 {
     UserEngine.Instance().Stop();
     mTcpServer.Dispose();
     SessionManager.Instance().Dispose();
 }
コード例 #13
0
ファイル: PlayerTrad.cs プロジェクト: tangfengray/soul
        //添加交易道具
        public void AddTradItem(uint itemid)
        {
            PlayerObject     obj     = UserEngine.Instance().FindPlayerObjectToTypeID(GetTradTarget());
            RoleData_Eudemon eudemon = null;

            if (obj == null)
            {
                return;
            }
            GameStruct.RoleItemInfo info = null;
            if (itemid >= IDManager.eudemon_start_id)
            {
                eudemon = play.GetEudemonSystem().FindEudemon(itemid);
                if (eudemon == null)
                {
                    return;
                }
                info = play.GetItemSystem().FindItem(eudemon.itemid);
            }
            else
            {
                info = play.GetItemSystem().FindItem(itemid);
            }

            if (info == null)
            {
                return;
            }
            //最多二十个道具
            if (mListItem.Count >= 20)
            {
                return;
            }
            //对面包裹满了-
            if (info.postion == NetMsg.MsgItemInfo.ITEMPOSITION_BACKPACK)
            {
                if (obj.GetItemSystem().IsItemFull())
                {
                    play.LeftNotice("对方物品栏已满,无法放置更多道具");
                    return;
                }
            }//幻兽栏已满
            else if (info.postion == NetMsg.MsgItemInfo.ITEMPOSITION_EUDEMON_PACK)
            {
                if (obj.GetEudemonSystem().IsEudemonFull())
                {
                    play.LeftNotice("对方幻兽栏已满,无法放置更多道具");
                    return;
                }
            }


            mListItem.Add(info);
            //幻兽数据
            //发给对方道具数据
            obj.GetItemSystem().SendItemInfo(info, NetMsg.MsgItemInfo.TAG_TRADITEM);

            if (info.postion == NetMsg.MsgItemInfo.ITEMPOSITION_EUDEMON_PACK)
            {
                eudemon = play.GetEudemonSystem().FindEudemon(itemid);
                if (eudemon != null)
                {
                    mListEudemon.Add(eudemon);
                    play.GetEudemonSystem().SendLookTradEudemonInfo(obj, eudemon);
                }
            }
        }