コード例 #1
0
ファイル: BattleRoomManager.cs プロジェクト: radtek/SCM2
        public override void Init()
        {
            SC = GetCom <SessionContainer>();
            var lgMgr = GetCom <LoginManager>();

            lgMgr.OnUserDisconnecting += OnUserDisconnected;
            UP = GetCom <UserPort>();

            RedirectRoomMessage("AddBattleUnitAt");

            RedirectRoomMessage("ConstructBuilding");
            RedirectRoomMessage("ConstructCrystalMachine");
            RedirectRoomMessage("ConstructAccessory");
            RedirectRoomMessage("ReconstructBuilding");
            RedirectRoomMessage("CancelBuilding");
            RedirectRoomMessage("DropSoldierFromCarrier");
            RedirectRoomMessage("AddBattleUnit4TestAnyway");
            RedirectRoomMessage("AddBuildingUnit4TestAnyway");
            RedirectRoomMessage("AddSoldierCarrierUnit4TestAnyway");
            RedirectRoomMessage("DestroyBuilding");

            UP.OnMessage("Surrender", OnSurrender);
            UP.OnRequest("GetReplayList", OnGetReplayList);
            UP.OnRequest("GetMyReplayList", OnGetMyReplayList);
            UP.OnRequest("GetReplay", OnGetReplay);

            Room4Server.LoadAllPVPReplays();

            BattleLogger = GetCom <ServerBusinessLogger <BattleInfo> >();
        }
コード例 #2
0
        public void UpdateTable()
        {
            Room4Server.LoadAllPVPReplays();

            var replayKeys = Room4Server.AllReplayTitles;

            if (replayKeys == null || replayKeys.Length == 0)
            {
                return;
            }

            for (int i = 0; i < replayKeys.Length; i++)
            {
                var r = Room4Server.GetReplay(replayKeys[i]);

                var da = new DataAnalysis();

                DeserializeReplay(da, r);

                dac.Retrieve(da.ID, (data) =>
                {
                    var isNew = data == null;

                    if (isNew)
                    {
                        dac.AddNew(da);
                        dac.Close();
                    }
                });
            }
        }
コード例 #3
0
ファイル: BattleRoomManager.cs プロジェクト: radtek/SCM2
        // 调取自己最近录像
        void OnGetMyReplayList(Session s, IReadableBuffer data, IWriteableBuffer buff)
        {
            var maxNum  = data.ReadInt();
            var usrInfo = s.Usr.Info;

            var lst = new List <string>();
            var arr = usrInfo.MyReplays.ToArray();

            for (var i = 0; lst.Count < maxNum && i < arr.Length; i++)
            {
                var r = arr[arr.Length - i - 1];
                if (Room4Server.AllReplayTitles.FirstIndexOf(r) >= 0)
                {
                    lst.Add(r);
                }
                else
                {
                    usrInfo.MyReplays.Remove(r);
                }
            }

            buff.Write(lst.Count);
            foreach (var rid in lst)
            {
                var r = Room4Server.GetReplay(rid);
                r.SerializeHeader(buff);
            }
        }
コード例 #4
0
ファイル: BattleRoomManager.cs プロジェクト: radtek/SCM2
        // 调取最近录像列表
        void OnGetReplayList(Session s, IReadableBuffer data, IWriteableBuffer buff)
        {
            var maxNum = data.ReadInt();
            var arr    = Room4Server.AllReplayTitles;
            var lst    = new List <string>();

            for (var i = 0; lst.Count < maxNum && i < arr.Length; i++)
            {
                var n = arr.Length - 1 - i;
                var t = arr[n];
                var r = Room4Server.GetReplay(t);

                if (t.IndexOf(".crash.") < 0 && r.Length < 0 /* 两分钟 */)
                {
                    continue;
                }

                lst.Add(t);
            }

            buff.Write(lst.Count);
            foreach (var rid in lst)
            {
                var r = Room4Server.GetReplay(rid);
                r.SerializeHeader(buff);
            }
        }
コード例 #5
0
ファイル: BattleRoomManager.cs プロジェクト: radtek/SCM2
        // 调取录像
        void OnGetReplay(Session s, IReadableBuffer data, IWriteableBuffer buff)
        {
            var replayName = data.ReadString();
            var r          = Room4Server.GetReplay(replayName);

            buff.Write(r != null);
            if (r != null)
            {
                r.Serialize(buff);
            }
        }
コード例 #6
0
ファイル: BattleRoomManager.cs プロジェクト: radtek/SCM2
        // 创建 PVE 战斗房间
        public Room4Server CreatePVERoom(string usr, string aiType)
        {
            AIType = aiType;
            var s = SC[usr];

            // 创建新房间
            var roomID = usr + "_vs_AIRobot";

            // 创建 ai
            var aiID = roomID + "_" + aiType;
            var r    = new Room4Server(roomID, aiID, s, new Vec2(60, 200), "PVP");

            r.IsPVP = false;

            if (s.Usr.Info.WinCount + s.Usr.Info.LoseCount != 0)
            {
                var rate = s.Usr.Info.WinCount * 100 / (s.Usr.Info.WinCount + s.Usr.Info.LoseCount);
                if (rate >= 45)
                {
                    AIType = AIType1;
                }
                else if (rate >= 25)
                {
                    AIType = AIType2;
                }
                else
                {
                    AIType = AIType3;
                }
            }
            else
            {
                AIType = AIType3;
            }
            //AIType = "Dumb";//测试用傻瓜AI,不需要则注释.

            var ai = r.CreateComputerAI(AIType, r.GetNoByUser(aiID));

            ai.FindPath = (radius, src, dst, cb) => { RequestPathFromClient(s, radius, src, dst, cb); };

            rooms.Add(r);
            usr2room[usr] = r;
            return(r);
        }
コード例 #7
0
ファイル: BattleRoomManager.cs プロジェクト: radtek/SCM2
        // 创建 PVP 战斗房间
        public Room4Server CreatePVPRoom(string usr1, string usr2)
        {
            var s1 = SC[usr1];
            var s2 = SC[usr2];

            if (s1 == null || s2 == null)
            {
                return(null);
            }

            // 创建新房间
            var roomID = usr1 + "_vs_" + usr2;
            var r      = new Room4Server(roomID, s1, s2, new Vec2(60, 200), "PVP");

            r.IsPVP = true;
            rooms.Add(r);
            usr2room[usr1] = r;
            usr2room[usr2] = r;
            return(r);
        }