コード例 #1
0
        //发送列表
        public void SendPlayerList(Player player)
        {
            int           count    = playerList.Count;
            ProtocolBytes protocol = new ProtocolBytes();

            protocol.AddString("GetList");
            protocol.AddInt(count);
            for (int i = 0; i < count; i++)
            {
                ScenePlayer p = playerList[i];
                protocol.AddString(p.id);
                protocol.AddFloat(p.x);
                protocol.AddFloat(p.y);
                protocol.AddFloat(p.z);
                protocol.AddInt(p.score);
            }
            player.Send(protocol);
        }
コード例 #2
0
        //获取分数
        //协议参数:
        //返回协议: int 分数
        public void MsgGetScore(Player player, ProtocolBase protocolBase)
        {
            ProtocolBytes protocolRet = new ProtocolBytes();

            protocolRet.AddString("GetScore");
            protocolRet.AddInt(player.data.score);
            player.Send(protocolRet);
            Console.WriteLine("MsgGetScore" + player.id + player.data.score);
        }
コード例 #3
0
ファイル: Room.cs プロジェクト: qusttian/ServerStudy
        //房间信息
        public ProtocolBytes GetRoomInfo()
        {
            ProtocolBytes protocol = new ProtocolBytes();

            protocol.AddString("GetRoomInfo");

            //添加房间玩家数量
            protocol.AddInt(playerList.Count);

            //循环添加每个玩家的信息
            foreach (Player p in playerList.Values)
            {
                protocol.AddString(p.id);
                protocol.AddInt(p.tempData.team);
                protocol.AddInt(p.data.win);
                protocol.AddInt(p.data.fail);
                int isOwner = p.tempData.isOwner ? 1 : 0;
                protocol.AddInt(isOwner);
            }
            return(protocol);
        }
コード例 #4
0
ファイル: HandleRoomMsg.cs プロジェクト: qusttian/ServerStudy
        /// <summary>
        /// 加入房间
        /// </summary>
        /// <param name="player"></param>
        /// <param name="protocolBase"></param>
        public void MsgEnterRoom(Player player, ProtocolBase protocolBase)
        {
            //获取数值
            int           start     = 0;
            ProtocolBytes protocol  = (ProtocolBytes)protocolBase;
            string        protoName = protocol.GetString(start, ref start);
            int           index     = protocol.GetInt(start, ref start);

            Console.WriteLine("[收到 MsgEnterRoom] " + player.id + "  加入房间号: " + index);

            //构建进入房间的返回协议
            protocol = new ProtocolBytes();
            protocol.AddString("EnterRoom");

            //判断房间是否存在
            if (index < 0 || index >= RoomMgr.instance.roomList.Count)
            {
                Console.WriteLine("MsgEnterRoom index error " + player.id);
                protocol.AddInt(-1);
                player.Send(protocol);
                return;
            }


            //判断房间的状态,只有处于“准备中”的房间才允许玩家加入
            Room room = RoomMgr.instance.roomList[index];

            if (room.status != Room.Status.Prepare)
            {
                Console.WriteLine("MsgEnterRoom status error " + player.id);
                protocol.AddInt(-1);
                player.Send(protocol);
                return;
            }

            //把玩家添加到房间,加入成功返回 0,加入失败返回 -1
            if (room.AddPlayer(player))
            {
                room.Broadcast(room.GetRoomInfo());
                protocol.AddInt(0);
                player.Send(protocol);
            }
            else
            {
                Console.WriteLine("MsgEnterRoom maxPlayer error " + player.id);
                protocol.AddInt(-1);
                player.Send(protocol);
            }
        }
コード例 #5
0
        //更新信息
        public void MsgUpdateInfo(Player player, ProtocolBase protocolBase)
        {
            //获取数值
            int           start     = 0;
            ProtocolBytes protocol  = (ProtocolBytes)protocolBase;
            string        protoName = protocol.GetString(start, ref start);
            float         x         = protocol.GetFloat(start, ref start);
            float         y         = protocol.GetFloat(start, ref start);
            float         z         = protocol.GetFloat(start, ref start);
            int           score     = player.data.score;

            Scene.instance.UpdateInfo(player.id, x, y, z, score);

            //广播
            ProtocolBytes protocolRet = new ProtocolBytes();

            protocolRet.AddString("UpdateInfo");
            protocolRet.AddString(player.id);
            protocolRet.AddFloat(x);
            protocolRet.AddFloat(y);
            protocolRet.AddFloat(z);
            protocolRet.AddInt(score);
            ServNet.instance.Broadcast(protocolRet);
        }
コード例 #6
0
        //下线
        //协议参数:无
        //返回协议:0 正常下线
        public void MsgLogout(Conn conn, ProtocolBase protocolBase)
        {
            ProtocolBytes protocol = new ProtocolBytes();

            protocol.AddString("Logout");
            protocol.AddInt(0);
            if (conn.player == null)
            {
                conn.Send(protocol);
                conn.Close();
            }
            else
            {
                conn.Send(protocol);
                conn.player.Logout();
            }
        }
コード例 #7
0
        /// <summary>
        /// 构建返回房间列表协议GetRoomList,
        /// 第一个参数为房间数量count,紧接着附带count个房间数据,依次为房间里的玩家数量count,房间状态status
        /// </summary>
        /// <returns></returns>
        public ProtocolBytes GetRoomList()
        {
            ProtocolBytes protocol = new ProtocolBytes();

            protocol.AddString("GetRoomList");
            int count = roomList.Count;

            //往协议添加房间数量
            protocol.AddInt(count);

            //循环添加每个房间的信息
            for (int i = 0; i < count; i++)
            {
                Room room = roomList[i];
                protocol.AddInt(room.playerList.Count);
                protocol.AddInt((int)room.status);
            }
            return(protocol);
        }
コード例 #8
0
        //开始战斗
        public void MsgStartFight(Player player, ProtocolBase protocolBase)
        {
            ProtocolBytes protocol = new ProtocolBytes();

            protocol.AddString("StartFight");

            //条件判断
            //玩家是否在房间里
            if (player.tempData.status != PlayerTempData.Status.Room)
            {
                Console.WriteLine("MsgStartFight status error " + player.id);
                protocol.AddInt(-1);
                player.Send(protocol);
                return;
            }

            //玩家是否为房主
            if (!player.tempData.isOwner)
            {
                Console.WriteLine("MsgStartFigth owner error " + player.id);
                protocol.AddInt(-1);
                player.Send(protocol);
                return;
            }

            //房间能否开启战斗
            Room room = player.tempData.room;

            if (!room.IsCanStart())
            {
                Console.WriteLine("MsgStartFight Can Start Error" + player.id);
                protocol.AddInt(-1);
                player.Send(protocol);
                return;
            }

            //开始战斗
            protocol.AddInt(0);
            player.Send(protocol);
            room.StartFight();
        }
コード例 #9
0
ファイル: HandleRoomMsg.cs プロジェクト: qusttian/ServerStudy
        /// <summary>
        /// 创建房间
        /// </summary>
        /// <param name="player"></param>
        /// <param name="protocolBase"></param>
        public void MsgCreateRoom(Player player, ProtocolBase protocolBase)
        {
            ProtocolBytes protocol = new ProtocolBytes();

            protocol.AddString("CreateRoom");

            //条件检测,如果玩家的状态是在房间中或是战斗中,则不能创建房间,返回创建房间失败
            if (player.tempData.status != PlayerTempData.Status.None)
            {
                Console.WriteLine("MsgCreateRoom Fail" + player.id);
                protocol.AddInt(-1);
                player.Send(protocol);
                return;
            }

            //创建房间并返回成功信息
            RoomMgr.instance.CreateRoom(player);
            protocol.AddInt(0);
            player.Send(protocol);
            Console.WriteLine("MsgCreateRoom OK" + player.id);
        }