/// <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); } }