예제 #1
0
        public override void SetPlayerReady(long connectionId, NetDataReader reader)
        {
            if (!IsServer)
            {
                return;
            }

            LiteNetLibPlayer player = Players[connectionId];

            if (player.IsReady)
            {
                return;
            }

            player.IsReady = true;

            string userId            = reader.GetString();
            string accessToken       = reader.GetString();
            string selectCharacterId = reader.GetString();

            if (playerCharacters.ContainsKey(connectionId))
            {
                if (LogError)
                {
                    Debug.LogError("[Map Server] User trying to hack: " + userId);
                }
                Transport.ServerDisconnect(connectionId);
                return;
            }

            StartCoroutine(SetPlayerReadyRoutine(connectionId, userId, accessToken, selectCharacterId));
        }
예제 #2
0
        private IEnumerator SetPlayerReadyRoutine(long connectionId, string userId, string accessToken, string selectCharacterId)
        {
            // Validate access token
            ValidateAccessTokenJob validateAccessTokenJob = new ValidateAccessTokenJob(Database, userId, accessToken);

            validateAccessTokenJob.Start();
            yield return(StartCoroutine(validateAccessTokenJob.WaitFor()));

            if (!validateAccessTokenJob.result)
            {
                if (LogError)
                {
                    Debug.LogError("[Map Server] Invalid access token for user: "******"[Map Server] Cannot find select character: " + selectCharacterId + " for user: "******"[Map Server] Cannot find player character with entity Id: " + playerCharacterData.EntityId);
                        }
                        Transport.ServerDisconnect(connectionId);
                    }
                    else
                    {
                        // Spawn character entity and set its data
                        LiteNetLibIdentity        identity = Assets.NetworkSpawn(entityPrefab.Identity.HashAssetId, playerCharacterData.CurrentPosition, Quaternion.identity, 0, connectionId);
                        BasePlayerCharacterEntity playerCharacterEntity = identity.GetComponent <BasePlayerCharacterEntity>();
                        playerCharacterData.CloneTo(playerCharacterEntity);

                        // Summon saved summons
                        for (int i = 0; i < playerCharacterEntity.Summons.Count; ++i)
                        {
                            CharacterSummon summon = playerCharacterEntity.Summons[i];
                            summon.Summon(playerCharacterEntity, summon.Level, summon.summonRemainsDuration, summon.Exp, summon.CurrentHp, summon.CurrentMp);
                            playerCharacterEntity.Summons[i] = summon;
                        }

                        // Load user level
                        GetUserLevelJob loadUserLevelJob = new GetUserLevelJob(Database, userId);
                        loadUserLevelJob.Start();
                        yield return(StartCoroutine(loadUserLevelJob.WaitFor()));

                        playerCharacterEntity.UserLevel = loadUserLevelJob.result;

                        // Notify clients that this character is spawn or dead
                        if (!playerCharacterEntity.IsDead())
                        {
                            playerCharacterEntity.RequestOnRespawn();
                        }
                        else
                        {
                            playerCharacterEntity.RequestOnDead();
                        }
                        RegisterPlayerCharacter(connectionId, playerCharacterEntity);

                        // Load party data, if this map-server does not have party data
                        if (playerCharacterEntity.PartyId > 0)
                        {
                            if (!parties.ContainsKey(playerCharacterEntity.PartyId))
                            {
                                yield return(StartCoroutine(LoadPartyRoutine(playerCharacterEntity.PartyId)));
                            }
                            if (parties.ContainsKey(playerCharacterEntity.PartyId))
                            {
                                PartyData party = parties[playerCharacterEntity.PartyId];
                                SendCreatePartyToClient(playerCharacterEntity.ConnectionId, party);
                                SendAddPartyMembersToClient(playerCharacterEntity.ConnectionId, party);
                            }
                            else
                            {
                                playerCharacterEntity.ClearParty();
                            }
                        }

                        // Load guild data, if this map-server does not have guild data
                        if (playerCharacterEntity.GuildId > 0)
                        {
                            if (!guilds.ContainsKey(playerCharacterEntity.GuildId))
                            {
                                yield return(StartCoroutine(LoadGuildRoutine(playerCharacterEntity.GuildId)));
                            }
                            if (guilds.ContainsKey(playerCharacterEntity.GuildId))
                            {
                                GuildData guild = guilds[playerCharacterEntity.GuildId];
                                playerCharacterEntity.GuildRole = guild.GetMemberRole(playerCharacterEntity.Id);
                                SendCreateGuildToClient(playerCharacterEntity.ConnectionId, guild);
                                SendAddGuildMembersToClient(playerCharacterEntity.ConnectionId, guild);
                                SendSetGuildMessageToClient(playerCharacterEntity.ConnectionId, guild);
                                SendSetGuildRolesToClient(playerCharacterEntity.ConnectionId, guild);
                                SendSetGuildMemberRolesToClient(playerCharacterEntity.ConnectionId, guild);
                                SendSetGuildSkillLevelsToClient(playerCharacterEntity.ConnectionId, guild);
                                SendGuildLevelExpSkillPointToClient(playerCharacterEntity.ConnectionId, guild);
                            }
                            else
                            {
                                playerCharacterEntity.ClearGuild();
                            }
                        }

                        // Set user data to map server
                        UserCharacterData userData = new UserCharacterData();
                        userData.userId        = userId;
                        userData.id            = playerCharacterEntity.Id;
                        userData.characterName = playerCharacterEntity.CharacterName;
                        userData.dataId        = playerCharacterEntity.DataId;
                        userData.level         = playerCharacterEntity.Level;
                        userData.currentHp     = playerCharacterEntity.CurrentHp;
                        userData.maxHp         = playerCharacterEntity.CacheMaxHp;
                        userData.currentMp     = playerCharacterEntity.CurrentMp;
                        userData.maxMp         = playerCharacterEntity.CacheMaxMp;
                        usersById[userData.id] = userData;

                        // Add map user to central server and chat server
                        UpdateMapUser(CentralAppServerRegister, UpdateUserCharacterMessage.UpdateType.Add, userData);
                        if (ChatNetworkManager.IsClientConnected)
                        {
                            UpdateMapUser(ChatNetworkManager.Client, UpdateUserCharacterMessage.UpdateType.Add, userData);
                        }

                        LiteNetLibPlayer player = Players[connectionId];
                        foreach (LiteNetLibIdentity spawnedObject in Assets.SpawnedObjects.Values)
                        {
                            if (spawnedObject.ConnectionId == player.ConnectionId)
                            {
                                continue;
                            }

                            if (spawnedObject.ShouldAddSubscriber(player))
                            {
                                spawnedObject.AddSubscriber(player);
                            }
                        }
                    }
                }
            }
        }