예제 #1
0
        /// <summary>
        /// 查询角色信息
        /// </summary>
        /// <param name="info"></param>
        /// <param name="callback"></param>
        public static void QueryCharacterInfo(long char_idx, PlayerInfoForGL data, Action <bool> callback)
        {
            bool   ret = false;
            string sql = "call SP_CHARACTER_BASE(" + char_idx + ")";

            DBManager.Instance.GetDB(eDBType.Center).Query(sql, (reader) =>
            {
                if (reader.HasRows && reader.Read())
                {
                    int idx             = 0;
                    data.char_idx       = char_idx;
                    data.char_name      = reader.GetString(idx++);
                    data.char_type      = reader.GetByte(idx++);
                    data.spid           = reader.GetUInt16(idx++);
                    data.ws_id          = reader.GetUInt16(idx++);
                    data.scene_type_idx = reader.GetUInt32(idx++);
                    data.flags          = reader.GetUInt32(idx++);
                    data.model_idx      = reader.GetUInt32(idx++);
                    data.job            = reader.GetByte(idx++);
                    data.level          = reader.GetUInt16(idx++);
                    data.exp            = reader.GetUInt32(idx++);
                    data.gold           = reader.GetUInt32(idx++);
                    data.coin           = reader.GetUInt32(idx++);
                    data.vip_grade      = reader.GetUInt32(idx++);
                    ret = true;
                }
                else
                {
                    Log.Warning("查询角色失败:" + char_idx);
                }
                callback(ret);
            });
        }
예제 #2
0
 /// <summary>
 /// 同步好友最新数据:玩家上线时触发
 /// </summary>
 public void SyncDataFromUnit()
 {
     foreach (var obj in m_relations)
     {
         RelationInfo info = obj.Value;
         Unit         unit = UnitManager.Instance.GetUnitByIdx(info.char_idx);
         if (unit == null)
         {//取db离线数据
             long            target_char_idx = info.char_idx;
             PlayerInfoForGL data            = CommonObjectPools.Spawn <PlayerInfoForGL>();
             SQLCharHandle.QueryCharacterInfo(target_char_idx, data, (ret) =>
             {
                 if (ret)
                 {
                     RelationInfo db_info;
                     if (m_relations.TryGetValue(target_char_idx, out db_info))
                     {
                         db_info.Copy(data);
                     }
                 }
                 CommonObjectPools.Despawn(data);
                 this.SyncRelation2SS(target_char_idx);
             });
         }
         else
         {
             info.Copy(unit.player_data);
             this.SyncRelation2SS(info.char_idx);
         }
     }
 }
예제 #3
0
        /// <summary>
        /// 登入处理
        /// </summary>
        public void HandleLogin(ushort ss_uid, PlayerInfoForGL data)
        {
            Unit unit = GetUnitByIdx(data.char_idx);

            if (unit != null)
            {
                this.RemoveUnit(unit);
            }
            //创建玩家
            unit = CommonObjectPools.Spawn <Unit>();
            unit.Setup(ss_uid, data);
            UnitManager.Instance.AddUnit(unit);
            unit.OnEnter();
        }
예제 #4
0
 public void Copy(PlayerInfoForGL info)
 {
     char_idx  = info.char_idx;
     spid      = info.spid;
     char_name = info.char_name;
     char_type = info.char_type;
     ws_id     = info.ws_id;
     //flags = eRelationFlag.Invalid;
     model_idx = info.model_idx;
     job       = info.job;
     level     = info.level;
     exp       = info.exp;
     gold      = info.gold;
     coin      = info.coin;
     vip_grade = info.vip_grade;
 }
예제 #5
0
        public uint vip_grade;      // vip等级

        public void Copy(PlayerInfoForGL info)
        {
            char_idx       = info.char_idx;
            char_name      = info.char_name;
            char_type      = info.char_type;
            spid           = info.spid;
            ws_id          = info.ws_id;
            scene_type_idx = info.scene_type_idx;
            flags          = info.flags;
            model_idx      = info.model_idx;
            job            = info.job;
            level          = info.level;
            exp            = info.exp;
            gold           = info.gold;
            coin           = info.coin;
            vip_grade      = info.vip_grade;
        }
예제 #6
0
        /// <summary>
        /// 保存数据
        /// </summary>
        /// <param name="info"></param>
        public static void SaveCharacterInfo(PlayerInfoForGL info)
        {
            string sql = ("replace into `character` (`char_index`,`char_name`,`char_type`,`spid`,`ws_id`,`scene_type_idx`,`flags`,`model_idx`,`job`,`level`,`exp`,`gold`,`coin`,`vip_grade`,`time_last_logout`) values(" +
                          info.char_idx + ",'" +
                          info.char_name + "'," +   // 名字
                          info.char_type + "," +    // 角色类型(男 or 女 )
                          info.spid + "," +         //
                          info.ws_id + "," +        //
                          info.scene_type_idx + "," +
                          info.flags + "," +        // 特殊标记
                          info.model_idx + "," +    // 模型ID
                          info.job + "," +          // 职业
                          info.level + "," +        // 角色等级
                          info.exp + "," +          // 当前经验
                          info.gold + "," +         // 金币(点卷)
                          info.coin + "," +         // 游戏币(铜币)
                          info.vip_grade + "," +
                          "now());"
                          );

            DBManager.Instance.GetDB(eDBType.Center).Execute(sql);
        }
예제 #7
0
 public void Setup(ushort uid, PlayerInfoForGL info)
 {
     m_char_idx   = info.char_idx;
     m_ss_srv_uid = uid;
     m_player_data.Copy(info);
 }
예제 #8
0
        /// <summary>
        /// 处理关系事件
        /// </summary>
        private void HandleRelationEvent(List <RelationEventInfo> list_event)
        {
            //查询过程中如果下线
            if (m_char_idx == 0)
            {
                return;
            }

            Unit player = UnitManager.Instance.GetUnitByIdx(m_char_idx);

            if (player == null)
            {
                return;
            }

            foreach (var relation_evt in list_event)
            {
                switch (relation_evt.event_type)
                {
                case eRelationEvent.Add:    //对方申请加你好友
                {
                    //超过上限
                    if (IsRelationFull(relation_evt.bin_content.bin_add_content.flag))
                    {
                        //清除处理过的事件
                        SQLRelationHandle.RemoveRelationEvent(relation_evt.event_idx);
                        continue;
                    }

                    //是否已经存在相同关系
                    RelationInfo relation_info = null;
                    if (m_relations.TryGetValue(relation_evt.source_char_idx, out relation_info) && relation_info.flags == relation_evt.bin_content.bin_add_content.flag)
                    {
                        //清除处理过的事件
                        SQLRelationHandle.RemoveRelationEvent(relation_evt.event_idx);
                        continue;
                    }

                    //拉黑不需要同意,所以不添加事件
                    if (relation_evt.bin_content.bin_add_content.flag == eRelationFlag.Block)
                    {
                        if (m_relations.TryGetValue(relation_evt.source_char_idx, out relation_info))
                        {        //已经存在其他关系,则用新关系覆盖旧关系
                            relation_info.flags = eRelationFlag.Block;
                            this.SyncRelation2SS(relation_evt.source_char_idx);
                        }
                        else
                        {
                            Unit target_player = UnitManager.Instance.GetUnitByIdx(relation_evt.source_char_idx);
                            if (target_player == null)
                            {
                                PlayerInfoForGL data = CommonObjectPools.Spawn <PlayerInfoForGL>();
                                SQLCharHandle.QueryCharacterInfo(relation_evt.source_char_idx, data, (ret) =>
                                    {
                                        if (ret && m_char_idx > 0)
                                        {
                                            relation_info = CommonObjectPools.Spawn <RelationInfo>();
                                            relation_info.Copy(data);
                                            relation_info.flags = eRelationFlag.Block;
                                            this.AddRelation(relation_info);
                                            this.SyncRelation2SS(relation_evt.source_char_idx);
                                        }
                                        CommonObjectPools.Despawn(data);
                                    });
                            }
                            else
                            {
                                relation_info = CommonObjectPools.Spawn <RelationInfo>();
                                relation_info.Copy(target_player.player_data);
                                relation_info.flags = eRelationFlag.Block;
                                this.AddRelation(relation_info);
                                this.SyncRelation2SS(relation_evt.source_char_idx);
                            }
                        }

                        //清除处理过的事件
                        SQLRelationHandle.RemoveRelationEvent(relation_evt.event_idx);
                        m_relation_events.Remove(relation_evt.event_idx);
                    }
                    else
                    {
                        //添加关系事件
                        if (m_relation_events.ContainsKey(relation_evt.event_idx))
                        {
                            continue;
                        }
                        else
                        {
                            m_relation_events.Add(relation_evt.event_idx, relation_evt);
                        }

                        //通知逻辑服,由逻辑服转发给客户端
                        gl2ss.RelationAdd msg = PacketPools.Get(gl2ss.msg.RELATION_ADD) as gl2ss.RelationAdd;
                        msg.event_idx = relation_evt.event_idx;
                        msg.char_idx  = m_char_idx;
                        msg.player_id.Set(relation_evt.source_char_idx, relation_evt.bin_content.bin_add_content.char_name);
                        msg.message = relation_evt.bin_content.bin_add_content.message;
                        msg.flag    = relation_evt.bin_content.bin_add_content.flag;
                        ForServerNetManager.Instance.Send(player.ss_srv_uid, msg);
                    }
                    break;
                }

                case eRelationEvent.Delete:    //对方删除了你
                {
                    if (m_relations.ContainsKey(relation_evt.source_char_idx))
                    {
                        this.RemoveRelation(relation_evt.source_char_idx);

                        //通知逻辑服,由逻辑服转发给客户端
                        gl2ss.RelationRemove msg_remove = PacketPools.Get(gl2ss.msg.RELATION_REMOVE) as gl2ss.RelationRemove;
                        msg_remove.char_idx   = m_char_idx;
                        msg_remove.target_idx = relation_evt.source_char_idx;
                        ForServerNetManager.Instance.Send(player.ss_srv_uid, msg_remove);
                    }

                    //清除处理过的事件
                    SQLRelationHandle.RemoveRelationEvent(relation_evt.event_idx);
                    m_relation_events.Remove(relation_evt.event_idx);
                    break;
                }

                case eRelationEvent.Agree:    //对方同意了你的申请
                {
                    if (relation_evt.bin_content.bin_agree_content.cmd == eRelationApplyCmd.Agree)
                    {
                        //如果对方在线,则取对方身上的数据;否则取数据库的数据
                        Unit target_player = UnitManager.Instance.GetUnitByIdx(relation_evt.source_char_idx);
                        if (target_player != null)
                        {
                            this.RemoveRelation(relation_evt.source_char_idx);

                            RelationInfo relation_info = CommonObjectPools.Spawn <RelationInfo>();
                            relation_info.Copy(target_player.player_data);
                            relation_info.flags = relation_evt.bin_content.bin_agree_content.flag;
                            this.AddRelation(relation_info);
                            this.SyncRelation2SS(relation_evt.source_char_idx);

                            //清除处理过的事件
                            SQLRelationHandle.RemoveRelationEvent(relation_evt.event_idx);
                            m_relation_events.Remove(relation_evt.event_idx);
                        }
                        else
                        {
                            PlayerInfoForGL data = CommonObjectPools.Spawn <PlayerInfoForGL>();
                            SQLCharHandle.QueryCharacterInfo(relation_evt.source_char_idx, data, (ret) =>
                                {
                                    if (ret && m_char_idx > 0)
                                    {
                                        this.RemoveRelation(relation_evt.source_char_idx);

                                        RelationInfo relation_info = CommonObjectPools.Spawn <RelationInfo>();
                                        relation_info.Copy(data);
                                        relation_info.flags = relation_evt.bin_content.bin_agree_content.flag;
                                        this.AddRelation(relation_info);
                                        this.SyncRelation2SS(relation_evt.source_char_idx);
                                    }
                                    CommonObjectPools.Despawn(data);

                                    //清除处理过的事件
                                    SQLRelationHandle.RemoveRelationEvent(relation_evt.event_idx);
                                    m_relation_events.Remove(relation_evt.event_idx);
                                });
                        }
                    }
                    else
                    {
                        //清除处理过的事件
                        SQLRelationHandle.RemoveRelationEvent(relation_evt.event_idx);
                        m_relation_events.Remove(relation_evt.event_idx);
                    }

                    break;
                }

                case eRelationEvent.Give:
                {
                    Log.Info("赠送 src:" + relation_evt.source_char_idx + " dst:" + relation_evt.target_char_idx);
                    RelationEventContent.GiveContent give_info = relation_evt.bin_content.bin_give_content;
                    //发给ss处理
                    if (item.IsValidItem(give_info.item_id))
                    {
                        gl2ss.RelationGive msg_give = PacketPools.Get(gl2ss.msg.RELATION_GIVE) as gl2ss.RelationGive;
                        msg_give.char_idx = m_char_idx;
                        msg_give.src_player_id.Set(relation_evt.source_char_idx, give_info.char_name);
                        msg_give.item_id = give_info.item_id;
                        ForServerNetManager.Instance.Send(player.ss_srv_uid, msg_give);
                    }

                    //清除处理过的事件
                    SQLRelationHandle.RemoveRelationEvent(relation_evt.event_idx);
                    m_relation_events.Remove(relation_evt.event_idx);
                    break;
                }
                }
            }
        }
예제 #9
0
        /// <summary>
        /// 申请反馈
        /// </summary>
        public void ApplyRelationCommand(long event_idx, long target_char_idx, eRelationApplyCmd cmd)
        {
            //是否存在申请事件
            RelationEventInfo relation_evt;

            if (!m_relation_events.TryGetValue(event_idx, out relation_evt))
            {
                return;
            }

            switch (relation_evt.event_type)
            {
            case eRelationEvent.Add:
            {
                eRelationFlag flag = relation_evt.bin_content.bin_add_content.flag;
                if (cmd == eRelationApplyCmd.Agree)
                {
                    //超过上限
                    if (IsRelationFull(flag))
                    {
                        SQLRelationHandle.RemoveRelationEvent(event_idx);
                        m_relation_events.Remove(event_idx);
                        return;
                    }

                    //是否已经存在相同关系:是则返回;非相同关系先移除,再添加
                    RelationInfo relation_info;
                    if (m_relations.TryGetValue(target_char_idx, out relation_info))
                    {
                        if (relation_info.flags == flag)
                        {
                            SQLRelationHandle.RemoveRelationEvent(event_idx);
                            m_relation_events.Remove(event_idx);
                            return;
                        }
                        else
                        {
                            this.RemoveRelation(target_char_idx);
                        }
                    }

                    //如果对方在线,则取对方身上的数据;否则取数据库的数据
                    Unit target_player = UnitManager.Instance.GetUnitByIdx(target_char_idx);
                    if (target_player != null)
                    {
                        relation_info = CommonObjectPools.Spawn <RelationInfo>();
                        relation_info.Copy(target_player.player_data);
                        relation_info.flags = flag;
                        this.AddRelation(relation_info);
                        this.SyncRelation2SS(target_char_idx);
                    }
                    else
                    {
                        PlayerInfoForGL data = CommonObjectPools.Spawn <PlayerInfoForGL>();
                        SQLCharHandle.QueryCharacterInfo(target_char_idx, data, (ret) =>
                            {
                                if (ret && m_char_idx > 0)
                                {
                                    relation_info = CommonObjectPools.Spawn <RelationInfo>();
                                    relation_info.Copy(data);
                                    relation_info.flags = flag;
                                    this.AddRelation(relation_info);
                                    this.SyncRelation2SS(target_char_idx);
                                }
                                CommonObjectPools.Despawn(data);
                            });
                    }
                }
                else
                {
                    //undo
                }
                //写入事件
                RelationEventInfo e_info = new RelationEventInfo();
                e_info.target_char_idx = target_char_idx;
                e_info.source_char_idx = m_char_idx;
                e_info.event_type      = eRelationEvent.Agree;
                e_info.bin_content.bin_agree_content.flag = flag;
                e_info.bin_content.bin_agree_content.cmd  = cmd;
                SQLRelationHandle.InsertRelationEvent(e_info);
                //立刻通知接受者
                this.BroadcastEvent(e_info.target_char_idx, e_info.event_type);
            }
            break;
            }

            //清除处理过的事件
            SQLRelationHandle.RemoveRelationEvent(event_idx);

            //从事件列表移除
            m_relation_events.Remove(event_idx);
        }
예제 #10
0
        /// <summary>
        /// 添加关系
        /// </summary>
        public void AddRelationCommand(RelationAddTarget target_id, eRelationFlag flag, string message)
        {
            //超过上限
            if (IsRelationFull(flag))
            {
                return;
            }

            //不在线了
            Unit player = UnitManager.Instance.GetUnitByIdx(m_char_idx);

            if (player == null)
            {
                return;
            }

            //判断是否已经存在关系,另外防止添加自己为好友
            if (target_id.type == eRelationAddType.Idx)
            {
                if (target_id.char_idx == m_char_idx)
                {
                    return;
                }
                RelationInfo relation_info;
                if (m_relations.TryGetValue(target_id.char_idx, out relation_info) && relation_info.flags == flag)
                {
                    return;
                }
            }
            else
            {
                if (target_id.char_name == player.char_name)
                {
                    return;
                }
                foreach (var relation_info in m_relations)
                {
                    if (relation_info.Value.char_name == target_id.char_name && relation_info.Value.flags == flag)
                    {
                        return;
                    }
                }
            }

            //如果是根据名称加好友,必须在缓存里面能查找到玩家数据
            Unit target_player = null;

            if (target_id.type == eRelationAddType.Idx)
            {
                target_player = UnitManager.Instance.GetUnitByIdx(target_id.char_idx);
            }
            else if (target_id.type == eRelationAddType.Name)
            {
                target_player = UnitManager.Instance.GetUnitByName(target_id.char_name);
                if (target_player == null)
                {
                    return;//TODO:后期如果有需求,可以查表
                }
                else
                {
                    target_id.char_idx = target_player.char_idx;
                }
            }

            //拉黑直接处理,如果有好友关系,需要先去掉好友
            if (flag == eRelationFlag.Block)
            {
                RelationInfo relation_info;
                if (m_relations.TryGetValue(target_id.char_idx, out relation_info))
                {
                    relation_info.flags = eRelationFlag.Block;
                    this.SyncRelation2SS(target_id.char_idx);
                }
                else
                {
                    if (target_player == null)
                    {
                        PlayerInfoForGL data = CommonObjectPools.Spawn <PlayerInfoForGL>();
                        SQLCharHandle.QueryCharacterInfo(target_id.char_idx, data, (ret) =>
                        {
                            if (ret && m_char_idx > 0)
                            {
                                relation_info = CommonObjectPools.Spawn <RelationInfo>();
                                relation_info.Copy(data);
                                relation_info.flags = flag;
                                this.AddRelation(relation_info);
                                this.SyncRelation2SS(target_id.char_idx);
                            }
                            CommonObjectPools.Despawn(data);
                        });
                    }
                    else
                    {
                        relation_info = CommonObjectPools.Spawn <RelationInfo>();
                        relation_info.Copy(target_player.player_data);
                        relation_info.flags = flag;
                        this.AddRelation(relation_info);
                        this.SyncRelation2SS(target_id.char_idx);
                    }
                }
            }

            //添加到db,需要先判断数据库是否已经有写入过,防止重复写入
            //注:如果赠送可以同时存在的话,这里需要屏蔽赠送类型
            SQLRelationHandle.QueryExistsRelationEvent(m_char_idx, target_id.char_idx, flag, (event_idx) =>
            {
                if (event_idx == 0 && m_char_idx > 0)
                {//保存事件
                    RelationEventInfo e_info = new RelationEventInfo();
                    e_info.target_char_idx   = target_id.char_idx;
                    e_info.source_char_idx   = m_char_idx;
                    e_info.event_type        = eRelationEvent.Add;
                    e_info.bin_content.bin_add_content.char_name = player.char_name;
                    e_info.bin_content.bin_add_content.message   = message;
                    e_info.bin_content.bin_add_content.flag      = flag;
                    SQLRelationHandle.InsertRelationEvent(e_info);

                    //立刻通知接受者
                    this.BroadcastEvent(e_info.target_char_idx, e_info.event_type);
                }
            });
        }