/// <summary> /// 好友赠送 /// </summary> public void FriendGiveCommand(long target_char_idx, ItemID item_id) { Unit player = UnitManager.Instance.GetUnitByIdx(m_char_idx); if (player == null) { return; } //先查找是否有好友 RelationInfo relation_info; if (!m_relations.TryGetValue(target_char_idx, out relation_info) || relation_info.flags != eRelationFlag.Friend) { return; } //赠送是否合法 if (!item.IsValidItem(item_id)) { return; } //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.Give; e_info.bin_content.bin_give_content.char_name = player.char_name; e_info.bin_content.bin_give_content.item_id = item_id; SQLRelationHandle.InsertRelationEvent(e_info); //立刻通知接受者:这里先注释,不需要及时通知 //this.BroadcastEvent(e_info.target_char_idx, e_info.event_type); }
/// <summary> /// 移除关系 /// </summary> public void RemoveRelationCommand(long target_char_idx) { //不在线了 Unit player = UnitManager.Instance.GetUnitByIdx(m_char_idx); if (player == null) { return; } //是否已经存在关系 RelationInfo relation_info = null; if (m_relations.TryGetValue(target_char_idx, out relation_info)) { this.RemoveRelation(target_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 = target_char_idx; ForServerNetManager.Instance.Send(player.ss_srv_uid, msg_remove); //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 SQLRelationHandle.QueryExistsRelationEvent(m_char_idx, target_char_idx, relation_info.flags, (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_char_idx; e_info.source_char_idx = m_char_idx; e_info.event_type = eRelationEvent.Delete; SQLRelationHandle.InsertRelationEvent(e_info); //立刻通知接受者 this.BroadcastEvent(e_info.target_char_idx, e_info.event_type); } }); } }
/// <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); }
/// <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); } }); }