Exemplo n.º 1
0
        public void ProcessDBNetMsg()
        {
            if (!mbConnect && System.Environment.TickCount - mnReconnectTick > 5000)//五秒重连
            {
                mTcpDBClient.ReConnect();
                mnReconnectTick = System.Environment.TickCount;
            }
            byte[] buff = null;
            lock (_lock)
            {
                buff = mDBPacket.GetData();
            }

            if (buff == null) return;
            PackIn inpack = new PackIn(buff);
            ushort param = inpack.ReadUInt16();
            switch (param)
            {
                case GameBase.Network.Internal.Define.ROLEINFO:
                    {
                        GameBase.Network.Internal.RoleInfo roleinfo = new GameBase.Network.Internal.RoleInfo(buff);
                        //判断是否有缓存数据-
                        PlayerObject cacheplay = UserEngine.Instance().GetCachePlay(roleinfo.sAccount);
                        if (cacheplay != null)
                        {
                            Log.Instance().WriteLog("检测到角色缓存数据,保存中!" + cacheplay.GetName());
                            UserEngine.Instance().RemoveCachePlay(cacheplay);
                            cacheplay.ExitGame();
                            return;
                        }
                        UserEngine.Instance().AddTempPlayObject(roleinfo);

                        //回发给dbserver 表示收到了角色信息- 让他通知loginserver 发数据给玩家连接mapserver
                        GameBase.Network.Internal.RoleInfo_Ret ret = new GameBase.Network.Internal.RoleInfo_Ret();
                        ret.gameid = roleinfo.gameid;
                        ret.key = roleinfo.mKey;
                        ret.key2 = roleinfo.mKey1;
                        ret.accountid = roleinfo.accountid;
                        mTcpDBClient.SendData(ret.GetBuffer());
                        Log.Instance().WriteLog("收到临时角色信息:" + roleinfo.sAccount+" id:"+roleinfo.accountid.ToString());
                        break;
                    }
                case GameBase.Network.Internal.Define.QUERYROLENAME_RET:
                    {
                        QueryRoleName_Ret ret = new QueryRoleName_Ret();
                        ret.Create(buff);
                        TempPlayObject temp = UserEngine.Instance().GetTempPlayObj(ret.gameid);
                        if (temp == null)
                        {
                            Log.Instance().WriteLog("找到玩家对象..在--ProcessDBNetMsg code:2");
                            break;
                        }

                        NetMsg.MsgNotice notice = new NetMsg.MsgNotice();
                        notice.Create(null, temp.play.GetGamePackKeyEx());
                        temp.play.SendData(notice.GetQueryNameBuff(!ret.tag));

                        break;
                    }
                case GameBase.Network.Internal.Define.CREATEROLE_RET:
                    {

                        CreateRole_Ret ret = new CreateRole_Ret();
                        ret.Create(buff);
                        TempPlayObject temp = UserEngine.Instance().GetTempPlayObj(ret.gameid);
                        if (temp == null)
                        {
                            Log.Instance().WriteLog("未找到玩家对象..在--ProcessDBNetMsg code:3");
                            break;
                        }

                        UserEngine.Instance().RemoveTempPlayObject(ret.gameid); //从临时列表出移除--
                        //进入游戏
                        temp.play.GetBaseAttr().account_id = temp.accountid;
                        temp.play.GetBaseAttr().player_id = ret.playerid;
                        temp.play.EnterGame(null,true);
                        break;
                    }
                case GameBase.Network.Internal.Define.ADDROLEDATA_ITEM_RET:
                    {
                        GameBase.Network.Internal.AddRoleData_Item_Ret ret = new GameBase.Network.Internal.AddRoleData_Item_Ret();
                        ret.Create(buff);
                        PlayerObject play = UserEngine.Instance().FindPlayerObjectToID(ret.gameid);
                        if (play == null)
                        {
                            Log.Instance().WriteLog("未找到玩家对象..在--ProcessDBNetMsg code:4");
                            break;
                        }
                        play.GetItemSystem().AwardItem_Ret(ret.sordid, ret.id);
                        break;
                    }
                case GameBase.Network.Internal.Define.LOADROLEDATA_ITEM:
                    {
                        GameBase.Network.Internal.ROLEDATA_ITEM item = new GameBase.Network.Internal.ROLEDATA_ITEM();
                        item.Create(buff);
                        TempPlayObject play = UserEngine.Instance().GetTempPlayObj(item.key,item.key2);
                        if (play == null)
                        {
                            Log.Instance().WriteLog("未找到玩家对象..在--ProcessDBNetMsg code:5");
                            break;
                        }
                        for (int i = 0; i < item.mListItem.Count; i++)
                        {
                            play.play.GetItemSystem().AddItemInfo(item.mListItem[i]);
                        }
                         break;
                    }
                case GameBase.Network.Internal.Define.LOADROLEDATA_MAGIC:
                    {
                        GameBase.Network.Internal.RoleData_Magic magic = new GameBase.Network.Internal.RoleData_Magic();
                        magic.Create(buff);
                        TempPlayObject play = UserEngine.Instance().GetTempPlayObj(magic.key, magic.key2);
                        if (play == null)
                        {
                            Log.Instance().WriteLog("未找到玩家对象..在--ProcessDBNetMsg code:6");
                            break;
                        }
                        for(int i = 0;i < magic.mListMagic.Count;i++)
                        {
                            GameBase.Network.Internal.MagicInfo info = magic.mListMagic[i];
                            play.play.GetMagicSystem().AddMagicInfo(info);
                        }

                        break;
                    }
                case GameBase.Network.Internal.Define.KICKGAMEPLAY:
                    {
                        GameBase.Network.Internal.KickGamePlay kickplay = new GameBase.Network.Internal.KickGamePlay();
                        kickplay.Create(buff);
                        PlayerObject play = UserEngine.Instance().FindPlayerObjectToAccountId(kickplay.accountid);
                        if (play != null)
                        {
                            SessionManager.Instance().RemoveSession(play.GetGameSession().m_Socket);
                            play.Kick();
                        }
                        break;
                    }
                case GameBase.Network.Internal.Define.LOADROLEDATA_EUDEMON:
                    {
                        GameBase.Network.Internal.ROLEDATE_EUDEMON eudemon = new GameBase.Network.Internal.ROLEDATE_EUDEMON();
                        eudemon.Create(buff);

                        TempPlayObject play = UserEngine.Instance().GetTempPlayObj(eudemon.key, eudemon.key2);
                        if (play == null)
                        {
                            //只是为了下断点后延迟问题解决方案
                            PlayerObject _play = UserEngine.Instance().FindPlayerObjectToPlayerId(eudemon.playerid);
                            if (_play == null)
                            {
                                Log.Instance().WriteLog("未找到玩家对象..在--ProcessDBNetMsg code:6");
                            }
                            else
                            {
                                _play.GetEudemonSystem().DB_Load(eudemon);
                                _play.GetEudemonSystem().SendAllEudemonInfo();
                            }

                            break;
                        }
                        else
                        {
                            play.play.GetEudemonSystem().DB_Load(eudemon);
                        }

                        break;
                    }
                case GameBase.Network.Internal.Define.LOADROLEDATA_FRIEND:
                    {
                        GameBase.Network.Internal.ROLEDATA_FRIEND friend = new GameBase.Network.Internal.ROLEDATA_FRIEND();
                        friend.Create(buff);
                        TempPlayObject play = UserEngine.Instance().GetTempPlayObj(friend.key, friend.key2);
                        if (play == null)
                        {
                            //只是为了下断点后延迟问题解决方案
                            PlayerObject _play = UserEngine.Instance().FindPlayerObjectToPlayerId(friend.playerid);
                            if (_play == null)
                            {
                                Log.Instance().WriteLog("未找到玩家对象..在--ProcessDBNetMsg code:7");
                            }
                            else
                            {

                                _play.GetFriendSystem().DB_Load(friend);
                                _play.GetFriendSystem().SendAllFriendInfo();
                            }

                            break;
                        }
                        else
                        {
                            play.play.GetFriendSystem().DB_Load(friend);
                        }

                        break;
                    }
                case GameBase.Network.Internal.Define.GUANJUEDATA: //爵位数据
                    {
                        GameBase.Network.Internal.GUANJUEINFO juewei = new GameBase.Network.Internal.GUANJUEINFO();
                        juewei.Create(buff);
                        GuanJueManager.Instance().DB_Load(juewei);
                        break;
                    }
                case GameBase.Network.Internal.Define.LOADLEGION: //军团数据
                    {
                        GameBase.Network.Internal.LEGIONINFO info = new GameBase.Network.Internal.LEGIONINFO();
                        info.Create(buff);
                        LegionManager.Instance().DB_Load(info);
                        break;
                    }
                case GameBase.Network.Internal.Define.CREATELEGION_RET://创建军团返回数据
                    {
                        GameBase.Network.Internal.CreateLegion_Ret info = new GameBase.Network.Internal.CreateLegion_Ret();
                        info.Create(buff);
                        LegionManager.Instance().CreateLegion_Ret(info);
                        break;
                    }
                case GameBase.Network.Internal.Define.LOADPAYRECINFO: //充值数据
                    {
                        GameBase.Network.Internal.PackPayRecInfo info = new GameBase.Network.Internal.PackPayRecInfo();
                        info.Creaet(buff);
                        PayManager.Instance().DB_Load(info);
                        break;
                    }
            }
        }
Exemplo n.º 2
0
        public void ProcessDBNetMsg()
        {
            if (!mbConnect && System.Environment.TickCount - mnReconnectTick > 5000)//五秒重连
            {
                mTcpDBClient.ReConnect();
                mnReconnectTick = System.Environment.TickCount;
            }
            byte[] buff = null;
            lock (_lock)
            {
                buff = mDBPacket.GetData();
            }

            if (buff == null)
            {
                return;
            }
            PackIn inpack = new PackIn(buff);
            ushort param  = inpack.ReadUInt16();

            switch (param)
            {
            case GameBase.Network.Internal.Define.ROLEINFO:
            {
                GameBase.Network.Internal.RoleInfo roleinfo = new GameBase.Network.Internal.RoleInfo(buff);
                //判断是否有缓存数据-
                PlayerObject cacheplay = UserEngine.Instance().GetCachePlay(roleinfo.sAccount);
                if (cacheplay != null)
                {
                    Log.Instance().WriteLog("检测到角色缓存数据,保存中!" + cacheplay.GetName());
                    UserEngine.Instance().RemoveCachePlay(cacheplay);
                    cacheplay.ExitGame();
                    return;
                }
                UserEngine.Instance().AddTempPlayObject(roleinfo);

                //回发给dbserver 表示收到了角色信息- 让他通知loginserver 发数据给玩家连接mapserver
                GameBase.Network.Internal.RoleInfo_Ret ret = new GameBase.Network.Internal.RoleInfo_Ret();
                ret.gameid    = roleinfo.gameid;
                ret.key       = roleinfo.mKey;
                ret.key2      = roleinfo.mKey1;
                ret.accountid = roleinfo.accountid;
                mTcpDBClient.SendData(ret.GetBuffer());
                Log.Instance().WriteLog("收到临时角色信息:" + roleinfo.sAccount + " id:" + roleinfo.accountid.ToString());
                break;
            }

            case GameBase.Network.Internal.Define.QUERYROLENAME_RET:
            {
                QueryRoleName_Ret ret = new QueryRoleName_Ret();
                ret.Create(buff);
                TempPlayObject temp = UserEngine.Instance().GetTempPlayObj(ret.gameid);
                if (temp == null)
                {
                    Log.Instance().WriteLog("找到玩家对象..在--ProcessDBNetMsg code:2");
                    break;
                }

                NetMsg.MsgNotice notice = new NetMsg.MsgNotice();
                notice.Create(null, temp.play.GetGamePackKeyEx());
                temp.play.SendData(notice.GetQueryNameBuff(!ret.tag));

                break;
            }

            case GameBase.Network.Internal.Define.CREATEROLE_RET:
            {
                CreateRole_Ret ret = new CreateRole_Ret();
                ret.Create(buff);
                TempPlayObject temp = UserEngine.Instance().GetTempPlayObj(ret.gameid);
                if (temp == null)
                {
                    Log.Instance().WriteLog("未找到玩家对象..在--ProcessDBNetMsg code:3");
                    break;
                }


                UserEngine.Instance().RemoveTempPlayObject(ret.gameid);         //从临时列表出移除--
                //进入游戏
                temp.play.GetBaseAttr().account_id = temp.accountid;
                temp.play.GetBaseAttr().player_id  = ret.playerid;
                temp.play.EnterGame(null, true);
                break;
            }

            case GameBase.Network.Internal.Define.ADDROLEDATA_ITEM_RET:
            {
                GameBase.Network.Internal.AddRoleData_Item_Ret ret = new GameBase.Network.Internal.AddRoleData_Item_Ret();
                ret.Create(buff);
                PlayerObject play = UserEngine.Instance().FindPlayerObjectToID(ret.gameid);
                if (play == null)
                {
                    Log.Instance().WriteLog("未找到玩家对象..在--ProcessDBNetMsg code:4");
                    break;
                }
                play.GetItemSystem().AwardItem_Ret(ret.sordid, ret.id);
                break;
            }

            case GameBase.Network.Internal.Define.LOADROLEDATA_ITEM:
            {
                GameBase.Network.Internal.ROLEDATA_ITEM item = new GameBase.Network.Internal.ROLEDATA_ITEM();
                item.Create(buff);
                TempPlayObject play = UserEngine.Instance().GetTempPlayObj(item.key, item.key2);
                if (play == null)
                {
                    Log.Instance().WriteLog("未找到玩家对象..在--ProcessDBNetMsg code:5");
                    break;
                }
                for (int i = 0; i < item.mListItem.Count; i++)
                {
                    play.play.GetItemSystem().AddItemInfo(item.mListItem[i]);
                }
                break;
            }

            case GameBase.Network.Internal.Define.LOADROLEDATA_MAGIC:
            {
                GameBase.Network.Internal.RoleData_Magic magic = new GameBase.Network.Internal.RoleData_Magic();
                magic.Create(buff);
                TempPlayObject play = UserEngine.Instance().GetTempPlayObj(magic.key, magic.key2);
                if (play == null)
                {
                    Log.Instance().WriteLog("未找到玩家对象..在--ProcessDBNetMsg code:6");
                    break;
                }
                for (int i = 0; i < magic.mListMagic.Count; i++)
                {
                    GameBase.Network.Internal.MagicInfo info = magic.mListMagic[i];
                    play.play.GetMagicSystem().AddMagicInfo(info);
                }

                break;
            }

            case GameBase.Network.Internal.Define.KICKGAMEPLAY:
            {
                GameBase.Network.Internal.KickGamePlay kickplay = new GameBase.Network.Internal.KickGamePlay();
                kickplay.Create(buff);
                PlayerObject play = UserEngine.Instance().FindPlayerObjectToAccountId(kickplay.accountid);
                if (play != null)
                {
                    SessionManager.Instance().RemoveSession(play.GetGameSession().m_Socket);
                    play.Kick();
                }
                break;
            }

            case GameBase.Network.Internal.Define.LOADROLEDATA_EUDEMON:
            {
                GameBase.Network.Internal.ROLEDATE_EUDEMON eudemon = new GameBase.Network.Internal.ROLEDATE_EUDEMON();
                eudemon.Create(buff);

                TempPlayObject play = UserEngine.Instance().GetTempPlayObj(eudemon.key, eudemon.key2);
                if (play == null)
                {
                    //只是为了下断点后延迟问题解决方案
                    PlayerObject _play = UserEngine.Instance().FindPlayerObjectToPlayerId(eudemon.playerid);
                    if (_play == null)
                    {
                        Log.Instance().WriteLog("未找到玩家对象..在--ProcessDBNetMsg code:6");
                    }
                    else
                    {
                        _play.GetEudemonSystem().DB_Load(eudemon);
                        _play.GetEudemonSystem().SendAllEudemonInfo();
                    }

                    break;
                }
                else
                {
                    play.play.GetEudemonSystem().DB_Load(eudemon);
                }


                break;
            }

            case GameBase.Network.Internal.Define.LOADROLEDATA_FRIEND:
            {
                GameBase.Network.Internal.ROLEDATA_FRIEND friend = new GameBase.Network.Internal.ROLEDATA_FRIEND();
                friend.Create(buff);
                TempPlayObject play = UserEngine.Instance().GetTempPlayObj(friend.key, friend.key2);
                if (play == null)
                {
                    //只是为了下断点后延迟问题解决方案
                    PlayerObject _play = UserEngine.Instance().FindPlayerObjectToPlayerId(friend.playerid);
                    if (_play == null)
                    {
                        Log.Instance().WriteLog("未找到玩家对象..在--ProcessDBNetMsg code:7");
                    }
                    else
                    {
                        _play.GetFriendSystem().DB_Load(friend);
                        _play.GetFriendSystem().SendAllFriendInfo();
                    }

                    break;
                }
                else
                {
                    play.play.GetFriendSystem().DB_Load(friend);
                }

                break;
            }

            case GameBase.Network.Internal.Define.GUANJUEDATA:     //爵位数据
            {
                GameBase.Network.Internal.GUANJUEINFO juewei = new GameBase.Network.Internal.GUANJUEINFO();
                juewei.Create(buff);
                GuanJueManager.Instance().DB_Load(juewei);
                break;
            }

            case GameBase.Network.Internal.Define.LOADLEGION:     //军团数据
            {
                GameBase.Network.Internal.LEGIONINFO info = new GameBase.Network.Internal.LEGIONINFO();
                info.Create(buff);
                LegionManager.Instance().DB_Load(info);
                break;
            }

            case GameBase.Network.Internal.Define.CREATELEGION_RET:    //创建军团返回数据
            {
                GameBase.Network.Internal.CreateLegion_Ret info = new GameBase.Network.Internal.CreateLegion_Ret();
                info.Create(buff);
                LegionManager.Instance().CreateLegion_Ret(info);
                break;
            }

            case GameBase.Network.Internal.Define.LOADPAYRECINFO:     //充值数据
            {
                GameBase.Network.Internal.PackPayRecInfo info = new GameBase.Network.Internal.PackPayRecInfo();
                info.Creaet(buff);
                PayManager.Instance().DB_Load(info);
                break;
            }
            }
        }
Exemplo n.º 3
0
        private void ProcessQueryRole(byte[] data)
        {
            GameBase.Network.Internal.QueryRole info = new GameBase.Network.Internal.QueryRole();
            info.Create(data);
            byte   ret       = 0;
            String sAccount  = info.GetAccount();
            int    accountid = Data.QueryAccount(sAccount);

            //查询数据库是否有该角色--
            if (accountid != -1)
            {
                ret = 1;
                //-优先查询是否在线,要是在线就踢掉了--
                int mapserverindex = -1;
                if (Data.IsOnline(sAccount, ref mapserverindex))
                {
                    ret = 2;
                    //发送给mapserver踢掉该玩家,因为被挤下线了
                    GameBase.Network.Internal.KickGamePlay kickplay = new GameBase.Network.Internal.KickGamePlay();
                    kickplay.accountid = accountid;
                    SessionManager.Instance().SendMapServer(mapserverindex, kickplay.GetBuffer());
                    //设置该玩家帐号为离线状态
                    Data.SetOnlineState(accountid, -1);
                }
                if (ret == 1)
                {
                    Log.Instance().WriteLog("查询角色成功:" + sAccount + "id:" + accountid.ToString());
                    //发送给mapserver服务器
                    GameBase.Network.Internal.RoleInfo roleinfo = Data.QueryRoleInfo(accountid);
                    roleinfo.gameid   = info.gameid;
                    roleinfo.mKey     = info.key;
                    roleinfo.mKey1    = info.key2;
                    roleinfo.sAccount = sAccount;
                    SessionManager.Instance().SendMapServer(roleinfo.mapid, roleinfo.GetBuffer());

                    //如果有角色,读取角色的其他信息
                    //物品数据
                    GameBase.Network.Internal.ROLEDATA_ITEM item = new GameBase.Network.Internal.ROLEDATA_ITEM();
                    item.key      = info.key;
                    item.key2     = info.key2;
                    item.playerid = roleinfo.playerid;
                    item.SetLoadTag();
                    Data.LoadRoleData_Item(item);
                    if (item.mListItem.Count > 0) //没数据就不发了。。
                    {
                        SessionManager.Instance().SendMapServer(0, item.GetBuffer());
                    }
                    //技能数据
                    GameBase.Network.Internal.RoleData_Magic magic = new GameBase.Network.Internal.RoleData_Magic();
                    magic.SetLoadTag();
                    magic.ownerid = roleinfo.playerid;
                    magic.key     = roleinfo.mKey;
                    magic.key2    = roleinfo.mKey1;
                    Data.LoadRoleData_Magic(magic);
                    if (magic.mListMagic.Count > 0)
                    {
                        SessionManager.Instance().SendMapServer(0, magic.GetBuffer());
                    }
                    //幻兽数据--
                    List <RoleData_Item> list_eudemondata = item.GetEudemonItemList();
                    if (list_eudemondata != null)
                    {
                        GameBase.Network.Internal.ROLEDATE_EUDEMON eudemon = new GameBase.Network.Internal.ROLEDATE_EUDEMON();
                        eudemon.SetLoadTag();
                        eudemon.playerid = roleinfo.playerid;
                        eudemon.key      = roleinfo.mKey;
                        eudemon.key2     = roleinfo.mKey1;
                        Data.LoadRoleData_Eudemon(eudemon);
                        SessionManager.Instance().SendMapServer(0, eudemon.GetBuffer());
                    }
                    //好友数据
                    GameBase.Network.Internal.ROLEDATA_FRIEND friend = new GameBase.Network.Internal.ROLEDATA_FRIEND();
                    friend.SetLoadTag();
                    friend.playerid = roleinfo.playerid;
                    friend.key      = roleinfo.mKey;
                    friend.key2     = roleinfo.mKey1;
                    Data.LoadRoleData_Friend(friend);
                    SessionManager.Instance().SendMapServer(0, friend.GetBuffer());
                }
                else
                {
                    Log.Instance().WriteLog("查询角色失败:" + sAccount + "id:" + accountid.ToString());
                }
            }
            if (ret == 1)
            {
                return;           //有该角色
            }
            //发送给loginserver服务器--
            GameBase.Network.Internal.QueryRole_Ret queryrole_ret = new GameBase.Network.Internal.QueryRole_Ret();
            queryrole_ret.gameid = info.gameid;
            queryrole_ret.key    = info.key;
            queryrole_ret.key2   = info.key2;
            queryrole_ret.ret    = ret;

            mTcpServer.SendData(mSocket, queryrole_ret.GetBuffer());
        }