ReConnect() public method

public ReConnect ( ) : void
return void
Exemplo n.º 1
0
        private static void OnDBConnect(bool isSucceed)
        {
            if (isSucceed)
            {
                Log.Instance().WriteLog("dbserver connect success!");
                //认证


                GameBase.Network.Internal.OpenLoginSession pack = new GameBase.Network.Internal.OpenLoginSession();
                mTcpClient.SendData(pack.GetBuff());
            }
            else
            {
                Log.Instance().WriteLog("dbserver connect error!");
                Log.Instance().WriteLog("Reconnect  dbserver ip:" + mTcpClient.GetConnectIP() +
                                        " port:" + mTcpClient.GetConnectPort().ToString());
                System.Threading.Thread.Sleep(5000);
                mTcpClient.ReConnect();
            }
        }
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;
            }
            }
        }