private void UpdateMapUser(UpdateUserCharacterMessage.UpdateType updateType, UserCharacterData userData, long exceptConnectionId) { foreach (long mapServerConnectionId in mapServerConnectionIds) { if (mapServerConnectionId == exceptConnectionId) { continue; } UpdateMapUser(mapServerConnectionId, updateType, userData); } }
private void UpdateMapUser(TransportHandler transportHandler, UpdateUserCharacterMessage.UpdateType updateType, UserCharacterData userData) { var updateMapUserMessage = new UpdateUserCharacterMessage(); updateMapUserMessage.type = updateType; updateMapUserMessage.data = userData; transportHandler.ClientSendPacket(SendOptions.ReliableOrdered, MMOMessageTypes.UpdateMapUser, updateMapUserMessage.Serialize); }
private IEnumerator SetPlayerReadyRoutine(long connectionId, string userId, string accessToken, string selectCharacterId) { // Validate access token var 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 var identity = Assets.NetworkSpawn(entityPrefab.Identity.HashAssetId, playerCharacterData.CurrentPosition, Quaternion.identity, 0, connectionId); var playerCharacterEntity = identity.GetComponent <BasePlayerCharacterEntity>(); playerCharacterData.CloneTo(playerCharacterEntity); // 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)) { var 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)) { var 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 var 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); } var player = Players[connectionId]; foreach (var spawnedObject in Assets.SpawnedObjects) { if (spawnedObject.Value.ConnectionId == player.ConnectionId) { continue; } if (spawnedObject.Value.ShouldAddSubscriber(player)) { spawnedObject.Value.AddSubscriber(player); } } } } } }
private void UpdateMapUser(long connectionId, UpdateUserCharacterMessage.UpdateType updateType, UserCharacterData userData) { UpdateUserCharacterMessage updateMapUserMessage = new UpdateUserCharacterMessage(); updateMapUserMessage.type = updateType; updateMapUserMessage.data = userData; ServerSendPacket(connectionId, DeliveryMethod.ReliableOrdered, MMOMessageTypes.UpdateMapUser, updateMapUserMessage); }