Пример #1
0
        private void RunAsync(Session session, L2M_TeamModifyMember message, Action <M2L_TeamModifyMember> reply)
        {
            M2L_TeamModifyMember response = new M2L_TeamModifyMember();

            try
            {
                var roomComponent = Game.Scene.GetComponent <RoomComponent>();
                var room          = roomComponent.Get(message.RoomId);
                if (room == null)
                {
                    response.Error = ErrorCode.ERR_RoomIdNotFound;
                    reply(response);
                    return;
                }
                var roomTeamComponent = room.GetComponent <RoomTeamComponent>();
                if (roomTeamComponent == null)
                {
                    response.Error = ErrorCode.ERR_RoomTeamComponentNull;
                    reply(response);
                    return;
                }
                TeamMemberData       selfMemberData       = roomTeamComponent.GetMember(message.Uid);
                M2C_TeamModifyMember m2c_TeamModifyMember = new M2C_TeamModifyMember();
                m2c_TeamModifyMember.Uid        = message.Uid;
                m2c_TeamModifyMember.MemberData = selfMemberData;
                MapMessageHelper.BroadcastRoom(room.Id, m2c_TeamModifyMember, message.Uid);
                reply(response);
            }
            catch (Exception e)
            {
                ReplyError(response, e, reply);
            }
        }
        public static async void KickMember(RoomTeamComponent roomTeamComponent, MapUnit kickMember, TeamLoseType loseType)
        {
            if (kickMember == null)
            {
                return;
            }

            //廣播給指定玩家失去房間
            M2C_TeamLose m2c_TeamLose = new M2C_TeamLose();

            m2c_TeamLose.LoseType = loseType;
            List <MapUnit> broadcastMapUnits = new List <MapUnit>();

            broadcastMapUnits.Add(kickMember);
            MapMessageHelper.BroadcastTarget(m2c_TeamLose, broadcastMapUnits);

            //Player移除mapUnitId
            var proxy      = Game.Scene.GetComponent <CacheProxyComponent>();
            var playerSync = proxy.GetMemorySyncSolver <Player>();
            var player     = playerSync.Get <Player>(kickMember.Uid);

            player?.LeaveRoom();
            await playerSync.Update(player);

            //中斷指定玩家與Map的連接
            var mapUnitGateComponent = kickMember?.GetComponent <MapUnitGateComponent>();

            if (mapUnitGateComponent != null)
            {
                mapUnitGateComponent.IsDisconnect = true;
            }
            Game.Scene.GetComponent <MapUnitComponent>().Remove(kickMember.Id);

            if (m2c_TeamLose.LoseType != TeamLoseType.LoadingTimeOut)
            {
                //廣播給離開玩家外的玩家 成員異動
                M2C_TeamModifyMember m2c_TeamModifyMember = new M2C_TeamModifyMember();
                m2c_TeamModifyMember.Uid = kickMember.Uid;
                MapMessageHelper.BroadcastRoom(roomTeamComponent.RoomEntity.Id, m2c_TeamModifyMember, kickMember.Uid);
            }
        }
        protected override async ETTask Run(MapUnit mapUnit, C2M_TeamLeave message, Action <M2C_TeamLeave> reply)
        {
            await ETTask.CompletedTask;

            M2C_TeamLeave response = new M2C_TeamLeave();

            try
            {
                //判斷房間是否合法
                Room room = mapUnit.Room;
                if (room == null)
                {
                    response.Error = ErrorCode.ERR_RoomIdNotFound;
                    reply(response);
                    return;
                }

                if (room.Type != RoomType.Team)
                {
                    response.Error = ErrorCode.ERR_RoonTypeError;
                    reply(response);
                    return;
                }

                var roomTeamComponent = room.GetComponent <RoomTeamComponent>();
                if (roomTeamComponent == null)
                {
                    response.Error = ErrorCode.ERR_RoomTeamComponentNull;
                    reply(response);
                    return;
                }

                //刪除MapUnit訊息
                M2C_MapUnitDestroy m2C_MapUnitDestroy = new M2C_MapUnitDestroy();
                m2C_MapUnitDestroy.MapUnitId = mapUnit.Id;

                //廣播刪除MapUnit訊息(不包含自己)
                List <MapUnit> broadcastMapUnits = new List <MapUnit>();
                broadcastMapUnits.AddRange(room.GetAll());
                for (int i = 0; i < broadcastMapUnits.Count; i++)
                {
                    //過濾自己
                    if (broadcastMapUnits[i].Uid == mapUnit.Uid)
                    {
                        broadcastMapUnits.RemoveAt(i);
                        break;
                    }
                }
                MapMessageHelper.BroadcastTarget(m2C_MapUnitDestroy, broadcastMapUnits);

                //對全體廣播離開組隊訊息(不包含自己)
                M2C_TeamModifyMember m2c_TeamModifyMember = new M2C_TeamModifyMember();
                m2c_TeamModifyMember.Uid = mapUnit.Uid;
                MapMessageHelper.BroadcastTarget(m2c_TeamModifyMember, broadcastMapUnits);

                //廣播給自己失去房間
                M2C_TeamLose m2c_TeamLose = new M2C_TeamLose();
                m2c_TeamLose.LoseType = TeamLoseType.Other;
                MapMessageHelper.BroadcastTarget(m2c_TeamLose, mapUnit);

                bool isLeader = mapUnit.Uid == roomTeamComponent.Data.LeaderUid;

                //對全體廣播更換隊長(不包含自己)
                if (isLeader)
                {
                    M2C_TeamModifyData m2c_TeamModifyData = new M2C_TeamModifyData();
                    m2c_TeamModifyData.Data = roomTeamComponent.Data;
                    MapMessageHelper.BroadcastTarget(m2c_TeamModifyData, broadcastMapUnits);
                }

                //Player移除mapUnitId
                var proxy      = Game.Scene.GetComponent <CacheProxyComponent>();
                var playerSync = proxy.GetMemorySyncSolver <Player>();
                var player     = playerSync.Get <Player>(mapUnit.Uid);
                player?.LeaveRoom();
                await playerSync.Update(player);

                //先Response才釋放mapUnit
                reply(response);

                //中斷指定玩家與Map的連接
                mapUnit.GetComponent <MapUnitGateComponent>().IsDisconnect = true;
                Game.Scene.GetComponent <MapUnitComponent>().Remove(mapUnit.Id);
            }
            catch (Exception e)
            {
                ReplyError(response, e, reply);
            }
        }
        protected async ETTask RunAsync(Session session, C2G_TeamInviteAccept message, Action <G2C_TeamInviteAccept> reply)
        {
            G2C_TeamInviteAccept response = new G2C_TeamInviteAccept();

            try
            {
                //取得自身資料
                Player player = session.GetComponent <SessionPlayerComponent>().Player;
                User   user   = await UserDataHelper.FindOneUser((player?.uid).GetValueOrDefault(0));

                if (user == null)
                {
                    response.Error = ErrorCode.ERR_AccountDoesntExist;
                    reply(response);
                    return;
                }

                //判斷邀請是否合法
                var inviteComponent = Game.Scene.GetComponent <InviteComponent>();
                var invite          = inviteComponent.GetByInviteId(message.InviteId);

                if (invite == null)
                {
                    response.Error = ErrorCode.ERR_InviteIdNotFind;
                    reply(response);
                    return;
                }

                if (invite.data.ReceiverUid != player?.uid)
                {
                    response.Error = ErrorCode.ERR_InviteNotSelf;
                    reply(response);
                    return;
                }

                //刪除該邀請
                await inviteComponent.DestroyByInviteId(message.InviteId);

                //判斷房間是否合法
                var room = Game.Scene.GetComponent <RoomComponent>().Get(invite.data.TeamRoomId);
                if (room == null)
                {
                    response.Error = ErrorCode.ERR_RoomIdNotFound;
                    reply(response);
                    return;
                }

                if (room.Type != RoomType.Team)
                {
                    response.Error = ErrorCode.ERR_RoonTypeError;
                    reply(response);
                    return;
                }

                if (room.State != RoomState.Start)
                {
                    response.Error = ErrorCode.ERR_RoomTeamStateCanNotEnter;
                    reply(response);
                    return;
                }

                var roomTeamComponent = room.GetComponent <RoomTeamComponent>();
                if (roomTeamComponent == null)
                {
                    response.Error = ErrorCode.ERR_RoomTeamComponentNull;
                    reply(response);
                    return;
                }

                if (room.info.NowMemberCount >= room.info.MaxMemberCount)
                {
                    response.Error = ErrorCode.ERR_RoomTeamMemberIsFull;
                    reply(response);
                    return;
                }

                // 連接到Map伺服器,並創建Unit實體
                IPEndPoint mapAddress = StartConfigComponent.Instance.Get(player.mapAppId).GetComponent <InnerConfig>().IPEndPoint;
                Session    mapSession = Game.Scene.GetComponent <NetInnerComponent>().Get(mapAddress);

                //建立Map實體並進入房間
                G2M_MapUnitCreate g2M_MapUnitCreate = new G2M_MapUnitCreate();
                g2M_MapUnitCreate.Uid           = player.uid;
                g2M_MapUnitCreate.GateSessionId = session.InstanceId;
                g2M_MapUnitCreate.MapUnitInfo   = new MapUnitInfo()
                {
                    Name              = user.name,
                    Location          = user.location,
                    RoomId            = room.Id,
                    DistanceTravelled = 0,
                    CharSetting       = user.playerCharSetting,
                    //PathId 一般組隊入場再決定
                };

                //建立自身MapUnit
                M2G_MapUnitCreate createUnit = (M2G_MapUnitCreate)await mapSession.Call(g2M_MapUnitCreate);

                g2M_MapUnitCreate.MapUnitInfo.MapUnitId = createUnit.MapUnitId;
                player.EnterRoom(createUnit.MapUnitId, room);

                //對全體廣播自己剛建立的MapUnitInfo(不包含自己)
                TeamMemberData       selfMemberData       = roomTeamComponent.GetMember(player.uid);
                M2C_TeamModifyMember m2c_TeamModifyMember = new M2C_TeamModifyMember();
                m2c_TeamModifyMember.Uid        = player.uid;
                m2c_TeamModifyMember.MemberData = selfMemberData;
                MapMessageHelper.BroadcastRoom(room.Id, m2c_TeamModifyMember, player.uid);

                //回傳資料
                response.Info = room.info;
                response.Data = roomTeamComponent.Data;
                for (int i = 0; i < roomTeamComponent.MemberDatas.Length; i++)
                {
                    if (roomTeamComponent.MemberDatas[i] != null)
                    {
                        response.MemberDatas.Add(roomTeamComponent.MemberDatas[i]);
                    }
                }
                reply(response);
            }
            catch (Exception e)
            {
                ReplyError(response, e, reply);
            }
        }
        protected override void Run(MapUnit mapUnit, G2M_SessionDisconnect message)
        {
            //先Player離開地圖再移除mapUnit
            var proxy      = Game.Scene.GetComponent <CacheProxyComponent>();
            var playerSync = proxy.GetMemorySyncSolver <Player>();
            var player     = playerSync.Get <Player>(mapUnit.Uid);

            player?.LeaveRoom();

            Room room = mapUnit.Room;

            if (room != null)
            {
                RoomTeamComponent roomTeamComponent = room.GetComponent <RoomTeamComponent>();

                //刪除MapUnit
                M2C_MapUnitDestroy m2C_MapUnitDestroy = new M2C_MapUnitDestroy();
                m2C_MapUnitDestroy.MapUnitId = mapUnit.Id;

                //製作廣播列表
                List <MapUnit> broadcastMapUnits = new List <MapUnit>();
                broadcastMapUnits.AddRange(room.GetAll());
                for (int i = 0; i < broadcastMapUnits.Count; i++)
                {
                    //過濾自己
                    if (broadcastMapUnits[i].Uid == mapUnit.Uid)
                    {
                        broadcastMapUnits.RemoveAt(i);
                        break;
                    }
                }
                MapMessageHelper.BroadcastTarget(m2C_MapUnitDestroy, broadcastMapUnits);


                switch (room.Type)
                {
                case RoomType.Roaming:
                {
                }
                break;

                case RoomType.Team:
                {
                    //廣播成員異動訊息
                    M2C_TeamModifyMember m2c_TeamModifyMember = new M2C_TeamModifyMember();
                    m2c_TeamModifyMember.Uid = mapUnit.Uid;
                    MapMessageHelper.BroadcastTarget(m2c_TeamModifyMember, broadcastMapUnits);

                    //判斷自身是否為隊長
                    bool isLeader = mapUnit.Uid == roomTeamComponent.Data.LeaderUid;

                    //廣播替換隊長訊息
                    if (isLeader)
                    {
                        M2C_TeamModifyData m2c_TeamModifyData = new M2C_TeamModifyData();
                        m2c_TeamModifyData.Data = roomTeamComponent.Data;
                        MapMessageHelper.BroadcastTarget(m2c_TeamModifyData, broadcastMapUnits);
                    }
                }
                break;
                }
            }

            //中斷指定玩家與Map的連接
            mapUnit.GetComponent <MapUnitGateComponent>().IsDisconnect = true;
            Game.Scene.GetComponent <MapUnitComponent>().Remove(mapUnit.Id);
        }
Пример #6
0
        private async ETVoid RunAsync(Session session, C2G_TeamReservationJoin message, Action <G2C_TeamReservationJoin> reply)
        {
            G2C_TeamReservationJoin response = new G2C_TeamReservationJoin();

            try
            {
                //取得自身資料
                Player player = session.GetComponent <SessionPlayerComponent>().Player;
                User   user   = await UserDataHelper.FindOneUser((player?.uid).GetValueOrDefault());

                if (user == null)
                {
                    response.Error = ErrorCode.ERR_AccountDoesntExist;
                    reply(response);
                    return;
                }

                //取得預約資料
                var reservationComponent = Game.Scene.GetComponent <ReservationComponent>();
                var reservation          = reservationComponent.GetByReservationId(message.ReservationId);

                //判斷是否有該預約
                if (reservation == null)
                {
                    response.Error = ErrorCode.ERR_ReservationIdNotFind;
                    reply(response);
                    return;
                }

                //判斷是否為被邀請者
                if (!reservation.allData.MemberUid.Contains(player.uid))
                {
                    response.Error = ErrorCode.ERR_ReservationNotTheOwner;
                    reply(response);
                    return;
                }

                //判斷是否有該房間
                if (reservation.room == null)
                {
                    response.Error = ErrorCode.ERR_ReservationRoomNotFind;
                    reply(response);
                    return;
                }

                //判斷該房間是否可以進入
                if (reservation.room.State != RoomState.Start)
                {
                    response.Error = ErrorCode.ERR_RoomTeamStateCanNotEnter;
                    reply(response);
                    return;
                }

                //判斷是否人滿
                if (reservation.room.info.NowMemberCount >= reservation.room.info.MaxMemberCount)
                {
                    response.Error = ErrorCode.ERR_RoomTeamMemberIsFull;
                    reply(response);
                    return;
                }

                //判斷房間資料是否正確
                var roomTeamComponent = reservation.room.GetComponent <RoomTeamComponent>();
                if (roomTeamComponent == null)
                {
                    response.Error = ErrorCode.ERR_RoomTeamComponentNull;
                    reply(response);
                    return;
                }

                // 連接到Map伺服器,並創建Unit實體
                IPEndPoint mapAddress = StartConfigComponent.Instance.Get(player.mapAppId).GetComponent <InnerConfig>().IPEndPoint;
                Session    mapSession = Game.Scene.GetComponent <NetInnerComponent>().Get(mapAddress);

                //建立Map實體並進入房間
                G2M_MapUnitCreate g2M_MapUnitCreate = new G2M_MapUnitCreate();
                g2M_MapUnitCreate.Uid           = player.uid;
                g2M_MapUnitCreate.GateSessionId = session.InstanceId;
                g2M_MapUnitCreate.MapUnitInfo   = new MapUnitInfo()
                {
                    Name              = user.name,
                    Location          = user.location,
                    RoomId            = reservation.room.Id,
                    DistanceTravelled = 0,
                    CharSetting       = user.playerCharSetting,
                    //PathId 一般組隊入場再決定
                };

                //建立自身MapUnit
                M2G_MapUnitCreate createUnit = (M2G_MapUnitCreate)await mapSession.Call(g2M_MapUnitCreate);

                g2M_MapUnitCreate.MapUnitInfo.MapUnitId = createUnit.MapUnitId;
                player.EnterRoom(createUnit.MapUnitId, reservation.room);

                //對全體廣播自己剛建立的MapUnitInfo(不包含自己)
                TeamMemberData       selfMemberData       = roomTeamComponent.GetMember(player.uid);
                M2C_TeamModifyMember m2c_TeamModifyMember = new M2C_TeamModifyMember();
                m2c_TeamModifyMember.Uid        = player.uid;
                m2c_TeamModifyMember.MemberData = selfMemberData;
                MapMessageHelper.BroadcastRoom(reservation.room.Id, m2c_TeamModifyMember, player.uid);

                //回傳資料
                response.Error = ErrorCode.ERR_Success;
                response.Info  = reservation.room.info;
                response.Data  = roomTeamComponent.Data;
                for (int i = 0; i < roomTeamComponent.MemberDatas.Length; i++)
                {
                    if (roomTeamComponent.MemberDatas[i] != null)
                    {
                        response.MemberDatas.Add(roomTeamComponent.MemberDatas[i]);
                    }
                }
                for (int i = 0; i < roomTeamComponent.ReservationMembers.Count; i++)
                {
                    if (roomTeamComponent.ReservationMembers[i] != null)
                    {
                        response.ReservationMemberDatas.Add(roomTeamComponent.ReservationMembers[i]);
                    }
                }
                reply(response);
            }
            catch (Exception e)
            {
                ReplyError(response, e, reply);
            }
        }
Пример #7
0
        private void RunAsync(MapUnit mapUnit, L2M_SessionDisconnect message)
        {
            try
            {
                Room room = mapUnit.Room;
                if (room != null)
                {
                    RoomTeamComponent roomTeamComponent = room.GetComponent <RoomTeamComponent>();

                    // 刪除MapUnit
                    M2C_MapUnitDestroy m2C_MapUnitDestroy = new M2C_MapUnitDestroy();
                    m2C_MapUnitDestroy.MapUnitId = mapUnit.Id;

                    // 製作廣播列表
                    List <MapUnit> broadcastMapUnits = new List <MapUnit>();
                    broadcastMapUnits.AddRange(room.GetAll());
                    for (int i = 0; i < broadcastMapUnits.Count; i++)
                    {
                        // 過濾自己
                        if (broadcastMapUnits[i].Uid == mapUnit.Uid)
                        {
                            broadcastMapUnits.RemoveAt(i);
                            break;
                        }
                    }
                    MapMessageHelper.BroadcastTarget(m2C_MapUnitDestroy, broadcastMapUnits);

                    switch (room.Type)
                    {
                    case RoomType.Roaming:
                    {
                    }
                    break;

                    case RoomType.Team:
                    {
                        // 廣播成員異動訊息
                        M2C_TeamModifyMember m2c_TeamModifyMember = new M2C_TeamModifyMember();
                        m2c_TeamModifyMember.Uid = mapUnit.Uid;
                        MapMessageHelper.BroadcastTarget(m2c_TeamModifyMember, broadcastMapUnits);

                        // 判斷自身是否為隊長
                        bool isLeader = mapUnit.Uid == roomTeamComponent.Data.LeaderUid;

                        // 廣播替換隊長訊息
                        if (isLeader)
                        {
                            M2C_TeamModifyData m2c_TeamModifyData = new M2C_TeamModifyData();
                            m2c_TeamModifyData.Data = roomTeamComponent.Data;
                            MapMessageHelper.BroadcastTarget(m2c_TeamModifyData, broadcastMapUnits);
                        }
                    }
                    break;
                    }
                }

                // 中斷指定玩家與Map的連接
                mapUnit.GetComponent <MapUnitGateComponent>().IsDisconnect = true;
                Game.Scene.GetComponent <MapUnitComponent>().Remove(mapUnit.Id);
            }
            catch (Exception e)
            {
                Log.Error(e);
            }
        }