Наследование: global::ProtoBuf.IExtensible
        internal void HandleBuyLife(ulong guid)
        {
            UserProcessScheduler scheduler = LobbyServer.Instance.UserProcessScheduler;
            if (null == scheduler)
                return;
            // 响应玩家要求复活
            UserInfo user = scheduler.GetUserInfo(guid);
            if (null != user) {
                RoomInfo room = user.Room;
                if (null != room) {
                    Msg_LR_UserReLive resultBuilder = new Msg_LR_UserReLive();
                    resultBuilder.UserGuid = guid;
                    resultBuilder.RoomID = user.CurrentRoomID;
                    LobbyServer.Instance.RoomSvrChannel.Send(room.RoomServerName, resultBuilder);

                    LogSys.Log(LOG_TYPE.INFO, "BuyLife Guid {0}", guid);
                }
            }
        }
Пример #2
0
 internal void HandleUserRelive(Msg_LR_UserReLive msg)
 {
     Room room = GetRoomByID(msg.RoomID);
     if (null != room) {
         Scene curScene = room.ActiveScene;
         if (null != curScene) {
             //curScene.DelayActionProcessor.QueueAction(curScene.OnUserRevive, msg);
         }
     }
 }
Пример #3
0
 private void HandleUserRelive(Msg_LR_UserReLive msg, PBChannel channel, int handle, uint seq)
 {
     bool isFieldThread;
     int ix = GetActiveRoomThreadIndex(msg.RoomID, out isFieldThread);
     if (ix >= 0) {
         if (isFieldThread) {
             RoomThread roomThread = field_roomthread_list_[ix];
             roomThread.QueueAction(roomThread.HandleUserRelive, msg);
         } else {
             RoomThread roomThread = roomthread_list_[ix];
             roomThread.QueueAction(roomThread.HandleUserRelive, msg);
         }
     }
 }