private static void DOWNLOAD_MAP_REPLY(byte[] bytes) { DownloadMapReply input = DownloadMapReply.Parser.ParseFrom(bytes); if (!input.Ret) { string msg = "下载地图失败!"; UIManager.Instance.SystemTips(msg, PanelSystemTips.MessageType.Error); GameRoomManager.Instance.Log("MSG: DOWNLOAD_MAP_REPLY Error - " + msg); return; } if (input.PackageIndex == 0) {// 第一条此类消息 mapDataBuffers.Clear(); GameRoomManager.Instance.Log($"MSG: DOWNLOAD_MAP_REPLY - 开始下载地图!地图名:{input.RoomName}"); } mapDataBuffers.Add(input.MapData.ToByteArray()); bool ret = false; if (input.IsLastPackage) {// 最后一条此类消息了 int totalSize = 0; foreach (var package in mapDataBuffers) { totalSize += package.Length; } // 同时确保文件名的唯一性和可读性 string mapName = $"{input.RoomName}_{input.RoomId}"; // 把服务器传过来的地图数据写入本地文件 BinaryWriter writer = GameRoomManager.Instance.HexmapHelper.BeginSaveBuffer(mapName); if (writer == null) { return; } foreach (var package in mapDataBuffers) { GameRoomManager.Instance.HexmapHelper.SaveBuffer(writer, package); } GameRoomManager.Instance.HexmapHelper.EndSaveBuffer(ref writer); GameRoomManager.Instance.Log($"MSG: DOWNLOAD_MAP_REPLY - 下载地图成功!地图名:{mapName} - Total Map Size:{totalSize}"); // 从本地文件读取地图,并显示出来 GameRoomManager.Instance.HexmapHelper.Load(mapName); GameRoomManager.Instance.Log($"MSG: DOWNLOAD_MAP_REPLY - 显示地图!地图名:{mapName}"); // 设置房间ID和名字 GameRoomManager.Instance.RoomId = input.RoomId; GameRoomManager.Instance.RoomName = input.RoomName; string msg = $"进入战场 - {input.RoomName}"; GameRoomManager.Instance.Log("MSG: DOWNLOAD_MAP_REPLY OK - " + msg); UIManager.Instance.SystemTips(msg, PanelSystemTips.MessageType.Success); // 2-补充内容,获取城市信息 DownloadCities output = new DownloadCities() { RoomId = input.RoomId, }; GameRoomManager.Instance.SendMsg(ROOM.DownloadCities, output.ToByteArray()); // 3-补充内容,获取单位信息 DownloadActors output2 = new DownloadActors() { RoomId = input.RoomId, }; GameRoomManager.Instance.SendMsg(ROOM.DownloadActors, output2.ToByteArray()); // 4-刷新玩家身上的资源 UpdateRes output3 = new UpdateRes() { RoomId = input.RoomId, OwnerId = GameRoomManager.Instance.CurrentPlayer.TokenId, }; GameRoomManager.Instance.SendMsg(ROOM.UpdateRes, output3.ToByteArray()); // 5-刷新玩家身上的行动点 UpdateActionPoint output4 = new UpdateActionPoint() { RoomId = input.RoomId, OwnerId = GameRoomManager.Instance.CurrentPlayer.TokenId, }; GameRoomManager.Instance.SendMsg(ROOM.UpdateActionPoint, output4.ToByteArray()); } }
private static void DOWNLOAD_CITIES(byte [] bytes) { DownloadCities input = DownloadCities.Parser.ParseFrom(bytes); RoomLogic roomLogic = ServerRoomManager.Instance.GetRoomLogic(input.RoomId); if (roomLogic == null) { string msg = $"Battlefield is not found!"; // 战场没有找到 ServerRoomManager.Instance.Log("MSG: DOWNLOAD_CITIES Error - " + msg + $" - {input.RoomId}"); DownloadCitiesReply output = new DownloadCitiesReply() { RoomId = input.RoomId, Ret = false, ErrMsg = msg, }; ServerRoomManager.Instance.SendMsg(_args, ROOM_REPLY.DownloadCitiesReply, output.ToByteArray()); return; } PlayerInfo pi = ServerRoomManager.Instance.GetPlayer(_args); if (pi == null) { string msg = $"Current Player is not found!"; // 当前玩家没有找到 ServerRoomManager.Instance.Log("MSG: DOWNLOAD_CITIES Error - " + msg); DownloadCitiesReply output = new DownloadCitiesReply() { RoomId = input.RoomId, Ret = false, }; ServerRoomManager.Instance.SendMsg(_args, ROOM_REPLY.DownloadCitiesReply, output.ToByteArray()); return; } long OwnerId = pi.Enter.TokenId; long capitalCityId = 0; foreach (var keyValue in roomLogic.UrbanManager.AllCities) { UrbanCity city = keyValue.Value; if (city.IsCapital && city.OwnerId == OwnerId) { capitalCityId = city.CityId; } CityAddReply output = new CityAddReply() { RoomId = city.RoomId, OwnerId = city.OwnerId, CityId = city.CityId, PosX = city.PosX, PosZ = city.PosZ, CellIndex = city.CellIndex, CityName = city.CityName, CitySize = city.CitySize, IsCapital = city.IsCapital, Ret = true, }; ServerRoomManager.Instance.SendMsg(_args, ROOM_REPLY.CityAddReply, output.ToByteArray()); } { DownloadCitiesReply output = new DownloadCitiesReply() { RoomId = input.RoomId, TotalCount = roomLogic.UrbanManager.AllCities.Count, MyCount = roomLogic.UrbanManager.CountOfThePlayer(OwnerId), CapitalCityId = capitalCityId, Ret = true, }; ServerRoomManager.Instance.SendMsg(_args, ROOM_REPLY.DownloadCitiesReply, output.ToByteArray()); ServerRoomManager.Instance.Log($"MSG: DOWNLOAD_CITIES OK - Player:{pi.Enter.Account} - City Count:{output.MyCount}/{output.TotalCount}"); } }