示例#1
0
        //--------------------------------------
        private void HandleCreateBattleRoom(Msg_LR_CreateBattleRoom createRoomMsg, PBChannel channel, int handle, uint seq)
        {
            LogSys.Log(LOG_TYPE.DEBUG, "channel:{0}, seq:{1}", channel, seq);
            bool canContinue = true;

            //先检查是否玩家已经在room上。
            foreach (Msg_LR_RoomUserInfo rui in createRoomMsg.UsersList)
            {
                if (RoomPeerMgr.Instance.IsKeyExist(rui.Key))
                {
                    canContinue = false;
                    LogSys.Log(LOG_TYPE.WARN, "User is already in room. UserGuid:{0}, Key:{1}", rui.Guid, rui.Key);
                    break;
                }
            }
            if (!canContinue)
            {
                Msg_RL_ReplyCreateBattleRoom.Builder replyBuilder0 = Msg_RL_ReplyCreateBattleRoom.CreateBuilder();
                replyBuilder0.SetRoomId(createRoomMsg.RoomId);
                replyBuilder0.SetIsSuccess(false);
                channel.Send(replyBuilder0.Build());
                return;
            }
            List <User> users = new List <User>();

            foreach (Msg_LR_RoomUserInfo rui in createRoomMsg.UsersList)
            {
                User rsUser = user_pool_.NewUser();
                LogSys.Log(LOG_TYPE.INFO, "NewUser {0} for {1} {2}", rsUser.LocalID, rui.Guid, rui.Key);
                rsUser.Init();
                if (!rsUser.SetKey(rui.Key))
                {
                    LogSys.Log(LOG_TYPE.WARN, "user who's key is {0} already in room!", rui.Key);
                    LogSys.Log(LOG_TYPE.INFO, "FreeUser {0} for {1} {2}, [RoomManager.HandleCreateBattleRoom]", rsUser.LocalID, rui.Guid, rui.Key);
                    user_pool_.FreeUser(rsUser.LocalID);
                    continue;
                }
                rsUser.Guid             = rui.Guid;
                rsUser.Name             = rui.Nick;
                rsUser.HeroId           = rui.Hero;
                rsUser.CampId           = rui.Camp;
                rsUser.Level            = rui.Level;
                rsUser.ArgFightingScore = rui.ArgScore;
                if (rui.IsMachine == true)
                {
                    rsUser.UserControlState = (int)UserControlState.Ai;
                }
                else
                {
                    rsUser.UserControlState = (int)UserControlState.User;
                }
                //装备数据
                for (int index = 0; index < rui.ShopEquipmentsIdCount; ++index)
                {
                    rsUser.ShopEquipmentsId.Add(rui.GetShopEquipmentsId(index));
                }
                if (null != rsUser.Skill)
                {
                    rsUser.Skill.Clear();
                    for (int i = 0; i < rui.SkillsCount; i++)
                    {
                        SkillTransmitArg skill_arg = new SkillTransmitArg();
                        skill_arg.SkillId    = rui.SkillsList[i].SkillId;
                        skill_arg.SkillLevel = rui.SkillsList[i].SkillLevel;
                        rsUser.Skill.Add(skill_arg);
                    }
                    if (rui.HasPresetIndex)
                    {
                        rsUser.PresetIndex = rui.PresetIndex;
                    }
                }
                ///
                if (null != rsUser.Equip)
                {
                    rsUser.Equip.Clear();
                    for (int i = 0; i < rui.EquipsCount; i++)
                    {
                        ItemTransmitArg equip_arg = new ItemTransmitArg();
                        equip_arg.ItemId             = rui.EquipsList[i].EquipId;
                        equip_arg.ItemLevel          = rui.EquipsList[i].EquipLevel;
                        equip_arg.ItemRandomProperty = rui.EquipsList[i].EquipRandomProperty;
                        rsUser.Equip.Add(equip_arg);
                    }
                }
                ///
                if (null != rsUser.Legacy)
                {
                    rsUser.Legacy.Clear();
                    for (int i = 0; i < rui.LegacysCount; i++)
                    {
                        ItemTransmitArg legacy_arg = new ItemTransmitArg();
                        legacy_arg.ItemId             = rui.LegacysList[i].LegacyId;
                        legacy_arg.ItemLevel          = rui.LegacysList[i].LegacyLevel;
                        legacy_arg.ItemRandomProperty = rui.LegacysList[i].LegacyRandomProperty;
                        legacy_arg.IsUnlock           = rui.LegacysList[i].LegacyIsUnlock;
                        rsUser.Legacy.Add(legacy_arg);
                    }
                }
                ///
                if (null != rsUser.XSouls)
                {
                    rsUser.XSouls.GetAllXSoulPartData().Clear();
                    for (int i = 0; i < rui.XSoulsCount; i++)
                    {
                        ItemDataInfo item = new ItemDataInfo();
                        item.ItemId     = rui.XSoulsList[i].ItemId;
                        item.Level      = rui.XSoulsList[i].Level;
                        item.Experience = rui.XSoulsList[i].Experience;
                        ItemConfig configer = ItemConfigProvider.Instance.GetDataById(item.ItemId);
                        item.ItemConfig = configer;
                        if (configer != null)
                        {
                            XSoulPartInfo part_info = new XSoulPartInfo((XSoulPart)configer.m_WearParts, item);
                            part_info.ShowModelLevel = rui.XSoulsList[i].ModelLevel;
                            rsUser.XSouls.SetXSoulPartData((XSoulPart)configer.m_WearParts, part_info);
                        }
                    }
                }
                // partner
                if (null != rui.Partner)
                {
                    PartnerConfig partnerConfig = PartnerConfigProvider.Instance.GetDataById(rui.Partner.PartnerId);
                    if (null != partnerConfig)
                    {
                        PartnerInfo partnerInfo = new PartnerInfo(partnerConfig);
                        partnerInfo.CurAdditionLevel = rui.Partner.PartnerLevel;
                        partnerInfo.CurSkillStage    = rui.Partner.PartnerStage;
                        rsUser.Partner = partnerInfo;
                    }
                }
                users.Add(rsUser);
                LogSys.Log(LOG_TYPE.DEBUG, "enter room {0} scene {1} user info guid={2}, name={3}, key={4}, camp={5}", createRoomMsg.RoomId, createRoomMsg.SceneType, rui.Guid, rui.Nick, rui.Key, rui.Camp);
            }
            //临时测试人机机制

            /*
             * Data_SceneConfig sceneCfg = SceneConfigProvider.Instance.GetSceneConfigById(createRoomMsg.SceneType);
             * if (1 == createRoomMsg.UsersCount && null != sceneCfg && sceneCfg.m_Type == (int)SceneTypeEnum.TYPE_PVP) {
             * for (int i = 0; i < 9; ++i) {
             *  User rsUser = room_mgr_.NewUser();
             *  rsUser.Init();
             *  rsUser.SetKey(0xffffffff);
             *  rsUser.Guid = 0xffffffff;
             *  rsUser.Name = "Computer" + i;
             *  rsUser.HeroId = CrossEngineHelper.Random.Next(1, 3);
             *  rsUser.CampId = (i < 4 ? (int)CampIdEnum.Blue : (int)CampIdEnum.Red);
             *  rsUser.UserControlState = (int)UserControlState.Ai;
             *  users.Add(rsUser);
             *  LogSys.Log(LOG_TYPE.DEBUG, "Computer enter room");
             * }
             * }
             */
            bool ret = false;

            if (users.Count == 0)
            {
                LogSys.Log(LOG_TYPE.WARN, "no user enter room");
                ret = false;
            }
            else
            {
                ret = ActiveRoom(createRoomMsg.RoomId, createRoomMsg.SceneType, users.ToArray());
            }
            if (ret)
            {
                LogSys.Log(LOG_TYPE.DEBUG, "user enter room success.");
            }
            else
            {
                LogSys.Log(LOG_TYPE.DEBUG, "user enter room failed!");
            }
            Msg_RL_ReplyCreateBattleRoom.Builder replyBuilder = Msg_RL_ReplyCreateBattleRoom.CreateBuilder();
            replyBuilder.SetRoomId(createRoomMsg.RoomId);
            replyBuilder.SetIsSuccess(ret);
            channel.Send(replyBuilder.Build());
        }
示例#2
0
        public void RefreshItemSkills(SendImpactToSelfDelegation sendImpactToSelf, StopMyImpactDelegation stopImpact)
        {
            //标记所有物品带的技能与buff
            foreach (SkillInfo info in GetSkillStateInfo().GetAllSkill())
            {
                if (info.IsItemSkill)
                {
                    info.IsMarkToRemove = true;
                }
            }
            foreach (ImpactInfo info in GetSkillStateInfo().GetAllImpact())
            {
                if (info.m_IsItemImpact)
                {
                    info.m_IsMarkToRemove = true;
                }
            }
            //刷新物品带的技能与buff
            EquipmentStateInfo equipInfo = GetEquipmentStateInfo();

            for (int ix = 0; ix < EquipmentStateInfo.c_PackageCapacity; ++ix)
            {
                ItemDataInfo itemInfo = equipInfo.GetItemData(ix);
                if (null != itemInfo && itemInfo.ItemNum == 1 && null != itemInfo.ItemConfig)
                {
                    ItemConfig cfg = itemInfo.ItemConfig;
                    if (null != cfg.m_AddSkillOnEquiping)
                    {
                        foreach (int id in cfg.m_AddSkillOnEquiping)
                        {
                            SkillInfo skillInfo = GetSkillStateInfo().GetSkillInfoById(id);
                            if (null == skillInfo)
                            {
                                skillInfo                = new SkillInfo(id);
                                skillInfo.IsItemSkill    = true;
                                skillInfo.IsMarkToRemove = false;
                                GetSkillStateInfo().AddSkill(skillInfo);
                            }
                            else
                            {
                                skillInfo.IsMarkToRemove = false;
                            }
                        }
                    }
                    if (null != cfg.m_AddBuffOnEquiping && null != sendImpactToSelf)
                    {
                        //此分支为服务器端处理,参数为加impact的回调,这个回调里包括加impact并发消息给客户端(现在ImpactSystem是这样实现的)
                        foreach (int id in cfg.m_AddBuffOnEquiping)
                        {
                            ImpactInfo impactInfo = GetSkillStateInfo().GetImpactInfoById(id);
                            if (null == impactInfo)
                            {
                                impactInfo = sendImpactToSelf(id);
                                if (null != impactInfo)
                                {
                                    impactInfo.m_IsItemImpact   = true;
                                    impactInfo.m_IsMarkToRemove = false;
                                }
                            }
                            else
                            {
                                impactInfo.m_IsMarkToRemove = false;
                            }
                        }
                    }
                }
            }
            //移除不再有效的技能与buff
            List <int> removeSkills = new List <int>();

            foreach (SkillInfo info in GetSkillStateInfo().GetAllSkill())
            {
                if (info.IsItemSkill && info.IsMarkToRemove)
                {
                    removeSkills.Add(info.SkillId);
                }
            }
            foreach (int id in removeSkills)
            {
                GetSkillStateInfo().RemoveSkill(id);
            }
            removeSkills.Clear();

            List <int> removeImpacts = new List <int>();

            foreach (ImpactInfo info in GetSkillStateInfo().GetAllImpact())
            {
                if (info.m_IsItemImpact && info.m_IsMarkToRemove)
                {
                    removeImpacts.Add(info.m_ImpactId);
                }
            }
            foreach (int id in removeImpacts)
            {
                if (null != stopImpact)
                {
                    stopImpact(id);
                }
            }
            removeImpacts.Clear();
        }