public static async Task StartPlaySimulate(StartPlayRequest request, IServerStreamWriter <StartPlayReply> responseStream, ServerCallContext context, Session session, JMapData map_data, JGameModeData game_mode) { (bool ret, string server_addr, byte worldId, string channel_key, string channel_id) = await Channel.GetAvailableServer(request.MapId); if (ret == false) { // 전투 가능한 서버가 없다 Log.Error($"Cannot find Server user_no:{session.user_no}"); await responseStream.WriteAsync(new StartPlayReply() { Code = ErrorCode.BusyServer }); return; } long match_id = await MatchInstanceId.GetMatchInstanceId(); var matchResult = new MatchResult(match_id, request.MapId); if (await matchResult.AddPlayer(session, map_data, game_mode) == false) { await responseStream.WriteAsync(new StartPlayReply() { Code = ErrorCode.NotEnough }); return; } if (ServerConfiguration.Instance.gameSetting.EnableAIMatch) { matchResult.AddAI(session, map_data, game_mode); } await matchResult.Finish(worldId, server_addr, channel_id, game_mode); await responseStream.WriteAsync(matchResult.replyToClient); await PubStartPlay(matchResult.replyToBattleServer); _ = GameResult.WaitGameResult(session, channel_id, map_data, game_mode).ConfigureAwait(false); }
public static async Task <bool> StartPlay(long match_id, Session session, StartPlayRequest request, IServerStreamWriter <StartPlayReply> responseStream, MatchResult matchResult, JMapData map_data, JGameModeData game_mode) { // 매칭에 필요한 인원을 모두 찾았을때 // 전투 가능한 서버를 찾아 세팅 (bool ret, string server_addr, byte worldId, string channel_key, string channel_id) = await Channel.GetAvailableServer(request.MapId); if (ret == false) { // 전투 가능한 서버가 없다 Log.Error($"Cannot find Server user_no:{session.user_no}"); await responseStream.WriteAsync(new StartPlayReply() { Code = ErrorCode.BusyServer }); return(false); } if (await matchResult.AddPlayer(session, map_data, game_mode) == false) { Log.Error($"StartPlay error user_no:{session.user_no}"); await responseStream.WriteAsync(new StartPlayReply() { Code = ErrorCode.NotEnough }); return(false); } await matchResult.Finish(worldId, server_addr, channel_id, game_mode); // 매칭된 유저들에게 알림 await Match.SaveMatch(match_id, matchResult.replyToClient); // 대기 목록에서 삭제 foreach (var p in matchResult.replyToBattleServer.players.Values) { await WaitingList.RemoveWaitingUser(p.user_no); } // 배틀서버에 알림 await PubStartPlay(matchResult.replyToBattleServer); Log.Information($"StartPlay {session.user_no}, channel_msg:{channel_key}"); // 게임 시작 요청에 대한 응답 전송 await responseStream.WriteAsync(matchResult.replyToClient); // 매칭이 성공적으로 이루어졌으므로 이후 매칭 결과를 pub/sub으로 전달 받는다. _ = GameResult.WaitGameResult(session, channel_id, map_data, game_mode).ConfigureAwait(false); History.Info(session.member_no, session.user_no, session.character_no, HistoryLogAction.StartPlay, (byte)HistoryLogReason.None, matchResult.replyToBattleServer.players.Count, matchResult.replyToClient.MapId, match_id.ToString(), session.character_type.ToString()); _ = LogProxy.writeActionLog(session, "플레이", "매칭성공", matchResult.replyToClient.MapId.ToString()).ConfigureAwait(false); var characterNames = new List <string>(); var characterLevels = new List <int>(); foreach (var player in matchResult.replyToBattleServer.players) { characterNames.Add(player.Value.user_id); characterLevels.Add(player.Value.character_level); } _ = LogProxy.writeRoundLog(session, game_mode.Name, "", "", "10", 0, 0, 0, characterNames, characterLevels, "").ConfigureAwait(false); return(true); }