/// <summary> /// 玩家特殊魔法,带终点 /// </summary> public void MsgPlayerMagicEndpoint(Player player, BaseProtocol baseProtocol) { //玩家特殊魔法,终点生成 //消息结构: (string)PlayerMagic + (string)playerName + (int)magicItemID + (float)endposX+(float)endposY+(float)endposZ if (player.playerStatus.status != PlayerStatus.Status.Gaming) { return; } Room room = player.playerStatus.room; int startIndex = 0; BytesProtocol p = baseProtocol as BytesProtocol; p.GetString(startIndex, ref startIndex); string playerName = p.GetString(startIndex, ref startIndex); int magicItemID = p.GetInt(startIndex, ref startIndex); float posX = p.GetFloat(startIndex, ref startIndex); float posY = p.GetFloat(startIndex, ref startIndex); float posZ = p.GetFloat(startIndex, ref startIndex); //转发魔法消息 BytesProtocol p_broadcast = new BytesProtocol(); p_broadcast.SpliceString("PlayerMagicEndpoint"); p_broadcast.SpliceString(player.name); p_broadcast.SpliceInt(magicItemID); p_broadcast.SpliceFloat(posX); p_broadcast.SpliceFloat(posY); p_broadcast.SpliceFloat(posZ); room.Broadcast(p_broadcast); }
public void MsgConnect(Connect connect, BaseProtocol Protocol) { int startIndex = 0; BytesProtocol bytesProtocol = (BytesProtocol)Protocol; string protocolName = bytesProtocol.GetString(startIndex, ref startIndex); string name = bytesProtocol.GetString(startIndex, ref startIndex); Console.WriteLine("[客户端 " + connect.GetAddress() + " ](连接消息) 以用户名:" + name + " 连接"); BytesProtocol bytesProtocolReturn = new BytesProtocol(); bytesProtocolReturn.SpliceString("Connect"); //名字已被使用,无法连接,返回-1,连接失败 if (Player.NameIsUsed(name)) { bytesProtocolReturn.SpliceInt(-1); connect.Send(bytesProtocolReturn); return; } //为连接初始化角色数据 connect.player = new Player(name, connect); //触发连接事件 Server.instance.handlePlayerEvent.OnConnect(connect.player); //返回0,即连接成功 bytesProtocolReturn.SpliceInt(0); connect.Send(bytesProtocolReturn); return; }
/// <summary> /// 玩家获得有害状态,转发 /// </summary> public void MsgPlayerGetBuff(Player player, BaseProtocol baseProtocol) { //消息结构: (string)PlayerName + (int)BuffType +(float)buffTime int startIndex = 0; BytesProtocol get = baseProtocol as BytesProtocol; Room room = player.playerStatus.room; get.GetString(startIndex, ref startIndex); string PlayerName = get.GetString(startIndex, ref startIndex); int bufftype = get.GetInt(startIndex, ref startIndex); float bufftime = get.GetFloat(startIndex, ref startIndex); if (room.playerDict.ContainsKey(PlayerName)) { room.playerDict[PlayerName].playerStatus.buffType = bufftype; room.playerDict[PlayerName].playerStatus.buffTime = bufftime; } BytesProtocol p = new BytesProtocol(); p.SpliceString("PlayerGetBuff"); p.SpliceString(PlayerName); p.SpliceInt(bufftype); p.SpliceFloat(bufftime); foreach (Player pr in room.playerDict.Values) { p.SpliceString(pr.name); } player.Send(p); }
/// <summary> /// 玩家一般魔法,起点位置,起点旋转度 /// </summary> /// <param name="player"></param> /// <param name="baseProtocol"></param> public void MsgPlayerMagic(Player player, BaseProtocol baseProtocol) { //玩家魔法 //消息结构: (string)PlayerMagic + (string)magicName + (float)posX + (float)posY +(float)posZ+ (float)rotX + (float)rotY + (float)rotZ //if (player.playerStatus.status != PlayerStatus.Status.Gaming) //{ // return; //} Room room = player.playerStatus.room; int startIndex = 0; BytesProtocol p = baseProtocol as BytesProtocol; p.GetString(startIndex, ref startIndex); string magicName = p.GetString(startIndex, ref startIndex); float posX = p.GetFloat(startIndex, ref startIndex); float posY = p.GetFloat(startIndex, ref startIndex); float posZ = p.GetFloat(startIndex, ref startIndex); float rotX = p.GetFloat(startIndex, ref startIndex); float rotY = p.GetFloat(startIndex, ref startIndex); float rotZ = p.GetFloat(startIndex, ref startIndex); //转发魔法消息 BytesProtocol p_broadcast = new BytesProtocol(); p_broadcast.SpliceString("PlayerMagic"); p_broadcast.SpliceString(magicName); p_broadcast.SpliceFloat(posX); p_broadcast.SpliceFloat(posY); p_broadcast.SpliceFloat(posZ); p_broadcast.SpliceFloat(rotX); p_broadcast.SpliceFloat(rotY); p_broadcast.SpliceFloat(rotZ); room.Broadcast(p_broadcast); }
/// <summary> /// 玩家被毒圈伤害 /// </summary> public void MsgPlayerPoison(Player player, BaseProtocol baseProtocol) { //玩家被毒圈伤害协议 //消息结构:(string)PlayerPoison Room room = player.playerStatus.room; int startIndex = 0; BytesProtocol p = baseProtocol as BytesProtocol; p.GetString(startIndex, ref startIndex); if (player.playerStatus.HP > 0) { if (room.circlefieldIndex <= room.circlefieldInfo.Circlefields.Count - 1) { player.playerStatus.HP -= room.circlefieldInfo.Circlefields[room.circlefieldIndex].DamagePerSec; } } else { //玩家死亡协议 //消息结构:(string)PlayerDead + (string)playerName BytesProtocol deadProtool = new BytesProtocol(); deadProtool.SpliceString("PlayerDead"); deadProtool.SpliceString(player.name); room.Broadcast(deadProtool); RoomManager.instance.LeaveRoom(player); } room.PlayerSuccess(); }
/// <summary> /// 击中玩家 /// </summary> public void MsgPlayerHitSomeone(Player player, BaseProtocol baseProtocol) { //击中玩家协议 //消息结构:(string)PlayerHitSomeone + (string)PlayerName + (float)Damage //玩家不在游戏状态,当没事发生 Room room = player.playerStatus.room; int startIndex = 0; BytesProtocol p = baseProtocol as BytesProtocol; p.GetString(startIndex, ref startIndex); string HitplayerName = p.GetString(startIndex, ref startIndex); float Damage = p.GetFloat(startIndex, ref startIndex); if (room.playerDict.ContainsKey(HitplayerName)) { lock (room.playerDict) { //扣血操作 room.playerDict[HitplayerName].playerStatus.HP -= Damage; //死亡后自动离开房间 if (room.playerDict[HitplayerName].playerStatus.HP <= 0) { //玩家死亡协议 //消息结构:(string)PlayerKilled + (string)Killer + (string)KilledPlayer BytesProtocol deadProtool = new BytesProtocol(); deadProtool.SpliceString("PlayerKilled"); deadProtool.SpliceString(player.name); deadProtool.SpliceString(HitplayerName); room.Broadcast(deadProtool); RoomManager.instance.LeaveRoom(room.playerDict[HitplayerName]); } } } else { //玩家不在房间中,返回 return; } room.PlayerSuccess(); }
/// <summary> /// 玩家加载完毕,定时器开始计时 /// </summary> public void MsgPlayerReady(Player player, BaseProtocol baseProtocol) { int startIndex = 0; BytesProtocol p = baseProtocol as BytesProtocol; p.GetString(startIndex, ref startIndex); string playerName = p.GetString(startIndex, ref startIndex); //int playerstatus = p.GetInt(startIndex, ref startIndex); Room room = player.playerStatus.room; ////测试单人使用 //if (room.playerDict.Count == 1) //{ // BytesProtocol protocol = new BytesProtocol(); // protocol.SpliceString("AllPlayerLoaded"); // room.Broadcast(protocol); // room.NewTimer(); // room.beginTimer = true; // room.LastCirclefieldTime = Utility.GetTimeStamp(); // return; //} if (room.playerReadyDict.Count < room.playerDict.Count) { lock (room.playerReadyDict) { room.playerReadyDict.Add(playerName, true); } Console.WriteLine("PlayerReadyCount:{0} ", room.playerReadyDict.Count); } if (room.playerReadyDict.Count == room.playerDict.Count) { //广播-所有玩家加载完毕信息 BytesProtocol protocol = new BytesProtocol(); protocol.SpliceString("AllPlayerLoaded"); room.Broadcast(protocol); room.NewTimer(); room.beginTimer = true; room.LastCirclefieldTime = Utility.GetTimeStamp(); } }
/// <summary> /// 拾取物品 /// </summary> public void MsgPickItem(Player player, BaseProtocol baseProtocol) { //拾取物品 //消息结构: (string)PickItem + (int)GroundItemID int startIndex = 0; BytesProtocol get = baseProtocol as BytesProtocol; get.GetString(startIndex, ref startIndex); int GroundItemID = get.GetInt(startIndex, ref startIndex); BytesProtocol p = new BytesProtocol(); p.SpliceString("PickItem"); p.SpliceInt(GroundItemID); player.playerStatus.room.Broadcast(p); }
/// <summary> /// 更新玩家信息 /// </summary> public void MsgUpdatePlayerInfo(Player player, BaseProtocol baseProtocol) { //if (player.playerStatus.status != PlayerStatus.Status.Gaming) //{ // return; //} BytesProtocol p = baseProtocol as BytesProtocol; int startIndex = 0; p.GetString(startIndex, ref startIndex); float posX = p.GetFloat(startIndex, ref startIndex); float posY = p.GetFloat(startIndex, ref startIndex); float posZ = p.GetFloat(startIndex, ref startIndex); float rotX = p.GetFloat(startIndex, ref startIndex); float rotY = p.GetFloat(startIndex, ref startIndex); float rotZ = p.GetFloat(startIndex, ref startIndex); string CurrentAction = p.GetString(startIndex, ref startIndex); player.playerStatus.posX = posX; player.playerStatus.posY = posY; player.playerStatus.posZ = posZ; player.playerStatus.CurrentAction = CurrentAction; player.playerStatus.LastUpdateTime = Utility.GetTimeStamp(); BytesProtocol protocolReturn = new BytesProtocol(); protocolReturn.SpliceString("UpdatePlayerInfo"); protocolReturn.SpliceString(player.name); protocolReturn.SpliceFloat(player.playerStatus.HP); protocolReturn.SpliceFloat(posX); protocolReturn.SpliceFloat(posY); protocolReturn.SpliceFloat(posZ); protocolReturn.SpliceFloat(rotX); protocolReturn.SpliceFloat(rotY); protocolReturn.SpliceFloat(rotZ); protocolReturn.SpliceString(CurrentAction); player.playerStatus.room.Broadcast(protocolReturn); }
/// <summary> /// 房间门打开转发 /// </summary> /// <param name="player"></param> /// <param name="baseProtocol"></param> public void MsgDoorOpen(Player player, BaseProtocol baseProtocol) { //开门 //消息结构: (string)DoorOpen + (int)DoorID Room room = player.playerStatus.room; int startIndex = 0; BytesProtocol p = baseProtocol as BytesProtocol; p.GetString(startIndex, ref startIndex); int DoorID = p.GetInt(startIndex, ref startIndex); BytesProtocol doorProtocol = new BytesProtocol(); doorProtocol.SpliceString("DoorOpen"); doorProtocol.SpliceInt(DoorID); room.Broadcast(doorProtocol); }
/// <summary> /// 获取房间玩家信息 /// </summary> public void MsgGetPlayersInfo(Player player, BaseProtocol baseProtocol) { //消息结构: (string)GetPlayersInfo + (int)PlayerNum +(string)PlayerName1 + ... +(string)PlayerName# int startIndex = 0; BytesProtocol get = baseProtocol as BytesProtocol; get.GetString(startIndex, ref startIndex); Room room = player.playerStatus.room; BytesProtocol p = new BytesProtocol(); p.SpliceString("GetPlayersInfo"); p.SpliceInt(room.playerDict.Count); foreach (Player pr in room.playerDict.Values) { p.SpliceString(pr.name); } player.Send(p); }
/// <summary> /// 玩家死亡,自杀时客户端上报 /// </summary> public void MsgPlayerDead(Player player, BaseProtocol baseProtocol) { int startIndex = 0; BytesProtocol p = baseProtocol as BytesProtocol; Room room = player.playerStatus.room; p.GetString(startIndex, ref startIndex); BytesProtocol ret = new BytesProtocol(); if (room.playerDict.ContainsKey(player.name)) { ret.SpliceString("PlayerDead"); ret.SpliceString(player.name); room.Broadcast(ret); RoomManager.instance.LeaveRoom(room.playerDict[player.name]); } room.PlayerSuccess(); }
/// <summary> /// 获取下落点 /// </summary> public void MsgDroppoint(Player player, BaseProtocol baseProtocol) { int startIndex = 0; BytesProtocol get = baseProtocol as BytesProtocol; get.GetString(startIndex, ref startIndex); Room room = player.playerStatus.room; BytesProtocol p = new BytesProtocol(); p.SpliceString("Droppoint"); Random rand = new Random(); lock (room.playerDroppoints) { int index = rand.Next(0, room.playerDroppoints.Count - 1); room.playerDroppoints.RemoveAt(index); p.SpliceInt(room.playerDroppoints[index]); } player.Send(p); }
/// <summary> /// 获取地图物品数据 /// </summary> public void MsgGetMapItemData(Player player, BaseProtocol baseProtocol) { int startIndex = 0; BytesProtocol protocol = baseProtocol as BytesProtocol; protocol.GetString(startIndex, ref startIndex); Random ran = new Random((int)Utility.GetTimeStamp()); if (randomItemCode == 0) { randomItemCode = ran.Next(1, 999); } //Console.WriteLine("RandomItemCode Set: " + randomItemCode.ToString()); BytesProtocol p = new BytesProtocol(); p.SpliceString("GetMapItemData"); p.SpliceInt(randomItemCode); player.playerStatus.room.Broadcast(p); //player.Send(player.playerStatus.room.ItemsProtocol); }
/// <summary> /// 玩家扔物品 /// </summary> public void MsgDropItem(Player player, BaseProtocol baseProtocol) { //拾取物品 //消息结构: (string)PickItem + (int)GroundItemID int startIndex = 0; BytesProtocol p = baseProtocol as BytesProtocol; p.GetString(startIndex, ref startIndex); int GroundItemID = p.GetInt(startIndex, ref startIndex); float posX = p.GetFloat(startIndex, ref startIndex); float posY = p.GetFloat(startIndex, ref startIndex); float posZ = p.GetFloat(startIndex, ref startIndex); //转发魔法消息 BytesProtocol p_broadcast = new BytesProtocol(); p_broadcast.SpliceString("DropItem"); p_broadcast.SpliceInt(GroundItemID); p_broadcast.SpliceFloat(posX); p_broadcast.SpliceFloat(posY); p_broadcast.SpliceFloat(posZ); player.playerStatus.room.Broadcast(p); }
public void MsgJoinRoom(Player player, BaseProtocol baseProtocol) { int startIndex = 0; BytesProtocol Protocol = baseProtocol as BytesProtocol; string methodName = Protocol.GetString(startIndex, ref startIndex); int RoomIndex = Protocol.GetInt(startIndex, ref startIndex); Console.WriteLine("[客户端 " + player.name + " ]" + "请求加入房间(MsgJoinRoom):index:" + RoomIndex); Protocol = new BytesProtocol(); Protocol.SpliceString("JoinRoom"); if (RoomIndex < 0 || RoomIndex >= RoomManager.instance.RoomList.Count) { Console.WriteLine("[客户端 " + player.name + " ]" + "请求加入房间(MsgJoinRoom):index:" + RoomIndex + " 超出列表范围"); Protocol.SpliceInt(-1); player.Send(Protocol); return; } Room room = RoomManager.instance.RoomList[RoomIndex]; if (room.status != Room.Status.Preparing) { Console.WriteLine("[客户端 " + player.name + " ]" + "请求加入房间(MsgJoinRoom):index:" + RoomIndex + " 房间正在游玩"); Protocol.SpliceInt(-1); player.Send(Protocol); return; } if (room.AddPlayer(player)) { room.Broadcast(room.GetRoomInfo()); Protocol.SpliceInt(0); player.Send(Protocol); } else { Console.WriteLine("[客户端 " + player.name + " ]" + "请求加入房间(MsgJoinRoom):index:" + RoomIndex + " 房间人数已满"); Protocol.SpliceInt(-1); player.Send(Protocol); } }