Ejemplo n.º 1
0
bool CGameServer::DispatchGateServer(const PacketPtr& PktPtr, KeyRef krSocket)
{
	bool bRet = false;
	switch (PktPtr->GetEvent()) {
	case PAK_EVENT_LINK:
		{
			bRet = OnServerLink(static_cast<CPAKLink*>(PktPtr.Get()), krSocket);
		}
		break;
	case PAK_EVENT_UPDATE:
		{
			bRet = OnServerUpdate(static_cast<CPAKUpdate*>(PktPtr.Get()), krSocket);
		}
		break;
	case PAK_EVENT_UNLINK:
		{
			bRet = OnServerUnlink(PktPtr.Get(), krSocket);
		}
		break;
	case PAK_EVENT_GAME_ID:
		{
			CPAKGameIdAck GameIdAck;
			GameIdAck.SetId((Int)m_ServerInfo.usId);
			GameIdAck.AdjustSize();
			m_NetworkPtr->Send(krSocket, GameIdAck);
		}
		break;
	default:
		{
			LOGV_WARN(m_FileLog, TF("[游戏服务器]%p无法识别的网关服务器信令包数据[event=%d]"), krSocket, PktPtr->GetEvent());
		}
	}
	return bRet;
}
Ejemplo n.º 2
0
bool CGameServer::DispatchZoneServer(const PacketPtr& PktPtr, KeyRef krSocket)
{
	bool bRet = false;
	switch (PktPtr->GetEvent()) {
	case PAK_EVENT_LINK:
		{
			bRet = OnServerLink(static_cast<CPAKLink*>(PktPtr.Get()), krSocket);
		}
		break;
	case PAK_EVENT_UPDATE:
		{
			bRet = OnServerUpdate(static_cast<CPAKUpdate*>(PktPtr.Get()), krSocket);
		}
		break;
	case PAK_EVENT_UNLINK:
		{
			bRet = OnServerUnlink(PktPtr.Get(), krSocket);
		}
		break;
	default:
		{
			LOGV_WARN(m_FileLog, TF("[游戏服务器]%p无法识别的地图服务器信令包数据[event=%d]"), krSocket, PktPtr->GetEvent());
		}
	}
	return bRet;
}
Ejemplo n.º 3
0
//--------------------------------------
bool CGameServer::OnUdpDispatch(const PacketPtr& PktPtr, PUDP_PARAM pUdp)
{
	// PUDP_PARAM->pCache == nullptr, 上层可以保存从底层申请的缓存数据
	// PUDP_PARAM->pCache, PUDP_PARAM->index是底层申请的缓存数据的起始地址和索引号
	// 如果上层保存缓存, 设置PUDP_PARAM->pData为nullptr通知网络底层
	// 释放缓存使用MObject::sMCFree(index, pCache)
	assert(PktPtr->GetEvent() == PAK_EVENT_LOGIN_SELECT_GAME);
	CPAKLoginSelectGame* pSelect = static_cast<CPAKLoginSelectGame*>(PktPtr.Get());
	if (SelectGame(pSelect) == false) {
		pSelect->SetAck(LOGIN_ERROR_NONE_GATE);
		m_NetworkPtr->SendTo(pUdp->krSocket, *pSelect, pUdp->NetAddr);
		LOG_INFO(m_FileLog, TF("[游戏服务器]游戏服务器收到客户端选择游戏服务器请求, 但是没有网关服务器"));
	}
	return true;
}