Ejemplo n.º 1
0
void NFDBNet_ServerModule::OnDeleteRoleGameProcess(const NFSOCK nSockIndex, const int nMsgID, const char * msg, const uint32_t nLen)
{
	NFGUID nClientID;
	NFMsg::ReqDeleteRole xMsg;
	if (!m_pNetModule->ReceivePB(nMsgID, msg, nLen, xMsg, nClientID))
	{
		return;
	}

	NFMsg::AckRoleLiteInfoList xAckRoleLiteInfoList;
	xAckRoleLiteInfoList.set_account(xMsg.account());

	m_pNetModule->SendMsgPB(NFMsg::EGMI_ACK_ROLE_LIST, xAckRoleLiteInfoList, nSockIndex, nClientID);
}
void NFCProxyServerNet_ServerModule::OnReqDelRoleProcess(const int nSockIndex, const int nMsgID, const char* msg, const uint32_t nLen)
{
    //在没有正式进入游戏之前,nPlayerID都是FD
    NFGUID nPlayerID;
    NFMsg::ReqDeleteRole xData;
    if (!m_pNetModule->ReceivePB(nSockIndex, nMsgID, msg, nLen, xData, nPlayerID))
    {
        return;
    }

    NF_SHARE_PTR<ConnectData> pServerData = m_pProxyServerToGameModule->GetClusterModule()->GetServerNetInfo(xData.game_id());
	if (pServerData && ConnectDataState::NORMAL == pServerData->eState)
    {
        //数据匹配
        NetObject* pNetObject = m_pNetModule->GetNet()->GetNetObject(nSockIndex);
        if (pNetObject
            && pNetObject->GetConnectKeyState() > 0
            && pNetObject->GetGameID() == xData.game_id()
            && pNetObject->GetAccount() == xData.account())
        {
			m_pProxyServerToGameModule->GetClusterModule()->SendByServerID(pNetObject->GetGameID(), nMsgID, std::string(msg, nLen));
        }
    }
}