Example #1
0
BOOL KPlayerServer::Detach(int nConnIndex)
{
    BOOL        bResult     = false;
    KPlayer*    pPlayer     = NULL;

    assert(nConnIndex >= 0 && nConnIndex < m_nMaxConnection);

    pPlayer = m_ConnectionDataList[nConnIndex].pPlayer;
    KG_PROCESS_ERROR(pPlayer);

    // 暂时这么处理,以后应该执行托管
    pPlayer->Logout();

	m_ConnectionDataList[nConnIndex].pPlayer = NULL;

	pPlayer->m_nConnIndex = -1;

	switch (pPlayer->m_eGameStatus)
	{
	case gsPlaying:
        pPlayer->RemoveHero();
        g_RelayClient.SaveRoleData(pPlayer);
        g_pSO3World->DelPlayer(pPlayer);
		break;

    case gsInHall:
    case gsSearchMap:
    case gsWaitForNewMapLoading:
        g_RelayClient.SaveRoleData(pPlayer);
        g_pSO3World->DelPlayer(pPlayer);
        break;

    //case gsWaitForConnect: 此状态下网关还未解锁,在连接超时处删除玩家
	case gsWaitForPermit:
	case gsWaitForRoleData:
    case gsWaitForTransmissionSave:
    case gsWaitForTransmissionGuid:
		g_pSO3World->DelPlayer(pPlayer);
		break;
	default:
        KGLogPrintf(
            KGLOG_ERR, "Unexpected GameStatus %d for player %s when connection close !",
            pPlayer->m_eGameStatus, pPlayer->m_szName
        );
        break;
	}

    bResult = true;
Exit0:
    return bResult;
}