BOOL KPlayerBaseProcess::OnSyncPlayer( LPCBYTE pData, UINT uDataLen ) { KS2C_SYNC_PLAYER* pReceived = (KS2C_SYNC_PLAYER*)pData; // CheckSize QCONFIRM_RET_FALSE(_offsetof(KS2C_SYNC_PLAYER, sVarSync.aMapVarSet) + sizeof(KMAP_VAR_VALUE) * (pReceived->sVarSync.wMapVarNum) == uDataLen); // TODO: improve KPlayer* pPlayer = g_cPlayerMgr.GetById(pReceived->dwPlayerId); if (pPlayer) { pPlayer->m_cPlayerClient.LoadSyncVarOther(pReceived->sVarSync); pPlayer->SetPosition(pReceived->nX, pReceived->nY, pReceived->nZ); pPlayer->SetMoveState((KE_MOVE_STATE)pReceived->nMoveState); pPlayer->m_nVelocityXY = pReceived->nVelocityXY; pPlayer->m_nDestX = pReceived->nDestX; pPlayer->m_nDestY = pReceived->nDestY; pPlayer->m_nDestZ = pReceived->nDestZ; pPlayer->m_nFaceDirection = pReceived->nDirectionXY; // 暂时用速度方向代替 pPlayer->SetKinName(pReceived->szKinName); pPlayer->SetKinId(pReceived->dwKinId); pPlayer->SetKinFigure(pReceived->dwKinFigure); QLogPrintf(LOG_LEVEL_WARNING, "[PlayerBaseProcess] %s :player_id=%d,already exists", __FUNCTION__, pReceived->dwPlayerId); return FALSE; } else { pPlayer = g_cOrpgWorld.AddPlayer(pReceived->szName, pReceived->dwPlayerId); QCONFIRM_RET_FALSE(pPlayer); pPlayer->m_cPlayerClient.LoadSyncVarOther(pReceived->sVarSync); // get client scene IKScene* pScene = g_pSceneMgr->FirstScene(); QCONFIRM_RET_FALSE(pScene); pScene->AddPlayer(pPlayer, pReceived->nX, pReceived->nY, pReceived->nZ); pPlayer->SetMoveState((KE_MOVE_STATE)pReceived->nMoveState); pPlayer->m_nVelocityXY = pReceived->nVelocityXY; pPlayer->m_nDestX = pReceived->nDestX; pPlayer->m_nDestY = pReceived->nDestY; pPlayer->m_nDestZ = pReceived->nDestZ; pPlayer->m_nFaceDirection = pReceived->nDirectionXY; // 暂时用速度方向代替 pPlayer->SetKinName(pReceived->szKinName); pPlayer->SetKinId(pReceived->dwKinId); pPlayer->SetKinFigure(pReceived->dwKinFigure); pPlayer->FireEvent(emKOBJEVENTTYPE_CHARACTER_ENTER_SCENE, pPlayer->GetId(), FALSE, 0); return TRUE; } return TRUE; }
BOOL KPlayerBaseProcess::OnSyncSelf( LPCBYTE pData, UINT uDataLen ) { KS2C_SYNC_SELF* pSData = (KS2C_SYNC_SELF* )pData; g_cOrpgWorld.m_dwClientSceneId = pSData->dwSceneId; KPlayer* pPlayer = g_cPlayerMgr.GetById(g_cOrpgWorld.m_dwClientPlayerId); QCONFIRM_RET_FALSE(pPlayer); // 为了加载地图时,加快3D地图的加载所作的优化 pPlayer->m_nX = pSData->nX; pPlayer->m_nY = pSData->nY; pPlayer->m_nZ = pSData->nZ; pPlayer->m_nFaceDirection = pSData->nDirectionXY; IKScene* pScene = g_cOrpgWorld.LoadScene(pSData->dwSceneId); QCONFIRM_RET_FALSE(pScene); //modify by wdb const KSCENE_CONFIG* pSceneCfg = g_pSceneMgr->GetSceneInfo(g_cOrpgWorld.m_dwClientSceneId); QCONFIRM_RET_FALSE(pSceneCfg); CHAR szNavPath[MAX_PATH] = {0}; snprintf(szNavPath, countof(szNavPath) - 1, "%s/%s%s", pSceneCfg->szPath, pSceneCfg->szClass, KD_SCENE_NAVFILE_EXT); IKPlayerFindPath* pIKPlayerFindPath = GetPlayerFindPath(pPlayer); QCONFIRM_RET_FALSE(pIKPlayerFindPath); BOOL bLoadRet = pIKPlayerFindPath->LoadNavPath(szNavPath); if (!bLoadRet) { QLogPrintf(LOG_INFO, "Load Scene Name:%s Navigate Path File %s Failed!\n", pSceneCfg->szClass, szNavPath); } pScene->AddPlayer(pPlayer, pSData->nX, pSData->nY, pSData->nZ); pPlayer->m_cPlayerClient.DynamicSceneFlag(pSData->nDynamicScene); pPlayer->m_nDirectionXY = pSData->nDirectionXY; pPlayer->m_nFaceDirection = pSData->nDirectionXY; pPlayer->m_sMoveCtrl.nMoveCount = 0; pPlayer->FireEvent(emKOBJEVENTTYPE_CHARACTER_ENTER_SCENE, pPlayer->GetId(), FALSE, 0); return TRUE; }