void ai_agent_deal(agent_t * self, tile_t tiles[], int n, int distance) { if (distance == 0) { ai_agent_t * ai_self = (ai_agent_t*) self; player_t * player_data = create_player_data(); player_deal(player_data, tiles, n); ai_self->player = player_data; } }
int DB_Worker::process_create_player(int cid, Create_Role_Info &role_info) { int64_t role_id = 0; Block_Buffer buf; if ((role_id = DB_MANAGER->create_player(role_info)) > 0) { buf.make_server_message(SYNC_DB_GAME_CREATE_PLAYER, ROLE_SUCCESS_CREATE); buf.write_string(role_info.account); //创建所有玩家表,构建登录消息buf create_player_data(role_id, buf); } else { buf.make_server_message(SYNC_DB_GAME_CREATE_PLAYER, ROLE_HAS_EXIST); buf.write_string(role_info.account); } buf.finish_message(); DB_MANAGER->send_data_block(cid, buf); return 0; }
int DB_Worker::process_create_player(int cid, Game_Player_Info &player_info) { Block_Buffer buf; buf.make_inner_message(SYNC_DB_GAME_CREATE_PLAYER); int32_t status = 0; if (DB_MANAGER->create_player(player_info) < 0) { status = ROLE_HAS_EXIST; } else { status = SUCCESS_CREATED; //创建所有玩家表 create_player_data(player_info.role_id); } buf.write_string(player_info.account); buf.write_int32(status); load_player_data(player_info.role_id, buf); buf.finish_message(); DB_MANAGER->send_data_block(cid, buf); return 0; }