コード例 #1
0
void NFCLoginNet_ServerModule::OnSelectWorldProcess(const int nSockIndex, const int nMsgID, const char* msg, const uint32_t nLen)
{
	NFGUID nPlayerID;
	NFMsg::ReqConnectWorld xMsg;
	if (!m_pNetModule->ReceivePB(nSockIndex, nMsgID, msg, nLen, xMsg, nPlayerID))
	{
		return;
	}

	NetObject* pNetObject = m_pNetModule->GetNet()->GetNetObject(nSockIndex);
	if (!pNetObject)
	{
		return;
	}

	//没登录过
	if (pNetObject->GetConnectKeyState() <= 0)
	{
		return;
	}

	NFMsg::ReqConnectWorld xData;
	xData.set_world_id(xMsg.world_id());
	xData.set_login_id(pPluginManager->AppID());
	xData.mutable_sender()->CopyFrom(NFINetModule::NFToPB(pNetObject->GetClientID()));
	xData.set_account(pNetObject->GetAccount());

	m_pLoginToMasterModule->GetClusterModule()->SendSuitByPB(pNetObject->GetAccount(), NFMsg::EGameMsgID::EGMI_REQ_CONNECT_WORLD, xData);//here has a problem to be solve
}
コード例 #2
0
int NFCLoginNet_ServerModule::OnSelectWorldProcess( const NFIPacket& msg )
{
	NFIDENTID nPlayerID;
	NFMsg::ReqConnectWorld xMsg;
	if (!RecivePB(msg, xMsg, nPlayerID))
	{
		return 0;
	}

	NetObject* pNetObject = GetNet()->GetNetObject(msg.GetFd());
	if (!pNetObject)
	{
		return 0;
	}

	//没登录过
	if (pNetObject->GetConnectKeyState() <= 0)
	{
		return 0;
	}

	NFCDataList val;
	val << xMsg.world_id() << pNetObject->GetClientID() << pPluginManager->AppID() << pNetObject->GetAccount();
	m_pEventProcessModule->DoEvent(NFIDENTID(), NFED_ON_CLIENT_SELECT_SERVER, val);

	return 0;
}
コード例 #3
0
void NFCProxyServerNet_ServerModule::OnReqEnterGameServer(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::ReqEnterGameServer 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()
            && !xData.name().empty()
            && !xData.account().empty())
        {
            NFMsg::MsgBase xMsg;
            if (!xData.SerializeToString(xMsg.mutable_msg_data()))
            {
                return;
            }

            //playerid在进入游戏之前都是FD,其他时候是真实的ID
            xMsg.mutable_player_id()->CopyFrom(NFINetModule::NFToPB(pNetObject->GetClientID()));

            std::string strMsg;
            if (!xMsg.SerializeToString(&strMsg))
            {
                return;
            }

			m_pProxyServerToGameModule->GetClusterModule()->SendByServerID(pNetObject->GetGameID(), NFMsg::EGameMsgID::EGMI_REQ_ENTER_GAME, strMsg);
        }
    }
}
コード例 #4
0
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));
        }
    }
}