void NFCProxyServerNet_ServerModule::OnConnectKeyProcess(const int nSockIndex, const int nMsgID, const char* msg, const uint32_t nLen) { NFGUID nPlayerID; NFMsg::ReqAccountLogin xMsg; if (!m_pNetModule->ReceivePB(nSockIndex, nMsgID, msg, nLen, xMsg, nPlayerID)) { return; } bool bRet = m_pProxyToWorldModule->VerifyConnectData(xMsg.account(), xMsg.security_code()); if (bRet) { //可以进入,设置标志,选单服,心跳延迟,进入gs创建角色和删除角色,这里只是转发 NetObject* pNetObject = m_pNetModule->GetNet()->GetNetObject(nSockIndex); if (pNetObject) { pNetObject->SetConnectKeyState(1); pNetObject->SetAccount(xMsg.account()); NFMsg::AckEventResult xSendMsg; xSendMsg.set_event_code(NFMsg::EGEC_VERIFY_KEY_SUCCESS); *xSendMsg.mutable_event_client() = NFINetModule::NFToPB(pNetObject->GetClientID());//让前端记得自己的fd,后面有一些验证 m_pNetModule->SendMsgPB(NFMsg::EGameMsgID::EGMI_ACK_CONNECT_KEY, xSendMsg, nSockIndex); } } else { m_pNetModule->GetNet()->CloseNetObject(nSockIndex); } }
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; }
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 }
void NFCLoginNet_ServerModule::OnClientDisconnect(const int nAddress) { NetObject* pObject = GetNet()->GetNetObject(nAddress); if (pObject) { NFIDENTID xIdent = pObject->GetClientID(); mxClientIdent.RemoveElement(xIdent); } }
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); } } }
void NFCLoginNet_ServerModule::OnLoginProcess(const int nSockIndex, const int nMsgID, const char* msg, const uint32_t nLen) { NFGUID nPlayerID; NFMsg::ReqAccountLogin xMsg; if (!m_pNetModule->ReceivePB(nSockIndex, nMsgID, msg, nLen, xMsg, nPlayerID)) { return; } NetObject* pNetObject = m_pNetModule->GetNet()->GetNetObject(nSockIndex); if (pNetObject) { //还没有登录过 if (pNetObject->GetConnectKeyState() == 0) { int nState = m_pLoginLogicModule->OnLoginProcess(pNetObject->GetClientID(), xMsg.account(), xMsg.password()); if (0 != nState) { std::ostringstream strLog; strLog << "Check password failed, Account = " << xMsg.account() << " Password = "******"Login successed :", xMsg.account().c_str()); } } }
int NFCLoginNet_ServerModule::OnLoginProcess( const NFIPacket& msg ) { NFIDENTID nPlayerID; NFMsg::ReqAccountLogin xMsg; if (!RecivePB(msg, xMsg, nPlayerID)) { return 0; } NetObject* pNetObject = GetNet()->GetNetObject(msg.GetFd()); if (pNetObject) { //还没有登录过 if (pNetObject->GetConnectKeyState() == 0) { NFCDataList val; val << pNetObject->GetClientID()<< xMsg.account() << xMsg.password(); m_pEventProcessModule->DoEvent(NFIDENTID(), NFED_ON_CLIENT_LOGIN, val); } } return 0; }
void NFCProxyServerNet_ServerModule::OnClientDisconnect(const int nAddress) { NetObject* pNetObject = m_pNetModule->GetNet()->GetNetObject(nAddress); if (pNetObject) { int nGameID = pNetObject->GetGameID(); if (nGameID > 0) { if (!pNetObject->GetUserID().IsNull()) { //掉线 NFMsg::ReqLeaveGameServer xData; NFMsg::MsgBase xMsg; //playerid主要是网关转发消息的时候做识别使用,其他使用不使用 *xMsg.mutable_player_id() = NFINetModule::NFToPB(pNetObject->GetUserID()); if (!xData.SerializeToString(xMsg.mutable_msg_data())) { return; } std::string strMsg; if (!xMsg.SerializeToString(&strMsg)) { return; } m_pProxyServerToGameModule->GetClusterModule()->SendByServerID(nGameID, NFMsg::EGameMsgID::EGMI_REQ_LEAVE_GAME, strMsg); } } NFGUID xClientIdent = pNetObject->GetClientID(); mxClientIdent.RemoveElement(xClientIdent); } }