예제 #1
0
void NFCCreateRoleModule::OnClienEnterGameProcess(const NFSOCK nSockIndex, const int nMsgID, const char * msg, const uint32_t nLen)
{
	NFGUID nClientID;
	NFMsg::ReqEnterGameServer xMsg;
	if (!m_pNetModule->ReceivePB( nMsgID, msg, nLen, xMsg, nClientID))
	{
		return;
	}

	NFGUID nRoleID = NFINetModule::PBToNF(xMsg.id());

	if (m_pKernelModule->GetObject(nRoleID))
	{
		//it should be rebind with proxy's netobject
		m_pKernelModule->DestroyObject(nRoleID);
	}

	//////////////////////////////////////////////////////////////////////////

	NF_SHARE_PTR<NFIGameServerNet_ServerModule::GateBaseInfo>  pGateInfo = m_pGameServerNet_ServerModule->GetPlayerGateInfo(nRoleID);
	if (nullptr != pGateInfo)
	{
		if (pGateInfo->eStatus == NFIGameServerNet_ServerModule::GateBaseInfo::E_LOADING)
		{
			return;
		}

		m_pGameServerNet_ServerModule->RemovePlayerGateInfo(nRoleID);
	}

	NF_SHARE_PTR<NFIGameServerNet_ServerModule::GateServerInfo> pGateServerinfo = m_pGameServerNet_ServerModule->GetGateServerInfoBySockIndex(nSockIndex);
	if (nullptr == pGateServerinfo)
	{
		return;
	}

	int nGateID = -1;
	if (pGateServerinfo->xServerData.pData)
	{
		nGateID = pGateServerinfo->xServerData.pData->server_id();
	}

	if (nGateID < 0)
	{
		return;
	}

	if (!m_pGameServerNet_ServerModule->AddPlayerGateInfo(nRoleID, nClientID, nGateID))
	{
		return;
	}

	m_pNetClientModule->SendBySuit(NF_SERVER_TYPES::NF_ST_DB, nSockIndex, NFMsg::EGMI_REQ_LOAD_ROLE_DATA, msg, nLen);

}
예제 #2
0
void NFCPlayerLogic::RequireEnterGameServer(int nRoleIndex)
{
	if(nRoleIndex >= m_RoleList.size())
	{
		NFASSERT(0, "out of range", __FILE__, __FUNCTION__);
		return ;
	}

	NFMsg::ReqEnterGameServer xMsg;
	xMsg.set_account(g_pLoginLogic->GetAccount());	
	xMsg.set_game_id(g_pLoginLogic->GetServerID());

	xMsg.set_name(m_RoleList[nRoleIndex].noob_name());
	*xMsg.mutable_id() = m_RoleList[nRoleIndex].id();
	m_nRoleIndex = nRoleIndex;
	m_RoleGuid = NFINetModule::PBToNF(m_RoleList[nRoleIndex].id());
	g_pNetLogic->SendToServerByPB(NFMsg::EGameMsgID::EGMI_REQ_ENTER_GAME, xMsg);
}
예제 #3
0
void NFDBNet_ServerModule::OnLoadRoleDataProcess(const NFSOCK nSockIndex, const int nMsgID, const char * msg, const uint32_t nLen)
{
	NFGUID nClientID;
	NFMsg::ReqEnterGameServer xMsg;
	if (!m_pNetModule->ReceivePB(nMsgID, msg, nLen, xMsg, nClientID))
	{
		return;
	}

	NFGUID nRoleID = NFINetModule::PBToNF(xMsg.id());

	NFMsg::RoleDataPack xRoleDataxMsg;
	xRoleDataxMsg.mutable_id()->CopyFrom(xMsg.id());

	NFPlayerRedisModule* pPlayerRedisModule = (NFPlayerRedisModule*)m_pPlayerRedisModule;
	pPlayerRedisModule->LoadPlayerData(nRoleID, xRoleDataxMsg);
		
	m_pNetModule->SendMsgPB(NFMsg::EGMI_ACK_LOAD_ROLE_DATA, xRoleDataxMsg, nSockIndex);
}
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 NFCCreateRoleModule::OnClienEnterGameProcess(const NFSOCK nSockIndex, const int nMsgID, const char * msg, const uint32_t nLen)
{
	NFGUID nClientID;
	NFMsg::ReqEnterGameServer xMsg;
	if (!m_pNetModule->ReceivePB( nMsgID, msg, nLen, xMsg, nClientID))
	{
		return;
	}

	NFGUID nRoleID = NFINetModule::PBToNF(xMsg.id());

	if (m_pKernelModule->GetObject(nRoleID))
	{
		//it should be rebind with proxy's netobject
		m_pKernelModule->DestroyObject(nRoleID);
	}

	//////////////////////////////////////////////////////////////////////////

	NF_SHARE_PTR<NFIGameServerNet_ServerModule::GateBaseInfo>  pGateInfo = m_pGameServerNet_ServerModule->GetPlayerGateInfo(nRoleID);
	if (nullptr != pGateInfo)
	{
		m_pGameServerNet_ServerModule->RemovePlayerGateInfo(nRoleID);
	}

	NF_SHARE_PTR<NFIGameServerNet_ServerModule::GateServerInfo> pGateServerinfo = m_pGameServerNet_ServerModule->GetGateServerInfoBySockIndex(nSockIndex);
	if (nullptr == pGateServerinfo)
	{
		return;
	}

	int nGateID = -1;
	if (pGateServerinfo->xServerData.pData)
	{
		nGateID = pGateServerinfo->xServerData.pData->server_id();
	}

	if (nGateID < 0)
	{
		return;
	}

	if (!m_pGameServerNet_ServerModule->AddPlayerGateInfo(nRoleID, nClientID, nGateID))
	{
		return;
	}

	if (m_pPlayerRedisModule->LoadPlayerData(nRoleID))
	{
		int nHomeSceneID = m_pPlayerRedisModule->GetPlayerHomeSceneID(nRoleID);
		if (nHomeSceneID <= 0)
		{
			nHomeSceneID = m_pPVPModule->RandomTileScene();
		}

		NFDataList var;
		var.AddString(NFrame::Player::Name());
		var.AddString(xMsg.name());

		var.AddString(NFrame::Player::GateID());
		var.AddInt(nGateID);

		var.AddString(NFrame::Player::GameID());
		var.AddInt(pPluginManager->GetAppID());

		var.AddString(NFrame::Player::HomeSceneID());
		var.AddInt(nHomeSceneID);

		var.AddString(NFrame::Player::SceneID());
		var.AddInt(nHomeSceneID);

		var.AddString(NFrame::Player::ViewOppnent());
		var.AddObject(nRoleID);

		NF_SHARE_PTR<NFIObject> pObject = m_pKernelModule->CreateObject(nRoleID, nHomeSceneID, 0, NFrame::Player::ThisName(), "", var);
		if (nullptr == pObject)
		{
			//mRoleBaseData
			//mRoleFDData
			return;
		}

		//get data first then create player
		m_pSceneProcessModule->RequestEnterScene(pObject->Self(), nHomeSceneID, -1, 0, NFDataList());
	}
}