Пример #1
0
bool CGameServer::DispatchGateServer(const PacketPtr& PktPtr, KeyRef krSocket)
{
	bool bRet = false;
	switch (PktPtr->GetEvent()) {
	case PAK_EVENT_LINK:
		{
			bRet = OnServerLink(static_cast<CPAKLink*>(PktPtr.Get()), krSocket);
		}
		break;
	case PAK_EVENT_UPDATE:
		{
			bRet = OnServerUpdate(static_cast<CPAKUpdate*>(PktPtr.Get()), krSocket);
		}
		break;
	case PAK_EVENT_UNLINK:
		{
			bRet = OnServerUnlink(PktPtr.Get(), krSocket);
		}
		break;
	case PAK_EVENT_GAME_ID:
		{
			CPAKGameIdAck GameIdAck;
			GameIdAck.SetId((Int)m_ServerInfo.usId);
			GameIdAck.AdjustSize();
			m_NetworkPtr->Send(krSocket, GameIdAck);
		}
		break;
	default:
		{
			LOGV_WARN(m_FileLog, TF("[游戏服务器]%p无法识别的网关服务器信令包数据[event=%d]"), krSocket, PktPtr->GetEvent());
		}
	}
	return bRet;
}
Пример #2
0
bool CGameServer::DispatchGameDBServer(const PacketPtr& PktPtr, KeyRef krSocket)
{
	switch (PktPtr->GetEvent()) {
	case PAK_EVENT_LINKACK:
		{
			m_bGameDBLinked = true;

			NET_ADDR NetAddr;
			m_NetworkPtr->GetAddr(krSocket, NetAddr, false);
			m_pUIHandler->OnHandle(PAK_EVENT_LINK, reinterpret_cast<uintptr_t>(&NetAddr), DATA_INDEX_GAMEDB);
			LOG_INFO(m_FileLog, TF("[游戏服务器]收到游戏DB服务器注册回复包"));
		}
		break;
	case PAK_EVENT_UPDATEACK:
		{
			DEV_INFO(TF("[游戏服务器]收到游戏DB服务器更新回复包"));
		}
		break;
	case PAK_EVENT_UNLINKACK:
		{
			m_bGameDBLinked = false;
			LOG_INFO(m_FileLog, TF("[游戏服务器]收到游戏DB服务器注销回复包"));
		}
		break;
	case PAK_EVENT_LIVEACK:
		{
		}
		break;
	default:
		{
			LOGV_WARN(m_FileLog, TF("[游戏服务器]%p无法识别的游戏DB服务器信令包数据[event=%d]"), krSocket, PktPtr->GetEvent());
		}
	}
	return true;
}
Пример #3
0
bool CGameServer::DispatchZoneServer(const PacketPtr& PktPtr, KeyRef krSocket)
{
	bool bRet = false;
	switch (PktPtr->GetEvent()) {
	case PAK_EVENT_LINK:
		{
			bRet = OnServerLink(static_cast<CPAKLink*>(PktPtr.Get()), krSocket);
		}
		break;
	case PAK_EVENT_UPDATE:
		{
			bRet = OnServerUpdate(static_cast<CPAKUpdate*>(PktPtr.Get()), krSocket);
		}
		break;
	case PAK_EVENT_UNLINK:
		{
			bRet = OnServerUnlink(PktPtr.Get(), krSocket);
		}
		break;
	default:
		{
			LOGV_WARN(m_FileLog, TF("[游戏服务器]%p无法识别的地图服务器信令包数据[event=%d]"), krSocket, PktPtr->GetEvent());
		}
	}
	return bRet;
}
Пример #4
0
//--------------------------------------
bool CGameServer::OnUdpDispatch(const PacketPtr& PktPtr, PUDP_PARAM pUdp)
{
	// PUDP_PARAM->pCache == nullptr, 上层可以保存从底层申请的缓存数据
	// PUDP_PARAM->pCache, PUDP_PARAM->index是底层申请的缓存数据的起始地址和索引号
	// 如果上层保存缓存, 设置PUDP_PARAM->pData为nullptr通知网络底层
	// 释放缓存使用MObject::sMCFree(index, pCache)
	assert(PktPtr->GetEvent() == PAK_EVENT_LOGIN_SELECT_GAME);
	CPAKLoginSelectGame* pSelect = static_cast<CPAKLoginSelectGame*>(PktPtr.Get());
	if (SelectGame(pSelect) == false) {
		pSelect->SetAck(LOGIN_ERROR_NONE_GATE);
		m_NetworkPtr->SendTo(pUdp->krSocket, *pSelect, pUdp->NetAddr);
		LOG_INFO(m_FileLog, TF("[游戏服务器]游戏服务器收到客户端选择游戏服务器请求, 但是没有网关服务器"));
	}
	return true;
}
Пример #5
0
//--------------------------------------
bool CGameServer::OnTcpDispatch(const PacketPtr& PktPtr, PTCP_PARAM pTcp)
{
	// PTCP_PARAM->pCache == nullptr, 上层可以保存从底层申请的缓存数据
	// PTCP_PARAM->pCache, PTCP_PARAM->index是底层申请的缓存数据的起始地址和索引号
	// 如果上层保存缓存, 设置PTCP_PARAM->pData为nullptr通知网络底层
	// 释放缓存使用MObject::sMCFree(index, pCache)
	bool bRet = false;
	if (PktPtr->GetEvent() != PAK_EVENT_LIVE) {
		switch (PktPtr->GetType()) {
		case PAK_TYPE_GATE:
			{
				bRet = DispatchGateServer(PktPtr, pTcp->krSocket);
			}
			break;
		case PAK_TYPE_ZONE:
			{
				bRet = DispatchZoneServer(PktPtr, pTcp->krSocket);
			}
			break;
		case PAK_TYPE_GAMEDB:
			{
				bRet = DispatchGameDBServer(PktPtr, pTcp->krSocket);
			}
			break;
		case PAK_TYPE_CENTER:
			{
				bRet = DispatchCenterServer(PktPtr, pTcp->krSocket);
			}
			break;
		default:
			{
				LOGV_WARN(m_FileLog, TF("[游戏服务器]%p信令包服务器类型[%d]不正确"), pTcp->krSocket, PktPtr->GetType());
				bRet = false;
			}
		}
	}
	else {
		CPAKSimple<PAK_EVENT_LIVEACK, PAK_TYPE_GAME> LiveAck;
		LiveAck.AdjustSize();
		bRet = m_NetworkPtr->Send(pTcp->krSocket, LiveAck);
	}
	return bRet;
}