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

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

	NFPlayerRedisModule* pPlayerRedisModule = (NFPlayerRedisModule*)m_pPlayerRedisModule;
	pPlayerRedisModule->SavePlayerData(nRoleID, xMsg);

	//m_pNetModule->SendMsgPB(NFMsg::EGMI_ACK_LOAD_ROLE_DATA, xMsg, nSockIndex);
}
Пример #2
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);
}
Пример #3
0
void NFCCreateRoleModule::SaveData(const NFGUID & self)
{
	NF_SHARE_PTR<NFIObject> xObject = m_pKernelModule->GetObject(self);
	if (xObject)
	{
		NF_SHARE_PTR<NFIPropertyManager> xPropManager = xObject->GetPropertyManager();
		NF_SHARE_PTR<NFIRecordManager> xRecordManager = xObject->GetRecordManager();
		NFMsg::RoleDataPack xDataPack;

		*xDataPack.mutable_id() = NFINetModule::NFToPB(self);

		*(xDataPack.mutable_property()->mutable_player_id()) = NFINetModule::NFToPB(self);
		*(xDataPack.mutable_record()->mutable_player_id()) = NFINetModule::NFToPB(self);

		if (xPropManager)
		{
			ConvertPropertyManagerToPB(xPropManager, xDataPack.mutable_property());
		}

		if (xRecordManager)
		{
			ConvertRecordManagerToPB(xRecordManager, xDataPack.mutable_record());
		}

		m_pNetClientModule->SendSuitByPB(NF_SERVER_TYPES::NF_ST_DB, self.GetData(), NFMsg::EGMI_REQ_SAVE_ROLE_DATA, xDataPack);
	}
}
Пример #4
0
void NFCCreateRoleModule::OnDBLoadRoleDataProcess(const NFSOCK nSockIndex, const int nMsgID, const char * msg, const uint32_t nLen)
{
	NFGUID nClientID;
	NFMsg::RoleDataPack xMsg;
	if (!m_pNetModule->ReceivePB(nMsgID, msg, nLen, xMsg, nClientID))
	{
		//releasing all the resource that allow when the user login, then kick off the user
		// TODO

		//m_pGameServerNet_ServerModule->RemovePlayerGateInfo();

		//Avtually, the developer may not know the user id in this situation, therefore the developer must record the login-time when the user coming
		//and check the time per min to kick off the user who are not active.

		return;
	}

	NFGUID nRoleID = NFINetModule::PBToNF(xMsg.id());
	if (m_pKernelModule->GetObject(nRoleID))
	{
		//it should be rebind with proxy's netobject
		m_pKernelModule->DestroyObject(nRoleID);
	}

	mxObjectDataCache[nRoleID] = xMsg;

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

	NFDataList var;

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

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

	var.AddString(NFrame::Player::HomeSceneID());
	var.AddInt(1);

	var.AddString(NFrame::Player::SceneID());
	var.AddInt(1);

	NF_SHARE_PTR<NFIObject> pObject = m_pKernelModule->CreateObject(nRoleID, 1, 0, NFrame::Player::ThisName(), "", var);
	if (nullptr == pObject)
	{
		//mRoleBaseData
		//mRoleFDData
		mxObjectDataCache.erase(nRoleID);
		return;
	}

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