void GameInterchange::operProCancelChange(TCPConnection::Pointer conn,interchangeOperPro* oper) { Server* srv = Server::GetInstance(); SessionMgr::SessionPointer sp = SessionMgr::Instance()->GetSession(); boost::shared_ptr<Interchange> interchange = (*sp)[conn].m_interchage; TCPConnection::Pointer partnerConn = interchange->partnerConn; SessionMgr::SessionMap::iterator iter = sp->find(partnerConn); if(iter == sp->end()) //对方离线 { interchange->clear(); //清除交易状态 srv->free(oper); return; } //对方在线 boost::shared_ptr<Interchange> pInterchange = (*sp)[partnerConn].m_interchage; partnerConn->Write_all((char*)oper, sizeof(interchangeOperPro)); //转发取消交易的包 for(std::vector<STR_Goods>::iterator iter = interchange->changes.begin(); iter != interchange->changes.end(); ++iter) //背包位置信息恢复原来标志 { (*sp)[conn].m_goodsPosition[iter->Position] = POS_NONEMPTY; } for(std::vector<STR_Goods>::iterator iter = pInterchange->changes.begin(); iter != pInterchange->changes.end(); ++iter) { (*sp)[partnerConn].m_goodsPosition[iter->Position] = POS_NONEMPTY; } interchange->clear(); //清除交易状态 pInterchange->clear(); //对方清除交易状态 srv->free(oper); }
void GameInterchange::operProLock(TCPConnection::Pointer conn, interchangeOperPro* oper) { Server* srv = Server::GetInstance(); SessionMgr::SessionPointer sp = SessionMgr::Instance()->GetSession(); boost::shared_ptr<Interchange> interchange = (*sp)[conn].m_interchage; TCPConnection::Pointer partnerConn = interchange->partnerConn; interchange->lock(); //进入锁定状态 SessionMgr::SessionMap::iterator iter = sp->find(partnerConn); if(iter == sp->end()) //对方离线 则由服务器发取消交易的包返回 { interchangeOperPro resp; resp.operType = Operation_CancelChange; conn->Write_all((char*)&resp, sizeof(interchangeOperPro)); for(std::vector<STR_Goods>::iterator iterIn = interchange->changes.begin(); iterIn != interchange->changes.end();++iterIn) { (*sp)[conn].m_goodsPosition[iterIn->Position] = POS_NONEMPTY; //恢复物品原来标志 } interchange->clear(); //清除交易状态 对方离线所以不用处理其状态信息 srv->free(oper); return; } partnerConn->Write_all((char*)oper, sizeof(interchangeOperPro)); srv->free(oper); }
void StoreServer::handle_read(TcpConnection::Pointer conn, std::size_t bytes_transfered) { ConnData& data = conns_[conn]; std::string& buf = data.buf; //没有获得完整命令,就返回 buf.append(std::string(conn->buf().data(), bytes_transfered)); if (buf.length() < 3) { return; } std::size_t len = static_cast<std::size_t>(total_len(buf)); if (buf.length() < len) { return; } std::string cmd = buf.substr(0, len); buf.erase(0, len); std::string retmsg(""); //将命令分发到对应的处理函数中,返回结果 int err = dispath_cmd(cmd, conn, retmsg); //发送response std::string response(""); if (err < 0) { response = get_response(retmsg, RESP_TYPE_ERR); } else { response = get_response(retmsg, RESP_TYPE_OK); persistence_.record(cmd, data.db); } conn->send(response); //尾递归,处理没有处理完的命令 handle_read(conn, 0); }
//查找此任务是否为任务进度里收集物品,如果是,更新任务进度 void GameTask::UpdateCollectGoodsTaskProcess(TCPConnection::Pointer conn, STR_PickGoods* t_pickGoods, hf_uint32 goodsCount) { SessionMgr::SessionMap* smap = SessionMgr::Instance()->GetSession().get(); umap_taskProcess umap_playerAcceptTask = ((*smap)[conn]).m_playerAcceptTask; for(_umap_taskProcess::iterator t_task = umap_playerAcceptTask->begin(); t_task != umap_playerAcceptTask->end(); t_task++) { if(t_task->second.AimID == t_pickGoods->LootGoodsID && t_task->second.ExeModeID == EXE_collect_items && t_task->second.AimCount < t_task->second.AimAmount) { if(t_task->second.AimCount == t_task->second.AimAmount) { return; } else if(t_task->second.AimCount + goodsCount > t_task->second.AimAmount) { t_task->second.AimCount = t_task->second.AimAmount; } else { t_task->second.AimCount = t_task->second.AimCount + goodsCount; } (*umap_playerAcceptTask)[t_task->second.TaskID] = t_task->second; STR_PackHead t_packHead; t_packHead.Len = sizeof(STR_TaskProcess); t_packHead.Flag = FLAG_TaskProcess; conn->Write_all(&(t_packHead), sizeof(STR_PackHead)); conn->Write_all(&(t_task->second), sizeof(STR_TaskProcess)); } } }
void GameInterchange::operProCancelRequest(TCPConnection::Pointer conn,interchangeOperPro* oper) { Server* srv = Server::GetInstance(); SessionMgr::SessionPointer sp = SessionMgr::Instance()->GetSession(); boost::shared_ptr<Interchange> interchange = (*sp)[conn].m_interchage; TCPConnection::Pointer partnerConn = interchange->partnerConn; SessionMgr::SessionMap::iterator iter = sp->find(partnerConn); if(iter == sp->end()) //对方离线 { interchange->clear(); //清除交易状态 srv->free(oper); return; } //对方在线 boost::shared_ptr<Interchange> pInterchange = (*sp)[partnerConn].m_interchage; partnerConn->Write_all((char*)oper, sizeof(interchangeOperPro)); //转发取消交易的包 interchange->clear(); //清除交易状态 pInterchange->clear(); //对方清除交易状态 srv->free(oper); }
//请求任务 void GameTask::AskTask(TCPConnection::Pointer conn, hf_uint32 taskid) { //判断任务条件,暂时只判断等级 SessionMgr::SessionMap* smap = SessionMgr::Instance()->GetSession().get(); STR_RoleBasicInfo* t_RoleBaseInfo = &(*smap)[conn].m_RoleBaseInfo; umap_taskProcess umap_playerAcceptTask = (*smap)[conn].m_playerAcceptTask; _umap_taskProcess::iterator it = umap_playerAcceptTask->find(taskid); if(it != umap_playerAcceptTask->end()) //已经接取当前任务 { return; } //得到该任务的任务要求 umap_taskPremise::iterator task_it = m_taskPremise->find(taskid); if(task_it == m_taskPremise->end()) //发送的任务编号错误 { return; } STR_PackAskResult t_askResult; t_askResult.TaskID = taskid; if(t_RoleBaseInfo->Level < task_it->second.Level) //等级不符合 { t_askResult.Result = RESULT_LEVEL; conn->Write_all(&t_askResult, sizeof(STR_PackAskResult)); return; } t_askResult.Result = RESULT_SUCCESS; //请求任务成功 conn->Write_all(&t_askResult, sizeof(STR_PackAskResult)); //将任务添加到该角色的任务列表里,退出时将未完成的任务写进数据库。 STR_TaskProcess t_taskProcess; umap_taskAim::iterator iter= m_taskAim->find(taskid); if(iter != m_taskAim->end()) { t_taskProcess.TaskID = taskid; t_taskProcess.AimID = iter->second.AimID; t_taskProcess.AimCount = 0; //此处要查找背包 t_taskProcess.AimAmount = iter->second.Amount; t_taskProcess.ExeModeID = iter->second.ExeModeID; (*umap_playerAcceptTask)[taskid] = t_taskProcess; Server::GetInstance()->GetOperationPostgres()->PushUpdateTask((*smap)[conn].m_roleid, &t_taskProcess, PostInsert); //将新任务添加到list STR_PackTaskProcess process; memcpy(&process.TaskProcess, &t_taskProcess, sizeof(STR_TaskProcess)); conn->Write_all(&process, sizeof(STR_PackTaskProcess)); } }
//发送玩家可视范围内的任务 void GameTask::SendPlayerViewTask(TCPConnection::Pointer conn) { //根据任务条件和玩家信息判断玩家可接取的任务 SessionMgr::SessionMap* smap = SessionMgr::Instance()->GetSession().get(); STR_RoleBasicInfo* t_RoleBaseInfo = &(*smap)[conn].m_RoleBaseInfo; //得到玩家信息 umap_taskProcess umap_playerAcceptTask = ((*smap)[conn]).m_playerAcceptTask; hf_int32 size = 0; Server* srv = Server::GetInstance(); hf_char* buff = (hf_char*)srv->malloc(); STR_PackHead t_packHead; //发送玩家所在地图上的任务 for(_umap_taskProfile::iterator it = m_taskProfile->begin(); it != m_taskProfile->end(); it++) { _umap_taskProcess::iterator iter = umap_playerAcceptTask->find(it->first); if(iter == umap_playerAcceptTask->end()) //是否已接取 { STR_TaskPremise t_taskpremise = (*m_taskPremise)[it->first]; if(t_RoleBaseInfo->Level >= t_taskpremise.Level) //等级符合 { it->second.Status = 1; memcpy(buff + sizeof(STR_PackHead) + size*sizeof(STR_TaskProfile), &(*m_taskProfile)[it->first], sizeof(STR_TaskProfile)); size++; } } if(size == (CHUNK_SIZE - sizeof(STR_PackHead))/sizeof(STR_TaskProfile)) { t_packHead.Flag = FLAG_TaskProfile; t_packHead.Len = sizeof(STR_TaskProfile) * size; memcpy(buff, (hf_char*)&t_packHead, sizeof(STR_PackHead)); //发送可接取的任务 conn->Write_all(buff, sizeof(STR_PackHead) + t_packHead.Len); size = 0; } } if(size != (CHUNK_SIZE - sizeof(STR_PackHead))/sizeof(STR_TaskProfile) && size != 0) { t_packHead.Flag = FLAG_TaskProfile; t_packHead.Len = sizeof(STR_TaskProfile) * size; memcpy(buff, (hf_char*)&t_packHead, sizeof(STR_PackHead)); //发送可接取的任务 conn->Write_all(buff, sizeof(STR_PackHead) + t_packHead.Len); } srv->free(buff); }
//请求任务奖励 void GameTask::TaskReward(TCPConnection::Pointer conn, hf_uint32 taskid) { Server* srv = Server::GetInstance(); hf_char* buff = (hf_char*)srv->malloc(); STR_PackHead t_packHead; t_packHead.Flag = FLAG_TaskReward; umap_taskReward::iterator it = (*m_taskReward).find(taskid); //其他奖励 if(it != (*m_taskReward).end()) { memcpy(buff + sizeof(STR_PackHead), &(*m_taskReward)[taskid], sizeof(STR_PackTaskReward)); } umap_goodsReward::iterator iter = (*m_goodsReward).find(taskid); //奖励物品 hf_uint8 i = 0; if(iter != (*m_goodsReward).end()) { for(vector<STR_PackGoodsReward>::iterator itt = iter->second.begin(); itt != iter->second.end(); itt++) { memcpy(buff + sizeof(STR_PackHead) + sizeof(STR_PackTaskReward) + i*sizeof(STR_PackGoodsReward), &itt->GoodsID, sizeof(STR_PackGoodsReward)); i++; } } t_packHead.Len = sizeof(STR_PackTaskReward) + i*sizeof(STR_PackGoodsReward); memcpy(buff, &t_packHead, sizeof(STR_PackHead)); conn->Write_all(buff, sizeof(STR_PackHead) + t_packHead.Len); srv->free(buff); }
//发送已接取的任务进度,和任务概述 void GameTask::SendPlayerTaskProcess(TCPConnection::Pointer conn) { Server* srv = Server::GetInstance(); //根据任务条件和玩家信息判断玩家可接取的任务 SessionMgr::SessionMap* smap = SessionMgr::Instance()->GetSession().get(); umap_taskProcess umap_playerAcceptTask = ((*smap)[conn]).m_playerAcceptTask; //查询任务进度 StringBuilder builder; builder << "select * from t_playertaskprocess where roleid = " << (*smap)[conn].m_roleid << ";"; Logger::GetLogger()->Debug(builder.str()); if ( srv->getDiskDB()->GetPlayerTaskProcess(umap_playerAcceptTask, (const hf_char*)builder.str()) < 0 ) { Logger::GetLogger()->Error("Query playerAcceptTask error"); return; } //发送已接取的任务进度 if(umap_playerAcceptTask->size() > 0) { hf_char* buff = (hf_char*)srv->malloc(); hf_char* probuff = (hf_char*)srv->malloc(); hf_uint32 i = 0; for(_umap_taskProcess::iterator it = umap_playerAcceptTask->begin();it != umap_playerAcceptTask->end(); it++) { (*m_taskProfile)[it->first].Status = 2; memcpy(probuff + sizeof(STR_PackHead) + i*sizeof(STR_TaskProfile), &(*m_taskProfile)[it->first], sizeof(STR_TaskProfile)); memcpy(buff + sizeof(STR_PackHead) + i*sizeof(STR_TaskProcess), &((*umap_playerAcceptTask)[it->first]), sizeof(STR_TaskProcess)); i++; } STR_PackHead t_packHead; //发送玩家已经接取的任务的任务概述 t_packHead.Flag = FLAG_TaskProfile; t_packHead.Len = sizeof(STR_TaskProfile) * i; memcpy(probuff, &t_packHead, sizeof(STR_PackHead)); conn->Write_all(probuff, sizeof(STR_PackHead) + t_packHead.Len); t_packHead.Flag = FLAG_TaskProcess; t_packHead.Len = sizeof(STR_TaskProcess) * i; memcpy(buff, &t_packHead, sizeof(STR_PackHead)); conn->Write_all(buff, sizeof(STR_PackHead) + t_packHead.Len); srv->free(buff); srv->free(probuff); } }
void GameInterchange::operRequest(TCPConnection::Pointer conn, operationRequest* operReq) { Server* srv = Server::GetInstance(); SessionMgr::SessionPointer sp = SessionMgr::Instance()->GetSession(); if((*sp)[conn].m_interchage->isInchange) //已经在交易状态,不能再发请求交易的数据包 { srv->free(operReq); return; } umap_roleSock rsock = SessionMgr::Instance()->GetRoleSock(); _umap_roleSock::iterator iter = rsock->find(operReq->RoleID); if(iter == rsock->end()) //对方不在线 由服务器发拒绝的包返回 { operationRequestResult resp; resp.operType = operReq->operType; resp.operResult = Result_Reject; conn->Write_all((char*)&resp, sizeof(operationRequestResult)); srv->free(operReq); return; } TCPConnection::Pointer partnerConn = (*rsock)[operReq->RoleID]; if((*sp)[partnerConn].m_interchage->inChange()) //对方正在交易中 由服务器发拒绝的包返回 { operationRequestResult resp; resp.operType = operReq->operType; resp.operResult = Result_Reject; conn->Write_all((char*)&resp, sizeof(operationRequestResult)); srv->free(operReq); return; } (*sp)[conn].m_interchage->goInChange(); //进入交易状态 (*sp)[partnerConn].m_interchage->goInChange(); //服务器设定对方也进入交易状态 ,避免竞争 (*sp)[conn].m_interchage->roleId = (*sp)[conn].m_roleid; //保存自己的角色id (*sp)[partnerConn].m_interchage->roleId = (*sp)[partnerConn].m_roleid; //对方保存自己的角色id (*sp)[conn].m_interchage->partnerConn = partnerConn; //互相保存对方的连接 (*sp)[partnerConn].m_interchage->partnerConn = conn; //互相保存对方的连接 operReq->RoleID = (*sp)[conn].m_roleid; // 向对方转发请求 partnerConn->Write_all((char*)operReq, sizeof(operationRequest)); srv->free(operReq); }
//用户登陆成功后推送用户的位置 static void Position_push( TCPConnection::Pointer conn, hf_uint32 roleid) { STR_PackPlayerPosition pos = GetUserPos( roleid ); char buf[512] = {0}; memcpy(buf,&pos,sizeof(pos)); conn->Write_all(buf,sizeof(pos)); //保存玩家位置 SessionMgr::Instance()->SaveSession(conn, &pos); }
//请求任务目标 void GameTask::TaskAim(TCPConnection::Pointer conn, hf_uint32 taskid) { umap_taskAim::iterator it = (*m_taskAim).find(taskid); if(it != (*m_taskAim).end()) { STR_PackTaskAim t_aim = (*m_taskAim)[taskid]; conn->Write_all(&t_aim, sizeof(STR_PackTaskAim)); } }
//请求任务描述 void GameTask::TaskDescription(TCPConnection::Pointer conn, hf_uint32 taskid) { umap_taskDescription::iterator it = (*m_taskDesc).find(taskid); if(it != (*m_taskDesc).end()) { STR_PackTaskDescription t_desc= (*m_taskDesc)[taskid]; conn->Write_all(&t_desc, sizeof(STR_PackTaskDescription)); } }
void clear() //恢复到原来未交易状态 { isInchange = false; isLocked =false; isChangeChecked = false; partnerConn.reset(); changes.clear(); money.MoneyCount = 0; }
void EMServer::handle_accept( TcpConnection::Pointer new_connection, const boost::system::error_code &err) { if (!err) new_connection->start(); else warn() << "handle_accept: error\n"; start_accept(); }
void GameInterchange::operMoneyChanges(TCPConnection::Pointer conn, interchangeMoney* oper) //交易金钱变动 { Server* srv = Server::GetInstance(); SessionMgr::SessionPointer sp = SessionMgr::Instance()->GetSession(); boost::shared_ptr<Interchange> interchange = (*sp)[conn].m_interchage; TCPConnection::Pointer partnerConn = interchange->partnerConn; SessionMgr::SessionMap::iterator iter = sp->find(partnerConn); if(iter == sp->end()) //对方离线 则发取消交易的包返回 { interchangeOperPro resp; resp.operType = Operation_CancelChange; conn->Write_all((char*)&resp, sizeof(interchangeOperPro)); for(std::vector<STR_Goods>::iterator iter = interchange->changes.begin(); iter != interchange->changes.end(); ++iter) //背包位置信息恢复原来标志 { (*sp)[conn].m_goodsPosition[iter->Position] = POS_NONEMPTY; } interchange->clear(); //清除交易状态 srv->free(oper); return; } _umap_roleMoney::iterator iterMoney = (*sp)[conn].m_playerMoney->find(oper->MoneyType); if(iterMoney == (*sp)[conn].m_playerMoney->end() //没有这样类型的金币 || (*((*sp)[conn].m_playerMoney))[oper->MoneyType].Count < oper->MoneyCount) //或者没有这样数量的金币 { interchangeOperPro resp; resp.operType = Operation_MoneyNotEnough; //由服务器发金币不足的包 conn->Write_all((char*)&resp, sizeof(interchangeOperPro)); srv->free(oper); return; } conn->Write_all((char*)oper, sizeof(interchangeMoney)); oper->roleId = (*sp)[conn].m_roleid; partnerConn->Write_all((char*)oper, sizeof(interchangeMoney)); interchange->money.MoneyCount = oper->MoneyCount; //缓存要交易的金币数量 interchange->money.MoneyType = oper->MoneyType; srv->free(oper); }
void GameInterchange::operProUnlock(TCPConnection::Pointer conn, interchangeOperPro* oper) { Server* srv = Server::GetInstance(); SessionMgr::SessionPointer sp = SessionMgr::Instance()->GetSession(); boost::shared_ptr<Interchange> interchange = (*sp)[conn].m_interchage; TCPConnection::Pointer partnerConn = interchange->partnerConn; SessionMgr::SessionMap::iterator iter = sp->find(partnerConn); if(iter == sp->end()) //对方离线 则由服务器发取消交易的包返回 { interchangeOperPro resp; resp.operType = Operation_CancelChange; conn->Write_all((char*)&resp, sizeof(interchangeOperPro)); for(std::vector<STR_Goods>::iterator iterIn = interchange->changes.begin(); iterIn != interchange->changes.end();++iterIn) { (*sp)[conn].m_goodsPosition[iterIn->Position] = POS_NONEMPTY; //恢复物品原来标志 } interchange->clear(); //清除交易状态 对方离线所以不用处理其状态信息 srv->free(oper); return; } else //对方在线 { if((*sp)[partnerConn].m_interchage->isChangeChecked) //对方已经点击确认交易时,如果解除锁定,则对方也退回到解除锁定状态 { interchange->unlock(); //解除锁定状态 (*sp)[partnerConn].m_interchage->unlock(); //对方解除锁定状态 oper->operType = Operation_BothUnLock; //对方已经点击确认交易时,如果解除锁定,则对方也退回到解除锁定状态 conn->Write_all((char*)oper, sizeof(interchangeOperPro)); //这个包要向双方都发 partnerConn->Write_all((char*)oper, sizeof(interchangeOperPro)); //这个包要向双方都发 } else //对方没有点击交易时,则向其转发取消锁定的包 { oper->operType = Operation_UnLock; partnerConn->Write_all((char*)oper, sizeof(interchangeOperPro)); } srv->free(oper); } }
void GameInterchange::operResponse(TCPConnection::Pointer conn, operationRequestResult* operReq) { Server* srv = Server::GetInstance(); SessionMgr::SessionPointer sp = SessionMgr::Instance()->GetSession(); umap_roleSock rsock = (SessionMgr::Instance()->GetRoleSock()); _umap_roleSock::iterator iter = rsock->find(operReq->RoleID); if(iter == rsock->end()) //对方掉线 由服务器发取消交易的包返回 { if(operReq->operResult == Result_Accept) { interchangeOperPro resp; resp.operType = Operation_CancelChange; conn->Write_all((char*)&resp, sizeof(interchangeOperPro)); } (*sp)[conn].m_interchage->clear(); srv->free(operReq); return; } TCPConnection::Pointer partnerConn = (*rsock)[operReq->RoleID]; operReq->RoleID = (*sp)[conn].m_roleid; partnerConn->Write_all((char*)operReq, sizeof(operationRequestResult)); //转发答复的包 if(operReq->operResult == Result_Accept) //如果答复同意交易,则设置交易标志 { // (*sp)[conn].m_interchage->roleId = (*sp)[conn].m_roleid; //保存自己的角色id // (*sp)[partnerConn].m_interchage->roleId = (*sp)[partnerConn].m_roleid; //对方保存自己的角色id // (*sp)[conn].m_interchage->partnerConn = partnerConn; //互相保存对方的连接 // (*sp)[partnerConn].m_interchage->partnerConn = conn; //互相保存对方的连接 } else if(operReq->operResult == Result_Reject || operReq->operResult == Result_RejectTimeOut) //拒绝 { (*sp)[conn].m_interchage->clear(); (*sp)[partnerConn].m_interchage->clear(); } srv->free(operReq); }
void TCPServer::CallBack_Accept(TCPConnection::Pointer conn, const boost::system::error_code &ec) { if ( ! ec) { Logger::GetLogger()->Debug("Client Connected"); //set nodelay option boost::asio::ip::tcp::no_delay nodelay(true); conn->socket().set_option(nodelay); Server::GetInstance()->RunTask(boost::bind(&TCPConnection::Start,conn)); } StartListen(); }
void TCPServer::CallBack_Accept(TCPConnection::Pointer conn, const boost::system::error_code &ec) { if ( ! ec) { Logger::GetLogger()->Debug("Client Connected"); boost::asio::ip::tcp::no_delay nodelay(true); boost::asio::socket_base::non_blocking_io none_block(true); conn->socket().io_control(none_block); if ( conn->socket().non_blocking() ){ Logger::GetLogger()->Debug("None_Block"); }else{ Logger::GetLogger()->Debug("Block Socket"); } conn->socket().set_option(nodelay); conn->Start(); // Server::GetInstance()->RunTask(boost::bind(&TCPConnection::Start,conn)); } else { Logger::GetLogger()->Error("error:%d",ec.value()); } StartListen(); }
//请求任务结束对话 void GameTask::FinishTaskDlg(TCPConnection::Pointer conn, hf_uint32 taskid) { umap_dialogue::iterator it = (*m_dialogue).find(taskid); if(it != (*m_dialogue).end()) { hf_char* buff = (hf_char*)Server::GetInstance()->malloc(); STR_PackTaskDlg t_dlg= (*m_dialogue)[taskid]; STR_PackHead t_packHead; t_packHead.Len = t_dlg.FinishLen + sizeof(t_dlg.TaskID) ; t_packHead.Flag = FLAG_FinishTaskDlg; memcpy(buff, &t_packHead, sizeof(STR_PackHead)); memcpy(buff + sizeof(STR_PackHead), &t_dlg.TaskID, sizeof(t_dlg.TaskID)); memcpy(buff + sizeof(STR_PackHead) + sizeof(t_dlg.TaskID), t_dlg.FinishDialogue, t_dlg.FinishLen); conn->Write_all(buff, sizeof(STR_PackHead) + t_packHead.Len); Server::GetInstance()->free(buff); } }
//玩家上线,发送离线的添加好友请求 void TeamFriend::SendAskAddFriend(TCPConnection::Pointer conn) { SessionMgr::SessionPointer smap = SessionMgr::Instance()->GetSession(); hf_uint32 roleid = (*smap)[conn].m_roleid; StringBuilder sbd; sbd << "select requestroleid,requestnick from t_addFriend where addroleid = " << roleid << ";"; Logger::GetLogger()->Debug(sbd.str()); Server* srv = Server::GetInstance(); vector<STR_AddFriend> addFriend; hf_int32 t_row = srv->getDiskDB()->GetAskAddFriend(addFriend, sbd.str()); if(t_row > 0) { hf_char* buff = (hf_char*)srv->malloc(); STR_PackHead t_packHead; t_packHead.Flag = FLAG_AddFriend; t_packHead.Len = t_row*sizeof(STR_AddFriend); hf_int32 i = 0; for(vector<STR_AddFriend>::iterator it = addFriend.begin(); it != addFriend.end(); it++) { memcpy(buff + sizeof(STR_PackHead) + i*sizeof(STR_AddFriend),&(*it), sizeof(STR_AddFriend)); i++; } memcpy(buff, &t_packHead, sizeof(STR_PackHead)); conn->Write_all(buff,t_packHead.Len + sizeof(STR_PackHead)); srv->free(buff); //删除保存的离线添加请求 sbd.Clear(); sbd << "delete from t_addFriend where addroleid = " << roleid << ";"; Logger::GetLogger()->Debug(sbd.str()); t_row = srv->getDiskDB()->Set(sbd.str()); if(t_row == 1) { Logger::GetLogger()->Debug("delete asd addfriend success"); } } }
//请求完成任务 void GameTask::AskFinishTask(TCPConnection::Pointer conn, STR_FinishTask* finishTask) { SessionMgr::SessionMap* smap = SessionMgr::Instance()->GetSession().get(); umap_taskProcess umap_playerAcceptTask = (*smap)[conn].m_playerAcceptTask; _umap_taskProcess::iterator it = umap_playerAcceptTask->find(finishTask->TaskID); if(it == umap_playerAcceptTask->end()) //没接取当前任务 { return; } umap_taskAim::iterator iter= m_taskAim->find(finishTask->TaskID); if(iter != m_taskAim->end()) { if(it->second.AimAmount == iter->second.Amount) { Server::GetInstance()->GetOperationPostgres()->PushUpdateTask((*smap)[conn].m_roleid, &(it->second), PostDelete); //将任务从list中删除 umap_playerAcceptTask->erase(it); STR_PackFinishTaskResult t_taskResult; t_taskResult.TaskID = finishTask->TaskID; conn->Write_all(&t_taskResult, sizeof(STR_PackFinishTaskResult)); } } }
//查找此任务是否为任务进度里打怪任务,如果是,更新任务进度 void GameTask::UpdateAttackMonsterTaskProcess(TCPConnection::Pointer conn, STR_MonsterBasicInfo* monster) { SessionMgr::SessionPointer smap = SessionMgr::Instance()->GetSession(); umap_taskProcess umap_playerAcceptTask = ((*smap)[conn]).m_playerAcceptTask; for(_umap_taskProcess::iterator t_task = umap_playerAcceptTask->begin(); t_task != umap_playerAcceptTask->end(); t_task++) { if(t_task->second.AimID == monster->MonsterTypeID && t_task->second.ExeModeID == EXE_attack_blame && t_task->second.AimCount < t_task->second.AimAmount) { if(t_task->second.AimCount == t_task->second.AimAmount) { return; } t_task->second.AimCount = t_task->second.AimCount + 1; (*umap_playerAcceptTask)[t_task->second.TaskID] = t_task->second; STR_PackTaskProcess t_taskProcess; memcpy(&t_taskProcess.TaskProcess, &t_task->second, sizeof(STR_TaskProcess)); conn->Write_all(&t_taskProcess, sizeof(STR_PackTaskProcess)); } } }
// //向当前玩家推送其他玩家的位置(可见的) // static void PushOtherUserPosition( TCPConnection::Pointer sk, STR_PackPlayerPosition *pos) { SessionMgr::SessionPointer ssmap = SessionMgr::Instance()->GetSession(); SessionMgr::SessionMap::iterator it = ssmap->begin(); while ( it != ssmap->end() ) { TCPConnection::Pointer first = it->first; STR_PackPlayerPosition *spos = &( it->second.m_position); //不要推给自己 if ( first == sk) continue; hf_float dx = spos->Pos_x - pos->Pos_x, dy = spos->Pos_y - pos->Pos_y, dz = spos->Pos_z - pos->Pos_z, dis = sqrt( dx*dx + dy * dy + dz * dz ); //不要推视野范围外的玩家 if ( dis > PlayerView ) continue; //Transfer::write_n(sk,(char*)pos,sizeof(STR_PackPlayerPosition)); sk->Write_all(pos,sizeof(STR_PackPlayerPosition)); } }
//用户位置移动 static void PlayerPositionMove(TCPConnection::Pointer conn, STR_PackPlayerMove* Move) { SessionMgr::SessionPointer smap = SessionMgr::Instance()->GetSession(); STR_PackPlayerPosition* pos = &((*smap)[conn].m_position); pos->Direct = Move->Direct; pos->ActID = Move->ActID; hf_uint16 move_speed = (*smap)[conn].m_roleInfo.Move_Speed; switch(Move->Opt) { case 0: { conn->Write_all(pos, sizeof(STR_PackPlayerPosition)); //给可视范围内的玩家发送位置 BroadCastUserPosition(conn, pos); Server::GetInstance()->free(Move); return; } case 1: //向前移动 { pos->Pos_x = pos->Pos_x + PlayerMoveDistance * move_speed/100 * cos(pos->Direct); pos->Pos_z = pos->Pos_z + PlayerMoveDistance * move_speed/100 * sin(pos->Direct); break; } case 2: //向后移动 { pos->Pos_x = pos->Pos_x + PlayerMoveDistance * move_speed/100 * cos(pos->Direct + PI); pos->Pos_z = pos->Pos_z + PlayerMoveDistance * move_speed/100 * sin(pos->Direct + PI); break; } case 3://向左移动 { pos->Pos_x = pos->Pos_x + PlayerMoveDistance * move_speed/100 * cos(pos->Direct + PI/2); pos->Pos_z = pos->Pos_z + PlayerMoveDistance * move_speed/100 * sin(pos->Direct + PI/2); break; } case 4://向右移动 { pos->Pos_x = pos->Pos_x + PlayerMoveDistance * move_speed/100 * cos(pos->Direct + PI*3/2); pos->Pos_z = pos->Pos_z + PlayerMoveDistance * move_speed/100 * sin(pos->Direct + PI*3/2); break; } default: Logger::GetLogger()->Info("Unkown derect pack"); Server::GetInstance()->free(Move); return; } // conn->Write_all(pos, sizeof(STR_PackPlayerPosition)); //给可视范围内的玩家发送位置 BroadCastUserPosition(conn, pos); STR_PlayerStartPos* startPos = &(*smap)[conn].m_StartPos; hf_float dx = startPos->Pos_x - pos->Pos_x, dy = startPos->Pos_y - pos->Pos_y, dz = startPos->Pos_z - pos->Pos_z; if(dx*dx + dy*dy + dz*dz >= RefreshDistance*RefreshDistance) { startPos->Pos_x = pos->Pos_x; startPos->Pos_x = pos->Pos_x; startPos->Pos_x = pos->Pos_x; //刷新新看到的怪和离开可视范围的怪 Server::GetInstance()->GetMonster()->PushViewMonsters(conn); //刷新新看到的玩家和离开可视范围的的玩家 Server::GetInstance()->GetPlayerLogin()->SendViewRole(conn); } Server::GetInstance()->free(Move); }
void GameInterchange::operChanges(TCPConnection::Pointer conn, interchangeOperGoods* oper) //交易物品变动 { Server* srv = Server::GetInstance(); SessionMgr::SessionPointer sp = SessionMgr::Instance()->GetSession(); if(oper->goodsId>=min_EquipMentId && oper->goodsId <=max_EquipMentId) { _umap_roleEqu::iterator iterRoleGoods = (*sp)[conn].m_playerEqu->find(oper->goodsId); if(iterRoleGoods == (*sp)[conn].m_playerEqu->end()) //玩家选择的物品在服务器中不存在属于异常情况,忽略异常情况,服务器不做响应 { return; } if(iterRoleGoods->second.goods.Position == oper->position&&iterRoleGoods->second.goods.Count == oper->goodsCount) //位置信息和数量同时对应,则是找到玩家选择的物品 { (*sp)[conn].m_goodsPosition[oper->position] = POS_LOCKED; //背包中找到该物品,则设定对该物品不能做其它操作 } else { return; } } else { _umap_roleGoods::iterator iterRoleGoods = (*sp)[conn].m_playerGoods->find(oper->goodsId); if(iterRoleGoods == (*sp)[conn].m_playerGoods->end()) //玩家选择的物品在服务器中不存在属于异常情况,忽略异常情况,服务器不做响应 { return; } vector<STR_Goods>::iterator iterGoods = iterRoleGoods->second.begin(); for(; iterGoods != iterRoleGoods->second.end(); ++iterGoods) { if(iterGoods->Position == oper->position&&iterGoods->Count == oper->goodsCount) //位置信息和数量同时对应,则是找到玩家选择的物品 { (*sp)[conn].m_goodsPosition[oper->position] = POS_LOCKED; //背包中找到该物品,则设定对该物品不能做其它操作 break; } } if(iterGoods == iterRoleGoods->second.end()) //背包中未找到该物品,属于异常情况,忽略异常情况 { return; } } boost::shared_ptr<Interchange> interchange = (*sp)[conn].m_interchage; if(oper->operType == Goods_Add) //增加物品的操作 { std::vector<STR_Goods>::iterator iter = interchange->changes.begin(); for( ;iter != interchange->changes.end(); ++iter) { if(iter->Position == oper->position) break; } if(iter == interchange->changes.end()) //交易筐中还没添加该位置的物品 { STR_Goods goods; goods.Count = oper->goodsCount; goods.Position = oper->position; goods.GoodsID = oper->goodsId; goods.TypeID = oper->goodsType; goods.Source = Source_Trade; interchange->changes.push_back(goods); } else { return; //交易筐中已经添加该位置的物品,属于异常情况,则忽略该次请求 } } else if(oper->operType == Goods_Remove) //从交易篮中删除物品 { int haveValue = 0; std::vector<STR_Goods>::iterator iter = interchange->changes.begin(); for(;iter != interchange->changes.end();++iter) { if(iter->Count == oper->goodsCount&&iter->Position == oper->position&&iter->GoodsID == oper->goodsId) { haveValue = 1; iter = interchange->changes.erase(iter); (*sp)[conn].m_goodsPosition[oper->position] = POS_NONEMPTY; //恢复物品原来标志 break; } } if(iter == interchange->changes.end()&& haveValue == 0) { return; } } TCPConnection::Pointer partnerConn = interchange->partnerConn; SessionMgr::SessionMap::iterator iter = sp->find(partnerConn); if(iter == sp->end()) //对方离线 则由服务器发取消交易的包返回 { interchangeOperPro resp; resp.operType = Operation_CancelChange; conn->Write_all((char*)&resp, sizeof(interchangeOperPro)); for(std::vector<STR_Goods>::iterator iter = interchange->changes.begin(); iter != interchange->changes.end(); ++iter) //背包位置信息恢复原来标志 { (*sp)[conn].m_goodsPosition[iter->Position] = POS_NONEMPTY; } interchange->clear(); //清除交易状态 对方离线所以不用处理其状态信息 srv->free(oper); return; } conn->Write_all((char*)oper, sizeof(interchangeOperGoods)); partnerConn->Write_all((char*)oper, sizeof(interchangeOperGoods)); srv->free(oper); }
void TeamFriend::addFriend(TCPConnection::Pointer conn, STR_PackAddFriend* addFriend) { Server* srv = Server::GetInstance(); STR_PackAddFriend t_addFriend; SessionMgr::SessionPointer smap = SessionMgr::Instance()->GetSession(); t_addFriend.RoleID = (*smap)[conn].m_roleid; memcpy(t_addFriend.Nick, ((*smap)[conn].m_RoleBaseInfo.Nick), 32); if(addFriend->RoleID >= 100000000) //按roleID添加好友(优先) { umap_roleSock roleSock = SessionMgr::Instance()->GetRoleSock(); _umap_roleSock::iterator it = roleSock->find(addFriend->RoleID); if(it != roleSock->end()) //要添加的好友在线 { it->second->Write_all(&t_addFriend, sizeof(STR_PackAddFriend)); } if(it == roleSock->end()) //玩家不在线 { StringBuilder sbd; sbd << "insert into t_addFriend values(" << t_addFriend.RoleID << ",'" << t_addFriend.Nick << "'," << addFriend->RoleID << ");"; Logger::GetLogger()->Debug(sbd.str()); if(srv->getDiskDB()->Set(sbd.str()) == -1) { Logger::GetLogger()->Error("insert add role friend error"); } } } else //按昵称添加好友 { SessionMgr::umap_nickSock nickSock = SessionMgr::Instance()->GetNickSock(); SessionMgr::_umap_nickSock::iterator it = nickSock->find(addFriend->Nick); if(it != nickSock->end()) //在线 { it->second->Write_all(&t_addFriend, sizeof(STR_PackAddFriend)); } else //添加的好友不在线 { hf_char nickbuff[40] = { 0 }; memcpy(nickbuff, addFriend->Nick, sizeof(addFriend->Nick)); //在数据库中查找昵称是否存在 StringBuilder sbd; sbd << "select roleid from t_playerrolelist where nick = '" << nickbuff << "';"; Logger::GetLogger()->Debug(sbd.str()); hf_uint32 addroleid = 0; hf_int32 t_row = srv->getDiskDB()->GetNickRoleid(&addroleid, sbd.str()); if(t_row == 1) //昵称存在,保存为离线请求 { hf_uint32 Requestroleid = (*smap)[conn].m_roleid; hf_char RequestNick[40] = { 0 }; memcpy(RequestNick, (*smap)[conn].m_RoleBaseInfo.Nick, 32); sbd.Clear(); sbd << "insert into t_addFriend values(" << Requestroleid << ",'" << RequestNick << "'," << addroleid << ");"; Logger::GetLogger()->Debug(sbd.str()); t_row = srv->getDiskDB()->Set(sbd.str()); if( t_row == -1) { Logger::GetLogger()->Error("insert add friend error"); } } else if(t_row == 0) //昵称不存在 { STR_PackAddFriendReturn Raddfriend; memcpy(Raddfriend.Nick, addFriend->Nick, 32); Raddfriend.value = 3; conn->Write_all(&Raddfriend, sizeof(STR_PackAddFriendReturn)); } } } srv->free(addFriend); }
void GameInterchange::operProCheckChange(TCPConnection::Pointer conn, interchangeOperPro* oper) //确认交易 { Server* srv = Server::GetInstance(); SessionMgr::SessionPointer sp = SessionMgr::Instance()->GetSession(); boost::shared_ptr<Interchange> interchange = (*sp)[conn].m_interchage; TCPConnection::Pointer partnerConn = interchange->partnerConn; SessionMgr::SessionMap::iterator iter = sp->find(partnerConn); if(iter == sp->end()) //对方离线 则由服务器发取消交易的包返回 { interchangeOperPro resp; resp.operType = Operation_CancelChange; conn->Write_all((char*)&resp, sizeof(interchangeOperPro)); for(std::vector<STR_Goods>::iterator iterIn = interchange->changes.begin(); iterIn != interchange->changes.end();++iterIn) { (*sp)[conn].m_goodsPosition[iterIn->Position] = POS_NONEMPTY; //恢复物品原来标志 } interchange->clear(); //清除交易状态 对方离线所以不用处理其状态信息 srv->free(oper); return; } boost::shared_ptr<Interchange> pInterchange = (*sp)[partnerConn].m_interchage; if(!(interchange->isLocked&&pInterchange->isLocked)) //双方没有全都锁定过时候,确认交易请求无效 { interchangeOperPro resp; resp.operType = Operation_NotLockedCheckChange; //回复双方没有全都锁定的包 conn->Write_all((char*)&resp, sizeof(interchangeOperPro)); srv->free(oper); return; } interchange->isChangeChecked = true; //双方都已经锁定过,则置确认交易的标志 if(!pInterchange->isChangeChecked) //对方没有确认交易,则只转发包返回 { partnerConn->Write_all((char*)oper, sizeof(interchangeOperPro)); srv->free(oper); return; } partnerConn->Write_all((char*)oper, sizeof(interchangeOperPro)); //对方也已经确认交易 转发包 srv->free(oper); //计算双方背包空闲位置个数,判断是否满足交换需求 int emptyPartnerconn = 0; int emptyconn = 0; for(int i = 1; i <=BAGCAPACITY-1;++i) //查找空闲位置 计算空闲位置个数 { if((*sp)[conn].m_goodsPosition[i] == POS_EMPTY) { emptyconn++; } } for(int i = 1; i <=BAGCAPACITY-1;++i) //查找空闲位置 计算空闲位置个数 { if((*sp)[partnerConn].m_goodsPosition[i] == POS_EMPTY) { emptyPartnerconn++; } } if(interchange->changes.size() + emptyconn < pInterchange->changes.size() || pInterchange->changes.size() + emptyPartnerconn < interchange->changes.size()) //如果空闲位置个数不满足交换需求,则取消交易 { interchangeOperPro resp; resp.operType = Operation_CancelChange; conn->Write_all((char*)&resp, sizeof(interchangeOperPro)); partnerConn->Write_all((char*)&resp, sizeof(interchangeOperPro)); for(std::vector<STR_Goods>::iterator iter = interchange->changes.begin(); iter != interchange->changes.end();++iter) { (*sp)[conn].m_goodsPosition[iter->Position] = POS_NONEMPTY; //恢复物品原来标志 } for(std::vector<STR_Goods>::iterator iter = pInterchange->changes.begin(); iter != pInterchange->changes.end();++iter) { (*sp)[partnerConn].m_goodsPosition[iter->Position] = POS_NONEMPTY; //恢复物品原来标志 } interchange->clear(); //清除交易状态 pInterchange->clear(); //对方清除交易状态 return; } operDoChange(conn);//如果空闲位置个数满足交换需求,则交换两个玩家物品和金钱 operReport(conn); //交换完成发送交易报告 interchangeOperPro resp; resp.operType = Operation_Done; conn->Write_all((char*)&resp, sizeof(interchangeOperPro)); partnerConn->Write_all((char*)&resp, sizeof(interchangeOperPro)); GameTask* t_task = srv->GetGameTask(); for(std::vector<STR_Goods>::iterator iter = interchange->changes.begin(); iter != interchange->changes.end();++iter) { t_task->UpdateCollectGoodsTaskProcess(conn,iter->TypeID); } for(std::vector<STR_Goods>::iterator iter = pInterchange->changes.begin(); iter != pInterchange->changes.end();++iter) { t_task->UpdateCollectGoodsTaskProcess(conn,iter->TypeID); } interchange->clear(); //交易完毕 恢复到原来状态 pInterchange->clear(); //交易完毕 恢复到原来状态 }
void GameInterchange::operReport(TCPConnection::Pointer conn) //交易报告 交换双方物品后向双方发送交易的物品变动 { Server* srv = Server::GetInstance(); SessionMgr::SessionPointer sp = SessionMgr::Instance()->GetSession(); boost::shared_ptr<Interchange> interchange = (*sp)[conn].m_interchage; TCPConnection::Pointer partnerConn = interchange->partnerConn; boost::shared_ptr<Interchange> pInterchange = (*sp)[partnerConn].m_interchage; STR_PackHead head; char bufToConn[1024]={0}; char bufToPartner[1024]={0}; memset(&head,0,sizeof(STR_PackHead)); //向双方发送本方交易物品(包括装备)的变动 head.Len = sizeof(STR_Goods)*interchange->changes.size(); if(head.Len != 0) { head.Flag = FLAG_BagGoods; memcpy(bufToPartner,&head,sizeof(head)); for(int i = 0; i < interchange->changes.size(); ++i) { memcpy(bufToPartner+sizeof(STR_PackHead)+sizeof(STR_Goods)*i,&(interchange->changes[i]),sizeof(STR_Goods)); } partnerConn->Write_all(bufToPartner, sizeof(STR_PackHead)+head.Len); //向对方发送本方已经交易的物品 } //向对方发送本方交易中装备的属性 head.Len = interchange->vecEqui.size()*sizeof(STR_EquipmentAttr); if(head.Len != 0) //如果交易中有装备 { head.Flag = FLAG_EquGoodsAttr; memset(bufToPartner,0,1024); memcpy(bufToPartner,&head,sizeof(head)); for(int i = 0; i < interchange->vecEqui.size(); ++i) { memcpy(bufToPartner+sizeof(STR_PackHead)+sizeof(STR_EquipmentAttr)*i,&(interchange->vecEqui[i]),sizeof(STR_EquipmentAttr)); } partnerConn->Write_all(bufToPartner, sizeof(STR_PackHead)+head.Len); //本方交易的物品是装备,要向对方发送属性信息 } //向双方发送对方交易物品的情况 head.Len = sizeof(STR_Goods)*pInterchange->changes.size(); if(head.Len != 0) { head.Flag = FLAG_BagGoods; memset(bufToConn,0,1024); memcpy(bufToConn,&head,sizeof(head)); for(int i = 0; i < pInterchange->changes.size(); ++i) { memcpy(bufToConn+sizeof(STR_PackHead)+sizeof(STR_Goods)*i,&(pInterchange->changes[i]),sizeof(STR_Goods)); } conn->Write_all(bufToConn, sizeof(STR_PackHead)+head.Len); //向本方发送对方已经交易的物品 } //向本方发送对方交易中装备的属性 head.Len = pInterchange->vecEqui.size()*sizeof(STR_EquipmentAttr); cout<<" head.len2 "<<head.Len<<endl; if(head.Len != 0) //如果交易中有装备 { memset(bufToConn,0,1024); head.Flag = FLAG_EquGoodsAttr; memcpy(bufToConn,&head,sizeof(head)); for(int i = 0; i < pInterchange->vecEqui.size(); ++i) { memcpy(bufToConn+sizeof(STR_PackHead)+sizeof(STR_EquipmentAttr)*i,&(pInterchange->vecEqui[i]),sizeof(STR_EquipmentAttr)); } conn->Write_all(bufToConn, sizeof(STR_PackHead)+head.Len); //对方交易的如果是装备,则向本方发送装备属性信息 } //发送双方交易的金钱类型在交易后的现状 if(pInterchange->money.MoneyCount != 0) { char buf[1024] = {0}; memset(&head,0,sizeof(STR_PackHead)); head.Flag = FLAG_PlayerMoney; head.Len = sizeof(STR_PlayerMoney); memcpy(buf,&head,sizeof(head)); _umap_roleMoney::iterator iterMoney = (*sp)[partnerConn].m_playerMoney->find(pInterchange->money.MoneyType); if (iterMoney != (*sp)[partnerConn].m_playerMoney->end()) { memcpy(buf+sizeof(STR_PackHead),&(iterMoney->second),sizeof(STR_PlayerMoney)); } else //如果金钱中未找到这种类型,说明已经为0,发送数量为0的包 { STR_PlayerMoney money; money.TypeID = pInterchange->money.MoneyType; money.Count = 0; memcpy(buf+sizeof(STR_PackHead),&money,sizeof(STR_PlayerMoney)); } partnerConn->Write_all(buf, sizeof(STR_PackHead)+head.Len); //向对方发送对方现在这种类型的金钱 iterMoney = (*sp)[conn].m_playerMoney->find(pInterchange->money.MoneyType); { if (iterMoney != (*sp)[conn].m_playerMoney->end()) { memset(buf+sizeof(STR_PackHead),0,sizeof(STR_PlayerMoney)); memcpy(buf+sizeof(STR_PackHead),&(iterMoney->second),sizeof(STR_PlayerMoney)); conn->Write_all(buf, sizeof(STR_PackHead)+head.Len); //向本方发送本方现在这种类型的金钱 } } } //发送双方交易中金钱类型在交易后的现状 if(interchange->money.MoneyCount != 0) { char buf[1024] = {0}; memset(&head,0,sizeof(STR_PackHead)); head.Flag = FLAG_PlayerMoney; head.Len = sizeof(STR_PlayerMoney); memcpy(buf,&head,sizeof(head)); _umap_roleMoney::iterator iterMoney = (*sp)[conn].m_playerMoney->find(interchange->money.MoneyType); if (iterMoney != (*sp)[conn].m_playerMoney->end()) { memcpy(buf+sizeof(STR_PackHead),&(iterMoney->second),sizeof(STR_PlayerMoney)); } else { STR_PlayerMoney money; money.TypeID = interchange->money.MoneyType; money.Count = 0; memcpy(buf+sizeof(STR_PackHead),&money,sizeof(STR_PlayerMoney)); } conn->Write_all(buf, sizeof(STR_PackHead)+head.Len); //向本方发送本方现在这种类型的金钱 iterMoney = (*sp)[partnerConn].m_playerMoney->find(interchange->money.MoneyType); if (iterMoney != (*sp)[partnerConn].m_playerMoney->end()) { memset(buf+sizeof(STR_PackHead),0,sizeof(STR_PlayerMoney)); memcpy(buf+sizeof(STR_PackHead),&(iterMoney->second),sizeof(STR_PlayerMoney)); partnerConn->Write_all(buf, sizeof(STR_PackHead)+head.Len); //向对方发送对方现在这种类型的金钱 } } }