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 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); }
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()); } }