新增逻辑

This commit is contained in:
2025-12-15 12:30:45 +08:00
parent a4c2bb021b
commit 240bee00c3
56 changed files with 649 additions and 526 deletions

View File

@@ -18,4 +18,8 @@
<ProjectReference Include="..\ThirdParty\ThirdParty.csproj" />
</ItemGroup>
<ItemGroup>
<Folder Include="Game\Map\" />
</ItemGroup>
</Project>

View File

@@ -65,13 +65,13 @@
networkProtocol=""
outerPort="0" innerPort="11051" />
<scene id="1007"
processConfigId="1"
worldConfigId="1"
sceneRuntimeMode="MultiThread"
sceneTypeString="Map"
networkProtocol=""
outerPort="0" innerPort="11061" />
<!-- <scene id="1007" -->
<!-- processConfigId="1" -->
<!-- worldConfigId="1" -->
<!-- sceneRuntimeMode="MultiThread" -->
<!-- sceneTypeString="Map" -->
<!-- networkProtocol="" -->
<!-- outerPort="0" innerPort="11061" /> -->
</scenes>
</server>
</fantasy>

View File

@@ -8,7 +8,15 @@ public enum ItemBasicType
None,
Currency = 1,
Item = 2,
Fish = 3,
Rod = 3,
Reel =4,
Bobber = 5,
Line = 6,
Bait = 7,
Lure = 8,
Hook = 9,
Weight = 10,
Feeder = 11,
}
public class Item : Entity
@@ -47,4 +55,9 @@ public class Item : Entity
/// 物品所属的容器
/// </summary>
[BsonIgnore] PlayerItemContainerComponent Container;
/// <summary>
/// 正则使用中
/// </summary>
[BsonIgnore] public bool InUse;
}

View File

@@ -1,8 +1,8 @@
using Fantasy.Entitas;
namespace NB.Map;
namespace NB.Game;
public class MapManageComponent: Entity
public class MapManageComponent : Entity
{
public readonly Dictionary<long, Map> Maps = new();
}

View File

@@ -1,6 +1,6 @@
using Fantasy.Entitas;
namespace NB.Map;
namespace NB.Game;
public class RoomManageComponent : Entity
{
@@ -8,6 +8,4 @@ public class RoomManageComponent : Entity
public readonly PriorityQueue<int, int> FreeIds = new();
public readonly HashSet<int> InUseID = new();
public string TestRoomCode;
}

View File

@@ -1,6 +1,6 @@
using Fantasy.Entitas;
namespace NB.Map;
namespace NB.Game;
public class Map : Entity
{
@@ -12,5 +12,5 @@ public class Map : Entity
/// <summary>
/// 地图玩家
/// </summary>
public Dictionary<long, MapUnit> Units = new Dictionary<long, MapUnit>();
public Dictionary<long, Player> Units = new Dictionary<long, Player>();
}

View File

@@ -1,7 +1,6 @@
using Fantasy.Entitas;
using NB.Map;
namespace NB.Map;
namespace NB.Game;
/// <summary>
/// 地图房间
@@ -26,7 +25,7 @@ public class MapRoom : Entity
/// <summary>
/// 房间玩家
/// </summary>
public Dictionary<long, MapUnit> Units = new Dictionary<long, MapUnit>();
public Dictionary<long, Player> Units = new Dictionary<long, Player>();
/// <summary>
/// 房主

View File

@@ -1,19 +1,13 @@
using Fantasy;
using Fantasy.Entitas;
using Fantasy.Entitas;
using Unity.Mathematics;
namespace NB.Map;
namespace NB.Game;
/// <summary>
/// 地图玩家单元
///
/// </summary>
public class MapUnit : Entity
public class MapUnitComponent : Entity
{
/// <summary>
/// 角色基础信息
/// </summary>
public RoleSimpleInfo Info;
/// <summary>
/// 位置
/// </summary>
@@ -24,20 +18,18 @@ public class MapUnit : Entity
/// </summary>
public float3 Rotation;
/// <summary>
/// 当前所在地图id
/// </summary>
public int MapId;
/// <summary>
/// 当前所在的房间id
/// </summary>
public int RoomId;
public long GateRouteId;
/// <summary>
/// 钓组信息
/// </summary>
public List<MapUnitGear> Gears = new List<MapUnitGear>();
/// <summary>
/// 房间Id
/// </summary>
public int RoomId;
/// <summary>
/// 地图id
/// </summary>
public int MapId;
}

View File

@@ -1,7 +1,7 @@
using Fantasy.Entitas;
using Unity.Mathematics;
namespace NB.Map;
namespace NB.Game;
public enum MapGearState
{
@@ -18,7 +18,7 @@ public class MapUnitGear : Entity
/// <summary>
/// 杆子
/// </summary>
public long Rod;
public long Item;
/// <summary>
/// 杆子配件

View File

@@ -63,4 +63,5 @@ public sealed class Player : Entity
[BsonIgnore] public long SessionRunTimeId;
}

View File

@@ -85,6 +85,7 @@ namespace Fantasy
}
public override void Dispose()
{
ItemId = default;
#if FANTASY_NET || FANTASY_UNITY
GetScene().MessagePoolComponent.Return<C2Game_UseItemRequest>(this);
#endif
@@ -94,6 +95,8 @@ namespace Fantasy
public uint OpCode() { return OuterOpcode.C2Game_UseItemRequest; }
[ProtoIgnore]
public int RouteType => Fantasy.RouteType.GameRoute;
[ProtoMember(1)]
public long ItemId { get; set; }
}
/// <summary>
/// 请求使用物品响应
@@ -509,5 +512,57 @@ namespace Fantasy
[ProtoMember(1)]
public List<AwardInfo> Awards = new List<AwardInfo>();
}
/// <summary>
/// /////////// ******** GM *******/////////////
/// </summary>
/// <summary>
/// 请求执行GM
/// </summary>
[ProtoContract]
public partial class C2Game_GMRequest : AMessage, ICustomRouteRequest
{
public static C2Game_GMRequest Create(Scene scene)
{
return scene.MessagePoolComponent.Rent<C2Game_GMRequest>();
}
public override void Dispose()
{
Cmd = default;
Args = default;
#if FANTASY_NET || FANTASY_UNITY
GetScene().MessagePoolComponent.Return<C2Game_GMRequest>(this);
#endif
}
[ProtoIgnore]
public Game2C_GMResponse ResponseType { get; set; }
public uint OpCode() { return OuterOpcode.C2Game_GMRequest; }
[ProtoIgnore]
public int RouteType => Fantasy.RouteType.GameRoute;
[ProtoMember(1)]
public string Cmd { get; set; }
[ProtoMember(2)]
public string Args { get; set; }
}
/// <summary>
/// 执行GM返回
/// </summary>
[ProtoContract]
public partial class Game2C_GMResponse : AMessage, ICustomRouteResponse
{
public static Game2C_GMResponse Create(Scene scene)
{
return scene.MessagePoolComponent.Rent<Game2C_GMResponse>();
}
public override void Dispose()
{
ErrorCode = default;
#if FANTASY_NET || FANTASY_UNITY
GetScene().MessagePoolComponent.Return<Game2C_GMResponse>(this);
#endif
}
public uint OpCode() { return OuterOpcode.Game2C_GMResponse; }
[ProtoMember(1)]
public uint ErrorCode { get; set; }
}
}

View File

@@ -39,7 +39,7 @@ namespace Fantasy
public Map2C_CreateRoomResponse ResponseType { get; set; }
public uint OpCode() { return OuterOpcode.C2Map_CreateRoomRequest; }
[ProtoIgnore]
public int RouteType => Fantasy.RouteType.MapRoute;
public int RouteType => Fantasy.RouteType.GameRoute;
[ProtoMember(1)]
public int MapId { get; set; }
}
@@ -193,7 +193,7 @@ namespace Fantasy
}
public uint OpCode() { return OuterOpcode.Map2C_ChangeMap; }
[ProtoIgnore]
public int RouteType => Fantasy.RouteType.MapRoute;
public int RouteType => Fantasy.RouteType.GameRoute;
[ProtoMember(1)]
public int MapId { get; set; }
[ProtoMember(2)]

View File

@@ -99,25 +99,31 @@ namespace Fantasy
}
public override void Dispose()
{
Rod = default;
Rigs.Clear();
Item = default;
Binds.Clear();
Position = default;
Rotation = default;
Propertys.Clear();
InUse = default;
InHand = default;
#if FANTASY_NET || FANTASY_UNITY
GetScene().MessagePoolComponent.Return<GearInfo>(this);
#endif
}
[ProtoMember(1)]
public long Rod { get; set; }
public ItemInfo Item { get; set; }
[ProtoMember(2)]
public List<long> Rigs = new List<long>();
public List<ItemInfo> Binds = new List<ItemInfo>();
[ProtoMember(3)]
public Vector3Info Position { get; set; }
[ProtoMember(4)]
public Vector3Info Rotation { get; set; }
[ProtoMember(5)]
public List<KeyValueInt64> Propertys = new List<KeyValueInt64>();
[ProtoMember(6)]
public bool InUse { get; set; }
[ProtoMember(7)]
public bool InHand { get; set; }
}
[ProtoContract]
public partial class UnitStateInfo : AMessage

View File

@@ -21,8 +21,10 @@ namespace Fantasy
public const uint C2Game_BuyRequest = 2281711384;
public const uint Game2C_BuyResponse = 2415929112;
public const uint Game2C_RewardNotify = 2147493651;
public const uint C2Map_CreateRoomRequest = 2281711385;
public const uint Map2C_CreateRoomResponse = 2415929113;
public const uint C2Game_GMRequest = 2281711385;
public const uint Game2C_GMResponse = 2415929113;
public const uint C2Map_CreateRoomRequest = 2281711386;
public const uint Map2C_CreateRoomResponse = 2415929114;
public const uint C2G_ExitRoomRequest = 268445457;
public const uint G2C_ExitRoomResponse = 402663185;
public const uint C2G_EnterMapRequest = 268445458;
@@ -33,10 +35,12 @@ namespace Fantasy
public const uint C2G_LoginRequest = 268445460;
public const uint G2C_LoginResponse = 402663188;
public const uint G2C_RepeatLogin = 134227729;
public const uint C2Game_GetRoleInfoRequest = 2281711386;
public const uint Game2C_GetRoleInfoResponse = 2415929114;
public const uint C2Game_GetRoleInfoRequest = 2281711387;
public const uint Game2C_GetRoleInfoResponse = 2415929115;
public const uint Map2C_RoleEnterRoomNotify = 2147493653;
public const uint Map2C_RoleExitRoomNotify = 2147493654;
public const uint C2Map_TakeItemRequest = 2281711388;
public const uint Map2C_TakeItemResponse = 2415929116;
public const uint C2Map_RolePropertyChange = 2147493655;
public const uint Map2C_RoleStateNotify = 2147493656;
public const uint Map2C_RoleGearChangeNotify = 2147493657;
@@ -45,37 +49,37 @@ namespace Fantasy
public const uint C2Map_Look = 2147493660;
public const uint Map2C_MoveNotify = 2147493661;
public const uint Map2C_LookeNotify = 2147493662;
public const uint C2S_GetConversationsRequest = 2281711387;
public const uint S2C_GetConversationsResponse = 2415929115;
public const uint C2S_SendMailRequest = 2281711388;
public const uint S2C_SendMailResponse = 2415929116;
public const uint C2S_DeleteMailRequest = 2281711389;
public const uint S2C_DeleteMailResponse = 2415929117;
public const uint C2S_GetConversationsRequest = 2281711389;
public const uint S2C_GetConversationsResponse = 2415929117;
public const uint C2S_SendMailRequest = 2281711390;
public const uint S2C_SendMailResponse = 2415929118;
public const uint C2S_DeleteMailRequest = 2281711391;
public const uint S2C_DeleteMailResponse = 2415929119;
public const uint S2C_HaveMail = 2147493663;
public const uint S2C_MailState = 2147493664;
public const uint C2S_CreateChannelRequest = 2281711390;
public const uint S2C_CreateChannelResponse = 2415929118;
public const uint C2S_JoinChannelRequest = 2281711391;
public const uint S2C_JoinChannelResponse = 2415929119;
public const uint C2S_SendMessageRequest = 2281711392;
public const uint S2C_SendMessageResponse = 2415929120;
public const uint C2S_CreateChannelRequest = 2281711392;
public const uint S2C_CreateChannelResponse = 2415929120;
public const uint C2S_JoinChannelRequest = 2281711393;
public const uint S2C_JoinChannelResponse = 2415929121;
public const uint C2S_SendMessageRequest = 2281711394;
public const uint S2C_SendMessageResponse = 2415929122;
public const uint S2C_Message = 2147493665;
public const uint C2S_CreateClubRequest = 2281711393;
public const uint S2C_CreateClubResponse = 2415929121;
public const uint C2S_GetClubInfoRequest = 2281711394;
public const uint S2C_GetClubInfoResponse = 2415929122;
public const uint C2S_GetMemberListRequest = 2281711395;
public const uint S2C_GetMemberListResponse = 2415929123;
public const uint C2S_GetClubListRequest = 2281711396;
public const uint S2C_GetClubListResponse = 2415929124;
public const uint C2S_JoinClubRequest = 2281711397;
public const uint S2C_JoinClubResponse = 2415929125;
public const uint C2S_LeaveClubRequest = 2281711398;
public const uint S2C_LeaveClubResponse = 2415929126;
public const uint C2S_DissolveClubRequest = 2281711399;
public const uint S2C_DissolveClubResponse = 2415929127;
public const uint C2S_DisposeJoinRequest = 2281711400;
public const uint S2C_DisposeJoinResponse = 2415929128;
public const uint C2S_CreateClubRequest = 2281711395;
public const uint S2C_CreateClubResponse = 2415929123;
public const uint C2S_GetClubInfoRequest = 2281711396;
public const uint S2C_GetClubInfoResponse = 2415929124;
public const uint C2S_GetMemberListRequest = 2281711397;
public const uint S2C_GetMemberListResponse = 2415929125;
public const uint C2S_GetClubListRequest = 2281711398;
public const uint S2C_GetClubListResponse = 2415929126;
public const uint C2S_JoinClubRequest = 2281711399;
public const uint S2C_JoinClubResponse = 2415929127;
public const uint C2S_LeaveClubRequest = 2281711400;
public const uint S2C_LeaveClubResponse = 2415929128;
public const uint C2S_DissolveClubRequest = 2281711401;
public const uint S2C_DissolveClubResponse = 2415929129;
public const uint C2S_DisposeJoinRequest = 2281711402;
public const uint S2C_DisposeJoinResponse = 2415929130;
public const uint S2C_ClubChange = 2147493666;
}
}

View File

@@ -37,7 +37,7 @@ namespace Fantasy
}
public uint OpCode() { return OuterOpcode.Map2C_RoleEnterRoomNotify; }
[ProtoIgnore]
public int RouteType => Fantasy.RouteType.MapRoute;
public int RouteType => Fantasy.RouteType.GameRoute;
[ProtoMember(1)]
public MapUnitInfo Info { get; set; }
}
@@ -60,10 +60,65 @@ namespace Fantasy
}
public uint OpCode() { return OuterOpcode.Map2C_RoleExitRoomNotify; }
[ProtoIgnore]
public int RouteType => Fantasy.RouteType.MapRoute;
public int RouteType => Fantasy.RouteType.GameRoute;
[ProtoMember(1)]
public long Id { get; set; }
}
/// <summary>
/// 请求拿起物品
/// </summary>
[ProtoContract]
public partial class C2Map_TakeItemRequest : AMessage, ICustomRouteRequest
{
public static C2Map_TakeItemRequest Create(Scene scene)
{
return scene.MessagePoolComponent.Rent<C2Map_TakeItemRequest>();
}
public override void Dispose()
{
Id = default;
Task = default;
#if FANTASY_NET || FANTASY_UNITY
GetScene().MessagePoolComponent.Return<C2Map_TakeItemRequest>(this);
#endif
}
[ProtoIgnore]
public Map2C_TakeItemResponse ResponseType { get; set; }
public uint OpCode() { return OuterOpcode.C2Map_TakeItemRequest; }
[ProtoIgnore]
public int RouteType => Fantasy.RouteType.GameRoute;
[ProtoMember(1)]
public int Id { get; set; }
[ProtoMember(2)]
public bool Task { get; set; }
}
/// <summary>
/// 请求拿起物品响应
/// </summary>
[ProtoContract]
public partial class Map2C_TakeItemResponse : AMessage, ICustomRouteResponse
{
public static Map2C_TakeItemResponse Create(Scene scene)
{
return scene.MessagePoolComponent.Rent<Map2C_TakeItemResponse>();
}
public override void Dispose()
{
ErrorCode = default;
Id = default;
Task = default;
#if FANTASY_NET || FANTASY_UNITY
GetScene().MessagePoolComponent.Return<Map2C_TakeItemResponse>(this);
#endif
}
public uint OpCode() { return OuterOpcode.Map2C_TakeItemResponse; }
[ProtoMember(1)]
public int Id { get; set; }
[ProtoMember(2)]
public bool Task { get; set; }
[ProtoMember(3)]
public uint ErrorCode { get; set; }
}
[ProtoContract]
public partial class C2Map_RolePropertyChange : AMessage, ICustomRouteMessage
{
@@ -80,7 +135,7 @@ namespace Fantasy
}
public uint OpCode() { return OuterOpcode.C2Map_RolePropertyChange; }
[ProtoIgnore]
public int RouteType => Fantasy.RouteType.MapRoute;
public int RouteType => Fantasy.RouteType.GameRoute;
[ProtoMember(1)]
public List<KeyValueInt64> Propertys = new List<KeyValueInt64>();
}
@@ -104,7 +159,7 @@ namespace Fantasy
}
public uint OpCode() { return OuterOpcode.Map2C_RoleStateNotify; }
[ProtoIgnore]
public int RouteType => Fantasy.RouteType.MapRoute;
public int RouteType => Fantasy.RouteType.GameRoute;
[ProtoMember(1)]
public long Id { get; set; }
[ProtoMember(2)]
@@ -130,7 +185,7 @@ namespace Fantasy
}
public uint OpCode() { return OuterOpcode.Map2C_RoleGearChangeNotify; }
[ProtoIgnore]
public int RouteType => Fantasy.RouteType.MapRoute;
public int RouteType => Fantasy.RouteType.GameRoute;
[ProtoMember(1)]
public long Id { get; set; }
[ProtoMember(2)]
@@ -153,7 +208,7 @@ namespace Fantasy
}
public uint OpCode() { return OuterOpcode.Map2C_RolePropertyChangeNotify; }
[ProtoIgnore]
public int RouteType => Fantasy.RouteType.MapRoute;
public int RouteType => Fantasy.RouteType.GameRoute;
[ProtoMember(1)]
public long Id { get; set; }
[ProtoMember(2)]
@@ -180,7 +235,7 @@ namespace Fantasy
}
public uint OpCode() { return OuterOpcode.C2Map_Move; }
[ProtoIgnore]
public int RouteType => Fantasy.RouteType.MapRoute;
public int RouteType => Fantasy.RouteType.GameRoute;
[ProtoMember(1)]
public Vector3Info Position { get; set; }
[ProtoMember(2)]
@@ -211,7 +266,7 @@ namespace Fantasy
}
public uint OpCode() { return OuterOpcode.C2Map_Look; }
[ProtoIgnore]
public int RouteType => Fantasy.RouteType.MapRoute;
public int RouteType => Fantasy.RouteType.GameRoute;
[ProtoMember(1)]
public Vector3Info Rotation { get; set; }
[ProtoMember(2)]
@@ -242,7 +297,7 @@ namespace Fantasy
}
public uint OpCode() { return OuterOpcode.Map2C_MoveNotify; }
[ProtoIgnore]
public int RouteType => Fantasy.RouteType.MapRoute;
public int RouteType => Fantasy.RouteType.GameRoute;
[ProtoMember(1)]
public long Id { get; set; }
[ProtoMember(2)]
@@ -279,7 +334,7 @@ namespace Fantasy
}
public uint OpCode() { return OuterOpcode.Map2C_LookeNotify; }
[ProtoIgnore]
public int RouteType => Fantasy.RouteType.MapRoute;
public int RouteType => Fantasy.RouteType.GameRoute;
[ProtoMember(1)]
public long Id { get; set; }
[ProtoMember(2)]

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@@ -6,6 +6,5 @@ namespace Fantasy
public const int GateRoute = 1001; // Gate
public const int SocialRoute = 1002; // Social
public const int GameRoute = 1003; // Game
public const int MapRoute = 1004; // 地图
}
}

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@@ -1,8 +0,0 @@
using Fantasy.Entitas;
namespace NB.Map;
public class MapUnitManageComponent : Entity
{
public readonly Dictionary<long, MapUnit> Units = new();
}

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@@ -3,7 +3,6 @@ using Fantasy.Async;
using Fantasy.Network.Interface;
using NB.Chat;
using NB.Game;
using NB.Map;
namespace NB.Common;
@@ -27,11 +26,11 @@ public class G2Common_EnterRequestHandler : RouteRPC<Scene, G2Common_EnterReques
await RunSocial(scene, request, response);
break;
}
case SceneType.Map:
{
await RunMap(scene, request, response);
break;
}
// case SceneType.Map:
// {
// await RunMap(scene, request, response);
// break;
// }
}
await FTask.CompletedTask;
@@ -68,19 +67,19 @@ public class G2Common_EnterRequestHandler : RouteRPC<Scene, G2Common_EnterReques
Log.Info($"登录到社交服成功id={response.UnitRouteId}");
}
private async FTask RunMap(Scene scene, G2Common_EnterRequest request, G2Common_EnterResponse response)
{
// 在缓存中检查该账号是否存在
var chatUnitManageComponent = scene.GetComponent<MapUnitManageComponent>();
var account = await chatUnitManageComponent.Online(scene, request.AccountId, request.GateRouteId);
if (account == null)
{
response.ErrorCode = ErrorCode.ErrServer;
return;
}
response.UnitRouteId = account.RuntimeId;
Log.Info($"登录到地图服成功id={response.UnitRouteId}");
}
// private async FTask RunMap(Scene scene, G2Common_EnterRequest request, G2Common_EnterResponse response)
// {
// // 在缓存中检查该账号是否存在
// var chatUnitManageComponent = scene.GetComponent<MapUnitManageComponent>();
// var account = await chatUnitManageComponent.Online(scene, request.AccountId, request.GateRouteId);
//
// if (account == null)
// {
// response.ErrorCode = ErrorCode.ErrServer;
// return;
// }
//
// response.UnitRouteId = account.RuntimeId;
// Log.Info($"登录到地图服成功id={response.UnitRouteId}");
// }
}

View File

@@ -3,7 +3,6 @@ using Fantasy.Async;
using Fantasy.Network.Interface;
using NB.Chat;
using NB.Game;
using NB.Map;
namespace NB.Common;
@@ -25,11 +24,11 @@ public class G2Common_ExitRequestHandler : RouteRPC<Scene, G2Common_ExitRequest,
await RunSocial(scene, request, response);
break;
}
case SceneType.Map:
{
await RunMap(scene, request, response);
break;
}
// case SceneType.Map:
// {
// await RunMap(scene, request, response);
// break;
// }
}
await FTask.CompletedTask;
@@ -51,9 +50,9 @@ public class G2Common_ExitRequestHandler : RouteRPC<Scene, G2Common_ExitRequest,
Log.Info("退出聊天服成功==");
}
private async FTask RunMap(Scene scene, G2Common_ExitRequest request, Common2G_ExitResponse response)
{
await MapHelper.Offline(scene, request.AccountId, request.GateRouteId);
Log.Info("退出房间服成功==");
}
// private async FTask RunMap(Scene scene, G2Common_ExitRequest request, Common2G_ExitResponse response)
// {
// await MapHelper.Offline(scene, request.AccountId, request.GateRouteId);
// Log.Info("退出房间服成功==");
// }
}

View File

@@ -16,10 +16,6 @@ public static class SceneConfigHelper
{
sceneType = SceneType.Social;
}
else if (routeType == RouteType.MapRoute)
{
sceneType = SceneType.Map;
}
else if (routeType == RouteType.GateRoute)
{
sceneType = SceneType.Gate;

View File

@@ -2,7 +2,6 @@
using Fantasy.Async;
using Fantasy.Entitas;
using Fantasy.Network.Interface;
using NB.Map;
namespace NB.Game;
@@ -11,7 +10,7 @@ public class C2Game_GetRoleInfoRequestHandler : RouteRPC<Player, C2Game_GetRoleI
protected override async FTask Run(Player entity, C2Game_GetRoleInfoRequest request,
Game2C_GetRoleInfoResponse response, Action reply)
{
response.RoomCode = "13AHVL";
response.RoomCode = "136A69";
response.RoleInfo = entity.GetRoleInfo();
await FTask.CompletedTask;

View File

@@ -22,6 +22,12 @@ public class C2Game_RigChangeRequestHandler : RouteRPC<Player, C2Game_RigChangeR
return;
}
if (item.InUse)
{
response.ErrorCode = ErrorCode.ErrArgs; //已使用的
return;
}
if (request.IsAdd)
{
//安装配件需要检查配件是否已被使用

View File

@@ -0,0 +1,31 @@
using Fantasy;
using Fantasy.Async;
using Fantasy.Network.Interface;
namespace NB.Game;
public class C2Game_UseItemRequestHandler : RouteRPC<Player, C2Game_UseItemRequest, Game2C_UseItemResponse>
{
protected override async FTask Run(Player entity, C2Game_UseItemRequest request, Game2C_UseItemResponse response,
Action reply)
{
var itemContainer = entity.GetComponent<PlayerItemContainerComponent>();
if (itemContainer == null)
{
response.ErrorCode = ErrorCode.ErrArgs;
return;
}
if (!itemContainer.Items.TryGetValue(request.ItemId, out var item))
{
response.ErrorCode = ErrorCode.ErrArgs;
return;
}
var itemType = ItemHelper.GetType(item.ConfigId);
if (itemType == ItemBasicType.Rod)
{
//鱼竿
}
}
}

View File

@@ -1,6 +1,5 @@
using Fantasy;
using Fantasy.Entitas;
using NB.Map;
namespace NB.Game;

View File

@@ -4,17 +4,22 @@ public static class ItemHelper
{
public static ItemBasicType GetType(uint id)
{
var type = (int)(id / 10000);
if (type == 1)
{
return ItemBasicType.Currency;
}
if (type == 21)
{
return ItemBasicType.Fish;
}
return ItemBasicType.Item;
return (ItemBasicType)(id / 10000);
}
// public static ItemBasicType GetType(uint id)
// {
// var type = (int)(id / 10000);
// if (type == 1)
// {
// return ItemBasicType.Currency;
// }
//
// if (type == 21)
// {
// return ItemBasicType.Fish;
// }
//
// return ItemBasicType.Item;
// }
}

View File

@@ -18,6 +18,9 @@ public class ItemDestroySystem : DestroySystem<Item>
public static class ItemSystem
{
public static ItemInfo ToItemInfo(this Item self)
{
return new ItemInfo()

View File

@@ -3,15 +3,22 @@ using Fantasy.Async;
using Fantasy.Entitas;
using Fantasy.Network.Interface;
namespace NB.Map;
namespace NB.Game;
public class C2Map_CreateRoomRequestHandler : RouteRPC<MapUnit, C2Map_CreateRoomRequest, Map2C_CreateRoomResponse>
public class C2Map_CreateRoomRequestHandler : RouteRPC<Player, C2Map_CreateRoomRequest, Map2C_CreateRoomResponse>
{
protected override async FTask Run(MapUnit entity, C2Map_CreateRoomRequest request,
protected override async FTask Run(Player entity, C2Map_CreateRoomRequest request,
Map2C_CreateRoomResponse response,
Action reply)
{
if (entity.MapId != request.MapId)
var mapUnit = entity.GetComponent<MapUnitComponent>();
if (mapUnit == null)
{
response.ErrorCode = ErrorCode.ErrServer;
return;
}
if (mapUnit.MapId != request.MapId)
{
response.ErrorCode = ErrorCode.MapCreateRoomNotEnter;
return;
@@ -31,12 +38,12 @@ public class C2Map_CreateRoomRequestHandler : RouteRPC<MapUnit, C2Map_CreateRoom
response.ErrorCode = ErrorCode.MapCreateRoomMax;
return;
}
Log.Info(
$"创建房间=== sId={entity.Scene.SceneConfigId} map:{request.MapId} id={room.RoomId} code={room.Code}");
response.RoomCode = room.Code;
await FTask.CompletedTask;
}
}

View File

@@ -2,14 +2,21 @@
using Fantasy.Async;
using Fantasy.Network.Interface;
namespace NB.Map;
namespace NB.Game;
public class C2Map_LookHandler : Route<MapUnit, C2Map_Look>
public class C2Map_LookHandler : Route<Player, C2Map_Look>
{
protected override async FTask Run(MapUnit entity, C2Map_Look message)
protected override async FTask Run(Player entity, C2Map_Look message)
{
var mapUnit = entity.GetComponent<MapUnitComponent>();
if (mapUnit == null)
{
// response.ErrorCode = ErrorCode.ErrServer;
return;
}
var roomId = mapUnit.RoomId;
var roomManageComponent = entity.Scene.GetComponent<RoomManageComponent>();
var roomId = entity.RoomId;
var room = roomManageComponent.Get(roomId);
if (room == null)
{
@@ -23,14 +30,14 @@ public class C2Map_LookHandler : Route<MapUnit, C2Map_Look>
Timestamp = message.Timestamp
};
entity.Rotation.x = message.Rotation.x;
entity.Rotation.y = message.Rotation.y;
entity.Rotation.z = message.Rotation.z;
// entity.Rotation.x = message.Rotation.x;
// entity.Rotation.y = message.Rotation.y;
// entity.Rotation.z = message.Rotation.z;
foreach (var (_, unit) in room.Units)
{
// if (unit.Id == entity.Id) continue;
entity.Scene.NetworkMessagingComponent.SendInnerRoute(unit.GateRouteId, notifyMessage);
entity.Scene.NetworkMessagingComponent.SendInnerRoute(unit.SessionRunTimeId, notifyMessage);
}
await FTask.CompletedTask;

View File

@@ -3,14 +3,21 @@ using Fantasy.Async;
using Fantasy.Helper;
using Fantasy.Network.Interface;
namespace NB.Map;
namespace NB.Game;
public class C2Map_MoveHandler : Route<MapUnit, C2Map_Move>
public class C2Map_MoveHandler : Route<Player, C2Map_Move>
{
protected override async FTask Run(MapUnit entity, C2Map_Move message)
protected override async FTask Run(Player entity, C2Map_Move message)
{
var mapUnit = entity.GetComponent<MapUnitComponent>();
if (mapUnit == null)
{
// response.ErrorCode = ErrorCode.ErrServer;
return;
}
var roomManageComponent = entity.Scene.GetComponent<RoomManageComponent>();
var roomId = entity.RoomId;
var roomId = mapUnit.RoomId;
var room = roomManageComponent.Get(roomId);
if (room == null)
{
@@ -27,18 +34,18 @@ public class C2Map_MoveHandler : Route<MapUnit, C2Map_Move>
Timestamp = TimeHelper.Now
};
entity.Position.x = message.Position.x;
entity.Position.y = message.Position.y;
entity.Position.z = message.Position.z;
entity.Rotation.x = message.Rotation.x;
entity.Rotation.y = message.Rotation.y;
entity.Rotation.z = message.Rotation.z;
// entity.Position.x = message.Position.x;
// entity.Position.y = message.Position.y;
// entity.Position.z = message.Position.z;
//
// entity.Rotation.x = message.Rotation.x;
// entity.Rotation.y = message.Rotation.y;
// entity.Rotation.z = message.Rotation.z;
foreach (var (_, unit) in room.Units)
{
// if (unit.Id == entity.Id) continue;
entity.Scene.NetworkMessagingComponent.SendInnerRoute(unit.GateRouteId, notifyMessage);
entity.Scene.NetworkMessagingComponent.SendInnerRoute(unit.SessionRunTimeId, notifyMessage);
}

View File

@@ -2,14 +2,21 @@
using Fantasy.Async;
using Fantasy.Network.Interface;
namespace NB.Map;
namespace NB.Game;
public class C2Map_RolePropertyChangeHandler : Route<MapUnit, C2Map_RolePropertyChange>
public class C2Map_RolePropertyChangeHandler : Route<Player, C2Map_RolePropertyChange>
{
protected override async FTask Run(MapUnit entity, C2Map_RolePropertyChange message)
protected override async FTask Run(Player entity, C2Map_RolePropertyChange message)
{
var mapUnit = entity.GetComponent<MapUnitComponent>();
if (mapUnit == null)
{
// response.ErrorCode = ErrorCode.ErrServer;
return;
}
var roomManageComponent = entity.Scene.GetComponent<RoomManageComponent>();
var roomId = entity.RoomId;
var roomId = mapUnit.RoomId;
var room = roomManageComponent.Get(roomId);
if (room == null)
{
@@ -26,7 +33,7 @@ public class C2Map_RolePropertyChangeHandler : Route<MapUnit, C2Map_RoleProperty
foreach (var (_, unit) in room.Units)
{
if (unit.Id == entity.Id) continue;
entity.Scene.NetworkMessagingComponent.SendInnerRoute(unit.GateRouteId, notifyMessage);
entity.Scene.NetworkMessagingComponent.SendInnerRoute(unit.SessionRunTimeId, notifyMessage);
}
await FTask.CompletedTask;

View File

@@ -0,0 +1,60 @@
using Fantasy;
using Fantasy.Async;
using Fantasy.Network.Interface;
namespace NB.Game;
public class C2Map_TakeItemRequestHandler : RouteRPC<Player, C2Map_TakeItemRequest, Map2C_TakeItemResponse>
{
protected override async FTask Run(Player entity, C2Map_TakeItemRequest request, Map2C_TakeItemResponse response,
Action reply)
{
var itemContainer = entity.GetComponent<PlayerItemContainerComponent>();
if (itemContainer == null)
{
response.ErrorCode = ErrorCode.ErrArgs;
return;
}
if (!itemContainer.Items.TryGetValue(request.Id, out var item))
{
response.ErrorCode = ErrorCode.ErrArgs;
return;
}
var mapUnit = entity.GetComponent<MapUnitComponent>();
if (mapUnit == null)
{
response.ErrorCode = ErrorCode.ErrArgs;
return;
}
var itemType = ItemHelper.GetType(item.ConfigId);
if (itemType == ItemBasicType.Rod)
{
itemContainer.Binding.TryGetValue(item.Id, out var itemRod);
//鱼竿
var itemGear = mapUnit.GetOrAddItemGear(item);
if (itemRod != null)
{
itemGear.Rings.AddRange(itemRod);
}
}
var roomManageComponent = entity.Scene.GetComponent<RoomManageComponent>();
var roomId = mapUnit.RoomId;
var room = roomManageComponent.Get(roomId);
if (room != null)
{
var notifyMessage = new Map2C_RoleGearChangeNotify();
// notifyMessage
// return;
foreach (var (_, unit) in room.Units)
{
// if (unit.Id == entity.Id) continue;
entity.Scene.NetworkMessagingComponent.SendInnerRoute(unit.SessionRunTimeId, notifyMessage);
}
}
}
}

View File

@@ -1,8 +1,9 @@
using Fantasy;
using Fantasy.Async;
using Fantasy.Network.Interface;
using NB.Game;
namespace NB.Map.Inner;
namespace NB.Game.Inner;
/// <summary>
/// 请求进入地图
@@ -19,32 +20,43 @@ public class G2Map_EnterMapRequestHandler : RouteRPC<Scene, G2Map_EnterMapReques
return;
}
var mapUnitManage = entity.GetComponent<MapUnitManageComponent>();
var mapUnitManage = entity.GetComponent<PlayerManageComponent>();
if (mapUnitManage == null)
{
response.ErrorCode = ErrorCode.ErrServer;
return;
}
var mapUnit = mapUnitManage.Get(request.AccountId);
var player = mapUnitManage.Get(request.AccountId);
if (player == null)
{
response.ErrorCode = ErrorCode.ErrServer;
return;
}
var mapUnit = player.GetComponent<MapUnitComponent>();
if (mapUnit == null)
{
response.ErrorCode = ErrorCode.ErrServer;
return;
}
//进入地图
response.ErrorCode = await mapUnit.EnterMap(request.MapId);
if (response.ErrorCode != 0)
var mapManageComponent = entity.GetComponent<MapManageComponent>();
var map = mapManageComponent.Get(request.MapId);
if (map == null)
{
response.ErrorCode = ErrorCode.MapIdError;
return;
}
mapUnit.MapId = request.MapId;
// 如果没有房间代码,则只是进入地图,直接返回,不执行后续逻辑
if (string.IsNullOrEmpty(request.RoomCode))
{
response.Units = [mapUnit.ToMapUnitInfo()];
response.Units = [player.ToMapUnitInfo()];
return;
}
@@ -60,7 +72,7 @@ public class G2Map_EnterMapRequestHandler : RouteRPC<Scene, G2Map_EnterMapReques
return;
}
response.ErrorCode = await room.Enter(mapUnit);
response.ErrorCode = await room.Enter(player);
response.RoomCode = room.Code;
if (response.ErrorCode == ErrorCode.Successful)
{

View File

@@ -0,0 +1,51 @@
using Fantasy;
using Fantasy.Async;
using Fantasy.Network.Interface;
namespace NB.Game.Inner;
public class G2Map_ExitRoomRequestHandler : RouteRPC<Scene, G2Map_ExitRoomRequest, Map2G_ExiRoomResponse>
{
protected override async FTask Run(Scene entity, G2Map_ExitRoomRequest request, Map2G_ExiRoomResponse response,
Action reply)
{
var roomManageComponent = entity.GetComponent<RoomManageComponent>();
if (roomManageComponent == null)
{
response.ErrorCode = ErrorCode.ErrServer;
return;
}
var mapUnitManage = entity.GetComponent<PlayerManageComponent>();
if (mapUnitManage == null)
{
response.ErrorCode = ErrorCode.ErrServer;
return;
}
var player = mapUnitManage.Get(request.AccountId);
if (player == null)
{
response.ErrorCode = ErrorCode.ErrServer;
return;
}
var mapUnit = player.GetComponent<MapUnitComponent>();
if (mapUnit == null)
{
response.ErrorCode = ErrorCode.ErrServer;
return;
}
var room = roomManageComponent.Get(mapUnit.RoomId);
if (room == null)
{
response.ErrorCode = ErrorCode.ErrServer;
return;
}
player.RemoveComponent<MapUnitComponent>();
response.ErrorCode = await room.Enter(player);
// room.Units.Remove(mapUnit.Id);
}
}

View File

@@ -1,7 +1,7 @@
using Fantasy;
using Fantasy.Entitas;
namespace NB.Map;
namespace NB.Game;
public class MapFactory
{

View File

@@ -1,6 +1,6 @@
using System.Text;
namespace NB.Map;
namespace NB.Game;
public static class RoomHelper
{
@@ -65,5 +65,4 @@ public static class RoomHelper
}
#endregion
}

View File

@@ -1,7 +1,7 @@
using Fantasy.Entitas;
using Fantasy.Entitas.Interface;
namespace NB.Map;
namespace NB.Game;
public class MapManageComponentDestroySystem : DestroySystem<MapManageComponent>
{

View File

@@ -2,7 +2,7 @@
using Fantasy.Async;
using Fantasy.Entitas.Interface;
namespace NB.Map;
namespace NB.Game;
public class MapRoomDestroySystem : DestroySystem<MapRoom>
{
@@ -18,21 +18,21 @@ public class MapRoomDestroySystem : DestroySystem<MapRoom>
public static class MapRoomSystem
{
public static async FTask<uint> Enter(this MapRoom self, MapUnit unit)
public static async FTask<uint> Enter(this MapRoom self, Player unit)
{
self.Units.TryAdd(unit.Id, unit);
var notifyMessage = new Map2C_RoleEnterRoomNotify()
{
Info = unit.ToMapUnitInfo(),
};
foreach (var (_, roomUnit) in self.Units)
{
// if (roomUnit.Id == unit.Id) continue;
// 同步其他客户端
self.Scene.NetworkMessagingComponent.SendInnerRoute(roomUnit.GateRouteId, notifyMessage);
}
// var notifyMessage = new Map2C_RoleEnterRoomNotify()
// {
// Info = unit.ToMapUnitInfo(),
// };
//
// foreach (var (_, roomUnit) in self.Units)
// {
// // if (roomUnit.Id == unit.Id) continue;
// // 同步其他客户端
// self.Scene.NetworkMessagingComponent.SendInnerRoute(roomUnit.GateRouteId, notifyMessage);
// }
await FTask.CompletedTask;
return ErrorCode.Successful;

View File

@@ -1,6 +1,6 @@
using Fantasy.Entitas.Interface;
namespace NB.Map;
namespace NB.Game;
public class MapDestroySystem : DestroySystem<Map>
{

View File

@@ -0,0 +1,31 @@
using Fantasy;
using Fantasy.Async;
namespace NB.Game;
public static class MapUnitComponentSystem
{
public static MapUnitGear GetOrAddItemGear(this MapUnitComponent self, Item item)
{
var mapItem = self.Gears.Find(t => t.Item == item.Id);
if (mapItem == null)
{
mapItem = new MapUnitGear();
mapItem.Item = item.Id;
self.Gears.Add(mapItem);
}
return mapItem;
}
public static List<GearInfo> ToMapUnitInfo(this MapUnitComponent self)
{
List<GearInfo> ret = new List<GearInfo>();
// foreach (var (_, unit) in self.Units)
// {
// // ret.Add(unit.ToMapUnitInfo());
// }
return ret;
}
}

View File

@@ -2,7 +2,7 @@
using Fantasy.Entitas;
using Fantasy.Entitas.Interface;
namespace NB.Map;
namespace NB.Game;
public class RoomManageComponentAwakeSystem : AwakeSystem<RoomManageComponent>
{

View File

@@ -62,6 +62,7 @@ public static class PlayerManageComponentSystem
await account.TryComponent<PlayerItemContainerComponent>();
await account.TryComponent<PlayerWalletComponent>();
await account.TryComponent<FishContainer>();
account.GetOrAddComponent<MapUnitComponent>();
if (needInit)
{

View File

@@ -63,45 +63,26 @@ public static class PlayerSystem
}
#endregion
#region
public static void SetTestData(this Player player)
public static MapUnitInfo ToMapUnitInfo(this Player self)
{
var ret = new MapUnitInfo()
{
Id = self.Id,
Position = Vector3Info.Create(self.Scene),
Rotation = Vector3Info.Create(self.Scene),
};
// Dictionary<int, List<int>> rigDic = new Dictionary<int, List<int>>()
// {
// { 30001, [50001, 60001, 70002, 90001, 100001] },
// { 30002, [40001, 50001, 60001, 70002, 00001, 100001] },
// { 30003, [40001, 60001, 80001] }
// };
//
// var itemContainer = player.GetComponent<PlayerItemContainerComponent>();
//
// //添加测试数据
// if (itemContainer != null && itemContainer.FishingRig.Count < 1)
// {
// foreach (var (rod, list) in rigDic)
// {
// if (itemContainer.GetFistItemByConfigId(rod, out var item) && item != null)
// {
// var childs = new List<long>();
// foreach (var i in list)
// {
// if (itemContainer.GetFistItemByConfigId(i, out var itemChild) && itemChild != null)
// {
// childs.Add(itemChild.Id);
// }
// }
//
// itemContainer.FishingRig[item.Id] = childs;
// }
// }
//
// itemContainer.Save();
// }
var mapUnit = self.GetComponent<MapUnitComponent>();
ret.Position.x = mapUnit.Position.x;
ret.Position.y = mapUnit.Position.y;
ret.Position.z = mapUnit.Position.z;
ret.Rotation.x = mapUnit.Rotation.x;
ret.Rotation.y = mapUnit.Rotation.y;
ret.Rotation.z = mapUnit.Rotation.z;
return ret;
}
#endregion
}

View File

@@ -3,7 +3,7 @@ using Fantasy.Async;
using Fantasy.Network;
using Fantasy.Network.Interface;
using Fantasy.Platform.Net;
using NB.Map;
using NB.Game;
namespace NB.Gate;
@@ -55,7 +55,7 @@ public class C2G_EnterMapRequestHandler : MessageRPC<C2G_EnterMapRequest, G2C_En
if (serviceId == 0)
{
var mapScenes = SceneConfigData.Instance.GetSceneBySceneType(SceneType.Map);
var mapScenes = SceneConfigData.Instance.GetSceneBySceneType(SceneType.Game);
serviceId = mapScenes.First().Id;
}
@@ -71,7 +71,7 @@ public class C2G_EnterMapRequestHandler : MessageRPC<C2G_EnterMapRequest, G2C_En
if (oldServerRouteId != sceneConfig.RouteId)
{
//先退出旧的服务
var ret = await gateUnit.Offline(session.RuntimeId, RouteType.MapRoute);
var ret = await gateUnit.Offline(session.RuntimeId, RouteType.GameRoute);
if (ret != 0)
{
response.ErrorCode = ErrorCode.MapRoomIdError;
@@ -79,7 +79,7 @@ public class C2G_EnterMapRequestHandler : MessageRPC<C2G_EnterMapRequest, G2C_En
}
//再进入新的服务
ret = await gateUnit.Online(RouteType.MapRoute, sceneConfig);
ret = await gateUnit.Online(RouteType.GameRoute, sceneConfig);
if (ret != 0)
{
response.ErrorCode = ErrorCode.MapRoomIdError;

View File

@@ -3,7 +3,7 @@ using Fantasy.Async;
using Fantasy.Network;
using Fantasy.Network.Interface;
using Fantasy.Platform.Net;
using NB.Map;
using NB.Game;
namespace NB.Gate;

View File

@@ -45,7 +45,7 @@ public static class GateLoginHelper
gateUnitSessionComponent.AccountID = gateUnit.AccountID;
gateUnitSessionComponent.SessionId = session.RuntimeId;
return await gateUnit.Online(RouteType.GameRoute, RouteType.SocialRoute, RouteType.MapRoute);
return await gateUnit.Online(RouteType.GameRoute, RouteType.SocialRoute);
}
#endregion
@@ -61,7 +61,7 @@ public static class GateLoginHelper
{
//通知服务器下线
Log.Info($"断线的session id={sessionId}");
var ret = await gateUnit.Offline(sessionId, RouteType.GameRoute, RouteType.SocialRoute, RouteType.MapRoute);
var ret = await gateUnit.Offline(sessionId, RouteType.GameRoute, RouteType.SocialRoute);
return ret;
}

View File

@@ -1,13 +0,0 @@
using Fantasy;
using Fantasy.Async;
using Fantasy.Network.Interface;
namespace NB.Map.Inner;
public class G2Map_ExitRoomRequestHandler : RouteRPC<Scene, G2Map_ExitRoomRequest, Map2G_ExiRoomResponse>
{
protected override async FTask Run(Scene entity, G2Map_ExitRoomRequest request, Map2G_ExiRoomResponse response,
Action reply)
{
}
}

View File

@@ -1,30 +0,0 @@
using Fantasy;
using Fantasy.Async;
namespace NB.Map;
public static class MapHelper
{
public static async FTask Offline(Scene scene, long accountId, long gateRouteId)
{
// 在缓存中检查该账号是否存在
var chatUnitManageComponent = scene.GetComponent<MapUnitManageComponent>();
if (chatUnitManageComponent == null) return;
var mapUnit = chatUnitManageComponent.Get(accountId);
if (mapUnit == null) return;
var roomManageComponent = scene.GetComponent<RoomManageComponent>();
if (mapUnit.RoomId > 0)
{
var room = roomManageComponent.Get(mapUnit.RoomId);
if (room != null)
{
await room.Exit(accountId);
roomManageComponent.Check(mapUnit.RoomId);
}
}
await chatUnitManageComponent.Offline(scene, accountId, gateRouteId);
}
}

View File

@@ -1,19 +0,0 @@
using Fantasy;
using Fantasy.Entitas;
namespace NB.Map;
public static class MapUnitFactory
{
/// <summary>
/// 创建一个新的Player
/// </summary>
/// <param name="scene"></param>
/// <param name="aId">ToKen令牌传递过来的aId</param>
/// <returns></returns>
public static MapUnit Create(Scene scene, long aId)
{
var player = Entity.Create<MapUnit>(scene, aId, true, true);
return player;
}
}

View File

@@ -1,84 +0,0 @@
using Fantasy;
using Fantasy.Async;
namespace NB.Map;
public static class MapUnitManageComponentSystem
{
#region 线线
/// <summary>
/// 玩家上线
/// </summary>
/// <param name="self"></param>
/// <param name="scene"></param>
/// <param name="accountId"></param>
/// <param name="gateRouteId"></param>
public static async FTask<MapUnit?> Online(this MapUnitManageComponent self, Scene scene,
long accountId,
long gateRouteId)
{
if (!self.TryGet(accountId, out var unit))
{
unit = MapUnitFactory.Create(scene, accountId);
self.Add(unit);
}
if (unit != null)
{
unit.GateRouteId = gateRouteId;
}
await FTask.CompletedTask;
return unit;
}
public static async FTask Offline(this MapUnitManageComponent self, Scene scene, long accountId, long gateRouteId)
{
if (self.TryGet(accountId, out var unit) && unit != null)
{
if (unit.GateRouteId == gateRouteId)
{
self.Remove(accountId); //如果当前网关和下线的网关一致
}
}
await FTask.CompletedTask;
}
#endregion
#region &
public static void Add(this MapUnitManageComponent self, MapUnit unit)
{
self.Units.Add(unit.Id, unit);
}
public static MapUnit? Get(this MapUnitManageComponent self, long accountId)
{
return self.Units.GetValueOrDefault(accountId);
}
public static bool TryGet(this MapUnitManageComponent self, long accountId, out MapUnit? unit)
{
return self.Units.TryGetValue(accountId, out unit);
}
public static void Remove(this MapUnitManageComponent self, long accountId, bool isDispose = true)
{
if (!self.Units.Remove(accountId, out var account))
{
return;
}
if (!isDispose)
{
return;
}
account.Dispose();
}
#endregion
}

View File

@@ -1,70 +0,0 @@
using Fantasy;
using Fantasy.Async;
using Fantasy.Entitas.Interface;
using Unity.Mathematics;
namespace NB.Map;
public class MapUnitSystemDestroySystem : DestroySystem<MapUnit>
{
protected override void Destroy(MapUnit self)
{
self.MapId = 0;
self.Position = float3.zero;
self.Rotation = float3.zero;
self.GateRouteId = 0L;
}
}
public static class MapUnitSystem
{
public static async FTask<uint> EnterMap(this MapUnit self, int mapId)
{
var mapManageComponent = self.Scene.GetComponent<MapManageComponent>();
var map = mapManageComponent.Get(mapId);
if (map == null)
{
return ErrorCode.MapIdError;
}
if (map.Units.TryAdd(self.Id, self))
{
// 同步客户端
// self.Scene.NetworkMessagingComponent.SendInnerRoute(self.GateRouteId, new Map2C_ChangeMap()
// {
// Node = 1,
// MapId = mapId
// });
}
self.MapId = mapId;
await FTask.CompletedTask;
return ErrorCode.Successful;
}
public static MapUnitInfo ToMapUnitInfo(this MapUnit self)
{
var ret = new MapUnitInfo()
{
Id = self.Id,
Position = Vector3Info.Create(self.Scene),
Rotation = Vector3Info.Create(self.Scene),
};
ret.Position.x = self.Position.x;
ret.Position.y = self.Position.y;
ret.Position.z = self.Position.z;
ret.Rotation.x = self.Rotation.x;
ret.Rotation.y = self.Rotation.y;
ret.Rotation.z = self.Rotation.z;
return ret;
}
}

View File

@@ -6,7 +6,6 @@ using NB.Authentication;
using NB.Chat;
using NB.Game;
using NB.Gate;
using NB.Map;
namespace NBF;
@@ -40,11 +39,11 @@ public sealed class OnCreateSceneEvent : AsyncEventSystem<OnCreateScene>
await InitializeGateScene(scene);
break;
}
case SceneType.Map:
{
await InitializeMapScene(scene);
break;
}
// case SceneType.Map:
// {
// await InitializeMapScene(scene);
// break;
// }
case SceneType.Social:
{
// Gate 场景初始化
@@ -117,24 +116,24 @@ public sealed class OnCreateSceneEvent : AsyncEventSystem<OnCreateScene>
// Log.Debug(instanceList[0].Dic[1]);
}
private async FTask InitializeMapScene(Scene scene)
{
// Map 场景特定的初始化逻辑
Log.Info($"初始化 Map 场景: {scene.Id}");
Log.Info("创建地图场景===");
scene.AddComponent<MapUnitManageComponent>();
var roomManageComponent = scene.AddComponent<RoomManageComponent>();
scene.AddComponent<MapManageComponent>();
var room = roomManageComponent.Create(361499030775398402);
if (room != null)
{
roomManageComponent.TestRoomCode = room.Code;
Log.Info($"测试房间代码 = {room.Code}");
}
await FTask.CompletedTask;
}
// private async FTask InitializeMapScene(Scene scene)
// {
// // Map 场景特定的初始化逻辑
// Log.Info($"初始化 Map 场景: {scene.Id}");
// Log.Info("创建地图场景===");
// scene.AddComponent<MapUnitManageComponent>();
// var roomManageComponent = scene.AddComponent<RoomManageComponent>();
// scene.AddComponent<MapManageComponent>();
//
// var room = roomManageComponent.Create(361499030775398402);
// if (room != null)
// {
// roomManageComponent.TestRoomCode = room.Code;
// Log.Info($"测试房间代码 = {room.Code}");
// }
//
// await FTask.CompletedTask;
// }
private async FTask InitializeSocialScene(Scene scene)
{
@@ -153,6 +152,19 @@ public sealed class OnCreateSceneEvent : AsyncEventSystem<OnCreateScene>
//用于管理玩家的组件
scene.AddComponent<PlayerManageComponent>();
scene.AddComponent<PlayerBasicCacheManageComponent>();
Log.Info("创建地图场景===");
var roomManageComponent = scene.AddComponent<RoomManageComponent>();
scene.AddComponent<MapManageComponent>();
var room = roomManageComponent.Create(361499030775398402);
if (room != null)
{
// roomManageComponent.TestRoomCode = room.Code;
Log.Info($"测试房间代码 = {room.Code}");
}
await FTask.CompletedTask;
// var rod = RodConfig.Get(30001);

View File

@@ -20,7 +20,7 @@ message Game2C_GetItemsResponse // ICustomRouteResponse
///请求使用物品
message C2Game_UseItemRequest // ICustomRouteRequest,Game2C_UseItemResponse,GameRoute
{
int64 ItemId = 1;//主物体id
}
///请求使用物品响应

View File

@@ -2,7 +2,7 @@ syntax = "proto3";
package Fantasy.Network.Message;
/// 请求创建房间
message C2Map_CreateRoomRequest // ICustomRouteRequest,Map2C_CreateRoomResponse,MapRoute
message C2Map_CreateRoomRequest // ICustomRouteRequest,Map2C_CreateRoomResponse,GameRoute
{
int32 MapId = 1;//地图id
}
@@ -43,22 +43,11 @@ message G2C_EnterMapResponse // IResponse
}
// // 请求进入地图
// message C2Map_EnterMapRequest // ICustomRouteRequest,Map2C_EnterMapResponse,MapRoute
// {
// int32 MapId = 1;//地图id
// string RoomCode = 2;//房间id如果是进入房间
// }
// message Map2C_EnterMapResponse // ICustomRouteResponse
// {
// }
/// 通知客户端切换地图
message Map2C_ChangeMap // ICustomRouteMessage,MapRoute
message Map2C_ChangeMap // ICustomRouteMessage,GameRoute
{
int32 MapId = 1; //地图id
int32 Node = 2; //站位节点

View File

@@ -4,39 +4,56 @@ package Fantasy.Network.Message;
//************** 进入 离开 **********************
///用户进入地图
message Map2C_RoleEnterRoomNotify // ICustomRouteMessage,MapRoute
message Map2C_RoleEnterRoomNotify // ICustomRouteMessage,GameRoute
{
MapUnitInfo Info = 2;
}
///用户离开地图
message Map2C_RoleExitRoomNotify // ICustomRouteMessage,MapRoute
message Map2C_RoleExitRoomNotify // ICustomRouteMessage,GameRoute
{
int64 Id = 1;//离开人员
}
//************** 物品变化 **********************
/// 请求拿起物品
message C2Map_TakeItemRequest // ICustomRouteRequest,Map2C_TakeItemResponse,GameRoute
{
int32 Id = 1; //物品id
bool Task = 2; //拿起
}
/// 请求拿起物品响应
message Map2C_TakeItemResponse // ICustomRouteResponse
{
int32 Id = 1; //物品id
bool Task = 2; //拿起
}
//************** 参数变化 **********************
message C2Map_RolePropertyChange // ICustomRouteMessage,MapRoute
message C2Map_RolePropertyChange // ICustomRouteMessage,GameRoute
{
repeated KeyValueInt64 Propertys = 1; //变化的属性信息
}
///玩家状态变化同步
message Map2C_RoleStateNotify // ICustomRouteMessage,MapRoute
message Map2C_RoleStateNotify // ICustomRouteMessage,GameRoute
{
int64 Id = 1;
UnitStateInfo State = 2;
}
///玩家钓组变化
message Map2C_RoleGearChangeNotify // ICustomRouteMessage,MapRoute
message Map2C_RoleGearChangeNotify // ICustomRouteMessage,GameRoute
{
int64 Id = 1;
repeated GearInfo Gears = 2; //钓组数据
}
//玩家属性值变化
message Map2C_RolePropertyChangeNotify // ICustomRouteMessage,MapRoute
message Map2C_RolePropertyChangeNotify // ICustomRouteMessage,GameRoute
{
int64 Id = 1;
repeated KeyValueInt64 Propertys = 2; //变化的属性信息
@@ -47,7 +64,7 @@ message Map2C_RolePropertyChangeNotify // ICustomRouteMessage,MapRoute
//************** 移动 旋转 **********************
// 角色移动
message C2Map_Move // ICustomRouteMessage,MapRoute
message C2Map_Move // ICustomRouteMessage,GameRoute
{
Vector3Info Position = 1; //当前位置
Vector3Info Rotation = 2; //角色方向
@@ -58,14 +75,14 @@ message C2Map_Move // ICustomRouteMessage,MapRoute
}
// 角色朝向变化
message C2Map_Look // ICustomRouteMessage,MapRoute
message C2Map_Look // ICustomRouteMessage,GameRoute
{
Vector3Info Rotation = 1; //角色方向
int64 Timestamp = 2; // 时间点
}
///玩家移动推送
message Map2C_MoveNotify // ICustomRouteMessage,MapRoute
message Map2C_MoveNotify // ICustomRouteMessage,GameRoute
{
int64 Id = 1; // id
Vector3Info Position = 2; //当前位置
@@ -77,9 +94,11 @@ message Map2C_MoveNotify // ICustomRouteMessage,MapRoute
}
///玩家旋转推送
message Map2C_LookeNotify // ICustomRouteMessage,MapRoute
message Map2C_LookeNotify // ICustomRouteMessage,GameRoute
{
int64 Id = 1; // id
Vector3Info Rotation = 2; //角色方向
int64 Timestamp = 3; // 时间点
}
}

View File

@@ -22,11 +22,13 @@ message QuaternionInfo
///玩家当前使用钓组信息
message GearInfo
{
int64 Rod = 1;
repeated int64 Rigs = 2; //钓组配件
Vector3Info Position = 3; //钓组当前位置
Vector3Info Rotation = 4; //钓组方向
repeated KeyValueInt64 Propertys = 5; //钓组参数信息
ItemInfo Item = 1; //主物品id
repeated ItemInfo Binds = 2; //物品配件
Vector3Info Position = 3; //物品当前位置
Vector3Info Rotation = 4; //物品方向
repeated KeyValueInt64 Propertys = 5; //物品参数信息
bool InUse = 6; //使用中
bool InHand = 7; //在手中
}
@@ -43,7 +45,7 @@ message MapUnitInfo
Vector3Info Position = 3; //当前位置
Vector3Info Rotation = 4; //角色方向
UnitStateInfo State = 5; //状态信息
repeated GearInfo Gears = 6; //钓组数据
repeated GearInfo Gears = 6; //钓组数据
repeated KeyValueInt64 Propertys = 7; //属性信息
}

View File

@@ -1,5 +1,4 @@
// Route协议定义(需要定义1000以上、因为1000以内的框架预留)
GateRoute = 1001 // Gate
SocialRoute = 1002 // Social
GameRoute = 1003 // Game
MapRoute = 1004 // 地图
GameRoute = 1003 // Game