协议修改
This commit is contained in:
@@ -6,7 +6,7 @@ package Fantasy.Network.Message;
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///用户进入地图
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message Map2C_RoleEnterRoomNotify // ICustomRouteMessage,MapRoute
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{
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MapUnitInfo Info = 1;
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MapUnitInfo Info = 2;
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}
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///用户离开地图
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@@ -16,6 +16,10 @@ message Map2C_RoleExitRoomNotify // ICustomRouteMessage,MapRoute
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}
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//************** 参数变化 **********************
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message C2Map_RolePropertyChange // ICustomRouteMessage,MapRoute
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{
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repeated KeyValueInt64 Propertys = 1; //变化的属性信息
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}
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///玩家状态变化同步
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message Map2C_RoleStateNotify // ICustomRouteMessage,MapRoute
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@@ -34,9 +38,12 @@ message Map2C_RoleGearChangeNotify // ICustomRouteMessage,MapRoute
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//玩家属性值变化
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message Map2C_RolePropertyChangeNotify // ICustomRouteMessage,MapRoute
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{
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repeated KeyValueInt32 Propertys = 1; //变化的属性信息
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int64 Id = 1;
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repeated KeyValueInt64 Propertys = 2; //变化的属性信息
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}
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//************** 移动 旋转 **********************
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// 角色移动
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@@ -46,7 +53,8 @@ message C2Map_Move // ICustomRouteMessage,MapRoute
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Vector3Info Rotation = 2; //角色方向
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Vector3Info Direction = 3; // 移动方向
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bool IsStop = 4; // 是否是停止移动
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int64 Timestamp = 5; // 时间点
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bool IsRun = 5;
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int64 Timestamp = 6; // 时间点
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}
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// 角色朝向变化
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@@ -13,26 +13,12 @@ message RoleBaseInfo
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VipInfo VipInfo = 7; //vip信息
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}
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message KeyValueStringInt64
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{
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string Key = 1; //键
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int64 Value = 2; //值
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}
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message KeyValueInt32
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{
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int32 Key = 1; //键
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int32 Value = 2; //值
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}
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message KeyValueInt64
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{
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int64 Key = 1; //键
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int64 Value = 2; //值
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}
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message KeyValueString
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{
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string Key = 1; //键
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string Value = 2; //值
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int32 Key = 1; //键
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int64 Value = 2; // 值
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}
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@@ -105,7 +91,7 @@ message ActivityInfo
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int64 Id = 1; //活动id
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int64 StartTime = 2; //开始时间
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int64 EndTime = 3; //结束时间
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repeated KeyValueStringInt64 Data = 4; //活动数据
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repeated KeyValueInt64 Data = 4; //活动数据
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}
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///技能情况
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@@ -24,19 +24,16 @@ message GearInfo
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{
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int64 Rod = 1;
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repeated int64 Rigs = 2; //钓组配件
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float LineLength = 3; //线长度
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float ReelSpeed = 4; //收线速度
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int32 State = 5; //杆子状态
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Vector3Info Position = 6; //钓组当前位置
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Vector3Info Rotation = 7; //钓组方向
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Vector3Info Position = 3; //钓组当前位置
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Vector3Info Rotation = 4; //钓组方向
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repeated KeyValueInt64 Propertys = 5; //钓组参数信息
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}
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message UnitStateInfo
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{
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int32 State = 1; //状态id
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repeated string Args = 2; //状态参数
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repeated KeyValueInt64 Propertys = 2; //状态参数信息
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}
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message MapUnitInfo
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@@ -46,7 +43,7 @@ message MapUnitInfo
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Vector3Info Position = 3; //当前位置
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Vector3Info Rotation = 4; //角色方向
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UnitStateInfo State = 5; //状态信息
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repeated GearInfo Gears = 7; //钓组数据
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repeated KeyValueInt32 Propertys = 8; //属性信息
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repeated GearInfo Gears = 6; //钓组数据
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repeated KeyValueInt64 Propertys = 7; //属性信息
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}
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@@ -56,46 +56,6 @@ namespace Fantasy
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public VipInfo VipInfo { get; set; }
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}
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[ProtoContract]
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public partial class KeyValueStringInt64 : AMessage, IProto
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{
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public static KeyValueStringInt64 Create(Scene scene)
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{
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return scene.MessagePoolComponent.Rent<KeyValueStringInt64>();
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}
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public override void Dispose()
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{
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Key = default;
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Value = default;
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#if FANTASY_NET || FANTASY_UNITY
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GetScene().MessagePoolComponent.Return<KeyValueStringInt64>(this);
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#endif
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}
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[ProtoMember(1)]
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public string Key { get; set; }
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[ProtoMember(2)]
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public long Value { get; set; }
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}
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[ProtoContract]
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public partial class KeyValueInt32 : AMessage, IProto
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{
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public static KeyValueInt32 Create(Scene scene)
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{
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return scene.MessagePoolComponent.Rent<KeyValueInt32>();
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}
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public override void Dispose()
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{
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Key = default;
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Value = default;
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#if FANTASY_NET || FANTASY_UNITY
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GetScene().MessagePoolComponent.Return<KeyValueInt32>(this);
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#endif
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}
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[ProtoMember(1)]
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public int Key { get; set; }
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[ProtoMember(2)]
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public int Value { get; set; }
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}
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[ProtoContract]
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public partial class KeyValueInt64 : AMessage, IProto
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{
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public static KeyValueInt64 Create(Scene scene)
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@@ -111,30 +71,10 @@ namespace Fantasy
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#endif
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}
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[ProtoMember(1)]
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public long Key { get; set; }
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public int Key { get; set; }
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[ProtoMember(2)]
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public long Value { get; set; }
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}
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[ProtoContract]
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public partial class KeyValueString : AMessage, IProto
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{
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public static KeyValueString Create(Scene scene)
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{
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return scene.MessagePoolComponent.Rent<KeyValueString>();
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}
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public override void Dispose()
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{
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Key = default;
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Value = default;
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#if FANTASY_NET || FANTASY_UNITY
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GetScene().MessagePoolComponent.Return<KeyValueString>(this);
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#endif
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}
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[ProtoMember(1)]
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public string Key { get; set; }
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[ProtoMember(2)]
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public string Value { get; set; }
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}
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/// <summary>
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/// 角色信息
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/// </summary>
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@@ -357,7 +297,7 @@ namespace Fantasy
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[ProtoMember(3)]
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public long EndTime { get; set; }
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[ProtoMember(4)]
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public List<KeyValueStringInt64> Data = new List<KeyValueStringInt64>();
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public List<KeyValueInt64> Data = new List<KeyValueInt64>();
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}
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/// <summary>
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/// 技能情况
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@@ -70,7 +70,7 @@ namespace Fantasy
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public uint ErrorCode { get; set; }
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}
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/// <summary>
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/// 请求网关离开房间
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/// 请求网关离开房间(离开房间,但是不离开地图)
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/// </summary>
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[ProtoContract]
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public partial class C2G_ExitRoomRequest : AMessage, IRequest, IProto
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@@ -100,11 +100,9 @@ namespace Fantasy
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{
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Rod = default;
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Rigs.Clear();
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LineLength = default;
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ReelSpeed = default;
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State = default;
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Position = default;
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Rotation = default;
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Propertys.Clear();
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#if FANTASY_NET || FANTASY_UNITY
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GetScene().MessagePoolComponent.Return<GearInfo>(this);
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#endif
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@@ -114,15 +112,11 @@ namespace Fantasy
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[ProtoMember(2)]
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public List<long> Rigs = new List<long>();
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[ProtoMember(3)]
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public float LineLength { get; set; }
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[ProtoMember(4)]
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public float ReelSpeed { get; set; }
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[ProtoMember(5)]
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public int State { get; set; }
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[ProtoMember(6)]
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public Vector3Info Position { get; set; }
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[ProtoMember(7)]
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[ProtoMember(4)]
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public Vector3Info Rotation { get; set; }
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[ProtoMember(5)]
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public List<KeyValueInt64> Propertys = new List<KeyValueInt64>();
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}
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[ProtoContract]
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public partial class UnitStateInfo : AMessage, IProto
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@@ -134,7 +128,7 @@ namespace Fantasy
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public override void Dispose()
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{
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State = default;
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Args.Clear();
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Propertys.Clear();
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#if FANTASY_NET || FANTASY_UNITY
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GetScene().MessagePoolComponent.Return<UnitStateInfo>(this);
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#endif
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@@ -142,7 +136,7 @@ namespace Fantasy
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[ProtoMember(1)]
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public int State { get; set; }
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[ProtoMember(2)]
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public List<string> Args = new List<string>();
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public List<KeyValueInt64> Propertys = new List<KeyValueInt64>();
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}
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[ProtoContract]
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public partial class MapUnitInfo : AMessage, IProto
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@@ -177,6 +171,6 @@ namespace Fantasy
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[ProtoMember(6)]
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public List<GearInfo> Gears = new List<GearInfo>();
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[ProtoMember(7)]
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public List<KeyValueInt32> Propertys = new List<KeyValueInt32>();
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public List<KeyValueInt64> Propertys = new List<KeyValueInt64>();
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}
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}
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@@ -18,28 +18,29 @@ namespace Fantasy
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public const uint Game2C_GetRoleInfoResponse = 2415929106;
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public const uint Map2C_RoleEnterRoomNotify = 2147493650;
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public const uint Map2C_RoleExitRoomNotify = 2147493651;
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public const uint Map2C_RoleStateNotify = 2147493652;
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public const uint Map2C_RoleGearChangeNotify = 2147493653;
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public const uint Map2C_RolePropertyChangeNotify = 2147493654;
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public const uint C2Map_Move = 2147493655;
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public const uint C2Map_Look = 2147493656;
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public const uint Map2C_MoveNotify = 2147493657;
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public const uint Map2C_LookeNotify = 2147493658;
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public const uint C2Map_RolePropertyChange = 2147493652;
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public const uint Map2C_RoleStateNotify = 2147493653;
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public const uint Map2C_RoleGearChangeNotify = 2147493654;
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public const uint Map2C_RolePropertyChangeNotify = 2147493655;
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public const uint C2Map_Move = 2147493656;
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public const uint C2Map_Look = 2147493657;
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public const uint Map2C_MoveNotify = 2147493658;
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public const uint Map2C_LookeNotify = 2147493659;
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public const uint C2S_GetConversationsRequest = 2281711379;
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public const uint S2C_GetConversationsResponse = 2415929107;
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public const uint C2S_SendMailRequest = 2281711380;
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public const uint S2C_SendMailResponse = 2415929108;
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public const uint C2S_DeleteMailRequest = 2281711381;
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public const uint S2C_DeleteMailResponse = 2415929109;
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public const uint S2C_HaveMail = 2147493659;
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public const uint S2C_MailState = 2147493660;
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public const uint S2C_HaveMail = 2147493660;
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public const uint S2C_MailState = 2147493661;
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public const uint C2S_CreateChannelRequest = 2281711382;
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public const uint S2C_CreateChannelResponse = 2415929110;
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public const uint C2S_JoinChannelRequest = 2281711383;
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public const uint S2C_JoinChannelResponse = 2415929111;
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public const uint C2S_SendMessageRequest = 2281711384;
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public const uint S2C_SendMessageResponse = 2415929112;
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public const uint S2C_Message = 2147493661;
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public const uint S2C_Message = 2147493662;
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public const uint C2S_CreateClubRequest = 2281711385;
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public const uint S2C_CreateClubResponse = 2415929113;
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public const uint C2S_GetClubInfoRequest = 2281711386;
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@@ -56,6 +57,6 @@ namespace Fantasy
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public const uint S2C_DissolveClubResponse = 2415929119;
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public const uint C2S_DisposeJoinRequest = 2281711392;
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public const uint S2C_DisposeJoinResponse = 2415929120;
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public const uint S2C_ClubChange = 2147493662;
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public const uint S2C_ClubChange = 2147493663;
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}
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}
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@@ -63,6 +63,26 @@ namespace Fantasy
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[ProtoMember(1)]
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public long Id { get; set; }
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}
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[ProtoContract]
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public partial class C2Map_RolePropertyChange : AMessage, ICustomRouteMessage, IProto
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{
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public static C2Map_RolePropertyChange Create(Scene scene)
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{
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return scene.MessagePoolComponent.Rent<C2Map_RolePropertyChange>();
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}
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public override void Dispose()
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{
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Propertys.Clear();
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#if FANTASY_NET || FANTASY_UNITY
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GetScene().MessagePoolComponent.Return<C2Map_RolePropertyChange>(this);
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#endif
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}
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public uint OpCode() { return OuterOpcode.C2Map_RolePropertyChange; }
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[ProtoIgnore]
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public int RouteType => Fantasy.RouteType.MapRoute;
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[ProtoMember(1)]
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public List<KeyValueInt64> Propertys = new List<KeyValueInt64>();
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}
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/// <summary>
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/// 玩家状态变化同步
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/// </summary>
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@@ -124,6 +144,7 @@ namespace Fantasy
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}
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public override void Dispose()
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{
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Id = default;
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Propertys.Clear();
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#if FANTASY_NET || FANTASY_UNITY
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GetScene().MessagePoolComponent.Return<Map2C_RolePropertyChangeNotify>(this);
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@@ -133,7 +154,9 @@ namespace Fantasy
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[ProtoIgnore]
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public int RouteType => Fantasy.RouteType.MapRoute;
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[ProtoMember(1)]
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public List<KeyValueInt32> Propertys = new List<KeyValueInt32>();
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public long Id { get; set; }
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[ProtoMember(2)]
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public List<KeyValueInt64> Propertys = new List<KeyValueInt64>();
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}
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[ProtoContract]
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public partial class C2Map_Move : AMessage, ICustomRouteMessage, IProto
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@@ -148,6 +171,7 @@ namespace Fantasy
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Rotation = default;
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Direction = default;
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IsStop = default;
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IsRun = default;
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Timestamp = default;
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#if FANTASY_NET || FANTASY_UNITY
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GetScene().MessagePoolComponent.Return<C2Map_Move>(this);
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@@ -165,6 +189,8 @@ namespace Fantasy
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[ProtoMember(4)]
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public bool IsStop { get; set; }
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[ProtoMember(5)]
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public bool IsRun { get; set; }
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[ProtoMember(6)]
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public long Timestamp { get; set; }
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}
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[ProtoContract]
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@@ -53,9 +53,7 @@ public class G2Common_ExitRequestHandler : RouteRPC<Scene, G2Common_ExitRequest,
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private async FTask RunMap(Scene scene, G2Common_ExitRequest request, Common2G_ExitResponse response)
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{
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// 在缓存中检查该账号是否存在
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var chatUnitManageComponent = scene.GetComponent<MapUnitManageComponent>();
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await chatUnitManageComponent.Offline(scene, request.AccountId, request.GateRouteId);
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await MapHelper.Offline(scene, request.AccountId, request.GateRouteId);
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Log.Info("退出房间服成功==");
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}
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}
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@@ -29,6 +29,7 @@ public class C2Map_LookHandler : Route<MapUnit, C2Map_Look>
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foreach (var (_, unit) in room.Units)
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{
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// if (unit.Id == entity.Id) continue;
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entity.Scene.NetworkMessagingComponent.SendInnerRoute(unit.GateRouteId, notifyMessage);
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}
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@@ -37,6 +37,7 @@ public class C2Map_MoveHandler : Route<MapUnit, C2Map_Move>
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foreach (var (_, unit) in room.Units)
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{
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// if (unit.Id == entity.Id) continue;
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entity.Scene.NetworkMessagingComponent.SendInnerRoute(unit.GateRouteId, notifyMessage);
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}
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34
Hotfix/Map/Handler/C2Map_RolePropertyChangeHandler.cs
Normal file
34
Hotfix/Map/Handler/C2Map_RolePropertyChangeHandler.cs
Normal file
@@ -0,0 +1,34 @@
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using Fantasy;
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using Fantasy.Async;
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using Fantasy.Network.Interface;
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namespace NB.Map;
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public class C2Map_RolePropertyChangeHandler : Route<MapUnit, C2Map_RolePropertyChange>
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{
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protected override async FTask Run(MapUnit entity, C2Map_RolePropertyChange message)
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{
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var roomManageComponent = entity.Scene.GetComponent<RoomManageComponent>();
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var roomId = entity.RoomId;
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var room = roomManageComponent.Get(roomId);
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if (room == null)
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{
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return;
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}
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var notifyMessage = new Map2C_RolePropertyChangeNotify()
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{
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Id = entity.Id,
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Propertys = message.Propertys,
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};
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||||
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||||
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foreach (var (_, unit) in room.Units)
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{
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if (unit.Id == entity.Id) continue;
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entity.Scene.NetworkMessagingComponent.SendInnerRoute(unit.GateRouteId, notifyMessage);
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}
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await FTask.CompletedTask;
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}
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}
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30
Hotfix/Map/Helper/MapHelper.cs
Normal file
30
Hotfix/Map/Helper/MapHelper.cs
Normal file
@@ -0,0 +1,30 @@
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using Fantasy;
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using Fantasy.Async;
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namespace NB.Map;
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||||
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public static class MapHelper
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{
|
||||
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);
|
||||
}
|
||||
}
|
||||
@@ -38,6 +38,12 @@ public static class MapRoomSystem
|
||||
return ErrorCode.Successful;
|
||||
}
|
||||
|
||||
public static async FTask Exit(this MapRoom self, long id)
|
||||
{
|
||||
self.Units.Remove(id);
|
||||
await FTask.CompletedTask;
|
||||
}
|
||||
|
||||
public static List<MapUnitInfo> ToMapUnitInfo(this MapRoom self)
|
||||
{
|
||||
List<MapUnitInfo> ret = new List<MapUnitInfo>();
|
||||
|
||||
@@ -66,6 +66,18 @@ public static class RoomManageComponentSystem
|
||||
return true;
|
||||
}
|
||||
|
||||
public static void Check(this RoomManageComponent self, int roomId)
|
||||
{
|
||||
if (self.Rooms.TryGetValue(roomId, out var room))
|
||||
{
|
||||
if (room.Units.Count < 1)
|
||||
{
|
||||
Log.Info($"房间没人了,解散房间,id={roomId}");
|
||||
// self.Remove(roomId);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public static MapRoom? Get(this RoomManageComponent self, int roomId)
|
||||
{
|
||||
return self.Rooms.GetValueOrDefault(roomId);
|
||||
|
||||
@@ -3,7 +3,7 @@
|
||||
"profiles": {
|
||||
"Main": {
|
||||
"commandName": "Project",
|
||||
"workingDirectory": "$(OutputPath)",
|
||||
// "workingDirectory": "$(OutputPath)",
|
||||
"environmentVariables": {},
|
||||
"commandLineArgs": "--m Develop"
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user