角色控制和房间进入推送
This commit is contained in:
@@ -24,19 +24,14 @@ public class C2Map_CreateRoomRequestHandler : RouteRPC<MapUnit, C2Map_CreateRoom
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return;
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}
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var roomId = roomManageComponent.AllocateId();
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if (roomId < 1)
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var room = roomManageComponent.Create(entity.Id);
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if (room == null)
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{
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response.ErrorCode = ErrorCode.MapCreateRoomMax;
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return;
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}
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// roomManageComponent.on
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var room = Entity.Create<MapRoom>(entity.Scene, true, true);
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room.Owner = entity.Id;
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room.RoomId = roomId;
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room.Code = RoomHelper.GenerateCode(entity.Scene.SceneConfigId, roomId);
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roomManageComponent.Add(room);
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Log.Info(
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$"创建房间=== sId={entity.Scene.SceneConfigId} map:{request.MapId} id={room.RoomId} code={room.Code}");
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33
Hotfix/Map/Handler/C2Map_LookHandler.cs
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33
Hotfix/Map/Handler/C2Map_LookHandler.cs
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@@ -0,0 +1,33 @@
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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_LookHandler : Route<MapUnit, C2Map_Look>
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{
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protected override async FTask Run(MapUnit entity, C2Map_Look message)
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{
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var roomManageComponent = entity.Scene.GetComponent<RoomManageComponent>();
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var notifyMessage = new Map2C_LookeNotify()
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{
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Id = entity.Id,
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Rotation = message.Rotation,
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Timestamp = message.Timestamp
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};
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entity.Rotation.x = message.Rotation.x;
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entity.Rotation.y = message.Rotation.y;
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entity.Rotation.z = message.Rotation.z;
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var room = roomManageComponent.Get(entity.MapId);
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// foreach (var (_, unit) in mapUnitManageComponent.Units)
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// {
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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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38
Hotfix/Map/Handler/C2Map_MoveHandler.cs
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38
Hotfix/Map/Handler/C2Map_MoveHandler.cs
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@@ -0,0 +1,38 @@
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using Fantasy;
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using Fantasy.Async;
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using Fantasy.Helper;
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using Fantasy.Network.Interface;
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namespace NB.Map;
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public class C2Map_MoveHandler : Route<MapUnit, C2Map_Move>
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{
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protected override async FTask Run(MapUnit entity, C2Map_Move message)
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{
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var mapUnitManageComponent = entity.Scene.GetComponent<MapUnitManageComponent>();
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var notifyMessage = new Map2C_MoveNotify()
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{
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Id = entity.Id,
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Position = message.Position,
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Rotation = message.Rotation,
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IsStop = message.IsStop,
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Direction = message.Direction,
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Timestamp = TimeHelper.Now
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};
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entity.Position.x = message.Position.x;
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entity.Position.y = message.Position.y;
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entity.Position.z = message.Position.z;
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entity.Rotation.x = message.Rotation.x;
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entity.Rotation.y = message.Rotation.y;
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entity.Rotation.z = message.Rotation.z;
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foreach (var (_, unit) in mapUnitManageComponent.Units)
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{
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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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@@ -4,7 +4,7 @@ using Fantasy.Network.Interface;
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namespace NB.Map.Inner;
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public class G2Map_EnterRequestHandler : RouteRPC<Scene, G2Map_EnterRoomRequest, Map2G_EnterRoomResponse>
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public class G2Map_EnterRoomRequestHandler : RouteRPC<Scene, G2Map_EnterRoomRequest, Map2G_EnterRoomResponse>
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{
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protected override async FTask Run(Scene entity, G2Map_EnterRoomRequest request, Map2G_EnterRoomResponse response,
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Action reply)
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@@ -54,9 +54,16 @@ public class G2Map_EnterRequestHandler : RouteRPC<Scene, G2Map_EnterRoomRequest,
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return;
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}
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}
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response.ErrorCode = await room.Enter(request.AccountId);
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response.ErrorCode = await room.Enter(mapUnit);
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response.RoomCode = room.Code;
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if (response.ErrorCode == ErrorCode.Successful)
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{
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mapUnit.RoomId = room.Id;
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response.Units = room.ToMapUnitInfo();
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}
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}
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}
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13
Hotfix/Map/Handler/Inner/G2Map_ExitRoomRequestHandler.cs
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13
Hotfix/Map/Handler/Inner/G2Map_ExitRoomRequestHandler.cs
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@@ -0,0 +1,13 @@
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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.Inner;
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public class G2Map_ExitRoomRequestHandler : RouteRPC<Scene, G2Map_ExitRoomRequest, Map2G_ExiRoomResponse>
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{
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protected override async FTask Run(Scene entity, G2Map_ExitRoomRequest request, Map2G_ExiRoomResponse response,
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Action reply)
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{
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}
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}
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