角色控制和房间进入推送
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69
Hotfix/Map/Handler/Inner/G2Map_EnterRoomRequestHandler.cs
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69
Hotfix/Map/Handler/Inner/G2Map_EnterRoomRequestHandler.cs
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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_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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{
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var roomManageComponent = entity.GetComponent<RoomManageComponent>();
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if (roomManageComponent == null)
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{
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response.ErrorCode = ErrorCode.ErrServer;
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return;
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}
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var mapUnitManage = entity.GetComponent<MapUnitManageComponent>();
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if (mapUnitManage == null)
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{
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response.ErrorCode = ErrorCode.ErrServer;
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return;
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}
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var mapUnit = mapUnitManage.Get(request.AccountId);
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if (mapUnit == null)
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{
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response.ErrorCode = ErrorCode.ErrServer;
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return;
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}
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RoomHelper.ParseCode(request.RoomCode, out var serviceId, out var roomId);
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if (serviceId < 1 || roomId < 1)
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{
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response.ErrorCode = ErrorCode.MapRoomIdError;
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return;
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}
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var room = roomManageComponent.Get(roomId);
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if (room == null)
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{
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response.ErrorCode = ErrorCode.MapRoomIdError;
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return;
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}
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if (mapUnit.MapId != room.Map)
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{
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//切换地图
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response.ErrorCode = await mapUnit.EnterMap(mapUnit.MapId);
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if (response.ErrorCode != 0)
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{
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return;
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}
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}
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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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