提交进入地图和创建房间相关逻辑和协议
This commit is contained in:
@@ -3,10 +3,9 @@ using Fantasy.Async;
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using Fantasy.Network;
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using Fantasy.Network.Interface;
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using Fantasy.Platform.Net;
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using NB.Common;
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using NB.Map;
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namespace NB.Gate.Handler;
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namespace NB.Gate;
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public class C2G_EnterRoomRequestHandler : MessageRPC<C2G_EnterRoomRequest, G2C_EnterRoomResponse>
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{
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@@ -41,6 +40,13 @@ public class C2G_EnterRoomRequestHandler : MessageRPC<C2G_EnterRoomRequest, G2C_
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return;
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}
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if (gateUnit.RoomCode == request.RoomCode)
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{
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response.ErrorCode = ErrorCode.MapRoomEnterRepeated;
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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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@@ -55,9 +61,44 @@ public class C2G_EnterRoomRequestHandler : MessageRPC<C2G_EnterRoomRequest, G2C_
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return;
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}
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//先判断是否需要更好地图服务器
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var mapRouteId = gateUnit.GetAddress(RouteType.MapRoute);
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//先判断是否需要更换地图服务器
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var oldServerRouteId = gateUnit.GetAddress(sceneConfig.SceneType);
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Log.Info($"进入房间信息,mapRouteId={oldServerRouteId}-{sceneConfig.RouteId} serviceId={serviceId}");
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if (oldServerRouteId != sceneConfig.RouteId)
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{
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//先退出旧的服务
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var ret = await gateUnit.Offline(session.RuntimeId, RouteType.MapRoute);
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if (ret != 0)
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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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//再进入新的服务
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ret = await gateUnit.Online(RouteType.MapRoute, sceneConfig);
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if (ret != 0)
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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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}
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//执行进入房间操作
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var roomResponse = (Map2G_EnterRoomResponse)await session.Scene.NetworkMessagingComponent.CallInnerRoute(
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sceneConfig.RouteId, new G2Map_EnterRoomRequest()
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{
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AccountId = gateUnit.Id,
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RoomCode = request.RoomCode,
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});
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if (roomResponse.ErrorCode != 0)
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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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gateUnit.RoomCode = request.RoomCode;
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response.RoomCode = request.RoomCode;
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response.ErrorCode = ErrorCode.Successful;
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}
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}
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82
Hotfix/Gate/Handler/Outer/C2G_ExitRoomRequestHandler.cs
Normal file
82
Hotfix/Gate/Handler/Outer/C2G_ExitRoomRequestHandler.cs
Normal file
@@ -0,0 +1,82 @@
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using Fantasy;
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using Fantasy.Async;
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using Fantasy.Network;
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using Fantasy.Network.Interface;
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using Fantasy.Platform.Net;
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using NB.Map;
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namespace NB.Gate;
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public class C2G_ExitRoomRequestHandler : MessageRPC<C2G_ExitRoomRequest, G2C_ExitRoomResponse>
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{
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protected override async FTask Run(Session session, C2G_ExitRoomRequest request, G2C_ExitRoomResponse response,
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Action reply)
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{
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if (string.IsNullOrEmpty(request.RoomCode))
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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 gateUnitSessionComponent = session.GetComponent<GateUnitSessionComponent>();
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if (gateUnitSessionComponent == 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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// 在缓存中检查该账号是否存在
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var gateUnitManageComponent = session.Scene.GetComponent<GateUnitManageComponent>();
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if (gateUnitManageComponent == 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 gateUnit = gateUnitManageComponent.Get(gateUnitSessionComponent.AccountID);
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if (gateUnit == 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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if (gateUnit.RoomCode != request.RoomCode)
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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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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 sceneConfig = SceneConfigData.Instance.Get(serviceId);
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if (sceneConfig == 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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//执行退出房间操作
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var roomResponse = (Map2G_ExiRoomResponse)await session.Scene.NetworkMessagingComponent.CallInnerRoute(
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sceneConfig.RouteId, new G2Map_ExitRoomRequest()
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{
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AccountId = gateUnit.Id,
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RoomCode = request.RoomCode,
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});
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if (roomResponse.ErrorCode != 0)
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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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gateUnit.RoomCode = string.Empty;
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response.RoomCode = request.RoomCode;
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response.ErrorCode = ErrorCode.Successful;
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}
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}
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@@ -62,10 +62,6 @@ public static class GateLoginHelper
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//通知服务器下线
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Log.Info($"断线的session id={sessionId}");
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var ret = await gateUnit.Offline(sessionId, RouteType.GameRoute, RouteType.SocialRoute, RouteType.MapRoute);
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// await GameSceneHelper.Offline(gateUnit.Scene, gateUnit.AccountID, sessionId);
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// await SocialSceneHelper.Offline(gateUnit.Scene, gateUnit.AccountID, sessionId,
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// gateUnit.ChatSceneRouteId);
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return ret;
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}
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@@ -2,6 +2,7 @@
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using Fantasy.Async;
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using Fantasy.Entitas.Interface;
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using Fantasy.Network;
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using Fantasy.Platform.Net;
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using NB.Common;
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// ReSharper disable ConditionIsAlwaysTrueOrFalseAccordingToNullableAPIContract
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@@ -13,7 +14,9 @@ public class GateUnitDestroySystem : DestroySystem<GateUnit>
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protected override void Destroy(GateUnit self)
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{
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self.AccountID = 0;
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self.Kick = false;
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self.Region = 0;
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self.SceneRoutes.Clear();
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self.RoomCode = string.Empty;
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}
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}
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@@ -21,15 +24,9 @@ public static class GateUnitSystem
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{
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#region Address
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public static void RemoveAddress(this GateUnit self, int routType, long routeId)
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public static void RemoveAddress(this GateUnit self, int routType)
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{
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if (self.SceneRoutes.TryGetValue(routType, out var route))
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{
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if (route == routeId)
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{
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self.SceneRoutes.Remove(routType);
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}
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}
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self.SceneRoutes.Remove(routType);
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}
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public static void AddAddress(this GateUnit self, int routType, long routeId)
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@@ -61,7 +58,7 @@ public static class GateUnitSystem
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return ErrorCode.Successful;
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}
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public static async FTask<uint> Online(this GateUnit self, int routeType)
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public static async FTask<uint> Online(this GateUnit self, int routeType, SceneConfig? sceneConfig = null)
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{
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Session session = self.Session;
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var routeComponent = session.GetComponent<RouteComponent>();
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@@ -69,9 +66,13 @@ public static class GateUnitSystem
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{
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routeComponent = session.AddComponent<RouteComponent>();
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}
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var gameSceneConfig = SceneConfigHelper.GetConfigByRouteType(routeType);
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var gameRouteId = gameSceneConfig.RouteId;
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if (sceneConfig == null)
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{
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sceneConfig = SceneConfigHelper.GetConfigByRouteType(routeType);
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}
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var gameRouteId = sceneConfig.RouteId;
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var gameResponse = (G2Common_EnterResponse)await self.Scene.NetworkMessagingComponent.CallInnerRoute(
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gameRouteId, new G2Common_EnterRequest()
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@@ -85,8 +86,10 @@ public static class GateUnitSystem
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return gameResponse.ErrorCode;
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}
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routeComponent.RemoveAddress(routeType);
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routeComponent.AddAddress(routeType, gameResponse.UnitRouteId);
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self.AddAddress(routeType, gameResponse.UnitRouteId);
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self.AddAddress(sceneConfig.SceneType, gameRouteId);
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return ErrorCode.Successful;
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}
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@@ -111,7 +114,8 @@ public static class GateUnitSystem
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public static async FTask<uint> Offline(this GateUnit self, long sessionId, int routeType)
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{
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var sceneRouteId = self.GetAddress(routeType);
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var sceneConfig = SceneConfigHelper.GetConfigByRouteType(routeType);
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var sceneRouteId = sceneConfig.RouteId;
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if (sceneRouteId < 1) return ErrorCode.Successful;
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for (int i = 0; i < 10; i++)
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{
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@@ -123,7 +127,9 @@ public static class GateUnitSystem
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});
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if (gameResponse.ErrorCode == 0)
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{
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self.RemoveAddress(routeType, sceneRouteId);
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//TODO:这里需要清理掉记录的数据
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self.RemoveAddress(routeType);
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self.RemoveAddress(sceneConfig.SceneType);
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return ErrorCode.Successful;
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}
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}
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