提交进入地图和创建房间相关逻辑和协议
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@@ -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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