大修改
This commit is contained in:
@@ -1,45 +0,0 @@
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using System.Text;
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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.Chat;
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public sealed class
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C2Chat_SendMessageRequestHandler : RouteRPC<ChatUnit, C2Chat_SendMessageRequest, Caht2C_SendMessageResponse>
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{
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protected override async FTask Run(ChatUnit chatUnit, C2Chat_SendMessageRequest request,
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Caht2C_SendMessageResponse response, Action reply)
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{
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if (request.Target < 1)
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{
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response.ErrorCode = ErrorCode.ErrArgs;
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return;
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}
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if (request.Type == 0) //频道聊天
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{
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ChatSceneHelper.BroadcastChannel(chatUnit.Scene, request.Target, new ChatMessageInfo()
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{
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Content = request.Message,
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});
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}
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else if (request.Type == 1) //私聊
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{
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//发送私聊
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ChatSceneHelper.PrivateMessage(chatUnit.Scene, chatUnit.Id, request.Target, new ChatMessageInfo()
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{
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Content = request.Message,
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});
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}
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else if (request.Type == 3) //广播聊天
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{
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ChatSceneHelper.BroadcastAll(chatUnit.Scene, new ChatMessageInfo()
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{
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Content = request.Message,
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});
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}
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await FTask.CompletedTask;
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}
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}
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@@ -1,16 +0,0 @@
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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.Chat;
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public class G2Chat_ExitRequestHandler : RouteRPC<Scene, G2Chat_ExitRequest, Chat2G_ExitResponse>
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{
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protected override async FTask Run(Scene scene, G2Chat_ExitRequest request, Chat2G_ExitResponse response,
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Action reply)
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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<ChatUnitManageComponent>();
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await chatUnitManageComponent.Offline(scene, request.AccountId, request.GateRouteId);
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}
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}
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@@ -105,21 +105,6 @@ public static class PlayerManageComponentSystem
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account.Statistics.LoginTime = TimeHelper.Now;
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if (account.GetComponent<MailComponent>() == null)
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{
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var mailComponent = await scene.World.DataBase.Query<MailComponent>(account.Id, true);
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if (mailComponent == null)
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{
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//如果没有邮件组件
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account.AddComponent<MailComponent>();
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}
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else
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{
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account.AddComponent(mailComponent);
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}
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}
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await account.Save();
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return account;
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@@ -7,11 +7,11 @@ using Fantasy.PacketParser;
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namespace NB.Gate;
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public class Chat2G_ChatMessageHandler : Route<Scene, Chat2G_ChatMessage>
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public class S2G_ChatMessageHandler : Route<Scene, S2G_ChatMessage>
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{
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protected override async FTask Run(Scene scene, Chat2G_ChatMessage message)
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protected override async FTask Run(Scene scene, S2G_ChatMessage message)
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{
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var chatMessage = new Chat2C_Message()
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var chatMessage = new S2C_Message()
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{
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Message = message.Message,
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};
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@@ -58,13 +58,13 @@ public static class GateLoginHelper
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//安排进入的聊天服
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var (chatRouteId, sceneRouteId) =
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await ChatSceneHelper.Online(session.Scene, roleSimpleInfo, session.RuntimeId);
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await SocialSceneHelper.Online(session.Scene, roleSimpleInfo, session.RuntimeId);
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if (chatRouteId <= 0)
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{
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return ErrorCode.OnlineSceneFailed;
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}
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routeComponent.AddAddress(RouteType.ChatRoute, chatRouteId);
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routeComponent.AddAddress(RouteType.SocialRoute, chatRouteId);
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gateUnit.ChatSceneRouteId = sceneRouteId;
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Log.Info($"连接聊天服成功,gameRouteId:{gameRouteId}");
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return ErrorCode.Successful;
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@@ -84,7 +84,7 @@ public static class GateLoginHelper
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//通知服务器下线
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Log.Info($"断线的session id={sessionId} ChatSceneRouteId={gateUnit.ChatSceneRouteId}");
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await GameSceneHelper.Offline(gateUnit.Scene, gateUnit.AccountID, sessionId);
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await ChatSceneHelper.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 ErrorCode.Successful;
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}
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@@ -67,7 +67,7 @@ public sealed class OnCreateSceneEvent : AsyncEventSystem<OnCreateScene>
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Log.Debug($"Map Scene SceneRuntimeId:{scene.RuntimeId}");
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break;
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}
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case SceneType.Chat:
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case SceneType.Social:
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{
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break;
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}
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@@ -38,10 +38,10 @@ public class OnSceneCreate_Init : AsyncEventSystem<OnCreateScene>
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scene.AddComponent<PlayerManageComponent>();
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break;
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}
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case SceneType.Chat:
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case SceneType.Social:
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{
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//用于管理玩家的组件
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scene.AddComponent<ChatUnitManageComponent>();
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scene.AddComponent<SocialUnitManageComponent>();
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scene.AddComponent<ChatChannelCenterComponent>();
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break;
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}
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@@ -8,10 +8,10 @@ namespace NB.Chat;
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/// 请求创建频道
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/// </summary>
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public class
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C2Chat_CreateChannelRequestHandler : RouteRPC<ChatUnit, C2Chat_CreateChannelRequest, Caht2C_CreateChannelResponse>
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C2S_CreateChannelRequestHandler : RouteRPC<SocialUnit, C2S_CreateChannelRequest, S2C_CreateChannelResponse>
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{
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protected override async FTask Run(ChatUnit entity, C2Chat_CreateChannelRequest request,
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Caht2C_CreateChannelResponse response, Action reply)
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protected override async FTask Run(SocialUnit entity, C2S_CreateChannelRequest request,
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S2C_CreateChannelResponse response, Action reply)
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{
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var channelCenter = entity.Scene.GetComponent<ChatChannelCenterComponent>();
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if (channelCenter == null)
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@@ -5,14 +5,14 @@ using Fantasy.Network.Interface;
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namespace NB.Chat;
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public class
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C2Chat_GetOfflineMessageRequestHandler : RouteRPC<ChatUnit, C2Chat_GetOfflineMessageRequest,
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Caht2C_GetOfflineMessageResponse>
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C2S_GetOfflineMessageRequestHandler : RouteRPC<SocialUnit, C2S_GetOfflineMessageRequest,
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S2C_GetOfflineMessageResponse>
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{
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protected override async FTask Run(ChatUnit entity, C2Chat_GetOfflineMessageRequest request,
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Caht2C_GetOfflineMessageResponse response,
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protected override async FTask Run(SocialUnit entity, C2S_GetOfflineMessageRequest request,
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S2C_GetOfflineMessageResponse response,
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Action reply)
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{
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var chatUnitManage = entity.Scene.GetComponent<ChatUnitManageComponent>();
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var chatUnitManage = entity.Scene.GetComponent<SocialUnitManageComponent>();
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if (chatUnitManage.NotSendMessage.TryGetValue(entity.Id, out var list))
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{
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response.Message.AddRange(list);
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@@ -8,16 +8,17 @@ namespace NB.Chat;
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/// 请求进入频道
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/// </summary>
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public class
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C2Chat_JoinChannelRequestHandler : RouteRPC<ChatUnit, C2Chat_JoinChannelRequest, Caht2C_JoinChannelResponse>
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C2S_JoinChannelRequestHandler : RouteRPC<SocialUnit, C2S_JoinChannelRequest, S2C_JoinChannelResponse>
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{
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protected override async FTask Run(ChatUnit entity, C2Chat_JoinChannelRequest request,
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Caht2C_JoinChannelResponse response, Action reply)
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protected override async FTask Run(SocialUnit entity, C2S_JoinChannelRequest request,
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S2C_JoinChannelResponse response, Action reply)
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{
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if (request.Target < 1)
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{
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response.ErrorCode = ErrorCode.ErrArgs;
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return;
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}
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var channelCenter = entity.Scene.GetComponent<ChatChannelCenterComponent>();
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if (channelCenter == null)
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{
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@@ -40,6 +41,15 @@ public class
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var newChannel = await channelCenter.Get(request.Target);
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if (newChannel != null)
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{
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if (newChannel.ChannelType == 1)
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{
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//工会频道需要再工会才能加入
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}
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else if (newChannel.ChannelType == 0)
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{
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//地图频道需要判断在这个地图才能加入
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}
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newChannel.Enter(entity);
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}
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else
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41
Hotfix/Social/Handler/C2S_SendMessageRequestHandler.cs
Normal file
41
Hotfix/Social/Handler/C2S_SendMessageRequestHandler.cs
Normal file
@@ -0,0 +1,41 @@
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using System.Text;
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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.Chat;
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public sealed class
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C2S_SendMessageRequestHandler : RouteRPC<SocialUnit, C2S_SendMessageRequest, S2C_SendMessageResponse>
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{
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protected override async FTask Run(SocialUnit socialUnit, C2S_SendMessageRequest request,
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S2C_SendMessageResponse response, Action reply)
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{
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if (request.Target < 1)
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{
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response.ErrorCode = ErrorCode.ErrArgs;
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return;
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}
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if (request.Type == 0) //频道聊天
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{
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SocialSceneHelper.BroadcastChannel(socialUnit.Scene, request.Target, new ChatMessageInfo()
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{
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SendTime = TimeHelper.Now,
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Content = request.Message,
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});
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}
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else if (request.Type == 1) //私聊
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{
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//发送私聊
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SocialSceneHelper.PrivateMessage(socialUnit.Scene, socialUnit.Id, request.Target, new ChatMessageInfo()
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{
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SendTime = TimeHelper.Now,
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Content = request.Message,
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});
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}
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await FTask.CompletedTask;
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}
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}
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@@ -5,16 +5,16 @@ using NB.Game;
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namespace NB.Chat;
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public class G2Chat_EnterRequestHandler : RouteRPC<Scene, G2Chat_EnterRequest, Chat2G_EnterResponse>
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public class G2S_EnterRequestHandler : RouteRPC<Scene, G2S_EnterRequest, S2G_EnterResponse>
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{
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protected override async FTask Run(Scene scene, G2Chat_EnterRequest request, Chat2G_EnterResponse response,
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protected override async FTask Run(Scene scene, G2S_EnterRequest request, S2G_EnterResponse response,
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Action reply)
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{
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var roleId = request.Role.RoleId;
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Log.Debug($"收到 G2Chat_EnterRequestHandler {roleId}");
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Log.Debug($"收到 G2S_EnterRequestHandler {roleId}");
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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<ChatUnitManageComponent>();
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var chatUnitManageComponent = scene.GetComponent<SocialUnitManageComponent>();
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var account = await chatUnitManageComponent.Online(scene, request.Role, request.GateRouteId);
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response.RoleRouteId = account.RuntimeId;
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16
Hotfix/Social/Handler/Inner/G2S_ExitRequestHandler.cs
Normal file
16
Hotfix/Social/Handler/Inner/G2S_ExitRequestHandler.cs
Normal file
@@ -0,0 +1,16 @@
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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.Chat;
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public class G2S_ExitRequestHandler : RouteRPC<Scene, G2S_ExitRequest, S2G_ExitResponse>
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{
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protected override async FTask Run(Scene scene, G2S_ExitRequest request, S2G_ExitResponse response,
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Action reply)
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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<SocialUnitManageComponent>();
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await chatUnitManageComponent.Offline(scene, request.AccountId, request.GateRouteId);
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}
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}
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@@ -12,9 +12,9 @@ public static class ChatUnitFactory
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/// <param name="aId">ToKen令牌传递过来的aId</param>
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/// <param name="isSaveDataBase">是否在创建的过程中保存到数据库</param>
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/// <returns></returns>
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public static ChatUnit Create(Scene scene, long aId)
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public static SocialUnit Create(Scene scene, long aId)
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{
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var player = Entity.Create<ChatUnit>(scene, aId, true, true);
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var player = Entity.Create<SocialUnit>(scene, aId, true, true);
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return player;
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}
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}
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@@ -4,7 +4,7 @@ using Fantasy.Platform.Net;
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namespace NB.Chat;
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public static class ChatSceneHelper
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public static class SocialSceneHelper
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{
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#region 消息发送
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@@ -17,7 +17,7 @@ public static class ChatSceneHelper
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/// <param name="message"></param>
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public static void PrivateMessage(Scene scene, long selfId, long targetId, ChatMessageInfo message)
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{
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var chatUnitManage = scene.GetComponent<ChatUnitManageComponent>();
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var chatUnitManage = scene.GetComponent<SocialUnitManageComponent>();
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if (chatUnitManage == null) return;
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var chatUnit = chatUnitManage.Get(targetId);
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message.Type = 1;
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@@ -42,10 +42,10 @@ public static class ChatSceneHelper
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/// <param name="message"></param>
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public static void BroadcastMap(Scene scene, long mapId, ChatMessageInfo message)
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{
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var chatUnitManage = scene.GetComponent<ChatUnitManageComponent>();
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var chatUnitManage = scene.GetComponent<SocialUnitManageComponent>();
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if (chatUnitManage == null) return;
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HashSet<long> targets = new HashSet<long>();
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foreach (var (_, chatUnit) in chatUnitManage.ChatUnits)
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foreach (var (_, chatUnit) in chatUnitManage.Units)
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{
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if (chatUnit.MapId == mapId)
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{
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@@ -70,10 +70,10 @@ public static class ChatSceneHelper
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/// <param name="message"></param>
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public static void BroadcastChannel(Scene scene, long channelId, ChatMessageInfo message)
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{
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var chatUnitManage = scene.GetComponent<ChatUnitManageComponent>();
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var chatUnitManage = scene.GetComponent<SocialUnitManageComponent>();
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if (chatUnitManage == null) return;
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HashSet<long> targets = new HashSet<long>();
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foreach (var (_, chatUnit) in chatUnitManage.ChatUnits)
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foreach (var (_, chatUnit) in chatUnitManage.Units)
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{
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if (chatUnit.CurrentChannel == channelId)
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{
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@@ -100,7 +100,7 @@ public static class ChatSceneHelper
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{
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//发送给所有Gate服务器,让Gate转发给其他客户端
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var gateConfigs = SceneConfigData.Instance.GetSceneBySceneType(SceneType.Gate);
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var sendMessage = new Chat2G_ChatMessage()
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var sendMessage = new S2G_ChatMessage()
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{
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Message = message,
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};
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@@ -127,8 +127,8 @@ public static class ChatSceneHelper
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var gameSceneConfig = GetSceneConfig();
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var gameRouteId = gameSceneConfig.RouteId;
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//连接到游戏中心服
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var gameResponse = (Chat2G_EnterResponse)await scene.NetworkMessagingComponent.CallInnerRoute(
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gameRouteId, new G2Chat_EnterRequest()
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var gameResponse = (S2G_EnterResponse)await scene.NetworkMessagingComponent.CallInnerRoute(
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gameRouteId, new G2S_EnterRequest()
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{
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Role = roleSimple,
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GateRouteId = gateRuntimeId
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@@ -147,8 +147,8 @@ public static class ChatSceneHelper
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{
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for (int i = 0; i < 10; i++)
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{
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var gameResponse = (Chat2G_ExitResponse)await scene.NetworkMessagingComponent.CallInnerRoute(
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sceneRouteId, new G2Chat_ExitRequest()
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var gameResponse = (S2G_ExitResponse)await scene.NetworkMessagingComponent.CallInnerRoute(
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sceneRouteId, new G2S_ExitRequest()
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{
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AccountId = accountId,
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GateRouteId = gateRuntimeId
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@@ -164,7 +164,7 @@ public static class ChatSceneHelper
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private static SceneConfig GetSceneConfig()
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{
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var gameSceneConfigs = SceneConfigData.Instance.GetSceneBySceneType(SceneType.Chat);
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var gameSceneConfigs = SceneConfigData.Instance.GetSceneBySceneType(SceneType.Social);
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return gameSceneConfigs.First();
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}
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@@ -51,7 +51,7 @@ public static class ChatChannelCenterComponentSystem
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/// <param name="self"></param>
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/// <param name="unit"></param>
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/// <returns></returns>
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public static async FTask<ChatChannel> Create(this ChatChannelCenterComponent self, ChatUnit unit)
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public static async FTask<ChatChannel> Create(this ChatChannelCenterComponent self, SocialUnit unit)
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{
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var channel = Entity.Create<ChatChannel>(self.Scene, true, true);
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channel.Creator = unit.Role.RoleId;
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@@ -1,4 +1,6 @@
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namespace NB.Chat;
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using Fantasy;
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namespace NB.Chat;
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public static class ChatChannelSystem
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{
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@@ -7,7 +9,7 @@ public static class ChatChannelSystem
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/// </summary>
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/// <param name="channel"></param>
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/// <param name="unit"></param>
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public static void Enter(this ChatChannel channel, ChatUnit unit)
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public static void Enter(this ChatChannel channel, SocialUnit unit)
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{
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channel.Units.Add(unit.Id);
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unit.CurrentChannel = channel.Id;
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@@ -18,7 +20,7 @@ public static class ChatChannelSystem
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/// </summary>
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/// <param name="channel"></param>
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/// <param name="unit"></param>
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public static void Exit(this ChatChannel channel, ChatUnit unit)
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public static void Exit(this ChatChannel channel, SocialUnit unit)
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{
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channel.Units.Remove(unit.Id);
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unit.CurrentChannel = 0;
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@@ -1,5 +1,6 @@
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using Fantasy;
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using Fantasy.Async;
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using Fantasy.Entitas;
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using NB.Game;
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namespace NB.Chat;
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@@ -14,11 +15,11 @@ public static class ChatUnitManageComponentSystem
|
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/// <param name="self"></param>
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/// <param name="targetId"></param>
|
||||
/// <param name="message"></param>
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public static void SaveOfflineMessage(this ChatUnitManageComponent self, long targetId, ChatMessageInfo message)
|
||||
public static void SaveOfflineMessage(this SocialUnitManageComponent self, long targetId, ChatMessageInfo message)
|
||||
{
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||||
self.NotSendMessage.Add(targetId, message);
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||||
}
|
||||
|
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|
||||
#endregion
|
||||
|
||||
#region 上线下线
|
||||
@@ -30,7 +31,7 @@ public static class ChatUnitManageComponentSystem
|
||||
/// <param name="scene"></param>
|
||||
/// <param name="roleSimpleInfo"></param>
|
||||
/// <param name="gateRouteId"></param>
|
||||
public static async FTask<ChatUnit?> Online(this ChatUnitManageComponent self, Scene scene,
|
||||
public static async FTask<SocialUnit?> Online(this SocialUnitManageComponent self, Scene scene,
|
||||
RoleSimpleInfo roleSimpleInfo,
|
||||
long gateRouteId)
|
||||
{
|
||||
@@ -43,6 +44,7 @@ public static class ChatUnitManageComponentSystem
|
||||
|
||||
if (account != null)
|
||||
{
|
||||
await account.TryComponent<MailComponent>();
|
||||
account.GateRouteId = gateRouteId;
|
||||
account.Role = roleSimpleInfo;
|
||||
}
|
||||
@@ -51,7 +53,7 @@ public static class ChatUnitManageComponentSystem
|
||||
return account;
|
||||
}
|
||||
|
||||
public static async FTask Offline(this ChatUnitManageComponent self, Scene scene, long accountId, long gateRouteId)
|
||||
public static async FTask Offline(this SocialUnitManageComponent self, Scene scene, long accountId, long gateRouteId)
|
||||
{
|
||||
if (self.TryGet(accountId, out var unit) && unit != null)
|
||||
{
|
||||
@@ -69,24 +71,24 @@ public static class ChatUnitManageComponentSystem
|
||||
|
||||
#region 获取&移除
|
||||
|
||||
public static void Add(this ChatUnitManageComponent self, ChatUnit account)
|
||||
public static void Add(this SocialUnitManageComponent self, SocialUnit account)
|
||||
{
|
||||
self.ChatUnits.Add(account.Id, account);
|
||||
self.Units.Add(account.Id, account);
|
||||
}
|
||||
|
||||
public static ChatUnit? Get(this ChatUnitManageComponent self, long accountId)
|
||||
public static SocialUnit? Get(this SocialUnitManageComponent self, long accountId)
|
||||
{
|
||||
return self.ChatUnits.GetValueOrDefault(accountId);
|
||||
return self.Units.GetValueOrDefault(accountId);
|
||||
}
|
||||
|
||||
public static bool TryGet(this ChatUnitManageComponent self, long accountId, out ChatUnit? account)
|
||||
public static bool TryGet(this SocialUnitManageComponent self, long accountId, out SocialUnit? account)
|
||||
{
|
||||
return self.ChatUnits.TryGetValue(accountId, out account);
|
||||
return self.Units.TryGetValue(accountId, out account);
|
||||
}
|
||||
|
||||
public static void Remove(this ChatUnitManageComponent self, long accountId, bool isDispose = true)
|
||||
public static void Remove(this SocialUnitManageComponent self, long accountId, bool isDispose = true)
|
||||
{
|
||||
if (!self.ChatUnits.Remove(accountId, out var account))
|
||||
if (!self.Units.Remove(accountId, out var account))
|
||||
{
|
||||
return;
|
||||
}
|
||||
@@ -100,4 +102,30 @@ public static class ChatUnitManageComponentSystem
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region 组件
|
||||
|
||||
/// <summary>
|
||||
/// 尝试给增加相关组件
|
||||
/// </summary>
|
||||
/// <param name="socialUnit"></param>
|
||||
/// <typeparam name="T"></typeparam>
|
||||
public static async FTask TryComponent<T>(this SocialUnit socialUnit) where T : Entity, new()
|
||||
{
|
||||
if (socialUnit.GetComponent<T>() == null)
|
||||
{
|
||||
var mailComponent = await socialUnit.Scene.World.DataBase.Query<T>(socialUnit.Id, true);
|
||||
if (mailComponent == null)
|
||||
{
|
||||
//如果没有邮件组件
|
||||
socialUnit.AddComponent<T>();
|
||||
}
|
||||
else
|
||||
{
|
||||
socialUnit.AddComponent(mailComponent);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
11
Hotfix/Social/System/ChatUnitSystem.cs
Normal file
11
Hotfix/Social/System/ChatUnitSystem.cs
Normal file
@@ -0,0 +1,11 @@
|
||||
using Fantasy.Entitas.Interface;
|
||||
|
||||
namespace NB.Chat;
|
||||
|
||||
public class ChatUnitSystem : AwakeSystem<SocialUnit>
|
||||
{
|
||||
protected override void Awake(SocialUnit self)
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user