大修改
This commit is contained in:
27
Hotfix/Social/Handler/C2S_CreateChannelRequestHandler.cs
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27
Hotfix/Social/Handler/C2S_CreateChannelRequestHandler.cs
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@@ -0,0 +1,27 @@
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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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/// <summary>
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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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C2S_CreateChannelRequestHandler : RouteRPC<SocialUnit, C2S_CreateChannelRequest, S2C_CreateChannelResponse>
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{
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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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{
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response.ErrorCode = ErrorCode.ErrServer;
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return;
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}
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var channel = await channelCenter.Create(entity);
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response.ChannelId = channel.Id;
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}
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}
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24
Hotfix/Social/Handler/C2S_GetOfflineMessageRequestHandler.cs
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24
Hotfix/Social/Handler/C2S_GetOfflineMessageRequestHandler.cs
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@@ -0,0 +1,24 @@
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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
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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(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<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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chatUnitManage.NotSendMessage.RemoveByKey(entity.Id);
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}
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await FTask.CompletedTask;
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}
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}
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60
Hotfix/Social/Handler/C2S_JoinChannelRequestHandler.cs
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60
Hotfix/Social/Handler/C2S_JoinChannelRequestHandler.cs
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@@ -0,0 +1,60 @@
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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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/// <summary>
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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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C2S_JoinChannelRequestHandler : RouteRPC<SocialUnit, C2S_JoinChannelRequest, S2C_JoinChannelResponse>
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{
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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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response.ErrorCode = ErrorCode.ErrServer;
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return;
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}
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var oldChannelId = entity.CurrentChannel;
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if (oldChannelId > 0)
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{
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//退出旧的频道
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var oldChannel = await channelCenter.Get(oldChannelId);
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if (oldChannel != null)
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{
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oldChannel.Exit(entity);
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}
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}
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//加入新频道
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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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{
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response.ErrorCode = ErrorCode.ChatNotChannel;
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}
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}
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}
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41
Hotfix/Social/Handler/C2S_SendMessageRequestHandler.cs
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41
Hotfix/Social/Handler/C2S_SendMessageRequestHandler.cs
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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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22
Hotfix/Social/Handler/Inner/G2S_EnterRequestHandler.cs
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22
Hotfix/Social/Handler/Inner/G2S_EnterRequestHandler.cs
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@@ -0,0 +1,22 @@
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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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using NB.Game;
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namespace NB.Chat;
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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, 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 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<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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}
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}
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16
Hotfix/Social/Handler/Inner/G2S_ExitRequestHandler.cs
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16
Hotfix/Social/Handler/Inner/G2S_ExitRequestHandler.cs
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@@ -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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20
Hotfix/Social/Helper/ChatUnitFactory.cs
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20
Hotfix/Social/Helper/ChatUnitFactory.cs
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@@ -0,0 +1,20 @@
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using Fantasy;
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using Fantasy.Entitas;
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namespace NB.Chat;
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public static class ChatUnitFactory
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{
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/// <summary>
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/// 创建一个新的Player
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/// </summary>
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/// <param name="scene"></param>
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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 SocialUnit Create(Scene scene, long aId)
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{
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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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173
Hotfix/Social/Helper/SocialSceneHelper.cs
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173
Hotfix/Social/Helper/SocialSceneHelper.cs
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@@ -0,0 +1,173 @@
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using Fantasy;
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using Fantasy.Async;
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using Fantasy.Platform.Net;
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namespace NB.Chat;
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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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/// <summary>
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/// 发送一条私聊
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/// </summary>
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/// <param name="scene"></param>
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/// <param name="selfId"></param>
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/// <param name="targetId"></param>
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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<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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message.Source = selfId;
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if (chatUnit != null)
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{
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//对方在线
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BroadcastAll(scene, message, [targetId]);
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}
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else
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{
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//对方不在线,存入待领取列表,等待玩家下次登录领取
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chatUnitManage.SaveOfflineMessage(targetId, message);
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}
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}
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/// <summary>
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/// 发送一条地图消息
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/// </summary>
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/// <param name="scene"></param>
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/// <param name="mapId"></param>
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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<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.Units)
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{
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if (chatUnit.MapId == mapId)
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{
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targets.Add(chatUnit.Id);
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}
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}
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if (targets.Count < 1)
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{
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Log.Info("地图在线人数为0,群发取消");
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return;
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}
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BroadcastAll(scene, message, targets);
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}
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/// <summary>
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/// 发送一条频道消息
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/// </summary>
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/// <param name="scene"></param>
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/// <param name="channelId"></param>
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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<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.Units)
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{
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if (chatUnit.CurrentChannel == channelId)
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{
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targets.Add(chatUnit.Id);
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}
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}
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if (targets.Count < 1)
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{
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Log.Info("频道在线人数为0,群发取消");
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return;
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}
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BroadcastAll(scene, message, targets);
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}
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/// <summary>
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/// 广播消息给所有人
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/// </summary>
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/// <param name="scene"></param>
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/// <param name="message"></param>
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/// <param name="targets"></param>
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public static void BroadcastAll(Scene scene, ChatMessageInfo message, HashSet<long>? targets = null)
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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 S2G_ChatMessage()
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{
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Message = message,
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};
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if (targets != null && targets.Count > 0)
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{
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sendMessage.IdList.AddRange(targets);
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}
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var networkMessagingComponent = scene.NetworkMessagingComponent;
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foreach (var config in gateConfigs)
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{
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//发送给Gate服务器转发消息
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networkMessagingComponent.SendInnerRoute(config.RouteId, sendMessage);
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}
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}
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#endregion
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#region 上线下线
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public static async FTask<(long, long)> Online(Scene scene, RoleSimpleInfo roleSimple, long gateRuntimeId)
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{
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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 = (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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});
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if (gameResponse.ErrorCode != 0)
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{
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return (0, 0);
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}
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return (gameResponse.RoleRouteId, gameRouteId);
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// return gameRouteId;
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}
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public static async FTask Offline(Scene scene, long accountId, long gateRuntimeId, long sceneRouteId)
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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 = (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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});
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if (gameResponse.ErrorCode == 0)
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{
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return;
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}
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}
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Log.Error("重试多次还是退出失败,需检查");
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}
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private static SceneConfig GetSceneConfig()
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{
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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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#endregion
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}
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81
Hotfix/Social/System/ChatChannelCenterComponentSystem.cs
Normal file
81
Hotfix/Social/System/ChatChannelCenterComponentSystem.cs
Normal file
@@ -0,0 +1,81 @@
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using Fantasy.Async;
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using Fantasy.Entitas;
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using Fantasy.Entitas.Interface;
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using Fantasy.Helper;
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namespace NB.Chat;
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public class ChatChannelCenterComponentAwakeSystem : AwakeSystem<ChatChannelCenterComponent>
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{
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protected override void Awake(ChatChannelCenterComponent self)
|
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{
|
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}
|
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}
|
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|
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public class ChatChannelCenterComponentDestroySystem : DestroySystem<ChatChannelCenterComponent>
|
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{
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protected override void Destroy(ChatChannelCenterComponent self)
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{
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self.Channels.Clear();
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}
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}
|
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|
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public static class ChatChannelCenterComponentSystem
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{
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/// <summary>
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/// 获取一个频道
|
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/// </summary>
|
||||
/// <param name="self"></param>
|
||||
/// <param name="channelId"></param>
|
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/// <returns></returns>
|
||||
public static async FTask<ChatChannel?> Get(this ChatChannelCenterComponent self, long channelId)
|
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{
|
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if (self.Channels.TryGetValue(channelId, out var channel))
|
||||
{
|
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return channel;
|
||||
}
|
||||
|
||||
//查数据库
|
||||
channel = await self.Scene.World.DataBase.Query<ChatChannel>(channelId, true);
|
||||
if (channel != null)
|
||||
{
|
||||
self.Channels.Add(channel.Id, channel);
|
||||
}
|
||||
|
||||
return channel;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 申请创建一个频道
|
||||
/// </summary>
|
||||
/// <param name="self"></param>
|
||||
/// <param name="unit"></param>
|
||||
/// <returns></returns>
|
||||
public static async FTask<ChatChannel> Create(this ChatChannelCenterComponent self, SocialUnit unit)
|
||||
{
|
||||
var channel = Entity.Create<ChatChannel>(self.Scene, true, true);
|
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channel.Creator = unit.Role.RoleId;
|
||||
channel.CreateTime = TimeHelper.Now;
|
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self.Channels.Add(channel.Id, channel);
|
||||
//保存到数据库
|
||||
await self.Scene.World.DataBase.Save(channel);
|
||||
|
||||
return channel;
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 解散
|
||||
/// </summary>
|
||||
/// <param name="self"></param>
|
||||
/// <param name="channelId"></param>
|
||||
public static void Disband(this ChatChannelCenterComponent self, long channelId)
|
||||
{
|
||||
if (self.Channels.Remove(channelId, out var channel))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
channel?.Dispose();
|
||||
}
|
||||
}
|
||||
28
Hotfix/Social/System/ChatChannelSystem.cs
Normal file
28
Hotfix/Social/System/ChatChannelSystem.cs
Normal file
@@ -0,0 +1,28 @@
|
||||
using Fantasy;
|
||||
|
||||
namespace NB.Chat;
|
||||
|
||||
public static class ChatChannelSystem
|
||||
{
|
||||
/// <summary>
|
||||
/// 进入频道
|
||||
/// </summary>
|
||||
/// <param name="channel"></param>
|
||||
/// <param name="unit"></param>
|
||||
public static void Enter(this ChatChannel channel, SocialUnit unit)
|
||||
{
|
||||
channel.Units.Add(unit.Id);
|
||||
unit.CurrentChannel = channel.Id;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 离开频道
|
||||
/// </summary>
|
||||
/// <param name="channel"></param>
|
||||
/// <param name="unit"></param>
|
||||
public static void Exit(this ChatChannel channel, SocialUnit unit)
|
||||
{
|
||||
channel.Units.Remove(unit.Id);
|
||||
unit.CurrentChannel = 0;
|
||||
}
|
||||
}
|
||||
131
Hotfix/Social/System/ChatUnitManageComponentSystem.cs
Normal file
131
Hotfix/Social/System/ChatUnitManageComponentSystem.cs
Normal file
@@ -0,0 +1,131 @@
|
||||
using Fantasy;
|
||||
using Fantasy.Async;
|
||||
using Fantasy.Entitas;
|
||||
using NB.Game;
|
||||
|
||||
namespace NB.Chat;
|
||||
|
||||
public static class ChatUnitManageComponentSystem
|
||||
{
|
||||
#region 消息缓存
|
||||
|
||||
/// <summary>
|
||||
/// 离线消息,进入待领取队列
|
||||
/// </summary>
|
||||
/// <param name="self"></param>
|
||||
/// <param name="targetId"></param>
|
||||
/// <param name="message"></param>
|
||||
public static void SaveOfflineMessage(this SocialUnitManageComponent self, long targetId, ChatMessageInfo message)
|
||||
{
|
||||
self.NotSendMessage.Add(targetId, message);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region 上线下线
|
||||
|
||||
/// <summary>
|
||||
/// 玩家上线
|
||||
/// </summary>
|
||||
/// <param name="self"></param>
|
||||
/// <param name="scene"></param>
|
||||
/// <param name="roleSimpleInfo"></param>
|
||||
/// <param name="gateRouteId"></param>
|
||||
public static async FTask<SocialUnit?> Online(this SocialUnitManageComponent self, Scene scene,
|
||||
RoleSimpleInfo roleSimpleInfo,
|
||||
long gateRouteId)
|
||||
{
|
||||
var accountId = roleSimpleInfo.RoleId;
|
||||
if (!self.TryGet(accountId, out var account))
|
||||
{
|
||||
account = ChatUnitFactory.Create(scene, accountId);
|
||||
self.Add(account);
|
||||
}
|
||||
|
||||
if (account != null)
|
||||
{
|
||||
await account.TryComponent<MailComponent>();
|
||||
account.GateRouteId = gateRouteId;
|
||||
account.Role = roleSimpleInfo;
|
||||
}
|
||||
|
||||
await FTask.CompletedTask;
|
||||
return account;
|
||||
}
|
||||
|
||||
public static async FTask Offline(this SocialUnitManageComponent self, Scene scene, long accountId, long gateRouteId)
|
||||
{
|
||||
if (self.TryGet(accountId, out var unit) && unit != null)
|
||||
{
|
||||
if (unit.GateRouteId == gateRouteId)
|
||||
{
|
||||
Log.Info("退出当前聊天服==");
|
||||
self.Remove(accountId); //如果当前网关和下线的网关一致
|
||||
}
|
||||
}
|
||||
|
||||
await FTask.CompletedTask;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region 获取&移除
|
||||
|
||||
public static void Add(this SocialUnitManageComponent self, SocialUnit account)
|
||||
{
|
||||
self.Units.Add(account.Id, account);
|
||||
}
|
||||
|
||||
public static SocialUnit? Get(this SocialUnitManageComponent self, long accountId)
|
||||
{
|
||||
return self.Units.GetValueOrDefault(accountId);
|
||||
}
|
||||
|
||||
public static bool TryGet(this SocialUnitManageComponent self, long accountId, out SocialUnit? account)
|
||||
{
|
||||
return self.Units.TryGetValue(accountId, out account);
|
||||
}
|
||||
|
||||
public static void Remove(this SocialUnitManageComponent self, long accountId, bool isDispose = true)
|
||||
{
|
||||
if (!self.Units.Remove(accountId, out var account))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (!isDispose)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
account.Dispose();
|
||||
}
|
||||
|
||||
#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