大修改
This commit is contained in:
81
Hotfix/Social/System/ChatChannelCenterComponentSystem.cs
Normal file
81
Hotfix/Social/System/ChatChannelCenterComponentSystem.cs
Normal file
@@ -0,0 +1,81 @@
|
||||
using Fantasy.Async;
|
||||
using Fantasy.Entitas;
|
||||
using Fantasy.Entitas.Interface;
|
||||
using Fantasy.Helper;
|
||||
|
||||
namespace NB.Chat;
|
||||
|
||||
public class ChatChannelCenterComponentAwakeSystem : AwakeSystem<ChatChannelCenterComponent>
|
||||
{
|
||||
protected override void Awake(ChatChannelCenterComponent self)
|
||||
{
|
||||
}
|
||||
}
|
||||
|
||||
public class ChatChannelCenterComponentDestroySystem : DestroySystem<ChatChannelCenterComponent>
|
||||
{
|
||||
protected override void Destroy(ChatChannelCenterComponent self)
|
||||
{
|
||||
self.Channels.Clear();
|
||||
}
|
||||
}
|
||||
|
||||
public static class ChatChannelCenterComponentSystem
|
||||
{
|
||||
/// <summary>
|
||||
/// 获取一个频道
|
||||
/// </summary>
|
||||
/// <param name="self"></param>
|
||||
/// <param name="channelId"></param>
|
||||
/// <returns></returns>
|
||||
public static async FTask<ChatChannel?> Get(this ChatChannelCenterComponent self, long channelId)
|
||||
{
|
||||
if (self.Channels.TryGetValue(channelId, out var channel))
|
||||
{
|
||||
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);
|
||||
channel.Creator = unit.Role.RoleId;
|
||||
channel.CreateTime = TimeHelper.Now;
|
||||
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