大修改

This commit is contained in:
2025-08-14 23:56:51 +08:00
parent 022cc1ac3e
commit d5689258fc
54 changed files with 775 additions and 839 deletions

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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();
}
}

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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;
}
}

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using Fantasy;
using Fantasy.Async;
using Fantasy.Entitas;
using NB.Game;
namespace NB.Chat;
public static class ChatUnitManageComponentSystem
{
#region
/// <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 线线
/// <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 &
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
/// <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
}

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using Fantasy.Entitas.Interface;
namespace NB.Chat;
public class ChatUnitSystem : AwakeSystem<SocialUnit>
{
protected override void Awake(SocialUnit self)
{
}
}