广播聊天
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75
Hotfix/Chat/System/ChatUnitManageComponentSystem.cs
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75
Hotfix/Chat/System/ChatUnitManageComponentSystem.cs
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using Fantasy;
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using Fantasy.Async;
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using NB.Game;
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namespace NB.Chat;
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public static class ChatUnitManageComponentSystem
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{
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#region 上线下线
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/// <summary>
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/// 玩家上线
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/// </summary>
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/// <param name="self"></param>
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/// <param name="scene"></param>
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/// <param name="accountId"></param>
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/// <param name="gateRouteId"></param>
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public static async FTask<ChatUnit> Online(this ChatUnitManageComponent self, Scene scene, long accountId,
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long gateRouteId)
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{
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if (!self.TryGet(accountId, out var account))
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{
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account = ChatUnitFactory.Create(scene, accountId);
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self.Add(account);
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}
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account.GateRouteId = gateRouteId;
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await FTask.CompletedTask;
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return account;
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}
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public static async FTask Offline(this ChatUnitManageComponent self, Scene scene, long accountId)
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{
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self.Remove(accountId);
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await FTask.CompletedTask;
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}
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#endregion
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#region 获取&移除
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public static void Add(this ChatUnitManageComponent self, ChatUnit account)
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{
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self.ChatUnits.Add(account.Id, account);
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}
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public static ChatUnit? Get(this ChatUnitManageComponent self, long accountId)
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{
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return self.ChatUnits.GetValueOrDefault(accountId);
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}
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public static bool TryGet(this ChatUnitManageComponent self, long accountId, out ChatUnit? account)
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{
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return self.ChatUnits.TryGetValue(accountId, out account);
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}
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public static void Remove(this ChatUnitManageComponent self, long accountId, bool isDispose = true)
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{
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if (!self.ChatUnits.Remove(accountId, out var account))
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{
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return;
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}
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if (!isDispose)
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{
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return;
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}
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account.Dispose();
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}
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#endregion
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}
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