房间创建和进入相关逻辑和协议
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@@ -2,6 +2,8 @@
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using Fantasy.Async;
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using Fantasy.Network.Interface;
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using NB.Chat;
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using NB.Game;
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using NB.Map;
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namespace NB.Common;
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@@ -25,6 +27,7 @@ public class G2Common_ExitRequestHandler : RouteRPC<Scene, G2Common_ExitRequest,
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}
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case SceneType.Map:
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{
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await RunMap(scene, request, response);
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break;
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}
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}
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@@ -34,16 +37,10 @@ public class G2Common_ExitRequestHandler : RouteRPC<Scene, G2Common_ExitRequest,
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private async FTask RunGame(Scene scene, G2Common_ExitRequest request, Common2G_ExitResponse response)
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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 gameAccountManageComponent = scene.GetComponent<PlayerManageComponent>();
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// var account = await gameAccountManageComponent.Online(scene, request.AccountId, request.GateRouteId);
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// if (account == 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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//
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// response.RoleRouteId = account.RuntimeId;
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// 在缓存中检查该账号是否存在
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var gameAccountManageComponent = scene.GetComponent<PlayerManageComponent>();
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await gameAccountManageComponent.Offline(request.AccountId, request.GateRouteId);
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Log.Info("退出游戏服成功==");
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}
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private async FTask RunSocial(Scene scene, G2Common_ExitRequest request, Common2G_ExitResponse response)
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@@ -51,5 +48,14 @@ public class G2Common_ExitRequestHandler : RouteRPC<Scene, G2Common_ExitRequest,
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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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Log.Info("退出聊天服成功==");
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}
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private async FTask RunMap(Scene scene, G2Common_ExitRequest request, Common2G_ExitResponse response)
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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<MapUnitManageComponent>();
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await chatUnitManageComponent.Offline(scene, request.AccountId, request.GateRouteId);
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Log.Info("退出房间服成功==");
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}
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}
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