房间创建和进入相关逻辑和协议
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63
Hotfix/Gate/Handler/Outer/C2G_EnterRoomRequestHandler.cs
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63
Hotfix/Gate/Handler/Outer/C2G_EnterRoomRequestHandler.cs
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@@ -0,0 +1,63 @@
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using Fantasy;
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using Fantasy.Async;
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using Fantasy.Network;
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using Fantasy.Network.Interface;
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using Fantasy.Platform.Net;
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using NB.Common;
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using NB.Map;
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namespace NB.Gate.Handler;
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public class C2G_EnterRoomRequestHandler : MessageRPC<C2G_EnterRoomRequest, G2C_EnterRoomResponse>
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{
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protected override async FTask Run(Session session, C2G_EnterRoomRequest request, G2C_EnterRoomResponse response,
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Action reply)
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{
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if (string.IsNullOrEmpty(request.RoomCode))
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{
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response.ErrorCode = ErrorCode.MapRoomIdError;
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return;
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}
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var gateUnitSessionComponent = session.GetComponent<GateUnitSessionComponent>();
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if (gateUnitSessionComponent == 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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// 在缓存中检查该账号是否存在
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var gateUnitManageComponent = session.Scene.GetComponent<GateUnitManageComponent>();
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if (gateUnitManageComponent == 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 gateUnit = gateUnitManageComponent.Get(gateUnitSessionComponent.AccountID);
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if (gateUnit == 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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RoomHelper.ParseCode(request.RoomCode, out var serviceId, out var roomId);
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if (serviceId < 1 || roomId < 1)
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{
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response.ErrorCode = ErrorCode.MapRoomIdError;
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return;
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}
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var sceneConfig = SceneConfigData.Instance.Get(serviceId);
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if (sceneConfig == null)
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{
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response.ErrorCode = ErrorCode.MapRoomIdError;
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return;
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}
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//先判断是否需要更好地图服务器
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var mapRouteId = gateUnit.GetAddress(RouteType.MapRoute);
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//执行进入房间操作
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}
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}
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@@ -5,7 +5,7 @@ using Fantasy.Network.Interface;
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using Fantasy.Platform.Net;
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using NB.Game;
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namespace NB.Gate.Handler;
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namespace NB.Gate;
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public sealed class C2G_LoginRequestHandler : MessageRPC<C2G_LoginRequest, G2C_LoginResponse>
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{
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@@ -21,7 +21,7 @@ public static class GateUnitSystem
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{
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#region Address
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private static void RemoveAddress(this GateUnit self, int routType, long routeId)
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public static void RemoveAddress(this GateUnit self, int routType, long routeId)
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{
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if (self.SceneRoutes.TryGetValue(routType, out var route))
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{
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@@ -32,12 +32,12 @@ public static class GateUnitSystem
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}
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}
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private static void AddAddress(this GateUnit self, int routType, long routeId)
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public static void AddAddress(this GateUnit self, int routType, long routeId)
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{
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self.SceneRoutes[routType] = routeId;
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}
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private static long GetAddress(this GateUnit self, int routType)
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public static long GetAddress(this GateUnit self, int routType)
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{
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return self.SceneRoutes.GetValueOrDefault(routType, 0);
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}
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@@ -69,10 +69,10 @@ public static class GateUnitSystem
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{
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routeComponent = session.AddComponent<RouteComponent>();
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}
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var gameSceneConfig = SceneConfigHelper.GetConfig(routeType);
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var gameSceneConfig = SceneConfigHelper.GetConfigByRouteType(routeType);
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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 = (G2Common_EnterResponse)await self.Scene.NetworkMessagingComponent.CallInnerRoute(
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gameRouteId, new G2Common_EnterRequest()
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{
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@@ -85,8 +85,8 @@ public static class GateUnitSystem
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return gameResponse.ErrorCode;
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}
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routeComponent.AddAddress(routeType, gameRouteId);
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self.AddAddress(routeType, gameRouteId);
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routeComponent.AddAddress(routeType, gameResponse.UnitRouteId);
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self.AddAddress(routeType, gameResponse.UnitRouteId);
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return ErrorCode.Successful;
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}
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