房间创建和进入相关逻辑和协议
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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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