房间创建和进入相关逻辑和协议
This commit is contained in:
@@ -1,15 +1,44 @@
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// using Fantasy;
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// using Fantasy.Async;
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// using Fantasy.Network.Interface;
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//
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// namespace NB.Map;
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//
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// public class C2Map_CreateRoomRequestHandler : RouteRPC<Scene, C2Map_CreateRoomRequest, Map2C_CreateRoomResponse>
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// {
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// protected override async FTask Run(Scene entity, C2Map_CreateRoomRequest request, Map2C_CreateRoomResponse response,
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// Action reply)
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// {
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// Log.Info($"创建房间=== map:{request.MapId} pass:{request.Password}");
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// await FTask.CompletedTask;
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// }
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// }
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using Fantasy;
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using Fantasy.Async;
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using Fantasy.Entitas;
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using Fantasy.Network.Interface;
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namespace NB.Map;
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public class C2Map_CreateRoomRequestHandler : RouteRPC<MapUnit, C2Map_CreateRoomRequest, Map2C_CreateRoomResponse>
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{
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protected override async FTask Run(MapUnit entity, C2Map_CreateRoomRequest request,
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Map2C_CreateRoomResponse response,
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Action reply)
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{
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if (entity.MapId != request.MapId)
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{
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response.ErrorCode = ErrorCode.MapCreateRoomNotEnter;
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return;
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}
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var roomManageComponent = entity.Scene.GetComponent<RoomManageComponent>();
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if (roomManageComponent == 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 roomId = roomManageComponent.AllocateId();
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if (roomId < 1)
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{
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response.ErrorCode = ErrorCode.MapCreateRoomMax;
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return;
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}
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// roomManageComponent.on
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var room = Entity.Create<MapRoom>(entity.Scene, true, true);
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room.Owner = entity.Id;
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room.RoomId = roomId;
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room.Code = RoomHelper.GenerateCode(entity.Scene.SceneConfigId, roomId);
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roomManageComponent.Add(room);
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Log.Info(
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$"创建房间=== sId={entity.Scene.SceneConfigId} map:{request.MapId} id={room.RoomId} code={room.Code}");
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await FTask.CompletedTask;
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}
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}
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33
Hotfix/Map/Handler/C2Map_EnterMapRequestHandler.cs
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33
Hotfix/Map/Handler/C2Map_EnterMapRequestHandler.cs
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@@ -0,0 +1,33 @@
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using Fantasy;
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using Fantasy.Async;
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using Fantasy.Network.Interface;
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namespace NB.Map;
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public class C2Map_EnterMapRequestHandler : RouteRPC<MapUnit, C2Map_EnterMapRequest, Map2C_EnterMapResponse>
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{
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protected override async FTask Run(MapUnit entity, C2Map_EnterMapRequest request, Map2C_EnterMapResponse response,
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Action reply)
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{
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var roomManageComponent = entity.Scene.GetComponent<RoomManageComponent>();
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if (roomManageComponent == 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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// if (entity.RoomId > 0)
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// {
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// response.ErrorCode = ErrorCode.MapRoomHave;
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// return;
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// }
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//
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// roomManageComponent.Enter(entity, request.RoomId);
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Log.Info($"进入地图=== map:{request.MapId}");
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entity.MapId = request.MapId;
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response.MapId = request.MapId;
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await FTask.CompletedTask;
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}
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}
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27
Hotfix/Map/Handler/Inner/G2Map_EnterRequestHandler.cs
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27
Hotfix/Map/Handler/Inner/G2Map_EnterRequestHandler.cs
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@@ -0,0 +1,27 @@
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using Fantasy;
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using Fantasy.Async;
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using Fantasy.Network.Interface;
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namespace NB.Map.Inner;
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public class G2Map_EnterRequestHandler : RouteRPC<Scene, G2Map_EnterRoomRequest, Map2G_EnterRoomResponse>
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{
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protected override async FTask Run(Scene entity, G2Map_EnterRoomRequest request, Map2G_EnterRoomResponse response,
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Action reply)
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{
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var roomManageComponent = entity.GetComponent<RoomManageComponent>();
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if (roomManageComponent == 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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// roomManageComponent.Enter();
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}
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}
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19
Hotfix/Map/Helper/MapUnitFactory.cs
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19
Hotfix/Map/Helper/MapUnitFactory.cs
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@@ -0,0 +1,19 @@
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using Fantasy;
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using Fantasy.Entitas;
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namespace NB.Map;
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public static class MapUnitFactory
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{
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/// <summary>
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/// 创建一个新的Player
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/// </summary>
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/// <param name="scene"></param>
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/// <param name="aId">ToKen令牌传递过来的aId</param>
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/// <returns></returns>
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public static MapUnit Create(Scene scene, long aId)
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{
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var player = Entity.Create<MapUnit>(scene, aId, true, true);
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return player;
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}
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}
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69
Hotfix/Map/Helper/RoomHelper.cs
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69
Hotfix/Map/Helper/RoomHelper.cs
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@@ -0,0 +1,69 @@
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using System.Text;
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namespace NB.Map;
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public static class RoomHelper
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{
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#region 房间id
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private const string Base36Chars = "0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZ";
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private const int RoomSeqBits = 16; // 每个服务最多 65535 个房间
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/// <summary>
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/// 生成房间码(固定5位)
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/// </summary>
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/// <param name="serviceId"></param>
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/// <param name="roomSeq"></param>
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/// <returns></returns>
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public static string GenerateCode(uint serviceId, int roomSeq)
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{
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long packed = ((long)serviceId << RoomSeqBits) | (uint)roomSeq;
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string code = EncodeBase36(packed);
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// 固定5位,不够左侧补0
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return code.PadLeft(5, '0');
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}
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/// <summary>
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/// 解析房间码
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/// </summary>
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/// <param name="code"></param>
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/// <param name="serviceId"></param>
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/// <param name="roomSeq"></param>
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public static void ParseCode(string code, out uint serviceId, out int roomSeq)
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{
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long packed = DecodeBase36(code);
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roomSeq = (int)(packed & ((1 << RoomSeqBits) - 1));
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serviceId = (uint)(packed >> RoomSeqBits);
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}
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private static string EncodeBase36(long value)
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{
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if (value == 0) return "0";
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StringBuilder sb = new StringBuilder();
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while (value > 0)
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{
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int remainder = (int)(value % 36);
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sb.Insert(0, Base36Chars[remainder]);
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value /= 36;
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}
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return sb.ToString();
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}
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private static long DecodeBase36(string str)
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{
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long result = 0;
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foreach (char c in str)
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{
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int val = Base36Chars.IndexOf(c);
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if (val < 0) throw new ArgumentException("Invalid Base36 character: " + c);
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result = result * 36 + val;
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}
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return result;
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}
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#endregion
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}
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19
Hotfix/Map/System/MapRoomSystem.cs
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19
Hotfix/Map/System/MapRoomSystem.cs
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@@ -0,0 +1,19 @@
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using Fantasy.Entitas.Interface;
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namespace NB.Map;
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public class MapRoomDestroySystem : DestroySystem<MapRoom>
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{
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protected override void Destroy(MapRoom self)
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{
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self.Map = 0;
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self.Password = string.Empty;
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self.CreateTime = 0;
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self.Owner = 0;
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self.Units.Clear();
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}
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}
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public static class MapRoomSystem
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{
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}
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84
Hotfix/Map/System/MapUnitManageComponentSystem.cs
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84
Hotfix/Map/System/MapUnitManageComponentSystem.cs
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@@ -0,0 +1,84 @@
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using Fantasy;
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using Fantasy.Async;
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namespace NB.Map;
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public static class MapUnitManageComponentSystem
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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<MapUnit?> Online(this MapUnitManageComponent self, Scene scene,
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long accountId,
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long gateRouteId)
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{
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if (!self.TryGet(accountId, out var unit))
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{
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unit = MapUnitFactory.Create(scene, accountId);
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self.Add(unit);
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}
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if (unit != null)
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{
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unit.GateRouteId = gateRouteId;
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}
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await FTask.CompletedTask;
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return unit;
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}
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public static async FTask Offline(this MapUnitManageComponent self, Scene scene, long accountId, long gateRouteId)
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{
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if (self.TryGet(accountId, out var unit) && unit != null)
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{
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if (unit.GateRouteId == gateRouteId)
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{
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self.Remove(accountId); //如果当前网关和下线的网关一致
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}
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}
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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 MapUnitManageComponent self, MapUnit unit)
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{
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self.Units.Add(unit.Id, unit);
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}
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public static MapUnit? Get(this MapUnitManageComponent self, long accountId)
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{
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return self.Units.GetValueOrDefault(accountId);
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}
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public static bool TryGet(this MapUnitManageComponent self, long accountId, out MapUnit? unit)
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{
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return self.Units.TryGetValue(accountId, out unit);
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}
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public static void Remove(this MapUnitManageComponent self, long accountId, bool isDispose = true)
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{
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if (!self.Units.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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93
Hotfix/Map/System/RoomManageComponentSystem.cs
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93
Hotfix/Map/System/RoomManageComponentSystem.cs
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@@ -0,0 +1,93 @@
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using Fantasy.Entitas;
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using Fantasy.Entitas.Interface;
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namespace NB.Map;
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public class RoomManageComponentAwakeSystem : AwakeSystem<RoomManageComponent>
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{
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protected override void Awake(RoomManageComponent self)
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{
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for (int i = 1; i <= 65535; i++)
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{
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self.FreeIds.Enqueue(i, i);
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}
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}
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}
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public class RoomManageComponentDestroySystem : DestroySystem<RoomManageComponent>
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{
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protected override void Destroy(RoomManageComponent self)
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{
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foreach (var (_, room) in self.Rooms)
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{
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room.Dispose();
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}
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self.Rooms.Clear();
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}
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}
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public static class RoomManageComponentSystem
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{
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#region 增删
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public static void Add(this RoomManageComponent self, MapRoom room)
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{
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self.Rooms[room.RoomId] = room;
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}
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public static bool Remove(this RoomManageComponent self, int roomId)
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{
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if (self.Rooms.TryGetValue(roomId, out var room))
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{
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self.ReleaseId(room.RoomId);
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room.Dispose();
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}
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return true;
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}
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#endregion
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#region 房间Id
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/// <summary>
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/// 分配一个新的房间ID
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/// </summary>
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/// <returns></returns>
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/// <exception cref="Exception"></exception>
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public static int AllocateId(this RoomManageComponent self)
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{
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if (self.FreeIds.Count == 0) return 0;
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int id = self.FreeIds.Dequeue();
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self.InUseID.Add(id);
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return id;
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}
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/// <summary>
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/// 释放房间ID
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/// </summary>
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/// <param name="self"></param>
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/// <param name="id"></param>
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public static void ReleaseId(this RoomManageComponent self, int id)
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{
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if (self.InUseID.Remove(id))
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{
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self.FreeIds.Enqueue(id, id);
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}
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}
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#endregion
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#region 进入退出
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public static void Enter(this RoomManageComponent self, MapUnit unit, long roomId)
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{
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}
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public static void Exit(this RoomManageComponent self, MapUnit unit)
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{
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}
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#endregion
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}
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Block a user