using Fantasy;
using Fantasy.Async;
using NB.Game;
namespace NB.Chat;
public static class ChatUnitManageComponentSystem
{
#region 消息缓存
///
/// 离线消息,进入待领取队列
///
///
///
///
public static void SaveOfflineMessage(this ChatUnitManageComponent self, long targetId, ChatMessageInfo message)
{
self.NotSendMessage.Add(targetId, message);
}
#endregion
#region 上线下线
///
/// 玩家上线
///
///
///
///
///
public static async FTask Online(this ChatUnitManageComponent self, Scene scene,
RoleSimpleInfo roleSimpleInfo,
long gateRouteId)
{
var accountId = roleSimpleInfo.RoleId;
if (!self.TryGet(accountId, out var account))
{
account = ChatUnitFactory.Create(scene, accountId);
self.Add(account);
}
if (account != null)
{
account.GateRouteId = gateRouteId;
account.Role = roleSimpleInfo;
}
await FTask.CompletedTask;
return account;
}
public static async FTask Offline(this ChatUnitManageComponent self, Scene scene, long accountId, long gateRouteId)
{
if (self.TryGet(accountId, out var unit) && unit != null)
{
if (unit.GateRouteId == gateRouteId)
{
Log.Info("退出当前聊天服==");
self.Remove(accountId); //如果当前网关和下线的网关一致
}
}
await FTask.CompletedTask;
}
#endregion
#region 获取&移除
public static void Add(this ChatUnitManageComponent self, ChatUnit account)
{
self.ChatUnits.Add(account.Id, account);
}
public static ChatUnit? Get(this ChatUnitManageComponent self, long accountId)
{
return self.ChatUnits.GetValueOrDefault(accountId);
}
public static bool TryGet(this ChatUnitManageComponent self, long accountId, out ChatUnit? account)
{
return self.ChatUnits.TryGetValue(accountId, out account);
}
public static void Remove(this ChatUnitManageComponent self, long accountId, bool isDispose = true)
{
if (!self.ChatUnits.Remove(accountId, out var account))
{
return;
}
if (!isDispose)
{
return;
}
account.Dispose();
}
#endregion
}