66 lines
1.9 KiB
C#
66 lines
1.9 KiB
C#
using Fantasy;
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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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namespace NB.Common;
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public class G2Common_EnterRequestHandler : RouteRPC<Scene, G2Common_EnterRequest, G2Common_EnterResponse>
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{
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protected override async FTask Run(Scene scene, G2Common_EnterRequest request, G2Common_EnterResponse response,
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Action reply)
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{
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response.RouteType = request.RouteType;
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switch (scene.SceneType)
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{
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case SceneType.Game:
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{
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await RunGame(scene, request, response);
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break;
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}
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case SceneType.Social:
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{
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await RunSocial(scene, request, response);
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break;
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}
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case SceneType.Map:
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{
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break;
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}
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}
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await FTask.CompletedTask;
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}
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private async FTask RunGame(Scene scene, G2Common_EnterRequest request, G2Common_EnterResponse 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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response.RoleRouteId = account.RuntimeId;
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}
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private async FTask RunSocial(Scene scene, G2Common_EnterRequest request, G2Common_EnterResponse 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<SocialUnitManageComponent>();
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var account = await chatUnitManageComponent.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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response.RoleRouteId = account.RuntimeId;
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}
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} |