Files
Fishing2Server/Hotfix/Map/Handler/Inner/G2Map_EnterRoomRequestHandler.cs

69 lines
1.9 KiB
C#

using Fantasy;
using Fantasy.Async;
using Fantasy.Network.Interface;
namespace NB.Map.Inner;
public class G2Map_EnterRoomRequestHandler : RouteRPC<Scene, G2Map_EnterRoomRequest, Map2G_EnterRoomResponse>
{
protected override async FTask Run(Scene entity, G2Map_EnterRoomRequest request, Map2G_EnterRoomResponse response,
Action reply)
{
var roomManageComponent = entity.GetComponent<RoomManageComponent>();
if (roomManageComponent == null)
{
response.ErrorCode = ErrorCode.ErrServer;
return;
}
var mapUnitManage = entity.GetComponent<MapUnitManageComponent>();
if (mapUnitManage == null)
{
response.ErrorCode = ErrorCode.ErrServer;
return;
}
var mapUnit = mapUnitManage.Get(request.AccountId);
if (mapUnit == null)
{
response.ErrorCode = ErrorCode.ErrServer;
return;
}
RoomHelper.ParseCode(request.RoomCode, out var serviceId, out var roomId);
if (serviceId < 1 || roomId < 1)
{
response.ErrorCode = ErrorCode.MapRoomIdError;
return;
}
var room = roomManageComponent.Get(roomId);
if (room == null)
{
response.ErrorCode = ErrorCode.MapRoomIdError;
return;
}
if (mapUnit.MapId != room.Map)
{
//切换地图
response.ErrorCode = await mapUnit.EnterMap(mapUnit.MapId);
if (response.ErrorCode != 0)
{
return;
}
}
response.ErrorCode = await room.Enter(mapUnit);
response.RoomCode = room.Code;
if (response.ErrorCode == ErrorCode.Successful)
{
mapUnit.RoomId = room.Id;
response.Units = room.ToMapUnitInfo();
}
}
}