using System;
using System.Collections.Generic;
using System.Linq;
namespace ET.Server
{
///
/// 黄冈晃晃 准备
///
[MessageHandler(SceneType.Game)]
public class C2G_HGHHReadyHandler : AMRpcHandler
{
protected override async ETTask Run(Session session, C2G_HGHHReady request, G2C_HGHHReady response, Action reply)
{
Player player = session.GetComponent().GetMyPlayer();
if (player == null)
{
response.Error = ErrorCode.ERR_OperationError;
response.Message = "玩家不存在或离线...";
reply();
return;
}
// 玩家是否进入房间
if (player.RoomId <= 0)
{
response.Error = ErrorCode.ERR_OperationError;
response.Message = "玩家不在房间,不可准备...";
reply();
return;
}
Scene scene = session.DomainScene();
// 房间是否能找到
Room room = scene.GetComponent().Get(player.RoomId);
if (room == null)
{
response.Error = ErrorCode.ERR_OperationError;
response.Message = "请求的房间不存在或已解散...";
reply();
return;
}
// 玩家房间是否已开始
HGHHComponent hghhComponent = room.GetComponent();
if (hghhComponent != null && hghhComponent.State != 0)
{
response.Error = ErrorCode.ERR_OperationError;
response.Message = "房间已开始,不可准备...";
reply();
return;
}
player.State = 1;
Log.Info($"id:{player.Id}, 玩家:{player.Name}, 状态:已准备,通知所有玩家");
// 广播
foreach (Player p in room.GetAllPlayers().Values.Where(p => p != null))
{
MessageHelper.SendToClient(p, new G2C_HGHHReadyPush(){info = ProtoHelper.RoomToProto(room, p, null)});
}
// 返回
response.IsReady = true;
reply();
await ETTask.CompletedTask;
}
}
}