using System;
namespace ET.Server
{
///
/// 加载100%
///
[MessageHandler(SceneType.Game)]
public class C2G_EnterMapHandler: AMRpcHandler
{
protected override async ETTask Run(Session session, C2G_EnterMap request, G2C_EnterMap response, Action reply)
{
if (session.DomainScene().SceneType != SceneType.Game)
{
Log.Debug($"Game 请求的Scene错误...SceneType={session.DomainScene().SceneType}");
session.Dispose();
return;
}
// 移除session自动超时组件
session.RemoveComponent();
WNPlayer player = session.GetComponent().GetMyPlayer();
if (player == null)
{
Log.Debug($"操作错误, player is null");
response.Error = ErrorCode.ERR_OperationError;
reply();
return;
}
Log.Info($"玩家请求进入场景: playerId={player.GetId()}, instanceId={request.InstanceId}");
Map map = player.Map;
// 当客户端所要进入的场景不为空且不等于当前场景,忽略掉本次请求
if (request.InstanceId > 0 && map.Id != request.InstanceId)
{
Log.Debug(
$"连续切图吗? playerId={player.GetId()}, name={player.GetName()}, mapId={map.MapId}, map.InstanceId={map.Id}, request.InstanceId={request.InstanceId}");
response.Error = ErrorCode.ERR_OperationToFast;
reply();
return;
}
if (map == null)
{
Log.Debug($"进入场景出错, 场景不存在...playerId={player.GetId()}, instanceId={request.InstanceId}");
response.Error = ErrorCode.ERR_EnterMapError;
reply();
return;
}
map.PlayerEnterRequest(player);
map.GetComponent().OnPlayerEntered(player);
response.MapInstanceId = player.Map.Id;
reply();
await ETTask.CompletedTask;
}
}
}