C2G_BindPlayerHandler.cs 4.9 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using System.Linq;
  4. namespace ET.Server
  5. {
  6. /// <summary>
  7. /// 选角绑定角色
  8. /// </summary>
  9. [MessageHandler(SceneType.Game)]
  10. public class C2G_BindPlayerHandler: AMRpcHandler<C2G_BindPlayer, G2C_BindPlayer>
  11. {
  12. protected override async ETTask Run(Session session, C2G_BindPlayer request, G2C_BindPlayer response, Action reply)
  13. {
  14. if (string.IsNullOrEmpty(request.UserId.ToString().Trim()))
  15. {
  16. Log.Debug($"参数错误,账号id为空");
  17. response.Error = ErrorCode.ERR_ParameterError;
  18. reply();
  19. return;
  20. }
  21. Scene scene = session.DomainScene();
  22. // 预先创建数据
  23. long _id = IdGenerater.Instance.GenerateUnitId(scene.DomainZone());
  24. PlayerInfo playerInfo = new PlayerInfo();
  25. playerInfo.PlayerId = _id;
  26. playerInfo.UserId = session.GetComponent<SessionPlayerComponent>().UserId;
  27. playerInfo.Name = "玩家-" + _id;
  28. playerInfo.Sex = 0;
  29. playerInfo.Pro = (int)PlayerProType.CANG_LANG;
  30. playerInfo.Level = 1;
  31. playerInfo.Exp = 0;
  32. // 简易版登录,直接创建一个player
  33. if (request.PlayerId <= 0)
  34. {
  35. // 角色列表是否有数据
  36. List<PlayerInfo> playerList = session.GetComponent<SessionPlayerComponent>().PlayerList;
  37. if (playerList is { Count: > 0 })
  38. {
  39. playerInfo = playerList[0];
  40. }
  41. else
  42. {
  43. using (await CoroutineLockComponent.Instance.Wait(CoroutineLockType.CreatePlayer, _id.ToString().Trim().GetHashCode()))
  44. {
  45. await DBManagerComponent.Instance.GetZoneDB(session.DomainZone()).Save(playerInfo);
  46. }
  47. }
  48. }
  49. else
  50. {
  51. // 正常选角,判断参数
  52. if (!session.GetComponent<SessionPlayerComponent>().IsExist(request.PlayerId))
  53. {
  54. Log.Debug($"选角出错,没有选择的角色");
  55. response.Error = ErrorCode.ERR_BindPlayerError;
  56. reply();
  57. return;
  58. }
  59. playerInfo = session.GetComponent<SessionPlayerComponent>().Get(request.PlayerId);
  60. if (playerInfo == null)
  61. {
  62. Log.Debug($"选角出错,没有选择的角色");
  63. response.Error = ErrorCode.ERR_BindPlayerError;
  64. reply();
  65. return;
  66. }
  67. long bindPlayerId = session.GetComponent<SessionPlayerComponent>().PlayerId;
  68. switch (bindPlayerId)
  69. {
  70. case > 0 when bindPlayerId == request.PlayerId:
  71. Log.Debug($"该角色已经绑定");
  72. response.Error = ErrorCode.ERR_PlayerIdIsBind;
  73. reply();
  74. return;
  75. case > 0 when bindPlayerId != request.PlayerId:
  76. // todo 老角色下线
  77. WNPlayer oldPlayer = scene.GetComponent<GamePlayerComponent>().Get(bindPlayerId);
  78. if (oldPlayer != null)
  79. {
  80. oldPlayer.Dispose();
  81. scene.GetComponent<GamePlayerComponent>().Remove(bindPlayerId);
  82. }
  83. break;
  84. }
  85. }
  86. WNPlayer player = scene.GetComponent<GamePlayerComponent>().Get(request.PlayerId);
  87. if (player != null)
  88. {
  89. // todo 顶号
  90. player.Dispose();
  91. scene.GetComponent<GamePlayerComponent>().Remove(request.PlayerId);
  92. }
  93. player ??= scene.GetComponent<GamePlayerComponent>()
  94. .AddChild<WNPlayer, Session, PlayerInfo>(session, playerInfo);
  95. await player.GetComponent<PlayerTempDataComponent>().InitFromDB();
  96. // 绑定选择的玩家
  97. session.GetComponent<SessionPlayerComponent>().PlayerId = request.PlayerId > 0 ? request.PlayerId : player.GetId();
  98. session.AddComponent<MailBoxComponent, MailboxType>(MailboxType.GateSession);
  99. // todo 分配场景
  100. Map map = MapHelper.BindPlayerDispatch(player);
  101. MapConfig mapConfig = map.Prop;
  102. // 登录数据
  103. player.OnLogin();
  104. map.OnPlayerLogin(player);
  105. response.Player = PlayerHelper.PlayerInfoToProto(player);
  106. response.Player.areaId = mapConfig.TemplateID;
  107. response.Player.instanceId = map.Id;
  108. response.Player.mapId = map.MapId;
  109. reply();
  110. await ETTask.CompletedTask;
  111. }
  112. }
  113. }