C2G_BindPlayerHandler.cs 4.7 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. namespace ET.Server
  4. {
  5. /// <summary>
  6. /// 选角绑定角色
  7. /// </summary>
  8. [MessageHandler(SceneType.Game)]
  9. public class C2G_BindPlayerHandler: AMRpcHandler<C2G_BindPlayer, G2C_BindPlayer>
  10. {
  11. protected override async ETTask Run(Session session, C2G_BindPlayer request, G2C_BindPlayer response, Action reply)
  12. {
  13. if (string.IsNullOrEmpty(request.UserId.ToString().Trim()))
  14. {
  15. Log.Debug($"参数错误,账号id为空");
  16. response.Error = ErrorCode.ERR_ParameterError;
  17. reply();
  18. return;
  19. }
  20. Scene scene = session.DomainScene();
  21. // 预先创建数据
  22. long _id = IdGenerater.Instance.GenerateUnitId(scene.DomainZone());
  23. PlayerInfo playerInfo = new PlayerInfo();
  24. playerInfo.Id = _id;
  25. playerInfo.UserId = session.GetComponent<SessionPlayerComponent>().UserId;
  26. playerInfo.Name = "主播-" + _id;
  27. playerInfo.Sex = 0;
  28. playerInfo.Pro = (int)PlayerProType.CANG_LANG;
  29. playerInfo.Level = 1;
  30. playerInfo.Exp = 0;
  31. // 简易版登录,直接创建一个player
  32. if (request.PlayerId <= 0)
  33. {
  34. // 角色列表是否有数据
  35. List<PlayerInfo> playerList = session.GetComponent<SessionPlayerComponent>().PlayerList;
  36. if (playerList is { Count: > 0 })
  37. {
  38. playerInfo = playerList[0];
  39. }
  40. // todo 暂时去掉数据落地逻辑
  41. // else
  42. // {
  43. // using (await CoroutineLockComponent.Instance.Wait(CoroutineLockType.CreatePlayer, _id.ToString().Trim().GetHashCode()))
  44. // {
  45. // await DBManagerComponent.Instance.GetZoneDB(session.DomainZone()).Save(playerInfo);
  46. // }
  47. // }
  48. }
  49. else
  50. {
  51. // 正常选角,判断参数
  52. if (!session.GetComponent<SessionPlayerComponent>().IsExist(request.PlayerId))
  53. {
  54. Log.Debug($"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. // 重新赋值session
  90. player.Session = session;
  91. }
  92. else
  93. {
  94. player = await PlayerFactory.CreatPlayer(session, playerInfo);
  95. }
  96. // 绑定选择的玩家
  97. session.GetComponent<SessionPlayerComponent>().BindPlayerId(request.PlayerId > 0 ? request.PlayerId : player.GetId());
  98. // todo 分配场景
  99. Map map = MapHelper.BindPlayerDispatch(player);
  100. MapConfig mapConfig = map.Prop;
  101. // 登录数据
  102. player.OnLogin();
  103. map.GetComponent<MapEventComponent>().OnPlayerLogin(player);
  104. response.Player = PlayerHelper.PlayerInfoToProto(player);
  105. response.Player.areaId = mapConfig.TemplateID;
  106. response.Player.instanceId = map.Id;
  107. response.Player.mapId = map.MapId;
  108. reply();
  109. }
  110. }
  111. }