DataR2B.cs 15 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using CommonLang.IO;
  4. using CommonLang.IO.Attribute;
  5. using CommonLang.Property;
  6. using CommonLang.Protocol;
  7. using CommonAI.ZoneServer;
  8. namespace RoomService.Net.BsClient
  9. {
  10. /// <summary>
  11. /// 房间状态信息
  12. /// </summary>
  13. [MessageType(0x00011000)]
  14. public class RoomInfo : IExternalizable
  15. {
  16. /// <summary>
  17. /// 当前房间是哪个GameServer
  18. /// </summary>
  19. public string GameServerID;
  20. /// <summary>
  21. /// 房间ID
  22. /// </summary>
  23. public string RoomID;
  24. /// <summary>
  25. /// 网络驱动
  26. /// </summary>
  27. public string NetDriverString;
  28. /// <summary>
  29. /// 链接套接字
  30. /// </summary>
  31. public string ClientConnectString;
  32. /// <summary>
  33. ///
  34. /// </summary>
  35. public int Dummy;
  36. /// <summary>
  37. /// 房间状态
  38. /// </summary>
  39. public int Status;
  40. /// <summary>
  41. /// 当前玩家数量
  42. /// </summary>
  43. public int PlayerCount;
  44. /// <summary>
  45. /// 最大玩家数量
  46. /// </summary>
  47. public int PlayerMax;
  48. /// <summary>
  49. /// 房间运行了多久
  50. /// </summary>
  51. public int TotalTimeSEC;
  52. /// <summary>
  53. /// 如果是副本关卡,传出副本关卡进度
  54. /// </summary>
  55. public float Progress;
  56. public void WriteExternal(IOutputStream output)
  57. {
  58. output.PutUTF(GameServerID);
  59. output.PutUTF(RoomID);
  60. output.PutUTF(NetDriverString);
  61. output.PutUTF(ClientConnectString);
  62. output.PutS32(Dummy);
  63. output.PutS32(Status);
  64. output.PutS32(PlayerCount);
  65. output.PutS32(PlayerMax);
  66. output.PutS32(TotalTimeSEC);
  67. output.PutF32(Progress);
  68. }
  69. public void ReadExternal(IInputStream input)
  70. {
  71. GameServerID = input.GetUTF();
  72. RoomID = input.GetUTF();
  73. NetDriverString = input.GetUTF();
  74. ClientConnectString = input.GetUTF();
  75. Dummy = input.GetS32();
  76. Status = input.GetS32();
  77. PlayerCount = input.GetS32();
  78. PlayerMax = input.GetS32();
  79. TotalTimeSEC = input.GetS32();
  80. Progress = input.GetF32();
  81. }
  82. }
  83. //------------------------------------CreateRoom---------------------------------//
  84. /// <summary>
  85. /// 战斗管理器创建房间
  86. /// </summary>
  87. [MessageType(0x00010000)]
  88. [DescAttribute("创建房间")]
  89. public class CreateRoomRequestR2B : NetMessage
  90. {
  91. public string GameServerID;
  92. /// <summary>
  93. /// 由房间管理器分配的房间ID
  94. /// </summary>
  95. public string RoomID;
  96. /// <summary>
  97. /// 扩展属性(用于游戏逻辑)
  98. /// </summary>
  99. public CreateRoomInfoR2B Data;
  100. public override void WriteExternal(IOutputStream output)
  101. {
  102. output.PutS32(MessageID);
  103. output.PutUTF(GameServerID);
  104. output.PutUTF(RoomID);
  105. output.PutBytes(IOUtil.ObjectToBin(output.Factory, Data));
  106. }
  107. public override void ReadExternal(IInputStream input)
  108. {
  109. MessageID = input.GetS32();
  110. GameServerID = input.GetUTF();
  111. RoomID = input.GetUTF();
  112. Data = (CreateRoomInfoR2B)IOUtil.BinToObjectAny(input.Factory, input.GetBytes());
  113. }
  114. }
  115. /// <summary>
  116. /// 战斗管理器创建房间
  117. /// </summary>
  118. [MessageType(0x00010001)]
  119. public class CreateRoomResponseB2R : NetMessage
  120. {
  121. public const byte RESULT_OK = 1;
  122. public const byte RESULT_ROOM_NORMAL = 2;
  123. public const byte RESULT_ROOM_EXISTS = 3;
  124. public const byte RESULT_ERROR = 4;
  125. public string GameServerID;
  126. public byte Result;
  127. public RoomInfo Room;
  128. public override void WriteExternal(IOutputStream output)
  129. {
  130. output.PutS32(MessageID);
  131. output.PutUTF(GameServerID);
  132. output.PutU8(Result);
  133. if (RESULT_OK == Result)
  134. {
  135. output.PutExt(Room);
  136. }
  137. }
  138. public override void ReadExternal(IInputStream input)
  139. {
  140. MessageID = input.GetS32();
  141. GameServerID = input.GetUTF();
  142. Result = input.GetU8();
  143. if (RESULT_OK == Result)
  144. {
  145. Room = input.GetExt<RoomInfo>();
  146. }
  147. }
  148. }
  149. //------------------------------------PlayerWillConnect---------------------------------//
  150. /// <summary>
  151. /// 玩家将要进入房间服务
  152. /// 此时,游戏服给予战斗服此玩家对应的Token用于连接上来的玩家的信息验证
  153. /// </summary>
  154. [MessageType(0x00010002)]
  155. public class PlayerWillConnectRequestR2B : NetMessage
  156. {
  157. public string GameServerID;
  158. /// <summary>
  159. /// 玩家全局唯一ID
  160. /// </summary>
  161. public string PlayerUUID;
  162. /// <summary>
  163. /// 玩家显示名字
  164. /// </summary>
  165. public string PlayerDisplayName;
  166. /// <summary>
  167. /// Token验证串
  168. /// </summary>
  169. public string Token;
  170. /// <summary>
  171. /// Token有效时间,秒
  172. /// </summary>
  173. public int TokenValidTimeSec;
  174. /// <summary>
  175. /// 玩家将要进入的房间ID
  176. /// </summary>
  177. public string RoomID;
  178. /// <summary>
  179. /// 扩展属性(用于游戏逻辑)
  180. /// </summary>
  181. public CreateUnitInfoR2B Data;
  182. public override void WriteExternal(IOutputStream output)
  183. {
  184. output.PutS32(MessageID);
  185. output.PutUTF(GameServerID);
  186. output.PutUTF(PlayerUUID);
  187. output.PutUTF(PlayerDisplayName);
  188. output.PutUTF(Token);
  189. output.PutS32(TokenValidTimeSec);
  190. output.PutUTF(RoomID);
  191. output.PutBytes(IOUtil.ObjectToBin(output.Factory, Data));
  192. }
  193. public override void ReadExternal(IInputStream input)
  194. {
  195. MessageID = input.GetS32();
  196. GameServerID = input.GetUTF();
  197. PlayerUUID = input.GetUTF();
  198. PlayerDisplayName = input.GetUTF();
  199. Token = input.GetUTF();
  200. TokenValidTimeSec = input.GetS32();
  201. RoomID = input.GetUTF();
  202. Data = (CreateUnitInfoR2B)IOUtil.BinToObjectAny(input.Factory, input.GetBytes());
  203. }
  204. }
  205. /// <summary>
  206. /// 玩家将要进入房间,
  207. /// 给当前玩家分配的房间ID
  208. /// </summary>
  209. [MessageType(0x00010003)]
  210. public class PlayerWillConnectResponseB2R : NetMessage
  211. {
  212. public const int RESULT_OK = 1;
  213. public const int RESULT_ROOM_NOT_EXIST = 2;
  214. public const int RESULT_ROOM_OVER_LOAD = 3;
  215. public string GameServerID;
  216. public byte Result;
  217. /// <summary>
  218. /// 玩家全局唯一ID
  219. /// </summary>
  220. public string PlayerUUID;
  221. public string Token;
  222. /// <summary>
  223. /// 回馈给玩家的房间以及服务器信息
  224. /// </summary>
  225. public RoomInfo Room;
  226. public override void WriteExternal(IOutputStream output)
  227. {
  228. output.PutS32(MessageID);
  229. output.PutUTF(GameServerID);
  230. output.PutU8(Result);
  231. output.PutUTF(PlayerUUID);
  232. output.PutUTF(Token);
  233. if (Result == RESULT_OK)
  234. {
  235. output.PutExt(Room);
  236. }
  237. }
  238. public override void ReadExternal(IInputStream input)
  239. {
  240. MessageID = input.GetS32();
  241. GameServerID = input.GetUTF();
  242. Result = input.GetU8();
  243. PlayerUUID = input.GetUTF();
  244. Token = input.GetUTF();
  245. if (Result == RESULT_OK)
  246. {
  247. Room = input.GetExt<RoomInfo>();
  248. }
  249. }
  250. }
  251. //------------------------------------BattleServer至GameServer的协议---------------------------------//
  252. /// <summary>
  253. /// 玩家已经离开战斗服务器,实际上此时,Token已经无效
  254. /// </summary>
  255. [MessageType(0x00010004)]
  256. public class PlayerEnterRoomNotifyB2R : NetMessage
  257. {
  258. public string GameServerID;
  259. public string PlayerUUID;
  260. public string RoomID;
  261. public PlayerEnterRoomNotifyB2R() { }
  262. public PlayerEnterRoomNotifyB2R(string gameServerID, string playerUUID, string roomID)
  263. {
  264. this.GameServerID = gameServerID;
  265. this.PlayerUUID = playerUUID;
  266. this.RoomID = roomID;
  267. }
  268. public override void WriteExternal(IOutputStream output)
  269. {
  270. output.PutS32(MessageID);
  271. output.PutUTF(GameServerID);
  272. output.PutUTF(PlayerUUID);
  273. output.PutUTF(RoomID);
  274. }
  275. public override void ReadExternal(IInputStream input)
  276. {
  277. MessageID = input.GetS32();
  278. GameServerID = input.GetUTF();
  279. PlayerUUID = input.GetUTF();
  280. RoomID = input.GetUTF();
  281. }
  282. }
  283. /// <summary>
  284. /// 玩家已经离开战斗服务器,实际上此时,Token已经无效
  285. /// </summary>
  286. [MessageType(0x00010005)]
  287. public class PlayerLeaveBattleNotifyB2R : NetMessage
  288. {
  289. public string GameServerID;
  290. public string PlayerUUID;
  291. public string RoomID;
  292. public override void WriteExternal(IOutputStream output)
  293. {
  294. output.PutS32(MessageID);
  295. output.PutUTF(GameServerID);
  296. output.PutUTF(PlayerUUID);
  297. output.PutUTF(RoomID);
  298. }
  299. public override void ReadExternal(IInputStream input)
  300. {
  301. MessageID = input.GetS32();
  302. GameServerID = input.GetUTF();
  303. PlayerUUID = input.GetUTF();
  304. RoomID = input.GetUTF();
  305. }
  306. }
  307. //------------------------------------BattleServer至GameServer的协议---------------------------------//
  308. /// <summary>
  309. /// 服务器心跳
  310. /// </summary>
  311. [MessageType(0x00010007)]
  312. public class ServerInfoNotifyB2R : NetMessage
  313. {
  314. /// <summary>
  315. /// 客户端连接套接字
  316. /// </summary>
  317. public string ClientConnectString;
  318. /// <summary>
  319. ///
  320. /// </summary>
  321. public int Dummy;
  322. /// <summary>
  323. /// 当前已创建房间数量
  324. /// </summary>
  325. public int CurRoomCount;
  326. /// <summary>
  327. /// 服务器最大承载房间数量
  328. /// </summary>
  329. public int MaxRoomCount;
  330. /// <summary>
  331. /// 所有房间信息
  332. /// </summary>
  333. public List<RoomInfo> AllRooms;
  334. public override void WriteExternal(IOutputStream output)
  335. {
  336. output.PutS32(MessageID);
  337. output.PutUTF(ClientConnectString);
  338. output.PutS32(Dummy);
  339. output.PutS32(CurRoomCount);
  340. output.PutS32(MaxRoomCount);
  341. output.PutList(AllRooms, output.PutExt);
  342. }
  343. public override void ReadExternal(IInputStream input)
  344. {
  345. MessageID = input.GetS32();
  346. ClientConnectString = input.GetUTF();
  347. Dummy = input.GetS32();
  348. CurRoomCount = input.GetS32();
  349. MaxRoomCount = input.GetS32();
  350. AllRooms = input.GetList<RoomInfo>(input.GetExt<RoomInfo>);
  351. }
  352. }
  353. /// <summary>
  354. /// 房间状态同步
  355. /// </summary>
  356. [MessageType(0x00010009)]
  357. public class RoomInfoNotifyB2R : NetMessage
  358. {
  359. public RoomInfo Room;
  360. public override void WriteExternal(IOutputStream output)
  361. {
  362. output.PutS32(MessageID);
  363. output.PutExt(Room);
  364. }
  365. public override void ReadExternal(IInputStream input)
  366. {
  367. MessageID = input.GetS32();
  368. Room = input.GetExt<RoomInfo>();
  369. }
  370. }
  371. /// <summary>
  372. /// 房间销毁通知
  373. /// </summary>
  374. [MessageType(0x0001000b)]
  375. public class DestroyRoomNotifyB2R : NetMessage
  376. {
  377. public string GameServerID;
  378. public string RoomID;
  379. override public void WriteExternal(IOutputStream output)
  380. {
  381. output.PutS32(MessageID);
  382. output.PutUTF(GameServerID);
  383. output.PutUTF(RoomID);
  384. }
  385. override public void ReadExternal(IInputStream input)
  386. {
  387. MessageID = input.GetS32();
  388. GameServerID = input.GetUTF();
  389. RoomID = input.GetUTF();
  390. }
  391. }
  392. //------------------------------------BattleServer至GameServer的协议---------------------------------//
  393. /// <summary>
  394. /// 一些扩展数据 战斗服->角色服
  395. /// 比如任务信息同步,场景内触发的事件,等等
  396. /// </summary>
  397. [MessageType(0x0001000d)]
  398. public class RoomEventNotifyB2R : NetMessage
  399. {
  400. public string GameServerID;
  401. public string RoomID;
  402. public IExternalizable ExtData;
  403. override public void WriteExternal(IOutputStream output)
  404. {
  405. output.PutS32(MessageID);
  406. output.PutUTF(GameServerID);
  407. output.PutUTF(RoomID);
  408. byte[] bin = IOUtil.ObjectToBin(output.Factory, ExtData);
  409. output.PutBytes(bin);
  410. }
  411. override public void ReadExternal(IInputStream input)
  412. {
  413. this.MessageID = input.GetS32();
  414. this.GameServerID = input.GetUTF();
  415. this.RoomID = input.GetUTF();
  416. byte[] bin = input.GetBytes();
  417. this.ExtData = IOUtil.BinToObjectAny(input.Factory, bin);
  418. }
  419. }
  420. /// <summary>
  421. /// 一些扩展数据 角色服->战斗服
  422. /// 比如任务信息同步,场景内触发的事件,等等
  423. /// </summary>
  424. [MessageType(0x0001000e)]
  425. public class RoomEventNotifyR2B : NetMessage
  426. {
  427. public string GameServerID;
  428. public string RoomID;
  429. public IExternalizable ExtData;
  430. override public void WriteExternal(IOutputStream output)
  431. {
  432. output.PutS32(MessageID);
  433. output.PutUTF(GameServerID);
  434. output.PutUTF(RoomID);
  435. byte[] bin = IOUtil.ObjectToBin(output.Factory, ExtData);
  436. output.PutBytes(bin);
  437. }
  438. override public void ReadExternal(IInputStream input)
  439. {
  440. this.MessageID = input.GetS32();
  441. this.GameServerID = input.GetUTF();
  442. this.RoomID = input.GetUTF();
  443. byte[] bin = input.GetBytes();
  444. this.ExtData = IOUtil.BinToObjectAny(input.Factory, bin);
  445. }
  446. }
  447. [MessageType(0x0001000f)]
  448. public class KickPlayerR2B : NetMessage
  449. {
  450. public string GameServerID;
  451. public string PlayerUUID;
  452. public override void WriteExternal(IOutputStream output)
  453. {
  454. output.PutS32(MessageID);
  455. output.PutUTF(GameServerID);
  456. output.PutUTF(PlayerUUID);
  457. }
  458. public override void ReadExternal(IInputStream input)
  459. {
  460. MessageID = input.GetS32();
  461. GameServerID = input.GetUTF();
  462. PlayerUUID = input.GetUTF();
  463. }
  464. }
  465. }