ZoneNodeZoneFactory.cs 3.6 KB

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  1. using CommonAI.Zone.Helper;
  2. using CommonAI.Zone.Instance;
  3. using System;
  4. using System.Collections.Generic;
  5. using System.Linq;
  6. using System.Text;
  7. using XmdsCommon.Plugin;
  8. using XmdsCommonServer.Plugin;
  9. using XmdsServerNode.Node.Interface;
  10. namespace XmdsServerNode.Node
  11. {
  12. public class ZoneNodeServerFactory : XmdsZoneServerFactory
  13. {
  14. private IServerProxy mProxy;
  15. public ZoneNodeServerFactory(IServerProxy proxy)
  16. {
  17. mProxy = proxy;
  18. }
  19. public override CommonAI.Zone.Helper.IQuestAdapter CreateQuestAdapter(CommonAI.Zone.Instance.InstanceZone zone)
  20. {
  21. XmdsQuestAdapterServerProfile adapter = new XmdsQuestAdapterServerProfile(zone, mProxy);
  22. return adapter;
  23. }
  24. }
  25. public class XmdsQuestAdapterServerProfile : IQuestAdapter
  26. {
  27. private readonly IServerProxy mProxy;
  28. private const string EVENT_TYPE = "taskEvent";
  29. public XmdsQuestAdapterServerProfile(InstanceZone zone, IServerProxy proxy)
  30. : base(zone)
  31. {
  32. mProxy = proxy;
  33. }
  34. public override void Dispose()
  35. {
  36. base.Dispose();
  37. }
  38. private void SendToGameServer(string playerUUID, object msg)
  39. {
  40. if (mProxy != null)
  41. {
  42. mProxy.SendToGameServer(playerUUID, EVENT_TYPE, msg);
  43. }
  44. }
  45. private void SendMsgToPlayer(string playerUUID, CommonLang.Protocol.IMessage msg)
  46. {
  47. if (mProxy != null)
  48. {
  49. mProxy.SendMsgToPlayer(playerUUID, msg);
  50. }
  51. }
  52. /// <summary>
  53. /// 向游戏服接受任务
  54. /// </summary>
  55. /// <param name="playerUUID"></param>
  56. /// <param name="quest"></param>
  57. /// <param name="args"></param>
  58. public override void DoAcceptQuest(string playerUUID, string quest, string args)
  59. {
  60. var msg = new { eventName = "AcceptQuest", playerId = playerUUID, id = quest, args = args };
  61. SendToGameServer(playerUUID, msg);
  62. }
  63. //向玩家发送消息
  64. public override void DoSendMsgToPlayer(string playerUUID, CommonLang.Protocol.IMessage msg)
  65. {
  66. SendMsgToPlayer(playerUUID, msg);
  67. }
  68. /// <summary>
  69. /// 向游戏服提交任务
  70. /// </summary>
  71. /// <param name="playerUUID"></param>
  72. /// <param name="quest"></param>
  73. /// <param name="args"></param>
  74. public override void DoCommitQuest(string playerUUID, string quest, string args)
  75. {
  76. var msg = new { eventName = "CommitQuest", playerId = playerUUID, id = quest, args = args };
  77. SendToGameServer(playerUUID, msg);
  78. }
  79. /// <summary>
  80. /// 向游戏服放弃任务
  81. /// </summary>
  82. /// <param name="playerUUID"></param>
  83. /// <param name="quest"></param>
  84. /// <param name="args"></param>
  85. public override void DoDropQuest(string playerUUID, string quest, string args)
  86. {
  87. var msg = new { eventName = "DropQuest", playerId = playerUUID, id = quest, args = args };
  88. SendToGameServer(playerUUID, msg);
  89. }
  90. /// <summary>
  91. /// 向游戏服更新任务状态
  92. /// </summary>
  93. /// <param name="playerUUID"></param>
  94. /// <param name="quest"></param>
  95. /// <param name="key"></param>
  96. /// <param name="value"></param>
  97. public override void DoUpdateQuestStatus(string playerUUID, string quest, string key, string value)
  98. {
  99. var msg = new { eventName = "UpdateQuestStatus", playerId = playerUUID, id = quest, key = key, value = value };
  100. SendToGameServer(playerUUID, msg);
  101. OnQuestStatusChangedHandler(playerUUID, quest, key, value);
  102. }
  103. }
  104. }