玩家上线
//------------------c2s_login-------------------------
bool GameChannel::OnLogin(void* data, int len)
{
UserInfo* info = (UserInfo*)data;
m_asyndb->getUserID(&m_on_getUserID ,info->userName);
m_pUserInfo = new UserInfo;
strcpy(m_pUserInfo->userPwd, info->userPwd);
return true;
}
1.获得用户ID
根据ID判断用户是否存在,即如果ID == -1就认为用户不存在
void GameChannel::on_getUserID(int id)
{
if(-1 == id)
{
LoginEnum ret = LoginUserNotExist;
send_cmd(s2c_login, &ret, sizeof(LoginEnum));
return;
}
m_pUserInfo->userID = m_user_id = id;
m_asyndb->getUserInfo(&m_on_getUserInfo, m_user_id);
}
2.根据用户提供的密码和数据库的密码进行比较看是否正确
void GameChannel::on_getUserInfo(UserInfo info)
{
if(0 == strcmp(info.userPwd, m_pUserInfo->userPwd))
{
LoginEnum ret = LoginSuccess;
send_cmd(s2c_login, &ret, sizeof(LoginEnum));
send_actors(m_user_id);
}
else
{
LoginEnum ret = LoginPasswordOrUserError;
send_cmd(s2c_login, &ret, sizeof(LoginEnum));
}
}
//---------------------根据以上信息发送用户不存在或者密码不正确-----------------------------------
//---------------------登录成功发送角色列表----------------------------
如果验证密码是正确的,就发送用户下的角色信息
send_json(L"角色列表", jsonOutputStream.str().c_str());
//---------------------------c2s_select_actor(选择其中一个角色)----------------------------------
void GameChannel::on_getActorStat(bool isOnline)//查看玩家是否在线
{
//如果在线 直接提示
if(isOnline)
{
//...提示该玩家另一处登录
//将该玩家踢下线。
m_share->kick_player(m_actor_id);
}
m_asyndb->setActorStat(m_actor_id, true);//设置玩家在线状态
m_asyndb->getActorInfoEx(&m_on_getActorInfoEx, m_actor_id);
}
//---------------------------获取玩家的详细信息------------------------
send_cmd(s2c_local_player_info, &info, sizeof(info));//向客户端发送本地玩家信息
//----------------------------玩家进入map------------------------------
m_map->gs2msData(gs2ms_add_player, m_channel_id, (void*)ss.str().c_str(), ss.str().size());
else if(gs2ms_add_player == pkt.cmd)
{
auto ply = new PlayerChannel();
ply->send_ms2gs_data = [this](int cmd, int channel_id, void* data, int len)
{
MapPkt pkt;
pkt.cmd = cmd;
pkt.channel_id = channel_id;
char* p = new char[len];
memcpy(p, data, len);
pkt.data = p;
pkt.len = len;
#ifdef BOOST_LOCKFREE
while(1)
{
if(m_quePkts2.push(pkt))
break;
else
boost::this_thread::interruptible_wait(1);
}
#else
std::lock_guard<std::mutex> lock(m_queue_mutex);
m_quePkts.push(pkt);
#endif
};
ply->initMap(this);//给playerchannel中设置地图信息
//加到地图中,但是并未激活该玩家
int id = ply->OnPlayerEnter(pkt.data, pkt.len);
m_PlayerChannels[id] = ply;
add_player(id); //此时向客户端发送玩家进入地图消息,此时玩家尚未激活
}
//-------------------------激活玩家-----------------------------------
void Map::activate_player(int mapChannelId) //激活玩家
{
auto plchannel = m_PlayerChannels[mapChannelId];
if(!plchannel->isActive)
plchannel->isActive = true;
else
return;
//
pos2d& mpos = m_spBase->getMapPos(plchannel->tgtPos);
set_map_coll(mpos.x, mpos.y, true);
m_roles_mpos_mgr.add(mpos.x, mpos.y, plchannel->objId, plchannel);
//在新进入块中通知
pos2d newBlockPos = {plchannel->block_x, plchannel->block_y};
notify_block(pos2d(), newBlockPos, plchannel, true);//通知
//让玩家上线就能看到所有附近角色的动作。
m_map_blocks[plchannel->block_x][plchannel->block_y].add(plchannel);
if(plchannel->actInfoEx->pet)
{
if(plchannel->actInfoEx->petinfo.cur_hp <= 0)
{
return;
}
PetObj* pet = (PetObj*)plchannel->pet;
pet = new PetObj();
pet->owner = plchannel;
plchannel->pet = pet;
//pet->objId.id;
pet->objId.type = ObjID_Pet;
pet->stat.level = plchannel->actInfoEx->petinfo.level;
wcscpy(pet->name, plchannel->actInfoEx->petinfo.name);
pet->nBodyID = plchannel->actInfoEx->petinfo.nBodyID;
pet->typeInfo = m_monster_type_infos[pet->nBodyID];
pet->stat.cur_hp = plchannel->actInfoEx->petinfo.cur_hp;
pet->stat.max_hp = plchannel->actInfoEx->petinfo.max_hp;
pet->stat.cur_exp = plchannel->actInfoEx->petinfo.cur_exp;
pet->stat.max_exp = plchannel->actInfoEx->petinfo.max_exp;
std::deque<pos2d> pos;// = {0, 0};
pos2d mpos = GetMapPos(plchannel->tgtPos);
Round(1, mpos, pos);
if(pos.empty())
{
delete plchannel->pet;
// plchannel->pet = nullptr;
}
// pos2d mpos = GetMapPos(pos.front());
if(m_spNPCmgr->addNPC(pet, pos.front()))
plchannel->isCarryPet = true;
else
{
delete plchannel->pet;
// plchannel->pet = nullptr;
}
}
}
//----------------------------------------此时玩家算是真正的进入地图了-------------------------------------------