GS网络连接事件
//网络事件
//这个事件是在libevent里面的收到的事件就是在那个listen里面,就是客户端打开,服务器收到通知
link_stat stat = (link_stat)rPkt.size;
if (stat == link_stat::link_connected)
{
GameChannel* pNewGC = new GameChannel();
m_vecChannel[rPkt.channel_id] = pNewGC;//m_vecChannel玩家channel,GS是控制所有玩家即channel的
pNewGC->m_nChannelId = rPkt.channel_id;
pNewGC->m_pDataLayer = m_spDataLayer.get();//channel有可能直接向网络层发数据
pNewGC->m_pShare = this;//channel需要这个,难道是需要其他用户的一些信息?
pNewGC->m_pAsynDBC = this->m_spAsynDBC.get();//channel需要访问数据库
//gc->m_db = this->m_asyndb->getSynDBptr();//把地址复制一份给GameChannel::m_db,让其具有数据库操作权
m_LiveMgr.Add(rPkt.channel_id);
}
GameChannel::GameChannel()
{
//namespace ph = ph;
m_UserId = -1;
m_ActorId = -1;
m_pUserInfo = NULL;
m_pActiveActor = NULL;
m_pMap = NULL;
m_eGameState = eGameState_OnlyConnect;
m_uDBGetAskRefCount = 0;
//数据库绑定,数据库通过function回调这里面的函数
m_fnGetUserID = std::bind(&GameChannel::ProcessGetUserID, this, ph::_1);
m_fnGetUserInfo = std::bind(&GameChannel::ProcessGetUserInfo, this, ph::_1);
m_fnGetActorInfos = std::bind(&GameChannel::ProcessGetActorInfos, this, ph::_1);
m_fnGetActorInfoEx = std::bind(&GameChannel::ProcessGetActorInfoEx, this, ph::_1, ph::_2);
m_fnGetActorInfo = std::bind(&GameChannel::ProcessGetActorInfo, this, ph::_1, ph::_2);
m_fnGetRobotID = ([this](int robotID)
{
m_UserId = 999;//注意:压测的机器人专用。
m_pAsynDBC->GetActorInfoEx(&m_fnGetActorInfoEx, robotID);
++m_uDBGetAskRefCount;
});
m_fnAddActor = std::bind(&GameChannel::ProcessAddActor, this, ph::_1, ph::_2, ph::_3);
//通过function调用本模块的函数,其实也是函数指针的用法
m_mapPktAnalysis[c2s_start] = std::bind(&GameChannel::OnStart, this, ph::_1, ph::_2);
m_mapPktAnalysis[c2s_json] = std::bind(&GameChannel::OnJson, this, ph::_1, ph::_2);
m_mapPktAnalysis[c2s_on_live] = [this](void* pData, int nLen){return true;};
m_mapPktAnalysis[c2s_login] = std::bind(&GameChannel::OnLogin, this, ph::_1, ph::_2);
m_mapPktAnalysis[c2s_select_actor] = [this](void* data, int len){return OnStart(data, len);};
m_mapPktAnalysis[c2s_message_talk] = std::bind(&GameChannel::OnMessageTalk, this, ph::_1, ph::_2);
m_mapPktAnalysis[c2s_check_version] = std::bind(&GameChannel::OnCheckVersion, this, ph::_1, ph::_2);
}