GS发包到MS(GS,MS包交互过程)
例:人物上线
首先看看其实如何确定是哪张地图的
数据库首先只保存一个mapid
在share初始化的时候已经初始化了所有map,并保存了map的指针信息,其key就是mapid
if(rActorEx.GetMapID() <= 0)
rActorEx.SetMapID(1009);
int mapID = rActorEx.GetMapID();
rActorEx.m_nBodyID = m_pShare->TGetnBodyId(rActorEx.GetProf(), rActorEx.GetSex());//现在那个bodyid用到了
m_pMap = m_pShare->GetMapByMapId(mapID);//通过mapid就能获得map指针信息
if(!m_pMap)
{
m_ActorId = 0;
return;
}
m_pMap->Gs2MsData(gs2ms_add_player, m_nChannelId, (void*)&rActorEx, sizeof(rActorEx));//传入MS,m_pMap即玩家所在地图指针
void Map::Gs2MsData(int cmd, int channel_id, void* data, int len)
{
MapPkt pkt;
pkt.channelId = channel_id;
pkt.data = m_memPool.popPkt(len);//从内存池中分配一块内存出来,以前用的new,然后这个new很容易失败的
memcpy(pkt.data, data, len);
pkt.len = len;
pkt.cmd = cmd;
PushPkt(pkt);
}
//接下来就是起的线程的作用了
void ThrTransData::PushPkt(MapPkt Pkt)
{
#ifdef BOOST_LOCKFREE
for (;;)
{
if(m_gs2msPkts2.push(Pkt))//将这个包放入无锁队列中
break;
cxx11::this_thread::interruptible_wait(1);
}
#else
{
cxx11::lock_guard lock(m_mtxGs2Ms);
m_queGs2MsPkts.push(Pkt);
}
#endif
};
void ThrTransData::ThreadLoop()
{
//SetThreadPriority(GetCurrentThread(), THREAD_PRIORITY_HIGHEST);
MapPkt Pkt;
try
{
int nCount = 0;
while (true)
{
if(GetDataFromQueue(&Pkt))//从无锁队列中取包
{
ProcessPkt(Pkt);
m_memPool.pushPkt(Pkt.data, Pkt.len);
nCount++;
if(nCount > 30)
{
nCount = 0;
m_spTimerFactory->driveTimer();
}
continue;
}
{
m_spTimerFactory->driveTimer();
if (m_bStopWork)
break;
cxx11::this_thread::interruptible_wait(1);
}
}
}
catch(...)
{
char szMsg[256] = {0};
sprintf(szMsg, "【%s】线程%dMap :Pkt.cmd = %d",
__FUNCTION__, ::GetCurrentThreadId(), Pkt.cmd);
safe::error_msg(szMsg);
}
}
void Map::ProcessPkt(MapPkt pkt)
{
//...
//gs2ms_add_player属于GS与MS通信的内部协议,内部协议采用树的形式,平行关系就太多了管理不方便
else if(gs2ms_add_player == pkt.cmd)//玩家进入地图消息,仅仅是个小例子
{
PlayerChannel* pPC = new PlayerChannel(this);//这个PlayerChannel是很大的一个模块,玩家信息,回头再看
//加到地图中,但是并未激活该玩家
int nChannelId = pPC->OnPlayerEnter(pkt.data, pkt.len);
m_vecPlayerChannel[nChannelId] = pPC;
AddPlayer(nChannelId);
}
//...
}