Files
hk4e/gs/game/player_multiplayer.go
2023-04-14 13:34:47 +08:00

645 lines
23 KiB
Go

package game
import (
"time"
"hk4e/common/constant"
"hk4e/common/mq"
"hk4e/gs/model"
"hk4e/pkg/logger"
"hk4e/pkg/object"
"hk4e/protocol/cmd"
"hk4e/protocol/proto"
pb "google.golang.org/protobuf/proto"
)
// 进入世界
func (g *Game) PlayerApplyEnterMpReq(player *model.Player, payloadMsg pb.Message) {
req := payloadMsg.(*proto.PlayerApplyEnterMpReq)
targetUid := req.TargetUid
playerApplyEnterMpRsp := &proto.PlayerApplyEnterMpRsp{
TargetUid: targetUid,
}
g.SendMsg(cmd.PlayerApplyEnterMpRsp, player.PlayerID, player.ClientSeq, playerApplyEnterMpRsp)
g.UserApplyEnterWorld(player, targetUid)
}
func (g *Game) PlayerApplyEnterMpResultReq(player *model.Player, payloadMsg pb.Message) {
req := payloadMsg.(*proto.PlayerApplyEnterMpResultReq)
applyUid := req.ApplyUid
isAgreed := req.IsAgreed
playerApplyEnterMpResultRsp := &proto.PlayerApplyEnterMpResultRsp{
ApplyUid: applyUid,
IsAgreed: isAgreed,
}
g.SendMsg(cmd.PlayerApplyEnterMpResultRsp, player.PlayerID, player.ClientSeq, playerApplyEnterMpResultRsp)
g.UserDealEnterWorld(player, applyUid, isAgreed)
}
func (g *Game) JoinPlayerSceneReq(player *model.Player, payloadMsg pb.Message) {
req := payloadMsg.(*proto.JoinPlayerSceneReq)
joinPlayerSceneRsp := new(proto.JoinPlayerSceneRsp)
joinPlayerSceneRsp.Retcode = int32(proto.Retcode_RET_JOIN_OTHER_WAIT)
g.SendMsg(cmd.JoinPlayerSceneRsp, player.PlayerID, player.ClientSeq, joinPlayerSceneRsp)
world := WORLD_MANAGER.GetWorldByID(player.WorldId)
g.UserWorldRemovePlayer(world, player)
g.SendMsg(cmd.LeaveWorldNotify, player.PlayerID, player.ClientSeq, new(proto.LeaveWorldNotify))
hostPlayer := USER_MANAGER.GetOnlineUser(req.TargetUid)
if hostPlayer == nil {
// 要加入的世界属于非本地玩家
if !USER_MANAGER.GetRemoteUserOnlineState(req.TargetUid) {
// 全服不存在该在线玩家
logger.Error("target user not online in any game server, uid: %v", req.TargetUid)
return
}
// 走玩家在线跨服迁移流程
g.OnUserOffline(player.PlayerID, &ChangeGsInfo{
IsChangeGs: true,
JoinHostUserId: req.TargetUid,
})
return
}
g.LoginNotify(player.PlayerID, player.ClientSeq, player)
g.JoinOtherWorld(player, hostPlayer)
}
func (g *Game) JoinOtherWorld(player *model.Player, hostPlayer *model.Player) {
hostWorld := WORLD_MANAGER.GetWorldByID(hostPlayer.WorldId)
if hostPlayer.SceneLoadState == model.SceneEnterDone {
player.SceneJump = true
player.SceneId = hostPlayer.SceneId
player.SceneLoadState = model.SceneNone
player.Pos.X, player.Pos.Y, player.Pos.Z = hostPlayer.Pos.X, hostPlayer.Pos.Y, hostPlayer.Pos.Z
player.Rot.X, player.Rot.Y, player.Rot.Z = hostPlayer.Rot.X, hostPlayer.Rot.Y, hostPlayer.Rot.Z
g.UserWorldAddPlayer(hostWorld, player)
playerEnterSceneNotify := g.PacketPlayerEnterSceneNotifyMp(
player,
hostPlayer,
proto.EnterType_ENTER_OTHER,
proto.EnterReason_ENTER_REASON_TEAM_JOIN,
0,
new(model.Vector),
)
g.SendMsg(cmd.PlayerEnterSceneNotify, player.PlayerID, player.ClientSeq, playerEnterSceneNotify)
} else {
hostWorld.AddWaitPlayer(player.PlayerID)
}
}
// 退出世界
func (g *Game) PlayerGetForceQuitBanInfoReq(player *model.Player, payloadMsg pb.Message) {
ok := true
world := WORLD_MANAGER.GetWorldByID(player.WorldId)
for _, worldPlayer := range world.GetAllPlayer() {
if worldPlayer.SceneLoadState != model.SceneEnterDone {
ok = false
}
}
if !ok {
g.SendError(cmd.PlayerGetForceQuitBanInfoRsp, player, &proto.PlayerGetForceQuitBanInfoRsp{}, proto.Retcode_RET_MP_TARGET_PLAYER_IN_TRANSFER)
return
}
g.SendSucc(cmd.PlayerGetForceQuitBanInfoRsp, player, &proto.PlayerGetForceQuitBanInfoRsp{})
}
func (g *Game) BackMyWorldReq(player *model.Player, payloadMsg pb.Message) {
// 其他玩家
ok := g.UserLeaveWorld(player)
if !ok {
g.SendError(cmd.BackMyWorldRsp, player, &proto.BackMyWorldRsp{}, proto.Retcode_RET_MP_TARGET_PLAYER_IN_TRANSFER)
return
}
g.SendSucc(cmd.BackMyWorldRsp, player, &proto.BackMyWorldRsp{})
}
func (g *Game) ChangeWorldToSingleModeReq(player *model.Player, payloadMsg pb.Message) {
// 房主
ok := g.UserLeaveWorld(player)
if !ok {
g.SendError(cmd.ChangeWorldToSingleModeRsp, player, &proto.ChangeWorldToSingleModeRsp{}, proto.Retcode_RET_MP_TARGET_PLAYER_IN_TRANSFER)
return
}
g.SendSucc(cmd.ChangeWorldToSingleModeRsp, player, &proto.ChangeWorldToSingleModeRsp{})
}
func (g *Game) SceneKickPlayerReq(player *model.Player, payloadMsg pb.Message) {
req := payloadMsg.(*proto.SceneKickPlayerReq)
world := WORLD_MANAGER.GetWorldByID(player.WorldId)
if player.PlayerID != world.GetOwner().PlayerID {
g.SendError(cmd.SceneKickPlayerRsp, player, &proto.SceneKickPlayerRsp{})
return
}
targetUid := req.TargetUid
targetPlayer := USER_MANAGER.GetOnlineUser(targetUid)
if targetPlayer == nil {
logger.Error("player is nil, uid: %v", targetUid)
return
}
ok := g.UserLeaveWorld(targetPlayer)
if !ok {
g.SendError(cmd.SceneKickPlayerRsp, player, &proto.SceneKickPlayerRsp{}, proto.Retcode_RET_MP_TARGET_PLAYER_IN_TRANSFER)
return
}
sceneKickPlayerNotify := &proto.SceneKickPlayerNotify{
TargetUid: targetUid,
KickerUid: player.PlayerID,
}
for _, worldPlayer := range world.GetAllPlayer() {
g.SendMsg(cmd.SceneKickPlayerNotify, worldPlayer.PlayerID, worldPlayer.ClientSeq, sceneKickPlayerNotify)
}
sceneKickPlayerRsp := &proto.SceneKickPlayerRsp{
TargetUid: targetUid,
}
g.SendMsg(cmd.SceneKickPlayerRsp, player.PlayerID, player.ClientSeq, sceneKickPlayerRsp)
}
func (g *Game) UserApplyEnterWorld(player *model.Player, targetUid uint32) {
applyFailNotify := func(reason proto.PlayerApplyEnterMpResultNotify_Reason) {
playerApplyEnterMpResultNotify := &proto.PlayerApplyEnterMpResultNotify{
TargetUid: targetUid,
TargetNickname: "",
IsAgreed: false,
Reason: reason,
}
g.SendMsg(cmd.PlayerApplyEnterMpResultNotify, player.PlayerID, player.ClientSeq, playerApplyEnterMpResultNotify)
}
world := WORLD_MANAGER.GetWorldByID(player.WorldId)
if world.GetMultiplayer() {
applyFailNotify(proto.PlayerApplyEnterMpResultNotify_PLAYER_CANNOT_ENTER_MP)
return
}
targetPlayer := USER_MANAGER.GetOnlineUser(targetUid)
if targetPlayer == nil {
if !USER_MANAGER.GetRemoteUserOnlineState(targetUid) {
// 全服不存在该在线玩家
logger.Error("target user not online in any game server, uid: %v", targetUid)
applyFailNotify(proto.PlayerApplyEnterMpResultNotify_PLAYER_CANNOT_ENTER_MP)
return
}
gsAppId := USER_MANAGER.GetRemoteUserGsAppId(targetUid)
MESSAGE_QUEUE.SendToGs(gsAppId, &mq.NetMsg{
MsgType: mq.MsgTypeServer,
EventId: mq.ServerUserMpReq,
ServerMsg: &mq.ServerMsg{
UserMpInfo: &mq.UserMpInfo{
OriginInfo: &mq.OriginInfo{
CmdName: "PlayerApplyEnterMpReq",
UserId: player.PlayerID,
},
HostUserId: targetUid,
ApplyUserId: player.PlayerID,
ApplyPlayerOnlineInfo: &mq.UserBaseInfo{
UserId: player.PlayerID,
Nickname: player.NickName,
PlayerLevel: player.PropertiesMap[constant.PLAYER_PROP_PLAYER_LEVEL],
MpSettingType: uint8(player.PropertiesMap[constant.PLAYER_PROP_PLAYER_MP_SETTING_TYPE]),
NameCardId: player.NameCard,
Signature: player.Signature,
HeadImageId: player.HeadImage,
WorldPlayerNum: uint32(world.GetWorldPlayerNum()),
},
},
},
})
return
}
if WORLD_MANAGER.GetMultiplayerWorldNum() >= MAX_MULTIPLAYER_WORLD_NUM {
// 超过本服务器最大多人世界数量限制
applyFailNotify(proto.PlayerApplyEnterMpResultNotify_MAX_PLAYER)
return
}
targetWorld := WORLD_MANAGER.GetWorldByID(targetPlayer.WorldId)
if targetWorld.GetMultiplayer() && targetWorld.GetOwner().PlayerID != targetPlayer.PlayerID {
// 向同一世界内的非房主玩家申请时直接拒绝
applyFailNotify(proto.PlayerApplyEnterMpResultNotify_PLAYER_NOT_IN_PLAYER_WORLD)
return
}
mpSetting := targetPlayer.PropertiesMap[constant.PLAYER_PROP_PLAYER_MP_SETTING_TYPE]
if mpSetting == 0 {
// 房主玩家没开权限
applyFailNotify(proto.PlayerApplyEnterMpResultNotify_SCENE_CANNOT_ENTER)
return
} else if mpSetting == 1 {
g.UserDealEnterWorld(targetPlayer, player.PlayerID, true)
return
}
applyTime, exist := targetPlayer.CoopApplyMap[player.PlayerID]
if exist && time.Now().UnixNano() < applyTime+int64(10*time.Second) {
applyFailNotify(proto.PlayerApplyEnterMpResultNotify_PLAYER_CANNOT_ENTER_MP)
return
}
targetPlayer.CoopApplyMap[player.PlayerID] = time.Now().UnixNano()
playerApplyEnterMpNotify := new(proto.PlayerApplyEnterMpNotify)
playerApplyEnterMpNotify.SrcPlayerInfo = g.PacketOnlinePlayerInfo(player)
g.SendMsg(cmd.PlayerApplyEnterMpNotify, targetPlayer.PlayerID, targetPlayer.ClientSeq, playerApplyEnterMpNotify)
}
func (g *Game) UserDealEnterWorld(hostPlayer *model.Player, otherUid uint32, agree bool) {
applyTime, exist := hostPlayer.CoopApplyMap[otherUid]
if !exist || time.Now().UnixNano() > applyTime+int64(10*time.Second) {
return
}
delete(hostPlayer.CoopApplyMap, otherUid)
if !agree {
return
}
g.HostEnterMpWorld(hostPlayer)
otherPlayer := USER_MANAGER.GetOnlineUser(otherUid)
if otherPlayer == nil {
if !USER_MANAGER.GetRemoteUserOnlineState(otherUid) {
// 全服不存在该在线玩家
logger.Error("target user not online in any game server, uid: %v", otherUid)
return
}
gsAppId := USER_MANAGER.GetRemoteUserGsAppId(otherUid)
MESSAGE_QUEUE.SendToGs(gsAppId, &mq.NetMsg{
MsgType: mq.MsgTypeServer,
EventId: mq.ServerUserMpReq,
ServerMsg: &mq.ServerMsg{
UserMpInfo: &mq.UserMpInfo{
OriginInfo: &mq.OriginInfo{
CmdName: "PlayerApplyEnterMpResultReq",
UserId: hostPlayer.PlayerID,
},
HostUserId: hostPlayer.PlayerID,
ApplyUserId: otherUid,
Agreed: agree,
HostNickname: hostPlayer.NickName,
},
},
})
return
}
otherPlayerWorld := WORLD_MANAGER.GetWorldByID(otherPlayer.WorldId)
if otherPlayerWorld.GetMultiplayer() {
playerApplyEnterMpResultNotify := &proto.PlayerApplyEnterMpResultNotify{
TargetUid: hostPlayer.PlayerID,
TargetNickname: hostPlayer.NickName,
IsAgreed: false,
Reason: proto.PlayerApplyEnterMpResultNotify_PLAYER_CANNOT_ENTER_MP,
}
g.SendMsg(cmd.PlayerApplyEnterMpResultNotify, otherPlayer.PlayerID, otherPlayer.ClientSeq, playerApplyEnterMpResultNotify)
return
}
playerApplyEnterMpResultNotify := &proto.PlayerApplyEnterMpResultNotify{
TargetUid: hostPlayer.PlayerID,
TargetNickname: hostPlayer.NickName,
IsAgreed: agree,
Reason: proto.PlayerApplyEnterMpResultNotify_PLAYER_JUDGE,
}
g.SendMsg(cmd.PlayerApplyEnterMpResultNotify, otherPlayer.PlayerID, otherPlayer.ClientSeq, playerApplyEnterMpResultNotify)
}
func (g *Game) HostEnterMpWorld(hostPlayer *model.Player) {
world := WORLD_MANAGER.GetWorldByID(hostPlayer.WorldId)
if world.GetMultiplayer() {
return
}
world.ChangeToMultiplayer()
worldDataNotify := &proto.WorldDataNotify{
WorldPropMap: make(map[uint32]*proto.PropValue),
}
// 是否多人游戏
worldDataNotify.WorldPropMap[2] = &proto.PropValue{
Type: 2,
Val: object.ConvBoolToInt64(world.GetMultiplayer()),
Value: &proto.PropValue_Ival{Ival: object.ConvBoolToInt64(world.GetMultiplayer())},
}
g.SendMsg(cmd.WorldDataNotify, hostPlayer.PlayerID, hostPlayer.ClientSeq, worldDataNotify)
hostPlayer.SceneJump = true
hostPlayer.SceneLoadState = model.SceneNone
hostPlayerEnterSceneNotify := g.PacketPlayerEnterSceneNotifyMp(
hostPlayer,
hostPlayer,
proto.EnterType_ENTER_GOTO,
proto.EnterReason_ENTER_REASON_HOST_FROM_SINGLE_TO_MP,
hostPlayer.SceneId,
hostPlayer.Pos,
)
g.SendMsg(cmd.PlayerEnterSceneNotify, hostPlayer.PlayerID, hostPlayer.ClientSeq, hostPlayerEnterSceneNotify)
scene := world.GetSceneById(hostPlayer.SceneId)
entityIdList := make([]uint32, 0)
for _, entity := range g.GetVisionEntity(scene, hostPlayer.Pos) {
entityIdList = append(entityIdList, entity.GetId())
}
g.RemoveSceneEntityNotifyToPlayer(hostPlayer, proto.VisionType_VISION_MISS, entityIdList)
}
func (g *Game) UserLeaveWorld(player *model.Player) bool {
oldWorld := WORLD_MANAGER.GetWorldByID(player.WorldId)
if !oldWorld.GetMultiplayer() {
return false
}
for _, worldPlayer := range oldWorld.GetAllPlayer() {
if worldPlayer.SceneLoadState != model.SceneEnterDone {
return false
}
}
g.ReLoginPlayer(player.PlayerID, true)
return true
}
func (g *Game) UserWorldAddPlayer(world *World, player *model.Player) {
if !WORLD_MANAGER.IsBigWorld(world) && world.GetWorldPlayerNum() >= 4 {
return
}
_, exist := world.GetAllPlayer()[player.PlayerID]
if exist {
return
}
world.AddPlayer(player, player.SceneId)
player.WorldId = world.GetId()
if world.GetWorldPlayerNum() > 1 {
g.UpdateWorldPlayerInfo(world, player)
}
}
func (g *Game) UserWorldRemovePlayer(world *World, player *model.Player) {
if world.GetMultiplayer() && player.PlayerID == world.GetOwner().PlayerID {
// 多人世界房主离开剔除所有其他玩家
for _, worldPlayer := range world.GetAllPlayer() {
if worldPlayer.PlayerID == world.GetOwner().PlayerID {
continue
}
if ok := g.UserLeaveWorld(worldPlayer); !ok {
return
}
}
}
scene := world.GetSceneById(player.SceneId)
entityIdList := make([]uint32, 0)
for _, entity := range g.GetVisionEntity(scene, player.Pos) {
entityIdList = append(entityIdList, entity.GetId())
}
g.RemoveSceneEntityNotifyToPlayer(player, proto.VisionType_VISION_MISS, entityIdList)
delTeamEntityNotify := g.PacketDelTeamEntityNotify(scene, player)
g.SendMsg(cmd.DelTeamEntityNotify, player.PlayerID, player.ClientSeq, delTeamEntityNotify)
if world.GetMultiplayer() {
playerQuitFromMpNotify := &proto.PlayerQuitFromMpNotify{
Reason: proto.PlayerQuitFromMpNotify_BACK_TO_MY_WORLD,
}
g.SendMsg(cmd.PlayerQuitFromMpNotify, player.PlayerID, player.ClientSeq, playerQuitFromMpNotify)
activeAvatarId := world.GetPlayerActiveAvatarId(player)
g.RemoveSceneEntityNotifyBroadcast(scene, proto.VisionType_VISION_REMOVE, []uint32{world.GetPlayerWorldAvatarEntityId(player, activeAvatarId)}, false, 0)
}
world.RemovePlayer(player)
if WORLD_MANAGER.IsBigWorld(world) {
bigWorldAoi := world.GetBigWorldAoi()
bigWorldAoi.RemoveObjectFromGridByPos(int64(player.PlayerID), float32(player.Pos.X), float32(player.Pos.Y), float32(player.Pos.Z))
}
player.WorldId = 0
if world.GetOwner().PlayerID == player.PlayerID {
// 房主离开销毁世界
WORLD_MANAGER.DestroyWorld(world.GetId())
return
}
if world.GetMultiplayer() && world.GetWorldPlayerNum() > 0 {
g.UpdateWorldPlayerInfo(world, player)
}
}
func (g *Game) UpdateWorldPlayerInfo(hostWorld *World, excludePlayer *model.Player) {
for _, worldPlayer := range hostWorld.GetAllPlayer() {
if worldPlayer.PlayerID == excludePlayer.PlayerID {
continue
}
worldPlayerInfoNotify := &proto.WorldPlayerInfoNotify{
PlayerInfoList: make([]*proto.OnlinePlayerInfo, 0),
PlayerUidList: make([]uint32, 0),
}
for _, subWorldPlayer := range hostWorld.GetAllPlayer() {
onlinePlayerInfo := &proto.OnlinePlayerInfo{
Uid: subWorldPlayer.PlayerID,
Nickname: subWorldPlayer.NickName,
PlayerLevel: subWorldPlayer.PropertiesMap[constant.PLAYER_PROP_PLAYER_LEVEL],
MpSettingType: proto.MpSettingType(subWorldPlayer.PropertiesMap[constant.PLAYER_PROP_PLAYER_MP_SETTING_TYPE]),
NameCardId: subWorldPlayer.NameCard,
Signature: subWorldPlayer.Signature,
ProfilePicture: &proto.ProfilePicture{AvatarId: subWorldPlayer.HeadImage},
CurPlayerNumInWorld: uint32(hostWorld.GetWorldPlayerNum()),
}
worldPlayerInfoNotify.PlayerInfoList = append(worldPlayerInfoNotify.PlayerInfoList, onlinePlayerInfo)
worldPlayerInfoNotify.PlayerUidList = append(worldPlayerInfoNotify.PlayerUidList, subWorldPlayer.PlayerID)
}
g.SendMsg(cmd.WorldPlayerInfoNotify, worldPlayer.PlayerID, worldPlayer.ClientSeq, worldPlayerInfoNotify)
serverTimeNotify := &proto.ServerTimeNotify{
ServerTime: uint64(time.Now().UnixMilli()),
}
g.SendMsg(cmd.ServerTimeNotify, worldPlayer.PlayerID, worldPlayer.ClientSeq, serverTimeNotify)
g.UpdateWorldScenePlayerInfo(worldPlayer, hostWorld)
}
}
func (g *Game) UpdateWorldScenePlayerInfo(player *model.Player, world *World) {
scenePlayerInfoNotify := &proto.ScenePlayerInfoNotify{
PlayerInfoList: make([]*proto.ScenePlayerInfo, 0),
}
for _, worldPlayer := range world.GetAllPlayer() {
onlinePlayerInfo := &proto.OnlinePlayerInfo{
Uid: worldPlayer.PlayerID,
Nickname: worldPlayer.NickName,
PlayerLevel: worldPlayer.PropertiesMap[constant.PLAYER_PROP_PLAYER_LEVEL],
MpSettingType: proto.MpSettingType(worldPlayer.PropertiesMap[constant.PLAYER_PROP_PLAYER_MP_SETTING_TYPE]),
NameCardId: worldPlayer.NameCard,
Signature: worldPlayer.Signature,
ProfilePicture: &proto.ProfilePicture{AvatarId: worldPlayer.HeadImage},
CurPlayerNumInWorld: uint32(world.GetWorldPlayerNum()),
}
scenePlayerInfoNotify.PlayerInfoList = append(scenePlayerInfoNotify.PlayerInfoList, &proto.ScenePlayerInfo{
Uid: worldPlayer.PlayerID,
PeerId: world.GetPlayerPeerId(worldPlayer),
Name: worldPlayer.NickName,
SceneId: worldPlayer.SceneId,
OnlinePlayerInfo: onlinePlayerInfo,
})
}
g.SendMsg(cmd.ScenePlayerInfoNotify, player.PlayerID, player.ClientSeq, scenePlayerInfoNotify)
sceneTeamUpdateNotify := g.PacketSceneTeamUpdateNotify(world, player)
g.SendMsg(cmd.SceneTeamUpdateNotify, player.PlayerID, player.ClientSeq, sceneTeamUpdateNotify)
syncTeamEntityNotify := &proto.SyncTeamEntityNotify{
SceneId: player.SceneId,
TeamEntityInfoList: make([]*proto.TeamEntityInfo, 0),
}
if world.GetMultiplayer() {
for _, worldPlayer := range world.GetAllPlayer() {
if worldPlayer.PlayerID == player.PlayerID {
continue
}
teamEntityInfo := &proto.TeamEntityInfo{
TeamEntityId: world.GetPlayerTeamEntityId(worldPlayer),
AuthorityPeerId: world.GetPlayerPeerId(worldPlayer),
TeamAbilityInfo: new(proto.AbilitySyncStateInfo),
}
syncTeamEntityNotify.TeamEntityInfoList = append(syncTeamEntityNotify.TeamEntityInfoList, teamEntityInfo)
}
}
g.SendMsg(cmd.SyncTeamEntityNotify, player.PlayerID, player.ClientSeq, syncTeamEntityNotify)
syncScenePlayTeamEntityNotify := &proto.SyncScenePlayTeamEntityNotify{
SceneId: player.SceneId,
}
g.SendMsg(cmd.SyncScenePlayTeamEntityNotify, player.PlayerID, player.ClientSeq, syncScenePlayTeamEntityNotify)
}
// 跨服玩家多人世界相关请求
func (g *Game) ServerUserMpReq(userMpInfo *mq.UserMpInfo, gsAppId string) {
switch userMpInfo.OriginInfo.CmdName {
case "PlayerApplyEnterMpReq":
applyFailNotify := func(reason proto.PlayerApplyEnterMpResultNotify_Reason) {
MESSAGE_QUEUE.SendToGs(gsAppId, &mq.NetMsg{
MsgType: mq.MsgTypeServer,
EventId: mq.ServerUserMpRsp,
ServerMsg: &mq.ServerMsg{
UserMpInfo: &mq.UserMpInfo{
OriginInfo: userMpInfo.OriginInfo,
HostUserId: userMpInfo.HostUserId,
ApplyOk: false,
Reason: int32(reason),
},
},
})
}
hostPlayer := USER_MANAGER.GetOnlineUser(userMpInfo.HostUserId)
if hostPlayer == nil {
logger.Error("player is nil, uid: %v", userMpInfo.HostUserId)
applyFailNotify(proto.PlayerApplyEnterMpResultNotify_PLAYER_CANNOT_ENTER_MP)
return
}
if WORLD_MANAGER.GetMultiplayerWorldNum() >= MAX_MULTIPLAYER_WORLD_NUM {
// 超过本服务器最大多人世界数量限制
applyFailNotify(proto.PlayerApplyEnterMpResultNotify_MAX_PLAYER)
return
}
hostWorld := WORLD_MANAGER.GetWorldByID(hostPlayer.WorldId)
if hostWorld.GetMultiplayer() && hostWorld.GetOwner().PlayerID != hostPlayer.PlayerID {
// 向同一世界内的非房主玩家申请时直接拒绝
applyFailNotify(proto.PlayerApplyEnterMpResultNotify_PLAYER_NOT_IN_PLAYER_WORLD)
return
}
mpSetting := hostPlayer.PropertiesMap[constant.PLAYER_PROP_PLAYER_MP_SETTING_TYPE]
if mpSetting == 0 {
// 房主玩家没开权限
applyFailNotify(proto.PlayerApplyEnterMpResultNotify_SCENE_CANNOT_ENTER)
return
} else if mpSetting == 1 {
g.UserDealEnterWorld(hostPlayer, userMpInfo.ApplyUserId, true)
return
}
applyTime, exist := hostPlayer.CoopApplyMap[userMpInfo.ApplyUserId]
if exist && time.Now().UnixNano() < applyTime+int64(10*time.Second) {
applyFailNotify(proto.PlayerApplyEnterMpResultNotify_PLAYER_CANNOT_ENTER_MP)
return
}
hostPlayer.CoopApplyMap[userMpInfo.ApplyUserId] = time.Now().UnixNano()
playerApplyEnterMpNotify := new(proto.PlayerApplyEnterMpNotify)
playerApplyEnterMpNotify.SrcPlayerInfo = &proto.OnlinePlayerInfo{
Uid: userMpInfo.ApplyPlayerOnlineInfo.UserId,
Nickname: userMpInfo.ApplyPlayerOnlineInfo.Nickname,
PlayerLevel: userMpInfo.ApplyPlayerOnlineInfo.PlayerLevel,
MpSettingType: proto.MpSettingType(userMpInfo.ApplyPlayerOnlineInfo.MpSettingType),
NameCardId: userMpInfo.ApplyPlayerOnlineInfo.NameCardId,
Signature: userMpInfo.ApplyPlayerOnlineInfo.Signature,
ProfilePicture: &proto.ProfilePicture{AvatarId: userMpInfo.ApplyPlayerOnlineInfo.HeadImageId},
CurPlayerNumInWorld: userMpInfo.ApplyPlayerOnlineInfo.WorldPlayerNum,
}
g.SendMsg(cmd.PlayerApplyEnterMpNotify, hostPlayer.PlayerID, hostPlayer.ClientSeq, playerApplyEnterMpNotify)
MESSAGE_QUEUE.SendToGs(gsAppId, &mq.NetMsg{
MsgType: mq.MsgTypeServer,
EventId: mq.ServerUserMpRsp,
ServerMsg: &mq.ServerMsg{
UserMpInfo: &mq.UserMpInfo{
OriginInfo: userMpInfo.OriginInfo,
HostUserId: userMpInfo.HostUserId,
ApplyOk: true,
},
},
})
case "PlayerApplyEnterMpResultReq":
applyPlayer := USER_MANAGER.GetOnlineUser(userMpInfo.ApplyUserId)
if applyPlayer == nil {
logger.Error("player is nil, uid: %v", userMpInfo.ApplyUserId)
return
}
applyPlayerWorld := WORLD_MANAGER.GetWorldByID(applyPlayer.WorldId)
if applyPlayerWorld.GetMultiplayer() {
playerApplyEnterMpResultNotify := &proto.PlayerApplyEnterMpResultNotify{
TargetUid: userMpInfo.HostUserId,
TargetNickname: userMpInfo.HostNickname,
IsAgreed: false,
Reason: proto.PlayerApplyEnterMpResultNotify_PLAYER_CANNOT_ENTER_MP,
}
g.SendMsg(cmd.PlayerApplyEnterMpResultNotify, applyPlayer.PlayerID, applyPlayer.ClientSeq, playerApplyEnterMpResultNotify)
return
}
playerApplyEnterMpResultNotify := &proto.PlayerApplyEnterMpResultNotify{
TargetUid: userMpInfo.HostUserId,
TargetNickname: userMpInfo.HostNickname,
IsAgreed: userMpInfo.Agreed,
Reason: proto.PlayerApplyEnterMpResultNotify_PLAYER_JUDGE,
}
g.SendMsg(cmd.PlayerApplyEnterMpResultNotify, applyPlayer.PlayerID, applyPlayer.ClientSeq, playerApplyEnterMpResultNotify)
}
}
func (g *Game) ServerUserMpRsp(userMpInfo *mq.UserMpInfo) {
switch userMpInfo.OriginInfo.CmdName {
case "PlayerApplyEnterMpReq":
player := USER_MANAGER.GetOnlineUser(userMpInfo.OriginInfo.UserId)
if player == nil {
logger.Error("player is nil, uid: %v", userMpInfo.OriginInfo.UserId)
return
}
if !userMpInfo.ApplyOk {
playerApplyEnterMpResultNotify := &proto.PlayerApplyEnterMpResultNotify{
TargetUid: userMpInfo.HostUserId,
TargetNickname: "",
IsAgreed: false,
Reason: proto.PlayerApplyEnterMpResultNotify_Reason(userMpInfo.Reason),
}
g.SendMsg(cmd.PlayerApplyEnterMpResultNotify, player.PlayerID, player.ClientSeq, playerApplyEnterMpResultNotify)
}
}
}