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同步操作将从 留天下/CM-Server 强制同步,此操作会覆盖自 Fork 仓库以来所做的任何修改,且无法恢复!!!
确定后同步将在后台操作,完成时将刷新页面,请耐心等待。
#include "cmserver.h"
#include<iostream>
#include<string.h>
using namespace std;
CMServer::CMServer():
TCPServer(NULL,NULL,6036,EPOLL_MODE,10)
{
}
CMServer::~CMServer()
{
}
void CMServer::OnRecv(int clientfd, char *msg, int flag)
{
switch (flag)
{
case DISCONN_FLAG:
DoPlayerLeaveMsg(clientfd);
break;
case NORMAL_FLAG:
{
M_Type type=*((M_Type*)msg);
switch (type)
{
case M_InitData:
DoInitDataMsg(clientfd,(InitData_Msg*)msg);
break;
case M_WorldTalk:
DoWroldTalkMsg(clientfd,(WorldTalk_Msg*)msg);
break;
case M_PrivateTalk:
DoPrivateTalkMsg(clientfd,(PrivateTalk_Msg*)msg);
break;
case M_InitPos:
DoInitPosMsg(clientfd,(InitPos_Msg*)msg);
break;
case M_PlayerLeave:
DoPlayerLeaveMsg(clientfd);
break;
case M_MoveTo:
DoPlayerMoveToMsg(clientfd,(MoveTo_Msg*)msg);
break;
case M_VerifyPos:
DoPlayerVerifyPosMsg(clientfd,(VerifyPos_Msg*)msg);
break;
case M_UpdateData:
DoUpdateDataMsg(clientfd,(UpdateData_Msg*)msg);
break;
case M_TeamApply:
doTeamApplyMsg(clientfd,(TeamApply_Msg*)msg);
break;
case M_RefuseTeam:
DoRefuseTeamMsg(clientfd,(RefuseTeam_Msg*)msg);
break;
case M_AgreeTeam:
DoAgreeTeamMsg(clientfd,(AgreeTeam_Msg*)msg);
break;
case M_TeamMove:
DoTeamMoveMsg(clientfd,(TeamMove_Msg*)msg);
break;
case M_TeamGotoMap:
DoTeamGotoMapMsg(clientfd,(TeamGotoMap_Msg*)msg);
break;
case M_DissolveTeam:
DoDissolveTeamMsg(clientfd,(TeamManage_Msg*)msg);
break;
case M_TeamFight:
DoTeamFightMsg(clientfd,(TeamFight_Msg*)msg);
break;
case M_PlayerAtk:
DoPlayerAtkMsg(clientfd,(PlayerAtk_Msg*)msg);
break;
case M_MonsterAtk:
DoMonsterAtkMsg(clientfd,(MonsterAtk_Msg*)msg);
break;
case M_PlayerRun:
DoPlayerRunMsg(clientfd,(PlayerRun_Msg*)msg);
break;
case M_UseMedication:
DoUseMedicationMsg(clientfd,(UseMedication_Msg*)msg);
break;
case M_PlayerDie:
DoPlayerDieMsg(clientfd,(PlayerDie_Msg*)msg);
break;
default:
break;
}
}
break;
default:
break;
}
}
void CMServer::DoWroldTalkMsg(const int& fd,WorldTalk_Msg* msg)
{
cout<<m_playermaps[fd].rolename<<" in the world say: "<<msg->msg<<endl;
msg->fd=fd;
for(auto var:m_playermaps)
{
if(var.first!=fd)
{
write(var.first,(char*)msg,sizeof(WorldTalk_Msg));
}
}
}
void CMServer::DoPrivateTalkMsg(const int& fd,PrivateTalk_Msg* msg)
{
if(m_playermaps.find(msg->dest)!=m_playermaps.end())
{
msg->fd=fd;
cout<<m_playermaps[fd].rolename<<" say "<<msg->msg<<" to "<<m_playermaps[msg->dest].rolename<<endl;
write(msg->dest,(char*)msg,sizeof(PrivateTalk_Msg));
}
}
void CMServer::DoInitDataMsg(const int& fd,InitData_Msg* rlmsg)
{
m_playermaps[fd].playername=rlmsg->playername;
m_playermaps[fd].rolename=rlmsg->rolename;
m_playermaps[fd].playertype=rlmsg->playertype;
m_playermaps[fd].curmap=rlmsg->curmap;
m_playermaps[fd].blood=rlmsg->blood;
m_playermaps[fd].mana=rlmsg->mana;
m_playermaps[fd].attack=rlmsg->attack;
m_playermaps[fd].defense=rlmsg->defense;
m_playermaps[fd].grade=rlmsg->grade;
cout<<rlmsg->playername<<":"<<rlmsg->rolename<<" online!"<<endl;
for(auto var:m_playermaps)
{
if(var.first!=fd)
{
InitData_Msg smsg;
smsg.type=M_InitData;
strcpy(smsg.playername,m_playermaps[var.first].playername.c_str());
strcpy(smsg.rolename,m_playermaps[var.first].rolename.c_str());
strcpy(smsg.playertype,m_playermaps[var.first].playertype.c_str());
smsg.curmap=m_playermaps[var.first].curmap;
smsg.blood=m_playermaps[var.first].blood;
smsg.mana=m_playermaps[var.first].mana;
smsg.attack=m_playermaps[var.first].attack;
smsg.defense=m_playermaps[var.first].defense;
smsg.grade=m_playermaps[var.first].grade;
smsg.fd=var.first;
SendMsg(fd,(char*)&smsg,sizeof(smsg));
rlmsg->fd=fd;
SendMsg(var.first,(char*)rlmsg,sizeof(InitData_Msg));
}
}
}
void CMServer::DoInitPosMsg(const int& fd,InitPos_Msg* msg)
{
m_playermaps[fd].x=msg->x;
m_playermaps[fd].y=msg->y;
m_playermaps[fd].curmap=msg->curmap;
cout<<m_playermaps[fd].rolename<<" initialize position("<<msg->x<<","<<msg->y<<")"<<endl;
for(auto var:m_playermaps)
{
if(var.first!=fd)
{
msg->fd=fd;
SendMsg(var.first,(char*)msg,sizeof(InitPos_Msg));
InitPos_Msg smsg;
smsg.fd=var.first;
smsg.type=M_InitPos;
smsg.x=m_playermaps[var.first].x;
smsg.y=m_playermaps[var.first].y;
smsg.curmap=m_playermaps[var.first].curmap;
SendMsg(fd,(char*)&smsg,sizeof(smsg));
}
}
}
void CMServer::DoPlayerLeaveMsg(const int& fd)
{
cout<<m_playermaps[fd].rolename<<" off line"<<endl;
for(auto var:m_playermaps)
{
if(var.first!=fd)
{
PlayerLeave_Msg msg;
msg.type=M_PlayerLeave;
msg.fd=fd;
SendMsg(var.first,(char*)&msg,sizeof(msg));
}
}
m_playermaps.erase(fd);
}
void CMServer::DoPlayerMoveToMsg(const int& fd,MoveTo_Msg* msg)
{
cout<<m_playermaps[fd].rolename<<" move to position("<<msg->x<<","<<msg->y<<")"<<endl;
for(auto var:m_playermaps)
{
if(var.first!=fd)
{
msg->fd=fd;
SendMsg(var.first,(char*)msg,sizeof(MoveTo_Msg));
}
}
}
void CMServer::DoPlayerVerifyPosMsg(const int& fd,VerifyPos_Msg* msg)
{
cout<<m_playermaps[fd].rolename<<" verify position("<<msg->x<<","<<msg->y<<")"<<endl;
for(auto var:m_playermaps)
{
if(var.first!=fd)
{
msg->fd=fd;
SendMsg(var.first,(char*)msg,sizeof(VerifyPos_Msg));
}
else
{
m_playermaps[var.first].x=msg->x;
m_playermaps[var.first].y=msg->y;
}
}
}
void CMServer::DoUpdateDataMsg(const int& fd,UpdateData_Msg* msg)
{
m_playermaps[fd].attack=msg->attack;
m_playermaps[fd].blood=msg->blood;
m_playermaps[fd].defense=msg->defense;
m_playermaps[fd].grade=msg->grade;
m_playermaps[fd].mana=msg->mana;
msg->fd=fd;
cout<<m_playermaps[fd].rolename<<" update data"<<endl;
for(auto var:m_playermaps)
{
if(var.first!=fd)
{
SendMsg(var.first,(char*)msg,sizeof(UpdateData_Msg));
}
}
}
void CMServer::doTeamApplyMsg(const int& fd,TeamApply_Msg* msg)
{
msg->fd=fd;
if(m_playermaps.find(msg->dest)!=m_playermaps.end())
{
cout<<m_playermaps[fd].rolename<<" apply to make a team with "<<m_playermaps[msg->dest].rolename<<endl;
SendMsg(msg->dest,(char*)msg,sizeof(TeamApply_Msg));
}
}
void CMServer::DoRefuseTeamMsg(const int& fd,RefuseTeam_Msg* msg)
{
msg->fd=fd;
if(m_playermaps.find(msg->dest)!=m_playermaps.end())
{
cout<<m_playermaps[fd].rolename<<" refused "<<m_playermaps[msg->dest].rolename<<" team apply"<<endl;
SendMsg(msg->dest,(char*)msg,sizeof(RefuseTeam_Msg));
}
}
void CMServer::DoAgreeTeamMsg(const int& fd,AgreeTeam_Msg* msg)
{
msg->fd=fd;
if(m_playermaps.find(msg->dest)!=m_playermaps.end())
{
cout<<m_playermaps[fd].rolename<<" agree "<<m_playermaps[msg->dest].rolename<<" team apply"<<endl;
SendMsg(msg->dest,(char*)msg,sizeof(AgreeTeam_Msg));
}
}
void CMServer::DoTeamMoveMsg(const int& fd,TeamMove_Msg* msg)
{
msg->fd=fd;
if(m_playermaps.find(msg->dest)!=m_playermaps.end())
{
cout<<m_playermaps[fd].rolename<<" team header move "<<m_playermaps[msg->dest].rolename<<" to ("<<msg->x<<","<<msg->y<<")"<<endl;
SendMsg(msg->dest,(char*)msg,sizeof(TeamMove_Msg));
}
}
void CMServer::DoTeamGotoMapMsg(const int& fd,TeamGotoMap_Msg* msg)
{
if(m_playermaps.find(msg->dest)!=m_playermaps.end())
{
cout<<m_playermaps[fd].rolename<<" team header move "<<m_playermaps[msg->dest].rolename<<" to "<<msg->map<<endl;
SendMsg(msg->dest,(char*)msg,sizeof(TeamGotoMap_Msg));
}
}
void CMServer::DoDissolveTeamMsg(const int& fd,TeamManage_Msg* msg)
{
msg->fd=fd;
if(m_playermaps.find(msg->dest)!=m_playermaps.end())
{
cout<<"Dissolve Team "<<m_playermaps[fd].rolename<<" and "<<m_playermaps[msg->dest].rolename<<endl;
SendMsg(msg->dest,(char*)msg,sizeof(TeamManage_Msg));
}
}
void CMServer::DoTeamFightMsg(const int& fd,TeamFight_Msg* msg)
{
msg->fd=fd;
if(m_playermaps.find(msg->dest)!=m_playermaps.end())
{
cout<<m_playermaps[fd].rolename<<" leader "<<m_playermaps[msg->dest].rolename<<" entry fight"<<endl;
SendMsg(msg->dest,(char*)msg,sizeof(TeamFight_Msg));
}
}
void CMServer::DoPlayerAtkMsg(const int& fd,PlayerAtk_Msg* msg)
{
msg->fd=fd;
if(m_playermaps.find(msg->dest)!=m_playermaps.end())
{
cout<<m_playermaps[fd].rolename<<" attack monster"<<endl;
SendMsg(msg->dest,(char*)msg,sizeof(PlayerAtk_Msg));
}
}
void CMServer::DoMonsterAtkMsg(const int& fd,MonsterAtk_Msg* msg)
{
msg->fd=fd;
if(m_playermaps.find(msg->dest)!=m_playermaps.end())
{
cout<<"monster attack "<<m_playermaps[msg->dest].rolename<<endl;
SendMsg(msg->dest,(char*)msg,sizeof(MonsterAtk_Msg));
}
}
void CMServer::DoPlayerRunMsg(const int& fd,PlayerRun_Msg* msg)
{
msg->fd=fd;
if(m_playermaps.find(msg->dest)!=m_playermaps.end())
{
cout<<m_playermaps[fd].rolename<<" run away"<<endl;
SendMsg(msg->dest,(char*)msg,sizeof(PlayerRun_Msg));
}
}
void CMServer::DoUseMedicationMsg(const int& fd,UseMedication_Msg* msg)
{
msg->fd=fd;
if(m_playermaps.find(msg->dest)!=m_playermaps.end())
{
cout<<m_playermaps[fd].rolename<<" use medication!"<<endl;
SendMsg(msg->dest,(char*)msg,sizeof(UseMedication_Msg));
}
}
void CMServer::DoPlayerDieMsg(const int& fd,PlayerDie_Msg* msg)
{
msg->fd=fd;
if(m_playermaps.find(msg->dest)!=m_playermaps.end())
{
cout<<m_playermaps[fd].rolename<<" die!"<<endl;
SendMsg(msg->dest,(char*)msg,sizeof(PlayerDie_Msg));
}
}
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