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logicplayer.cpp 5.46 KB
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留天下 提交于 2019-02-22 13:22 . net redo done!
#include "logicplayer.h"
#include"networkmanager.h"
#include"messageconst.h"
DEFINE_SINGLE_ATTRIBUTES(LogicPlayer);
LogicPlayer::LogicPlayer()
{
NET_INSTANCE()->add(MESSAGE_PLAYER_LEAVE,handler(this,SEL_EVENTFUNC(LogicPlayer::c2sPlayerLeave)));
NET_INSTANCE()->add(MESSAGE_INIT_DATA,handler(this,SEL_EVENTFUNC(LogicPlayer::c2sInitData)));
NET_INSTANCE()->add(MESSAGE_INIT_POS,handler(this,SEL_EVENTFUNC(LogicPlayer::c2sInitPos)));
NET_INSTANCE()->add(MESSAGE_MOVE_TO,handler(this,SEL_EVENTFUNC(LogicPlayer::LogicPlayer::c2sMoveTo)));
NET_INSTANCE()->add(MESSAGE_UPDATE_DATA,handler(this,SEL_EVENTFUNC(LogicPlayer::LogicPlayer::c2sUpdateData)));
NET_INSTANCE()->add(MESSAGE_VERIFY_POS,handler(this,SEL_EVENTFUNC(LogicPlayer::LogicPlayer::c2sVertifyPos)));
}
void LogicPlayer::c2sPlayerLeave(Json::Value&)
{
int fd=NET_INSTANCE()->getFd();
auto& playermaps=NET_SOCKET().m_playermaps;
cout<<playermaps[fd].rolename<<" off line"<<endl;
for(auto var:playermaps)
{
if(var.first!=fd)
{
NetMsg msg;
msg["fd"]=fd;
NET_INSTANCE()->send(var.first,MESSAGE_PLAYER_LEAVE,msg);
}
}
playermaps.erase(fd);
}
void LogicPlayer::c2sInitData(Json::Value& msg)
{
int fd=NET_INSTANCE()->getFd();
auto& playermaps=NET_SOCKET().m_playermaps;
playermaps[fd].playername=msg["playername"].asString();
playermaps[fd].rolename=msg["rolename"].asString();
playermaps[fd].playertype=msg["playertype"].asString();
playermaps[fd].curmap=msg["curmap"].asInt();
playermaps[fd].blood=msg["blood"].asFloat();
playermaps[fd].mana=msg["mana"].asFloat();
playermaps[fd].attack=msg["attack"].asFloat();
playermaps[fd].defense=msg["defense"].asFloat();
playermaps[fd].grade=msg["grade"].asInt();
cout<<msg["playername"].asString()<<":"<<msg["rolename"].asString()<<" online!"<<endl;
for(auto var:playermaps)
{
if(var.first!=fd)
{
NetMsg smsg;
smsg["playername"]=playermaps[var.first].playername;
smsg["rolename"]=playermaps[var.first].rolename;
smsg["playertype"]=playermaps[var.first].playertype;
smsg["curmap"]=playermaps[var.first].curmap;
smsg["blood"]=playermaps[var.first].blood;
smsg["mana"]=playermaps[var.first].mana;
smsg["attack"]=playermaps[var.first].attack;
smsg["defense"]=playermaps[var.first].defense;
smsg["grade"]=playermaps[var.first].grade;
smsg["fd"]=var.first;
NET_INSTANCE()->send(fd,MESSAGE_INIT_DATA,smsg); //SendMsg(fd,(char*)&smsg,sizeof(smsg));
msg["fd"]=fd;
NET_INSTANCE()->send(var.first,MESSAGE_INIT_DATA,msg);
// SendMsg(var.first,(char*)rlmsg,sizeof(InitData_Msg));
}
}
}
void LogicPlayer::c2sInitPos(Json::Value& msg)
{
int fd=NET_INSTANCE()->getFd();
auto& playermaps=NET_SOCKET().m_playermaps;
playermaps[fd].x=msg["x"].asFloat();
playermaps[fd].y=msg["y"].asFloat();
playermaps[fd].curmap=msg["curmap"].asInt();
cout<<playermaps[fd].rolename<<" initialize position("<<msg["x"].asFloat()<<","<<msg["y"].asFloat()<<")"<<endl;
for(auto var:playermaps)
{
if(var.first!=fd)
{
msg["fd"]=fd;
NET_INSTANCE()->send(var.first,MESSAGE_INIT_POS,msg);
//SendMsg(var.first,(char*)msg,sizeof(InitPos_Msg));
NetMsg smsg;
smsg["fd"]=var.first;
smsg["x"]=playermaps[var.first].x;
smsg["y"]=playermaps[var.first].y;
smsg["curmap"]=playermaps[var.first].curmap;
NET_INSTANCE()->send(fd,MESSAGE_INIT_POS,smsg);
//SendMsg(fd,(char*)&smsg,sizeof(smsg));
}
}
}
void LogicPlayer::c2sMoveTo(Json::Value& msg)
{
int fd=NET_INSTANCE()->getFd();
auto& playermaps=NET_SOCKET().m_playermaps;
cout<<playermaps[fd].rolename<<" move to position("<<msg["x"].asFloat()<<","<<msg["y"].asFloat()<<")"<<endl;
for(auto var:playermaps)
{
if(var.first!=fd)
{
msg["fd"]=fd;
NET_INSTANCE()->send(var.first,MESSAGE_MOVE_TO,msg);
//SendMsg(var.first,(char*)msg,sizeof(MoveTo_Msg));
}
}
}
void LogicPlayer::c2sVertifyPos(Json::Value& msg)
{
int fd=NET_INSTANCE()->getFd();
auto& playermaps=NET_SOCKET().m_playermaps;
cout<<playermaps[fd].rolename<<" verify position("<<msg["x"].asFloat()<<","<<msg["y"].asFloat()<<")"<<endl;
for(auto var:playermaps)
{
if(var.first!=fd)
{
msg["fd"]=fd;
NET_INSTANCE()->send(var.first,MESSAGE_VERIFY_POS,msg);
//SendMsg(var.first,(char*)msg,sizeof(VerifyPos_Msg));
}
else
{
playermaps[var.first].x=msg["x"].asFloat();
playermaps[var.first].y=msg["y"].asFloat();
}
}
}
void LogicPlayer::c2sUpdateData(Json::Value& msg)
{
int fd=NET_INSTANCE()->getFd();
auto& playermaps=NET_SOCKET().m_playermaps;
playermaps[fd].attack=msg["attack"].asFloat();
playermaps[fd].blood=msg["blood"].asFloat();
playermaps[fd].defense=msg["defense"].asFloat();
playermaps[fd].grade=msg["grade"].asInt();
playermaps[fd].mana=msg["mana"].asFloat();
msg["fd"]=fd;
cout<<playermaps[fd].rolename<<" update data"<<endl;
for(auto var:playermaps)
{
if(var.first!=fd)
{
NET_INSTANCE()->send(var.first,MESSAGE_UPDATE_DATA,msg);
//SendMsg(var.first,(char*)msg,sizeof(UpdateData_Msg));
}
}
}
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