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cmserver.cpp 9.54 KB
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留天下 提交于 2019-02-22 13:22 . net redo done!
#include "cmserver.h"
#include"networkmanager.h"
#include"Json/reader.h"
#include"Json/value.h"
#include"logicplayer.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)
{
NetWorkManager::getInstance()->setFd(clientfd);
if(flag==DISCONN_FLAG)
{
Json::Value value;
LogicPlayer::getInstance()->c2sPlayerLeave(value);
}
else
{
Json::CharReaderBuilder readerBuilder;
Json::CharReader* reader = readerBuilder.newCharReader();
Json::Value value;
std::string error;
if (reader->parse(msg, msg + strlen(msg), &value, &error))
{
cout<<"recv:"<<value.toStyledString()<<endl;
NetWorkManager::getInstance()->dispatch(value["MessageId"].asInt(), value);
}
}
}
//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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