Esempio n. 1
0
// 发送在另一台设备登陆的信息
// clientObj:客户端对象
func SendLoginAnotherDeviceMsg(clientObj *client.Client) {
	responseObj := responseDataObject.NewSocketResponseObject(commandType.Login)
	responseObj.SetResultStatus(responseDataObject.LoginOnAnotherDevice)

	// 先发送消息,然后再断开连接
	responseResult(clientObj, responseObj)
	clientObj.LogoutAndQuit()
}
Esempio n. 2
0
// 发送封号信息
// clientObj:客户端对象
func SendForbidMsg(clientObj *client.Client) {
	responseObj := responseDataObject.NewSocketResponseObject(commandType.Login)
	responseObj.SetResultStatus(responseDataObject.PlayerIsForbidden)

	// 先发送消息,然后再断开连接
	responseResult(clientObj, responseObj)
	clientObj.LogoutAndQuit()
}
Esempio n. 3
0
// 服务器推送信息
// message:推送的消息
func PushMessage(message string) {
	responseObj := responseDataObject.NewSocketResponseObject(commandType.SendMessage)

	// 将message反序列化
	messageMap := make(map[string]interface{})
	if err := json.Unmarshal([]byte(message), &messageMap); err != nil {
		return
	}

	// 提取PlayerIds字段,用于查询对应的玩家对象
	playerList := make([]*player.Player, 0, 32)

	// 判断是否发给指定玩家;如果不是发给指定玩家,则判断是否发给指定公会
	if playerIds, exists := messageMap["PlayerIds"]; exists {
		if playerIdArray, ok := playerIds.([]interface{}); !ok {
			return
		} else {
			for _, playerId := range playerIdArray {
				if playerIdStr, ok := playerId.(string); !ok {
					continue
				} else {
					if playerObj, exists, err := GetPlayer(playerIdStr, false); err != nil || exists == false {
						continue
					} else {
						playerList = append(playerList, playerObj)
					}
				}
			}
		}
	} else {
		// 判断是否发给指定公会;如果不是发给指定公会,则发给所有玩家
		if unionId, exists := messageMap["UnionId"]; exists {
			if unionId_str, ok := unionId.(string); ok {
				playerList = GetPlayerListInUnion(unionId_str)
			}
		} else {
			playerList = GetPlayerList()
		}
	}

	// 如果messageMap中存在PlayerIds或UnionId字段,则将PlayerIds、UnionId移除,并再进行序列化
	_, playerIdsExists := messageMap["PlayerIds"]
	_, unionIdExists := messageMap["UnionId"]
	if playerIdsExists || unionIdExists {
		delete(messageMap, "PlayerIds")
		delete(messageMap, "UnionId")
		if b, err := json.Marshal(messageMap); err == nil {
			message = string(b)
		}
	}

	// 设置responseObj的Data属性(先还原到旧方式,等下次再更新)
	responseObj.SetData(chatMessage.NewResponseData(channelType.System, message, nil, nil))

	// 发送给所有玩家数据
	SendToPlayer(playerList, responseObj)
}