/* 基础属性 1001-1100 关卡挂机相关 1101-1200 推送变化 1201-1300 英雄阵型相关 1301-1400 英雄相关 1401-1500 道具装备相关 1501-1600 */ func (this *Deal4C) Handler4C(conn net.Conn) { const MAXLEN = 10240 buff := make([]byte, MAXLEN) var player *game.Player //实例化玩家 is_login := false defer func() { if player != nil { player.ExitGame() } fmt.Println("socket is close") conn.Close() }() for { n, err := conn.Read(buff) //接收具体消息 if err != nil { fmt.Println("err:", err) return } if n > MAXLEN || n < 8 { fmt.Println(" n > MAXLEN || n < 8", n) return } //接收包头 for n >= 8 { body_len, head_pid := GetHead(buff[:8]) if int(body_len) > n { fmt.Println("body_len > n", int(body_len), n) return } buf := buff[:body_len] buff = buff[body_len:] n -= int(body_len) //添加开关 if (head_pid > 1002) && !is_login { fmt.Println("head_pid > 1002", head_pid, is_login) return } fmt.Println("数据接收 pid=", head_pid) //基础属性 1001-1100 switch head_pid { case 1001: //注册 register := new(protocol.PlayerBase_RegisterRole) if err := proto.Unmarshal(buf[8:body_len], register); err == nil { player = new(game.Player) result := player.RegisterRole(int64(register.GetPlayerId()+this.server_id*1000000), register.GetNick(), register.GetHeroId(), &conn) result4C := &protocol.PlayerBase_RegisterRoleResult{ Result: proto.Int32(result), } encObj, _ := proto.Marshal(result4C) SendPackage(conn, 1001, encObj) } case 1002: //获取player基础属性 fmt.Println("获取player基础属性") get_info := new(protocol.PlayerBase_GetRoleInfo) if err := proto.Unmarshal(buf[8:body_len], get_info); err != nil { return } //内存数据库 is_login, player = player.Login(int64(get_info.GetPlayerId()+this.server_id*1000000), &conn) if is_login { player.SetConn(&conn) player.Save() } case 1003: //玩家退出 player.ExitGame() //关卡挂机相关 1101-1200 case 1101: //战斗准备进行关卡 get_info := new(protocol.StageBase_WarMapStage) if err := proto.Unmarshal(buf[8:body_len], get_info); err != nil { return } result := player.Stage.IsCanThroughMap(get_info.GetStageId(), player.Info.Energy, 1, 1) result4C := &protocol.StageBase_MapStageResult{ Result: &result, } encObj, _ := proto.Marshal(result4C) SendPackage(conn, 1101, encObj) case 1102: //战斗结果客户的通知服务器 get_info := new(protocol.StageBase_WarMapNoteServer) if err := proto.Unmarshal(buf[8:body_len], get_info); err != nil { return } player.Stage.WarMapNoteServerResult(get_info.GetStage().GetState(), get_info.GetStage().GetStageId(), player) case 1103: //扫荡 get_info := new(protocol.StageBase_SweepMapStage) if err := proto.Unmarshal(buf[8:body_len], get_info); err != nil { return } player.Stage.SweepMapStageResult(get_info.GetStageId(), get_info.GetCount(), player) case 1104: //在线挂机 player.Guaji_Stage.OnNotice2CGuaji(player) case 1105: //挂机事件 get_info := new(protocol.StageBaseGetGuajiInfo) if err := proto.Unmarshal(buf[8:body_len], get_info); err != nil { return } result4C := player.Guaji_Stage.GuajiInfoResult(get_info.GetId()) if result4C != nil { encObj, _ := proto.Marshal(result4C) SendPackage(conn, 1105, encObj) } case 1106: //挑战boss的阵容信息 get_info := new(protocol.StageBase_ChallengeBoss) if err := proto.Unmarshal(buf[8:body_len], get_info); err != nil { return } player.Guaji_Stage.ChallengeBoss(get_info.GetId(), player) case 1107: //客户端通知服务器boss挑战结果 get_info := new(protocol.StageBase_C2SChallenge) if err := proto.Unmarshal(buf[8:body_len], get_info); err != nil { return } player.Guaji_Stage.C2SChallengeResult(get_info.Stage.GetState(), get_info.Stage.GetStageId(), player) case 1108: //切换挂机地方 get_info := new(protocol.StageBase_ChangeGuajiInfo) if err := proto.Unmarshal(buf[8:body_len], get_info); err != nil { return } is_ok := player.Guaji_Stage.ChangeStage(get_info.GetId(), player.PlayerId) result4C := &protocol.StageBase_ChangeGuajiInfoResult{ IsOk: &is_ok, } encObj, _ := proto.Marshal(result4C) SendPackage(conn, 1108, encObj) case 1109: //快速战斗 get_info := new(protocol.StageBase_FastWar) if err := proto.Unmarshal(buf[8:body_len], get_info); err != nil { return } result4C := player.Guaji_Stage.FastWar(get_info.GetStage().GetStageId()) encObj, _ := proto.Marshal(result4C) SendPackage(conn, 1109, encObj) case 1110: //获取玩家当前挂机列表 GuajiRoleInfos_ := player.Guaji_Stage.GetGuajiRoleListResult() result4C := &protocol.StageBase_GetGuajiRoleListResult{ GuajiRoleInfos: GuajiRoleInfos_, } encObj, _ := proto.Marshal(result4C) SendPackage(conn, 1110, encObj) case 1111: //挑战玩家 get_info := new(protocol.StageBase_ChallengePlayer) if err := proto.Unmarshal(buf[8:body_len], get_info); err != nil { return } player.ChallengePlayer(get_info.GetType(), get_info.GetRoleId()) //英雄阵型相关 1301-1400 case 1301: //请求阵型 get_info := new(protocol.Formation_GetGuajiRoleFormation) if err := proto.Unmarshal(buf[8:body_len], get_info); err != nil { return } player.GetFomation(get_info.GetRoleId(), get_info.GetType()) case 1302: //英雄上阵 下阵 get_info := new(protocol.Formation_HerosFormation) if err := proto.Unmarshal(buf[8:body_len], get_info); err != nil { return } if get_info.GetType() == 2 { player.StageFomation.HerosFormation(get_info.GetIsOn(), get_info.GetPosId(), get_info.GetHeroUid(), player) } case 1303: //位置交换 get_info := new(protocol.Formation_ChangeHerosFormation) if err := proto.Unmarshal(buf[8:body_len], get_info); err != nil { return } player.StageFomation.ChangeHerosFormation(get_info.GetPosId_1(), get_info.GetPosId_2(), player) //英雄相关 1401-1500 case 1401: //获取英雄相关信息 get_info := new(protocol.Hero_GetHeros) if err := proto.Unmarshal(buf[8:body_len], get_info); err != nil { return } player.GetHeroResult(get_info.GetRoleId(), get_info.GetType()) case 1402: //hero升阶 get_info := new(protocol.Hero_StepHero) if err := proto.Unmarshal(buf[8:body_len], get_info); err != nil { return } if _, ok := player.Heros[get_info.GetHeroUid()]; !ok { return } result := player.Heros[get_info.GetHeroUid()].StepUp(player) result4C := new(protocol.Hero_StepHeroResult) result4C.Result = &result encObj, _ := proto.Marshal(result4C) SendPackage(conn, 1402, encObj) fmt.Println(player.Heros[get_info.GetHeroUid()].Hero_Info.Step_level) case 1403: //hero升星 get_info := new(protocol.Hero_StarHero) if err := proto.Unmarshal(buf[8:body_len], get_info); err != nil { return } if _, ok := player.Heros[get_info.GetHeroUid()]; !ok { return } result := player.Heros[get_info.GetHeroUid()].StarUp(player) result4C := new(protocol.Hero_StarHeroResult) result4C.Result = &result encObj, _ := proto.Marshal(result4C) SendPackage(conn, 1403, encObj) case 1404: //天赋开启 get_info := new(protocol.Hero_OpenHeroGift) if err := proto.Unmarshal(buf[8:body_len], get_info); err != nil { return } hero_uid := get_info.GetHeroUid() if player.Heros[hero_uid] == nil { return } result := player.Heros[hero_uid].OpenHeroGift(get_info.GetId()) result4C := &protocol.Hero_OpenHeroGiftResult{ Result: &result, } encObj, _ := proto.Marshal(result4C) SendPackage(conn, 1404, encObj) case 1405: //英雄升级 get_info := new(protocol.Hero_HeroLevelUp) if err := proto.Unmarshal(buf[8:body_len], get_info); err != nil { return } hero_uid := get_info.GetHeroUid() if _, ok := player.Heros[hero_uid]; !ok { return } result := player.Heros[hero_uid].TaskGoods(get_info.GetPropId(), get_info.GetCount()) result4C := &protocol.Hero_HeroLevelUpResult{ Result: &result, } encObj, _ := proto.Marshal(result4C) SendPackage(conn, 1405, encObj) //道具装备相关 1501-1600 case 1501: //使用某个道具 get_info := new(protocol.Goods_UseProp) if err := proto.Unmarshal(buf[8:body_len], get_info); err != nil { return } _, result := player.Bag_Prop.DeleteItemByUid(get_info.GetUid(), get_info.GetCount()) result4C := &protocol.Goods_UsePropResult{ Result: &result, } encObj, _ := proto.Marshal(result4C) SendPackage(conn, 1501, encObj) case 1502: //穿戴 或 卸载某装备 get_info := new(protocol.Goods_UseEquip) if err := proto.Unmarshal(buf[8:body_len], get_info); err != nil { return } result := player.Bag_Equip.UseEquip(get_info.GetEquipUid(), get_info.GetPos(), get_info.GetType(), player) result4C := &protocol.Goods_UseEquipResult{ Result: &result, } encObj, _ := proto.Marshal(result4C) SendPackage(conn, 1502, encObj) case 1503: //装备强化 get_info := new(protocol.Goods_EquipStrengthen) if err := proto.Unmarshal(buf[8:body_len], get_info); err != nil { return } var result int32 = 0 equip_uid := get_info.GetEquipUid() if _, ok := player.Bag_Equip.BagEquip[equip_uid]; ok { result = player.Bag_Equip.BagEquip[equip_uid].Strengthen(player) } else { result = 1 } for _, v := range player.Bag_Equip.BagEquip { fmt.Println("equip:", v.Equip_id, v.Equip_uid) } result4C := &protocol.Goods_EquipStrengthenResult{ Result: &result, } player.Save() encObj, _ := proto.Marshal(result4C) SendPackage(conn, 1503, encObj) case 1504: //装备精炼 get_info := new(protocol.Goods_EquipRefine) if err := proto.Unmarshal(buf[8:body_len], get_info); err != nil { return } var result int32 = 0 equip_uid := get_info.GetEquipUid() if _, ok := player.Bag_Equip.BagEquip[equip_uid]; ok { result = player.Bag_Equip.BagEquip[equip_uid].EquipRefine(player) } else { result = 1 } result4C := &protocol.Goods_EquipRefineResult{ Result: &result, } encObj, _ := proto.Marshal(result4C) SendPackage(conn, 1504, encObj) player.Save() case 1505: //装备分解 get_info := new(protocol.Goods_EquipDecompose) if err := proto.Unmarshal(buf[8:body_len], get_info); err != nil { return } var result int32 = 0 equip_uids := get_info.GetEquipUids() result = player.Bag_Equip.EquipDecompose(equip_uids, player) result4C := &protocol.Goods_EquipDecomposeResult{ Result: &result, } encObj, _ := proto.Marshal(result4C) SendPackage(conn, 1505, encObj) case 1506: //道具出售 get_info := new(protocol.Goods_SaleProp) if err := proto.Unmarshal(buf[8:body_len], get_info); err != nil { return } player.Bag_Prop.SaleProp(get_info.GetPropUid(), get_info.GetCount()) //GM case 1601: get_info := new(protocol.GM_Msg) if err := proto.Unmarshal(buf[8:body_len], get_info); err != nil { return } player.Gm.DealMsg(get_info.GetMsg(), player) fmt.Println("GM:", get_info.GetMsg()) //活动 1701-1800 case 1701: get_info := new(protocol.Activity_NiuDan) if err := proto.Unmarshal(buf[8:body_len], get_info); err != nil { return } result, props, golds, hero_uids := player.Niu_Dan.NiuDanMsg(get_info.GetType(), get_info.GetTypeGroup(), player) fmt.Print("活动:", hero_uids) protocl_pros := player.Bag_Prop.DealPropStruct(props) result4C := &protocol.Activity_NiuDanResult{ Result: &result, Props: protocl_pros, Gold: golds, HeroUids: hero_uids, } encObj, _ := proto.Marshal(result4C) SendPackage(conn, 1701, encObj) //任务系统 1801-1900 case 1801: //满足的所有任务 player.Task.AllTask(&conn) //c2s手动接受任务 case 1802: get_info := new(protocol.Task_AcceptTask) if err := proto.Unmarshal(buf[8:body_len], get_info); err != nil { return } player.Task.AcceptTask(get_info.GetTaskInfo().GetType(), get_info.GetTaskInfo().GetId()) //pid 1803 手动提交任务获取奖励 case 1803: get_info := new(protocol.Task_SubmitTask) if err := proto.Unmarshal(buf[8:body_len], get_info); err != nil { return } player.Task.SubmitTask(get_info.GetTaskInfo().GetType(), get_info.GetTaskInfo().GetId()) //获取悬赏任务相关 case 1821: player.Task.GetXuanShangInfo(&conn) //悬赏元宝刷新请求 case 1822: get_info := new(protocol.Task_XuanShangDiamondRef) if err := proto.Unmarshal(buf[8:body_len], get_info); err != nil { return } player.Task.XuanShangDiamondRef() case 1824: //放弃任务 get_info := new(protocol.Task_GiveUpTask) if err := proto.Unmarshal(buf[8:body_len], get_info); err != nil { return } player.Task.GiveUpTask(get_info.GetTask().GetId()) //请求获取成就列表 case 1851: player.Task.Achievement.GetAchievementResult(&conn) //获取成就奖励 case 1852: get_info := new(protocol.Task_GetAchievementReward) if err := proto.Unmarshal(buf[8:body_len], get_info); err != nil { return } player.Task.Achievement.GetAchievementReward(get_info.GetId(), player) default: } } } }
func (this *Deal4C) Handler4C(conn net.Conn) { defer conn.Close() var player *game.Player //玩家对象的指针 const MAXLEN = 1024 buf := make([]byte, MAXLEN) for { n, err := conn.Read(buf) //接收具体消息 if err != nil { return } if n > MAXLEN { game.Log.Error("recive error n> MAXLEN") return } fmt.Println(buf[0:n]) //接收包头 _, head_pid := GetHead(buf) //包体 switch head_pid { case 1001: //注册 register := new(protocol.Game_RegisterRole) if err := proto.Unmarshal(buf[8:n], register); err == nil { player = new(game.Player) player.Init(&conn) sn := this.server_id + register.Info.GetPlayerId() fmt.Println(register.Info.GetPlayerId(), this.server_id, register.Info.GetNick(), register.Info.GetHeroId()) result := player.RegisterRole(sn, register.Info.GetPlayerId(), this.server_id, register.Info.GetNick(), register.Info.GetHeroId()) result4C := &protocol.Game_RegisterRoleResult{ Result: proto.Int32(result), } encObj, _ := proto.Marshal(result4C) SendPackage(conn, 1001, encObj) //加载保存于内存中 if global.REGISTERROLESUCCESS == result { key := strconv.Itoa(int(sn)) this.players[key] = player } } case 1002: //获取role基础属性 fmt.Println("come role base") var pid int32 = 123 var nick string = "afds" var hero_id int32 = 12 //var level int32 = 1 var exp int32 = 0 var hp int32 = 70 physical_def := []int32{2, 4} magic_def := []int32{2, 4} physical_damage := []int32{2, 4} magic_damage := []int32{2, 4} result4C := &protocol.Game_RoleInfoResult{ BaseRole: &protocol.Game_BaseRole{ PlayerId: &pid, Nick: &nick, HeroId: &hero_id, }, Attribute: &protocol.Game_Attribute{ Exp: &exp, Hp: &hp, PhysicalDef: physical_def, MagicDef: magic_def, PhysicalDamage: physical_damage, MagicDamage: magic_damage, }, } encObj, _ := proto.Marshal(result4C) fmt.Println(encObj) SendPackage(conn, 1002, encObj) default: } } }