玩家上线

玩家上线
//------------------c2s_login-------------------------
bool GameChannel::OnLogin(void* data, int len)
{
    UserInfo* info = (UserInfo*)data;
    
    m_asyndb->getUserID(&m_on_getUserID ,info->userName);

    m_pUserInfo = new UserInfo;
    strcpy(m_pUserInfo->userPwd, info->userPwd);
    return true;
}
1.获得用户ID
根据ID判断用户是否存在,即如果ID == -1就认为用户不存在
void GameChannel::on_getUserID(int id)
{
    if(-1 == id)
    {
        LoginEnum ret = LoginUserNotExist;
        send_cmd(s2c_login, &ret, sizeof(LoginEnum));
        return;
    }
    m_pUserInfo->userID = m_user_id = id;
    m_asyndb->getUserInfo(&m_on_getUserInfo, m_user_id);
}

2.根据用户提供的密码和数据库的密码进行比较看是否正确
void GameChannel::on_getUserInfo(UserInfo info)
{
    if(0 == strcmp(info.userPwd, m_pUserInfo->userPwd))
    {
        LoginEnum ret = LoginSuccess;
        send_cmd(s2c_login, &ret, sizeof(LoginEnum));

        send_actors(m_user_id);
    }
    else
    {
        LoginEnum ret = LoginPasswordOrUserError;
        send_cmd(s2c_login, &ret, sizeof(LoginEnum));
    }
}
//---------------------根据以上信息发送用户不存在或者密码不正确-----------------------------------

//---------------------登录成功发送角色列表----------------------------
如果验证密码是正确的,就发送用户下的角色信息
send_json(L"角色列表", jsonOutputStream.str().c_str());

//---------------------------c2s_select_actor(选择其中一个角色)----------------------------------

void GameChannel::on_getActorStat(bool isOnline)//查看玩家是否在线
{
    //如果在线 直接提示
    if(isOnline)
    {
        //...提示该玩家另一处登录
        //将该玩家踢下线。
        m_share->kick_player(m_actor_id);
    }
    m_asyndb->setActorStat(m_actor_id, true);//设置玩家在线状态
    m_asyndb->getActorInfoEx(&m_on_getActorInfoEx, m_actor_id);
}
//---------------------------获取玩家的详细信息------------------------
send_cmd(s2c_local_player_info, &info, sizeof(info));//向客户端发送本地玩家信息
//----------------------------玩家进入map------------------------------
m_map->gs2msData(gs2ms_add_player, m_channel_id, (void*)ss.str().c_str(), ss.str().size());

else if(gs2ms_add_player == pkt.cmd)
{
    auto ply = new PlayerChannel();

    ply->send_ms2gs_data = [this](int cmd, int channel_id, void* data, int len)
    {
        MapPkt pkt;
        pkt.cmd = cmd;
        pkt.channel_id = channel_id;
        char* p = new char[len];
        memcpy(p, data, len);
        pkt.data = p;
        pkt.len = len;

#ifdef BOOST_LOCKFREE
        while(1)
        {
            if(m_quePkts2.push(pkt))
                break;
            else
                boost::this_thread::interruptible_wait(1);
        }
#else
        std::lock_guard<std::mutex>  lock(m_queue_mutex);
        m_quePkts.push(pkt);
#endif

    };
    ply->initMap(this);//给playerchannel中设置地图信息

    //加到地图中,但是并未激活该玩家
    int id = ply->OnPlayerEnter(pkt.data, pkt.len);
    m_PlayerChannels[id] = ply;
    add_player(id);        //此时向客户端发送玩家进入地图消息,此时玩家尚未激活
}

//-------------------------激活玩家-----------------------------------
void Map::activate_player(int mapChannelId) //激活玩家
{
    auto plchannel = m_PlayerChannels[mapChannelId];
    if(!plchannel->isActive)
        plchannel->isActive = true;
    else
        return;
    //
    pos2d& mpos = m_spBase->getMapPos(plchannel->tgtPos); 
    set_map_coll(mpos.x, mpos.y, true);
    m_roles_mpos_mgr.add(mpos.x, mpos.y, plchannel->objId, plchannel);

    //在新进入块中通知
    pos2d newBlockPos = {plchannel->block_x, plchannel->block_y};
    notify_block(pos2d(), newBlockPos, plchannel, true);//通知

    //让玩家上线就能看到所有附近角色的动作。
    m_map_blocks[plchannel->block_x][plchannel->block_y].add(plchannel);
    if(plchannel->actInfoEx->pet)
    {
        if(plchannel->actInfoEx->petinfo.cur_hp <= 0)
        {
            return;
        }
        PetObj* pet = (PetObj*)plchannel->pet;
        pet = new PetObj();
        pet->owner = plchannel;
        plchannel->pet = pet;
        //pet->objId.id;
        pet->objId.type = ObjID_Pet;
        pet->stat.level = plchannel->actInfoEx->petinfo.level;
        wcscpy(pet->name, plchannel->actInfoEx->petinfo.name);
        pet->nBodyID = plchannel->actInfoEx->petinfo.nBodyID;
        pet->typeInfo = m_monster_type_infos[pet->nBodyID];
        pet->stat.cur_hp = plchannel->actInfoEx->petinfo.cur_hp;
        pet->stat.max_hp = plchannel->actInfoEx->petinfo.max_hp;
        pet->stat.cur_exp = plchannel->actInfoEx->petinfo.cur_exp;
        pet->stat.max_exp = plchannel->actInfoEx->petinfo.max_exp;
        std::deque<pos2d> pos;// = {0, 0};
        pos2d mpos = GetMapPos(plchannel->tgtPos);
        Round(1, mpos, pos);
        if(pos.empty())
        {
            delete plchannel->pet;
//            plchannel->pet = nullptr;
        }
//        pos2d mpos = GetMapPos(pos.front());
        if(m_spNPCmgr->addNPC(pet, pos.front()))
            plchannel->isCarryPet = true;
        else
        {
            delete plchannel->pet;
//            plchannel->pet = nullptr;
        }
    }

}

//----------------------------------------此时玩家算是真正的进入地图了-------------------------------------------
原文地址:https://www.cnblogs.com/zzyoucan/p/3927237.html