示例#1
0
def enterScene(dynamicId, characterId, placeId,force):
    '''进入场景
    @param dynamicId: int 客户端的ID
    @param characterId: int 角色的ID
    @param placeId: int 场景的ID
    @param force: bool 
    '''
    vplayer = VCharacterManager().getVCharacterByClientId(dynamicId)
    if not vplayer:
        return None
    nownode = SceneSerManager().getBsetScenNodeId()
    d = GlobalObject().root.callChild(nownode,601,dynamicId, characterId, placeId,force,None)
    vplayer.setNode(nownode)
    SceneSerManager().addClient(nownode, vplayer.dynamicId)
    return d
示例#2
0
def DropClient(dynamicId):
    u = UsersManager().getUserByDynamicId(dynamicId)
    if u:
        if u.isCharacterLocked():
            return
        if u.isLoginCharacter():
            u.lockChar(True)
            ##
            GlobalObject().root.callChild("chat", 2, dynamicId, u.characterId)
            GlobalObject().root.callChild("combat", 2, dynamicId,
                                          u.characterId)

            scene = u.getSceneNode()
            if scene:
                GlobalObject().root.callChild(scene, 2, dynamicId,
                                              u.characterId)
                SceneSerManager().dropClient(scene, dynamicId)

            node = u.getNode()
            if node:
                GlobalObject().root.callChild(node, 2, dynamicId,
                                              u.characterId)
                GameSerManager().dropClient(node, dynamicId)
            ###
            u.lockChar(False)  #释放角色锁定,其实这里没有对数据库直接操作,而是通知各个子服自己处理,所以角色锁定没啥意义
            UsersManager().dropUserByDynamicId(dynamicId)
    return
示例#3
0
def enterScene(dynamicId, characterId, placeId, force):
    '''进入场景
    @param dynamicId: int 客户端的ID
    @param characterId: int 角色的ID
    @param placeId: int 场景的ID
    @param force: bool 
    '''
    vplayer = VCharacterManager().getVCharacterByClientId(dynamicId)
    if not vplayer:
        return None
    nownode = SceneSerManager().getBestScenNodeId()  # 获取最佳的game服务器
    # 调用子节点 childname, *args
    d = GlobalObject().root.callChild(nownode, 601, dynamicId, characterId,
                                      placeId, force, None)
    vplayer.setNode(nownode)  # 设置节点服务器
    SceneSerManager().addClient(nownode, vplayer.dynamicId)  # 添加到场景服务器
    return d
示例#4
0
def dropClient(deferResult, dynamicId, vcharacter):
    '''清理客户端的记录
	@param result:写入后返回的结果
	'''
    node = vcharacter.getNode()
    if node:  #角色在场景中的处理
        SceneSerManager().dropClient(node, dynamicId)
    VCharacterManager().dropVCharacterByClientId(dynamicId)
    UsersManager().dropUserByDynamicId(dynamicId)
示例#5
0
文件: login.py 项目: hw233/lolita_son
def selectrole_276(key, dynamicId, request_proto):
    argument = netutil.c2s_buf2data("C2S_LOGIN_SELECTROLE", request_proto)
    rid = argument['rid']
    user = UsersManager().getUserByDynamicId(dynamicId)
    if not user:
        response = {}
        response["msg"] = "you haven't login"
        buf = netutil.s2c_data2buf("S2C_NOTIFY_FLOAT", response)
        GlobalObject().root.callChild("net", "pushObject",
                                      ProtocolDesc.S2C_NOTIFY_FLOAT, buf,
                                      [dynamicId])
        return
    if user.characterId == 0:
        response = {}
        response["msg"] = "you haven't character"
        buf = netutil.s2c_data2buf("S2C_NOTIFY_FLOAT", response)
        GlobalObject().root.callChild("net", "pushObject",
                                      ProtocolDesc.S2C_NOTIFY_FLOAT, buf,
                                      [dynamicId])
        return
    if user.characterId != rid:
        response = {}
        response["msg"] = "error characterId %d %d" % (rid, user.characterId)
        buf = netutil.s2c_data2buf("S2C_NOTIFY_FLOAT", response)
        GlobalObject().root.callChild("net", "pushObject",
                                      ProtocolDesc.S2C_NOTIFY_FLOAT, buf,
                                      [dynamicId])
        return
    if user.isCharacterLocked():
        return
    if not user.CheckEffective():
        response = {}
        response["msg"] = "account is banned"
        buf = netutil.s2c_data2buf("S2C_NOTIFY_FLOAT", response)
        GlobalObject().root.callChild("net", "pushObject",
                                      ProtocolDesc.S2C_NOTIFY_FLOAT, buf,
                                      [dynamicId])
        return
    if user.isLoginCharacter():
        response = {}
        response["msg"] = "character is already login"
        buf = netutil.s2c_data2buf("S2C_NOTIFY_FLOAT", response)
        GlobalObject().root.callChild("net", "pushObject",
                                      ProtocolDesc.S2C_NOTIFY_FLOAT, buf,
                                      [dynamicId])
        return
    user.loginCharacter()
    nownode = GameSerManager().getBsetSvrNodeId()
    d = GlobalObject().root.callChild(nownode, 1, dynamicId, rid)
    user.setNode(nownode)
    GameSerManager().addClient(nownode, dynamicId)

    scenenode = SceneSerManager().getBsetScenNodeId()
    d = GlobalObject().root.callChild(scenenode, 1, dynamicId, rid)
    user.setSceneNode(scenenode)
    SceneSerManager().addClient(scenenode, dynamicId)

    GlobalObject().root.callChild("chat", 1, dynamicId, rid)
    GlobalObject().root.callChild("combat", 1, dynamicId, rid)

    response = {}
    buf = netutil.s2c_data2buf("S2C_LOGIN_SELECTROLE", response)
    GlobalObject().root.callChild("net", "pushObject",
                                  ProtocolDesc.S2C_LOGIN_SELECTROLE, buf,
                                  [dynamicId])
    return