114 lines
3.4 KiB
C
114 lines
3.4 KiB
C
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#pragma once
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/*
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*跨服离线玩家的消息管理器,将一些排名前面的玩家的信息放到组件里保存,用于玩家查询,可以缓存离线玩家的装备,基础信息
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*以及宝物,宠物这些数据
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需要同步的接口
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OnLoadActorOther
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*/
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#include <map>
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#include <vector>
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#include <functional>
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class CActor;
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//离线玩家的信息管理器
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struct COfflineCenterUser:
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public ActorOfflineMsg
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{
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CUserItem* m_Equips[itMaxEquipPos]; //装备信息
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std::vector<CSkillSubSystem::SKILLDATA> m_Skilldata;// 技能信息
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std::map<int, std::vector<StrengthInfo> > m_nStrengths;// 强化信息
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std::vector<CNewTitleSystem::NEWTITLEDATA> m_NewTitleDataList;// 称号信息
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std::vector<CAlmirahItem> m_Almirah; //时装信息
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std::vector<GhostData> m_ghost; //神魔信息
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std::vector<SoulWeaponNetData> vSoulWeapon; //兵魂信息
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};
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class COfflineCenterUserMgr:
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public CComponent
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{
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public:
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COfflineCenterUserMgr():m_FixedSizeAllocator(_T("OfflineCenterUserAllocator"))
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{
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}
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typedef std::map<unsigned int,COfflineCenterUser* > OfflineUserMap; //玩家数据查找的迭代器
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/*
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* Comments:添加一个离线玩家的列表
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* Param unsigned int nActorId:玩家的actorid
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*Parambool &isExist 是否存在这个玩家
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* @Return COfflineCenterUser *:返回玩家的指针
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*/
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COfflineCenterUser * AddCenterOffLineUser(unsigned int nActorId,bool &isExist);
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//处理跨服玩家 数据返回
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void OnCenterReturnData(CDataPacketReader& reader);
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//topackt
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void ViewOffLineActorToPacket(unsigned int nActorId, CDataPacket& data);
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/*
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* Comments:通过玩家的actorid返回玩家的指针
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* Param unsigned int nActorId:玩家的actorid
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* Param bool loadWhenNotExist:如果不存在数据就去DB装载
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* @Return COfflineCenterUser *:玩家的指针
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*/
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inline COfflineCenterUser * GetUserByActorId(unsigned int nActorId)
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{
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if(nActorId ==0) return NULL;
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OfflineUserMap::iterator iter = m_actoridMap.find(nActorId);
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if (iter == m_actoridMap.end())
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{
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return NULL;
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}
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return iter->second;
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}
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/*
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* Comments:删除玩家的列表
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* Param unsigned int nActorID: 玩家的actorid
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* @Return void:
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*/
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void RemoveUser(unsigned int nActorID);
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//删除了所有的玩家的信息
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void RemoveAllUser();
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//销毁组件
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virtual VOID Destroy()
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{
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RemoveAllUser();
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}
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//初始化
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bool Initialize()
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{
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return true;
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}
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using CallBack = std::function<void(CActor*)>;
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//装载玩家的离线消息
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void LoadCenterUser(unsigned nActorId, unsigned nViewerId=0, int nsys = enEuipSystemID,int ncmd = sGetOtherEqip);
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void viewCenterByOfflineUser(COfflineCenterUser *pUser,unsigned int nActorId,int nsys = enEuipSystemID,int ncmd = sGetOtherEqip);
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//Comments:查看离线玩家的信息 优先使用actorid 如果actorid==0 则使用name
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void ViewCenterOffLineActor(CActor *pActor, unsigned int nActorId, int nsys = enEuipSystemID,int ncmd = sGetOtherEqip);
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void viewCenterOfflineUserData(COfflineCenterUser *pUser, CDataPacket& data);
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public:
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//装载玩家的装备信息
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void OnLoadCenterActorData(unsigned int nActorId, CDataPacketReader &reader);
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void SetCenterOfflineUserData(CDataPacketReader& data);
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private:
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OfflineUserMap m_actoridMap; //玩家的actorid到数据的索引(每天23点55分左右会重置)
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std::map<unsigned int, std::vector<std::function<void(COfflineCenterUser*)>>> m_noticeMap; //通知的列表
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CSingleObjectAllocator<COfflineCenterUser> m_FixedSizeAllocator;
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};
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