NahidaImpact/NahidaImpact.Gameserver/Controllers/SceneController.cs

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4.4 KiB
C#
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using Google.Protobuf;
using NahidaImpact.Gameserver.Controllers.Attributes;
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using NahidaImpact.Gameserver.Controllers.Result;
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using NahidaImpact.Gameserver.Game;
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using NahidaImpact.Gameserver.Game.Scene;
using NahidaImpact.Gameserver.Helpers;
using NahidaImpact.Gameserver.Network.Session;
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using NahidaImpact.Protocol;
namespace NahidaImpact.Gameserver.Controllers;
[NetController]
internal class SceneController : ControllerBase
{
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[NetCommand(CmdType.MarkMapReq)]
public async ValueTask<IResult> OnMarkMapReq(SceneManager sceneManager)
{
MarkMapReq request = Packet!.DecodeBody<MarkMapReq>();
if (request.Mark != null)
{
Vector teleportToPosition = request.Mark.Pos;
await sceneManager.TeleportTo(teleportToPosition.X, 800, teleportToPosition.Z);
}
return Response(CmdType.MarkMapRsp);
}
[NetCommand(CmdType.EvtDoSkillSuccNotify)]
public async ValueTask<IResult> OnEvtDoSkillSuccNotify(SceneManager sceneManager)
{
EvtDoSkillSuccNotify notify = Packet!.DecodeBody<EvtDoSkillSuccNotify>();
await sceneManager.ResetAllCoolDownsForAvatar(notify.CasterId);
return Ok();
}
[NetCommand(CmdType.CombatInvocationsNotify)]
public async ValueTask<IResult> OnCombatInvocationsNotify(ClientActionManager clientActionManager)
{
CombatInvocationsNotify notify = Packet!.DecodeBody<CombatInvocationsNotify>();
foreach (CombatInvokeEntry invocation in notify.InvokeList)
{
IMessage? message = invocation.DecodeCombatInvocation();
if (message != null)
await clientActionManager.InvokeAsync(invocation.ArgumentType, message);
}
return Ok();
}
[NetCommand(CmdType.UnionCmdNotify)]
public async ValueTask<IResult> OnUnionCmdNotify(NetSession session)
{
UnionCmdNotify notify = Packet!.DecodeBody<UnionCmdNotify>();
foreach (UnionCmd cmd in notify.CmdList)
{
await session.HandlePacket(cmd.ToNetPacket());
}
return Ok();
}
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[NetCommand(CmdType.GetScenePointReq)]
public ValueTask<IResult> OnGetScenePointReq(SceneManager sceneManager, Player player)
{
GetScenePointRsp rsp = new()
{
SceneId = sceneManager.CurrentSceneId,
BelongUid = player.Uid
};
for (uint i = 1; i <= 777; i++)
{
rsp.UnlockedPointList.Add(i);
}
return ValueTask.FromResult(Response(CmdType.GetScenePointRsp, rsp));
}
[NetCommand(CmdType.GetSceneAreaReq)]
public ValueTask<IResult> OnGetSceneAreaReq(SceneManager sceneManager)
{
GetSceneAreaRsp rsp = new()
{
SceneId = sceneManager.CurrentSceneId
};
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for (uint i = 1; i <= 100; i++)
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{
rsp.AreaIdList.Add(i);
}
return ValueTask.FromResult(Response(CmdType.GetSceneAreaRsp, rsp));
}
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[NetCommand(CmdType.PostEnterSceneReq)]
public async ValueTask<IResult> OnPostEnterSceneReq(SceneManager sceneManager)
{
await sceneManager.OnEnterStateChanged(SceneEnterState.PostEnter);
return Response(CmdType.PostEnterSceneRsp, new PostEnterSceneRsp
{
EnterSceneToken = sceneManager.EnterToken
});
}
[NetCommand(CmdType.EnterSceneDoneReq)]
public async ValueTask<IResult> OnEnterSceneDoneReq(SceneManager sceneManager)
{
await sceneManager.OnEnterStateChanged(SceneEnterState.EnterDone);
return Response(CmdType.EnterSceneDoneRsp, new EnterSceneDoneRsp
{
EnterSceneToken = sceneManager.EnterToken
});
}
[NetCommand(CmdType.SceneInitFinishReq)]
public async ValueTask<IResult> OnSceneInitFinishReq(SceneManager sceneManager)
{
await sceneManager.OnEnterStateChanged(SceneEnterState.InitFinished);
return Response(CmdType.SceneInitFinishRsp, new SceneInitFinishRsp
{
EnterSceneToken = sceneManager.EnterToken
});
}
[NetCommand(CmdType.EnterSceneReadyReq)]
public async ValueTask<IResult> OnEnterSceneReadyReq(SceneManager sceneManager)
{
await sceneManager.OnEnterStateChanged(SceneEnterState.ReadyToEnter);
return Response(CmdType.EnterSceneReadyRsp, new EnterSceneReadyRsp
{
EnterSceneToken = sceneManager.EnterToken
});
}
}