avoid explicit notify send in logic parts, implement callbacks for that
This commit is contained in:
parent
06692b4be9
commit
5fce82048f
15 changed files with 238 additions and 131 deletions
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@ -1,5 +1,4 @@
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using Core.Config;
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using GameServer.Controllers.Attributes;
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using GameServer.Controllers.Attributes;
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using GameServer.Models;
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using GameServer.Models.Chat;
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using GameServer.Network;
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@ -4,7 +4,6 @@ using GameServer.Models;
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using GameServer.Models.Chat;
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using GameServer.Network;
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using GameServer.Systems.Entity;
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using Protocol;
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namespace GameServer.Controllers.ChatCommands;
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@ -50,14 +49,8 @@ internal class ChatSpawnCommandHandler
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Z = z * 100
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};
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_entitySystem.Create(monster);
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monster.InitProps(_configManager.GetConfig<BasePropertyConfig>(600000100)!); // TODO: monster property config
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await _session.Push(MessageId.EntityAddNotify, new EntityAddNotify
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{
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IsAdd = true,
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EntityPbs = { monster.Pb }
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});
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_entitySystem.Add([monster]);
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await _creatureController.UpdateAiHate();
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@ -82,7 +82,7 @@ internal class CombatManager
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}
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[CombatRequest(CombatRequestData.MessageOneofCase.DamageExecuteRequest)]
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public async Task<CombatResponseData> OnDamageExecuteRequest(CombatRequestContext context)
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public CombatResponseData OnDamageExecuteRequest(CombatRequestContext context)
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{
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DamageExecuteRequest request = context.Request.DamageExecuteRequest;
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@ -105,19 +105,7 @@ internal class CombatManager
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if (request.DamageId <= 0 && entity.Type != EEntityType.Player) // Player death not implemented
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{
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_entitySystem.Destroy(entity);
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await _session.Push(MessageId.EntityRemoveNotify, new EntityRemoveNotify
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{
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IsRemove = true,
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RemoveInfos =
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{
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new EntityRemoveInfo
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{
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EntityId = entity.Id,
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Type = (int)ERemoveEntityType.RemoveTypeNormal
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}
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}
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});
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_entitySystem.Destroy([entity]);
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}
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return new CombatResponseData
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@ -1,3 +1,4 @@
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using System.Security.Principal;
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using Core.Config;
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using GameServer.Controllers.Attributes;
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using GameServer.Extensions.Logic;
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@ -8,6 +9,7 @@ using GameServer.Settings;
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using GameServer.Systems.Entity;
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using GameServer.Systems.Entity.Component;
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using GameServer.Systems.Event;
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using GameServer.Systems.Notify;
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using Microsoft.Extensions.Options;
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using Protocol;
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@ -18,15 +20,17 @@ internal class CreatureController : Controller
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private readonly EntityFactory _entityFactory;
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private readonly ModelManager _modelManager;
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private readonly ConfigManager _configManager;
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private readonly IGameActionListener _listener;
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private readonly GameplayFeatureSettings _gameplayFeatures;
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public CreatureController(PlayerSession session, EntitySystem entitySystem, EntityFactory entityFactory, ModelManager modelManager, ConfigManager configManager, IOptions<GameplayFeatureSettings> gameplayFeatures) : base(session)
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public CreatureController(PlayerSession session, EntitySystem entitySystem, EntityFactory entityFactory, ModelManager modelManager, ConfigManager configManager, IOptions<GameplayFeatureSettings> gameplayFeatures, IGameActionListener listener) : base(session)
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{
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_entitySystem = entitySystem;
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_entityFactory = entityFactory;
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_modelManager = modelManager;
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_configManager = configManager;
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_listener = listener;
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_gameplayFeatures = gameplayFeatures.Value;
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}
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@ -36,15 +40,7 @@ internal class CreatureController : Controller
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CreateTeamPlayerEntities();
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CreateWorldEntities();
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await Session.Push(MessageId.JoinSceneNotify, new JoinSceneNotify
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{
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MaxEntityId = 10000000,
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TransitionOption = new TransitionOptionPb
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{
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TransitionType = (int)TransitionType.Empty
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},
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SceneInfo = CreateSceneInfo()
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});
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await _listener.OnJoinedScene(CreateSceneInfo(), TransitionType.Empty);
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}
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[NetEvent(MessageId.EntityActiveRequest)]
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@ -85,47 +81,11 @@ internal class CreatureController : Controller
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[GameEvent(GameEventType.FormationUpdated)]
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public async Task OnFormationUpdated()
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{
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// Remove old entities
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IEnumerable<PlayerEntity> oldEntities = GetPlayerEntities().ToArray();
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foreach (PlayerEntity oldEntity in oldEntities)
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{
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_entitySystem.Destroy(oldEntity);
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}
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await Session.Push(MessageId.EntityRemoveNotify, new EntityRemoveNotify
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{
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IsRemove = true,
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RemoveInfos =
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{
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oldEntities.Select(entity => new EntityRemoveInfo
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{
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EntityId = entity.Id,
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Type = (int)entity.Type
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})
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}
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});
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// Spawn new entities
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_entitySystem.Destroy(GetPlayerEntities().ToArray());
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CreateTeamPlayerEntities();
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IEnumerable<PlayerEntity> newEntities = GetPlayerEntities();
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await Session.Push(MessageId.EntityAddNotify, new EntityAddNotify
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{
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IsAdd = true,
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EntityPbs =
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{
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newEntities.Select(entity => entity.Pb)
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}
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});
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_modelManager.Creature.PlayerEntityId = newEntities.First().Id;
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await Session.Push(MessageId.UpdatePlayerAllFightRoleNotify, new UpdatePlayerAllFightRoleNotify
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{
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PlayerId = _modelManager.Player.Id,
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FightRoleInfos = { GetFightRoleInfos() }
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});
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_modelManager.Creature.PlayerEntityId = GetPlayerEntities().First().Id;
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await _listener.OnPlayerFightRoleInfoUpdated(_modelManager.Player.Id, GetFightRoleInfos());
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await UpdateAiHate();
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}
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@ -256,6 +216,8 @@ internal class CreatureController : Controller
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private void CreateTeamPlayerEntities()
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{
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PlayerEntity[] playerEntities = new PlayerEntity[_modelManager.Formation.RoleIds.Length];
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for (int i = 0; i < _modelManager.Formation.RoleIds.Length; i++)
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{
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int roleId = _modelManager.Formation.RoleIds[i];
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@ -264,7 +226,6 @@ internal class CreatureController : Controller
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entity.Pos = _modelManager.Player.Position.Clone();
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entity.IsCurrentRole = i == 0;
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_entitySystem.Create(entity);
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entity.ComponentSystem.Get<EntityAttributeComponent>().SetAll(_modelManager.Roles.GetRoleById(roleId)!.GetAttributeList());
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CreateConcomitants(entity);
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@ -281,7 +242,11 @@ internal class CreatureController : Controller
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attr.SetAttribute(EAttributeType.SpecialEnergy3Max, 0);
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attr.SetAttribute(EAttributeType.SpecialEnergy4Max, 0);
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}
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playerEntities[i] = entity;
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}
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_entitySystem.Add(playerEntities);
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}
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private void CreateConcomitants(PlayerEntity entity)
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@ -295,7 +260,6 @@ internal class CreatureController : Controller
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if (roleId != -1)
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{
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PlayerEntity concomitant = _entityFactory.CreatePlayer(roleId, 0);
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_entitySystem.Create(concomitant);
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EntityConcomitantsComponent concomitants = entity.ComponentSystem.Create<EntityConcomitantsComponent>();
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concomitants.CustomEntityIds.Clear();
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@ -309,6 +273,7 @@ internal class CreatureController : Controller
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summoner.PlayerId = _modelManager.Player.Id;
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concomitant.InitProps(_configManager.GetConfig<BasePropertyConfig>(roleId)!);
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_entitySystem.Add([concomitant]);
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}
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}
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@ -325,7 +290,7 @@ internal class CreatureController : Controller
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Z = playerPos.Z
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};
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_entitySystem.Create(monster);
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_entitySystem.Add([monster]);
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monster.InitProps(_configManager.GetConfig<BasePropertyConfig>(600000100)!);
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}
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}
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@ -38,7 +38,7 @@ internal class InventoryController : Controller
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public RpcResult OnItemExchangeInfoRequest() => Response(MessageId.ItemExchangeInfoResponse, new ItemExchangeInfoResponse());
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[NetEvent(MessageId.EquipTakeOnRequest)]
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public async Task<RpcResult> OnEquipTakeOnRequest(EquipTakeOnRequest request, ModelManager modelManager, CreatureController creatureController, ConfigManager configManager)
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public RpcResult OnEquipTakeOnRequest(EquipTakeOnRequest request, ModelManager modelManager, CreatureController creatureController, RoleController roleController, ConfigManager configManager)
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{
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WeaponItem? weapon = modelManager.Inventory.GetWeaponById(request.Data.EquipIncId);
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if (weapon == null) return Response(MessageId.EquipTakeOnResponse, new EquipTakeOnResponse
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@ -60,39 +60,12 @@ internal class InventoryController : Controller
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// Set new weapon
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weapon.RoleId = role.RoleId;
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role.ApplyWeaponProperties(weaponConf);
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// Update role prop data on client
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await Session.Push(MessageId.PbRolePropsNotify, new PbRolePropsNotify
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{
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RoleId = role.RoleId,
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BaseProp = { role.BaseProp },
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AddProp = { role.AddProp }
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});
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roleController.ApplyWeaponPropertiesToRole(role.RoleId, weaponConf);
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// Update entity (if this role is currently active)
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PlayerEntity? entity = creatureController.GetPlayerEntityByRoleId(request.Data.RoleId);
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if (entity != null)
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{
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// Update entity equipment
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EntityEquipComponent equipComponent = entity.ComponentSystem.Get<EntityEquipComponent>();
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equipComponent.WeaponId = weapon.Id;
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await Session.Push(MessageId.EntityEquipChangeNotify, new EntityEquipChangeNotify
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{
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EntityId = entity.Id,
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EquipComponent = equipComponent.Pb.EquipComponent
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});
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// Update entity gameplay attributes
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EntityAttributeComponent attrComponent = entity.ComponentSystem.Get<EntityAttributeComponent>();
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attrComponent.SetAll(role.GetAttributeList());
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await Session.Push(MessageId.AttributeChangedNotify, new AttributeChangedNotify
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{
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Id = entity.Id,
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Attributes = { attrComponent.Pb.AttributeComponent.GameAttributes }
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});
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}
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entity?.ChangeEquipment(weapon.Id);
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entity?.ChangeGameplayAttributes(role.GetAttributeList());
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// Response
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EquipTakeOnResponse response = new()
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@ -4,25 +4,38 @@ using GameServer.Extensions.Logic;
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using GameServer.Models;
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using GameServer.Network;
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using GameServer.Systems.Event;
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using GameServer.Systems.Notify;
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using Protocol;
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namespace GameServer.Controllers;
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internal class RoleController : Controller
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{
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public RoleController(PlayerSession session) : base(session)
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private readonly ModelManager _modelManager;
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private readonly IGameActionListener _listener;
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public RoleController(PlayerSession session, ModelManager modelManager, IGameActionListener listener) : base(session)
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{
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// RoleController.
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_modelManager = modelManager;
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_listener = listener;
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}
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public void ApplyWeaponPropertiesToRole(int roleId, WeaponConfig weaponConfiguration)
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{
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roleInfo? role = _modelManager.Roles.GetRoleById(roleId) ?? throw new ArgumentException($"Role with id {roleId} doesn't exist");
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role.ApplyWeaponProperties(weaponConfiguration);
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_ = _listener.OnRolePropertiesUpdated(roleId, role.BaseProp, role.AddProp);
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}
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[GameEvent(GameEventType.DebugUnlockAllRoles)]
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public void UnlockAllRoles(ConfigManager configManager, ModelManager modelManager)
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public void UnlockAllRoles(ConfigManager configManager)
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{
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foreach (RoleInfoConfig roleConfig in configManager.Enumerate<RoleInfoConfig>())
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{
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roleInfo role = modelManager.Roles.Create(roleConfig.Id);
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roleInfo role = _modelManager.Roles.Create(roleConfig.Id);
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role.BaseProp.AddRange(CreateBasePropList(configManager.GetConfig<BasePropertyConfig>(roleConfig.Id)));
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WeaponItem weapon = modelManager.Inventory.AddNewWeapon(roleConfig.InitWeaponItemId);
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WeaponItem weapon = _modelManager.Inventory.AddNewWeapon(roleConfig.InitWeaponItemId);
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weapon.RoleId = role.RoleId;
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role.ApplyWeaponProperties(configManager.GetConfig<WeaponConfig>(weapon.Id)!);
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@ -1,6 +1,5 @@
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using GameServer.Controllers.Attributes;
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using GameServer.Network;
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using GameServer.Network.Messages;
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using GameServer.Systems.Event;
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using Protocol;
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@ -13,6 +13,7 @@ using GameServer.Network.Rpc;
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using GameServer.Settings;
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using GameServer.Systems.Entity;
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using GameServer.Systems.Event;
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using GameServer.Systems.Notify;
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using Microsoft.Extensions.Configuration;
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using Microsoft.Extensions.DependencyInjection;
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using Microsoft.Extensions.Hosting;
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@ -39,7 +40,8 @@ internal static class Program
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.AddScoped<MessageManager>().AddSingleton<EventHandlerFactory>()
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.AddScoped<RpcManager>().AddScoped<IRpcEndPoint, RpcSessionEndPoint>()
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.AddSingleton<SessionManager>()
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.AddScoped<EventSystem>().AddScoped<EntitySystem>().AddScoped<EntityFactory>()
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.AddScoped<EventSystem>().AddScoped<EntitySystem>().AddScoped<IGameActionListener, NotifySystem>()
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.AddScoped<EntityFactory>()
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.AddScoped<ModelManager>().AddScoped<ControllerManager>()
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.AddScoped<CombatManager>().AddScoped<ChatCommandManager>()
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.AddHostedService<WWGameServer>();
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@ -1,5 +1,6 @@
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using Core.Config;
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using GameServer.Systems.Entity.Component;
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using GameServer.Systems.Notify;
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using Protocol;
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namespace GameServer.Systems.Entity;
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@ -17,7 +18,9 @@ internal abstract class EntityBase
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public bool IsConcomitant => ComponentSystem.TryGet<EntitySummonerComponent>(out _);
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public EntityBase(long id)
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protected IGameActionListener ActionListener { get; }
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public EntityBase(long id, IGameActionListener listener)
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{
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Id = id;
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@ -25,6 +28,7 @@ internal abstract class EntityBase
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Rot = new Rotator();
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ComponentSystem = new EntityComponentSystem();
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ActionListener = listener;
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}
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public virtual void OnCreate()
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@ -40,6 +44,24 @@ internal abstract class EntityBase
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// Activate.
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}
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public void ChangeEquipment(int weaponId)
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{
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if (ComponentSystem.TryGet(out EntityEquipComponent? equipComponent))
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{
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equipComponent.WeaponId = weaponId;
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_ = ActionListener.OnEntityEquipmentChanged(Id, equipComponent.Pb.EquipComponent);
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}
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}
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public void ChangeGameplayAttributes(IEnumerable<GameplayAttributeData> attributes)
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{
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if (ComponentSystem.TryGet(out EntityAttributeComponent? attrComponent))
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{
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attrComponent.SetAll(attributes);
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_ = ActionListener.OnEntityAttributesChanged(Id, attrComponent.Pb.AttributeComponent.GameAttributes);
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}
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}
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public virtual LivingStatus LivingStatus => LivingStatus.Alive;
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public virtual bool IsVisible => true;
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@ -1,12 +1,40 @@
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namespace GameServer.Systems.Entity;
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using Microsoft.Extensions.DependencyInjection;
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namespace GameServer.Systems.Entity;
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internal class EntityFactory
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{
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private static readonly ObjectFactory<PlayerEntity> s_createPlayerEntity;
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private static readonly ObjectFactory<MonsterEntity> s_createMonsterEntity;
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private long _entityIdCounter;
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private readonly IServiceProvider _serviceProvider;
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static EntityFactory()
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{
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s_createPlayerEntity = ActivatorUtilities.CreateFactory<PlayerEntity>([typeof(long), typeof(int), typeof(int)]);
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s_createMonsterEntity = ActivatorUtilities.CreateFactory<MonsterEntity>([typeof(long), typeof(int)]);
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}
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public EntityFactory(IServiceProvider serviceProvider)
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{
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_serviceProvider = serviceProvider;
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}
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public PlayerEntity CreatePlayer(int characterConfigId, int playerId)
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=> new(NextId(), characterConfigId, playerId);
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{
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PlayerEntity entity = s_createPlayerEntity(_serviceProvider, [NextId(), characterConfigId, playerId]);
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entity.OnCreate();
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public MonsterEntity CreateMonster(int levelEntityId) => new(NextId(), levelEntityId);
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return entity;
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}
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public MonsterEntity CreateMonster(int levelEntityId)
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{
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MonsterEntity monsterEntity = s_createMonsterEntity(_serviceProvider, [NextId(), levelEntityId]);
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monsterEntity.OnCreate();
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return monsterEntity;
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}
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private long NextId() => Interlocked.Increment(ref _entityIdCounter);
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}
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@ -1,13 +1,17 @@
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using Protocol;
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using GameServer.Systems.Event;
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using GameServer.Systems.Notify;
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using Protocol;
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namespace GameServer.Systems.Entity;
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internal class EntitySystem
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{
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private readonly List<EntityBase> _entities;
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private readonly IGameActionListener _listener;
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public EntitySystem()
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public EntitySystem(IGameActionListener listener)
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{
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_entities = [];
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_listener = listener;
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}
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public IEnumerable<EntityBase> EnumerateEntities()
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@ -15,18 +19,25 @@ internal class EntitySystem
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return _entities;
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}
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public void Create(EntityBase entity)
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public void Add(IEnumerable<EntityBase> entities)
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{
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foreach (EntityBase entity in entities)
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{
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if (_entities.Any(e => e.Id == entity.Id))
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throw new InvalidOperationException($"EntitySystem::Create - entity with id {entity.Id} already exists");
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entity.OnCreate();
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_entities.Add(entity);
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}
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public void Destroy(EntityBase entity)
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_ = _listener.OnEntitiesAdded(entities);
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}
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public void Destroy(IEnumerable<EntityBase> entities)
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{
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foreach (EntityBase entity in entities)
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||||
_ = _entities.Remove(entity);
|
||||
|
||||
_ = _listener.OnEntitiesRemoved(entities);
|
||||
}
|
||||
|
||||
public void Activate(EntityBase entity)
|
||||
|
|
|
@ -1,10 +1,11 @@
|
|||
using GameServer.Systems.Entity.Component;
|
||||
using GameServer.Systems.Notify;
|
||||
using Protocol;
|
||||
|
||||
namespace GameServer.Systems.Entity;
|
||||
internal class MonsterEntity : EntityBase
|
||||
{
|
||||
public MonsterEntity(long id, int configId) : base(id)
|
||||
public MonsterEntity(long id, int configId, IGameActionListener listener) : base(id, listener)
|
||||
{
|
||||
ConfigId = configId;
|
||||
}
|
||||
|
|
|
@ -1,10 +1,11 @@
|
|||
using GameServer.Systems.Entity.Component;
|
||||
using GameServer.Systems.Notify;
|
||||
using Protocol;
|
||||
|
||||
namespace GameServer.Systems.Entity;
|
||||
internal class PlayerEntity : EntityBase
|
||||
{
|
||||
public PlayerEntity(long id, int configId, int playerId) : base(id)
|
||||
public PlayerEntity(long id, int configId, int playerId, IGameActionListener listener) : base(id, listener)
|
||||
{
|
||||
ConfigId = configId;
|
||||
PlayerId = playerId;
|
||||
|
|
14
GameServer/Systems/Notify/IGameActionListener.cs
Normal file
14
GameServer/Systems/Notify/IGameActionListener.cs
Normal file
|
@ -0,0 +1,14 @@
|
|||
using GameServer.Systems.Entity;
|
||||
using Protocol;
|
||||
|
||||
namespace GameServer.Systems.Notify;
|
||||
internal interface IGameActionListener
|
||||
{
|
||||
Task OnJoinedScene(SceneInformation sceneInformation, TransitionType transitionType);
|
||||
Task OnEntitiesAdded(IEnumerable<EntityBase> entities);
|
||||
Task OnEntitiesRemoved(IEnumerable<EntityBase> entities);
|
||||
Task OnPlayerFightRoleInfoUpdated(int playerId, IEnumerable<FightRoleInformation> fightRoles);
|
||||
Task OnRolePropertiesUpdated(int roleId, IEnumerable<ArrayIntInt> baseProp, IEnumerable<ArrayIntInt> addProp);
|
||||
Task OnEntityEquipmentChanged(long entityId, EquipComponentPb componentPb);
|
||||
Task OnEntityAttributesChanged(long entityId, IEnumerable<GameplayAttributeData> attributes);
|
||||
}
|
98
GameServer/Systems/Notify/NotifySystem.cs
Normal file
98
GameServer/Systems/Notify/NotifySystem.cs
Normal file
|
@ -0,0 +1,98 @@
|
|||
using System.Data;
|
||||
using GameServer.Models;
|
||||
using GameServer.Network;
|
||||
using GameServer.Systems.Entity;
|
||||
using Protocol;
|
||||
|
||||
namespace GameServer.Systems.Notify;
|
||||
internal class NotifySystem : IGameActionListener
|
||||
{
|
||||
private readonly PlayerSession _session;
|
||||
private readonly ModelManager _modelManager;
|
||||
|
||||
public NotifySystem(PlayerSession session, ModelManager modelManager)
|
||||
{
|
||||
_session = session;
|
||||
_modelManager = modelManager;
|
||||
}
|
||||
|
||||
public Task OnJoinedScene(SceneInformation sceneInformation, TransitionType transitionType)
|
||||
{
|
||||
return _session.Push(MessageId.JoinSceneNotify, new JoinSceneNotify
|
||||
{
|
||||
SceneInfo = sceneInformation,
|
||||
TransitionOption = new TransitionOptionPb
|
||||
{
|
||||
TransitionType = (int)transitionType
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
public Task OnEntitiesAdded(IEnumerable<EntityBase> entities)
|
||||
{
|
||||
if (_modelManager.Creature.LoadingWorld) return Task.CompletedTask;
|
||||
|
||||
return _session.Push(MessageId.EntityAddNotify, new EntityAddNotify
|
||||
{
|
||||
IsAdd = true,
|
||||
EntityPbs = { entities.Select(e => e.Pb) }
|
||||
});
|
||||
}
|
||||
|
||||
public Task OnEntitiesRemoved(IEnumerable<EntityBase> entities)
|
||||
{
|
||||
if (_modelManager.Creature.LoadingWorld) return Task.CompletedTask;
|
||||
|
||||
return _session.Push(MessageId.EntityRemoveNotify, new EntityRemoveNotify
|
||||
{
|
||||
IsRemove = true,
|
||||
RemoveInfos =
|
||||
{
|
||||
entities.Select(e => new EntityRemoveInfo
|
||||
{
|
||||
EntityId = e.Id,
|
||||
Type = (int)ERemoveEntityType.RemoveTypeNormal
|
||||
})
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
public Task OnPlayerFightRoleInfoUpdated(int playerId, IEnumerable<FightRoleInformation> fightRoles)
|
||||
{
|
||||
return _session.Push(MessageId.UpdatePlayerAllFightRoleNotify, new UpdatePlayerAllFightRoleNotify
|
||||
{
|
||||
PlayerId = playerId,
|
||||
FightRoleInfos = { fightRoles }
|
||||
});
|
||||
}
|
||||
|
||||
public Task OnRolePropertiesUpdated(int roleId, IEnumerable<ArrayIntInt> baseProp, IEnumerable<ArrayIntInt> addProp)
|
||||
{
|
||||
if (_modelManager.Creature.LoadingWorld) return Task.CompletedTask;
|
||||
|
||||
return _session.Push(MessageId.PbRolePropsNotify, new PbRolePropsNotify
|
||||
{
|
||||
RoleId = roleId,
|
||||
BaseProp = { baseProp },
|
||||
AddProp = { addProp }
|
||||
});
|
||||
}
|
||||
|
||||
public Task OnEntityEquipmentChanged(long entityId, EquipComponentPb componentPb)
|
||||
{
|
||||
return _session.Push(MessageId.EntityEquipChangeNotify, new EntityEquipChangeNotify
|
||||
{
|
||||
EntityId = entityId,
|
||||
EquipComponent = componentPb
|
||||
});
|
||||
}
|
||||
|
||||
public Task OnEntityAttributesChanged(long entityId, IEnumerable<GameplayAttributeData> attributes)
|
||||
{
|
||||
return _session.Push(MessageId.AttributeChangedNotify, new AttributeChangedNotify
|
||||
{
|
||||
Id = entityId,
|
||||
Attributes = { attributes }
|
||||
});
|
||||
}
|
||||
}
|
Loading…
Reference in a new issue