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package main
import ( "fmt" "github.com/aceld/zinx/ziface" "github.com/aceld/zinx/zinx_app_demo/mmo_game/api" "github.com/aceld/zinx/zinx_app_demo/mmo_game/core" "github.com/aceld/zinx/znet" )
//当客户端建立连接的时候的hook函数
func OnConnecionAdd(conn ziface.IConnection) { //创建一个玩家
player := core.NewPlayer(conn)
//同步当前的PlayerID给客户端, 走MsgID:1 消息
player.SyncPid()
//同步当前玩家的初始化坐标信息给客户端,走MsgID:200消息
player.BroadCastStartPosition()
//将当前新上线玩家添加到worldManager中
core.WorldMgrObj.AddPlayer(player)
//将该连接绑定属性Pid
conn.SetProperty("pid", player.Pid)
//同步周边玩家上线信息,与现实周边玩家信息
player.SyncSurrounding()
fmt.Println("=====> Player pidId = ", player.Pid, " arrived ====") }
//当客户端断开连接的时候的hook函数
func OnConnectionLost(conn ziface.IConnection) { //获取当前连接的Pid属性
pid, _ := conn.GetProperty("pid")
//根据pid获取对应的玩家对象
player := core.WorldMgrObj.GetPlayerByPid(pid.(int32))
//触发玩家下线业务
if pid != nil { player.LostConnection() }
fmt.Println("====> Player ", pid , " left =====")
}
func main() { //创建服务器句柄
s := znet.NewServer()
//注册客户端连接建立和丢失函数
s.SetOnConnStart(OnConnecionAdd) s.SetOnConnStop(OnConnectionLost)
//注册路由
s.AddRouter(2, &api.WorldChatApi{}) s.AddRouter(3, &api.MoveApi{})
//启动服务
s.Serve() }
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