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Server.go
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package main
import (
"fmt"
"gameServer/api"
"gameServer/core"
"gameServer/zinx/iface"
"gameServer/zinx/zNet"
)
// 当客户端建立连接的时候的hook函数
func OnConnecionAdd(conn iface.Connection) {
//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 iface.Connection) {
//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)
//注册 hook 函数
s.SetOnConnStop(OnConnectionLost)
//注册路由
s.AddRouter(2, &api.WorldChatApi{}) //聊天
s.AddRouter(3, &api.MoveApi{}) //移动
//启动服务
s.Serve()
}