915 lines
33 KiB
C#
915 lines
33 KiB
C#
using BrewMonster;
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using BrewMonster.Managers;
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using BrewMonster.Network;
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using BrewMonster.Scripts;
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using BrewMonster.Scripts.Managers;
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using BrewMonster.Scripts.World;
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using BrewMonster.UI;
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using CSNetwork;
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using CSNetwork.GPDataType;
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using CSNetwork.Protocols.RPCData;
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using System;
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using System.Collections.Generic;
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using System.Data;
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using System.Linq;
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using System.Threading.Tasks;
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using Unity.Cinemachine;
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using UnityEngine;
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public partial class CECGameRun
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{
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private static CECGameRun instance;
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#region PROPERTIES AND FIELDS
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private const uint USERCFG_VERSION = 3;
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private GameObject _playerPrefab;
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private GameObject _monsterPrefab;//CECMonster
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private GameObject _npcServerPrefab;//CECNPCServer
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private GameObject _petServerPrefab;//CECPet
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private GameObject _petMountServerPrefab;//CECPetRider
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private CECTeamMan m_pTeamMan; // Team manager
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private CECShortcutSet m_pNormalSCS; // Normal shortcut set
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private CECShortcutSet m_pTeamSCS; // Team shortcut set
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private CECShortcutSet m_pTradeSCS; // Trade shortcut set
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private CECShortcutSet m_pPoseSCS; // Pose shortcut set
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private CECShortcutSet m_pFactionSCS; // Faction shortcut set
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// private GameRunConfig _gameRunConfig;
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//[SerializeField] private Transform ground;
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CECHostPlayer hostPlayer;
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private CECWorld m_pWorld;
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int m_iGameState; // Game state
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protected CECUIManager m_pUIManager; // UI manager
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CECPendingActionArray m_pendingLogout;
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#endregion
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public CECWorld GetWorld()
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{
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if(m_pWorld == null)
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{
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m_pWorld = CECWorld.Instance;
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}
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return m_pWorld;
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}
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public CECTeamMan GetTeamMan() { return m_pTeamMan; }
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// Get shortcut sets
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public CECShortcutSet GetGenCmdShortcuts() { return m_pNormalSCS; }
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public CECShortcutSet GetTeamCmdShortcuts() { return m_pTeamSCS; }
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public CECShortcutSet GetTradeCmdShortcuts() { return m_pTradeSCS; }
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public CECShortcutSet GetPoseCmdShortcuts() { return m_pPoseSCS; }
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public CECShortcutSet GetFactionCmdShortcuts() { return m_pFactionSCS; }
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private static Dictionary<int, CECInstance> m_InstTab = new Dictionary<int, CECInstance>();
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static RoleInfo l_SelRoleInfo; // Selected character's role info.
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private int m_iDExpEndTime = 0;
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// Cache for SaveConfigsToServer: last sent config data to skip duplicate sends
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private byte[] m_pCfgDataBuf;
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private int m_iCfgDataSize;
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// Logout flag (C++: m_iLogoutFlag)
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private int m_iLogoutFlag = -1;
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// Selling role ID for role trade (C++: SetSellingRoleID/GetSellingRoleID)
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private int m_iSellingRoleID;
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[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
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private static void AfterSceneLoad()
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{
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l_SelRoleInfo = null;
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m_InstTab = new Dictionary<int, CECInstance>();
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}
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public void Init()
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{
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Application.targetFrameRate = 60;
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instance = this;
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// _gameRunConfig = Resources.Load<GameRunConfig>("GameRunConfig");
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// _playerPrefab = _gameRunConfig.PlayerPrefab;
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// _monsterPrefab = _gameRunConfig.MonsterPrefab;
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// _npcServerPrefab = _gameRunConfig.NpcServerPrefab;
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LoadPrefabs();
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m_pTeamMan = new CECTeamMan();
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// LoadPrefabs();
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EC_ManMessage.RegisterHandler(this);
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// Load instance information
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//if (!LoadInstanceInfo("Configs\\instance.txt"))
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//{
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// glb_ErrorOutput(ECERR_FAILEDTOCALL, "CECGameRun::Init", __LINE__);
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// return false;
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//}
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if (!m_InstTab.ContainsKey(161))
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m_InstTab.Add(161, new CECInstance());
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AddressableManager.Instance.OnDispose += Dispose;
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m_pWorld = CECWorld.Instance;
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StartGame(0, Vector3.zero);
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m_pWorld = CECWorld.Instance;
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m_pendingLogout = new CECPendingActionArray( false);
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}
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private static void Dispose()
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{
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instance = null;
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AddressableManager.Instance.ReleaseAsset(AddressResourceConfig.PlayerPrefab);
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AddressableManager.Instance.ReleaseAsset(AddressResourceConfig.MonsterPrefab);
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AddressableManager.Instance.ReleaseAsset(AddressResourceConfig.NpcServerPrefab);
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//AddressableManager.Instance.ReleaseAsset(AddressResourceConfig.PetServerPrefab);
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//AddressableManager.Instance.ReleaseAsset(AddressResourceConfig.PetMountServerPrefab);
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}
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private void LoadPrefabs()
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{
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_playerPrefab = Resources.Load<GameObject>(AddressResourceConfig.PlayerPrefab);
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_monsterPrefab = Resources.Load<GameObject>(AddressResourceConfig.MonsterPrefab);
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_npcServerPrefab = Resources.Load<GameObject>(AddressResourceConfig.NpcServerPrefab);
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_petServerPrefab = Resources.Load<GameObject>(AddressResourceConfig.PetServerPrefab);
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_petMountServerPrefab = Resources.Load<GameObject>(AddressResourceConfig.PetMountServerPrefab);
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#if UNITY_EDITOR
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if (_playerPrefab == null)
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{
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BMLogger.LogError("CECGameRun::LoadPrefabs, Failed to load player prefab.");
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}
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if (_monsterPrefab == null)
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{
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BMLogger.LogError("CECGameRun::LoadPrefabs, Failed to load _monsterPrefab prefab.");
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}
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if (_npcServerPrefab == null)
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{
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BMLogger.LogError("CECGameRun::LoadPrefabs, Failed to load _npcServerPrefab prefab.");
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}
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#endif
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}
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private bool init;
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public bool StartGame(int idInst, Vector3 vHostPos)
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{
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if (init)
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{
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return false;
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}
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// Create shortcuts
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if (!CreateShortcuts())
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{
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return false;
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}
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if (!JumpToInstance(idInst, vHostPos))
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{
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BMLogger.LogError("CECGameRun::StartGame, Failed to create game world.");
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return false;
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}
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init = true;
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return true;
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}
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private bool JumpToInstance(int idInst, Vector3 vHostPos, int iParallelWorldID = 0)
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{
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return true;
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}
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public static CECGameRun Instance
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{
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get
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{
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if (instance == null)
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{
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instance = new CECGameRun();
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}
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return instance;
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}
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}
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public CECHostPlayer GetHostPlayer()
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{
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return hostPlayer;
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}
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public void InitCharacter(cmd_self_info_1 info)
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{
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if (_playerPrefab == null)
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{
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BMLogger.LogError("null _playerPrefab");
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return;
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}
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// 同步世界/地图ID给任务系统(GetPos 返回的 worldId)
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// English: Sync map ID to task system (worldId returned by GetPos).
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// We don't receive mapId in cmd_self_info_1, so use selected RoleInfo.worldtag as current map id.
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var roleInfo = UnityGameSession.Instance != null ? UnityGameSession.Instance.GetRoleInfo() : null;
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if (roleInfo != null)
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{
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int idInst = roleInfo.worldtag;
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if (idInst > 0)
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{
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// Ensure instance exists in table (minimal stub instance is fine for now)
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if (!m_InstTab.ContainsKey(idInst))
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m_InstTab.Add(idInst, new CECInstance());
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// Update global world instance id used by task checks
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CECWorld.Instance?.SetInstanceID(idInst);
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}
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}
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CECPlayer.InitStaticRes();
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hostPlayer = ObjectSpawner.Instance.InstantiateObject(_playerPrefab, setThisAsParent: true).AddComponent<CECHostPlayer>();
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hostPlayer.InitCharacter(info);
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}
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public CECMonster GetMonster()
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{
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return ObjectSpawner.Instance.InstantiateObject(_monsterPrefab, setThisAsParent: true)
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.GetComponent<CECMonster>();
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}
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public RoleInfo GetSelectedRoleInfo()
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{
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return l_SelRoleInfo;
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}
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public void SetSelectedRoleInfo(RoleInfo Info)
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{
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l_SelRoleInfo = Info;
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}
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public CECNPCServer GetNPCServer()
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{
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return ObjectSpawner.Instance.InstantiateObject(_npcServerPrefab, setThisAsParent: true).GetComponent<CECNPCServer>();
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}
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public async void ShowVfx(string assetAddress, Vector3 position, Transform parent, float timeLife)
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{
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var prefab = await AddressableManager.Instance.LoadPrefabAsync(assetAddress);
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if (prefab == null)
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{
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BMLogger.LogError("Failed to load prefab: " + assetAddress);
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return;
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}
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if (parent == null)
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{
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var obj = ObjectSpawner.Instance.InstantiateObject(prefab, setThisAsParent: true);
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obj.transform.position = position;
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DestroyTestVfx(obj, timeLife);
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}
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else
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{
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var obj = ObjectSpawner.Instance.InstantiateObject(prefab, parent, false);
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obj.transform.position = position;
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DestroyTestVfx(obj, timeLife);
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}
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}
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public void DestroyTestVfx(GameObject go, float delayTime)
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{
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ObjectSpawner.Instance.DestroyGameObject(go, delayTime);
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}
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public GameObject InitCharacter(info_player_1 info)
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{
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if (_playerPrefab == null)
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{
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Debug.LogError("null prefab");
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return null;
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}
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GameObject character = ObjectSpawner.Instance.InstantiateObject(_playerPrefab, setThisAsParent: true);
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return character.gameObject;
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}
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//private void Update()
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//{
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// if (hostPlayer == null || hostPlayer.transform == null)
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// return;
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// bool rightClick = Input.GetMouseButton(1);
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// if (rightClick)
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// {
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// // Bật khả năng xoay khi giữ chuột phải
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// freeLookCam.m_XAxis.m_MaxSpeed = rotateSpeedX;
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// freeLookCam.m_YAxis.m_MaxSpeed = rotateSpeedY;
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// // Ghi giá trị chuột thủ công (nếu muốn override Input System cũ)
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// float mouseX = Input.GetAxis("Mouse X");
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// float mouseY = Input.GetAxis("Mouse Y");
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// // Xoay camera theo hướng chuột
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// freeLookCam.m_XAxis.Value += mouseX * Time.deltaTime * rotateSpeedX;
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// freeLookCam.m_YAxis.Value -= mouseY * Time.deltaTime * (rotateSpeedY / 100f);
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// }
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// else
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// {
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// // Khi thả chuột thì khoá xoay
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// freeLookCam.m_XAxis.m_MaxSpeed = 0;
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// freeLookCam.m_YAxis.m_MaxSpeed = 0;
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// }
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//}
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/// <summary>
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/// Load necessary user configs (UI, shortcut, accelerate keys) from server
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/// 从服务器加载必要的用户配置(UI、快捷键、加速键)
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/// </summary>
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/// <param name="pDataBuf">Config data buffer / 配置数据缓冲区</param>
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/// <param name="iDataSize">Data size / 数据大小</param>
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/// <returns>True if loaded successfully / 加载成功返回true</returns>
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public bool LoadConfigsFromServer(byte[] pDataBuf, int iDataSize)
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{
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if (pDataBuf == null || iDataSize == 0)
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{
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BMLogger.LogError("CECGameRun::LoadConfigsFromServer, configs data is empty");
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return false;
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}
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int offset = 0;
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// Read version / 读取版本号
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uint dwVer = System.BitConverter.ToUInt32(pDataBuf, offset);
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offset += sizeof(uint);
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if (dwVer > USERCFG_VERSION)
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{
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Debug.LogError($"CECGameRun::LoadConfigsFromServer, version {dwVer} > {USERCFG_VERSION}");
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return false;
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}
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byte[] pUncompBuf = null;
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uint dwRealLen = (uint)(iDataSize - sizeof(uint));
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if (dwRealLen < 0)
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{
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dwRealLen = 0;
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}
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byte[] pData = pDataBuf;
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if (dwVer >= 3)
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{
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// Uncompress config data / 解压配置数据
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dwRealLen = 4096;
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pUncompBuf = new byte[dwRealLen];
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// Extract compressed data / 提取压缩数据
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byte[] compressedData = new byte[iDataSize - sizeof(uint)];
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System.Array.Copy(pDataBuf, offset, compressedData, 0, compressedData.Length);
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// TODO: Implement AFilePackage::Uncompress equivalent
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int iRes = AFilePackage.Uncompress(compressedData, compressedData.Length, pUncompBuf, ref dwRealLen);
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if (iRes != 0)
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{
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// 解压失败,过程出错 / Decompression failed, process error
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BMLogger.LogError($"CECGameRun::LoadConfigsFromServer, Failed to uncompress configs data ({iRes}:{iDataSize})");
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return false;
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}
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pData = pUncompBuf;
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}
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try
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{
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// Create data reader / 创建数据读取器
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CECDataReader dr = new CECDataReader(pData, (int)dwRealLen);
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// Load host configs / 加载主机配置
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CECHostPlayer pHost = GetHostPlayer();
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if (pHost != null)
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{
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int iSize = dr.ReadInt();
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byte[] hostConfigData = dr.ReadData(iSize);
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if (!pHost.LoadConfigData(hostConfigData))
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{
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BMLogger.LogError("CECGameRun::LoadConfigsFromServer, Failed to load host configs");
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return false;
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}
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}
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//TODO: flow in update fix later
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/* Task.Run(() =>
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{
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GameSession.Context.Post(_ =>
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{
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if (m_pUIManager == null)
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{
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m_pUIManager = CECUIManager.Instance;
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}
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m_pUIManager.GetCDlgQuickBar().UpdateShortcuts();
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}, null);
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});*/
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// TODO: Uncomment when UI manager is available
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// Load UI configs / 加载UI配置
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CECGameUIMan pGameUI = m_pUIManager.GetInGameUIMan();
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if (pGameUI != null)
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{
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int iSize = dr.ReadInt();
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byte[] uiConfigData = dr.ReadData(iSize);
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/*if (!pGameUI.SetUserLayout(uiConfigData, iSize))
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{
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BMLogger.LogError("CECGameRun::LoadConfigsFromServer, Failed to set user layout");
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return false;
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}*/
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}
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// Load user settings / 加载用户设置
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if (dwVer >= 2)
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{
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// TODO: Uncomment when game configs are available
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int iSize = dr.ReadInt();
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byte[] settingsData = dr.ReadData(iSize);
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if (!EC_Game.GetConfigs().LoadUserConfigData(settingsData, iSize))
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{
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BMLogger.LogError("CECGameRun::LoadConfigsFromServer, Failed to load user config data");
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return false;
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}
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}
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}
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catch (System.Exception e)
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{
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BMLogger.LogError($"CECGameRun::LoadConfigsFromServer, data read error: {e.Message}");
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return false;
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}
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return true;
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}
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public int GetCurStageIndex()
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{
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// CECGameRun.unique_data* data = GetUniqueData(0);
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// if (data)
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// {
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// if(data->type ==1)
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// {
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// return data->GetValueAsInt();
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// }
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// }
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return -1;
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}
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// Create shortcuts
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public bool CreateShortcuts()
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{
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// // Normal command shortcut set
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m_pNormalSCS = new CECShortcutSet();
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m_pNormalSCS.Init(8);
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CECSCCommand pSC = new CECSCCommand((int)CECSCCommand.CommandID.CMD_SITDOWN);
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m_pNormalSCS.SetShortcut(0, pSC);
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pSC = new CECSCCommand((int)CECSCCommand.CommandID.CMD_WALKRUN);
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m_pNormalSCS.SetShortcut(1, pSC);
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pSC = new CECSCCommand((int)CECSCCommand.CommandID.CMD_NORMALATTACK);
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m_pNormalSCS.SetShortcut(2, pSC);
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pSC = new CECSCCommand((int)CECSCCommand.CommandID.CMD_FINDTARGET);
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m_pNormalSCS.SetShortcut(3, pSC);
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pSC = new CECSCCommand((int)CECSCCommand.CommandID.CMD_ASSISTATTACK);
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m_pNormalSCS.SetShortcut(3, pSC);
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pSC = new CECSCCommand((int)CECSCCommand.CommandID.CMD_FLY);
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m_pNormalSCS.SetShortcut(4, pSC);
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pSC = new CECSCCommand((int)CECSCCommand.CommandID.CMD_PICKUP);
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m_pNormalSCS.SetShortcut(5, pSC);
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pSC = new CECSCCommand((int)CECSCCommand.CommandID.CMD_GATHER);
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m_pNormalSCS.SetShortcut(6, pSC);
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pSC = new CECSCCommand((int)CECSCCommand.CommandID.CMD_RUSHFLY);
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m_pNormalSCS.SetShortcut(6, pSC);
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pSC = new CECSCCommand((int)CECSCCommand.CommandID.CMD_BINDBUDDY);
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m_pNormalSCS.SetShortcut(7, pSC);
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// Team command shortcut set
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m_pTeamSCS = new CECShortcutSet();
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m_pTeamSCS.Init(2);
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pSC = new CECSCCommand((int)CECSCCommand.CommandID.CMD_INVITETOTEAM);
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m_pTeamSCS.SetShortcut(0, pSC);
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pSC = new CECSCCommand((int)CECSCCommand.CommandID.CMD_LEAVETEAM);
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m_pTeamSCS.SetShortcut(1, pSC);
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pSC = new CECSCCommand((int)CECSCCommand.CommandID.CMD_KICKTEAMMEM);
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m_pTeamSCS.SetShortcut(2, pSC);
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pSC = new CECSCCommand((int)CECSCCommand.CommandID.CMD_FINDTEAM);
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m_pTeamSCS.SetShortcut(2, pSC);
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// Trade command shortcut set
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m_pTradeSCS = new CECShortcutSet();
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m_pTradeSCS.Init(2);
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pSC = new CECSCCommand((int)CECSCCommand.CommandID.CMD_STARTTRADE);
|
||
m_pTradeSCS.SetShortcut(0, pSC);
|
||
pSC = new CECSCCommand((int)CECSCCommand.CommandID.CMD_SELLBOOTH);
|
||
m_pTradeSCS.SetShortcut(1, pSC);
|
||
|
||
// Pose command shortcut set
|
||
m_pPoseSCS = new CECShortcutSet();
|
||
m_pPoseSCS.Init((int)RoleExpression.NUM_ROLEEXP);
|
||
|
||
for (int i = 0; i < (int)RoleExpression.NUM_ROLEEXP; i++)
|
||
{
|
||
pSC = new CECSCCommand((int)CECSCCommand.CommandID.CMD_PLAYPOSE);
|
||
pSC.SetParam((uint)i);
|
||
m_pPoseSCS.SetShortcut(i, pSC);
|
||
}
|
||
|
||
// Faction command shortcut set
|
||
m_pFactionSCS = new CECShortcutSet();
|
||
m_pFactionSCS.Init(1);
|
||
|
||
pSC = new CECSCCommand((int)CECSCCommand.CommandID.CMD_INVITETOFACTION);
|
||
m_pFactionSCS.SetShortcut(0, pSC);
|
||
|
||
return true;
|
||
}
|
||
|
||
|
||
// Get UI manager
|
||
public CECUIManager GetUIManager()
|
||
{
|
||
if (m_pUIManager == null)
|
||
{
|
||
m_pUIManager = CECUIManager.Instance;
|
||
}
|
||
return m_pUIManager;
|
||
}
|
||
|
||
|
||
// Get instance by ID
|
||
public CECInstance GetInstance(int id)
|
||
{
|
||
if (m_InstTab.TryGetValue(id, out CECInstance value))
|
||
{
|
||
return value;
|
||
}
|
||
return null;
|
||
}
|
||
public string GetProfName(int i)
|
||
{
|
||
string szRet = null;
|
||
if (i >= 0 && i < (int)Profession.NUM_PROFESSION)
|
||
{
|
||
int[] s_ProfDesc = {
|
||
(int)FixedMsg.FIXMSG_PROF_WARRIOR,
|
||
(int)FixedMsg.FIXMSG_PROF_MAGE,
|
||
(int)FixedMsg.FIXMSG_PROF_MONK,
|
||
(int)FixedMsg.FIXMSG_PROF_HAG,
|
||
(int)FixedMsg.FIXMSG_PROF_ORC,
|
||
(int)FixedMsg.FIXMSG_PROF_GHOST,
|
||
(int)FixedMsg.FIXMSG_PROF_ARCHOR,
|
||
(int)FixedMsg.FIXMSG_PROF_ANGEL,
|
||
(int)FixedMsg.FIXMSG_PROF_JIANLING,
|
||
(int)FixedMsg.FIXMSG_PROF_MEILING,
|
||
(int)FixedMsg.FIXMSG_PROF_YEYING,
|
||
(int)FixedMsg.FIXMSG_PROF_YUEXIAN,
|
||
};
|
||
CECStringTab pStrTab = EC_Game.GetFixedMsgs();
|
||
szRet = pStrTab.GetWideString(s_ProfDesc[i]);
|
||
}
|
||
else
|
||
{
|
||
//BMLogger.LogError("CECGameRun::GetProfName, i: {0} is not exist", i);
|
||
return null;
|
||
}
|
||
return szRet;
|
||
}
|
||
|
||
public CECPet GetPet()
|
||
{
|
||
return ObjectSpawner.Instance.InstantiateObject(_petServerPrefab, setThisAsParent: true)
|
||
.GetComponent<CECPet>();
|
||
}
|
||
|
||
public GameObject GetPetMount()
|
||
{
|
||
return ObjectSpawner.Instance.InstantiateObject(_petMountServerPrefab, setThisAsParent: true);
|
||
}
|
||
|
||
/// <summary>
|
||
/// Add a fixed message to chat system with optional formatting parameters
|
||
/// 添加固定消息到聊天系统,支持可选的格式化参数
|
||
/// </summary>
|
||
/// <param name="iMsg">Fixed message ID / 固定消息ID</param>
|
||
/// <param name="args">Optional formatting arguments / 可选的格式化参数</param>
|
||
public void AddFixedMessage(int iMsg, params object[] args)
|
||
{
|
||
CECStringTab pStrTab = EC_Game.GetFixedMsgs();
|
||
if (pStrTab == null)
|
||
{
|
||
Debug.LogWarning("[AddFixedMessage] Failed to get fixed message table");
|
||
return;
|
||
}
|
||
|
||
string szFixMsg = pStrTab.GetWideString(iMsg);
|
||
if (string.IsNullOrEmpty(szFixMsg))
|
||
{
|
||
Debug.LogWarning($"[AddFixedMessage] Fixed message {iMsg} not found");
|
||
return;
|
||
}
|
||
|
||
// Format the message with provided arguments
|
||
string szFormattedMsg;
|
||
try
|
||
{
|
||
if (args != null && args.Length > 0)
|
||
{
|
||
szFormattedMsg = string.Format(szFixMsg, args);
|
||
}
|
||
else
|
||
{
|
||
szFormattedMsg = szFixMsg;
|
||
}
|
||
}
|
||
catch (System.FormatException ex)
|
||
{
|
||
Debug.LogError($"[AddFixedMessage] Format error for message {iMsg}: {ex.Message}");
|
||
szFormattedMsg = szFixMsg; // Use unformatted message as fallback
|
||
}
|
||
|
||
// Try to add to in-game UI chat
|
||
CECGameUIMan pGameUI = m_pUIManager?.GetInGameUIMan();
|
||
if (pGameUI != null)
|
||
{
|
||
//pGameUI.AddChatMessage(szFormattedMsg, (int)GP_CHAT.GP_CHAT_SYSTEM);
|
||
}
|
||
else
|
||
{
|
||
// Fallback to debug output if UI is not available
|
||
Debug.Log($"[System] {szFormattedMsg}");
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// Add a fixed message to specific chat channel with optional formatting
|
||
/// 添加固定消息到指定聊天频道,支持可选的格式化
|
||
/// </summary>
|
||
/// <param name="iMsg">Fixed message ID / 固定消息ID</param>
|
||
/// <param name="cChannel">Chat channel ID / 聊天频道ID</param>
|
||
/// <param name="args">Optional formatting arguments / 可选的格式化参数</param>
|
||
public void AddFixedChannelMsg(int iMsg, int cChannel, params object[] args)
|
||
{
|
||
CECStringTab pStrTab = EC_Game.GetFixedMsgs();
|
||
if (pStrTab == null)
|
||
{
|
||
Debug.LogWarning("[AddFixedChannelMsg] Failed to get fixed message table");
|
||
return;
|
||
}
|
||
|
||
string szFixMsg = pStrTab.GetWideString(iMsg);
|
||
if (string.IsNullOrEmpty(szFixMsg))
|
||
{
|
||
Debug.LogWarning($"[AddFixedChannelMsg] Fixed message {iMsg} not found");
|
||
return;
|
||
}
|
||
|
||
// Format the message with provided arguments
|
||
string szFormattedMsg;
|
||
try
|
||
{
|
||
if (args != null && args.Length > 0)
|
||
{
|
||
szFormattedMsg = string.Format(szFixMsg, args);
|
||
}
|
||
else
|
||
{
|
||
szFormattedMsg = szFixMsg;
|
||
}
|
||
}
|
||
catch (System.FormatException ex)
|
||
{
|
||
Debug.LogError($"[AddFixedChannelMsg] Format error for message {iMsg}: {ex.Message}");
|
||
szFormattedMsg = szFixMsg; // Use unformatted message as fallback
|
||
}
|
||
|
||
// Try to add to in-game UI chat with specific channel
|
||
CECGameUIMan pGameUI = m_pUIManager?.GetInGameUIMan();
|
||
if (pGameUI != null)
|
||
{
|
||
//pGameUI.AddChatMessage(szFormattedMsg, cChannel);
|
||
}
|
||
else
|
||
{
|
||
// Fallback to debug output if UI is not available
|
||
Debug.Log($"[Channel {cChannel}] {szFormattedMsg}");
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// Add a chat message with full parameters (matching C++ signature)
|
||
/// 添加聊天消息(完整参数版本,匹配C++签名)
|
||
/// </summary>
|
||
/// <param name="pszMsg">Message text / 消息文本</param>
|
||
/// <param name="cChannel">Chat channel / 聊天频道</param>
|
||
/// <param name="idPlayer">Player ID (default -1) / 玩家ID</param>
|
||
/// <param name="szName">Player name (optional) / 玩家名称</param>
|
||
/// <param name="byFlag">Message flag (default 0) / 消息标志</param>
|
||
/// <param name="cEmotion">Emotion ID (default 0) / 表情ID</param>
|
||
/// <param name="pItem">Related item (optional) / 相关物品</param>
|
||
/// <param name="pszMsgOrigion">Original message (optional) / 原始消息</param>
|
||
public void AddChatMessage(string pszMsg, int cChannel, int idPlayer = -1,
|
||
string szName = null, byte byFlag = 0, int cEmotion = 0,
|
||
EC_IvtrItem pItem = null, string pszMsgOrigion = null)
|
||
{
|
||
if (string.IsNullOrEmpty(pszMsg))
|
||
return;
|
||
|
||
CECGameUIMan pGameUI = m_pUIManager?.GetInGameUIMan();
|
||
if (pGameUI != null)
|
||
{
|
||
// Call UI manager's AddChatMessage with full parameters
|
||
//pGameUI.AddChatMessage(pszMsg, cChannel, idPlayer, szName, byFlag, cEmotion, pItem, pszMsgOrigion);
|
||
}
|
||
else
|
||
{
|
||
// Fallback to debug output if UI is not available
|
||
Debug.Log($"[Channel {cChannel}] {pszMsg}");
|
||
|
||
// Note: In C++ original, pItem is deleted here if UI is not available
|
||
// In C#, we don't need explicit deletion due to garbage collection
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// Get remaining double experience time in seconds
|
||
/// 获取剩余双倍经验时间(秒)
|
||
/// </summary>
|
||
public int GetRemainDblExpTime()
|
||
{
|
||
int iRemainTime = m_iDExpEndTime - GetServerAbsTime();
|
||
if (iRemainTime < 0) iRemainTime = 0;
|
||
return iRemainTime;
|
||
}
|
||
|
||
/// <summary>
|
||
/// Get server absolute time
|
||
/// 获取服务器绝对时间
|
||
/// </summary>
|
||
public int GetServerAbsTime()
|
||
{
|
||
// TODO: Implement server time synchronization
|
||
// This should return the synchronized server timestamp
|
||
return (int)(System.DateTime.UtcNow.Subtract(new System.DateTime(1970, 1, 1))).TotalSeconds;
|
||
}
|
||
|
||
/// <summary>
|
||
/// Set double experience end time
|
||
/// 设置双倍经验结束时间
|
||
/// </summary>
|
||
public void SetDExpEndTime(int endTime)
|
||
{
|
||
m_iDExpEndTime = endTime;
|
||
}
|
||
public int GetGameState() { return m_iGameState; }
|
||
|
||
// Logout flag: -1 none, 0 exit app, 1 re-select role, 2 goto login (C++: SetLogoutFlag/GetLogoutFlag)
|
||
public void SetLogoutFlag(int iFlag) { m_iLogoutFlag = iFlag; }
|
||
public int GetLogoutFlag() { return m_iLogoutFlag; }
|
||
|
||
// Selling role ID for role trade (C++: SetSellingRoleID)
|
||
public void SetSellingRoleID(int roleid) { m_iSellingRoleID = roleid; }
|
||
public int GetSellingRoleID() { return m_iSellingRoleID; }
|
||
|
||
// Save necessary user configs (UI, shortcut, accelerate keys, etc.) to server
|
||
// ����ֵ: 0(����ʧ��), 1(���������ظ�����), 2(�������������Э��)
|
||
public uint SaveConfigsToServer()
|
||
{
|
||
|
||
// if (!m_pWorld || !m_pWorld->GetHostPlayer() || !m_pWorld->GetHostPlayer()->HostIsReady() || !m_pUIManager->GetInGameUIMan())
|
||
// return 0;
|
||
CECHostPlayer pHost = GetHostPlayer();
|
||
CECGameUIMan pGameUI = m_pUIManager?.GetInGameUIMan() as CECGameUIMan;
|
||
if (m_pWorld == null || pHost == null || !pHost.HostIsReady() || pGameUI == null)
|
||
return 0;
|
||
|
||
// g_pGame->GetConfigs()->SaveBlockedID();
|
||
EC_Game.GetConfigs().SaveBlockedID(); // TODO: Check if this is needed here
|
||
|
||
// int iTotalSize = 0;
|
||
// iTotalSize += sizeof (DWORD);
|
||
// iTotalSize += sizeof (int);
|
||
// int iHostSize = 0;
|
||
// CECHostPlayer* pHost = m_pWorld->GetHostPlayer();
|
||
// pHost->SaveConfigData(NULL, &iHostSize);
|
||
// iTotalSize += iHostSize;
|
||
// iTotalSize += sizeof (int);
|
||
int iTotalSize = sizeof(uint);
|
||
int iHostSize = 0;
|
||
pHost.SaveConfigData(null, ref iHostSize);
|
||
iTotalSize += sizeof(int) + iHostSize;
|
||
|
||
// DWORD dwUISize = 0;
|
||
// CECGameUIMan* pGameUI = (CECGameUIMan*)m_pUIManager->GetInGameUIMan();
|
||
// pGameUI->GetUserLayout(NULL, dwUISize);
|
||
// iTotalSize += (int)dwUISize;
|
||
// iTotalSize += sizeof (int);
|
||
uint dwUISize = 0;
|
||
pGameUI.GetUserLayout(null, ref dwUISize); // TODO: Check if this is needed here
|
||
iTotalSize += sizeof(int) + (int)dwUISize;
|
||
|
||
// int iSettingSize = 0;
|
||
// g_pGame->GetConfigs()->SaveUserConfigData(NULL, &iSettingSize);
|
||
// iTotalSize += iSettingSize;
|
||
int iSettingSize = 0;
|
||
EC_Game.GetConfigs().SaveUserConfigData(null, out iSettingSize);
|
||
iTotalSize += sizeof(int) + iSettingSize;
|
||
|
||
// void* pDataBuf = a_malloctemp(iTotalSize);
|
||
// if (!pDataBuf) { glb_ErrorOutput(ECERR_NOTENOUGHMEMORY, "CECGameRun::SaveConfigsToServer", __LINE__); return 0; }
|
||
// BYTE* pData = (BYTE*)pDataBuf;
|
||
byte[] pDataBuf = new byte[iTotalSize];
|
||
int offset = 0;
|
||
|
||
// *((DWORD*)pData) = USERCFG_VERSION;
|
||
// pData += sizeof (DWORD);
|
||
Buffer.BlockCopy(BitConverter.GetBytes(USERCFG_VERSION), 0, pDataBuf, offset, sizeof(uint));
|
||
offset += sizeof(uint);
|
||
|
||
// *((int*)pData) = iHostSize;
|
||
// pData += sizeof (int);
|
||
// pHost->SaveConfigData(pData, &iHostSize);
|
||
// pData += iHostSize;
|
||
Buffer.BlockCopy(BitConverter.GetBytes(iHostSize), 0, pDataBuf, offset, sizeof(int));
|
||
offset += sizeof(int);
|
||
pHost.SaveConfigData(pDataBuf, ref iHostSize, offset);
|
||
offset += iHostSize;
|
||
|
||
// *((int*)pData) = (int)dwUISize;
|
||
// pData += sizeof (int);
|
||
// pGameUI->GetUserLayout(pData, dwUISize);
|
||
// pData += dwUISize;
|
||
Buffer.BlockCopy(BitConverter.GetBytes((int)dwUISize), 0, pDataBuf, offset, sizeof(int));
|
||
offset += sizeof(int);
|
||
pGameUI.GetUserLayout(pDataBuf, ref dwUISize); // TODO: Check if this is needed here
|
||
offset += (int)dwUISize;
|
||
|
||
// *((int*)pData) = iSettingSize;
|
||
// pData += sizeof (int);
|
||
// g_pGame->GetConfigs()->SaveUserConfigData(pData, &iSettingSize);
|
||
// pData += iSettingSize;
|
||
Buffer.BlockCopy(BitConverter.GetBytes(iSettingSize), 0, pDataBuf, offset, sizeof(int));
|
||
offset += sizeof(int);
|
||
EC_Game.GetConfigs().SaveUserConfigData(pDataBuf, offset, out iSettingSize);
|
||
offset += iSettingSize;
|
||
|
||
// if (m_pCfgDataBuf) {
|
||
// if (m_iCfgDataSize == iTotalSize && !memcmp(m_pCfgDataBuf, pDataBuf, iTotalSize)) { a_freetemp(pDataBuf); return 1; }
|
||
// a_free(m_pCfgDataBuf); m_pCfgDataBuf = NULL; m_iCfgDataSize = 0;
|
||
// }
|
||
if (m_pCfgDataBuf != null && m_iCfgDataSize == iTotalSize)
|
||
{
|
||
bool same = true;
|
||
for (int i = 0; i < iTotalSize && same; i++)
|
||
same = (m_pCfgDataBuf[i] == pDataBuf[i]);
|
||
if (same)
|
||
return 1;
|
||
}
|
||
m_pCfgDataBuf = null;
|
||
m_iCfgDataSize = 0;
|
||
|
||
// if ((m_pCfgDataBuf = (BYTE*)a_malloc(iTotalSize))) { memcpy(m_pCfgDataBuf, pDataBuf, iTotalSize); m_iCfgDataSize = iTotalSize; }
|
||
m_pCfgDataBuf = new byte[iTotalSize];
|
||
Buffer.BlockCopy(pDataBuf, 0, m_pCfgDataBuf, 0, iTotalSize);
|
||
m_iCfgDataSize = iTotalSize;
|
||
|
||
// DWORD dwCompLen = iTotalSize * 2;
|
||
// void* pCompBuf = a_malloctemp(dwCompLen);
|
||
// if (!pCompBuf) { a_freetemp(pDataBuf); glb_ErrorOutput(ECERR_NOTENOUGHMEMORY, "CECGameRun::SaveConfigsToServer", __LINE__); return 0; }
|
||
// int iVerLen = sizeof (DWORD);
|
||
// memcpy(pCompBuf, pDataBuf, iVerLen);
|
||
// BYTE* pSrc = (BYTE*)pDataBuf + iVerLen;
|
||
// BYTE* pDst = (BYTE*)pCompBuf + iVerLen;
|
||
// dwCompLen -= iVerLen;
|
||
// int iRes = AFilePackage::Compress(pSrc, iTotalSize - iVerLen, pDst, &dwCompLen);
|
||
int iVerLen = sizeof(uint);
|
||
int compLen = (iTotalSize - iVerLen) * 2;
|
||
byte[] pCompBuf = new byte[iVerLen + compLen];
|
||
Buffer.BlockCopy(pDataBuf, 0, pCompBuf, 0, iVerLen);
|
||
int iRes = AFilePackage.Compress(pDataBuf, iTotalSize - iVerLen, pCompBuf, iVerLen, ref compLen);
|
||
|
||
// if (0 == iRes) { g_pGame->GetGameSession()->SaveConfigData(pCompBuf, dwCompLen+iVerLen); iRes = 2; }
|
||
// else { a_LogOutput(1, "CECGameRun::SaveConfigsToServer, Failed to compress config data (%d:%d)", iRes, iTotalSize); iRes = 0; }
|
||
// a_freetemp(pDataBuf);
|
||
// a_freetemp(pCompBuf);
|
||
// return iRes;
|
||
if (iRes == 0)
|
||
{
|
||
var session = UnityGameSession.Instance?.GameSession;
|
||
if (session != null)
|
||
{
|
||
session.SaveConfigData(pCompBuf, iVerLen + compLen);
|
||
return 2;
|
||
}
|
||
}
|
||
else
|
||
BMLogger.LogWarning($"CECGameRun::SaveConfigsToServer, Failed to compress config data ({iRes}:{iTotalSize})");
|
||
return 0;
|
||
}
|
||
|
||
public void ReleasePendingActions()
|
||
{
|
||
m_pendingLogout.Clear();
|
||
}
|
||
|
||
public CECPendingActionArray GetPendingLogOut(){ return m_pendingLogout; }
|
||
|
||
}
|
||
public enum GameState
|
||
|
||
{
|
||
GS_NONE = 0, // None
|
||
GS_LOGIN, // Login in state
|
||
GS_GAME, // In game
|
||
}; |