mirror of
https://github.com/Alex-Rachel/TEngine.git
synced 2025-08-14 16:51:28 +00:00
合理化服务器命名,使开发者更容易理解。
Scene的routeId更名为locationId
This commit is contained in:
@@ -29,9 +29,9 @@ namespace TEngine
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public SceneConfig Get(uint id, bool check = true)
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{
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if (this._configs.TryGetValue(id, out SceneConfig? config))
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if (_configs.ContainsKey(id))
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{
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return config;
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return _configs[id];
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}
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if (check)
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@@ -79,7 +79,7 @@ namespace TEngine
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[ProtoMember(2, IsRequired = true)]
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public long EntityId { get; set; } // 实体Id
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[ProtoMember(3, IsRequired = true)]
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public uint RouteId { get; set; } // 路由Id
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public uint ServerConfigId { get; set; } // 服务配置Id
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[ProtoMember(4, IsRequired = true)]
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public uint WorldId { get; set; } // 世界Id
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[ProtoMember(5, IsRequired = true)]
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@@ -7,7 +7,6 @@ namespace TEngine
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public const int Addressable = 2;
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public const int Map = 3;
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public const int Chat = 4;
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public const int Gameplay = 5;
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public static readonly Dictionary<string, int> SceneDic = new Dictionary<string, int>()
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{
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@@ -15,7 +14,6 @@ namespace TEngine
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{ "Addressable", 2 },
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{ "Map", 3 },
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{ "Chat", 4 },
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{ "Gameplay", 5 },
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};
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}
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}
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@@ -10,7 +10,7 @@ public static class AddressableSceneHelper
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var sceneEntityId = 0L;
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foreach (var sceneConfig in SceneConfigData.Instance.List)
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{
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if (sceneConfig.RouteId == 3072)
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if (sceneConfig.ServerConfigId == 3072)
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{
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sceneEntityId = sceneConfig.EntityId;
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break;
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@@ -74,7 +74,7 @@ public static class ConfigTableSystem
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SceneType = sceneConfig.SceneType,
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Name = sceneConfig.Name,
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NetworkProtocol = sceneConfig.NetworkProtocol,
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RouteId = sceneConfig.RouteId,
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ServerConfigId = sceneConfig.ServerConfigId,
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WorldId = sceneConfig.WorldId,
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OuterPort = sceneConfig.OuterPort
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};
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@@ -126,7 +126,7 @@ public static class ConfigTableSystem
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SceneType = sceneConfig.SceneType,
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Name = sceneConfig.Name,
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NetworkProtocol = sceneConfig.NetworkProtocol,
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RouteId = sceneConfig.RouteId,
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ServerConfigId = sceneConfig.ServerConfigId,
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WorldId = sceneConfig.WorldId,
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OuterPort = sceneConfig.OuterPort
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});
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@@ -22,21 +22,15 @@ public enum SceneType: long
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/// </summary>
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Addressable = 1 << 2,
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/// <summary>
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/// 场景GamePlay
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/// <remarks>游戏玩法服。</remarks>
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/// </summary>
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Gameplay = 1 << 3,
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/// <summary>
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/// 游戏场景服。
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/// </summary>
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Map = 1 << 4,
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Map = 1 << 3,
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/// <summary>
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/// 游戏聊天服。
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/// </summary>
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Chat = 1 << 5,
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Chat = 1 << 4,
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}
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/// <summary>
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@@ -51,24 +45,16 @@ public class OnCreateScene : AsyncEventSystem<TEngine.OnCreateScene>
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// OnCreateScene这个事件就是给开发者使用的
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// 比如Address协议这里、我就是做了一个管理Address地址的一个组件挂在到Address这个Scene下面了
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// 比如Map下你需要一些自定义组件、你也可以在这里操作
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var sceneConfigInfo = self.SceneInfo;
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switch (sceneConfigInfo.SceneType.Parse<SceneType>())
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var scene = self.Scene;
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switch (scene.SceneType.Parse<SceneType>())
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{
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case SceneType.Addressable:
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{
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sceneConfigInfo.Scene.AddComponent<AddressableManageComponent>();
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break;
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}
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case SceneType.Gate:
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{
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sceneConfigInfo.Scene.AddComponent<AccountComponent>();
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self.Scene.AddComponent<AccountComponent>();
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break;
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}
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case SceneType.Gameplay:
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break;
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}
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Log.Info($"scene create: {self.SceneInfo.SceneType} {self.SceneInfo.Name} SceneId:{self.SceneInfo.Id} ServerId:{self.SceneInfo.RouteId} WorldId:{self.SceneInfo.WorldId}");
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Log.Info($"scene create: {self.Scene.SceneType} {self.Scene.Name} SceneId:{self.Scene.Id} LocationId:{self.Scene.LocationId} WorldId:{self.Scene.World?.Id}");
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await FTask.CompletedTask;
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}
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