Documentation ¶
Index ¶
- Variables
- func DispatchPacket(packet rpc.Packet) bool
- func IsCheckClient(msg string) bool
- func SendToClient(socketId uint32, packet proto.Message)
- type Config
- type EventProcess
- type IEventProcess
- type IPlayerMgr
- type IServerMgr
- type IUserProcess
- type Player
- type PlayerMgr
- func (p *PlayerMgr) ADD_ACCOUNT(ctx context.Context, socketId uint32, mailbox rpc.MailBox)
- func (p *PlayerMgr) AddPlayerMap(socketId uint32, mailbox rpc.MailBox) int
- func (p *PlayerMgr) DEL_ACCOUNT(ctx context.Context, socketid uint32)
- func (p *PlayerMgr) GetPlayer(socketId uint32) *Player
- func (p *PlayerMgr) GetPlayerId(socketId uint32) int64
- func (p *PlayerMgr) GetSocket(playerId int64) uint32
- func (p *PlayerMgr) Init()
- func (p *PlayerMgr) ReleaseSocketMap(socketId uint32, bClose bool)
- type ServerMgr
- type UserProcess
- func (u *UserProcess) CheckClient(sockId uint32, packetName string, head rpc.RpcHead) *Player
- func (u *UserProcess) CheckClientEx(sockId uint32, packetName string, head rpc.RpcHead) bool
- func (u *UserProcess) Init()
- func (u *UserProcess) PacketFunc(pkg rpc.Packet) bool
- func (u *UserProcess) SwitchSendToGame(socketId uint32, packetName string, head rpc.RpcHead, packet rpc.Packet)
- func (u *UserProcess) SwitchSendToZone(socketId uint32, packetName string, head rpc.RpcHead, packet rpc.Packet)
Constants ¶
This section is empty.
Variables ¶
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var ( LoginAccountResponse = proto.MessageName(&message.LoginAccountResponse{}) SelectPlayerResponse = proto.MessageName(&message.SelectPlayerResponse{}) )
View Source
var ( CONF Config SERVER ServerMgr )
Functions ¶
func DispatchPacket ¶
func IsCheckClient ¶
func SendToClient ¶
Types ¶
type EventProcess ¶
func (*EventProcess) G_Player_Login ¶
func (*EventProcess) Init ¶
func (e *EventProcess) Init()
type IEventProcess ¶
type IPlayerMgr ¶
type IServerMgr ¶
type IUserProcess ¶
type Player ¶
type PlayerMgr ¶
func (*PlayerMgr) ADD_ACCOUNT ¶
func (*PlayerMgr) AddPlayerMap ¶
func (*PlayerMgr) DEL_ACCOUNT ¶
func (*PlayerMgr) GetPlayerId ¶
func (*PlayerMgr) ReleaseSocketMap ¶
type ServerMgr ¶
type ServerMgr struct {
// contains filtered or unexported fields
}
func (*ServerMgr) GetCluster ¶
func (*ServerMgr) GetPlayerMgr ¶
func (*ServerMgr) GetServer ¶
func (s *ServerMgr) GetServer() *network.ServerSocket
func (*ServerMgr) OnServerStart ¶
func (s *ServerMgr) OnServerStart()
type UserProcess ¶
func (*UserProcess) CheckClient ¶
func (*UserProcess) CheckClientEx ¶
func (*UserProcess) Init ¶
func (u *UserProcess) Init()
func (*UserProcess) PacketFunc ¶
func (u *UserProcess) PacketFunc(pkg rpc.Packet) bool
func (*UserProcess) SwitchSendToGame ¶
func (*UserProcess) SwitchSendToZone ¶
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