#include "Stdafx.h" #include "Log.h" #include "DNFarm.h" #include "DNDivisionManager.h" #if defined( PRE_ADD_FARM_DOWNSCALE ) CDNFarm::CDNFarm( const TFarmItemFromDB& Farm ) { m_nFarmDBID = Farm.iFarmDBID; m_eFarmStatus = FARMSTATUS_NONE; m_nMapID = Farm.iFarmMapID; m_nCreateTick = timeGetTime(); m_nFarmMaxUser = 0; m_bStartFarm = Farm.bStartActivate; m_iAttr = Farm.iAttr; m_nManagedID = 0; ResetData(); } #elif defined( PRE_ADD_VIP_FARM ) CDNFarm::CDNFarm( const TFarmItemFromDB& Farm ) { m_nFarmDBID = Farm.iFarmDBID; m_eFarmStatus = FARMSTATUS_NONE; m_nMapID = Farm.iFarmMapID; m_nCreateTick = timeGetTime(); m_nFarmMaxUser = 0; m_bStartFarm = Farm.bStartActivate; m_Attr = Farm.Attr; m_nManagedID = 0; ResetData(); } #else CDNFarm::CDNFarm(UINT nFarmDBID, int nMapID, bool bStart) { m_nFarmDBID = nFarmDBID; m_eFarmStatus = FARMSTATUS_NONE; m_nMapID = nMapID; m_nCreateTick = timeGetTime(); m_nFarmMaxUser = 0; m_bStartFarm = bStart; ResetData(); } #endif // #if defined( PRE_ADD_FARM_DOWNSCALE ) CDNFarm::~CDNFarm() { m_vWaitingUser.clear(); } void CDNFarm::DestroyFarm() { if (m_eFarmStatus == FARMSTATUS_DESTROY) return; ResetData(); m_eFarmStatus = FARMSTATUS_DESTROY; } bool CDNFarm::SetAssignedServerID(int nGameServerID) { if (m_eFarmStatus != FARMSTATUS_NONE && m_eFarmStatus != FARMSTATUS_DESTROY) { g_Log.Log(LogType::_FARM, L"FarmID[%d] SetAssignedServerID Fail Reason[StateMisMatch]\n", GetFarmDBID()); return false; } m_nAssignedGameID = nGameServerID; m_eFarmStatus = FARMSTATUS_READY; return true; } bool CDNFarm::SetAssignedFarmData(int nGameServerID, int nGameThreadIdx, UINT nRoomID, int nMapID, int nFarmMaxUser) { //게임서버에서 로드끝나고 유저 받을 수 있다고 하는 타이밍이다. if (m_eFarmStatus != FARMSTATUS_READY) { g_Log.Log(LogType::_FARM, L"FarmID[%d] SetAssignedFarmData Fail Reason[StateMisMatch]\n", GetFarmDBID()); return false; //세팅은 최초 한번만 가능하다 이렇게 데면 잘못만든거임! } if ((m_nAssignedGameID != nGameServerID) || m_nMapID != nMapID) { //이건뭐야!!!!!!!!!!!!! g_Log.Log(LogType::_FARM, L"FarmID[%d] SetFarmDataLoaded Fail Reason[DataMisMatch]\n", GetFarmDBID()); return false; } m_nAssignedThreadIdx = nGameThreadIdx; m_nAssignedRoomID = nRoomID; m_nMapID = nMapID; m_nPlayTick = timeGetTime(); m_eFarmStatus = FARMSTATUS_PLAY; m_nFarmMaxUser = nFarmMaxUser; //플레이 상태가되면 대기중인 녀석들을 밀어 넣어준다. ProcessFarmWaiting(); return true; } void CDNFarm::SetFarmCurUserCount(int nFarmCurUserCount, bool bStarted, int nManagedID) { m_nFarmCurUser = nFarmCurUserCount; m_bStartFarm = bStarted; m_nManagedID = nManagedID; } bool CDNFarm::VerifyWaitAndPush(const VIMAReqGameID * pPacket) { if (m_eFarmStatus == FARMSTATUS_READY || m_eFarmStatus == FARMSTATUS_NONE) { std::vector ::iterator ii; for (ii = m_vWaitingUser.begin(); ii != m_vWaitingUser.end(); ii++) { if ((*ii).InstanceID == pPacket->InstanceID) { _DANGER_POINT(); //이미 있다! 이럼 안데지! return false; } } VIMAReqGameID req; memcpy(&req, pPacket, sizeof(VIMAReqGameID)); m_vWaitingUser.push_back(req); //대기 유저들을 밀어 넣어주자. return true; } return false; } bool CDNFarm::GetAssignedServerInfo(int &nGameServerID, int &nGameServerThreaIdx, UINT &nGameRoomID) { if (m_eFarmStatus == FARMSTATUS_NONE) //생성만 되어진 상태에서는 룸정보가 없다. return false; nGameServerID = m_nAssignedGameID; nGameServerThreaIdx = m_nAssignedThreadIdx; nGameRoomID = m_nAssignedRoomID; return true; } void CDNFarm::ResetData() { m_nPlayTick = 0; m_nAssignedGameID = -1; m_nAssignedThreadIdx = -1; m_nAssignedRoomID = 0; m_nFarmCurUser = 0; m_vWaitingUser.clear(); } void CDNFarm::ProcessFarmWaiting() { //방초기 또는 생성도중 진입요청이 있는 친구들을 밀어 넣어 준다. 일단은 그냥 밀어 넣지만 스테이트 보호를 위해 //몇가지 스테이트 검사를 추가해야겠다. std::vector ::iterator ii; for (ii = m_vWaitingUser.begin(); ii != m_vWaitingUser.end(); ii++) { if (g_pDivisionManager->RequestGameRoom(&(*ii)) == false) { //진입실패시 처리 } } m_vWaitingUser.clear(); }