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