进入好友房
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@ -169,7 +169,6 @@ const (
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// 房间模式
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const (
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SceneMode_Public = iota //公共房间
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SceneMode_Club //俱乐部房间
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SceneMode_Private //私人房间
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SceneMode_Match //赛事房间
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SceneMode_Thr //三方房间
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File diff suppressed because it is too large
Load Diff
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@ -615,6 +615,7 @@ message CSQueryRoomInfo{
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repeated int32 GameIds = 1;
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int32 GameSite = 2; //1.初级 2.中级 3.高级
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repeated int32 Id = 3; //gamefreeid
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int32 SceneMode = 4; // 0公共房 1私人房
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}
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//个人创建的房间信息
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2
public
2
public
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@ -1 +1 @@
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Subproject commit 2c0eb89b3a6245c8c95ff2390ad0c729b931cf24
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Subproject commit 7f2452e10c176dc35fc5ed1ffdb0b4145aec8160
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@ -1304,6 +1304,9 @@ func (this *CSQueryRoomInfoHandler) ProcessLocalGame(s *netlib.Session, packetid
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pack.GameIds = append(pack.GameIds, gameid)
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scenes := SceneMgrSingleton.GetScenesByGame(int(gameid))
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for _, scene := range scenes {
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if scene == nil {
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continue
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}
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var isShow bool
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if mapGameCfg != nil {
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if cfg, have := mapGameCfg[scene.dbGameFree.Id]; have && cfg.GroupId != 0 && cfg.GroupId == scene.groupId {
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@ -1311,8 +1314,16 @@ func (this *CSQueryRoomInfoHandler) ProcessLocalGame(s *netlib.Session, packetid
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}
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}
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if p.Platform == scene.limitPlatform.IdStr || isShow {
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if scene != nil && scene.sceneMode == common.SceneMode_Public && len(scene.players) != 0 {
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if scene.sceneMode == int(msg.GetSceneMode()) && len(scene.players) != 0 {
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if scene.gameId == int(gameid) && scene.gameSite == int(msg.GetGameSite()) {
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// 私人房需要是好友
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if scene.sceneMode == common.SceneMode_Private {
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if !FriendMgrSington.IsFriend(p.Platform, p.SnId, scene.creator) {
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continue
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}
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}
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roomInfo := &gamehall.QRoomInfo{
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GameFreeId: proto.Int32(scene.dbGameFree.GetId()),
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GameId: proto.Int32(scene.dbGameFree.GetGameId()),
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