芒果魔兽服务器 社交系统源码分析 玩家上线 通知消息分析

玩家登录数据库 HandlePlayerLogin 函数回调的时候 也会从数据库 表 character_social 返回查询到的社交关系

这时候需要 先给玩家发送玩家的好友关系

    pCurrChar->GetSocial()->SendSocialList();

void PlayerSocial::SendSocialList()
{
    Player* plr = sObjectMgr.GetPlayer(ObjectGuid(HIGHGUID_PLAYER, m_playerLowGuid));
    if (!plr)
        return;

    uint32 size = m_playerSocialMap.size();

    WorldPacket data(SMSG_CONTACT_LIST, (4 + 4 + size * 25)); // just can guess size
    data << uint32(7);                                      // unk flag (0x1, 0x2, 0x4), 0x7 if it include ignore list
    data << uint32(size);                                   // friends count

    for (auto& itr : m_playerSocialMap)
    {
        FriendInfo& friendInfo = itr.second;
        sSocialMgr.GetFriendInfo(plr, itr.first, friendInfo);

        data << ObjectGuid(HIGHGUID_PLAYER, itr.first);    // player guid
        data << uint32(friendInfo.Flags);                  // player flag (0x1-friend?, 0x2-ignored?, 0x4-muted?)
        data << friendInfo.Note;                           // string note
        if (friendInfo.Flags & SOCIAL_FLAG_FRIEND)         // if IsFriend()
        {
            data << uint8(friendInfo.Status);              // online/offline/etc?
            if (friendInfo.Status)                         // if online
            {
                data << uint32(friendInfo.Area);           // player area
                data << uint32(friendInfo.Level);          // player level
                data << uint32(friendInfo.Class);          // player class
            }
        }
    }

    plr->GetSession()->SendPacket(data);
    DEBUG_LOG("WORLD: Sent SMSG_CONTACT_LIST");
}

然后需要通知 添加了该玩家好友的 在线玩家 玩家上线了 需要广播 所以最后一个参数为true

    sSocialMgr.SendFriendStatus(pCurrChar, FRIEND_ONLINE, pCurrChar->GetObjectGuid(), true);

void SocialMgr::SendFriendStatus(Player* player, FriendsResult result, ObjectGuid friend_guid, bool broadcast)
{
    uint32 friend_lowguid = friend_guid.GetCounter();

    FriendInfo fi;

    WorldPacket data;
    MakeFriendStatusPacket(result, friend_lowguid, data);
    GetFriendInfo(player, friend_lowguid, fi);
    switch (result)
    {
        case FRIEND_ADDED_OFFLINE:
        case FRIEND_ADDED_ONLINE:
            data << fi.Note;
            break;
        default:
            break;
    }

    switch (result)
    {
        case FRIEND_ADDED_ONLINE:
        case FRIEND_ONLINE:
            data << uint8(fi.Status);
            data << uint32(fi.Area);
            data << uint32(fi.Level);
            data << uint32(fi.Class);
            break;
        default:
            break;
    }

    if (broadcast)
        BroadcastToFriendListers(player, data);
    else
        player->GetSession()->SendPacket(data);
}

最后就需要 遍历好友关系map数据 找到在线的玩家 并且添加了该玩家为好友的玩家   广播玩家上线的消息 


void SocialMgr::BroadcastToFriendListers(Player* player, WorldPacket const& packet) const
{
    if (!player)
        return;

    Team team = player->GetTeam();
    AccountTypes security = player->GetSession()->GetSecurity();
    uint32 guid     = player->GetGUIDLow();
    AccountTypes gmLevelInWhoList = AccountTypes(sWorld.getConfig(CONFIG_UINT32_GM_LEVEL_IN_WHO_LIST));
    bool allowTwoSideWhoList = sWorld.getConfig(CONFIG_BOOL_ALLOW_TWO_SIDE_WHO_LIST);

    for (SocialMap::const_iterator itr = m_socialMap.begin(); itr != m_socialMap.end(); ++itr)
    {
        PlayerSocialMap::const_iterator itr2 = itr->second.m_playerSocialMap.find(guid);
        if (itr2 != itr->second.m_playerSocialMap.end() && (itr2->second.Flags & SOCIAL_FLAG_FRIEND))
        {
            Player* pFriend = ObjectAccessor::FindPlayer(ObjectGuid(HIGHGUID_PLAYER, itr->first));

            // PLAYER see his team only and PLAYER can't see MODERATOR, GAME MASTER, ADMINISTRATOR characters
            // MODERATOR, GAME MASTER, ADMINISTRATOR can see all
            if (pFriend && pFriend->IsInWorld() &&
                    (pFriend->GetSession()->GetSecurity() > SEC_PLAYER ||
                     ((pFriend->GetTeam() == team || allowTwoSideWhoList) && security <= gmLevelInWhoList)) &&
                    player->IsVisibleGloballyFor(pFriend))
            {
                pFriend->GetSession()->SendPacket(packet);
            }
        }
    }
}

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