sk-client/Assets/ManagedResources/~Lua/Modules/Net/IndicationManager.lua

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Lua
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IndicationManager = {}
local this = IndicationManager
--所有后端推送还未处理的协议,先临时做个数组遍历都监听上,以后单独处理一个,就删除一个
local testMessageType = {
MessageTypeProto_pb.ADVENTURE_BOSS_REFRESH_INDICATION,
MessageTypeProto_pb.ADJUTANT_FIGHTMISSION_REFRESH_INDICATION,
MessageTypeProto_pb.BUY_GOODS_DROP_INDICATION,
MessageTypeProto_pb.ERROR_CODE_INDICATION,
MessageTypeProto_pb.ENDLESS_NEW_HERO_GET_INDICATION,
MessageTypeProto_pb.HONGMENG_INFO_INDICATION,
MessageTypeProto_pb.HONGMENG_STELE_NEW_HAND_INDICATION,
MessageTypeProto_pb.JADE_DYNASTY_REFRESH_INDICATION,
MessageTypeProto_pb.ROOM_MATCH_SUCCESS_INDICATION,
MessageTypeProto_pb.ROOM_GAME_END_INDICATION,
MessageTypeProto_pb.ROOM_SYNC_OTHER_MOVE_INDICTION,
MessageTypeProto_pb.ROOM_TRIGGER_FIGHT_INDICATION,
MessageTypeProto_pb.ROOM_MAP_POINT_INDICATION,
MessageTypeProto_pb.ROOM_PLAY_HP_UPDATE_INDICATION,
MessageTypeProto_pb.SUCCESS_RESPONSE,
MessageTypeProto_pb.SCENE_GAME_OVER_READY_INDICATION,
MessageTypeProto_pb.SHENGDAN_REFRESH_INDICATION,
MessageTypeProto_pb.ZHANQIANZHUNBEI_REFRESH_INDICATION,
MessageTypeProto_pb.BlitzBattleFightUpdate_INDICATION,
MessageTypeProto_pb.WorldLevelIndication,--暂时吧,不确定
MessageTypeProto_pb.ChatSendStatus,--暂时吧,不确定
MessageTypeProto_pb.GetWorldChatMessageInfoResponse,--暂时吧,不确定
MessageTypeProto_pb.DelGameInfoRequest,--暂时吧,不确定
MessageTypeProto_pb.GetWorldChatMessageInfoRequest,--暂时吧,不确定
MessageTypeProto_pb.GetRankRequest,--暂时吧,不确定
MessageTypeProto_pb.AddDeathPathRankRequest,--暂时吧,不确定
MessageTypeProto_pb.GetDeathPathFirstRequest,--暂时吧,不确定
MessageTypeProto_pb.GetDeathPathRewardRequest,--暂时吧,不确定
MessageTypeProto_pb.DeathPathWorldRewardRequest,--暂时吧,不确定
MessageTypeProto_pb.ArenaClearInfoRequest,--暂时吧,不确定
MessageTypeProto_pb.GetWorldArenaInfoIndication,--暂时吧,不确定
MessageTypeProto_pb.UPDATE_BAG_MEDAL_INDICATION,
}
function this.Initialize()
Game.GlobalEvent:AddEvent(Protocal.Connect, this.RegisterMessage)
this.canPopUpBagMaxMessage = false
this.getRewardFromMailMessage = false
end
function this.RegisterMessage(network)
if network.type ~= SocketType.LOGIN then
return
end
local socket = network.socket
-- 监听服务器跨天状态N
socket:RegistNetMessage(MessageTypeProto_pb.FIVE_PLAYER_REFLUSH_INDICATION, this.RefreshUpdateIndication)
--监听红点推送
socket:RegistNetMessage(MessageTypeProto_pb.SEND_RED_POINT_INDICATION, this.ReceiveRedPoint)
socket:RegistNetMessage(MessageTypeProto_pb.UPDATE_BAG_INDICATION, this.BackUpDataBagItemIdNumber)
socket:RegistNetMessage(MessageTypeProto_pb.SEND_CHAT_INFO_INDICATION, this.ReceiveFriendChat)
socket:RegistNetMessage(MessageTypeProto_pb.MISSION_UPDATE_INDICATION, this.RefreshMissionList)
-- 监听服务器推送
socket:RegistNetMessage(MessageTypeProto_pb.ADVENTURE_BOSS_FIND_INDICATION, this.ReceiveChatMsg)
-- 监听Boss被杀
socket:RegistNetMessage(MessageTypeProto_pb.ADVENTURE_BOSS_KILL_INDICATION, this.GetBossInfo)
socket:RegistNetMessage(MessageTypeProto_pb.ALL_GIFTGOODS_INDICATION, this.RefreshGiftGoods)
-- 监听服务器好友删除,好友赠送体力推送 --type 1:申请好友 2: 添加好友
socket:RegistNetMessage(MessageTypeProto_pb.SEND_FRIEND_INFO_INDICATION, this.ReceiveFriendApplication)
-- 监听服务器好友申请,好友添加推送 --type 1:删除好友 2: 赠送体力
socket:RegistNetMessage(MessageTypeProto_pb.SEND_FRIEND_STATE_INDICATION, this.ReceiveFriendDeleteState)
-- 监听商店数据推送
socket:RegistNetMessage(MessageTypeProto_pb.STORE_UPDATE_INDICATION, this.ReceiveShopData)
--刷新活动
socket:RegistNetMessage(MessageTypeProto_pb.ACTIVITY_UPDATE_INDICATION, this.RefreshActivityList)
socket:RegistNetMessage(MessageTypeProto_pb.ACTIVITY_UPDATE_PROGRESS_INDICATION, this.ActivityUpdateProgressIndication)
-- 公会推送
socket:RegistNetMessage(MessageTypeProto_pb.FAMILY_JOIN_INDICATION, this.GuildJoinSuccess)
socket:RegistNetMessage(MessageTypeProto_pb.FAMILY_KICK_INDICATION, this.GuildKickOut)
socket:RegistNetMessage(MessageTypeProto_pb.FAMILY_POSITION_UPDATE_INDICAITON, this.GuildPositionUpdate)
socket:RegistNetMessage(MessageTypeProto_pb.FAMILY_CHANGE_BASE_INDICATION, this.GuildDataUpdate)
socket:RegistNetMessage(MessageTypeProto_pb.FAMILY_WALK_INDICATION, this.GuildWalkUpdate)
socket:RegistNetMessage(MessageTypeProto_pb.FAMILY_QUICK_SET_DEFEND_INDICATION, this.GuildFightDefendUpdate)
socket:RegistNetMessage(MessageTypeProto_pb.FAMILY_FIGHT_MATCHING_SUCCESS_INDICATION, this.GuildFightMatchingSuccess)
socket:RegistNetMessage(MessageTypeProto_pb.FAMILY_DEFEATE_INDICATION, this.GuildFightBeKilled)
socket:RegistNetMessage(MessageTypeProto_pb.FAMILY_REFUSE_JOIN_INDICATION, this.GuildBeRefused)
socket:RegistNetMessage(MessageTypeProto_pb.FamilyFeteRewardProcessIndication, this.GuildFeteRewardProcess)
-- socket:RegistNetMessage(MessageTypeProto_pb.DEATH_PATH_STATUS_CHANGE_INDICATION, this.GuildRefreshDeathPosStatus)
socket:RegistNetMessage(MessageTypeProto_pb.DEATH_PATH_DO_REWARD_INDICATION, this.GuildDoRewardIndication)
-- socket:RegistNetMessage(MessageTypeProto_pb.DEATH_PATH_FIRST_CHANGE_INDICATION, this.GuildFirstChangeIndication)
--
socket:RegistNetMessage(MessageTypeProto_pb.UPDATE_USER_EXP_INDICATION, this.UpdateUserExp)
--秘盒跨季度刷新
socket:RegistNetMessage(MessageTypeProto_pb.UPDATE_SECRET_BOX_SEASON_INDICATION, this.UpdateSecretSeasonData)
-- 服务器要让我滚出图
socket:RegistNetMessage(MessageTypeProto_pb.MAP_OUT_INDICATION, this.TimeToFuckOutMap)
-- 刷新事件点时间
socket:RegistNetMessage(MessageTypeProto_pb.ENDLESS_REFRESH_INDICAITON, this.FreshPointShowTime)
-- 支付成功推送
socket:RegistNetMessage(MessageTypeProto_pb.NOTIFY_PAY_SUCCESS_INDICATION, this.PaySuccess)
-- 渠道强制改名推送
socket:RegistNetMessage(MessageTypeProto_pb.PLAYER_BACKCINFO_INDICATION, this.PlayerBackCInfo)
---调查问卷推送
socket:RegistNetMessage(MessageTypeProto_pb.QUESTION_INDICATION, this.RefreshQuestionnaire)
-- 空刷小怪
socket:RegistNetMessage(MessageTypeProto_pb.ENDLESS_MONSTER_REFRESH_INDICATION, this.MapNewAMonster)
-- 血战奖励积分变化刷新
socket:RegistNetMessage(MessageTypeProto_pb.BLOODY_SCORE_CHANGE_INDICATION, this.BloodyScoreChanged)
-- 无尽副本编队数据变化
socket:RegistNetMessage(MessageTypeProto_pb.ENDLESS_MAP_SET_TEAM_INDICATION, this.EndLessTeamChange)
--道具直购
socket:RegistNetMessage(MessageTypeProto_pb.DIRECT_BUY_GOODS_INDICATION, this.DirectBuyGoods)
-- 无尽换期刷新地图信息
socket:RegistNetMessage(MessageTypeProto_pb.ENDLESS_MAP_CHANGE_INDICATION, this.RefreshMapData)
-- 任务重置刷新
socket:RegistNetMessage(MessageTypeProto_pb.TREASURE_REFRESH_INDICATION, this.RestTreasureTaskData)
-- 戒灵秘宝等级推送(成长手册等级推送)
socket:RegistNetMessage(MessageTypeProto_pb.TREASURE_LEVELUP_INDICATION, this.RefreshTreasureLevel)
-- 幸运转盘
socket:RegistNetMessage(MessageTypeProto_pb.LUCKWHEEL_POOL_INDICATION, this.ReceiveLuckyTurnData)
-- 战斗胜利更新关卡ID
socket:RegistNetMessage(MessageTypeProto_pb.MAIN_LEVEL_FIGHT_UPDATE_INDICATION, this.FreshFightId)
-- 累充金额推送
socket:RegistNetMessage(MessageTypeProto_pb.REFRESH_RECHARGE_INDICATION, this.RefreshAccuMoneyNum)
-- 巅峰战阶段切换
socket:RegistNetMessage(MessageTypeProto_pb.CHAMPION_PROGRESS_UPDATE_INDICATION, this.TopMatchStageUpdate)
-- 竞猜成功
socket:RegistNetMessage(MessageTypeProto_pb.CHAMPION_GUESS_SUCCESS_INDICATION, this.TopMatchGuessSuccess)
-- 特权解锁
socket:RegistNetMessage(MessageTypeProto_pb.PRIVILLEGE_ADD_INDICATION, this.OnPrivilegeUpdate)
-- 远征更新圣物信息
socket:RegistNetMessage(MessageTypeProto_pb.EXPEDITION_HOLY_BAG_INDICATION, this.RefreshExpeditionHalidom)
-- 远征更新节点和己方信息
socket:RegistNetMessage(MessageTypeProto_pb.EXPEDITION_NOINFO_INDICATION, this.RefreshExpeditionNodeAndHeros)
-- 月卡激活推送
socket:RegistNetMessage(MessageTypeProto_pb.MONTHCARD_INDICATION, this.RefreshMonthCardData)
-- 公会车迟阶段推送
socket:RegistNetMessage(MessageTypeProto_pb.CAR_DELAY_PROGRESS_INDICATION, this.RefreshGuildCarDelayProgressData)
-- 公会援助信息推送
socket:RegistNetMessage(MessageTypeProto_pb.GuildHelpInfoIndication, this.RefreshGuildAidInfoData)
-- 公会援助日志信息推送
socket:RegistNetMessage(MessageTypeProto_pb.GuildHelpLogIndication, this.GuildHelpLogIndication)
-- 猎妖之路推送
socket:RegistNetMessage(MessageTypeProto_pb.ExpeditionResetIndication, this.ExpeditionResetIndication)
-- 大闹天宫 天宫秘宝 积分 和 任务状态推送
socket:RegistNetMessage(MessageTypeProto_pb.EXPEDITION_TREASURE_STATE_INDICATION, this.TreasureStateIndicaion)
-- 爬塔关卡推送
socket:RegistNetMessage(MessageTypeProto_pb.VIRTUAL_BATTLE_FIGHT_UPDATE_INDICATION, this.ClimbTowerFreshFightId)
-- 爬塔关卡推送 高级
socket:RegistNetMessage(MessageTypeProto_pb.VIRTUAL_ELITE_BATTLE_FIGHT_UPDATE_INDICATION, this.ClimbTowerFreshFightIdAdvance)
-- 公户副本推送
socket:RegistNetMessage(MessageTypeProto_pb.GUILD_CHALLENGE_INDICATION, this.GuildTranscriptIndication)
-- 公户副本推送
socket:RegistNetMessage(MessageTypeProto_pb.GUILD_CHALLENGE_BUY_BUFF_INDICATION, this.GuildChallengeBuyBuffIndication)
-- 防守训练
socket:RegistNetMessage(MessageTypeProto_pb.DefTrainingBattleFightUpdateIndication, this.DefenseTrainingFreshFightId)
-- 礼包拍脸推送
socket:RegistNetMessage(MessageTypeProto_pb.PUSH_WELFARE_RESPONSE, this.BackPatFaceData)
-- 更新勋章信息
--socket:RegistNetMessage(MessageTypeProto_pb.UPDATE_BAG_MEDAL_INDICATION, this.medalInfo)
--勘探全服玩家获得奖励消息推送
socket:RegistNetMessage(MessageTypeProto_pb.UPDATE_PROSPECT_INFO_ALL, this.UpdateProspectInfo)
-->称号ID推送
socket:RegistNetMessage(MessageTypeProto_pb.UPDATE_USER_DESIGNATION , this.UpdateUserDesignation)
--阿登战役关卡开放推送
socket:RegistNetMessage(MessageTypeProto_pb.SITUATION_INFO_INDICATION, this.SiTuaTionInfoIndication)
--启明星解锁监听
socket:RegistNetMessage(MessageTypeProto_pb.INVESTIGATE_UNLOCK_RESPONSE, this.InvestigateUpLevel)
--改变称号
socket:RegistNetMessage(MessageTypeProto_pb.TITLE_UPDATE_PUSH, this.RefreshTitle)
-- PVE章节数据推送
socket:RegistNetMessage(MessageTypeProto_pb.ActivityChapterIndication, this.ActivityChapterIndication)
--公会战状态改变
socket:RegistNetMessage(MessageTypeProto_pb.DEATH_PATH_STATUS_CHANGE_INDICATION, this.GuildBattleStateChange)
--公会战第一名修改推送
socket:RegistNetMessage(MessageTypeProto_pb.DEATH_PATH_CUR_FIRST_CHANGE_INDICATION, this.DeathPathCurFirstChangeIndication)
--战令推送某个任务已经完成
socket:RegistNetMessage(MessageTypeProto_pb.PUSH_ENCOURAGE_PLAN_COMPETED, this.WarOrderIndication)
--推送战令解锁
socket:RegistNetMessage(MessageTypeProto_pb.PUSH_ENCOURAGE_PLAN_UNLOCK, this.PushEncouragePlanUnlock)
--推送战令任务进度更新
socket:RegistNetMessage(MessageTypeProto_pb.PUSH_ENCOURAGE_PLAN_TASK_PROGRESS_CHANGED, this.PushWarOrderPropress)
--推送战令重置
socket:RegistNetMessage(MessageTypeProto_pb.PUSH_ENCOURAGE_PALN_RESET, this.PushEncouragePlanReset)
--vip经验等级变更推送
socket:RegistNetMessage(MessageTypeProto_pb.UPDATE_VIP_EXP_INDICATION, this.UpdateUserVipExpIndication)
--推送福利币系统信息
socket:RegistNetMessage(MessageTypeProto_pb.PUSH_WELFARE_CURRENCY_INFO, this.WelfareCurrencyInfo)
--推送特权卡数据
socket:RegistNetMessage(MessageTypeProto_pb.PUSH_PRIVILEGE_CARD_INFO, this.RefreshPrivilegeCard)
--推送自选招募
socket:RegistNetMessage(MessageTypeProto_pb.PUSH_SELF_SELECT_HERO_RAND_INDICATION, this.RefreshSelfRecruit)
--推送特权转盘
socket:RegistNetMessage(MessageTypeProto_pb.PUSH_PRIVILEGE_HERO_RAND_INDICATION, this.RefreshPrivilegeTurn)
--推送删除特权
socket:RegistNetMessage(MessageTypeProto_pb.PUSH_DELETE_PRIVILEGE, this.DeletePrivilege)
--是否购买赛季活动付费
socket:RegistNetMessage(MessageTypeProto_pb.BUY_SEASON_PRIVILEGE_INDICATION, this.BuySeasonPrivilegeIndication)
--能源基地
socket:RegistNetMessage(MessageTypeProto_pb.PUSH_BASE_PLUNDER_EVENT, this.EnergyBaseRefresh)
--能源基地
socket:RegistNetMessage(MessageTypeProto_pb.PUSH_BASE_PLUNDER_SUCCESS, this.EnergyBaseResourceRefresh)
socket:RegistNetMessage(MessageTypeProto_pb.PUSH_BASE_DATA_REFRESH, this.EnergyBasePushDataRefresh)
--异能中心
socket:RegistNetMessage(MessageTypeProto_pb.POWER_CENTER_INFO_INDICATION, this.PowerCenterIndication)
--抽卡获得英雄
socket:RegistNetMessage(MessageTypeProto_pb.HERO_GET_INDICATION, this.GetHeroIndication)
for i = 1,#testMessageType do
socket:RegistNetMessage(testMessageType[i], function(buffer)
-- LogError("服务器推送了协议")
end)
end
end
function this.GetHeroIndication(buffer)
local data = buffer:DataByte()
local msg = HeroInfoProto_pb.HeroGetIndication()
msg:ParseFromString(data)
-- LogError("抽卡获得英雄")
for i = 1, #msg.heroList do
local singHeroData = msg.heroList[i]
HeroManager.UpdateHeroDatas(singHeroData,true)
end
end
function this.SiTuaTionInfoIndication(buffer)
local data = buffer:DataByte()
local msg = MapInfoProto_pb.GetAllSituationInfoResponse()
msg:ParseFromString(data)
XuanYuanMirrorManager.UpdateMirrorState(msg)
Game.GlobalEvent:DispatchEvent(GameEvent.FunctionCtrl.OnXuanYuanFunctionChange)
end
function this.RefreshActivityList(buffer)
local data = buffer:DataByte()
local msg = PlayerInfoProto_pb.ActivityUpateIndication()
msg:ParseFromString(data)
ActivityGiftManager.RefreshActivityData(msg)
end
function this.RefreshPrivilegeCard(buffer)
local data = buffer:DataByte()
local msg = PlayerInfoProto_pb.GetPrivilegeCardInfoResponse()
msg:ParseFromString(data)
PrivilegeManager.RefreshPrivilegeCard(msg)
end
--服务器0点刷新推送相关任务的状态数据
function this.RefreshUpdateIndication(buffer)
local data = buffer:DataByte()
local msg = PlayerInfoProto_pb.FivePlayerUpdateIndication()
msg:ParseFromString(data)
ActivityGiftManager.FiveAMRefreshActivityProgress(msg)
TaskManager.RefreshTypeTaskInfo(msg.userMissionInfo)
VipManager.FiveAMRefreshLocalData(msg.hadTakeDailyBox)
PrivilegeManager.FiveAMRefreshLocalData(msg.privilege)
MapTrialManager.RefreshAttachVipData()
OperatingManager.SetSignInData(msg.SignInInfo)
CheckRedPointStatus(RedPointType.FirstRecharge)
PatFaceManager.SetisFirstLogVal(0)
ShopManager.isOpenNoviceGift = false
ActivityGiftManager.isFirstForSupremeHero=false
BindPhoneNumberManager.InitBindInfo(msg.playerBindPhone)
LuckyTurnTableManager.ReceiveServerDataForFive(msg.posInfos,msg.posInfosAdvance)
OperatingManager.BackSetMonthCardGetStateData(msg.MonthDailyTake)
MyGuildManager.SetMyFeteInfo_FiveRefresh(msg)
MyGuildManager.SetGuildHelpInfo_FiveRefresh(msg)
-- CarbonManager.dailyChallengeInfo=msg.dailyChallengeInfo
Timer.New(function()
AdventureManager.RefreshAttachVipData()
Game.GlobalEvent:DispatchEvent(GameEvent.Adventure.OnRefreshNextDayData)
end, 2, 1, true):Start()
--先刷新完数据,再派发事件做界面刷新
Game.GlobalEvent:DispatchEvent(GameEvent.FiveAMRefresh.ServerNotifyRefresh)
--刷新极速探险免费次数
Game.GlobalEvent:DispatchEvent(GameEvent.Adventure.OnFastBattleChanged)
--五点刷新拍脸
Game.GlobalEvent:DispatchEvent(GameEvent.Activity.OnPatFaceRedRefresh)
CheckRedPointStatus(RedPointType.SecretTer_HaveFreeTime)
CheckRedPointStatus(RedPointType.DailyGift)
CheckRedPointStatus(RedPointType.GrowthPackage)
CheckRedPointStatus(RedPointType.Guild_Fete)
CheckRedPointStatus(RedPointType.Guild_AidBox)
CheckRedPointStatus(RedPointType.Guild_AidGuild)
CheckRedPointStatus(RedPointType.Guild_AidMy)
LuckyTurnTableManager.SetTimes(msg.hadLuckTime,msg.hadAdvanceLuckyTime)
--三个抽奖勾选重置
PlayerPrefs.SetInt(PlayerManager.uid.."GeneralPopup_RecruitConfirm"..RecruitType.Ten,0)
PlayerPrefs.SetInt(PlayerManager.uid.."GeneralPopup_RecruitConfirm"..RecruitType.TimeLimitTen,0)
PlayerPrefs.SetInt(PlayerManager.uid.."GeneralPopup_RecruitConfirm"..RecruitType.QianKunBoxTen,0)
Game.GlobalEvent:DispatchEvent(GameEvent.PrivilegeCardPanel.Refresh)
Game.GlobalEvent:DispatchEvent(GameEvent.YiDuan.RefreshPanel)
NetManager.GetAllFunState(function ()
Game.GlobalEvent:DispatchEvent(GameEvent.FunctionCtrl.OnFunctionOpen)
end)
end
--服务器推送红点信息
function this.ReceiveRedPoint(buffer)
local data = buffer:DataByte()
local msg = PlayerInfoProto_pb.RedPointInfo()
msg:ParseFromString(data)
-- 显示红点
RedpotManager.SetServerRedPointStatus(msg.type, RedPointStatus.Show)
end
--后端更新背包数据
function this.BackUpDataBagItemIdNumber(buffer)
local data = buffer:DataByte()
local msg = PlayerInfoProto_pb.UpdateBagIndication()
msg:ParseFromString(data)
BagManager.BagIndicationRefresh(msg)
end
-- 好友数据单独处理
function this.ReceiveFriendChat(buffer)
local data = buffer:DataByte()
local msg = ChatProto_pb.SendChatInfoIndication()
msg:ParseFromString(data)
if msg.type == 1 then
FriendChatManager.ReceiveFriendChat(msg)
elseif msg.type == 2 then
ChatManager.ReceiveFamilyChat(msg)
end
end
--服务器推送相关任务的状态数据
function this.RefreshMissionList(buffer)
local data = buffer:DataByte()
local msg = PlayerInfoProto_pb.MissionUpdateListIndication()
msg:ParseFromString(data)
TaskManager.RefreshTypeTaskInfo(msg.userMissionInfo)
Game.GlobalEvent:DispatchEvent(GameEvent.TreasureOfHeaven.TaskRefresh)
end
-- 接收服务器数据
function this.ReceiveChatMsg(buffer)
local data = buffer:DataByte()
local msg = FightInfoProto_pb.AdventureBossFindIndication()
msg:ParseFromString(data)
--TODO: 服务器主动推送的数据与原数据不同,需特殊处理
-- 只保留三十条数据
table.insert(AdventureManager.adventureChatList, msg.adventureBossInfo)
if #AdventureManager.adventureChatList > 30 then
table.remove(AdventureManager.adventureChatList, 1)
end
-- 是否需要刷新显示标志位
AdventureManager.IsChatListNew = true
-- 聊天数据刷新
Game.GlobalEvent:DispatchEvent(GameEvent.Adventure.OnChatListChanged)
-- 判断新增外敌是否在外敌列表中,不在则保存
local data = AdventureManager.GetEnemyDataByBossId(msg.adventureBossInfo.bossId)
if not data then
table.insert(AdventureManager.adventrueEnemyList, msg.adventureBossInfo)
AdventureManager.SortEnemyList()
-- 数据刷新
Game.GlobalEvent:DispatchEvent(GameEvent.Adventure.OnEnemyListChanged)
end
end
--拉去Boss外敌信息
function this.GetBossInfo(buffer)
local data = buffer:DataByte()
local msg = FightInfoProto_pb.AdventureBossKillIndication()
msg:ParseFromString(data)
AdventureManager.GetAdventureBossFlushRequest(msg)
local removeIndex = nil
for i, v in ipairs(AdventureManager.adventrueEnemyList) do
if v.bossId == msg.bossId then
removeIndex = i
end
end
if removeIndex then
table.remove(AdventureManager.adventrueEnemyList, removeIndex)
AdventureManager.SortEnemyList()
-- 是否需要刷新显示标志位
AdventureManager.IsChatListNew = true
-- 聊天数据刷新
Game.GlobalEvent:DispatchEvent(GameEvent.Adventure.OnChatListChanged)
Game.GlobalEvent:DispatchEvent(GameEvent.Adventure.OnEnemyListChanged)
end
end
function this.RefreshGiftGoods(buffer)
local data = buffer:DataByte()
local msg = PlayerInfoProto_pb.AllGiftGoodsIndication()
msg:ParseFromString(data)
OperatingManager.SetBasicValues(msg.GiftGoodsInfo)
end
-- 接收服务器好友申请,添加
function this.ReceiveFriendApplication(buffer)
local data = buffer:DataByte()
local msg = PlayerInfoProto_pb.sendFriendInfoIndication()
msg:ParseFromString(data)
local friendApplicationData = msg.Friends
if msg.type == 1 then
GoodFriendManager.OnFriendDataRefresh(3, msg)
--GoodFriendManager.friendApplicationData[friendApplicationData.id] = friendApplicationData
Game.GlobalEvent:DispatchEvent(GameEvent.Friend.OnFriendApplication, GoodFriendManager.friendApplicationData)
end
if msg.type == 2 then
GoodFriendManager.OnFriendDataRefresh(1, msg)
-- GoodFriendManager.friendAllData[friendApplicationData.id] = friendApplicationData
GoodFriendManager.friendApplicationData[friendApplicationData.id] = nil
RedPointManager.PlayerPrefsSetStr(PlayerManager.uid .. "redPointApplication", 1)
Game.GlobalEvent:DispatchEvent(GameEvent.Friend.OnFriendList, GoodFriendManager.friendAllData)
Game.GlobalEvent:DispatchEvent(GameEvent.Friend.OnFriendApplication, GoodFriendManager.friendApplicationData)
end
CheckRedPointStatus(RedPointType.Friend_Application)
CheckRedPointStatus(RedPointType.Friend_Reward)
end
-- 接收服务器好友删除,赠送体力推送
function this.ReceiveFriendDeleteState(buffer)
local data = buffer:DataByte()
local msg = PlayerInfoProto_pb.SendFriendStateIndication()
msg:ParseFromString(data)
if msg.type == 1 then
GoodFriendManager.friendAllData[msg.friendId] = nil
--this.friendSearchData[msg.friendId].isHaveApplication=1
Game.GlobalEvent:DispatchEvent(GameEvent.Friend.OnFriendDelete, msg.friendId)
end
if msg.type == 2 then
GoodFriendManager.friendAllData[msg.friendId].haveReward = 1
end
CheckRedPointStatus(RedPointType.Friend_Reward)
Game.GlobalEvent:DispatchEvent(GameEvent.Friend.OnFriendList, GoodFriendManager.friendAllData)
end
-- 接收商店数据
function this.ReceiveShopData(buffer)
local data = buffer:DataByte()
local msg = PlayerInfoProto_pb.storeUpdateIndication()
msg:ParseFromString(data)
ShopManager.UpdateShopData(msg)
end
-- 加入公会成功推送
function this.GuildJoinSuccess(buffer)
local data = buffer:DataByte()
local msg = Family_pb.FamilyJoinIndicaion()
msg:ParseFromString(data)
local isSelf = msg.familyUserInfo.roleUid == PlayerManager.uid
if isSelf then
MyGuildManager.SetMyGuildInfo(msg)
MyGuildManager.SetMyMemInfo(msg)
MyGuildManager.SetMyFeteInfo(msg)
-- 初始化一遍数据
MyGuildManager.InitAllData(function()
-- 发送数据更新事件
Game.GlobalEvent:DispatchEvent(GameEvent.Guild.JoinGuildSuccess)
-- 显示tip
GuildManager.AddGuildTip(GUILD_TIP_TYPE.JOIN, msg.familyBaseInfo.name)
end)
else
-- 不是自己暂不做处理
--MyGuildManager.RequestMyGuildMembers()
end
end
-- 被踢出公会推送
function this.GuildKickOut(buffer)
local data = buffer:DataByte()
local msg = Family_pb.KickOutIndication()
msg:ParseFromString(data)
MyGuildManager.BeKickOut(msg)
end
-- 被踢出公会推送
function this.GuildBeRefused(buffer)
local data = buffer:DataByte()
local msg = Family_pb.RefuseJoinFamily()
msg:ParseFromString(data)
GuildManager.AddGuildTip(GUILD_TIP_TYPE.REFUSE, msg.name)
end
-- 职位变更推送
function this.GuildPositionUpdate(buffer)
local data = buffer:DataByte()
local msg = Family_pb.FamilyPositionUpdateIndication()
msg:ParseFromString(data)
MyGuildManager.UpdateGuildPosition(msg)
end
-- 公会信息推送
function this.GuildDataUpdate(buffer)
local data = buffer:DataByte()
local msg = Family_pb.FamilyChangeIndication()
msg:ParseFromString(data)
MyGuildManager.SetMyGuildInfo(msg)
end
-- 公会成员行走
function this.GuildWalkUpdate(buffer)
-- 不在公会主界面不接收,打开公会主界面时会刷新
if not UIManager.IsOpen(UIName.GuildMainCityPanel) then
return
end
local data = buffer:DataByte()
local msg = Family_pb.FamilyWalkIndicaiton()
msg:ParseFromString(data)
MyGuildManager.UpdateWalkData(msg)
end
-- 公会战防守阵容改变推送
function this.GuildFightDefendUpdate(buffer)
-- 不在公会主界面不接收,打开界面时会刷新
if not UIManager.IsOpen(UIName.GuildMainCityPanel) then
return
end
local data = buffer:DataByte()
local msg = Family_pb.FamilyDefendInfo()
msg:ParseFromString(data)
GuildFightManager.UpdateDefendStageData(msg)
end
-- 公会战匹配成功
function this.GuildFightMatchingSuccess(buffer)
-- 不在公会主界面不接收,打开界面时会刷新
if not UIManager.IsOpen(UIName.GuildMainCityPanel) then
return
end
local data = buffer:DataByte()
local msg = Family_pb.EnemyFamily()
msg:ParseFromString(data)
GuildFightManager.SetEnemyBaseData(msg)
end
-- 公会战匹配成功
function this.GuildFightBeKilled(buffer)
-- 不在公会主界面不接收,打开界面时会刷新
local data = buffer:DataByte()
local msg = Family_pb.DefeatResponse()
msg:ParseFromString(data)
GuildFightManager.KillSomeBody(msg)
end
-- 公会祭祀进度
function this.GuildFeteRewardProcess(buffer)
local data = buffer:DataByte()
local msg = Family_pb.FamilyFeteRewardProcessIndication()
msg:ParseFromString(data)
MyGuildManager.SetMyFeteInfo_ByScore(msg)
Game.GlobalEvent:DispatchEvent(GameEvent.Guild.OnRefreshFeteProcess)
end
-- --公会战阶段刷新
-- function this.GuildRefreshDeathPosStatus(buffer)
-- local data = buffer:DataByte()
-- local msg = Family_pb.DeathPathStatusChangeIndication()
-- msg:ParseFromString(data)
-- DeathPosManager.status=msg.status
-- if msg.status == 1 then
-- DeathPosManager.battleTime = DeathPosManager.maxBattleTime
-- else
-- DeathPosManager.battleTime = 0
-- end
-- Game.GlobalEvent:DispatchEvent(GameEvent.Guild.RefreshDeathPosStatus)
-- end
--公会战 其他玩家领取奖励推送
function this.GuildDoRewardIndication(buffer)
local data = buffer:DataByte()
local msg = Family_pb.DoRewardIndication()
msg:ParseFromString(data)
-- DeathPosManager.SetDoRewardIndication(msg.info)
-- Game.GlobalEvent:DispatchEvent(GameEvent.Guild.RefreshDeathPosReward)
GuildBattleManager.SetRewardInfo(msg.info)
end
-- --公会战第一名修改推送
-- function this.GuildFirstChangeIndication(buffer)
-- local data = buffer:DataByte()
-- local msg = Family_pb.DeathPathFirstChangeIndication()
-- msg:ParseFromString(data)
-- DeathPosManager.SetGuildInfoIndication(msg.changeInfo)
-- Game.GlobalEvent:DispatchEvent(GameEvent.Guild.RefreshFirstChangeData)
-- end
function this.ActivityUpdateProgressIndication(buffer)
local data = buffer:DataByte()
local message = PlayerInfoProto_pb.ActivityUpateProgressIndication()
message:ParseFromString(data)
ActivityGiftManager.RefreshActivityProgressData(message)
end
function this.UpdateUserExp(buffer)
local data = buffer:DataByte()
local message = PlayerInfoProto_pb.UpdateUserExpIndicaiton()
message:ParseFromString(data)
PlayerManager.BcakUpdateUserExp(message)
end
function this.UpdateSecretSeasonData(buffer)
local data = buffer:DataByte()
local message = PlayerInfoProto_pb.UpdateSecretBoxSeasonIndication()
message:ParseFromString(data)
SecretBoxManager.RefreshSeasonTime(message)
end
-- 滚出图
function this.TimeToFuckOutMap(buffer)
--如果正在异端之战,不退出战斗
if MapManager.isMapBattle then
return
end
if UIManager.IsOpen(UIName.BattleFailPopup) then
UIManager.ClosePanel(UIName.BattleFailPopup)
end
if UIManager.IsOpen(UIName.BattleWinPopup) then
UIManager.ClosePanel(UIName.BattleWinPopup)
end
if UIManager.IsOpen(UIName.BattlePanel) then
BattleLogic.IsEnd = true
UIManager.ClosePanel(UIName.BattlePanel)
end
if UIManager.IsOpen(UIName.FormationPanel) then
UIManager.ClosePanel(UIName.FormationPanel)
end
Game.GlobalEvent:DispatchEvent(GameEvent.Map.OnForceGetOutMap)
end
-- 刷新地图事件点的显示时间
function this.FreshPointShowTime(buffer)
local data = buffer:DataByte()
local msg = MapInfoProto_pb.EndlessTimeIndication()
msg:ParseFromString(data)
EndLessMapManager.InitRefreshPoint(msg.infos)
EndLessMapManager.isAddPoint = true
MapManager.PanelCloseCallBack(UIName.MapOptionPanel, function()
Game.GlobalEvent:DispatchEvent(GameEvent.Map.OnAddCountTimePoint)
end)
end
-- 强制改名
function this.PlayerBackCInfo(buffer)
local data = buffer:DataByte()
local msg = PlayerInfoProto_pb.PlayerBackCInfoIndication()
msg:ParseFromString(data)
NameManager.SetRoleName(msg.nickName)
PlayerManager.nickName = msg.nickName
Game.GlobalEvent:DispatchEvent(GameEvent.Player.OnChangeName)
end
--支付成功
function this.PaySuccess(buffer)
local data = buffer:DataByte()
local msg = PlayerInfoProto_pb.NotifyPaySuccessfulIndicaiton()
msg:ParseFromString(data)
--if LoginManager.pt_pId == 2 then --TODO:九游渠道不允许客户端接受回调处理,通过监听服务器推送处理
local tip = GetLanguageStrById(ConfigManager.GetConfigData(ConfigName.RechargeCommodityConfig, msg.goodsId).Tip)
PopupTipPanel.ShowTip(tip)
--FirstRechargeManager.RefreshAccumRechargeValue(msg.goodsId)
-- 延时0.5秒刷新。避免sdk支付时商店次数未刷新界面刷新的问题
Timer.New(function()
Game.GlobalEvent:DispatchEvent(GameEvent.MoneyPay.OnPayResultSuccess, msg.goodsId)
end, 0.5):Start()
--end
end
--调查问卷
function this.RefreshQuestionnaire(buffer)
local data = buffer:DataByte()
local msg = PlayerInfoProto_pb.QuestionIndication()
msg:ParseFromString(data)
-- if msg.state == 1 then
-- QuestionnaireManager.SetQuestionState(0)
-- QuestionnaireManager.RefreshQuestionData()
-- else
-- QuestionnaireManager.ResetArgs()
-- QuestionnaireManager.SetQuestionState(-1)
-- end
-- Game.GlobalEvent:DispatchEvent(GameEvent.Questionnaire.OnQuestionnaireChange, msg.state)
end
-- 空地生成小怪
function this.MapNewAMonster(buffer)
local data = buffer:DataByte()
local msg = MapInfoProto_pb.RefreshMonsterResponse()
msg:ParseFromString(data)
for i = 1, #msg.cell do
local pos = msg.cell[i].cellId
local mapPointId = msg.cell[i].pointId
MapManager.pointAtkPower[msg.cell[i].cellId] = msg.cell[i].monsterForce
MapManager.PanelCloseCallBack(UIName.BattleEndPanel, function()
CallBackOnPanelOpen(UIName.MapPanel, function ()
Game.GlobalEvent:DispatchEvent(GameEvent.Map.PointAdd, pos, mapPointId)
end)
end)
end
end
-- 空地生成小怪
function this.BloodyScoreChanged(buffer)
local data = buffer:DataByte()
local msg = RoomProto_pb.BloodyScoreChangeIndication()
msg:ParseFromString(data)
MatchDataManager.SetRewardScore(msg.myscore)
end
-- 无尽副本换编队刷新最大血量值
function this.EndLessTeamChange(buffer)
local data = buffer:DataByte()
local msg = MapInfoProto_pb.EndlessSetTeamIndication()
msg:ParseFromString(data)
EndLessMapManager.UpDateTeamMaxHp(msg.info)
end
function this.DirectBuyGoods(buffer)
local data = buffer:DataByte()
local msg = PlayerInfoProto_pb.DirectBuyIndication()
msg:ParseFromString(data)
PatFaceManager.ShowBuyLaterDrop(msg)
end
function this.RefreshMapData(buffer)
local data = buffer:DataByte()
local msg = MapInfoProto_pb.EndlessMapChange()
msg:ParseFromString(data)
EndLessMapManager.openMapId = msg.mapId
EndLessMapManager.worldLevel = msg.worldLevel
end
function this.RestTreasureTaskData(buffer)
local data = buffer:DataByte()
local msg = PlayerInfoProto_pb.TreasureRefreshIndication()
msg:ParseFromString(data)
TaskManager.ResetTreasureTaskInfo(msg.tasks)
end
function this.RefreshTreasureLevel(buffer)
local data = buffer:DataByte()
local msg = PlayerInfoProto_pb.TreasureLevelUpIndication()
msg:ParseFromString(data)
TreasureOfSomebodyManagerV2.SetCurrentLevel(msg.level)
CheckRedPointStatus(RedPointType.TreasureOfSl)
GrowthManualManager.SetTreasureBuyStatus(msg.hadBuy)
if msg.level ~= GrowthManualManager.GetLevel() then
UIManager.OpenPanel(UIName.GrowthManualLevelUpPanel,msg.level)
end
GrowthManualManager.SetLevel(msg.level)
GrowthManualManager.UpdateTreasureState2()
end
--幸运转盘
function this.ReceiveLuckyTurnData(buffer)
local data = buffer:DataByte()
local msg = PlayerInfoProto_pb.LuckWheelIndication()
msg:ParseFromString(data)
LuckyTurnTableManager.ReceiveServerData(msg.posInfos,msg.posInfosAdvance)
end
-- 更新关卡ID
function this.FreshFightId(buffer)
local data = buffer:DataByte()
local msg = FightInfoProto_pb.MainLevelFightUpdateIndication()
msg:ParseFromString(data)
FightPointPassManager.RefreshFightId(msg)
end
-- 后端推送累充金额
function this.RefreshAccuMoneyNum(buffer)
local data = buffer:DataByte()
local msg = PlayerInfoProto_pb.RefreshRechargeIndication()
msg:ParseFromString(data)
VipManager.RefreshChargeMoney(msg.amount, false)
FirstRechargeManager.SetAccumRechargeValue(msg.amount)
OperatingManager.RefreshMonthCardChargeMoney(msg)
FirstRechargeManager.SetWelfareCurrencyRechargeTime(msg.welfareCurrencyRechargeTime)
FirstRechargeManager.SetRechargeTime(msg.rechargeTime)
end
-- 巅峰战阶段更新
function this.TopMatchStageUpdate(buffer)
local data = buffer:DataByte()
local msg = ArenaInfoProto_pb.ChampionProgressUpdateIndication()
msg:ParseFromString(data)
ArenaTopMatchManager.UpdateTopMatchStage(msg)
end
-- 巅峰战竞猜成功
function this.TopMatchGuessSuccess(buffer)
local data = buffer:DataByte()
local msg = ArenaInfoProto_pb.ChampionGuessSuccessIndication()
msg:ParseFromString(data)
-- ArenaTopMatchManager.OnGuessSuccess(msg)
end
-- 特权解锁
function this.OnPrivilegeUpdate(buffer)
local data = buffer:DataByte()
local msg = PlayerInfoProto_pb.PrivilegeIndication()
msg:ParseFromString(data)
PrivilegeManager.OnPrivilegeUpdate(msg.infos)
end
function this.RefreshExpeditionHalidom(buffer)
local data = buffer:DataByte()
local msg = Expedition_pb.ExpeditionEquipIndication()
msg:ParseFromString(data)
ExpeditionManager.UpdateHalidomValue(msg)
end
function this.RefreshExpeditionNodeAndHeros(buffer)
local data = buffer:DataByte()
local msg = Expedition_pb.ExpeditionNodeInfoIndication()
msg:ParseFromString(data)
ExpeditionManager.UpdateHeroHpValue(msg.heroInfo)
ExpeditionManager.UpdateNodeValue(msg.nodeInfo)
end
function this.RefreshMonthCardData(buffer)
local data = buffer:DataByte()
local msg = PlayerInfoProto_pb.MonthCardIndication()
msg:ParseFromString(data)
OperatingManager.UpdateMonthCardData(msg)
end
function this.RefreshGuildCarDelayProgressData(buffer)
local data = buffer:DataByte()
local msg = Family_pb.CarDelayProgressIndication()
msg:ParseFromString(data)
GuildCarDelayManager.SetProgressData(msg)
end
function this.RefreshGuildAidInfoData(buffer)
local data = buffer:DataByte()
local msg = Family_pb.GuildHelpInfoIndication()
msg:ParseFromString(data)
MyGuildManager.SetSingleGuildHelpInfo(msg)
end
function this.GuildHelpLogIndication(buffer)
local data = buffer:DataByte()
local msg = Family_pb.GuildHelpLogIndication()
msg:ParseFromString(data)
MyGuildManager.SetSingleGuildHelpLogInfo(msg)
end
function this.ExpeditionResetIndication(buffer)
local data = buffer:DataByte()
local msg = Expedition_pb.GetExpeditionResponse()--ExpeditionResetIndication()
msg:ParseFromString(data)
PlayerPrefs.SetInt(PlayerManager.uid.."Expedition", 0)
ExpeditionManager.SetExpeditionState(3)
ExpeditionManager.expeditionLeve = 1
ExpeditionManager.InitExpeditionData(msg)
ExpeditionManager.RefreshPanelShowByState()
end
function this.TreasureStateIndicaion(buffer)
local data = buffer:DataByte()
local msg = Expedition_pb.TreasureStateIndicaion()--ExpeditionResetIndication()
msg:ParseFromString(data)
TreasureOfHeavenManger.SetScore(msg.score)
TreasureOfHeavenManger.SetLimitTime(msg.resetTime)
for i = 1, #msg.treasureRewardState do
TreasureOfHeavenManger.SetSingleRewardState(msg.treasureRewardState[i].id,msg.treasureRewardState[i].state)
end
end
-- 爬塔更新数据
function this.ClimbTowerFreshFightId(buffer)
local data = buffer:DataByte()
local msg = FightInfoProto_pb.VirtualBattleFightUpdateIndication()
msg:ParseFromString(data)
ClimbTowerManager.UpdateFightIdData(msg, ClimbTowerManager.ClimbTowerType.Normal)
end
-- 爬塔更新数据 高级
function this.ClimbTowerFreshFightIdAdvance(buffer)
local data = buffer:DataByte()
local msg = FightInfoProto_pb.VirtualBattleFightUpdateIndication()
msg:ParseFromString(data)
ClimbTowerManager.UpdateFightIdData(msg, ClimbTowerManager.ClimbTowerType.Advance)
end
function this.GuildTranscriptIndication(buffer)
local data = buffer:DataByte()
local msg = Family_pb.GuildChallengeIndication()
msg:ParseFromString(data)
GuildTranscriptManager.RefreshGuildTranscriptInfo(msg)
end
function this.GuildChallengeBuyBuffIndication(buffer)
local data = buffer:DataByte()
local msg = Family_pb.GuildChallengeBuyBuffIndication()
msg:ParseFromString(data)
GuildTranscriptManager.RefreshGuildTranscriptBuffInfo(msg)
end
-- 防守训练更新数据
function this.DefenseTrainingFreshFightId(buffer)
local data = buffer:DataByte()
local msg = FightInfoProto_pb.DefTrainingBattleFightUpdateIndication()
msg:ParseFromString(data)
DefenseTrainingManager.UpdateFightIdData(msg)
end
--后端拍脸推送
function this.BackPatFaceData(buffer)
local data = buffer:DataByte()
local msg = PlayerInfoProto_pb.PushWelfareResponse()
msg:ParseFromString(data)
local name = ConfigManager.TryGetConfigData(ConfigName.RechargeCommodityConfig,msg.id[#msg.id]).Name
local title = string.format(GetLanguageStrById(50168),GetLanguageStrById(name))
LogRed("打印:触发拍脸")
UIManager.OpenPanel(UIName.GeneralPopup, GENERAL_POPUP_TYPE.UpGradePackage, title, function()
if not PatFaceManager.GetcurCanPatFace() then
PopupTipPanel.ShowTipByLanguageId(50270)
end
PatFaceManager.SetPatFaceDaqta(msg)
end)
end
--已有勋章更新
--function this.medalInfo(buffer)
-- local data = buffer:DataByte()
-- local msg = MedalProto_pb.MedalGetAllReponse()
-- msg:ParseFromString(data)
-- MedalManager.InitAllMedalData(msg)
--end
--勘探记录推送
function this.UpdateProspectInfo(buffer)
local data = buffer:DataByte()
local msg = PlayerInfoProto_pb.UpdateProspectInfoAll()
msg:ParseFromString(data)
if ReconnaissancePanel ~= nil then
ReconnaissancePanel.updataUpTipText(msg)
end
end
--称号ID推送
function this.UpdateUserDesignation(buffer)
-- local data = buffer:DataByte()
-- local msg = PlayerInfoProto_pb.UpdateUserDesignation()
-- msg:ParseFromString(data)
-- PlayerManager.designation = msg.designation
end
function this.InvestigateUpLevel(buffer)
local data = buffer:DataByte()
local msg = PlayerInfoProto_pb.InvestigateUpLevelResponse()
msg:ParseFromString(data)
FormationCenterManager.SetInvestigateLevel(msg)
end
function this.InvestJourneyNextFlushTime(buffer)
local data = buffer:DataByte()
local msg = MapInfoProto_pb.JourneyNextFlushTimeResponse()
msg:ParseFromString(data)
BagManager.GoDiceBackData(msg)
end
function this.RefreshTitle(buffer)
local data = buffer:DataByte()
local msg = PlayerInfoProto_pb.TitleUpdatePush()
msg:ParseFromString(data)
PlayerManager.RefreshTitle(msg)
end
function this.ActivityChapterIndication(buffer)
local data = buffer:DataByte()
local msg = ActivityProto_pb.ActivityChapterIndication()
msg:ParseFromString(data)
PVEActivityManager.ActivityChapterIndication(msg)
end
function this.DeathPathCurFirstChangeIndication(buffer)
local data = buffer:DataByte()
local msg = Family_pb.DeathPathCurFirstChangeIndication()
msg:ParseFromString(data)
GuildBattleManager.SetFirstRank(msg.changeInfo)
end
function this.GuildBattleStateChange(buffer)
local data = buffer:DataByte()
local msg = Family_pb.DeathPathStatusChangeIndication()
msg:ParseFromString(data)
GuildBattleManager.ChangeGuildState()
end
function this.WarOrderIndication(buffer)
local data = buffer:DataByte()
local msg = EncouragePlan_pb.PushEncouragePlanTaskCompeted()
msg:ParseFromString(data)
OperatingManager.ChangeTaskState(msg)
end
function this.PushEncouragePlanUnlock(buffer)
local data = buffer:DataByte()
local msg = EncouragePlan_pb.PushEncouragePlanUnlock()
msg:ParseFromString(data)
OperatingManager.ChangeWarOrderState(msg)
end
function this.PushWarOrderPropress(buffer)
local data = buffer:DataByte()
local msg = EncouragePlan_pb.PushEncouragePlanTaskProgressChanged()
msg:ParseFromString(data)
OperatingManager.PushWarOrderPropress(msg)
end
function this.PushEncouragePlanReset(buffer)
local data = buffer:DataByte()
local msg = EncouragePlan_pb.PushEncouragePlanReset()
msg:ParseFromString(data)
OperatingManager.PushWarOrderResetting(msg)
end
function this.UpdateUserVipExpIndication(buffer)
local data = buffer:DataByte()
local msg = PlayerInfoProto_pb.UpdateUserVipExpIndication()
msg:ParseFromString(data)
VipManager.UpdateUserVipExpIndication(msg)
end
function this.WelfareCurrencyInfo(buffer)
local data = buffer:DataByte()
local msg = PlayerInfoProto_pb.WelfareCurrencyInfo()
msg:ParseFromString(data)
PrivilegeManager.turnTableTime = msg.lotteryTimes
end
function this.RefreshSelfRecruit(buffer)
Game.GlobalEvent:DispatchEvent(GameEvent.SelfRecruit.RefreshSelfRecruit)
end
function this.RefreshPrivilegeTurn(buffer)
Game.GlobalEvent:DispatchEvent(GameEvent.Privilege.RefreshPrivilegeTurn)
end
function this.DeletePrivilege(buffer)
local data = buffer:DataByte()
local msg = PlayerInfoProto_pb.PrivilegeIndication()
msg:ParseFromString(data)
PrivilegeManager.DeletePrivilegeInfoListItem(msg.infos)
end
function this.BuySeasonPrivilegeIndication(buffer)
local data = buffer:DataByte()
local msg = PlayerInfoProto_pb.BuySeasonPrivilegeIndication()
msg:ParseFromString(data)
PlayerManager.hadBuySeason = msg.hadBuySeason
Game.GlobalEvent:DispatchEvent(GameEvent.Player.OnHadBuySeasonChange)
end
function this.EnergyBaseRefresh(buffer)
local data = buffer:DataByte()
local msg = BaseEnergy_pb.BasePlunderPushMessage()
msg:ParseFromString(data)
EnergyBaseManager.EventBasePlunderPush(msg)
end
function this.EnergyBaseResourceRefresh(buffer)
local data = buffer:DataByte()
local msg = BaseEnergy_pb.BaseSnatchSuccessMessage()
msg:ParseFromString(data)
EnergyBaseManager.EventBaseResourceRefresh(msg)
end
function this.EnergyBasePushDataRefresh(buffer)
local data = buffer:DataByte()
local msg = BaseEnergy_pb.BasePushDataRefresh()
msg:ParseFromString(data)
EnergyBaseManager.EventBasePushDataRefresh(msg)
end
function this.PowerCenterIndication(buffer)
local data = buffer:DataByte()
local msg = PowerCenterProto_pb.PowerCenterInfoIndication()
msg:ParseFromString(data)
-- LogError("异能中心")
PowerCenterManager.EventPowerCenterInfoIndication(msg)
end
return this