social_msg.go 17 KB

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  1. package msg
  2. import (
  3. "rocommon"
  4. "rocommon/util"
  5. "roserver/baseserver/model"
  6. "roserver/serverproto"
  7. model2 "roserver/social/model"
  8. )
  9. func init() {
  10. //from webgm
  11. //webgm
  12. //封号/解封
  13. serverproto.Handle_SOCIAL_SSWebGMBanNtf = model.HandleBackendMessage(func(ev rocommon.ProcEvent, cliId model.ClientID) {
  14. msg := ev.Msg().(*serverproto.SSWebGMBanNtf)
  15. util.InfoF("receive SSWebGMBanNtf msg=%v", msg)
  16. banPlayer := model2.GetSocialPlayer(msg.BanUid)
  17. if banPlayer != nil {
  18. banPlayer.SendGame(msg)
  19. } else {
  20. //发送给其他game服务器节点
  21. model2.SendToAllGame(msg)
  22. }
  23. })
  24. //发送走马灯公告
  25. serverproto.Handle_SOCIAL_SSWebGMNoticeNtf = model.HandleBackendMessage(func(ev rocommon.ProcEvent, cliId model.ClientID) {
  26. msg := ev.Msg().(*serverproto.SSWebGMNoticeNtf)
  27. util.InfoF("receive SSWebGMNoticeNtf msg=%v", msg)
  28. //发送给其他game服务器节点
  29. model2.SendToAllGame(msg)
  30. })
  31. //pay
  32. serverproto.Handle_SOCIAL_SSPayInfoOrderNtf = model.HandleBackendMessage(func(ev rocommon.ProcEvent, cliId model.ClientID) {
  33. msg := ev.Msg().(*serverproto.SSPayInfoOrderNtf)
  34. util.InfoF("receive SSPayInfoOrderNtf msg=%v", msg)
  35. fromPlayerSId := model2.GetPlayerServiceNodeId(msg.PayOrderInfo.Uid)
  36. if fromPlayerSId != "" && model2.SendToGame(fromPlayerSId, msg) {
  37. return
  38. }
  39. })
  40. //gmweb->social->game 服务器维护(强制所有玩家下线)
  41. serverproto.Handle_SOCIAL_SSWEBGMServerMaintainNtf = model.HandleBackendMessage(func(ev rocommon.ProcEvent, cliId model.ClientID) {
  42. msg := ev.Msg().(*serverproto.SSWEBGMServerMaintainNtf)
  43. util.InfoF("receive SSWEBGMServerMaintainNtf msg=%v", msg)
  44. //发送给其他game服务器节点
  45. model2.SendToAllGame(msg)
  46. })
  47. //gmweb->social->all game 服务器配置文件热加载
  48. serverproto.Handle_SOCIAL_SSServerConfigReloadNtf = model.HandleBackendMessage(func(ev rocommon.ProcEvent, cliId model.ClientID) {
  49. msg := ev.Msg().(*serverproto.SSServerConfigReloadNtf)
  50. util.InfoF("receive SSServerConfigReloadNtf msg=%v", msg)
  51. //发送给其他game服务器节点
  52. model2.SendToAllGame(msg)
  53. })
  54. //背包内道具删除
  55. serverproto.Handle_SOCIAL_SSWebGMDelItemNtf = model.HandleBackendMessage(func(ev rocommon.ProcEvent, cliId model.ClientID) {
  56. msg := ev.Msg().(*serverproto.SSWebGMDelItemNtf)
  57. util.InfoF("receive SSWebGMDelItemNtf msg=%v", msg)
  58. //发送给其他game服务器节点
  59. model2.SendToAllGame(msg)
  60. })
  61. //webgm
  62. //系统消息通知
  63. serverproto.Handle_SOCIAL_SSSystemMessageNtf = model.HandleBackendMessage(func(ev rocommon.ProcEvent, cliId model.ClientID) {
  64. msg := ev.Msg().(*serverproto.SSSystemMessageNtf)
  65. util.InfoF("receive SSSystemMessageNtf msg:%v", msg)
  66. //发送给其他game服务器节点
  67. model2.SendToAllGame(msg)
  68. })
  69. //系统消息通知
  70. serverproto.Handle_SOCIAL_CSGetOtherPlayerDetailInfoReq = model.HandleBackendMessage(func(ev rocommon.ProcEvent, cliId model.ClientID) {
  71. msg := ev.Msg().(*serverproto.CSGetOtherPlayerDetailInfoReq)
  72. util.InfoF("receive CSGetOtherPlayerDetailInfoReq msg=%v", msg)
  73. targetPlayer := model2.GetSocialPlayer(msg.TUid)
  74. if targetPlayer != nil {
  75. reqMsg := &serverproto.SSGetViewedTargetInfoReq{}
  76. reqMsg.TUid = msg.TUid
  77. reqMsg.Uid = msg.Uid
  78. targetPlayer.SendGame(reqMsg)
  79. return
  80. }
  81. //发送请求到DBserver
  82. reqMsg := &serverproto.SSGetOtherTargetInfoReq{
  83. Uid: msg.Uid,
  84. TUid: msg.TUid,
  85. }
  86. model2.SendDB(reqMsg)
  87. return
  88. })
  89. //从game查找结果//game返回的被观察者数据
  90. serverproto.Handle_SOCIAL_SSGetViewedTargetInfoAck = model.HandleBackendMessage(func(ev rocommon.ProcEvent, cliId model.ClientID) {
  91. msg := ev.Msg().(*serverproto.SSGetViewedTargetInfoAck)
  92. util.InfoF("receive SSGetViewedTargetInfoAck msg=%v", msg)
  93. reqPlayer := model2.GetSocialPlayer(msg.Uid)
  94. if reqPlayer == nil {
  95. //这个时候找不到,可能请求查看的人已经下线
  96. return
  97. }
  98. ackMsg := &serverproto.SCGetOtherPlayerDetailInfoAck{
  99. Uid: msg.Uid,
  100. Error: msg.Error,
  101. TargetInfo: &serverproto.ViewRoleInfo{},
  102. }
  103. if msg.Error != int32(serverproto.ErrorCode_ERROR_OK) {
  104. model.ServiceReplay(ev, ackMsg)
  105. return
  106. }
  107. ackMsg.TargetInfo = msg.Info
  108. reqPlayer.SendGame(ackMsg)
  109. })
  110. //从DB查找结果//DB返回的被观察者数据
  111. serverproto.Handle_SOCIAL_SSGetOtherTargetInfoAck = model.HandleBackendMessage(func(ev rocommon.ProcEvent, cliId model.ClientID) {
  112. msg := ev.Msg().(*serverproto.SSGetOtherTargetInfoAck)
  113. util.InfoF("receive SSGetOtherTargetInfoAck msg=%v", msg)
  114. reqPlayer := model2.GetSocialPlayer(msg.Uid)
  115. if reqPlayer == nil {
  116. //这个时候找不到,可能请求查看的人已经下线//下线了就不做处理
  117. return
  118. }
  119. //下发
  120. ackMsg := &serverproto.SCGetOtherPlayerDetailInfoAck{
  121. Uid: msg.Uid,
  122. Error: msg.Error,
  123. }
  124. if msg.Error != int32(serverproto.ErrorCode_ERROR_OK) {
  125. model.ServiceReplay(ev, ackMsg)
  126. return
  127. }
  128. ackMsg.TargetInfo = msg.Info
  129. reqPlayer.SendGame(ackMsg)
  130. })
  131. ////Friend
  132. //查询玩家在线情况
  133. serverproto.Handle_SOCIAL_SSOnlineStateReq = model.HandleBackendMessage(func(ev rocommon.ProcEvent, cliId model.ClientID) {
  134. msg := ev.Msg().(*serverproto.SSOnlineStateReq)
  135. util.InfoF("receive SSOnlineStateReq msg=%v", msg)
  136. ackMsg := &serverproto.SSOnlineStateAck{
  137. ProType: msg.ProType,
  138. ListType: msg.ListType,
  139. }
  140. for idx := range msg.BriefInfoList {
  141. socialPlayer := model2.GetSocialPlayer(msg.BriefInfoList[idx].Uid)
  142. if socialPlayer != nil {
  143. msg.BriefInfoList[idx].OnlineState = true
  144. }
  145. ackMsg.BriefInfoList = append(ackMsg.BriefInfoList, msg.BriefInfoList[idx])
  146. }
  147. model.ServiceReplay(ev, ackMsg)
  148. })
  149. //from game 添加其他服务器的关注
  150. serverproto.Handle_SOCIAL_SSFriendAddReq = model.HandleBackendMessage(func(ev rocommon.ProcEvent, cliId model.ClientID) {
  151. msg := ev.Msg().(*serverproto.SSFriendAddReq)
  152. util.InfoF("receive SSFriendAddReq msg=%v", msg)
  153. addRoleServiceId := model2.GetPlayerServiceNodeId(msg.AddUid)
  154. if addRoleServiceId != "" && model2.SendToGame(addRoleServiceId, msg) {
  155. return
  156. }
  157. //发送失败,返回game并发送给db做处理
  158. ackMsg := &serverproto.SSFriendAddAck{
  159. Error: int32(serverproto.ErrorCode_ERROR_SOCIAL_NOT_FIND_SERVICE_ID),
  160. FromUid: msg.FromUid.Uid,
  161. AddUid: &serverproto.CommonPlayerBriefInfo{Uid: msg.AddUid},
  162. }
  163. model.ServiceReplay(ev, ackMsg)
  164. })
  165. //from other game来自其他服务器的添加关注回应
  166. serverproto.Handle_SOCIAL_SSFriendAddAck = model.HandleBackendMessage(func(ev rocommon.ProcEvent, cliId model.ClientID) {
  167. msg := ev.Msg().(*serverproto.SSFriendAddAck)
  168. util.InfoF("receive SSFriendAddAck msg=%v", msg)
  169. fromPlayerSId := model2.GetPlayerServiceNodeId(msg.FromUid)
  170. if fromPlayerSId != "" && model2.SendToGame(fromPlayerSId, msg) {
  171. return
  172. } else {
  173. // 直接处理关注玩家的数据库
  174. // 添加粉丝列表成功,但是玩家刚好下线了
  175. fromPlayer := model2.GetOfflineSocialPlayer(msg.FromUid)
  176. if fromPlayer != nil && fromPlayer.ServiceNodeId() != "" {
  177. model2.SendToGame(fromPlayer.ServiceNodeId(), msg)
  178. util.InfoF("SSFriendAddAck FromUid=%v offline msg=", msg.FromUid, msg)
  179. }
  180. }
  181. })
  182. //from game 通知其他玩家从粉丝列表中移除自己
  183. serverproto.Handle_SOCIAL_SSFriendDelReq = model.HandleBackendMessage(func(ev rocommon.ProcEvent, cliId model.ClientID) {
  184. msg := ev.Msg().(*serverproto.SSFriendDelReq)
  185. util.InfoF("receive SSFriendDelReq msg=%v", msg)
  186. delRoleServiceId := model2.GetPlayerServiceNodeId(msg.DelUid)
  187. if delRoleServiceId != "" && model2.SendToGame(delRoleServiceId, msg) {
  188. return
  189. }
  190. ssAckMsg := &serverproto.SSFriendDelAck{
  191. Error: int32(serverproto.ErrorCode_ERROR_SOCIAL_NOT_FIND_SERVICE_ID),
  192. FromUid: msg.FromUid,
  193. DelUid: msg.DelUid,
  194. }
  195. model.ServiceReplay(ev, ssAckMsg)
  196. })
  197. //from guild, 通知职位有变化的玩家
  198. serverproto.Handle_SOCIAL_SCChangeMemberTitleNtf = model.HandleBackendMessage(func(ev rocommon.ProcEvent, cliId model.ClientID) {
  199. msg := ev.Msg().(*serverproto.SCChangeMemberTitleNtf)
  200. util.InfoF("receive SSFriendDelReq msg=%v", msg)
  201. player := model2.GetSocialPlayer(msg.Uid)
  202. if player != nil {
  203. player.SendGame(msg)
  204. }
  205. })
  206. //from guild,
  207. serverproto.Handle_SOCIAL_SCApplyInfoHandleNtf = model.HandleBackendMessage(func(ev rocommon.ProcEvent, cliId model.ClientID) {
  208. msg := ev.Msg().(*serverproto.SCApplyInfoHandleNtf)
  209. util.InfoF("receive SCApplyInfoHandleNtf msg=%v", msg)
  210. player := model2.GetSocialPlayer(msg.Uid)
  211. if player != nil {
  212. player.SendGame(msg)
  213. }
  214. })
  215. //from guild,
  216. serverproto.Handle_SOCIAL_SCKickGuildMemberNtf = model.HandleBackendMessage(func(ev rocommon.ProcEvent, cliId model.ClientID) {
  217. msg := ev.Msg().(*serverproto.SCKickGuildMemberNtf)
  218. util.InfoF("receive SCKickGuildMemberNtf msg=%v", msg)
  219. player := model2.GetSocialPlayer(msg.Uid)
  220. if player != nil {
  221. player.SendGame(msg)
  222. }
  223. })
  224. //公会查询玩家在线情况
  225. serverproto.Handle_SOCIAL_SSGuildMemberOnlineInfoReq = model.HandleBackendMessage(func(ev rocommon.ProcEvent, cliId model.ClientID) {
  226. msg := ev.Msg().(*serverproto.SSGuildMemberOnlineInfoReq)
  227. util.InfoF("receive SSGuildMemberOnlineInfoReq msg=%v", msg)
  228. ackMsg := &serverproto.SSGuildMemberOnlineInfoAck{
  229. GuildId: msg.GuildId,
  230. }
  231. for _, uid := range msg.UidList {
  232. socialPlayer := model2.GetSocialPlayer(uid)
  233. if socialPlayer != nil {
  234. ackMsg.UidList = append(ackMsg.UidList, &serverproto.KeyValueType64{
  235. Key: uid,
  236. Value: 1,
  237. })
  238. } else {
  239. ackMsg.UidList = append(ackMsg.UidList, &serverproto.KeyValueType64{
  240. Key: uid,
  241. Value: 0,
  242. })
  243. }
  244. }
  245. model.ServiceReplay(ev, ackMsg)
  246. })
  247. //from guild
  248. serverproto.Handle_SOCIAL_SSGuildNameChangeNtf = model.HandleBackendMessage(func(ev rocommon.ProcEvent, cliId model.ClientID) {
  249. msg := ev.Msg().(*serverproto.SSGuildNameChangeNtf)
  250. util.InfoF("receive SSGuildNameChangeNtf from other game msg=%v", msg)
  251. ntfMsg := &serverproto.SCGuildNameChangeNtf{}
  252. ntfMsg.GuildName = msg.GuildName
  253. ntfMsg.GuildId = msg.GuildId
  254. for _, data := range msg.UidList {
  255. socialPlayer := model2.GetSocialPlayer(data)
  256. if socialPlayer == nil {
  257. continue
  258. }
  259. ntfMsg.Uid = data
  260. socialPlayer.SendGame(ntfMsg)
  261. }
  262. })
  263. ////Expedition
  264. //from game 救助发起求助操作的玩家
  265. serverproto.Handle_SOCIAL_SSExpeditionHelpReq = model.HandleBackendMessage(func(ev rocommon.ProcEvent, cliId model.ClientID) {
  266. msg := ev.Msg().(*serverproto.SSExpeditionHelpReq)
  267. util.InfoF("receive SSExpeditionHelpReq msg=%v", msg)
  268. delRoleServiceId := model2.GetPlayerServiceNodeId(msg.BeHelpedUid)
  269. if delRoleServiceId != "" && model2.SendToGame(delRoleServiceId, msg) {
  270. return
  271. }
  272. //玩家不在线并且无离线数据(最近玩家没有登录直接返回game,操作数据库)
  273. ssAckMsg := &serverproto.SSExpeditionHelpAck{
  274. Error: int32(serverproto.ErrorCode_ERROR_EXPEDITION_NOT_FIND_SERVICE_ID),
  275. BeHelpedUid: msg.BeHelpedUid,
  276. FromUid: msg.FromUid,
  277. }
  278. model.ServiceReplay(ev, ssAckMsg)
  279. })
  280. //from other game
  281. serverproto.Handle_SOCIAL_SSExpeditionHelpAck = model.HandleBackendMessage(func(ev rocommon.ProcEvent, cliId model.ClientID) {
  282. msg := ev.Msg().(*serverproto.SSExpeditionHelpAck)
  283. util.InfoF("receive SSExpeditionHelpAck from other game msg=%v", msg)
  284. delRoleServiceId := model2.GetPlayerServiceNodeId(msg.FromUid.Uid)
  285. if delRoleServiceId != "" && model2.SendToGame(delRoleServiceId, msg) {
  286. util.ErrorF("SSExpeditionHelpAck from other game msg=%v", msg)
  287. return
  288. }
  289. })
  290. ////Invitation
  291. //填写邀请码成为导师成员
  292. serverproto.Handle_SOCIAL_SSInvitationBeToMemberReq = model.HandleBackendMessage(func(ev rocommon.ProcEvent, cliId model.ClientID) {
  293. msg := ev.Msg().(*serverproto.SSInvitationBeToMemberReq)
  294. util.InfoF("receive SSInvitationBeToMemberReq msg=%v", msg)
  295. masterRoleServiceId := model2.GetPlayerServiceNodeId(msg.MasterUid)
  296. if masterRoleServiceId != "" && model2.SendToGame(masterRoleServiceId, msg) {
  297. return
  298. }
  299. //玩家不在线并且无离线数据(最近玩家没有登录直接返回game,操作数据库)
  300. ssAckMsg := &serverproto.SSInvitationBeToMemberAck{
  301. Error: int32(serverproto.ErrorCode_ERROR_EXPEDITION_NOT_FIND_SERVICE_ID),
  302. MasterNumber: msg.MasterNumber,
  303. MasterUid: msg.MasterUid,
  304. SelfUid: msg.SelfUid,
  305. }
  306. model.ServiceReplay(ev, ssAckMsg)
  307. })
  308. //from other game
  309. serverproto.Handle_SOCIAL_SSInvitationBeToMemberAck = model.HandleBackendMessage(func(ev rocommon.ProcEvent, cliId model.ClientID) {
  310. msg := ev.Msg().(*serverproto.SSInvitationBeToMemberAck)
  311. util.InfoF("receive SSInvitationBeToMemberAck msg=%v", msg)
  312. selfRoleServiceId := model2.GetPlayerServiceNodeId(msg.SelfUid.Uid)
  313. if selfRoleServiceId != "" && model2.SendToGame(selfRoleServiceId, msg) {
  314. return
  315. }
  316. })
  317. //通知玩家解除关系
  318. serverproto.Handle_SOCIAL_SSInvitationDelMemberNtf = model.HandleBackendMessage(func(ev rocommon.ProcEvent, cliId model.ClientID) {
  319. msg := ev.Msg().(*serverproto.SSInvitationDelMemberNtf)
  320. util.InfoF("receive SSInvitationDelMemberNtf msg=%v", msg)
  321. for idx := 0; idx < len(msg.DelMemberList); idx++ {
  322. tmpUid := msg.DelMemberList[idx]
  323. delRoleServiceId := model2.GetPlayerServiceNodeId(tmpUid)
  324. if delRoleServiceId != "" && model2.SendToGame(delRoleServiceId, msg) {
  325. return
  326. }
  327. }
  328. })
  329. //等级,充值等数据变更时通知导师
  330. serverproto.Handle_SOCIAL_SSInvitationMemberNoticeMasterReq = model.HandleBackendMessage(func(ev rocommon.ProcEvent, cliId model.ClientID) {
  331. msg := ev.Msg().(*serverproto.SSInvitationMemberNoticeMasterReq)
  332. util.InfoF("receive SSInvitationMemberNoticeMasterReq msg=%v", msg)
  333. masterRoleServiceId := model2.GetPlayerServiceNodeId(msg.MasterUid)
  334. if masterRoleServiceId != "" && model2.SendToGame(masterRoleServiceId, msg) {
  335. return
  336. }
  337. ssAckMsg := &serverproto.SSInvitationMemberNoticeMasterAck{
  338. Error: int32(serverproto.ErrorCode_ERROR_EXPEDITION_NOT_FIND_SERVICE_ID),
  339. SelfUid: msg.SelfUid,
  340. MasterUid: msg.MasterUid,
  341. Param: msg.Param,
  342. }
  343. model.ServiceReplay(ev, ssAckMsg)
  344. })
  345. //form other game
  346. serverproto.Handle_SOCIAL_SSInvitationMemberNoticeMasterAck = model.HandleBackendMessage(func(ev rocommon.ProcEvent, cliId model.ClientID) {
  347. msg := ev.Msg().(*serverproto.SSInvitationMemberNoticeMasterAck)
  348. util.InfoF("receive SSInvitationMemberNoticeMasterAck msg=%v", msg)
  349. masterRoleServiceId := model2.GetPlayerServiceNodeId(msg.SelfUid)
  350. if masterRoleServiceId != "" && model2.SendToGame(masterRoleServiceId, msg) {
  351. return
  352. }
  353. })
  354. ////百人道场
  355. //来自其他服务器的通知
  356. serverproto.Handle_SOCIAL_SSDaoChang100ChallengeResultNtf = model.HandleBackendMessage(func(ev rocommon.ProcEvent, cliId model.ClientID) {
  357. msg := ev.Msg().(*serverproto.SSDaoChang100ChallengeResultNtf)
  358. util.InfoF("receive SSDaoChang100ChallengeResultNtf msg=%v", msg)
  359. masterRoleServiceId := model2.GetPlayerServiceNodeId(msg.NtfUid)
  360. if masterRoleServiceId != "" && model2.SendToGame(masterRoleServiceId, msg) {
  361. return
  362. }
  363. })
  364. //转盘大奖日志
  365. serverproto.Handle_SOCIAL_SSDaoChang100WheelLogAddNtf = model.HandleBackendMessage(func(ev rocommon.ProcEvent, cliId model.ClientID) {
  366. msg := ev.Msg().(*serverproto.SSDaoChang100WheelLogAddNtf)
  367. util.InfoF("receive SSDaoChang100WheelLogAddNtf msg=%v", msg)
  368. model2.SendToAllGame(msg)
  369. })
  370. //礼包码获取奖励
  371. serverproto.Handle_SOCIAL_CSGiftRewardReq = model.HandleBackendMessage(func(ev rocommon.ProcEvent, cliId model.ClientID) {
  372. msg := ev.Msg().(*serverproto.CSGiftRewardReq)
  373. util.InfoF("receive CSGiftRewardReq msg=%v", msg)
  374. model2.SendGmweb(msg)
  375. })
  376. //gmweb->social->game 礼包码获取奖励
  377. serverproto.Handle_SOCIAL_SCGiftRewardAck = model.HandleBackendMessage(func(ev rocommon.ProcEvent, cliId model.ClientID) {
  378. msg := ev.Msg().(*serverproto.SCGiftRewardAck)
  379. util.InfoF("receive SCGiftRewardAck msg=%v", msg)
  380. serviceId := model2.GetPlayerServiceNodeId(msg.Uuid)
  381. if serviceId != "" && model2.SendToGame(serviceId, msg) {
  382. return
  383. }
  384. })
  385. serverproto.Handle_SOCIAL_SSActivitiesCollectionServerDataNtf = model.HandleBackendMessage(func(ev rocommon.ProcEvent, cliId model.ClientID) {
  386. msg := ev.Msg().(*serverproto.SSActivitiesCollectionServerDataNtf)
  387. util.InfoF("receive SSActivitiesCollectionServerDataNtf msg=%v", msg)
  388. //发送给其他game服务器节点
  389. model2.SendToAllGame(msg)
  390. })
  391. ////公会战
  392. //公会战数据变更通知
  393. serverproto.Handle_SOCIAL_SCGuildBattleDataChangeNtf = model.HandleBackendMessage(func(ev rocommon.ProcEvent, cliId model.ClientID) {
  394. msg := ev.Msg().(*serverproto.SCGuildBattleDataChangeNtf)
  395. util.InfoF("receive SCGuildBattleDataChangeNtf msg=%v", msg)
  396. //发送给其他game服务器节点
  397. msg.FromSocial = true
  398. model2.SendToAllGame(msg)
  399. // model2.SendToAllGameExcept(msg, cliId.SessID)
  400. })
  401. //封号/解封
  402. serverproto.Handle_SOCIAL_SSWebGMGuildBattle = model.HandleBackendMessage(func(ev rocommon.ProcEvent, cliId model.ClientID) {
  403. msg := ev.Msg().(*serverproto.SSWebGMGuildBattle)
  404. util.InfoF("receive SSWebGMGuildBattle msg=%v", msg)
  405. model2.SendGuild(msg)
  406. })
  407. serverproto.Handle_SOCIAL_SSWebGMHeadChange = model.HandleBackendMessage(func(ev rocommon.ProcEvent, cliId model.ClientID) {
  408. msg := ev.Msg().(*serverproto.SSWebGMHeadChange)
  409. util.InfoF("receive SSWebGMHeadChange msg=%v", msg)
  410. banPlayer := model2.GetSocialPlayer(msg.Uid)
  411. if banPlayer != nil {
  412. banPlayer.SendGame(msg)
  413. } else {
  414. //发送给其他game服务器节点
  415. model2.SendToAllGame(msg)
  416. }
  417. })
  418. }