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1.MongoDB、Redis兼容集群模式
2.离线数据接口化访问
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@@ -148,8 +148,9 @@ func (g *GameManager) SceneInitFinishReq(player *model.Player, payloadMsg pb.Mes
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},
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AvatarEnterInfo: make([]*proto.AvatarEnterSceneInfo, 0),
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}
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dbAvatar := player.GetDbAvatar()
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for _, worldAvatar := range world.GetPlayerWorldAvatarList(player) {
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avatar := player.AvatarMap[worldAvatar.GetAvatarId()]
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avatar := dbAvatar.AvatarMap[worldAvatar.GetAvatarId()]
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avatarEnterSceneInfo := &proto.AvatarEnterSceneInfo{
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AvatarGuid: avatar.Guid,
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AvatarEntityId: world.GetPlayerWorldAvatarEntityId(player, worldAvatar.GetAvatarId()),
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@@ -652,7 +653,8 @@ func (g *GameManager) PacketSceneEntityInfoAvatar(scene *Scene, player *model.Pl
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Z: float32(entity.GetPos().Z),
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}
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worldAvatar := scene.GetWorld().GetWorldAvatarByEntityId(entity.GetId())
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avatar, ok := player.AvatarMap[worldAvatar.GetAvatarId()]
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dbAvatar := player.GetDbAvatar()
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avatar, ok := dbAvatar.AvatarMap[worldAvatar.GetAvatarId()]
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if !ok {
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logger.Error("avatar error, avatarId: %v", worldAvatar.GetAvatarId())
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return new(proto.SceneEntityInfo)
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@@ -897,7 +899,8 @@ func (g *GameManager) PacketSceneEntityInfoGadget(scene *Scene, entityId uint32)
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}
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func (g *GameManager) PacketSceneAvatarInfo(scene *Scene, player *model.Player, avatarId uint32) *proto.SceneAvatarInfo {
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avatar, ok := player.AvatarMap[avatarId]
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dbAvatar := player.GetDbAvatar()
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avatar, ok := dbAvatar.AvatarMap[avatarId]
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if !ok {
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logger.Error("avatar error, avatarId: %v", avatarId)
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return new(proto.SceneAvatarInfo)
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