优化场景LUA处理

This commit is contained in:
flswld
2023-03-03 11:48:42 +08:00
parent 58b98f189d
commit 353403606d
9 changed files with 201 additions and 63 deletions

View File

@@ -1,8 +1,12 @@
package game
import (
"hk4e/common/constant"
"hk4e/gdconf"
"hk4e/pkg/logger"
"hk4e/pkg/object"
"hk4e/protocol/cmd"
"hk4e/protocol/proto"
lua "github.com/yuin/gopher-lua"
)
@@ -50,21 +54,26 @@ func CallLuaFunc(luaState *lua.LState, luaFuncName string, luaCtx *LuaCtx, luaEv
Protect: true,
}, ctx, evt)
if err != nil {
logger.Error("call lua error: %v", err)
logger.Error("call lua error, func: %v, error: %v", luaFuncName, err)
return false
}
luaRet := luaState.Get(-1)
luaState.Pop(1)
ret, ok := luaRet.(lua.LBool)
if !ok {
switch luaRet.(type) {
case lua.LBool:
return bool(luaRet.(lua.LBool))
case lua.LNumber:
return object.ConvRetCodeToBool(int64(luaRet.(lua.LNumber)))
default:
return false
}
return bool(ret)
}
func RegLuaLibFunc() {
gdconf.RegScriptLib("GetEntityType", GetEntityType)
gdconf.RegScriptLib("GetQuestState", GetQuestState)
gdconf.RegScriptLibFunc("GetEntityType", GetEntityType)
gdconf.RegScriptLibFunc("GetQuestState", GetQuestState)
gdconf.RegScriptLibFunc("PrintContextLog", PrintContextLog)
gdconf.RegScriptLibFunc("BeginCameraSceneLook", BeginCameraSceneLook)
}
func GetEntityType(luaState *lua.LState) int {
@@ -76,15 +85,19 @@ func GetEntityType(luaState *lua.LState) int {
func GetQuestState(luaState *lua.LState) int {
ctx, ok := luaState.Get(1).(*lua.LTable)
if !ok {
luaState.Push(lua.LNumber(0))
luaState.Push(lua.LNumber(constant.QUEST_STATE_NONE))
return 1
}
uid, ok := luaState.GetField(ctx, "uid").(lua.LNumber)
if !ok {
luaState.Push(lua.LNumber(0))
luaState.Push(lua.LNumber(constant.QUEST_STATE_NONE))
return 1
}
player := USER_MANAGER.GetOnlineUser(uint32(uid))
if player == nil {
luaState.Push(lua.LNumber(constant.QUEST_STATE_NONE))
return 1
}
entityId := luaState.ToInt(2)
_ = entityId
questId := luaState.ToInt(3)
@@ -93,3 +106,45 @@ func GetQuestState(luaState *lua.LState) int {
luaState.Push(lua.LNumber(quest.State))
return 1
}
func PrintContextLog(luaState *lua.LState) int {
ctx, ok := luaState.Get(1).(*lua.LTable)
if !ok {
return 0
}
uid, ok := luaState.GetField(ctx, "uid").(lua.LNumber)
if !ok {
return 0
}
logInfo := luaState.ToString(2)
logger.Info("[LUA LOG] %v [UID %v]", logInfo, uid)
return 0
}
func BeginCameraSceneLook(luaState *lua.LState) int {
ctx, ok := luaState.Get(1).(*lua.LTable)
if !ok {
luaState.Push(lua.LNumber(-1))
return 1
}
uid, ok := luaState.GetField(ctx, "uid").(lua.LNumber)
if !ok {
luaState.Push(lua.LNumber(-1))
return 1
}
player := USER_MANAGER.GetOnlineUser(uint32(uid))
if player == nil {
luaState.Push(lua.LNumber(-1))
return 1
}
cameraLockInfo, ok := luaState.Get(2).(*lua.LTable)
if !ok {
luaState.Push(lua.LNumber(-1))
return 1
}
ntf := new(proto.BeginCameraSceneLookNotify)
gdconf.ParseLuaTableToObject(cameraLockInfo, ntf)
GAME_MANAGER.SendMsg(cmd.BeginCameraSceneLookNotify, player.PlayerID, player.ClientSeq, ntf)
luaState.Push(lua.LNumber(0))
return 1
}

View File

@@ -384,6 +384,7 @@ func (g *GameManager) AoiPlayerMove(player *model.Player, oldPos *model.Vector,
g.AddSceneEntityNotify(player, proto.VisionType_VISION_MEET, addEntityIdList, false, false)
// 场景区域触发器
dbQuest := player.GetDbQuest()
updateQuest := false
for _, group := range newVisionGroupMap {
for _, region := range group.RegionList {
shape := alg.NewShape()
@@ -416,49 +417,79 @@ func (g *GameManager) AoiPlayerMove(player *model.Player, oldPos *model.Vector,
Z: float32(newPos.Z),
})
if !oldPosInRegion && newPosInRegion {
// EVENT_ENTER_REGION
logger.Debug("player enter region: %v, uid: %v", region, player.PlayerID)
for _, trigger := range group.TriggerList {
if trigger.Event != constant.LUA_EVENT_ENTER_REGION {
continue
}
cond := CallLuaFunc(group.LuaState, trigger.Condition, &LuaCtx{
uid: player.PlayerID,
}, &LuaEvt{
param1: region.ConfigId,
targetEntityId: entityId,
})
cond := CallLuaFunc(group.GetLuaState(), trigger.Condition,
&LuaCtx{uid: player.PlayerID},
&LuaEvt{param1: region.ConfigId, targetEntityId: entityId})
if !cond {
continue
}
// TODO 这一块写得太炸裂了需要优化
for _, triggerDataConfig := range gdconf.GetTriggerDataMap() {
if triggerDataConfig.TriggerName == trigger.Name {
for _, quest := range dbQuest.GetQuestMap() {
questDataConfig := gdconf.GetQuestDataById(int32(quest.QuestId))
if questDataConfig == nil {
continue
}
for _, questCond := range questDataConfig.FinishCondList {
if questCond.Type != constant.QUEST_FINISH_COND_TYPE_TRIGGER_FIRE {
continue
}
if questCond.Param[0] != triggerDataConfig.TriggerId {
continue
}
dbQuest.ForceFinishQuest(quest.QuestId)
}
}
}
ok := CallLuaFunc(group.GetLuaState(), trigger.Action,
&LuaCtx{uid: player.PlayerID},
&LuaEvt{})
if !ok {
continue
}
updateQuest = g.TriggerFire(dbQuest, trigger)
}
} else if oldPosInRegion && !newPosInRegion {
// EVENT_LEAVE_REGION
logger.Debug("player leave region: %v, uid: %v", region, player.PlayerID)
for _, trigger := range group.TriggerList {
if trigger.Event != constant.LUA_EVENT_LEAVE_REGION {
continue
}
cond := CallLuaFunc(group.GetLuaState(), trigger.Condition,
&LuaCtx{uid: player.PlayerID},
&LuaEvt{param1: region.ConfigId, targetEntityId: entityId})
if !cond {
continue
}
ok := CallLuaFunc(group.GetLuaState(), trigger.Action,
&LuaCtx{uid: player.PlayerID},
&LuaEvt{})
if !ok {
continue
}
}
}
}
}
g.AcceptQuest(player, true)
if updateQuest {
g.AcceptQuest(player, true)
}
}
func (g *GameManager) TriggerFire(dbQuest *model.DbQuest, trigger *gdconf.Trigger) bool {
// TODO 这一块写得太炸裂了需要优化
updateQuest := false
for _, triggerDataConfig := range gdconf.GetTriggerDataMap() {
if triggerDataConfig.TriggerName == trigger.Name {
for _, quest := range dbQuest.GetQuestMap() {
questDataConfig := gdconf.GetQuestDataById(int32(quest.QuestId))
if questDataConfig == nil {
continue
}
for _, questCond := range questDataConfig.FinishCondList {
if questCond.Type != constant.QUEST_FINISH_COND_TYPE_TRIGGER_FIRE {
continue
}
if len(questCond.Param) != 1 {
continue
}
if questCond.Param[0] != triggerDataConfig.TriggerId {
continue
}
dbQuest.ForceFinishQuest(quest.QuestId)
updateQuest = true
}
}
}
}
return updateQuest
}
func (g *GameManager) AbilityInvocationsNotify(player *model.Player, payloadMsg pb.Message) {

View File

@@ -62,7 +62,7 @@ func (g *GameManager) AddQuestProgress(player *model.Player, req *proto.AddQuest
}
// AcceptQuest 接取当前条件下能接取到的全部任务
func (g *GameManager) AcceptQuest(player *model.Player, isNtfClient bool) {
func (g *GameManager) AcceptQuest(player *model.Player, notifyClient bool) {
dbQuest := player.GetDbQuest()
addQuestIdList := make([]uint32, 0)
for _, questData := range gdconf.GetQuestDataMap() {
@@ -100,7 +100,7 @@ func (g *GameManager) AcceptQuest(player *model.Player, isNtfClient bool) {
addQuestIdList = append(addQuestIdList, uint32(questData.QuestId))
}
}
if isNtfClient {
if notifyClient {
ntf := &proto.QuestListUpdateNotify{
QuestList: make([]*proto.Quest, 0),
}

View File

@@ -19,7 +19,7 @@ import (
const (
ENTITY_MAX_BATCH_SEND_NUM = 1000 // 单次同步的最大实体数量
ENTITY_LOD = 300 // 实体加载视野距离
ENTITY_LOD = 100 // 实体加载视野距离
)
func (g *GameManager) EnterSceneReadyReq(player *model.Player, payloadMsg pb.Message) {

View File

@@ -15,7 +15,7 @@ import (
const (
ENTITY_NUM_UNLIMIT = false // 是否不限制场景内实体数量
ENTITY_MAX_SEND_NUM = 300 // 场景内最大实体数量
ENTITY_MAX_SEND_NUM = 500 // 场景内最大实体数量
MAX_MULTIPLAYER_WORLD_NUM = 10 // 本服务器最大多人世界数量
)