mirror of
https://github.com/FlourishingWorld/hk4e.git
synced 2026-03-01 00:35:36 +08:00
优化代码格式
This commit is contained in:
+26
-21
@@ -81,7 +81,7 @@ func (t *TickManager) onTick10Minute(now int64) {
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}
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func (t *TickManager) onTickMinute(now int64) {
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//t.gameManager.ServerAnnounceNotify(100, "test123")
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//GAME_MANAGER.ServerAnnounceNotify(100, "test123")
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for _, world := range WORLD_MANAGER.worldMap {
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for _, player := range world.playerMap {
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// 随机物品
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@@ -117,17 +117,19 @@ func (t *TickManager) onTick10Second(now int64) {
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for _, world := range WORLD_MANAGER.worldMap {
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for _, scene := range world.sceneMap {
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for _, player := range scene.playerMap {
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// PacketSceneTimeNotify
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sceneTimeNotify := new(proto.SceneTimeNotify)
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sceneTimeNotify.SceneId = player.SceneId
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sceneTimeNotify.SceneTime = uint64(scene.GetSceneTime())
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GAME_MANAGER.SendMsg(cmd.SceneTimeNotify, player.PlayerID, player.ClientSeq, sceneTimeNotify)
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// PacketPlayerTimeNotify
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playerTimeNotify := new(proto.PlayerTimeNotify)
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playerTimeNotify.IsPaused = player.Pause
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playerTimeNotify.PlayerTime = uint64(player.TotalOnlineTime)
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playerTimeNotify.ServerTime = uint64(time.Now().UnixMilli())
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GAME_MANAGER.SendMsg(cmd.PlayerTimeNotify, player.PlayerID, player.ClientSeq, playerTimeNotify)
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sceneTimeNotify := &proto.SceneTimeNotify{
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SceneId: player.SceneId,
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SceneTime: uint64(scene.GetSceneTime()),
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}
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GAME_MANAGER.SendMsg(cmd.SceneTimeNotify, player.PlayerID, 0, sceneTimeNotify)
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playerTimeNotify := &proto.PlayerTimeNotify{
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IsPaused: player.Pause,
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PlayerTime: uint64(player.TotalOnlineTime),
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ServerTime: uint64(time.Now().UnixMilli()),
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}
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GAME_MANAGER.SendMsg(cmd.PlayerTimeNotify, player.PlayerID, 0, playerTimeNotify)
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}
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}
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if !world.IsBigWorld() && (world.multiplayer || !world.owner.Pause) {
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@@ -172,9 +174,12 @@ func (t *TickManager) onTick5Second(now int64) {
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}
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for _, player := range world.playerMap {
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if world.multiplayer {
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scene := world.GetSceneById(player.SceneId)
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// 多人世界其他玩家的坐标位置广播
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// PacketWorldPlayerLocationNotify
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worldPlayerLocationNotify := new(proto.WorldPlayerLocationNotify)
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worldPlayerLocationNotify := &proto.WorldPlayerLocationNotify{
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PlayerWorldLocList: make([]*proto.PlayerWorldLocationInfo, 0),
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}
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for _, worldPlayer := range world.playerMap {
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playerWorldLocationInfo := &proto.PlayerWorldLocationInfo{
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SceneId: worldPlayer.SceneId,
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@@ -196,10 +201,10 @@ func (t *TickManager) onTick5Second(now int64) {
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}
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GAME_MANAGER.SendMsg(cmd.WorldPlayerLocationNotify, player.PlayerID, 0, worldPlayerLocationNotify)
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// PacketScenePlayerLocationNotify
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scene := world.GetSceneById(player.SceneId)
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scenePlayerLocationNotify := new(proto.ScenePlayerLocationNotify)
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scenePlayerLocationNotify.SceneId = player.SceneId
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scenePlayerLocationNotify := &proto.ScenePlayerLocationNotify{
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SceneId: player.SceneId,
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PlayerLocList: make([]*proto.PlayerLocationInfo, 0),
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}
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for _, scenePlayer := range scene.playerMap {
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playerLocationInfo := &proto.PlayerLocationInfo{
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Uid: scenePlayer.PlayerID,
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@@ -226,9 +231,9 @@ func (t *TickManager) onTickSecond(now int64) {
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for _, world := range WORLD_MANAGER.worldMap {
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for _, player := range world.playerMap {
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// 世界里所有玩家的网络延迟广播
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// PacketWorldPlayerRTTNotify
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worldPlayerRTTNotify := new(proto.WorldPlayerRTTNotify)
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worldPlayerRTTNotify.PlayerRttList = make([]*proto.PlayerRTTInfo, 0)
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worldPlayerRTTNotify := &proto.WorldPlayerRTTNotify{
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PlayerRttList: make([]*proto.PlayerRTTInfo, 0),
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}
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for _, worldPlayer := range world.playerMap {
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playerRTTInfo := &proto.PlayerRTTInfo{Uid: worldPlayer.PlayerID, Rtt: worldPlayer.ClientRTT}
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worldPlayerRTTNotify.PlayerRttList = append(worldPlayerRTTNotify.PlayerRttList, playerRTTInfo)
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