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https://github.com/FlourishingWorld/hk4e.git
synced 2026-03-01 00:35:36 +08:00
添加任务
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@@ -236,27 +236,41 @@ func (g *GameManager) CombatInvocationsNotify(player *model.Player, payloadMsg p
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sceneEntity.SetLastMoveSceneTimeMs(entityMoveInfo.SceneTime)
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sceneEntity.SetLastMoveReliableSeq(entityMoveInfo.ReliableSeq)
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if motionInfo.State == proto.MotionState_MOTION_NOTIFY {
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continue
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}
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player.CombatInvokeHandler.AddEntry(entry.ForwardType, entry)
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case proto.CombatTypeArgument_COMBAT_ANIMATOR_PARAMETER_CHANGED:
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evtAnimatorParameterInfo := new(proto.EvtAnimatorParameterInfo)
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err := pb.Unmarshal(entry.CombatData, evtAnimatorParameterInfo)
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if err != nil {
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logger.Error("parse EvtAnimatorParameterInfo error: %v", err)
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continue
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}
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logger.Debug("EvtAnimatorParameterInfo: %v, ForwardType: %v", evtAnimatorParameterInfo, entry.ForwardType)
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// 这是否?
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if evtAnimatorParameterInfo.IsServerCache {
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evtAnimatorParameterInfo.IsServerCache = false
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// TODO 暂时只做3.2协议的兼容了 在GS这边处理不同版本的协议太烦人了 有机会全部改到GATE那边处理 GS所有接收和发送的都应该是3.2版本的协议
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newCombatData, err := pb.Marshal(evtAnimatorParameterInfo)
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if err != nil {
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logger.Error("build EvtAnimatorParameterInfo error: %v", err)
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continue
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}
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entry.CombatData = newCombatData
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}
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player.CombatInvokeHandler.AddEntry(entry.ForwardType, entry)
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case proto.CombatTypeArgument_COMBAT_ANIMATOR_STATE_CHANGED:
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evtAnimatorStateChangedInfo := new(proto.EvtAnimatorStateChangedInfo)
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if config.GetConfig().Hk4e.ClientProtoProxyEnable {
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clientProtoObj := g.GetClientProtoObjByName("EvtAnimatorStateChangedInfo")
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if clientProtoObj == nil {
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logger.Error("get client proto obj is nil")
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continue
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}
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ok := utils.UnmarshalProtoObj(evtAnimatorStateChangedInfo, clientProtoObj, entry.CombatData)
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if !ok {
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continue
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}
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} else {
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err := pb.Unmarshal(entry.CombatData, evtAnimatorStateChangedInfo)
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if err != nil {
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logger.Error("parse EvtAnimatorStateChangedInfo error: %v", err)
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continue
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}
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err := pb.Unmarshal(entry.CombatData, evtAnimatorStateChangedInfo)
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if err != nil {
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logger.Error("parse EvtAnimatorStateChangedInfo error: %v", err)
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continue
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}
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logger.Debug("EvtAnimatorStateChangedInfo: %v", entry, player.PlayerID)
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logger.Debug("EvtAnimatorStateChangedInfo: %v, ForwardType: %v", evtAnimatorStateChangedInfo, entry.ForwardType)
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player.CombatInvokeHandler.AddEntry(entry.ForwardType, entry)
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default:
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player.CombatInvokeHandler.AddEntry(entry.ForwardType, entry)
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@@ -375,7 +389,7 @@ func (g *GameManager) ClientAbilityInitFinishNotify(player *model.Player, payloa
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}
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invokeHandler := model.NewInvokeHandler[proto.AbilityInvokeEntry]()
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for _, entry := range req.Invokes {
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// logger.Debug("ClientAbilityInitFinishNotify: %v", entry, player.PlayerID)
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// logger.Debug("ClientAbilityInitFinishNotify: %v", entry)
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invokeHandler.AddEntry(entry.ForwardType, entry)
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}
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DoForward[proto.AbilityInvokeEntry](player, &proto.ClientAbilityInitFinishNotify{}, []string{"EntityId"}, "Invokes", invokeHandler)
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@@ -389,7 +403,7 @@ func (g *GameManager) ClientAbilityChangeNotify(player *model.Player, payloadMsg
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}
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invokeHandler := model.NewInvokeHandler[proto.AbilityInvokeEntry]()
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for _, entry := range req.Invokes {
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// logger.Debug("ClientAbilityChangeNotify: %v", entry, player.PlayerID)
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// logger.Debug("ClientAbilityChangeNotify: %v", entry)
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invokeHandler.AddEntry(entry.ForwardType, entry)
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}
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