mirror of
https://github.com/FlourishingWorld/hk4e.git
synced 2026-03-01 00:35:36 +08:00
优化代码
This commit is contained in:
@@ -64,7 +64,6 @@ func DoForward[IET model.InvokeEntryType](player *model.Player, req pb.Message,
|
||||
}
|
||||
|
||||
func (g *GameManager) UnionCmdNotify(player *model.Player, payloadMsg pb.Message) {
|
||||
// logger.Debug("user send union cmd, uid: %v", player.PlayerID)
|
||||
req := payloadMsg.(*proto.UnionCmdNotify)
|
||||
_ = req
|
||||
if player.SceneLoadState != model.SceneEnterDone {
|
||||
@@ -77,7 +76,6 @@ func (g *GameManager) UnionCmdNotify(player *model.Player, payloadMsg pb.Message
|
||||
}
|
||||
|
||||
func (g *GameManager) MassiveEntityElementOpBatchNotify(player *model.Player, payloadMsg pb.Message) {
|
||||
// logger.Debug("user meeo sync, uid: %v", player.PlayerID)
|
||||
req := payloadMsg.(*proto.MassiveEntityElementOpBatchNotify)
|
||||
if player.SceneLoadState != model.SceneEnterDone {
|
||||
return
|
||||
@@ -98,7 +96,6 @@ func (g *GameManager) MassiveEntityElementOpBatchNotify(player *model.Player, pa
|
||||
}
|
||||
|
||||
func (g *GameManager) CombatInvocationsNotify(player *model.Player, payloadMsg pb.Message) {
|
||||
// logger.Debug("user combat invocations, uid: %v", player.PlayerID)
|
||||
req := payloadMsg.(*proto.CombatInvocationsNotify)
|
||||
if player.SceneLoadState != model.SceneEnterDone {
|
||||
return
|
||||
@@ -254,7 +251,7 @@ func (g *GameManager) CombatInvocationsNotify(player *model.Player, payloadMsg p
|
||||
logger.Error("parse EvtAnimatorParameterInfo error: %v", err)
|
||||
continue
|
||||
}
|
||||
logger.Debug("EvtAnimatorParameterInfo: %v, ForwardType: %v", evtAnimatorParameterInfo, entry.ForwardType)
|
||||
// logger.Debug("EvtAnimatorParameterInfo: %v, ForwardType: %v", evtAnimatorParameterInfo, entry.ForwardType)
|
||||
|
||||
// 这是否?
|
||||
if evtAnimatorParameterInfo.IsServerCache {
|
||||
@@ -312,6 +309,9 @@ func (g *GameManager) AoiPlayerMove(player *model.Player, oldPos *model.Vector,
|
||||
if distance2D > ENTITY_LOD {
|
||||
continue
|
||||
}
|
||||
if group.DynamicLoad {
|
||||
continue
|
||||
}
|
||||
oldVisionGroupMap[uint32(groupId)] = group
|
||||
}
|
||||
// 新位置视野范围内的group
|
||||
@@ -323,6 +323,9 @@ func (g *GameManager) AoiPlayerMove(player *model.Player, oldPos *model.Vector,
|
||||
if distance2D > ENTITY_LOD {
|
||||
continue
|
||||
}
|
||||
if group.DynamicLoad {
|
||||
continue
|
||||
}
|
||||
newVisionGroupMap[uint32(groupId)] = group
|
||||
}
|
||||
// 消失的场景实体
|
||||
@@ -505,7 +508,6 @@ func (g *GameManager) TriggerFire(dbQuest *model.DbQuest, trigger *gdconf.Trigge
|
||||
}
|
||||
|
||||
func (g *GameManager) AbilityInvocationsNotify(player *model.Player, payloadMsg pb.Message) {
|
||||
// logger.Debug("user ability invocations, uid: %v", player.PlayerID)
|
||||
req := payloadMsg.(*proto.AbilityInvocationsNotify)
|
||||
if player.SceneLoadState != model.SceneEnterDone {
|
||||
return
|
||||
@@ -545,7 +547,6 @@ func (g *GameManager) AbilityInvocationsNotify(player *model.Player, payloadMsg
|
||||
}
|
||||
|
||||
func (g *GameManager) ClientAbilityInitFinishNotify(player *model.Player, payloadMsg pb.Message) {
|
||||
// logger.Debug("user client ability init finish, uid: %v", player.PlayerID)
|
||||
req := payloadMsg.(*proto.ClientAbilityInitFinishNotify)
|
||||
if player.SceneLoadState != model.SceneEnterDone {
|
||||
return
|
||||
@@ -559,7 +560,6 @@ func (g *GameManager) ClientAbilityInitFinishNotify(player *model.Player, payloa
|
||||
}
|
||||
|
||||
func (g *GameManager) ClientAbilityChangeNotify(player *model.Player, payloadMsg pb.Message) {
|
||||
// logger.Debug("user client ability change, uid: %v", player.PlayerID)
|
||||
req := payloadMsg.(*proto.ClientAbilityChangeNotify)
|
||||
if player.SceneLoadState != model.SceneEnterDone {
|
||||
return
|
||||
@@ -656,7 +656,6 @@ func (g *GameManager) ClientAbilityChangeNotify(player *model.Player, payloadMsg
|
||||
}
|
||||
|
||||
func (g *GameManager) EvtDoSkillSuccNotify(player *model.Player, payloadMsg pb.Message) {
|
||||
logger.Debug("user event do skill success, uid: %v", player.PlayerID)
|
||||
req := payloadMsg.(*proto.EvtDoSkillSuccNotify)
|
||||
if player.SceneLoadState != model.SceneEnterDone {
|
||||
return
|
||||
@@ -668,7 +667,6 @@ func (g *GameManager) EvtDoSkillSuccNotify(player *model.Player, payloadMsg pb.M
|
||||
}
|
||||
|
||||
func (g *GameManager) EvtAvatarEnterFocusNotify(player *model.Player, payloadMsg pb.Message) {
|
||||
logger.Debug("user avatar enter focus, uid: %v", player.PlayerID)
|
||||
req := payloadMsg.(*proto.EvtAvatarEnterFocusNotify)
|
||||
if player.SceneLoadState != model.SceneEnterDone {
|
||||
return
|
||||
@@ -679,7 +677,6 @@ func (g *GameManager) EvtAvatarEnterFocusNotify(player *model.Player, payloadMsg
|
||||
}
|
||||
|
||||
func (g *GameManager) EvtAvatarUpdateFocusNotify(player *model.Player, payloadMsg pb.Message) {
|
||||
logger.Debug("user avatar update focus, uid: %v", player.PlayerID)
|
||||
req := payloadMsg.(*proto.EvtAvatarUpdateFocusNotify)
|
||||
if player.SceneLoadState != model.SceneEnterDone {
|
||||
return
|
||||
@@ -690,7 +687,6 @@ func (g *GameManager) EvtAvatarUpdateFocusNotify(player *model.Player, payloadMs
|
||||
}
|
||||
|
||||
func (g *GameManager) EvtAvatarExitFocusNotify(player *model.Player, payloadMsg pb.Message) {
|
||||
logger.Debug("user avatar exit focus, uid: %v", player.PlayerID)
|
||||
req := payloadMsg.(*proto.EvtAvatarExitFocusNotify)
|
||||
if player.SceneLoadState != model.SceneEnterDone {
|
||||
return
|
||||
@@ -701,7 +697,6 @@ func (g *GameManager) EvtAvatarExitFocusNotify(player *model.Player, payloadMsg
|
||||
}
|
||||
|
||||
func (g *GameManager) EvtEntityRenderersChangedNotify(player *model.Player, payloadMsg pb.Message) {
|
||||
logger.Debug("user entity render change, uid: %v", player.PlayerID)
|
||||
req := payloadMsg.(*proto.EvtEntityRenderersChangedNotify)
|
||||
if player.SceneLoadState != model.SceneEnterDone {
|
||||
return
|
||||
@@ -712,7 +707,6 @@ func (g *GameManager) EvtEntityRenderersChangedNotify(player *model.Player, payl
|
||||
}
|
||||
|
||||
func (g *GameManager) EvtCreateGadgetNotify(player *model.Player, payloadMsg pb.Message) {
|
||||
logger.Debug("user create gadget, uid: %v", player.PlayerID)
|
||||
req := payloadMsg.(*proto.EvtCreateGadgetNotify)
|
||||
if player.SceneLoadState != model.SceneEnterDone {
|
||||
return
|
||||
@@ -737,7 +731,6 @@ func (g *GameManager) EvtCreateGadgetNotify(player *model.Player, payloadMsg pb.
|
||||
}
|
||||
|
||||
func (g *GameManager) EvtDestroyGadgetNotify(player *model.Player, payloadMsg pb.Message) {
|
||||
logger.Debug("user destroy gadget, uid: %v", player.PlayerID)
|
||||
req := payloadMsg.(*proto.EvtDestroyGadgetNotify)
|
||||
if player.SceneLoadState != model.SceneEnterDone {
|
||||
return
|
||||
|
||||
Reference in New Issue
Block a user