优化代码

This commit is contained in:
flswld
2023-03-03 17:02:25 +08:00
parent ea7a071d2a
commit 42b66453fb
19 changed files with 44 additions and 98 deletions

View File

@@ -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