mirror of
https://github.com/FlourishingWorld/hk4e.git
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优化代码
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+14
-10
@@ -19,11 +19,11 @@ import (
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const (
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ENTITY_MAX_BATCH_SEND_NUM = 1000 // 单次同步的最大实体数量
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ENTITY_LOD = 100 // 实体加载视野距离
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ENTITY_LOD = 300 // 实体加载视野距离
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)
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func (g *GameManager) EnterSceneReadyReq(player *model.Player, payloadMsg pb.Message) {
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logger.Debug("user enter scene ready, uid: %v", player.PlayerID)
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logger.Debug("player enter scene ready, uid: %v", player.PlayerID)
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world := WORLD_MANAGER.GetWorldByID(player.WorldId)
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enterScenePeerNotify := &proto.EnterScenePeerNotify{
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@@ -41,7 +41,7 @@ func (g *GameManager) EnterSceneReadyReq(player *model.Player, payloadMsg pb.Mes
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}
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func (g *GameManager) SceneInitFinishReq(player *model.Player, payloadMsg pb.Message) {
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logger.Debug("user scene init finish, uid: %v", player.PlayerID)
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logger.Debug("player scene init finish, uid: %v", player.PlayerID)
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world := WORLD_MANAGER.GetWorldByID(player.WorldId)
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scene := world.GetSceneById(player.SceneId)
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if scene == nil {
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@@ -243,7 +243,7 @@ func (g *GameManager) SceneInitFinishReq(player *model.Player, payloadMsg pb.Mes
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}
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func (g *GameManager) EnterSceneDoneReq(player *model.Player, payloadMsg pb.Message) {
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logger.Debug("user enter scene done, uid: %v", player.PlayerID)
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logger.Debug("player enter scene done, uid: %v", player.PlayerID)
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world := WORLD_MANAGER.GetWorldByID(player.WorldId)
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scene := world.GetSceneById(player.SceneId)
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if scene == nil {
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@@ -279,6 +279,9 @@ func (g *GameManager) EnterSceneDoneReq(player *model.Player, payloadMsg pb.Mess
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if distance2D > ENTITY_LOD {
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continue
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}
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if group.DynamicLoad {
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continue
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}
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for _, monster := range group.MonsterList {
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g.CreateConfigEntity(scene, monster.ObjectId, monster)
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}
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@@ -332,7 +335,7 @@ func (g *GameManager) EnterSceneDoneReq(player *model.Player, payloadMsg pb.Mess
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}
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func (g *GameManager) PostEnterSceneReq(player *model.Player, payloadMsg pb.Message) {
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logger.Debug("user post enter scene, uid: %v", player.PlayerID)
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logger.Debug("player post enter scene, uid: %v", player.PlayerID)
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postEnterSceneRsp := &proto.PostEnterSceneRsp{
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EnterSceneToken: player.EnterSceneToken,
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@@ -341,7 +344,6 @@ func (g *GameManager) PostEnterSceneReq(player *model.Player, payloadMsg pb.Mess
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}
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func (g *GameManager) ChangeGameTimeReq(player *model.Player, payloadMsg pb.Message) {
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logger.Debug("user change game time, uid: %v", player.PlayerID)
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req := payloadMsg.(*proto.ChangeGameTimeReq)
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gameTime := req.GameTime
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world := WORLD_MANAGER.GetWorldByID(player.WorldId)
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@@ -370,11 +372,13 @@ func (g *GameManager) ChangeGameTimeReq(player *model.Player, payloadMsg pb.Mess
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func (g *GameManager) SceneEntityDrownReq(player *model.Player, payloadMsg pb.Message) {
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req := payloadMsg.(*proto.SceneEntityDrownReq)
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logger.Error("entity drown, entityId: %v", req.EntityId)
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world := WORLD_MANAGER.GetWorldByID(player.WorldId)
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scene := world.GetSceneById(player.SceneId)
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scene.DestroyEntity(req.EntityId)
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// PacketSceneEntityDrownRsp
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sceneEntityDrownRsp := new(proto.SceneEntityDrownRsp)
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sceneEntityDrownRsp.EntityId = req.EntityId
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sceneEntityDrownRsp := &proto.SceneEntityDrownRsp{
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EntityId: req.EntityId,
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}
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g.SendMsg(cmd.SceneEntityDrownRsp, player.PlayerID, player.ClientSeq, sceneEntityDrownRsp)
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}
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