mirror of
https://github.com/FlourishingWorld/hk4e.git
synced 2026-03-01 00:35:36 +08:00
优化架构
This commit is contained in:
711
gs/game/user_scene.go
Normal file
711
gs/game/user_scene.go
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@@ -0,0 +1,711 @@
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package game
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import (
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pb "google.golang.org/protobuf/proto"
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"hk4e/common/utils/object"
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"hk4e/common/utils/random"
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gdc "hk4e/gs/config"
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"hk4e/gs/constant"
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"hk4e/gs/model"
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"hk4e/logger"
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"hk4e/protocol/cmd"
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"hk4e/protocol/proto"
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"strconv"
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"time"
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)
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func (g *GameManager) EnterSceneReadyReq(player *model.Player, payloadMsg pb.Message) {
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logger.LOG.Debug("user enter scene ready, uid: %v", player.PlayerID)
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// PacketEnterScenePeerNotify
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enterScenePeerNotify := new(proto.EnterScenePeerNotify)
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enterScenePeerNotify.DestSceneId = player.SceneId
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world := g.worldManager.GetWorldByID(player.WorldId)
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enterScenePeerNotify.PeerId = player.PeerId
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enterScenePeerNotify.HostPeerId = world.owner.PeerId
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enterScenePeerNotify.EnterSceneToken = player.EnterSceneToken
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g.SendMsg(cmd.EnterScenePeerNotify, player.PlayerID, player.ClientSeq, enterScenePeerNotify)
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// PacketEnterSceneReadyRsp
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enterSceneReadyRsp := new(proto.EnterSceneReadyRsp)
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enterSceneReadyRsp.EnterSceneToken = player.EnterSceneToken
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g.SendMsg(cmd.EnterSceneReadyRsp, player.PlayerID, player.ClientSeq, enterSceneReadyRsp)
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}
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func (g *GameManager) SceneInitFinishReq(player *model.Player, payloadMsg pb.Message) {
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logger.LOG.Debug("user scene init finish, uid: %v", player.PlayerID)
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// PacketServerTimeNotify
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serverTimeNotify := new(proto.ServerTimeNotify)
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serverTimeNotify.ServerTime = uint64(time.Now().UnixMilli())
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g.SendMsg(cmd.ServerTimeNotify, player.PlayerID, player.ClientSeq, serverTimeNotify)
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// PacketWorldPlayerInfoNotify
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worldPlayerInfoNotify := new(proto.WorldPlayerInfoNotify)
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world := g.worldManager.GetWorldByID(player.WorldId)
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scene := world.GetSceneById(player.SceneId)
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for _, worldPlayer := range world.playerMap {
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onlinePlayerInfo := new(proto.OnlinePlayerInfo)
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onlinePlayerInfo.Uid = worldPlayer.PlayerID
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onlinePlayerInfo.Nickname = worldPlayer.NickName
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onlinePlayerInfo.PlayerLevel = worldPlayer.PropertiesMap[constant.PlayerPropertyConst.PROP_PLAYER_LEVEL]
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onlinePlayerInfo.MpSettingType = proto.MpSettingType(worldPlayer.PropertiesMap[constant.PlayerPropertyConst.PROP_PLAYER_MP_SETTING_TYPE])
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onlinePlayerInfo.NameCardId = worldPlayer.NameCard
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onlinePlayerInfo.Signature = worldPlayer.Signature
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onlinePlayerInfo.ProfilePicture = &proto.ProfilePicture{AvatarId: worldPlayer.HeadImage}
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onlinePlayerInfo.CurPlayerNumInWorld = uint32(len(world.playerMap))
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worldPlayerInfoNotify.PlayerInfoList = append(worldPlayerInfoNotify.PlayerInfoList, onlinePlayerInfo)
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worldPlayerInfoNotify.PlayerUidList = append(worldPlayerInfoNotify.PlayerUidList, worldPlayer.PlayerID)
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}
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g.SendMsg(cmd.WorldPlayerInfoNotify, player.PlayerID, player.ClientSeq, worldPlayerInfoNotify)
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// PacketWorldDataNotify
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worldDataNotify := new(proto.WorldDataNotify)
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worldDataNotify.WorldPropMap = make(map[uint32]*proto.PropValue)
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// 世界等级
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worldDataNotify.WorldPropMap[1] = &proto.PropValue{
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Type: 1,
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Val: int64(world.worldLevel),
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Value: &proto.PropValue_Ival{Ival: int64(world.worldLevel)},
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}
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// 是否多人游戏
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worldDataNotify.WorldPropMap[2] = &proto.PropValue{
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Type: 2,
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Val: object.ConvBoolToInt64(world.multiplayer),
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Value: &proto.PropValue_Ival{Ival: object.ConvBoolToInt64(world.multiplayer)},
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}
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g.SendMsg(cmd.WorldDataNotify, player.PlayerID, player.ClientSeq, worldDataNotify)
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// PacketPlayerWorldSceneInfoListNotify
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playerWorldSceneInfoListNotify := new(proto.PlayerWorldSceneInfoListNotify)
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playerWorldSceneInfoListNotify.InfoList = []*proto.PlayerWorldSceneInfo{
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{SceneId: 1, IsLocked: false, SceneTagIdList: []uint32{}},
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{SceneId: 3, IsLocked: false, SceneTagIdList: []uint32{102, 113, 117}},
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{SceneId: 4, IsLocked: false, SceneTagIdList: []uint32{106, 109, 117}},
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{SceneId: 5, IsLocked: false, SceneTagIdList: []uint32{}},
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{SceneId: 6, IsLocked: false, SceneTagIdList: []uint32{}},
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{SceneId: 7, IsLocked: false, SceneTagIdList: []uint32{}},
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}
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xumi := &proto.PlayerWorldSceneInfo{
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SceneId: 9,
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IsLocked: false,
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SceneTagIdList: []uint32{},
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}
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for i := 0; i < 3000; i++ {
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xumi.SceneTagIdList = append(xumi.SceneTagIdList, uint32(i))
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}
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playerWorldSceneInfoListNotify.InfoList = append(playerWorldSceneInfoListNotify.InfoList, xumi)
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g.SendMsg(cmd.PlayerWorldSceneInfoListNotify, player.PlayerID, player.ClientSeq, playerWorldSceneInfoListNotify)
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// SceneForceUnlockNotify
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g.SendMsg(cmd.SceneForceUnlockNotify, player.PlayerID, player.ClientSeq, new(proto.SceneForceUnlockNotify))
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// PacketHostPlayerNotify
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hostPlayerNotify := new(proto.HostPlayerNotify)
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hostPlayerNotify.HostUid = world.owner.PlayerID
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hostPlayerNotify.HostPeerId = world.owner.PeerId
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g.SendMsg(cmd.HostPlayerNotify, player.PlayerID, player.ClientSeq, hostPlayerNotify)
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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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g.SendMsg(cmd.SceneTimeNotify, player.PlayerID, player.ClientSeq, sceneTimeNotify)
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// PacketPlayerGameTimeNotify
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playerGameTimeNotify := new(proto.PlayerGameTimeNotify)
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playerGameTimeNotify.GameTime = scene.gameTime
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playerGameTimeNotify.Uid = player.PlayerID
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g.SendMsg(cmd.PlayerGameTimeNotify, player.PlayerID, player.ClientSeq, playerGameTimeNotify)
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// PacketPlayerEnterSceneInfoNotify
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empty := new(proto.AbilitySyncStateInfo)
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playerEnterSceneInfoNotify := new(proto.PlayerEnterSceneInfoNotify)
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activeAvatarId := player.TeamConfig.GetActiveAvatarId()
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playerTeamEntity := scene.GetPlayerTeamEntity(player.PlayerID)
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playerEnterSceneInfoNotify.CurAvatarEntityId = playerTeamEntity.avatarEntityMap[activeAvatarId]
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playerEnterSceneInfoNotify.EnterSceneToken = player.EnterSceneToken
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playerEnterSceneInfoNotify.TeamEnterInfo = &proto.TeamEnterSceneInfo{
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TeamEntityId: playerTeamEntity.teamEntityId,
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TeamAbilityInfo: empty,
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AbilityControlBlock: new(proto.AbilityControlBlock),
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}
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playerEnterSceneInfoNotify.MpLevelEntityInfo = &proto.MPLevelEntityInfo{
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EntityId: g.worldManager.GetWorldByID(player.WorldId).mpLevelEntityId,
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AuthorityPeerId: g.worldManager.GetWorldByID(player.WorldId).owner.PeerId,
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AbilityInfo: empty,
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}
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activeTeam := player.TeamConfig.GetActiveTeam()
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for _, avatarId := range activeTeam.AvatarIdList {
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if avatarId == 0 {
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break
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}
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avatar := player.AvatarMap[avatarId]
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avatarEnterSceneInfo := new(proto.AvatarEnterSceneInfo)
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avatarEnterSceneInfo.AvatarGuid = avatar.Guid
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avatarEnterSceneInfo.AvatarEntityId = playerTeamEntity.avatarEntityMap[avatarId]
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avatarEnterSceneInfo.WeaponGuid = avatar.EquipWeapon.Guid
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avatarEnterSceneInfo.WeaponEntityId = playerTeamEntity.weaponEntityMap[avatar.EquipWeapon.WeaponId]
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avatarEnterSceneInfo.AvatarAbilityInfo = empty
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avatarEnterSceneInfo.WeaponAbilityInfo = empty
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playerEnterSceneInfoNotify.AvatarEnterInfo = append(playerEnterSceneInfoNotify.AvatarEnterInfo, avatarEnterSceneInfo)
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}
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g.SendMsg(cmd.PlayerEnterSceneInfoNotify, player.PlayerID, player.ClientSeq, playerEnterSceneInfoNotify)
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// PacketSceneAreaWeatherNotify
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sceneAreaWeatherNotify := new(proto.SceneAreaWeatherNotify)
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sceneAreaWeatherNotify.WeatherAreaId = 0
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sceneAreaWeatherNotify.ClimateType = uint32(constant.ClimateTypeConst.CLIMATE_SUNNY)
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g.SendMsg(cmd.SceneAreaWeatherNotify, player.PlayerID, player.ClientSeq, sceneAreaWeatherNotify)
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// PacketScenePlayerInfoNotify
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scenePlayerInfoNotify := new(proto.ScenePlayerInfoNotify)
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for _, worldPlayer := range world.playerMap {
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onlinePlayerInfo := new(proto.OnlinePlayerInfo)
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onlinePlayerInfo.Uid = worldPlayer.PlayerID
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onlinePlayerInfo.Nickname = worldPlayer.NickName
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onlinePlayerInfo.PlayerLevel = worldPlayer.PropertiesMap[constant.PlayerPropertyConst.PROP_PLAYER_LEVEL]
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onlinePlayerInfo.MpSettingType = proto.MpSettingType(worldPlayer.PropertiesMap[constant.PlayerPropertyConst.PROP_PLAYER_MP_SETTING_TYPE])
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onlinePlayerInfo.NameCardId = worldPlayer.NameCard
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onlinePlayerInfo.Signature = worldPlayer.Signature
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onlinePlayerInfo.ProfilePicture = &proto.ProfilePicture{AvatarId: worldPlayer.HeadImage}
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onlinePlayerInfo.CurPlayerNumInWorld = uint32(len(world.playerMap))
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scenePlayerInfoNotify.PlayerInfoList = append(scenePlayerInfoNotify.PlayerInfoList, &proto.ScenePlayerInfo{
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Uid: worldPlayer.PlayerID,
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PeerId: worldPlayer.PeerId,
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Name: worldPlayer.NickName,
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SceneId: worldPlayer.SceneId,
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OnlinePlayerInfo: onlinePlayerInfo,
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})
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}
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g.SendMsg(cmd.ScenePlayerInfoNotify, player.PlayerID, player.ClientSeq, scenePlayerInfoNotify)
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// PacketSceneTeamUpdateNotify
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sceneTeamUpdateNotify := g.PacketSceneTeamUpdateNotify(world)
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g.SendMsg(cmd.SceneTeamUpdateNotify, player.PlayerID, player.ClientSeq, sceneTeamUpdateNotify)
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// PacketSyncTeamEntityNotify
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syncTeamEntityNotify := new(proto.SyncTeamEntityNotify)
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syncTeamEntityNotify.SceneId = player.SceneId
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syncTeamEntityNotify.TeamEntityInfoList = make([]*proto.TeamEntityInfo, 0)
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if world.multiplayer {
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for _, worldPlayer := range world.playerMap {
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if worldPlayer.PlayerID == player.PlayerID {
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continue
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}
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worldPlayerScene := world.GetSceneById(worldPlayer.SceneId)
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worldPlayerTeamEntity := worldPlayerScene.GetPlayerTeamEntity(worldPlayer.PlayerID)
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teamEntityInfo := &proto.TeamEntityInfo{
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TeamEntityId: worldPlayerTeamEntity.teamEntityId,
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AuthorityPeerId: worldPlayer.PeerId,
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TeamAbilityInfo: new(proto.AbilitySyncStateInfo),
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}
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syncTeamEntityNotify.TeamEntityInfoList = append(syncTeamEntityNotify.TeamEntityInfoList, teamEntityInfo)
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}
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}
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g.SendMsg(cmd.SyncTeamEntityNotify, player.PlayerID, player.ClientSeq, syncTeamEntityNotify)
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// PacketSyncScenePlayTeamEntityNotify
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syncScenePlayTeamEntityNotify := new(proto.SyncScenePlayTeamEntityNotify)
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syncScenePlayTeamEntityNotify.SceneId = player.SceneId
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g.SendMsg(cmd.SyncScenePlayTeamEntityNotify, player.PlayerID, player.ClientSeq, syncScenePlayTeamEntityNotify)
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// PacketSceneInitFinishRsp
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SceneInitFinishRsp := new(proto.SceneInitFinishRsp)
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SceneInitFinishRsp.EnterSceneToken = player.EnterSceneToken
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g.SendMsg(cmd.SceneInitFinishRsp, player.PlayerID, player.ClientSeq, SceneInitFinishRsp)
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player.SceneLoadState = model.SceneInitFinish
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}
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func (g *GameManager) EnterSceneDoneReq(player *model.Player, payloadMsg pb.Message) {
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logger.LOG.Debug("user enter scene done, uid: %v", player.PlayerID)
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// PacketEnterSceneDoneRsp
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enterSceneDoneRsp := new(proto.EnterSceneDoneRsp)
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enterSceneDoneRsp.EnterSceneToken = player.EnterSceneToken
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g.SendMsg(cmd.EnterSceneDoneRsp, player.PlayerID, player.ClientSeq, enterSceneDoneRsp)
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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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g.SendMsg(cmd.PlayerTimeNotify, player.PlayerID, player.ClientSeq, playerTimeNotify)
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player.SceneLoadState = model.SceneEnterDone
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world := g.worldManager.GetWorldByID(player.WorldId)
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scene := world.GetSceneById(player.SceneId)
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playerTeamEntity := scene.GetPlayerTeamEntity(player.PlayerID)
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activeAvatarId := player.TeamConfig.GetActiveAvatarId()
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g.AddSceneEntityNotify(player, proto.VisionType_VISION_TYPE_BORN, []uint32{playerTeamEntity.avatarEntityMap[activeAvatarId]}, true)
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// 通过aoi获取场景中在自己周围格子里的全部实体id
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entityIdList := world.aoiManager.GetEntityIdListByPos(float32(player.Pos.X), float32(player.Pos.Y), float32(player.Pos.Z))
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g.AddSceneEntityNotify(player, proto.VisionType_VISION_TYPE_MEET, entityIdList, false)
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}
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func (g *GameManager) PostEnterSceneReq(player *model.Player, payloadMsg pb.Message) {
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logger.LOG.Debug("user post enter scene, uid: %v", player.PlayerID)
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// PacketPostEnterSceneRsp
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postEnterSceneRsp := new(proto.PostEnterSceneRsp)
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postEnterSceneRsp.EnterSceneToken = player.EnterSceneToken
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g.SendMsg(cmd.PostEnterSceneRsp, player.PlayerID, player.ClientSeq, postEnterSceneRsp)
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}
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func (g *GameManager) EnterWorldAreaReq(player *model.Player, payloadMsg pb.Message) {
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logger.LOG.Debug("user enter world area, uid: %v", player.PlayerID)
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req := payloadMsg.(*proto.EnterWorldAreaReq)
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// PacketEnterWorldAreaRsp
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enterWorldAreaRsp := new(proto.EnterWorldAreaRsp)
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enterWorldAreaRsp.AreaType = req.AreaType
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enterWorldAreaRsp.AreaId = req.AreaId
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g.SendMsg(cmd.EnterWorldAreaRsp, player.PlayerID, player.ClientSeq, enterWorldAreaRsp)
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}
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func (g *GameManager) ChangeGameTimeReq(player *model.Player, payloadMsg pb.Message) {
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logger.LOG.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 := g.worldManager.GetWorldByID(player.WorldId)
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scene := world.GetSceneById(player.SceneId)
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scene.ChangeGameTime(gameTime)
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for _, scenePlayer := range scene.playerMap {
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// PacketPlayerGameTimeNotify
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playerGameTimeNotify := new(proto.PlayerGameTimeNotify)
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playerGameTimeNotify.GameTime = scene.gameTime
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playerGameTimeNotify.Uid = scenePlayer.PlayerID
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g.SendMsg(cmd.PlayerGameTimeNotify, scenePlayer.PlayerID, scenePlayer.ClientSeq, playerGameTimeNotify)
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}
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// PacketChangeGameTimeRsp
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changeGameTimeRsp := new(proto.ChangeGameTimeRsp)
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changeGameTimeRsp.CurGameTime = scene.gameTime
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g.SendMsg(cmd.ChangeGameTimeRsp, player.PlayerID, player.ClientSeq, changeGameTimeRsp)
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}
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func (g *GameManager) PacketPlayerEnterSceneNotify(player *model.Player) *proto.PlayerEnterSceneNotify {
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player.EnterSceneToken = uint32(random.GetRandomInt32(1000, 99999))
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playerEnterSceneNotify := new(proto.PlayerEnterSceneNotify)
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playerEnterSceneNotify.SceneId = player.SceneId
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playerEnterSceneNotify.Pos = &proto.Vector{X: float32(player.Pos.X), Y: float32(player.Pos.Y), Z: float32(player.Pos.Z)}
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playerEnterSceneNotify.SceneBeginTime = uint64(time.Now().UnixMilli())
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playerEnterSceneNotify.Type = proto.EnterType_ENTER_TYPE_SELF
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playerEnterSceneNotify.TargetUid = player.PlayerID
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playerEnterSceneNotify.EnterSceneToken = player.EnterSceneToken
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playerEnterSceneNotify.WorldLevel = player.PropertiesMap[constant.PlayerPropertyConst.PROP_PLAYER_WORLD_LEVEL]
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playerEnterSceneNotify.EnterReason = uint32(constant.EnterReasonConst.Login)
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// 刚登录进入场景的时候才为true
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playerEnterSceneNotify.IsFirstLoginEnterScene = true
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playerEnterSceneNotify.WorldType = 1
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playerEnterSceneNotify.SceneTransaction = strconv.Itoa(int(player.SceneId)) + "-" +
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strconv.Itoa(int(player.PlayerID)) + "-" +
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strconv.Itoa(int(time.Now().Unix())) + "-" +
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"18402"
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return playerEnterSceneNotify
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}
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func (g *GameManager) PacketPlayerEnterSceneNotifyTp(
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player *model.Player,
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enterType proto.EnterType,
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enterReason uint32,
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prevSceneId uint32,
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prevPos *model.Vector,
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) *proto.PlayerEnterSceneNotify {
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return g.PacketPlayerEnterSceneNotifyMp(player, player, enterType, enterReason, prevSceneId, prevPos)
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}
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func (g *GameManager) PacketPlayerEnterSceneNotifyMp(
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player *model.Player,
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targetPlayer *model.Player,
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enterType proto.EnterType,
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enterReason uint32,
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prevSceneId uint32,
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prevPos *model.Vector,
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) *proto.PlayerEnterSceneNotify {
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player.EnterSceneToken = uint32(random.GetRandomInt32(1000, 99999))
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playerEnterSceneNotify := new(proto.PlayerEnterSceneNotify)
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playerEnterSceneNotify.PrevSceneId = prevSceneId
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playerEnterSceneNotify.PrevPos = &proto.Vector{X: float32(prevPos.X), Y: float32(prevPos.Y), Z: float32(prevPos.Z)}
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playerEnterSceneNotify.SceneId = player.SceneId
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playerEnterSceneNotify.Pos = &proto.Vector{X: float32(player.Pos.X), Y: float32(player.Pos.Y), Z: float32(player.Pos.Z)}
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playerEnterSceneNotify.SceneBeginTime = uint64(time.Now().UnixMilli())
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playerEnterSceneNotify.Type = enterType
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playerEnterSceneNotify.TargetUid = targetPlayer.PlayerID
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playerEnterSceneNotify.EnterSceneToken = player.EnterSceneToken
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playerEnterSceneNotify.WorldLevel = targetPlayer.PropertiesMap[constant.PlayerPropertyConst.PROP_PLAYER_WORLD_LEVEL]
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playerEnterSceneNotify.EnterReason = enterReason
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playerEnterSceneNotify.WorldType = 1
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playerEnterSceneNotify.SceneTransaction = strconv.Itoa(int(player.SceneId)) + "-" +
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strconv.Itoa(int(targetPlayer.PlayerID)) + "-" +
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strconv.Itoa(int(time.Now().Unix())) + "-" +
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"18402"
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//playerEnterSceneNotify.SceneTagIdList = []uint32{102, 107, 109, 113, 117}
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playerEnterSceneNotify.SceneTagIdList = make([]uint32, 0)
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for sceneTagId := uint32(0); sceneTagId < 3000; sceneTagId++ {
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playerEnterSceneNotify.SceneTagIdList = append(playerEnterSceneNotify.SceneTagIdList, sceneTagId)
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}
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return playerEnterSceneNotify
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}
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func (g *GameManager) AddSceneEntityNotifyToPlayer(player *model.Player, visionType proto.VisionType, entityList []*proto.SceneEntityInfo) {
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// PacketSceneEntityAppearNotify
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sceneEntityAppearNotify := new(proto.SceneEntityAppearNotify)
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sceneEntityAppearNotify.AppearType = visionType
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sceneEntityAppearNotify.EntityList = entityList
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g.SendMsg(cmd.SceneEntityAppearNotify, player.PlayerID, player.ClientSeq, sceneEntityAppearNotify)
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logger.LOG.Debug("SceneEntityAppearNotify, uid: %v, type: %v, len: %v",
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player.PlayerID, sceneEntityAppearNotify.AppearType, len(sceneEntityAppearNotify.EntityList))
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}
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||||
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func (g *GameManager) AddSceneEntityNotifyBroadcast(scene *Scene, visionType proto.VisionType, entityList []*proto.SceneEntityInfo) {
|
||||
// PacketSceneEntityAppearNotify
|
||||
sceneEntityAppearNotify := new(proto.SceneEntityAppearNotify)
|
||||
sceneEntityAppearNotify.AppearType = visionType
|
||||
sceneEntityAppearNotify.EntityList = entityList
|
||||
for _, scenePlayer := range scene.playerMap {
|
||||
g.SendMsg(cmd.SceneEntityAppearNotify, scenePlayer.PlayerID, scenePlayer.ClientSeq, sceneEntityAppearNotify)
|
||||
logger.LOG.Debug("SceneEntityAppearNotify, uid: %v, type: %v, len: %v",
|
||||
scenePlayer.PlayerID, sceneEntityAppearNotify.AppearType, len(sceneEntityAppearNotify.EntityList))
|
||||
}
|
||||
}
|
||||
|
||||
func (g *GameManager) RemoveSceneEntityNotifyToPlayer(player *model.Player, entityIdList []uint32) {
|
||||
// PacketSceneEntityDisappearNotify
|
||||
sceneEntityDisappearNotify := new(proto.SceneEntityDisappearNotify)
|
||||
sceneEntityDisappearNotify.EntityList = entityIdList
|
||||
sceneEntityDisappearNotify.DisappearType = proto.VisionType_VISION_TYPE_REMOVE
|
||||
g.SendMsg(cmd.SceneEntityDisappearNotify, player.PlayerID, player.ClientSeq, sceneEntityDisappearNotify)
|
||||
logger.LOG.Debug("SceneEntityDisappearNotify, uid: %v, type: %v, len: %v",
|
||||
player.PlayerID, sceneEntityDisappearNotify.DisappearType, len(sceneEntityDisappearNotify.EntityList))
|
||||
}
|
||||
|
||||
func (g *GameManager) RemoveSceneEntityNotifyBroadcast(scene *Scene, entityIdList []uint32) {
|
||||
// PacketSceneEntityDisappearNotify
|
||||
sceneEntityDisappearNotify := new(proto.SceneEntityDisappearNotify)
|
||||
sceneEntityDisappearNotify.EntityList = entityIdList
|
||||
sceneEntityDisappearNotify.DisappearType = proto.VisionType_VISION_TYPE_REMOVE
|
||||
for _, scenePlayer := range scene.playerMap {
|
||||
g.SendMsg(cmd.SceneEntityDisappearNotify, scenePlayer.PlayerID, scenePlayer.ClientSeq, sceneEntityDisappearNotify)
|
||||
logger.LOG.Debug("SceneEntityDisappearNotify, uid: %v, type: %v, len: %v",
|
||||
scenePlayer.PlayerID, sceneEntityDisappearNotify.DisappearType, len(sceneEntityDisappearNotify.EntityList))
|
||||
}
|
||||
}
|
||||
|
||||
func (g *GameManager) AddSceneEntityNotify(player *model.Player, visionType proto.VisionType, entityIdList []uint32, broadcast bool) {
|
||||
world := g.worldManager.GetWorldByID(player.WorldId)
|
||||
scene := world.GetSceneById(player.SceneId)
|
||||
entityList := make([]*proto.SceneEntityInfo, 0)
|
||||
for _, entityId := range entityIdList {
|
||||
entity := scene.entityMap[entityId]
|
||||
if entity == nil {
|
||||
logger.LOG.Error("get entity is nil, entityId: %v", entityId)
|
||||
continue
|
||||
}
|
||||
switch entity.entityType {
|
||||
case uint32(proto.ProtEntityType_PROT_ENTITY_TYPE_AVATAR):
|
||||
if visionType == proto.VisionType_VISION_TYPE_MEET && entity.avatarEntity.uid == player.PlayerID {
|
||||
continue
|
||||
}
|
||||
scenePlayer := g.userManager.GetOnlineUser(entity.avatarEntity.uid)
|
||||
if scenePlayer == nil {
|
||||
logger.LOG.Error("get scene player is nil, world id: %v, scene id: %v", world.id, scene.id)
|
||||
continue
|
||||
}
|
||||
if scenePlayer.SceneLoadState != model.SceneEnterDone {
|
||||
continue
|
||||
}
|
||||
if entity.avatarEntity.avatarId != scenePlayer.TeamConfig.GetActiveAvatarId() {
|
||||
continue
|
||||
}
|
||||
sceneEntityInfoAvatar := g.PacketSceneEntityInfoAvatar(scene, scenePlayer, scenePlayer.TeamConfig.GetActiveAvatarId())
|
||||
entityList = append(entityList, sceneEntityInfoAvatar)
|
||||
case uint32(proto.ProtEntityType_PROT_ENTITY_TYPE_WEAPON):
|
||||
case uint32(proto.ProtEntityType_PROT_ENTITY_TYPE_MONSTER):
|
||||
sceneEntityInfoMonster := g.PacketSceneEntityInfoMonster(scene, entity.id)
|
||||
entityList = append(entityList, sceneEntityInfoMonster)
|
||||
case uint32(proto.ProtEntityType_PROT_ENTITY_TYPE_GADGET):
|
||||
sceneEntityInfoGadget := g.PacketSceneEntityInfoGadget(scene, entity.id)
|
||||
entityList = append(entityList, sceneEntityInfoGadget)
|
||||
}
|
||||
}
|
||||
if broadcast {
|
||||
g.AddSceneEntityNotifyBroadcast(scene, visionType, entityList)
|
||||
} else {
|
||||
g.AddSceneEntityNotifyToPlayer(player, visionType, entityList)
|
||||
}
|
||||
}
|
||||
|
||||
func (g *GameManager) PacketFightPropMapToPbFightPropList(fightPropMap map[uint32]float32) []*proto.FightPropPair {
|
||||
fightPropList := []*proto.FightPropPair{
|
||||
{
|
||||
PropType: uint32(constant.FightPropertyConst.FIGHT_PROP_BASE_HP),
|
||||
PropValue: fightPropMap[uint32(constant.FightPropertyConst.FIGHT_PROP_BASE_HP)],
|
||||
},
|
||||
{
|
||||
PropType: uint32(constant.FightPropertyConst.FIGHT_PROP_BASE_ATTACK),
|
||||
PropValue: fightPropMap[uint32(constant.FightPropertyConst.FIGHT_PROP_BASE_ATTACK)],
|
||||
},
|
||||
{
|
||||
PropType: uint32(constant.FightPropertyConst.FIGHT_PROP_BASE_DEFENSE),
|
||||
PropValue: fightPropMap[uint32(constant.FightPropertyConst.FIGHT_PROP_BASE_DEFENSE)],
|
||||
},
|
||||
{
|
||||
PropType: uint32(constant.FightPropertyConst.FIGHT_PROP_CRITICAL),
|
||||
PropValue: fightPropMap[uint32(constant.FightPropertyConst.FIGHT_PROP_CRITICAL)],
|
||||
},
|
||||
{
|
||||
PropType: uint32(constant.FightPropertyConst.FIGHT_PROP_CRITICAL_HURT),
|
||||
PropValue: fightPropMap[uint32(constant.FightPropertyConst.FIGHT_PROP_CRITICAL_HURT)],
|
||||
},
|
||||
{
|
||||
PropType: uint32(constant.FightPropertyConst.FIGHT_PROP_CHARGE_EFFICIENCY),
|
||||
PropValue: fightPropMap[uint32(constant.FightPropertyConst.FIGHT_PROP_CHARGE_EFFICIENCY)],
|
||||
},
|
||||
{
|
||||
PropType: uint32(constant.FightPropertyConst.FIGHT_PROP_CUR_HP),
|
||||
PropValue: fightPropMap[uint32(constant.FightPropertyConst.FIGHT_PROP_CUR_HP)],
|
||||
},
|
||||
{
|
||||
PropType: uint32(constant.FightPropertyConst.FIGHT_PROP_MAX_HP),
|
||||
PropValue: fightPropMap[uint32(constant.FightPropertyConst.FIGHT_PROP_MAX_HP)],
|
||||
},
|
||||
{
|
||||
PropType: uint32(constant.FightPropertyConst.FIGHT_PROP_CUR_ATTACK),
|
||||
PropValue: fightPropMap[uint32(constant.FightPropertyConst.FIGHT_PROP_CUR_ATTACK)],
|
||||
},
|
||||
{
|
||||
PropType: uint32(constant.FightPropertyConst.FIGHT_PROP_CUR_DEFENSE),
|
||||
PropValue: fightPropMap[uint32(constant.FightPropertyConst.FIGHT_PROP_CUR_DEFENSE)],
|
||||
},
|
||||
}
|
||||
return fightPropList
|
||||
}
|
||||
|
||||
func (g *GameManager) PacketSceneEntityInfoAvatar(scene *Scene, player *model.Player, avatarId uint32) *proto.SceneEntityInfo {
|
||||
playerTeamEntity := scene.GetPlayerTeamEntity(player.PlayerID)
|
||||
entity := scene.GetEntity(playerTeamEntity.avatarEntityMap[avatarId])
|
||||
if entity == nil {
|
||||
return new(proto.SceneEntityInfo)
|
||||
}
|
||||
sceneEntityInfo := &proto.SceneEntityInfo{
|
||||
EntityType: proto.ProtEntityType_PROT_ENTITY_TYPE_AVATAR,
|
||||
EntityId: entity.id,
|
||||
MotionInfo: &proto.MotionInfo{
|
||||
Pos: &proto.Vector{
|
||||
X: float32(entity.pos.X),
|
||||
Y: float32(entity.pos.Y),
|
||||
Z: float32(entity.pos.Z),
|
||||
},
|
||||
Rot: &proto.Vector{
|
||||
X: float32(entity.rot.X),
|
||||
Y: float32(entity.rot.Y),
|
||||
Z: float32(entity.rot.Z),
|
||||
},
|
||||
Speed: &proto.Vector{},
|
||||
State: proto.MotionState(entity.moveState),
|
||||
},
|
||||
PropList: []*proto.PropPair{{Type: uint32(constant.PlayerPropertyConst.PROP_LEVEL), PropValue: &proto.PropValue{
|
||||
Type: uint32(constant.PlayerPropertyConst.PROP_LEVEL),
|
||||
Value: &proto.PropValue_Ival{Ival: int64(entity.level)},
|
||||
Val: int64(entity.level),
|
||||
}}},
|
||||
FightPropList: g.PacketFightPropMapToPbFightPropList(entity.fightProp),
|
||||
LifeState: 1,
|
||||
AnimatorParaList: make([]*proto.AnimatorParameterValueInfoPair, 0),
|
||||
Entity: &proto.SceneEntityInfo_Avatar{
|
||||
Avatar: g.PacketSceneAvatarInfo(scene, player, avatarId),
|
||||
},
|
||||
EntityClientData: new(proto.EntityClientData),
|
||||
EntityAuthorityInfo: &proto.EntityAuthorityInfo{
|
||||
AbilityInfo: new(proto.AbilitySyncStateInfo),
|
||||
RendererChangedInfo: new(proto.EntityRendererChangedInfo),
|
||||
AiInfo: &proto.SceneEntityAiInfo{
|
||||
IsAiOpen: true,
|
||||
BornPos: new(proto.Vector),
|
||||
},
|
||||
BornPos: new(proto.Vector),
|
||||
},
|
||||
LastMoveSceneTimeMs: entity.lastMoveSceneTimeMs,
|
||||
LastMoveReliableSeq: entity.lastMoveReliableSeq,
|
||||
}
|
||||
return sceneEntityInfo
|
||||
}
|
||||
|
||||
func (g *GameManager) PacketSceneEntityInfoMonster(scene *Scene, entityId uint32) *proto.SceneEntityInfo {
|
||||
entity := scene.GetEntity(entityId)
|
||||
if entity == nil {
|
||||
return new(proto.SceneEntityInfo)
|
||||
}
|
||||
pos := &proto.Vector{
|
||||
X: float32(entity.pos.X),
|
||||
Y: float32(entity.pos.Y),
|
||||
Z: float32(entity.pos.Z),
|
||||
}
|
||||
sceneEntityInfo := &proto.SceneEntityInfo{
|
||||
EntityType: proto.ProtEntityType_PROT_ENTITY_TYPE_MONSTER,
|
||||
EntityId: entity.id,
|
||||
MotionInfo: &proto.MotionInfo{
|
||||
Pos: pos,
|
||||
Rot: &proto.Vector{
|
||||
X: float32(entity.rot.X),
|
||||
Y: float32(entity.rot.Y),
|
||||
Z: float32(entity.rot.Z),
|
||||
},
|
||||
Speed: &proto.Vector{},
|
||||
State: proto.MotionState(entity.moveState),
|
||||
},
|
||||
PropList: []*proto.PropPair{{Type: uint32(constant.PlayerPropertyConst.PROP_LEVEL), PropValue: &proto.PropValue{
|
||||
Type: uint32(constant.PlayerPropertyConst.PROP_LEVEL),
|
||||
Value: &proto.PropValue_Ival{Ival: int64(entity.level)},
|
||||
Val: int64(entity.level),
|
||||
}}},
|
||||
FightPropList: g.PacketFightPropMapToPbFightPropList(entity.fightProp),
|
||||
LifeState: 1,
|
||||
AnimatorParaList: make([]*proto.AnimatorParameterValueInfoPair, 0),
|
||||
Entity: &proto.SceneEntityInfo_Monster{
|
||||
Monster: g.PacketSceneMonsterInfo(),
|
||||
},
|
||||
EntityClientData: new(proto.EntityClientData),
|
||||
EntityAuthorityInfo: &proto.EntityAuthorityInfo{
|
||||
AbilityInfo: new(proto.AbilitySyncStateInfo),
|
||||
RendererChangedInfo: new(proto.EntityRendererChangedInfo),
|
||||
AiInfo: &proto.SceneEntityAiInfo{
|
||||
IsAiOpen: true,
|
||||
BornPos: pos,
|
||||
},
|
||||
BornPos: pos,
|
||||
},
|
||||
}
|
||||
return sceneEntityInfo
|
||||
}
|
||||
|
||||
func (g *GameManager) PacketSceneEntityInfoGadget(scene *Scene, entityId uint32) *proto.SceneEntityInfo {
|
||||
entity := scene.GetEntity(entityId)
|
||||
if entity == nil {
|
||||
return new(proto.SceneEntityInfo)
|
||||
}
|
||||
sceneEntityInfo := &proto.SceneEntityInfo{
|
||||
EntityType: proto.ProtEntityType_PROT_ENTITY_TYPE_GADGET,
|
||||
EntityId: entity.id,
|
||||
MotionInfo: &proto.MotionInfo{
|
||||
Pos: &proto.Vector{
|
||||
X: float32(entity.pos.X),
|
||||
Y: float32(entity.pos.Y),
|
||||
Z: float32(entity.pos.Z),
|
||||
},
|
||||
Rot: &proto.Vector{
|
||||
X: float32(entity.rot.X),
|
||||
Y: float32(entity.rot.Y),
|
||||
Z: float32(entity.rot.Z),
|
||||
},
|
||||
Speed: &proto.Vector{},
|
||||
State: proto.MotionState(entity.moveState),
|
||||
},
|
||||
PropList: []*proto.PropPair{{Type: uint32(constant.PlayerPropertyConst.PROP_LEVEL), PropValue: &proto.PropValue{
|
||||
Type: uint32(constant.PlayerPropertyConst.PROP_LEVEL),
|
||||
Value: &proto.PropValue_Ival{Ival: int64(1)},
|
||||
Val: int64(1),
|
||||
}}},
|
||||
FightPropList: g.PacketFightPropMapToPbFightPropList(entity.fightProp),
|
||||
LifeState: 1,
|
||||
AnimatorParaList: make([]*proto.AnimatorParameterValueInfoPair, 0),
|
||||
Entity: &proto.SceneEntityInfo_Gadget{
|
||||
Gadget: g.PacketSceneGadgetInfo(entity.gadgetEntity.gatherId),
|
||||
},
|
||||
EntityClientData: new(proto.EntityClientData),
|
||||
EntityAuthorityInfo: &proto.EntityAuthorityInfo{
|
||||
AbilityInfo: new(proto.AbilitySyncStateInfo),
|
||||
RendererChangedInfo: new(proto.EntityRendererChangedInfo),
|
||||
AiInfo: &proto.SceneEntityAiInfo{
|
||||
IsAiOpen: true,
|
||||
BornPos: new(proto.Vector),
|
||||
},
|
||||
BornPos: new(proto.Vector),
|
||||
},
|
||||
}
|
||||
return sceneEntityInfo
|
||||
}
|
||||
|
||||
func (g *GameManager) PacketSceneAvatarInfo(scene *Scene, player *model.Player, avatarId uint32) *proto.SceneAvatarInfo {
|
||||
activeAvatarId := player.TeamConfig.GetActiveAvatarId()
|
||||
activeAvatar := player.AvatarMap[activeAvatarId]
|
||||
playerTeamEntity := scene.GetPlayerTeamEntity(player.PlayerID)
|
||||
equipIdList := make([]uint32, 0)
|
||||
weapon := player.AvatarMap[avatarId].EquipWeapon
|
||||
equipIdList = append(equipIdList, weapon.ItemId)
|
||||
for _, reliquary := range player.AvatarMap[avatarId].EquipReliquaryList {
|
||||
equipIdList = append(equipIdList, reliquary.ItemId)
|
||||
}
|
||||
sceneAvatarInfo := &proto.SceneAvatarInfo{
|
||||
Uid: player.PlayerID,
|
||||
AvatarId: avatarId,
|
||||
Guid: player.AvatarMap[avatarId].Guid,
|
||||
PeerId: player.PeerId,
|
||||
EquipIdList: equipIdList,
|
||||
SkillDepotId: player.AvatarMap[avatarId].SkillDepotId,
|
||||
Weapon: &proto.SceneWeaponInfo{
|
||||
EntityId: playerTeamEntity.weaponEntityMap[activeAvatar.EquipWeapon.WeaponId],
|
||||
GadgetId: uint32(gdc.CONF.ItemDataMap[int32(weapon.ItemId)].GadgetId),
|
||||
ItemId: weapon.ItemId,
|
||||
Guid: weapon.Guid,
|
||||
Level: uint32(weapon.Level),
|
||||
AbilityInfo: new(proto.AbilitySyncStateInfo),
|
||||
},
|
||||
ReliquaryList: nil,
|
||||
SkillLevelMap: player.AvatarMap[avatarId].SkillLevelMap,
|
||||
WearingFlycloakId: player.AvatarMap[avatarId].FlyCloak,
|
||||
CostumeId: player.AvatarMap[avatarId].Costume,
|
||||
BornTime: uint32(player.AvatarMap[avatarId].BornTime),
|
||||
TeamResonanceList: make([]uint32, 0),
|
||||
}
|
||||
for id := range player.TeamConfig.TeamResonances {
|
||||
sceneAvatarInfo.TeamResonanceList = append(sceneAvatarInfo.TeamResonanceList, uint32(id))
|
||||
}
|
||||
return sceneAvatarInfo
|
||||
}
|
||||
|
||||
func (g *GameManager) PacketSceneMonsterInfo() *proto.SceneMonsterInfo {
|
||||
sceneMonsterInfo := &proto.SceneMonsterInfo{
|
||||
MonsterId: 20011301,
|
||||
AuthorityPeerId: 1,
|
||||
BornType: proto.MonsterBornType_MONSTER_BORN_TYPE_DEFAULT,
|
||||
BlockId: 3001,
|
||||
TitleId: 3001,
|
||||
SpecialNameId: 40,
|
||||
}
|
||||
return sceneMonsterInfo
|
||||
}
|
||||
|
||||
func (g *GameManager) PacketSceneGadgetInfo(gatherId uint32) *proto.SceneGadgetInfo {
|
||||
gather := gdc.CONF.GatherDataMap[int32(gatherId)]
|
||||
sceneGadgetInfo := &proto.SceneGadgetInfo{
|
||||
GadgetId: uint32(gather.GadgetId),
|
||||
//GroupId: 133003011,
|
||||
//ConfigId: 11001,
|
||||
GadgetState: 0,
|
||||
IsEnableInteract: false,
|
||||
AuthorityPeerId: 1,
|
||||
Content: &proto.SceneGadgetInfo_GatherGadget{
|
||||
GatherGadget: &proto.GatherGadgetInfo{
|
||||
ItemId: uint32(gather.ItemId),
|
||||
IsForbidGuest: false,
|
||||
},
|
||||
},
|
||||
}
|
||||
return sceneGadgetInfo
|
||||
}
|
||||
|
||||
func (g *GameManager) PacketDelTeamEntityNotify(scene *Scene, player *model.Player) *proto.DelTeamEntityNotify {
|
||||
delTeamEntityNotify := new(proto.DelTeamEntityNotify)
|
||||
delTeamEntityNotify.SceneId = player.SceneId
|
||||
playerTeamEntity := scene.GetPlayerTeamEntity(player.PlayerID)
|
||||
delTeamEntityNotify.DelEntityIdList = []uint32{playerTeamEntity.teamEntityId}
|
||||
return delTeamEntityNotify
|
||||
}
|
||||
Reference in New Issue
Block a user