mirror of
https://github.com/FlourishingWorld/hk4e.git
synced 2026-03-01 00:35:36 +08:00
格式化代码
This commit is contained in:
@@ -54,7 +54,7 @@ func DoForward[IET model.InvokeEntryType](player *model.Player, req pb.Message,
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}
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func (g *GameManager) UnionCmdNotify(player *model.Player, payloadMsg pb.Message) {
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//logger.LOG.Debug("user send union cmd, uid: %v", player.PlayerID)
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// logger.Debug("user send union cmd, uid: %v", player.PlayerID)
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req := payloadMsg.(*proto.UnionCmdNotify)
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_ = req
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if player.SceneLoadState != model.SceneEnterDone {
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@@ -67,7 +67,7 @@ func (g *GameManager) UnionCmdNotify(player *model.Player, payloadMsg pb.Message
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}
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func (g *GameManager) MassiveEntityElementOpBatchNotify(player *model.Player, payloadMsg pb.Message) {
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//logger.LOG.Debug("user meeo sync, uid: %v", player.PlayerID)
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// logger.Debug("user meeo sync, uid: %v", player.PlayerID)
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req := payloadMsg.(*proto.MassiveEntityElementOpBatchNotify)
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if player.SceneLoadState != model.SceneEnterDone {
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return
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@@ -84,7 +84,7 @@ func (g *GameManager) MassiveEntityElementOpBatchNotify(player *model.Player, pa
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}
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func (g *GameManager) CombatInvocationsNotify(player *model.Player, payloadMsg pb.Message) {
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//logger.LOG.Debug("user combat invocations, uid: %v", player.PlayerID)
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// logger.Debug("user combat invocations, uid: %v", player.PlayerID)
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req := payloadMsg.(*proto.CombatInvocationsNotify)
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if player.SceneLoadState != model.SceneEnterDone {
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return
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@@ -99,7 +99,7 @@ func (g *GameManager) CombatInvocationsNotify(player *model.Player, payloadMsg p
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entityMoveInfo := new(proto.EntityMoveInfo)
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err := pb.Unmarshal(entry.CombatData, entityMoveInfo)
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if err != nil {
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logger.LOG.Error("parse EntityMoveInfo error: %v", err)
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logger.Error("parse EntityMoveInfo error: %v", err)
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continue
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}
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motionInfo := entityMoveInfo.MotionInfo
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@@ -144,9 +144,9 @@ func (g *GameManager) CombatInvocationsNotify(player *model.Player, payloadMsg p
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evtAnimatorStateChangedInfo := new(proto.EvtAnimatorStateChangedInfo)
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err := pb.Unmarshal(entry.CombatData, evtAnimatorStateChangedInfo)
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if err != nil {
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logger.LOG.Error("parse EvtAnimatorStateChangedInfo error: %v", err)
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logger.Error("parse EvtAnimatorStateChangedInfo error: %v", err)
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}
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logger.LOG.Debug("EvtAnimatorStateChangedInfo: %v", entry, player.PlayerID)
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logger.Debug("EvtAnimatorStateChangedInfo: %v", entry, player.PlayerID)
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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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@@ -155,38 +155,38 @@ func (g *GameManager) CombatInvocationsNotify(player *model.Player, payloadMsg p
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}
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func (g *GameManager) AbilityInvocationsNotify(player *model.Player, payloadMsg pb.Message) {
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//logger.LOG.Debug("user ability invocations, uid: %v", player.PlayerID)
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// logger.Debug("user ability invocations, uid: %v", player.PlayerID)
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req := payloadMsg.(*proto.AbilityInvocationsNotify)
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if player.SceneLoadState != model.SceneEnterDone {
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return
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}
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for _, entry := range req.Invokes {
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//logger.LOG.Debug("AbilityInvocationsNotify: %v", entry, player.PlayerID)
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// logger.Debug("AbilityInvocationsNotify: %v", entry, player.PlayerID)
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//switch entry.ArgumentType {
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//case proto.AbilityInvokeArgument_ABILITY_INVOKE_ARGUMENT_META_MODIFIER_CHANGE:
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// switch entry.ArgumentType {
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// case proto.AbilityInvokeArgument_ABILITY_INVOKE_ARGUMENT_META_MODIFIER_CHANGE:
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// world := WORLD_MANAGER.GetWorldByID(player.WorldId)
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// worldAvatar := world.GetWorldAvatarByEntityId(entry.EntityId)
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// if worldAvatar != nil {
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// for _, ability := range worldAvatar.abilityList {
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// if ability.InstancedAbilityId == entry.Head.InstancedAbilityId {
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// logger.LOG.Error("A: %v", ability)
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// logger.Error("A: %v", ability)
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// }
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// }
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// for _, modifier := range worldAvatar.modifierList {
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// if modifier.InstancedAbilityId == entry.Head.InstancedAbilityId {
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// logger.LOG.Error("B: %v", modifier)
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// logger.Error("B: %v", modifier)
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// }
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// }
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// for _, modifier := range worldAvatar.modifierList {
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// if modifier.InstancedModifierId == entry.Head.InstancedModifierId {
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// logger.LOG.Error("C: %v", modifier)
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// logger.Error("C: %v", modifier)
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// }
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// }
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// }
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//case proto.AbilityInvokeArgument_ABILITY_INVOKE_ARGUMENT_NONE:
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//}
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// case proto.AbilityInvokeArgument_ABILITY_INVOKE_ARGUMENT_NONE:
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// }
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// 处理耐力消耗
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g.HandleAbilityStamina(player, entry)
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@@ -195,28 +195,28 @@ func (g *GameManager) AbilityInvocationsNotify(player *model.Player, payloadMsg
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}
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func (g *GameManager) ClientAbilityInitFinishNotify(player *model.Player, payloadMsg pb.Message) {
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//logger.LOG.Debug("user client ability init finish, uid: %v", player.PlayerID)
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// logger.Debug("user client ability init finish, uid: %v", player.PlayerID)
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req := payloadMsg.(*proto.ClientAbilityInitFinishNotify)
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if player.SceneLoadState != model.SceneEnterDone {
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return
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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.LOG.Debug("ClientAbilityInitFinishNotify: %v", entry, player.PlayerID)
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logger.Debug("ClientAbilityInitFinishNotify: %v", entry, player.PlayerID)
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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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}
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func (g *GameManager) ClientAbilityChangeNotify(player *model.Player, payloadMsg pb.Message) {
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//logger.LOG.Debug("user client ability change, uid: %v", player.PlayerID)
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// logger.Debug("user client ability change, uid: %v", player.PlayerID)
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req := payloadMsg.(*proto.ClientAbilityChangeNotify)
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if player.SceneLoadState != model.SceneEnterDone {
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return
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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.LOG.Debug("ClientAbilityChangeNotify: %v", entry, player.PlayerID)
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logger.Debug("ClientAbilityChangeNotify: %v", entry, player.PlayerID)
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invokeHandler.AddEntry(entry.ForwardType, entry)
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}
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@@ -232,7 +232,7 @@ func (g *GameManager) ClientAbilityChangeNotify(player *model.Player, payloadMsg
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abilityMetaAddAbility := new(proto.AbilityMetaAddAbility)
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err := pb.Unmarshal(abilityInvokeEntry.AbilityData, abilityMetaAddAbility)
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if err != nil {
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logger.LOG.Error("%v", err)
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logger.Error("%v", err)
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continue
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}
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worldAvatar := world.GetWorldAvatarByEntityId(abilityInvokeEntry.EntityId)
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@@ -244,7 +244,7 @@ func (g *GameManager) ClientAbilityChangeNotify(player *model.Player, payloadMsg
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abilityMetaModifierChange := new(proto.AbilityMetaModifierChange)
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err := pb.Unmarshal(abilityInvokeEntry.AbilityData, abilityMetaModifierChange)
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if err != nil {
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logger.LOG.Error("%v", err)
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logger.Error("%v", err)
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continue
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}
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abilityAppliedModifier := &proto.AbilityAppliedModifier{
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@@ -273,68 +273,68 @@ func (g *GameManager) ClientAbilityChangeNotify(player *model.Player, payloadMsg
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}
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func (g *GameManager) EvtDoSkillSuccNotify(player *model.Player, payloadMsg pb.Message) {
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logger.LOG.Debug("user event do skill success, uid: %v", player.PlayerID)
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logger.Debug("user event do skill success, uid: %v", player.PlayerID)
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req := payloadMsg.(*proto.EvtDoSkillSuccNotify)
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if player.SceneLoadState != model.SceneEnterDone {
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return
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}
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logger.LOG.Debug("EvtDoSkillSuccNotify: %v", req)
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logger.Debug("EvtDoSkillSuccNotify: %v", req)
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// 处理技能开始的耐力消耗
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g.SkillStartStamina(player, req.CasterId, req.SkillId)
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}
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func (g *GameManager) EvtAvatarEnterFocusNotify(player *model.Player, payloadMsg pb.Message) {
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logger.LOG.Debug("user avatar enter focus, uid: %v", player.PlayerID)
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logger.Debug("user avatar enter focus, uid: %v", player.PlayerID)
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req := payloadMsg.(*proto.EvtAvatarEnterFocusNotify)
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if player.SceneLoadState != model.SceneEnterDone {
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return
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}
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logger.LOG.Debug("EvtAvatarEnterFocusNotify: %v", req)
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logger.Debug("EvtAvatarEnterFocusNotify: %v", req)
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world := WORLD_MANAGER.GetWorldByID(player.WorldId)
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g.SendToWorldA(world, cmd.EvtAvatarEnterFocusNotify, player.ClientSeq, req)
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}
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func (g *GameManager) EvtAvatarUpdateFocusNotify(player *model.Player, payloadMsg pb.Message) {
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logger.LOG.Debug("user avatar update focus, uid: %v", player.PlayerID)
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logger.Debug("user avatar update focus, uid: %v", player.PlayerID)
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req := payloadMsg.(*proto.EvtAvatarUpdateFocusNotify)
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if player.SceneLoadState != model.SceneEnterDone {
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return
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}
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logger.LOG.Debug("EvtAvatarUpdateFocusNotify: %v", req)
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logger.Debug("EvtAvatarUpdateFocusNotify: %v", req)
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world := WORLD_MANAGER.GetWorldByID(player.WorldId)
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g.SendToWorldA(world, cmd.EvtAvatarUpdateFocusNotify, player.ClientSeq, req)
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}
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func (g *GameManager) EvtAvatarExitFocusNotify(player *model.Player, payloadMsg pb.Message) {
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logger.LOG.Debug("user avatar exit focus, uid: %v", player.PlayerID)
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logger.Debug("user avatar exit focus, uid: %v", player.PlayerID)
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req := payloadMsg.(*proto.EvtAvatarExitFocusNotify)
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if player.SceneLoadState != model.SceneEnterDone {
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return
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}
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logger.LOG.Debug("EvtAvatarExitFocusNotify: %v", req)
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logger.Debug("EvtAvatarExitFocusNotify: %v", req)
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world := WORLD_MANAGER.GetWorldByID(player.WorldId)
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g.SendToWorldA(world, cmd.EvtAvatarExitFocusNotify, player.ClientSeq, req)
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}
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func (g *GameManager) EvtEntityRenderersChangedNotify(player *model.Player, payloadMsg pb.Message) {
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logger.LOG.Debug("user entity render change, uid: %v", player.PlayerID)
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logger.Debug("user entity render change, uid: %v", player.PlayerID)
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req := payloadMsg.(*proto.EvtEntityRenderersChangedNotify)
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if player.SceneLoadState != model.SceneEnterDone {
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return
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}
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logger.LOG.Debug("EvtEntityRenderersChangedNotify: %v", req)
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logger.Debug("EvtEntityRenderersChangedNotify: %v", req)
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world := WORLD_MANAGER.GetWorldByID(player.WorldId)
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g.SendToWorldA(world, cmd.EvtEntityRenderersChangedNotify, player.ClientSeq, req)
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}
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func (g *GameManager) EvtCreateGadgetNotify(player *model.Player, payloadMsg pb.Message) {
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logger.LOG.Debug("user create gadget, uid: %v", player.PlayerID)
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logger.Debug("user create gadget, uid: %v", player.PlayerID)
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req := payloadMsg.(*proto.EvtCreateGadgetNotify)
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if player.SceneLoadState != model.SceneEnterDone {
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return
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}
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logger.LOG.Debug("EvtCreateGadgetNotify: %v", req)
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logger.Debug("EvtCreateGadgetNotify: %v", req)
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world := WORLD_MANAGER.GetWorldByID(player.WorldId)
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scene := world.GetSceneById(player.SceneId)
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scene.ClientCreateEntityGadget(&model.Vector{
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@@ -350,12 +350,12 @@ func (g *GameManager) EvtCreateGadgetNotify(player *model.Player, payloadMsg pb.
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}
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func (g *GameManager) EvtDestroyGadgetNotify(player *model.Player, payloadMsg pb.Message) {
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logger.LOG.Debug("user destroy gadget, uid: %v", player.PlayerID)
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logger.Debug("user destroy gadget, uid: %v", player.PlayerID)
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req := payloadMsg.(*proto.EvtDestroyGadgetNotify)
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if player.SceneLoadState != model.SceneEnterDone {
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return
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}
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logger.LOG.Debug("EvtDestroyGadgetNotify: %v", req)
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logger.Debug("EvtDestroyGadgetNotify: %v", req)
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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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