简化配置表读取

This commit is contained in:
flswld
2023-03-16 16:26:14 +08:00
parent 2a3ce25898
commit 5e5492943d
51 changed files with 418 additions and 2560 deletions

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@@ -8,8 +8,8 @@ all: build
# 清理 # 清理
.PHONY: clean .PHONY: clean
clean: clean:
rm -rf ./bin rm -rf ./bin/*
rm -rf ./protocol/proto rm -rf ./protocol/proto/*
rm -rf ./gate/client_proto/client_proto_gen.go rm -rf ./gate/client_proto/client_proto_gen.go
rm -rf ./gs/api/*.pb.go && rm -rf ./node/api/*.pb.go rm -rf ./gs/api/*.pb.go && rm -rf ./node/api/*.pb.go
@@ -24,14 +24,14 @@ docker_clean:
rm -rf ./docker/node/bin/node rm -rf ./docker/node/bin/node
rm -rf ./docker/dispatch/bin/dispatch rm -rf ./docker/dispatch/bin/dispatch
rm -rf ./docker/gate/bin/gate rm -rf ./docker/gate/bin/gate
rm -rf ./docker/fight/bin/fight rm -rf ./docker/anticheat/bin/anticheat
rm -rf ./docker/pathfinding/bin/pathfinding rm -rf ./docker/pathfinding/bin/pathfinding
rm -rf ./docker/gs/bin/gs rm -rf ./docker/gs/bin/gs
rm -rf ./docker/gm/bin/gm rm -rf ./docker/gm/bin/gm
docker rmi flswld/node:$(VERSION) docker rmi flswld/node:$(VERSION)
docker rmi flswld/dispatch:$(VERSION) docker rmi flswld/dispatch:$(VERSION)
docker rmi flswld/gate:$(VERSION) docker rmi flswld/gate:$(VERSION)
docker rmi flswld/fight:$(VERSION) docker rmi flswld/anticheat:$(VERSION)
docker rmi flswld/pathfinding:$(VERSION) docker rmi flswld/pathfinding:$(VERSION)
docker rmi flswld/gs:$(VERSION) docker rmi flswld/gs:$(VERSION)
docker rmi flswld/gm:$(VERSION) docker rmi flswld/gm:$(VERSION)
@@ -43,7 +43,7 @@ docker_config:
mkdir -p ./docker/node/bin && cp -rf ./cmd/node/* ./docker/node/bin/ mkdir -p ./docker/node/bin && cp -rf ./cmd/node/* ./docker/node/bin/
mkdir -p ./docker/dispatch/bin && cp -rf ./cmd/dispatch/* ./docker/dispatch/bin/ mkdir -p ./docker/dispatch/bin && cp -rf ./cmd/dispatch/* ./docker/dispatch/bin/
mkdir -p ./docker/gate/bin && cp -rf ./cmd/gate/* ./docker/gate/bin/ mkdir -p ./docker/gate/bin && cp -rf ./cmd/gate/* ./docker/gate/bin/
mkdir -p ./docker/fight/bin && cp -rf ./cmd/fight/* ./docker/fight/bin/ mkdir -p ./docker/anticheat/bin && cp -rf ./cmd/anticheat/* ./docker/anticheat/bin/
mkdir -p ./docker/pathfinding/bin && cp -rf ./cmd/pathfinding/* ./docker/pathfinding/bin/ mkdir -p ./docker/pathfinding/bin && cp -rf ./cmd/pathfinding/* ./docker/pathfinding/bin/
mkdir -p ./docker/gs/bin && cp -rf ./cmd/gs/* ./docker/gs/bin/ mkdir -p ./docker/gs/bin && cp -rf ./cmd/gs/* ./docker/gs/bin/
mkdir -p ./docker/gm/bin && cp -rf ./cmd/gm/* ./docker/gm/bin/ mkdir -p ./docker/gm/bin && cp -rf ./cmd/gm/* ./docker/gm/bin/
@@ -54,14 +54,14 @@ docker_build:
mkdir -p ./docker/node/bin && cp -rf ./bin/node ./docker/node/bin/ mkdir -p ./docker/node/bin && cp -rf ./bin/node ./docker/node/bin/
mkdir -p ./docker/dispatch/bin && cp -rf ./bin/dispatch ./docker/dispatch/bin/ mkdir -p ./docker/dispatch/bin && cp -rf ./bin/dispatch ./docker/dispatch/bin/
mkdir -p ./docker/gate/bin && cp -rf ./bin/gate ./docker/gate/bin/ mkdir -p ./docker/gate/bin && cp -rf ./bin/gate ./docker/gate/bin/
mkdir -p ./docker/fight/bin && cp -rf ./bin/fight ./docker/fight/bin/ mkdir -p ./docker/anticheat/bin && cp -rf ./bin/anticheat ./docker/anticheat/bin/
mkdir -p ./docker/pathfinding/bin && cp -rf ./bin/pathfinding ./docker/pathfinding/bin/ mkdir -p ./docker/pathfinding/bin && cp -rf ./bin/pathfinding ./docker/pathfinding/bin/
mkdir -p ./docker/gs/bin && cp -rf ./bin/gs ./docker/gs/bin/ mkdir -p ./docker/gs/bin && cp -rf ./bin/gs ./docker/gs/bin/
mkdir -p ./docker/gm/bin && cp -rf ./bin/gm ./docker/gm/bin/ mkdir -p ./docker/gm/bin && cp -rf ./bin/gm ./docker/gm/bin/
docker build -t flswld/node:$(VERSION) ./docker/node docker build -t flswld/node:$(VERSION) ./docker/node
docker build -t flswld/dispatch:$(VERSION) ./docker/dispatch docker build -t flswld/dispatch:$(VERSION) ./docker/dispatch
docker build -t flswld/gate:$(VERSION) ./docker/gate docker build -t flswld/gate:$(VERSION) ./docker/gate
docker build -t flswld/fight:$(VERSION) ./docker/fight docker build -t flswld/anticheat:$(VERSION) ./docker/anticheat
docker build -t flswld/pathfinding:$(VERSION) ./docker/pathfinding docker build -t flswld/pathfinding:$(VERSION) ./docker/pathfinding
docker build -t flswld/gs:$(VERSION) ./docker/gs docker build -t flswld/gs:$(VERSION) ./docker/gs
docker build -t flswld/gm:$(VERSION) ./docker/gm docker build -t flswld/gm:$(VERSION) ./docker/gm
@@ -69,7 +69,7 @@ docker_build:
# 安装natsrpc生成工具 # 安装natsrpc生成工具
.PHONY: dev_tool .PHONY: dev_tool
dev_tool: dev_tool:
go install github.com/golang/protobuf/protoc-gen-go@v1.5.2 go install google.golang.org/protobuf/cmd/protoc-gen-go@v1.28.1
go install github.com/byebyebruce/natsrpc/cmd/protoc-gen-natsrpc@develop go install github.com/byebyebruce/natsrpc/cmd/protoc-gen-natsrpc@develop
# 生成natsrpc协议代码 # 生成natsrpc协议代码
@@ -101,11 +101,6 @@ gen_proto:
rm -rf ../proto && mkdir -p ../proto && mv ./proto/* ../proto/ && rm -rf ./proto && \ rm -rf ../proto && mkdir -p ../proto && mv ./proto/* ../proto/ && rm -rf ./proto && \
cd ../../ cd ../../
# 生成服务器配置表
.PHONY: gen_csv
gen_csv:
cd gdconf && mkdir -p ./game_data_config/csv && go test -count=1 -v -run TestGenGdCsv .
# 生成客户端协议代理功能所需的代码 # 生成客户端协议代理功能所需的代码
.PHONY: gen_client_proto .PHONY: gen_client_proto
gen_client_proto: gen_client_proto:

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@@ -31,7 +31,7 @@
* Docker >= 20.10 * Docker >= 20.10
* Docker Compose >= 1.29 * Docker Compose >= 1.29
#### 本项目未使用CGO构建理论上Windows、Linux、MaxOS系统都可以编译运行 #### 本项目未使用CGO构建理论上Windows、Linux、macOS系统都可以编译运行
## 快速启动 ## 快速启动
@@ -60,7 +60,6 @@ make docker_build # 构建镜像
* 启动 * 启动
```shell ```shell
make gen_csv # 生成配置表
cd docker cd docker
# 启动前请先确保各服务器的配置文件正确(如docker/node/bin/application.toml) # 启动前请先确保各服务器的配置文件正确(如docker/node/bin/application.toml)
docker-compose up -d # 启动服务器 docker-compose up -d # 启动服务器
@@ -77,8 +76,8 @@ docker-compose up -d # 启动服务器
* node 节点服务器 (仅单节点 有状态) * node 节点服务器 (仅单节点 有状态)
* dispatch 登录服务器 (可多节点 无状态) * dispatch 登录服务器 (可多节点 无状态)
* gate 网关服务器 (可多节点 有状态) * gate 网关服务器 (可多节点 有状态)
* fight 战斗服务器 (可多节点 有状态 非必要 未启动由gs接管) * anticheat 反作弊服务器 (可多节点 有状态 尚不完善非必要启动)
* pathfinding 寻路服务器 (可多节点 无状态 非必要 未启动由gs接管) * pathfinding 寻路服务器 (可多节点 无状态 尚不完善非必要启动)
* gs 游戏服务器 (可多节点 有状态) * gs 游戏服务器 (可多节点 有状态)
* gm 游戏管理服务器 (仅单节点 无状态) * gm 游戏管理服务器 (仅单节点 无状态)

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@@ -11,7 +11,6 @@ import (
"hk4e/common/config" "hk4e/common/config"
"hk4e/common/mq" "hk4e/common/mq"
"hk4e/common/rpc" "hk4e/common/rpc"
"hk4e/fight/engine"
"hk4e/node/api" "hk4e/node/api"
"hk4e/pkg/logger" "hk4e/pkg/logger"
) )
@@ -29,7 +28,7 @@ func Run(ctx context.Context, configFile string) error {
// 注册到节点服务器 // 注册到节点服务器
rsp, err := client.Discovery.RegisterServer(context.TODO(), &api.RegisterServerReq{ rsp, err := client.Discovery.RegisterServer(context.TODO(), &api.RegisterServerReq{
ServerType: api.FIGHT, ServerType: api.ANTICHEAT,
}) })
if err != nil { if err != nil {
return err return err
@@ -40,7 +39,7 @@ func Run(ctx context.Context, configFile string) error {
for { for {
<-ticker.C <-ticker.C
_, err := client.Discovery.KeepaliveServer(context.TODO(), &api.KeepaliveServerReq{ _, err := client.Discovery.KeepaliveServer(context.TODO(), &api.KeepaliveServerReq{
ServerType: api.FIGHT, ServerType: api.ANTICHEAT,
AppId: APPID, AppId: APPID,
}) })
if err != nil { if err != nil {
@@ -50,22 +49,20 @@ func Run(ctx context.Context, configFile string) error {
}() }()
defer func() { defer func() {
_, _ = client.Discovery.CancelServer(context.TODO(), &api.CancelServerReq{ _, _ = client.Discovery.CancelServer(context.TODO(), &api.CancelServerReq{
ServerType: api.FIGHT, ServerType: api.ANTICHEAT,
AppId: APPID, AppId: APPID,
}) })
}() }()
logger.InitLogger("fight_" + APPID) logger.InitLogger("anticheat_" + APPID)
logger.Warn("fight start, appid: %v", APPID) logger.Warn("anticheat start, appid: %v", APPID)
defer func() { defer func() {
logger.CloseLogger() logger.CloseLogger()
}() }()
messageQueue := mq.NewMessageQueue(api.FIGHT, APPID, client) messageQueue := mq.NewMessageQueue(api.ANTICHEAT, APPID, client)
defer messageQueue.Close() defer messageQueue.Close()
_ = engine.NewFightEngine(messageQueue)
c := make(chan os.Signal, 1) c := make(chan os.Signal, 1)
signal.Notify(c, syscall.SIGHUP, syscall.SIGQUIT, syscall.SIGTERM, syscall.SIGINT) signal.Notify(c, syscall.SIGHUP, syscall.SIGQUIT, syscall.SIGTERM, syscall.SIGINT)
for { for {
@@ -76,7 +73,7 @@ func Run(ctx context.Context, configFile string) error {
logger.Warn("get a signal %s", s.String()) logger.Warn("get a signal %s", s.String())
switch s { switch s {
case syscall.SIGQUIT, syscall.SIGTERM, syscall.SIGINT: case syscall.SIGQUIT, syscall.SIGTERM, syscall.SIGINT:
logger.Warn("fight exit, appid: %v", APPID) logger.Warn("anticheat exit, appid: %v", APPID)
return nil return nil
case syscall.SIGHUP: case syscall.SIGHUP:
default: default:

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@@ -7,7 +7,7 @@ import (
_ "net/http/pprof" _ "net/http/pprof"
"os" "os"
"hk4e/fight/app" "hk4e/anticheat/app"
"hk4e/pkg/statsviz_serve" "hk4e/pkg/statsviz_serve"
) )

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@@ -3,16 +3,16 @@ package main
import ( import (
"context" "context"
"hk4e/fight/app" "hk4e/anticheat/app"
"github.com/spf13/cobra" "github.com/spf13/cobra"
) )
func FightCmd() *cobra.Command { func AnticheatCmd() *cobra.Command {
var cfg string var cfg string
c := &cobra.Command{ c := &cobra.Command{
Use: "fight", Use: "anticheat",
Short: "fight server", Short: "anticheat server",
RunE: func(cmd *cobra.Command, args []string) error { RunE: func(cmd *cobra.Command, args []string) error {
return app.Run(context.Background(), cfg) return app.Run(context.Background(), cfg)
}, },

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@@ -23,7 +23,7 @@ func main() {
NodeCmd(), NodeCmd(),
DispatchCmd(), DispatchCmd(),
GateCmd(), GateCmd(),
FightCmd(), AnticheatCmd(),
PathfindingCmd(), PathfindingCmd(),
GSCmd(), GSCmd(),
GMCmd(), GMCmd(),

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@@ -143,7 +143,7 @@ func (m *MessageQueue) sendHandler() {
gateTcpMqInstMap := map[string]map[string]*GateTcpMqInst{ gateTcpMqInstMap := map[string]map[string]*GateTcpMqInst{
api.GATE: make(map[string]*GateTcpMqInst), api.GATE: make(map[string]*GateTcpMqInst),
api.GS: make(map[string]*GateTcpMqInst), api.GS: make(map[string]*GateTcpMqInst),
api.FIGHT: make(map[string]*GateTcpMqInst), api.ANTICHEAT: make(map[string]*GateTcpMqInst),
api.PATHFINDING: make(map[string]*GateTcpMqInst), api.PATHFINDING: make(map[string]*GateTcpMqInst),
} }
for { for {
@@ -293,8 +293,8 @@ func (m *MessageQueue) gateTcpMqHandshake(conn net.Conn) {
inst.serverType = api.GATE inst.serverType = api.GATE
case api.GS: case api.GS:
inst.serverType = api.GS inst.serverType = api.GS
case api.FIGHT: case api.ANTICHEAT:
inst.serverType = api.FIGHT inst.serverType = api.ANTICHEAT
case api.PATHFINDING: case api.PATHFINDING:
inst.serverType = api.PATHFINDING inst.serverType = api.PATHFINDING
default: default:

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@@ -4,7 +4,6 @@ import pb "google.golang.org/protobuf/proto"
const ( const (
MsgTypeGame = iota // 来自客户端的游戏消息 MsgTypeGame = iota // 来自客户端的游戏消息
MsgTypeFight // 战斗服务器消息
MsgTypeConnCtrl // GATE客户端连接信息消息 MsgTypeConnCtrl // GATE客户端连接信息消息
MsgTypeServer // 服务器之间转发的消息 MsgTypeServer // 服务器之间转发的消息
) )
@@ -16,7 +15,6 @@ type NetMsg struct {
AppId string `msgpack:"-"` AppId string `msgpack:"-"`
Topic string `msgpack:"-"` Topic string `msgpack:"-"`
GameMsg *GameMsg GameMsg *GameMsg
FightMsg *FightMsg
ConnCtrlMsg *ConnCtrlMsg ConnCtrlMsg *ConnCtrlMsg
ServerMsg *ServerMsg ServerMsg *ServerMsg
OriginServerType string OriginServerType string
@@ -50,22 +48,6 @@ type ConnCtrlMsg struct {
KickReason uint32 KickReason uint32
} }
const (
AddFightRoutine = iota // 添加战斗实例
DelFightRoutine // 删除战斗实例
FightRoutineAddEntity // 战斗实例添加实体
FightRoutineDelEntity // 战斗实例删除实体
)
type FightMsg struct {
FightRoutineId uint32
EntityId uint32
FightPropMap map[uint32]float32
Uid uint32
AvatarGuid uint64
GateServerAppId string
}
const ( const (
ServerAppidBindNotify = iota // 玩家连接绑定的各个服务器appid通知 ServerAppidBindNotify = iota // 玩家连接绑定的各个服务器appid通知
ServerUserOnlineStateChangeNotify // 广播玩家上线和离线状态以及所在GS的appid ServerUserOnlineStateChangeNotify // 广播玩家上线和离线状态以及所在GS的appid
@@ -77,14 +59,14 @@ const (
) )
type ServerMsg struct { type ServerMsg struct {
FightServerAppId string AnticheatServerAppId string
UserId uint32 UserId uint32
IsOnline bool IsOnline bool
GameServerAppId string GameServerAppId string
JoinHostUserId uint32 JoinHostUserId uint32
UserMpInfo *UserMpInfo UserMpInfo *UserMpInfo
ChatMsgInfo *ChatMsgInfo ChatMsgInfo *ChatMsgInfo
AddFriendInfo *AddFriendInfo AddFriendInfo *AddFriendInfo
} }
type OriginInfo struct { type OriginInfo struct {

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@@ -35,9 +35,9 @@ func (m *MessageQueue) SendToGs(appId string, netMsg *NetMsg) {
m.netMsgInput <- netMsg m.netMsgInput <- netMsg
} }
func (m *MessageQueue) SendToFight(appId string, netMsg *NetMsg) { func (m *MessageQueue) SendToAnticheat(appId string, netMsg *NetMsg) {
netMsg.Topic = m.getTopic(api.FIGHT, appId) netMsg.Topic = m.getTopic(api.ANTICHEAT, appId)
netMsg.ServerType = api.FIGHT netMsg.ServerType = api.ANTICHEAT
netMsg.AppId = appId netMsg.AppId = appId
originServerType, originServerAppId := m.getOriginServer() originServerType, originServerAppId := m.getOriginServer()
netMsg.OriginServerType = originServerType netMsg.OriginServerType = originServerType

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@@ -67,10 +67,10 @@ services:
limits: limits:
cpus: '4.00' cpus: '4.00'
memory: 1024M memory: 1024M
fight_services: anticheat_services:
restart: always restart: always
image: flswld/fight:1.0.0 image: flswld/anticheat:1.0.0
container_name: fight container_name: anticheat
ports: ports:
- "5678:5678/tcp" - "5678:5678/tcp"
environment: environment:
@@ -80,7 +80,7 @@ services:
- /etc/localtime:/etc/localtime - /etc/localtime:/etc/localtime
- /etc/timezone:/etc/timezone - /etc/timezone:/etc/timezone
- /usr/share/zoneinfo:/usr/share/zoneinfo - /usr/share/zoneinfo:/usr/share/zoneinfo
- ./fight/bin/application.toml:/fight/application.toml - ./anticheat/bin/application.toml:/anticheat/application.toml
depends_on: depends_on:
- gate_services - gate_services
deploy: deploy:
@@ -103,7 +103,7 @@ services:
- /usr/share/zoneinfo:/usr/share/zoneinfo - /usr/share/zoneinfo:/usr/share/zoneinfo
- ./pathfinding/bin/application.toml:/pathfinding/application.toml - ./pathfinding/bin/application.toml:/pathfinding/application.toml
depends_on: depends_on:
- fight_services - anticheat_services
deploy: deploy:
resources: resources:
limits: limits:

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@@ -0,0 +1,7 @@
FROM ubuntu:18.04
WORKDIR /anticheat
COPY ./bin/anticheat ./anticheat
RUN chmod +x ./anticheat
ENTRYPOINT ["./anticheat"]

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@@ -1,7 +0,0 @@
FROM ubuntu:18.04
WORKDIR /fight
COPY ./bin/fight ./fight
RUN chmod +x ./fight
ENTRYPOINT ["./fight"]

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@@ -1,284 +0,0 @@
package engine
import (
"time"
"hk4e/common/constant"
"hk4e/common/mq"
"hk4e/pkg/logger"
"hk4e/protocol/cmd"
"hk4e/protocol/proto"
pb "google.golang.org/protobuf/proto"
)
type FightEngine struct {
messageQueue *mq.MessageQueue
}
func NewFightEngine(messageQueue *mq.MessageQueue) (r *FightEngine) {
r = new(FightEngine)
r.messageQueue = messageQueue
go r.fightHandle()
return r
}
func (f *FightEngine) fightHandle() {
fightRoutineMsgChanMap := make(map[uint32]chan *mq.NetMsg)
fightRoutineCloseChanMap := make(map[uint32]chan bool)
userIdFightRoutineIdMap := make(map[uint32]uint32)
for {
netMsg := <-f.messageQueue.GetNetMsg()
logger.Debug("recv net msg, netMsg: %v", netMsg)
switch netMsg.MsgType {
case mq.MsgTypeGame:
gameMsg := netMsg.GameMsg
if netMsg.EventId != mq.NormalMsg {
continue
}
logger.Debug("recv game msg, gameMsg: %v", gameMsg)
fightRoutineId, exist := userIdFightRoutineIdMap[gameMsg.UserId]
if !exist {
logger.Error("could not found fight routine id by uid: %v", gameMsg.UserId)
continue
}
fightRoutineMsgChan, exist := fightRoutineMsgChanMap[fightRoutineId]
if !exist {
logger.Error("could not found fight routine msg chan by fight routine id: %v", fightRoutineId)
continue
}
fightRoutineMsgChan <- netMsg
case mq.MsgTypeFight:
fightMsg := netMsg.FightMsg
logger.Debug("recv fight msg, fightMsg: %v", fightMsg)
switch netMsg.EventId {
case mq.AddFightRoutine:
fightRoutineMsgChan := make(chan *mq.NetMsg, 1000)
fightRoutineMsgChanMap[fightMsg.FightRoutineId] = fightRoutineMsgChan
fightRoutineCloseChan := make(chan bool, 1)
fightRoutineCloseChanMap[fightMsg.FightRoutineId] = fightRoutineCloseChan
go runFightRoutine(fightMsg.FightRoutineId, fightMsg.GateServerAppId, fightRoutineMsgChan, fightRoutineCloseChan, f.messageQueue)
case mq.DelFightRoutine:
fightRoutineCloseChan, exist := fightRoutineCloseChanMap[fightMsg.FightRoutineId]
if !exist {
logger.Error("could not found fight routine close chan by fight routine id: %v", fightMsg.FightRoutineId)
continue
}
fightRoutineCloseChan <- true
case mq.FightRoutineAddEntity:
if fightMsg.Uid != 0 {
userIdFightRoutineIdMap[fightMsg.Uid] = fightMsg.FightRoutineId
}
fightRoutineMsgChan, exist := fightRoutineMsgChanMap[fightMsg.FightRoutineId]
if !exist {
logger.Error("could not found fight routine msg chan by fight routine id: %v", fightMsg.FightRoutineId)
continue
}
fightRoutineMsgChan <- netMsg
case mq.FightRoutineDelEntity:
if fightMsg.Uid != 0 {
delete(userIdFightRoutineIdMap, fightMsg.Uid)
}
fightRoutineMsgChan, exist := fightRoutineMsgChanMap[fightMsg.FightRoutineId]
if !exist {
logger.Error("could not found fight routine msg chan by fight routine id: %v", fightMsg.FightRoutineId)
continue
}
fightRoutineMsgChan <- netMsg
}
}
}
}
// SendMsg 发送消息给客户端
func SendMsg(messageQueue *mq.MessageQueue, cmdId uint16, userId uint32, gateAppId string, payloadMsg pb.Message) {
if userId < 100000000 || payloadMsg == nil {
return
}
gameMsg := new(mq.GameMsg)
gameMsg.UserId = userId
gameMsg.CmdId = cmdId
gameMsg.ClientSeq = 0
// 在这里直接序列化成二进制数据 防止发送的消息内包含各种游戏数据指针 而造成并发读写的问题
payloadMessageData, err := pb.Marshal(payloadMsg)
if err != nil {
logger.Error("parse payload msg to bin error: %v", err)
return
}
gameMsg.PayloadMessageData = payloadMessageData
messageQueue.SendToGate(gateAppId, &mq.NetMsg{
MsgType: mq.MsgTypeGame,
EventId: mq.NormalMsg,
GameMsg: gameMsg,
})
}
type Entity struct {
entityId uint32
fightPropMap map[uint32]float32
uid uint32
avatarGuid uint64
}
// FightRoutine 战局例程
type FightRoutine struct {
messageQueue *mq.MessageQueue
entityMap map[uint32]*Entity
combatInvokeEntryList []*proto.CombatInvokeEntry
tickCount uint64
gateAppId string
}
func runFightRoutine(fightRoutineId uint32, gateAppId string, fightRoutineMsgChan chan *mq.NetMsg, fightRoutineCloseChan chan bool, messageQueue *mq.MessageQueue) {
f := new(FightRoutine)
f.messageQueue = messageQueue
f.entityMap = make(map[uint32]*Entity)
f.combatInvokeEntryList = make([]*proto.CombatInvokeEntry, 0)
f.tickCount = 0
f.gateAppId = gateAppId
logger.Debug("create fight routine, fightRoutineId: %v", fightRoutineId)
ticker := time.NewTicker(time.Millisecond * 10)
for {
select {
case netMsg := <-fightRoutineMsgChan:
switch netMsg.MsgType {
case mq.MsgTypeGame:
gameMsg := netMsg.GameMsg
f.attackHandle(gameMsg)
case mq.MsgTypeFight:
fightMsg := netMsg.FightMsg
switch netMsg.EventId {
case mq.FightRoutineAddEntity:
f.entityMap[fightMsg.EntityId] = &Entity{
entityId: fightMsg.EntityId,
fightPropMap: fightMsg.FightPropMap,
uid: fightMsg.Uid,
avatarGuid: fightMsg.AvatarGuid,
}
case mq.FightRoutineDelEntity:
delete(f.entityMap, fightMsg.EntityId)
}
}
case <-ticker.C:
f.onTick()
case <-fightRoutineCloseChan:
logger.Debug("destroy fight routine, fightRoutineId: %v", fightRoutineId)
return
}
}
}
func (f *FightRoutine) onTick() {
f.tickCount++
now := time.Now().UnixMilli()
if f.tickCount%5 == 0 {
f.onTick50MilliSecond(now)
}
if f.tickCount%100 == 0 {
f.onTickSecond(now)
}
}
func (f *FightRoutine) onTick50MilliSecond(now int64) {
if len(f.combatInvokeEntryList) > 0 {
combatInvocationsNotifyAll := new(proto.CombatInvocationsNotify)
combatInvocationsNotifyAll.InvokeList = f.combatInvokeEntryList
for _, uid := range f.getAllPlayer(f.entityMap) {
SendMsg(f.messageQueue, cmd.CombatInvocationsNotify, uid, f.gateAppId, combatInvocationsNotifyAll)
}
f.combatInvokeEntryList = make([]*proto.CombatInvokeEntry, 0)
}
}
func (f *FightRoutine) onTickSecond(now int64) {
// 改面板
for _, entity := range f.entityMap {
if entity.uid == 0 {
continue
}
entity.fightPropMap[constant.FIGHT_PROP_CUR_ATTACK] = 1000000
entity.fightPropMap[constant.FIGHT_PROP_CRITICAL] = 1.0
avatarFightPropNotify := &proto.AvatarFightPropNotify{
AvatarGuid: entity.avatarGuid,
FightPropMap: entity.fightPropMap,
}
SendMsg(f.messageQueue, cmd.AvatarFightPropNotify, entity.uid, f.gateAppId, avatarFightPropNotify)
}
}
func (f *FightRoutine) attackHandle(gameMsg *mq.GameMsg) {
_ = gameMsg.UserId
cmdId := gameMsg.CmdId
_ = gameMsg.ClientSeq
payloadMsg := gameMsg.PayloadMessage
switch cmdId {
case cmd.CombatInvocationsNotify:
req := payloadMsg.(*proto.CombatInvocationsNotify)
for _, entry := range req.InvokeList {
if entry.ForwardType != proto.ForwardType_FORWARD_TO_ALL {
continue
}
if entry.ArgumentType != proto.CombatTypeArgument_COMBAT_EVT_BEING_HIT {
continue
}
hitInfo := new(proto.EvtBeingHitInfo)
err := pb.Unmarshal(entry.CombatData, hitInfo)
if err != nil {
logger.Error("parse EvtBeingHitInfo error: %v", err)
continue
}
attackResult := hitInfo.AttackResult
if attackResult == nil {
logger.Error("attackResult is nil")
continue
}
// logger.Debug("run attack handler, attackResult: %v", attackResult)
target := f.entityMap[attackResult.DefenseId]
if target == nil {
logger.Error("could not found target, defense id: %v", attackResult.DefenseId)
continue
}
attackResult.Damage *= 100
damage := attackResult.Damage
attackerId := attackResult.AttackerId
_ = attackerId
currHp := float32(0)
if target.fightPropMap != nil {
currHp = target.fightPropMap[constant.FIGHT_PROP_CUR_HP]
currHp -= damage
if currHp < 0 {
currHp = 0
}
target.fightPropMap[constant.FIGHT_PROP_CUR_HP] = currHp
}
entityFightPropUpdateNotify := new(proto.EntityFightPropUpdateNotify)
entityFightPropUpdateNotify.EntityId = target.entityId
entityFightPropUpdateNotify.FightPropMap = make(map[uint32]float32)
entityFightPropUpdateNotify.FightPropMap[constant.FIGHT_PROP_CUR_HP] = currHp
for _, uid := range f.getAllPlayer(f.entityMap) {
SendMsg(f.messageQueue, cmd.EntityFightPropUpdateNotify, uid, f.gateAppId, entityFightPropUpdateNotify)
}
combatData, err := pb.Marshal(hitInfo)
if err != nil {
logger.Error("create combat invocations entity hit info error: %v", err)
}
entry.CombatData = combatData
f.combatInvokeEntryList = append(f.combatInvokeEntryList, entry)
}
}
}
func (f *FightRoutine) getAllPlayer(entityMap map[uint32]*Entity) []uint32 {
uidMap := make(map[uint32]bool)
for _, entity := range entityMap {
if entity.uid != 0 {
uidMap[entity.uid] = true
}
}
uidList := make([]uint32, 0)
for uid := range uidMap {
uidList = append(uidList, uid)
}
return uidList
}

View File

@@ -162,7 +162,7 @@ func (k *KcpConnectManager) acceptHandle(listener *kcp.Listener) {
xorKey: k.dispatchKey, xorKey: k.dispatchKey,
changeXorKeyFin: false, changeXorKeyFin: false,
gsServerAppId: "", gsServerAppId: "",
fightServerAppId: "", anticheatServerAppId: "",
pathfindingServerAppId: "", pathfindingServerAppId: "",
changeGameServer: false, changeGameServer: false,
joinHostUserId: 0, joinHostUserId: 0,
@@ -278,7 +278,7 @@ type Session struct {
xorKey []byte xorKey []byte
changeXorKeyFin bool changeXorKeyFin bool
gsServerAppId string gsServerAppId string
fightServerAppId string anticheatServerAppId string
pathfindingServerAppId string pathfindingServerAppId string
changeGameServer bool changeGameServer bool
joinHostUserId uint32 joinHostUserId uint32

View File

@@ -132,9 +132,9 @@ func (k *KcpConnectManager) recvMsgHandle(protoMsg *ProtoMsg, session *Session)
}) })
return return
} }
// 转发到战斗服务器 // 转发到反作弊服务器
if session.fightServerAppId != "" && protoMsg.CmdId == cmd.CombatInvocationsNotify { if session.anticheatServerAppId != "" && protoMsg.CmdId == cmd.CombatInvocationsNotify {
k.messageQueue.SendToFight(session.fightServerAppId, &mq.NetMsg{ k.messageQueue.SendToAnticheat(session.anticheatServerAppId, &mq.NetMsg{
MsgType: mq.MsgTypeGame, MsgType: mq.MsgTypeGame,
EventId: mq.NormalMsg, EventId: mq.NormalMsg,
GameMsg: gameMsg, GameMsg: gameMsg,
@@ -182,7 +182,7 @@ func (k *KcpConnectManager) sendMsgHandle() {
session.changeGameServer = false session.changeGameServer = false
session.joinHostUserId = 0 session.joinHostUserId = 0
} else { } else {
serverMsg.FightServerAppId = session.fightServerAppId serverMsg.AnticheatServerAppId = session.anticheatServerAppId
} }
k.messageQueue.SendToGs(session.gsServerAppId, &mq.NetMsg{ k.messageQueue.SendToGs(session.gsServerAppId, &mq.NetMsg{
MsgType: mq.MsgTypeServer, MsgType: mq.MsgTypeServer,
@@ -255,7 +255,7 @@ func (k *KcpConnectManager) sendMsgHandle() {
continue continue
} }
session.gsServerAppId = serverMsg.GameServerAppId session.gsServerAppId = serverMsg.GameServerAppId
session.fightServerAppId = "" session.anticheatServerAppId = ""
session.changeGameServer = true session.changeGameServer = true
session.joinHostUserId = serverMsg.JoinHostUserId session.joinHostUserId = serverMsg.JoinHostUserId
// 网关代发登录请求到新的GS // 网关代发登录请求到新的GS
@@ -434,13 +434,13 @@ func (k *KcpConnectManager) getPlayerToken(req *proto.GetPlayerTokenReq, session
return nil return nil
} }
session.gsServerAppId = gsServerAppId.AppId session.gsServerAppId = gsServerAppId.AppId
fightServerAppId, err := k.discovery.GetServerAppId(context.TODO(), &api.GetServerAppIdReq{ anticheatServerAppId, err := k.discovery.GetServerAppId(context.TODO(), &api.GetServerAppIdReq{
ServerType: api.FIGHT, ServerType: api.ANTICHEAT,
}) })
if err != nil { if err != nil {
logger.Error("get fight server appid error: %v, uid: %v", err, uid) logger.Error("get anticheat server appid error: %v, uid: %v", err, uid)
} }
session.fightServerAppId = fightServerAppId.AppId session.anticheatServerAppId = anticheatServerAppId.AppId
pathfindingServerAppId, err := k.discovery.GetServerAppId(context.TODO(), &api.GetServerAppIdReq{ pathfindingServerAppId, err := k.discovery.GetServerAppId(context.TODO(), &api.GetServerAppIdReq{
ServerType: api.PATHFINDING, ServerType: api.PATHFINDING,
}) })
@@ -449,7 +449,7 @@ func (k *KcpConnectManager) getPlayerToken(req *proto.GetPlayerTokenReq, session
} }
session.pathfindingServerAppId = pathfindingServerAppId.AppId session.pathfindingServerAppId = pathfindingServerAppId.AppId
logger.Debug("session gs appid: %v, uid: %v", session.gsServerAppId, uid) logger.Debug("session gs appid: %v, uid: %v", session.gsServerAppId, uid)
logger.Debug("session fight appid: %v, uid: %v", session.fightServerAppId, uid) logger.Debug("session anticheat appid: %v, uid: %v", session.anticheatServerAppId, uid)
logger.Debug("session pathfinding appid: %v, uid: %v", session.pathfindingServerAppId, uid) logger.Debug("session pathfinding appid: %v, uid: %v", session.pathfindingServerAppId, uid)
// 返回响应 // 返回响应
rsp := new(proto.GetPlayerTokenRsp) rsp := new(proto.GetPlayerTokenRsp)

View File

@@ -1,28 +1,19 @@
package gdconf package gdconf
import ( import (
"fmt"
"hk4e/pkg/logger" "hk4e/pkg/logger"
"github.com/jszwec/csvutil"
) )
// AvatarCostumeData 角色时装配置表 // AvatarCostumeData 角色时装配置表
type AvatarCostumeData struct { type AvatarCostumeData struct {
CostumeID int32 `csv:"CostumeID"` // 时装ID CostumeID int32 `csv:"时装ID"`
ItemID int32 `csv:"ItemID,omitempty"` // 道具ID ItemID int32 `csv:"道具ID,omitempty"`
} }
func (g *GameDataConfig) loadAvatarCostumeData() { func (g *GameDataConfig) loadAvatarCostumeData() {
g.AvatarCostumeDataMap = make(map[int32]*AvatarCostumeData) g.AvatarCostumeDataMap = make(map[int32]*AvatarCostumeData)
data := g.readCsvFileData("AvatarCostumeData.csv") avatarCostumeDataList := make([]*AvatarCostumeData, 0)
var avatarCostumeDataList []*AvatarCostumeData readTable[AvatarCostumeData](g.tablePrefix+"AvatarCostumeData.txt", &avatarCostumeDataList)
err := csvutil.Unmarshal(data, &avatarCostumeDataList)
if err != nil {
info := fmt.Sprintf("parse file error: %v", err)
panic(info)
}
for _, avatarCostumeData := range avatarCostumeDataList { for _, avatarCostumeData := range avatarCostumeDataList {
// 屏蔽默认时装 // 屏蔽默认时装
if avatarCostumeData.ItemID == 0 { if avatarCostumeData.ItemID == 0 {

View File

@@ -3,32 +3,29 @@ package gdconf
import ( import (
"fmt" "fmt"
"os" "os"
"strconv"
"strings"
"hk4e/pkg/endec" "hk4e/pkg/endec"
"hk4e/pkg/logger" "hk4e/pkg/logger"
"github.com/hjson/hjson-go/v4" "github.com/hjson/hjson-go/v4"
"github.com/jszwec/csvutil"
) )
// AvatarData 角色配置表 // AvatarData 角色配置表
type AvatarData struct { type AvatarData struct {
AvatarId int32 `csv:"AvatarId"` // ID AvatarId int32 `csv:"ID"`
HpBase float32 `csv:"HpBase,omitempty"` // 基础生命值 HpBase float32 `csv:"基础生命值,omitempty"`
AttackBase float32 `csv:"AttackBase,omitempty"` // 基础攻击力 AttackBase float32 `csv:"基础攻击力,omitempty"`
DefenseBase float32 `csv:"DefenseBase,omitempty"` // 基础防御力 DefenseBase float32 `csv:"基础防御力,omitempty"`
Critical float32 `csv:"Critical,omitempty"` // 暴击率 Critical float32 `csv:"暴击率,omitempty"`
CriticalHurt float32 `csv:"CriticalHurt,omitempty"` // 暴击伤害 CriticalHurt float32 `csv:"暴击伤害,omitempty"`
QualityType int32 `csv:"QualityType,omitempty"` // 角色品质 QualityType int32 `csv:"角色品质,omitempty"`
ConfigJson string `csv:"ConfigJson,omitempty"` // 战斗config ConfigJson string `csv:"战斗config,omitempty"`
InitialWeapon int32 `csv:"InitialWeapon,omitempty"` // 初始武器 InitialWeapon int32 `csv:"初始武器,omitempty"`
WeaponType int32 `csv:"WeaponType,omitempty"` // 武器种类 WeaponType int32 `csv:"武器种类,omitempty"`
SkillDepotId int32 `csv:"SkillDepotId,omitempty"` // 技能库ID SkillDepotId int32 `csv:"技能库ID,omitempty"`
PromoteId int32 `csv:"PromoteId,omitempty"` // 角色突破ID PromoteId int32 `csv:"角色突破ID,omitempty"`
PromoteRewardLevelStr string `csv:"PromoteRewardLevelStr,omitempty"` // 角色突破奖励获取等阶 PromoteRewardLevel IntArray `csv:"角色突破奖励获取等阶,omitempty"`
PromoteRewardStr string `csv:"PromoteRewardStr,omitempty"` // 角色突破奖励 PromoteReward IntArray `csv:"角色突破奖励,omitempty"`
AbilityHashCodeList []int32 AbilityHashCodeList []int32
PromoteRewardMap map[uint32]uint32 PromoteRewardMap map[uint32]uint32
@@ -45,13 +42,8 @@ type ConfigAvatarAbility struct {
func (g *GameDataConfig) loadAvatarData() { func (g *GameDataConfig) loadAvatarData() {
g.AvatarDataMap = make(map[int32]*AvatarData) g.AvatarDataMap = make(map[int32]*AvatarData)
data := g.readCsvFileData("AvatarData.csv") avatarDataList := make([]*AvatarData, 0)
var avatarDataList []*AvatarData readTable[AvatarData](g.tablePrefix+"AvatarData.txt", &avatarDataList)
err := csvutil.Unmarshal(data, &avatarDataList)
if err != nil {
info := fmt.Sprintf("parse file error: %v", err)
panic(info)
}
for _, avatarData := range avatarDataList { for _, avatarData := range avatarDataList {
// 读取战斗config解析技能并转化为哈希码 // 读取战斗config解析技能并转化为哈希码
fileData, err := os.ReadFile(g.jsonPrefix + "avatar/" + avatarData.ConfigJson + ".json") fileData, err := os.ReadFile(g.jsonPrefix + "avatar/" + avatarData.ConfigJson + ".json")
@@ -73,21 +65,10 @@ func (g *GameDataConfig) loadAvatarData() {
avatarData.AbilityHashCodeList = append(avatarData.AbilityHashCodeList, abilityHashCode) avatarData.AbilityHashCodeList = append(avatarData.AbilityHashCodeList, abilityHashCode)
} }
// 突破奖励转换列表 // 突破奖励转换列表
if avatarData.PromoteRewardLevelStr != "" && avatarData.PromoteRewardStr != "" { if len(avatarData.PromoteRewardLevel) != 0 && len(avatarData.PromoteReward) != 0 {
tempRewardLevelList := strings.Split(strings.ReplaceAll(avatarData.PromoteRewardLevelStr, " ", ""), "#") avatarData.PromoteRewardMap = make(map[uint32]uint32, len(avatarData.PromoteReward))
tempRewardList := strings.Split(strings.ReplaceAll(avatarData.PromoteRewardStr, " ", ""), "#") for index, rewardId := range avatarData.PromoteReward {
avatarData.PromoteRewardMap = make(map[uint32]uint32, len(tempRewardList)) promoteLevel := avatarData.PromoteRewardLevel[index]
for i, s := range tempRewardList {
promoteLevel, err := strconv.Atoi(tempRewardLevelList[i])
if err != nil {
logger.Error("level to i err, %v", err)
return
}
rewardId, err := strconv.Atoi(s)
if err != nil {
logger.Error("reward id to i err, %v", err)
return
}
avatarData.PromoteRewardMap[uint32(promoteLevel)] = uint32(rewardId) avatarData.PromoteRewardMap[uint32(promoteLevel)] = uint32(rewardId)
} }
} }

View File

@@ -1,28 +1,19 @@
package gdconf package gdconf
import ( import (
"fmt"
"hk4e/pkg/logger" "hk4e/pkg/logger"
"github.com/jszwec/csvutil"
) )
// AvatarFlycloakData 角色风之翼配置表 // AvatarFlycloakData 角色风之翼配置表
type AvatarFlycloakData struct { type AvatarFlycloakData struct {
FlycloakID int32 `csv:"FlycloakID"` // 风之翼ID FlycloakID int32 `csv:"风之翼ID"`
ItemID int32 `csv:"ItemID,omitempty"` // 道具ID ItemID int32 `csv:"道具ID,omitempty"`
} }
func (g *GameDataConfig) loadAvatarFlycloakData() { func (g *GameDataConfig) loadAvatarFlycloakData() {
g.AvatarFlycloakDataMap = make(map[int32]*AvatarFlycloakData) g.AvatarFlycloakDataMap = make(map[int32]*AvatarFlycloakData)
data := g.readCsvFileData("AvatarFlycloakData.csv") avatarFlycloakDataList := make([]*AvatarFlycloakData, 0)
var avatarFlycloakDataList []*AvatarFlycloakData readTable[AvatarFlycloakData](g.tablePrefix+"AvatarFlycloakData.txt", &avatarFlycloakDataList)
err := csvutil.Unmarshal(data, &avatarFlycloakDataList)
if err != nil {
info := fmt.Sprintf("parse file error: %v", err)
panic(info)
}
for _, avatarFlycloakData := range avatarFlycloakDataList { for _, avatarFlycloakData := range avatarFlycloakDataList {
// list -> map // list -> map
g.AvatarFlycloakDataMap[avatarFlycloakData.FlycloakID] = avatarFlycloakData g.AvatarFlycloakDataMap[avatarFlycloakData.FlycloakID] = avatarFlycloakData

View File

@@ -1,28 +1,19 @@
package gdconf package gdconf
import ( import (
"fmt"
"hk4e/pkg/logger" "hk4e/pkg/logger"
"github.com/jszwec/csvutil"
) )
// AvatarLevelData 角色等级配置表 // AvatarLevelData 角色等级配置表
type AvatarLevelData struct { type AvatarLevelData struct {
Level int32 `csv:"Level"` // 等级 Level int32 `csv:"等级"`
Exp int32 `csv:"Exp,omitempty"` // 升到下一级所需经验 Exp int32 `csv:"升到下一级所需经验,omitempty"`
} }
func (g *GameDataConfig) loadAvatarLevelData() { func (g *GameDataConfig) loadAvatarLevelData() {
g.AvatarLevelDataMap = make(map[int32]*AvatarLevelData) g.AvatarLevelDataMap = make(map[int32]*AvatarLevelData)
data := g.readCsvFileData("AvatarLevelData.csv") avatarLevelDataList := make([]*AvatarLevelData, 0)
var avatarLevelDataList []*AvatarLevelData readTable[AvatarLevelData](g.tablePrefix+"AvatarLevelData.txt", &avatarLevelDataList)
err := csvutil.Unmarshal(data, &avatarLevelDataList)
if err != nil {
info := fmt.Sprintf("parse file error: %v", err)
panic(info)
}
for _, avatarLevelData := range avatarLevelDataList { for _, avatarLevelData := range avatarLevelDataList {
// list -> map // list -> map
g.AvatarLevelDataMap[avatarLevelData.Level] = avatarLevelData g.AvatarLevelDataMap[avatarLevelData.Level] = avatarLevelData

View File

@@ -1,41 +1,32 @@
package gdconf package gdconf
import ( import (
"fmt"
"hk4e/pkg/logger" "hk4e/pkg/logger"
"github.com/jszwec/csvutil"
) )
// AvatarPromoteData 角色突破配置表 // AvatarPromoteData 角色突破配置表
type AvatarPromoteData struct { type AvatarPromoteData struct {
PromoteId int32 `csv:"PromoteId"` // 角色突破ID PromoteId int32 `csv:"角色突破ID"`
PromoteLevel int32 `csv:"PromoteLevel,omitempty"` // 突破等级 PromoteLevel int32 `csv:"突破等级,omitempty"`
CostCoin int32 `csv:"CostCoin,omitempty"` // 消耗金币 CostCoin int32 `csv:"消耗金币,omitempty"`
CostItemId1 int32 `csv:"CostItemId1,omitempty"` // [消耗物品]1ID CostItemId1 int32 `csv:"[消耗物品]1ID,omitempty"`
CostItemCount1 int32 `csv:"CostItemCount1,omitempty"` // [消耗物品]1数量 CostItemCount1 int32 `csv:"[消耗物品]1数量,omitempty"`
CostItemId2 int32 `csv:"CostItemId2,omitempty"` // [消耗物品]2ID CostItemId2 int32 `csv:"[消耗物品]2ID,omitempty"`
CostItemCount2 int32 `csv:"CostItemCount2,omitempty"` // [消耗物品]2数量 CostItemCount2 int32 `csv:"[消耗物品]2数量,omitempty"`
CostItemId3 int32 `csv:"CostItemId3,omitempty"` // [消耗物品]3ID CostItemId3 int32 `csv:"[消耗物品]3ID,omitempty"`
CostItemCount3 int32 `csv:"CostItemCount3,omitempty"` // [消耗物品]3数量 CostItemCount3 int32 `csv:"[消耗物品]3数量,omitempty"`
CostItemId4 int32 `csv:"CostItemId4,omitempty"` // [消耗物品]4ID CostItemId4 int32 `csv:"[消耗物品]4ID,omitempty"`
CostItemCount4 int32 `csv:"CostItemCount4,omitempty"` // [消耗物品]4数量 CostItemCount4 int32 `csv:"[消耗物品]4数量,omitempty"`
LevelLimit int32 `csv:"LevelLimit,omitempty"` // 解锁等级上限 LevelLimit int32 `csv:"解锁等级上限,omitempty"`
MinPlayerLevel int32 `csv:"MinPlayerLevel,omitempty"` // 冒险等级要求 MinPlayerLevel int32 `csv:"冒险等级要求,omitempty"`
CostItemMap map[uint32]uint32 // 消耗物品列表 CostItemMap map[uint32]uint32 // 消耗物品列表
} }
func (g *GameDataConfig) loadAvatarPromoteData() { func (g *GameDataConfig) loadAvatarPromoteData() {
g.AvatarPromoteDataMap = make(map[int32]map[int32]*AvatarPromoteData) g.AvatarPromoteDataMap = make(map[int32]map[int32]*AvatarPromoteData)
data := g.readCsvFileData("AvatarPromoteData.csv") avatarPromoteDataList := make([]*AvatarPromoteData, 0)
var avatarPromoteDataList []*AvatarPromoteData readTable[AvatarPromoteData](g.tablePrefix+"AvatarPromoteData.txt", &avatarPromoteDataList)
err := csvutil.Unmarshal(data, &avatarPromoteDataList)
if err != nil {
info := fmt.Sprintf("parse file error: %v", err)
panic(info)
}
for _, avatarPromoteData := range avatarPromoteDataList { for _, avatarPromoteData := range avatarPromoteDataList {
// list -> map // list -> map
_, ok := g.AvatarPromoteDataMap[avatarPromoteData.PromoteId] _, ok := g.AvatarPromoteDataMap[avatarPromoteData.PromoteId]

View File

@@ -1,32 +1,23 @@
package gdconf package gdconf
import ( import (
"fmt"
"hk4e/pkg/logger" "hk4e/pkg/logger"
"github.com/jszwec/csvutil"
) )
// AvatarSkillData 角色技能配置表 // AvatarSkillData 角色技能配置表
type AvatarSkillData struct { type AvatarSkillData struct {
AvatarSkillId int32 `csv:"AvatarSkillId"` // ID AvatarSkillId int32 `csv:"ID"`
AbilityName string `csv:"AbilityName,omitempty"` // Ability名称 AbilityName string `csv:"Ability名称,omitempty"`
// TODO 这个字段实际上并不是拿来直接扣体力的 体力应该由ability来做 但是现在我捋不清所以摆烂了 改了一下表暂时先这么用着 // TODO 这个字段实际上并不是拿来直接扣体力的 体力应该由ability来做 但是现在我捋不清所以摆烂了 改了一下表暂时先这么用着
CostStamina int32 `csv:"CostStamina,omitempty"` // 消耗体力 CostStamina int32 `csv:"消耗体力,omitempty"`
CostElemType int32 `csv:"CostElemType,omitempty"` // 消耗能量类型 CostElemType int32 `csv:"消耗能量类型,omitempty"`
CostElemVal int32 `csv:"CostElemVal,omitempty"` // 消耗能量值 CostElemVal int32 `csv:"消耗能量值,omitempty"`
} }
func (g *GameDataConfig) loadAvatarSkillData() { func (g *GameDataConfig) loadAvatarSkillData() {
g.AvatarSkillDataMap = make(map[int32]*AvatarSkillData) g.AvatarSkillDataMap = make(map[int32]*AvatarSkillData)
data := g.readCsvFileData("AvatarSkillData.csv") avatarSkillDataList := make([]*AvatarSkillData, 0)
var avatarSkillDataList []*AvatarSkillData readTable[AvatarSkillData](g.tablePrefix+"AvatarSkillData.txt", &avatarSkillDataList)
err := csvutil.Unmarshal(data, &avatarSkillDataList)
if err != nil {
info := fmt.Sprintf("parse file error: %v", err)
panic(info)
}
for _, avatarSkillData := range avatarSkillDataList { for _, avatarSkillData := range avatarSkillDataList {
// list -> map // list -> map
g.AvatarSkillDataMap[avatarSkillData.AvatarSkillId] = avatarSkillData g.AvatarSkillDataMap[avatarSkillData.AvatarSkillId] = avatarSkillData

View File

@@ -8,28 +8,27 @@ import (
"hk4e/pkg/logger" "hk4e/pkg/logger"
"github.com/hjson/hjson-go/v4" "github.com/hjson/hjson-go/v4"
"github.com/jszwec/csvutil"
) )
// AvatarSkillDepotData 角色技能库配置表 // AvatarSkillDepotData 角色技能库配置表
type AvatarSkillDepotData struct { type AvatarSkillDepotData struct {
AvatarSkillDepotId int32 `csv:"AvatarSkillDepotId"` // ID AvatarSkillDepotId int32 `csv:"ID"`
EnergySkill int32 `csv:"EnergySkill,omitempty"` // 充能技能 EnergySkill int32 `csv:"充能技能,omitempty"`
Skill1 int32 `csv:"Skill1,omitempty"` // 技能1 Skill1 int32 `csv:"技能1,omitempty"`
Skill2 int32 `csv:"Skill2,omitempty"` // 技能2 Skill2 int32 `csv:"技能2,omitempty"`
Skill3 int32 `csv:"Skill3,omitempty"` // 技能3 Skill3 int32 `csv:"技能3,omitempty"`
Skill4 int32 `csv:"Skill4,omitempty"` // 技能4 Skill4 int32 `csv:"技能4,omitempty"`
ProudSkill1GroupId int32 `csv:"ProudSkill1GroupId,omitempty"` // 固有得意技组1ID ProudSkill1GroupId int32 `csv:"固有得意技组1ID,omitempty"`
ProudSkill1NeedAvatarPromoteLevel int32 `csv:"ProudSkill1NeedAvatarPromoteLevel,omitempty"` // 固有得意技组1激活所需角色突破等级 ProudSkill1NeedAvatarPromoteLevel int32 `csv:"固有得意技组1激活所需角色突破等级,omitempty"`
ProudSkill2GroupId int32 `csv:"ProudSkill2GroupId,omitempty"` // 固有得意技组2ID ProudSkill2GroupId int32 `csv:"固有得意技组2ID,omitempty"`
ProudSkill2NeedAvatarPromoteLevel int32 `csv:"ProudSkill2NeedAvatarPromoteLevel,omitempty"` // 固有得意技组2激活所需角色突破等级 ProudSkill2NeedAvatarPromoteLevel int32 `csv:"固有得意技组2激活所需角色突破等级,omitempty"`
ProudSkill3GroupId int32 `csv:"ProudSkill3GroupId,omitempty"` // 固有得意技组3ID ProudSkill3GroupId int32 `csv:"固有得意技组3ID,omitempty"`
ProudSkill3NeedAvatarPromoteLevel int32 `csv:"ProudSkill3NeedAvatarPromoteLevel,omitempty"` // 固有得意技组3激活所需角色突破等级 ProudSkill3NeedAvatarPromoteLevel int32 `csv:"固有得意技组3激活所需角色突破等级,omitempty"`
ProudSkill4GroupId int32 `csv:"ProudSkill4GroupId,omitempty"` // 固有得意技组4ID ProudSkill4GroupId int32 `csv:"固有得意技组4ID,omitempty"`
ProudSkill4NeedAvatarPromoteLevel int32 `csv:"ProudSkill4NeedAvatarPromoteLevel,omitempty"` // 固有得意技组4激活所需角色突破等级 ProudSkill4NeedAvatarPromoteLevel int32 `csv:"固有得意技组4激活所需角色突破等级,omitempty"`
ProudSkill5GroupId int32 `csv:"ProudSkill5GroupId,omitempty"` // 固有得意技组5ID ProudSkill5GroupId int32 `csv:"固有得意技组5ID,omitempty"`
ProudSkill5NeedAvatarPromoteLevel int32 `csv:"ProudSkill5NeedAvatarPromoteLevel,omitempty"` // 固有得意技组5激活所需角色突破等级 ProudSkill5NeedAvatarPromoteLevel int32 `csv:"固有得意技组5激活所需角色突破等级,omitempty"`
SkillDepotAbilityGroup string `csv:"SkillDepotAbilityGroup,omitempty"` // AbilityGroup SkillDepotAbilityGroup string `csv:"AbilityGroup,omitempty"`
Skills []int32 Skills []int32
InherentProudSkillOpens []*InherentProudSkillOpens InherentProudSkillOpens []*InherentProudSkillOpens
@@ -43,14 +42,8 @@ type InherentProudSkillOpens struct {
func (g *GameDataConfig) loadAvatarSkillDepotData() { func (g *GameDataConfig) loadAvatarSkillDepotData() {
g.AvatarSkillDepotDataMap = make(map[int32]*AvatarSkillDepotData) g.AvatarSkillDepotDataMap = make(map[int32]*AvatarSkillDepotData)
data := g.readCsvFileData("AvatarSkillDepotData.csv") avatarSkillDepotDataList := make([]*AvatarSkillDepotData, 0)
var avatarSkillDepotDataList []*AvatarSkillDepotData readTable[AvatarSkillDepotData](g.tablePrefix+"AvatarSkillDepotData.txt", &avatarSkillDepotDataList)
err := csvutil.Unmarshal(data, &avatarSkillDepotDataList)
if err != nil {
info := fmt.Sprintf("parse file error: %v", err)
panic(info)
}
playerElementsFilePath := g.jsonPrefix + "ability_group/AbilityGroup_Other_PlayerElementAbility.json" playerElementsFilePath := g.jsonPrefix + "ability_group/AbilityGroup_Other_PlayerElementAbility.json"
playerElementsFile, err := os.ReadFile(playerElementsFilePath) playerElementsFile, err := os.ReadFile(playerElementsFilePath)
if err != nil { if err != nil {

View File

@@ -2,8 +2,6 @@ package gdconf
import ( import (
"hk4e/pkg/logger" "hk4e/pkg/logger"
"github.com/jszwec/csvutil"
) )
// 当初写卡池算法的时候临时建立的表 以后再做迁移吧 // 当初写卡池算法的时候临时建立的表 以后再做迁移吧
@@ -25,13 +23,8 @@ func (g *GameDataConfig) loadDropGroupData() {
g.DropGroupDataMap = make(map[int32]*DropGroupData) g.DropGroupDataMap = make(map[int32]*DropGroupData)
fileNameList := []string{"DropGachaAvatarUp.csv", "DropGachaWeaponUp.csv", "DropGachaNormal.csv"} fileNameList := []string{"DropGachaAvatarUp.csv", "DropGachaWeaponUp.csv", "DropGachaNormal.csv"}
for _, fileName := range fileNameList { for _, fileName := range fileNameList {
data := g.readCsvFileData("../ext/" + fileName) dropList := make([]*Drop, 0)
var dropList []*Drop readExtCsv[Drop](g.extPrefix+fileName, &dropList)
err := csvutil.Unmarshal(data, &dropList)
if err != nil {
logger.Error("parse file error: %v", err)
return
}
for _, drop := range dropList { for _, drop := range dropList {
dropGroupData, exist := g.DropGroupDataMap[drop.DropId] dropGroupData, exist := g.DropGroupDataMap[drop.DropId]
if !exist { if !exist {

View File

@@ -1,31 +1,22 @@
package gdconf package gdconf
import ( import (
"fmt"
"hk4e/pkg/logger" "hk4e/pkg/logger"
"github.com/jszwec/csvutil"
) )
// FetterData 角色资料解锁配置表 // FetterData 角色资料解锁配置表
type FetterData struct { type FetterData struct {
FetterId int32 `csv:"FetterId"` // ID FetterId int32 `csv:"ID"`
AvatarId int32 `csv:"AvatarId"` // 角色ID AvatarId int32 `csv:"角色ID"`
} }
func (g *GameDataConfig) loadFetterData() { func (g *GameDataConfig) loadFetterData() {
g.FetterDataMap = make(map[int32]*FetterData) g.FetterDataMap = make(map[int32]*FetterData)
g.FetterDataAvatarIdMap = make(map[int32][]int32) g.FetterDataAvatarIdMap = make(map[int32][]int32)
fileNameList := []string{"FettersData.csv", "FetterDataStory.csv", "FetterDataIformation.csv", "PhotographExpressionName.csv", "PhotographPoseName.csv"} fileNameList := []string{"FettersData.txt", "FetterDataStory.txt", "FetterDataIformation.txt", "PhotographExpressionName.txt", "PhotographPoseName.txt"}
for _, fileName := range fileNameList { for _, fileName := range fileNameList {
data := g.readCsvFileData(fileName) fetterDataList := make([]*FetterData, 0)
var fetterDataList []*FetterData readTable[FetterData](g.tablePrefix+fileName, &fetterDataList)
err := csvutil.Unmarshal(data, &fetterDataList)
if err != nil {
info := fmt.Sprintf("parse file error: %v", err)
panic(info)
}
for _, fetterData := range fetterDataList { for _, fetterData := range fetterDataList {
// list -> map // list -> map
g.FetterDataMap[fetterData.FetterId] = fetterData g.FetterDataMap[fetterData.FetterId] = fetterData

View File

@@ -1,10 +1,14 @@
package gdconf package gdconf
import ( import (
"bytes"
"encoding/csv"
"encoding/json" "encoding/json"
"fmt" "fmt"
"io"
"os" "os"
"runtime" "runtime"
"strconv"
"strings" "strings"
"time" "time"
@@ -12,6 +16,7 @@ import (
"hk4e/common/constant" "hk4e/common/constant"
"hk4e/pkg/logger" "hk4e/pkg/logger"
"github.com/jszwec/csvutil"
lua "github.com/yuin/gopher-lua" lua "github.com/yuin/gopher-lua"
) )
@@ -22,9 +27,10 @@ var CONF_RELOAD *GameDataConfig = nil
type GameDataConfig struct { type GameDataConfig struct {
// 配置表路径前缀 // 配置表路径前缀
csvPrefix string tablePrefix string
jsonPrefix string jsonPrefix string
luaPrefix string luaPrefix string
extPrefix string
// 配置表数据 // 配置表数据
AvatarDataMap map[int32]*AvatarData // 角色 AvatarDataMap map[int32]*AvatarData // 角色
AvatarSkillDataMap map[int32]*AvatarSkillData // 角色技能 AvatarSkillDataMap map[int32]*AvatarSkillData // 角色技能
@@ -89,13 +95,13 @@ func (g *GameDataConfig) loadAll() {
panic(info) panic(info)
} }
g.csvPrefix = pathPrefix + "/csv" g.tablePrefix = pathPrefix + "/txt"
dirInfo, err = os.Stat(g.csvPrefix) dirInfo, err = os.Stat(g.tablePrefix)
if err != nil || !dirInfo.IsDir() { if err != nil || !dirInfo.IsDir() {
info := fmt.Sprintf("open game data config csv dir error: %v", err) info := fmt.Sprintf("open game data config txt dir error: %v", err)
panic(info) panic(info)
} }
g.csvPrefix += "/" g.tablePrefix += "/"
g.jsonPrefix = pathPrefix + "/json" g.jsonPrefix = pathPrefix + "/json"
dirInfo, err = os.Stat(g.jsonPrefix) dirInfo, err = os.Stat(g.jsonPrefix)
@@ -113,6 +119,14 @@ func (g *GameDataConfig) loadAll() {
} }
g.luaPrefix += "/" g.luaPrefix += "/"
g.extPrefix = pathPrefix + "/ext"
dirInfo, err = os.Stat(g.extPrefix)
if err != nil || !dirInfo.IsDir() {
info := fmt.Sprintf("open game data config ext dir error: %v", err)
panic(info)
}
g.extPrefix += "/"
g.load() g.load()
} }
@@ -147,8 +161,38 @@ func (g *GameDataConfig) load() {
g.loadTriggerData() // 场景LUA触发器 g.loadTriggerData() // 场景LUA触发器
} }
func (g *GameDataConfig) readCsvFileData(fileName string) []byte { // CSV相关
fileData, err := os.ReadFile(g.csvPrefix + fileName)
func splitStringArray(str string) []string {
if str == "" {
return make([]string, 0)
} else if strings.Contains(str, ";") {
return strings.Split(str, ";")
} else if strings.Contains(str, ",") {
return strings.Split(str, ",")
} else {
return []string{str}
}
}
type IntArray []int32
func (a *IntArray) UnmarshalCSV(data []byte) error {
str := string(data)
str = strings.ReplaceAll(str, " ", "")
intStrList := splitStringArray(str)
for _, intStr := range intStrList {
v, err := strconv.ParseInt(intStr, 10, 32)
if err != nil {
panic(err)
}
*a = append(*a, int32(v))
}
return nil
}
func readExtCsv[T any](tablePath string, table *[]*T) {
fileData, err := os.ReadFile(tablePath)
if err != nil { if err != nil {
info := fmt.Sprintf("open file error: %v", err) info := fmt.Sprintf("open file error: %v", err)
panic(info) panic(info)
@@ -160,9 +204,42 @@ func (g *GameDataConfig) readCsvFileData(fileName string) []byte {
standardCsvData := make([]byte, 0) standardCsvData := make([]byte, 0)
standardCsvData = append(standardCsvData, fileData[:index1]...) standardCsvData = append(standardCsvData, fileData[:index1]...)
standardCsvData = append(standardCsvData, fileData[index3+(index2+1)+(index1+1):]...) standardCsvData = append(standardCsvData, fileData[index3+(index2+1)+(index1+1):]...)
return standardCsvData err = csvutil.Unmarshal(standardCsvData, table)
if err != nil {
info := fmt.Sprintf("parse file error: %v", err)
panic(info)
}
} }
func readTable[T any](tablePath string, table *[]*T) {
fileData, err := os.ReadFile(tablePath)
if err != nil {
info := fmt.Sprintf("open file error: %v", err)
panic(info)
}
reader := csv.NewReader(bytes.NewBuffer(fileData))
reader.Comma = '\t'
dec, err := csvutil.NewDecoder(reader)
if err != nil {
info := fmt.Sprintf("create decoder error: %v", err)
panic(info)
}
for {
t := new(T)
err := dec.Decode(t)
if err == io.EOF {
break
}
if err != nil {
info := fmt.Sprintf("decode file error: %v", err)
panic(info)
}
*table = append(*table, t)
}
}
// LUA相关
type ScriptLibFunc struct { type ScriptLibFunc struct {
fnName string fnName string
fn lua.LGFunction fn lua.LGFunction

View File

@@ -1,11 +1,9 @@
package gdconf package gdconf
import ( import (
"encoding/json"
"image" "image"
"image/color" "image/color"
"image/jpeg" "image/jpeg"
"log"
"os" "os"
"strings" "strings"
"testing" "testing"
@@ -17,79 +15,6 @@ import (
"github.com/hjson/hjson-go/v4" "github.com/hjson/hjson-go/v4"
) )
type TableField struct {
FieldName string `json:"field_name"`
FieldType string `json:"field_type"`
OriginName string `json:"origin_name"`
}
type TableStructMapping struct {
TableName string `json:"table_name"`
FieldList []*TableField `json:"field_list"`
}
// 生成最终服务器读取的配置表
func TestGenGdCsv(t *testing.T) {
tableStructMappingList := make([]*TableStructMapping, 0)
configFileData, err := os.ReadFile("./table_struct_mapping.json")
if err != nil {
log.Printf("open config file error: %v", err)
return
}
err = json.Unmarshal(configFileData, &tableStructMappingList)
if err != nil {
log.Printf("parse config file error: %v", err)
return
}
for _, tableStructMapping := range tableStructMappingList {
txtFileData, err := os.ReadFile("./game_data_config/txt/" + tableStructMapping.TableName + ".txt")
if err != nil {
log.Printf("read txt file error: %v", err)
continue
}
// 转换txt配置表格式为csv
originCsv := string(txtFileData)
originCsv = strings.ReplaceAll(originCsv, "\r\n", "\n")
originCsv = strings.ReplaceAll(originCsv, "\r", "\n")
originCsv = strings.ReplaceAll(originCsv, ",", "#")
originCsv = strings.ReplaceAll(originCsv, ";", "#")
originCsv = strings.ReplaceAll(originCsv, "\t", ",")
originCsvLineList := strings.Split(originCsv, "\n")
if len(originCsvLineList) == 0 {
log.Printf("origin csv file is empty")
continue
}
originCsvHeadList := strings.Split(originCsvLineList[0], ",")
if len(originCsvHeadList) == 0 {
log.Printf("origin csv file head is empty")
continue
}
fieldNameHead := ""
fieldTypeHead := ""
for index, originCsvHead := range originCsvHeadList {
for _, tableField := range tableStructMapping.FieldList {
if originCsvHead == tableField.OriginName {
// 字段名匹配成功
fieldNameHead += tableField.FieldName
fieldTypeHead += tableField.FieldType
}
}
if index < len(originCsvHeadList)-1 {
fieldNameHead += ","
fieldTypeHead += ","
}
}
fieldNameHead += "\n"
fieldTypeHead += "\n"
gdCsvFile := fieldNameHead + fieldTypeHead + originCsv
err = os.WriteFile("./game_data_config/csv/"+tableStructMapping.TableName+".csv", []byte(gdCsvFile), 0644)
if err != nil {
log.Printf("write gd csv file error: %v", err)
continue
}
}
}
// 测试初始化加载配置表 // 测试初始化加载配置表
func TestInitGameDataConfig(t *testing.T) { func TestInitGameDataConfig(t *testing.T) {
config.InitConfig("./bin/application.toml") config.InitConfig("./bin/application.toml")
@@ -99,7 +24,7 @@ func TestInitGameDataConfig(t *testing.T) {
}() }()
logger.Info("start load conf") logger.Info("start load conf")
InitGameDataConfig() InitGameDataConfig()
logger.Info("load conf finish, conf: %v", CONF) logger.Info("load conf finish")
time.Sleep(time.Second) time.Sleep(time.Second)
} }

View File

@@ -1,30 +1,21 @@
package gdconf package gdconf
import ( import (
"fmt"
"hk4e/pkg/logger" "hk4e/pkg/logger"
"github.com/jszwec/csvutil"
) )
// GatherData 采集物配置表 // GatherData 采集物配置表
type GatherData struct { type GatherData struct {
PointType int32 `csv:"PointType"` // 挂节点类型 PointType int32 `csv:"挂节点类型"`
GatherId int32 `csv:"GatherId"` // ID GatherId int32 `csv:"ID"`
GadgetId int32 `csv:"GadgetId"` // 采集物ID GadgetId int32 `csv:"采集物ID"`
ItemId int32 `csv:"ItemId"` // 获得物品ID ItemId int32 `csv:"获得物品ID"`
} }
func (g *GameDataConfig) loadGatherData() { func (g *GameDataConfig) loadGatherData() {
g.GatherDataMap = make(map[int32]*GatherData) g.GatherDataMap = make(map[int32]*GatherData)
data := g.readCsvFileData("GatherData.csv") gatherDataList := make([]*GatherData, 0)
var gatherDataList []*GatherData readTable[GatherData](g.tablePrefix+"GatherData.txt", &gatherDataList)
err := csvutil.Unmarshal(data, &gatherDataList)
if err != nil {
info := fmt.Sprintf("parse file error: %v", err)
panic(info)
}
g.GatherDataPointTypeMap = make(map[int32]*GatherData) g.GatherDataPointTypeMap = make(map[int32]*GatherData)
for _, gatherData := range gatherDataList { for _, gatherData := range gatherDataList {
// list -> map // list -> map

View File

@@ -1,40 +1,28 @@
package gdconf package gdconf
import ( import (
"fmt"
"strconv"
"strings"
"hk4e/pkg/logger" "hk4e/pkg/logger"
"github.com/jszwec/csvutil"
) )
// GCGCharData 角色卡牌配置表 // GCGCharData 角色卡牌配置表
type GCGCharData struct { type GCGCharData struct {
CharId int32 `csv:"CharId"` // ID CharId int32 `csv:"ID"`
TagId1 int32 `csv:"TagId1,omitempty"` // 卡牌标签列表1 TagId1 int32 `csv:"[卡牌标签列表]1,omitempty"`
TagId2 int32 `csv:"TagId2,omitempty"` // 卡牌标签列表2 TagId2 int32 `csv:"[卡牌标签列表]2,omitempty"`
TagId3 int32 `csv:"TagId3,omitempty"` // 卡牌标签列表3 TagId3 int32 `csv:"[卡牌标签列表]3,omitempty"`
TagId4 int32 `csv:"TagId4,omitempty"` // 卡牌标签列表4 TagId4 int32 `csv:"[卡牌标签列表]4,omitempty"`
TagId5 int32 `csv:"TagId5,omitempty"` // 卡牌标签列表5 TagId5 int32 `csv:"[卡牌标签列表]5,omitempty"`
SkillListStr string `csv:"SkillListStr,omitempty"` // 卡牌技能列表文本 SkillList IntArray `csv:"卡牌技能列表,omitempty"`
HPBase int32 `csv:"HPBase,omitempty"` // 角色生命值 HPBase int32 `csv:"角色生命值,omitempty"`
MaxElemVal int32 `csv:"MaxElemVal,omitempty"` // 角色充能上限 MaxElemVal int32 `csv:"角色充能上限,omitempty"`
TagList []uint32 // 卡牌标签列表 TagList []uint32 // 卡牌标签列表
SkillList []uint32 // 卡牌技能列表
} }
func (g *GameDataConfig) loadGCGCharData() { func (g *GameDataConfig) loadGCGCharData() {
g.GCGCharDataMap = make(map[int32]*GCGCharData) g.GCGCharDataMap = make(map[int32]*GCGCharData)
data := g.readCsvFileData("GCGCharData.csv") gcgCharDataList := make([]*GCGCharData, 0)
var gcgCharDataList []*GCGCharData readTable[GCGCharData](g.tablePrefix+"GCGCharData.txt", &gcgCharDataList)
err := csvutil.Unmarshal(data, &gcgCharDataList)
if err != nil {
info := fmt.Sprintf("parse file error: %v", err)
panic(info)
}
for _, gcgCharData := range gcgCharDataList { for _, gcgCharData := range gcgCharDataList {
// 将TagId整合进TagList // 将TagId整合进TagList
gcgCharData.TagList = make([]uint32, 0, 5) gcgCharData.TagList = make([]uint32, 0, 5)
@@ -47,17 +35,6 @@ func (g *GameDataConfig) loadGCGCharData() {
} }
gcgCharData.TagList = append(gcgCharData.TagList, uint32(tagId)) gcgCharData.TagList = append(gcgCharData.TagList, uint32(tagId))
} }
// 技能列表读取转换
tempSkillList := strings.Split(strings.ReplaceAll(gcgCharData.SkillListStr, " ", ""), "#")
gcgCharData.SkillList = make([]uint32, 0, len(tempSkillList))
for _, s := range tempSkillList {
skillId, err := strconv.Atoi(s)
if err != nil {
logger.Error("skill id to i err, %v", err)
return
}
gcgCharData.SkillList = append(gcgCharData.SkillList, uint32(skillId))
}
// list -> map // list -> map
g.GCGCharDataMap[gcgCharData.CharId] = gcgCharData g.GCGCharDataMap[gcgCharData.CharId] = gcgCharData
} }

View File

@@ -7,18 +7,16 @@ import (
"hk4e/pkg/logger" "hk4e/pkg/logger"
"github.com/hjson/hjson-go/v4" "github.com/hjson/hjson-go/v4"
"github.com/jszwec/csvutil"
) )
// GCGSkillData 卡牌技能配置表 // GCGSkillData 卡牌技能配置表
type GCGSkillData struct { type GCGSkillData struct {
SkillId int32 `csv:"SkillId"` // ID SkillId int32 `csv:"ID"`
ConfigJson string `csv:"ConfigJson,omitempty"` // 效果config ConfigJson string `csv:"效果JSON文件,omitempty"`
CostType1 int32 `csv:"CostType1,omitempty"` // 消耗的元素骰子类型1 CostType1 int32 `csv:"[技能费用]1类型,omitempty"`
CostValue1 int32 `csv:"CostValue1,omitempty"` // 消耗的元素骰子数量1 CostValue1 int32 `csv:"[技能费用]1值,omitempty"`
CostType2 int32 `csv:"CostType2,omitempty"` // 消耗的元素骰子类型2 CostType2 int32 `csv:"[技能费用]2类型,omitempty"`
CostValue2 int32 `csv:"CostValue2,omitempty"` // 消耗的元素骰子数量2 CostValue2 int32 `csv:"[技能费用]2值,omitempty"`
CostMap map[uint32]uint32 // 技能骰子消耗列表 CostMap map[uint32]uint32 // 技能骰子消耗列表
Damage uint32 // 技能伤害 Damage uint32 // 技能伤害
@@ -36,13 +34,8 @@ type ConfigSkillEffectValue struct {
func (g *GameDataConfig) loadGCGSkillData() { func (g *GameDataConfig) loadGCGSkillData() {
g.GCGSkillDataMap = make(map[int32]*GCGSkillData) g.GCGSkillDataMap = make(map[int32]*GCGSkillData)
data := g.readCsvFileData("GCGSkillData.csv") gcgSkillDataList := make([]*GCGSkillData, 0)
var gcgSkillDataList []*GCGSkillData readTable[GCGSkillData](g.tablePrefix+"GCGSkillData.txt", &gcgSkillDataList)
err := csvutil.Unmarshal(data, &gcgSkillDataList)
if err != nil {
info := fmt.Sprintf("parse file error: %v", err)
panic(info)
}
for _, gcgSkillData := range gcgSkillDataList { for _, gcgSkillData := range gcgSkillDataList {
// 技能消耗整合进CostMap // 技能消耗整合进CostMap
gcgSkillData.CostMap = map[uint32]uint32{ gcgSkillData.CostMap = map[uint32]uint32{

View File

@@ -1,57 +1,44 @@
package gdconf package gdconf
import ( import (
"fmt"
"strconv"
"strings"
"hk4e/common/constant"
"hk4e/pkg/logger" "hk4e/pkg/logger"
"github.com/jszwec/csvutil"
) )
// ItemData 道具分类分表整合配置表 // ItemData 道具分类分表整合配置表
type ItemData struct { type ItemData struct {
// 公共表头字段 // 公共表头字段
ItemId int32 `csv:"ItemId"` // ID ItemId int32 `csv:"ID"`
Type int32 `csv:"Type,omitempty"` // 类型 Type int32 `csv:"类型,omitempty"`
Weight int32 `csv:"Weight,omitempty"` // 重量 Weight int32 `csv:"重量,omitempty"`
RankLevel int32 `csv:"RankLevel,omitempty"` // 排序权重 RankLevel int32 `csv:"排序权重,omitempty"`
GadgetId int32 `csv:"GadgetId,omitempty"` // 物件ID GadgetId int32 `csv:"物件ID,omitempty"`
Name string `csv:"Name,omitempty"` // 数值用类型 Name string `csv:"数值用类型,omitempty"`
// 材料 // 材料
MaterialType int32 `csv:"MaterialType,omitempty"` // 材料类型 MaterialType int32 `csv:"材料类型,omitempty"`
Use1Param1 string `csv:"Use1Param1,omitempty"` // [使用]1参数1 Use1Param1 string `csv:"[使用]1参数1,omitempty"`
// 武器 // 武器
EquipType int32 `csv:"EquipType,omitempty"` // 武器种类 EquipType int32 `csv:"武器种类,omitempty"`
EquipLevel int32 `csv:"EquipLevel,omitempty"` // 武器阶数 EquipLevel int32 `csv:"武器阶数,omitempty"`
SkillAffix1 int32 `csv:"SkillAffix1,omitempty"` // 初始技能词缀1 SkillAffix1 int32 `csv:"初始技能词缀1,omitempty"`
SkillAffix2 int32 `csv:"SkillAffix2,omitempty"` // 初始技能词缀2 SkillAffix2 int32 `csv:"初始技能词缀2,omitempty"`
PromoteId int32 `csv:"PromoteId,omitempty"` // 武器突破ID PromoteId int32 `csv:"武器突破ID,omitempty"`
EquipBaseExp int32 `csv:"EquipBaseExp,omitempty"` // 武器初始经验 EquipBaseExp int32 `csv:"武器初始经验,omitempty"`
AwakenMaterial int32 `csv:"AwakenMaterial,omitempty"` // 武器精炼道具 AwakenMaterial int32 `csv:"精炼道具,omitempty"`
AwakenCoinCostStr string `csv:"AwakenCoinCostStr,omitempty"` // 精炼摩拉消耗 AwakenCoinCost IntArray `csv:"精炼摩拉消耗,omitempty"`
SkillAffix []int32 SkillAffix []int32
AwakenCoinCostList []uint32
// 圣遗物 // 圣遗物
ReliquaryType int32 `csv:"ReliquaryType,omitempty"` // 圣遗物类别 ReliquaryType int32 `csv:"圣遗物类别,omitempty"`
MainPropDepotId int32 `csv:"MainPropDepotId,omitempty"` // 主属性库ID MainPropDepotId int32 `csv:"主属性库ID,omitempty"`
AppendPropDepotId int32 `csv:"AppendPropDepotId,omitempty"` // 追加属性库ID AppendPropDepotId int32 `csv:"追加属性库ID,omitempty"`
AppendPropCount int32 `csv:"AppendPropCount,omitempty"` // 追加属性初始条数 AppendPropCount int32 `csv:"追加属性初始条数,omitempty"`
} }
func (g *GameDataConfig) loadItemData() { func (g *GameDataConfig) loadItemData() {
g.ItemDataMap = make(map[int32]*ItemData) g.ItemDataMap = make(map[int32]*ItemData)
fileNameList := []string{"MaterialData.csv", "WeaponData.csv", "ReliquaryData.csv", "FurnitureExcelData.csv"} fileNameList := []string{"MaterialData.txt", "WeaponData.txt", "ReliquaryData.txt", "FurnitureExcelData.txt"}
for _, fileName := range fileNameList { for _, fileName := range fileNameList {
data := g.readCsvFileData(fileName) itemDataList := make([]*ItemData, 0)
var itemDataList []*ItemData readTable[ItemData](g.tablePrefix+fileName, &itemDataList)
err := csvutil.Unmarshal(data, &itemDataList)
if err != nil {
info := fmt.Sprintf("parse file error: %v", err)
panic(info)
}
for _, itemData := range itemDataList { for _, itemData := range itemDataList {
// list -> map // list -> map
itemData.SkillAffix = make([]int32, 0) itemData.SkillAffix = make([]int32, 0)
@@ -61,19 +48,6 @@ func (g *GameDataConfig) loadItemData() {
if itemData.SkillAffix2 != 0 { if itemData.SkillAffix2 != 0 {
itemData.SkillAffix = append(itemData.SkillAffix, itemData.SkillAffix2) itemData.SkillAffix = append(itemData.SkillAffix, itemData.SkillAffix2)
} }
// 武器精炼摩拉消耗列表读取转换
if itemData.Type == constant.ITEM_TYPE_WEAPON && itemData.AwakenCoinCostStr != "" {
tempCostList := strings.Split(strings.ReplaceAll(itemData.AwakenCoinCostStr, " ", ""), "#")
itemData.AwakenCoinCostList = make([]uint32, 0, len(tempCostList))
for _, s := range tempCostList {
costCount, err := strconv.Atoi(s)
if err != nil {
logger.Error("cost count to i err, %v", err)
return
}
itemData.AwakenCoinCostList = append(itemData.AwakenCoinCostList, uint32(costCount))
}
}
g.ItemDataMap[itemData.ItemId] = itemData g.ItemDataMap[itemData.ItemId] = itemData
} }
} }

View File

@@ -1,28 +1,19 @@
package gdconf package gdconf
import ( import (
"fmt"
"hk4e/pkg/logger" "hk4e/pkg/logger"
"github.com/jszwec/csvutil"
) )
// PlayerLevelData 玩家等级配置表 // PlayerLevelData 玩家等级配置表
type PlayerLevelData struct { type PlayerLevelData struct {
Level int32 `csv:"Level"` // 等级 Level int32 `csv:"等级"`
Exp int32 `csv:"Exp,omitempty"` // 升到下一级所需经验 Exp int32 `csv:"升到下一级所需经验,omitempty"`
} }
func (g *GameDataConfig) loadPlayerLevelData() { func (g *GameDataConfig) loadPlayerLevelData() {
g.PlayerLevelDataMap = make(map[int32]*PlayerLevelData) g.PlayerLevelDataMap = make(map[int32]*PlayerLevelData)
data := g.readCsvFileData("PlayerLevelData.csv") playerLevelDataList := make([]*PlayerLevelData, 0)
var playerLevelDataList []*PlayerLevelData readTable[PlayerLevelData](g.tablePrefix+"PlayerLevelData.txt", &playerLevelDataList)
err := csvutil.Unmarshal(data, &playerLevelDataList)
if err != nil {
info := fmt.Sprintf("parse file error: %v", err)
panic(info)
}
for _, playerLevelData := range playerLevelDataList { for _, playerLevelData := range playerLevelDataList {
// list -> map // list -> map
g.PlayerLevelDataMap[playerLevelData.Level] = playerLevelData g.PlayerLevelDataMap[playerLevelData.Level] = playerLevelData

View File

@@ -1,11 +1,7 @@
package gdconf package gdconf
import ( import (
"fmt"
"hk4e/pkg/logger" "hk4e/pkg/logger"
"github.com/jszwec/csvutil"
) )
type QuestCond struct { type QuestCond struct {
@@ -17,57 +13,57 @@ type QuestCond struct {
// QuestData 任务配置表 // QuestData 任务配置表
type QuestData struct { type QuestData struct {
QuestId int32 `csv:"QuestId"` // ID QuestId int32 `csv:"子任务ID"`
ParentQuestId int32 `csv:"ParentQuestId,omitempty"` // 父任务ID ParentQuestId int32 `csv:"父任务ID,omitempty"`
Sequence int32 `csv:"Sequence,omitempty"` // 序列 Sequence int32 `csv:"序列,omitempty"`
// 领取条件 // 领取条件
AcceptCondCompose int32 `csv:"AcceptCondCompose,omitempty"` // [领取条件]组合 AcceptCondCompose int32 `csv:"[领取条件]组合,omitempty"`
AcceptCondType1 int32 `csv:"AcceptCondType1,omitempty"` // [领取条件]1类型 AcceptCondType1 int32 `csv:"[领取条件]1类型,omitempty"`
AcceptCondType1Param1 int32 `csv:"AcceptCondType1Param1,omitempty"` // [领取条件]1参数1 AcceptCondType1Param1 int32 `csv:"[领取条件]1参数1,omitempty"`
AcceptCondType1Param2 int32 `csv:"AcceptCondType1Param2,omitempty"` // [领取条件]1参数2 AcceptCondType1Param2 int32 `csv:"[领取条件]1参数2,omitempty"`
AcceptCondType1Param3 int32 `csv:"AcceptCondType1Param3,omitempty"` // [领取条件]1参数3 AcceptCondType1Param3 int32 `csv:"[领取条件]1参数3,omitempty"`
AcceptCondType2 int32 `csv:"AcceptCondType2,omitempty"` // [领取条件]2类型 AcceptCondType2 int32 `csv:"[领取条件]2类型,omitempty"`
AcceptCondType2Param1 int32 `csv:"AcceptCondType2Param1,omitempty"` // [领取条件]2参数1 AcceptCondType2Param1 int32 `csv:"[领取条件]2参数1,omitempty"`
AcceptCondType2Param2 int32 `csv:"AcceptCondType2Param2,omitempty"` // [领取条件]2参数2 AcceptCondType2Param2 int32 `csv:"[领取条件]2参数2,omitempty"`
AcceptCondType2Param3 int32 `csv:"AcceptCondType2Param3,omitempty"` // [领取条件]2参数3 AcceptCondType2Param3 int32 `csv:"[领取条件]2参数3,omitempty"`
AcceptCondType3 int32 `csv:"AcceptCondType3,omitempty"` // [领取条件]3类型 AcceptCondType3 int32 `csv:"[领取条件]3类型,omitempty"`
AcceptCondType3Param1 int32 `csv:"AcceptCondType3Param1,omitempty"` // [领取条件]3参数1 AcceptCondType3Param1 int32 `csv:"[领取条件]3参数1,omitempty"`
AcceptCondType3Param2 int32 `csv:"AcceptCondType3Param2,omitempty"` // [领取条件]3参数2 AcceptCondType3Param2 int32 `csv:"[领取条件]3参数2,omitempty"`
AcceptCondType3Param3 int32 `csv:"AcceptCondType3Param3,omitempty"` // [领取条件]3参数3 AcceptCondType3Param3 int32 `csv:"[领取条件]3参数3,omitempty"`
// 完成条件 // 完成条件
FinishCondCompose int32 `csv:"FinishCondCompose,omitempty"` // [完成条件]组合 FinishCondCompose int32 `csv:"[完成条件]组合,omitempty"`
FinishCondType1 int32 `csv:"FinishCondType1,omitempty"` // [完成条件]1类型 FinishCondType1 int32 `csv:"[完成条件]1类型,omitempty"`
FinishCondType1Param1 int32 `csv:"FinishCondType1Param1,omitempty"` // [完成条件]1参数1 FinishCondType1Param1 int32 `csv:"[完成条件]1参数1,omitempty"`
FinishCondType1Param2 int32 `csv:"FinishCondType1Param2,omitempty"` // [完成条件]1参数2 FinishCondType1Param2 int32 `csv:"[完成条件]1参数2,omitempty"`
FinishCondType1ComplexParam string `csv:"FinishCondType1ComplexParam,omitempty"` // [完成条件]1复杂参数 FinishCondType1ComplexParam string `csv:"[完成条件]1复杂参数,omitempty"`
FinishCondType1Count int32 `csv:"FinishCondType1Count,omitempty"` // [完成条件]1次数 FinishCondType1Count int32 `csv:"[完成条件]1次数,omitempty"`
FinishCondType2 int32 `csv:"FinishCondType2,omitempty"` // [完成条件]2类型 FinishCondType2 int32 `csv:"[完成条件]2类型,omitempty"`
FinishCondType2Param1 int32 `csv:"FinishCondType2Param1,omitempty"` // [完成条件]2参数1 FinishCondType2Param1 int32 `csv:"[完成条件]2参数1,omitempty"`
FinishCondType2Param2 int32 `csv:"FinishCondType2Param2,omitempty"` // [完成条件]2参数2 FinishCondType2Param2 int32 `csv:"[完成条件]2参数2,omitempty"`
FinishCondType2ComplexParam string `csv:"FinishCondType2ComplexParam,omitempty"` // [完成条件]2复杂参数 FinishCondType2ComplexParam string `csv:"[完成条件]2复杂参数,omitempty"`
FinishCondType2Count int32 `csv:"FinishCondType2Count,omitempty"` // [完成条件]2次数 FinishCondType2Count int32 `csv:"[完成条件]2次数,omitempty"`
FinishCondType3 int32 `csv:"FinishCondType3,omitempty"` // [完成条件]3类型 FinishCondType3 int32 `csv:"[完成条件]3类型,omitempty"`
FinishCondType3Param1 int32 `csv:"FinishCondType3Param1,omitempty"` // [完成条件]3参数1 FinishCondType3Param1 int32 `csv:"[完成条件]3参数1,omitempty"`
FinishCondType3Param2 int32 `csv:"FinishCondType3Param2,omitempty"` // [完成条件]3参数2 FinishCondType3Param2 int32 `csv:"[完成条件]3参数2,omitempty"`
FinishCondType3ComplexParam string `csv:"FinishCondType3ComplexParam,omitempty"` // [完成条件]3复杂参数 FinishCondType3ComplexParam string `csv:"[完成条件]3复杂参数,omitempty"`
FinishCondType3Count int32 `csv:"FinishCondType3Count,omitempty"` // [完成条件]3次数 FinishCondType3Count int32 `csv:"[完成条件]3次数,omitempty"`
// 失败条件 // 失败条件
FailCondCompose int32 `csv:"FailCondCompose,omitempty"` // [失败条件]组合 FailCondCompose int32 `csv:"[失败条件]组合,omitempty"`
FailCondType1 int32 `csv:"FailCondType1,omitempty"` // [失败条件]1类型 FailCondType1 int32 `csv:"[失败条件]1类型,omitempty"`
FailCondType1Param1 int32 `csv:"FailCondType1Param1,omitempty"` // [失败条件]1参数1 FailCondType1Param1 int32 `csv:"[失败条件]1参数1,omitempty"`
FailCondType1Param2 int32 `csv:"FailCondType1Param2,omitempty"` // [失败条件]1参数2 FailCondType1Param2 int32 `csv:"[失败条件]1参数2,omitempty"`
FailCondType1ComplexParam string `csv:"FailCondType1ComplexParam,omitempty"` // [失败条件]1复杂参数 FailCondType1ComplexParam string `csv:"[失败条件]1复杂参数,omitempty"`
FailCondType1Count int32 `csv:"FailCondType1Count,omitempty"` // [失败条件]1次数 FailCondType1Count int32 `csv:"[失败条件]1次数,omitempty"`
FailCondType2 int32 `csv:"FailCondType2,omitempty"` // [失败条件]2类型 FailCondType2 int32 `csv:"[失败条件]2类型,omitempty"`
FailCondType2Param1 int32 `csv:"FailCondType2Param1,omitempty"` // [失败条件]2参数1 FailCondType2Param1 int32 `csv:"[失败条件]2参数1,omitempty"`
FailCondType2Param2 int32 `csv:"FailCondType2Param2,omitempty"` // [失败条件]2参数2 FailCondType2Param2 int32 `csv:"[失败条件]2参数2,omitempty"`
FailCondType2ComplexParam string `csv:"FailCondType2ComplexParam,omitempty"` // [失败条件]2复杂参数 FailCondType2ComplexParam string `csv:"[失败条件]2复杂参数,omitempty"`
FailCondType2Count int32 `csv:"FailCondType2Count,omitempty"` // [失败条件]2次数 FailCondType2Count int32 `csv:"[失败条件]2次数,omitempty"`
FailCondType3 int32 `csv:"FailCondType3,omitempty"` // [失败条件]3类型 FailCondType3 int32 `csv:"[失败条件]3类型,omitempty"`
FailCondType3Param1 int32 `csv:"FailCondType3Param1,omitempty"` // [失败条件]3参数1 FailCondType3Param1 int32 `csv:"[失败条件]3参数1,omitempty"`
FailCondType3Param2 int32 `csv:"FailCondType3Param2,omitempty"` // [失败条件]3参数2 FailCondType3Param2 int32 `csv:"[失败条件]3参数2,omitempty"`
FailCondType3ComplexParam string `csv:"FailCondType3ComplexParam,omitempty"` // [失败条件]3复杂参数 FailCondType3ComplexParam string `csv:"[失败条件]3复杂参数,omitempty"`
FailCondType3Count int32 `csv:"FailCondType3Count,omitempty"` // [失败条件]3次数 FailCondType3Count int32 `csv:"[失败条件]3次数,omitempty"`
AcceptCondList []*QuestCond // 领取条件 AcceptCondList []*QuestCond // 领取条件
FinishCondList []*QuestCond // 完成条件 FinishCondList []*QuestCond // 完成条件
@@ -76,15 +72,10 @@ type QuestData struct {
func (g *GameDataConfig) loadQuestData() { func (g *GameDataConfig) loadQuestData() {
g.QuestDataMap = make(map[int32]*QuestData) g.QuestDataMap = make(map[int32]*QuestData)
fileNameList := []string{"QuestData.csv", "QuestData_Exported.csv"} fileNameList := []string{"QuestData.txt", "QuestData_Exported.txt"}
for _, fileName := range fileNameList { for _, fileName := range fileNameList {
data := g.readCsvFileData(fileName) questDataList := make([]*QuestData, 0)
var questDataList []*QuestData readTable[QuestData](g.tablePrefix+fileName, &questDataList)
err := csvutil.Unmarshal(data, &questDataList)
if err != nil {
info := fmt.Sprintf("parse file error: %v", err)
panic(info)
}
for _, questData := range questDataList { for _, questData := range questDataList {
// list -> map // list -> map
// 领取条件 // 领取条件

View File

@@ -1,30 +1,21 @@
package gdconf package gdconf
import ( import (
"fmt"
"hk4e/pkg/logger" "hk4e/pkg/logger"
"github.com/jszwec/csvutil"
) )
// ReliquaryAffixData 圣遗物追加属性配置表 // ReliquaryAffixData 圣遗物追加属性配置表
type ReliquaryAffixData struct { type ReliquaryAffixData struct {
AppendPropId int32 `csv:"AppendPropId"` // 追加属性ID AppendPropId int32 `csv:"追加属性ID"`
AppendPropDepotId int32 `csv:"AppendPropDepotId,omitempty"` // 追加属性库ID AppendPropDepotId int32 `csv:"追加属性库ID,omitempty"`
PropType int32 `csv:"PropType,omitempty"` // 属性类别 PropType int32 `csv:"属性类别,omitempty"`
RandomWeight int32 `csv:"RandomWeight,omitempty"` // 随机权重 RandomWeight int32 `csv:"随机权重,omitempty"`
} }
func (g *GameDataConfig) loadReliquaryAffixData() { func (g *GameDataConfig) loadReliquaryAffixData() {
g.ReliquaryAffixDataMap = make(map[int32]map[int32]*ReliquaryAffixData) g.ReliquaryAffixDataMap = make(map[int32]map[int32]*ReliquaryAffixData)
data := g.readCsvFileData("ReliquaryAffixData.csv") reliquaryAffixDataList := make([]*ReliquaryAffixData, 0)
var reliquaryAffixDataList []*ReliquaryAffixData readTable[ReliquaryAffixData](g.tablePrefix+"ReliquaryAffixData.txt", &reliquaryAffixDataList)
err := csvutil.Unmarshal(data, &reliquaryAffixDataList)
if err != nil {
info := fmt.Sprintf("parse file error: %v", err)
panic(info)
}
for _, reliquaryAffixData := range reliquaryAffixDataList { for _, reliquaryAffixData := range reliquaryAffixDataList {
// 通过主属性库ID找到 // 通过主属性库ID找到
_, ok := g.ReliquaryAffixDataMap[reliquaryAffixData.AppendPropDepotId] _, ok := g.ReliquaryAffixDataMap[reliquaryAffixData.AppendPropDepotId]

View File

@@ -1,30 +1,21 @@
package gdconf package gdconf
import ( import (
"fmt"
"hk4e/pkg/logger" "hk4e/pkg/logger"
"github.com/jszwec/csvutil"
) )
// ReliquaryMainData 圣遗物主属性配置表 // ReliquaryMainData 圣遗物主属性配置表
type ReliquaryMainData struct { type ReliquaryMainData struct {
MainPropId int32 `csv:"MainPropId"` // 主属性ID MainPropId int32 `csv:"主属性ID"`
MainPropDepotId int32 `csv:"MainPropDepotId,omitempty"` // 主属性库ID MainPropDepotId int32 `csv:"主属性库ID,omitempty"`
PropType int32 `csv:"PropType,omitempty"` // 属性类别 PropType int32 `csv:"属性类别,omitempty"`
RandomWeight int32 `csv:"RandomWeight,omitempty"` // 随机权重 RandomWeight int32 `csv:"随机权重,omitempty"`
} }
func (g *GameDataConfig) loadReliquaryMainData() { func (g *GameDataConfig) loadReliquaryMainData() {
g.ReliquaryMainDataMap = make(map[int32]map[int32]*ReliquaryMainData) g.ReliquaryMainDataMap = make(map[int32]map[int32]*ReliquaryMainData)
data := g.readCsvFileData("ReliquaryMainData.csv") reliquaryMainDataList := make([]*ReliquaryMainData, 0)
var reliquaryMainDataList []*ReliquaryMainData readTable[ReliquaryMainData](g.tablePrefix+"ReliquaryMainData.txt", &reliquaryMainDataList)
err := csvutil.Unmarshal(data, &reliquaryMainDataList)
if err != nil {
info := fmt.Sprintf("parse file error: %v", err)
panic(info)
}
for _, reliquaryMainData := range reliquaryMainDataList { for _, reliquaryMainData := range reliquaryMainDataList {
// 通过主属性库ID找到 // 通过主属性库ID找到
_, ok := g.ReliquaryMainDataMap[reliquaryMainData.MainPropDepotId] _, ok := g.ReliquaryMainDataMap[reliquaryMainData.MainPropDepotId]

View File

@@ -1,47 +1,38 @@
package gdconf package gdconf
import ( import (
"fmt"
"hk4e/pkg/logger" "hk4e/pkg/logger"
"github.com/jszwec/csvutil"
) )
// RewardData 奖励配置表 // RewardData 奖励配置表
type RewardData struct { type RewardData struct {
RewardID int32 `csv:"RewardID"` // 奖励ID RewardID int32 `csv:"RewardID"`
RewardItem1ID int32 `csv:"RewardItem1ID,omitempty"` // Reward道具1ID RewardItem1ID int32 `csv:"Reward道具1ID,omitempty"`
RewardItem1Count int32 `csv:"RewardItem1Count,omitempty"` // Reward道具1数量 RewardItem1Count int32 `csv:"Reward道具1数量,omitempty"`
RewardItem2ID int32 `csv:"RewardItem2ID,omitempty"` // Reward道具2ID RewardItem2ID int32 `csv:"Reward道具2ID,omitempty"`
RewardItem2Count int32 `csv:"RewardItem2Count,omitempty"` // Reward道具2数量 RewardItem2Count int32 `csv:"Reward道具2数量,omitempty"`
RewardItem3ID int32 `csv:"RewardItem3ID,omitempty"` // Reward道具3ID RewardItem3ID int32 `csv:"Reward道具3ID,omitempty"`
RewardItem3Count int32 `csv:"RewardItem3Count,omitempty"` // Reward道具3数量 RewardItem3Count int32 `csv:"Reward道具3数量,omitempty"`
RewardItem4ID int32 `csv:"RewardItem4ID,omitempty"` // Reward道具4ID RewardItem4ID int32 `csv:"Reward道具4ID,omitempty"`
RewardItem4Count int32 `csv:"RewardItem4Count,omitempty"` // Reward道具4数量 RewardItem4Count int32 `csv:"Reward道具4数量,omitempty"`
RewardItem5ID int32 `csv:"RewardItem5ID,omitempty"` // Reward道具5ID RewardItem5ID int32 `csv:"Reward道具5ID,omitempty"`
RewardItem5Count int32 `csv:"RewardItem5Count,omitempty"` // Reward道具5数量 RewardItem5Count int32 `csv:"Reward道具5数量,omitempty"`
RewardItem6ID int32 `csv:"RewardItem6ID,omitempty"` // Reward道具6ID RewardItem6ID int32 `csv:"Reward道具6ID,omitempty"`
RewardItem6Count int32 `csv:"RewardItem6Count,omitempty"` // Reward道具6数量 RewardItem6Count int32 `csv:"Reward道具6数量,omitempty"`
RewardItem7ID int32 `csv:"RewardItem7ID,omitempty"` // Reward道具7ID RewardItem7ID int32 `csv:"Reward道具7ID,omitempty"`
RewardItem7Count int32 `csv:"RewardItem7Count,omitempty"` // Reward道具7数量 RewardItem7Count int32 `csv:"Reward道具7数量,omitempty"`
RewardItem8ID int32 `csv:"RewardItem8ID,omitempty"` // Reward道具8ID RewardItem8ID int32 `csv:"Reward道具8ID,omitempty"`
RewardItem8Count int32 `csv:"RewardItem8Count,omitempty"` // Reward道具8数量 RewardItem8Count int32 `csv:"Reward道具8数量,omitempty"`
RewardItem9ID int32 `csv:"RewardItem9ID,omitempty"` // Reward道具9ID RewardItem9ID int32 `csv:"Reward道具9ID,omitempty"`
RewardItem9Count int32 `csv:"RewardItem9Count,omitempty"` // Reward道具9数量 RewardItem9Count int32 `csv:"Reward道具9数量,omitempty"`
RewardItemMap map[uint32]uint32 RewardItemMap map[uint32]uint32
} }
func (g *GameDataConfig) loadRewardData() { func (g *GameDataConfig) loadRewardData() {
g.RewardDataMap = make(map[int32]*RewardData) g.RewardDataMap = make(map[int32]*RewardData)
data := g.readCsvFileData("RewardData.csv") rewardDataList := make([]*RewardData, 0)
var rewardDataList []*RewardData readTable[RewardData](g.tablePrefix+"RewardData.txt", &rewardDataList)
err := csvutil.Unmarshal(data, &rewardDataList)
if err != nil {
info := fmt.Sprintf("parse file error: %v", err)
panic(info)
}
for _, rewardData := range rewardDataList { for _, rewardData := range rewardDataList {
// list -> map // list -> map
// 奖励物品整合 // 奖励物品整合

View File

@@ -1,28 +1,19 @@
package gdconf package gdconf
import ( import (
"fmt"
"hk4e/pkg/logger" "hk4e/pkg/logger"
"github.com/jszwec/csvutil"
) )
// SceneData 场景配置表 // SceneData 场景配置表
type SceneData struct { type SceneData struct {
SceneId int32 `csv:"SceneId"` // ID SceneId int32 `csv:"ID"`
SceneType int32 `csv:"SceneType,omitempty"` // 类型 SceneType int32 `csv:"类型,omitempty"`
} }
func (g *GameDataConfig) loadSceneData() { func (g *GameDataConfig) loadSceneData() {
g.SceneDataMap = make(map[int32]*SceneData) g.SceneDataMap = make(map[int32]*SceneData)
data := g.readCsvFileData("SceneData.csv") sceneDataList := make([]*SceneData, 0)
var sceneDataList []*SceneData readTable[SceneData](g.tablePrefix+"SceneData.txt", &sceneDataList)
err := csvutil.Unmarshal(data, &sceneDataList)
if err != nil {
info := fmt.Sprintf("parse file error: %v", err)
panic(info)
}
for _, sceneData := range sceneDataList { for _, sceneData := range sceneDataList {
// list -> map // list -> map
g.SceneDataMap[sceneData.SceneId] = sceneData g.SceneDataMap[sceneData.SceneId] = sceneData

View File

@@ -1,28 +1,19 @@
package gdconf package gdconf
import ( import (
"fmt"
"hk4e/pkg/logger" "hk4e/pkg/logger"
"github.com/jszwec/csvutil"
) )
// SceneTagData 场景标签配置表 // SceneTagData 场景标签配置表
type SceneTagData struct { type SceneTagData struct {
SceneTagId int32 `csv:"SceneTagId"` // ID SceneTagId int32 `csv:"ID"`
SceneId int32 `csv:"SceneId,omitempty"` // 场景ID SceneId int32 `csv:"场景ID,omitempty"`
} }
func (g *GameDataConfig) loadSceneTagData() { func (g *GameDataConfig) loadSceneTagData() {
g.SceneTagDataMap = make(map[int32]*SceneTagData) g.SceneTagDataMap = make(map[int32]*SceneTagData)
data := g.readCsvFileData("SceneTagData.csv") sceneTagDataList := make([]*SceneTagData, 0)
var sceneTagDataList []*SceneTagData readTable[SceneTagData](g.tablePrefix+"SceneTagData.txt", &sceneTagDataList)
err := csvutil.Unmarshal(data, &sceneTagDataList)
if err != nil {
info := fmt.Sprintf("parse file error: %v", err)
panic(info)
}
for _, sceneTagData := range sceneTagDataList { for _, sceneTagData := range sceneTagDataList {
// list -> map // list -> map
g.SceneTagDataMap[sceneTagData.SceneTagId] = sceneTagData g.SceneTagDataMap[sceneTagData.SceneTagId] = sceneTagData

File diff suppressed because it is too large Load Diff

View File

@@ -1,30 +1,21 @@
package gdconf package gdconf
import ( import (
"fmt"
"hk4e/pkg/logger" "hk4e/pkg/logger"
"github.com/jszwec/csvutil"
) )
// TriggerData 场景LUA触发器配置表 // TriggerData 场景LUA触发器配置表
type TriggerData struct { type TriggerData struct {
TriggerId int32 `csv:"TriggerId"` // ID TriggerId int32 `csv:"ID"`
SceneId int32 `csv:"SceneId,omitempty"` // 场景ID SceneId int32 `csv:"场景ID,omitempty"`
GroupId int32 `csv:"GroupId,omitempty"` // 组ID GroupId int32 `csv:"组ID,omitempty"`
TriggerName string `csv:"TriggerName,omitempty"` // 触发器 TriggerName string `csv:"触发器,omitempty"`
} }
func (g *GameDataConfig) loadTriggerData() { func (g *GameDataConfig) loadTriggerData() {
g.TriggerDataMap = make(map[int32]*TriggerData) g.TriggerDataMap = make(map[int32]*TriggerData)
data := g.readCsvFileData("TriggerData.csv") triggerDataList := make([]*TriggerData, 0)
var triggerDataList []*TriggerData readTable[TriggerData](g.tablePrefix+"TriggerData.txt", &triggerDataList)
err := csvutil.Unmarshal(data, &triggerDataList)
if err != nil {
info := fmt.Sprintf("parse file error: %v", err)
panic(info)
}
for _, triggerData := range triggerDataList { for _, triggerData := range triggerDataList {
g.TriggerDataMap[triggerData.TriggerId] = triggerData g.TriggerDataMap[triggerData.TriggerId] = triggerData
} }

View File

@@ -1,34 +1,25 @@
package gdconf package gdconf
import ( import (
"fmt"
"hk4e/pkg/logger" "hk4e/pkg/logger"
"github.com/jszwec/csvutil"
) )
// WeaponLevelData 武器等级配置表 // WeaponLevelData 武器等级配置表
type WeaponLevelData struct { type WeaponLevelData struct {
Level int32 `csv:"Level"` // 等级 Level int32 `csv:"等级"`
ExpByStar1 int32 `csv:"ExpByStar1,omitempty"` // 武器升级经验1 ExpByStar1 int32 `csv:"武器升级经验1,omitempty"`
ExpByStar2 int32 `csv:"ExpByStar2,omitempty"` // 武器升级经验2 ExpByStar2 int32 `csv:"武器升级经验2,omitempty"`
ExpByStar3 int32 `csv:"ExpByStar3,omitempty"` // 武器升级经验3 ExpByStar3 int32 `csv:"武器升级经验3,omitempty"`
ExpByStar4 int32 `csv:"ExpByStar4,omitempty"` // 武器升级经验4 ExpByStar4 int32 `csv:"武器升级经验4,omitempty"`
ExpByStar5 int32 `csv:"ExpByStar5,omitempty"` // 武器升级经验5 ExpByStar5 int32 `csv:"武器升级经验5,omitempty"`
ExpByStarMap map[uint32]uint32 // 星级对应武器升级经验 ExpByStarMap map[uint32]uint32 // 星级对应武器升级经验
} }
func (g *GameDataConfig) loadWeaponLevelData() { func (g *GameDataConfig) loadWeaponLevelData() {
g.WeaponLevelDataMap = make(map[int32]*WeaponLevelData) g.WeaponLevelDataMap = make(map[int32]*WeaponLevelData)
data := g.readCsvFileData("WeaponLevelData.csv") weaponLevelDataList := make([]*WeaponLevelData, 0)
var weaponLevelDataList []*WeaponLevelData readTable[WeaponLevelData](g.tablePrefix+"WeaponLevelData.txt", &weaponLevelDataList)
err := csvutil.Unmarshal(data, &weaponLevelDataList)
if err != nil {
info := fmt.Sprintf("parse file error: %v", err)
panic(info)
}
for _, weaponLevelData := range weaponLevelDataList { for _, weaponLevelData := range weaponLevelDataList {
// list -> map // list -> map
weaponLevelData.ExpByStarMap = map[uint32]uint32{ weaponLevelData.ExpByStarMap = map[uint32]uint32{

View File

@@ -1,39 +1,30 @@
package gdconf package gdconf
import ( import (
"fmt"
"hk4e/pkg/logger" "hk4e/pkg/logger"
"github.com/jszwec/csvutil"
) )
// WeaponPromoteData 武器突破配置表 // WeaponPromoteData 武器突破配置表
type WeaponPromoteData struct { type WeaponPromoteData struct {
PromoteId int32 `csv:"PromoteId"` // 武器突破ID PromoteId int32 `csv:"武器突破ID"`
PromoteLevel int32 `csv:"PromoteLevel,omitempty"` // 突破等级 PromoteLevel int32 `csv:"突破等级,omitempty"`
CostItemId1 int32 `csv:"CostItemId1,omitempty"` // [消耗物品]1ID CostItemId1 int32 `csv:"[消耗物品]1ID,omitempty"`
CostItemCount1 int32 `csv:"CostItemCount1,omitempty"` // [消耗物品]1数量 CostItemCount1 int32 `csv:"[消耗物品]1数量,omitempty"`
CostItemId2 int32 `csv:"CostItemId2,omitempty"` // [消耗物品]2ID CostItemId2 int32 `csv:"[消耗物品]2ID,omitempty"`
CostItemCount2 int32 `csv:"CostItemCount2,omitempty"` // [消耗物品]2数量 CostItemCount2 int32 `csv:"[消耗物品]2数量,omitempty"`
CostItemId3 int32 `csv:"CostItemId3,omitempty"` // [消耗物品]3ID CostItemId3 int32 `csv:"[消耗物品]3ID,omitempty"`
CostItemCount3 int32 `csv:"CostItemCount3,omitempty"` // [消耗物品]3数量 CostItemCount3 int32 `csv:"[消耗物品]3数量,omitempty"`
CostCoin int32 `csv:"CostCoin,omitempty"` // 突破消耗金币 CostCoin int32 `csv:"突破消耗金币,omitempty"`
LevelLimit int32 `csv:"LevelLimit,omitempty"` // 突破后解锁等级上限 LevelLimit int32 `csv:"突破后解锁等级上限,omitempty"`
MinPlayerLevel int32 `csv:"MinPlayerLevel,omitempty"` // 冒险等级要求 MinPlayerLevel int32 `csv:"冒险等级要求,omitempty"`
CostItemMap map[uint32]uint32 // 消耗物品列表 CostItemMap map[uint32]uint32 // 消耗物品列表
} }
func (g *GameDataConfig) loadWeaponPromoteData() { func (g *GameDataConfig) loadWeaponPromoteData() {
g.WeaponPromoteDataMap = make(map[int32]map[int32]*WeaponPromoteData) g.WeaponPromoteDataMap = make(map[int32]map[int32]*WeaponPromoteData)
data := g.readCsvFileData("WeaponPromoteData.csv") weaponPromoteDataList := make([]*WeaponPromoteData, 0)
var weaponPromoteDataList []*WeaponPromoteData readTable[WeaponPromoteData](g.tablePrefix+"WeaponPromoteData.txt", &weaponPromoteDataList)
err := csvutil.Unmarshal(data, &weaponPromoteDataList)
if err != nil {
info := fmt.Sprintf("parse file error: %v", err)
panic(info)
}
for _, weaponPromoteData := range weaponPromoteDataList { for _, weaponPromoteData := range weaponPromoteDataList {
// list -> map // list -> map
_, ok := g.WeaponPromoteDataMap[weaponPromoteData.PromoteId] _, ok := g.WeaponPromoteDataMap[weaponPromoteData.PromoteId]

View File

@@ -1,30 +1,21 @@
package gdconf package gdconf
import ( import (
"fmt"
"hk4e/pkg/logger" "hk4e/pkg/logger"
"github.com/jszwec/csvutil"
) )
// WorldAreaData 世界区域配置表 // WorldAreaData 世界区域配置表
type WorldAreaData struct { type WorldAreaData struct {
WorldAreaId int32 `csv:"WorldAreaId"` // 条目ID WorldAreaId int32 `csv:"条目ID"`
SceneId int32 `csv:"SceneId,omitempty"` // 场景ID SceneId int32 `csv:"场景ID,omitempty"`
AreaId1 int32 `csv:"AreaId1,omitempty"` // 一级区域ID AreaId1 int32 `csv:"一级区域ID,omitempty"`
AreaId2 int32 `csv:"AreaId2,omitempty"` // 二级区域ID AreaId2 int32 `csv:"二级区域ID,omitempty"`
} }
func (g *GameDataConfig) loadWorldAreaData() { func (g *GameDataConfig) loadWorldAreaData() {
g.WorldAreaDataMap = make(map[int32]*WorldAreaData) g.WorldAreaDataMap = make(map[int32]*WorldAreaData)
data := g.readCsvFileData("WorldAreaData.csv") worldAreaDataList := make([]*WorldAreaData, 0)
var worldAreaDataList []*WorldAreaData readTable[WorldAreaData](g.tablePrefix+"WorldAreaData.txt", &worldAreaDataList)
err := csvutil.Unmarshal(data, &worldAreaDataList)
if err != nil {
info := fmt.Sprintf("parse file error: %v", err)
panic(info)
}
for _, worldAreaData := range worldAreaDataList { for _, worldAreaData := range worldAreaDataList {
// list -> map // list -> map
g.WorldAreaDataMap[worldAreaData.WorldAreaId] = worldAreaData g.WorldAreaDataMap[worldAreaData.WorldAreaId] = worldAreaData

View File

@@ -3,7 +3,6 @@ package game
import ( import (
"time" "time"
"hk4e/common/mq"
"hk4e/gate/kcp" "hk4e/gate/kcp"
"hk4e/gs/model" "hk4e/gs/model"
"hk4e/pkg/logger" "hk4e/pkg/logger"
@@ -136,7 +135,7 @@ func (g *GameManager) SetEntityClientDataNotify(player *model.Player, payloadMsg
g.SendMsg(cmd.SetEntityClientDataNotify, player.PlayerID, player.ClientSeq, ntf) g.SendMsg(cmd.SetEntityClientDataNotify, player.PlayerID, player.ClientSeq, ntf)
} }
func (g *GameManager) ServerAppidBindNotify(userId uint32, fightAppId string, joinHostUserId uint32) { func (g *GameManager) ServerAppidBindNotify(userId uint32, anticheatAppId string, joinHostUserId uint32) {
player := USER_MANAGER.GetOnlineUser(userId) player := USER_MANAGER.GetOnlineUser(userId)
if player == nil { if player == nil {
logger.Error("player is nil, uid: %v", userId) logger.Error("player is nil, uid: %v", userId)
@@ -151,18 +150,10 @@ func (g *GameManager) ServerAppidBindNotify(userId uint32, fightAppId string, jo
g.JoinOtherWorld(player, hostPlayer) g.JoinOtherWorld(player, hostPlayer)
return return
} }
logger.Debug("server appid bind notify, uid: %v, fightAppId: %v", userId, fightAppId) logger.Debug("server appid bind notify, uid: %v, anticheatAppId: %v", userId, anticheatAppId)
player.FightAppId = fightAppId player.AnticheatAppId = anticheatAppId
// 创建世界 // 创建世界
world := WORLD_MANAGER.CreateWorld(player) world := WORLD_MANAGER.CreateWorld(player)
MESSAGE_QUEUE.SendToFight(fightAppId, &mq.NetMsg{
MsgType: mq.MsgTypeFight,
EventId: mq.AddFightRoutine,
FightMsg: &mq.FightMsg{
FightRoutineId: world.GetId(),
GateServerAppId: player.GateAppId,
},
})
world.AddPlayer(player, player.SceneId) world.AddPlayer(player, player.SceneId)
player.WorldId = world.GetId() player.WorldId = world.GetId()
// 进入场景 // 进入场景

View File

@@ -420,13 +420,6 @@ func (g *GameManager) UserWorldRemovePlayer(world *World, player *model.Player)
if world.GetOwner().PlayerID == player.PlayerID { if world.GetOwner().PlayerID == player.PlayerID {
// 房主离开销毁世界 // 房主离开销毁世界
WORLD_MANAGER.DestroyWorld(world.GetId()) WORLD_MANAGER.DestroyWorld(world.GetId())
MESSAGE_QUEUE.SendToFight(world.GetOwner().FightAppId, &mq.NetMsg{
MsgType: mq.MsgTypeFight,
EventId: mq.DelFightRoutine,
FightMsg: &mq.FightMsg{
FightRoutineId: world.GetId(),
},
})
return return
} }
if world.GetMultiplayer() && world.GetWorldPlayerNum() > 0 { if world.GetMultiplayer() && world.GetWorldPlayerNum() > 0 {

View File

@@ -124,7 +124,7 @@ func (g *GameManager) WeaponAwakenReq(player *model.Player, payloadMsg pb.Messag
return return
} }
// 确保获取消耗的摩拉索引不越界 // 确保获取消耗的摩拉索引不越界
if int(weapon.Refinement) >= len(weaponConfig.AwakenCoinCostList) { if int(weapon.Refinement) >= len(weaponConfig.AwakenCoinCost) {
logger.Error("weapon config cost coin error, itemId: %v", weapon.ItemId) logger.Error("weapon config cost coin error, itemId: %v", weapon.ItemId)
return return
} }
@@ -217,7 +217,7 @@ func (g *GameManager) WeaponAwakenReq(player *model.Player, payloadMsg pb.Messag
return return
} }
// 消耗摩拉 // 消耗摩拉
ok = g.CostUserItem(player.PlayerID, []*ChangeItem{{ItemId: constant.ITEM_ID_SCOIN, ChangeCount: weaponConfig.AwakenCoinCostList[weapon.Refinement]}}) ok = g.CostUserItem(player.PlayerID, []*ChangeItem{{ItemId: constant.ITEM_ID_SCOIN, ChangeCount: uint32(weaponConfig.AwakenCoinCost[weapon.Refinement])}})
if !ok { if !ok {
logger.Error("item count not enough, uid: %v", player.PlayerID) logger.Error("item count not enough, uid: %v", player.PlayerID)
g.SendError(cmd.WeaponAwakenRsp, player, &proto.WeaponAwakenRsp{}, proto.Retcode_RET_SCOIN_NOT_ENOUGH) g.SendError(cmd.WeaponAwakenRsp, player, &proto.WeaponAwakenRsp{}, proto.Retcode_RET_SCOIN_NOT_ENOUGH)

View File

@@ -183,7 +183,7 @@ func (r *RouteManager) RouteHandle(netMsg *mq.NetMsg) {
logger.Debug("remote user online state change, uid: %v, online: %v", serverMsg.UserId, serverMsg.IsOnline) logger.Debug("remote user online state change, uid: %v, online: %v", serverMsg.UserId, serverMsg.IsOnline)
USER_MANAGER.SetRemoteUserOnlineState(serverMsg.UserId, serverMsg.IsOnline, netMsg.OriginServerAppId) USER_MANAGER.SetRemoteUserOnlineState(serverMsg.UserId, serverMsg.IsOnline, netMsg.OriginServerAppId)
case mq.ServerAppidBindNotify: case mq.ServerAppidBindNotify:
GAME_MANAGER.ServerAppidBindNotify(serverMsg.UserId, serverMsg.FightServerAppId, serverMsg.JoinHostUserId) GAME_MANAGER.ServerAppidBindNotify(serverMsg.UserId, serverMsg.AnticheatServerAppId, serverMsg.JoinHostUserId)
case mq.ServerUserMpReq: case mq.ServerUserMpReq:
GAME_MANAGER.ServerUserMpReq(serverMsg.UserMpInfo, netMsg.OriginServerAppId) GAME_MANAGER.ServerUserMpReq(serverMsg.UserMpInfo, netMsg.OriginServerAppId)
case mq.ServerUserMpRsp: case mq.ServerUserMpRsp:

View File

@@ -5,7 +5,6 @@ import (
"time" "time"
"hk4e/common/constant" "hk4e/common/constant"
"hk4e/common/mq"
"hk4e/gs/model" "hk4e/gs/model"
"hk4e/pkg/logger" "hk4e/pkg/logger"
"hk4e/protocol/cmd" "hk4e/protocol/cmd"
@@ -163,17 +162,6 @@ func (s *Scene) CreateEntityAvatar(player *model.Player, avatarId uint32) uint32
}, },
} }
s.CreateEntity(entity, 0) s.CreateEntity(entity, 0)
MESSAGE_QUEUE.SendToFight(s.world.owner.FightAppId, &mq.NetMsg{
MsgType: mq.MsgTypeFight,
EventId: mq.FightRoutineAddEntity,
FightMsg: &mq.FightMsg{
FightRoutineId: s.world.id,
EntityId: entity.id,
FightPropMap: entity.fightProp,
Uid: entity.avatarEntity.uid,
AvatarGuid: dbAvatar.AvatarMap[avatarId].Guid,
},
})
return entity.id return entity.id
} }
@@ -220,15 +208,6 @@ func (s *Scene) CreateEntityMonster(pos, rot *model.Vector, monsterId uint32, le
objectId: objectId, objectId: objectId,
} }
s.CreateEntity(entity, objectId) s.CreateEntity(entity, objectId)
MESSAGE_QUEUE.SendToFight(s.world.owner.FightAppId, &mq.NetMsg{
MsgType: mq.MsgTypeFight,
EventId: mq.FightRoutineAddEntity,
FightMsg: &mq.FightMsg{
FightRoutineId: s.world.id,
EntityId: entity.id,
FightPropMap: entity.fightProp,
},
})
return entity.id return entity.id
} }
@@ -420,14 +399,6 @@ func (s *Scene) DestroyEntity(entityId uint32) {
} }
delete(s.entityMap, entity.id) delete(s.entityMap, entity.id)
delete(s.objectIdEntityMap, entity.objectId) delete(s.objectIdEntityMap, entity.objectId)
MESSAGE_QUEUE.SendToFight(s.world.owner.FightAppId, &mq.NetMsg{
MsgType: mq.MsgTypeFight,
EventId: mq.FightRoutineDelEntity,
FightMsg: &mq.FightMsg{
FightRoutineId: s.world.id,
EntityId: entity.id,
},
})
} }
func (s *Scene) GetEntity(entityId uint32) *Entity { func (s *Scene) GetEntity(entityId uint32) *Entity {

View File

@@ -75,7 +75,7 @@ type Player struct {
CombatInvokeHandler *InvokeHandler[proto.CombatInvokeEntry] `bson:"-" msgpack:"-"` // combat转发器 CombatInvokeHandler *InvokeHandler[proto.CombatInvokeEntry] `bson:"-" msgpack:"-"` // combat转发器
AbilityInvokeHandler *InvokeHandler[proto.AbilityInvokeEntry] `bson:"-" msgpack:"-"` // ability转发器 AbilityInvokeHandler *InvokeHandler[proto.AbilityInvokeEntry] `bson:"-" msgpack:"-"` // ability转发器
GateAppId string `bson:"-" msgpack:"-"` // 网关服务器的appid GateAppId string `bson:"-" msgpack:"-"` // 网关服务器的appid
FightAppId string `bson:"-" msgpack:"-"` // 战斗服务器的appid AnticheatAppId string `bson:"-" msgpack:"-"` // 反作弊服务器的appid
GCGCurGameGuid uint32 `bson:"-" msgpack:"-"` // GCG玩家所在的游戏guid GCGCurGameGuid uint32 `bson:"-" msgpack:"-"` // GCG玩家所在的游戏guid
GCGInfo *GCGInfo `bson:"-" msgpack:"-"` // 七圣召唤信息 GCGInfo *GCGInfo `bson:"-" msgpack:"-"` // 七圣召唤信息
XLuaDebug bool `bson:"-" msgpack:"-"` // 是否开启客户端XLUA调试 XLuaDebug bool `bson:"-" msgpack:"-"` // 是否开启客户端XLUA调试

View File

@@ -3,6 +3,6 @@ package api
const ( const (
GATE = "GATE" GATE = "GATE"
GS = "GS" GS = "GS"
FIGHT = "FIGHT" ANTICHEAT = "ANTICHEAT"
PATHFINDING = "PATHFINDING" PATHFINDING = "PATHFINDING"
) )

View File

@@ -62,7 +62,7 @@ func NewDiscoveryService() *DiscoveryService {
r.serverInstanceMap = make(map[string]*sync.Map) r.serverInstanceMap = make(map[string]*sync.Map)
r.serverInstanceMap[api.GATE] = new(sync.Map) r.serverInstanceMap[api.GATE] = new(sync.Map)
r.serverInstanceMap[api.GS] = new(sync.Map) r.serverInstanceMap[api.GS] = new(sync.Map)
r.serverInstanceMap[api.FIGHT] = new(sync.Map) r.serverInstanceMap[api.ANTICHEAT] = new(sync.Map)
r.serverInstanceMap[api.PATHFINDING] = new(sync.Map) r.serverInstanceMap[api.PATHFINDING] = new(sync.Map)
r.serverAppIdMap = new(sync.Map) r.serverAppIdMap = new(sync.Map)
go r.removeDeadServer() go r.removeDeadServer()