整理场景实体相关,优化同步

This commit is contained in:
huangxiaolei
2022-12-12 10:24:59 +08:00
parent 7fa4cd7f10
commit 62b08c2ac7
20 changed files with 847 additions and 1012 deletions

View File

@@ -122,14 +122,12 @@ func (f *ForwardManager) kcpEventHandle() {
logger.LOG.Error("can not find userId by convId")
continue
}
if f.getConnState(event.ConvId) == ConnAlive {
// 通知GS玩家下线
netMsg := new(cmd.NetMsg)
netMsg.UserId = userId
netMsg.EventId = cmd.UserOfflineNotify
f.netMsgInput <- netMsg
logger.LOG.Info("send to gs user offline, ConvId: %v, UserId: %v", event.ConvId, netMsg.UserId)
}
// 通知GS玩家下线
netMsg := new(cmd.NetMsg)
netMsg.UserId = userId
netMsg.EventId = cmd.UserOfflineNotify
f.netMsgInput <- netMsg
logger.LOG.Info("send to gs user offline, ConvId: %v, UserId: %v", event.ConvId, netMsg.UserId)
// 删除各种map数据
f.deleteConnState(event.ConvId)
f.deleteUserIdByConvId(event.ConvId)
@@ -281,7 +279,7 @@ func (f *ForwardManager) sendNetMsgToGameServer() {
netMsg.ClientSeq = protoMsg.HeadMessage.ClientSequenceId
netMsg.PayloadMessage = protoMsg.PayloadMessage
f.netMsgInput <- netMsg
case cmd.PlayerForceExitRsp:
case cmd.PlayerForceExitReq:
// 玩家退出游戏请求
if connState != ConnAlive {
continue
@@ -294,7 +292,7 @@ func (f *ForwardManager) sendNetMsgToGameServer() {
f.setConnState(protoMsg.ConvId, ConnClose)
info := new(gm.KickPlayerInfo)
info.UserId = userId
info.Reason = uint32(kcp.EnetServerKick)
info.Reason = uint32(kcp.EnetClientClose)
f.KickPlayer(info)
case cmd.PingReq:
// ping请求

View File

@@ -130,6 +130,25 @@ func (g *GameManager) CommonRetSucc(cmdId uint16, player *model.Player, rsp pb.M
g.SendMsg(cmdId, player.PlayerID, player.ClientSeq, rsp)
}
func (g *GameManager) SendToWorldA(world *World, cmdId uint16, seq uint32, msg pb.Message) {
for _, v := range world.playerMap {
GAME_MANAGER.SendMsg(cmdId, v.PlayerID, seq, msg)
}
}
func (g *GameManager) SendToWorldAEC(world *World, cmdId uint16, seq uint32, msg pb.Message, uid uint32) {
for _, v := range world.playerMap {
if uid == v.PlayerID {
continue
}
GAME_MANAGER.SendMsg(cmdId, v.PlayerID, seq, msg)
}
}
func (g *GameManager) SendToWorldH(world *World, cmdId uint16, seq uint32, msg pb.Message) {
GAME_MANAGER.SendMsg(cmdId, world.owner.PlayerID, seq, msg)
}
func (g *GameManager) ReconnectPlayer(userId uint32) {
g.SendMsg(cmd.ClientReconnectNotify, userId, 0, new(proto.ClientReconnectNotify))
}

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@@ -106,6 +106,12 @@ func (r *RouteManager) InitRoute() {
r.registerRouter(cmd.ChangeMpTeamAvatarReq, GAME_MANAGER.ChangeMpTeamAvatarReq)
r.registerRouter(cmd.SceneAvatarStaminaStepReq, GAME_MANAGER.SceneAvatarStaminaStepReq)
r.registerRouter(cmd.JoinPlayerSceneReq, GAME_MANAGER.JoinPlayerSceneReq)
r.registerRouter(cmd.EvtAvatarEnterFocusNotify, GAME_MANAGER.EvtAvatarEnterFocusNotify)
r.registerRouter(cmd.EvtAvatarUpdateFocusNotify, GAME_MANAGER.EvtAvatarUpdateFocusNotify)
r.registerRouter(cmd.EvtAvatarExitFocusNotify, GAME_MANAGER.EvtAvatarExitFocusNotify)
r.registerRouter(cmd.EvtEntityRenderersChangedNotify, GAME_MANAGER.EvtEntityRenderersChangedNotify)
r.registerRouter(cmd.EvtCreateGadgetNotify, GAME_MANAGER.EvtCreateGadgetNotify)
r.registerRouter(cmd.EvtDestroyGadgetNotify, GAME_MANAGER.EvtDestroyGadgetNotify)
}
func (r *RouteManager) RouteHandle(netMsg *cmd.NetMsg) {

View File

@@ -144,17 +144,17 @@ func (t *TickManager) onTick10Second(now int64) {
if monsterEntityCount < 30 {
monsterEntityId := t.createMonster(scene)
bigWorldOwner := USER_MANAGER.GetOnlineUser(1)
GAME_MANAGER.AddSceneEntityNotify(bigWorldOwner, proto.VisionType_VISION_TYPE_BORN, []uint32{monsterEntityId}, true)
GAME_MANAGER.AddSceneEntityNotify(bigWorldOwner, proto.VisionType_VISION_TYPE_BORN, []uint32{monsterEntityId}, true, false)
}
}
for _, player := range world.playerMap {
if world.multiplayer || !world.owner.Pause {
// 改面板
for _, avatarId := range world.GetPlayerAvatarIdList(player) {
avatar := player.AvatarMap[avatarId]
for _, worldAvatar := range world.GetPlayerWorldAvatarList(player) {
avatar := player.AvatarMap[worldAvatar.avatarId]
avatar.FightPropMap[uint32(constant.FightPropertyConst.FIGHT_PROP_CUR_ATTACK)] = 1000000
avatar.FightPropMap[uint32(constant.FightPropertyConst.FIGHT_PROP_CRITICAL)] = 1.0
GAME_MANAGER.UpdateUserAvatarFightProp(player.PlayerID, avatarId)
GAME_MANAGER.UpdateUserAvatarFightProp(player.PlayerID, worldAvatar.avatarId)
}
}
}
@@ -249,75 +249,6 @@ func (t *TickManager) onTick200MilliSecond(now int64) {
}
func (t *TickManager) onTick100MilliSecond(now int64) {
//// 伤害处理和转发
//for _, world := range t.gameManager.worldManager.worldMap {
// for _, scene := range world.sceneMap {
// scene.AttackHandler(t.gameManager)
// }
//}
// 服务器控制的模拟AI移动
//bigWorldOwner := t.gameManager.userManager.GetOnlineUser(1)
//bigWorld := t.gameManager.worldManager.GetBigWorld()
//bigWorldScene := bigWorld.GetSceneById(3)
//
//if len(bigWorldScene.playerMap) < 2 {
// return
//}
//if t.gameManager.worldManager.worldStatic.aiMoveCurrIndex >= len(t.gameManager.worldManager.worldStatic.aiMoveVectorList)-1 {
// return
//}
//t.gameManager.worldManager.worldStatic.aiMoveCurrIndex++
//
//entityMoveInfo := new(proto.EntityMoveInfo)
//activeAvatarId := bigWorldOwner.TeamConfig.GetActiveAvatarId()
//playerTeamEntity := bigWorldScene.GetPlayerTeamEntity(bigWorldOwner.PlayerID)
//entityMoveInfo.EntityId = playerTeamEntity.avatarEntityMap[activeAvatarId]
//entityMoveInfo.SceneTime = uint32(bigWorldScene.GetSceneTime())
//entityMoveInfo.ReliableSeq = uint32(bigWorldScene.GetSceneTime() / 100 * 100)
//entityMoveInfo.IsReliable = true
//oldPos := model.Vector{
// X: bigWorldOwner.Pos.X,
// Y: bigWorldOwner.Pos.Y,
// Z: bigWorldOwner.Pos.Z,
//}
//newPos := t.gameManager.worldManager.worldStatic.aiMoveVectorList[t.gameManager.worldManager.worldStatic.aiMoveCurrIndex]
//rotY := math.Atan2(newPos.X-oldPos.X, newPos.Z-oldPos.Z) / math.Pi * 180.0
//if rotY < 0.0 {
// rotY += 360.0
//}
//entityMoveInfo.MotionInfo = &proto.MotionInfo{
// Pos: &proto.Vector{
// X: float32(newPos.X),
// Y: float32(newPos.Y),
// Z: float32(newPos.Z),
// },
// Rot: &proto.Vector{
// X: 0.0,
// Y: float32(rotY),
// Z: 0.0,
// },
// Speed: &proto.Vector{
// X: float32((newPos.X - oldPos.X) * 10.0),
// Y: float32((newPos.Y - oldPos.Y) * 10.0),
// Z: float32((newPos.Z - oldPos.Z) * 10.0),
// },
// State: proto.MotionState_MOTION_STATE_RUN,
// RefPos: new(proto.Vector),
//}
//data, err := pb.Marshal(entityMoveInfo)
//if err != nil {
// logger.LOG.Error("build combat invocations entity move info error: %v", err)
// return
//}
//combatInvocationsNotify := new(proto.CombatInvocationsNotify)
//combatInvocationsNotify.InvokeList = []*proto.CombatInvokeEntry{{
// CombatData: data,
// ForwardType: proto.ForwardType_FORWARD_TYPE_TO_ALL_EXCEPT_CUR,
// ArgumentType: proto.CombatTypeArgument_COMBAT_TYPE_ARGUMENT_ENTITY_MOVE,
//}}
//t.gameManager.CombatInvocationsNotify(bigWorldOwner.PlayerID, bigWorldOwner, 0, combatInvocationsNotify)
}
func (t *TickManager) createMonster(scene *Scene) uint32 {

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@@ -1,27 +0,0 @@
package game
import (
"hk4e/gs/model"
"hk4e/protocol/proto"
)
// HandleAbilityInvoke 处理能力调用
func (g *GameManager) HandleAbilityInvoke(player *model.Player, entry *proto.AbilityInvokeEntry) {
//logger.LOG.Debug("ability invoke handle, entry: %v", entry.ArgumentType)
switch entry.ArgumentType {
case proto.AbilityInvokeArgument_ABILITY_INVOKE_ARGUMENT_MIXIN_COST_STAMINA:
// 消耗耐力
//costStamina := new(proto.AbilityMixinCostStamina)
//err := pb.Unmarshal(entry.AbilityData, costStamina)
//if err != nil {
// logger.LOG.Error("unmarshal ability data err: %v", err)
// return
//}
// 处理技能持续时的耐力消耗
g.HandleSkillSustainStamina(player)
}
}

View File

@@ -88,7 +88,6 @@ func (g *GameManager) WearUserAvatarEquip(userId uint32, avatarId uint32, weapon
world := WORLD_MANAGER.GetWorldByID(player.WorldId)
scene := world.GetSceneById(player.SceneId)
playerTeamEntity := scene.GetPlayerTeamEntity(player.PlayerID)
if weapon.AvatarId != 0 {
// 武器在别的角色身上
@@ -104,14 +103,12 @@ func (g *GameManager) WearUserAvatarEquip(userId uint32, avatarId uint32, weapon
weakAvatar := player.AvatarMap[weakAvatarId]
weakWeapon := player.WeaponMap[weakAvatar.EquipWeapon.WeaponId]
for _, aid := range world.GetPlayerAvatarIdList(player) {
if aid == weakAvatar.AvatarId {
playerTeamEntity.weaponEntityMap[weakWeapon.WeaponId] = scene.CreateEntityWeapon()
}
weakWorldAvatar := world.GetPlayerWorldAvatar(player, weakAvatarId)
if weakWorldAvatar != nil {
weakWorldAvatar.weaponEntityId = scene.CreateEntityWeapon()
avatarEquipChangeNotify := g.PacketAvatarEquipChangeNotify(weakAvatar, weakWeapon, weakWorldAvatar.weaponEntityId)
g.SendMsg(cmd.AvatarEquipChangeNotify, userId, player.ClientSeq, avatarEquipChangeNotify)
}
avatarEquipChangeNotify := g.PacketAvatarEquipChangeNotify(weakAvatar, weakWeapon, playerTeamEntity.weaponEntityMap[weakWeapon.WeaponId])
g.SendMsg(cmd.AvatarEquipChangeNotify, userId, player.ClientSeq, avatarEquipChangeNotify)
} else if avatar.EquipWeapon != nil {
// 角色当前有武器
player.TakeOffWeapon(avatarId, avatar.EquipWeapon.WeaponId)
@@ -121,14 +118,12 @@ func (g *GameManager) WearUserAvatarEquip(userId uint32, avatarId uint32, weapon
player.WearWeapon(avatarId, weaponId)
}
for _, aid := range world.GetPlayerAvatarIdList(player) {
if aid == avatarId {
playerTeamEntity.weaponEntityMap[weaponId] = scene.CreateEntityWeapon()
}
worldAvatar := world.GetPlayerWorldAvatar(player, avatarId)
if worldAvatar != nil {
worldAvatar.weaponEntityId = scene.CreateEntityWeapon()
avatarEquipChangeNotify := g.PacketAvatarEquipChangeNotify(avatar, weapon, worldAvatar.weaponEntityId)
g.SendMsg(cmd.AvatarEquipChangeNotify, userId, player.ClientSeq, avatarEquipChangeNotify)
}
avatarEquipChangeNotify := g.PacketAvatarEquipChangeNotify(avatar, weapon, playerTeamEntity.weaponEntityMap[weaponId])
g.SendMsg(cmd.AvatarEquipChangeNotify, userId, player.ClientSeq, avatarEquipChangeNotify)
}
func (g *GameManager) AvatarChangeCostumeReq(player *model.Player, payloadMsg pb.Message) {

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@@ -1,487 +0,0 @@
package game
import (
"hk4e/gs/model"
"hk4e/pkg/logger"
"hk4e/protocol/cmd"
"hk4e/protocol/proto"
pb "google.golang.org/protobuf/proto"
)
func (g *GameManager) UnionCmdNotify(player *model.Player, payloadMsg pb.Message) {
//logger.LOG.Debug("user send union cmd, uid: %v", player.PlayerID)
req := payloadMsg.(*proto.UnionCmdNotify)
_ = req
world := WORLD_MANAGER.GetWorldByID(player.WorldId)
if world == nil {
return
}
scene := world.GetSceneById(player.SceneId)
// 只给附近aoi区域的玩家广播消息
surrPlayerList := make([]*model.Player, 0)
//entityIdList := world.aoiManager.GetEntityIdListByPos(float32(player.Pos.X), float32(player.Pos.Y), float32(player.Pos.Z))
entityIdList := world.GetSceneById(player.SceneId).GetEntityIdList()
for _, entityId := range entityIdList {
entity := scene.GetEntity(entityId)
if entity == nil {
continue
}
if entity.avatarEntity != nil {
otherPlayer := USER_MANAGER.GetOnlineUser(entity.avatarEntity.uid)
surrPlayerList = append(surrPlayerList, otherPlayer)
}
}
// CombatInvocationsNotify转发
if player.CombatInvokeHandler.AllLen() > 0 {
combatInvocationsNotify := new(proto.CombatInvocationsNotify)
combatInvocationsNotify.InvokeList = player.CombatInvokeHandler.EntryListForwardAll
for _, v := range surrPlayerList {
g.SendMsg(cmd.CombatInvocationsNotify, v.PlayerID, player.ClientSeq, combatInvocationsNotify)
}
}
if player.CombatInvokeHandler.AllExceptCurLen() > 0 {
combatInvocationsNotify := new(proto.CombatInvocationsNotify)
combatInvocationsNotify.InvokeList = player.CombatInvokeHandler.EntryListForwardAllExceptCur
for _, v := range surrPlayerList {
if player.PlayerID == v.PlayerID {
continue
}
g.SendMsg(cmd.CombatInvocationsNotify, v.PlayerID, player.ClientSeq, combatInvocationsNotify)
}
}
if player.CombatInvokeHandler.HostLen() > 0 {
combatInvocationsNotify := new(proto.CombatInvocationsNotify)
combatInvocationsNotify.InvokeList = player.CombatInvokeHandler.EntryListForwardHost
g.SendMsg(cmd.CombatInvocationsNotify, world.owner.PlayerID, player.ClientSeq, combatInvocationsNotify)
}
// AbilityInvocationsNotify转发
if player.AbilityInvokeHandler.AllLen() > 0 {
abilityInvocationsNotify := new(proto.AbilityInvocationsNotify)
abilityInvocationsNotify.Invokes = player.AbilityInvokeHandler.EntryListForwardAll
for _, v := range surrPlayerList {
g.SendMsg(cmd.AbilityInvocationsNotify, v.PlayerID, player.ClientSeq, abilityInvocationsNotify)
}
}
if player.AbilityInvokeHandler.AllExceptCurLen() > 0 {
abilityInvocationsNotify := new(proto.AbilityInvocationsNotify)
abilityInvocationsNotify.Invokes = player.AbilityInvokeHandler.EntryListForwardAllExceptCur
for _, v := range surrPlayerList {
if player.PlayerID == v.PlayerID {
continue
}
g.SendMsg(cmd.AbilityInvocationsNotify, v.PlayerID, player.ClientSeq, abilityInvocationsNotify)
}
}
if player.AbilityInvokeHandler.HostLen() > 0 {
abilityInvocationsNotify := new(proto.AbilityInvocationsNotify)
abilityInvocationsNotify.Invokes = player.AbilityInvokeHandler.EntryListForwardHost
g.SendMsg(cmd.AbilityInvocationsNotify, world.owner.PlayerID, player.ClientSeq, abilityInvocationsNotify)
}
player.CombatInvokeHandler.Clear()
player.AbilityInvokeHandler.Clear()
}
func (g *GameManager) MassiveEntityElementOpBatchNotify(player *model.Player, payloadMsg pb.Message) {
//logger.LOG.Debug("user meeo sync, uid: %v", player.PlayerID)
req := payloadMsg.(*proto.MassiveEntityElementOpBatchNotify)
ntf := req
world := WORLD_MANAGER.GetWorldByID(player.WorldId)
if world == nil {
return
}
scene := world.GetSceneById(player.SceneId)
ntf.OpIdx = scene.meeoIndex
scene.meeoIndex++
// 只给附近aoi区域的玩家广播消息
surrPlayerList := make([]*model.Player, 0)
//entityIdList := world.aoiManager.GetEntityIdListByPos(float32(player.Pos.X), float32(player.Pos.Y), float32(player.Pos.Z))
entityIdList := world.GetSceneById(player.SceneId).GetEntityIdList()
for _, entityId := range entityIdList {
entity := scene.GetEntity(entityId)
if entity == nil {
continue
}
if entity.avatarEntity != nil {
otherPlayer := USER_MANAGER.GetOnlineUser(entity.avatarEntity.uid)
surrPlayerList = append(surrPlayerList, otherPlayer)
}
}
for _, v := range surrPlayerList {
g.SendMsg(cmd.MassiveEntityElementOpBatchNotify, v.PlayerID, player.ClientSeq, ntf)
}
}
func (g *GameManager) CombatInvocationsNotify(player *model.Player, payloadMsg pb.Message) {
//logger.LOG.Debug("user combat invocations, uid: %v", player.PlayerID)
req := payloadMsg.(*proto.CombatInvocationsNotify)
world := WORLD_MANAGER.GetWorldByID(player.WorldId)
if world == nil {
return
}
scene := world.GetSceneById(player.SceneId)
for _, entry := range req.InvokeList {
//logger.LOG.Debug("AT: %v, FT: %v, UID: %v", entry.ArgumentType, entry.ForwardType, player.PlayerID)
switch entry.ArgumentType {
//case proto.CombatTypeArgument_COMBAT_TYPE_ARGUMENT_EVT_BEING_HIT:
// scene.AddAttack(&Attack{
// combatInvokeEntry: entry,
// uid: player.PlayerID,
// })
case proto.CombatTypeArgument_COMBAT_TYPE_ARGUMENT_ENTITY_MOVE:
if player.SceneLoadState != model.SceneEnterDone {
continue
}
entityMoveInfo := new(proto.EntityMoveInfo)
err := pb.Unmarshal(entry.CombatData, entityMoveInfo)
if err != nil {
logger.LOG.Error("parse combat invocations entity move info error: %v", err)
continue
}
motionInfo := entityMoveInfo.MotionInfo
if motionInfo.Pos == nil || motionInfo.Rot == nil {
continue
}
activeAvatarId := world.GetPlayerActiveAvatarId(player)
playerTeamEntity := scene.GetPlayerTeamEntity(player.PlayerID)
playerActiveAvatarEntityId := playerTeamEntity.avatarEntityMap[activeAvatarId]
if entityMoveInfo.EntityId == playerActiveAvatarEntityId {
// 玩家在移动
ok := world.aoiManager.IsValidAoiPos(motionInfo.Pos.X, motionInfo.Pos.Y, motionInfo.Pos.Z)
if !ok {
continue
}
// aoi
oldGid := world.aoiManager.GetGidByPos(float32(player.Pos.X), float32(player.Pos.Y), float32(player.Pos.Z))
newGid := world.aoiManager.GetGidByPos(motionInfo.Pos.X, motionInfo.Pos.Y, motionInfo.Pos.Z)
if false && oldGid != newGid {
// 跨越了格子
oldGridList := world.aoiManager.GetSurrGridListByGid(oldGid)
oldEntityIdMap := make(map[uint32]bool)
for _, grid := range oldGridList {
tmp := grid.GetEntityIdList()
for _, v := range tmp {
oldEntityIdMap[v] = true
}
}
newGridList := world.aoiManager.GetSurrGridListByGid(newGid)
newEntityIdMap := make(map[uint32]bool)
for _, grid := range newGridList {
tmp := grid.GetEntityIdList()
for _, v := range tmp {
newEntityIdMap[v] = true
}
}
delEntityIdList := make([]uint32, 0)
delUidList := make([]uint32, 0)
for oldEntityId := range oldEntityIdMap {
_, exist := newEntityIdMap[oldEntityId]
if exist {
continue
}
delEntityIdList = append(delEntityIdList, oldEntityId)
entity := scene.GetEntity(oldEntityId)
if entity == nil {
continue
}
if entity.avatarEntity != nil {
delUidList = append(delUidList, entity.avatarEntity.uid)
}
}
addEntityIdList := make([]uint32, 0)
addUidList := make([]uint32, 0)
for newEntityId := range newEntityIdMap {
_, exist := oldEntityIdMap[newEntityId]
if exist {
continue
}
addEntityIdList = append(addEntityIdList, newEntityId)
entity := scene.GetEntity(newEntityId)
if entity == nil {
continue
}
if entity.avatarEntity != nil {
addUidList = append(addUidList, entity.avatarEntity.uid)
}
}
// 发送已消失格子里的实体消失通知
g.RemoveSceneEntityNotifyToPlayer(player, proto.VisionType_VISION_TYPE_REMOVE, delEntityIdList)
// 发送新出现格子里的实体出现通知
g.AddSceneEntityNotify(player, proto.VisionType_VISION_TYPE_BORN, addEntityIdList, false)
// 更新玩家的位置信息
player.Pos.X = float64(motionInfo.Pos.X)
player.Pos.Y = float64(motionInfo.Pos.Y)
player.Pos.Z = float64(motionInfo.Pos.Z)
// 更新玩家所在格子
world.aoiManager.RemoveEntityIdFromGrid(playerActiveAvatarEntityId, oldGid)
world.aoiManager.AddEntityIdToGrid(playerActiveAvatarEntityId, newGid)
// 其他玩家
for _, uid := range delUidList {
otherPlayer := USER_MANAGER.GetOnlineUser(uid)
g.RemoveSceneEntityNotifyToPlayer(otherPlayer, proto.VisionType_VISION_TYPE_REMOVE, []uint32{playerActiveAvatarEntityId})
}
for _, uid := range addUidList {
otherPlayer := USER_MANAGER.GetOnlineUser(uid)
g.AddSceneEntityNotify(otherPlayer, proto.VisionType_VISION_TYPE_BORN, []uint32{playerActiveAvatarEntityId}, false)
}
}
// 把队伍中的其他非活跃角色也同步进行移动
for _, avatarId := range world.GetPlayerAvatarIdList(player) {
// 跳过当前的活跃角色
if avatarId == activeAvatarId {
continue
}
entityId := playerTeamEntity.avatarEntityMap[avatarId]
entity := scene.GetEntity(entityId)
if entity == nil {
continue
}
entity.pos.X = float64(motionInfo.Pos.X)
entity.pos.Y = float64(motionInfo.Pos.Y)
entity.pos.Z = float64(motionInfo.Pos.Z)
entity.rot.X = float64(motionInfo.Rot.X)
entity.rot.Y = float64(motionInfo.Rot.Y)
entity.rot.Z = float64(motionInfo.Rot.Z)
}
// 更新玩家的位置信息
player.Pos.X = float64(motionInfo.Pos.X)
player.Pos.Y = float64(motionInfo.Pos.Y)
player.Pos.Z = float64(motionInfo.Pos.Z)
player.Rot.X = float64(motionInfo.Rot.X)
player.Rot.Y = float64(motionInfo.Rot.Y)
player.Rot.Z = float64(motionInfo.Rot.Z)
//// TODO 采集大地图地形数据
//if world.IsBigWorld() && scene.id == 3 && player.PlayerID != 1 {
// if motionInfo.State == proto.MotionState_MOTION_STATE_WALK ||
// motionInfo.State == proto.MotionState_MOTION_STATE_RUN ||
// motionInfo.State == proto.MotionState_MOTION_STATE_DASH ||
// motionInfo.State == proto.MotionState_MOTION_STATE_CLIMB {
// logger.LOG.Debug("set terr motionInfo: %v", motionInfo)
// exist := g.worldManager.worldStatic.GetTerrain(int16(motionInfo.Pos.X), int16(motionInfo.Pos.Y), int16(motionInfo.Pos.Z))
// g.worldManager.worldStatic.SetTerrain(int16(motionInfo.Pos.X), int16(motionInfo.Pos.Y), int16(motionInfo.Pos.Z))
// if !exist {
// // TODO 薄荷标记
// // 只给附近aoi区域的玩家广播消息
// surrPlayerList := make([]*model.Player, 0)
// entityIdList := world.aoiManager.GetEntityIdListByPos(float32(player.Pos.X), float32(player.Pos.Y), float32(player.Pos.Z))
// for _, entityId := range entityIdList {
// entity := scene.GetEntity(entityId)
// if entity == nil {
// continue
// }
// if entity.avatarEntity != nil {
// otherPlayer := g.userManager.GetOnlineUser(entity.avatarEntity.uid)
// surrPlayerList = append(surrPlayerList, otherPlayer)
// }
// }
// pos := &model.Vector{
// X: float64(int16(motionInfo.Pos.X)),
// Y: float64(int16(motionInfo.Pos.Y)),
// Z: float64(int16(motionInfo.Pos.Z)),
// }
// gadgetEntityId := scene.CreateEntityGadget(pos, 3003009)
// for _, otherPlayer := range surrPlayerList {
// g.AddSceneEntityNotify(otherPlayer, proto.VisionType_VISION_TYPE_BORN, []uint32{gadgetEntityId}, false)
// }
// }
// }
//}
}
// 更新场景实体的位置信息
sceneEntity := scene.GetEntity(entityMoveInfo.EntityId)
if sceneEntity != nil {
sceneEntity.pos = &model.Vector{
X: float64(motionInfo.Pos.X),
Y: float64(motionInfo.Pos.Y),
Z: float64(motionInfo.Pos.Z),
}
sceneEntity.rot = &model.Vector{
X: float64(motionInfo.Rot.X),
Y: float64(motionInfo.Rot.Y),
Z: float64(motionInfo.Rot.Z),
}
sceneEntity.moveState = uint16(motionInfo.State)
sceneEntity.lastMoveSceneTimeMs = entityMoveInfo.SceneTime
sceneEntity.lastMoveReliableSeq = entityMoveInfo.ReliableSeq
//logger.LOG.Debug("entity move, id: %v, pos: %v, uid: %v", sceneEntity.id, sceneEntity.pos, player.PlayerID)
}
// 处理耐力消耗
g.HandleStamina(player, motionInfo.State)
player.CombatInvokeHandler.AddEntry(entry.ForwardType, entry)
default:
player.CombatInvokeHandler.AddEntry(entry.ForwardType, entry)
}
}
}
func (g *GameManager) AbilityInvocationsNotify(player *model.Player, payloadMsg pb.Message) {
//logger.LOG.Debug("user ability invocations, uid: %v", player.PlayerID)
req := payloadMsg.(*proto.AbilityInvocationsNotify)
for _, entry := range req.Invokes {
//logger.LOG.Debug("AT: %v, FT: %v, UID: %v", entry.ArgumentType, entry.ForwardType, player.PlayerID)
// 处理能力调用
g.HandleAbilityInvoke(player, entry)
player.AbilityInvokeHandler.AddEntry(entry.ForwardType, entry)
}
}
func (g *GameManager) ClientAbilityInitFinishNotify(player *model.Player, payloadMsg pb.Message) {
//logger.LOG.Debug("user client ability init finish, uid: %v", player.PlayerID)
req := payloadMsg.(*proto.ClientAbilityInitFinishNotify)
invokeHandler := model.NewInvokeHandler[proto.AbilityInvokeEntry]()
for _, entry := range req.Invokes {
//logger.LOG.Debug("AT: %v, FT: %v, UID: %v", entry.ArgumentType, entry.ForwardType, player.PlayerID)
// 处理能力调用
g.HandleAbilityInvoke(player, entry)
invokeHandler.AddEntry(entry.ForwardType, entry)
}
world := WORLD_MANAGER.GetWorldByID(player.WorldId)
if world == nil {
return
}
scene := world.GetSceneById(player.SceneId)
// 只给附近aoi区域的玩家广播消息
surrPlayerList := make([]*model.Player, 0)
//entityIdList := world.aoiManager.GetEntityIdListByPos(float32(player.Pos.X), float32(player.Pos.Y), float32(player.Pos.Z))
entityIdList := world.GetSceneById(player.SceneId).GetEntityIdList()
for _, entityId := range entityIdList {
entity := scene.GetEntity(entityId)
if entity == nil {
continue
}
if entity.avatarEntity != nil {
otherPlayer := USER_MANAGER.GetOnlineUser(entity.avatarEntity.uid)
surrPlayerList = append(surrPlayerList, otherPlayer)
}
}
// ClientAbilityInitFinishNotify转发
if invokeHandler.AllLen() == 0 && invokeHandler.AllExceptCurLen() == 0 && invokeHandler.HostLen() == 0 {
for _, v := range surrPlayerList {
if player.PlayerID == v.PlayerID {
continue
}
clientAbilityInitFinishNotify := new(proto.ClientAbilityInitFinishNotify)
clientAbilityInitFinishNotify.EntityId = req.EntityId
g.SendMsg(cmd.ClientAbilityInitFinishNotify, v.PlayerID, player.ClientSeq, clientAbilityInitFinishNotify)
}
}
if invokeHandler.AllLen() > 0 {
clientAbilityInitFinishNotify := new(proto.ClientAbilityInitFinishNotify)
clientAbilityInitFinishNotify.EntityId = req.EntityId
clientAbilityInitFinishNotify.Invokes = invokeHandler.EntryListForwardAll
for _, v := range surrPlayerList {
g.SendMsg(cmd.ClientAbilityInitFinishNotify, v.PlayerID, player.ClientSeq, clientAbilityInitFinishNotify)
}
}
if invokeHandler.AllExceptCurLen() > 0 {
clientAbilityInitFinishNotify := new(proto.ClientAbilityInitFinishNotify)
clientAbilityInitFinishNotify.EntityId = req.EntityId
clientAbilityInitFinishNotify.Invokes = invokeHandler.EntryListForwardAllExceptCur
for _, v := range surrPlayerList {
if player.PlayerID == v.PlayerID {
continue
}
g.SendMsg(cmd.ClientAbilityInitFinishNotify, v.PlayerID, player.ClientSeq, clientAbilityInitFinishNotify)
}
}
if invokeHandler.HostLen() > 0 {
clientAbilityInitFinishNotify := new(proto.ClientAbilityInitFinishNotify)
clientAbilityInitFinishNotify.EntityId = req.EntityId
clientAbilityInitFinishNotify.Invokes = invokeHandler.EntryListForwardHost
g.SendMsg(cmd.ClientAbilityInitFinishNotify, world.owner.PlayerID, player.ClientSeq, clientAbilityInitFinishNotify)
}
}
func (g *GameManager) ClientAbilityChangeNotify(player *model.Player, payloadMsg pb.Message) {
//logger.LOG.Debug("user client ability change, uid: %v", player.PlayerID)
req := payloadMsg.(*proto.ClientAbilityChangeNotify)
invokeHandler := model.NewInvokeHandler[proto.AbilityInvokeEntry]()
for _, entry := range req.Invokes {
invokeHandler.AddEntry(entry.ForwardType, entry)
}
world := WORLD_MANAGER.GetWorldByID(player.WorldId)
if world == nil {
return
}
scene := world.GetSceneById(player.SceneId)
// 只给附近aoi区域的玩家广播消息
surrPlayerList := make([]*model.Player, 0)
//entityIdList := world.aoiManager.GetEntityIdListByPos(float32(player.Pos.X), float32(player.Pos.Y), float32(player.Pos.Z))
entityIdList := world.GetSceneById(player.SceneId).GetEntityIdList()
for _, entityId := range entityIdList {
entity := scene.GetEntity(entityId)
if entity == nil {
continue
}
if entity.avatarEntity != nil {
otherPlayer := USER_MANAGER.GetOnlineUser(entity.avatarEntity.uid)
surrPlayerList = append(surrPlayerList, otherPlayer)
}
}
// ClientAbilityChangeNotify转发
if invokeHandler.AllLen() == 0 && invokeHandler.AllExceptCurLen() == 0 && invokeHandler.HostLen() == 0 {
clientAbilityChangeNotify := new(proto.ClientAbilityChangeNotify)
clientAbilityChangeNotify.EntityId = req.EntityId
clientAbilityChangeNotify.IsInitHash = req.IsInitHash
for _, v := range surrPlayerList {
if player.PlayerID == v.PlayerID {
continue
}
g.SendMsg(cmd.ClientAbilityChangeNotify, v.PlayerID, player.ClientSeq, clientAbilityChangeNotify)
}
}
if invokeHandler.AllLen() > 0 {
clientAbilityChangeNotify := new(proto.ClientAbilityChangeNotify)
clientAbilityChangeNotify.EntityId = req.EntityId
clientAbilityChangeNotify.IsInitHash = req.IsInitHash
clientAbilityChangeNotify.Invokes = invokeHandler.EntryListForwardAll
for _, v := range surrPlayerList {
g.SendMsg(cmd.ClientAbilityChangeNotify, v.PlayerID, player.ClientSeq, clientAbilityChangeNotify)
}
}
if invokeHandler.AllExceptCurLen() > 0 {
clientAbilityChangeNotify := new(proto.ClientAbilityChangeNotify)
clientAbilityChangeNotify.EntityId = req.EntityId
clientAbilityChangeNotify.IsInitHash = req.IsInitHash
clientAbilityChangeNotify.Invokes = invokeHandler.EntryListForwardAllExceptCur
for _, v := range surrPlayerList {
if player.PlayerID == v.PlayerID {
continue
}
g.SendMsg(cmd.ClientAbilityChangeNotify, v.PlayerID, player.ClientSeq, clientAbilityChangeNotify)
}
}
if invokeHandler.HostLen() > 0 {
clientAbilityChangeNotify := new(proto.ClientAbilityChangeNotify)
clientAbilityChangeNotify.EntityId = req.EntityId
clientAbilityChangeNotify.IsInitHash = req.IsInitHash
clientAbilityChangeNotify.Invokes = invokeHandler.EntryListForwardHost
g.SendMsg(cmd.ClientAbilityChangeNotify, world.owner.PlayerID, player.ClientSeq, clientAbilityChangeNotify)
}
}
func (g *GameManager) EvtDoSkillSuccNotify(player *model.Player, payloadMsg pb.Message) {
logger.LOG.Debug("user event do skill success, uid: %v", player.PlayerID)
req := payloadMsg.(*proto.EvtDoSkillSuccNotify)
logger.LOG.Debug("EvtDoSkillSuccNotify: %v", req)
// 处理技能开始时的耐力消耗
g.HandleSkillStartStamina(player, req.SkillId)
}

307
gs/game/user_fight_sync.go Normal file
View File

@@ -0,0 +1,307 @@
package game
import (
"hk4e/gs/model"
"hk4e/pkg/logger"
"hk4e/pkg/reflection"
"hk4e/protocol/cmd"
"hk4e/protocol/proto"
pb "google.golang.org/protobuf/proto"
)
func DoForward[IET model.InvokeEntryType](player *model.Player, req pb.Message, copyFieldList []string, forwardField string, invokeHandler *model.InvokeHandler[IET]) {
cmdProtoMap := cmd.NewCmdProtoMap()
cmdId := cmdProtoMap.GetCmdIdByProtoObj(req)
world := WORLD_MANAGER.GetWorldByID(player.WorldId)
if invokeHandler.AllLen() == 0 && invokeHandler.AllExceptCurLen() == 0 && invokeHandler.HostLen() == 0 {
ntf := cmdProtoMap.GetProtoObjByCmdId(cmdId)
for _, fieldName := range copyFieldList {
reflection.CopyStructField(ntf, req, fieldName)
}
for _, v := range world.playerMap {
GAME_MANAGER.SendMsg(cmdId, v.PlayerID, player.ClientSeq, ntf)
}
}
if invokeHandler.AllLen() > 0 {
ntf := cmdProtoMap.GetProtoObjByCmdId(cmdId)
for _, fieldName := range copyFieldList {
reflection.CopyStructField(ntf, req, fieldName)
}
reflection.SetStructFieldValue(ntf, forwardField, invokeHandler.EntryListForwardAll)
GAME_MANAGER.SendToWorldA(world, cmdId, player.ClientSeq, ntf)
}
if invokeHandler.AllExceptCurLen() > 0 {
ntf := cmdProtoMap.GetProtoObjByCmdId(cmdId)
for _, fieldName := range copyFieldList {
reflection.CopyStructField(ntf, req, fieldName)
}
reflection.SetStructFieldValue(ntf, forwardField, invokeHandler.EntryListForwardAllExceptCur)
GAME_MANAGER.SendToWorldAEC(world, cmdId, player.ClientSeq, ntf, player.PlayerID)
}
if invokeHandler.HostLen() > 0 {
ntf := cmdProtoMap.GetProtoObjByCmdId(cmdId)
for _, fieldName := range copyFieldList {
reflection.CopyStructField(ntf, req, fieldName)
}
reflection.SetStructFieldValue(ntf, forwardField, invokeHandler.EntryListForwardHost)
GAME_MANAGER.SendToWorldH(world, cmdId, player.ClientSeq, ntf)
}
}
func (g *GameManager) UnionCmdNotify(player *model.Player, payloadMsg pb.Message) {
//logger.LOG.Debug("user send union cmd, uid: %v", player.PlayerID)
req := payloadMsg.(*proto.UnionCmdNotify)
_ = req
DoForward[proto.CombatInvokeEntry](player, &proto.CombatInvocationsNotify{}, []string{}, "InvokeList", player.CombatInvokeHandler)
DoForward[proto.AbilityInvokeEntry](player, &proto.AbilityInvocationsNotify{}, []string{}, "Invokes", player.AbilityInvokeHandler)
player.CombatInvokeHandler.Clear()
player.AbilityInvokeHandler.Clear()
}
func (g *GameManager) MassiveEntityElementOpBatchNotify(player *model.Player, payloadMsg pb.Message) {
//logger.LOG.Debug("user meeo sync, uid: %v", player.PlayerID)
req := payloadMsg.(*proto.MassiveEntityElementOpBatchNotify)
ntf := req
world := WORLD_MANAGER.GetWorldByID(player.WorldId)
if world == nil {
return
}
scene := world.GetSceneById(player.SceneId)
ntf.OpIdx = scene.meeoIndex
scene.meeoIndex++
g.SendToWorldA(world, cmd.MassiveEntityElementOpBatchNotify, player.ClientSeq, ntf)
}
func (g *GameManager) CombatInvocationsNotify(player *model.Player, payloadMsg pb.Message) {
//logger.LOG.Debug("user combat invocations, uid: %v", player.PlayerID)
req := payloadMsg.(*proto.CombatInvocationsNotify)
if player.SceneLoadState != model.SceneEnterDone {
return
}
world := WORLD_MANAGER.GetWorldByID(player.WorldId)
if world == nil {
return
}
scene := world.GetSceneById(player.SceneId)
for _, entry := range req.InvokeList {
//logger.LOG.Debug("AT: %v, FT: %v, UID: %v", entry.ArgumentType, entry.ForwardType, player.PlayerID)
switch entry.ArgumentType {
case proto.CombatTypeArgument_COMBAT_TYPE_ARGUMENT_EVT_BEING_HIT:
player.CombatInvokeHandler.AddEntry(entry.ForwardType, entry)
case proto.CombatTypeArgument_COMBAT_TYPE_ARGUMENT_ENTITY_MOVE:
entityMoveInfo := new(proto.EntityMoveInfo)
err := pb.Unmarshal(entry.CombatData, entityMoveInfo)
if err != nil {
logger.LOG.Error("parse combat invocations entity move info error: %v", err)
continue
}
motionInfo := entityMoveInfo.MotionInfo
if motionInfo.Pos == nil || motionInfo.Rot == nil {
continue
}
sceneEntity := scene.GetEntity(entityMoveInfo.EntityId)
if sceneEntity == nil {
continue
}
if sceneEntity.avatarEntity != nil {
// 玩家实体在移动
// 更新玩家的位置信息
player.Pos.X = float64(motionInfo.Pos.X)
player.Pos.Y = float64(motionInfo.Pos.Y)
player.Pos.Z = float64(motionInfo.Pos.Z)
player.Rot.X = float64(motionInfo.Rot.X)
player.Rot.Y = float64(motionInfo.Rot.Y)
player.Rot.Z = float64(motionInfo.Rot.Z)
} else {
// 非玩家实体在移动 更新场景实体的位置信息
sceneEntity.pos = &model.Vector{
X: float64(motionInfo.Pos.X),
Y: float64(motionInfo.Pos.Y),
Z: float64(motionInfo.Pos.Z),
}
sceneEntity.rot = &model.Vector{
X: float64(motionInfo.Rot.X),
Y: float64(motionInfo.Rot.Y),
Z: float64(motionInfo.Rot.Z),
}
}
sceneEntity.moveState = uint16(motionInfo.State)
sceneEntity.lastMoveSceneTimeMs = entityMoveInfo.SceneTime
sceneEntity.lastMoveReliableSeq = entityMoveInfo.ReliableSeq
//logger.LOG.Debug("entity move, id: %v, pos: %v, uid: %v", sceneEntity.id, sceneEntity.pos, player.PlayerID)
// 处理耐力消耗
g.HandleStamina(player, motionInfo.State)
player.CombatInvokeHandler.AddEntry(entry.ForwardType, entry)
case proto.CombatTypeArgument_COMBAT_TYPE_ARGUMENT_ANIMATOR_STATE_CHANGED:
evtAnimatorStateChangedInfo := new(proto.EvtAnimatorStateChangedInfo)
err := pb.Unmarshal(entry.CombatData, evtAnimatorStateChangedInfo)
if err != nil {
logger.LOG.Error("parse EvtAnimatorStateChangedInfo error: %v", err)
}
logger.LOG.Debug("%v", evtAnimatorStateChangedInfo)
player.CombatInvokeHandler.AddEntry(entry.ForwardType, entry)
default:
player.CombatInvokeHandler.AddEntry(entry.ForwardType, entry)
}
}
}
func (g *GameManager) AbilityInvocationsNotify(player *model.Player, payloadMsg pb.Message) {
//logger.LOG.Debug("user ability invocations, uid: %v", player.PlayerID)
req := payloadMsg.(*proto.AbilityInvocationsNotify)
for _, entry := range req.Invokes {
//logger.LOG.Debug("AT: %v, FT: %v, UID: %v", entry.ArgumentType, entry.ForwardType, player.PlayerID)
// 处理能力调用
g.HandleAbilityInvoke(player, entry)
player.AbilityInvokeHandler.AddEntry(entry.ForwardType, entry)
}
}
func (g *GameManager) ClientAbilityInitFinishNotify(player *model.Player, payloadMsg pb.Message) {
//logger.LOG.Debug("user client ability init finish, uid: %v", player.PlayerID)
req := payloadMsg.(*proto.ClientAbilityInitFinishNotify)
invokeHandler := model.NewInvokeHandler[proto.AbilityInvokeEntry]()
for _, entry := range req.Invokes {
//logger.LOG.Debug("AT: %v, FT: %v, UID: %v", entry.ArgumentType, entry.ForwardType, player.PlayerID)
// 处理能力调用
g.HandleAbilityInvoke(player, entry)
invokeHandler.AddEntry(entry.ForwardType, entry)
}
DoForward[proto.AbilityInvokeEntry](player, &proto.ClientAbilityInitFinishNotify{}, []string{"EntityId"}, "Invokes", invokeHandler)
}
func (g *GameManager) ClientAbilityChangeNotify(player *model.Player, payloadMsg pb.Message) {
//logger.LOG.Debug("user client ability change, uid: %v", player.PlayerID)
req := payloadMsg.(*proto.ClientAbilityChangeNotify)
invokeHandler := model.NewInvokeHandler[proto.AbilityInvokeEntry]()
for _, entry := range req.Invokes {
invokeHandler.AddEntry(entry.ForwardType, entry)
}
DoForward[proto.AbilityInvokeEntry](player, req, []string{"EntityId", "IsInitHash"}, "Invokes", invokeHandler)
world := WORLD_MANAGER.GetWorldByID(player.WorldId)
if world == nil {
return
}
for _, abilityInvokeEntry := range req.Invokes {
switch abilityInvokeEntry.ArgumentType {
case proto.AbilityInvokeArgument_ABILITY_INVOKE_ARGUMENT_META_ADD_NEW_ABILITY:
abilityMetaAddAbility := new(proto.AbilityMetaAddAbility)
err := pb.Unmarshal(abilityInvokeEntry.AbilityData, abilityMetaAddAbility)
if err != nil {
logger.LOG.Error("%v", err)
continue
}
worldAvatar := world.GetWorldAvatarByEntityId(abilityInvokeEntry.EntityId)
if worldAvatar == nil {
continue
}
worldAvatar.abilityList = append(worldAvatar.abilityList, abilityMetaAddAbility.Ability)
case proto.AbilityInvokeArgument_ABILITY_INVOKE_ARGUMENT_META_MODIFIER_CHANGE:
abilityMetaModifierChange := new(proto.AbilityMetaModifierChange)
err := pb.Unmarshal(abilityInvokeEntry.AbilityData, abilityMetaModifierChange)
if err != nil {
logger.LOG.Error("%v", err)
continue
}
abilityAppliedModifier := &proto.AbilityAppliedModifier{
ModifierLocalId: abilityMetaModifierChange.ModifierLocalId,
ParentAbilityEntityId: 0,
ParentAbilityName: abilityMetaModifierChange.ParentAbilityName,
ParentAbilityOverride: abilityMetaModifierChange.ParentAbilityOverride,
InstancedAbilityId: abilityInvokeEntry.Head.InstancedAbilityId,
InstancedModifierId: abilityInvokeEntry.Head.InstancedModifierId,
ExistDuration: 0,
AttachedInstancedModifier: abilityMetaModifierChange.AttachedInstancedModifier,
ApplyEntityId: abilityMetaModifierChange.ApplyEntityId,
IsAttachedParentAbility: abilityMetaModifierChange.IsAttachedParentAbility,
ModifierDurability: nil,
SbuffUid: 0,
IsServerbuffModifier: abilityInvokeEntry.Head.IsServerbuffModifier,
}
worldAvatar := world.GetWorldAvatarByEntityId(abilityInvokeEntry.EntityId)
if worldAvatar == nil {
continue
}
worldAvatar.modifierList = append(worldAvatar.modifierList, abilityAppliedModifier)
default:
}
}
}
func (g *GameManager) EvtDoSkillSuccNotify(player *model.Player, payloadMsg pb.Message) {
logger.LOG.Debug("user event do skill success, uid: %v", player.PlayerID)
req := payloadMsg.(*proto.EvtDoSkillSuccNotify)
logger.LOG.Debug("EvtDoSkillSuccNotify: %v", req)
// 处理技能开始时的耐力消耗
g.HandleSkillStartStamina(player, req.SkillId)
}
func (g *GameManager) EvtAvatarEnterFocusNotify(player *model.Player, payloadMsg pb.Message) {
logger.LOG.Debug("user avatar enter focus, uid: %v", player.PlayerID)
req := payloadMsg.(*proto.EvtAvatarEnterFocusNotify)
logger.LOG.Debug("EvtAvatarEnterFocusNotify: %v", req)
world := WORLD_MANAGER.GetWorldByID(player.WorldId)
g.SendToWorldA(world, cmd.EvtAvatarEnterFocusNotify, player.ClientSeq, req)
}
func (g *GameManager) EvtAvatarUpdateFocusNotify(player *model.Player, payloadMsg pb.Message) {
logger.LOG.Debug("user avatar update focus, uid: %v", player.PlayerID)
req := payloadMsg.(*proto.EvtAvatarUpdateFocusNotify)
logger.LOG.Debug("EvtAvatarUpdateFocusNotify: %v", req)
world := WORLD_MANAGER.GetWorldByID(player.WorldId)
g.SendToWorldA(world, cmd.EvtAvatarUpdateFocusNotify, player.ClientSeq, req)
}
func (g *GameManager) EvtAvatarExitFocusNotify(player *model.Player, payloadMsg pb.Message) {
logger.LOG.Debug("user avatar exit focus, uid: %v", player.PlayerID)
req := payloadMsg.(*proto.EvtAvatarExitFocusNotify)
logger.LOG.Debug("EvtAvatarExitFocusNotify: %v", req)
world := WORLD_MANAGER.GetWorldByID(player.WorldId)
g.SendToWorldA(world, cmd.EvtAvatarExitFocusNotify, player.ClientSeq, req)
}
func (g *GameManager) EvtEntityRenderersChangedNotify(player *model.Player, payloadMsg pb.Message) {
logger.LOG.Debug("user entity render change, uid: %v", player.PlayerID)
req := payloadMsg.(*proto.EvtEntityRenderersChangedNotify)
logger.LOG.Debug("EvtEntityRenderersChangedNotify: %v", req)
world := WORLD_MANAGER.GetWorldByID(player.WorldId)
g.SendToWorldA(world, cmd.EvtEntityRenderersChangedNotify, player.ClientSeq, req)
}
func (g *GameManager) EvtCreateGadgetNotify(player *model.Player, payloadMsg pb.Message) {
logger.LOG.Debug("user create gadget, uid: %v", player.PlayerID)
req := payloadMsg.(*proto.EvtCreateGadgetNotify)
logger.LOG.Debug("EvtCreateGadgetNotify: %v", req)
world := WORLD_MANAGER.GetWorldByID(player.WorldId)
scene := world.GetSceneById(player.SceneId)
scene.ClientCreateEntityGadget(&model.Vector{
X: float64(req.InitPos.X),
Y: float64(req.InitPos.Y),
Z: float64(req.InitPos.Z),
}, &model.Vector{
X: float64(req.InitEulerAngles.X),
Y: float64(req.InitEulerAngles.Y),
Z: float64(req.InitEulerAngles.Z),
}, req.EntityId, req.ConfigId, req.CampId, req.CampType, req.OwnerEntityId, req.TargetEntityId, req.PropOwnerEntityId)
g.AddSceneEntityNotify(player, proto.VisionType_VISION_TYPE_BORN, []uint32{req.EntityId}, true, true)
}
func (g *GameManager) EvtDestroyGadgetNotify(player *model.Player, payloadMsg pb.Message) {
logger.LOG.Debug("user destroy gadget, uid: %v", player.PlayerID)
req := payloadMsg.(*proto.EvtDestroyGadgetNotify)
logger.LOG.Debug("EvtDestroyGadgetNotify: %v", req)
world := WORLD_MANAGER.GetWorldByID(player.WorldId)
scene := world.GetSceneById(player.SceneId)
scene.DestroyEntity(req.EntityId)
g.RemoveSceneEntityNotifyBroadcast(scene, proto.VisionType_VISION_TYPE_MISS, []uint32{req.EntityId})
}

View File

@@ -31,7 +31,7 @@ func (g *GameManager) OnLoginOk(userId uint32, player *model.Player, clientSeq u
// 初始化
player.InitAll()
player.TeamConfig.UpdateTeam()
//player.TeamConfig.UpdateTeam()
// 创建世界
world := WORLD_MANAGER.CreateWorld(player)
world.AddPlayer(player, player.SceneId)
@@ -287,7 +287,7 @@ func (g *GameManager) CreatePlayer(userId uint32, nickName string, mainCharAvata
player.Signature = ""
player.MainCharAvatarId = mainCharAvatarId
player.HeadImage = mainCharAvatarId
player.Birthday = [2]uint8{0, 0}
player.Birthday = []uint8{0, 0}
player.NameCard = 210001
player.NameCardList = make([]uint32, 0)
player.NameCardList = append(player.NameCardList, 210001, 210042)
@@ -373,7 +373,7 @@ func (g *GameManager) CreatePlayer(userId uint32, nickName string, mainCharAvata
player.WearWeapon(mainCharAvatarId, weaponId)
player.TeamConfig = model.NewTeamInfo()
player.TeamConfig.SetTeamAvatar(0, []uint32{mainCharAvatarId})
player.TeamConfig.GetActiveTeam().SetAvatarIdList([]uint32{mainCharAvatarId})
return player
}

View File

@@ -82,8 +82,7 @@ func (g *GameManager) TeleportPlayer(player *model.Player, sceneId uint32, pos *
world := WORLD_MANAGER.GetWorldByID(player.WorldId)
oldScene := world.GetSceneById(oldSceneId)
activeAvatarId := world.GetPlayerActiveAvatarId(player)
playerTeamEntity := oldScene.GetPlayerTeamEntity(player.PlayerID)
g.RemoveSceneEntityNotifyBroadcast(oldScene, proto.VisionType_VISION_TYPE_REMOVE, []uint32{playerTeamEntity.avatarEntityMap[activeAvatarId]})
g.RemoveSceneEntityNotifyBroadcast(oldScene, proto.VisionType_VISION_TYPE_REMOVE, []uint32{world.GetPlayerWorldAvatarEntityId(player, activeAvatarId)})
if jumpScene {
delTeamEntityNotify := g.PacketDelTeamEntityNotify(oldScene, player)
g.SendMsg(cmd.DelTeamEntityNotify, player.PlayerID, player.ClientSeq, delTeamEntityNotify)
@@ -91,8 +90,6 @@ func (g *GameManager) TeleportPlayer(player *model.Player, sceneId uint32, pos *
oldScene.RemovePlayer(player)
newScene := world.GetSceneById(newSceneId)
newScene.AddPlayer(player)
} else {
oldScene.UpdatePlayerTeamEntity(player)
}
player.Pos.X = pos.X
player.Pos.Y = pos.Y

View File

@@ -144,16 +144,12 @@ func (g *GameManager) JoinPlayerSceneReq(player *model.Player, payloadMsg pb.Mes
if hostPlayer.SceneLoadState == model.SceneEnterDone {
delete(hostWorld.waitEnterPlayerMap, player.PlayerID)
player.Pos = &model.Vector{
X: hostPlayer.Pos.X,
Y: hostPlayer.Pos.Y,
Z: hostPlayer.Pos.Z,
}
player.Rot = &model.Vector{
X: hostPlayer.Rot.X,
Y: hostPlayer.Rot.Y,
Z: hostPlayer.Rot.Z,
}
player.Pos.X = hostPlayer.Pos.X
player.Pos.Y = hostPlayer.Pos.Y
player.Pos.Z = hostPlayer.Pos.Z
player.Rot.X = hostPlayer.Rot.X
player.Rot.Y = hostPlayer.Rot.Y
player.Rot.Z = hostPlayer.Rot.Z
player.SceneId = hostPlayer.SceneId
g.UserWorldAddPlayer(hostWorld, player)
@@ -258,10 +254,8 @@ func (g *GameManager) UserDealEnterWorld(hostPlayer *model.Player, otherUid uint
g.SendMsg(cmd.GuestBeginEnterSceneNotify, hostPlayer.PlayerID, hostPlayer.ClientSeq, guestBeginEnterSceneNotify)
// 仅仅把当前的场上角色的实体消失掉
scene := world.GetSceneById(hostPlayer.SceneId)
playerTeamEntity := scene.GetPlayerTeamEntity(hostPlayer.PlayerID)
activeAvatarId := world.GetPlayerActiveAvatarId(hostPlayer)
g.RemoveSceneEntityNotifyToPlayer(hostPlayer, proto.VisionType_VISION_TYPE_MISS, []uint32{playerTeamEntity.avatarEntityMap[activeAvatarId]})
g.RemoveSceneEntityNotifyToPlayer(hostPlayer, proto.VisionType_VISION_TYPE_MISS, []uint32{world.GetPlayerWorldAvatarEntityId(hostPlayer, activeAvatarId)})
}
func (g *GameManager) UserLeaveWorld(player *model.Player) bool {
@@ -306,9 +300,8 @@ func (g *GameManager) UserWorldRemovePlayer(world *World, player *model.Player)
scene := world.GetSceneById(player.SceneId)
// 仅仅把当前的场上角色的实体消失掉
playerTeamEntity := scene.GetPlayerTeamEntity(player.PlayerID)
activeAvatarId := world.GetPlayerActiveAvatarId(player)
g.RemoveSceneEntityNotifyToPlayer(player, proto.VisionType_VISION_TYPE_MISS, []uint32{playerTeamEntity.avatarEntityMap[activeAvatarId]})
g.RemoveSceneEntityNotifyToPlayer(player, proto.VisionType_VISION_TYPE_MISS, []uint32{world.GetPlayerWorldAvatarEntityId(player, activeAvatarId)})
delTeamEntityNotify := g.PacketDelTeamEntityNotify(scene, player)
g.SendMsg(cmd.DelTeamEntityNotify, player.PlayerID, player.ClientSeq, delTeamEntityNotify)
@@ -320,8 +313,7 @@ func (g *GameManager) UserWorldRemovePlayer(world *World, player *model.Player)
g.SendMsg(cmd.PlayerQuitFromMpNotify, player.PlayerID, player.ClientSeq, playerQuitFromMpNotify)
activeAvatarId := world.GetPlayerActiveAvatarId(player)
playerTeamEntity := scene.GetPlayerTeamEntity(player.PlayerID)
g.RemoveSceneEntityNotifyBroadcast(scene, proto.VisionType_VISION_TYPE_REMOVE, []uint32{playerTeamEntity.avatarEntityMap[activeAvatarId]})
g.RemoveSceneEntityNotifyBroadcast(scene, proto.VisionType_VISION_TYPE_REMOVE, []uint32{world.GetPlayerWorldAvatarEntityId(player, activeAvatarId)})
}
world.RemovePlayer(player)
@@ -410,10 +402,8 @@ func (g *GameManager) UpdateWorldPlayerInfo(hostWorld *World, excludePlayer *mod
if worldPlayer.PlayerID == worldPlayer.PlayerID {
continue
}
worldPlayerScene := hostWorld.GetSceneById(worldPlayer.SceneId)
worldPlayerTeamEntity := worldPlayerScene.GetPlayerTeamEntity(worldPlayer.PlayerID)
teamEntityInfo := &proto.TeamEntityInfo{
TeamEntityId: worldPlayerTeamEntity.teamEntityId,
TeamEntityId: hostWorld.GetPlayerTeamEntityId(worldPlayer),
AuthorityPeerId: hostWorld.GetPlayerPeerId(worldPlayer),
TeamAbilityInfo: new(proto.AbilitySyncStateInfo),
}

View File

@@ -117,30 +117,36 @@ func (g *GameManager) SceneInitFinishReq(player *model.Player, payloadMsg pb.Mes
empty := new(proto.AbilitySyncStateInfo)
activeAvatarId := world.GetPlayerActiveAvatarId(player)
playerTeamEntity := scene.GetPlayerTeamEntity(player.PlayerID)
playerEnterSceneInfoNotify := &proto.PlayerEnterSceneInfoNotify{
CurAvatarEntityId: playerTeamEntity.avatarEntityMap[activeAvatarId],
CurAvatarEntityId: world.GetPlayerWorldAvatarEntityId(player, activeAvatarId),
EnterSceneToken: player.EnterSceneToken,
TeamEnterInfo: &proto.TeamEnterSceneInfo{
TeamEntityId: playerTeamEntity.teamEntityId,
TeamEntityId: world.GetPlayerTeamEntityId(player),
TeamAbilityInfo: empty,
AbilityControlBlock: new(proto.AbilityControlBlock),
},
MpLevelEntityInfo: &proto.MPLevelEntityInfo{
EntityId: WORLD_MANAGER.GetWorldByID(player.WorldId).mpLevelEntityId,
AuthorityPeerId: 1,
AuthorityPeerId: world.GetPlayerPeerId(player),
AbilityInfo: empty,
},
AvatarEnterInfo: make([]*proto.AvatarEnterSceneInfo, 0),
}
for _, avatarId := range world.GetPlayerAvatarIdList(player) {
avatar := player.AvatarMap[avatarId]
for _, worldAvatar := range world.GetPlayerWorldAvatarList(player) {
avatar := player.AvatarMap[worldAvatar.avatarId]
avatarEnterSceneInfo := &proto.AvatarEnterSceneInfo{
AvatarGuid: avatar.Guid,
AvatarEntityId: playerTeamEntity.avatarEntityMap[avatarId],
WeaponGuid: avatar.EquipWeapon.Guid,
WeaponEntityId: playerTeamEntity.weaponEntityMap[avatar.EquipWeapon.WeaponId],
AvatarAbilityInfo: empty,
AvatarGuid: avatar.Guid,
AvatarEntityId: world.GetPlayerWorldAvatarEntityId(player, worldAvatar.avatarId),
WeaponGuid: avatar.EquipWeapon.Guid,
WeaponEntityId: world.GetPlayerWorldAvatarWeaponEntityId(player, worldAvatar.avatarId),
AvatarAbilityInfo: &proto.AbilitySyncStateInfo{
IsInited: len(worldAvatar.abilityList) != 0,
DynamicValueMap: nil,
AppliedAbilities: worldAvatar.abilityList,
AppliedModifiers: worldAvatar.modifierList,
MixinRecoverInfos: nil,
SgvDynamicValueMap: nil,
},
WeaponAbilityInfo: empty,
}
playerEnterSceneInfoNotify.AvatarEnterInfo = append(playerEnterSceneInfoNotify.AvatarEnterInfo, avatarEnterSceneInfo)
@@ -190,10 +196,8 @@ func (g *GameManager) SceneInitFinishReq(player *model.Player, payloadMsg pb.Mes
if worldPlayer.PlayerID == player.PlayerID {
continue
}
worldPlayerScene := world.GetSceneById(worldPlayer.SceneId)
worldPlayerTeamEntity := worldPlayerScene.GetPlayerTeamEntity(worldPlayer.PlayerID)
teamEntityInfo := &proto.TeamEntityInfo{
TeamEntityId: worldPlayerTeamEntity.teamEntityId,
TeamEntityId: world.GetPlayerTeamEntityId(worldPlayer),
AuthorityPeerId: world.GetPlayerPeerId(worldPlayer),
TeamAbilityInfo: new(proto.AbilitySyncStateInfo),
}
@@ -218,7 +222,6 @@ func (g *GameManager) SceneInitFinishReq(player *model.Player, payloadMsg pb.Mes
func (g *GameManager) EnterSceneDoneReq(player *model.Player, payloadMsg pb.Message) {
logger.LOG.Debug("user enter scene done, uid: %v", player.PlayerID)
world := WORLD_MANAGER.GetWorldByID(player.WorldId)
scene := world.GetSceneById(player.SceneId)
if world.multiplayer && world.IsPlayerFirstEnter(player) {
guestPostEnterSceneNotify := &proto.GuestPostEnterSceneNotify{
@@ -230,12 +233,11 @@ func (g *GameManager) EnterSceneDoneReq(player *model.Player, payloadMsg pb.Mess
var visionType = proto.VisionType_VISION_TYPE_TRANSPORT
playerTeamEntity := scene.GetPlayerTeamEntity(player.PlayerID)
activeAvatarId := world.GetPlayerActiveAvatarId(player)
if world.IsPlayerFirstEnter(player) {
visionType = proto.VisionType_VISION_TYPE_BORN
}
g.AddSceneEntityNotify(player, visionType, []uint32{playerTeamEntity.avatarEntityMap[activeAvatarId]}, true)
g.AddSceneEntityNotify(player, visionType, []uint32{world.GetPlayerWorldAvatarEntityId(player, activeAvatarId)}, true, false)
// 通过aoi获取场景中在自己周围格子里的全部实体id
//entityIdList := world.aoiManager.GetEntityIdListByPos(float32(player.Pos.X), float32(player.Pos.Y), float32(player.Pos.Z))
@@ -243,7 +245,7 @@ func (g *GameManager) EnterSceneDoneReq(player *model.Player, payloadMsg pb.Mess
if world.IsPlayerFirstEnter(player) {
visionType = proto.VisionType_VISION_TYPE_MEET
}
g.AddSceneEntityNotify(player, visionType, entityIdList, false)
g.AddSceneEntityNotify(player, visionType, entityIdList, false, false)
sceneAreaWeatherNotify := &proto.SceneAreaWeatherNotify{
WeatherAreaId: 0,
@@ -262,16 +264,12 @@ func (g *GameManager) EnterSceneDoneReq(player *model.Player, payloadMsg pb.Mess
for otherPlayerId := range world.waitEnterPlayerMap {
delete(world.waitEnterPlayerMap, otherPlayerId)
otherPlayer := USER_MANAGER.GetOnlineUser(otherPlayerId)
otherPlayer.Pos = &model.Vector{
X: player.Pos.X,
Y: player.Pos.Y,
Z: player.Pos.Z,
}
otherPlayer.Rot = &model.Vector{
X: player.Rot.X,
Y: player.Rot.Y,
Z: player.Rot.Z,
}
otherPlayer.Pos.X = player.Pos.X
otherPlayer.Pos.Y = player.Pos.Y
otherPlayer.Pos.Z = player.Pos.Z
otherPlayer.Rot.X = player.Rot.X
otherPlayer.Rot.Y = player.Rot.Y
otherPlayer.Rot.Z = player.Rot.Z
otherPlayer.SceneId = player.SceneId
g.UserWorldAddPlayer(world, otherPlayer)
@@ -400,12 +398,15 @@ func (g *GameManager) AddSceneEntityNotifyToPlayer(player *model.Player, visionT
player.PlayerID, sceneEntityAppearNotify.AppearType, len(sceneEntityAppearNotify.EntityList))
}
func (g *GameManager) AddSceneEntityNotifyBroadcast(scene *Scene, visionType proto.VisionType, entityList []*proto.SceneEntityInfo) {
func (g *GameManager) AddSceneEntityNotifyBroadcast(player *model.Player, scene *Scene, visionType proto.VisionType, entityList []*proto.SceneEntityInfo, aec bool) {
sceneEntityAppearNotify := &proto.SceneEntityAppearNotify{
AppearType: visionType,
EntityList: entityList,
}
for _, scenePlayer := range scene.playerMap {
if aec && scenePlayer.PlayerID == player.PlayerID {
continue
}
g.SendMsg(cmd.SceneEntityAppearNotify, scenePlayer.PlayerID, scenePlayer.ClientSeq, sceneEntityAppearNotify)
logger.LOG.Debug("SceneEntityAppearNotify, uid: %v, type: %v, len: %v",
scenePlayer.PlayerID, sceneEntityAppearNotify.AppearType, len(sceneEntityAppearNotify.EntityList))
@@ -434,7 +435,7 @@ func (g *GameManager) RemoveSceneEntityNotifyBroadcast(scene *Scene, visionType
}
}
func (g *GameManager) AddSceneEntityNotify(player *model.Player, visionType proto.VisionType, entityIdList []uint32, broadcast bool) {
func (g *GameManager) AddSceneEntityNotify(player *model.Player, visionType proto.VisionType, entityIdList []uint32, broadcast bool, aec bool) {
world := WORLD_MANAGER.GetWorldByID(player.WorldId)
scene := world.GetSceneById(player.SceneId)
entityList := make([]*proto.SceneEntityInfo, 0)
@@ -469,7 +470,7 @@ func (g *GameManager) AddSceneEntityNotify(player *model.Player, visionType prot
}
}
if broadcast {
g.AddSceneEntityNotifyBroadcast(scene, visionType, entityList)
g.AddSceneEntityNotifyBroadcast(player, scene, visionType, entityList, aec)
} else {
g.AddSceneEntityNotifyToPlayer(player, visionType, entityList)
}
@@ -522,11 +523,11 @@ func (g *GameManager) PacketFightPropMapToPbFightPropList(fightPropMap map[uint3
}
func (g *GameManager) PacketSceneEntityInfoAvatar(scene *Scene, player *model.Player, avatarId uint32) *proto.SceneEntityInfo {
playerTeamEntity := scene.GetPlayerTeamEntity(player.PlayerID)
entity := scene.GetEntity(playerTeamEntity.avatarEntityMap[avatarId])
entity := scene.GetEntity(scene.world.GetPlayerWorldAvatarEntityId(player, avatarId))
if entity == nil {
return new(proto.SceneEntityInfo)
}
worldAvatar := scene.world.GetWorldAvatarByEntityId(entity.id)
sceneEntityInfo := &proto.SceneEntityInfo{
EntityType: proto.ProtEntityType_PROT_ENTITY_TYPE_AVATAR,
EntityId: entity.id,
@@ -557,7 +558,14 @@ func (g *GameManager) PacketSceneEntityInfoAvatar(scene *Scene, player *model.Pl
},
EntityClientData: new(proto.EntityClientData),
EntityAuthorityInfo: &proto.EntityAuthorityInfo{
AbilityInfo: new(proto.AbilitySyncStateInfo),
AbilityInfo: &proto.AbilitySyncStateInfo{
IsInited: len(worldAvatar.abilityList) != 0,
DynamicValueMap: nil,
AppliedAbilities: worldAvatar.abilityList,
AppliedModifiers: worldAvatar.modifierList,
MixinRecoverInfos: nil,
SgvDynamicValueMap: nil,
},
RendererChangedInfo: new(proto.EntityRendererChangedInfo),
AiInfo: &proto.SceneEntityAiInfo{
IsAiOpen: true,
@@ -649,9 +657,6 @@ func (g *GameManager) PacketSceneEntityInfoGadget(scene *Scene, entityId uint32)
FightPropList: g.PacketFightPropMapToPbFightPropList(entity.fightProp),
LifeState: 1,
AnimatorParaList: make([]*proto.AnimatorParameterValueInfoPair, 0),
Entity: &proto.SceneEntityInfo_Gadget{
Gadget: g.PacketSceneGadgetInfo(entity.gadgetEntity.gatherId),
},
EntityClientData: new(proto.EntityClientData),
EntityAuthorityInfo: &proto.EntityAuthorityInfo{
AbilityInfo: new(proto.AbilitySyncStateInfo),
@@ -663,12 +668,22 @@ func (g *GameManager) PacketSceneEntityInfoGadget(scene *Scene, entityId uint32)
BornPos: new(proto.Vector),
},
}
switch entity.gadgetEntity.gadgetType {
case GADGET_TYPE_CLIENT:
sceneEntityInfo.Entity = &proto.SceneEntityInfo_Gadget{
Gadget: g.PacketSceneGadgetInfoAbility(entity.gadgetEntity),
}
case GADGET_TYPE_GATHER:
sceneEntityInfo.Entity = &proto.SceneEntityInfo_Gadget{
Gadget: g.PacketSceneGadgetInfoGather(entity.gadgetEntity),
}
default:
break
}
return sceneEntityInfo
}
func (g *GameManager) PacketSceneAvatarInfo(scene *Scene, player *model.Player, avatarId uint32) *proto.SceneAvatarInfo {
avatar := player.AvatarMap[avatarId]
playerTeamEntity := scene.GetPlayerTeamEntity(player.PlayerID)
equipIdList := make([]uint32, 0)
weapon := player.AvatarMap[avatarId].EquipWeapon
equipIdList = append(equipIdList, weapon.ItemId)
@@ -684,7 +699,7 @@ func (g *GameManager) PacketSceneAvatarInfo(scene *Scene, player *model.Player,
EquipIdList: equipIdList,
SkillDepotId: player.AvatarMap[avatarId].SkillDepotId,
Weapon: &proto.SceneWeaponInfo{
EntityId: playerTeamEntity.weaponEntityMap[avatar.EquipWeapon.WeaponId],
EntityId: scene.world.GetPlayerWorldAvatarWeaponEntityId(player, avatarId),
GadgetId: uint32(gdc.CONF.ItemDataMap[int32(weapon.ItemId)].GadgetId),
ItemId: weapon.ItemId,
Guid: weapon.Guid,
@@ -716,8 +731,8 @@ func (g *GameManager) PacketSceneMonsterInfo() *proto.SceneMonsterInfo {
return sceneMonsterInfo
}
func (g *GameManager) PacketSceneGadgetInfo(gatherId uint32) *proto.SceneGadgetInfo {
gather := gdc.CONF.GatherDataMap[int32(gatherId)]
func (g *GameManager) PacketSceneGadgetInfoGather(gadgetEntity *GadgetEntity) *proto.SceneGadgetInfo {
gather := gdc.CONF.GatherDataMap[int32(gadgetEntity.gatherId)]
sceneGadgetInfo := &proto.SceneGadgetInfo{
GadgetId: uint32(gather.GadgetId),
//GroupId: 133003011,
@@ -735,11 +750,29 @@ func (g *GameManager) PacketSceneGadgetInfo(gatherId uint32) *proto.SceneGadgetI
return sceneGadgetInfo
}
func (g *GameManager) PacketSceneGadgetInfoAbility(gadgetEntity *GadgetEntity) *proto.SceneGadgetInfo {
sceneGadgetInfo := &proto.SceneGadgetInfo{
GadgetId: gadgetEntity.configId,
OwnerEntityId: gadgetEntity.ownerEntityId,
AuthorityPeerId: 1,
IsEnableInteract: true,
Content: &proto.SceneGadgetInfo_ClientGadget{
ClientGadget: &proto.ClientGadgetInfo{
CampId: gadgetEntity.campId,
CampType: gadgetEntity.campType,
OwnerEntityId: gadgetEntity.ownerEntityId,
TargetEntityId: gadgetEntity.targetEntityId,
},
},
PropOwnerEntityId: gadgetEntity.propOwnerEntityId,
}
return sceneGadgetInfo
}
func (g *GameManager) PacketDelTeamEntityNotify(scene *Scene, player *model.Player) *proto.DelTeamEntityNotify {
playerTeamEntity := scene.GetPlayerTeamEntity(player.PlayerID)
delTeamEntityNotify := &proto.DelTeamEntityNotify{
SceneId: player.SceneId,
DelEntityIdList: []uint32{playerTeamEntity.teamEntityId},
DelEntityIdList: []uint32{scene.world.GetPlayerTeamEntityId(player)},
}
return delTeamEntityNotify
}

View File

@@ -11,6 +11,27 @@ import (
"time"
)
// HandleAbilityInvoke 处理能力调用
func (g *GameManager) HandleAbilityInvoke(player *model.Player, entry *proto.AbilityInvokeEntry) {
//logger.LOG.Debug("ability invoke handle, entry: %v", entry.ArgumentType)
switch entry.ArgumentType {
case proto.AbilityInvokeArgument_ABILITY_INVOKE_ARGUMENT_MIXIN_COST_STAMINA:
// 消耗耐力
//costStamina := new(proto.AbilityMixinCostStamina)
//err := pb.Unmarshal(entry.AbilityData, costStamina)
//if err != nil {
// logger.LOG.Error("unmarshal ability data err: %v", err)
// return
//}
// 处理技能持续时的耐力消耗
g.HandleSkillSustainStamina(player)
}
}
// SceneAvatarStaminaStepReq 缓慢游泳或缓慢攀爬时消耗耐力
func (g *GameManager) SceneAvatarStaminaStepReq(player *model.Player, payloadMsg pb.Message) {
req := payloadMsg.(*proto.SceneAvatarStaminaStepReq)

View File

@@ -18,36 +18,32 @@ func (g *GameManager) ChangeAvatarReq(player *model.Player, payloadMsg pb.Messag
targetAvatarGuid := req.Guid
world := WORLD_MANAGER.GetWorldByID(player.WorldId)
scene := world.GetSceneById(player.SceneId)
playerTeamEntity := scene.GetPlayerTeamEntity(player.PlayerID)
targetAvatarId := player.GetAvatarIdByGuid(targetAvatarGuid)
oldAvatarId := world.GetPlayerActiveAvatarId(player)
oldAvatar := player.AvatarMap[oldAvatarId]
if oldAvatar.Guid == targetAvatarGuid {
logger.LOG.Error("can not change to the same avatar, uid: %v, oldAvatarId: %v, oldAvatarGuid: %v", player.PlayerID, oldAvatarId, oldAvatar.Guid)
if targetAvatarId == oldAvatarId {
logger.LOG.Error("can not change to the same avatar, uid: %v, oldAvatarId: %v, targetAvatarId: %v", player.PlayerID, oldAvatarId, targetAvatarId)
return
}
index := -1
for avatarIndex, avatarId := range world.GetPlayerAvatarIdList(player) {
if targetAvatarGuid == player.AvatarMap[avatarId].Guid {
index = avatarIndex
}
}
if index == -1 {
logger.LOG.Error("can not find the target avatar in team, uid: %v, target avatar guid: %v", player.PlayerID, targetAvatarGuid)
newAvatarIndex := world.GetPlayerAvatarIndexByAvatarId(player, targetAvatarId)
if newAvatarIndex == -1 {
logger.LOG.Error("can not find the target avatar in team, uid: %v, targetAvatarId: %v", player.PlayerID, targetAvatarId)
return
}
if !world.multiplayer {
player.TeamConfig.CurrAvatarIndex = uint8(index)
player.TeamConfig.CurrAvatarIndex = uint8(newAvatarIndex)
}
world.SetPlayerLocalAvatarIndex(player, index)
entity := scene.GetEntity(playerTeamEntity.avatarEntityMap[oldAvatarId])
if entity == nil {
world.SetPlayerAvatarIndex(player, newAvatarIndex)
oldAvatarEntityId := world.GetPlayerWorldAvatarEntityId(player, oldAvatarId)
oldAvatarEntity := scene.GetEntity(oldAvatarEntityId)
if oldAvatarEntity == nil {
logger.LOG.Error("can not find old avatar entity, entity id: %v", oldAvatarEntityId)
return
}
entity.moveState = uint16(proto.MotionState_MOTION_STATE_STANDBY)
oldAvatarEntity.moveState = uint16(proto.MotionState_MOTION_STATE_STANDBY)
sceneEntityDisappearNotify := &proto.SceneEntityDisappearNotify{
DisappearType: proto.VisionType_VISION_TYPE_REPLACE,
EntityList: []uint32{playerTeamEntity.avatarEntityMap[oldAvatarId]},
EntityList: []uint32{oldAvatarEntity.id},
}
for _, scenePlayer := range scene.playerMap {
g.SendMsg(cmd.SceneEntityDisappearNotify, scenePlayer.PlayerID, scenePlayer.ClientSeq, sceneEntityDisappearNotify)
@@ -57,7 +53,7 @@ func (g *GameManager) ChangeAvatarReq(player *model.Player, payloadMsg pb.Messag
newAvatarEntity := g.PacketSceneEntityInfoAvatar(scene, player, newAvatarId)
sceneEntityAppearNotify := &proto.SceneEntityAppearNotify{
AppearType: proto.VisionType_VISION_TYPE_REPLACE,
Param: playerTeamEntity.avatarEntityMap[oldAvatarId],
Param: oldAvatarEntity.id,
EntityList: []*proto.SceneEntityInfo{newAvatarEntity},
}
for _, scenePlayer := range scene.playerMap {
@@ -65,7 +61,6 @@ func (g *GameManager) ChangeAvatarReq(player *model.Player, payloadMsg pb.Messag
}
changeAvatarRsp := &proto.ChangeAvatarRsp{
Retcode: int32(proto.Retcode_RET_SUCC),
CurGuid: targetAvatarGuid,
}
g.SendMsg(cmd.ChangeAvatarRsp, player.PlayerID, player.ClientSeq, changeAvatarRsp)
@@ -98,8 +93,7 @@ func (g *GameManager) SetUpAvatarTeamReq(player *model.Player, payloadMsg pb.Mes
}
}
}
player.TeamConfig.ClearTeamAvatar(uint8(teamId - 1))
player.TeamConfig.SetTeamAvatar(uint8(teamId-1), avatarIdList)
player.TeamConfig.GetTeamByIndex(uint8(teamId - 1)).SetAvatarIdList(avatarIdList)
avatarTeamUpdateNotify := &proto.AvatarTeamUpdateNotify{
AvatarTeamMap: make(map[uint32]*proto.AvatarTeam),
@@ -117,27 +111,25 @@ func (g *GameManager) SetUpAvatarTeamReq(player *model.Player, payloadMsg pb.Mes
g.SendMsg(cmd.AvatarTeamUpdateNotify, player.PlayerID, player.ClientSeq, avatarTeamUpdateNotify)
if selfTeam {
player.TeamConfig.CurrAvatarIndex = 0
player.TeamConfig.UpdateTeam()
world.SetPlayerLocalAvatarIndex(player, 0)
//player.TeamConfig.UpdateTeam()
world.SetPlayerLocalTeam(player, avatarIdList)
world.UpdateMultiplayerTeam()
scene := world.GetSceneById(player.SceneId)
scene.UpdatePlayerTeamEntity(player)
world.InitPlayerWorldAvatar(player)
currAvatarGuid := req.CurAvatarGuid
currAvatarId := player.GetAvatarIdByGuid(currAvatarGuid)
currAvatarIndex := world.GetPlayerAvatarIndexByAvatarId(player, currAvatarId)
player.TeamConfig.CurrAvatarIndex = uint8(currAvatarIndex)
world.SetPlayerAvatarIndex(player, currAvatarIndex)
sceneTeamUpdateNotify := g.PacketSceneTeamUpdateNotify(world)
g.SendMsg(cmd.SceneTeamUpdateNotify, player.PlayerID, player.ClientSeq, sceneTeamUpdateNotify)
}
activeAvatarId := world.GetPlayerActiveAvatarId(player)
setUpAvatarTeamRsp := &proto.SetUpAvatarTeamRsp{
TeamId: teamId,
CurAvatarGuid: player.AvatarMap[activeAvatarId].Guid,
AvatarTeamGuidList: make([]uint64, 0),
}
team := player.TeamConfig.GetTeamByIndex(uint8(teamId - 1))
for _, avatarId := range team.GetAvatarIdList() {
setUpAvatarTeamRsp.AvatarTeamGuidList = append(setUpAvatarTeamRsp.AvatarTeamGuidList, player.AvatarMap[avatarId].Guid)
TeamId: req.TeamId,
CurAvatarGuid: req.CurAvatarGuid,
AvatarTeamGuidList: req.AvatarTeamGuidList,
}
g.SendMsg(cmd.SetUpAvatarTeamRsp, player.PlayerID, player.ClientSeq, setUpAvatarTeamRsp)
}
@@ -157,12 +149,11 @@ func (g *GameManager) ChooseCurAvatarTeamReq(player *model.Player, payloadMsg pb
}
player.TeamConfig.CurrTeamIndex = uint8(teamId) - 1
player.TeamConfig.CurrAvatarIndex = 0
player.TeamConfig.UpdateTeam()
world.SetPlayerLocalAvatarIndex(player, 0)
//player.TeamConfig.UpdateTeam()
world.SetPlayerAvatarIndex(player, 0)
world.SetPlayerLocalTeam(player, team.GetAvatarIdList())
world.UpdateMultiplayerTeam()
scene := world.GetSceneById(player.SceneId)
scene.UpdatePlayerTeamEntity(player)
world.InitPlayerWorldAvatar(player)
sceneTeamUpdateNotify := g.PacketSceneTeamUpdateNotify(world)
g.SendMsg(cmd.SceneTeamUpdateNotify, player.PlayerID, player.ClientSeq, sceneTeamUpdateNotify)
@@ -188,20 +179,21 @@ func (g *GameManager) ChangeMpTeamAvatarReq(player *model.Player, payloadMsg pb.
avatarIdList = append(avatarIdList, avatarId)
}
world.SetPlayerLocalTeam(player, avatarIdList)
world.SetPlayerLocalAvatarIndex(player, 0)
world.UpdateMultiplayerTeam()
scene := world.GetSceneById(player.SceneId)
scene.UpdatePlayerTeamEntity(player)
world.InitPlayerWorldAvatar(player)
currAvatarGuid := req.CurAvatarGuid
currAvatarId := player.GetAvatarIdByGuid(currAvatarGuid)
newAvatarIndex := world.GetPlayerAvatarIndexByAvatarId(player, currAvatarId)
world.SetPlayerAvatarIndex(player, newAvatarIndex)
for _, worldPlayer := range world.playerMap {
sceneTeamUpdateNotify := g.PacketSceneTeamUpdateNotify(world)
g.SendMsg(cmd.SceneTeamUpdateNotify, worldPlayer.PlayerID, worldPlayer.ClientSeq, sceneTeamUpdateNotify)
}
avatarId := world.GetPlayerActiveAvatarId(player)
avatar := player.AvatarMap[avatarId]
changeMpTeamAvatarRsp := &proto.ChangeMpTeamAvatarRsp{
CurAvatarGuid: avatar.Guid,
CurAvatarGuid: req.CurAvatarGuid,
AvatarGuidList: req.AvatarGuidList,
}
g.SendMsg(cmd.ChangeMpTeamAvatarRsp, player.PlayerID, player.ClientSeq, changeMpTeamAvatarRsp)
@@ -212,11 +204,10 @@ func (g *GameManager) PacketSceneTeamUpdateNotify(world *World) *proto.SceneTeam
IsInMp: world.multiplayer,
}
empty := new(proto.AbilitySyncStateInfo)
for _, worldTeamAvatar := range world.GetWorldTeamAvatarList() {
worldPlayer := USER_MANAGER.GetOnlineUser(worldTeamAvatar.uid)
for _, worldAvatar := range world.GetWorldAvatarList() {
worldPlayer := USER_MANAGER.GetOnlineUser(worldAvatar.uid)
worldPlayerScene := world.GetSceneById(worldPlayer.SceneId)
worldPlayerTeamEntity := worldPlayerScene.GetPlayerTeamEntity(worldPlayer.PlayerID)
worldPlayerAvatar := worldPlayer.AvatarMap[worldTeamAvatar.avatarId]
worldPlayerAvatar := worldPlayer.AvatarMap[worldAvatar.avatarId]
equipIdList := make([]uint32, 0)
weapon := worldPlayerAvatar.EquipWeapon
equipIdList = append(equipIdList, weapon.ItemId)
@@ -224,25 +215,32 @@ func (g *GameManager) PacketSceneTeamUpdateNotify(world *World) *proto.SceneTeam
equipIdList = append(equipIdList, reliquary.ItemId)
}
sceneTeamAvatar := &proto.SceneTeamAvatar{
PlayerUid: worldPlayer.PlayerID,
AvatarGuid: worldPlayerAvatar.Guid,
SceneId: worldPlayer.SceneId,
EntityId: worldPlayerTeamEntity.avatarEntityMap[worldTeamAvatar.avatarId],
SceneEntityInfo: g.PacketSceneEntityInfoAvatar(worldPlayerScene, worldPlayer, worldTeamAvatar.avatarId),
WeaponGuid: worldPlayerAvatar.EquipWeapon.Guid,
WeaponEntityId: worldPlayerTeamEntity.weaponEntityMap[worldPlayerAvatar.EquipWeapon.WeaponId],
IsPlayerCurAvatar: world.GetPlayerActiveAvatarId(worldPlayer) == worldTeamAvatar.avatarId,
IsOnScene: world.GetPlayerActiveAvatarId(worldPlayer) == worldTeamAvatar.avatarId,
AvatarAbilityInfo: empty,
PlayerUid: worldPlayer.PlayerID,
AvatarGuid: worldPlayerAvatar.Guid,
SceneId: worldPlayer.SceneId,
EntityId: world.GetPlayerWorldAvatarEntityId(worldPlayer, worldAvatar.avatarId),
SceneEntityInfo: g.PacketSceneEntityInfoAvatar(worldPlayerScene, worldPlayer, worldAvatar.avatarId),
WeaponGuid: worldPlayerAvatar.EquipWeapon.Guid,
WeaponEntityId: world.GetPlayerWorldAvatarWeaponEntityId(worldPlayer, worldAvatar.avatarId),
IsPlayerCurAvatar: world.GetPlayerActiveAvatarId(worldPlayer) == worldAvatar.avatarId,
IsOnScene: world.GetPlayerActiveAvatarId(worldPlayer) == worldAvatar.avatarId,
AvatarAbilityInfo: &proto.AbilitySyncStateInfo{
IsInited: len(worldAvatar.abilityList) != 0,
DynamicValueMap: nil,
AppliedAbilities: worldAvatar.abilityList,
AppliedModifiers: worldAvatar.modifierList,
MixinRecoverInfos: nil,
SgvDynamicValueMap: nil,
},
WeaponAbilityInfo: empty,
AbilityControlBlock: new(proto.AbilityControlBlock),
}
if world.multiplayer {
sceneTeamAvatar.AvatarInfo = g.PacketAvatarInfo(worldPlayerAvatar)
sceneTeamAvatar.SceneAvatarInfo = g.PacketSceneAvatarInfo(worldPlayerScene, worldPlayer, worldTeamAvatar.avatarId)
sceneTeamAvatar.SceneAvatarInfo = g.PacketSceneAvatarInfo(worldPlayerScene, worldPlayer, worldAvatar.avatarId)
}
// add AbilityControlBlock
avatarDataConfig := gdc.CONF.AvatarDataMap[int32(worldTeamAvatar.avatarId)]
avatarDataConfig := gdc.CONF.AvatarDataMap[int32(worldAvatar.avatarId)]
acb := sceneTeamAvatar.AbilityControlBlock
embryoId := 0
// add avatar abilities

View File

@@ -8,11 +8,7 @@ import (
"hk4e/gs/game/aoi"
"hk4e/gs/model"
"hk4e/pkg/alg"
"hk4e/pkg/logger"
"hk4e/protocol/cmd"
"hk4e/protocol/proto"
pb "google.golang.org/protobuf/proto"
)
// 世界管理器
@@ -123,9 +119,23 @@ type World struct {
}
func (w *World) GetNextWorldEntityId(entityType uint16) uint32 {
w.entityIdCounter++
ret := (uint32(entityType) << 24) + w.entityIdCounter
return ret
for {
w.entityIdCounter++
ret := (uint32(entityType) << 24) + w.entityIdCounter
reTry := false
for _, scene := range w.sceneMap {
_, exist := scene.entityMap[ret]
if exist {
reTry = true
break
}
}
if reTry {
continue
} else {
return ret
}
}
}
// GetPlayerPeerId 获取当前玩家世界内编号
@@ -160,11 +170,12 @@ func (w *World) AddPlayer(player *model.Player, sceneId uint32) {
w.SetPlayerLocalTeam(player, []uint32{activeAvatarId})
}
for _, worldPlayer := range w.playerMap {
w.SetPlayerLocalAvatarIndex(worldPlayer, 0)
w.SetPlayerAvatarIndex(worldPlayer, 0)
}
w.UpdateMultiplayerTeam()
scene := w.GetSceneById(sceneId)
scene.AddPlayer(player)
w.InitPlayerTeamEntityId(player)
}
func (w *World) RemovePlayer(player *model.Player) {
@@ -175,13 +186,136 @@ func (w *World) RemovePlayer(player *model.Player) {
delete(w.playerFirstEnterMap, player.PlayerID)
delete(w.multiplayerTeam.localTeamMap, player.PlayerID)
delete(w.multiplayerTeam.localAvatarIndexMap, player.PlayerID)
delete(w.multiplayerTeam.localTeamEntityMap, player.PlayerID)
w.UpdateMultiplayerTeam()
}
// WorldAvatar 通用世界角色
// WorldAvatar 世界角色
type WorldAvatar struct {
uid uint32
avatarId uint32
uid uint32
avatarId uint32
avatarEntityId uint32
weaponEntityId uint32
abilityList []*proto.AbilityAppliedAbility
modifierList []*proto.AbilityAppliedModifier
}
// GetWorldAvatarList 获取世界队伍的全部角色列表
func (w *World) GetWorldAvatarList() []*WorldAvatar {
worldAvatarList := make([]*WorldAvatar, 0)
for _, worldAvatar := range w.multiplayerTeam.worldTeam {
if worldAvatar.uid == 0 {
continue
}
worldAvatarList = append(worldAvatarList, worldAvatar)
}
return worldAvatarList
}
// GetPlayerWorldAvatar 获取某玩家在世界队伍中的某角色
func (w *World) GetPlayerWorldAvatar(player *model.Player, avatarId uint32) *WorldAvatar {
for _, worldAvatar := range w.GetWorldAvatarList() {
if worldAvatar.uid == player.PlayerID && worldAvatar.avatarId == avatarId {
return worldAvatar
}
}
return nil
}
// GetPlayerWorldAvatarList 获取某玩家在世界队伍中的所有角色列表
func (w *World) GetPlayerWorldAvatarList(player *model.Player) []*WorldAvatar {
worldAvatarList := make([]*WorldAvatar, 0)
for _, worldAvatar := range w.GetWorldAvatarList() {
if worldAvatar.uid == player.PlayerID {
worldAvatarList = append(worldAvatarList, worldAvatar)
}
}
return worldAvatarList
}
// GetWorldAvatarByEntityId 通过场景实体id获取世界队伍中的角色
func (w *World) GetWorldAvatarByEntityId(avatarEntityId uint32) *WorldAvatar {
for _, worldAvatar := range w.GetWorldAvatarList() {
if worldAvatar.avatarEntityId == avatarEntityId {
return worldAvatar
}
}
return nil
}
// InitPlayerWorldAvatar 初始化某玩家在世界队伍中的所有角色
func (w *World) InitPlayerWorldAvatar(player *model.Player) {
scene := w.GetSceneById(player.SceneId)
for _, worldAvatar := range w.GetWorldAvatarList() {
if worldAvatar.uid != player.PlayerID {
continue
}
if worldAvatar.avatarEntityId != 0 || worldAvatar.weaponEntityId != 0 {
continue
}
worldAvatar.avatarEntityId = scene.CreateEntityAvatar(player, worldAvatar.avatarId)
worldAvatar.weaponEntityId = scene.CreateEntityWeapon()
}
}
// GetPlayerTeamEntityId 获取某玩家的本地队伍实体id
func (w *World) GetPlayerTeamEntityId(player *model.Player) uint32 {
return w.multiplayerTeam.localTeamEntityMap[player.PlayerID]
}
// InitPlayerTeamEntityId 初始化某玩家的本地队伍实体id
func (w *World) InitPlayerTeamEntityId(player *model.Player) {
w.multiplayerTeam.localTeamEntityMap[player.PlayerID] = w.GetNextWorldEntityId(constant.EntityIdTypeConst.TEAM)
}
// GetPlayerWorldAvatarEntityId 获取某玩家在世界队伍中的某角色的实体id
func (w *World) GetPlayerWorldAvatarEntityId(player *model.Player, avatarId uint32) uint32 {
worldAvatar := w.GetPlayerWorldAvatar(player, avatarId)
if worldAvatar == nil {
return 0
}
return worldAvatar.avatarEntityId
}
// GetPlayerWorldAvatarWeaponEntityId 获取某玩家在世界队伍中的某角色的武器的实体id
func (w *World) GetPlayerWorldAvatarWeaponEntityId(player *model.Player, avatarId uint32) uint32 {
worldAvatar := w.GetPlayerWorldAvatar(player, avatarId)
if worldAvatar == nil {
return 0
}
return worldAvatar.weaponEntityId
}
// GetPlayerAvatarIndex 获取某玩家当前角色索引
func (w *World) GetPlayerAvatarIndex(player *model.Player) int {
return w.multiplayerTeam.localAvatarIndexMap[player.PlayerID]
}
// SetPlayerAvatarIndex 设置某玩家当前角色索引
func (w *World) SetPlayerAvatarIndex(player *model.Player, index int) {
if index > len(w.GetPlayerLocalTeam(player))-1 {
return
}
w.multiplayerTeam.localAvatarIndexMap[player.PlayerID] = index
}
// GetPlayerActiveAvatarId 获取玩家当前活跃角色id
func (w *World) GetPlayerActiveAvatarId(player *model.Player) uint32 {
avatarIndex := w.GetPlayerAvatarIndex(player)
localTeam := w.GetPlayerLocalTeam(player)
worldTeamAvatar := localTeam[avatarIndex]
return worldTeamAvatar.avatarId
}
// GetPlayerAvatarIndexByAvatarId 获取玩家某角色的索引
func (w *World) GetPlayerAvatarIndexByAvatarId(player *model.Player, avatarId uint32) int {
localTeam := w.GetPlayerLocalTeam(player)
for index, worldAvatar := range localTeam {
if worldAvatar.avatarId == avatarId {
return index
}
}
return -1
}
type MultiplayerTeam struct {
@@ -189,6 +323,7 @@ type MultiplayerTeam struct {
localTeamMap map[uint32][]*WorldAvatar
// key:uid value:玩家当前角色索引
localAvatarIndexMap map[uint32]int
localTeamEntityMap map[uint32]uint32
// 最终的世界队伍
worldTeam []*WorldAvatar
}
@@ -197,6 +332,7 @@ func CreateMultiplayerTeam() (r *MultiplayerTeam) {
r = new(MultiplayerTeam)
r.localTeamMap = make(map[uint32][]*WorldAvatar)
r.localAvatarIndexMap = make(map[uint32]int)
r.localTeamEntityMap = make(map[uint32]uint32)
r.worldTeam = make([]*WorldAvatar, 0)
return r
}
@@ -206,74 +342,71 @@ func (w *World) GetPlayerLocalTeam(player *model.Player) []*WorldAvatar {
}
func (w *World) SetPlayerLocalTeam(player *model.Player, avatarIdList []uint32) {
localTeam := make([]*WorldAvatar, 4)
for index := 0; index < 4; index++ {
if index > len(avatarIdList)-1 {
localTeam[index] = &WorldAvatar{
uid: 0,
avatarId: 0,
oldLocalTeam := w.multiplayerTeam.localTeamMap[player.PlayerID]
sameAvatarIdList := make([]uint32, 0)
diffAvatarIdList := make([]uint32, 0)
for _, avatarId := range avatarIdList {
exist := false
for _, worldAvatar := range oldLocalTeam {
if worldAvatar.avatarId == avatarId {
exist = true
}
}
if exist {
sameAvatarIdList = append(sameAvatarIdList, avatarId)
} else {
avatarId := avatarIdList[index]
localTeam[index] = &WorldAvatar{
uid: player.PlayerID,
avatarId: avatarId,
diffAvatarIdList = append(diffAvatarIdList, avatarId)
}
}
newLocalTeam := make([]*WorldAvatar, len(avatarIdList))
for _, avatarId := range sameAvatarIdList {
for _, worldAvatar := range oldLocalTeam {
if worldAvatar.avatarId == avatarId {
index := 0
for i, v := range avatarIdList {
if avatarId == v {
index = i
}
}
newLocalTeam[index] = worldAvatar
}
}
}
w.multiplayerTeam.localTeamMap[player.PlayerID] = localTeam
}
func (w *World) ClearPlayerLocalTeam(player *model.Player) {
w.multiplayerTeam.localTeamMap[player.PlayerID] = make([]*WorldAvatar, 4)
}
func (w *World) GetPlayerLocalAvatarIndex(player *model.Player) int {
return w.multiplayerTeam.localAvatarIndexMap[player.PlayerID]
}
func (w *World) SetPlayerLocalAvatarIndex(player *model.Player, index int) {
if index > len(w.GetPlayerLocalTeam(player))-1 {
return
}
w.multiplayerTeam.localAvatarIndexMap[player.PlayerID] = index
}
func (w *World) GetPlayerActiveAvatarId(player *model.Player) uint32 {
avatarIndex := w.GetPlayerLocalAvatarIndex(player)
localTeam := w.GetPlayerLocalTeam(player)
worldTeamAvatar := localTeam[avatarIndex]
return worldTeamAvatar.avatarId
}
func (w *World) GetPlayerAvatarIdList(player *model.Player) []uint32 {
localTeam := w.GetPlayerLocalTeam(player)
avatarIdList := make([]uint32, 0)
for _, worldAvatar := range localTeam {
if worldAvatar.avatarId == 0 {
continue
for _, avatarId := range diffAvatarIdList {
index := 0
for i, v := range avatarIdList {
if avatarId == v {
index = i
}
}
avatarIdList = append(avatarIdList, worldAvatar.avatarId)
}
return avatarIdList
}
func (w *World) GetWorldTeamAvatarList() []*WorldAvatar {
worldAvatarList := make([]*WorldAvatar, 0)
for _, worldAvatar := range w.multiplayerTeam.worldTeam {
if worldAvatar.avatarId == 0 {
continue
newLocalTeam[index] = &WorldAvatar{
uid: player.PlayerID,
avatarId: avatarId,
avatarEntityId: 0,
weaponEntityId: 0,
abilityList: make([]*proto.AbilityAppliedAbility, 0),
modifierList: make([]*proto.AbilityAppliedModifier, 0),
}
worldAvatarList = append(worldAvatarList, worldAvatar)
}
return worldAvatarList
w.multiplayerTeam.localTeamMap[player.PlayerID] = newLocalTeam
}
func (w *World) copyLocalTeamToWorld(start int, end int, peerId uint32) {
player := w.peerMap[peerId]
localTeam := w.GetPlayerLocalTeam(player)
localTeamIndex := 0
for index := start; index <= end; index++ {
player := w.peerMap[peerId]
localTeam := w.GetPlayerLocalTeam(player)
if localTeamIndex >= len(localTeam) {
w.multiplayerTeam.worldTeam[index] = &WorldAvatar{
uid: 0,
avatarId: 0,
avatarEntityId: 0,
weaponEntityId: 0,
abilityList: nil,
modifierList: nil,
}
continue
}
w.multiplayerTeam.worldTeam[index] = localTeam[localTeamIndex]
localTeamIndex++
}
@@ -337,15 +470,13 @@ func (w *World) PlayerEnter(player *model.Player) {
func (w *World) CreateScene(sceneId uint32) *Scene {
scene := &Scene{
id: sceneId,
world: w,
playerMap: make(map[uint32]*model.Player),
entityMap: make(map[uint32]*Entity),
playerTeamEntityMap: make(map[uint32]*PlayerTeamEntity),
gameTime: 18 * 60,
attackQueue: alg.NewRAQueue[*Attack](1000),
createTime: time.Now().UnixMilli(),
meeoIndex: 0,
id: sceneId,
world: w,
playerMap: make(map[uint32]*model.Player),
entityMap: make(map[uint32]*Entity),
gameTime: 18 * 60,
createTime: time.Now().UnixMilli(),
meeoIndex: 0,
}
w.sceneMap[sceneId] = scene
return scene
@@ -362,15 +493,13 @@ func (w *World) GetSceneById(sceneId uint32) *Scene {
// 场景数据结构
type Scene struct {
id uint32
world *World
playerMap map[uint32]*model.Player
entityMap map[uint32]*Entity
playerTeamEntityMap map[uint32]*PlayerTeamEntity
gameTime uint32 // 游戏内提瓦特大陆的时间
attackQueue *alg.RAQueue[*Attack]
createTime int64
meeoIndex uint32 // 客户端风元素染色同步协议的计数器
id uint32
world *World
playerMap map[uint32]*model.Player
entityMap map[uint32]*Entity
gameTime uint32 // 游戏内提瓦特大陆的时间
createTime int64
meeoIndex uint32 // 客户端风元素染色同步协议的计数器
}
type AvatarEntity struct {
@@ -381,8 +510,20 @@ type AvatarEntity struct {
type MonsterEntity struct {
}
const (
GADGET_TYPE_CLIENT = iota
GADGET_TYPE_GATHER
)
type GadgetEntity struct {
gatherId uint32
gadgetType int
gatherId uint32
configId uint32
campId uint32
campType uint32
ownerEntityId uint32
targetEntityId uint32
propOwnerEntityId uint32
}
// 场景实体数据结构
@@ -403,12 +544,6 @@ type Entity struct {
gadgetEntity *GadgetEntity
}
type PlayerTeamEntity struct {
teamEntityId uint32
avatarEntityMap map[uint32]uint32
weaponEntityMap map[uint64]uint32
}
type Attack struct {
combatInvokeEntry *proto.CombatInvokeEntry
uid uint32
@@ -427,55 +562,18 @@ func (s *Scene) GetSceneTime() int64 {
return now - s.createTime
}
func (s *Scene) GetPlayerTeamEntity(userId uint32) *PlayerTeamEntity {
return s.playerTeamEntityMap[userId]
}
func (s *Scene) CreatePlayerTeamEntity(player *model.Player) {
playerTeamEntity := &PlayerTeamEntity{
teamEntityId: s.world.GetNextWorldEntityId(constant.EntityIdTypeConst.TEAM),
avatarEntityMap: make(map[uint32]uint32),
weaponEntityMap: make(map[uint64]uint32),
}
s.playerTeamEntityMap[player.PlayerID] = playerTeamEntity
}
func (s *Scene) UpdatePlayerTeamEntity(player *model.Player) {
playerTeamEntity := s.playerTeamEntityMap[player.PlayerID]
for _, worldTeamAvatar := range s.world.GetWorldTeamAvatarList() {
if worldTeamAvatar.uid != player.PlayerID {
continue
}
avatar := player.AvatarMap[worldTeamAvatar.avatarId]
avatarEntityId, exist := playerTeamEntity.avatarEntityMap[worldTeamAvatar.avatarId]
if exist {
s.DestroyEntity(avatarEntityId)
}
playerTeamEntity.avatarEntityMap[worldTeamAvatar.avatarId] = s.CreateEntityAvatar(player, worldTeamAvatar.avatarId)
weaponEntityId, exist := playerTeamEntity.weaponEntityMap[avatar.EquipWeapon.WeaponId]
if exist {
s.DestroyEntity(weaponEntityId)
}
playerTeamEntity.weaponEntityMap[avatar.EquipWeapon.WeaponId] = s.CreateEntityWeapon()
}
}
func (s *Scene) AddPlayer(player *model.Player) {
s.playerMap[player.PlayerID] = player
s.CreatePlayerTeamEntity(player)
s.UpdatePlayerTeamEntity(player)
s.world.InitPlayerWorldAvatar(player)
}
func (s *Scene) RemovePlayer(player *model.Player) {
playerTeamEntity := s.GetPlayerTeamEntity(player.PlayerID)
for _, avatarEntityId := range playerTeamEntity.avatarEntityMap {
s.DestroyEntity(avatarEntityId)
}
for _, weaponEntityId := range playerTeamEntity.weaponEntityMap {
s.DestroyEntity(weaponEntityId)
}
delete(s.playerTeamEntityMap, player.PlayerID)
delete(s.playerMap, player.PlayerID)
worldAvatarList := s.world.GetPlayerWorldAvatarList(player)
for _, worldAvatar := range worldAvatarList {
s.DestroyEntity(worldAvatar.avatarEntityId)
s.DestroyEntity(worldAvatar.weaponEntityId)
}
}
func (s *Scene) CreateEntityAvatar(player *model.Player, avatarId uint32) uint32 {
@@ -540,6 +638,36 @@ func (s *Scene) CreateEntityMonster(pos *model.Vector, level uint8, fightProp ma
return entity.id
}
func (s *Scene) ClientCreateEntityGadget(pos, rot *model.Vector, entityId uint32, configId, campId, campType, ownerEntityId, targetEntityId, propOwnerEntityId uint32) {
entity := &Entity{
id: entityId,
scene: s,
pos: pos,
rot: rot,
moveState: uint16(proto.MotionState_MOTION_STATE_NONE),
lastMoveSceneTimeMs: 0,
lastMoveReliableSeq: 0,
fightProp: map[uint32]float32{
uint32(constant.FightPropertyConst.FIGHT_PROP_CUR_HP): math.MaxFloat32,
uint32(constant.FightPropertyConst.FIGHT_PROP_MAX_HP): math.MaxFloat32,
uint32(constant.FightPropertyConst.FIGHT_PROP_BASE_HP): float32(1),
},
entityType: uint32(proto.ProtEntityType_PROT_ENTITY_TYPE_GADGET),
level: 0,
gadgetEntity: &GadgetEntity{
gadgetType: GADGET_TYPE_CLIENT,
configId: configId,
campId: campId,
campType: campType,
ownerEntityId: ownerEntityId,
targetEntityId: targetEntityId,
propOwnerEntityId: propOwnerEntityId,
},
}
s.entityMap[entity.id] = entity
s.world.aoiManager.AddEntityIdToGridByPos(entity.id, float32(entity.pos.X), float32(entity.pos.Y), float32(entity.pos.Z))
}
func (s *Scene) CreateEntityGadget(pos *model.Vector, gatherId uint32) uint32 {
entityId := s.world.GetNextWorldEntityId(constant.EntityIdTypeConst.GADGET)
entity := &Entity{
@@ -558,7 +686,8 @@ func (s *Scene) CreateEntityGadget(pos *model.Vector, gatherId uint32) uint32 {
entityType: uint32(proto.ProtEntityType_PROT_ENTITY_TYPE_GADGET),
level: 0,
gadgetEntity: &GadgetEntity{
gatherId: gatherId,
gadgetType: GADGET_TYPE_GATHER,
gatherId: gatherId,
},
}
s.entityMap[entity.id] = entity
@@ -586,106 +715,3 @@ func (s *Scene) GetEntityIdList() []uint32 {
}
return entityIdList
}
// 伤害处理和转发
func (s *Scene) AddAttack(attack *Attack) {
s.attackQueue.EnQueue(attack)
}
func (s *Scene) AttackHandler(gameManager *GameManager) {
combatInvokeEntryListAll := make([]*proto.CombatInvokeEntry, 0)
combatInvokeEntryListOther := make(map[uint32][]*proto.CombatInvokeEntry)
combatInvokeEntryListHost := make([]*proto.CombatInvokeEntry, 0)
for s.attackQueue.Len() != 0 {
attack := s.attackQueue.DeQueue()
if attack.combatInvokeEntry == nil {
logger.LOG.Error("error attack data, attack value: %v", attack)
continue
}
hitInfo := new(proto.EvtBeingHitInfo)
err := pb.Unmarshal(attack.combatInvokeEntry.CombatData, hitInfo)
if err != nil {
logger.LOG.Error("parse combat invocations entity hit info error: %v", err)
continue
}
attackResult := hitInfo.AttackResult
logger.LOG.Debug("run attack handler, attackResult: %v", attackResult)
target := s.entityMap[attackResult.DefenseId]
if target == nil {
logger.LOG.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.fightProp != nil {
currHp = target.fightProp[uint32(constant.FightPropertyConst.FIGHT_PROP_CUR_HP)]
currHp -= damage
if currHp < 0 {
currHp = 0
}
target.fightProp[uint32(constant.FightPropertyConst.FIGHT_PROP_CUR_HP)] = currHp
}
// PacketEntityFightPropUpdateNotify
entityFightPropUpdateNotify := new(proto.EntityFightPropUpdateNotify)
entityFightPropUpdateNotify.EntityId = target.id
entityFightPropUpdateNotify.FightPropMap = make(map[uint32]float32)
entityFightPropUpdateNotify.FightPropMap[uint32(constant.FightPropertyConst.FIGHT_PROP_CUR_HP)] = currHp
for _, player := range s.playerMap {
gameManager.SendMsg(cmd.EntityFightPropUpdateNotify, player.PlayerID, player.ClientSeq, entityFightPropUpdateNotify)
}
combatData, err := pb.Marshal(hitInfo)
if err != nil {
logger.LOG.Error("create combat invocations entity hit info error: %v", err)
}
attack.combatInvokeEntry.CombatData = combatData
switch attack.combatInvokeEntry.ForwardType {
case proto.ForwardType_FORWARD_TYPE_TO_ALL:
combatInvokeEntryListAll = append(combatInvokeEntryListAll, attack.combatInvokeEntry)
case proto.ForwardType_FORWARD_TYPE_TO_ALL_EXCEPT_CUR:
fallthrough
case proto.ForwardType_FORWARD_TYPE_TO_ALL_EXIST_EXCEPT_CUR:
if combatInvokeEntryListOther[attack.uid] == nil {
combatInvokeEntryListOther[attack.uid] = make([]*proto.CombatInvokeEntry, 0)
}
combatInvokeEntryListOther[attack.uid] = append(combatInvokeEntryListOther[attack.uid], attack.combatInvokeEntry)
case proto.ForwardType_FORWARD_TYPE_TO_HOST:
combatInvokeEntryListHost = append(combatInvokeEntryListHost, attack.combatInvokeEntry)
default:
}
}
// PacketCombatInvocationsNotify
if len(combatInvokeEntryListAll) > 0 {
combatInvocationsNotifyAll := new(proto.CombatInvocationsNotify)
combatInvocationsNotifyAll.InvokeList = combatInvokeEntryListAll
for _, player := range s.playerMap {
gameManager.SendMsg(cmd.CombatInvocationsNotify, player.PlayerID, player.ClientSeq, combatInvocationsNotifyAll)
}
}
if len(combatInvokeEntryListOther) > 0 {
for uid, list := range combatInvokeEntryListOther {
combatInvocationsNotifyOther := new(proto.CombatInvocationsNotify)
combatInvocationsNotifyOther.InvokeList = list
for _, player := range s.playerMap {
if player.PlayerID == uid {
continue
}
gameManager.SendMsg(cmd.CombatInvocationsNotify, player.PlayerID, player.ClientSeq, combatInvocationsNotifyOther)
}
}
}
if len(combatInvokeEntryListHost) > 0 {
combatInvocationsNotifyHost := new(proto.CombatInvocationsNotify)
combatInvocationsNotifyHost.InvokeList = combatInvokeEntryListHost
gameManager.SendMsg(cmd.CombatInvocationsNotify, s.world.owner.PlayerID, s.world.owner.ClientSeq, combatInvocationsNotifyHost)
}
}

View File

@@ -7,18 +7,18 @@ import (
// 泛型通用转发器
type InvokeType interface {
type InvokeEntryType interface {
proto.CombatInvokeEntry | proto.AbilityInvokeEntry
}
type InvokeHandler[T InvokeType] struct {
type InvokeHandler[T InvokeEntryType] struct {
EntryListForwardAll []*T
EntryListForwardAllExceptCur []*T
EntryListForwardHost []*T
EntryListForwardServer []*T
}
func NewInvokeHandler[T InvokeType]() (r *InvokeHandler[T]) {
func NewInvokeHandler[T InvokeEntryType]() (r *InvokeHandler[T]) {
r = new(InvokeHandler[T])
r.InitInvokeHandler()
return r

View File

@@ -28,7 +28,7 @@ type Player struct {
NickName string `bson:"nickname"` // 玩家昵称
Signature string `bson:"signature"` // 玩家签名
HeadImage uint32 `bson:"headImage"` // 玩家头像
Birthday [2]uint8 `bson:"birthday"` // 生日
Birthday []uint8 `bson:"birthday"` // 生日
NameCard uint32 `bson:"nameCard"` // 当前名片
NameCardList []uint32 `bson:"nameCardList"` // 已解锁名片列表
FriendList map[uint32]bool `bson:"friendList"` // 好友uid列表

View File

@@ -6,8 +6,8 @@ import (
)
type Team struct {
Name string `bson:"name"`
AvatarIdList []uint32 `bson:"avatarIdList"`
Name string `bson:"name"`
AvatarIdList [4]uint32 `bson:"avatarIdList"`
}
func (t *Team) GetAvatarIdList() []uint32 {
@@ -21,6 +21,16 @@ func (t *Team) GetAvatarIdList() []uint32 {
return avatarIdList
}
func (t *Team) SetAvatarIdList(avatarIdList []uint32) {
t.AvatarIdList = [4]uint32{0, 0, 0, 0}
for index := range t.AvatarIdList {
if index >= len(avatarIdList) {
break
}
t.AvatarIdList[index] = avatarIdList[index]
}
}
type TeamInfo struct {
TeamList []*Team `bson:"teamList"`
CurrTeamIndex uint8 `bson:"currTeamIndex"`
@@ -32,10 +42,10 @@ type TeamInfo struct {
func NewTeamInfo() (r *TeamInfo) {
r = &TeamInfo{
TeamList: []*Team{
{Name: "冒险", AvatarIdList: make([]uint32, 4)},
{Name: "委托", AvatarIdList: make([]uint32, 4)},
{Name: "秘境", AvatarIdList: make([]uint32, 4)},
{Name: "联机", AvatarIdList: make([]uint32, 4)},
{Name: "冒险", AvatarIdList: [4]uint32{0, 0, 0, 0}},
{Name: "委托", AvatarIdList: [4]uint32{0, 0, 0, 0}},
{Name: "秘境", AvatarIdList: [4]uint32{0, 0, 0, 0}},
{Name: "联机", AvatarIdList: [4]uint32{0, 0, 0, 0}},
},
CurrTeamIndex: 0,
CurrAvatarIndex: 0,
@@ -90,22 +100,6 @@ func (t *TeamInfo) GetActiveTeam() *Team {
return t.GetTeamByIndex(t.CurrTeamIndex)
}
func (t *TeamInfo) ClearTeamAvatar(teamIndex uint8) {
team := t.GetTeamByIndex(teamIndex)
if team == nil {
return
}
team.AvatarIdList = make([]uint32, 4)
}
func (t *TeamInfo) SetTeamAvatar(teamIndex uint8, avatarIdList []uint32) {
team := t.GetTeamByIndex(teamIndex)
if team == nil {
return
}
team.AvatarIdList = avatarIdList
}
func (t *TeamInfo) GetActiveAvatarId() uint32 {
team := t.GetActiveTeam()
if team == nil {

View File

@@ -26,6 +26,24 @@ func ConvStructToMap(value any) map[string]any {
return result
}
func GetStructFieldValue(structPointer any, fieldName string) (bool, any) {
refType := reflect.TypeOf(structPointer)
if refType.Kind() != reflect.Ptr {
return false, nil
}
refType = refType.Elem()
if refType.Kind() != reflect.Struct {
return false, nil
}
refValue := reflect.ValueOf(structPointer)
if refValue.Kind() != reflect.Ptr {
return false, nil
}
refValue = refValue.Elem()
field := refValue.FieldByName(fieldName)
return true, field.Interface()
}
func SetStructFieldValue(structPointer any, fieldName string, value any) bool {
refType := reflect.TypeOf(structPointer)
if refType.Kind() != reflect.Ptr {
@@ -47,3 +65,15 @@ func SetStructFieldValue(structPointer any, fieldName string, value any) bool {
field.Set(reflect.ValueOf(value))
return true
}
func CopyStructField(dst any, src any, fieldName string) bool {
ok, value := GetStructFieldValue(src, fieldName)
if !ok {
return false
}
ok = SetStructFieldValue(dst, fieldName, value)
if !ok {
return false
}
return true
}

View File

@@ -98,7 +98,7 @@ func (c *CmdProtoMap) registerAllMessage() {
c.registerMessage(SceneAvatarStaminaStepReq, &proto.SceneAvatarStaminaStepReq{}) // 缓慢游泳或缓慢攀爬时消耗耐力请求
c.registerMessage(SceneAvatarStaminaStepRsp, &proto.SceneAvatarStaminaStepRsp{}) // 缓慢游泳或缓慢攀爬时消耗耐力响应
// 战斗与技能
// 战斗与同步
c.registerMessage(AvatarFightPropNotify, &proto.AvatarFightPropNotify{}) // 角色战斗属性通知
c.registerMessage(EntityFightPropUpdateNotify, &proto.EntityFightPropUpdateNotify{}) // 实体战斗属性更新通知
c.registerMessage(CombatInvocationsNotify, &proto.CombatInvocationsNotify{}) // 战斗通知 包含场景中实体的移动数据和伤害数据,多人游戏服务器转发
@@ -106,7 +106,13 @@ func (c *CmdProtoMap) registerAllMessage() {
c.registerMessage(ClientAbilityInitFinishNotify, &proto.ClientAbilityInitFinishNotify{}) // 客户端技能初始化完成通知 多人游戏服务器转发
c.registerMessage(EvtDoSkillSuccNotify, &proto.EvtDoSkillSuccNotify{}) // 释放技能成功事件通知
c.registerMessage(ClientAbilityChangeNotify, &proto.ClientAbilityChangeNotify{}) // 客户端技能改变通知
c.registerMessage(MassiveEntityElementOpBatchNotify, &proto.MassiveEntityElementOpBatchNotify{}) // MEEO通知 风元素染色
c.registerMessage(MassiveEntityElementOpBatchNotify, &proto.MassiveEntityElementOpBatchNotify{}) // 风元素染色相关通知
c.registerMessage(EvtAvatarEnterFocusNotify, &proto.EvtAvatarEnterFocusNotify{}) // 进入弓箭蓄力瞄准状态通知
c.registerMessage(EvtAvatarUpdateFocusNotify, &proto.EvtAvatarUpdateFocusNotify{}) // 弓箭蓄力瞄准状态移动通知
c.registerMessage(EvtAvatarExitFocusNotify, &proto.EvtAvatarExitFocusNotify{}) // 退出弓箭蓄力瞄准状态通知
c.registerMessage(EvtEntityRenderersChangedNotify, &proto.EvtEntityRenderersChangedNotify{}) // 实体可视状态改变通知
c.registerMessage(EvtCreateGadgetNotify, &proto.EvtCreateGadgetNotify{}) // 创建实体通知
c.registerMessage(EvtDestroyGadgetNotify, &proto.EvtDestroyGadgetNotify{}) // 销毁实体通知
// 队伍
c.registerMessage(ChangeAvatarReq, &proto.ChangeAvatarReq{}) // 更换角色请求 切人
@@ -238,8 +244,6 @@ func (c *CmdProtoMap) registerAllMessage() {
//c.registerMessage(MonsterAIConfigHashNotify, &proto.MonsterAIConfigHashNotify{})
//c.registerMessage(GetRegionSearchReq, &proto.GetRegionSearchReq{})
//c.registerMessage(ObstacleModifyNotify, &proto.ObstacleModifyNotify{})
//c.registerMessage(EvtCreateGadgetNotify, &proto.EvtCreateGadgetNotify{})
//c.registerMessage(EvtDestroyGadgetNotify, &proto.EvtDestroyGadgetNotify{})
// 空消息
c.registerMessage(65535, &proto.NullMsg{})