mirror of
https://github.com/FlourishingWorld/hk4e.git
synced 2026-03-01 00:35:36 +08:00
整理场景实体相关,优化同步
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@@ -0,0 +1,307 @@
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package game
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import (
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"hk4e/gs/model"
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"hk4e/pkg/logger"
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"hk4e/pkg/reflection"
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"hk4e/protocol/cmd"
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"hk4e/protocol/proto"
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pb "google.golang.org/protobuf/proto"
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)
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func DoForward[IET model.InvokeEntryType](player *model.Player, req pb.Message, copyFieldList []string, forwardField string, invokeHandler *model.InvokeHandler[IET]) {
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cmdProtoMap := cmd.NewCmdProtoMap()
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cmdId := cmdProtoMap.GetCmdIdByProtoObj(req)
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world := WORLD_MANAGER.GetWorldByID(player.WorldId)
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if invokeHandler.AllLen() == 0 && invokeHandler.AllExceptCurLen() == 0 && invokeHandler.HostLen() == 0 {
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ntf := cmdProtoMap.GetProtoObjByCmdId(cmdId)
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for _, fieldName := range copyFieldList {
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reflection.CopyStructField(ntf, req, fieldName)
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}
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for _, v := range world.playerMap {
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GAME_MANAGER.SendMsg(cmdId, v.PlayerID, player.ClientSeq, ntf)
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}
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}
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if invokeHandler.AllLen() > 0 {
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ntf := cmdProtoMap.GetProtoObjByCmdId(cmdId)
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for _, fieldName := range copyFieldList {
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reflection.CopyStructField(ntf, req, fieldName)
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}
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reflection.SetStructFieldValue(ntf, forwardField, invokeHandler.EntryListForwardAll)
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GAME_MANAGER.SendToWorldA(world, cmdId, player.ClientSeq, ntf)
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}
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if invokeHandler.AllExceptCurLen() > 0 {
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ntf := cmdProtoMap.GetProtoObjByCmdId(cmdId)
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for _, fieldName := range copyFieldList {
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reflection.CopyStructField(ntf, req, fieldName)
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}
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reflection.SetStructFieldValue(ntf, forwardField, invokeHandler.EntryListForwardAllExceptCur)
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GAME_MANAGER.SendToWorldAEC(world, cmdId, player.ClientSeq, ntf, player.PlayerID)
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}
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if invokeHandler.HostLen() > 0 {
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ntf := cmdProtoMap.GetProtoObjByCmdId(cmdId)
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for _, fieldName := range copyFieldList {
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reflection.CopyStructField(ntf, req, fieldName)
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}
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reflection.SetStructFieldValue(ntf, forwardField, invokeHandler.EntryListForwardHost)
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GAME_MANAGER.SendToWorldH(world, cmdId, player.ClientSeq, ntf)
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}
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}
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func (g *GameManager) UnionCmdNotify(player *model.Player, payloadMsg pb.Message) {
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//logger.LOG.Debug("user send union cmd, uid: %v", player.PlayerID)
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req := payloadMsg.(*proto.UnionCmdNotify)
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_ = req
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DoForward[proto.CombatInvokeEntry](player, &proto.CombatInvocationsNotify{}, []string{}, "InvokeList", player.CombatInvokeHandler)
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DoForward[proto.AbilityInvokeEntry](player, &proto.AbilityInvocationsNotify{}, []string{}, "Invokes", player.AbilityInvokeHandler)
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player.CombatInvokeHandler.Clear()
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player.AbilityInvokeHandler.Clear()
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}
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func (g *GameManager) MassiveEntityElementOpBatchNotify(player *model.Player, payloadMsg pb.Message) {
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//logger.LOG.Debug("user meeo sync, uid: %v", player.PlayerID)
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req := payloadMsg.(*proto.MassiveEntityElementOpBatchNotify)
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ntf := req
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world := WORLD_MANAGER.GetWorldByID(player.WorldId)
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if world == nil {
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return
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}
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scene := world.GetSceneById(player.SceneId)
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ntf.OpIdx = scene.meeoIndex
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scene.meeoIndex++
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g.SendToWorldA(world, cmd.MassiveEntityElementOpBatchNotify, player.ClientSeq, ntf)
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}
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func (g *GameManager) CombatInvocationsNotify(player *model.Player, payloadMsg pb.Message) {
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//logger.LOG.Debug("user combat invocations, uid: %v", player.PlayerID)
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req := payloadMsg.(*proto.CombatInvocationsNotify)
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if player.SceneLoadState != model.SceneEnterDone {
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return
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}
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world := WORLD_MANAGER.GetWorldByID(player.WorldId)
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if world == nil {
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return
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}
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scene := world.GetSceneById(player.SceneId)
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for _, entry := range req.InvokeList {
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//logger.LOG.Debug("AT: %v, FT: %v, UID: %v", entry.ArgumentType, entry.ForwardType, player.PlayerID)
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switch entry.ArgumentType {
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case proto.CombatTypeArgument_COMBAT_TYPE_ARGUMENT_EVT_BEING_HIT:
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player.CombatInvokeHandler.AddEntry(entry.ForwardType, entry)
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case proto.CombatTypeArgument_COMBAT_TYPE_ARGUMENT_ENTITY_MOVE:
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entityMoveInfo := new(proto.EntityMoveInfo)
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err := pb.Unmarshal(entry.CombatData, entityMoveInfo)
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if err != nil {
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logger.LOG.Error("parse combat invocations entity move info error: %v", err)
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continue
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}
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motionInfo := entityMoveInfo.MotionInfo
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if motionInfo.Pos == nil || motionInfo.Rot == nil {
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continue
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}
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sceneEntity := scene.GetEntity(entityMoveInfo.EntityId)
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if sceneEntity == nil {
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continue
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}
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if sceneEntity.avatarEntity != nil {
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// 玩家实体在移动
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// 更新玩家的位置信息
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player.Pos.X = float64(motionInfo.Pos.X)
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player.Pos.Y = float64(motionInfo.Pos.Y)
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player.Pos.Z = float64(motionInfo.Pos.Z)
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player.Rot.X = float64(motionInfo.Rot.X)
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player.Rot.Y = float64(motionInfo.Rot.Y)
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player.Rot.Z = float64(motionInfo.Rot.Z)
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} else {
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// 非玩家实体在移动 更新场景实体的位置信息
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sceneEntity.pos = &model.Vector{
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X: float64(motionInfo.Pos.X),
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Y: float64(motionInfo.Pos.Y),
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Z: float64(motionInfo.Pos.Z),
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}
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sceneEntity.rot = &model.Vector{
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X: float64(motionInfo.Rot.X),
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Y: float64(motionInfo.Rot.Y),
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Z: float64(motionInfo.Rot.Z),
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}
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}
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sceneEntity.moveState = uint16(motionInfo.State)
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sceneEntity.lastMoveSceneTimeMs = entityMoveInfo.SceneTime
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sceneEntity.lastMoveReliableSeq = entityMoveInfo.ReliableSeq
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//logger.LOG.Debug("entity move, id: %v, pos: %v, uid: %v", sceneEntity.id, sceneEntity.pos, player.PlayerID)
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// 处理耐力消耗
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g.HandleStamina(player, motionInfo.State)
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player.CombatInvokeHandler.AddEntry(entry.ForwardType, entry)
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case proto.CombatTypeArgument_COMBAT_TYPE_ARGUMENT_ANIMATOR_STATE_CHANGED:
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evtAnimatorStateChangedInfo := new(proto.EvtAnimatorStateChangedInfo)
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err := pb.Unmarshal(entry.CombatData, evtAnimatorStateChangedInfo)
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if err != nil {
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logger.LOG.Error("parse EvtAnimatorStateChangedInfo error: %v", err)
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}
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logger.LOG.Debug("%v", evtAnimatorStateChangedInfo)
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player.CombatInvokeHandler.AddEntry(entry.ForwardType, entry)
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default:
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player.CombatInvokeHandler.AddEntry(entry.ForwardType, entry)
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}
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}
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}
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func (g *GameManager) AbilityInvocationsNotify(player *model.Player, payloadMsg pb.Message) {
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//logger.LOG.Debug("user ability invocations, uid: %v", player.PlayerID)
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req := payloadMsg.(*proto.AbilityInvocationsNotify)
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for _, entry := range req.Invokes {
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//logger.LOG.Debug("AT: %v, FT: %v, UID: %v", entry.ArgumentType, entry.ForwardType, player.PlayerID)
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// 处理能力调用
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g.HandleAbilityInvoke(player, entry)
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player.AbilityInvokeHandler.AddEntry(entry.ForwardType, entry)
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}
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}
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func (g *GameManager) ClientAbilityInitFinishNotify(player *model.Player, payloadMsg pb.Message) {
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//logger.LOG.Debug("user client ability init finish, uid: %v", player.PlayerID)
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req := payloadMsg.(*proto.ClientAbilityInitFinishNotify)
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invokeHandler := model.NewInvokeHandler[proto.AbilityInvokeEntry]()
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for _, entry := range req.Invokes {
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//logger.LOG.Debug("AT: %v, FT: %v, UID: %v", entry.ArgumentType, entry.ForwardType, player.PlayerID)
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// 处理能力调用
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g.HandleAbilityInvoke(player, entry)
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invokeHandler.AddEntry(entry.ForwardType, entry)
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}
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DoForward[proto.AbilityInvokeEntry](player, &proto.ClientAbilityInitFinishNotify{}, []string{"EntityId"}, "Invokes", invokeHandler)
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}
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func (g *GameManager) ClientAbilityChangeNotify(player *model.Player, payloadMsg pb.Message) {
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//logger.LOG.Debug("user client ability change, uid: %v", player.PlayerID)
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req := payloadMsg.(*proto.ClientAbilityChangeNotify)
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invokeHandler := model.NewInvokeHandler[proto.AbilityInvokeEntry]()
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for _, entry := range req.Invokes {
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invokeHandler.AddEntry(entry.ForwardType, entry)
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}
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DoForward[proto.AbilityInvokeEntry](player, req, []string{"EntityId", "IsInitHash"}, "Invokes", invokeHandler)
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world := WORLD_MANAGER.GetWorldByID(player.WorldId)
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if world == nil {
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return
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}
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for _, abilityInvokeEntry := range req.Invokes {
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switch abilityInvokeEntry.ArgumentType {
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case proto.AbilityInvokeArgument_ABILITY_INVOKE_ARGUMENT_META_ADD_NEW_ABILITY:
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abilityMetaAddAbility := new(proto.AbilityMetaAddAbility)
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err := pb.Unmarshal(abilityInvokeEntry.AbilityData, abilityMetaAddAbility)
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if err != nil {
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logger.LOG.Error("%v", err)
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continue
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}
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worldAvatar := world.GetWorldAvatarByEntityId(abilityInvokeEntry.EntityId)
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if worldAvatar == nil {
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continue
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}
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worldAvatar.abilityList = append(worldAvatar.abilityList, abilityMetaAddAbility.Ability)
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case proto.AbilityInvokeArgument_ABILITY_INVOKE_ARGUMENT_META_MODIFIER_CHANGE:
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abilityMetaModifierChange := new(proto.AbilityMetaModifierChange)
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err := pb.Unmarshal(abilityInvokeEntry.AbilityData, abilityMetaModifierChange)
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if err != nil {
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logger.LOG.Error("%v", err)
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continue
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}
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abilityAppliedModifier := &proto.AbilityAppliedModifier{
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ModifierLocalId: abilityMetaModifierChange.ModifierLocalId,
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ParentAbilityEntityId: 0,
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ParentAbilityName: abilityMetaModifierChange.ParentAbilityName,
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ParentAbilityOverride: abilityMetaModifierChange.ParentAbilityOverride,
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InstancedAbilityId: abilityInvokeEntry.Head.InstancedAbilityId,
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InstancedModifierId: abilityInvokeEntry.Head.InstancedModifierId,
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ExistDuration: 0,
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AttachedInstancedModifier: abilityMetaModifierChange.AttachedInstancedModifier,
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ApplyEntityId: abilityMetaModifierChange.ApplyEntityId,
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IsAttachedParentAbility: abilityMetaModifierChange.IsAttachedParentAbility,
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ModifierDurability: nil,
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SbuffUid: 0,
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IsServerbuffModifier: abilityInvokeEntry.Head.IsServerbuffModifier,
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}
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worldAvatar := world.GetWorldAvatarByEntityId(abilityInvokeEntry.EntityId)
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if worldAvatar == nil {
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continue
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}
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worldAvatar.modifierList = append(worldAvatar.modifierList, abilityAppliedModifier)
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default:
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}
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}
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}
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func (g *GameManager) EvtDoSkillSuccNotify(player *model.Player, payloadMsg pb.Message) {
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logger.LOG.Debug("user event do skill success, uid: %v", player.PlayerID)
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req := payloadMsg.(*proto.EvtDoSkillSuccNotify)
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logger.LOG.Debug("EvtDoSkillSuccNotify: %v", req)
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// 处理技能开始时的耐力消耗
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g.HandleSkillStartStamina(player, req.SkillId)
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}
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func (g *GameManager) EvtAvatarEnterFocusNotify(player *model.Player, payloadMsg pb.Message) {
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logger.LOG.Debug("user avatar enter focus, uid: %v", player.PlayerID)
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req := payloadMsg.(*proto.EvtAvatarEnterFocusNotify)
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logger.LOG.Debug("EvtAvatarEnterFocusNotify: %v", req)
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world := WORLD_MANAGER.GetWorldByID(player.WorldId)
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g.SendToWorldA(world, cmd.EvtAvatarEnterFocusNotify, player.ClientSeq, req)
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}
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func (g *GameManager) EvtAvatarUpdateFocusNotify(player *model.Player, payloadMsg pb.Message) {
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logger.LOG.Debug("user avatar update focus, uid: %v", player.PlayerID)
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req := payloadMsg.(*proto.EvtAvatarUpdateFocusNotify)
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logger.LOG.Debug("EvtAvatarUpdateFocusNotify: %v", req)
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world := WORLD_MANAGER.GetWorldByID(player.WorldId)
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g.SendToWorldA(world, cmd.EvtAvatarUpdateFocusNotify, player.ClientSeq, req)
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}
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func (g *GameManager) EvtAvatarExitFocusNotify(player *model.Player, payloadMsg pb.Message) {
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logger.LOG.Debug("user avatar exit focus, uid: %v", player.PlayerID)
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req := payloadMsg.(*proto.EvtAvatarExitFocusNotify)
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logger.LOG.Debug("EvtAvatarExitFocusNotify: %v", req)
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world := WORLD_MANAGER.GetWorldByID(player.WorldId)
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g.SendToWorldA(world, cmd.EvtAvatarExitFocusNotify, player.ClientSeq, req)
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}
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func (g *GameManager) EvtEntityRenderersChangedNotify(player *model.Player, payloadMsg pb.Message) {
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logger.LOG.Debug("user entity render change, uid: %v", player.PlayerID)
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req := payloadMsg.(*proto.EvtEntityRenderersChangedNotify)
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logger.LOG.Debug("EvtEntityRenderersChangedNotify: %v", req)
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world := WORLD_MANAGER.GetWorldByID(player.WorldId)
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g.SendToWorldA(world, cmd.EvtEntityRenderersChangedNotify, player.ClientSeq, req)
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}
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func (g *GameManager) EvtCreateGadgetNotify(player *model.Player, payloadMsg pb.Message) {
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logger.LOG.Debug("user create gadget, uid: %v", player.PlayerID)
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req := payloadMsg.(*proto.EvtCreateGadgetNotify)
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logger.LOG.Debug("EvtCreateGadgetNotify: %v", req)
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world := WORLD_MANAGER.GetWorldByID(player.WorldId)
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scene := world.GetSceneById(player.SceneId)
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scene.ClientCreateEntityGadget(&model.Vector{
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X: float64(req.InitPos.X),
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Y: float64(req.InitPos.Y),
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Z: float64(req.InitPos.Z),
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}, &model.Vector{
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X: float64(req.InitEulerAngles.X),
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Y: float64(req.InitEulerAngles.Y),
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Z: float64(req.InitEulerAngles.Z),
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}, req.EntityId, req.ConfigId, req.CampId, req.CampType, req.OwnerEntityId, req.TargetEntityId, req.PropOwnerEntityId)
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g.AddSceneEntityNotify(player, proto.VisionType_VISION_TYPE_BORN, []uint32{req.EntityId}, true, true)
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}
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func (g *GameManager) EvtDestroyGadgetNotify(player *model.Player, payloadMsg pb.Message) {
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logger.LOG.Debug("user destroy gadget, uid: %v", player.PlayerID)
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req := payloadMsg.(*proto.EvtDestroyGadgetNotify)
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logger.LOG.Debug("EvtDestroyGadgetNotify: %v", req)
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world := WORLD_MANAGER.GetWorldByID(player.WorldId)
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scene := world.GetSceneById(player.SceneId)
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scene.DestroyEntity(req.EntityId)
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g.RemoveSceneEntityNotifyBroadcast(scene, proto.VisionType_VISION_TYPE_MISS, []uint32{req.EntityId})
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}
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