mirror of
https://github.com/FlourishingWorld/hk4e.git
synced 2026-02-04 16:02:26 +08:00
整理场景实体相关,优化同步
This commit is contained in:
@@ -122,14 +122,12 @@ func (f *ForwardManager) kcpEventHandle() {
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logger.LOG.Error("can not find userId by convId")
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continue
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}
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if f.getConnState(event.ConvId) == ConnAlive {
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// 通知GS玩家下线
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netMsg := new(cmd.NetMsg)
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netMsg.UserId = userId
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netMsg.EventId = cmd.UserOfflineNotify
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f.netMsgInput <- netMsg
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logger.LOG.Info("send to gs user offline, ConvId: %v, UserId: %v", event.ConvId, netMsg.UserId)
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}
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// 通知GS玩家下线
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netMsg := new(cmd.NetMsg)
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netMsg.UserId = userId
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netMsg.EventId = cmd.UserOfflineNotify
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f.netMsgInput <- netMsg
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logger.LOG.Info("send to gs user offline, ConvId: %v, UserId: %v", event.ConvId, netMsg.UserId)
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// 删除各种map数据
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f.deleteConnState(event.ConvId)
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f.deleteUserIdByConvId(event.ConvId)
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@@ -281,7 +279,7 @@ func (f *ForwardManager) sendNetMsgToGameServer() {
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netMsg.ClientSeq = protoMsg.HeadMessage.ClientSequenceId
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netMsg.PayloadMessage = protoMsg.PayloadMessage
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f.netMsgInput <- netMsg
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case cmd.PlayerForceExitRsp:
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case cmd.PlayerForceExitReq:
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// 玩家退出游戏请求
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if connState != ConnAlive {
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continue
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@@ -294,7 +292,7 @@ func (f *ForwardManager) sendNetMsgToGameServer() {
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f.setConnState(protoMsg.ConvId, ConnClose)
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info := new(gm.KickPlayerInfo)
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info.UserId = userId
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info.Reason = uint32(kcp.EnetServerKick)
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info.Reason = uint32(kcp.EnetClientClose)
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f.KickPlayer(info)
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case cmd.PingReq:
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// ping请求
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@@ -130,6 +130,25 @@ func (g *GameManager) CommonRetSucc(cmdId uint16, player *model.Player, rsp pb.M
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g.SendMsg(cmdId, player.PlayerID, player.ClientSeq, rsp)
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}
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func (g *GameManager) SendToWorldA(world *World, cmdId uint16, seq uint32, msg pb.Message) {
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for _, v := range world.playerMap {
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GAME_MANAGER.SendMsg(cmdId, v.PlayerID, seq, msg)
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}
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}
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func (g *GameManager) SendToWorldAEC(world *World, cmdId uint16, seq uint32, msg pb.Message, uid uint32) {
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for _, v := range world.playerMap {
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if uid == v.PlayerID {
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continue
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}
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GAME_MANAGER.SendMsg(cmdId, v.PlayerID, seq, msg)
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}
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}
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func (g *GameManager) SendToWorldH(world *World, cmdId uint16, seq uint32, msg pb.Message) {
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GAME_MANAGER.SendMsg(cmdId, world.owner.PlayerID, seq, msg)
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}
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func (g *GameManager) ReconnectPlayer(userId uint32) {
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g.SendMsg(cmd.ClientReconnectNotify, userId, 0, new(proto.ClientReconnectNotify))
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}
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@@ -106,6 +106,12 @@ func (r *RouteManager) InitRoute() {
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r.registerRouter(cmd.ChangeMpTeamAvatarReq, GAME_MANAGER.ChangeMpTeamAvatarReq)
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r.registerRouter(cmd.SceneAvatarStaminaStepReq, GAME_MANAGER.SceneAvatarStaminaStepReq)
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r.registerRouter(cmd.JoinPlayerSceneReq, GAME_MANAGER.JoinPlayerSceneReq)
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r.registerRouter(cmd.EvtAvatarEnterFocusNotify, GAME_MANAGER.EvtAvatarEnterFocusNotify)
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r.registerRouter(cmd.EvtAvatarUpdateFocusNotify, GAME_MANAGER.EvtAvatarUpdateFocusNotify)
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r.registerRouter(cmd.EvtAvatarExitFocusNotify, GAME_MANAGER.EvtAvatarExitFocusNotify)
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r.registerRouter(cmd.EvtEntityRenderersChangedNotify, GAME_MANAGER.EvtEntityRenderersChangedNotify)
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r.registerRouter(cmd.EvtCreateGadgetNotify, GAME_MANAGER.EvtCreateGadgetNotify)
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r.registerRouter(cmd.EvtDestroyGadgetNotify, GAME_MANAGER.EvtDestroyGadgetNotify)
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}
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func (r *RouteManager) RouteHandle(netMsg *cmd.NetMsg) {
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@@ -144,17 +144,17 @@ func (t *TickManager) onTick10Second(now int64) {
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if monsterEntityCount < 30 {
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monsterEntityId := t.createMonster(scene)
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bigWorldOwner := USER_MANAGER.GetOnlineUser(1)
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GAME_MANAGER.AddSceneEntityNotify(bigWorldOwner, proto.VisionType_VISION_TYPE_BORN, []uint32{monsterEntityId}, true)
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GAME_MANAGER.AddSceneEntityNotify(bigWorldOwner, proto.VisionType_VISION_TYPE_BORN, []uint32{monsterEntityId}, true, false)
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}
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}
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for _, player := range world.playerMap {
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if world.multiplayer || !world.owner.Pause {
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// 改面板
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for _, avatarId := range world.GetPlayerAvatarIdList(player) {
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avatar := player.AvatarMap[avatarId]
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for _, worldAvatar := range world.GetPlayerWorldAvatarList(player) {
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avatar := player.AvatarMap[worldAvatar.avatarId]
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avatar.FightPropMap[uint32(constant.FightPropertyConst.FIGHT_PROP_CUR_ATTACK)] = 1000000
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avatar.FightPropMap[uint32(constant.FightPropertyConst.FIGHT_PROP_CRITICAL)] = 1.0
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GAME_MANAGER.UpdateUserAvatarFightProp(player.PlayerID, avatarId)
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GAME_MANAGER.UpdateUserAvatarFightProp(player.PlayerID, worldAvatar.avatarId)
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}
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}
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}
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@@ -249,75 +249,6 @@ func (t *TickManager) onTick200MilliSecond(now int64) {
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}
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func (t *TickManager) onTick100MilliSecond(now int64) {
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//// 伤害处理和转发
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//for _, world := range t.gameManager.worldManager.worldMap {
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// for _, scene := range world.sceneMap {
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// scene.AttackHandler(t.gameManager)
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// }
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//}
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// 服务器控制的模拟AI移动
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//bigWorldOwner := t.gameManager.userManager.GetOnlineUser(1)
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//bigWorld := t.gameManager.worldManager.GetBigWorld()
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//bigWorldScene := bigWorld.GetSceneById(3)
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//
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//if len(bigWorldScene.playerMap) < 2 {
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// return
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//}
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//if t.gameManager.worldManager.worldStatic.aiMoveCurrIndex >= len(t.gameManager.worldManager.worldStatic.aiMoveVectorList)-1 {
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// return
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//}
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//t.gameManager.worldManager.worldStatic.aiMoveCurrIndex++
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//
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//entityMoveInfo := new(proto.EntityMoveInfo)
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//activeAvatarId := bigWorldOwner.TeamConfig.GetActiveAvatarId()
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//playerTeamEntity := bigWorldScene.GetPlayerTeamEntity(bigWorldOwner.PlayerID)
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//entityMoveInfo.EntityId = playerTeamEntity.avatarEntityMap[activeAvatarId]
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//entityMoveInfo.SceneTime = uint32(bigWorldScene.GetSceneTime())
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//entityMoveInfo.ReliableSeq = uint32(bigWorldScene.GetSceneTime() / 100 * 100)
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//entityMoveInfo.IsReliable = true
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//oldPos := model.Vector{
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// X: bigWorldOwner.Pos.X,
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// Y: bigWorldOwner.Pos.Y,
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// Z: bigWorldOwner.Pos.Z,
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//}
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//newPos := t.gameManager.worldManager.worldStatic.aiMoveVectorList[t.gameManager.worldManager.worldStatic.aiMoveCurrIndex]
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//rotY := math.Atan2(newPos.X-oldPos.X, newPos.Z-oldPos.Z) / math.Pi * 180.0
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//if rotY < 0.0 {
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// rotY += 360.0
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//}
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//entityMoveInfo.MotionInfo = &proto.MotionInfo{
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// Pos: &proto.Vector{
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// X: float32(newPos.X),
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// Y: float32(newPos.Y),
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// Z: float32(newPos.Z),
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// },
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// Rot: &proto.Vector{
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// X: 0.0,
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// Y: float32(rotY),
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// Z: 0.0,
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// },
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// Speed: &proto.Vector{
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// X: float32((newPos.X - oldPos.X) * 10.0),
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// Y: float32((newPos.Y - oldPos.Y) * 10.0),
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// Z: float32((newPos.Z - oldPos.Z) * 10.0),
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// },
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// State: proto.MotionState_MOTION_STATE_RUN,
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// RefPos: new(proto.Vector),
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//}
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//data, err := pb.Marshal(entityMoveInfo)
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//if err != nil {
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// logger.LOG.Error("build combat invocations entity move info error: %v", err)
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// return
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//}
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//combatInvocationsNotify := new(proto.CombatInvocationsNotify)
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//combatInvocationsNotify.InvokeList = []*proto.CombatInvokeEntry{{
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// CombatData: data,
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// ForwardType: proto.ForwardType_FORWARD_TYPE_TO_ALL_EXCEPT_CUR,
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// ArgumentType: proto.CombatTypeArgument_COMBAT_TYPE_ARGUMENT_ENTITY_MOVE,
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//}}
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//t.gameManager.CombatInvocationsNotify(bigWorldOwner.PlayerID, bigWorldOwner, 0, combatInvocationsNotify)
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}
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func (t *TickManager) createMonster(scene *Scene) uint32 {
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@@ -1,27 +0,0 @@
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package game
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import (
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"hk4e/gs/model"
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"hk4e/protocol/proto"
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)
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// HandleAbilityInvoke 处理能力调用
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func (g *GameManager) HandleAbilityInvoke(player *model.Player, entry *proto.AbilityInvokeEntry) {
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//logger.LOG.Debug("ability invoke handle, entry: %v", entry.ArgumentType)
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switch entry.ArgumentType {
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case proto.AbilityInvokeArgument_ABILITY_INVOKE_ARGUMENT_MIXIN_COST_STAMINA:
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// 消耗耐力
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//costStamina := new(proto.AbilityMixinCostStamina)
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//err := pb.Unmarshal(entry.AbilityData, costStamina)
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//if err != nil {
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// logger.LOG.Error("unmarshal ability data err: %v", err)
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// return
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//}
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// 处理技能持续时的耐力消耗
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g.HandleSkillSustainStamina(player)
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}
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}
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@@ -88,7 +88,6 @@ func (g *GameManager) WearUserAvatarEquip(userId uint32, avatarId uint32, weapon
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world := WORLD_MANAGER.GetWorldByID(player.WorldId)
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scene := world.GetSceneById(player.SceneId)
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playerTeamEntity := scene.GetPlayerTeamEntity(player.PlayerID)
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if weapon.AvatarId != 0 {
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// 武器在别的角色身上
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@@ -104,14 +103,12 @@ func (g *GameManager) WearUserAvatarEquip(userId uint32, avatarId uint32, weapon
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weakAvatar := player.AvatarMap[weakAvatarId]
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weakWeapon := player.WeaponMap[weakAvatar.EquipWeapon.WeaponId]
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for _, aid := range world.GetPlayerAvatarIdList(player) {
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if aid == weakAvatar.AvatarId {
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playerTeamEntity.weaponEntityMap[weakWeapon.WeaponId] = scene.CreateEntityWeapon()
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}
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weakWorldAvatar := world.GetPlayerWorldAvatar(player, weakAvatarId)
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if weakWorldAvatar != nil {
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weakWorldAvatar.weaponEntityId = scene.CreateEntityWeapon()
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avatarEquipChangeNotify := g.PacketAvatarEquipChangeNotify(weakAvatar, weakWeapon, weakWorldAvatar.weaponEntityId)
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g.SendMsg(cmd.AvatarEquipChangeNotify, userId, player.ClientSeq, avatarEquipChangeNotify)
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}
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avatarEquipChangeNotify := g.PacketAvatarEquipChangeNotify(weakAvatar, weakWeapon, playerTeamEntity.weaponEntityMap[weakWeapon.WeaponId])
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g.SendMsg(cmd.AvatarEquipChangeNotify, userId, player.ClientSeq, avatarEquipChangeNotify)
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} else if avatar.EquipWeapon != nil {
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// 角色当前有武器
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player.TakeOffWeapon(avatarId, avatar.EquipWeapon.WeaponId)
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@@ -121,14 +118,12 @@ func (g *GameManager) WearUserAvatarEquip(userId uint32, avatarId uint32, weapon
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player.WearWeapon(avatarId, weaponId)
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}
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for _, aid := range world.GetPlayerAvatarIdList(player) {
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if aid == avatarId {
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playerTeamEntity.weaponEntityMap[weaponId] = scene.CreateEntityWeapon()
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}
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worldAvatar := world.GetPlayerWorldAvatar(player, avatarId)
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if worldAvatar != nil {
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worldAvatar.weaponEntityId = scene.CreateEntityWeapon()
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avatarEquipChangeNotify := g.PacketAvatarEquipChangeNotify(avatar, weapon, worldAvatar.weaponEntityId)
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g.SendMsg(cmd.AvatarEquipChangeNotify, userId, player.ClientSeq, avatarEquipChangeNotify)
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}
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avatarEquipChangeNotify := g.PacketAvatarEquipChangeNotify(avatar, weapon, playerTeamEntity.weaponEntityMap[weaponId])
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g.SendMsg(cmd.AvatarEquipChangeNotify, userId, player.ClientSeq, avatarEquipChangeNotify)
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}
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func (g *GameManager) AvatarChangeCostumeReq(player *model.Player, payloadMsg pb.Message) {
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@@ -1,487 +0,0 @@
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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/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 (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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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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// 只给附近aoi区域的玩家广播消息
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surrPlayerList := make([]*model.Player, 0)
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//entityIdList := world.aoiManager.GetEntityIdListByPos(float32(player.Pos.X), float32(player.Pos.Y), float32(player.Pos.Z))
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entityIdList := world.GetSceneById(player.SceneId).GetEntityIdList()
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for _, entityId := range entityIdList {
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entity := scene.GetEntity(entityId)
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if entity == nil {
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continue
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}
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if entity.avatarEntity != nil {
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otherPlayer := USER_MANAGER.GetOnlineUser(entity.avatarEntity.uid)
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surrPlayerList = append(surrPlayerList, otherPlayer)
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}
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}
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// CombatInvocationsNotify转发
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if player.CombatInvokeHandler.AllLen() > 0 {
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combatInvocationsNotify := new(proto.CombatInvocationsNotify)
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combatInvocationsNotify.InvokeList = player.CombatInvokeHandler.EntryListForwardAll
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for _, v := range surrPlayerList {
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g.SendMsg(cmd.CombatInvocationsNotify, v.PlayerID, player.ClientSeq, combatInvocationsNotify)
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}
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}
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if player.CombatInvokeHandler.AllExceptCurLen() > 0 {
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combatInvocationsNotify := new(proto.CombatInvocationsNotify)
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combatInvocationsNotify.InvokeList = player.CombatInvokeHandler.EntryListForwardAllExceptCur
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for _, v := range surrPlayerList {
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if player.PlayerID == v.PlayerID {
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continue
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}
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g.SendMsg(cmd.CombatInvocationsNotify, v.PlayerID, player.ClientSeq, combatInvocationsNotify)
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}
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}
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if player.CombatInvokeHandler.HostLen() > 0 {
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combatInvocationsNotify := new(proto.CombatInvocationsNotify)
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combatInvocationsNotify.InvokeList = player.CombatInvokeHandler.EntryListForwardHost
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g.SendMsg(cmd.CombatInvocationsNotify, world.owner.PlayerID, player.ClientSeq, combatInvocationsNotify)
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}
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// AbilityInvocationsNotify转发
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if player.AbilityInvokeHandler.AllLen() > 0 {
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abilityInvocationsNotify := new(proto.AbilityInvocationsNotify)
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abilityInvocationsNotify.Invokes = player.AbilityInvokeHandler.EntryListForwardAll
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for _, v := range surrPlayerList {
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g.SendMsg(cmd.AbilityInvocationsNotify, v.PlayerID, player.ClientSeq, abilityInvocationsNotify)
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}
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}
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if player.AbilityInvokeHandler.AllExceptCurLen() > 0 {
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abilityInvocationsNotify := new(proto.AbilityInvocationsNotify)
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abilityInvocationsNotify.Invokes = player.AbilityInvokeHandler.EntryListForwardAllExceptCur
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for _, v := range surrPlayerList {
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if player.PlayerID == v.PlayerID {
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continue
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}
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g.SendMsg(cmd.AbilityInvocationsNotify, v.PlayerID, player.ClientSeq, abilityInvocationsNotify)
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}
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}
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if player.AbilityInvokeHandler.HostLen() > 0 {
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abilityInvocationsNotify := new(proto.AbilityInvocationsNotify)
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abilityInvocationsNotify.Invokes = player.AbilityInvokeHandler.EntryListForwardHost
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g.SendMsg(cmd.AbilityInvocationsNotify, world.owner.PlayerID, player.ClientSeq, abilityInvocationsNotify)
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}
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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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// 只给附近aoi区域的玩家广播消息
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surrPlayerList := make([]*model.Player, 0)
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//entityIdList := world.aoiManager.GetEntityIdListByPos(float32(player.Pos.X), float32(player.Pos.Y), float32(player.Pos.Z))
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entityIdList := world.GetSceneById(player.SceneId).GetEntityIdList()
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for _, entityId := range entityIdList {
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entity := scene.GetEntity(entityId)
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if entity == nil {
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continue
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}
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if entity.avatarEntity != nil {
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otherPlayer := USER_MANAGER.GetOnlineUser(entity.avatarEntity.uid)
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surrPlayerList = append(surrPlayerList, otherPlayer)
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}
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}
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for _, v := range surrPlayerList {
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g.SendMsg(cmd.MassiveEntityElementOpBatchNotify, v.PlayerID, player.ClientSeq, ntf)
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}
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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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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)
|
||||
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
307
gs/game/user_fight_sync.go
Normal 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})
|
||||
}
|
||||
@@ -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
|
||||
}
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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),
|
||||
}
|
||||
|
||||
@@ -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
|
||||
}
|
||||
|
||||
@@ -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)
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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)
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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 {
|
||||
|
||||
@@ -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
|
||||
}
|
||||
|
||||
@@ -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{})
|
||||
|
||||
Reference in New Issue
Block a user