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玩家管理模块接入redis,已完整实现好友、多人世界的跨服交互功能
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@@ -112,7 +112,7 @@ type World struct {
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chatMsgList []*proto.ChatInfo // 世界聊天消息列表
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aoiManager *aoi.AoiManager // 当前世界地图的aoi管理器
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playerFirstEnterMap map[uint32]int64 // 玩家第一次进入世界的时间 key:uid value:进入时间
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waitEnterPlayerMap map[uint32]int64 // 等待进入世界的列表 key:uid value:开始时间
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waitEnterPlayerMap map[uint32]int64 // 进入世界的玩家等待列表 key:uid value:开始时间
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multiplayerTeam *MultiplayerTeam
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peerList []*model.Player // 玩家编号列表
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}
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@@ -701,7 +701,7 @@ func (s *Scene) CreateEntityAvatar(player *model.Player, avatarId uint32) uint32
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if avatarId == s.world.GetPlayerActiveAvatarId(player) {
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s.world.aoiManager.AddEntityIdToGridByPos(entity.id, float32(entity.pos.X), float32(entity.pos.Y), float32(entity.pos.Z))
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}
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GAME_MANAGER.messageQueue.SendToFight(s.world.owner.FightAppId, &mq.NetMsg{
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MESSAGE_QUEUE.SendToFight(s.world.owner.FightAppId, &mq.NetMsg{
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MsgType: mq.MsgTypeFight,
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EventId: mq.FightRoutineAddEntity,
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FightMsg: &mq.FightMsg{
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@@ -751,7 +751,7 @@ func (s *Scene) CreateEntityMonster(pos *model.Vector, level uint8, fightProp ma
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}
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s.entityMap[entity.id] = entity
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s.world.aoiManager.AddEntityIdToGridByPos(entity.id, float32(entity.pos.X), float32(entity.pos.Y), float32(entity.pos.Z))
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GAME_MANAGER.messageQueue.SendToFight(s.world.owner.FightAppId, &mq.NetMsg{
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MESSAGE_QUEUE.SendToFight(s.world.owner.FightAppId, &mq.NetMsg{
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MsgType: mq.MsgTypeFight,
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EventId: mq.FightRoutineAddEntity,
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FightMsg: &mq.FightMsg{
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@@ -901,7 +901,7 @@ func (s *Scene) DestroyEntity(entityId uint32) {
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}
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s.world.aoiManager.RemoveEntityIdFromGridByPos(entity.id, float32(entity.pos.X), float32(entity.pos.Y), float32(entity.pos.Z))
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delete(s.entityMap, entityId)
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GAME_MANAGER.messageQueue.SendToFight(s.world.owner.FightAppId, &mq.NetMsg{
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MESSAGE_QUEUE.SendToFight(s.world.owner.FightAppId, &mq.NetMsg{
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MsgType: mq.MsgTypeFight,
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EventId: mq.FightRoutineDelEntity,
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FightMsg: &mq.FightMsg{
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