mirror of
https://github.com/FlourishingWorld/hk4e.git
synced 2026-02-04 14:22:26 +08:00
fix panic
This commit is contained in:
@@ -143,6 +143,45 @@ func (g *GMCmd) GMAddUserAllEvery(userId, itemCount uint32) {
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g.GMAddUserAllFlycloak(userId)
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}
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// GMAddQuest 添加任务
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func (g *GMCmd) GMAddQuest(userId uint32, questId uint32) {
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player := USER_MANAGER.GetOnlineUser(userId)
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if player == nil {
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logger.Error("player is nil, uid: %v", userId)
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return
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}
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dbQuest := player.GetDbQuest()
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dbQuest.AddQuest(questId)
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ntf := &proto.QuestListUpdateNotify{
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QuestList: make([]*proto.Quest, 0),
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}
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ntf.QuestList = append(ntf.QuestList, GAME_MANAGER.PacketQuest(player, questId))
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GAME_MANAGER.SendMsg(cmd.QuestListUpdateNotify, player.PlayerID, player.ClientSeq, ntf)
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}
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// GMForceFinishAllQuest 强制完成当前所有任务
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func (g *GMCmd) GMForceFinishAllQuest(userId uint32) {
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player := USER_MANAGER.GetOnlineUser(userId)
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if player == nil {
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logger.Error("player is nil, uid: %v", userId)
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return
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}
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dbQuest := player.GetDbQuest()
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ntf := &proto.QuestListUpdateNotify{
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QuestList: make([]*proto.Quest, 0),
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}
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for _, quest := range dbQuest.GetQuestMap() {
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dbQuest.ForceFinishQuest(quest.QuestId)
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pbQuest := GAME_MANAGER.PacketQuest(player, quest.QuestId)
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if pbQuest == nil {
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continue
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}
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ntf.QuestList = append(ntf.QuestList, pbQuest)
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}
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GAME_MANAGER.SendMsg(cmd.QuestListUpdateNotify, player.PlayerID, player.ClientSeq, ntf)
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GAME_MANAGER.AcceptQuest(player, true)
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}
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// 系统级GM指令
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func (g *GMCmd) ChangePlayerCmdPerm(userId uint32, cmdPerm uint8) {
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@@ -112,7 +112,7 @@ func (g *GameManager) CombatInvocationsNotify(player *model.Player, payloadMsg p
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logger.Error("attackResult is nil")
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continue
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}
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logger.Debug("run attack handler, attackResult: %v", attackResult)
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// logger.Debug("run attack handler, attackResult: %v", attackResult)
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target := scene.GetEntity(attackResult.DefenseId)
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if target == nil {
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logger.Error("could not found target, defense id: %v", attackResult.DefenseId)
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@@ -221,7 +221,7 @@ func (g *GameManager) CombatInvocationsNotify(player *model.Player, payloadMsg p
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logger.Error("parse EvtAnimatorParameterInfo error: %v", err)
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continue
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}
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logger.Debug("EvtAnimatorParameterInfo: %v, ForwardType: %v", evtAnimatorParameterInfo, entry.ForwardType)
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// logger.Debug("EvtAnimatorParameterInfo: %v, ForwardType: %v", evtAnimatorParameterInfo, entry.ForwardType)
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// 这是否?
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evtAnimatorParameterInfo.IsServerCache = false
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newCombatData, err := pb.Marshal(evtAnimatorParameterInfo)
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@@ -242,7 +242,7 @@ func (g *GameManager) CombatInvocationsNotify(player *model.Player, payloadMsg p
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logger.Error("parse EvtAnimatorStateChangedInfo error: %v", err)
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continue
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}
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logger.Debug("EvtAnimatorStateChangedInfo: %v, ForwardType: %v", evtAnimatorStateChangedInfo, entry.ForwardType)
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// logger.Debug("EvtAnimatorStateChangedInfo: %v, ForwardType: %v", evtAnimatorStateChangedInfo, entry.ForwardType)
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// 试试看?
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evtAnimatorStateChangedInfo.HandleAnimatorStateImmediately = true
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evtAnimatorStateChangedInfo.ForceSync = true
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@@ -329,7 +329,7 @@ func (g *GameManager) AoiPlayerMove(player *model.Player, oldPos *model.Vector,
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}
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if !world.GetMultiplayer() {
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// 处理多人世界不同玩家不同位置的group卸载情况
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g.RemoveGroup(scene, groupConfig)
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g.RemoveGroup(player, scene, groupConfig)
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}
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}
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// 出现的场景实体
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@@ -340,7 +340,7 @@ func (g *GameManager) AoiPlayerMove(player *model.Player, oldPos *model.Vector,
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continue
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}
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// 新有旧没有的group即为出现的
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g.AddSceneGroup(scene, groupConfig)
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g.AddSceneGroup(player, scene, groupConfig)
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group := scene.GetGroupById(groupId)
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if group == nil {
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continue
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@@ -350,8 +350,12 @@ func (g *GameManager) AoiPlayerMove(player *model.Player, oldPos *model.Vector,
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}
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}
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// 同步客户端消失和出现的场景实体
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g.RemoveSceneEntityNotifyToPlayer(player, proto.VisionType_VISION_MISS, delEntityIdList)
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g.AddSceneEntityNotify(player, proto.VisionType_VISION_MEET, addEntityIdList, false, false)
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if len(delEntityIdList) > 0 {
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g.RemoveSceneEntityNotifyToPlayer(player, proto.VisionType_VISION_MISS, delEntityIdList)
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}
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if len(addEntityIdList) > 0 {
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g.AddSceneEntityNotify(player, proto.VisionType_VISION_MEET, addEntityIdList, false, false)
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}
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}
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// TriggerCheck 场景区域触发器检测
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@@ -682,3 +686,23 @@ func (g *GameManager) EvtDestroyGadgetNotify(player *model.Player, payloadMsg pb
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scene.DestroyEntity(req.EntityId)
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g.RemoveSceneEntityNotifyBroadcast(scene, proto.VisionType_VISION_MISS, []uint32{req.EntityId})
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}
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func (g *GameManager) EvtAiSyncSkillCdNotify(player *model.Player, payloadMsg pb.Message) {
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req := payloadMsg.(*proto.EvtAiSyncSkillCdNotify)
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_ = req
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}
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func (g *GameManager) EvtAiSyncCombatThreatInfoNotify(player *model.Player, payloadMsg pb.Message) {
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req := payloadMsg.(*proto.EvtAiSyncCombatThreatInfoNotify)
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_ = req
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}
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func (g *GameManager) EntityConfigHashNotify(player *model.Player, payloadMsg pb.Message) {
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req := payloadMsg.(*proto.EntityConfigHashNotify)
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_ = req
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}
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func (g *GameManager) MonsterAIConfigHashNotify(player *model.Player, payloadMsg pb.Message) {
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req := payloadMsg.(*proto.MonsterAIConfigHashNotify)
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_ = req
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}
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@@ -18,7 +18,7 @@ import (
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const (
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ENTITY_MAX_BATCH_SEND_NUM = 1000 // 单次同步的最大实体数量
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ENTITY_LOD = 300 // 实体加载视野距离
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ENTITY_LOD = 100 // 实体加载视野距离
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)
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func (g *GameManager) EnterSceneReadyReq(player *model.Player, payloadMsg pb.Message) {
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@@ -27,37 +27,43 @@ func (g *GameManager) EnterSceneReadyReq(player *model.Player, payloadMsg pb.Mes
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world := WORLD_MANAGER.GetWorldByID(player.WorldId)
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enterSceneContext := world.GetEnterSceneContextByToken(req.EnterSceneToken)
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aoiManager, exist := WORLD_MANAGER.GetSceneBlockAoiMap()[enterSceneContext.OldSceneId]
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if !exist {
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logger.Error("player scene not exist in aoi, sceneId: %v, uid: %v", enterSceneContext.OldSceneId, player.PlayerID)
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if enterSceneContext == nil {
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logger.Error("get enter scene context is nil, uid: %v", player.PlayerID)
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return
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}
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objectList := aoiManager.GetObjectListByPos(float32(enterSceneContext.OldPos.X), 0.0, float32(enterSceneContext.OldPos.Z))
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delEntityIdList := make([]uint32, 0)
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oldScene := world.GetSceneById(enterSceneContext.OldSceneId)
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for _, groupAny := range objectList {
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groupConfig := groupAny.(*gdconf.Group)
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distance2D := math.Sqrt((player.Pos.X-float64(groupConfig.Pos.X))*(player.Pos.X-float64(groupConfig.Pos.X)) +
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(player.Pos.Z-float64(groupConfig.Pos.Z))*(player.Pos.Z-float64(groupConfig.Pos.Z)))
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if distance2D > ENTITY_LOD {
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continue
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if enterSceneContext.OldSceneId != 0 {
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aoiManager, exist := WORLD_MANAGER.GetSceneBlockAoiMap()[enterSceneContext.OldSceneId]
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if !exist {
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logger.Error("player scene not exist in aoi, sceneId: %v, uid: %v", enterSceneContext.OldSceneId, player.PlayerID)
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return
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}
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if groupConfig.DynamicLoad {
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continue
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}
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group := oldScene.GetGroupById(uint32(groupConfig.Id))
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if group == nil {
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continue
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}
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for _, entity := range group.GetAllEntity() {
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delEntityIdList = append(delEntityIdList, entity.GetId())
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}
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if !world.GetMultiplayer() {
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// 处理多人世界不同玩家不同位置的group卸载情况
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g.RemoveGroup(oldScene, groupConfig)
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objectList := aoiManager.GetObjectListByPos(float32(enterSceneContext.OldPos.X), 0.0, float32(enterSceneContext.OldPos.Z))
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delEntityIdList := make([]uint32, 0)
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oldScene := world.GetSceneById(enterSceneContext.OldSceneId)
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for _, groupAny := range objectList {
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groupConfig := groupAny.(*gdconf.Group)
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distance2D := math.Sqrt((player.Pos.X-float64(groupConfig.Pos.X))*(player.Pos.X-float64(groupConfig.Pos.X)) +
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(player.Pos.Z-float64(groupConfig.Pos.Z))*(player.Pos.Z-float64(groupConfig.Pos.Z)))
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if distance2D > ENTITY_LOD {
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continue
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}
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if groupConfig.DynamicLoad {
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continue
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}
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group := oldScene.GetGroupById(uint32(groupConfig.Id))
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if group == nil {
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continue
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}
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for _, entity := range group.GetAllEntity() {
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delEntityIdList = append(delEntityIdList, entity.GetId())
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}
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if !world.GetMultiplayer() {
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// 处理多人世界不同玩家不同位置的group卸载情况
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g.RemoveGroup(player, oldScene, groupConfig)
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}
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}
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g.RemoveSceneEntityNotifyToPlayer(player, proto.VisionType_VISION_MISS, delEntityIdList)
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}
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g.RemoveSceneEntityNotifyToPlayer(player, proto.VisionType_VISION_MISS, delEntityIdList)
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enterScenePeerNotify := &proto.EnterScenePeerNotify{
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DestSceneId: player.SceneId,
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@@ -322,7 +328,7 @@ func (g *GameManager) EnterSceneDoneReq(player *model.Player, payloadMsg pb.Mess
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if groupConfig.DynamicLoad {
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continue
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}
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g.AddSceneGroup(scene, groupConfig)
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g.AddSceneGroup(player, scene, groupConfig)
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}
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if player.SceneJump {
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visionType = proto.VisionType_VISION_MEET
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@@ -423,7 +429,7 @@ func (g *GameManager) NpcTalkReq(player *model.Player, payloadMsg pb.Message) {
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NpcEntityId: req.NpcEntityId,
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EntityId: req.EntityId,
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}
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g.SendMsg(cmd.EnterSceneReadyRsp, player.PlayerID, player.ClientSeq, rsp)
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g.SendMsg(cmd.NpcTalkRsp, player.PlayerID, player.ClientSeq, rsp)
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}
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var SceneTransactionSeq uint32 = 0
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@@ -435,13 +441,16 @@ func (g *GameManager) PacketPlayerEnterSceneNotifyLogin(player *model.Player, en
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logger.Error("scene is nil, sceneId: %v", player.SceneId)
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return new(proto.PlayerEnterSceneNotify)
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}
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enterSceneToken := world.AddEnterSceneContext(&EnterSceneContext{
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OldSceneId: 0,
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})
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playerEnterSceneNotify := &proto.PlayerEnterSceneNotify{
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SceneId: player.SceneId,
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Pos: &proto.Vector{X: float32(player.Pos.X), Y: float32(player.Pos.Y), Z: float32(player.Pos.Z)},
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SceneBeginTime: uint64(scene.GetSceneCreateTime()),
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Type: enterType,
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TargetUid: player.PlayerID,
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EnterSceneToken: world.enterSceneToken,
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EnterSceneToken: enterSceneToken,
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WorldLevel: player.PropertiesMap[constant.PLAYER_PROP_PLAYER_WORLD_LEVEL],
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EnterReason: uint32(proto.EnterReason_ENTER_REASON_LOGIN),
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IsFirstLoginEnterScene: true,
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@@ -523,24 +532,34 @@ func (g *GameManager) PacketPlayerEnterSceneNotifyMp(
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return playerEnterSceneNotify
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}
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func (g *GameManager) AddSceneGroup(scene *Scene, groupConfig *gdconf.Group) {
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func (g *GameManager) AddSceneGroup(player *model.Player, scene *Scene, groupConfig *gdconf.Group) {
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initSuiteId := int(groupConfig.GroupInitConfig.Suite)
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if initSuiteId < 1 || initSuiteId > len(groupConfig.SuiteList) {
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logger.Error("invalid init suite id: %v", initSuiteId)
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logger.Error("invalid init suite id: %v, uid: %v", initSuiteId, player.PlayerID)
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return
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}
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scene.AddGroupSuite(uint32(groupConfig.Id), uint8(initSuiteId))
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ntf := &proto.GroupSuiteNotify{
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GroupMap: make(map[uint32]uint32),
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}
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ntf.GroupMap[uint32(groupConfig.Id)] = uint32(initSuiteId)
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g.SendMsg(cmd.GroupSuiteNotify, player.PlayerID, player.ClientSeq, ntf)
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}
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func (g *GameManager) RemoveGroup(scene *Scene, groupConfig *gdconf.Group) {
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func (g *GameManager) RemoveGroup(player *model.Player, scene *Scene, groupConfig *gdconf.Group) {
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group := scene.GetGroupById(uint32(groupConfig.Id))
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if group == nil {
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logger.Error("group not exist, groupId: %v", groupConfig.Id)
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logger.Error("group not exist, groupId: %v, uid: %v", groupConfig.Id, player.PlayerID)
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return
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}
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for suiteId := range group.GetAllSuite() {
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scene.RemoveGroupSuite(uint32(groupConfig.Id), suiteId)
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}
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ntf := &proto.GroupUnloadNotify{
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GroupList: make([]uint32, 0),
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}
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ntf.GroupList = append(ntf.GroupList, uint32(groupConfig.Id))
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g.SendMsg(cmd.GroupUnloadNotify, player.PlayerID, player.ClientSeq, ntf)
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}
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func (g *GameManager) AddSceneEntityNotifyToPlayer(player *model.Player, visionType proto.VisionType, entityList []*proto.SceneEntityInfo) {
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@@ -141,6 +141,10 @@ func (r *RouteManager) initRoute() {
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r.registerRouter(cmd.TakeoffEquipReq, GAME_MANAGER.TakeoffEquipReq)
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r.registerRouter(cmd.AddQuestContentProgressReq, GAME_MANAGER.AddQuestContentProgressReq)
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r.registerRouter(cmd.NpcTalkReq, GAME_MANAGER.NpcTalkReq)
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r.registerRouter(cmd.EvtAiSyncSkillCdNotify, GAME_MANAGER.EvtAiSyncSkillCdNotify)
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r.registerRouter(cmd.EvtAiSyncCombatThreatInfoNotify, GAME_MANAGER.EvtAiSyncCombatThreatInfoNotify)
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r.registerRouter(cmd.EntityConfigHashNotify, GAME_MANAGER.EntityConfigHashNotify)
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r.registerRouter(cmd.MonsterAIConfigHashNotify, GAME_MANAGER.MonsterAIConfigHashNotify)
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}
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func (r *RouteManager) RouteHandle(netMsg *mq.NetMsg) {
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@@ -118,6 +118,8 @@ func (c *CmdProtoMap) registerAllMessage() {
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c.regMsg(BeginCameraSceneLookNotify, func() any { return new(proto.BeginCameraSceneLookNotify) }) // 场景镜头注目通知
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c.regMsg(NpcTalkReq, func() any { return new(proto.NpcTalkReq) }) // NPC对话请求
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c.regMsg(NpcTalkRsp, func() any { return new(proto.NpcTalkRsp) }) // NPC对话响应
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c.regMsg(GroupSuiteNotify, func() any { return new(proto.GroupSuiteNotify) }) // 场景小组加载通知
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c.regMsg(GroupUnloadNotify, func() any { return new(proto.GroupUnloadNotify) }) // 场景组卸载通知
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// 战斗与同步
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c.regMsg(AvatarFightPropNotify, func() any { return new(proto.AvatarFightPropNotify) }) // 角色战斗属性通知
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@@ -136,6 +138,10 @@ func (c *CmdProtoMap) registerAllMessage() {
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c.regMsg(EvtDestroyGadgetNotify, func() any { return new(proto.EvtDestroyGadgetNotify) }) // 销毁实体通知
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c.regMsg(EvtAnimatorParameterNotify, func() any { return new(proto.EvtAnimatorParameterNotify) }) // 动画参数通知
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c.regMsg(EvtAnimatorStateChangedNotify, func() any { return new(proto.EvtAnimatorStateChangedNotify) }) // 动画状态通知
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c.regMsg(EvtAiSyncSkillCdNotify, func() any { return new(proto.EvtAiSyncSkillCdNotify) })
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c.regMsg(EvtAiSyncCombatThreatInfoNotify, func() any { return new(proto.EvtAiSyncCombatThreatInfoNotify) })
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c.regMsg(EntityConfigHashNotify, func() any { return new(proto.EntityConfigHashNotify) })
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c.regMsg(MonsterAIConfigHashNotify, func() any { return new(proto.MonsterAIConfigHashNotify) })
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// 队伍
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c.regMsg(ChangeAvatarReq, func() any { return new(proto.ChangeAvatarReq) }) // 更换角色请求 切人
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@@ -303,8 +309,7 @@ func (c *CmdProtoMap) registerAllMessage() {
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c.regMsg(GCGOperationReq, func() any { return new(proto.GCGOperationReq) }) // GCG游戏客户端操作请求
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c.regMsg(GCGOperationRsp, func() any { return new(proto.GCGOperationRsp) }) // GCG游戏客户端操作响应
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c.regMsg(GCGSkillPreviewNotify, func() any { return new(proto.GCGSkillPreviewNotify) }) // GCG游戏技能预览通知
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// // TODO 客户端开始GCG游戏
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// TODO 客户端开始GCG游戏
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c.regMsg(GCGStartChallengeByCheckRewardReq, func() any { return new(proto.GCGStartChallengeByCheckRewardReq) }) // GCG开始挑战来自检测奖励请求
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c.regMsg(GCGStartChallengeByCheckRewardRsp, func() any { return new(proto.GCGStartChallengeByCheckRewardRsp) }) // GCG开始挑战来自检测奖励响应
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c.regMsg(GCGStartChallengeReq, func() any { return new(proto.GCGStartChallengeReq) }) // GCG开始挑战请求
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@@ -327,13 +332,6 @@ func (c *CmdProtoMap) registerAllMessage() {
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c.regMsg(TowerAllDataRsp, func() any { return new(proto.TowerAllDataRsp) }) // 深渊数据响应
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c.regMsg(ServerAnnounceNotify, func() any { return new(proto.ServerAnnounceNotify) }) // 服务器公告通知
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c.regMsg(ServerAnnounceRevokeNotify, func() any { return new(proto.ServerAnnounceRevokeNotify) }) // 服务器公告撤销通知
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// TODO
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c.regMsg(EvtAiSyncSkillCdNotify, func() any { return new(proto.EvtAiSyncSkillCdNotify) })
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c.regMsg(EvtAiSyncCombatThreatInfoNotify, func() any { return new(proto.EvtAiSyncCombatThreatInfoNotify) })
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c.regMsg(EntityConfigHashNotify, func() any { return new(proto.EntityConfigHashNotify) })
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c.regMsg(MonsterAIConfigHashNotify, func() any { return new(proto.MonsterAIConfigHashNotify) })
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c.regMsg(GetRegionSearchReq, func() any { return new(proto.GetRegionSearchReq) })
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}
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func (c *CmdProtoMap) regMsg(cmdId uint16, protoObjNewFunc func() any) {
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Reference in New Issue
Block a user