fix panic

This commit is contained in:
flswld
2023-03-22 23:29:31 +08:00
parent e370098d86
commit 729efa900e
5 changed files with 134 additions and 50 deletions

View File

@@ -143,6 +143,45 @@ func (g *GMCmd) GMAddUserAllEvery(userId, itemCount uint32) {
g.GMAddUserAllFlycloak(userId)
}
// GMAddQuest 添加任务
func (g *GMCmd) GMAddQuest(userId uint32, questId uint32) {
player := USER_MANAGER.GetOnlineUser(userId)
if player == nil {
logger.Error("player is nil, uid: %v", userId)
return
}
dbQuest := player.GetDbQuest()
dbQuest.AddQuest(questId)
ntf := &proto.QuestListUpdateNotify{
QuestList: make([]*proto.Quest, 0),
}
ntf.QuestList = append(ntf.QuestList, GAME_MANAGER.PacketQuest(player, questId))
GAME_MANAGER.SendMsg(cmd.QuestListUpdateNotify, player.PlayerID, player.ClientSeq, ntf)
}
// GMForceFinishAllQuest 强制完成当前所有任务
func (g *GMCmd) GMForceFinishAllQuest(userId uint32) {
player := USER_MANAGER.GetOnlineUser(userId)
if player == nil {
logger.Error("player is nil, uid: %v", userId)
return
}
dbQuest := player.GetDbQuest()
ntf := &proto.QuestListUpdateNotify{
QuestList: make([]*proto.Quest, 0),
}
for _, quest := range dbQuest.GetQuestMap() {
dbQuest.ForceFinishQuest(quest.QuestId)
pbQuest := GAME_MANAGER.PacketQuest(player, quest.QuestId)
if pbQuest == nil {
continue
}
ntf.QuestList = append(ntf.QuestList, pbQuest)
}
GAME_MANAGER.SendMsg(cmd.QuestListUpdateNotify, player.PlayerID, player.ClientSeq, ntf)
GAME_MANAGER.AcceptQuest(player, true)
}
// 系统级GM指令
func (g *GMCmd) ChangePlayerCmdPerm(userId uint32, cmdPerm uint8) {

View File

@@ -112,7 +112,7 @@ func (g *GameManager) CombatInvocationsNotify(player *model.Player, payloadMsg p
logger.Error("attackResult is nil")
continue
}
logger.Debug("run attack handler, attackResult: %v", attackResult)
// logger.Debug("run attack handler, attackResult: %v", attackResult)
target := scene.GetEntity(attackResult.DefenseId)
if target == nil {
logger.Error("could not found target, defense id: %v", attackResult.DefenseId)
@@ -221,7 +221,7 @@ func (g *GameManager) CombatInvocationsNotify(player *model.Player, payloadMsg p
logger.Error("parse EvtAnimatorParameterInfo error: %v", err)
continue
}
logger.Debug("EvtAnimatorParameterInfo: %v, ForwardType: %v", evtAnimatorParameterInfo, entry.ForwardType)
// logger.Debug("EvtAnimatorParameterInfo: %v, ForwardType: %v", evtAnimatorParameterInfo, entry.ForwardType)
// 这是否?
evtAnimatorParameterInfo.IsServerCache = false
newCombatData, err := pb.Marshal(evtAnimatorParameterInfo)
@@ -242,7 +242,7 @@ func (g *GameManager) CombatInvocationsNotify(player *model.Player, payloadMsg p
logger.Error("parse EvtAnimatorStateChangedInfo error: %v", err)
continue
}
logger.Debug("EvtAnimatorStateChangedInfo: %v, ForwardType: %v", evtAnimatorStateChangedInfo, entry.ForwardType)
// logger.Debug("EvtAnimatorStateChangedInfo: %v, ForwardType: %v", evtAnimatorStateChangedInfo, entry.ForwardType)
// 试试看?
evtAnimatorStateChangedInfo.HandleAnimatorStateImmediately = true
evtAnimatorStateChangedInfo.ForceSync = true
@@ -329,7 +329,7 @@ func (g *GameManager) AoiPlayerMove(player *model.Player, oldPos *model.Vector,
}
if !world.GetMultiplayer() {
// 处理多人世界不同玩家不同位置的group卸载情况
g.RemoveGroup(scene, groupConfig)
g.RemoveGroup(player, scene, groupConfig)
}
}
// 出现的场景实体
@@ -340,7 +340,7 @@ func (g *GameManager) AoiPlayerMove(player *model.Player, oldPos *model.Vector,
continue
}
// 新有旧没有的group即为出现的
g.AddSceneGroup(scene, groupConfig)
g.AddSceneGroup(player, scene, groupConfig)
group := scene.GetGroupById(groupId)
if group == nil {
continue
@@ -350,8 +350,12 @@ func (g *GameManager) AoiPlayerMove(player *model.Player, oldPos *model.Vector,
}
}
// 同步客户端消失和出现的场景实体
g.RemoveSceneEntityNotifyToPlayer(player, proto.VisionType_VISION_MISS, delEntityIdList)
g.AddSceneEntityNotify(player, proto.VisionType_VISION_MEET, addEntityIdList, false, false)
if len(delEntityIdList) > 0 {
g.RemoveSceneEntityNotifyToPlayer(player, proto.VisionType_VISION_MISS, delEntityIdList)
}
if len(addEntityIdList) > 0 {
g.AddSceneEntityNotify(player, proto.VisionType_VISION_MEET, addEntityIdList, false, false)
}
}
// TriggerCheck 场景区域触发器检测
@@ -682,3 +686,23 @@ func (g *GameManager) EvtDestroyGadgetNotify(player *model.Player, payloadMsg pb
scene.DestroyEntity(req.EntityId)
g.RemoveSceneEntityNotifyBroadcast(scene, proto.VisionType_VISION_MISS, []uint32{req.EntityId})
}
func (g *GameManager) EvtAiSyncSkillCdNotify(player *model.Player, payloadMsg pb.Message) {
req := payloadMsg.(*proto.EvtAiSyncSkillCdNotify)
_ = req
}
func (g *GameManager) EvtAiSyncCombatThreatInfoNotify(player *model.Player, payloadMsg pb.Message) {
req := payloadMsg.(*proto.EvtAiSyncCombatThreatInfoNotify)
_ = req
}
func (g *GameManager) EntityConfigHashNotify(player *model.Player, payloadMsg pb.Message) {
req := payloadMsg.(*proto.EntityConfigHashNotify)
_ = req
}
func (g *GameManager) MonsterAIConfigHashNotify(player *model.Player, payloadMsg pb.Message) {
req := payloadMsg.(*proto.MonsterAIConfigHashNotify)
_ = req
}

View File

@@ -18,7 +18,7 @@ import (
const (
ENTITY_MAX_BATCH_SEND_NUM = 1000 // 单次同步的最大实体数量
ENTITY_LOD = 300 // 实体加载视野距离
ENTITY_LOD = 100 // 实体加载视野距离
)
func (g *GameManager) EnterSceneReadyReq(player *model.Player, payloadMsg pb.Message) {
@@ -27,37 +27,43 @@ func (g *GameManager) EnterSceneReadyReq(player *model.Player, payloadMsg pb.Mes
world := WORLD_MANAGER.GetWorldByID(player.WorldId)
enterSceneContext := world.GetEnterSceneContextByToken(req.EnterSceneToken)
aoiManager, exist := WORLD_MANAGER.GetSceneBlockAoiMap()[enterSceneContext.OldSceneId]
if !exist {
logger.Error("player scene not exist in aoi, sceneId: %v, uid: %v", enterSceneContext.OldSceneId, player.PlayerID)
if enterSceneContext == nil {
logger.Error("get enter scene context is nil, uid: %v", player.PlayerID)
return
}
objectList := aoiManager.GetObjectListByPos(float32(enterSceneContext.OldPos.X), 0.0, float32(enterSceneContext.OldPos.Z))
delEntityIdList := make([]uint32, 0)
oldScene := world.GetSceneById(enterSceneContext.OldSceneId)
for _, groupAny := range objectList {
groupConfig := groupAny.(*gdconf.Group)
distance2D := math.Sqrt((player.Pos.X-float64(groupConfig.Pos.X))*(player.Pos.X-float64(groupConfig.Pos.X)) +
(player.Pos.Z-float64(groupConfig.Pos.Z))*(player.Pos.Z-float64(groupConfig.Pos.Z)))
if distance2D > ENTITY_LOD {
continue
if enterSceneContext.OldSceneId != 0 {
aoiManager, exist := WORLD_MANAGER.GetSceneBlockAoiMap()[enterSceneContext.OldSceneId]
if !exist {
logger.Error("player scene not exist in aoi, sceneId: %v, uid: %v", enterSceneContext.OldSceneId, player.PlayerID)
return
}
if groupConfig.DynamicLoad {
continue
}
group := oldScene.GetGroupById(uint32(groupConfig.Id))
if group == nil {
continue
}
for _, entity := range group.GetAllEntity() {
delEntityIdList = append(delEntityIdList, entity.GetId())
}
if !world.GetMultiplayer() {
// 处理多人世界不同玩家不同位置的group卸载情况
g.RemoveGroup(oldScene, groupConfig)
objectList := aoiManager.GetObjectListByPos(float32(enterSceneContext.OldPos.X), 0.0, float32(enterSceneContext.OldPos.Z))
delEntityIdList := make([]uint32, 0)
oldScene := world.GetSceneById(enterSceneContext.OldSceneId)
for _, groupAny := range objectList {
groupConfig := groupAny.(*gdconf.Group)
distance2D := math.Sqrt((player.Pos.X-float64(groupConfig.Pos.X))*(player.Pos.X-float64(groupConfig.Pos.X)) +
(player.Pos.Z-float64(groupConfig.Pos.Z))*(player.Pos.Z-float64(groupConfig.Pos.Z)))
if distance2D > ENTITY_LOD {
continue
}
if groupConfig.DynamicLoad {
continue
}
group := oldScene.GetGroupById(uint32(groupConfig.Id))
if group == nil {
continue
}
for _, entity := range group.GetAllEntity() {
delEntityIdList = append(delEntityIdList, entity.GetId())
}
if !world.GetMultiplayer() {
// 处理多人世界不同玩家不同位置的group卸载情况
g.RemoveGroup(player, oldScene, groupConfig)
}
}
g.RemoveSceneEntityNotifyToPlayer(player, proto.VisionType_VISION_MISS, delEntityIdList)
}
g.RemoveSceneEntityNotifyToPlayer(player, proto.VisionType_VISION_MISS, delEntityIdList)
enterScenePeerNotify := &proto.EnterScenePeerNotify{
DestSceneId: player.SceneId,
@@ -322,7 +328,7 @@ func (g *GameManager) EnterSceneDoneReq(player *model.Player, payloadMsg pb.Mess
if groupConfig.DynamicLoad {
continue
}
g.AddSceneGroup(scene, groupConfig)
g.AddSceneGroup(player, scene, groupConfig)
}
if player.SceneJump {
visionType = proto.VisionType_VISION_MEET
@@ -423,7 +429,7 @@ func (g *GameManager) NpcTalkReq(player *model.Player, payloadMsg pb.Message) {
NpcEntityId: req.NpcEntityId,
EntityId: req.EntityId,
}
g.SendMsg(cmd.EnterSceneReadyRsp, player.PlayerID, player.ClientSeq, rsp)
g.SendMsg(cmd.NpcTalkRsp, player.PlayerID, player.ClientSeq, rsp)
}
var SceneTransactionSeq uint32 = 0
@@ -435,13 +441,16 @@ func (g *GameManager) PacketPlayerEnterSceneNotifyLogin(player *model.Player, en
logger.Error("scene is nil, sceneId: %v", player.SceneId)
return new(proto.PlayerEnterSceneNotify)
}
enterSceneToken := world.AddEnterSceneContext(&EnterSceneContext{
OldSceneId: 0,
})
playerEnterSceneNotify := &proto.PlayerEnterSceneNotify{
SceneId: player.SceneId,
Pos: &proto.Vector{X: float32(player.Pos.X), Y: float32(player.Pos.Y), Z: float32(player.Pos.Z)},
SceneBeginTime: uint64(scene.GetSceneCreateTime()),
Type: enterType,
TargetUid: player.PlayerID,
EnterSceneToken: world.enterSceneToken,
EnterSceneToken: enterSceneToken,
WorldLevel: player.PropertiesMap[constant.PLAYER_PROP_PLAYER_WORLD_LEVEL],
EnterReason: uint32(proto.EnterReason_ENTER_REASON_LOGIN),
IsFirstLoginEnterScene: true,
@@ -523,24 +532,34 @@ func (g *GameManager) PacketPlayerEnterSceneNotifyMp(
return playerEnterSceneNotify
}
func (g *GameManager) AddSceneGroup(scene *Scene, groupConfig *gdconf.Group) {
func (g *GameManager) AddSceneGroup(player *model.Player, scene *Scene, groupConfig *gdconf.Group) {
initSuiteId := int(groupConfig.GroupInitConfig.Suite)
if initSuiteId < 1 || initSuiteId > len(groupConfig.SuiteList) {
logger.Error("invalid init suite id: %v", initSuiteId)
logger.Error("invalid init suite id: %v, uid: %v", initSuiteId, player.PlayerID)
return
}
scene.AddGroupSuite(uint32(groupConfig.Id), uint8(initSuiteId))
ntf := &proto.GroupSuiteNotify{
GroupMap: make(map[uint32]uint32),
}
ntf.GroupMap[uint32(groupConfig.Id)] = uint32(initSuiteId)
g.SendMsg(cmd.GroupSuiteNotify, player.PlayerID, player.ClientSeq, ntf)
}
func (g *GameManager) RemoveGroup(scene *Scene, groupConfig *gdconf.Group) {
func (g *GameManager) RemoveGroup(player *model.Player, scene *Scene, groupConfig *gdconf.Group) {
group := scene.GetGroupById(uint32(groupConfig.Id))
if group == nil {
logger.Error("group not exist, groupId: %v", groupConfig.Id)
logger.Error("group not exist, groupId: %v, uid: %v", groupConfig.Id, player.PlayerID)
return
}
for suiteId := range group.GetAllSuite() {
scene.RemoveGroupSuite(uint32(groupConfig.Id), suiteId)
}
ntf := &proto.GroupUnloadNotify{
GroupList: make([]uint32, 0),
}
ntf.GroupList = append(ntf.GroupList, uint32(groupConfig.Id))
g.SendMsg(cmd.GroupUnloadNotify, player.PlayerID, player.ClientSeq, ntf)
}
func (g *GameManager) AddSceneEntityNotifyToPlayer(player *model.Player, visionType proto.VisionType, entityList []*proto.SceneEntityInfo) {

View File

@@ -141,6 +141,10 @@ func (r *RouteManager) initRoute() {
r.registerRouter(cmd.TakeoffEquipReq, GAME_MANAGER.TakeoffEquipReq)
r.registerRouter(cmd.AddQuestContentProgressReq, GAME_MANAGER.AddQuestContentProgressReq)
r.registerRouter(cmd.NpcTalkReq, GAME_MANAGER.NpcTalkReq)
r.registerRouter(cmd.EvtAiSyncSkillCdNotify, GAME_MANAGER.EvtAiSyncSkillCdNotify)
r.registerRouter(cmd.EvtAiSyncCombatThreatInfoNotify, GAME_MANAGER.EvtAiSyncCombatThreatInfoNotify)
r.registerRouter(cmd.EntityConfigHashNotify, GAME_MANAGER.EntityConfigHashNotify)
r.registerRouter(cmd.MonsterAIConfigHashNotify, GAME_MANAGER.MonsterAIConfigHashNotify)
}
func (r *RouteManager) RouteHandle(netMsg *mq.NetMsg) {