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

@@ -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) {