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) 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 // 系统级GM指令
func (g *GMCmd) ChangePlayerCmdPerm(userId uint32, cmdPerm uint8) { 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
logger.Error("attackResult is nil") logger.Error("attackResult is nil")
continue continue
} }
logger.Debug("run attack handler, attackResult: %v", attackResult) // logger.Debug("run attack handler, attackResult: %v", attackResult)
target := scene.GetEntity(attackResult.DefenseId) target := scene.GetEntity(attackResult.DefenseId)
if target == nil { if target == nil {
logger.Error("could not found target, defense id: %v", attackResult.DefenseId) 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) logger.Error("parse EvtAnimatorParameterInfo error: %v", err)
continue continue
} }
logger.Debug("EvtAnimatorParameterInfo: %v, ForwardType: %v", evtAnimatorParameterInfo, entry.ForwardType) // logger.Debug("EvtAnimatorParameterInfo: %v, ForwardType: %v", evtAnimatorParameterInfo, entry.ForwardType)
// 这是否? // 这是否?
evtAnimatorParameterInfo.IsServerCache = false evtAnimatorParameterInfo.IsServerCache = false
newCombatData, err := pb.Marshal(evtAnimatorParameterInfo) 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) logger.Error("parse EvtAnimatorStateChangedInfo error: %v", err)
continue continue
} }
logger.Debug("EvtAnimatorStateChangedInfo: %v, ForwardType: %v", evtAnimatorStateChangedInfo, entry.ForwardType) // logger.Debug("EvtAnimatorStateChangedInfo: %v, ForwardType: %v", evtAnimatorStateChangedInfo, entry.ForwardType)
// 试试看? // 试试看?
evtAnimatorStateChangedInfo.HandleAnimatorStateImmediately = true evtAnimatorStateChangedInfo.HandleAnimatorStateImmediately = true
evtAnimatorStateChangedInfo.ForceSync = true evtAnimatorStateChangedInfo.ForceSync = true
@@ -329,7 +329,7 @@ func (g *GameManager) AoiPlayerMove(player *model.Player, oldPos *model.Vector,
} }
if !world.GetMultiplayer() { if !world.GetMultiplayer() {
// 处理多人世界不同玩家不同位置的group卸载情况 // 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 // 出现的场景实体
@@ -340,7 +340,7 @@ func (g *GameManager) AoiPlayerMove(player *model.Player, oldPos *model.Vector,
continue continue
} }
// 新有旧没有的group即为出现的 // 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) group := scene.GetGroupById(groupId)
if group == nil { if group == nil {
continue 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 // 同步客户端消失和出现的场景实体
g.RemoveSceneEntityNotifyToPlayer(player, proto.VisionType_VISION_MISS, delEntityIdList) if len(delEntityIdList) > 0 {
g.AddSceneEntityNotify(player, proto.VisionType_VISION_MEET, addEntityIdList, false, false) 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 // 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) scene.DestroyEntity(req.EntityId)
g.RemoveSceneEntityNotifyBroadcast(scene, proto.VisionType_VISION_MISS, []uint32{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 ( const (
ENTITY_MAX_BATCH_SEND_NUM = 1000 // 单次同步的最大实体数量 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) { 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) world := WORLD_MANAGER.GetWorldByID(player.WorldId)
enterSceneContext := world.GetEnterSceneContextByToken(req.EnterSceneToken) enterSceneContext := world.GetEnterSceneContextByToken(req.EnterSceneToken)
aoiManager, exist := WORLD_MANAGER.GetSceneBlockAoiMap()[enterSceneContext.OldSceneId] if enterSceneContext == nil {
if !exist { logger.Error("get enter scene context is nil, uid: %v", player.PlayerID)
logger.Error("player scene not exist in aoi, sceneId: %v, uid: %v", enterSceneContext.OldSceneId, player.PlayerID)
return return
} }
objectList := aoiManager.GetObjectListByPos(float32(enterSceneContext.OldPos.X), 0.0, float32(enterSceneContext.OldPos.Z)) if enterSceneContext.OldSceneId != 0 {
delEntityIdList := make([]uint32, 0) aoiManager, exist := WORLD_MANAGER.GetSceneBlockAoiMap()[enterSceneContext.OldSceneId]
oldScene := world.GetSceneById(enterSceneContext.OldSceneId) if !exist {
for _, groupAny := range objectList { logger.Error("player scene not exist in aoi, sceneId: %v, uid: %v", enterSceneContext.OldSceneId, player.PlayerID)
groupConfig := groupAny.(*gdconf.Group) return
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 { objectList := aoiManager.GetObjectListByPos(float32(enterSceneContext.OldPos.X), 0.0, float32(enterSceneContext.OldPos.Z))
continue delEntityIdList := make([]uint32, 0)
} oldScene := world.GetSceneById(enterSceneContext.OldSceneId)
group := oldScene.GetGroupById(uint32(groupConfig.Id)) for _, groupAny := range objectList {
if group == nil { groupConfig := groupAny.(*gdconf.Group)
continue 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)))
for _, entity := range group.GetAllEntity() { if distance2D > ENTITY_LOD {
delEntityIdList = append(delEntityIdList, entity.GetId()) continue
} }
if !world.GetMultiplayer() { if groupConfig.DynamicLoad {
// 处理多人世界不同玩家不同位置的group卸载情况 continue
g.RemoveGroup(oldScene, groupConfig) }
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{ enterScenePeerNotify := &proto.EnterScenePeerNotify{
DestSceneId: player.SceneId, DestSceneId: player.SceneId,
@@ -322,7 +328,7 @@ func (g *GameManager) EnterSceneDoneReq(player *model.Player, payloadMsg pb.Mess
if groupConfig.DynamicLoad { if groupConfig.DynamicLoad {
continue continue
} }
g.AddSceneGroup(scene, groupConfig) g.AddSceneGroup(player, scene, groupConfig)
} }
if player.SceneJump { if player.SceneJump {
visionType = proto.VisionType_VISION_MEET visionType = proto.VisionType_VISION_MEET
@@ -423,7 +429,7 @@ func (g *GameManager) NpcTalkReq(player *model.Player, payloadMsg pb.Message) {
NpcEntityId: req.NpcEntityId, NpcEntityId: req.NpcEntityId,
EntityId: req.EntityId, 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 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) logger.Error("scene is nil, sceneId: %v", player.SceneId)
return new(proto.PlayerEnterSceneNotify) return new(proto.PlayerEnterSceneNotify)
} }
enterSceneToken := world.AddEnterSceneContext(&EnterSceneContext{
OldSceneId: 0,
})
playerEnterSceneNotify := &proto.PlayerEnterSceneNotify{ playerEnterSceneNotify := &proto.PlayerEnterSceneNotify{
SceneId: player.SceneId, SceneId: player.SceneId,
Pos: &proto.Vector{X: float32(player.Pos.X), Y: float32(player.Pos.Y), Z: float32(player.Pos.Z)}, Pos: &proto.Vector{X: float32(player.Pos.X), Y: float32(player.Pos.Y), Z: float32(player.Pos.Z)},
SceneBeginTime: uint64(scene.GetSceneCreateTime()), SceneBeginTime: uint64(scene.GetSceneCreateTime()),
Type: enterType, Type: enterType,
TargetUid: player.PlayerID, TargetUid: player.PlayerID,
EnterSceneToken: world.enterSceneToken, EnterSceneToken: enterSceneToken,
WorldLevel: player.PropertiesMap[constant.PLAYER_PROP_PLAYER_WORLD_LEVEL], WorldLevel: player.PropertiesMap[constant.PLAYER_PROP_PLAYER_WORLD_LEVEL],
EnterReason: uint32(proto.EnterReason_ENTER_REASON_LOGIN), EnterReason: uint32(proto.EnterReason_ENTER_REASON_LOGIN),
IsFirstLoginEnterScene: true, IsFirstLoginEnterScene: true,
@@ -523,24 +532,34 @@ func (g *GameManager) PacketPlayerEnterSceneNotifyMp(
return playerEnterSceneNotify 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) initSuiteId := int(groupConfig.GroupInitConfig.Suite)
if initSuiteId < 1 || initSuiteId > len(groupConfig.SuiteList) { 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 return
} }
scene.AddGroupSuite(uint32(groupConfig.Id), uint8(initSuiteId)) 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)) group := scene.GetGroupById(uint32(groupConfig.Id))
if group == nil { 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 return
} }
for suiteId := range group.GetAllSuite() { for suiteId := range group.GetAllSuite() {
scene.RemoveGroupSuite(uint32(groupConfig.Id), suiteId) 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) { 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() {
r.registerRouter(cmd.TakeoffEquipReq, GAME_MANAGER.TakeoffEquipReq) r.registerRouter(cmd.TakeoffEquipReq, GAME_MANAGER.TakeoffEquipReq)
r.registerRouter(cmd.AddQuestContentProgressReq, GAME_MANAGER.AddQuestContentProgressReq) r.registerRouter(cmd.AddQuestContentProgressReq, GAME_MANAGER.AddQuestContentProgressReq)
r.registerRouter(cmd.NpcTalkReq, GAME_MANAGER.NpcTalkReq) 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) { func (r *RouteManager) RouteHandle(netMsg *mq.NetMsg) {

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@@ -118,6 +118,8 @@ func (c *CmdProtoMap) registerAllMessage() {
c.regMsg(BeginCameraSceneLookNotify, func() any { return new(proto.BeginCameraSceneLookNotify) }) // 场景镜头注目通知 c.regMsg(BeginCameraSceneLookNotify, func() any { return new(proto.BeginCameraSceneLookNotify) }) // 场景镜头注目通知
c.regMsg(NpcTalkReq, func() any { return new(proto.NpcTalkReq) }) // NPC对话请求 c.regMsg(NpcTalkReq, func() any { return new(proto.NpcTalkReq) }) // NPC对话请求
c.regMsg(NpcTalkRsp, func() any { return new(proto.NpcTalkRsp) }) // NPC对话响应 c.regMsg(NpcTalkRsp, func() any { return new(proto.NpcTalkRsp) }) // NPC对话响应
c.regMsg(GroupSuiteNotify, func() any { return new(proto.GroupSuiteNotify) }) // 场景小组加载通知
c.regMsg(GroupUnloadNotify, func() any { return new(proto.GroupUnloadNotify) }) // 场景组卸载通知
// 战斗与同步 // 战斗与同步
c.regMsg(AvatarFightPropNotify, func() any { return new(proto.AvatarFightPropNotify) }) // 角色战斗属性通知 c.regMsg(AvatarFightPropNotify, func() any { return new(proto.AvatarFightPropNotify) }) // 角色战斗属性通知
@@ -136,6 +138,10 @@ func (c *CmdProtoMap) registerAllMessage() {
c.regMsg(EvtDestroyGadgetNotify, func() any { return new(proto.EvtDestroyGadgetNotify) }) // 销毁实体通知 c.regMsg(EvtDestroyGadgetNotify, func() any { return new(proto.EvtDestroyGadgetNotify) }) // 销毁实体通知
c.regMsg(EvtAnimatorParameterNotify, func() any { return new(proto.EvtAnimatorParameterNotify) }) // 动画参数通知 c.regMsg(EvtAnimatorParameterNotify, func() any { return new(proto.EvtAnimatorParameterNotify) }) // 动画参数通知
c.regMsg(EvtAnimatorStateChangedNotify, func() any { return new(proto.EvtAnimatorStateChangedNotify) }) // 动画状态通知 c.regMsg(EvtAnimatorStateChangedNotify, func() any { return new(proto.EvtAnimatorStateChangedNotify) }) // 动画状态通知
c.regMsg(EvtAiSyncSkillCdNotify, func() any { return new(proto.EvtAiSyncSkillCdNotify) })
c.regMsg(EvtAiSyncCombatThreatInfoNotify, func() any { return new(proto.EvtAiSyncCombatThreatInfoNotify) })
c.regMsg(EntityConfigHashNotify, func() any { return new(proto.EntityConfigHashNotify) })
c.regMsg(MonsterAIConfigHashNotify, func() any { return new(proto.MonsterAIConfigHashNotify) })
// 队伍 // 队伍
c.regMsg(ChangeAvatarReq, func() any { return new(proto.ChangeAvatarReq) }) // 更换角色请求 切人 c.regMsg(ChangeAvatarReq, func() any { return new(proto.ChangeAvatarReq) }) // 更换角色请求 切人
@@ -303,8 +309,7 @@ func (c *CmdProtoMap) registerAllMessage() {
c.regMsg(GCGOperationReq, func() any { return new(proto.GCGOperationReq) }) // GCG游戏客户端操作请求 c.regMsg(GCGOperationReq, func() any { return new(proto.GCGOperationReq) }) // GCG游戏客户端操作请求
c.regMsg(GCGOperationRsp, func() any { return new(proto.GCGOperationRsp) }) // GCG游戏客户端操作响应 c.regMsg(GCGOperationRsp, func() any { return new(proto.GCGOperationRsp) }) // GCG游戏客户端操作响应
c.regMsg(GCGSkillPreviewNotify, func() any { return new(proto.GCGSkillPreviewNotify) }) // GCG游戏技能预览通知 c.regMsg(GCGSkillPreviewNotify, func() any { return new(proto.GCGSkillPreviewNotify) }) // GCG游戏技能预览通知
// TODO 客户端开始GCG游戏
// // TODO 客户端开始GCG游戏
c.regMsg(GCGStartChallengeByCheckRewardReq, func() any { return new(proto.GCGStartChallengeByCheckRewardReq) }) // GCG开始挑战来自检测奖励请求 c.regMsg(GCGStartChallengeByCheckRewardReq, func() any { return new(proto.GCGStartChallengeByCheckRewardReq) }) // GCG开始挑战来自检测奖励请求
c.regMsg(GCGStartChallengeByCheckRewardRsp, func() any { return new(proto.GCGStartChallengeByCheckRewardRsp) }) // GCG开始挑战来自检测奖励响应 c.regMsg(GCGStartChallengeByCheckRewardRsp, func() any { return new(proto.GCGStartChallengeByCheckRewardRsp) }) // GCG开始挑战来自检测奖励响应
c.regMsg(GCGStartChallengeReq, func() any { return new(proto.GCGStartChallengeReq) }) // GCG开始挑战请求 c.regMsg(GCGStartChallengeReq, func() any { return new(proto.GCGStartChallengeReq) }) // GCG开始挑战请求
@@ -327,13 +332,6 @@ func (c *CmdProtoMap) registerAllMessage() {
c.regMsg(TowerAllDataRsp, func() any { return new(proto.TowerAllDataRsp) }) // 深渊数据响应 c.regMsg(TowerAllDataRsp, func() any { return new(proto.TowerAllDataRsp) }) // 深渊数据响应
c.regMsg(ServerAnnounceNotify, func() any { return new(proto.ServerAnnounceNotify) }) // 服务器公告通知 c.regMsg(ServerAnnounceNotify, func() any { return new(proto.ServerAnnounceNotify) }) // 服务器公告通知
c.regMsg(ServerAnnounceRevokeNotify, func() any { return new(proto.ServerAnnounceRevokeNotify) }) // 服务器公告撤销通知 c.regMsg(ServerAnnounceRevokeNotify, func() any { return new(proto.ServerAnnounceRevokeNotify) }) // 服务器公告撤销通知
// TODO
c.regMsg(EvtAiSyncSkillCdNotify, func() any { return new(proto.EvtAiSyncSkillCdNotify) })
c.regMsg(EvtAiSyncCombatThreatInfoNotify, func() any { return new(proto.EvtAiSyncCombatThreatInfoNotify) })
c.regMsg(EntityConfigHashNotify, func() any { return new(proto.EntityConfigHashNotify) })
c.regMsg(MonsterAIConfigHashNotify, func() any { return new(proto.MonsterAIConfigHashNotify) })
c.regMsg(GetRegionSearchReq, func() any { return new(proto.GetRegionSearchReq) })
} }
func (c *CmdProtoMap) regMsg(cmdId uint16, protoObjNewFunc func() any) { func (c *CmdProtoMap) regMsg(cmdId uint16, protoObjNewFunc func() any) {