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https://github.com/FlourishingWorld/hk4e.git
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添加了节点服务器,各个服务器之间支持多对多
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@@ -4,10 +4,10 @@ import (
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"math"
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"time"
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"hk4e/common/constant"
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"hk4e/protocol/cmd"
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"hk4e/common/mq"
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"hk4e/gs/constant"
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"hk4e/gs/game/aoi"
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"hk4e/gs/model"
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"hk4e/pkg/alg"
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@@ -71,13 +71,6 @@ func (w *WorldManager) CreateWorld(owner *model.Player) *World {
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}
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world.mpLevelEntityId = world.GetNextWorldEntityId(constant.EntityIdTypeConst.MPLEVEL)
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w.worldMap[worldId] = world
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GAME_MANAGER.messageQueue.SendToFight("1", &mq.NetMsg{
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MsgType: mq.MsgTypeFight,
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EventId: mq.AddFightRoutine,
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FightMsg: &mq.FightMsg{
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FightRoutineId: world.id,
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},
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})
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return world
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}
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@@ -88,13 +81,6 @@ func (w *WorldManager) DestroyWorld(worldId uint32) {
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player.WorldId = 0
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}
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delete(w.worldMap, worldId)
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GAME_MANAGER.messageQueue.SendToFight("1", &mq.NetMsg{
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MsgType: mq.MsgTypeFight,
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EventId: mq.DelFightRoutine,
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FightMsg: &mq.FightMsg{
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FightRoutineId: world.id,
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},
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})
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}
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// GetBigWorld 获取本服务器的AI世界
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@@ -715,7 +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("1", &mq.NetMsg{
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GAME_MANAGER.messageQueue.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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@@ -765,7 +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("1", &mq.NetMsg{
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GAME_MANAGER.messageQueue.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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@@ -915,7 +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("1", &mq.NetMsg{
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GAME_MANAGER.messageQueue.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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