优化客户端协议代理

This commit is contained in:
flswld
2023-06-05 12:33:31 +08:00
parent baea3b1334
commit 8d039dee06
8 changed files with 85 additions and 252 deletions

View File

@@ -1,5 +1,9 @@
package alg
import (
"math"
)
// AoiManager aoi管理模块
type AoiManager struct {
// 区域边界坐标
@@ -22,17 +26,27 @@ func NewAoiManager() (r *AoiManager) {
}
// SetAoiRange 设置aoi区域边界坐标
func (a *AoiManager) SetAoiRange(minX, maxX, minY, maxY, minZ, maxZ int16) {
func (a *AoiManager) SetAoiRange(minX, maxX, minY, maxY, minZ, maxZ int16) bool {
if minX >= maxX || minY >= maxY || minZ >= maxZ {
return false
}
a.minX = minX
a.maxX = maxX
a.minY = minY
a.maxY = maxY
a.minZ = minZ
a.maxZ = maxZ
return true
}
// Init3DRectAoiManager 初始化3D矩形aoi区域
func (a *AoiManager) Init3DRectAoiManager(numX, numY, numZ int16) {
func (a *AoiManager) Init3DRectAoiManager(numX, numY, numZ int16) bool {
if numX <= 0 || numY <= 0 || numZ <= 0 {
return false
}
if uint64(numX)*uint64(numY)*uint64(numZ) >= math.MaxUint32 {
return false
}
a.numX = numX
a.numY = numY
a.numZ = numZ
@@ -43,19 +57,12 @@ func (a *AoiManager) Init3DRectAoiManager(numX, numY, numZ int16) {
// 利用格子坐标得到格子id gid从0开始按xzy的顺序增长
gid := uint32(y)*(uint32(a.numX)*uint32(a.numZ)) + uint32(z)*uint32(a.numX) + uint32(x)
// 初始化一个格子放在aoi中的map里 key是当前格子的id
grid := NewGrid(
gid,
a.minX+x*a.GridXLen(),
a.minX+(x+1)*a.GridXLen(),
a.minY+y*a.GridYLen(),
a.minY+(y+1)*a.GridYLen(),
a.minZ+z*a.GridZLen(),
a.minZ+(z+1)*a.GridZLen(),
)
grid := NewGrid(gid)
a.gridMap[gid] = grid
}
}
}
return true
}
// GridXLen 每个格子在x轴方向的长度
@@ -75,6 +82,9 @@ func (a *AoiManager) GridZLen() int16 {
// GetGidByPos 通过坐标获取对应的格子id
func (a *AoiManager) GetGidByPos(x, y, z float32) uint32 {
if !a.IsValidAoiPos(x, y, z) {
return math.MaxUint32
}
gx := (int16(x) - a.minX) / a.GridXLen()
gy := (int16(y) - a.minY) / a.GridYLen()
gz := (int16(z) - a.minZ) / a.GridZLen()
@@ -98,7 +108,7 @@ func (a *AoiManager) GetSurrGridListByGid(gid uint32) []*Grid {
// 判断grid是否存在
grid, exist := a.gridMap[gid]
if !exist {
return gridList
return nil
}
// 添加自己
if grid != nil {
@@ -177,6 +187,9 @@ func (a *AoiManager) GetSurrGridListByGid(gid uint32) []*Grid {
func (a *AoiManager) GetObjectListByPos(x, y, z float32) map[int64]any {
// 根据坐标得到当前坐标属于哪个格子id
gid := a.GetGidByPos(x, y, z)
if gid == math.MaxUint32 {
return nil
}
// 根据格子id得到周边格子的信息
gridList := a.GetSurrGridListByGid(gid)
objectListLen := 0
@@ -205,59 +218,53 @@ func (a *AoiManager) GetObjectListByGid(gid uint32) map[int64]any {
}
// AddObjectToGrid 添加一个object到一个格子中
func (a *AoiManager) AddObjectToGrid(objectId int64, object any, gid uint32) {
func (a *AoiManager) AddObjectToGrid(objectId int64, object any, gid uint32) bool {
grid := a.gridMap[gid]
if grid == nil {
return
return false
}
grid.AddObject(objectId, object)
return true
}
// RemoveObjectFromGrid 移除一个格子中的object
func (a *AoiManager) RemoveObjectFromGrid(objectId int64, gid uint32) {
func (a *AoiManager) RemoveObjectFromGrid(objectId int64, gid uint32) bool {
grid := a.gridMap[gid]
if grid == nil {
return
return false
}
grid.RemoveObject(objectId)
return true
}
// AddObjectToGridByPos 通过坐标添加一个object到一个格子中
func (a *AoiManager) AddObjectToGridByPos(objectId int64, object any, x, y, z float32) {
func (a *AoiManager) AddObjectToGridByPos(objectId int64, object any, x, y, z float32) bool {
gid := a.GetGidByPos(x, y, z)
a.AddObjectToGrid(objectId, object, gid)
if gid == math.MaxUint32 {
return false
}
return a.AddObjectToGrid(objectId, object, gid)
}
// RemoveObjectFromGridByPos 通过坐标把一个object从对应的格子中删除
func (a *AoiManager) RemoveObjectFromGridByPos(objectId int64, x, y, z float32) {
func (a *AoiManager) RemoveObjectFromGridByPos(objectId int64, x, y, z float32) bool {
gid := a.GetGidByPos(x, y, z)
a.RemoveObjectFromGrid(objectId, gid)
if gid == math.MaxUint32 {
return false
}
return a.RemoveObjectFromGrid(objectId, gid)
}
// Grid 地图格子
type Grid struct {
gid uint32 // 格子id
// 格子边界坐标
// 目前开发阶段暂时用不到 节省点内存
// minX int16
// maxX int16
// minY int16
// maxY int16
// minZ int16
// maxZ int16
gid uint32 // 格子id
objectMap map[int64]any // k:objectId v:对象
}
// NewGrid 初始化格子
func NewGrid(gid uint32, minX, maxX, minY, maxY, minZ, maxZ int16) (r *Grid) {
func NewGrid(gid uint32) (r *Grid) {
r = new(Grid)
r.gid = gid
// r.minX = minX
// r.maxX = maxX
// r.minY = minY
// r.maxY = maxY
// r.minZ = minZ
// r.maxZ = maxZ
r.objectMap = make(map[int64]any)
return r
}