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