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https://github.com/FlourishingWorld/hk4e.git
synced 2026-02-04 14:22:26 +08:00
完美解决多人联机角色动画同步的全部问题
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@@ -101,24 +101,24 @@ func (g *GameManager) CombatInvocationsNotify(player *model.Player, payloadMsg p
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for _, entry := range req.InvokeList {
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switch entry.ArgumentType {
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case proto.CombatTypeArgument_COMBAT_EVT_BEING_HIT:
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hitInfo := new(proto.EvtBeingHitInfo)
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err := pb.Unmarshal(entry.CombatData, hitInfo)
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evtBeingHitInfo := new(proto.EvtBeingHitInfo)
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err := pb.Unmarshal(entry.CombatData, evtBeingHitInfo)
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if err != nil {
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logger.Error("parse EvtBeingHitInfo error: %v", err)
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continue
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}
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attackResult := hitInfo.AttackResult
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// logger.Debug("EvtBeingHitInfo: %v, ForwardType: %v", evtBeingHitInfo, entry.ForwardType)
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attackResult := evtBeingHitInfo.AttackResult
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if attackResult == nil {
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logger.Error("attackResult is nil")
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continue
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}
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// logger.Debug("run attack handler, attackResult: %v", attackResult)
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target := scene.GetEntity(attackResult.DefenseId)
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if target == nil {
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logger.Error("could not found target, defense id: %v", attackResult.DefenseId)
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continue
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}
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attackResult.Damage *= 10
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attackResult.Damage *= 100
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damage := attackResult.Damage
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attackerId := attackResult.AttackerId
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_ = attackerId
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@@ -140,7 +140,7 @@ func (g *GameManager) CombatInvocationsNotify(player *model.Player, payloadMsg p
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if currHp == 0 && target.GetEntityType() != constant.ENTITY_TYPE_AVATAR {
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scene.SetEntityLifeState(target, constant.LIFE_STATE_DEAD, proto.PlayerDieType_PLAYER_DIE_GM)
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}
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combatData, err := pb.Marshal(hitInfo)
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combatData, err := pb.Marshal(evtBeingHitInfo)
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if err != nil {
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logger.Error("create combat invocations entity hit info error: %v", err)
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}
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@@ -153,6 +153,7 @@ func (g *GameManager) CombatInvocationsNotify(player *model.Player, payloadMsg p
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logger.Error("parse EntityMoveInfo error: %v", err)
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continue
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}
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// logger.Debug("EntityMoveInfo: %v, ForwardType: %v", entityMoveInfo, entry.ForwardType)
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motionInfo := entityMoveInfo.MotionInfo
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if motionInfo.Pos == nil || motionInfo.Rot == nil {
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continue
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@@ -208,11 +209,11 @@ func (g *GameManager) CombatInvocationsNotify(player *model.Player, payloadMsg p
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sceneEntity.SetMoveState(uint16(motionInfo.State))
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sceneEntity.SetLastMoveSceneTimeMs(entityMoveInfo.SceneTime)
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sceneEntity.SetLastMoveReliableSeq(entityMoveInfo.ReliableSeq)
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if motionInfo.State == proto.MotionState_MOTION_NOTIFY {
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// 众里寻他千百度 蓦然回首 那人却在灯火阑珊处
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if motionInfo.State == proto.MotionState_MOTION_NOTIFY || motionInfo.State == proto.MotionState_MOTION_FIGHT {
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// 只要转发了这两个包的其中之一 客户端的动画就会被打断
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continue
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}
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player.CombatInvokeHandler.AddEntry(entry.ForwardType, entry)
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case proto.CombatTypeArgument_COMBAT_ANIMATOR_PARAMETER_CHANGED:
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evtAnimatorParameterInfo := new(proto.EvtAnimatorParameterInfo)
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@@ -222,19 +223,7 @@ func (g *GameManager) CombatInvocationsNotify(player *model.Player, payloadMsg p
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continue
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}
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// logger.Debug("EvtAnimatorParameterInfo: %v, ForwardType: %v", evtAnimatorParameterInfo, entry.ForwardType)
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// 这是否?
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evtAnimatorParameterInfo.IsServerCache = false
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newCombatData, err := pb.Marshal(evtAnimatorParameterInfo)
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if err != nil {
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logger.Error("build EvtAnimatorParameterInfo error: %v", err)
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continue
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}
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entry.CombatData = newCombatData
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player.CombatInvokeHandler.AddEntry(entry.ForwardType, entry)
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// g.SendToWorldAEC(world, cmd.EvtAnimatorParameterNotify, player.ClientSeq, &proto.EvtAnimatorParameterNotify{
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// AnimatorParamInfo: evtAnimatorParameterInfo,
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// ForwardType: entry.ForwardType,
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// }, player.PlayerID)
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case proto.CombatTypeArgument_COMBAT_ANIMATOR_STATE_CHANGED:
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evtAnimatorStateChangedInfo := new(proto.EvtAnimatorStateChangedInfo)
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err := pb.Unmarshal(entry.CombatData, evtAnimatorStateChangedInfo)
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@@ -243,20 +232,7 @@ func (g *GameManager) CombatInvocationsNotify(player *model.Player, payloadMsg p
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continue
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}
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// logger.Debug("EvtAnimatorStateChangedInfo: %v, ForwardType: %v", evtAnimatorStateChangedInfo, entry.ForwardType)
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// 试试看?
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evtAnimatorStateChangedInfo.HandleAnimatorStateImmediately = true
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evtAnimatorStateChangedInfo.ForceSync = true
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newCombatData, err := pb.Marshal(evtAnimatorStateChangedInfo)
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if err != nil {
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logger.Error("build EvtAnimatorParameterInfo error: %v", err)
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continue
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}
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entry.CombatData = newCombatData
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player.CombatInvokeHandler.AddEntry(entry.ForwardType, entry)
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// g.SendToWorldAEC(world, cmd.EvtAnimatorStateChangedNotify, player.ClientSeq, &proto.EvtAnimatorStateChangedNotify{
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// ForwardType: entry.ForwardType,
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// EvtAnimatorStateChangedInfo: evtAnimatorStateChangedInfo,
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// }, player.PlayerID)
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default:
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player.CombatInvokeHandler.AddEntry(entry.ForwardType, entry)
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}
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@@ -28,24 +28,24 @@ func (g *GameManager) EnterSceneReadyReq(player *model.Player, payloadMsg pb.Mes
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logger.Debug("player enter scene ready, uid: %v", player.PlayerID)
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world := WORLD_MANAGER.GetWorldByID(player.WorldId)
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enterSceneContext := world.GetEnterSceneContextByToken(req.EnterSceneToken)
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if enterSceneContext == nil {
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ctx := world.GetEnterSceneContextByToken(req.EnterSceneToken)
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if ctx == nil {
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logger.Error("get enter scene context is nil, uid: %v", player.PlayerID)
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return
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}
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if enterSceneContext.OldSceneId != 0 {
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aoiManager, exist := WORLD_MANAGER.GetSceneBlockAoiMap()[enterSceneContext.OldSceneId]
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if ctx.OldSceneId != 0 {
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aoiManager, exist := WORLD_MANAGER.GetSceneBlockAoiMap()[ctx.OldSceneId]
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if !exist {
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logger.Error("player scene not exist in aoi, sceneId: %v, uid: %v", enterSceneContext.OldSceneId, player.PlayerID)
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logger.Error("player scene not exist in aoi, sceneId: %v, uid: %v", ctx.OldSceneId, player.PlayerID)
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return
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}
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objectList := aoiManager.GetObjectListByPos(float32(enterSceneContext.OldPos.X), 0.0, float32(enterSceneContext.OldPos.Z))
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objectList := aoiManager.GetObjectListByPos(float32(ctx.OldPos.X), 0.0, float32(ctx.OldPos.Z))
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delEntityIdList := make([]uint32, 0)
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oldScene := world.GetSceneById(enterSceneContext.OldSceneId)
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oldScene := world.GetSceneById(ctx.OldSceneId)
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for _, groupAny := range objectList {
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groupConfig := groupAny.(*gdconf.Group)
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distance2D := math.Sqrt((player.Pos.X-float64(groupConfig.Pos.X))*(player.Pos.X-float64(groupConfig.Pos.X)) +
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(player.Pos.Z-float64(groupConfig.Pos.Z))*(player.Pos.Z-float64(groupConfig.Pos.Z)))
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distance2D := math.Sqrt((ctx.OldPos.X-float64(groupConfig.Pos.X))*(ctx.OldPos.X-float64(groupConfig.Pos.X)) +
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(ctx.OldPos.Z-float64(groupConfig.Pos.Z))*(ctx.OldPos.Z-float64(groupConfig.Pos.Z)))
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if distance2D > ENTITY_LOD {
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continue
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}
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