完美解决多人联机角色动画同步的全部问题

This commit is contained in:
flswld
2023-03-26 05:45:52 +08:00
parent e3242cf894
commit a5ad9cd65e
2 changed files with 19 additions and 43 deletions

View File

@@ -101,24 +101,24 @@ func (g *GameManager) CombatInvocationsNotify(player *model.Player, payloadMsg p
for _, entry := range req.InvokeList { for _, entry := range req.InvokeList {
switch entry.ArgumentType { switch entry.ArgumentType {
case proto.CombatTypeArgument_COMBAT_EVT_BEING_HIT: case proto.CombatTypeArgument_COMBAT_EVT_BEING_HIT:
hitInfo := new(proto.EvtBeingHitInfo) evtBeingHitInfo := new(proto.EvtBeingHitInfo)
err := pb.Unmarshal(entry.CombatData, hitInfo) err := pb.Unmarshal(entry.CombatData, evtBeingHitInfo)
if err != nil { if err != nil {
logger.Error("parse EvtBeingHitInfo error: %v", err) logger.Error("parse EvtBeingHitInfo error: %v", err)
continue continue
} }
attackResult := hitInfo.AttackResult // logger.Debug("EvtBeingHitInfo: %v, ForwardType: %v", evtBeingHitInfo, entry.ForwardType)
attackResult := evtBeingHitInfo.AttackResult
if attackResult == nil { if attackResult == nil {
logger.Error("attackResult is nil") logger.Error("attackResult is nil")
continue continue
} }
// 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)
continue continue
} }
attackResult.Damage *= 10 attackResult.Damage *= 100
damage := attackResult.Damage damage := attackResult.Damage
attackerId := attackResult.AttackerId attackerId := attackResult.AttackerId
_ = attackerId _ = attackerId
@@ -140,7 +140,7 @@ func (g *GameManager) CombatInvocationsNotify(player *model.Player, payloadMsg p
if currHp == 0 && target.GetEntityType() != constant.ENTITY_TYPE_AVATAR { if currHp == 0 && target.GetEntityType() != constant.ENTITY_TYPE_AVATAR {
scene.SetEntityLifeState(target, constant.LIFE_STATE_DEAD, proto.PlayerDieType_PLAYER_DIE_GM) scene.SetEntityLifeState(target, constant.LIFE_STATE_DEAD, proto.PlayerDieType_PLAYER_DIE_GM)
} }
combatData, err := pb.Marshal(hitInfo) combatData, err := pb.Marshal(evtBeingHitInfo)
if err != nil { if err != nil {
logger.Error("create combat invocations entity hit info error: %v", err) logger.Error("create combat invocations entity hit info error: %v", err)
} }
@@ -153,6 +153,7 @@ func (g *GameManager) CombatInvocationsNotify(player *model.Player, payloadMsg p
logger.Error("parse EntityMoveInfo error: %v", err) logger.Error("parse EntityMoveInfo error: %v", err)
continue continue
} }
// logger.Debug("EntityMoveInfo: %v, ForwardType: %v", entityMoveInfo, entry.ForwardType)
motionInfo := entityMoveInfo.MotionInfo motionInfo := entityMoveInfo.MotionInfo
if motionInfo.Pos == nil || motionInfo.Rot == nil { if motionInfo.Pos == nil || motionInfo.Rot == nil {
continue continue
@@ -208,11 +209,11 @@ func (g *GameManager) CombatInvocationsNotify(player *model.Player, payloadMsg p
sceneEntity.SetMoveState(uint16(motionInfo.State)) sceneEntity.SetMoveState(uint16(motionInfo.State))
sceneEntity.SetLastMoveSceneTimeMs(entityMoveInfo.SceneTime) sceneEntity.SetLastMoveSceneTimeMs(entityMoveInfo.SceneTime)
sceneEntity.SetLastMoveReliableSeq(entityMoveInfo.ReliableSeq) sceneEntity.SetLastMoveReliableSeq(entityMoveInfo.ReliableSeq)
// 众里寻他千百度 蓦然回首 那人却在灯火阑珊处
if motionInfo.State == proto.MotionState_MOTION_NOTIFY { if motionInfo.State == proto.MotionState_MOTION_NOTIFY || motionInfo.State == proto.MotionState_MOTION_FIGHT {
// 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
continue continue
} }
player.CombatInvokeHandler.AddEntry(entry.ForwardType, entry) player.CombatInvokeHandler.AddEntry(entry.ForwardType, entry)
case proto.CombatTypeArgument_COMBAT_ANIMATOR_PARAMETER_CHANGED: case proto.CombatTypeArgument_COMBAT_ANIMATOR_PARAMETER_CHANGED:
evtAnimatorParameterInfo := new(proto.EvtAnimatorParameterInfo) evtAnimatorParameterInfo := new(proto.EvtAnimatorParameterInfo)
@@ -222,19 +223,7 @@ func (g *GameManager) CombatInvocationsNotify(player *model.Player, payloadMsg p
continue continue
} }
// logger.Debug("EvtAnimatorParameterInfo: %v, ForwardType: %v", evtAnimatorParameterInfo, entry.ForwardType) // logger.Debug("EvtAnimatorParameterInfo: %v, ForwardType: %v", evtAnimatorParameterInfo, entry.ForwardType)
// 这是否?
evtAnimatorParameterInfo.IsServerCache = false
newCombatData, err := pb.Marshal(evtAnimatorParameterInfo)
if err != nil {
logger.Error("build EvtAnimatorParameterInfo error: %v", err)
continue
}
entry.CombatData = newCombatData
player.CombatInvokeHandler.AddEntry(entry.ForwardType, entry) player.CombatInvokeHandler.AddEntry(entry.ForwardType, entry)
// g.SendToWorldAEC(world, cmd.EvtAnimatorParameterNotify, player.ClientSeq, &proto.EvtAnimatorParameterNotify{
// AnimatorParamInfo: evtAnimatorParameterInfo,
// ForwardType: entry.ForwardType,
// }, player.PlayerID)
case proto.CombatTypeArgument_COMBAT_ANIMATOR_STATE_CHANGED: case proto.CombatTypeArgument_COMBAT_ANIMATOR_STATE_CHANGED:
evtAnimatorStateChangedInfo := new(proto.EvtAnimatorStateChangedInfo) evtAnimatorStateChangedInfo := new(proto.EvtAnimatorStateChangedInfo)
err := pb.Unmarshal(entry.CombatData, evtAnimatorStateChangedInfo) err := pb.Unmarshal(entry.CombatData, evtAnimatorStateChangedInfo)
@@ -243,20 +232,7 @@ func (g *GameManager) CombatInvocationsNotify(player *model.Player, payloadMsg p
continue continue
} }
// logger.Debug("EvtAnimatorStateChangedInfo: %v, ForwardType: %v", evtAnimatorStateChangedInfo, entry.ForwardType) // logger.Debug("EvtAnimatorStateChangedInfo: %v, ForwardType: %v", evtAnimatorStateChangedInfo, entry.ForwardType)
// 试试看?
evtAnimatorStateChangedInfo.HandleAnimatorStateImmediately = true
evtAnimatorStateChangedInfo.ForceSync = true
newCombatData, err := pb.Marshal(evtAnimatorStateChangedInfo)
if err != nil {
logger.Error("build EvtAnimatorParameterInfo error: %v", err)
continue
}
entry.CombatData = newCombatData
player.CombatInvokeHandler.AddEntry(entry.ForwardType, entry) player.CombatInvokeHandler.AddEntry(entry.ForwardType, entry)
// g.SendToWorldAEC(world, cmd.EvtAnimatorStateChangedNotify, player.ClientSeq, &proto.EvtAnimatorStateChangedNotify{
// ForwardType: entry.ForwardType,
// EvtAnimatorStateChangedInfo: evtAnimatorStateChangedInfo,
// }, player.PlayerID)
default: default:
player.CombatInvokeHandler.AddEntry(entry.ForwardType, entry) player.CombatInvokeHandler.AddEntry(entry.ForwardType, entry)
} }

View File

@@ -28,24 +28,24 @@ func (g *GameManager) EnterSceneReadyReq(player *model.Player, payloadMsg pb.Mes
logger.Debug("player enter scene ready, uid: %v", player.PlayerID) logger.Debug("player enter scene ready, uid: %v", player.PlayerID)
world := WORLD_MANAGER.GetWorldByID(player.WorldId) world := WORLD_MANAGER.GetWorldByID(player.WorldId)
enterSceneContext := world.GetEnterSceneContextByToken(req.EnterSceneToken) ctx := world.GetEnterSceneContextByToken(req.EnterSceneToken)
if enterSceneContext == nil { if ctx == nil {
logger.Error("get enter scene context is nil, uid: %v", player.PlayerID) logger.Error("get enter scene context is nil, uid: %v", player.PlayerID)
return return
} }
if enterSceneContext.OldSceneId != 0 { if ctx.OldSceneId != 0 {
aoiManager, exist := WORLD_MANAGER.GetSceneBlockAoiMap()[enterSceneContext.OldSceneId] aoiManager, exist := WORLD_MANAGER.GetSceneBlockAoiMap()[ctx.OldSceneId]
if !exist { if !exist {
logger.Error("player scene not exist in aoi, sceneId: %v, uid: %v", enterSceneContext.OldSceneId, player.PlayerID) logger.Error("player scene not exist in aoi, sceneId: %v, uid: %v", ctx.OldSceneId, player.PlayerID)
return return
} }
objectList := aoiManager.GetObjectListByPos(float32(enterSceneContext.OldPos.X), 0.0, float32(enterSceneContext.OldPos.Z)) objectList := aoiManager.GetObjectListByPos(float32(ctx.OldPos.X), 0.0, float32(ctx.OldPos.Z))
delEntityIdList := make([]uint32, 0) delEntityIdList := make([]uint32, 0)
oldScene := world.GetSceneById(enterSceneContext.OldSceneId) oldScene := world.GetSceneById(ctx.OldSceneId)
for _, groupAny := range objectList { for _, groupAny := range objectList {
groupConfig := groupAny.(*gdconf.Group) groupConfig := groupAny.(*gdconf.Group)
distance2D := math.Sqrt((player.Pos.X-float64(groupConfig.Pos.X))*(player.Pos.X-float64(groupConfig.Pos.X)) + distance2D := math.Sqrt((ctx.OldPos.X-float64(groupConfig.Pos.X))*(ctx.OldPos.X-float64(groupConfig.Pos.X)) +
(player.Pos.Z-float64(groupConfig.Pos.Z))*(player.Pos.Z-float64(groupConfig.Pos.Z))) (ctx.OldPos.Z-float64(groupConfig.Pos.Z))*(ctx.OldPos.Z-float64(groupConfig.Pos.Z)))
if distance2D > ENTITY_LOD { if distance2D > ENTITY_LOD {
continue continue
} }