场景组管理和场景实体玩家视野管理分离

This commit is contained in:
flswld
2023-03-27 17:11:09 +08:00
parent fed2c3ca4a
commit b396bc2e57
6 changed files with 331 additions and 382 deletions
+269 -195
View File
@@ -20,7 +20,8 @@ import (
const (
ENTITY_MAX_BATCH_SEND_NUM = 1000 // 单次同步的最大实体数量
ENTITY_LOD = 100 // 实体加载视野距离
ENTITY_VISION_DISTANCE = 100 // 实体视野距离
GROUP_LOAD_DISTANCE = 250 // 场景组加载距离
)
func (g *GameManager) EnterSceneReadyReq(player *model.Player, payloadMsg pb.Message) {
@@ -34,35 +35,10 @@ func (g *GameManager) EnterSceneReadyReq(player *model.Player, payloadMsg pb.Mes
return
}
if ctx.OldSceneId != 0 {
aoiManager, exist := WORLD_MANAGER.GetSceneBlockAoiMap()[ctx.OldSceneId]
if !exist {
logger.Error("player scene not exist in aoi, sceneId: %v, uid: %v", ctx.OldSceneId, player.PlayerID)
return
}
objectList := aoiManager.GetObjectListByPos(float32(ctx.OldPos.X), 0.0, float32(ctx.OldPos.Z))
delEntityIdList := make([]uint32, 0)
oldScene := world.GetSceneById(ctx.OldSceneId)
for _, groupAny := range objectList {
groupConfig := groupAny.(*gdconf.Group)
distance2D := math.Sqrt((ctx.OldPos.X-float64(groupConfig.Pos.X))*(ctx.OldPos.X-float64(groupConfig.Pos.X)) +
(ctx.OldPos.Z-float64(groupConfig.Pos.Z))*(ctx.OldPos.Z-float64(groupConfig.Pos.Z)))
if distance2D > ENTITY_LOD {
continue
}
if groupConfig.DynamicLoad {
continue
}
group := oldScene.GetGroupById(uint32(groupConfig.Id))
if group == nil {
continue
}
for _, entity := range group.GetAllEntity() {
delEntityIdList = append(delEntityIdList, entity.GetId())
}
if !world.GetMultiplayer() {
// 处理多人世界不同玩家不同位置的group卸载情况
g.RemoveGroup(player, oldScene, groupConfig)
}
delEntityIdList := make([]uint32, 0)
for entityId := range g.GetVisionEntity(oldScene, ctx.OldPos) {
delEntityIdList = append(delEntityIdList, entityId)
}
g.RemoveSceneEntityNotifyToPlayer(player, proto.VisionType_VISION_MISS, delEntityIdList)
}
@@ -314,22 +290,7 @@ func (g *GameManager) EnterSceneDoneReq(player *model.Player, payloadMsg pb.Mess
g.AddSceneEntityNotify(player, visionType, []uint32{activeAvatarEntityId}, true, false)
// 加载附近的group
aoiManager, exist := WORLD_MANAGER.GetSceneBlockAoiMap()[scene.GetId()]
if !exist {
logger.Error("player scene not exist in aoi, sceneId: %v, uid: %v", scene.GetId(), player.PlayerID)
return
}
objectList := aoiManager.GetObjectListByPos(float32(player.Pos.X), 0.0, float32(player.Pos.Z))
for _, groupAny := range objectList {
groupConfig := groupAny.(*gdconf.Group)
distance2D := math.Sqrt((player.Pos.X-float64(groupConfig.Pos.X))*(player.Pos.X-float64(groupConfig.Pos.X)) +
(player.Pos.Z-float64(groupConfig.Pos.Z))*(player.Pos.Z-float64(groupConfig.Pos.Z)))
if distance2D > ENTITY_LOD {
continue
}
if groupConfig.DynamicLoad {
continue
}
for _, groupConfig := range g.GetNeighborGroup(scene.GetId(), player.Pos) {
g.AddSceneGroup(player, scene, groupConfig)
}
if player.SceneJump {
@@ -337,9 +298,10 @@ func (g *GameManager) EnterSceneDoneReq(player *model.Player, payloadMsg pb.Mess
} else {
visionType = proto.VisionType_VISION_TRANSPORT
}
// 同步客户端视野内的场景实体
entityIdList := make([]uint32, 0)
entityMap := scene.GetAllEntity()
for _, entity := range entityMap {
visionEntityMap := g.GetVisionEntity(scene, player.Pos)
for _, entity := range visionEntityMap {
if entity.GetId() == activeAvatarEntityId {
continue
}
@@ -391,8 +353,7 @@ func (g *GameManager) SceneEntityDrownReq(player *model.Player, payloadMsg pb.Me
return
}
scene := world.GetSceneById(player.SceneId)
entity := scene.GetEntity(req.EntityId)
scene.SetEntityLifeState(entity, constant.LIFE_STATE_DEAD, proto.PlayerDieType_PLAYER_DIE_DRAWN)
g.KillEntity(scene, req.EntityId, proto.PlayerDieType_PLAYER_DIE_DRAWN)
sceneEntityDrownRsp := &proto.SceneEntityDrownRsp{
EntityId: req.EntityId,
@@ -400,143 +361,6 @@ func (g *GameManager) SceneEntityDrownReq(player *model.Player, payloadMsg pb.Me
g.SendMsg(cmd.SceneEntityDrownRsp, player.PlayerID, player.ClientSeq, sceneEntityDrownRsp)
}
var SceneTransactionSeq uint32 = 0
func (g *GameManager) PacketPlayerEnterSceneNotifyLogin(player *model.Player, enterType proto.EnterType) *proto.PlayerEnterSceneNotify {
world := WORLD_MANAGER.GetWorldByID(player.WorldId)
scene := world.GetSceneById(player.SceneId)
if scene == nil {
logger.Error("scene is nil, sceneId: %v", player.SceneId)
return new(proto.PlayerEnterSceneNotify)
}
enterSceneToken := world.AddEnterSceneContext(&EnterSceneContext{
OldSceneId: 0,
Uid: player.PlayerID,
})
playerEnterSceneNotify := &proto.PlayerEnterSceneNotify{
SceneId: player.SceneId,
Pos: &proto.Vector{X: float32(player.Pos.X), Y: float32(player.Pos.Y), Z: float32(player.Pos.Z)},
SceneBeginTime: uint64(scene.GetSceneCreateTime()),
Type: enterType,
TargetUid: player.PlayerID,
EnterSceneToken: enterSceneToken,
WorldLevel: player.PropertiesMap[constant.PLAYER_PROP_PLAYER_WORLD_LEVEL],
EnterReason: uint32(proto.EnterReason_ENTER_REASON_LOGIN),
IsFirstLoginEnterScene: true,
WorldType: 1,
SceneTagIdList: make([]uint32, 0),
}
SceneTransactionSeq++
playerEnterSceneNotify.SceneTransaction = strconv.Itoa(int(player.SceneId)) + "-" +
strconv.Itoa(int(player.PlayerID)) + "-" +
strconv.Itoa(int(time.Now().Unix())) + "-" +
strconv.Itoa(int(SceneTransactionSeq))
for _, sceneTagDataConfig := range gdconf.GetSceneTagDataMap() {
if uint32(sceneTagDataConfig.SceneId) == player.SceneId {
playerEnterSceneNotify.SceneTagIdList = append(playerEnterSceneNotify.SceneTagIdList, uint32(sceneTagDataConfig.SceneTagId))
}
}
return playerEnterSceneNotify
}
func (g *GameManager) PacketPlayerEnterSceneNotifyTp(
player *model.Player,
enterType proto.EnterType,
enterReason uint32,
prevSceneId uint32,
prevPos *model.Vector,
dungeonId uint32,
) *proto.PlayerEnterSceneNotify {
return g.PacketPlayerEnterSceneNotifyMp(player, player, enterType, enterReason, prevSceneId, prevPos, dungeonId)
}
func (g *GameManager) PacketPlayerEnterSceneNotifyMp(
player *model.Player,
targetPlayer *model.Player,
enterType proto.EnterType,
enterReason uint32,
prevSceneId uint32,
prevPos *model.Vector,
dungeonId uint32,
) *proto.PlayerEnterSceneNotify {
world := WORLD_MANAGER.GetWorldByID(player.WorldId)
scene := world.GetSceneById(player.SceneId)
if scene == nil {
logger.Error("scene is nil, sceneId: %v", player.SceneId)
return new(proto.PlayerEnterSceneNotify)
}
enterSceneToken := world.AddEnterSceneContext(&EnterSceneContext{
OldSceneId: prevSceneId,
OldPos: &model.Vector{
X: prevPos.X,
Y: prevPos.Y,
Z: prevPos.Z,
},
OldRot: &model.Vector{
X: 0,
Y: 0,
Z: 0,
},
Uid: player.PlayerID,
})
playerEnterSceneNotify := &proto.PlayerEnterSceneNotify{
PrevSceneId: prevSceneId,
PrevPos: &proto.Vector{X: float32(prevPos.X), Y: float32(prevPos.Y), Z: float32(prevPos.Z)},
SceneId: player.SceneId,
Pos: &proto.Vector{X: float32(player.Pos.X), Y: float32(player.Pos.Y), Z: float32(player.Pos.Z)},
SceneBeginTime: uint64(scene.GetSceneCreateTime()),
Type: enterType,
TargetUid: targetPlayer.PlayerID,
EnterSceneToken: enterSceneToken,
WorldLevel: targetPlayer.PropertiesMap[constant.PLAYER_PROP_PLAYER_WORLD_LEVEL],
EnterReason: enterReason,
WorldType: 1,
DungeonId: dungeonId,
SceneTagIdList: make([]uint32, 0),
}
SceneTransactionSeq++
playerEnterSceneNotify.SceneTransaction = strconv.Itoa(int(player.SceneId)) + "-" +
strconv.Itoa(int(targetPlayer.PlayerID)) + "-" +
strconv.Itoa(int(time.Now().Unix())) + "-" +
strconv.Itoa(int(SceneTransactionSeq))
for _, sceneTagDataConfig := range gdconf.GetSceneTagDataMap() {
if uint32(sceneTagDataConfig.SceneId) == player.SceneId {
playerEnterSceneNotify.SceneTagIdList = append(playerEnterSceneNotify.SceneTagIdList, uint32(sceneTagDataConfig.SceneTagId))
}
}
return playerEnterSceneNotify
}
func (g *GameManager) AddSceneGroup(player *model.Player, scene *Scene, groupConfig *gdconf.Group) {
initSuiteId := int(groupConfig.GroupInitConfig.Suite)
if initSuiteId < 1 || initSuiteId > len(groupConfig.SuiteList) {
logger.Error("invalid init suite id: %v, uid: %v", initSuiteId, player.PlayerID)
return
}
scene.AddGroupSuite(uint32(groupConfig.Id), uint8(initSuiteId))
ntf := &proto.GroupSuiteNotify{
GroupMap: make(map[uint32]uint32),
}
ntf.GroupMap[uint32(groupConfig.Id)] = uint32(initSuiteId)
g.SendMsg(cmd.GroupSuiteNotify, player.PlayerID, player.ClientSeq, ntf)
}
func (g *GameManager) RemoveGroup(player *model.Player, scene *Scene, groupConfig *gdconf.Group) {
group := scene.GetGroupById(uint32(groupConfig.Id))
if group == nil {
logger.Error("group not exist, groupId: %v, uid: %v", groupConfig.Id, player.PlayerID)
return
}
for suiteId := range group.GetAllSuite() {
scene.RemoveGroupSuite(uint32(groupConfig.Id), suiteId)
}
ntf := &proto.GroupUnloadNotify{
GroupList: make([]uint32, 0),
}
ntf.GroupList = append(ntf.GroupList, uint32(groupConfig.Id))
g.SendMsg(cmd.GroupUnloadNotify, player.PlayerID, player.ClientSeq, ntf)
}
func (g *GameManager) AddSceneEntityNotifyToPlayer(player *model.Player, visionType proto.VisionType, entityList []*proto.SceneEntityInfo) {
sceneEntityAppearNotify := &proto.SceneEntityAppearNotify{
AppearType: visionType,
@@ -642,16 +466,266 @@ func (g *GameManager) AddSceneEntityNotify(player *model.Player, visionType prot
}
}
func (g *GameManager) EntityFightPropUpdateNotifyBroadcast(scene *Scene, entity *Entity, fightPropId uint32) {
for _, player := range scene.GetAllPlayer() {
fightProp := entity.GetFightProp()
ntf := &proto.EntityFightPropUpdateNotify{
FightPropMap: make(map[uint32]float32),
EntityId: entity.GetId(),
}
ntf.FightPropMap[fightPropId] = fightProp[fightPropId]
g.SendMsg(cmd.EntityFightPropUpdateNotify, player.PlayerID, player.ClientSeq, ntf)
func (g *GameManager) EntityFightPropUpdateNotifyBroadcast(world *World, entity *Entity) {
ntf := &proto.EntityFightPropUpdateNotify{
FightPropMap: entity.GetFightProp(),
EntityId: entity.GetId(),
}
g.SendToWorldA(world, cmd.EntityFightPropUpdateNotify, 0, ntf)
}
func (g *GameManager) KillPlayerAvatar(player *model.Player, dieType proto.PlayerDieType) {
world := WORLD_MANAGER.GetWorldByID(player.WorldId)
if world == nil {
return
}
activeAvatarId := world.GetPlayerActiveAvatarId(player)
worldAvatar := world.GetPlayerWorldAvatar(player, activeAvatarId)
scene := world.GetSceneById(player.SceneId)
avatarEntity := scene.GetEntity(worldAvatar.GetAvatarEntityId())
dbAvatar := player.GetDbAvatar()
avatar, exist := dbAvatar.AvatarMap[activeAvatarId]
if !exist {
logger.Error("get active avatar is nil, avatarId: %v", activeAvatarId)
return
}
avatarEntity.lifeState = constant.LIFE_STATE_DEAD
ntf := &proto.AvatarLifeStateChangeNotify{
LifeState: uint32(avatarEntity.lifeState),
AttackTag: "",
DieType: dieType,
ServerBuffList: nil,
MoveReliableSeq: avatarEntity.lastMoveReliableSeq,
SourceEntityId: 0,
AvatarGuid: avatar.Guid,
}
g.SendToWorldA(world, cmd.AvatarLifeStateChangeNotify, 0, ntf)
}
func (g *GameManager) RevivePlayerAvatar(player *model.Player) {
world := WORLD_MANAGER.GetWorldByID(player.WorldId)
if world == nil {
return
}
activeAvatarId := world.GetPlayerActiveAvatarId(player)
worldAvatar := world.GetPlayerWorldAvatar(player, activeAvatarId)
scene := world.GetSceneById(player.SceneId)
avatarEntity := scene.GetEntity(worldAvatar.GetAvatarEntityId())
dbAvatar := player.GetDbAvatar()
avatar, exist := dbAvatar.AvatarMap[activeAvatarId]
if !exist {
logger.Error("get active avatar is nil, avatarId: %v", activeAvatarId)
return
}
avatar.LifeState = constant.LIFE_STATE_ALIVE
// 设置血量
avatar.FightPropMap[constant.FIGHT_PROP_CUR_HP] = 110
g.EntityFightPropUpdateNotifyBroadcast(world, avatarEntity)
avatarEntity.lifeState = constant.LIFE_STATE_REVIVE
ntf := &proto.AvatarLifeStateChangeNotify{
AvatarGuid: avatar.Guid,
LifeState: uint32(avatarEntity.lifeState),
DieType: proto.PlayerDieType_PLAYER_DIE_NONE,
MoveReliableSeq: avatarEntity.lastMoveReliableSeq,
}
g.SendToWorldA(world, cmd.AvatarLifeStateChangeNotify, 0, ntf)
}
func (g *GameManager) KillEntity(scene *Scene, entityId uint32, dieType proto.PlayerDieType) {
entity := scene.GetEntity(entityId)
entity.lifeState = constant.LIFE_STATE_DEAD
// 设置血量
entity.fightProp[constant.FIGHT_PROP_CUR_HP] = 0
g.EntityFightPropUpdateNotifyBroadcast(scene.world, entity)
ntf := &proto.LifeStateChangeNotify{
EntityId: entity.id,
LifeState: uint32(entity.lifeState),
DieType: dieType,
MoveReliableSeq: entity.lastMoveReliableSeq,
}
g.SendToWorldA(scene.world, cmd.LifeStateChangeNotify, 0, ntf)
// 删除实体
scene.DestroyEntity(entity.id)
g.RemoveSceneEntityNotifyBroadcast(scene, proto.VisionType_VISION_DIE, []uint32{entity.id})
}
func (g *GameManager) GetVisionEntity(scene *Scene, pos *model.Vector) map[uint32]*Entity {
visionEntity := make(map[uint32]*Entity)
for _, entity := range scene.GetAllEntity() {
if math.Abs(pos.X-entity.pos.X) > ENTITY_VISION_DISTANCE ||
math.Abs(pos.Z-entity.pos.Z) > ENTITY_VISION_DISTANCE {
continue
}
visionEntity[entity.GetId()] = entity
}
return visionEntity
}
func (g *GameManager) GetNeighborGroup(sceneId uint32, pos *model.Vector) map[uint32]*gdconf.Group {
aoiManager, exist := WORLD_MANAGER.GetSceneBlockAoiMap()[sceneId]
if !exist {
logger.Error("scene not exist in aoi, sceneId: %v", sceneId)
return nil
}
objectList := aoiManager.GetObjectListByPos(float32(pos.X), 0.0, float32(pos.Z))
neighborGroup := make(map[uint32]*gdconf.Group)
for _, groupAny := range objectList {
groupConfig := groupAny.(*gdconf.Group)
if math.Abs(pos.X-float64(groupConfig.Pos.X)) > GROUP_LOAD_DISTANCE ||
math.Abs(pos.Z-float64(groupConfig.Pos.Z)) > GROUP_LOAD_DISTANCE {
continue
}
if groupConfig.DynamicLoad {
continue
}
neighborGroup[uint32(groupConfig.Id)] = groupConfig
}
return neighborGroup
}
func (g *GameManager) AddSceneGroup(player *model.Player, scene *Scene, groupConfig *gdconf.Group) {
initSuiteId := int(groupConfig.GroupInitConfig.Suite)
if initSuiteId < 1 || initSuiteId > len(groupConfig.SuiteList) {
logger.Error("invalid init suite id: %v, uid: %v", initSuiteId, player.PlayerID)
return
}
scene.AddGroupSuite(uint32(groupConfig.Id), uint8(initSuiteId))
ntf := &proto.GroupSuiteNotify{
GroupMap: make(map[uint32]uint32),
}
ntf.GroupMap[uint32(groupConfig.Id)] = uint32(initSuiteId)
g.SendMsg(cmd.GroupSuiteNotify, player.PlayerID, player.ClientSeq, ntf)
}
func (g *GameManager) RemoveGroup(player *model.Player, scene *Scene, groupConfig *gdconf.Group) {
group := scene.GetGroupById(uint32(groupConfig.Id))
if group == nil {
logger.Error("group not exist, groupId: %v, uid: %v", groupConfig.Id, player.PlayerID)
return
}
for suiteId := range group.GetAllSuite() {
scene.RemoveGroupSuite(uint32(groupConfig.Id), suiteId)
}
ntf := &proto.GroupUnloadNotify{
GroupList: make([]uint32, 0),
}
ntf.GroupList = append(ntf.GroupList, uint32(groupConfig.Id))
g.SendMsg(cmd.GroupUnloadNotify, player.PlayerID, player.ClientSeq, ntf)
}
var SceneTransactionSeq uint32 = 0
func (g *GameManager) PacketPlayerEnterSceneNotifyLogin(player *model.Player, enterType proto.EnterType) *proto.PlayerEnterSceneNotify {
world := WORLD_MANAGER.GetWorldByID(player.WorldId)
scene := world.GetSceneById(player.SceneId)
if scene == nil {
logger.Error("scene is nil, sceneId: %v", player.SceneId)
return new(proto.PlayerEnterSceneNotify)
}
enterSceneToken := world.AddEnterSceneContext(&EnterSceneContext{
OldSceneId: 0,
Uid: player.PlayerID,
})
playerEnterSceneNotify := &proto.PlayerEnterSceneNotify{
SceneId: player.SceneId,
Pos: &proto.Vector{X: float32(player.Pos.X), Y: float32(player.Pos.Y), Z: float32(player.Pos.Z)},
SceneBeginTime: uint64(scene.GetSceneCreateTime()),
Type: enterType,
TargetUid: player.PlayerID,
EnterSceneToken: enterSceneToken,
WorldLevel: player.PropertiesMap[constant.PLAYER_PROP_PLAYER_WORLD_LEVEL],
EnterReason: uint32(proto.EnterReason_ENTER_REASON_LOGIN),
IsFirstLoginEnterScene: true,
WorldType: 1,
SceneTagIdList: make([]uint32, 0),
}
SceneTransactionSeq++
playerEnterSceneNotify.SceneTransaction = strconv.Itoa(int(player.SceneId)) + "-" +
strconv.Itoa(int(player.PlayerID)) + "-" +
strconv.Itoa(int(time.Now().Unix())) + "-" +
strconv.Itoa(int(SceneTransactionSeq))
for _, sceneTagDataConfig := range gdconf.GetSceneTagDataMap() {
if uint32(sceneTagDataConfig.SceneId) == player.SceneId {
playerEnterSceneNotify.SceneTagIdList = append(playerEnterSceneNotify.SceneTagIdList, uint32(sceneTagDataConfig.SceneTagId))
}
}
return playerEnterSceneNotify
}
func (g *GameManager) PacketPlayerEnterSceneNotifyTp(
player *model.Player,
enterType proto.EnterType,
enterReason uint32,
prevSceneId uint32,
prevPos *model.Vector,
dungeonId uint32,
) *proto.PlayerEnterSceneNotify {
return g.PacketPlayerEnterSceneNotifyMp(player, player, enterType, enterReason, prevSceneId, prevPos, dungeonId)
}
func (g *GameManager) PacketPlayerEnterSceneNotifyMp(
player *model.Player,
targetPlayer *model.Player,
enterType proto.EnterType,
enterReason uint32,
prevSceneId uint32,
prevPos *model.Vector,
dungeonId uint32,
) *proto.PlayerEnterSceneNotify {
world := WORLD_MANAGER.GetWorldByID(player.WorldId)
scene := world.GetSceneById(player.SceneId)
if scene == nil {
logger.Error("scene is nil, sceneId: %v", player.SceneId)
return new(proto.PlayerEnterSceneNotify)
}
enterSceneToken := world.AddEnterSceneContext(&EnterSceneContext{
OldSceneId: prevSceneId,
OldPos: &model.Vector{
X: prevPos.X,
Y: prevPos.Y,
Z: prevPos.Z,
},
OldRot: &model.Vector{
X: 0,
Y: 0,
Z: 0,
},
Uid: player.PlayerID,
})
playerEnterSceneNotify := &proto.PlayerEnterSceneNotify{
PrevSceneId: prevSceneId,
PrevPos: &proto.Vector{X: float32(prevPos.X), Y: float32(prevPos.Y), Z: float32(prevPos.Z)},
SceneId: player.SceneId,
Pos: &proto.Vector{X: float32(player.Pos.X), Y: float32(player.Pos.Y), Z: float32(player.Pos.Z)},
SceneBeginTime: uint64(scene.GetSceneCreateTime()),
Type: enterType,
TargetUid: targetPlayer.PlayerID,
EnterSceneToken: enterSceneToken,
WorldLevel: targetPlayer.PropertiesMap[constant.PLAYER_PROP_PLAYER_WORLD_LEVEL],
EnterReason: enterReason,
WorldType: 1,
DungeonId: dungeonId,
SceneTagIdList: make([]uint32, 0),
}
SceneTransactionSeq++
playerEnterSceneNotify.SceneTransaction = strconv.Itoa(int(player.SceneId)) + "-" +
strconv.Itoa(int(targetPlayer.PlayerID)) + "-" +
strconv.Itoa(int(time.Now().Unix())) + "-" +
strconv.Itoa(int(SceneTransactionSeq))
for _, sceneTagDataConfig := range gdconf.GetSceneTagDataMap() {
if uint32(sceneTagDataConfig.SceneId) == player.SceneId {
playerEnterSceneNotify.SceneTagIdList = append(playerEnterSceneNotify.SceneTagIdList, uint32(sceneTagDataConfig.SceneTagId))
}
}
return playerEnterSceneNotify
}
func (g *GameManager) PacketFightPropMapToPbFightPropList(fightPropMap map[uint32]float32) []*proto.FightPropPair {