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

View File

@@ -1,8 +1,6 @@
package game
import (
"math"
"hk4e/common/constant"
"hk4e/gdconf"
"hk4e/gs/model"
@@ -132,13 +130,9 @@ func (g *GameManager) CombatInvocationsNotify(player *model.Player, payloadMsg p
}
fightProp[constant.FIGHT_PROP_CUR_HP] = currHp
}
entityFightPropUpdateNotify := &proto.EntityFightPropUpdateNotify{
FightPropMap: fightProp,
EntityId: target.GetId(),
}
g.SendToWorldA(world, cmd.EntityFightPropUpdateNotify, player.ClientSeq, entityFightPropUpdateNotify)
if currHp == 0 && target.GetEntityType() != constant.ENTITY_TYPE_AVATAR {
scene.SetEntityLifeState(target, constant.LIFE_STATE_DEAD, proto.PlayerDieType_PLAYER_DIE_GM)
g.EntityFightPropUpdateNotifyBroadcast(world, target)
if currHp == 0 && target.GetEntityType() == constant.ENTITY_TYPE_MONSTER {
g.KillEntity(scene, target.GetId(), proto.PlayerDieType_PLAYER_DIE_GM)
}
combatData, err := pb.Marshal(evtBeingHitInfo)
if err != nil {
@@ -258,72 +252,48 @@ func (g *GameManager) AoiPlayerMove(player *model.Player, oldPos *model.Vector,
// 跨越了block格子
logger.Debug("player cross grid, oldGid: %v, newGid: %v, uid: %v", oldGid, newGid, player.PlayerID)
}
// 旧位置视野范围内的group
oldVisionGroupMap := make(map[uint32]*gdconf.Group)
oldGroupList := aoiManager.GetObjectListByPos(float32(oldPos.X), 0.0, float32(oldPos.Z))
for groupId, groupAny := range oldGroupList {
groupConfig := groupAny.(*gdconf.Group)
distance2D := math.Sqrt((oldPos.X-float64(groupConfig.Pos.X))*(oldPos.X-float64(groupConfig.Pos.X)) +
(oldPos.Z-float64(groupConfig.Pos.Z))*(oldPos.Z-float64(groupConfig.Pos.Z)))
if distance2D > ENTITY_LOD {
continue
}
if groupConfig.DynamicLoad {
continue
}
oldVisionGroupMap[uint32(groupId)] = groupConfig
}
// 新位置视野范围内的group
newVisionGroupMap := make(map[uint32]*gdconf.Group)
newGroupList := aoiManager.GetObjectListByPos(float32(newPos.X), 0.0, float32(newPos.Z))
for groupId, groupAny := range newGroupList {
groupConfig := groupAny.(*gdconf.Group)
distance2D := math.Sqrt((newPos.X-float64(groupConfig.Pos.X))*(newPos.X-float64(groupConfig.Pos.X)) +
(newPos.Z-float64(groupConfig.Pos.Z))*(newPos.Z-float64(groupConfig.Pos.Z)))
if distance2D > ENTITY_LOD {
continue
}
if groupConfig.DynamicLoad {
continue
}
newVisionGroupMap[uint32(groupId)] = groupConfig
}
// 消失的场景实体
delEntityIdList := make([]uint32, 0)
for groupId, groupConfig := range oldVisionGroupMap {
_, exist := newVisionGroupMap[groupId]
// 加载和卸载的group
oldNeighborGroupMap := g.GetNeighborGroup(player.SceneId, oldPos)
newNeighborGroupMap := g.GetNeighborGroup(player.SceneId, newPos)
for groupId, groupConfig := range oldNeighborGroupMap {
_, exist := newNeighborGroupMap[groupId]
if exist {
continue
}
// 旧有新没有的group即为消失
group := scene.GetGroupById(groupId)
if group == nil {
continue
}
for _, entity := range group.GetAllEntity() {
delEntityIdList = append(delEntityIdList, entity.GetId())
}
// 旧有新没有的group即为卸载
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, scene, groupConfig)
}
}
// 出现的场景实体
addEntityIdList := make([]uint32, 0)
for groupId, groupConfig := range newVisionGroupMap {
_, exist := oldVisionGroupMap[groupId]
for groupId, groupConfig := range newNeighborGroupMap {
_, exist := oldNeighborGroupMap[groupId]
if exist {
continue
}
// 新有旧没有的group即为出现
// 新有旧没有的group即为加载
g.AddSceneGroup(player, scene, groupConfig)
group := scene.GetGroupById(groupId)
if group == nil {
}
// 消失和出现的场景实体
oldVisionEntityMap := g.GetVisionEntity(scene, oldPos)
newVisionEntityMap := g.GetVisionEntity(scene, newPos)
delEntityIdList := make([]uint32, 0)
for entityId := range oldVisionEntityMap {
_, exist := newVisionEntityMap[entityId]
if exist {
continue
}
for _, entity := range group.GetAllEntity() {
addEntityIdList = append(addEntityIdList, entity.GetId())
// 旧有新没有的实体即为消失的
delEntityIdList = append(delEntityIdList, entityId)
}
addEntityIdList := make([]uint32, 0)
for entityId := range newVisionEntityMap {
_, exist := oldVisionEntityMap[entityId]
if exist {
continue
}
// 新有旧没有的实体即为出现的
addEntityIdList = append(addEntityIdList, entityId)
}
// 同步客户端消失和出现的场景实体
if len(delEntityIdList) > 0 {
@@ -452,11 +422,14 @@ func (g *GameManager) AbilityInvocationsNotify(player *model.Player, payloadMsg
if player.SceneLoadState != model.SceneEnterDone {
return
}
world := WORLD_MANAGER.GetWorldByID(player.WorldId)
if world == nil {
return
}
for _, entry := range req.Invokes {
// logger.Debug("AbilityInvocationsNotify: %v", entry, player.PlayerID)
switch entry.ArgumentType {
case proto.AbilityInvokeArgument_ABILITY_META_MODIFIER_CHANGE:
world := WORLD_MANAGER.GetWorldByID(player.WorldId)
worldAvatar := world.GetWorldAvatarByEntityId(entry.EntityId)
if worldAvatar != nil {
for _, ability := range worldAvatar.abilityList {
@@ -575,7 +548,6 @@ func (g *GameManager) EvtDoSkillSuccNotify(player *model.Player, payloadMsg pb.M
return
}
logger.Debug("EvtDoSkillSuccNotify: %v", req)
// 处理技能开始的耐力消耗
g.SkillStartStamina(player, req.CasterId, req.SkillId)
}
@@ -585,7 +557,7 @@ func (g *GameManager) EvtAvatarEnterFocusNotify(player *model.Player, payloadMsg
if player.SceneLoadState != model.SceneEnterDone {
return
}
logger.Debug("EvtAvatarEnterFocusNotify: %v", req)
// logger.Debug("EvtAvatarEnterFocusNotify: %v", req)
world := WORLD_MANAGER.GetWorldByID(player.WorldId)
g.SendToWorldA(world, cmd.EvtAvatarEnterFocusNotify, player.ClientSeq, req)
}
@@ -595,7 +567,7 @@ func (g *GameManager) EvtAvatarUpdateFocusNotify(player *model.Player, payloadMs
if player.SceneLoadState != model.SceneEnterDone {
return
}
logger.Debug("EvtAvatarUpdateFocusNotify: %v", req)
// logger.Debug("EvtAvatarUpdateFocusNotify: %v", req)
world := WORLD_MANAGER.GetWorldByID(player.WorldId)
g.SendToWorldA(world, cmd.EvtAvatarUpdateFocusNotify, player.ClientSeq, req)
}
@@ -605,7 +577,7 @@ func (g *GameManager) EvtAvatarExitFocusNotify(player *model.Player, payloadMsg
if player.SceneLoadState != model.SceneEnterDone {
return
}
logger.Debug("EvtAvatarExitFocusNotify: %v", req)
// logger.Debug("EvtAvatarExitFocusNotify: %v", req)
world := WORLD_MANAGER.GetWorldByID(player.WorldId)
g.SendToWorldA(world, cmd.EvtAvatarExitFocusNotify, player.ClientSeq, req)
}
@@ -615,7 +587,7 @@ func (g *GameManager) EvtEntityRenderersChangedNotify(player *model.Player, payl
if player.SceneLoadState != model.SceneEnterDone {
return
}
logger.Debug("EvtEntityRenderersChangedNotify: %v", req)
// logger.Debug("EvtEntityRenderersChangedNotify: %v", req)
world := WORLD_MANAGER.GetWorldByID(player.WorldId)
g.SendToWorldA(world, cmd.EvtEntityRenderersChangedNotify, player.ClientSeq, req)
}
@@ -625,7 +597,7 @@ func (g *GameManager) EvtCreateGadgetNotify(player *model.Player, payloadMsg pb.
if player.SceneLoadState != model.SceneEnterDone {
return
}
logger.Debug("EvtCreateGadgetNotify: %v", req)
// logger.Debug("EvtCreateGadgetNotify: %v", req)
world := WORLD_MANAGER.GetWorldByID(player.WorldId)
if world == nil {
logger.Error("world is nil, WorldId: %v", player.WorldId)
@@ -652,7 +624,7 @@ func (g *GameManager) EvtDestroyGadgetNotify(player *model.Player, payloadMsg pb
if player.SceneLoadState != model.SceneEnterDone {
return
}
logger.Debug("EvtDestroyGadgetNotify: %v", req)
// logger.Debug("EvtDestroyGadgetNotify: %v", req)
world := WORLD_MANAGER.GetWorldByID(player.WorldId)
scene := world.GetSceneById(player.SceneId)
if scene == nil {

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()
func (g *GameManager) EntityFightPropUpdateNotifyBroadcast(world *World, entity *Entity) {
ntf := &proto.EntityFightPropUpdateNotify{
FightPropMap: make(map[uint32]float32),
FightPropMap: entity.GetFightProp(),
EntityId: entity.GetId(),
}
ntf.FightPropMap[fightPropId] = fightProp[fightPropId]
g.SendMsg(cmd.EntityFightPropUpdateNotify, player.PlayerID, player.ClientSeq, ntf)
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 {

View File

@@ -448,18 +448,6 @@ func (g *GameManager) DrownBackHandler(player *model.Player) {
return
}
world := WORLD_MANAGER.GetWorldByID(player.WorldId)
if world == nil {
return
}
scene := world.GetSceneById(player.SceneId)
activeAvatar := world.GetPlayerWorldAvatar(player, world.GetPlayerActiveAvatarId(player))
avatarEntity := scene.GetEntity(activeAvatar.GetAvatarEntityId())
if avatarEntity == nil {
logger.Error("avatar entity is nil, entityId: %v", activeAvatar.GetAvatarEntityId())
return
}
// TODO 耐力未完成的内容:
// 一直溺水回到距离最近的位置 ?
// 溺水队伍扣血
@@ -470,7 +458,7 @@ func (g *GameManager) DrownBackHandler(player *model.Player) {
// 先传送玩家再设置角色存活否则同时设置会传送前显示角色实体
if player.StaminaInfo.DrownBackDelay > 20 && player.SceneLoadState == model.SceneEnterDone {
// 设置角色存活
scene.SetEntityLifeState(avatarEntity, constant.LIFE_STATE_REVIVE, proto.PlayerDieType_PLAYER_DIE_NONE)
g.RevivePlayerAvatar(player)
// 重置溺水返回时间
player.StaminaInfo.DrownBackDelay = 0
} else if player.StaminaInfo.DrownBackDelay == 20 {
@@ -500,24 +488,11 @@ func (g *GameManager) HandleDrown(player *model.Player, stamina uint32) {
return
}
world := WORLD_MANAGER.GetWorldByID(player.WorldId)
scene := world.GetSceneById(player.SceneId)
if scene == nil {
logger.Error("scene is nil, sceneId: %v", player.SceneId)
return
}
activeAvatar := world.GetPlayerWorldAvatar(player, world.GetPlayerActiveAvatarId(player))
avatarEntity := scene.GetEntity(activeAvatar.GetAvatarEntityId())
if avatarEntity == nil {
logger.Error("avatar entity is nil, entityId: %v", activeAvatar.GetAvatarEntityId())
return
}
// 确保玩家正在游泳
if player.StaminaInfo.State == proto.MotionState_MOTION_SWIM_MOVE || player.StaminaInfo.State == proto.MotionState_MOTION_SWIM_DASH {
logger.Debug("player drown, curStamina: %v, state: %v", stamina, player.StaminaInfo.State)
// 设置角色为死亡
scene.SetEntityLifeState(avatarEntity, constant.LIFE_STATE_DEAD, proto.PlayerDieType_PLAYER_DIE_DRAWN)
g.KillPlayerAvatar(player, proto.PlayerDieType_PLAYER_DIE_DRAWN)
// 溺水返回安全点 计时开始
player.StaminaInfo.DrownBackDelay = 1
}

View File

@@ -78,6 +78,9 @@ func (g *GameManager) ChangeAvatarReq(player *model.Player, payloadMsg pb.Messag
func (g *GameManager) SetUpAvatarTeamReq(player *model.Player, payloadMsg pb.Message) {
req := payloadMsg.(*proto.SetUpAvatarTeamReq)
world := WORLD_MANAGER.GetWorldByID(player.WorldId)
if world == nil {
return
}
if world.GetMultiplayer() {
g.SendError(cmd.SetUpAvatarTeamRsp, player, &proto.SetUpAvatarTeamRsp{})
return

View File

@@ -16,7 +16,7 @@ import (
const (
ENTITY_NUM_UNLIMIT = true // 是否不限制场景内实体数量
ENTITY_MAX_SEND_NUM = 500 // 场景内最大实体数量
ENTITY_MAX_SEND_NUM = 1000 // 场景内最大实体数量
MAX_MULTIPLAYER_WORLD_NUM = 10 // 本服务器最大多人世界数量
)
@@ -117,9 +117,7 @@ func (w *WorldManager) LoadSceneBlockAoiMap() {
minZ := int16(0)
maxZ := int16(0)
blockXLen := int16(0)
blockYLen := int16(0)
blockZLen := int16(0)
ok := true
for _, blockConfig := range sceneLuaConfig.BlockMap {
if int16(blockConfig.BlockRange.Min.X) < minX {
minX = int16(blockConfig.BlockRange.Min.X)
@@ -134,54 +132,37 @@ func (w *WorldManager) LoadSceneBlockAoiMap() {
maxZ = int16(blockConfig.BlockRange.Max.Z)
}
xLen := int16(blockConfig.BlockRange.Max.X - blockConfig.BlockRange.Min.X)
yLen := int16(blockConfig.BlockRange.Max.Y - blockConfig.BlockRange.Min.Y)
zLen := int16(blockConfig.BlockRange.Max.Z - blockConfig.BlockRange.Min.Z)
if blockXLen == 0 {
blockXLen = xLen
} else {
if blockXLen != xLen {
ok = false
break
}
}
if blockYLen == 0 {
blockYLen = yLen
} else {
if blockYLen != yLen {
ok = false
break
logger.Error("config scene block size not same, scene id: %v", sceneLuaConfig.Id)
return
}
}
if blockZLen == 0 {
blockZLen = zLen
} else {
if blockZLen != zLen {
ok = false
break
}
}
}
if !ok {
logger.Error("config scene block size not same, scene id: %v", sceneLuaConfig.Id)
continue
return
}
}
}
numX := int16(0)
if blockXLen != 0 {
if (maxX-minX) != 0 && blockXLen != 0 {
numX = (maxX - minX) / blockXLen
} else {
numX = 1
}
if numX == 0 {
numX = 1
logger.Error("config scene block size is zero, scene id: %v", sceneLuaConfig.Id)
return
}
numZ := int16(0)
if blockZLen != 0 {
if (maxZ-minZ) != 0 && blockZLen != 0 {
numZ = (maxZ - minZ) / blockZLen
} else {
numZ = 1
}
if numZ == 0 {
numZ = 1
logger.Error("config scene block size is zero, scene id: %v", sceneLuaConfig.Id)
return
}
// 将每个block作为aoi格子 并在格子中放入block拥有的所有group
aoiManager := alg.NewAoiManager()

View File

@@ -8,7 +8,6 @@ import (
"hk4e/gdconf"
"hk4e/gs/model"
"hk4e/pkg/logger"
"hk4e/protocol/cmd"
"hk4e/protocol/proto"
)
@@ -87,65 +86,6 @@ func (s *Scene) RemovePlayer(player *model.Player) {
}
}
func (s *Scene) SetEntityLifeState(entity *Entity, lifeState uint16, dieType proto.PlayerDieType) {
if entity.GetEntityType() == constant.ENTITY_TYPE_AVATAR {
// 获取玩家对象
player := USER_MANAGER.GetOnlineUser(entity.avatarEntity.uid)
if player == nil {
logger.Error("player is nil, uid: %v", entity.avatarEntity.uid)
return
}
// 获取角色
dbAvatar := player.GetDbAvatar()
avatar, ok := dbAvatar.AvatarMap[entity.avatarEntity.avatarId]
if !ok {
logger.Error("avatar is nil, avatarId: %v", avatar)
return
}
// 设置角色存活状态
if lifeState == constant.LIFE_STATE_REVIVE {
avatar.LifeState = constant.LIFE_STATE_ALIVE
// 设置血量
entity.fightProp[constant.FIGHT_PROP_CUR_HP] = 110
GAME_MANAGER.EntityFightPropUpdateNotifyBroadcast(s, entity, constant.FIGHT_PROP_CUR_HP)
}
avatarLifeStateChangeNotify := &proto.AvatarLifeStateChangeNotify{
LifeState: uint32(lifeState),
AttackTag: "",
DieType: dieType,
ServerBuffList: nil,
MoveReliableSeq: entity.lastMoveReliableSeq,
SourceEntityId: 0,
AvatarGuid: avatar.Guid,
}
GAME_MANAGER.SendToWorldA(s.world, cmd.AvatarLifeStateChangeNotify, 0, avatarLifeStateChangeNotify)
} else {
// 设置存活状态
entity.lifeState = lifeState
if lifeState == constant.LIFE_STATE_DEAD {
// 设置血量
entity.fightProp[constant.FIGHT_PROP_CUR_HP] = 0
GAME_MANAGER.EntityFightPropUpdateNotifyBroadcast(s, entity, constant.FIGHT_PROP_CUR_HP)
}
lifeStateChangeNotify := &proto.LifeStateChangeNotify{
EntityId: entity.id,
AttackTag: "",
MoveReliableSeq: entity.lastMoveReliableSeq,
DieType: dieType,
LifeState: uint32(lifeState),
SourceEntityId: 0,
}
GAME_MANAGER.SendToWorldA(s.world, cmd.LifeStateChangeNotify, 0, lifeStateChangeNotify)
// 删除实体
s.DestroyEntity(entity.id)
GAME_MANAGER.RemoveSceneEntityNotifyBroadcast(s, proto.VisionType_VISION_DIE, []uint32{entity.id})
}
}
func (s *Scene) CreateEntityAvatar(player *model.Player, avatarId uint32) uint32 {
entityId := s.world.GetNextWorldEntityId(constant.ENTITY_TYPE_AVATAR)
dbAvatar := player.GetDbAvatar()
@@ -185,7 +125,11 @@ func (s *Scene) CreateEntityWeapon() uint32 {
moveState: uint16(proto.MotionState_MOTION_NONE),
lastMoveSceneTimeMs: 0,
lastMoveReliableSeq: 0,
fightProp: nil,
fightProp: map[uint32]float32{
constant.FIGHT_PROP_CUR_HP: math.MaxFloat32,
constant.FIGHT_PROP_MAX_HP: math.MaxFloat32,
constant.FIGHT_PROP_BASE_HP: float32(1),
},
entityType: constant.ENTITY_TYPE_WEAPON,
}
s.CreateEntity(entity)