mirror of
https://github.com/FlourishingWorld/hk4e.git
synced 2026-03-01 00:35:36 +08:00
调整场景相关协议组的顺序
This commit is contained in:
+174
-133
@@ -19,10 +19,11 @@ import (
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func (g *GameManager) EnterSceneReadyReq(player *model.Player, payloadMsg pb.Message) {
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logger.LOG.Debug("user enter scene ready, uid: %v", player.PlayerID)
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world := g.worldManager.GetWorldByID(player.WorldId)
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// PacketEnterScenePeerNotify
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enterScenePeerNotify := new(proto.EnterScenePeerNotify)
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enterScenePeerNotify.DestSceneId = player.SceneId
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world := g.worldManager.GetWorldByID(player.WorldId)
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enterScenePeerNotify.PeerId = player.PeerId
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enterScenePeerNotify.HostPeerId = world.owner.PeerId
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enterScenePeerNotify.EnterSceneToken = player.EnterSceneToken
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@@ -37,120 +38,123 @@ func (g *GameManager) EnterSceneReadyReq(player *model.Player, payloadMsg pb.Mes
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func (g *GameManager) SceneInitFinishReq(player *model.Player, payloadMsg pb.Message) {
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logger.LOG.Debug("user scene init finish, uid: %v", player.PlayerID)
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world := g.worldManager.GetWorldByID(player.WorldId)
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scene := world.GetSceneById(player.SceneId)
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// PacketServerTimeNotify
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serverTimeNotify := new(proto.ServerTimeNotify)
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serverTimeNotify.ServerTime = uint64(time.Now().UnixMilli())
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g.SendMsg(cmd.ServerTimeNotify, player.PlayerID, player.ClientSeq, serverTimeNotify)
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// PacketWorldPlayerInfoNotify
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worldPlayerInfoNotify := new(proto.WorldPlayerInfoNotify)
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world := g.worldManager.GetWorldByID(player.WorldId)
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scene := world.GetSceneById(player.SceneId)
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for _, worldPlayer := range world.playerMap {
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onlinePlayerInfo := new(proto.OnlinePlayerInfo)
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onlinePlayerInfo.Uid = worldPlayer.PlayerID
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onlinePlayerInfo.Nickname = worldPlayer.NickName
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onlinePlayerInfo.PlayerLevel = worldPlayer.PropertiesMap[constant.PlayerPropertyConst.PROP_PLAYER_LEVEL]
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onlinePlayerInfo.MpSettingType = proto.MpSettingType(worldPlayer.PropertiesMap[constant.PlayerPropertyConst.PROP_PLAYER_MP_SETTING_TYPE])
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onlinePlayerInfo.NameCardId = worldPlayer.NameCard
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onlinePlayerInfo.Signature = worldPlayer.Signature
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onlinePlayerInfo.ProfilePicture = &proto.ProfilePicture{AvatarId: worldPlayer.HeadImage}
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onlinePlayerInfo.CurPlayerNumInWorld = uint32(len(world.playerMap))
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worldPlayerInfoNotify.PlayerInfoList = append(worldPlayerInfoNotify.PlayerInfoList, onlinePlayerInfo)
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worldPlayerInfoNotify.PlayerUidList = append(worldPlayerInfoNotify.PlayerUidList, worldPlayer.PlayerID)
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}
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g.SendMsg(cmd.WorldPlayerInfoNotify, player.PlayerID, player.ClientSeq, worldPlayerInfoNotify)
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// PacketWorldDataNotify
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worldDataNotify := new(proto.WorldDataNotify)
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worldDataNotify.WorldPropMap = make(map[uint32]*proto.PropValue)
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// 世界等级
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worldDataNotify.WorldPropMap[1] = &proto.PropValue{
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Type: 1,
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Val: int64(world.worldLevel),
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Value: &proto.PropValue_Ival{Ival: int64(world.worldLevel)},
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}
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// 是否多人游戏
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worldDataNotify.WorldPropMap[2] = &proto.PropValue{
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Type: 2,
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Val: object.ConvBoolToInt64(world.multiplayer),
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Value: &proto.PropValue_Ival{Ival: object.ConvBoolToInt64(world.multiplayer)},
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}
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g.SendMsg(cmd.WorldDataNotify, player.PlayerID, player.ClientSeq, worldDataNotify)
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// PacketPlayerWorldSceneInfoListNotify
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playerWorldSceneInfoListNotify := new(proto.PlayerWorldSceneInfoListNotify)
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playerWorldSceneInfoListNotify.InfoList = []*proto.PlayerWorldSceneInfo{
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{SceneId: 1, IsLocked: true, SceneTagIdList: []uint32{}},
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{SceneId: 3, IsLocked: false, SceneTagIdList: []uint32{102, 111, 112, 116, 118, 126, 135, 140, 142, 149, 1091, 1094, 1095, 1099, 1101, 1103, 1105, 1110, 1120, 1122, 1125, 1127, 1129, 1131, 1133, 1135, 1137, 1138, 1140, 1143, 1146, 1165, 1168}},
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{SceneId: 4, IsLocked: true, SceneTagIdList: []uint32{}},
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{SceneId: 5, IsLocked: false, SceneTagIdList: []uint32{121, 1031}},
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{SceneId: 6, IsLocked: false, SceneTagIdList: []uint32{144, 146, 1062, 1063}},
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{SceneId: 7, IsLocked: true, SceneTagIdList: []uint32{136, 137, 138, 148, 1034}},
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{SceneId: 9, IsLocked: true, SceneTagIdList: []uint32{1012, 1016, 1021, 1022, 1060, 1077}},
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}
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g.SendMsg(cmd.PlayerWorldSceneInfoListNotify, player.PlayerID, player.ClientSeq, playerWorldSceneInfoListNotify)
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// SceneForceUnlockNotify
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g.SendMsg(cmd.SceneForceUnlockNotify, player.PlayerID, player.ClientSeq, new(proto.SceneForceUnlockNotify))
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// PacketHostPlayerNotify
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hostPlayerNotify := new(proto.HostPlayerNotify)
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hostPlayerNotify.HostUid = world.owner.PlayerID
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hostPlayerNotify.HostPeerId = world.owner.PeerId
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g.SendMsg(cmd.HostPlayerNotify, player.PlayerID, player.ClientSeq, hostPlayerNotify)
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// PacketSceneTimeNotify
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sceneTimeNotify := new(proto.SceneTimeNotify)
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sceneTimeNotify.SceneId = player.SceneId
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sceneTimeNotify.SceneTime = uint64(scene.GetSceneTime())
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g.SendMsg(cmd.SceneTimeNotify, player.PlayerID, player.ClientSeq, sceneTimeNotify)
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// PacketPlayerGameTimeNotify
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playerGameTimeNotify := new(proto.PlayerGameTimeNotify)
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playerGameTimeNotify.GameTime = scene.gameTime
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playerGameTimeNotify.Uid = player.PlayerID
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g.SendMsg(cmd.PlayerGameTimeNotify, player.PlayerID, player.ClientSeq, playerGameTimeNotify)
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// PacketPlayerEnterSceneInfoNotify
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empty := new(proto.AbilitySyncStateInfo)
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playerEnterSceneInfoNotify := new(proto.PlayerEnterSceneInfoNotify)
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activeAvatarId := player.TeamConfig.GetActiveAvatarId()
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playerTeamEntity := scene.GetPlayerTeamEntity(player.PlayerID)
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playerEnterSceneInfoNotify.CurAvatarEntityId = playerTeamEntity.avatarEntityMap[activeAvatarId]
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playerEnterSceneInfoNotify.EnterSceneToken = player.EnterSceneToken
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playerEnterSceneInfoNotify.TeamEnterInfo = &proto.TeamEnterSceneInfo{
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TeamEntityId: playerTeamEntity.teamEntityId,
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TeamAbilityInfo: empty,
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AbilityControlBlock: new(proto.AbilityControlBlock),
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}
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playerEnterSceneInfoNotify.MpLevelEntityInfo = &proto.MPLevelEntityInfo{
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EntityId: g.worldManager.GetWorldByID(player.WorldId).mpLevelEntityId,
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AuthorityPeerId: g.worldManager.GetWorldByID(player.WorldId).owner.PeerId,
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AbilityInfo: empty,
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}
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activeTeam := player.TeamConfig.GetActiveTeam()
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for _, avatarId := range activeTeam.AvatarIdList {
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if avatarId == 0 {
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break
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if world.IsPlayerFirstEnter(player) {
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// PacketWorldPlayerInfoNotify
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worldPlayerInfoNotify := new(proto.WorldPlayerInfoNotify)
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for _, worldPlayer := range world.playerMap {
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onlinePlayerInfo := new(proto.OnlinePlayerInfo)
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onlinePlayerInfo.Uid = worldPlayer.PlayerID
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onlinePlayerInfo.Nickname = worldPlayer.NickName
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onlinePlayerInfo.PlayerLevel = worldPlayer.PropertiesMap[constant.PlayerPropertyConst.PROP_PLAYER_LEVEL]
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onlinePlayerInfo.MpSettingType = proto.MpSettingType(worldPlayer.PropertiesMap[constant.PlayerPropertyConst.PROP_PLAYER_MP_SETTING_TYPE])
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onlinePlayerInfo.NameCardId = worldPlayer.NameCard
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onlinePlayerInfo.Signature = worldPlayer.Signature
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onlinePlayerInfo.ProfilePicture = &proto.ProfilePicture{AvatarId: worldPlayer.HeadImage}
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onlinePlayerInfo.CurPlayerNumInWorld = uint32(len(world.playerMap))
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worldPlayerInfoNotify.PlayerInfoList = append(worldPlayerInfoNotify.PlayerInfoList, onlinePlayerInfo)
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worldPlayerInfoNotify.PlayerUidList = append(worldPlayerInfoNotify.PlayerUidList, worldPlayer.PlayerID)
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}
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avatar := player.AvatarMap[avatarId]
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avatarEnterSceneInfo := new(proto.AvatarEnterSceneInfo)
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avatarEnterSceneInfo.AvatarGuid = avatar.Guid
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avatarEnterSceneInfo.AvatarEntityId = playerTeamEntity.avatarEntityMap[avatarId]
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avatarEnterSceneInfo.WeaponGuid = avatar.EquipWeapon.Guid
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avatarEnterSceneInfo.WeaponEntityId = playerTeamEntity.weaponEntityMap[avatar.EquipWeapon.WeaponId]
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avatarEnterSceneInfo.AvatarAbilityInfo = empty
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avatarEnterSceneInfo.WeaponAbilityInfo = empty
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playerEnterSceneInfoNotify.AvatarEnterInfo = append(playerEnterSceneInfoNotify.AvatarEnterInfo, avatarEnterSceneInfo)
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}
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g.SendMsg(cmd.PlayerEnterSceneInfoNotify, player.PlayerID, player.ClientSeq, playerEnterSceneInfoNotify)
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g.SendMsg(cmd.WorldPlayerInfoNotify, player.PlayerID, player.ClientSeq, worldPlayerInfoNotify)
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// PacketSceneAreaWeatherNotify
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sceneAreaWeatherNotify := new(proto.SceneAreaWeatherNotify)
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sceneAreaWeatherNotify.WeatherAreaId = 0
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sceneAreaWeatherNotify.ClimateType = uint32(constant.ClimateTypeConst.CLIMATE_SUNNY)
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g.SendMsg(cmd.SceneAreaWeatherNotify, player.PlayerID, player.ClientSeq, sceneAreaWeatherNotify)
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// PacketWorldDataNotify
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worldDataNotify := new(proto.WorldDataNotify)
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worldDataNotify.WorldPropMap = make(map[uint32]*proto.PropValue)
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// 世界等级
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worldDataNotify.WorldPropMap[1] = &proto.PropValue{
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Type: 1,
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Val: int64(world.worldLevel),
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Value: &proto.PropValue_Ival{Ival: int64(world.worldLevel)},
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}
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// 是否多人游戏
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worldDataNotify.WorldPropMap[2] = &proto.PropValue{
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Type: 2,
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Val: object.ConvBoolToInt64(world.multiplayer),
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Value: &proto.PropValue_Ival{Ival: object.ConvBoolToInt64(world.multiplayer)},
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}
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g.SendMsg(cmd.WorldDataNotify, player.PlayerID, player.ClientSeq, worldDataNotify)
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// PacketPlayerWorldSceneInfoListNotify
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playerWorldSceneInfoListNotify := new(proto.PlayerWorldSceneInfoListNotify)
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playerWorldSceneInfoListNotify.InfoList = []*proto.PlayerWorldSceneInfo{
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{SceneId: 1, IsLocked: true, SceneTagIdList: []uint32{}},
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{SceneId: 3, IsLocked: false, SceneTagIdList: []uint32{102, 111, 112, 116, 118, 126, 135, 140, 142, 149, 1091, 1094, 1095, 1099, 1101, 1103, 1105, 1110, 1120, 1122, 1125, 1127, 1129, 1131, 1133, 1135, 1137, 1138, 1140, 1143, 1146, 1165, 1168}},
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{SceneId: 4, IsLocked: true, SceneTagIdList: []uint32{}},
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{SceneId: 5, IsLocked: false, SceneTagIdList: []uint32{121, 1031}},
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{SceneId: 6, IsLocked: false, SceneTagIdList: []uint32{144, 146, 1062, 1063}},
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{SceneId: 7, IsLocked: true, SceneTagIdList: []uint32{136, 137, 138, 148, 1034}},
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{SceneId: 9, IsLocked: true, SceneTagIdList: []uint32{1012, 1016, 1021, 1022, 1060, 1077}},
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}
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g.SendMsg(cmd.PlayerWorldSceneInfoListNotify, player.PlayerID, player.ClientSeq, playerWorldSceneInfoListNotify)
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// SceneForceUnlockNotify
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g.SendMsg(cmd.SceneForceUnlockNotify, player.PlayerID, player.ClientSeq, new(proto.SceneForceUnlockNotify))
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// PacketHostPlayerNotify
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hostPlayerNotify := new(proto.HostPlayerNotify)
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hostPlayerNotify.HostUid = world.owner.PlayerID
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hostPlayerNotify.HostPeerId = world.owner.PeerId
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g.SendMsg(cmd.HostPlayerNotify, player.PlayerID, player.ClientSeq, hostPlayerNotify)
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// PacketSceneTimeNotify
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sceneTimeNotify := new(proto.SceneTimeNotify)
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sceneTimeNotify.SceneId = player.SceneId
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sceneTimeNotify.SceneTime = uint64(scene.GetSceneTime())
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g.SendMsg(cmd.SceneTimeNotify, player.PlayerID, player.ClientSeq, sceneTimeNotify)
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// PacketPlayerGameTimeNotify
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playerGameTimeNotify := new(proto.PlayerGameTimeNotify)
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playerGameTimeNotify.GameTime = scene.gameTime
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playerGameTimeNotify.Uid = player.PlayerID
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g.SendMsg(cmd.PlayerGameTimeNotify, player.PlayerID, player.ClientSeq, playerGameTimeNotify)
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// PacketPlayerEnterSceneInfoNotify
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empty := new(proto.AbilitySyncStateInfo)
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playerEnterSceneInfoNotify := new(proto.PlayerEnterSceneInfoNotify)
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activeAvatarId := player.TeamConfig.GetActiveAvatarId()
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playerTeamEntity := scene.GetPlayerTeamEntity(player.PlayerID)
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playerEnterSceneInfoNotify.CurAvatarEntityId = playerTeamEntity.avatarEntityMap[activeAvatarId]
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playerEnterSceneInfoNotify.EnterSceneToken = player.EnterSceneToken
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playerEnterSceneInfoNotify.TeamEnterInfo = &proto.TeamEnterSceneInfo{
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TeamEntityId: playerTeamEntity.teamEntityId,
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TeamAbilityInfo: empty,
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AbilityControlBlock: new(proto.AbilityControlBlock),
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}
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playerEnterSceneInfoNotify.MpLevelEntityInfo = &proto.MPLevelEntityInfo{
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EntityId: g.worldManager.GetWorldByID(player.WorldId).mpLevelEntityId,
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AuthorityPeerId: 1,
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AbilityInfo: empty,
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}
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activeTeam := player.TeamConfig.GetActiveTeam()
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for _, avatarId := range activeTeam.AvatarIdList {
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if avatarId == 0 {
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break
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}
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avatar := player.AvatarMap[avatarId]
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avatarEnterSceneInfo := new(proto.AvatarEnterSceneInfo)
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avatarEnterSceneInfo.AvatarGuid = avatar.Guid
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avatarEnterSceneInfo.AvatarEntityId = playerTeamEntity.avatarEntityMap[avatarId]
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avatarEnterSceneInfo.WeaponGuid = avatar.EquipWeapon.Guid
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avatarEnterSceneInfo.WeaponEntityId = playerTeamEntity.weaponEntityMap[avatar.EquipWeapon.WeaponId]
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avatarEnterSceneInfo.AvatarAbilityInfo = empty
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avatarEnterSceneInfo.WeaponAbilityInfo = empty
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playerEnterSceneInfoNotify.AvatarEnterInfo = append(playerEnterSceneInfoNotify.AvatarEnterInfo, avatarEnterSceneInfo)
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}
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g.SendMsg(cmd.PlayerEnterSceneInfoNotify, player.PlayerID, player.ClientSeq, playerEnterSceneInfoNotify)
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// PacketSceneAreaWeatherNotify
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sceneAreaWeatherNotify := new(proto.SceneAreaWeatherNotify)
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sceneAreaWeatherNotify.WeatherAreaId = 0
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sceneAreaWeatherNotify.ClimateType = uint32(constant.ClimateTypeConst.CLIMATE_SUNNY)
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g.SendMsg(cmd.SceneAreaWeatherNotify, player.PlayerID, player.ClientSeq, sceneAreaWeatherNotify)
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}
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// PacketScenePlayerInfoNotify
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scenePlayerInfoNotify := new(proto.ScenePlayerInfoNotify)
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@@ -215,29 +219,67 @@ func (g *GameManager) SceneInitFinishReq(player *model.Player, payloadMsg pb.Mes
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func (g *GameManager) EnterSceneDoneReq(player *model.Player, payloadMsg pb.Message) {
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logger.LOG.Debug("user enter scene done, uid: %v", player.PlayerID)
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world := g.worldManager.GetWorldByID(player.WorldId)
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scene := world.GetSceneById(player.SceneId)
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if world.multiplayer && world.IsPlayerFirstEnter(player) {
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guestPostEnterSceneNotify := new(proto.GuestPostEnterSceneNotify)
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guestPostEnterSceneNotify.SceneId = player.SceneId
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guestPostEnterSceneNotify.Uid = player.PlayerID
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g.SendMsg(cmd.GuestPostEnterSceneNotify, world.owner.PlayerID, world.owner.ClientSeq, guestPostEnterSceneNotify)
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}
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var visionType = proto.VisionType_VISION_TYPE_TRANSPORT
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playerTeamEntity := scene.GetPlayerTeamEntity(player.PlayerID)
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activeAvatarId := player.TeamConfig.GetActiveAvatarId()
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if world.IsPlayerFirstEnter(player) {
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visionType = proto.VisionType_VISION_TYPE_BORN
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}
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g.AddSceneEntityNotify(player, visionType, []uint32{playerTeamEntity.avatarEntityMap[activeAvatarId]}, true)
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// 通过aoi获取场景中在自己周围格子里的全部实体id
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//entityIdList := world.aoiManager.GetEntityIdListByPos(float32(player.Pos.X), float32(player.Pos.Y), float32(player.Pos.Z))
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entityIdList := world.GetSceneById(player.SceneId).GetEntityIdList()
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if world.IsPlayerFirstEnter(player) {
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visionType = proto.VisionType_VISION_TYPE_MEET
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}
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g.AddSceneEntityNotify(player, visionType, entityIdList, false)
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// PacketSceneAreaWeatherNotify
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sceneAreaWeatherNotify := new(proto.SceneAreaWeatherNotify)
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sceneAreaWeatherNotify.WeatherAreaId = 0
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sceneAreaWeatherNotify.ClimateType = uint32(constant.ClimateTypeConst.CLIMATE_SUNNY)
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g.SendMsg(cmd.SceneAreaWeatherNotify, player.PlayerID, player.ClientSeq, sceneAreaWeatherNotify)
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// PacketEnterSceneDoneRsp
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enterSceneDoneRsp := new(proto.EnterSceneDoneRsp)
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enterSceneDoneRsp.EnterSceneToken = player.EnterSceneToken
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g.SendMsg(cmd.EnterSceneDoneRsp, player.PlayerID, player.ClientSeq, enterSceneDoneRsp)
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// PacketPlayerTimeNotify
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playerTimeNotify := new(proto.PlayerTimeNotify)
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playerTimeNotify.IsPaused = player.Pause
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playerTimeNotify.PlayerTime = uint64(player.TotalOnlineTime)
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playerTimeNotify.ServerTime = uint64(time.Now().UnixMilli())
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g.SendMsg(cmd.PlayerTimeNotify, player.PlayerID, player.ClientSeq, playerTimeNotify)
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player.SceneLoadState = model.SceneEnterDone
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world := g.worldManager.GetWorldByID(player.WorldId)
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scene := world.GetSceneById(player.SceneId)
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world.PlayerEnter(player)
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playerTeamEntity := scene.GetPlayerTeamEntity(player.PlayerID)
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activeAvatarId := player.TeamConfig.GetActiveAvatarId()
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g.AddSceneEntityNotify(player, proto.VisionType_VISION_TYPE_BORN, []uint32{playerTeamEntity.avatarEntityMap[activeAvatarId]}, true)
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for otherPlayerId := range world.waitEnterPlayerMap {
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delete(world.waitEnterPlayerMap, otherPlayerId)
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otherPlayer := g.userManager.GetOnlineUser(otherPlayerId)
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otherPlayer.Pos = &model.Vector{
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X: player.Pos.X,
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Y: player.Pos.Y,
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Z: player.Pos.Z,
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}
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otherPlayer.Rot = &model.Vector{
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X: player.Rot.X,
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Y: player.Rot.Y,
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Z: player.Rot.Z,
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}
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otherPlayer.SceneId = player.SceneId
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// 通过aoi获取场景中在自己周围格子里的全部实体id
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entityIdList := world.aoiManager.GetEntityIdListByPos(float32(player.Pos.X), float32(player.Pos.Y), float32(player.Pos.Z))
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g.AddSceneEntityNotify(player, proto.VisionType_VISION_TYPE_MEET, entityIdList, false)
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g.UserWorldAddPlayer(world, otherPlayer)
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otherPlayer.SceneLoadState = model.SceneNone
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g.SendMsg(cmd.PlayerEnterSceneNotify, otherPlayer.PlayerID, 0, g.PacketPlayerEnterSceneNotifyLogin(otherPlayer, proto.EnterType_ENTER_TYPE_OTHER))
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}
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}
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func (g *GameManager) PostEnterSceneReq(player *model.Player, payloadMsg pb.Message) {
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@@ -368,21 +410,21 @@ func (g *GameManager) AddSceneEntityNotifyBroadcast(scene *Scene, visionType pro
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}
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}
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func (g *GameManager) RemoveSceneEntityNotifyToPlayer(player *model.Player, entityIdList []uint32) {
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func (g *GameManager) RemoveSceneEntityNotifyToPlayer(player *model.Player, visionType proto.VisionType, entityIdList []uint32) {
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// PacketSceneEntityDisappearNotify
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sceneEntityDisappearNotify := new(proto.SceneEntityDisappearNotify)
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sceneEntityDisappearNotify.EntityList = entityIdList
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sceneEntityDisappearNotify.DisappearType = proto.VisionType_VISION_TYPE_REMOVE
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sceneEntityDisappearNotify.DisappearType = visionType
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g.SendMsg(cmd.SceneEntityDisappearNotify, player.PlayerID, player.ClientSeq, sceneEntityDisappearNotify)
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logger.LOG.Debug("SceneEntityDisappearNotify, uid: %v, type: %v, len: %v",
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player.PlayerID, sceneEntityDisappearNotify.DisappearType, len(sceneEntityDisappearNotify.EntityList))
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}
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|
||||
func (g *GameManager) RemoveSceneEntityNotifyBroadcast(scene *Scene, entityIdList []uint32) {
|
||||
func (g *GameManager) RemoveSceneEntityNotifyBroadcast(scene *Scene, visionType proto.VisionType, entityIdList []uint32) {
|
||||
// PacketSceneEntityDisappearNotify
|
||||
sceneEntityDisappearNotify := new(proto.SceneEntityDisappearNotify)
|
||||
sceneEntityDisappearNotify.EntityList = entityIdList
|
||||
sceneEntityDisappearNotify.DisappearType = proto.VisionType_VISION_TYPE_REMOVE
|
||||
sceneEntityDisappearNotify.DisappearType = visionType
|
||||
for _, scenePlayer := range scene.playerMap {
|
||||
g.SendMsg(cmd.SceneEntityDisappearNotify, scenePlayer.PlayerID, scenePlayer.ClientSeq, sceneEntityDisappearNotify)
|
||||
logger.LOG.Debug("SceneEntityDisappearNotify, uid: %v, type: %v, len: %v",
|
||||
@@ -410,9 +452,9 @@ func (g *GameManager) AddSceneEntityNotify(player *model.Player, visionType prot
|
||||
logger.LOG.Error("get scene player is nil, world id: %v, scene id: %v", world.id, scene.id)
|
||||
continue
|
||||
}
|
||||
if scenePlayer.SceneLoadState != model.SceneEnterDone {
|
||||
continue
|
||||
}
|
||||
//if scenePlayer.SceneLoadState != model.SceneEnterDone {
|
||||
// continue
|
||||
//}
|
||||
if entity.avatarEntity.avatarId != scenePlayer.TeamConfig.GetActiveAvatarId() {
|
||||
continue
|
||||
}
|
||||
@@ -626,8 +668,7 @@ func (g *GameManager) PacketSceneEntityInfoGadget(scene *Scene, entityId uint32)
|
||||
}
|
||||
|
||||
func (g *GameManager) PacketSceneAvatarInfo(scene *Scene, player *model.Player, avatarId uint32) *proto.SceneAvatarInfo {
|
||||
activeAvatarId := player.TeamConfig.GetActiveAvatarId()
|
||||
activeAvatar := player.AvatarMap[activeAvatarId]
|
||||
avatar := player.AvatarMap[avatarId]
|
||||
playerTeamEntity := scene.GetPlayerTeamEntity(player.PlayerID)
|
||||
equipIdList := make([]uint32, 0)
|
||||
weapon := player.AvatarMap[avatarId].EquipWeapon
|
||||
@@ -643,7 +684,7 @@ func (g *GameManager) PacketSceneAvatarInfo(scene *Scene, player *model.Player,
|
||||
EquipIdList: equipIdList,
|
||||
SkillDepotId: player.AvatarMap[avatarId].SkillDepotId,
|
||||
Weapon: &proto.SceneWeaponInfo{
|
||||
EntityId: playerTeamEntity.weaponEntityMap[activeAvatar.EquipWeapon.WeaponId],
|
||||
EntityId: playerTeamEntity.weaponEntityMap[avatar.EquipWeapon.WeaponId],
|
||||
GadgetId: uint32(gdc.CONF.ItemDataMap[int32(weapon.ItemId)].GadgetId),
|
||||
ItemId: weapon.ItemId,
|
||||
Guid: weapon.Guid,
|
||||
|
||||
Reference in New Issue
Block a user