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https://github.com/FlourishingWorld/hk4e.git
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实现跨服加入世界&玩家跨服在线迁移功能(部分完成)
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@@ -5,6 +5,7 @@ import (
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"hk4e/common/constant"
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"hk4e/common/mq"
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"hk4e/gate/kcp"
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"hk4e/gs/model"
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"hk4e/pkg/logger"
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"hk4e/pkg/object"
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@@ -14,6 +15,8 @@ import (
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pb "google.golang.org/protobuf/proto"
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)
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// 进入世界
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func (g *GameManager) PlayerApplyEnterMpReq(player *model.Player, payloadMsg pb.Message) {
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logger.Debug("user apply enter world, uid: %v", player.PlayerID)
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req := payloadMsg.(*proto.PlayerApplyEnterMpReq)
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@@ -51,6 +54,74 @@ func (g *GameManager) PlayerApplyEnterMpResultReq(player *model.Player, payloadM
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g.UserDealEnterWorld(player, applyUid, isAgreed)
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}
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func (g *GameManager) JoinPlayerSceneReq(player *model.Player, payloadMsg pb.Message) {
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logger.Debug("user join player scene, uid: %v", player.PlayerID)
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req := payloadMsg.(*proto.JoinPlayerSceneReq)
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joinPlayerSceneRsp := new(proto.JoinPlayerSceneRsp)
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joinPlayerSceneRsp.Retcode = int32(proto.Retcode_RET_JOIN_OTHER_WAIT)
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g.SendMsg(cmd.JoinPlayerSceneRsp, player.PlayerID, player.ClientSeq, joinPlayerSceneRsp)
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world := WORLD_MANAGER.GetWorldByID(player.WorldId)
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g.UserWorldRemovePlayer(world, player)
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g.SendMsg(cmd.LeaveWorldNotify, player.PlayerID, player.ClientSeq, new(proto.LeaveWorldNotify))
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hostPlayer := USER_MANAGER.GetOnlineUser(req.TargetUid)
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if hostPlayer == nil {
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// 要加入的世界属于非本地玩家
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if !USER_MANAGER.GetRemoteUserOnlineState(req.TargetUid) {
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// 全服不存在该在线玩家
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logger.Error("target user not online in any game server, uid: %v", req.TargetUid)
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g.DisconnectPlayer(player.PlayerID, kcp.EnetServerKick)
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return
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}
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// 走玩家在线跨服迁移流程
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g.OnUserOffline(player.PlayerID)
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// TODO 改成异步写入数据库
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USER_MANAGER.saveUserToDb(player)
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gsAppId := USER_MANAGER.GetRemoteUserGsAppId(req.TargetUid)
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g.messageQueue.SendToGate(player.GateAppId, &mq.NetMsg{
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MsgType: mq.MsgTypeServer,
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EventId: mq.ServerUserGsChangeNotify,
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ServerMsg: &mq.ServerMsg{
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UserId: player.PlayerID,
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GameServerAppId: gsAppId,
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JoinHostUserId: req.TargetUid,
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},
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})
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return
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}
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g.JoinOtherWorld(player, hostPlayer)
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}
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func (g *GameManager) JoinOtherWorld(player *model.Player, hostPlayer *model.Player) {
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hostWorld := WORLD_MANAGER.GetWorldByID(hostPlayer.WorldId)
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_, exist := hostWorld.waitEnterPlayerMap[player.PlayerID]
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if !exist {
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return
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}
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if hostPlayer.SceneLoadState == model.SceneEnterDone {
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delete(hostWorld.waitEnterPlayerMap, player.PlayerID)
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player.Pos.X = hostPlayer.Pos.X
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player.Pos.Y = hostPlayer.Pos.Y
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player.Pos.Z = hostPlayer.Pos.Z
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player.Rot.X = hostPlayer.Rot.X
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player.Rot.Y = hostPlayer.Rot.Y
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player.Rot.Z = hostPlayer.Rot.Z
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player.SceneId = hostPlayer.SceneId
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g.UserWorldAddPlayer(hostWorld, player)
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player.SceneLoadState = model.SceneNone
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g.SendMsg(cmd.PlayerEnterSceneNotify, player.PlayerID, player.ClientSeq, g.PacketPlayerEnterSceneNotifyLogin(player, proto.EnterType_ENTER_TYPE_OTHER))
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}
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}
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// 退出世界
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func (g *GameManager) PlayerGetForceQuitBanInfoReq(player *model.Player, payloadMsg pb.Message) {
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logger.Debug("user get world exit ban info, uid: %v", player.PlayerID)
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ok := true
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@@ -122,44 +193,6 @@ func (g *GameManager) SceneKickPlayerReq(player *model.Player, payloadMsg pb.Mes
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g.SendMsg(cmd.SceneKickPlayerRsp, player.PlayerID, player.ClientSeq, sceneKickPlayerRsp)
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}
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func (g *GameManager) JoinPlayerSceneReq(player *model.Player, payloadMsg pb.Message) {
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logger.Debug("user join player scene, uid: %v", player.PlayerID)
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req := payloadMsg.(*proto.JoinPlayerSceneReq)
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hostPlayer := USER_MANAGER.GetOnlineUser(req.TargetUid)
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hostWorld := WORLD_MANAGER.GetWorldByID(hostPlayer.WorldId)
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_, exist := hostWorld.waitEnterPlayerMap[player.PlayerID]
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if !exist {
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return
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}
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joinPlayerSceneRsp := new(proto.JoinPlayerSceneRsp)
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joinPlayerSceneRsp.Retcode = int32(proto.Retcode_RET_JOIN_OTHER_WAIT)
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g.SendMsg(cmd.JoinPlayerSceneRsp, player.PlayerID, player.ClientSeq, joinPlayerSceneRsp)
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world := WORLD_MANAGER.GetWorldByID(player.WorldId)
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g.UserWorldRemovePlayer(world, player)
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g.SendMsg(cmd.LeaveWorldNotify, player.PlayerID, player.ClientSeq, new(proto.LeaveWorldNotify))
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// g.LoginNotify(player.PlayerID, player, 0)
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if hostPlayer.SceneLoadState == model.SceneEnterDone {
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delete(hostWorld.waitEnterPlayerMap, player.PlayerID)
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player.Pos.X = hostPlayer.Pos.X
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player.Pos.Y = hostPlayer.Pos.Y
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player.Pos.Z = hostPlayer.Pos.Z
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player.Rot.X = hostPlayer.Rot.X
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player.Rot.Y = hostPlayer.Rot.Y
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player.Rot.Z = hostPlayer.Rot.Z
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player.SceneId = hostPlayer.SceneId
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g.UserWorldAddPlayer(hostWorld, player)
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player.SceneLoadState = model.SceneNone
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g.SendMsg(cmd.PlayerEnterSceneNotify, player.PlayerID, player.ClientSeq, g.PacketPlayerEnterSceneNotifyLogin(player, proto.EnterType_ENTER_TYPE_OTHER))
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}
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}
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func (g *GameManager) UserApplyEnterWorld(player *model.Player, targetUid uint32) bool {
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targetPlayer := USER_MANAGER.GetOnlineUser(targetUid)
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if targetPlayer == nil {
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@@ -215,11 +248,14 @@ func (g *GameManager) UserDealEnterWorld(hostPlayer *model.Player, otherUid uint
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}
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g.SendMsg(cmd.PlayerApplyEnterMpResultNotify, otherPlayer.PlayerID, otherPlayer.ClientSeq, playerApplyEnterMpResultNotify)
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if !agree {
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return
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if agree {
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g.HostEnterMpWorld(hostPlayer, otherPlayer.PlayerID)
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}
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}
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func (g *GameManager) HostEnterMpWorld(hostPlayer *model.Player, otherPlayerId uint32) {
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world := WORLD_MANAGER.GetWorldByID(hostPlayer.WorldId)
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world.waitEnterPlayerMap[otherPlayer.PlayerID] = time.Now().UnixMilli()
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world.waitEnterPlayerMap[otherPlayerId] = time.Now().UnixMilli()
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if world.multiplayer {
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return
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}
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@@ -250,7 +286,7 @@ func (g *GameManager) UserDealEnterWorld(hostPlayer *model.Player, otherUid uint
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guestBeginEnterSceneNotify := &proto.GuestBeginEnterSceneNotify{
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SceneId: hostPlayer.SceneId,
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Uid: otherPlayer.PlayerID,
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Uid: otherPlayerId,
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}
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g.SendMsg(cmd.GuestBeginEnterSceneNotify, hostPlayer.PlayerID, hostPlayer.ClientSeq, guestBeginEnterSceneNotify)
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