mirror of
https://github.com/FlourishingWorld/hk4e.git
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怪物死亡和世界宝箱随机掉落
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214
gs/game/game_local_event_manager.go
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214
gs/game/game_local_event_manager.go
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@@ -0,0 +1,214 @@
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package game
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import (
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"sort"
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"sync"
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"time"
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"hk4e/common/mq"
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"hk4e/gdconf"
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"hk4e/gs/model"
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"hk4e/pkg/logger"
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"github.com/vmihailenco/msgpack/v5"
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)
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// 本地事件队列管理器
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const (
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LoadLoginUserFromDbFinish = iota // 玩家登录从数据库加载完成回调
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CheckUserExistOnRegFromDbFinish // 玩家注册从数据库查询是否已存在完成回调
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RunUserCopyAndSave // 执行一次在线玩家内存数据复制到数据库写入协程
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ExitRunUserCopyAndSave // 停服时执行全部玩家保存操作
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UserOfflineSaveToDbFinish // 玩家离线保存完成
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ReloadGameDataConfig // 执行热更表
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ReloadGameDataConfigFinish // 热更表完成
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)
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const (
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UserCopyGoroutineLimit = 4
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)
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type LocalEvent struct {
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EventId int
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Msg any
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}
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type LocalEventManager struct {
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localEventChan chan *LocalEvent
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}
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func NewLocalEventManager() (r *LocalEventManager) {
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r = new(LocalEventManager)
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r.localEventChan = make(chan *LocalEvent, 1000)
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return r
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}
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func (l *LocalEventManager) GetLocalEventChan() chan *LocalEvent {
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return l.localEventChan
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}
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type PlayerLastSaveTimeSortList []*model.Player
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func (p PlayerLastSaveTimeSortList) Len() int {
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return len(p)
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}
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func (p PlayerLastSaveTimeSortList) Less(i, j int) bool {
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return p[i].LastSaveTime < p[j].LastSaveTime
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}
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func (p PlayerLastSaveTimeSortList) Swap(i, j int) {
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p[i], p[j] = p[j], p[i]
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}
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func (l *LocalEventManager) LocalEventHandle(localEvent *LocalEvent) {
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switch localEvent.EventId {
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case LoadLoginUserFromDbFinish:
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playerLoginInfo := localEvent.Msg.(*PlayerLoginInfo)
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if playerLoginInfo.Player != nil {
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USER_MANAGER.AddUser(playerLoginInfo.Player)
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}
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GAME.OnLoginOk(playerLoginInfo.UserId, playerLoginInfo.ClientSeq, playerLoginInfo.GateAppId, false, playerLoginInfo.Player)
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case CheckUserExistOnRegFromDbFinish:
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playerRegInfo := localEvent.Msg.(*PlayerRegInfo)
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GAME.OnRegOk(playerRegInfo.Exist, playerRegInfo.Req, playerRegInfo.UserId, playerRegInfo.ClientSeq, playerRegInfo.GateAppId)
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case ExitRunUserCopyAndSave:
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fallthrough
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case RunUserCopyAndSave:
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startTime := time.Now().UnixNano()
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playerList := make(PlayerLastSaveTimeSortList, 0)
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for _, player := range USER_MANAGER.GetAllOnlineUserList() {
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if player.PlayerID < PlayerBaseUid {
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continue
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}
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playerList = append(playerList, player)
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}
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sort.Stable(playerList)
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// 拷贝一份数据避免并发访问
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insertPlayerList := make([][]byte, 0)
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updatePlayerList := make([][]byte, 0)
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saveCount := 0
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times := len(playerList) / UserCopyGoroutineLimit
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if times == 0 && len(playerList) > 0 {
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times = 1
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}
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for index := 0; index < times; index++ {
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totalCostTime := time.Now().UnixNano() - startTime
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if totalCostTime > time.Millisecond.Nanoseconds()*10 {
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// 总耗时超过10ms就中止本轮保存
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logger.Info("user copy loop overtime exit, total cost time: %v ns", totalCostTime)
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break
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}
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// 分批次并发序列化玩家数据
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oncePlayerListEndIndex := 0
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if index < times-1 {
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oncePlayerListEndIndex = (index + 1) * UserCopyGoroutineLimit
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} else {
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oncePlayerListEndIndex = len(playerList)
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}
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oncePlayerList := playerList[index*UserCopyGoroutineLimit : oncePlayerListEndIndex]
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var playerDataMapLock sync.Mutex
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playerDataMap := make(map[uint32][]byte)
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var wg sync.WaitGroup
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for _, player := range oncePlayerList {
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wg.Add(1)
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go func(player *model.Player) {
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defer func() {
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wg.Done()
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}()
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playerData, err := msgpack.Marshal(player)
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if err != nil {
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logger.Error("marshal player data error: %v", err)
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return
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}
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playerDataMapLock.Lock()
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playerDataMap[player.PlayerID] = playerData
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playerDataMapLock.Unlock()
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}(player)
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}
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wg.Wait()
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for _, player := range oncePlayerList {
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playerData, exist := playerDataMap[player.PlayerID]
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if !exist {
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continue
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}
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switch player.DbState {
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case model.DbNone:
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break
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case model.DbInsert:
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insertPlayerList = append(insertPlayerList, playerData)
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player.DbState = model.DbNormal
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player.LastSaveTime = uint32(time.Now().UnixMilli())
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saveCount++
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case model.DbDelete:
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USER_MANAGER.DeleteUser(player.PlayerID)
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case model.DbNormal:
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updatePlayerList = append(updatePlayerList, playerData)
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player.LastSaveTime = uint32(time.Now().UnixMilli())
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saveCount++
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}
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}
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}
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saveUserData := &SaveUserData{
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insertPlayerList: insertPlayerList,
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updatePlayerList: updatePlayerList,
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exitSave: false,
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}
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if localEvent.EventId == ExitRunUserCopyAndSave {
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saveUserData.exitSave = true
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}
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USER_MANAGER.GetSaveUserChan() <- saveUserData
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endTime := time.Now().UnixNano()
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costTime := endTime - startTime
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logger.Info("run save user copy cost time: %v ns, save user count: %v", costTime, saveCount)
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if localEvent.EventId == ExitRunUserCopyAndSave {
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// 在此阻塞掉主协程 不再进行任何消息和任务的处理
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select {}
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}
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case UserOfflineSaveToDbFinish:
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playerOfflineInfo := localEvent.Msg.(*PlayerOfflineInfo)
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USER_MANAGER.DeleteUser(playerOfflineInfo.Player.PlayerID)
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MESSAGE_QUEUE.SendToAll(&mq.NetMsg{
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MsgType: mq.MsgTypeServer,
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EventId: mq.ServerUserOnlineStateChangeNotify,
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ServerMsg: &mq.ServerMsg{
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UserId: playerOfflineInfo.Player.PlayerID,
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IsOnline: false,
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},
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})
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if playerOfflineInfo.ChangeGsInfo.IsChangeGs {
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gsAppId := USER_MANAGER.GetRemoteUserGsAppId(playerOfflineInfo.ChangeGsInfo.JoinHostUserId)
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MESSAGE_QUEUE.SendToGate(playerOfflineInfo.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: playerOfflineInfo.Player.PlayerID,
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GameServerAppId: gsAppId,
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JoinHostUserId: playerOfflineInfo.ChangeGsInfo.JoinHostUserId,
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},
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})
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logger.Info("user change gs notify to gate, uid: %v, gate appid: %v, gs appid: %v, host uid: %v",
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playerOfflineInfo.Player.PlayerID, playerOfflineInfo.Player.GateAppId, gsAppId, playerOfflineInfo.ChangeGsInfo.JoinHostUserId)
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}
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case ReloadGameDataConfig:
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go func() {
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defer func() {
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if err := recover(); err != nil {
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logger.Error("reload game data config error: %v", err)
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}
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}()
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gdconf.ReloadGameDataConfig()
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LOCAL_EVENT_MANAGER.localEventChan <- &LocalEvent{
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EventId: ReloadGameDataConfigFinish,
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}
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}()
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case ReloadGameDataConfigFinish:
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gdconf.ReplaceGameDataConfig()
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startTime := time.Now().UnixNano()
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WORLD_MANAGER.LoadSceneBlockAoiMap()
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endTime := time.Now().UnixNano()
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costTime := endTime - startTime
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logger.Info("run [LoadSceneBlockAoiMap], cost time: %v ns", costTime)
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}
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}
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