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怪物死亡和世界宝箱随机掉落
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@@ -16,7 +16,7 @@ const (
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MaxMsgListLen = 100 // 与某人的最大聊天记录条数
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)
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func (g *GameManager) PullRecentChatReq(player *model.Player, payloadMsg pb.Message) {
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func (g *Game) PullRecentChatReq(player *model.Player, payloadMsg pb.Message) {
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req := payloadMsg.(*proto.PullRecentChatReq)
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// 经研究发现 原神现网环境 客户端仅拉取最新的5条未读聊天消息 所以人太多的话小姐姐不回你消息是有原因的
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// 因此 阿米你这样做真的合适吗 不过现在代码到了我手上我想怎么写就怎么写 我才不会重蹈覆辙
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@@ -55,7 +55,7 @@ func (g *GameManager) PullRecentChatReq(player *model.Player, payloadMsg pb.Mess
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g.SendMsg(cmd.PullRecentChatRsp, player.PlayerID, player.ClientSeq, pullRecentChatRsp)
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}
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func (g *GameManager) PullPrivateChatReq(player *model.Player, payloadMsg pb.Message) {
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func (g *Game) PullPrivateChatReq(player *model.Player, payloadMsg pb.Message) {
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req := payloadMsg.(*proto.PullPrivateChatReq)
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targetUid := req.TargetUid
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pullNum := req.PullNum
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@@ -81,7 +81,7 @@ func (g *GameManager) PullPrivateChatReq(player *model.Player, payloadMsg pb.Mes
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}
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// SendPrivateChat 发送私聊文本消息给玩家
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func (g *GameManager) SendPrivateChat(player *model.Player, targetUid uint32, content any) {
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func (g *Game) SendPrivateChat(player *model.Player, targetUid uint32, content any) {
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chatMsg := &model.ChatMsg{
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Sequence: 0,
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Time: uint32(time.Now().Unix()),
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@@ -170,7 +170,7 @@ func (g *GameManager) SendPrivateChat(player *model.Player, targetUid uint32, co
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}
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}
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func (g *GameManager) PrivateChatReq(player *model.Player, payloadMsg pb.Message) {
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func (g *Game) PrivateChatReq(player *model.Player, payloadMsg pb.Message) {
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req := payloadMsg.(*proto.PrivateChatReq)
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targetUid := req.TargetUid
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content := req.Content
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@@ -198,7 +198,7 @@ func (g *GameManager) PrivateChatReq(player *model.Player, payloadMsg pb.Message
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g.SendMsg(cmd.PrivateChatRsp, player.PlayerID, player.ClientSeq, new(proto.PrivateChatRsp))
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}
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func (g *GameManager) ReadPrivateChatReq(player *model.Player, payloadMsg pb.Message) {
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func (g *Game) ReadPrivateChatReq(player *model.Player, payloadMsg pb.Message) {
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req := payloadMsg.(*proto.ReadPrivateChatReq)
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targetUid := req.TargetUid
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@@ -218,7 +218,7 @@ func (g *GameManager) ReadPrivateChatReq(player *model.Player, payloadMsg pb.Mes
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g.SendMsg(cmd.ReadPrivateChatRsp, player.PlayerID, player.ClientSeq, new(proto.ReadPrivateChatRsp))
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}
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func (g *GameManager) PlayerChatReq(player *model.Player, payloadMsg pb.Message) {
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func (g *Game) PlayerChatReq(player *model.Player, payloadMsg pb.Message) {
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req := payloadMsg.(*proto.PlayerChatReq)
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channelId := req.ChannelId
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chatInfo := req.ChatInfo
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@@ -260,7 +260,7 @@ func (g *GameManager) PlayerChatReq(player *model.Player, payloadMsg pb.Message)
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g.SendMsg(cmd.PlayerChatRsp, player.PlayerID, player.ClientSeq, new(proto.PlayerChatRsp))
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}
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func (g *GameManager) ConvChatInfoToChatMsg(chatInfo *proto.ChatInfo) (chatMsg *model.ChatMsg) {
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func (g *Game) ConvChatInfoToChatMsg(chatInfo *proto.ChatInfo) (chatMsg *model.ChatMsg) {
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chatMsg = &model.ChatMsg{
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Sequence: chatInfo.Sequence,
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Time: chatInfo.Time,
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@@ -283,7 +283,7 @@ func (g *GameManager) ConvChatInfoToChatMsg(chatInfo *proto.ChatInfo) (chatMsg *
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return chatMsg
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}
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func (g *GameManager) ConvChatMsgToChatInfo(chatMsg *model.ChatMsg) (chatInfo *proto.ChatInfo) {
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func (g *Game) ConvChatMsgToChatInfo(chatMsg *model.ChatMsg) (chatInfo *proto.ChatInfo) {
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chatInfo = &proto.ChatInfo{
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Time: chatMsg.Time,
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Sequence: chatMsg.Sequence,
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@@ -308,7 +308,7 @@ func (g *GameManager) ConvChatMsgToChatInfo(chatMsg *model.ChatMsg) (chatInfo *p
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// 跨服玩家聊天通知
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func (g *GameManager) ServerChatMsgNotify(chatMsgInfo *mq.ChatMsgInfo) {
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func (g *Game) ServerChatMsgNotify(chatMsgInfo *mq.ChatMsgInfo) {
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targetPlayer := USER_MANAGER.GetOnlineUser(chatMsgInfo.ToUid)
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if targetPlayer == nil {
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logger.Error("player is nil, uid: %v", chatMsgInfo.ToUid)
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