add: midi audio player

This commit is contained in:
flswld
2023-01-05 17:21:54 +08:00
parent 27f16d9063
commit ff650d9af7
7 changed files with 250 additions and 123 deletions

3
go.mod
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@@ -53,6 +53,9 @@ require github.com/spf13/cobra v1.6.1
// redis
require github.com/go-redis/redis/v8 v8.11.5
// midi
require gitlab.com/gomidi/midi/v2 v2.0.25
require (
github.com/cespare/xxhash/v2 v2.1.2 // indirect
github.com/davecgh/go-spew v1.1.1 // indirect

2
go.sum
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@@ -147,6 +147,8 @@ github.com/xtaci/lossyconn v0.0.0-20200209145036-adba10fffc37 h1:EWU6Pktpas0n8lL
github.com/xtaci/lossyconn v0.0.0-20200209145036-adba10fffc37/go.mod h1:HpMP7DB2CyokmAh4lp0EQnnWhmycP/TvwBGzvuie+H0=
github.com/youmark/pkcs8 v0.0.0-20181117223130-1be2e3e5546d h1:splanxYIlg+5LfHAM6xpdFEAYOk8iySO56hMFq6uLyA=
github.com/youmark/pkcs8 v0.0.0-20181117223130-1be2e3e5546d/go.mod h1:rHwXgn7JulP+udvsHwJoVG1YGAP6VLg4y9I5dyZdqmA=
gitlab.com/gomidi/midi/v2 v2.0.25 h1:dkzVBqbaFHjyWwP71MrQNX7IeRUIDonddmHbPpO/Ucg=
gitlab.com/gomidi/midi/v2 v2.0.25/go.mod h1:quTyMKSQ4Klevxu6gY4gy2USbeZra0fV5SalndmPfsY=
go.mongodb.org/mongo-driver v1.8.3 h1:TDKlTkGDKm9kkJVUOAXDK5/fkqKHJVwYQSpoRfB43R4=
go.mongodb.org/mongo-driver v1.8.3/go.mod h1:0sQWfOeY63QTntERDJJ/0SuKK0T1uVSgKCuAROlKEPY=
golang.org/x/crypto v0.0.0-20190308221718-c2843e01d9a2/go.mod h1:djNgcEr1/C05ACkg1iLfiJU5Ep61QUkGW8qpdssI0+w=

91
gs/game/audio_player.go Normal file
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@@ -0,0 +1,91 @@
package game
import (
"time"
"hk4e/pkg/logger"
"gitlab.com/gomidi/midi/v2"
"gitlab.com/gomidi/midi/v2/smf"
)
const (
KeyOffset = -12 * 1 // 八度修正偏移
)
var AUDIO_CHAN chan uint32
func init() {
AUDIO_CHAN = make(chan uint32, 1000)
}
func RunPlayAudio() {
audio, err := smf.ReadFile("./in.mid")
if err != nil {
logger.Error("read midi file error: %v", err)
return
}
tempoChangeList := audio.TempoChanges()
if len(tempoChangeList) != 1 {
logger.Error("midi file format not support")
return
}
tempoChange := tempoChangeList[0]
metricTicks := audio.TimeFormat.(smf.MetricTicks)
tickTime := ((60000000.0 / tempoChange.BPM) / float64(metricTicks.Resolution())) / 1000.0
for {
// 洗脑循环
logger.Debug("start play audio")
for _, track := range audio.Tracks {
// 全部轨道
totalTick := uint64(0)
for _, event := range track {
// 单个轨道
delay := uint32(float64(event.Delta) * tickTime)
busyPoolWaitMilliSecond(delay)
// interruptWaitMilliSecond(delay)
totalTick += uint64(delay)
msg := event.Message
if msg.Type() != midi.NoteOnMsg {
continue
}
midiMsg := midi.Message(msg)
var channel, key, velocity uint8
midiMsg.GetNoteOn(&channel, &key, &velocity)
// TODO 测试一下客户端是否支持更宽的音域
// 60 -> 中央C C4
// if key < 36 || key > 71 {
// continue
// }
note := int32(key) + int32(KeyOffset)
if note < 21 || note > 108 {
// 非88键钢琴音域
continue
}
if velocity == 0 {
// 可能是NoteOffMsg
continue
}
AUDIO_CHAN <- uint32(note)
// logger.Debug("send midi note: %v, delay: %v, totalTick: %v", note, delay, totalTick)
}
}
}
}
func interruptWaitMilliSecond(delay uint32) {
time.Sleep(time.Millisecond * time.Duration(delay))
}
func busyPoolWaitMilliSecond(delay uint32) {
start := time.Now()
end := start.Add(time.Millisecond * time.Duration(delay))
for {
now := time.Now()
if now.After(end) {
break
}
}
}

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@@ -252,14 +252,14 @@ func (g *GameManager) CommonRetSucc(cmdId uint16, player *model.Player, rsp pb.M
// SendToWorldA 给世界内所有玩家发消息
func (g *GameManager) SendToWorldA(world *World, cmdId uint16, seq uint32, msg pb.Message) {
for _, v := range world.playerMap {
for _, v := range world.GetAllPlayer() {
GAME_MANAGER.SendMsg(cmdId, v.PlayerID, seq, msg)
}
}
// SendToWorldAEC 给世界内除自己以外的所有玩家发消息
func (g *GameManager) SendToWorldAEC(world *World, cmdId uint16, seq uint32, msg pb.Message, uid uint32) {
for _, v := range world.playerMap {
for _, v := range world.GetAllPlayer() {
if uid == v.PlayerID {
continue
}

View File

@@ -13,6 +13,11 @@ import (
// 游戏服务器定时帧管理器
const (
ServerTickTime = 20 // 服务器全局tick最小间隔毫秒
UserTickTime = 1000 // 玩家自身tick最小间隔毫秒
)
type UserTimer struct {
timer *time.Timer
action int
@@ -33,7 +38,7 @@ type TickManager struct {
func NewTickManager() (r *TickManager) {
r = new(TickManager)
r.globalTick = time.NewTicker(time.Millisecond * 100)
r.globalTick = time.NewTicker(time.Millisecond * ServerTickTime)
r.globalTickCount = 0
r.userTickMap = make(map[uint32]*UserTick)
logger.Info("game server tick start at: %v", time.Now().UnixMilli())
@@ -45,7 +50,7 @@ func NewTickManager() (r *TickManager) {
// CreateUserGlobalTick 创建玩家tick对象
func (t *TickManager) CreateUserGlobalTick(userId uint32) {
t.userTickMap[userId] = &UserTick{
globalTick: time.NewTicker(time.Second * 1),
globalTick: time.NewTicker(time.Millisecond * UserTickTime),
globalTickCount: 0,
timerIdCounter: 0,
timerMap: make(map[uint64]*UserTimer),
@@ -74,11 +79,9 @@ func (t *TickManager) CreateUserTimer(userId uint32, action int, delay uint32) {
}
func (t *TickManager) onUserTickSecond(userId uint32, now int64) {
// logger.Info("on user tick second, uid: %v, time: %v", userId, now)
}
func (t *TickManager) onUserTickMinute(userId uint32, now int64) {
logger.Info("on user tick minute, uid: %v, time: %v", userId, now)
// 每分钟保存玩家数据
saveUserIdList := []uint32{userId}
LOCAL_EVENT_MANAGER.localEventChan <- &LocalEvent{
@@ -105,32 +108,34 @@ func (t *TickManager) userTimerHandle(userId uint32, action int) {
func (t *TickManager) OnGameServerTick() {
t.globalTickCount++
now := time.Now().UnixMilli()
t.onTick100MilliSecond(now)
if t.globalTickCount%2 == 0 {
if t.globalTickCount%(50/ServerTickTime) == 0 {
t.onTick50MilliSecond(now)
}
if t.globalTickCount%(100/ServerTickTime) == 0 {
t.onTick100MilliSecond(now)
}
if t.globalTickCount%(200/ServerTickTime) == 0 {
t.onTick200MilliSecond(now)
}
if t.globalTickCount%(10*1) == 0 {
if t.globalTickCount%(1000/ServerTickTime) == 0 {
t.onTickSecond(now)
}
if t.globalTickCount%(10*5) == 0 {
if t.globalTickCount%(5000/ServerTickTime) == 0 {
t.onTick5Second(now)
}
if t.globalTickCount%(10*10) == 0 {
if t.globalTickCount%(10000/ServerTickTime) == 0 {
t.onTick10Second(now)
}
if t.globalTickCount%(10*60) == 0 {
if t.globalTickCount%(60000/ServerTickTime) == 0 {
t.onTickMinute(now)
}
if t.globalTickCount%(10*60*10) == 0 {
t.onTick10Minute(now)
}
if t.globalTickCount%(10*3600) == 0 {
if t.globalTickCount%(60000*60/ServerTickTime) == 0 {
t.onTickHour(now)
}
if t.globalTickCount%(10*3600*24) == 0 {
if t.globalTickCount%(60000*60*24/ServerTickTime) == 0 {
t.onTickDay(now)
}
if t.globalTickCount%(10*3600*24*7) == 0 {
if t.globalTickCount%(60000*60*24*7/ServerTickTime) == 0 {
t.onTickWeek(now)
}
for userId, userTick := range t.userTickMap {
@@ -138,11 +143,12 @@ func (t *TickManager) OnGameServerTick() {
// 跳过还没到时间的定时器
continue
}
<-userTick.globalTick.C
userTick.globalTickCount++
if userTick.globalTickCount%(10*1) == 0 {
if userTick.globalTickCount%(1000/UserTickTime) == 0 {
t.onUserTickSecond(userId, now)
}
if userTick.globalTickCount%(10*60) == 0 {
if userTick.globalTickCount%(60000/UserTickTime) == 0 {
t.onUserTickMinute(userId, now)
}
for timerId, timer := range userTick.timerMap {
@@ -150,6 +156,7 @@ func (t *TickManager) OnGameServerTick() {
// 跳过还没到时间的定时器
continue
}
<-timer.timer.C
timer.timer.Stop()
delete(userTick.timerMap, timerId)
t.userTimerHandle(userId, timer.action)
@@ -169,20 +176,10 @@ func (t *TickManager) onTickHour(now int64) {
logger.Info("on tick hour, time: %v", now)
}
func (t *TickManager) onTick10Minute(now int64) {
for _, world := range WORLD_MANAGER.worldMap {
for _, player := range world.playerMap {
// 蓝球粉球
GAME_MANAGER.AddUserItem(player.PlayerID, []*UserItem{{ItemId: 223, ChangeCount: 1}}, true, 0)
GAME_MANAGER.AddUserItem(player.PlayerID, []*UserItem{{ItemId: 224, ChangeCount: 1}}, true, 0)
}
}
}
func (t *TickManager) onTickMinute(now int64) {
// GAME_MANAGER.ServerAnnounceNotify(100, "test123")
for _, world := range WORLD_MANAGER.worldMap {
for _, player := range world.playerMap {
for _, world := range WORLD_MANAGER.GetAllWorld() {
for _, player := range world.GetAllPlayer() {
// 随机物品
allItemDataConfig := GAME_MANAGER.GetAllItemDataConfig()
count := random.GetRandomInt32(0, 4)
@@ -208,131 +205,133 @@ func (t *TickManager) onTickMinute(now int64) {
GAME_MANAGER.AddUserItem(player.PlayerID, []*UserItem{{ItemId: 201, ChangeCount: 10}}, true, 0)
GAME_MANAGER.AddUserItem(player.PlayerID, []*UserItem{{ItemId: 202, ChangeCount: 100}}, true, 0)
GAME_MANAGER.AddUserItem(player.PlayerID, []*UserItem{{ItemId: 203, ChangeCount: 10}}, true, 0)
// 蓝球粉球
GAME_MANAGER.AddUserItem(player.PlayerID, []*UserItem{{ItemId: 223, ChangeCount: 1}}, true, 0)
GAME_MANAGER.AddUserItem(player.PlayerID, []*UserItem{{ItemId: 224, ChangeCount: 1}}, true, 0)
}
}
}
func (t *TickManager) onTick10Second(now int64) {
for _, world := range WORLD_MANAGER.worldMap {
for _, scene := range world.sceneMap {
for _, player := range scene.playerMap {
for _, world := range WORLD_MANAGER.GetAllWorld() {
for _, scene := range world.GetAllScene() {
for _, player := range scene.GetAllPlayer() {
sceneTimeNotify := &proto.SceneTimeNotify{
SceneId: player.SceneId,
SceneTime: uint64(scene.GetSceneTime()),
}
GAME_MANAGER.SendMsg(cmd.SceneTimeNotify, player.PlayerID, 0, sceneTimeNotify)
playerTimeNotify := &proto.PlayerTimeNotify{
IsPaused: player.Pause,
PlayerTime: uint64(player.TotalOnlineTime),
ServerTime: uint64(time.Now().UnixMilli()),
}
GAME_MANAGER.SendMsg(cmd.PlayerTimeNotify, player.PlayerID, 0, playerTimeNotify)
}
}
for _, player := range world.GetAllPlayer() {
playerTimeNotify := &proto.PlayerTimeNotify{
IsPaused: player.Pause,
PlayerTime: uint64(player.TotalOnlineTime),
ServerTime: uint64(time.Now().UnixMilli()),
}
GAME_MANAGER.SendMsg(cmd.PlayerTimeNotify, player.PlayerID, 0, playerTimeNotify)
}
}
}
func (t *TickManager) onTick5Second(now int64) {
for _, world := range WORLD_MANAGER.worldMap {
for _, world := range WORLD_MANAGER.GetAllWorld() {
if world.IsBigWorld() {
for applyUid := range world.owner.CoopApplyMap {
GAME_MANAGER.UserDealEnterWorld(world.owner, applyUid, true)
}
}
for _, player := range world.playerMap {
// 多人世界其他玩家的坐标位置广播
worldPlayerLocationNotify := &proto.WorldPlayerLocationNotify{
PlayerWorldLocList: make([]*proto.PlayerWorldLocationInfo, 0),
// 多人世界其他玩家的坐标位置广播
worldPlayerLocationNotify := &proto.WorldPlayerLocationNotify{
PlayerWorldLocList: make([]*proto.PlayerWorldLocationInfo, 0),
}
for _, worldPlayer := range world.GetAllPlayer() {
playerWorldLocationInfo := &proto.PlayerWorldLocationInfo{
SceneId: worldPlayer.SceneId,
PlayerLoc: &proto.PlayerLocationInfo{
Uid: worldPlayer.PlayerID,
Pos: &proto.Vector{
X: float32(worldPlayer.Pos.X),
Y: float32(worldPlayer.Pos.Y),
Z: float32(worldPlayer.Pos.Z),
},
Rot: &proto.Vector{
X: float32(worldPlayer.Rot.X),
Y: float32(worldPlayer.Rot.Y),
Z: float32(worldPlayer.Rot.Z),
},
},
}
for _, worldPlayer := range world.playerMap {
playerWorldLocationInfo := &proto.PlayerWorldLocationInfo{
SceneId: worldPlayer.SceneId,
PlayerLoc: &proto.PlayerLocationInfo{
Uid: worldPlayer.PlayerID,
Pos: &proto.Vector{
X: float32(worldPlayer.Pos.X),
Y: float32(worldPlayer.Pos.Y),
Z: float32(worldPlayer.Pos.Z),
},
Rot: &proto.Vector{
X: float32(worldPlayer.Rot.X),
Y: float32(worldPlayer.Rot.Y),
Z: float32(worldPlayer.Rot.Z),
},
worldPlayerLocationNotify.PlayerWorldLocList = append(worldPlayerLocationNotify.PlayerWorldLocList, playerWorldLocationInfo)
}
GAME_MANAGER.SendToWorldA(world, cmd.WorldPlayerLocationNotify, 0, worldPlayerLocationNotify)
for _, scene := range world.GetAllScene() {
scenePlayerLocationNotify := &proto.ScenePlayerLocationNotify{
SceneId: scene.id,
PlayerLocList: make([]*proto.PlayerLocationInfo, 0),
VehicleLocList: make([]*proto.VehicleLocationInfo, 0),
}
for _, scenePlayer := range scene.GetAllPlayer() {
// 玩家位置
playerLocationInfo := &proto.PlayerLocationInfo{
Uid: scenePlayer.PlayerID,
Pos: &proto.Vector{
X: float32(scenePlayer.Pos.X),
Y: float32(scenePlayer.Pos.Y),
Z: float32(scenePlayer.Pos.Z),
},
Rot: &proto.Vector{
X: float32(scenePlayer.Rot.X),
Y: float32(scenePlayer.Rot.Y),
Z: float32(scenePlayer.Rot.Z),
},
}
worldPlayerLocationNotify.PlayerWorldLocList = append(worldPlayerLocationNotify.PlayerWorldLocList, playerWorldLocationInfo)
}
GAME_MANAGER.SendMsg(cmd.WorldPlayerLocationNotify, player.PlayerID, 0, worldPlayerLocationNotify)
for _, scene := range world.sceneMap {
scenePlayerLocationNotify := &proto.ScenePlayerLocationNotify{
SceneId: scene.id,
PlayerLocList: make([]*proto.PlayerLocationInfo, 0),
VehicleLocList: make([]*proto.VehicleLocationInfo, 0),
}
for _, scenePlayer := range scene.playerMap {
// 玩家位置
playerLocationInfo := &proto.PlayerLocationInfo{
Uid: scenePlayer.PlayerID,
Pos: &proto.Vector{
X: float32(scenePlayer.Pos.X),
Y: float32(scenePlayer.Pos.Y),
Z: float32(scenePlayer.Pos.Z),
},
Rot: &proto.Vector{
X: float32(scenePlayer.Rot.X),
Y: float32(scenePlayer.Rot.Y),
Z: float32(scenePlayer.Rot.Z),
},
}
scenePlayerLocationNotify.PlayerLocList = append(scenePlayerLocationNotify.PlayerLocList, playerLocationInfo)
// 载具位置
for _, entityId := range scenePlayer.VehicleInfo.LastCreateEntityIdMap {
entity := scene.GetEntity(entityId)
// 确保实体类型是否为载具
if entity != nil && entity.gadgetEntity != nil && entity.gadgetEntity.gadgetVehicleEntity != nil {
vehicleLocationInfo := &proto.VehicleLocationInfo{
Rot: &proto.Vector{
X: float32(entity.rot.X),
Y: float32(entity.rot.Y),
Z: float32(entity.rot.Z),
},
EntityId: entity.id,
CurHp: entity.fightProp[uint32(constant.FightPropertyConst.FIGHT_PROP_CUR_HP)],
OwnerUid: entity.gadgetEntity.gadgetVehicleEntity.owner.PlayerID,
Pos: &proto.Vector{
X: float32(entity.pos.X),
Y: float32(entity.pos.Y),
Z: float32(entity.pos.Z),
},
UidList: make([]uint32, 0, len(entity.gadgetEntity.gadgetVehicleEntity.memberMap)),
GadgetId: entity.gadgetEntity.gadgetVehicleEntity.vehicleId,
MaxHp: entity.fightProp[uint32(constant.FightPropertyConst.FIGHT_PROP_MAX_HP)],
}
for _, p := range entity.gadgetEntity.gadgetVehicleEntity.memberMap {
vehicleLocationInfo.UidList = append(vehicleLocationInfo.UidList, p.PlayerID)
}
scenePlayerLocationNotify.VehicleLocList = append(scenePlayerLocationNotify.VehicleLocList, vehicleLocationInfo)
scenePlayerLocationNotify.PlayerLocList = append(scenePlayerLocationNotify.PlayerLocList, playerLocationInfo)
// 载具位置
for _, entityId := range scenePlayer.VehicleInfo.LastCreateEntityIdMap {
entity := scene.GetEntity(entityId)
// 确保实体类型是否为载具
if entity != nil && entity.gadgetEntity != nil && entity.gadgetEntity.gadgetVehicleEntity != nil {
vehicleLocationInfo := &proto.VehicleLocationInfo{
Rot: &proto.Vector{
X: float32(entity.rot.X),
Y: float32(entity.rot.Y),
Z: float32(entity.rot.Z),
},
EntityId: entity.id,
CurHp: entity.fightProp[uint32(constant.FightPropertyConst.FIGHT_PROP_CUR_HP)],
OwnerUid: entity.gadgetEntity.gadgetVehicleEntity.owner.PlayerID,
Pos: &proto.Vector{
X: float32(entity.pos.X),
Y: float32(entity.pos.Y),
Z: float32(entity.pos.Z),
},
UidList: make([]uint32, 0, len(entity.gadgetEntity.gadgetVehicleEntity.memberMap)),
GadgetId: entity.gadgetEntity.gadgetVehicleEntity.vehicleId,
MaxHp: entity.fightProp[uint32(constant.FightPropertyConst.FIGHT_PROP_MAX_HP)],
}
for _, p := range entity.gadgetEntity.gadgetVehicleEntity.memberMap {
vehicleLocationInfo.UidList = append(vehicleLocationInfo.UidList, p.PlayerID)
}
scenePlayerLocationNotify.VehicleLocList = append(scenePlayerLocationNotify.VehicleLocList, vehicleLocationInfo)
}
}
GAME_MANAGER.SendMsg(cmd.ScenePlayerLocationNotify, player.PlayerID, 0, scenePlayerLocationNotify)
}
GAME_MANAGER.SendToWorldA(world, cmd.ScenePlayerLocationNotify, 0, scenePlayerLocationNotify)
}
}
}
func (t *TickManager) onTickSecond(now int64) {
for _, world := range WORLD_MANAGER.worldMap {
for _, player := range world.playerMap {
for _, world := range WORLD_MANAGER.GetAllWorld() {
for _, player := range world.GetAllPlayer() {
// 世界里所有玩家的网络延迟广播
worldPlayerRTTNotify := &proto.WorldPlayerRTTNotify{
PlayerRttList: make([]*proto.PlayerRTTInfo, 0),
}
for _, worldPlayer := range world.playerMap {
for _, worldPlayer := range world.GetAllPlayer() {
playerRTTInfo := &proto.PlayerRTTInfo{Uid: worldPlayer.PlayerID, Rtt: worldPlayer.ClientRTT}
worldPlayerRTTNotify.PlayerRttList = append(worldPlayerRTTNotify.PlayerRttList, playerRTTInfo)
}
@@ -367,9 +366,9 @@ func (t *TickManager) onTickSecond(now int64) {
}
func (t *TickManager) onTick200MilliSecond(now int64) {
// 耐力消耗
for _, world := range WORLD_MANAGER.worldMap {
for _, player := range world.playerMap {
for _, world := range WORLD_MANAGER.GetAllWorld() {
for _, player := range world.GetAllPlayer() {
// 耐力消耗
GAME_MANAGER.SustainStaminaHandler(player)
GAME_MANAGER.VehicleRestoreStaminaHandler(player)
GAME_MANAGER.DrownBackHandler(player)
@@ -380,6 +379,20 @@ func (t *TickManager) onTick200MilliSecond(now int64) {
func (t *TickManager) onTick100MilliSecond(now int64) {
}
func (t *TickManager) onTick50MilliSecond(now int64) {
// 音乐播放器
for i := 0; i < len(AUDIO_CHAN); i++ {
bigWorld := WORLD_MANAGER.GetBigWorld()
GAME_MANAGER.SendToWorldA(bigWorld, cmd.SceneAudioNotify, 0, &proto.SceneAudioNotify{
Type: 5,
SourceUid: bigWorld.owner.PlayerID,
Param1: []uint32{1, <-AUDIO_CHAN},
Param2: nil,
Param3: nil,
})
}
}
func (t *TickManager) createMonster(scene *Scene) uint32 {
pos := &model.Vector{
X: 2747,

View File

@@ -32,7 +32,7 @@ func (w *WorldManager) GetWorldByID(worldId uint32) *World {
return w.worldMap[worldId]
}
func (w *WorldManager) GetWorldMap() map[uint32]*World {
func (w *WorldManager) GetAllWorld() map[uint32]*World {
return w.worldMap
}
@@ -90,6 +90,7 @@ func (w *WorldManager) GetBigWorld() *World {
func (w *WorldManager) InitBigWorld(owner *model.Player) {
w.bigWorld = w.GetWorldByID(owner.WorldId)
w.bigWorld.ChangeToMultiplayer()
go RunPlayAudio()
}
func (w *World) IsBigWorld() bool {
@@ -115,6 +116,14 @@ type World struct {
peerList []*model.Player // 玩家编号列表
}
func (w *World) GetAllPlayer() map[uint32]*model.Player {
return w.playerMap
}
func (w *World) GetAllScene() map[uint32]*Scene {
return w.sceneMap
}
func (w *World) GetNextWorldEntityId(entityType uint16) uint32 {
for {
w.entityIdCounter++
@@ -517,6 +526,14 @@ type Scene struct {
meeoIndex uint32 // 客户端风元素染色同步协议的计数器
}
func (s *Scene) GetAllPlayer() map[uint32]*model.Player {
return s.playerMap
}
func (s *Scene) GetAllEntity() map[uint32]*Entity {
return s.entityMap
}
type AvatarEntity struct {
uid uint32
avatarId uint32

View File

@@ -107,6 +107,7 @@ func (c *CmdProtoMap) registerAllMessage() {
c.registerMessage(ObstacleModifyNotify, &proto.ObstacleModifyNotify{}) // 寻路阻挡变动通知
c.registerMessage(DungeonWayPointNotify, &proto.DungeonWayPointNotify{}) // 地牢副本相关
c.registerMessage(DungeonDataNotify, &proto.DungeonDataNotify{}) // 地牢副本相关
c.registerMessage(SceneAudioNotify, &proto.SceneAudioNotify{}) // 场景风物之琴音乐同步通知
// 战斗与同步
c.registerMessage(AvatarFightPropNotify, &proto.AvatarFightPropNotify{}) // 角色战斗属性通知