mirror of
https://github.com/FlourishingWorld/hk4e.git
synced 2026-02-04 16:02:26 +08:00
add: midi audio player
This commit is contained in:
91
gs/game/audio_player.go
Normal file
91
gs/game/audio_player.go
Normal file
@@ -0,0 +1,91 @@
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package game
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import (
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"time"
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"hk4e/pkg/logger"
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"gitlab.com/gomidi/midi/v2"
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"gitlab.com/gomidi/midi/v2/smf"
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)
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const (
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KeyOffset = -12 * 1 // 八度修正偏移
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)
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var AUDIO_CHAN chan uint32
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func init() {
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AUDIO_CHAN = make(chan uint32, 1000)
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}
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func RunPlayAudio() {
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audio, err := smf.ReadFile("./in.mid")
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if err != nil {
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logger.Error("read midi file error: %v", err)
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return
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}
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tempoChangeList := audio.TempoChanges()
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if len(tempoChangeList) != 1 {
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logger.Error("midi file format not support")
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return
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}
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tempoChange := tempoChangeList[0]
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metricTicks := audio.TimeFormat.(smf.MetricTicks)
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tickTime := ((60000000.0 / tempoChange.BPM) / float64(metricTicks.Resolution())) / 1000.0
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for {
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// 洗脑循环
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logger.Debug("start play audio")
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for _, track := range audio.Tracks {
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// 全部轨道
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totalTick := uint64(0)
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for _, event := range track {
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// 单个轨道
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delay := uint32(float64(event.Delta) * tickTime)
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busyPoolWaitMilliSecond(delay)
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// interruptWaitMilliSecond(delay)
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totalTick += uint64(delay)
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msg := event.Message
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if msg.Type() != midi.NoteOnMsg {
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continue
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}
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midiMsg := midi.Message(msg)
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var channel, key, velocity uint8
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midiMsg.GetNoteOn(&channel, &key, &velocity)
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// TODO 测试一下客户端是否支持更宽的音域
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// 60 -> 中央C C4
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// if key < 36 || key > 71 {
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// continue
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// }
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note := int32(key) + int32(KeyOffset)
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if note < 21 || note > 108 {
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// 非88键钢琴音域
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continue
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}
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if velocity == 0 {
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// 可能是NoteOffMsg
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continue
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}
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AUDIO_CHAN <- uint32(note)
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// logger.Debug("send midi note: %v, delay: %v, totalTick: %v", note, delay, totalTick)
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}
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}
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}
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}
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func interruptWaitMilliSecond(delay uint32) {
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time.Sleep(time.Millisecond * time.Duration(delay))
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}
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func busyPoolWaitMilliSecond(delay uint32) {
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start := time.Now()
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end := start.Add(time.Millisecond * time.Duration(delay))
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for {
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now := time.Now()
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if now.After(end) {
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break
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}
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}
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}
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@@ -252,14 +252,14 @@ func (g *GameManager) CommonRetSucc(cmdId uint16, player *model.Player, rsp pb.M
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// SendToWorldA 给世界内所有玩家发消息
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func (g *GameManager) SendToWorldA(world *World, cmdId uint16, seq uint32, msg pb.Message) {
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for _, v := range world.playerMap {
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for _, v := range world.GetAllPlayer() {
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GAME_MANAGER.SendMsg(cmdId, v.PlayerID, seq, msg)
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}
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}
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// SendToWorldAEC 给世界内除自己以外的所有玩家发消息
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func (g *GameManager) SendToWorldAEC(world *World, cmdId uint16, seq uint32, msg pb.Message, uid uint32) {
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for _, v := range world.playerMap {
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for _, v := range world.GetAllPlayer() {
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if uid == v.PlayerID {
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continue
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}
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@@ -13,6 +13,11 @@ import (
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// 游戏服务器定时帧管理器
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const (
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ServerTickTime = 20 // 服务器全局tick最小间隔毫秒
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UserTickTime = 1000 // 玩家自身tick最小间隔毫秒
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)
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type UserTimer struct {
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timer *time.Timer
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action int
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@@ -33,7 +38,7 @@ type TickManager struct {
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func NewTickManager() (r *TickManager) {
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r = new(TickManager)
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r.globalTick = time.NewTicker(time.Millisecond * 100)
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r.globalTick = time.NewTicker(time.Millisecond * ServerTickTime)
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r.globalTickCount = 0
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r.userTickMap = make(map[uint32]*UserTick)
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logger.Info("game server tick start at: %v", time.Now().UnixMilli())
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@@ -45,7 +50,7 @@ func NewTickManager() (r *TickManager) {
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// CreateUserGlobalTick 创建玩家tick对象
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func (t *TickManager) CreateUserGlobalTick(userId uint32) {
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t.userTickMap[userId] = &UserTick{
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globalTick: time.NewTicker(time.Second * 1),
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globalTick: time.NewTicker(time.Millisecond * UserTickTime),
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globalTickCount: 0,
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timerIdCounter: 0,
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timerMap: make(map[uint64]*UserTimer),
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@@ -74,11 +79,9 @@ func (t *TickManager) CreateUserTimer(userId uint32, action int, delay uint32) {
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}
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func (t *TickManager) onUserTickSecond(userId uint32, now int64) {
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// logger.Info("on user tick second, uid: %v, time: %v", userId, now)
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}
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func (t *TickManager) onUserTickMinute(userId uint32, now int64) {
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logger.Info("on user tick minute, uid: %v, time: %v", userId, now)
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// 每分钟保存玩家数据
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saveUserIdList := []uint32{userId}
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LOCAL_EVENT_MANAGER.localEventChan <- &LocalEvent{
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@@ -105,32 +108,34 @@ func (t *TickManager) userTimerHandle(userId uint32, action int) {
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func (t *TickManager) OnGameServerTick() {
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t.globalTickCount++
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now := time.Now().UnixMilli()
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t.onTick100MilliSecond(now)
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if t.globalTickCount%2 == 0 {
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if t.globalTickCount%(50/ServerTickTime) == 0 {
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t.onTick50MilliSecond(now)
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}
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if t.globalTickCount%(100/ServerTickTime) == 0 {
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t.onTick100MilliSecond(now)
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}
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if t.globalTickCount%(200/ServerTickTime) == 0 {
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t.onTick200MilliSecond(now)
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}
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if t.globalTickCount%(10*1) == 0 {
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if t.globalTickCount%(1000/ServerTickTime) == 0 {
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t.onTickSecond(now)
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}
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if t.globalTickCount%(10*5) == 0 {
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if t.globalTickCount%(5000/ServerTickTime) == 0 {
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t.onTick5Second(now)
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}
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if t.globalTickCount%(10*10) == 0 {
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if t.globalTickCount%(10000/ServerTickTime) == 0 {
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t.onTick10Second(now)
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}
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if t.globalTickCount%(10*60) == 0 {
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if t.globalTickCount%(60000/ServerTickTime) == 0 {
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t.onTickMinute(now)
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}
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if t.globalTickCount%(10*60*10) == 0 {
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t.onTick10Minute(now)
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}
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if t.globalTickCount%(10*3600) == 0 {
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if t.globalTickCount%(60000*60/ServerTickTime) == 0 {
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t.onTickHour(now)
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}
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if t.globalTickCount%(10*3600*24) == 0 {
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if t.globalTickCount%(60000*60*24/ServerTickTime) == 0 {
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t.onTickDay(now)
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}
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if t.globalTickCount%(10*3600*24*7) == 0 {
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if t.globalTickCount%(60000*60*24*7/ServerTickTime) == 0 {
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t.onTickWeek(now)
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}
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for userId, userTick := range t.userTickMap {
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@@ -138,11 +143,12 @@ func (t *TickManager) OnGameServerTick() {
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// 跳过还没到时间的定时器
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continue
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}
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<-userTick.globalTick.C
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userTick.globalTickCount++
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if userTick.globalTickCount%(10*1) == 0 {
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if userTick.globalTickCount%(1000/UserTickTime) == 0 {
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t.onUserTickSecond(userId, now)
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}
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if userTick.globalTickCount%(10*60) == 0 {
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if userTick.globalTickCount%(60000/UserTickTime) == 0 {
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t.onUserTickMinute(userId, now)
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}
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for timerId, timer := range userTick.timerMap {
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@@ -150,6 +156,7 @@ func (t *TickManager) OnGameServerTick() {
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// 跳过还没到时间的定时器
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continue
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}
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<-timer.timer.C
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timer.timer.Stop()
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delete(userTick.timerMap, timerId)
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t.userTimerHandle(userId, timer.action)
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@@ -169,20 +176,10 @@ func (t *TickManager) onTickHour(now int64) {
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logger.Info("on tick hour, time: %v", now)
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}
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func (t *TickManager) onTick10Minute(now int64) {
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for _, world := range WORLD_MANAGER.worldMap {
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for _, player := range world.playerMap {
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// 蓝球粉球
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GAME_MANAGER.AddUserItem(player.PlayerID, []*UserItem{{ItemId: 223, ChangeCount: 1}}, true, 0)
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GAME_MANAGER.AddUserItem(player.PlayerID, []*UserItem{{ItemId: 224, ChangeCount: 1}}, true, 0)
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}
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}
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}
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func (t *TickManager) onTickMinute(now int64) {
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// GAME_MANAGER.ServerAnnounceNotify(100, "test123")
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for _, world := range WORLD_MANAGER.worldMap {
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for _, player := range world.playerMap {
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for _, world := range WORLD_MANAGER.GetAllWorld() {
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for _, player := range world.GetAllPlayer() {
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// 随机物品
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allItemDataConfig := GAME_MANAGER.GetAllItemDataConfig()
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count := random.GetRandomInt32(0, 4)
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@@ -208,131 +205,133 @@ func (t *TickManager) onTickMinute(now int64) {
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GAME_MANAGER.AddUserItem(player.PlayerID, []*UserItem{{ItemId: 201, ChangeCount: 10}}, true, 0)
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GAME_MANAGER.AddUserItem(player.PlayerID, []*UserItem{{ItemId: 202, ChangeCount: 100}}, true, 0)
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GAME_MANAGER.AddUserItem(player.PlayerID, []*UserItem{{ItemId: 203, ChangeCount: 10}}, true, 0)
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// 蓝球粉球
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GAME_MANAGER.AddUserItem(player.PlayerID, []*UserItem{{ItemId: 223, ChangeCount: 1}}, true, 0)
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GAME_MANAGER.AddUserItem(player.PlayerID, []*UserItem{{ItemId: 224, ChangeCount: 1}}, true, 0)
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}
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}
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}
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func (t *TickManager) onTick10Second(now int64) {
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for _, world := range WORLD_MANAGER.worldMap {
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for _, scene := range world.sceneMap {
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for _, player := range scene.playerMap {
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for _, world := range WORLD_MANAGER.GetAllWorld() {
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for _, scene := range world.GetAllScene() {
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for _, player := range scene.GetAllPlayer() {
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sceneTimeNotify := &proto.SceneTimeNotify{
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SceneId: player.SceneId,
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SceneTime: uint64(scene.GetSceneTime()),
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}
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GAME_MANAGER.SendMsg(cmd.SceneTimeNotify, player.PlayerID, 0, sceneTimeNotify)
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playerTimeNotify := &proto.PlayerTimeNotify{
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IsPaused: player.Pause,
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PlayerTime: uint64(player.TotalOnlineTime),
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ServerTime: uint64(time.Now().UnixMilli()),
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}
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GAME_MANAGER.SendMsg(cmd.PlayerTimeNotify, player.PlayerID, 0, playerTimeNotify)
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}
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}
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for _, player := range world.GetAllPlayer() {
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playerTimeNotify := &proto.PlayerTimeNotify{
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IsPaused: player.Pause,
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PlayerTime: uint64(player.TotalOnlineTime),
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ServerTime: uint64(time.Now().UnixMilli()),
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}
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GAME_MANAGER.SendMsg(cmd.PlayerTimeNotify, player.PlayerID, 0, playerTimeNotify)
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}
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}
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}
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func (t *TickManager) onTick5Second(now int64) {
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for _, world := range WORLD_MANAGER.worldMap {
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for _, world := range WORLD_MANAGER.GetAllWorld() {
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if world.IsBigWorld() {
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for applyUid := range world.owner.CoopApplyMap {
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GAME_MANAGER.UserDealEnterWorld(world.owner, applyUid, true)
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}
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}
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for _, player := range world.playerMap {
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// 多人世界其他玩家的坐标位置广播
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worldPlayerLocationNotify := &proto.WorldPlayerLocationNotify{
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PlayerWorldLocList: make([]*proto.PlayerWorldLocationInfo, 0),
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// 多人世界其他玩家的坐标位置广播
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worldPlayerLocationNotify := &proto.WorldPlayerLocationNotify{
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PlayerWorldLocList: make([]*proto.PlayerWorldLocationInfo, 0),
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}
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for _, worldPlayer := range world.GetAllPlayer() {
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playerWorldLocationInfo := &proto.PlayerWorldLocationInfo{
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SceneId: worldPlayer.SceneId,
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PlayerLoc: &proto.PlayerLocationInfo{
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Uid: worldPlayer.PlayerID,
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Pos: &proto.Vector{
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X: float32(worldPlayer.Pos.X),
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Y: float32(worldPlayer.Pos.Y),
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Z: float32(worldPlayer.Pos.Z),
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},
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Rot: &proto.Vector{
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X: float32(worldPlayer.Rot.X),
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Y: float32(worldPlayer.Rot.Y),
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Z: float32(worldPlayer.Rot.Z),
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},
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},
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}
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for _, worldPlayer := range world.playerMap {
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playerWorldLocationInfo := &proto.PlayerWorldLocationInfo{
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SceneId: worldPlayer.SceneId,
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PlayerLoc: &proto.PlayerLocationInfo{
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Uid: worldPlayer.PlayerID,
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Pos: &proto.Vector{
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X: float32(worldPlayer.Pos.X),
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Y: float32(worldPlayer.Pos.Y),
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Z: float32(worldPlayer.Pos.Z),
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},
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Rot: &proto.Vector{
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X: float32(worldPlayer.Rot.X),
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Y: float32(worldPlayer.Rot.Y),
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Z: float32(worldPlayer.Rot.Z),
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},
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worldPlayerLocationNotify.PlayerWorldLocList = append(worldPlayerLocationNotify.PlayerWorldLocList, playerWorldLocationInfo)
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}
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GAME_MANAGER.SendToWorldA(world, cmd.WorldPlayerLocationNotify, 0, worldPlayerLocationNotify)
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for _, scene := range world.GetAllScene() {
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scenePlayerLocationNotify := &proto.ScenePlayerLocationNotify{
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SceneId: scene.id,
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PlayerLocList: make([]*proto.PlayerLocationInfo, 0),
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VehicleLocList: make([]*proto.VehicleLocationInfo, 0),
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}
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for _, scenePlayer := range scene.GetAllPlayer() {
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// 玩家位置
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playerLocationInfo := &proto.PlayerLocationInfo{
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Uid: scenePlayer.PlayerID,
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Pos: &proto.Vector{
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X: float32(scenePlayer.Pos.X),
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Y: float32(scenePlayer.Pos.Y),
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Z: float32(scenePlayer.Pos.Z),
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},
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Rot: &proto.Vector{
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X: float32(scenePlayer.Rot.X),
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Y: float32(scenePlayer.Rot.Y),
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Z: float32(scenePlayer.Rot.Z),
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},
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}
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worldPlayerLocationNotify.PlayerWorldLocList = append(worldPlayerLocationNotify.PlayerWorldLocList, playerWorldLocationInfo)
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}
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GAME_MANAGER.SendMsg(cmd.WorldPlayerLocationNotify, player.PlayerID, 0, worldPlayerLocationNotify)
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for _, scene := range world.sceneMap {
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scenePlayerLocationNotify := &proto.ScenePlayerLocationNotify{
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SceneId: scene.id,
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PlayerLocList: make([]*proto.PlayerLocationInfo, 0),
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VehicleLocList: make([]*proto.VehicleLocationInfo, 0),
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}
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for _, scenePlayer := range scene.playerMap {
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// 玩家位置
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playerLocationInfo := &proto.PlayerLocationInfo{
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Uid: scenePlayer.PlayerID,
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Pos: &proto.Vector{
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X: float32(scenePlayer.Pos.X),
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Y: float32(scenePlayer.Pos.Y),
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Z: float32(scenePlayer.Pos.Z),
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},
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Rot: &proto.Vector{
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X: float32(scenePlayer.Rot.X),
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Y: float32(scenePlayer.Rot.Y),
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Z: float32(scenePlayer.Rot.Z),
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},
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}
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scenePlayerLocationNotify.PlayerLocList = append(scenePlayerLocationNotify.PlayerLocList, playerLocationInfo)
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// 载具位置
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for _, entityId := range scenePlayer.VehicleInfo.LastCreateEntityIdMap {
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entity := scene.GetEntity(entityId)
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// 确保实体类型是否为载具
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if entity != nil && entity.gadgetEntity != nil && entity.gadgetEntity.gadgetVehicleEntity != nil {
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vehicleLocationInfo := &proto.VehicleLocationInfo{
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Rot: &proto.Vector{
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X: float32(entity.rot.X),
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Y: float32(entity.rot.Y),
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Z: float32(entity.rot.Z),
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},
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EntityId: entity.id,
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CurHp: entity.fightProp[uint32(constant.FightPropertyConst.FIGHT_PROP_CUR_HP)],
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OwnerUid: entity.gadgetEntity.gadgetVehicleEntity.owner.PlayerID,
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Pos: &proto.Vector{
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X: float32(entity.pos.X),
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Y: float32(entity.pos.Y),
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Z: float32(entity.pos.Z),
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},
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UidList: make([]uint32, 0, len(entity.gadgetEntity.gadgetVehicleEntity.memberMap)),
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GadgetId: entity.gadgetEntity.gadgetVehicleEntity.vehicleId,
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MaxHp: entity.fightProp[uint32(constant.FightPropertyConst.FIGHT_PROP_MAX_HP)],
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}
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for _, p := range entity.gadgetEntity.gadgetVehicleEntity.memberMap {
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vehicleLocationInfo.UidList = append(vehicleLocationInfo.UidList, p.PlayerID)
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}
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scenePlayerLocationNotify.VehicleLocList = append(scenePlayerLocationNotify.VehicleLocList, vehicleLocationInfo)
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scenePlayerLocationNotify.PlayerLocList = append(scenePlayerLocationNotify.PlayerLocList, playerLocationInfo)
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||||
// 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,
|
||||
|
||||
@@ -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
|
||||
|
||||
Reference in New Issue
Block a user