package game import ( "time" "hk4e/common/constant" "hk4e/gdconf" "hk4e/gs/model" "hk4e/pkg/logger" "hk4e/protocol/cmd" "hk4e/protocol/proto" ) // 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 = 100 // 玩家自身tick最小间隔毫秒 ) type UserTimer struct { timeout int64 action int data []any } type UserTick struct { globalTick *time.Ticker globalTickCount uint64 timerIdCounter uint64 timerMap map[uint64]*UserTimer } type TickManager struct { globalTick *time.Ticker globalTickCount uint64 userTickMap map[uint32]*UserTick } func NewTickManager() (r *TickManager) { r = new(TickManager) 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()) return r } func (t *TickManager) GetGlobalTick() *time.Ticker { return t.globalTick } // 每个玩家自己的tick // CreateUserGlobalTick 创建玩家tick对象 func (t *TickManager) CreateUserGlobalTick(userId uint32) { t.userTickMap[userId] = &UserTick{ globalTick: time.NewTicker(time.Millisecond * UserTickTime), globalTickCount: 0, timerIdCounter: 0, timerMap: make(map[uint64]*UserTimer), } } // DestroyUserGlobalTick 销毁玩家tick对象 func (t *TickManager) DestroyUserGlobalTick(userId uint32) { delete(t.userTickMap, userId) } // CreateUserTimer 创建玩家定时任务 func (t *TickManager) CreateUserTimer(userId uint32, action int, delay uint32, data ...any) { userTick, exist := t.userTickMap[userId] if !exist { logger.Error("user not exist, uid: %v", userId) return } userTick.timerIdCounter++ userTick.timerMap[userTick.timerIdCounter] = &UserTimer{ timeout: int64(delay * 1000), action: action, data: data, } logger.Debug("create user timer, uid: %v, action: %v, time: %v", userId, action, time.Now().Add(time.Second*time.Duration(delay)).Format("2006-01-02 15:04:05")) } func (t *TickManager) onUserTickSecond(userId uint32, now int64) { } func (t *TickManager) onUserTickMinute(userId uint32, now int64) { player := USER_MANAGER.GetOnlineUser(userId) if player == nil { logger.Error("player is nil, uid: %v", userId) return } if userId < PlayerBaseUid { return } if uint32(now/1000)-player.LastKeepaliveTime > 60 { logger.Error("remove keepalive timeout user, uid: %v", userId) GAME.OnUserOffline(userId, &ChangeGsInfo{ IsChangeGs: false, }) } } // 玩家定时任务常量 const ( UserTimerActionTest = iota UserTimerActionLuaCreateMonster UserTimerActionLuaGroupTimerEvent ) func (t *TickManager) userTimerHandle(userId uint32, action int, data []any) { player := USER_MANAGER.GetOnlineUser(userId) if player == nil { return } switch action { case UserTimerActionTest: logger.Debug("UserTimerActionTest, data: %v, uid: %v", data[0], userId) case UserTimerActionLuaCreateMonster: logger.Debug("UserTimerActionLuaCreateMonster, groupId: %v, configId: %v, uid: %v", data[0], data[1], userId) groupId := data[0].(uint32) configId := data[1].(uint32) GAME.SceneGroupCreateEntity(player, groupId, configId, constant.ENTITY_TYPE_MONSTER) case UserTimerActionLuaGroupTimerEvent: logger.Debug("UserTimerActionLuaGroupTimerEvent, groupId: %v, source: %v, uid: %v", data[0], data[1], userId) groupId := data[0].(uint32) source := data[1].(string) world := WORLD_MANAGER.GetWorldByID(player.WorldId) if world == nil { logger.Error("get world is nil, worldId: %v, uid: %v", player.WorldId, userId) return } scene := world.GetSceneById(player.SceneId) group := scene.GetGroupById(groupId) if group == nil { logger.Error("get group is nil, groupId: %v, uid: %v", groupId, userId) return } GAME.TimerEventTriggerCheck(player, group, source) } } // 服务器全局tick func (t *TickManager) OnGameServerTick() { t.globalTickCount++ now := time.Now().UnixMilli() 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%(1000/ServerTickTime) == 0 { t.onTickSecond(now) } if t.globalTickCount%(5000/ServerTickTime) == 0 { t.onTick5Second(now) } if t.globalTickCount%(10000/ServerTickTime) == 0 { t.onTick10Second(now) } if t.globalTickCount%(60000/ServerTickTime) == 0 { t.onTickMinute(now) } if t.globalTickCount%(60000*60/ServerTickTime) == 0 { t.onTickHour(now) } for userId, userTick := range t.userTickMap { if len(userTick.globalTick.C) == 0 { // 跳过还没到时间的定时器 continue } <-userTick.globalTick.C userTick.globalTickCount++ if userTick.globalTickCount%(1000/UserTickTime) == 0 { t.onUserTickSecond(userId, now) } if userTick.globalTickCount%(60000/UserTickTime) == 0 { t.onUserTickMinute(userId, now) } for timerId, timer := range userTick.timerMap { if now < timer.timeout { // 跳过还没到时间的定时器 continue } delete(userTick.timerMap, timerId) t.userTimerHandle(userId, timer.action, timer.data) } } } func (t *TickManager) onTickHour(now int64) { logger.Info("on tick hour, time: %v", now) } func (t *TickManager) onTickMinute(now int64) { gdconf.LuaStateLruRemove() } func (t *TickManager) onTick10Second(now int64) { for _, world := range WORLD_MANAGER.GetAllWorld() { if world.GetOwner().SceneLoadState == model.SceneEnterDone { GAME.SceneTimeNotify(world) GAME.PlayerTimeNotify(world) } } } func (t *TickManager) onTick5Second(now int64) { for _, world := range WORLD_MANAGER.GetAllWorld() { if WORLD_MANAGER.IsAiWorld(world) { for applyUid := range world.owner.CoopApplyMap { GAME.UserDealEnterWorld(world.owner, applyUid, true) } } if world.GetOwner().SceneLoadState == model.SceneEnterDone { // 多人世界其他玩家的坐标位置广播 GAME.WorldPlayerLocationNotify(world) GAME.ScenePlayerLocationNotify(world) } } } func (t *TickManager) onTickSecond(now int64) { for _, world := range WORLD_MANAGER.GetAllWorld() { if world.GetOwner().SceneLoadState == model.SceneEnterDone { // 世界里所有玩家的网络延迟广播 GAME.WorldPlayerRTTNotify(world) } } // // GCG游戏Tick // for _, game := range GCG_MANAGER.gameMap { // game.onTick() // } } func (t *TickManager) onTick200MilliSecond(now int64) { for _, world := range WORLD_MANAGER.GetAllWorld() { for _, player := range world.GetAllPlayer() { if player.SceneLoadState == model.SceneEnterDone { // 耐力消耗 GAME.SustainStaminaHandler(player) GAME.VehicleRestoreStaminaHandler(player) GAME.DrownBackHandler(player) } } } } 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++ { world := WORLD_MANAGER.GetAiWorld() GAME.SendToWorldA(world, cmd.SceneAudioNotify, 0, &proto.SceneAudioNotify{ Type: 5, SourceUid: world.owner.PlayerID, Param1: []uint32{1, <-AUDIO_CHAN}, Param2: nil, Param3: nil, }) } }