Files
hk4e/gs/game/game_manager.go
2022-12-19 13:40:04 +08:00

159 lines
4.3 KiB
Go

package game
import (
"time"
"hk4e/gs/dao"
"hk4e/gs/model"
"hk4e/pkg/alg"
"hk4e/pkg/logger"
"hk4e/pkg/reflection"
"hk4e/protocol/cmd"
"hk4e/protocol/proto"
pb "google.golang.org/protobuf/proto"
)
var GAME_MANAGER *GameManager = nil
var LOCAL_EVENT_MANAGER *LocalEventManager = nil
var ROUTE_MANAGER *RouteManager = nil
var USER_MANAGER *UserManager = nil
var WORLD_MANAGER *WorldManager = nil
var TICK_MANAGER *TickManager = nil
var COMMAND_MANAGER *CommandManager = nil
type GameManager struct {
dao *dao.Dao
netMsgInput chan *cmd.NetMsg
netMsgOutput chan *cmd.NetMsg
snowflake *alg.SnowflakeWorker
}
func NewGameManager(dao *dao.Dao, netMsgInput chan *cmd.NetMsg, netMsgOutput chan *cmd.NetMsg) (r *GameManager) {
r = new(GameManager)
r.dao = dao
r.netMsgInput = netMsgInput
r.netMsgOutput = netMsgOutput
r.snowflake = alg.NewSnowflakeWorker(1)
GAME_MANAGER = r
LOCAL_EVENT_MANAGER = NewLocalEventManager()
ROUTE_MANAGER = NewRouteManager()
USER_MANAGER = NewUserManager(dao)
WORLD_MANAGER = NewWorldManager(r.snowflake)
TICK_MANAGER = NewTickManager()
COMMAND_MANAGER = NewCommandManager()
return r
}
func (g *GameManager) Start() {
ROUTE_MANAGER.InitRoute()
USER_MANAGER.StartAutoSaveUser()
go func() {
for {
select {
case netMsg := <-g.netMsgOutput:
// 接收客户端消息
ROUTE_MANAGER.RouteHandle(netMsg)
case <-TICK_MANAGER.ticker.C:
// 游戏服务器定时帧
TICK_MANAGER.OnGameServerTick()
case localEvent := <-LOCAL_EVENT_MANAGER.localEventChan:
// 处理本地事件
LOCAL_EVENT_MANAGER.LocalEventHandle(localEvent)
case command := <-COMMAND_MANAGER.commandTextInput:
// 处理传入的命令 (普通玩家 GM命令)
COMMAND_MANAGER.HandleCommand(command)
}
}
}()
}
func (g *GameManager) Stop() {
// 保存玩家数据
LOCAL_EVENT_MANAGER.localEventChan <- &LocalEvent{
EventId: RunUserCopyAndSave,
}
time.Sleep(time.Second * 3)
// g.worldManager.worldStatic.SaveTerrain()
}
// SendMsg 发送消息给客户端
func (g *GameManager) SendMsg(cmdId uint16, userId uint32, clientSeq uint32, payloadMsg pb.Message) {
if userId < 100000000 || payloadMsg == nil {
return
}
netMsg := new(cmd.NetMsg)
netMsg.UserId = userId
netMsg.EventId = cmd.NormalMsg
netMsg.CmdId = cmdId
netMsg.ClientSeq = clientSeq
// 在这里直接序列化成二进制数据 防止发送的消息内包含各种游戏数据指针 而造成并发读写的问题
payloadMessageData, err := pb.Marshal(payloadMsg)
if err != nil {
logger.Error("parse payload msg to bin error: %v", err)
return
}
netMsg.PayloadMessageData = payloadMessageData
g.netMsgInput <- netMsg
}
// CommonRetError 通用返回错误码
func (g *GameManager) CommonRetError(cmdId uint16, player *model.Player, rsp pb.Message, retCode ...proto.Retcode) {
if rsp == nil {
return
}
ret := int32(proto.Retcode_RET_FAIL)
if len(retCode) == 0 {
ret = int32(proto.Retcode_RET_SVR_ERROR)
} else if len(retCode) == 1 {
ret = int32(retCode[0])
} else {
return
}
ok := reflection.SetStructFieldValue(rsp, "Retcode", ret)
if !ok {
return
}
logger.Debug("send common error: %v", rsp)
g.SendMsg(cmdId, player.PlayerID, player.ClientSeq, rsp)
}
// CommonRetSucc 通用返回成功
func (g *GameManager) CommonRetSucc(cmdId uint16, player *model.Player, rsp pb.Message) {
if rsp == nil {
return
}
ok := reflection.SetStructFieldValue(rsp, "Retcode", int32(proto.Retcode_RET_SUCC))
if !ok {
return
}
g.SendMsg(cmdId, player.PlayerID, player.ClientSeq, rsp)
}
func (g *GameManager) SendToWorldA(world *World, cmdId uint16, seq uint32, msg pb.Message) {
for _, v := range world.playerMap {
GAME_MANAGER.SendMsg(cmdId, v.PlayerID, seq, msg)
}
}
func (g *GameManager) SendToWorldAEC(world *World, cmdId uint16, seq uint32, msg pb.Message, uid uint32) {
for _, v := range world.playerMap {
if uid == v.PlayerID {
continue
}
GAME_MANAGER.SendMsg(cmdId, v.PlayerID, seq, msg)
}
}
func (g *GameManager) SendToWorldH(world *World, cmdId uint16, seq uint32, msg pb.Message) {
GAME_MANAGER.SendMsg(cmdId, world.owner.PlayerID, seq, msg)
}
func (g *GameManager) ReconnectPlayer(userId uint32) {
g.SendMsg(cmd.ClientReconnectNotify, userId, 0, new(proto.ClientReconnectNotify))
}
func (g *GameManager) DisconnectPlayer(userId uint32) {
g.SendMsg(cmd.ServerDisconnectClientNotify, userId, 0, new(proto.ServerDisconnectClientNotify))
}