Files
hk4e/gs/game/user_chat.go
UnKownOwO c96deb20e2 优化关闭服务器以及用户重连
添加命令管理器
2022-11-24 15:48:59 +08:00

258 lines
7.4 KiB
Go

package game
import (
pb "google.golang.org/protobuf/proto"
"hk4e/gs/model"
"hk4e/logger"
"hk4e/protocol/cmd"
"hk4e/protocol/proto"
"time"
)
func (g *GameManager) PullRecentChatReq(player *model.Player, payloadMsg pb.Message) {
logger.LOG.Debug("user pull recent chat, uid: %v", player.PlayerID)
req := payloadMsg.(*proto.PullRecentChatReq)
// 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
// 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
_ = req.PullNum
retMsgList := make([]*proto.ChatInfo, 0)
for _, msgList := range player.ChatMsgMap {
for _, chatMsg := range msgList {
// 反手就是一个遍历
if chatMsg.IsRead {
continue
}
retMsgList = append(retMsgList, g.ConvChatMsgToChatInfo(chatMsg))
}
}
world := g.worldManager.GetWorldByID(player.WorldId)
if world.multiplayer {
chatList := world.GetChatList()
count := len(chatList)
if count > 10 {
count = 10
}
for i := len(chatList) - count; i < len(chatList); i++ {
// PacketPlayerChatNotify
playerChatNotify := new(proto.PlayerChatNotify)
playerChatNotify.ChannelId = 0
playerChatNotify.ChatInfo = chatList[i]
g.SendMsg(cmd.PlayerChatNotify, player.PlayerID, 0, playerChatNotify)
}
}
// PacketPullRecentChatRsp
pullRecentChatRsp := new(proto.PullRecentChatRsp)
pullRecentChatRsp.ChatInfo = retMsgList
g.SendMsg(cmd.PullRecentChatRsp, player.PlayerID, 0, pullRecentChatRsp)
}
func (g *GameManager) PullPrivateChatReq(player *model.Player, payloadMsg pb.Message) {
logger.LOG.Debug("user pull private chat, uid: %v", player.PlayerID)
req := payloadMsg.(*proto.PullPrivateChatReq)
targetUid := req.TargetUid
pullNum := req.PullNum
fromSequence := req.FromSequence
msgList, exist := player.ChatMsgMap[targetUid]
if !exist {
return
}
if pullNum+fromSequence > uint32(len(msgList)) {
pullNum = uint32(len(msgList)) - fromSequence
}
recentMsgList := msgList[fromSequence : fromSequence+pullNum]
retMsgList := make([]*proto.ChatInfo, 0)
for _, chatMsg := range recentMsgList {
retMsgList = append(retMsgList, g.ConvChatMsgToChatInfo(chatMsg))
}
// PacketPullPrivateChatRsp
pullPrivateChatRsp := new(proto.PullPrivateChatRsp)
pullPrivateChatRsp.ChatInfo = retMsgList
g.SendMsg(cmd.PullPrivateChatRsp, player.PlayerID, 0, pullPrivateChatRsp)
}
func (g *GameManager) PrivateChatReq(player *model.Player, payloadMsg pb.Message) {
logger.LOG.Debug("user send private chat, uid: %v", player.PlayerID)
req := payloadMsg.(*proto.PrivateChatReq)
targetUid := req.TargetUid
content := req.Content
// TODO 同步阻塞待优化
targetPlayer := g.userManager.LoadTempOfflineUserSync(targetUid)
if targetPlayer == nil {
return
}
chatInfo := &proto.ChatInfo{
Time: uint32(time.Now().Unix()),
Sequence: 101,
ToUid: targetPlayer.PlayerID,
Uid: player.PlayerID,
IsRead: false,
Content: nil,
}
switch content.(type) {
case *proto.PrivateChatReq_Text:
text := content.(*proto.PrivateChatReq_Text).Text
if len(text) == 0 {
return
}
chatInfo.Content = &proto.ChatInfo_Text{
Text: text,
}
// 输入命令 会检测是否为命令的
g.commandManager.InputCommand(text)
case *proto.PrivateChatReq_Icon:
icon := content.(*proto.PrivateChatReq_Icon).Icon
chatInfo.Content = &proto.ChatInfo_Icon{
Icon: icon,
}
default:
return
}
// 消息加入自己的队列
msgList, exist := player.ChatMsgMap[targetPlayer.PlayerID]
if !exist {
msgList = make([]*model.ChatMsg, 0)
}
msgList = append(msgList, g.ConvChatInfoToChatMsg(chatInfo))
player.ChatMsgMap[targetPlayer.PlayerID] = msgList
// 消息加入目标玩家的队列
msgList, exist = targetPlayer.ChatMsgMap[player.PlayerID]
if !exist {
msgList = make([]*model.ChatMsg, 0)
}
msgList = append(msgList, g.ConvChatInfoToChatMsg(chatInfo))
targetPlayer.ChatMsgMap[player.PlayerID] = msgList
if targetPlayer.Online {
// PacketPrivateChatNotify
privateChatNotify := new(proto.PrivateChatNotify)
privateChatNotify.ChatInfo = chatInfo
g.SendMsg(cmd.PrivateChatNotify, targetPlayer.PlayerID, 0, privateChatNotify)
}
// PacketPrivateChatNotify
privateChatNotify := new(proto.PrivateChatNotify)
privateChatNotify.ChatInfo = chatInfo
g.SendMsg(cmd.PrivateChatNotify, player.PlayerID, 0, privateChatNotify)
// PacketPrivateChatRsp
privateChatRsp := new(proto.PrivateChatRsp)
g.SendMsg(cmd.PrivateChatRsp, player.PlayerID, 0, privateChatRsp)
}
func (g *GameManager) ReadPrivateChatReq(player *model.Player, payloadMsg pb.Message) {
logger.LOG.Debug("user read private chat, uid: %v", player.PlayerID)
req := payloadMsg.(*proto.ReadPrivateChatReq)
targetUid := req.TargetUid
msgList, exist := player.ChatMsgMap[targetUid]
if !exist {
return
}
for index, chatMsg := range msgList {
chatMsg.IsRead = true
msgList[index] = chatMsg
}
player.ChatMsgMap[targetUid] = msgList
// PacketReadPrivateChatRsp
readPrivateChatRsp := new(proto.ReadPrivateChatRsp)
g.SendMsg(cmd.ReadPrivateChatRsp, player.PlayerID, 0, readPrivateChatRsp)
}
func (g *GameManager) PlayerChatReq(player *model.Player, payloadMsg pb.Message) {
logger.LOG.Debug("user multiplayer chat, uid: %v", player.PlayerID)
req := payloadMsg.(*proto.PlayerChatReq)
channelId := req.ChannelId
chatInfo := req.ChatInfo
sendChatInfo := &proto.ChatInfo{
Time: uint32(time.Now().Unix()),
Uid: player.PlayerID,
Content: nil,
}
switch chatInfo.Content.(type) {
case *proto.ChatInfo_Text:
text := chatInfo.Content.(*proto.ChatInfo_Text).Text
if len(text) == 0 {
return
}
sendChatInfo.Content = &proto.ChatInfo_Text{
Text: text,
}
case *proto.ChatInfo_Icon:
icon := chatInfo.Content.(*proto.ChatInfo_Icon).Icon
sendChatInfo.Content = &proto.ChatInfo_Icon{
Icon: icon,
}
default:
return
}
world := g.worldManager.GetWorldByID(player.WorldId)
world.AddChat(sendChatInfo)
// PacketPlayerChatNotify
playerChatNotify := new(proto.PlayerChatNotify)
playerChatNotify.ChannelId = channelId
playerChatNotify.ChatInfo = sendChatInfo
for _, worldPlayer := range world.playerMap {
g.SendMsg(cmd.PlayerChatNotify, worldPlayer.PlayerID, 0, playerChatNotify)
}
// PacketPlayerChatRsp
playerChatRsp := new(proto.PlayerChatRsp)
g.SendMsg(cmd.PlayerChatRsp, player.PlayerID, 0, playerChatRsp)
}
func (g *GameManager) ConvChatInfoToChatMsg(chatInfo *proto.ChatInfo) (chatMsg *model.ChatMsg) {
chatMsg = &model.ChatMsg{
Time: chatInfo.Time,
ToUid: chatInfo.ToUid,
Uid: chatInfo.Uid,
IsRead: chatInfo.IsRead,
MsgType: 0,
Text: "",
Icon: 0,
}
switch chatInfo.Content.(type) {
case *proto.ChatInfo_Text:
chatMsg.MsgType = model.ChatMsgTypeText
chatMsg.Text = chatInfo.Content.(*proto.ChatInfo_Text).Text
case *proto.ChatInfo_Icon:
chatMsg.MsgType = model.ChatMsgTypeIcon
chatMsg.Icon = chatInfo.Content.(*proto.ChatInfo_Icon).Icon
default:
}
return chatMsg
}
func (g *GameManager) ConvChatMsgToChatInfo(chatMsg *model.ChatMsg) (chatInfo *proto.ChatInfo) {
chatInfo = &proto.ChatInfo{
Time: chatMsg.Time,
Sequence: 0,
ToUid: chatMsg.ToUid,
Uid: chatMsg.Uid,
IsRead: chatMsg.IsRead,
Content: nil,
}
switch chatMsg.MsgType {
case model.ChatMsgTypeText:
chatInfo.Content = &proto.ChatInfo_Text{
Text: chatMsg.Text,
}
case model.ChatMsgTypeIcon:
chatInfo.Content = &proto.ChatInfo_Icon{
Icon: chatMsg.Icon,
}
default:
}
return chatInfo
}