mirror of
https://github.com/FlourishingWorld/hk4e.git
synced 2026-02-04 16:02:26 +08:00
271 lines
7.3 KiB
Go
271 lines
7.3 KiB
Go
package game
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import (
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"time"
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"hk4e/gdconf"
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"hk4e/pkg/logger"
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"hk4e/pkg/random"
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"hk4e/protocol/cmd"
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"hk4e/protocol/proto"
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)
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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 = 100 // 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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data []any
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}
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type UserTick struct {
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globalTick *time.Ticker
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globalTickCount uint64
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timerIdCounter uint64
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timerMap map[uint64]*UserTimer
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}
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type TickManager struct {
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globalTick *time.Ticker
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globalTickCount uint64
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userTickMap map[uint32]*UserTick
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}
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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 * 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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return r
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}
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func (t *TickManager) GetGlobalTick() *time.Ticker {
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return t.globalTick
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}
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// 每个玩家自己的tick
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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.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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}
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}
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// DestroyUserGlobalTick 销毁玩家tick对象
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func (t *TickManager) DestroyUserGlobalTick(userId uint32) {
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delete(t.userTickMap, userId)
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}
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// CreateUserTimer 创建玩家定时任务
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func (t *TickManager) CreateUserTimer(userId uint32, action int, delay uint32, data ...any) {
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userTick, exist := t.userTickMap[userId]
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if !exist {
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logger.Error("user not exist, uid: %v", userId)
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return
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}
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userTick.timerIdCounter++
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userTick.timerMap[userTick.timerIdCounter] = &UserTimer{
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timer: time.NewTimer(time.Second * time.Duration(delay)),
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action: action,
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data: data,
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}
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logger.Debug("create user timer, uid: %v, action: %v, time: %v",
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userId, action, time.Now().Add(time.Second*time.Duration(delay)).Format("2006-01-02 15:04:05"))
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}
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func (t *TickManager) onUserTickSecond(userId uint32, now int64) {
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}
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func (t *TickManager) onUserTickMinute(userId uint32, now int64) {
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player := USER_MANAGER.GetOnlineUser(userId)
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if player == nil {
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logger.Error("player is nil, uid: %v", userId)
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return
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}
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if uint32(now/1000)-player.LastKeepaliveTime > 60 {
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logger.Error("remove keepalive timeout user, uid: %v", userId)
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GAME.OnUserOffline(userId, &ChangeGsInfo{
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IsChangeGs: false,
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})
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}
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}
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// 玩家定时任务常量
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const (
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UserTimerActionTest = iota
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UserTimerActionLuaCreateMonster
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)
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func (t *TickManager) userTimerHandle(userId uint32, action int, data []any) {
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player := USER_MANAGER.GetOnlineUser(userId)
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if player == nil {
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return
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}
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switch action {
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case UserTimerActionTest:
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logger.Debug("UserTimerActionTest, data: %v, uid: %v", data[0], userId)
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case UserTimerActionLuaCreateMonster:
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logger.Debug("UserTimerActionLuaCreateMonster, groupId: %v, monsterConfigId: %v, uid: %v", data[0], data[1], userId)
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groupId := data[0].(uint32)
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monsterConfigId := data[1].(uint32)
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GAME.AddSceneGroupMonster(player, groupId, monsterConfigId)
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}
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}
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// 服务器全局tick
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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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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%(1000/ServerTickTime) == 0 {
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t.onTickSecond(now)
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}
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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%(10000/ServerTickTime) == 0 {
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t.onTick10Second(now)
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}
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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%(60000*60/ServerTickTime) == 0 {
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t.onTickHour(now)
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}
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for userId, userTick := range t.userTickMap {
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if len(userTick.globalTick.C) == 0 {
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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%(1000/UserTickTime) == 0 {
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t.onUserTickSecond(userId, now)
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}
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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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if len(timer.timer.C) == 0 {
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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, timer.data)
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}
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}
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}
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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) onTickMinute(now int64) {
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// GAME.ServerAnnounceNotify(100, "test123")
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gdconf.LuaStateLruRemove()
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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.GetAllItemDataConfig()
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count := random.GetRandomInt32(0, 4)
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i := int32(0)
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for itemId := range allItemDataConfig {
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num := random.GetRandomInt32(1, 9)
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GAME.AddUserItem(player.PlayerID, []*ChangeItem{{ItemId: uint32(itemId), ChangeCount: uint32(num)}}, true, 0)
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i++
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if i > count {
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break
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}
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}
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GAME.AddUserItem(player.PlayerID, []*ChangeItem{{ItemId: 102, ChangeCount: 30}}, true, 0)
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GAME.AddUserItem(player.PlayerID, []*ChangeItem{{ItemId: 201, ChangeCount: 10}}, true, 0)
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GAME.AddUserItem(player.PlayerID, []*ChangeItem{{ItemId: 202, ChangeCount: 100}}, true, 0)
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GAME.AddUserItem(player.PlayerID, []*ChangeItem{{ItemId: 203, ChangeCount: 10}}, true, 0)
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// 蓝球粉球
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GAME.AddUserItem(player.PlayerID, []*ChangeItem{{ItemId: 223, ChangeCount: 1}}, true, 0)
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GAME.AddUserItem(player.PlayerID, []*ChangeItem{{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.GetAllWorld() {
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GAME.SceneTimeNotify(world)
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GAME.PlayerTimeNotify(world)
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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.GetAllWorld() {
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if WORLD_MANAGER.IsAiWorld(world) {
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for applyUid := range world.owner.CoopApplyMap {
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GAME.UserDealEnterWorld(world.owner, applyUid, true)
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}
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}
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// 多人世界其他玩家的坐标位置广播
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GAME.WorldPlayerLocationNotify(world)
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GAME.ScenePlayerLocationNotify(world)
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}
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}
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func (t *TickManager) onTickSecond(now int64) {
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for _, world := range WORLD_MANAGER.GetAllWorld() {
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// 世界里所有玩家的网络延迟广播
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GAME.WorldPlayerRTTNotify(world)
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}
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// // GCG游戏Tick
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// for _, game := range GCG_MANAGER.gameMap {
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// game.onTick()
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// }
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}
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func (t *TickManager) onTick200MilliSecond(now int64) {
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for _, world := range WORLD_MANAGER.GetAllWorld() {
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for _, player := range world.GetAllPlayer() {
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// 耐力消耗
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GAME.SustainStaminaHandler(player)
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GAME.VehicleRestoreStaminaHandler(player)
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GAME.DrownBackHandler(player)
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}
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}
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}
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func (t *TickManager) onTick100MilliSecond(now int64) {
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}
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func (t *TickManager) onTick50MilliSecond(now int64) {
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// 音乐播放器
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for i := 0; i < len(AUDIO_CHAN); i++ {
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world := WORLD_MANAGER.GetAiWorld()
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GAME.SendToWorldA(world, cmd.SceneAudioNotify, 0, &proto.SceneAudioNotify{
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Type: 5,
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SourceUid: world.owner.PlayerID,
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Param1: []uint32{1, <-AUDIO_CHAN},
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Param2: nil,
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Param3: nil,
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})
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}
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}
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