2025-08-15 22:44:28 +08:00
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package space
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import (
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"blazing/common/data/xmlres"
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"blazing/common/utils"
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"blazing/logic/service/common"
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2025-08-15 22:44:28 +08:00
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)
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// Space 针对Player的并发安全map,键为uint32类型
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type Space struct {
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User utils.ConcurrentMap[uint32, common.PlayerI] // 存储玩家数据的map,键为玩家ID
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CanRefresh bool //是否能够刷怪
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//ID uint32 // 地图ID
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Name string //地图名称
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// DefaultPos model.Pos //默认位置DefaultPos
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//Positions map[uint32]model.Pos //从上一个地图跳转后默认位置 无任何写操作
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}
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// NewSyncMap 创建一个新的玩家同步map
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func NewSpace() *Space {
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return &Space{
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User: utils.NewWithCustomShardingFunction[uint32, common.PlayerI](func(key uint32) uint32 {
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return key
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}),
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}
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}
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2025-10-10 04:49:23 +00:00
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// // Range 遍历所有玩家并执行回调函数
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// // 读操作使用RLock,遍历过程中不会阻塞其他读操作
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// func (m *Space) Range(f func(playerID uint32, player common.PlayerI) bool) {
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// m.mu.RLock()
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// defer m.mu.RUnlock()
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// for id, player := range m.User {
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// // 若回调返回false,则停止遍历
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// if !f(id, player) {
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// break
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// }
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// }
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// }
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2025-08-16 03:36:13 +00:00
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// 获取星球
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func GetSpace(id uint32) *Space {
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planet, ok := planetmap.Load(id)
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if ok {
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return planet
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}
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t := NewSpace()
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if id < 10000 { //说明是玩家地图GetSpace
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2025-10-10 23:16:45 +08:00
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for _, v := range xmlres.MapConfig.Maps {
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if v.ID == int(id) { //找到这个地图
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t := NewSpace()
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t.Name = v.Name
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}
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}
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}
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planetmap.Store(id, t)
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return t
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}
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var planetmap = &utils.SyncMap[uint32, *Space]{} //玩家数据
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type LeaveMapOutboundInfo struct {
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// 米米号
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UserID uint32 `struc:"uint32" fieldDesc:"米米号" json:"user_id"`
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}
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