refactor(controller): 移除未使用的地图相关函数
- 删除了 controller 包中多个与地图相关的 Go 文件 - 移除了未使用的 MapIn、MapHot、MapOut 和 MapList 函数 - 在 space 包中添加了对玩家地图的特殊处理逻辑
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68
logic/controller/map.go
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68
logic/controller/map.go
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package controller
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import (
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"blazing/common/data/entity"
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"blazing/common/socket/errorcode"
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"blazing/common/socket/handler"
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"blazing/logic/service/maphot"
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"blazing/logic/service/maps"
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"blazing/logic/service/space"
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"time"
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)
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func (h *Controller) MapEnter(data *maps.InInfo, c *entity.Player) (result *maps.OutInfo, err errorcode.ErrorCode) { //这个时候player应该是空的
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c.MapId = data.MapId //登录地图
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space.GetSpace(c.MapId).Set(c.UserID, c) //添加玩家
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tt := maps.NewOutInfo()
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tt.UserID = c.UserID
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tt.Nick = c.Nick
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tt.Pos = data.Point
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data.Broadcast(c.MapId, *tt) //同步广播
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go func() { //测试刷怪
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for {
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tt := handler.NewTomeeHeader()
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tt.CMD = 2004
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tt.Result = 0
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tt.UserID = c.UserID
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t1 := maps.OgreInfo{}
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for i := 0; i < 9; i++ {
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t1.Data[i] = 1
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}
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c.SendPack(tt.Pack(&t1))
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<-time.After(10000 * time.Millisecond)
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}
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}()
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return nil, -1
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}
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func (h Controller) MapHot(data *maphot.InInfo, c *entity.Player) (result *maphot.OutInfo, err errorcode.ErrorCode) {
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result = &maphot.OutInfo{
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HotInfos: space.GetMapHot(),
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}
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return
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}
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func (h *Controller) MapLeave(data *maps.LeaveMapInboundInfo, c *entity.Player) (result *maps.LeaveMapOutboundInfo, err errorcode.ErrorCode) { //这个时候player应该是空的
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//result = &maps.LeaveMapOutboundInfo{UserID: c.GetUserID()}
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data.Broadcast(c.MapId, maps.LeaveMapOutboundInfo{UserID: c.GetUserID()}) //同步广播
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space.GetSpace(c.MapId).Delete(c.UserID)
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return nil, -1
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}
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func (h *Controller) MapList(data *maps.ListMapPlayerInboundInfo, c *entity.Player) (result *maps.ListMapPlayerOutboundInfo, err errorcode.ErrorCode) { //这个时候player应该是空的
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result = &maps.ListMapPlayerOutboundInfo{}
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result.Player = make([]maps.OutInfo, 0)
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result1 := maps.NewOutInfo()
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result1.UserID = c.UserID
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//result.Pos = model.Pos{X: 500, Y: 400}
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result1.Nick = c.Nick
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result.Player = append(result.Player, *result1)
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return
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}
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