重构
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@@ -1,27 +1,29 @@
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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/data/socket"
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"blazing/common/socket/errorcode"
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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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mservice "blazing/modules/blazing/service"
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"time"
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"github.com/jinzhu/copier"
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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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func (h *Controller) MapEnter(data *maps.InInfo, c *socket.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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c.Info.MapID = data.MapId //登录地图
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space.GetSpace(c.Info.MapID).Set(c.Info.UserID, c) //添加玩家
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result = maps.NewOutInfo()
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c.Info.Pos = data.Point
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copier.Copy(c.Info, result)
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data.Broadcast(c.Info.MapID, *result) //同步广播
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// 如果是无怪地图,直接返回
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if mservice.NewMonsterService().GetId(c.MapId) == nil {
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if mservice.NewMonsterService().GetId(c.Info.MapID) == nil {
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return nil, -1
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}
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@@ -33,7 +35,7 @@ func (h *Controller) MapEnter(data *maps.InInfo, c *entity.Player) (result *maps
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time.After(5 * time.Second)
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// 首次刷新
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if !c.IsFighting && c.MapId != 0 {
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if !c.IsFighting && c.Info.MapID != 0 {
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data.SpawnMonsters(c, true)
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}
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//循环刷新怪物
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@@ -48,16 +50,16 @@ func (h *Controller) MapEnter(data *maps.InInfo, c *entity.Player) (result *maps
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return
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case <-ticker.C:
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// 刷新当前地图的怪物
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if !c.IsFighting && c.MapId != 0 {
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if !c.IsFighting && c.Info.MapID != 0 {
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data.SpawnMonsters(c, false)
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}
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}
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}
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}(c.StopChan, int(c.MapId))
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}(c.StopChan, int(c.Info.MapID))
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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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func (h Controller) MapHot(data *maphot.InInfo, c *socket.Player) (result *maphot.OutInfo, err errorcode.ErrorCode) {
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result = &maphot.OutInfo{
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@@ -66,27 +68,29 @@ func (h Controller) MapHot(data *maphot.InInfo, c *entity.Player) (result *mapho
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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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func (h *Controller) MapLeave(data *maps.LeaveMapInboundInfo, c *socket.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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data.Broadcast(c.Info.MapID, maps.LeaveMapOutboundInfo{UserID: c.Info.UserID}) //同步广播
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space.GetSpace(c.Info.MapID).Delete(c.Info.UserID)
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// 如果有正在运行的刷怪协程,发送停止信号
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if c.StopChan != nil {
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close(c.StopChan)
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c.StopChan = nil
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}
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c.MapId = 0 // 重置当前地图
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//c.MapID = 0 // 重置当前地图
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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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func (h *Controller) MapList(data *maps.ListMapPlayerInboundInfo, c *socket.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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space.GetSpace(c.Info.MapID).Range(func(userID uint32, player *socket.Player) bool {
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result1 := maps.NewOutInfo()
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copier.Copy(player.Info, result1)
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result.Player = append(result.Player, *result1)
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return true
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})
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return
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}
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