This commit is contained in:
1
2025-08-28 21:35:56 +00:00
parent 00f38b8c53
commit 79361e68cd
29 changed files with 253 additions and 232 deletions

View File

@@ -1,7 +1,7 @@
package maps
import (
"blazing/common/data/entity"
"blazing/common/data/socket"
"blazing/common/socket/handler"
"blazing/logic/service/space"
"blazing/modules/blazing/model"
@@ -26,7 +26,7 @@ type InInfo struct {
func (t *InInfo) Broadcast(mapid uint32, o OutInfo) {
space.GetSpace(mapid).Range(func(playerID uint32, player *entity.Player) bool {
space.GetSpace(mapid).Range(func(playerID uint32, player *socket.Player) bool {
t.Head.Result = 0
player.SendPack(t.Head.Pack(&o))
@@ -35,7 +35,7 @@ func (t *InInfo) Broadcast(mapid uint32, o OutInfo) {
}
// 刷怪具体实现
func (t *InInfo) SpawnMonsters(c *entity.Player, isfrist bool) {
func (t *InInfo) SpawnMonsters(c *socket.Player, isfrist bool) {
// 获取当前地图的怪物配置
// if c == nil || mservice.NewMonsterService().GetId(c.MapId) == 0 { //用户离线
@@ -52,7 +52,7 @@ func (t *InInfo) SpawnMonsters(c *entity.Player, isfrist bool) {
}
// 创建数据包
tt := handler.NewTomeeHeader(2004, c.UserID)
tt := handler.NewTomeeHeader(2004, c.Info.UserID)
if isfrist {
t.monsters = generateThreeUniqueNumbers()
@@ -60,7 +60,7 @@ func (t *InInfo) SpawnMonsters(c *entity.Player, isfrist bool) {
t.monsters, _, _ = replaceOneNumber(t.monsters)
}
t1 := t.genMonster(c.MapId)
t1 := t.genMonster(c.Info.UserID)
c.SendPack(tt.Pack(&t1))
}

View File

@@ -1,7 +1,7 @@
package maps
import (
"blazing/common/data/entity"
"blazing/common/data/socket"
"blazing/common/socket/handler"
"blazing/logic/service/space"
)
@@ -17,7 +17,7 @@ type LeaveMapInboundInfo struct {
func (t *LeaveMapInboundInfo) Broadcast(mapid uint32, o LeaveMapOutboundInfo) {
space.GetSpace(mapid).Range(func(playerID uint32, player *entity.Player) bool {
space.GetSpace(mapid).Range(func(playerID uint32, player *socket.Player) bool {
t.Head.Result = 0
player.SendPack(t.Head.Pack(&o))

View File

@@ -0,0 +1,62 @@
package nono
import "blazing/common/socket/handler"
// NonoOutboundInfo 用于表示Nono相关的出站信息
type NonoOutboundInfo struct {
// UserID: 米米号对应uint32类型无符号
UserID uint32
// Num: 未知对应uint32类型无符号
Num uint32
// Flying: 飞行状态 0为不飞行 大于0为飞行模式对应uint32类型无符号
Flying uint32
// Nick: 16字节固定长度16字节字符串
Nick string `struc:"[16]byte"`
// SuperNono: 是不是超能nono对应uint32类型无符号
SuperNono uint32
// Color: nono颜色 00 rgb对应uint32类型无符号
Color uint32
// Power: 未知, 返回的实际数值要*1000对应uint32类型无符号
Power uint32
// Mate: 未知, 返回的实际数值要*1000对应uint32类型无符号
Mate uint32
// IQ: 未知对应uint32类型无符号
IQ uint32
// AI: 未知对应uint16类型无符号短整数
AI uint16
// Birth: 未知, 返回的实际数值要除以1000对应uint32类型无符号
Birth uint32
// ChargeTime: 充电时间对应uint32类型无符号
ChargeTime uint32
// Func: 20字节固定长度20字节数组
Func [20]byte
// SuperEnergy: 超能nono能力对应uint32类型无符号
SuperEnergy uint32
// SuperLevel: 超能nono等级对应uint32类型无符号
SuperLevel uint32
// SuperStage: 超能nono阶段对应uint32类型无符号
SuperStage uint32
}
type NonoInboundInfo struct {
// 消息头部命令ID对应MessageCommandIDRegistry.Nono_Info
Head handler.TomeeHeader `cmd:"9003" struc:"[0]pad"`
// 米米号对应Java的@UInt long类型
UserID uint32 `fieldDescription:"米米号" struc:"uint32" uint:"true"`
}

View File

@@ -1,22 +1,22 @@
package service
import (
"blazing/common/data/entity"
"blazing/common/data/socket"
"blazing/common/socket/errorcode"
"blazing/common/socket/handler"
"blazing/cool"
"blazing/modules/blazing/model"
)
func GetPlayer(c *entity.Conn, userid uint32) *entity.Player { //TODO 这里待优化,可能存在内存泄漏问题
func GetPlayer(c *socket.Conn, userid uint32) *socket.Player { //TODO 这里待优化,可能存在内存泄漏问题
//检查player初始化是否为conn初始后取map防止二次连接后存在两个player
clientdata := c.MainConn.Context().(*entity.ClientData)
clientdata := c.MainConn.Context().(*socket.ClientData)
if clientdata.GetPlayer() != nil {
return clientdata.GetPlayer()
}
var player *entity.Player
if player1, ok := cool.Mainplayer.Load((userid)); ok {
var player *socket.Player
if player1, ok := socket.Mainplayer.Load((userid)); ok {
clientdata.SetPlayer(player1)
}
@@ -27,7 +27,7 @@ func GetPlayer(c *entity.Conn, userid uint32) *entity.Player { //TODO 这里待
func KickPlayer(userid uint32) { //踢出玩家
//TODO 返回错误码
//var player *entity.Player
if player1, ok := cool.Mainplayer.Load((userid)); ok {
if player1, ok := socket.Mainplayer.Load((userid)); ok {
//取成功,否则创建
head := handler.NewTomeeHeader(1001, userid)
head.Result = uint32(errorcode.ErrorCodes.ErrAccountLoggedInElsewhere)
@@ -40,27 +40,19 @@ func KickPlayer(userid uint32) { //踢出玩家
//return player
// return nil
}
func SetPlayer(c *entity.Conn, userid uint32) *entity.Player { //TODO 这里待优化,
func SetPlayer(c *socket.Conn, user *model.PlayerInfo) *socket.Player { //TODO 这里待优化,
clientdata := c.MainConn.Context().(*entity.ClientData)
clientdata := c.MainConn.Context().(*socket.ClientData)
player := entity.NewPlayer(
entity.WithUserID(userid), //注入ID
entity.WithConn(*c), //注入conn
player := socket.NewPlayer(
socket.WithConn(*c), //注入conn
)
cool.Mainplayer.Store(userid, player)
socket.Mainplayer.Store(user.UserID, player)
clientdata.SetPlayer(player) //= player
return player
// return nil
}
// /**
// * @var type OutboundInf
// * @global
// */
// type OutInfo interface {
// error //实现错误接口
// Code() errorcode.ErrorCode //返回错误码,如果error不等于nil就返回这个实现对前台传错误码
// }

View File

@@ -1,7 +1,7 @@
package space
import (
"blazing/common/data/entity"
"blazing/common/data/socket"
xml "blazing/common/data/xml/map"
"blazing/common/utils"
"blazing/modules/blazing/model"
@@ -11,7 +11,7 @@ import (
// Space 针对Player的并发安全map键为uint32类型
type Space struct {
mu sync.RWMutex // 读写锁,读多写少场景更高效
data map[uint32]*entity.Player // 存储玩家数据的map键为玩家ID
data map[uint32]*socket.Player // 存储玩家数据的map键为玩家ID
CanRefresh bool //是否能够刷怪
ID uint32 // 地图ID
Name string //地图名称
@@ -22,13 +22,13 @@ type Space struct {
// NewSyncMap 创建一个新的玩家同步map
func NewSpace() *Space {
return &Space{
data: make(map[uint32]*entity.Player),
data: make(map[uint32]*socket.Player),
}
}
// Get 根据玩家ID获取玩家实例
// 读操作使用RLock允许多个goroutine同时读取
func (m *Space) Get(playerID uint32) (*entity.Player, bool) {
func (m *Space) Get(playerID uint32) (*socket.Player, bool) {
m.mu.RLock()
defer m.mu.RUnlock()
val, exists := m.data[playerID]
@@ -37,10 +37,12 @@ func (m *Space) Get(playerID uint32) (*entity.Player, bool) {
// Set 存储玩家实例按ID
// 写操作使用Lock独占锁保证数据一致性
func (m *Space) Set(playerID uint32, player *entity.Player) {
func (m *Space) Set(playerID uint32, player *socket.Player)*Space {
m.mu.Lock()
defer m.mu.Unlock()
m.data[playerID] = player
return m
}
// Delete 根据玩家ID删除玩家实例
@@ -61,7 +63,7 @@ func (m *Space) Len() int {
// Range 遍历所有玩家并执行回调函数
// 读操作使用RLock遍历过程中不会阻塞其他读操作
func (m *Space) Range(f func(playerID uint32, player *entity.Player) bool) {
func (m *Space) Range(f func(playerID uint32, player *socket.Player) bool) {
m.mu.RLock()
defer m.mu.RUnlock()
for id, player := range m.data {

View File

@@ -1,7 +1,7 @@
package space
import (
"blazing/common/data/entity"
"blazing/common/data/socket"
"blazing/common/socket/handler"
"blazing/modules/blazing/model"
)
@@ -23,7 +23,7 @@ func (t *InInfo) Broadcast(mapid uint32, o OutInfo) {
//tt := planetmap
//g.Dump(GetSpace(mapid).Len())
GetSpace(mapid).Range(func(playerID uint32, player *entity.Player) bool {
GetSpace(mapid).Range(func(playerID uint32, player *socket.Player) bool {
t.Head.Result = 0
tt := t.Head.Pack(&o)
err := player.SendPack(tt)