refactor: 重构 PVP 匹配逻辑使用模型结构体
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@@ -2,7 +2,10 @@ package rpc
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import (
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"blazing/logic/service/common"
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"blazing/logic/service/fight/info"
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"blazing/modules/player/model"
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"blazing/modules/player/service"
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"encoding/json"
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"errors"
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"strings"
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"time"
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@@ -14,7 +17,7 @@ import (
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type RPCfight struct {
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fightmap *csmap.CsMap[int, common.FightI]
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zs *zset.ZSet[uint32, User]
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zs *zset.ZSet[uint32, *model.PVP]
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}
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// ExtractBetweenBrackets 提取字符串中第一个 [] 中间的文本
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@@ -47,44 +50,37 @@ func ExtractBetweenBrackets(s string) (string, bool, error) {
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}
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func (r *RPCfight) ADD(s string) {
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println("收到sun:join:2458", s)
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println("收到sun:join", s)
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var pvp info.RPCFightinfo
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json.Unmarshal([]byte(s), &pvp)
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t, _, _ := ExtractBetweenBrackets(s)
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ret := service.NewPVPService(gconv.Uint32(t)).Get(gconv.Uint32(t))
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score := 1000
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if ret == nil {
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if ret != nil {
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score = int(ret.RankInfo.Score)
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}
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r.zs.Add(gconv.Uint32(t), User{ID: gconv.Uint32(t), JoinTime: time.Now().Unix(), Score: score})
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r.zs.Add(gconv.Uint32(t),
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ret)
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if r.zs.Length() > 2 {
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r.zs.FindPrev(func(i User) bool { return i.Score > score })
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//找到上一个,如果区间分数少于一定,
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//直接进行匹配
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u, s := r.zs.FindPrev(func(i *model.PVP) bool { return i.RankInfo.Score > score })
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diff := s - score
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// 等待越久,允许区间越大
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wait := time.Now().Sub(u.RankInfo.LastMatchTime.Time).Seconds()
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maxAllow := 100 + int(wait)*10
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if diff < maxAllow {
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//找到上一个,如果区间分数少于一定,
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//直接进行匹配
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}
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}
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}
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type User struct {
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JoinTime int64
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ID uint32
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Score int
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}
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func (u User) Key() uint32 {
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return uint32(u.ID)
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}
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// 如果分数不对的话,就按时间排序
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func (u User) Less(than User) bool {
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if u.Score == than.Score {
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return u.JoinTime < than.JoinTime
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}
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return u.Score < than.Score
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}
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///定义map,存储用户对战斗容器的映射,便于外部传入时候进行直接操作
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var fightmap = RPCfight{
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fightmap: csmap.New[int, common.FightI](),
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zs: zset.New[uint32, User](func(a, b User) bool {
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zs: zset.New[uint32, *model.PVP](func(a, b *model.PVP) bool {
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return a.Less(b)
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}),
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}
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