This commit is contained in:
2025-10-10 20:33:57 +08:00
15 changed files with 466 additions and 126 deletions

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@@ -40,6 +40,11 @@ func (s *Server) Stop() error {
}
func (s *Server) OnClose(c gnet.Conn, _ error) (action gnet.Action) {
defer func() {
if r := recover(); r != nil {
fmt.Println("Recovered in f", r)
}
}()
atomic.AddInt64(&s.connected, -1)
//logging.Infof("conn[%v] disconnected", c.RemoteAddr().String())
v, ok := c.Context().(*player.ClientData)

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@@ -0,0 +1,370 @@
package utils
import (
"encoding/json"
"fmt"
"sync"
)
var SHARD_COUNT = 32
type Stringer interface {
fmt.Stringer
comparable
}
// A "thread" safe map of type string:Anything.
// To avoid lock bottlenecks this map is dived to several (SHARD_COUNT) map shards.
type ConcurrentMap[K comparable, V any] struct {
shards []*ConcurrentMapShared[K, V]
sharding func(key K) uint32
}
// A "thread" safe string to anything map.
type ConcurrentMapShared[K comparable, V any] struct {
items map[K]V
sync.RWMutex // Read Write mutex, guards access to internal map.
}
func create[K comparable, V any](sharding func(key K) uint32) ConcurrentMap[K, V] {
m := ConcurrentMap[K, V]{
sharding: sharding,
shards: make([]*ConcurrentMapShared[K, V], SHARD_COUNT),
}
for i := 0; i < SHARD_COUNT; i++ {
m.shards[i] = &ConcurrentMapShared[K, V]{items: make(map[K]V)}
}
return m
}
// Creates a new concurrent map.
func New[V any]() ConcurrentMap[string, V] {
return create[string, V](fnv32)
}
// Creates a new concurrent map.
func NewStringer[K Stringer, V any]() ConcurrentMap[K, V] {
return create[K, V](strfnv32[K])
}
// Creates a new concurrent map.
func NewWithCustomShardingFunction[K comparable, V any](sharding func(key K) uint32) ConcurrentMap[K, V] {
return create[K, V](sharding)
}
// GetShard returns shard under given key
func (m ConcurrentMap[K, V]) GetShard(key K) *ConcurrentMapShared[K, V] {
return m.shards[uint(m.sharding(key))%uint(SHARD_COUNT)]
}
func (m ConcurrentMap[K, V]) MSet(data map[K]V) {
for key, value := range data {
shard := m.GetShard(key)
shard.Lock()
shard.items[key] = value
shard.Unlock()
}
}
// Sets the given value under the specified key.
func (m ConcurrentMap[K, V]) Set(key K, value V) {
// Get map shard.
shard := m.GetShard(key)
shard.Lock()
shard.items[key] = value
shard.Unlock()
}
// Callback to return new element to be inserted into the map
// It is called while lock is held, therefore it MUST NOT
// try to access other keys in same map, as it can lead to deadlock since
// Go sync.RWLock is not reentrant
type UpsertCb[V any] func(exist bool, valueInMap V, newValue V) V
// Insert or Update - updates existing element or inserts a new one using UpsertCb
func (m ConcurrentMap[K, V]) Upsert(key K, value V, cb UpsertCb[V]) (res V) {
shard := m.GetShard(key)
shard.Lock()
v, ok := shard.items[key]
res = cb(ok, v, value)
shard.items[key] = res
shard.Unlock()
return res
}
// Sets the given value under the specified key if no value was associated with it.
func (m ConcurrentMap[K, V]) SetIfAbsent(key K, value V) bool {
// Get map shard.
shard := m.GetShard(key)
shard.Lock()
_, ok := shard.items[key]
if !ok {
shard.items[key] = value
}
shard.Unlock()
return !ok
}
// Get retrieves an element from map under given key.
func (m ConcurrentMap[K, V]) Get(key K) (V, bool) {
// Get shard
shard := m.GetShard(key)
shard.RLock()
// Get item from shard.
val, ok := shard.items[key]
shard.RUnlock()
return val, ok
}
// Count returns the number of elements within the map.
func (m ConcurrentMap[K, V]) Count() int {
count := 0
for i := 0; i < SHARD_COUNT; i++ {
shard := m.shards[i]
shard.RLock()
count += len(shard.items)
shard.RUnlock()
}
return count
}
// Looks up an item under specified key
func (m ConcurrentMap[K, V]) Has(key K) bool {
// Get shard
shard := m.GetShard(key)
shard.RLock()
// See if element is within shard.
_, ok := shard.items[key]
shard.RUnlock()
return ok
}
// Remove removes an element from the map.
func (m ConcurrentMap[K, V]) Remove(key K) {
// Try to get shard.
shard := m.GetShard(key)
shard.Lock()
delete(shard.items, key)
shard.Unlock()
}
// RemoveCb is a callback executed in a map.RemoveCb() call, while Lock is held
// If returns true, the element will be removed from the map
type RemoveCb[K any, V any] func(key K, v V, exists bool) bool
// RemoveCb locks the shard containing the key, retrieves its current value and calls the callback with those params
// If callback returns true and element exists, it will remove it from the map
// Returns the value returned by the callback (even if element was not present in the map)
func (m ConcurrentMap[K, V]) RemoveCb(key K, cb RemoveCb[K, V]) bool {
// Try to get shard.
shard := m.GetShard(key)
shard.Lock()
v, ok := shard.items[key]
remove := cb(key, v, ok)
if remove && ok {
delete(shard.items, key)
}
shard.Unlock()
return remove
}
// Pop removes an element from the map and returns it
func (m ConcurrentMap[K, V]) Pop(key K) (v V, exists bool) {
// Try to get shard.
shard := m.GetShard(key)
shard.Lock()
v, exists = shard.items[key]
delete(shard.items, key)
shard.Unlock()
return v, exists
}
// IsEmpty checks if map is empty.
func (m ConcurrentMap[K, V]) IsEmpty() bool {
return m.Count() == 0
}
// Used by the Iter & IterBuffered functions to wrap two variables together over a channel,
type Tuple[K comparable, V any] struct {
Key K
Val V
}
// Iter returns an iterator which could be used in a for range loop.
//
// Deprecated: using IterBuffered() will get a better performence
func (m ConcurrentMap[K, V]) Iter() <-chan Tuple[K, V] {
chans := snapshot(m)
ch := make(chan Tuple[K, V])
go fanIn(chans, ch)
return ch
}
// IterBuffered returns a buffered iterator which could be used in a for range loop.
func (m ConcurrentMap[K, V]) IterBuffered() <-chan Tuple[K, V] {
chans := snapshot(m)
total := 0
for _, c := range chans {
total += cap(c)
}
ch := make(chan Tuple[K, V], total)
go fanIn(chans, ch)
return ch
}
// Clear removes all items from map.
func (m ConcurrentMap[K, V]) Clear() {
for item := range m.IterBuffered() {
m.Remove(item.Key)
}
}
// Returns a array of channels that contains elements in each shard,
// which likely takes a snapshot of `m`.
// It returns once the size of each buffered channel is determined,
// before all the channels are populated using goroutines.
func snapshot[K comparable, V any](m ConcurrentMap[K, V]) (chans []chan Tuple[K, V]) {
//When you access map items before initializing.
if len(m.shards) == 0 {
panic(`cmap.ConcurrentMap is not initialized. Should run New() before usage.`)
}
chans = make([]chan Tuple[K, V], SHARD_COUNT)
wg := sync.WaitGroup{}
wg.Add(SHARD_COUNT)
// Foreach shard.
for index, shard := range m.shards {
go func(index int, shard *ConcurrentMapShared[K, V]) {
// Foreach key, value pair.
shard.RLock()
chans[index] = make(chan Tuple[K, V], len(shard.items))
wg.Done()
for key, val := range shard.items {
chans[index] <- Tuple[K, V]{key, val}
}
shard.RUnlock()
close(chans[index])
}(index, shard)
}
wg.Wait()
return chans
}
// fanIn reads elements from channels `chans` into channel `out`
func fanIn[K comparable, V any](chans []chan Tuple[K, V], out chan Tuple[K, V]) {
wg := sync.WaitGroup{}
wg.Add(len(chans))
for _, ch := range chans {
go func(ch chan Tuple[K, V]) {
for t := range ch {
out <- t
}
wg.Done()
}(ch)
}
wg.Wait()
close(out)
}
// Items returns all items as map[string]V
func (m ConcurrentMap[K, V]) Items() map[K]V {
tmp := make(map[K]V)
// Insert items to temporary map.
for item := range m.IterBuffered() {
tmp[item.Key] = item.Val
}
return tmp
}
// Iterator callbacalled for every key,value found in
// maps. RLock is held for all calls for a given shard
// therefore callback sess consistent view of a shard,
// but not across the shards
type IterCb[K comparable, V any] func(key K, v V)
// Callback based iterator, cheapest way to read
// all elements in a map.
func (m ConcurrentMap[K, V]) IterCb(fn IterCb[K, V]) {
for idx := range m.shards {
shard := (m.shards)[idx]
shard.RLock()
for key, value := range shard.items {
fn(key, value)
}
shard.RUnlock()
}
}
// Keys returns all keys as []string
func (m ConcurrentMap[K, V]) Keys() []K {
count := m.Count()
ch := make(chan K, count)
go func() {
// Foreach shard.
wg := sync.WaitGroup{}
wg.Add(SHARD_COUNT)
for _, shard := range m.shards {
go func(shard *ConcurrentMapShared[K, V]) {
// Foreach key, value pair.
shard.RLock()
for key := range shard.items {
ch <- key
}
shard.RUnlock()
wg.Done()
}(shard)
}
wg.Wait()
close(ch)
}()
// Generate keys
keys := make([]K, 0, count)
for k := range ch {
keys = append(keys, k)
}
return keys
}
// Reviles ConcurrentMap "private" variables to json marshal.
func (m ConcurrentMap[K, V]) MarshalJSON() ([]byte, error) {
// Create a temporary map, which will hold all item spread across shards.
tmp := make(map[K]V)
// Insert items to temporary map.
for item := range m.IterBuffered() {
tmp[item.Key] = item.Val
}
return json.Marshal(tmp)
}
func strfnv32[K fmt.Stringer](key K) uint32 {
return fnv32(key.String())
}
func fnv32(key string) uint32 {
hash := uint32(2166136261)
const prime32 = uint32(16777619)
keyLength := len(key)
for i := 0; i < keyLength; i++ {
hash *= prime32
hash ^= uint32(key[i])
}
return hash
}
// Reverse process of Marshal.
func (m *ConcurrentMap[K, V]) UnmarshalJSON(b []byte) (err error) {
tmp := make(map[K]V)
// Unmarshal into a single map.
if err := json.Unmarshal(b, &tmp); err != nil {
return err
}
// foreach key,value pair in temporary map insert into our concurrent map.
for key, val := range tmp {
m.Set(key, val)
}
return nil
}

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@@ -4,8 +4,6 @@ import (
"blazing/common/socket/errorcode"
"blazing/cool"
"blazing/logic/service/common"
"blazing/logic/service/player"
"blazing/logic/service/space"
"blazing/logic/service/user"
@@ -28,10 +26,10 @@ func (h *Controller) ChangePlayerName(data *user.ChangePlayerNameInboundInfo, c
Nickname: newnice,
UserID: c.Info.UserID,
}
space.GetSpace(c.Info.MapID).Range(func(playerID uint32, player common.PlayerI) bool {
for _, player := range space.GetSpace(c.Info.MapID).User.Items() {
player.SendPack(data.Head.Pack(&result))
return true
})
}
return result, 0
}

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@@ -5,7 +5,6 @@ import (
"blazing/common/socket/errorcode"
"blazing/logic/service/common"
"blazing/logic/service/user"
"blazing/logic/service/maps"
@@ -72,7 +71,7 @@ func (h *Controller) Login(data *user.MAIN_LOGIN_IN, c *player.Conn) (result *us
t.CompleteLogin() //通知客户端登录成功
glog.Debug(context.Background(), "登录成功,初始地图 人数:", space.GetSpace(t.Info.MapID).Len())
glog.Debug(context.Background(), "登录成功,初始地图 人数:", space.GetSpace(t.Info.MapID).User.Count())
result = user.NewOutInfo() //设置登录消息
@@ -81,12 +80,14 @@ func (h *Controller) Login(data *user.MAIN_LOGIN_IN, c *player.Conn) (result *us
tt := maps.NewOutInfo()
//copier.Copy(t.Info, tt)
t1 := player.NewTomeeHeader(2001, t.Info.UserID)
defer space.GetSpace(t.Info.MapID).Set(t.Info.UserID, t).Range(func(playerID uint32, player common.PlayerI) bool {
player.SendPack(t1.Pack(&tt))
return true
})
defer func() {
space.GetSpace(t.Info.MapID).User.Set(t.Info.UserID, t)
space.GetSpace(t.Info.MapID).User.IterCb()
for _, v := range space.GetSpace(t.Info.MapID).User.Items() {
v.SendPack(t1.Pack(&tt))
}
}()
return result, 0

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@@ -3,7 +3,6 @@ package controller
import (
"blazing/common/socket/errorcode"
"blazing/logic/service/common"
"blazing/logic/service/maphot"
"blazing/logic/service/maps"
"blazing/logic/service/player"
@@ -14,8 +13,9 @@ import (
func (h *Controller) MapEnter(data *maps.InInfo, c *player.Player) (result *maps.OutInfo, err errorcode.ErrorCode) { //这个时候player应该是空的
c.Info.MapID = data.MapId //登录地图
space.GetSpace(c.Info.MapID).Set(c.Info.UserID, c) //添加玩家
c.Info.MapID = data.MapId //登录地图
space.GetSpace(c.Info.MapID).User.Set(c.Info.UserID, c) //添加玩家
result = maps.NewOutInfo()
c.Info.Pos = data.Point
copier.Copy(result, c.Info)
@@ -37,7 +37,7 @@ func (h *Controller) MapLeave(data *maps.LeaveMapInboundInfo, c *player.Player)
//result = &maps.LeaveMapOutboundInfo{UserID: c.GetUserID()}
c.Canmon = false //可以刷怪
data.Broadcast(c.Info.MapID, space.LeaveMapOutboundInfo{UserID: c.Info.UserID}) //同步广播
space.GetSpace(c.Info.MapID).Delete(c.Info.UserID)
space.GetSpace(c.Info.MapID).User.Remove(c.Info.UserID)
// 如果有正在运行的刷怪协程,发送停止信号
c.Info.MapID = 0 // 重置当前地图
@@ -48,12 +48,11 @@ func (h *Controller) MapList(data *maps.ListMapPlayerInboundInfo, c *player.Play
result = &maps.ListMapPlayerOutboundInfo{}
result.Player = make([]maps.OutInfo, 0)
space.GetSpace(c.Info.MapID).Range(func(userID uint32, player common.PlayerI) bool {
for _, v := range space.GetSpace(c.Info.MapID).User.Items() {
result1 := maps.NewOutInfo()
copier.Copy(result1, player.GetInfo())
copier.Copy(result1, v.GetInfo())
result.Player = append(result.Player, *result1)
return true
})
}
c.Canmon = true //可以刷怪
return
}

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@@ -1,7 +1,6 @@
package maps
import (
"blazing/logic/service/common"
"blazing/logic/service/player"
"blazing/logic/service/space"
@@ -25,12 +24,11 @@ type InInfo struct {
func (t *InInfo) Broadcast(mapid uint32, o OutInfo) {
space.GetSpace(mapid).Range(func(playerID uint32, player common.PlayerI) bool {
for _, v := range space.GetSpace(mapid).User.Items() {
t.Head.Result = 0
player.SendPack(t.Head.Pack(&o))
return true
})
v.SendPack(t.Head.Pack(&o))
}
}
// 这里存储星球的map

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@@ -1,7 +1,6 @@
package maps
import (
"blazing/logic/service/common"
"blazing/logic/service/player"
"blazing/logic/service/space"
)
@@ -12,10 +11,9 @@ type LeaveMapInboundInfo struct {
func (t *LeaveMapInboundInfo) Broadcast(mapid uint32, o space.LeaveMapOutboundInfo) {
space.GetSpace(mapid).Range(func(playerID uint32, player common.PlayerI) bool {
for _, v := range space.GetSpace(mapid).User.Items() {
t.Head.Result = 0
player.SendPack(t.Head.Pack(&o))
return true
})
v.SendPack(t.Head.Pack(&o))
}
}

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@@ -1,7 +1,6 @@
package maps
import (
"blazing/logic/service/common"
"blazing/logic/service/player"
"blazing/logic/service/space"
@@ -25,13 +24,12 @@ func (t *WalkInInfo) Broadcast(mapid uint32, o WalkOutInfo) {
//tt := planetmap
//g.Dump(GetSpace(mapid).Len())
space.GetSpace(mapid).Range(func(playerID uint32, player common.PlayerI) bool {
for _, v := range space.GetSpace(mapid).User.Items() {
t.Head.Result = 0
tt := t.Head.Pack(&o)
player.SendPack(tt)
//player.Cheak(err)
return true
})
v.SendPack(tt)
}
}
// PeopleWalkOutboundInfo PeopleWalkOutboundInfo类实现OutboundMessage接口

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@@ -1,7 +1,6 @@
package pet
import (
"blazing/logic/service/common"
"blazing/logic/service/player"
"blazing/logic/service/space"
"blazing/modules/blazing/model"
@@ -41,12 +40,11 @@ type PetShowInboundInfo struct {
func (t *PetShowInboundInfo) Broadcast(mapid uint32, o PetShowOutboundInfo) {
space.GetSpace(mapid).Range(func(playerID uint32, player common.PlayerI) bool {
for _, v := range space.GetSpace(mapid).User.Items() {
t.Head.Result = 0
player.SendPack(t.Head.Pack(&o))
return true
})
v.SendPack(t.Head.Pack(&o))
}
}
type PetShowOutboundInfo struct {

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@@ -263,16 +263,21 @@ func LeaveMap(c common.PlayerI) {
if c == nil {
return
}
if c.GetInfo() == nil {
return
}
if c.GetInfo().MapID == 0 {
return
}
t := NewTomeeHeader(2002, c.GetInfo().UserID)
space.GetSpace(c.GetInfo().MapID).Range(func(playerID uint32, player common.PlayerI) bool {
if playerID != c.GetInfo().UserID {
player.SendPack(t.Pack(&space.LeaveMapOutboundInfo{UserID: c.GetInfo().UserID}))
for k, v := range space.GetSpace(c.GetInfo().MapID).User.Items() {
if k != c.GetInfo().UserID {
v.SendPack(t.Pack(&space.LeaveMapOutboundInfo{UserID: c.GetInfo().UserID}))
}
return true
})
space.GetSpace(c.GetInfo().MapID).Delete(c.GetInfo().UserID)
}
space.GetSpace(c.GetInfo().MapID).User.Remove(c.GetInfo().UserID)
}
// Save 保存玩家数据

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@@ -8,15 +8,15 @@ func GetPlayer(c *Conn, userid uint32) *Player { //TODO 这里待优化,可能
//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().(*ClientData)
if clientdata.Player != nil {
return clientdata.Player
if clientdata.Player == nil {
clientdata.Player = NewPlayer(
WithConn(c), //注入conn
)
}
clientdata.Player = NewPlayer(
WithConn(c), //注入conn
)
// gff := socket.NewClientData()
// gff.Player = clientdata.Player
@@ -30,15 +30,18 @@ func KickPlayer(userid uint32) { //踢出玩家
//TODO 返回错误码
//var player *entity.Player
if player1, ok := Mainplayer.Load(userid); ok {
//取成功,否则创建
//player1.Save() //先保存数据再返回
head := NewTomeeHeader(1001, userid)
head.Result = uint32(errorcode.ErrorCodes.ErrAccountLoggedInElsewhere)
//实际上这里有个问题,会造成重复保存问题
if player1.IsLogin {
//取成功,否则创建
//player1.Save() //先保存数据再返回
head := NewTomeeHeader(1001, userid)
head.Result = uint32(errorcode.ErrorCodes.ErrAccountLoggedInElsewhere)
//实际上这里有个问题,会造成重复保存问题
player1.SendPack(head.Pack(nil))
player1.MainConn.MainConn.Close()
// clientdata.Player = player
}
player1.SendPack(head.Pack(nil))
player1.MainConn.MainConn.Close()
// clientdata.Player = player
}
//return player

View File

@@ -13,6 +13,7 @@ import (
)
type Conn struct {
MainConn gnet.Conn `struc:"[0]pad"` //TODO 不序列化,,序列化下面的作为blob存数据库
Mu sync.Mutex
}

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@@ -23,10 +23,10 @@ func GetMapHot() []MapHotInfo {
t1, ok := tt[uint32(v.Super)]
if ok {
tt[uint32(v.Super)] = uint32(int(t1) + GetSpace(uint32(v.ID)).Len())
tt[uint32(v.Super)] = uint32(int(t1) + GetSpace(uint32(v.ID)).User.Count())
} else {
tt[uint32(v.Super)] = uint32(GetSpace(uint32(v.ID)).Len())
tt[uint32(v.Super)] = uint32(GetSpace(uint32(v.ID)).User.Count())
}
}

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@@ -7,74 +7,40 @@ import (
"blazing/logic/service/common"
"blazing/modules/blazing/model"
"sync"
)
// 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]common.PlayerI // 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
DefaultPos model.Pos //默认位置DefaultPos
Positions map[uint32]model.Pos //从上一个地图跳转后默认位置
User utils.ConcurrentMap[uint32, common.PlayerI] // 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
DefaultPos model.Pos //默认位置DefaultPos
//Positions map[uint32]model.Pos //从上一个地图跳转后默认位置 无任何写操作
}
// NewSyncMap 创建一个新的玩家同步map
func NewSpace() *Space {
return &Space{
data: make(map[uint32]common.PlayerI),
User: utils.NewWithCustomShardingFunction[uint32, common.PlayerI](func(key uint32) uint32 {
return key
}),
}
}
// 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) (common.PlayerI, bool) {
m.mu.RLock()
defer m.mu.RUnlock()
val, exists := m.data[playerID]
return val, exists
}
// 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 common.PlayerI) *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
// 写操作使用Lock
func (m *Space) Delete(playerID uint32) {
m.mu.Lock()
defer m.mu.Unlock()
delete(m.data, playerID)
}
// Len 获取当前玩家数量
// 读操作使用RLock
func (m *Space) Len() int {
m.mu.RLock()
defer m.mu.RUnlock()
return len(m.data)
}
// 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 common.PlayerI) bool) {
m.mu.RLock()
defer m.mu.RUnlock()
for id, player := range m.data {
// 若回调返回false则停止遍历
if !f(id, player) {
break
}
}
}
// // 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 common.PlayerI) bool) {
// m.mu.RLock()
// defer m.mu.RUnlock()
// for id, player := range m.User {
// // 若回调返回false则停止遍历
// if !f(id, player) {
// break
// }
// }
// }
// 获取星球
func GetSpace(id uint32) *Space {
@@ -95,14 +61,14 @@ func GetSpace(id uint32) *Space {
for _, v := range xmlres.MapConfig.Maps {
if v.ID == int(id) { //找到这个地图
t := NewSpace()
t.DefaultPos = model.Pos{X: uint32(v.X), Y: uint32(v.Y)}
//t.DefaultPos = model.Pos{X: uint32(v.X), Y: uint32(v.Y)}
t.ID = uint32(v.ID)
t.Name = v.Name
t.Positions = make(map[uint32]model.Pos)
for _, v := range v.Entries.Entries { //添加地图入口
t.Positions[uint32(v.FromMap)] = model.Pos{X: uint32(v.PosX), Y: uint32(v.PosY)}
// t.Positions = make(map[uint32]model.Pos)
// for _, v := range v.Entries.Entries { //添加地图入口
// t.Positions[uint32(v.FromMap)] = model.Pos{X: uint32(v.PosX), Y: uint32(v.PosY)}
}
// }
planetmap.Store(id, t)
return t