```
feat(fight): 优化擂台战斗逻辑与状态管理 - 修改了擂台主人设置逻辑,引入 `Set` 方法统一处理玩家信息更新 - 增加对擂主是否可战斗的判断,防止无效挑战 - 调整连胜计算和广播机制,确保数据一致性 - 修复擂台挑战失败时的状态回滚问题 - 引入错误码替代硬编码返回值,提高代码可读性与维护性 - 统一访问擂台玩家的方式,移除冗余字段
This commit is contained in:
@@ -1,7 +1,13 @@
|
||||
package space
|
||||
|
||||
import (
|
||||
"blazing/logic/service/common"
|
||||
"sync/atomic"
|
||||
)
|
||||
|
||||
type ARENA struct {
|
||||
Flag uint32 // 0=清除ArenaInfo(flag为0时其他字段全为空) 1=站上擂台的信息 2=挑战中的信息
|
||||
ARENA_Player common.PlayerI `struc:"skip"`
|
||||
Flag uint32 // 0=清除ArenaInfo(flag为0时其他字段全为空) 1=站上擂台的信息 2=挑战中的信息
|
||||
UserID uint32
|
||||
Nick string `struc:"[16]byte"`
|
||||
HostWins uint32 // 应该是擂台人的连胜数
|
||||
@@ -16,4 +22,24 @@ func (t *ARENA) Reset() {
|
||||
t.HostWins = 0
|
||||
t.ChallengerID = 0
|
||||
|
||||
t.ARENA_Player = nil
|
||||
|
||||
}
|
||||
|
||||
func (t *ARENA) Set(c common.PlayerI) bool {
|
||||
|
||||
if c.GetInfo().UserID == atomic.LoadUint32(&t.UserID) {
|
||||
|
||||
t.HostWins += 1 //连胜+1
|
||||
|
||||
} else {
|
||||
t.HostWins = 0 //连胜重置
|
||||
t.UserID = c.GetInfo().UserID //添加用户ID
|
||||
t.Nick = c.GetInfo().Nick
|
||||
t.ARENA_Player = c //添加用户
|
||||
}
|
||||
|
||||
atomic.StoreUint32(&t.Flag, 1)
|
||||
|
||||
return true
|
||||
}
|
||||
|
||||
@@ -35,7 +35,6 @@ func (s *Space) Broadcast(c common.PlayerI, cmd uint32, data any) {
|
||||
func (s *Space) LeaveMap(c common.PlayerI) {
|
||||
|
||||
if atomic.CompareAndSwapUint32(&s.Owner.UserID, c.GetInfo().UserID, 0) {
|
||||
s.ARENA_Player = nil
|
||||
|
||||
s.Owner.Reset()
|
||||
|
||||
|
||||
@@ -18,9 +18,8 @@ type Space struct {
|
||||
Super uint32
|
||||
//SuperValue *int32
|
||||
//ID uint32 // 地图ID
|
||||
Name string //地图名称
|
||||
Owner ARENA
|
||||
ARENA_Player common.PlayerI
|
||||
Name string //地图名称
|
||||
Owner ARENA
|
||||
}
|
||||
|
||||
// NewSyncMap 创建一个新的玩家同步map
|
||||
|
||||
Reference in New Issue
Block a user