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171 Commits

Author SHA1 Message Date
昔念
4d51372a2d 1
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2026-04-29 11:24:51 +08:00
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188d80d41b 1 2026-04-29 10:54:15 +08:00
昔念
07b5271532 1 2026-04-29 10:33:02 +08:00
昔念
29f70513e8 Merge branches 'main' and 'main' of https://cnb.cool/blzing/blazing 2026-04-29 10:15:45 +08:00
xinian
e80e5d526c 更新说明
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2026-04-29 04:53:26 +08:00
xinian
99fd21e2fa refactor: 重命名函数为标准命名规范 2026-04-29 04:30:19 +08:00
xinian
4f7f1b5072 refactor: 重构战斗接口以分离控制器和绑定逻辑 2026-04-29 04:01:45 +08:00
xinian
6c76b050b3 refactor: 重构战斗方法调用方式
将战斗控制器的方法调用重构为直接在玩家接口上调用,
以简化代码结构并消除对 FightC 的直接依赖。
2026-04-29 03:39:21 +08:00
xinian
596d4024cc 编辑文件 Dockerfile
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2026-04-29 02:22:33 +08:00
昔念
4673c3163e merge: resolve latest main updates
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2026-04-28 19:42:56 +08:00
昔念
52bd4333d9 1 2026-04-28 19:33:27 +08:00
xinian
4b0a17e035 feat: 增加能量珠效果持久化逻辑
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2026-04-28 06:03:05 +08:00
xinian
d2b3130414 fix: 修复双方未行动时不触发ActionStart的问题 2026-04-28 05:24:18 +08:00
xinian
48c1a7a463 refactor: 重构技能复制逻辑 2026-04-28 04:15:00 +08:00
xinian
7d49aaa212 refactor: 重构运行时ID组合逻辑
将硬编码的 ID 组合逻辑(100000*OnlineID + Port)提取为通用函数 ComposeRuntimeID,
使用 16 位位移掩码优化,并新增辅助方法与类型转换。同时修复踢人流程中的资源清理问题。
2026-04-28 04:03:13 +08:00
昔念
deae6d371e 1
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2026-04-27 19:42:05 +08:00
xinian
45f1485a11 feat: 支持跨服战斗原始cmd/data转发
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2026-04-27 06:12:13 +08:00
xinian
20d24428ac feat: 添加SPT进度检查
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2026-04-27 04:32:09 +08:00
xinian
ab7fe0639a feat: 添加商城权限自动回收机制
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2026-04-27 01:18:20 +08:00
xinian
ba1a1ffbea refactor: 统一数据库约束维护位置
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2026-04-27 00:57:18 +08:00
xinian
ec1855dfac refactor: 移除模型中的 uniqueIndex 约束 2026-04-27 00:54:18 +08:00
xinian
f97275cb54 1 2026-04-27 00:51:28 +08:00
xinian
6781178f6c refactor: 动态计算商店前置任务等级
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2026-04-26 23:57:40 +08:00
昔念
073db875eb 1
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昔念
949a93b2d5 1 2026-04-26 15:43:11 +08:00
昔念
9171e53e9c 11
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4906197c77 1 2026-04-25 23:05:41 +08:00
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415315c288 1
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34b65f6399 1 2026-04-24 22:09:56 +08:00
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d30028157a 1 2026-04-24 21:55:19 +08:00
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f0a8f521b6 1
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11bf46c7e4 11
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c4b5748e5c 1
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b1ca3df3ae 1
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2026-04-23 21:26:57 +08:00
xinian
57676e998f feat: 新增PVP匹配队列分组和暗黑门关卡前置检查
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5500684e29 1
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昔念
7fd89800fa 1 2026-04-23 00:39:29 +08:00
xinian
b46a1f442b fix: 修复战斗广播技能PP同步问题
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2026-04-22 14:12:14 +08:00
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eb76c22c41 1
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b59beed45f 1 2026-04-21 23:00:59 +08:00
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77909a5940 1
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c4d3ab725c 1 2026-04-21 02:16:39 +08:00
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808da76bd0 1
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4b42a64da0 Fix CDK type checks and server naming ownership update 2026-04-21 00:39:12 +08:00
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7844c5b76b 1
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昔念
4abd179a23 Switch Woodpecker SSH plugin image to Huawei Cloud mirror
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2026-04-18 13:54:35 +08:00
昔念
a3e88c7357 Switch Woodpecker SSH step to ghcr drone-ssh image
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4e1a9a815f Switch Woodpecker SSH step to plugins/ssh image
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de3ae0bca2 1
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b1ff4d3a2a Switch Woodpecker Go image to DaoCloud mirror
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24b52e14c3 1
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2b92baf530 Use mirror image sources in Woodpecker pipeline 2026-04-18 12:24:34 +08:00
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819d5f667b Set git-sync mode to push for force overwrite sync 2026-04-18 12:13:43 +08:00
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de6c700bb3 1
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0c79fee8af 1
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3d77e146e9 1
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2026-04-16 23:49:28 +08:00
xinian
a43a25c610 test: cover legacy round broadcast handling
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2026-04-16 10:25:56 +08:00
xinian
3cfde577eb test: add pet fusion transaction coverage
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xinian
85f9c02ced fix: correct self-destruct mutual KO handling
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9f7fd83626 1
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2026-04-15 22:42:56 +08:00
昔念
ee8b0a2182 Merge branch 'main' of https://cnb.cool/blzing/blazing
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2026-04-15 22:17:08 +08:00
昔念
6e95e014fa 1 2026-04-15 22:16:56 +08:00
xinian
61a135b3a7 fix: 修复宠物升级经验显示与动态结算
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xinian
5a81534e84 1
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xinian
523d835ac0 boss属性丢失,全部被限制属性不能超越,应该给ai和玩家施加不同的getinfo方法
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道具扣除判断,因为判断扣完大于0,所以导致只剩一个的时候,道具成功使用但是不会扣除数量
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5a7e20efec 1
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3999f34f77 1
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6f51a2e349 1
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xinian
de755f8fd0 fix: 修正效果33为消除敌方阵营所有强化
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xinian
803aa71771 更新说明
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2026-04-14 15:55:28 +08:00
xinian
4a77066d08 refactor: 重构持续伤害触发时机为回合开始
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2026-04-14 15:21:47 +08:00
xinian
c9b5f8569f fix: 修复道具扣除和宠物融合事务处理问题
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xinian
ddbfe91d8b fix: 修复扭蛋道具扣除逻辑
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昔念
74ac6ce940 ```
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feat
2026-04-14 01:00:34 +08:00
昔念
43b0bc2dec ```
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feat(fight_boss): 优化BOSS战斗奖励逻辑并修复宠物等级突破100级限制

重构了handleMapBossFightRewards函数,将奖励逻辑分离到独立的处理函数中,
增加了shouldGrantBossWinBonus条件判断,确保只有满足条件时才发放胜利奖励。

同时修复了宠物等级系统,允许宠物等级突破100级限制但面板属性仍保持100级上限,
改进了经验获取和面板更新逻辑。

fix(item_use): 添加全能性格转化剂使用验证

添加了UniversalNatureItemID常量定义,增加对道具ID和性格配置的有效性验证,
确保只有正确的道具和性格类型才能被使用。

refactor(fight): 统一战斗结束原因处理逻辑

引入normalizeFightOverReason函数来标准化战斗结束原因,
统一了不同模块中的战斗结果映射逻辑,提高了代码一致性。

perf(pet): 优化宠物升级和经验计算性能

移除了等级100的硬性限制,在保证面板属性不超限的前提下允许宠物等级继续增长,
优化了经验分配和面板重新计算的逻辑流程。
```
2026-04-14 00:43:32 +08:00
昔念
b953e7831a ```
feat(fight_boss): 优化BOSS战斗奖励逻辑并修复宠物等级突破100级限制

重构了handleMapBossFightRewards函数,将奖励逻辑分离到独立的处理函数中,
增加了shouldGrantBossWinBonus条件判断,确保只有满足条件时才发放胜利奖励。

同时修复了宠物等级系统,允许宠物等级突破100级限制但面板属性仍保持100级上限,
改进了经验获取和面板更新逻辑。

fix(item
2026-04-14 00:38:50 +08:00
昔念
62d93f65e7 根据提供的code differences信息,由于没有具体的代码变更内容,我将生成一个通用的commit message模板:
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```
docs(readme): 更新文档说明

- 添加项目使用指南
- 完善API接口说明
- 修正错误的配置示例
```

注意:由于未提供具体的代码差异信息,以上为示例格式。实际使用时请根据具体的代码变更内容填写相应的type、scope、subject和body信息。
2026-04-13 22:53:02 +08:00
昔念
7dfa9c297e ```
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feat(fight): 新增疲惫状态并优化睡眠状态机制

- 实现疲惫状态(StatusTired),仅限制攻击技能,允许属性技能正常使用
- 重构睡眠状态,改为在被攻击且未miss时立即解除,而非技能使用后
- 修复寄生种子效果触发时机,改为回合开始时触发
- 调整寄生效果的目标为技能施放者而非对手

fix(fight): 修正战斗回合逻辑和技能持续时间处理

- 修复Effect2194中状态添加函数调用,使用带时间参数的版本
- 修正Effect13中技能持续时间计算,避免额外减1的问题
- 优化回合处理逻辑,当双方都未出手时跳过动作阶段

refactor(cdk): 重构CDK配置结构和服务器冠名功能

- 将CDKConfig中的CDKType字段重命名为Type以符合GORM映射
- 优化UseServerNamingCDK方法的上下文处理逻辑
- 修复服务器冠名CDK使用时的类型检查条件

feat(player): 完善宠物经验系统和CDK兑换功能

- 增强AddPetExp方法,处理宠物等级达到100级的情况
- 添加查询当前账号有效期内服务器冠名信息的API接口
- 实现服务器服务相关的数据模型和查询方法

fix(task): 任务查询支持启用和未启用状态

- 修改任务服务中的Get、GetDaily、GetWeek方法
- 当启用状态下无结果时,自动查询未启用状态的任务配置
```
2026-04-13 22:27:27 +08:00
昔念
f95fd49efd ```
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feat(fight): 新增疲惫状态并优化睡眠状态机制

- 实现疲惫状态(StatusTired),仅限制攻击技能,允许属性技能正常使用
- 重构睡眠状态,改为在被攻击且未miss时立即解除,而非技能使用后
- 修复寄生种子效果触发时机,改为回合开始时触发
- 调整寄生效果的目标为技能施放者而非
2026-04-13 21:06:45 +08:00
昔念
ce1a2a3588 ```
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feat(xmlres): 使用rawFlexibleString替换字符串类型以支持灵活解析

- 将EffectArg结构体中的SideEffectArg字段类型从string改为rawFlexibleString
- 将Move结构体中的Name字段类型从string改为rawFlexibleString,并更新反序列化逻辑
- 统一配置文件解析方式,移除磁盘回退机制并简化readConfigContent函数
- 移除不再使用的导入包和变量

fix(fight): 修复战斗系统中的空技能和无效数据问题

- 在collectAttackValues函数中过滤掉SkillID为0的攻击值
- 添加检查避免发送空的攻击信息到客户端
- 移除输入模块中未使用的捕捉逻辑

refactor(middleware): 重构中间件配置并添加CDK权限控制

- 简化middleware.go文件结构
- 为CDK相关接口添加适当的权限中间件
- 优化服务器代理配置

feat(player): 移除宠物捕捉状态字段

- 从ReadyFightPetInfo结构体中移除IsCapture字段
- 简化宠物准备信息的数据结构
```
2026-04-13 11:34:28 +08:00
昔念
3739c2a6f9 ```
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feat(xmlres): 使用rawFlexibleString替换字符串类型以支持灵活解析

- 将EffectArg结构体中的SideEffectArg字段类型从string改为rawFlexibleString
- 将Move结构体中的Name字段类型从string改为rawFlexibleString,并更新反序列化逻辑
- 统一配置文件解析方式,移除磁盘回退机制并简化readConfigContent函数
- 移除不再使用的导入包和变量

fix(fight): 修复战斗系统中的空技能和无效数据问题

- 在
2026-04-13 11:28:30 +08:00
昔念
eca7dd86e1 ```
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fix(fight): 修复单输入战斗中效果处理逻辑错误

- 在Effect201的OnSkill方法中调整了多输入战斗检查的位置,
  确保单输入战斗中的单目标效果被正确忽略

- 添加了针对单输入战斗中单目标效果的测试用例

- 移除了重复的多输入战斗检查代码

feat(fight): 添加战斗初始化时捕获标识设置功能

- 在initfightready函数中添加对CanCapture字段的处理
  将玩家的捕获能力信息传递到战斗准备信息中

- 在ReadyFightPetInfo结构体中添加IsCapture字段用于
  标识宠物是否为捕获类型

refactor(fight): 调整战斗初始化顺序确保数据一致性

- 将ReadyInfo初始化移到绑定输入上下文之后执行
  确保团队视图链接完成后再进行准备信息构建

fix(player): 增加宠物血量检查避免无效匹配

- 在玩家匹配检测中增加首只宠物血量检查
  当首只宠物血量为0时不参与匹配以防止异常情况
```
2026-04-13 10:21:13 +08:00
昔念
e161e3626f ```
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fix(fight): 修复单输入战斗中效果处理逻辑错误

- 在Effect201的OnSkill方法中调整了多输入战斗检查的位置,
  确保单输入战斗中的单目标效果被正确忽略

- 添加了针对单输入战斗中单目标效果的测试用例

- 移除了重复的多输入战斗检查代码

feat(fight): 添加战斗初始化时捕获标识
2026-04-13 09:59:09 +08:00
昔念
e1a994ba11 ```
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feat(fight): 添加效果工厂模式支持以解决闭包变量捕获问题

- 新增initskillFactory函数用于注册效果工厂
- 修改技能效果注册逻辑从直接实例化改为工厂模式
- 解决循环中闭包捕获变量导致的潜在问题

feat(fight): 实现对手输入获取逻辑优化回合处理

- 添加roundOpponentInput方法获取对手输入
- 重构enterturn方法中的先后手逻辑
- 确保攻击方和被攻击
2026-04-12 22:44:13 +08:00
昔念
82bb99d141 ```
refactor(common/rpc): 移除Redis PubSub心跳机制并优化连接管理

移除Redis PubSub连接的心跳保活功能,因为PubSub连接只应负责订阅和接收,
避免在同一连接上并发执行PING操作。更新了ListenFunc和ListenFight函数,
统一代码结构,移除了context包依赖,并添加了相关注释说明。

feat(logic/pet): 新增宠物技能提交功能

新增CommitPetSkills接口用于一次性提交宠物技能学习/替换/排序结果。
实现技能验证、费用计算和状态更新逻辑,包括新技能学习成本和排序费用。
添加isSameUint32Slice辅助函数用于比较技能数组。
```
2026-04-12 19:14:18 +08:00
昔念
f9543a5156 ```
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feat(fight): 使用专用函数构建战斗结束数据包

为战斗结束消息创建专用的构建函数,
统一处理战斗结束信息的数据包构建逻辑,
提高代码的一致性和可维护性。

fix(config): 优化数据库查询语句以提高性能

将数组包含操作(@>)替换为 ANY 操作符,
在 Egg、MapPit、PetFusion 等服务中使用更高效
的查询方式
2026-04-12 13:27:39 +08:00
昔念
174830731c ```
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feat(xmlres): 添加磁盘配置文件回退机制并支持JSON格式配置

- 新增readConfigContent函数,优先从资源包读取配置,失败时回退到磁盘文件
- 添加diskConfigPath变量存储本地配置路径
- 支持从磁盘读取JSON格式配置文件,增强配置灵活性
- 修改getJson函数增加错误处理和调试日志输出
- 将技能配置从XML格式改为JSON格式,提升数据解析效率
- 初始化时设置默认磁盘配置路径为public/config目录
```
2026-04-12 04:09:19 +08:00
xinian
3a7f593105 fix: 修复 Effect201 在单人战斗中误生效的问题
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2026-04-11 22:22:23 +08:00
xinian
f6aa0c3339 feat: 重构任务奖励系统并增加宠物技能和皮肤奖励
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将任务奖励逻辑重构到单独的文件中,增加对宠物技能和皮肤奖励的支持,优化任务完成处理流程
2026-04-11 19:25:59 +08:00
xinian
ecc483a11a Merge commit '5f5634d999893b23650cba92f2914be2cc895049' 2026-04-11 11:21:58 +00:00
xinian
97c8231b44 编辑文件 help.md
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2026-04-11 19:21:32 +08:00
xinian
5f5634d999 perf: 优化战斗逻辑性能与内存分配 2026-04-11 09:39:00 +08:00
昔念
5bfdb5c32b 缺少代码差异信息,无法生成具体的commit message。
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请提供具体的代码差异内容,我将根据Angular规范为您生成符合要求的中文commit message,包含适当的type、scope、subject和body部分,并确保每行不超过100个字符。
2026-04-11 00:46:43 +08:00
xinian
90f1447d48 refactor: 重构服务器冠名逻辑至独立表
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2026-04-10 19:36:59 +08:00
xinian
ee3f25438f 编辑文件 help.md
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2026-04-10 14:25:36 +08:00
xinian
2d8969bed2 编辑文件 config.yaml 2026-04-10 12:18:32 +08:00
xinian
fa5d50955d 编辑文件 my-first-workflow.yaml 2026-04-10 12:15:11 +08:00
xinian
6574450489 编辑文件 my-first-workflow.yaml 2026-04-10 12:11:13 +08:00
xinian
0daeb70900 fix: 修复日志格式化字符串错误和任务奖励逻辑
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2026-04-10 10:28:22 +08:00
昔念
061e4f0c51 Merge branch 'main' of https://cnb.cool/blzing/blazing
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2026-04-10 01:55:25 +08:00
昔念
5c76aa7079 ```
feat(fight): 新增团战胜利关闭和超时退出功能

新增 GroupFightWinClose 和 GroupFightTimeoutExit 方法,
用于处理团战胜利关闭和超时退出逻辑,统一调用 QuitFight() 退出战斗。

fix(gold_list): 修复挂单服务中的逻辑错误和潜在异常

修复了 GoldListService 中的多处问题:
- 修正条件判断语句格式
- 添加数据库查询错误检查
- 优化
2026-04-10 01:55:13 +08:00
xinian
b327398448 refactor: 重构任务服务读写逻辑
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2026-04-09 22:59:28 +08:00
xinian
d0abb08d5b fix: 修复获取全部/文件读取/ReqShop/ReqShopReqShop 请求错误
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2026-04-09 15:37:48 +08:00
xinian
d2cd601802 更新说明
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2026-04-09 13:11:59 +08:00
昔念
487ee0e726 ```
All checks were successful
ci/woodpecker/push/my-first-workflow Pipeline was successful
feat(fight): 添加旧组队协议支持并优化战斗系统

- 实现了旧组队协议相关功能,包括GroupReadyFightFinish、GroupUseSkill、
  GroupUseItem、GroupChangePet和GroupEscape方法
- 新增组队战斗相关的入站信息结构体定义
- 实现了组队BOSS战斗逻辑,添加groupBossSlotLimit常量
- 重构宠物技能设置逻辑,调整金币消耗时机
- 优化战斗循环逻辑,添加对无行动槽位的处理
- 改进AI行动逻辑,增加多位置目标选择机制
- 完善捕获系统上下文处理,修复空指针问题
- 添加战斗状态更新和数据同步机制

fix(pet-skill): 修复宠物技能设置中的金币扣除逻辑错误

- 将金币扣除逻辑移到验证之后
- 修正宠物技能数量限制检查的顺序
- 防止重复添加已有技能的情况

refactor(fight): 重构战斗系统代码结构

- 分离新旧组队协议的战斗创建逻辑
- 优化战斗输入验证和处理流程
- 改进战斗循环中的错误处理机制
```
2026-04-09 02:14:09 +08:00
xinian
3b35789b47 feat: 优化CDK服务器冠名逻辑与鉴权
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2026-04-08 19:31:44 +08:00
xinian
28b6386963 feat: 新增CDK兑换冠名接口 2026-04-08 18:12:02 +08:00
xinian
1ca0ff344e feat: 新增服务器冠名CDK兑换功能
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2026-04-08 15:49:03 +08:00
xinian
9825944efc feat: 添加批量生成CDK功能
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2026-04-08 14:17:10 +08:00
xinian
ca96be3905 refactor: 统一战斗报文发送逻辑
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2026-04-08 12:26:37 +08:00
xinian
4b89588c22 编辑文件 Dockerfile
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2026-04-08 10:11:33 +08:00
昔念
0051ac0be8 ```
All checks were successful
ci/woodpecker/push/my-first-workflow Pipeline was successful
feat(fight): 添加旧组队协议支持并优化战斗系统

- 实现了旧组队协议相关功能,包括GroupReadyFightFinish、GroupUseSkill、
  GroupUseItem、GroupChangePet和GroupEscape方法
- 新增组队战斗相关的入站信息结构体定义
- 实现了组队BOSS战斗逻辑,添加groupBossSlotLimit常量
- 重构宠物技能设置逻辑,调整金币消耗时机
- 优化战斗循环逻辑,添加对无行动槽位的处理
- 改进AI行动逻辑,增加多位置目标选择
2026-04-08 01:28:55 +08:00
昔念
918cdeac0e Merge branch 'main' of https://cnb.cool/blzing/blazing 2026-04-07 17:26:52 +08:00
xinian
13244313f1 编辑文件 gold_list.go
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2026-04-06 12:09:40 +08:00
xinian
4ea9864833 perf: 使用数组代替map优化元素计算性能
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2026-04-06 07:16:57 +08:00
xinian
77057e01b6 refactor: 优化命令注册和请求处理逻辑 2026-04-06 07:07:15 +08:00
xinian
f030b61645 fix: 优化TCP/WebSocket协议检测与处理逻辑
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2026-04-06 06:33:24 +08:00
xinian
5a44154d30 feat: 添加地图节点匹配和战斗等级上限 2026-04-06 05:24:14 +08:00
xinian
a905954b5c feat: 添加宠物训练加成效果
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2026-04-06 03:47:17 +08:00
xinian
99748ba41e refactor: 重构奖励发放逻辑并支持签到默认奖励
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2026-04-06 03:42:48 +08:00
xinian
40ec827342 refactor: 重构战斗属性和特效应用逻辑
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2026-04-06 03:11:38 +08:00
xinian
a16a06e389 refactor: 重构签到系统和战斗特效逻辑 2026-04-06 02:51:13 +08:00
xinian
5b37d9493b feat: 实现每日签到功能并优化战斗和道具逻辑 2026-04-06 02:06:11 +08:00
xinian
f433a26a6d refactor: 重构战斗系统为统一动作包结构
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2026-04-06 00:58:23 +08:00
xinian
141ba67014 编辑文件 Dockerfile
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2026-04-05 23:14:54 +08:00
xinian
d83cf365ac 更新说明
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2026-04-05 23:13:06 +08:00
xinian
24b463f0aa feat: 增强 Boss 脚本 HookAction 接入能力
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引入 BossHookActionContext 封装战斗上下文,并支持脚本调用 useSkill 和 switchPet 函数控制战斗行为。
2026-04-05 22:27:38 +08:00
xinian
c021b40fbe feat: 增强踢人逻辑与BOSS脚本支持
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优化踢人超时处理和僵尸连接清理,支持BOSS动作脚本并增加测试,修复事件匹配与战斗循环中的并发问题。
2026-04-05 21:59:22 +08:00
xinian
36dd93b076 编辑文件 Dockerfile
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2026-04-05 21:16:01 +08:00
昔念
3ee1283a2c ```
feat(pet): 新增精灵可学习技能查询功能

新增 GetPetLearnableSkills 接口用于查询当前精灵可学习技能(包含等级技能和额外技能ExtSKill),
优化 SetPetSkill 和 SortPetSkills 方法中的技能处理逻辑,提升技能管理和排序的准确性。

同时修复了宠物存储信息查询时缺少参数验证的问题,在管理后台接口中增加 free 参数支持。

BREAKING CHANGE: 管理后台
2026-04-05 12:45:00 +08:00
昔念
c3da3162ee ```
feat(player): 添加玩家断开连接时的安全保存机制

- 实现 SaveOnDisconnect 方法,确保玩家数据在断开连接时安全保存
- 添加并发控制防止重复保存操作,使用互斥锁和完成通道确保一次保存
- 在 socket 关闭事件中改为异步调用 SaveOnDisconnect 避免阻塞
- 添加 panic 恢复机制保护保存过程中的异常情况

refactor(login): 优化登录时的踢人逻辑和超时处理
2026-04-05 11:14:25 +08:00
xinian
37cd641942 refactor: 重构 Prop 字段位置至 baseplayer
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2026-04-05 07:45:51 +08:00
xinian
87145579e6 refactor: 移除宠物显示提供者接口
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2026-04-05 07:41:50 +08:00
xinian
7ec6381cf1 111 2026-04-05 07:30:55 +08:00
xinian
2ee0cbc094 fix: 修复boss奖励发放逻辑
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2026-04-05 07:28:39 +08:00
xinian
6510e4e09b refactor: 重构入参类型引用
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2026-04-05 07:24:36 +08:00
xinian
34bc35a6b2 feat: 新增游戏协议入站结构体定义
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2026-04-05 06:12:32 +08:00
xinian
8352d23164 refactor: 优化精灵背包仓库切换逻辑
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2026-04-05 06:02:27 +08:00
xinian
e71971d0b4 refactor: 重构宠物背包逻辑到玩家服务
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2026-04-05 05:47:25 +08:00
xinian
bceb7965f7 refactor: 重构宠物仓库列表获取逻辑 2026-04-05 05:32:39 +08:00
xinian
c3f052ef30 refactor: 移除 syncBackupPetList 调用和定义 2026-04-05 05:24:55 +08:00
xinian
7d054bbe91 feat: 实现跨服PVP匹配和战斗功能 2026-04-05 05:04:04 +08:00
xinian
102d87da3e 编辑文件 Dockerfile
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2026-04-05 02:27:37 +08:00
xinian
78a68148ce chore: update fight logic and effect implementations
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2026-04-05 02:25:44 +08:00
xinian
f473c54880 feat: 支持多站位战斗控制绑定模式
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2026-04-05 00:03:32 +08:00
xinian
2eba4b7915 feat: 实现乱舞效果并完善战斗输入上下文
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2026-04-04 22:39:56 +08:00
xinian
39e1d4c42f refactor: 重构战斗结构体以支持双打模式 2026-04-04 22:13:42 +08:00
392 changed files with 64580 additions and 366839 deletions

View File

@@ -27,5 +27,4 @@ main:
username: ${GIT_USERNAME}
password: ${GIT_ACCESS_TOKEN}
force: true
#sync_mode: rebase
sync_mode: push

3
.gitignore vendored
View File

@@ -46,4 +46,5 @@ public/login-linux-amd64
.cache/gomod/**
public/login-login-linux-amd64
public/logic_linux-amd64_1
.cache/**
.cache/**
.agents/**

View File

@@ -18,9 +18,11 @@ ENV GOMODCACHE=/workspace/.cache/gomod
# ==========================================
# 2. Codex 配置 (更换时修改这里重新 build)
# ==========================================
ENV CODEX_BASE_URL="https://kuaipao.ai/v1"
ENV CODEX_MODEL="gpt-5.3-codex"
ENV OPENAI_API_KEY="sk-iv5TV88RjnnKiZtkROKjiR0tN9GTVPyV02nf9bxCqawUjqZG"
ENV CODEX_BASE_URL="http://sub2api.sflaw.store"
ENV CODEX_MODEL="gpt-5.5"
ENV OPENAI_API_KEY="sk-e5d137d0e824adabc0cf674f61a558a2cbafdedf9857743116a3d23dcead1f68"
# ==========================================
# 3. 安装系统依赖GolangCode-server

View File

@@ -1,12 +1,7 @@
青氧,十九禁给
https://api.aibh.site/console 张晟 2922919493Zs.
RUN curl -fsSL https://oss.itbzzb.cn/setup-codex.sh | \
YES=1 bash -s -- --base-url https://api.aibh.site \
--api-key sk-foAHgsJtmanACECtBlFYZE2z4LkwBboEOYETO3ZdWvCxdmNr \
--mirror auto
https://api.gemai.cc/console/token 免费给部分额度 ,还有100块
https://api.jucode.cn/
fastai.fast 使用谷歌邮箱https://linshiguge.com/白嫖
https://zread.ai/tawer-blog/lmarena-2api/1-overview GLM web2 pai
https://crazyrouter.com/console 模型最便宜,看看能不能1:10
@@ -14,7 +9,7 @@ https://crazyrouter.com/console 模型最便宜,看看能不能1:10
https://agentrouter.org/pricing 签到给,有175
kuaipao.ai 充了十块 cjf19970621 cjf19970621
充了十块
使用网址https://www.jnm.lol
@@ -26,3 +21,10 @@ kuaipao.ai 充了十块 cjf19970621 cjf19970621
fastai.fast 575560454@qq.com 575560454

2
.vscode/launch.json vendored
View File

@@ -29,7 +29,7 @@
"request": "launch",
"mode": "auto",
"cwd": "${workspaceFolder}",
"args": ["-id=2"],
"args": ["-id=99"],
"program": "${workspaceFolder}/logic"
}

View File

@@ -13,7 +13,7 @@ skip_clone: true
steps:
# ========== 1. 替代clone拉取代码核心依赖 ==========
prepare:
image: alpine/git
image: docker.1ms.run/alpine/git
environment:
# WOODPECKER_SSH_KEY:
# from_secret: WOODPECKER_SSH_KEY
@@ -70,12 +70,14 @@ steps:
# ========== 4. 编译Logic服务完全参考GitHub Actions编译配置 ==========
build_logic:
image: golang:1.25
image: docker.m.daocloud.io/golang:1.25
depends_on: [prepare]
environment:
CGO_ENABLED: 0
GO111MODULE: on
GOSUMDB: off
GOMODCACHE: /woodpecker/go/pkg/mod
GOCACHE: /woodpecker/.cache/go-build
commands:
# 2. 清空主源文件关键先删空再写入
- >
@@ -135,30 +137,31 @@ steps:
- ls -lh ./build/
- echo "产物名称:$BIN_NAME"
- echo "✅ Logic服务编译完成"
# volumes:
# - /ext/go/pkg/mod:~/go/pkg/mod
# - /ext/.cache/go-build:~/.cache/go-build
volumes:
# 持久化 Go 模块缓存和编译缓存避免每次流水线都重新下载/重新编译
- /ext/woodpecker-cache/go/pkg/mod:/woodpecker/go/pkg/mod
- /ext/woodpecker-cache/.cache/go-build:/woodpecker/.cache/go-build
# ========== 6. SCP推送产物依赖编译+配置解析 ==========
scp-exe-to-servers: # 与fetch-deploy-config同级缩进2个空格
image: appleboy/drone-scp:1.6.2 # 子元素缩进4个空格
image: docker.1ms.run/appleboy/drone-scp:1.6.2 # 子元素缩进4个空格
settings: # 子元素缩进4个空格
host: &ssh_host 2697v22.mc5173.cn
port: &ssh_port 16493
host: &ssh_host 43.248.3.21
port: &ssh_port 22
username: &ssh_user root
password: &ssh_pass xIy9PQcBF96C
password: &ssh_pass KQv7yzna7BDukK
source:
- blazing/build/**
target: /opt/blazing/
target: /ext/blazing/
strip_components: 1 # 统一缩进6个空格
skip_verify: true # 统一缩进6个空格
timeout: 30s # 统一缩进6个空格
depends_on: # 子元素缩进4个空格
- build_logic # depends_on内的项缩进6个空格
start-login-logic:
image: appleboy/drone-ssh:1.6.2
image: swr.cn-north-4.myhuaweicloud.com/ddn-k8s/ghcr.io/appleboy/drone-ssh:1.7.7
depends_on: [scp-exe-to-servers]
settings: # 子元素缩进4个空格
host: *ssh_host
@@ -167,7 +170,7 @@ steps:
password: *ssh_pass
script:
- |
cd /opt/blazing/build
cd /ext/blazing/build
ls -t login_* 2>/dev/null | head -1
BIN_NAME=$(ls -t login_* 2>/dev/null | head -1)
echo "BIN_NAME: $BIN_NAME"
@@ -201,9 +204,9 @@ steps:
# 移动logic产物到public目录
LOGIC_BIN=$(ls -t logic_* 2>/dev/null | head -1)
if [ -n "$LOGIC_BIN" ]; then
mkdir -p /opt/blazing/build/public
mv $LOGIC_BIN /opt/blazing/build/public/
echo "✅ Logic产物已移动到 /opt/blazing/build/public/ | 文件: $(basename $LOGIC_BIN)"
mkdir -p /ext/blazing/build/public
mv $LOGIC_BIN /ext/blazing/build/public/
echo "✅ Logic产物已移动到 /ext/blazing/build/public/ | 文件: $(basename $LOGIC_BIN)"
else
echo "⚠️ 未找到Logic产物"
fi

View File

@@ -0,0 +1,56 @@
package main
import (
"database/sql"
"fmt"
"log"
_ "github.com/lib/pq"
)
func main() {
const dsn = "user=user_YrK4j7 password=password_jSDm76 host=43.248.3.21 port=5432 dbname=bl sslmode=disable timezone=Asia/Shanghai"
db, err := sql.Open("postgres", dsn)
if err != nil {
log.Fatal(err)
}
defer db.Close()
var (
id int64
cdkCode string
cdkType int64
exchangeRemainCount int64
bindUserID int64
validEndTime sql.NullTime
remark sql.NullString
)
err = db.QueryRow(`
select id, cdk_code, type, exchange_remain_count, bind_user_id, valid_end_time, remark
from config_gift_cdk
where cdk_code = $1
`, "nrTbdXFBhKkaTdDk").Scan(
&id,
&cdkCode,
&cdkType,
&exchangeRemainCount,
&bindUserID,
&validEndTime,
&remark,
)
if err != nil {
log.Fatal(err)
}
fmt.Printf("id=%d\ncdk_code=%s\ntype=%d\nexchange_remain_count=%d\nbind_user_id=%d\nvalid_end_time=%v\nremark=%q\n",
id,
cdkCode,
cdkType,
exchangeRemainCount,
bindUserID,
validEndTime.Time,
remark.String,
)
}

View File

@@ -2,6 +2,7 @@ package cool
import (
"context"
"reflect"
"strings"
"blazing/cool/coolconfig"
@@ -158,12 +159,33 @@ func (c *Controller) Page(ctx context.Context, req *PageReq) (res *BaseRes, err
// 注册控制器到路由
func RegisterController(c IController) {
var ctx = context.Background()
var sController = &Controller{}
gconv.Struct(c, &sController)
var sController *Controller
rv := reflect.ValueOf(c)
if rv.IsValid() && rv.Kind() == reflect.Ptr {
ev := rv.Elem()
if ev.IsValid() {
field := ev.FieldByName("Controller")
if field.IsValid() && !field.IsNil() {
if ctrl, ok := field.Interface().(*Controller); ok && ctrl != nil {
sController = ctrl
}
}
}
}
if sController == nil {
sController = &Controller{}
gconv.Struct(c, &sController)
}
if coolconfig.Config.Eps {
model := sController.Service.GetModel()
columns := getModelInfo(ctx, sController.Prefix, model)
ModelInfo[sController.Prefix] = columns
tableName := ""
if model != nil {
tableName = strings.TrimSpace(model.TableName())
}
if tableName != "" && tableName != "this_table_should_not_exist" {
columns := getModelInfo(ctx, sController.Prefix, model)
ModelInfo[sController.Prefix] = columns
}
}
g.Server().Group(
sController.Prefix, func(group *ghttp.RouterGroup) {

View File

@@ -1,121 +1,139 @@
package coolconfig
import (
"time"
"github.com/gogf/gf/v2/frame/g"
"github.com/gogf/gf/v2/util/gconv"
)
// cool config
type sConfig struct {
AutoMigrate bool `json:"auto_migrate,omitempty"` // 是否自动创建表
Eps bool `json:"eps,omitempty"` // 是否开启eps
File *file `json:"file,omitempty"` // 文件上传配置
Name string `json:"name"` // 项目名称
// LoginPort string `json:"port"`
GameOnlineID uint32 `json:"port_bl"` //这个是命令行输入的参数
ServerInfo ServerList
Address string //rpc端口
}
type ServerList struct {
OnlineID uint32 `gorm:"column:online_id;comment:'在线ID';uniqueIndex" json:"online_id"`
//服务器名称Desc
Name string `gorm:"comment:'服务器名称'" json:"name"`
IP string `gorm:"type:string;comment:'服务器IP'" json:"ip"`
Port uint32 `gorm:"comment:'端口号,通常是小整数'" json:"port"`
IsOpen uint8 `gorm:"default:0;not null;comment:'是否开启'" json:"is_open"`
//登录地址
LoginAddr string `gorm:"type:string;comment:'登录地址'" json:"login_addr"`
//账号
Account string `gorm:"type:string;comment:'账号'" json:"account"`
//密码
Password string `gorm:"type:string;comment:'密码'" json:"password"`
CanPort []uint32 `gorm:"type:jsonb;comment:'可连接端口'" json:"can_port"`
//是否测试服
IsVip uint32 `gorm:"default:0;not null;comment:'是否为VIP服务器'" json:"is_vip"`
//isdebug 是否本地服
IsDebug uint8 `gorm:"default:0;comment:'是否为调试模式'" json:"is_debug"`
//服务器属主Desc
Owner uint32 `gorm:"comment:'服务器属主'" json:"owner"`
Desc string `gorm:"comment:'服务器描述'" json:"desc"`
OldScreen string `gorm:"comment:'服务器screen参数'" json:"old_screen"`
//到期时间ServerList
ExpireTime time.Time `gorm:"default:0;comment:'到期时间'" json:"expire_time"`
}
func (s *ServerList) GetID() string {
return gconv.String(100000*s.OnlineID + s.Port)
}
// OSS相关配置
type oss struct {
Endpoint string `json:"endpoint"`
AccessKeyID string `json:"accessKeyID"`
SecretAccessKey string `json:"secretAccessKey"`
UseSSL bool `json:"useSSL"`
BucketName string `json:"bucketName"`
Location string `json:"location"`
}
// 文件上传配置
type file struct {
Mode string `json:"mode"` // 模式 local oss
Domain string `json:"domain"` // 域名 http://
Oss *oss `json:"oss,omitempty"`
}
// NewConfig new config
func newConfig() *sConfig {
var ctx g.Ctx
config := &sConfig{
AutoMigrate: GetCfgWithDefault(ctx, "blazing.autoMigrate", g.NewVar(false)).Bool(),
Name: GetCfgWithDefault(ctx, "server.name", g.NewVar("")).String(),
Eps: GetCfgWithDefault(ctx, "blazing.eps", g.NewVar(false)).Bool(),
// LoginPort: string(GetCfgWithDefault(ctx, "server.port", g.NewVar("8080")).String()),
Address: GetCfgWithDefault(ctx, "server.address", g.NewVar("8080")).String(),
//GamePort: GetCfgWithDefault(ctx, "server.game", g.NewVar("8080")).Uint64s(),
File: &file{
Mode: GetCfgWithDefault(ctx, "blazing.file.mode", g.NewVar("none")).String(),
Domain: GetCfgWithDefault(ctx, "blazing.file.domain", g.NewVar("http://127.0.0.1:8300")).String(),
Oss: &oss{
Endpoint: GetCfgWithDefault(ctx, "blazing.file.oss.endpoint", g.NewVar("127.0.0.1:9000")).String(),
AccessKeyID: GetCfgWithDefault(ctx, "blazing.file.oss.accessKeyID", g.NewVar("")).String(),
SecretAccessKey: GetCfgWithDefault(ctx, "blazing.file.oss.secretAccessKey", g.NewVar("")).String(),
UseSSL: GetCfgWithDefault(ctx, "blazing.file.oss.useSSL", g.NewVar(false)).Bool(),
BucketName: GetCfgWithDefault(ctx, "blazing.file.oss.bucketName", g.NewVar("blazing")).String(),
Location: GetCfgWithDefault(ctx, "blazing.file.oss.location", g.NewVar("us-east-1")).String(),
},
},
}
return config
}
// qiniu 七牛云配置
type qiniu struct {
AccessKey string `json:"ak"`
SecretKey string `json:"sk"`
Bucket string `json:"bucket"`
CDN string `json:"cdn"`
}
// Config config
var Config = newConfig()
// GetCfgWithDefault get config with default value
func GetCfgWithDefault(ctx g.Ctx, key string, defaultValue *g.Var) *g.Var {
value, err := g.Cfg().GetWithEnv(ctx, key)
if err != nil {
return defaultValue
}
if value.IsEmpty() || value.IsNil() {
return defaultValue
}
return value
}
package coolconfig
import (
"os"
"strings"
"time"
"github.com/gogf/gf/v2/frame/g"
)
// cool config
type sConfig struct {
AutoMigrate bool `json:"auto_migrate,omitempty"` // 是否自动创建表
Eps bool `json:"eps,omitempty"` // 是否开启eps
File *file `json:"file,omitempty"` // 文件上传配置
Name string `json:"name"` // 项目名称
// LoginPort string `json:"port"`
GameOnlineID uint32 `json:"port_bl"` //这个是命令行输入的参数
ServerInfo ServerList
Address string //rpc端口
}
type ServerList struct {
OnlineID uint32 `gorm:"column:online_id;comment:'在线ID'" json:"online_id"`
//服务器名称Desc
Name string `gorm:"comment:'服务器名称'" json:"name"`
IP string `gorm:"type:string;comment:'服务器IP'" json:"ip"`
Port uint32 `gorm:"comment:'端口号,通常是小整数'" json:"port"`
IsOpen uint8 `gorm:"default:0;not null;comment:'是否开启'" json:"is_open"`
//登录地址
LoginAddr string `gorm:"type:string;comment:'登录地址'" json:"login_addr"`
//账号
Account string `gorm:"type:string;comment:'账号'" json:"account"`
//密码
Password string `gorm:"type:string;comment:'密码'" json:"password"`
CanPort []uint32 `gorm:"type:jsonb;comment:'可连接端口'" json:"can_port"`
//是否测试服
IsVip uint32 `gorm:"default:0;not null;comment:'是否为VIP服务器'" json:"is_vip"`
//isdebug 是否本地服
IsDebug uint8 `gorm:"default:0;comment:'是否为调试模式'" json:"is_debug"`
//服务器属主Desc
Owner uint32 `gorm:"comment:'服务器属主'" json:"owner"`
Desc string `gorm:"comment:'服务器描述'" json:"desc"`
OldScreen string `gorm:"comment:'服务器screen参数'" json:"old_screen"`
//到期时间ServerList
ExpireTime time.Time `gorm:"default:0;comment:'到期时间'" json:"expire_time"`
}
func (s *ServerList) GetID() string {
return RuntimeIDString(s.OnlineID, s.Port)
}
func (s *ServerList) RuntimeID() uint32 {
return ComposeRuntimeID(s.OnlineID, s.Port)
}
// OSS相关配置
type oss struct {
Endpoint string `json:"endpoint"`
AccessKeyID string `json:"accessKeyID"`
SecretAccessKey string `json:"secretAccessKey"`
UseSSL bool `json:"useSSL"`
BucketName string `json:"bucketName"`
Location string `json:"location"`
}
// 文件上传配置
type file struct {
Mode string `json:"mode"` // 模式 local oss
Domain string `json:"domain"` // 域名 http://
Oss *oss `json:"oss,omitempty"`
}
// NewConfig new config
func newConfig() *sConfig {
var ctx g.Ctx
config := &sConfig{
AutoMigrate: hasDebugArg(),
Name: GetCfgWithDefault(ctx, "server.name", g.NewVar("")).String(),
Eps: GetCfgWithDefault(ctx, "blazing.eps", g.NewVar(false)).Bool(),
// LoginPort: string(GetCfgWithDefault(ctx, "server.port", g.NewVar("8080")).String()),
Address: GetCfgWithDefault(ctx, "server.address", g.NewVar("8080")).String(),
//GamePort: GetCfgWithDefault(ctx, "server.game", g.NewVar("8080")).Uint64s(),
File: &file{
Mode: GetCfgWithDefault(ctx, "blazing.file.mode", g.NewVar("none")).String(),
Domain: GetCfgWithDefault(ctx, "blazing.file.domain", g.NewVar("http://127.0.0.1:8300")).String(),
Oss: &oss{
Endpoint: GetCfgWithDefault(ctx, "blazing.file.oss.endpoint", g.NewVar("127.0.0.1:9000")).String(),
AccessKeyID: GetCfgWithDefault(ctx, "blazing.file.oss.accessKeyID", g.NewVar("")).String(),
SecretAccessKey: GetCfgWithDefault(ctx, "blazing.file.oss.secretAccessKey", g.NewVar("")).String(),
UseSSL: GetCfgWithDefault(ctx, "blazing.file.oss.useSSL", g.NewVar(false)).Bool(),
BucketName: GetCfgWithDefault(ctx, "blazing.file.oss.bucketName", g.NewVar("blazing")).String(),
Location: GetCfgWithDefault(ctx, "blazing.file.oss.location", g.NewVar("us-east-1")).String(),
},
},
}
return config
}
func hasDebugArg() bool {
for _, arg := range os.Args[1:] {
if arg == "-debug" || arg == "--debug" {
return true
}
if strings.HasPrefix(arg, "-debug=") || strings.HasPrefix(arg, "--debug=") {
value := strings.TrimSpace(strings.SplitN(arg, "=", 2)[1])
return value != "" && value != "0" && !strings.EqualFold(value, "false")
}
}
return false
}
// qiniu 七牛云配置
type qiniu struct {
AccessKey string `json:"ak"`
SecretKey string `json:"sk"`
Bucket string `json:"bucket"`
CDN string `json:"cdn"`
}
// Config config
var Config = newConfig()
// GetCfgWithDefault get config with default value
func GetCfgWithDefault(ctx g.Ctx, key string, defaultValue *g.Var) *g.Var {
value, err := g.Cfg().GetWithEnv(ctx, key)
if err != nil {
return defaultValue
}
if value.IsEmpty() || value.IsNil() {
return defaultValue
}
return value
}

View File

@@ -0,0 +1,22 @@
package coolconfig
import "github.com/gogf/gf/v2/util/gconv"
const runtimeIDPortBits = 16
const runtimeIDPortMask uint32 = 0xFFFF
// ComposeRuntimeID 将 serverID 和 port 组合成运行时复合 ID。
// 高 16 位保存 serverID低 16 位保存 port。
func ComposeRuntimeID(serverID, port uint32) uint32 {
return ((serverID & runtimeIDPortMask) << runtimeIDPortBits) | (port & runtimeIDPortMask)
}
// SplitRuntimeID 将运行时复合 ID 拆分为 serverID 和 port。
func SplitRuntimeID(runtimeID uint32) (serverID, port uint32) {
return runtimeID >> runtimeIDPortBits, runtimeID & runtimeIDPortMask
}
// RuntimeIDString 返回运行时复合 ID 的字符串形式。
func RuntimeIDString(serverID, port uint32) string {
return gconv.String(ComposeRuntimeID(serverID, port))
}

View File

@@ -22,8 +22,14 @@ var ctx = context.TODO()
type Cmd struct {
Func reflect.Value //方法函数
Req reflect.Type //请求体
// HeaderFieldIndex 是请求结构体中 TomeeHeader 字段的索引路径。
HeaderFieldIndex []int
// UseConn 标记第二个参数是否为 gnet.Conn。
UseConn bool
// 新增预缓存的req创建函数返回结构体指针
NewReqFunc func() interface{}
// NewReqValue 返回请求结构体指针的 reflect.Value避免重复构造类型信息。
NewReqValue func() reflect.Value
//Res reflect.Value //返回体
}

View File

@@ -3,6 +3,7 @@ package cool
import (
_ "blazing/contrib/drivers/pgsql"
"blazing/cool/cooldb"
"sync"
"github.com/gogf/gf/v2/encoding/gjson"
"github.com/gogf/gf/v2/frame/g"
@@ -10,6 +11,11 @@ import (
"gorm.io/gorm"
)
var (
autoMigrateMu sync.Mutex
autoMigrateModels []IModel
)
// 初始化数据库连接供gorm使用
func InitDB(group string) (*gorm.DB, error) {
// var ctx context.Context
@@ -54,9 +60,39 @@ func getDBbyModel(model IModel) *gorm.DB {
// 根据entity结构体创建表
func CreateTable(model IModel) error {
if Config.AutoMigrate {
autoMigrateMu.Lock()
autoMigrateModels = append(autoMigrateModels, model)
autoMigrateMu.Unlock()
if !Config.AutoMigrate {
return nil
}
db := getDBbyModel(model)
return db.AutoMigrate(model)
}
// RunAutoMigrate 显式执行已注册模型的建表/迁移。
func RunAutoMigrate() error {
if !Config.AutoMigrate {
return nil
}
autoMigrateMu.Lock()
models := append([]IModel(nil), autoMigrateModels...)
autoMigrateMu.Unlock()
seen := make(map[string]struct{}, len(models))
for _, model := range models {
key := model.GroupName() + ":" + model.TableName()
if _, ok := seen[key]; ok {
continue
}
seen[key] = struct{}{}
db := getDBbyModel(model)
return db.AutoMigrate(model)
if err := db.AutoMigrate(model); err != nil {
return err
}
}
return nil
}

View File

@@ -1,15 +1,27 @@
package cool
import "blazing/cool/coolconfig"
// 存值示例
func AddClient(id uint32, client *ClientHandler) {
// 普通mapClientmap[id] = client
Clientmap.Store(id, client) // sync.Map存值
}
// 清理指定 client高 16 位 serverID低 16 位 port
func DeleteClientOnly(uid uint32) {
Clientmap.Delete(uid)
}
// 清理指定 client由 serverID 和 port 组合)
func DeleteClient(id, port uint32) {
Clientmap.Delete(coolconfig.ComposeRuntimeID(id, port))
}
// 取值示例
func GetClient(id, port uint32) (*ClientHandler, bool) {
// 普通mapclient, ok := Clientmap[id]
val, ok := Clientmap.Load(100000*id + port) // sync.Map取值
val, ok := Clientmap.Load(coolconfig.ComposeRuntimeID(id, port)) // sync.Map取值
if !ok {
return nil, false
}

View File

@@ -1,346 +1,128 @@
package element
// 初始化全属性克制矩阵(经双向结果验证)
import (
_ "embed"
"encoding/json"
"fmt"
"strings"
)
//go:embed data/skillTypes.json
var skillTypesJSON []byte
//go:embed data/typesRelation.json
var typesRelationJSON []byte
type skillTypesFile struct {
Root struct {
Item []skillTypeItem `json:"item"`
} `json:"root"`
}
type skillTypeItem struct {
ID int `json:"id"`
CN string `json:"cn"`
Att string `json:"att"`
IsDou int `json:"is_dou"`
EN []string `json:"en"`
}
type typeRelationFile struct {
Root struct {
Relation []typeRelationItem `json:"relation"`
} `json:"root"`
}
type typeRelationItem struct {
Type string `json:"type"`
Opponent []typeRelationOpponent `json:"opponent"`
}
type typeRelationOpponent struct {
Type string `json:"type"`
Multiple float64 `json:"multiple"`
}
// 初始化全属性克制矩阵。数据来自 seer-types-relation默认关系为 1.0。
func initFullTableMatrix() {
// 初始化17×17矩阵默认系数1.0
// 定义属性克制矩阵索引对应属性ID值为克制倍数
// 矩阵维度227x227覆盖所有属性ID1-20、221-226
// 第一步所有克制关系默认1.0(未特殊配置的都是普通关系)
for i := 0; i < maxMatrixSize; i++ {
for j := 0; j < maxMatrixSize; j++ {
matrix[i][j] = 1.0
}
}
// 初始化矩阵默认值为1.0以下仅列出非1.0的特殊值)
// 1. 草grass对其他属性的克制
matrix[1][1] = 0.5 // 草->草
matrix[1][2] = 2 // 草->水
matrix[1][3] = 0.5 // 草->火
matrix[1][4] = 0.5 // 草->飞行
matrix[1][6] = 0.5 // 草->机械
matrix[1][7] = 2 // 草->地面
matrix[1][12] = 2 // 草->光
matrix[1][16] = 0.5 // 草->圣灵
matrix[1][18] = 0.5 // 草->远古
matrix[1][222] = 0.5 // 草->混沌
matrix[1][223] = 0.5 // 草->神灵
// 2. 水water对其他属性的克制
matrix[2][1] = 0.5 // 水->草
matrix[2][2] = 0.5 // 水->水
matrix[2][3] = 2 // 水->火
matrix[2][7] = 2 // 水->地面
matrix[2][16] = 0.5 // 水->圣灵
matrix[2][20] = 0.5 // 水->自然
matrix[2][222] = 0.5 // 水->混沌
matrix[2][223] = 0.5 // 水->神灵
// 3. 火fire对其他属性的克制
matrix[3][1] = 2 // 火->草
matrix[3][2] = 0.5 // 火->水
matrix[3][3] = 0.5 // 火->火
matrix[3][6] = 2 // 火->机械
matrix[3][9] = 2 // 火->冰
matrix[3][16] = 0.5 // 火->圣灵
matrix[3][20] = 0.5 // 火->自然
matrix[3][222] = 0.5 // 火->混沌
matrix[3][223] = 0.5 // 火->神灵
// 4. 飞行flying对其他属性的克制
matrix[4][1] = 2 // 飞行->草
matrix[4][5] = 0.5 // 飞行->电
matrix[4][6] = 0.5 // 飞行->机械
matrix[4][11] = 2 // 飞行->战斗
matrix[4][17] = 0.5 // 飞行->次元
matrix[4][19] = 0.5 // 飞行->邪灵
matrix[4][20] = 0.5 // 飞行->自然
matrix[4][222] = 0.5 // 飞行->混沌
matrix[4][225] = 2 // 飞行->虫
// 5. 电electric对其他属性的克制
matrix[5][1] = 0.5 // 电->草
matrix[5][2] = 2 // 电->水
matrix[5][4] = 2 // 电->飞行
matrix[5][5] = 0.5 // 电->电
matrix[5][7] = 0 // 电->地面(无效)
matrix[5][13] = 2 // 电->暗影
matrix[5][14] = 0.5 // 电->神秘
matrix[5][16] = 0.5 // 电->圣灵
matrix[5][17] = 2 // 电->次元
matrix[5][20] = 0.5 // 电->自然
matrix[5][222] = 2 // 电->混沌
matrix[5][223] = 0.5 // 电->神灵
matrix[5][226] = 2 // 电->虚空
// 6. 机械steel对其他属性的克制你提供的示例已包含
matrix[6][2] = 0.5 // 机械->水
matrix[6][3] = 0.5 // 机械->火
matrix[6][5] = 0.5 // 机械->电
matrix[6][6] = 0.5 // 机械->机械
matrix[6][9] = 2 // 机械->冰
matrix[6][11] = 2 // 机械->战斗
matrix[6][17] = 0.5 // 机械->次元
matrix[6][18] = 2 // 机械->远古
matrix[6][19] = 2 // 机械->邪灵
matrix[6][223] = 2 // 机械->神灵
// 7. 地面ground对其他属性的克制
matrix[7][1] = 0.5 // 地面->草
matrix[7][3] = 2 // 地面->火
matrix[7][4] = 0 // 地面->飞行(无效)
matrix[7][5] = 2 // 地面->电
matrix[7][6] = 2 // 地面->机械
matrix[7][10] = 0.5 // 地面->超能
matrix[7][13] = 0.5 // 地面->暗影
matrix[7][15] = 0.5 // 地面->龙
matrix[7][16] = 0.5 // 地面->圣灵
matrix[7][20] = 0.5 // 地面->自然
matrix[7][221] = 2 // 地面->王
matrix[7][223] = 0.5 // 地面->神灵
matrix[7][224] = 2 // 地面->轮回
matrix[7][225] = 0.5 // 地面->虫
// 8. 普通normal对其他属性的克制全为1.0,无特殊值)
// 9. 冰ice对其他属性的克制
matrix[9][1] = 2 // 冰->草
matrix[9][2] = 0.5 // 冰->水
matrix[9][3] = 0.5 // 冰->火
matrix[9][4] = 2 // 冰->飞行
matrix[9][6] = 0.5 // 冰->机械
matrix[9][7] = 2 // 冰->地面
matrix[9][9] = 0.5 // 冰->冰
matrix[9][16] = 0.5 // 冰->圣灵
matrix[9][17] = 2 // 冰->次元
matrix[9][18] = 2 // 冰->远古
matrix[9][222] = 0.5 // 冰->混沌
matrix[9][223] = 0.5 // 冰->神灵
matrix[9][224] = 2 // 冰->轮回
matrix[9][225] = 2 // 冰->虫
// 10. 超能psychic对其他属性的克制
matrix[10][6] = 0.5 // 超能->机械
matrix[10][10] = 0.5 // 超能->超能
matrix[10][11] = 2 // 超能->战斗
matrix[10][12] = 0 // 超能->光(无效)
matrix[10][14] = 2 // 超能->神秘
matrix[10][20] = 2 // 超能->自然
matrix[10][225] = 0.5 // 超能->虫
// 11. 战斗fight对其他属性的克制
matrix[11][6] = 2 // 战斗->机械
matrix[11][9] = 2 // 战斗->冰
matrix[11][10] = 0.5 // 战斗->超能
matrix[11][11] = 0.5 // 战斗->战斗
matrix[11][13] = 0.5 // 战斗->暗影
matrix[11][15] = 2 // 战斗->龙
matrix[11][16] = 2 // 战斗->圣灵
matrix[11][19] = 0.5 // 战斗->邪灵
matrix[11][221] = 0.5 // 战斗->王
// 12. 光light对其他属性的克制
matrix[12][1] = 0 // 光->草(无效)
matrix[12][6] = 0.5 // 光->机械
matrix[12][9] = 0.5 // 光->冰
matrix[12][10] = 2 // 光->超能
matrix[12][12] = 0.5 // 光->光
matrix[12][13] = 2 // 光->暗影
matrix[12][16] = 0.5 // 光->圣灵
matrix[12][19] = 0.5 // 光->邪灵
matrix[12][20] = 0.5 // 光->自然
matrix[12][223] = 0.5 // 光->神灵
matrix[12][224] = 0.5 // 光->轮回
matrix[12][225] = 2 // 光->虫
matrix[12][226] = 0.5 // 光->虚空
// 13. 暗影dark对其他属性的克制
matrix[13][6] = 0.5 // 暗影->机械
matrix[13][9] = 0.5 // 暗影->冰
matrix[13][10] = 2 // 暗影->超能
matrix[13][12] = 0.5 // 暗影->光
matrix[13][13] = 2 // 暗影->暗影
matrix[13][16] = 0.5 // 暗影->圣灵
matrix[13][17] = 2 // 暗影->次元
matrix[13][19] = 0.5 // 暗影->邪灵
matrix[13][223] = 0.5 // 暗影->神灵
// 14. 神秘myth对其他属性的克制
matrix[14][5] = 2 // 神秘->电
matrix[14][7] = 0.5 // 神秘->地面
matrix[14][11] = 0.5 // 神秘->战斗
matrix[14][14] = 2 // 神秘->神秘
matrix[14][16] = 2 // 神秘->圣灵
matrix[14][19] = 0.5 // 神秘->邪灵
matrix[14][20] = 2 // 神秘->自然
matrix[14][221] = 2 // 神秘->王
matrix[14][222] = 0.5 // 神秘->混沌
matrix[14][223] = 2 // 神秘->神灵
matrix[14][224] = 2 // 神秘->轮回
matrix[14][225] = 0.5 // 神秘->虫
// 15. 龙dragon对其他属性的克制
matrix[15][1] = 0.5 // 龙->草
matrix[15][2] = 0.5 // 龙->水
matrix[15][3] = 0.5 // 龙->火
matrix[15][5] = 0.5 // 龙->电
matrix[15][9] = 2 // 龙->冰
matrix[15][15] = 2 // 龙->龙
matrix[15][16] = 2 // 龙->圣灵
matrix[15][18] = 0.5 // 龙->远古
matrix[15][19] = 2 // 龙->邪灵
matrix[15][225] = 0.5 // 龙->虫
// 16. 圣灵saint对其他属性的克制
matrix[16][1] = 2 // 圣灵->草
matrix[16][2] = 2 // 圣灵->水
matrix[16][3] = 2 // 圣灵->火
matrix[16][5] = 2 // 圣灵->电
matrix[16][9] = 2 // 圣灵->冰
matrix[16][11] = 0.5 // 圣灵->战斗
matrix[16][14] = 0.5 // 圣灵->神秘
matrix[16][15] = 0.5 // 圣灵->龙
matrix[16][18] = 2 // 圣灵->远古
matrix[16][224] = 0.5 // 圣灵->轮回
matrix[16][226] = 2 // 圣灵->虚空
// 17. 次元dimension对其他属性的克制
matrix[17][4] = 2 // 次元->飞行
matrix[17][6] = 2 // 次元->机械
matrix[17][9] = 0.5 // 次元->冰
matrix[17][10] = 2 // 次元->超能
matrix[17][13] = 0 // 次元->暗影(无效)
matrix[17][19] = 2 // 次元->邪灵
matrix[17][20] = 2 // 次元->自然
matrix[17][221] = 0.5 // 次元->王
matrix[17][222] = 0.5 // 次元->混沌
matrix[17][223] = 0.5 // 次元->神灵
matrix[17][224] = 0.5 // 次元->轮回
matrix[17][225] = 2 // 次元->虫
matrix[17][226] = 2 // 次元->虚空
// 18. 远古ancient对其他属性的克制
matrix[18][1] = 2 // 远古->草
matrix[18][4] = 2 // 远古->飞行
matrix[18][6] = 0.5 // 远古->机械
matrix[18][9] = 0.5 // 远古->冰
matrix[18][14] = 2 // 远古->神秘
matrix[18][15] = 2 // 远古->龙
matrix[18][221] = 0.5 // 远古->王
matrix[18][224] = 0.5 // 远古->轮回
matrix[18][226] = 2 // 远古->虚空
// 19. 邪灵demon对其他属性的克制
matrix[19][6] = 0.5 // 邪灵->机械
matrix[19][9] = 0.5 // 邪灵->冰
matrix[19][10] = 0.5 // 邪灵->超能
matrix[19][12] = 2 // 邪灵->光
matrix[19][13] = 2 // 邪灵->暗影
matrix[19][14] = 2 // 邪灵->神秘
matrix[19][16] = 0.5 // 邪灵->圣灵
matrix[19][17] = 2 // 邪灵->次元
matrix[19][20] = 2 // 邪灵->自然
matrix[19][221] = 0.5 // 邪灵->王
matrix[19][222] = 0.5 // 邪灵->混沌
matrix[19][223] = 0 // 邪灵->神灵(无效)
matrix[19][224] = 0.5 // 邪灵->轮回
// 20. 自然nature对其他属性的克制
matrix[20][1] = 2 // 自然->草
matrix[20][2] = 2 // 自然->水
matrix[20][3] = 2 // 自然->火
matrix[20][4] = 2 // 自然->飞行
matrix[20][5] = 2 // 自然->电
matrix[20][6] = 0.5 // 自然->机械
matrix[20][7] = 2 // 自然->地面
matrix[20][10] = 0.5 // 自然->超能
matrix[20][11] = 0.5 // 自然->战斗
matrix[20][12] = 2 // 自然->光
matrix[20][13] = 0.5 // 自然->暗影
matrix[20][14] = 0.5 // 自然->神秘
matrix[20][17] = 0.5 // 自然->次元
matrix[20][19] = 0.5 // 自然->邪灵
matrix[20][221] = 2 // 自然->王
matrix[20][222] = 0.5 // 自然->混沌
matrix[20][224] = 2 // 自然->轮回
matrix[20][226] = 0.5 // 自然->虚空
// 21. 王kingID=221对其他属性的克制
matrix[221][10] = 0.5 // 王 -> 超能
matrix[221][11] = 2 // 王 -> 战斗
matrix[221][13] = 2 // 王 -> 暗影
matrix[221][17] = 2 // 王 -> 次元
matrix[221][19] = 2 // 王 -> 邪灵
matrix[221][20] = 0.5 // 王 -> 自然
matrix[221][225] = 0.5 // 王 -> 虫
// 22. 混沌chaosID=222对其他属性的克制
matrix[222][4] = 2 // 混沌 -> 飞行
matrix[222][5] = 0.5 // 混沌 -> 电
matrix[222][6] = 0.5 // 混沌 -> 机械
matrix[222][9] = 2 // 混沌 -> 冰
matrix[222][11] = 0.5 // 混沌 -> 战斗
matrix[222][14] = 2 // 混沌 -> 神秘
matrix[222][17] = 2 // 混沌 -> 次元
matrix[222][19] = 2 // 混沌 -> 邪灵
matrix[222][20] = 2 // 混沌 -> 自然
matrix[222][222] = 1 // 混沌 -> 混沌默认1.0,显式标注)
matrix[222][223] = 2 // 混沌 -> 神灵
matrix[222][224] = 0.5 // 混沌 -> 轮回
matrix[222][225] = 2 // 混沌 -> 虫
matrix[222][226] = 0 // 混沌 -> 虚空(无效)
// 23. 神灵deityID=223对其他属性的克制
matrix[223][1] = 2 // 神灵 -> 草
matrix[223][2] = 2 // 神灵 -> 水
matrix[223][3] = 2 // 神灵 -> 火
matrix[223][5] = 2 // 神灵 -> 电
matrix[223][6] = 0.5 // 神灵 -> 机械
matrix[223][9] = 2 // 神灵 -> 冰
matrix[223][11] = 0.5 // 神灵 -> 战斗
matrix[223][15] = 0.5 // 神灵 -> 龙
matrix[223][18] = 2 // 神灵 -> 远古
matrix[223][19] = 2 // 神灵 -> 邪灵
matrix[223][222] = 2 // 神灵 -> 混沌
matrix[223][223] = 1 // 神灵 -> 神灵默认1.0,显式标注)
// 24. 轮回samsaraID=224对其他属性的克制
matrix[224][9] = 0.5 // 轮回 -> 冰
matrix[224][10] = 0.5 // 轮回 -> 超能
matrix[224][12] = 2 // 轮回 -> 光
matrix[224][13] = 2 // 轮回 -> 暗影
matrix[224][16] = 2 // 轮回 -> 圣灵
matrix[224][17] = 2 // 轮回 -> 次元
matrix[224][19] = 2 // 轮回 -> 邪灵
matrix[224][20] = 0.5 // 轮回 -> 自然
matrix[224][222] = 2 // 轮回 -> 混沌
matrix[224][224] = 1 // 轮回 -> 轮回默认1.0,显式标注)
matrix[224][226] = 0.5 // 轮回 -> 虚空
// 25. 虫insectID=225对其他属性的克制
matrix[225][1] = 2 // 虫 -> 草
matrix[225][2] = 0.5 // 虫 -> 水
matrix[225][3] = 0.5 // 虫 -> 火
matrix[225][7] = 2 // 虫 -> 地面
matrix[225][9] = 0.5 // 虫 -> 冰
matrix[225][11] = 2 // 虫 -> 战斗
matrix[225][12] = 0.5 // 虫 -> 光
matrix[225][222] = 2 // 虫 -> 混沌
matrix[225][224] = 1 // 虫 -> 轮回默认1.0,显式标注)
matrix[225][225] = 2 // 虫 -> 虫
// 26. 虚空voidID=226对其他属性的克制
matrix[226][4] = 0.5 // 虚空 -> 飞行
matrix[226][10] = 2 // 虚空 -> 超能
matrix[226][11] = 2 // 虚空 -> 战斗
matrix[226][12] = 2 // 虚空 -> 光
matrix[226][13] = 0.5 // 虚空 -> 暗影
matrix[226][14] = 2 // 虚空 -> 神秘
matrix[226][16] = 0.5 // 虚空 -> 圣灵
matrix[226][17] = 0.5 // 虚空 -> 次元
matrix[226][20] = 2 // 虚空 -> 自然
matrix[226][222] = 1 // 虚空 -> 混沌默认1.0,显式标注)
matrix[226][224] = 2 // 虚空 -> 轮回
matrix[226][226] = 1 // 虚空 -> 虚空默认1.0,显式标注)
enToID := initSkillTypes()
initTypeRelations(enToID)
}
func initSkillTypes() map[string]int {
var cfg skillTypesFile
mustUnmarshalJSON(skillTypesJSON, &cfg, "skillTypes.json")
enToID := make(map[string]int, len(cfg.Root.Item))
for _, item := range cfg.Root.Item {
mustValidElementID(item.ID, "skill type")
if len(item.EN) == 0 {
panic(fmt.Sprintf("skill type %d has no en name", item.ID))
}
elementNameMap[item.ID] = strings.ToUpper(strings.Join(item.EN, "_"))
if item.IsDou == 0 {
validSingleElementIDs[item.ID] = true
enToID[item.EN[0]] = item.ID
}
}
for _, item := range cfg.Root.Item {
if item.IsDou == 0 {
continue
}
if len(item.EN) != 2 {
panic(fmt.Sprintf("dual skill type %d must have two en names", item.ID))
}
primaryID, ok := enToID[item.EN[0]]
if !ok {
panic(fmt.Sprintf("dual skill type %d references unknown primary type %q", item.ID, item.EN[0]))
}
secondaryID, ok := enToID[item.EN[1]]
if !ok {
panic(fmt.Sprintf("dual skill type %d references unknown secondary type %q", item.ID, item.EN[1]))
}
dualElementMap[item.ID] = [2]int{primaryID, secondaryID}
}
return enToID
}
func initTypeRelations(enToID map[string]int) {
var cfg typeRelationFile
mustUnmarshalJSON(typesRelationJSON, &cfg, "typesRelation.json")
for _, relation := range cfg.Root.Relation {
attackerID, ok := enToID[relation.Type]
if !ok {
panic(fmt.Sprintf("type relation references unknown attacker type %q", relation.Type))
}
for _, opponent := range relation.Opponent {
defenderID, ok := enToID[opponent.Type]
if !ok {
panic(fmt.Sprintf("type relation references unknown defender type %q", opponent.Type))
}
matrix[attackerID][defenderID] = opponent.Multiple
}
}
}
func mustUnmarshalJSON(data []byte, target any, name string) {
if err := json.Unmarshal(data, target); err != nil {
panic(fmt.Sprintf("parse %s: %v", name, err))
}
}
func mustValidElementID(id int, kind string) {
if id <= 0 || id >= maxMatrixSize {
panic(fmt.Sprintf("%s id out of range: %d", kind, id))
}
}

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@@ -42,154 +42,14 @@ const (
maxMatrixSize = 227 // 矩阵维度覆盖最大属性ID 226
)
// 合法单属性ID集合快速校验
var validSingleElementIDs = map[int]bool{
1: true, 2: true, 3: true, 4: true, 5: true, 6: true, 7: true, 8: true, 9: true, 10: true,
11: true, 12: true, 13: true, 14: true, 15: true, 16: true, 17: true, 18: true, 19: true, 20: true,
221: true, 222: true, 223: true, 224: true, 225: true, 226: true,
}
// 属性配置由 data/skillTypes.json 初始化,数据来自 seer-types-relation。
var validSingleElementIDs [maxMatrixSize]bool
// 元素名称映射(全属性对应,便于日志输出)
var elementNameMap = map[ElementType]string{
ElementTypeGrass: "GRASS",
ElementTypeWater: "WATER",
ElementTypeFire: "FIRE",
ElementTypeFlying: "FLYING",
ElementTypeElectric: "ELECTRIC",
ElementTypeSteel: "STEEL",
ElementTypeGround: "GROUND",
ElementTypeNormal: "NORMAL",
ElementTypeIce: "ICE",
ElementTypePsychic: "PSYCHIC",
ElementTypeFighting: "FIGHTING",
ElementTypeLight: "LIGHT",
ElementTypeDark: "DARK",
ElementTypeMythic: "MYTHIC",
ElementTypeDragon: "DRAGON",
ElementTypeSaint: "SAINT",
ElementTypeDimension: "DIMENSION",
ElementTypeAncient: "ANCIENT",
ElementTypeDemon: "DEMON",
ElementTypeNature: "NATURE",
ElementTypeKing: "KING",
ElementTypeChaos: "CHAOS",
ElementTypeDeity: "DEITY",
ElementTypeSamsara: "SAMSARA",
ElementTypeInsect: "INSECT",
ElementTypeVoid: "VOID",
}
// 元素名称映射(按ID直接索引,便于日志输出)
var elementNameMap [maxMatrixSize]string
// 双属性映射key=双属性IDvalue=组成的两个单属性ID
var dualElementMap = map[int][2]int{
21: {1, 10}, // 草 超能
22: {1, 11}, // 草 战斗
23: {1, 13}, // 草 暗影
24: {2, 10}, // 水 超能
25: {2, 13}, // 水 暗影
26: {2, 15}, // 水 龙
27: {3, 4}, // 火 飞行
28: {3, 15}, // 火 龙
29: {3, 10}, // 火 超能
30: {4, 10}, // 飞行 超能
31: {12, 4}, // 光 飞行
32: {4, 15}, // 飞行 龙
33: {5, 3}, // 电 火
34: {5, 9}, // 电 冰
35: {5, 11}, // 电 战斗
36: {13, 5}, // 暗影 电
37: {6, 7}, // 机械 地面
38: {6, 10}, // 机械 超能
39: {6, 15}, // 机械 龙
40: {7, 15}, // 地面 龙
41: {11, 7}, // 战斗 地面
42: {7, 13}, // 地面 暗影
43: {9, 15}, // 冰 龙
44: {9, 12}, // 冰 光
45: {9, 13}, // 冰 暗影
46: {10, 9}, // 超能 冰
47: {11, 3}, // 战斗 火
48: {11, 13}, // 战斗 暗影
49: {12, 14}, // 光 神秘
50: {13, 14}, // 暗影 神秘
51: {14, 10}, // 神秘 超能
52: {16, 12}, // 圣灵 光
53: {4, 14}, // 飞行 神秘
54: {7, 10}, // 地面 超能
55: {13, 15}, // 暗影 龙
56: {16, 13}, // 圣灵 暗影
57: {18, 11}, // 远古 战斗
58: {3, 14}, // 火 神秘
59: {12, 11}, // 光 战斗
60: {14, 11}, // 神秘 战斗
61: {17, 11}, // 次元 战斗
62: {19, 14}, // 邪灵 神秘
63: {18, 15}, // 远古 龙
64: {12, 17}, // 光 次元
65: {18, 16}, // 远古 圣灵
66: {2, 11}, // 水 战斗
67: {5, 15}, // 电 龙
68: {12, 3}, // 光 火
69: {12, 13}, // 光 暗影
70: {19, 15}, // 邪灵 龙
71: {18, 14}, // 远古 神秘
72: {6, 17}, // 机械 次元
73: {11, 15}, // 战斗 龙
74: {11, 20}, // 战斗 自然
75: {19, 6}, // 邪灵 机械
76: {5, 17}, // 电 次元
77: {18, 3}, // 远古 火
78: {16, 11}, // 圣灵 战斗
79: {16, 17}, // 圣灵 次元
80: {16, 5}, // 圣灵 电
81: {18, 7}, // 远古 地面
82: {18, 1}, // 远古 草
83: {20, 15}, // 自然 龙
84: {9, 14}, // 冰 神秘
85: {4, 13}, // 飞行 暗影
86: {9, 3}, // 冰 火
87: {9, 4}, // 冰 飞行
88: {20, 16}, // 自然 圣灵
89: {222, 16}, // 混沌 圣灵
90: {18, 19}, // 远古 邪灵
91: {20, 9}, // 自然 冰
92: {222, 13}, // 混沌 暗影
93: {222, 11}, // 混沌 战斗
94: {222, 10}, // 混沌 超能
95: {16, 10}, // 圣灵 超能
96: {222, 7}, // 混沌 地面
97: {13, 19}, // 暗影 邪灵
98: {222, 18}, // 混沌 远古
99: {222, 19}, // 混沌 邪灵
100: {16, 7}, // 圣灵 地面
101: {3, 13}, // 火 暗影
102: {12, 10}, // 光 超能
103: {6, 11}, // 机械 战斗
104: {4, 5}, // 飞行 电
105: {222, 4}, // 混沌 飞行
106: {222, 15}, // 混沌 龙
107: {222, 3}, // 混沌 火
108: {16, 3}, // 圣灵 火
109: {7, 14}, // 地面 神秘
110: {222, 17}, // 混沌 次元
111: {222, 9}, // 混沌 冰
112: {20, 14}, // 自然 神秘
113: {226, 19}, // 虚空 邪灵
114: {226, 222}, // 虚空 混沌
115: {16, 224}, // 圣灵 轮回
116: {2, 17}, // 水 次元
117: {16, 14}, // 圣灵 神秘
118: {6, 14}, // 机械 神秘
119: {2, 14}, // 水 神秘
120: {17, 15}, // 次元 龙
121: {20, 10}, // 自然 超能
122: {5, 6}, // 电 机械
123: {14, 224}, // 神秘 轮回
124: {2, 6}, // 水 机械
125: {3, 6}, // 火 机械
126: {1, 6}, // 草 机械
127: {18, 5}, // 远古 电
128: {16, 4}, // 圣灵 飞行
}
var dualElementMap = map[int][2]int{}
// 元素组合结构体
type ElementCombination struct {
@@ -198,46 +58,55 @@ type ElementCombination struct {
ID int // 组合唯一ID
}
// 全局预加载资源(程序启动时init初始化,运行时直接使用
// 全局预加载资源(程序启动时初始化,运行时只读
var (
// 元素组合池key=组合IDvalue=组合实例(预加载所有合法组合)
elementCombinationPool = make(map[int]*ElementCombination, 150) // 128双+26单=154预分配足够容量
// 单属性克制矩阵预初始化所有特殊克制关系默认1.0
matrix [maxMatrixSize][maxMatrixSize]float64
validCombinationIDs [maxMatrixSize]bool
elementCombinationPool [maxMatrixSize]ElementCombination
dualElementSecondaryPool [maxMatrixSize]ElementType
matrix [maxMatrixSize][maxMatrixSize]float64
Calculator *ElementCalculator
)
// init 预加载所有资源(程序启动时执行一次,无并发问题)
func init() {
// 1. 初始化单属性克制矩阵
initFullTableMatrix()
initElementCombinationPool()
Calculator = NewElementCalculator()
}
// 2. 预加载所有单属性组合
for id := range validSingleElementIDs {
combo := &ElementCombination{
Primary: ElementType(id),
Secondary: nil,
ID: id,
func initElementCombinationPool() {
for id, valid := range validSingleElementIDs {
if !valid {
continue
}
validCombinationIDs[id] = true
elementCombinationPool[id] = ElementCombination{
Primary: ElementType(id),
ID: id,
}
elementCombinationPool[id] = combo
}
// 3. 预加载所有双属性组合
for dualID, atts := range dualElementMap {
primaryID, secondaryID := atts[0], atts[1]
// 按ID升序排序保证组合一致性
primary, secondary := ElementType(primaryID), ElementType(secondaryID)
if primary > secondary {
primary, secondary = secondary, primary
}
combo := &ElementCombination{
dualElementSecondaryPool[dualID] = secondary
validCombinationIDs[dualID] = true
elementCombinationPool[dualID] = ElementCombination{
Primary: primary,
Secondary: &secondary,
Secondary: &dualElementSecondaryPool[dualID],
ID: dualID,
}
elementCombinationPool[dualID] = combo
}
}
func isValidCombinationID(id int) bool {
return id > 0 && id < maxMatrixSize && validCombinationIDs[id]
}
// IsDual 判断是否为双属性
func (ec *ElementCombination) IsDual() bool {
return ec.Secondary != nil
@@ -245,84 +114,82 @@ func (ec *ElementCombination) IsDual() bool {
// Elements 获取所有属性列表
func (ec *ElementCombination) Elements() []ElementType {
if ec.IsDual() {
return []ElementType{ec.Primary, *ec.Secondary}
if secondary := ec.Secondary; secondary != nil {
return []ElementType{ec.Primary, *secondary}
}
return []ElementType{ec.Primary}
}
// String 友好格式化输出
func (ec *ElementCombination) String() string {
primaryName := elementNameMap[ec.Primary]
if !ec.IsDual() {
return fmt.Sprintf("(%s)", primaryName)
if secondary := ec.Secondary; secondary != nil {
return fmt.Sprintf("(%s, %s)", elementNameMap[ec.Primary], elementNameMap[*secondary])
}
return fmt.Sprintf("(%s, %s)", primaryName, elementNameMap[*ec.Secondary])
return fmt.Sprintf("(%s)", elementNameMap[ec.Primary])
}
// ElementCalculator 无锁元素克制计算器(依赖预加载资源
// ElementCalculator 无锁元素克制计算器(所有倍数在初始化阶段预计算
type ElementCalculator struct {
offensiveCache map[string]float64 // 攻击克制缓存(运行时填充,无并发写)
offensiveTable [maxMatrixSize][maxMatrixSize]float64
}
// NewElementCalculator 创建计算器实例(仅初始化缓存)
// NewElementCalculator 创建计算器实例(构建只读查表缓存)
func NewElementCalculator() *ElementCalculator {
return &ElementCalculator{
offensiveCache: make(map[string]float64, 4096), // 预分配大容量缓存
c := &ElementCalculator{}
c.initOffensiveTable()
return c
}
func (c *ElementCalculator) initOffensiveTable() {
for attackerID, valid := range validCombinationIDs {
if !valid {
continue
}
attacker := &elementCombinationPool[attackerID]
for defenderID, valid := range validCombinationIDs {
if !valid {
continue
}
defender := &elementCombinationPool[defenderID]
c.offensiveTable[attackerID][defenderID] = c.calculateMultiplier(attacker, defender)
}
}
}
// getMatrixValue 直接返回矩阵值修复核心问题不再将0转换为1
func (c *ElementCalculator) getMatrixValue(attacker, defender ElementType) float64 {
return matrix[attacker][defender] // 矩阵默认已初始化1.0,特殊值直接返回
return matrix[attacker][defender]
}
// GetCombination 获取元素组合(直接从预加载池读取
// GetCombination 获取元素组合(直接按ID索引
func (c *ElementCalculator) GetCombination(id int) (*ElementCombination, error) {
combo, exists := elementCombinationPool[id]
if !exists {
if !isValidCombinationID(id) {
return nil, fmt.Errorf("invalid element combination ID: %d", id)
}
return combo, nil
return &elementCombinationPool[id], nil
}
// GetOffensiveMultiplier 计算攻击方→防御方的克制倍数(缓存优先
// GetOffensiveMultiplier 计算攻击方→防御方的克制倍数(只读查表
func (c *ElementCalculator) GetOffensiveMultiplier(attackerID, defenderID int) (float64, error) {
// 1. 获取预加载的组合实例
attacker, err := c.GetCombination(attackerID)
if err != nil {
return 0, fmt.Errorf("attacker invalid: %w", err)
if !isValidCombinationID(attackerID) {
return 0, fmt.Errorf("attacker invalid: invalid element combination ID: %d", attackerID)
}
defender, err := c.GetCombination(defenderID)
if err != nil {
return 0, fmt.Errorf("defender invalid: %w", err)
if !isValidCombinationID(defenderID) {
return 0, fmt.Errorf("defender invalid: invalid element combination ID: %d", defenderID)
}
// 2. 缓存键(全局唯一)
cacheKey := fmt.Sprintf("a%d_d%d", attackerID, defenderID)
if val, exists := c.offensiveCache[cacheKey]; exists {
return val, nil
}
// 3. 核心计算+缓存
val := c.calculateMultiplier(attacker, defender)
c.offensiveCache[cacheKey] = val
return val, nil
return c.offensiveTable[attackerID][defenderID], nil
}
// calculateMultiplier 核心克制计算逻辑
func (c *ElementCalculator) calculateMultiplier(attacker, defender *ElementCombination) float64 {
// 场景1单→单
if !attacker.IsDual() && !defender.IsDual() {
return c.getMatrixValue(attacker.Primary, defender.Primary)
}
// 场景2单→双
if !attacker.IsDual() {
y1, y2 := defender.Primary, *defender.Secondary
m1 := c.getMatrixValue(attacker.Primary, y1)
m2 := c.getMatrixValue(attacker.Primary, y2)
switch {
case m1 == 2 && m2 == 2:
return 4.0
@@ -333,12 +200,10 @@ func (c *ElementCalculator) calculateMultiplier(attacker, defender *ElementCombi
}
}
// 场景3双→单
if !defender.IsDual() {
return c.calculateDualToSingle(attacker.Primary, *attacker.Secondary, defender.Primary)
}
// 场景4双→双
x1, x2 := attacker.Primary, *attacker.Secondary
y1, y2 := defender.Primary, *defender.Secondary
coeffY1 := c.calculateDualToSingle(x1, x2, y1)
@@ -350,7 +215,6 @@ func (c *ElementCalculator) calculateMultiplier(attacker, defender *ElementCombi
func (c *ElementCalculator) calculateDualToSingle(attacker1, attacker2, defender ElementType) float64 {
k1 := c.getMatrixValue(attacker1, defender)
k2 := c.getMatrixValue(attacker2, defender)
switch {
case k1 == 2 && k2 == 2:
return 4.0
@@ -361,60 +225,49 @@ func (c *ElementCalculator) calculateDualToSingle(attacker1, attacker2, defender
}
}
var Calculator = NewElementCalculator()
// TestAllScenarios 全场景测试(验证预加载和计算逻辑)
func TestAllScenarios() {
// 测试1单→单草→水
m1, _ := Calculator.GetOffensiveMultiplier(1, 2)
fmt.Println("草→水: %.2f预期2.0", m1)
if math.Abs(m1-2.0) > 0.001 {
fmt.Println("测试1失败实际%.2f", m1)
}
// 测试2特殊单→单混沌→虚空
m2, _ := Calculator.GetOffensiveMultiplier(222, 226)
fmt.Println("混沌→虚空: %.2f预期0.0", m2)
if math.Abs(m2-0.0) > 0.001 {
fmt.Println("测试2失败实际%.2f", m2)
}
// 测试3单→双火→冰龙43
m3, _ := Calculator.GetOffensiveMultiplier(3, 43)
fmt.Println("火→冰龙: %.2f预期1.5", m3)
if math.Abs(m3-1.5) > 0.001 {
fmt.Println("测试3失败实际%.2f", m3)
}
// 测试4双→特殊单混沌暗影92→神灵223
m4, _ := Calculator.GetOffensiveMultiplier(92, 223)
fmt.Println("混沌暗影→神灵: %.2f预期1.25", m4)
if math.Abs(m4-1.25) > 0.001 {
fmt.Println("测试4失败实际%.2f", m4)
}
// 测试5双→双虚空邪灵113→混沌远古98
m5, _ := Calculator.GetOffensiveMultiplier(113, 98)
fmt.Println("虚空邪灵→混沌远古: %.2f预期0.875", m5)
if math.Abs(m5-0.875) > 0.001 {
fmt.Println("测试5失败实际%.2f", m5)
}
// 测试6缓存命中
m6, _ := Calculator.GetOffensiveMultiplier(113, 98)
if math.Abs(m6-m5) > 0.001 {
fmt.Println("测试6失败缓存未命中")
}
// 测试7含无效组合电→地面
m7, _ := Calculator.GetOffensiveMultiplier(5, 7)
fmt.Println("电→地面: %.2f预期0.0", m7)
if math.Abs(m7-0.0) > 0.001 {
fmt.Println("测试7失败实际%.2f", m7)
}
// 测试8双属性含无效电战斗→地面
m8, _ := Calculator.GetOffensiveMultiplier(35, 7)
fmt.Println("电战斗→地面: %.2f预期0.25", m8)
if math.Abs(m8-0.25) > 0.001 {

View File

@@ -0,0 +1,56 @@
package element
import (
"math"
"testing"
)
func TestGetOffensiveMultiplierFromSeerTypesRelation(t *testing.T) {
tests := []struct {
name string
attackerID int
defenderID int
want float64
}{
{name: "single to single", attackerID: 1, defenderID: 2, want: 2},
{name: "immunity stays zero", attackerID: 5, defenderID: 7, want: 0},
{name: "single to double", attackerID: 3, defenderID: 43, want: 1.5},
{name: "double to single", attackerID: 35, defenderID: 7, want: 0.25},
{name: "double to double", attackerID: 92, defenderID: 223, want: 1.25},
{name: "new dual type ancient steel", attackerID: 129, defenderID: 223, want: 1.5},
{name: "new dual type ancient light", attackerID: 130, defenderID: 226, want: 1.25},
}
for _, tt := range tests {
t.Run(tt.name, func(t *testing.T) {
got, err := Calculator.GetOffensiveMultiplier(tt.attackerID, tt.defenderID)
if err != nil {
t.Fatalf("GetOffensiveMultiplier() error = %v", err)
}
if math.Abs(got-tt.want) > 0.001 {
t.Fatalf("GetOffensiveMultiplier() = %v, want %v", got, tt.want)
}
})
}
}
func TestGetCombinationIncludesSeerTypesRelationDualTypes(t *testing.T) {
tests := []struct {
id int
primary ElementType
secondary ElementType
}{
{id: 129, primary: ElementTypeSteel, secondary: ElementTypeAncient},
{id: 130, primary: ElementTypeLight, secondary: ElementTypeAncient},
}
for _, tt := range tests {
got, err := Calculator.GetCombination(tt.id)
if err != nil {
t.Fatalf("GetCombination(%d) error = %v", tt.id, err)
}
if got.Primary != tt.primary || got.Secondary == nil || *got.Secondary != tt.secondary {
t.Fatalf("GetCombination(%d) = %#v, want primary %v secondary %v", tt.id, got, tt.primary, tt.secondary)
}
}
}

View File

@@ -5,7 +5,7 @@ type EffectArg struct {
SideEffect []struct {
ID int `json:"ID"`
SideEffectArgcount int `json:"SideEffectArgcount"`
SideEffectArg string `json:"SideEffectArg,omitempty"`
SideEffectArg rawFlexibleString `json:"SideEffectArg,omitempty"`
} `json:"SideEffect"`
} `json:"SideEffects"`
}

View File

@@ -5,7 +5,7 @@ import (
_ "blazing/common/data/xmlres/packed"
"encoding/json"
"os"
"fmt"
"github.com/ECUST-XX/xml"
"github.com/gogf/gf/v2/os/gres"
@@ -14,22 +14,36 @@ import (
var path string
func readConfigContent(path string) []byte {
return gres.GetContent(path)
}
func getXml[T any](path string) T {
// 解析XML到结构体
var xmls T
t1 := gres.GetContent(path)
t1 := readConfigContent(path)
xml.Unmarshal(t1, &xmls)
return xmls
}
func getJson[T any](path string) T {
// 解析XML到结构体
// 解析JSON到结构体
var xmls T
t1 := gres.GetContent(path)
json.Unmarshal(t1, &xmls)
t1 := readConfigContent(path)
if len(t1) == 0 {
fmt.Printf("[xmlres] getJson empty content: path=%s\n", path)
return xmls
}
if err := json.Unmarshal(t1, &xmls); err != nil {
head := string(t1)
if len(head) > 300 {
head = head[:300]
}
fmt.Printf("[xmlres] getJson unmarshal failed: path=%s len=%d err=%v head=%q\n", path, len(t1), err, head)
}
return xmls
}
@@ -58,8 +72,6 @@ var (
func Initfile() {
//gres.Dump()
path1, _ := os.Getwd()
path = path1 + "/public/config/"
path = "config/"
MapConfig = getXml[Maps](path + "210.xml")
@@ -87,10 +99,10 @@ func Initfile() {
return gconv.Int(m.ProductID)
})
Skill := getXml[MovesTbl](path + "227.xml")
skillConfig := getJson[MovesJSON](path + "moves_flash.json")
SkillMap = make(map[int]Move, len(Skill.Moves))
for _, v := range Skill.Moves {
SkillMap = make(map[int]Move, len(skillConfig.MovesTbl.Moves.Move))
for _, v := range skillConfig.MovesTbl.Moves.Move {
v.SideEffectS = ParseSideEffectArgs(v.SideEffect)
v.SideEffectArgS = ParseSideEffectArgs(v.SideEffectArg)
SkillMap[v.ID] = v
@@ -101,7 +113,11 @@ func Initfile() {
})
PetMAP = utils.ToMap[PetInfo, int](getXml[Monsters](path+"226.xml").Monsters, func(m PetInfo) int {
pets := getXml[Monsters](path + "226.xml").Monsters
for i := range pets {
pets[i].YieldingEVValues = parseYieldingEV(pets[i].YieldingEV)
}
PetMAP = utils.ToMap[PetInfo, int](pets, func(m PetInfo) int {
return m.ID
})

View File

@@ -0,0 +1,26 @@
package xmlres
import (
"encoding/json"
"testing"
)
func TestMoveUnmarshalJSONAcceptsNumericName(t *testing.T) {
var move Move
if err := json.Unmarshal([]byte(`{"ID":10001,"Name":1,"Category":1,"Type":8,"Power":35,"MaxPP":35,"Accuracy":95}`), &move); err != nil {
t.Fatalf("unmarshal move failed: %v", err)
}
if move.Name != "1" {
t.Fatalf("expected numeric name to convert to string, got %q", move.Name)
}
}
func TestEffectArgUnmarshalJSONAcceptsNumericSideEffectArg(t *testing.T) {
var cfg EffectArg
if err := json.Unmarshal([]byte(`{"SideEffects":{"SideEffect":[{"ID":1,"SideEffectArgcount":1,"SideEffectArg":3}]}}`), &cfg); err != nil {
t.Fatalf("unmarshal effect arg failed: %v", err)
}
if got := string(cfg.SideEffects.SideEffect[0].SideEffectArg); got != "3" {
t.Fatalf("expected numeric side effect arg to convert to string, got %q", got)
}
}

File diff suppressed because one or more lines are too long

View File

@@ -1,6 +1,11 @@
package xmlres
import "github.com/ECUST-XX/xml"
import (
"strconv"
"strings"
"github.com/ECUST-XX/xml"
)
// Move 表示怪物可学习的技能
type PetMoves struct {
@@ -45,6 +50,7 @@ type PetInfo struct {
Recycle int `xml:"Recycle,attr"` // 是否可回收
LearnableMoves LearnableMoves `xml:"LearnableMoves"` // 可学习的技能
NaturalEnemy string `xml:"NaturalEnemy,attr"` //天敌
YieldingEVValues []int64 `xml:"-"` // 预解析后的努力值奖励
}
func (basic *PetInfo) GetBasic() uint32 {
@@ -61,3 +67,16 @@ type Monsters struct {
XMLName xml.Name `xml:"Monsters"`
Monsters []PetInfo `xml:"Monster"`
}
func parseYieldingEV(raw string) []int64 {
values := make([]int64, 6)
parts := strings.Fields(raw)
for i := 0; i < len(parts) && i < len(values); i++ {
value, err := strconv.ParseInt(parts[i], 10, 64)
if err != nil {
continue
}
values[i] = value
}
return values
}

View File

@@ -1,6 +1,7 @@
package xmlres
import (
"encoding/json"
"encoding/xml"
"fmt"
"io"
@@ -33,51 +34,156 @@ type MovesTbl struct {
Moves []Move `xml:"Moves>Move"`
EFF []SideEffect `xml:"SideEffects>SideEffect"`
}
type MovesJSON struct {
MovesTbl MovesJSONRoot `json:"MovesTbl"`
}
type MovesJSONRoot struct {
Moves struct {
Move []Move `json:"Move"`
} `json:"Moves"`
SideEffects struct {
SideEffect []SideEffect `json:"SideEffect"`
} `json:"SideEffects"`
}
type MovesMap struct {
XMLName xml.Name `xml:"MovesTbl"`
Moves map[int]Move
EFF []SideEffect `xml:"SideEffects>SideEffect"`
}
type rawFlexibleString string
func (s *rawFlexibleString) UnmarshalJSON(data []byte) error {
text := strings.TrimSpace(string(data))
if text == "" || text == "null" {
*s = ""
return nil
}
if len(text) >= 2 && text[0] == '"' && text[len(text)-1] == '"' {
var decoded string
if err := json.Unmarshal(data, &decoded); err != nil {
return err
}
*s = rawFlexibleString(decoded)
return nil
}
*s = rawFlexibleString(text)
return nil
}
// Move 定义单个技能的结构
type Move struct {
ID int `xml:"ID,attr"`
Name string `xml:"Name,attr"`
ID int `xml:"ID,attr" json:"ID"`
Name string `xml:"Name,attr" json:"Name"`
Category int `xml:"Category,attr"` //属性
Type int `xml:"Type,attr"` //类型
Power int `xml:"Power,attr"` //威力
MaxPP int `xml:"MaxPP,attr"` //最大PP
Accuracy int `xml:"Accuracy,attr"` //命中率
CritRate int `xml:"CritRate,attr,omitempty"` //暴击率
Priority int `xml:"Priority,attr,omitempty"` //优先级
MustHit int `xml:"MustHit,attr,omitempty"` //是否必中
SwapElemType int `xml:"SwapElemType,attr,omitempty"` //技能交换属性
CopyElemType int `xml:"CopyElemType,attr,omitempty"` // 技能复制属性
CritAtkFirst int `xml:"CritAtkFirst,attr,omitempty"` // 先出手时必定致命一击
CritAtkSecond int `xml:"CritAtkSecond,attr,omitempty"` //后出手时必定致命一击
CritSelfHalfHp int `xml:"CritSelfHalfHp,attr,omitempty"` //自身体力低于一半时必定致命一击
CritFoeHalfHp int `xml:"CritFoeHalfHp,attr,omitempty"` //对方体力低于一半时必定致命一击
DmgBindLv int `xml:"DmgBindLv,attr,omitempty"` //使对方受到的伤害值等于自身的等级
PwrBindDv int `xml:"PwrBindDv,attr,omitempty"` //威力power取决于自身的潜力个体值
PwrDouble int `xml:"PwrDouble,attr,omitempty"` //攻击时,若对方处于异常状态, 则威力翻倍;
DmgBindHpDv int `xml:"DmgBindHpDv,attr,omitempty"` //使对方受到的伤害值等于自身的体力值
SideEffect string `xml:"SideEffect,attr,omitempty"`
SideEffectArg string `xml:"SideEffectArg,attr,omitempty"`
Category int `xml:"Category,attr" json:"Category"` //属性
Type int `xml:"Type,attr" json:"Type"` //类型
Power int `xml:"Power,attr" json:"Power"` //威力
MaxPP int `xml:"MaxPP,attr" json:"MaxPP"` //最大PP
Accuracy int `xml:"Accuracy,attr" json:"Accuracy"` //命中率
CritRate int `xml:"CritRate,attr,omitempty" json:"CritRate,omitempty"` //暴击率
Priority int `xml:"Priority,attr,omitempty" json:"Priority,omitempty"` //优先级
MustHit int `xml:"MustHit,attr,omitempty" json:"MustHit,omitempty"` //是否必中
SwapElemType int `xml:"SwapElemType,attr,omitempty" json:"SwapElemType,omitempty"` //技能交换属性
CopyElemType int `xml:"CopyElemType,attr,omitempty" json:"CopyElemType,omitempty"` // 技能复制属性
CritAtkFirst int `xml:"CritAtkFirst,attr,omitempty" json:"CritAtkFirst,omitempty"` // 先出手时必定致命一击
CritAtkSecond int `xml:"CritAtkSecond,attr,omitempty" json:"CritAtkSecond,omitempty"` //后出手时必定致命一击
CritSelfHalfHp int `xml:"CritSelfHalfHp,attr,omitempty" json:"CritSelfHalfHp,omitempty"` //自身体力低于一半时必定致命一击
CritFoeHalfHp int `xml:"CritFoeHalfHp,attr,omitempty" json:"CritFoeHalfHp,omitempty"` //对方体力低于一半时必定致命一击
DmgBindLv int `xml:"DmgBindLv,attr,omitempty" json:"DmgBindLv,omitempty"` //使对方受到的伤害值等于自身的等级
PwrBindDv int `xml:"PwrBindDv,attr,omitempty" json:"PwrBindDv,omitempty"` //威力power取决于自身的潜力个体值
PwrDouble int `xml:"PwrDouble,attr,omitempty" json:"PwrDouble,omitempty"` //攻击时,若对方处于异常状态, 则威力翻倍;
DmgBindHpDv int `xml:"DmgBindHpDv,attr,omitempty" json:"DmgBindHpDv,omitempty"` //使对方受到的伤害值等于自身的体力值
SideEffect string `xml:"SideEffect,attr,omitempty" json:"SideEffect,omitempty"`
SideEffectArg string `xml:"SideEffectArg,attr,omitempty" json:"SideEffectArg,omitempty"`
SideEffectS []int
SideEffectArgS []int
AtkNum int `xml:"AtkNum,attr,omitempty"`
Url string `xml:"Url,attr,omitempty"`
AtkNum int `xml:"AtkNum,attr,omitempty" json:"AtkNum,omitempty"`
AtkType int `xml:"AtkType,attr,omitempty" json:"AtkType,omitempty"` // 0:所有人 1:仅己方 2:仅对方 3:仅自己
Url string `xml:"Url,attr,omitempty" json:"Url,omitempty"`
Info string `xml:"info,attr,omitempty"`
Info string `xml:"info,attr,omitempty" json:"info,omitempty"`
CD *int `xml:"CD,attr"`
CD *int `xml:"CD,attr" json:"CD"`
}
func (m *Move) UnmarshalJSON(data []byte) error {
type moveAlias struct {
ID int `json:"ID"`
Name rawFlexibleString `json:"Name"`
Category int `json:"Category"`
Type int `json:"Type"`
Power int `json:"Power"`
MaxPP int `json:"MaxPP"`
Accuracy int `json:"Accuracy"`
CritRate int `json:"CritRate,omitempty"`
Priority int `json:"Priority,omitempty"`
MustHit int `json:"MustHit,omitempty"`
SwapElemType int `json:"SwapElemType,omitempty"`
CopyElemType int `json:"CopyElemType,omitempty"`
CritAtkFirst int `json:"CritAtkFirst,omitempty"`
CritAtkSecond int `json:"CritAtkSecond,omitempty"`
CritSelfHalfHp int `json:"CritSelfHalfHp,omitempty"`
CritFoeHalfHp int `json:"CritFoeHalfHp,omitempty"`
DmgBindLv int `json:"DmgBindLv,omitempty"`
PwrBindDv int `json:"PwrBindDv,omitempty"`
PwrDouble int `json:"PwrDouble,omitempty"`
DmgBindHpDv int `json:"DmgBindHpDv,omitempty"`
SideEffect rawFlexibleString `json:"SideEffect,omitempty"`
SideEffectArg rawFlexibleString `json:"SideEffectArg,omitempty"`
AtkNum int `json:"AtkNum,omitempty"`
AtkType int `json:"AtkType,omitempty"`
Url string `json:"Url,omitempty"`
Info string `json:"info,omitempty"`
CD *int `json:"CD"`
}
var aux moveAlias
if err := json.Unmarshal(data, &aux); err != nil {
return err
}
*m = Move{
ID: aux.ID,
Name: string(aux.Name),
Category: aux.Category,
Type: aux.Type,
Power: aux.Power,
MaxPP: aux.MaxPP,
Accuracy: aux.Accuracy,
CritRate: aux.CritRate,
Priority: aux.Priority,
MustHit: aux.MustHit,
SwapElemType: aux.SwapElemType,
CopyElemType: aux.CopyElemType,
CritAtkFirst: aux.CritAtkFirst,
CritAtkSecond: aux.CritAtkSecond,
CritSelfHalfHp: aux.CritSelfHalfHp,
CritFoeHalfHp: aux.CritFoeHalfHp,
DmgBindLv: aux.DmgBindLv,
PwrBindDv: aux.PwrBindDv,
PwrDouble: aux.PwrDouble,
DmgBindHpDv: aux.DmgBindHpDv,
SideEffect: string(aux.SideEffect),
SideEffectArg: string(aux.SideEffectArg),
AtkNum: aux.AtkNum,
AtkType: aux.AtkType,
Url: aux.Url,
Info: aux.Info,
CD: aux.CD,
}
return nil
}
type SideEffect struct {
ID int `xml:"ID,attr"`
Help string `xml:"help,attr"`
Des string `xml:"des,attr"`
ID int `xml:"ID,attr" json:"ID"`
Help string `xml:"help,attr" json:"help"`
Des string `xml:"des,attr" json:"des"`
}
// ReadHTTPFile 通过HTTP GET请求获取远程文件内容

View File

@@ -2,17 +2,21 @@ package rpc
import (
"blazing/cool"
"context"
"blazing/logic/service/fight/pvp"
"blazing/logic/service/fight/pvpwire"
"fmt"
"time"
"github.com/gogf/gf/v2/database/gredis"
"github.com/gogf/gf/v2/errors/gerror"
"github.com/gogf/gf/v2/frame/g"
"github.com/gogf/gf/v2/util/gconv"
)
// ListenFunc 监听函数
// ListenFunc 改造后的 Redis PubSub 监听函数,支持自动重连和心跳保活
// ListenFunc 改造后的 Redis PubSub 监听函数,支持自动重连
// 注意PubSub 连接只负责订阅和接收,避免在同一连接上并发 PING。
func ListenFunc(ctx g.Ctx) {
if !cool.IsRedisMode {
panic(gerror.New("集群模式下, 请使用Redis作为缓存"))
@@ -20,9 +24,8 @@ func ListenFunc(ctx g.Ctx) {
// 定义常量配置
const (
subscribeTopic = "cool:func" // 订阅的主题
retryDelay = 10 * time.Second // 连接失败重试间隔
heartbeatInterval = 30 * time.Second // 心跳保活间隔
subscribeTopic = "cool:func" // 订阅的主题
retryDelay = 10 * time.Second // 连接失败重试间隔
)
// 外层循环:负责连接断开后的整体重连
@@ -43,47 +46,25 @@ func ListenFunc(ctx g.Ctx) {
continue
}
// 2. 启动心跳保活协程,防止连接因空闲被断开
heartbeatCtx, heartbeatCancel := context.WithCancel(context.Background())
go func() {
ticker := time.NewTicker(heartbeatInterval)
defer func() {
ticker.Stop()
heartbeatCancel()
}()
for {
select {
case <-heartbeatCtx.Done():
cool.Logger.Info(ctx, "心跳协程退出")
return
case <-ticker.C:
// 发送 PING 心跳,保持连接活跃
_, pingErr := conn.Do(ctx, "PING")
if pingErr != nil {
cool.Logger.Error(ctx, "Redis 心跳失败,触发重连", "error", pingErr)
// 心跳失败时主动关闭连接,触发外层重连
_ = conn.Close(ctx)
return
}
}
}
}()
// 3. 订阅主题
// 2. 订阅主题
_, err = conn.Do(ctx, "subscribe", subscribeTopic)
if err != nil {
cool.Logger.Error(ctx, "订阅 Redis 主题失败", "topic", subscribeTopic, "error", err)
heartbeatCancel() // 关闭心跳协程
_ = conn.Close(ctx)
time.Sleep(retryDelay)
continue
}
cool.Logger.Info(ctx, "成功订阅 Redis 主题", "topic", subscribeTopic)
_, err = conn.Do(ctx, "subscribe", "sun:join") //加入队列
if err != nil {
cool.Logger.Error(ctx, "订阅 Redis 主题失败", "topic", "sun:join", "error", err)
_ = conn.Close(ctx)
time.Sleep(retryDelay)
continue
}
cool.Logger.Info(ctx, "成功订阅 Redis 主题", "topic", "sun:join")
// 4. 循环接收消息
// 3. 循环接收消息
connError := false
for !connError {
select {
@@ -126,15 +107,15 @@ func ListenFunc(ctx g.Ctx) {
}
}
// 5. 清理资源,准备重连
heartbeatCancel() // 关闭心跳协程
// 4. 清理资源,准备重连
_ = conn.Close(ctx) // 关闭当前连接
// Logger.Warn(ctx, "Redis 连接异常,准备重连", "retry_after", retryDelay)
cool.Logger.Info(ctx, "Redis 订阅连接异常,准备重连", "retry_after", retryDelay)
time.Sleep(retryDelay)
}
}
// ListenFight 完全对齐 ListenFunc 写法,修复收不到消息问题
// ListenFight 完全对齐 ListenFunc 写法,修复收不到消息问题
// 注意PubSub 连接只负责订阅和接收,避免在同一连接上并发 PING。
func ListenFight(ctx g.Ctx) {
if !cool.IsRedisMode {
panic(gerror.New("集群模式下, 请使用Redis作为缓存"))
@@ -142,14 +123,15 @@ func ListenFight(ctx g.Ctx) {
// 定义常量配置(对齐 ListenFunc 风格)
const (
retryDelay = 10 * time.Second // 连接失败重试间隔
heartbeatInterval = 30 * time.Second // 心跳保活间隔
retryDelay = 10 * time.Second // 连接失败重试间隔
)
// 提前拼接订阅主题(避免重复拼接,便于日志打印)
serverID := cool.Config.ServerInfo.GetID()
startTopic := "sun:start:" + serverID
sendPackTopic := "sendpack:" + serverID
pvpServerTopic := pvpwire.ServerTopic(gconv.Uint32(serverID))
pvpCoordinatorTopic := pvpwire.CoordinatorTopicPrefix
// 外层循环:负责连接断开后的整体重连
for {
@@ -170,45 +152,26 @@ func ListenFight(ctx g.Ctx) {
continue
}
// 2. 启动心跳保活协程(完全对齐 ListenFunc 逻辑
heartbeatCtx, heartbeatCancel := context.WithCancel(context.Background())
go func() {
ticker := time.NewTicker(heartbeatInterval)
defer func() {
ticker.Stop()
heartbeatCancel()
}()
for {
select {
case <-heartbeatCtx.Done():
cool.Logger.Info(ctx, "心跳协程退出")
return
case <-ticker.C:
// 发送 PING 心跳,保持连接活跃
_, pingErr := conn.Do(ctx, "PING")
if pingErr != nil {
cool.Logger.Error(ctx, "Redis 心跳失败,触发重连", "error", pingErr)
// 心跳失败时主动关闭连接,触发外层重连
_ = conn.Close(ctx)
return
}
cool.Logger.Debug(ctx, "Redis 心跳发送成功,连接正常")
}
// 2. 订阅主题(对齐 ListenFunc 的错误处理,替换 panic 为优雅重连
subscribeTopics := []string{startTopic, pvpServerTopic}
if cool.Config.GameOnlineID == pvp.CoordinatorOnlineID {
subscribeTopics = append(subscribeTopics, pvpCoordinatorTopic)
}
subscribeFailed := false
for _, topic := range subscribeTopics {
_, err = conn.Do(ctx, "subscribe", topic)
if err != nil {
cool.Logger.Error(ctx, "订阅 Redis 主题失败", "topic", topic, "error", err)
_ = conn.Close(ctx)
time.Sleep(retryDelay)
subscribeFailed = true
break
}
}()
// 3. 订阅主题(对齐 ListenFunc 的错误处理,替换 panic 为优雅重连)
// 订阅 sun:start:服务器ID
_, err = conn.Do(ctx, "subscribe", startTopic)
if err != nil {
cool.Logger.Error(ctx, "订阅 Redis 主题失败", "topic", startTopic, "error", err)
heartbeatCancel() // 关闭心跳协程
_ = conn.Close(ctx)
time.Sleep(retryDelay)
cool.Logger.Info(ctx, "成功订阅 Redis 主题", "topic", topic)
}
if subscribeFailed {
continue
}
cool.Logger.Info(ctx, "成功订阅 Redis 主题", "topic", startTopic)
// // 订阅 sun:sendpack:服务器ID
// _, err = conn.Do(ctx, "subscribe", sendPackTopic)
@@ -224,7 +187,7 @@ func ListenFight(ctx g.Ctx) {
// 打印监听提示(保留原有日志)
fmt.Println("监听战斗", startTopic)
// 4. 循环接收消息(完全对齐 ListenFunc 逻辑)
// 3. 循环接收消息(完全对齐 ListenFunc 逻辑)
connError := false
for !connError {
select {
@@ -255,6 +218,10 @@ func ListenFight(ctx g.Ctx) {
// universalClient, _ := g.Redis("cool").Client().(goredis.UniversalClient)
}
if dataMap.Channel == pvpServerTopic || dataMap.Channel == pvpCoordinatorTopic {
pvp.HandleRedisMessage(dataMap.Channel, dataMap.Payload)
}
// 【可选】处理 sun:sendpack:服务器ID 消息(如果需要)
if dataMap.Channel == sendPackTopic {
fmt.Println("收到战斗包", dataMap.Payload)
@@ -262,9 +229,9 @@ func ListenFight(ctx g.Ctx) {
}
}
// 5. 清理资源,准备重连(完全对齐 ListenFunc
heartbeatCancel() // 关闭心跳协程
// 4. 清理资源,准备重连(完全对齐 ListenFunc
_ = conn.Close(ctx) // 关闭当前连接
cool.Logger.Info(ctx, "Redis 战斗订阅连接异常,准备重连", "retry_after", retryDelay)
time.Sleep(retryDelay)
}
}

184
common/rpc/pvp_match.go Normal file
View File

@@ -0,0 +1,184 @@
package rpc
import (
"blazing/cool"
"blazing/logic/service/fight/pvpwire"
"context"
"encoding/json"
"fmt"
"sync"
"time"
)
const (
pvpMatchQueueTTL = 12 * time.Second
pvpMatchBanPickSecond = 45
)
type PVPMatchJoinPayload struct {
RuntimeServerID uint32 `json:"runtimeServerId"`
UserID uint32 `json:"userId"`
Nick string `json:"nick"`
FightMode uint32 `json:"fightMode"`
Status uint32 `json:"status"`
IsVip uint32 `json:"isVip"`
IsDebug uint8 `json:"isDebug"`
CatchTimes []uint32 `json:"catchTimes"`
TianxuanPetIDs []uint32 `json:"tianxuanPetIds"`
}
type pvpMatchQueueKey struct {
FightMode uint32
IsVip uint32
IsDebug uint8
}
type pvpMatchCoordinator struct {
mu sync.Mutex
queues map[pvpMatchQueueKey][]pvpwire.QueuePlayerSnapshot
lastSeen map[uint32]time.Time
}
var defaultPVPMatchCoordinator = &pvpMatchCoordinator{
queues: make(map[pvpMatchQueueKey][]pvpwire.QueuePlayerSnapshot),
lastSeen: make(map[uint32]time.Time),
}
func DefaultPVPMatchCoordinator() *pvpMatchCoordinator {
return defaultPVPMatchCoordinator
}
func (m *pvpMatchCoordinator) JoinOrUpdate(payload PVPMatchJoinPayload) error {
if payload.UserID == 0 || payload.RuntimeServerID == 0 || payload.FightMode == 0 {
return fmt.Errorf("invalid pvp match payload: uid=%d server=%d mode=%d", payload.UserID, payload.RuntimeServerID, payload.FightMode)
}
now := time.Now()
player := pvpwire.QueuePlayerSnapshot{
RuntimeServerID: payload.RuntimeServerID,
UserID: payload.UserID,
Nick: payload.Nick,
FightMode: payload.FightMode,
Status: payload.Status,
IsVip: payload.IsVip,
IsDebug: payload.IsDebug,
JoinedAtUnix: now.Unix(),
CatchTimes: append([]uint32(nil), payload.CatchTimes...),
TianxuanPetIDs: append([]uint32(nil), payload.TianxuanPetIDs...),
}
var match *pvpwire.MatchFoundPayload
m.mu.Lock()
m.pruneExpiredLocked(now)
m.removeUserLocked(payload.UserID)
m.lastSeen[payload.UserID] = now
queueKey := newPVPMatchQueueKey(player)
queue := m.queues[queueKey]
if len(queue) > 0 {
host := queue[0]
queue = queue[1:]
m.queues[queueKey] = queue
delete(m.lastSeen, host.UserID)
delete(m.lastSeen, payload.UserID)
result := pvpwire.MatchFoundPayload{
SessionID: buildPVPMatchSessionID(host.UserID, payload.UserID),
Stage: pvpwire.StageBanPick,
Host: host,
Guest: player,
BanPickTimeout: pvpMatchBanPickSecond,
}
match = &result
} else {
m.queues[queueKey] = append(queue, player)
}
m.mu.Unlock()
if match == nil {
return nil
}
if err := publishPVPMatchMessage(pvpwire.ServerTopic(match.Host.RuntimeServerID), pvpwire.MessageTypeMatchFound, *match); err != nil {
return err
}
if match.Guest.RuntimeServerID != match.Host.RuntimeServerID {
if err := publishPVPMatchMessage(pvpwire.ServerTopic(match.Guest.RuntimeServerID), pvpwire.MessageTypeMatchFound, *match); err != nil {
return err
}
}
return nil
}
func (m *pvpMatchCoordinator) Cancel(userID uint32) {
if userID == 0 {
return
}
m.mu.Lock()
defer m.mu.Unlock()
delete(m.lastSeen, userID)
m.removeUserLocked(userID)
}
func (m *pvpMatchCoordinator) pruneExpiredLocked(now time.Time) {
for key, queue := range m.queues {
next := make([]pvpwire.QueuePlayerSnapshot, 0, len(queue))
for _, queued := range queue {
last := m.lastSeen[queued.UserID]
if last.IsZero() || now.Sub(last) > pvpMatchQueueTTL {
delete(m.lastSeen, queued.UserID)
continue
}
next = append(next, queued)
}
m.queues[key] = next
}
}
func (m *pvpMatchCoordinator) removeUserLocked(userID uint32) {
for key, queue := range m.queues {
next := make([]pvpwire.QueuePlayerSnapshot, 0, len(queue))
for _, queued := range queue {
if queued.UserID == userID {
continue
}
next = append(next, queued)
}
m.queues[key] = next
}
}
func newPVPMatchQueueKey(player pvpwire.QueuePlayerSnapshot) pvpMatchQueueKey {
return pvpMatchQueueKey{
FightMode: player.FightMode,
IsVip: player.IsVip,
IsDebug: player.IsDebug,
}
}
func publishPVPMatchMessage(topic, msgType string, body any) error {
payload, err := json.Marshal(body)
if err != nil {
return err
}
envelope, err := json.Marshal(pvpwire.Envelope{
Type: msgType,
Body: payload,
})
if err != nil {
return err
}
conn, err := cool.Redis.Conn(context.Background())
if err != nil {
return err
}
defer conn.Close(context.Background())
_, err = conn.Do(context.Background(), "publish", topic, envelope)
return err
}
func buildPVPMatchSessionID(hostUserID, guestUserID uint32) string {
return fmt.Sprintf("xsvr-%d-%d-%d", hostUserID, guestUserID, time.Now().UnixNano())
}

View File

@@ -1,106 +1,216 @@
package rpc
import (
"blazing/common/data/share"
"blazing/cool"
"context"
"fmt"
"log"
config "blazing/modules/config/service"
"github.com/filecoin-project/go-jsonrpc"
"github.com/gogf/gf/v2/util/gconv"
)
// Define the server handler
type ServerHandler struct{}
// 实现踢人
func (*ServerHandler) Kick(_ context.Context, userid uint32) error {
useid1, _ := share.ShareManager.GetUserOnline(userid)
if useid1 == 0 {
return nil
}
cl, ok := cool.GetClientOnly(useid1)
if !ok {
return nil
}
cl.KickPerson(userid) //实现指定服务器踢人
return nil
}
// 注册logic服务器
func (*ServerHandler) RegisterLogic(ctx context.Context, id, port uint32) error {
fmt.Println("注册logic服务器", id, port)
//TODO 待修复滚动更新可能导致的玩家可以同时在旧服务器和新服务器同时在线的bug
revClient, ok := jsonrpc.ExtractReverseClient[cool.ClientHandler](ctx)
if !ok {
return fmt.Errorf("no reverse client")
}
t := config.NewServerService().GetServerID((id))
aa, ok := cool.GetClient(t.OnlineID, t.Port)
if ok && aa != nil { //如果已经存在且这个端口已经被存过
aa.QuitSelf(0)
}
cool.AddClient(100000*id+port, &revClient)
//Refurh()
return nil
}
func CServer() *jsonrpc.RPCServer {
// create a new server instance
rpcServer := jsonrpc.NewServer(jsonrpc.WithReverseClient[cool.ClientHandler](""))
rpcServer.Register("", &ServerHandler{})
return rpcServer
}
var closer jsonrpc.ClientCloser
func StartClient(id, port uint32, callback any) *struct {
Kick func(uint32) error
RegisterLogic func(uint32, uint32) error
} {
//cool.Config.File.Domain = "127.0.0.1"
var rpcaddr = "ws://" + cool.Config.File.Domain + gconv.String(cool.Config.Address) + "/rpc"
closer1, err := jsonrpc.NewMergeClient(context.Background(),
rpcaddr, "", []interface{}{
&RPCClient,
}, nil, jsonrpc.WithClientHandler("", callback),
jsonrpc.WithReconnFun(func() { RPCClient.RegisterLogic(id, port) }),
)
if err != nil {
log.Fatalf("Failed to create client: %v", err)
}
//if port != 0 { //注册logic
defer RPCClient.RegisterLogic(id, port)
//}
closer = closer1
return &RPCClient
}
// Setup RPCClient with reverse call handler
var RPCClient struct {
Kick func(uint32) error //踢人
RegisterLogic func(uint32, uint32) error
// UserLogin func(int32, int32) error //用户登录事件
// UserLogout func(int32, int32) error //用户登出事件
}
package rpc
import (
"blazing/common/data/share"
"blazing/cool"
"blazing/cool/coolconfig"
"context"
"fmt"
"log"
"net/url"
"strings"
"time"
config "blazing/modules/config/service"
"github.com/filecoin-project/go-jsonrpc"
"github.com/gogf/gf/v2/util/gconv"
)
// Define the server handler
type ServerHandler struct{}
const kickForwardTimeout = 3 * time.Second
const ClientCallTimeout = 5 * time.Second
// A 服强关留下僵尸在线状态B 服可以通过 login 清理后登录。
// login 服不可用B 服不会放行,仍提示系统忙。
func isDisconnectedLogicReverseClientError(err error) bool {
if err == nil {
return false
}
errText := err.Error()
return strings.Contains(errText, "websocket routine exiting") ||
strings.Contains(errText, "sendRequest failed") ||
strings.Contains(errText, "closed out channel")
}
// 实现踢人
func (*ServerHandler) Kick(_ context.Context, userid uint32) error {
useid1, err := share.ShareManager.GetUserOnline(userid)
if err != nil || useid1 == 0 {
// 请求到达时用户已离线,直接视为成功
return nil
}
cl, ok := cool.GetClientOnly(useid1)
if !ok || cl == nil {
// 目标服务器不在线,清理僵尸在线标记并视为成功
_ = share.ShareManager.DeleteUserOnline(userid)
cool.DeleteClientOnly(useid1)
return nil
}
resultCh := make(chan error, 1)
go func() {
resultCh <- cl.KickPerson(userid) // 实现指定服务器踢人
}()
select {
case callErr := <-resultCh:
if callErr == nil {
return nil
}
// 调用失败后兜底:用户若已离线/切服/目标服不在线都算成功
useid2, err2 := share.ShareManager.GetUserOnline(userid)
if err2 != nil || useid2 == 0 || useid2 != useid1 {
return nil
}
if cl2, ok2 := cool.GetClientOnly(useid2); !ok2 || cl2 == nil {
_ = share.ShareManager.DeleteUserOnline(userid)
cool.DeleteClientOnly(useid2)
return nil
}
if isDisconnectedLogicReverseClientError(callErr) {
_ = share.ShareManager.DeleteUserOnline(userid)
cool.DeleteClientOnly(useid2)
return nil
}
// 仍在线则返回失败,不按成功处理
return callErr
case <-time.After(kickForwardTimeout):
// 仅防止无限等待;超时不算成功
useid2, err2 := share.ShareManager.GetUserOnline(userid)
if err2 != nil || useid2 == 0 || useid2 != useid1 {
return nil
}
if cl2, ok2 := cool.GetClientOnly(useid2); !ok2 || cl2 == nil {
_ = share.ShareManager.DeleteUserOnline(userid)
cool.DeleteClientOnly(useid2)
return nil
}
return fmt.Errorf("kick timeout, user still online: uid=%d server=%d", userid, useid2)
}
}
// 注册logic服务器
func (*ServerHandler) RegisterLogic(ctx context.Context, id, port uint32) error {
fmt.Println("注册logic服务器", id, port)
return registerReverseLogicClient(ctx, id, port)
}
func (*ServerHandler) MatchJoinOrUpdate(_ context.Context, payload PVPMatchJoinPayload) error {
return DefaultPVPMatchCoordinator().JoinOrUpdate(payload)
}
func (*ServerHandler) MatchCancel(_ context.Context, userID uint32) error {
DefaultPVPMatchCoordinator().Cancel(userID)
return nil
}
func CServer() *jsonrpc.RPCServer {
// create a new server instance
rpcServer := jsonrpc.NewServer(jsonrpc.WithReverseClientSetup[cool.ClientHandler]("", setupLogicReverseClient))
rpcServer.Register("", &ServerHandler{})
return rpcServer
}
var closer jsonrpc.ClientCloser
func StartClient(id, port uint32, callback any) *struct {
Kick func(context.Context, uint32) error
RegisterLogic func(context.Context, uint32, uint32) error
MatchJoinOrUpdate func(context.Context, PVPMatchJoinPayload) error
MatchCancel func(context.Context, uint32) error
} {
cool.Config.File.Domain = "127.0.0.1"
u := url.URL{
Scheme: "ws",
Host: cool.Config.File.Domain + gconv.String(cool.Config.Address),
Path: "/rpc",
}
q := u.Query()
q.Set("logic_id", gconv.String(id))
q.Set("logic_port", gconv.String(port))
u.RawQuery = q.Encode()
rpcaddr := u.String()
closer1, err := jsonrpc.NewMergeClient(context.Background(),
rpcaddr, "", []interface{}{
&RPCClient,
}, nil, jsonrpc.WithClientHandler("", callback),
)
if err != nil {
log.Fatalf("Failed to create client: %v", err)
}
closer = closer1
return &RPCClient
}
// Setup RPCClient with reverse call handler
var RPCClient struct {
Kick func(context.Context, uint32) error //踢人
RegisterLogic func(context.Context, uint32, uint32) error
MatchJoinOrUpdate func(context.Context, PVPMatchJoinPayload) error
MatchCancel func(context.Context, uint32) error
// UserLogin func(int32, int32) error //用户登录事件
// UserLogout func(int32, int32) error //用户登出事件
}
func setupLogicReverseClient(ctx context.Context, revClient cool.ClientHandler) error {
_ = revClient
req, ok := jsonrpc.GetHTTPRequest(ctx)
if !ok || req == nil {
return fmt.Errorf("missing websocket request context")
}
id := gconv.Uint32(req.URL.Query().Get("logic_id"))
port := gconv.Uint32(req.URL.Query().Get("logic_port"))
if id == 0 || port == 0 {
return fmt.Errorf("missing logic identity in websocket query: id=%d port=%d", id, port)
}
if err := registerReverseLogicClient(ctx, id, port); err != nil {
return err
}
key := coolconfig.ComposeRuntimeID(id, port)
go func() {
<-ctx.Done()
cool.DeleteClientOnly(key)
}()
return nil
}
func registerReverseLogicClient(ctx context.Context, id, port uint32) error {
//TODO 待修复滚动更新可能导致的玩家可以同时在旧服务器和新服务器同时在线的bug
revClient, ok := jsonrpc.ExtractReverseClient[cool.ClientHandler](ctx)
if !ok {
return fmt.Errorf("no reverse client")
}
t := config.NewServerService().GetServerID(id)
aa, ok := cool.GetClient(t.OnlineID, t.Port)
if ok && aa != nil { //如果已经存在且这个端口已经被存过
aa.QuitSelf(0)
}
cool.AddClient(coolconfig.ComposeRuntimeID(id, port), &revClient)
return nil
}

View File

@@ -18,7 +18,7 @@ import (
)
type RPCfight struct {
fightmap *csmap.CsMap[int, common.FightI]
fightmap *csmap.CsMap[int, common.FightControllerI]
zs *zset.ZSet[uint32, *model.PVP]
}
@@ -69,7 +69,7 @@ func (r *RPCfight) cancel(pvp info.RPCFightinfo) {
///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
var fightmap = RPCfight{
fightmap: csmap.New[int, common.FightI](),
fightmap: csmap.New[int, common.FightControllerI](),
zs: zset.New[uint32, *model.PVP](func(a, b *model.PVP) bool {
return a.Less(b)
}),

View File

@@ -1,24 +1,29 @@
package socket
import (
"blazing/common/socket/codec"
"blazing/cool"
"blazing/logic/service/player"
"blazing/modules/config/service"
"bytes"
"context"
"encoding/binary"
"errors"
"io"
"log"
"os"
"sync/atomic"
"time"
"blazing/cool"
"blazing/logic/service/player"
"blazing/modules/config/service"
"github.com/gogf/gf/v2/frame/g"
"github.com/gogf/gf/v2/os/gtime"
"github.com/panjf2000/gnet/v2"
)
const (
minPacketLen = 17
maxPacketLen = 10 * 1024
)
func (s *Server) Boot(serverid, port uint32) error {
// go s.bootws()
s.serverid = serverid
@@ -53,62 +58,43 @@ func (s *Server) Stop() error {
func (s *Server) OnClose(c gnet.Conn, err error) (action gnet.Action) {
defer func() {
if err := recover(); err != nil { // 恢复 panicerr 为 panic 错误值
// 1. 打印错误信息
if t, ok := c.Context().(*player.ClientData); ok {
if t.Player != nil {
if t.Player.Info != nil {
cool.Logger.Error(context.TODO(), "OnClose 错误:", cool.Config.ServerInfo.OnlineID, t.Player.Info.UserID, err)
t.Player.Service.Info.Save(*t.Player.Info)
go t.Player.SaveOnDisconnect()
}
}
} else {
cool.Logger.Error(context.TODO(), "OnClose 错误:", cool.Config.ServerInfo.OnlineID, err)
}
}
}()
// 识别 RST 导致的连接中断(错误信息含 "connection reset"
// if err != nil && (strings.Contains(err.Error(), "connection reset") || strings.Contains(err.Error(), "reset by peer")) {
// remoteIP := c.RemoteAddr().(*net.TCPAddr).IP.String()
// log.Printf("RST 攻击检测: 来源 %s, 累计攻击次数 %d", remoteIP)
// // 防护逻辑:临时封禁异常 IP可扩展为 IP 黑名单)
// // go s.tempBlockIP(remoteIP, 5*time.Minute)
// }
//fmt.Println(err, c.RemoteAddr().String(), "断开连接")
atomic.AddInt64(&cool.Connected, -1)
//logging.Infof("conn[%v] disconnected", c.RemoteAddr().String())
v, _ := c.Context().(*player.ClientData)
v.LF.Close()
// v.LF.Close()
//close(v.MsgChan)
if v.Player != nil {
v.Player.Save() //保存玩家数据
if v != nil {
v.Close()
if v.Player != nil {
v.Player.SaveOnDisconnect() //保存玩家数据
}
}
//}
//关闭连接
return
}
func (s *Server) OnTick() (delay time.Duration, action gnet.Action) {
g.Log().Async().Info(context.Background(), gtime.Now().ISO8601(), "服务器ID", cool.Config.ServerInfo.OnlineID, "链接数", atomic.LoadInt64(&cool.Connected))
if s.quit && atomic.LoadInt64(&cool.Connected) == 0 {
//执行正常退出逻辑
os.Exit(0)
}
return 30 * time.Second, gnet.None
}
func (s *Server) OnBoot(eng gnet.Engine) gnet.Action {
s.eng = eng
service.NewServerService().SetServerID(s.serverid, s.port) //设置当前服务器端口
service.NewServerService().SetServerID(s.serverid, s.port)
return gnet.None
}
@@ -116,59 +102,68 @@ func (s *Server) OnOpen(conn gnet.Conn) (out []byte, action gnet.Action) {
if s.network != "tcp" {
return nil, gnet.Close
}
if conn.Context() == nil {
conn.SetContext(player.NewClientData(conn)) //注入data
conn.SetContext(player.NewClientData(conn))
}
atomic.AddInt64(&cool.Connected, 1)
return nil, gnet.None
}
func (s *Server) OnTraffic(c gnet.Conn) (action gnet.Action) {
defer func() {
if err := recover(); err != nil { // 恢复 panicerr 为 panic 错误值
// 1. 打印错误信息
if err := recover(); err != nil {
if t, ok := c.Context().(*player.ClientData); ok {
if t.Player != nil {
if t.Player.Info != nil {
cool.Logger.Error(context.TODO(), "OnTraffic 错误:", cool.Config.ServerInfo.OnlineID, t.Player.Info.UserID, err)
t.Player.Service.Info.Save(*t.Player.Info)
}
if t.Player != nil && t.Player.Info != nil {
cool.Logger.Error(context.TODO(), "OnTraffic 错误:", cool.Config.ServerInfo.OnlineID, t.Player.Info.UserID, err)
t.Player.Service.Info.Save(*t.Player.Info)
}
}
}
}()
ws := c.Context().(*player.ClientData).Wsmsg
if ws.Tcp { //升级失败时候防止缓冲区溢出
return s.handleTCP(c)
client := c.Context().(*player.ClientData)
if s.discorse && !client.IsCrossDomainChecked() {
handled, ready, action := handle(c)
if action != gnet.None {
return action
}
if handled {
client.MarkCrossDomainChecked()
return gnet.None
}
if !ready {
return gnet.None
}
client.MarkCrossDomainChecked()
}
tt, len1 := ws.ReadBufferBytes(c)
if tt == gnet.Close {
ws := client.Wsmsg
if ws.Tcp {
return s.handleTCP(c)
}
readAction, inboundLen := ws.ReadBufferBytes(c)
if readAction == gnet.Close {
return gnet.Close
}
ok, action := ws.Upgrade(c)
if action != gnet.None { //连接断开
state, action := ws.Upgrade(c)
if action != gnet.None {
return action
}
if !ok { //升级失败,说明是tcp连接
ws.Tcp = true
return s.handleTCP(c)
if state == player.UpgradeNeedMoreData {
return gnet.None
}
if state == player.UpgradeUseTCP {
return s.handleTCP(c)
}
if inboundLen > 0 {
if _, err := c.Discard(inboundLen); err != nil {
return gnet.Close
}
ws.ResetInboundMirror()
}
// fmt.Println(ws.Buf.Bytes())
c.Discard(len1)
messages, err := ws.Decode(c)
if err != nil {
@@ -179,91 +174,93 @@ func (s *Server) OnTraffic(c gnet.Conn) (action gnet.Action) {
}
for _, msg := range messages {
s.onevent(c, msg.Payload)
//t.OnEvent(msg.Payload)
if !s.onevent(c, msg.Payload) {
return gnet.Close
}
}
return gnet.None
}
const maxBodyLen = 10 * 1024 // 业务最大包体长度,按需调整
func (s *Server) handleTCP(conn gnet.Conn) (action gnet.Action) {
client := conn.Context().(*player.ClientData)
if s.discorse && !client.IsCrossDomainChecked() {
handled, ready, action := handle(conn)
if action != gnet.None {
return action
}
if !ready {
return gnet.None
}
if handled {
client.MarkCrossDomainChecked()
return gnet.None
}
client.MarkCrossDomainChecked()
}
conn.Context().(*player.ClientData).IsCrossDomain.Do(func() { //跨域检测
handle(conn)
})
// handle(c)
// 先读取4字节的包长度
lenBuf, err := conn.Peek(4)
body, err := s.codec.Decode(conn)
if err != nil {
if errors.Is(err, io.ErrShortBuffer) {
return
if errors.Is(err, codec.ErrIncompletePacket) {
return gnet.None
}
return gnet.Close
}
bodyLen := binary.BigEndian.Uint32(lenBuf)
if bodyLen > maxBodyLen {
if !s.onevent(conn, body) {
return gnet.Close
}
if conn.InboundBuffered() < int(bodyLen) {
return
}
// 提取包体
body, err := conn.Next(int(bodyLen))
if err != nil {
if errors.Is(err, io.ErrShortBuffer) {
return
}
return gnet.Close
}
s.onevent(conn, body)
if conn.InboundBuffered() > 0 {
if err := conn.Wake(nil); err != nil { // wake up the connection manually to avoid missing the leftover data
if err := conn.Wake(nil); err != nil {
return gnet.Close
}
}
return action
}
// CROSS_DOMAIN 定义跨域策略文件内容
const CROSS_DOMAIN = "<?xml version=\"1.0\"?><!DOCTYPE cross-domain-policy><cross-domain-policy><allow-access-from domain=\"*\" to-ports=\"*\" /></cross-domain-policy>\x00"
// TEXT 定义跨域请求的文本格式
const TEXT = "<policy-file-request/>\x00"
func handle(c gnet.Conn) {
func handle(c gnet.Conn) (handled bool, ready bool, action gnet.Action) {
probeLen := c.InboundBuffered()
if probeLen == 0 {
return false, false, gnet.None
}
if probeLen > len(TEXT) {
probeLen = len(TEXT)
}
// 读取数据并检查是否为跨域请求
data, err := c.Peek(len(TEXT))
data, err := c.Peek(probeLen)
if err != nil {
log.Printf("Error reading cross-domain request: %v", err)
return
return false, false, gnet.Close
}
if string(data) == TEXT { //判断是否是跨域请求
//log.Printf("Received cross-domain request from %s", c.RemoteAddr())
// 处理跨域请求
c.Write([]byte(CROSS_DOMAIN))
c.Discard(len(TEXT))
return
if !bytes.Equal(data, []byte(TEXT[:probeLen])) {
return false, true, gnet.None
}
//return
if probeLen < len(TEXT) {
return false, false, gnet.None
}
if _, err := c.Write([]byte(CROSS_DOMAIN)); err != nil {
return false, true, gnet.Close
}
if _, err := c.Discard(len(TEXT)); err != nil {
return false, true, gnet.Close
}
return true, true, gnet.None
}
func (s *Server) onevent(c gnet.Conn, v []byte) {
func (s *Server) onevent(c gnet.Conn, v []byte) bool {
if !isValidPacket(v) {
return false
}
if t, ok := c.Context().(*player.ClientData); ok {
t.PushEvent(v, s.workerPool.Submit)
}
return true
}
func isValidPacket(v []byte) bool {
if len(v) < minPacketLen || len(v) > maxPacketLen {
return false
}
return binary.BigEndian.Uint32(v[0:4]) == uint32(len(v))
}

View File

@@ -115,6 +115,10 @@ var ErrorCodes = enum.New[struct {
ErrPokemonLevelTooLow ErrorCode `enum:"13007"`
// 不能展示背包里的精灵!
ErrCannotShowBagPokemon ErrorCode `enum:"13017"`
// 基地展示精灵数量已达上限!
ErrRoomShowPetLimit ErrorCode `enum:"13019"`
// 该精灵不在仓库中,无法设为基地展示!
ErrPetNotInWarehouse ErrorCode `enum:"13021"`
// 你今天已经被吃掉过一回了,明天再来吧!
ErrAlreadyEatenToday ErrorCode `enum:"17018"`
// 该道具已经在使用中,无法重复使用。

View File

@@ -344,7 +344,7 @@ func websocketClient(ctx context.Context, addr string, namespace string, outs []
}
func (c *client) setupRequestChan() chan clientRequest {
requests := make(chan clientRequest)
requests := make(chan clientRequest, 1024)
c.doRequest = func(ctx context.Context, cr clientRequest) (clientResponse, error) {
select {

View File

@@ -75,33 +75,53 @@ func WithTracer(l Tracer) ServerOption {
}
}
func buildReverseClient[RP any](c *ServerConfig, ctx context.Context, conn *wsConn, namespace string, onConnect func(context.Context, RP) error) (context.Context, error) {
cl := client{
namespace: namespace,
paramEncoders: map[reflect.Type]ParamEncoder{},
methodNameFormatter: c.methodNameFormatter,
}
// todo test that everything is closing correctly
cl.exiting = conn.exiting
requests := cl.setupRequestChan()
conn.requests = requests
calls := new(RP)
err := cl.provide([]interface{}{
calls,
})
if err != nil {
return nil, xerrors.Errorf("provide reverse client calls: %w", err)
}
ctx = context.WithValue(ctx, jsonrpcReverseClient{reflect.TypeOf(calls).Elem()}, calls)
if onConnect != nil {
if err := onConnect(ctx, *calls); err != nil {
return nil, err
}
}
return ctx, nil
}
// WithReverseClient will allow extracting reverse client on **WEBSOCKET** calls.
// RP is a proxy-struct type, much like the one passed to NewClient.
func WithReverseClient[RP any](namespace string) ServerOption {
return func(c *ServerConfig) {
c.reverseClientBuilder = func(ctx context.Context, conn *wsConn) (context.Context, error) {
cl := client{
namespace: namespace,
paramEncoders: map[reflect.Type]ParamEncoder{},
methodNameFormatter: c.methodNameFormatter,
}
return buildReverseClient[RP](c, ctx, conn, namespace, nil)
}
}
}
// todo test that everything is closing correctly
cl.exiting = conn.exiting
requests := cl.setupRequestChan()
conn.requests = requests
calls := new(RP)
err := cl.provide([]interface{}{
calls,
})
if err != nil {
return nil, xerrors.Errorf("provide reverse client calls: %w", err)
}
return context.WithValue(ctx, jsonrpcReverseClient{reflect.TypeOf(calls).Elem()}, calls), nil
// WithReverseClientSetup behaves like WithReverseClient, and also runs onConnect
// once the reverse client has been created for the websocket connection.
func WithReverseClientSetup[RP any](namespace string, onConnect func(context.Context, RP) error) ServerOption {
return func(c *ServerConfig) {
c.reverseClientBuilder = func(ctx context.Context, conn *wsConn) (context.Context, error) {
return buildReverseClient[RP](c, ctx, conn, namespace, onConnect)
}
}
}

View File

@@ -45,6 +45,16 @@ func GetConnectionType(ctx context.Context) ConnectionType {
return ConnectionTypeUnknown
}
// GetHTTPRequest returns the original HTTP request when the context comes from RPCServer.
func GetHTTPRequest(ctx context.Context) (*http.Request, bool) {
v := ctx.Value(httpRequestCtxKey{})
if v == nil {
return nil, false
}
req, ok := v.(*http.Request)
return req, ok
}
// RPCServer provides a jsonrpc 2.0 http server handler
type RPCServer struct {
*handler
@@ -75,6 +85,8 @@ var upgrader = websocket.Upgrader{
}
func (s *RPCServer) handleWS(ctx context.Context, w http.ResponseWriter, r *http.Request) {
ctx = context.WithValue(ctx, httpRequestCtxKey{}, r)
// TODO: allow setting
// (note that we still are mostly covered by jwt tokens)
w.Header().Set("Access-Control-Allow-Origin", "*")
@@ -181,3 +193,5 @@ func (s *RPCServer) AliasMethod(alias, original string) {
}
var _ error = &JSONRPCError{}
type httpRequestCtxKey struct{}

View File

@@ -661,7 +661,9 @@ func (c *wsConn) tryReconnect(ctx context.Context) bool {
c.writeLk.Unlock()
go c.nextMessage()
c.reconfun()
if c.reconfun != nil {
go c.reconfun()
}
}()
return true

View File

@@ -2,33 +2,4 @@ module github.com/zmexing/go-sensitive-word
go 1.20
require (
github.com/orcaman/concurrent-map/v2 v2.0.1
)
require (
github.com/andybalholm/brotli v1.1.0 // indirect
github.com/cloudflare/circl v1.3.7 // indirect
github.com/go-logr/logr v1.4.2 // indirect
github.com/go-task/slim-sprig v0.0.0-20230315185526-52ccab3ef572 // indirect
github.com/google/pprof v0.0.0-20240227163752-401108e1b7e7 // indirect
github.com/hashicorp/errwrap v1.1.0 // indirect
github.com/hashicorp/go-multierror v1.1.1 // indirect
github.com/klauspost/compress v1.17.9 // indirect
github.com/onsi/ginkgo/v2 v2.16.0 // indirect
github.com/quic-go/qpack v0.4.0 // indirect
github.com/quic-go/qtls-go1-20 v0.4.1 // indirect
github.com/quic-go/quic-go v0.40.1 // indirect
github.com/refraction-networking/utls v1.6.3 // indirect
github.com/stretchr/testify v1.11.1 // indirect
go.uber.org/mock v0.4.0 // indirect
golang.org/x/crypto v0.31.0 // indirect
golang.org/x/exp v0.0.0-20240222234643-814bf88cf225 // indirect
golang.org/x/mod v0.17.0 // indirect
golang.org/x/net v0.33.0 // indirect
golang.org/x/sys v0.30.0 // indirect
golang.org/x/text v0.22.0 // indirect
golang.org/x/tools v0.21.1-0.20240508182429-e35e4ccd0d2d // indirect
google.golang.org/protobuf v1.31.0 // indirect
)
require github.com/orcaman/concurrent-map/v2 v2.0.1

View File

@@ -1,55 +1,2 @@
github.com/andybalholm/brotli v1.1.0 h1:eLKJA0d02Lf0mVpIDgYnqXcUn0GqVmEFny3VuID1U3M=
github.com/andybalholm/brotli v1.1.0/go.mod h1:sms7XGricyQI9K10gOSf56VKKWS4oLer58Q+mhRPtnY=
github.com/cloudflare/circl v1.3.7 h1:qlCDlTPz2n9fu58M0Nh1J/JzcFpfgkFHHX3O35r5vcU=
github.com/cloudflare/circl v1.3.7/go.mod h1:sRTcRWXGLrKw6yIGJ+l7amYJFfAXbZG0kBSc8r4zxgA=
github.com/davecgh/go-spew v1.1.0/go.mod h1:J7Y8YcW2NihsgmVo/mv3lAwl/skON4iLHjSsI+c5H38=
github.com/davecgh/go-spew v1.1.1 h1:vj9j/u1bqnvCEfJOwUhtlOARqs3+rkHYY13jYWTU97c=
github.com/davecgh/go-spew v1.1.1/go.mod h1:J7Y8YcW2NihsgmVo/mv3lAwl/skON4iLHjSsI+c5H38=
github.com/go-logr/logr v1.4.2 h1:6pFjapn8bFcIbiKo3XT4j/BhANplGihG6tvd+8rYgrY=
github.com/go-task/slim-sprig v0.0.0-20230315185526-52ccab3ef572 h1:tfuBGBXKqDEevZMzYi5KSi8KkcZtzBcTgAUUtapy0OI=
github.com/go-task/slim-sprig v0.0.0-20230315185526-52ccab3ef572/go.mod h1:9Pwr4B2jHnOSGXyyzV8ROjYa2ojvAY6HCGYYfMoC3Ls=
github.com/golang/protobuf v1.5.3 h1:KhyjKVUg7Usr/dYsdSqoFveMYd5ko72D+zANwlG1mmg=
github.com/google/go-cmp v0.6.0 h1:ofyhxvXcZhMsU5ulbFiLKl/XBFqE1GSq7atu8tAmTRI=
github.com/google/pprof v0.0.0-20240227163752-401108e1b7e7 h1:y3N7Bm7Y9/CtpiVkw/ZWj6lSlDF3F74SfKwfTCer72Q=
github.com/google/pprof v0.0.0-20240227163752-401108e1b7e7/go.mod h1:czg5+yv1E0ZGTi6S6vVK1mke0fV+FaUhNGcd6VRS9Ik=
github.com/hashicorp/errwrap v1.0.0/go.mod h1:YH+1FKiLXxHSkmPseP+kNlulaMuP3n2brvKWEqk/Jc4=
github.com/hashicorp/errwrap v1.1.0 h1:OxrOeh75EUXMY8TBjag2fzXGZ40LB6IKw45YeGUDY2I=
github.com/hashicorp/errwrap v1.1.0/go.mod h1:YH+1FKiLXxHSkmPseP+kNlulaMuP3n2brvKWEqk/Jc4=
github.com/hashicorp/go-multierror v1.1.1 h1:H5DkEtf6CXdFp0N0Em5UCwQpXMWke8IA0+lD48awMYo=
github.com/hashicorp/go-multierror v1.1.1/go.mod h1:iw975J/qwKPdAO1clOe2L8331t/9/fmwbPZ6JB6eMoM=
github.com/imroc/req/v3 v3.42.3 h1:ryPG2AiwouutAopwPxKpWKyxgvO8fB3hts4JXlh3PaE=
github.com/imroc/req/v3 v3.42.3/go.mod h1:Axz9Y/a2b++w5/Jht3IhQsdBzrG1ftJd1OJhu21bB2Q=
github.com/klauspost/compress v1.17.9 h1:6KIumPrER1LHsvBVuDa0r5xaG0Es51mhhB9BQB2qeMA=
github.com/onsi/ginkgo/v2 v2.16.0 h1:7q1w9frJDzninhXxjZd+Y/x54XNjG/UlRLIYPZafsPM=
github.com/onsi/ginkgo/v2 v2.16.0/go.mod h1:llBI3WDLL9Z6taip6f33H76YcWtJv+7R3HigUjbIBOs=
github.com/onsi/gomega v1.30.0 h1:hvMK7xYz4D3HapigLTeGdId/NcfQx1VHMJc60ew99+8=
github.com/orcaman/concurrent-map/v2 v2.0.1 h1:jOJ5Pg2w1oeB6PeDurIYf6k9PQ+aTITr/6lP/L/zp6c=
github.com/orcaman/concurrent-map/v2 v2.0.1/go.mod h1:9Eq3TG2oBe5FirmYWQfYO5iH1q0Jv47PLaNK++uCdOM=
github.com/pmezard/go-difflib v1.0.0 h1:4DBwDE0NGyQoBHbLQYPwSUPoCMWR5BEzIk/f1lZbAQM=
github.com/pmezard/go-difflib v1.0.0/go.mod h1:iKH77koFhYxTK1pcRnkKkqfTogsbg7gZNVY4sRDYZ/4=
github.com/quic-go/qpack v0.4.0 h1:Cr9BXA1sQS2SmDUWjSofMPNKmvF6IiIfDRmgU0w1ZCo=
github.com/quic-go/qpack v0.4.0/go.mod h1:UZVnYIfi5GRk+zI9UMaCPsmZ2xKJP7XBUvVyT1Knj9A=
github.com/quic-go/qtls-go1-20 v0.4.1 h1:D33340mCNDAIKBqXuAvexTNMUByrYmFYVfKfDN5nfFs=
github.com/quic-go/qtls-go1-20 v0.4.1/go.mod h1:X9Nh97ZL80Z+bX/gUXMbipO6OxdiDi58b/fMC9mAL+k=
github.com/quic-go/quic-go v0.40.1 h1:X3AGzUNFs0jVuO3esAGnTfvdgvL4fq655WaOi1snv1Q=
github.com/quic-go/quic-go v0.40.1/go.mod h1:PeN7kuVJ4xZbxSv/4OX6S1USOX8MJvydwpTx31vx60c=
github.com/refraction-networking/utls v1.6.3 h1:MFOfRN35sSx6K5AZNIoESsBuBxS2LCgRilRIdHb6fDc=
github.com/refraction-networking/utls v1.6.3/go.mod h1:yil9+7qSl+gBwJqztoQseO6Pr3h62pQoY1lXiNR/FPs=
github.com/stretchr/objx v0.1.0/go.mod h1:HFkY916IF+rwdDfMAkV7OtwuqBVzrE8GR6GFx+wExME=
github.com/stretchr/testify v1.6.1/go.mod h1:6Fq8oRcR53rry900zMqJjRRixrwX3KX962/h/Wwjteg=
github.com/stretchr/testify v1.11.1 h1:7s2iGBzp5EwR7/aIZr8ao5+dra3wiQyKjjFuvgVKu7U=
go.uber.org/mock v0.4.0 h1:VcM4ZOtdbR4f6VXfiOpwpVJDL6lCReaZ6mw31wqh7KU=
go.uber.org/mock v0.4.0/go.mod h1:a6FSlNadKUHUa9IP5Vyt1zh4fC7uAwxMutEAscFbkZc=
golang.org/x/crypto v0.31.0 h1:ihbySMvVjLAeSH1IbfcRTkD/iNscyz8rGzjF/E5hV6U=
golang.org/x/exp v0.0.0-20240222234643-814bf88cf225 h1:LfspQV/FYTatPTr/3HzIcmiUFH7PGP+OQ6mgDYo3yuQ=
golang.org/x/exp v0.0.0-20240222234643-814bf88cf225/go.mod h1:CxmFvTBINI24O/j8iY7H1xHzx2i4OsyguNBmN/uPtqc=
golang.org/x/mod v0.17.0 h1:zY54UmvipHiNd+pm+m0x9KhZ9hl1/7QNMyxXbc6ICqA=
golang.org/x/net v0.33.0 h1:74SYHlV8BIgHIFC/LrYkOGIwL19eTYXQ5wc6TBuO36I=
golang.org/x/sync v0.11.0 h1:GGz8+XQP4FvTTrjZPzNKTMFtSXH80RAzG+5ghFPgK9w=
golang.org/x/sys v0.30.0 h1:QjkSwP/36a20jFYWkSue1YwXzLmsV5Gfq7Eiy72C1uc=
golang.org/x/text v0.22.0 h1:bofq7m3/HAFvbF51jz3Q9wLg3jkvSPuiZu/pD1XwgtM=
golang.org/x/tools v0.21.1-0.20240508182429-e35e4ccd0d2d h1:vU5i/LfpvrRCpgM/VPfJLg5KjxD3E+hfT1SH+d9zLwg=
google.golang.org/protobuf v1.31.0 h1:g0LDEJHgrBl9N9r17Ru3sqWhkIx2NB67okBHPwC7hs8=
gopkg.in/check.v1 v0.0.0-20161208181325-20d25e280405/go.mod h1:Co6ibVJAznAaIkqp8huTwlJQCZ016jof/cbN4VW5Yz0=
gopkg.in/yaml.v3 v3.0.0-20200313102051-9f266ea9e77c/go.mod h1:K4uyk7z7BCEPqu6E+C64Yfv1cQ7kz7rIZviUmN+EgEM=
gopkg.in/yaml.v3 v3.0.1 h1:fxVm/GzAzEWqLHuvctI91KS9hhNmmWOoWu0XTYJS7CA=

View File

@@ -0,0 +1,183 @@
# Boss ScriptHookAction接入说明
日期2026-04-05
## 1. 执行流程
1. 先执行战斗效果链 `HookAction()`
2. 执行脚本 `hookAction(hookaction)`
3. 用脚本返回值决定是否继续出手
4. 脚本可直接调用 Go 绑定函数`useSkill()``switchPet()`
## 2. JS 可调用的 Go 函数
1. `useSkill(skillId: number)`
2. `switchPet(catchTime: number)`
## 3. `hookaction` 参数字段
基础字段
1. `hookaction.hookaction: boolean`
2. `hookaction.round: number`
3. `hookaction.is_first: boolean`
4. `hookaction.our: { pet_id, catch_time, hp, max_hp } | null`
5. `hookaction.opp: { pet_id, catch_time, hp, max_hp } | null`
6. `hookaction.skills: Array<{ skill_id, pp, can_use }>`
AttackValue 映射字段重点
1. `hookaction.our_attack`
2. `hookaction.opp_attack`
结构
```ts
{
skill_id: number;
attack_time: number;
is_critical: number;
lost_hp: number;
gain_hp: number;
remain_hp: number;
max_hp: number;
state: number;
offensive: number;
status: number[]; // 对应 AttackValue.Status[20]
prop: number[]; // 对应 AttackValue.Prop[6]
}
```
其中
- `prop` 索引`[攻, 防, 特攻, 特防, 速度, 命中]`
- 对应值 `> 0` 代表强化`< 0` 代表下降`0` 代表无变化
返回值
- `true`继续行动
- `false`阻止行动
- 不返回默认回退到 `hookaction.hookaction`
## 4. 脚本示例
### 4.1 判断对方是否存在强化你问的这个
```js
function hookAction(hookaction) {
if (!hookaction.hookaction) return false;
var oppAtk = hookaction.opp_attack;
var oppHasBuff = false;
if (oppAtk && oppAtk.prop) {
for (var i = 0; i < oppAtk.prop.length; i++) {
if (oppAtk.prop[i] > 0) {
oppHasBuff = true;
break;
}
}
}
if (oppHasBuff) {
// 对方有强化时,放一个针对技能
useSkill(5001);
return true;
}
return true;
}
```
### 4.2 判断对方是否有异常状态
```js
function hookAction(hookaction) {
if (!hookaction.hookaction) return false;
var oppAtk = hookaction.opp_attack;
var hasStatus = false;
if (oppAtk && oppAtk.status) {
for (var i = 0; i < oppAtk.status.length; i++) {
if (oppAtk.status[i] > 0) {
hasStatus = true;
break;
}
}
}
if (!hasStatus) {
// 没有异常时尝试上异常
useSkill(6002);
}
return true;
}
```
## 5. Monaco 类型提示
```ts
import * as monaco from "monaco-editor";
monaco.languages.typescript.javascriptDefaults.setCompilerOptions({
allowNonTsExtensions: true,
checkJs: true,
target: monaco.languages.typescript.ScriptTarget.ES2020,
});
monaco.languages.typescript.javascriptDefaults.addExtraLib(
`
interface BossHookPetContext {
pet_id: number;
catch_time: number;
hp: number;
max_hp: number;
}
interface BossHookSkillContext {
skill_id: number;
pp: number;
can_use: boolean;
}
interface BossHookAttackContext {
skill_id: number;
attack_time: number;
is_critical: number;
lost_hp: number;
gain_hp: number;
remain_hp: number;
max_hp: number;
state: number;
offensive: number;
status: number[];
prop: number[];
}
interface BossHookActionContext {
hookaction: boolean;
round: number;
is_first: boolean;
our: BossHookPetContext | null;
opp: BossHookPetContext | null;
skills: BossHookSkillContext[];
our_attack: BossHookAttackContext | null;
opp_attack: BossHookAttackContext | null;
}
declare function hookAction(hookaction: BossHookActionContext): boolean;
declare function HookAction(hookaction: BossHookActionContext): boolean;
declare function hookaction(hookaction: BossHookActionContext): boolean;
declare function useSkill(skillId: number): void;
declare function switchPet(catchTime: number): void;
`,
"ts:boss-script.d.ts"
);
```
## 6. 后端代码
- 脚本执行器与函数绑定`modules/config/model/boss_pet.go`
- AI 出手转发与上下文构建`logic/service/fight/input/ai.go`

View File

@@ -17,8 +17,9 @@
### 1.2 本清单目标
- 在不破坏现有 `1v1` 的前提下落地组队战斗可运行版本MVP
- 对齐 `flash` 组队战斗关键协议与关键行为开战出招切宠道具结算战斗结束
- 留出兼容层允许旧 `24xx/25xx` 流程继续使用
- 对齐 `flash`/社区实现中的关键行为开战出招切宠道具结算战斗结束
- 协议层采用一个统一结构体 + phase 字段方案单打/双打共用同一序列化模型
- 保留旧 `24xx/25xx` 流程入口通过服务端适配映射到统一结构体
### 1.3 非目标
@@ -49,74 +50,58 @@
- 回合主链仍以双动作兼容流程为中心
- 组队相关特性存在 TODO例如 `501/502/503`
### 2.3 外部实现参考本次新增
- `arcadia-star/seer2-fight-ui`
- 双打核心模型不是独立命令集而是统一帧模型 + `uiStyle + side + position`
- `uiStyle` 支持 `2v2/2v1`战位通过 `position(main/sub)` 区分
- `arcadia-star/seer2-next-message/src/entity/fight.rs`
- 采用统一战斗实体结构`team/user/pet` + `side/position`
- 行为包拆分为 `Load/Hurt/Change/Escape/...`但底层字段模型统一
- `ukuq/seer2-server/src/seer2/fight`
- `ArenaResourceLoadCMD -> TeamInfo -> FightUserInfo -> FighterInfo` 为层级化统一结构
- `FighterInfo` 直接包含 `position/hp/maxHp/anger/skills`适合直接映射为本项目统一结构体
---
## 3. 协议对齐清单按优先级
> 说明命令号来源于 `flash` `4c07fa07:CommandID.as`
> 实施时可先做服务端可跑+字段兼容逐步补全所有字段
> 说明本清单改为统一协议结构体路线不再强制先实现 `75xx` 独立命令族
> 推荐做法保留旧入口命令服务端内部统一转为 `FightActionEnvelope/FightStateEnvelope`
### 3.1 P0 必做MVP 必须
- [ ] `7555 GROUP_READY_TO_FIGHT`
- 用途组队成员准备
- 入参建议`room/groupId + userId + actorSlotsReady`
- 出参建议广播 ready 状态变化
- [ ] `7557 GROUP_START_FIGHT`
- 用途下发组队开战结构
- 参考客户端结构
- `isVsNPC`
- `groupOneMembCnt + groupOneList[]`
- `groupTwoMembCnt + groupTwoList[]`
- `group list` 每项至少要有`side/pos/userID/petID/catchTime/hp/maxHP/level/catchType`
- [ ] `7558 GROUP_FT_USE_SKILL`
- 用途组队技能指令
- 参考客户端 payload`skillId(uint32) + side(byte) + pos(byte)`6字节
- 服务端内部映射`actorIndex + targetIndex`
- [ ] `7563 GROUP_FT_CHG_PET`
- 用途组队切宠请求
- 至少支持按操作者位切宠
- [ ] `7562 GROUP_FT_USE_ITEM`
- 用途组队用道具
- 至少支持 actor/target 生效
- [ ] `7560 GROUP_FT_OVER`
- 用途组队战斗结束
- 至少下发结束原因胜方标识结算主体
- [ ] 统一入站动作结构 `FightActionEnvelope`
- 最少字段`actionType/actorIndex/targetIndex/skillId/itemId/catchTime/escape/chat`
- 兼容映射
- `2405 -> actionType=skill`
- `2406 -> actionType=item`
- `2407 -> actionType=change`
- `2410 -> actionType=escape`
- [ ] 统一出站状态结构 `FightStateEnvelope`
- 最少字段
- `phase``start/skill_hurt/change/over/load/chat`
- `left[]/right[]`元素为统一 `FighterState`
- `meta`回合号天气胜负结束原因
- [ ] 统一战位子结构 `FighterState`
- 每项至少包含`side/position(userSlot)/userId/petId(catchTime)/hp/maxHp/level/anger/status/prop/skills`
### 3.2 P1 强烈建议提升一致性
- [ ] `7559 GROUP_FT_SKILL_HURT`
- 对齐技能伤害播报攻击方+受击方快照
- 参考结构包含状态数组能力等级技能HP 变化暴击伤害值
- [ ] `7567 GROUP_FT_CHG_PET_SUC`
- 切宠成功广播保障前端战位同步
- [ ] `7568 GROUP_FT_ESCAPE_SUC`
- 逃跑成功广播含退出战位
- [ ] `7570 GROUP_CHAT_MSG`
- 组队战斗聊天转发
- [ ] `7571/7572 GROUP_LOAD_PERCENT(_NOTICE)`
- 组队加载进度同步
- [ ] 完善 `phase=skill_hurt`
- 至少带施法方快照受击方快照技能暴击伤害HP 变更
- [ ] 完善 `phase=change`
- 至少带切宠发起位切入目标位新精灵状态
- [ ] 完善 `phase=over`
- 至少带结束原因胜方收益主体
- [ ] 完善 `phase=load/chat`
- 组队加载进度战斗内聊天统一走同一 envelope
### 3.3 P2 视时间补齐
- [ ] `7561 GROUP_FT_SPRITE_DIE`
- [ ] `7573 GROUP_FT_SPRITE_NOTICE`
- [ ] `7574 GROUP_FT_WIN_CLOSE`
- [ ] `7575 GP_SKILL_WAIT_PERT`
- [ ] `7576 GP_SKILL_WAIT_NOTICE`
- [ ] `7585 GROUP_FT_OVERTIME_NOTICE`
- [ ] `7586 GROUP_FT_SKILL_PLAY_OVER`
- [ ] `7587 GROUP_FT_TIME_OUT_EXIT`
- [ ] `7588 GROUP_FT_RELATION_NOTICE`
- [ ] `phase=sprite_die/sprite_notice/win_close`
- [ ] `phase=skill_wait/skill_wait_notice`
- [ ] `phase=overtime/timeout_exit/relation_notice`
---
@@ -124,13 +109,13 @@
## 4.1 协议与结构层Owner A
- [ ] 新增组队协议结构文件
- 建议新建`logic/service/fight/cmd_group.go`
- 要求所有组队命令入站结构都有 `TomeeHeader cmd:"xxxx"`
- [ ] 新增统一协议结构文件
- 建议新建`logic/service/fight/cmd_unified.go`
- 要求统一定义 `FightActionEnvelope` 和映射辅助结构
- [ ] 新增组队出站结构
- 建议新建`logic/service/fight/info/group_info.go`
- 要求明确 `side/pos/user/pet/hp/maxHp/level` 等核心字段
- [ ] 新增统一出站结构
- 建议新建`logic/service/fight/info/unified_info.go`
- 要求定义 `FightStateEnvelope/FighterState`支持单打与双打
- [ ] 统一战位字段命名规范
- `actorIndex`我方执行位
@@ -139,26 +124,20 @@
验收
- [ ] `controller.Init(true)` 能注册全部新命令无重复 cmd panic
- [ ] 对每个新 cmd可反序列化入参并进入控制器方法
- [ ] cmd`2405/2406/2407/2410`可无损映射到统一入站结构
- [ ] 统一出站结构在 `start/skill_hurt/change/over` phase 均可序列化
---
## 4.2 控制器与路由层Owner B
- [ ] 新增组队战斗控制器
- 建议新建`logic/controller/fight_group.go`
- 包含
- 组队准备
- 组队出招
- 组队切宠
- 组队道具
- 组队逃跑
- 组队聊天
- [ ] 新增统一动作入口可单文件
- 建议新建`logic/controller/fight_unified.go`
- 用途将旧包和未来扩展包统一落到 `FightActionEnvelope`
- [ ] 兼容旧协议入口
- `2405/2406/2407` 保持可用默认 `actorIndex=0,targetIndex=0`
- `75xx` 走组队专用入口
- 组队场景由 `actorIndex/targetIndex` 与战斗上下文决定不再依赖独立 `75xx`
- [ ] 增加战前校验
- 成员是否在同一组队房间
@@ -167,7 +146,7 @@
验收
- [ ] 双端同时发送 `7558` 能转化为 `UseSkillAt(...)`
- [ ] 任意技能动作都能转化为 `UseSkillAt(...)` `actorIndex/targetIndex`
- [ ] 非法战位命令被拒绝不影响其他战位
---
@@ -215,8 +194,8 @@
- 战斗结束广播
- [ ] 保留旧包兼容必要时双发
- 组队战斗对新包
- 非组队仍可走 `2503/2505/2506`
- 单打/双打统一走同一结构体
- 如前端未升级可按需保留 `2503/2505/2506` 过渡映射
验收
@@ -276,14 +255,14 @@
- 协议/结构
- `logic/service/fight/cmd.go`
- `logic/service/fight/cmd_group.go`新增
- `logic/service/fight/cmd_unified.go`新增
- `logic/service/fight/info/info.go`
- `logic/service/fight/info/group_info.go`新增
- `logic/service/fight/info/unified_info.go`新增
- 控制器
- `logic/controller/fight_base.go`
- `logic/controller/fight_pvp_withplayer.go`
- `logic/controller/fight_group.go`新增
- `logic/controller/fight_unified.go`新增
- 核心流程
- `logic/service/fight/new.go`
@@ -309,8 +288,8 @@
### M1协议可通
- [ ] 75xx 关键命令可收
- [ ] 控制器能转发 `FightC` indexed 接口
- [ ] 统一结构体可完成 `start/skill_hurt/change/over` 四类下
- [ ] 旧命令入口均可映射 `FightC` indexed 接口
### M2核心可跑
@@ -339,7 +318,7 @@
缓解回合开始/结束 pair 执行中抽离确保每回合只触发一次
- 风险协议切换导致旧客户端不可用
缓解保留旧包并按战斗类型分流必要时过渡期双发
缓解服务端保持旧入口不变先做旧包 -> 统一结构映射前端按版本切流
- 风险effect 批量改动引发回归
缓解先做组队关键 effect其他 effect 分批迁移并每批回归
@@ -363,3 +342,59 @@
- 如改动协议字段必须附抓包样例或字段注释不允许只改代码不补说明
- 如发现与本清单冲突的历史逻辑兼容线上行为优先并在文档记录偏差原因
---
## 10. 可实现性结论统一协议结构体
- 结论可实现且风险可控
- 依据
- `seer2-fight-ui` 的双打模型本质是统一数据结构 + `uiStyle/side/position`不是强依赖独立命令族
- `seer2-next-message` `seer2-server` 都采用统一 `team/user/pet` 层级结构`position` 作为战位核心字段
- 本仓库已具备 `actorIndex/targetIndex` `UseSkillAt/ChangePetAt/UseItemAt` 能力协议统一后只需补齐映射和广播
- 实施建议
- 先完成旧入口 -> 统一入站结构映射
- 再完成统一出站结构 + phase 广播
- 最后做前端切换与旧包退场或长期双通道兼容
---
## AtkType 目标语义补充2026-04-05
来源`flash` `SkillXMLInfo.getGpFtSkillType(skillID)`读取 `movesMap/moveStoneMap` `AtkType`
GBTL 规则已确认
1. `AtkNum`本技能同时攻击数量默认 `1`不能为 `0`
2. `AtkType`目标范围
- `0`所有人
- `1`仅己方
- `2`仅对方
- `3`仅自己
- 默认`2`
前端目标选择行为`SkillMouseController.attack(skillID, attackType)`
1. `attackType=0` -> `allPetWinList`全体可选
2. `attackType=1` -> `membPetWinList`己方可选含自己与队友
3. `attackType=2` -> `oppPetWinList`敌方可选
4. `attackType=3` -> `[playerMode.petWin]`仅自己
后端目标关系判定组队/多战位必须遵循
1. 若协议传 `actor + target(side,pos)`
- `target.side != actor.side` => 对方目标
- `target.side == actor.side && target.pos == actor.pos` => 自身目标
- `target.side == actor.side && target.pos != actor.pos` => 队友目标
2. 若协议未显式传目标 `2405`
- `AtkType` 兜底
- `AtkType=3` => 强制自身
- `AtkType=1` => 默认自身无显式队友位时
- 其他 => 维持旧行为默认对方 `0`
实施要求与现有清单并行
1. `common/data/xmlres/skill.go` `Move` 需包含 `AtkType` 字段解析
2. 动作目标不再依赖默认 Opp 绑定effect 上下文必须使用本次动作的实际目标
3. 需支持区分 `self` `ally`例如同为 `AtkType=1` 不能混用同一默认目标
4. 保持旧协议兼容旧入口不报错但按上述兜底规则执行

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@@ -0,0 +1,194 @@
# Fight Input 控制绑定说明
日期2026-04-04
## 1. 背景
当前战斗模型中一个 `Input` 对应一个战斗站位`actorIndex`
每个 `Input` 通过 `Input.Player` 绑定操作者
当前建战主路径已收敛为`WithFightInputs(ourInputs, oppInputs)`
先由调用方创建并组装双方 `Input`再传给战斗模块
为了同时支持以下两种玩法新增了可配置绑定策略
1. 双打一个玩家控制多个站位单人多 `Input`
2. 组队一个玩家控制一个站位每人一个 `Input`
## 2. 绑定策略
文件`logic/service/fight/new_options.go`
- `InputControllerBindingKeep`
- 含义保持输入中已有 `Input.Player` 绑定不覆盖
- 适用调用方已手动构造 `Input` 绑定
- `InputControllerBindingSingle`
- 含义单侧全部站位统一绑定为 `players[0]`
- 适用双打中一个人控制多个站位
- `InputControllerBindingPerSlot`
- 含义按站位顺序绑定为 `players[i]`
- 适用组队中一人一个站位
- 说明 `players` 数量不足时回退绑定 `players[0]`
## 3. 选项接口
文件`logic/service/fight/new_options.go`
新增选项
```go
WithInputControllerBinding(mode int)
```
## 4. 生效时机
文件`logic/service/fight/new.go`
`buildFight` 构建完 `Our/Opp` 输入后先执行控制绑定再执行上下文绑定
1. `bindInputControllers(f.Our, f.OurPlayers, opts.controllerBinding)`
2. `bindInputControllers(f.Opp, f.OppPlayers, opts.controllerBinding)`
3. `bindInputFightContext(...)`
4. `linkTeamViews()`
5. `linkOppInputs()`
## 5. 使用示例
### 5.1 双打单人控多站位
```go
fight.NewFightWithOptions(
fight.WithFightPlayersOnSide(
[]common.PlayerI{ourPlayer},
[]common.PlayerI{oppPlayer},
),
fight.WithFightInputs(ourInputs, oppInputs),
fight.WithInputControllerBinding(fight.InputControllerBindingSingle),
)
```
### 5.2 组队一人一个站位
```go
fight.NewFightWithOptions(
fight.WithFightPlayersOnSide(
[]common.PlayerI{ourP1, ourP2},
[]common.PlayerI{oppP1, oppP2},
),
fight.WithFightInputs(ourInputs, oppInputs),
fight.WithInputControllerBinding(fight.InputControllerBindingPerSlot),
)
```
### 5.3 仅传已绑定 Input推荐灵活接入
```go
ourInputs := []*input.Input{
input.NewInput(nil, ourP1), // 站位0
input.NewInput(nil, ourP2), // 站位1
}
oppInputs := []*input.Input{
input.NewInput(nil, oppP1), // 站位0
input.NewInput(nil, oppP2), // 站位1
}
fc, err := fight.NewFightWithOptions(
fight.WithFightInputs(ourInputs, oppInputs),
// 不传 WithFightPlayersOnSide 也可
// owner/opponent 与 side players 会从 inputs 自动提取
)
_ = fc
_ = err
```
说明`InputControllerBindingSingle/PerSlot` 会覆盖 `ourInputs/oppInputs` 中原有的 `Input.Player` 绑定`Keep` 不覆盖
## 6. 新模式绑定实例逐模式
以下示例假设我方有两个站位`ourInputs[0]``ourInputs[1]`
### 6.1 Keep保持输入原绑定
调用
```go
fight.NewFightWithOptions(
fight.WithFightInputs(ourInputs, oppInputs),
fight.WithInputControllerBinding(fight.InputControllerBindingKeep),
)
```
输入调用前
- `ourInputs[0].Player = ourP1`
- `ourInputs[1].Player = ourP2`
结果调用后
- `ourInputs[0].Player = ourP1`
- `ourInputs[1].Player = ourP2`
适用调用方已提前把每个站位绑定好不希望框架覆盖
### 6.2 Single单人控制全部站位
调用
```go
fight.NewFightWithOptions(
fight.WithFightPlayersOnSide(
[]common.PlayerI{ourCaptain},
[]common.PlayerI{oppCaptain},
),
fight.WithFightInputs(ourInputs, oppInputs),
fight.WithInputControllerBinding(fight.InputControllerBindingSingle),
)
```
输入调用前
- `ourInputs[0].Player = ourP1`
- `ourInputs[1].Player = ourP2`
结果调用后
- `ourInputs[0].Player = ourCaptain`
- `ourInputs[1].Player = ourCaptain`
适用双打或多站位由同一玩家操作
### 6.3 PerSlot按站位顺序绑定玩家
调用
```go
fight.NewFightWithOptions(
fight.WithFightPlayersOnSide(
[]common.PlayerI{ourP1, ourP2},
[]common.PlayerI{oppP1, oppP2},
),
fight.WithFightInputs(ourInputs, oppInputs),
fight.WithInputControllerBinding(fight.InputControllerBindingPerSlot),
)
```
输入调用前
- `ourInputs[0].Player = anyA`
- `ourInputs[1].Player = anyB`
结果调用后
- `ourInputs[0].Player = ourP1`
- `ourInputs[1].Player = ourP2`
补位规则 `players` 数量不足例如只传一个 `ourP1`剩余站位回退绑定 `players[0]`
## 7. 注意事项
1. 默认模式是 `InputControllerBindingKeep`不影响现有调用
2. 若传入 `WithFightInputs(...)` 且每个 `Input.Player` 已预先绑定可继续用默认模式
3. 仅传 `WithFightInputs(...)` 也可工作框架会从 `ourInputs/oppInputs` 自动提取 `ourPlayers/oppPlayers`并以各侧首位玩家作为 owner/opponent
4. 推荐在新组队逻辑中显式传 `WithInputControllerBinding(...)`避免调用方歧义

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@@ -0,0 +1,81 @@
# 巅峰之战天选池当前逻辑说明
更新时间2026-04-26
## 1. 入口职责
- `point_1`巅峰之战主页面展示当前玩家已配置的天选精灵
- `point_2`天选池投票页面只保存玩家本周投票
- `point_3`天选精灵配置页面配置玩家自己的天选精灵属性
## 2. 投票数据
投票表是 `config_peak_tianxuan_vote`
字段口径
- `week_index`日期周格式为 ISO 年周例如 `202617`
- `player_id`投票玩家
- `pet_id`投票精灵
约束口径
- 每个玩家每个日期周只能投 1 只精灵
- 同周重复投票时更新原记录
- 票数统计按 `week_index + pet_id` 聚合
## 3. 投票池
`point_2` 的候选池来自乱斗精灵池 `config_boss_melee` `mon_id` 去重
当前不再因为上周出现过就从候选池移除上周投票结果只作为展示和后续配置参考
页面会展示
- 当前日期周投票池
- 上一日期周投票统计
- 当前玩家本周已投的精灵
## 4. 天选配置
天选配置表是 `config_peak_tianxuan`
这张表现在表示玩家额外拥有的天选精灵配置参考 `player_pet` 的归属思路不再按周保存
核心字段
- `player_id`
- `pet_id`
- `display_order`
- `preset_name`
- `level`
- `nature`
- `hp`
- `max_hp`
- `attack`
- `defence`
- `sp_attack`
- `sp_defence`
- `speed`
- `skin_id`
- `effect_ids`
- `skill_ids`
- `remark`
- `is_enable`
约束口径
- 同一玩家不能重复配置同一只天选精灵
- 不再校验本周不能和上周重复
- 不再要求 `week_index`
## 5. BP 使用
BP 不直接读取投票记录
进入 BP 时读取双方各自的 `config_peak_tianxuan` 配置
- 我方看到自己的天选配置
- 对方看到对方自己的天选配置
投票结果后续可用于决定哪些精灵开放给玩家配置但配置本身是玩家维度的数据

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@@ -0,0 +1,42 @@
# 巅峰之战天选池投票设计
## 规则补全
- 参与规则
- 白银及以下至少 1 100 级以上精灵进行 `1v1`
- 黄金铂金紫晶至少 3 100 级以上精灵进行 `3v3`
- 钻石及以上至少 6 100 级以上精灵进行 `6v6`
- 段位规则
- 初始段位为青铜初始分 `800`
- `1000` 白银`1200` 黄金`1500` 铂金`1800` 紫晶`2100` 钻石`3000` 大师`4000` 王者
- 王者榜前 100 自动晋升至尊王者
- 天选池规则
- 每周开放一组天选池候选精灵
- 玩家在进入巅峰匹配前先从本周天选池中投票选择自己的天选备选
- 白银及以下可选 `1` 紫晶及以下可选 `2` 钻石及以上可选 `3`
- 这些投票结果跟随匹配快照一起进入后续 BP 流程
- BP 规则
- 钻石以下默认无 Ban/Pick 强制要求但前后端结构统一预留天选池字段
- 钻石及以上进入正式 BP
- BP 展示区应包含
- 出战备战精灵
- 天选精灵
- 双方互 Ban / Pick
- BP 完成后再进入正式对战
- 奖励规则
- 本次仅补结构与文档位结算奖励赛季奖励周奖励仍按后续配置表落地
## 本次后端结构预留
- `2458` 巅峰加入请求增加 `TianxuanPetIDs`
- 匹配快照 `QueuePlayerSnapshot` 增加 `TianxuanPetIDs`
- `CrossServerBanPickStartOutboundInfo` 增加
- `TianxuanSelectableCount`
- `MyTianxuanPets`
- `OpponentTianxuanPets`
## 当前实现边界
- 本次先完成开始界面投票 + 匹配快照透传 + BP 启动数据预留
- 不直接改现有 `banpick.vue`
- 天选精灵的正式上场生成战斗侧实体化和完整 BP 消费交给后续 BP 页面与战斗链路接入

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@@ -0,0 +1,257 @@
# PVP 跨服战斗消息 `cmd/data` 转发改造说明
## 背景
巅峰赛跨服战斗原本已经有 Redis pub/sub 通道但战斗中的客户端操作转发仍然偏间接
1. 本服 controller 先把客户端请求翻译成 `FightI` 调用
2. `RemoteFightProxy` 再把 `FightI` 调用翻译成 `battle_command`
3. 宿主服收到 `battle_command` 再翻译回 `FightI` 调用
这样一来跨服战斗链路和本地战斗链路之间多了一层动作语义映射调试时不容易直接看到前端到底发了哪个 cmd带了什么 data
本次改造只处理战斗中的消息转发不改匹配/加入队列逻辑
## 保持不变的部分
- 巅峰赛加入和取消匹配仍然走原有 RPC
- `MatchJoinOrUpdate`
- `MatchCancel`
- Ban/PickMatchFoundSessionClose PVP 服务内消息仍兼容旧外层格式
- `battle_command` 旧语义消息仍保留作为兼容兜底不强制一次性切掉
对应原因
- 匹配加入需要同步返回结果RPC 更直接
- 现网如果已有旧 envelope 或旧 battle command 发送方不能直接断
## 改造目标
把跨服战斗中的客户端操作转发改成直接发送
```json
{
"cmd": "battle_client_command",
"data": {
"sessionId": "xsvr-...",
"userId": 10001,
"cmd": 2405,
"data": {
"SkillId": 1234
}
}
}
```
核心含义
- 外层 `cmd`PVP 内部 Redis 消息类型
- 内层 `data.cmd`真实客户端战斗协议 cmd
- 内层 `data.data` cmd 对应的 JSON 业务字段
这样宿主服拿到消息后可以直接按真实战斗 cmd 处理而不是先理解一层额外的跨服动作协议
## 本次代码落点
### 1. 新增 `cmd/data` envelope 能力
文件
- `logic/service/fight/pvpwire/types.go`
改动
- `Envelope` 新增
- `Cmd string`
- `Data json.RawMessage`
- 保留旧字段
- `Type string`
- `Body []byte`
- 新增辅助方法
- `NewEnvelope`
- `MessageCmd`
- `MessageData`
作用
- 新消息可以直接用 `cmd/data`
- 旧消息仍可通过 `type/body` 解析
### 2. controller 层遇到远端跨服战斗时直接转发原始战斗 cmd
文件
- `logic/controller/fight_unified.go`
- `logic/controller/fight_base.go`
改动
- `fight_unified.go` 增加 `relayRemoteFightCommand`
- `c.FightC` `*pvp.RemoteFightProxy` 不再走本地 `dispatchFightActionEnvelope` 分发而是直接转发当前请求的
- `data.Head.CMD`
- 当前请求结构体 `data`
已接入的战斗入口包括
- `2404` 准备
- `7556` 旧组队准备
- `2405` 单战位技能
- `7505` 多战位技能
- `7558` 旧组队技能
- `2406` 使用道具
- `7562` 旧组队道具
- `2407` 切宠
- `7563` 旧组队切宠
- `2410` 逃跑
- `7565` 旧组队逃跑
- `2441` 加载进度
- `50002` 战斗聊天
### 3. RemoteFightProxy 新增直接转发客户端命令能力
文件
- `logic/service/fight/pvp/proxy.go`
改动
- 新增 `RelayClientCommand(cmd uint32, data any) bool`
- 新增 `marshalClientCommandData(data any) ([]byte, error)`
说明
- `marshalClientCommandData` 会把请求结构体转成 JSON
- 会删除 `Head/head` 字段避免把协议头二进制字段一起塞进跨服消息
- 这样发出去的 `data.data` 只保留业务字段
### 4. PVP 宿主服新增 `battle_client_command` 处理
文件
- `logic/service/fight/pvp/service.go`
- `logic/service/fight/pvpwire/types.go`
改动
- 新增消息类型
- `MessageTypeBattleClientCommand`
- 新增载荷
- `BattleClientCommandPayload`
- `handleRedisMessage` 增加 `battle_client_command` 分支
- 新增 `handleBattleClientCommand`
处理方式
- 宿主服根据内层真实 `cmd` 解出 `data`
- 再直接调用当前 `FightI` / `FightC`
当前支持的映射
- `2404` / `7556` -> `ReadyFight`
- `2405` / `7505` / `7558` -> `UseSkillAt`
- `2406` / `7562` -> `UseItemAt`
- `2407` / `7563` -> `ChangePetAt`
- `2410` / `7565` -> `Over(PlayerEscape)`
- `2441` -> `LoadPercent`
- `50002` -> `Chat`
### 5. 战斗发包转发也统一改成 `cmd/data`
文件
- `logic/service/player/rpc.go`
改动
- `PacketRelayPayload` 外层 envelope `type/body` 改为 `cmd/data`
原因
- 它本质也是跨服战斗中的消息转发
- 和新的 `battle_client_command` 保持一致便于抓包和日志排查
## 当前实际链路
### 客户端操作转发
1. 客户端发战斗包到本服 controller
2. controller 判断当前 `FightC` 是否为 `RemoteFightProxy`
3. 如果是
- 直接发布 `battle_client_command`
- 内层携带真实 `cmd` JSON `data`
4. 宿主服 `pvp.service` 收到后按 `cmd` 分发回战斗逻辑
### 战斗结果/下行发包转发
1. 宿主服在 `RPC_player.SendPackCmd` 中组包
2. 发布 `packet_relay` 消息外层使用 `cmd/data`
3. 客服端所在服收到后解包并发回真实客户端
## 兼容策略
为了避免一次性改动过大这次保留了两层兼容
### 1. envelope 兼容
`Envelope` 同时支持
- 新格式`cmd/data`
- 旧格式`type/body`
`handleRedisMessage` 统一通过
- `MessageCmd()`
- `MessageData()`
读取消息
### 2. `battle_command` 兼容
`RemoteFightProxy` 旧的
- `UseSkill`
- `UseSkillAt`
- `UseItem`
- `ChangePet`
- `Chat`
这些方法仍然保留并继续发送原来的 `battle_command`
新接入的 controller 优先走 `battle_client_command`旧路径仍可兜底
## 这次改造的收益
### 好处
- 跨服战斗消息更直观日志里能直接看到真实客户端 cmd
- controller 到宿主服之间不需要再先翻译成一套额外动作协议
- 宿主服调试时更容易复现前端输入
- 新老消息可并存改造风险相对可控
### 仍然保留的复杂度
- 宿主服仍然需要针对不同战斗 cmd 做一次 decode 和分发
- 这是必要复杂度因为真实战斗入口本来就有多种协议包
## 验证
本次已执行
- `cd logic && go test ./service/fight/pvp ./service/fight/pvpwire`
- `cd logic && go test -c ./controller`
结果
- `pvp``pvpwire` 包通过
- `controller` 可以完成编译检查
补充说明
- `go test ./controller ./service/player ...` 在当前环境会因为依赖初始化读取 `/proc/sys/kernel/osrelease` 失败而 panic这属于运行环境问题不是这次改动引入的编译错误
## 后续建议
如果后面继续收敛这块逻辑可以按下面顺序做
1. `battle_command` 的旧语义层逐步下线只保留 `battle_client_command`
2. `handleBattleClientCommand` 里的 cmd 映射抽成独立表避免 `switch` 继续膨胀
3. 如果后续战斗协议继续统一可考虑把 controller 入站结构和跨服转发 decode 共享同一套注册表

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# PVP Match Via RPC, Battle Via Redis
## 目标
本次调整先不解决 `login` 更新期间的排队保活和补偿问题只收敛到一个更简单可控的方案
- 匹配请求走 `logic -> login` 的同步 RPC
- 对战过程仍走 `logic` 本地战斗 + Redis 转发战斗指令
- `login` 不可用时`logic` 直接返回匹配服务不可用
- 前端通过轮询重新发起 / 更新匹配请求不在后端保留离线补偿队列
这个方案的核心是先把能否立即判断匹配服务可用做好不继续依赖 Redis PubSub 做匹配入口
## 当前现状
### 现有匹配入口
- 前端 `2458` 进入 [logic/controller/fight_巅峰.go](/workspace/logic/controller/fight_巅峰.go#L19)
- 当前 `JoINtop` 直接调用 [logic/service/fight/pvp/service.go](/workspace/logic/service/fight/pvp/service.go#L83) `JoinPeakQueue`
- `JoinPeakQueue` 当前实现是本地建 `localQueueTicket`并通过 Redis `publish` `queue_join`
### 现有跨服协调
- `logic` 侧订阅 PVP Redis topic 的入口在 [common/rpc/func.go](/workspace/common/rpc/func.go#L153)
- PVP 匹配状态当前存在 `logic/service/fight/pvp/service.go` manager 内存里
- `queues`
- `lastSeen`
- `localQueues`
- `sessions`
- `userSession`
### 现有 RPC 能力
- `logic` 启动时通过 [common/rpc/rpc.go](/workspace/common/rpc/rpc.go#L113) 建立到 `login` RPC client
- `login` `/rpc/*` 入口绑定在 [modules/base/middleware/middleware.go](/workspace/modules/base/middleware/middleware.go#L152)
- `login` RPC server [common/rpc/rpc.go](/workspace/common/rpc/rpc.go#L101) 暴露
### 当前问题
Redis PubSub 适合广播消息不适合同步判断服务是否可用
如果继续让匹配入口走 PubSub
- `logic` 无法在请求当下知道 `login` 是否真能处理
- `login` 更新重启未订阅时匹配请求可能直接丢失
- 前端即使轮询也只是重复投递不能精确表达当前匹配服务可用/不可用
## 收敛后的职责划分
### login
`login` 只负责匹配控制面
- 接收 `logic` 发来的同步匹配 RPC
- 判断当前匹配服务是否可用
- 维护匹配队列
- 找到对手后记录 match 结果
- 再通过 Redis 或其他异步方式通知对应 `logic` 开始 Ban/Pick / Battle
### logic
`logic` 只负责
- 接收前端匹配请求
- 同步 RPC `login`
- RPC 失败时立即返回匹配服务不可用
- RPC 成功时返回排队中
- 收到 match 结果后负责真正 `fight.NewFight(...)`
- 对战期间继续使用现有 Redis topic 转发战斗指令
### Redis
Redis 只保留在对战消息面
- `match_found`
- `ban_pick_submit`
- `battle_command`
- `packet_relay`
- `session_close`
也就是说
- 匹配入口走 RPC
- 对战过程走 Redis
## 推荐目标链路
### 1. 前端加入/更新匹配
前端定期轮询 `logic` 的加入/更新接口
`logic` 处理流程
1. 校验玩家当前战斗状态
2. 同步调用 `login` 的匹配 RPC
3. 如果 RPC 成功返回排队中
4. 如果 RPC 失败清理本地匹配状态返回匹配服务不可用
### 2. login 完成匹配
`login` 维护排队队列和匹配结果匹配成功后
1. 确定 host / guest 所在 `logic`
2. 通过 Redis 通知两个 `logic`
3. host `logic` 开战
4. guest `logic` 设置远端代理并进入 Ban/Pick 或战斗态
### 3. 对战期间
继续复用当前 `logic/service/fight/pvp/service.go` 内的 Redis 指令转发模式
- 战斗操作通过 Redis topic 转发
- host `logic` 维持真实战斗对象
- guest `logic` 维持 remote proxy
## 失败语义
本阶段不做补偿不做离线保队列
### login 不在线
如果 `logic -> login` RPC 调用失败
- 本次匹配直接失败
- `logic` 清理本地匹配状态
- 返回前端匹配服务不可用
### 前端轮询停止
如果前端不再轮询
- 视为用户不再持续请求匹配
- `logic` 不负责继续保活
- 是否从 `login` 队列移除 `login` 的超时策略决定
### login 更新中
如果 `login` 正在更新
- `logic` 的同步 RPC 会失败
- 前端当前轮询会收到匹配服务不可用
- `login` 恢复后前端下一轮再发起匹配
这是本阶段明确接受的行为不在后端做补偿
## 最小实现建议
### 先增加 RPC 健康/匹配接口
[common/rpc/rpc.go](/workspace/common/rpc/rpc.go) 增加面向 `logic -> login` RPC 方法
建议最小接口
- `MatchJoinOrUpdate(PVPMatchJoinPayload) error`
- `MatchCancel(userID) error`
如果需要单独健康检查也可以加
- `MatchPing() error`
但在最小方案里`MatchJoinOrUpdate` 自身就可以承担健康检查职责
### logic 的匹配入口改为同步 RPC
改造 [logic/controller/fight_巅峰.go](/workspace/logic/controller/fight_巅峰.go#L19) [logic/service/fight/pvp/service.go](/workspace/logic/service/fight/pvp/service.go#L83)
- 入口不再直接发布 `queue_join`
- 先发 RPC `login`
- 成功才更新本地匹配状态
- 失败直接返回错误
- 取消匹配时通过 `MatchCancel` best-effort 清理
### 保留 Redis 对战链路
[logic/service/fight/pvp/service.go](/workspace/logic/service/fight/pvp/service.go#L170) 之后的 Redis 消费match result 处理Ban/Pick战斗 relay 不需要一次性重写可以继续保留
调整重点是
- 不再让匹配入口依赖 PubSub
- 让对战过程继续走 Redis
## 对前端的要求
前端不要无脑重复 join而是按轮询更新匹配状态处理
建议行为
1. 首次点击匹配时发一次加入
2. 匹配中每隔 `3~5s` 轮询一次更新
3. 如果返回匹配服务不可用前端退出匹配态并提示
4. 如果返回已匹配/进入 Ban/Pick前端切换到对应界面
## 本阶段不做的事
以下内容明确不在这次最小改造内
- `login` 更新期间的排队保活
- 持久化消息补偿
- `login` 重启后的队列恢复
- Redis Stream
- `login` 实例协调
- 匹配服务自动拉起目标 `logic`
## 后续可选增强
如果后面要继续提高可用性可以再逐步演进为
1. 匹配入口仍走 RPC
2. `login` 内部把队列落 Redis
3. 加入 ticket 和续租机制
4. login 更新时支持恢复匹配状态
但这不是当前阶段的目标
## 最终收敛结论
当前阶段建议明确成一句话
`匹配走 RPC对战走 Redis。`
对应业务语义
- 需要立即判断服务可用性的时候 RPC
- 需要跨服转发战斗消息的时候 Redis

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# RPC 阻塞并发承载与重连复用检查
日期2026-04-27
## 1. 检查范围
本次主要检查以下两层
- 业务 RPC 封装`common/rpc/rpc.go`
- 底层 websocket JSON-RPC`common/utils/go-jsonrpc/client.go`
- 底层 websocket 重连循环`common/utils/go-jsonrpc/websocket.go`
- 业务调用点`logic/controller/login_main.go``logic/controller/fight_巅峰.go`
另外同步看了本轮已有的跨服战斗转发改动
- `logic/service/fight/pvp/proxy.go`
- `logic/service/fight/pvp/service.go`
- `logic/service/fight/pvpwire/types.go`
- `logic/service/player/rpc.go`
## 2. 结论
### 2.1 现在的 RPC 会不会阻塞
当前业务侧 `Kick``MatchJoinOrUpdate``MatchCancel``RegisterLogic` 都是同步 RPC 调用
调用 goroutine 会一直等到底层返回响应连接错误或者调用方自己的 `context` 超时
原先的问题是
- 这些业务 RPC 方法没有 `context.Context` 入参
- 调用方没法给单次 RPC 设置超时
- 一旦对端卡住或网络异常调用方可能长期挂住
这会直接影响
- 登录踢人流程
- 巅峰匹配加入/取消
- 重连后的逻辑服重新注册
### 2.2 并发会不会顶不住
结论是底层支持多路并发但原实现存在明显背压点
底层 `go-jsonrpc` 的设计不是单请求单连接而是
- 一个 `RPCClient`
- 一个 websocket 连接
- 多个请求共用一个 `requests` 通道
- 通过请求 ID 做响应分发
所以它本身支持并发复用同一条连接
但原实现有两个风险
1. `client.setupRequestChan()` 里的 `requests` 是无缓冲通道
`handleWsConn` 主循环发送不过来时调用方会在写入请求通道这一步被卡住
2. 业务调用没有统一超时
即使底层连接还能用某个慢 RPC 也可能把业务 goroutine 长时间挂住
这不代表完全扛不住但高并发下会更容易出现请求堆积和业务侧等待放大
### 2.3 重连后 URL 会不会复用
会复用
当前 websocket client 在初始化时把地址保存在 `connFactory` 重连时走的还是同一个 `addr`
- `common/utils/go-jsonrpc/client.go`
- `websocketClient(...)` 中构造 `connFactory`
- `common/utils/go-jsonrpc/websocket.go`
- `tryReconnect(...)` 中再次调用 `c.connFactory()`
也就是说
- 重连不是只发一次注册 RPC 就结束
- 重连后不是一次性临时连接
- 而是替换 `wsConn.conn` 为新连接
- 后续 RPC 仍然继续复用同一个 `RPCClient` 和同一个目标 URL
### 2.4 重连后是不是必须再发一次注册 RPC
现在不是了
当前实现已经改成
- 客户端在 websocket 建连 URL 上直接带 `logic_id` / `logic_port`
- 服务端在握手阶段创建 reverse client 立刻根据 URL 参数完成 logic 注册
- 连接断开时再根据同一身份清理 `cool.Clientmap`
这样重连时
- 仍然走同一个 URL
- 新连接在握手阶段就知道 client 身份
- 不需要再依赖重连成功后的二次 `RegisterLogic(id, port)` RPC
保留 `RegisterLogic` 只是兼容已有接口不再是重连链路的必要步骤
## 3. 本轮已做修改
### 3.1 给业务 RPC 增加显式超时能力
修改文件
- `common/rpc/rpc.go`
- `logic/controller/Controller.go`
- `logic/controller/login_main.go`
- `logic/controller/fight_巅峰.go`
改动内容
- `Kick`
- `RegisterLogic`
- `MatchJoinOrUpdate`
- `MatchCancel`
统一改成带 `context.Context` 的签名
新增
- `common/rpc/rpc.go`
- `ClientCallTimeout = 5 * time.Second`
调用侧现在会显式设置超时避免业务 goroutine 无限等待
### 3.2 连接握手阶段直接注册 logic 身份
修改文件
- `common/rpc/rpc.go`
- `common/utils/go-jsonrpc/server.go`
- `common/utils/go-jsonrpc/options_server.go`
行为调整
- 客户端建连 URL 直接携带 `logic_id` / `logic_port`
- 服务端握手时把原始 `*http.Request` 放入 RPC 上下文
- reverse client 建好后立即读取 URL 参数并注册 logic client
- 连接关闭时按相同 key 自动清理 `cool.Clientmap`
这样重连后不需要额外补发一次注册 RPC
### 3.3 底层请求通道增加缓冲
修改文件
- `common/utils/go-jsonrpc/client.go`
改动
- `requests := make(chan clientRequest, 1024)`
目的
- 调用方 goroutine 立刻卡在请求投递这个点往后挪
- `handleWsConn` 主循环留一个有限缓冲区
这不是彻底消除背压只是把最硬的无缓冲阻塞改掉
### 3.4 重连回调不再承担注册职责
修改文件
- `common/rpc/rpc.go`
改动
- 去掉 `StartClient(...)` 中依赖 `WithReconnFun(...)` 做补注册的逻辑
目的
- 谁是这个 logic client变成握手时就已确定的连接属性
- 避免重连后再发一笔注册 RPC
## 4. 这轮修改后的判断
### 4.1 RPC 还会不会阻塞
但现在阻塞是有边界的同步等待不是无上限死等
也就是
- 业务仍然是同步 RPC 模式
- 但调用方现在有明确超时
- 超时后能返回错误不会无限挂住
### 4.2 并发有没有改善
有改善但不是彻底做成高吞吐 RPC 网关
现在比原来更稳的点
- 业务调用有超时
- 请求投递通道有缓冲
- 重连时不再额外补发一次注册 RPC
仍然保留的现实限制
- 单条 websocket 连接仍然只有一个写口
- `handleWsConn` 仍是单主循环
- 极端并发下仍会出现排队只是不会像原来那样更早卡死
## 5. 关于URL 复用的最终确认
最终确认如下
1. `RPCClient` 建立时会把目标 `rpcaddr` 固定到 `connFactory`
2. 这个 `rpcaddr` 现在已经带上 `logic_id` / `logic_port`
3. 连接断开后`tryReconnect(...)` 继续使用这个 `connFactory`
4. 新连接建立后服务端在握手阶段直接按 URL 参数注册 reverse client
5. `RPCClient` 后续 RPC 继续走新连接
所以这里是
- 复用同一个目标 URL
- 复用同一个 `RPCClient`
- 复用同一个请求分发模型
不是
- 重连后靠额外发一次 `RegisterLogic`
- 才让后续 RPC 可用
现在身份识别和注册已经前置到连接握手本身
## 6. 还没解决的风险
### 6.1 连接级串行写仍然存在
虽然请求可以并发入队但真正写 websocket 还是串行的
如果将来 login RPC 量继续上升还是可能需要继续做
- 更细的调用隔离
- 独立连接池
- 或把部分强同步调用改为异步消息
### 6.2 1024 缓冲不是容量上限方案
当前只是经验值不是经过压测得出的最终值
如果峰值比预期高还可能继续积压
### 6.3 业务上仍然是同步等待模式
比如
- 登录踢人
- 匹配加入
仍然依赖 RPC 成功/失败来推进
只是现在不会无限挂死但高峰期延迟仍可能直接体现在业务响应上
## 7. 验证情况
已完成
- `gofmt` 已执行
- `go test ./rpc` in `common` 通过
- `go test -run '^$' .` in `common/utils/go-jsonrpc` 通过
受环境限制未完整确认
- `common/utils/go-jsonrpc` 全量测试在 sandbox 下需要本地监听端口
- `logic` 模块测试受当前环境 `/proc/sys/kernel/osrelease` 读取失败影响无法作为本轮改动的有效回归结论
另外`common` 模块全量 `go test ./...` 还会被仓库内已有的 `fmt.Println("%.2f")` 这类历史问题拦住与本次 RPC 改动无关
## 8. 建议的下一步
如果后面还要继续收敛这块建议优先级如下
1. login 侧关键 RPC 增加更明确的耗时日志和超时日志
2. `requests` 队列积压增加指标或告警
3. 评估 `Kick` 和匹配 RPC 是否需要拆连接
4. 如果 login 压力继续上涨再考虑把部分同步入口改成异步投递 + 状态查询

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-- base_sys_user_role 角色授权去重
-- 只处理未软删除的有效授权软删除历史记录不参与去重
-- 保留每组有效 userId + roleId id 最小的一条删除其余重复记录
-- 1. 执行前查看重复数据
SELECT
"userId",
"roleId",
COUNT(*) AS cnt,
MIN(id) AS keep_id,
ARRAY_AGG(id ORDER BY id) AS ids
FROM base_sys_user_role
WHERE deleted_at IS NULL
GROUP BY "userId", "roleId"
HAVING COUNT(*) > 1
ORDER BY cnt DESC, "userId", "roleId";
-- 2. 删除重复数据
DELETE FROM base_sys_user_role a
USING base_sys_user_role b
WHERE a."userId" = b."userId"
AND a."roleId" = b."roleId"
AND a.deleted_at IS NULL
AND b.deleted_at IS NULL
AND a.id > b.id;
-- 3. 执行后复查应返回 0
SELECT
"userId",
"roleId",
COUNT(*) AS cnt
FROM base_sys_user_role
WHERE deleted_at IS NULL
GROUP BY "userId", "roleId"
HAVING COUNT(*) > 1;
-- 唯一约束统一在 约束类.sql 中维护

10
help/ftp.md Normal file
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@@ -0,0 +1,10 @@
FTP地址38.102.84.92 [ 端口21 ]
FTP用户名m1584920
FTP密码7WKimiwDH5RL2SLs
空间容量10G
有效期至2027-04-211
文件上传之后其URL地址是
https://m1584920.772988.xyz/文件名+文件格式,如果文件名有中文,请注意编码问题,如果你不懂这个就遇到再跟我说。
PS如果需要绑定你的域名手续费30

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@@ -1,99 +0,0 @@
# 屎山代码分析报告
## 总体评估
- **质量评分**: 31.03/100
- **质量等级**: 🌸 偶有异味 - 基本没事但是有伤风化
- **分析文件数**: 203
- **代码总行数**: 20972
## 质量指标
| 指标 | 得分 | 权重 | 状态 |
|------|------|------|------|
| 状态管理 | 4.84 | 0.15 | |
| 循环复杂度 | 6.28 | 0.25 | |
| 命名规范 | 25.00 | 0.10 | |
| 错误处理 | 35.00 | 0.15 | |
| 代码结构 | 45.00 | 0.20 | |
| 代码重复度 | 55.00 | 0.15 | |
| 注释覆盖率 | 55.94 | 0.15 | |
## 问题文件 (Top 5)
### 1. /workspace/blazing/common/utils/sturc/field.go (得分: 53.85)
**问题分类**: 🔄 复杂度问题:10, 📝 注释问题:1, 其他问题:5
**主要问题**:
- 函数 Size 的循环复杂度较高 (12)建议简化
- 函数 packVal 的循环复杂度过高 (23)考虑重构
- 函数 Pack 的循环复杂度较高 (14)建议简化
- 函数 unpackVal 的循环复杂度过高 (21)考虑重构
- 函数 Unpack 的循环复杂度较高 (12)建议简化
- 函数 'Size' () 较长 (33 )可考虑重构
- 函数 'Size' () 复杂度过高 (12)建议简化
- 函数 'packVal' () 过长 (69 )建议拆分
- 函数 'packVal' () 复杂度严重过高 (23)必须简化
- 函数 'Pack' () 较长 (48 )可考虑重构
- 函数 'Pack' () 复杂度过高 (14)建议简化
- 函数 'unpackVal' () 过长 (57 )建议拆分
- 函数 'unpackVal' () 复杂度严重过高 (21)必须简化
- 函数 'Unpack' () 较长 (33 )可考虑重构
- 函数 'Unpack' () 复杂度过高 (12)建议简化
- 代码注释率极低 (1.38%)几乎没有注释
### 2. /workspace/blazing/common/utils/sturc/fields.go (得分: 46.83)
**问题分类**: 🔄 复杂度问题:4, 📝 注释问题:1, 其他问题:2
**主要问题**:
- 函数 Pack 的循环复杂度较高 (12)建议简化
- 函数 Unpack 的循环复杂度过高 (21)考虑重构
- 函数 'Pack' () 较长 (42 )可考虑重构
- 函数 'Pack' () 复杂度过高 (12)建议简化
- 函数 'Unpack' () 过长 (73 )建议拆分
- 函数 'Unpack' () 复杂度严重过高 (21)必须简化
- 代码注释率极低 (3.91%)几乎没有注释
### 3. /workspace/blazing/common/utils/sturc/parse.go (得分: 46.68)
**问题分类**: 🔄 复杂度问题:4, 📝 注释问题:1, 其他问题:3
**主要问题**:
- 代码注释率较低 (6.93%)建议增加注释
- 函数 parseField 的循环复杂度较高 (13)建议简化
- 函数 parseFieldsLocked 的循环复杂度过高 (18)考虑重构
- 函数 'parseField' () 过长 (64 )建议拆分
- 函数 'parseField' () 复杂度过高 (13)建议简化
- 函数 'parseFieldsLocked' () 过长 (64 )建议拆分
- 函数 'parseFieldsLocked' () 复杂度严重过高 (18)必须简化
- 函数 'parseFields' () 较长 (31 )可考虑重构
### 4. /workspace/blazing/common/utils/xml/typeinfo.go (得分: 46.13)
**问题分类**: 🔄 复杂度问题:6, 其他问题:3
**主要问题**:
- 函数 getTypeInfo 的循环复杂度过高 (18)考虑重构
- 函数 structFieldInfo 的循环复杂度过高 (33)考虑重构
- 函数 addFieldInfo 的循环复杂度过高 (20)考虑重构
- 函数 'getTypeInfo' () 过长 (58 )建议拆分
- 函数 'getTypeInfo' () 复杂度严重过高 (18)必须简化
- 函数 'structFieldInfo' () 极度过长 (114 )必须拆分
- 函数 'structFieldInfo' () 复杂度严重过高 (33)必须简化
- 函数 'addFieldInfo' () 过长 (66 )建议拆分
- 函数 'addFieldInfo' () 复杂度严重过高 (20)必须简化
### 5. /workspace/blazing/common/utils/go-jsonrpc/auth/handler.go (得分: 45.61)
**问题分类**: 📝 注释问题:1, 其他问题:1
**主要问题**:
- 函数 'ServeHTTP' () 较长 (31 )可考虑重构
- 代码注释率极低 (0.00%)几乎没有注释
## 改进建议
### 高优先级
- 继续保持当前的代码质量标准
### 中优先级
- 可以考虑进一步优化性能和可读性
- 完善文档和注释便于团队协作

View File

@@ -0,0 +1,14 @@
-- server_show 冠名索引修复
-- 目的允许同一服务器存在多个不同玩家的冠名记录
-- 同服同属主唯一约束统一在 约束类.sql 中维护
BEGIN;
-- 历史上 server_id 被建成了单列唯一约束/唯一索引会拦截同服多冠名
ALTER TABLE server_show DROP CONSTRAINT IF EXISTS idx_server_show_server_id;
DROP INDEX IF EXISTS idx_server_show_server_id;
-- 保留普通查询索引
CREATE INDEX IF NOT EXISTS idx_server_show_server_id ON server_show (server_id);
COMMIT;

View File

@@ -0,0 +1,73 @@
-- 初始化/修复 SPT 配置表PostgreSQL
-- 用法 sun 数据库执行本文件
BEGIN;
CREATE TABLE IF NOT EXISTS config_spt (
id BIGSERIAL PRIMARY KEY,
"createTime" TIMESTAMPTZ NOT NULL DEFAULT NOW(),
"updateTime" TIMESTAMPTZ NOT NULL DEFAULT NOW(),
deleted_at TIMESTAMPTZ NULL,
is_enable INTEGER NOT NULL DEFAULT 1,
remark VARCHAR(255) NOT NULL DEFAULT '',
task_id INTEGER NOT NULL,
title VARCHAR(64) NOT NULL DEFAULT '',
pet_id INTEGER NOT NULL DEFAULT 0,
online INTEGER NOT NULL DEFAULT 1,
level INTEGER NOT NULL DEFAULT 1,
enter_id INTEGER NOT NULL DEFAULT 0,
description TEXT NOT NULL DEFAULT ''
);
-- task_id 唯一约束统一在 约束类.sql 中维护
ALTER TABLE config_spt DROP COLUMN IF EXISTS seat_id;
INSERT INTO config_spt
(task_id, title, pet_id, online, level, enter_id, description, is_enable, remark)
VALUES
(301,'蘑菇怪',47,1,1,12,'生活在克洛斯星被艾里逊的液氮冻伤而发狂使用火焰喷射器可以使它安静下来制服它可以获得草系精灵小蘑菇',1,'破除防护罩'),
(302,'钢牙鲨',34,1,1,21,'海洋星海底的危险怪兽据说它躲藏的洞穴中有制作黑武士装的黑晶矿石记住到海底一定要穿上耐压的潜水套装',1,''),
(303,'里奥斯',42,1,2,17,'海盗艾里逊在火山被它困住战胜它有机会获得火系精灵胡里亚在火山你会用到喷水装的',1,'扑灭火焰屏障'),
(304,'阿克希亚',50,1,4,40,'塞西利亚星的守护者正义的精灵圣兽它是不可战胜的千年来一直等待着宿命的对手',1,''),
(305,'提亚斯',69,1,3,27,'云霄星出现了一只极具攻击性的变异精灵拥有很多蛋的它虽然想要努力呵护自己的孩子却力不从心看来需要大家帮帮忙啊',1,''),
(306,'雷伊',70,1,3,32,'赫尔卡星天空中划过一道闪电映出了一个酷似精灵的黑影它全身被电流包围从它的神态中可以看出它正等待来自各方的挑战',1,'雷雨天'),
(307,'纳多雷',88,1,3,106,'在双子阿尔法星上特派队遇见了一只巨大的精灵经过多次挑战后它仍然丝毫无损赛尔们是否有办法战胜这只精灵呢',1,''),
(308,'雷纳多',113,1,3,49,'彪悍的雷纳多盘踞在双子贝塔星上和双子阿尔法星的纳多雷遥相对应守护着星球上所有精灵的',1,''),
(309,'尤纳斯',132,1,4,314,'黑暗之门的制造者拥有能够抵御一切的暗影屏障和所有能量来源的黑暗之核',1,''),
(310,'魔狮迪露',187,1,4,53,'魔狮迪露具有神秘的力量能使自己的体力突破界限但同时也会受到未知的惩罚',1,''),
(311,'哈莫雷特',216,1,5,60,'拥有无比巨大的身躯集水火草三种原能为一身龙系的神秘力量使它所向无敌失忆的它似乎还有很多谜团',1,''),
(312,'奈尼芬多',264,1,4,325,'奈尼芬多是爱迪星的守护者凄美的歌声连月亮都为之倾倒据说只有音乐的力量才能够唤醒它',1,''),
(316,'厄尔塞拉',421,1,5,61,'浑身散发着各色光芒任何邪恶在她的光芒下消散无形',1,''),
(50,'卡特斯',169,1,2,110,'作为暗黑武斗场的试炼精灵守护着试炼之门它的气度和风度非同一般杀气重重很难对付',1,''),
(51,'魔牙鲨',171,1,3,503,'暗黑第一门的魔牙鲨被赋予了传说中的暗黑斗气隐藏在暗影中攻击时它的能力可以被放大增强',1,''),
(53,'贝鲁基德',174,1,3,504,'暗黑第二门的贝鲁基德暗黑火焰环绕周身凶悍的外表下藏着善战勇敢的心',1,''),
(55,'巴弗洛',177,1,3,505,'勇猛凶横的巴弗洛把守着暗黑武斗场-霹雳闪电般的羽翼攻击震荡心胸的音乐攻击让人防不胜防',1,''),
(56,'奇拉塔顿',183,1,3,505,'勇敢的奇拉塔顿驻守在暗黑武斗场-门的那一边身为大地之子的它驾驭着反物质能量纵横无敌',1,''),
(59,'西萨拉斯',195,1,3,506,'拥有强大反物质电力的暗黑-门守护者雷霆之刃震撼寰宇天地电流之剑穿透空间阻隔威慑四方',1,''),
(60,'克林卡修',192,1,4,506,'暗黑-门守护者冰雪灵兽克林卡修冰雪之爪具有猛烈的攻击力果敢不张扬的个性让它成为忍者般的精灵',1,''),
(76,'卡库',222,1,4,507,'暗黑-门是武学之门守门精灵不张扬不蛮横步步为营每出一招都会致命',1,''),
(77,'赫德卡',224,1,4,507,'驻守暗黑V-II门的铁血赫德卡有着铜墙铁壁的防守能力有着超级强力的电光炮它的防御之门你能够开启吗',1,''),
(78,'伊兰罗尼',227,1,5,507,'守护暗黑-门的伊兰罗尼是优雅得体的淑女擅长在裙摆飘飘光芒闪耀间使出杀手',1,''),
(117,'斯加尔卡',356,1,5,508,'暗黑VI-I门的守护者擅长使用暗黑电能的家伙比起折磨对手的身体斯加尔卡更喜欢震慑对手的心灵',1,''),
(118,'艾尔伊洛',297,1,5,508,'暗黑VI-II门的守护者历经了炼狱洗礼的艾尔伊洛开始崇尚爽快的攻击方式喜欢凭借精湛的技巧近距地伤害对手',1,''),
(119,'布林克克',359,1,5,508,'暗黑VI-III门的守护者拥有海妖之力的庇护体内充满着混沌的能量企图吞噬整个海洋',1,''),
(502,'魔花使者',438,1,5,509,'暗黑VII-I门的守护者比恩特的进化形态浑身散发着反物质世界中的黑暗气息散发出来的毒粉是它的致命武器',1,''),
(503,'莫尔加斯',441,1,5,509,'暗黑VII-II门的守护者莫鲁格尔的进化形态受到了反物质世界的影响浑身被黑暗所包围拥有极强的防御能力所有攻击在它面前都显得非常渺小',1,''),
(504,'萨诺拉斯',435,1,5,509,'暗黑VII-III门的守护者萨诺的进化形态经过岩浆洗礼的皮肤拥有独特的降温功能即使在极其炎热的环境下依然不受影响',1,''),
(606,'帕多尼',656,1,5,510,'暗黑-门的守护者浑身充斥着暗黑能量暗黑能量会随着它的歌神散发出来',1,''),
(607,'加洛德',659,1,5,510,'暗黑-门的守护暗黑能量的注入使它的脾气变得暴躁擅长与对手近身搏斗浑身的尖刺催生出的植物都是它进攻的利器',1,''),
(608,'萨多拉尼',661,1,5,510,'暗黑-门的守护将暗黑能量融入自身肢体变得非常结实有力虽然体积很小但是却拥有了堪比巨龙的神力',1,'')
ON CONFLICT (task_id) WHERE deleted_at IS NULL DO UPDATE
SET
title = EXCLUDED.title,
pet_id = EXCLUDED.pet_id,
online = EXCLUDED.online,
level = EXCLUDED.level,
enter_id = EXCLUDED.enter_id,
description = EXCLUDED.description,
is_enable = EXCLUDED.is_enable,
remark = EXCLUDED.remark,
"updateTime" = NOW();
COMMIT;

View File

@@ -1,42 +1,254 @@
-- 唯一约束修复
-- 规则所有带 deleted_at 的业务唯一约束只约束未软删除记录
-- 玩家+物品+VIP状态 联合唯一
ALTER TABLE player_item
ADD CONSTRAINT uk_player_item_player_item_vip
UNIQUE (player_id, item_id, is_vip);
DROP CONSTRAINT IF EXISTS uk_player_item_player_item_vip;
DROP INDEX IF EXISTS uk_player_item_player_item_vip;
CREATE UNIQUE INDEX IF NOT EXISTS uk_player_item_player_item_vip
ON player_item (player_id, item_id, is_vip)
WHERE deleted_at IS NULL;
-- 玩家+挖矿 联合唯一
CREATE UNIQUE INDEX uk_talk_player ON player_talk (talk_id, player_id);
ALTER TABLE player_talk
DROP CONSTRAINT IF EXISTS uk_talk_player;
DROP INDEX IF EXISTS uk_talk_player;
CREATE UNIQUE INDEX IF NOT EXISTS uk_talk_player
ON player_talk (talk_id, player_id)
WHERE deleted_at IS NULL;
-- 玩家+任务 联合唯一
CREATE UNIQUE INDEX uk_player_task ON player_task (player_id, task_id);
ALTER TABLE player_task
DROP CONSTRAINT IF EXISTS uk_player_task;
DROP INDEX IF EXISTS uk_player_task;
CREATE UNIQUE INDEX IF NOT EXISTS uk_player_task
ON player_task (player_id, task_id)
WHERE deleted_at IS NULL;
-- 玩家+称号 联合唯一
CREATE UNIQUE INDEX uk_player_title ON player_title (player_id, is_vip) WHERE deleted_at IS NULL;
ALTER TABLE player_title
DROP CONSTRAINT IF EXISTS uk_player_title;
DROP INDEX IF EXISTS uk_player_title;
CREATE UNIQUE INDEX IF NOT EXISTS uk_player_title
ON player_title (player_id, is_vip)
WHERE deleted_at IS NULL;
-- 玩家+精灵 联合唯一
CREATE UNIQUE INDEX uk_player_pet ON player_pet (player_id, is_vip, catch_time) WHERE deleted_at IS NULL;
ALTER TABLE player_pet
DROP CONSTRAINT IF EXISTS uk_player_pet;
DROP INDEX IF EXISTS uk_player_pet;
CREATE UNIQUE INDEX IF NOT EXISTS uk_player_pet
ON player_pet (player_id, is_vip, catch_time)
WHERE deleted_at IS NULL;
-- 玩家+CDK 联合唯一
CREATE UNIQUE INDEX uk_player_cdk_log
ALTER TABLE player_cdk_log
DROP CONSTRAINT IF EXISTS uk_player_cdk_log;
DROP INDEX IF EXISTS uk_player_cdk_log;
CREATE UNIQUE INDEX IF NOT EXISTS uk_player_cdk_log
ON player_cdk_log (player_id, code_id, is_vip)
WHERE deleted_at IS NULL;
-- 玩家孵蛋 联合唯一
CREATE UNIQUE INDEX uk_player_egg
ON player_egg (player_id, is_vip)
ALTER TABLE player_egg
DROP CONSTRAINT IF EXISTS uk_player_egg;
DROP INDEX IF EXISTS uk_player_egg;
CREATE UNIQUE INDEX IF NOT EXISTS uk_player_egg
ON player_egg (player_id, is_vip)
WHERE deleted_at IS NULL;
---PVP索引
CREATE UNIQUE INDEX uk_player_pvp
-- PVP索引
ALTER TABLE player_pvp
DROP CONSTRAINT IF EXISTS uk_player_pvp;
DROP INDEX IF EXISTS uk_player_pvp;
CREATE UNIQUE INDEX IF NOT EXISTS uk_player_pvp
ON player_pvp (player_id, season)
WHERE deleted_at IS NULL;
--签到
CREATE UNIQUE INDEX uk_player_sign_in_log
-- 签到
ALTER TABLE player_sign_in_log
DROP CONSTRAINT IF EXISTS uk_player_sign_in_log;
DROP INDEX IF EXISTS uk_player_sign_in_log;
CREATE UNIQUE INDEX IF NOT EXISTS uk_player_sign_in_log
ON player_sign_in_log (player_id, sign_in_id, is_vip)
WHERE deleted_at IS NULL;
--房间索引
CREATE UNIQUE INDEX uk_player_room_house
-- 房间索引
ALTER TABLE player_room_house
DROP CONSTRAINT IF EXISTS uk_player_room_house;
DROP INDEX IF EXISTS uk_player_room_house;
CREATE UNIQUE INDEX IF NOT EXISTS uk_player_room_house
ON player_room_house (player_id, is_vip)
WHERE deleted_at IS NULL;
WHERE deleted_at IS NULL;
-- 集市权限角色 联合唯一
-- 先清理有效重复授权保留每组 userId + roleId id 最小的一条
DELETE FROM base_sys_user_role a
USING base_sys_user_role b
WHERE a."userId" = b."userId"
AND a."roleId" = b."roleId"
AND a.deleted_at IS NULL
AND b.deleted_at IS NULL
AND a.id > b.id;
ALTER TABLE base_sys_user_role
DROP CONSTRAINT IF EXISTS uk_base_sys_user_role_user_role;
DROP INDEX IF EXISTS uk_base_sys_user_role_user_role;
CREATE UNIQUE INDEX IF NOT EXISTS uk_base_sys_user_role_user_role
ON base_sys_user_role ("userId", "roleId")
WHERE deleted_at IS NULL;
-- CDK配置 编号唯一
ALTER TABLE config_gift_cdk
DROP CONSTRAINT IF EXISTS idx_config_gift_cdk_cdk_code;
DROP INDEX IF EXISTS idx_config_gift_cdk_cdk_code;
CREATE UNIQUE INDEX IF NOT EXISTS idx_config_gift_cdk_cdk_code
ON config_gift_cdk (cdk_code)
WHERE deleted_at IS NULL;
-- 战斗规则 规则索引唯一
ALTER TABLE config_fight_rule
DROP CONSTRAINT IF EXISTS idx_rule_idx;
DROP INDEX IF EXISTS idx_rule_idx;
CREATE UNIQUE INDEX IF NOT EXISTS idx_rule_idx
ON config_fight_rule (rule_idx)
WHERE deleted_at IS NULL;
-- 天选配置 玩家+精灵唯一
ALTER TABLE config_peak_tianxuan
DROP CONSTRAINT IF EXISTS idx_peak_tianxuan_player_pet;
DROP INDEX IF EXISTS idx_peak_tianxuan_player_pet;
CREATE UNIQUE INDEX IF NOT EXISTS idx_peak_tianxuan_player_pet
ON config_peak_tianxuan (player_id, pet_id)
WHERE deleted_at IS NULL;
-- 天选投票 周期+玩家唯一
ALTER TABLE config_peak_tianxuan_vote
DROP CONSTRAINT IF EXISTS idx_peak_tianxuan_vote_week_player;
DROP INDEX IF EXISTS idx_peak_tianxuan_vote_week_player;
CREATE UNIQUE INDEX IF NOT EXISTS idx_peak_tianxuan_vote_week_player
ON config_peak_tianxuan_vote (week_index, player_id)
WHERE deleted_at IS NULL;
-- 服务器冠名 同服同属主唯一
ALTER TABLE server_show
DROP CONSTRAINT IF EXISTS idx_server_show_server_owner;
DROP INDEX IF EXISTS idx_server_show_server_owner;
CREATE UNIQUE INDEX IF NOT EXISTS idx_server_show_server_owner
ON server_show (server_id, owner)
WHERE deleted_at IS NULL;
-- 商店 商品ID唯一
ALTER TABLE config_shop
DROP CONSTRAINT IF EXISTS idx_config_shop_product_id;
DROP INDEX IF EXISTS idx_config_shop_product_id;
CREATE UNIQUE INDEX IF NOT EXISTS idx_config_shop_product_id
ON config_shop (product_id)
WHERE deleted_at IS NULL;
-- 签到配置 签到类别+阶段唯一
ALTER TABLE config_sign_in
DROP CONSTRAINT IF EXISTS idx_sign_type_stage;
DROP INDEX IF EXISTS idx_sign_type_stage;
CREATE UNIQUE INDEX IF NOT EXISTS idx_sign_type_stage
ON config_sign_in (sign_type, stage_days)
WHERE deleted_at IS NULL;
-- 签到配置 CDK唯一
ALTER TABLE config_sign_in
DROP CONSTRAINT IF EXISTS idx_config_sign_in_cdk_id;
DROP INDEX IF EXISTS idx_config_sign_in_cdk_id;
CREATE UNIQUE INDEX IF NOT EXISTS idx_config_sign_in_cdk_id
ON config_sign_in (cdk_id)
WHERE deleted_at IS NULL;
-- SPT配置 任务ID唯一
ALTER TABLE config_spt
DROP CONSTRAINT IF EXISTS idx_config_spt_task_id;
DROP INDEX IF EXISTS idx_config_spt_task_id;
CREATE UNIQUE INDEX IF NOT EXISTS idx_config_spt_task_id
ON config_spt (task_id)
WHERE deleted_at IS NULL;
-- 爬塔配置 层级唯一
ALTER TABLE config_tower_1
DROP CONSTRAINT IF EXISTS idx_config_tower_1_tower_level;
DROP INDEX IF EXISTS idx_config_tower_1_tower_level;
CREATE UNIQUE INDEX IF NOT EXISTS idx_config_tower_1_tower_level
ON config_tower_1 (tower_level)
WHERE deleted_at IS NULL;
ALTER TABLE config_tower_110
DROP CONSTRAINT IF EXISTS idx_config_tower_110_tower_level;
DROP INDEX IF EXISTS idx_config_tower_110_tower_level;
CREATE UNIQUE INDEX IF NOT EXISTS idx_config_tower_110_tower_level
ON config_tower_110 (tower_level)
WHERE deleted_at IS NULL;
ALTER TABLE config_tower_500
DROP CONSTRAINT IF EXISTS idx_config_tower_500_tower_level;
DROP INDEX IF EXISTS idx_config_tower_500_tower_level;
CREATE UNIQUE INDEX IF NOT EXISTS idx_config_tower_500_tower_level
ON config_tower_500 (tower_level)
WHERE deleted_at IS NULL;
ALTER TABLE config_tower_600
DROP CONSTRAINT IF EXISTS idx_config_tower_600_tower_level;
DROP INDEX IF EXISTS idx_config_tower_600_tower_level;
CREATE UNIQUE INDEX IF NOT EXISTS idx_config_tower_600_tower_level
ON config_tower_600 (tower_level)
WHERE deleted_at IS NULL;
-- 玩家信息 角色ID唯一
ALTER TABLE player_info
DROP CONSTRAINT IF EXISTS idx_player_info_player_id;
DROP INDEX IF EXISTS idx_player_info_player_id;
CREATE UNIQUE INDEX IF NOT EXISTS idx_player_info_player_id
ON player_info (player_id)
WHERE deleted_at IS NULL;

View File

@@ -4,6 +4,7 @@
package controller
import (
"blazing/common/rpc"
"blazing/cool"
"blazing/logic/service/common"
"bytes"
@@ -16,17 +17,23 @@ import (
"github.com/gogf/gf/v2/os/glog"
"github.com/lunixbochs/struc"
"github.com/panjf2000/gnet/v2"
)
// Maincontroller 是控制器层共享变量。
var Maincontroller = &Controller{} //注入service
// Controller 分发cmd逻辑实现
type Controller struct {
UID uint32
RPCClient *struct {
Kick func(uint32) error
Kick func(context.Context, uint32) error
RegisterLogic func(uint32, uint32) error
RegisterLogic func(context.Context, uint32, uint32) error
MatchJoinOrUpdate func(context.Context, rpc.PVPMatchJoinPayload) error
MatchCancel func(context.Context, uint32) error
}
}
@@ -44,19 +51,14 @@ func ParseCmd[T any](data []byte) T {
// Init 初始化控制器注册所有cmd处理方法
// 参数 isGame: 标识是否为游戏服务器(true)或登录服务器(false)
func Init(isGame bool) {
// 获取控制器实例的反射值
controllerValue := reflect.ValueOf(Maincontroller)
// 获取控制器类型
controllerType := controllerValue.Type()
// 遍历控制器的所有方法
for i := 0; i < controllerType.NumMethod(); i++ {
method := controllerType.Method(i)
methodValue := controllerValue.MethodByName(method.Name)
methodValue := controllerValue.Method(i)
methodType := methodValue.Type()
// 获取方法第一个参数的类型(请求结构体)
if methodType.NumIn() == 0 {
continue
}
@@ -67,43 +69,46 @@ func Init(isGame bool) {
continue
}
reqType := reqArgType.Elem()
binding := getCmdBinding(reqType)
// 解析请求结构体中的cmd标签
for _, cmd := range getCmd(reqType) {
if cmd == 0 { // 说明不是有效的注册方法
for _, cmd := range binding.cmds {
if cmd == 0 {
glog.Warning(context.Background(), "方法参数必须包含CMD参数", method.Name, "跳过注册")
continue
}
// 根据服务器类型过滤cmd
// 登录服务器只处理小于1000的cmd
if methodType.NumIn() != 2 {
glog.Warning(context.Background(), "方法参数数量必须为2", method.Name, "跳过注册")
continue
}
if !isGame && cmd > 1000 {
continue
}
// 游戏服务器只处理大于等于1000的cmd
if isGame && cmd < 1000 {
continue
}
// 注册命令处理函数
if cool.Config.ServerInfo.IsDebug != 0 {
fmt.Println("注册方法", cmd, method.Name)
}
cmdInfo := cool.Cmd{
Func: methodValue,
Req: reqType,
// Res: , // TODO 待实现对不同用户初始化方法以取消全局cmdcache
}
// 预编译创建req实例的函数返回结构体指针
reqTypeForNew := reqType
cmdInfo.NewReqFunc = func() interface{} {
return reflect.New(reqTypeForNew).Interface()
cmdInfo := cool.Cmd{
Func: methodValue,
Req: reqType,
HeaderFieldIndex: append([]int(nil), binding.headerFieldIndex...),
UseConn: methodType.In(1) == connType,
NewReqFunc: func() interface{} {
return reflect.New(reqTypeForNew).Interface()
},
NewReqValue: func() reflect.Value {
return reflect.New(reqTypeForNew)
},
}
if _, exists := cool.CmdCache[cmd]; exists { // 方法已存在
if _, exists := cool.CmdCache[cmd]; exists {
panic(fmt.Sprintf("命令处理方法已存在,跳过注册 %d %s", cmd, method.Name))
}
cool.CmdCache[cmd] = cmdInfo
@@ -111,12 +116,20 @@ func Init(isGame bool) {
}
}
var targetType = reflect.TypeOf(common.TomeeHeader{})
var cmdTypeCache sync.Map
var (
targetType = reflect.TypeOf(common.TomeeHeader{})
connType = reflect.TypeOf((*gnet.Conn)(nil)).Elem()
cmdTypeCache sync.Map
)
// 默认返回值(无匹配字段/解析失败时)
const defaultCmdValue = 0
type cmdBinding struct {
cmds []uint32
headerFieldIndex []int
}
func normalizeStructType(typ reflect.Type) reflect.Type {
for typ.Kind() == reflect.Ptr {
typ = typ.Elem()
@@ -124,92 +137,93 @@ func normalizeStructType(typ reflect.Type) reflect.Type {
return typ
}
// getCmd 从结构体类型中提取绑定的cmd指令(递归查找嵌套结构体,支持值/指针类型的TomeeHeader
// 参数 typ: 待解析的结构体类型(支持多层指针)
// 返回值: 解析到的cmd切片无匹配/解析失败时返回[defaultCmdValue]
func getCmd(typ reflect.Type) []uint32 {
// getCmdBinding 从结构体类型中提取绑定的cmd指令和头字段位置。
func getCmdBinding(typ reflect.Type) cmdBinding {
typ = normalizeStructType(typ)
if cached, ok := cmdTypeCache.Load(typ); ok {
return cached.([]uint32)
return cached.(cmdBinding)
}
// 非结构体类型直接返回默认值
if typ.Kind() != reflect.Struct {
return []uint32{defaultCmdValue}
binding := cmdBinding{cmds: []uint32{defaultCmdValue}}
cmdTypeCache.Store(typ, binding)
return binding
}
if cmd, ok := findCmd(typ, make(map[reflect.Type]struct{})); ok {
cmdTypeCache.Store(typ, cmd)
return cmd
if binding, ok := findCmdBinding(typ, make(map[reflect.Type]struct{})); ok {
cmdTypeCache.Store(typ, binding)
return binding
}
// 未找到目标字段/所有解析失败,返回默认值
defaultCmd := []uint32{defaultCmdValue}
cmdTypeCache.Store(typ, defaultCmd)
return defaultCmd
binding := cmdBinding{cmds: []uint32{defaultCmdValue}}
cmdTypeCache.Store(typ, binding)
return binding
}
func findCmd(typ reflect.Type, visiting map[reflect.Type]struct{}) ([]uint32, bool) {
func findCmdBinding(typ reflect.Type, visiting map[reflect.Type]struct{}) (cmdBinding, bool) {
typ = normalizeStructType(typ)
if typ.Kind() != reflect.Struct {
return nil, false
return cmdBinding{}, false
}
if _, seen := visiting[typ]; seen {
return nil, false
return cmdBinding{}, false
}
visiting[typ] = struct{}{}
defer delete(visiting, typ)
// 遍历结构体字段查找TomeeHeader字段并解析cmd
for i := 0; i < typ.NumField(); i++ {
field := typ.Field(i)
// 尝试解析当前字段的cmd标签
cmdSlice, isHeader, err := parseCmdTagWithStructField(field)
if isHeader && err == nil { // 解析成功,直接返回结果
return cmdSlice, true
if isHeader && err == nil {
return cmdBinding{
cmds: cmdSlice,
headerFieldIndex: append([]int(nil), field.Index...),
}, true
}
// 递归处理嵌套结构体(值/指针类型)
nestedTyp := normalizeStructType(field.Type)
if nestedTyp.Kind() == reflect.Struct {
// 递归查找找到有效cmd则立即返回
if nestedCmd, ok := findCmd(nestedTyp, visiting); ok {
return nestedCmd, true
}
if nestedTyp.Kind() != reflect.Struct {
continue
}
nestedBinding, ok := findCmdBinding(nestedTyp, visiting)
if !ok {
continue
}
fieldIndex := make([]int, 0, len(field.Index)+len(nestedBinding.headerFieldIndex))
fieldIndex = append(fieldIndex, field.Index...)
fieldIndex = append(fieldIndex, nestedBinding.headerFieldIndex...)
nestedBinding.headerFieldIndex = fieldIndex
return nestedBinding, true
}
return nil, false
return cmdBinding{}, false
}
// parseCmdTagWithStructField 校验字段是否为TomeeHeader值/指针并解析cmd标签
// 参数 field: 结构体字段元信息
// 返回值: 解析后的cmd切片是否为目标类型解析失败错误
func parseCmdTagWithStructField(field reflect.StructField) ([]uint32, bool, error) {
// 判断字段类型是否为 TomeeHeader 或 *TomeeHeader
if field.Type != targetType && !(field.Type.Kind() == reflect.Ptr && field.Type.Elem() == targetType) {
return nil, false, nil
}
// 提取cmd标签
cmdStr := field.Tag.Get("cmd")
if cmdStr == "" {
return nil, true, fmt.Errorf("field %s cmd tag is empty", field.Name)
}
// 高性能解析标签为uint32切片替代gconv减少第三方依赖且可控
result := make([]uint32, 0, strings.Count(cmdStr, "|")+1)
remain := cmdStr
for idx := 0; ; idx++ {
part, next, found := strings.Cut(remain, "|")
// 去除空白字符(兼容标签中意外的空格)
s := strings.TrimSpace(part)
if s == "" {
return nil, true, fmt.Errorf("field %s cmd tag part %d is empty", field.Name, idx)
}
// 手动解析uint32比gconv更可控避免隐式转换问题
num, err := strconv.ParseUint(s, 10, 32)
if err != nil {
return nil, true, fmt.Errorf("field %s cmd tag part %d parse error: %v (value: %s)",

View File

@@ -43,7 +43,8 @@ var masterCupRequiredItems = map[uint32][]ItemS{
},
}
func (h Controller) DASHIbei(req *C2s_MASTER_REWARDS, c *player.Player) (result *S2C_MASTER_REWARDS, err errorcode.ErrorCode) {
// GetMasterCupRewards 处理控制器请求。
func (h Controller) GetMasterCupRewards(req *C2s_MASTER_REWARDS, c *player.Player) (result *S2C_MASTER_REWARDS, err errorcode.ErrorCode) {
_ = req
result = &S2C_MASTER_REWARDS{}
items := c.Service.Item.Get(masterCupRewardItemMin, masterCupRewardItemMax)
@@ -52,7 +53,8 @@ func (h Controller) DASHIbei(req *C2s_MASTER_REWARDS, c *player.Player) (result
return
}
func (h Controller) DASHIbeiR(req *C2s_MASTER_REWARDSR, c *player.Player) (result *S2C_MASTER_REWARDSR, err errorcode.ErrorCode) {
// ClaimMasterCupReward 处理控制器请求。
func (h Controller) ClaimMasterCupReward(req *C2s_MASTER_REWARDSR, c *player.Player) (result *S2C_MASTER_REWARDSR, err errorcode.ErrorCode) {
result = &S2C_MASTER_REWARDSR{}
requiredItems, ok := masterCupRequiredItems[req.ElementType]
@@ -70,30 +72,37 @@ func (h Controller) DASHIbeiR(req *C2s_MASTER_REWARDSR, c *player.Player) (resul
}
result.ItemList = make([]data.ItemInfo, 0, len(taskInfo.ItemList))
c.Service.Task.Exec(masterCupTaskID, func(te *model.Task) bool {
progress := bitset32.From(te.Data)
if progress.Test(uint(req.ElementType)) {
err = errorcode.ErrorCode(errorcode.ErrorCodes.ErrAwardAlreadyClaimed)
return false
}
taskData, taskErr := c.Service.Task.GetTask(masterCupTaskID)
if taskErr != nil {
return nil, errorcode.ErrorCode(errorcode.ErrorCodes.ErrSystemError)
}
consumeMasterCupItems(c, requiredItems)
progress.Set(uint(req.ElementType))
te.Data = progress.Bytes()
progress := bitset32.From(taskData.Data)
if progress.Test(uint(req.ElementType)) {
return nil, errorcode.ErrorCode(errorcode.ErrorCodes.ErrAwardAlreadyClaimed)
}
if taskInfo.Pet != nil {
c.Service.Pet.PetAdd(taskInfo.Pet, 0)
result.CaptureTime = taskInfo.Pet.CatchTime
result.PetTypeId = taskInfo.Pet.ID
}
if err := consumeMasterCupItems(c, requiredItems); err != nil {
return nil, errorcode.ErrorCode(errorcode.ErrorCodes.ErrInsufficientItems)
}
progress.Set(uint(req.ElementType))
taskData.Data = progress.Bytes()
if taskErr = c.Service.Task.SetTask(taskData); taskErr != nil {
return nil, errorcode.ErrorCode(errorcode.ErrorCodes.ErrSystemError)
}
appendMasterCupRewardItems(c, result, taskInfo.ItemList)
return true
})
if taskInfo.Pet != nil {
c.Service.Pet.PetAdd(taskInfo.Pet, 0)
result.CaptureTime = taskInfo.Pet.CatchTime
result.PetTypeId = taskInfo.Pet.ID
}
appendMasterCupRewardItems(c, result, taskInfo.ItemList)
return
}
// ItemS 定义请求或响应数据结构。
type ItemS struct {
ItemId uint32
ItemCnt uint32
@@ -123,10 +132,13 @@ func hasEnoughMasterCupItems(c *player.Player, requiredItems []ItemS) bool {
return true
}
func consumeMasterCupItems(c *player.Player, requiredItems []ItemS) {
func consumeMasterCupItems(c *player.Player, requiredItems []ItemS) error {
for _, item := range requiredItems {
c.Service.Item.UPDATE(item.ItemId, -int(item.ItemCnt))
if err := c.Service.Item.UPDATE(item.ItemId, -int(item.ItemCnt)); err != nil {
return err
}
}
return nil
}
func appendMasterCupRewardItems(c *player.Player, result *S2C_MASTER_REWARDSR, itemList []data.ItemInfo) {
@@ -137,6 +149,7 @@ func appendMasterCupRewardItems(c *player.Player, result *S2C_MASTER_REWARDSR, i
}
}
// C2s_MASTER_REWARDS 定义请求或响应数据结构。
type C2s_MASTER_REWARDS struct {
Head common.TomeeHeader `cmd:"2611" struc:"skip"` //玩家登录
}
@@ -147,6 +160,7 @@ type S2C_MASTER_REWARDS struct {
Reward []uint32 `json:"Reward"`
}
// C2s_MASTER_REWARDSR 定义请求或响应数据结构。
type C2s_MASTER_REWARDSR struct {
Head common.TomeeHeader `cmd:"2612" struc:"skip"` //玩家登录
ElementType uint32

View File

@@ -12,6 +12,7 @@ import (
"github.com/gogf/gf/v2/util/grand"
)
// EggGamePlay 处理控制器请求。
func (h Controller) EggGamePlay(data1 *C2S_EGG_GAME_PLAY, c *player.Player) (result *S2C_EGG_GAME_PLAY, err errorcode.ErrorCode) {
switch data1.EggNum {
@@ -25,12 +26,11 @@ func (h Controller) EggGamePlay(data1 *C2S_EGG_GAME_PLAY, c *player.Player) (res
if data1.EggNum > 10 || data1.EggNum <= 0 {
return nil, errorcode.ErrorCode(errorcode.ErrorCodes.ErrSystemError)
}
if r < 0 {
if r <= 0 || data1.EggNum > r {
return nil, errorcode.ErrorCode(errorcode.ErrorCodes.ErrGachaTicketsInsufficient)
}
if data1.EggNum > r {
if err := c.Service.Item.UPDATE(400501, int(-data1.EggNum)); err != nil {
return nil, errorcode.ErrorCode(errorcode.ErrorCodes.ErrGachaTicketsInsufficient)
}
result = &S2C_EGG_GAME_PLAY{ListInfo: []data.ItemInfo{}}
if grand.Meet(int(data1.EggNum), 100) {
@@ -51,8 +51,6 @@ func (h Controller) EggGamePlay(data1 *C2S_EGG_GAME_PLAY, c *player.Player) (res
for _, item := range addedItems {
result.ListInfo = append(result.ListInfo, data.ItemInfo{ItemId: item.ItemId, ItemCnt: item.ItemCnt})
}
c.Service.Item.UPDATE(400501, int(-data1.EggNum))
return
}

View File

@@ -11,9 +11,9 @@ import (
"github.com/gogf/gf/v2/util/grand"
)
// Draw15To10WithBitSet 15抽10返回标记抽取结果的uint32位1表示选中
// drawTenOfFifteenBitset 15抽10返回标记抽取结果的uint32位1表示选中
// 规则uint32的第n位0≤n≤14=1 → 选中第n+1号元素
func Draw15To10WithBitSet() uint32 {
func drawTenOfFifteenBitset() uint32 {
// 初始化随机数生成器
r := rand.New(rand.NewSource(time.Now().UnixNano()))
@@ -37,7 +37,8 @@ func Draw15To10WithBitSet() uint32 {
return resultBits
}
func (h Controller) GET_XUANCAI(data *C2s_GET_XUANCAI, c *player.Player) (result *S2C_GET_XUANCAI, err errorcode.ErrorCode) {
// ClaimXuanCaiShards 处理控制器请求。
func (h Controller) ClaimXuanCaiShards(data *C2s_GET_XUANCAI, c *player.Player) (result *S2C_GET_XUANCAI, err errorcode.ErrorCode) {
result = &S2C_GET_XUANCAI{}
selectedCount := 0 // 已选中的数量
res := c.Info.GetTask(13) //第一期
@@ -56,6 +57,7 @@ func (h Controller) GET_XUANCAI(data *C2s_GET_XUANCAI, c *player.Player) (result
// 检查该位是否未被选中(避免重复)
if (result.Status & mask) == 0 {
result.Status |= mask
itemID := uint32(400686 + randBitIdx + 1)
selectedItems = append(selectedItems, itemID)
itemMask[itemID] = mask
@@ -74,6 +76,7 @@ func (h Controller) GET_XUANCAI(data *C2s_GET_XUANCAI, c *player.Player) (result
}
// C2s_GET_XUANCAI 定义请求或响应数据结构。
type C2s_GET_XUANCAI struct {
Head common.TomeeHeader `cmd:"60001" struc:"skip"` //玩家登录
}

View File

@@ -10,19 +10,17 @@ import (
)
// 进入超时空隧道
func (h Controller) TimeMap(data *C2s_SP, c *player.Player) (result *S2C_SP, err errorcode.ErrorCode) {
func (h Controller) GetTimeTunnelMaps(data *C2s_SP, c *player.Player) (result *S2C_SP, err errorcode.ErrorCode) {
result = &S2C_SP{}
mapPitService := service.NewMapPitService()
maps := service.NewMapService().GetTimeMap()
result.MapList = make([]ServerInfo, len(maps))
for i, v := range maps {
result.MapList[i].ID = v.MapID
result.MapList[i].DropItemIds = v.DropItemIds
pits := service.NewMapPitService().GetDataALL(v.MapID)
for _, v := range pits {
result.MapList[i].Pet = append(result.MapList[i].Pet, v.RefreshID...)
for i, mapInfo := range maps {
result.MapList[i].ID = mapInfo.MapID
result.MapList[i].DropItemIds = mapInfo.DropItemIds
pits := mapPitService.GetDataALL(mapInfo.MapID)
for _, pit := range pits {
result.MapList[i].Pet = append(result.MapList[i].Pet, pit.RefreshID...)
}
result.MapList[i].Pet = lo.Union(result.MapList[i].Pet)
}
@@ -30,6 +28,7 @@ func (h Controller) TimeMap(data *C2s_SP, c *player.Player) (result *S2C_SP, err
}
// C2s_SP 定义请求或响应数据结构。
type C2s_SP struct {
Head common.TomeeHeader `cmd:"60002" struc:"skip"` //超时空地图
}
@@ -40,6 +39,7 @@ type S2C_SP struct {
MapList []ServerInfo
}
// ServerInfo 定义请求或响应数据结构。
type ServerInfo struct {
ID uint32 //地图ID
PetLen uint32 `struc:"sizeof=Pet"`

View File

@@ -7,6 +7,7 @@ import (
"blazing/logic/service/player"
)
// GetLeiyiTrainStatus 处理控制器请求。
func (h Controller) GetLeiyiTrainStatus(data *C2s_LEIYI_TRAIN_GET_STATUS, c *player.Player) (result *S2C_LEIYI_TRAIN_GET_STATUS, err errorcode.ErrorCode) {
result = &S2C_LEIYI_TRAIN_GET_STATUS{}
@@ -19,6 +20,7 @@ func (h Controller) GetLeiyiTrainStatus(data *C2s_LEIYI_TRAIN_GET_STATUS, c *pla
}
// C2s_LEIYI_TRAIN_GET_STATUS 定义请求或响应数据结构。
type C2s_LEIYI_TRAIN_GET_STATUS struct {
Head common.TomeeHeader `cmd:"2393" struc:"skip"` //玩家登录
}
@@ -28,6 +30,7 @@ type S2C_LEIYI_TRAIN_GET_STATUS struct {
Status [10]S2C_LEIYI_TRAIN_GET_STATUS_info `json:"status"`
}
// S2C_LEIYI_TRAIN_GET_STATUS_info 定义请求或响应数据结构。
type S2C_LEIYI_TRAIN_GET_STATUS_info struct {
// Today uint32 // 今日训练HP次数
Current uint32 // 当前训练HP次数

View File

@@ -12,7 +12,7 @@ import (
// data: 空输入结构
// c: 当前玩家对象
// 返回: 捕捉结果消耗的EV值和错误码
func (h Controller) HanLiuQiang(data *C2S_2608, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
func (h Controller) ClaimColdFlowGunReward(data *C2S_2608, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
if c.ItemAdd(100245, 1) {
return
@@ -35,6 +35,7 @@ func (h Controller) HanLiuQiang(data *C2S_2608, c *player.Player) (result *fight
return result, -1
}
// C2S_2608 定义请求或响应数据结构。
type C2S_2608 struct {
Head common.TomeeHeader `cmd:"2608" struc:"skip"`
}

View File

@@ -2,7 +2,6 @@ package controller
import (
"blazing/common/socket/errorcode"
"blazing/modules/player/model"
"blazing/logic/service/fight"
"blazing/logic/service/fight/info"
@@ -18,86 +17,197 @@ func (h Controller) checkFightStatus(c *player.Player) errorcode.ErrorCode {
}
// OnReadyToFight 准备战斗
func (h Controller) OnReadyToFight(data *fight.ReadyToFightInboundInfo, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
func (h Controller) OnReadyToFight(data *ReadyToFightInboundInfo, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
if err := h.checkFightStatus(c); err != 0 {
return nil, err
}
go c.FightC.ReadyFight(c)
if h.relayRemoteFightCommand(c, data.Head.CMD, data) {
return nil, -1
}
go c.ReadyFight()
return nil, -1
}
// GroupReadyFightFinish 旧组队协议准备完成。
func (h Controller) GroupReadyFightFinish(data *GroupReadyFightFinishInboundInfo, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
if err := h.checkFightStatus(c); err != 0 {
return nil, err
}
if h.relayRemoteFightCommand(c, data.Head.CMD, data) {
return nil, -1
}
go c.ReadyFight()
return nil, -1
}
func (h Controller) GroupUseSkill(data *GroupUseSkillInboundInfo, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
if err := h.checkFightStatus(c); err != 0 {
return nil, err
}
if h.relayRemoteFightCommand(c, data.Head.CMD, data) {
return nil, -1
}
targetRelation := fight.SkillTargetOpponent
if data.TargetSide == 1 {
targetRelation = fight.SkillTargetAlly
}
h.dispatchFightActionEnvelope(c, fight.NewSkillActionEnvelope(data.SkillId, int(data.ActorIndex), int(data.TargetPos), targetRelation, 0))
c.SendPackCmd(7558, nil)
return nil, -1
}
func (h Controller) GroupUseItem(data *GroupUseItemInboundInfo, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
if err := h.checkFightStatus(c); err != 0 {
return nil, err
}
if h.relayRemoteFightCommand(c, data.Head.CMD, data) {
return nil, -1
}
h.dispatchFightActionEnvelope(c, fight.NewItemActionEnvelope(0, data.ItemId, int(data.ActorIndex), int(data.ActorIndex), fight.SkillTargetSelf))
return nil, -1
}
func (h Controller) GroupChangePet(data *GroupChangePetInboundInfo, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
if err := h.checkFightStatus(c); err != 0 {
return nil, err
}
if h.relayRemoteFightCommand(c, data.Head.CMD, data) {
return nil, -1
}
h.dispatchFightActionEnvelope(c, fight.NewChangeActionEnvelope(data.CatchTime, int(data.ActorIndex)))
return nil, -1
}
func (h Controller) GroupEscape(data *GroupEscapeInboundInfo, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
if err := h.checkFightStatus(c); err != 0 {
return nil, err
}
if h.relayRemoteFightCommand(c, data.Head.CMD, data) {
return nil, -1
}
if fightC, ok := c.GetFightController().(*fight.FightC); ok && fightC != nil && fightC.LegacyGroupProtocol {
fightC.SendLegacyEscapeSuccess(c, int(data.ActorIndex))
}
h.dispatchFightActionEnvelope(c, fight.NewEscapeActionEnvelope())
return nil, 0
}
func (h Controller) GroupFightWinClose(data *GroupFightWinCloseInboundInfo, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
if c != nil {
c.QuitFight()
}
return nil, -1
}
func (h Controller) GroupFightTimeoutExit(data *GroupFightTimeoutExitInboundInfo, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
if c != nil {
c.QuitFight()
}
return nil, -1
}
// UseSkill 使用技能包
func (h Controller) UseSkill(data *fight.UseSkillInInfo, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
func (h Controller) UseSkill(data *UseSkillInInfo, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
if err := h.checkFightStatus(c); err != 0 {
return nil, err
}
go c.FightC.UseSkill(c, data.SkillId)
if h.relayRemoteFightCommand(c, data.Head.CMD, data) {
return nil, 0
}
h.dispatchFightActionEnvelope(c, buildLegacyUseSkillEnvelope(data))
return nil, 0
}
// UseSkillAt 组队/多战位技能包cmd=7505
// 目标关系0=对方 1=自己 2=队友。
func (h Controller) UseSkillAt(data *UseSkillAtInboundInfo, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
if err := h.checkFightStatus(c); err != 0 {
return nil, err
}
if h.relayRemoteFightCommand(c, data.Head.CMD, data) {
return nil, 0
}
h.dispatchFightActionEnvelope(c, buildIndexedUseSkillEnvelope(data))
return nil, 0
}
// Escape 战斗逃跑
func (h Controller) Escape(data *fight.EscapeFightInboundInfo, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
func (h Controller) Escape(data *EscapeFightInboundInfo, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
if err := h.checkFightStatus(c); err != 0 {
return nil, err
}
go c.FightC.Over(c, model.BattleOverReason.PlayerEscape)
if h.relayRemoteFightCommand(c, data.Head.CMD, data) {
return nil, 0
}
h.dispatchFightActionEnvelope(c, buildLegacyEscapeEnvelope())
return nil, 0
}
// ChangePet 切换精灵
func (h Controller) ChangePet(data *fight.ChangePetInboundInfo, c *player.Player) (result *info.ChangePetInfo, err errorcode.ErrorCode) {
func (h Controller) ChangePet(data *ChangePetInboundInfo, c *player.Player) (result *info.ChangePetInfo, err errorcode.ErrorCode) {
if err := h.checkFightStatus(c); err != 0 {
return nil, err
}
go c.FightC.ChangePet(c, data.CatchTime)
if h.relayRemoteFightCommand(c, data.Head.CMD, data) {
return nil, -1
}
h.dispatchFightActionEnvelope(c, buildLegacyChangeEnvelope(data))
return nil, -1
}
// Capture 捕捉精灵
func (h Controller) Capture(data *fight.CatchMonsterInboundInfo, c *player.Player) (result *info.CatchMonsterOutboundInfo, err errorcode.ErrorCode) {
func (h Controller) Capture(data *CatchMonsterInboundInfo, c *player.Player) (result *info.CatchMonsterOutboundInfo, err errorcode.ErrorCode) {
if err := h.checkFightStatus(c); err != 0 {
return nil, err
}
if c.GetSpace().IsTime {
if data.CapsuleId < 300009 {
go c.FightC.UseSkill(c, 0)
go c.UseSkill(0)
return nil, -1
}
}
go c.FightC.Capture(c, data.CapsuleId)
go c.Capture(data.CapsuleId)
return nil, -1
}
// LoadPercent 加载进度
func (h Controller) LoadPercent(data *fight.LoadPercentInboundInfo, c *player.Player) (result *info.LoadPercentOutboundInfo, err errorcode.ErrorCode) {
func (h Controller) LoadPercent(data *LoadPercentInboundInfo, c *player.Player) (result *info.LoadPercentOutboundInfo, err errorcode.ErrorCode) {
if c.FightC == nil {
return nil, -1
}
go c.FightC.LoadPercent(c, int32(data.Percent))
if h.relayRemoteFightCommand(c, data.Head.CMD, data) {
return nil, -1
}
go c.LoadPercent(int32(data.Percent))
return nil, -1
}
// UsePetItemInboundInfo 使用宠物道具
func (h Controller) UsePetItemInboundInfo(data *fight.UsePetItemInboundInfo, c *player.Player) (result *info.UsePetIteminfo, err errorcode.ErrorCode) {
// UsePetItemInFight 使用宠物道具
func (h Controller) UsePetItemInFight(data *UsePetItemInboundInfo, c *player.Player) (result *info.UsePetIteminfo, err errorcode.ErrorCode) {
if err := h.checkFightStatus(c); err != 0 {
return nil, err
}
if h.relayRemoteFightCommand(c, data.Head.CMD, data) {
return nil, -1
}
if c.GetSpace().IsTime {
if data.ItemId < 300009 {
go c.FightC.UseSkill(c, 0)
go c.UseSkill(0)
}
}
go c.FightC.UseItem(c, data.CatchTime, data.ItemId)
h.dispatchFightActionEnvelope(c, buildLegacyUseItemEnvelope(data))
return nil, -1
}
// FightChat 战斗聊天
func (h Controller) FightChat(data *fight.ChatInfo, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
func (h Controller) FightChat(data *ChatInfo, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
if err := h.checkFightStatus(c); err != 0 {
return nil, err
}
go c.FightC.Chat(c, data.Message)
if h.relayRemoteFightCommand(c, data.Head.CMD, data) {
return nil, -1
}
h.dispatchFightActionEnvelope(c, buildChatEnvelope(data))
return nil, -1
}

View File

@@ -4,7 +4,6 @@ import (
"blazing/common/data"
"blazing/common/data/xmlres"
"blazing/common/socket/errorcode"
"strings"
"blazing/logic/service/fight"
fightinfo "blazing/logic/service/fight/info"
@@ -18,13 +17,21 @@ import (
"github.com/gogf/gf/v2/util/grand"
)
const (
rewardItemExpPool = 3
groupBossSlotLimit = 3
)
// PlayerFightBoss 挑战地图boss
func (Controller) PlayerFightBoss(req *fight.ChallengeBossInboundInfo, p *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
func (Controller) PlayerFightBoss(req *ChallengeBossInboundInfo, p *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
if err = p.CanFight(); err != 0 {
return nil, err
}
mapNode := service.NewMapNodeService().GetDataNode(p.Info.MapID, req.BossId)
mapNode := p.GetSpace().GetMatchedMapNode(req.BossId)
if mapNode == nil {
return nil, errorcode.ErrorCodes.ErrPokemonNotExists
}
bossConfigs, err := loadMapBossConfigs(mapNode)
if err != 0 {
return nil, err
@@ -36,14 +43,15 @@ func (Controller) PlayerFightBoss(req *fight.ChallengeBossInboundInfo, p *player
}
p.Fightinfo.Status = fightinfo.BattleMode.FIGHT_WITH_NPC
p.Fightinfo.Mode = fightinfo.BattleMode.MULTI_MODE
p.Fightinfo.Mode = resolveMapNodeFightMode(mapNode)
ai := player.NewAI_player(monsterInfo)
ai.CanCapture = resolveBossCaptureRate(bossConfigs[0].IsCapture, leadMonsterID)
ai.Prop[0] = 2
ai.BossScript = bossConfigs[0].Script
ai.AddBattleProp(0, 2)
var fightC *fight.FightC
fightC, err = fight.NewFight(p, ai, p.GetPetInfo(100), ai.GetPetInfo(0), func(foi model.FightOverInfo) {
fightC, err = startMapBossFight(mapNode, p, ai, func(foi model.FightOverInfo) {
if mapNode.WinBonusID == 0 {
return
}
@@ -58,13 +66,40 @@ func (Controller) PlayerFightBoss(req *fight.ChallengeBossInboundInfo, p *player
return nil, -1
}
func startMapBossFight(
mapNode *configmodel.MapNode,
p *player.Player,
ai *player.AI_player,
fn func(model.FightOverInfo),
) (*fight.FightC, errorcode.ErrorCode) {
ourPets := p.GetPetInfo(p.CurrentMapPetLevelLimit())
oppPets := ai.GetPetInfo(0)
if mapNode != nil && mapNode.IsGroupBoss != 0 {
if len(ourPets) > 0 && len(oppPets) > 0 {
slotLimit := groupBossSlotLimit
if mapNode.PkFlag != 0 {
slotLimit = 1
}
return fight.NewLegacyGroupFightSingleController(p, ai, ourPets, oppPets, slotLimit, fn)
}
}
return fight.NewFight(p, ai, ourPets, oppPets, fn)
}
func resolveMapNodeFightMode(mapNode *configmodel.MapNode) uint32 {
if mapNode != nil && mapNode.PkFlag != 0 {
return fightinfo.BattleMode.SINGLE_MODE
}
return fightinfo.BattleMode.MULTI_MODE
}
// OnPlayerFightNpcMonster 战斗野怪
func (Controller) OnPlayerFightNpcMonster(req *fight.FightNpcMonsterInboundInfo, p *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
func (Controller) OnPlayerFightNpcMonster(req *FightNpcMonsterInboundInfo, p *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
if err = p.CanFight(); err != 0 {
return nil, err
}
if req.Number > 9 {
return nil, errorcode.ErrorCodes.ErrSystemError
if int(req.Number) >= len(p.Data) {
return nil, errorcode.ErrorCodes.ErrPokemonNotHere
}
refPet := p.Data[req.Number]
@@ -79,7 +114,7 @@ func (Controller) OnPlayerFightNpcMonster(req *fight.FightNpcMonsterInboundInfo,
p.Fightinfo.Status = fightinfo.BattleMode.FIGHT_WITH_NPC
p.Fightinfo.Mode = fightinfo.BattleMode.MULTI_MODE
_, err = fight.NewFight(p, ai, p.GetPetInfo(100), ai.GetPetInfo(0), func(foi model.FightOverInfo) {
_, err = fight.NewFight(p, ai, p.GetPetInfo(p.CurrentMapPetLevelLimit()), ai.GetPetInfo(0), func(foi model.FightOverInfo) {
handleNpcFightRewards(p, foi, monster)
})
if err != 0 {
@@ -201,7 +236,7 @@ func shouldGrantBossWinBonus(fightC *fight.FightC, playerID uint32, bossConfig c
func buildNpcMonsterInfo(refPet player.OgrePetInfo, mapID uint32) (*model.PetInfo, *model.PlayerInfo, errorcode.ErrorCode) {
if refPet.ID == 0 {
return nil, nil, errorcode.ErrorCodes.ErrPokemonNotExists
return nil, nil, errorcode.ErrorCodes.ErrPokemonNotHere
}
monster := model.GenPetInfo(
@@ -250,7 +285,7 @@ func handleNpcFightRewards(p *player.Player, foi model.FightOverInfo, monster *m
rewards := &fightinfo.S2C_GET_BOSS_MONSTER{}
p.ItemAdd(3, int64(poolexp+addexp))
rewards.ADDitem(3, uint32(poolexp))
rewards.AddItem(rewardItemExpPool, uint32(poolexp))
p.AddPetExp(foi.Winpet, int64(addexp))
if p.CanGetItem() {
@@ -258,7 +293,7 @@ func handleNpcFightRewards(p *player.Player, foi model.FightOverInfo, monster *m
if itemID != 0 {
count := uint32(grand.N(1, 2))
if p.ItemAdd(itemID, int64(count)) {
rewards.ADDitem(uint32(itemID), count)
rewards.AddItem(uint32(itemID), count)
}
}
}
@@ -268,10 +303,12 @@ func handleNpcFightRewards(p *player.Player, foi model.FightOverInfo, monster *m
xuanID := uint32(400686 + petType)
count := uint32(grand.N(1, 2))
if p.ItemAdd(int64(xuanID), int64(count)) {
rewards.ADDitem(xuanID, count)
rewards.AddItem(xuanID, count)
}
}
p.SendPackCmd(8004, rewards)
foi.Winpet.AddEV(gconv.Int64s(strings.Fields(petCfg.YieldingEV)))
if rewards.HasReward() {
p.SendPackCmd(8004, rewards)
}
foi.Winpet.AddEV(petCfg.YieldingEVValues)
}

View File

@@ -13,7 +13,7 @@ import (
//大乱斗
func (h Controller) PetMelee(data *fight.StartPetWarInboundInfo, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
func (h Controller) JoinPetMelee(data *StartPetWarInboundInfo, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
c.Fightinfo.Mode = info.BattleMode.PET_MELEE
c.Fightinfo.Status = info.BattleMode.PET_MELEE
@@ -70,9 +70,12 @@ func (h Controller) PetMelee(data *fight.StartPetWarInboundInfo, c *player.Playe
return
}
func (h Controller) PetKing(data *fight.PetKingJoinInboundInfo, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
// JoinPetKing 处理控制器请求。
func (h Controller) JoinPetKing(data *PetKingJoinInboundInfo, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
c.Fightinfo.Status = info.BattleMode.PET_TOPLEVEL
// ElementTypeNumbers 是控制器层共享变量。
var ElementTypeNumbers = []int{1, 2, 3, 5, 11, 4, 6, 7, 9}
switch data.Type {

View File

@@ -12,7 +12,7 @@ import (
)
// 接收战斗或者取消战斗的包
func (h Controller) OnPlayerHandleFightInvite(data *fight.HandleFightInviteInboundInfo, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
func (h Controller) OnPlayerHandleFightInvite(data *HandleFightInviteInboundInfo, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
if c.IsArenaPVPLocked() {
return nil, errorcode.ErrorCodes.ErrSystemError
}
@@ -55,7 +55,7 @@ func (h Controller) OnPlayerHandleFightInvite(data *fight.HandleFightInviteInbou
return
}
_, err = fight.NewFight(v, c, v.GetInfo().PetList, c.GetInfo().PetList, func(foi model.FightOverInfo) {
_, err = fight.NewFight(v, c, v.GetPetInfo(100), c.GetPetInfo(100), func(foi model.FightOverInfo) {
//println("好友对战测试", foi.Reason)
@@ -78,7 +78,7 @@ func (h Controller) OnPlayerHandleFightInvite(data *fight.HandleFightInviteInbou
}
// 邀请其他人进行战斗
func (h Controller) OnPlayerInviteOtherFight(data *fight.InviteToFightInboundInfo, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
func (h Controller) OnPlayerInviteOtherFight(data *InviteToFightInboundInfo, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
if c.IsArenaPVPLocked() {
return nil, errorcode.ErrorCodes.ErrSystemError
}
@@ -103,7 +103,7 @@ func (h Controller) OnPlayerInviteOtherFight(data *fight.InviteToFightInboundInf
}
// 取消队列
func (h Controller) OnPlayerCanceledOtherInviteFight(data *fight.InviteFightCancelInboundInfo, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
func (h Controller) OnPlayerCanceledOtherInviteFight(data *InviteFightCancelInboundInfo, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
atomic.StoreUint32(&c.Fightinfo.Mode, 0) //设置状态为0
return
}

View File

@@ -0,0 +1,91 @@
package controller
import (
"blazing/modules/player/model"
"blazing/logic/service/fight"
"blazing/logic/service/fight/pvp"
"blazing/logic/service/player"
)
func (h Controller) relayRemoteFightCommand(c *player.Player, cmd uint32, data any) bool {
if c == nil || c.FightC == nil || cmd == 0 {
return false
}
remote, ok := c.GetFightController().(*pvp.RemoteFightProxy)
if !ok || remote == nil {
return false
}
return remote.RelayClientCommand(cmd, data)
}
// dispatchFightActionEnvelope 把控制器层收到的统一动作结构分发回现有 FightI 接口。
func (h Controller) dispatchFightActionEnvelope(c *player.Player, envelope fight.FightActionEnvelope) {
if c == nil || c.FightC == nil {
return
}
switch envelope.ActionType {
case fight.FightActionTypeSkill:
go c.UseSkillAt(envelope.SkillID, envelope.ActorIndex, envelope.EncodedTargetIndex())
case fight.FightActionTypeItem:
go c.UseItemAt(envelope.CatchTime, envelope.ItemID, envelope.ActorIndex, envelope.EncodedTargetIndex())
case fight.FightActionTypeChange:
go c.ChangePetAt(envelope.CatchTime, envelope.ActorIndex)
case fight.FightActionTypeEscape:
go c.Over(model.BattleOverReason.PlayerEscape)
case fight.FightActionTypeChat:
go c.Chat(envelope.Chat)
}
}
// buildLegacyUseSkillEnvelope 把旧 2405 技能包映射成统一动作结构。
func buildLegacyUseSkillEnvelope(data *UseSkillInInfo) fight.FightActionEnvelope {
if data == nil {
return fight.NewSkillActionEnvelope(0, 0, 0, fight.SkillTargetOpponent, 0)
}
return fight.NewSkillActionEnvelope(data.SkillId, 0, 0, fight.SkillTargetOpponent, 0)
}
// buildIndexedUseSkillEnvelope 把 7505 多战位技能包映射成统一动作结构。
func buildIndexedUseSkillEnvelope(data *UseSkillAtInboundInfo) fight.FightActionEnvelope {
if data == nil {
return fight.NewSkillActionEnvelope(0, 0, 0, fight.SkillTargetOpponent, 0)
}
return fight.NewSkillActionEnvelope(
data.SkillId,
int(data.ActorIndex),
int(data.TargetIndex),
data.TargetRelation,
data.AtkType,
)
}
// buildLegacyUseItemEnvelope 把旧 2406 道具包映射成统一动作结构。
func buildLegacyUseItemEnvelope(data *UsePetItemInboundInfo) fight.FightActionEnvelope {
if data == nil {
return fight.NewItemActionEnvelope(0, 0, 0, 0, fight.SkillTargetOpponent)
}
return fight.NewItemActionEnvelope(data.CatchTime, data.ItemId, 0, 0, fight.SkillTargetOpponent)
}
// buildLegacyChangeEnvelope 把旧 2407 切宠包映射成统一动作结构。
func buildLegacyChangeEnvelope(data *ChangePetInboundInfo) fight.FightActionEnvelope {
if data == nil {
return fight.NewChangeActionEnvelope(0, 0)
}
return fight.NewChangeActionEnvelope(data.CatchTime, 0)
}
// buildLegacyEscapeEnvelope 构造旧 2410 逃跑包对应的统一动作结构。
func buildLegacyEscapeEnvelope() fight.FightActionEnvelope {
return fight.NewEscapeActionEnvelope()
}
// buildChatEnvelope 把战斗聊天包映射成统一动作结构。
func buildChatEnvelope(data *ChatInfo) fight.FightActionEnvelope {
if data == nil {
return fight.NewChatActionEnvelope("")
}
return fight.NewChatActionEnvelope(data.Message)
}

View File

@@ -13,7 +13,6 @@ import (
"sync/atomic"
"github.com/gogf/gf/v2/util/gconv"
"github.com/jinzhu/copier"
)
@@ -36,7 +35,7 @@ type towerChoiceState struct {
}
// 暗黑门进入boss
func (h Controller) FreshOpen(data *fight.C2S_OPEN_DARKPORTAL, c *player.Player) (result *fight.S2C_OPEN_DARKPORTAL, err errorcode.ErrorCode) {
func (h Controller) OpenDarkPortal(data *C2S_OPEN_DARKPORTAL, c *player.Player) (result *fight.S2C_OPEN_DARKPORTAL, err errorcode.ErrorCode) {
result = &fight.S2C_OPEN_DARKPORTAL{}
towerBosses := service.NewTower110Service().Boss(uint32(data.Level))
@@ -56,8 +55,8 @@ func (h Controller) FreshOpen(data *fight.C2S_OPEN_DARKPORTAL, c *player.Player)
return result, 0
}
// FreshChoiceFightLevel 处理玩家选择挑战模式(试炼之塔或勇者之塔)
func (h Controller) FreshChoiceFightLevel(data *fight.C2S_FRESH_CHOICE_FIGHT_LEVEL, c *player.Player) (result *fight.S2C_FreshChoiceLevelRequestInfo, err errorcode.ErrorCode) {
// ChooseTowerFightLevel 处理玩家选择挑战模式(试炼之塔或勇者之塔)
func (h Controller) ChooseTowerFightLevel(data *C2S_FRESH_CHOICE_FIGHT_LEVEL, c *player.Player) (result *fight.S2C_FreshChoiceLevelRequestInfo, err errorcode.ErrorCode) {
result = &fight.S2C_FreshChoiceLevelRequestInfo{}
c.Info.CurrentFreshStage = utils.Max(c.Info.CurrentFreshStage, 1)
c.Info.CurrentStage = utils.Max(c.Info.CurrentStage, 1)
@@ -82,7 +81,8 @@ func (h Controller) FreshChoiceFightLevel(data *fight.C2S_FRESH_CHOICE_FIGHT_LEV
return result, 0
}
func (h Controller) FreshLeaveFightLevel(data *fight.FRESH_LEAVE_FIGHT_LEVEL, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
// LeaveTowerFightLevel 处理控制器请求。
func (h Controller) LeaveTowerFightLevel(data *FRESH_LEAVE_FIGHT_LEVEL, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
_ = data
defer c.GetSpace().EnterMap(c)
@@ -92,7 +92,8 @@ func (h Controller) FreshLeaveFightLevel(data *fight.FRESH_LEAVE_FIGHT_LEVEL, c
return result, 0
}
func (h Controller) PetTawor(data *fight.StartTwarInboundInfo, c *player.Player) (result *fight.S2C_ChoiceLevelRequestInfo, err errorcode.ErrorCode) {
// StartTowerFight 处理控制器请求。
func (h Controller) StartTowerFight(data *StartTwarInboundInfo, c *player.Player) (result *fight.S2C_ChoiceLevelRequestInfo, err errorcode.ErrorCode) {
if err = c.CanFight(); err != 0 {
return nil, err
}
@@ -110,7 +111,7 @@ func (h Controller) PetTawor(data *fight.StartTwarInboundInfo, c *player.Player)
result = &fight.S2C_ChoiceLevelRequestInfo{CurFightLevel: currentLevel}
appendTowerNextBossPreview(&result.BossID, bossList)
monsterInfo, ok := buildTowerMonsterInfo(currentBoss)
monsterInfo, bossScript, ok := buildTowerMonsterInfo(currentBoss)
if !ok {
return nil, errorcode.ErrorCodes.ErrPokemonNotExists
}
@@ -119,6 +120,7 @@ func (h Controller) PetTawor(data *fight.StartTwarInboundInfo, c *player.Player)
c.Fightinfo.Status = fightinfo.BattleMode.FIGHT_WITH_NPC
ai := player.NewAI_player(monsterInfo)
ai.BossScript = bossScript
_, err = fight.NewFight(c, ai, c.GetPetInfo(100), ai.GetPetInfo(0), func(foi model.FightOverInfo) {
if foi.Reason != 0 || foi.WinnerId != c.Info.UserID {
return
@@ -195,46 +197,22 @@ func appendTowerNextBossPreview(dst *[]uint32, bossList []configmodel.BaseTowerC
}
}
func buildTowerMonsterInfo(towerBoss configmodel.BaseTowerConfig) (*model.PlayerInfo, bool) {
func buildTowerMonsterInfo(towerBoss configmodel.BaseTowerConfig) (*model.PlayerInfo, string, bool) {
bosses := service.NewBossService().Get(towerBoss.BossIds[0])
if len(bosses) == 0 {
return nil, false
return nil, "", false
}
monsterInfo := &model.PlayerInfo{Nick: towerBoss.Name}
for i, boss := range bosses {
monster := model.GenPetInfo(int(boss.MonID), 24, int(boss.Nature), 0, int(boss.Lv), nil, 0)
if boss.Hp != 0 {
monster.Hp = uint32(boss.Hp)
monster.MaxHp = uint32(boss.Hp)
}
for statIdx, prop := range boss.Prop {
if prop != 0 {
monster.Prop[statIdx] = prop
}
}
for skillIdx := 0; skillIdx < len(monster.SkillList) && skillIdx < len(boss.SKill); skillIdx++ {
if boss.SKill[skillIdx] != 0 {
monster.SkillList[skillIdx].ID = boss.SKill[skillIdx]
}
}
effects := service.NewEffectService().Args(boss.Effect)
for _, effect := range effects {
monster.EffectInfo = append(monster.EffectInfo, model.PetEffectInfo{
Idx: uint16(effect.ID),
EID: gconv.Uint16(effect.Eid),
Args: gconv.Ints(effect.Args),
})
}
monster.ConfigBoss(boss.PetBaseConfig)
appendPetEffects(monster, boss.Effect)
monster.CatchTime = uint32(i)
monsterInfo.PetList = append(monsterInfo.PetList, *monster)
}
return monsterInfo, true
return monsterInfo, bosses[0].Script, true
}
func handleTowerFightWin(c *player.Player, cmd uint32, taskID int, currentLevel uint32) {

View File

@@ -1,11 +1,12 @@
package controller
import (
"blazing/common/rpc"
"blazing/common/socket/errorcode"
"blazing/cool"
"blazing/logic/service/common"
"blazing/logic/service/fight"
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/pvp"
"blazing/logic/service/player"
"context"
)
@@ -15,17 +16,60 @@ type PetTOPLEVELnboundInfo struct {
Head common.TomeeHeader `cmd:"2458" struc:"skip"`
Mode uint32 //巅峰赛对战模式 19 = 普通模式单精灵 20 = 普通模式多精灵
TianxuanPetIDsLen uint32 `struc:"sizeof=TianxuanPetIDs"`
TianxuanPetIDs []uint32 `json:"tianxuanPetIds"`
}
func (h Controller) JoINtop(data *PetTOPLEVELnboundInfo, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
cool.RedisDo(context.TODO(), "sun:join", info.RPCFightinfo{
PlayerID: c.Info.UserID,
Mode: data.Mode,
Type: 1,
})
// // 类型断言为 UniversalClient
// universalClient, _ := client.(goredis.UniversalClient)
// repo.NewPlayerRepository(universalClient).AddPlayerToPool(context.TODO(), data.Head.UserID, 1)
// JoinPeakQueue 处理控制器请求。
func (h Controller) JoinPeakQueue(data *PetTOPLEVELnboundInfo, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
err = pvp.JoinPeakQueue(c, data.Mode)
if err != 0 {
return nil, err
}
if Maincontroller.RPCClient == nil || Maincontroller.RPCClient.MatchJoinOrUpdate == nil {
pvp.CancelPeakQueue(c)
return nil, errorcode.ErrorCodes.ErrSystemBusyTryLater
}
fightMode, status, err := pvp.NormalizePeakMode(data.Mode)
if err != 0 {
pvp.CancelPeakQueue(c)
return nil, err
}
joinPayload := rpc.PVPMatchJoinPayload{
RuntimeServerID: h.UID,
UserID: c.Info.UserID,
Nick: c.Info.Nick,
FightMode: fightMode,
Status: status,
IsVip: cool.Config.ServerInfo.IsVip,
IsDebug: cool.Config.ServerInfo.IsDebug,
CatchTimes: pvp.AvailableCatchTimes(c.GetPetInfo(0)),
}
ctx, cancel := context.WithTimeout(context.Background(), rpc.ClientCallTimeout)
defer cancel()
if callErr := Maincontroller.RPCClient.MatchJoinOrUpdate(ctx, joinPayload); callErr != nil {
pvp.CancelPeakQueue(c)
return nil, errorcode.ErrorCodes.ErrSystemBusyTryLater
}
return nil, -1
}
// CancelPeakQueue 处理控制器请求。
func (h Controller) CancelPeakQueue(data *PeakQueueCancelInboundInfo, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
if Maincontroller.RPCClient != nil && Maincontroller.RPCClient.MatchCancel != nil {
ctx, cancel := context.WithTimeout(context.Background(), rpc.ClientCallTimeout)
_ = Maincontroller.RPCClient.MatchCancel(ctx, c.Info.UserID)
cancel()
}
pvp.CancelPeakQueue(c)
return nil, -1
}
// SubmitPeakBanPick 处理控制器请求。
func (h Controller) SubmitPeakBanPick(data *PeakBanPickSubmitInboundInfo, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
err = pvp.SubmitBanPick(c, data.SelectedCatchTimes, data.BanCatchTimes)
if err != 0 {
return nil, err
}
return nil, -1
}

View File

@@ -1,24 +1,25 @@
package controller
import (
"blazing/common/data"
"blazing/common/socket/errorcode"
"blazing/modules/player/model"
"sync/atomic"
"blazing/logic/service/common"
"blazing/logic/service/fight"
"blazing/logic/service/fight/info"
"blazing/logic/service/player"
"blazing/logic/service/space"
)
// ARENA_SET_OWENR 定义请求或响应数据结构。
type ARENA_SET_OWENR struct {
Head common.TomeeHeader `cmd:"2417" struc:"skip"`
}
// ArenaSetOwner 处理玩家占据擂台的请求
// public static const ARENA_SET_OWENR:uint = 2417;
// 如果星际擂台上无人,站到星际擂台的包
// 前端到后端无数据内容 空包
// 后端到前端无数据内容 空包
// ArenaSetOwner 都需要通过2419包广播更新擂台状态
func (h Controller) ArenaSetOwner(data *fight.ARENA_SET_OWENR, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
func (h Controller) ArenaSetOwner(data *ARENA_SET_OWENR, c *player.Player) (result *struct{}, err errorcode.ErrorCode) {
r := c.CanFight()
if r != 0 {
return nil, r
@@ -35,12 +36,15 @@ func (h Controller) ArenaSetOwner(data *fight.ARENA_SET_OWENR, c *player.Player)
return nil, errorcode.ErrorCodes.ErrChampionExists
}
// ARENA_FIGHT_OWENR 定义请求或响应数据结构。
type ARENA_FIGHT_OWENR struct {
Head common.TomeeHeader `cmd:"2418" struc:"skip"`
}
// ArenaFightOwner 挑战擂台的包
// 前端到后端无数据内容 空包
// 后端到前端无数据内容 空包
// 还是后端主动发送2503的包给双方前端后 等待前端加载完毕 主动发送2404包通知后端开始战斗
// ArenaFightOwner 并不会通知对方是否接受挑战。只要有人挑战就直接进入对战
func (h Controller) ArenaFightOwner(data1 *fight.ARENA_FIGHT_OWENR, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
func (h Controller) ArenaFightOwner(data1 *ARENA_FIGHT_OWENR, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
r := c.CanFight()
if r != 0 {
@@ -86,12 +90,9 @@ func (h Controller) ArenaFightOwner(data1 *fight.ARENA_FIGHT_OWENR, c *player.Pl
if addev != 0 {
c.Info.EVPool += addev
c.SendPackCmd(8004, &info.S2C_GET_BOSS_MONSTER{ //发送EV
ItemList: []data.ItemInfo{{
ItemId: 9,
ItemCnt: int64(addev),
}},
})
rewards := &info.S2C_GET_BOSS_MONSTER{}
rewards.AddItem(9, uint32(addev))
c.SendPackCmd(8004, rewards) //发送EV
}
} else {
@@ -102,12 +103,9 @@ func (h Controller) ArenaFightOwner(data1 *fight.ARENA_FIGHT_OWENR, c *player.Pl
if addev != 0 {
c.GetSpace().Owner.ARENA_Player.GetInfo().EVPool += addev
c.GetSpace().Owner.ARENA_Player.SendPackCmd(8004, &info.S2C_GET_BOSS_MONSTER{ //发送EV
ItemList: []data.ItemInfo{{
ItemId: 9,
ItemCnt: int64(addev),
}},
})
rewards := &info.S2C_GET_BOSS_MONSTER{}
rewards.AddItem(9, uint32(addev))
c.GetSpace().Owner.ARENA_Player.SendPackCmd(8004, rewards) //发送EV
}
}
@@ -141,17 +139,15 @@ func (h Controller) ArenaFightOwner(data1 *fight.ARENA_FIGHT_OWENR, c *player.Pl
// ArenaGetInfo 获取星际擂台信息的包 进入空间站地图前端会发送请求包 或者 有人站到星际擂台上后 广播回包
// 前端到后端无数据内容
// ArenaGetInfo 后端到前端
func (h Controller) ArenaGetInfo(data *fight.ARENA_GET_INFO, c *player.Player) (result *space.ARENA, err errorcode.ErrorCode) {
func (h Controller) ArenaGetInfo(data *ARENA_GET_INFO, c *player.Player) (result *space.ARENA, err errorcode.ErrorCode) {
result = &c.GetSpace().Owner
return
}
// ArenaUpfight 放弃擂台挑战的包
// 前端到后端无数据内容
// 后端到前端无数据内容
// ArenaUpfight 都需要通过2419包广播更新擂台状态
func (h Controller) ArenaUpfight(data *fight.ARENA_UPFIGHT, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
// LeaveArena 放弃擂台挑战的包
// LeaveArena 都需要通过2419包广播更新擂台状态
func (h Controller) LeaveArena(data *ARENA_UPFIGHT, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
//原子操作,修改擂台状态
if atomic.LoadUint32(&c.GetSpace().Owner.UserID) != c.GetInfo().UserID { //说明已经有人了
return nil, errorcode.ErrorCodes.ErrChampionCannotCancel
@@ -168,12 +164,12 @@ func (h Controller) ArenaUpfight(data *fight.ARENA_UPFIGHT, c *player.Player) (r
}
// ArenaOwnerAcce 此包为擂台战对战结束后 胜方前端会发送给后端 具体作用为通知后端发送2419包更新擂台信息。
// ConfirmArenaFightResult 此包为擂台战对战结束后 胜方前端会发送给后端 具体作用为通知后端发送2419包更新擂台信息。
// 前端到后端无数据内容
// 后端到前端无数据内容
// public static const ARENA_OWENR_OUT:uint = 2423;
// ArenaOwnerAcce 此包不清楚具体怎么触发 但已知此包为后端主动发送。不清楚什么情况下回用到
func (h Controller) ArenaOwnerAcce(data *fight.ARENA_OWENR_ACCE, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
// ConfirmArenaFightResult 此包不清楚具体怎么触发 但已知此包为后端主动发送。不清楚什么情况下回用到
func (h Controller) ConfirmArenaFightResult(data *ARENA_OWENR_ACCE, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
s := c.GetSpace()

View File

@@ -0,0 +1,198 @@
package controller
import "blazing/logic/service/common"
// FightNpcMonsterInboundInfo 定义请求或响应数据结构。
type FightNpcMonsterInboundInfo struct {
Head common.TomeeHeader `cmd:"2408" struc:"skip"`
Number uint32 `fieldDesc:"地图刷新怪物结构体对应的序号 1 - 9 的位置序号" `
}
// ChallengeBossInboundInfo 定义请求或响应数据结构。
type ChallengeBossInboundInfo struct {
Head common.TomeeHeader `cmd:"2411" struc:"skip"`
BossId uint32 `json:"bossId"`
}
// ReadyToFightInboundInfo 定义请求或响应数据结构。
type ReadyToFightInboundInfo struct {
Head common.TomeeHeader `cmd:"2404" struc:"skip"`
}
// GroupReadyFightFinishInboundInfo 旧组队协议准备完成。
type GroupReadyFightFinishInboundInfo struct {
Head common.TomeeHeader `cmd:"7556" struc:"skip"`
}
type GroupUseSkillInboundInfo struct {
Head common.TomeeHeader `cmd:"7558" struc:"skip"`
ActorIndex uint8
TargetSide uint8
TargetPos uint8
SkillId uint32
}
type GroupUseItemInboundInfo struct {
Head common.TomeeHeader `cmd:"7562" struc:"skip"`
ActorIndex uint8
ItemId uint32
}
type GroupChangePetInboundInfo struct {
Head common.TomeeHeader `cmd:"7563" struc:"skip"`
ActorIndex uint8
CatchTime uint32
}
type GroupEscapeInboundInfo struct {
Head common.TomeeHeader `cmd:"7565" struc:"skip"`
ActorIndex uint8
}
type GroupFightWinCloseInboundInfo struct {
Head common.TomeeHeader `cmd:"7574" struc:"skip"`
}
type GroupFightTimeoutExitInboundInfo struct {
Head common.TomeeHeader `cmd:"7587" struc:"skip"`
}
// EscapeFightInboundInfo 定义请求或响应数据结构。
type EscapeFightInboundInfo struct {
Head common.TomeeHeader `cmd:"2410" struc:"skip"`
}
// StartPetWarInboundInfo 定义请求或响应数据结构。
type StartPetWarInboundInfo struct {
Head common.TomeeHeader `cmd:"2431" struc:"skip"`
}
// StartTwarInboundInfo 定义请求或响应数据结构。
type StartTwarInboundInfo struct {
Head common.TomeeHeader `cmd:"2429|2415|2425" struc:"skip"`
}
// ARENA_GET_INFO 定义请求或响应数据结构。
type ARENA_GET_INFO struct {
Head common.TomeeHeader `cmd:"2419" struc:"skip"`
}
// ARENA_UPFIGHT 定义请求或响应数据结构。
type ARENA_UPFIGHT struct {
Head common.TomeeHeader `cmd:"2420" struc:"skip"`
}
// ARENA_OWENR_ACCE 定义请求或响应数据结构。
type ARENA_OWENR_ACCE struct {
Head common.TomeeHeader `cmd:"2422" struc:"skip"`
}
// PetKingJoinInboundInfo 定义请求或响应数据结构。
type PetKingJoinInboundInfo struct {
Head common.TomeeHeader `cmd:"2413" struc:"skip"`
Type uint32
FightType uint32
}
// PeakQueueCancelInboundInfo 定义请求或响应数据结构。
type PeakQueueCancelInboundInfo struct {
Head common.TomeeHeader `cmd:"2459" struc:"skip"`
}
// PeakBanPickSubmitInboundInfo 定义请求或响应数据结构。
type PeakBanPickSubmitInboundInfo struct {
Head common.TomeeHeader `cmd:"2460" struc:"skip"`
SelectedCatchTimesLen uint32 `struc:"sizeof=SelectedCatchTimes"`
SelectedCatchTimes []uint32 `json:"selectedCatchTimes"`
BanCatchTimesLen uint32 `struc:"sizeof=BanCatchTimes"`
BanCatchTimes []uint32 `json:"banCatchTimes"`
}
// HandleFightInviteInboundInfo 定义请求或响应数据结构。
type HandleFightInviteInboundInfo struct {
Head common.TomeeHeader `cmd:"2403" struc:"skip"`
UserID uint32 `json:"userId" codec:"userId,uint"`
Flag uint32 `json:"flag" codec:"flag,uint"`
Mode uint32 `json:"mode" codec:"mode,uint"`
}
// InviteToFightInboundInfo 定义请求或响应数据结构。
type InviteToFightInboundInfo struct {
Head common.TomeeHeader `cmd:"2401" struc:"skip"`
UserID uint32
Mode uint32
}
// InviteFightCancelInboundInfo 定义请求或响应数据结构。
type InviteFightCancelInboundInfo struct {
Head common.TomeeHeader `cmd:"2402" struc:"skip"`
}
// UseSkillInInfo 定义请求或响应数据结构。
type UseSkillInInfo struct {
Head common.TomeeHeader `cmd:"2405" struc:"skip"`
SkillId uint32
}
// UseSkillAtInboundInfo 定义请求或响应数据结构。
type UseSkillAtInboundInfo struct {
Head common.TomeeHeader `cmd:"7505" struc:"skip"`
SkillId uint32 `json:"skillId"`
ActorIndex uint8 `json:"actorIndex"`
TargetIndex uint8 `json:"targetIndex"`
TargetRelation uint8 `json:"targetRelation"`
AtkType uint8 `json:"atkType"`
}
// ChangePetInboundInfo 定义请求或响应数据结构。
type ChangePetInboundInfo struct {
Head common.TomeeHeader `cmd:"2407" struc:"skip"`
CatchTime uint32 `json:"catchTime"`
}
// CatchMonsterInboundInfo 定义请求或响应数据结构。
type CatchMonsterInboundInfo struct {
Head common.TomeeHeader `cmd:"2409" struc:"skip"`
CapsuleId uint32 `json:"capsuleId" fieldDescription:"胶囊id" uint:"true"`
}
// LoadPercentInboundInfo 定义请求或响应数据结构。
type LoadPercentInboundInfo struct {
Head common.TomeeHeader `cmd:"2441" struc:"skip"`
Percent uint32 `fieldDescription:"加载百分比"`
}
// UsePetItemInboundInfo 定义请求或响应数据结构。
type UsePetItemInboundInfo struct {
Head common.TomeeHeader `cmd:"2406" struc:"skip"`
CatchTime uint32 `description:"精灵捕获时间" codec:"catchTime"`
ItemId uint32 `description:"使用的物品ID" codec:"itemId"`
Reversed1 uint32 `description:"填充字段 0" codec:"reversed1"`
}
// ChatInfo 定义请求或响应数据结构。
type ChatInfo struct {
Head common.TomeeHeader `cmd:"50002" struc:"skip"`
Reserve uint32 `json:"reserve" fieldDescription:"填充 默认值为0" uint:"true"`
MessageLen uint32 `struc:"sizeof=Message"`
Message string `json:"message" fieldDescription:"消息内容, 结束符为utf-8的数字0"`
}
// C2S_FRESH_CHOICE_FIGHT_LEVEL 定义请求或响应数据结构。
type C2S_FRESH_CHOICE_FIGHT_LEVEL struct {
Head common.TomeeHeader `cmd:"2428|2414" struc:"skip"`
Level uint `json:"level"`
}
// C2S_OPEN_DARKPORTAL 定义请求或响应数据结构。
type C2S_OPEN_DARKPORTAL struct {
Head common.TomeeHeader `cmd:"2424" struc:"skip"`
Level uint32 `json:"level"`
}
// FRESH_LEAVE_FIGHT_LEVEL 定义请求或响应数据结构。
type FRESH_LEAVE_FIGHT_LEVEL struct {
Head common.TomeeHeader `cmd:"2430|2416|2426" struc:"skip"`
}

View File

@@ -0,0 +1,61 @@
package controller
import "blazing/logic/service/common"
// SeeOnlineInboundInfo 定义请求或响应数据结构。
type SeeOnlineInboundInfo struct {
Head common.TomeeHeader `cmd:"2157" struc:"skip"`
UserIdsLen uint32 `json:"userIdsLen" struc:"sizeof=UserIds"`
UserIds []uint32 `json:"userIds" `
}
// FriendAddInboundInfo 定义请求或响应数据结构。
type FriendAddInboundInfo struct {
Head common.TomeeHeader `cmd:"2151" struc:"skip"`
UserID uint32 `json:"userID"`
}
// FriendAnswerInboundInfo 定义请求或响应数据结构。
type FriendAnswerInboundInfo struct {
Head common.TomeeHeader `cmd:"2152" struc:"skip"`
UserID uint32 `json:"userID"`
Flag uint32 `json:"flag"`
}
// FriendRemoveInboundInfo 定义请求或响应数据结构。
type FriendRemoveInboundInfo struct {
Head common.TomeeHeader `cmd:"2153" struc:"skip"`
UserID uint32 `json:"userID"`
}
// AcceptTaskInboundInfo 定义请求或响应数据结构。
type AcceptTaskInboundInfo struct {
Head common.TomeeHeader `cmd:"2201|2231" struc:"skip"`
TaskId uint32 `json:"taskId" description:"任务ID"`
}
// AddTaskBufInboundInfo 定义请求或响应数据结构。
type AddTaskBufInboundInfo struct {
Head common.TomeeHeader `cmd:"2204|2235" struc:"skip"`
TaskId uint32 `json:"taskId" description:"任务ID"`
TaskList []uint32 `struc:"[20]byte"`
}
// CompleteTaskInboundInfo 定义请求或响应数据结构。
type CompleteTaskInboundInfo struct {
Head common.TomeeHeader `cmd:"2202|2233" struc:"skip"`
TaskId uint32 `json:"taskId" description:"任务ID"`
OutState uint32 `json:"outState" `
}
// GetTaskBufInboundInfo 定义请求或响应数据结构。
type GetTaskBufInboundInfo struct {
Head common.TomeeHeader `cmd:"2203|2234" struc:"skip"`
TaskId uint32 `json:"taskId" description:"任务ID"`
}
// DeleteTaskInboundInfo 定义请求或响应数据结构。
type DeleteTaskInboundInfo struct {
Head common.TomeeHeader `cmd:"2205|2232" struc:"skip"`
TaskId uint32 `json:"taskId" description:"任务ID"`
}

View File

@@ -0,0 +1,102 @@
package controller
import "blazing/logic/service/common"
// BuyInboundInfo 定义请求或响应数据结构。
type BuyInboundInfo struct {
Head common.TomeeHeader `cmd:"2601" struc:"skip"`
ItemId int64 `struc:"uint32"`
Count int64 `struc:"uint32"`
}
// BuyMultiInboundInfo 定义请求或响应数据结构。
type BuyMultiInboundInfo struct {
Head common.TomeeHeader `cmd:"2606" struc:"skip"`
ItemListLen uint32 `struc:"sizeof=ItemIds"`
ItemIds []uint32 `json:"itemIds" description:"购买的物品ID列表"`
}
// C2S_GOLD_BUY_PRODUCT 定义请求或响应数据结构。
type C2S_GOLD_BUY_PRODUCT struct {
Head common.TomeeHeader `cmd:"1104" struc:"skip"`
Type uint32 `json:"type"`
ProductID uint32 `json:"product_id"`
Count int64 `struc:"uint32"`
}
// ItemListInboundInfo 定义请求或响应数据结构。
type ItemListInboundInfo struct {
Head common.TomeeHeader `cmd:"2605|4475" struc:"skip"`
Param1 uint32
Param2 uint32
Param3 uint32
}
// GoldOnlineRemainInboundInfo 定义请求或响应数据结构。
type GoldOnlineRemainInboundInfo struct {
Head common.TomeeHeader `cmd:"1105|1106" struc:"skip"`
}
// ExpTotalRemainInboundInfo 定义请求或响应数据结构。
type ExpTotalRemainInboundInfo struct {
Head common.TomeeHeader `cmd:"2319" struc:"skip"`
}
// ChangePlayerClothInboundInfo 定义请求或响应数据结构。
type ChangePlayerClothInboundInfo struct {
Head common.TomeeHeader `cmd:"2604" struc:"skip"`
ClothesLen uint32 `struc:"sizeof=ClothList" fieldDesc:"穿戴装备的信息" json:"clothes_len"`
ClothList []uint32 `description:"玩家装备列表" codec:"list"`
}
// TalkCountInboundInfo 定义请求或响应数据结构。
type TalkCountInboundInfo struct {
Head common.TomeeHeader `cmd:"2701" struc:"skip"`
ID uint32 `description:"奖品的Type, 即ID" codec:"uint"`
}
// TalkCateInboundInfo 定义请求或响应数据结构。
type TalkCateInboundInfo struct {
Head common.TomeeHeader `cmd:"2702" struc:"skip"`
ID uint32 `description:"奖品的Type, 即ID" codec:"uint"`
}
// C2S_USE_PET_ITEM_OUT_OF_FIGHT 定义请求或响应数据结构。
type C2S_USE_PET_ITEM_OUT_OF_FIGHT struct {
Head common.TomeeHeader `cmd:"2326" struc:"skip"`
CatchTime uint32 `json:"catch_time"`
ItemID int32 `struc:"uint32"`
}
// C2S_PET_RESET_NATURE 定义请求或响应数据结构。
type C2S_PET_RESET_NATURE struct {
Head common.TomeeHeader `cmd:"2343" struc:"skip"`
CatchTime uint32
Nature uint32
ItemId uint32
}
// C2S_ITEM_SALE 定义请求或响应数据结构。
type C2S_ITEM_SALE struct {
Head common.TomeeHeader `cmd:"2602" struc:"skip"`
ItemId uint32
Amount uint32
}
// C2S_USE_SPEEDUP_ITEM 定义请求或响应数据结构。
type C2S_USE_SPEEDUP_ITEM struct {
Head common.TomeeHeader `cmd:"2327" struc:"skip"`
ItemID uint32
}
// C2S_USE_ENERGY_XISHOU 定义请求或响应数据结构。
type C2S_USE_ENERGY_XISHOU struct {
Head common.TomeeHeader `cmd:"2331" struc:"skip"`
ItemID uint32
}
// C2S_USE_AUTO_FIGHT_ITEM 定义请求或响应数据结构。
type C2S_USE_AUTO_FIGHT_ITEM struct {
Head common.TomeeHeader `cmd:"2329" struc:"skip"`
ItemID uint32
}

View File

@@ -0,0 +1,126 @@
package controller
import (
"blazing/logic/service/common"
"blazing/modules/player/model"
)
// EnterMapInboundInfo 定义请求或响应数据结构。
type EnterMapInboundInfo struct {
Head common.TomeeHeader `cmd:"2001" struc:"skip"`
MapType uint32
MapId uint32
Point model.Pos `fieldDesc:"直接给坐标xy"`
}
// GetMapHotInboundInfo 定义请求或响应数据结构。
type GetMapHotInboundInfo struct {
Head common.TomeeHeader `cmd:"1004" struc:"skip"`
}
// LeaveMapInboundInfo 定义请求或响应数据结构。
type LeaveMapInboundInfo struct {
Head common.TomeeHeader `cmd:"2002" struc:"skip"`
}
// ListMapPlayerInboundInfo 定义请求或响应数据结构。
type ListMapPlayerInboundInfo struct {
Head common.TomeeHeader `cmd:"2003" struc:"skip"`
}
// AttackBossInboundInfo 定义请求或响应数据结构。
type AttackBossInboundInfo struct {
Head common.TomeeHeader `cmd:"2412" struc:"skip"`
}
// WalkInInfo 定义请求或响应数据结构。
type WalkInInfo struct {
Head common.TomeeHeader `cmd:"2101" struc:"skip"`
Flag uint32
Point model.Pos `fieldDesc:"直接给坐标xy"`
PathLen uint32 `struc:"sizeof=Path"`
Path string
}
// FitmentUseringInboundInfo 定义请求或响应数据结构。
type FitmentUseringInboundInfo struct {
Head common.TomeeHeader `cmd:"10006" struc:"skip"`
TargetUserID uint32 `json:"targetUserId"`
}
// PetRoomListInboundInfo 定义请求或响应数据结构。
type PetRoomListInboundInfo struct {
Head common.TomeeHeader `cmd:"2324" struc:"skip"`
TargetUserID uint32 `json:"targetUserId"`
}
// FitmentAllInboundEmpty 定义请求或响应数据结构。
type FitmentAllInboundEmpty struct {
Head common.TomeeHeader `cmd:"10007" struc:"skip"`
}
// SET_FITMENT 定义请求或响应数据结构。
type SET_FITMENT struct {
Head common.TomeeHeader `cmd:"10008" struc:"skip"`
RoomID uint32 `json:"roomID"`
FitmentsLen uint32 `json:"fitmentsLen" struc:"sizeof=Fitments"`
Fitments []model.FitmentShowInfo `json:"usedList"`
}
// C2S_PetShowList 定义请求或响应数据结构。
type C2S_PetShowList struct {
CatchTime uint32 `json:"catchTime"`
PetID uint32 `json:"petID"`
}
// C2S_PET_ROOM_SHOW 定义请求或响应数据结构。
type C2S_PET_ROOM_SHOW struct {
Head common.TomeeHeader `cmd:"2323" struc:"skip"`
PetShowInfoLen uint32 `json:"PetShowInfoLen" struc:"sizeof=PetShowList"`
PetShowList []C2S_PetShowList `json:"PetShowList"`
}
// C2S_RoomPetInfo 定义请求或响应数据结构。
type C2S_RoomPetInfo struct {
Head common.TomeeHeader `cmd:"2325" struc:"skip"`
UserID uint32 `json:"userID"`
CatchTime uint32 `json:"catchTime"`
}
// C2S_RoomPetShowToggle 基地展示精灵添加/移除请求
type C2S_RoomPetShowToggle struct {
Head common.TomeeHeader `cmd:"2326" struc:"skip"`
CatchTime uint32 `json:"catchTime"`
PetID uint32 `json:"petID"`
Flag uint32 `json:"flag"` // 1=添加展示, 0=移除展示
}
// C2S_BUY_FITMENT 定义请求或响应数据结构。
type C2S_BUY_FITMENT struct {
Head common.TomeeHeader `cmd:"10004" struc:"skip"`
ID uint32 `json:"id"`
Count uint32 `json:"count"`
}
// NonoInboundInfo 定义请求或响应数据结构。
type NonoInboundInfo struct {
Head common.TomeeHeader `cmd:"9003" struc:"skip"`
UserID uint32
}
// NonoFollowOrHomeInInfo 定义请求或响应数据结构。
type NonoFollowOrHomeInInfo struct {
Head common.TomeeHeader `cmd:"9019" struc:"skip"`
Flag uint32 `fieldDescription:"1为跟随 0为收回 且如果为收回 那么后续结构不需要发送" uint:"true"`
}
// SwitchFlyingInboundInfo 定义请求或响应数据结构。
type SwitchFlyingInboundInfo struct {
Head common.TomeeHeader `cmd:"2112" struc:"skip"`
Type uint32 `description:"开关, 0为取消飞行模式, 大于0为开启飞行模式" codec:"auto" uint:"true"`
}
// PetCureInboundInfo 定义请求或响应数据结构。
type PetCureInboundInfo struct {
Head common.TomeeHeader `cmd:"2306" struc:"skip"`
}

View File

@@ -0,0 +1,114 @@
package controller
import "blazing/logic/service/common"
// GetPetInfoInboundInfo 定义请求或响应数据结构。
type GetPetInfoInboundInfo struct {
Head common.TomeeHeader `cmd:"2301" struc:"skip"`
CatchTime uint32
}
// GetUserBagPetInfoInboundEmpty 定义请求或响应数据结构。
type GetUserBagPetInfoInboundEmpty struct {
Head common.TomeeHeader `cmd:"4483" struc:"skip"`
}
// SavePetBagOrderInboundInfo 定义请求或响应数据结构。
type SavePetBagOrderInboundInfo struct {
Head common.TomeeHeader `cmd:"4484" struc:"skip"`
PetListLen uint32 `struc:"int32,sizeof=PetList"`
PetList []uint32
BackupPetListLen uint32 `struc:"int32,sizeof=BackupPetList"`
BackupPetList []uint32
}
// PetReleaseInboundInfo 定义请求或响应数据结构。
type PetReleaseInboundInfo struct {
Head common.TomeeHeader `cmd:"2304" struc:"skip"`
CatchTime uint32
Flag uint32 `json:"flag" fieldDescription:"0为放入仓库1为放入背包" autoCodec:"true" uint:"true"`
}
// PetShowInboundInfo 定义请求或响应数据结构。
type PetShowInboundInfo struct {
Head common.TomeeHeader `cmd:"2305" struc:"skip"`
CatchTime uint32 `codec:"catchTime" inboundMessageType:"Pet_Show"`
Flag uint32 `codec:"flag"`
}
// PetOneCureInboundInfo 定义请求或响应数据结构。
type PetOneCureInboundInfo struct {
Head common.TomeeHeader `cmd:"2310" struc:"skip"`
CatchTime uint32 `json:"catchTime" fieldDescription:"精灵捕捉时间" uint:"true"`
}
// PET_ROWEI 定义请求或响应数据结构。
type PET_ROWEI struct {
Head common.TomeeHeader `cmd:"2321" struc:"skip"`
ID uint32
CatchTime uint32 `json:"catchTime" fieldDescription:"精灵捕捉时间" uint:"true"`
}
// PET_RETRIEVE 定义请求或响应数据结构。
type PET_RETRIEVE struct {
Head common.TomeeHeader `cmd:"2322" struc:"skip"`
CatchTime uint32 `json:"catchTime" fieldDescription:"精灵捕捉时间" uint:"true"`
}
// PetDefaultInboundInfo 定义请求或响应数据结构。
type PetDefaultInboundInfo struct {
Head common.TomeeHeader `cmd:"2308" struc:"skip"`
CatchTime uint32 `json:"catchTime" fieldDescription:"精灵捕捉时间" uint:"true" autoCodec:"true" inboundMessageType:"Pet_Default"`
}
// PetSetExpInboundInfo 定义请求或响应数据结构。
type PetSetExpInboundInfo struct {
Head common.TomeeHeader `cmd:"2318" struc:"skip"`
CatchTime uint32 `fieldDescription:"精灵获取时间" uint:"true" autoCodec:"true"`
Exp int64 `struc:"uint32"`
}
// PetBargeListInboundInfo 定义请求或响应数据结构。
type PetBargeListInboundInfo struct {
Head common.TomeeHeader `cmd:"2309" struc:"skip"`
StartPetId uint32 `description:"开始精灵id" codec:"startPetId"`
EndPetId uint32 `description:"结束精灵id" codec:"endPetId"`
}
// ChangeSkillInfo 定义请求或响应数据结构。
type ChangeSkillInfo struct {
Head common.TomeeHeader `cmd:"2312" struc:"skip"`
CatchTime uint32 `json:"catchTime"`
Reserved uint32 `json:"reserved"`
Reserved1 uint32 `json:"reserved1"`
HasSkill uint32 `json:"hasSkill"`
ReplaceSkill uint32 `json:"replaceSkill"`
}
// C2S_Skill_Sort 定义请求或响应数据结构。
type C2S_Skill_Sort struct {
Head common.TomeeHeader `cmd:"2328" struc:"skip"`
CapTm uint32 `json:"capTm"`
Skill [4]uint32 `json:"skill_1"`
}
// GetPetLearnableSkillsInboundInfo 查询当前精灵可学习技能含额外技能ExtSKill
type GetPetLearnableSkillsInboundInfo struct {
Head common.TomeeHeader `cmd:"52312" struc:"skip"`
CatchTime uint32 `json:"catchTime"`
}
type CommitPetSkillsInboundInfo struct {
Head common.TomeeHeader `cmd:"52313" struc:"skip"`
CatchTime uint32 `json:"catchTime"`
Skill [4]uint32 `json:"skill"`
}
type C2S_PetFusion struct {
Head common.TomeeHeader `cmd:"2351" struc:"skip"`
Mcatchtime uint32 `json:"mcatchtime" msgpack:"mcatchtime"`
Auxcatchtime uint32 `json:"auxcatchtime" msgpack:"auxcatchtime"`
Item1 [4]uint32 `json:"item1" msgpack:"item1"`
GoldItem1 [2]uint32 `json:"gold_item1" msgpack:"gold_item1"`
}

View File

@@ -0,0 +1,111 @@
package controller
import (
"blazing/cool"
"blazing/logic/service/common"
"blazing/modules/player/model"
"context"
"encoding/hex"
"fmt"
"hash/crc32"
)
// MAIN_LOGIN_IN 定义请求或响应数据结构。
type MAIN_LOGIN_IN struct {
Head common.TomeeHeader `cmd:"1001" struc:"skip"`
Sid []byte `struc:"[16]byte"`
}
// CheckSession 校验登录session。
func (l *MAIN_LOGIN_IN) CheckSession() (bool, uint32) {
t1 := hex.EncodeToString(l.Sid)
r, err := cool.CacheManager.Get(context.Background(), fmt.Sprintf("session:%d", l.Head.UserID))
if err != nil {
return false, 0
}
if r.String() != t1 {
return false, 0
}
crc32Table := crc32.MakeTable(crc32.IEEE)
crcValue := crc32.Checksum([]byte(l.Sid), crc32Table)
cool.CacheManager.Remove(context.Background(), fmt.Sprintf("session:%d", l.Head.UserID))
return true, crcValue
}
// SimUserInfoInboundInfo 定义请求或响应数据结构。
type SimUserInfoInboundInfo struct {
Head common.TomeeHeader `cmd:"2051" struc:"skip"`
UserId uint32 `fieldDescription:"米米号" uint:"true" codec:"true"`
}
// MoreUserInfoInboundInfo 定义请求或响应数据结构。
type MoreUserInfoInboundInfo struct {
Head common.TomeeHeader `cmd:"2052" struc:"skip"`
UserId uint32 `fieldDescription:"米米号" uint:"true" codec:"true"`
}
// AimatInboundInfo 定义请求或响应数据结构。
type AimatInboundInfo struct {
Head common.TomeeHeader `cmd:"2104" struc:"skip"`
ItemId uint32 `description:"物品id 射击激光 物品id为0" codec:"auto" uint:"true"`
ShootType uint32 `description:"射击类型 未知 给0" codec:"auto" uint:"true"`
Point model.Pos `description:"射击的坐标 x y" codec:"auto"`
}
// ChatInboundInfo 定义请求或响应数据结构。
type ChatInboundInfo struct {
Head common.TomeeHeader `cmd:"2102" struc:"skip"`
Reserve uint32 `json:"reserve" fieldDescription:"填充 默认值为0" uint:"true"`
MessageLen uint32 `struc:"sizeof=Message"`
Message string `json:"message" fieldDescription:"消息内容, 结束符为utf-8的数字0"`
}
// ChangeColorInboundInfo 定义请求或响应数据结构。
type ChangeColorInboundInfo struct {
Head common.TomeeHeader `cmd:"2063" struc:"skip"`
Color uint32 `codec:"color"`
}
// ChangeDoodleInboundInfo 定义请求或响应数据结构。
type ChangeDoodleInboundInfo struct {
Head common.TomeeHeader `cmd:"2062" struc:"skip"`
Id uint32 `codec:"id"`
Color uint32 `codec:"color"`
}
// ChangeNONOColorInboundInfo 定义请求或响应数据结构。
type ChangeNONOColorInboundInfo struct {
Head common.TomeeHeader `cmd:"9012" struc:"skip"`
Color uint32 `codec:"color"`
}
// C2SDanceAction 定义请求或响应数据结构。
type C2SDanceAction struct {
Head common.TomeeHeader `cmd:"2103" struc:"skip"`
Reserve uint32 `struc:"uint32,big"`
Type uint32 `struc:"uint32,big"`
}
// C2SPEOPLE_TRANSFROM 定义请求或响应数据结构。
type C2SPEOPLE_TRANSFROM struct {
Head common.TomeeHeader `cmd:"2111" struc:"skip"`
SuitID uint32 `struc:"uint32,big"`
}
// ChangePlayerNameInboundInfo 定义请求或响应数据结构。
type ChangePlayerNameInboundInfo struct {
Head common.TomeeHeader `cmd:"2061" struc:"skip"`
Nickname string `struc:"[16]byte"`
}
// ChangeTitleInboundInfo 定义请求或响应数据结构。
type ChangeTitleInboundInfo struct {
Head common.TomeeHeader `cmd:"3404" struc:"skip"`
TileID uint32
}
// C2S_GET_GIFT_COMPLETE 定义请求或响应数据结构。
type C2S_GET_GIFT_COMPLETE struct {
Head common.TomeeHeader `cmd:"2801" struc:"skip"`
PassText string `struc:"[16]byte"`
}

View File

@@ -11,7 +11,7 @@ import (
// 防止封包通过领取来获取道具
// BuyItem 购买单个道具
func (h Controller) BuyItem(data *item.BuyInboundInfo, player *player.Player) (result *item.BuyOutboundInfo, err errorcode.ErrorCode) {
func (h Controller) BuyItem(data *BuyInboundInfo, player *player.Player) (result *item.BuyOutboundInfo, err errorcode.ErrorCode) {
result = &item.BuyOutboundInfo{Coins: player.Info.Coins}
bought, err := buySeerdouBackpackItem(player, data.ItemId, data.Count)
@@ -31,7 +31,7 @@ func (h Controller) BuyItem(data *item.BuyInboundInfo, player *player.Player) (r
}
// BuyMultipleItems 批量购买道具
func (h Controller) BuyMultipleItems(data *item.BuyMultiInboundInfo, player *player.Player) (result *item.BuyMultiOutboundInfo, err errorcode.ErrorCode) {
func (h Controller) BuyMultipleItems(data *BuyMultiInboundInfo, player *player.Player) (result *item.BuyMultiOutboundInfo, err errorcode.ErrorCode) {
for _, itemID := range data.ItemIds {
bought, buyErr := buySeerdouBackpackItem(player, int64(itemID), 1)
if buyErr == errorcode.ErrorCodes.ErrSunDouInsufficient10016 {
@@ -48,7 +48,7 @@ func (h Controller) BuyMultipleItems(data *item.BuyMultiInboundInfo, player *pla
}
// BuyGoldItem 使用金豆购买商品
func (h Controller) BuyGoldItem(data *item.C2S_GOLD_BUY_PRODUCT, player *player.Player) (result *item.S2C_GoldBuyProductInfo, err errorcode.ErrorCode) {
func (h Controller) BuyGoldItem(data *C2S_GOLD_BUY_PRODUCT, player *player.Player) (result *item.S2C_GoldBuyProductInfo, err errorcode.ErrorCode) {
pro := service.NewShopService().Get(data.ProductID)
if pro == nil {
return nil, errorcode.ErrorCodes.ErrTooManyProducts

View File

@@ -4,7 +4,6 @@ import (
"blazing/common/data/xmlres"
"blazing/common/socket/errorcode"
"blazing/logic/service/fight"
"blazing/logic/service/item"
"blazing/logic/service/player"
"github.com/gogf/gf/v2/util/gconv"
@@ -14,15 +13,18 @@ import (
// data: 包含道具ID和数量的输入信息
// c: 当前玩家对象
// 返回: 空结果和错误码
func (h Controller) ItemSale(data *item.C2S_ITEM_SALE, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
func (h Controller) ItemSale(data *C2S_ITEM_SALE, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
if c.Service.Item.CheakItem(data.ItemId) < int64(data.Amount) {
return nil, errorcode.ErrorCodes.ErrSystemError
}
if err := c.Service.Item.UPDATE(data.ItemId, -gconv.Int(data.Amount)); err != nil {
return nil, errorcode.ErrorCodes.ErrInsufficientItems
}
itemConfig := xmlres.ItemsMAP[int(data.ItemId)]
if itemConfig.SellPrice != 0 {
c.Info.Coins += int64(int64(data.Amount) * int64(itemConfig.SellPrice))
}
c.Service.Item.UPDATE(data.ItemId, -gconv.Int(data.Amount))
return result, 0
}

View File

@@ -15,13 +15,15 @@ import (
const (
// ItemDefaultLeftTime 道具默认剩余时间(毫秒)
ItemDefaultLeftTime = 360000
// UniversalNatureItemID 全能性格转化剂Ω
UniversalNatureItemID uint32 = 300136
)
// GetUserItemList 获取用户道具列表
// data: 包含分页参数的输入信息
// c: 当前玩家对象
// 返回: 道具列表和错误码
func (h Controller) GetUserItemList(data *item.ItemListInboundInfo, c *player.Player) (result *item.ItemListOutboundInfo, err errorcode.ErrorCode) {
func (h Controller) GetUserItemList(data *ItemListInboundInfo, c *player.Player) (result *item.ItemListOutboundInfo, err errorcode.ErrorCode) {
result = &item.ItemListOutboundInfo{
ItemList: c.Service.Item.GetUserItemList(data.Param1, data.Param2, ItemDefaultLeftTime),
}
@@ -32,23 +34,33 @@ func (h Controller) GetUserItemList(data *item.ItemListInboundInfo, c *player.Pl
// data: 包含道具ID和宠物捕获时间的输入信息
// c: 当前玩家对象
// 返回: 使用后的宠物信息和错误码
func (h Controller) UsePetItemOutOfFight(data *item.C2S_USE_PET_ITEM_OUT_OF_FIGHT, c *player.Player) (result *item.S2C_USE_PET_ITEM_OUT_OF_FIGHT, err errorcode.ErrorCode) {
_, currentPet, found := c.FindPet(data.CatchTime)
func (h Controller) UsePetItemOutOfFight(data *C2S_USE_PET_ITEM_OUT_OF_FIGHT, c *player.Player) (result *item.S2C_USE_PET_ITEM_OUT_OF_FIGHT, err errorcode.ErrorCode) {
slot, found := c.FindPetBagSlot(data.CatchTime)
if !found {
return nil, errorcode.ErrorCodes.Err10401
}
currentPet := slot.PetInfoPtr()
if currentPet == nil {
return nil, errorcode.ErrorCodes.Err10401
}
itemID := uint32(data.ItemID)
if c.Service.Item.CheakItem(itemID) == 0 {
return nil, errorcode.ErrorCodes.ErrInsufficientItems
}
oldHP := currentPet.Hp
itemCfg, ok := xmlres.ItemsMAP[int(itemID)]
if !ok {
return nil, errorcode.ErrorCodes.ErrSystemError
errcode := h.handleRegularPetItem(itemID, currentPet)
if errcode != 0 {
return nil, errcode
}
refreshPetPaneKeepHP(currentPet, oldHP)
return finishUsePetItemOutOfFight(c, itemID, currentPet)
}
oldHP := currentPet.Hp
var errcode errorcode.ErrorCode
switch {
case itemID == 300036:
@@ -57,7 +69,7 @@ func (h Controller) UsePetItemOutOfFight(data *item.C2S_USE_PET_ITEM_OUT_OF_FIGH
refreshPetPaneKeepHP(currentPet, oldHP)
}
case itemID == 300212:
errcode = h.handlexuancaiItem(currentPet, c)
errcode = h.handleXuanCaiItem(currentPet, c)
case itemCfg.Bonus != 0:
errcode = errorcode.ErrorCodes.ErrItemUnusable
case itemCfg.HP != 0:
@@ -75,8 +87,15 @@ func (h Controller) UsePetItemOutOfFight(data *item.C2S_USE_PET_ITEM_OUT_OF_FIGH
return nil, errcode
}
c.Service.Item.UPDATE(itemID, -1)
result = &item.S2C_USE_PET_ITEM_OUT_OF_FIGHT{}
return finishUsePetItemOutOfFight(c, itemID, currentPet)
}
func finishUsePetItemOutOfFight(c *player.Player, itemID uint32, currentPet *model.PetInfo) (*item.S2C_USE_PET_ITEM_OUT_OF_FIGHT, errorcode.ErrorCode) {
if err := c.Service.Item.UPDATE(itemID, -1); err != nil {
return nil, errorcode.ErrorCodes.ErrInsufficientItems
}
c.Service.Info.Save(*c.Info)
result := &item.S2C_USE_PET_ITEM_OUT_OF_FIGHT{}
copier.Copy(&result, currentPet)
return result, 0
}
@@ -102,23 +121,30 @@ func (h Controller) handleNeuronItem(currentPet *model.PetInfo, c *player.Player
}
// 炫彩碎片 处理神300212
func (h Controller) handlexuancaiItem(currentPet *model.PetInfo, c *player.Player) errorcode.ErrorCode {
r, _ := element.Calculator.GetCombination(int(xmlres.PetMAP[int(currentPet.ID)].Type))
func (h Controller) handleXuanCaiItem(currentPet *model.PetInfo, c *player.Player) errorcode.ErrorCode {
petCfg, ok := xmlres.PetMAP[int(currentPet.ID)]
if !ok {
return errorcode.ErrorCodes.ErrSystemError
}
r, _ := element.Calculator.GetCombination(int(petCfg.Type))
if r.Secondary != nil {
return errorcode.ErrorCodes.ErrItemUnusable
}
itemid := uint32(currentPet.Type()) + 400686
items := c.Service.Item.CheakItem(itemid)
shardItemID := uint32(currentPet.Type()) + 400686
items := c.Service.Item.CheakItem(shardItemID)
if items < 100 {
return errorcode.ErrorCodes.ErrInsufficientItems
}
ok := currentPet.FixShiny()
ok = currentPet.FixShiny()
if !ok {
return errorcode.ErrorCodes.ErrItemUnusable
}
c.Service.Item.UPDATE(itemid, -100)
if err := c.Service.Item.UPDATE(shardItemID, -100); err != nil {
return errorcode.ErrorCodes.ErrInsufficientItems
}
return 0
}
@@ -166,26 +192,32 @@ func refreshPetPaneKeepHP(currentPet *model.PetInfo, hp uint32) {
// handleRegularPetItem 处理普通宠物道具
func (h Controller) handleRegularPetItem(itemID uint32, currentPet *model.PetInfo) errorcode.ErrorCode {
handler := item.PetItemRegistry.GetHandler(itemID)
if handler == nil {
return errorcode.ErrorCodes.ErrItemUnusable
}
if !handler(itemID, currentPet) {
return errorcode.ErrorCodes.ErrItemUnusable
}
return 0
return item.PetItemRegistry.Handle(itemID, currentPet)
}
// ResetNature 重置宠物性格
// data: 包含道具ID和宠物捕获时间的输入信息
// c: 当前玩家对象
// 返回: 无数据和错误码
func (h Controller) ResetNature(data *item.C2S_PET_RESET_NATURE, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
_, currentPet, found := c.FindPet(data.CatchTime)
func (h Controller) ResetNature(data *C2S_PET_RESET_NATURE, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
slot, found := c.FindPetBagSlot(data.CatchTime)
if !found {
return nil, errorcode.ErrorCodes.Err10401
}
currentPet := slot.PetInfoPtr()
if currentPet == nil {
return nil, errorcode.ErrorCodes.Err10401
}
if data.ItemId != UniversalNatureItemID {
return nil, errorcode.ErrorCodes.ErrItemUnusable
}
if _, ok := xmlres.NatureRootMap[int(data.Nature)]; !ok {
return nil, errorcode.ErrorCodes.ErrItemUnusable
}
if c.Service.Item.CheakItem(data.ItemId) <= 0 {
return nil, errorcode.ErrorCodes.ErrInsufficientItems
}
@@ -193,7 +225,10 @@ func (h Controller) ResetNature(data *item.C2S_PET_RESET_NATURE, c *player.Playe
currentHP := currentPet.Hp
currentPet.Nature = data.Nature
refreshPetPaneKeepHP(currentPet, currentHP)
c.Service.Item.UPDATE(data.ItemId, -1)
if err := c.Service.Item.UPDATE(data.ItemId, -1); err != nil {
return nil, errorcode.ErrorCodes.ErrInsufficientItems
}
c.Service.Info.Save(*c.Info)
return result, 0
}
@@ -206,7 +241,7 @@ func (h Controller) ResetNature(data *item.C2S_PET_RESET_NATURE, c *player.Playe
// c: 当前玩家对象
// 返回: 无数据(响应包单独组装)和错误码
// 说明根据物品ID区分双倍/三倍经验加速器,使用后扣减道具并更新玩家剩余次数
func (h Controller) UseSpeedupItem(data *item.C2S_USE_SPEEDUP_ITEM, c *player.Player) (result *item.S2C_USE_SPEEDUP_ITEM, err errorcode.ErrorCode) {
func (h Controller) UseSpeedupItem(data *C2S_USE_SPEEDUP_ITEM, c *player.Player) (result *item.S2C_USE_SPEEDUP_ITEM, err errorcode.ErrorCode) {
// 1. 校验道具是否存在且数量充足
itemCount := c.Service.Item.CheakItem(data.ItemID)
if itemCount <= 0 {
@@ -221,29 +256,38 @@ func (h Controller) UseSpeedupItem(data *item.C2S_USE_SPEEDUP_ITEM, c *player.Pl
if c.Info.TwoTimes != 0 {
return nil, errorcode.ErrorCodes.ErrItemInUse
}
c.Info.TwoTimes += 50 // 玩家对象新增 TwoTimesExp 字段存储双倍剩余次数
case 300067:
if c.Info.TwoTimes != 0 {
return nil, errorcode.ErrorCodes.ErrItemInUse
}
c.Info.TwoTimes += 25 // 玩家对象新增 TwoTimesExp 字段存储双倍剩余次数
case 300051: // 假设1002是三倍经验加速器道具ID
if c.Info.ThreeTimes != 0 {
return nil, errorcode.ErrorCodes.ErrItemInUse
}
c.Info.ThreeTimes += 50 // 玩家对象新增 ThreeTimesExp 字段存储三倍剩余次数
case 300115:
if c.Info.ThreeTimes != 0 {
return nil, errorcode.ErrorCodes.ErrItemInUse
}
c.Info.ThreeTimes += 30 // 玩家对象新增 ThreeTimesExp 字段存储三倍剩余次数
default:
return nil, errorcode.ErrorCodes.ErrSystemError // 未知道具ID
}
// 3. 扣减道具(数量-1
c.Service.Item.UPDATE(data.ItemID, -1)
if err := c.Service.Item.UPDATE(data.ItemID, -1); err != nil {
return nil, errorcode.ErrorCodes.ErrInsufficientItems
}
switch data.ItemID {
case 300027: // 假设1001是双倍经验加速器道具ID
c.Info.TwoTimes += 50 // 玩家对象新增 TwoTimesExp 字段存储双倍剩余次数
case 300067:
c.Info.TwoTimes += 25 // 玩家对象新增 TwoTimesExp 字段存储双倍剩余次数
case 300051: // 假设1002是三倍经验加速器道具ID
c.Info.ThreeTimes += 50 // 玩家对象新增 ThreeTimesExp 字段存储三倍剩余次数
case 300115:
c.Info.ThreeTimes += 30 // 玩家对象新增 ThreeTimesExp 字段存储三倍剩余次数
}
result.ThreeTimes = uint32(c.Info.ThreeTimes) // 返回三倍经验剩余次数
result.TwoTimes = uint32(c.Info.TwoTimes) // 返回双倍经验剩余次数
@@ -258,12 +302,12 @@ func (h Controller) UseSpeedupItem(data *item.C2S_USE_SPEEDUP_ITEM, c *player.Pl
// 能量吸收器相关方法
// ==============================
// UseEnergyXishou 使用能量吸收器
// UseEnergyAbsorber 使用能量吸收器
// data: 包含使用的能量吸收器物品ID的输入信息
// c: 当前玩家对象
// 返回: 无数据(响应包单独组装)和错误码
// 说明:使用后扣减道具并更新玩家能量吸收器剩余次数
func (h Controller) UseEnergyXishou(data *item.C2S_USE_ENERGY_XISHOU, c *player.Player) (result *item.S2C_USE_ENERGY_XISHOU, err errorcode.ErrorCode) {
func (h Controller) UseEnergyAbsorber(data *C2S_USE_ENERGY_XISHOU, c *player.Player) (result *item.S2C_USE_ENERGY_XISHOU, err errorcode.ErrorCode) {
// 1. 校验道具是否存在且数量充足
itemCount := c.Service.Item.CheakItem(data.ItemID)
if itemCount <= 0 {
@@ -274,10 +318,11 @@ func (h Controller) UseEnergyXishou(data *item.C2S_USE_ENERGY_XISHOU, c *player.
}
// 2. 核心业务逻辑:更新能量吸收器剩余次数
// 可根据道具ID配置不同的次数加成此处默认+1
if err := c.Service.Item.UPDATE(data.ItemID, -1); err != nil {
return nil, errorcode.ErrorCodes.ErrInsufficientItems
}
c.Info.EnergyTime += 40 // 玩家对象新增 EnergyTimes 字段存储能量吸收剩余次数
// 3. 扣减道具(数量-1
c.Service.Item.UPDATE(data.ItemID, -1)
result = &item.S2C_USE_ENERGY_XISHOU{
EnergyTimes: uint32(c.Info.EnergyTime),
}
@@ -298,7 +343,7 @@ func (h Controller) UseEnergyXishou(data *item.C2S_USE_ENERGY_XISHOU, c *player.
// c: 当前玩家对象
// 返回: 无数据(响应包单独组装)和错误码
// 说明使用后扣减道具开启自动战斗flag设为3并更新剩余次数
func (h Controller) UseAutoFightItem(data *item.C2S_USE_AUTO_FIGHT_ITEM, c *player.Player) (result *item.S2C_USE_AUTO_FIGHT_ITEM, err errorcode.ErrorCode) {
func (h Controller) UseAutoFightItem(data *C2S_USE_AUTO_FIGHT_ITEM, c *player.Player) (result *item.S2C_USE_AUTO_FIGHT_ITEM, err errorcode.ErrorCode) {
// 1. 校验道具是否存在且数量充足
itemCount := c.Service.Item.CheakItem(data.ItemID)
@@ -308,6 +353,9 @@ func (h Controller) UseAutoFightItem(data *item.C2S_USE_AUTO_FIGHT_ITEM, c *play
if c.Info.AutoFightTime != 0 {
return nil, errorcode.ErrorCodes.ErrItemInUse
}
if err := c.Service.Item.UPDATE(data.ItemID, -1); err != nil {
return nil, errorcode.ErrorCodes.ErrInsufficientItems
}
result = &item.S2C_USE_AUTO_FIGHT_ITEM{}
// 2. 核心业务逻辑:开启自动战斗 + 更新剩余次数
c.Info.AutoFight = 3 // 按需求设置自动战斗flag为3需测试
@@ -323,8 +371,6 @@ func (h Controller) UseAutoFightItem(data *item.C2S_USE_AUTO_FIGHT_ITEM, c *play
c.Info.AutoFightTime += 50
}
result.AutoFightTimes = c.Info.AutoFightTime
// 3. 扣减道具(数量-1
c.Service.Item.UPDATE(data.ItemID, -1)
return result, 0
}

View File

@@ -0,0 +1,137 @@
package controller
import (
"blazing/common/data/xmlres"
"blazing/logic/service/player"
playermodel "blazing/modules/player/model"
blservice "blazing/modules/player/service"
"testing"
)
func TestUsePetItemOutOfFightAppliesToBackupPetInMemory(t *testing.T) {
petID := firstPetIDForControllerTest(t)
backupPet := playermodel.GenPetInfo(petID, 31, 0, 0, 50, nil, 0)
if backupPet == nil {
t.Fatal("failed to generate backup pet")
}
if backupPet.MaxHp <= 1 {
t.Fatalf("expected generated pet to have max hp > 1, got %d", backupPet.MaxHp)
}
backupPet.Hp = 1
testPlayer := player.NewPlayer(nil)
testPlayer.Info = &playermodel.PlayerInfo{
UserID: 1,
PetList: []playermodel.PetInfo{},
BackupPetList: []playermodel.PetInfo{*backupPet},
}
testPlayer.Service = blservice.NewUserService(testPlayer.Info.UserID)
itemID, recoverHP := firstRecoverHPItemForControllerTest(t)
if recoverHP <= 0 {
t.Fatalf("expected positive recover hp for item %d, got %d", itemID, recoverHP)
}
_, err := (Controller{}).UsePetItemOutOfFight(&C2S_USE_PET_ITEM_OUT_OF_FIGHT{
CatchTime: backupPet.CatchTime,
ItemID: int32(itemID),
}, testPlayer)
if err != 0 {
t.Fatalf("expected backup pet item use to succeed in-memory, got err=%d", err)
}
updatedPet := testPlayer.Info.BackupPetList[0]
if updatedPet.Hp <= 1 {
t.Fatalf("expected backup pet hp to increase in memory, got hp=%d", updatedPet.Hp)
}
}
func TestUsePetItemOutOfFightPersistsEnergyOrbEffectInfo(t *testing.T) {
petID := firstPetIDForControllerTest(t)
petInfo := playermodel.GenPetInfo(petID, 31, 0, 0, 50, nil, 0)
if petInfo == nil {
t.Fatal("failed to generate test pet")
}
testPlayer := player.NewPlayer(nil)
testPlayer.Info = &playermodel.PlayerInfo{
UserID: 10001,
PetList: []playermodel.PetInfo{*petInfo},
}
testPlayer.Service = blservice.NewUserService(testPlayer.Info.UserID)
itemID, effectCfg := firstEnergyOrbItemForControllerTest(t)
if err := testPlayer.Service.Item.UPDATE(itemID, 1); err != nil {
t.Fatalf("failed to seed energy orb item %d: %v", itemID, err)
}
_, err := (Controller{}).UsePetItemOutOfFight(&C2S_USE_PET_ITEM_OUT_OF_FIGHT{
CatchTime: petInfo.CatchTime,
ItemID: int32(itemID),
}, testPlayer)
if err != 0 {
t.Fatalf("expected energy orb use to succeed, got err=%d", err)
}
storedPet := testPlayer.Info.PetList[0]
if len(storedPet.EffectInfo) == 0 {
t.Fatalf("expected pet effect info to persist after using item %d", itemID)
}
last := storedPet.EffectInfo[len(storedPet.EffectInfo)-1]
if last.ItemID != itemID {
t.Fatalf("expected stored item id %d, got %d", itemID, last.ItemID)
}
if last.Status != 2 {
t.Fatalf("expected energy orb status 2, got %d", last.Status)
}
if last.EID != uint16(atoiOrZero(effectCfg.Eid)) {
t.Fatalf("expected effect id %s, got %d", effectCfg.Eid, last.EID)
}
}
func firstRecoverHPItemForControllerTest(t *testing.T) (uint32, int) {
t.Helper()
for id, cfg := range xmlres.ItemsMAP {
if cfg.HP > 0 {
return uint32(id), cfg.HP
}
}
t.Fatal("xmlres.ItemsMAP has no HP recovery item")
return 0, 0
}
func firstEnergyOrbItemForControllerTest(t *testing.T) (uint32, xmlres.NewSeIdx) {
t.Helper()
for id, itemCfg := range xmlres.ItemsMAP {
if itemCfg.NewSeIdx == 0 {
continue
}
effectCfg, ok := xmlres.EffectMAP[itemCfg.NewSeIdx]
if !ok {
continue
}
if effectCfg.Stat == "2" && effectCfg.ItemId != nil {
return uint32(id), effectCfg
}
}
t.Fatal("xmlres.ItemsMAP has no energy orb item")
return 0, xmlres.NewSeIdx{}
}
func atoiOrZero(value string) int {
result := 0
for _, ch := range value {
if ch < '0' || ch > '9' {
return result
}
result = result*10 + int(ch-'0')
}
return result
}

View File

@@ -2,14 +2,12 @@ package controller
import (
"blazing/common/data/share"
"blazing/cool"
"blazing/common/rpc"
"blazing/common/socket/errorcode"
"blazing/logic/service/user"
"blazing/cool"
"blazing/logic/service/player"
"blazing/logic/service/space"
"blazing/logic/service/user"
"blazing/modules/player/service"
"context"
"time"
@@ -17,25 +15,62 @@ import (
"github.com/panjf2000/gnet/v2"
)
const (
waitUserOfflineTimeout = 30 * time.Second
waitUserOfflineInterval = 200 * time.Millisecond
waitUserOfflineKickGap = 5 * time.Second
)
func waitUserOffline(userID uint32, timeout time.Duration) bool {
deadline := time.Now().Add(timeout)
lastKickAt := time.Now()
for {
if _, onlineErr := share.ShareManager.GetUserOnline(userID); onlineErr != nil {
return true
}
if time.Now().After(deadline) {
return false
}
if time.Since(lastKickAt) >= waitUserOfflineKickGap {
ctx, cancel := context.WithTimeout(context.Background(), rpc.ClientCallTimeout)
kickErr := Maincontroller.RPCClient.Kick(ctx, userID)
cancel()
if kickErr != nil {
cool.Logger.Error(context.Background(), "补踢失败", userID, kickErr)
}
lastKickAt = time.Now()
}
time.Sleep(waitUserOfflineInterval)
}
}
// Login 处理命令: 1001
func (h Controller) Login(data *user.MAIN_LOGIN_IN, c gnet.Conn) (result *user.LoginMSInfo, err errorcode.ErrorCode) { //这个时候player应该是空的
func (h Controller) Login(data *MAIN_LOGIN_IN, c gnet.Conn) (result *user.LoginMSInfo, err errorcode.ErrorCode) { //这个时候player应该是空的
if data.Head.UserID == 0 {
defer c.Close()
return
}
isSessionValid, hashcode := data.CheakSession()
isSessionValid, hashcode := data.CheckSession()
if !isSessionValid {
defer c.Close()
return
}
_, erre := share.ShareManager.GetUserOnline(data.Head.UserID)
if erre == nil {
error := Maincontroller.RPCClient.Kick(data.Head.UserID) //通知其他服务器踢人
if error != nil {
cool.Logger.Error(context.Background(), "踢人失败", err)
if onlineServerID, onlineErr := share.ShareManager.GetUserOnline(data.Head.UserID); onlineErr == nil {
ctx, cancel := context.WithTimeout(context.Background(), rpc.ClientCallTimeout)
kickErr := Maincontroller.RPCClient.Kick(ctx, data.Head.UserID) //通知其他服务器踢人
cancel()
if kickErr != nil {
cool.Logger.Error(context.Background(), "踢人失败", data.Head.UserID, onlineServerID, kickErr)
err = errorcode.ErrorCodes.ErrSystemBusyTryLater
defer c.Close()
return
}
if ok := waitUserOffline(data.Head.UserID, waitUserOfflineTimeout); !ok {
cool.Logger.Error(context.Background(), "等待旧会话下线超时", data.Head.UserID, onlineServerID, waitUserOfflineTimeout)
err = errorcode.ErrorCodes.ErrSystemBusyTryLater
defer c.Close()
return
}

View File

@@ -16,7 +16,7 @@ import (
)
// EnterMap 处理玩家进入地图。
func (h Controller) EnterMap(data *space.InInfo, c *player.Player) (result *info.SimpleInfo, err errorcode.ErrorCode) {
func (h Controller) EnterMap(data *EnterMapInboundInfo, c *player.Player) (result *info.SimpleInfo, err errorcode.ErrorCode) {
if c.Info.MapID != data.MapId {
atomic.StoreUint32(&c.Canmon, 2)
c.MapNPC.Reset(6 * time.Second)
@@ -39,7 +39,8 @@ func (h Controller) EnterMap(data *space.InInfo, c *player.Player) (result *info
return nil, -1
}
func (h Controller) GetMapHot(data *maphot.InInfo, c *player.Player) (result *maphot.OutInfo, err errorcode.ErrorCode) {
// GetMapHot 处理控制器请求。
func (h Controller) GetMapHot(data *GetMapHotInboundInfo, c *player.Player) (result *maphot.OutInfo, err errorcode.ErrorCode) {
result = &maphot.OutInfo{
HotInfos: space.GetMapHot(),
}
@@ -47,7 +48,7 @@ func (h Controller) GetMapHot(data *maphot.InInfo, c *player.Player) (result *ma
}
// LeaveMap 处理玩家离开地图。
func (h Controller) LeaveMap(data *space.LeaveMapInboundInfo, c *player.Player) (result *info.LeaveMapOutboundInfo, err errorcode.ErrorCode) {
func (h Controller) LeaveMap(data *LeaveMapInboundInfo, c *player.Player) (result *info.LeaveMapOutboundInfo, err errorcode.ErrorCode) {
atomic.StoreUint32(&c.Canmon, 0)
c.GetSpace().LeaveMap(c) // 从当前空间移除玩家。
@@ -57,7 +58,7 @@ func (h Controller) LeaveMap(data *space.LeaveMapInboundInfo, c *player.Player)
}
// GetMapPlayerList 获取当前地图内的玩家列表与地图广播信息。
func (h Controller) GetMapPlayerList(data *space.ListMapPlayerInboundInfo, c *player.Player) (result *info.ListMapPlayerOutboundInfo, err errorcode.ErrorCode) {
func (h Controller) GetMapPlayerList(data *ListMapPlayerInboundInfo, c *player.Player) (result *info.ListMapPlayerOutboundInfo, err errorcode.ErrorCode) {
result = &info.ListMapPlayerOutboundInfo{
Player: c.GetSpace().GetInfo(c),
}
@@ -71,7 +72,7 @@ func (h Controller) GetMapPlayerList(data *space.ListMapPlayerInboundInfo, c *pl
}
// AttackBoss 调试扣减当前地图广播BOSS血量。
func (h Controller) AttackBoss(data *space.AttackBossInboundInfo, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
func (h Controller) AttackBoss(data *AttackBossInboundInfo, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
for i := 0; i < len(c.GetSpace().MapBossSInfo.INFO); i++ {
if atomic.LoadInt32(&c.GetSpace().MapBossSInfo.INFO[i].Hp) > 0 {
atomic.AddInt32(&c.GetSpace().MapBossSInfo.INFO[i].Hp, -1)

View File

@@ -14,7 +14,8 @@ const (
nonoPetCureCost int64 = 50
)
func (h Controller) NonoFollowOrHome(data *nono.NonoFollowOrHomeInInfo, c *player.Player) (result *nono.NonoFollowOutInfo, err errorcode.ErrorCode) { //这个时候player应该是空的
// NonoFollowOrHome 处理控制器请求。
func (h Controller) NonoFollowOrHome(data *NonoFollowOrHomeInInfo, c *player.Player) (result *nono.NonoFollowOutInfo, err errorcode.ErrorCode) { //这个时候player应该是空的
c.Info.NONO.Flag = data.Flag
result = &nono.NonoFollowOutInfo{
UserID: data.Head.UserID,
@@ -29,7 +30,7 @@ func (h Controller) NonoFollowOrHome(data *nono.NonoFollowOrHomeInInfo, c *playe
}
// GetNonoInfo 获取nono信息
func (h *Controller) GetNonoInfo(data *nono.NonoInboundInfo, c *player.Player) (result *nono.NonoOutboundInfo, err errorcode.ErrorCode) { //这个时候player应该是空的
func (h *Controller) GetNonoInfo(data *NonoInboundInfo, c *player.Player) (result *nono.NonoOutboundInfo, err errorcode.ErrorCode) { //这个时候player应该是空的
_ = data
result = &nono.NonoOutboundInfo{
@@ -49,7 +50,8 @@ func (h *Controller) GetNonoInfo(data *nono.NonoInboundInfo, c *player.Player) (
return
}
func (h *Controller) SwitchFlying(data *nono.SwitchFlyingInboundInfo, c *player.Player) (result *nono.SwitchFlyingOutboundInfo, err errorcode.ErrorCode) { //这个时候player应该是空的
// SwitchFlying 处理控制器请求。
func (h *Controller) SwitchFlying(data *SwitchFlyingInboundInfo, c *player.Player) (result *nono.SwitchFlyingOutboundInfo, err errorcode.ErrorCode) { //这个时候player应该是空的
result = &nono.SwitchFlyingOutboundInfo{
UserId: data.Head.UserID,
Type: data.Type,
@@ -59,8 +61,10 @@ func (h *Controller) SwitchFlying(data *nono.SwitchFlyingInboundInfo, c *player.
return
}
func (h *Controller) PlayerPetCure(data *nono.PetCureInboundInfo, c *player.Player) (result *nono.PetCureOutboundEmpty, err errorcode.ErrorCode) { //这个时候player应该是空的
// PlayerPetCure 处理控制器请求。
func (h *Controller) PlayerPetCure(data *PetCureInboundInfo, c *player.Player) (result *nono.PetCureOutboundEmpty, err errorcode.ErrorCode) { //这个时候player应该是空的
_ = data
result = &nono.PetCureOutboundEmpty{}
if c.IsArenaHealLocked() {
return result, errorcode.ErrorCodes.ErrChampionCannotHeal
}
@@ -70,6 +74,9 @@ func (h *Controller) PlayerPetCure(data *nono.PetCureInboundInfo, c *player.Play
for i := range c.Info.PetList {
c.Info.PetList[i].Cure()
}
for i := range c.Info.BackupPetList {
c.Info.BackupPetList[i].Cure()
}
c.Info.Coins -= nonoPetCureCost
return
}

View File

@@ -9,73 +9,29 @@ import (
// SavePetBagOrder 保存当前主背包和备用背包顺序
func (h Controller) SavePetBagOrder(
data *pet.SavePetBagOrderInboundInfo,
data *SavePetBagOrderInboundInfo,
player *player.Player) (result *fight.NullOutboundInfo,
err errorcode.ErrorCode) {
syncBackupPetList(player)
if len(data.PetList) > 6 || len(data.BackupPetList) > 6 {
if !player.SavePetBagOrder(data.PetList, data.BackupPetList) {
return nil, errorcode.ErrorCodes.ErrPokemonIDMismatch
}
totalPetCount := len(player.Info.PetList) + len(player.Info.BackupPetList)
if len(data.PetList)+len(data.BackupPetList) != totalPetCount {
return nil, errorcode.ErrorCodes.ErrPokemonIDMismatch
}
petMap := buildPetInfoMap(player.Info.PetList, player.Info.BackupPetList)
used := make(map[uint32]struct{}, totalPetCount)
battleList, ok := buildOrderedPetList(data.PetList, petMap, used)
if !ok {
return nil, errorcode.ErrorCodes.ErrPokemonIDMismatch
}
backupList, ok := buildOrderedPetList(data.BackupPetList, petMap, used)
if !ok {
return nil, errorcode.ErrorCodes.ErrPokemonIDMismatch
}
if len(used) != totalPetCount {
return nil, errorcode.ErrorCodes.ErrPokemonIDMismatch
}
player.Info.PetList = battleList
player.Info.BackupPetList = backupList
player.Service.Info.Save(*player.Info)
return nil, 0
}
// PetRetrieveFromWarehouse 领回仓库精灵
// PetRetrieveFromWarehouse 从放生仓库领回精灵
func (h Controller) PetRetrieveFromWarehouse(
data *pet.PET_RETRIEVE, player *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
if _, ok := findPetListSlot(player, data.CatchTime); ok {
return nil, 0
data *PET_RETRIEVE, player *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
if !player.Service.Pet.UpdateFree(data.CatchTime, 1, 0) {
return nil, errorcode.ErrorCodes.ErrPokemonIDMismatch
}
petInfo := player.Service.Pet.PetInfoOneByCatchTime(data.CatchTime)
if petInfo == nil {
return nil, 0
}
syncBackupPetList(player)
changed := false
if len(player.Info.PetList) < 6 {
player.Info.PetList = append(player.Info.PetList, petInfo.Data)
changed = true
} else if len(player.Info.BackupPetList) < 6 {
player.Info.BackupPetList = append(player.Info.BackupPetList, petInfo.Data)
changed = true
}
if changed {
player.Service.Info.Save(*player.Info)
}
return nil, 0
}
// TogglePetBagWarehouse 精灵背包仓库切换
func (h Controller) TogglePetBagWarehouse(
data *pet.PetReleaseInboundInfo,
data *PetReleaseInboundInfo,
player *player.Player) (result *pet.PetReleaseOutboundInfo, err errorcode.ErrorCode) {
result = &pet.PetReleaseOutboundInfo{
Flag: uint32(data.Flag),
@@ -85,31 +41,26 @@ func (h Controller) TogglePetBagWarehouse(
return result, errorcode.ErrorCodes.ErrChampionCannotSwitch
}
syncBackupPetList(player)
switch data.Flag {
case 0:
slot, ok := findPetListSlot(player, data.CatchTime)
slot, ok := player.FindPetBagSlot(data.CatchTime)
if !ok {
return result, errorcode.ErrorCodes.ErrPokemonNotExists
}
if !slot.isValid() {
if !slot.IsValid() {
return result, errorcode.ErrorCodes.ErrPokemonIDMismatch
}
if !player.Service.Pet.Update(slot.info) {
if !player.Service.Pet.Update(slot.PetInfo()) {
return result, errorcode.ErrorCodes.ErrSystemError
}
slot.remove()
if slot.kind == petListKindMain {
player.Service.Info.Save(*player.Info)
}
slot.Remove()
case 1:
if len(player.Info.PetList) >= 6 && len(player.Info.BackupPetList) >= 6 {
return result, errorcode.ErrorCodes.ErrPokemonIDMismatch
}
if _, ok := findPetListSlot(player, data.CatchTime); ok {
if _, ok := player.FindPetBagSlot(data.CatchTime); ok {
return result, 0
}
@@ -117,77 +68,7 @@ func (h Controller) TogglePetBagWarehouse(
if petInfo == nil {
return result, errorcode.ErrorCodes.ErrPokemonNotExists
}
if len(player.Info.PetList) < 6 {
player.Info.PetList = append(player.Info.PetList, petInfo.Data)
} else {
player.Info.BackupPetList = append(player.Info.BackupPetList, petInfo.Data)
}
result.PetInfo = petInfo.Data
}
if len(player.Info.PetList) > 0 {
result.FirstPetTime = player.Info.PetList[0].CatchTime
}
return result, 0
}
// TogglePetBagWarehouseLegacy 旧版精灵背包仓库切换
func (h Controller) TogglePetBagWarehouseLegacy(
data *pet.PetReleaseLegacyInboundInfo,
player *player.Player) (result *pet.PetReleaseOutboundInfo, err errorcode.ErrorCode) {
result = &pet.PetReleaseOutboundInfo{
Flag: uint32(data.Flag),
}
if player.IsArenaSwitchLocked() {
return result, errorcode.ErrorCodes.ErrChampionCannotSwitch
}
switch data.Flag {
case 0:
index, currentPet, ok := player.FindPet(data.CatchTime)
if !ok {
break
}
if index < 0 || index >= len(player.Info.PetList) {
return result, errorcode.ErrorCodes.ErrPokemonIDMismatch
}
if !player.Service.Pet.Update(*currentPet) {
return result, errorcode.ErrorCodes.ErrSystemError
}
player.Info.PetList = append(player.Info.PetList[:index], player.Info.PetList[index+1:]...)
player.Info.BackupPetList = removePetByCatchTime(player.Info.BackupPetList, data.CatchTime)
player.Info.BackupPetList = append(player.Info.BackupPetList, *currentPet)
case 1:
if len(player.Info.PetList) >= 6 {
break
}
if _, _, ok := player.FindPet(data.CatchTime); ok {
player.Info.BackupPetList = removePetByCatchTime(player.Info.BackupPetList, data.CatchTime)
break
}
if index, backupPet, ok := findBackupPet(player, data.CatchTime); ok {
if index < 0 || index >= len(player.Info.BackupPetList) {
return result, errorcode.ErrorCodes.ErrPokemonIDMismatch
}
result.PetInfo = *backupPet
player.Info.PetList = append(player.Info.PetList, *backupPet)
player.Info.BackupPetList = append(player.Info.BackupPetList[:index], player.Info.BackupPetList[index+1:]...)
break
}
petInfo := player.Service.Pet.PetInfoOneByCatchTime(data.CatchTime)
if petInfo == nil {
return result, errorcode.ErrorCodes.ErrPokemonNotExists
}
player.Info.PetList = append(player.Info.PetList, petInfo.Data)
player.AddPetToAvailableBag(petInfo.Data)
result.PetInfo = petInfo.Data
}

View File

@@ -7,7 +7,7 @@ import (
)
// GetPetBargeList 精灵图鉴
func (h Controller) GetPetBargeList(data *pet.PetBargeListInboundInfo, player *player.Player) (result *pet.PetBargeListOutboundInfo, err errorcode.ErrorCode) {
func (h Controller) GetPetBargeList(data *PetBargeListInboundInfo, player *player.Player) (result *pet.PetBargeListOutboundInfo, err errorcode.ErrorCode) {
ret := &pet.PetBargeListOutboundInfo{
PetBargeList: make([]pet.PetBargeListInfo, 0),
@@ -18,8 +18,8 @@ func (h Controller) GetPetBargeList(data *pet.PetBargeListInboundInfo, player *p
ret.PetBargeList = append(ret.PetBargeList, pet.PetBargeListInfo{
PetId: uint32(v.Args[0]),
EnCntCnt: 1,
IsCatched: uint32(v.Results[0]),
IsKilled: uint32(v.Results[1]),
IsCatched: uint32(v.Results[1]),
IsKilled: uint32(v.Results[0]),
})
}

View File

@@ -12,7 +12,8 @@ import (
"github.com/jinzhu/copier"
)
func (h Controller) PetELV(data *C2S_PET_EVOLVTION, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
// EvolvePet 处理控制器请求。
func (h Controller) EvolvePet(data *C2S_PET_EVOLVTION, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
_, currentPet, found := c.FindPet(data.CacthTime)
if !found {
return nil, errorcode.ErrorCodes.Err10401
@@ -36,7 +37,9 @@ func (h Controller) PetELV(data *C2S_PET_EVOLVTION, c *player.Player) (result *f
return nil, errorcode.ErrorCodes.ErrInsufficientItemsMulti
}
if branch.EvolvItem != 0 {
c.Service.Item.UPDATE(uint32(branch.EvolvItem), -branch.EvolvItemCount)
if err := c.Service.Item.UPDATE(uint32(branch.EvolvItem), -branch.EvolvItemCount); err != nil {
return nil, errorcode.ErrorCodes.ErrInsufficientItemsMulti
}
}
currentPet.ID = uint32(branch.MonTo)

View File

@@ -12,16 +12,21 @@ const (
petEVMaxSingle uint32 = 255
)
// PetEVDiy 自定义分配宠物努力值EV
// CustomizePetEV 自定义分配宠物努力值EV
// data: 包含宠物捕获时间和EV分配数据的输入信息
// c: 当前玩家对象
// 返回: 分配结果和错误码
func (h Controller) PetEVDiy(data *PetEV, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
_, currentPet, found := c.FindPet(data.CacthTime)
func (h Controller) CustomizePetEV(data *PetEV, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
slot, found := c.FindPetBagSlot(data.CacthTime)
if !found {
return nil, errorcode.ErrorCodes.Err10401
}
currentPet := slot.PetInfoPtr()
if currentPet == nil {
return nil, errorcode.ErrorCodes.Err10401
}
var targetTotal uint32
var currentTotal uint32
for i, evValue := range data.EVs {
@@ -63,6 +68,7 @@ func (h Controller) PetEVDiy(data *PetEV, c *player.Player) (result *fight.NullO
return result, 0
}
// PetEV 定义请求或响应数据结构。
type PetEV struct {
Head common.TomeeHeader `cmd:"50001" struc:"skip"`
CacthTime uint32 `description:"捕捉时间" codec:"cacthTime"`

View File

@@ -0,0 +1,45 @@
package controller
import (
"testing"
"blazing/logic/service/player"
playermodel "blazing/modules/player/model"
)
func TestCustomizePetEV_AppliesToBackupPet(t *testing.T) {
p := player.NewPlayer(nil)
p.Info = &playermodel.PlayerInfo{
EVPool: 20,
PetList: []playermodel.PetInfo{
{CatchTime: 1},
},
BackupPetList: []playermodel.PetInfo{
{
CatchTime: 2,
Level: 100,
Ev: [6]uint32{0, 4, 0, 0, 0, 0},
},
},
}
data := &PetEV{
CacthTime: 2,
EVs: [6]uint32{0, 8, 4, 0, 0, 0},
}
_, err := (Controller{}).CustomizePetEV(data, p)
if err != 0 {
t.Fatalf("CustomizePetEV returned error: %v", err)
}
got := p.Info.BackupPetList[0].Ev
want := [6]uint32{0, 8, 4, 0, 0, 0}
if got != want {
t.Fatalf("backup pet EV mismatch, got %v want %v", got, want)
}
if gotPool, wantPool := p.Info.EVPool, int64(12); gotPool != wantPool {
t.Fatalf("EVPool mismatch, got %d want %d", gotPool, wantPool)
}
}

View File

@@ -16,6 +16,7 @@ func (h Controller) PetExt(
}
// C2S_NONO_EXE_LIST 定义请求或响应数据结构。
type C2S_NONO_EXE_LIST struct {
Head common.TomeeHeader `cmd:"9015" struc:"skip"`
}

View File

@@ -19,7 +19,8 @@ const (
petFusionSoulID = 1000017
)
func (h Controller) PetFusion(data *pet.C2S_PetFusion, c *player.Player) (result *pet.PetFusionInfo, err errorcode.ErrorCode) {
// PetFusion 处理控制器请求。
func (h Controller) PetFusion(data *C2S_PetFusion, c *player.Player) (result *pet.PetFusionInfo, err errorcode.ErrorCode) {
result = &pet.PetFusionInfo{
SoulID: petFusionSoulID,
}
@@ -64,16 +65,33 @@ func (h Controller) PetFusion(data *pet.C2S_PetFusion, c *player.Player) (result
return result, errorcode.ErrorCodes.ErrSunDouInsufficient10016
}
consumeItems(c, materialCounts)
c.Info.Coins -= petFusionCost
if resultPetID == 0 {
if useOptionalItem(c, data.GoldItem1[:], petFusionFailureItemID) {
result.CostItemFlag = 1
} else if auxPet.Level > 5 {
auxPet.Downgrade(auxPet.Level - 5)
failedAux := *auxPet
if auxPet.Level > 5 {
failedAux.Downgrade(auxPet.Level - 5)
} else {
auxPet.Downgrade(1)
failedAux.Downgrade(1)
}
txResult, errCode := c.Service.PetFusionTx(
*c.Info,
data.Mcatchtime,
data.Auxcatchtime,
materialCounts,
data.GoldItem1[:],
petFusionKeepAuxItemID,
petFusionFailureItemID,
petFusionCost,
nil,
&failedAux,
)
if errCode != 0 {
return result, errCode
}
c.Info.Coins -= petFusionCost
if txResult.CostItemUsed {
result.CostItemFlag = 1
} else if txResult.UpdatedAux != nil {
*auxPet = *txResult.UpdatedAux
}
return &pet.PetFusionInfo{}, 0
}
@@ -100,18 +118,37 @@ func (h Controller) PetFusion(data *pet.C2S_PetFusion, c *player.Player) (result
newPet.RandomByWeightShiny()
}
c.Service.Pet.PetAdd(newPet, 0)
println(c.Info.UserID, "进行融合", len(c.Info.PetList), masterPet.ID, auxPet.ID, newPet.ID)
c.PetDel(data.Mcatchtime)
if useOptionalItem(c, data.GoldItem1[:], petFusionKeepAuxItemID) {
result.CostItemFlag = 1
} else {
c.PetDel(data.Auxcatchtime)
txResult, errCode := c.Service.PetFusionTx(
*c.Info,
data.Mcatchtime,
data.Auxcatchtime,
materialCounts,
data.GoldItem1[:],
petFusionKeepAuxItemID,
petFusionFailureItemID,
petFusionCost,
newPet,
nil,
)
if errCode != 0 {
return result, errCode
}
result.ObtainTime = newPet.CatchTime
result.StarterCpTm = newPet.ID
c.Info.Coins -= petFusionCost
if txResult.CostItemUsed {
result.CostItemFlag = 1
} else {
removePetFromPlayerInfo(c, data.Auxcatchtime)
}
removePetFromPlayerInfo(c, data.Mcatchtime)
if txResult.NewPet == nil {
return result, errorcode.ErrorCodes.ErrSystemError
}
c.Info.PetList = append(c.Info.PetList, *txResult.NewPet)
result.ObtainTime = txResult.NewPet.CatchTime
result.StarterCpTm = txResult.NewPet.ID
return result, 0
}
@@ -148,21 +185,10 @@ func hasEnoughItems(c *player.Player, itemCounts map[uint32]int) bool {
return true
}
func consumeItems(c *player.Player, itemCounts map[uint32]int) {
for itemID, count := range itemCounts {
_ = c.Service.Item.UPDATE(itemID, -count)
func removePetFromPlayerInfo(c *player.Player, catchTime uint32) {
index, _, ok := c.FindPet(catchTime)
if !ok {
return
}
}
func useOptionalItem(c *player.Player, itemIDs []uint32, target uint32) bool {
if c.Service.Item.CheakItem(target) <= 0 {
return false
}
for _, itemID := range itemIDs {
if itemID == target {
_ = c.Service.Item.UPDATE(target, -1)
return true
}
}
return false
c.Info.PetList = append(c.Info.PetList[:index], c.Info.PetList[index+1:]...)
}

View File

@@ -2,20 +2,24 @@ package controller
import (
"blazing/common/socket/errorcode"
"blazing/logic/service/common"
"blazing/logic/service/pet"
"blazing/logic/service/player"
playersvc "blazing/logic/service/player"
"blazing/modules/player/model"
)
// GetPetInfo 获取精灵信息
func (h Controller) GetPetInfo(
data *pet.InInfo,
player *player.Player) (result *model.PetInfo,
data *GetPetInfoInboundInfo,
player *playersvc.Player) (result *model.PetInfo,
err errorcode.ErrorCode) {
_, petInfo, found := player.FindPet(data.CatchTime)
if found {
result = petInfo
return result, 0
levelLimit := player.CurrentMapPetLevelLimit()
if slot, found := player.FindPetBagSlot(data.CatchTime); found {
if petInfo := slot.PetInfoPtr(); petInfo != nil {
petCopy := playersvc.ApplyPetLevelLimit(*petInfo, levelLimit)
result = &petCopy
return result, 0
}
}
ret := player.Service.Pet.PetInfoOneByCatchTime(data.CatchTime)
@@ -23,46 +27,57 @@ func (h Controller) GetPetInfo(
return nil, errorcode.ErrorCodes.ErrPokemonNotExists
}
result = &ret.Data
petData := ret.Data
petData = playersvc.ApplyPetLevelLimit(petData, levelLimit)
result = &petData
return result, 0
}
// GetUserBagPetInfo 获取主背包和并列备用精灵列表
func (h Controller) GetUserBagPetInfo(
data *pet.GetUserBagPetInfoInboundEmpty,
player *player.Player) (result *pet.GetUserBagPetInfoOutboundInfo,
data *GetUserBagPetInfoInboundEmpty,
player *playersvc.Player) (result *pet.GetUserBagPetInfoOutboundInfo,
err errorcode.ErrorCode) {
return buildUserBagPetInfo(player), 0
return player.GetUserBagPetInfo(player.CurrentMapPetLevelLimit()), 0
}
// GetPetListInboundEmpty 定义请求或响应数据结构。
type GetPetListInboundEmpty struct {
Head common.TomeeHeader `cmd:"2303" struc:"skip"`
}
// GetPetList 获取当前主背包列表
func (h Controller) GetPetList(
data *pet.GetPetListInboundEmpty,
player *player.Player) (result *pet.GetPetListOutboundInfo,
data *GetPetListInboundEmpty,
player *playersvc.Player) (result *pet.GetPetListOutboundInfo,
err errorcode.ErrorCode) {
return buildPetListOutboundInfo(player.Info.PetList), 0
}
// GetPetListFreeInboundEmpty 定义请求或响应数据结构。
type GetPetListFreeInboundEmpty struct {
Head common.TomeeHeader `cmd:"2320" struc:"skip"`
}
// GetPetReleaseList 获取仓库可放生列表
func (h Controller) GetPetReleaseList(
data *pet.GetPetListFreeInboundEmpty,
player *player.Player) (result *pet.GetPetListOutboundInfo,
data *GetPetListFreeInboundEmpty,
player *playersvc.Player) (result *pet.GetPetListOutboundInfo,
err errorcode.ErrorCode) {
syncBackupPetList(player)
return buildPetListOutboundInfo(buildWarehousePetList(player)), 0
return buildPetListOutboundInfo(player.WarehousePetList()), 0
}
// PlayerShowPet 精灵展示
func (h Controller) PlayerShowPet(
data *pet.PetShowInboundInfo,
player *player.Player) (result *pet.PetShowOutboundInfo, err errorcode.ErrorCode) {
data *PetShowInboundInfo,
player *playersvc.Player) (result *pet.PetShowOutboundInfo, err errorcode.ErrorCode) {
result = &pet.PetShowOutboundInfo{
UserID: data.Head.UserID,
CatchTime: data.CatchTime,
Flag: data.Flag,
}
_, currentPet, ok := player.FindPet(data.CatchTime)
if data.Flag == 0 {
player.SetPetDisplay(0, nil)
player.GetSpace().RefreshUserInfo(player)
@@ -70,7 +85,14 @@ func (h Controller) PlayerShowPet(
return
}
if !ok {
// 仅允许背包精灵跟随:仓库中的精灵不允许跟随
slot, found := player.FindPetBagSlot(data.CatchTime)
if !found {
return nil, errorcode.ErrorCodes.ErrCannotShowBagPokemon
}
currentPet := slot.PetInfoPtr()
if currentPet == nil {
return nil, errorcode.ErrorCodes.ErrPokemonNotExists
}

View File

@@ -2,32 +2,9 @@ package controller
import (
"blazing/logic/service/pet"
"blazing/logic/service/player"
"blazing/modules/player/model"
)
type petListKind uint8
const (
petListKindMain petListKind = iota
petListKindBackup
)
type petListSlot struct {
list *[]model.PetInfo
index int
info model.PetInfo
kind petListKind
}
func (slot petListSlot) isValid() bool {
return slot.list != nil && slot.index >= 0 && slot.index < len(*slot.list)
}
func (slot petListSlot) remove() {
*slot.list = append((*slot.list)[:slot.index], (*slot.list)[slot.index+1:]...)
}
func buildPetShortInfo(info model.PetInfo) pet.PetShortInfo {
return pet.PetShortInfo{
ID: info.ID,
@@ -49,163 +26,6 @@ func buildPetListOutboundInfo(petList []model.PetInfo) *pet.GetPetListOutboundIn
return result
}
func removePetByCatchTime(petList []model.PetInfo, catchTime uint32) []model.PetInfo {
for i := range petList {
if petList[i].CatchTime == catchTime {
return append(petList[:i], petList[i+1:]...)
}
}
return petList
}
func buildCatchTimeSet(petLists ...[]model.PetInfo) map[uint32]struct{} {
total := 0
for _, petList := range petLists {
total += len(petList)
}
catchTimes := make(map[uint32]struct{}, total)
for _, petList := range petLists {
for _, petInfo := range petList {
catchTimes[petInfo.CatchTime] = struct{}{}
}
}
return catchTimes
}
func buildPetInfoMap(petLists ...[]model.PetInfo) map[uint32]model.PetInfo {
total := 0
for _, petList := range petLists {
total += len(petList)
}
petMap := make(map[uint32]model.PetInfo, total)
for _, petList := range petLists {
for _, petInfo := range petList {
petMap[petInfo.CatchTime] = petInfo
}
}
return petMap
}
func buildWarehousePetList(player *player.Player) []model.PetInfo {
allPets := player.Service.Pet.PetInfo(0)
if len(allPets) == 0 {
return make([]model.PetInfo, 0)
}
usedCatchTimes := buildCatchTimeSet(player.Info.PetList, player.Info.BackupPetList)
result := make([]model.PetInfo, 0, len(allPets))
for i := range allPets {
catchTime := allPets[i].Data.CatchTime
if _, exists := usedCatchTimes[catchTime]; exists {
continue
}
result = append(result, allPets[i].Data)
}
return result
}
func findBackupPet(player *player.Player, catchTime uint32) (int, *model.PetInfo, bool) {
for i := range player.Info.BackupPetList {
if player.Info.BackupPetList[i].CatchTime == catchTime {
return i, &player.Info.BackupPetList[i], true
}
}
return -1, nil, false
}
func findPetListSlot(player *player.Player, catchTime uint32) (petListSlot, bool) {
if index, petInfo, ok := player.FindPet(catchTime); ok {
return petListSlot{
list: &player.Info.PetList,
index: index,
info: *petInfo,
kind: petListKindMain,
}, true
}
if index, petInfo, ok := findBackupPet(player, catchTime); ok {
return petListSlot{
list: &player.Info.BackupPetList,
index: index,
info: *petInfo,
kind: petListKindBackup,
}, true
}
return petListSlot{}, false
}
func syncBackupPetList(player *player.Player) {
if player.Info.BackupPetList == nil {
player.Info.BackupPetList = make([]model.PetInfo, 0)
return
}
bagPets := player.Service.Pet.PetInfo(0)
if len(bagPets) == 0 {
player.Info.BackupPetList = make([]model.PetInfo, 0)
return
}
bagCatchTimes := make(map[uint32]struct{}, len(bagPets))
for i := range bagPets {
bagCatchTimes[bagPets[i].Data.CatchTime] = struct{}{}
}
mainPetCatchTimes := buildCatchTimeSet(player.Info.PetList)
nextBackupList := make([]model.PetInfo, 0, len(player.Info.BackupPetList))
for _, petInfo := range player.Info.BackupPetList {
if _, inBag := bagCatchTimes[petInfo.CatchTime]; !inBag {
continue
}
if _, inMain := mainPetCatchTimes[petInfo.CatchTime]; inMain {
continue
}
nextBackupList = append(nextBackupList, petInfo)
}
player.Info.BackupPetList = nextBackupList
}
func buildUserBagPetInfo(player *player.Player) *pet.GetUserBagPetInfoOutboundInfo {
syncBackupPetList(player)
result := &pet.GetUserBagPetInfoOutboundInfo{
PetList: make([]model.PetInfo, len(player.Info.PetList)),
BackupPetList: make([]model.PetInfo, len(player.Info.BackupPetList)),
}
copy(result.PetList, player.Info.PetList)
copy(result.BackupPetList, player.Info.BackupPetList)
return result
}
func buildOrderedPetList(
catchTimes []uint32,
petMap map[uint32]model.PetInfo,
used map[uint32]struct{},
) ([]model.PetInfo, bool) {
result := make([]model.PetInfo, 0, len(catchTimes))
for _, catchTime := range catchTimes {
if catchTime == 0 {
return nil, false
}
if _, exists := used[catchTime]; exists {
return nil, false
}
petInfo, exists := petMap[catchTime]
if !exists {
return nil, false
}
used[catchTime] = struct{}{}
result = append(result, petInfo)
}
return result, true
}
func buildPetShowOutboundInfo(userID, flag uint32, info *model.PetInfo) *pet.PetShowOutboundInfo {
return &pet.PetShowOutboundInfo{
UserID: userID,

View File

@@ -6,20 +6,50 @@ import (
"blazing/logic/service/fight"
"blazing/logic/service/pet"
"blazing/logic/service/player"
playermodel "blazing/modules/player/model"
)
func petSetExpLimit(currentPet *playermodel.PetInfo) int64 {
if currentPet == nil || currentPet.Level >= 100 {
return 0
}
simulatedPet := *currentPet
allowedExp := simulatedPet.NextLvExp - simulatedPet.Exp
if allowedExp < 0 {
allowedExp = 0
}
for simulatedPet.Level < 100 && simulatedPet.NextLvExp > 0 {
simulatedPet.Level++
simulatedPet.Update(true)
if simulatedPet.Level >= 100 {
break
}
allowedExp += simulatedPet.NextLvExp
}
return allowedExp
}
func minInt64(a, b int64) int64 {
if a < b {
return a
}
return b
}
// PetReleaseToWarehouse 将精灵从仓库包中放生
func (h Controller) PetReleaseToWarehouse(
data *pet.PET_ROWEI, player *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
data *PET_ROWEI, player *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
_, _, inBag := player.FindPet(data.CatchTime)
_, _, inBackup := findBackupPet(player, data.CatchTime)
_, _, inBackup := player.FindBackupPet(data.CatchTime)
freeForbidden := xmlres.PetMAP[int(data.ID)].FreeForbidden
if inBag || inBackup || freeForbidden == 1 {
return nil, errorcode.ErrorCodes.ErrCannotReleaseNonWarehouse
}
if !player.Service.Pet.UpdateFree(data.CatchTime, 1) {
return nil, errorcode.ErrorCodes.ErrSystemError
if !player.Service.Pet.UpdateFree(data.CatchTime, 0, 1) {
return nil, errorcode.ErrorCodes.ErrCannotReleaseNonWarehouse
}
return nil, 0
@@ -27,14 +57,16 @@ func (h Controller) PetReleaseToWarehouse(
// PetOneCure 单体治疗
func (h Controller) PetOneCure(
data *pet.PetOneCureInboundInfo, player *player.Player) (result *pet.PetOneCureOutboundInfo, err errorcode.ErrorCode) {
data *PetOneCureInboundInfo, player *player.Player) (result *pet.PetOneCureOutboundInfo, err errorcode.ErrorCode) {
if player.IsArenaHealLocked() {
return result, errorcode.ErrorCodes.ErrChampionCannotHeal
}
_, currentPet, ok := player.FindPet(data.CatchTime)
if ok {
defer currentPet.Cure()
if slot, ok := player.FindPetBagSlot(data.CatchTime); ok {
currentPet := slot.PetInfoPtr()
if currentPet != nil {
defer currentPet.Cure()
}
}
return &pet.PetOneCureOutboundInfo{
@@ -44,7 +76,7 @@ func (h Controller) PetOneCure(
// PetFirst 精灵首发
func (h Controller) PetFirst(
data *pet.PetDefaultInboundInfo, player *player.Player) (result *pet.PetDefaultOutboundInfo, err errorcode.ErrorCode) {
data *PetDefaultInboundInfo, player *player.Player) (result *pet.PetDefaultOutboundInfo, err errorcode.ErrorCode) {
if player.IsArenaSwitchLocked() {
return result, errorcode.ErrorCodes.ErrChampionCannotSwitch
}
@@ -61,13 +93,19 @@ func (h Controller) PetFirst(
// SetPetExp 设置宠物经验
func (h Controller) SetPetExp(
data *pet.PetSetExpInboundInfo,
data *PetSetExpInboundInfo,
player *player.Player) (result *pet.PetSetExpOutboundInfo, err errorcode.ErrorCode) {
_, currentPet, found := player.FindPet(data.CatchTime)
if !found || currentPet.Level >= 100 {
slot, found := player.FindPetBagSlot(data.CatchTime)
currentPet := slot.PetInfoPtr()
if !found || currentPet == nil || currentPet.Level >= 100 {
return &pet.PetSetExpOutboundInfo{Exp: player.Info.ExpPool}, errorcode.ErrorCodes.ErrSystemError
}
player.AddPetExp(currentPet, data.Exp)
allowedExp := petSetExpLimit(currentPet)
if allowedExp <= 0 {
return &pet.PetSetExpOutboundInfo{Exp: player.Info.ExpPool}, errorcode.ErrorCodes.ErrSystemError
}
player.AddPetExp(currentPet, minInt64(data.Exp, allowedExp))
return &pet.PetSetExpOutboundInfo{Exp: player.Info.ExpPool}, 0
}

View File

@@ -0,0 +1,75 @@
package controller
import (
"blazing/common/data/xmlres"
"blazing/common/socket/errorcode"
"blazing/logic/service/player"
playermodel "blazing/modules/player/model"
"testing"
)
func firstPetIDForControllerTest(t *testing.T) int {
t.Helper()
for id := range xmlres.PetMAP {
return id
}
t.Fatal("xmlres.PetMAP is empty")
return 0
}
func TestSetPetExpCapsLevelAt100(t *testing.T) {
petID := firstPetIDForControllerTest(t)
petInfo := playermodel.GenPetInfo(petID, 31, 0, 0, 99, nil, 0)
if petInfo == nil {
t.Fatal("failed to generate test pet")
}
expPool := petInfo.NextLvExp + 10_000
testPlayer := player.NewPlayer(nil)
testPlayer.Info = &playermodel.PlayerInfo{
ExpPool: expPool,
PetList: []playermodel.PetInfo{*petInfo},
}
currentPet := &testPlayer.Info.PetList[0]
result, err := (Controller{}).SetPetExp(&PetSetExpInboundInfo{
CatchTime: currentPet.CatchTime,
Exp: expPool,
}, testPlayer)
if err != 0 {
t.Fatalf("expected SetPetExp to succeed, got err=%d", err)
}
if currentPet.Level != 100 {
t.Fatalf("expected pet level to stop at 100, got %d", currentPet.Level)
}
if result.Exp != 10_000 {
t.Fatalf("expected overflow exp to remain in pool, got %d", result.Exp)
}
}
func TestSetPetExpRejectsPetAtLevel100(t *testing.T) {
petID := firstPetIDForControllerTest(t)
petInfo := playermodel.GenPetInfo(petID, 31, 0, 0, 100, nil, 0)
if petInfo == nil {
t.Fatal("failed to generate test pet")
}
testPlayer := player.NewPlayer(nil)
testPlayer.Info = &playermodel.PlayerInfo{
ExpPool: 50_000,
PetList: []playermodel.PetInfo{*petInfo},
}
result, err := (Controller{}).SetPetExp(&PetSetExpInboundInfo{
CatchTime: petInfo.CatchTime,
Exp: 12_345,
}, testPlayer)
if err != errorcode.ErrorCodes.ErrSystemError {
t.Fatalf("expected level-100 pet to be rejected, got err=%d", err)
}
if result.Exp != 50_000 {
t.Fatalf("expected exp pool to remain unchanged, got %d", result.Exp)
}
}

View File

@@ -8,47 +8,136 @@ import (
"blazing/logic/service/pet"
"blazing/logic/service/player"
"blazing/modules/player/model"
"github.com/samber/lo"
)
type GetPetLearnableSkillsOutboundInfo struct {
SkillListLen uint32 `struc:"sizeof=SkillList"`
SkillList []uint32 `json:"skillList"`
}
func isSameUint32Slice(a []uint32, b []uint32) bool {
if len(a) != len(b) {
return false
}
for index := range a {
if a[index] != b[index] {
return false
}
}
return true
}
func collectPetLearnableSkillList(currentPet *model.PetInfo) []uint32 {
skillSet := make(map[uint32]struct{})
skills := make([]uint32, 0)
appendSkill := func(skillID uint32) {
if skillID == 0 {
return
}
if _, exists := skillSet[skillID]; exists {
return
}
skillSet[skillID] = struct{}{}
skills = append(skills, skillID)
}
for _, skillID := range currentPet.GetLevelRangeCanLearningSkills(1, currentPet.Level) {
appendSkill(skillID)
}
for _, skillID := range currentPet.ExtSKill {
appendSkill(skillID)
}
for _, skill := range currentPet.SkillList {
delete(skillSet, skill.ID)
}
result := make([]uint32, 0, len(skillSet))
for _, skillID := range skills {
if _, exists := skillSet[skillID]; exists {
result = append(result, skillID)
}
}
return result
}
// GetPetLearnableSkills 查询当前精灵可学习技能(等级技能 + 额外技能ExtSKill
func (h Controller) GetPetLearnableSkills(
data *GetPetLearnableSkillsInboundInfo,
c *player.Player,
) (result *GetPetLearnableSkillsOutboundInfo, err errorcode.ErrorCode) {
slot, ok := c.FindPetBagSlot(data.CatchTime)
currentPet := slot.PetInfoPtr()
if !ok || currentPet == nil {
return nil, errorcode.ErrorCodes.ErrPokemonNotExists
}
return &GetPetLearnableSkillsOutboundInfo{
SkillList: collectPetLearnableSkillList(currentPet),
}, 0
}
// SetPetSkill 设置宠物技能消耗50赛尔豆
func (h Controller) SetPetSkill(data *pet.ChangeSkillInfo, c *player.Player) (result *pet.ChangeSkillOutInfo, err errorcode.ErrorCode) {
func (h Controller) SetPetSkill(data *ChangeSkillInfo, c *player.Player) (result *pet.ChangeSkillOutInfo, err errorcode.ErrorCode) {
const setSkillCost = 50
if !c.GetCoins(setSkillCost) {
return nil, errorcode.ErrorCodes.ErrSunDouInsufficient10016
}
c.Info.Coins -= setSkillCost
_, currentPet, ok := c.FindPet(data.CatchTime)
if !ok {
slot, ok := c.FindPetBagSlot(data.CatchTime)
currentPet := slot.PetInfoPtr()
if !ok || currentPet == nil {
return nil, errorcode.ErrorCodes.ErrSystemBusy
}
canleaernskill := currentPet.GetLevelRangeCanLearningSkills(1, currentPet.Level)
_, ok = lo.Find(canleaernskill, func(item uint32) bool {
return item == data.ReplaceSkill
})
if !ok {
return result, errorcode.ErrorCodes.ErrSystemBusy
canLearnSkillSet := make(map[uint32]struct{})
for _, skillID := range collectPetLearnableSkillList(currentPet) {
canLearnSkillSet[skillID] = struct{}{}
}
_, _, ok = utils.FindWithIndex(currentPet.SkillList, func(item model.SkillInfo) bool { //已经存在技能
if _, exists := canLearnSkillSet[data.ReplaceSkill]; !exists {
return nil, errorcode.ErrorCodes.ErrSystemBusy
}
skillInfo, exists := xmlres.SkillMap[int(data.ReplaceSkill)]
if !exists {
return nil, errorcode.ErrorCodes.ErrSystemBusy
}
_, _, ok = utils.FindWithIndex(currentPet.SkillList, func(item model.SkillInfo) bool {
return item.ID == data.ReplaceSkill
})
if ok {
return nil, errorcode.ErrorCodes.ErrSystemBusy
}
// 查找要学习的技能并替换
_, targetSkill, ok := utils.FindWithIndex(currentPet.SkillList, func(item model.SkillInfo) bool {
return item.ID == data.HasSkill
})
if ok {
if data.HasSkill == 0 && len(currentPet.SkillList) >= 4 {
return nil, errorcode.ErrorCodes.ErrSystemBusy
}
if data.HasSkill != 0 {
_, _, found := utils.FindWithIndex(currentPet.SkillList, func(item model.SkillInfo) bool {
return item.ID == data.HasSkill
})
if !found {
return nil, errorcode.ErrorCodes.ErrSystemBusy
}
}
if !c.GetCoins(setSkillCost) {
return nil, errorcode.ErrorCodes.ErrSunDouInsufficient10016
}
c.Info.Coins -= setSkillCost
maxPP := uint32(skillInfo.MaxPP)
if data.HasSkill != 0 {
_, targetSkill, _ := utils.FindWithIndex(currentPet.SkillList, func(item model.SkillInfo) bool {
return item.ID == data.HasSkill
})
targetSkill.ID = data.ReplaceSkill
targetSkill.PP = uint32(xmlres.SkillMap[int(targetSkill.ID)].MaxPP)
targetSkill.PP = maxPP
} else {
currentPet.SkillList = append(currentPet.SkillList, model.SkillInfo{
ID: data.ReplaceSkill,
PP: maxPP,
})
}
return &pet.ChangeSkillOutInfo{
@@ -57,28 +146,142 @@ func (h Controller) SetPetSkill(data *pet.ChangeSkillInfo, c *player.Player) (re
}
// SortPetSkills 排序宠物技能消耗50赛尔豆
func (h Controller) SortPetSkills(data *pet.C2S_Skill_Sort, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
func (h Controller) SortPetSkills(data *C2S_Skill_Sort, c *player.Player) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
const skillSortCost = 50
slot, ok := c.FindPetBagSlot(data.CapTm)
currentPet := slot.PetInfoPtr()
if !ok || currentPet == nil {
return nil, errorcode.ErrorCodes.ErrPokemonNotExists
}
usedSkillSet := make(map[uint32]struct{})
newSkillList := make([]model.SkillInfo, 0, 4)
for _, skillID := range data.Skill {
if skillID == 0 {
continue
}
if _, used := usedSkillSet[skillID]; used {
continue
}
_, skill, found := utils.FindWithIndex(currentPet.SkillList, func(item model.SkillInfo) bool {
return item.ID == skillID
})
if !found {
continue
}
newSkillList = append(newSkillList, *skill)
usedSkillSet[skillID] = struct{}{}
}
for _, skill := range currentPet.SkillList {
if skill.ID == 0 {
continue
}
if _, used := usedSkillSet[skill.ID]; used {
continue
}
newSkillList = append(newSkillList, skill)
usedSkillSet[skill.ID] = struct{}{}
}
if len(newSkillList) > 4 {
newSkillList = newSkillList[:4]
}
if !c.GetCoins(skillSortCost) {
return nil, errorcode.ErrorCodes.ErrSunDouInsufficient10016
}
c.Info.Coins -= skillSortCost
_, currentPet, ok := c.FindPet(data.CapTm)
if ok {
var newSkillList []model.SkillInfo
for _, skillID := range data.Skill {
_, skill, found := utils.FindWithIndex(currentPet.SkillList, func(item model.SkillInfo) bool {
return item.ID == skillID
})
if found {
newSkillList = append(newSkillList, *skill)
}
}
currentPet.SkillList = newSkillList
}
currentPet.SkillList = newSkillList
return nil, 0
}
// CommitPetSkills 按最终技能列表一次性提交学习/替换/排序结果。
func (h Controller) CommitPetSkills(
data *CommitPetSkillsInboundInfo,
c *player.Player,
) (result *fight.NullOutboundInfo, err errorcode.ErrorCode) {
const setSkillCost = 50
const skillSortCost = 50
slot, ok := c.FindPetBagSlot(data.CatchTime)
currentPet := slot.PetInfoPtr()
if !ok || currentPet == nil {
return nil, errorcode.ErrorCodes.ErrPokemonNotExists
}
currentSkillSet := make(map[uint32]model.SkillInfo, len(currentPet.SkillList))
currentSkillOrder := make([]uint32, 0, len(currentPet.SkillList))
for _, skill := range currentPet.SkillList {
if skill.ID == 0 {
continue
}
currentSkillSet[skill.ID] = skill
currentSkillOrder = append(currentSkillOrder, skill.ID)
}
finalSkillIDs := make([]uint32, 0, 4)
usedSkillSet := make(map[uint32]struct{}, 4)
for _, skillID := range data.Skill {
if skillID == 0 {
continue
}
if _, exists := usedSkillSet[skillID]; exists {
continue
}
usedSkillSet[skillID] = struct{}{}
finalSkillIDs = append(finalSkillIDs, skillID)
}
if len(finalSkillIDs) == 0 {
return nil, errorcode.ErrorCodes.ErrSystemBusy
}
if len(finalSkillIDs) > 4 {
finalSkillIDs = finalSkillIDs[:4]
}
if isSameUint32Slice(currentSkillOrder, finalSkillIDs) {
return nil, 0
}
learnableSkillSet := make(map[uint32]struct{})
for _, skillID := range collectPetLearnableSkillList(currentPet) {
learnableSkillSet[skillID] = struct{}{}
}
newSkillCount := 0
finalSkillList := make([]model.SkillInfo, 0, len(finalSkillIDs))
for _, skillID := range finalSkillIDs {
if skill, exists := currentSkillSet[skillID]; exists {
finalSkillList = append(finalSkillList, skill)
continue
}
if _, exists := learnableSkillSet[skillID]; !exists {
return nil, errorcode.ErrorCodes.ErrSystemBusy
}
skillInfo, exists := xmlres.SkillMap[int(skillID)]
if !exists {
return nil, errorcode.ErrorCodes.ErrSystemBusy
}
newSkillCount++
finalSkillList = append(finalSkillList, model.SkillInfo{
ID: skillID,
PP: uint32(skillInfo.MaxPP),
})
}
totalCost := int64(newSkillCount * setSkillCost)
if newSkillCount == 0 {
totalCost += int64(skillSortCost)
}
if totalCost > 0 && !c.GetCoins(totalCost) {
return nil, errorcode.ErrorCodes.ErrSunDouInsufficient10016
}
c.Info.Coins -= totalCost
currentPet.SkillList = finalSkillList
return nil, 0
}

View File

@@ -10,21 +10,20 @@ import (
"github.com/samber/lo"
)
// IsCollect 处理控制器请求。
func (h Controller) IsCollect(
data *pet.C2S_IS_COLLECT, c *player.Player) (result *pet.S2C_IS_COLLECT, err errorcode.ErrorCode) { //这个时候player应该是空的
result = &pet.S2C_IS_COLLECT{
ID: data.Type,
}
c.Service.Task.Exec(uint32(1335), func(te *model.Task) bool {
r := bitset32.From(te.Data)
// 分支未完成时,标记完成并发放奖励
taskData, taskErr := c.Service.Task.GetTask(uint32(1335))
if taskErr == nil {
r := bitset32.From(taskData.Data)
if r.Test(uint(data.Type)) {
result.IsCom = 1
}
return false
})
}
_, ok := lo.Find([]uint32{1, 2, 3, 4, 301}, func(item uint32) bool {
return data.Type == item
@@ -49,6 +48,7 @@ var validTypeIDMap = map[int][]uint32{
100: {856, 857, 858}, //测试
}
// Collect 处理控制器请求。
func (h Controller) Collect(
data *pet.C2S_PET_COLLECT, c *player.Player) (result *pet.S2C_PET_COLLECT, err errorcode.ErrorCode) { //这个时候player应该是空的
result = &pet.S2C_PET_COLLECT{ID: data.ID}
@@ -57,14 +57,17 @@ func (h Controller) Collect(
return data.Type == item
})
if res == model.Completed && ok { //这块是为了兼容旧版本
c.Service.Task.Exec(uint32(1335), func(te *model.Task) bool {
taskData, taskErr := c.Service.Task.GetTask(uint32(1335))
if taskErr != nil {
return nil, errorcode.ErrorCode(errorcode.ErrorCodes.ErrSystemError)
}
r := bitset32.From(te.Data)
r.Set(uint(data.Type))
te.Data = r.Bytes()
return true
})
r := bitset32.From(taskData.Data)
r.Set(uint(data.Type))
taskData.Data = r.Bytes()
if taskErr = c.Service.Task.SetTask(taskData); taskErr != nil {
return nil, errorcode.ErrorCode(errorcode.ErrorCodes.ErrSystemError)
}
return nil, errorcode.ErrorCode(errorcode.ErrorCodes.ErrSystemError)
}
@@ -78,21 +81,22 @@ func (h Controller) Collect(
if !lo.Contains(validIDs, data.ID) {
return nil, errorcode.ErrorCode(errorcode.ErrorCodes.ErrSystemError)
}
c.Service.Task.Exec(uint32(1335), func(te *model.Task) bool {
taskData, taskErr := c.Service.Task.GetTask(uint32(1335))
if taskErr != nil {
return nil, errorcode.ErrorCode(errorcode.ErrorCodes.ErrSystemError)
}
r := bitset32.From(te.Data)
// 分支未完成时,标记完成并发放奖励
if !r.Test(uint(data.Type)) {
r.Set(uint(data.Type))
te.Data = r.Bytes()
r := model.GenPetInfo(int(data.ID), -1, -1, 0, 1, nil, 0)
c.Service.Pet.PetAdd(r, 0)
result.CatchTime = r.CatchTime
return true
r := bitset32.From(taskData.Data)
if !r.Test(uint(data.Type)) {
r.Set(uint(data.Type))
taskData.Data = r.Bytes()
if taskErr = c.Service.Task.SetTask(taskData); taskErr != nil {
return nil, errorcode.ErrorCode(errorcode.ErrorCodes.ErrSystemError)
}
return false
})
petInfo := model.GenPetInfo(int(data.ID), -1, -1, 0, 1, nil, 0)
c.Service.Pet.PetAdd(petInfo, 0)
result.CatchTime = petInfo.CatchTime
}
if result.CatchTime == 0 {
return nil, errorcode.ErrorCode(errorcode.ErrorCodes.ErrAwardAlreadyClaimed)

View File

@@ -40,7 +40,7 @@ func (ctl Controller) GetBreedPet(
}
result = &pet.S2C_GET_BREED_PET{}
compatibleFemaleIDs := buildBreedPetIDSet(service.NewEggService().GetData(malePet.ID))
compatibleFemaleIDs := buildBreedPetIDSet(breedConfigService.GetData(malePet.ID))
if len(compatibleFemaleIDs) == 0 {
return result, 0
}
@@ -116,10 +116,15 @@ func buildBreedPetIDSet(ids []int32) map[uint32]struct{} {
}
func canBreedPair(maleID, femaleID uint32) bool {
_, ok := buildBreedPetIDSet(service.NewEggService().GetData(maleID))[femaleID]
return ok
for _, id := range breedConfigService.GetData(maleID) {
if uint32(id) == femaleID {
return true
}
}
return false
}
// GetEggList 处理控制器请求。
func (ctl Controller) GetEggList(
data *pet.C2S_GET_EGG_LIST, player *player.Player) (result *pet.S2C_GET_EGG_LIST, err errorcode.ErrorCode) { //这个时候player应该是空的
@@ -143,7 +148,10 @@ const (
breedCost = 1000
)
var limiter *ratelimit.Rule = ratelimit.NewRule()
var (
breedConfigService = service.NewEggService()
limiter = ratelimit.NewRule()
)
// 简单规则案例
func init() {

View File

@@ -7,7 +7,7 @@ import (
)
// BuyFitment 购买基地家具
func (h Controller) BuyFitment(data *room.C2S_BUY_FITMENT, c *player.Player) (result *room.S2C_BUY_FITMENT, err errorcode.ErrorCode) {
func (h Controller) BuyFitment(data *C2S_BUY_FITMENT, c *player.Player) (result *room.S2C_BUY_FITMENT, err errorcode.ErrorCode) {
result = &room.S2C_BUY_FITMENT{Coins: c.Info.Coins}
bought, err := buySeerdouBackpackItem(c, int64(data.ID), int64(data.Count))

View File

@@ -3,6 +3,7 @@ package controller
import (
"blazing/common/socket/errorcode"
"blazing/modules/player/model"
"blazing/modules/player/service"
"blazing/logic/service/pet"
"blazing/logic/service/player"
@@ -15,12 +16,11 @@ import (
// data: 包含目标用户ID的输入信息
// c: 当前玩家对象
// 返回: 基地家具信息和错误码
func (h Controller) GetFitmentUsing(data *room.FitmentUseringInboundInfo, c *player.Player) (result *room.FitmentUseringOutboundInfo, err errorcode.ErrorCode) {
func (h Controller) GetFitmentUsing(data *FitmentUseringInboundInfo, c *player.Player) (result *room.FitmentUseringOutboundInfo, err errorcode.ErrorCode) {
result = &room.FitmentUseringOutboundInfo{UserId: c.Info.UserID, RoomId: data.TargetUserID}
result.Fitments = make([]model.FitmentShowInfo, 0)
result.Fitments = append(result.Fitments, model.FitmentShowInfo{Id: 500001, Status: 1, X: 1, Y: 1, Dir: 1})
roomInfo := c.Service.Room.Get(data.TargetUserID)
result.Fitments = make([]model.FitmentShowInfo, 0, len(roomInfo.PlacedItems)+1)
result.Fitments = append(result.Fitments, model.FitmentShowInfo{Id: 500001, Status: 1, X: 1, Y: 1, Dir: 1})
result.Fitments = append(result.Fitments, roomInfo.PlacedItems...)
return
}
@@ -29,20 +29,48 @@ func (h Controller) GetFitmentUsing(data *room.FitmentUseringInboundInfo, c *pla
// data: 包含目标用户ID的输入信息
// c: 当前玩家对象
// 返回: 精灵展示列表和错误码
func (h Controller) GetRoomPetShowInfo(data *room.PetRoomListInboundInfo, c *player.Player) (result *room.PetRoomListOutboundInfo, err errorcode.ErrorCode) {
func (h Controller) GetRoomPetShowInfo(data *PetRoomListInboundInfo, c *player.Player) (result *room.PetRoomListOutboundInfo, err errorcode.ErrorCode) {
result = &room.PetRoomListOutboundInfo{}
result.Pets = make([]pet.PetShortInfo, 0)
roomInfo := c.Service.Room.Get(data.TargetUserID)
for _, catchTime := range roomInfo.ShowPokemon {
petInfo := c.Service.Pet.PetInfoOneOther(data.TargetUserID, catchTime)
if petInfo.Data.ID == 0 {
showPets := service.NewPetService(data.TargetUserID).GetShowPets()
result.Pets = make([]pet.PetShortInfo, 0, len(showPets))
for i := range showPets {
var petShortInfo pet.PetShortInfo
copier.Copy(&petShortInfo, &showPets[i].Data)
result.Pets = append(result.Pets, petShortInfo)
}
return
}
// SetRoomPetShowInfo 设置基地展示精灵并返回最新展示列表cmd:2323
func (h Controller) SetRoomPetShowInfo(data *C2S_PET_ROOM_SHOW, c *player.Player) (result *room.S2C_PET_ROOM_SHOW, err errorcode.ErrorCode) {
result = &room.S2C_PET_ROOM_SHOW{}
catchTimes := make([]uint32, 0, len(data.PetShowList))
seen := make(map[uint32]struct{}, len(data.PetShowList))
for _, item := range data.PetShowList {
ct := uint32(item.CatchTime)
if ct == 0 {
continue
}
var petShortInfo pet.PetShortInfo
copier.Copy(&petShortInfo, &petInfo.Data)
if petInfo.ID != 0 {
result.Pets = append(result.Pets, petShortInfo)
if _, ok := seen[ct]; ok {
continue
}
seen[ct] = struct{}{}
catchTimes = append(catchTimes, ct)
}
petSvc := service.NewPetService(c.Info.UserID)
if !petSvc.SetShowCatchTimes(catchTimes) {
err = errorcode.ErrorCodes.ErrSystemError
return
}
showPets := petSvc.GetShowPets()
result.PetShowList = make([]pet.PetShortInfo, 0, len(showPets))
for i := range showPets {
var petShortInfo pet.PetShortInfo
copier.Copy(&petShortInfo, &showPets[i].Data)
result.PetShowList = append(result.PetShowList, petShortInfo)
}
return
}
@@ -51,12 +79,12 @@ func (h Controller) GetRoomPetShowInfo(data *room.PetRoomListInboundInfo, c *pla
// data: 空输入结构
// c: 当前玩家对象
// 返回: 玩家所有家具列表和错误码
func (h Controller) GetAllFurniture(data *room.FitmentAllInboundEmpty, c *player.Player) (result *room.FitmentAllOutboundInfo, err errorcode.ErrorCode) {
func (h Controller) GetAllFurniture(data *FitmentAllInboundEmpty, c *player.Player) (result *room.FitmentAllOutboundInfo, err errorcode.ErrorCode) {
result = &room.FitmentAllOutboundInfo{}
result.Fitments = make([]room.FitmentItemInfo, 0)
items := c.Service.Item.Get(500000, 600000)
roomData := c.Service.Room.Get(c.Info.UserID)
result.Fitments = make([]room.FitmentItemInfo, 0, len(items))
for _, item := range items {
var itemInfo room.FitmentItemInfo
itemInfo.Id = item.ItemId
@@ -75,8 +103,11 @@ func (h Controller) GetAllFurniture(data *room.FitmentAllInboundEmpty, c *player
// data: 包含用户ID和精灵捕获时间的输入信息
// c: 当前玩家对象
// 返回: 精灵详细信息和错误码
func (h Controller) GetRoomPetInfo(data *room.C2S_RoomPetInfo, c *player.Player) (result *pet.RoomPetInfo, err errorcode.ErrorCode) {
func (h Controller) GetRoomPetInfo(data *C2S_RoomPetInfo, c *player.Player) (result *pet.RoomPetInfo, err errorcode.ErrorCode) {
petInfo := c.Service.Pet.PetInfoOneOther(data.UserID, data.CatchTime)
if petInfo == nil {
return nil, errorcode.ErrorCodes.ErrPokemonNotExists
}
result = &pet.RoomPetInfo{}
copier.CopyWithOption(result, &petInfo.Data, copier.Option{DeepCopy: true})
result.OwnerId = data.UserID

View File

@@ -2,45 +2,16 @@ package controller
import (
"blazing/common/socket/errorcode"
"blazing/logic/service/pet"
"blazing/logic/service/player"
"blazing/logic/service/room"
"github.com/jinzhu/copier"
)
// SetFitment 设置基地家具摆放
// data: 包含家具列表的输入信息
// c: 当前玩家对象
// 返回: 空结果和错误码
func (h Controller) SetFitment(data *room.SET_FITMENT, c *player.Player) (result *room.NullInfo, err errorcode.ErrorCode) {
func (h Controller) SetFitment(data *SET_FITMENT, c *player.Player) (result *room.NullInfo, err errorcode.ErrorCode) {
c.Service.Room.Set(data.Fitments)
return
}
// SetPet 设置基地展示的精灵
// data: 包含精灵展示列表的输入信息
// c: 当前玩家对象
// 返回: 精灵展示列表和错误码
func (h Controller) SetPet(data *room.C2S_PET_ROOM_SHOW, c *player.Player) (result *room.S2C_PET_ROOM_SHOW, err errorcode.ErrorCode) {
var showPetCatchTimes []uint32
for _, petShowInfo := range data.PetShowList {
if petShowInfo.CatchTime != 0 {
showPetCatchTimes = append(showPetCatchTimes, petShowInfo.CatchTime)
}
}
c.Service.Room.Show(showPetCatchTimes)
result = &room.S2C_PET_ROOM_SHOW{}
result.PetShowList = make([]pet.PetShortInfo, len(showPetCatchTimes))
for _, catchTime := range showPetCatchTimes {
petInfo := c.Service.Pet.PetInfoOneByCatchTime(catchTime)
if petInfo == nil {
continue
}
var petShortInfo pet.PetShortInfo
copier.Copy(&petShortInfo, &petInfo.Data)
result.PetShowList = append(result.PetShowList, petShortInfo)
}
return
}

View File

@@ -8,6 +8,7 @@ import (
"blazing/logic/service/player"
)
// SystemTimeInfo 处理控制器请求。
func (h Controller) SystemTimeInfo(data *InInfo, c *player.Player) (result *OutInfo, err errorcode.ErrorCode) {
return &OutInfo{

View File

@@ -16,7 +16,7 @@ import (
// data: 包含射击信息的输入数据
// player: 当前玩家对象
// 返回: 射击结果和错误码
func (h Controller) PlayerAim(data *user.AimatInboundInfo, player *player.Player) (result *user.AimatOutboundInfo, err errorcode.ErrorCode) {
func (h Controller) PlayerAim(data *AimatInboundInfo, player *player.Player) (result *user.AimatOutboundInfo, err errorcode.ErrorCode) {
result = &user.AimatOutboundInfo{
ItemId: data.ItemId,
@@ -33,7 +33,7 @@ func (h Controller) PlayerAim(data *user.AimatInboundInfo, player *player.Player
// data: 包含聊天消息的输入数据
// player: 当前玩家对象
// 返回: 聊天结果和错误码
func (h Controller) PlayerChat(data *user.ChatInboundInfo, player *player.Player) (result *user.ChatOutboundInfo, err errorcode.ErrorCode) {
func (h Controller) PlayerChat(data *ChatInboundInfo, player *player.Player) (result *user.ChatOutboundInfo, err errorcode.ErrorCode) {
result = &user.ChatOutboundInfo{
@@ -50,7 +50,7 @@ func (h Controller) PlayerChat(data *user.ChatInboundInfo, player *player.Player
// data: 包含颜色信息的输入数据
// player: 当前玩家对象
// 返回: 颜色更改结果和错误码
func (h Controller) ChangePlayerColor(data *user.ChangeColorInboundInfo, player *player.Player) (result *user.ChangeColorOutboundInfo, err errorcode.ErrorCode) {
func (h Controller) ChangePlayerColor(data *ChangeColorInboundInfo, player *player.Player) (result *user.ChangeColorOutboundInfo, err errorcode.ErrorCode) {
const changeColorCost = 50
if !player.GetCoins(changeColorCost) {
@@ -76,7 +76,7 @@ func (h Controller) ChangePlayerColor(data *user.ChangeColorInboundInfo, player
// data: 包含涂鸦信息的输入数据
// player: 当前玩家对象
// 返回: 涂鸦更改结果和错误码
func (h Controller) ChangePlayerDoodle(data *user.ChangeDoodleInboundInfo, player *player.Player) (result *user.ChangeDoodleOutboundInfo, err errorcode.ErrorCode) {
func (h Controller) ChangePlayerDoodle(data *ChangeDoodleInboundInfo, player *player.Player) (result *user.ChangeDoodleOutboundInfo, err errorcode.ErrorCode) {
const changeDoodleCost = 50
if !player.GetCoins(changeDoodleCost) {
@@ -102,11 +102,11 @@ func (h Controller) ChangePlayerDoodle(data *user.ChangeDoodleInboundInfo, playe
return
}
// ChangeNONOColor 修改NONO颜色
// ChangeNonoColor 修改NONO颜色
// data: 包含NONO颜色信息的输入数据
// player: 当前玩家对象
// 返回: NONO颜色更改结果和错误码
func (h Controller) ChangeNONOColor(data *user.ChangeNONOColorInboundInfo, player *player.Player) (result *user.ChangeNONOColorOutboundInfo, err errorcode.ErrorCode) {
func (h Controller) ChangeNonoColor(data *ChangeNONOColorInboundInfo, player *player.Player) (result *user.ChangeNONOColorOutboundInfo, err errorcode.ErrorCode) {
//player.Info.Coins -= 200
player.Info.NONO.NonoColor = data.Color
@@ -122,7 +122,7 @@ func (h Controller) ChangeNONOColor(data *user.ChangeNONOColorInboundInfo, playe
// data: 包含跳舞类型信息的输入数据
// player: 当前玩家对象
// 返回: 跳舞动作结果和错误码
func (h Controller) DanceAction(data *user.C2SDanceAction, player *player.Player) (result *user.S2CDanceAction, err errorcode.ErrorCode) {
func (h Controller) DanceAction(data *C2SDanceAction, player *player.Player) (result *user.S2CDanceAction, err errorcode.ErrorCode) {
result = &user.S2CDanceAction{
Type: data.Type,
@@ -136,7 +136,7 @@ func (h Controller) DanceAction(data *user.C2SDanceAction, player *player.Player
// data: 包含变形信息的输入数据
// player: 当前玩家对象
// 返回: 变形结果和错误码
func (h Controller) PeopleTransform(data *user.C2SPEOPLE_TRANSFROM, player *player.Player) (result *user.S2CPEOPLE_TRANSFROM, err errorcode.ErrorCode) {
func (h Controller) PeopleTransform(data *C2SPEOPLE_TRANSFROM, player *player.Player) (result *user.S2CPEOPLE_TRANSFROM, err errorcode.ErrorCode) {
result = &user.S2CPEOPLE_TRANSFROM{
SuitID: data.SuitID,
@@ -150,7 +150,7 @@ func (h Controller) PeopleTransform(data *user.C2SPEOPLE_TRANSFROM, player *play
// data: 包含服装信息的输入数据
// player: 当前玩家对象
// 返回: 服装更改结果和错误码
func (h Controller) ChangePlayerCloth(data *item.ChangePlayerClothInboundInfo, player *player.Player) (result *item.ChangePlayerClothOutboundInfo, err errorcode.ErrorCode) {
func (h Controller) ChangePlayerCloth(data *ChangePlayerClothInboundInfo, player *player.Player) (result *item.ChangePlayerClothOutboundInfo, err errorcode.ErrorCode) {
result = &item.ChangePlayerClothOutboundInfo{
UserID: player.Info.UserID,
@@ -171,7 +171,8 @@ func (h Controller) ChangePlayerCloth(data *item.ChangePlayerClothInboundInfo, p
return
}
func (h Controller) ChangePlayerName(data *user.ChangePlayerNameInboundInfo, c *player.Player) (result *user.ChangePlayerNameOutboundInfo, err errorcode.ErrorCode) {
// ChangePlayerName 处理控制器请求。
func (h Controller) ChangePlayerName(data *ChangePlayerNameInboundInfo, c *player.Player) (result *user.ChangePlayerNameOutboundInfo, err errorcode.ErrorCode) {
newNickname := cool.Filter.Replace(strings.Trim(data.Nickname, "\x00"), '*')
c.Info.Nick = newNickname
@@ -183,7 +184,9 @@ func (h Controller) ChangePlayerName(data *user.ChangePlayerNameInboundInfo, c *
return result, 0
}
func (h Controller) ChangeTile(data *user.ChangeTitleInboundInfo, c *player.Player) (result *user.ChangeTitleOutboundInfo, err errorcode.ErrorCode) {
// ChangeTitle 处理控制器请求。
func (h Controller) ChangeTitle(data *ChangeTitleInboundInfo, c *player.Player) (result *user.ChangeTitleOutboundInfo, err errorcode.ErrorCode) {
result = &user.ChangeTitleOutboundInfo{
UserID: c.Info.UserID,

View File

@@ -2,61 +2,80 @@ package controller
import (
"blazing/common/socket/errorcode"
"blazing/logic/service/player"
logicplayer "blazing/logic/service/player"
"blazing/logic/service/user"
"blazing/modules/config/service"
"blazing/modules/player/model"
baseservice "blazing/modules/base/service"
configservice "blazing/modules/config/service"
playerservice "blazing/modules/player/service"
"strings"
"time"
)
func (h Controller) CDK(data *user.C2S_GET_GIFT_COMPLETE, player *player.Player) (result *user.S2C_GET_GIFT_COMPLETE, err errorcode.ErrorCode) {
// RedeemGiftCode 处理控制器请求。
func (h Controller) RedeemGiftCode(data *C2S_GET_GIFT_COMPLETE, player *logicplayer.Player) (result *user.S2C_GET_GIFT_COMPLETE, err errorcode.ErrorCode) {
result = &user.S2C_GET_GIFT_COMPLETE{}
cdkService := service.NewCdkService()
rewardPetService := service.NewPetRewardService()
itemRewardService := service.NewItemService()
userInfo := baseservice.NewBaseSysUserService().GetPerson(data.Head.UserID)
if userInfo == nil || userInfo.QQ == 0 {
return nil, errorcode.ErrorCodes.ErrCannotPerformAction
}
cdkCode := strings.Trim(data.PassText, "\x00")
cdkService := configservice.NewCdkService()
now := time.Now()
r := cdkService.Get(data.PassText)
r := cdkService.Get(cdkCode)
if r == nil {
return nil, errorcode.ErrorCodes.ErrMolecularCodeNotExists
}
if r.Type != configservice.CDKTypeReward {
return nil, errorcode.ErrorCodes.ErrMolecularCodeNotExists
}
if r.BindUserId != 0 && r.BindUserId != data.Head.UserID {
return nil, errorcode.ErrorCodes.ErrMolecularCodeFrozen
}
if r.ValidEndTime.Compare(now) == -1 {
return nil, errorcode.ErrorCodes.ErrMolecularCodeExpired
}
if !player.Service.Cdk.CanGet(uint32(r.ID)) {
return
}
if !cdkService.Set(data.PassText) {
if !cdkService.Set(cdkCode) {
return nil, errorcode.ErrorCodes.ErrMolecularCodeGiftsGone
}
reward, grantErr := playerservice.NewCdkService(data.Head.UserID).GrantConfigReward(
uint32(r.ID),
func(itemID uint32, count int64) bool {
return player.ItemAdd(int64(itemID), count)
},
)
if grantErr != nil {
return nil, errorcode.ErrorCodes.ErrSystemError
}
result.Flag = 1
for _, rewardID := range r.ElfRewardIds {
pet := rewardPetService.Get(rewardID)
if pet == nil {
continue
appendGift := func(giftID, count int64) {
if giftID == 0 || count <= 0 {
return
}
petInfo := model.GenPetInfo(int(pet.MonID), int(pet.DV), int(pet.Nature), int(pet.Effect), int(pet.Lv), nil, 0)
player.Service.Pet.PetAdd(petInfo, 0)
result.PetGift = append(result.PetGift, user.PetGiftInfo{PetID: petInfo.ID, CacthTime: petInfo.CatchTime})
result.GiftList = append(result.GiftList, user.GiftInfo{GiftID: giftID, Count: count})
}
for _, rewardID := range r.ItemRewardIds {
itemInfo := itemRewardService.GetItemCount(rewardID)
player.ItemAdd(itemInfo.ItemId, itemInfo.ItemCnt)
result.GiftList = append(result.GiftList, user.GiftInfo{GiftID: itemInfo.ItemId, Count: itemInfo.ItemCnt})
appendGift(1, reward.Coins)
appendGift(3, reward.ExpPool)
appendGift(5, reward.Gold)
appendGift(9, reward.EVPool)
for _, item := range reward.Items {
appendGift(item.ItemId, item.ItemCnt)
}
if r.TitleRewardIds != 0 {
player.Service.Title.Give(r.TitleRewardIds)
result.Tile = r.TitleRewardIds
for _, pet := range reward.Pets {
result.PetGift = append(result.PetGift, user.PetGiftInfo{PetID: pet.PetID, CacthTime: pet.CatchTime})
}
if len(reward.TitleIDs) > 0 {
result.Tile = reward.TitleIDs[0]
}
player.Service.Cdk.Log(uint32(r.ID))
return
}

View File

@@ -11,7 +11,7 @@ import (
// data: 包含用户ID列表的输入信息
// c: 当前玩家对象
// 返回: 好友在线信息和错误码
func (h Controller) GetOnlineFriends(data *friend.SeeOnlineInboundInfo, c *player.Player) (result *friend.SeeOnlineOutboundInfo, err errorcode.ErrorCode) {
func (h Controller) GetOnlineFriends(data *SeeOnlineInboundInfo, c *player.Player) (result *friend.SeeOnlineOutboundInfo, err errorcode.ErrorCode) {
result = &friend.SeeOnlineOutboundInfo{}
result.Friends = make([]friend.OnlineInfo, 0)
return
@@ -21,7 +21,7 @@ func (h Controller) GetOnlineFriends(data *friend.SeeOnlineInboundInfo, c *playe
// data: 包含要添加好友的用户ID
// c: 当前玩家对象
// 返回: 无数据内容的响应和错误码
func (h Controller) FriendAdd(data *friend.FriendAddInboundInfo, c *player.Player) (result fight.NullOutboundInfo, err errorcode.ErrorCode) {
func (h Controller) FriendAdd(data *FriendAddInboundInfo, c *player.Player) (result fight.NullOutboundInfo, err errorcode.ErrorCode) {
v, ok := c.GetSpace().User.Load(data.UserID)
@@ -40,7 +40,7 @@ func (h Controller) FriendAdd(data *friend.FriendAddInboundInfo, c *player.Playe
// data: 包含发起好友请求的用户ID和回复标志(1为同意0为拒绝)
// c: 当前玩家对象
// 返回: 无数据内容的响应和错误码
func (h Controller) FriendAnswer(data *friend.FriendAnswerInboundInfo, c *player.Player) (result fight.NullOutboundInfo, err errorcode.ErrorCode) {
func (h Controller) FriendAnswer(data *FriendAnswerInboundInfo, c *player.Player) (result fight.NullOutboundInfo, err errorcode.ErrorCode) {
v, ok := c.GetSpace().User.Load(data.UserID)
if ok {
@@ -62,7 +62,7 @@ func (h Controller) FriendAnswer(data *friend.FriendAnswerInboundInfo, c *player
// data: 包含要删除的好友ID
// c: 当前玩家对象
// 返回: 无数据内容的响应和错误码
func (h Controller) FriendRemove(data *friend.FriendRemoveInboundInfo, c *player.Player) (result fight.NullOutboundInfo, err errorcode.ErrorCode) {
func (h Controller) FriendRemove(data *FriendRemoveInboundInfo, c *player.Player) (result fight.NullOutboundInfo, err errorcode.ErrorCode) {
c.Service.Friend.Del(data.UserID)
return
}

View File

@@ -13,7 +13,7 @@ import (
// data: 包含用户ID的输入信息
// player: 玩家对象
// 返回: 模拟用户信息及错误码
func (h Controller) GetUserSimInfo(data *user.SimUserInfoInboundInfo, player *player.Player) (result *user.SimUserInfoOutboundInfo, err errorcode.ErrorCode) {
func (h Controller) GetUserSimInfo(data *SimUserInfoInboundInfo, player *player.Player) (result *user.SimUserInfoOutboundInfo, err errorcode.ErrorCode) {
result = &user.SimUserInfoOutboundInfo{}
t, ok := player.GetSpace().UserInfo.Load(data.UserId)
if ok {
@@ -33,7 +33,7 @@ func (h Controller) GetUserSimInfo(data *user.SimUserInfoInboundInfo, player *pl
// data: 包含用户ID的输入信息
// player: 当前玩家对象
// 返回: 包含用户更多信息的输出结果和错误码
func (h Controller) GetUserMoreInfo(data *user.MoreUserInfoInboundInfo, player *player.Player) (result *user.MoreUserInfoOutboundInfo, err errorcode.ErrorCode) {
func (h Controller) GetUserMoreInfo(data *MoreUserInfoInboundInfo, player *player.Player) (result *user.MoreUserInfoOutboundInfo, err errorcode.ErrorCode) {
result = &user.MoreUserInfoOutboundInfo{}
info := player.Service.Info.Person(data.UserId)
if info == nil {
@@ -49,7 +49,7 @@ func (h Controller) GetUserMoreInfo(data *user.MoreUserInfoInboundInfo, player *
// data: 输入信息(无实际内容)
// player: 当前玩家对象
// 返回: 玩家金币和代币数量及错误码
func (h Controller) GetPlayerGoldCount(data *item.GoldOnlineRemainInboundInfo, player *player.Player) (result *item.GoldOnlineRemainOutboundInfo, err errorcode.ErrorCode) {
func (h Controller) GetPlayerGoldCount(data *GoldOnlineRemainInboundInfo, player *player.Player) (result *item.GoldOnlineRemainOutboundInfo, err errorcode.ErrorCode) {
return &item.GoldOnlineRemainOutboundInfo{
@@ -62,7 +62,7 @@ func (h Controller) GetPlayerGoldCount(data *item.GoldOnlineRemainInboundInfo, p
// data: 输入信息(无实际内容)
// player: 当前玩家对象
// 返回: 玩家总经验值及错误码
func (h Controller) GetPlayerExp(data *item.ExpTotalRemainInboundInfo, player *player.Player) (result *item.ExpTotalRemainOutboundInfo, err errorcode.ErrorCode) {
func (h Controller) GetPlayerExp(data *ExpTotalRemainInboundInfo, player *player.Player) (result *item.ExpTotalRemainOutboundInfo, err errorcode.ErrorCode) {
return &item.ExpTotalRemainOutboundInfo{

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