package rpc import ( "blazing/logic/service/common" "blazing/logic/service/fight/info" "blazing/modules/player/model" "blazing/modules/player/service" "encoding/json" "time" "github.com/liwnn/zset" csmap "github.com/mhmtszr/concurrent-swiss-map" ) type RPCfight struct { fightmap *csmap.CsMap[int, common.FightI] zs *zset.ZSet[uint32, *model.PVP] } func (r *RPCfight) join(pvp info.RPCFightinfo) { ret := service.NewPVPService(pvp.PlayerID).Get(pvp.PlayerID) score := 800 if ret != nil { score = int(ret.RankInfo[len(ret.RankInfo)-1].Score) } r.zs.Add(pvp.PlayerID, ret) if r.zs.Length() > 2 { u, s := r.zs.FindPrev(func(i *model.PVP) bool { return i.RankInfo[len(ret.RankInfo)-1].Score > score }) diff := s - score // 等待越久,允许区间越大 wait := time.Now().Sub(u.RankInfo[len(ret.RankInfo)-1].LastMatchTime.Time).Seconds() maxAllow := 100 + int(wait)*10 if diff < maxAllow { //找到上一个,如果区间分数少于一定, //直接进行匹配 } } } func (r *RPCfight) ADD(s string) { println("收到sun:join", s) var pvp info.RPCFightinfo json.Unmarshal([]byte(s), &pvp) if pvp.Type == 1 { r.join(pvp) } else { //==0 退出 r.cancel(pvp) } } func (r *RPCfight) cancel(pvp info.RPCFightinfo) { r.zs.Remove(pvp.PlayerID) } ///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](), zs: zset.New[uint32, *model.PVP](func(a, b *model.PVP) bool { return a.Less(b) }), }