package controller import ( "blazing/common/data/entity" "blazing/common/socket/errorcode" "blazing/common/socket/handler" "blazing/logic/service/maphot" "blazing/logic/service/maps" "blazing/logic/service/space" "time" ) func (h *Controller) MapEnter(data *maps.InInfo, c *entity.Player) (result *maps.OutInfo, err errorcode.ErrorCode) { //这个时候player应该是空的 c.MapId = data.MapId //登录地图 space.GetSpace(c.MapId).Set(c.UserID, c) //添加玩家 tt := maps.NewOutInfo() tt.UserID = c.UserID tt.Nick = c.Nick tt.Pos = data.Point data.Broadcast(c.MapId, *tt) //同步广播 go func() { //测试刷怪 for { tt := handler.NewTomeeHeader() tt.CMD = 2004 tt.Result = 0 tt.UserID = c.UserID t1 := maps.OgreInfo{} for i := 0; i < 9; i++ { t1.Data[i] = 1 } c.SendPack(tt.Pack(&t1)) <-time.After(10000 * time.Millisecond) } }() return nil, -1 } func (h Controller) MapHot(data *maphot.InInfo, c *entity.Player) (result *maphot.OutInfo, err errorcode.ErrorCode) { result = &maphot.OutInfo{ HotInfos: space.GetMapHot(), } return } func (h *Controller) MapLeave(data *maps.LeaveMapInboundInfo, c *entity.Player) (result *maps.LeaveMapOutboundInfo, err errorcode.ErrorCode) { //这个时候player应该是空的 //result = &maps.LeaveMapOutboundInfo{UserID: c.GetUserID()} data.Broadcast(c.MapId, maps.LeaveMapOutboundInfo{UserID: c.GetUserID()}) //同步广播 space.GetSpace(c.MapId).Delete(c.UserID) return nil, -1 } func (h *Controller) MapList(data *maps.ListMapPlayerInboundInfo, c *entity.Player) (result *maps.ListMapPlayerOutboundInfo, err errorcode.ErrorCode) { //这个时候player应该是空的 result = &maps.ListMapPlayerOutboundInfo{} result.Player = make([]maps.OutInfo, 0) result1 := maps.NewOutInfo() result1.UserID = c.UserID //result.Pos = model.Pos{X: 500, Y: 400} result1.Nick = c.Nick result.Player = append(result.Player, *result1) return }