Files
bl/logic/service/space/space.go
昔念 2ab7f59667 ```
feat(socket): 统一使用 glog.Info 替代 glog.Infof

将 ServerEvent.go 中的 glog.Infof 更改为 glog.Info,以统一日志输出方式并减少格式化开销。

feat(controller): 优化宠物经验设置逻辑与错误码返回

在 SetPetExp 方法中提前返回结果,并修正最终返回的错误码为 ErrSystemError。同时规范化注释格式。

feat(space): 支持天气地图判断与动态天气 BOSS 刷新

引入 lo 包用于查找
2025-12-13 18:35:17 +08:00

127 lines
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package space
import (
"blazing/common/data/xmlres"
"blazing/common/utils"
"blazing/cool"
"blazing/logic/service/common"
"blazing/logic/service/space/info"
csmap "github.com/mhmtszr/concurrent-swiss-map"
"github.com/samber/lo"
"github.com/tnnmigga/enum"
)
// 定义天气状态枚举实例
var WeatherStatus = enum.New[struct {
Normal uint32 `enum:"0"` // 正常
Rain uint32 `enum:"1"` // 下雨
Snow uint32 `enum:"2"` // 下雪
}]()
// 定义天气地图
var wermap = []uint32{32}
// Space 针对Player的并发安全map键为uint32类型
type Space struct {
User *csmap.CsMap[uint32, common.PlayerI] // 存储玩家数据的map键为玩家ID
UserInfo *csmap.CsMap[uint32, info.OutInfo]
CanRefresh bool //是否能够刷怪
Super uint32
//SuperValue *int32
ID uint32 // 地图ID
Name string //地图名称
Owner ARENA
info.MapBossInfo
TimeBoss info.S2C_2022
Weather uint32
CanWeather uint32
}
// NewSyncMap 创建一个新的玩家同步map
func NewSpace() *Space {
ret := &Space{
User: csmap.New[uint32, common.PlayerI](
// set the number of map shards. the default value is 32.
csmap.WithShardCount[uint32, common.PlayerI](32),
// // if don't set custom hasher, use the built-in maphash.
csmap.WithCustomHasher[uint32, common.PlayerI](func(key uint32) uint64 {
return uint64(key)
}),
// set the total capacity, every shard map has total capacity/shard count capacity. the default value is 0.
// csmap.WithSize[string, int](1000),
),
UserInfo: csmap.New[uint32, info.OutInfo](
// set the number of map shards. the default value is 32.
csmap.WithShardCount[uint32, info.OutInfo](32),
csmap.WithCustomHasher[uint32, info.OutInfo](func(key uint32) uint64 {
return uint64(key)
}),
// // if don't set custom hasher, use the built-in maphash.
// csmap.WithCustomHasher[string, int](func(key string) uint64 {
// hash := fnv.New64a()
// hash.Write([]byte(key))
// return hash.Sum64()
// }),
// set the total capacity, every shard map has total capacity/shard count capacity. the default value is 0.
// csmap.WithSize[string, int](1000),
),
}
return ret
}
// 获取星球
func GetSpace(id uint32) *Space {
planet, ok := planetmap.Load(id)
if ok {
return planet
}
ret := NewSpace()
if id < 10000 { //说明是玩家地图GetSpace
for _, v := range xmlres.MapConfig.Maps {
if v.ID == int(id) { //找到这个地图
ret.Super = uint32(v.Super)
if ret.Super == 0 {
ret.Super = uint32(v.ID)
}
ret.ID = uint32(v.ID)
ret.getfixboss(uint32(v.ID))
//t.gettimeboss(uint32(v.ID))
_, ok := maphot[ret.Super]
if !ok {
var t1 int32
maphot[ret.Super] = &t1
}
ret.Name = v.Name
break
}
}
}
if _, ok := lo.Find(wermap, func(mapID uint32) bool { return mapID == ret.ID }); ok {
ret.CanWeather = 1
cool.Cron.CustomFunc(ret, func() {
})
}
planetmap.Store(id, ret)
return ret
}
var planetmap = &utils.SyncMap[uint32, *Space]{} //玩家数据