Files
bl/logic/service/space/space.go
昔念 79d4343cdc
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```
feat(common/cool): 更新GetClient函数支持端口参数

更新GetClient函数签名以接收端口参数,并修改客户端映射键的计算方式,
添加GetClientOnly函数用于仅通过uid获取客户端。

fix(common/rpc): 修复RPC调用中的客户端获取方法

将GetClient调用替换为GetClientOnly,确保正确的客户端获取逻辑。

refactor(logic/controller): 重命名Port字段为UID并优化道具列表处理

将Controller结构体中的Port字段重命名为UID以更好地反映其用途,
优化GetUserItemList函数中道具列表的初始化和填充逻辑。

perf(logic): 调整性能分析web服务启动位置

将PprofWeb服务从全局启动移至调试模式下启动,优化服务配置。

refactor(logic/server): 更新服务器UID生成逻辑

修改Maincontroller的UID字段设置方式,使用服务器ID和端口组合生成唯一标识。

refactor(logic/service/player): 移除未使用的导入并优化怪物生成

移除未使用的service导入,优化怪物生成逻辑中的地图数据访问。

feat(logic/service/space): 添加PitS缓存映射并重构空间初始化

添加新的PitS字段
2026-03-02 23:59:15 +08:00

279 lines
5.9 KiB
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package space
import (
"blazing/common/data/xmlres"
"blazing/common/utils"
"blazing/cool"
"strconv"
"strings"
"sync/atomic"
"time"
"blazing/logic/service/common"
"blazing/logic/service/space/info"
"blazing/modules/config/model"
"blazing/modules/config/service"
infomodel "blazing/modules/player/model"
"github.com/gogf/gf/v2/util/grand"
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
}]()
// 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.SimpleInfo]
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.MapBossSInfo
IsChange bool
WeatherType []uint32
TimeBoss info.S2C_2022
//Weather uint32
IsTime bool
PitS *csmap.CsMap[int, []model.MapPit]
}
// NewSyncMap 创建一个新的玩家同步map
func NewSpace() *Space {
ret := &Space{
User: csmap.New[uint32, common.PlayerI](),
UserInfo: csmap.New[uint32, info.SimpleInfo](),
}
return ret
}
// 获取星球
func GetSpace(id uint32) *Space {
planet, ok := planetmap.Load(id)
if ok {
return planet
}
ret := NewSpace()
ret.ID = id
defer ret.init()
planetmap.Store(id, ret)
return ret
}
var planetmap = csmap.New[uint32, *Space]()
func ParseCoordinateString(s string) []infomodel.Pos {
// 存储解析后的坐标
var points []infomodel.Pos
// 空字符串处理
if strings.TrimSpace(s) == "" {
return points
}
// 第一步:按竖线分割成单个坐标字符串
coordStrs := strings.Split(s, "|")
for _, coordStr := range coordStrs {
// 去除首尾空格(兼容可能的格式不规范)
coordStr = strings.TrimSpace(coordStr)
if coordStr == "" {
return nil
}
// 第二步按逗号分割X、Y值
xy := strings.Split(coordStr, ",")
if len(xy) != 2 {
return nil
}
// 第三步:转换为整数
xStr := strings.TrimSpace(xy[0])
yStr := strings.TrimSpace(xy[1])
x, err := strconv.Atoi(xStr)
if err != nil {
return nil
}
y, err := strconv.Atoi(yStr)
if err != nil {
return nil
}
// 添加到切片
points = append(points, infomodel.Pos{X: uint32(x), Y: uint32(y)})
}
return points
}
func (t *Space) Next(time.Time) time.Time {
return time.Now().Add(grand.D(6*time.Second, 30*time.Second))
}
func (ret *Space) init() {
if ret.ID < 10000 { //说明是玩家地图GetSpace
for _, v := range xmlres.MapConfig.Maps {
if v.ID == int(ret.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)
_, ok := maphot[ret.Super]
if !ok {
maphot[ret.Super] = &MapTip{}
maphot[ret.Super].TipInfoS = make(map[uint32]*TipInfo, 0)
}
tips := &TipInfo{}
r := service.NewMapService().GetData(ret.ID)
if r != nil {
tips.Diao = service.NewMapService().GetData(ret.ID).DropItemIds
}
pits := service.NewMapPitService().GetDataALL(ret.ID)
ret.PitS = csmap.New[int, []model.MapPit]()
for _, v := range pits {
tips.Pet = append(tips.Pet, v.RefreshID...)
for _, vp := range v.Pos {
t, ok := ret.PitS.Load(vp)
if ok {
t = append(t, v)
ret.PitS.Store(vp, t)
} else {
ret.PitS.Store(vp, []model.MapPit{v})
}
}
}
tips.Pet = lo.Union(tips.Pet)
tips.Talk = service.NewTalkConfigService().GetTip(ret.ID)
tips.Boss = service.NewMapNodeService().GetTip(ret.ID)
maphot[ret.Super].TipInfoS[ret.ID] = tips
ret.Name = v.Name
//ogreconfig := service.NewMapPitService().GetData(ret.ID, uint32(i))
break
}
}
}
r := service.NewMapService().GetData(ret.ID)
if r != nil {
if r.IsTimeSpace != 0 {
ret.IsTime = true
}
ret.MapBossSInfo = info.MapBossSInfo{}
ret.MapBossSInfo.INFO = make([]info.MapBossInfo, 0)
if len(r.WeatherType) > 1 {
ret.WeatherType = r.WeatherType
// ret.CanWeather = 1
cool.Cron.CustomFunc(ret, ret.GenWer)
}
for _, v := range service.NewMapNodeService().GetDataB(ret.ID) {
info := info.MapBossInfo{
Id: v.TriggerID,
Region: v.NodeID, //这个是注册的index
Hp: v.HP,
PosInfo: ParseCoordinateString(v.Pos),
MaxHP: int(v.HP),
Wer: v.Weather,
}
ret.MapBossSInfo.INFO = append(ret.MapBossSInfo.INFO, info)
}
if len(ret.MapBossSInfo.INFO) > 0 {
cool.Cron.ScheduleFunc(10*time.Second, ret.GenBoss)
cool.Cron.ScheduleFunc(300*time.Second, ret.HealHP)
}
}
}
func (ret *Space) GenBoss() {
for i := 0; i < len(ret.MapBossSInfo.INFO); i++ {
s := len(ret.MapBossSInfo.INFO[i].PosInfo)
if s != 0 {
ret.MapBossSInfo.INFO[i].Pos = ret.MapBossSInfo.INFO[i].PosInfo[(grand.Intn(s-1)+1+int(ret.MapBossSInfo.INFO[i].PosIndex))%s]
}
_, ok := lo.Find(ret.MapBossSInfo.INFO[i].Wer, func(item int32) bool {
return item == ret.MapBossSInfo.Wer
})
if ok {
ret.MapBossSInfo.INFO[i].IsShow = 1
if ret.IsChange {
ret.MapBossSInfo.INFO[i].IsShow = 2
}
} else {
ret.MapBossSInfo.INFO[i].IsShow = 0
}
}
ret.Broadcast(nil, 2021, &ret.MapBossSInfo)
}
func (ret *Space) HealHP() {
for _, v := range ret.MapBossSInfo.INFO {
atomic.StoreInt32(&v.Hp, int32(v.MaxHP))
}
}
func (ret *Space) GenWer() {
//if ret.CanWeather == 1 {
var neww uint32 = 0
if len(ret.WeatherType) == 2 {
neww, _ = utils.RandomByWeight(ret.WeatherType, []uint32{9, 1})
} else {
neww, _ = utils.RandomByWeight(ret.WeatherType, []uint32{8, 1, 1})
}
if neww != uint32(ret.MapBossSInfo.Wer) {
ret.IsChange = true
ret.MapBossSInfo.Wer = int32(neww)
ret.GenBoss()
println(ret.Name, "change weather", neww)
} else {
ret.IsChange = false
}
//}
}