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bl/common/cool/global.go

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package cool
import (
"blazing/common/data/entity"
"blazing/common/utils"
"context"
"reflect"
"github.com/gogf/gf/v2/os/glog"
"github.com/gogf/gf/v2/util/gconv"
"github.com/yitter/idgenerator-go/idgen"
)
var (
Mainplayer = &utils.SyncMap[uint32, *entity.Player]{} //玩家数据
CmdCache = &utils.SyncMap[uint32, reflect.Value]{} //命令缓存
)
func init() {
// 创建 IdGeneratorOptions 对象,可在构造函数中输入 WorkerId
tt := gconv.Uint16(1)
var options = idgen.NewIdGeneratorOptions(tt)
// options.WorkerIdBitLength = 10 // 默认值6限定 WorkerId 最大值为2^6-1即默认最多支持64个节点。
// options.SeqBitLength = 6; // 默认值6限制每毫秒生成的ID个数。若生成速度超过5万个/秒,建议加大 SeqBitLength 到 10。
// options.BaseTime = Your_Base_Time // 如果要兼容老系统的雪花算法此处应设置为老系统的BaseTime。
// ...... 其它参数参考 IdGeneratorOptions 定义。
// 保存参数(务必调用,否则参数设置不生效):
idgen.SetIdGenerator(options)
newId := idgen.NextId()
glog.Debug(context.Background(), "初始化雪花算法", newId)
}
func ConutPlayer() int {
count := 0
Mainplayer.Range(func(uint32, *entity.Player) bool {
count++
return true // 继续遍历
})
return count
//fmt.Println("元素数量:", count) // 输出: 3
}