- 重构了 Input 结构体和相关方法,新增 NewInput 函数 - 优化了 NodeManager 结构体和 Exec 方法的实现 - 调整了 FightC 结构体和 enterturn 方法的逻辑 - 修改了 BattleSkillEntity 结构体,移除了冗余字段 - 更新了 EffectNode 中的相关方法,使其适应新的逻辑
353 lines
7.5 KiB
Go
353 lines
7.5 KiB
Go
package player
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import (
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"blazing/common/data/share"
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"blazing/common/utils"
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"blazing/logic/service/common"
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"blazing/logic/service/fight/info"
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"blazing/logic/service/space"
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"blazing/modules/blazing/model"
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blservice "blazing/modules/blazing/service"
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"context"
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"fmt"
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"sync"
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"time"
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"github.com/gobwas/ws"
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"github.com/gobwas/ws/wsutil"
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"github.com/gogf/gf/v2/frame/g"
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"github.com/gogf/gf/v2/os/glog"
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"github.com/panjf2000/gnet/pkg/logging"
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"github.com/tnnmigga/enum"
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)
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func ConutPlayer() int {
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count := 0
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Mainplayer.Range(func(uint32, *Player) bool {
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count++
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return true // 继续遍历
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})
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return count
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}
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type ClientData struct {
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IsCrossDomain bool //是否跨域过
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Player *Player //客户实体
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//UserID uint32
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Wsmsg *WsCodec
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}
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func NewClientData() *ClientData {
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cd := ClientData{
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IsCrossDomain: false,
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Player: nil,
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Wsmsg: &WsCodec{},
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}
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return &cd
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}
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var Mainplayer = &utils.SyncMap[uint32, *Player]{} //玩家数据
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func (c *Conn) SendPack(bytes []byte) error {
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if t, ok := c.MainConn.Context().(*ClientData); ok {
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if t.Wsmsg.Upgraded {
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// This is the echo server
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err := wsutil.WriteServerMessage(c.MainConn, ws.OpBinary, bytes)
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if err != nil {
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logging.Infof("conn[%v] [err=%v]", c.MainConn.RemoteAddr().String(), err.Error())
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return err
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}
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} else {
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_, err := c.MainConn.Write(bytes)
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if err != nil {
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logging.Error(err)
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}
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}
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}
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return nil
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}
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type OgreInfo struct {
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Data [9]OgrePetInfo
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}
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type OgrePetInfo struct {
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Id uint32
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Shiny uint32
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Lv uint32 `struc:"skip"` //等级
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}
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type Player struct {
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MainConn *Conn
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IsLogin bool //是否登录
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mu sync.Mutex
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loginChan chan struct{} // 登录完成通知通道
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Info *model.PlayerInfo
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StopChan chan struct{} //停止刷怪协程
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context.Context
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Playerinvite uint32 //当前邀请的玩家ID
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Onlinetime uint32 //当前登录时间
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OgreInfo *OgreInfo
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FightC common.FightI //绑定战斗标识 替代本身的是否战斗标记 //IsFighting bool
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Service *blservice.UserService
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//FightInfo info.NoteReadyToFightInfo
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}
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// PlayerOption 定义配置 Player 的函数类型
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type PlayerOption func(*Player)
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func WithConn(c *Conn) PlayerOption {
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return func(p *Player) {
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p.MainConn = c
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}
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}
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// NewPlayer 使用 Options 模式创建 Player 实例
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func NewPlayer(opts ...PlayerOption) *Player {
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p := &Player{
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loginChan: make(chan struct{}),
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}
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for _, opt := range opts {
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opt(p)
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}
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return p
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}
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func (p *Player) GetInfo() model.PlayerInfo {
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return *p.Info
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}
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func (p *Player) GetAction() {
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return
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}
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// 添加物品
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func (p *Player) ItemAdd(t []model.SingleItemInfo) {
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var ttt []model.SingleItemInfo
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for _, v := range t {
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switch v.ItemId {
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case 1: //塞尔豆
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p.Info.Coins = p.Info.Coins + v.ItemCnt
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case 3: //累计经验
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p.Info.ExpPool = p.Info.ExpPool + int64(v.ItemCnt)
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default:
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ttt = append(ttt, v)
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}
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}
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p.Service.ItemAdd(ttt)
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return
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}
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func (p *Player) ID() uint32 {
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return p.Info.UserID
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}
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func (p *Player) MapID() uint32 {
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return p.Info.MapID
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}
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func (p *Player) SendPack(b []byte) error {
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// fmt.Println("发送数据包", len(b))
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err := p.MainConn.SendPack(b)
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return err
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}
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func (p *Player) SendAttackValue(b info.AttackValueS) {
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t1 := NewTomeeHeader(2505, p.Info.UserID)
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p.SendPack(t1.Pack(&b)) //准备包由各自发,因为协议不一样
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}
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func (p *Player) SendChangePet(b info.ChangePetInfo) {
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t1 := NewTomeeHeader(2407, p.Info.UserID)
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p.SendPack(t1.Pack(&b)) //准备包由各自发,因为协议不一样
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}
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func (p *Player) Cheak(b error) {
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if b != nil {
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g.Log().Error(context.Background(), "出现错误", p.Info.UserID, b.Error())
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}
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}
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func (p *Player) SendReadyToFightInfo(b info.FightStartOutboundInfo) {
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t1 := NewTomeeHeader(2504, p.Info.UserID)
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p.SendPack(t1.Pack(&b))
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}
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func (p *Player) SendNoteReadyToFightInfo(b info.NoteReadyToFightInfo) {
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t1 := NewTomeeHeader(2503, p.Info.UserID)
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p.SendPack(t1.Pack(&b)) //准备包由各自发,因为协议不一样
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}
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func (p *Player) SendFightEndInfo(b info.FightOverInfo) {
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t1 := NewTomeeHeader(2506, p.Info.UserID)
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p.SendPack(t1.Pack(&b))
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p.FightC = nil
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}
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func (p *Player) GetPetInfo() []model.PetInfo {
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return p.Info.PetList
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}
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func (p *Player) CatchPetInfo(b info.CatchMonsterOutboundInfo) {
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t1 := NewTomeeHeader(2409, p.Info.UserID)
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p.SendPack(t1.Pack(&b))
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}
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func (f *Player) SetFightC(ff common.FightI) {
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f.FightC = ff
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}
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func LeaveMap(c common.PlayerI) {
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t := NewTomeeHeader(2002, c.ID())
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space.GetSpace(c.MapID()).Range(func(playerID uint32, player common.PlayerI) bool {
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player.SendPack(t.Pack(&space.LeaveMapOutboundInfo{UserID: c.ID()}))
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return true
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})
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space.GetSpace(c.MapID()).Delete(c.ID())
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}
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// Save 保存玩家数据
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func (p *Player) Save() {
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glog.Debug(context.Background(), p.Info.UserID, "断开连接")
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LeaveMap(p)
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p.IsLogin = false
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Mainplayer.Delete(p.Info.UserID)
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share.ShareManager.DeleteUserOnline(p.Info.UserID) //设置用户登录服务器
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if p.FightC != nil {
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p.FightC.Escape(p) //玩家逃跑
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}
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p.Info.TimeToday = p.Info.TimeToday + uint32(time.Now().Unix()) - uint32(p.Onlinetime) //保存电池时间
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p.Onlinetime = uint32(time.Now().Unix())
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p.Service.Save(p.Info)
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}
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// IsLoggedIn 检查是否已登录
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func (lw *Player) IsLoggedIn() bool {
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lw.mu.Lock()
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defer lw.mu.Unlock()
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return lw.IsLogin
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}
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// WaitForLogin 等待登录完成,无超时
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func (lw *Player) WaitForLogin() error {
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if lw.IsLoggedIn() {
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return nil
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}
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// 阻塞等待登录完成
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<-lw.loginChan
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return nil
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}
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// WaitForLoginWithTimeout 带超时的登录等待
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func (lw *Player) WaitForLoginWithTimeout(timeout time.Duration) error {
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if lw.IsLoggedIn() {
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return nil
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}
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// 使用定时器实现超时
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timer := time.NewTimer(timeout)
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defer timer.Stop()
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select {
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case <-lw.loginChan:
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return nil
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case <-timer.C:
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return fmt.Errorf("登录等待超时: %v", timeout)
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}
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}
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// WaitForLoginWithCtx 带上下文的登录等待
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func (lw *Player) WaitForLoginWithCtx(ctx context.Context) error {
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if lw.IsLoggedIn() {
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return nil
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}
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select {
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case <-lw.loginChan:
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return nil
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case <-ctx.Done():
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return ctx.Err() // 上下文取消或超时
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}
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}
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// CompleteLogin 标记登录完成并通知等待者
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func (lw *Player) CompleteLogin() {
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lw.mu.Lock()
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defer lw.mu.Unlock()
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if !lw.IsLogin {
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lw.IsLogin = true
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close(lw.loginChan) // 关闭通道以通知所有等待者
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}
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}
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// 战斗模式
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type EnumBattleMode int
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var BattleMode_PVP = enum.New[struct {
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PVP_1V1 EnumBattleMode `enum:"1"`
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PVP_6V6 EnumBattleMode `enum:"2"`
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}]()
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var Playerinvitemap map[uint32][]Playerinvite = make(map[uint32][]Playerinvite) //玩家邀请信息 ,比如一个玩家被多人邀请对战
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type Playerinvite struct { //挂载到[]Playerinvite上? 被邀请者->邀请者
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InviteID uint32 // 邀请者
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InviteTime EnumBattleMode //游戏模式
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}
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// 邀请玩家加入战斗 邀请者,被邀请者,邀请模式
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func (lw *Player) InvitePlayerToBattle(target int64, mode EnumBattleMode) {
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t, ok := Playerinvitemap[uint32(target)] //被邀请者是否被邀请过
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if ok { //说明存在被邀请
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t = append(t, Playerinvite{uint32(lw.Info.UserID), mode})
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Playerinvitemap[uint32(target)] = t
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} else {
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Playerinvitemap[uint32(target)] = []Playerinvite{{uint32(lw.Info.UserID), mode}}
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}
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lw.Playerinvite = uint32(target)
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}
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// 取消对战邀请
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func (lw *Player) CancelBattle() {
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if lw.Playerinvite == 0 {
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return
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}
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delete(Playerinvitemap, uint32(lw.Playerinvite)) //删除玩家邀请信息
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lw.Playerinvite = 0
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}
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