Files
bl/logic/service/player/player.go
昔念 93ae004683 refactor(fight): 重构战斗逻辑和数据结构
- 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
2025-09-14 04:48:38 +08:00

353 lines
7.5 KiB
Go

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