feat 初次提交
This commit is contained in:
74
internal/grpc_server/server/server.go
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74
internal/grpc_server/server/server.go
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@@ -0,0 +1,74 @@
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package server
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import (
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"common/log"
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"common/proto/sc/sc_pb"
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"common/proto/ss/grpc_pb"
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"context"
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"google.golang.org/protobuf/proto"
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instance2 "scene/internal/instance"
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"sync"
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)
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func (s *Server) Enter(ctx context.Context, req *grpc_pb.EnterReq) (*grpc_pb.EnterResp, error) {
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var i *instance2.Instance
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if len(instance2.Mgr.GetAll()) == 0 {
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i = instance2.NewScene(s.SID, req.InstanceID)
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i.Start(s.EtcdTTL)
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} else {
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for _, v := range instance2.Mgr.GetAll() {
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i = v
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break
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}
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}
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i.EventIn <- req
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payload, _ := proto.Marshal(&sc_pb.S2C_EnterInstance{
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Info: &sc_pb.PositionInfo{
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USN: req.USN,
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X: 1,
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Y: 1,
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},
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})
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return &grpc_pb.EnterResp{
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SceneSID: s.SID,
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UniqueNo: i.UniqueNo,
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MessageID: int32(sc_pb.MessageID_MESSAGE_ID_ENTER_INSTANCE),
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Payload: payload,
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}, nil
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}
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func (s *Server) Leave(ctx context.Context, req *grpc_pb.LeaveReq) (*grpc_pb.LeaveResp, error) {
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if i := instance2.Mgr.GetByUniqueNo(req.UniqueNo); i != nil {
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i.EventIn <- req
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}
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return &grpc_pb.LeaveResp{}, nil
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}
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func (s *Server) Action(server grpc_pb.Scene_ActionServer) error {
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wg := &sync.WaitGroup{}
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wg.Add(1)
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go func() {
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defer wg.Done()
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defer func() {
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if err := recover(); err != nil {
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log.Errorf("Action panic: %v", err)
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}
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}()
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for {
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if args, err := server.Recv(); err != nil {
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return
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} else {
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if ins := instance2.Mgr.GetByUniqueNo(args.UniqueNo); ins != nil {
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select {
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case ins.EventIn <- args:
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default:
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log.Warnf("instance event in full: %v, %v", ins.InstanceID, ins.UniqueNo)
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}
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}
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}
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}
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}()
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wg.Wait()
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return server.SendAndClose(&grpc_pb.ActionResp{})
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}
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32
internal/grpc_server/server/server_init.go
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32
internal/grpc_server/server/server_init.go
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@@ -0,0 +1,32 @@
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package server
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import (
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"common/discover/common"
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"common/net/grpc/service"
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"common/proto/ss/grpc_pb"
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"google.golang.org/grpc"
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)
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type Server struct {
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grpc_pb.UnimplementedSceneServer
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service.Base
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}
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func NewServer(ttl int64) *Server {
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s := &Server{
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Base: service.Base{
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Target: common.KeyDiscoverScene,
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EtcdTTL: ttl,
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},
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}
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s.Base.OnInit = s.OnInit
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s.Base.OnClose = s.OnClose
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return s
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}
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func (s *Server) OnInit(serve *grpc.Server) {
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grpc_pb.RegisterSceneServer(serve, s)
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}
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func (s *Server) OnClose() {
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}
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65
internal/grpc_server/stream_client/gateway.go
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65
internal/grpc_server/stream_client/gateway.go
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@@ -0,0 +1,65 @@
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package stream_client
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import (
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"common/log"
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"common/net/grpc/service"
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"context"
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"google.golang.org/grpc"
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"google.golang.org/protobuf/proto"
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)
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var gatewayServerM map[int64]map[GatewayFun]grpc.ClientStream // map[sid]map[方法名]流连接
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type GatewayFun int
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const (
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FunToClient GatewayFun = iota
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)
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func init() {
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gatewayServerM = make(map[int64]map[GatewayFun]grpc.ClientStream)
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}
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func FindGatewayBySID(sid int64, fun GatewayFun) (grpc.ClientStream, error) {
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g := gatewayServerM[sid]
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if g == nil {
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g = make(map[GatewayFun]grpc.ClientStream)
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gatewayServerM[sid] = g
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}
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gatewayLink := g[fun]
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if gatewayLink == nil {
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gatewayClient, err := service.GatewayNewClient(sid)
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if err != nil {
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log.Errorf("cannot find gatewayClient: %v", err)
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return nil, err
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}
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var link grpc.ClientStream
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switch fun {
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case FunToClient:
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link, err = gatewayClient.ToClient(context.Background())
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}
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if err != nil {
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log.Errorf("FindGatewayBySID %v err: %v, sid: %v", fun, err, sid)
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return nil, err
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}
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g[fun] = link
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gatewayLink = link
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}
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return gatewayLink, nil
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}
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func SendMessageToGateway(sid int64, fun GatewayFun, msg proto.Message, re ...bool) error {
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stream, err := FindGatewayBySID(sid, fun)
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if err != nil {
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return err
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}
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if err = stream.SendMsg(msg); err != nil {
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if re == nil || !re[0] {
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_ = stream.CloseSend()
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delete(gatewayServerM[sid], fun)
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return SendMessageToGateway(sid, fun, msg, true)
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}
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return err
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}
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return nil
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}
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131
internal/instance/instance.go
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131
internal/instance/instance.go
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@@ -0,0 +1,131 @@
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package instance
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import (
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"common/discover"
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"common/log"
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"common/proto/sc/sc_pb"
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"common/proto/ss/grpc_pb"
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"common/utils"
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"context"
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"fmt"
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"go.uber.org/zap"
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"google.golang.org/protobuf/proto"
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"runtime/debug"
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"scene/internal/grpc_server/stream_client"
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"scene/internal/npc"
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"sync"
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"time"
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)
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// Instance 场景类
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type Instance struct {
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wg sync.WaitGroup
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players map[int64]*npc.PlayerNode // 存储所有玩家节点 [usn]
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ctx context.Context // 停止指令
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cancel context.CancelFunc // 停止函数
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logger *zap.SugaredLogger // 日志
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lastLogicTime int64 // 上次逻辑帧执行时间(毫秒时间戳)
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SID int64 // 服务ID
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InstanceID int32 // 副本ID
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UniqueNo int64 // 唯一编号
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EventIn chan proto.Message // 消息入口
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}
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// NewScene 初始化场景
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func NewScene(sid int64, instanceID int32) *Instance {
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s := &Instance{
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players: make(map[int64]*npc.PlayerNode),
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SID: sid,
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InstanceID: instanceID,
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UniqueNo: utils.SnowflakeInstance().Generate().Int64(),
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EventIn: make(chan proto.Message, 1024),
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}
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s.logger = log.GetLogger().Named(fmt.Sprintf("instance %v:%v", s.InstanceID, s.UniqueNo))
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s.ctx, s.cancel = context.WithCancel(context.Background())
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return s
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}
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func (i *Instance) Start(ttl int64) {
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i.wg.Add(1)
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go func() {
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defer i.wg.Done()
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defer func() {
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if err := recover(); err != nil {
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i.logger.Infof("instance err: %v", err)
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debug.PrintStack()
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}
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}()
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Mgr.Add(i.UniqueNo, i)
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defer func() {
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i.logger.Infof("instance destroy")
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discover.UnRegisterInstance(i.UniqueNo)
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close(i.EventIn)
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Mgr.Delete(i.UniqueNo)
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}()
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if err := discover.RegisterInstance(i.SID, i.InstanceID, i.UniqueNo, ttl); err != nil {
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i.logger.Errorf("register discover error")
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return
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}
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// 场景心跳
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tick := time.NewTicker(50 * time.Millisecond)
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i.lastLogicTime = time.Now().UnixMilli()
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for {
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select {
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case <-i.ctx.Done():
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return
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case <-tick.C:
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now := time.Now().UnixMilli()
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i.onLogic(now - i.lastLogicTime)
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i.lastLogicTime = now
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case e := <-i.EventIn:
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i.onEvent(e)
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}
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}
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}()
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i.logger.Infof("new scene start")
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}
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// 网络帧,将玩家的操作储存起来,到逻辑帧再处理玩家操作
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func (i *Instance) onEvent(e proto.Message) {
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switch v := e.(type) {
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case *grpc_pb.EnterReq:
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i.players[v.USN] = npc.NewPlayerNode(v.GatewaySID, v.USN)
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case *grpc_pb.ActionReq:
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if node, ok := i.players[v.USN]; ok {
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node.AddAction(v)
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}
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case *grpc_pb.LeaveReq:
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delete(i.players, v.USN)
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}
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}
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// 逻辑帧
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func (i *Instance) onLogic(delta int64) {
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positionUpdate := make([]*sc_pb.PositionInfo, 0)
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sid := int64(0)
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// 处理玩家指令
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for _, node := range i.players {
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if node.LogicAction(delta) {
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positionUpdate = append(positionUpdate, &sc_pb.PositionInfo{
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USN: node.USN,
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X: int32(node.Position[0] * 100),
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Y: int32(node.Position[1] * 100),
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})
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sid = node.GatewaySID
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}
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}
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if len(positionUpdate) > 0 {
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payload, _ := proto.Marshal(&sc_pb.S2C_Position{
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Info: positionUpdate,
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})
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if err := stream_client.SendMessageToGateway(sid, stream_client.FunToClient, &grpc_pb.ToClientReq{
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USN: -1,
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MessageID: int32(sc_pb.MessageID_MESSAGE_ID_POSITION),
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Payload: payload,
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}); err != nil {
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i.logger.Errorf("send action err: %v", err)
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}
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}
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}
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42
internal/instance/manager.go
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42
internal/instance/manager.go
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@@ -0,0 +1,42 @@
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package instance
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import (
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"sync"
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)
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var Mgr *insManager
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type insManager struct {
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sync.RWMutex
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insMap map[int64]*Instance // [uniqueNo]
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}
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func init() {
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Mgr = &insManager{
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insMap: make(map[int64]*Instance),
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}
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}
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func (m *insManager) Add(uniqueNo int64, ins *Instance) {
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m.Lock()
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defer m.Unlock()
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m.insMap[uniqueNo] = ins
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}
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func (m *insManager) Delete(uniqueNo int64) {
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m.Lock()
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defer m.Unlock()
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delete(m.insMap, uniqueNo)
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}
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func (m *insManager) GetAll() map[int64]*Instance {
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m.RLock()
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defer m.RUnlock()
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return m.insMap
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}
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func (m *insManager) GetByUniqueNo(uniqueNo int64) *Instance {
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m.RLock()
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defer m.RUnlock()
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return m.insMap[uniqueNo]
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}
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25
internal/npc/npc.go
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25
internal/npc/npc.go
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@@ -0,0 +1,25 @@
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package npc
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import (
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"common/proto/ss/grpc_pb"
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)
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// NPCNode 定义NPC节点
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type NPCNode struct {
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USN int64 // 用户ID
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GatewaySID int64 // 网关服务ID
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Position [2]float64 // 二维坐标 [x, y]
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MoveCross int8 // 移动十字,1 上 2 下 4 左 8 右
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Action []*grpc_pb.ActionReq // 其他操作
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}
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func NewNPCNode(gatewaySID int64, usn int64) *NPCNode {
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return &NPCNode{
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USN: usn,
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GatewaySID: gatewaySID,
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Position: [2]float64{0, 0},
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MoveCross: 0,
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Action: make([]*grpc_pb.ActionReq, 0),
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}
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}
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64
internal/npc/player.go
Normal file
64
internal/npc/player.go
Normal file
@@ -0,0 +1,64 @@
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package npc
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import (
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"common/proto/sc/sc_pb"
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"common/proto/ss/grpc_pb"
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)
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// PlayerNode 定义玩家节点结构体
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type PlayerNode struct {
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USN int64 // 用户ID
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GatewaySID int64 // 网关服务ID
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MoveSpeed float32 // 移动速度
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Position [2]float32 // 二维坐标 [x, y]
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MoveDirection [2]int8 // 移动方向 [x, y]
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MoveCount int8 // 移动指令使用计数
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Action []*grpc_pb.ActionReq // 其他操作
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}
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func NewPlayerNode(gatewaySID int64, usn int64) *PlayerNode {
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return &PlayerNode{
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USN: usn,
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GatewaySID: gatewaySID,
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MoveSpeed: 5 * 0.00001,
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Position: [2]float32{0, 0},
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Action: make([]*grpc_pb.ActionReq, 0),
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}
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}
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// AddAction 将指令存储到玩家身上
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func (p *PlayerNode) AddAction(e *grpc_pb.ActionReq) {
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p.Action = append(p.Action, e)
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}
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// LogicAction 处理玩家操作指令
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// return 是否更新玩家状态
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func (p *PlayerNode) LogicAction(delta int64) bool {
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for _, a := range p.Action {
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switch sc_pb.ActionID(a.Action) {
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case sc_pb.ActionID_ACTION_ID_MOVE:
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p.MoveDirection = [2]int8{int8(a.DirX), int8(a.DirY)}
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p.MoveCount = 0
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case sc_pb.ActionID_ACTION_ID_ATTACK:
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}
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}
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p.Action = make([]*grpc_pb.ActionReq, 0)
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return p.move(delta)
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}
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func (p *PlayerNode) move(delta int64) bool {
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if p.MoveDirection[0] == 0 && p.MoveDirection[1] == 0 {
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return false
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}
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// 移动指令只能用2秒,客户端需要定期续上
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if p.MoveCount >= 40 {
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p.MoveDirection = [2]int8{0, 0}
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return false
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}
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p.Position[0] += float32(p.MoveDirection[0]) * float32(delta) * p.MoveSpeed
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p.Position[1] += float32(p.MoveDirection[1]) * float32(delta) * p.MoveSpeed
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p.MoveCount++
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return true
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}
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