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- package player
- import (
- nameActor "f1-game/internal/name/actor"
- nameRemote "f1-game/internal/name/remote"
- "f1-game/internal/sessions"
- "f1-game/nodes/game/internal/db"
- "time"
- cstring "github.com/cherry-game/cherry/extend/string"
- cfacade "github.com/cherry-game/cherry/facade"
- clog "github.com/cherry-game/cherry/logger"
- cactor "github.com/cherry-game/cherry/net/actor"
- )
- // actor 玩家管理
- type actor struct {
- cactor.Base
- cleanChildTime time.Duration
- }
- func NewActor() *actor {
- return &actor{
- cleanChildTime: 10 * time.Minute,
- }
- }
- func (p *actor) AliasID() string {
- return nameActor.GamePlayer
- }
- func (p *actor) OnInit() {
- p.Timer().Add(p.cleanChildTime, p.cleanChildTimer)
- }
- func (p *actor) OnLocalReceived(m *cfacade.Message) (bool, bool) {
- playerID := m.Session.GetString(sessions.PlayerID)
- if playerID == "" {
- clog.Warnf("[OnLocalReceived] player not found. m = %+v", m)
- return false, false
- }
- if child, found := p.Child().Get(playerID); found {
- child.PostLocal(m)
- }
- return false, false
- }
- func (p *actor) OnRemoteReceived(m *cfacade.Message) (next bool, invoke bool) {
- if m.TargetPath().IsParent() {
- // 不拦截父actor的remote消息
- return true, false
- }
- childID := m.TargetPath().ChildID
- playerID, ok := cstring.ToInt64(childID)
- if !ok {
- return false, false
- }
- if m.FuncName != nameRemote.Player_OnEnter {
- if _, found := db.GetPlayerTable(playerID); !found {
- clog.Warnf("player table not found. [playerID = %d, target = %s]", playerID, m.Target)
- return false, false
- }
- }
- return true, false
- }
- func (p *actor) OnFindChild(m *cfacade.Message) (cfacade.IActor, bool) {
- childID := m.TargetPath().ChildID
- playerID, ok := cstring.ToInt64(childID)
- if !ok {
- return nil, false
- }
- childPlayer := newActorPlayer(playerID)
- childActor, err := p.Child().Create(childID, &childPlayer)
- if err != nil {
- return nil, false
- }
- clog.Debugf("[actor] create child. actorID = %s, targetPath = %v",
- childActor.ActorID(),
- m.TargetPath(),
- )
- return childActor, true
- }
- // cleanChildTimer 定期清理actorPlayer
- func (p *actor) cleanChildTimer() {
- // 玩家已下线,并且超过childExitTime时间没有收发消息,则退出actor
- //deadline := ctime.Now().Add(-p.cleanChildTime).Unix()
- deadline := time.Now().Add(-p.cleanChildTime).Unix()
- p.Child().Each(func(iActor cfacade.IActor) {
- if iActor.LastAt() < deadline {
- p.Call(iActor.Path().String(), nameRemote.Player_OnCheckExit, nil)
- }
- })
- }
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