actor.go 3.5 KB

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  1. package mapPlayer
  2. import (
  3. capp "f1-game/internal/cherry_app"
  4. nameActor "f1-game/internal/name/actor"
  5. nameEvent "f1-game/internal/name/event"
  6. nameRemote "f1-game/internal/name/remote"
  7. "f1-game/internal/sessions"
  8. "f1-game/nodes/map/internal/db"
  9. "f1-game/nodes/map/player/quest"
  10. cslice "github.com/cherry-game/cherry/extend/slice"
  11. cstring "github.com/cherry-game/cherry/extend/string"
  12. cfacade "github.com/cherry-game/cherry/facade"
  13. clog "github.com/cherry-game/cherry/logger"
  14. cactor "github.com/cherry-game/cherry/net/actor"
  15. )
  16. // actor 玩家管理
  17. type actor struct {
  18. cactor.Base
  19. mapEventRemote map[string]string
  20. }
  21. func Init(app cfacade.IApplication, playerTables map[int64]*db.MapPlayerTable) {
  22. actor := NewActor()
  23. app.ActorSystem().CreateActor(actor.AliasID(), actor)
  24. // 初始化玩家子actor
  25. for playerID := range playerTables {
  26. child := newActorPlayer(playerID)
  27. actor.Child().Create(cstring.ToString(playerID), &child)
  28. }
  29. clog.Infof("[Init] player actor init finished! player count = %d", len(playerTables))
  30. }
  31. func NewActor() *actor {
  32. return &actor{
  33. mapEventRemote: map[string]string{
  34. nameEvent.Map_PlayerResGather: nameRemote.MapPlayer_ResGatherStats,
  35. nameEvent.Map_PlayerCrusadeBattle: nameRemote.MapPlayer_CrusadeBattleStats,
  36. nameEvent.Map_PlayerTileOccupy: nameRemote.MapPlayer_TileOccupyStats,
  37. nameEvent.Map_MarchArrive: nameRemote.MapPlayer_MarchArrive,
  38. nameEvent.Map_ResOccupy: nameRemote.MapPlayer_ResOccupy,
  39. nameEvent.Map_ResUpdate: nameRemote.MapPlayer_ResUpdate,
  40. },
  41. }
  42. }
  43. func (p *actor) AliasID() string {
  44. return nameActor.Map_Player
  45. }
  46. func (p *actor) OnInit() {
  47. // 注册任务事件
  48. p.Event().Registers(cslice.Unique(quest.Service().EventNames()...), p.onQuestEvent)
  49. for eventName := range p.mapEventRemote {
  50. p.Event().Register(eventName, p.onEvent)
  51. }
  52. }
  53. func (p *actor) OnLocalReceived(m *cfacade.Message) (bool, bool) {
  54. playerID := m.Session.GetString(sessions.PlayerID)
  55. if playerID == "" {
  56. clog.Warnf("[OnLocalReceived] player not found. m = %+v", m)
  57. return false, false
  58. }
  59. if child, found := p.Child().Get(playerID); found {
  60. child.PostLocal(m)
  61. } else {
  62. child := newActorPlayer(cstring.ToInt64D(playerID))
  63. p.Child().Create(playerID, &child)
  64. child.PostLocal(m)
  65. }
  66. return false, false
  67. }
  68. func (p *actor) OnRemoteReceived(m *cfacade.Message) (bool, bool) {
  69. // 不拦截父actor的remote消息
  70. if m.TargetPath().IsParent() {
  71. return true, false
  72. }
  73. playerID := m.TargetPath().ChildID
  74. if playerID == "" {
  75. clog.Warnf("[OnRemoteReceived] player not found. m = %+v", m)
  76. return false, false
  77. }
  78. if child, found := p.Child().Get(playerID); found {
  79. child.PostRemote(m)
  80. } else {
  81. child := newActorPlayer(cstring.ToInt64D(playerID))
  82. p.Child().Create(playerID, &child)
  83. child.PostRemote(m)
  84. }
  85. return false, false
  86. }
  87. func (p *actor) onQuestEvent(e cfacade.IEventData) {
  88. playerID := e.UniqueID()
  89. if playerID <= 0 {
  90. clog.Warnf("[onQuestEvent] playerID is invalid. playerID = %d, e = %+v", playerID, e)
  91. return
  92. }
  93. // remote到玩家
  94. targetPath := cfacade.NewChildPath("", nameActor.Map_Player, playerID)
  95. capp.Call(targetPath, nameRemote.MapPlayer_QuestEvent, e)
  96. }
  97. func (p *actor) onEvent(e cfacade.IEventData) {
  98. playerID := e.UniqueID()
  99. if playerID <= 0 {
  100. clog.Warnf("[onEvent] playerID is invalid. name = %s, playerID = %d, e = %+v", e.Name(), playerID, e)
  101. return
  102. }
  103. // remote到玩家
  104. targetPath := cfacade.NewChildPath("", nameActor.Map_Player, playerID)
  105. capp.Call(targetPath, p.mapEventRemote[e.Name()], e)
  106. }