actor.go 2.4 KB

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  1. package player
  2. import (
  3. nameActor "f1-game/internal/name/actor"
  4. nameRemote "f1-game/internal/name/remote"
  5. "f1-game/internal/sessions"
  6. "f1-game/nodes/game/internal/db"
  7. "time"
  8. cstring "github.com/cherry-game/cherry/extend/string"
  9. ctime "github.com/cherry-game/cherry/extend/time"
  10. cfacade "github.com/cherry-game/cherry/facade"
  11. clog "github.com/cherry-game/cherry/logger"
  12. cactor "github.com/cherry-game/cherry/net/actor"
  13. )
  14. // actor 玩家管理
  15. type actor struct {
  16. cactor.Base
  17. cleanChildTime time.Duration
  18. }
  19. func NewActor() *actor {
  20. return &actor{
  21. cleanChildTime: 10 * time.Minute,
  22. }
  23. }
  24. func (p *actor) AliasID() string {
  25. return nameActor.GamePlayer
  26. }
  27. func (p *actor) OnInit() {
  28. p.Timer().Add(p.cleanChildTime, p.cleanChildTimer)
  29. }
  30. func (p *actor) OnLocalReceived(m *cfacade.Message) (bool, bool) {
  31. playerID := m.Session.GetString(sessions.PlayerID)
  32. if playerID == "" {
  33. clog.Warnf("[OnLocalReceived] player not found. m = %+v", m)
  34. return false, false
  35. }
  36. if child, found := p.Child().Get(playerID); found {
  37. child.PostLocal(m)
  38. }
  39. return false, false
  40. }
  41. func (p *actor) OnRemoteReceived(m *cfacade.Message) (next bool, invoke bool) {
  42. if m.TargetPath().IsParent() {
  43. // 不拦截父actor的remote消息
  44. return true, false
  45. }
  46. childID := m.TargetPath().ChildID
  47. playerID, ok := cstring.ToInt64(childID)
  48. if !ok {
  49. return false, false
  50. }
  51. if m.FuncName != nameRemote.Player_OnEnter {
  52. if _, found := db.GetPlayerTable(playerID); !found {
  53. clog.Warnf("player table not found. [playerID = %d, target = %s]", playerID, m.Target)
  54. return false, false
  55. }
  56. }
  57. return true, false
  58. }
  59. func (p *actor) OnFindChild(m *cfacade.Message) (cfacade.IActor, bool) {
  60. childID := m.TargetPath().ChildID
  61. playerID, ok := cstring.ToInt64(childID)
  62. if !ok {
  63. return nil, false
  64. }
  65. childPlayer := newActorPlayer(playerID)
  66. childActor, err := p.Child().Create(childID, &childPlayer)
  67. if err != nil {
  68. return nil, false
  69. }
  70. clog.Debugf("[actor] create child. actorID = %s, targetPath = %v",
  71. childActor.ActorID(),
  72. m.TargetPath(),
  73. )
  74. return childActor, true
  75. }
  76. // cleanChildTimer 定期清理actorPlayer
  77. func (p *actor) cleanChildTimer() {
  78. // 玩家已下线,并且超过childExitTime时间没有收发消息,则退出actor
  79. deadline := ctime.Now().Add(-p.cleanChildTime).Unix()
  80. p.Child().Each(func(iActor cfacade.IActor) {
  81. if iActor.LastAt() < deadline {
  82. p.Call(iActor.Path().String(), nameRemote.Player_OnCheckExit, nil)
  83. }
  84. })
  85. }