actor_player.go 7.0 KB

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  1. package player
  2. import (
  3. actorRemote "f1-game/internal/actor_remote"
  4. capp "f1-game/internal/cherry_app"
  5. "f1-game/internal/code"
  6. "f1-game/internal/component/rate"
  7. "f1-game/internal/constant"
  8. "f1-game/internal/data"
  9. "f1-game/internal/event"
  10. nameLocal "f1-game/internal/name/local"
  11. nameRemote "f1-game/internal/name/remote"
  12. "f1-game/internal/pb"
  13. "f1-game/internal/sessions"
  14. "f1-game/nodes/game/internal/db"
  15. gameFacade "f1-game/nodes/game/internal/facade"
  16. ao "f1-game/nodes/game/player/asset/origin"
  17. "fmt"
  18. "math/rand/v2"
  19. ctime "github.com/cherry-game/cherry/extend/time"
  20. cfacade "github.com/cherry-game/cherry/facade"
  21. cproto "github.com/cherry-game/cherry/net/proto"
  22. )
  23. var (
  24. kickRsp = &pb.I32{
  25. Value: code.AccountLoginTimeout,
  26. }
  27. )
  28. // actorPlayer 每个玩家一个PlayerActor
  29. type actorPlayer struct {
  30. capp.ActorLogger
  31. playerID int64 // 当前玩家id
  32. isOnline bool // 玩家是否在线
  33. now *ctime.CherryTime // 玩家当前时间
  34. loggerPrefix string // logger prefix
  35. funcLimiter rate.FuncLimiter // 函数访问限速
  36. funcErrCode int32 // 函数访问的错误码
  37. }
  38. func newActorPlayer(playerID int64) actorPlayer {
  39. return actorPlayer{
  40. ActorLogger: capp.NewLoggerPrefix("playerID", playerID),
  41. playerID: playerID,
  42. isOnline: false,
  43. now: nil,
  44. loggerPrefix: fmt.Sprintf("[playerID = %d] ", playerID),
  45. funcLimiter: rate.NewFuncLimiter(30, 3, code.NodeRateLimiter),
  46. funcErrCode: code.NodeRateLimiter,
  47. }
  48. }
  49. func (p *actorPlayer) OnInit() {
  50. p.updateNowTime()
  51. p.initRateLimits()
  52. p.initRemote()
  53. p.initPlayer()
  54. p.initGM()
  55. p.initCharge()
  56. p.initItem()
  57. p.initQuest()
  58. p.initHero()
  59. p.initEquip()
  60. p.initRecruit()
  61. p.initLineup()
  62. p.initAsset()
  63. p.initFriend()
  64. p.initChat()
  65. p.initChapter()
  66. p.initShop()
  67. p.initLord()
  68. p.initMarquee()
  69. p.initVip()
  70. }
  71. func (p *actorPlayer) initRemote() {
  72. p.Remote().Register(nameRemote.Player_OnEnter, p.enter)
  73. p.Remote().Register(nameRemote.Player_OnSessionClosed, p.onSessionClosed)
  74. p.Remote().Register(nameRemote.Player_OnCheckExit, p.onCheckExit)
  75. }
  76. func (p *actorPlayer) OnStop() {
  77. p.Info("[actorPlayer] OnStop() playerID = %d", p.playerID)
  78. p.Timer().RemoveAll()
  79. p.ActorLogger.Destory()
  80. }
  81. func (p *actorPlayer) OnLocalReceived(m *cfacade.Message) (bool, bool) {
  82. if !p.isOnline {
  83. p.Kick(m.Session, kickRsp, true)
  84. return false, false
  85. }
  86. p.funcErrCode = p.funcLimiter.Check(m.BuildTime, m.FuncName)
  87. if code.IsFail(p.funcErrCode) {
  88. p.ResponseCode(m.Session, p.funcErrCode)
  89. return false, false
  90. }
  91. return true, false
  92. }
  93. func (p *actorPlayer) updateNowTime() {
  94. now := ctime.Now()
  95. p.now = &now
  96. }
  97. func (p *actorPlayer) initRateLimits() {
  98. //p.limiter.Add(playerName.ChatChannelList, chatConst.SendFrequency, code.ChatGetListTooFast)
  99. //p.limiter.Add(playerName.ChatSend, chatConst.SendFrequency, code.ChatSendTextTooFast)
  100. // 举报频率限制
  101. p.funcLimiter.Add(nameLocal.Player_Complaint, constant.ComplaintFrequency, 1, code.ComplaintTooFast)
  102. }
  103. // enter 玩家进入游戏
  104. func (p *actorPlayer) enter(session *cproto.Session) {
  105. p.updateNowTime()
  106. p.playerID = sessions.GetPlayerID(session)
  107. isNewPlayer := session.Contains(sessions.IsNewPlayer)
  108. if isNewPlayer {
  109. // TODO 随机名字功能应该由客户端实现
  110. isMale := rand.Float32() < 0.5
  111. name := data.LordName.RandomName(isMale)
  112. playerTable, ok := db.NewPlayer(p.playerID, session, name)
  113. if !ok {
  114. p.ResponseCode(session, code.PlayerCreateFail)
  115. return
  116. }
  117. // 抛出玩家创建事件
  118. p.PostEvent(event.NewPlayerCreate(playerTable.PlayerID, playerTable.Lord.Name))
  119. } else {
  120. _, found := db.GetPlayerTable(p.playerID)
  121. if !found {
  122. p.ResponseCode(session, code.PlayerIDError)
  123. return
  124. }
  125. }
  126. p.Debug("[onEnter] sid = %s, isNewPlayer = %v", session.Sid, isNewPlayer)
  127. playerTable := p.PlayerTable()
  128. // TODO 先放这里,后面再看看放哪里合理
  129. if isNewPlayer {
  130. p.onNewPlayer()
  131. }
  132. p.onReset(playerTable, true)
  133. gameFacade.ServiceOnLogin(playerTable, session)
  134. p.onEnterResponse(playerTable, session)
  135. gameFacade.ServiceOnLogined(playerTable, session)
  136. }
  137. func (p *actorPlayer) onNewPlayer() {
  138. // 添加初始道具
  139. for _, asset := range data.Const.PlayerInitItems {
  140. gameFacade.Asset.Add(p.playerID, asset.ID, asset.Num, ao.CreatePlayer, false)
  141. }
  142. // 添加初始英雄
  143. for _, asset := range data.Const.PlayerInitHeros {
  144. gameFacade.Hero.AddOne(p.playerID, asset.ID, int32(asset.Num), ao.CreatePlayer, false)
  145. }
  146. // 添加初始装备
  147. for _, asset := range data.Const.PlayerInitEquips {
  148. gameFacade.Equip.Add(p.playerID, asset.ID, asset.Num, ao.CreatePlayer, false)
  149. }
  150. }
  151. // logout gate发送网络断开请求
  152. func (p *actorPlayer) onSessionClosed() {
  153. p.Info("[onLogout] playerID = %d", p.playerID)
  154. // 不在线则忽略
  155. if !p.isOnline {
  156. return
  157. }
  158. // 设置为离线状态
  159. // 必需设置为 false,如果玩家被顶号,actor 不会被销毁,不设置会导致玩家无法登录
  160. p.isOnline = false
  161. //移除当前玩家所有定时器
  162. p.Timer().RemoveAll()
  163. if playerTable := p.PlayerTable(); playerTable != nil {
  164. gameFacade.ServiceOnLogout(playerTable)
  165. }
  166. p.Info("[onLogout] finished! playerID = %d", p.playerID)
  167. }
  168. // 父actor检测到当前子actor很久收到消息,确认是否要退出
  169. func (p *actorPlayer) onCheckExit() {
  170. // 不在线则销毁当前actor
  171. if !p.isOnline {
  172. p.Exit()
  173. }
  174. }
  175. // setSession 设置gate的session属性
  176. func (p *actorPlayer) setSession(playerTable *db.PlayerTable, session *cproto.Session) {
  177. // 更新gate节点的session
  178. sessionProto := pb.StrStrList{}
  179. sessionProto.Add(sessions.GameNodeID, p.App().NodeID())
  180. sessionProto.Add(sessions.PlayerID, p.playerID)
  181. if playerTable.Map.MapNodeID != "" {
  182. sessionProto.Add(sessions.MapNodeID, playerTable.Map.MapNodeID)
  183. }
  184. actorRemote.GateUser.SetSession(session.ActorPath(), &sessionProto)
  185. }
  186. // onReset 重置处理(每次登录、跨天触发)
  187. func (p *actorPlayer) onReset(playerTable *db.PlayerTable, byLogin bool) {
  188. playerTable.Stats.CheckReset(p.now)
  189. // 无需重置,则跳过
  190. if !playerTable.Stats.IsCanReset() {
  191. return
  192. }
  193. p.Debug("[onReset] playerID = %d", p.playerID)
  194. // 各系统模块执行重置
  195. gameFacade.ServiceOnReset(playerTable, p.now, byLogin)
  196. // 发送跨天重置事件
  197. p.PostEvent(event.NewPlayerReset(p.playerID))
  198. p.Warn("daily reset finish. playerID=%d", p.playerID)
  199. }
  200. // onEnterEnd 推送各模块数据给客户端
  201. func (p *actorPlayer) onEnterResponse(playerTable *db.PlayerTable, session *cproto.Session) {
  202. // 推送数据列表
  203. gameFacade.ServicePush(playerTable, session)
  204. // 推送完各个模块数据后再设置session
  205. p.setSession(playerTable, session)
  206. // 推送 玩家进入游戏响应结果 客户端收到表示登录数据推送完成
  207. playerPB := playerTable.ToPlayerProto()
  208. response := &pb.PlayerEnterResponse{
  209. Player: &playerPB,
  210. }
  211. p.Response(session, response)
  212. // 登录完成后,设置玩家在线状态
  213. p.isOnline = true
  214. // 在线状态设置后,再启动定时器
  215. p.startTimer()
  216. // 提交 玩家登录事件
  217. p.PostEvent(event.NewPlayerLogin(p.playerID, session))
  218. p.Debug("[onEnterResponse]")
  219. }