actor.go 3.7 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/player/quest"
  9. "time"
  10. cslice "github.com/cherry-game/cherry/extend/slice"
  11. cstring "github.com/cherry-game/cherry/extend/string"
  12. ctime "github.com/cherry-game/cherry/extend/time"
  13. cfacade "github.com/cherry-game/cherry/facade"
  14. clog "github.com/cherry-game/cherry/logger"
  15. cactor "github.com/cherry-game/cherry/net/actor"
  16. )
  17. // actor 玩家管理
  18. type actor struct {
  19. cactor.Base
  20. cleanChildTime time.Duration
  21. mapEventRemote map[string]string
  22. }
  23. func Init(app cfacade.IApplication) {
  24. actor := NewActor()
  25. app.ActorSystem().CreateActor(actor.AliasID(), actor)
  26. }
  27. func NewActor() *actor {
  28. return &actor{
  29. cleanChildTime: 10 * time.Minute,
  30. mapEventRemote: map[string]string{
  31. nameEvent.Map_PlayerResGather: nameRemote.MapPlayer_ResGatherStats,
  32. nameEvent.Map_PlayerCrusadeBattle: nameRemote.MapPlayer_CrusadeBattleStats,
  33. nameEvent.Map_PlayerTileOccupy: nameRemote.MapPlayer_TileOccupyStats,
  34. nameEvent.Map_MarchArrive: nameRemote.MapPlayer_MarchArrive,
  35. nameEvent.Map_ResOccupy: nameRemote.MapPlayer_ResOccupy,
  36. nameEvent.Map_ResUpdate: nameRemote.MapPlayer_ResUpdate,
  37. },
  38. }
  39. }
  40. func (p *actor) AliasID() string {
  41. return nameActor.Map_Player
  42. }
  43. func (p *actor) OnInit() {
  44. p.Timer().Add(p.cleanChildTime, p.cleanChildTimer)
  45. // 注册任务事件
  46. p.Event().Registers(cslice.Unique[string](quest.Service().EventNames()...), p.onQuestEvent)
  47. for eventName := range p.mapEventRemote {
  48. p.Event().Register(eventName, p.onEvent)
  49. }
  50. }
  51. func (p *actor) OnLocalReceived(m *cfacade.Message) (bool, bool) {
  52. playerID := m.Session.GetString(sessions.PlayerID)
  53. if playerID == "" {
  54. clog.Warnf("[OnLocalReceived] player not found. m = %+v", m)
  55. return false, false
  56. }
  57. if child, found := p.Child().Get(playerID); found {
  58. child.PostLocal(m)
  59. } else {
  60. child := newActorPlayer(cstring.ToInt64D(playerID))
  61. p.Child().Create(playerID, &child)
  62. child.PostLocal(m)
  63. }
  64. return false, false
  65. }
  66. func (p *actor) OnRemoteReceived(m *cfacade.Message) (bool, bool) {
  67. // 不拦截父actor的remote消息
  68. if m.TargetPath().IsParent() {
  69. return true, false
  70. }
  71. playerID := m.TargetPath().ChildID
  72. if playerID == "" {
  73. clog.Warnf("[OnRemoteReceived] player not found. m = %+v", m)
  74. return false, false
  75. }
  76. if child, found := p.Child().Get(playerID); found {
  77. child.PostRemote(m)
  78. } else {
  79. child := newActorPlayer(cstring.ToInt64D(playerID))
  80. p.Child().Create(playerID, &child)
  81. child.PostRemote(m)
  82. }
  83. return false, false
  84. }
  85. // cleanChildTimer 定期清理actorPlayer
  86. func (p *actor) cleanChildTimer() {
  87. // 玩家已下线,并且超过childExitTime时间没有收发消息,则退出actor
  88. deadline := ctime.Now().Add(-p.cleanChildTime).Unix()
  89. p.Child().Each(func(iActor cfacade.IActor) {
  90. if iActor.LastAt() < deadline {
  91. p.Call(iActor.Path().String(), nameRemote.MapPlayer_OnCheckExit, nil)
  92. }
  93. })
  94. }
  95. func (p *actor) onQuestEvent(e cfacade.IEventData) {
  96. playerID := e.UniqueID()
  97. if playerID <= 0 {
  98. clog.Warnf("[onQuestEvent] playerID is invalid. playerID = %d, e = %+v", playerID, e)
  99. return
  100. }
  101. // remote到玩家
  102. targetPath := cfacade.NewChildPath("", nameActor.Map_Player, playerID)
  103. capp.Call(targetPath, nameRemote.MapPlayer_QuestEvent, e)
  104. }
  105. func (p *actor) onEvent(e cfacade.IEventData) {
  106. playerID := e.UniqueID()
  107. if playerID <= 0 {
  108. clog.Warnf("[onEvent] playerID is invalid. name = %s, playerID = %d, e = %+v", e.Name(), playerID, e)
  109. return
  110. }
  111. // remote到玩家
  112. targetPath := cfacade.NewChildPath("", nameActor.Map_Player, playerID)
  113. capp.Call(targetPath, p.mapEventRemote[e.Name()], e)
  114. }