442 lines
20 KiB
Markdown
442 lines
20 KiB
Markdown
---
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front: https://mc.res.netease.com/pc/zt/20201109161633/mc-dev/assets/img/ditu_27.6f168b1c.png
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hard: 进阶
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time: 25分钟
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---
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# 地图插件调整(中)
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## 插件核心代码解析
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* 阅读源码之前,需要对python脚本语言有基础的了解。
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* 插件中使用了yield关键字实现了一个延时函数执行机制,具体yield的用法可以自助查询,但是不了解也不影响对逻辑的理解,简单地当成一个延时的Timer就行了。
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* 默认对插件的事件、回调机制比较了解,相关基础知识详见[事件简介](../../20-玩法开发/10-基本概念/1-我的世界基础概念.md)。
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### mapAttrsClientSys.py
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#### 初始化
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* 初始化时,生成了一个【textBoardMgr.py】中定义的类【TextBoardMgr】的实例
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```python
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class MapAttrsClientSys(ClientSystem):
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def __init__(self, namespace, systemName):
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...
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self.mTextMgr = TextBoardMgr(self.mPlayerId, offset=50.0)
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```
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#### 处理引擎事件【UiInitFinished】
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* 回调函数【OnUiInitFinished】中向服务端发送一个自定义事件,用于提示服务端本客户端准备就绪。
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* 服务端接收到此事件后会回应客户端自定义事件【ServerEvent.LoginResponse】,事件中会带有客户端玩家初始所在的维度信息与【功能5、在地图指定位置设置浮空文字】相关的配置信息
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```python
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class MapAttrsClientSys(ClientSystem):
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def __init__(self, namespace, systemName):
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...
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util.ListenClientEngineEvent("UiInitFinished", self, self.OnUiInitFinished)
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def OnUiInitFinished(self, data):
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print 'OnUiInitFinished', data
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requestData = {
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"playerId": self.mPlayerId,
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}
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util.NotifyToServer(ClientEvent.PlayerEnter, requestData)
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```
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#### 处理引擎事件【DimensionChangeClientEvent】
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* 回调函数【OnDimChange】中更新当前自己所在的维度
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```python
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class MapAttrsClientSys(ClientSystem):
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def __init__(self, namespace, systemName):
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...
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util.ListenClientEngineEvent("DimensionChangeClientEvent", self, self.OnDimChange)
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def OnDimChange(self, data):
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self.mPlayerDim = data["toDimensionId"]
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self.mTextMgr.OnDimChange(data)
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def OnLoginResponse(self, data):
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print 'OnLoginResponse', data
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self.mPlayerDim = data["dim"]
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```
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#### 处理服务端自定义事件【ServerEvent.LoginResponse】
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* 回调函数【OnLoginResponse】中,从服务端返回的信息中,初始化自己当前所在的维度,并提交【功能5、在地图指定位置设置浮空文字】所需的浮空文字配置信息给【TextBoardMgr】实例
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```python
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class MapAttrsClientSys(ClientSystem):
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def __init__(self, namespace, systemName):
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...
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util.ListenServerEvent(ServerEvent.LoginResponse, self, self.OnLoginResponse)
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def OnLoginResponse(self, data):
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print 'OnLoginResponse', data
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self.mPlayerDim = data["dim"]
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self.mTextMgr.Init(data["configData"])
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```
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### textBoardMgr.py
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* 管理浮空文字,实现【功能5】的类
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* 浮空文字的创建,依赖于浮空文字所在位置的区块已经成功加载进客户端的内存中,否则无法创建成功
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* 需要一个管理类通过时钟触发的检查逻辑,动态判定哪些浮空文字进入了玩家的【逻辑视野】,并且尝试创建之。
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* 需要处理和维度跳转相关的清理、重新创建的逻辑
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```python
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class TextBoardMgr(object):
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# 创建对象时,初始化参数为玩家自己的entityId,以及逻辑视野(当浮空文字距离玩家小于多少时,便会被创建)
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def __init__(self, playerId, offset=5.0):
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...
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self.mCheckOffset = offset
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def Init(self, configData):
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# 通过服务端自定义事件【ServerEvent.LoginResponse】中的浮空文字配置信息,生成等待创建的浮空文字字典。
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textWithPlaceList = configData.get("text_with_place_list", None)
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...
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# 注册每3秒钟执行一次的timer,触发检查是否有浮空文字需要被创建
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self.mAddTimer = comp.AddRepeatedTimer(3.0, self.CheckAddTextBoard)
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def Destroy(self):
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...
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# 当玩家所处维度变化时,删除位于旧维度的全部浮空文字实例
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def OnDimChange(self, data):
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...
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# 检查是否有浮空文字需要被创建
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def CheckAddTextBoard(self):
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...
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for idx, conf in self.mTextWithPlaceMap.iteritems():
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# 跳过已经创建完成的浮空文字
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if self.mTextIdxToEntityId.has_key(idx):
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continue
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# 跳过维度不一致的浮空文字
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if dim != conf["dim"]:
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continue
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# 跳过逻辑视野之外的浮空文字
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if self.IsFar(pos, conf["pos"]):
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continue
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...
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# 创建浮空文字
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entityId = util.GetSystem().CreateEngineTextboard(
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conf["text"], self.mPlayerId, conf["pos"], conf["textColor"],
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conf["tagColor"], conf["size"], conf["depthTest"])
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if entityId is None or entityId <= 0:
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continue
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# 缓存浮空文字的实体ID,记录已经创建成功了
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self.mTextIdxToEntityId[idx] = entityId
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```
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### mapAttrsServerSys.py
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#### 初始化
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* 读取mod.json的配置信息
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* 生成【coroutineMgrGas.py】中定义的类【CoroutineMgr】的实例
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* 生成【playerMgr.py】中定义的类【PlayerMgr】的实例,假如配置中激活了【功能6、设置地图边界】的话。
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```python
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class MapAttrsServerSys(ServerSystem):
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def __init__(self, namespace, systemName):
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...
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util.LoadModConf()
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...
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self.Init()
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self.mCoroutineMgr = CoroutineMgr()
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def Update(self):
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self.mCoroutineMgr.Tick()
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def Init(self):
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...
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self.mPlayerMgr = None
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if util.GetModConfByField("map_area_limit"):
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self.mPlayerMgr = PlayerMgr()
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self.mPlayerMgr.Init(util.GetModConfByField("map_area_limit"))
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```
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#### 功能1、是否开启主城保护
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* 直接使用组件API【OpenCityProtect】实现
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```python
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gameComp = self.CreateComponent(extraServerApi.GetLevelId(), 'Minecraft', 'game')
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if util.GetModConfByField("open_map_protect"):
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suc = gameComp.OpenCityProtect()
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```
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#### 功能2、是否禁止藤蔓生长
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* 直接使用组件API【DisableVineBlockSpread】实现
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```python
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gameComp = self.CreateComponent(extraServerApi.GetLevelId(), 'Minecraft', 'game')
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if util.GetModConfByField("forbid_vine_spread"):
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gameComp.DisableVineBlockSpread(True)
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```
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#### 功能3、是否禁止流体流动
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* 直接使用组件API【ForbidLiquidFlow】实现
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```python
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gameComp = self.CreateComponent(extraServerApi.GetLevelId(), 'Minecraft', 'game')
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if util.GetModConfByField("forbid_liquid_flow"):
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gameComp.ForbidLiquidFlow(True)
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```
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#### 功能4、是否定时清理掉落物 与 定时清理掉落物间隔
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* 使用组件API【AddRepeatedTimer】注册一个定时执行的清理函数
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* 使用【/kill @e[type=item]】指令清理道具实体
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```python
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gameComp = self.CreateComponent(extraServerApi.GetLevelId(), 'Minecraft', 'game')
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self.mCleanDropTimer = None
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if util.GetModConfByField("enable_clean_drop_item"):
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interval = util.GetModConfByField("clean_drop_item_interval")
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if interval > 0:
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self.mCleanDropTimer = gameComp.AddRepeatedTimer(interval, self.CleanDropItem)
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def CleanDropItem(self):
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comp = extraServerApi.CreateComponent(extraServerApi.GetLevelId(), "Minecraft", "command")
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comp.SetCommand("/kill @e[type=item]")
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```
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#### 功能7、设置玩家是否可丢弃物品
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* 直接使用组件API【SetDisableDropItem】实现
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* 在玩家登录完成后(客户端的初始化完成消息),使用组件API【EnableKeepInventory】保证死亡物品也不掉落
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```python
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gameComp = self.CreateComponent(extraServerApi.GetLevelId(), 'Minecraft', 'game')
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if util.GetModConfByField("forbid_drop_item"):
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gameComp.SetDisableDropItem(True)
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if util.GetModConfByField("forbid_drop_item"):
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comp = self.CreateComponent(playerId, "Minecraft", "player")
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suc = comp.EnableKeepInventory(True)
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print "EnableKeepInventory for player=%s suc=%s" % (playerId, suc)
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```
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#### 功能8、玩家是否可捡起物品
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* 注册引擎事件【ServerPlayerTryTouchEvent】和【ServerPlayerGetExperienceOrbEvent】
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* 回调函数【OnPlayerPickItem】中设置cancel=True,pickupDelay=100000(取消本次拾取,并设置下次拾取的cd大于97813帧,视作无法拾取)
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* 回调函数【ServerPlayerGetExperienceOrbEvent】中设置cancel=True(取消本次拾取)
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```python
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gameComp = self.CreateComponent(extraServerApi.GetLevelId(), 'Minecraft', 'game')
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if util.GetModConfByField("forbid_pickup_item"):
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util.ListenServerEngineEvent("ServerPlayerTryTouchEvent", self, self.OnPlayerPickItem)
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util.ListenServerEngineEvent("ServerPlayerGetExperienceOrbEvent", self, self.OnPlayerPickOrb)
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def OnPlayerPickItem(self, data):
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data["cancel"] = True
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data["pickupDelay"] = 100000
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def OnPlayerPickOrb(self, data):
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data["cancel"] = True
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```
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#### 功能9、可以根据针对地图编辑器导出的地图文件替换游戏地图
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* 只有对应区块加载进内存的前提下,才能对区块对应的地图方块进行修改,所以需要一个用于【开地图】的玩家,在配置中需要指定一个特定的uid。
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* 利用mCoroutineMgr实现的延时执行函数,每隔一定时间执行一块地图区域的覆盖工作
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* 单次地图区域的覆盖逻辑:先把【开地图】的玩家传送到需要进行地图覆盖的位置,然后使用【PlaceStructure】函数对地图区域进行覆盖
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```python
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def SetMapStructure(self, playerId, playerUid):
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if playerUid != util.GetModConfByField("change_uid"):
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return
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needChangeDimension = util.GetModConfByField("change_map_dimension")
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neteaseMapStructureConfigPath = commonNetgameApi.GetModScriptRootDir("neteaseMapAttrsScript") + "/mapStructureConfig" + "/neteaseMapStructueConfig.json"
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neteaseMapStructureConfig = util.read_json(neteaseMapStructureConfigPath)
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print "SetMapStructure",neteaseMapStructureConfigPath, neteaseMapStructureConfig
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if neteaseMapStructureConfig is None:
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return
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for oneConfig in neteaseMapStructureConfig:
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self.mCoroutineMgr.StartCoroutine(self.RealSetMapStructure(playerId, needChangeDimension, oneConfig, neteaseMapStructureConfig.index(oneConfig) + 1))
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def RealSetMapStructure(self, playerId, needChangeDimension, oneConfig, delayFrame):
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yield -1 * delayFrame * 60
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tpPos = oneConfig.get("pos")
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#changeDimension = oneConfig.get("change_map_dimension")
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dimensionComp = self.CreateComponent(playerId, "Minecraft", "dimension")
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# playerDimension = dimensionComp.GetEntityDimensionId()
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print "tpPos", tpPos, needChangeDimension
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dimensionComp.ChangePlayerDimension(needChangeDimension, (tpPos[0], tpPos[1] + 3, tpPos[2]))
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strucFile = oneConfig.get("file")[:-12]# 去掉后缀
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strucFile = "mapStructure:" + strucFile
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print "RealSetMapStructureFile", strucFile, tuple(tpPos)
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gameComp = self.CreateComponent(extraServerApi.GetLevelId(), "Minecraft", "game")
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suc = gameComp.PlaceStructure(playerId, tuple(tpPos), strucFile.encode("utf-8"))
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print "RealSetMapStructure", suc
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```
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#### 处理客户端自定义事件【ClientEvent.PlayerEnter】
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* 回调函数【OnClientEnter】中,获取目标客户端的玩家所在的维度,玩家的uid(这两个信息当前仅能通过服务器API获取),以及配置信息中的浮空文字配置(浮空文字显示逻辑由客户端实现),并返回给目标客户端(利用服务器自定义事件【ServerEvent.LoginResponse】)
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* 在【OnClientEnter】中,才调用【EnableKeepInventory】保证死亡物品也不掉落,是因为在【AddServerPlayerEvent】中,其实引擎层的player实体还没有彻底创建完毕,有些组件API是没法正常生效的。
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```python
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util.ListenClientEvent(ClientEvent.PlayerEnter, self, self.OnClientEnter)
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def OnClientEnter(self, data):
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...
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playerId = data['playerId']
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uid = netgameApi.GetPlayerUid(playerId)
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responseData = {
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"uid": uid,
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"dim": util.GetEntityDimensionId(playerId),
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"configData": {},
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}
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responseData["configData"]["text_with_place_list"] = self.mCheckedTextWithPlaceList
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util.NotifyToClient(playerId, ServerEvent.LoginResponse, responseData)
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if util.GetModConfByField("forbid_drop_item"):
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comp = self.CreateComponent(playerId, "Minecraft", "player")
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suc = comp.EnableKeepInventory(True)
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print "EnableKeepInventory for player=%s suc=%s" % (playerId, suc)
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```
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#### 实现运营指令(1)设置指定服务器地图边界。
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* 注册控制服自定义事件【MasterEvent.SetMapArea】
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* 回调函数【OnSetMapArea】中修改实际生效的地图边界,并返回结果给控制服
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* 传递新的地图边界信息给【mPlayerMgr】对象,【功能6、设置地图边界】的逻辑有此对象负责管理。
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```python
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util.ListenMasterEvent(MasterEvent.SetMapArea, self, self.OnSetMapArea)
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def OnSetMapArea(self, data):
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bSuc, reason = self.TryChangeAreaLimit(data.get("minPos", None), data.get("maxPos", None))
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...
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self.NotifyToMaster(ServerEvent.HttpResponse, httpRes)
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def TryChangeAreaLimit(self, minPos, maxPos):
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if not self.mPlayerMgr:
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return False, "not support area limit this server"
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if minPos is None or maxPos is None:
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return False, "must set minPos and maxPos first"
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try:
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for i in xrange(3):
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if minPos[i] >= maxPos[i]:
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return False, "minPos must larger than maxPos"
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except:
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return False, "minPos and maxPos must like (x, y, z)"
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self.mPlayerMgr.UpdateAreaLimit(minPos, maxPos)
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return True, ""
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```
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### playerMgr.py
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* 管理玩家的对象
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* 用于实现【功能6、设置地图边界(玩家走出边界会被传送回最近离开的合法位置)】
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#### SinglePlayer类
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* 保留最近一段时间内的,玩家的移动轨迹(以定时坐标采样的形式)
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* 当玩家走出边界,需要被传送时,从近期的移动轨迹中找出最近的合法位置,并强制传送
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```python
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class SinglePlayer(object):
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def __init__(self, playerId):
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...
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# 缓存玩家的移动轨迹且去重
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# 当缓存数据超过30个点的时候,一次性的裁剪到剩余最新的15个点
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def CacheLastSafePos(self, x, y, z):
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if self.mLastSafePos and self.mLastSafePos[0] == x and self.mLastSafePos[1] == y and self.mLastSafePos[2] == z:
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return
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pos = (x, y, z)
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self.mLastSafePos = pos
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self.mCanUseSafePosList.insert(0, pos)
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if len(self.mCanUseSafePosList) > 30:
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self.mCanUseSafePosList = self.mCanUseSafePosList[:15]
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# 从移动轨迹中,获取最近离开的合法位置
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# 由于地图边界是可以动态设置的,过去缓存的轨迹现在就不一定合法了,所以最终用地图范围的中心点保底
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def FindUsableSafePos(self):
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for pos in self.mCanUseSafePosList:
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if util.IsInArea(pos, AABB_MIN, AABB_MAX):
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return pos
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return GetLimitAreaCenter()
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# 强制传送玩家到最近离开的合法位置
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# 强制传送前,需要强制玩家下坐骑
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def SyncToSafePos(self):
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# 如果找不到可以放置的点,就不重新设置了
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safePos = self.FindUsableSafePos()
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if safePos is None:
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return
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rideComp = extraServerApi.CreateComponent(self.mPlayerId, "Minecraft", "ride")
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if rideComp:
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riderId = rideComp.GetEntityRider()
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if riderId != -1:
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rideComp.StopEntityRiding()
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riderPosComp = extraServerApi.CreateComponent(riderId, "Minecraft", "pos")
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riderPosComp.SetPos(safePos)
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posComp = extraServerApi.CreateComponent(self.mPlayerId, "Minecraft", "pos")
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posComp.SetPos(safePos)
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```
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#### PlayerMgr类
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* 注册一个每秒执行一次的循环函数【CheckSafePos】
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* 每次执行【CheckSafePos】,都会遍历当前全部在线玩家,判定玩家当前的位置,假如位置没有超出地图边界,那么就缓存,假如维持超出地图边界,那么就触发强制传送
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```python
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class PlayerMgr(object):
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def __init__(self):
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...
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def Init(self, map_area_limit):
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gameComp = extraServerApi.CreateComponent(extraServerApi.GetLevelId(), 'Minecraft', 'game')
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self.mCheckTimer = gameComp.AddRepeatedTimer(1.0, self.CheckSafePos)
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...
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|
||
def CheckSafePos(self):
|
||
for playerId, obj in self.mPlayerMap.iteritems():
|
||
...
|
||
if util.IsInArea((x, y, z), AABB_MIN, AABB_MAX):
|
||
obj.CacheLastSafePos(x, y, z)
|
||
else:
|
||
obj.SyncToSafePos()
|
||
```
|
||
### coroutineMgrGas.py
|
||
* 利用python的yield关键字与迭代器机制,实现的延时执行函数的管理器
|
||
* 当yield的返回值为负数时,每个tick都会加1,直到为0时开始执行yield后面的语句,等价于**多少帧后执行**
|
||
* 当yield的返回值为正数时,在当前时间+返回值的时刻之后的第一帧,开始执行yield后面的语句,等价于**多少秒后执行**
|
||
```python
|
||
class CoroutineMgr(object):
|
||
...
|
||
@classmethod
|
||
def Tick(cls):
|
||
if cls.addCoroutines:
|
||
for c,v in cls.addCoroutines.iteritems():
|
||
cls.coroutines[c] = v
|
||
cls.addCoroutines = {}
|
||
if cls.globalEnd:
|
||
for c in cls.globalEnd:
|
||
if cls.coroutines.get(c):
|
||
del cls.coroutines[c]
|
||
cls.globalEnd = []
|
||
ended = []
|
||
for c, v in cls.coroutines.iteritems():
|
||
try:
|
||
if v < 0:
|
||
v += 1
|
||
cls.coroutines[c] = v
|
||
if v == 0 or (v > 0 and time.time() >= v):
|
||
newv = c.next()
|
||
if newv > 0:
|
||
newv = newv + time.time()
|
||
cls.coroutines[c] = newv
|
||
except StopIteration:
|
||
ended.append(c)
|
||
for c in ended:
|
||
del cls.coroutines[c]
|
||
|
||
def DelayDoByFrame(self, delayFrame):
|
||
yield -1 * delayFrame
|
||
|
||
def DelayDoBySecond(self, delaySec):
|
||
yield delaySec
|
||
```
|
||
### mapAttrsMasterSys.py
|
||
* 仅用于实现【运营指令(1)设置指定服务器地图边界】
|
||
* 分析http请求的参数,转发运营指令中的地图边界信息到指定类型的服务器进程(当时设计时,仅支持一种服务器类型单独一个进程)
|
||
* 监听来自其他服务器进程的自定义事件【ServerEvent.HttpResponse】,返回最终处理结果给运营指令的请求方
|
||
#### 监听http请求【/mapAttrs/set-area-limit】
|
||
* 回调函数【OnChangeAreaLimit】中,通过服务器类型定位到对应的服务器ID,并转发新的地图边界信息给对应服务器ID的进程
|
||
```python
|
||
class MapAttrsMasterSys(MasterSystem):
|
||
def __init__(self, namespace, systemName):
|
||
...
|
||
masterHttp.RegisterMasterHttp("/mapAttrs/set-area-limit", self, self.OnChangeAreaLimit)
|
||
|
||
def OnChangeAreaLimit(self, clientId, requestBody):
|
||
eventData = json.loads(requestBody)
|
||
...
|
||
serverId = self.GetServerIdByType(eventData['type'])
|
||
...
|
||
eventData['clientId'] = clientId
|
||
self.NotifyToServerNode(serverId, MasterEvent.SetMapArea, eventData)
|
||
|
||
def GetServerIdByType(self, typeKey):
|
||
...
|
||
```
|
||
#### 处理服务端自定义事件【ServerEvent.HttpResponse】
|
||
* 回调函数【OnHttpResponse】中,直接打包返回结果给http请求的发起方
|
||
```python
|
||
class MapAttrsMasterSys(MasterSystem):
|
||
def __init__(self, namespace, systemName):
|
||
...
|
||
util.ListenServerEvent(ServerEvent.HttpResponse, self, self.OnHttpResponse)
|
||
|
||
def OnHttpResponse(self, args):
|
||
res = self.makeResponse(args['code'], args['message'], args['entity'])
|
||
masterHttp.SendHttpResponse(args['clientId'], res)
|
||
```
|
||
## 多端协作逻辑
|
||
* 整个地图属性插件的逻辑都比较简单和原子化,仅少量的逻辑涉及到多端协作
|
||
### 客户端登录
|
||
* 【功能5、在地图指定位置设置浮空文字】,由每个客户端自主创建浮空文字实现
|
||
* 但是对应需要的浮空文字的维度和坐标配置信息,都在服务端的mod.json中,需要从服务端获取
|
||
* 此外,创建和维护浮空文字,需要知道当前客户端所在的维度信息,客户端能够通过引擎事件【DimensionChangeClientEvent】,监听到切换维度的事件,但是没有获取刚登录时,初始维度的信息,也需要从服务端获取
|
||
* 一般而言,考虑到客户端启动需要加载场景、加载人物、初始化UI等一系列工作,服务端也需要客户端主动给出一个明确的信号,确认客户端已经准备完毕,可以正常运行脚本逻辑。
|
||
#### 客户端登录时的多端数据流如下图:
|
||

|
||
|
||
### 运营指令(1)设置指定服务器地图边界
|
||
* 运营指令以http请求的方式发送给控制服
|
||
* 控制服解析请求参数后定位到具体实现功能的服务器进程,并发送事件给目标游戏服/大厅服
|
||
* 服务器根据事件的参数,调整地图边界,并以事件的方式返回结果给控制服
|
||
* 控制服返回运营指令执行结果给http的请求方
|
||

|