ZoneLayer.cs 44 KB

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  1. using CommonAI.RTS;
  2. using CommonAI.Zone;
  3. using CommonAI.Zone.Attributes;
  4. using CommonAI.Zone.Helper;
  5. using CommonAI.Zone.ZoneEditor;
  6. using CommonLang;
  7. using CommonLang.Concurrent;
  8. using CommonLang.Log;
  9. using CommonLang.Protocol;
  10. using System;
  11. using System.Collections.Generic;
  12. namespace CommonAI.ZoneClient
  13. {
  14. public interface ILayerClient
  15. {
  16. void SendAction(CommonAI.Zone.Action action);
  17. //为战斗场景添加
  18. void BattleReady(bool bok);
  19. }
  20. /// <summary>
  21. /// 客户端同步模式
  22. /// </summary>
  23. public enum SyncMode : byte
  24. {
  25. /// <summary>
  26. /// 服务端强同步
  27. /// </summary>
  28. ForceByServer = 0,
  29. /// <summary>
  30. /// 移动直接在客户端处理,技能在客户端预处理,(伤害数字由服务端同步)
  31. /// </summary>
  32. MoveByClient_PreSkillByClient = 2,
  33. }
  34. // ---------------------------------------------------------------------------------------------
  35. public partial class ZoneLayer : GameEntity
  36. {
  37. private static AtomicInteger s_alloc_object_count = new AtomicInteger(0);
  38. private static AtomicInteger s_active_object_count = new AtomicInteger(0);
  39. /// <summary>
  40. /// 未释放实例数量
  41. /// </summary>
  42. public static int ActiveZoneLayerCount { get { return s_active_object_count.Value; } }
  43. /// <summary>
  44. /// 分配实例数量
  45. /// </summary>
  46. public static int AllocZoneLayerCount { get { return s_alloc_object_count.Value; } }
  47. /// <summary>
  48. /// 超出此同步范围,立即将坐标修正
  49. /// </summary>
  50. public float AsyncUnitPosModifyMaxRange { get; private set; }
  51. /// <summary>
  52. /// 是否主角做异步位置同步(即客户端先模拟假象)
  53. /// </summary>
  54. public SyncMode ActorSyncMode { get; set; }
  55. /// <summary>
  56. /// 服务器时间,从游戏开始到现在多少毫秒
  57. /// </summary>
  58. public long ServerTimeMS { get { return mRemotePassTimeMS; } }
  59. /// <summary>
  60. /// 是否为Short,双字节同步单位,场景必须小于255
  61. /// </summary>
  62. public bool IsHalfSync { get; private set; }
  63. /// <summary>
  64. /// 是否实时同步Z坐标,如果不实时同步Z坐标,那么客户端本地计算Z
  65. /// </summary>
  66. public bool IsSyncZ { get; private set; }
  67. /// <summary>
  68. /// 当前客户端更新Interval
  69. /// </summary>
  70. public int CurrentIntervalMS { get; private set; }
  71. /// <summary>
  72. /// 当前客户端Ping值
  73. /// </summary>
  74. public int CurrentPing { get; private set; }
  75. /// <summary>
  76. /// 服务端资源版本号
  77. /// </summary>
  78. public string ServerResourceVersion { get; private set; }
  79. /// <summary>
  80. /// 本地资源版本号
  81. /// </summary>
  82. public string ClientResourceVersion { get { return Templates.ResourceVersion; } }
  83. private Logger log = LoggerFactory.GetLogger("ZoneClient");
  84. private long mLocalPassTimeMS = 0;
  85. private long mRemotePassTimeMS = 0;
  86. private SceneData mData;
  87. private ZoneInfo mTerrainDataSrc;
  88. //private SyncMessageQueue<IMessage> mSyncMessageQueue = new SyncMessageQueue<IMessage>();
  89. private List<IMessage> mSyncMessageQueue = new List<IMessage>();
  90. private HashMap<string, object> EnvironmentVarMap = new HashMap<string, object>();
  91. private HashMap<int, object> mListenRequests = new HashMap<int, object>();
  92. private TimeInterval<int> mListenRequestTimeout = new TimeInterval<int>(2000);
  93. private ServerStatusB2C mLastServerStatus;
  94. public float MinStep { get; private set; }
  95. public ILayerClient LayerClient { get; private set; }
  96. public TemplateManager Templates { get; private set; }
  97. public EditorTemplates DataRoot { get; private set; }
  98. public bool IsLoaded { get; private set; }
  99. public ServerStatusB2C ServerStatus { get { return mLastServerStatus; } }
  100. public ZoneLayer(EditorTemplates dataroot, ILayerClient client)
  101. {
  102. ZoneLayer.s_alloc_object_count++;
  103. ZoneLayer.s_active_object_count++;
  104. this.IsLoaded = false;
  105. this.DataRoot = dataroot;
  106. this.LayerClient = client;
  107. this.ActorSyncMode = SyncMode.ForceByServer;
  108. this.Templates = dataroot?.Templates;
  109. if (Templates == null)
  110. {
  111. log.Error("dataroot cannot set to null");
  112. }
  113. else
  114. {
  115. this.AsyncUnitPosModifyMaxRange = Templates.CFG.CLIENT_UNIT_MOVE_MODIFY_MAX_RANGE;
  116. this.MinStep = MoveHelper.GetDistance(1000 / Templates.CFG.SYSTEM_FPS, Templates.CFG.OBJECT_MOVE_TO_MIN_STEP_SEC);
  117. }
  118. }
  119. //-------------------------------------------------------------------------------------------
  120. ~ZoneLayer()
  121. {
  122. ZoneLayer.s_alloc_object_count--;
  123. }
  124. protected virtual void InitSceneData(ClientEnterScene msg)
  125. {
  126. log.Debug("---------------------------------------InitSceneData---------------------------------");
  127. if (mData != null)
  128. {
  129. log.Error("### InitSceneData Error: mData not null");
  130. //Disposing();
  131. return;
  132. }
  133. var sdata = DataRoot.LoadScene(msg.sceneID, false, true);
  134. if (sdata == null)
  135. {
  136. throw new Exception("Can not load scene data : " + msg.sceneID);
  137. }
  138. this.ServerResourceVersion = msg.resVersion;
  139. this.mData = sdata;
  140. this.mTerrainDataSrc = sdata.ZoneData;
  141. this.SpaceDivSize = msg.spaceDiv;
  142. if (this.SpaceDivSize > 0)
  143. {
  144. this.mSpaceDiv = new SpaceDivision(
  145. mTerrainDataSrc.TotalWidth,
  146. mTerrainDataSrc.TotalHeight,
  147. SpaceDivSize * mTerrainDataSrc.GridCellW,
  148. SpaceDivSize * mTerrainDataSrc.GridCellH);
  149. }
  150. foreach (var dt in sdata.Units)
  151. {
  152. var zea = new ZoneEditorUnit(dt, this);
  153. mFlags.Add(zea.Name, zea);
  154. }
  155. foreach (var dt in sdata.Items)
  156. {
  157. var zea = new ZoneEditorItem(dt, this);
  158. mFlags.Add(zea.Name, zea);
  159. }
  160. foreach (var dt in sdata.Regions)
  161. {
  162. var zea = new ZoneEditorRegion(dt, this);
  163. mFlags.Add(zea.Name, zea);
  164. }
  165. foreach (var dt in sdata.Points)
  166. {
  167. var zea = new ZoneEditorPoint(dt, this);
  168. mFlags.Add(zea.Name, zea);
  169. }
  170. foreach (var dt in sdata.Decorations)
  171. {
  172. var zed = new ZoneEditorDecoration(dt, this);
  173. mFlags.Add(zed.Name, zed);
  174. }
  175. foreach (var dt in sdata.Areas)
  176. {
  177. var zea = new ZoneEditorArea(dt, this);
  178. mFlags.Add(zea.Name, zea);
  179. }
  180. this.InitTerrain(msg, out this.path_terrain_data, out this.path_finder, out this.path_terrain_area_gen);
  181. foreach (var flag in mFlags.Values)
  182. {
  183. flag.OnInit();
  184. }
  185. foreach (ZoneObject o in mObjectes.Objects) { SwapSpace(o); }
  186. IsLoaded = true;
  187. if (mLayerInit != null)
  188. {
  189. mLayerInit.Invoke(this);
  190. }
  191. }
  192. protected override void Disposing()
  193. {
  194. this.IsLoaded = false;
  195. base.Disposing();
  196. this.clearEvents();
  197. foreach (var o in mObjectes.Objects)
  198. {
  199. o.Dispose();
  200. }
  201. this.mObjectes.Clear();
  202. this.mObjectes = null;
  203. this.mActor = null;
  204. foreach (var f in mFlags.Values)
  205. {
  206. f.Dispose();
  207. }
  208. this.mFlags.Clear();
  209. this.mFlags = null;
  210. this.DataRoot = null;
  211. this.Templates = null;
  212. this.DisposeTerrain();
  213. if (mSpaceDiv != null)
  214. {
  215. this.mSpaceDiv.Dispose();
  216. }
  217. this.mSpaceDiv = null;
  218. this.mData = null;
  219. this.mTerrainDataSrc = null;
  220. if (mTasks != null)
  221. {
  222. this.mTasks.Clear();
  223. }
  224. this.mTasks = null;
  225. if (this.mTimeTasks != null)
  226. {
  227. this.mTimeTasks.Dispose();
  228. }
  229. this.mTimeTasks = null;
  230. if (mSyncMessageQueue != null)
  231. {
  232. mSyncMessageQueue.Clear();
  233. }
  234. EnvironmentVarMap.Clear();
  235. EnvironmentVarMap = null;
  236. mListenRequests.Clear();
  237. mLastServerStatus = null;
  238. ZoneLayer.s_active_object_count--;
  239. }
  240. public SceneData Data
  241. {
  242. get { return mData; }
  243. }
  244. public int SceneID
  245. {
  246. get { return mData.ID; }
  247. }
  248. //当前是否为渡劫场景
  249. public bool IsSceneDujie()
  250. {
  251. return mData != null && mData.ID == 70005;
  252. }
  253. public ZoneInfo Terrain
  254. {
  255. get { return path_terrain_data.Data; }
  256. }
  257. public ZoneInfo TerrainSrc
  258. {
  259. get { return mTerrainDataSrc; }
  260. }
  261. /// <summary>
  262. /// 获得当前服务端可同步环境变量
  263. /// </summary>
  264. /// <param name="key"></param>
  265. /// <returns></returns>
  266. public object GetEnvironmentVar(string key)
  267. {
  268. return EnvironmentVarMap.Get(key);
  269. }
  270. /// <summary>
  271. /// 获得当前服务端可同步环境变量列表
  272. /// </summary>
  273. /// <param name="key"></param>
  274. /// <returns></returns>
  275. public IEnumerable<string> ListEnvironmentVars()
  276. {
  277. return EnvironmentVarMap.Keys;
  278. }
  279. public void BeginUpdate(int intervalMS)
  280. {
  281. try
  282. {
  283. if (IsDesposed) { return; }
  284. mTasks.ProcessMessages(this);
  285. if (intervalMS > 0)
  286. {
  287. this.mLocalPassTimeMS += intervalMS;
  288. this.CurrentIntervalMS = intervalMS;
  289. this.MinStep = MoveHelper.GetDistance(intervalMS, Templates.CFG.OBJECT_MOVE_TO_MIN_STEP_SEC);
  290. this.mObjectes.ForEachObjectsDoUpdateAI();
  291. }
  292. }
  293. catch(Exception )
  294. {
  295. }
  296. }
  297. public void Update()
  298. {
  299. if (IsDesposed) { return; }
  300. //mSyncMessageQueue.ProcessMessages(doEvent);
  301. if (mSyncMessageQueue != null)
  302. {
  303. var num = mSyncMessageQueue.Count;
  304. for (int i = 0; i < num; i++)
  305. {
  306. doEvent(mSyncMessageQueue[i]);
  307. }
  308. mSyncMessageQueue.RemoveRange(0, num);
  309. }
  310. if (CurrentIntervalMS > 0)
  311. {
  312. updateObjects();
  313. mTimeTasks.Update(CurrentIntervalMS);
  314. }
  315. if (mListenRequestTimeout.Update(CurrentIntervalMS))
  316. {
  317. check_request_timeout();
  318. }
  319. }
  320. private void updateObjects()
  321. {
  322. this.mObjectes.ForEachObjectsDoUpdate();
  323. //this.mObjectes.ForEachObjects((zo) =>
  324. //{
  325. // zo.Update();
  326. // return false;
  327. //});
  328. //this.mObjectes.ForEachObjects((zo) =>
  329. //{
  330. // zo.UpdatePos();
  331. // return false;
  332. //});
  333. }
  334. //-------------------------------------------------------------------------------------------
  335. #region IO
  336. /// <summary>
  337. /// 接收新消息
  338. /// </summary>
  339. /// <param name="msg"></param>
  340. public void ProcessMessage(IMessage _msg)
  341. {
  342. if (_msg is PackEvent)
  343. {
  344. var pack = _msg as PackEvent;
  345. for (int i = 0; i < pack.events.Count; i++)
  346. {
  347. var msg = pack.events[i];
  348. if (msg is Pong)
  349. {
  350. uint ctime = (uint)CUtils.CurrentTimeMS; ;
  351. Pong pong = msg as Pong;
  352. this.CurrentPing = (int)(ctime - pong.ClientTimeDayOfMS);
  353. }
  354. else
  355. {
  356. mSyncMessageQueue.Add(msg);
  357. }
  358. }
  359. }
  360. else
  361. {
  362. mSyncMessageQueue.Add(_msg);
  363. }
  364. }
  365. /// <summary>
  366. /// 发送消息
  367. /// </summary>
  368. /// <param name="action"></param>
  369. public void SendAction(CommonAI.Zone.Action action)
  370. {
  371. if (action is Ping)
  372. {
  373. uint ctime = (uint)CUtils.CurrentTimeMS; ;
  374. Ping ping = action as Ping;
  375. ping.DayOfMS = ctime;
  376. }
  377. LayerClient.SendAction(action);
  378. }
  379. /// <summary>
  380. /// 发送请求
  381. /// </summary>
  382. /// <param name="msg"></param>
  383. /// <param name="handler"></param>
  384. /// <param name="timeout"></param>
  385. /// <param name="timeOutMS"></param>
  386. /// <returns></returns>
  387. internal Request SendRequest(ActorRequest msg, OnResponseHandler handler, OnRequestTimeoutHandler timeout = null, int timeOutMS = 15000)
  388. {
  389. Request req = new Request(this, timeOutMS, msg, handler, timeout);
  390. lock (mListenRequests)
  391. {
  392. mListenRequests.Add(req.MessageID, req);
  393. }
  394. LayerClient.SendAction(msg);
  395. return req;
  396. }
  397. #endregion
  398. //-------------------------------------------------------------------------------------------
  399. #region EVENTS
  400. /// <summary>
  401. /// 客户端模拟服务端的包
  402. /// </summary>
  403. /// <param name="msg"></param>
  404. public void PreQueueEvent(IMessage msg)
  405. {
  406. doEvent(msg);
  407. }
  408. public void clientSendDoEvent(IMessage msg)
  409. {
  410. doEvent(msg);
  411. }
  412. private void doEvent(IMessage msg)
  413. {
  414. try
  415. {
  416. log.Debug($"<<<layerEvent: {msg}");
  417. if (msg is ActorResponse)
  418. {
  419. var rsp = msg as ActorResponse;
  420. on_received_response(rsp);
  421. }
  422. if (msg is ObjectEvent)
  423. {
  424. var oe = msg as ObjectEvent;
  425. ZoneObject obj = (oe.object_id == 0) ? Actor : GetObject<ZoneObject>(oe.object_id);
  426. if (obj == null)
  427. {
  428. log.Warn(">not found object(" + oe.object_id + ") @event:" + oe);
  429. return;
  430. }
  431. obj.DoEvent(msg as ObjectEvent);
  432. if (mMessageReceived != null)
  433. {
  434. mMessageReceived.Invoke(this, msg);
  435. }
  436. if (mObjectMessageReceived != null)
  437. {
  438. mObjectMessageReceived.Invoke(this, msg, obj);
  439. }
  440. if (obj.mOnDoEvent != null)
  441. {
  442. obj.mOnDoEvent.Invoke(obj, msg as ObjectEvent);
  443. }
  444. return;
  445. }
  446. else if (msg is ServerStatusB2C)
  447. {
  448. mLastServerStatus = msg as ServerStatusB2C;
  449. }
  450. else
  451. {
  452. if (msg is ClientEnterScene)
  453. {
  454. doClientEnterScene(msg as ClientEnterScene);
  455. }
  456. else if (msg is LockActorEvent)
  457. {
  458. doLockActorEvent(msg as LockActorEvent);
  459. }
  460. else if (msg is SyncObjectsEvent)
  461. {
  462. doSyncUnitsEvent(msg as SyncObjectsEvent);
  463. }
  464. else if (msg is SyncFlagsEvent)
  465. {
  466. doSyncFlagsEvent(msg as SyncFlagsEvent);
  467. }
  468. else if (msg is AddUnitEvent)
  469. {
  470. doAddUnitEvent(msg as AddUnitEvent);
  471. }
  472. else if (msg is AddSpellEvent)
  473. {
  474. doAddSpellEvent(msg as AddSpellEvent);
  475. }
  476. else if (msg is AddItemEvent)
  477. {
  478. doAddItemEvent(msg as AddItemEvent);
  479. }
  480. else if (msg is RemoveObjectEvent)
  481. {
  482. doRemoveObjectEvent(msg as RemoveObjectEvent);
  483. }
  484. else if (msg is SyncPosEvent)
  485. {
  486. doSyncPosEvent(msg as SyncPosEvent);
  487. }
  488. else if (msg is DecorationChangedEvent)
  489. {
  490. doDecorationChanged(msg as DecorationChangedEvent);
  491. }
  492. else if (msg is FlagTagChangedEvent)
  493. {
  494. doFlagTagChanged(msg as FlagTagChangedEvent);
  495. }
  496. else if (msg is SyncEnvironmentVarEvent)
  497. {
  498. doSyncEnvironmentVarEvent(msg as SyncEnvironmentVarEvent);
  499. }
  500. else if (msg is ChangeBGMEvent)
  501. {
  502. doChangeBGMEvent(msg as ChangeBGMEvent);
  503. }
  504. else if (msg is DoScriptEvent)
  505. {
  506. doDoScriptEvent(msg as DoScriptEvent);
  507. }
  508. else if (msg is ScriptCommandEvent)
  509. {
  510. doScriptCommandEvent(msg as ScriptCommandEvent);
  511. }
  512. else if (msg is GameOverEvent)
  513. {
  514. //doZoneEvent(ZoneEvent.GAME_OVER, null, msg);
  515. doGameOver(msg as GameOverEvent);
  516. }
  517. //doZoneEvent(ZoneEvent.MESSAGE, null, msg);
  518. if (mMessageReceived != null)
  519. {
  520. mMessageReceived.Invoke(this, msg);
  521. }
  522. }
  523. }
  524. finally
  525. {
  526. if (msg is Event) (msg as Event).sender = null;
  527. }
  528. }
  529. private void doClientEnterScene(ClientEnterScene msg)
  530. {
  531. this.InitSceneData(msg);
  532. }
  533. private void doLockActorEvent(LockActorEvent msg)
  534. {
  535. //客户端可以主动发送战斗服消息
  536. if(LayerClient != null)
  537. {
  538. LayerClient.BattleReady(true);
  539. }
  540. if (msg.CurrentZoneVars != null)
  541. {
  542. foreach (CommonAI.ZoneClient.ClientStruct.ZoneEnvironmentVar var in msg.CurrentZoneVars)
  543. {
  544. EnvironmentVarMap.Put(var.Key, var.Value);
  545. }
  546. }
  547. if (msg.UnitData != null)
  548. {
  549. SyncUnitInfo syn = msg.UnitData;
  550. ZoneUnit ret = GetObject<ZoneUnit>(syn.ObjectID) as ZoneUnit;
  551. if (ret != null)
  552. {
  553. removeObj(syn.ObjectID);
  554. }
  555. UnitInfo unit = Templates.getUnit(syn.TemplateID);
  556. if (unit != null)
  557. {
  558. unit = unit.Clone() as UnitInfo;
  559. unit.Properties = msg.GameServerProp;
  560. ZoneActor act = TemplateManager.Factory.CreateClientActor(this, unit, msg);
  561. act.Direction = syn.direction;
  562. mActor = act;
  563. if (ret == null)
  564. {
  565. addObj(act);
  566. }
  567. else
  568. {
  569. replaceObj(act);
  570. }
  571. }
  572. else
  573. {
  574. log.Error("TemplateID Not Exist! ID = " + syn.TemplateID);
  575. }
  576. }
  577. }
  578. private void doSyncUnitsEvent(SyncObjectsEvent msg)
  579. {
  580. foreach (var syn in msg.Objects)
  581. {
  582. doSyncObjectInfo(syn);
  583. }
  584. }
  585. private void doSyncFlagsEvent(SyncFlagsEvent msg)
  586. {
  587. foreach (var kv in msg.ChangedTags)
  588. {
  589. var flag = mFlags.Get(kv.Key);
  590. if (flag != null)
  591. {
  592. flag.Tag = kv.Value;
  593. if (mFlagTagChanged != null)
  594. {
  595. mFlagTagChanged.Invoke(this, flag);
  596. }
  597. }
  598. }
  599. foreach (var flag in mFlags.Values)
  600. {
  601. if (flag is ZoneEditorDecoration)
  602. {
  603. ZoneEditorDecoration ed = flag as ZoneEditorDecoration;
  604. bool enable = !msg.ClosedDecorations.Contains(ed.Name);
  605. if (ed.Enable != enable)
  606. {
  607. ed.Enable = enable;
  608. ed.DecorationChanged();
  609. //doZoneEvent(ZoneEvent.DECORATION_CHANGED, ed);
  610. if (mDecorationChanged != null)
  611. {
  612. mDecorationChanged.Invoke(this, ed);
  613. }
  614. }
  615. }
  616. }
  617. }
  618. private ZoneObject doSyncObjectInfo(SyncObjectInfo syn)
  619. {
  620. ZoneObject ret = GetObject<ZoneObject>(syn.ObjectID);
  621. if (ret == null)
  622. {
  623. if (syn is SyncUnitInfo)
  624. {
  625. UnitInfo unit = Templates.getUnit(syn.TemplateID);
  626. if (unit != null)
  627. {
  628. unit = unit.Clone() as UnitInfo;
  629. ret = TemplateManager.Factory.CreateClientUnit(this, unit, syn as SyncUnitInfo, null);
  630. }
  631. }
  632. else if (syn is SyncItemInfo)
  633. {
  634. ItemTemplate item = Templates.getItem(syn.TemplateID);
  635. if (item != null)
  636. {
  637. item = item.Clone() as ItemTemplate;
  638. ret = TemplateManager.Factory.CreateClientItem(this, item, syn as SyncItemInfo, null);
  639. }
  640. }
  641. else if (syn is SyncSpellInfo)
  642. {
  643. SpellTemplate spell = Templates.getSpell(syn.TemplateID);
  644. if (spell != null)
  645. {
  646. spell = spell.Clone() as SpellTemplate;
  647. ret = TemplateManager.Factory.CreateClientSpell(this, spell, syn as SyncSpellInfo, null);
  648. }
  649. }
  650. if (ret != null)
  651. {
  652. addObj(ret);
  653. }
  654. else
  655. {
  656. log.Error(string.Format("SyncObject : Can Not Create Object : {0} as {1}", syn.TemplateID, syn));
  657. return null;
  658. }
  659. }
  660. ret.ForceSyncPos(syn.x, syn.y);
  661. ret.Direction = syn.direction;
  662. return ret;
  663. }
  664. private void doAddUnitEvent(AddUnitEvent e)
  665. {
  666. UnitInfo info = Templates.getUnit(e.Sync.TemplateID);
  667. if (info != null)
  668. {
  669. info = info.Clone() as UnitInfo;
  670. ZoneUnit ret = TemplateManager.Factory.CreateClientUnit(this, info, e.Sync, e);
  671. if (addObj(ret))
  672. {
  673. ret.SyncBuffStatus(e.Sync.CurrentBuffStatus);
  674. }
  675. }
  676. }
  677. private void doAddSpellEvent(AddSpellEvent e)
  678. {
  679. SpellTemplate sp = Templates.getSpell(e.spell_template_id);
  680. if (sp != null)
  681. {
  682. sp = sp.Clone() as SpellTemplate;
  683. var syn = new SyncSpellInfo();
  684. syn.ObjectID = e.spell_id;
  685. syn.x = e.x;
  686. syn.y = e.y;
  687. syn.direction = e.direction;
  688. var ret = TemplateManager.Factory.CreateClientSpell(this, sp, syn, e);
  689. ret.Direction = e.direction;
  690. ret.Sender = GetObject<ZoneObject>(e.sender_unit_id);
  691. if (ret.Sender != null && ret.Sender is ZoneSpell)
  692. {
  693. ret.LaunchHeight = (ret.Sender as ZoneSpell).Z;
  694. }
  695. else
  696. {
  697. ret.LaunchHeight = e.height;
  698. }
  699. ret.Launcher = GetUnit(e.launcher_unit_id);
  700. ret.Target = GetUnit(e.target_obj_id);
  701. ret.TargetPos = e.target_pos;
  702. addObj(ret);
  703. }
  704. }
  705. private void doAddItemEvent(AddItemEvent e)
  706. {
  707. ItemTemplate item = Templates.getItem(e.Sync.TemplateID);
  708. if (item != null)
  709. {
  710. item = item.Clone() as ItemTemplate;
  711. ZoneItem ret = TemplateManager.Factory.CreateClientItem(this, item, e.Sync, e);
  712. addObj(ret);
  713. }
  714. }
  715. private void doRemoveObjectEvent(RemoveObjectEvent e)
  716. {
  717. removeObj(e.object_id);
  718. }
  719. private void doSyncPosEvent(SyncPosEvent e)
  720. {
  721. bool isDujie = IsSceneDujie();
  722. this.mRemotePassTimeMS = e.PassTimeMS;
  723. this.IsHalfSync = e.IsHalf;
  724. this.IsSyncZ = e.IsSyncZ;
  725. ZoneObject gu;
  726. if (e.units_st != null)
  727. {
  728. for (int i = 0; i < e.units_st.Length; ++i)
  729. {
  730. gu = GetObject<ZoneObject>(e.units_st[i].ID);
  731. if (gu != null)
  732. {
  733. //YXJDebug.logWarning(">>{0}:{1}>syncState{4}-->x:{2},y:{3}", gu.ObjectID, gu.Name, e.units_st[i].UnitMainState, e.units_st[i].UnitSubState, ((ZoneUnit)gu).CurrentState);
  734. if (isDujie && e.units_st[i].UnitMainState == UnitActionStatus.Move)
  735. {
  736. //YXJDebug.logWarning(">({0}/{1})ignore move state@Dujie scene", gu.ObjectID, gu.Name);
  737. }
  738. else
  739. {
  740. gu.SyncPos(ref e.units_st[i]);
  741. }
  742. }
  743. }
  744. }
  745. if (e.units_pos != null)
  746. {
  747. for (int i = 0; i < e.units_pos.Length; ++i)
  748. {
  749. gu = GetObject<ZoneObject>(e.units_pos[i].ID);
  750. if (gu != null)
  751. {
  752. //YXJDebug.logWarning(">>{0}:{1}>syncPos({4}), x:{2},y:{3}", gu.ObjectID, gu.Name, e.units_pos[i].X, e.units_pos[i].Y, ((ZoneUnit)gu).CurrentState);
  753. if (isDujie)
  754. {
  755. //YXJDebug.logWarning(">({0}/{1})ignore syncPos@Dujie scene", gu.ObjectID, gu.Name);
  756. }
  757. else
  758. {
  759. gu.SyncPos(ref e.units_pos[i]);
  760. SwapSpace(gu);
  761. }
  762. }
  763. }
  764. }
  765. }
  766. private void doDecorationChanged(DecorationChangedEvent e)
  767. {
  768. var ed = mFlags.Get(e.Name) as ZoneEditorDecoration;
  769. if (ed != null && ed.Enable != e.Enable)
  770. {
  771. ed.Enable = e.Enable;
  772. ed.DecorationChanged();
  773. if (mDecorationChanged != null)
  774. {
  775. mDecorationChanged.Invoke(this, ed);
  776. }
  777. //doZoneEvent(ZoneEvent.DECORATION_CHANGED, ed, e);
  778. }
  779. }
  780. private void doFlagTagChanged(FlagTagChangedEvent e)
  781. {
  782. var flag = mFlags.Get(e.Name);
  783. if (flag != null && flag.Tag != flag.EditorData.Tag)
  784. {
  785. flag.Tag = e.Tag;
  786. if (mFlagTagChanged != null)
  787. {
  788. mFlagTagChanged.Invoke(this, flag);
  789. }
  790. //doZoneEvent(ZoneEvent.DECORATION_CHANGED, ed, e);
  791. }
  792. }
  793. private void doSyncEnvironmentVarEvent(SyncEnvironmentVarEvent e)
  794. {
  795. EnvironmentVarMap[e.Key] = e.Value;
  796. }
  797. private void doChangeBGMEvent(ChangeBGMEvent e)
  798. {
  799. if (mOnChangeBGM != null)
  800. {
  801. mOnChangeBGM.Invoke(this, e.FileName);
  802. }
  803. }
  804. private void doDoScriptEvent(DoScriptEvent e)
  805. {
  806. if (mOnScriptFile != null)
  807. {
  808. mOnScriptFile.Invoke(this, e.ScriptFileName);
  809. }
  810. }
  811. private void doScriptCommandEvent(ScriptCommandEvent e)
  812. {
  813. if (mOnScriptCommand != null)
  814. {
  815. mOnScriptCommand.Invoke(this, e.message);
  816. }
  817. }
  818. private void doGameOver(GameOverEvent evt)
  819. {
  820. if (mGameOver != null)
  821. {
  822. mGameOver.Invoke(this, evt.WinForce == Actor.Force, evt.message);
  823. }
  824. }
  825. #endregion
  826. //-------------------------------------------------------------------------------------------
  827. // #region EVENT_NOTIFY
  828. //
  829. // private void doZoneEvent(ZoneEvent ze, ZoneLayerObject obj = null, IMessage msg = null)
  830. // {
  831. // switch (ze)
  832. // {
  833. // case ZoneEvent.INIT:
  834. //
  835. // break;
  836. // case ZoneEvent.ADD_OBJ:
  837. //
  838. // break;
  839. // case ZoneEvent.REMOVE_OBJ:
  840. //
  841. // break;
  842. // case ZoneEvent.GAME_OVER:
  843. //
  844. // break;
  845. // case ZoneEvent.MESSAGE:
  846. //
  847. // break;
  848. // case ZoneEvent.OBJECT_EVENT:
  849. //
  850. // break;
  851. // case ZoneEvent.DECORATION_CHANGED:
  852. //
  853. // break;
  854. // }
  855. // }
  856. //
  857. // #endregion
  858. //-------------------------------------------------------------------------------------------
  859. #region OBJECTS
  860. private bool addObj(ZoneObject obj)
  861. {
  862. ZoneObject ret = mObjectes.GetObject<ZoneObject>(obj.ObjectID);
  863. if (ret != null)
  864. {
  865. ret.ForceSyncPos(obj.X, obj.Y);
  866. ret.Direction = obj.Direction;
  867. obj.Dispose();
  868. return false;
  869. }
  870. else
  871. {
  872. mObjectes.Add(obj);
  873. SwapSpace(obj);
  874. obj.OnAdded();
  875. //doZoneEvent(ZoneEvent.ADD_OBJ, obj, null);
  876. if (mObjectEnter != null)
  877. {
  878. mObjectEnter.Invoke(this, obj as ZoneObject);
  879. }
  880. if (obj == mActor)
  881. {
  882. if (mActorAdded != null)
  883. {
  884. mActorAdded.Invoke(this, mActor);
  885. }
  886. mActor.SendReady();
  887. }
  888. return true;
  889. }
  890. }
  891. private void replaceObj(ZoneObject obj)
  892. {
  893. ZoneObject old = mObjectes.RemoveObjectByKey(obj.ObjectID);
  894. if (old != null)
  895. {
  896. old.Dispose();
  897. if (mSpaceDiv != null) mSpaceDiv.ClearSpace(old.mCurrentCellNode);
  898. }
  899. mObjectes.Add(obj);
  900. SwapSpace(obj);
  901. obj.OnAdded();
  902. //doZoneEvent(ZoneEvent.ADD_OBJ, obj, null);
  903. if (mObjectEnter != null)
  904. {
  905. mObjectEnter.Invoke(this, obj as ZoneObject);
  906. }
  907. if (obj == mActor)
  908. {
  909. if (mActorAdded != null)
  910. {
  911. mActorAdded.Invoke(this, mActor);
  912. }
  913. mActor.SendReady();
  914. }
  915. }
  916. private void removeObj(uint objID)
  917. {
  918. ZoneObject ret = mObjectes.RemoveObjectByKey(objID);
  919. if (ret != null)
  920. {
  921. if (mPlayerLeave != null)
  922. {
  923. mPlayerLeave.Invoke(this, ret);
  924. }
  925. ret.Dispose();
  926. if (mSpaceDiv != null) { mSpaceDiv.ClearSpace(ret.mCurrentCellNode); }
  927. //doZoneEvent(ZoneEvent.REMOVE_OBJ, ret, null);
  928. if (mObjectLeave != null)
  929. {
  930. mObjectLeave.Invoke(this, ret);
  931. }
  932. }
  933. }
  934. #endregion
  935. //-------------------------------------------------------------------------------------------
  936. #region REQUEST_RESPONSE
  937. private void check_request_timeout()
  938. {
  939. long curTime = CUtils.CurrentTimeMS;
  940. lock (mListenRequests)
  941. {
  942. if (mListenRequests.Count > 0)
  943. {
  944. using (var removing = ListObjectPool<Request>.AllocAutoRelease())
  945. {
  946. foreach (Request req in mListenRequests.Values)
  947. {
  948. if (req.EndTime < curTime)
  949. {
  950. removing.Add(req);
  951. }
  952. }
  953. if (removing.Count > 0)
  954. {
  955. foreach (Request remove in removing)
  956. {
  957. mListenRequests.RemoveByKey(remove.MessageID);
  958. remove.onTimeout();
  959. }
  960. }
  961. }
  962. }
  963. }
  964. }
  965. private bool on_received_response(ActorResponse rsp)
  966. {
  967. Request request = null;
  968. lock (mListenRequests)
  969. {
  970. request = mListenRequests.RemoveByKey(rsp.MessageID) as Request;
  971. }
  972. if (request != null)
  973. {
  974. request.onRecivedMessage(rsp);
  975. return true;
  976. }
  977. return false;
  978. }
  979. private AtomicInteger MessageIDGen = new AtomicInteger(1);
  980. public class Request
  981. {
  982. internal static Logger log = LoggerFactory.GetLogger("ZoneLayer.Request");
  983. private OnResponseHandler mHandler;
  984. private OnRequestTimeoutHandler mTimeout;
  985. public ZoneLayer Layer { get; private set; }
  986. public int TimeOutMS { get; private set; }
  987. public long EndTime { get; private set; }
  988. public long SendTime { get; private set; }
  989. public int MessageID { get; private set; }
  990. public ActorRequest RequestMessage { get; protected set; }
  991. public ActorResponse ResponseMessage { get; protected set; }
  992. public Request(ZoneLayer client, int timeOutMS, ActorRequest request, OnResponseHandler handler = null, OnRequestTimeoutHandler timeout = null)
  993. {
  994. this.Layer = client;
  995. this.MessageID = request.MessageID = client.MessageIDGen.GetAndIncrement();
  996. this.RequestMessage = request;
  997. this.TimeOutMS = timeOutMS;
  998. this.SendTime = CUtils.CurrentTimeMS;
  999. this.EndTime = SendTime + timeOutMS;
  1000. this.mHandler = handler;
  1001. this.mTimeout = timeout;
  1002. }
  1003. virtual internal void onRecivedMessage(ActorResponse msg)
  1004. {
  1005. ResponseMessage = msg;
  1006. if (mHandler != null)
  1007. {
  1008. try
  1009. {
  1010. mHandler.Invoke(this);
  1011. }
  1012. catch (Exception err)
  1013. {
  1014. log.Error(err.Message, err);
  1015. }
  1016. }
  1017. mHandler = null;
  1018. mTimeout = null;
  1019. }
  1020. virtual internal void onTimeout()
  1021. {
  1022. if (mTimeout != null)
  1023. {
  1024. try
  1025. {
  1026. mTimeout.Invoke(this);
  1027. }
  1028. catch (Exception err)
  1029. {
  1030. log.Error(err.Message, err);
  1031. }
  1032. }
  1033. mHandler = null;
  1034. mTimeout = null;
  1035. }
  1036. }
  1037. public delegate void OnResponseHandler(Request req);
  1038. public delegate void OnRequestTimeoutHandler(Request req);
  1039. #endregion
  1040. //------------------------------------------------------------------------------------
  1041. #region TIMING_AND_TASK
  1042. private SyncMessageQueueAction<ZoneLayer> mTasks = new SyncMessageQueueAction<ZoneLayer>();
  1043. private TimeTaskQueue mTimeTasks = new TimeTaskQueue();
  1044. private void doTask(Action<ZoneLayer> task)
  1045. {
  1046. task(this);
  1047. }
  1048. /// <summary>
  1049. /// 【线程安全】向主线程排一个任务
  1050. /// </summary>
  1051. /// <param name="task"></param>
  1052. public void QueueTask(Action<ZoneLayer> task)
  1053. {
  1054. mTasks.Enqueue(task);
  1055. }
  1056. /// <summary>
  1057. /// 【线程安全】增加时间任务
  1058. /// </summary>
  1059. /// <param name="intervalMS"></param>
  1060. /// <param name="delayMS"></param>
  1061. /// <param name="repeat"></param>
  1062. /// <param name="handler"></param>
  1063. public TimeTaskMS AddTimeTask(int intervalMS, int delayMS, int repeat, TickHandler handler)
  1064. {
  1065. return mTimeTasks.AddTimeTask(intervalMS, delayMS, repeat, handler);
  1066. }
  1067. /// <summary>
  1068. /// 【线程安全】增加延时回调方法
  1069. /// </summary>
  1070. /// <param name="delayMS"></param>
  1071. /// <param name="handler"></param>
  1072. public TimeTaskMS AddTimeDelayMS(int delayMS, TickHandler handler)
  1073. {
  1074. return mTimeTasks.AddTimeDelayMS(delayMS, handler);
  1075. }
  1076. /// <summary>
  1077. /// 【线程安全】增加定时回调方法
  1078. /// </summary>
  1079. /// <param name="intervalMS"></param>
  1080. /// <param name="handler"></param>
  1081. public TimeTaskMS AddTimePeriodicMS(int intervalMS, TickHandler handler)
  1082. {
  1083. return mTimeTasks.AddTimePeriodicMS(intervalMS, handler);
  1084. }
  1085. #endregion
  1086. //-------------------------------------------------------------------------------------------
  1087. #region EVENTS
  1088. public delegate void OnInitHandler(ZoneLayer layer);
  1089. public delegate void OnActorAddedHandler(ZoneLayer layer, ZoneActor actor);
  1090. public delegate void OnObjectEnterHandler(ZoneLayer layer, ZoneObject obj);
  1091. public delegate void OnObjectLeaveHandler(ZoneLayer layer, ZoneObject obj);
  1092. public delegate void OnPlayerLevelHandler(ZoneLayer layer, ZoneObject obj);
  1093. public delegate void OnDecorationChangedHandler(ZoneLayer layer, ZoneEditorDecoration ed);
  1094. public delegate void OnFlagTagChangedHandler(ZoneLayer layer, ZoneFlag flag);
  1095. public delegate void OnMessageReceivedHandler(ZoneLayer layer, IMessage msg);
  1096. public delegate void OnObjectMessageReceivedHandler(ZoneLayer layer, IMessage msg, ZoneObject obj);
  1097. public delegate void OnGameOverHandler(ZoneLayer layer, bool isWin, string msg);
  1098. public delegate void OnScriptCommandHandler(ZoneLayer layer, string msg);
  1099. public delegate void OnScriptFileHandler(ZoneLayer layer, string filename);
  1100. public delegate void OnChangeBGMHandler(ZoneLayer layer, string filename);
  1101. /* 只要不加 event 就不会报错 */
  1102. private OnInitHandler mLayerInit;
  1103. private OnActorAddedHandler mActorAdded;
  1104. private OnObjectEnterHandler mObjectEnter;
  1105. private OnObjectLeaveHandler mObjectLeave;
  1106. private OnDecorationChangedHandler mDecorationChanged;
  1107. private OnFlagTagChangedHandler mFlagTagChanged;
  1108. private OnMessageReceivedHandler mMessageReceived;
  1109. private OnObjectMessageReceivedHandler mObjectMessageReceived;
  1110. //本地外部临时数据(用于跨服战),由于先断数据层,再清渲染层会导致外部临时数据清理的时候出错
  1111. private OnPlayerLevelHandler mPlayerLeave;
  1112. private OnGameOverHandler mGameOver;
  1113. private OnScriptCommandHandler mOnScriptCommand;
  1114. private OnScriptFileHandler mOnScriptFile;
  1115. private OnChangeBGMHandler mOnChangeBGM;
  1116. [EventTriggerDescAttribute("客户端场景初始化时触发")]
  1117. public event OnInitHandler LayerInit { add { mLayerInit += value; } remove { mLayerInit -= value; } }
  1118. [EventTriggerDescAttribute("主角被添加时触发")]
  1119. public event OnActorAddedHandler ActorAdded { add { mActorAdded += value; } remove { mActorAdded -= value; } }
  1120. [EventTriggerDescAttribute("单位进入场景")]
  1121. public event OnObjectEnterHandler ObjectEnter { add { mObjectEnter += value; } remove { mObjectEnter -= value; } }
  1122. [EventTriggerDescAttribute("玩家离开场景")]
  1123. public event OnPlayerLevelHandler PlayerLeave { add { mPlayerLeave += value; } remove { mPlayerLeave -= value; } }
  1124. [EventTriggerDescAttribute("单位离开场景")]
  1125. public event OnObjectLeaveHandler ObjectLeave { add { mObjectLeave += value; } remove { mObjectLeave -= value; } }
  1126. [EventTriggerDescAttribute("空气墙变化时触发")]
  1127. public event OnDecorationChangedHandler DecorationChanged { add { mDecorationChanged += value; } remove { mDecorationChanged -= value; } }
  1128. [EventTriggerDescAttribute("Flag Tag 变化时触发")]
  1129. public event OnFlagTagChangedHandler FlagTagChanged { add { mFlagTagChanged += value; } remove { mFlagTagChanged -= value; } }
  1130. [EventTriggerDescAttribute("接收网络消息")]
  1131. public event OnMessageReceivedHandler MessageReceived { add { mMessageReceived += value; } remove { mMessageReceived -= value; } }
  1132. [EventTriggerDescAttribute("接收Object网络消息")]
  1133. public event OnObjectMessageReceivedHandler ObjectMessageReceived { add { mObjectMessageReceived += value; } remove { mObjectMessageReceived -= value; } }
  1134. [EventTriggerDescAttribute("BGM发生变化时触发")]
  1135. public event OnChangeBGMHandler OnChangeBGM { add { mOnChangeBGM += value; } remove { mOnChangeBGM -= value; } }
  1136. [EventTriggerDescAttribute("游戏结束")]
  1137. public event OnGameOverHandler GameOver { add { mGameOver += value; } remove { mGameOver -= value; } }
  1138. [EventTriggerDescAttribute("服务端通知客户端执行指定脚本代码")]
  1139. public event OnScriptCommandHandler OnScriptCommand { add { mOnScriptCommand += value; } remove { mOnScriptCommand -= value; } }
  1140. [EventTriggerDescAttribute("服务端通知客户端执行指定脚本文件")]
  1141. public event OnScriptFileHandler OnScriptFile { add { mOnScriptFile += value; } remove { mOnScriptFile -= value; } }
  1142. private void clearEvents()
  1143. {
  1144. this.mLayerInit = null;
  1145. this.mActorAdded = null;
  1146. this.mObjectEnter = null;
  1147. this.mObjectLeave = null;
  1148. this.mDecorationChanged = null;
  1149. this.mFlagTagChanged = null;
  1150. this.mMessageReceived = null;
  1151. this.mObjectMessageReceived = null;
  1152. this.mGameOver = null;
  1153. this.mOnScriptCommand = null;
  1154. this.mOnScriptFile = null;
  1155. this.mOnChangeBGM = null;
  1156. this.mPlayerLeave = null;
  1157. }
  1158. #endregion
  1159. }
  1160. }