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. if (msg is ActorResponse)
  417. {
  418. var rsp = msg as ActorResponse;
  419. on_received_response(rsp);
  420. }
  421. if (msg is ObjectEvent)
  422. {
  423. var oe = msg as ObjectEvent;
  424. ZoneObject obj = (oe.object_id == 0) ? Actor : GetObject<ZoneObject>(oe.object_id);
  425. if (obj == null)
  426. {
  427. log.Warn(">not found object(" + oe.object_id + ") @event:" + oe);
  428. return;
  429. }
  430. obj.DoEvent(msg as ObjectEvent);
  431. if (mMessageReceived != null)
  432. {
  433. mMessageReceived.Invoke(this, msg);
  434. }
  435. if (mObjectMessageReceived != null)
  436. {
  437. mObjectMessageReceived.Invoke(this, msg, obj);
  438. }
  439. if (obj.mOnDoEvent != null)
  440. {
  441. obj.mOnDoEvent.Invoke(obj, msg as ObjectEvent);
  442. }
  443. return;
  444. }
  445. else if (msg is ServerStatusB2C)
  446. {
  447. mLastServerStatus = msg as ServerStatusB2C;
  448. }
  449. else
  450. {
  451. if (msg is ClientEnterScene)
  452. {
  453. doClientEnterScene(msg as ClientEnterScene);
  454. }
  455. else if (msg is LockActorEvent)
  456. {
  457. doLockActorEvent(msg as LockActorEvent);
  458. }
  459. else if (msg is SyncObjectsEvent)
  460. {
  461. doSyncUnitsEvent(msg as SyncObjectsEvent);
  462. }
  463. else if (msg is SyncFlagsEvent)
  464. {
  465. doSyncFlagsEvent(msg as SyncFlagsEvent);
  466. }
  467. else if (msg is AddUnitEvent)
  468. {
  469. doAddUnitEvent(msg as AddUnitEvent);
  470. }
  471. else if (msg is AddSpellEvent)
  472. {
  473. doAddSpellEvent(msg as AddSpellEvent);
  474. }
  475. else if (msg is AddItemEvent)
  476. {
  477. doAddItemEvent(msg as AddItemEvent);
  478. }
  479. else if (msg is RemoveObjectEvent)
  480. {
  481. doRemoveObjectEvent(msg as RemoveObjectEvent);
  482. }
  483. else if (msg is SyncPosEvent)
  484. {
  485. doSyncPosEvent(msg as SyncPosEvent);
  486. }
  487. else if (msg is DecorationChangedEvent)
  488. {
  489. doDecorationChanged(msg as DecorationChangedEvent);
  490. }
  491. else if (msg is FlagTagChangedEvent)
  492. {
  493. doFlagTagChanged(msg as FlagTagChangedEvent);
  494. }
  495. else if (msg is SyncEnvironmentVarEvent)
  496. {
  497. doSyncEnvironmentVarEvent(msg as SyncEnvironmentVarEvent);
  498. }
  499. else if (msg is ChangeBGMEvent)
  500. {
  501. doChangeBGMEvent(msg as ChangeBGMEvent);
  502. }
  503. else if (msg is DoScriptEvent)
  504. {
  505. doDoScriptEvent(msg as DoScriptEvent);
  506. }
  507. else if (msg is ScriptCommandEvent)
  508. {
  509. doScriptCommandEvent(msg as ScriptCommandEvent);
  510. }
  511. else if (msg is GameOverEvent)
  512. {
  513. //doZoneEvent(ZoneEvent.GAME_OVER, null, msg);
  514. doGameOver(msg as GameOverEvent);
  515. }
  516. //doZoneEvent(ZoneEvent.MESSAGE, null, msg);
  517. if (mMessageReceived != null)
  518. {
  519. mMessageReceived.Invoke(this, msg);
  520. }
  521. }
  522. }
  523. finally
  524. {
  525. if (msg is Event) (msg as Event).sender = null;
  526. }
  527. }
  528. private void doClientEnterScene(ClientEnterScene msg)
  529. {
  530. this.InitSceneData(msg);
  531. }
  532. private void doLockActorEvent(LockActorEvent msg)
  533. {
  534. //客户端可以主动发送战斗服消息
  535. if(LayerClient != null)
  536. {
  537. LayerClient.BattleReady(true);
  538. }
  539. if (msg.CurrentZoneVars != null)
  540. {
  541. foreach (CommonAI.ZoneClient.ClientStruct.ZoneEnvironmentVar var in msg.CurrentZoneVars)
  542. {
  543. EnvironmentVarMap.Put(var.Key, var.Value);
  544. }
  545. }
  546. if (msg.UnitData != null)
  547. {
  548. SyncUnitInfo syn = msg.UnitData;
  549. ZoneUnit ret = GetObject<ZoneUnit>(syn.ObjectID) as ZoneUnit;
  550. if (ret != null)
  551. {
  552. removeObj(syn.ObjectID);
  553. }
  554. UnitInfo unit = Templates.getUnit(syn.TemplateID);
  555. if (unit != null)
  556. {
  557. unit = unit.Clone() as UnitInfo;
  558. unit.Properties = msg.GameServerProp;
  559. ZoneActor act = TemplateManager.Factory.CreateClientActor(this, unit, msg);
  560. act.Direction = syn.direction;
  561. mActor = act;
  562. if (ret == null)
  563. {
  564. addObj(act);
  565. }
  566. else
  567. {
  568. replaceObj(act);
  569. }
  570. }
  571. else
  572. {
  573. log.Error("TemplateID Not Exist! ID = " + syn.TemplateID);
  574. }
  575. }
  576. }
  577. private void doSyncUnitsEvent(SyncObjectsEvent msg)
  578. {
  579. foreach (var syn in msg.Objects)
  580. {
  581. doSyncObjectInfo(syn);
  582. }
  583. }
  584. private void doSyncFlagsEvent(SyncFlagsEvent msg)
  585. {
  586. foreach (var kv in msg.ChangedTags)
  587. {
  588. var flag = mFlags.Get(kv.Key);
  589. if (flag != null)
  590. {
  591. flag.Tag = kv.Value;
  592. if (mFlagTagChanged != null)
  593. {
  594. mFlagTagChanged.Invoke(this, flag);
  595. }
  596. }
  597. }
  598. foreach (var flag in mFlags.Values)
  599. {
  600. if (flag is ZoneEditorDecoration)
  601. {
  602. ZoneEditorDecoration ed = flag as ZoneEditorDecoration;
  603. bool enable = !msg.ClosedDecorations.Contains(ed.Name);
  604. if (ed.Enable != enable)
  605. {
  606. ed.Enable = enable;
  607. ed.DecorationChanged();
  608. //doZoneEvent(ZoneEvent.DECORATION_CHANGED, ed);
  609. if (mDecorationChanged != null)
  610. {
  611. mDecorationChanged.Invoke(this, ed);
  612. }
  613. }
  614. }
  615. }
  616. }
  617. private ZoneObject doSyncObjectInfo(SyncObjectInfo syn)
  618. {
  619. ZoneObject ret = GetObject<ZoneObject>(syn.ObjectID);
  620. if (ret == null)
  621. {
  622. if (syn is SyncUnitInfo)
  623. {
  624. UnitInfo unit = Templates.getUnit(syn.TemplateID);
  625. if (unit != null)
  626. {
  627. unit = unit.Clone() as UnitInfo;
  628. ret = TemplateManager.Factory.CreateClientUnit(this, unit, syn as SyncUnitInfo, null);
  629. }
  630. }
  631. else if (syn is SyncItemInfo)
  632. {
  633. ItemTemplate item = Templates.getItem(syn.TemplateID);
  634. if (item != null)
  635. {
  636. item = item.Clone() as ItemTemplate;
  637. ret = TemplateManager.Factory.CreateClientItem(this, item, syn as SyncItemInfo, null);
  638. }
  639. }
  640. else if (syn is SyncSpellInfo)
  641. {
  642. SpellTemplate spell = Templates.getSpell(syn.TemplateID);
  643. if (spell != null)
  644. {
  645. spell = spell.Clone() as SpellTemplate;
  646. ret = TemplateManager.Factory.CreateClientSpell(this, spell, syn as SyncSpellInfo, null);
  647. }
  648. }
  649. if (ret != null)
  650. {
  651. addObj(ret);
  652. }
  653. else
  654. {
  655. log.Error(string.Format("SyncObject : Can Not Create Object : {0} as {1}", syn.TemplateID, syn));
  656. return null;
  657. }
  658. }
  659. ret.ForceSyncPos(syn.x, syn.y);
  660. ret.Direction = syn.direction;
  661. return ret;
  662. }
  663. private void doAddUnitEvent(AddUnitEvent e)
  664. {
  665. UnitInfo info = Templates.getUnit(e.Sync.TemplateID);
  666. if (info != null)
  667. {
  668. info = info.Clone() as UnitInfo;
  669. ZoneUnit ret = TemplateManager.Factory.CreateClientUnit(this, info, e.Sync, e);
  670. if (addObj(ret))
  671. {
  672. ret.SyncBuffStatus(e.Sync.CurrentBuffStatus);
  673. }
  674. }
  675. }
  676. private void doAddSpellEvent(AddSpellEvent e)
  677. {
  678. SpellTemplate sp = Templates.getSpell(e.spell_template_id);
  679. if (sp != null)
  680. {
  681. sp = sp.Clone() as SpellTemplate;
  682. var syn = new SyncSpellInfo();
  683. syn.ObjectID = e.spell_id;
  684. syn.x = e.x;
  685. syn.y = e.y;
  686. syn.direction = e.direction;
  687. var ret = TemplateManager.Factory.CreateClientSpell(this, sp, syn, e);
  688. ret.Direction = e.direction;
  689. ret.Sender = GetObject<ZoneObject>(e.sender_unit_id);
  690. if (ret.Sender != null && ret.Sender is ZoneSpell)
  691. {
  692. ret.LaunchHeight = (ret.Sender as ZoneSpell).Z;
  693. }
  694. else
  695. {
  696. ret.LaunchHeight = e.height;
  697. }
  698. ret.Launcher = GetUnit(e.launcher_unit_id);
  699. ret.Target = GetUnit(e.target_obj_id);
  700. ret.TargetPos = e.target_pos;
  701. addObj(ret);
  702. }
  703. }
  704. private void doAddItemEvent(AddItemEvent e)
  705. {
  706. ItemTemplate item = Templates.getItem(e.Sync.TemplateID);
  707. if (item != null)
  708. {
  709. item = item.Clone() as ItemTemplate;
  710. ZoneItem ret = TemplateManager.Factory.CreateClientItem(this, item, e.Sync, e);
  711. addObj(ret);
  712. }
  713. }
  714. private void doRemoveObjectEvent(RemoveObjectEvent e)
  715. {
  716. removeObj(e.object_id);
  717. }
  718. private void doSyncPosEvent(SyncPosEvent e)
  719. {
  720. bool isDujie = IsSceneDujie();
  721. this.mRemotePassTimeMS = e.PassTimeMS;
  722. this.IsHalfSync = e.IsHalf;
  723. this.IsSyncZ = e.IsSyncZ;
  724. ZoneObject gu;
  725. if (e.units_st != null)
  726. {
  727. for (int i = 0; i < e.units_st.Length; ++i)
  728. {
  729. gu = GetObject<ZoneObject>(e.units_st[i].ID);
  730. if (gu != null)
  731. {
  732. //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);
  733. if (isDujie && e.units_st[i].UnitMainState == UnitActionStatus.Move)
  734. {
  735. //YXJDebug.logWarning(">({0}/{1})ignore move state@Dujie scene", gu.ObjectID, gu.Name);
  736. }
  737. else
  738. {
  739. gu.SyncPos(ref e.units_st[i]);
  740. }
  741. }
  742. }
  743. }
  744. if (e.units_pos != null)
  745. {
  746. for (int i = 0; i < e.units_pos.Length; ++i)
  747. {
  748. gu = GetObject<ZoneObject>(e.units_pos[i].ID);
  749. if (gu != null)
  750. {
  751. //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);
  752. if (isDujie)
  753. {
  754. //YXJDebug.logWarning(">({0}/{1})ignore syncPos@Dujie scene", gu.ObjectID, gu.Name);
  755. }
  756. else
  757. {
  758. gu.SyncPos(ref e.units_pos[i]);
  759. SwapSpace(gu);
  760. }
  761. }
  762. }
  763. }
  764. }
  765. private void doDecorationChanged(DecorationChangedEvent e)
  766. {
  767. var ed = mFlags.Get(e.Name) as ZoneEditorDecoration;
  768. if (ed != null && ed.Enable != e.Enable)
  769. {
  770. ed.Enable = e.Enable;
  771. ed.DecorationChanged();
  772. if (mDecorationChanged != null)
  773. {
  774. mDecorationChanged.Invoke(this, ed);
  775. }
  776. //doZoneEvent(ZoneEvent.DECORATION_CHANGED, ed, e);
  777. }
  778. }
  779. private void doFlagTagChanged(FlagTagChangedEvent e)
  780. {
  781. var flag = mFlags.Get(e.Name);
  782. if (flag != null && flag.Tag != flag.EditorData.Tag)
  783. {
  784. flag.Tag = e.Tag;
  785. if (mFlagTagChanged != null)
  786. {
  787. mFlagTagChanged.Invoke(this, flag);
  788. }
  789. //doZoneEvent(ZoneEvent.DECORATION_CHANGED, ed, e);
  790. }
  791. }
  792. private void doSyncEnvironmentVarEvent(SyncEnvironmentVarEvent e)
  793. {
  794. EnvironmentVarMap[e.Key] = e.Value;
  795. }
  796. private void doChangeBGMEvent(ChangeBGMEvent e)
  797. {
  798. if (mOnChangeBGM != null)
  799. {
  800. mOnChangeBGM.Invoke(this, e.FileName);
  801. }
  802. }
  803. private void doDoScriptEvent(DoScriptEvent e)
  804. {
  805. if (mOnScriptFile != null)
  806. {
  807. mOnScriptFile.Invoke(this, e.ScriptFileName);
  808. }
  809. }
  810. private void doScriptCommandEvent(ScriptCommandEvent e)
  811. {
  812. if (mOnScriptCommand != null)
  813. {
  814. mOnScriptCommand.Invoke(this, e.message);
  815. }
  816. }
  817. private void doGameOver(GameOverEvent evt)
  818. {
  819. if (mGameOver != null)
  820. {
  821. mGameOver.Invoke(this, evt.WinForce == Actor.Force, evt.message);
  822. }
  823. }
  824. #endregion
  825. //-------------------------------------------------------------------------------------------
  826. // #region EVENT_NOTIFY
  827. //
  828. // private void doZoneEvent(ZoneEvent ze, ZoneLayerObject obj = null, IMessage msg = null)
  829. // {
  830. // switch (ze)
  831. // {
  832. // case ZoneEvent.INIT:
  833. //
  834. // break;
  835. // case ZoneEvent.ADD_OBJ:
  836. //
  837. // break;
  838. // case ZoneEvent.REMOVE_OBJ:
  839. //
  840. // break;
  841. // case ZoneEvent.GAME_OVER:
  842. //
  843. // break;
  844. // case ZoneEvent.MESSAGE:
  845. //
  846. // break;
  847. // case ZoneEvent.OBJECT_EVENT:
  848. //
  849. // break;
  850. // case ZoneEvent.DECORATION_CHANGED:
  851. //
  852. // break;
  853. // }
  854. // }
  855. //
  856. // #endregion
  857. //-------------------------------------------------------------------------------------------
  858. #region OBJECTS
  859. private bool addObj(ZoneObject obj)
  860. {
  861. ZoneObject ret = mObjectes.GetObject<ZoneObject>(obj.ObjectID);
  862. if (ret != null)
  863. {
  864. ret.ForceSyncPos(obj.X, obj.Y);
  865. ret.Direction = obj.Direction;
  866. obj.Dispose();
  867. return false;
  868. }
  869. else
  870. {
  871. mObjectes.Add(obj);
  872. SwapSpace(obj);
  873. obj.OnAdded();
  874. //doZoneEvent(ZoneEvent.ADD_OBJ, obj, null);
  875. if (mObjectEnter != null)
  876. {
  877. mObjectEnter.Invoke(this, obj as ZoneObject);
  878. }
  879. if (obj == mActor)
  880. {
  881. if (mActorAdded != null)
  882. {
  883. mActorAdded.Invoke(this, mActor);
  884. }
  885. mActor.SendReady();
  886. }
  887. return true;
  888. }
  889. }
  890. private void replaceObj(ZoneObject obj)
  891. {
  892. ZoneObject old = mObjectes.RemoveObjectByKey(obj.ObjectID);
  893. if (old != null)
  894. {
  895. old.Dispose();
  896. if (mSpaceDiv != null) mSpaceDiv.ClearSpace(old.mCurrentCellNode);
  897. }
  898. mObjectes.Add(obj);
  899. SwapSpace(obj);
  900. obj.OnAdded();
  901. //doZoneEvent(ZoneEvent.ADD_OBJ, obj, null);
  902. if (mObjectEnter != null)
  903. {
  904. mObjectEnter.Invoke(this, obj as ZoneObject);
  905. }
  906. if (obj == mActor)
  907. {
  908. if (mActorAdded != null)
  909. {
  910. mActorAdded.Invoke(this, mActor);
  911. }
  912. mActor.SendReady();
  913. }
  914. }
  915. private void removeObj(uint objID)
  916. {
  917. ZoneObject ret = mObjectes.RemoveObjectByKey(objID);
  918. if (ret != null)
  919. {
  920. if (mPlayerLeave != null)
  921. {
  922. mPlayerLeave.Invoke(this, ret);
  923. }
  924. ret.Dispose();
  925. if (mSpaceDiv != null) { mSpaceDiv.ClearSpace(ret.mCurrentCellNode); }
  926. //doZoneEvent(ZoneEvent.REMOVE_OBJ, ret, null);
  927. if (mObjectLeave != null)
  928. {
  929. mObjectLeave.Invoke(this, ret);
  930. }
  931. }
  932. }
  933. #endregion
  934. //-------------------------------------------------------------------------------------------
  935. #region REQUEST_RESPONSE
  936. private void check_request_timeout()
  937. {
  938. long curTime = CUtils.CurrentTimeMS;
  939. lock (mListenRequests)
  940. {
  941. if (mListenRequests.Count > 0)
  942. {
  943. using (var removing = ListObjectPool<Request>.AllocAutoRelease())
  944. {
  945. foreach (Request req in mListenRequests.Values)
  946. {
  947. if (req.EndTime < curTime)
  948. {
  949. removing.Add(req);
  950. }
  951. }
  952. if (removing.Count > 0)
  953. {
  954. foreach (Request remove in removing)
  955. {
  956. mListenRequests.RemoveByKey(remove.MessageID);
  957. remove.onTimeout();
  958. }
  959. }
  960. }
  961. }
  962. }
  963. }
  964. private bool on_received_response(ActorResponse rsp)
  965. {
  966. Request request = null;
  967. lock (mListenRequests)
  968. {
  969. request = mListenRequests.RemoveByKey(rsp.MessageID) as Request;
  970. }
  971. if (request != null)
  972. {
  973. request.onRecivedMessage(rsp);
  974. return true;
  975. }
  976. return false;
  977. }
  978. private AtomicInteger MessageIDGen = new AtomicInteger(1);
  979. public class Request
  980. {
  981. internal static Logger log = LoggerFactory.GetLogger("ZoneLayer.Request");
  982. private OnResponseHandler mHandler;
  983. private OnRequestTimeoutHandler mTimeout;
  984. public ZoneLayer Layer { get; private set; }
  985. public int TimeOutMS { get; private set; }
  986. public long EndTime { get; private set; }
  987. public long SendTime { get; private set; }
  988. public int MessageID { get; private set; }
  989. public ActorRequest RequestMessage { get; protected set; }
  990. public ActorResponse ResponseMessage { get; protected set; }
  991. public Request(ZoneLayer client, int timeOutMS, ActorRequest request, OnResponseHandler handler = null, OnRequestTimeoutHandler timeout = null)
  992. {
  993. this.Layer = client;
  994. this.MessageID = request.MessageID = client.MessageIDGen.GetAndIncrement();
  995. this.RequestMessage = request;
  996. this.TimeOutMS = timeOutMS;
  997. this.SendTime = CUtils.CurrentTimeMS;
  998. this.EndTime = SendTime + timeOutMS;
  999. this.mHandler = handler;
  1000. this.mTimeout = timeout;
  1001. }
  1002. virtual internal void onRecivedMessage(ActorResponse msg)
  1003. {
  1004. ResponseMessage = msg;
  1005. if (mHandler != null)
  1006. {
  1007. try
  1008. {
  1009. mHandler.Invoke(this);
  1010. }
  1011. catch (Exception err)
  1012. {
  1013. log.Error(err.Message, err);
  1014. }
  1015. }
  1016. mHandler = null;
  1017. mTimeout = null;
  1018. }
  1019. virtual internal void onTimeout()
  1020. {
  1021. if (mTimeout != null)
  1022. {
  1023. try
  1024. {
  1025. mTimeout.Invoke(this);
  1026. }
  1027. catch (Exception err)
  1028. {
  1029. log.Error(err.Message, err);
  1030. }
  1031. }
  1032. mHandler = null;
  1033. mTimeout = null;
  1034. }
  1035. }
  1036. public delegate void OnResponseHandler(Request req);
  1037. public delegate void OnRequestTimeoutHandler(Request req);
  1038. #endregion
  1039. //------------------------------------------------------------------------------------
  1040. #region TIMING_AND_TASK
  1041. private SyncMessageQueueAction<ZoneLayer> mTasks = new SyncMessageQueueAction<ZoneLayer>();
  1042. private TimeTaskQueue mTimeTasks = new TimeTaskQueue();
  1043. private void doTask(Action<ZoneLayer> task)
  1044. {
  1045. task(this);
  1046. }
  1047. /// <summary>
  1048. /// 【线程安全】向主线程排一个任务
  1049. /// </summary>
  1050. /// <param name="task"></param>
  1051. public void QueueTask(Action<ZoneLayer> task)
  1052. {
  1053. mTasks.Enqueue(task);
  1054. }
  1055. /// <summary>
  1056. /// 【线程安全】增加时间任务
  1057. /// </summary>
  1058. /// <param name="intervalMS"></param>
  1059. /// <param name="delayMS"></param>
  1060. /// <param name="repeat"></param>
  1061. /// <param name="handler"></param>
  1062. public TimeTaskMS AddTimeTask(int intervalMS, int delayMS, int repeat, TickHandler handler)
  1063. {
  1064. return mTimeTasks.AddTimeTask(intervalMS, delayMS, repeat, handler);
  1065. }
  1066. /// <summary>
  1067. /// 【线程安全】增加延时回调方法
  1068. /// </summary>
  1069. /// <param name="delayMS"></param>
  1070. /// <param name="handler"></param>
  1071. public TimeTaskMS AddTimeDelayMS(int delayMS, TickHandler handler)
  1072. {
  1073. return mTimeTasks.AddTimeDelayMS(delayMS, handler);
  1074. }
  1075. /// <summary>
  1076. /// 【线程安全】增加定时回调方法
  1077. /// </summary>
  1078. /// <param name="intervalMS"></param>
  1079. /// <param name="handler"></param>
  1080. public TimeTaskMS AddTimePeriodicMS(int intervalMS, TickHandler handler)
  1081. {
  1082. return mTimeTasks.AddTimePeriodicMS(intervalMS, handler);
  1083. }
  1084. #endregion
  1085. //-------------------------------------------------------------------------------------------
  1086. #region EVENTS
  1087. public delegate void OnInitHandler(ZoneLayer layer);
  1088. public delegate void OnActorAddedHandler(ZoneLayer layer, ZoneActor actor);
  1089. public delegate void OnObjectEnterHandler(ZoneLayer layer, ZoneObject obj);
  1090. public delegate void OnObjectLeaveHandler(ZoneLayer layer, ZoneObject obj);
  1091. public delegate void OnPlayerLevelHandler(ZoneLayer layer, ZoneObject obj);
  1092. public delegate void OnDecorationChangedHandler(ZoneLayer layer, ZoneEditorDecoration ed);
  1093. public delegate void OnFlagTagChangedHandler(ZoneLayer layer, ZoneFlag flag);
  1094. public delegate void OnMessageReceivedHandler(ZoneLayer layer, IMessage msg);
  1095. public delegate void OnObjectMessageReceivedHandler(ZoneLayer layer, IMessage msg, ZoneObject obj);
  1096. public delegate void OnGameOverHandler(ZoneLayer layer, bool isWin, string msg);
  1097. public delegate void OnScriptCommandHandler(ZoneLayer layer, string msg);
  1098. public delegate void OnScriptFileHandler(ZoneLayer layer, string filename);
  1099. public delegate void OnChangeBGMHandler(ZoneLayer layer, string filename);
  1100. /* 只要不加 event 就不会报错 */
  1101. private OnInitHandler mLayerInit;
  1102. private OnActorAddedHandler mActorAdded;
  1103. private OnObjectEnterHandler mObjectEnter;
  1104. private OnObjectLeaveHandler mObjectLeave;
  1105. private OnDecorationChangedHandler mDecorationChanged;
  1106. private OnFlagTagChangedHandler mFlagTagChanged;
  1107. private OnMessageReceivedHandler mMessageReceived;
  1108. private OnObjectMessageReceivedHandler mObjectMessageReceived;
  1109. //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
  1110. private OnPlayerLevelHandler mPlayerLeave;
  1111. private OnGameOverHandler mGameOver;
  1112. private OnScriptCommandHandler mOnScriptCommand;
  1113. private OnScriptFileHandler mOnScriptFile;
  1114. private OnChangeBGMHandler mOnChangeBGM;
  1115. [EventTriggerDescAttribute("客户端场景初始化时触发")]
  1116. public event OnInitHandler LayerInit { add { mLayerInit += value; } remove { mLayerInit -= value; } }
  1117. [EventTriggerDescAttribute("主角被添加时触发")]
  1118. public event OnActorAddedHandler ActorAdded { add { mActorAdded += value; } remove { mActorAdded -= value; } }
  1119. [EventTriggerDescAttribute("单位进入场景")]
  1120. public event OnObjectEnterHandler ObjectEnter { add { mObjectEnter += value; } remove { mObjectEnter -= value; } }
  1121. [EventTriggerDescAttribute("玩家离开场景")]
  1122. public event OnPlayerLevelHandler PlayerLeave { add { mPlayerLeave += value; } remove { mPlayerLeave -= value; } }
  1123. [EventTriggerDescAttribute("单位离开场景")]
  1124. public event OnObjectLeaveHandler ObjectLeave { add { mObjectLeave += value; } remove { mObjectLeave -= value; } }
  1125. [EventTriggerDescAttribute("空气墙变化时触发")]
  1126. public event OnDecorationChangedHandler DecorationChanged { add { mDecorationChanged += value; } remove { mDecorationChanged -= value; } }
  1127. [EventTriggerDescAttribute("Flag Tag 变化时触发")]
  1128. public event OnFlagTagChangedHandler FlagTagChanged { add { mFlagTagChanged += value; } remove { mFlagTagChanged -= value; } }
  1129. [EventTriggerDescAttribute("接收网络消息")]
  1130. public event OnMessageReceivedHandler MessageReceived { add { mMessageReceived += value; } remove { mMessageReceived -= value; } }
  1131. [EventTriggerDescAttribute("接收Object网络消息")]
  1132. public event OnObjectMessageReceivedHandler ObjectMessageReceived { add { mObjectMessageReceived += value; } remove { mObjectMessageReceived -= value; } }
  1133. [EventTriggerDescAttribute("BGM发生变化时触发")]
  1134. public event OnChangeBGMHandler OnChangeBGM { add { mOnChangeBGM += value; } remove { mOnChangeBGM -= value; } }
  1135. [EventTriggerDescAttribute("游戏结束")]
  1136. public event OnGameOverHandler GameOver { add { mGameOver += value; } remove { mGameOver -= value; } }
  1137. [EventTriggerDescAttribute("服务端通知客户端执行指定脚本代码")]
  1138. public event OnScriptCommandHandler OnScriptCommand { add { mOnScriptCommand += value; } remove { mOnScriptCommand -= value; } }
  1139. [EventTriggerDescAttribute("服务端通知客户端执行指定脚本文件")]
  1140. public event OnScriptFileHandler OnScriptFile { add { mOnScriptFile += value; } remove { mOnScriptFile -= value; } }
  1141. private void clearEvents()
  1142. {
  1143. this.mLayerInit = null;
  1144. this.mActorAdded = null;
  1145. this.mObjectEnter = null;
  1146. this.mObjectLeave = null;
  1147. this.mDecorationChanged = null;
  1148. this.mFlagTagChanged = null;
  1149. this.mMessageReceived = null;
  1150. this.mObjectMessageReceived = null;
  1151. this.mGameOver = null;
  1152. this.mOnScriptCommand = null;
  1153. this.mOnScriptFile = null;
  1154. this.mOnChangeBGM = null;
  1155. this.mPlayerLeave = null;
  1156. }
  1157. #endregion
  1158. }
  1159. }