/
world_manager.go
90 lines (73 loc) · 2.17 KB
/
world_manager.go
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package core
import (
"sync"
)
/*
当前游戏世界的总管理模块
*/
type WorldManager struct {
AoiMgr *AOIManager // 当前世界地图的AOI规划管理器
Players map[int32]*Player // 当前在线的玩家集合
pLock sync.RWMutex // 保护Players的互斥读写机制
}
// 提供一个对外的世界管理模块句柄
var WorldMgrObj *WorldManager
// 提供WorldManager 初始化方法
func init() {
WorldMgrObj = &WorldManager{
Players: make(map[int32]*Player),
AoiMgr: NewAOIManager(AOI_MIN_X, AOI_MAX_X, AOI_CNTS_X, AOI_MIN_Y, AOI_MAX_Y, AOI_CNTS_Y),
}
}
// 提供添加一个玩家的的功能,将玩家添加进玩家信息表Players
func (wm *WorldManager) AddPlayer(player *Player) {
// 将player添加到 世界管理器中
wm.pLock.Lock()
wm.Players[player.Pid] = player
wm.pLock.Unlock()
// 将player 添加到AOI网络规划中
wm.AoiMgr.AddToGridByPos(int(player.Pid), player.X, player.Z)
}
// 从玩家信息表中移除一个玩家
func (wm *WorldManager) RemovePlayerByPid(pid int32) {
// 得到当前的玩家
player := wm.Players[pid]
// 将玩家从AOIManager中删除
wm.AoiMgr.RemoveFromGridByPos(int(pid), player.X, player.Z)
// 将玩家从世界管理器中删除
wm.pLock.Lock()
delete(wm.Players, pid)
wm.pLock.Unlock()
}
// 通过玩家ID 获取对应玩家信息
func (wm *WorldManager) GetPlayerByPid(pid int32) *Player {
wm.pLock.RLock()
defer wm.pLock.RUnlock()
return wm.Players[pid]
}
// 获取所有玩家的信息
func (wm *WorldManager) GetAllPlayers() []*Player {
wm.pLock.RLock()
defer wm.pLock.RUnlock()
// 创建返回的player集合切片
players := make([]*Player, 0)
// 遍历添加切片
for _, v := range wm.Players {
players = append(players, v)
}
// 返回
return players
}
// 获取指定gid中的所有player信息
func (wm *WorldManager) GetPlayersByGid(gid int) []*Player {
// 通过gid获取 对应 格子中的所有pid
pids := wm.AoiMgr.grids[gid].GetPlyerIDs()
// 通过pid找到对应的player对象
players := make([]*Player, 0, len(pids))
wm.pLock.RLock()
for _, pid := range pids {
players = append(players, wm.Players[int32(pid)])
}
wm.pLock.RUnlock()
return players
}