服务端(Go): - GM 塞背包/带属性装备发放:在线角色推送 op14 增量物品行,背包实时刷新,无需回角色选择界面 - GM 改金币/改等级:去掉在线拒绝,落库后推送 op14 钱包/op37 等级状态,在线实时刷新 - 等级端点统一切换到新版 GMSetCharacterLevel(自带在线刷新) - 无限/锁死疲劳模式 + 燃烧疲劳:每房间消耗 2 点、打怪与通关经验双倍 - 燃烧疲劳开关时给所有在线角色推送系统提示(op12 mode 0) - 深渊史诗掉率:GM 全局倍率 + 城镇增益药剂窗口倍率,真实接入掉落结算 启动器(Python/JS): - 标题栏自绘、窗口 1204x717、禁止拖拽改大小、仅最小化/关闭 - GM 工具:疲劳与燃烧、深渊史诗掉率、拍卖行上架(单一定价对齐) - 拍卖行上架前端对齐服务端单一价格语义,修复 400 报错
186 lines
4.5 KiB
Go
186 lines
4.5 KiB
Go
package playerloop
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import (
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"context"
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"errors"
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"log/slog"
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"strings"
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"sync"
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"time"
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"longheng.io/server/internal/platform/actor"
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)
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// ActorKindPlayer 是玩家 actor 在 actor.Manager 中使用的类型标识。
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const ActorKindPlayer = "player"
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// ActorBackedManager 使用通用 actor 管理器承载玩家事件串行处理。
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type ActorBackedManager struct {
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name string
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handler Handler
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actors *actor.Manager
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logger *slog.Logger
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mu sync.RWMutex
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started bool
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}
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// NewActorBackedManager 创建基于 actor mailbox 的玩家循环管理器。
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func NewActorBackedManager(name string, queue int, handler Handler, logger *slog.Logger, options Options) *ActorBackedManager {
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if queue <= 0 {
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queue = 64
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}
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name = strings.TrimSpace(name)
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if name == "" {
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name = "player-loop"
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}
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return &ActorBackedManager{
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name: name,
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handler: handler,
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actors: actor.NewManager(name+"-actors", logger, actor.Options{
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MailboxSize: queue,
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HandlerTimeout: options.HandlerTimeout,
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}),
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logger: logger,
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}
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}
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// Name 返回 actor 版玩家循环管理器名称。
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func (m *ActorBackedManager) Name() string {
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if m == nil {
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return ""
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}
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return m.name
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}
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// Start 标记 actor 版玩家循环管理器可接收事件。
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func (m *ActorBackedManager) Start(ctx context.Context) error {
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if ctx == nil {
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ctx = context.Background()
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}
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if err := ctx.Err(); err != nil {
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return err
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}
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if m == nil || m.actors == nil {
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return ErrStopped
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}
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m.mu.Lock()
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m.started = true
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m.mu.Unlock()
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return nil
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}
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// Stop 停止 actor 版玩家循环管理器并关闭底层 actor。
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func (m *ActorBackedManager) Stop(ctx context.Context) error {
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if ctx == nil {
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ctx = context.Background()
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}
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if m == nil || m.actors == nil {
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return nil
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}
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m.mu.Lock()
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m.started = false
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m.mu.Unlock()
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return m.actors.Stop(ctx)
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}
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// Submit 将事件提交到账号对应的玩家 actor。
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func (m *ActorBackedManager) Submit(ctx context.Context, accountID string, payload any) error {
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if ctx == nil {
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ctx = context.Background()
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}
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accountID = strings.TrimSpace(accountID)
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if accountID == "" {
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return ErrMissingAccount
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}
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if err := ctx.Err(); err != nil {
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return err
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}
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if m == nil || m.actors == nil || !m.isStarted() {
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return ErrStopped
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}
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act, err := m.actorFor(accountID)
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if err != nil {
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return err
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}
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event := Event{AccountID: accountID, Payload: payload, ReceivedAt: time.Now().UTC()}
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err = act.Tell(ctx, actor.Message{Route: "player.event", UserID: accountID, Payload: event})
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if errors.Is(err, actor.ErrMailboxFull) {
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return ErrQueueFull
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}
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if errors.Is(err, actor.ErrActorStopped) || errors.Is(err, actor.ErrActorDraining) {
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return ErrStopped
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}
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return err
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}
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// Snapshot 返回所有玩家 actor 的队列快照。
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func (m *ActorBackedManager) Snapshot() []Snapshot {
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if m == nil || m.actors == nil {
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return nil
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}
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actorSnapshot := m.actors.Snapshot()
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out := make([]Snapshot, 0, len(actorSnapshot.Actors))
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for _, item := range actorSnapshot.Actors {
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if item.Kind != ActorKindPlayer {
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continue
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}
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out = append(out, Snapshot{AccountID: item.ID, Queued: item.MailboxLen})
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}
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return out
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}
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// ActorSnapshot 返回底层 actor 管理器的完整快照。
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func (m *ActorBackedManager) ActorSnapshot() actor.Snapshot {
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if m == nil || m.actors == nil {
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return actor.Snapshot{}
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}
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return m.actors.Snapshot()
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}
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// DrainAccount 请求指定账号 actor 进入排空状态。
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func (m *ActorBackedManager) DrainAccount(ctx context.Context, accountID string) error {
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accountID = strings.TrimSpace(accountID)
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if accountID == "" {
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return ErrMissingAccount
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}
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if m == nil || m.actors == nil {
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return nil
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}
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act, ok := m.actors.Get(ActorKindPlayer, accountID)
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if !ok {
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return nil
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}
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return act.Drain(ctx)
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}
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func (m *ActorBackedManager) actorFor(accountID string) (*actor.Actor, error) {
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if act, ok := m.actors.Get(ActorKindPlayer, accountID); ok {
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return act, nil
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}
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act, err := m.actors.Spawn(ActorKindPlayer, accountID, m.handleActorMessage)
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if errors.Is(err, actor.ErrActorExists) {
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if existing, ok := m.actors.Get(ActorKindPlayer, accountID); ok {
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return existing, nil
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}
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}
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return act, err
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}
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func (m *ActorBackedManager) handleActorMessage(ctx context.Context, _ *actor.Actor, msg actor.Message) error {
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if m == nil || m.handler == nil {
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return nil
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}
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event, ok := msg.Payload.(Event)
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if !ok {
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event = Event{AccountID: msg.UserID, Payload: msg.Payload, ReceivedAt: msg.SentAt}
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}
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return m.handler(ctx, event)
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}
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func (m *ActorBackedManager) isStarted() bool {
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m.mu.RLock()
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defer m.mu.RUnlock()
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return m.started
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}
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