手搭我的世界基岩版服务器后台网站(LiteloaderBDS-SQLite-Spring Boot-Vue)Java后端+RESTful API;借助Three.js实现三维可视化展览交互界面

项目是刚刚完成的,于是趁热打铁把文档也写了。在这里分享出来,也方便以后回顾

目录

项目介绍

整体设计架构图

网站界面预览图

技术选型和原因

搭建步骤

库表设计

插件说明

后端说明

前端说明

部署说明

完整代码

插件代码

后端代码

前端代码

项目总结


项目介绍

本项目旨在为我的世界基岩版私服搭建一个可视化的后台管理系统,通过 LiteloaderBDS 插件实时收集游戏内数据,并将其存储在轻量级数据库 SQLite 中。后端采用 Spring Boot 和 MyBatis 技术栈实现 RESTful API,前端采用 Vue 框架、Element-UI Plus 组件库以及 Three.js WebGL 库实现三维可视化界面

整体设计架构图

网站界面预览图

主页:

方块地图:

 

数据总表:

 

技术选型和原因

本项目采用的部分技术栈:

  • LiteloaderBDS:跨语言 BDS 插件加载器(适用于我的世界基岩版服务器)
  • SQLite:轻量级数据库,减少部署难度
  • MyBatis:持久层框架
  • Spring Boot:简化 Spring 应用的初始搭建及开发
  • Spring MVC:基于 Java 的 Web 框架,支持 RESTful API 设计
  • Vue:渐进式 JavaScript 框架,构建用户界面
  • Element-UI Plus:基于 Vue 的组件库
  • Three.js:WebGL库,实现三维可视化

搭建步骤

  1. 购买云服务器实例
  2. 安装部署 BDS
  3. 安装部署 LiteloaderBDS
  4. 编写 LiteloaderBDS 脚本插件(将数据存入 SQLite 数据库)
  5. 插件测试
  6. 插件部署
  7. 使用 IntelliJ IDEA、Hbuilder X,分别创建 Spring Boot 和 Vue 项目,编写后端和前端
  8. 网站测试
  9. 网站部署

库表设计

  • 位置表
    • 在下面表中,出现重复位置的概率很大,因此设计了位置表,节省占用空间
    • 在未来,位置表中可以添加访问次数这样的列,用于统计玩家活跃地区
    • 位置表的 x,y,z 和维度 id 上了索引,便于查找
  • 容器表
    • 包括玩家背包、末影箱和地图上的容器方块
  • 玩家表
    • 玩家有位置和容器
  • 历史位置表
    • 历史位置有玩家和位置
  • 容器方块表
    • 容器方块有容器和位置
  • 破坏放置表
    • 破坏放置有玩家和位置
  • 攻击实体表
    • 攻击实体有玩家和位置

插件说明

BB_Data.js 的代码内容分为四大部分:事件监听、定时任务、辅助函数、创表语句

其中,增删改查逻辑集中在事件监听、定时任务和辅助函数部分

被监听的事件:

  • 玩家进入世界
  • 玩家离开世界
  • 玩家打开容器
  • 玩家关闭容器
  • 玩家发送消息
  • 玩家破坏放置
  • 玩家攻击实体

由于 SQLite 对并发修改支持不佳,代码中的 SQL 执行语句偶尔会出现异常;但总的来说,这仅仅会导致很小一部分行为没有被记录,所以我没有加锁来改善这一问题(加锁影响性能)

有一些测试用的打印语句,可以删掉

后端说明

后端采用了传统的 Spring Boot + MyBatis 技术栈

相对于持久层设计,简化了数据模型(去除了所有的外键部分),便于前端拿取数据后直接使用

前端说明

风格为选项式 API,单页面应用(SPA),面向组件设计,解耦较好

多种布局样式,包括传统、绝对位置和 Flex 布局

使用了路由管理

其中一个 svg 图标(ChatGPT),直接封装为组件使用了,在代码中省略

部署说明

后端打包成 JAR 文件,在服务器用命令行执行

前端打包成静态资源,上传到服务器的 Nginx 服务目录,启动 Nginx

完整代码

插件代码

BB_Data:

/// <reference path="HelperLib-master/src/index.d.ts" />

// TODO 删除过早的(根据时间戳)数据

let session;

mc.listen('onServerStarted', () => {
    session = initDB();
});

mc.listen('onJoin', (player) => {
    let preSelectPlayer = session.prepare('SELECT COUNT(*) as count FROM player_table WHERE xuid = ?;');
    let preInsertPlayer = session.prepare('INSERT INTO player_table (xuid, name, bag_uuid, enc_uuid) VALUES (?, ?, ?, ?);');
    let preInsertCtr = session.prepare('INSERT INTO ctr_table (uuid, name, content, latest_timestamp) VALUES (?, ?, ?, ?);');
    let currentTimestamp = Date.now();

    // 1. 插入新玩家(如果不存在)
    preSelectPlayer.bind([player.xuid]);
    const playerResult = preSelectPlayer.reexec().fetch();
    if (playerResult.count === 0) {
        // 插入新玩家
        let bagUUID = generateUUID();
        let encUUID = generateUUID();
        preInsertPlayer.bind([player.xuid, player.name, bagUUID, encUUID]);
        preInsertPlayer.reexec();
        // 插入新容器
        let containers = [
            {uuid: bagUUID, name: 'bag'},
            {uuid: encUUID, name: 'ender_chest'}
        ];

        containers.forEach((container) => {
            preInsertCtr.bind([
                container.uuid,
                container.name,
                '{}',
                currentTimestamp
            ]);
            preInsertCtr.reexec();
            preInsertCtr.clear();
        });
        log(`向玩家表中插入了 ${player.name}`);
    }

    // 2. 更新玩家
    updatePlayer(player);

    // 3. 插入消息
    const messageContent = JSON.stringify({text: `${player.name} 进入游戏`});
    insertMsg(player, 'join', messageContent);
});

setInterval(() => {
    mc.getOnlinePlayers().forEach((player) => {
        let preInsertHistoryPos = session.prepare('INSERT INTO history_pos_table (xuid, pos_id, timestamp) VALUES (?, ?, ?);');
        let currentTimestamp = Date.now();

        // 1. 更新玩家,并获得玩家位置id
        const newPosId = updatePlayer(player);

        // 2. 添加历史位置
        preInsertHistoryPos.bind([player.xuid, newPosId, currentTimestamp]);
        preInsertHistoryPos.reexec();
    });
}, 2 * 1000);

mc.listen('onOpenContainer', (player, block) => {
    if (!block.hasContainer()) {
        return;
    }
    let preInsertCtr = session.prepare('INSERT INTO ctr_table (uuid, name) VALUES (?, ?);');
    let preInsertCtrBlock = session.prepare('INSERT INTO ctr_block_table (uuid, pos_id, ctr_uuid) VALUES (?, ?, ?);');
    let preUpdateCtr = session.prepare('UPDATE ctr_table SET content = ?, latest_timestamp = ? WHERE uuid = ?;');
    let preUpdateCtrBlock = session.prepare('UPDATE ctr_block_table SET latest_timestamp = ? WHERE uuid = ?;');
    let ctrContent = ctrContentJSON(block.getContainer());
    let currentTimestamp = Date.now();

    const newPosId = insertPos(block.pos);

    // 1. 查询或插入新容器方块
    let {ctrBlockUuid, ctrUuid} = getCtrBlockAndCtrUUID(newPosId) || {};
    if (!ctrBlockUuid || !ctrUuid) {
        // 生成新的容器方块和容器 UUID
        ctrBlockUuid = generateUUID();
        ctrUuid = generateUUID();
        // init
        preInsertCtr.bind([ctrUuid, block.getContainer().type]);
        preInsertCtr.reexec();
        preInsertCtrBlock.bind([ctrBlockUuid, newPosId, ctrUuid]);
        preInsertCtrBlock.reexec();
    }

    // 2. 添加容器记录到 ctr_table
    preUpdateCtr.bind([ctrContent, currentTimestamp, ctrUuid]);
    preUpdateCtr.reexec();

    // 3. 添加容器记录到 ctr_block_table
    preUpdateCtrBlock.bind([currentTimestamp, ctrBlockUuid]);
    preUpdateCtrBlock.reexec();

    // 4. 插入消息
    const messageContent = JSON.stringify({
        text: `${player.name} 打开容器`,
        pos_id: newPosId
    });
    insertMsg(player, 'open_ctr', messageContent);
});

mc.listen('onCloseContainer', (player, block) => {//只能监听到箱子和木桶的关闭
    if (!block.hasContainer()) {
        return;
    }
    let preUpdateCtr = session.prepare('UPDATE ctr_table SET content = ?, latest_timestamp = ? WHERE uuid = ?;');
    let preUpdateCtrBlock = session.prepare('UPDATE ctr_block_table SET latest_timestamp = ? WHERE uuid = ?;');
    let ctrContent = ctrContentJSON(block.getContainer());
    let currentTimestamp = Date.now();

    const newPosId = insertPos(block.pos);

    // 1. 获取容器方块和容器 UUID
    let {ctrBlockUuid, ctrUuid} = getCtrBlockAndCtrUUID(newPosId) || {};
    if (!ctrBlockUuid || !ctrUuid) {
        colorLog('red', `${player.name} 关闭了未记录的箱子或木桶`);
        return;
    }

    // 2. 添加容器记录到 ctr_table
    preUpdateCtr.bind([ctrContent, currentTimestamp, ctrUuid]);
    preUpdateCtr.reexec();

    // 3. 添加容器记录到 ctr_block_table
    preUpdateCtrBlock.bind([currentTimestamp, ctrBlockUuid]);
    preUpdateCtrBlock.reexec();

    // 4. 插入消息
    const messageContent = JSON.stringify({
        text: `${player.name} 关闭容器`,
        pos_id: newPosId
    });
    insertMsg(player, 'close_ctr', messageContent);
});

mc.listen('onDestroyBlock', (player, block) => {
    colorLog('dk_yellow', `destroy_block:${player.name},${block.name}`)
    let preInsertDestruction = session.prepare('INSERT INTO block_change_table (xuid, pos_id, type, name, timestamp) VALUES (?, ?, ?, ?, ?);');
    let currentTimestamp = Date.now();

    // 1. 插入位置
    const newPosId = insertPos(block.pos);

    // 2. 插入破坏
    preInsertDestruction.bind([player.xuid, newPosId, 'destroy', block.name, currentTimestamp]);
    preInsertDestruction.reexec();

    // 3. 删除容器
    if (block.hasContainer()) {
        // 获取容器方块和容器 UUID
        let {ctrBlockUuid, ctrUuid} = getCtrBlockAndCtrUUID(newPosId) || {};
        if (!ctrBlockUuid || !ctrUuid) {
            return;
        }

        // 删除容器方块和容器
        let preDeleteCtrBlock = session.prepare('DELETE FROM ctr_block_table WHERE uuid = ?;');
        let preDeleteCtr = session.prepare('DELETE FROM ctr_table WHERE uuid = ?;');

        preDeleteCtrBlock.bind([ctrBlockUuid]);
        preDeleteCtrBlock.reexec();

        preDeleteCtr.bind([ctrUuid]);
        preDeleteCtr.reexec();
    }
});

mc.listen('afterPlaceBlock', (player, block) => {
    let preInsertPlacement = session.prepare('INSERT INTO block_change_table (xuid, pos_id, type, name, timestamp) VALUES (?, ?, ?, ?, ?);');
    let currentTimestamp = Date.now();

    // 1. 插入位置
    const newPosId = insertPos(block.pos);

    // 2. 插入添加记录
    preInsertPlacement.bind([player.xuid, newPosId, 'place', block.name, currentTimestamp]);
    preInsertPlacement.reexec();

    // 3. 添加容器
    if (block.hasContainer()) {
        let preInsertCtr = session.prepare('INSERT INTO ctr_table (uuid, name, content, latest_timestamp) VALUES (?, ?, ?, ?);');
        let preInsertCtrBlock = session.prepare('INSERT INTO ctr_block_table (uuid, pos_id, ctr_uuid, latest_timestamp) VALUES (?, ?, ?, ?);');
        let containerContent = ctrContentJSON(block.getContainer());

        // 创建容器的 UUID
        const ctrUuid = generateUUID();
        const ctrBlockUuid = generateUUID();

        // 添加容器记录到 ctr_table
        preInsertCtr.bind([ctrBlockUuid, block.getContainer().type, containerContent, currentTimestamp]);
        preInsertCtr.reexec();

        // 添加容器记录到 ctr_block_table
        preInsertCtrBlock.bind([ctrBlockUuid, newPosId, ctrUuid, currentTimestamp]);
        preInsertCtrBlock.reexec();
    }
});

mc.listen('onAttackEntity', (player, entity, damage) => {
    colorLog('dk_yellow', `attack:${player.name},${entity.name},${damage}`)
    let preInsertAttackEntity = session.prepare('INSERT INTO attack_entity_table (xuid, pos_id, damage, name, timestamp) VALUES (?, ?, ?, ?, ?);');
    let entName = entity.name ? entity.name : 'null';
    let damageNum = damage ? damage : 0;
    let currentTimestamp = Date.now();

    // 1. 插入位置
    const newPosId = insertPos(entity.blockPos);

    // 2. 插入攻击实体
    preInsertAttackEntity.bind([player.xuid, newPosId, damageNum, entName, currentTimestamp]);
    preInsertAttackEntity.reexec();
});

mc.listen('onChat', (player, msg) => {
    // 1. 插入消息
    const messageContent = JSON.stringify({
        text: `${player.name} 发送消息`,
        message: msg
    });
    insertMsg(player, 'chat', messageContent);
});

mc.listen('onLeft', (player) => {
    // 1. 更新玩家
    let newPosId = updatePlayer(player);

    // 2. 插入消息
    const messageContent = JSON.stringify({
        text: `${player.name} 离开游戏`,
        pos_id: newPosId
    });
    insertMsg(player, 'left', messageContent);
});

// 辅助函数:生成 UUID
function generateUUID() {
    return 'xxxxxxxx-xxxx-4xxx-yxxx-xxxxxxxxxxxx'.replace(/[xy]/g, function (c) {
        let r = Math.random() * 16 | 0,
            v = c === 'x' ? r : (r & 0x3 | 0x8);
        return v.toString(16);
    });
}

// 获取容器内容 JSON
function ctrContentJSON(ctr) {
    if (ctr.isEmpty()) {
        return '{}';
    }
    let itemsArray = [];
    ctr.getAllItems().forEach((item) => {
        if (item.id !== 0) {
            let itemObj = {
                name: item.name,
                count: item.count,
            };
            itemsArray.push(itemObj);
        }
    });
    let contentJSON = JSON.stringify(itemsArray);
    return contentJSON;
}

// 插入新位置(如果不存在),并返回位置 id
function insertPos(blockPos) {
    let preSelectPos = session.prepare('SELECT id FROM pos_table WHERE x = ? AND y = ? AND z = ? AND dim_id = ?;');
    let preInsertPos = session.prepare('INSERT OR IGNORE INTO pos_table (x, y, z, dim_id) VALUES (?, ?, ?, ?);');
    let {x: newX, y: newY, z: newZ, dimid: newDimId} = blockPos;

    // 1. 插入新位置(如果不存在)
    preInsertPos.bind([newX, newY, newZ, newDimId]);
    preInsertPos.reexec();

    // 2. 查询新位置的 id
    preSelectPos.bind([newX, newY, newZ, newDimId]);
    const result = preSelectPos.reexec().fetch();
    return Object.values(result)[0];
}

// 更新玩家的位置和容器,并返回玩家位置 id
function updatePlayer(player) {
    let preUpdatePlayerPos = session.prepare('UPDATE player_table SET pos_id = ?, latest_timestamp = ? WHERE xuid = ?;');
    let preUpdatePlayerBagCtr = session.prepare('UPDATE ctr_table SET content = ?, latest_timestamp = ? WHERE uuid IN (SELECT bag_uuid FROM player_table WHERE xuid = ?);');
    let preUpdatePlayerEncCtr = session.prepare('UPDATE ctr_table SET content = ?, latest_timestamp = ? WHERE uuid IN (SELECT enc_uuid FROM player_table WHERE xuid = ?);');
    let bagContent = ctrContentJSON(player.getInventory());
    let encContent = ctrContentJSON(player.getEnderChest());
    let currentTimestamp = Date.now();
    // 1. 插入位置
    let newPosId = insertPos(player.blockPos);

    // 2. 更新玩家的 pos_id
    preUpdatePlayerPos.bind([newPosId, currentTimestamp, player.xuid]);
    preUpdatePlayerPos.reexec();

    // 3. 更新玩家背包容器和末影容器的内容以及时间戳
    preUpdatePlayerBagCtr.bind([bagContent, currentTimestamp, player.xuid]);
    preUpdatePlayerBagCtr.reexec();
    preUpdatePlayerEncCtr.bind([encContent, currentTimestamp, player.xuid]);
    preUpdatePlayerEncCtr.reexec();

    return newPosId;
}

function insertMsg(player, type, content) {
    let preInsertMsg = session.prepare('INSERT INTO msg_table (uuid, type, content, timestamp) VALUES (?, ?, ?, ?);');

    preInsertMsg.bind([generateUUID(), type, content, Date.now()]);
    preInsertMsg.reexec();
}

// 获取容器方块和容器的 UUID
function getCtrBlockAndCtrUUID(pos_id) {
    let preSelectCtrBlock = session.prepare('SELECT uuid, ctr_uuid FROM ctr_block_table WHERE pos_id = ?;');

    preSelectCtrBlock.bind([pos_id]);
    const ctr_block_result = preSelectCtrBlock.reexec().fetch();
    if (ctr_block_result && ctr_block_result.uuid && ctr_block_result.ctr_uuid) {
        return {ctrBlockUuid: Object.values(ctr_block_result)[0], ctrUuid: Object.values(ctr_block_result)[1]};
    } else {
        return null;
    }
}

function initDB() {//初始化数据库
    const dirPath = 'plugins/BB_Data';
    if (!file.exists(dirPath)) {
        colorLog('dk_yellow', `检测到数据库目录./${dirPath}不存在, 现将自动创建`);
        file.mkdir(dirPath);
    }
    const session = new DBSession('sqlite', {path: `./${dirPath}/dat.db`});
    session.exec(//位置表
        'CREATE TABLE pos_table (\\n' +
        '   id INTEGER PRIMARY KEY AUTOINCREMENT,\\n' +
        '   x INTEGER,\\n' +
        '   y INTEGER,\\n' +
        '   z INTEGER,\\n' +
        '   dim_id INTEGER\\n' +//维度id
        ');'
    );
    session.exec('CREATE UNIQUE INDEX idx_pos ON pos_table(x, y, z, dim_id);');
    session.exec(//容器表
        'CREATE TABLE ctr_table (\\n' +
        '   uuid TEXT PRIMARY KEY,\\n' +
        '   name TEXT,\\n' +//容器名字
        '   content TEXT,\\n' +//容器内容JSON
        '   latest_timestamp INTEGER\\n' +//最后更新时间戳
        ');'
    );
    session.exec(//消息表
        'CREATE TABLE msg_table (\\n' +
        '   uuid TEXT,\\n' +
        '   type TEXT,\\n' +//消息类型
        '   content TEXT,\\n' +//消息内容JSON
        '   timestamp INTEGER,\\n' +//时间戳
        '   PRIMARY KEY (uuid, timestamp)\\n' +
        ');'
    );
    session.exec(//玩家表
        'CREATE TABLE player_table (\\n' +
        '   xuid INTEGER PRIMARY KEY,\\n' +
        '   name TEXT,\\n' +
        '   pos_id INTEGER, -- 玩家位置id\\n' +
        '   bag_uuid INTEGER, -- 背包容器\\n' +
        '   enc_uuid INTEGER, -- 末影容器\\n' +
        '   latest_timestamp INTEGER, -- 最后更新时间戳\\n' +
        '   FOREIGN KEY (pos_id) REFERENCES pos_table(id),\\n' +
        '   FOREIGN KEY (bag_uuid) REFERENCES ctr_table(uuid),\\n' +
        '   FOREIGN KEY (enc_uuid) REFERENCES ctr_table(uuid)\\n' +
        ');'
    );
    session.exec(//历史位置表
        'CREATE TABLE history_pos_table (\\n' +
        '   xuid INTEGER, -- 玩家\\n' +
        '   pos_id INTEGER, -- 玩家位置id\\n' +
        '   timestamp INTEGER, -- 时间戳\\n' +
        '   PRIMARY KEY (xuid, timestamp),\\n' +
        '   FOREIGN KEY (xuid) REFERENCES player_table(xuid),\\n' +
        '   FOREIGN KEY (pos_id) REFERENCES pos_table(id)\\n' +
        ');'
    );
    session.exec(//容器方块表
        'CREATE TABLE ctr_block_table (\\n' +
        '   uuid TEXT PRIMARY KEY,\\n' +
        '   pos_id INTEGER, -- 容器位置id\\n' +
        '   ctr_uuid INTEGER, -- 容器\\n' +
        '   latest_timestamp INTEGER, -- 最后更新时间戳\\n' +
        '   FOREIGN KEY (pos_id) REFERENCES pos_table(id),\\n' +
        '   FOREIGN KEY (ctr_uuid) REFERENCES ctr_table(uuid)\\n' +
        ');'
    );
    session.exec(//破坏放置表
        'CREATE TABLE block_change_table (\\n' +
        '   xuid INTEGER, -- 玩家\\n' +
        '   pos_id INTEGER, -- 方块位置id\\n' +
        '   type TEXT, -- 动作类型\\n' +
        '   name TEXT, -- 方块名字\\n' +
        '   timestamp INTEGER, -- 时间戳\\n' +
        '   PRIMARY KEY (xuid, timestamp),\\n' +
        '   FOREIGN KEY (xuid) REFERENCES player_table(xuid),\\n' +
        '   FOREIGN KEY (pos_id) REFERENCES pos_table(id)\\n' +
        ');'
    );
    session.exec(//攻击实体表
        'CREATE TABLE attack_entity_table (\\n' +
        '   xuid INTEGER, -- 玩家\\n' +
        '   pos_id INTEGER, -- 实体位置id\\n' +
        '   damage INTEGER, -- 伤害\\n' +
        '   name TEXT, -- 实体名字\\n' +
        '   timestamp INTEGER, -- 时间戳\\n' +
        '   PRIMARY KEY (xuid, timestamp),\\n' +
        '   FOREIGN KEY (xuid) REFERENCES player_table(xuid),\\n' +
        '   FOREIGN KEY (pos_id) REFERENCES pos_table(id)\\n' +
        ');'
    );
    let dbFile = new File(`./${dirPath}/dat.db`, file.ReadMode);
    colorLog('green', `[数据记录]数据库连接完成,当前大小${dbFile.size / 1024}K`);
    dbFile.close();
    return session;
}

ll.registerPlugin('BB_Data', 'BB数据记录', [2, 0, 0, Version.Release], {});

后端代码

省略了配置的部分

Entity:

@Data
public class AttackEntityPos {
    private String playerName;
    private String entityName;
    private long damage;
    private long x;
    private long y;
    private long z;
    private byte dimId;
    private long timestamp;
}
@Data
public class BlockChangePos {
    private String playerName;
    private String blockName;
    private String act;
    private long x;
    private long y;
    private long z;
    private byte dimId;
    private long timestamp;
}
@Data
public class ContainerPos {
    private String containerName;
    private String content;
    private long x;
    private long y;
    private long z;
    private byte dimId;
    private long latestTimestamp;
}
@Data
public class Message {
    private String type;
    private String content;
    private long timestamp;
}
@Data
public class Player {
    private String playerName;
    private String bagItems;
    private String enderItems;
    private long latestTimestamp;
}
@Data
public class PlayerHistoryPos {
    private String playerName;
    private long x;
    private long y;
    private long z;
    private byte dimId;
    private long timestamp;
}

Mapper:

@Mapper
public interface AttackEntityPosMapper {
    @Select("<script>" +
            "SELECT COUNT(*) FROM attack_entity_table" +
            "<if test='playerName != null'> WHERE xuid IN (SELECT xuid FROM player_table WHERE name = #{playerName})</if>" +
            "</script>")
    int getTotalCount(@Param("playerName") String playerName);

    @Select("<script>" +
            "SELECT pl.name AS playerName, ae.name AS entityName, ae.damage, p.x, p.y, p.z, p.dim_id AS dimId, ae.timestamp " +
            "FROM attack_entity_table ae " +
            "JOIN pos_table p ON ae.pos_id = p.id " +
            "JOIN player_table pl ON ae.xuid = pl.xuid " +
            "<if test='playerName != null'> WHERE pl.name = #{playerName}</if>" +
            "ORDER BY ae.timestamp DESC " +
            "LIMIT #{start}, #{limit}" +
            "</script>")
    List<AttackEntityPos> findAll(int start, int limit, @Param("playerName") String playerName);
}
@Mapper
public interface BlockChangePosMapper {
    @Select("<script>" +
            "SELECT COUNT(*) FROM block_change_table" +
            "<if test='playerName != null'> WHERE xuid IN (SELECT xuid FROM player_table WHERE name = #{playerName})</if>" +
            "</script>")
    int getTotalCount(@Param("playerName") String playerName);

    @Select("<script>" +
            "SELECT pl.name AS playerName, bc.name AS blockName, bc.type AS act, p.x, p.y, p.z, p.dim_id AS dimId, bc.timestamp " +
            "FROM block_change_table bc " +
            "JOIN pos_table p ON bc.pos_id = p.id " +
            "JOIN player_table pl ON bc.xuid = pl.xuid " +
            "<if test='playerName != null'> WHERE pl.name = #{playerName}</if>" +
            "ORDER BY bc.timestamp DESC " +
            "LIMIT #{start}, #{limit}" +
            "</script>")
    List<BlockChangePos> findAll(int start, int limit, @Param("playerName") String playerName);
}
@Mapper
public interface ContainerPosMapper {
    @Select("SELECT COUNT(*) " +
            "FROM ctr_block_table cb " +
            "JOIN ctr_table c ON cb.ctr_uuid = c.uuid")
    int getTotalCount();

    @Select("SELECT c.name AS containerName, c.content, p.x, p.y, p.z, p.dim_id AS dimId, cb.latest_timestamp AS latestTimestamp " +
            "FROM ctr_block_table cb " +
            "JOIN pos_table p ON cb.pos_id = p.id " +
            "JOIN ctr_table c ON cb.ctr_uuid = c.uuid " +
            "ORDER BY cb.latest_timestamp DESC " +
            "LIMIT #{start}, #{limit}")
    List<ContainerPos> findAll(int start, int limit);

    @Select("SELECT c.name AS containerName, c.content, p.x, p.y, p.z, p.dim_id AS dimId, cb.latest_timestamp AS latestTimestamp " +
            "FROM ctr_block_table cb " +
            "JOIN pos_table p ON cb.pos_id = p.id " +
            "JOIN ctr_table c ON cb.ctr_uuid = c.uuid " +
            "WHERE p.dim_id = #{dimId} " +
            "ORDER BY cb.latest_timestamp DESC")
    List<ContainerPos> findByDimId(@Param("dimId") int dimId);
}
@Mapper
public interface MessageMapper {
    @Select("<script>" +
            "SELECT COUNT(*) FROM msg_table" +
            "<where>" +
            "<if test='msgType != null'> AND type = #{msgType}</if>" +
            "</where>" +
            "</script>")
    int getTotalCount(@Param("msgType") String msgType);

    @Select("<script>" +
            "SELECT type, content, timestamp FROM msg_table " +
            "<where>" +
            "<if test='msgType != null'> AND type = #{msgType}</if>" +
            "</where>" +
            "ORDER BY timestamp DESC " +
            "LIMIT #{start}, #{limit}" +
            "</script>")
    List<Message> findAll(int start, int limit, @Param("msgType") String msgType);
}
@Mapper
public interface PlayerHistoryPosMapper {
    @Select("<script>" +
            "SELECT COUNT(*) FROM history_pos_table" +
            "<if test='playerName != null'> WHERE xuid IN (SELECT xuid FROM player_table WHERE name = #{playerName})</if>" +
            "</script>")
    int getTotalCount(@Param("playerName") String playerName);

    @Select("<script>" +
            "SELECT pl.name AS playerName, p.x, p.y, p.z, p.dim_id AS dimId, h.timestamp " +
            "FROM history_pos_table h " +
            "JOIN pos_table p ON h.pos_id = p.id " +
            "JOIN player_table pl ON h.xuid = pl.xuid " +
            "<if test='playerName != null'> WHERE pl.name = #{playerName}</if>" +
            "ORDER BY h.timestamp DESC " +
            "LIMIT #{start}, #{limit}" +
            "</script>")
    List<PlayerHistoryPos> findAll(int start, int limit, @Param("playerName") String playerName);

    @Select("SELECT x, y, z, dim_id " +
            "FROM pos_table " +
            "WHERE pos_table.id = #{pos_id}")
    PlayerHistoryPos findByPosId(int pos_id);
}
@Mapper
public interface PlayerMapper {
    @Select("SELECT COUNT(*) FROM player_table")
    int getTotalCount();

    @Select("SELECT p.name AS playerName, " +
            "c1.content AS bagItems, " +
            "c2.content AS enderItems, " +
            "p.latest_timestamp AS latestTimestamp " +
            "FROM player_table p " +
            "JOIN ctr_table c1 ON p.bag_uuid = c1.uuid " +
            "JOIN ctr_table c2 ON p.enc_uuid = c2.uuid " +
            "ORDER BY p.latest_timestamp DESC " +
            "LIMIT #{start}, #{limit}")
    List<Player> findAll(int start, int limit);

    @Select("SELECT name AS playerName FROM player_table")
    List<String> getNameList();
}

Controller:

@RestController
@RequestMapping("/api")
public class ApiController {
    @Autowired
    private PlayerMapper playerMapper;

    @Autowired
    private PlayerHistoryPosMapper playerHistoryPosMapper;

    @Autowired
    private ContainerPosMapper containerPosMapper;

    @Autowired
    private MessageMapper messageMapper;

    @Autowired
    private BlockChangePosMapper blockChangePosMapper;

    @Autowired
    private AttackEntityPosMapper attackEntityPosMapper;

    @GetMapping("/playerList")
    public List<Player> getPlayerList(@RequestParam("start") int start, @RequestParam("limit") int limit) {
        return playerMapper.findAll(start, limit);
    }

    @GetMapping("/playerHistoryPosList")
    public List<PlayerHistoryPos> getPlayerHistoryPosList(@RequestParam("start") int start, @RequestParam("limit") int limit,
                                                          @RequestParam(value = "playerName", required = false) String playerName) {
        return playerHistoryPosMapper.findAll(start, limit, playerName);
    }

    @GetMapping("/containerPosList")
    public List<ContainerPos> getContainerPosList(@RequestParam("start") int start, @RequestParam("limit") int limit) {
        return containerPosMapper.findAll(start, limit);
    }

    @GetMapping("/messageList")
    public List<Message> getMessageList(@RequestParam("start") int start, @RequestParam("limit") int limit,
                                        @RequestParam(value = "msgType", required = false) String msgType) {
        return messageMapper.findAll(start, limit, msgType);
    }

    @GetMapping("/blockChangePosList")
    public List<BlockChangePos> getBlockChangePosList(@RequestParam("start") int start, @RequestParam("limit") int limit,
                                                      @RequestParam(value = "playerName", required = false) String playerName) {
        return blockChangePosMapper.findAll(start, limit, playerName);
    }

    @GetMapping("/attackEntityPosList")
    public List<AttackEntityPos> getAttackEntityPosList(@RequestParam("start") int start, @RequestParam("limit") int limit,
                                                        @RequestParam(value = "playerName", required = false) String playerName) {
        return attackEntityPosMapper.findAll(start, limit, playerName);
    }

    @GetMapping("/totalPlayerCount")
    public int getTotalPlayerCount() {
        return playerMapper.getTotalCount();
    }

    @GetMapping("/totalPlayerHistoryPosCount")
    public int getTotalPlayerHistoryPosCount(@RequestParam(value = "playerName", required = false) String playerName) {
        return playerHistoryPosMapper.getTotalCount(playerName);
    }

    @GetMapping("/totalContainerPosCount")
    public int getTotalContainerPosCount() {
        return containerPosMapper.getTotalCount();
    }

    @GetMapping("/totalMessageCount")
    public int getTotalMessageCount(@RequestParam(value = "msgType", required = false) String msgType) {
        return messageMapper.getTotalCount(msgType);
    }

    @GetMapping("/totalBlockChangePosCount")
    public int getTotalBlockChangePosCount(@RequestParam(value = "playerName", required = false) String playerName) {
        return blockChangePosMapper.getTotalCount(playerName);
    }

    @GetMapping("/totalAttackEntityPosCount")
    public int getTotalAttackEntityPosCount(@RequestParam(value = "playerName", required = false) String playerName) {
        return attackEntityPosMapper.getTotalCount(playerName);
    }

    @GetMapping("/playerNameList")
    public List<String> getPlayerNameList() {
        return playerMapper.getNameList();
    }

    @GetMapping("/pos")
    public PlayerHistoryPos getPos(@RequestParam("pos_id") int pos_id) {
        return playerHistoryPosMapper.findByPosId(pos_id);
    }

    @GetMapping("/containerPosListByDimId")
    public List<ContainerPos> getContainerPosListByDimId(@RequestParam("dimId") int dimId) {
        return containerPosMapper.findByDimId(dimId);
    }
}

Application:

@SpringBootApplication
public class BbDataServerApplication {

    public static void main(String[] args) {
        SpringApplication.run(BbDataServerApplication.class, args);
    }

    @Bean
    public WebMvcConfigurer corsConfigurer() {
        return new WebMvcConfigurer() {
            @Override
            public void addCorsMappings(CorsRegistry registry) {
                // 生产环境中,需要将 "*" 替换为实际的前端域名
                registry.addMapping("/**").allowedOrigins("*");
            }
        };
    }
}

前端代码

App:

<template>
	<router-view></router-view>
</template>

main:

import {
	nextTick,
	createApp
} from 'vue';
import {
	createRouter,
	createWebHistory
} from 'vue-router';
import App from './App.vue';
import ElementPlus from 'element-plus';
import 'element-plus/theme-chalk/index.css';
import './assets/global.css';

import HomeView from './views/HomeView.vue';
import PosView from './views/PosView.vue';
import TabView from './views/TabView.vue';

const routes = [{
		path: '/',
		name: 'HomeView',
		component: HomeView,
	},
	{
		path: '/pos',
		name: 'PosView',
		component: PosView,
	},
	{
		path: '/tab',
		name: 'TabView',
		component: TabView,
	},
];

const router = createRouter({
	history: createWebHistory(),
	routes,
});

const app = createApp(App);
app.use(ElementPlus);
app.use(router);
app.mount('#app');

assets(global.css):

	/* 通用文字色 */
	#text {
		color: #27342b;
	}

	/* 头栏的行内容填满 */
	#header-row {
		width: 100%;
		height: 100%;
		display: flex;
		align-items: center;
	}

	/* 头栏每列内容居中 */
	#header-col {
		display: flex;
		align-items: center;
		justify-content: center;
	}

	#page-header {
		padding-left: 36px;
		padding-top: 1vh;
		padding-bottom: 1vh;
		border: 2px dashed #27342b;
		border-radius: 4px;
	}

	/* 滑动条样式 */
	.el-slider__button {
		width: 25px !important;
		height: 15px !important;
		background: #ffffff !important;
		border-color: #27342b !important;
		border-radius: 4px !important;
	}

	.el-slider__bar {
		background-color: #f6f5ec !important;
	}

	.el-slider__runway {
		background-color: #f6f5ec !important;
		border-radius: 2 !important;
	}
	
	.el-button {
		border: 2px solid #27342b !important;
		border-radius: 4px;
		background-color: white !important;
	}
	
	.el-button:hover {
		background-color: #27342b !important;
	}
	
	#tab-expand {
		margin-left: 40px;
		margin-right: 40px;
	}

components:

<template>
	<el-table :data="data" stripe style="width: 100%; color: #27342b;">
		<el-table-column prop="playerName" label="玩家名"></el-table-column>
		<el-table-column prop="entityName" label="实体名"></el-table-column>
		<el-table-column prop="damage" label="伤害数值"></el-table-column>
		<el-table-column prop="x" label="x"></el-table-column>
		<el-table-column prop="y" label="y"></el-table-column>
		<el-table-column prop="z" label="z"></el-table-column>
		<el-table-column prop="dimId" label="维度" :formatter="formatDim"></el-table-column>
		<el-table-column prop="timestamp" label="攻击时间" :formatter="formatTimestamp" width="240px"></el-table-column>
	</el-table>
</template>

<script>
	import tools from '../../utils/tools.js';

	export default {
		props: {
			data: {
				type: Array,
				default: () => []
			},
			dataTime: {
				type: Number,
				default: 0
			}
		},
		methods: {
			formatDim(row, column, cellValue) {
				return tools.getDimName(cellValue);
			},
			formatTimestamp(row, column, cellValue) {
				return tools.getTimeStr(this.dataTime, cellValue);
			}
		}
	}
</script>
<template>
	<el-table ref="table" :data="data" stripe style="width: 100%; color: #27342b;" @expand-change="handleExpandChange">
		<el-table-column type="expand">
			<template #default="props">
				<div id="tab-expand">
					<h1>容器中物品({{props.row.containerName}}):</h1>
					<p v-for="(item) in JSON.parse(props.row.content)">
						{{ item.name }}:{{ item.count }}
					</p>
					<p v-if="props.row.content.length === 2">空空如也</p>
				</div>
			</template>
		</el-table-column>
		<el-table-column prop="containerName" label="容器名"></el-table-column>
		<el-table-column prop="x" label="x"></el-table-column>
		<el-table-column prop="y" label="y"></el-table-column>
		<el-table-column prop="z" label="z"></el-table-column>
		<el-table-column prop="dimId" label="维度" :formatter="formatDim"></el-table-column>
		<el-table-column prop="latestTimestamp" label="容器上次更新时间" :formatter="formatTimestamp"
			width="240px"></el-table-column>
	</el-table>
</template>

<script>
	import tools from '../../utils/tools.js';

	export default {
		props: {
			data: {
				type: Array,
				default: () => []
			},
			dataTime: {
				type: Number,
				default: 0
			}
		},
		data() {
			return {
				expandedRow: null,
			}
		},
		methods: {
			formatDim(row, column, cellValue) {
				return tools.getDimName(cellValue);
			},
			formatTimestamp(row, column, cellValue) {
				return tools.getTimeStr(this.dataTime, cellValue);
			},
			handleExpandChange(row, expandedRows) {
				if (this.expandedRow && this.expandedRow !== row) {
					this.$refs.table.toggleRowExpansion(this.expandedRow, false);
				}
				if (expandedRows.includes(row)) {
					this.expandedRow = row;
				} else {
					this.expandedRow = null;
				}
			},
		}
	}
</script>
<template>
	<el-table :data="data" stripe style="width: 100%; color: #27342b;">
		<el-table-column prop="playerName" label="玩家名"></el-table-column>
		<el-table-column prop="blockName" label="方块名" :formatter="formatBlockName"></el-table-column>
		<el-table-column prop="act" label="动作类型" :formatter="formatAct"></el-table-column>
		<el-table-column prop="x" label="x"></el-table-column>
		<el-table-column prop="y" label="y"></el-table-column>
		<el-table-column prop="z" label="z"></el-table-column>
		<el-table-column prop="dimId" label="维度" :formatter="formatDim"></el-table-column>
		<el-table-column prop="timestamp" label="动作时间" :formatter="formatTimestamp" width="240px"></el-table-column>
	</el-table>
</template>

<script>
	import tools from '../../utils/tools.js';

	export default {
		props: {
			data: {
				type: Array,
				default: () => []
			},
			dataTime: {
				type: Number,
				default: 0
			}
		},
		methods: {
			formatBlockName(row, column, cellValue) {
				return cellValue.replace("minecraft:", "");
			},
			formatAct(row, column, cellValue) {
				switch (cellValue) {
					case "place":
						return "放置";
					case "destroy":
						return "摧毁";
				}
			},
			formatDim(row, column, cellValue) {
				return tools.getDimName(cellValue);
			},
			formatTimestamp(row, column, cellValue) {
				return tools.getTimeStr(this.dataTime, cellValue);
			}
		}
	}
</script>
<template>
	<el-table ref="table" :data="data" stripe style="width: 100%; color: #27342b;" @expand-change="handleExpandChange">
		<el-table-column type="expand">
			<template #default="props">
				<div id="tab-expand">
					<h1>消息内容:</h1>
					<p>
						{{JSON.parse(props.row.content).text}}
					</p>
					<p v-if="JSON.parse(props.row.content).pos_id">
						{{posString}}
					</p>
				</div>
			</template>
		</el-table-column>
		<el-table-column prop="type" label="消息类型" :formatter="formatMsg"></el-table-column>
		<el-table-column prop="timestamp" label="消息时间" :formatter="formatTimestamp" width="240px"></el-table-column>
	</el-table>
</template>

<script>
	import tools from '../../utils/tools.js';
	import api from '../../utils/api.js';

	export default {
		props: {
			data: {
				type: Array,
				default: () => []
			},
			dataTime: {
				type: Number,
				default: 0
			}
		},
		data() {
			return {
				expandedRow: null,
				posString: ''
			}
		},
		methods: {
			formatMsg(row, column, cellValue) {
				switch (cellValue) {
					case 'chat':
						return '发送消息';
					case 'join':
						return '进入游戏';
					case 'left':
						return '离开游戏';
					case 'open_ctr':
						return '打开容器';
					case 'close_ctr':
						return '关闭容器';
				}
			},
			formatTimestamp(row, column, cellValue) {
				return tools.getTimeStr(this.dataTime, cellValue);
			},
			handleExpandChange(row, expandedRows) {
				if (this.expandedRow && this.expandedRow !== row) {
					this.$refs.table.toggleRowExpansion(this.expandedRow, false);
				}
				if (expandedRows.includes(row)) {
					this.expandedRow = row;
					const posId = JSON.parse(row.content).pos_id;
					if (posId) {
						this.setPosString(posId);
					}
				} else {
					this.expandedRow = null;
				}
			},
			async setPosString(pos_id) {
				try {
					const pos = await api.fetchPosById(pos_id);
					this.posString = `位置:${tools.getDimName(pos.dimId)}(${pos.x} ${pos.y} ${pos.z})`;
				} catch (error) {
					console.error('Error fetching position:', error);
				}
			},
		}
	}
</script>
<template>
	<el-table ref="table" :data="data" stripe style="width: 100%; color: #27342b;" @expand-change="handleExpandChange">
		<el-table-column type="expand">
			<template #default="props">
				<div id="tab-expand">
					<el-row>
						<el-col :span="10">
							<h1>背包中物品:</h1>
							<p v-for="(item) in JSON.parse(props.row.bagItems)">
								{{ item.name }}:{{ item.count }}
							</p>
							<p v-if="props.row.bagItems.length === 2">空空如也</p>
						</el-col>
						<el-col :span="4" style="display: flex; flex-direction: column; align-items: center;">
						<el-divider direction="vertical" style="height: 100%;"/>
						</el-col>
						<el-col :span="10">
							<h1>末影箱物品:</h1>
							<p v-for="(item) in JSON.parse(props.row.enderItems)">
								{{ item.name }}:{{ item.count }}
							</p>
							<p v-if="props.row.enderItems.length === 2">空空如也</p>
						</el-col>
					</el-row>
				</div>
			</template>
		</el-table-column>
		<el-table-column prop="playerName" label="玩家名"></el-table-column>
		<el-table-column prop="latestTimestamp" label="玩家上次更新时间" :formatter="formatTimestamp"
			width="240px"></el-table-column>
	</el-table>
</template>

<script>
	import tools from '../../utils/tools.js';

	export default {
		props: {
			data: {
				type: Array,
				default: () => []
			},
			dataTime: {
				type: Number,
				default: 0
			}
		},
		data() {
			return {
				expandedRow: null,
			}
		},
		methods: {
			formatTimestamp(row, column, cellValue) {
				return tools.getTimeStr(this.dataTime, cellValue);
			},
			handleExpandChange(row, expandedRows) {
				if (this.expandedRow && this.expandedRow !== row) {
					this.$refs.table.toggleRowExpansion(this.expandedRow, false);
				}
				if (expandedRows.includes(row)) {
					this.expandedRow = row;
				} else {
					this.expandedRow = null;
				}
			},
		}
	}
</script>
<template>
	<el-table :data="data" stripe style="width: 100%; color: #27342b;">
		<el-table-column prop="playerName" label="玩家名"></el-table-column>
		<el-table-column prop="x" label="x"></el-table-column>
		<el-table-column prop="y" label="y"></el-table-column>
		<el-table-column prop="z" label="z"></el-table-column>
		<el-table-column prop="dimId" label="维度" :formatter="formatDim"></el-table-column>
		<el-table-column prop="timestamp" label="记录时间" :formatter="formatTimestamp" width="240px"></el-table-column>
	</el-table>
</template>

<script>
	import tools from '../../utils/tools.js';

	export default {
		props: {
			data: {
				type: Array,
				default: () => []
			},
			dataTime: {
				type: Number,
				default: 0
			}
		},
		methods: {
			formatDim(row, column, cellValue) {
				return tools.getDimName(cellValue);
			},
			formatTimestamp(row, column, cellValue) {
				return tools.getTimeStr(this.dataTime, cellValue);
			}
		}
	}
</script>
<template>
	<div style="position: fixed; z-index: 1;border: 2px dashed #27342b;border-radius: 4px;margin-top: 8px; margin-left: 8px">
		<el-row style="padding: 4px;">
			<el-input-number v-model="c_x" size="small" style="margin-right: 6px;" disabled />
			<el-text id="text" size="large">地图中心 x 坐标</el-text>
		</el-row>
		<el-row style="padding: 4px;">
			<el-input-number v-model="c_z" size="small" style="margin-right: 6px;" disabled />
			<el-text id="text" size="large">地图中心 z 坐标</el-text>
		</el-row>
		<el-row style="padding: 4px;">
			<el-select v-model="dim" :placeholder="dim" size="small" style="margin-right: 6px;"
				@change="handleDimChange">
				<el-option v-for="item in dims" :key="item.value" :label="item.label" :value="item.value" />
			</el-select>
			<el-text id="text" size="large">维度</el-text>
		</el-row>
		<el-row style="padding: 4px;">
			<el-select v-model="pla" :placeholder="pla" size="small" style="margin-right: 6px;">
				<el-option v-for="item in plas" :key="item.value" :label="item.label" :value="item.value" />
			</el-select>
			<el-text id="text" size="large">玩家</el-text>
		</el-row>
	</div>
	<div ref="container" @mousedown="startDragging" @mousemove="drag" @mouseup="stopDragging">
		<canvas ref="canvas" @click="moveCircle"></canvas>
	</div>
</template>

<script>
	export default {
		emits: ['circlePositionChanged', 'updateMap'],
		props: {
			positions: {
				type: Array,
				required: true,
			},
		},
		data() {
			return {
				dragging: false,
				currentX: 0,
				currentY: 0,
				isFirstClick: true,
				circleX: 0,
				circleY: 0,
				endX: 0,
				endY: 0,
				radius: 5 * 20,
				c_x: 0,
				c_z: 0,
				dim: 0,
				dims: [{
						value: 0,
						label: '主世界',
					},
					{
						value: 1,
						label: '下界',
					},
					{
						value: 2,
						label: '末地',
					},
				],
				pla: 'all',
				plas: [{
					value: 'all',
					label: '全部玩家',
				}],
			};
		},
		methods: {
			drawPoints() {
				const canvas = this.$refs.canvas;
				const ctx = canvas.getContext('2d');
				const centerX = canvas.width / 2;
				const centerY = canvas.height / 2;
				ctx.clearRect(0, 0, canvas.width, canvas.height); // 清空画布

				// 使用存储的点的坐标进行绘制
				for (const pos of this.positions) {
					ctx.strokeStyle = '#5c7a29';
					ctx.lineWidth = 2;
					const x = pos.x * 20 + centerX;
					const y = pos.z * 20 + centerY;
					ctx.strokeRect(x - 10, y - 10, 20, 20);
				}

				// 绘制圆形
				const circleCenterX = this.circleX + canvas.width / 2;
				const circleCenterY = this.circleY + canvas.height / 2;
				ctx.beginPath();
				ctx.setLineDash([8, 8]); // 虚线
				ctx.arc(circleCenterX, circleCenterY, this.radius, 0, 2 * Math.PI);
				ctx.strokeStyle = 'rgba(72, 112, 112, 1)';
				ctx.lineWidth = 2;
				ctx.stroke();

				// 绘制红色线段
				const endCenterX = this.endX + canvas.width / 2;
				const endCenterY = this.endY + canvas.height / 2;
				const shortenDistance = 8; // 要缩短的距离
				const lineLength = Math.sqrt(
					Math.pow(endCenterX - circleCenterX, 2) +
					Math.pow(endCenterY - circleCenterY, 2));
				const newEndCenterX = endCenterX - (shortenDistance * (endCenterX - circleCenterX)) / lineLength;
				const newEndCenterY = endCenterY - (shortenDistance * (endCenterY - circleCenterY)) / lineLength;
				ctx.beginPath();
				ctx.moveTo(circleCenterX, circleCenterY);
				ctx.lineTo(newEndCenterX, newEndCenterY);
				ctx.strokeStyle = 'red';
				ctx.lineWidth = 2;
				ctx.stroke();
				ctx.setLineDash([]); // 还原实线

				// 绘制箭头
				const arrowSize = 12;
				const angle = Math.atan2(endCenterY - circleCenterY, endCenterX - circleCenterX);

				ctx.beginPath();
				ctx.moveTo(endCenterX, endCenterY);
				ctx.lineTo(
					endCenterX - arrowSize * Math.cos(angle - Math.PI / 6),
					endCenterY - arrowSize * Math.sin(angle - Math.PI / 6)
				);
				ctx.lineTo(
					endCenterX - arrowSize * Math.cos(angle + Math.PI / 6),
					endCenterY - arrowSize * Math.sin(angle + Math.PI / 6)
				);
				ctx.lineTo(endCenterX, endCenterY);
				ctx.fillStyle = 'red';
				ctx.fill();
			},
			initCanvas() {
				const canvas = this.$refs.canvas;
				const pixelRatio = window.devicePixelRatio || 1;

				const ww = 25 * 2 * 20 / pixelRatio;
				const wh = 35 * 2 * 20 / pixelRatio;

				// 设置 canvas 的宽度和高度
				canvas.width = ww * pixelRatio;
				canvas.height = wh * pixelRatio;
				canvas.style.width = `${ww}px`;
				canvas.style.height = `${wh}px`;

				this.circleX -= canvas.width / 2;
				this.circleY -= canvas.height / 2;
				this.drawPoints(); // 调用 drawPoints 方法

				// 初始化容器样式
				this.$refs.container.style.overflow = 'auto';
				this.$refs.container.style.width = '100%';
				this.$refs.container.style.height = '100%';
			},
			startDragging(event) {
				this.dragging = true;
				this.currentX = event.clientX;
				this.currentY = event.clientY;
			},
			drag(event) {
				if (!this.dragging) return;

				const deltaX = event.clientX - this.currentX;
				const deltaY = event.clientY - this.currentY;
				this.$refs.container.scrollLeft -= deltaX;
				this.$refs.container.scrollTop -= deltaY;

				this.currentX = event.clientX;
				this.currentY = event.clientY;
			},
			stopDragging() {
				this.dragging = false;
			},
			moveCircle(event) {
				const rect = this.$refs.canvas.getBoundingClientRect();
				const pixelRatio = window.devicePixelRatio || 1;
				if (this.isFirstClick) {
					this.circleX = (event.clientX - rect.left) * pixelRatio - this.$refs.canvas.width / 2;
					this.circleY = (event.clientY - rect.top) * pixelRatio - this.$refs.canvas.height / 2;
				} else {
					this.endX = (event.clientX - rect.left) * pixelRatio - this.$refs.canvas.width / 2;
					this.endY = (event.clientY - rect.top) * pixelRatio - this.$refs.canvas.height / 2;
				}
				this.isFirstClick = !this.isFirstClick;
				this.drawPoints(); // 更新圆形位置后,重新绘制画布
				this.$emit('circlePositionChanged', {
					x: this.circleX,
					y: this.circleY,
					endX: this.endX,
					endY: this.endY
				});
			},
			handleDimChange() {
				this.$emit('updateMap', this.dim);
			}
		},
		watch: {
			positions() {
				this.initCanvas();
			},
		},
	};
</script>

<style>
</style>
<template>
	<el-row>
		<el-col :span="22">
			<div ref="threeContainer" class="three-container" @mousemove="showSelect" @mouseleave="nullSelect"
				@click="showSelect"></div>
		</el-col>
		<el-col :span="2">
			<el-slider v-model="sliderValue" :format-tooltip="formatTooltip" height="72vh" vertical
				@input="handleSliderChange"></el-slider>
		</el-col>
	</el-row>
</template>

<script>
	import * as THREE from 'three';
	import tools from '../utils/tools.js';

	export default {
		emits: ['getBoxMsg', 'openBoxDialog'],
		props: {
			shouldInit: {
				type: Boolean,
				default: false
			},
			positions: {
				type: Array,
				required: true
			},
			circlePosition: {
				type: Object,
				required: true
			},
			dataTime: {
				type: Number,
				default: 0
			}
		},
		data() {
			return {
				sliderValue: 50,
				scene: null,
				camera: null,
				hoveredBox: null, // 悬停块
				previousBox: null, // 选中块(用于处理变色的临时量)
				animationProgress: 0,
			};
		},
		methods: {
			showSelect(event) {
				const mouse = new THREE.Vector2();
				const raycaster = new THREE.Raycaster();

				const rect = this.$refs.threeContainer.getBoundingClientRect();

				// 将鼠标位置归一化为-1到1之间的值
				mouse.x = ((event.clientX - rect.left) / this.$refs.threeContainer.clientWidth) * 2 - 1;
				mouse.y = -((event.clientY - rect.top) / this.$refs.threeContainer.clientHeight) * 2 + 1;

				// 通过鼠标位置和相机设置射线投射
				raycaster.setFromCamera(mouse, this.camera);

				// 计算与射线相交的物体
				const intersects = raycaster.intersectObjects(this.scene.children, true);

				if (intersects.length > 0) {
					// 如果有相交的物体,将第一个相交物体(最接近相机的物体)设置为悬停立方体
					this.hoveredBox = intersects[0].object;
				} else {
					// 否则将悬停立方体设置为空
					this.hoveredBox = null;
				}

				if (this.hoveredBox) { // 悬停了方块
					this.$emit('getBoxMsg', {
						code: 1,
						x: this.hoveredBox.position.x,
						y: this.hoveredBox.position.y,
						z: this.hoveredBox.position.z,
					});
					if (!this.previousBox) { // 且无红色块
						// 添加红色块
						this.previousBox = this.hoveredBox;
						this.previousBox.material = new THREE.MeshLambertMaterial({
							color: 'green',
							emissive: 'red',
							wireframe: true,
						});
					} else if (this.previousBox !== this.hoveredBox) { // 悬停方块不是红色块
						// 红色块还原
						this.previousBox.material = new THREE.MeshLambertMaterial({
							color: 'green',
							emissive: 'black',
							wireframe: true,
						});
						// 添加红色块
						this.previousBox = this.hoveredBox;
						this.previousBox.material = new THREE.MeshLambertMaterial({
							color: 'green',
							emissive: 'red',
							wireframe: true,
						});
					} else { // 悬停方块就是红色块
						// 什么也不做
					}
				} else { // 未悬停方块
					this.$emit('getBoxMsg', {
						code: 0,
					});
					// 红色块还原
					if (this.previousBox) {
						this.previousBox.material = new THREE.MeshLambertMaterial({
							color: 'green',
							emissive: 'black',
							wireframe: true,
						});
					}
					this.previousBox = null;
				}
				if (event.type === 'click' && this.hoveredBox) {
					this.openDialog();
				}
			},
			openDialog() {
				const matchedPosition = this.positions.find(
					(pos) =>
					pos.x === this.hoveredBox.position.x &&
					pos.y === this.hoveredBox.position.y &&
					pos.z === this.hoveredBox.position.z
				);

				if (matchedPosition) {
					let text = `方块类型:容器方块<br>
						方块坐标:${matchedPosition.x},${matchedPosition.y},${matchedPosition.z}<br>
						容器名称:${matchedPosition.containerName}<br>
						容器上次更新时间:${tools.getTimeStr(this.dataTime, matchedPosition.latestTimestamp)}<br>`;
					if (matchedPosition.content.length === 2) {
						text += `容器内容:空空如也`;
					} else {
						const formattedContent = JSON.parse(matchedPosition.content).map(
							(item) => `${item.name}:${item.count}`
						);
						const contentText = formattedContent.join("<br>");
						text += `容器内容:<br><hr>${contentText}<hr>`;
					}
					this.$emit("openBoxDialog", {
						text: text
					});
				} else {
					this.$emit("openBoxDialog", {
						text: '异常:未定义的方块信息',
					});
				}
			},
			nullSelect(event) {
				if (this.previousBox) {
					// 红色块还原
					this.previousBox.material = new THREE.MeshLambertMaterial({
						color: 'green',
						emissive: 'black',
						wireframe: true,
					});
					this.previousBox = null;
					this.$emit('getBoxMsg', {
						code: 0,
					});
				}
			},
			formatTooltip(val) {
				return Math.floor(val * 2.56);
			},
			initThree() {
				// 创建一个新的 Three.js 场景
				const scene = new THREE.Scene();
				scene.background = new THREE.Color('white');

				// 创建一个透视相机,设置视角、长宽比、最近裁剪面和最远裁剪面
				const camera = new THREE.PerspectiveCamera(
					75,
					this.$refs.threeContainer.clientWidth / this.$refs.threeContainer.clientHeight,
					0.1,
					1000
				);
				this.camera = camera;

				// 创建一个 WebGL 渲染器,并设置其大小为容器的大小
				const renderer = new THREE.WebGLRenderer({
					antialias: true, // 开启抗锯齿
				});
				renderer.setSize(
					this.$refs.threeContainer.clientWidth,
					this.$refs.threeContainer.clientHeight
				);

				// 开启像素比例选项
				renderer.setPixelRatio(window.devicePixelRatio);

				// 将渲染器的 DOM 元素添加到容器中
				if (this.$refs.threeContainer.firstChild) { // 删除之前的 child
					this.$refs.threeContainer.removeChild(this.$refs.threeContainer.firstChild);
				}
				this.$refs.threeContainer.appendChild(renderer.domElement);

				// 正方体材质
				const boxGeometry = new THREE.BoxGeometry(1, 1, 1);
				const material = new THREE.MeshLambertMaterial({
					color: 'green', // 本身的颜色
					emissive: 'black', // 自发光的颜色
					wireframe: true // 显示框线
				});

				// 使用正方体材质和几何体创建一个新的点对象
				const points = new THREE.Group();
				for (const pos of this.positions) {
					const box = new THREE.Mesh(boxGeometry, material);
					box.position.set(pos.x, pos.y, pos.z);
					points.add(box);
				}

				// 将点添加到场景中
				scene.add(points);

				// 创建一个平行光源
				const directionalLight = new THREE.DirectionalLight(0xffffff, 1);
				directionalLight.position.set(1, 1, 1);

				// 设置平行光源的阴影属性
				directionalLight.castShadow = true;
				directionalLight.shadow.mapSize.width = 1024;
				directionalLight.shadow.mapSize.height = 1024;

				scene.add(directionalLight);

				// 将场景中所有对象都设置为投射和接收阴影
				points.traverse(child => {
					child.castShadow = true;
					child.receiveShadow = true;
				});

				// 将平行光源设置为场景中所有对象的光源
				scene.add(new THREE.AmbientLight(0x404040));
				this.scene = scene;

				// 设置渲染器的阴影属性
				renderer.shadowMap.enabled = true;
				renderer.shadowMap.type = THREE.PCFSoftShadowMap;

				// 相机位置
				camera.position.set(this.circlePosition.x, this.circlePosition.h, this.circlePosition.y);
				// 相机朝向
				camera.lookAt(this.circlePosition.endX, this.circlePosition.h, this.circlePosition.endY);

				const animate = () => {
					requestAnimationFrame(animate);
					renderer.render(scene, camera);
				};
				animate();
			},
			handleSliderChange(newValue) {
				const height = Math.floor(newValue * 2.56);
				this.camera.position.y = height;
			},
		},
		watch: {
			shouldInit(newVal) {
				if (newVal) {
					setTimeout(() => {
						this.initThree();
					}, 15);
				}
			},
			circlePosition(newPosition) {
				if (this.camera) {
					const startPosition = new THREE.Vector3(
						this.camera.position.x, this.camera.position.y, this.camera.position.z);
					const endPosition = new THREE.Vector3(
						newPosition.x, newPosition.h, newPosition.y);
					const worldDirection = new THREE.Vector3();
					this.camera.getWorldDirection(worldDirection);
					const startTarget = new THREE.Vector3().setFromMatrixPosition(this.camera.matrixWorld).add(
						worldDirection);
					const endTarget = new THREE.Vector3(newPosition.endX, newPosition.h, newPosition.endY);

					// 创建表示初始和结束朝向的四元数
					const startQuaternion = this.camera.quaternion.clone();
					const endQuaternion = new THREE.Quaternion().setFromRotationMatrix(
						new THREE.Matrix4().lookAt(endPosition, endTarget, this.camera.up)
					);

					this.animationProgress = 0;

					const animateCamera = () => {
						if (this.animationProgress < 1) {
							requestAnimationFrame(animateCamera);
							this.animationProgress += 0.1; // 可根据需要调整动画速度
							const currentPosition = startPosition.clone().lerp(endPosition, this.animationProgress);
							this.camera.position.set(currentPosition.x, currentPosition.y, currentPosition.z);
							const currentQuaternion = new THREE.Quaternion().copy(startQuaternion).slerp(endQuaternion,
								this.animationProgress);
							this.camera.setRotationFromQuaternion(currentQuaternion);
						}
					};

					animateCamera();
					this.sliderValue = Math.floor((newPosition.h / 256) * 100);
				}
			},
		},
	};
</script>

<style>
	.three-container {
		width: 100%;
		height: 100%;
	}
</style>

utils:

//api.js
import axios from 'axios';

const baseURL = '你的后端URL/api';

export default {
	async fetchTotalPlayerCount() {
		const response = await axios.get(`${baseURL}/totalPlayerCount`);
		return response.data;
	},
	async fetchTotalPlayerHistoryPosCount(playerName) {
		const response = await axios.get(`${baseURL}/totalPlayerHistoryPosCount`, {
			params: {
				playerName
			}
		});
		return response.data;
	},
	async fetchTotalContainerPosCount() {
		const response = await axios.get(`${baseURL}/totalContainerPosCount`);
		return response.data;
	},
	async fetchTotalMessageCount(msgType) {
		const response = await axios.get(`${baseURL}/totalMessageCount`, {
			params: {
				msgType
			}
		});
		return response.data;
	},
	async fetchTotalBlockChangePosCount(playerName) {
		const response = await axios.get(`${baseURL}/totalBlockChangePosCount`, {
			params: {
				playerName
			}
		});
		return response.data;
	},
	async fetchTotalAttackEntityPosCount(playerName) {
		const response = await axios.get(`${baseURL}/totalAttackEntityPosCount`, {
			params: {
				playerName
			}
		});
		return response.data;
	},
	async fetchPlayerList(start, limit) {
		const response = await axios.get(`${baseURL}/playerList`, {
			params: {
				start,
				limit
			},
		});
		return response.data;
	},
	async fetchPlayerHistoryPosList(start, limit, playerName) {
		const response = await axios.get(`${baseURL}/playerHistoryPosList`, {
			params: {
				start,
				limit,
				playerName
			},
		});
		return response.data;
	},
	async fetchContainerPosList(start, limit) {
		const response = await axios.get(`${baseURL}/containerPosList`, {
			params: {
				start,
				limit
			},
		});
		return response.data;
	},
	async fetchMessageList(start, limit, msgType) {
		const response = await axios.get(`${baseURL}/messageList`, {
			params: {
				start,
				limit,
				msgType
			},
		});
		return response.data;
	},
	async fetchBlockChangePosList(start, limit, playerName) {
		const response = await axios.get(`${baseURL}/blockChangePosList`, {
			params: {
				start,
				limit,
				playerName
			},
		});
		return response.data;
	},
	async fetchAttackEntityPosList(start, limit, playerName) {
		const response = await axios.get(`${baseURL}/attackEntityPosList`, {
			params: {
				start,
				limit,
				playerName
			},
		});
		return response.data;
	},
	async fetchTotalPlayerNameList() {
		const response = await axios.get(`${baseURL}/playerNameList`);
		return response.data;
	},
	async fetchPosById(id) {
		const response = await axios.get(`${baseURL}/pos`, {
			params: {
				pos_id: id
			}
		});
		return response.data;
	},
	async fetchContainerPosListByDimId(dimId) {
		const response = await axios.get(`${baseURL}/containerPosListByDimId`, {
			params: {
				dimId
			},
		});
		return response.data;
	},
};
//tools.js
export default {
	getDimName(dimId) {
		switch (dimId) {
			case -1:
				return '未知';
			case 0:
				return '主世界';
			case 1:
				return '下界';
			case 2:
				return '末地';
			default:
				return '未知';
		}
	},
	getTimeStr(currentTime, value) {
		let timeString = new Date(value).toLocaleString();
		timeString += `(${this.getTimeAgo(currentTime, value)})`;
		return timeString;
	},
	getTimeAgo(currentTime, value) {
		const recordTime = new Date(value);
		const diffInSeconds = Math.floor((currentTime - recordTime) / 1000);
		if (diffInSeconds < 60) {
			return `${diffInSeconds} 秒前`;
		}
		const diffInMinutes = Math.floor(diffInSeconds / 60);
		if (diffInMinutes < 60) {
			return `${diffInMinutes} 分钟前`;
		}
		const diffInHours = Math.floor(diffInMinutes / 60);
		if (diffInHours < 24) {
			return `${diffInHours} 小时前`;
		}
		const diffInDays = Math.floor(diffInHours / 24);
		return `${diffInDays} 天前`;
	}
}

views:

<template>
	<el-container>
		<el-header>
			<el-row id="header-row">
				<el-col id="header-col" :span="24">
					<el-text id="text" size="large" truncated>
						BBMC 我的世界基岩版私人服务器后台数据展览平台(版本:2023.06.01)
					</el-text>
				</el-col>
			</el-row>
		</el-header>
		<el-main>
			<el-button color="#27342b" plain @click="navigateToPosView">
				<div id="icon-container">
					<el-icon size="120px" style="padding-bottom: 20px;">
						<Guide />
					</el-icon>
					<h1>方 块 地 图</h1>
					<h3>(在 地 图 中 查 看 任 意 容 器)</h3>
				</div>
			</el-button>
			<el-button color="#27342b" plain @click="navigateToTabView">
				<div id="icon-container">
					<el-icon size="120px" style="padding-bottom: 20px;">
						<MessageBox />
					</el-icon>
					<h1>数 据 总 表</h1>
					<h3>(以 表 格 的 样 式 展 览 记 录)</h3>
				</div>
			</el-button>
			<el-button color="#27342b" plain disabled>
				<div id="icon-container">
					<el-icon size="120px" style="padding-bottom: 20px;">
						<Wallet />
					</el-icon>
					<h1>玩 家 商 店</h1>
					<h3>(你 可 以 购 买 或 售 卖 物 品)</h3>
				</div>
			</el-button>
			<el-button color="#27342b" plain disabled>
				<div id="icon-container">
					<el-icon size="120px" style="padding-bottom: 20px;">
						<ChatGPT />
					</el-icon>
					<h1>G P T 问 答</h1>
					<h3>(向 A I 咨 询 服 务 器 的 情 况)</h3>
				</div>
			</el-button>
		</el-main>
	</el-container>
</template>

<script>
	import {
		Guide,
		MessageBox,
		Wallet,
	} from '@element-plus/icons-vue';
	import ChatGPT from '../components/icons/ChatGPT.vue';

	export default {
		data() {
			return {
				hoveredButton: null,
			}
		},
		methods: {
			navigateToPosView() {
				this.$router.push('/pos');
			},
			navigateToTabView() {
				this.$router.push('/tab');
			},
		},
		components: {
			Guide,
			MessageBox,
			Wallet,
			ChatGPT,
		},
	};
</script>

<style scoped>
	.el-header {
		height: 8vh;
		border: 2px solid #27342b;
		border-radius: 4px;
	}

	.el-main {
		padding: 0px;
		height: 88vh;
		display: flex;
		justify-content: space-between;
		align-items: center;
	}

	#icon-container {
		background-color: transparent;
		display: flex;
		flex-direction: column;
		align-items: center;
	}

	.el-button {
		width: 100%;
		height: 80%;
	}
</style><template>
	<el-container>
		<el-header>
			<el-row id="header-row">
				<el-col id="header-col" :span="24">
					<el-text id="text" size="large" truncated>
						BBMC 我的世界基岩版私人服务器后台数据展览平台(版本:2023.06.01)
					</el-text>
				</el-col>
			</el-row>
		</el-header>
		<el-main>
			<el-button color="#27342b" plain @click="navigateToPosView">
				<div id="icon-container">
					<el-icon size="120px" style="padding-bottom: 20px;">
						<Guide />
					</el-icon>
					<h1>方 块 地 图</h1>
					<h3>(在 地 图 中 查 看 任 意 容 器)</h3>
				</div>
			</el-button>
			<el-button color="#27342b" plain @click="navigateToTabView">
				<div id="icon-container">
					<el-icon size="120px" style="padding-bottom: 20px;">
						<MessageBox />
					</el-icon>
					<h1>数 据 总 表</h1>
					<h3>(以 表 格 的 样 式 展 览 记 录)</h3>
				</div>
			</el-button>
			<el-button color="#27342b" plain disabled>
				<div id="icon-container">
					<el-icon size="120px" style="padding-bottom: 20px;">
						<Wallet />
					</el-icon>
					<h1>玩 家 商 店</h1>
					<h3>(你 可 以 购 买 或 售 卖 物 品)</h3>
				</div>
			</el-button>
			<el-button color="#27342b" plain disabled>
				<div id="icon-container">
					<el-icon size="120px" style="padding-bottom: 20px;">
						<ChatGPT />
					</el-icon>
					<h1>G P T 问 答</h1>
					<h3>(向 A I 咨 询 服 务 器 的 情 况)</h3>
				</div>
			</el-button>
		</el-main>
	</el-container>
</template>

<script>
	import {
		Guide,
		MessageBox,
		Wallet,
	} from '@element-plus/icons-vue';
	import ChatGPT from '../components/icons/ChatGPT.vue';

	export default {
		data() {
			return {
				hoveredButton: null,
			}
		},
		methods: {
			navigateToPosView() {
				this.$router.push('/pos');
			},
			navigateToTabView() {
				this.$router.push('/tab');
			},
		},
		components: {
			Guide,
			MessageBox,
			Wallet,
			ChatGPT,
		},
	};
</script>

<style scoped>
	.el-header {
		height: 8vh;
		border: 2px solid #27342b;
		border-radius: 4px;
	}

	.el-main {
		padding: 0px;
		height: 88vh;
		display: flex;
		justify-content: space-between;
		align-items: center;
	}

	#icon-container {
		background-color: transparent;
		display: flex;
		flex-direction: column;
		align-items: center;
	}

	.el-button {
		width: 100%;
		height: 80%;
	}
</style>
<template>
	<el-dialog v-model="dialogVisible" title="所选中的方块内容" width="30%" :before-close="handleClose">
		<span v-html="boxContent"></span>
		<template #footer>
			<span class="dialog-footer">
				<el-button color="#27342b" @click="dialogVisible = false" plain>
					了解
				</el-button>
			</span>
		</template>
	</el-dialog>
	<el-container>
		<el-header>
			<el-row id="header-row">
				<el-col id="header-col" :span="9">
					<el-page-header id="page-header" @back="goBack" :icon="ArrowLeft">
						<template #content>
							容器地图
						</template>
					</el-page-header>
				</el-col>
				<el-col id="header-col" :span="15">
					<el-text id="text" size="large" truncated>
						数据的上次更新时间 —— {{openTime.toLocaleString()}}<br />
						当前维度总方块数量 —— {{positions.length}}
					</el-text>
				</el-col>
			</el-row>
		</el-header>
		<el-container>
			<el-aside>
				<PosMap :positions="positions" @circlePositionChanged="updateCameraPosition"
					@updateMap="updateMapData" />
			</el-aside>
			<el-container>
				<el-main>
					<ThreePosMap v-show="showThreePosMap == 2" :shouldInit="showThreePosMap == 2" :positions="positions"
						:circlePosition="circlePosition" @getBoxMsg="updateMsg" @openBoxDialog="handleOpenBoxDialog" :dataTime="openTime"
						style="width: 100%;" />
					<el-text id="text" v-show="showThreePosMap == 0" size="large" truncated>
						欢迎!(ノ^o^)ノ<br />
						<br />
						请仔细阅读以下说明:<br />
						<br />
						须点击左侧二维地图<font color="red">两次</font>以设置三维地图中相机位置和朝向(相机高度会与箭头最近方块持平)<br />
						<font color="red">点击完成后,</font>可拖动出现的黑色滑条来调整相机的高度(你现在还看不到它)<br />
						此后,在三维地图中,点击方块以查看它的坐标和内容<br />
						<br />
						作者:邦邦拒绝魔抗<br />
						反馈:QQ-842748156<br />
						<br />
						如遇地图选点等问题,请刷新页面<br />
					</el-text>
					<el-text id="text" v-show="showThreePosMap == 1" size="large" truncated>
						很好,你已经成功确定了三维地图中的相机位置<br />
						接下来,<font color="red">再次点击</font>左侧二维地图,设置相机朝向<br />
					</el-text>
				</el-main>
				<el-footer>
					<el-text id="text" size="large" truncated>
						{{msg}}
					</el-text>
				</el-footer>
			</el-container>
		</el-container>
	</el-container>
</template>

<script>
	import {
		ArrowLeft
	} from '@element-plus/icons-vue';
	import api from '../utils/api.js';
	import ThreePosMap from '../components/ThreePosMap.vue';
	import PosMap from '../components/PosMap.vue';

	export default {
		data() {
			return {
				ArrowLeft: ArrowLeft,
				openTime: new Date(),
				positions: [{
					x: 0,
					y: 128,
					z: 0,
				}],
				circlePosition: null,
				showThreePosMap: 0,
				msg: 'Default Msg',
				dialogVisible: false,
				boxContent: '',
			};
		},
		methods: {
			goBack() {
				this.$router.push('/');
			},
			updateCameraPosition(position) {
				let nearestPosition = this.positions[0];
				let minDistance = Number.MAX_VALUE;

				for (const pos of this.positions) {
					const distance = Math.sqrt(Math.pow(pos.x - position.endX / 20, 2) + Math.pow(pos.z - position.endY /
						20, 2));
					if (distance < minDistance) {
						minDistance = distance;
						nearestPosition = pos;
					}
				}

				this.circlePosition = {
					x: position.x / 20,
					y: position.y / 20,
					endX: position.endX / 20,
					endY: position.endY / 20,
					h: nearestPosition.y
				};
				if (this.showThreePosMap < 2) {
					this.showThreePosMap++;
				}
			},
			updateMsg(boxInfo) {
				switch (boxInfo.code) {
					case 0:
						this.msg = '你可以点击三维地图中的方块来查看它的内容';
						break;
					case 1:
						this.msg = `方块类型:容器,坐标:(${boxInfo.x},${boxInfo.y},${boxInfo.z})`;
						break;
					default:
						this.msg = '异常:未定义的方块信息';
				}
			},
			handleOpenBoxDialog(boxData) {
				this.boxContent = boxData.text;
				this.dialogVisible = true;
			},
			async updateMapData(dimId) {
				this.openTime=new Date();
				try {
					this.positions = await api.fetchContainerPosListByDimId(dimId);
				} catch (error) {
					console.error('Error fetching container positions:', error);
				} finally {
					this.showThreePosMap = 0;
				}
			},
		},
		mounted() {
			this.updateMapData(0);
		},
		components: {
			ThreePosMap,
			PosMap,
		},
	};
</script>

<style scoped>
	.el-header {
		height: 8vh;
		border: 2px solid #27342b;
		border-radius: 4px;
	}

	.el-aside {
		width: 37.5%;
		height: 88vh;
		border: 2px solid #27342b;
		border-radius: 4px;
		margin-top: 8px;
		margin-right: 8px;
	}

	.el-main {
		padding: 0;
		height: 80vh;
		display: flex;
		justify-content: center;
	}

	.el-footer {
		height: 8vh;
		border: 2px solid #27342b;
		border-radius: 4px;
		display: flex;
		justify-content: center;
	}
</style>
<template>
	<div>
		<el-container>
			<el-header>
				<el-row id="header-row">
					<el-col id="header-col" :span="9">
						<el-page-header id="page-header" @back="goBack" :icon="ArrowLeft">
							<template #content>
								数据总表
							</template>
						</el-page-header>
					</el-col>
					<el-col id="header-col" :span="15">
						<el-text id="text" size="large" truncated>
							数据的上次更新时间 —— {{openTime.toLocaleString()}}<br />
							所选择的总记录条数 —— {{selectedTableCount}}
						</el-text>
					</el-col>
				</el-row>
			</el-header>
			<el-main>
				<div id="tab-button-list">
					<el-button v-for="(button, index) in buttons" :key="index" color="#27342b" plain
						@click="selectButton(index)" :class="{ 'selected-button': selectedIndex === index }"
						style="font-size: 16px;">
						{{ button }}
					</el-button>
				</div>
				<div id="tab-parent">
					<div id="tab-box">
						<PlaTable v-show="selectedIndex === 0" :data="plaTable" :dataTime="openTime" />
						<PosTable v-show="selectedIndex === 1" :data="posTable" :dataTime="openTime" />
						<CtrTable v-show="selectedIndex === 2" :data="ctrTable" :dataTime="openTime" />
						<MsgTable v-show="selectedIndex === 3" :data="msgTable" :dataTime="openTime" />
						<DifTable v-show="selectedIndex === 4" :data="difTable" :dataTime="openTime" />
						<AtkTable v-show="selectedIndex === 5" :data="atkTable" :dataTime="openTime" />
					</div>
					<div style="display: flex;flex-direction: row;">
						<el-pagination @size-change="handleSizeChange" @current-change="handleCurrentChange"
							:current-page.sync="currentPage" :page-size="pageSize"
							layout="sizes, prev, pager, next, jumper" :page-sizes="[100, 200, 400, 800]"
							:total="selectedTableCount">
						</el-pagination>
						<div v-show="selectedIndex === 1 || selectedIndex === 4 || selectedIndex === 5"
							style="margin-right: 26px;">
							<el-select v-model="pla" :placeholder="pla" size="default" style="margin-right: 8px;"
								@change="handleSelectChange">
								<el-option v-for="item in plas" :key="item.value" :label="item.label"
									:value="item.value" />
							</el-select>
							<el-text id="text" size="large">筛选玩家</el-text>
						</div>
						<div v-show="selectedIndex === 2" style="margin-right: 26px;">
							<el-select v-model="ctr" :placeholder="ctr" size="default" style="margin-right: 8px;"
								@change="handleSelectChange">
								<el-option v-for="item in ctrs" :key="item.value" :label="item.label"
									:value="item.value" />
							</el-select>
							<el-text id="text" size="large">容器类型</el-text>
						</div>
						<div v-show="selectedIndex === 3" style="margin-right: 26px;">
							<el-select v-model="msg" :placeholder="msg" size="default" style="margin-right: 8px;"
								@change="handleSelectChange">
								<el-option v-for="item in msgs" :key="item.value" :label="item.label"
									:value="item.value" />
							</el-select>
							<el-text id="text" size="large">消息类型</el-text>
						</div>
					</div>
				</div>
			</el-main>
			<div v-show="isLoading" class="loading-overlay">
				<h2 style="color: white;">
					—— 正在加载表格 ——
				</h2>
				<h2 style="color: white;">
					所在页:{{currentPage}},数据量:{{pageSize}}
				</h2>
				<h2 style="color: white;">
					—— 需要稍等片刻 ——
				</h2>
			</div>
		</el-container>
	</div>
</template>

<script>
	import {
		ArrowLeft
	} from '@element-plus/icons-vue';
	import tools from '../utils/tools.js';
	import api from '../utils/api.js';

	import PlaTable from '../components/tables/PlaTable.vue';
	import PosTable from '../components/tables/PosTable.vue';
	import CtrTable from '../components/tables/CtrTable.vue';
	import MsgTable from '../components/tables/MsgTable.vue';
	import DifTable from '../components/tables/DifTable.vue';
	import AtkTable from '../components/tables/AtkTable.vue';

	export default {
		components: {
			PlaTable,
			PosTable,
			CtrTable,
			MsgTable,
			DifTable,
			AtkTable
		},
		data() {
			return {
				ArrowLeft: ArrowLeft,
				openTime: new Date(),
				selectedIndex: 0,
				isLoading: false,
				buttons: ['玩家列表', '历史位置', '容器记录', '所有消息', '方块变化', '攻击实体'],
				totalPlayerCount: 0,
				totalPlayerHistoryPosCount: 0,
				totalContainerPosCount: 0,
				totalMessageCount: 0,
				totalBlockChangePosCount: 0,
				totalAttackEntityPosCount: 0,
				plaTable: [],
				posTable: [],
				ctrTable: [],
				msgTable: [],
				difTable: [],
				atkTable: [],
				currentPage: 1,
				pageSize: 100,
				pla: 'all',
				plas: [{
					value: 'all',
					label: '全部玩家'
				}],
				ctr: 'all',
				ctrs: [{
					value: 'all',
					label: '全部容器'
				}],
				msg: 'all',
				msgs: [{
					value: 'all',
					label: '全部消息'
				}, {
					value: 'chat',
					label: '发送消息'
				}, {
					value: 'join',
					label: '进入游戏'
				}, {
					value: 'left',
					label: '离开游戏'
				}, {
					value: 'open_ctr',
					label: '打开容器'
				}, {
					value: 'close_ctr',
					label: '关闭容器'
				}, ],
			}
		},
		methods: {
			goBack() {
				this.$router.push('/');
			},
			selectButton(index) {
				this.refreshSelectors();
				this.isLoading = true;
				setTimeout(() => {
					this.selectedIndex = index;
					this.fetchData();
				}, 15);
			},
			handleSizeChange(newSize) {
				this.isLoading = true;
				this.pageSize = newSize;
				this.fetchData();
			},
			handleCurrentChange(newPage) {
				this.isLoading = true;
				this.currentPage = newPage;
				this.fetchData();
			},
			async fetchData() {
				this.openTime = new Date();
				const start = (this.currentPage - 1) * this.pageSize;
				const plaName = this.pla === 'all' ? null : this.pla;
				const msgType = this.msg === 'all' ? null : this.msg;

				try {
					const nameList = await api.fetchTotalPlayerNameList();
					this.plas = [{
							value: 'all',
							label: '全部玩家'
						},
						...nameList.map(name => ({
							value: name,
							label: name
						})),
					];
					switch (this.selectedIndex) {
						case 0:
							this.totalPlayerCount = await api.fetchTotalPlayerCount();
							this.plaTable = await api.fetchPlayerList(start, this.pageSize);
							break;
						case 1:
							this.totalPlayerHistoryPosCount = await api.fetchTotalPlayerHistoryPosCount(plaName);
							this.posTable = await api.fetchPlayerHistoryPosList(start, this.pageSize, plaName);
							break;
						case 2:
							this.totalContainerPosCount = await api.fetchTotalContainerPosCount();
							this.ctrTable = await api.fetchContainerPosList(start, this.pageSize);
							break;
						case 3:
							this.totalMessageCount = await api.fetchTotalMessageCount(msgType);
							this.msgTable = await api.fetchMessageList(start, this.pageSize, msgType);
							break;
						case 4:
							this.totalBlockChangePosCount = await api.fetchTotalBlockChangePosCount(plaName);
							this.difTable = await api.fetchBlockChangePosList(start, this.pageSize, plaName);
							break;
						case 5:
							this.totalAttackEntityPosCount = await api.fetchTotalAttackEntityPosCount(plaName);
							this.atkTable = await api.fetchAttackEntityPosList(start, this.pageSize, plaName);
							break;
					}
				} catch (error) {
					console.error('Error fetching data:', error);
				} finally {
					this.isLoading = false;
				}
			},
			handleSelectChange() {
				this.isLoading = true;
				this.fetchData();
			},
			refreshSelectors() {
				this.pla = 'all';
				this.ctr = 'all';
				this.msg = 'all';
			},
		},
		mounted() {
			this.fetchData();
		},
		computed: {
			selectedTableCount() {
				switch (this.selectedIndex) {
					case 0:
						return this.totalPlayerCount;
					case 1:
						return this.totalPlayerHistoryPosCount;
					case 2:
						return this.totalContainerPosCount;
					case 3:
						return this.totalMessageCount;
					case 4:
						return this.totalBlockChangePosCount;
					case 5:
						return this.totalAttackEntityPosCount;
					default:
						return 0;
				}
			},
		},
	}
</script>

<style scoped>
	.el-header {
		height: 8vh;
		border: 2px solid #27342b;
		border-radius: 4px;
	}

	.el-main {
		padding: 0px;
		height: 100%;
		display: flex;
		flex-direction: column;
		justify-content: space-between;
	}

	#tab-button-list {
		margin-top: 10px;
		margin-bottom: 10px;
		display: flex;
		flex-direction: row;
		justify-content: space-between;
		align-items: center;
	}

	#tab-parent {
		height: 78vh;
		display: flex;
		flex-direction: column;
		justify-content: space-between;
	}

	#tab-box {
		height: 68vh;
		border: 2px dashed #27342b;
		border-radius: 4px;
		padding-left: 2.5px;
		padding-right: 2.5px;
		overflow-y: auto;
	}

	.el-button {
		width: 120px;
		height: 40px;
	}

	.selected-button {
		color: white;
		background-color: #27342b !important;
	}

	.loading-overlay {
		position: absolute;
		top: 0;
		left: 0;
		right: 0;
		bottom: 0;
		display: flex;
		flex-direction: column;
		align-items: center;
		justify-content: center;
		z-index: 20;
		background-color: rgba(0, 0, 0, 0.5);
	}
</style>

项目总结

  • 运行时占内存的大头是 LiteloaderBDS,项目的逻辑集中在插件和前端部分
  • 后端的安全性和容错性不足
  • 前端的地图相机选点功能不够易用,需要改进
  • 数据库部分并发处理不好,可能需要重新设计
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