基于GoLang的MMO游戏服务器(一)

基于GoLang的MMO游戏服务器(一)

AOI兴趣点

在游戏开发中,客户端的角色往往有很多,有些角色并不用显示出来,只要显示当前角色周围的其它角色就行,角色的信息都是存储在服务器中的,所以服务器需要计算客户端角色周围的其它角色,然后通知给客户端

AOI格子类型

  • 格子需要自己的ID
  • 最大最下XY坐标
  • 当前格子中的所有角色的ID
  • 以及用来读写的锁
  • 对外提供Add添加玩家ID的方法,Remove移除玩家ID的方法,以及获取当前格子中全部ID的方法
type Grid struct {
	GID          int
	MaxX         int
	MaxY         int
	MinX         int
	MinY         int
	playerIDs    map[int]bool
	playerIDLock sync.RWMutex
}

func (g *Grid) Add(playerID int) {
	g.playerIDLock.Lock()
	defer g.playerIDLock.Unlock()
	g.playerIDs[playerID] = true
}

func (g *Grid) Remove(playerID int) {
	g.playerIDLock.Lock()
	defer g.playerIDLock.Unlock()
	delete(g.playerIDs, playerID)
}

func (g *Grid) GetPlayerIDs() (playerIDs []int) {
	g.playerIDLock.RLock()
	defer g.playerIDLock.RUnlock()
	for key, _ := range g.playerIDs {
		playerIDs = append(playerIDs, key)
	}
	return
}

func (g *Grid) String() string {
	return fmt.Sprintf("Grid ID:%d, MaxX:%d, MaxY:%d, Minx:%d, MinY:%d ,PlayerIDs:%v",
		g.GID, g.MaxX, g.MaxY, g.MinX, g.MinY, g.playerIDs)
}

func NewGrid(gid, maxX, maxY, minX, minY int) *Grid {
	return &Grid{
		GID:       gid,
		MaxX:      maxX,
		MaxY:      maxY,
		MinX:      minX,
		MinY:      minY,
		playerIDs: make(map[int]bool),
	}
}

AOI区域管理模块

  • 用来管理服务器中的所有格子的模块
  • 需要最大最小XY的坐标,XY轴方向的格子数量,以及所有的格子
  • 以及提供各种对外操作格子中的玩家ID的方法
type AOIManager struct {
	MinX   int
	MaxX   int
	CountX int
	MinY   int
	MaxY   int
	CountY int
	Grids  map[int]*Grid
}

func (am *AOIManager) getGridX() int {
	return (am.MaxX - am.MinX) / am.CountX
}
func (am *AOIManager) getGridY() int {
	return (am.MaxY - am.MinY) / am.CountY
}
func (am *AOIManager) String() string {
	s := fmt.Sprintf("AOIManager:\n MinX:%d ,MaxX:%d ,CountX:%d ,MinY:%d ,MaxY:%d ,CountY:%d\n",
		am.MinX, am.MaxX, am.CountX, am.MinY, am.MaxY, am.CountY)
	for _, val := range am.Grids {
		s += fmt.Sprintln(val)
	}
	return s
}
func NewAOIManager(minX, maxX, countX, minY, maxY, countY int) *AOIManager {
	aoiMgr := &AOIManager{
		MinX:   minX,
		MaxX:   maxX,
		CountX: countX,
		MinY:   minY,
		MaxY:   maxY,
		CountY: countY,
		Grids:  make(map[int]*Grid),
	}
	for i := 0; i < countY; i++ {
		for j := 0; j < countX; j++ {
			gid := j + i*countY
			aoiMgr.Grids[gid] = NewGrid(gid,
				aoiMgr.MinX+(j+1)*aoiMgr.getGridX(),
				aoiMgr.MinY+(i+1)*aoiMgr.getGridY(),
				aoiMgr.MinX+j*aoiMgr.getGridX(),
				aoiMgr.MinY+i*aoiMgr.getGridY())
		}
	}
	return aoiMgr
}

// GetSurroundGridsByGID 通过格子编号获取该格子周围的格子
func (am *AOIManager) GetSurroundGridsByGID(gid int) (grids []*Grid) {
	if _, ok := am.Grids[gid]; !ok {
		return
	}

	grids = append(grids, am.Grids[gid])
	idx := gid % am.CountX
	if idx > 0 {
		grids = append(grids, am.Grids[gid-1])
	}
	if idx < am.CountX-1 {
		grids = append(grids, am.Grids[gid+1])
	}
	gIDsX := make([]int, 0)
	for _, val := range grids {
		gIDsX = append(gIDsX, val.GID)
	}
	for _, val := range gIDsX {
		idy := val / am.CountY
		if idy > 0 {
			grids = append(grids, am.Grids[val-am.CountX])
		}
		if idy < am.CountY-1 {
			grids = append(grids, am.Grids[val+am.CountX])
		}
	}
	return
}

// GetSurroundPlayersByPos 通过位置获取周围的玩家
func (am *AOIManager) GetSurroundPlayersByPos(x, y float32) (playerIDs []int) {
	//根据位置坐标先获取所在的格子
	gid := am.GetGridIDByPos(x, y)
	surroundGrids := am.GetSurroundGridsByGID(gid)
	for i := 0; i < len(surroundGrids); i++ {
		grid := surroundGrids[i]
		playerIDs = append(playerIDs, grid.GetPlayerIDs()...)
	}
	return
}

// GetGridIDByPos 通过位置获取当前位置所在的格子
func (am *AOIManager) GetGridIDByPos(x, y float32) int {
	idx := (int(x) - am.MinX) / am.getGridX()
	idy := (int(y) - am.MinY) / am.getGridY()
	return idy*am.CountX + idx
}

// AddPlayerIDToGridByGridID 添加一个PlayerID到一个格子中通过格子ID
func (am *AOIManager) AddPlayerIDToGridByGridID(playerID, gridID int) {
	val, ok := am.Grids[gridID]
	if !ok {
		fmt.Println("PlayerID Not In Grids Add Error: PlayerID:", playerID, " GridID:", gridID)
		return
	}
	val.Add(gridID)
}

// AddPlayerIDToGridByPos 添加一个PlayerID到一个格子中通过坐标
func (am *AOIManager) AddPlayerIDToGridByPos(playerID int, x, y float32) {
	gID := am.GetGridIDByPos(x, y)
	am.AddPlayerIDToGridByGridID(playerID, gID)
}

// RemovePlayerIDFormGridByGridID 移除一个格子中的PlayerID通过格子ID
func (am *AOIManager) RemovePlayerIDFormGridByGridID(playerID, gridID int) {
	val, ok := am.Grids[gridID]
	if !ok {
		fmt.Println("PlayerID Not In Grids Remove Error: PlayerID:", playerID, " GridID:", gridID)
		return
	}
	val.Remove(playerID)
}

// RemovePlayerIDFormGridByPos 移除一个格子中的PlayerID通过坐标
func (am *AOIManager) RemovePlayerIDFormGridByPos(playerID int, x, y float32) {
	gID := am.GetGridIDByPos(x, y)
	am.RemovePlayerIDFormGridByGridID(playerID, gID)
}

// GetGridAllPlayerIDs 通过格子ID获取格子中全部的PlayerID
func (am *AOIManager) GetGridAllPlayerIDs(gridID int) []int {
	val, ok := am.Grids[gridID]
	if !ok {
		fmt.Println("PlayerID Not In Grids Remove Error:,", " GridID:", gridID)
		return nil
	}
	return val.GetPlayerIDs()
}

AOI测试

func TestAOI(t *testing.T) {
	aoiMgr := NewAOIManager(0, 250, 5, 0, 250, 5)
	fmt.Println(aoiMgr)
}
func TestAOI1(t *testing.T) {
	am := NewAOIManager(0, 250, 5, 0, 250, 5)
	for _, grid := range am.Grids {
		grids := am.GetSurroundGridsByGID(grid.GID)
		slice := make([]int, 0, len(grids))
		for i := 0; i < len(grids); i++ {
			slice = append(slice, grids[i].GID)
		}
		fmt.Println(slice)
	}
}
  • 0
    点赞
  • 7
    收藏
    觉得还不错? 一键收藏
  • 0
    评论
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值