using Ananta.SDK.Network; using Ananta.SDK.Serialization; using Ananta.Server.Configuration; using Ananta.Server.Protocol.Client4229938; using SceneMethods = Ananta.Server.RpcTypes.Client4229938.Methods.GameScene; namespace Ananta.Server.Handlers.Game; /// /// 家具摆放探针(T1-22 排障用)—— 在玩家脚下周围摆一圈**指定 pathId 的真家具**。 /// /// 为什么要有它:网格流(68956797 / 68969593)到底有没有在客户端实例化东西,光看日志说不清; /// 而 SpawnGadgetAsync 这条**显式摆放**通道是已经验证过的(健身房器材 / PropRestock 都走它, /// 麦当劳座椅实测摆出来过)。所以拿它当基准: /// · 摆出来的椅子看得到 ⇒ 显式摆放通,家具缺失纯粹是**缺坐标**(PropRestock 只覆盖 55/5116 格); /// · 连摆在脚边都看不到 ⇒ 摆放通道本身有问题,先修通道,别再往坐标表里填数。 /// /// ⛑️ 全部参数走配置 + 热重载,改 pathId / 数量不用重新编译;想再摆一次就把 gen +1。 /// internal sealed partial class GameRouter { private const string DebugPlaceKey = "client4229938-debug-place"; internal sealed class DebugPlaceSessionState { internal object SyncRoot { get; } = new(); /// 上一次摆放用的 gen。gen 变了才重新摆 —— 这就是「热重载再试一次」的开关。 internal int LastGen = int.MinValue; /// 合成 uid 的自增源,高位起跳避免撞上客户端烘焙出来的真实 id。 internal long Seq = 0x5000000000000000; /// /// 当前场上由本探针摆出去的 uid。两个用途: /// ① `gen` 变化时先把上一轮撤掉再摆新的(否则旧的不消失,越摆越多); /// ② `enabled=false` 时整体撤掉 —— 这就是「清场」开关,不用重连。 /// ⛑ 不能走 `RemoveGadgetsAsync(null)`:那会把 `state.SpawnedGadgets` 里 /// PropRestock / GymEquipment 摆的全场物件一起清掉。 /// internal List PlacedUids { get; } = new(); } private static DebugPlaceSessionState DebugPlaceStateOf(TcpSession session) { if (session.Items.TryGetValue(DebugPlaceKey, out var existing) && existing is DebugPlaceSessionState typed) return typed; var created = new DebugPlaceSessionState(); session.Items[DebugPlaceKey] = created; return created; } /// /// 每 tick 调一次;gen 没变就直接返回,所以不会刷屏。 /// internal static async Task TickDebugPlaceAsync( TcpSession session, WorldEntryState state, float px, float pz) { var cfg = PrivateServerConfigStore.Current.World.Content.DebugPlace; if (cfg.PathId <= 0) return; var owner = DebugPlaceStateOf(session); List? pendingClear = null; // 撤场优先:enabled 关掉、或 gen 变了,都先把上一轮摆的撤干净。 // ⛑ 以前 `enabled=false` 是直接 return 的 —— 摆出去的东西只能靠重连才消失。 bool needPlace; lock (owner.SyncRoot) { needPlace = cfg.Enabled && cfg.Gen != owner.LastGen; var needClear = (!cfg.Enabled || needPlace) && owner.PlacedUids.Count > 0; if (needClear) pendingClear = new List(owner.PlacedUids); if (needPlace) owner.LastGen = cfg.Gen; } if (pendingClear is not null) await ClearDebugPlacedAsync(session, state, owner, pendingClear); if (!needPlace) return; float py; lock (state.SyncRoot) py = state.LastReportedPlayerPosition.Y; if (!float.IsFinite(py)) py = 0f; var channel = cfg.Channel switch { 1 => GadgetSendChannel.Aoi, 3 => GadgetSendChannel.AddList, _ => GadgetSendChannel.Add, }; var count = Math.Clamp(cfg.Count, 1, 16); var placed = 0; for (var i = 0; i < count; i++) { // 均匀撒一圈:+X 固定偏移会撞墙/在背后,摆一圈就不用管朝向了。 var angle = 2.0 * Math.PI * i / count; var x = px + cfg.Radius * (float)Math.Cos(angle); var z = pz + cfg.Radius * (float)Math.Sin(angle); // 硬规则 181:facing 是**度数**,别把弧度直接喂进去。 var facing = (float)(angle * 180.0 / Math.PI); ulong uid; lock (owner.SyncRoot) uid = (ulong)System.Threading.Interlocked.Increment(ref owner.Seq); if (cfg.LogOnly) { session.Log.Info($"[DEBUG-PLACE] (log-only) pathId={cfg.PathId} #{i} " + $"@({x:0.##},{py + cfg.OffsetY:0.##},{z:0.##}) facing={facing:0.##} uid=0x{uid:X}"); placed++; continue; } var result = await SpawnGadgetAsync(session, state, cfg.PathId, x, py + cfg.OffsetY, z, facing, channel, uid, cfg.IScale); if (result.Ok) { lock (owner.SyncRoot) owner.PlacedUids.Add(uid); placed++; } else session.Log.Warn($"[DEBUG-PLACE] #{i} 放置失败:{result.Message}"); } session.Log.Info($"[DEBUG-PLACE] pathId={cfg.PathId} gen={cfg.Gen} 摆放 {placed}/{count} " + $"channel={(int)channel} radius={cfg.Radius} iScale={cfg.IScale} " + $"中心=({px:0.##},{py:0.##},{pz:0.##})"); } /// /// 把本探针摆出去的那批 gadget 撤掉:`SyncGadgetRemoveList`(68199571, `List<ulong> ids` + int reason)。 /// /// ⛑ 只撤 owner.PlacedUids 记下来的这批 —— 不能用 RemoveGadgetsAsync(state) 全清, /// 那份 state.SpawnedGadgets 里还混着 PropRestock / GymEquipment 摆的全场物件,会一起被端掉。 /// ⛑ 硬规则 238:移除是批量包,日志一行汇总,不逐条打。 /// private static async Task ClearDebugPlacedAsync( TcpSession session, WorldEntryState state, DebugPlaceSessionState owner, List ids) { lock (owner.SyncRoot) { owner.PlacedUids.RemoveAll(ids.Contains); } await session.NotifyAsync( MethodId.SyncGadgetRemoveList, UxSerializer.Serialize(new SceneMethods.SyncGadgetRemoveListArgs4229938 { ids = ids, reason = GadgetDisposeReasonGm, }), CancellationToken.None); lock (state.SyncRoot) { foreach (var id in ids) state.SpawnedGadgets.Remove(id); } session.Log.Info($"[DEBUG-PLACE] clear count={ids.Count} " + $"ids=[{string.Join(",", ids.Select(i => $"0x{i:X}"))}]"); } }