feat(installer): 便携中文安装包「年糕历险记-Setup-v0.1.0.zip」——安装.bat 中文交互+桌面快捷方式;修复 ps1 BOM 编码
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@@ -26,6 +26,8 @@ import (
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"mc/internal/item"
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"mc/internal/logx"
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"mc/internal/mesh"
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"mc/internal/netclient"
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"mc/internal/netproto"
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"mc/internal/physics"
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"mc/internal/recipe"
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"mc/internal/render"
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@@ -51,6 +53,10 @@ type clientApp struct {
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titleScreen *ui.TitleScreen
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pauseScreen *ui.PauseScreen
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// 联机(多人同步.md §2:无连接时为单机)
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net *netclient.Client
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log *logx.Logger
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meshBuilder *mesh.Builder
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mu sync.Mutex
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@@ -77,6 +83,15 @@ func (a *clientApp) Tick(dt float64) {
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case "play":
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a.screen = 1
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a.rend.SetCursorMode(true)
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case "multi":
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// 联机:连接本机服务器(多人同步.md §2)
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if err := dialServer(a, "127.0.0.1:25565", "玩家"); err != nil {
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a.logf("连接服务器失败: %v", err)
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} else {
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a.screen = 1
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a.rend.SetCursorMode(true)
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a.logf("已连接服务器")
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}
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case "quit":
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a.rend.Window().SetShouldClose(true)
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}
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@@ -112,9 +127,19 @@ func (a *clientApp) Tick(dt float64) {
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a.in.apply(a.sess)
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a.sess.Tick(dt)
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// 联机:上报移动(20Hz,多人同步.md §3)
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if a.net != nil {
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p := a.sess.Player
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a.net.SendMove(netproto.PlayerMove{
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X: float32(p.Pos[0]), Y: float32(p.Pos[1]), Z: float32(p.Pos[2]),
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Yaw: float32(a.sess.Cam.Yaw), Pitch: float32(a.sess.Cam.Pitch),
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OnGround: p.OnGround,
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})
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}
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// 定时存档:30s(存档与持久化.md §2)
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a.tickCnt++
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if a.tickCnt%(20*30) == 0 {
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if a.tickCnt%(20*30) == 0 && a.net == nil {
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if err := save.SaveWorld(a.sess.World, "worlds", "NewWorld", 123456789, int64(a.tickCnt)); err != nil {
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// 日志由调用方输出(避免每次 tick 刷屏)
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_ = err
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@@ -178,6 +203,13 @@ func (a *clientApp) Render() {
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// ShouldClose 窗口关闭判定。
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func (a *clientApp) ShouldClose() bool { return a.rend.ShouldClose() }
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// logf 客户端日志(联机回调使用)。
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func (a *clientApp) logf(format string, args ...any) {
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if a.log != nil {
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a.log.Infof(format, args...)
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}
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}
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func main() {
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flag.Parse()
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@@ -341,6 +373,7 @@ func main() {
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hud: hud,
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titleScreen: titleScreen,
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pauseScreen: pauseScreen,
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log: log,
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meshBuilder: mesh.NewBuilder(reg, uvFn),
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winW: cfg.Client.WindowWidth,
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winH: cfg.Client.WindowHeight,
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52
cmd/client/multiplayer_gl.go
Normal file
52
cmd/client/multiplayer_gl.go
Normal file
@@ -0,0 +1,52 @@
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//go:build gl
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// 客户端联机:netclient 接入(多人同步.md §2 权威链路客户端侧)。
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package main
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import (
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"mc/internal/block"
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"mc/internal/netclient"
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"mc/internal/netproto"
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"mc/internal/save"
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)
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// mpHandler 联机回调:区块安装与方块变更应用(多人同步.md §4–§5)。
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type mpHandler struct {
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app *clientApp
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}
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// OnLogin 登录结果。
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func (h *mpHandler) OnLogin(code uint8) {
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if code != 0 {
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h.app.logf("服务器拒绝登录(码 %d)", code)
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h.app.net.Close()
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h.app.net = nil
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h.app.screen = 0
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}
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}
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// OnChunk 收到区块:反序列化并安装到世界(多人同步.md §4)。
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func (h *mpHandler) OnChunk(data []byte) {
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c, err := save.DecodeChunk(data)
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if err != nil {
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h.app.logf("区块解码失败: %v", err)
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return
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}
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h.app.sess.World.InstallChunk(c)
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}
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// OnBlockChange 方块变更(服务器权威广播,多人同步.md §5)。
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func (h *mpHandler) OnBlockChange(m netproto.BlockChange) {
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h.app.sess.World.SetBlock(m.X, m.Y, m.Z, block.NewState(m.BlockID, m.Meta))
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}
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// dialServer 连接服务器(多人游戏按钮,多人同步.md §2)。
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func dialServer(a *clientApp, addr string, name string) error {
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h := &mpHandler{app: a}
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nc, err := netclient.Dial(addr, netproto.Handshake{ProtocolVersion: 1, ClientID: name}, h)
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if err != nil {
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return err
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}
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a.net = nc
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return nil
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}
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@@ -52,7 +52,7 @@ func buildScreens(r *ui.Renderer, lang *assets.Lang) (*ui.TitleScreen, *ui.Pause
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title.TitleH = titleH
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title.Buttons = []ui.Button{
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btn("menu.singleplayer", "单人游戏", "play", 300, 1280, 720),
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btn("menu.multiplayer", "多人游戏", "", 350, 1280, 720),
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btn("menu.multiplayer", "多人游戏", "multi", 350, 1280, 720),
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btn("menu.quit", "退出游戏", "quit", 400, 1280, 720),
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}
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_ = titleTex
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