修复了一些bug

This commit is contained in:
NianGao Dev
2026-09-19 14:21:08 +08:00
parent db81873409
commit 6c23eb4c62
73 changed files with 7354 additions and 2205 deletions

View File

@@ -29,16 +29,17 @@ import (
// serverApp 服务器应用:世界 + 网络 + 定时存档 + Mod。
type serverApp struct {
cfg *config.ServerConfig
log *logx.Logger
reg *block.Registry
world *world.World
net *netserver.Server
hub *mpsync.Hub
modReg *mods.Registry
luaMods []*mods.LuaMod
seed int64
tickCnt uint64
cfg *config.ServerConfig
log *logx.Logger
reg *block.Registry
world *world.World
net *netserver.Server
hub *mpsync.Hub
modReg *mods.Registry
luaMods []*mods.LuaMod
seed int64
tickCnt uint64
savePool *save.SavePool
}
// ---- netserver.Handler 实现(多人同步.md §2 权威链路入口)----
@@ -76,15 +77,24 @@ func (s *serverApp) Tick(dt float64) {
s.tickCnt++
// 区块调度(以出生点为中心;后续按玩家位置)
s.world.Update(8, 64, 8, 8*time.Millisecond)
regionDir := paths.Join("worlds", s.cfg.World.Name, "region")
for _, c := range s.world.DrainUnloaded() {
if c.SaveDirty.Load() && s.savePool != nil {
s.savePool.Enqueue(save.ChunkJob{RegionDir: regionDir, CX: c.CX, CZ: c.CZ, Data: save.EncodeChunk(c)})
c.SaveDirty.Store(false)
}
}
// Mod 事件:每秒派发 on_tick(Mod开发指南.md §4.3)
if s.tickCnt%20 == 0 {
for _, m := range s.luaMods {
_ = m.DispatchEvent("tick")
}
}
// 定时存档:30s(存档与持久化.md §2)
// 定时存档:30s 入队(存档与持久化.md §4:tick 内不 fsync)
if s.tickCnt%(20*30) == 0 {
if err := save.SaveWorld(s.world, paths.Join("worlds"), s.cfg.World.Name, s.seed, int64(s.tickCnt)); err != nil {
if err := save.EnqueueDirty(s.world, s.savePool, regionDir); err != nil {
s.log.Errorf("定时存档失败: %v", err)
} else if err := save.WriteLevel(paths.Join("worlds"), s.cfg.World.Name, save.LevelData{Version: 1, Seed: s.seed, Time: int64(s.tickCnt)}); err != nil {
s.log.Errorf("定时存档失败: %v", err)
} else {
s.log.Infof("已存档(tick %d)", s.tickCnt)
@@ -135,7 +145,8 @@ func main() {
log.Infof("新建世界 %q", cfg.World.Name)
}
app := &serverApp{cfg: cfg, log: log, reg: reg, world: w, seed: seed}
pool := save.NewSavePool(log)
app := &serverApp{cfg: cfg, log: log, reg: reg, world: w, seed: seed, savePool: pool}
app.hub = mpsync.NewHub(w, cfg.Server.ViewDistance)
// Mod 加载(设计.md §3.3:扫描 mods/,type=mod 且有入口脚本的执行;热更新.md 由注册表支持)
@@ -172,10 +183,14 @@ func main() {
engine.Run(ctx, app, engine.NoopRenderer{})
// 关服前全量存档(存档与持久化.md §2 关服 flush)
if err := save.SaveWorld(w, paths.Join("worlds"), cfg.World.Name, seed, int64(app.tickCnt)); err != nil {
// 关服前全量存档 + drain 保存池(存档与持久化.md §4)
if err := save.EnqueueDirty(w, pool, paths.Join("worlds", cfg.World.Name, "region")); err != nil {
log.Errorf("关服存档失败: %v", err)
}
if err := save.WriteLevel(paths.Join("worlds"), cfg.World.Name, save.LevelData{Version: 1, Seed: seed, Time: int64(app.tickCnt)}); err != nil {
log.Errorf("关服存档失败: %v", err)
}
pool.Close()
log.Infof("服务器已退出")
}