游戏世界事件完善
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@ -34,7 +34,6 @@ type World[PlayerID comparable] struct {
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actorGeneratedEventHandles []game.ActorGeneratedEventHandle
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actorAnnihilationEventHandles []game.ActorAnnihilationEventHandle
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actorOwnerChangeEventHandles []game.ActorOwnerChangeEventHandle[PlayerID]
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worldGeneratedEventHandles []game.WorldGeneratedEventHandle[PlayerID]
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worldResetEventHandles []game.WorldResetEventHandle[PlayerID]
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worldReleasedEventHandles []game.WorldReleaseEventHandle[PlayerID]
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@ -171,10 +170,12 @@ func (slf *World[PlayerID]) Reset() {
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slf.owners.Clear()
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slf.actors.Clear()
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slf.actorGuid.Store(0)
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slf.OnWorldResetEvent()
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}
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func (slf *World[PlayerID]) Release() {
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if !slf.released.Swap(true) {
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slf.OnWorldReleaseEvent()
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slf.Reset()
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slf.players = nil
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slf.playerActors = nil
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@ -189,16 +190,6 @@ func (slf *World[PlayerID]) Release() {
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}
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}
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func (slf *World[PlayerID]) RegWorldGeneratedEvent(handle game.WorldGeneratedEventHandle[PlayerID]) {
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slf.worldGeneratedEventHandles = append(slf.worldGeneratedEventHandles, handle)
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}
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func (slf *World[PlayerID]) OnWorldGeneratedEvent() {
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for _, handle := range slf.worldGeneratedEventHandles {
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handle(slf)
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}
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}
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func (slf *World[PlayerID]) RegWorldResetEvent(handle game.WorldResetEventHandle[PlayerID]) {
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slf.worldResetEventHandles = append(slf.worldResetEventHandles, handle)
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}
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@ -44,9 +44,6 @@ type World[PlayerID comparable] interface {
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// Release 释放世界资源,释放后世界将不可用
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Release()
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// RegWorldGeneratedEvent 世界创建完成时将立即执行被注册的事件处理函数
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RegWorldGeneratedEvent(handle WorldGeneratedEventHandle[PlayerID])
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OnWorldGeneratedEvent()
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// RegWorldResetEvent 世界被重置后将立即执行被注册的事件处理函数
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RegWorldResetEvent(handle WorldResetEventHandle[PlayerID])
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OnWorldResetEvent()
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@ -71,7 +68,6 @@ type World[PlayerID comparable] interface {
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}
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type (
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WorldGeneratedEventHandle[ID comparable] func(world World[ID])
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WorldResetEventHandle[ID comparable] func(world World[ID])
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WorldReleaseEventHandle[ID comparable] func(world World[ID])
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PlayerJoinWorldEventHandle[ID comparable] func(player Player[ID])
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