PHP网页游戏学习之Xnova(ogame)源码解读(十五)

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十八、舰队活动(FlyingFleetHandler.php)

在前文中我们曾经初步研究过舰队活动的源码,提到过舰队活动的触发。现在我进一步分析Xnova中舰队活动,这些在本质上是由玩家触发的,并不是由定时器在进行定时计算。舰队活动的触发是在common.php中进行的,所以入口就在这文件中,代码如下:


    //检查是否有到达目的地的舰队
    $_fleets = doquery("SELECT * FROM {{table}} WHERE 'fleet_start_time' <= '".time()."';", 'fleets'); // OR fleet_end_time <= ".time()
    //循环处理每个舰队
    while ($row = mysql_fetch_array($_fleets)) {
    $array        = array();
    $array['galaxy']   = $row['fleet_start_galaxy'];
    $array['system']   = $row['fleet_start_system'];
    $array['planet']   = $row['fleet_start_planet'];
    $array['planet_type'] = $row['fleet_start_type'];
    //舰队处理函数
    $temp = FlyingFleetHandler ($array);
    }
    //检查是否有返回出发地的舰队
    $_fleets = doquery("SELECT * FROM {{table}} WHERE 'fleet_end_time' <= '".time()."';", 'fleets'); // OR fleet_end_time <= ".time()
    //循环处理每个舰队
    while ($row = mysql_fetch_array($_fleets)) {
    $array        = array();
    $array['galaxy']   = $row['fleet_end_galaxy'];
    $array['system']   = $row['fleet_end_system'];
    $array['planet']   = $row['fleet_end_planet'];
    $array['planet_type'] = $row['fleet_end_type'];
    //舰队处理函数
    $temp = FlyingFleetHandler ($array);
    }

大家看到了,前面这段代码其实写的不好,因为这里每次都会被调用,效率太低了。因此我们在这里可以进行优化,使每次循环只需要一个舰队的ID传递给函数即可;相应的函数也要做修改,有兴趣的自己修改下。

接下来看看函数FlyingFleetHandler(),这是集中调用舰队活动的函数。


    //锁表,防止出现数据不同步等问题
    doquery("LOCK TABLE {{table}}lunas WRITE, {{table}}rw WRITE, 
    {{table}}errors WRITE, {{table}}messages WRITE, {{table}}fleets WRITE, 
    {{table}}planets WRITE, {{table}}galaxy WRITE ,{{table}}users WRITE", "");
    //这里一大段就是取得舰队数组,参数完全可以使用舰队ID,优化之
    $QryFleet  = "SELECT * FROM {{table}} ";
    $QryFleet .= "WHERE (";
    $QryFleet .= "( ";
    $QryFleet .= "`fleet_start_galaxy` = ". $planet['galaxy']   ." AND ";
    $QryFleet .= "`fleet_start_system` = ". $planet['system']   ." AND ";
    $QryFleet .= "`fleet_start_planet` = ". $planet['planet']   ." AND ";
    $QryFleet .= "`fleet_start_type` = ".  $planet['planet_type'] ." ";
    $QryFleet .= ") OR ( ";
    $QryFleet .= "`fleet_end_galaxy` = ".  $planet['galaxy']   ." AND ";
    $QryFleet .= "`fleet_end_system` = ".  $planet['system']   ." AND ";
    $QryFleet .= "`fleet_end_planet` = ".  $planet['planet']   ." ) AND ";
    $QryFleet .= "`fleet_end_type`= ".   $planet['planet_type'] ." ) AND ";
    $QryFleet .= "( `fleet_start_time` < '". time() ."' OR `fleet_end_time` < '". time() ."' );";
    $fleetquery = doquery( $QryFleet, 'fleets' );
    //根据舰队活动的目标不同,分别进入不同的函数处理
    while ($CurrentFleet = mysql_fetch_array($fleetquery)) {
     switch ($CurrentFleet["fleet_mission"]) {
     case 1:
      // 普通攻击
      MissionCaseAttack ( $CurrentFleet );
      break;
     case 2:
      // 这里应该是ACS攻击或者是其他攻击,但是现在没有用
      doquery ("DELETE FROM {{table}} WHERE `fleet_id` = '". $CurrentFleet['fleet_id'] ."';", 'fleets');
      break;
     case 3:
      // 运输
      MissionCaseTransport ( $CurrentFleet );
      break;
     case 4:
      // 派遣
      MissionCaseStay ( $CurrentFleet );
      break;
     case 5:
      // 联合派遣,即ACS防御
     MissionCaseStayAlly ( $CurrentFleet );
      break;
     case 6:
      // 侦查
      MissionCaseSpy ( $CurrentFleet );
      break;
     case 7:
      // 殖民
      MissionCaseColonisation ( $CurrentFleet );
      break;
     case 8:
      // 回收
      MissionCaseRecycling ( $CurrentFleet );
      break;
     case 9:
      // 毁月,厉害了
      MissionCaseDestruction ( $CurrentFleet );
      break;
     case 10:
      // 保留 !!

      break;
     case 15:
      // 远征、探险
      MissionCaseExpedition ( $CurrentFleet );
      break;
     //其他情况删除舰队,这个是好习惯
     default: {
      doquery("DELETE FROM {{table}} WHERE `fleet_id` = '". $CurrentFleet['fleet_id'] ."';", 'fleets');
     }
     }
    }
    //解锁表
    doquery("UNLOCK TABLES", "");

上面的函数结构清晰,代码明了,注释也讲的很清楚了。

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