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:
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//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 );
}
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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。
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//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" , "" );
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上面的函数结构清晰,代码明了,注释也讲的很清楚了。