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:
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
|
//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。
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
|
//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。