281 lines
5.6 KiB
Go
281 lines
5.6 KiB
Go
package ecs
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import (
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"fmt"
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"log/slog"
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"math"
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"runtime/debug"
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"time"
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"github.com/yohamta/donburi"
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"github.com/yohamta/donburi/features/events"
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)
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type WorldState int
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type WorldId = donburi.WorldId
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const (
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WorldInit WorldState = iota
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WorldRunning
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WorldPause
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WorldError
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WorldClose
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WorldClosed
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)
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type (
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World interface {
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donburi.World
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// 世界运行间隔时间
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Tick() int
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// 启动世界
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StartUp()
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// 暂停世界
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Pause()
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// 恢复世界
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Resume()
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// 关闭世界
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Close()
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// 设置时间运行倍速
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SetSpeed(speed float64) error
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// 添加系统
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AddSystem(sys ...ISystem)
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// 在世界中执行处理逻辑(在世界运行线程中)
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Execute(fn HandleFunc) error
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}
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// 处理函数
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HandleFunc func()
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// 世界状态变更消息
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WorldStateChange struct {
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OldState WorldState
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NewState WorldState
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}
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)
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// 世界状态变更事件
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var WorldStateChangeEvent = NewEventType[WorldStateChange]()
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type world struct {
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donburi.World
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systems []ISystem
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state WorldState
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tick int
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ticker *time.Ticker
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// 世界运行倍速
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speed float64
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// 下一帧系统需要执行的次数
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times float64
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// 待执行函数
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toBeExecuteds chan HandleFunc
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}
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// 新建一个组件类型
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func NewComponentType[T any](opts ...interface{}) *ComponentType[T] {
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ct := donburi.NewComponentType[T](opts...)
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return &ComponentType[T]{ct}
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}
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// 新建一个标签
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func NewTag() *ComponentType[struct{}] {
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return NewComponentType[struct{}]()
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}
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// 将entity列表转换为entry列表
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func Entries(w World, entities []donburi.Entity) []*Entry {
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entries := make([]*Entry, len(entities))
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for i, entity := range entities {
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entries[i] = w.Entry(entity)
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}
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return entries
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}
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// 初始化一个新World
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// tick 单位为ms,且必须大于0,(小于15ms的值在Windows系统中会达不到,Windows系统中系统中断好像默认是15.6ms,也就是一秒最多64次)
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func NewWorld(tick int) World {
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if tick <= 0 {
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panic(fmt.Errorf("创建World错误: tick必须大于0"))
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}
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return &world{
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World: donburi.NewWorld(),
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systems: make([]ISystem, 0),
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state: WorldInit,
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tick: tick,
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ticker: time.NewTicker(time.Duration(tick) * time.Millisecond),
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speed: 1,
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times: 1,
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toBeExecuteds: make(chan HandleFunc, 32),
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}
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}
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func (w *world) Running() bool {
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return w.state == WorldRunning
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}
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func (w *world) Tick() int {
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return w.tick
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}
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// 添加系统
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func (w *world) AddSystem(sys ...ISystem) {
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w.systems = append(w.systems, sys...)
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}
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// 执行所有事件处理
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func (w *world) ProcessAllEvents() {
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events.ProcessAllEvents(w.World)
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}
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// 暂停世界
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func (w *world) Pause() {
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if w.state == WorldRunning {
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w.updateState(WorldPause)
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}
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}
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// 恢复世界运行
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func (w *world) Resume() {
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if w.state == WorldPause {
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w.updateState(WorldRunning)
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}
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}
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func (w *world) updateState(state WorldState) {
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if w.state != state {
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old := w.state
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slog.Debug("世界状态变更", "oldstate", old, "state", state)
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w.state = state
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WorldStateChangeEvent.internalPublish(w, &WorldStateChange{
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OldState: old,
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NewState: state,
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})
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}
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}
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const (
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speedMin = 0.1
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speedMax = 10
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)
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func WorldSpeedMax() float64 {
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return speedMax
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}
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func WorldSpeedMin() float64 {
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return speedMin
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}
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// 设置世界运行倍速
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func (w *world) SetSpeed(speed float64) error {
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if speed < speedMin || speed > speedMax {
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return fmt.Errorf("世界倍速必须在[%f, %d]之间", speedMin, speedMax)
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}
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w.speed = speed
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return nil
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}
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// 启动世界,世界逻辑开始执行且世界为运行状态
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func (w *world) StartUp() {
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if w.state == WorldInit { // 避免重复运行
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w.updateState(WorldRunning)
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go w.run()
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}
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}
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// 在世界线程执行逻辑
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func (w *world) Execute(fn HandleFunc) error {
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if w.state == WorldError {
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return fmt.Errorf("世界运行异常,无法执行请求")
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} else if w.state != WorldRunning && w.state != WorldPause {
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return fmt.Errorf("世界已经关闭,无法执行请求")
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}
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w.toBeExecuteds <- fn
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return nil
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}
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// 关闭世界
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func (w *world) Close() {
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if w.state == WorldRunning || w.state == WorldPause {
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w.Execute(func() {
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w.updateState(WorldClose)
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})
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} else if w.state == WorldError {
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w.updateState(WorldClosed)
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}
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}
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// 执行待处理方法
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func (w *world) executeTodos() {
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funcs := w.toBeExecuteds
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for {
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select {
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case fn := <-funcs:
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{
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fn()
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}
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default:
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return
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}
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}
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}
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// 世界循环
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func (w *world) run() {
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defer func() {
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if err := recover(); err != nil {
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w.exception(err)
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slog.Error("世界运行异常", "error", err, "stack", string(debug.Stack()))
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debug.PrintStack()
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}
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}()
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for range w.ticker.C {
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slog.Debug("世界运行")
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if w.state == WorldClose {
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// 世界正常关闭
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w.close()
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return
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}
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// start := time.Now()
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if w.state != WorldRunning { // 世界非运行状态
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continue
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}
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if w.times >= 1 {
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times := int(math.Floor(w.times))
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for i := 0; i < times; i++ {
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for _, sys := range w.systems {
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sys.Update(w)
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}
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// 执行待执行逻辑
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w.executeTodos()
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// 处理所有事件
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processAllEvents(w)
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}
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w.times = w.times - float64(times) + w.speed
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} else {
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w.times += w.speed
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}
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// dt := time.Since(start)
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// slog.Info("仿真系统执行耗时:" + dt.Milliseconds() + "ms")
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}
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}
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// 世界运行异常处理
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func (w *world) exception(err any) {
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// slog.Error("世界运行异常", "error", err, "stack", string(debug.Stack()))
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w.updateState(WorldError)
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// 关闭定时器
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w.ticker.Stop()
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// w.handleRequestAndEvent()
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}
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// 世界正常关闭逻辑
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func (w *world) close() {
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// 世界正常关闭
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w.updateState(WorldClosed)
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// 关闭定时器
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w.ticker.Stop()
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slog.Debug("世界关闭finish")
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}
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