合并主场景和个人小屋
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155
_Core/managers/LocationManager.gd
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155
_Core/managers/LocationManager.gd
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extends Node
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# ============================================================================
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# LocationManager.gd - 位置同步管理器
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# ============================================================================
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# 负责与后端 WebSocket 服务进行位置同步和多人会话管理
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#
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# 协议文档: new_docs/game_architecture_design.md
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# 后端地址: wss://whaletownend.xinghangee.icu/location-broadcast
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# ============================================================================
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signal connected_to_server()
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signal connection_closed()
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signal connection_error()
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signal session_joined(data: Dictionary)
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signal user_joined(data: Dictionary)
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signal user_left(data: Dictionary)
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signal position_updated(data: Dictionary)
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const WS_URL = "wss://whaletownend.xinghangee.icu/location-broadcast"
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const PING_INTERVAL = 25.0 # 秒
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var _socket: WebSocketPeer
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var _connected: bool = false
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var _ping_timer: float = 0.0
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var _auth_token: String = ""
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func _ready():
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_socket = WebSocketPeer.new()
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process_mode = Node.PROCESS_MODE_ALWAYS # 保证暂停时也能处理网络
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func _process(delta):
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_socket.poll()
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var state = _socket.get_ready_state()
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if state == WebSocketPeer.STATE_OPEN:
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if not _connected:
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_on_connected()
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# 处理接收到的数据包
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while _socket.get_available_packet_count() > 0:
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var packet = _socket.get_packet()
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_handle_packet(packet)
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# 心跳处理
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_ping_timer += delta
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if _ping_timer >= PING_INTERVAL:
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_send_heartbeat()
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_ping_timer = 0.0
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elif state == WebSocketPeer.STATE_CLOSED:
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if _connected:
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_on_disconnected()
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func connect_to_server():
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if _socket.get_ready_state() == WebSocketPeer.STATE_OPEN:
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return
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var err = _socket.connect_to_url(WS_URL)
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if err != OK:
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push_error("LocationManager: WebSocket 连接请求失败,错误码: %d" % err)
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connection_error.emit()
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else:
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# Godot WebSocket connect is non-blocking, wait for state change in _process
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pass
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func close_connection():
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_socket.close()
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func set_auth_token(token: String):
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_auth_token = token
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# ============ 协议发送 ============
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func send_packet(event: String, data: Dictionary):
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if _socket.get_ready_state() != WebSocketPeer.STATE_OPEN:
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return
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var message = {
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"event": event,
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"data": data
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}
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var json_str = JSON.stringify(message)
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_socket.put_packet(json_str.to_utf8_buffer())
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func join_session(map_id: String, initial_pos: Vector2):
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var data = {
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"sessionId": map_id,
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"initialPosition": {
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"x": initial_pos.x,
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"y": initial_pos.y,
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"mapId": map_id
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},
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"token": _auth_token
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}
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send_packet("join_session", data)
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func leave_session(map_id: String):
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send_packet("leave_session", {"sessionId": map_id})
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func send_position_update(map_id: String, pos: Vector2, anim_data: Dictionary = {}):
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var data = {
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"x": pos.x,
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"y": pos.y,
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"mapId": map_id,
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"metadata": anim_data
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}
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if map_id == "":
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push_warning("LocationManager: position_update 的 map_id 为空")
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send_packet("position_update", data)
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func _send_heartbeat():
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send_packet("heartbeat", {"timestamp": Time.get_unix_time_from_system()})
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# ============ 事件处理 ============
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func _on_connected():
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_connected = true
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connected_to_server.emit()
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func _on_disconnected():
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_connected = false
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connection_closed.emit()
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func _handle_packet(packet: PackedByteArray):
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var json_str = packet.get_string_from_utf8()
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var json = JSON.new()
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var err = json.parse(json_str)
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if err != OK:
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push_error("LocationManager: JSON 解析失败 - %s" % json.get_error_message())
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return
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var message = json.data
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if not message is Dictionary or not message.has("event"):
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return
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var event = message["event"]
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var data = message.get("data", {})
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match event:
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"session_joined":
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session_joined.emit(data)
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"user_joined":
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user_joined.emit(data)
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"user_left":
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user_left.emit(data)
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"position_update":
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position_updated.emit(data)
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"heartbeat_response":
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pass # 静默处理
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"error":
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push_error("LocationManager: WebSocket 错误事件 - %s" % JSON.stringify(data))
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_:
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push_warning("LocationManager: 未处理的 WebSocket 事件 %s" % event)
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