PHP网页游戏学习之Xnova(ogame)源码解读(十五)

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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