xy 1 tuần trước cách đây
mục cha
commit
cba3b8d827

+ 2 - 5
src/server/game/ludo/battle.go

@@ -2,7 +2,7 @@
 package ludo
 
 import (
-	"fmt"
+	"server/console"
 	"server/game"
 	"server/msg"
 	"server/tools"
@@ -34,7 +34,7 @@ func ClearRoomInfoWrapperDisbandRoom() {
 			delete(gameConfig.RoomMap, k)
 		}
 	}
-	fmt.Printf("gameConfig.BattleRoom : %v\n", gameConfig.BattleRoom)
+	console.Log("gameConfig.BattleRoom : ", gameConfig.BattleRoom)
 }
 
 func runBattle(room_info *RoomInfoWrapper) {
@@ -179,7 +179,6 @@ func (room_info *RoomInfoWrapper) Get_cur_color_opt_time() int32 {
 	// 计算整数秒(直接截断小数部分)
 	seconds := int(end.Sub(room_info.startOptTime).Seconds())
 	opt_time := gameRule.OPT_TIME - int32(seconds)
-	fmt.Printf("room_info.OptTime:%d,%d\n", seconds, opt_time)
 	return opt_time
 }
 
@@ -196,9 +195,7 @@ func (room_info *RoomInfoWrapper) notify_player_sz() {
 	room_info.setCurColorOpt(message)
 
 	if room_info.containsRobot(cur_color) {
-		fmt.Printf("robot_sz_time:%v:\n", time.Now())
 		game.Module.Skeleton.AfterFunc(time.Duration(2000)*time.Millisecond, func() {
-			fmt.Printf("robot_sz_time:%v:\n", time.Now())
 			room_info.send_sz(cur_color)
 		})
 	} else {

+ 8 - 8
src/server/game/ludo/color_recv.go

@@ -1,7 +1,7 @@
 package ludo
 
 import (
-	"fmt"
+	"server/console"
 	"server/game"
 	"server/msg"
 	"time"
@@ -13,19 +13,19 @@ import (
 func RecvPlayerRoleMove(args []interface{}) {
 	m := args[0].(*msg.SendRoleMove)
 	a := args[1].(gate.Agent)
-	fmt.Printf("接受玩家移动消息 %v\n", m)
+	console.Log("接受玩家移动消息", m)
 	ud := a.UserData()
 	room_id := ud.(*msg.UserInfo).RoomId
 	// color := m.Color
 	if room_id == 0 {
-		fmt.Printf("I房间不存在 %d\n", room_id)
+		console.Log("I房间不存在", room_id)
 	} else {
 		room_info := GetBattleRoomById(room_id)
 		if room_info != nil {
 			room_info.CancelCountdownPlayerOpt()
 			room_info.send_role_move(m.Color, m.RoleId)
 		} else {
-			fmt.Printf("IV房间不存在 %d\n", room_id)
+			console.Log("IV房间不存在", room_id)
 		}
 
 	}
@@ -35,10 +35,10 @@ func RecvPlayerRoleMove(args []interface{}) {
 func RecvPlayerSzNumber(args []interface{}) {
 	m := args[0].(*msg.SendColorSz)
 	a := args[1].(gate.Agent)
-	fmt.Printf("接受玩家摇筛子消息:%v\n", m)
+	console.Log("接受玩家摇筛子消息", m)
 	ud := a.UserData()
 	room_id := ud.(*msg.UserInfo).RoomId
-	fmt.Printf("玩家房间id%d\n", room_id)
+	console.Log("玩家房间id", room_id)
 	color := m.Color
 	if room_id == 0 {
 		a.WriteMsg(&msg.NotifyPlayerSzNumber{
@@ -63,10 +63,10 @@ func RecvPlayerSzNumber(args []interface{}) {
 func RecvPlayerLeave(args []interface{}) {
 	m := args[0].(*msg.SendQuitRoom)
 	a := args[1].(gate.Agent)
-	fmt.Printf("接受玩家离开消息:%v\n", m)
+	console.Log("接受玩家离开消息:", m)
 	ud := a.UserData()
 	room_id := ud.(*msg.UserInfo).RoomId
-	fmt.Printf("玩家房间id%d\n", room_id)
+	console.Log("玩家房间id%d", room_id)
 	if room_id == 0 {
 
 	} else {

+ 1 - 1
src/server/game/ludo/ludo_room_data.go

@@ -89,7 +89,7 @@ func (room_info *RoomInfoWrapper) getColors() []*msg.ColorData {
 // 开始下个玩家的回合
 func (room_info *RoomInfoWrapper) setNextPlayerRound() {
 	room_info.CurRoundColor = room_info.findNextColor()
-	fmt.Printf("setNextPlayerRound = %d\n", room_info.CurRoundColor)
+	console.Log("setNextPlayerRound =", room_info.CurRoundColor)
 	if room_info.CurRoundColor == msg.RoleType_ROLE_TYPE_UNKNOWN {
 		log.Error("setNextPlayerRound error")
 	}

+ 9 - 9
src/server/game/ludo/match.go

@@ -1,7 +1,7 @@
 package ludo
 
 import (
-	"fmt"
+	"server/console"
 	"server/msg"
 	"server/user"
 
@@ -19,9 +19,9 @@ func RecvMatchLudo(args []interface{}) {
 	//判断玩家是否有足够金币
 	coin := ud.(*msg.UserInfo).MCoin
 	matchConfig := gameRule.getMatchByLevle(m.RoomLevel)
-	fmt.Printf("coin = %d \n", coin)
-	fmt.Printf("RoomLevel = %d \n", m.RoomLevel)
-	fmt.Printf("matchConfig.enterNum = %v \n", matchConfig.enterNum)
+	console.Log("coin = ", coin)
+	console.Log("RoomLevel = ", m.RoomLevel)
+	console.Log("matchConfig.enterNum = ", matchConfig.enterNum)
 	if coin >= matchConfig.enterNum {
 		user.DecreaseUserCoin(matchConfig.enterNum, user_id)
 		go matchRoom(m, user_id, a)
@@ -33,15 +33,15 @@ func RecvMatchLudo(args []interface{}) {
 //根据玩家要匹配的对局,给玩家寻找和的房间
 
 func matchRoom(matchInfo *msg.MatchLudo, userId string, user_agent gate.Agent) {
-	fmt.Printf("matchRoom\n")
+	console.Log("matchRoom")
 	roomList := GetRoomsByLevel(matchInfo, msg.RoomStatus_AWAIT)
-	fmt.Printf("matchRoom123\n")
+	console.Log("matchRoom123")
 	if len(roomList) == 0 {
 		// Create new room if none available
-		fmt.Printf("没找到房间匹配一个!\n")
+		console.Log("没找到房间匹配一个!")
 		_, err := CreateRoom(matchInfo, userId)
 		if err != nil {
-			fmt.Printf("%s\n", err.Error())
+			console.Log(err.Error())
 			sendMatchErrorMsg(user_agent, 101, "not find player")
 		}
 	} else {
@@ -51,7 +51,7 @@ func matchRoom(matchInfo *msg.MatchLudo, userId string, user_agent gate.Agent) {
 		if err_info == nil {
 			if isFullPlayer {
 				start_room := startGame(roomList[0])
-				fmt.Printf("%v:匹配成功开始游戏!", start_room)
+				console.Log(":匹配成功开始游戏!", start_room)
 				NotifyRoomPlayerMatch(start_room)
 			}
 		} else {

+ 3 - 3
src/server/game/ludo/match_robot.go

@@ -47,7 +47,7 @@ func Scheduling() {
 				cur_time := time.Now()
 				// 计算整数秒(直接截断小数部分)
 				seconds := int(cur_time.Sub(start_time).Seconds())
-				fmt.Printf("Scheduling seconds %d:\n", seconds)
+				console.Log("Scheduling seconds ", seconds)
 				if seconds > 5 { //5秒还没匹配完成就给玩家匹配机器人
 					room_info.RoomStatus = msg.RoomStatus_START
 					lack_num := 0
@@ -107,12 +107,12 @@ func addRobotsToRoom(room_info *msg.RoomInfo, num int) {
 			SelectColor:    getRoomLackColor(room_info),
 		}
 		robot_user_id := fmt.Sprintf("robot_%d", i)
-		fmt.Printf("matchInfo:%v\n", matchInfo)
+		console.Log("matchInfo:", matchInfo)
 		isFullPlayer, err_info := JoinRoom(room_info, matchInfo, robot_user_id)
 		if err_info == nil {
 			if isFullPlayer {
 				start_room := startGame(room_info)
-				fmt.Printf("%v:匹配成功开始游戏!", start_room)
+				console.Log("%v:匹配成功开始游戏!", start_room)
 				NotifyRoomPlayerMatch(start_room)
 			}
 		}

+ 0 - 6
src/server/game/ludo/room.go

@@ -51,14 +51,8 @@ func GetRoomsByType(roomType msg.RoomType) []*msg.RoomInfo {
 func GetRoomsByLevel(matchInfo *msg.MatchLudo, roomStatus msg.RoomStatus) []*msg.RoomInfo {
 	gameConfig.mu.Lock()
 	defer gameConfig.mu.Unlock()
-
-	fmt.Printf("RoomMap: %+v\n", gameConfig.RoomMap) // 打印 RoomMap 内容
-	fmt.Printf("Query: roomType=%v, roomLevel=%v, roomStatus=%v, color=%v\n",
-		matchInfo.SelectRoomType, matchInfo.RoomLevel, roomStatus, matchInfo.SelectColor)
-
 	var result []*msg.RoomInfo
 	for _, room := range gameConfig.RoomMap {
-		fmt.Printf("Checking room: %+v\n", room) // 打印每个 room 的信息
 		if room.RoomType == matchInfo.SelectRoomType &&
 			room.RoomLevel == matchInfo.RoomLevel &&
 			room.RoomStatus == roomStatus &&

+ 3 - 3
src/server/hall/shop/shop.go

@@ -1,7 +1,7 @@
 package shop
 
 import (
-	"fmt"
+	"server/console"
 	"server/msg"
 	"server/user"
 
@@ -9,12 +9,12 @@ import (
 )
 
 func init() {
-	fmt.Printf("注册BuyShopItem")
+	console.Log("注册BuyShopItem")
 }
 
 func OnBuy(args []interface{}) {
 	m := args[0].(*msg.BuyShopItem)
-	fmt.Printf("玩家购买了商品id为:%s \n", m.Id)
+	console.Log("玩家购买了商品id为:", m.Id)
 	a := args[1].(gate.Agent)
 	user_id := a.UserData().(*msg.UserInfo).UserId
 	user.AddUserCoin(100, user_id)