diff --git a/.idea/codeception.xml b/.idea/codeception.xml
index c1859d2..6f70668 100644
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diff --git a/.idea/phpspec.xml b/.idea/phpspec.xml
index 41f23c4..c5034e9 100644
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diff --git a/save.json b/save.json
index 52d054d..d5b7179 100644
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epic品质的项链","id":"69366eb63cae2","quantity":1,"enhanceLevel":10}},"talents":{"hp":52,"patk":26,"matk":0,"pdef":0,"mdef":0,"crit":0,"critdmg":0},"talentWeights":{"hp":1,"patk":1,"matk":1,"pdef":1,"mdef":1,"crit":1,"critdmg":1},"mana":50,"maxMana":100,"skillSlots":{"skill1":{"id":"69350f9f1dc54","type":"spell","name":"水灵庇护","quality":"legendary","level":45,"spellId":30,"enhanceLevel":0,"calc_type":"matk","cost":30,"spellType":"heal_aoe","desc":"为所有队员增加防护,恢复生命值","heal_ratio":1,"damage_ratio":1,"heal_base":75,"crit_bonus":0,"crit_dmg_bonus":0,"enemy_count_bonus":0,"dispersion":1,"team_bonus":0,"priority_bonus":0,"base":792,"growth":1.5,"quantity":1},"skill2":{"id":"6935877baa18a","type":"spell","name":"傀儡雷击","quality":"legendary","level":52,"spellId":12,"enhanceLevel":0,"calc_type":"hybrid","cost":35,"spellType":"damage_single","desc":"释放强大的火焰,伤害与双攻相关","heal_ratio":0,"damage_ratio":2,"heal_base":0,"crit_bonus":0,"crit_dmg_bonus":0,"enemy_count_bonus":0,"dispersion":1,"team_bonus":0,"priority_bonus":0,"base":769,"growth":1.2,"quantity":1},"skill3":null,"skill4":{"id":"693567a132a4d","type":"spell","name":"波涛斩击","quality":"epic","level":42,"spellId":25,"enhanceLevel":0,"calc_type":"dispersed_damage","cost":55,"spellType":"damage_aoe","desc":"魔法能量分散到所有敌人,敌人越多分散越严重","heal_ratio":0,"damage_ratio":3.2,"heal_base":0,"crit_bonus":0,"crit_dmg_bonus":0,"enemy_count_bonus":0,"dispersion":0.7,"team_bonus":0,"priority_bonus":0,"base":447,"growth":1,"quantity":1}},"hp":2879,"maxHp":500,"patk":40,"matk":60,"pdef":30,"mdef":45,"crit":15,"critdmg":150}]},"dungeonId":8,"state":0}
\ No newline at end of file
diff --git a/src/Core/GameProcessServer.php b/src/Core/GameProcessServer.php
index 1ce9e72..058388e 100644
--- a/src/Core/GameProcessServer.php
+++ b/src/Core/GameProcessServer.php
@@ -1,4 +1,5 @@
{ stdout: string, stderr: string }
+ protected array $flushTimers = []; // 防抖定时器: $connId => timer
+ protected array $lastActivityTime = []; // 最后活动时间: $connId => timestamp
+ protected array $idleTimers = []; // 空闲检查定时器: $connId => timer
+ protected const IDLE_TIMEOUT = 300; // 5分钟空闲超时(秒)
+ protected const IDLE_CHECK_INTERVAL = 60; // 每60秒检查一次空闲状态
+ protected const BUFFER_SIZE = 8192; // 读取缓冲区大小
public function __construct(?LoopInterface $loop = null)
{
@@ -51,26 +58,6 @@ class GameProcessServer implements MessageComponentInterface
'message' => '游戏进程已启动,正在加载...'
]);
- // 设置定时器,每100ms读取一次进程输出(实时转发)
- // 只有在事件循环可用时才设置
- if ($this->loop) {
- $connId = $conn->resourceId;
- $timer = $this->loop->addPeriodicTimer(0.1, function() use ($conn, $connId) {
- // 检查连接是否仍然有效
- if (!isset($this->clients[$connId]) || !isset($this->processes[$connId])) {
- return;
- }
-
- // 读取进程输出并发送给客户端
- $this->readProcessOutput($conn);
- });
-
- $this->timers[$connId] = $timer;
- echo "[定时器] 为连接 {$connId} 启动输出轮询\n";
- } else {
- echo "[警告] 事件循环未设置,无法启动输出轮询\n";
- }
-
} catch (\Exception $e) {
$this->sendError($conn, '启动游戏失败: ' . $e->getMessage());
$conn->close();
@@ -99,7 +86,7 @@ class GameProcessServer implements MessageComponentInterface
// 启动进程
$process = proc_open(
- 'php ' . escapeshellarg($gameScript),
+ '/opt/homebrew/opt/php@8.1/bin/php ' . escapeshellarg($gameScript),
$descriptorspec,
$pipes,
$gameDir,
@@ -118,10 +105,25 @@ class GameProcessServer implements MessageComponentInterface
stream_set_blocking($pipes[1], false);
stream_set_blocking($pipes[2], false);
- echo "[进程] 已启动进程 {$connId}: " . getmypid() . "\n";
+ // 监听 stdout
+ $this->loop->addReadStream($pipes[1], function () use ($connId, &$pipes) {
+ $this->onProcessOutput($connId, $pipes[1], false);
+ });
- // 启动输出读取线程(使用select轮询)
- $this->startOutputReader($connId, $pipes[1], $pipes[2]);
+ // 监听 stderr
+ $this->loop->addReadStream($pipes[2], function () use ($connId, &$pipes) {
+ $this->onProcessOutput($connId, $pipes[2], true);
+ });
+
+ // 初始化最后活动时间
+ $this->lastActivityTime[$connId] = time();
+
+ // 启动空闲检查定时器
+ $this->idleTimers[$connId] = $this->loop->addPeriodicTimer(self::IDLE_CHECK_INTERVAL, function () use ($connId) {
+ $this->checkIdleTimeout($connId);
+ });
+
+ echo "[进程] 已启动进程 {$connId}: " . getmypid() . "\n";
return [
'process' => $process,
@@ -132,15 +134,6 @@ class GameProcessServer implements MessageComponentInterface
];
}
- /**
- * 启动异步输出读取
- */
- private function startOutputReader(string $connId, $stdout, $stderr): void
- {
- // 已由 onOpen() 中的事件循环定时器处理
- // 不再需要额外的初始化
- }
-
/**
* 接收消息(用户输入)
*/
@@ -153,19 +146,23 @@ class GameProcessServer implements MessageComponentInterface
$type = $data['type'] ?? null;
$input = $data['input'] ?? '';
+ $connId = $from->resourceId;
if ($type === 'input') {
+ // 更新最后活动时间(用户有输入)
+ $this->lastActivityTime[$connId] = time();
+
// 将输入写入进程的STDIN
- $process = $this->processes[$from->resourceId] ?? null;
+ $process = $this->processes[$connId] ?? null;
if ($process && is_resource($process['stdin'])) {
$bytesWritten = @fwrite($process['stdin'], $input . "\n");
if ($bytesWritten === false || $bytesWritten === 0) {
// 写入失败,可能进程已关闭
- echo "[警告] 无法写入进程 {$from->resourceId},进程可能已关闭\n";
+ echo "[警告] 无法写入进程 {$connId},进程可能已关闭\n";
// 不中断连接,等待下一次尝试或超时
} else {
fflush($process['stdin']);
- echo "[输入] {$from->resourceId}: {$input}\n";
+ echo "[输入] {$connId}: {$input}\n";
}
}
} elseif ($type === 'ping') {
@@ -194,24 +191,7 @@ class GameProcessServer implements MessageComponentInterface
echo "[进程] 进程 {$connId} 已退出,状态码: " . $processStatus['exitcode'] . "\n";
// 尝试读取任何剩余的输出
- $finalOutput = '';
- $bufferSize = 8192;
-
- while (true) {
- $chunk = @fread($process['stdout'], $bufferSize);
- if ($chunk === '' || $chunk === false) {
- break;
- }
- $finalOutput .= $chunk;
- }
-
- while (true) {
- $chunk = @fread($process['stderr'], $bufferSize);
- if ($chunk === '' || $chunk === false) {
- break;
- }
- $finalOutput .= $chunk;
- }
+ $finalOutput = $this->readStreamContent($process['stdout']) . $this->readStreamContent($process['stderr']);
if ($finalOutput) {
$this->sendMessage($conn, [
@@ -231,29 +211,9 @@ class GameProcessServer implements MessageComponentInterface
return;
}
- $output = '';
-
// 在非阻塞模式下,使用fread读取可用数据
// 这比fgets更适合处理交互式程序的输出
- $bufferSize = 8192;
-
- // 读取stdout
- while (true) {
- $chunk = @fread($process['stdout'], $bufferSize);
- if ($chunk === '' || $chunk === false) {
- break;
- }
- $output .= $chunk;
- }
-
- // 读取stderr
- while (true) {
- $chunk = @fread($process['stderr'], $bufferSize);
- if ($chunk === '' || $chunk === false) {
- break;
- }
- $output .= $chunk;
- }
+ $output = $this->readStreamContent($process['stdout']) . $this->readStreamContent($process['stderr']);
// 如果有输出,发送给客户端
if ($output) {
@@ -264,6 +224,22 @@ class GameProcessServer implements MessageComponentInterface
}
}
+ /**
+ * 读取流的所有可用内容
+ */
+ private function readStreamContent($stream): string
+ {
+ $content = '';
+ while (true) {
+ $chunk = @fread($stream, self::BUFFER_SIZE);
+ if ($chunk === '' || $chunk === false) {
+ break;
+ }
+ $content .= $chunk;
+ }
+ return $content;
+ }
+
/**
* 客户端关闭连接
*/
@@ -271,29 +247,45 @@ class GameProcessServer implements MessageComponentInterface
{
$connId = $conn->resourceId;
- // 取消定时器
- if (isset($this->timers[$connId]) && $this->loop) {
- $this->loop->cancelTimer($this->timers[$connId]);
- unset($this->timers[$connId]);
- echo "[定时器] 取消连接 {$connId} 的输出轮询\n";
+ // 清理缓冲区和防抖定时器
+ if (isset($this->flushTimers[$connId])) {
+ $this->loop->cancelTimer($this->flushTimers[$connId]);
+ unset($this->flushTimers[$connId]);
}
+ unset($this->outputBuffer[$connId]);
+
+ // 清理空闲检查定时器
+ if (isset($this->idleTimers[$connId])) {
+ $this->loop->cancelTimer($this->idleTimers[$connId]);
+ unset($this->idleTimers[$connId]);
+ }
+ unset($this->lastActivityTime[$connId]);
// 关闭进程
$process = $this->processes[$connId] ?? null;
if ($process) {
- if (is_resource($process['stdin'])) {
- fclose($process['stdin']);
- }
- if (is_resource($process['stdout'])) {
+ // 移除读取流(在关闭之前)
+ if (isset($process['stdout']) && is_resource($process['stdout'])) {
+ $this->loop->removeReadStream($process['stdout']);
fclose($process['stdout']);
}
- if (is_resource($process['stderr'])) {
+
+ if (isset($process['stderr']) && is_resource($process['stderr'])) {
+ $this->loop->removeReadStream($process['stderr']);
fclose($process['stderr']);
}
+
+ // 关闭stdin
+ if (isset($process['stdin']) && is_resource($process['stdin'])) {
+ fclose($process['stdin']);
+ }
+
+ // 终止进程
if (is_resource($process['process'])) {
proc_terminate($process['process']);
proc_close($process['process']);
}
+
unset($this->processes[$connId]);
echo "[进程] 已终止进程: {$connId}\n";
}
@@ -308,14 +300,6 @@ class GameProcessServer implements MessageComponentInterface
public function onError(ConnectionInterface $conn, \Exception $e)
{
echo "[错误] {$conn->resourceId}: {$e->getMessage()}\n";
-
- // 取消定时器
- $connId = $conn->resourceId;
- if (isset($this->timers[$connId]) && $this->loop) {
- $this->loop->cancelTimer($this->timers[$connId]);
- unset($this->timers[$connId]);
- }
-
$this->onClose($conn);
}
@@ -342,4 +326,101 @@ class GameProcessServer implements MessageComponentInterface
'message' => $message
]);
}
+
+ private function onProcessOutput(string $connId, $stream, bool $isErr)
+ {
+ if (!isset($this->clients[$connId])) {
+ return;
+ }
+
+ $chunk = stream_get_contents($stream);
+ if ($chunk === '' || $chunk === false) {
+ return;
+ }
+
+ // 更新最后活动时间(有输出意味着进程还在活动)
+ $this->lastActivityTime[$connId] = time();
+
+ // 初始化缓冲区
+ if (!isset($this->outputBuffer[$connId])) {
+ $this->outputBuffer[$connId] = ['stdout' => '', 'stderr' => ''];
+ }
+
+ // 将数据添加到缓冲区
+ $key = $isErr ? 'stderr' : 'stdout';
+ $this->outputBuffer[$connId][$key] .= $chunk;
+
+ // 如果已有防抖定时器,取消它
+ if (isset($this->flushTimers[$connId])) {
+ $this->loop->cancelTimer($this->flushTimers[$connId]);
+ }
+
+ // 设置新的防抖定时器,50ms 后发送缓冲的消息
+ $this->flushTimers[$connId] = $this->loop->addTimer(0.05, function () use ($connId) {
+ $this->flushOutputBuffer($connId);
+ });
+ }
+
+ /**
+ * 发送缓冲的输出
+ */
+ private function flushOutputBuffer(string $connId): void
+ {
+ if (!isset($this->outputBuffer[$connId]) || !isset($this->clients[$connId])) {
+ return;
+ }
+
+ $buffer = $this->outputBuffer[$connId];
+ $conn = $this->clients[$connId];
+
+ // 合并 stdout 和 stderr 的内容
+ $output = '';
+ if ($buffer['stdout']) {
+ $output .= $buffer['stdout'];
+ }
+ if ($buffer['stderr']) {
+ $output .= $buffer['stderr'];
+ }
+
+ // 发送合并后的消息
+ if ($output) {
+ $this->sendMessage($conn, [
+ 'type' => 'output',
+ 'text' => $output
+ ]);
+ }
+
+ // 清空缓冲区
+ unset($this->outputBuffer[$connId]);
+ unset($this->flushTimers[$connId]);
+ }
+
+ /**
+ * 检查进程是否空闲超时
+ */
+ private function checkIdleTimeout(string $connId): void
+ {
+ // 检查连接和进程是否还存在
+ if (!isset($this->clients[$connId]) || !isset($this->processes[$connId])) {
+ return;
+ }
+
+ $lastActivity = $this->lastActivityTime[$connId] ?? time();
+ $idleSeconds = time() - $lastActivity;
+
+ if ($idleSeconds >= self::IDLE_TIMEOUT) {
+ echo "[空闲] 进程 {$connId} 已空闲 {$idleSeconds} 秒,准备关闭\n";
+
+ // 向客户端发送空闲超时消息
+ if (isset($this->clients[$connId])) {
+ $this->sendMessage($this->clients[$connId], [
+ 'type' => 'system',
+ 'message' => "进程因空闲5分钟已自动关闭"
+ ]);
+
+ // 关闭连接
+ $this->clients[$connId]->close();
+ }
+ }
+ }
}
diff --git a/src/Core/GameSession.php b/src/Core/GameSession.php
deleted file mode 100644
index a6ae8bc..0000000
--- a/src/Core/GameSession.php
+++ /dev/null
@@ -1,198 +0,0 @@
-userId = $userId;
- $this->output = new WebOutput();
-
- // 设置 Web 输入模式
- $webInput = WebInput::getInstance();
- $webInput->setWebMode(true);
-
- // 创建 Game 实例,使用 WebOutput 和用户 ID
- $this->game = new Game(null, $this->output, $userId);
- }
-
- /**
- * 渲染当前界面(不需要输入)
- */
- public function render(): string
- {
- $this->output->clear();
-
- try {
- $this->runCurrentState();
- } catch (NeedInputException $e) {
- // 正常情况,界面渲染完成,等待输入
- }
-
- return $this->output->getOutput();
- }
-
- /**
- * 处理用户输入并返回新界面(支持时间戳数据)
- */
- public function handleInput(string $input): string|array
- {
- $this->output->clear();
-
- // 将输入推入队列
- $webInput = WebInput::getInstance();
- $webInput->clear();
- $webInput->push($input);
-
- try {
- $this->runCurrentState();
- } catch (NeedInputException $e) {
- // 需要更多输入,返回当前输出
- }
-
- // 保存状态
- $this->game->saveState();
-
- // 获取当前状态信息
- $stateInfo = $this->getStateInfo();
- $output = $this->output->getOutput();
-
- // 返回包含状态信息的结构化数据
- return [
- 'output' => $output,
- 'state' => $stateInfo['state'],
- 'stateName' => $stateInfo['stateName'],
- 'playerInfo' => $stateInfo['playerInfo'],
- ];
- }
-
- /**
- * SSE 流式战斗模式
- * 当用户进入战斗时,使用SSE直接推送日志
- */
- public function streamBattle(string $input): void
- {
- // 使用SSEOutput替换普通输出
- $sseOutput = new \Game\Core\SSEOutput();
-
- // 替换game的output对象
- $this->game->output = $sseOutput;
-
- // 将输入推入队列
- $webInput = WebInput::getInstance();
- $webInput->clear();
- $webInput->push($input);
-
- try {
- $this->runCurrentState();
- } catch (NeedInputException $e) {
- // 战斗中可能需要更多输入
- }
-
- // 保存状态
- $this->game->saveState();
-
- // 发送完成信号
- $sseOutput->complete();
- }
-
- /**
- * 执行当前状态的逻辑
- */
- private function runCurrentState(): void
- {
- if ($this->game->state == 0){
- $this->game->state = 1;
- }
- switch ($this->game->state) {
- case Game::MENU:
- (new \Game\Modules\Menu($this->game))->show();
- break;
- case Game::DUNGEON_SELECT:
- (new \Game\Modules\DungeonSelectPanel($this->game))->show();
- break;
- case Game::BATTLE:
- (new \Game\Modules\Battle($this->game))->start();
- break;
- case Game::STATS:
- (new \Game\Modules\StatsPanel($this->game))->show();
- break;
- case Game::INVENTORY:
- (new \Game\Modules\InventoryPanel($this->game))->show();
- break;
- case Game::EQUIPMENT_ENHANCE:
- (new \Game\Modules\EquipmentEnhancePanel($this->game))->show();
- break;
- case Game::NPC:
- (new \Game\Modules\NpcPanel($this->game))->show();
- break;
- case Game::TALENT:
- (new \Game\Modules\TalentPanel($this->game))->show();
- break;
- }
- }
-
- /**
- * 获取当前游戏状态
- */
- public function getState(): int
- {
- return $this->game->state;
- }
-
- /**
- * 获取玩家信息
- */
- public function getPlayerInfo(): array
- {
- $stats = $this->game->player->getStats();
- return [
- 'level' => $this->game->player->level,
- 'hp' => $this->game->player->hp,
- 'maxHp' => $stats['maxHp'],
- 'mana' => $this->game->player->mana,
- 'maxMana' => $stats['maxMana'],
- 'spiritStones' => $this->game->player->spiritStones,
- 'exp' => $this->game->player->exp,
- 'maxExp' => $this->game->player->maxExp,
- ];
- }
-
- /**
- * 获取当前游戏状态信息
- */
- public function getStateInfo(): array
- {
- return [
- 'state' => $this->game->state,
- 'stateName' => $this->getStateName(),
- 'playerInfo' => $this->getPlayerInfo(),
- ];
- }
-
- /**
- * 将状态常量转换为名称
- */
- private function getStateName(): string
- {
- return match($this->game->state) {
- Game::MENU => 'MENU',
- Game::DUNGEON_SELECT => 'DUNGEON_SELECT',
- Game::BATTLE => 'BATTLE',
- Game::STATS => 'STATS',
- Game::INVENTORY => 'INVENTORY',
- Game::EQUIPMENT_ENHANCE => 'EQUIPMENT_ENHANCE',
- Game::NPC => 'NPC',
- Game::TALENT => 'TALENT',
- Game::EXIT => 'EXIT',
- default => 'UNKNOWN'
- };
- }
-}
diff --git a/src/Core/GameWebSocketServer.php b/src/Core/GameWebSocketServer.php
deleted file mode 100644
index 38f6402..0000000
--- a/src/Core/GameWebSocketServer.php
+++ /dev/null
@@ -1,248 +0,0 @@
-resourceId}\n";
- $this->clients[$conn->resourceId] = $conn;
-
- // 发送欢迎消息
- $this->sendMessage($conn, [
- 'type' => 'welcome',
- 'message' => '连接成功,请登录'
- ]);
- }
-
- /**
- * 接收消息
- */
- public function onMessage(ConnectionInterface $from, $msg)
- {
- $data = json_decode($msg, true);
- if (!$data) {
- $this->sendError($from, '无效的JSON格式');
- return;
- }
-
- $type = $data['type'] ?? null;
-
- switch ($type) {
- case 'login':
- $this->handleLogin($from, $data);
- break;
-
- case 'game-input':
- $this->handleGameInput($from, $data);
- break;
-
- case 'sync-state':
- $this->handleSyncState($from, $data);
- break;
-
- case 'ping':
- $this->sendMessage($from, ['type' => 'pong']);
- break;
-
- default:
- $this->sendError($from, "未知消息类型: $type");
- }
- }
-
- /**
- * 客户端关闭连接
- */
- public function onClose(ConnectionInterface $conn)
- {
- unset($this->clients[$conn->resourceId]);
- if (isset($this->sessions[$conn->resourceId])) {
- unset($this->sessions[$conn->resourceId]);
- }
- echo "[断开] 连接已关闭: {$conn->resourceId}\n";
- }
-
- /**
- * 连接错误
- */
- public function onError(ConnectionInterface $conn, \Exception $e)
- {
- echo "[错误] {$conn->resourceId}: {$e->getMessage()}\n";
- $conn->close();
- }
-
- /**
- * 处理登录
- */
- private function handleLogin(ConnectionInterface $conn, array $data): void
- {
- $userId = $data['userId'] ?? null;
- $username = $data['username'] ?? null;
-
- if (!$userId || !$username) {
- $this->sendError($conn, '缺少userId或username');
- return;
- }
-
- try {
- // 创建游戏会话
- $session = new GameSession($userId);
- $this->sessions[$conn->resourceId] = [
- 'userId' => $userId,
- 'username' => $username,
- 'session' => $session,
- ];
-
- // 发送登录成功和初始界面
- $output = $session->render();
- $stateInfo = $session->getStateInfo();
-
- $this->sendMessage($conn, [
- 'type' => 'login-success',
- 'userId' => $userId,
- 'username' => $username,
- 'output' => $output,
- 'state' => $stateInfo['state'],
- 'stateName' => $stateInfo['stateName'],
- 'playerInfo' => $stateInfo['playerInfo'],
- ]);
-
- echo "[登录] 用户 {$username} (ID: {$userId}) 已连接\n";
- } catch (\Exception $e) {
- $this->sendError($conn, '登录失败: ' . $e->getMessage());
- }
- }
-
- /**
- * 处理游戏输入
- */
- private function handleGameInput(ConnectionInterface $conn, array $data): void
- {
- $input = $data['input'] ?? '';
-
- if (!isset($this->sessions[$conn->resourceId])) {
- $this->sendError($conn, '未登录');
- return;
- }
-
- try {
- $sessionData = $this->sessions[$conn->resourceId];
- /** @var GameSession $session */
- $session = $sessionData['session'];
-
- // 处理输入 - 现在返回结构化数据
- $result = $session->handleInput($input);
-
- // result是数组,包含:output, state, stateName, playerInfo
- $this->sendMessage($conn, array_merge([
- 'type' => 'game-output',
- ], $result));
-
- } catch (\Exception $e) {
- $this->sendError($conn, '输入处理失败: ' . $e->getMessage());
- }
- }
-
- /**
- * 处理战斗流(SSE转WebSocket)
- */
- private function handleBattleStream(ConnectionInterface $conn, GameSession $session): void
- {
- // 发送战斗开始信号
- $this->sendMessage($conn, [
- 'type' => 'battle-start',
- 'message' => '战斗开始'
- ]);
-
- // 创建SSEOutput替代品 - 收集输出然后发送
- // 为了简化,我们直接用WebSocket消息逐行发送
- echo "[战斗] 用户 {$this->sessions[$conn->resourceId]['username']} 进入战斗\n";
- // 发送战斗结束信号(实际战斗已经完成)
- $stateInfo = $session->getStateInfo();
- $this->sendMessage($conn, [
- 'type' => 'battle-end',
- 'state' => $stateInfo['state'],
- 'stateName' => $stateInfo['stateName'],
- 'playerInfo' => $stateInfo['playerInfo'],
- ]);
- }
-
- /**
- * 处理状态同步
- */
- private function handleSyncState(ConnectionInterface $conn, array $data): void
- {
- if (!isset($this->sessions[$conn->resourceId])) {
- $this->sendError($conn, '未登录');
- return;
- }
-
- try {
- $sessionData = $this->sessions[$conn->resourceId];
- $session = $sessionData['session'];
-
- $stateInfo = $session->getStateInfo();
- $output = $session->render();
-
- $this->sendMessage($conn, [
- 'type' => 'state-sync',
- 'output' => $output,
- 'state' => $stateInfo['state'],
- 'stateName' => $stateInfo['stateName'],
- 'playerInfo' => $stateInfo['playerInfo'],
- ]);
- } catch (\Exception $e) {
- $this->sendError($conn, '状态同步失败: ' . $e->getMessage());
- }
- }
-
- /**
- * 发送消息给客户端
- */
- protected function sendMessage(ConnectionInterface $conn, array $data): void
- {
- $msg = json_encode($data, JSON_UNESCAPED_UNICODE);
- $conn->send($msg);
- }
-
- /**
- * 发送错误消息
- */
- protected function sendError(ConnectionInterface $conn, string $message): void
- {
- $this->sendMessage($conn, [
- 'type' => 'error',
- 'message' => $message
- ]);
- }
-
- /**
- * 广播消息给所有连接(管理员通知等)
- */
- protected function broadcast(array $data): void
- {
- $msg = json_encode($data, JSON_UNESCAPED_UNICODE);
- foreach ($this->clients as $conn) {
- $conn->send($msg);
- }
- }
-}
diff --git a/src/Core/SSEOutput.php b/src/Core/SSEOutput.php
deleted file mode 100644
index 5598511..0000000
--- a/src/Core/SSEOutput.php
+++ /dev/null
@@ -1,137 +0,0 @@
-startTime = microtime(true);
- }
-
- /**
- * 写入消息(不换行)
- */
- public function write(string $message): void
- {
- // 对于ANSI清屏等控制字符,直接发送不需要特殊处理
- $this->sendEvent([
- 'type' => 'write',
- 'text' => $message,
- 'time' => round((microtime(true) - $this->startTime) * 1000)
- ]);
- }
-
- /**
- * 写入消息(换行)
- */
- public function writeln(string $message): void
- {
- $this->sendEvent([
- 'type' => 'writeln',
- 'text' => $message,
- 'time' => round((microtime(true) - $this->startTime) * 1000)
- ]);
- }
-
- /**
- * 推送事件到客户端
- */
- private function sendEvent(array $data): void
- {
- // SSE格式:
- // event: message\n
- // id: {eventId}\n
- // data: {JSON}\n\n
-
- echo "event: message\n";
- echo "id: " . ($this->eventId++) . "\n";
- echo "data: " . json_encode($data, JSON_UNESCAPED_UNICODE) . "\n\n";
-
- // 立即刷新缓冲区发送给客户端
- ob_flush();
- flush();
- }
-
- /**
- * 发送消息(用于通知而非日志)
- */
- public function sendMessage(string $type, $data): void
- {
- echo "event: " . $type . "\n";
- echo "id: " . ($this->eventId++) . "\n";
- echo "data: " . json_encode($data, JSON_UNESCAPED_UNICODE) . "\n\n";
-
- ob_flush();
- flush();
- }
-
- /**
- * 添加延迟(在SSE模式下实际延迟)
- * 这样可以控制日志的显示速度
- */
- public function delay(int $milliseconds): void
- {
- if ($milliseconds > 0) {
- usleep($milliseconds * 1000);
- }
- }
-
- /**
- * 发送完成信号
- */
- public function complete(): void
- {
- $this->sendMessage('complete', [
- 'message' => '战斗结束',
- 'totalTime' => round((microtime(true) - $this->startTime) * 1000)
- ]);
- }
-
- /**
- * 发送错误
- */
- public function error(string $message): void
- {
- $this->sendMessage('error', ['message' => $message]);
- }
-
- /**
- * 兼容WebOutput的enableTiming方法
- * SSE模式不需要计时,直接返回
- */
- public function enableTiming(): void
- {
- // SSE模式下不需要计时,直接在运行时实时推送
- }
-
- /**
- * 兼容WebOutput的getLineCount方法
- */
- public function getLineCount(): int
- {
- return 0; // SSE不缓冲
- }
-
- /**
- * 获取缓冲的输出(SSE不使用)
- */
- public function getOutput(): string
- {
- return ''; // SSE模式不缓冲
- }
-
- /**
- * 清空缓冲区(SSE不使用)
- */
- public function clear(): void
- {
- // SSE不缓冲,无需清空
- }
-}
diff --git a/src/Core/Screen.php b/src/Core/Screen.php
index 9f22dcd..d96ae3e 100644
--- a/src/Core/Screen.php
+++ b/src/Core/Screen.php
@@ -15,7 +15,7 @@ class Screen
/**
* 暂停等待回车
*/
- public static function pause($out, string $msg = "按回车继续..."): void
+ public static function pause($out, string $msg = "输入任何继续..."): void
{
$out->writeln($msg);
$webInput = WebInput::getInstance();
diff --git a/src/Entities/Actor.php b/src/Entities/Actor.php
index 1f59111..b4f76dc 100644
--- a/src/Entities/Actor.php
+++ b/src/Entities/Actor.php
@@ -74,6 +74,53 @@ class Actor
'critdmg' => 5,
];
+ /**
+ * 计算装备强化倍数(非线性)
+ * 强化等级越高,属性提升越快
+ *
+ * 公式: 1 + (0.05 * level) + (0.01 * level^2)
+ *
+ * 示例:
+ * 0级: 1.00x (5%)
+ * 3级: 1.24x (24%)
+ * 5级: 1.60x (60%)
+ * 10级: 2.50x (150%)
+ * 14级: 3.96x (296%)
+ */
+ private function calculateEnhanceMultiplier(int $enhanceLevel): float
+ {
+ if ($enhanceLevel <= 0) {
+ return 1.0;
+ }
+
+ // 非线性公式:基础 + 一次项 + 二次项
+ // 0.05: 基础系数 (1级 5%)
+ // 0.01: 递增系数 (随等级平方增长)
+ $base = 1.0;
+ $linear = 0.05 * $enhanceLevel; // 线性部分
+ $quadratic = 0.01 * ($enhanceLevel * $enhanceLevel); // 平方部分
+
+ return $base + $linear + $quadratic;
+ }
+
+ /**
+ * 获取强化等级的属性提升百分比 (用于显示)
+ */
+ public function getEnhanceBonus(int $enhanceLevel): string
+ {
+ $multiplier = $this->calculateEnhanceMultiplier($enhanceLevel);
+ $bonus = ($multiplier - 1) * 100;
+ return number_format($bonus, 1);
+ }
+
+ /**
+ * 公开获取强化倍数
+ */
+ public function getEnhanceMultiplier(int $enhanceLevel): float
+ {
+ return $this->calculateEnhanceMultiplier($enhanceLevel);
+ }
+
/**
* Heal by amount, not exceeding max HP. Returns actual healed amount.
*/
@@ -180,6 +227,44 @@ class Actor
}
}
+
+ /**
+ * 计算指定等级需要的经验值
+ *
+ * 改进的公式 (多项式): maxExp = 100 + level*10 + level²*0.5
+ *
+ * 示例:
+ * 1级升2级: 100 + 2*10 + 2²*0.5 = 122
+ * 10级升11级: 100 + 11*10 + 11²*0.5 = 251
+ * 30级升31级: 100 + 31*10 + 31²*0.5 = 851
+ * 50级升51级: 100 + 51*10 + 51²*0.5 = 1851
+ */
+ protected function calculateMaxExp(int $level): int
+ {
+ // 多项式公式,避免过度指数增长
+ // base: 100 (1级升2级的基础经验)
+ // linear: 10 * level (线性增长部分)
+ // quadratic: 0.5 * level² (二次增长部分,增长速度比1.2x指数慢得多)
+ $base = 100;
+ $linear = 10 * $level;
+ $quadratic = (int)(0.5 * $level * $level);
+
+ return $base + $linear + $quadratic;
+ }
+
+ /**
+ * 获取升级所需总经验(从1级到目标等级)
+ * 用于显示进度
+ */
+ public function getTotalExpForLevel(int $targetLevel): int
+ {
+ $total = 0;
+ for ($level = 1; $level < $targetLevel; $level++) {
+ $total += $this->calculateMaxExp($level);
+ }
+ return $total;
+ }
+
/**
* 获得经验并检查升级
*/
@@ -195,8 +280,8 @@ class Actor
// 分配天赋点(每级3点)
$this->autoAllocateTalents(3);
- // 增加下一级所需的经验
- $this->maxExp = (int)($this->maxExp * 1.2);
+ // 使用新的多项式公式计算下一级所需的经验
+ $this->maxExp = $this->calculateMaxExp($this->level);
$leveled = true;
}
@@ -237,7 +322,7 @@ class Actor
if (empty($item)) continue;
$enhanceLevel = $item['enhanceLevel'] ?? 0;
- $enhanceMultiplier = 1 + ($enhanceLevel * 0.05);
+ $enhanceMultiplier = $this->calculateEnhanceMultiplier($enhanceLevel);
foreach (['hp','patk','matk','pdef','mdef','crit','critdmg'] as $statKey) {
if (isset($item[$statKey])) {
diff --git a/src/Entities/Partner.php b/src/Entities/Partner.php
index 329b86c..a72de53 100644
--- a/src/Entities/Partner.php
+++ b/src/Entities/Partner.php
@@ -21,7 +21,7 @@ class Partner extends Actor
$this->name = $data['name'];
$this->level = $data['level'] ?? 1;
$this->exp = $data['exp'] ?? 0;
- $this->maxExp = $data['maxExp'] ?? (int)(100 * pow(1.5, $this->level - 1));
+ $this->maxExp = $data['maxExp'] ?? $this->calculateMaxExp($this->level);
$this->patk = $data['patk'] ;
$this->matk = $data['matk'] ;
@@ -91,17 +91,22 @@ class Partner extends Actor
public function gainExp(int $amount): bool
{
$this->exp += $amount;
- if ($this->exp >= $this->maxExp) {
- $this->level++;
+
+ $leveled = false;
+ while ($this->exp >= $this->maxExp) {
$this->exp -= $this->maxExp;
- $this->maxExp = (int)($this->maxExp * 1.5);
+ $this->level++;
// 升级时自动分配3点天赋(根据权重,且 HP 至少加1点)
$this->autoAllocateTalent(3);
- return true;
+ // 使用新的多项式公式计算下一级所需的经验
+ $this->maxExp = $this->calculateMaxExp($this->level);
+
+ $leveled = true;
}
- return false;
+
+ return $leveled;
}
/**
diff --git a/src/Entities/Player.php b/src/Entities/Player.php
index fe4ee26..38dd2b2 100644
--- a/src/Entities/Player.php
+++ b/src/Entities/Player.php
@@ -80,19 +80,25 @@ class Player extends Actor
public function gainExp(int $amount): bool
{
$this->exp += $amount;
- if ($this->exp >= $this->maxExp) {
- $this->level++;
- $this->exp -= $this->maxExp;
- $this->maxExp = (int)($this->maxExp * 1.5);
+ $leveled = false;
+ while ($this->exp >= $this->maxExp) {
+ $this->exp -= $this->maxExp;
+ $this->level++;
+
+ // 分配天赋点(每级3点)
$this->talentPoints += 3;
// 升级时恢复全部生命值
$this->fullHeal();
- return true; // Leveled up
+ // 使用新的多项式公式计算下一级所需的经验
+ $this->maxExp = $this->calculateMaxExp($this->level);
+
+ $leveled = true;
}
- return false;
+
+ return $leveled;
}
/**
diff --git a/src/Modules/StatsPanel.php b/src/Modules/StatsPanel.php
index 5f1df80..99cbf1d 100644
--- a/src/Modules/StatsPanel.php
+++ b/src/Modules/StatsPanel.php
@@ -536,7 +536,9 @@ class StatsPanel
if (!empty($actor->equip[$slot])) {
$item = $actor->equip[$slot];
$enhanceLevel = $item['enhanceLevel'] ?? 0;
- $this->game->output->writeln("[{$idx}] {$name}: " . ItemDisplay::renderListItem($item) . " {$this->yellow}+{$enhanceLevel}{$this->reset}");
+ $bonusPercent = $enhanceLevel > 0 ? $actor->getEnhanceBonus($enhanceLevel) : '0';
+ $bonusText = $enhanceLevel > 0 ? " {$this->green}(+{$bonusPercent}%){$this->reset}" : '';
+ $this->game->output->writeln("[{$idx}] {$name}: " . ItemDisplay::renderListItem($item) . " {$this->yellow}+{$enhanceLevel}{$this->reset}{$bonusText}");
$equipped[$idx] = $slot;
$idx++;
}
@@ -594,7 +596,8 @@ class StatsPanel
$out->writeln("{$this->cyan}════════════════════════════════════{$this->reset}");
$out->writeln("");
$out->writeln("装备: " . ItemDisplay::renderListItem($item));
- $out->writeln("当前等级: {$this->yellow}+{$enhanceLevel}{$this->reset}");
+ $currentBonus = $enhanceLevel > 0 ? $actor->getEnhanceBonus($enhanceLevel) : '0';
+ $out->writeln("当前等级: {$this->yellow}+{$enhanceLevel}{$this->reset} {$this->green}(属性提升: +{$currentBonus}%){$this->reset}");
$out->writeln("");
$out->writeln("可选等级:");
$out->writeln("");
@@ -603,7 +606,8 @@ class StatsPanel
for ($target = $enhanceLevel + 1; $target <= $maxLevel; $target++) {
$totalCost = EquipmentEnhancer::getTotalCost($enhanceLevel, $target);
$canAfford = $player->spiritStones >= $totalCost ? "{$this->green}✓{$this->reset}" : "{$this->red}✗{$this->reset}";
- $out->writeln(" [{$target}] +{$target} (需要: {$totalCost} 灵石) {$canAfford}");
+ $targetBonus = $actor->getEnhanceBonus($target);
+ $out->writeln(" [{$target}] +{$target} (属性提升: +{$targetBonus}%, 需要: {$totalCost} 灵石) {$canAfford}");
}
$out->writeln("");
@@ -735,6 +739,7 @@ class StatsPanel
$out->writeln("第 {$totalAttempts} 次: {$this->yellow}✗ 失败{$this->reset} 等级保持 +{$oldLevel}");
}
}
+ sleep(1);
}
// 显示最终结果
@@ -783,6 +788,20 @@ class StatsPanel
return $level * 5;
}
+ /**
+ * 获取技能类型的本地化名称
+ */
+ private function getSpellTypeNames(): array
+ {
+ return [
+ 'heal_single' => '单体治疗',
+ 'heal_aoe' => '群体治疗',
+ 'damage_single' => '单体伤害',
+ 'damage_aoe' => '群体伤害',
+ 'support' => '辅助'
+ ];
+ }
+
/**
* 装备技能
*/
@@ -791,25 +810,55 @@ class StatsPanel
$out = $this->game->output;
Screen::clear($out);
- // 1. 获取背包中的法术
- $spells = [];
+ // 1. 获取背包中的法术并按类型分组
+ $spellsByType = [];
+ $typeNames = $this->getSpellTypeNames();
+
foreach ($this->game->player->inventory as $index => $item) {
if (($item['type'] ?? '') === 'spell') {
- $spells[$index] = $item;
+ $spellType = $item['spellType'] ?? 'unknown';
+ if (!isset($spellsByType[$spellType])) {
+ $spellsByType[$spellType] = [];
+ }
+ $spellsByType[$spellType][$index] = $item;
}
}
- if (empty($spells)) {
+ if (empty($spellsByType)) {
$out->writeln("背包中没有法术!");
Screen::sleep(1);
return;
}
- // 2. 显示法术列表
- $out->writeln("{$this->cyan}选择要装备的法术:{$this->reset}");
+ // 2. 显示法术类型列表
+ Screen::clear($out);
+ $out->writeln("{$this->cyan}选择法术类型:{$this->reset}");
+ $typeIndices = [];
+ $i = 1;
+ foreach ($spellsByType as $type => $spells) {
+ $typeName = $typeNames[$type] ?? $type;
+ $count = count($spells);
+ $out->writeln("[{$i}] {$typeName} ({$count}个)");
+ $typeIndices[$i] = $type;
+ $i++;
+ }
+ $out->writeln("[0] 返回");
+
+ $typeChoice = Screen::input($out, "请选择: ");
+ if ($typeChoice == 0 || !isset($typeIndices[$typeChoice])) {
+ return;
+ }
+
+ $selectedType = $typeIndices[$typeChoice];
+ $availableSpells = $spellsByType[$selectedType];
+
+ // 3. 显示该类型的法术列表
+ Screen::clear($out);
+ $typeName = $typeNames[$selectedType] ?? $selectedType;
+ $out->writeln("{$this->cyan}选择{$typeName}法术:{$this->reset}");
$spellIndices = [];
$i = 1;
- foreach ($spells as $index => $item) {
+ foreach ($availableSpells as $index => $item) {
$out->writeln("[{$i}] " . ItemDisplay::renderListItem($item));
$spellIndices[$i] = $index;
$i++;
@@ -817,12 +866,14 @@ class StatsPanel
$out->writeln("[0] 返回");
$choice = Screen::input($out, "请选择: ");
- if ($choice == 0 || !isset($spellIndices[$choice])) return;
+ if ($choice == 0 || !isset($spellIndices[$choice])) {
+ return;
+ }
$inventoryIndex = $spellIndices[$choice];
- $selectedSpell = $spells[$inventoryIndex];
+ $selectedSpell = $availableSpells[$inventoryIndex];
- // 3. 选择技能槽位
+ // 4. 选择技能槽位
Screen::clear($out);
$out->writeln("{$this->cyan}选择技能槽位:{$this->reset}");
$skillSlots = ['skill1', 'skill2', 'skill3', 'skill4'];
@@ -839,11 +890,13 @@ class StatsPanel
$out->writeln("[0] 返回");
$slotChoice = Screen::input($out, "请选择槽位: ");
- if ($slotChoice < 1 || $slotChoice > 4) return;
+ if ($slotChoice < 1 || $slotChoice > 4) {
+ return;
+ }
$targetSlot = $skillSlots[$slotChoice - 1];
- // 4. 执行装备
+ // 5. 执行装备
// 如果槽位已有技能,先卸下
if (isset($actor->skillSlots[$targetSlot])) {
$this->game->player->addItem($actor->skillSlots[$targetSlot]);
@@ -851,7 +904,7 @@ class StatsPanel
// 装备新技能
$actor->skillSlots[$targetSlot] = $selectedSpell;
-
+
// 从背包移除
unset($this->game->player->inventory[$inventoryIndex]);
$this->game->player->inventory = array_values($this->game->player->inventory);
@@ -920,37 +973,75 @@ class StatsPanel
$out = $this->game->output;
Screen::clear($out);
- $out->writeln("{$this->cyan}选择要强化的技能:{$this->reset}");
+ // 1. 按类型分组已装备的技能
+ $skillsByType = [];
+ $typeNames = $this->getSpellTypeNames();
$skillSlots = ['skill1', 'skill2', 'skill3', 'skill4'];
- $equipped = [];
- $hasSkill = false;
- $i = 1;
+
foreach ($skillSlots as $slot) {
$spell = $actor->skillSlots[$slot] ?? null;
if ($spell) {
- $out->writeln("[{$i}] 技能{$i}: " . ItemDisplay::renderListItem($spell));
- $equipped[$i] = $slot;
- $hasSkill = true;
- } else {
- $out->writeln("[{$i}] 技能{$i}: (空)");
+ $spellType = $spell['spellType'] ?? 'unknown';
+ if (!isset($skillsByType[$spellType])) {
+ $skillsByType[$spellType] = [];
+ }
+ $skillsByType[$spellType][] = ['slot' => $slot, 'spell' => $spell];
}
- $i++;
}
- $out->writeln("[0] 返回");
- if (!$hasSkill) {
+ if (empty($skillsByType)) {
$out->writeln("没有装备任何技能!");
Screen::sleep(1);
return;
}
- $choice = Screen::input($out, "请选择: ");
- if ($choice == 0 || !isset($equipped[$choice])) return;
+ // 2. 显示技能类型列表
+ Screen::clear($out);
+ $out->writeln("{$this->cyan}选择要强化的技能类型:{$this->reset}");
+ $typeIndices = [];
+ $i = 1;
+ foreach ($skillsByType as $type => $skills) {
+ $typeName = $typeNames[$type] ?? $type;
+ $count = count($skills);
+ $out->writeln("[{$i}] {$typeName} ({$count}个)");
+ $typeIndices[$i] = $type;
+ $i++;
+ }
+ $out->writeln("[0] 返回");
- $slot = $equipped[$choice];
-
- // 复用 showEnhancePanel,但需要修改 doEnhance 支持技能
- // 为了简单,我们创建一个专门的 showSkillEnhancePanel
+ $typeChoice = Screen::input($out, "请选择: ");
+ if ($typeChoice == 0 || !isset($typeIndices[$typeChoice])) {
+ return;
+ }
+
+ $selectedType = $typeIndices[$typeChoice];
+ $availableSkills = $skillsByType[$selectedType];
+
+ // 3. 显示该类型的技能列表
+ Screen::clear($out);
+ $typeName = $typeNames[$selectedType] ?? $selectedType;
+ $out->writeln("{$this->cyan}选择要强化的{$typeName}技能:{$this->reset}");
+ $skillIndices = [];
+ $i = 1;
+ foreach ($availableSkills as $skillInfo) {
+ $slotName = $skillInfo['slot'];
+ $slotNum = array_search($slotName, $skillSlots) + 1;
+ $spell = $skillInfo['spell'];
+ $enhanceLevel = $spell['enhanceLevel'] ?? 0;
+ $out->writeln("[{$i}] 技能{$slotNum}: " . ItemDisplay::renderListItem($spell) . " {$this->yellow}+{$enhanceLevel}{$this->reset}");
+ $skillIndices[$i] = $slotName;
+ $i++;
+ }
+ $out->writeln("[0] 返回");
+
+ $choice = Screen::input($out, "请选择: ");
+ if ($choice == 0 || !isset($skillIndices[$choice])) {
+ return;
+ }
+
+ $slot = $skillIndices[$choice];
+
+ // 4. 进入强化面板
$this->showSkillEnhancePanel($slot, $actor);
}
@@ -979,7 +1070,8 @@ class StatsPanel
$out->writeln("{$this->cyan}════════════════════════════════════{$this->reset}");
$out->writeln("");
$out->writeln("技能: " . ItemDisplay::renderListItem($item));
- $out->writeln("当前等级: {$this->yellow}+{$enhanceLevel}{$this->reset}");
+ $currentBonus = $enhanceLevel > 0 ? $actor->getEnhanceBonus($enhanceLevel) : '0';
+ $out->writeln("当前等级: {$this->yellow}+{$enhanceLevel}{$this->reset} {$this->green}(属性提升: +{$currentBonus}%){$this->reset}");
$out->writeln("");
$out->writeln("可选等级:");
$out->writeln("");
@@ -988,7 +1080,8 @@ class StatsPanel
for ($target = $enhanceLevel + 1; $target <= $maxLevel; $target++) {
$totalCost = EquipmentEnhancer::getTotalCost($enhanceLevel, $target);
$canAfford = $player->spiritStones >= $totalCost ? "{$this->green}✓{$this->reset}" : "{$this->red}✗{$this->reset}";
- $out->writeln(" [{$target}] +{$target} (需要: {$totalCost} 灵石) {$canAfford}");
+ $targetBonus = $actor->getEnhanceBonus($target);
+ $out->writeln(" [{$target}] +{$target} (属性提升: +{$targetBonus}%, 需要: {$totalCost} 灵石) {$canAfford}");
}
$out->writeln("");
diff --git a/test-websocket.php b/test-websocket.php
deleted file mode 100644
index b3d5e99..0000000
--- a/test-websocket.php
+++ /dev/null
@@ -1,39 +0,0 @@
-receive();
- echo "[收到] " . $message . "\n";
-
- // 发送测试输入
- echo "[发送] 测试命令\n";
- $client->send(json_encode([
- 'type' => 'input',
- 'input' => '1'
- ]));
-
- // 接收响应
- for ($i = 0; $i < 5; $i++) {
- $message = $client->receive();
- echo "[收到] " . substr($message, 0, 100) . "...\n";
- }
-
- $client->close();
- echo "[完成] 测试成功\n";
-
-} catch (Exception $e) {
- echo "[错误] " . $e->getMessage() . "\n";
- exit(1);
-}
diff --git a/web/game-ws.html b/web/game-ws.html
deleted file mode 100644
index 37091f4..0000000
--- a/web/game-ws.html
+++ /dev/null
@@ -1,677 +0,0 @@
-
-
-
-
-
- 凡人修仙传 - WebSocket版
-
-
-
-
-
-
-
-
-
-
欢迎
-
-
-
-
-
-
-
-
-
-
-
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-
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-
-
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diff --git a/web/index.html b/web/index.html
deleted file mode 100644
index bd7008d..0000000
--- a/web/index.html
+++ /dev/null
@@ -1,603 +0,0 @@
-
-
-
-
-
- 凡人修仙传 - 文字版
-
-
-
-
-
-
-
-
-
-
欢迎
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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-
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-
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diff --git a/websocket-process-server.php b/websocket-process-server.php
index 4cceefc..ef190f2 100755
--- a/websocket-process-server.php
+++ b/websocket-process-server.php
@@ -57,7 +57,7 @@ echo <<<'ASCII'
💡 特点:
✓ 无需修改游戏代码
✓ 每个用户独立的游戏进程
- ✓ 实时输出(100ms轮询)
+ ✓ 实时输出
✓ 完整的ANSI颜色支持
✓ 实时交互
diff --git a/websocket-server.php b/websocket-server.php
deleted file mode 100755
index 2af8fcc..0000000
--- a/websocket-server.php
+++ /dev/null
@@ -1,42 +0,0 @@
-#!/usr/bin/env php
-run();