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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 - - - - -
-
-

凡人修仙传 - WebSocket版

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欢迎

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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 - - - - -
-
-

凡人修仙传 - 文字版

-

Web Terminal Edition

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欢迎

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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();