Lordofpomelo源碼分析 (二): World初始化之pathCache

接上回,咱們看到map的初始化,代碼以下:  json

Map.prototype.init = function(opts) {
	var weightMap = opts.weightMap || false;
	var map = require(this.mapPath);
	if(!map) {
		logger.error('Load map failed! ');
	} else {
		this.configMap(map);
		this.id = opts.id;
		this.width = opts.width;
		this.height = opts.height;
		this.tileW = 20;
		this.tileH = 20;
		this.rectW = Math.ceil(this.width/this.tileW);
		this.rectH = Math.ceil(this.height/this.tileH);

		this.pathCache = new PathCache({limit:1000});
		this.pfinder = buildFinder(this);

		if(weightMap) {
			//Use cache map first
			var path = process.cwd() + '/tmp/map.json';
			var maps = fs.existsSync(path)?require(path) : {};

			if(!!maps[this.id]){
				this.collisions = maps[this.id].collisions;
				this.weightMap = this.getWeightMap(this.collisions);
			}else{
				this.initWeightMap();
				this.initCollisons();
				maps[this.id] = {version : Date.now(), collisions : this.collisions};
				fs.writeFileSync(path, JSON.stringify(maps));
			}

		}
	}
};

上回看到了this.configMap(map);這句的就是把地圖配置文件讀取存入this.map變量中,接下來,從opts中取出地圖的id/width/height,那麼這些值是從哪裏來的呢?還記得以前app.js中的 world.init(dataApi.area.all()) 嗎?從新看下以前的代碼 api

// Configure for area server
app.configure('production|development', 'area', function(){
	app.filter(pomelo.filters.serial());
	app.before(playerFilter());

	var areaId = app.get('curServer').area;
	if(!areaId || areaId < 0) {
		throw new Error('load area config failed');
	}
	world.init(dataApi.area.all());
	area.init(dataApi.area.findById(areaId));
});

這裏面實際上還先執行了dataApi.area.all(),該方法位於./app/util/dataApi.js, 內容以下: 緩存

/**
 * find all item
 *
 * @return {array}
 * @api public
 */
Data.prototype.all = function() {
  return this.data;
};

module.exports = {
  area: new Data(area),
  character: new Data(character),
  equipment: new Data(equipment),
  experience: new Data(experience),
  npc: new Data(npc),
  role: new Data(role),
  talk: new Data(talk),
  item: new Data(item),
  fightskill: new Data(fightskill),
	task: new Data(task)
};

實際上它返回的就是new Data(area),該方法對應的引用是var area = require('../../config/data/area');打開改路徑下的文件,文件內容以下, app

["id","name","areaName","level","width","height","path","towerWidth","towerHeight"],
["1","desert","沙漠",0,4200,2800,"/config/map/desert.json",300,300], ui

這裏定義了前面opts用到的id/width/height等數值。搞清楚了數值來源後咱們繼續回到map.ini中 看下面代碼: this

this.tileW = 20;
		this.tileH = 20;
		this.rectW = Math.ceil(this.width/this.tileW);
		this.rectH = Math.ceil(this.height/this.tileH);

這一段很簡單,就是定義地圖的tile爲20*20構成,而後再計算出地圖的總的tile寬度與高度。 spa

this.pathCache = new PathCache({limit:1000});
		this.pfinder = buildFinder(this);

而後是這兩句,咱們先看第一句this.pathCache = new PathCache({limit:1000}); PathCache構造方法位於./app/util/pathCache.js文件,代碼以下: prototype

var PathCache = function(opts) {
	this.id = id++;
	this.limit = opts.limit||30000;
	this.size = 0;
	this.queue = new PriorityQueue(comparator);
	this.cache = {};
};

這裏面主要調用到的是new PriorityQueue(comparator); 其中comparator是一個比較大小的function,先看代碼: code

var comparator = function(a, b) {
	return a.time < b.time;
};

內容很簡單,比較兩個值的造成時間,a時間比b時間早則返回true,具體有什麼用,請接着咱們繼續看PriorityQueue該方法位於pomelo-collection模塊中的./lib/PriorityQueue.js文件中,這是一個獨立的模塊, server

var PriorityQueue = function(comparator){
  this.init(comparator);
}

var pro = PriorityQueue.prototype;

pro.init = function(comparator){
  this._comparator = typeof(comparator)=='function'?comparator:this._defaultComparator;
  
  this._queue = [];
  this._tailPos = 0;
}

調用本身的init方法,初始化了比較方法,若是傳入的參數不是一個function時,則採用默認的比較方法,這裏不是採用默認方法,因此暫時不看默認方法;

看到這裏你們可能比較疑惑,這個PriorityQueue究竟是個什麼東西,實際上它就是一個順序隊列,它可以保證每次提供給你最先加入隊列中的路徑被取出並刪除。

經過這種機制保證了pathCache在預先設定的limit範圍內保存尋路路徑的緩存,避免緩存無限制增加,這裏咱們的limit就是前面提到的pathCache = new PathCache({limit:1000});指定的1000這個數值。具體的代碼暫時不分析了,等後面用到時在詳細說明.

好了,這篇就到這來,下一篇開始說明buildFinder(this);

你們88

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