feat: 实时通道改 SSE、服务器换 uvicorn+zttp、节奏改 40 分钟一天,并重建测试与优化热路径
三件事凑成一次不兼容变更:WebSocket 通道、Hypercorn 服务器、「手动推进一天」都消失了。 实时通道:WebSocket -> SSE - hub 改为 SSE 订阅池,GET /api/stream 单向推送 welcome/state/day/notice/bye, 250ms 节流 + 15s 心跳注释;写操作一律走 HTTP POST /api/actions,不再有 WS 回执。 - 停机三处一起修才干净:close_all() 发 bye + timeout_graceful_shutdown 兜底 + 客户端 stop() 直接 shutdown 底层 socket(光 close() 会等读线程的锁,最长卡到下次心跳)。 - 网页版改 EventSource + fetch;tools/ws_demo.py 换成 tools/sse_demo.py。 服务器:Hypercorn -> uvicorn + zttp 的 HTTP/2 - 同一端口同时说 HTTP/1.1 与 HTTP/2。uvicorn 0.53 不再内置 h2,必须装 zttp 并显式 http="zttp",否则 Config.load() 直接 raise。 - 信号接管改成子类覆盖 Server.handle_exit(0.53 没有 install_signal_handlers 可覆盖), 不调 super()、不写 _captured_signals,退出时不重放信号;第二次信号强制退出。 - 入口启动前用 daemon.port_busy() 自检端口:Windows 上 SO_REUSEADDR 会让第二个实例 「绑上」已监听端口并抢走新连接,所以判断「能不能连上」而不是「能不能 bind」。 - 修掉 clear_pid_file 的 Windows 真 bug:文件还开着就 os.remove 会失败且被 except OSError 吞掉,导致每次正常退出都留 stale pid 文件。 节奏:一天 15 秒 -> 40 分钟,并整体移除「休息」 - DEFAULT_TICK_SECONDS=2400,MAX_TICK_SECONDS 放宽到 86400(旧上限会把 40 分钟夹回去)。 - engine.sleep / SLEEP_COOLDOWN / /api/sleep / TUI 的 [N]休息 / 网页版按钮全部删掉, 时间只能自然流动;机器人改为 wait_for_next_day(timeout),CLI 加 bot --wait。 - 时长显示统一走 models.format_duration(),不再出现 2399.6s 这种写法。 键盘:修复方向键/空格/Tab/ESC 全部静默失效 - keys.py 的具名键统一小写并成为唯一来源,tui.py 一律引用 keys.XXX 而不手写字符串 (历史 bug 就是 Windows 侧产大写 UP、TUI 里写小写 up,字母键正常所以很难发现)。 - 顺带修 POSIX 路径一次 os.read 只取首字节、其余按键静默丢弃的老毛病。 测试:重建 500 项 - test_engine 110 / test_actions 35 / test_server 131(skip 35) / test_tui_keys 75 / test_bot 36 / test_client 113。未安装的第三方依赖用 skipUnless 自动跳过,其余照跑, 所以是全绿而不是靠跳过伪装。 - 被测试逼出两处真隐患并修掉:RemoteFarm._normalize() 必须「先补 scheme 再削尾斜杠」 (顺序反了畸形端点会溜到系统代理、报一个和真实原因无关的 502);StateView 空视图要 预置 plots/animals,否则连不上服务器时读 state.plots 直接 AttributeError。 优化:先量后改,依据与前后数字都在 tools/bench.py - 新增 engine.brief_source():brief/summary/动作回执只要十几个标量,不再为它们序列化 整局;to_dict 里 net_worth 只算一次。brief -76%、summary -77%、leaderboard(32) -78%、 GET /api/world -31%、POST /api/actions?full=1 -16%。 - 拆掉三个巨型函数:create_app 475->32 行(_Services + _register_*)、 build_parser 与 available_actions 分组、__main__.main 160->7 行。 - 消除重复:等级门槛 5 处 -> _is_locked/_require_level/_newly_unlocked;hub 的 broadcast/broadcast_all/close_all -> _push_many;daemon.probe/world -> _get_json; main.py 的 _add_endpoint_args/_leaderboard_lines。 - tools/bench.py 作为长期性能守卫(含调用计数器),谁把轻量路径改回 snapshot() 会立刻报警。 门禁:ruff format/check 全绿、pyright 0 错误、500 项测试 OK(skip 35)。
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-146
@@ -51,7 +51,6 @@ class FarmEngine:
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)
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self._log_seq = 0
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self._last_sleep = 0.0
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self.paused = False
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# 由 Scheduler 维护:下一次自动推进的绝对时间戳(无调度器时为 None)
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self.next_tick_at: float | None = None
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@@ -106,6 +105,44 @@ class FarmEngine:
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return None
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return round(max(0.0, self.next_tick_at - time.time()), 1)
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def brief_source(self) -> dict[str, Any]:
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"""精简状态(动作回执、排行榜、`status`)要用的字段。
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刻意**不走** :meth:`snapshot`:那些场景只要十几个标量,而完整快照会把
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每块地、每只牲畜都序列化成 dict,再被调用方整批丢掉。实测每个请求因此
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白花 ~60µs;排行榜更夸张——N 个牧场就是 N 次全量序列化。
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这里的键是 ``farm.server.app.BRIEF_KEYS`` 的超集:加字段时两边一起改。
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"""
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with self._lock:
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state = self.state
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# net_worth 是这里最贵的一项(要遍历地块与牲畜),算一次给两处用
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worth = state.net_worth
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return {
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"day": state.day,
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"gold": state.gold,
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"level": state.level,
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"exp": state.exp,
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"exp_needed": state.exp_needed,
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"ap": state.ap,
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"max_ap": state.max_ap,
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"feed": state.feed,
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"plot_count": len(state.plots),
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"max_plots": state.max_plots,
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"next_plot_price": state.next_plot_price,
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"animal_count": len(state.animals),
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"max_animals": config.MAX_ANIMALS,
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"net_worth": round(worth, 2),
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"goal_index": config.goal_index(worth),
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"seconds_to_tick": self.seconds_to_tick,
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"paused": self.paused,
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"tick_seconds": self.tick_seconds,
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# 待办清单是特意为 AI 准备的:直接读模型对象,不再过一遍序列化
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"ripe_plots": [p.index + 1 for p in state.plots if p.is_ripe],
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"hungry_animals": [a.aid for a in state.animals if not a.fed],
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"collectable_animals": [a.aid for a in state.animals if a.pending > 0],
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}
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def market_price(self, key: str) -> float:
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with self._lock:
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return round(self.state.market.get(key, 0.0), 2)
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@@ -127,7 +164,7 @@ class FarmEngine:
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"price": price,
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"exp": info["exp"],
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"level_req": info["level_req"],
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"locked": self.state.level < info["level_req"],
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"locked": self._is_locked(info),
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"profit": round(gross - info["seed_cost"], 2),
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"profit_per_day": round((gross - info["seed_cost"]) / days, 2),
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}
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@@ -147,7 +184,7 @@ class FarmEngine:
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"feed_per_day": info["feed_per_day"],
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"exp": info["exp"],
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"level_req": info["level_req"],
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"locked": self.state.level < info["level_req"],
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"locked": self._is_locked(info),
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"profit_per_day": round((price - feed_cost) / max(1, info["cycle"]), 2),
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}
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)
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@@ -166,109 +203,151 @@ class FarmEngine:
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``cost``(金币/行动点开销)、``reason``(为什么值得做)。
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"""
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with self._lock:
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actions: list[dict[str, Any]] = []
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state = self.state
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# ---- 收获 / 浇水 / 播种
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for plot in state.plots:
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if plot.crop is None:
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for key, info in config.CROPS.items():
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if state.level < info["level_req"]:
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continue
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if state.gold < info["seed_cost"] or state.ap < config.AP_COST["plant"]:
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continue
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actions.append(
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{
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"action": "plant",
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"params": {"plot": plot.index + 1, "crop": key},
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"cost": {"gold": info["seed_cost"], "ap": config.AP_COST["plant"]},
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"reason": f"{plot.index + 1} 号地空闲,可种{info['name']}",
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}
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)
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elif plot.is_ripe:
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actions.append(
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{
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"action": "harvest",
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"params": {"plot": plot.index + 1},
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"cost": {"gold": 0, "ap": config.AP_COST["harvest"]},
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"reason": (
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f"{plot.index + 1} 号地的{config.CROPS[plot.crop]['name']}已成熟"
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),
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}
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)
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elif plot.moisture == 0 and state.ap >= config.AP_COST["water"]:
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actions.append(
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{
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"action": "water",
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"params": {"plot": plot.index + 1},
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"cost": {"gold": 0, "ap": config.AP_COST["water"]},
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"reason": f"{plot.index + 1} 号地缺水,作物已停止生长",
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}
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)
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# ---- 动物
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for animal in state.animals:
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if animal.pending > 0:
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actions.append(
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{
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"action": "collect",
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"params": {"animal_id": animal.aid},
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"cost": {"gold": 0, "ap": config.AP_COST["collect"]},
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"reason": f"{animal.name}有 {animal.pending} 份{animal.product}待收取",
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}
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)
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elif not animal.fed:
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need = animal.info["feed_per_day"]
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cost = 0 if state.feed >= need else need * config.FEED_EMERGENCY_PRICE
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if state.gold >= cost and state.ap >= config.AP_COST["feed"]:
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actions.append(
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{
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"action": "feed",
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"params": {"animal_id": animal.aid},
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"cost": {"gold": cost, "ap": config.AP_COST["feed"]},
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"reason": f"{animal.name}(#{animal.aid})今天还没喂食",
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}
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)
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# ---- 投资类
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price = state.next_plot_price
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if price > 0 and state.gold >= price:
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actions.append(
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{
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"action": "buy_plot",
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"params": {},
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"cost": {"gold": price, "ap": config.AP_COST["buy_plot"]},
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"reason": f"可花 {price} 金币开垦第 {len(state.plots) + 1} 块地",
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}
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)
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if state.feed < 5 and state.gold >= config.FEED_UNIT_PRICE * config.FEED_BULK:
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actions.append(
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{
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"action": "buy_feed",
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"params": {"quantity": config.FEED_BULK},
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"cost": {
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"gold": config.FEED_UNIT_PRICE * config.FEED_BULK,
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"ap": config.AP_COST["buy_feed"],
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},
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"reason": "饲料库存偏低,建议补货",
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}
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)
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for key, info in config.ANIMALS.items():
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if state.level < info["level_req"]:
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continue
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if len(state.animals) >= config.MAX_ANIMALS or state.gold < info["cost"]:
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continue
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actions.append(
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{
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"action": "buy_animal",
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"params": {"kind": key},
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"cost": {"gold": info["cost"], "ap": config.AP_COST["buy_animal"]},
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"reason": f"可购买{info['name']}({info['cost']} 金币)",
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}
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)
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actions: list[dict[str, Any]] = []
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actions.extend(self._plot_actions(state))
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actions.extend(self._animal_actions(state))
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actions.extend(self._investment_actions(state))
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return actions
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# ---- available_actions 的三个分区;拆开是为了各自能独立阅读/测试
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def _plot_actions(self, state: GameState) -> list[dict[str, Any]]:
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"""每块地当前能做的事:播种 / 收获 / 浇水。"""
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# 能种什么只取决于等级、金币和行动点,与**具体是哪块地**无关,
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# 所以整趟只筛一次,不要放进地块循环里做 O(地块 × 作物) 次判断。
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plant_ap = config.AP_COST["plant"]
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plantable = [
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(key, info)
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for key, info in config.CROPS.items()
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if not self._is_locked(info)
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and state.gold >= info["seed_cost"]
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and state.ap >= plant_ap
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]
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actions: list[dict[str, Any]] = []
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for plot in state.plots:
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position = plot.index + 1
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if plot.crop is None:
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for key, info in plantable:
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actions.append(
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{
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"action": "plant",
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"params": {"plot": position, "crop": key},
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"cost": {"gold": info["seed_cost"], "ap": plant_ap},
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"reason": f"{position} 号地空闲,可种{info['name']}",
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}
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)
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elif plot.is_ripe:
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actions.append(
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{
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"action": "harvest",
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"params": {"plot": position},
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"cost": {"gold": 0, "ap": config.AP_COST["harvest"]},
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"reason": f"{position} 号地的{config.CROPS[plot.crop]['name']}已成熟",
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}
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)
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elif plot.moisture == 0 and state.ap >= config.AP_COST["water"]:
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actions.append(
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{
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"action": "water",
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"params": {"plot": position},
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"cost": {"gold": 0, "ap": config.AP_COST["water"]},
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"reason": f"{position} 号地缺水,作物已停止生长",
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}
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)
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return actions
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def _animal_actions(self, state: GameState) -> list[dict[str, Any]]:
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"""每只牲畜当前能做的事:收取产出 / 喂食。"""
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actions: list[dict[str, Any]] = []
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for animal in state.animals:
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if animal.pending > 0:
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actions.append(
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{
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"action": "collect",
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"params": {"animal_id": animal.aid},
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"cost": {"gold": 0, "ap": config.AP_COST["collect"]},
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"reason": f"{animal.name}有 {animal.pending} 份{animal.product}待收取",
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}
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)
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elif not animal.fed:
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need = animal.info["feed_per_day"]
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cost = 0 if state.feed >= need else need * config.FEED_EMERGENCY_PRICE
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if state.gold >= cost and state.ap >= config.AP_COST["feed"]:
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actions.append(
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{
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"action": "feed",
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"params": {"animal_id": animal.aid},
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"cost": {"gold": cost, "ap": config.AP_COST["feed"]},
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"reason": f"{animal.name}(#{animal.aid})今天还没喂食",
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}
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)
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return actions
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def _investment_actions(self, state: GameState) -> list[dict[str, Any]]:
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"""与具体地块/牲畜无关的长期投入:开垦土地、补饲料、买牲畜。"""
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actions: list[dict[str, Any]] = []
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price = state.next_plot_price
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if price > 0 and state.gold >= price:
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actions.append(
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{
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"action": "buy_plot",
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"params": {},
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"cost": {"gold": price, "ap": config.AP_COST["buy_plot"]},
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"reason": f"可花 {price} 金币开垦第 {len(state.plots) + 1} 块地",
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}
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)
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bulk_cost = config.FEED_UNIT_PRICE * config.FEED_BULK
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if state.feed < 5 and state.gold >= bulk_cost:
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actions.append(
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{
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"action": "buy_feed",
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"params": {"quantity": config.FEED_BULK},
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"cost": {"gold": bulk_cost, "ap": config.AP_COST["buy_feed"]},
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"reason": "饲料库存偏低,建议补货",
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}
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)
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for key, info in config.ANIMALS.items():
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if self._is_locked(info):
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continue
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if len(state.animals) >= config.MAX_ANIMALS or state.gold < info["cost"]:
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continue
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actions.append(
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{
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"action": "buy_animal",
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"params": {"kind": key},
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"cost": {"gold": info["cost"], "ap": config.AP_COST["buy_animal"]},
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"reason": f"可购买{info['name']}({info['cost']} 金币)",
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}
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)
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return actions
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# ================================================================ 内部工具
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def _is_locked(self, info: dict[str, Any]) -> bool:
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"""这件作物/牲畜在当前等级是否还没解锁。
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"等级门槛"这一条规则原本在 catalog / available_actions / plant /
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buy_animal / _gain_exp 里各写了一遍,改文案或改判定就得追五处。
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现在只在这里定义,别处一律调它。
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"""
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return self.state.level < info["level_req"]
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def _require_level(self, info: dict[str, Any]) -> None:
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"""等级不够就抛 locked。播种与买牲畜都要过这一关。"""
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if self._is_locked(info):
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raise GameError(
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"locked",
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f"{info['name']}需要 Lv.{info['level_req']},当前 Lv.{self.state.level}",
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)
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def _newly_unlocked(self, level: int) -> list[str]:
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"""正好在 level 这一级解锁的作物与牲畜名字(先作物后牲畜)。"""
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return [
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info["name"]
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for table in (config.CROPS, config.ANIMALS)
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for info in table.values()
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if info["level_req"] == level
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]
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def _get_plot(self, plot_no: Any) -> Plot:
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"""把 1-based 的地块编号转成 Plot,越界即报错。"""
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try:
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@@ -299,7 +378,7 @@ class FarmEngine:
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raise GameError(
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"no_ap",
|
||||
f"行动点不足:{action} 需要 {cost} 点,当前只剩 {self.state.ap} 点。"
|
||||
f"按 N 休息或等待下一天。",
|
||||
f"等一天的时间自然走完就会恢复。",
|
||||
)
|
||||
if cost:
|
||||
self.state.ap -= cost
|
||||
@@ -333,15 +412,7 @@ class FarmEngine:
|
||||
self.state.level += 1
|
||||
bonus = config.level_up_bonus(self.state.level)
|
||||
self.state.gold += bonus
|
||||
unlocked = [
|
||||
info["name"]
|
||||
for info in config.CROPS.values()
|
||||
if info["level_req"] == self.state.level
|
||||
] + [
|
||||
info["name"]
|
||||
for info in config.ANIMALS.values()
|
||||
if info["level_req"] == self.state.level
|
||||
]
|
||||
unlocked = self._newly_unlocked(self.state.level)
|
||||
text = f"升级到 Lv.{self.state.level}!奖励 {bonus} 金币"
|
||||
if unlocked:
|
||||
text += f",解锁:{'、'.join(unlocked)}"
|
||||
@@ -362,11 +433,7 @@ class FarmEngine:
|
||||
f"未知作物 {crop!r},可选:{'、'.join(config.CROPS)}",
|
||||
)
|
||||
info = config.CROPS[crop]
|
||||
if self.state.level < info["level_req"]:
|
||||
raise GameError(
|
||||
"locked",
|
||||
f"{info['name']}需要 Lv.{info['level_req']},当前 Lv.{self.state.level}",
|
||||
)
|
||||
self._require_level(info)
|
||||
plot = self._get_plot(plot_no)
|
||||
if plot.crop is not None:
|
||||
raise GameError(
|
||||
@@ -451,11 +518,7 @@ class FarmEngine:
|
||||
f"未知动物 {kind!r},可选:{'、'.join(config.ANIMALS)}",
|
||||
)
|
||||
info = config.ANIMALS[kind]
|
||||
if self.state.level < info["level_req"]:
|
||||
raise GameError(
|
||||
"locked",
|
||||
f"{info['name']}需要 Lv.{info['level_req']},当前 Lv.{self.state.level}",
|
||||
)
|
||||
self._require_level(info)
|
||||
if len(self.state.animals) >= config.MAX_ANIMALS:
|
||||
raise GameError("pasture_full", f"牧场已满(上限 {config.MAX_ANIMALS} 只)")
|
||||
|
||||
@@ -587,17 +650,6 @@ class FarmEngine:
|
||||
"next_plot_price": self.state.next_plot_price,
|
||||
}
|
||||
|
||||
def sleep(self) -> dict[str, Any]:
|
||||
"""手动推进一天,带冷却避免刷时间。"""
|
||||
with self._lock:
|
||||
elapsed = time.time() - self._last_sleep
|
||||
if elapsed < config.SLEEP_COOLDOWN:
|
||||
wait = config.SLEEP_COOLDOWN - elapsed
|
||||
raise GameError("cooldown", f"刚休息过,请等待 {wait:.1f} 秒", status=429)
|
||||
self._last_sleep = time.time()
|
||||
events = self.advance_day(reason="休息")
|
||||
return {"ok": True, "message": f"进入第 {self.state.day} 天", "events": events}
|
||||
|
||||
def pause(self, paused: bool | None = None) -> dict[str, Any]:
|
||||
with self._lock:
|
||||
self.paused = bool(paused) if paused is not None else not self.paused
|
||||
@@ -610,7 +662,6 @@ class FarmEngine:
|
||||
tick = self.tick_seconds
|
||||
self.state = GameState()
|
||||
self._log_seq = 0
|
||||
self._last_sleep = 0.0
|
||||
self.paused = False
|
||||
if keep_tick:
|
||||
self.tick_seconds = tick
|
||||
@@ -709,8 +760,30 @@ class FarmEngine:
|
||||
)
|
||||
|
||||
|
||||
def tick_decision(
|
||||
paused: bool, next_tick_at: float | None, tick_seconds: float, now: float
|
||||
) -> tuple[bool, float]:
|
||||
"""根据当前时刻决定"是否该推进一天",并给出新的调度时间点。
|
||||
|
||||
这是 :class:`Scheduler`(单机)与 :class:`farm.server.session.FarmClock`
|
||||
(服务器)共用的唯一 tick 决策,两处不再各写一遍:
|
||||
|
||||
* 暂停中 → 顺延,保证恢复后仍有完整的一个 tick;
|
||||
* 没有调度点(从未启动/被清空)→ 从现在起重新计时;
|
||||
* 到点 → 推进,并把下一次调度设为 now + tick_seconds;
|
||||
* 未到点 → 维持原调度时间。
|
||||
|
||||
返回 ``(should_advance, next_tick_at)``。
|
||||
"""
|
||||
if paused or next_tick_at is None:
|
||||
return False, now + tick_seconds
|
||||
if now >= next_tick_at:
|
||||
return True, now + tick_seconds
|
||||
return False, next_tick_at
|
||||
|
||||
|
||||
class Scheduler:
|
||||
"""自动推进游戏时间的后台线程。"""
|
||||
"""自动推进游戏时间的后台线程(单机模式;服务器版见 farm.server.session.FarmClock)。"""
|
||||
|
||||
def __init__(self, engine: FarmEngine, enabled: bool = True) -> None:
|
||||
self.engine = engine
|
||||
@@ -732,16 +805,9 @@ class Scheduler:
|
||||
def _run(self) -> None:
|
||||
while not self._stop.wait(0.2):
|
||||
engine = self.engine
|
||||
if engine.paused:
|
||||
# 暂停时顺延,保证恢复后仍有完整的一个 tick
|
||||
engine.next_tick_at = time.time() + engine.tick_seconds
|
||||
continue
|
||||
deadline = engine.next_tick_at
|
||||
if deadline is None:
|
||||
deadline = time.time() + engine.tick_seconds
|
||||
if time.time() >= deadline:
|
||||
advance, engine.next_tick_at = tick_decision(
|
||||
engine.paused, engine.next_tick_at, engine.tick_seconds, time.time()
|
||||
)
|
||||
if advance:
|
||||
with contextlib.suppress(Exception):
|
||||
engine.advance_day(reason="时间流逝")
|
||||
engine.next_tick_at = time.time() + engine.tick_seconds
|
||||
else:
|
||||
engine.next_tick_at = deadline
|
||||
Reference in new issue
Block a user